Rules for Lightsaber Forms.

created by Jedi Master Volker Maiwald


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.
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 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. 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.
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 therefore 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 meters and thrusts the blade into the defender, dealing +1D damage.

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.
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 attacker. 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 meters 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.
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 defense 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.
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 pushing the opponent’s 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 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 weapon 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 attacker 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 maneuver.


Form VI: Niman
Form VI is a conjunction of the Forms I, III, IV and V. It is popular with most non-combat Jedi’s, 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 defense rolls, while attack rolls suffer a –2 penalty. Additionally the Niman user receives a number of bonuses for equaling one point per Persuasion or Intimidation use (that has to be chosen when the Form is learned first). This bonus 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.
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 opponent’s 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: +0
The Form VI user and one opponent have to pass an opposing 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 modifier 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.
Requirements: Strength 3D, Sense 2D

Action: Difficulty Effect
Circling Thrust: +5
The Jedi attacks in what appears to be a strike from an upper 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 penalty.

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 action 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.


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.
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 IX: Shien
Shien is a rarely practiced art and features an unorthodox grip of the lightsaber. The blade is hold horizontally all the time with the tip pointing at the opponent. A strike is performed by “throwing a punch” at the enemy, while the blade is whipped forward in a broad arc. This move restricts the defensive capabilities of the wielder. Therefore any attempt to parry attacks (including blaster bolts) is done with a –1D penalty. But this unorthodox method also improves the own ability to overcome an enemy’s defense. A Shien user receives a +4D bonus to attack rolls. However since this art can be foreseen rather easily, this bonus is reduced by 1D for each round of combat with the same opponent to a minimum of 1D.
Requirements: Dexterity 3D

Action: Difficulty Effect
Spin Attack: +5
The Jedi spins around his own axis and by that gains momentum to a following attack. This does +1D damage then.

Broad Sweep: +5
The Jedi hits two opponents with the within range of the blade. Divide the dealt damage dice between the two.


Form X: Jar'Kai
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 defense or offense. Due to extensive training, the Jedi is 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.
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 grabs both sabers 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 a higher score in the basic skill means 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 further. Additionally the Jedi has to have at least 5D in the basic form.

Action Difficulty Effect
Spin Attack
+5 The Jedi spins around his own axis and by that gains momentum to a following attack. This does +1D damage then.

Broad Sweep
+5 The Jedi hits two opponents with the blade that is within reach. Divide the dealt damage dice between the two.

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: Vaapad with 6D+2. Any further advancement is done like any other specialization (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 home world 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 barely a 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 concentration on defense. This further focus gives another +1D to defensive actions such as parry or block. However the movement restriction 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 Defense: +10
The Jedi spins the lightsabers 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 maneuvers. This is extremely dangerous, since it touches the path of the dark side and so far only Jedi Master Mace Windu has successfully trained (and created) 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 combat). Add +2 to any damage rolls using Vaapad. However it can only be used if the performer has at least on Dark Side point.
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 wound 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.