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Relics of the Spider


Xar

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Over the years, Disciples of the Temple of the Spider have crafted unique objects to serve a variety of purposes. While some are useful for combat, some are purely cosmetic or flavor for posts, and not all are limited to use by the Temple’s disciples.  As researchers into the forbiddon and unknown, some of these objects (Infinity Chasms, Omen Pipes and Color Detractors) enhance the abilities of a Sith Assassin utilizing old, forgotten Rakata Techniques thought lost to time, and can be thought of as Force Powers in their own right. 


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Spider Configurations: Sharing an odd resemblance to Sith and Jedi holocrons, these orb shaped objects can be opened by someone with the Force. Unlike holocrons, these devices do not store knowledge, but rather have a connection to the Kathol Rift unique to its original creator. Any Force Sensitive, Light or Dark sided, is able to open the configuration, but once opened, the configuration becomes a beacon for the Temple of the Spider. The person who has opened the configuration is subjected to numerous illusions and nightmares, and the creator of the configuration becomes aware of when his creation is opened. With focus, the creator can communicate to whoever has opened it. While this item serves no function in combat, it serves as a sort of recruitment into the Temple of the Spider or as a meditation tool, and numerous configurations have been created and hidden throughout the galaxy. 

 

Unconstrained Blades: these small knives were recently created by Disciple Plafoong, or Disciple of the Painful Play. Alchemised to resist lightsaber blades, these hollow blades hold a few ounces of vile green liquid that, when injected into a victim, causes brains to experience feelings of euphoria while nerve endings near the cut erupt in pain. While not lethal, this dual sensation is especially distracting during combat, and many victims have to deal with the consequence of their brains expressing joy at such intense pain. 

 

Omen Pipes: Designed by Disciple Wilmarth, these small pan-like pipes make no noise when blown into them, but when the dark side is channeled and through them, it creates an eerie tune that creates feelings of lethargy. These feelings can be overcome with focus of sheer will, but during combat with a skilled assassin, such focus may be difficult. Those who fall asleep to the pipes begin to have nightmares that are heavily influenced by the user’s personality. 

 

Madness Implanters: just because the Temple of the Spider deals with “magical essences” does not mean they are above using purely technological means to enhance their connection with the Madness. By utilizing these modified Hifold Sensory Packages, Disciples can implant specific hallucinations that, while they recognise as false, help them bring to life under the idea of ‘giving life to the madness’. Often programmed with images and auditory cues from ‘Tales Beyond the Tomb’, these implants help many struggling disciples bring a maddening form of reality. 

 

Witness Eyes: Petrified eyeballs of some unknown species, these stone like objects grant unique insight into the Force. By placing them over the actual eye, the user sees the ‘true’ form of living things through them. In actuality, it is simply distorting reality slightly through the dark side, giving everyone an appearance influenced by the Temple of the Spider. Useful only for flavor, these things are very addictive to non-force sensitives, giving them access to a dimension normally out of reach.

 

Infinity Chasms: These Force powered disks are able to distort reality a short distance from the object in a way that Euclidean space seems impossible. Walls that were parallel one minute, appear to the victim to close in to trap or crush the target . Or, the target an affected creature is aiming for appears to suddenly away into infinity. While these objects don’t actually affect reality in any true way, the sudden appearance of the hallway stretching towards infinity is disorienting. These objects only work as long as the Assassin focuses on them, but don’t have to be touching them to be activated. 

 

Color Detractors: Little do people realize how much they use color to differentiate things until they become colorblind. These pyramid shaped Triquetras sap all color around the user to shades of gray when focused upon. When there are no sharp contracting lights in an area, the user can essentially become near invisible. However, these objects only have a range of about 25 meters, so most users keep them on their bodies. 

 

Abyss Pentacle: A talisman with a large distorted spider on it, this force imbued object bears a unique connection to the Kathol Rift. Forged by Chosen Myyrdokk himself and only loaned to a few Disciples, this talisman is capable of summoning Myyrdokk’s specified illusion of that which dwells in the Kathol Rift for periods of time. While incapable of physically harming anyone, it does not dismiss easily and those who believe it to be real, including the Disciple using it, are subject to self-inflicted damage. 

 

Ghost Bats: Also known as Pigmy Neebrays, this 6 inch wide sub-breed of Neebrays has evolved into a unique specimen around the Kathol Rift. With their teeth too small to actually harm organics, these things seem to feed on Dark Side energies, and are especially attracted to Disciples of the Temple. Assassins from the Temple have been known to keep a flock of 5 of these things on them to release in combat. While harmless, they’re ability to absorb and then imitate illusions for several moments make them both distracting and, when used properly, frightening, giving an ounce of reality to the Assassin’s illusions. 

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