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Shards shards
The Shards are a unique non-humanoid species allied with the Rebellion against the Empire. The unqiue physiology and abilities of the Shards make them an unexpected surprise for anyone who considers droids to be just a part of the background of the galaxy.

Shards are silicone-based life forms. They are 30-40 centimeters in length, up to 10 centimeters in diameters, and appear as irregularly faceted and roughly cylindrical crystals. The silicate structure of the Shard makes up for the molecular "circitry" or their brains. Faint energy pulses can be seen glimmering inside their body. Each Shard also has a unique electromagnetic "signiture" that others of its race can recognize.

The Shards developed on the planet Orax, a world known for its beautiful rock and mineral formations, and natural hot springs. They form from an interaction between the ion-charged atmosphere of the planet and the natural crystals and mineral-rich water, "growing" energy-sensitive crystalline lattices in lusters along the rocks near the numerous hot springs. When a Shard has reached its full size and "adult" energy signiture, the accretion of crystal begins to produce a new Shard. A large colony contains hundreds or even thousands of individual Shards.

Some of these Shard clusters can grow to enormous size, towering like giant trees formed from multicolored crystal. Shards are immobile all of their lives, and some of the oldest Shard clusters have existed for several millennia. Over time, natural erosion causes some Shard to dissolve back into the environment they came from, but otherwise Shards live for thousands of standard years.

Early settlers were slow in recognizing the Shards' sentience. When they did, they devised translators that converted the Shard energy pulses into speech and back again, allowing the Shards to communicate directly with the humans. When the Shards expressed a great curiosity about other worlds, engineers developed a droid-control interface that took advantage of the Shards' abilities. Several Shards were voluntarily disconnected from their "growth-rocks" and placed inside droid bodies, giving the crystals mobility and sensory input for the first time.

Dozens of Shards fanned out to explore the galaxy in the latter days of the Old Republic, returning occasionally to their homeworld to share their experiences with the other Shards. When the New Order inherited the reins of power, the Shard "ambassadors" were cut off from their homeworld. Many were killed, while others went into hiding masquerading as ordinary droids. Aggressive mining of Orax's mineral resources began with sources of labor that the Shards could not interfere with - slaves. The crystal entities watched helplessly as their world was looted and Shard colonies were destroyed. Some expatriate Shards made attempts to return to their world, but the Empire kept all droids away from Orax, foiling the attempts.

Some Shards have decided to ally themselves with the Rebellion as a means of freeing their homeworld from the domination of the Empire. With their ability to naturally affect computers and their droid guises allowing them to go many places undetected, the Shards became valuable spies and covert agents of the Rebellion. Few Rebels even know of the existence of the Shards or their abilities.


Attribute Dice: 12D
Attribute Minimums / Maximums:
DEXTERITY:
KNOWLEDGE: 2D / 5D
MECHANICAL: 2D / 4D
PERCEPTION: 2D / 4D
STRENGTH:
TECHNICAL: 3D / 6D
Size: 30 - 40 centimeters
Move: 0, or the Move of the droid body the Shard controls
Homeworld: Orax
Source: Alien Encounters p.134-136


Special Abilities:
Computer Mind: Shards have an instinctive understanding of computers and droid brains and gain +1D with the computer programming/ repair and droid programming skills as well as any other skill that involves computer programming or operation such as astrogationor security(versus computerized locks and devices). Shards can interact directly with comlink-equipped computers using their telecommunication ability.
Telecommunication: Shards can emit and receive eletromagnetic transmissions as a means of communication. This allows them to detect any operating technological device or droid within a 100 meters with an Easy Perception roll. Their signals can reach out to about one kilometer individually, but are enough to reach anywhere on their homeworld when the Shard is part of the group-mind. Shard transmissions can be picked up on standard comlinks and other devices turned to detect them. Shards can also affect droids equipped with restraining bolts as if they had a control wand by making a moderate Technicalor droid programming roll.

Story Factors:
Fragile: Shards have no Strength attribute dice and gain only 1D to resist damage in their natural state. A damage result that kills a Shard shatters its body into fragments. Normal medical treatment is ineffective on Shards, they must heal naturally unless they can be returned to Orax to receive treatment in the mineral hot-springs on the planet. Force abilities such as accelerate healing and transfer Force do affect Shards, as they are still living creatures.
Sessile: hards are incapabile of movements on their own. They have no natural Dexterity or Strength dice. They can learn Dexterity or Strength based skills and use them in conjuncture with a droid body, if the body is capable of performing that skill. They can only move inside a droid "vehicle" or by being carried by a droid or another creature. In their natural state, Shards also have no senses apart from their electromagnetic sense.

Gamemaster Notes:
Shard characters provide a way of including "droids that aren't really droids" in the campaign, as well as providing "droid" characters that have a bit more free will and autonomy than ordinary droids. Gamemasters should work with the player of a Shard character to design an appropriate droid body using the droids given in the Star Warsrulebook as a guideline. All of the skills of the droid are provided by the Shard "driving" it. Shard characters with more than one droid body should be quite rare, and the gamemaster will want to limit the abilities of any droid body so they are not too powerful. Shards, especially those operating during the period of the Rebellion, prefer to inhabit droids that are more common and likely to go unnoticed, like 3PO and R2 units. Their goal is to remain undetected by the Empire, so they avoid droid-bodies that were likely to get them in trouble, like assassin droids.


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