Lightsabers

Lightsabers will be based on Autochthonian Beam Klaves. The only change is the basic Beam Klave will have 2 hearthstone sockets: one for a Force Crystal, one for a Focusing Lens.

BEAM KLAVE (ARTIFACT ••••)
The signature melee weapons of the Alchemical
Exalted, beam klaves appear as unassuming cylinders of
reinforced alloys and Magical Materials tipped with a
small crystal spike. Most are between 9 and 12 inches long.
Once attuned for a commitment of 3 motes, they become
light and nimble and may be wielded by their masters. This
requires an additional commitment of 5 motes per scene,
causing a blade of glowing Essence to extend from the
jewel to an average length of three feet. Combining heat
and pure force, these blades can set flammable objects
alight with a touch and emit a flickering light comparable
to a torch…Active beam klaves have the same statistics and Magical
Materials benefits as daiklaves (adamant models inflict
piercing damage), with several additional powers. If one is
used to parry a non-magical weapon, resolve the attack and
parry normally in every respect. However, if the parry
achieves any successes (even if these successes are not
sufficient to completely deflect the attack), the parried
weapon is destroyed by its contact with the heat and focused
energy of the klave. Natural weapons such as fists, claws and
feet may be severed from extras in this manner, but more
important characters should only suffer two levels of lethal
damage (that may be soaked normally) instead of automatic
amputation. If a non-magical weapon parries a beam klave
and the defending character rolls at least one success, the
weapon is similarly destroyed. Furthermore, all parry successes
against it are halved (rounded down). If a beam klave
successfully strikes a being wearing non-magical armor, the
attack is resolved normally. However, the raw damage of the
attack is permanently subtracted from the armor’s bashing
and lethal soak values (to a minimum of zero). If both soak
values are reduced to zero, the armor is destroyed and
provides no further protection. In the case of a partially
successful parry, the beam klave usually destroys the blocking
weapon and burns into the defender’s armor with a
single brutal slice. Against inanimate targets of roughly the
user’s size or smaller, soak is permanently reduced as with
armor. If soak reaches zero, the object is appropriately
charred and gashed, but not destroyed until it loses all health
levels as normal. Against larger inanimate targets (such as
a wall), the soak reduction only applies to the small area
attacked rather than the entire structure. Magical weapons
suffer no damage from contact with a beam klave.
While standard beam klaves are the most common
examples of energy blade technology used in Autochthonia,
Alchemicals have also developed counterparts for all the
basic bladed magical weapons. These cause the same
effects on impact or when parrying non-magical weapons.
Other forms of daiklave models are referred to by the same
prefaces as beam klaves, so reaper beam klave, reaver, etc.
Grimcleavers become beam axes. Dire lances convert to
beam lances, and are considered javelins when they are not
powered. Razor claw variants are known as beam talons
and come in pairs. All of these weapons have an artifact
rating •• higher than normal and an attunement cost of
3 motes. Activating them for a scene costs 5 motes (even
for a grand beam klave).”

Lightsabers

Ex:SWTOR 2, There is only Passion Teleute Jp12x