Lightsabers!.?.!.?

By swordfishson, in Star Wars: Force and Destiny RPG

Ok so I have a couple of questions surrounding lightsabers.

1. If I just buy a Hilt, what do I still need to get fully functional? I understand it's needs a cystal, but I'm looking for just the basic cystal to get the saber going, not any of the special ones.

2. Is there a way to go from having a normal lightsaber to a double bladed saber? To be precise, I asking if there is a way to modify/ change my existing Hilt to larger (or smaller) style of hilt.

3. Crossguard hilt like rylo ten, do they "exist" in this game?

4. Can one person have two (or more ) different colored lightsabers?

I've always remembered Aalya Secrua have a green and blue lightsaber, but I think in more recent stuff she only has a blue, also Revan had a red and purple - always, and I think ive seen others as well. (This is more of a star wars question than a game question) Also if a character had two different colors, I would always assume that both colors would "match" their personality/ connection with the force.

Alrighty, those are my current lightsaber questions, but I'll probably have more later. Thanks to everybody who comments, and like always any and all comments are welcome.

May the force be with you!!!

#1) If you've got a hilt, all you need is a lightsaber crystal and you're up and running.

#2) You'd pretty much have to rebuild the basic lightsaber into a double-bladed one. The Endless Vigil construction rules do provide an option to disassemble your current hilt to offset the cost of a newer hilt, so you can narrate that you used parts of the original single-blade 'saber to forge the new double-bladed hilt.

#3) Yes, in two fashions, both found in Endless Vigil. The first is a dedicated crossguard hilt, which lets you disarm a foe if they generate 3 threat or 1 despair on their combat check against you. The second is a build option from the construction rules that essentially lets you disarm your target for one less advantage.

#4) Yes, as there's nothing saying your individual lightsabers have to be the same color, and with Ahsoka's shoto having a yellow-green blade in Clone Wars, it's even canon. For double-bladed lightsabers, canon thus far is that both blades are the same color.

Your answers for 2-3 are exactly what I was looking for. PERFECT!

1. To clarify, which cystal do I need to equal the basic lightsaber stats?

Thank you for commenting!!!

52 minutes ago, swordfishson said:

Your answers for 2-3 are exactly what I was looking for. PERFECT!

1. To clarify, which cystal do I need to equal the basic lightsaber stats?

Thank you for commenting!!!

Illum crystal is the basic one which you can mod with mechanics to improve the stats on. You would need two crystals if you want a double bladed saber, they need to be of the same type. But I don't think you need to mod them individually.

30 minutes ago, Darth Revenant said:

Illum crystal is the basic one which you can mod with mechanics to improve the stats on. You would need two crystals if you want a double bladed saber, they need to be of the same type. But I don't think you need to mod them individually.

Technically, it's one crystal but double the cost.

Thank you to both of you this super helpful.

Also don’t forget the training emitter

6 hours ago, swordfishson said:

Your answers for 2-3 are exactly what I was looking for. PERFECT!

1. To clarify, which cystal do I need to equal the basic lightsaber stats?

Thank you for commenting!!!

If you look in the text blurbs for each of the lightsabers that come with a crystal already installed, they all say that they're using an Ilum crystal to get the base weapon stats. Some of the hilts (shoto for instance) do factor in modifiers to damage, or add other qualities, but the added qualities are spelled out in the hilt's stat line in the weapons chart.

12 hours ago, Darth Revenant said:

Illum crystal is the basic one which you can mod with mechanics to improve the stats on. You would need two crystals if you want a double bladed saber, they need to be of the same type. But I don't think you need to mod them individually.

You can also use lore...

13 minutes ago, TheShard said:

You can also use lore...

Been a while since I've checked the GM Kit rules, but I'm pretty sure that Knowledge (Lore) was only allowed for building the hilt under those specific set of hilt construction rules.

By RAW in the core rulebook, it's Mechanics (plus Force dice equal to Force Rating) that's rolled to modify a crystal, much as it would be Mechanics to modify any other type of attachment.

The Padawan Survivor universal spec from Dawn of Rebellion has talents that enable one's ranks in Knowledge (Lore) to modify the difficulty in building, repairing, and eventually modifying a lightsaber, but even then it's still a Mechanics check.

You can read it that way. But rules as written don't contain any caveats to using lore, it is presented as a normal alternative to mechanics. Which makes much more sense anyways especially regarding fine tuning the crystals.

Edited by TheShard

Or more likely; the GM can read the rules available to them (the latter of which is very important) and agree on what set of mechanics can be used for crafting a lightsabre. One thing that isn't talked about very often is that the GM can control what content is allowed in their game. So for example it's perfectly reasonable in a force and destiny game to completely forbid weapon crafting in special modifications. Likewise the GM can agree to use something else.

Like if the GM likes the idea of using lore in the modifications? Sure, it's a pretty obscure application of mechanics that is as much mystical as it is physical, not something the average grease monkey would know a great deal about, yet not so much so that Anakin literally didn't use like 3-5 of them in the PT. After all in their prime days the Jedi honestly had no shortage of crystals from Ilum as while it was their weapon of office, their personal lightsabres meant very little to them as a procession. it was much more the lack of knowledge that made their construction much more rare in the years to follow.

So on that front I would encourage a chat with your GM to determine whether this is appropriate. After all as much as we can give recommendations, I feel personally it's important for all the players to be able to talk about things so they are clear on where others stand.

Well I'm actually opposed to the idea that the gm is the rules gate keeper. This is RAW, a gm should have the discussion with players if they want to house rule it differently. Its ok to houserule but players should also help decide.

On 10/2/2018 at 10:59 AM, Donovan Morningfire said:

Been a while since I've checked the GM Kit rules, but I'm pretty sure that Knowledge (Lore) was only allowed for building the hilt under those specific set of hilt construction rules.

By RAW in the core rulebook, it's Mechanics (plus Force dice equal to Force Rating) that's rolled to modify a crystal, much as it would be Mechanics to modify any other type of attachment.

The Padawan Survivor universal spec from Dawn of Rebellion has talents that enable one's ranks in Knowledge (Lore) to modify the difficulty in building, repairing, and eventually modifying a lightsaber, but even then it's still a Mechanics check.

Lightsaber construction rules are all over the place. A little bit here, a little bit there, it's kind of a mess.

At my table, you can use Lore to modify the crystal only. I think any Jedi worth his salt should be able to beef up his crystal. However, the actual construction of the hilt and any other modifications require Mechanics. A basic hilt isn't tough, so you should be able to do that without much trouble, but if you want something bizarre, you need the crafting chops to back it up.

I personally like the crafting rules in Endless Vigil . I find they give the greatest opportunity to create truly unique lightsabers. As for using Lore, I don't think that's a problem either, given that it is a RAW option given in the GM kit.

Edited by Tramp Graphics
On October 5, 2018 at 1:34 PM, Tramp Graphics said:

I personally like the crafting rules in Endless Vigil . I find they give the greatest opportunity to create truly unique lightsabers. As for using Lore, I don't think that's a problem either, given that it is a RAW option given in the GM kit.

I created a table for attuning to lightsaber crystals that's heavily inspired by the crafting rules in endless vigil and the book Ahsoka. I'll have to post it sometime. I've never used them, but they seem fun.

6 hours ago, ghatt said:

I created a table for attuning to lightsaber crystals that's heavily inspired by the crafting rules in endless vigil and the book Ahsoka. I'll have to post it sometime. I've never used them, but they seem fun.

I'd love to see that. I have multiple players who are looking to attune crystals soon and I want to give them something more than just "Be at Morality 71" or "Make one Discipline/Lore/etc check"

Hmm, I will see what I can do. I’ve got to set up the PC in that the files are on, been doing some cleaning lately. I’ll PM you and let you know. Might be a couple days though.

On 10/15/2018 at 10:14 AM, rogue_09 said:

I'd love to see that. I have multiple players who are looking to attune crystals soon and I want to give them something more than just "Be at Morality 71" or "Make one Discipline/Lore/etc check"

Alrighty, finally got the computer set back up and reformatted some of the document as I had forgotten to reinstall the fonts after I reinstalled my OS some months back. It's a pretty rough draft at the moment, and it hasn't been playtested at all, so keep that in mind. Also, probably a good idea to know that these rules could lead to some imbalance within your group depending on how players roll. I personally don't mind that, but some people won't react well if one guy rolls well and they don't. Just stuff to keep in mind.

https://drive.google.com/file/d/1j5hmI4QYuT9l5AWHauEq-sk4Ra6Vhm-2/view?usp=sharing

If you have any questions or thoughts/feedback feel free to PM me, I don't bite.

Edit: If it's not clear, these are rules of my own creation and do not reflect those of the developers or be construed as RAW to F&D in any way or form.

I went ahead and made a thread for this, as I don't want to hijack swordfishson's. Please direct any comments toward the following thread. Thanks.

Edited by ghatt

I think people need to read the GM toolkit which is badly written a little more closely. Lore is only used when the person does not know how to build or modify a lightsaber. Its also a formidable or daunting task. Your basically using lore to piece together through trial and error how to hodgepodge a lightsaber together from bits and pieces of Jedi lore you learned. People who know use mechanics with a much easier check. Personally I use either mostly depending on how the person roleplays the process they use to construct it...

On 10/2/2018 at 12:18 AM, Darth Revenant said:

Illum crystal is the basic one which you can mod with mechanics to improve the stats on. You would need two crystals if you want a double bladed saber, they need to be of the same type. But I don't think you need to mod them individually.

The GM can choose to use two crystals instead of one but the book says one please see below its on page 176 Force and destiny. If the GM decides to use 2 instead of 1 just make sure you alter the hard points on the double bladed lightsaber since it only has 3 or else you will not have enough hardpoints for two crystals.

double bladed one crystal.JPG

On 10/2/2018 at 12:59 PM, Donovan Morningfire said:

Been a while since I've checked the GM Kit rules, but I'm pretty sure that Knowledge (Lore) was only allowed for building the hilt under those specific set of hilt construction rules.

By RAW in the core rulebook, it's Mechanics (plus Force dice equal to Force Rating) that's rolled to modify a crystal, much as it would be Mechanics to modify any other type of attachment.

The Padawan Survivor universal spec from Dawn of Rebellion has talents that enable one's ranks in Knowledge (Lore) to modify the difficulty in building, repairing, and eventually modifying a lightsaber, but even then it's still a Mechanics check.

Yes starting out it was a mechanics check to build the lightsaber and modify the crystal. Then when more books came out they also added lore to building the lightsaber. You still have to use Mechanics to modify the crystal and not lore unfortunately. The GM can change this though its up to him.

10 hours ago, Metalghost said:

Yes  starting out it was a mechanics check to build the lightsaber and modify the crystal.  

Starting out it was no check beyond the purchase check and just "a few hours" to assemble. No mechanics check required.

On 11/12/2018 at 10:50 AM, Ghostofman said:

Starting out it was no check beyond the purchase check and just "a few hours" to assemble. No mechanics check required.

Was that beta?

Just now, Metalghost said:

Was that beta?

It may have been, but I'm citing the finished rules. "Lightsaber Hilts" breakout box pg 177. The last sentence is literally:

Quote

Then it is a simple matter of spending a few hours putting the materials together to build the hilt-no checks are necessary.