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Building a Lightsaber
Now, then, on to the saber
building. The following list gives detailed rules for putting to use the
Lightsaber Design and Lightsaber Construction skills listed earlier. But first,
a few important things to know:
Space Points
Every lightsaber has a certain number of space points with which to purchase
special abilities. This was done in order to prevent the inevitable munchkin
gamer from building a “Swiss-Army Saber” complete with twelve crystals, two
power packs and built in blaster cannon (not to mention power windows and door
locks).
A normal lightsaber has 15
space points when empty, a saber baton has 30, twin sabers have 10 each, and a
lightstaff has 15 (it’s mostly solid plasteel).
Altering Saber Statistics
By default, Lightsabers start with Damage 5D and Responsiveness 0D. Every die
shifted into Responsiveness from Damage costs one Space Point and adds +1 to the
difficulty of the construction roll. Please note that only the base 5D can be
shifted around, any bonuses or penalties incurred through special materials may
not be moved.
On Using Multiple
Components Some Jedi may wish to add a little extra power to their weapons by
using multiple components. As long as the GM doesn’t mind, this is fine, but
there are a few special things to be remembered.
Multiple Power Sources
If you can fit multiple power sources into a standard lightsaber, you may add
+1D to Damage. This can either increase the damage bonus from the S&K Mk-77
battery, cancel the Mk-77F’s damage penalty, or give the hand-built Jedi
battery a bonus of its own. In a saber baton, twin power sources do not grant
damage bonuses, instead each end may be activated or deactivated separately.
Note, however, that if this approach is taken each end of the weapon must have
its own crystal's) and emitter.
Multiple Crystals
Each crystal can focus only a certain amount of power, i.e. the saber's Damage
statistic. If the saber's Damage is higher than the crystal’s ability to
focus, multiple crystals must be used in sequence. Any extra damage focusing
capacity is lost.
If the crystal cannot
handle the saber's damage,
1) damage is reduced to the crystal’s maximum focusable damage, and
2) every time the saber is activated, roll 1D. On a 2-6, the saber works
perfectly, but on a 1 the crystal melts and is useless.
If the Jedi does not
immediately disable the saber, it will explode in 1-6 rounds (determine randomly
on 1D), doing however much damage the GM feels is just reward for that level of
idiocy.
Multiple crystals may also
allow the Lightsabers blade to vary:
one extra crystal allows it to either extend or shorten (not both) up to 50 cm
from its base length of 1 m.
Two extra crystals allow the blade to both lengthen and shorten 50 cm.
All Damage focusing requirements must be paid for first!
Example:
if a Lightsabers damage totals 7D, 2 Adegan crystals (focusing capacity of 5D)
are needed. The extra 3D of focusing power is lost. Only then could the
character begin adding extra crystals. If only 1 crystal were used, the
weapon’s damage would be reduced to 5D (the maximum Adegan can focus), and
the extra power would put the crystal at risk of melting.
Note:
Should a character choose to use more than one variety of crystal, all
benefits (and penalties), of each individual crystal are applied, but the
weapon suffers -1D to its Damage and Responsiveness due to the conflicting
harmonics.
Multiple Emitters
Only saber batons and lightstaves may use multiple emitters, one on each end. If
two emitters with different effects are used, roll 1D after each successful
attack. On a 1-3 the right side blade hits, on a 4-6 the left side blade hits.
What the Numbers Mean
Cost & Availability is pretty obvious.
The availability codes (originally found in the Star Wars Sourcebook) are:
1 Readily available throughout the galaxy
2 Available only in large cities and spaceports throughout the Empire/Republic
3 Specialized item, available only on planet of origin.
4 Rare item, difficult to find anywhere
F Fee or permit required for purchase
R Restricted, may not purchase without local or Imperial/Republic license.
License may require background checks and/or high fees.
X Illegal. Possession or use violates local or Imperial/Republic law.
Punishments severe.
For your convenience, I
have provided these numbers for campaigns set in the Old Republic (OR), Galactic
Empire (GE), Early New Republic (ENR) and Late New Republic (LNR). This was done
to reflect the prominence of Jedi and, therefore, Lightsabers. Jedi characters
in an Imperial campaign will have it tough; the Emperor knows what is required
to build Lightsabers, and most of these parts are highly illegal.
Space Points is the amount
of space a component takes up in the Lightsabers casing.
Difficulty Modifier is the
number added to the Lightsaber Design or Lightsaber Construction roll’s
difficulty. The base difficulty for lightsaber construction is 10. That may not
seem like a lot, but some parts have hefty additions to this number.
Description details any
special bonuses (or penalties) the use of this particular component entails.
Lightsaber Parts List
Like it or not, all of these
parts are necessary for the construction of Lightsabers. Coincidentally, these
are also some of the rarest and most difficult to build pieces of machinery in
the galaxy. Funny how that works out, isn’t it?
Batteries
Every technological device needs a power supply, and Lightsabers are no
exception. Here are some of the most common batteries used by the Jedi Knights
in their Lightsabers.
Slayne & Korpil Mk-77
Micro-Fusion Reactor
Cost & Availability: OR: 500 credits (2); GE: 600 credits (R), ENR: 600
credits (2); LNR: 600 credits (2)
Space Points: 6
Difficulty Modifier: +6
Description:
The Mk-77 is one of the few publicly available power sources available that can
power a lightsaber. Few Jedi who plan to take the time and energy to construct
their own Lightsabers use this reactor, which was designed for fusion welders,
but during the Clone Wars when new weapons were in great demand, many Jedi
weapon smiths used these to speed production time. Its major drawback is its
size, which takes up a great deal of room which could better be used for other
components. However, because it was designed for a fusion cutter, the lightsaber
receives +1D to its Damage statistic.
Slayne & Korpil Mk-77F
“Force” Micro Fusion Reactor
Cost & Availability: OR: 750 credits (R, Jedi only); GE-LNR: Does not exist.
Space Points: 4
Difficulty Modifier: +5
Description:
After seeing their reactors put to use by the Jedi Knights during the Clone
Wars, Slayne & Korpil designed and manufactured this smaller variant of the
Mk-77. Nicknamed the “Force,” this reactor was designed to fit easily into a
Lightsabers without the excess bulk of the Mk-77. S&K would have made a
fortune with this device, except that the Empire came into power shortly after
the Clone Wars and ordered production halted. The company was also forced to
destroy all schematics of the device, and the company never had the funds later
to restart the line. If a character acquires one of these, his lightsaber loses
1D from its Damage statistic because of the power sacrificed to shrink In
addition, both of the S&K reactors need to be replaced every 2-3 years,
depending upon the amount of use.
Jedi Battery
Cost & Availability: Must be built by hand, no cost or availabilities.
Space Points: 5
Difficulty Modifier: +4 (Lightsaber Construction difficulty to build: Very
Difficult-Heroic, depending upon available materials.)
Description:
The most preferred power source, the hand-made battery has a limitless energy
supply based on ancient technology, long since forgotten by all save the Jedi.
While slightly larger than the S&K “Force,” it does not suffer the
damage penalty due to weak power. Coupled with its unlimited lifespan, this
becomes the best all-around choice for a Jedi’s lightsaber. However, it should
be noted that this power source must be built separately, it cannot simply be
“plugged in” like the other power supplies. Fortunately, it requires few
unusual parts, but GMs should (naturally) have those few rare parts heavily
regulated in an Imperial era campaign.
Blaster Power Pack
Cost & Availability: OR: 100 credits (2, R); GE: 150 credits (2, R); ENR: 50
credits (2, R); LNR: 50 credits (2, R)
Space Points: 5
Difficulty Modifier: +2
Description:
Hey, sometimes your really desperate. Only in the direst of need should a Jedi
even consider using a blaster’s power pack; it is underpowered, bulky, and
awkward, not to mention that it looks utterly ridiculous to have a blaster clip
sticking out of your lightsaber. Even MacGuyver would be ashamed to use this.
Unfortunately, during an Imperial era campaign this is frequently all a Jedi can
get his hands on. Its only other benefit is that it is cheap and easy to
install. In addition to a - 1D damage penalty, this power source must have a
clip of blaster gas in order to operate; each round the saber is active drains
one “shot” from the clip, and igniting the weapon drains two. Any standard
blaster clip can be modified to fit the saber.
Crystals
Every lightsaber needs a
crystal in order to harness and focus the power emitted by the battery. The most
common variety is Adegan, but some Jedi prefer other crystals which may have
different effects.
Adegan Crystal
Cost & Availability: OR: 100 credits/crystal (3); GE: 5,000 credits/crystal
(4, X); ENR: 5,000 credits/crystal (4), LNP: 2,000 credits/crystal (3)
Space Points: 1/crystal
Difficulty Modifier: +10/crystal
Description:
Adegan is by far the most preferred variety of crystal for usage in Lightsabers.
They would be far more common if the Emperor hadn’t stockpiled or destroyed
the vast majority of Adegan mines in the galaxy. In later times, however, the
New Republic periodically uncovers one of these stockpiles, so Adegan has begun
to become somewhat less rare. A very small crystal can focus a beam of amazing
strength, up to 5D worth of Damage. Unfortunately, like all crystals, it must be
placed very precisely, giving it a very high Difficulty Modifier. Lightsabers
built with Adegan crystals tend to be blue, though there is a variant crystal
with a structural flaw that gives it a distinctly green hue. Beyond the
coloration, this variant is identical to regular Adegan.
Dalwyn Crystals
Cost & Availability: OR: 50 credits/crystal (3); GE: 50 credits/crystal (3),
ENR: 2,000 credits/crystal (2, R), LNR: 2,000 credits/crystal (2, R)
Space Points: 1.5/crystal (round fractions down)
Difficulty Modifier: +10/crystal
Description:
Dalwyn crystals, found primarily on Corellia, are little-known as lightsaber
foci. In fact, for quite some time they were known only as cheap Corellian
jewelry, and few were exported. They are an excellent focusing crystal for Jedi
in the Imperial age, as even Palpatine was unaware of their suitability. Jedi in
the era of the New Republic may find them less useful, as the Corellian
government discovered that they work wonders in long-range torpedo guidance
systems. Dalwyn crystals are slightly bigger than Adegan crystals, but one
crystal can safely focus up to 5D+2 Damage. The only drawback of Dalwyn crystals
is that they have a somewhat coarse molecular structure, causing blades to lose
1D from their responsiveness. Lightsaber blades focused by Dalwyn crystals favor
orange to red colorations.
Sherunshur Crystals
Cost & Availability: OR: 2,000 credits/crystal (2); GE: 2,000
credits/crystal (2, X); ENR: 300 credits/crystal (3); LNR: 400 credits/crystal
(3)
Space Points: 2/crystal
Difficulty Modifier: +20/crystal
Description:
For the truly dedicated lightsaber user, there are Sherunshur crystals. During
the days of the Old Republic, just selling a few of them was enough to make one
rich, as many Jedi swordsmen were willing to pay through the nose for them. The
fact that only the Twi’Lek knew where they came from pushed the price even
higher. Later, when the Jedi died out, prices dropped, and many forgot their
usefulness for a long time. Recently, though, interest in these crystals has
sparked anew, and prices are steadily climbing once more. Each Sherunshur
crystal can focus up to 6D of Damage safely, and, due to its near-perfect
molecular organization, adds 1D to both Damage and Responsiveness. The downside
is that these crystals must be placed very precisely, or they will not function.
Sherunshur crystals most often give Lightsabers a red or yellow coloring.
Serys Crystals
Cost & Availability: OR: 400 credits/crystal (2); GE: 500 credits/crystal
(2, F); ENR: 300 credits/crystal (3); LNR: 300 credits/crystal (3)
Space Points: 3/crystal
Difficulty Modifier: +12/crystal
Description:
The large Serys crystal is not very popular with saber builders. It is large and
ungainly, and the only reason it is ever used at all is because of its unique
property. Formed by the intense geological activity of Nal Hutta, these crystals
were one of the few not heavily regulated by the Empire during the Jedi Purge.
Aside from raising the crystal’s market value and putting a heavy tax on it,
the Emperor left this misfit of the lightsaber world alone. They are very poor
conductors of energy, one crystal can only focus 3D of Damage. Coupled with this
limitation, their size is their chief drawback, as at least two crystals are
usually required. Their sole redeeming value is their unusual ability to disrupt
energy fields. Any time the blade of a lightsaber focused by a Serys crystal is
placed inside an energy field (other lightsaber blades and the Force don’t
count!) the field must pass a Difficult Strength check (if the field doesn’t
have a specific strength, the GM is encouraged to make one up). Failure
indicates that the field is disrupted based upon the following chart: Failed
Roll By Radius of Hole 1-5 50 cm 5-10 1 m 10-15 2 m >15 whole field
temporarily destroyed Should the roll suffer a Mishap, the field’s control
mechanisms burn out and the shield generator is rendered nonfunctional. Serys
crystals lend a purple hue to a Lightsabers blade.
Artificial Crystals
Cost & Availability: OR: 20 credits/crystal (1); GE: 20 credits/crystal (1);
ENR: 20 credits/crystal (1); LNR: 20 credits/crystal (1)
Space Points: 1/crystal
Difficulty Modifier: +8/crystal
Description:
Periodically, there will come a time when a Jedi needs to build a lightsaber,
but he does not have access to one of the crystal types listed above. In such a
case, artificial crystals can be a viable substitute. Easy to purchase or have
made anywhere in the galaxy, artificial crystals are cheap, plentiful, and, in
the days of the Empire, virtually impossible to regulate. Any competent jeweler
can make a good one, and even an unskilled person can craft a rough one with
ease. A professionally made artificial crystal can focus 4D of Damage, but
because the harmonics are not “natural” the weapon loses 1D of Damage and
Responsiveness. A homemade crystal can usually only focus 3D of Damage and gives
an additional -1D to either Damage or Responsiveness (randomly determined.) On
the upside, cheap jewelry making kits usually cost only a few credits, and can
be picked up virtually anywhere (especially toy stores). Artificial crystals can
be shaped so as to give a blade any color desired.
Emitters
After a power source and
focusing crystal are in place, an emitter must be constructed for the new
lightsaber. There are four basic types of emitter: bell emitters, bevel
emitters, dish emitters and split emitters. These emitters must be custom built
by hand, so no cost is given, only a Lightsaber Construction difficulty.
Bell Emitters
Space Points: 3
Construction Difficulty: Moderate
Description:
Much as the name implies, this emitter array is shaped like a bell. The crystal
focused beam is forced through a narrow aperture before it is allowed to expand
to fill the shape of the emitter and exit the saber. This focusing mechanism,
the most commonly used, allows for an impressive amount of energy to travel
through the blade in a short amount of time. The bell emitter gives a lightsaber
+1D to damage, but there is usually little protecting the fingers from the naked
energy of the blade.
Bevel Emitters
Space Points: 2
Construction Difficulty: Difficult
Description:
Again, as the name implies, the bevel emitter consists of a bevelled cylinder
which protects the lens as well as the wielder’s hand. This is also a popular
design, indeed, both of Anakin Skywalker’s Lightsabers featured this design.
While it gives no Damage bonus, this emitter type can easily support a belt hook
at the top end of the saber, allowing the character to draw, activate the
weapon, and assume a guard in one action.
Dish Emitter
Space Points: 3
Construction Difficulty: Very Difficult
Description:
The dish-shaped emitter is a very generic device, simply a slightly concave disc
set into the saber's end. Due to the unique shape of the emitter, such blades
are unusually broad, and quite good at deflecting blaster bolts. This
emitter’s other main advantage lies in the fact that many technological
devices use a similar type of emitter, and, with a few minutes work (and a good
Lightsaber Repair skill), virtually any device can be made to utilize the power
of the Lightsabers power pack.
Split Emitter
Space Points: 6
Construction Difficulty: Very Difficult
Description:
This emitter is the economical choice for the saber baton and lightstaff. It
does not require the expense and/or difficulty of using two power packs, at
least two crystals, and two emitters. Its downside is that with this emitter,
the two end- blades must be used in synch, meaning that the “Phasing Blade”
special ability is not usable. Furthermore, the weapon suffers -1D to Damage
because it is trying to stretch the power of a single battery over such a wide
area.
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