Tales of the Jedi: Knights of Selani Sector


Rules: Lightsabers in the WEG SW:RPG

With adaptations of material by Todd DeWolffe, Gary Sarli, and the collaborators of the old "Jedi Handbook."

The signature weapon of the Jedi Knights, the truth of the lightsaber is often confused with rumor and hearsay, as the Jedi hold most of the technologies and techniques secret from the general populace of the Galactic Republic. The basic design of lightsabers has been relatively unchanging for thousands of years of Republic history. The ancient Jedi did not have high technology power cells and superconductors at their disposal, but were able to use carefully guarded ancient techniques to accomplish the same feats as modern science. For simplicity, the Jedi are known to use modern technologies in the construction of lightsabers, especially when in need, but Jedi Masters often force an apprentice to demonstrate their full knowledge of the fundamentals of lightsaber construction, design, and repair, using nothing but the ancient Jedi techniques.

Lightsaber Construction

TotJ Companion notes it takes a month of uninterrupted work. SW months are 7, 5 day, weeks have it take 8hrs a day x 7 weeks (35 total days). The SW Sourcebook mentions that it takes an average of a month, with some students spending up to a year rebuilding an old saber or building a new one, but that Jedi Masters during the Clone Wars did it in as few as 2 days. Starting from complete scratch, there are at least 12 tasks to be completed. At 2D hours each, they average 84 hours to be completed, without any double-checks. Operating without a selectable length adjuster and with only 1 focusing crystal (the bare bones), the average is 70 hours. By sacrificing water-resistance, the average falls to 2/3 normal (47 hours average for the .bare bones.). With pre-prepared components (handles, focusing crystals, power supplies, emitter matrices, lens assemblies, power conduits), construction can be shortened to assembly steps (5 tasks). Jedi apprentices are always doing the bidding of their Master so rarely have even 4 hour days to work on their lightsaber, in addition to their other training. Any task that goes to double the difficulty number is completed in half the rolled time OR the listed bonus, players choice. A Jedi Master, if the rolls go good, could well get done in 2 days, assuming he doesn.t mind losing some sleep and doesn't do too many cross checks.

The construction, repair, and modification of the basic lightsaber design are accomplished with the skill Lightsaber Repair, and is in almost all cases a necessity for the Apprentice to reach the level and status of Jedi Knight (amongst the other requirements).

Lightsaber Repair

The skill of construction, repair, and modification of a lightsaber, requiring blueprints.
Time Taken: Construction, see below. Repair, in general, 15 minutes, 1 hour, 1 day, 2 days. Customized to circumstances.
Specialties: Construction, specific variations (ex. Lightstaff Construction), Repair, specific variations (ex. Lightstaff Repair), and specific components (ex. Focusing Crystal, Emitter Matrix, etc)

Components

  1. 1-3 Focusing Crystal(s)

    - Using 2 Mephite-cut focusing crystals subtracts 1 from difficulty number of the lightsaber (-2 w/ Pontite-cut ). 3 x Mephite-cut subtract 2 (-3 with Pontite-cut).
    Focusing crystals are a fundamental component of the lightsaber, focusing the raw energy from the power source into the coherent pure-energy blade. The best lightsabers use natural focusing crystals, but synthetic ones can be forged using a few basic elements and a small furnace. Natural focusing crystals are found in many systems, and have many industrial uses ranging from laser and holographic projection apparatuses to computers and weapon guidance systems. Multiple crystals are necessary for a fully adjustable blade, by rotating and varying the separation between the crystals, their different facets, and the amount of power flowing between them. One crystal allows a 25% amplitude variation and a 75% power variation. Two crystals allow 50% amplitude variation and 100% power variation. Three crystals allow for 100% amplitude and power variation.
    • Forge in furnace. 2D hours each. No task roll required. ~20 credits for "basic elements."
      The ancient Jedi had to manually forge their focusing crystals (Very Difficult, 3D hours), but modern technology has seen a specialized Hi-tech furnace that can do it automatically.
    • Cut (2D hours) each*
      The cut and shape of the facets of the focusing crystal(s) is possibly the single most important factor in a lightsaber.s effectiveness. Natural crystals are +2 pips more effective than synthetic ones and usually cost at least twice as much as cut synthetic crystals. Prices listed are the average starting prices for synthetic crystals on the free markets at Ossus. To cut the crystal into the desired shape, the Difficulty Number must be met. If it is failed, and noticed on a double check, an attempt can be made at any lower quality cut type.s DN +10.

      DN Cut Type Natural Damage Synthetic Damage Cost (Cr)
      11-15 Kathracite 4D+2 4D 2,500
      16-20 Relacite 5D 4D+1 3,500
      21-25 Danite 5D+1 4D+2 7,000
      26-30 Mephite 5D+2 5D 10,000
      31+ Pontite 6D 5D+1 15,000
    • Polish (Very Difficult) 2D hours each*
      Just as important as the cut of the focusing crystal is that it be properly polished.

    * A flaw in the cut or polish tasks can have an effect that may only be noticible on activation (hairline fracture, etc). Roll 1D: Minor Mishap (1-3), Moderate Mishap(4-5), Catastrophic Mishap (6).

  2. Power Cell - Hi-tech, optional with Ilum crystal. ~ 50 Credits

    Modern power cells have an indefinite lifespan, especially when equipped with a recharge socket (below), though without a maintenance overhaul typically begin experiencing problems after as few as 2 years of regular use. Modern power cells can power a lightsaber for 2D minutes of constant use, in a standard atmosphere, before it begins to be affected by power loss, losing 1D damage, and again after every additional 2D rounds until set to recharge (1D pips per minute), or 2D pips per minute at a recharge socket. Lightsabers that have not been made water resistant and are immersed in water with the power (though not necessarily the blade) active can short out, possibly damaging the lightsaber (Minor Mishap), requiring a full breakdown, cleaning, and repair.

    A lightsaber is normally operated at its maximum intensity, though many Jedi reduce their intensity to ¾ to conserve power.
    Power cell duration x2 in vacuum, x ½ in water, x ¾ in dense atmosphere, -1pip/strike
    Intensity to power ratio: 1:1 (max); each ¼ under max = +1D minutes constant use

    The ancient Jedi didn.t have modern technology to supply them with the high power requirements of the lightsaber. In the most ancient times, when the lightsaber was invented, the Jedi used Ilum crystals, found mostly in one place, the Adega system. Ilum crystals spontaneously emit powerful bursts of light and energy at a resonate frequency. The Jedi learned to harness their power, using more common crystals to focus the raw energy bursts into a coherent beam. Ilum crystals have often been confused with focusing crystals, but are distinctly different items used for different purposes. Ilum crystals are very rare outside of the Adega system, where the Jedi stronghold of Ossus is located, and typically fetch a price of over 10,000 credits, with the best specimens earning over 100,000. They have a lifespan of 3-5 years of regular use. After 3D rounds of constant use their power output falls by D6D damage, then again every 1D rounds until recharged for 1D hours.

    Experiments at recharging Ilum crystals made them unstable, leading to a Moderate (1-4) or Catastrophic (5-6) Mishap.

    The ancient Jedi also discovered techniques to synthesize Ilum crystals. Synthetic Ilum crystals can be forged by the same processes used to create a focusing crystal. The basic elements required can be found or purchased for ~50 Credits and formed into the necessary state (Very Difficult, 2D hours), after which must be cut and polished, as with a focusing crystal. Synthetic Ilum crystals typically have a lifespan of 2 years of regular use and have the same operating characteristics and properties as natural crystals, though have a significantly different appearance.

  3. Emitter Matrix - Handcrafted blade projection mechanism. ~50 Credits materials and 2D hours work)

    *Stunsaber emitter and/or setting; dual lightsaber, lightstaff and sound suppression modifications.

    The emitter matrix projects the lightsaber blade (generated by the lens assembly, below) and must be custom built to each lightsaber, along one of several possible designs:

    • Bell Emitter: Shaped like a bell, the bell emitter projects the focused lightsaber blade through a narrow aperture, allowing a greater amount of energy to project in a shorter period of time, though there is little protecting the user.s hand from the bare lightsaber blade. +1D to damage, lightsaber difficulty +3 (1D). Difficult construction task.
    • Bevel Emitter: A beveled cylinder protects the aperture and user.s fingers. Easily supports a belt ring, clip, or stud near the top of the lightsaber, granting +1D to fastdraw when combined with a belt stud (+1with belt ring or clip). Moderate construction.
    • Cone Emitter: A basic, roughly cone shaped, emitter design that offers the most hand and finger protection at the cost of reduced energy flow, reducing damage by -1D and difficulty -3. Moderate construction.
    • Dish Emitter: Concave disc, which protects the user.s fingers and projects a broader blade. +1D to all parries. Moderate construction.
    • Integrated Emitter: A popular and inconspicuous emitter design. +2 to Hide, +1 to damage, +1 to fast draw with a belt ring or clip (+2 with a belt stud). Very Difficult construction.
    • Spiked Emitter: A small number of spines or spikes flare up and/or outward, keeping the hand, though not necessarily a stray finger or two, away from the small aperture and projected blade, while also allowing increased energy flow. +1 damage, difficulty +1. Very Difficult construction.
    • Standard Emitter: An emitter than offers well regulated power flow coupled with adequate hand and finger protection. Difficult construction.
  4. Lens Assembly - Handcrafted blade generation mechanism. ~50 Credits materials (Very Difficult, 2D hrs)

    *Increased/suppressed illumination, light shift modifications.


  5. Items 5, 6, 9, and 10 all total for an average of 100 Credits and are available (1) on most worlds

  6. Activation Plate w/ Control Circuits- Power on/off switch, recharge and blade activation & circuitry.

    *Pressure grip, blade lock, internal switch all modifications
  7. Length Adjuster - Blade length/amplitude and power adjustment. Optional with only 1 focusing crystal

    *Amplitude modifications. If not present (-1D to construction time) the lightsaber requires disassembly for adjustment of blade length and/or power intensity.
  8. Power Conduit - Superconductor, Hi-tech (Availability 2) ~50 Credits

    *Can be created using ancient Jedi techniques (Very Difficult Lightsaber Repair and 2D Hours).
  9. Recharge Socket

    Optional with Ilum crystals. Allows quick recharging of modern power cells.
  10. Belt Ring/Clip/Stud

    Optional addition to allow the easy wearing of a lightsaber on one.s person. Belt studs allow +1 to fastdraw on an appropriately altered item.
  11. Handle - Typically a shell 24-30cm long, costing ~1-3 Cr/cm depending on material. Difficult, 2D hours

    A lightsaber is normally water resistant, due to the mechanics and operation of the normally tightly fitted parts and seals of a properly constructed lightsaber. When unnecessary, or when in urgent need, Jedi will sometimes cut corners to save time, which isn.t a serious concern to Jedi who restrict their activity to environments without water (desert worlds, vacuum, etc). Such haste (reducing time of construction in half, to 1D) is never encouraged, however.

Assembly

Each task takes 2D hours except for Crystal installation, which is dependent on how many are being installed. Each task is Very Difficult unless otherwise noted.

  1. Assemble components into shell/handle. 1D hours and Difficult task if constructed hastily.
  2. Tune Power Conduit. Failure results in minor (1-3), moderate (4-5), or catastrophic mishap (6).
  3. Set Amplitude

    Determines maximum blade length. To determine maximum blade length, roll 2D, multiply by 5 and add to 90cm for the standard lightsaber blade length. This basic length will remain relatively the same for all lightsabers designed and/or constructed by that Jedi unless that Jedi.s relationship with the Force undergoes a dramatic and extreme change (turn to the Dark Side, mid-life crisis, etc). Each and every individual lightsaber blade has a further 2D-7cm variation from the basic length, which is rerolled for each subsequent lightsaber constructed. With the correct knowledge (granted by (A) Lightsaber Engineering), basic lightsaber blade length can be set, but the variation can only be fixed with on a "called shot" (-1D to task). Failure results in completely random length and minor mishap on 1-3 on 1D.

  4. Program and install control circuits. Failure results in a minor mishap.
  5. Install focusing crystal(s):
    • 1 Crystal: Difficult; 1D Hours
    • 2 Crystals: Very Difficult; 2D Hours
    • 3 Crystals: Heroic; 4D Hours
    Failure in installation will either result in: (roll 1D) 1-2 Minor mishap, 4-5: Moderate Mishap, or 6: catastrophic mishap.
  6. Tune Photoharmonics: Task = 3 x Difficulty number (DN) +1D damage. Double DN, +2 to damage. 1.5 x DN add +1 to damage. Failure: Minor mishap (1-4), Moderate mishap (5-6)
    Roll 2D for Blade Color:
    2 White
    3 Violet
    4 Indigo
    5 Blue
    6 Cyan
    7 Green
    8 Yellow
    9 Orange
    10 Red
    11 Maroon
    12 Purple

    Note: Lightsaber blade color is rolled when the first original lightsaber is made. Students often first build replicas of their Master.s design and get the Master.s color for that replica. That color will remain the color of all of that student.s constructed lightsabers and a reroll happens only with a drastic change of the Jedi.s relationship with the Force (such as a turn to the Dark Side, extreme grief, mid-life crisis, etc) and leads to a fundamentally different way of designing a lightsaber. Lightsaber blade color can be selected by someone with the right knowledge (granted by (A) Lightsaber Engineering).

  7. Double Checking: By doubling the amount of time on any step (or another 2D hour roll), a PC can double check and roll his lightsaber repair to diagnose and/or rebuild (another task) his work. DN drops to "Difficult" and success will diagnose the error. Rebuilding w/o diagnosing may miss the original problem as the character repeats the same mistake (player thinks he's rolling against "Difficult" but is actually rolling against "Very Difficult." A "Difficult Roll" will make him think he's done fine. On a "Very Difficult" roll, he'll notice and correct his error).

Lightsaber Repair

Time Taken: In general, 15 minutes, 1 hour, 1 day, 2 days. Customized to circumstances.
Cost: Percentage of lightsaber total cost (not value).

Damage Difficulty Cost
Light Easy 15%
Heavy Moderate 25%
Severe Very Difficult 50%
Destroyed May not be repaired  

Damage to the lightsaber may be allocated to certain components at the GM.s discretion. Light Damage results in damage to D6/2 components, Heavy Damage to D6 components, and Severe to 2D6/2 components. Destroyed results in damage to 2D components. Replacement and installation of a damaged component may then be in added to, or substituted for, repair of the lightsaber.


Lightsaber Modifications

All lightsabers in use circa Republic Year 22,870 are variations of the same design, basically following a set of lightsaber schematics designed at least 10,000 years ago. The advanced skill (A) Lightsaber Engineering can be used to alter or modify this basic design in ways beyond typical weapon modification, granted by Lightsaber Repair, per normal rules (below-R&E pg 62). Increasing damage typically involves altering the power ratio to and from the superconductor. Increasing the maximum length or power duration involves a modification to the length adjuster. Both modifications are followed by retuning the photoharmonics.

Bonus Cost Difficulty Length/Power Cost
+1 15% Easy +5% 5%
+2 25% Moderate +10% 10%
+1D 30% Difficult +15% 15%
+1D+1 35% Very Difficult +20% 20%
+1D+2 50% Heroic +25% 25%


Lightsaber Design

(A)Lightsaber Engineering

The skill covering the theory and principles behind the design, function, and operation of the lightsaber. This Advanced skill (prerequisite: Lightsaber Repair 5D) incorporates electrical, mechanical, and scientific skills, which give a working knowledge of the physics and properties of lightsabers. Used to better understand how differing theory and components and affect a lightsaber.s performance, such as blade length, color, and efficiency. Useful for producing a new and unique design.

Blueprints

A lightsaber design.s blueprints give its basic properties (base length, blade color, etc), but can also have special operating properties designed in.

Total up the Complexity Rating of a lightsaber design and roll (A) Lightsaber Engineering. If successful by 10 or more points, the design is flawless and the resulting blueprints are perfectly recorded. If successful by 0-9 points, there is either a minor bug in the design (resulting in a Minor Mishaps) or representing blueprint schematics open to interpretation, leaving room for error. If failed by 1-9 points, the blueprints lack detail at crucial points, resulting in a major bug (Moderate Mishap). Failure by 10+ results in a vague and/or poorly drawn blueprints, and results in a Catastrophic Mishap to any lightsaber construction based on them.

Hilt

A lightsaber handle determines the actual properties of a lightsaber. Every handle has a Complexity Rating (CR) and Space Points (SP), which measure its size. Each lightsaber may only contain as many SP of parts as the handle contains and must be at least as long in cm as they have SP. All lightsabers have a base skill difficulty of Difficult (17). Operating in a radically different mode (increased phase or with another blade) adds a difficulty level (Very Difficult or 23), though even in .normal. operation, the balance and center of gravity on such a modified lightsaber differ from a normal lightsaber, adding +3 to difficulty (Difficult or 20).

Lightsaber Re-design

A Lightsaber can be designed or modified by (A) Lightsaber Engineering to operate in special ways. At the GM.s discretion, these can be performed as modifications by Lightsaber Repair, at +1 to +2 difficulty levels).

Activation Plate - Relatively simple modifications dealing with the lightsabers controls and circuitry.

Modification Difficulty Cost(RCr) Time(D Hours) Space (cm)
Additional Function Easy 10 1 0
Blade Lock Easy 10 1 1
Enhanced Easy 10 1 1
Internal Switch Moderate 20 2 2
Pressure Grip Easy 10 1 1

Enhancement of the lightsaber.s circuitry is common to offset overpowering of a modern power cell. Chance of an overpowering mishap is reduced by 1 for each enhancement. Common modifications to the Activation Plate are a Pressure Grip to turn off the blade when released from the hand or the opposite Black Lock, to lock the blade on so it can be thrown. For each additional selectable function from modifications (light shift select, etc), the activation plate and control circuits must have the function added. All three modifications are relatively simple. Adding an internal switch, sometimes added as a safety precaution, requires using telekinesis to activate the lightsabers controls.

Emitter Matrix - Complex modifications, followed by retuning the photoharmonics.

Modification Difficulty Cost(RCr) Time(D Hours) Space (cm)
Multi-directional Difficult 100 2 3
Multi-Phase Difficult 100 2 3
Sound supression Difficult 75 2 1
Sound supression Select Very Difficult 125 3 2
Stun Moderate 75 1 0
Stun Select Difficult 115 2 1

An emitter matrix may be modified so that the lightsaber blade can be projected, through a splitter, in another direction, in effect creating another blade. Unless equipped with an additional power supply for the new blade, there is a -1D to damage for each blade, when activated at the same time. Doubling the amplitude, or increasing the phase, allows the blade length to be doubled (and grants a single +2D bonus to all melee parries) but requires additional power and is a selectable modification. There is -1D to damage at each increased phase unless equipped with a dedicated power cell per additional phase. By modifying the Emitter Matrix in a specific way, the blade can be isolated from the surrounding air particles, dampening the source of the lightsaber.s famous hum, making it more silent in operation. A permanent modification to the Emitter Matrix, it can also be modified so that it is selectable in it.s operation from normal to sound suppressing operation. The emitter matrix can further be modified so that it can emit stun energy (-1D stun damage), which does not cut through matter. This modification is normally permanent, excluding the lightsabers normal operation, but with the addition of parts and further modification can be selected back and forth through either stun or normal energy.

Lens Assembly - Complicated modifications, followed by installation & retuning the photoharmonics.

Modification Difficulty Cost(RCr) Time(D Hours) Space (cm)
Enhanced Easy 25 1 1
Increased Illumination Moderate 50 1 1
Increased Illumination Select Difficult 50 2 2
Light Shift Difficult 100 2 1
Light Shift Select Very Difficult 125 3 2
Supressed Illumination Moderate 50 1 1
Supressed Illumination Select Difficult 100 3 2

Lens Assemblies are sometimes enhanced with redundant circuitry intended to buffer feedback throughout the lightsaber from overpowering. The Lens Assembly can be modified so that the blade illumination can be magnified to spotlight intensities (equal to a glow rod) or subdued to the point of being near invisible. Either modification is permanent (and exclusive of the other) unless a selectable mode is modified and installed to the Lens Assembly. The Lens Assembly can also be modified so that it.s light is shifted to either the UV or IR portions of the spectrum, causing it to be mostly invisible to the visual organs of most beings. It can either be a modification or made selectable.

Power Cell - Difficult modifications, requiring retuning of the photoharmonics and superconductor.

Modification Difficulty Cost(RCr) Time(D Hours) Space (cm)
Multiple Cells Moderate 50 1 (+cell) 2 (+cell)
Overpowering Difficult 100 2 1

A lightsaber only expends power through a combination of its intensity with the density of anything in contact with its blade, including any atmospheric medium. Multiple power cells effectively multiply the power capacity of the lightsaber. The theory and implementation is relatively simple, though the space of the additional power cells is itself often prohibitive. Overpowering a modern power cell can allow further increases in damage, but risks burning out circuitry and components. Every time ignited, the lightsaber has a chance to experience a mishap. Roll 1D and if the roll is equal to or less than the number of pips increased through overpowering, a minor mishap happens.

Handle - Modification and accessorization of the lightsaber's shell/casing

Modification Difficulty Cost(RCr) Time(D Hours) Space (cm)
Accesories Moderate 50 1/cm3 1/cm3
Waterproofing Difficult 100 2 1

Adding non-lightsaber related components (chronometer, glowrod, etc) can be done by adding +1 SP for every cubic cm of volume and GM ruling if to be powered by the lightsabers power source. Making a lightsaber so that it can be reconfigured and it.s mode of operation changed, while immersed in water without risk of a breached seal requires special efforts at the firm connections between the different components and redundancy in the many seals and crevices, without compromising the operation of the lightsaber.

General - Modifications that can apply to all individual subcomponents

Modification Difficulty Cost(RCr) Time(D Hours) Space (cm)
Miniaturized Difficult 100 2 -1
Non-metallic construction Moderate 75 1 0
Simplistic Moderate 25 1 3

Using smaller, yet more complex, components is a common practice for Jedi wishing more easily concealable lightsabers (usually, though not always, Shadows). SP -1, CR +2 to a max SP reduction of 1/3 for each component so constructed. Cannot be done to crystals (focus or Ilum) at all. The lightsaber may be constructed of completely non-metallic components, usually advanced polymers, though sometimes simple plastics, glass, crystals, and/or certain varieties of rare wood and plant material are used, as well as non-metallic ores. Requires a total rebuilding, usually increasing the cost and size of components and/or component materials by 2 or 3 times. The opposite of miniaturized components, these are bulkier yet not as complex, adding 2 Space Points for each reduced Complexity Rating, to a maximum reduction of 1/3 complexity for each separate lightsaber component. Cannot be performed on crystals (focusing or Ilum).

Component Charts

Coming Soon

Lightsaber Mishaps

Minor Mishap (2D)

2:   Power surge causes Light Damage to lightsaber
3-4:   Lightsaber fails to operate
5-6:   Erratic operation and "flickering" of blade. -1D to lightsaber skill
7-8:   Power variation. -1D to damage
9:   Both erratic operation and power variation (as above) for 1D rounds (each)
10-11:   Lightsaber continues to operate 1D rounds after deactivated
12:   Moderate mishap

Moderate Mishap (2D)

2:   Power surge causes Severe Damage to lightsaber
3-5:   Failure to operate until repaired
6-9:   -1D to lightsaber skill AND -1D to damage until repaired
10-11:   Power surge causes Heavy Damage to lightsaber
12:   Catastrophic mishap

Catastrophic Mishap (2D)

2-5:   Power surge causes lightsaber Destroyed
6-11:   -D6D to either damage (1-3) or lightsaber skill (4-5), or both (6), until repaired
12:   Lightsaber explodes causing damage in 1m radius, 1/2 damage to 2m, and 1/4 damage to 4m