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Liquidprism
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Brave New Empire - Lightsaber Creation and Item Modification

Post by Liquidprism »

Building a Lightsaber

Constructing a lightsaber requires that a character have Lightsaber Combat. Otherwise a character can only make a pseudo-lightsaber. A pseudo-lightsaber may not utilize special crystals, and has a base damage of 5D. Having Lightsaber Combat allows a character to utilize these rules to their fullest, and modify a lightsaber with special crystals. Furthermore a character without access to a technical schematic must have Personal Equipment Engineering of at least 1D.

To create a lightsaber, a character must first gather all the necessary material components. These include: a power cell, hand grip, activation plate, components for a safety, blade length stabilizer, an emitter matrix, recharge socket, lens assembly, a power conduit, and one or more focusing crystals. All these parts, except the crystals are pretty standard throughout the known universe (during any period). The crystals however, are another matter.

It takes anywhere from about a day, to up to a month to create a lightsaber from scratch. However, most modifications only take a few hours. The most involved part of the whole process is refining the crystal/foci.

To construct the weapon (assuming you have all your crystals ready) requires anywhere from a day, to several weeks. The total length of time taken determines how difficult the task is:
1 Day- Heroic
3 Days- Very Difficult
5 Days- Difficult
10 Days- Moderate
15 Days- Easy

A character may chose to spend more time on this task, but it will not decrease the difficulty of the roll. After the allotted time passes a Personal Equipment Repair roll is made. If successful the character has managed to construct a functional lightsaber. If the roll fails, a character must start the task all over again.

Refining the Crystal

Before a crystal (or other foci) can be used to create a lightsaber blade, the raw material must first be refined. Sometimes this is like cutting a precious stone, and other times it’s the equivalent of blacksmithing, either way it is time consuming, and requires intense focus.

To refine a crystal into a usable focus a character must have the tools, and equipment to do so. While a lightsaber can take up to a month to construct from scratch, most of this time is spent on the crystals. It is possible to make a lightsaber in just a few days, spending only a few hours with the crystals, but this is impossible for all but the finest of lightsaber craftsmen.

To begin, a character must state how long he plans to work on the project. This determines a base difficulty for his Personal Equipment Repair roll.
1 Day: Heroic
3 Days: Very Difficult
6 Days: Difficult
12 Days: Moderate
18 Days: Easy

A character may choose to spend more time working with a crystal however; doing so cannot reduce the difficulty of the roll. The material of the crystal being refined may increase difficulty of the roll. A crystal’s Delicacy adds its rating number in levels to the total level of difficulty for the Personal Equipment Repair roll. If a difficulty is increased beyond Heroic, then that type of crystal may not be refined in the given amount of time.

At the end of the chosen time frame the character makes a single Personal Equipment Repair roll. If the roll fails the crystal has been worked poorly, and may need repairs. If the roll succeeds the crystal is refined, and ready to be incorporated into a lightsaber.

Crystal Refinement Failure

If the roll missed the difficulty by:
1-3: A difficult Personal Equipment Repair roll can salvage the crystal. The character must start the refinement process all over again however. If this roll fails the crystal is destroyed.
4-6: A very difficult Personal Equipment Repair roll can salvage the crystal. The character must start the refinement process all over again however. If this roll fails the crystal is destroyed.
7-10: A very difficult Personal Equipment Repair roll can salvage the crystal, but it loses any special properties it once had. It may only produce a basic blade. The character must start the refinement process all over again however to use it at all. If this roll fails the crystal is destroyed.
11+: The crystal is destroyed, and cannot be used as a lightsaber’s foci.

A refined crystal is ready to be incorporated into a lightsaber design. Such crystals use their listed stats, and abilities to create, and enhance a lighsaber’s blade. You may notice that many crystals give abilities tagged as ‘primary’ and ‘secondary’. This is important to note because depending on how a crystal is used in a lightsaber these abilities may or may not affect the blade.

A Word on Color

A lightsaber’s blade usually takes the color of its primary crystal, though some blades will mix or take on color properties of secondary crystals. Also some secondary foci have strong color effects, which tend to overwhelm, and enhance/dominate the other crystal hues. It’s not that important as color doesn’t affect a blades performance.

If there is question as to what color a blade may be a character should just decided what color he wants to make it. There have been many different hues presented through out the different stories of the Star Ware Universe, so letting characters do this shouldn’t be a big deal.

Modifications

Making, and adding modifications to a lightsaber doesn’t take nearly as long as the construction of a new weapon. As a rule it takes about an hour per pip in a modifications ‘mod cost’ to complete the modification. The difficulty of such a task is determined by the modification being made.

When making modifications to Accuracy, or Damage a character may choose to use one of his Force Skills instead of Personal Equipment Repair. This represents a character better tuning the crystal resonance of the foci in his weapon to get more out of them.

A lightsaber may have a total amount of modification equal to 3D, with no more than 1D+2 in either of its two distinct halves. The two halves of a lightsaber’s makeup are it’s Blade, and it’s Hilt, and modifications are always made to these parts.

Hilt modifications are primarily technical modifications, to the various components inside, and out of the handle. This can include special safety mechanisms, hidden tools, and even protection against immersion in liquids. Most of these mods carry the ‘component’ tag.

Blade modifications are made to the special crystals, and a few of the internal mechanisms of the lightsaber. Because the alignment of the lenses can be just as important as the resonance between them, characters are allowed to roll a Force Skill of their choosing instead of Personal Equipment Repair when making these modifications. If a character wishes he may still roll Personal Equipment Repair. These modifications will carry the ‘matrix’ tag.

The difficulty to apply a mod always begins as an easy Personal Equipment Repair roll. The ‘archaic’, and ‘Sith’ tags can modify the difficulty level of this roll. The ‘technical’ tag shows a character how many dice in Personal Equipment Repair he must have before the mod roll can even be attempted.

Making mods can be risky, and there is a chance that a lightsaber suffers a permanent penalty if a mod roll fails.

Modification Failure Chart

If the roll failed by:
5 or less: No permanent damage done. The character simply has to start the process over again.
6-10: Some minor damage to the weapon. The character has to start over again, and the lightsaber suffers -2 pips from its base damage die code.
11-15: Significant damage to the weapon. The character has to start over again, and the lightsaber suffers -1D from its base damage die code, -2 to accuracy, and the primary crystal loses its primary ability.
16+: Major damage to the weapon. The lightsaber, and its primary crystal are unusable. The crystal is ruined, and the lightsaber itself requires a very difficult Personal Equipment Repair roll to salvage its parts.

As mentioned above every modification has its own ‘mod cost’. This cost tells a character how many points toward the lightsabers total allowed modifications a given enhancement will be. For example: Waterproofing has a ‘mod cost’ of +1. This means if a character modifies his lightsaber to be waterproof he may only add modifications of up to 1D+1 in the future to his lightsaber’s hilt. The total number of mods available to either half of a lightsaber is called the ‘mod max’.

Synthetic Crystal Creation

It is possible to create a synthetic lightsaber crystal from scratch. This is not an easy process, but it allows a character to add a variety of effects to a crystal, and usually results in an extremely powerful item.

A character needs access to ancient knowledge, and alchemical blueprints, but he also needs to have several very rare substances available, not least amongst them is crystal powder from naturally occurring crystals. The exact ingredients are varied, but they are all rare. Most of them can be found on the black markets, during any era. It requires a difficult Streetwise roll to scrounge them up, and they probably wont be cheap once found.

To begin with a character must decide how long he is willing to spend blending, and forging the various compounds required. Unlike normal rolls it gets harder to properly forge the materials the longer a character takes (not to mention the time away from other important tasks), but the longer the time frame, and more successful a character is the greater a crystal will be.

1Day- easy
3Days- moderate
5Days- difficult
7Days- very difficult
10Days- heroic

A ‘one day’ synth-crystal carries almost no power; while a ‘ten day’ synth-crystal is amongst one of the most powerful artifacts a being can forge. If a character fails the roll all the components are ruined, and the process must be started again (with new materials).

1Day- Primary: none. Secondary: Adds +1 to attack rolls with Lightsaber.
3Day- Primary: adds +1 to Lightsaber attack rolls. Secondary: Adds +1 to attack rolls with Lightsaber.
5Day- Primary: Adds +1 to lightsaber rolls. Secondary: Adds +1 to Lightsaber rolls.
7Day- Primary: Adds +2 to Lightsaber rolls. Secondary: Adds +2 to Lightsaber rolls.
10Day- Primary: Adds +2 to lightsaber rolls. Secondary: Adds +3 to Lightsaber rolls.

After a crystal is forged a character rolls each of his Force Skills (Control, Sense, and Alter) to determine the crystals base damage die code. After each roll, consult the following chart add the indicated amount to the crystal’s base damage die code.
Very Easy- Primary: Adds +1 to a lightsaber’s base damage die code.
Easy- Primary: Adds +2 to a lightsaber’s base damage die code.
Moderate- Primary: Adds +1D to a lightsaber’s base damage die code. Secondary: Adds +1 to a lightsaber’s damage die code.
Difficult- Primary: Adds +1D+1 to a lightsaber’s base damage die code. Secondary: Adds +1 to a lightsaber’s base damage die code.
Very Difficult- Primary: Adds +1D+2 to a lightsaber’s base damage die code. Secondary: Adds +2 to a lightsaber’s damage die code.
Heroic- Primary: Adds +2D to a lightsaber’s base damage die code. Secondary: Adds +1D to a lightsaber’s damage die code.

Finally in order to imbue a crystal with a special ability, a moderate Personal Equipment Repair roll is required (along with a knowledge of the ability). Most abilities have a number after the ‘crystal’ tag. This number indicates how many levels the difficulty of this Personal Equipment Repair roll is increased.

If a crystal mod carries the ‘archaic’, or ‘Sith’ tags then that character needs to make a moderate Personal Equipment Repair roll modified by the associated number to those tags. This roll is made to see if the character can recall the information correctly. If this roll fails the ability may not be added to the crystal. If the character has knowledge of another ability, then they may roll to see if they can add that one instead.

A character may choose to use one of his Force Skills instead of Personal Equipment Repair when rolling to imbue a crystal with an ability.
If a character fails the roll to give a crystal an ability, then that crystal simply may not have carry such an effect. Special traits are always attached to a crystal’s Primary abilities. A crystal may not have more than one ability.
Last edited by Liquidprism on Fri Nov 27, 2009 9:55 pm, edited 1 time in total.
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Liquidprism
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Post by Liquidprism »

Lightsaber Mods, and Crystals Revised

Mod Tags

There are 2 basic areas in which a lightsaber may be improved upon: the ‘hilt’ and the ‘crystal matrix’. While the crystal matrix is technically included with a lightsaber’s hilt design, for purposes of modifying a lightsaber they are two separate areas of functionality.

Activated: This tag delineates a mod that must be turned on to use. This means that a character must spend an action to activate the mod’s ability.

Archaic: This tag delineates that knowledge of ancient lightsaber design in require to be able to create, and/or incorporate this mod into a lightsaber. Such knowledge is more readily available in games that are set in past eras, but during the Imperial Era, and forward such knowledge is all but lost. Only undiscovered ruins, and lost data banks will have such knowledge. The number after ‘archaic’ determines how difficult it is to utilize this information once a character has obtained it. The difficulty roll for creating, or applying the mod is increased by one D6 for each point.

Component: This tag delineates that the mod is made to a lightsaber’s basic function, and internal mechanisms (including the lenses, and foci that create the blade). These mods can include just about anything that doesn’t directly relate to a lightsaber’s ‘crystal matrix’.

Crystal: This tag delineates that the mod requires a special lightsaber crystal to be included into the lightsaber’s design. Without a crystal that grants this mods ability the mod is impossible to add. The number after ‘crystal’ determines how difficult this mod is to build into a synthetic crystal. The associated difficulties for ‘forging’ a synth-crystal are all increased by one D6 per point.

Dark: This tag delineates that a mod is inherently linked with the Dark Side in someway. Any character that uses a willingly uses a lightsaber with a ‘Dark’ mod gains a Dark Side point each time they do so. Only a single Dark Side point may be gained per encounter this way.

Force: This tag delineates that the mod requires a character wielding the lightsaber to be Force Sensitive. If a character that isn’t Force Sensitive uses the weapon then this mod does not function. This represents certain lightsaber abilities that only function through a resonance with the Force through a character.

Matrix: This tag delineates mods made to a lightsaber’s ‘crystal matrix’, and thus its blade. These mods are basic adjustments to the form, and function of a lightsaber’s blade, affected by tweaking the alignment of the crystal foci inside the hilt.

Sith: This tag delineates that knowledge of the Sith Lords, and their alchemical sciences is required to be able to create or incorporate the mod into a lightsaber’s design. Even in the days of the old republic this information was elusive, and hard to uncover. Such knowledge is secreted in ancient Sith ruins, and archives. The number after ‘sith’ determines how difficult it is to utilize this information once a character has obtained it. The difficulty roll for creating, or applying the mod is increased by one D6 for each point

Skilled: This tag delineates that a mod requires a certain degree of skill to utilize properly, above and beyond what is normally required to wield a lightsaber. The number after ‘skilled’ shows a character how many dice in Lightsaber they must have to use this mod. If a character doesn’t meet the listed requirement uses a lightsaber with this mod, the number after ‘skilled’ is applied as a penalty to the character’s Lightsaber skill.

Technical: This tag delineates that the mod requires more than basic understanding of a lightsaber’s design, and function to create, and/or include on a lightsaber. This tag is found on mods that require a redesign of the basic functionality of a lightsaber to incorporate. The number after ‘technical’ indicates the basic number of whole dice a character must have in Lightsaber Repair to even attempt the creation, or inclusion of this mod for a lightsaber.


THE MODS

Mod Sheet:
Total of 3D in Mods
Hilt- 1D+2 mod max
Blade- 1D+2 mod max

WATERPROOFING
Mod Cost: +1
Tags: Component, Technical 1
Effect:
This mod makes a lightsaber waterproof, allowing the weapon to function even when submerged in liquids. Without this mod a lightsaber may not function while submerged in liquid.

CRYSTAL ARRAY
Mod Cost: +2
Tags: Archaic 1, Matrix, Technical 4
Effect:
This mod allows a lightsaber to hold one extra focusing crystal within the hilt.

QUICK SNAP
Mod Cost: +1
Tags: Component, Technical 1
Effect:
This mod allows a lightsaber to be drawn during combat without it incurring a multiple-actions penalty to do so. A character must still wait for his first turn to draw the weapon.

CELL SENSOR
Mod Cost: +1
Tags: Component, Technical 2
Effect:
Only the owner of this lightsaber may use it. A difficult Lightsaber Repair roll can be made to override this mod, however it takes at least half an hour of work before the roll may be attempted.

HILT TRAP
Mod Cost: +2
Tags: Component, Technical 3
Effect:
This mod requires a lightsaber to have the ‘Cell Sensor’ mod. If someone other than the owner tries to use this lightsaber, that character receives a ‘wounded’ injury level. A character that adds this mod to his lightsaber receives a Dark Side point.

HILT GUARD
Mod Cost: +2
Tags: Component, Technical 1
Effect:
Adds +1D to the difficulty of called shots made to disarm the user of this lightsaber.

SHORT BLADE
Mod Cost: 0
Tags: Matrix
Effect:
Gives a lightsaber a shorter blade, which makes parrying with the lightsaber easier. Adds +5 to reactions with Lightsaber, while it subtracts the same amount from attacks. A lightsaber with this modification may not have ‘Long Blade’ as well. A lightsaber may be constructed with this mod included. If a lightsaber is built in such a way, this is mod sets the default blade length.

LONG BLADE
Mod Cost: 0
Tags: Matrix
Effect:
Gives a lightsaber a longer blade, which makes hitting easier. Adds +5 to attacks with Lightsaber, while it subtracts the same amount from reactions. A lightsaber with this modification may not have ‘Short Blade’ as well. A lightsaber may be constructed with this mod included. If a lightsaber is built in such a way, this is mod sets the default blade length.

VARIABLE BLADE
Mod Cost: +2
Tags: Matrix, Technical 2
Effect:
This mod allows the lightsaber to switch between a ‘short’, ‘long’, or ‘normal’ blade length. This mod may be used once around to give a character +3 to Lightsaber for one action.

FAIL SAFE
Mod Cost: +0
Tags: Component
Effect:
This mod allows the user to fumble with a lightsaber, and not hurt themselves. Even if an attack with the lightsaber misses the difficulty by 10, the user does not take damage. When creating a lightsaber a character must choose between ‘Fail Safe’, and ‘Blade Lock’ as the default safety mechanism.

BLADE LOCK
Mod Cost: +0
Tags: Component
Effect:
This mod decreases the base Control difficulties of Lightsaber Throw, and Projected Lightsaber Combat by 1 level. When creating a lightsaber a character must choose between ‘Fail Safe’, and ‘Blade Lock’ as the default safety mechanism.

INERTIAL STABILIZER
Mod Cost: +2
Tags: Component, Technical 2
Effect:
This mod adds +1 to a lightsaber’s ‘accuracy’, but reduces the ‘hilt’ mod max of a lightsaber by -2.

OVERCHARGER
Mod Cost: +2
Tags: Component, Technical 2
Effect:
This mod adds +1 to a lightsaber’s ‘damage’ die code, but reduces the ‘blade’ mod max of a lightsaber by -2.

SURGING
Mod Cost: +1D+1
Tags: Archaic 3, Crystal 2, Matrix, Technical 5
Effect:
Each time this lightsaber’s damage is rolled, the first wild die is always treated as a 6.

IONIZED
Mod Cost: +1D+2
Tags: Archaic 2, Crystal 2, Matrix, Technical 5
Effect:
This lightsaber deals an extra 3D of ion damage to droids and vehicles. This lightsaber ignores any ‘shields’ on targets as well. Vehicles take this lightsaber’s damage as both ‘ion’ and regular damage.

ENERGY BOOSTER
Mod Cost: +1D+1
Tags: Matrix, Technical 3
Effect:
When this lightsaber deals damage to objects (such as cover or personal armor) double the damage roll result against those objects (including vehicles) to determine how badly they are damaged. This doesn’t work against objects made of materials that are tempered against lightsabers.

RESONANT
Mod Cost: +1D
Tags: Archaic 2, Crystal 2, Force
Effect:
While this lightsaber is active a user may ‘keep up’ one extra force power at no penalty.

AFFINITY: (Control, Sense, Alter)
Mod Cost: 1D+1
Tags: Archaic 2, Crystal 2, Force
Effect:
While this lightsaber is on a user adds +5 to all his rolls with the designated Force Skill.

FLUX
Mod Cost: +1D+1
Tags: Archaic 3, Matrix, Technical 5
Effect:
This mod causes the normally smooth energy of the lightsaber’s blade to pulse, and waver in a hypnotic manner. Opponents engaging the user must make a moderate Perception roll or lose 1D from all their pools during the fight.

SILENCED
Mod Cost: +1
Tags: Activated, Component, Sith 1, Technical 1
Effect:
This mod causes a lightsaber to lose its distinctive hum. In fact the counter-harmonics create almost no noise what so ever.

SONIC
Mod Cost: +1D
Tags: Archaic 2, Crystal 2, Technical 3
Effect:
This mod causes a lightsaber to do an additional ‘stunned’ injury level to characters that are it by it. This result is added to any other injury results a target is suffering from, or receives from the attack.

WIDE
Mod Cost: +2
Tags: Matrix
Effect:
This mod adds +5 to deflection/reflection rolls taken using Lightsaber.

PURGING
Mod Cost: +1D+1
Tags: Crystal 2, Force, Sith 3
Effect:
When this lightsaber connects with the blade of another that lightsaber loses any special abilities/bonuses (from mods or crystals) until the end of the round. A lightsaber’s base ‘accuracy’ and ‘damage’ are not affected.

SCOURGE
Mod Cost: +1D+2
Tags: Crystal 3, Dark, Force, Sith 3
Effect:
When an attack using this lightsaber is successfully parried with another melee weapon, the target still takes half the lightsaber’s base damage (do not incude any bonuses from Lightsaber Combat or LC Forms).

DEVOURER
Mod Cost: +1D+1
Tags: Crystal 2, Force, Sith 3
Effect:
Each time this lightsaber connects with the blade of another that lightsaber loses
-1D from it’s damage die code. If the affected lightsaber only has pips left, all the pips are removed. This ability only affects the lightsaber’s damage die code, and does not affect the bonus dice from Lightsaber Combat. Once all a lightsabers damage die code dice are gone, the lightsaber shuts off. A lightsaber that loses dice in this way will not regain those damage dice until the lightsaber has been fully recharged.

SCREAMER
Mod Cost: +1D+1
Tags: Crystal 3, Dark, Force, Sith 3
Effect:
When activated (this takes an action) the lightsaber unleashes a high-pitched wail that ripples through the Force. The effect is the same as a Force Scream using all the owners die codes. Once the scream goes off, the blade is expended, and will not ignite again, until recharged.

GHOST
Mod Cost: +1D+1
Tags: Activated, Matrix, Sith 2, Skilled 5, Technical 5
Effect:
This mod turns a lightsaber’s blade invisible to the naked eye. It can still be seen on the UV spectrum, but it is otherwise unseen. This mod adds +5 to Lightsaber rolls.

NIGHTMARE
Mod Cost: +1D+1
Tags: Crystal 2, Dark, Force Sith 3
Effect:
This enhancement disrupts the opponent’s ability to use Lightsaber combat. Increase the Sense and Control rolls to activate that power by 1 level. Each time this blade deals damage the opponent is forced to drop one Force Power being maintained.

VICIOUS
Mod Cost: 1D+2
Tags: Dark, Force, Sith 2, Technical 5
Effect:
The lightsaber always causes at least a ‘wounded’ result if it hits. If a higher level of injury occurs from the attack this ability has no effect.

BLIGHT
Mod Cost: +1D
Tags: Crystal 2, Dark, Force, Sith 2
Effect:
Injuries caused by this lightsaber will not heal naturally. Characters so injured must either use a Bacta Tank, or Force Powers that heal to get rid of them. Even if a character fully recovers from these wounds, there are permanent scars left behind.

VOLATILE
Mod Cost: +1D
Tags: Archaic 2, Matrix, Technical 4
Effect:
Each time this lightsaber’s damage is rolled treat the first wild die as if it had rolled a 6 (unless it rolls a 1). If the wild die comes up a one, the blade shuts down, and will not reactivate without a moderate Lightsaber Repair roll. The damage from the hit is still dealt.

CHARGED
Mod Cost: +1D+1
Tags: Archaic 1, Crystal 1, Technical 1
Effect:
This lightsaber always causes at least a ‘stunned’ result if it hits. If a higher level of injury occurs from the attack this ability has no effect.

MULTI-TOOL
Mod Cost: +1 (per tool)
Tags: Component
Effect:
This enhancement may be taken multiple times. Each time this enhancement is taken the lightsaber receives a new tool, which can be used to help perform a non-combat related task. Examples include, but are not limited to: Translation Circuit, Call Beacon, MagLoc (for attaching two hilts together, or adhering to metal surfaces), Lock Picks, SythRope Dispenser, Commlink, Glow Rod, etc.. Characters with other such tools in mind may feel free to incorporate them into a lightsaber with this enhancement. The Gm has final say on what is appropriate.


CRYSTALS

What Info A Crystal Must Have
Primary Color(s)
Base Damage: 4D (weak), 4D+2 (average), 5D+1 (strong), 6D (powerful)
Delicacy: 0-3
Abilities
Primary:
Secondary:
Damage Additions: +1 (weak), +2 (average), +3 (strong), +4 (powerful)
Lightsaber additions: +1 (weak), +2 (average), +3 (strong), +4 (powerful)

BARAB
Primary Color(s): White
Base Damage: 5D+1
Delicacy: 1
Abilities
Primary: Adds ‘superheated’ to a lightsaber’s blade.
Secondary: Adds ‘volatile’ to a lightsaber’s blade.

BONDAR
Primary Color(s): Orange
Base Damage: 4D+2
Delicacy: 1
Abilities
Primary: Adds ‘charged’ to a lightsaber’s blade
Secondary: Adds +1 to a lightsaber’s damage die code.

CORUSCA
Primary Color(s): White
Base Damage: 5D
Delicacy: 3
Abilities
Primary: Adds +2 to Lightsaber rolls.
Secondary: Adds +1 to Lightsaber rolls.

DAMIND
Primary Color(s): Crimson
Base Damage: 4D+2
Delicacy: 1
Abilities
Primary: Adds +1 to Lightsaber rolls.
Secondary: Adds +1 to Lightsaber rolls.

DRAGITE
Primary Color(s): Yellow
Base Damage: 4D+2
Delicacy: 2
Abilities
Primary: Adds ‘sonic’ to a lightsaber’s blade.
Secondary: Adds +1 to a lightsaber’s damage die code.

DURINFIRE
Primary Color(s): Adds Silvery Sheen to blade.
Base Damage: 4D+2
Delicacy: 2
Abilities
Primary: Adds +2 to Lightsaber rolls.
Secondary: Adds +1 to Lightsaber rolls, and a lightsaber’s damage die code.

ERLAM
Primary Color(s): White
Base Damage: 5D
Delicacy: 3
Abilities
Primary: Adds +1 to Lightsaber rolls, and a lightsaber’s damage die code.
Secondary: Adds +2 to Lightsaber rolls, and a lightsaber’s damage die code.

FIRKRANN
Primary Color(s): Blue, and Green
Base Damage: 4D+2
Delicacy: 2
Abilities
Primary: Adds +2D to a lightsaber’s damage die code against droids, and vehicles.
Secondary: Adds ‘ionized’ to a lightsaber’s blade.

HURIKANE
Primary Color(s): Violet
Base Damage: 5D+1
Delicacy: 2
Abilities
Primary: Adds +2 to Lightsaber rolls, and a lightsaber’s damage die code.
Secondary: Adds ‘affinity: Control’ to a lightsaber’s blade.

JENRAUX
Primary Color(s): Adds an Opal Sheen to blade
Base Damage: 4D+2
Delicacy: 3
Abilities
Primary: Adds +2 to defensive Lightsaber rolls (including redirecting blaster fire).
Secondary: Adds ‘wide’ to a lightsaber’s blade.

KASHA
Primary Color(s): Clear
Base Damage: 4D
Delicacy: 2
Abilities
Primary: Adds +1 to Lightsaber rolls.
Secondary: Adds ‘resonant’ to a lightsaber’s blade.

KATAK
Primary Color(s): Deep Crimson
Base Damage: 5D
Delicacy: 2
Abilities
Primary: Adds ‘vicious’ to a lightsaber’s blade.
Secondary: Adds +1 to a Lightsaber rolls.

KATHRACITE (Adegan, or Ilum)
Primary Color(s): Blue, Green, or Yellow
Base Damage: 3D+2
Delicacy: 0
Abilities
Primary: Adds +1 to Lightsaber rolls.
Secondary: Adds +1 to a lightsaber’s damage die code.

KRAYT DRAGON PEARL
Primary Color(s): White, or Black
Base Damage: 4D+2
Delicacy: 3
Abilities
Primary: Adds +1D to a lightsaber’s damage die code.
Secondary: Adds +2 to a lightsaber’s damage die code.

LAMBENT
Primary Color(s): Red-Violet
Base Damage: 5D+1
Delicacy: 3
Abilities
Primary: Adds ‘affinity: Sense’ to a lightsaber’s blade.
Secondary: Adds +2 to a lightsaber’s damage die code.

LAVA CRYSTAL
Primary Color(s): Lava
Base Damage: 6D
Delicacy: 2
Abilities
Primary: When an opponent using Lightsaber successfully defends against an attack with this lightsaber, if their roll only succeeded by 5 or less, then they still recieve half the weapon’s base damage die code (round down, and do not add bonuses from Lightsaber Combat).
Secondary: Adds ‘superheated’ to a lightsaber’s blade.

LORRDIAN
Primary Color(s): Sky Blue
Base Damage: 4D
Delicacy: 1
Abilities
Primary: Adds +4 to defensive Lightsaber rolls (including redirecting blaster fire).
Secondary: Adds ‘affinity: Sense’ to a lightsaber’s Blade.

LUXUM
Primary Color(s): Electric Blue
Base Damage: 4D+2
Delicacy: 1
Abilities
Primary: Adds ‘ionized’ to a lightsaber’s blade.
Secondary: Adds +1D to a lightsaber’s damage die code against droids, and vehicles.

MEPHITE (Adegan, or Ilum)
Primary Color(s): Blue, Green, or Yellow
Base Damage: 4D+2
Delicacy: 0
Abilities
Primary: Adds +2 to Lightsaber rolls.
Secondary: Adds +1 to a lightsaber’s damage die code.

NEXTOR
Primary Color(s): Orange
Base Damage: 6D
Delicacy: 1
Abilities
Primary: Adds ‘volatile’ to a lightsaber’s blade.
Secondary: Adds +2 to Lightsaber rolls.

NOVA CRYSTALS
Primary Color(s): Bright Green
Base Damage: 5D+1
Delicacy: 3
Abilities
Primary: Adds ‘surging’ to a lightsaber’s blade.
Secondary: Adds +2 to a lightsaber’s damage die code.

OPILA
Primary Color(s): Adds an Opal Sheen to blade.
Base Damage: 5D+1
Delicacy: 2
Abilities
Primary: Adds ‘surging’ to a lightsaber’s blade.
Secondary: Adds +2 to a lightsaber’s damage die code.

PHOND
Primary Color(s): Yellow-Orange
Base Damage: 4D+2
Delicacy: 1
Abilities
Primary: Adds ‘superheated’ to a lightsaber’s blade.
Secondary: Adds +2 to a lightsaber’s damage die code.

PONTITE
Primary Color(s): Blue, Green, or Yellow
Base Damage: 5D
Delicacy: 0
Abilities
Primary: Adds +3 to Lightsaber rolls.
Secondary: Adds +1D to a lightsaber’s damage die code.

QIXONI
Primary Color(s): Blood Red
Base Damage: 5D
Delicacy: 3
Abilities
Primary: Adds ‘resonance’, and ‘affinity: Alter’, to a lightsaber’s blade.
Secondary: Adds +1D to a lightsaber’s damage die code.

RAINBOW GEMS
Primary Color(s): Adds a multi-hued shimmer to blade
Base Damage: 4D
Delicacy: 2
Abilities
Primary: Adds +1 to Lightsaber rolls, and a lightsaber’s damage die code.
Secondary: A lightsaber with Rainbow gems cannot be drained of power, or lose its energy.

RUBAT
Primary Color(s): Yellow
Base Damage: 4D+2
Delicacy: 0
Abilities
Primary: Adds +1 to Lighsaber rolls.
Secondary: Adds +1 to a lightsaber’s damage die code.

RUUSAN
Primary Color(s): Blue, Green, or Yellow
Base Damage: 4D
Delicacy: 1
Abilities
Primary: Adds ‘affinity: choice’ to a lightsaber’s blade.
Secondary: Adds ‘resonant’ to a lightsaber’s blade.

SAPITH
Primary Color(s): Deep Blue
Base Damage: 5D
Delicacy: 1
Abilities
Primary: Adds +1 to Lightsaber rolls, and a lightsaber’s damage die code.
Secondary: Adds +2 to Lightsaber rolls, and a lightsaber’s damage die code.

SIGIL
Primary Color(s): Yellow-Brown
Base Damage: 5D+1
Delicacy: 2
Abilities
Primary: Adds +1 to Lightsaber rolls.
Secondary: Adds +2 to a lightsaber’s damage die code

STYGIUM
Primary Color(s): Clear
Base Damage: 4D
Delicacy: 1
Abilities
Primary: Adds +1 to Lightsaber rolls.
Secondary: Adds ’ghost’ to a lightsaber’s blade.

SYNTH-CRYSTAL
Primary Color(s): Can be any hue.
Base Damage: 5D+1
Delicacy: 0
Abilities
Primary: Adds +3 to Lightsaber rolls.
Secondary: Adds +1D to a lightsaber’s damage die code.

ULTIMA PEARLS
Primary Color(s): White
Base Damage: 5D+1
Delicacy: 3
Abilities
Primary: Adds ‘surging’ to a lightsaber’s blade.
Secondary: Adds +3 to Lightsaber rolls, and +1D to a lightsaber’s damage die code.

UPARI
Primary Color(s): Blue, or Green
Base Damage: 5D+1
Delicacy: 3
Abilities
Primary: Adds +2 to a lightsaber’s damage die code.
Secondary: Adds 1 of the following to a lightsaber’s blade: Resonant, Superheated, Variable, Wide, or Charged.

VELMORITE
Primary Color(s): Bright Yellow
Base Damage: 4D+2
Delicacy: 0
Abilities
Primary: Adds +1 to Lightsaber rolls.
Secondary: Adds +1 to Lightsaber rolls.

VEXTAAL
Primary Color(s): Dark Red
Base Damage: 5D+1
Delicacy: 3
Abilities
Primary: Adds ‘blight’ to a lightsaber’s blade
Secondary: Adds +2 to Lightsaber rolls.

VIRIDIAN
Primary Color(s): Silvery Green
Base Damage: 4D+2
Delicacy: 2
Abilities
Primary: Adds ‘affinity: Sense’ to a lightsaber’s blade.
Secondary: Adds +2 to a lightsaber’s damage die code.
Last edited by Liquidprism on Sat Nov 28, 2009 1:41 am, edited 1 time in total.
All things in moderation...Except syrup.

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Liquidprism
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Post by Liquidprism »

Modifying Equipment

RANGED WEAPONS
-Ranged weapons have a Mod Max of 3D, with no more than 1D+2 being assigned to each part. The parts of a Ranged Weapon are: Damage, Accuracy, Range, and Rate of Fire.

BASIC UPGRADES- Basic Upgrades are generic modifications, which a character can make to a weapon. Basic Upgrades increase in difficulty as more are made to a weapon. The first Basic upgrade requires a Very Easy Repair roll of the appropriate type. Each upgrade after ward increases by one difficulty level per new upgrade all the way to Heroic. Once a heroic upgrade is added no more Basic Upgrades can be made to the weapon. Basic Upgrades carry a mod cost of +1.

Overcharge Upgrade (Damage)- This upgrade increases the weapons base damage by +1 pip per upgrade.

Stability/Balance Upgrade (Accuracy)- This upgrade increases the weapons ability to hit by +1 pip per upgrade. Accuracy is added to attack rolls with the weapon (just like fire control systems on vehicle weapons).

Capacitor Upgrade (Rate of Fire)- This upgrade allows a weapon to fire more often. Use the following chart to determine the effect of a Capacitor upgrade:
Beginning ROF - ROF after upgrade
1/4- 1/3
1/3- 1/2
1/2- 1
1- Unlimited

Barrel Extension (Range)- This upgrade increases the weapons range as follows, but may only be applied once to any given weapon: Short Range by 1, Medium Range by 3, and Long Range by 5 (1/3/5).

ADVANCED UPGRADES- Advanced Upgrades are major changes to a weapon’s functionality. These upgrades carry a mod cost of +2 and count as Basic Upgrades for the purposes of modifying the weapon (including increasing the difficulty of associated Repair rolls). Unless otherwise noted each of these upgrades may only be made once.

Quick Draw Grip- This upgrade only has a mod cost of +1. It allows a character to draw this weapon as part of an action at no penalty. Without this mod it requires an action to draw a weapon. This is an upgrade to accuracy.

Silencer- This upgrade can only be added to ballistic weapons, and not to blasters or disruptors. Having this upgrade decreases the noise from firing the weapon to almost nothing. Characters must make a Difficult Perception roll to hear the weapon discharge. This is an Accuracy upgrade.

Flare Suppressors- This upgrade reduces the muzzle flare from firearms, and special modification can even mask the atmospheric reaction of blaster gas discharges. A character must make a Difficult Perception roll to spot this weapons discharge. The check is reduced to Moderate for blaster and energy weapons. This is an Accuracy upgrade.

Double Trigger- This upgrade allows the weapon to be fired twice in unison. Each shot is made with the same action against the same target, with the same roll. If the shot hits the target resists damage twice. A weapon with this mod may only be fired once every two rounds, and this weapons ROF may only be modified down to a maximum of 1 shot per round. This is a Damage upgrade.

Rapid Fire- This upgrade may only be applied to a rifle type or larger weapon with a ROF of infinite. With this upgrade a weapon may be fired twice in a row, each time a character acts, but it still applies multiple action penalties. Subtract ammo accordingly.
This is a ROF upgrade.

Burst Fire- This upgrade may only be applied to a rifle type, or larger weapon with a ROF of infinite. Each time a weapon with this upgrade hits add an extra D6 to the damage for every 5 points by which the targets evasion score was beaten. Subtract extra ammo for each extra die gained. This is a ROF upgrade.

ATTACHMENTS- Attachments are addition accessories that can be added to a weapons frame in order to provide the weapon with some additional capability. Attachments are usually a separate weapon in and of themselves. A weapon may only have one attachment at a time, and a weapon with an attachment carries a -3 penalty to skill rolls when being fired. They require a Moderate Repair roll of the appropriate type to attach to a weapon. Unless otherwise noted a weapon may only carry one of these attachments at a time.

Grenade Launcher- This attachment allows the weapon to fire special grenades from a launch tube. These grenades can vary in function, but must be designed for use with this device. It requires an action to load a grenade during combat.

Bayonet- This attachment allows the weapon to be used in close quarters with the Melee Combat/Parry skills at a -5 to the rolls. The minus for having an attachment does not count when using the weapon this way. The bayonet can be nearly any type of melee weapon, but must be made to attach with the provided fixture.

Net Gun- This attachment allows the weapon to fire a capture net at a target. These nets require an opposed strength check to break free once held. This attachment is commonly found amongst bounty hunters. It requires an action to reload a net during combat.

SCOPES- Scopes carry a +1 mod cost for each mode provided. Scopes require an Easy Repair roll of the appropriate type to attach to a weapon. Unless otherwise noted each of these upgrades may only be made once, and a ranged weapon may only have one scope at a time.

Long Range- This scope provides a +1D bonus when shooting targets at long range. This is a Range upgrade.

Movement Sensor- This scope grants a +1D bonus to targets moving 10 or more meters per round. This is a Range upgrade.

Thermal Sensor- This scope provides the character with the ability to target hot or cold sources depending on current settings. This is a Range upgrade.

UV Sensor- This scope provides the character with the ability to see into the UV spectrum. This is a Range upgrade.

Visual Uplink- This scope may be wired into a visual display allowing the display to register anything the scope sees. This is a Range Upgrade.


MELEE WEAPONS
- Melee Weapons have a Mod Max of +3D, with no more than +1D+2 being assigned to one part. The parts of a melee weapon are Accuracy, and Damage.

BASIC UPGRADES- These work much like the Basic Upgrades for ranged weapons. They carry a mod cost of +1 each, and each new upgrade increases the Repair roll difficulty by one level, starting at Very Easy for the first.

Balancing- This upgrade increases the accuracy of a weapon by +1 pip per upgrade. Accuracy is added to attack rolls with the weapon (just like fire control systems on vehicle weapons).

Damage- This upgrade increases the damage of a weapon by +1 pip per upgrade.

ADVANCED UPGRADES- Again these work pretty much the same as those for ranged weapons mechanically. They carry the same costs, and such. Unless otherwise notes these upgrades may only be made once per upgrade.

Quick Draw Strap- This upgrade has a mod cost of +1. This upgrade allows a character to draw this weapon as a part of an action without a penalty. Without this mod it requires an action to draw a weapon. This is an upgrade to accuracy.

Vibration Cell- This upgrade turns a normal melee weapon into a vibro-weapon of a similar type. This upgrade adds +2 pips to a weapons base damage. It may only be applied once. This is an upgrade to Damage.

Voltage Circuit- This upgrade charges a weapon with an energy current, that courses over targets that are hit with it. This causes an automatic Stunned injury to targets on top of any other damage taken. This is an upgrade to Damage.

Keen Edge- This upgrade may only be applied to an edged weapon. This upgrade allows the weapon to do more damage against unarmored targets. Increase this weapons damage by +1D against targets without armor, or against called shots that ignore armor. This is an upgrade to Damage.

Energy Resistance- This upgrade allows the weapon to absorb energy without taking damage. Lightsabers, and other energy-based attacks do not cause damage to the weapon. This is an upgrade to Damage.

Ionic Charger- This upgrade adds a field of ionic energy to the weapon, which disrupts electronic systems on contact. This weapon does an extra 2D damage against droids, and vehicles. This is an upgrade to Damage.


ARMOR
- Regular sets of armor have a Mod Max of 3D+1. A suit of powered armor has a Mod Max of 4D.

BASIC UPGRADES- These upgrades carry a mod cost of +1, and can be applied to pretty much any set of armor. Like ranged, and melee upgrades the difficulty to apply an Armor Basic Upgrade increases by one level for each upgrade after the first, which is made at a Very Easy difficulty.

Protection- This upgrade increases an armor’s protective value by +1 pip per upgrade.

Hindrance- This upgrade decreases an armor’s Dexterity penalty by -1 pip per upgrade.

ADVANCED UPGRADES- These upgrades carry a mod cost of +2. They work just like Basic Upgrades, and count as such for all purposes, and costs. Unless otherwise noted these upgrades can only be made once per upgrade.

Energy Resistant- This upgrade grants the armor a resistance to energy. Lightsabers, and other energy based attacks do not damage the armor. This upgrade also adds a full +1D of added protection to the armor’s protection against energy damage specifically.

Ablative Coating- Each time this armor would be damaged, instead of rolling to see the extent of the damage caused, reduce its bonus by -1 pip instead.

Slug Plate: The armor is not damaged by physical attacks. This upgrade also adds a full +1D of added protection to the armor’s protection against physical damage specifically.

ACCESSORIES- Accessories carry whatever mod cost is listed under the specific modification. These modifications represent added features to the armor itself. They have nothing to do with the basic functions of the suit, but they allow for extra abilities, tools and gadgets. Accessories can be added two ways, as either miniaturized, or micronized equipment. Miniaturized parts add +2 to the mod cost listed, and require a moderate Repair roll to successfully add. Micronized parts add +1 to the mod cost listed, and require a Difficult Repair roll to successfully add.

Targetting Computer- This upgrade adds +1D of fire control to the character’s ranged attacks. This upgrade carries a mod cost of +2. This may only be added to a helmet.

Tactical Computer- This upgrade carries a mod cost of +1. Add +1D to a character’s Perception for purposes of determining initiative. This must be added to a helmet.

Uplink- This upgrade carries a mod cost of +0. It gives a character the ability to uplink with other comlinks.

Weapons- This upgrade carries a mod cost of +1 or +2 depending on the type of weapon added. A basic ranged, or close combat weapon such as a blaster or dagger can be added with a cost of +1. A larger weapon such as a grenade launcher or flamethrower costs +2. These systems are smaller than normal, and thus will have reduced damage ratings.

Misc. Equipment- Characters may find other tools, and systems they wish to add to a suit, or they may find a suit with existing systems they wish to modify. The basic rule is that this should carry a mod cost of +1, plus any costs associated with making it smaller. Some system such as small computers and such may carry a basic cost of 0, but a character must be reasonable. A suit can only hold so much. Most armor is little more than a breastplate and padding, and maybe a helmet.

Upgraded Power System- This mod carries a cost of +1D. Only a powered suit can be modified in this way. Increase the Physique bonus of the suit by +1D. Any environmental systems are also increased in duration. The exact amount depends on the suit, but this should be a fairly substantial upgrade, at least several hours of sealed atmosphere, and an increased resistance to hostile environments. This upgrade may only be made once.

Combining Armor- A character may wish to combine several suits of armor to create a better suit. The basic rule for doing this is as follows. A difficult Repair roll is required. If successful add each suits basic protection (for each area of the body) together according to the chart below. Next add the hindrance penalties together. If one of the pieces of armor did not have a hindrance before it counts as having a -1 modifier for calculating the total penalty of the combined armors.
Combined Armor Protection Chart:
Combined Protection Value/ Modified Protection Value
4D+ / 3D+1
3D+ / 2D+1
2D+ / 2D
1D+ / 1D
Armor with less than 1D of protection is not reduced.

GENERAL MOD RULES

Sometimes a character may wish to put several pieces of equipment together. As a general rule each piece of equipment is treated as a separate item. Unless otherwise noted in these rules items have a total possible Mod Max of 2D. Combing two items together costs +2 Mod to each items mod total.

An item may usually only be modified once per game session as per the standard rules with each mod increasing in difficulty by one level. If the number of mods made for some reason increases the difficulty beyond heroic, add plus 10 to the difficulty for each new mod.
The time needed to make the modification in question depends on the mod cost of the upgrade being made to personal equipment.
Mod cost +1- takes about 6 hours of devoted work
Mod cost +2- takes about a day of devoted work
Mod cost 1D or higher- takes about two days of devoted work
All things in moderation...Except syrup.

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