Lightsaber Construction

By Grayfax, in Star Wars: Force and Destiny RPG

Yeah, the Dragite Gem can be modified to have Concussive 1, so while it won't have a huge damage output, the ability to deny a target their action each round isn't to be overlooked.

Saw this get used in a Beta test session to completely shut down an Acklay for three consecutive rounds, which that alone probably saved the characters from being lunch.

^ That story is why all lightsabers should have a low-power mode (i.e. a stun setting). Sparring with a weapon that can kill someone on an 'oops' is just foolishness.

^ That story is why all lightsabers should have a low-power mode (i.e. a stun setting). Sparring with a weapon that can kill someone on an 'oops' is just foolishness.

Hows does the training emitter not solve this directly? It costs 0 credits and no roll to swab out a crystal for the emitter.

If you're sparring and the Sith show up, you don't have time to fool around swapping another crystal in. :P According to wookieepedia Legends, "A blade power adjustment knob was sometimes installed to allow the wielder to vary the power of the blade." Apparently there were some practical lightsaber makers.

^ That story is why all lightsabers should have a low-power mode (i.e. a stun setting). Sparring with a weapon that can kill someone on an 'oops' is just foolishness.

That's why things like the training emitter exist. There's also the matter of the Jedi mindset that the only time you draw your lightsaber is when you are fully willing to kill the other guy. Not unlike sensible firearms usage; you only point a gun at someone if you're 100% willing to end that person's life. Having a "stun" setting on a lightsaber negates a large part of that mindset, as it allows/encourages a Jedi to be far more aggressive than they rightfully should; for a Jedi, attacking someone is the measure of last resort, an idea reinforced by them carrying an incredibly lethal weapon.

Of course, part of the problem with that example is that it was written in the 90's, when the Star Wars canon really wasn't codified and a number of authors just wrote stuff to create drama/tension rather than think if it made sense within the greater setting. It was also done as part of Luke's early half-arsed Jedi Praxuem days when the authors really didn't have any notion about how one would go about being trained as a Jedi beyond the crash-course on Dagobah that Luke received in ESB. The result was incidents like that as well as a number of Dark Jedi that were failed students of the Yavin IV academy. One of many reasons I don't mind the old EU being shunted off into "Legends;" the less of Kevin J. Anderson's tripe that exists in the overall canon, the better.

If you're sparring and the Sith show up, you don't have time to fool around swapping another crystal in. :P According to wookieepedia Legends, "A blade power adjustment knob was sometimes installed to allow the wielder to vary the power of the blade." Apparently there were some practical lightsaber makers.

Sith aren't exactly a numerous bunch, but if that's even remotely a concern, you shouldn't really be sparring, now should you? You can either:

  • Replace the crystal as soon as you're done
  • Build a second 'saber that you keep your training emitter in (this shouldn't be a problem for any Jedi that's already built one saber)

DM raises another good point re: the mindset you should be in when a deadly weapon is drawn.

If you're sparring and the Sith show up, you don't have time to fool around swapping another crystal in. :P According to wookieepedia Legends, "A blade power adjustment knob was sometimes installed to allow the wielder to vary the power of the blade." Apparently there were some practical lightsaber makers.

Sith aren't exactly a numerous bunch, but if that's even remotely a concern, you shouldn't really be sparring, now should you? You can either:

  • Replace the crystal as soon as you're done
  • Build a second 'saber that you keep your training emitter in (this shouldn't be a problem for any Jedi that's already built one saber)

DM raises another good point re: the mindset you should be in when a deadly weapon is drawn.

Yep. If you want a sparring/training weapon, you buy/build one for that purpose.

You don't carry a pistol with a simunition slide and barrel to practice by shooting your friends, and also carry the normal slide/barrel and magazines of real ammunition.

You carry a real pistol with live ammo, and keep a simunition-ready one handy for when you train.

The way I've read the weapon mods from the EotE, AoR and F&D, the Light saber mods are strictly just for light sabers, however weapon mods as well as other mods can also be used on a light saber, why wouldn't they. The suggestion for the stealth mods to make the weapon easier to hide seems to support this, and Ezra's Blaster-Saber could all be made by taking this into consideration. Obviously some mods could go break the logic of how a light saber works.

Looking at the spinning light saber that the inquisitor uses, what did it really do? helped him block blaster shots, and he used it to spread his foes out from near him.

I look at it as what does the mod do and then what might it look like. I think that if you take a look at what you want as an end result or effect, then add mod and deduct HP from the saber. Then keeping in mind that the light saber is a unique weapon in that part of its abilities are guided by the wielders force capabilities and are a personal extension of them.

Imagine a Bounty Hunter- Gadgeteer/Jedi career X with specialty Y. That Bounty Hunter - Gadgeteer could have a field day customizing a light saber.

KSW

You know... that's a heckuva a viewpoint. I'm not sure that I really looked at it like that, but it certainly makes sense. It is a weapon after all, it just has specific mods that only work for "lightsabers". I'm going to have to get home and look at these again with a different lens and see what I'm seeing. Thanks Doktor Grym... I appreciate your ability to provide a wide angle perspective. Common sense should show which ones would work best for niche applications... though flights of fancy can be just as entertaining...

I've been toying around with how I would build a light saber as a Jedi Shadow post Jedi purge.

Within common sense, I completely agree that weapon mods are just as applicable to light sabers.

I seem to remember sometime in my youth reading something about lightsaber users that built their sabers with internal controls only accessible by the force. I would assume that would be a 1 point mod that would require the Move power to ignite (base if personally built, higher level for an appropriated saber), preventing others from using it. Its logical that with internal controls, this sort of attachment could be futher modded so the emmiter would be covered when not in use, adding black die to any attempt to ID the weapon as a light saber.

I would then add a Stun Pulse attachment (Force and Destiny pg 194) to the opposite end from the hidden emitter. You would have what effectively looked like a stun stick. Sure, logically you would need to know the Brawl or Melee skill to apply the stun effect, but being able to carry around lightsaber disguise as a low power personal defense weapon would be huge for Jedi in hiding or undercover.

Personally, I would probably go ahead and add a curved hilt as well, and keep it holstered in a BlasTech Model 58 Concealment Holster (Dangerous Covanents pg 59) as well. Shadows that followed this route would also probably become experts at the reverse grip techniques.

I'm not exactly sure if this is the right thread, but...

Under the rules, a character is only allowed to ad a single crystal to his lightsaber. Why is that? This flies in the face of established lore. According to all previous sources, a lightsaber could hold up to three crystals . In KotOR, for example, you had the main color cystal (Dantari in this case), and two others (such as the Kryat Dragon Pearl and Saphith Gem) that altered the stats. Another example being Corran Horn's Dual Phase Lightsaber. His saber also used two different crystals, and when he turned the selector to change the blade's length, it did so be rotating out one crystal for the other. Vader's saber could change length as well by adjusting the distance between the three crystals in his hilt. So, what's the deal, Why limit it to only one crystal, and why do they take up 2 hard points?

To make it easy: because it became cannon due to the Clone Wars series, where you learn that younglings build theire first lightsaber and only use one "special attuned kyber crystal" that determints the color and its basic powers (even so in cannon it seems there are no differents between the strength of different lightsabers only color changes...)

In this System: They had to use one way that wouldn´t complicate everything (it´s hard enough to find ONE crystal...), and each crystal changes a lot of stats (while in KOTOR or Force Unleashead the Crystals always only change 1-2 parameters)

As for the special effects you can use different attachments, the "Dualphase emiter" is just what Corran Horn and vader used to extend the blade (if you want to have a color change well talk to your GM), also there is a Special attachment (I think in the guardian book, but not sure) that allows you to put in 3 Different Crystals at once (without extra cost for those 2). that way you could change between the three crystals with an incedental.

Cyclic Crystal Array is the attachment that lets you mod a lightsaber with up to 3 crystals.

Ok I have some things to add here:

I don't remember if this was in the D6 or d20 system, but I remember a few saber mods that don't seem to be in this system:

- The "stay-on" switch for like, when you throw a saber it needs to stay ignited.

- The pressure switch, that does the opposite, turns off the saber if it flies from your hand

- Placing the switch inside the saber, so as for it to only be operable using the Force

And then an idea I had once:

- Fingerprint (or DNA maybe? It's Star Wars after all) recognition. Only YOU can use your saber. Dark Side version could do damage to the wielder, like Blade the Daywalker's blade. Or, like the movie sword, maybe just a hidden switch so someone else can use it IF they know the secret.

- The "stay-on" switch for like, when you throw a saber it needs to stay ignited.

- The pressure switch, that does the opposite, turns off the saber if it flies from your hand

In my game, these two are largely not needed. There's a talent to throw your lightsaber, but no mention of needing special equipment to keep it on. The same for involuntarily leaving your hand. In the movies, the only time a blade remains on, is when it's intentionally being thrown.

Furthermore, if special equipment was needed for either function, what would the default behavior be?

- Placing the switch inside the saber, so as for it to only be operable using the Force

This I could get behind. I remember fondly a character I made in SAGA with such an upgrade. But it was entirely for RP reasons. I can't recall a single instance when the upgrade ever paid off. Except maybe to prevent inter-party shenanigans, but that's a different topic entirely.

- Fingerprint (or DNA maybe? It's Star Wars after all) recognition. Only YOU can use your saber. Dark Side version could do damage to the wielder, like Blade the Daywalker's blade. Or, like the movie sword, maybe just a hidden switch so someone else can use it IF they know the secret.

This already exists in the Edge of the Empire line. It's called a "Genelock" attachment and does precisely what you described.

Edited by kaosoe

In the movies, the only time a blade remains on, is when it's intentionally being thrown.

No. Luke loses his hand, saber flies off AND shuts off. But Vader throws it at him and it stays on. Hmmm.

Furthermore, if special equipment was needed for either function, what would the default behavior be?

I'd say default is switch on, stay on until switched off. But this doesn't explain why Luke's (really Anakin's) saber shut off in TESB, does it?

And then of course, it'd be like, each of the switch ideas is for a different "default" behavior. Hmm.

This already exists in the Edge of the Empire line. It's called a "Genelock" attachment and does precisely what you described.

Wait, so using common sense, we can take any attachment from any book in the three series and add it to a saber then? COOL! And thank you, I'm not familiar with EOTE at all so I didn't know that.

In the movies, the only time a blade remains on, is when it's intentionally being thrown.

No. Luke loses his hand, saber flies off AND shuts off. But Vader throws it at him and it stays on. Hmmm.

Furthermore, if special equipment was needed for either function, what would the default behavior be?

I'd say default is switch on, stay on until switched off. But this doesn't explain why Luke's (really Anakin's) saber shut off in TESB, does it?

And then of course, it'd be like, each of the switch ideas is for a different "default" behavior. Hmm.

This is one of those storytelling details. We see them happen on screen, but there's no reason for them other than the cinematic experience. This game doesn't make any specific rulings on how the on-switch of a lightsaber works; all of those things described can be done without contradicting anything from the rules, because it's a non-issue.

This already exists in the Edge of the Empire line. It's called a "Genelock" attachment and does precisely what you described.

Wait, so using common sense, we can take any attachment from any book in the three series and add it to a saber then? COOL! And thank you, I'm not familiar with EOTE at all so I didn't know that.

Kind of, sort of, not quite. Almost every single attachment lists what it is compatible with; it just so happens that the gene-lock is compatible with any handheld weapon. Usually the last paragraph/sentence mentions what it's compatible with.

In the movies, the only time a blade remains on, is when it's intentionally being thrown.

No. Luke loses his hand, saber flies off AND shuts off. But Vader throws it at him and it stays on. Hmmm.

I'm confused by this one. I don't recall a character dropping or losing a saber (due to a hand being cut off) and the saber remaining active. I do recall every time a saber is intentionally thrown at another person or thing (inquisitors, Vader, Yoda) that it remains on.

Reviewing the Luke vs Vader scene on Bespin, it happened as I remembered. Luke loses hand, lightsaber extinguishes shortly thereafter. But I think I'm not understanding something.

In any case, if these are upgrades/modifications that are missing for your game, you should come up your own spin in these. If you are not the GM, talk to your GM and see if you both can't come up with something cool and fits your needs.

In the movies, the only time a blade remains on, is when it's intentionally being thrown.

No. Luke loses his hand, saber flies off AND shuts off. But Vader throws it at him and it stays on. Hmmm.

I'm confused by this one. I don't recall a character dropping or losing a saber (due to a hand being cut off) and the saber remaining active. I do recall every time a saber is intentionally thrown at another person or thing (inquisitors, Vader, Yoda) that it remains on.

Reviewing the Luke vs Vader scene on Bespin, it happened as I remembered. Luke loses hand, lightsaber extinguishes shortly thereafter. But I think I'm not understanding something.

In any case, if these are upgrades/modifications that are missing for your game, you should come up your own spin in these. If you are not the GM, talk to your GM and see if you both can't come up with something cool and fits your needs.

I'm saying, these two scenes show lightsabers behaving differently. In both cases they fly off. Vader's stays on, Luke's shuts off. So, why?

I see some possibilities:

Vader's has the "default" push on push off switch. It ignites and stays on no matter what, until he presses the button again for it to shut off.

Anakin's (in Luke's possession) maybe does the other thing, where it only stays on if you keep holding the button down, hence why it shuts off as soon as it leaves Luke's hand. I can see how this would limit maneuverability in combat but...

Maybe there's a third option, maybe Vader's is the same way I'm implying Anakin's was, but he's holding the button down using the Force while he's throwing it;

Or maybe a fourth option: Default push on/off button but with a secondary lock type thing.

The default under the old D6 system, and old canon, was if you released the grip, it would shut off. It required a lock-on switch to remain on if you dropped it or threw it. Vader's saber specifically had a lock-on switch. Luke's didn't. That's why Vader could throw his and keep the blade lit, while Luke's deactivated once he dropped it.

The default under the old D6 system, and old canon, was if you released the grip, it would shut off. It required a lock-on switch to remain on if you dropped it or threw it. Vader's saber specifically had a lock-on switch. Luke's didn't. That's why Vader could throw his and keep the blade lit, while Luke's deactivated once he dropped it.

Yes! This is what I remember from the old systems.

But also, I want to see a Sabercopter in the rules (that inquisitor spinning saber. Yes, I've named it now).

This is all well and good. But when are they going to introduce the 'Casual/Nonchalant' ignition matrix used by Vader in Ep 5?

The initial face-off with Luke and Vader has always amused me; Luke ignites his saber and it's extended in a split second (as normal), Vader's ignites his saber... Which extends sooo slowly by comparison (You can almost hear Vader's thoughts along the lines of "Yeah? Really, boy? You wanna do this?")

:D

I think it's great that there is no colour-rules.

The default under the old D6 system, and old canon, was if you released the grip, it would shut off. It required a lock-on switch to remain on if you dropped it or threw it. Vader's saber specifically had a lock-on switch. Luke's didn't. That's why Vader could throw his and keep the blade lit, while Luke's deactivated once he dropped it.

Or could just be that Vader was using the Force to keep his lightsaber ignited during the throw, with Yoda doing exactly the same when he hurled his 'saber into the chest of a Clone Trooper in RotS. They're both incredibly talented Force users, and in game would have the Saber Throw talent (which itself is a Force talent), which enables them to throw a lightsaber and not have it switch off the moment it leaves their hands. The Grand Inquisitor from SW Rebels would probably have this same talent as well, given his frequent usage of the technique.

As kaosoe noted, the vast majority of the time that we see a lightsaber be forced from the wielder's hands, the weapon shuts off. About the only time that doesn't happen is when it's being deliberately thrown as an attack.

But if you really must have a lock-on switch for your saber, ask your GM to let you add it as a feature when building the lightsaber hilt at the cost of an advantage.