I converted some KOTOR 1 items into Saga artifacts. I accomplished this in a couple of ways. For the most part, I used heirloom item rules (LECG page 97), Sith alchemy traits (JATM page 22), and then added a unique feature based on each item's description.
Tulak Hord’s Mask
This mask is Steeped in the Dark Side. Once per encounter you can gain a destiny bonus equal to one-half your Dark Side Score to any one attack roll or skill check. Doing so increases your Dark Side Score by 1. Traditionally this bonus has been used with a Stealth check to hide from one’s enemies.
The mask also benefits from Dark Side Stealth, granting the user a +2 equipment bonus on Use the Force checks to avoid detection.
The mask grants one final power: protection from fire. When targeted by an attack that deals fire damage, on a hit the attack deals half damage. If the attack misses, the attack deals no damage. The wearer can never catch on fire from taking fire damage.
Naga Sadow’s Poison Blade
This is a Sith alchemical war sword (1d8 damage; lightsabers do not ignore DR; wielder proficient in use of weapon can treat it as a lightsaber for the purposes of the Block, Deflect, and Redirect Shot talents, as well as any talents that have those Jedi talents as a prerequisite; can spend a Force Point as a swift action to gain bonus to damage equal to Dark Side Score on next attack, doing so gives the wielder a Dark Side Point).
It has the Master’s Weapon alchemy quality (which now provides a destiny bonus instead of an equipment bonus due to a destiny fulfilled [grants a +2 destiny bonus on Use the Force checks to use Block and Deflect]).
It is also a Vile Weapon (always considered laced with Sith Poison).
Adjunta Pall’s Blade
This is a double-bladed Sith alchemical sword (1d6/1d6 damage; lightsabers do not ignore DR; wielder proficient in use of weapon can treat it as a lightsaber for the purposes of the Block, Deflect, and Redirect Shot talents, as well as any talents that have those Jedi talents as a prerequisite; can spend a Force Point as a swift action to gain bonus to damage equal to Dark Side Score on next attack, doing so gives the wielder a Dark Side Point; may use it as a double weapon with all the relevant penalties).
It is Steeped in the Dark Side. Thus, once per encounter you can gain a destiny bonus equal to one-half your Dark Side Score to any one attack roll or skill check. Doing so increases your Dark Side Score by 1.
The final ability is its most fearsome. Corrupted when its master fell to darkness, the blade now glows softly with an internal heat born of the Dark Side. The damage dealt by this weapon is considered Slashing and Fire. Those struck by the blade catch fire and deal with fire as a hazard, detailed on page 255 of the Saga Edition Rulebook.
The Gauntlets of Marko Ragnos
Part of the rumours surrounding the legendary strength of Marko Ragnos, this set of heavy, metal gauntlets are studded with small protrusions and were a symbol of his brutal reign. These function as Sith alchemical combat gloves (grants a +1 damage bonus on unarmed strikes; lightsabers do not ignore DR; wielder proficient in use of weapon can treat it as a lightsaber for the purposes of the Block, Deflect, and Redirect Shot talents, as well as any talents that have those Jedi talents as a prerequisite; can spend a Force Point as a swift action to gain bonus to damage equal to Dark Side Score on next attack; doing so gives the wielder a Dark Side Point).
The first benefit of these gauntlets is their legendary status. They function as a Legendary Icon heirloom item (when carrying the heirloom item in plain sight [not concealed], the wearer gains favorable circumstances on all Charisma-based skill checks [except Use the Force] provided that you are dealing with another character or droid at the time. Exception: Unfavorable circumstances can occur if the wrong person is present (ie trying to deceive a Jedi Master who knows the dark reputation of the gauntlets).
These gauntlets also grant the wearer a +2 equipment bonus to Strength, providing the usual benefits on melee attack and damage rolls, as well as Strength-based skill checks.
The final property is designed to punish a subordinate or create an advantage over an opponent. Once per encounter, the wearer may make a special unarmed strike (that doesn’t provoke attacks of opportunity) with the benefits of the Battering Attack feat. The wearer may spend a Force Point after a successful Block attempt to not only make the attack, but also cause the opponent to become flat-footed. The wearer is considered to also have the prerequisite feats of Bantha Rush and Trip for this special attack. Should the wearer already possess these three feats, he need not spend the Force Point in the special circumstance above.
Exar Kun’s Battle Armor
This is a suit of medium dark armor. It grants a +7 armor bonus to Reflex Defense, a +4 equipment bonus to Fortitude Defense, has a Max Dex bonus of +2, and changes the wearer’s speed from 6 squares to 4 squares. (This armor was built with a Medium-sized creature in mind and may only be worn by a similarly sized creature).
This armor is a Legendary Icon heirloom item (when carrying the heirloom item in plain sight [not concealed], the wearer gains favorable circumstances on all Charisma-based skill checks [except Use the Force] provided that you are dealing with another character or droid at the time. Exception: Unfavorable circumstances can occur if the wrong person is present (ie trying to deceive a Jedi Master who knows the dark reputation of the armor).
This armor has the Dark Energy alchemy property (grants the wearer a +2 equipment bonus on Use the Force checks to activate Force powers with the [dark side] descriptor).
This armor has 1 upgrade slot. This slot is filled with the Armor Reinforcement accessory, providing the wearer DR 2 against piercing attacks.