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61
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by Jayjaxx on May 04, 2025, 11:28:44 am »
I'm gonna vote for the Cursed Sith Inscriptions.

As for next, I'd like to challenge people to use the 'rarer' prestige classes (although what exactly counts as rare I'd leave to the creator).
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by chellewalker on May 01, 2025, 04:54:52 pm »
Meant to close this yesterday, but forgot before going to work. Anyway, we've got a whole lot of entries to choose from, so voting is now open! Remember: you can vote for any two builds (other than your own) as well as offer a suggestion for the theme of the next build contest. Voting lasts until the 7th of May, when I'll tally the results.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by lil_literalist on April 28, 2025, 02:44:21 am »
Here's my second entry. This one is a little weirder, but I thought... why not? It's something that can be great for GMs who want to explore the more mystical side of the Force, in an ancient temple or ruin which a Force sensitive culture once existed. Droids are immune due to the mind-affecting tag, as are Force Disciples (though you could probably remove the tag if you wanted). This hazard can also be used to give plot information, making it something which a party may even wish to brave. If you wanted to be dastardly, you could put a combat encounter in a place where this hazard is located, since the condition track movement is persistent.

Memory Crystal Psychic Imprint (CL 7)
Ancient Force-sensitive memory crystals embedded in structures leak psychic imprints. Creatures entering the area experience vivid flashbacks from past events or emotions imprinted in the crystals. Non-Force sensitives experience confusion and disorientation, while Force sensitive individuals may gain insights from the past, at the risk of becoming lost in the memories.

Keywords: Area, Contact, Mind-Affecting
Trigger: A character enters an area containing Force-sensitive memory crystals or directly touches such crystals.
Attack: +9 vs Will Defense
Damage: 1d6 (-2 persistent step on the Condition Track)
Recurrence: Each minute spent in the affected area. Direct contact with a crystal results in an immediate hazard attack.
Suggested Skills:
  • Endurance (DC 30): A character forces their way through the disorienting effects, gaining a +2 circumstance bonus to Will Defense to avoid the hazard.
  • Knowledge (Galactic Lore) (DC 27): A character is able to recognize the nature of the memory crystals and is able to understand how to shield their mind against such memories, gaining a +2 circumstance bonus to Will Defense to avoid the hazard.
  • Perception (DC 17): A character is notice the subtle glow of the memory crystals before entering the area.
  • Use the Force (DC 22): A Force-sensitive character can attempt to control the flow of memories rather than being overwhelmed by them, potentially gaining useful information from the imprints. A successful hazard attack only moves the character -1 on the condition track.
Special:
  • Force-sensitive characters suffer a -5 penalty to Will Defense against this hazard, due to their heightened connection to the Force.
  • On a successful Use the Force check, Force users may gain temporary insights related to the imprinted memories, potentially receiving visions of past events relevant to their current situation.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by lil_literalist on April 28, 2025, 01:38:31 am »
Here's my first entry. It's a natural fit for many planets and can be run in an incredibly cinematic way. It can be used both for characters or for vehicles, and it is appropriate both in combat or as a survival challenge which needs to be crossed. In short, it's quite versatile, and the mechanics back up a very luck-influenced hazard while still allowing counterplay. The suggested skills include some which are taken frequently, and some which are not seen as often. And while Jedi should be able to do well with Surge to boost their Jump, this does not make them immune to the hazard.

Geothermal Vents (CL 6)
A thin crust of cooled rock conceals a network of superheated fissures below the surface. At irregular intervals, jets of scalding steam or bursts of boiling mud erupt upward with a roar, capable of blistering skin and disabling equipment. The vents can lie dormant for minutes, or detonate in rapid succession, making passage through such areas a gamble.

Keywords: Area, Natural
Trigger: When a creature, droid, or vehicle enters or begins its turn in an area of geothermal activity, roll a 1d6. On a 5 or 6, the hazard triggers as a vent erupts.
Attack: +8 vs Reflex Defense
Damage: 2d12 (half damage on miss)
Recurrence: Each round at the start of the target's turn, until the creature, droid, or vehicle leaves the area
Suggested Skills:
  • Jump (DC 22): A character attempts to leap out of the way of an eruption, taking half damage if the hazard hits the character and one quarter damage if it misses.
  • Knowledge (Physical Sciences) (DC 17): A character is able to determine the exact extents of the geothermal activity.
  • Perception (DC 27): A character is able to spot telltale signs of an active vent before it erupts, gaining a +2 circumstance bonus to Reflex Defense to avoid the hazard.
  • Pilot (DC 27): A vehicle may attempt to maneuver away from an active vent, gaining a +5 circumstance bonus to Reflex Defense to avoid the hazard.
  • Survival (DC 22): A character is able to read a certain pattern in the network of geothermal vents. When the d6 for the trigger is rolled, a vent only erupts on a result of 6, and not on a result of 5.
Special: If the hazard's attack exceeds the target's Reflex Defense by 5 or more, the target is tossed 1d3 squares in a random direction.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by sienn_sconn on April 19, 2025, 06:42:55 pm »
Sith ruins dot the lands of many worlds, a reminder of the times when dark empires led by warrior-wizards ruled the galaxy.  Many of these decrepit palaces and tombs still house the fortunes of those long dead sorcerers, but the distance to those worlds combined with the secrecy of the Sith means that many of these architectural wonders will never be explored.   For those foolish fortune-seekers and archaeologists who do stumble upon them, many of them wish they had left well enough alone, for the stones themselves seem to scream with the insanity of the damned and the desolate, and those that become unnerved enough flee into the twisted maze of buildings never to be seen again.


Haunted Ruins

Statistics (CL 10)

Keywords: Artificial, Energy, Sonic

Trigger: A character enters a set of haunted ruins

Attack: +12 vs Fortitude Defense

Damage: 3d10 sonic (half damage on a miss)

Recurrence: Hourly, as long as the target remains in the haunted ruins

Suggested Skills: The following are suggested Skills for this Hazard:

•   Endurance (DC 24): The character attempts to shake off the worst effects of the ancient Sith whisperings, gaining a +5 circumstance bonus.
•   Knowledge (galactic lore) (DC 29):  The character recalls the details of ancient Sith sorceries that still protect the buildings they created.
•   Perception (DC 24): The character keeps watch for unusual apparitions or other illusions that could be more than they seem, gaining a +2 circumstance bonus to their Fortitude Defense.
•   Use the Force (DC 19): Characters can surround themselves with the peaceful energy of the light side of the Force, bolstering them against encroaching darkness for a +2 circumstance bonus to their Fortitude Defense.

Special: Characters who move down one or more steps on the Condition Track as a result of taking damage from this hazard suffer another attack by the haunted ruins (+12 vs Will Defense).  If this second attack succeeds, the character is treated as though the next closest creature had used the Terror aspect of the Mind Trick power on the character (this effect is not negated even if the character’s level is higher than the level of the next closest creature).


I do like what I have created for the Haunted Ruins, but if anyone has suggestions for improving it, please fire away.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by sienn_sconn on April 19, 2025, 06:42:41 pm »
It is known by many names.  It can be a simple pit covered with a rough crosswork of beams or a complex room with padded walls.  It might consist of specialized force fields or simply use walls of air above a ravine.  Whatever the offical name, whatever the configuration, the popular name of that terrible cell remains the same:  The Hole.  Simple words that invoke fear and despair in the hearts of those who are forced into it.  Militant and insurgent groups primarily use The Hole as a way to not only confine their prisoners and hostages, but break their spirits as well.  Though the physical body may be intact, a shattered mind makes it hard for the target to fight back and escape.  Secret agencies and shadowy organizations also use The Hole in conjunction with interrogation and torture to pry information and secrets from the lips of those whose minds crave something different from the monotony of the simple and unchanging existence of living in The Hole.  Slowly, steadily, inexorably, the monotony of each day inside The Hole can fracture the psyche of even the most mentally disciplined beings.


The Hole

Statistics (CL 2)

Keywords: Artificial

Trigger: A being is placed in The Hole

Attack: +6 vs Will Defense

Damage: - (-1 persistent steps on the Condition Track)

Recurrence: Daily, as long as the target remains in The Hole

Suggested Skills: The following are suggested Skills for this Hazard:

•   Acrobatics, Climb, Jump (DC 24):  The character attempts to use calisthenics and exercise to keep their body in good health while living in terrible conditions, gaining a +2 circumstance bonus to their Will Defense.
•   Endurance (DC 19): The character prepares his body against the rigors of living in The Hole, gaining a +2 circumstance bonus to their Will Defense.
•   Knowledge (Any Trained) (DC 15): The character distracts their mind with trivia and mental recall, granting a +5 cicumstance bonus to their Will Defense.  This may only be done once per each Knowledge skill the character is trained in while the character is exposed to The Hole.
•   Perception (DC 24): The character keeps an eye open for interesting things that pass by so they can distract themselves from their confinement, granting a +2 circumstance bonus to their Will Defense.

Special: Targets that have one or more persistent steps on the Condition Track from being exposed to The Hole suffer an additional -5 penalty to their Will Defense as long as the persistent condition lasts.


Notes:  Since I’m only allowed two entries (and I’ve got something else to post), I want to note that you can simulate in dramatic ways a number of different effects to make the task of breaking the mind go faster.  You could increase the CL (and subsequently the attack bonus) of this hazard by causing overstimulation of the character’s eyes, forcing them to filter out unsightly images.  A pushy guard or loud repetitive noises can prevent the character from resting and cause recurrence of the attack to move from daily to hourly.  Feeding the character moldy bread and dirty water can force attacks against Fortitude Defense instead of Will Defense (bowel problems and dehydration really hamper one’s ability to have a good time).
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by Mobiuszero on April 17, 2025, 06:19:21 pm »
This hazard is part of The Second Pillar Skill challenge.

Training Remotes                     CL 1
These diminutive spherical drones, levitate around course in unpredictable patterns.
Artificial, Energy
Trigger A creature inside the Phase 1 course
Attack +5 vs Reflex Defense
Damage 3d6 stun
Resurgence The start of each turn a creature is inside the course
Skills
Acrobatics (Dc 15): You can make yourself a more slippery target moving between the blasts gaining a +2 circumstance bonus to Reflex defense.
Endurance (Dc 13): You can ignore the strains of exhaustion gaining a +2 bonus to Fortitude defense.       
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by chellewalker on April 14, 2025, 12:35:02 am »
The Beast Riders of Onderon are a curious military force of criminals who banded together into a guerilla army before eventually morphing into an elite royal strike unit. Today, they are a special aerial unit attached to Onderon's planetary defense force in service to the royal family of Onderon.

Beast Rider of Onderon Statistics (CL 9)

Keywords: Area, Natural
Trigger: A creature stands within 12 squares of the Beast Rider of Onderon's last attack, without Cover from above.
Attack: +11 vs Reflex Defense; targets larger than Medium add a size modifier to Reflex Defense against this attack: Colossal +50, Gargantuan +20, Huge +10, Large +5.
Damage: See Below
Recurrence: Each round, on Initiative Count (Initiative +5)
Suggested Skills: The following are suggested Skills for this Hazard:
  • Knowledge (Physical Sciences) (DC 23) or Perception (DC 32): The character determines the trajectory of the incoming Beast Rider, gaining a +5 circumstance bonus to Reflex Defense against the Hazard.
  • Grapple (DC 32): As a Reaction to a successful attack made against them, the character breaks themselves free of the beast and reduces the height of their fall by half (rounded down).
  • Ranged Attack (Reflex Defense 37): The character strikes a vulnerable point on the rider or the beast itself, scaring them off and fleeing the battlefield.
Special: On a successful attack from the Beast Rider of Onderon, the target creatures is moved at random (at the Gamemaster's discretion) to a legal square within 6 squares, 4d6 meters above the ground. They take Falling Damage as normal.


This is the most fleshed out of my ideas; I really liked the idea of turning what would be a typical fight into a more general Hazard. Probably best used with actual enemies so players aren't just spamming attacks at them, this Hazard disrupts heroes' formations and keeps the battlefield changing on a dime.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by Jayjaxx on April 09, 2025, 10:14:17 pm »
Many millennia ago, upon the icy world of Odacer-Faustin, in an academy of his own founding, worked a Sith Lord named Darth Drear. From his lofty position he pursued a common goal, eternal life. With the power of the force, and an intimate knowledge of alchemy, he succeeded. But the force, it seems, is not without a sense of irony. For while he succeeded in finding immortality, in a way, he failed, in the final stages of his plan to neutralize the side-effects. In so doing he was transformed into a cannibalistic zombie by. After falling to ‘The Sickness’, his students would find his reanimated corpse, and end Drear forever.

   Nearly a thousand years later, his holocron was discovered and opened by another Sith Lord, Darth Scabrous. The new headmaster would succeed where Drear had failed. Drunk on victory he would release the virus upon the students and teachers of the academy, and all those who set foot on Odacer-Faustin. Scabrous would command legions of the undead. How, why, or when Scabrous and his undead abominations met their end is unknown, but it would not be the end for “The Sickness”.

   Shortly before the Battle of Yavin, Darth Vader would learn of a Sith record regarding the academy upon Odacer-Faustin and its alchemic end. He would command the Imperial Biological Weapons Division to rediscover, recreate, and weaponize the virus, it would be named Project Blackwing. The division, aboard the Star Destoyer Vector, using the preserved corpses cut from Odacer-Faustin’s cold dead hands, would succeed in replicating and weaponizing the virus, even in creating an inoculation. However in an accident, the virus would escape, infecting much of the Star Destroyer’s crew, and sending any survivors running. They would not run far however, for the infected crew had learned to use the tractor beam. While they were able to bring the escaping landing craft back aboard the Vector, they were unable to breach the ship. The infected would stalk the halls of the derelict, and the survivors would eventually resort to cannibalism, but that would not be their end.

   The infected crew would locate and attempt to tractor a passing imperial prison barge. They would fail, but damage the ships engines and hyperdrive. The crew of the barge would view the Vector as a blessing, and board it to scavenge supplies to repair their engines. There were only 4 survivors, Doctor Zahara Cody, Trig Longo, Han Solo, and Chewbacca, the latter three having been inmates there.

   Some years later, Project Blackwing would be relocated to a secret facility on Dathomir. There an all-too-familiar story would play out. The Empire would conduct mass cullings of the population to prevent its spread.  They would succeed, however 3 nightsister witches would eventually become infected. They would rename themselves the Sisters of the Void, developing the ability to command and spread the virus through the force itself. They would eventually meet their end at the hands of mercenaries.

   While Darth Drear would fail in his search for eternal life, and eternal power, his creation has seemingly achieved what he could not. Blackwing lives on, upon the Vector, upon the prison barge, in Imperial archives, under the icy wastes of Odacer-Faustin, in the holocron of Darth Drear. It is only a matter of time before once again Blackwing returns from its seeming grave, for who can stand against eternity?

The Blackwing Virus (CL 6)
Keywords: Artificial, Contact, Disease

Trigger: A creature is exposed to the Blackwing Virus

Attack: +8 vs Fortitude Defense

Damage: 3d6 (-1 Persistent step on the Condition Track.)

Recurrence: Each round at the end of the infected creature’s turn.

Suggested Skills:
Treat Injury (DC 16, DC 21 if treating self)): With a Medical Kit, the character applies a tourniquet or other similar device which slows the spread of the Blackwing Virus, reducing its Recurrence to once every minute.

Special:
   A creature that is reduced to 0 hit points or moved to the bottom of the condition track by the Blackwing Virus dies. When a creature dies while infected with the Blackwing Virus, do not remove it from the initiative order. At the end of its next turn it returns to life, it catches a second wind (even if it normally couldn’t), then apply the Blackwing Zombie template to it. Intact corpses (as determined by the GM) can also be infected with the Blackwing Virus, infected corpses will reanimate themselves in the same manner as a living creature that dies while infected with the Blackwing Virus. To determine when a corpse will reanimate, it rolls initiative as if it were living at 4 steps down the condition track.
   If an infected creature dies by an attack from the Blackwing Virus, if that attack was a natural 20, the Blackwing Consciousness learns some valuable knowledge from the victim, this is identical to the effects Drain Knowledge (Dark Side) talent, however the proficiency or knowledge gained is permanent. Additionally the Blackwing Consciousness can instead learn a suitable feat, force power, talent (or other suitable ability, as determined by the GM) the victim had learned instead of its other effects.
   For GMs: The above rate is suggested for individual encounters, or short strings of encounters, if you have 10,000 infected, don’t give them 500 feats/skills/talents, etc… I suggest it's best if players are present for each drain knowledge, if you choose to have the virus learn ‘off-camera’, try to keep it to the minimum you can.
   A creature infected with the Blackwing Virus with an adequate weapon or tool can spend a full round action to amputate an infected limb. Amputation is only effective if the Blackwing Virus has successfully hit the infected creature no more than once. Successful amputation before it becomes ineffective cures the Blackwing Virus. Refer to the Severing Strike (Duelist) talent for the effects of amputation.
   The Blackwing Virus is primarily spread by the bite of a Blackwing Zombie, however it can also be transferred via the mixing of bodily fluids, as well as a pressurized, aerosolized version of the virus developed by Project Blackwing, detailed below.

The Blackwing Virus (Weaponized) (CL 10)
Keywords: Artificial, Atmospheric, Disease

Trigger: A creature is exposed to the Blackwing Virus (Weaponized)

Attack: +12 vs Fortitude Defense

Recurrence: Hourly

Special:
The aerosolized version of the Blackwing Virus is extremely capable of penetrating safety equipment. It is capable of infecting those in biohazard gear, stormtrooper armour, and other isolated systems. Creatures or equipment that would normally have or provide immunity to atmospheric hazards or disease, do not provide immunity against the weaponized variant of the Blackwing Virus, instead they add +10 to the target’s fortitude defence against the Blackwing Virus until it succeeds on an attack, after which atmospheric immunity provides no aid. Droids are still immune to the Blackwing Virus, as well as other non-organic creatures.
   Additionally, if the first attack roll made by the weaponized Blackwing Virus is a natural 1, that creature has a genetic quirk that renders them immune to the aerosolized virus, however they can still be infected with the Blackwing Virus by other methods.
If a creature is exposed to both the weaponized and directly transferred versions of the Blackwing Virus, use only the effects of the non-weaponized version although progress made by the weaponized version still counts. (For example if someone had been hit twice by the weaponized version, and then was exposed directly, they couldn’t amputate a limb. At the end of their next turn they would be attacked with a +8 bonus.)
   The weaponized version of the Blackwing Virus is otherwise identical to the Blackwing Virus in all other ways except that a creature cannot amputate an infected limb.

Blackwing Anti-Virus
The Blackwing Anti-Virus is a serum developed by Project Blackwing shortly after successfully replicating the virus. The Anti-Virus, despite the name, is more of a vaccine, or inoculation than a treatment.
Creating the anti-virus requires a well-equipped laboratory (at least 100,000 credits) and a DC 31 Knowledge (Life Sciences) check. Creating a dose requires a sample of the Blackwing Virus, or a sample of the anti-virus. Following in another’s footsteps, with good instruction, equipment, and data specifically for the manufacture of the anti-virus applies a +5 Circumstance bonus to the check. Synthesizing a dose of anti-virus takes 1 hour. It can be rushed to take 10 minutes, doing so applies a -5 penalty to the check. The chemicals and medical supplies consumed by the synthesis amount to 1000 credits.
   Applying the anti-virus is a simple matter, requiring a full-round action and a DC 13 Treat Injury check. Successful application renders an uninfected creature immune to the virus. The anti-virus does not cure an infected creature, instead it applies a +5 bonus to their fortitude defence against the virus, and once the virus fails 2 consecutive attack rolls against the target, the virus is cured and the creature is rendered immune to the virus.

Blackwing Zombie Template
Mental Attributes: Blackwing Zombies have an Intelligence, Wisdom and Charisma equal to that of the Blackwing Consciousness. Force Sensitive zombies instead use the better of their original attribute -6, or that of the consciousness, whichever is better. Some Force Sensitives, generally those with good knowledge of the dark side, alchemy, and other occult traditions, are able to handle the virus better than most. These zombies (as determined by the GM) only suffer a -2 instead of a -6.

Dexterity: Blackwing Zombies have a dexterity equal to the lesser of their normal dexterity and their 1 + their intelligence. (Ex. a zombie stormtrooper with an intelligence of 3 would have a dexterity of 4)

Speed: Blackwing Zombies have a speed equal to the lesser of their normal speed and their dexterity. Large and larger creatures add 1 for each size category larger than medium to their dexterity for this purpose. For example an intelligence 3 medium stormtrooper would have a speed of 4, where an intelligence 3 huge Rancor would have a speed of 6.

Dark Side Score: A Blackwing Zombie has a dark side score equal to their wisdom score.

Feats:  Upon becoming a Blackwing Zombie, almost all feats are lost. Those that are retained are those integral to a creature’s physical characteristics (as determined by the GM). Force Sensitive Zombies that handle it well do not lose any feats. Feats that have prerequisites that are no longer met have no effect until those prerequisites are met.
Those that remain include, but are not limited to:
   Armour Proficiency (All), Bantha Rush, Cleave, Combat Reflexes, Crush, Dreadful Rage, Extra Rage, Extra Second Wind, Force Sensitivity, Force Training, Great Cleave, Improved Charge, Improved Defences, Improved Damage Threshold, Mighty Swing, Pin, Power Attack, Powerful Charge, Rapid Strike, Shake it Off, Throw, Toughness, and Trip.
Blackwing Zombies also have all feats that the Blackwing Consciousness have learned if that zombie has all prerequisites for that feat. Note that just because a zombie has a feat does not mean the consciousness has learned that feat.

Talents, skills and other abilities: Blackwing zombies lose all talents, skills, and other abilities that require focus and conscious thought not suitable for the zombie (as determined by the GM). Force Sensitive Zombies that handle it well do not lose any of the above.
Blackwing Zombies also have all talents, skills, and other abilities that the Blackwing Consciousness have learned if that zombie has all prerequisites for it. Note that as above, just because a zombie has something, doesn’t mean the consciousness has learned it.

Nonliving: Zombies are immune to Poison, Disease, Vacuum (although not accompanying extreme temperatures), Non-Corrosive Atmospheric effects, Fear effects, and stun damage. Zombies that do not have cybernetic enhancements are also immune to ion damage.

Force Collective Consciousness: Zombies add their intelligence score to their defences against mind affecting effects. If the attack roll of a mind affecting attack or Use the Force check results in a natural 20, it affects all zombies within the local area (as determined by the GM). For example a natural 20 on a Thought Bomb would deal 2d6 Force damage to all zombies within a building, colossal space transport, capital ship section, small town, etc…
   As a Swift Action, a force sensitive zombie that handled the virus well can exert influence over another zombie as long as it is within the same collective conciousness. Doing so improves the target’s intelligence, wisdom, and charisma to that of the force user until the end of the force user’s next turn.
Additionally, if subjected to Sever Force or a similar effect, the affected creature is severed from the consciousness for the duration, reducing their intelligence, wisdom, and charisma to 2, losing feats and talents the consciousness has learned, and adjusting other abilities accordingly.

Bite: Zombies gain a bite natural weapon attack equal to that of a beast of the appropriate size. When zombies perform a full attack, they may attack with their bite in addition to any other attacks they may make. When a zombie’s bite hits a target, it is exposed to the Blackwing Virus. A Blackwing Zombie is always proficient in their bite, unarmed attacks, and other natural weapons, even if it lacks the Weapon Proficiency (Simple Weapons) feat.

Blackwing Consciousness
Central to the Blackwing Virus is the Force, it was created using Sith alchemy applied to a Murakami Orchid, a plant extremely high in midi-chlorian count. This connection to the force persists as the orchid became the Blackwing Virus, and manifests itself in a form of consciousness. While that consciousness isn’t entirely sentient, more like a ravenous animal, it is capable of advanced learning and transferring information between its hosts across short distances.
   This consciousness is poorly understood, but it appears that a consciousness forms from a group of Blackwing zombies in close proximity. The exact range is unknown, but seems to expand as the horde grows, and the presence of an atmosphere connecting them seems to aid in its creation. The consciousness upon the Vector stretched across the entire vessel, the adjacent prison barge, and some distance away as Vector launched landing craft, although during the flight of the landing craft the zombies on board were disconnected from the consciousness at some point, and lost the mental faculties required to pilot the vessels.
   The consciousness is capable of rapidly sharing information among the zombies, and is capable of assimilating and distributing some amount of knowledge of its hosts as they are reanimated, evidenced by the fact shambling zombies were able to operate a tractor beam with some level of proficiency.
   While the horde appears incapable of advanced planning, the number of the infected in the Dathomir and Vector incidents lie in the tens of thousands. The consciousness however was capable of simple planning. However it is important to note that in the above incidents, the consciousness’ primary goal was rapid and aggressive spreading and consumption, and would either overlook, or perhaps decide against conservative actions, instead preferring an almost reckless stance. The presence of a force sensitive however seemed to temper this reckless abandon although it still remained aggressive.
   The consciousness allows Blackwing Zombies to share their intelligence, wisdom, and charisma among the horde, as well as skill proficiencies, and some feats (as determined by the GM). When the consciousness learns something new it is rapidly integrated into the horde, allowing them to use whatever new knowledge it has to their advantage.
   Additionally, Force Sensitives appear to retain more of their mental faculties with Darth Scabrous, and the Sisters of the Void able to ‘command’ the horde. Although it is unknown if they truly commanded the horde, or they were simply a better vessel for the consciousness, or perhaps somewhere in between.

The intelligence, wisdom, and charisma of the consciousness differ depending on the number of infected individuals. Force sensitive zombies are capable of using the better of their own attribute -2, or that of the horde. Detailed below:
Int, Wis, & Cha | Infected
2                     |1 - 9
3                     |10 - 99
5                     |100 - 999
6                     |1,000 - 9,999
7                     |10,000 - 99,999
8                     |100,000 - 999,999
etc…                | etc…


Fly on Black Wings
Fly on Black Wings is a new Force Power available to Blackwing Zombies. Originally developed by the Sisters of the Void, Fly on Black Wings allows the spread of the Blackwing Virus to a host through the force itself. Combined with Sense Surroundings, it allows the animation of long-buried corpses, the spread of the virus at range, and an easier vector to infect large and powerful creatures with strong Fortitude Defences.
   Time: Standard Action
   Targets: 1 living target within 6 spaces and line of sight, or 1 intact corpse within 6 spaces
   Make a Use the Force check. If the target is living, compare the result of your Use the Force check to the target’s Will Defence; if you exceed the target’s Will Defence, you expose the creature to the Blackwing Virus. If the creature was already infected, instead the virus rapidly makes progress in the target, treat this as if the virus had made a successful attack against the target. If the Use the Force roll was a natural 20, treat the attack as if a natural 20 had been rolled.
   If the target is a corpse, it becomes infected with the Blackwing Virus, and will reanimate in accordance with the Blackwing Virus hazard.
   Special: You can spend a force point, if you do, and the target dies, or the target was a corpse, when it reanimates it gains Bonus Hit Points equal to half the result of your Use the Force check. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter are lost. Bonus hit points do not stack.

View this somewhere a little nicer, as well as some nonheroic units with the Blackwing Zombie template applied!
https://docs.google.com/document/d/1-6mQlW_R5EarbGZ0qmmLs6rRXlQNOQDBc1o0mmg_Ess/edit?usp=sharing

So I might have gotten a tiny bit carried away. While certainly not an individual hazard, I think its definitely on theme. Because of this monster forgive me that I won't submit a second.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by StevenO on April 09, 2025, 09:23:56 pm »
I am posting this here as a copy/paste from discord on behalf of CC-2224 "Cody":
Certain Sith inscriptions are so foul that even reading them may harm the reader, all the while trying to draw them to the Dark Side.
Cursed Sith Inscription (CL 10)
Attack: +12 vs Will Defense
Damage: 4d6 (-1 Persistent step on the Condition Track; -5 Penalty to Will Defense)
Recurrence: Every time the Hazard enters the character's line of sight.
Knowledge (Galactic Lore) (DC 19): A certain savviness may tell one not to read ancient cursed texts. On seeing the inscription, a character can avoid looking at or attempting to parse the writing (DC Increases by 5 if the player can read Sith), preventing an attack entirely. Any enemy standing between the Hazard and the character is considered to have Improved Cover as long as the character resists the Hazard in this way.
Treat Injury or Persuasion (DC 24): Psychological advice or a soothing word may settle the nerves of those exposed to these inscriptions. An hour spent with the victim will alleviate the Persistent Condition.
Use the Force (DC 24): The character may resist the curse through the power of the Force, negating the effect of the Hazard if the attack succeeds. The character who has given in to the wiles of the Dark Side has a harder time resisting its pull, and takes a penalty on their Use the Force check equal to their Dark Side Score.
Special: These inscriptions tempt the reader to seek dark power. If the character exposed to the inscription has the Force Sensitivity feat, a power chosen by the Gamemaster with the [Dark Side] descriptor gets added to their Force Power Suite. If the attack roll is a natural 20, an appropriate Force Technique is added also. This power and technique remain until the Persistent Condition is treated; if the player chooses to keep them after, their Dark Side Score increases by 1.
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