100% found this document useful (2 votes)
1K views14 pages

Lightsaber Forms New

Form I (Shii-Cho) is the basic lightsaber style focusing on body control and rudimentary fighting moves. Form II (Makashi) focuses on finesse and quick attacks against other lightsabers. Form III (Soresu) is the most defensive style, using the Force and agility to block all attacks. It is said a master of Form III cannot be overcome but offers little offense.

Uploaded by

papi K
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
1K views14 pages

Lightsaber Forms New

Form I (Shii-Cho) is the basic lightsaber style focusing on body control and rudimentary fighting moves. Form II (Makashi) focuses on finesse and quick attacks against other lightsabers. Form III (Soresu) is the most defensive style, using the Force and agility to block all attacks. It is said a master of Form III cannot be overcome but offers little offense.

Uploaded by

papi K
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction to Lightsaber Forms
  • Form I: Shii-Cho
  • Form II: Makashi
  • Form III: Soresu
  • Form IV: Ataru
  • Form V: Djem So
  • Form VI: Niman
  • Form VII: Juyo
  • Secondary Forms
  • Form VIII: Sokan
  • Form X: Jar'Kai
  • Modified Forms
  • Form III Variant: Jen-Kar
  • Form VII Variant: Vaapad

STAR WARS d6 - Lightsaberforms

Like any other true form of martial arts that deserves to be called like that, the art of lightsaber fighting has seen
many styles and variants over the millennia. Some were common and widespread, others were rare and known
by only a few Jedi at all. Lightsaberforms work as single skills, like Lore or Knowledge.

Form I is the basic Lightsaber style and its maneuvers can be used by any character with Jedi training and the
lightsaber skill ( only with the basic skill not the dice in other forms ). To learn any form of lightsaber fighting art
a character has to have a teacher, or other medium that can show the moves and principles of that form. With the
GMs agreement, the Jedi can also try to create an own form, however.
Form i: Shii-Cho
This form is the most basic form of lightsaber combat.
Its first moves are not so much intended for combat
but more to learn body control. Later teachings
provide the student with rudimentary fighting
moves, while training and especially mastery in that
basic form can prove to be very powerful in duels.

Form I: Shii-Cho, also known as The Way of the


Sarlacc, or The Determination Form, was the first of
the seven forms of lightsaber combat. This combat
form was developed during the transitional period
within the Jedi Order from ancient metal swords to
more contemporary lightsabers. Shii-Cho was intended
to cater to these new weapons, establishing the basic
motions and target zones utilized with a lightsaber. As
Shii-Cho was effectively an experimental combat form,
and was created prior to the emergeance of Dark Jedi
and Sith Lords, it did not address the issue of lightsaber-
to-lightsaber combat, and was quickly replaced by Form II: Makashi. Despite this, Shii-Cho continued to find a niche
as a training form, with almost every Jedi duelist receiving some instruction in it, and including elements in their
own combat styles. Shii-Cho was considered an effective fall-back option when no other form or combat style would
do.

In combat, Form I lightsaber combat was wild and raw, relying on deliberate tactics and being primarily aimed towards
disarming rather than injuring foes, in keeping with Jedi philosophy. Basic initiates in the style demonstrated rather
clumsy performance, though in the hands of a master, Shii-Cho was fluid but highly randomized and unpredictable.

Requirements: none

Action Difficulty Effect

Heavy Strike +5 A two-handed strike that hits the opponent hard, and therefore
deals +1D damage.

Swing Attack +1 The Jedi moves the blade in a wide circle and is able to strike two
opponents at once without penalty. However the opponents have
to be within 180 degree in front of the striking character and
only receive –1D damage, since the hit is fast and slighter than
when hit directly. Additionally the character receives –2D
to parry or dodge rolls towards these two opponents,
since the move makes the combatant open to attacks.

Quick Parry +10 The fighter parries an incoming attack and moves in a way that
blocks the enemy’s movement. The two characters have to make
an opposing dexterity roll or the attacker falls to the ground.
Form ii: Makashi
An elegant and stylised form of lightsaber combat,
Makashi does not so much concentrate on strength
but on finesse and skill. It needs wits and a quick
mind. Makashi includes many thrusts, ruses, and
fast attacks, not so much cutting. It is very efficient
against other lightsabers and therefore a wielder
of this form receives +1D to attack and parry-
rolls against other lightsabers. However due to
the concentration in melee-combat it lacks in the
ability of ranged defense. Therefore a Jedi using
Form II receives –1D to attempts of blocking or
redirecting ranged attacks.

Form II: Makashi, also known as The Way of the Ysalamiri, or The Contention Form, was the second of the seven
classic forms of lightsaber combat. Developed for the purpose of lightsaber-to-lightsaber combat, to address the
failings of Form I: Shii-Cho, Makashi was the most dueling-centric of the seven classical forms. Relying on precision
and efficiency over Shii-Cho’s wild, sweeping motions, Form II allowed an initiate to defend himself against an
opponent with minimal effort, while placing a heavy focus on avoiding disarmament.

Makashi was described as elegant and focused, and was based on balance and footwork to outmaneuver opponents.
Fluidity and economy of motion were relied on, rather than strength, with Form II bladework heavily utilizing jabs
and light cuts rather than hack and slash movements. However, Makashi was not without its weaknesses, being
ineffective against multiple opponents and failing to address the issue of blast-deflection. It would eventually be
supplanted by Form III: Soresu, the most defensive of the seven forms.

Requirements: Dexterity 3D

Action Difficulty Effect

Quick thrust +5 The attacker moves quickly forward with the lightsaber, which is
difficult to parry. Any attempt to do so is done with a –1D penalty.
However due to the quickness of the thrust it deals –1D damage.

Ruse +10 The wielder makes the defender think he is attacking and there
fore misguides his parry, opening him for a real attack. The parry
roll of the defender is reduced by 2D for the next attack of the
Jedi.

Heavy Thrust +5 Attacker moves a minimum of 1 and a maximum of five meres


and thrusts the blade into the defender, dealing +1D dam
age.

Disarm/ Dismember +10 The attacker strikes either the weapon hand, or a limb, to disarm
or immobilize the defender. Add +1D damage, armor does only
apply if that body parts contain armor.
Form iii: Soresu
First developed to counter the development
of blaster weapons with parries, Soresu is the
most defensive style of the Jedi Order and it is
said that a true master of that form cannot be
overcome. The practitioner combines Force
senses with agility to block any attacks directed
at him. As a result the wielder receives +2D to
any defensive rolls with that form. However
there are almost no real offensive strikes in
that form, i.e. the wielder receives –2D to any
attacks, including redirected ( not blocked )
blaster bolts. Soresu duels tend to last long and
usually end when the attacker begins to make
mistakes due to fatigue or frustration. Then is
the time to strike for the Soresu practitioner.

Form III: Soresu, also known as the Way of the


Mynock, or The Resilience Form, was the third of
the seven classic forms of lightsaber combat that
was recognized by the Jedi Council prior to and during the Clone Wars. Soresu was developed during the widespread
emergence of blasters as an offensive weapon. Essentially a development on Form I blast-deflect training, Soresu
relied on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged
weaponry. Over time, Soresu transcended this basic origin, and came to be considered the ultimate expression of
non-aggressive Jedi philosophy.
Like Makashi, Soresu relied on economy of motion and energy efficiency, keeping up constant blade-movement to
build up momentum and minimize energy-expenditure. Form III focused on strong defensive technique to essentially
outlast an opponent, waiting until he began making mistakes due to frustration or fatigue, before taking advantage
of these lapses and countering. A master of Soresu was considered invincible, and the focus on long-term survival
allowed such duelists to take stock of and control of their situation, choosing to kill, disarm, or even reason with
enemies. However, despite its effectiveness, Soresu would receive heavy criticism due to its lack of offensive capabilities,
as it merely facilitated survival rather than victory. As an answer to these weaknesses, the highly aggressive Ataru
and Shien forms would be developed side-by-side

Requirements: Dexterity 3D+1, Stamina 4D

Action Difficulty Effect

Sweeping Block +5 A circling move with the lightsaber forces the opponent back.
Therefore his next attack is done with a –2D penalty. This works
for multiple attackers, add +2 to the difficulty for each that is to be
affected. However due to the fast move any attack the defender
wants to make is reduced by –2D as well.

Quick Parry +5 The fighter parries an incoming attack and moves in a way that
blocks the enemy’s movement. The two characters have to make
an opposing dexterity roll or the attacker falls to the ground.

Circle Attack +10 This only works as a parry to an attack, so the Soresu fighter has
to successfully parry that attack ( with the +10 difficulty ).
The combatants have to make an opposed Stamina roll. If
the Soresu fighter is successful, he is not only able to block the
attack but moves in a circling turn around to the back of the at
tacker. He gets a free attack without a penalty for an additional
action and only a –1D penalty for using Soresu for an attack.
Form iv: Ataru
Ataru is an acrobatic form of fighting, there
are many jumps and quick maneuvers in it,
intended to attack the opponent from as many
angles as possible. It is fast, exhausting and agile.
Since Ataru combines acrobatics with offensive
maneuvers, a Jedi using this form may perform
one acrobatic maneuver or may move up to four
metres and attack once without the penalty for
an additional maneuver. However if restricted
in movement ( due to space, wounds, etc. ) any
actions done with Ataru receive a –1D penalty.

Form IV: Ataru, also known as the Way of the


Hawk-Bat, or The Aggression Form, was the fourth
of the seven forms of lightsaber combat. The history
of Ataru stretched back through the Old Republic, to at least as early as the Mandalorian Wars, where it was
commonly employed by Jedi of that day. Ataru continued to be a common form among the Jedi in the latter stages
of the Republic.

An aggressive style, Form IV was fast-paced and effective against single opponents, though weaker in prolonged
combat and confined spaces. Ataru was characterized by Force-assisted acrobatics, both for attack and defense, and
fast, powerful strikes

Ataru was an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru
were always on the offensive, attacking with wide, fast, and powerful swings. Form IV practitioners constantly
called upon the Force to aid in their movements and attacks. By allowing the Force to flow throughout their body,
they could overcome their physical limitations—including old age, as was the case with Master Yoda—and perform
amazing feats of acrobatics, such as somersaults and backflips, not only for attack, but also to evade the slashes and
strikes of their opponents. Jedi utilizing Ataru needed to incorporate all the Force powers that involved surpassing
normal physical ranges of motion, speed, and agility in order to be successful. Running, jumping, and spinning were
all emphasized in learning the elaborate kinetics of the form.

Requirements: Strength 3D, Acrobatics 5D

Action Difficulty Effect

Double attack +5 The Jedi attacks two times with quick strikes from different
angles. Any attempt to parry these strikes has to be done with a –1D
penalty each. However due to the quickness of the attacks, they
deal –1D damage.

Tumble Strike +10 The character has to pass a moderate Acrobatics roll. If successful,
the attacker is able to somersault over the defender and strike
while above him. This makes it difficult to parry or dodge. Any
attempt to do this receives -2D.

Spinning Attack +10 After passing a moderate Acrobatics roll, the attacker spins
around his own axis and by that gains extra power for an attack.
Then the attack roll is done ( without a penalty for an additional
action ) and when successful add +2D to the damage.
Form v: Djem So
Djem So is an offensive form of Soresu
and is almost as effective against blaster
weapons. However it does not stick to
defence but concentrates on redirecting
attacks and moving into an offensive
position making counterattack easier.
Some warn that this form is very close to
the dark side. Whenever a Form V user
attacks after he has parried or blocked an
attack, he receives a +2D modifier to the attack roll ( this includes redirecting blaster bolts ). However any attack
rolls not countering a first attack are done with a -2D penalty – the legacy of its Soresu origin.

Form V: Shien / Djem So, also known as The Way of the Krayt Dragon, or The Perseverance Form, was the fifth of
seven forms recognized as canon by the last Jedi Council for lightsaber combat. It was developed by practitioners
of Form III: Soresu who felt that the defensively-minded form would unnecessarily extend time spent in combat
by forcing its users to wait for an opportunity to strike rather than create their own openings. Form V combat was
characterized by power attacks and defense immediately followed by a counter-strike.

Shien, considered the classical Form V, was more adept at blocking blaster bolts, whereas Djem So was developed
later and intended for lightsaber combat. Both Shien and Djem So were designed to use an opponent’s attack against
them, as evidenced by Shien’s focus on returning blaster bolts to their origin and Djem So’s emphasis on immediately
striking back after a blow. Although some Jedi felt that Form V encouraged aggression and domination, that sentiment
did not stop many Jedi from practicing the form.

Requirements: Strength 3D+2

Action Difficulty Effect

Heavy Parry +5 The Form V user parries a melee attack with a heavy Strike. Make
an opposing Strength test. If successful the Form V user is push
ing the opponents weapon aside. If the next action is another at
tack of the opponent it is done with a –1D penalty. If the next ac
tion is an attack of the Form V user, any attempts to parry it are
done with a 1D penalty.

Two Hand Thrust +10 During this maneuver the Form V user grabs the hilt of the weap
on with two hands and thrusts sideward at the opponent. It deals
+1D+1 damage and any attempts to parry it are done with a 1D
penalty.

Jump Strike +15 After passing a moderate Jumping test, the attacker jumps up and
grabs the hilt with two hands, strikes as he comes down again –
thus adding the speed of the “fall” to the strike. Difficult to block,
any attempts to parry are done with a –1D penalty, while the at
tacker receives +2D to the damage. However since changing
course in mid-air is difficult, if not impossible, it is quite easy to
dodge that attack. Add +2D to any dodge rolls against this ma-
neuver.
Form vi: Niman
Form VI is a conjunction of the Forms I, III, IV and V. It is
popular with most non-combat Jedis, diplomats or teachers
who want a broad training in lightsaber combat, without
concentrating on one aspect of that art. Form VI also includes
stares, postures and screams that draw upon the diplomatic
skills of a Jedi enabling him to “persuade” opponents that
surrender would be the best solution. Due to the rather
defensive nature of Form VI users of that power gain +2 to
defence rolls, while attack rolls suffer a –2 penalty. Additionally
the Niman user receives a number of boni for equalling one
point per Persuasion or Intimidation use ( that has to be chosen when the Form is learned first ). These boni
may be distributed to attack or parry rolls during one combat ( with a maximum of four per roll ). Example: Jedi
Knight Deck Star-Karian has a skill of Persuasion 4D+2 and Intimidation 5D. He decides to base his Niman-style
on a more peaceful approach, thus he will use the Persuasion skill and therefore gets 4 bonus points. Later he
enters a combat with four Gamorrean mercenaries. He parries an attack and takes two of the bonus points and
then attacks two of the mercs, each with a +1 bonus.
Form VI: Niman, also known as The Way of the Rancor, The Moderation Form, and the diplomat’s form, was the
sixth form of the seven forms of lightsaber combat. This fighting style was a hybrid martial art created by effectively
combining elements of all the preceeding lightsaber forms into a single, generalized form. Niman balances out between
the various specializations of the other forms, covering many of the basic moves, but focusing on overall moderation.
This resulted in a fighting style that lacked a significant advantage, but also lacking any serious drawbacks, and
thereby not leaving adherents as exposed as some of the more aggressive or specialized forms. Overall, Niman had a
fairly relaxed focus on bladework, designed as a simple, easily mastered fighting form for Jedi who preferred to devote
most of their time to study and diplomacy, though it was absolutely deadly in the hands of a skilled practitioner, as
demonstrated by such notables as Exar Kun.

To compensate for the relaxed focus on bladework and lack of significant specialization, Niman training regiments
encouraged the inclusion of Force-based attacks in combat, such as telekinetic pulls and shoves used in sync
with lightsaber strikes. Also, as Niman was developed from two preexisting martial arts fighting forms that both
emphasized the use of dual-blades, it provided a firm foundation for duelists looking to study into such practices.
Ultimately, Niman’s success in combat was dependant on a practitioner’s intuition and creativity in combat, rather
than the rote responses common to the other forms.

Requirements: Persuasion or Intimidation 4D

Action
Difficulty Effect

Heavy Parry +6 The Form VI user parries a melee attack with a heavy
strike. Make an opposing Strength test. If successful the
Form VI user is pushing the opponents weapon aside. If
the next action is another attack of the opponent it is done
with a –1D penalty. If the next action is an attack of the
Form VI user, any attempts to parry it are done with a 1D
penalty.
Double attack +6 The Jedi attacks two times with quick strikes from
different angles. Any attempt to parry these strikes has to
be done with a –1D penalty each. However due to
the quickness of the attacks, they deal –1D damage.
Vicious stare - The Form VI user and one opponent have to pass an op
posing test. The Form VI user may use either Persuasion
or Intimidation for that purpose, while the opponent has
to do a Willpower test. The base difficulty for the
Form VI user is moderate, however with a +2 for every
further opponent that is to be affected. If successful add
the difference of the rolls to any aggressive actions done by
that opponent. The opponent cannot gain a positive modi
fier by that however.
Form vii: Juyo
Unlike the rhythmic and partly almost dance-
like maneuvers of other forms, Juyo is the
exact opposite. It breaks the rhythm and
therefore surprises any defender. The break
of rhythm is accomplished by intuitive action,
guided by the force. As a consequence it can
be dangerous to use this form, since it may
lead to the dark side. Very few Jedi usually are
able to master this form. Any attack done with
Form VII can only be parried or dodged with
a –2D penalty and due to the close connection
with the Force, the character receives a bonus
to initiative rolls ( for combat using Form VII
) equal to the dice in Sense – to a maximum of
4D. Additionally the Juyo artist receives a +1 bonus to attacks for each dark side point ( for each +3 make it 1D
and add the rest, e.g. 5 DS Point give a +1D+2 modifier ). This makes Juyo very attractive for Dark Side users and
tempts others to give in to the Dark Side. However since the Dark Side leans more towards aggression it gives a
–2 penalty to defensive rolls for each DS Point ( 2 DS would give –1D-1 of any roll to parry ), but at least –1D.

Form VII: Juyo / Vaapad, also known as The Way of the Vornskr, or The Ferocity Form, was the seventh of seven
forms recognized as canon for lightsaber combat by the last Jedi Council of the Old Jedi Order. In use millennia prior
to the Battle of Yavin, the Juyo incarnation of Form VII was described as the most vicious form of lightsaber combat
and was said to involve significant internal focus on the part of the user. Juyo had many practitioners throughout the
years, including Jedi Masters Kavar, Zez-Kai Ell, and Vrook Lamar. As time passed, knowledge of Form VII became
restricted among the Jedi Order, whose members were worried that its precepts would lead practitioners toward the
dark side. In contrast, members of the Sith, such as Darth Maul, employed Juyo without reservation, as did Dark
Jedi such as Galen Marek.

Requirements: Strength 3D, Sense 2D

Action Difficulty Effect

Circling Thrust +5 The Jedi attacks in what appears to be a strike from an up


per direction but at the last moment twists the hand to
make it a thrust instead. This makes it difficult to block.
Any attempt to do so is done with an additional –1D pen
alty.

Back-Thrust +10 After passing a moderate Sense Life test, the Jedi is able to
sense an enemy behind him ( this may be covered up by
Force skills ) and thrusts backwards, taking the hilt in both
hands. The strength of it give it a +1D modifier to the
damage roll. The sense test counts not as an additional ac
tion to the attack ( therefore no penalties apply ).

Swing Strike +10 The Jedi grabs the lightsaber upside down ( the blade is at
the lower end of the hand ). He then performs a swinging
move like a pendulum, which appears to be of defensive
nature. With a sudden lift of the arm and
a back swing however the blade strikes at the opponent.
This is difficult to block, any attempt to do so is done with
a 1D penalty, while the extensive movement adds 1D to
the damage.
Secondary Forms
Due to the less extensively developed nature of the secondary forms they cost –1 Characterpoint to learn when
advancing ( the minimum cost is still 1 and this does not stack with other modifiers of a comparable nature ); e.g.
raising Lightsaber: Sokan from 4D+1 to 4D+2 costs not four points but three.
Form viii: Sokan
Sokan is a lightsaber style that concentrates on
mobility and evasion, not unlike Ataru. It uses
quick maneuvers and tumbles as well as fast
lightsaber strikes to vital areas of an opponent.
Sokan’s basic philosophy is “not to be where
the enemy strikes” - as a result Sokan users
gain +1D to dodge rolls when using Sokan in
combat. However Sokan needs much room to be
used. If the Sokan performer is within confined
spaces or cannot move due to wounds or similar
restraints he receives a –1D penalty for any roll
with that art.

Sokan was a principle of lightsaber combat, rather than a true form. Developed by the ancient Jedi Knights during
the Great Hyperspace War, Sokan teaching revolved around using the environment itself to gain a tactical advantage
in combat.

Sokan involved maneuvering so that swift strokes of the lightsaber could be aimed toward the opponent’s vital
areas, using quick tumbles, jumps, and movements. Combatants made use of large amounts of terrain, trying to
maneuver their opponents into vulnerable areas during the course of battles that involved Sokan techniques. This
technique allowed for great speed and mobility and left no openings in one’s defense. Prior to the Clone Wars, Sokan
practitioners integrated highly kinetic elements of Ataru with their ancient Sokan techniques to create a blend of
styles that relied upon agility.

Requirements: Dexterity 3D, Dodge 5D, Acrobatics 4D

Action Difficulty Effect

Roll Attack +10 The Jedi has to make a successful dodge roll against an
enemy attack ( without the penalty for an additional
action). By that the Jedi makes a forward roll. He then
thrusts his own blade into the enemy, adding a +1D
modifier to the damage.

Spin Jump +5 The Jedi jumps up and rolls either left or right and lands at
either side of the opponent. That gives him
an advantageous position for an attack. If the next
action ( can be a in the next round ) is an attack of
the Jedi he receives a +1D modifier to the attack roll.
Form x: Jar’Kai ( Two bladed )
Form X teaches the art of using two lightsabers
in combat. While many Jedi learn the basics
of that form, only few ever master it. Form X
has one primary weapon used solely for attack,
while the second blade can be used for defence
or offence. Due to extensive training the Jedi
used to using two weapons at once, therefore
the penalty for using an additional weapon is
reduced to –2, instead of -1D. However off-
hand penalties still apply where necessary.
Some species have more than two hands or
comparable limbs. In that case the –2 modifier
applies to all limbs carrying a lightsaber. This modifier counts only for Form X maneuvers. If the Jedi wants to
use another form with two blades, the standard –1D penalty applies.

Jar’Kai was originally a style of swordplay that utilized dual blades, developed by the Yovshin Swordsmen. A similar
dual-blade technique referred to as Niman was developed by the Royale Macheteros of the Kashi Mer monarchy.
Niman was adopted by the Dark Sider group known as the Legions of Lettow during the First Great Schism, as well
as the Jedi Order itself. Niman was developed into the sixth form of Lightsaber combat, retaining its name, while
Jar’Kai became something of a blanket term for dual-blade combat.

It should be noted that the fourth form of Lightsaber combat; Ataru; was also known to employ dual blades as part
of its training regimen.

Requirements: Dexterity 3D

Action Difficulty Effect

Blade shield +5 The Jedi circles both blades in front of him, spinning
them and by that creating a shield in front of him.
This gives him a +2D bonus to any parry rolls.
However this has to be the only action of the Jedi in
that round besides basic movement.

Double Sweep +15 The Jedi gabs both sabres upside-down and moves
both hands from an outward position and back
again. Any opponent within that 180 degree angle
is hit twice. However the quickness reduces the
damage by –1D-1.
Modified Forms
Some Jedi swordsmen are so adapt in one form that they begin to modify it into a personalized style. They work
as the basic forms, but have to be bought as specializations. At the beginning one has to buy one complete die,
without getting the benefits from it – just to learn the advanced form ( Yes this way higher scores in the basic skill
mean higher costs to learn the modified form. This is meant to reflect that especially in martial arts it is difficult
to relearn new patterns after extensive training of others ). Only then a Jedi can try to advance in that form fur-
ther. Additionally the Jedi has to have at least 5D in the basic form.

Example: The Jedi Master Sumas Vakoth wants to learn the Vaapad style created by Mace Windu. Since it is a
Form VII variant she needs at least 5D in Form VII. She has a score of 6D+2 in that form. She needs to advance
to a “virtual” 7D+2 to have access to Vaapad. Thus it costs 6 CP for a score of 7D, 7 for 7D+1 and another 7 for
the 7D+2. Afterward she knows Juyo: Vapaad with 6D+2. Any further advancement is done like any other spe-
cialization ( not skill! ).

Obviously a trainer is needed for such variant forms, which are probably very rare, often only one Jedi at a given
time knows that style. But remember a Jedi using a modified form also gains the advantages of the basic form
and of course has access to the maneuvers. However only maneuvers of the modified form may be done with the
according specialization. Example: Jedi Master Tal-Ravis has the skills Soresu 9D+2 and Soresu: Jen-Kar 11D. He
attempts to make a Circle attack. Since it is a basic maneuver he only has 9D+2 to roll (with a –1D penalty since it
is an offensive action ). Afterwards he performs an Aerial Strike. As this is a modified maneuver he may roll 11D,
but still receives the penalty for making an offensive action with Soresu. If he would make a standard attack ( or
parry ) without a special maneuver, he can choose in which style that is to be made.
Form iii variant: Jen-Kar
This variant was developed by Jedi Master Ronen Tal-Ravis in
the late days of the Republic. Jen-Kar means “Strong Tree” in the
language of his homeworld Muthan. Jen-Kar modifies the idea of
Soresu. It is as defensive ( with only one actual offensive move )
and intended for use against a large number of enemies – but works
as fine against a single one. The Jedi does hardly move when using
this form, like a tree in a storm, he bends and turns but he does not
change his position. That way the attackers have to come to him and
the Jedi spends no strength on movement, but can keep his concen-
tration on defence. This further focus gives another +1D to defen-
sive actions such as parry or block. However the movement restric-
tion reduces any attack rolls by another –1D. Additionally Jen-Kar
users are especially trained in defending against attacks in the back.
No penalties apply for parries against such attacks. However since
Jen-Kar is a very stationary style it may not be used before or after
movements of more than one third of the characters movement rate,
with the exception of the first action ( which is usually an Aerial
Strike ).

Requirements: Dexterity 3D+1

Action Difficulty Effect

Aerial Strike +15 The Jedi has to pass a moderate Alter or Control roll
and then a Jumping test ( both without penalties for
additional actions, since it is one maneuver ). He then
jumps high up into the air and comes down at a
desired location, with the blade directed downwards.
Before landing the blade is thrust into an opponent.
This is usually referred to as the opening maneuver
of Jen-Kar. The Jedi gets himself in a good position
and surprises the enemy. This strike deals an extra
2D of damage, while the Jedi himself is difficult to hit.

Circle Defence +10 The Jedi spins the lightsabre’s blade around in one
hand and moves the weapon arm from one side to
the other, effectively creating an impassable wall.
This gives another +2D to parry rolls against blasters,
but no attack actions may be performed this round.
Form vii variant: vaapad
Vaapad takes the “bad side” of a Jedi and channels
his negative emotions through combat maneu-
vers. This is extremely dangerous, since it touches
the path of the dark side and so far only Jedi Mas-
ter Mace Windu has successfully trained ( and cre-
ated ) that art, while some others failed. Vaapad
additionally concentrates on hurting enemies at
essential points ( without necessarily killing them
but making them incapable of continuing com-
bat ). Add +2 to any damage rolls using Vaapad.
However it can only be used if the performer has
at least on Dark Side point.

In the latter days of the Old Republic, a new varia-


tion of Form VII, dubbed Vaapad after a creature
native to the planet Sarapin, was created by Jedi
Masters Mace Windu and Sora Bulq. Vaapad was explained as being a state of mind rather than just a fighting style,
allowing the wielder to channel his own inner darkness into the duel, and accept the fury of the opponent. Windu,
Bulq, and Windu’s Padawan Depa Billaba were three notable practitioners of the Vaapad variant. Records of both
Juyo and Vaapad survived the Great Jedi Purge and were recovered by the New Jedi Order, who preserved the records
of Form VII into the Sith–Imperial War.

Requirements: Strength 3D, Sense 4D, 1 Dark Side Point

Action Difficulty Effect

Disarm/ Dismember +6 The attacker strikes either the weapon hand, or a


limb, to disarm or immobilize the defender. Add +1D
damage, armor does only apply if that body parts
contain armor. He may also target a beings head
( raise difficulty by +4 ) which adds another 1D
damage. This maneuver may also be used to only
threaten an enemy with such a wounds and by that
restrict him in his movement. An opposing Perception
( initiative roll ) is needed to break from such a “lock”.

Random Strike +10 The Jedi seems to move the blade in a random and
not dangerous way. However it is perilous and
therefore the next attack of the Jedi can only be
parried with a –1D penalty and it deals +1D damage.

Blind Attack +10 After passing a difficult Sense Life test the Jedi is
able to strike blindly at an enemy, meaning without
looking at him ( or in darkness or when blinded ),
which surprises the opponent. Any attempt to parry or
dodge this suffers a –2D modifier. This does also
count for redirected Blaster bolts.

You might also like