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====Lightsabers==== [[Lightsaber]]s are in, and work [[Awesome|exactly]] how they are expected to, so no [[nerf|underpowering]] them for the sake of game balance. Thankfully the setting largely excludes Knight-level characters, so very few people actually know how to use them properly, meaning any character stupid enough to wield one will be rolling a number of D8s based on strength or agility without any skill points to upgrade them and therefore would have problems reliably hitting anything with a decent defense score. *''Force & Destiny'' added Lightsaber styles as part of the base ruleset. That still doesn't make people into jedi sword masters though, since each style has to be learned separately just like any other career specialisation, plus Lightsabers are still rare and illegal, so finding one should be a challenge. *''Rise of the Separatists'' revised the lightsaber mechanics to separate hilt from crystal. A sidebar adds a new rule that allows actually starting with a lightsaber if you don't mind taking the hit to your Obligation/Duty/Conflict to get an extra 2500 credits of value to afford it (or are starting at a higher level). <div class="toccolours mw-collapsible mw-collapsed" style="width:75%"> '''Lightsaber Crystals:''' Because there isn't actually a single table providing the statistics for lightsaber crystals -despite the fact they actually define the weapon itself - it is rather difficult to actually compare them without extrapolating from the text. So here follows a table of crystals put side by side, normally a crystal takes up 2 weapon Hard Point slots; some do differ and it will be mentioned in their notes. <div class="mw-collapsible-content"> {| border="1" cellspacing="0" cellpadding="2" align="left" ! Crystal Type ! Base Cost ! Rarity ! Base Damage ! Base Critical Rating ! Base Qualities ! End Damage ! End Critical Rating ! End Qualities ! Special Notes |- | Ilum ''(default)'' | 9000 | 10 | 6 | 2 | Breach 1, Sunder | 10 | 1 | Breach 1, Vicious 2, Sunder | |- | Training Emitter | 100 | 6 | 6 | - | Stun | N/A | N/A | N/A | Not upgradeable |- | Barab Ingot | 15,000 | 8 | 8 | 3 | Breach 1, Burn 1, Sunder | 8 | 3 | Breach 1, Burn 3, Vicious 2, Sunder | |- | Christophsis Crystal | 11,000 | 8 | 7 | 3 | Breach 1, Sunder | 10 | 1 | Breach 2, Sunder, Knockdown 1 | |- | Dantari | 12,000 | 9 | 7 | 2 | Breach 1, Sunder | 9 | 1 | Breach 1, Sunder | May spend force points as part of a combat check to recover strain |- | Dragite Gem | 14,000 | 7 | 7 | 3 | Breach 1, Disorient 1, Sunder | 8 | 3 | Breach 1, Concussive 2, Disorient 3, Sunder | |- | Etaan | 12,000 | 9 | 6 | 2 | Breach 1, Sunder | 8 | 1 | Breach 1, Innate Talent (Parry), Innate Talent (Reflect), Vicious 1, Sunder | When the wielder uses the Improved Reflect talent to redirect an attack to an opponent, increase the Damage by 2. <br> <br> Takes 1 Hard Point slot. |- | Ghostfire | 14,000 | 9 | 6 | 2 | Breach 1, Sunder | 8 | 2 | Breach 1, Defensive 2, Sunder | The wielder can spend 4 Advantage or 1 Triumph result in an attack check to prevent the opponent from using the Parry talent. <br> <br> Takes 1 Hard Point slot. |- | Kimber Stone | 6500 | 8 | 9 | - | Stun | 11 | - | Stun, Concussive 1, Disorient 2 | |- | Krayt Dragon Pearl | 15,000 | 10 | 9 | 1 | Breach 1, Sunder, Vicious 1 | 10 | 1 | Breach 1, Sunder, Vicious 4 | |- | Lorrdian Gemstone | 9600 | 8 | 7 | 2 | Breach 1, Defensive 1, Sunder | 7 | 2 | Breach 1, Defensive 2, Deflection 2 Sunder | |- | Mephite | 10,000 | 10 | 8 | 2 | Breach 1, Sunder | 11 | 1 | Breach 1, Vicious 1, Sunder | Force Sensitive Characters automatically detect the crystal when sensing their surroundings |- | Nishalorite | 12,500 | 8 | 7 | 3 | Breach 1, Sunder | 7 | 3 | Breach 1, Disorient 2, Innate Talent (Planet Mapper), Vicious 1, Sunder | The wielder gains +1 advantage whenever they attempt to navigate or determine their position. |- | Sapith Gem | 18,000 | 10 | 7 | 2 | Breach 1, Sunder | 9 | 1 | Breach 2, Sunder | |- | Seeker | 16,000 | 9 | 7 | 2 | Breach 1, Sunder | 8 | 2 | Breach 1, Vicious 1. ''Increase check range to Medium (see ability)'' | Force Sensitive characters may make Perception/Vigilance checks to detect living creatures within short range. |- | Solari | 16,000 | 9 | 7 | 2 | Breach 1, Sunder, Defensive 1 | 8 | 2 | Breach 1, Vicious 1, Defensive 2, reduced Cost of Improved Reflect by one | Reduce Strain from using Reflect talent by one. <br> <br> If user drops below 50 Morality then crystal ceases to function. |- | Sorian | 16,000 | 9 | 6 | 3 | Breach 1, Sunder | 9 | 3 | Breach 1, Disorient 1, Innate Talent (Parry), Sunder | When used with the Parry talent, add +1 boost die to the next combat check against the attacker. <br> <br> Takes up 4 hard point slots. |- | Tainted Nightsister Crystal | 13,000 | 10 | 6 | 2 | Breach 1, Sunder, Disorient 3, Vicious 4 | 7 | 2 | Breach 1, Sunder, Disorient 4, Vicious 4 | |- | Thontiin Crystal | 9,000 | 9 | 6 | 2 | Breach 1, Sunder | 9 | 1 | Breach 1, Sunder | User may ignore the effects of one Easy severity critical injury once per encounter. |- | Unstable Kyber Crystal | 16,000 | 10 | 6 | 2 | Breach 1, Sunder | 6 | 2 | Breach 1, Sunder | A character can spend a maneuver to increase their Force Rating by +1 until they use the extra dice to fuel a Force Power or Talent. <br> <br> The GM may spend four disadvantage or one despair to have the lightsaber sputter out and deactivate for one hour. |- | Varpeline | 14,000 | 9 | 8 | 3 | Breach 1, Vicious 1, Sunder | 9 | 3 | Breach 1, Vicious 3, Sunder | When spending a Triumph result to cause a critical hit, they may spend a second Triumph to automatically get the "Maimed" result without having to randomly determine it. |- | Zophis Crystal | 11,000 | 10 | 8 | 2 | Breach 2, Sunder, Vicious 1 | 10 | 2 | Breach 2, Sunder, Vicious 1 | When activating the sunder quality, may damage targeted item by one additional step. <br> <br> GM may spend 3 disadvantage or 1 despair result to deactivate the lightsaber for one turn. |- | Corrupted Crystal (Special) | N/A | 10 | 6 | 2 | Breach 1, Sunder, Vicious 2 | 8 | 1 | Breach 1, Sunder, Vicious 3 | Wielder adds one '''Black''' to Force power checks. <br> <br> If a Force Sensitive wielder raises their morality to above 70, they may "reclaim" the crystal, whereupon it no longer provides '''Black''' for force checks, but also loses the Vicious Quality. |- | Cracked Crystal (Special) | N/A | 10 | 7 | 3 | Breach 1, Sunder, Vicious 1 | 7 | 2 | Breach 1, Sunder, Vicious 3 | If the wielder rolls a Despair result on a lightsaber combat check, the GM may choose to shatter the crystal, after which it may no longer function. |- | Cracked Jedha Crystal | 8000 | 10 | 7 | 3 | Breach 1, Inaccurate 2, Sunder, Vicious 1 | 9 | 2 | Breach 1, Inaccurate 1, Sunder, Vicious 4 | Takes up 3 hard point slots |- | Master Lodaka's Lightsaber ''(Unique)'' | 20,000 | 10 | N/A | N/A | N/A | 10 | 1 | Breach 1, Vicious 2, Sunder | Attacks made with this lightsaber ignore the Cortosis quality and cannot be shut down by refined Cortosis. |- |} <br style="clear: both; height: 0px;" /> </div> </div>
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