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Post by Jacen Starkiller on Jun 4, 2005 17:49:42 GMT -5
The first lightsabers were developed thousands of years ago by Jedi masters, experimenting with “frozen blaster” technology. They were originally considered siege weapons, but later became an essential part of the Jedi’s training. During the height of the Galactic Republic, the lightsaber was the symbol of the Jedi. It represented the Jedi’s authority and skill, and the principles of the Jedi Code. A lightsaber blade is “coherent energy,” using the same technology as a forcefield. It has no physical edge for cutting, and therefore never dulls or loses its cutting power (unless damaged or improperly calibrated). When the blade hits an object, it cuts through solid matter by breaking molecular bonds, disintegrating a small portion of the target (the width of the blade). Cutting generates heat, though the blade itself gives off only a slight warmth. When cut, flesh will usually cauterize instantly, and metals will melt under prolonged contact with a lightsaber blade. The lightsaber is a difficult weapon to use because the blade has no mass. Without mass, it should have no weight or resistance when the weapon is swung. A lightsaber can cut through any known matter, given enough time and ability of the wielder, but when the blade comes into contact with matter, there is resistance to the weapon’s movement. The energy blade of each lightsaber has a unique frequency, which determines the weapon’s “feel”- how it handles when contacting an objecct or another lightsaber blade. Untrained or inexperienced people are unable to anticipate or compensate for the difference. If the user is unprepared, the blade can literally bounce back from the object it strikes. Since the lightsaber blade is made of energy and not matter, it is invulnerable as long as its energy source remains constant. Most small objects will bounce off of the blade, though very small objects may melt or vaporize either instantly or after deflecting a short distance. Larger objects will either be cut or deflected, depending on the type of object and the skill of the lightsaber wielder. Other forms of coherent energy, having no molecular structure, can not be damaged or destroyed by a lightsaber, but will be stopped or repelled. Blaster bolts fall into this category- generally, they are not be destroyed by a lightsaber, but reflect from the blade. A lightsaber blade will be stopped by another lightsaber blade or by a forcefield. Notable in the study of lightsabers is an extremely rare mineral known as cortosis. Various sources of information give cortosis different properties- it is either invulnerable to a lightsaber, or causes a lightsaber to deactivate / overload. The most balanced description I can create is that cortosis is a dense mineral that is difficult for a lightsaber to penetrate, but also has a high-energy molecular bond. Energy feedback results when this bond is broken. The energy released is channeled back along the lightsaber blade and can overload the saber mechanism. Most lightsabers have a failsafe built into the emitter matrix that prevents damage to the circuitry, though the weapon will deactivate as a precaution.
The Significance of Lightsaber Blade Colors According to the Power of the Jedi Sourcebook, the colors available for a lightsaber blade will vary with the time period. The color of the lightsaber blade is determined by the type of focusing crystal it uses. Before the Battle of Ruusan, the Jedi had access to various “Ruusan crystals” for lightsaber construction, and could create lightsabers of any color. The supply of crystals was destroyed in the Battle of Ruusan, and from this point on the Jedi could only use crystals found on the planet Ilum (“Ilum crystals” or “Adegan crystals,” they seem to be the same thing). Ilum crystals could produce blue or green lightsaber blades. Meanwhile, the Sith had kept a supply of the red crystals, presumably from Ruusan, for their own weapons. After the fall of the Empire, Luke Skywalker revived the “forgotten Jedi technique” of imbuing ordinary crystals with Force energy so they could be used in lightsabers, allowing the construction of lightsabers with almost any color blade. A full spectrum of colors for lightsaber blades are found in the “expanded universe” of novels and games that are not directly linked to LucasFilms (or were written before this information was made available), so the GM of any given campaign is going to have to decide which colors are acceptable. I would consider significant the fact that some of the original Star Wars merchandise (in the late 1970s) included yellow-bladed lightsabers both as toys and as accessories for action figures (Star Wars Insider). Rules aside, a few things seem to be evident from the movies. During the time leading up to the Clone Wars, blue-bladed lightsabers are generally used by Jedi Padawans and Knights, while green blades are usually wielded by Masters. For anyone checking up on this, Ki-Adi Mundi is the only member of the Jedi council who is not a master (though what seems to be a visual blooper has his weapon’s color change during consecutive scenes in the battle of Geonosis, as they are about to board the clone trooper transports)- Plo Koon and Bultar Swan seem to be the exceptions to this pattern (and I’m not sure if Shaak Ti is a master). Though their lightsabers were red, and therefore distinct from those of the Jedi, neither Darth Maul nor Count Dooku were identified as Sith by their weapons alone. Apparently, the Sith are not the only Force-users to wield red-bladed lightsabers. The significance to a purple lightsaber blade has yet to be determined. Thus far one has only been seen in the hands of Mace Windu (although the “official” pictures of Mara Jade also put one in her hands). Mace Windu is one of the few practitioners of the exceptionally difficult lightsaber form 7, a discipline that draws on a deeper well of emotion than most other forms, and falls dangerously close to the Dark Side. Symbolically, a purple lightsaber is appropriate for this, and the most likely explanation is that the weapon is an antique, predating the battle of Ruusan. Other possibilities exist, however: the weapon may contain a red crystal infused with light-side energy or used in combination with one or more blue crystals.
Lightsaber Construction
Original rules from the Tales of the Jedi sourcebook indicate that lightsaber construction takes a minimum of 1 month and requires a Lightsaber Repair roll of Very Difficult. Difficulty is decreased by one level for each additional month taken, to a minimum of Easy. Lightsaber modifications are governed by standard modification rules using the Lightsaber Repair skill. Other sources of information include instances of lightsabers being built in far less time, but requiring an elaborate procedure for installing the lightsaber’s focusing crystal.
Modified Construction Rules Lightsaber construction requires three rolls of the Lightsaber Repair skill (under the Technical attribute). Each skill roll represents a specific phase of the construction process: constructing the circuitry, installing the crystal, and fine tuning the circuitry to calibrate the weapon. Each phase requires 3 days of work (1 day = 8 hours of work), but exceeding the required difficulty may reduce the time taken. During the final phase the weapon may have reduced damage, increased difficulty to use, or any other effect that the GM feels is appropriate. Some sources indicate that a lightsaber could break or explode if activated before being properly calibrated. The most critical aspect of the lightsaber is the focusing crystal, which generally needs to be harmonized with Force energy, and this may take additional time (see Force Powers below). The difficulty to construct a simple lightsaber is Moderate. If the lightsaber has special features or abilities, the difficulty and required time may increase. Features to the lightsaber must be decided upon before construction begins. If a roll of Lightsaber Repair fails by a certain amount (more than one difficulty level, more than 10), then a penalty may be incurred by the builder (some parts may break)- the margin for error will vary with the type of lightsaber and the available materials, but should be stated by the GM in advance.
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Post by Jacen Starkiller on Jun 4, 2005 17:50:07 GMT -5
Parts Parts according to Tales of The Jedi Sourcebook: Power cell, handgrip, activation plate (switch), safety, belt ring, emitter matrix, recharge socket, lens assembly, power conduit. Additional parts vary according to other sources: emitter plate, crystal housing, emitter guard (only on some weapons), blade length adjustment mechanism (only on some weapons). I have never had a need to list the parts in a lightsaber when a character wished to build one - I’ve never seen anything to suggest that the parts are rare or illegal - but it can be useful information. Recent books published by Wizards of the Coast put lightsaber cost at 3000 credits- I assume this is a reflection of materials cost, since such a rare item as a lightsaber will have no set market value. With this in mind, a character can probably purchase the necessary parts to construct a lightsaber (minus the focusing crystal- see below), for about 1500 credits, or less if the character is willing/able to “shop around” and not purchase all parts in one place. A lightsaber requires a special type of power pack that costs about 250 credits (typical power packs, such as those used in blasters, comlinks, datapads, etc. are unacceptable).
Focusing Crystal The lightsaber requires a focusing crystal. The type of crystal or gem, used to focus the blade of the lightsaber, determines the amount of power in the blade (weapon damage). It may have some effect on the length of the lightsaber blade, but this has not been documented. Poor-quality crystals may affect the amount of Control / Sense bonuses that can be applied to the weapon through the Lightsaber Combat power. Synthetic crystals can be used in lightsabers, and are even necessary when some specific features are desired. Many Jedi believe that synthetic crystals are inferior to natural ones, but this is not always true; some high-quality synthetic crystals may even be superior to natural ones. Using a flawed crystal in lightsaber construction has unpredictable and dangerous results. The focusing crystal determines the color of the lightsaber blade. In the few sources I have been able to find, the color of a focusing crystal matches the color of the blade it produces. It seems appropriate that the structure of the crystal should have at least some effect on the blade color, though, so a clear crystal could produce a blue blade (for example). Traditionally, Jedi used Adegan crystals almost exclusively, when constructing lightsabers. After the fall of the Empire, Luke Skywalker’s Jedi academy developed a method of imbuing crystals with the Force for use in lightsabers, an unknown ability in previous eras. The Adegan family of crystals includes the following list of specific crystal types, in order of rarity, with the corresponding lightsaber blade damage that results from use of that particular type of crystal. (Average damage for a lightsaber, according to almost every other West End Games source, is 5D.) No market value for the crystals has been established.
Crystal Damage Kathracite 3D+2 Relacite 4D Danite 4D+2 Mephite 5D Pontite 5D+2
Some types of lightsabers have blades of varying length, and these designs require multiple crystals. If the crystals have different damage ratings, average the damage to the nearest pip, and and round any fractions up. “Traditional Jedi lightsaber crystals” produce a blue blade that is “more maneuverable” than the red Sith blade, but weaker (Episode 2 Visual Dictionary). According the novelization of Return of the Jedi, Luke Skywalker’s green-bladed lightsaber was built with a synthetic crystal. At Obi-Wan’s residence on Tattooine, he found a manual on lightsaber construction, the necessary construction materials, and equipment to synthesize a crystal. Red lightsaber crystals are a subject that is still open to debate. The series of “Visual Dictionaries” by DK Publishing contradicts itself: the Star Wars Visual Dictionary states that lightsaber crystals can not be synthesized, while the Episode 2 Visual Dictionary claims that the Sith use synthetic crystals in their lightsabers to achieve the red color and for “increased blade strength.” While a lightsaber blade has no “strength” per se, I interpret this statement to mean that the damage is higher, which matches the few known WEG stats on Sith lightsabers: 6D damage as compared to the typical 5D. Star Wars Insider magazine indicates that red lightsaber crystals are normally too unstable to be used in lightsabers, that the Sith imbue them with Dark Side energy to make them usable, and that they can occasionally “break the blade” of another lightsaber by overloading it (but I have not seen this information supported elsewhere).
Activation Switch Generally, a character constructing a lightsaber has 3 choices for a type of activation switch:
Pressure-Grip Switch The lightsaber requires pressure on the handgrip when the activation switch is pressed. The weapon deactivates when released. Almost all lightsabers constructed by Jedi will have this kind of mechanism, to prevent accidental injury if the wielder ever loses control of the weapon.
Locking-On Switch The lightsaber stays on when released, and it can be thrown. To the Jedi, throwing a lightsaber was generally considered unwise, unsafe, and indicative of uncontrolled anger or aggression. Constructing a lightsaber with this kind of switch does not change the difficulty or time required.
Telekinetically-Activated Switch The switch is mounted inside the casing (usually lock-on) as either the primary or as a secondary switch for the saber. If it is the primary switch, the lightsaber can only be activated or de-activated by a Force-user. It can also be added as an “emergency breaker” to shut off the saber if necessary. Sensing a telekinetic switch on someone else’s lightsaber is difficult, since the type and placement of the switch can vary drastically. Adding a telekinetic switch to the saber adds one level of difficulty to the construction skill rolls.
Blade Length Typical lightsaber length is 1.0-1.5 meters. Typically this is determined randomly, by rolling 1D+9, and dividing by 10. The lightsaber itself (the handheld mechanism) is approximately 24-30 centimeters (9-12 inches), but varies with the weapon design. The Power of the Jedi sourcebook says that the lightsaber blade is “around 130 centimeters,” but some variation seems to exist among the lightsabers seen at the Battle of Geonosis. Smaller lightsabers, for children or smaller species, should be no easier or harder to construct. While the shorter blade would require less power, the mechanism would also need to be smaller (to fit in the handgrip). A member of a species significantly larger or smaller than humans will most likely construct a weapon of proportional size with no change in difficulty, provided he/she has a source of construction information; such characters constructing a lightsaber through experimentation will have varying results. This guideline is based on the assumption that Yoda was not using a child’s training lightsaber in Episode 2 (see Lightsaber Variations below). The size of the weapon (or the length of the blade) has no bearing on the weapon’s use according to any version of the RPG rules that I am aware of. It seems reasonable that various lengths would require various tactics to be used by the wielder, and length would also affect the usefulness of the weapon in certain environments- a longer weapon would be more difficult to use in small spaces. To adjust the final blade length to a specific amount requires 4 hours work at the normal construction difficulty level, and may be done as many times as desired. Lightsabers can also be constructed with a blade length control- see Lightsaber Variations below.
Blade Color Changing the blade color of a lightsaber requires that the crystal be changed. This requires one day of work at the normal construction difficulty level, and may be done as many times as desired, and at any time. This process requires that the Lightsaber Construction Force Power be repeated in its shortened form, if the power has already been used on the weapon. The lightsaber blade spans a few different parts of the color spectrum, including infrared and ultraviolet to some degree. Though blue, green, or red may be the blade’s predominant color, it is not invisible to an alien race that sees only ultraviolet light (for example). Theoretically, a carefully-made synthetic crystal might be able to create a lightsaber blade that was gave off mostly infrared (or ultraviolet) light. Actually making the blade invisible (to most races) this way would be too complicated and unreliable a process to be practical, especially since the benefit would be reduced by the weapon’s sound and a Force-user’s ability to sense incoming attacks- not to mention the fact that it’s a pretty lame idea to
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Post by Jacen Starkiller on Jun 4, 2005 17:50:53 GMT -5
lame idea to begin with. (Under my rules, don’t bother trying – this is one of those rare things I just don’t allow.)
Random Lightsaber Colors Roll 1D: 1-2: Blue 3-4: Green 5: Red 6: Rare- Purple, Yellow, or Orange (choose randomly)
Yellow and orange may be unacceptable for some GMs; I’ve included them as a rarity, in case anyone else finds them useful. Personally, I think that a lightsaber’s design and color should be symbolic of some aspect of the wielder, rather than strictly conforming to the 4-color restriction.
Lightsaber Variations
Double-Bladed Lightsaber The double-bladed lightsaber is an extremely rare weapon sometimes constructed by Sith warriors. The weapon is very difficult to use, and involves an even greater risk of self-injury than that of other lightsabers. A few Jedi constructed double-bladed lightsabers as experiments although the Jedi council disapproved, noting that the only reason to carry such a weapon is to kill more effectively. A double-bladed lightsaber can be used with only one blade activated, and in this state it functions identically to a typical lightsaber. When using the weapon with both blades activated, the following conditions apply: the base difficulty to use the weapon is Very Difficult; the wielder can only be flanked if 3 or more opponents are present; the weapon can not be trapped (as with locking blades from house rules), since the second blade can be used against other attacks; the wielder can make 2 attacks at separate targets without multiple-action penalties. Constructing a double-bladed lightsaber adds one level of difficulty onto the construction of the weapon, which is built either as a single unit or as two separate sabers that can be linked. In either case, the blades can be activated separately or at the same time. As a single unit, construction requires an additional emitter matrix and crystal (costs 1/2 to 2/3 more than a normal lightsaber). As two separate sabers that can be linked together, there is an additional cost of about 600 credits (magnetic locks (200) x2, release switch (50), power connector (150)).
Dueling Lightsaber Constructed by Jedi practitioners of lightsaber form 2, these curved-handled weapons are specially designed for duels against lightsabers (or other melee weapons). After the battle of Ruusan and the disappearance of the Sith, the chances of a Jedi facing combat against a lightsaber was almost nonexistant. Form 2 lost popularity, and its characteristic curved-handle style of lightsaber became impractical. A dueling saber’s design decreases its wielder’s ability to parry blasters and aim reflected shots by –1D. With proper training, however, the design can greatly increase the wielder’s skill in combat against melee weapons or lightsabers. See Jedi Lightsaber Form 2 description near the end of this file for more information. Constructing a dueling lightsaber increases difficulty by one level, or more if the character does not have a source of information on the design of such a weapon. The parts for straight and curved lightsabers are slightly different, but no additional parts are necessary and cost remains the same.
Variable-Length Lightsaber According to some sources, Obi-Wan Kenobi used a lightsaber with a length that could be adjusted during combat, and some pictures of lightsabers do have a “blade length adjustment” knob. Whether this should grant any combat bonuses or not is uncertain. Count Dooku’s lightsaber is said to have a secondary activation switch, which turned the weapon on quickly to a short length for defense against a surprise attack. While the weapon is in use, the blade length can be adjusted within the normal ranges of blade length (usually 1.0 to 1.5 meters). One non-roll combat action is required for each adjustment. Construction requires one extra day, and increases construction difficulty by one level. Additional parts are also necessary: a variable-resistance power adjustment mechanism (350), and one additional lightsaber crystal.
Ancient Lightsaber The earliest portable form of the lightsaber required a belt-mounted power supply that connected to the weapon by a thin, flexible cable. These were considered siege weapons and were impractical for dueling. The wielder’s Lightsaber Combat bonuses to attack and parry skills in melee are halved. Ancient lightsabers were generally less powerful than later versions of the weapon (averaging 4D damage).
Dual-Phase Lightsaber A dual-phase lightsaber blade can be extended to approximately 2-3 times its normal length. While this increases the weapon’s reach, it is impractical for dueling. During combat, one non-roll action is necessary to adjust between the blade length settings. When extended, an opponent with a smaller weapon must close distance before coming into striking range. This requires that the wielder of the smaller weapon make an attack roll with a bonus of +10 (since he/she is only trying to hit the opponent’s weapon) or successfully use the Lock Blades maneuver (see Combat Rules supplement). If successful, he/she is then within striking range, and the wielder of the longer weapon receives –5 to parry and –10 to attack until shortening the weapon or forcing the opponent back. When shortened, the wielder of a dual-phase lightsaber can make a “spearing” attack by extending the blade toward the opponent, with an attack bonus of +1D. This bonus may be increased if the opponent is not expecting such an attack. The lightsaber remains extended after this attack. Construction of a dual-phase lightsaber requires 2 extra days, and increases construction difficulty by 2 levels. Additional parts are also necessary, including a variety of high-tolerance electronics and a power adjustment mechanism (double parts cost), plus two extra lightsaber crystals. (The only reference I have found for dual-phase lightsabers is in the Jedi Academy Trilogy by Kevin J. Anderson. The Power of the Jedi Sourcebook refers to dual-phase lightsabers that extend to 300cm.)
Training Lightsaber The ‘Training Lightsaber’ listed in the Power of the Jedi sourcebook indicates that it has a very weak blade, making it very difficult to actually injure an opponent, and that the blade is not cohesive enough to allow the user to control where a reflected blaster bolt goes. Aside from these details, the training lightsaber behaves like a lightsaber built for combat. In Attack of the Clones, several Jedi children (extremely young padawans who had not been taken for training by Jedi Masters) were taught the basics of lightsaber combat by master Yoda. The smaller weapons they used were almost certainly also training lightsabers. Whether Yoda’s similarly-sized weapon was a training device or a standard (albeit small) lightsaber, has never been addressed.
Lightsaber Types Damage Diff. Value Weight Special Lightsaber (typical) 5D D 3000 1 kg Double-Bladed 5D VD 7000 2 kg Provides bonuses against small groups. Dueling Lightsaber 5D M 3500 1 kg Increases attack and parry against melee weapons or lightsabers, penalizes blaster defense. Variable-Length 5D D 4300 1.3 kg Can adjust length to suit conditions. Ancient Lightsaber 4D D 1800 3 kg Maximum bonus to attack and parry against melee weapons or lightsabers is halved. Most can not aim reflected blaster shots. Dual-Phase Lightsaber 5D D 6000 1.5 kg Has 2 lengths: 130cm (normal) and 300cm. Training Lightsaber 2D M 1500 1 kg Maximum bonus to damage is halved. Can not aim a deflected blaster bolt. Great Lightsaber 5D D 5200 1.8 kg Large weapon, 300cm blade.
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Post by Jacen Starkiller on Jun 4, 2005 17:51:24 GMT -5
Lightsaber- Related Force Powers
Lightsaber Construction Requires Control, Sense, and Alter. Control difficulty is Easy, Sense difficulty is Moderate, and Alter difficulty is Moderate. Prerequisite powers: Emptiness, Sense Force, Telekinesis, Lightsaber Combat. Effect: This power has 2 effects, each one requiring 4-6 hours of meditation (only one skill roll is necessary if the character is not interrupted). First, it allows the Lightsaber Combat power to be used with the weapon, by causing the Force to flow more freely through it and allowing it to function more like an extension of the user’s body than a weapon. This power also forges a sort of bond between the creator and the weapon, which provides some protection it from Force effects (telekinesis, etc.) as long as the weapon is being held. The wielder’s Control skill is used to defend against these powers, rather than the static difficulty level for a non-living object. After this power is used on the lightsaber, any technical operations more complex than changing a power cell will negate the effect. Electronic connections are made or severed, parts are replaced and adjusted, etc., and this will require that the power be re-done, in a shortened form, generally 1-3 hours (depending on the degree of repair/adjustment that was done).
Harmonize Lightsaber Crystals Requires Control, Sense, and Alter. All rolls are Difficult. Prerequisite powers: Emptiness, Sense Force, Telekinesis, Lightsaber Combat, Lightsaber Construction. Effect: This power allows a character to harmonize lightsaber crystals with the Force. This effect requires one day of meditation with the crystal(s), but each day spent preparing in meditation gives a +1 bonus to any one of the three rolls (maximum +10 to each roll). No other preparation or “taking time” is possible. A Force Point must be spent to use this power, but as long as a character is not constructing lightsabers unnecessarily, the Force Point will be returned to the character. The first time this is done successfully, the user becomes stronger in the Force and receives an extra FP in return. This is an obscure Jedi ability, which allows for some flexibility when choosing a crystal to be used in a lightsaber. It was used by Jedi during the height of the Old Republic, but fell out of use as the Jedi began more heavily using crystals from Ilum, which did not require the use of this power. This ability was re-discovered by students at Luke Skywalker’s academy on Yavin. In certain eras, a GM may wish to include this power as an additional function of the Lightsaber Construction power (above).
Lightsaber Combat Requires Control and Sense. Control difficulty is Moderate, Sense difficulty is Easy. Prerequisite powers include Sense Force, Life Sense, Receptive Telepathy, Emptiness, and Hibernation Trance. Effect: This power allows the Force-user to move faster and with greater precision and efficiency when wielding a lightsaber. This power heightens the user’s senses and enhances their coordination and reflexes. To a degree, the user can sense an opponent’s movements, attacks, and parries, allowing for even faster and more precise movements. This power takes 1 round to bring up. While this power is in effect, the user can add his/her Sense dice to attacks and parries while using the lightsaber in melee combat. While the power is kept “up,” the user is able to parry blaster bolts using the Lightsaber skill. If a blaster bolt is successfully parried, it is reflected from the lightsaber blade. Blaster bolts that do character-scale damage or speeder-scale damage can be parried, but blasterfire of any higher scale can not. Small projectiles such as darts, bullets, and arrows can be parried by a lightsaber. A lightsaber can not parry weapons that use flames, sprays of liquid, or shockwaves. Attempting to parry a grenade or missile usually causes it to explode. When parrying blasterfire, a Force-user can control the direction in which a shot is reflected. This is counted as a separate combat action when determining multiple-action penalties. When reflecting a blaster bolt at a specific target, the Force-user’s Control dice are used for aim. While some small projectiles can be deflected, the lightsaber wielder has no control over their reflected direction. When this power is brought up, the wielder can choose to add any portion of his/her Control skill dice to the lightsaber’s damage. The new damage remains in effect until the character chooses to change it (which requires that Control be re-rolled). Adding full damage to the weapon is not always appropriate when trying to conform to the light side of the Force (i.e. killing an opponent who is temporarily defenseless after receiving a non-critical wound). Characters can do outrageous amounts of damage with a lightsaber while using this power, but those who choose to exploit this fact against the living should be prepared for consequences. An earlier version of the Lightsaber Combat power included the ability to reduce damage by any fraction of the user’s Control dice. This feature was removed in later rule versions including the Revised and Expanded core rulebook, and the Tales of the Jedi sourcebook (two of the last publications from WEG).
Unofficial clarifications to the Lightsaber Combat power The multiple-action penalty for keeping “up” the Lightsaber Combat power does not apply to combat actions that involve the use of the lightsaber (attacks or parries), but will apply against other attempts (dodging, acrobatics, other Force powers). Blaster parries are rolled without the Sense bonus- the power enhances the user’s precision and reflexes to a point at which they can feel the location and timing of the shot, and the difficulty lies in having the physical ability to move the lightsaber in time. The power can be brought up instantly (i.e. during a sudden parry) with 1 level of difficulty added to each roll, in addition to the normal –1D multiple-action penalty for the round. This power drops if the user does not take any lightsaber-related combat actions for a full minute. While the power can be used at any time, it can not be kept up unless it is being used.
Alternatives to Lightsabers
Even during the height of the Republic, few Jedi would have any reason to favor a weapon other than the lightsaber. Occasionally, a Jedi or a Force adept rediscovers a forgotten weapon technique or construction method from ancient times, such as the one Master Vodo-Siosk Baas used when he wielded his staff against a lightsaber. The mental focus used for combat with a lightsaber could be adapted for other weapons, with some study and practice. As to the details of such an alternate Force Power, it would be more difficult than Lightsaber Combat. Physical weapons are bulky and imprecise when compared to a lightsaber, and their potential for blaster defense is limited. Wielding a physical weapon with speed and accuracy comparable to that of a lightsaber would require a degree of precognition, a stronger sense of incoming attacks, and faster reflexes. Also, while a Force-user can more effectively control a lightsaber when cutting, the same finesse would have a reduced benefit (if any) for a physical weapon.
Sith Blades In ancient times, Sith lords did not use lightsabers. Their weapons varied, but one of the most significant is the “Sith Blade.” Sith Blades are carefully crafted, and fortified by Sith Alchemy. A Sith Blade was said to be indestructible, and it could withstand a lightsaber blade. The Sith codified an equivalent power to Lightsaber Combat, which used the Sith Blade. This power substitutes the skills Melee Combat and Melee Parry for the Lightsaber skill, and included the ability to parry blaster bolts. Rather than adding Control dice for increased damage, the wielder channeled his/her anger into the weapon and added Dark Side Points directly to damage. (See Sith Powers and Artifacts file for additional details.)
Lightwhip Around the time of the Battle of Endor, one of the Emperor’s Hands – a woman named Shira Brie – created this unusual weapon. Its design incorporated strands of near-indestructible Mandalorian iron, and a shard of the Kaiburr crystal – a crystal attuned to Force energy. When active, energy crackles over the whip in a way similar to lightning, and the weapon is not damaged by lightsaber strikes. The weapon seems to function under similar game rules to the lightsaber, with a 6-meter reach. Its damage is 7D - higher than a lightsaber, but the wielder can not add Control dice to damage. As with other whips, this weapon gives a +1D (+2 under d20 rules) bonus to tripping and disarming moves.
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Post by Jacen Starkiller on Jun 4, 2005 17:51:48 GMT -5
Fira Sword On the planet Manaan, a group of Selkath Force adepts developed during Darth Malak’s war of conquest (about 3000 years before the rise of the Empire). These Force adepts later formed the Order of Shasa, named after one of the first known Force-sensitive Selkath. They developed a weapon to rival the lightsaber, called the Fira sword. It is constructed from the wreckage of an ancient kolto harvester deep below the oceans of Manaan. The weapons include some of the cortosis ore that was used in the harvester’s construction- at the time, cortosis fibers were easier to come by, and it shielded ocean life from the harvester’s oversized power plant. The cortosis ore makes a Fira sword highly resistant to lightsaber strikes. The average Fira sword is a simple one-handed weapon with a curved blade about 3kg in weight, although styles may vary between individual weapons. Damage averages Str+3D. The weapon is not subject to damage by a lightsaber strike, unless the wielder fails an attack roll against a lightsaber-wielding opponent by more than 10, and then fails a Difficult roll of Melee Combat (this roll does not require an action, but Force power bonuses may not apply since it is not an attack or parry). Creating a Fira sword requires about 7-8 hours of work, and 3 Melee Weapon Repair rolls (Easy, Moderate, and Difficult). Since extreme heat is necessary to mold cortosis ore, the weapon’s construction must be done in the underwater volcanic vents near the ruins of the harvester. This makes the construction process as dangerous as it is difficult.
Special (Optional) Features of a Lightsaber
Changeable Power Cell A typical lightsaber has a built-in power cell, and a power input jack to recharge the weapon. A lightsaber running out of power in a battle is unlikely, since the power cells used in a lightsaber can provide a charge for several continuous hours, but eventually recharging will be necessary. Ancient lightsabers had external power cells (usually on a belt) with a power cord running to the weapon- the technology level at the time did not allow for internal power cells. Presumably, this type of lightsaber could be plugged into a different power pack as necessary. Adding a changeable power cell mechanism requires one extra day of work during construction. An additional shielded power connector (150) will be necessary, as well as a lock-in mechanism (50) for the lightsaber and for each power cell the designer wishes to put together for use with the saber. If the cell is changeable, then switching power cells can be done quickly (like changing a blaster’s power pack). If not, then it requires approximately 10 minutes, and appropriate tools.
Additional Function Adding a second device (a comlink, remote activator, etc.) onto the lightsaber casing requires one extra day’s work. Additional time may be required to construct or customize the added device, which should have its own power cell. The construction difficulty increases by one level if the designer wishes to “hide” the device, building it inside the casing and linking it to the lightsaber’s power cell.
Security Mechanism Building a sensor onto the handgrip of the lightsaber allows a less trusting Force-user it to prevent his/her weapon from being used by others. The type of sensor determines the exact cost of this upgrade (about 750 credits including memory storage for 1 or 2 authorized individuals), as well as the difficulty for others to bypass it, assuming they are aware of this feature. Most sensors will require contact with the user’s skin, so wearing gloves is generally not possible while wielding a secured lightsaber. Adding the security sensor as a mechanism only to prevent activation will increase construction difficulty by one level and add one day’s worth of work. Adding an additional security device will add one more level of difficulty to the construction (see Additional Function below). Some examples of security devices: communications signal (to alert that the weapon is active or provide a homing beacon), self-destruct (whether by overloading the circuitry, or an added explosive charge), or a high-voltage discharge of power cell (disabling the weapon and stunning the user). The cost of such mechanism will be determined case-by-case. A security device that is intended to injure an unauthorized user would raise questions about one’s judgment within the Jedi Order, as an indication of unrestrained fear. Depending on the device, a character may be subject to Dark Side Points if such a security device is ever allowed to activate.
Sensor Masking A lightsaber made with shielded or low-power circuitry and as many non-metal parts as possible will not be detected by most weapon sensors. The cost and difficulty to construct such a lightsaber will vary by the effectiveness of the stealth design. A typical sensor-shielded lightsaber would cost about twice as much as normal for the technical parts (but not the crystal). Construction would take about twice as long, and construction difficulty would increase by one level. The difficulty to find a sensor-shielded lightsaber with a weapon scanner increases by 2 levels. Modifying a lightsaber in this way may be frowned upon by the Jedi Order, as a Jedi should have no reason to disguise his/her identity or defy weapon control laws. During the height of the Republic, such a modification shows fear, distrust, or a belief that the Jedi is above the law. During the Clone Wars, the Jedi Purge, or the Rebellion Era, this modification could be considered a reasonable precaution.
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Post by Jacen Starkiller on Jun 4, 2005 17:52:42 GMT -5
Styles of Lightsaber Combat
In order to implement the various systems of lightsaber combat used by the Jedi, it became necessary to write a new section of rules. Existing lightsaber-wielding characters need little adjustment since self-training does not include any particular restrictions on skill dice. Self-training simply lacks the benefits of a codified combat system (as with Martial Arts). In my opinion, however, the ability to add damage to the lightsaber should be regulated for self-training, as well as the ability to aim reflected blaster bolts. Unfortunately, adding lightsaber combat styles requires the Lightsaber Combat Force power to be completely rewritten. The original set of rules did not allow any specialization or concentration in lightsaber training (against blasters, as opposed to other lightsabers). Characters gain bonuses and abilities directly proportional to his/her other Force abilities. As a padawan gained mastery of the Force (Control and Sense dice), lightsaber ability increased accordingly, even if the character did not have a lightsaber. For the same reason, any Force-user picking up a lightsaber for the first time only needed to spend 10 days training under a master to gain the Lightsaber Combat power, and immediately gained full mastery of the weapon.
Lightsaber Combat Force Power Bonuses Under the new system, the four bonuses of the Lightsaber Combat power are to be considered separately: Melee Skill, Increased Damage, Blaster Parry, and Aim of Reflected Shots. Each of these aspects has a separate die rating, and each one starts at 1D: +1D to the Lightsaber skill for attack and parry in melee, +1D to damage, 1D of skill for parrying blaster bolts, and 1D of skill to aim a reflected shot. Any of these 4 aspects can be increased by spending 1 character point per +1 of improvement; one day of training time is necessary, and self-training is usually possible. If the player does not wish to spend the character points, other options are also available, assuming the character has been practicing diligently (GM’s discretion). When the character improves the Lightsaber skill, he/she can automatically improve any one of these by +1. When the character improves the Sense skill, he/she can increase Melee Skill or Blaster Parry by +1D instead of gaining a new Force Power. When improving Control, either Increased Damage or Aim of Reflected Shots can be improved by +1D instead of gaining a new Force Power. The only restriction to these die ratings is that they can not exceed those that would have been granted by the original version of the power. A character with 5D of the Lightsaber skill can improve the Blaster Parry aspect of the power to 5D, but not beyond that level until he/she improves the Lightsaber skill; a character with 4D Control can have up to 4D of Increased Damage and Aim of Reflected Shots. A character with 4D+2 Sense could have up to 4D+2 of Melee Skill bonus. As a side note, the power’s initial die ratings of 1D for parrying blasters, and 1D for aiming a reflected shot will put a novice character at a disadvantage: these die ratings receive normal multiple-action penalties. Until these values are increased, a character can do nothing else while parrying blasters, unless he/she spends character points. Aiming a reflected blaster shot, since it counts as one combat action, will also require character points until the ability is improved.
Style Maneuvers and Bonuses During lightsaber combat, any of the normal combat maneuvers can be used, including Charge, Lock Blades, Disarm, and Push Back. To complete the new systems of lightsaber combat, each style has its own set of bonuses and most also have unique maneuvers. Normally, a bonus or maneuver is gained for every 1D of Lightsaber skill training. Maneuvers can also be learned for 10 character points each, up to the teacher’s ability level in the maneuver (some maneuvers are simply the ability to do something, others can be “learned” multiple times for increased advantages). Some of the overall style bonuses can also be gained through this method as well (GM’s discretion). Whether any of the maneuvers gained through lightsaber training should apply to other melee weapons is at the GM’s discretion. For example, the Form 4 bonus of Prevent Flanking seems possible with other weapons, but the Two-Lightsaber Combat ability (also Form 4) does not.
Additional Notes Lightsabers are considered 2-handed weapons. When using the lightsaber in one hand, the wielder’s maximum damage bonus (from Control) is halved. Since the lightsaber blade has no weight, there is no skill penalty associated with using the weapon one-handed (as with other 2-handed weapons) except when using the combat maneuvers Disarm, Push Backward, or Lock Blades. If a character is using two lightsabers against the same opponent, these maneuvers need not be penalized. In order to gain any bonuses to skill or damage when wielding the lightsaber as a melee weapon, the character must be able to fully swing the weapon. When used as a cutting tool or in a position that does not allow the character to swing the weapon (i.e. Anakin Skywalker attacks Zam Wesell through the canopy of her airspeeder), the wielder uses only his/her Lightsaber skill dice, and the base damage of the saber. Drawing and activating the lightsaber can be done together as 1 combat action, or they can be done separately. If the lightsaber is already drawn but not activated, a parry can be made at the same time as the activation, with a penalty of –2D (in addition to any penalties for multiple actions).
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Post by Jacen Starkiller on Jun 4, 2005 17:53:15 GMT -5
The Seven Forms
Form 1 Form 1 is the original, basic lightsaber form, developed millennia ago by ancient Jedi Masters. All Jedi still begin with Form 1, but most move on to another style as they gain a basic proficiency with the weapon. Form 1 emphasizes the importance of maintaining total control in combat, particularly control of the weapon- both philosophically (in terms of restraint) and literally (in terms of precision). While Form 1 training does not focus on any particular aspect of combat or special maneuvers, Form 1 masters are always considered among the most formidable lightsaber wielders in the Jedi order, even during its final days. Master Yoda is alternately described as a master of Form 1 and Form 4. Reduced CP Costs: Melee Skill: 2 CP = +1D. Increased Damage: 2 CP = +1D. Style Bonuses: For every 1D of Lightsaber skill gained in Form 1 training, the character either receives a +1D bonus to Disarming attempts, or a +1D bonus that applies to defense against disarming and against attacks to his/her lightsaber (player’s choice).
Form 2 Form 2 is a more elaborate system of combat that expands off of the skills gained by a Form 1 practitioner. It emphasizes precision and finesse, and has the strongest dueling technique of all the styles. Students train studiously against having weapons taken or damaged. Form 2 is considered archaic and was no longer widely practiced during the late years of the Republic, since the chance of entering combat against an opponent with a lightsaber was almost nonexistent. Count Dooku revived interest in the “archaic” style, as the Clone Wars began. The only “official” form 2 stylist is Count Dooku. The significance to his curved-handled lightsaber is never fully explained in any official source. The Episode 2 Visual Dictionary points out that it is an effective dueling weapon since it more naturally angles itself toward an opponent, but makes blaster parrying more difficult. Reduced CP Costs: Melee Skill: 1 CP = +1D. Increased Damage: 2 CP = +1D. Style Bonus: For every 1D of Lightsaber skill gained in Form 2 training, the character receives either an additional +1 bonus to attack and parry against another lightsaber (beyond his/her normal Melee Skill bonus from the Lightsaber Combat power), or a +1D bonus to the Lock Blades maneuver. Dueling Saber: After a character has completed 1D of training in Form 2, he/she is able to gain the skill bonuses of wielding a Dueling Saber. When a character with Form 2 training uses a lightsaber with a curved handgrip, he/she may wield the weapon with one hand to receive twice his/her normal Style Bonus to attacks and parries, or increase it by an additional +1D, whichever is greater. When choosing a one-handed or two-handed grip, the bonuses and penalties apply for an entire combat round. A dueling saber’s design decreases its wielder’s ability to parry blasters and aim reflected shots by an amount equal to his/her Form 2 bonus (to attack and parry as a melee weapon), or by –1D, whichever is greater.
Form 3 Form 3 developed with the first ranged energy weapons, as an extension of laser-blast deflection training. It evolved from a series of ranged defense drills to a complete and distinctive form that became increasingly popular during the Clone Wars as more Jedi were exposed to large-scale combat. Form 3 is a strongly defensive style, with emphasis on keeping a minimum amount of the body exposed to attack, as compared to other more open styles. Masters of this form were considered nearly unbeatable, though some Jedi found the movements too lacking in offense to be useful. Obi-Wan Kenobi began studying Form 3 after the death of Qui-Gon Jinn. Reduced CP Costs: Melee Skill: 2 CP = +1D. Blaster Parry: 1 CP = +1D. Aim Reflected Shot: 2 CP = +1D. Style Bonus: For every 1D of Lightsaber skill gained in Form 3 training, the character may receive either an additional +1 bonus to all parries (against lightsabers, melee weapons, and blasters), or one maneuver: Moving Parry or Defend Ally (player’s choice). Moving Parry: The character can move a distance up to his/her Move rating (10 meters for an average human) without penalizing a Parry roll with the lightsaber. This maneuver can be taken a second time to double the amount of distance that can be covered. Defend Ally: The character Parry with the lightsaber (against melee weapons or blasters), and use the same skill roll to defend not only himself/herself, but also defend another character against attacks coming from a particular direction or source. (Normally, a penalty of –5 to –10 applies when defending another character.) The defended character must be chosen at the beginning of the combat round, and must be within 2 meters of the Form 3 stylist for this maneuver to apply.
Form 4 Form 4 is an energetic, acrobatic style that incorporates spins, rolls, leaps, and flips into lightsaber techniques. The style takes advantage of the Jedi’s ability to use the Force to exceed his/her normal athletic limits. Each movement in Form 4 combat flows seamlessly into the next, keeping the practitioner in constant motion. Qui-Gon Jinn and Obi-Wan Kenobi used this style during the battle of Naboo. Anakin Skywalker is said to have training in forms 4 and 5, and he used the two-lightsaber variant of Form 4 during his duel with Count Dooku. No mention is made of any other training system for use of two lightsabers. Master Yoda is alternately described as a master of Form 1 and Form 4. Reduced CP Costs: Melee Skill: 2 CP = +1D. Blaster Parry: 2 CP = +1D. Increased Damage: 2 CP = +1D. Style Bonus: For every 1D of Lightsaber skill gained in Form 4 training, the character gains a Style Bonus: Prevent Flanking, Two-Saber Combat, Mobility (player’s choice). Prevent Flanking: This bonus prevents attacking characters from flanking the Form 4 stylist (which would normally give a +1D bonus to their attacks). The Form 4 stylist can not use special combat maneuvers along with this benefit, unless the Prevent Flanking bonus is chosen a second time during training. Two-Saber Combat: This bonus eliminates the additional difficulty level involved in using two weapons. The user’s maximum damage bonus is halved, but as with normal dual-weapon rules a bonus of +1D is applied to skill if necessary and damage if not. This style bonus may be chosen a second time to increase the dual-weapon bonus to +2D. Wielding two weapons does not prevent the character from using special combat maneuvers. Mobility: Assuming the Form 4 stylist is not restrained or encumbered by weight, this bonus eliminates 1 level (or 1D) of skill penalties associated with terrain, or size difference between combatants. This bonus also allows a character to leap onto/over obstacles and characters as tall as his/her own height, while fighting. The Form 4 stylist may use any special combat maneuvers desired, while this bonus applies. (Characters must have the Force powers Enhance Attribute and Leap before this bonus is available.)
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Post by Jacen Starkiller on Jun 4, 2005 17:53:34 GMT -5
Form 5 Bold and aggressive, this form emphasizes strength and power. This form also exploits the ability of the lightsaber to parry energy bolts. The style uses spinning and circling motions on all axes (in front of the wielder, alongside the wielder’s body, and overhead) in combination with sudden changes in direction to gain momentum for a strike or to intercept blasterfire. A Form 5 stylist overwhelms his/her opponent by aiming reflected blaster shots back at an attacker, and following up with a powerful, concentrated attack. The style is less athletic than Form 4, but requires tremendous precision and focus. Some Jedi consider Form 5 to be the best defense against any threat, but others feel it represents an inappropriate focus on dominating others. Anakin Skywalker used Form 5 during the battle of Geonosis, and it became increasingly popular during the Clone Wars. Reduced CP Costs: Blaster Parry: 2 CP = +1D. Aim Reflected Shot: 1 CP = +1D. Increased Damage: 2 CP = +1D. Style Bonus: For every 1D of Lightsaber skill gained in Form 5 training, the character gains one of the following: a +1 bonus to aim a reflected blaster shot (beyond his/her normal aiming dice), a +1D bonus to the Push Backward maneuver, or one of the following special maneuvers: Counterattack, Skilled Charge, Whirlwind Attack (player’s choice). Counterattack: By spending one action while being attacked by an opponent, the Form 5 stylist may make an attack with a –10 penalty to skill. If this roll is higher than the attacker’s skill roll, then the Form 5 stylist hits the opponent first. Because of the speed with which this attack must be made, no damage bonus is possible. Skilled Charge: When making a charge, the Form 5 stylist may make two attacks (normally, only one is possible). The second attack receives a –5 penalty to hit, in addition to multiple-action penalties. This maneuver can only be chosen once. Whirlwind Attack: When using this attack, the Form 5 stylist spins the lightsaber in lightning-fast, barely controlled arcs around his/her body. The weapon hits any other character, friend or foe, that comes closer than two meters from the Form 5 stylist during the combat round. Because of the complexity of the maneuver and the effort involved, it can be the only attack action made during the combat round, and the wielder can not make called shots. The wielder also may not use any other combat maneuvers (charge, disarm, etc.) while using the whirlwind attack, but any other combat bonuses he/she has (prevent flanking, moving combat) may still apply as per normal rules.
Form 6 At the beginning of the Clone Wars, Lightsaber Form 6 is the standard for Jedi training. It is a combination of forms 1, 3, 4, and 5, which seeks to balance the strengths of the various forms with an overall moderation. The philosophy of Form 6 compares to the overall goal of a Jedi to achieve harmony and balance without resorting to the rule of power. Form 6 is less physically demanding than other styles, but it trains a Jedi to maintain total calm while in battle. This allows the Jedi to split his/her concentration and use diplomatic skills to defuse a violent situation. While this form exemplifies the nonviolent philosophy of the Jedi, it provides no advanced combat training and lost much of its popularity as the Clone Wars began. Many Form 6 practitioners went to the battle of Geonosis, but were at a great disadvantage without an opportunity for diplomacy- no Form 6 practitioners survived the battle. Reduced CP Costs: Melee Skill: 2 CP = +1D. Blaster Parry: 2 CP = +1D. Style Bonus: For every 1D of Lightsaber skill gained in Form 6 training, the player chooses one of the following skills: Search, Command, Persuasion, Bargain. Once chosen, use of that skill no longer interferes with lightsaber combat- it can be rolled without penalties for attacks or parries, and it does not penalize combat actions. In some cases Con, Intimidation, or other Knowledge skills may be chosen (at the GM’s discretion).
Form 7 Form 7 is an intense, violent system of combat, drastically different from the others. The power draws on intense emotional energy, while keeping it under strict control. Because of its focus on violence and emotion, it is dangerously close to the Dark Side, and few Jedi reach a level of control and skill to practice it. To train in Form 7, a Jedi must study and master several other styles first. In contrast to Form 4, where each motion flows smoothly into the next, Form 7 is a series of unconnected staccato combat techniques. It uses elements of other styles but keeps them separate, allowing them to be used in any combination necessary. It is versatile, adaptable, and well-suited to large-scale battles where circumstances change rapidly. Mace Windu used this style at the battle of Geonosis, and Darth Maul is said to have used a “corrupt” equivalent of Form 7. Reduced CP Costs: Melee Skill: 2 CP = +1D. Blaster Parry: 2 CP = +1D. Aim of Reflected Shot: 2 CP = +1D. Increased Damage: 1 CP = +1D. Style Bonus: For every 1D of Lightsaber skill gained in Form 7 training, the player chooses one maneuver: Break Rhythm, Moving Combat, Find Weakness. Form 7 stylists are expected to have the following maneuvers/bonuses from other styles: Defend Ally, Prevent Flanking, Mobility, Whirlwind Attack. These maneuvers can also be learned during Form 7 training (see above for details). Break Rhythm: The Form 7 stylist can use this maneuver to immediately take one of his/her remaining actions for the current combat round. The applicable skill roll is made with a –5 penalty. If it is an attack, then it also receives –10 to damage. This maneuver can not be combined with others. Moving Combat: The character can move a distance up to his/her Move rating (10 meters for an average human) without penalizing combat rolls with the lightsaber. Each additional time this maneuver is chosen, the distance increases by the character’s Move rating. Normal acceleration/deceleration times apply, and Moving Combat has none of the bonuses or penalties of a charging attack. Find Weakness: This “maneuver” allows the character to prepare an attack, by spending one combat round observing an opponent. The character’s next attack against that opponent receives a +1D bonus to skill and damage. During the preparation round, the character may take other actions, with normal multiple-action penalties (the preparation counts as one action). If the two characters disengage before the attack is made, the bonus no longer applies. This maneuver may only be used against one opponent at a time; each use cancels any previous uses.
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Post by Jacen Starkiller on Jun 4, 2005 17:53:57 GMT -5
Jedi Lightsaber Dueling Etiquette
Lightsaber duels are an important part of a Jedi’s training. Once a padawan has mastered the basic movements of lightsaber combat, dueling develops his/her instincts and reflexes, teaching improvisation and adaptation to the changing situations of combat. Duelists become accustomed to the psychological stress of combat and develop instincts for handling their lightsabers. In contrast to basic lightsaber training, which consists of simple patterns of attacks and blocks that two students repeat at ever-increasing speeds until one of them givees up, dueling has no structure and allows practical lightsaber skills to develop. A few rules for dueling are established by the Jedi Order for its members, to keep students safe during lightsaber duels. Disregarding the rules of dueling results in reprimands from senior Jedi knights or masters, and extreme violations can even lead to a Jedi being expelled from the order.
Dueling is to be used only for practice. Lightsaber duels are used to develop skill with the weapon, never to settle disagreements. Dueling in public is frowned upon, as it borders on exhibition and can tempt a Jedi with pride at public attention. Dueling is forbidden in any situation where it would endanger bystanders.
Duels are conducted in a respectful and orderly fashion. Both participants should keep in mind the fact that his/her partner is not an enemy. Disarming an opponent is an ideal end to a lightsaber duel, but an attack aimed to damage a partner’s lightsaber is a sign of gross disrespect. Similarly, attacks aimed at targets other than the partner (as in cutting away the support for the floor underneath an opponent) are acceptable in combat but generally not in dueling unless agreed upon beforehand- they are less controlled and more likely to injure one or both participants.
Do not use Force powers during a duel. A duel is a test of skill with a lightsaber, and should not be approached as though it is actual combat. However, non-lightsaber combat techniques, such as martial arts, are considered supplemental to lightsaber techniques, and are perfectly acceptable as long as they do not cause injury. Force powers that enhance the user’s natural combat abilities are acceptable if agreed upon in advance. Using Character Points or Force Points in a duel is considered disrespectful to the Force.
Do not attack a partner who is unarmed or unprepared for combat. Attacking an unarmed opponent is one of the most serious offenses a Jedi can commit during a lightsaber duel. Generally, a Jedi would indicate readiness to begin by assuming an on guard posture, or by making a fencing salute, but a hand gesture or verbal indication is also acceptable. Attacking before one’s partner indicates readiness is almost as serious an offense as attacking an unarmed partner.
Do not lower your defenses in the presence of an armed opponent. Only when requesting to end a duel, should a Jedi disarm in the presence of an armed opponent. To do so in any other situation generally shows poor judgment. Some Jedi masters would test their students by requesting to end a duel while leaving his/her lightsaber activated.
A duel ends if anyone is injured. Inflicting an injury during a lightsaber duel is not considered a victory, but an indication that an individual lacks control and restraint. Should a Jedi injure a partner in a duel, he/she generally participated in no more duels until the injured partner healed. It was considered good form to wait until the partner requested another duel, before participating in any others.
Always honor a request to end a duel. Since lightsaber duels are for practice, forcing a continuation indicates unrestrained aggression. The individual who requested to end the duel disarms himself/herself first.
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Post by Jacen Starkiller on Jun 4, 2005 17:54:14 GMT -5
Miscellaneous Lightsaber Information
Lightsaber Crystals (loosely adapted from D20 rules in Knights of the Old Republic.) In addition to the lightsaber’s main focusing crystal, various other types of crystal can be added to a lightsaber for a variety of effects. Alone, these exotic types of crystal are unsuitable for lightsaber construction. Difficulty to construct the lightsaber increases by one level for each of these crystals used in the weapon. Variable-length and dual-phase lightsabers require multiple crystals. For these designs, only 1 “lightsaber crystal” (Adegan crystal) is required, and the crystals on this list can be substituted for the others. A double-bladed lightsaber has 2 blade emitters, so it always requires 2 “lightsaber crystals.” In these cases, the increased difficulty for using these crystals is added to the increased difficulty for the specialized design of the lightsaber.
Bondar Crystal: Mined on a far-orbit asteroid circling the Alderaan system, these crystals produce a volatile lightsaber blade that pulses on impact, discharging part of its energy. Effect: Any living being struck by the blade must make a Difficult roll of Stamina or be stunned and unable to act for 1D rounds, regardless of whether any injury is suffered. Damind Crystal: Found on desert world Daminia, these crystals produce a clearly defined lightsaber blade that is subtly wider and longer. Effect: When the Lightsaber Combat power is active, the user receives a +1D bonus to Lightsaber skill rolls in melee. Erelam Crystal: Once mined on the third moon of Erai, ancient Sith bombardment shattered much that remained. If they can be found, these crystals produce a clear, superior lightsaber beam. Effect: +1 bonus to the saber’s damage. Firkrann Crystal: This heavy crystal is collected by the natives of Rafa V. If used in lightsaber construction it produces an electrically charged beam that is much easier to manipulate than standard beams. Effect: +1D bonus to the saber’s damage against electronic devices (including droids) Jenruax Crystal: This crystal is a refined form of Opila, cleansed of impurities. It produces a blade of unerring quickness. Effect: When the Lightsaber Combat power is active, the user receives a +1D bonus to blaster parries. Krayt Dragon Pearl: Taken from the gullet of a krayt dragon, this crystalline “pearl” appears to have refractory qualities that might allow it to function as a lightsaber crystal once properly adapted. Effect: When the Lightsaber Combat power is active, the user receives a +1 bonus to damage, and a +2 bonus to Lightsaber skill rolls in melee. Luxum Crystal: When the planet Ambria was in the grip of the dark side, Jedi Master Thon managed to contain the evil to Lake Natth after years of mental battle. Luxum crystals can be formed from the tainted water through long meditation. Effect: When the Lightsaber Combat power is activated, the character must make a Moderate roll of Willpower or gain a Dark Side Point. While the Lightsaber Combat power is active, the user receives a +1D bonus to damage. Nextor Crystal: Mined in the mountains of the planet M’haeli, these crystals produce a volatile lightsaber blade that does surprising amounts of damage. Effect: Adds +1D to the saber’s damage, increases the Control and Sense difficulties for Lightsaber Combat by one level. Opila Crystal: Found in the asteroid field of the Fyrth system, this crystal can be used in lightsaber construction to produce an intense lightsaber beam that seems extraordinarily quick to cut. Effect: Adds +1 to the saber’s damage, and an additional +1D bonus to damage if an attack succeeds by 10 points or more. Phond Crystal: The strange byproduct of rare impurities bonding during the making of certain alloys and some random eternal condition, this crystal produces a fiercely burning lightsaber beam. Effect: Adds +2 to the saber’s damage, increases the Sense difficulty for Lightsaber Combat by one level. Rubat Crystal: Mined on the planet Phemis, rubat crystals produce a clearly defined lightsaber blade that a Jedi can easily focus on. Effect: Reduce Control and Sense difficulties for Lightsaber Combat by 1 level. Sapith Crystal: This crystallized material was excreted once every 11 years by the ancient Volice worm of Lwhekk, now extinct. It produces a more intense lightsaber beam, granting better control. Effect: Adds +1 to the saber’s damage. While the Lightsaber Combat power is used, it also adds +1D to aim of reflected blaster shots. Sigil Crystal: Mined in the Sigil system, these expensive crystals produce a fiercely bright lightsaber blade that sears on contact. Effect: Adds +2 to the saber’s damage. Solari Crystal: There are many famous lightsaber crystals spoken of in the history of the Jedi Order, though few are as powerful as the legendary Solari crystal. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with this gleaming white gem. When the great Jede Master Ood Bnar initiated his life-cycle change after a thousand years of serving the Order, he bequeathed the Solari Crystal to his most promising student, a young female Jedi names Shaela Nuur. When Shaela disappeared shortly after the time of the Great Hunt, the Solari crystal vanished with her. Effect: Increases Control and Sense difficulties for Lightsaber Combat by one level for each Dark Side Point that the user has. While the Lightsaber Combat power is up, a lightsaber with a Solari crystal has damage increased +1D, with an additional +1D damage against a Force-using target that has fallen to the dark side. Upari Crystal: Strangely, this crystal is usually encountered scattered in the orbit of primarily forest worlds. It is brittle but versatile, and a Master Jedi can get it to produce many effects. Effect: Adds a +1D bonus to one aspect of the lightsaber (damage, melee rolls, blaster parry, etc.) or reduces one skill (Control, Sense) difficulty for Lightsaber Combat by one level. The benefit is chosen when the lightsaber is constructed. A lightsaber with a Upari crystal has an increased repair difficulty, by one additional difficulty level (this includes construction difficulty).
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Post by Jacen Starkiller on Jun 4, 2005 17:54:32 GMT -5
Terminology: Effects of battle (from Star Wars Insider magazine) Disarming – Sun Djem (‘sun jem’): Damaging or destroying the opponent’s weapon. This was a goal of early Form 1 masters, since this could bring victory without causing injury. The advancements of Form 2 soon made this very difficult against a lightsaber. This is considered an ideal conclusion to a battle, when it can neutralize a threat without causing pain or suffering. Wounding – Shiim (‘she-eem’): Any wound with the edge of the lightsaber blade. It is an inconclusive mark of contact, inferior to others that end a battle. Wounds of this type generally denote struggle with a powerful opponent. Stabbing – Shiak (‘she-ack’): Jedi tradition considers this an ‘honorable’ method of inflicting serious injury, since it causes the least visible damage. It expresses respect for an opponent and the living Force. Severed Hand – Cho Mai (‘cho my’): This type of attack ends an opponent’s ability to use a weapon but does not kill. The precision required is the mark of a superior lightsaber master. Severed Arm – Cho Sun (‘cho sun’): A Jedi was discouraged against using this type of technique, since dismemberment lacks precision and elegance. It was understood, however, that this is often necessary under surprise combat conditions or situations where no chances can be taken. Maiming – Cho Mok (‘cho mock’): Cutting off of an opponent’s leg or other limb or appendage (includes tails, or head-tails of the Twi’lek race). It is an inferior or inefficient technique, since it causes injury and suffering without killing or ending the opponent’s combat ability. Only in rare cases can it can be effectively applied, but it is usually preferable to killing. Beheading – Sai Cha (‘sigh cha’): This type of aggressive attack is committed only when battle is at its most deadly serious and threatening, or when an opponent is considered extremely dangerous even to a fully trained Jedi. Cutting the Body in Half – Sai Tok (‘sigh tock’): To a Jedi, the bisection of a living opponent’s body is considered a form of butchery, and a desecration to be avoided if possible. This extreme measure is acceptable only against droids. It represents a dangerous desire to destroy one’s enemy entirely, whereas the Jedi goal even in combat is an inner focus on defeating the danger of opponents, rather than hating them and visiting utter destruction upon them.
Unusual Lightsaber Characteristics (House Rules) A Force-user takes great care when crafting a lightsaber, and the weapon’s design reflects some aspects of the builder’s personality. Should a character find a lightsaber somewhere (in the ruins of a Jedi temple, in the crypt of a long-dead Sith, etc.) it should be distinct in some way.
Roll 1D: 1-3: Nothing unusual. 4-5: Choose 1 effect from the following table. 6: Choose 1 effect from the following table, reroll the 1D on this table.
Roll 1D: 1: Unusual Design (see Lightsaber Variations for details). Roll 1D: 1-2: Double-bladed Lightsaber 3-4: Ancient Lightsaber - the weapon is connected to a belt-mounted power pack. 5-6: Dueling Lightsaber - the handgrip is curved. 2-3: Unusual Construction. Roll 1D: 1-2: Unusual Material - the casing incorporates plastic, ceramic, stone, shell, bone, crystal, etc. 3-4: Unusual Details - a hand guard, gold trim, writing etched into the handgrip, etc. 5-6: Lightsaber is small, both handgrip and blade length- sized for a child or small species. 4-5: Unusual Sound. Roll 1D: 1-2: The pitch of the weapon’s sound is higher or lower than normal. 3: sound is sharper and abrasive- more of a ‘buzz’ than a hum. 4: sound is smoother 5-6: The weapon’s sound is louder or softer than normal. 6: Unusual Blade Appearance. Roll 1D: 1: The blade has a paler or deeper shade of the specified color than average. 2: Streaks or flickers of a second color appear/disappear randomly. (determined randomly) 3: Blade occasionally makes a momentary shift to a different color. (determined randomly). 4: Energy arcs along the blade occasionally, like lightning. 5: The blade gives off an abnormally bright glow, has an “aura” around it. 6: The blade gives a bright or dim “pulse” at irregular intervals.
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Post by Kyle SkyWalker on Jun 4, 2005 17:57:09 GMT -5
wow....just wow
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Post by Jacen Starkiller on Jun 4, 2005 17:59:19 GMT -5
im still not done..
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Post by Jacen Starkiller on Jun 4, 2005 18:07:29 GMT -5
Taken from Star Wars Insider Issue # 81 page 45
Q: When Jedi turn to sith, do their lightsabers turn red, or do they just throw away their lightsabers and make new ones ? And do Sith have to have red lightsabers ?
A: As someone on the Episode III crew recounted when asked a similar question , " They're lightsabers, not mood rings." The internal crystal is what determines the color of the lightsaber, not the allegiance of the user. When Anakin Skywalker succumbs to the darkside and still carries his Jedi blade, it still shines blue. Jedi who become sith - and it's not as common, speaking on a galactic scale- traditionally to take up a new lightsaber. While Sith lightsabers don't necessarily have to be red, the artificial crystal lattice preferred by the Sith do produce a red blade. Cinematically, George Lucas likes to keep his lightsaber colors clear, so you can count on any Sith lightsaber being red. The expanded universe has some leeway in depicting these colors, just as it does the description of the jedi lightsaber hues.
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Post by Jacen Starkiller on Jun 4, 2005 18:10:12 GMT -5
Heart of the Guardian
Blade Color: Orange
Description: Though its origins have been lost, the legendary artifact known as the Heart of the Guardian was rumored to have been instrumental in the founding of the guardian order of Jedi. Nothing further is mentioned in any Jedi archive, but both Sith and Jedi whisper their own legends. According to the Jedi, the Heart will appear in a time of greatest turmoil and deliver the galaxy into salvation. The Sith, however, believe it to be an object of their heritage, which will bring the galaxy under their dominion.
The Heart of the Guardian appears to be a magnificently shaped lightsaber crystal of unknown composition. Analysis by Suvam Tan has yielded inconclusive results, not being able to identify what mineral it's made of. Suvam has even begun to wonder if it is a normal crystal at all, for at times it almost seems as if it were alive.
All known lightsaber crystals seem to have a strange resonance with the Heart of the Guardian, their properties being altered or enhanced when in close proximity to it. Additionally, energy focused through the Heart results in a beam of unique clarity and color.
EFFECTS ON ENHANCING CRYSTALS Bondar - On Hit - Stun 25% for 6 seconds, Save - DC14 to negate stun Rubat - Damage +2, Attack +2 Sigil - Damage - Energy +1-8, Attack +2 Damind - Damage +2, Attack +3 Nextor - Attack +1 (no Critical Threat Range multiplier) Opila - Damage +3, Attack +2, +2-12dmg on critical hit Krayt Dragon Pearl - Damage +1-8, Attack +3 Jenruax - Damage +2, Blaster Deflection +7 Luxum - Damage +2-12 vs. Droid, Attack +3 Eralam - uncertain Phond - Damage - Physical +1-10 Firkrann - Damage +3-18 vs. Droids, Attack +3 Solari - Damage +1-10, Attack +2, Blaster Deflection +4 Sapith - Damage +4, Attack +3 Upari - Damage +2-12, Attack +4
ii. Mantle of the Force
Blade Color: Turquoise
Description: The Mantle of the Force is an item assembled by Suvam Tan from pieces found in the ruins of Exar Kun's temples on the fourth moon orbiting Yavin. It appears to be the remains of an even older artifact of unknown origin. It is not known if it was used by Exar kun, or just uncovered when his temples were destroyed. Nor is it known what the original properties of the item were, but given the current abilities, in its original state it must have been fearsome indeed.
The Mantle is a crystalline lattice, resembling a lightsaber crystal in many ways, but having the additional property of being able to radically alter the flow of energy that passes through it. When combined with other crystals, the Mantle warps their properties, often enhancing them to incredible levels.
Additionally, the Mantle seems to almost act as a focusing tool for Force- sensitive individuals, leading to the idea that the original artifact may once have been a powerful tool of the Sith, or perhaps something they took with them when the dark Jedi originally split from the Order.
EFFECTS ON ENHANCING CRYSTALS Bondar - On Hit - Paralyze 25% for 6 seconds, Save - DC14 to negate stun Rubat - Regeneration Force Points +3 Sigil - Damage - Energy +1-8, Attack +2 Damind - Damage +1, Attack +1, Regeneration Force Points +3 Nextor - Attack +1 (no Critical Threat Range multiplier) Opila - Damage +3, Attack +2, +2-12dmg on critical hit Krayt Dragon Pearl - Attack +4, Blaster Deflection +3 Jenruax - Damage +2, Blaster Deflection +7, Dexterity +1 Luxum - Damage +2-12 vs. Droid, Attack +3 Eralam - uncertain Phond - Damage - Physical +1-10 Firkrann - Damage +3-18 vs. Droids, Attack +3 Solari - Damage +1-8, Damage +2-12 vs. Dark Side, Attack +4 Sapith - Damage +4, Attack +3 Upari - Damage +1-6, Attack +2, Blaster Deflection +8
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