Star Wars RPG (FFG) Wiki
Advertisement

All Jedi and Sith eventually craft their own lightsabers from materials they gather to meet their personal needs.

When acquiring materials, a built lightsaber may be reforged to reduce material price by 50% and its rarity by 1.

Crafting is simple and follows these steps: 

Step 1: Select Template, the PC chooses what kind of item to make.

Step 2: Acquire Materials, the PC acquires the supplies to build it.

Step 3: Construction, the PC actually assembles the item with the check. 

If the character succeeds, the item is fully functional and has the profile listed in its template. If the character fails on the check, the product that comes out of the attempt is unusable, and the materials are lost. 

Every Success 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. 

Lightsaber Templates[]

  • Standard Lightsaber Hilt
Price Rarity Check Time
100 4 Average (2 difficulty) Mechanics 6 hours
Skill Dam Crit Range Encum HP Special Hands Other
Lightsaber 0 - Engaged 1 5 N/A One N/A
  • Precision Lightsaber Hilt
Price Rarity Check Time
150 5 Average (2 difficulty) Mechanics 12 hours
Skill Dam Crit Range Encum HP Special Hands Other
Lightsaber 0 - Engaged 1 3 Accurate 1 One -1 damage to installed lightsaber crystals
  • Defensive Lightsaber Hilt
Price Rarity Check Time
300 6 Hard (3 difficulty) Mechanics 12 hours
Skill Dam Crit Range Encum HP Special Hands Other
Lightsaber 0 - Engaged 1 3 Defensive 1 One -1 damage to installed lightsaber crystals
  • Double-Bladed Lightsaber Hilt
Price Rarity Check Time
300 5 Hard (3 difficulty) Mechanics 12 hours
Skill Dam Crit Range Encum HP Special Hands Other
Lightsaber 0 - Engaged 2 4 Linked 1, Unwieldy 3 Two Attachments cost double
  • Pole Lightsaber Hilt
Price Rarity Check Time
150 5 Hard (3 difficulty) Mechanics 12 hours
Skill Dam Crit Range Encum HP Special Hands Other
Lightsaber 0 - Engaged 2 4 Cumbersome 3, Defensive 1 Two N/A



Lightsaber Integration[]

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despair to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

1 Advantage or 1 Triumph

  • Lightweight: Reduce the encumbrance by 1 (to a minimum of 1).
  • Two-Handed: Increase the weapon's damage by 1 and encumbrance by 2, requires two hands to wield (Limit 1, cannot be selected for two-handed lightsabers).

2 Advantages or 1 Triumph

  • Disguised: Add a Setback die to other characters' checks to identify the lightsaber hilt 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 (Limit 1).

3 Advantages or 1 Triumph

  • Crossguard: The lightsaber hilt gains a Crossguard, gains Defensive 1 quality (or increase quality by 1), and the user can spend 2 Advantages or 1 Triumph to hook his opponents blade and disarm his foe (Limit 1).
  • Customizable: +1 Hard Point (Limit 1).
  • Delicate Balance: Loses the Cumbersome quality and gains Unwieldy quality with the same value (Limit 1).
  • Personalized Design: When the crafter makes a successful Lightsaber check with this weapon, add a Success to the results. Add a Threat to Lightsaber checks other characters make with this lightsaber (Limit 1).

4 Advantages or 1 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 ignited, the wielder cannot use the original item for its intended purpose and must spend a maneuver to switch between functions (Limit 1).
  • Energy Bleed: Gain Stun 2 quality (or increase quality by 2).

1 Triumph

  • Fine-Tuned Emitter: Add an Advantage to combat checks made with this lightsaber (Limit 1).
  • Personalized Inlay: Reduce the difficulty of checks to modify any lightsaber crystal installed in this weapon by 1 (Limit 1).

2 Triumphs

  • Integral Attachment: Add +1 Hard Point, then install one applicable 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.

1 Threat or 1 Despair

  • Exhausting Effort: Upon completing Construction, the character suffers 3 strain.
  • Heavy: Increase the encumbrance by 1.

2 Threats or 1 Despair

  • Oddly Weighted: Gain Cumbersome 2 quality (or increase quality by 1).
  • Fragile Casing: Increase difficulty of repair checks by 1.

3 Threats or 1 Despair

  • Awkward Grip: Gains Unwieldy 2 quality (or increase 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 (Limit 1).

4 Threats or 1 Despair

  • Erratic: Once per combat the GM may spend a Despair from any combat check made with the lightsaber to damage the lightsaber by one step (minor to moderate, moderate to major, etc) and the wielder suffers 3 strain.
  • Poor Focusing Lens: Gain Inaccurate 1 quality (or increase quality by 1). If it has the Accurate quality, reduce the value of that quality by 1 instead.

1 Despair

  • Faulty Inlay: Increase the difficulty of checks to modify attachments to this weapon by 1 (Limit 1).
  • Tragic Accident: Upon completing Construction, the character suffers a Critical Injury.

2 Despair

  • Unstable: The GM may spend a Despair from any combat check made with the lightsaber to have it sputter and short out. It remains inoperable until it is repaired through an Average Mechanics check.

1 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.

2 Despair (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 of the materials are destroyed.

Kyber Crystals[]

Crystal Damage Crit Traits
Barab Ingot 8 3 Breach 1, Burn 1, Sunder
Christophsis Crystal 7 3 Breach 1, Sunder
Corrupted Crystal 6 2 Breach 1, Vicious 2, Sunder, Special
Cracked Crystal 7 3 Breach 2, Vicious 1, Sunder, Special
Cracked Jedha Crystal 7 3 Breach 1, Vicious 1, Inaccurate 2, Sunder
Dantari Crystal 7 2 Breach 1, Sunder, Special
Dragite Gem 7 3 Breach 1, Disorient 1, Sunder
Etaan Crystal 6 2 Breach 1, Sunder, Special
Ghostfire Crystal 6 2 Breach 1, Sunder, Special
Ilum Crystal 6 2 Breach 1, Sunder
Kimber Stone 9 - Stun Damage
Krayt Dragon Pearl 9 1 Breach 1, Vicious 1, Sunder
Lorrdian Gemstone 7 2 Breach 1, Defensive 1, Sunder
Mephite Crystal 8 2 Breach 1, Sunder, Special
Nishalorite Stone 7 3 Breach 1, Sunder, Special
Sapith Gem 7 2 Breach 1, Sunder
Seeker Crystal 7 2 Breach 1, Sunder, Special
Solari Crystal 7 2 Breach 1, Defensive 1, Sunder, Special
Sorian Crystal 6 3 Breach 1, Sunder, Special
Tainted Nightsister Crystal 6 2 Breach 1, Sunder, Disorient 3, Vicious 4
Thontiin Crystal 6 2 Breach 1, Sunder, Special
Training Lightsaber Emitter 6 - Stun Damage
Unstable Kyber Crystal 6 2 Breach 1, Sunder, Special
Varpeline Crystal 8 3 Breach 1, Sunder, Vicious 1, Special
Zophis Crystal 8 2 Breach 2, Sunder, Vicious 1, Special

Additional Notes:[]

Most Lightsaber Crystal attachments include mod-options to improve their stats. Some even have special effects beyond their stats alone. Please refer to their respective entries in the Wiki for details.

Advertisement