imbuing items with the force

By Stormbourne, in Star Wars: Force and Destiny RPG

is there any rules on the practice of imbuing items with the force so that anyone can use the power? i bring this up cause i'm currently doing the F&D expansion: CotG, and have just collected the memory crystal on Cato Neimoidia but do not wish to leave Onrein to suffer, and was wondering if i could imbue my training crystal with the force heal properties and leave it as a gift for her

In short: NO

In long: Only a Gm could create items like your "Healing Crystal", and in all supplements it is allways described that to use any of the Force-artifacts, the user also needs to be a force sensitive.

Read through the book "Nexus of Power". It has a few examples of Force Relics that can serve as "treasure" after diving a dungeon. I ran one game where the party looted the tomb of a long forgotten Jedi master. They found a necklace that gives the wearer +1 bonus die to their healing rolls.

You can make something similar as a reward for your PCs. If you're looking to make a "healing crystal" you might consider sending the party on a quest to a planet where they find a McGuffin that can be turned into a suitable replacement following a few discipline / lore checks.

So I suppose if you want to heal her, you are going to need to do it yourself. Or offload a bacta bath you have and throw her in while costing you credits.

8 hours ago, Stormbourne said:

is there any rules on the practice of imbuing items with the force so that anyone can use the power? i bring this up cause i'm currently doing the F&D expansion: CotG, and have just collected the memory crystal on Cato Neimoidia but do not wish to leave Onrein to suffer, and was wondering if i could imbue my training crystal with the force heal properties and leave it as a gift for her

As a GM, I would not allow you to use a piddly training crystal to do this. It would have to something with much more value, and you'd have to have access to a holocron or some kind of loremaster to guide you in the creation of such an artifact.

It would be at least a session's worth of work; probably multiple sessions in the end.

10 hours ago, awayputurwpn said:

As a GM, I would not allow you to use a piddly training crystal to do this. It would have to something with much more value, and you'd have to have access to a holocron or some kind of loremaster to guide you in the creation of such an artifact.

It would be at least a session's worth of work; probably multiple sessions in the end.

from what i can tell from a little bit of research, imbuing items was something any force sensitive could do but it took time and would drain the force user of their sensitivity for a time

these are the sources i drew this from:

http://starwars.wikia.com/wiki/Force-imbued_blade

http://starwars.wikia.com/wiki/Imbue_item

24 minutes ago, Stormbourne said:

from what i can tell from a little bit of research, imbuing items was something any force sensitive could do but it took time and would drain the force user of their sensitivity for a time

these are the sources i drew this from:

http://starwars.wikia.com/wiki/Force-imbued_blade

http://starwars.wikia.com/wiki/Imbue_item

Thats the Force talent "imbue item" the Jedi version of Jury rig, but by creating a healing crystal he'll create an artefact which is not something everybody could do.

AND the first articel is about a long lost tradition of the je'daii from a time long before the Jedi and sith, from a time where light and dark where more fused and not soo stricly devided.

the second is about the shenanigans of the Jel Shay order which are as well as the je'daii long gone (extincted before the days of the old old republic) and took most of there wisdom with them.

So nooo not every force user can just do it ^^

3 minutes ago, Nightone said:

Thats the Force talent "imbue item" the Jedi version of Jury rig, but by creating a healing crystal he'll create an artefact which is not something everybody could do.

AND the first articel is about a long lost tradition of the je'daii from a time long before the Jedi and sith, from a time where light and dark where more fused and not soo stricly devided.

the second is about the shenanigans of the Jel Shay order which are as well as the je'daii long gone (extincted before the days of the old old republic) and took most of there wisdom with them.

So nooo not every force user can just do it ^^

first off i would like to make it clear that i am the player trying to do this the GM said that if i could find rules or at least a reason as to why i'd be able to do this he would consider letting me perform this action

true the first article is about the je'daii and their traditions but it does state that the force user would just sit and meditate on the weapon they were imbuing giving it force powers, not making any mention that it took a specific person to perform this act, yes it does how ever state to the fact that the weapon and crafter "became as one." suggesting that only i would be able to use it's full power

the second how ever is the practice of the jal shey, which as a link in the page that states " The organization survived into the time of the Galactic Empire but was considered a viable target for Imperial persecution in the midst of the Great Jedi Purge . Imperial commander Roly Melusar at one point contemplated dispatching Imperial commandos in pursuit of the Jal Shey." so while their order would most certainly be under strain like all force sensitive orders that didn't align themselves with the empire they may still be kicking in game.

4 minutes ago, Stormbourne said:

first off i would like to make it clear that i am the player trying to do this the GM said that if i could find rules or at least a reason as to why i'd be able to do this he would consider letting me perform this action

that is the problem there are no rules in "how-to-make-a-MACGUFFIN-Artefakt-as-a-player"

6 minutes ago, Stormbourne said:

just sit and meditate on the weapon they were imbuing giving it force powers, not making any mention that it took a specific person to perform this act, yes it does how ever state to the fact that the weapon and crafter "became as one." suggesting that only i would be able to use it's full power

This is just the "imbue item" talent, your Weapon or Armor gets better as long as you put the force in it (and have learned how to do this)

Can it be done? Sure. Anything CAN be done because it's your game and at the end of the day, we all just want to have a good time.

Should it be done? Well that's something you and your GM need to talk about. It sounds like your GM agrees that you COULD theoretically imbue something with the power of the Force.

How is it done? That's the big question. There's not much to work with as far as Star Wars lore. So we can only look at how other things are done by Jedi such as lightsabre construction and healing. Nearly everything requires the Jedi to have the knowledge to complete a task. So we know we need some kind of knowledge skill. Personally, I'd suggest lore. How do we get that knowledge? That's the makings of a great adventure. You would have to find an old book, or a holocron, or petroglyph that gives the Jedi the information he seeks.

Now we need to have something to put all of that "power" in. Think of it as a container. Most likely it would require something that has a connection to the force like a kyber crystal. The point is, it needs to be something rare, unknown and difficult to obtain. This would be another grand adventure for your GM to plan. Perhaps a jaunt into Wild Space or the Unknown Regions where you can find something suitable.

Finally, you have to take all of this obtained knowledge along with your container and pour the "power" in. This will most likely be done through meditation. Obviously, meditation requires discipline. This is no easy task, so it may require multiple discipline / knowledge / resilience checks as you spend a week in an appropriate setting like Dagobah where you channel all of this Force energy through yourself and into your container.

If this was my game, I'd have 3 adventures for you. One to get the knowledge, one to get the container and one to find a good spot to meditate. From there it would be a series of lore & knowledge rolls for preparation followed by a few discipline checks during the process and I'd cap it off with two resilience checks per day of meditation as your body would be going without food or water for an extended period of time. I might even toss in a willpower check for every failed resilience check for you to ignore the pain and keep going. There would also be at least one red die tossed in the mix to represent the Dark Side and if you were to roll a despair something really bad would happen like the container breaking or forcing you to start over from the very beginning.

Having never read CotG, I don't know the full story. But based on context clues, I can extrapolate the basic problem here. This seems to me that this may be a "when all you have is a hammer, every problem looks like a nail" kind of problem.

Does this necessarily need to be addressed with the force? Why not set this person or place up with medical supplies and bring in some professional help? I would looks for simple solutions before relying on a solution outside of RAW.

The other solution is to talk to your GM. If you are trying to create an item to give away (and presumably never to be used by your party again) the GM may just allow you to create a McGuffin, not detail out its powers and move on.

He might create a "Force Artifact" crafting rules base on the other crafting rules. Maybe a "Force Healing Crystal" could be the equivalent of an advanced medkit, crafted per the gear rules using discipline and force dice. Effects are granting a blue on med checks, +1 on stims & force heals, and the effect of 1 free stim pack 1x per day.

He might just say no.

But you are definitely beyond the scope of the rules as written thus far.

11 hours ago, Stormbourne said:

from what i can tell from a little bit of research, imbuing items was something any force sensitive could do but it took time and would drain the force user of their sensitivity for a time

these are the sources i drew this from:

http://starwars.wikia.com/wiki/Force-imbued_blade

http://starwars.wikia.com/wiki/Imbue_item

See though, as a GM, I don't care about obscure lore sources except as adventure fodder. You're talking about metagaming a solution here, and as a GM I would nip that in the bud. The key for me is that you want something (a Force-imbued healing crystal) for nothing (a training emitter). If you wanted to create such a powerful artifact (we can make up the way that it's done; I'm sure there are many ways to do it, and the exact process doesn't matter), then it would take something with inherent or intrinsic value. Your training emitter is not valuable; there's nothing special about it. Now if you wanted to change the properties of a Force Talisman, or imbue a kyber crystal with some healing properties, then we're talking space turkey.

The alternate suggestion is giving up time . Time is valuable because it can't be regained. If you're on a clock and you've gotta be somewhere to complete an important mission, but you want to sacrifice the mission to save a life, then there's the trade off. You could spend a session or two searching for a certain mythological object, or holocron, or training manual, or whatever else, that allows you to do what you want to do.

But hey, I'm not your GM :) I'm not the one you have to convince. I'm just saying, if you propose giving up something of value , you will likely be going a long way towards a "yes" answer. But a training emitter, that'd be akin to trying to give healing properties to your blaster power pack, or your slicer gear, or your datapad.

5 hours ago, awayputurwpn said:

See though, as a GM, I don't care about obscure lore sources except as adventure fodder. You're talking about metagaming a solution here, and as a GM I would nip that in the bud. The key for me is that you want something (a Force-imbued healing crystal) for nothing (a training emitter). If you wanted to create such a powerful artifact (we can make up the way that it's done; I'm sure there are many ways to do it, and the exact process doesn't matter), then it would take something with inherent or intrinsic value. Your training emitter is not valuable; there's nothing special about it. Now if you wanted to change the properties of a Force Talisman, or imbue a kyber crystal with some healing properties, then we're talking space turkey.

The alternate suggestion is giving up time . Time is valuable because it can't be regained. If you're on a clock and you've gotta be somewhere to complete an important mission, but you want to sacrifice the mission to save a life, then there's the trade off. You could spend a session or two searching for a certain mythological object, or holocron, or training manual, or whatever else, that allows you to do what you want to do.

But hey, I'm not your GM :) I'm not the one you have to convince. I'm just saying, if you propose giving up something of value , you will likely be going a long way towards a "yes" answer. But a training emitter, that'd be akin to trying to give healing properties to your blaster power pack, or your slicer gear, or your datapad.

as a GM could i get thoughts on this:

since the jal shey imbue technique drained the user for quite some time what would you say to the idea of me committing my force rating (currently 2) for 24 hours, however many sessions that translates too, and then make something like a hard astrogation roll at the end to see what effect i've had on the crystal

You'd have to float that to your GM. It still smacks of really meta behavior (hey I just read about this thing on Wookieepedia, so my character has the knowledge of how to do it as well!), so I would present it to him in such a way that lets him know you (the player) want your character to be able to do this thing, and then see what he says.