CONSTRUCTION RULES - LIGHTSABERS

CONSTRUCTION RULES - LIGHTSABERS

LIGHTSABER CONSTRUCTION RULES

One of the rites of passage for a Jedi is for him or her to construct a lightsaber. The lightsaber acts as a focusing device, allowing the Jedi to reach a state of attunement with the Force which enhances his combat capabilities. Jedi apprentices spend a great deal of time and effort constructing lightsabers, an elegant weapon of ancient technologies. The blade helps the Jedi focus, attuning him to the Force so that it more easily flows through him. It is used for combat only when other methods of conflict resolution have ended in failure.

Most Jedi build several lightsabers over a lifetime, each saber more powerful and well-balanced than the last. These improvements reflect the Jedi's increasing prowess in his use and understanding of the Force. The loss of a lightsaber can so demoralize a Jedi that he momentarily stumbles in his ability to access the Force (losing 1D (D6) in Force skills until he constructs a new blade.

Most hand grips have a length of 24 to 30 centimeters, with the blades extending themselves up to 1.5 meters. Beyond this, the actual design of a lightsaber is HIGHLY individualistic. The process of creating a lightsaber varies depending on who the craftsman is, with each artisan giving the saber his or her own personal style.

Most Jedi use Adegan Kyber crystals, found very rarely but usually nearly flawless. Taking these naturally-occurring crystals, they build the lightsaber to their own personal tastes, in perfect harmony with nature through the crystal.

The Sith, however, use a special furnace to artificially craft crystals in an intense heat, using the Dark Side of the Force to shape the crystals' growth so that when it is time to remove it from the furnace it is already shaped to perfectly suit the Sith Lord's needs. Obi-Wan Kenobi's journal, which was what taught Luke how to construct his own saber, used a method simlar to the Sith's artificial crystal method.

Regardless of whether or not natural crystals or synthetic crystals are used, the process of creating a lightsaber is one of the most essential lessons the Jedi (and Sith) teach their students.

To construct a lightsaber from its components parts usually takes a minimum of one month and requires a series of successful Lightsaber Repair rolls.

The damage a completed Lightsaber deals is based on the type of crystal used. (See: Procure the Crystals below)

The damage is further modified by the Force Rank of the character who constructed it. As a character rises in Force Rank, the damage dealt by a lightsaber they construct also increases. This reflects their additional experience in general maintenance of their weapon, and their greater strength and understanding of The Force. This allows the Jedi to more accurately align the crystal and use additional techniques to make the blades more powerful and efficient.


DAMAGE BY JEDI RANK:

Initiate (-2D STUN Damage only, CAN deflect blasters)
Padawan (None)
Knight (+1D Damage)
Master (+2D Damage)

Note on Initiate Lightsabers:
Initiate Lightsabers that can deflect lightsabers must be built by the initiate themselves. "Training" sabers that are provided to new characters for free are NOT capable of deflecting blaster bolts.


Once built, the base damage of the weapon is set, and can only be modified. It is possible to tear down a lightsaber to its parts, and rebuild it. Doing so requires a Very Difficult Lightsaber Repair roll to disassemble the weapon. If this roll is unsuccessful, some of the parts (determined by the GM based on the level of failure) are destroyed, and a brand new weapon must be made with replacement parts.

Upon a fully successful disassembly, the Jedi may make another Very Difficult Lightsaber Repair roll to reassemble it, requiring 1/2 of the normal time. Succeeding in this rebuilding process means that the weapon is rebuilt with the Damage bonus associated with that character's Jedi Rank.



LIGHTSABER CONSTRUCTION STEPS

1. Design Your Lightsaber

The first stage in constructing a lightsaber, is designing and planning out the lightsaber. This step can be as easy or as difficult as you want to make it. Lightsaber technology is millenia old and understood very well by nearly everyone in the Galaxy. It is simply the matter of actually BUILDING the lightsaber that makes these weapons so rare and precious. Obviously, the nicer the lightsaber will be, and the more features it will have, the harder the Design roll will be.

SLOTS:
  1. Slots are a measure of how much space your lightsaber will have for all the parts and modifications you want to install.
  2. The number of Slots you include in your design directly affects the DC of the design roll.
  3. Of course, there is a basic number of Slots you will have to have, to make a functioning lightsaber.

EXTERNAL SLOTS:
  1. External slots are used for features of the lightsaber that are visible on it's exterior.
  2. Any modifications that changes how it looks on the outside, or 'attach' to it on the outside of the casing would require a certain number of External slots.

Required External Slots (1 DC Each):
  • Casing & Grip
  • Switch
  • Recharge Port
  • Blade Emitter Matrix
  • Belt Hangar
**Each additional External Slot: +1 DC


INTERNAL SLOTS:
  1. Internal slots are used for the internal systems and parts that make the lightsaber function.
  2. Any modifications that changes how the device functions or works on the inside, or is just held internally and not visible to the outside, would require a certain number of Internal slots.
Required Internal Slots (1 DC Each):
  • Inert Power Insulator
  • Power Cell
  • Primary Focusing Crystal Assembly
  • Cycling Field Energizers
  • Activation Control Circuits
**Each Additional Internal Slot: +2 DC

Based on the charts above, it is possible to design a plain, functioning lightsaber without any additional mods, using a Design roll DC of 10. You can add slots to the device after it is constructed in order to add modifications later, but this is MUCH harder to do, than if you design the device with extra space to begin with.


MODIFICATIONS:

Modifications are additional features that can be added to a lightsaber you are building. This is easiest to do if you have designed your lightsaber with the appropriate number of slots to accommodate the particular modification you wish to include. You may add these modifications to a lightsaber after it is constructed, but this is often more difficult to do, and if successful, makes repairing the lightsaber more difficult afterward.

Generally, you are encouraged to include the modifications you want at the time the lightsaber is designed and constructed, rather than later.

To help you choose how many additional Internal and External slots you might want to add to your design, here is a list of popular modifications. If you have an idea for a modification that is not listed here, please contact the HGM with your idea. The HGM will assign the required parts and their prices, as well as the number of Slots the modification will require.


Joining Sabers
Allows a Jedi to join two lightsabers together with a powerful electromagnetic field which can only be unlocked by hitting the release switch.

Required Parts:
  • 1 set of special welding tools (50 credits)
  • 1 magna-lock for each saber (200 credits each)
  • 1 release switch (50 credits)
  • 1 power connector (150 credits)
Once obtaining these items, a Jedi may attempt, with a Very Difficult lightsaber repair roll (D6), to join the two together. Failure to make this roll results in one or both of the sabers being damaged, depending on how badly the roll was missed by. If the roll is a success, they are joined. They are joined together at the base of each saber and make a staff-like weapon.
  • External Slots (per saber): 5
  • Internal Slots (per saber): 2


Cell Recognizer
This device is used to modify a lightsaber such that it will not function for anyone except certain people.

Required Parts:
  • 1 Small sensor array (800 credits)
  • 1 Recognition chip (350 credits)
These two components are installed in the handle of the lightsaber, which reads the cell patterns of whoever is holding the weapon. If the cell patterns do not match that of designated "safe" users, the weapon's power cells shut down, and any fail safe devices are activated. Fail safe devices can range from electrocution to a loud warble to a quiet beacon which alerts the owner via comlink that the weapon is in the hands of an unauthorized bearer. A Difficult lightsaber repair roll (D6) is needed to install this device.
  • External Slots: 2
  • Internal Slots: 1

Pressure-Grip
This adapter for the handle of a lightsaber allows for what is, in essence, a "deadman" switch on a lightsaber.

Required Parts:
  • Pressure-Sensitive Switch (200 Credits)
The lightsaber activates and deactivates as normal, but automatically deactivates should the pressure on the handle of the lightsaber be removed. This is also a good when combined with the lock-on switch mentioned above.
  • External Slots: 3
  • Internal Slots: 1

Call Beacon
This device will summon a particular ship to you, provided it has a matching slave circuit installed.

Required Parts:
  • Simple Button (10 Credits)
  • Call Beacon Circuits (990 credits)
This device will summon a ship with a slave circuit like a regular call beacon, only the button is embedded in the handle of the lightsaber. This requires a Moderate lightsaber repair roll (D6) to make the modifications.
  • External Slots: 1
  • Internal Slots: 2

Concealed Compartment
A Jedi may choose to create a hidden compartment in his lightsaber which can only be accessed if you know what to look for.

Required Parts:
  • None
  • External Slots: None
  • Internal Slots: (2 per cubic centimeter of space)

Water-Proof Casing
Makes the case of a lightsaber Waterproof, and will not short out when submerged. This does not make the blade function underwater.
NOTE: This modification MUST be part of the Design, and installed at the time the lightsaber is first built. Adding any modification that requires External slots to the lightsaber after it is constructed automatically requires this modification be re-applied, or else waterproofing is VOID.

Required Parts:
  • Waterproofing Kit (200 Credits)
When constructing a lightsaber, some Jedi (particularly those at home in a moist environment, like Mon Calamari) add a secondary water-proof casing to the handles of their lightsabers in order to protect the power cell inside. While still not reliable for functioning underwater, this will allow a lightsaber to be carried normally on aquatic journeys, without the necessity of removing the power pack. A water-proof casing costs roughly 200 credits, and must be crafted at the same time as the lightsaber itself to fit properly over the handle.
  • External Slots: 10
  • Internal Slots: 0

Submerged Operation
Makes the lightsaber blade function underwater.
NOTE: This modification REQUIRES the Waterproof Casing modification as well, and MUST be part of the Design. It must be installed at the time the lightsaber is first built.
  • External Slots: 5
  • Internal Slots: 5

Translator Unit
Add a miniature translator droid into your lightsaber.

Required Parts:
  • Translation Matrix (500 Credits)
  • Microphone (100 Credits)
  • Translation Earbud (200 Credits)
A notable Jedi from days long gone made a particularly odd modification to his lightsaber that some consulars might find useful. From the early stages of planning, he designed his lightsaber to contain a small droid translator unit, as well as a form of vocabulator with a built-in earpiece for discreet use. This enabled the Jedi to have a translator with him wherever he went, right there in his lightsaber which never left his side, for use in delicate situations requiring precise translation. The cost of installing this is roughly 800 for the droid parts, plus another 300 for the necessary wiring and pieces of the lightsaber.
  • External Slots: 2
  • Internal Slots: 4

Stun Damage
Create a lightsaber with a Stun setting, using the primary switch as a means to change modes.

Required Parts:
  • Selector Switch Circuit (200 Credits)
  • Additional Focusing Crystal Assembly
  • Stun Crystal* (See GM)
It is possible for some of the most skilled lightsaber craftsmen to design a lightsaber that does little more than stun an opponent, rather than slicing them as a standard blade does. These blades use a very special kind of crystal that alters the harmonics of the lightsaber blade such that it no longer deals normal damage. Instead, the lightsaber does stun damage equal to the standard damage rating of the weapon, but no longer ignores the hardness of items, and cannot deflect blaster fire.
  • External Slots: 0
  • Internal Slots: 5

Multi-purpose Use
Add a secondary function into your lightsaber.

Required Parts:
  • Varies. See GM for details.
Some Jedi design their lightsabers to have secondary functions, such as a glowrod, a comlink, or a synthrope dispenser. In such a case, the cost of making the modification is merely the cost of the secondary function.
  • External Slots: 1
  • Internal Slots: 2
DEMP/STUN GUN Feature - Emitter must be custom-crafted quality level (via LSR, FA & Distort Matter*), and lightsaber must have applied 1x Multi-Purpose Use mod. NOTE: The emitter cannot just be crafted - you will have to get the design from Davin Kabak.

*Lightsaber Repair DC of 35, plus Distort Matter DC of at least 21 and Force Alchemy DC of 16. The attempt to craft will cost the PC 1 FP, PLUS extra FP to grant bonuses over a certain amount.


Trapped Handle
Create a lightsaber that will spring some form of trap on anyone who attempts to handle it, other than certain users.
NOTE: This modification also requires the Cell Recognizer modification.

Required Parts:
  • Varies by Trap, See GM for details
Typically reserved for Dark Jedi, some lightsabers have special traps in their handles to prevent unauthorized use. The handle may have spikes or blade which burst forth from the handle and damage the user (2d6 damage), or electrocute the user instead (1d6 shock damage). Whatever the trap, they are triggered typically through incorrect cell recognition (see the Cell Recognizer above).
  • External Slots: 0
  • Internal Slots: 5

Silenced
Create a Lightsaber blade that makes significantly less sound when activating, in use, or deactivating
NOTE: This modification does not combine with the Stun Setting modification, and must be added separately.

Required Parts:
  • Additional Focusing Crystal Assembly
  • Silencing Crystal* (Exceedingly rare, See GM)
Some Jedi texts from the days of the wars with the Sith indicate that certain Sith warriors had perfected the art of effectively silencing a lightsaber blade. By adjusting the crystals within the blade, and adding a few special ones to reduce noise, some lightsabers have been reduced to a nearly noiseless blade, making only the faintest whisper of a noise when activated.
  • External Slots: 0
  • Internal Slots: 8

Adjustable Length
Create a lightsaber with an adjustable length. This can be with a knob, or with a switch that changes between multiple lengths.

Required Parts:
  • Variable Length Circuit (200 Credits)
  • At least 2 Focusing Crystals and Focusing Crystal Assemblies present in the Lightsaber
The lightsaber can have it's length adjusted by the user at-will. It still cannot exceed the length stated on the Blade Length chart, but may be be either manually adjusted (requires 2 crystals present), or changed between a number of preset lengths equal to the number of crystals used in the weapon.
  • External Slots: 1
  • Internal Slots: 2

Increased Damage
Increase the damage output of the lightsaber by +1 Pip.

Required Parts:
  • High-Capacity Cycling Circuit (400 Credits)
  • Cycling Field Generators of "Modified" or "Custom Forged" quality
The lightsaber can have its damage increased at the time of construction. By increasing the power output and adjusting the rate of cycling in the Cycling Field Generators, it is possible to squeeze a bit more damage out of the already potent blade. NOTE: This modification may be applied up to 3 times within 1 weapon.
  • External Slots: 0
  • Internal Slots: 3

Re-shape The Blade
Change the "shape" of a lightsaber's blade in a subtle way.

Required Parts:
  • Custom Forged Emitter
  • Secondary Cycling Field Generators
The lightsaber can have the shape of it's blade altered. This cannot be done in any DRAMATIC way, but it is possible to make the cross-section of the blade something other than purely round. (For example: making the lightsaber 'blade' resemble an actual sword blade)

If shaped into a 'blade' shape, this does give a +2 Damage bonus when cutting along the 'sharp' edge of the shape, but requires the wielder to beat any DC or opposed roll by 5 or more, otherwise suffers a -1D reduction in damage.
  • External Slots: 0
  • Internal Slots: 8

MAKING THE DESIGN ROLL:

Once you have determined the number of External and Internal slots you need, you must make a Lightsaber Repair skill roll. The difficulty is calculated based on the number of Internal and External slots you have used in your design.

This roll must be done during a regular Character Upgrade session. (Alternatively, it may also be made during an HGM or SGM approved forum RP thread.) If you succeed, the design of the lightsaber is complete. You must wait at least until the next Upgrade session, before continuing with any Lightsaber related construction rolls.


1. Procure the Basic Lightsaber Parts
This is not a procedure requiring a skill roll itself, but it is a large part of the process in constructing a Lightsaber. It is also often the most time-consuming. The standard components of a Lightsaber were commonly available, with the exception of the crystals. Sometimes a Jedi would scavenge the parts they needed, and at others they would custom-craft their parts to meet their exact specifications and needs. This is represented by Part Quality.

The quality of each part determines it's effect on your roll, when you use that part in the construction of the lightsaber later. The Quality Modifier is applied as a modifier to YOUR ROLL when you roll Lightsaber Repair to install it. These can significantly add up, making creation of the lightsaber easier or harder. However, the higher the quality of the part, the more expensive and difficult it is to acquire. At some point, you simply cannot buy what you need, and you have to make it yourself.

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In order to begin construction, you must have at least 1 of the following parts on this list (excluding crystals).

NOTE: Base Costs are for Standard quality parts.

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2. Procure the Crystals

A lightsaber requires at least 1 primary focusing crystal to function. For each Crystal installed in the lightsaber, you will need an additional Focusing Crystal Assembly, which will hold the crystal in place within the weapon. The number of crystals used in the weapon also affects the difficulty in constructing the weapon later.

Additional crystals are required for a variety of modifications, and many crystals can have additional properties. Crystals also may have Force Alchemy applied to them, to give them special effects. The possibilities are very broad, and many times the acquisition of a rare or special crystal can be the focal point of an entire campaign, for a Jedi.


Natural Crystals
The type of crystal used to focus the energy from the power cell determines the harmonic resonance and lethality of the weapon. Jedi Knights use Adegan or Kyber crystals almost exclusively, as they have done for millennia. The Adegan family includes the following crystals in order of rarity (the die code represents the blade's base damage when using that crystal:

Natural Crystal Types:
  • Kathracite: 3D+2
  • Relacite: 4D
  • Danite: 4D+2 - Considered "Base" for unspecified crystals
  • Mephite: 5D
  • Pontite: 5D+2

Colors
While it may seem to be a bit of trivial detail, the color of a lightsaber is as much a part of the personality of the weapon as anything else. Upon completion of the lightsaber, roll 1d6 and compare it to the Standard Lightsaber colors table. Should a 6 be rolled, re-roll and compare it to the Rare lightsaber colors table.

Below is a chart to determine the color of a Naturally-occurring crystal.

Natural Crystals - Primary Color Chart:
  • Blue
  • Green
  • Yellow
  • Blue
  • Green
  • Rare Color (See Chart Below)

Rare Color Chart:
  • Crimson
  • Teal
  • Royal Blue
  • Purple
  • Viridian
  • Orange

Synthetic Crystals
In some cases, a Synthetic crystal may be desired in order to produce a more powerful blade, or because no naturally-occurring crystals are available.

Forging a Synthetic crystal requires the use of a special forge capable of producing the heat and pressures needed (5,000 credits). It then requires the base elements to make the crystal (100 - 300 credits each), and finally requires a Very Difficult Lightsaber Repair roll. Attempting the roll will consume the base elements, and If the roll is unsuccessful, the crystal is ruined.

Synthetic crystals also make lightsaber repairs more difficult, because they are more fragile than natural crystals.

Below is a list of synthetic crystal types. They list the base damage for each, the cost of base elements, and difficulty to forge.

Synthetic Crystal Types:
  • Synth Kathracite: 3D+2 (100 credits, Moderate)
  • Synth Relacite: 4D (150 credits, Difficult)
  • Synth Danite: 4D+2 (200 credits, Very Difficult) - Considered "Base" for unspecified synth crystals.
  • Synth Mephite: 5D (250 credits, Heroic)
  • Synth Pontite: 5D+2 (300 credits, Heroic +5)

Important! Any lightsaber created with a Synthetic crystal automatically has the difficulty to any other Lightsaber Repair roll increased by 1 Difficulty Level.

It is possible to forge a synthetic crystal that produces blades with unusual properties, by influencing the growth of the crystal while forging it. However, attempting to do so is more difficult, and increases the risk that the crystal will be ruined, or will have other negative drawbacks. If the Lightsaber Repair roll to forge the crystal meets the base difficulty for a regular Synthetic crystal, but fails to meet the specified increased Difficulty for the mod, then the mod is considered "Botched".

Additional Blade Effects:
  • +1D Damage - Increase forging difficulty by 1 Difficulty Level (may stack). Botched: Damage -1D instead
  • +1D to Hit - Increase forging difficulty by 2 Difficulty Levels (may stack). Botched: -1D to Hit
  • +1D Ion Damage - Increase forging difficulty by 3 Difficulty Levels (may stack). Blade shorts out at < 25 on a 1D100 per round used. Botched: Blade shorts out at < 75 on a 1D100 per round used. Short-outs last 1D rounds.

If the crystal is successfully forged, roll 1D to determine the color of the blade produced by the crystal.

Synthetic Crystals - Primary Color Chart:
  • Red
  • Red
  • Green
  • Blue
  • Red
  • Rare Color (See Chart Above)

NOTE: It is possible to influence the color of a Synthetically generated crystal. To do this, add 1 Difficulty Level to the Lightsaber Repair roll when forging the crystal. If this roll is greater than the base difficulty to forge the crystal, but lower than the added difficulty to influence the color, roll 1D to determine the color randomly according to the chart above.


3. Assemble External Components

The hilt of a lightsaber varies widely, depending on the maker. In "I, Jedi" by Michael Stackpole, Corran Horn constructs a lightsaber from the handlebar on an old swoop. The Jedi of the Old Republic, however, constructed much more aesthetically pleasing, and complex, saber handles.

The lightsaber's casing is important, because it will contain all of the other components of the Lightsaber.
Once the parts of the casing are acquired, they must be assembled, with all of the other external components such as switches, controls, emitter, belt hangar, etc.

Like the Design roll, The base DC to construct the casing starts at Easy (10).
The DC increases with the number of External slots used in the original design.

Each External Slot used in the design adds +1 DC to casing construction roll.

Certain materials also increase the DC for constructing the casing.
  • Mounted Jewels or other Ornamentation (+5 DC)
  • Animal Hide Wrap (+5 DC)
  • Wood or Ivory (+10 DC)
  • Electrum (+10 DC) - Decrease difficulty of Lightsaber Repair roll during Mounting/Aligning Crystals by 1 Level
  • Cortosis Weave (+15 DC) - Makes Lightsaber impervious to Lightsaber/blaster damage
*See the HGM if you have any questions about special materials, and if they would affect the DC of crafting your lightsaber hilt.


Here is where high-quality External parts come in handy, and low-quality external parts make things tougher. When rolling Lightsaber Repair to construct the casing, apply all Quality modifier pips for the External Parts used.

Success means the case is completed and ready to have the parts mounted in it. Failure means the case is not created correctly, but there is room to make it work and must be re-tooled. Re-tooling increases the Lightsaber Repair difficulty by 1 level.

Failure by 10 or more means the Case and Grip materials are destroyed completely.


4. Assemble Internal Components

The next step in constructing a Lightsaber is to assemble and connect the internal components, then mount them into the casing. This is the step where the design of the lightsaber plays an important part, since the casing must be made to the right dimensions to hold all of the parts in their proper places. This step can be competed with standard tools and equipment.

Like the Design roll, The base DC to install the internal components starts at Easy (10).
The DC increases with the number of Internal slots used in the original design.
  • Each Internal Slot used by a Required part in the design adds +1 DC to the Difficulty.
  • Each additional Internal Slot used in the design adds +2 DC to the Difficulty.
  • Each Unused Internal Slot used in the design gives a -1 DC reduction to the Difficulty.

Here is where high-quality Internal parts come in handy, and low-quality Internal parts make things tougher. When rolling Lightsaber Repair to assemble the internal components, apply all Quality modifier pips for the Internal Parts used.

Success means the internal parts are assembled and ready for the final steps in constructing the device.

Failure means the components were not assembled correctly, and requires a Moderate Lightsaber Repair roll to disassemble them, before another Assembly may be attempted.

Failure by 10 or more means one random Internal part was destroyed. GM discretion, usually handled by a roll to choose which part is destroyed.


5. Mount and Align the Crystals

The most difficult step is also the last before the lightsaber assembly is complete and ready for testing. It takes a great amount of concentration and skill to align the crystals correctly, so that the energy flows through it in a proper and coherent way. The more crystals there are, the more difficult this process becomes. This is also the stage where Synthetic crystals are most likely to be damaged or destroyed. Character that are not Force Sensitive have almost no way to properly calibrate and align the crystals, since every crystal ... even a synthetic one... can have microscopic anomalies in it's structure that could throw off the alignment.

In order to achieve the proper alignment, the lightsaber's power cell must be partially activated, allowing energy to flow through the crystals. Since the weapon is not fully assembled, this means that it is next to impossible to make the adjustments by hand. Jedi are able to accomplish this task through use the Force, not only to sense the microscopic changes in the energy flow, but to manipulate the alignment and mount the crystal without having to get their hands near the flowing energy.

Note: Concentration (raw Control ability) may be used for each of the following rolls, ignoring all Focus restrictions DURING THIS STAGE ONLY. This may not be combined with any other Force power or ability during this stage.


To begin the process, a Force-Sensitive character needs to make a Moderate Sense roll, to sense the flow of energy properly. This must succeed before the character may continue the process, and requires at least one hour of meditation to perform.
Next, the Force-Sensitive character must make a Moderate Alter roll, to manipulate the crystal's position properly. If the character is using a Synthetic crystal and this is unsuccessful, roll 1D100 for each Synthetic crystal used. A result of 20 or lower on this roll means an instant failure, and the alignment process must begin again. A result of 9 or lower means in the synthetic crystal is shattered.
Upon a successful Sense and Alter roll, the character then rolls Lightsaber Repair, in order to finalize the connections, and secure the crystals permanently in place.

The Base DC to do this starts at Very Difficult for the Primary crystal. Increase the difficulty by one level, for each additional crystal used.

Success means the crystals are mounted properly, and the weapon is safe to test.

Failure means the blade will not function. Failure by 10 or more means the weapon will destroy itself upon activation.

It is generally considered such an accomplishment for a Jedi to have completed a new Lightsaber, that the Jedi receives at least 1 Force Point for completing the process successfully. It is possible to receive more, at the Head GameMaster's discretion. The more complex or difficult the task is for a character to complete, the more unique the weapon, or the more creative the character was in the process, the greater the chance that additional Force Points, or other rewards will be granted by the HGM.

It IS possible for a clever non-Force-Sensitive character to perform this most difficult task in other ways that do not require a Sense and Alter roll, but the difficulty for this stage is automatically Legendary (41) as base DC for the Primary crystal. Increase the difficulty by one level, for each additional crystal used.


6. Blade Length and Adjustment

A lightsaber can be anywhere from 1.0 to 1.5 meters in length.
Once the lightsaber is constructed, roll 1D on the table below for the base length of the blade.

Blade Length Chart (Meters):
  • 1.0 m
  • 1.1 m
  • 1.2 m
  • 1.3 m
  • 1.4 m
  • 1.5 m
If the character wishes to change this base length, they must make a Moderate (11) difficulty Lightsaber Repair roll. If successful, they may set the blade length to any one of the length results on the above chart that they wish. If unsuccessful, the blade will not function, and requires a Difficult (16) Lightsaber Repair roll to return it to the previous setting, before another attempt may be made.
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