Brave New Empire - Lightsaber Creation and Item Modification
Posted: Fri Nov 27, 2009 9:51 pm
Building a Lightsaber
Constructing a lightsaber requires that a character have Lightsaber Combat. Otherwise a character can only make a pseudo-lightsaber. A pseudo-lightsaber may not utilize special crystals, and has a base damage of 5D. Having Lightsaber Combat allows a character to utilize these rules to their fullest, and modify a lightsaber with special crystals. Furthermore a character without access to a technical schematic must have Personal Equipment Engineering of at least 1D.
To create a lightsaber, a character must first gather all the necessary material components. These include: a power cell, hand grip, activation plate, components for a safety, blade length stabilizer, an emitter matrix, recharge socket, lens assembly, a power conduit, and one or more focusing crystals. All these parts, except the crystals are pretty standard throughout the known universe (during any period). The crystals however, are another matter.
It takes anywhere from about a day, to up to a month to create a lightsaber from scratch. However, most modifications only take a few hours. The most involved part of the whole process is refining the crystal/foci.
To construct the weapon (assuming you have all your crystals ready) requires anywhere from a day, to several weeks. The total length of time taken determines how difficult the task is:
1 Day- Heroic
3 Days- Very Difficult
5 Days- Difficult
10 Days- Moderate
15 Days- Easy
A character may chose to spend more time on this task, but it will not decrease the difficulty of the roll. After the allotted time passes a Personal Equipment Repair roll is made. If successful the character has managed to construct a functional lightsaber. If the roll fails, a character must start the task all over again.
Refining the Crystal
Before a crystal (or other foci) can be used to create a lightsaber blade, the raw material must first be refined. Sometimes this is like cutting a precious stone, and other times it’s the equivalent of blacksmithing, either way it is time consuming, and requires intense focus.
To refine a crystal into a usable focus a character must have the tools, and equipment to do so. While a lightsaber can take up to a month to construct from scratch, most of this time is spent on the crystals. It is possible to make a lightsaber in just a few days, spending only a few hours with the crystals, but this is impossible for all but the finest of lightsaber craftsmen.
To begin, a character must state how long he plans to work on the project. This determines a base difficulty for his Personal Equipment Repair roll.
1 Day: Heroic
3 Days: Very Difficult
6 Days: Difficult
12 Days: Moderate
18 Days: Easy
A character may choose to spend more time working with a crystal however; doing so cannot reduce the difficulty of the roll. The material of the crystal being refined may increase difficulty of the roll. A crystal’s Delicacy adds its rating number in levels to the total level of difficulty for the Personal Equipment Repair roll. If a difficulty is increased beyond Heroic, then that type of crystal may not be refined in the given amount of time.
At the end of the chosen time frame the character makes a single Personal Equipment Repair roll. If the roll fails the crystal has been worked poorly, and may need repairs. If the roll succeeds the crystal is refined, and ready to be incorporated into a lightsaber.
Crystal Refinement Failure
If the roll missed the difficulty by:
1-3: A difficult Personal Equipment Repair roll can salvage the crystal. The character must start the refinement process all over again however. If this roll fails the crystal is destroyed.
4-6: A very difficult Personal Equipment Repair roll can salvage the crystal. The character must start the refinement process all over again however. If this roll fails the crystal is destroyed.
7-10: A very difficult Personal Equipment Repair roll can salvage the crystal, but it loses any special properties it once had. It may only produce a basic blade. The character must start the refinement process all over again however to use it at all. If this roll fails the crystal is destroyed.
11+: The crystal is destroyed, and cannot be used as a lightsaber’s foci.
A refined crystal is ready to be incorporated into a lightsaber design. Such crystals use their listed stats, and abilities to create, and enhance a lighsaber’s blade. You may notice that many crystals give abilities tagged as ‘primary’ and ‘secondary’. This is important to note because depending on how a crystal is used in a lightsaber these abilities may or may not affect the blade.
A Word on Color
A lightsaber’s blade usually takes the color of its primary crystal, though some blades will mix or take on color properties of secondary crystals. Also some secondary foci have strong color effects, which tend to overwhelm, and enhance/dominate the other crystal hues. It’s not that important as color doesn’t affect a blades performance.
If there is question as to what color a blade may be a character should just decided what color he wants to make it. There have been many different hues presented through out the different stories of the Star Ware Universe, so letting characters do this shouldn’t be a big deal.
Modifications
Making, and adding modifications to a lightsaber doesn’t take nearly as long as the construction of a new weapon. As a rule it takes about an hour per pip in a modifications ‘mod cost’ to complete the modification. The difficulty of such a task is determined by the modification being made.
When making modifications to Accuracy, or Damage a character may choose to use one of his Force Skills instead of Personal Equipment Repair. This represents a character better tuning the crystal resonance of the foci in his weapon to get more out of them.
A lightsaber may have a total amount of modification equal to 3D, with no more than 1D+2 in either of its two distinct halves. The two halves of a lightsaber’s makeup are it’s Blade, and it’s Hilt, and modifications are always made to these parts.
Hilt modifications are primarily technical modifications, to the various components inside, and out of the handle. This can include special safety mechanisms, hidden tools, and even protection against immersion in liquids. Most of these mods carry the ‘component’ tag.
Blade modifications are made to the special crystals, and a few of the internal mechanisms of the lightsaber. Because the alignment of the lenses can be just as important as the resonance between them, characters are allowed to roll a Force Skill of their choosing instead of Personal Equipment Repair when making these modifications. If a character wishes he may still roll Personal Equipment Repair. These modifications will carry the ‘matrix’ tag.
The difficulty to apply a mod always begins as an easy Personal Equipment Repair roll. The ‘archaic’, and ‘Sith’ tags can modify the difficulty level of this roll. The ‘technical’ tag shows a character how many dice in Personal Equipment Repair he must have before the mod roll can even be attempted.
Making mods can be risky, and there is a chance that a lightsaber suffers a permanent penalty if a mod roll fails.
Modification Failure Chart
If the roll failed by:
5 or less: No permanent damage done. The character simply has to start the process over again.
6-10: Some minor damage to the weapon. The character has to start over again, and the lightsaber suffers -2 pips from its base damage die code.
11-15: Significant damage to the weapon. The character has to start over again, and the lightsaber suffers -1D from its base damage die code, -2 to accuracy, and the primary crystal loses its primary ability.
16+: Major damage to the weapon. The lightsaber, and its primary crystal are unusable. The crystal is ruined, and the lightsaber itself requires a very difficult Personal Equipment Repair roll to salvage its parts.
As mentioned above every modification has its own ‘mod cost’. This cost tells a character how many points toward the lightsabers total allowed modifications a given enhancement will be. For example: Waterproofing has a ‘mod cost’ of +1. This means if a character modifies his lightsaber to be waterproof he may only add modifications of up to 1D+1 in the future to his lightsaber’s hilt. The total number of mods available to either half of a lightsaber is called the ‘mod max’.
Synthetic Crystal Creation
It is possible to create a synthetic lightsaber crystal from scratch. This is not an easy process, but it allows a character to add a variety of effects to a crystal, and usually results in an extremely powerful item.
A character needs access to ancient knowledge, and alchemical blueprints, but he also needs to have several very rare substances available, not least amongst them is crystal powder from naturally occurring crystals. The exact ingredients are varied, but they are all rare. Most of them can be found on the black markets, during any era. It requires a difficult Streetwise roll to scrounge them up, and they probably wont be cheap once found.
To begin with a character must decide how long he is willing to spend blending, and forging the various compounds required. Unlike normal rolls it gets harder to properly forge the materials the longer a character takes (not to mention the time away from other important tasks), but the longer the time frame, and more successful a character is the greater a crystal will be.
1Day- easy
3Days- moderate
5Days- difficult
7Days- very difficult
10Days- heroic
A ‘one day’ synth-crystal carries almost no power; while a ‘ten day’ synth-crystal is amongst one of the most powerful artifacts a being can forge. If a character fails the roll all the components are ruined, and the process must be started again (with new materials).
1Day- Primary: none. Secondary: Adds +1 to attack rolls with Lightsaber.
3Day- Primary: adds +1 to Lightsaber attack rolls. Secondary: Adds +1 to attack rolls with Lightsaber.
5Day- Primary: Adds +1 to lightsaber rolls. Secondary: Adds +1 to Lightsaber rolls.
7Day- Primary: Adds +2 to Lightsaber rolls. Secondary: Adds +2 to Lightsaber rolls.
10Day- Primary: Adds +2 to lightsaber rolls. Secondary: Adds +3 to Lightsaber rolls.
After a crystal is forged a character rolls each of his Force Skills (Control, Sense, and Alter) to determine the crystals base damage die code. After each roll, consult the following chart add the indicated amount to the crystal’s base damage die code.
Very Easy- Primary: Adds +1 to a lightsaber’s base damage die code.
Easy- Primary: Adds +2 to a lightsaber’s base damage die code.
Moderate- Primary: Adds +1D to a lightsaber’s base damage die code. Secondary: Adds +1 to a lightsaber’s damage die code.
Difficult- Primary: Adds +1D+1 to a lightsaber’s base damage die code. Secondary: Adds +1 to a lightsaber’s base damage die code.
Very Difficult- Primary: Adds +1D+2 to a lightsaber’s base damage die code. Secondary: Adds +2 to a lightsaber’s damage die code.
Heroic- Primary: Adds +2D to a lightsaber’s base damage die code. Secondary: Adds +1D to a lightsaber’s damage die code.
Finally in order to imbue a crystal with a special ability, a moderate Personal Equipment Repair roll is required (along with a knowledge of the ability). Most abilities have a number after the ‘crystal’ tag. This number indicates how many levels the difficulty of this Personal Equipment Repair roll is increased.
If a crystal mod carries the ‘archaic’, or ‘Sith’ tags then that character needs to make a moderate Personal Equipment Repair roll modified by the associated number to those tags. This roll is made to see if the character can recall the information correctly. If this roll fails the ability may not be added to the crystal. If the character has knowledge of another ability, then they may roll to see if they can add that one instead.
A character may choose to use one of his Force Skills instead of Personal Equipment Repair when rolling to imbue a crystal with an ability.
If a character fails the roll to give a crystal an ability, then that crystal simply may not have carry such an effect. Special traits are always attached to a crystal’s Primary abilities. A crystal may not have more than one ability.
Constructing a lightsaber requires that a character have Lightsaber Combat. Otherwise a character can only make a pseudo-lightsaber. A pseudo-lightsaber may not utilize special crystals, and has a base damage of 5D. Having Lightsaber Combat allows a character to utilize these rules to their fullest, and modify a lightsaber with special crystals. Furthermore a character without access to a technical schematic must have Personal Equipment Engineering of at least 1D.
To create a lightsaber, a character must first gather all the necessary material components. These include: a power cell, hand grip, activation plate, components for a safety, blade length stabilizer, an emitter matrix, recharge socket, lens assembly, a power conduit, and one or more focusing crystals. All these parts, except the crystals are pretty standard throughout the known universe (during any period). The crystals however, are another matter.
It takes anywhere from about a day, to up to a month to create a lightsaber from scratch. However, most modifications only take a few hours. The most involved part of the whole process is refining the crystal/foci.
To construct the weapon (assuming you have all your crystals ready) requires anywhere from a day, to several weeks. The total length of time taken determines how difficult the task is:
1 Day- Heroic
3 Days- Very Difficult
5 Days- Difficult
10 Days- Moderate
15 Days- Easy
A character may chose to spend more time on this task, but it will not decrease the difficulty of the roll. After the allotted time passes a Personal Equipment Repair roll is made. If successful the character has managed to construct a functional lightsaber. If the roll fails, a character must start the task all over again.
Refining the Crystal
Before a crystal (or other foci) can be used to create a lightsaber blade, the raw material must first be refined. Sometimes this is like cutting a precious stone, and other times it’s the equivalent of blacksmithing, either way it is time consuming, and requires intense focus.
To refine a crystal into a usable focus a character must have the tools, and equipment to do so. While a lightsaber can take up to a month to construct from scratch, most of this time is spent on the crystals. It is possible to make a lightsaber in just a few days, spending only a few hours with the crystals, but this is impossible for all but the finest of lightsaber craftsmen.
To begin, a character must state how long he plans to work on the project. This determines a base difficulty for his Personal Equipment Repair roll.
1 Day: Heroic
3 Days: Very Difficult
6 Days: Difficult
12 Days: Moderate
18 Days: Easy
A character may choose to spend more time working with a crystal however; doing so cannot reduce the difficulty of the roll. The material of the crystal being refined may increase difficulty of the roll. A crystal’s Delicacy adds its rating number in levels to the total level of difficulty for the Personal Equipment Repair roll. If a difficulty is increased beyond Heroic, then that type of crystal may not be refined in the given amount of time.
At the end of the chosen time frame the character makes a single Personal Equipment Repair roll. If the roll fails the crystal has been worked poorly, and may need repairs. If the roll succeeds the crystal is refined, and ready to be incorporated into a lightsaber.
Crystal Refinement Failure
If the roll missed the difficulty by:
1-3: A difficult Personal Equipment Repair roll can salvage the crystal. The character must start the refinement process all over again however. If this roll fails the crystal is destroyed.
4-6: A very difficult Personal Equipment Repair roll can salvage the crystal. The character must start the refinement process all over again however. If this roll fails the crystal is destroyed.
7-10: A very difficult Personal Equipment Repair roll can salvage the crystal, but it loses any special properties it once had. It may only produce a basic blade. The character must start the refinement process all over again however to use it at all. If this roll fails the crystal is destroyed.
11+: The crystal is destroyed, and cannot be used as a lightsaber’s foci.
A refined crystal is ready to be incorporated into a lightsaber design. Such crystals use their listed stats, and abilities to create, and enhance a lighsaber’s blade. You may notice that many crystals give abilities tagged as ‘primary’ and ‘secondary’. This is important to note because depending on how a crystal is used in a lightsaber these abilities may or may not affect the blade.
A Word on Color
A lightsaber’s blade usually takes the color of its primary crystal, though some blades will mix or take on color properties of secondary crystals. Also some secondary foci have strong color effects, which tend to overwhelm, and enhance/dominate the other crystal hues. It’s not that important as color doesn’t affect a blades performance.
If there is question as to what color a blade may be a character should just decided what color he wants to make it. There have been many different hues presented through out the different stories of the Star Ware Universe, so letting characters do this shouldn’t be a big deal.
Modifications
Making, and adding modifications to a lightsaber doesn’t take nearly as long as the construction of a new weapon. As a rule it takes about an hour per pip in a modifications ‘mod cost’ to complete the modification. The difficulty of such a task is determined by the modification being made.
When making modifications to Accuracy, or Damage a character may choose to use one of his Force Skills instead of Personal Equipment Repair. This represents a character better tuning the crystal resonance of the foci in his weapon to get more out of them.
A lightsaber may have a total amount of modification equal to 3D, with no more than 1D+2 in either of its two distinct halves. The two halves of a lightsaber’s makeup are it’s Blade, and it’s Hilt, and modifications are always made to these parts.
Hilt modifications are primarily technical modifications, to the various components inside, and out of the handle. This can include special safety mechanisms, hidden tools, and even protection against immersion in liquids. Most of these mods carry the ‘component’ tag.
Blade modifications are made to the special crystals, and a few of the internal mechanisms of the lightsaber. Because the alignment of the lenses can be just as important as the resonance between them, characters are allowed to roll a Force Skill of their choosing instead of Personal Equipment Repair when making these modifications. If a character wishes he may still roll Personal Equipment Repair. These modifications will carry the ‘matrix’ tag.
The difficulty to apply a mod always begins as an easy Personal Equipment Repair roll. The ‘archaic’, and ‘Sith’ tags can modify the difficulty level of this roll. The ‘technical’ tag shows a character how many dice in Personal Equipment Repair he must have before the mod roll can even be attempted.
Making mods can be risky, and there is a chance that a lightsaber suffers a permanent penalty if a mod roll fails.
Modification Failure Chart
If the roll failed by:
5 or less: No permanent damage done. The character simply has to start the process over again.
6-10: Some minor damage to the weapon. The character has to start over again, and the lightsaber suffers -2 pips from its base damage die code.
11-15: Significant damage to the weapon. The character has to start over again, and the lightsaber suffers -1D from its base damage die code, -2 to accuracy, and the primary crystal loses its primary ability.
16+: Major damage to the weapon. The lightsaber, and its primary crystal are unusable. The crystal is ruined, and the lightsaber itself requires a very difficult Personal Equipment Repair roll to salvage its parts.
As mentioned above every modification has its own ‘mod cost’. This cost tells a character how many points toward the lightsabers total allowed modifications a given enhancement will be. For example: Waterproofing has a ‘mod cost’ of +1. This means if a character modifies his lightsaber to be waterproof he may only add modifications of up to 1D+1 in the future to his lightsaber’s hilt. The total number of mods available to either half of a lightsaber is called the ‘mod max’.
Synthetic Crystal Creation
It is possible to create a synthetic lightsaber crystal from scratch. This is not an easy process, but it allows a character to add a variety of effects to a crystal, and usually results in an extremely powerful item.
A character needs access to ancient knowledge, and alchemical blueprints, but he also needs to have several very rare substances available, not least amongst them is crystal powder from naturally occurring crystals. The exact ingredients are varied, but they are all rare. Most of them can be found on the black markets, during any era. It requires a difficult Streetwise roll to scrounge them up, and they probably wont be cheap once found.
To begin with a character must decide how long he is willing to spend blending, and forging the various compounds required. Unlike normal rolls it gets harder to properly forge the materials the longer a character takes (not to mention the time away from other important tasks), but the longer the time frame, and more successful a character is the greater a crystal will be.
1Day- easy
3Days- moderate
5Days- difficult
7Days- very difficult
10Days- heroic
A ‘one day’ synth-crystal carries almost no power; while a ‘ten day’ synth-crystal is amongst one of the most powerful artifacts a being can forge. If a character fails the roll all the components are ruined, and the process must be started again (with new materials).
1Day- Primary: none. Secondary: Adds +1 to attack rolls with Lightsaber.
3Day- Primary: adds +1 to Lightsaber attack rolls. Secondary: Adds +1 to attack rolls with Lightsaber.
5Day- Primary: Adds +1 to lightsaber rolls. Secondary: Adds +1 to Lightsaber rolls.
7Day- Primary: Adds +2 to Lightsaber rolls. Secondary: Adds +2 to Lightsaber rolls.
10Day- Primary: Adds +2 to lightsaber rolls. Secondary: Adds +3 to Lightsaber rolls.
After a crystal is forged a character rolls each of his Force Skills (Control, Sense, and Alter) to determine the crystals base damage die code. After each roll, consult the following chart add the indicated amount to the crystal’s base damage die code.
Very Easy- Primary: Adds +1 to a lightsaber’s base damage die code.
Easy- Primary: Adds +2 to a lightsaber’s base damage die code.
Moderate- Primary: Adds +1D to a lightsaber’s base damage die code. Secondary: Adds +1 to a lightsaber’s damage die code.
Difficult- Primary: Adds +1D+1 to a lightsaber’s base damage die code. Secondary: Adds +1 to a lightsaber’s base damage die code.
Very Difficult- Primary: Adds +1D+2 to a lightsaber’s base damage die code. Secondary: Adds +2 to a lightsaber’s damage die code.
Heroic- Primary: Adds +2D to a lightsaber’s base damage die code. Secondary: Adds +1D to a lightsaber’s damage die code.
Finally in order to imbue a crystal with a special ability, a moderate Personal Equipment Repair roll is required (along with a knowledge of the ability). Most abilities have a number after the ‘crystal’ tag. This number indicates how many levels the difficulty of this Personal Equipment Repair roll is increased.
If a crystal mod carries the ‘archaic’, or ‘Sith’ tags then that character needs to make a moderate Personal Equipment Repair roll modified by the associated number to those tags. This roll is made to see if the character can recall the information correctly. If this roll fails the ability may not be added to the crystal. If the character has knowledge of another ability, then they may roll to see if they can add that one instead.
A character may choose to use one of his Force Skills instead of Personal Equipment Repair when rolling to imbue a crystal with an ability.
If a character fails the roll to give a crystal an ability, then that crystal simply may not have carry such an effect. Special traits are always attached to a crystal’s Primary abilities. A crystal may not have more than one ability.