Variant Rule: Kyber Crystals

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Variant rule: Kyber Crystals

Some characters may want to have special attachment to their lightweapon crystals, such as Jedi finding their crystals in the crystal caves on Ilum, instead of the standard separate crystals for color and power. These crystals will grow alongside the characters and increase in power and customizability as the characters grow in level. If so, utilize the variant rule below.

Note that these rules are primarily designed with Jedi characters in mind.

Acquisition and Force Bond

For Jedi characters, acquiring their Kyber Crystal is part of a symbolic journey to Ilum as younglings, or later in their career - usually this is part of a significant character milestone. The GM should ensure that this is a piece of the character backstory or worked into a main story point of the campaign.

The Kyber Crystal is active with the Light side of the Force by default (and can be seen as such with abilities such as Force Sight). The possessing character and their Kyber Crystal share a Force Bond, and as such the Power Attribute bonuses granted by the crystal are only active when the bonded creature is wielding the lightweapon in question. This does not affect bonuses from other components of the weapon.

Other Kyber Crystals may be found to work with a character’s additional lightweapons, but the Color and Power Attributes of those crystals should be determined at the GM’s discretion.



Chassis and Modification

These variant rules assume that your game is using the Lightweapon Chassis optional rules located in the Wretched Hives rulebook. When using these variant rules, only one Kyber Crystal is allowed per lightweapon, and the standard color and crystal Item Modifications cannot be used.

The Kyber Crystal’s rarity for purposes of installation and removal is determined in accordance with the bonded character’s level; see Kyber Crystal Advancement Table.

Attribute Gain

As characters level, their Force-bonded Kyber Crystal gains attributes (both power and color) as detailed in the Kyber Crystal Advancement Table. As new attributes are acquired, they are added to the number of options that Kyber Crystal has available. Characters that acquire their Kyber Crystal at later levels should retroactively gain power and color attributes for their crystal.

Kyber Crystal Advancement Table
Character Level Color Attribute Gain Power Attribute Gain Crystal Rarity
1st Class based (Blue, Yellow or Green) None Standard
2nd Roll once on Standard Power table Standard
3rd Roll once on Standard Power table Standard
4th Roll once on Standard Power table Standard
5th Roll once on Kyber Color table Roll once on Premium Power table Premium
6th Roll once on Premium Power table Premium
7th Roll once on Premium Power table Premium
8th Roll once on Premium Power table Premium
9th Roll once on Prototype Power table Prototype
10th Roll once on Kyber Color table Roll once on Prototype Power table Prototype
11th Roll once on Prototype Power table Prototype
12th Roll once on Prototype Power table Prototype
13th Roll once on Advanced Power table Advanced
14th Roll once on Advanced Power table Advanced
15th Roll once on Kyber Color table Roll once on Advanced Power table Advanced
16th Roll once on Advanced Power table Advanced
17th Roll once on Legendary Power table Legendary
18th Roll once on Legendary Power table Legendary
19th Roll once on Artifact Power table Artifact
20th Roll once on Kyber Color table Roll once on Artifact Power table Artifact

Collecting and Changing Color and Power attributes

Each kyber crystal can only have one power and color active at any given time, but can collect new color and power attributes as the character it is owned by gains levels. At the GM’s discretion, the GM can allow the character to select their own color at the relevant level instead of gaining colors randomly.

If a Kyber Crystal has more than one color or power variation available, a character can commune with the crystal as part of a Long Rest and enact the change then (no weapon disassembly required).


Kyber Color Table


d100 Color Attribute
1-20 Blue
21-40 Green
41-60 Yellow
61-70 Red
71-80 Purple
81-90 Orange
91-93 Viridian
94-96 Cyan
97 Bronze
98 Silver
99 White
100 Black



Bleeding and Purifying Kyber Crystals

Sith and other Dark Side force users exert their dominance over their Kyber Crystals, causing the crystals to "bleed," thereby changing its affiliation to dark and turning its Color Attribute to red. It is also possible to purify a bled crystal, causing it to change its affiliation to light and turn its Color Attribute white.

Alignment. Bleeding a Kyber Crystal can only be attempted by a forcecaster with a dark alignment. Purifying a Kyber Crystal can only be attempted by a forcecaster with a light or balanced alignment.

Location. Bleeding or purifying a Kyber Crystal can only be attempted at a location that is strongly attuned to the Force. For instance, bleeding a Kyber Crystal might require that you find a Sith shrine, while purifying a Kyber Crystal might be possible at the tomb of a revered Jedi master. The GM determines the locations at which these activities can be attempted.



Bleeding/Purification Table

Crystal Rarity DC Damage
Standard 15 2d10
Premium 18 3d10
Prototype 21 4d10
Advanced 24 5d10
Legendary 27 6d10
Artifact 30 7d10

Based on rules by J_Elliot

Process. Bleeding or purifying a Kyber Crystal requires an hour of uninterrupted meditation while in physical contact with the crystal. At the end of that hour, the forcecaster can make a series of ability checks in an attempt to bleed or purify the crystal, with the goal of acquiring 3 successes and avoiding 3 failures.

Charisma checks are used for bleeding crystals, and Wisdom checks are used for purifying. The DC for these checks is determined by the rarity of the crystal being purified, as shown in the Bleeding/Purification table. Before making each check, the forcecaster may choose to expend a number of force points up to their Max Power Level, gaining a +1 bonus to their check for each force point expended.

On a successful check, the forcecaster advances the process of bleeding or purifying the crystal. On a failed check, the crystal resists their efforts and lashes out at them, dealing an amount of damage shown in the Damage column of the Bleeding/Purification table. This damage is force damage if the forcecaster is attempting to bleed the crystal, or lightning damage if the forcecaster is attempting to purify the crystal.

After each ability check, the forcecaster can choose to terminate the process (resulting in the crystal not being bled or purified) or continue. The process is automatically terminated if the forcecaster is reduced to 0 hit points. If they choose to continue, they make another check, recording their number of successes and failures. Successes and failures are cumulative.

After 2 failures, the crystal develops a crack, causing any lightweapon that uses the crystal to sputter and spark while active. After 3 failures, the crystal breaks apart and is no longer functional.

After 3 successes, the crystal is successfully bled or purified.

At the end of the process, whether it succeeded, failed, or was terminated, the forcecaster gains one level of exhaustion.

Outcome. If bled successfully, the crystal’s Color Attribute becomes red and its alignment changes to dark. If purified successfully, it turns white and its alignment changes to balanced or light (forcecaster’s choice).

The Kyber Crystal also aligns its level to the forcecaster's per the Kyber Crystal Advancement Table, and new attributes can be rolled. At the GM’s discretion this can be altered if the character already has a bonded Kyber Crystal.

Standard Power Attribute Table

When rolling on the Standard Power Attributes table, reroll for any already owned attributes.

d8 Attribute
1 You gain a +1 bonus to damage rolls and a -1 penalty to attack rolls made with this weapon
2 This weapon gains the biting 13 property. If it already has the biting property, its biting number increases by 1, to a maximum of 18.
3 This weapon gains the bright 13 property. If it already has the bright property, its bright number increases by 1, to a maximum of 18.
4 While using this item as your focus, you gain a +1 bonus to melee force attacks and a -1 penalty to ranged force attacks.
5 While using this item as your focus, you gain a +1 bonus to ranged force attacks and a -1 penalty to melee force attacks.
6 While using this item as your focus, you gain a +1 bonus to the force save DC of powers that require a Strength or Constitution saving throw and a -1 penalty to the force save DC of powers that require a Dexterity or Intelligence saving throw.
7 While using this item as your focus, you gain a +1 bonus to the force save DC of powers that require a Dexterity or Intelligence saving throw and a -1 penalty to the force save DC of powers that require a Wisdom or Charisma saving throw.
8 While using this item as your focus, you gain a +1 bonus to the force save DC of powers that require a Wisdom or Charisma saving throw and a -1 penalty to the force save DC of powers that require a Strength or Constitution saving throw.
Premium Power Attribute Table

When rolling on the Premium Power Attributes table, reroll for any already owned attributes.

d8 Attribute
1 You gain a +1 bonus to damage rolls made with this weapon.
2 This weapon gains the biting 14 property. If it already has the biting property, its biting number increases by 2, to a maximum of 18.
3 This weapon gains the bright 14 property. If it already has the bright property, its bright number increases by 2, to a maximum of 18.
4 While using this item as your focus, you gain a +1 bonus to melee force attacks.
5 While using this item as your focus, you gain a +1 bonus to ranged force attacks.
6 While using this item as your focus, you gain a +1 bonus to the force save DC of powers that require a Strength or Constitution saving throw.
7 While using this item as your focus, you gain a +1 bonus to the force save DC of powers that require a Dexterity or Intelligence saving throw.
8 While using this item as your focus, you gain a +1 bonus to the force save DC of powers that require a Wisdom or Charisma saving throw.
Prototype Power Attribute Table

When rolling on the Prototype Power Attributes table, reroll for any already owned attributes.

d10 Attribute
1-2 You gain a +2 bonus to damage rolls made with this weapon.
3 This weapon gains the biting 15 property. If it already has the biting property, its biting number increases by 3, to a maximum of 18.
4 This weapon gains the bright 15 property. If it already has the bright property, its bright number increases by 3, to a maximum of 18.
5 While using this item as your focus, you gain a +2 bonus to melee force attacks.
6 While using this item as your focus, you gain a +2 bonus to ranged force attacks.
7 When you deal damage with this weapon, you can roll a d4 and add the result to the total.
8 While using this item as your focus, you gain a +2 bonus to the force save DC of powers that require a Strength or Constitution saving throw.
9 While using this item as your focus, you gain a +2 bonus to the force save DC of powers that require a Dexterity or Intelligence saving throw.
10 While using this item as your focus, you gain a +2 bonus to the force save DC of powers that require a Wisdom or Charisma saving throw.
Advanced Power Attribute Table

When rolling on the Advanced Power Attributes table, reroll for any already owned attributes.

d10 Attribute
1 You gain a +3 bonus to damage rolls made with this weapon.
2 This weapon gains the biting 16 property. If it already has the biting property, its biting number increases by 4, to a maximum of 18.
3 This weapon gains the bright 16 property. If it already has the bright property, its bright number increases by 4, to a maximum of 18.
4 While using this item as your focus, you gain a +3 bonus to melee force attacks.
5 While using this item as your focus, you gain a +3 bonus to ranged force attacks.
6 When you deal damage with this weapon, you can roll a d6 and add the result to the total.
7 While using this item as your focus, you gain a +3 bonus to the force save DC of powers that require a Strength or Constitution saving throw.
8 While using this item as your focus, you gain a +3 bonus to the force save DC of powers that require a Dexterity or Intelligence saving throw.
9 While using this item as your focus, you gain a +3 bonus to the force save DC of powers that require a Wisdom or Charisma saving throw.
10 When you deal damage with this weapon, you deal an additional 1d4 force, lightning, necrotic, poison, psychic, or sonic damage (determined at random when acquired).
Legendary Power Attribute Table

When rolling on the Legendary Power Attributes table, reroll for any already owned attributes.

d6 Attribute
1-2 This weapon gains the biting 17 property. If it already has the biting property, its biting number increases by 5, to a maximum of 18.
3 This weapon gains the bright 17 property. If it already has the bright property, its bright number increases by 5, to a maximum of 18.
4 When you deal damage with this weapon, you can roll a d8 and add the result to the total.
5 This weapon loses the luminous property, if it has it. Additionally, you gain a +2 bonus to damage rolls made with this weapon, when you attack a creature with it, the creature can’t take reactions until the end of the current turn.
6 When you deal damage with this weapon, you deal an additional 1d6 force, lightning, necrotic, poison, psychic, or sonic damage (determined at random when acquired).
Artifact Power Attribute Table

When rolling on the Artifact Power Attributes table, reroll for any already owned attributes.

d4 Attribute
1 This weapon gains the biting 18 property. If it already has the biting property, its biting number increases to 18.
2 This weapon gains the bright 18 property. If it already has the bright property, its bright number increases to 18.
3 When you deal damage with this weapon, you can roll a d10 and add the result to the total.
4 When you deal damage with this weapon, you deal an additional 1d8 force, lightning, necrotic, poison, psychic, or sonic damage (determined at random when acquired).