The lightsaber’s soul is a Kyber crystal. Kyber crystals come in various types, from different planets and different sources, and in different colours: blue, green, yellow, purple, red, white and others. The colour of each crystal is dependent upon the individual attuned to it, the colour never changes after attunement (source.)

The acquisition of a Kyber crystal and the construction of a lightsaber is potentially one of the most momentous events for a Force-sensitive character. This could of course simply be done with a successful Streetwise or Negotiation check as per the core rule mechanics, but it is not recommended as this can (most likely will) take the fun, excitement and personal connection away from the event – that is, including those rolls or a series of them is still recommended, but avoid it as a simple one- or two-step purchase-roll.

In most scenarios the GM would make the acquisition of a lightsaber crystal a series of events, perhaps even a series of sessions or an entire adventure. Whether it be stealing it from a vault or museum (see Jewel of Yavin); finding a Krayt dragon and slaying it to check if it’s got one of those legendary pearls inside; or finding a crystal cave on Dantooine, Ilum, Lothal, Phemis or some other planet, the acquisition and harvesting of a crystal should be made into a dramatic and personal experience for the character.

Having one or more challenges playing (or preying) on the character’s emotional strength/weakness is a must in this case. Have it happen as pure GM and player narration initially, but if this fails to inspire the player to use these character aspects, have them make a Discipline check or two (or some other appropriate skill) during the session that is related to the crystal quest, which affects their emotional state. Although keep in mind that this check should not dictate whether the player gives into his or her emotional weakness or not. A failed check could apply setback dice or auto-threats – even difficulty increases or upgrades depending on the nature and severity of the result – on future skill checks if the player is still determined to stay strong. In other words this check can make things more difficult even if the player does not give into her or his weakness. It can make things more difficult, but the character can avoid gaining Conflict. On a successful check, a player and his/her character can still give into emotional weakness (that is still player choice), but can lessen or remove penalties, but perhaps increase Conflict gained.

This check could also affect the attunement (see below) further when harvesting the crystal if the GM wants to. Triumph, Despair, Threat and Advantage could add or subtract to the attunement value as the GM and player see fit. This adjustment should be kept within reason, for instance a non-cumulative +/-3 for Triumph or Despair and +/-1 for at least 2 Threats or 2 Advantages. Keep in mind that a player may prefer a low, even negative attunement value, so a Despair may as well give a positive as negative value. It is however recommended that these results are spent on something else than direct attunement value adjustment. A more indirect approach could encourage more interaction with the character’s Morality and emotional weakness/strength to further enhance game play. This in turn could have an effect on the choices available to the player.

As the colour of the lightsaber is important to many players, it should perhaps be up to them to decide upon. However, there is something to randomness when generating colour. It becomes a representation of the mystical nature of the Force. Although instead of just rolling a die and looking up on a table one could make this process reflect the character and the player. There is so far no hard and fast rule on this in the universe or the roleplaying games; supplied here is a suggestion. This suggestion does not take into account the type of crystal, nor hues of the colours.

It is not recommended to use these tables if the player already have specified a colour they want. As with any house-rule one should discuss this with the group and listen to their input.

When harvesting a crystal using a Knowledge (Lore) check, roll two Force dice. The Force dice do not affect the actual Knowledge check, but the resulting pips are part of the decision process of colour as the harvesting process is a part of the attunement. Tally up the total of each type of pip, the type of pip with the highest result is then used to find the attunement value, light side pips provide +1 attunement value per pip, whereas dark side pips provide -1 per pip. Advantages, threats, despairs and triumphs on the Knowledge (Lore) could also at the GMs discretion further adjust the attunement value, but as with the Discipline check above, this is not encouraged.

Where the results are equal (one or two of both light and dark side), the player picks either. This is the only case in this process where the character can suffer Strain (and Conflict depending on affiliation) by picking the light or dark side pips, but the character does not need to spend a Destiny Point. If the result is 2 dark side pipS on one die and 1 light side pip on the other, the player must use the 2 dark side pips, but he or she does not gain Conflict. If the Knowledge (Lore) check was successful, you now also have your attunement value.

Next find the morality state of the character by using this list and adjust the attunement value accordingly:

Morality value Morality state Attunement value adjustment 100-91 Light Side Paragon +4 90-81 Serene Light Sider +3 80-71 Dedicated Light Sider +2 70-61 Light Sider +1 60-40 Balanced +/-1 39-30 Conflicted -1 29-20 Dark Sider -2 19-10 Dedicated Dark Sider -3 9-1 Consumed by the Dark Side -4

The following tables list colours so far seen in canon, but is not intended to be an exhaustive list, furthermore some players and GMs may also want crystal type to be part of the colour determination (whether or not a particular colour can be picked on a given crystal is ultimately up to the GM.) Some colours are more prevalent than others and are therefore more likely, others are more rare and require an attunement value within a limited range or one or two specific values – depending on which of the two tables used.

If the player qualifies for more than one colour, a quite likely scenario, the player can choose him or herself, or the GM can decide if that makes more sense (i.e. the player has no particular desire for any one colour).

The first table allows the player to choose between two colours based on base morality state and roll, and additionally whether the player chose to give into emotional weakness or holding on to emotional strength – when or if applicable. This table moves the colours around, making some unavailable depending on the characters actions leading up to the harvesting. GMs can modify the attunement further based on Conflict gained or the suggestions presented above.

Attunement value Colour Giving into emotional weakness Holding onto emotional strength Morality restrictions 8 Purple Yellow White >91 7 Yellow Green Purple >81 6 Green Green Yellow >71 5 Green Green Green >40 4 Green Blue Green 3 Blue Blue Green 2 Blue Blue Blue 1 Blue Blue Blue 0 Blue Blue Blue -1 Blue Blue Blue -2 Blue Red Blue -3 Red Red Blue -4 Red Red Red -5 Red Red Red <60 -6 Red Yellow Red <29 -7 Yellow Purple Red <19 -8 Purple Black Yellow <9



The second alternative table allows for choice between colours the roll and morality state put together fall within the range of. At the GMs discretion the attunement value can be decreased by one or two if the character gave into his or her emotional weakness at a key point before the harvesting of the crystal, or increased by one or two if the character chose to stay strong.

Attunement value Blue Green Red Yellow Purple Black White Morality restrictions 8 x x x >91 7 x x x x >81 6 x x x >71 5 x x >40 4 x x 3 x x 2 x x x 1 x x x 0 x x x x -1 x x x -2 x x -3 x x -4 x -5 x <60 -6 x x <29 -7 x x x <19 -8 x x <9

Notes:

It is also recommended, as the Morality state sort of tries to indicate, to keep to canon when it comes to colour choices. Red lighsabers are generally for dark side characters, whereas green, blue and white are definitely light side. Yellow is arguably both light and dark – both the Jedi Temple guardians and Asajj Ventress have yellow. Purple could arguably also go both ways, even though there is only one instance of this colour in canon. I think that this colour while rare isn’t light side only – despite canon. Black appears in the hands the Death Watch and then Darth Maul. We don’t know who originally made it, but considering it was held by the Jedi Order (but not a Jedi), and it’s ancient and referred to as the “Darksaber” I’d go with dark side.

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