Custom Lightsaber Crystal batch

By wizerdrea, in General Discussion

Here are 7 custom lightsaber crystals I have made. Please tell me what you think of them. I would appreciate any advice, tips, suggestions, tweaks to the attachments, and name changes you may suggest. Please help me balance these crystals and make them fit with there themes. Here are the crystals:

CRYSTAL

Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 7 and critical rating to 1, and the lightsaber gains Breach 1 and Sunder weapon qualities. While your morality is between 30 and 70 reduce strain suffered for using (dark side pip) to generate a (force point) by one during combat checks using the lightsaber.

Modification Options: None.

Hard Points Required: 2

Price: ®35,000

DARK SIDE CRYSTAL

Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 9 and critical rating to 2, and the lightsaber gains Breach 1, Sunder, and Vicious 1 weapon qualities. Reduce the lightsaber’s damage by one tenth of your morality (rounded down).

Modification Options: 2 Damage +1 mods, 3 Item quality (Vicious +1) mods.

Hard Points Required: 2

Price: ®18,000

FORCE FUELLED CRYSTAL

Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 7 and critical rating to 2, and the lightsaber gains Breach 1 and Sunder weapon qualities. In order to activate the lightsaber the wielder must commit (force die). The lightsaber remains on as long as (force die) remains committed. The lightsaber gains: commit (force die): Lightsaber gets +1 damage as long as (force die) remains committed; commit (force die): lightsaber gains Defensive +1 as long as (force die) remains committed; commit (force die): lightsaber gains Deflection +1 as long as (force die) remains committed; commit (force die): lightsaber gains Disorient +1 as long as (force die) remains committed; commit (force die): lightsaber gains Concussive +1 as long as (force die) remains committed; commit (force die): lightsaber gains Burn +1 as long as (force die) remains committed; commit (force die): lightsaber gains Vicious +1 as long as (force die) remains committed; commit (force die): reduce lightsabers ctitical rating by one to a minimum of 1 as long as (force die) remains committed.

Modification Options: None.

Hard Points Required: 2

Price: ®15,500

JEDI MASTER CRYSTAL

May only be used by a light side character.

Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 7 and critical rating to 2, and the lightsaber gains Breach 1 and Sunder weapon qualities. As long as the wielder of the lightsaber is a light side paragon add (light side pip) to all combat checks made using the lightsaber containing one or more force die dice.

Modification Options: None.

Hard Points Required: 2

Price: ®50,000

LIGHT SIDE CRYSTAL

Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 0 and critical rating to 3, and the lightsaber gains Breach 1, Sunder, Defensive 1, and Deflection 1 weapon qualities. The lightsaber gain damage equal to one tenth wielders morality (rounded up).

Modification Options: 1 Item quality (Defensive +1) mod, 1 Item quality (Delection +1) mod, 2 Decrease the weapon’s critical rating by one to a minimum of 1 mods.

Hard Points Required: 2

Price: ®18,000

SITH CRYSTAL

May only be used by a dark side character.

Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 8 and critical rating to 1, and the lightsaber gains Breach 1 and Sunder weapon qualities. Add an additional force die to all combat checks made using the lightsaber that already contain one or more force dice.

Modification Options: None.

Hard Points Required: 2

Price: ®50,000

TWIN KRAYT DRAGON PEARLS CRYSTAL

Twin crystals may be placed in both ends of a double-bladed lightsaber, in two different lightsabers being duel wielded, or in two lightsabers being wielded by different characters. Mods done to one of the crystals are automatically done to the other crystal.

Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 9 and critical rating to 1, and the lightsaber gains Breach 1, Sunder, and Vicious 1 weapon Qualities. If the crystals are in both ends of a double-bladed lightsaber reduce the cost to activate the linked quality by one. If the crystals are in two different lightsabers being duel wielded reduce the cost to activate the second hit by one. If in two different lightsabers being wielded by two different characters add one (advantage) to all combat checks made with the lightsabers as long as the crystals are within engaged range with each other.

Modification Options: 3 Item Quality (Vicious +1) mods, 1 Damage +1 mod.

Hard Points Required: 2 per crystal.

Price: ®37,500

I hope this is not too many.

Edited by wizerdrea

So to start out, Most of these are really overtuned. Significantly more powerful than what is in the book, which I think Ilum, Barab ingots, and Krayt pearls should be hands down the most powerful crystals around.

Second of all, I think you may be looking at these with primarily mechanical benefits in mind, rather than "why is there a Niman crystal?" What makes the crystal better with this particular form, and I don't mean from a mechanical view point. Niman, for instance is about using telekinesis with Saber combat, so the crystal shouldn't just ape superior qualities and have lots of damage potential, but it should add something unique to Niman.

For instance, "the crystal may increase the size of object that can be affected by the Move power by one silhouette."

What this does is it makes it much easier to activate the move power versus a silhouette 1 target (requiring no activation of the strength upgrade), and could allow a user to manipulate a silhouette 5 object. YIKES!

I'm not saying the above is a good idea or suggestion, but I hope it illustrates the idea of making the crystal more unique, more interesting.

Also, Pick one or two at a time. Start small. I can give you more specific feedback on each of these, but I would suggest picking the two you really like and starting from there.

Thanks for the recommendations why don't people real focus on Force filled crystal, light side crystal, and dark side crystal for the time being ( please still give advice on the other ones if you think of anything) and later we can focus on the other ones. Just as a general note I would really like all of the crystal to be strongly thematic like Thenearisdriving talked about doing with the Niman crystal I just don't know how to do it for all of the crystals, and I would like the crystals (or at least some of them) to be strongly connected to the force, morality, and the character wielding them.

Sure. So I'm first going to look at the Sith Crystal. The first thing that you say is that it can only be used by a dark side character. So lets make that less about what can't be done, and more about what happens if a non dark character uses one.

I would suggest something along the lines of if a character is NOT a dark side paragon, they suffer a setback die. If they are a lightside paragon, the GM can spend 2 threat to deal 1 wound to the character, as the saber twists and turns against the character.

Next, let's focus on the reason why this is a sith crystal. It's easy to attach a name to this, but maybe its a synthetic crystal that has been drenched in the blood of an innocent victim, killed with the actual crystal in some alchemical ritualistic fashion. Grim I know, but we are talking about an EVIL crystal. Give this crystal a history, not just a name.

The actual crystal isn't badly designed, but try something like, "Once per session, if a combat check using this weapon has force dice rolled as part of that check, two additional dark side points are generated." This limits the crystal's effects to once per session, reducing the impact of the effect, rather than allowing an additional die every time. It also presents a powerful effect, as two dark side points can guarantee many types of success with a single maneuver.

Also, I would reduce the damage to 7, as the crystal having crit 1 off the bat is very strong.

Those are some of the changes I would make to that one. At least on the fly, with no testing.

Also, could you remove some of the crystals from your original post. Use the edit function and leave the ones you want us to review. It's a little bit of a wall of text.

Thanks for the suggestions. I will work on making back stories for all of the crystals and making some adjustment to sith crystal thanks again. I have also cut down the number of crystals. I hope there is still not to many of so I will cut even more out.

My question is why do we need a bunch more crystals? I think the array we have works fine. All I would do is add the couple crystals not mentioned.

None of these make any sense from a star wars perspective. As nature would not create a specific crystal to go with anything.

Of course Daeglan, you have a lint, nature wouldn't know to make crystals specifically for these certain uses. But maybe a jedi or Sith so strong could use the force to influence the growth of a crystal and the way it structured. That's a thought, but most of the changes to a crystal I would make, will be pretty much purely narrative.

But I reckon the Sith and reformed jedi order, would possibly make crystals synthetically to provide advantages in certain situations or to allow them better prowess with a certain style. So I wouldn't go ruling this creation of crystals here as worthless or unfitting, in fact I can see uses in particular situations, and I definitely would use one or two with particular nemesis, ecspecially sith inquisitors. So thanks wizerdrea.

I'm glad someone started this thread. Now I have something to work off as I start revisions, updates and new stuff. Thanks!

As for the crystals: I like them, at least the idea behind them. I'll look more closely at them when I have the opportunity.

We don't need new crystals that are power gamer wet dreams. As they say if they if there is no reason not to take them or they are a I win button they are over powered,

They can be and will only be useful to power gamers if you allow them to be, EOTE and all other systems alike are fairly forgiving I would say, and min maxing wise, whilst possible, I have noticed doesn't seem to occur as often as say dnd. So if you have problem players abusing these crystals I would say it's just weak gming

Plus, Part of my effort was to reduce the scope of what the crystal does. My suggestions to the SIth crystal can make a once per session really great intuitive strike or saber throw, but is other wise a somewhat inferior crystal to say an Ilum. but it also requires no upgrades, so for a darkside character intent on only murder (no mechanics skill) it's a nice piece of kit that is a little above par with no mods.

And I again foreground this by saying that it is untested, and my suggestions were off the cuff. They are not brilliant by any stretch.

I guess I just don't see what is gained by brow beating people into thinking they are playing the game wrong by wanting more options. Power creep is important to avoid, but if a GM wants to reward players with some special tools for a long campaign, why is that a bad thing?

If I install a crystal which takes up 2 hard points from my 5 on a lightsaber but I also add two of the mods say +1 damage and -1 Crit rating, have I used 2 Hard Points or 4?

Edited by Sonofscathach

To be closer to how Lightsaber crystals work, can you maybe go to a different method for making it "light/dark side"?

Part of the lightsaber creation process is using the force to fill the crystal, couldn't this turn a crystal "light" or "dark"? Didn't it happen at least once in the EU that a "dark side" crystal as "turned" light?

I think rather than making the crystals inherently good or evil, work on the mechanic on how to make it that way, and that way it could be adapted to any crystal like a modification.

If I install a crystal which takes up 2 hard points from my 5 on a lightsaber but I also add two of the mods say +1 damage and -1 Crit rating, have I used 2 Hard Points or 4?

Attachments take up a set amount of hardpoints. Mods do not take up any additional hardpoints.