In addition to the traditional lightsaber, several more exotic (and if they're exotic for Jedi, they must be rare!!) weapons were produced by the Jedi. All are character scale, and normally unavailable, even to most Jedi. All have the same inherent danger to the user as the Lightsaber, except for the Teepo Blaster (unless otherwise stated, the wielder is hit with these weapons if the difficulty is missed by 10+). All listed damages are considered “base” as if constructed with a natural gem. Reduce damage by 1D if synthetic gems are used.
Type: Compact lightsaber
Skill: Lightsaber: Lightdagger
Difficulty: Difficult
Damage: 3D
Notes: -1D to parry. Character is hit if difficulty is missed by more than 12.
This is a smaller version of the lightsaber. The handle was usually 13cm long (as opposed to 25-30cm), and slightly slimmer than the saber's. The blade is only about 20cm long, instead of the normal 60-70cm length of a lightsaber. It was typically used for training or utility purposes, or carried by Jedi as a combat backup (often used as Daisho).
Type: Variable length Energy Sword
Skill: Setting 1: Lightsaber, Setting2: Lightsaber: Extended Lightsaber
Power used: Lightsaber Combat
Difficulty: Difficult (setting 1), Very Difficult (setting 2)
Damage: 5D (setting 1), 4D (setting 2)
Notes: +1D to parry others wielding lightsabers or melee weapons, but not to parry blaster bolts (in setting 2).
Must state setting to be used at the start of the turn.
Description: This is a rare and unusual variation on the normal lightsaber, in that it had two different settings. In the first, it has the normal length, but more powerful, as the traditional lightsaber. In the second setting, the blade losses about 15% of it's power, but doubles in length. This extra length is useful for keeping others at a greater distance, but makes it much more unwieldy to deflect blaster bolts and attack.
For these reason, it used primarily by young, reckless Jedi, who eventually decide to keep it in its first setting, or going to a traditional saber. It was, however, popular with some Jedi who rode into battle on beast back. The dual nature of the blade often gave it a stunning blade-within-a-blade appearance, with one color forming the core, and a second, clearly different one forming the outside sheath. Less than two hundred examples were ever made.
Type: Double-ended Energy Staff
Skill: Lightstaff
Power used: Lightsaber Combat
Difficulty: Very Difficult
Damage: 5D
Notes: +1D to parry. If wielder misses difficulty by more than 5 points, the wielder struck.
Most specimens may be used as a regular lightsaber (specialty Lightsaber: lightsaber), but without the parry bonus. Must declare at the beginning of the round. Damage remains 5D.
Description: An ultra rare light weapon, the double lightsaber consisted of an elongated handle (about 2.25 times the normal length), which projects a blade from each end. This gave it the versatility and speed against attacks of a quarterstaff, but made it MUCH more dangerous to the user. For this reason, it could usually be used like a normal, single bladed lightsaber. This was considered by many Jedi to be a Dark Side weapon, mainly because its most famous user was the Sith Lord Exar Kun. Less than a dozen examples where ever made.
Type: Stun Effect Energy Sword
Skill: Lightsaber
Power used: Lightsaber Combat
Difficulty: Difficult
Damage: 5D Stun
Notes: When used against stun bolts, it can absorb up to its die in stun-damage die, like piece armor. The Jedi may add their Control die to the damage of a stun saber. May also be used to parry melee weapons and lightsabers.
Description: Incapable of cutting matter, the Stun Saber produced a neurological shock to the target, who would wake up in about ten minutes with a planet shattering headache. This made a perfect weapon for dealing with an unruly mob that the Jedi can not pacify. It handles exactly like a lightsaber, making it the perfect training weapon. Unfortunately, it can not block projectiles or blaster bolts. Less than fifty are believed to have been made.
Type: Wave-guide channeled energy blade
Difficulty: Moderate
Skill: Force Lash
Power used: Lightwhip Combat(?)
Damage: 3D
Note: Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1D or Energy Armor, whichever is greater.
Description: The Force Lash, when deactivated, looks much like a lightsaber handle. The actual lash is a telescoping wave guide, approximately 80cm long. The guide is encased in energy. This guide (and the energy wrapped around it) is somewhat flexible, but not enough to wrap around the target. It was used as a training aid, although some Jedi (especially Baadu and Dark Siders) carried them instead of a lightsaber.
Type: Flexible, wave-guide energy lash
Difficulty: Very Difficult
Skill: Lightwhip
Power used: Lightwhip Combat
Damage: 5D
Notes: If character misses base difficulty by 10+, whip strikes wielder. If character beats base difficulty by 20+, the whip may wrap around the target doing 5D+/-Control damage per round.
Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1D or Energy Armor, whichever is greater. Due to energy cocoon, may be used to parry lightsabers, and even ensnare them. Must roll lightsaber Vs lightwhip damage to see if they damage each other.
Description: The lightwhip is the prized weapon of many Sith and Dark Jedi, but only a scant handful of Jedi. Similar in many respects to the Force Lash, the Lightwhips were harnessed energy coiled around incredibly strong, 2.5 to 4.5m long (length varies between users, and is based, in part, on the builder's height), alloy whips. They can easily cut through the strongest metals in the hands of a skilled user. Because the lightwhip is flexible and unwieldy, it is very dangerous to the beginner, and those without any formal training are as much a danger to themselves as they to others. In the hands of a skilled user, however, the lightwhip is capable of deflecting blaster bolts and solid projectiles, in addition to its formidable capabilities.
Type: Energy field assisted boomerang
Difficulty: Variable (see below)
Skill: (A) Light Boomerang
Power used: Light Boomerang Combat
Ranges: 2-10 (moderate)/20 (difficult)/60 (very difficult)
Damage: 5D
Notes: If throw or catch difficulty missed by >10, the boomerang either actives too early (causing damage to user's hand), or isn't caught (inflicting damage randomly). Requires the Light Boomerang Combat Force power to use.
Description: The light boomerang was at one time a highly prized weapon, used primarily by Jedi who enjoyed showing off or where on the front lines of the Sith conflicts. Today, there are none believed to still exist, and only a scant handful of scholars know of it's existence. Like the light whip and force lash, it uses crystal, wave-guide and mirror technology to create an energy field around the actual weapon. For safety reasons, it may only be activated telekinetically, otherwise the user's hand would be instantly removed. Once thrown, the Jedi would be able to guide his weapon against several targets in one throw. Attempting to use this weapon without intense training is suicidal.
Type: Energy-blade claws
Difficulty: Moderate
Skill: Melee Weapons: Lightclaws
Power used: Lightsaber Combat
Damage: 2D (It is believed that some models where as powerful as true lightsabers)
Notes: The Jedi may add the Damage + Control to their Climbing. They may also be used to deflect blaster bolts.
Description: This is an unusual weapon, used mainly by Dark Jedi Assassins. They may be concealed in the sleeves of a tunic or robe. Each claw emits a pair of blades about a meter long. They may also be used to help climbers.
Type: Custom made blaster pistol
Skill: Blaster: pistol
Power used: Blaster Combat
Ranges: 3-10/40/120
Ammo: 100
Damage: 4D+1
Note: +2D difficulty to hit for all other than it's intended owner.
Description: These weapons were wielded by Masters ONLY. Most Paladins carried stock, commercial models. This weapon is a custom made blaster, built by individual Masters. Each weapon, like a lightsaber, is made to a typical template, but each Master would make his blaster to fit his own needs. Some weapons have longer range and lower power ratings. Others have iron sights, but some have optics or reflex sights. Each set of grips was custom made to fit the hand of the Master, with the powerpack type often changing to fit a particular Master's idea of balance and ergonomics. The balance matched to their personal shooting stance. Some didn't even have triggers, instead relying on the Force. Each weapon was tuned to fight it's builder like a glove. Less than a dozen pairs of Master's Blasters are known to still be in existence.
Type: Unique Force Enhanced Bo Staff
Skill: Lightbo
Power used: Lightbo Combat
Difficulty: Very Difficult (30) (Missing by 5 points means inflicting damage on yourself - this is not a weapon for beginners). Without Lightbo Combat power on, add 25 to difficulty, and missing the roll even by 1 point means you cut yourself.
Damage: 6D + Control
Notes: Add +1D to attack and ranged parry, and +2D to melee parry. Also, it can be used as 2 dual setting, variable length lightsabers (either with Lightsaber combat or Daisho combat power).
Description: This weapon looks like two long (35 cm) handles with blade projectors on both ends... It was made with Ilum crystals (no power needed), and was a gift for the legendary founder of Aiki Jedi knights Morihei Ushiba from his son, an Artificer Jedi, Musashi Ushiba. His father used no lightsaber, but instead, he used his walking stick, charged with Empower Weapon, and even developped special power for it. However, he realized that his Empowered stick was not the same as a real lightsaber, because of its weight and air-resistance. After a long and legendary life, Master Morihei was slain by the newly crowned Emperor Palpatine and his Dark student Darth Vader. The fate of his lightbo, the only known lightbo in the history of the Jedi is unknown, except for the fact that one part of it was taken by the Emperor (perhaps to Mt. Tantiss?).
Type: Energy Sais
Skill: (S) Lightsaber: lightsai, or Lightsaber skill if no Lightsaber specializations allowed
Power used: Lightsaber combat (Daisho combat also possible)
Difficulty: Difficult
Damage: 3D + Control
Notes: -1D to attack rolls and parrying blaster shots; +1D to melee parry; +2D to "forcing" and disarming rolls (against lightsabers - it cuts normal weapons up)
Description: Lightsai is a very, very rare weapon, supposedly used by Morihei Ushiba's son, Musashi Ushiba. It consists of a long (for such a small weapon), 20-25 cm handle with two side protrusions at the end. The blade is relatively short, about 20-25 cm, and has two smaller blades jutting at 45 degrees angle from the handle. Those additional blades are used for parrying and disarming an opponent armed with a lightsaber.
Type: Energy Projectiles
Skill: Bows (as for bow/crossbow type)
Power used: Force archery
Difficulty: as per bow type +5 (no possibility to accidentally damage yourself, though)
Damage: 3D [+ 1/2 Control]
Notes: You can't parry with arrows (obviously), but you can shoot them to deflect shots aimed at anyone (using 1/2 of Sense). Also, when deflecting a shot aimed at him, a Jedi may shoot at the attacker deflecting blaster bolt in flight and hitting him with his arrow.
However, this stunt is pretty difficult to pull off (add +5 to deflect difficulty and +10 to attack difficulty). Also, the Jedi may try to control where the shot will go, but this is terribly difficult, even for experienced Jedi (use 1/4 of Control and add +5 to "to hit" difficulty for deflected shot). Also, if the Jedi deflects a shot aimed at a target outside of short range, he must use TK to speed the arrow up (make a Moderate telekinesis roll). Please note that this gives no increase in damage, as it is not Strength-based...
Description: Lightarrows must be made using Ilum crystals (no place for power source), and the lightblade is rather weak and short (about 3-5 centimeters). Lightbows (as they were called by ignorants) were mainly used by Factotums for target protection (esp. if the target did not want a Jedi protection, so nobody could be near him and deflect the bolt with his saber). Some warriors also used them, but this was very rare... The most famous lightbow-using Jedi was Tell, a blind Warrior with no hands. He used a crossbow with a special durraloy bow, which had a pull of over 500 kgs. He cocked and aimed it with telekinesis... And he used lightbolts only for target protection, because arrows shot from his crossbow were so powerful he had no need of some lightblade fixed on them...
Designing and crafting a weapon is often (and always is for those of the Warrior Discipline) the final step in the initial training of a Jedi. The following rules are for the creation and modification of sabers. Once understood, they may easily be modified to produce the more exotic weapons like Light Claws and Boomerangs.
A Jedi’s weapon is a part of his very being. When a Jedi constructs his own weapon he gains a +2 bonus to strike and parry rolls when using that weapon. Unfortunately, he also becomes so attached to his weapon that if separated he suffers a -1D penalty to all Force Skills until he recovers his weapon or builds a new one.
The majority of the parts found in a lightsaber are pretty common (the major exception being the gem) and can be purchased in most major towns or starports. The cost for the basic lightsaber is $100 not including a gem. Gems cost $5,000 - $100,000 depending on supply/demand etc. (granted, gems will be less expensive in the TotJ period than during the Empire... but may be closely guarded by the Academy and requiring a permit of sorts). Synthetic gems may be purchased (depending on the GM..... there is still some debate as to the plausibility of synthetic gems) at a cost of $2,500 - $15,000.
It takes a week (7 days) to build a standard lightsaber. At the end of every day roll your Lightsaber Repair (or Lightsaber Technology) versus a difficulty of 20 if being built with modern tools in a fully functioning workshop (increase difficulty to reflect working conditions and available tools). A successful roll means that day's worth of work was successful and you may continue on to the next (a roll of Heroic indicates that 2 days worth of work was accomplished). A failed roll means nothing was accomplished that day (but you suffered no setbacks either). For every full 7 points you fail by you are set back a day's worth of work (i.e. You're on your fifth day of work and you fail your roll by 15 points, you are setback to the third day). If the wild die comes up as a 1 followed by a 6 (a complication) you really screwed up and along with the usual penalties (count up the remainder of the dice to see how far you are set back) the lightsaber's gem has shattered. After the seventh day is successful the craftsman spends 10 Character Points to complete the process (thus making the weapon an extension of himself and gaining the +2 bonus... see below) and has a basic lightsaber as described in the books, except there is a -1D penalty to damage and blaster parry if constructed with a synthetic gem (there's no substitution for nature... especially where the Force is concerned).
After a basic lightsaber has been constructed it may be modified to become a natural extension of the wielder. Any Jedi who constructs his own lightsaber (or blaster for Teepo Paladins) automatically gains a +2 bonus to strike and parry when using it. The rules for modifications are much the same as construction but with a few alterations (see table below). I suppose it is possible to modify a lightsaber by using base technology or similar technological skill but the difficulty would be doubled.
Note: Lightsabers are only large enough to hold 3 modifications without becoming cumbersome and difficult (if not impossible) to wield.
Cost of Adegan Crystals (Lightsaber Gems)
|
Name |
Base Damage |
Cost |
|
|
|
|
|
Syn Kathracite |
2D+2 |
$2,500 |
|
Kathracite |
3D+2 |
$5,000 |
|
Syn Relacite |
3D |
$3,500 |
|
Relacite |
4D |
$10,000 |
|
Syn Danite |
3D+2 |
$7,500 |
|
Danite |
4D+2 |
$15,000 |
|
Syn Mephite |
4D |
$8,750 |
|
Mephite |
5D |
$25,000 |
|
Syn Pontite |
4D+2 |
$15,000 |
|
Pontite |
5D+2 |
$100,000 |
* Above prices are intended for Tales of the Jedi era games. Adegan Crystals may not normally be purchased in Empire era games.
** Although Adegan Crystals may be purchased, they are often gifts to remarkable students from their Masters.
*** The above damage listing for synthetic crystals reflect the -1D damage penalty.
Lightsaber Modification Table
|
Name |
Difficulty |
CPs |
$Cost |
Time |
|
|
|
|
|
|
|
Pressure Grip |
Mod |
2 |
25 |
1 day |
|
Lock Blade |
Mod |
2 |
15 |
½ day |
|
Variable Lengths |
Diff |
7 |
80 + Gem |
3 days |
|
2 Blades (Lightstaff) |
Diff |
7 |
80 + Gem |
3days |
|
Extra Damage |
Very Diff |
10 |
75 |
3 days |
|
Light Suppression |
Very Diff |
10 |
70 |
4 days |
|
Sound Suppression |
Very Diff |
13 |
5,000 |
5 days |
|
Non-metal Construction |
Very Diff |
15 |
50 + 2 Gems |
13 days |
|
Ooze |
Diff |
2 |
50 |
2 days |
|
Stun Saber |
Mod |
3 |
50 |
1 day |
|
Increased Illumination |
Mod |
2 |
50 |
1 day |
|
Internal Switch |
Mod |
2 |
30 |
1 day |
A good modification for beginners. When the hilt is let go of (as in a drop or fumble) the blade automatically shuts off to reduce the chance of harming the user (or, God forbid, an innocent).
Note: The Pressure Grip may be thrown but the user must use Telekinesis to keep pressure on the grip at all times.
The Lock Blade is the opposite of the pressure grip. The saber stays on until the wielder shuts it off, thus allowing the user to throw the saber at a target.
This allows the saber to effectively have two blades (each with different lengths) which extend in the same direction. This allows a user to select the best length for the given task. This modification grants a good number of style points when both blades are extended and of different colors, one outlining the other.
With this modification the saber extends a blade out of each end thus resembling a lightstaff (a la Exar Kun). These are very difficult to properly wield as they may only be held in the middle and usually do more harm to the user than the intended target.
Simply, it adds 1D to the base damage.
For all the lamers out there who want to sacrifice all style points, this modification exists. There are two ways to make this modification work. One is to "dim" the light made bay the saber, and sacrificing 1D of base damage, and the other is to tune it to the UV or IR spectrums. If the later is the case only certain aliens or humans wearing goggles (or using Shift Sense) would be able to see the blade.
Another one for those without style. This modification reduces the famous hum of a lightsaber. With this modification a Perception roll of Difficult is required to detect the user with sound.
This is rebuilding the saber from scratch with non-metal components to help fool scanners. A Very Difficult Sensors roll is required to detect such a weapon.
This modification is the ultimate (IMHO) in style points. Through using at least three different gems of different colors and set up with a special modulation, the colors within the blade create an "oozing like pattern" similar to a lava lamp. Although there probably aren't any practical uses, there are tales of Jedi using the blade to hypnotize a target.
Gives the Lightsaber a stun setting which inflicts 5D worth of stun damage.
The light output of the saber is increased to match a glow rod.
The switch to activate the saber is actually located on the inside of the saber’s hilt. This is to insure only a Jedi may use it. Of course, the Jedi must use Telekinesis in order to move the switch.
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