1. The Basics

Lightsabers & Crystals

This section will cover the process of getting your first kyber crystal, gaining additional crystals and how to build your very own lightsaber.

Lightsabers and Crystals

Your First Lightsaber

Upon receiving their kyber crystal, the character can either elect to craft a saber hilt or purchase one in accordance with RAW. Whether crafting or purchasing, a character will be given the total materials, both hours and credits, required to obtain a single hilt of their choice. Lightsaber Hilt Crafting is covered more fully below, and in JONE’s full Crafting Rules. Your first lightsaber hilt crafting attempt costs 0 credits and 0 Downtime hours, otherwise following all downtime crafting rules. 

Note: Secondary sabers are not free of credit or Downtime Hour cost. See the Crafting Doc for credit and hour costs as well as difficulty for crafting a saber. In accordance with RAW, the character can choose to expend the same amount of hours and credits to make a lightsaber hilt without a crafting roll, obtaining a hilt with only the base qualities of the chosen template. For ease, this is noted as 'purchasing' a hilt, but your character has still narratively created it.

The color of your lightsaber may be anything other than red, solid white, solid black, silver, any kind of greyscale or opalescent/color shifting. Please denote the color of your lightsaber narratively upon discovering the crystal, as well as on your character sheet.

Note: Color theory and lightsabers are very important, yet nebulous, aspects of Star Wars. Different interpretations of what a color means are completely valid, and outside of the previous caveats, the leadership team wants to see meaningful, personal, and philosophical choices impact the color of a Padawan’s lightsaber.

Note: The components for most lightsaber hilts are over the existing rarity limitation for purchasing without going off world.  As the Jedi Order would want to make sure its members are equipped with the sabers that suit them best, you may ignore the rarity limitations for purchasing the components to craft your hilt, and only your hilt.  Attachments are still subject to standard limitations.

Available Skills & Modding

Lightsaber Hilts may be crafted using: Mechanics, Discipline, Knowledge (Lore), or Survival.  Additionally, the character may roll a number of Force Dice equal to their Force Rating as part of the check, and may spend ◑ to generate either success or advantage on the check.  This counts as a combined Force power check.

Lightsaber Crystals may be modified using: Mechanics, Discipline, Knowledge (Lore), or Survival.  Additionally, the character may roll a number of Force Dice equal to their Force Rating as part of the check, and may spend ◑ to generate either success or advantage on the check, no matter the skill used. This counts as a combined Force power check.

Note: The difficulty to modify your own lightsaber attachment (crystal or not) is reduced by 2 to a minimum of Simple (no difficulty). You cannot craft or modify another character’s lightsaber hilt, crystal, or lightsaber attachments.

Reforging

A player may choose to reforge their previous hilt into their new hilt using the rules in Endless Vigil pg. 85, including spending a Triumph to bring forward a crafting improvement from the prior hilt.

Crystal Growth

Star Wars media has been inconsistent on the importance of a kyber crystal to an individual Jedi. However, in JONE we want to emphasize the narrative that kyber crystals are unique, semi-sentient and imbued with the Force and that a strong bond exists between a Jedi and their kyber crystal. The initial crystal obtained will be a character’s primary crystal, and that crystal will grow over the course of the character’s life, becoming stronger and more unique as a result of the bond between crystal and Jedi.

In order to support this, there are no RAW crystals in JONE. Instead, every character’s crystal will be a “Kyber Stone.” The kyber stone will strengthen over time, starting at Awoken, growing to Attuned, and finally ending at Ascended. The crystal can never be sold. But if the price ever becomes relevant, it is 8000 credits and Rarity 8, restricted.

Crystals are Awoken when they are first obtained, and increase in strength to Attuned when a character reaches Knight level, as detailed later in this document. After a character has reached 40 sessions, they may ascend their crystal to its final strength when they wish

Awoken

An awoken crystal will have the following properties: Damage 6, Crit 3, HP Required 2, Breach 1, Sunder. In addition, each crystal will have the following Modification Options available to select from, of which you may have a total of 3:

  • 2x Damage +1 (each counts as 1)
  • 1x Critical Rating -1
  • 1x Vicious +1
  • 1x Defensive +1
  • 1x Deflection +1

Attuned

An attuned crystal will have the following properties: Damage 7, Crit 2, HP Required 2, Breach 1, Sunder. In addition, each crystal will have the following Modification Options available to select from, of which you may have a total of 5:

  • 3x Damage +1 (each counts as 1)
  • 1x Critical Rating -1
  • 2x Vicious +1
  • 1x Defensive +1
  • 1x Deflection +1
  • 1x Breach +1
  • 2x Disorient +1
  • 1x Accurate +1
  • Innate talents: 1x "Parry", 1x "Reflect", 1x "Planet Mapper" (each counts as 1)

Ascended

An ascended crystal will have the following properties: Damage 8, Crit 2, HP Required 2, Breach 1, Sunder. In addition, each crystal will have the following Modification Options available to select from, of which you may have a total of 6:

  • 3x Damage +1 (each counts as 1)
  • 1x Critical Rating -1
  • 3x Vicious +1
  • 2x Defensive +1
  • 2x Deflection +1
  • 1x Breach +1
  • 3x Disorient +1
  • 1x Accurate +1
  • Innate talents: 1x "Parry", 1x "Reflect", 1x "Planet Mapper" (each counts as 1)
  • Boon & Flaw (costs two option slots, see below)

NOTE: Each time your crystal grows to a new stage (such as from awoken to attuned) you can choose to remove all its previous modification options and start fresh. If you wish to do so at a different time you must spend 72 hours in order to do so.

BOONS & FLAWS

Ascended crystals gain access to powerful customizations called Boons and Flaws. Boons and Flaws are intentionally paired and may not be selected separately. They require two of the six option slots available at the Ascended level. They are as follows:

BOON

FLAW

May spend force points when making a Force power as part of a combat check to regain 2 strain.

The crystal becomes useless if the user drops below 50 morality.

Burn 1

The lightsaber may be damaged one step with  3 disadvantage or a despair result.

A character may use a manoeuvre to increase their Force Rating by 1 until they use the extra force dice to fuel a talent or power.

Once the Boon is used, until the end of the encounter, 3 disadvantage or a despair result may cause the lightsaber to fail for an hour.

Concussive 1, Knockdown 1

Damage - 2

May spend 2 triumphs on a result to automatically inflict the ‘Maimed’ critical injury.

Crit +1 and the critical rating of this crystal may not be reduced through any means.

When Sunder quality is activated, the item is damaged an additional step.

The lightsaber may be disabled the next round with 3 disadvantage or a despair result.

When using Improved Reflect talent, increase the damage dealt by 2.

Increase the hardpoints required for the crystal by 1.

Reduce the strain taken when using the Reflect incidental by 1.

Increase the hardpoints required for the crystal by 1.

A force sensitive wielding the lightsaber adds 1 advantage to Perception and Vigilance checks for detecting a hidden being within medium range.

The crystal can be sensed for any Force Sensitive individual using the Sense power.

Additional Crystals

There are several reasons a character may wish to have additional crystals, such as using a double bladed lightsaber, dual wielding, or wishing to claim and purify bled kyber crystals previously held by a darksider. In the event a character wishes to wield lightsabers in a way that would require two crystals, they will be given the ability to do so.

Secondary Crystals

In the case of offhand Lightsabers or dual-wielding, a character will receive two crystals, one with modification options and one with only the base properties for the appropriate level (awoken, attuned, ascended) of their primary and modified crystal. If the character identifies they wish to have this second crystal during their initial crystal session, they will be able to obtain the crystal without any hours cost. After their initial crystal session, a character may spend 24 downtime hours to journey to the crystal cave on Dantooine and find an additional crystal.

Double-Bladed Sabers

In the event a character wishes to wield lightsabers in a way that would require two crystals, they will be given the ability to do so. All crystals will be able to narratively power a Double-Bladed Lightsaber (acting mechanically as two crystals, as outlined in F&D Core).

Bled Crystals

Bled kyber crystals can be obtained from defeated darkside foes and purified through the downtime system. A character must have a morality of at least 71 in order to attempt to purify the crystal. At base, this is a Daunting (PPPP) check, which may be made with any skill that can be used to modify crystals. The difficulty of the check is reduced by one for each rank of Lightside Paragon past Paragon 1, to a minimum of Average (PP). The base number of hours to perform this check is 24. Unless otherwise desired, a purified crystal will produce a white blade. The crystal has only the base properties of a crystal of appropriate level for the character unless it is changed to the primary crystal as detailed below.

Swapping Primary Crystals

A character may, at their discretion, choose to change their primary crystal. The character may spend 72 hours to change their primary crystal, unlocking modification options on the chosen crystal. Whatever crystal had previously been their primary crystal loses all modification options, including those that have already been installed. We encourage players to interact with the narrative implications of changing your primary crystal and consider what it means for the character and why they are shifting their bond from their first kyber crystal to this new crystal.

Other Lightsaber Attachments

A note on Training emitters

Lightsaber training emitters may be fabricated as per the sidebar on page 85 of Endless Vigil (for 50 credits, at rarity 0, so they can be procured at the temple).  The Averag Check (PP) takes 2 hours to complete.  The skills available to craft a lightsaber can also be used to make a training emitter.

Modifying non-crystal lightsaber attachments

Non-crystal lightsaber attachments can only be modified using the Mechanics skill. And such rolls do not benefit from the "free" combined Force power check of modifying a lightsaber crystal or constructing the weapon. 

NOTE: Modifying your own lightsaber still benefits from the flat 2 difficulty reduction as described on page 196 of the Force and Destiny Core Rulebook. You can not modify the attachments for another character's lightsaber.