Sith Sword

By mouthymerc, in General Discussion

Sith Sword

Early weapons used by the Sith were created using Sith alchemy. Through that alchemy these weapons were able to be used as lightsabers, deflecting both lightsabers and blasters. Dark side users were able to empower these swords with the dark side of the Force. By taking a maneuver action, suffering 1 strain and commiting one Force die a character can empower his Sith sword. On a successful lightsaber combat check, the character may make a Force power check (this check is with Force dice over and above the one committed) and use any dark side results as additional successes or advantages in resolving that combat check. The character takes 1 strain each turn he keeps the die committed.

Skill: Lightsaber
Damage: +2
Critical: 3
Range: Engaged
Encumerance: 3
Hard Points: 3
Price: ® 6,000 credits
Rarity: 10
Special: Cortosis, Defensive 1, Pierce 2, Vicious 1

That's pretty badass. :ph34r:

I don't know about the committing a force die part - whether or not there's new stuff doing the same.

As for the series of qualities for this sword, I'd decrease the amount somewhat, for instance removing defensive or vicious. I can see the desire for all of these qualities (looking at stuff I've made myself I've fallen into that trap many times), but I think cortosis, pierce and one more quality would suffice. Whether going for Vicious or Defensive would be based on preference I guess, I'm leaning towards keeping Vicious, it's more "Sith" to me :ph34r:

I don't know about the committing a force die part - whether or not there's new stuff doing the same.

I used the talent Imbue Item for a model.

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As for the series of qualities for this sword, I'd decrease the amount somewhat, for instance removing defensive or vicious. I can see the desire for all of these qualities (looking at stuff I've made myself I've fallen into that trap many times), but I think cortosis, pierce and one more quality would suffice. Whether going for Vicious or Defensive would be based on preference I guess, I'm leaning towards keeping Vicious, it's more "Sith" to me :ph34r:

I based it on the vibrosword adding Cortosis. I might drop Defensive since the sword can be used with Talents like Parry and Reflect, though.

I would just give the ancient sword a cortosis upgrade, make it rarity 10 and set the price for around 6k (as you did)

The force imbue stuff i would leave with the talent itself.

Some Edit:

Maybe use an attachment:

Sith alchemy blade

Base mod, gives cartosis quality

extra mods: 2 +1 dmg mods, 2 pierce 1 mods, gives imbue talent mod

cost ~3000

rarity 9 (for the special herbs and strange animals that need to be scarified and the ancient texts that need to be spoken)

HP: 1

something like that on a whim ?

(and yes it's a bit broken. maybe extra rule, using this attachemnt gives 5 conflict once, every mod gives another 4 conflict)

Edited by Poseur

I would just give the ancient sword a cortosis upgrade, make it rarity 10 and set the price for around 6k

The force imbue stuff i would leave with the talent itself.

Yeah, I'm not sold on the idea of directly aping the Imbue Item talent for an inherent weapon trait.

I think adding the Cortosis quality is sufficient, especially when adding all those other traits on top of it. If you're really set on having some means of "calling on the dark side" to further empower the blade (I think that was largely a d20 thing), then once per encounter allow the PC to spend a Destiny Point to add a number of bonus Advantage to a successful attack roll (better odds of triggering a critical) equal to their Cunning, but they suffer 1 Conflict for Advantage generated this way.

What I would do (and what we've done for a couple years now, as I liked Sith Swords/ non saber options) is we made an "attunement" attachment. This functioned similarly to superior, but granted the cortosis ability with further mods for deflection and defensive.

Now, with the imbue talent as a guide, and the hilts for LS as guidance, and the ancient sword as a base, I would probably change that up. I agree that imitating the imbue item talent is probably not a good idea, and I think I would actually add the burn quality.

So, using the ancient sword as a base for the weapon,

Dark side attunement

Hard Points: 2

Base: cortosis

Mods: Burn +1, vicious +1, damage +1

Cost: 10,000

Special: once applied to the weapon, this attachment cannot be removed.

And of course, this "attachment" can only be created through a special ritual, or alchemy. the creation of the attachment is a whole other thing, but the actual application of the attunment would be as much crafting expertise as force application (hence why in our home games, the attachment cost is better represented in special knowledge and force requirements, rather than credits. but for comparability, credits is what we have.)

Edit: the burn quality is the representation of the crackling darkside energy that is illustrated in the tales of the jedi series with the duel between Naga Sadow and Ludo Kresh. I didn't think that pierce or breach were really appropriate, as that causes some lack of differentiation with vibro weapons and light sabers, and I don't want to create a complicated new effect to mimic the investment of the dark side. There may be better options, but I felt that was a decent choice.

Edited by Thebearisdriving

Hmmm, interesting thoughts. I like the idea that a Sith sword is a little more than a sword with the cortosis quality. I like the idea that it is a dark side Force talisman or artifact.

Plus, with ancient swords using lightsaber as a skill, and being able to use the reflect talent, they fit the fluff and balance side of the equation nicely. IMO.

I think for my OR game, I'll just equip the "Sith" with ancient swords with Pierce 2 and Cortosis. No "imbuing" required -- I just need them to be dangerous and good loot for any aspiring Jedi. :)

I think for my OR game, I'll just equip the "Sith" with ancient swords with Pierce 2 and Cortosis. No "imbuing" required -- I just need them to be dangerous and good loot for any aspiring Jedi. :)

Sounds like a perfectly workable plan.

The Sith swords from tales were IIRC two handed as well, so you might want to check the art source and if so, up the damage and cumbersome qualities. If you're going for the authentic. :)

Necrothreading for a sec....I was playing with the idea for an Ancient Je'daii sword:

Ancient sword with: Cortosis, Superior, +2 damage, crit 3, encumbrance 3, rarity 8, Hard points 2, and feature to roll Force dice, adding any pips to either successes or advantage.

Thoughts?

The ancient je'dai swords didn't have cortosis. they got sundered a bunch by Xesh's force saber.

Also, the force die effect duplicates the intuitive strike talent. Which is probably way too strong. YMMV.

Edited by Thebearisdriving

Necrothreading for a sec....I was playing with the idea for an Ancient Je'daii sword:

Ancient sword with: Cortosis, Superior, +2 damage, crit 3, encumbrance 3, rarity 8, Hard points 2, and feature to roll Force dice, adding any pips to either successes or advantage.

Thoughts?

Just use the Ancient Sword for the old Je'daii swords, since that's pretty much what they are.

Adding all those effects, especially the Superior and Force die replication of the Intuitive Strike makes what you posted way too much of a munchkin's love child.

I see, thanks for the feedback!