Dueling Traditions
Jedi Traditions
Adapted from Hero's Guide, by J.D. Wiker and Rodney Thompson
(see also: Lightsaber skill)
The Jedi are likely the best known adherents to a school of swordfighting in the modern galaxy. Their ability to wield their lightsabers to perform incredible acts of martial prowess is almost exclusively the source of the awe and fear that many beings of the galaxy associate with the Order.
The Jedi are easily among the greatest swordfighters the galaxy has ever known, yet it is not widely known that they practice seven "forms" rather than one specific technique. While each of these forms contain many of the same basic techniques and are perhaps some of the more "interchangeable" techniques in the galaxy, they are nonetheless separate forms that require much study to fully master. Some have fallen into disuse over the centuries and others have waxed and waned in popularity. All are fully documented and combat proven.
Form 1 is the most basic technique, serving as the basis for all others. It is what is referred to in the lightsaber skill. It consists of a variety of standard dueling maneuvers that all Jedi are required to learn before moving on to other styles. True masters of this technique can utilize the subtleties of these basic maneuvers to more easily disarm an opponent.
Form 2 is an uncommon fencing style emphasizing finesse and speed. Count Dooku was a major proponent and the main reason for its resurgence just before the Clone Wars. Speed and footwork was emphasized over powerful cuts. Form 2 defaults to -2D from a character's base lightsaber score, but cannot be used without the skill.
Form 3 became common with those Jedi who often fought blaster-wielding opponents. The stances and maneuvers are designed to counter incoming blaster fire. Form 3 begins at -2D+1 below a character's Form 1 (lightsaber) ability and the bonuses cannot be used without the skill. Also related in many ways to Form 5, it defaults to -1D+1 from a Form 5 skill if that is higher than the other default.
Form 4 is an acrobatic form allowing the combatant to draw upon athletic prowess and physical ability to outmaneuver an opponent. This is one of the most aggressive lightsaber styles and was quite popular during the dangerous times in the galaxy. This form defaults to -1D from the Form 1 rating, and cannot be used without the skill.
Form 5 focuses on turning an enemy's strength against him, and attempts to maximize the ability to return incoming blaster fire. Using a rare hilt-up technique, it minimizes the effects of close range combat while retaining full-body protection against blaster fire. It defaults to Form 1 at -2D, but also to Form 3 at -1D+1. This form may not be used without the skill.
Form 6 is a combination form, utilizing mostly Forms 1, 3, and 5. The most common style in the days leading up to the Clone Wars, it does not require the intensity of training that other styles demand, but rather seeks to create harmony between all styles. Sometimes referred to as the "Diplomat's Form" due to the lessened demands on time spent in training. It allows the Jedi to retain a clear mind even in combat to see things from "the bigger picture." The sixth Lightsaber Form defaults to -1D to Forms 1, 3, 5, or -2D from Form 4, whichever is higher, but you must buy the skill.
Form 7 is among the most difficult to master. It was the chosen style of Mace Windu and consists of seemingly random movements coupled with furious direct assaults, throwing enemies off guard due to its unpredictability. Not completely developed even still, the paradoxes and counterintuitive actions it demands make only the most devoted students to the lightsaber even consider this style. It defaults to -3D from any lightsaber form and cannot be used without the skill.
Form I is a new form currently under development by Igashu. This form draws heavily on the close quarters techniques of Style 5 and the defensive postures of Style 3. What makes the style unique is that it incorporates striking with the saber hilt, and martial arts techniques to disable opponents in a non-lethal manner. The style emphasizes using the borrowed defensive techniques to ward off blaster fire until opponents can be engaged at close range and rendered unconscious. It defaults to Form 1 at -2D, but also to Forms 3 and 5 at -1D+1. This form may not be used without the skill.
Sith Traditions
The Jedi have compiled a list of known, identifiable Sith dueling schools. While little is known about them other than their abilities, many represent a formidible challenge to even the best Jedi. Additionally, fallen Jedi have taken the Jedi techniques to the Sith over the ages, so Sith are also known to use Jedi techniques.
Wheras the Jedi have seven interlocking schools of swordsmanship, the more common Sith schools do not share the same common heritage and switching between them is not as easy. While many do have some compatibility, note that they often share this compatibility with the Jedi Form One technique rather than another Sith technique.
Sith Swords were in use long before the Sith encountered the Republic. These alchemically sharpened and strengthened blades are one of the few substances known to ' withstand a lightsaber hit. Their techniques are aggressive and place emphasis on connecting with the first hit. The single sword technique uses a single Sith Sword and attempts to emphasize the mobility of the user with quick cuts and stabs. It also has a formidible ability to remove opponents of their weapons before delivering the coup de grace. The Two-Sword Technique utilizes one sword in each hand and focuses on relentless slashing attacks to batter an enemy's defenses down. Sith sword techniques default to each other at -3D, but the maximum starting skill defaulted to is one die above the attribute.
As the primary users of the lightstaff, the Sith have developed their own form with it, emphasizing the uncommon double blade design. This technique relies on quick alternating slashes and the ability to parry attacks from multiple directions at once to make it a very deadly style even for an outnumbered opponent.
As the Sith have acquired lightsaber technology, they have developed their own forms to deal with the Jedi forms. These are numbered by the Jedi simply in terms of how common they are, with the most common being a very aggressive technique that is relatively easy to learn. The first technique defaults to the Jedi Lightsaber Form 1 at -1D, but must be purchased separately. The second most common form is even more aggressive, based on the slashing of the Double Sword technique. It defaults to the Jedi Form 1 at -3D and the Sith Double Sword technique at -2D. It may be used with dual sabers. The least common form encountered by the Jedi is a rare "hilt-up" style that, in contrast with the other Sith techniques, almost emphasizes defense over offense. It defaults to the Jedi Form 5 at -1D, or Form 1 at -3D.
Game Benefits
Melee Form | Multiplier | Stab | Slash | Parry | Dodge | Disarm | Projectile Parry | Other Notes |
Jedi Form 1 | 1 | -- | -- | -- | -- | +1D+2 | -- | Disarm bonus requires double over attribute to get. |
Jedi Form 2 | 1.5 | +1D+2 | -- | +2 | +1D+2 | +2 | -- | On a successful dodge, the user may add half the difference to next round's initiative total. |
Jedi Form 3 | 1.5 | -- | +2 | +1D+2 | -- | -- | +1D+1 | Note bonus to projectile parry. May not use if moving more than half speed. |
Jedi Form 4 | 1.5 | -- | +2 | +1D | +1D | -- | -- | User may put extra points on a dodge towards the next rounds initiative, or may forefeit a hit on the last attack of the previous round to use extra points on initiative next round. |
Jedi Form 5 | 1.5 | -- | -- | +1D+2 | +1D+1 | -- | +2 | Note bonus on projectile parry. Against any "hilt-down" style does not take touching range penalty. If a dodge is successful by more than fifteen, may immediately make a slashing attack even if the opponent has the next action. Effective initiative for you is the amount over fifteen the dodge succeeded by, effective initiative for opponent is zero. (i.e. a +17 dodge gives 2 initiative vs. 0, so parry and dodge are available). |
Jedi Form 6 | 1.25 | -- | +2 | +2 | +2 | -- | -- | May make one parry that does not count towards an action if other actions are only parries and/or one one-round Force ability, KNO, WIL, or PER skill use. |
Jedi Form 7 | 2 | +1D | +1D+1 | +1D | +1D+1 | +1D | -- | User may put half of extra points on a dodge towards the next rounds initiative, or may forefeit a hit on the last attack of the previous round to use half of extra points on initiative next round. |
Jedi Form I | 1.5 | -- | -- | 1D+2 | 1D+1 | -- | +2 | Note bonus on projectile parry. Against any "hilt-down" style does not take touching range penalty. May substitute MA attack for declared Lightsaber attack and add Sense/Control while using this form. |
Sith Single Sword Technique | 1.5 | +1D+1 | +1D+1 | +2 | +1D | +1D+1 | -0D | May only parry high-speed projectiles, not redirect them back. May use one-third excess dodge points to add to next turn's initiative. |
Sith Double Sword Technique | 2 | +2 | +2D | +1D+2 | +1D | +1D+1 | -0D | May only parry high-speed projectiles, not redirect them back. May sacrifice points from a slashing attack at 2:1 to build initiative against the opponent for an immediate additional slashing attack. i.e. subtract sixteen from the first slash to have an eight initiative for an immediate second attack. The second attack cannot use this ability. |
Sith Lightstaff Technique | 2 | -- | +2D | +1D+2 | +1D | +2 | -- | Once per round may either not take touching range penalty or recieves a free parry against a second opponent. |
Sith Saber Technique One | 1.25 | +1D | +1D+2 | +2 | -- | -- | -- | -- |
Sith Saber Technique Two | 1.5 | +1D | +2D | -- | -- | -- | -- | May take any 2 excess to-hit points on an attack and use them towards 1 initiative point next turn. |
Sith Saber Technique Three | 1.5 | -- | +2D | +1D+2 | +2 | +1D | -- | May disregard the touching penalty against any ilt-down" style. |