Post by Jacen Starkiller on Jun 4, 2005 18:11:32 GMT -5
Lightsaber Time & Construction
It takes a week (7 days) to build a standard lightsaber. At the end of every day roll your Lightsaber Repair (or Lightsaber Technology) versus a difficulty of 20 if being built with modern tools in a fully functioning workshop (increase difficulty to reflect working conditions and available tools). A successful roll means that day's worth of work was successful and you may continue on to the next (a roll of Heroic indicates that 2 days worth of work was accomplished). A failed roll means nothing was accomplished that day (but you suffered no setbacks either). For every full 7 points you fail by you are set back a day's worth of work (i.e. You're on your fifth day of work and you fail your roll by 15 points, you are setback to the third day). If the wild die comes up as a 1 followed by a 6 (a complication) you really screwed up and along with the usual penalties (count up the remainder of the dice to see how far you are set back) the lightsaber's gem has shattered. After the seventh day is successful the craftsman spends 10 Character Points to complete the process (thus making the weapon an extension of himself and gaining the +2 bonus... see below) and has a basic lightsaber as described in the books, except there is a -1D penalty to damage and blaster parry if constructed with a synthetic gem (there's no substitution for nature... especially where the Force is concerned).
Step Three: Modifications
After a basic lightsaber has been constructed it may be modified to become a natural extension of the wielder. Any Jedi who constructs his own lightsaber (or blaster for Teepo Paladins) automatically gains a +2 bonus to strike and parry when using it. The rules for modifications are much the same as construction but with a few alterations (see table below). I suppose it is possible to modify a lightsaber by using base technology or similar technological skill but the difficulty would be doubled.
Note: Lightsabers are only large enough to hold 3 modifications without becoming cumbersome and difficult (if not impossible) to wield.
Cost of Adegan Crystals (Lightsaber Gems)
Name Base Damage Cost
Syn Kathracite 2D+2 $2,500
Kathracite 3D+2 $5,000
Syn Relacite 3D $3,500
Relacite 4D $10,000
Syn Danite 3D+2 $7,500
Danite 4D+2 $15,000
Syn Mephite 4D $8,750
Mephite 5D $25,000
Syn Pontite 4D+2 $15,000
Pontite 5D+2 $100,000
* Above prices are intended for Tales of the Jedi era games. Adegan Crystals may not normally be purchased in Empire era games.
** Although Adegan Crystals may be purchased, they are often gifts to remarkable students from their Masters.
*** The above damage listing for synthetic crystals reflect the -1D damage penalty.
Lightsaber Modification Table
Name Difficulty CPs $Cost Time
Pressure Grip Mod 2 25 1 day
Lock Blade Mod 2 15 ½ day<br>Variable Lengths Diff 7 80 + Gem 3 days
2 Blades (Lightstaff) Diff 7 80 + Gem 3days
Extra Damage Very Diff 10 75 3 days
Light Suppression Very Diff 10 70 4 days
Sound Suppression Very Diff 13 5,000 5 days
Non-metal Construction Very Diff 15 50 + 2 Gems 13 days
Ooze Diff 2 50 2 days
Stun Saber Mod 3 50 1 day
Increased Illumination Mod 2 50 1 day
Internal Switch Mod 2 30 1 day
Pressure Grip
A good modification for beginners. When the hilt is let go of (as in a drop or fumble) the blade automatically shuts off to reduce the chance of harming the user (or, God forbid, an innocent).
Note: The Pressure Grip may be thrown but the user must use Telekinesis to keep pressure on the grip at all times.
Lock Blade
The Lock Blade is the opposite of the pressure grip. The saber stays on until the wielder shuts it off, thus allowing the user to throw the saber at a target.
Variable Lengths (see above)
This allows the saber to effectively have two blades (each with different lengths) which extend in the same direction. This allows a user to select the best length for the given task. This modification grants a good number of style points when both blades are extended and of different colors, one outlining the other.
2 Blades (Lightstaff... see above)
With this modification the saber extends a blade out of each end thus resembling a lightstaff (a la Exar Kun). These are very difficult to properly wield as they may only be held in the middle and usually do more harm to the user than the intended target.
Extra Damage
Simply, it adds 1D to the base damage.
Light Suppression
For all the lamers out there who want to sacrifice all style points, this modification exists. There are two ways to make this modification work. One is to "dim" the light made bay the saber, and sacrificing 1D of base damage, and the other is to tune it to the UV or IR spectrums. If the later is the case only certain aliens or humans wearing goggles (or using Shift Sense) would be able to see the blade.
Sound Suppression
Another one for those without style. This modification reduces the famous hum of a lightsaber. With this modification a Perception roll of Difficult is required to detect the user with sound.
Non-Metal Construction
This is rebuilding the saber from scratch with non-metal components to help fool scanners. A Very Difficult Sensors roll is required to detect such a weapon.
Ooze
This modification is the ultimate (IMHO) in style points. Through using at least three different gems of different colors and set up with a special modulation, the colors within the blade create an "oozing like pattern" similar to a lava lamp. Although there probably aren't any practical uses, there are tales of Jedi using the blade to hypnotize a target.
Stun Saber (see above)
Gives the Lightsaber a stun setting which inflicts 5D worth of stun damage.
Increased Illumination
The light output of the saber is increased to match a glow rod.
Internal Switch
The switch to activate the saber is actually located on the inside of the saber’s hilt. This is to insure only a Jedi may use it. Of course, the Jedi must use Telekinesis in order to move the switch.
It takes a week (7 days) to build a standard lightsaber. At the end of every day roll your Lightsaber Repair (or Lightsaber Technology) versus a difficulty of 20 if being built with modern tools in a fully functioning workshop (increase difficulty to reflect working conditions and available tools). A successful roll means that day's worth of work was successful and you may continue on to the next (a roll of Heroic indicates that 2 days worth of work was accomplished). A failed roll means nothing was accomplished that day (but you suffered no setbacks either). For every full 7 points you fail by you are set back a day's worth of work (i.e. You're on your fifth day of work and you fail your roll by 15 points, you are setback to the third day). If the wild die comes up as a 1 followed by a 6 (a complication) you really screwed up and along with the usual penalties (count up the remainder of the dice to see how far you are set back) the lightsaber's gem has shattered. After the seventh day is successful the craftsman spends 10 Character Points to complete the process (thus making the weapon an extension of himself and gaining the +2 bonus... see below) and has a basic lightsaber as described in the books, except there is a -1D penalty to damage and blaster parry if constructed with a synthetic gem (there's no substitution for nature... especially where the Force is concerned).
Step Three: Modifications
After a basic lightsaber has been constructed it may be modified to become a natural extension of the wielder. Any Jedi who constructs his own lightsaber (or blaster for Teepo Paladins) automatically gains a +2 bonus to strike and parry when using it. The rules for modifications are much the same as construction but with a few alterations (see table below). I suppose it is possible to modify a lightsaber by using base technology or similar technological skill but the difficulty would be doubled.
Note: Lightsabers are only large enough to hold 3 modifications without becoming cumbersome and difficult (if not impossible) to wield.
Cost of Adegan Crystals (Lightsaber Gems)
Name Base Damage Cost
Syn Kathracite 2D+2 $2,500
Kathracite 3D+2 $5,000
Syn Relacite 3D $3,500
Relacite 4D $10,000
Syn Danite 3D+2 $7,500
Danite 4D+2 $15,000
Syn Mephite 4D $8,750
Mephite 5D $25,000
Syn Pontite 4D+2 $15,000
Pontite 5D+2 $100,000
* Above prices are intended for Tales of the Jedi era games. Adegan Crystals may not normally be purchased in Empire era games.
** Although Adegan Crystals may be purchased, they are often gifts to remarkable students from their Masters.
*** The above damage listing for synthetic crystals reflect the -1D damage penalty.
Lightsaber Modification Table
Name Difficulty CPs $Cost Time
Pressure Grip Mod 2 25 1 day
Lock Blade Mod 2 15 ½ day<br>Variable Lengths Diff 7 80 + Gem 3 days
2 Blades (Lightstaff) Diff 7 80 + Gem 3days
Extra Damage Very Diff 10 75 3 days
Light Suppression Very Diff 10 70 4 days
Sound Suppression Very Diff 13 5,000 5 days
Non-metal Construction Very Diff 15 50 + 2 Gems 13 days
Ooze Diff 2 50 2 days
Stun Saber Mod 3 50 1 day
Increased Illumination Mod 2 50 1 day
Internal Switch Mod 2 30 1 day
Pressure Grip
A good modification for beginners. When the hilt is let go of (as in a drop or fumble) the blade automatically shuts off to reduce the chance of harming the user (or, God forbid, an innocent).
Note: The Pressure Grip may be thrown but the user must use Telekinesis to keep pressure on the grip at all times.
Lock Blade
The Lock Blade is the opposite of the pressure grip. The saber stays on until the wielder shuts it off, thus allowing the user to throw the saber at a target.
Variable Lengths (see above)
This allows the saber to effectively have two blades (each with different lengths) which extend in the same direction. This allows a user to select the best length for the given task. This modification grants a good number of style points when both blades are extended and of different colors, one outlining the other.
2 Blades (Lightstaff... see above)
With this modification the saber extends a blade out of each end thus resembling a lightstaff (a la Exar Kun). These are very difficult to properly wield as they may only be held in the middle and usually do more harm to the user than the intended target.
Extra Damage
Simply, it adds 1D to the base damage.
Light Suppression
For all the lamers out there who want to sacrifice all style points, this modification exists. There are two ways to make this modification work. One is to "dim" the light made bay the saber, and sacrificing 1D of base damage, and the other is to tune it to the UV or IR spectrums. If the later is the case only certain aliens or humans wearing goggles (or using Shift Sense) would be able to see the blade.
Sound Suppression
Another one for those without style. This modification reduces the famous hum of a lightsaber. With this modification a Perception roll of Difficult is required to detect the user with sound.
Non-Metal Construction
This is rebuilding the saber from scratch with non-metal components to help fool scanners. A Very Difficult Sensors roll is required to detect such a weapon.
Ooze
This modification is the ultimate (IMHO) in style points. Through using at least three different gems of different colors and set up with a special modulation, the colors within the blade create an "oozing like pattern" similar to a lava lamp. Although there probably aren't any practical uses, there are tales of Jedi using the blade to hypnotize a target.
Stun Saber (see above)
Gives the Lightsaber a stun setting which inflicts 5D worth of stun damage.
Increased Illumination
The light output of the saber is increased to match a glow rod.
Internal Switch
The switch to activate the saber is actually located on the inside of the saber’s hilt. This is to insure only a Jedi may use it. Of course, the Jedi must use Telekinesis in order to move the switch.