Lightsaber Construction

By Grayfax, in Star Wars: Force and Destiny RPG

After reading the Force and Destiny GM Kit on Lightsaber Construction, I am very pleased to have made the purchase. The section on acquiring the crystals was also well done, especially if we are searching for crystals to make our own lightsabers... because... why the hell not? Right? I mean, why skip some of the most iconic moments of training just to kill stuff?

Ok, enough of that.. on to my question. In the "Crafting a Lightsaber" section on page 23 the following apperars:

"If successful, the character gains a basic lightsaber hilt, as found on Table 5-8... on page 177 in F&D CRB. However, for taking the time and effort to construct a hilt, he gains one additional benefit. When the character adds his first attachment (including a lightsaber crystal) to the hilt, he may automatically install one mod on that attachment without making a Mechanics check (he counts as automatically passing the check). This still counts towards the total number of mods installed on the attachment."

Table 5-8 just lists hilts. Basic, Double-Bladed, Pike and Shoto. Should this refer to a different table? I could see that it probably should reference Attachments (Table 5-12 on F&D CRB 193 with descriptions starting on 195), though most of those are going to be pretty pricey for a basic lightsaber hilt (maybe later in a career), and the overwhelming majority of Lightsaber Attachments are other crystals, which is not what we are looking for.

Secondly, colors of lightsabers. I was surprised there was no guidance on this or referencing what kinds typically produce what colors. (Or else I missed it in looking at specific areas). I know it is mostly flavor and fluff, but there have always been some kinds that were certain colors.

So, the first part is saying you make a basic lightsaber hilt and references the page in the core where it is. And that's it. The second part is that when you put in the first attachment into the hilt (this includes lightsaber crystals), you get the mod for free (skipping the 100 credit cost and 1/3 difficulty Mechanics check). You don't get attachments for free.

Most people have a general preference for a color, so it's really just up to the GM or player to pick one out. While it probably should note the colors that some crystals usually are, there's some thought that color is only actually applied to a color when a Jedi becomes attuned with it, in which case, it becomes up to the GM or player to figure out.

Edited by Lathrop

Ahh... the 100 credit part. Yeah, that's what I was missing. I knew it did not mean there was no cost in additional attachment but I did misinterpret it a bit. Thanks.

Guess we will get additional modifications in supplemental books...

he may automatically install one mod on that attachment without making a Mechanics check (he counts as automatically passing the check). This still counts towards the total number of mods installed on the attachment."

So what you really get is skipping the check which you were going to pass anyway? Hmm...

he may automatically install one mod on that attachment without making a Mechanics check (he counts as automatically passing the check). This still counts towards the total number of mods installed on the attachment."

So what you really get is skipping the check which you were going to pass anyway? Hmm...

Big reason players would want to build their hilt with a check instead of none, is that Triumphs can add HP. That and Artisans would want a check so they can use Intuitive Improvements.

Triumphs can add HP

See? That is a nice improvement.

Yep, I was already heading that way with my Artisan Mechanic, so I wasn't really worried about the check for him. Though the Lightsaber Montage in later days may feel more like rolling up a character for Baldur's Gate... queue the music... we're rolling for 2 Triumphs... and I won't stop until I have it.... it's just credits and time.

Which would explain why many good lightsaber hilts were found in the long forgotten jedi temple... and how the trainer sabers were easily acquired.

I am looking forward to laying this scene out for the players and personalizing it to their future path mixed in with what they know and can do. A hint at things to come as they connect with the force for some. The manipulation of the pieces without touching them. The overlay of how to make the hilt from a spectral hand.

You know, sometimes it is easy to overlook the actual canon (currently) when searching for answers:

KYBER CRYSTAL (LIGHTSABER CRYSTAL)

At the heart of every Jedi lightsaber is a kyber crystal found on several planets, most notably the icebound caves of Ilum. This crystal is attuned to the Force, and connected to a Jedi Knight on a deeply personal level. In this way, a lightsaber is an extension of a Jedi's Force awareness. Because Jedi let the Force guide their selection of the crystal, the vibration that the crystal creates in the lightsaber blade helps Jedi center themselves and find balance in the Force. In this way, a Jedi can center his or her attention beyond the distractions of combat. A lightsaber crystal is colorless until first attuned and connected to a Jedi -- at which times it glows either blue or green, or in some rare instances, another shade. From that point on, it retains that hue.

http://www.starwars.com/databank/lightsaber-crystal

So, I guess that would totally answer my question on colors for kyber crystals. Come to think about it, that would have been a very easy sidebar to include in the core rulebook.

You know, sometimes it is easy to overlook the actual canon (currently) when searching for answers:

KYBER CRYSTAL (LIGHTSABER CRYSTAL)

At the heart of every Jedi lightsaber is a kyber crystal found on several planets, most notably the icebound caves of Ilum. This crystal is attuned to the Force, and connected to a Jedi Knight on a deeply personal level. In this way, a lightsaber is an extension of a Jedi's Force awareness. Because Jedi let the Force guide their selection of the crystal, the vibration that the crystal creates in the lightsaber blade helps Jedi center themselves and find balance in the Force. In this way, a Jedi can center his or her attention beyond the distractions of combat. A lightsaber crystal is colorless until first attuned and connected to a Jedi -- at which times it glows either blue or green, or in some rare instances, another shade. From that point on, it retains that hue.

http://www.starwars.com/databank/lightsaber-crystal

So, I guess that would totally answer my question on colors for kyber crystals. Come to think about it, that would have been a very easy sidebar to include in the core rulebook.

It's an RPG though, so when you mention attuning and deeply personal connections people translate that into special bonuses. It gets really weird sometimes how people will take a line of fluff and turn it into a hard and complex rule that does more harm then good.

In my game, I use a mix of Canon and Non Canon. When a character constructs their lightsaber, I allow the player to choose the color. However, I do not allow Red, Black, or Silver. In my slice of Star Wars, these colors are produced through synthetic crystals or secret techniques.

Yeah, normally attune is going to carry benefits. I consider carrying a lightsaber to be a benefit (and a whole lot of trouble). I'll add storyline wonderment and bonus potential in construction and if they complain about it, we'll walk through a rebuild of a blaster, screw by screw, washer by washer. They'll see how boring and non-customizable it is and be GRATEful for the kyber crystals in the future... 75% kidding... but we'll see...

I agree with the red, black and silver colors. Looking forward to seeing what comes up.

I'll probably add some special effects if they find some of the others listed to describe its difference. Non-mechanical effects, just description. Man, I wish I was an artist and could put down what my mind can see... would be very helpful with showing players...

Red and Black, sure. Silver however, in the EU, is produced by the naturally occurring Durindfire gems of Tatooine. They are, however, super rare, probably similar to KDP rare, and even then sometimes are not large enough to facilitate becoming a lightsaber crystal.

he may automatically install one mod on that attachment without making a Mechanics check (he counts as automatically passing the check). This still counts towards the total number of mods installed on the attachment."

So what you really get is skipping the check which you were going to pass anyway? Hmm...

Big reason players would want to build their hilt with a check instead of none, is that Triumphs can add HP. That and Artisans would want a check so they can use Intuitive Improvements.

Hang on a second. Where is this from? I didn't see it in the mods/ attachments or the lightsaber entries in the gear...

he may automatically install one mod on that attachment without making a Mechanics check (he counts as automatically passing the check). This still counts towards the total number of mods installed on the attachment."

So what you really get is skipping the check which you were going to pass anyway? Hmm...

Big reason players would want to build their hilt with a check instead of none, is that Triumphs can add HP. That and Artisans would want a check so they can use Intuitive Improvements.

Hang on a second. Where is this from? I didn't see it in the mods/ attachments or the lightsaber entries in the gear...

GM Kit.

Also I understand why they made no mention of lightsaber colors. It's a flavor thing, one that has a lot of different interpretations. It makes sense not to go into something that has no real mechanical benefit. Best to let the GM's decide how they want to handle it.

Looking at the basic hilt, it has 5 HP. Looking through the lightsabre attachments, the most I've been able to rack up is 3HP of attachments. (Could be four - I think there is a type of Crystal that takes 2HP). Am I right in thinking it's not actually possible to max out a basic hilts HP?

Dual-Phase Modification: 2 HP

Extended Hilt: 1 HP

Any Crystal: 2 HP

Superior Hilt Personalization: 1 HP

Yeah, it won't happen often, but you could go over the basic 5 and need a Triumph. I expect we will see more in the future.

Dual-Phase Modification: 2 HP

Extended Hilt: 1 HP

Any Crystal: 2 HP

Superior Hilt Personalization: 1 HP

Yeah, it won't happen often, but you could go over the basic 5 and need a Triumph. I expect we will see more in the future.

Couldn't you also add the curved hilt mod for 7 total HP worth of attachments? I admit it would be weird to have an "extended curved hilt" but I don't see where it's disallowed.

oh, and some crystals require 2 HPs, and others only 1. My bad, they all look like they take 2. Thanks for calling me on that, Grayfax

Edited by LethalDose

I guess technically, though as a GM, I don't think I would allow it as the extended hilt is leveraging additional power with two hands while the curved hilt is for flexibility and control, typically for a one-handed user. Again, technically, but I would need a strong case for that...

Just curious, which crystal is only a single hard point? I am seeing all at 2, from Ilum to Krayt Pearl... granted, I'm only looking at the F&D CRB at the moment (I got cat-sat so can move her if needed, but...)

Just curious, which crystal is only a single hard point? I am seeing all at 2, from Ilum to Krayt Pearl... granted, I'm only looking at the F&D CRB at the moment (I got cat-sat so can move her if needed, but...)

Nope, you're right. I must've gotten confused looking at the other attachments. Edited my original post.

Dual-Phase Modification: 2 HP

Extended Hilt: 1 HP

Any Crystal: 2 HP

Superior Hilt Personalization: 1 HP

Yeah, it won't happen often, but you could go over the basic 5 and need a Triumph. I expect we will see more in the future.

Dual-Phase Modification: 2 HP

Extended Hilt: 1 HP

Any Crystal: 2 HP

Superior Hilt Personalization: 1 HP

Yeah, it won't happen often, but you could go over the basic 5 and need a Triumph. I expect we will see more in the future.

Couldn't you also add the curved hilt mod for 7 total HP worth of attachments? I admit it would be weird to have an "extended curved hilt" but I don't see where it's disallowed.

oh, and some crystals require 2 HPs, and others only 1. My bad, they all look like they take 2. Thanks for calling me on that, Grayfax

Ah, for some reason I had mentally excluded Curved Hilt and Extended Hilt from being both possible at the same time. Though by the rules you can have them at the same time. Rather odd mental image, but thanks both of you. The other one I missed was the Dual-Phase attachment taking 2HP. Though I can't visualize that without finding it silly. The mental image of two Jedi battling, blades locked dramatically between them and then one presses their hidden Extend button and jabs the other in the face with their telescopic blade... It's just funny somehow. Better make sure you don't press the wrong button:

handed-most-dangerous-weapon-in-galaxy-l

Edited by knasserII

The other one I missed was the Dual-Phase attachment taking 2HP. Though I can't visualize that without finding it silly. The mental image of two Jedi battling, blades locked dramatically between them and then one presses their hidden Extend button and jabs the other in the face with their telescopic blade...

This is pretty much *exactly* how the ability gets used. Or you shorten it, to throw your opponent off balance when the sabers don't connect like they expect (but they're pretty much swinging for you anyway so not blocking it means you gonna get hit...)

he may automatically install one mod on that attachment without making a Mechanics check (he counts as automatically passing the check). This still counts towards the total number of mods installed on the attachment."

So what you really get is skipping the check which you were going to pass anyway? Hmm...

Not a guaranteed pass. The mechanic in our group with a pool of GYYYY has failed a few times installing attachments and mods.

he may automatically install one mod on that attachment without making a Mechanics check (he counts as automatically passing the check). This still counts towards the total number of mods installed on the attachment."

So what you really get is skipping the check which you were going to pass anyway? Hmm...

Not a guaranteed pass. The mechanic in our group with a pool of GYYYY has failed a few times installing attachments and mods.

the rule is install on mod free automatic pass. its in the gm screen.

Yes, you can fail. But given the -2 difficulty when modding your saber and the adding your FR when modding your crystal, GYYYY+FR vs P seems a quite advantageous roll.

About the attachments you can add to a saber, guys, don't forget Shadowsheath and Paired Weapons.

But every extra mod adds 1 to the difficulty so even with the -2 different you will still start rack up the difficulty