Introduction
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:
"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 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 in Force skills until he constructs a new blade.
A lightsaber must have hte 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 Relacite 4D Danite 4D+2 Mephite 5D Pontite 5D+2
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. Decrease the difficulty level by one difficulty level for each extra month spent building the saber, to a minimum of Easy.
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."
Handles
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.
On/Off Switch There are several different styles of On/Off switches which Jedi may put on their lightsabers. This, also, is up to the player creating the lightsaber to decide. Below is a table with guidelines for adding on/off switches; given is a style, game effect, and a difficulty roll which the character must make when installing that particular switch to see if it works properly.
|
Colors
While it may seem to be a bit of trivial detail, the color of a lightsaber is as much a part of the personality of the weapon as anything else. Upon completion of the lightsaber, roll 1D 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 | Rare Lightsaber Colors Table |
|
|
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.
Example: A Jedi decides that he wants a lightsaber with three lengths in total. His standard length blade requires no extra roll. However, for the second length, he must roll a Difficult lightsaber repair roll (Moderate + 1 difficulty level). For the third length, he must roll a Very Difficult lightsaber repair roll (Moderate + 2 difficulty).
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
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, 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.(See the picture of Darth Maul below)
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 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 to make the modifications. The cost for the call beacon to attach to the lightsaber is roughly 1,000 credits.