15 hours ago, Lord Dust said:Healer's Stone
Dam|Crit |Hp |Special
0 |- |2 |Stun Damage
Additional Modifications
1x When using Heal or Protect, add [Light plip] to the check. 2x When wounds are restored to the user, increase the number of wounds by 1. 1x Talent Healing Trance.
Special Rules
When using Heal or Protect, add [Light plip] to the check. If the users Morality is 70+ add [Light plip][Light plip] instead.
Lightsabers with this crystal ignore soak.
This is a lightsaber crystal
Lore
Used by the Orders most dedicated healers, These Adagean crystals have become commonly know as Healer's Stones. Most Jedi view the crystals as little worth in combat, but that is rarely an issue for those who heal.
Rarety 7
5 hours ago, P-47 Thunderbolt said:If it ignores Soak, it should have the Breach 1 quality. Why 0 damage? That makes Breach pretty pointless. I'd suggest changing it to 5; 2; Breach 1, Stun Damage.
For the mod options, I would include 2 Increase Damage by 1 Mods in place of the additional light pip mod, as 3 free pips is overpowered, in my opinion.
This one is designed to trade nearly all offensive power for limited, but powerful niche role. 0 damage feed in to the theme of healing/protecting above all other priorities. The lack of breach and sunder were intentional as it prevents damaging items/vehicles. The Light Force plips are there to allow access to the force with out being lock in to conflict on a bad roll and give the player a resource to use if they commit die with healing trance. The Morality bonus is to encourage lightside game play. The Force plips are only generated on a Heal or Protect check.
Ramble, ramble, ramble.
I guess the concept is trading your sword to be your party's shield.