Form I - Shii-Cho: This form is the most basic style of lightsaber combat. All characters with the Lightsaber skill are trained in it. Shii-Cho is an ancient form developed by the early Jedi from existing sword styles to combat the proliferation of blaster weapons. It is characterized by simplicity in form and footwork, with sweeping swings and wide steps that are easy to learn.
- Mastery (5 points): +1 initiative, +2 Parry, +2 Disarm, +2 Target Limb; -2 to resist Feint. Maneuvers: Heavy Strike, Quick Parry. Requirements: Lightsaber 2.
Form II – Makashi: An elegant and stylized form of lightsaber combat, Makashi does not so much concentrate on strength but on finesse and skill. It needs wits and a quick mind.
- Proficiency (3 points): against a single foe +1 initiative, +1 Strike, +1 Parry, +1 Feint, +1 Disarm, +1 Target Limb; -1 block/redirect ranged attacks, against other opponents -1 Strike, -1 Parry. Maneuver: choose one from Mastery. Requirements: DEX 3, INT 3, Lightsaber 3
- Mastery (8 points): against a single foe +2 initiative, +2 Strike, +2 Parry, +2 Feint, +2 Disarm, +2 Target Limb; -1 block/redirect ranged attacks, against other opponents -1 Strike, -1 Parry. Maneuvers: Heavy Thrust, Quick Strike, Riposte. Requirements: DEX 3, WILL 3, Lightsaber 5
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.
- Proficiency (2 points): +1 Dodge, +1 Parry, +1 Feint, +1 Disarm, +1 Target Limb; -1 Strike, -1 Throw Lightsaber, -1 redirect ranged attacks. Maneuver: choose one from Mastery. Requirements: DEX 3, CON 3, Sense 1
- Mastery (8 points): +2 Dodge, +2 Parry, +2 Feint, +2 Disarm, +2 Target Limb, +1 to resist Feint, Disarm, Target Limb; -1 Strike, -1 Throw Lightsaber, -1 redirect ranged attacks. Maneuvers: Circle Attack, Quick Parry, Sweeping Block. Requirements: DEX 3, CON 3, Lightsaber 3, Sense 3
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.
- Proficiency (3 points): +1 initiative, +1 Dodge, +1 Footwork +1 damage, move up to double Speed with no penalty; -1 to combat if restricted. Maneuver: choose one from Mastery. Requirements: DEX 3, Athletics 2, Lightsaber 2, Control 1 [11]
- Mastery (7 points): +2 initiative, +1 Strike, +2 Dodge, +2 Footwork, +2 damage, move up to double Speed with no penalty; -1 to combat if restricted. Maneuvers: Double Attack, Tumble Strike. Requirements: DEX 3, Athletics 3, Lightsaber 3, Control 2
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 defense, but concentrates on redirecting attacks and moving into an offensive position making counterattack easier.
- Proficiency (2 points): +1 Strike, +1 redirect blaster shots, +1 STR-based maneuvers, +1 damage; -1 Dodge. Maneuver: choose one from Mastery. Requirements: STR 2, PER 2, Control 1
- Mastery (6 points): +2 Strike, +1 Parry, +2 redirect blaster shots, +2 STR-based maneuvers, +2 damage; -1 Dodge. Maneuvers: Falling Avalanche, Heavy Parry, Jump Strike. Requirements: STR 3, PER 3, Control 3
Form VI – Niman: Form VI is a conjunction of the Forms I, III, IV and V. It is popular with most non-combat Jedi, 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.
- Proficiency (2 points): +1 Dodge, +1 Parry, bonus/combat equal to half Influence (Persuasion or Intimidation) [choose when buying the form] that can be used for attack or parry rolls (maximum of four/roll); -1 Strike. Maneuver: choose one from Mastery. Requirements: PER 3, WILL 3, Influence 2 [14]
- Mastery (7 points): +2 Dodge, +2 Parry, bonus/combat equal to Influence (Persuasion or Intimidation) [choose when buying the form] that can be used for attack or parry rolls (maximum of four/roll); -1 Strike. Maneuvers: Double Attack*, Heavy Parry, Vicious Stare. Requirements: PER 3 (DEX 4*), WILL 3, Influence 4
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. Killing with this form forces the Jedi to make a WILL + Control roll (-1/Dark Side Point) or take a Dark Side Point.
- Proficiency (5 points): +1 Strike, +1 Dodge, +1 Parry, +1 Decapitation, +1 Disarm, +1 Feint, +1 Target Limb, +1 damage, +1 Strike per 2 Dark Side points, add Sense to initiative (max. 2); -1 Parry and Dodge per Dark Side point. Maneuver: choose one from Mastery. Requirements: DEX 3, PER 3, WILL 3, Lightsaber 2, Control 2, Sense 2
- Mastery (11 points): +2 Strike, +2 Dodge, +2 Parry, +2 Decapitation, +2 Disarm, +2 Feint, +2 Target Limb, +2 damage, +2 Strike per 2 Dark Side points, add Sense to initiative (max. 5); -1 Parry and Dodge per Dark Side point. Maneuvers: Back-Thrust, Swing Strike. Requirements: DEX 3, PER 3, WILL 3, Lightsaber 4, Control 4, Sense 4
Form VII Variant – Vaapad: Vaapad takes the “bad side” of a Jedi and channels his negative emotions through combat maneuvers. This is extremely dangerous, since it touches the path of the dark side and so far only its creator, Jedi Master Mace Windu, has successfully mastered that art, while some others failed. Killing with this form forces the Jedi to make a WILL + Control roll (-1/Dark Side Point) or take a Dark Side Point.
- Proficiency (6 points): +1 Strike, +1 Dodge, +1 Parry, +1 Decapitation, +1 Disarm, +1 Feint, +1 Target Limb, +1 damage, +2 aggressive Force powers; +1 Strike per 2 Dark Side points, add Sense to initiative (max. 2); -1 Parry, Dodge per Dark Side point. Maneuver: choose one from Mastery. Requirements: DEX 3, PER 3, WILL 3, Lightsaber 3, Control 3, Sense 3
- Mastery (13 points): +2 Strike, +2 Dodge, +2 Parry, +2 Decapitation, +2 Disarm, +2 Feint, +2 Target Limb, +2 damage, +3 aggressive Force powers; +2 Strike per 2 Dark Side points, add Sense to initiative (max. 5); -1 Parry and Dodge per Dark Side point. Maneuvers: Random Strike, Blind Attack. Requirements: DEX 3, PER 3, WILL 5, Lightsaber 5, Control 5, Sense 5
This message was last edited by the GM at 18:53, Thu 13 Apr 2023.