Star Wars Lightsabers NetGuide.pdf

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Net.Guide to Lightsaber Construction
17 March 2001
Author: Moridin
Source: Original
Having a Jedi character in the party can be a great asset to any group of
adventurers. In combat especially, the amazing skill with which one can
wield a lightsaber. However, source material thus far on the physical traits of
a newly constructed lightsaber are oddly missing. This page has the Official
West End Games material for lightsaber construction, as well as some
material created especially for the Star Wars RPG Database concerning
many of the lightsaber details overlooked in official material. Of course, as
West End says, none of this is the be all and end all of lightsaber details,
just some suggestions that seemed to make sense. Feel free to tinker with
this material, and most of all, enjoy it.
Saber Construction
One of the rites of passage for a Jedi is for him or her to construct a
lightsaber. The lightsaber acts as a focusing device, allowing the Jedi to
reach a state of attunement with the Force which enhances his combat
capabilities. The "Tales of the Jedi Companion" by West End Games gives
a little information on the construction of lightsabers. The following is from
that book, page 142 (with modifications for D20 compatibility):
"Jedi apprentices spend a great deal of time and effort
constructing lightsabers, an elegant wepon of ancient
technologies. The blade helps the Jedi focus, attuning him to
the Force so that it more easily flows through him. It is used
for combat only when other methods of conflict resolution
have ended in failure.
Most Jedi build several lightsabers over a lifetime, each
saber more powerful and well-balanced than the last. These
improvements relect the Jedi's increasing prowess in his use
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SWRPGNetwork - Net.Guide to Lightsaber Construction
and understanding of the Force. The loss of a lightsaber can
so demoralize a Jedi that he momentarily stumbles in his
ability to access the Force (losing 1D (D6)/-2 (D20) in Force
skills until he constructs a new blade.
A lightsaber must have the following parts: a power cell, a
handgrip, an activation plate, a safety, a belt ring (optional), a
blade length adjuster (optional), an emitter matrix, a recharge
socket, a lens assembly, a focusing crystal, and a power
conduit.
Most handgrips have a length of 24 to 30 centimeters, with
the blades extending themselves up to 1.5 meters.
The type of crystal used to focus the energy from the power
cell determines the hatrmonic resonance and lethality of the
weapon. Jedi Knights use Adegan crystals almost
exclusively, as they have done for millenia. The Adegan
family includes the following crystals in order of rarity (the die
code represents the blade's base damage when using that
crystal:
Kathracite: 3D+2 (D6) / 2d6 (D20)
Relacite: 4D (D6) / 3d4 (D20)
Danite: 4D+2 (D6) / 2d8 (D20)
Mephite: 5D (D6) / 4d4 (D20)
Pontite: 5D+2 (D6) / 3d6 (D20)
To construct a lightsaber from its components parts takes a
minimum of one month and requires a successful lightsaber
repair roll against a Very Difficult difficulty (D6), or a Craft
(lightsaber) check (D20) as per the rules on page 153 of the
Core Rulebook. Decrease the difficulty level by one difficulty
level for each extra month spent building the saber, to a
minimum of Easy (D6), or decrease the DC as per the rules
in the Core Rulebook (D20).
Jedi characters may adjust the lightsabers base damage die
code through modifications [the same way as modifying
damage die codes for any other weapon]. Characters rely on
their lightsaber repair skill to make such improvements."
The process of creating a lightsaber varies depending on who the craftsman
is, with each artisan giving the saber his or her own personal style. Most
Jedi use Adegan crystals, found very rarely but usually nearly flawless.
Taking these naturally-ocurring crystals, they build the lightsaber to their
own personal tastes, in perfect harmony with nature through the crystal. The
Sith, however, use a special furnace to artificially craft crystals in an intense
heat, using the Dark Side of the Force to shape the crystals' growth so that
when it is time to remove it from the furnace it is already shaped to perfectly
suit the Sith Lord's needs. Obi-Wan Kenobi's journal, which was what taught
Luke how to construct his own saber, used a method simlar to the Sith's
artificial crystal method. Regardless of whether or not natural crystals or
synthetic crystals are used, the process of creating a lightsaber is one of the
most essential lessons the Jedi (and Sith) teach their students.
Handles
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SWRPGNetwork - Net.Guide to Lightsaber Construction
The handle of a lightsaber varies widely, depending on the maker. In "I,
Jedi" by Michael Stackpole, Corran Horn constructs a lightsaber from the
handlebar on an old swoop. The Jedi of the Old Republic, however,
constructed much more aesthetically pleasing, and complex, saber handles.
Here are examples of how lightsaber handles can vary.
Type of Switch
Game Effect
Difficulty to Install
Switch/DC Increase
Standard
One click activates, one
click deactivates
No extra roll
Double Offclick One click activates, two
clicks deactivates; this is
so that the lighstaber does
not accidentally shut off in
combat.
Easy/+5 DC
Lock On
The lightsaber's On/Off
switch can be locked into
the 'On' position and can't
be turned off with one
touch.
Moderate/+10 DC
Force Activated The wielder must use the
Force to make a
connection withn the
handle which allows
energy to flow.
Very Difficult/+15 DC
Colors
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SWRPGNetwork - Net.Guide to Lightsaber Construction
While it may seem to be a bit of trivial detail, the color of a lightsaber is as
much a part of the personality of the weapon as anything else. Upon
completion of the lightsaber, roll 1d6 and compare it to the Standard
Lightsaber colors table. Should a 6 be rolled, reroll and compare it to the
Rare lightsaber colors table.
Standard Lightsaber Colors Table
Roll Color Result
1 Blue (Anakin, Obi-Wan)
2 Green (Luke, Qui Gonn Jinn)
3 Red (Darth Vader, Darth Maul)
4 White (Ben Kenobi)
5 Orange
6 Roll from "Rare Colors" Table
Rare Lightsaber Colors Table
Roll Color
1 Crimson
2 Teal
3 Royal Blue
4 Purple
5 Forest Green
6 Yellow
Length
A lightsaber can be anywhere from 1.0 to 1.5 meters in length. Like rolling
for color, roll 1D on the table below for the length. A Note On Adjustable
Lengths: A character may choose to modify lightsaber so that the length can
be changed by turning a dial on the handle of the lightsaber. For each length
aside from the standard length, make a lightsaber repair roll against a
Moderate difficulty, modified one more difficulty level for each extra length
(D6), or made a modification to the DC of the final Craft check (D20).
Example: A Jedi decides that he wants a lightsaber with three lengths in
total. His standard length blade requires no extra roll or DC increase.
However, for the second length, he must roll a Difficult lightsaber repair roll
(Moderate + 1 difficulty level) (D6), or add +5 to his Craft DC (D20). For the
third length, he must roll a Very Difficult lightsaber repair roll (Moderate + 2
difficulty) (D6), or add +10 to his Craft DC (D20).
Should the Jedi fail any one of these rolls, the lightsaber will not function. If
all three are passed, the Jedi rolls on the below table for a standard length,
then chooses additional lengths (from .5 m to 2 m).
Roll Standard Length
1 1.0 Meters
2 1.1
3 1.2
4 1.3
5 1.4
6 1.5
Miscellaneous Modifications
The following miscellaneous modifications may be made to a lightsaber.
Joining Sabers
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In order for the Jedi to join two lightsabers together, he must
find the following items: a set of special welding tools (50
credits), a magna-lock for each saber (200 credits each), a
release switch (50 credits), and a power connector (150
credits). Once obtaining these items, a Jedi may attempt,
with a Very Difficult lightsaber repair roll (D6) or a Craft
(lightsaber) check DC 20 (D20), join the two together. Failure
to make this roll results in one or both of the sabers being
damaged, depending on how badly the roll was missed by. If
the roll is a success, they are joined by a powerful
elecromagnetic field which can only be unlocked by hitting
the release switch. They are joined together at the base of
each saber and make a staff-like weapon.
Cell Recognizer
This device is used to modify a lightsaber such that it will not
function for anyone except certain people. A small sensor
array (800 credits) and recognition chip (350 credits) are
installed in the handle of the lightsaber, which reads the cell
patterns of whoever is holding the weapon. If the cell
patterns do not match that of designated "safe" users, the
weapon's power cells shut down, and any failsafe devices
are activated. Failsafe devices can range from electrocution
to a loud warble to a quiet beacon which alerts the owner via
comlink that the weapon is in the hands of an unauthoried
bearer. A Difficult lightsaber repair roll (D6) or a modification
to the Craft (lightsaber) check of +10 is needed to install this
device.
Pressure-Grip
This adapter for the handle of a lightsaber allows for what is,
in essence, a "deadman" switch on a lightsaber. The
lightsaber activates and deactivates as normal, but
automatically deactivates should the pressure on the handle
of the lightsaber be removed. This is also a good when
combined with the lock-on switch mentioned above. This
pressure sensor itself runs roughly 600 credits.
Call Beacon
The call beacon is the simplest device to install in a
lightsaber. This device will summon a ship with a slave circuit
like a regular call beacon, only the button is embedded in the
handle of the lightsaber. This requires a Moderate lightsaber
repair roll (D6) or a modification of the Craft (lightsaber)
check of +5 (D20) to make the modifications. The cost for the
call beacon to attach to the lightsaber is roughly 1,000
credits.
Concealed Compartment
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