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Lightsaber Construction

AIM: To provide the student with the necessary information to construct a lightsaber.

Materials Needed
Although the exact details of the lightsaber operation remains shrouded in mystery, the general technology is known. A lightsaber must have the following parts:

~Power cell
~ Handgrip
~Activation plate
~Safety
~Belt ring optional
~ Blade length adjuster
~ Emitter matrix
~Recharge socket
~Lens assembly
~Focussing crystal
~Power conduit

All the controls and components fit into a compact handgrip 24 to 30 centimeters long, with blades themselves extending upto 1.5 meters. When the Krath activates the lightsaber, tremendous charge of pure energy flows from the power cell. A series of multi-faceted jewels focus the energy into tight parallel beam. The types of crystals used to focus the energy from the power cell determines the harmonic resonance and lethality of weapon. Krath Warriors use Adegan Crystals

Key Component Features
Types of Power Cells
Slayne & Korpil Mk-77 Micro-Fusion Reactor- The Mk-77 is one of the few publicly available power sources available that can power a lightsaber. Few Krath who plan to take the time and energy to construct their own lightsabers use this reactor, which was designed for fusion welders. Many Krath weaponsmiths used these to speed production time. Its major drawback is its size, which takes up a great deal of room which could better be used for other components. However, because it was designed for a fusion cutter, the lightsaber inflicts more damage.

Slayne & Korpil Mk-77F �Force� Micro Fusion Reactor- After seeing their reactors put to use by the Jedi Knights during the Clone Wars, Slayne & Korpil designed and manufactured this smaller variant of the Mk-77. Nicknamed the �Force,� this reactor was designed to fit easily into a lightsabers without the excess bulk of the Mk-77. S&K would have made a fortune with this device, except that the Empire came into power shortly after the Clone Wars and ordered production halted. The company was also forced to destroy all schematics of the device, and the company never had the funds later to restart the line. If using one of these, your lightsaber does less Damage because of the power sacrificed to shrink In addition, both of the S&K reactors need to be replaced every 2-3 years, depending upon the amount of use.

Krath Battery- The most preferred power source, the hand-made battery has a limitless energy supply based on ancient technology. While slightly larger than the S&K �Force,� it does not suffer the damage penalty due to weak power. Coupled with its unlimited lifespan, this becomes the best all-around choice for a Krath�s lightsaber. However, it should be noted that this power source must be built seperately, it cannot simply be �plugged in� like the other power supplies. Fortunately, it requires few unusual parts.

Blaster Power Pack- Sometimes your really desperate. Only in the direst of need should a Krath even consider using a blaster�s power pack; it is underpowered, bulky, and awkward. Its only other benefit is that it is cheap and easy to install. In addition to doing less damage, this power source must have a clip of blaster gas in order to operate; each round the saber is active drains one �shot� from the clip, and igniting the weapon drains two. Any standard blaster clip can be modified to fit the saber.

Emitters
Bell Emitters- Much as the name implies, this emitter array is shaped like a bell. The crystal focused beam is forced through a narrow aperture before it is allowed to expand to fill the shape of the emitter and exit the saber. This focusing mechanism, the most commonly used, allows for an impressive amount of energy to travel through the blade in a short amount of time. The bell emitter gives a lightsabre additional damage, but there is usually little protecting the fingers from the naked energy of the blade.

Bevel Emitters- Again, as the name implies, the bevel emitter consists of a bevelled cylinder which protects the lens as well as the wielder�s hand. This is also a popular design. While it gives no Damage bonus, this emitter type can easily support a belt hook at the top end of the saber, allowing the character to draw, activate the weapon, and assume a guard in one action.

Dish Emitter- The dish-shaped emitter is a very generic device, simply a slightly concave disc set into the sabre�s end. Due to the unique shape of the emitter, such blades are unusually broad, and quite good at deflecting blaster bolts. This emitter�s other main advantage lies in the fact that many technological devices use a similar type of emitter, and, with a few minutes work, virtually any device can be made to utilize the power of the lightsaber�s power pack.

Split Emitter- This emitter is the economical choice for the saber baton and lightstaff. It does not require the expense and/or difficulty of using two power packs, at least two crystals, and two emitters. Its downside is that with this emitter, the two end- blades must be used in synch, meaning that the �Phasing Blade� special ability is not usable. Furthermore, the weapon does less Damage because it is trying to stretch the power of a single battery over such a wide area.

Lightsaber ToolKit
This item does not truly exist in one package (yet). Rather, the Krath must acquire the necessary tools, such as micro-fusion welders, laser scalpels, miniature hydrospanners, and the likes from various other toolkit. When used in lightsaber construction, this toolkit makes construction and repairs slighty more efficient. A good place for characters to start looking would be jewelery repair shops.
(If your going for accuracy pay about .5 PP)

Speciality Sabers
Saber Baton- A �saber baton� (also known as a �double-bladed saber�) is a standard lightsaber handle (usually about 60 cm long), with a blade emitter on both ends. When activated, this forms a rod of pure energy about 1.3 m long, with the grip in the center. While this weapon is very deadly, it is also difficult to use, incurring some dangerous penalties. Usage of Saber Baton incurs the following bonuses (and penalties):

The Krath may make one additional attack (not a parry) against a second target at no penalty. However, both targets must be flanking the Krath, one on each side.

Rapidly activate and deactivate alternating ends of the blade, causing the energy blade to oscillate from one side to the other. If using the Enhance Attribute Force skill to increase speed, the difficulty of this drops to Easy. It may only be used if the Krath is using a Saber Baton built with two power supplies, two emitters, and two crystals.

If the character fails an attack, he suffers damage himself, as opposed to the normal effect. (Do not try overhanded cuts with both ends operational.)

Lightstaff- Not actually a true lightsaber, this weapon is a 1.3 m metal rod with saber emitters at each end. When activated, these emitters each create 30 cm blades (raising the weapon�s total length to 2 m), and a glowing forcefield surrounds the remainder of the staff. This forcefield is safe to touch, and resists lightsaber attacks well enough that it can be used to block normal sabers. Please note that, except for the small blades on each end, this weapon has no cutting power whatsoever. Using a lightstaff incurs the following bonuses and penlties: Sabre blocking: The lightstaff�s forcefield can block a lightsaber�s impact almost entirely; though extremely large amounts of damage can destroy it. Each time a lightstaff parries a saber, Subtract 10 points of damage against the weapon�s Body Strength 100. When that number drops to zero the lightstaff is broken and must be repaired. If the damage reaches zero, the staff is destroyed completely and beyond repair.

Harder Self-Wounding: Due to the unique nature of this weapon, it is virtually impossible to damage oneself with this weapon.
(NOT GE APPROVED YET)

Modifications
A saber may posses the maximum of three modifications.

(For none standard modifications the Force User should consult the Force GM.)

+ 1 day for silencer modification
+ 1 day for blade colour modification
+ 1 day for pressure grip modification
+ 1 day for water proofing modification
+ 2 days for length adjuster modification (requires two additional crystals)
+ 2 days for beam intensity adjuster modification

Base Construction Time
Level 3 - 4 - four weeks
Level 5 - two weeks
Level 6 - one week
Level 7 - 8 - two days
Level 9 - 10 - one days

Important Principles To Remember During Construction
Krath are religious scholars, doing Krath's will to bring chaos to the galaxy to affect change. Sometimes the use of force is necessary to do Krath's will. We are scholars, Priests, and Followers of Krath first and foremost. Warriors for our God. Whenever the need arises to do krath's will, enhance our strength or defend our selves the force must be called upon. The lightsaber is a weapon of war, a lightsaber is our deadliest weapon when used in a harmonious chaos, against an enemy or to affect change and evolution in the weak. It is an extension of our will, which is Krath's will. To the Krath, it's a symbol of our symbotic relation ship with the force and Krath. It will insight fear into the hearts of Kraths enemies, it is the center of a Krath's focus.

The saber is a symbol of a force-user and thus a symbol of a Krath. It is a representation of our ability to harness the force and serves the advancement of own personal strength. A Krath's strength flows from the force, the saber is a symbol, a focus for that strength. It represents our martial prowess, but also our attitude towards inflicting Chaos on the galaxy.

The saber in the hands of a properly trained Krath is capable of deflecting blaster shots and other energy weapons, stun shots however cannot be blocked by the saber. There was a different saber developed, the stun saber.A hit from this weapon renders the target unconscious. This weapon is only capable of blocking stun shots and not any other energy weapons.

Light Saber Construction
The creation of a light saber is a complex and the lengthy task.

Warriors spend a great time and effort in the construction of the lightsaber. The lightsaber is an elegant weapon of ancient technologies. The blade helps the young Krath focus, attuning them to the force so that it flows more easily and chaotically through them. It is used to instuite change whenever the need arises.

See the GE Holocron for further information on construction rules, times and modifers

Composed partially from materials by Kieron Scott









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