Homebrew Alert: Stygium Crystals

By CaptainRaspberry, in General Discussion

I'll preface this by saying I don't know what the protocol is for posting homebrew stuff in a beta forum, but I don't know where else this would be appropriate.

For an upcoming adventure, I've been working on Aeten II, which is canonically a location to harvest stygium crystals for cloaking devices. During my research into canon, I also discovered stygium can be used in the construction of a lightsaber. None of my players are Force users, let alone anywhere near constructing their own sabers, but I thought I'd stat out how one would work in case it came up at some later point.

Here's what I've got:

Stygium Crystals

For many years, stygium was valued among the Jedi for its ability to function as a focusing crystal for their lightsabers. Specifically, these crystals were said to give off an aura that enhanced a Jedi's stealth. A stygium crystal is a lightsaber crystal.

Base Modifiers: Installing this crystal changes the lightsaber's base damage to 6 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Any Force sensitive who carries this lightsaber on her person removes Setback dice from all Stealth rolls. If the lightsaber crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.

Modification Options: 1 Item Quality (Vicious +1 Mod), 4 Damage +1 Mods, 2 Decrease the weapon's critical rating by one to a minimum of 1 Mods.

Hardpoints Required: 2

Price: ® 11,000 credits.

I'm trying to keep it fairly balanced, removing a lot of the frills of an otherwise fully kitted out lightsaber in order to allow for the Stealth bonus. Having four Damage mods doesn't seem too outrageous, given how deadly a lightsaber should be, but I'm not sure if I should have the lowest critical rating be 2 rather than 1. I also figure FFG will probably introduce stygium later, either in the final core book or in a splat book.

As for introducing it to the players, aside from simply buying one later, I think having a character make some jewelry out of a spare crystal he or she manages to pick up is a good way to introduce Chekhov's Gun for later, if it comes up.

I'm open to thoughts on any aspect of this. What do you all think?

Feels like the "stealthy-ness" of this crystal should be more emphasized in the available mod options. Instead, at the moment, a fully tricked-out stygium crystal wouldn't be all that different from an Ilum one, other than the removal of that setback die.

What if the mods gave more bonuses to stealth stuff and less to damage capacity/ability?

Honestly, I'd drop at least one of the +1 damage Mods and definitely one of the reduce crit rating Mods, and in their place add a pair of +1 Stealth rank Mods. It's a fair trade-off, losing the full damage output of an Ilum crystal but gaining the ability to become really good at being sneaky.