Bringing out the lightsabers

By ERHershman, in Star Wars: Force and Destiny RPG

The one Force-user we have in our group still doesn't have his lightsaber, but the group itself hasn't made it a point to go after it. We're running The Jewel of Yavin right now, however, and the player is suspicious of the jewel itself, thinking it might be able to be cut down and used as a lightsaber crystal * . Unfortunately, he doesn't have anyone to teach him out to make a lightsaber, and he's only seen one briefly, used by his mentor back on Ryloth. His mentor is no longer accessible, and he only has the most mundane notions of how to construct his saber.

* - He's right, of course. After all, that's what Elaiza wants it for. Of course, the gem is big enough, they could share...

I know I have read this several times. Something went off in my brain this time though. Not that it would be practical or useful, but very very deadly (to the practitioner and anyone else). Most of the lightsabers we see are rounded, but these are just being focused by crystals and lenses. With a really large crystal like this, couldn't you take this and turn it into something like... oh, I don't know... the Sword of Grayskull Lightsaber? Two-Handed Greatsword... don't hang it from your back. Giant crystal in the hilt and a two-hand grip and you might as well add some hilt guards. Yeah... no.... what was I thinking...

One thing I notice is that there seems to be relatively little advice in the book about how to handle the specifics of PCs receiving and learning to use lightsabers.

Because it hasn't been said as far as I can see, this is likely intentional so GMs and players aren't presented with a way they're 'supposed' to do it.

This kind of style ("freedom by omission", 10th amendment, whatever you want to call it) is all over these books. Frequently to the system's benefit.

[...] but there are no rules about, say, whether PCs can start with lightsabers, or under what circumstances they ought to gain them. In fact, Lightsabers are listed as Restricted in the equipment chapter, meaning players can only have them with GM permission. The starting adventure has PCs gain some of the materials needed to construct their own, with the rest of the process promised in the adventure in the GM kit, which I don't have yet.

Eh, the rules are they, just not explicit. Players can start with whatever they can purchase, plus additional relatively non-mechanical kit. They just can't purchase a lightsaber due to a small number of starting credits.
Also, "Knight-level play" which I'm pretty sure got mentioned above.

So my question, speaking mainly to those who have run the game either in Beta or in full release, is: how do you handle the logistics of gaining, and training with, lightsabers? What do you think are good ways for players to gain lightsabers that don't feel hokey or contrived?

Well, they can build pretty much build their own training saber from scratch (hilt + training emitter). In fact, I think they can afford this with starting credits. Regardless...

For the d20 campaign I ran, I split the party (*gasp*) and basically ran a "solo" adventure for the Jedi characters' trials in an ancient Jedi temple.

I haven't run the game for F&D yet, but the few games I have run of the FFG's system, I feel like its relatively easy for the GM to let the players solve their own problems. In this case, if a player wants a lightsaber, tell them the steps they need to accomplish. For me this would look like:

  1. Learn how to make saber
  2. Gather the parts for the hilt
  3. Assemble the hilt
  4. Find the crystal
  5. install the crystal

2 & 3 already covered in the various supplements, and 5 is trivial (installing an attachment), so it's only 1 & 4 that require any kind of attention. 1 is largely up the to GM, but ideas could be floated by the player. They could go searching for old schematics, speak with a non-jedi scholar that may have information, get info from a holocron, find a master, or (at the GM's discretion) allow the force to guide their hand while building it.

And 1 could lead to 4. In discovering information about how to construct the lightsaber, they could discover that jedi often went to Ilum or the Adega system to get their crystals. Or they discover other crystals that can be used, and need to assemble a hunting party to kill a Krayt Dragon. Or they need to make a mechanics or knowledge check to determine what properties the crystal requires to be effective, and then find materials that fit the bill.

I keep thinking of Sheldon Cooper's description of the process, as the "oh-so-satisfying journey from discovery to desire to possession." I think if you allow the player to discover what they need, you won't be at risk of making it seem hokey or contrived, because the character is driving the pursuit of the lightsaber, not the GM or the plot.

(and one had a San-Ni Staff).

God... D*mned... Saber-chuks...

Edited by LethalDose

(and one had a San-Ni Staff).

God... D*mned... Saber-chuks...

This. On the other hand, there aren't too many forms a lightsaber hasn't taken, as people kept adding things to the heap, with swords, big sword, little swords, spears, whips (yeah, NOTHING there seems right, based at all on how they say lightsabers work), chucks; if Ezra didn't build a gun into one, I'd say gun, but that, too. In the early 2,000's I had a Saga party land on Atmos, a planet from a cartoon I liked, at the time. In that, they had "special crystals" that could do cool things, and the Dark Ace had some red ones that could shoot plasma blasts, AND also form a sword, for close combat. The party was very surprised to see less-primitive people flying high-altitude swoops, and carrying "shooting lightabers" on them.

Ow well, at least the lightsaber doesn't really discriminate; whatever you are, whatever you need, there's a lightsaber for you, so long as you're a Force-user. ;) Still wonder what a Grievous Nemesis build would look like, with so many Talents he can't have, even Dooku having trained him since he's not FSen. Still cheesy, though, I hope.

Edited by venkelos

Most of the Makashi Duelist tree actually fits Grievous to a tee. Parry, Resist Disarm, Duelist's Training, Defensive Training, Feint, Improved Parry. He could get it all , just having to waste that 10XP on Makashi Technique. But really, 10 XP for access to all that melee awesomeness...

I think that Makashi Technique precisely fits Grievous. All that showmanship with the spinning lightsabers? No way he doesn't rely on Presence.

I think that Makashi Technique precisely fits Grievous. All that showmanship with the spinning lightsabers? No way he doesn't rely on Presence.

The problem is that Makashi Technique is a Force talent, so requires you to have a FR of 1 or higher. As far as we know, Grievous is not Force sensitive.

I think that Makashi Technique precisely fits Grievous. All that showmanship with the spinning lightsabers? No way he doesn't rely on Presence.

The problem is that Makashi Technique is a Force talent, so requires you to have a FR of 1 or higher. As far as we know, Grievous is not Force sensitive.

True. But that's one of only 3 Force talents on that tree. The rest is filled with awesome defensive and parry goodness.

I think that Makashi Technique precisely fits Grievous. All that showmanship with the spinning lightsabers? No way he doesn't rely on Presence.

The problem is that Makashi Technique is a Force talent, so requires you to have a FR of 1 or higher. As far as we know, Grievous is not Force sensitive.

Correct, so he spends 10xp on a talent he can't use and gets access to all the ones he can.

Or he just ignores the tree entirely because he's a BBEG and doesn't use the same rules as PC Creation. ;)

Edited by DarthGM
In the FFG game lightsabers can be any color. Usually blue or green but others are known to be out there. I also like to suggest a color based on the PCs main stat (or a hue combination if tied). Red for Brawn, Orange for Agility, Green for Wisdom, Yellow for Cunning, Blue for Intellect, Purple for Presence.

Any reason for tying the colours to those specific characteristics?

Reason I ask is that I've been considering how to determine colour for those instances where one want some level randomness or another, something that can be part of the narrative, part of the rolling of dice and part of the morality of the character. The result of these thoughts published today at the d20radion gamer nation blog, so shameless plug: here are some house-rules for generating lightsaber crystal colour .

Tying colour to characteristic isn't a bad idea, but by main stat do you mean highest? Lightsaber technique stat?

Maybe they did it to simulate that, at one time in the fluff, the color of the saber seemed to denote your "class" within the Order; Guardians were blue, Consulars were green, and during the short times Sentinels existed, they were orange or yellow, I believe. Guardians defended, using smarts for tactics, while the Consulars pondered the meaning of things, and used their wisdom. Sentinels were spy-like, ferreting out the wrongdoers of the galaxy, usually in disguise, and so they had to be clever, and dexterous, where their kin were more cerebral. After a while, the Sentinels faded away, as the Jedi decreased in numbers, and the galaxy disapproved of their shadowed vigil, in favor of more obvious observation, leaving just blue and green.

Depending on the source, red crystals, don't, or only rarely, occur naturally. Here comes some already-known nerdism.

When the Sith first formed, and battled the Jedi, the Jedi used swords, imbued with the Force, and the Sith did the same. There was a time when they weren't in conflict, and the Jedi invented their first lightsabers; bulky pieces of training saber-quality junk that were connected to power cells, on their belt, by tubes, and that didn't effortlessly cut through anything. The Sith returned, and were initially concerned, but these "lightsabers" were clumsy, and easily disabled. The Sith maintained their tremor swords, using their Alchemy to make them vicious, poisonous tools of death. When the Jedi finally made lightsabers akin to what you think of, the Sith were floored, and got it in the face. Their alchemy could make the weapons resistant to sundering, but the lightsabers were still vastly superior, When they finally did start killing a few Jedi, and taking their sabers, they found that the weapon could be replicated, but the crystals inside them could not, keeping them very limited in quantity, and the places where they were found was a secret. It took a while for an enterprising Sith to figure out how to artificially replicate a crystal that worked, and some imperfection in the process tinted it red. The Sith had no problems with this color, and so they started arming with the feared beam swords, as well.

When Luke Skywalker made his second saber, he used parts from Obi-Wan's house, and knowledge from a holocron, but the process was still imperfect. He made several red ones, before figuring out what was wrong, and making his green one, since by this point, it was the Empire who knew where the caves were, and guarded them viciously. I believe he even gave one of his red attempts to Leia, who also bears a red saber in the books, on the rare occasion she deigns to bear the weapon.

Other colors seemed "just because." Mace Windu's is purple because it is. The story of gettinga Hurikane (spelling?) crystal is great, and explains the color's rarity among lightsabers, but it's Samuel L. Jackson that's why. Orange is rare, Ulic Qel-Droma's is the only one I'm just certain I've seen. Silver ones are Imperial Knight crystals, from Legacy, and are also artificial, I believe. So, some have had different meanings, as time as passed, and some of those have changed, or been forgotten, all together, while some are "just because."

Maybe they did it to simulate that, at one time in the fluff, the color of the saber seemed to denote your "class" within the Order; Guardians were blue, Consulars were green, and during the short times Sentinels existed, they were orange or yellow, I believe.

Yeah, I think KotOR shoved this into the continuity.

Silver ones are Imperial Knight crystals, from Legacy, and are also artificial, I believe.

Corran Horn had a silver lightsaber as well, due the Durindfire crystal he used. (For the record I had to look that up...)

Yeah, KOTOR colored my vision of lightsabers for a long time. According to the GM Kit, the crystals are non-colored until they are harvested / attuned by a force user at which point they attain their color. There is no recommendations on color or necessarily rhyme or reason. Let the players decide. If they stick to what we have seen, so be it. If they want a pink one or a granny smith, let them describe it and go with it. I do like the distinction of the reds being synthetic, but with Mace Windu having a purple lightsaber, I am now more inclined to use any natural color as a kyber crystal color. I prefer intense deep color, but if you want a pale one, more power to you.

Apparently, Mace Windu has a purple lightsaber because Samuel L Jackson's favourite colour is purple and he asked for it.

According to Wookieepedia lightsabers are either green or blue after the crystal has been attuned by a Force User. But I've seen models with yellow lightsabers.

Personally, I'm no Sith but I like red lightsabers. Since I want my former Jedi Padawan to have his lightsaber already, I'm wondering how his crystal turns red; and how others will react as they turn on their blue and green lightsabers and mine is the deep red.

Yoda may not be happy.

Didn't Leia have a red 'saber in the EU though, at least early on?

I agree to just let them pick one, with some exceptions: black is right out, red is restricted to DSers. and I'd hesitate on white and silver, but would allow them under justifiable circumstances. I know some people who I played only a few games with who would probably ask for a mechanic to determine color, but otherwise I would just say pick one, as long as they stick to it.

If you want to go with the option to just change colors willy nilly, then just use a colored focusing lens that doesn't take up hard points but does nothing other than change the color. It will give them something mechanical to fixate on without actually impacting anything of note.

Didn't Leia have a red 'saber in the EU though, at least early on?

Yeah, Luke gave her a "ruby-red" lightsaber, though she already had a blue one. ( Source , about three lines down.)

I might be running a EotE/FnD game set during the Galactic Civil War soon-ish and I have been thinking a lot about this problem.

On the one hand just giving away lightsabers like they are candy seems both underwhelming and inappropriate during the GCW.

But on the other hand what if one of my players picks a lightsaber specialization and invests a chunk of exp into improving that aspect of his character?

Having to run around with a Ancient Sword and be unable to use things like Reflect might kill his enjoyment of the campaign.

I have been considering a single or series of adventure(s) in which the saber-wielders have to find some of the more off-beat crystals. As I understand it Illum is unknown to the galaxy at large and under Imperial lock-down.

I would recommend making clear your intentions and thoughts regarding lightsabers BEFORE any characters are made. That way, if you say "you won't be getting them easily, or soon" and the player still invests lots of XP into lightsaber form trees, then he can't get angry at you for poor investments.

That is a very good idea to be honest, thanks Shakespearian_Soldier.

If I've read the book properly, Knight Level play allows characters to start with a lightsaber

It does, or at least states that the game assumes they've had the chance to attain one by the time they reach 150+ XP.

Page 104

Black Box titled Knight-Level Play

After stating characters gain an extra 150 XP

and

"Further, characters constructed for this gameplay approach gain access to a basic lightsaber, or 9,000 credits' worth of starting gear"

But on the other hand what if one of my players picks a lightsaber specialization and invests a chunk of exp into improving that aspect of his character?

Having to run around with a Ancient Sword and be unable to use things like Reflect might kill his enjoyment of the campaign.

This seems like a good use of the "Training Lightaber" weapon. It's pretty clearly a lightsaber weapon, so I don't see a problem allowing players to use Reflect while wielding it.

You don't even need to "give" it to them, it's affordable with starting credits.

Additionally, when they're building the lightsabers, you can either allow them to swap out the training emitter for a crystal *or* say a training saber's a training saber, you gotta build a new hilt for that shiny new crystal you found.

I would recommend making clear your intentions and thoughts regarding lightsabers BEFORE any characters are made. That way, if you say "you won't be getting them easily, or soon" and the player still invests lots of XP into lightsaber form trees, then he can't get angry at you for poor investments.

IMHO, if you're starting a game at 0 earned XP and using the default campaign setting, you should gently discourage players from taking a lightsaber spec as their starting spec. While an important part of the system, these specs do not really facilitate the creation of deep or interesting PCs from the start.

IMHO, if you're starting a game at 0 earned XP and using the default campaign setting, you should gently discourage players from taking a lightsaber spec as their starting spec. While an important part of the system, these specs do not really facilitate the creation of deep or interesting PCs from the start.

While I agree that the lightsaber form specializations themselves don't lend much to the 'fluffy depth' of a staring PC, I think that the combination of the career and skill selection at character creation can suitably carry the load, i.e. I think a Jedi character can be made interesting based solely on career and skill choices.

If a certain 'saber form spec has the most appropriate starting skills for a PC concept, I don't see why the spec should be discouraged, even gently, as a starting spec.

Again, this is just my opinion.

Edited by LethalDose

Most in my Jedi campaign started with a non Form specialization. The only odd one is the Warrior career. You can be an Aggressor or a Starfighter Ace or you can take the Shii-Cho Knight. The Aggressor didn't fit the character very well and the Starfighter will be useful later on, but would be worse for how the campaign will progress. I recommended taking Shii-Cho Knight knowing that there would be some time before kyber crystals were found, much less learning how to construct a lightsaber from it. Even without a lightsaber there are useful talents. And the character is beginning with Enhance and Influence so will still be able to feel like a Jedi. Once she gets a lightsaber, though, she will be amazed at how good she is with it! (or perhaps everyone else will be... which is part of what she finds fun about taking it knowing that the reward for it is going to be delayed).