Taken from the Jedi Handbook
Updated for use by the Society of Shadows
In addition to the traditional lightsaber, several more exotic
(and if theyíre 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
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.
Skill: Lightsaber: Lightdagger
Notes: -1D to parry. Character is hit if difficulty is missed by more than 12.
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.
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
Skill: Lightsaber: double saber
Difficulty: Very Difficult
Notes: +1D to parry. If wielder misses difficulty by more than 5 points, the wielder struck.
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
Skill: Lightsaber: Lightsaber
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.
Skill: Lightsaber: Force Lash
Note: Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1D or Energy Armor, whichever is greater.
Difficulty: Very Difficult
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.
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 builderís
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.
Skill: (A) Light Star
Ranges: 2-15 (moderate)/40 (difficult)/100 (very difficult)
Notes: If throw difficulty missed by >10, the star either actives too early (causing damage to userís hand), or isnít caught (inflicting damage randomly). Requires the Light Star Combat Force power to use.
Difficulty: Variable (see below)
Skill: (A) Light Boomerang
Ranges: 2-10 (moderate)/20 (difficult)/60 (very difficult)
Notes: If throw or catch difficulty missed by >10, the boomerang either actives too early (causing damage to userís hand), or isnít caught (inflicting damage randomly). Requires the Light Boomerang Combat Force power to use.
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.
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 Jediís 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.
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 dayís 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 dayís worth of work (i.e. Youíre 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 lightsaberís 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 (thereís 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
Lightsaber Modification Table
Name: Difficulty: CP: $Cost Time:
Pressure Grip Mod 2 25 1 day
Lock Blade Mod 2 15 Ĺ 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 arenít any practical
uses, there are tales of Jedi using the blade to hypnotize a target.