Kyber crystal: Stygium

By Jegergryte, in Star Wars: Force and Destiny RPG

So, yeah. I've been working on this thing for a while and I can't seem to decide upon the final version...

Stygium Crystal [version 1]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers : Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Additionally an attuned wielder of the lightsaber upgrades all Stealth checks once. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modifications : 1 Damage +1 Mod, 2 Decrease the weapon’s critical rating by 1 to a minimum of 1 Mod, 2 Item Quality (Vicious +1) Mod, 1 Skill (Stealth) Mod, 1 Innate talent (Sleight of Mind +1) Mod.

Hard Points Required : 2

Cost/Rarity : 16,000 credits/10 ®

NOTE: I'm not a fan of this one anymore, mostly posted to show what I've been through. It's basically too much.

Stygium Crystal [version 2]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers : Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modifications : 1 Damage +1 Mod, 2 Decrease the weapon’s critical rating by 1 to a minimum of 1 Mod, 1 Skill (Stealth) Mod, 1 Innate talent (Sleight of Mind +1) Mod.

Hard Points Required : 2

Cost/Rarity : 10,000 credits/10 ®

NOTE: I'm simply uncertain about this one, I don't like it basically, but it isn't too bad.

Stygium Crystal [version 3]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Additionally an attuned wielder of the lightsaber receives Sleight of Mind +1. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modifications: 1 Damage +1 Mod, 2 Decrease the weapon’s critical rating by 1 to a minimum of 1 Mod, 1 Innate talent (Sleight of Mind +1).

Hard Points Required: 2

Cost/Rarity: 16,000 credits/10 ®

NOTE: This easily becomes a boost die well, something I'm not too keen on for this game. Granted it's only 2, but these would stack with more ranks of Sleight of Mind , which perhaps isn't a common talent, but it's not that rare either, and this crystal is definitely one for stealth characters to seek out...

Stygium Crystal [version 4]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Additionally an attuned wielder of the lightsaber receives Sleight of Mind +1. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modifications: 1 Damage +1 Mod, 2 Decrease the weapon’s critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Vicious +1) Mod, Innate talent (Master of Shadows) Mod.

Hard Points Required: 2

Cost/rarity: 16,000 credits/10 ®

NOTE: I added the Vicious mod again, because I think it makes somewhat sense to off people silently, quickly and stealthily. The damage has been reduced, which could be a reason to add another damage increasing mod. Master of Shadow could be replaced with Natural Rogue, or some other stealth/skulduggery related talent, that isn't Sleight of Mind ... perhaps Stalker, but this again becomes a boost die source that I'm not overly fond of.

I have also considered giving the crystal some sort of synergy with Misdirect, but that seems way too powerful for a normal kyber crystal (unless you make Stygium kyber crystals into relic power-level or something...)

So, poll... which one do you prefer?

Or post your version?

I'd say Version #4 is my favourite.

Just an observation that

1. A silent invisible light saber would knock setbacks off a stealth check not actually improve a person's ability to sneak.

2. A slient invisible light saber would make it more difficult to parry or reflect attacks, because you can't see the blade.

3. A silent invisible light saber would be more difficult to parry, because the opponent would not see the attack coming.

Just an observation that

1. A silent invisible light saber would knock setbacks off a stealth check not actually improve a person's ability to sneak.

2. A slient invisible light saber would make it more difficult to parry or reflect attacks, because you can't see the blade.

3. A silent invisible light saber would be more difficult to parry, because the opponent would not see the attack coming.

0: the blade is not invisible.

Second:

1: Removing 1-2 setback dice from Stealth isn't a bad idea, but given that there is no setback die by default to sneak with a lightsaber - in some cases perhaps - I wouldn't set this as a default mechanic. Partly because you're entering the area of concealment rules, which means removing setback dice for poor stealth conditions, that is similar to adding boost dice when the conditions for stealth are good - as per the concealment rules. I would leave this up to the GM and players, and context. The idea behind the stygium kyber crystal - as I understand it - is to improve the sneaking, hiding and similar stuff. This could mean removing setback, but also adding boost dice, which is kind of in line with the cloaking abilities and qualities of the stygium crystal. But as I don't want the crystal to invoke the concealment rules, I'd rather find a different solution. Still, not a bad idea. I'll keep it in mind as I go forward.

2: See 0

3: See 0

And here's a version 5, as suggested by one of my players:

Stygium Crystal [version 5]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers: Installing this crystal changes a lightsaber's base damage to 5 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Additionally an attuned wielder of the lightsaber receives Natural Rogue. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modifications: 1 Damage +1 Mod, 2 Decrease the weapon’s critical rating by 1 to a minimum of 1 Mod, 2 Item Quality (Vicious +1) Mod, Innate talent (Shroud) Mod.

Hard Points Required: 2

EDIT: Crit rating was changed by me, now corrected.

Edited by Jegergryte

How about setback to notice the blade. Away from my books so I can't comment on the talents. But I like #5.

Honestly...none of the above. I don't see how a lightsaber is supposed to help you do things that are non-combat related.

I agree with whafrog here.

The crystals we've gotten so far have abilities that generally correlate directly to using the lightsaber in combat. Dantari crystals come the closest to stepping away from that, and their special trait requires that you be making a Force power check while also making a lightsaber combat check.

I did a check of Wookieepedia, and near as I can tell regarding using a stygium crystal in a lightsaber is that it provides a minor assist to the Jedi's attempts at stealth, which to me reads as negating setback dice. So if you are going to go with a homebrew stygium crystal, I'd recommend that at base it removes one setback die from Stealth checks, with a single modification option to remove another setback die for a maximum of two setback dice removed. Would probably also set the damage and crit rating pretty low; maybe 6 and 3, and with very limited modification options to increase them, probably no more than a single modification for each.

Actually I'm fine with Lightsabers doing spiritual things, though it's milage varies.

One simple way of accounting for it's ability is to grant some ranks of slight of mind. For some reason around the weak minded the force user seems more distant when they are not actively concentrating on them. It covers the territory quite nicely without going overboard. Can be upgraded to provide a second rank of slight of mind.

Not sure if I get the whole invisible blade thing. But it should only be slightly inferior to a standard blade, making it horrible would make people receiving this gem feel bad.

Honestly... [snip] I don't see how a lightsaber is supposed to help you do things that are non-combat related.

I find your lack of imagination, disturbing ;) :ph34r:

To me it's obvious and makes perfect sense to have something attuned to the Force and your character that enhances you, even in non-combat death machinery ways.

As for limiting it to negating 2 setback dice and a max of 7 dmg and 2 crit, I don't see that as a creative or good or flavourful solution. While I'm in no need to provide Shroud (or Now you see me - or whatever it's called,) I don't see Natural Rogue as a bad alternative (or Master of Shadows), as a reroll once per session isn't as bad as numerous boost dice or upgrades to every skill check (Master of Shadows is more powerful I think.) And while a reroll is powerful, no doubt about that, it's also only once per session (or once per 4-5 hour gaming time if you're into that kind of ruling.)

One could also go another way, by actively using the concealment rules (I know I'm contradicting myself in a way now.) So by default as a basic mod, whenever the lightsaber is ignited you increase the level of concealment by one if there is already some concealment effect going on (adding boost to stealth or setback to enemies attacking you), this could perhaps be upgraded to a level two increase (or not) - or perhaps let the concealment effect come into effect regardless of pre-existing conditions. Another mod option could be let the basic mod also be provided if the saber is unlit as well (but I'm not super keen on this - although distinguishing between the two doesn't necessarily make any kind of sense... as igniting is incidental and all that, still...) Then you'd have a combat feature (setback dice against ranged attacks and perception,) but also a stealth feature. It doesn't negate setback dice (although that ain't a bad idea to add as a separate mod). I'd leave damage at 5-6 with one or perhaps two +1 mods (two if starting at 5 and one if starting at 6), crit at 3 with two -1 mods and one Vicious +1 mod.

Of course this last idea is quite powerful, but basing it off the concealment rules seemed like a useful idea and more in line with the cloaking qualities of the Stygium crystal.

Stygium Crystal [version 6]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Additionally an attuned wielder of the lightsaber negates <setback> to Stealth checks. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modification Options: 3 Damage +1 Mod, 1 Decrease the weapon’s critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Vicious +1) Mod, 1 increase level of concealment by one when the lightsaber is lit (see page 219 FaD CRB) Mod.

Hard Points Required: 3 (or 4?)

NOTE: So I moved the stealth bonus stuff to the mod opt, so that it's not automatic boost, but added sb negate to base modifier, increased damage mods to three and increase HP cost to 3 - you could arguably go to 4, particularly if you remove the "when lightsaber is lit" requirement for the concealment increase or add more mod options, or increase number of existing ones. For instance I could see adding Sleight of Mind to base mod, in addition to the above. Either keep HP cost at 3 or perhaps increase to 4.

Edited by Jegergryte

It's not a lack of imagination, it's a rejection of the framework. What you have feels like an "always on" bubble of influence that smacks of Vancian Magic (the D&D kind).

It would make more in-universe sense to me if it directly assisted in certain applications of the Force (Misdirect, Influence) by, say, providing boost dice or guaranteed advantages on a contested roll. It's not a bubble that's centred on the lightsaber, it simply provides a resonant clarity when called on for those tasks.

I did consider Force power synergy, but as contested rolls are rare it felt wrong. And adding fp or other boosts to Force powers is way too powerful. Still, I get your perspective, but it feels too limited to me.

Considering the cloaking qualities of the Stygium crystal (admittedly a lot of the stuff I'm taking this from is definitely Legends) I think the bubble thing makes much more sense than any resonant clarity thingy. At least it nods to the crystal's potential and qualities, activating those in the crystal and the lightsaber through force attunement and technology. But yes, it becomes a bit more like a magic item... yes.

Of course the other way is to activate those qualities in onself and/or one's Force usage, which I guess is more in line with your perspective(?). If you want to go that way, with the notion of resonant clarity in clouding other peoples' minds and perception, the only fit we have is arguably Misdirect, in my opinion. I can see a version where the basic mod is auto advantage on those contested rolls, which can be further improved with a boost die. It makes the crystal, particularly if you keep low dmg and poor crit, rather narrow and limited, tied to one Force power, and weak (as lightsabers go)... I could perhaps consider reducing the HP cost to 1 (most likely not though.) It's got a very specific and context dependant bonus for one Force power, only when it's a contested roll. Limiting damage to 7 and crit to 2-3 ... and removing Vicious (as Dono has suggested), would make it a very niche crystal, and not that powerful even in those situations - full modded 1 boost and 1 auto adv...

Stygium Crystal [version resonant clarity]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Additionally an attuned wielder of the lightsaber adds one automatic <Adv> to contested rolls when activating the Misdirect Force power. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modification Options: 1 Damage +1 Mod, 1 Decrease the weapon’s critical rating by 1 to a minimum of 1 Mod, 1 add <Boost dice> to contested rolls when activating Misdirect Mod.

Hard Points Required: 2 (or 1?)

Ok, so, if we go away from the most obvious trait of the Stygium crystal - not being physically seen or detected (ignore sensors and the sense power for now) - we could go one step further with Whafrog's idea (I assume this is actually what he was aiming at all along and I'm being my normal bumbling slow self.) We could let the auto <Adv> (and we should remove the boost dice mod) be applied to any contested (or otherwise) check for a Force power, where the "slipperiness" of the mind comes into it. So not just Misdirect, but also (as he pointed out) Influence, but arguably also Sense (reading emotions and current/surface [can never recall which one it is] thoughts)... and if there's any other that I can't think of, include those as well...

Huh ...

What about adding boost/setback to initiative checks when the wielder is trying to sneak up on someone with the weapon?

Thinking more about Version Resonant Clarity (VRC) I feel that could work as an amulet, more like a low-powered relic, with a Stygium crystal as it's focus point... arguably you could say the same about the hidey sneaky stealthy effects on the previous 6 variations too...

As for initiative boosts, perhaps. Not a bad idea.

I'm thinking now that some of my initial objections were due to the granting of fairly potent (or career-important) non-ranked Talents like Shroud. Something less potent like Indistinguishable can have a similar effect, but it doesn't necessarily steal a spot from a unique talent tree. It also makes sense with a bubble effect...and it also implies possible drawbacks of always wearing it: people notice you less, which makes it hard to get a drink at the bar, or charm someone, or...

You could also include other effects in combat. Ranks of Disorient could be useful...maybe even Ensnare (replacing Discipline with Athletics to get out of it).

Yeah, the Shroud thing was a player suggestion I just thought I'd share. It appear one place (so far) and I think it would be a bit much to let everyone get hold of that through a crystal like this.

Indistinguishable is a good idea too, at least as you're describing it. Hm, good stuff there!

I guess you could make an argument for and fluffify Disorient and even Ensnare as results of the effect of the crystal. Mmmyeeeesh...!

I think invoking the concealment rules makes sense ( when the saber is lit ), it makes it easier to sneak about, which I think is kind of a key concept here, but the setback die/dice only applies to ranged weapons and perception, not melee attacks or vigilance (F&D pp 219). This gives some combat boost, but not super much. It gives some stealth boost, potentially substantial if existing conditions are already in your favour.

Something like:

base modifier: indistinguishable +1 (I believe this is a ranked talent)

mod opt: increase concealment, 1 dmg, 1 crit, 1-2 disorient (?), 1-2 ensnare (?)

HP cost: 4

If you ignore the loss of so much material, there were some other crystals that did stuff; I seem to remember Lambent Crystals, sort of orangish, that were infused with the energy of the Yuuzhan Vong, and thus allowed the Jedi wielding it to detect them, where Vong were usually immune, on account of their racial cheese power.

Silly thought, but how much would any piece of Stygium cost? This stuff is rare as roc's teeth, and almost all of the stygium cloaking device's million credit price tag is simply the stygium crystal in it, which may not have to be so big. Certainly Krayt Dragons are rare, and the ones with pearls even more so, but the Emperor had to crack a planet for his stygium, it was so rare, and most of that went into his few projects, and the god awful TIE Phantoms.

The Vong. Yes. But no. I don't use them, I don't intend to use them.

I've put the cost on a Stygium crystal between 10 and 16k ... add in rarity 10 (I guess you could put it at 20 or whatever) and the cost is likely to increase ... but then, I wouldn't let my players buy anything like this - except maybe at an auction, and most likely something to steal, my players shouldn't have the funds to pay for something like this.

In my own little private canon I have let Spintir contain small pockets of this material in secluded caves near a vergence like lake, inhabited by arachnids, kohouns and dark side corrupted acklays, as part of the explanation for the difficulties using sensors and such on that planet. This is why I have to settle on something, sooner rather than later as two of my players have this crystal now...

So based on Whafrog's suggestions, I have made the following version. I have set the cost of the crystal to 4 hard points as there are numerous effects, some quite powerful. I like the idea of indistinguishable, disorient and ensnare very much. I have set the damage to 7, and removed damage increasing mods, but kept one crit decrease. I've also kept the concealment mod, I may need better wording to make it clear that it only works when lightsaber is lit - which means if someone sees you, they see you armed with weapon ready, and will most likely see you as a threat. I added a mod so the lightsaber can gain ensnare 1 (perhaps I need some better wording or explanation somewhere about Discipline replacing Athletics?) and two Disorient mods, I like that idea.

The crystal is pretty powerful, but I wouldn't say too powerful, especially considering the hard point cost of 4.

Stygium Crystal [version 7]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Additionally an attuned wielder of the lightsaber gains Indistinguishable +1. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modification Options: 1 Decrease the weapon’s critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Vicious +1) Mod, 1 when the lightsaber is lit increase level of concealment by one (see page 219 FaD CRB) Mod, 2 Item Quality (Disorient +1) Mods, 1 Item Quality (Ensnare +1; Discipline check to break free, not Athletics) Mod.

Hard Points Required: 4

Cost/Rarity: 16,000/15R

Or:

Stygium Crystal [version 7 and a half]

Exceedingly rare by the time of the Empire, this strictly regulated crystal sometimes appear in such a pure state that it can be used in a lightsaber. The blade produced by this crystal is all but silent and the edge of the energy blade seems blurred.

Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 3, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Additionally an attuned wielder of the lightsaber gains Indistinguishable +1. If the crystal is removed, the lightsaber loses those qualities and reverts to its previous base damage and critical rating.

Modification Options: 1 Item Quality (Vicious +1) Mod, 1 when the lightsaber is lit increase level of concealment by one (see page 219 FaD CRB) Mod, 2 Item Quality (Disorient +1) Mods, 1 Item Quality (Ensnare +1; Discipline check to break free, not Athletics) Mod.

Hard Points Required: 4

Cost/Rarity: 16,000/15R

And I've ended up on a version with my players. It is now being play-tested. We'll see about changes. Blog entry .