In addition to Seeker specializations and signature abilities, Savage Spirits introduces copious amounts of survival and medical gear, expanded rules for wilderness settings, and a new Force power, Farsight, that enables PCs to see at great distances even when their eyes cannot.
A bestiary is included that introduces numerous creatures to the Force and Destiny system, and offers Game Masters outlines for Seeker-focused adventures and campaigns. As a Seeker or any other Force sensitive, you have no choice but to embark upon your destined journey. The Force will set you on that path whether you desire it or not, as it did with Luke Skywalker, as it did with his father Anakin, as it did with Ezra Bridger, Ahsoka Tano, and so many before them.
Entire campaigns can be set around a group of fledgling Force sensitives who are tracing the history of the Jedi Order. Would-be Jedi might seek out former Jedi temples and outposts, or sift through the ruins of those the Empire has already found. These loca tions are the most likely places to find lightsabers, holocrons, or even talismans imbued with the power of the Force.
More importantly, such sites can also offer characters opportuni ties for knowledge, spiritual growth, or moments of insight on their journey toward becoming masters of the Force. The galaxy has many such places aspiring Jedi can visit to commune with the Force, though the Empire has tight defenses around most. It is now the most heavily defended place on Coruscant. The Empire has also quarantined icy Hum, once the primary source of Jedi lightsaber crystals.
Still, there are less protected worlds where the Force is particularly strong. Many consider Bardotta to be the spiritual capital of the Outer Rim, owing in part to the planets strong connection to the Force. Countless other lost sites await rediscovery and exploration by those able to tap into their latent power. Force sen sitives were able to reach their full potential thanks to a sys tem of training that was both standardized and personalized.
Unfortunately, emergent Force wielders are barred from seeking traditional means of training and education during the reign of the Empire. Instead, they must seek out alterna tive forms of instruction.
Luckily, a number of other Force sects still thrive beneath the notice of the Empire. Bardotta, Iktotch, and Weik all have native traditions that have a unique way of understanding and accessing the Force. The pacifistic Dagoyan Masters have access to much knowledge and are deeply spiritual, able to help students find inner peace and harmony.
The seers of Iktotch utilize a powerful vergence to read their future, but their isolationist stance against the Empire makes them wary of outsiders. The sorcerers of Weik have a unique perspective of what the Force is, and they have access to abilities not known to the Jedi. The Player Characters PCs can learn from these alter native schools of thought, broadening their understanding of the Force and gaining unique powers.
The mythical worlds of Ossus and Tython are thought to have troves of holocrons and datacards filled with Jedi wis dom from throughout the ages. Characters tracking down these legends might learn much along their journey, effective ly trained by the same mythical stories that were used to train the Jedi of old. Should players actually discover one of the fabled planets, they could gain access to unmatched power.
While the light of the Jedi has not shone in many years, some Jedi did escape Order 66 by going into hiding on planets like Auratera, Dagobah, and Lothal. Aspiring Jedi can follow up on rumors and local legends to track down suspected former Jedi. They may even have to race the Empire, which has agents scouring the galaxy to ensure O r der 66 is carried out to completion.
While the former Jedi are unlikely to come out of hiding, they may share some of their wisdom and set Player Characters on a path toward fulfilling their destinies. Force users across the ages have sought to wield the energy of the Force through specially crafted objects.
Before the lightsaber, it was Force-imbued swords. Jedi even used the Force to channel a portion of their own essence into a holocron, altering the Al of the gatekeeper protecting its contents.
Force sects throughout the galaxy have created varied tal ismans that channel the Force for infinite effects. While the Empire has destroyed, hidden, and discredited much of Jedi history, the defenders of peace existed for far too long to be erased completely.
Throughout the galaxy, Force-powered relics sit within an cient vaults, inside decrepit droids, or in other unlikely plac. The crystal caves on Hum and Ossus await adventurers to claim their powerful lightsaber crystals.
Long-forgotten Jedi databases, texts, and holocrons lie hidden in temple ruins from the Core to the Outer Rim, detailing everything from Force power training to lightsaber construction.
GMs can construct entire campaign arcs around Jedi characters as they seek out components on various worlds to create their own lightsabers or repair a broken holocron.
Holocrons are powerful knowledge resources for Jedi. In an era in which traditional Jedi Masters arent available to teach the ways of the Force, a holocron can act as a sort of mentor. Holocrons can also serve as a convenient tool al lowing GMs to direct the party to worlds strong in the Force by providing legends and historical tales set in those places. They might also offer knowledge of other ancient artifacts or teach Jedi hopefuls how to create their own. While the Jedi Order specifically shied away from Forceimbued talismans, they are the cornerstone of many other Force traditions.
The Dagoyan Masters employed talismans that allowed them to go without food or drink for extended periods to allow for uninterrupted meditation. The seers of Iktotch sometimes wore gems that boosted how far into the future they could see. The Sith created Force-powered amu lets and tokens to serve a variety of functions and amplify their powers.
Such talismans are perfect objects to center adventures around, as the characters compete with the Em pire and other groups to find lost relics. GMs can use the ers on a galaxy-spanning tour of locations strong in the Force, providing material for players and Game Masters modular encounters in a variety of ways. They are designed to be flexible and to work as standalone experiences, as part alike. In this book, readers will find detailed guides on several of a larger adventure or campaign, or as last-minute addi planets, as well as profiles of the exotic and sometimes dan tions in reaction to choices players make at the table.
Chapter II explores those places in the galaxy where A dozen of the most storied worlds connected to the his the Force flows more freely, known as "vergences. These two tories of the most powerful Force sects of the galaxy are chapters enable GMs to run a campaign focused on explor covered within this chapter. Frozen Hum, swampy Dagobah, ing sites that have helped shape the Jedi, the Sith, and other and quiet Lothal, as well as Iktotch, Auratera, and even DeForce sects throughout history.
Mean and Destiny campaign involving the locations in previous while, primitive, isolated Weik; lush Naboo; rocky Bardotta; chapters. There are three new species options for PCs: the and the forests of Aleen all have history with other powerful curiosity-filled Aleena; the elegant and spiritual Bardottans; Force traditions. This presents players and GMs with plenty of interesting options they can exercise to give a There are places and even things that are strong in the Force, campaign some local flavor.
The Jedi knew these special places and things as modular encounters. Modular encounters can be inserted "nexus points or "vergences, where Force users can more. Many Force sects con struct monuments and temples around vergences, designed to tap into the free-flowing energy.
Others, like the dark side cave on Dagobah, serve the Force in other ways. It then details new weapons and equipment that characters can purchase in the locations presented in Chapters I and II. It also introduces a variety of items and talismans to em power PCs to fulfill their destinies. The chapter ends with some location-specific motivations that can drive characters to rebuild temples, reclaim lost artifacts, or act as sentinels over ancient ruins.
Potential activities include ex ploring ancient temples on Coruscant, Hum, and Ossus. PCs might have rediscover a lost Jedi temple, survive a rigorous Jedi training regimen, or face an encounter with an evil agent of the Empire. It surrounds us and penetrates us. It binds the galaxy together. Whether an icy, wind-blast ed wasteland, lightning-scarred desert, or steaming jungle, for some inestimable reason, each of these worlds is a nexus of power.
The Force flows strongly on these worlds, invigorating and uplifting those with the skill to sense it. Some worlds may even have had significance to the Jedi or their predecessors long before Emperor Palpatine wiped out the Jedi Order. These places may contain clues to a Jedi heritage that is now lost to the ages.
However, the memories of the past are ever incomplete, and the truth of the Jedis history may never be completely understood. Some of these worlds were known to the Jedi of old.
More than one hosted a temple or stronghold, and some, like the frozen world of Hum, were counted among their most sacred places. Other worlds have remained a mys tery, even to the Jedi. However, the Force is far more than a single philosophy, and some of these strange worlds host cultures with their own, unique understandings of the Force. These Force traditions may share haunting similari ties with the Jedi, or may be wildly different. The worlds detailed here are scattered across the gal axy, from the Core to the Outer Rim and beyond.
They do not share climates, topographies, or similar locations in stellar geography. Even the ways the Force manifests on each planet can be radically different. Why the Force chooses to concentrate in these worlds will likely remain a mystery, even when the effects of this power are apparent. What is known is that these worlds are vitally important for anyone who wishes to resurrect the Jedi Order and bring peace to the galaxy.
The fifth planet of the Hum system, it orbits an exceedingly bright blue dwarf star called Asar. Surveys of the system by ancient Jedi scouts show a handful of uninhabited, inhospitable worlds that are either heavily ir radiated, completely covered in ice, or both. The rest of the system is largely empty, with no asteroid belt and few navi gation hazards.
Due to its location in the Unknown Regions and its isolation from charted hyperspace lanes, nothing was known of the Hum system until a wandering Jedi discovered it in the earliest days of the Republic.
Roughly equidistant from Asar and the systems com etary cloud, Hum is the only world in the system that can support life. Support may be too strong a word for the relationship between Hum and its flora and fauna, how ever. It is a large, terrestrial world orbited by two small moons and encircled by a wide set of rings made mostly of ice crystals.
It is a land of broad continents, towering mountain ranges, and shallow seas locked in a perpetual ice age. Huge glaciers scour the planets face, slowly grind ing the land flat. Where the glaciers have passed, deep snows or sheets of ice dozens of meters thick entomb the surface, making agriculture impossible.
Hums few seas are shallow and broad, their waters choked with great floating ice mountains and thick sheets of drift ice. In addition to its frozen, snowbound landscape, Hum has an atmosphere that is a near-constantly churning vortex of storms.
High winds, sleet, thick snow, and freezing rain are to Hum what gentle winds and soft rains are to Naboo. Life, where it can survive, does so primarily along Hums equatorial region. Here, at least, the temperatures are only in the double digits below freezing, which has allowed a small number of native plants and animals to evolve. A few eke out an existence on the planets frozen surface, but most live either in the icy seas or deep beneath the ground in the uncounted thousands of kilometers of caverns and tunnels that worm through the planets crust.
Savage gorgodons, cunning asharl panthers, and the terrifying razhak call Hum home, along with hardy species of small rodents, birds, and worms.
Alongside these are tough plants and fungi adapted to sub-zero temperatures, many of them completely undocumented. There are no ruins, nothing in the fossil record, and noth ing recorded in the galaxys various ancient data bases to suggest that Hum was ever anything more than an obscure, uninhabited frozen rock. Indeed, the planet would have stayed that way until Asar burned itself out if the Jedi hadnt come along and stumbled onto a discovery that would make it one of the most important places in the galaxy to that ancient order.
Today it is a howling, frozen wasteland garrisoned by the worst backbenchers and lastchancers the Imperial armed forces have to offer. In addition, all references to Hum in official reports were quashed, and the world was even kept from local, sector wide, and galaxy star charts. As the scout moved through the hyperspace lanes, she was drawn to the Unknown Regions by a particularly powerful resonance in the Force.
Following the siren call of the Force resonance, the scout eventually discovered a lonely, hith erto uncharted system in the far reaches of the Unknown Regions, centered around a bright, blue-white star.
The Force was strong throughout the system, but there was something powerful, something special, on the fifth planet, and thats where the Jedi scout focused her attentions. The first scouts initial reports, as well as those from sub sequent survey teams, reported a barren, windswept world of tall, jagged mountains and shallow, frozen seas locked away beneath dozens of meters of ice.
No settlements or ancient ruins were discovered, and all evidence pointed to the world being devoid of sentient life. What the teams did find was a world that, despite its inhospitable environment, managed to support some plant and animal life. Packs of large felinoids stalked the planets steppelands; huge, slowmoving aquatic mammals thrived in the icy seas; power ful and aggressive humanoid reptiles haunted the many mountain chains; and plants and fungi clung to life in shel tered spots away from the constant wind.
These animals and plants didnt explain the planets strong Force shadow, however. Its presence in the Force was enormous, a fact that the surveyors could not explain until one team was chased into a mountain cavern by dangerous creatures and discovered Hums real wealth.
Beneath Hums ice sheets and permafrost, the planets crust is honeycombed by countless kilometers of interlock ing cave systems. Within these caves, the escaping survey team discovered a mother lode of pontite, mephite, and other kyber crystalsthe heart of a Jedis lightsaber. The discovery of Hums mineral wealth quickly changed the char acter of Hums exploration from one of curiosity to one of grave importance to the Jedi Council. Upon receipt of the news that Hum possessed an incredible wealth of kyber crys tals, the Council immediately dispatched teams of scholars, artisans, and warriors to secure the world and to further study its natural wealth and importance to the Force.
To pro tect the crystals, the Council made a decision to keep Hums existence a secret from the galaxy at large, and a number of steps were taken to ensure that it stayed that way. Flyperspace surveyors mapped out an uninterrupted, dedicated hyperspace lane from Metellos, a world in the Core region, straight to Hums orbit.
The navigation of this route was so. Gen erations of Jedi, from the greenest Padawans to the most ancient masters, traveled from all across the galaxy to search for crystals, study the planet and its connection to the Force, and enjoy the mental quiet of the uninhabited world. There is a nearly forgotten legend that speaks of a dark and violent time in the planets past, however.
Ancient sources suggest that the Sith may have laid siege to the world, eventually taking possession of it for a time. Numerous settle ments were founded over the subsequent decades, typically near the sites of important scientific or Force-related dis coveries. At places with a particularly powerful connection to the Force, the Jedi erected temples that served as train ing centers or pilgrimage sites where members of the order could go to meditate and heal. In addition, thanks to the abundance of kyber crystals on the planet, the Jedi Council established a massive, baroque temple over the entrance to the largest and richest cavern complex the survey teams had discovered.
Once it was completed, the council began sending Padawans to Hum to harvest the crystal for their lightsaber and to undergo the important training rituals as sociated with lightsaber construction. Countless Jedi over the millennia traveled there to build their first lightsaber or to find crystals to build new ones.
Eventually, as other sources of kyber crystals were exhaust ed or became otherwise unavailable, Hum became the Jedis sole source of these precious crystals.
While the planet re mained a place of great importance, the Jedi Council re called those members who were living on Hum and shuttered all their settlements and temples save for the main temple used for lightsaber construction. With the worlds inhabit ants gone, its glaciers and ice sheets quickly consumed the Jedi settlements and research sites, burying them beneath dozens or hundreds of meters of ice. By the beginning of the Clone Wars, there were no permanent residents on Hum, nor any real evidence that there ever had been, and the main temple stood empty, save for the occasional Jedi pilgrim there to find a new kyber crystal.
The only hints of its previous inhabitants are the occasional Jedi ruin revealed by wind erosion or glacier calving, and the rarely visited Jedi Temple at the entrance to the crystal caves.
Winding for countless kilometers through and beneath Ilums largest mountain range, the crystal caves were first explored in the ancient past. Within the labyrinth of corridors, shafts, tunnels, and chambers is a staggering wealth of the kyber crystalsmainly mephite and pontite that make up the searing heart of every Jedis lightsaber.
Within a few short years of the crystal caves discovery, the Jedi Order erected a temple over the entrance to protect the caverns from trespass and to provide shelter and train ing facilities for visiting Jedi. The caves eventually became a pilgrimage destination for Jedi seeking crystals for new lightsabers and were incorporated into a Padawan coming-of-age ceremony called the Gathering.
The stone from which the crystal caves are carved is a smooth, black, basalt-like volcanic rock that absorbs light and is surprisingly easy to work with. The crystals them selves grow unimpeded from the walls and ceilings of the caverns and can occasionally be found littering the floors of corridors and chambers.
In many places, the crystals can be removed from the surrounding stone by hand, and even the most stubborn, inaccessible crystal veins require only basic hand tools to excavate. It was this ease of excavation as much as the sheer quantity of crystal deposits that made the crystal caves so valuable to the Jedi. Despite the millennia in which the Jedi lived and worked on Hum and the planets importance to the order, surpris ingly little of the crystal caves total area has been explored.
Most of the known caverns lie within the boundaries of the temples training area, and those few charted areas outside of the temples footprint are a warren of dead-end caves, tunnels that turn in on themselves and either come to abrupt ends or plunge thousands of meters into dark cracks, and a confusion of chambers, side caves, and strange rock forma tions.
The sheer size of the cave complex is staggering, with some ancient survey records suggesting thousands or even tens of thousands of kilometers of tunnels and caves stretch ing deep into the bowels of the planet. In addition, the Force tends to have a distressingly disorienting effect on visitors to the caverns. So powerful is the presence of the Force in the crystal caves that it causes vivid hallucinations in even the most guarded mind.
This has led many an explorer astray; countless Jedi have wandered into the uncharted portions of the crystal caves in pursuit of some phantom, never to be heard from again.
Once the Emperors power was finally consolidated and the structures of his Empire were firmly in place, these troops were recalled to their home unit and dispersed to other billets. Fully aware of the importance of Hum to the Jedi Order and of Ilums la tent Force power, the Emperor quickly replaced the troopers of the st with a dedicated joint forces mission between the Imperial Navy and the Imperial Army.
The Army forces, a mix of infantry, light armor, and engi neering units, established a beachhead not far from the Jedi Temple, while a small Navy battle group in orbit settled into a planetary blockade.
As the years passed, the armys posi tion grew into a full garrison at the temple site, with small ob servation outposts scattered around the planet. Meanwhile, the navy kept its blockade with a constantly rotating roster of squadrons of varying strength.
Despite the Emperors insistence on the importance of both the blockade and the garrison at the Jedi Temple, the Army and Navy use the billet to dispose of ineffective of ficers, poorly run ships, and troublemakers and malcontents of all stripe. Currently, the Imperial forces at Hum are in a state of turmoil, and the Army and Navy forces there are openly hostile to one another.
They maintain their watch and communicate through official channels, but there is no real cooperation aside from what is absolutely necessary. The garrison is home to roughly one hundred and fifty soldiers and possesses a handful of AT-ST walkers, some light armor, and a handful of assorted patrol and utility speeders.
The naval blockade consists of the Gladiator-class Star Destroyer Hoplite under the command of Captain Malthegn, along with an escort of small frigates and gunboats. While they never established cit ies thereit was too remote, too hard to reach, and too sacred to the Jedi for tha tthey did build scattered small settlements, research stations, temples, observation posts, and other structures on and beneath the planets surface. These abandoned sites lie scattered all across Hum in vari ous states of ruin.
Some are still intact, seemingly awaiting the return of their inhabitants; others are little more than rubble. Most, however, have been buried deep beneath the shifting gla ciers and massive, slow-moving ice sheets that cover most of Ilums surface.
Nevertheless, a number of interesting sites can still be found here and there in sheltered moun tain passes, at the bottoms of valleys, or within Ilums laby rinthine cave systems. One such ruin is the settlement at Holenesh Canyon. The settlement, once home to around one hundred sentients, was built near the canyons end in the shadow of the mountain ranges highest peaks.
It was established millennia ago to study a strange fluctuation in the Force that seemed to occur only once ev ery few hundred years. Named for the Jedi who first record ed the anomaly, this small, isolated outpost stood for cen turies before being destroyed in an avalanche triggered by a massive groundquake coinciding with the reappearance of the Force anomaly.
Many of the settlements inhabitants were killed as they slept, but some managed to escape with little more than the clothes on their backs or what they could grab in their flight. Further seismic disturbances, combined with freak storms, prevented the mounting of a proper rescue mission, and by the time the Jedi were able to return to the canyon, the settlement was completely cov ered in snow and countless tons of fallen stone. In the millennia since the destruction of the settlement, parts of it have been exposed through erosion and seismic activity.
While the buildings are barely recognizable as such, their contents were surprisingly well preserved. Thanks to the remoteness of the ruined settlement and the difficulty of reaching it, precious little has been removed from the site. Anyone possessing the skills and courage to excavate the site might unearth any number of ancient Jedi relics. Its land and most of its surface water are locked away beneath glaciers and permanent sheets of ice.
Temperatures, even in what are usually considered temperate or tropical zones on other worlds, can sink to dozens of degrees below freezing. These temperatures are typically accompanied by howling gales and blizzards full of driving snow and ice shards. Few creatures, and even fewer plants, live on Hum. To survive in these brutal conditions, Hums creatures and plants are both extremely hardy and extremely dangerous.
They are large, aggressive, territorial felines that make their homes in Hums high northern and southern latitudes. Adult asharl panthers average between two and three meters long and stand roughly one meter high at the shoulder.
Their four powerful legs end in two-toed feet equipped with nonretractable claws. The creatures bodies are covered in dense, smooth fur in shades of white, gray, and blue that holds their body heat in to protect them from the cold and driving wind.
They have broad, earless heads with pronounced brow ridges, and their faces are remark ably expressive, with short, blunt snouts and golden eyes. The most noticeable feature is a pair of long, tentacle-like sensory organs that grow from their shoulders. Asharl panthers live in small family groups and typically hunt in pairs or in groups of four.
Talents: Adversary 1 upgrade difficulty of all combat checks against this target once. Abilities: Asharl Pelt remove on Survival checks due to cold environments , Keen Senses add to all Perception and Survival checks , Pack Instincts when performing the assist maneuver, Asharl Panthers grant instead of O. Skills group only : Athletics, Brawl, Stealth. Talents: None. Abilities: Shriek A minion group of four or more blismal can set up a shrieking racket as an action.
All targets within close range must make a Hard Resilience check. Failure causes a target to suffer 4 strain and become disoriented until the noise stops.
Characters in sealed armor or who are wearing ear protection are not affected. Blismal are small, furry, inoffensive rodents who live in the tunnels and caverns deep beneath Hums surface.
About the size of a grown humans hand, blismal have four legs; sharpfeatured faces with small black eyes, round ears, and long snouts; and short, hairless tails. Their bodies are covered in thick, luxurious, silvery fur that keeps them warm and sheds water and dirt.
They feed mostly on cave fungus and insects, and they are happy to be left alone in the dark to live out their lives. Gorgodons are, perhaps, the most famous creatures to live on frozen Hum. They are massive, non-sentient, thickskinned reptilian creatures with long, powerful arms, short legs, and an axe-shaped head. A thick, shaggy coat of dark gray fur covers them from their shoulders to their feet, leav ing only their head, which is a sickly orange color, bare to the elements.
Gorgodons are incredibly strong and can with stand almost any punishment. It is said that they can even shrug off blaster bolts. They are a dangerous combination of dumb, aggressive, and brutal, and are one of the few animals that attack for no good reason. When the Jedi first arrived on Hum, the gorgodons were the creatures that gave them the most trouble. Throughout the Jedi Order, the name of this creature was used in threats and curses, such as thick as a gorgodon or as angry as a gorgodons mother.
Like the harmless snowfeathers, which live on the surface, blismal have few natural predators. This is largely due to their speed and cautious natures, although they do have a frighteningly effective defense mechanism.
When frightened, blismal make a shrill, painful, and sustained shrieking noise to ward off attackers and call for assistance from other blis mal. When three or more blismal join in, they create a howl loud enough to shatter crystals and cause cave-ins, an ability that Jedi experienced firsthand long ago. The Jedi attributed this ability to the blismals close connection to the Force, and were able to counter the effects of the shrieking by ma nipulating the Force around the creatures.
In doing so, Jedi exploring Hums cavern system were able to capture blismal, which turned out to be relatively easy to domesticate. Skills: Brawl 4, Perception 2, Survival 2, Vigilance 1. Abilities: Constrictor A gorgodon can grab an opponent and attempt to choke or squeeze the life out of it. Oppo nents affected by the gorgodons Ensnare item quality im mediately begin suffering the effects of suffocation, as outlined on page of the F orce a n d D estin y Core Rulebook , Silhouette 2. Averaging around eight meters in length, razhak-are armored, segmented, wormlike creatures that propel themselves using rippling muscle ridges.
Their bodies are broad and flat, covered with thick, chitinous plates in shades of white and blue. While they have no apparent eyes, their heads are topped with long, segmented antennae that serve as sensory organs. Their huge mouths feature multiple rows of serrated teeth. Aggressive and solitary, razhak live in the endless tunnel systems beneath Hums surface. They are deceptively fast and, when they attack, they rear up like a serpent and at tempt to swallow prey whole. Anything they cant-eat in one bite they tear into pieces by grasping it in their mouth and shaking it violently.
In addition to possessing great speed and a savage de meanor, razhak also can generate intense heat strong enough to rapidly melt solid ice and cause serious burns to exposed flesh.
This ability allows them to tunnel through ice as though it were soft sand. Razhak usually build their nests inside of ice walls or densely packed snow, typically leaving the nest only to eat or mate. Thankfully, while they are terrifying to behold and ex tremely dangerous, razhak are also easily distracted and creatures of minimal intelligence.
Keeping this in mind, a clever opponent can easily outflank them, lead them into traps, or make them lose interest in attacking altogether. Skills: Athletics 4, Brawl 4, Perception 3, Resilience 3.
Talents: Adversary 1 upgrade the difficulty of all combat checks against this target once , Fearsome 3 when razhak. Their bodies are covered in a dense layer of oily, white feath ers that protects them from Hums bone-chilling cold and vicious weather. Relatively harmless creatures, they live in nesting colonies built into ice shelves or cliff faces. Despite their inoffensive nature and inability to fly, snowfeathers have few natural predators, for two reasons.
First, their meat tastes terrible and is m ildly poisonous, causing painful cramps, bloating, and loosening of the bowels in those unfortunate enough to eat them. Second, they have a connection to the Force that gives them the ability to project an illusion that makes them seem larger and more formidable than they really are. These charac teristics have allowed them to survive and even thrive on an inhospitable planet full of savage creatures like gorgodons and asharl panthers. Skills group only : Brawl, Deception, Survival.
Abilities: Dense Feathers immune to the effects of cold and hazardous weather , Frightening Visage as an ac tion, may make an opposed Deception check vs. Vigilance [when m ultiple opponents are present, the best Vigilance skill determines difficulty] to create illusion of greater size and threat. Forcesensitive characters add to the fear check; droids and other characters immune to Force powers automatically pass the check.
The capital world of the Chommell sector, Naboo was a member of the Galactic Senate for nearly a thousand years, until the Senate was disbanded by Emperor Palpatine. In that time, this civic-minded world turned out a number of well-respected legislators who worked tirelessly to improve the lot not only of their homeworld, but of the galaxy at large.
The third planet of the Naboo system, Naboo orbits a healthy, main sequence yellow star that is also named Naboo. Three small moonsOhma-Dun, Rori, and a nameless mass that is little more than an overgrown asteroidhouse small colonies as well as a handful of offworld and orbital shipyards and factories. Naboo is a geological oddity, with a planetary makeup that de fies scientific classification. On the surface, it seems a commonplace world, if one blessed with an overabun dance of natural beauty.
Naboos geography is a mix of grassy plains, lakes, rivers, and low hills, with some small mountain ranges. Beneath Naboos surface, how ever, the planet is anything but common. Naboos core is a massive, seething ball of molten matter classified by scientists long ago as plasma. This plasmic core surrounds a small, exceedingly dense solid core composed of common ores. Throughout the. Over time, these abyssal labyrinths filled with seawater, leading to the formation of vast underground oceans and rivers.
As a result, Naboo is essentially hol low, with a thin crust covering a planetwide network of waterways. These waterways were extensively mapped long ago by the aquatic Gungans, who use the tunnels to travel undetected to and from virtually any point on the planets surface.
It is rumored that insurgent'cells operate in the subsurface labyrinths, striking wherever they like and retreating deep underground, where they are safe from Imperial reprisals. Huge and dangerous leviathans haunt the depths, prey ing on any animals smaller than themselves.
The opee sea killer and colo claw fish have justifiably fearsome reputations, but the undisputed ruler of this underwater realm is the sando aqua monster. While these credentials alone are enough to put Naboo near the top of any list of im portant worlds, this small, watery world has had a long and storied history and was respected on the galactic stage well before even Palpatine was born. Before the coming of human colonists from the stars, Naboo was home solely to the am phibious Gungan people.
The Gungans, believed to be indig enous to Naboo despite some evidence to the contrary, lived in large nomadic tribes that squabbled over grazing land and access to Naboos many waterways. The Gungans lived this way for millennia, until the appearance of an alien species known only as "the Elders. Little is known of the Elders save that they came from the stars to colonize Naboo, waging war on the Gungans in the process. Eventually, the Elders left Naboo for some unknown reason and passed from galactic history, leaving behind little more than a handful of massive stone edifices and a brutalized Gungan society.
The Gungans flourished over the following millennia until, around 4, BBY, a new threat to Naboo arrived from the stars. The Grizmallti had discovered the planet, which they had named Nabu af ter one of their principal deities, almost a century before the refugees arrived. At that time, it was used as a vacation spot for Grizmallti aristocrats and as a private hunting preserve for big game hunters from across the Mid Rim.
The native Gungans, who had suffered the predations of the Elders for so long, withdrew into their lakes and swamps to keep their distance from these new interlopers. Indeed, it wasnt until the colony ships landed and the Grizmallti began settling on the planet that they discovered that another sentient spe cies called it home.
Despite the best efforts of diplomats on both sides, rela tions between the newly arrived humans and the Gungans quickly soured. Over the next few decades, the two species engaged in a number of brutal conflicts over territory apd ac cess to natural resources. They eventually reached a shaky peace in which both sides agreed, essentially, to ignore one another and live separately on the planet. Life on Naboo lapsed into a long period of peace and prosperity. During this period, while there were no clashes between the two species and precious little interaction otherwise, both did their level best to destroy themselves from within.
The Gungans were a tribal people with no unifying govern ment or culture. The tribes constantly warred with one an other, until a powerful Gungan boss named Gallo united the Gungans under a single banner, destroyed any holdouts, and eventually laid the foundations for the Gungan capital city at Otoh Gunga. Meanwhile, the humans, who were now calling themselves the Naboo, had fallen prey to bitter infighting and had split along cultural and political lines into warring factions.
This era, known as the Time of Suffering in Naboo history books, is characterized by brutal wars between large city-states. Eventually, a general named Jafan united the city-states through both force of will and force of arms, and ushered in the Great Time of Peace.
The era is considered a golden age in Naboo history. The Great Time of Peace came to an abrupt end when, as a precursor to the Clone Wars, Naboo was blockaded by Trade Federation vessels; it was eventually freed by the actions of the Jedi Council.
The time of the Clone Wars was tumultuous for Naboo. Its beloved queen became an esteemed Senator and then died suddenly, leaving behind millions of mourners. Chancellor Palpatine, a member of one of Naboos oldest and most prestigious families, was considered the pride of the planet for his apparently levelheaded and wise leadership un til he dissolved the Senate, installed himself as the head of a new Galactic Empire, and instituted his reign of terror.
Today, Naboo is at peace again. True Aim only works on Ranged Attacks. Thanks for keeping up with this. Hi, I was wandering if you could make a black and white version with the Talents names in black letters not white letters with black background. Or send me a file so I can do this… Because it uses too much black ink to print… Thanks.
I noticed on the Warden tree that the two boxes for Fearsome are different colors. Re-download a new version, and it should be fine. I found these EotE sheets on the FFG forums moons ago, and they have been indispensable for my players. I am very excited to have them for our AoR game! Great sheets. A little error in the Force and Destiny sheets: the Forager talent appears as ranked, but is not ranked.
Just wondering if there are plans to update with Special Modifications anytime in the near future? Just a simple list would be extremely helpful. I was told to ask you guys before I sat down for a month and made my own! Its nice to reference, although only one career shows the career skills, the rest are all missing. I added them in with comments from adobe reader, but it would be really nice if they were on the actual sheet. I too would be interested when you are going to be adding the specialisations from Special Modifications.
Any idea when the trees from Special Modifications sourcebook will be made available for download? Happy 4th of July. We are really looking forward to seeing the trees from Special Modifications added. Any idea when that is going to be? These are great. Love using them. I have 4 characters for fnd and aor and creating a 5th for eote. I have to agree with captain raspberry. These sheets have helped my students at school with their gaming in our gaming club.
I hope that they will indeed be updated still. Both my students AND I will be heartbroken. I just could hardly get away from your web blog before hinting i really appreciated the Star wars common data someone source in your attendees? Shall be again persistently so as to look at innovative posts. What fonts do you use to make these?
I would very much appreciate it so I can make the new trees for my players. I would like to translate them into German for our community. With all credits for the original author and designer of course. For info the people that made thisnhave, at least for now, stopped updating as they now game on another system hence the lack of updates.
This being said, if you go to the FFG forum there is an alternative version that is being kept up to date for now. Once I originally commented I clicked the -Notify me when new feedback are added- checkbox and now each time a comment is added I get 4 emails with the same comment. I must say you have very interesting articles here. Your blog should go viral.
You need initial boost only. How to get it? Hey, I was wondering if you guys need help with htis. I imagine you are very busy, and I love the handouts. Love these. Will you be making talent trees from the newer books? Not a huge deal, it just prints a slightly different grey-scale than the other grey-scale pages. Edge of the Empire Talent Sheets. I hope it is OK if I report a small error.
But one thing I noticed for the Martial Artist Bounty Hunter is that on the top row the Precision Strike talent needs to be connected to Grit below it.
Again keep up the good work with these and thanks. Hey foghorn have you continued to make more trees? They were really good and i was wondering if you did more for the soldier, sentinal and seeker? Hey there! I want to modify the talent trees.
Now that these seem to have been abandoned, has anyone been able to get the source docs. These pages are just too good to leave in the dust. This is so awesome, thx a lot for real, so handy. Hello admin, do you monetize your website? There is easy way to earn decent money every day, just search on youtube — How to earn with wordai 4.
I am wondering when you will be releasing an update with the new information from Disciples of Harmony? Hi admin, i must say you have high quality articles here. Your website can go viral. You need initial traffic only. I use all of these sheets for my groups. Thank you for keeping up with them and thank you for even making them. Extremely handy, use them for all my characters.
Another voice to say thank you for posting these sheets. They are so much easier to use than the ones in the book and I love them. If there is anything we can do to help with the update to get current, just ask! Any chance you can add material from the new books?
You have Keeping the peace, but there are new talent trees from Disciples of Harmony, Endless Vigil, and Savage Spirits already out and the Mystic book is out soon. One thing I would add is to list the book the tree is in on each page. It would make grabbing the right book off the shelf much easier, as well as let me know which ones to buy!
Thanks for getting back to this! I so appreciate your efforts! Looking forward to the next update! Happy you are back, we expected with impatience the updating of your excellents handouts. But they are a few typos in some of the specialization trees: the text of the talent cost is missing or displaced in the Skip Tracer, Charmer, Droid Tech and Modder, and the tesxt of Double or Nothing, Improved Double or Nothing and Supreme Double or Nothing talents Gambler have missing or changed symbols.
Hi, is anybody here interested in online job? If you are interested, send me e-mail to hansorloski[at]gmail. In the Force and Destiny sheets the talent Mental Tools in Sentinel: Artisan is a force talent, but is not listed as such. I was recommended this web site through my cousin. Since those pages are explicitly not copy-written I would not feel bad sharing those in order to facilitate incorporation into future iterations of your more complete talent tree collections.
In the great pattern of things you receive an A just for effort and hard work. Where exactly you actually lost me personally was first on all the particulars. As as the maxim goes, the devil is in the details… And it could not be much more accurate in this article. Having said that, allow me inform you what exactly did give good results. The writing is extremely engaging and this is most likely the reason why I am making the effort in order to opine. I do not make it a regular habit of doing that.
Second, although I can see a jumps in reason you come up with, I am not really confident of exactly how you seem to connect the points that make the actual conclusion. For the moment I will, no doubt subscribe to your position but wish in the near future you actually connect the dots much better. Now that all the source books have been released for Force and Destiny, will there be a completed update of the Talent Trees and Force Powers?
They are a few typos in some of the specialization trees of the Edge of the Empire talent trees v8: the text of the talent cost is missing or displaced in the Skip Tracer, Charmer, Droid Tech and Modder, and the tesxt of Double or Nothing, Improved Double or Nothing and Supreme Double or Nothing talents Gambler have missing or changed symbols.
Please, correct them. We expect with impatience the update of the Force and Destiny Talent trees and force powers. Cool your jets pal. Now that all the Career Sourcebooks are our for all three lines, will you guys be updating these tress and force powers?
I know you have plenty on your plates so no rush. Thankfulness to my father who shared with me concerning this webpage, this weblog is really awesome.
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