Lightsabers
Lightsabers
Saber Staff 1 1d6+1 Deals 1d6+3 when both blades Holds 2 Emitters for 2 blades and can be used Single or
are extended Double
Foldable Staff 1 1d6+1 Deals 1d6+3 when both blades Like the Staff above but it can fold to better transport
are extended
Inquisitor 1 1d6+1 Deals 1d6+3 when both blades Like the Saber Staff above but the Emitters can spin for an
are extended added fear factor and allows for flight
Spinning blade does 2d6
damage
Flight is at a speed of
8+Willpower
Crossguard 0 1d6+2 Smaller side blades deal 1d6 Typical design with 2 smaller blades on the side for added
damage defense or offense
Curved Hilt Staff 1 1d6+1 Deals 1d6+3 when both blades Like the Single Curved Hilt, it is elegant but can connect
are connected as a Staff with another of its same design to form a staff
Can be used either Dual
Wielding or as a staff
Saber/Blaster Hybrid 0 1d6+1 TN 13 Constitution (Stamina) Blade and blaster, this hilt can fire stunning shots when the
or Stunned for 2 rounds. bade is not extended
Ranges of 15/30 yards
Saber Pike 2-blade 1 1d6+2 Deals 2d6 damage when both Used by Temple Guardians, this design has 2 blades, one
blades are extended long and one short
Saber Cane 0 1d6+1 - This is a typical Hilt design but built into a cane for stability
while walking
Guard Shoto 1 1d6 +1 to Defense Designed for defense, the Guard Shoto or Tonfa Saber
features the actual handle on the side of the hilt. This
allows for quick strikes but not strong ones
Long-Handle Pike 2 1d6+2 - The Long-Handle Pike is a single blade with a really long
handle
Light Whip 1 1d6 3 yard range Used mostly to keep enemies at a distance, the Light Whip
features a long, flexible blade instead of the traditional
fixed blade
Light Foil - 1d6 - Used by non-force users, the Light Foil or Rapier is a thin
blade that is not as strong as traditional lightsaber blades;
and it is used by high society in one-on-one duels
Wrist-Blade - 1d6 - Rarely seen, this blade hilt is wrist mounted allowing the
hand to be free but it limits blade movement
Light Club 3 2d6 - The Light Club is a heavier and larger version of the typical
Lightsaber and thus deals typically more damage
All Lightsabers deal Piercing damage, ignoring half of Armor. This is only due to the condensed plasma blade it emits. Most Lightsabers come equipped with a “Training Mode”
that amplifies the Magnetic Containment Field to deal less Damage. Any Blade in “Training Mode” will remove the Piercing Aspect of the blade.
Kyber Crystal Colors (White Core) Kyber Crystal Colors (Black Core)
Blue Blue
Green Green
Red Red
Purple Purple
Yellow Yellow
Black Black
White White
Power Crystal Effect
Ilum (Standard) No additional Saber Effects
Sekabet (Amplification) Adds +1 bonus to Forcepower when Force is used
Rubat (Phasing) Full damage is Penetrating, not Piercing
Ruusan (Focus) Reduces Force Point Cost of Force Powers by 1 point
Lorrdian (Defense) Adds +1 to defense
Sigil (Agility) Adds +1 to Agility-Based Tests
Vexxtal (Aura) Heals user for 1d6+Con once per encounter
Fikrann (Unstable) If stunt die is 6, the blade leaks from the containment field and deals an extra +3 damage if the attack hits
Katak (Compression) Slightly shorter blade for an extra 1d6 damage
Also, Any Vibro-Weapon is naturally Lightsaber Resistant. Even though they are not always made from those above materials, the nature of the high-vibrating core allows it to
block Lightsabers without being cut.