Repairing a lightsaber

By Ahrimon, in Star Wars: Force and Destiny RPG

I have a question on the cost of repairing a lightsaber. One of our players has a standard hilt with an ilum crystal in it. The lightsaber was damaged one step during the adventure. Do we calculate the repair cost based on the hilt (300 credits x.25 = 75 credits to repair) or the entire price (300 [hilt] + 9000 [crystal] = 9300 x.25 = 2,325 credits to repair)? My gut would be the whole price, but what would stop the character from moving the crystal attachment to another hilt just to avoid that extra cost first? I'll admit it's gamist, but the alternative would be that a double bladed lightsaber weilder would have to come up with almost 5k credits every time anything happened to their lightsaber.

It’s the cost of the hilt.

40 minutes ago, Tramp Graphics said:

It’s the cost of the hilt.

I appreciate that. But you sometimes have unique and unwavering views on how things work, so if you could point towards anything that backs up your approach, DEV, FAQ, community support, I would appreciate it. I have to be able to convince my GM so evidence to back it up would be nice.

4 minutes ago, Ahrimon said:

I appreciate that. But you sometimes have unique and unwavering views on how things work, so if you could point towards anything that backs up your approach, DEV, FAQ, community support, I would appreciate it. I have to be able to convince my GM so evidence to back it up would be nice.

F&D page 166:

Quote

The cost of the repairs equals a percentage of the weapon’s base cost.

Thank you very much!

Generally, I'd say it's cost of the hilt, but it seems perfectly reasonable that that an attachment could be damaged if the weapon it's attached to is damaged as well . I mean if someone lightsabers your blaster rifle and nearly cuts it in half, chances are that the augmented spin barrel on it isn't doing so hot either and might need some TLC. In all fairness, though, this should perhaps be an effect of extra threats/despairs on top of whatever damaged the weapon. As for for effects, I'd simply apply the damage rules on both the weapon and the attachment; a weapon with minor damage fitted with an attachment that has taken minor damage would add 2 setback dice and both would have to be repaired separately.

However, I would only bother with damaging attachments if they were significant enough to warrant it. There's no reason to bother with something cheap like a weapon sling or bipod, but something like a fully modded augmented spin barrel or a lightsaber crystal is worth many times the worth of the basic weapon. If you want to make a big deal out of a weapon being damaged, it would makes sense to damage such an attachment in addition to or instead of the weapon itself.

As for making repairs to a damaged crystal, I'd go outside the box as it doesn't really make to go at it with a hydrospanner and a box of spare parts. As kyber crystals are semi-sentient and somewhat 'alive' it would be more a matter of "healing" them than repairing them. Knowledge (Lore) could be a more appropriate skill than Mechanics, and Force powers like Heal and Manipulate could proabably also be used.

I realize I kind of went of on tangent with general ideas and GM tips rather than just answering the question, but hey, I hope you can pull something useful from it.