Alchemy is the ill-understood art of crafting potions, elixirs, and even items that seem to be imbued with arcane powers.
Find out more about lightsaber hilt crafting on page 84 of Endless Vigil: A Sourcebook for Sentinels.
Crafting follows three steps: Step 1: Select Template, in which the PC chooses what kind of item to make; Step 2: Acquire Materials, in which the PC acquires the supplies to build it; and Step 3: Construction, in which the PC actually assembles the hilt.
STEP 1: SELECT TEMPLATE[1][]
When a character sets about creating a lightsaber hilt, the player first chooses a template from the table below. The template dictates the cost and rarity of the materials for the chosen hilt (Material Price/Rarity), the challenge of building it (Check), an estimate of construction duration (Time), and possible results should the character succeed on the check (Hilt Style Examples).
LIGHTSABER TEMPLATES[2][]
Name | Material Price/Rarity | Check | Time | Hilt Style Examples |
---|---|---|---|---|
Standard Lightsaber | 100 credits/4 | Average difficulty Mechanics check | 6 hours | Lightsaber |
Precision Lightsaber | 150 credits/5 | Average difficulty Mechanics check | 12 hours | Shoto, dagger lightsaber, lightfoil |
Defensive Lightsaber | 300 credits/6 | Hard difficulty Mechanics check | 12 hours | Guard shoto |
Double-Bladed Lightsaber | 300 credits/5 | Hard difficulty Mechanics check | 12 hours | Double-bladed lightsaber, Temple Guard lightsaber pike |
Pole Lightsaber | 150 credits/5 | Hard difficulty Mechanics check | 12 hours | Lightsaber pike, long-handle lightsaber |
STEP 2: ACQUIRE MATERIALS[3][]
To attempt to build a lightsaber hilt based on the chosen template, the PC must acquire appropriate materials for that template. The cost and rarity of these materials are listed un "Material Price/Rarity" in the table above. For mechanical purposes, materials count as a single item with the listed cost and rarity. As always, at the GM's discretion, certain supplies might not always be available for the listed price at any given market.
Because the Material Price/Rarity for a template is defined only in terms of cost in credits and abstracted rarity, the particular nature of the materials that a character uses can vary wildly and depend on the specifics of the item the character is crafting. At the GM's discretion, PCs can acquire some or all of the materials for a template via means other than paying for them (such as salvaging them, stealing them, or being gifted with them).
REFORGING A HILT[2][]
During Step 2: Acquire Materials, a character may reforge an existing lightsaber hilt rather than acquiring entirely new materials. If the character does so, reduce the Material Price for the template, indicated in the table above by half of the existing item's Price (to a minimum of 50%) and reduce its rarity by 1. This process consumes the existing hilt entirely.
At the GM's discretion, the crafter may spend a triumph result to transfer one of the positive results of the crafter's choice from the table below from the old hit to the new one, provided that trait can logically be carried over to the new item. In the same manner, the GM may spend a despair result to transfer one of the negative results from the table below from the old hilt to the new one.
STEP 3: CONSTRUCTION[2][]
After acquiring the materials to make the item, the character must make the associated check listed under "Check" on the table above to actually construct the lightsaber hilt. If the character succeeds, the device is fully functional and has the profile listed. If the character succeeds, the device is fully functional and has the profile listed. If the character fails on the check, the hilt that comes out of the attempt is unusable, and the materials are lost. See the table below for the characteristics of sample results for each template.
The amount of time Step 3: Construction takes is determined by the estimate of working hours listed under "Time" on the table above. Every success result the character scores on the check beyond the first reduces this time by 2 hours (to a minimum of 1 hour). Other factors can also affect the time required, at the GM's discretion.
BUILDING TRAINING EMITTERS[2][]
Substantially easier to acquire the parts for and build, crafting a training emitter requires only common electronic parts worth 50 credits (rarity 0) and an Average difficulty Mechanics check.
LIGHTSABER TEMPLATE PROFILES[4][]
Name | Skill | Dam | Crit | Range | Encum | HP | Special | Hands to Wield | Other |
---|---|---|---|---|---|---|---|---|---|
Standard Lightsaber | Lightsaber | 6 | 2 | Engaged | 1 | 5 | Breach 1, Sunder | One-handed | |
Standard Lightsaber Hilt | Lightsaber | 0 | – | Engaged | 1 | 5 | One-handed | ||
Precision Lightsaber | Lightsaber | 5 | 2 | Engaged | 1 | 3 | Accurate 1, Breach 1, Sunder | One-handed | –1 damage to installed crystals |
Precision Lightsaber Hilt | Lightsaber | 0 | – | Engaged | 1 | 3 | Accurate 1 | One-handed | –1 damage to installed crystals |
Defensive Lightsaber | Lightsaber | 5 | 2 | Engaged | 1 | 3 | Defensive 1, Breach 1, Sunder | One-handed | –1 damage to installed crystals |
Defensive Lightsaber Hilt | Lightsaber | 0 | – | Engaged | 1 | 3 | Defensive 1 | One-handed | –1 damage to installed crystals |
Double-Bladed Lightsaber | Lightsaber | 6 | 2 | Engaged | 2 | 4 | Breach 1, Linked 1, Sunder, Unwieldy 3 | Two-handed | Attachments and crystals cost double |
Double-Bladed Lightsaber Hilt | Lightsaber | 0 | – | Engaged | 2 | 4 | Linked 1, Unwieldy 3 | Two-handed | Attachments and crystals cost double |
Pole Lightsaber | Lightsaber | 6 | 2 | Engaged | 2 | 4 | Breach 1, Cumbersome 3, Defensive 1, Sunder | Two-handed | |
Pole Lightsaber Hilt | Lightsaber | 0 | – | Engaged | 2 | 4 | Cumbersome 3, Defensive 1 | Two-handed |
WHAT ABOUT CRYSTALS?[1][]
The lightsaber profiles provided here for the weapons assume that it is installed with an unmodified Ilum crystal; if no crystal installed, use the Hilt profile instead.
SPENDING ADVANTAGE, TRIUMPH, THREAT, AND DESPAIR RESULTS ON LIGHTSABER CRAFTING[5][]
This table includes suggestions on how to integrate other results into successful lightsaber hilt construction. First, crafters can use advantage and triumph results to make improvements to the item. Then, the GM can spend threat and despair results to add flaws. Unless a limit is specified, an option from these tables may be selected any number of times, and its effects stack.
Symbols | Effect |
---|---|
Advantage or Triumph | Lightweight: Decrease the lightsaber's encumbrance by 1 (to a minimum of 1).
Two-Handed: Increase the lightsaber's damage by 1 and encumbrance by 2; it now requires two hands to wield (this can only be selected once and cannot be selected for a two-handed lightsaber. |
Two advantages or a triumph | Disguised: Add a setback die to other characters' checks to identify the lightsaber hilt as such while it is not ignited.
Counterweight: Increase the lightsaber's encumbrance by 2; it loses the Unwieldy quality and gains the Cumbersome quality with the same value (this can only be selected once). |
Three advantages or a triumph | Crossguard: The lightsaber hilt gains a crossguard. It gains the Defensive 1 quality (or increase the value of its Defensive quality by 1), and the user can spend two advantage results or a triumph result to hook [their] opponent's blade and disarm [their] foe. (This can only be selected once.)
Customizable: Increase the lightsaber's Hard Points by 1 (this can only be selected once). Delicate Balance: The lightsaber loses the Cumbersome quality and gains the Unwieldy quality with the same value (this can only be selected once.) Personalized Design: When the crafter makes a successful Lightsaber check with this weapon, add an automatic success to the results. Add an automatic threat result to Lightsaber checks other characters make with this lightsaber. (This can only be selected once.) |
Four advantages or a triumph | Inbuilt: The hilt is constructed as part of another item, such as a tool or weapon. Choose an appropriate item of encumbrance 1 or higher that the character possesses and increase its encumbrance by that of the lightsaber hilt; the hilt is part of that item. While the lightsaber is ignited, the wielder cannot use the original item for its intended purpose and must spend a maneuver to switch between functions. (This can only be selected once.)
Energy Bleed: The lightsaber gains the Stun 2 quality (or increase the value of the Stun quality by 2). |
Triumph | Fine-Tuned Emitter: Add an automatic advantage result to combat checks made with this lightsaber (this can only be selected once).
Personalized Inlay: Reduce the difficulty of checks to modify any lightsaber crystal installed in this weapon by 1 (this can only be selected once). |
Two triumphs | Integral Attachment: Add +1 hard point to the weapon, then install one applicable weapon attachment that requires 1 or fewer hard points and is not a lightsaber crystal. No check is required to obtain this attachment and it costs 0 credits. |
Threat or Despair | Heavy: Increase the lightsaber's encumbrance by 1.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain. |
Two threats or a despair | Oddly Weighted: The lightsaber gains the Cumbersome 2 quality (or increase the value of its Cumbersome quality by 1).
Fragile Casing: Increase the difficulty of checks to repair this lightsaber by 1. |
Three threats or a despair | Awkward Grip: The lightsaber gains the Unwieldy 2 quality (or increase the value of its Unwieldy quality by 1).
Misaligned Emitter: The lightsaber requires a maneuver to ignite rather than an incidental; it can still be powered down as an incidental (this can only be selected once). |
Four threats or a despair | Erratic: Once per combat encounter, the GM may spend a despair result from any combat check with the lightsaber to have the energies within ripple out, damaging the hilt and shocking the wielder. The lightsaber becomes damaged one step (minor to moderate, moderate to major, etc.) and the wielder suffers 3 strain. (This can only be selected once.)
Poor Focusing Lens: The lightsaber gains the Inaccurate quality (or increase the value of its Inaccurate quality by 1). If it has the Accurate quality, reduce the value of that quality by 1 instead. |
Despair | Faulty Inlay: Increase the difficulty of checks to modify any lightsaber crystal installed in this weapon by 1 (this can only be selected once).
Tragic Accident: During the process of crafting the hilt, the character's focus slips at a key moment, and the character suffers a major injury. Upon completing Step 3: Construction, the character suffers a Critical Injury (This can only be selected once.) |
Two despairs | Unstable: The GM may spend a despair result from any combat check with the lightsaber to have it sputter and short out. It remains inoperable until it is repaired through an Average difficulty Mechanics check. |
Triumph (failed check) | Learning Experience: The crafter learns valuable techniques in the attempt; that PC gains a boost die on the next attempt made to craft a hilt and does not need to purchase new materials. |
Two despairs (failed check) | Horrible Accident: Not only has the crafter failed to fashion a working hilt, but the hilt mechanism has exploded. The crafter suffers a Critical Injury with a +20 to the roll, and all the materials are destroyed. |
- ↑ 1.0 1.1 Endless Vigil: A Sourcebook for Sentinels (Page 84)
- ↑ 2.0 2.1 2.2 2.3 Endless Vigil: A Sourcebook for Sentinels (Page 85)
- ↑ Endless Vigil: A Sourcebook for Sentinels (Page 84-85)
- ↑ Endless Vigil: A Sourcebook for Sentinels (Page 86)
- ↑ Endless Vigil: A Sourcebook for Sentinels (Page 87)