Bleeding a Kyber crystal?

By Desslok, in Star Wars: Force and Destiny RPG

Back in the day, you'd get a red crystal for your saber by artificially creating one, but one of the cool things about the neo-Star Wars (or at least I think it's cool) is that if you want a red Kyber crystal, you have to fill it with your rage and anger and evil . Meanwhile the crystal resists the bleeding process as it wants to stay light side, and so it tries to tempt the dark side over to the light. Conceptually it works for the control freaks that are the Dark Side.

Now you could just have them make a discipline roll and call it a night, but I was wondering if anyone had come up with something more granulated?

What happened in the Darth Vader when he bled his lightsaber was cool. He had a vision, which involved a series of events where he was going back to the light. Something like this could be cool for the player.

I personally dislike the new approach but you could run by forcing the crystal to witness some atrocities - I'd imagine any kyber crystals that were on or near Alderaan when the Death Star reduced it in size likely would have been corrupted just by proximity to that amount of death - and likewise you could do it to a specific crystal on a smaller scale by engaging in a massacre with it in your possession or 'torturing' it (throw some force lightning at it or something along those lines).

I like the idea of a light side-attuned crystal "fighting back" against the corruption of the Dark Side. The player attempts to bleed the crystal, and the crystal attempts to pull them back to the light. This could be done through visions of their past, present, or future. A chance to make different choices, or a possible path back to redemption. The player has to overcome this temptation to the light, re-affirm their commitment to the Dark Side, and impose their will upon the crystal. This is how I handled it when I had a player turn to the Dark Side in a previous campaign. Of course, this did all ultimately boil down to a difficult Discipline roll (they were actually rolling against their own Discipline, as they'd been the ones to bond with that crystal when they were a Jedi), but the flavor leading up to it was what really set the tone and gave gravity to their actions.

4 hours ago, Underachiever599 said:

I like the idea of a light side-attuned crystal "fighting back" against the corruption of the Dark Side. The player attempts to bleed the crystal, and the crystal attempts to pull them back to the light. This could be done through visions of their past, present, or future. A chance to make different choices, or a possible path back to redemption. The player has to overcome this temptation to the light, re-affirm their commitment to the Dark Side, and impose their will upon the crystal. This is how I handled it when I had a player turn to the Dark Side in a previous campaign. Of course, this did all ultimately boil down to a difficult Discipline roll (they were actually rolling against their own Discipline, as they'd been the ones to bond with that crystal when they were a Jedi), but the flavor leading up to it was what really set the tone and gave gravity to their actions.

You could run that as a social combat.