The Weapons of the Jedi

Taken from the Jedi Handbook
Updated for use by the Society of Shadows

Weapon Descriptions:

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.



 Weapon listing:
   Lightsaber
   Lightdagger
   Dual-setting Lightsaber
   Lightstaff
   Stunsaber
   Force Lash
   Light Whip
   Light Star
   Light Boomerang
   Light Claws
 Weapon Building:
  Weapons
   Lightsabers


Lightsaber Type: Custom-made melee weapon

Skill: Lightsaber

Difficulty: Difficult

Damage: Varies (Average 5D)

Notes: If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not an opponent's parry total) the character has injured himself with the lightsaber blade. The wielding character sustains normal damage.

This is the standard, classic Jedi weapon. Known throughout the Galaxy as the symbol of the Jedi Knights, a lightsaber is an elegant and very lethal weapon in the right hands. How to create a lightsaber is a carefully guarded secret and a lightsaber will never be sold on the open market.


Lightdagger 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).


Dual-setting Lightsaber Type: Variable length Energy Sword

Skill: Lightsaber: lightsaber

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.

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.



Double-bladed Lightsaber (Lightstaff) Type: Double-ended Energy Staff

Skill: Lightsaber: double saber

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.

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.



Stunsaber Type: Stun Effect Energy Sword

Skill: Lightsaber: Lightsaber

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.

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.


Force Lash Type: Wave-guide channeled energy blade

Difficulty: Moderate

Skill: Lightsaber: Force Lash

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.

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.


Lightwhip Type: Flexible, wave-guide energy lash

Difficulty: Very Difficult

Skill: Lightwhip

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.

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.



Light Star Type: Energy field assisted throwing star

Difficulty: Difficult

Skill: (A) Light Star

Ranges: 2-15 (moderate)/40 (difficult)/100 (very difficult)

Damage: 5D

Notes: If throw difficulty missed by >10, the star either actives too early (causing damage to user’s hand), or isn’t caught (inflicting damage randomly). Requires the Light Star Combat Force power to use.

The light star was a recent discovery by the Society of Shadows, after studying an ancient HoloCron found in the Moro System. It has since been replicated by the SoH, and is now fairly common among those Jedi Knight and above. Like the light boomerang, it uses crystal, wave-guide and mirror technology to create an energy field around the actual weapon. For safety reasons and for precision, it may only be activated telekinetically, otherwise the user’s hand would be seriously injured. Once thrown, the Jedi may guide his weapon against a moving target. It is not nearly as difficult to use as the light boomerang, and is recommended as extra equipment on intense missions should they be available to the Jedi.


Light Boomerang Type: Energy field assisted boomerang

Difficulty: Variable (see below)

Skill: (A) Light Boomerang

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.

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.


Light Claws Type: Energy-blade claws

Difficulty: Moderate

Skill: Lightsaber: lightclaws

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.

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.



Making a Weapon:

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.



Building a lightsaber:

Step 1) Costs: 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 $1,000 - $10,000.

Step 2) Time & Construction: 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 (modified by 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).

Step 3) Modifications: 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

** Although Adegan Crystals may be purchased, they are often gifts to remarkable students from their Masters.

Lightsaber Modification Table

Name: Difficulty: CP: $Cost Time:

Pressure Grip Mod 2 25 1 day

Lock Blade Mod 2 15 ½ day

Var. Lengths Diff 7 80 + Gem 3 days

2 Blades (Staff) Diff 7 80 + Gem 3 days

Extra Dam Very Diff 10 60 + Gem 3 days

Light Suppression Very Diff 10 75 4 days

Sound Suppression Very Diff 13 70 5 days

Non-Metal Const. Very Diff 15 5,000 13 days

Ooze Diff 2 50 + 2 Gems 2 days
 

Pressure Grip: 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.

Lock Blade: 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.

Var. Lengths (see above): 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.

2 Blades (Lightstaff.... see above): 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.

Extra Damage: Simply, it adds 1D to the base damage.

Light Suppression: 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 by 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.

Sound Suppression: 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.

Non-Metal Construction: 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.

Ooze: 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.