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The Force
The Force is what gives a Jedi his power. It's an energy field created
by all living things. It surrounds us and penetrates us. It binds the galaxy
together. -Obi-Wan (Ben) Kenobi
The Force is a mysterious energy field which permeates the galaxy. It is
something more. The Force is everywhere, and in everything. It lies beyond that
which can normally be percieved, yet some, such as the Jedi Knights, learn how
to feel the ebb and flow of the Force, and eventually gain the ability to
manipulate that energy - they learn control over life, thought, and matter.
The Force is the foundation of the beliefs of the Jedi. As their kind were all
but eliminated by the evil Emperor Palpatine, those who knew of and belifved in
the Force became silent and few in number. At the height of the Empire's power,
the Force was considered little more than an arcane religion, and the Jedi
nothing but a group of misguided fools.
However, despite the darkness brought to the galaxy by the Emperor and his
minions, it was the power of a young Jedi named Luke Skywalker who returned
light and freedom to the galaxy by destroying the Emperor and returning his
father, Anakin Skywalker, to the light. Belief in the Force has once again
returned to the galaxy.
The Nature of the Force
The Force is an essential part of nature, like energy or matter, though it is
so much more difficult to quantify that there is little agreement over what the
Force truly is. It is not known whether the Force has always been, came about
as life did, or coerced the creation of intelligence. To the Jedi, it does not
matter, for the Force is, and that is all that matters.
The nature of the Force is hidden from many. It is not to be understood in the
same manner as the physical qualities of the universe. Technology was
predictable and readily controlled. The Force is neither controlled nor
controlling - it is a part of life itself; asking if it controls or can be
controlled is like asking if a person controls his component cells, or if the
cells control him.
The Force is like any element of nature - it has both positive and negative
aspects: the Light Side and the Dark Side.
The Light Side teaches peace and harmony. It is the constructive side of the
Force from which all love, understanding, and knowledge originate. Those who
are at peace with themselves can learn to harness the amazing powers of the
Light Side of the Force.
The Dark Side is the counterweight of the Light. Many young students falsely
believe that the Dark Side is stronger than the Light - in fact, it is only
easier. The Dark Side springs from the negative and destructive impulses of all
living beings -anger, fear, hatred. Death and war are the byproducts of the
Dark side, and it is dangerously seductive to those who lack the ability to control
their emotions and passions. Those who give in to the Dark Side find their
abilities greatly enhanced - at first. As time passes, they find that the Dark
Side will not so readily come to their aid, yet it will demand more and more of
them.
Those who are sensitive to the Force soon learn that there is no middle ground
between the Dark and the Light. For the vast majority who are unaware of the
power of the Force, the struggle between good and evil is not as powerful, not
as compelling. For those attuned to the Force, the battle of good versus evil,
life versus death, is of utmost importance and there is no neutrality.
Those who learn the ways of the Force must be careful to remember their own
inner peace or they will surrender themselves to the Dark Side, as Anakin
Skywalker did many, many years ago.
For those who learn to control the Force, the most common path is that of the
Jedi. Students of the Force can learn many amazing abilities, like slowing or
even stopping their own life functions, communicating with other people
millions of kilometers away, sensing danger, or even moving physical objects
with the power of their mind alone!
Others beside the Jedi Knights have learned to call upon the Force. They often
call it by a different name - magic, shamanism, meditation, ancestor worship,
or any of a million other forms of insight - but through whatever means, they
are calling upon this energy and somehow changing the world around them.
Beware the Dark Side
"But how am I to know the good side from the bad?"
"You will know. When you are at calm, at peace. Passive. A Jedi uses the
Force for knowledge and defense, never for attack." Luke Skywalker and
Yoda, the Jedi Master
Those who are sensitive to the ways of the Force must be careful not to start
down the path of the Dark Side. It is a path easily started upon and difficult
ot leave. In game mechanics, Force-sensitive characters and those will Force
skills or Force powers get Dark Side Points much easier than characters that
are not sensitive to the Force. Dark Side Points are a means of representing
the degree to which a character is influenced by the Dark Side of the Force.
Evil By Association
Jedi Characters, who by their very nature must be Force-sensitive, are bound by
an even more strict code of conduct. Any character with any training in any of
the Force skills (control, sense, or alter) is bound to act to preserve good.
A Jedi character cannot allow evil to occur by inaction - a Jedi who
voluntarily stands by and allows evil to be committed while doing nothing also
receives a DSP.
When a Jedi is confronted by a situation where evil is being committed, the
Jedi has to make a reasonable effort to prevent the act from being committed.
If a helpless innocent is being attacked, the Jedi should attempt to save that
person; the particular method is up to the player, whether it be persuasion,
armed action, or simple mind tricks.
The GM and the Player portraying the Jedi must both be reasonable in this
respect. They player must strive for his character to be honorable and noble,
as true Jedi are. The GM should be reasonable in not abusing the Jedi's
commitment to force characters along a predetermined path every step of the
way. In short, the Jedi is committed to stop evil, but he shouldn't have to
confront evil every time he goes for a walk.
The Jedi
"For over a thousand generations the Jedi Knights were the guardians of
peace and justice in the Old Republic. Before the dark times, before the
Empire." - Obi-Wan (Ben) Kenobi.
The Jedi learned of the Force and studied it. They gained an understanding that
none before had ever realized. They learned to manipulate the Force with
amazing results, and they used this knowledge to bring order and healing to a
galaxy plagued far too long by conflict and fear.
The galaxy learned of them, and their deeds became famous. Aided by the Force,
and recognizable by their unique Lightsabers, they came to be respected and
honored throughout the galaxy. They were known as scholars, wizards, warriors,
philosophers, and much, much more.
However, within their knowledge lay the seeds of their destruction. Early on,
the Jedi realized the difference between the Light Side and the Dark Side, and
they taught of the importance of following the path of the Light. Still, for
some, the warnings were not enough and temptation was too great. Some used
their knowledge and turned it to evil.
The rise of the Empire nearly saw the destruction of the Jedi Knights. The
august order that seemed invincible for a score of millennia was struck down in
a heartbeat.
Soon, the Emperor's New Order had seized control. An order of cold technology,
with no compassion or good. Palpatine and his servant, Darth Vader, Dark Lord
of the Sith, who helped in the extermination of the Jedi, led the galaxy into
darkness.
However, the destruction of the Jedi wasn't complete. Obi-Wan Kenobi, Vader's
teacher when the Dark Jedi was known as Anakin Skywalker, escaped, bringing
with him Skywalker's twin children. Kenobi hid in seclusion for many years,
keeping a close watch on one of the children - the young boy known as Luke
Skywalker.
After the Rise of the New Republic, Luke Skywalker reestablished the Jedi
Order, and the Jedi once again took their formal place in the galaxy.
The reappearance of the Sith threw the galaxy off balance, throwing it into a
war that still continues in the aftershocks of the Yuuzhan Vong war.
The Jedi Code
There is no emotion; there is peace.
There is no ignorance; there i knowledge.
There is no passion; there is serenity.
There is no death, there is the Force.
One of the first things a Jedi must learn is the Jedi Code; this philosophy
lays the groundwork for the mastery of the use of the Force.
The Jedi must carefully observe the rules of the Light Side of the Force to
maintain harmony with himself and the universe around him.
The Light Side is created and sustained by life. The Jedi acts to preserve
life. To kill is wrong.
Sometimes it is necessary to kill. The Jedi may kill in self-defense or in defense
of others, especially the weak and the good. He may kill, if by his action he
preserves the existence of life.
However, the Jedi must never forget that killing is always inherently wrong.
Though a Jedi may be committing evil for the greater good, killing is still
evil. The death is a stain upon him.
The Jedi does not act for personal power or wealth. The Jedi seeks knowledge
and enlightenment, peace and harmony. He wishes to defeat those who would wipe
out such qualities - those who would inflict death, tyranny or ignorance upon
others.
A Jedi never acts from hatred, anger, fear, or aggression. A Jedi must act when
he is calm, at peace with the Force. To act with anger filling one's soul is to
risk temptation to the Dark Side.
In game terms, Jedi seek nonviolent solutions to problems - -but they don't
always find them. Sometimes, killing or fighting is the only answer available.
Sometimes it is even the best answer. But that doesn't mean the Jedi shouldn't
try to find an alternative.
Force Skills
Control
The ability to control
one's own inner Force. A Jedi with this skill learns mastery over the functions
of his own body and harmony with nature.
Sense
This skill teaches a
Jedi to sense the Force in other things beyond his own body. The Jedi learns to
feel the bonds that connect all living things, and gives him the ability to
understand how all things are interconnected.
Alter
A Jedi with alter
learns how to change the distribution and nature of the Force. A Jedi with
alter can move things with his mind, can help others control their own Force,
or change the Force in their own bodies. This power can be used to change the
perceptions of others and make them come to incorrect conclusions.
Power
Long ago, there lived a race of Jedi known as the Kalecki. For thousands
of years these Jedi assisted the Knights in protecting and preserving life in
the universe. The Kalecki were known not only for their love of life and
beauty, but also for their unique sense of design in art and architecture. Many
taught at the Jedi Schools and many were warrior sentinels, stationed across
the Galaxy to preserve peace, but the majority of Kalecki were not interested
in the traditional sense of the Jedi Way. The Kalecki were a people who loved
and appreciated intricately designed art, and integrated it into every aspect
of their lives. The Kalecki studied and researched art intensely for thousands
of years even before the glory days of the Jedi, before the clone wars. The
most ingenious of the Kalecki realized that to create art using their natural
force abilities could be one of the most harmonious and satisfying activities,
and so they began experimenting with the Force, using different techniques that
encompassed the most intricate parts of all three Force skills, to attempt to
join both things they loved most – art, and the study of the Force.
For years they worked and studied, learning as they went, attempting to create
more and more intricate and beautiful creations by molding materials through
the Force.
There was one Kalecki Master named Parthos Hammak who was particularly skilled,
and was renowned throughout the Sector as the most inventive and scholarly
Kalecki Jedi artist alive. One day in his studio, as Parthos was trying to
finish his latest masterpiece, he became exhausted and frustrated that no
matter what he tried, he could not seem to be able to alter the shape of the
final portion of the sculpture, the beak of a Mandalorian waterfowl. Parthos
became so frustrated, in fact, after hours of not getting it
"perfect" (he always was a stickler for perfection) that he decided
the only choice he had was to change the whole thing. Flustered and a bit
peeved, he felt a strange rift in the force pass through him as he grit his
teeth and stared intensely at his sculpture. Suddenly, he felt a wave of heat
pass through him as the bird sculpture instantly burst into flames.
Parthos, disturbed and frightened that he may have contacted the Dark Side in
doing so, rushed to his meditation chambers and began to atone for his wrong…
when he realized, he felt no evil in himself. Though he had come very close to
embracing his hate and frustration, he had not used it to torch the bird. He
realized his emotions had fueled the force in him and activated the sculpture
at the most intricate level – it’s molecules! In tapping this strange new side
of the Force, he had excited the molecules of the sculpture to the point where
they could no longer remain stable, thereby setting themselves ablaze.
Over the next few weeks, Parthos and a few of his fellow Kalecki studied this
unique manifestation of the Force, which they named "POWER", and
began perfecting it’s use. They found it quite time consuming (it took them
almost a month to learn ONE power), but also quite rewarding, as they were able
to create striking new works with their new abilities, which allowed them to
freeze, heat, resonate, and even teleport matter to make intricate new
sculptures and buildings, the likes of which have never been duplicated.
But this was not enough to satisfy one young Kalecki student of Parthos’. Young
Jarab Ghronas, an apprentice of Parthos’ was snooping in his chambers one day
and found the tomes where Parthos and his colleagues had recorded their
findings. Though young and relatively inexperienced in the Force, Jarab stole
Parthos’ books and began studying these tricks on his own, leaving his master
to experiment with his newfound skills alone, until finally he began to test
his skills on living creatures, with startling success.
Eventually Parthos discovered Jerab’s experiments and realized what the
repercussions of these powers would be if the arts ever fell into Dark hands.
Before he could be dealt with, Jerab ran off to the wastelands of Kaleck to
hide from his master and study alone. Parthos, fearing that young Jerab was too
inexperienced and ungrounded in the light yet to deal with the relatively
"gray" nature of these powers and how quickly they could turn their
practitioners to darkness if unwisely practiced, sought out his student, only
to discover that he had been seduced by a Dark Jedi named Bek Baol, to whom he
had revealed the secrets of POWER. POWER had made the two Dark Jedi both quite
strong in the force relatively quickly, but Parthos was determined that this
evil turn of events would not continue. When Jerab refused to turn from his new
master, Parthos flashed out his ice blue lightsaber and a ferocious duel
ensued, the two evil Jedi using their wicked powers on the old master. Though
Parthos’ physical features became badly twisted and warped by the end of the
showdown, he was not defeated. Parthos killed Bek and fatally wounded Jerab
during the battle that lasted for almost an entire day. Before Jerab died,
Parthos convinced him of his evil ways and converted him back to the light
side, and decided that these force powers were too powerful to fall into Dark
hands. Parthos recovered his books, as well as the tomes that Bek and Jerab had
written during their experimentation, and sealed them in a force vault deep
within the planet, personally guarding them until his death at the age of 212
years old.
Description
POWER is a combination of Control, Sense, and Alter skills, but can also be
used alone for some powers. It is a unique manifestation of the Force that
allows it’s practitioners to alter the physical characteristics, location, and
energy nature, of tiny particles and molecules around them, as well as convert
Force power into energy, and energy into Force power. This makes it possible
for a skilled user to Teleport matter from location to location (including
living matter), create ultrasonic resonation that will vibrate molecules,
accelerate the particle energy of matter to the point of spontaneous
combustion, or decelerate the particles to "freeze" them or create a
"liquid nitrogen-like" effect. Many of these powers tap into a
"gray" area in the Force which is neither good nor evil, but the
Force greatly senses the intentions of the user, and by their disposition,
determines whether or not they receive a Dark Side point, thereby making it
very easy for a practitioner to turn to the Dark Side once POWER is learned.
This is why most of the Jedi who have learned this special skill have either
been consumed by evil (Ace Lectoree) or are quite unstable and constantly
riding the fence between the Light side and the Dark side (Jonathan Arilee).
Once these powers have been learned, it becomes very easy to sway towards Dark
tendencies.
But isn't it really "Alter" only more difficult?
No. Alter involves the manipulation of objects that already exist through the
existing physical realm that we observe. For instance, telekinesis is used to
lift, push, float, etc.., things through the air, water, land, etc..,
surrounding the Jedi. POWER involves the changing of molecular states and energy
levels of those objects’ base molecules by shifting them between the
"material" world we observe, and an alternate "surreal"
physical plane that doesn’t exist to the observer. It’s the same type of
principle used in hyperspace travel. When the Millenium Falcon goes into
hyperspace, it doesn’t just speed up in the physical space, it enters a new
"plane" of existence where objects and locations coordinate with
objects and locations in the physical world we are aware of and operate in.
This is why such painstaking calculations are needed – you’re not just
calculating directions and speed in this plane/dimension, otherwise all you’d
need is a good map. You’re relating the physical location in space you’re at to
a corresponding location in "hyperspace", finding directions in this
"imaginary" plane to another location in hyperspace that corresponds
to a different location in the physical world, and making sure the path you
take in hyperspace is unobstructed by objects that correspond to locations in
the physical space. Confusing? So is POWER. That’s why it takes a Jedi who
wishes to learn the Skill FOUR TIMES the usual amount of training and skill
points to learn just the base POWER skill, and THREE TIMES the usual amount to
increase it. When coupled with the difficulty of finding some Jedi that already
knows it to be your Master to train you (and you HAVE to have someone teach it
to you, unless of course, you’re Prince Thrakkath), it becomes clear that POWER
is not the kind of Skill that gets tossed around any old campaign. If it’s hard
to find ONE Jedi in these times, even harder to find a GOOD one, and harder yet
to convince them to train you, how difficult do you suppose it would be to find
one that knows some obscure old Kalecki powers?
Well then, other than new powers, what's the benefit?
I know, right now you’re thinking "what’s the use spending all that time
and skill points learning something that only gives you a few new tricks?"
Here’s why – since POWER encompasses all the other skills, it also aids in the
use of all other Force skills. A Jedi that has POWER gets to add their POWER
skill to any other Force roll made, regardless of which skill or power it uses.
The logic here is that anyone who has POWER must have trained RIGOROUSLY to be
able to use it at a decent level of proficiency. And, since that would require
the intense practice of all other skills in concert with POWER, those skills
would be refined and honed to a degree equal to the degree the Jedi can perform
POWER manipulations. Therefore, a Jedi who has practiced POWER to a level of 6D
also must have exercised 6D worth of Control, Sense, and Alter in order to
achieve that proficiency. It is also for this reason that you can not have a
POWER skill greater than your lowest Control, Sense, or Alter skill.
So if the Jedi uses a skill that requires a Control roll, the Jedi rolls their
Control skill with the option of adding their POWER skill die to that roll as
if it was one roll. For example:
Rahn, Zathio, and Jonathan are in the Drag War. Rahn is attempting to outrun a
Bounty Hunter’s modified ship. Jonathan Arilee decides he’ll use telekinesis to
give the ship an extra push. His Alter skill is 12D, and he also knows POWER at
8D+2, so if he chooses, he can roll 20D+2 as his Alter roll to speed up the
ship.
Notice the use of the phrase "if he chooses". The Jedi always has the
option to NOT add their POWER to their other rolls, and I’ll tell you why.
Because POWER covers a relatively "gray" area of the Force, it is the
GameMaster’s responsible discretion to determine for each action where POWER is
used, whether or not the user gets a Dark Side point, depending on their intent
and emotions, as well as the results of their actions. So if you wish to add
POWER to a roll, fine, but if another living being, good or evil, is injured
for more than stun damage as a result of the act you will receive a Dark Side
point, even if you were acting in defense. Likewise, if you add POWER to an
already evil power (like Electronic Manipulation) you will receive double the
usual number of Dark Side points. This makes POWER users very dangerous, but
also very susceptible to Dark tendencies. It is for this reason that Jonathan
Arilee seems to have little regard for what is good and evil, as well as the
reason a Jedi as strong in the Light Side as Ace Lectoree was so easily swayed
to the Dark side. As it is said, with great POWER comes great responsibility…
FAQ about the Force
1) Can a non Force-Sensitive character receive Dark Side Points?
Yes, but only through undeniable acts of evil including using a Force Point to
commit evil.
2) Can a non Force-Sensitive character "Call Upon the Dark Side?"
No. In order to call upon the Dark Side the character must have a strong
connection to it (i.e. Force-Sensitive). The Dark Side simply ignores those who
are not gifted.
3) Can a non force-sensitive character ever become force-sensitive?
Yes, but at the cost of 20 character points and a reasonable explanation why.
4) If I am force-sensitive, do I have to be a Jedi?
No.
5) What’s the use of being force-sensitive if I’m not a Jedi?
Well on the good side you start with 2 Force Points, instead of 1, and you have
the option of later learning Jedi Powers. On the bad side, you feel the full
effect of the Force just like a Jedi and will receive Dark Side Points just
like one (even if you’ve never heard of the "Jedi Code").
6) Why do powers like Electronic Manipulation grant Dark Side Points even when
used for good?
When it comes to the Force, the ends do not justify the means. Certain powers
like Electronic Manipulation may be used for good, but hate, anger, or
aggression (i.e. the Dark Side) must fuel them. Using hate, anger, or
aggression with the Force is always darkness through action.
7) The Rulebook mentions receiving a Dark Side Point whenever a Jedi uses the
Force to take a life. Does this mean that I get one whenever I add Control to
my RTH dice as per Lightsaber Combat?
It depends. If a Jedi kills in defense, of himself or another, then no. If the
Jedi struck out of anger, was filled with aggression, or the use was
"unjustifiable violence," then yes.
8: Can a droid be Force-Sensitive?
No.
Control Powers
Absorb/Dissipate Energy Apprentice
Power
This power allows
the Jedi to absorb or dissipate energy, including light, heat, radiation and
blaster bolts. A successful control roll means that the energy is dissipated.
If the user fails the roll, he takes full damage from the energy. Difficulties:
Easy 1-2D damage, Moderate 3D-5D damage, Difficult 6D-10D damage, Heroic 11D+
damage. Can only be kept
"up" as long as the source of energy is constant - it may not be kept
"up" for blaster bolts or Force Powers.
Accelerate Healing Apprentice
Power
If the Jedi uses
this power successfully, he can heal a wound very quickly (1 round for wounded,
2 rounds for incapacitated, 3 rounds for mortally wounded). Difficulties: Easy
for wounded characters, Moderate for incapacitated characters, Difficult for
mortally wounded characters.
Breath Control Apprentice
Power
A Force user
using breath control greatly decreases his bodies need for life-sustaining gas.
The Jedi does not breathe in this state, and skin pores close, preventing
harmful gases from entering the body. Jedi have been known to stay in such a
state for hours, even days. Difficulties: Easy: 1 extra round, Moderate 5 extra
rounds, Very Difficult 10 extra rounds, Heroic 11+ rounds. Can be kept
"up".
Control Landing Apprentice
Power
This ability
allows the Force user to fall from a great height safely. The Jedi will be
stunned for 1D actions if he does not land on his feet, the character must make
a successful Dexterity roll to reorient himself in mid-air. This power is often
used after a Force Jump. Difficulty: Very Easy 1-3 meter drop, Easy 4-6 meter
drop, Moderate 7-10 meter drop, Difficult 11-15 meter drop, Heroic 16+ meter
drop. Requires: Enhance Strength
Control Pain Apprentice
Power
A wounded Jedi
who uses control pain can act as if he has not been wounded. The wound is not
healed, but the character doesn't suffer the penalties of being wounded. This
power can also be used to shrug off stun results. Difficulties: Very Easy for
wounded or stunned, Easy for incapacitated, Difficult for mortally wounded. Can
be kept "up" so the character can ignore the pain of injuries for
long periods of time. However, whenever the character is injured again, the
character must make a new roll, with the difficulty being the new level of
injury.
Deflect Laser Advanced
Apprentice Power
This ability
allows a Jedi to deflect laser bolts without using a Lightsaber by using the
Force. Difficulty: Easy for one laser bolt, Difficult for 2-5 lasers, Heroic
for 6+ lasers. Requires: Absorb/Dissipate Energy.
Emptiness Apprentice
Power
The user empties
his mind and allows the Force to flow through him. After a character uses
emptiness, he gains a +6 modifier to each skill roll for an amount of time
equal to the amount of time spent in Emptiness. This bonus is reduced by 1 for
each Dark Side Point the character has. While in Emptiness, characters are
difficult to sense or affect with the Force. When another character attempts to
use a Force Power on the character in Emptiness, add the defenders Emptiness
roll to the difficulty for the other character's Sense or Control rolls (this
affects only the Sense roll; if the power doesn't use the Sense skill, then add
the difficulty to the Control roll). This difficulty is added regardless of
whether or not the empty character would willingly receive the power's
effect. When in Emptiness, characters dehydrate and hunger normally - some
initiates have died because they lacked enough Control to bring themselves out
of Emptiness. When the character enters Emptiness, he must state how long he is
going to remain in Emptiness. The character may attempt to come out of
Emptiness under the following circumstances:
When the stated time has passed
Once each hour beyond the original time limit
the character's body takes any damage more serious than Stun
damage.
Note: Characters who are consumed
by the Dark side of the Force cannot use this power. Difficulty: Moderate to
enter Emptiness, Difficult to come out of Emptiness.
Enhance Strength Apprentice
Power
This power allows a
character to use the Force to temporarily increase his strength. Note: This
power does not apply to Strength rolls made to resist damage. Difficulties:
Easy +2 bonus to Strength, Moderate +1D bonus to Strength, Difficult +2D bonus
to Strength, Very Difficult +3D bonus to Strength, Heroic 4D+ bonus to
Strength.
Force Jump Apprentice
Power
A Jedi uses Force Jump
to extend his jumping capability, allowing him to jump farther distances.
Difficulty: Very Easy +2 to jump roll, Easy +1D to jump roll, Moderate +1D+2 to
jump roll, Difficult +2D to jump roll, Very Difficult +3D to jump roll, Heroic
4D+ to jump roll. Requires: Telekinesis
Force Speed Apprentice
Power
This power allows a
character to use the Force to temporarily increase his speed. This power may be
used to increase the number of actions a character may take in one round.
However, combined action loss is applied to all actions in that round
equivalent to how many extra rounds the Jedi is using Speed to add.
Difficulties: Easy +2 move, +1 action, Moderate +1D move, +2 actions, Difficult
+2D move, +3 actions, Very Difficult +3D move, +4 actions, Heroic 4D+ move, 5+
actions.
Hibernation Advanced
Apprentice Power
This power allows
a Jedi to enter a deep sleep, remarkably slowing all bodily functions. The
Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and
he falls unconscious. When a Jedi enters Hibernation, the character must
declare under what circumstances the character will awaken: after a specific
amount of time, or what stimuli needs to be present (noise, someone touching
them, etc.). A Jedi can heal while in Hibernation, but the character may not
use any skills or Force Powers. Hibernation serves two purposes. It allows a
Jedi to "play dead". It can also be used to survive when food or air
supplies are low. Characters coming across a Jedi in hibernation automatically
assume the Jedi is dead. They must make a 'difficult' perception check to
determine if the Jedi is truly dead. Difficulty: Difficult. This power may
be kept "up". Requires: Emptiness.
Reduce Injury Advanced
Apprentice Power
This power allows
a Jedi to reduce the seriousness of his injury. When he receives a wounded
attack, it is reduced to stun: mortally wounded to wounded and so on. This
power can also be used to reduce the amount of damage received. This power is
normally only used in desperation because of its long-term repercussions. When
the power is successfully used, the Jedi loses a Force Point. Note: It is not
always a "selfish" act to save one's life, so the character might
be able to get the Force Point back. If the character was fighting to save his
friends from certain doom - and if he fails, they certainly die - then
this could even be considered an heroic action. Difficulties: Moderate for
incapacitated, Difficult for mortally wounded, Very Difficult for dead. Requires:
Control Pain
Remain Conscious Apprentice
Power
This power allows
a Jedi to remain conscious when he sustains an injury which would cause him to
lose consciousness. In game terms, when a character with this power suffers an
injury, they lose all of their actions for the rest of the round, but they are
still conscious (normal character automatically pass out). on the next round,
the character may attempt to activate the power - this must be the first action
of that round; the Jedi cannot even Dodge or Parry. If the roll is
unsuccessful, the character passes out immediately. If the roll is successful,
the Jedi can do any one other action that he has declared for that round
- often the character will attempt to Control Pain so that he will be able to
remain conscious. After he has done that one action, the Jedi will lapse into
unconsciousness, unless he has activated Control Pain or done something else
that will keep the character conscious. Difficulties: Easy for stunned
characters, Moderate for incapacitated characters, Difficult for mortally
wounded characters. Requires: Control Pain
Remove Fatigue Apprentice
Power
The character
uses this power to combat the effects of strenuous work. The Jedi manipulates
the Force, causing bodily toxins to be ejected much more efficiently, thus
allowing for greater stamina. While kept up, the Jedi must make a stamina check
once per day. While using this power, a Jedi must fail two stamina checks
before he or she is fatigued. Difficulties: Easy: character is only slightly
fatigued. Moderate: all fatigue is removed from the character.
Resist Stun Apprentice
Power
Resist Stun
allows a character to prepare his body to resist the effects of stun damage. The
power must be activated before the character has suffered any damage. A
successful result allows the character to resist all stun results except for unconscious
and normal injuries. An unconscious result forces the character to
drop the power, and he is considered stunned. Normal injuries (wounded,
incapacitated, mortally wounded and killed) are treated normally.
Difficulty: Moderate. This power may be kept "up".
Survive in Hard Vacuum Knight
Power
User may
temporarily survive in a vacuum. Difficulty: Difficult. Requires:
Protection/Shield
Sense Powers
Battle Mind Advanced
Knight Power
With battle mind,
a Jedi can use the Force to guide his decisions and actions to allow a possible
future revealed through battle mind to come about. This power is especially
useful when the Jedi is leading an army or strike force. Difficulty: Moderate Requires:
Sense Force
Blind Sight Apprentice
Power
This ability
allows a blinded Jedi to use the Force to see, also commonly referred to as
"Force Sight". Difficulty: Easy
Cyber Sense Knight
Power
Allows a force
user to sense the prescience of a machine, computer or Droid. Difficulty: Very
Easy (modified by proximity and characters knowledge of the type of
machine/computer/Droid). Requires: Electronic Sense
Danger Sense Knight
Power
Danger Sense
allows a Jedi to extend his senses around himself like protective sensors,
creating an early warning system for as long as the power is in effect.
When this power is used, the Jedi detects any attacks before they are made.
This gives the Jedi a round to decide how to react to the danger. Characters
who are going to attack the Jedi may roll their Control to resist this power.
Difficulty: Moderate Requires: Life Detection
Death Sense Apprentice
Power
This power allows
the Jedi to sense the impending death of a character. The prediction is within
six rounds, and if the player beats the control roll by 15, the prediction is
extended to 5 minutes. Requires: Life Sense
Direction Sense Apprentice
Power
This allows the
Jedi the ability to sense the direction of an object or location by it's
resonance in the Force. It could be an object of importance, the north pole of
a planet, the nearest cantina, etc...but this power does not sense life forms.
If the roll fails by five points, the Jedi just knows the general direction the
object or location is in: left, right, forward, behind, above, below. On a
Difficult roll, the Jedi can anchor himself to a location and know exactly in
what direction and how far away the location is from their current position.
Difficulty: Easy for direction, Difficult for exact location
Electronic Sense Apprentice
Power
This power allows
the Jedi to detect active electronics that might otherwise remain hidden from
their normal senses. When the power is activated, the Jedi knows the location
of active electronics within 10 meters - if the power is kept "up,"
the Jedi may know whenever a Droid or other electronic construct approaches
within 10 meters of them or vice versa
When a Jedi approaches or is approached by active electronics, make a sense
roll for the Jedi and each electronic construct makes an opposed Perception
roll to avoid detection if possible. Both rolls are "free" actions
and don't count as a power use. If the Jedi rolls higher, he senses the
electronics in question. Difficulty: Moderate. Can be kept "up".
Force Shot Advanced
Apprentice Power
This power is
used to increase a character's accuracy with missile weapons or Blasters
against hidden or concealed targets. If successful, the Force-user may add his
Sense dice to his ranged attack rolls against an organic/living target that is
either fully or partially concealed, be it behind a wall, through smoke, or in
darkness or shadow. At least some portion of the target must be concealed by
some degree of cover to be effective. This power is called on at the start of a
battle, and remains "up" until the Jedi is stunned, wounded, or
worse. Any Jedi who has been stunned or wounded may attempt to activate the
power again. Difficulty: Moderate
Guided Attack Advanced
Apprentice Power
By successfully
using this power and studying a single opponent for two full rounds, a
character can anticipate that opponent's reactions in combat. This effectively
reduces the opponent's defense dice rolls made to evade the character's attacks
by half for the duration of the combat, or until the character using this power
is stunned, wounded, or worse. Difficulty: Easy. Requires: Life Sense
Life Detection Apprentice
Power
This power allows
a Jedi to sense the presence of beings within 10 meters his normal 5 senses
wouldn't have detected.
When a Jedi approaches or is approached by sentient creatures,
make a Sense roll for the Jedi and each creature makes an opposed Control or
Perception roll if they wish to avoid detection. Both rolls are "free
actions" and don't count as a power use. If the Jedi rolls higher, he
senses the creatures in question. If a Jedi beats the target's roll by 10 or
more, the Jedi is aware if this person has Force skills (yes or no) or
if they have met the person before (yes or no), and if yes, what their identity
is. Difficulty: Very easy if the subject has Force skills or is
Force-sensitive, Moderate for normal creatures. Can be kept "up".
Life Sense Apprentice
Power
Life sense may be
used to locate an individual by sensing for his presence. The Jedi may know the
physical state of the person, and his general health. This power may also be
used to ‘track’ someone by following their residual aura. The Jedi will know
what state of mind the person was in, and what the persons most prominent
thoughts were as well as any strong emotions or feelings. A target may add his
Control skill to the difficulty if he chooses to resist. Difficulty: Very Easy
(modified by proximity and relationship) Requires: Life Detection
Long Distance Navigation
Advanced Apprentice Power
Jedi use this power for long-distance hyperdrive jumps. The Jedi rolls their
Astrogation skill plus their Sense. Difficulties: Easy removes 20% travel time,
Moderate removes 50% travel time, Very Difficult removes 75% travel time. Requires:
Track Hyperspace Trail
Magnify Senses Apprentice
Power
A Jedi may use
magnify senses to enhance his normal 5 senses. It may be used to detect sounds
that were otherwise too faint or far away to be heard, or to see distances that
would require the use of macrobinoculars. This power does not allow the Jedi to
see or hear beyond the normal ranges of vision and hearing, a Jedi cannot see
in infrared with this ability. It can also be used to enhance the olfactory
sense to detect slight odors. Difficulty: Very Easy (modified by proximity).
Time to use: 3 rounds.
Navigation Apprentice
Power
This ability
allows a Jedi to use the Force to astrogate without a nav. computer. (useful
only for in-system jumps) Difficulty: Easy
Receptive Telepathy Apprentice
Power
If the Jedi makes
the power roll, he can read the surface thoughts and emotions of the target.
The Jedi "hears" what the target is thinking, but cannot probe for
deeper information. If the skill roll is double the difficulty, the Jedi can
sift through any memories up to 24 hours old. A Jedi cannot sift through
memories in the same round that the contact is made, this process requires a
full round. A Jedi can read the minds of more than one person at a time, but
each additional person counts as an additional action, with separate rolls and
multiple action penalties. Difficulty: Very Easy for friendly, non-resisting
targets. If target resists, use the targets Perception or Control to determine
difficulty. (modified by proximity and relationship) This power may be kept
"up" if the target is willing and the proximity does not change. Requires:
Life Sense.
Sense Disturbance Apprentice
Power
This enables a
character to sense a disturbance in the Force. This does not give the character
specific details, but gives the character a feeling of what has occurred.
This power, once learned, is effectively "up" at all times. When a
disturbance happens, the Jedi can take a "free" action roll to sense
the disturbance. Difficulty: Moderate Requires: Sense Force
Sense Force Apprentice
Power
This allows a
Jedi to sense the ambient Force aura in the area. He will be able to detect the
Force within others, or a powerful residual glow left behind by another Force
user. Difficulty: Moderate for an area, Difficult for sensing details or
specific objects within the area (modified by proximity).
Sense Force Strength Apprentice
Power
This allows a
Jedi to sense the Force Strength of a character. This tells the Jedi the Force
Strength bonus a character has, as well as the number of Character Points,
Force Points, Dark Side Points, and skill code for each Force skill. This does
not tell the Jedi what powers the character has. Difficulty: Moderate or
opposed characters Control or Perception. Requires: Sense Force
Shift Sense Master
Power
The character may
shift his or her senses as to detect phenomena of a different type than normal;
shifting eyesight to the infrared spectrum, setting olfactory nerves to detect
specific chemical combinations, or hearing frequencies above or below normal
range for his or her species. This power counts as a "skill use" for
determining die code penalties.
Please note that this power is exceptionally useful in some aspects, but fairly
limited in others. For example, a Jedi may detect comm frequencies, but that
does not mean the Jedi can listen in on the transmission. The Jedi will be able
to detect that a transmission is present, but may not necessarily be able to
locate the signal's source and certainly will not be able to decode the
information carried by the transmission. Difficulty: Very Difficult. Requires:
Magnify Senses
Short-Term Memory Enhancement Knight Power
When a Jedi uses
this power, he or she can replay recent events in order to more carefully
examine images and peripheral occurrences. Using the power, a Jedi can freeze
images and even scan memory tracks to recall details that were seen but did not
register consciously at the time of observation.
In game terms, this power can be used to alert a Jedi to information, items,
other characters, or anything else that passed before his or her senses within
a specific span of time. How far back a Jedi can remember with this power is
determined by the success of his control skill roll. Difficulty: Easy
Track Hyperspace Trail Knight
Power
Any object that
goes through hyperspace leaves a trace that the Jedi can sense. The Jedi uses
his sense skill to "feel" through hyperspace to track an object's
path.
If the Jedi succeeds at tracking the course, he need only generate an Easy
astrogation total to plot a safe path to follow the object. If the Jedi fails
the roll, he is unable to track the object.
If the object includes a Force-sensitive being, the difficulty for this power
is reduced one level. Difficulties: Moderate if target recently left the area,
Very Difficult if target hasn't been in the area for some time. Requires:
Navigation
Alter Powers
Empower Weapon Knight
Power
This power is
used to extend a field of energy around a melee weapon to create the effects of
a "light" weapon. When infused with a sword, the blade has all the
properties of a Lightsaber (able to parry Lightsabers, can be used with Saber
Combat, etc. etc.) but damage is set at 4D, regardless of the weapon.
Difficulty: Moderate
Energize Device Knight
Power
This power can be used
to recharge a device that has no energy. Difficulty: Easy
Force Combat Knight
Power
When a
Force-Sensitive uses Force Combat, they use the Force as invisible fists and
feet. The power and strength behind the blows is variable depending on the
users Force strength. (Alter 10 = 1D damage) A Jedi can only use this power 2
times in each combat situation before they receive a Dark Side Point, and Dark
Jedi do not receive Dark Side Points for using this power. Can be resisted with
Absorption skills. Cannot be dodged or blocked physically. Note: Target must be
within line of sight of the Jedi. Difficulty: Moderate (modified by proximity) Requires:
Telekinesis
Loud Apprentice Power
This ability may be used to increase the decibel level of the users voice. This
power is useful for scaring enemies with a Krayt Dragon call, or for simply
making yourself heard over a crowded room. Difficulty: Easy
Molecular Burst Knight
Power
Allows a Force
user to disrupt the molecular structure of matter, causing 4D damage. A Jedi
receives a Dark Side Point for using this power against a living creature.
Difficulty: Difficult (modified by proximity)
Power Drain Knight
Power
This power can be
used to drain the energy from a device or battery. Difficulty: Moderate
Telekinesis Apprentice
Power
This power allows
the Jedi to levitate and move objects with the power of his mind alone. If used
successfully, the object moves as the Jedi desires. A Jedi can levitate several
objects simultaneously, but each additional object requires the Jedi to make a
new power roll. This power can be used to levitate oneself or others. It can be
used as a primitive space drive in emergencies. When used to levitate someone
against their will, the target may resist by rolling either Perception or
Control and adding it to the difficulty number. Levitated objects can be used
to attack other characters, but this automatically gives the Jedi a Dark Side
Point. Such objects do 1D damage if under 1 kilogram, 2D if 1-10 kilos, 4D if
11-100 kilos, 3D Speeder-Scale damage if 101 kilos to 1 metric ton, 3D
Starfighter-Scale damage if one to 10 metric tons, and 5D Starfighter-Scale
damage if 11-100 metric tons. Such attacks require an additional Control roll
by the Jedi, which would be the to-hit roll against the target's Dodge. If the
character doesn't dodge the attack, the difficulty is Easy. Difficulties: Very
Easy for objects weighing 1 kilogram or less, Easy for objects weighting 1-10
kilograms, Moderate for objects 11-100 kilograms, Difficult for 101 kilograms
to 1 metric ton, Very Difficult for 1,001 kilograms to 10 metric tons, Heroic
for objects weighing 10,001 kilograms to 100 metric tons. Object may be moved
at 10 meters per round, add +5 difficulty per additional 10 meters per round.
The target must be in sight of the Jedi.
Increased Difficulty if
object isn't moving in simple, straight-line movement:
+1 to +5 for gentle
turns
+6 to +10 for easy
maneuvers
+11 to +25 for more
complex maneuvers, such as using a levitated Lightsaber to attack.
(modified by
proximity). This power may be kept "up"
Control And Sense Powers
Double-Bladed Lightsaber Combat Advanced
Apprentice Power
This power allows
a Jedi to use a Lightsaber Staff. It has the same effects of standard
Lightsaber combat. Control Difficulty: Moderate. Sense Difficulty: Moderate. Requires:
Lightsaber Combat
Electronic Communication Knight Power
This power allows
the Jedi to communicate mentally with electronic systems, as if using receptive
and projective telepathy.
The Jedi can read the surface processes of an electronic system. The Jedi
"hears" what the machine is processing, but cannot probe for deeper
information.
If the sense roll doubles the difficulty number, the Jedi can sift through the
system memories up to 24 hours old. A Jedi cannot sift through memories in the
same round that contact is made - this process takes a full round.
The Jedi can also project his thoughts into the computer system. The Jedi can
only send short commands and requests of the system, to gather information and
accomplish tasks; the Jedi cannot reprogram the system in any way. If the Jedi
does not have clearance to the system, the Jedi may roll Con to try to bypass
the security on the system. Control Difficulty: Moderate, Sense Difficulty:
Difficult. Requires: Projective Telepathy
Force Coordination Knight
Power
This ability
allows a single Jedi to link 2 or more Force-Adepts together in a telepathic
link. Jedi in this link who must make a Force roll, roll their Force skill plus
the Force skills of each Jedi in the link. The Jedi who activates the link must
make constant rolls at an increasing difficulty to maintain the link. Jedi in
this link share each others perceptions and thoughts. Control Difficulty:
Difficult. Sense Difficulty: Difficult (modified by proximity and relationship)
Requires: Projective Telepathy (increases as the power is held
active)
Lightsaber Combat Apprentice
Power
To use a
lightsaber effectively, a Jedi learns this power. It allows him to sense the
opponents actions through the Force in order to use the lightsaber effectively.
A Jedi activates this power at the start of a battle, and it remains
"up" until the Jedi is stunned or injured; a Jedi who has been
injured or stunned may attempt to bring the power back "up". A Jedi
who is successful in using this power adds his sense skill to his block skill,
and adds his control skill to his attack. If a Jedi fails the power roll, he
may not attempt to use the power again for the duration of the combat. This
power may be used to block or reflect laser or other energy bolts. When a Jedi
reflects an energy bolt, he must specify a target. The Jedi rolls his Control
skill in order to hit the target. Projectiles may also be blocked, but not
reflected. Control Difficulty: Moderate. Sense Difficulty: Easy. This power
may be kept "up"
Martial Combat
Apprentice Power
To fight with Jedi Martial Arts effectively, a Jedi learns this power. It
allows him to sense the opponents actions through the Force in order to more
effectively counter his enemies moves. A Jedi activates this power at the start
of a battle, and it remains "up" until the Jedi is stunned or
injured; a Jedi who has been injured or stunned may attempt to bring the power
back "up". A Jedi who is successful in using this power adds his
sense skill to his block skill, and adds his control skill to his attack. If a
Jedi fails the power roll, he may not attempt to use the power again for the
duration of the combat. Control Difficulty: Moderate. Sense Difficulty: Easy. This
power may be kept "up"
Merge Senses Knight
Power
Allows a Jedi to
“piggy-back” inside an animal's mind. The Jedi experiences all of the
creature's senses but may not control the animal in any way. Control
Difficulty: Difficult, Sense Difficulty: Difficult. Requires: Receptive
Telepathy
Projective Telepathy Apprentice
Power
If the Jedi
succeeds at using this power, the target hears the Jedi’s thoughts and feels
his emotions. Jedi use this ability to communicate over long range when a
standard communication system is either not available or inappropriate. Control
Difficulty: Very Easy (increase by +5-10 if the Jedi cannot verbalize the
thoughts he is transmitting, modified by proximity). Sense Difficulty: Very
Easy if target is friendly and doesn't resist (if target resists, target rolls
Control or Perception to determine difficulty, modified by relationship). Requires:
Receptive Telepathy
Protection/Shield Advanced
Apprentice Power
With this power,
a Jedi can use the Force to guard himself against enemy attacks. This power is
especially effective against explosive or blast attacks. The Jedi creates a
protective wall of Force energy around himself. Control Difficulties: Easy +2
defense, Moderate +1D defense, Difficult +2D defense, Very Difficult +3D
defense, Heroic 4D+ defense. Sense Difficulty: Moderate Requires:
Absorb/Dissipate Energy
Two Lightsaber Combat Advanced
Apprentice Power
This power allows
a Jedi to use two standard lightsabers at once. It has the same effects of
standard lightsaber combat. Control Difficulty: Difficult. Sense Difficulty:
Moderate. Requires: Lightsaber Combat
Starship Combat
Advanced Apprentice Power
To use a spaceship more effectively, a Jedi learns this power. It allows him to
sense the opponents actions through the Force in order to use the starship
effectively. A Jedi activates this power at the start of a battle, and it
remains "up" until the Jedi is stunned or injured; a Jedi who has
been injured or stunned may attempt to bring the power back "up". A
Jedi who is successful in using this power adds his sense skill to his Vehicle
Dodge, Starfighter Piloting, Space Transports, and Capital Ship Piloting
skills, and adds his control skill to his Starship Gunnery or Capital Ship
Gunnery. If a Jedi fails the power roll, he may not attempt to use the power
again for the duration of the combat. Control Difficulty: Moderate. Sense
Difficulty: Easy. This power may be kept "up"
Control And Alter Powers
Accelerate Another’s Healing Knight
Power
When a Jedi uses
this power, the targeted beings healing speed is increased as outlined in
‘accelerated healing’. Control Difficulty: Very Easy (modified by
relationship). Alter Difficulty: Very Easy. Requires: Control Another's Pain
Control Another’s Pain Knight
Power
This power has
the same effect on the target as ‘control pain’ does on the user. Control
Difficulty: Very Easy (modified by proximity and relationship). Alter
Difficulty: Easy for wounded characters, Moderate for incapacitated, Difficult
for mortally wounded. Requires: Control Pain
Force Crush
Force Crush is often considered a Dark Side ability, when in actuality it is
feuled by a "gray area" of the Force. It consists of using the Force
to apply tremendous pressure to a target being or object, causing it do
literally implode under the pressure. Mace Windu used this power to permanently
wound General Grievous during their battle on Coroscant, turning the slight
instability in Grievous' cybernetic systems into a severe incompatability which
manifested itself with horrific coughing, from which the bio-droid general
never recovered. Known practitioners of this Force Power include the Jedi
Exile, Mace Windu, and Darth Vader.
Effect: Alter code +2D damage
Alter Difficulty: Difficult
Control Difficulty: Moderate (to convert damage to Speeder-Walker scale), Difficult
(to convert damage to Starfighter scale), Very Difficult (to convert damage to
Capital scale), Heroic (to convert damage to Death Star scale)
note: you cannot increase the scale of damage except against a higher scale
target (ex: you can't use death star scale damage against character scale
target).
Return Another to Consciousness Knight
Power
The target
returns to consciousness. The target has the same restrictions as detailed in Remain
Conscious. Control Difficulty: Easy (modified by proximity and
relationship). Alter Difficulty: Easy for incapacitated, Difficult for mortally
wounded. Requires: Remain Conscious
Transfer Force Master
Power
This power allows
a Jedi to transfer Force energy into a mortally wounded being to allow them to
survive. In order to use this power, the Jedi must spend a Force Point. The
recipient of this power must be willing. Control Difficulty: Easy (modified by
relationship and proximity). Alter Difficulty: Moderate. Time to use: 1 minute.
Requires: Control Another's Pain
Control Sense And Alter
Powers
Affect Mind/Mind Trick Apprentice
Power
A Jedi uses this
power to alter the perceptions of others. He can use it to cause the target(s)
to come to incorrect conclusions or to see or hear things they didn’t see or
hear.
-You want to go home and rethink your life.-
-I want to go home and rethink my life.-
-Obi-Wan Kenobi and
Sleazbaggano
Control Difficulty: Very Easy for perceptions, Easy for memories,
Moderate for conclusions, (modified by proximity) Sense Difficulty: (target's
Control or Perception). Alter Difficulty: Very Easy for slight, momentary
misperceptions, minor changes to distant memories, or if the character doesn't
care one way or the other. Easy for brief, visible phenomena, for memories less
than a year old, or if the character feels only minor emotion regarding the
conclusion he is reaching. Moderate for short hallucinations, for memories less
than a day old, or if the target has strict orders about the conclusion. Difficult
for hallucinations that can be sensed with two senses (sight and sound for
example), for memories less than a minute old, or if the matter involving the
conclusion is very important to the target. Very Difficult for hallucinations
which can be sensed by all five senses, if the memory change is a major one, or
if the logic is absolutely clear and coming to the wrong conclusion is
virtually impossible.
Leap Knight
Power
This is one of
the rarest of Jedi powers. This power allows Jedi to "leap" through
space, or rather the Force, without the use of a spaceship. In its more mundane
applications, it allows the Jedi to jump across continents in a matter of
microseconds.
Leap allows a Jedi to move his physical being through the Force as
readily as his mind. Because of this, he is able to move from point to
point almost instantly. The only real time lag that exists is when the Jedi is
reentering Real Space. Not all Jedi did return to the normal universe, and have
been unseen since. No Jedi had any idea where the lost ones are, or even if
they are still alive. It has even been said that even time may be twisted in
the "Jedi-space". Control Difficulty: Difficult (modified by
proximity). Sense Difficulty: Very Difficult (modified by proximity). Alter Difficulty:
Heroic.
To the Force there is both a good side and a dark side. The powers just
outlined are used by both sides, however, the dark side has other abilities it
also uses.
Dark Side Force Powers
Gaining Dark Side Points:
There are three ways a Force-Sensitive character may gain Dark Side Points:
Through Action, Inaction, & Calling upon the Dark Side.
Action: Anytime a Jedi knowingly and willfully breaks the Jedi Code he gains a
Dark Side Point. This includes any use of unjustified violence and justifiable
violence fueled by hate or anger. It is the GM’s duty to decide what is and is
not "justifiable violence." A good guideline is any act that makes
you say, "Ooh! That’s twisted!" is unjustifiable.
Example: A Jedi uses Telekinesis to suspend a target off the ground (thus
taking away its chance to dodge) while other PCs gun him down. This is
unjustifiable.... very cool, but still unjustifiable.
A Jedi receives a Dark Side Point this way through using "Dark Side"
powers. Any character that uses a Force Point for evil also gains a Dark Side
Point in this manner.
Inaction: Also known as "Evil by Association," this is when a Jedi
sits idly by while an act of evil is committed, or passes on an opportunity to
bring justice to an evil doer. When a Force-Sensitive character is around those
who choose to do evil, he must intervene or gain a Dark Side Point. Failure to
do so allows the Dark Side to strengthen its grip on the character through his
feelings of guilt and doubt.
Calling Upon the Dark Side: When a Jedi’s back is in the corner he may attempt
to gain a Force Point by opening himself to the influences of the Dark Side.
Through selling his soul the Jedi gains a Force Point (which must be spent that
round) and an accompanying Dark Side Point (Whether the attempt is successful
or not). It is easy to call upon the Dark Side, especially when angry, at
first. The first time a character calls upon the Dark Side, the difficulty is
Easy. If the actions are not intended to bring harm or pain to other beings,
increase the difficulty by two levels. The difficulty raises by 3 points each
additional time the character calls upon the Dark Side. The character rolls his
Control versus the difficulty number to determine whether or not he is
successful.
The Effect of the Dark Side Points
The consequences of gaining a Dark Side Point differ according to how a Jedi
obtained them. If a Force user gets a Dark Side Point from his actions it is
due to the temptations to commit further violence. This also opens up new,
easier ways of contacting the Force, so the character receives a +1D bonus to
all Force Skills. Example: A Jedi uses Lightsaber Combat and strikes out in
anger. He gains a Dark Side Point for the action but realizes he is a better
combatant when angry. He now receives a +1D bonus until he A) Wishes to atone
or B) realizes that his actions are leading him down the dark path and refuses
the bonuses.
If a Dark Side Point is due to his inaction, it is due to his fear and guilt.
Since these emotions weaken, instead of strengthen, the character does not
receive any bonuses to his Force Skills.
Calling Upon the Dark Side, in addition to the one Force Point already awarded,
gives a +2D Bonus to all Force Skills starting the round after the Force Point
is spent. After calling upon the Dark Side the character will feel a rush of
power remain.
The character may not immediately realize that the added power is something
that shouldn’t be used, so every time the character successfully uses a Sense
power, while using the extra bonuses, the GM rolls a D. If the roll is greater
than the number of dark Side Points the character has, the character senses
that something is wrong with his or her connection with the Force. Using the
Sense Force power will immediately reveal the influence of the Dark Side, and
the danger of using the bonuses, although it may do so in a cryptic manner.
Once Dark Side Points have been atoned for, and even if the Jedi does not
atone, the bonuses last only for as long as the Jedi is in the Light. The
moment the Jedi turns to the Dark Side, the bonuses are lost. The Dark Side,
having snared the Jedi in its power, takes back its favors. However, bonuses
gained from calling upon the Dark Side may remain after turning as a reward for
actively seeking out the Dark Side.
Turning to the Dark Side
A character may not be turned to the Dark Side until he reaches 6 Dark Side
Points. Up until that time a character is "safe," but the Dark Side
influences his actions. Whenever a character with Dark Side Points is in a
position where he may commit evil, the GM rolls a D and if that number is less
than or equal to the number of Dark Side Points then the Dark Side demands some
action for the Jedi to perform.
When a character has 1 to 3 Dark Side Points, they are tempted to commit
actions that involve the immediate situation. For example, if an enemy was
subdued, the Jedi fighting him may be tempted to kill the villain, even though
he has surrendered. To resist this temptation, a Force Sensitive character must
make an opposed roll of Willpower, or PER, vs. the GM's roll of one die for
each Dark Side Point the character possesses. Therefore, if the character had 3
Dark Side Points, then the GM would roll 3D. Non-Force Sensitives add their
Willpower and PER die codes together for their roll to resist, since they are
not affected by the Dark Side as much. If the character succeeds, they resist
the tempting voice of the Dark Side, and may act normally, but if they fail,
the character must perform that action. As an example of such an action, the
character is contemplating throwing a grenade into a bunch of Stormtroopers,
even though there are some innocents around. If he failed his Willpower roll,
he would throw the grenade, thus having the possibility of injuring some
innocent people.
When the character has 4 or 5 Dark Side Points, their temptations turn to
causing unnecessary harm and destruction, or initiating unprovoked attacks. The
character is still entitled to a Willpower/PER opposed roll, as above. If they
succeed in the roll, then they may act normally, but the Dark Side enacts a
punishment, according to the following table.
PC rolls > GM roll by
0 – 5
Character loses 1 Force Point (or Character Point's equal to # of Dark Side
Points x3)
6 – 10
Character loses Character points equal to # of Dark Side Points x2
11 – 15
Character loses Character points equal to # of Dark Side Points
16+
Character loses Character points equal to # of Dark Side Points x.5 (rounded
up)
* If the character is unable to pay off the cost he must "take" 10
from the attribute or Force Skill of his choice. Naturally, all skills based on
that attribute will be reduced also. If any attribute ever reaches 0, the
character is consumed by the Dark Side and dies.
If the roll fails, then the character must perform the dictated action, which
is usually a direct attack. If the Willpower/PER roll wild die comes up as 1,
then the Jedi will actually use the Force in their attack, if it is
appropriate, but will not earn another Dark Side Point, since they were not in
control of their actions. This may seem cruel, but by this point, the character
has obviously made the choice that they don't care about turning to the Dark
Side, or is actually seeking it out, so the Dark Side begins treating them
appropriately. Note: that if the player character does not attempt to resist
the call of the Dark Side, and performs the dictated action willingly, they
automatically gain another Dark Side Point.
Down the Dark Path
In turning to the DS (6 or more DSPs) the majority of how you received your DSP
rules how you were turned.
1. CONSUMED by the Dark Side: you took the path of INACTION & have become
obsessed with your past inactions & the quilt & fear that have resulted
from them. Many consumed go insane from their quilt.
* You only gain FP when using FP for the DS
* You gain CP as normal
* You loose ALL bonuses received from the DS
* ALL force skills & willpower are frozen at the level when turned (until
returning to the Light- if you can...)
2. SEDUCED by the Dark Side: your ACTIONS took you down the path. You become
more aggressive, quicker to anger & enjoy the fear created by your
intimidation & actions. Retaining your personality with a newfound strength
in your confidence. Anakin Skywalker is an example of Seduction.
* You only gain FP when using FP for the DS
* You gain CP as normal x 75%
* You loose ALL bonuses except +1 for each DSP you received at the time you
were seduced to the DS.
3. EMBRACED by the Dark Side: you have asked for the power of the DS, by
CALLING on the DS. You become more aggressive & enjoy seeing fear in others
often becoming more calculating & deceptive, holding your anger until the
strongest retaliation can be achieved. Much of your personality remains only
for its deceptive ability, that may give opportunities to further your newfound
power. Emperor Palpatine is an example of being Embraced.
* You only gain FP using FP in dramatic DS moments
* You gain CP as normal x 50%
* You lose ALL bonuses except +1D for each DSP you received when finally being
Embraced.
Returning to the Light
The character only need drop below 6 Dark Side Points to be redeemed, and must
atone for the rest in the usual manner, and that a Jedi of the Light Side
cannot just say to the Dark Side character that the Light Side is stronger,
they must prove it. If the Jedi can show the Dark Sider that the Light Side
offers more strength, the situation forces the Dark Sider to have their moment
of doubt. Luke's strength in the Force, and his convictions to remain in the
Light caused Vader to have his "Moment of Doubt" several times during
the Empire Strikes Back and Return of the Jedi. Although he did talk to his
father, and try to convince him to return to the Light, he made no mention of
the Light Side being the stronger side of the Force.
Force users who have been Seduced to the Dark Side lose a number of Dark Side
Points.
Those who have been Consumed by the Dark Side are much easier to turn back.
Since their guilt is what caused them to turn in the first place, helping them
to resolve their guilt or to set things right, in an acceptable, justifiable
manner, will reduce the character’s number of Dark Side Points to 6. He may not
return to the Light until he spends a Force Point in a selfless manner at the
dramatically appropriate moment, which he probably had to do to resolve his
guilt.
Those who have Embraced the Dark Side are the hardest to turn back to the
Light. The number of Dark Side Points they lose, for each "Moment of
Doubt", is reduced by a number equal to twice the number of Dark Side
Points they received through Calling Upon the Dark Side (which would be either
4, 5 or 6...for Palpatine it would most likely be 6).
Returning to the Light Side of the Force is not an easy task though, once the
Dark Side user drops below 6 Dark Side Points, the Dark Side enacts its revenge
by taking all of the character's Force Points and character points.
Regardless of how a character was turned, he may not drop below 6 Dark Side
Points and re-enter the Light until he proves his commitment to the Light by
spending a Force Point in a selfless manner at the dramatically appropriate
time (and does not gain the usual two Force Points at the end of the
adventure).
If a character turns to the Dark Side a second time, he loses 1D from the
attribute or Force Skill of the player’s choosing.
The entire purpose of this system is to give the player a sense of what the
Dark Side is going to do to his or her character. Just rolling the D and taking
the character away isn't entirely fair. We don't believe in dictating to a
player what they can and cannot do, and telling a player that what they are
going to do will earn them a Dark Side Point seems, well...pointless. Players
are usually very aware of what their character is doing, and what the
consequences will be. Luke did not have some voice-out-of-nowhere tell him that
what he was doing was wrong, so the characters really shouldn't be afforded
that luxury. This system gives a player ample warning of what is to come for
their character, and allows them the opportunity to redeem the character before
it is too late. It also makes for wonderful role-playing possibilities
Atonement
When you have 1-5 DSP you may begin to atone. The cleansing of the corrupting
influence of the DS is a long & difficult process & you must be of
serious mind while attempting to atone (GM discretion). You must choose your
way of atoning based on personal belief. When atoning you must actively work
against evil from occurring, & follow a base code in creating your
personal, atonement process, with the following guidelines:
Reaching each through non-violent solutions when possible
1. Preserve the existence of Life
2. Preserve the rite to gain knowledge & enlightenment
3. Preserve the rite of peace & harmony
4. Defend the defenseless
Time required: of approximate atonement, all atonement must begin again if a
DSP is received during atonement.
1 DSP = 40 days
2 DSP = 60 days
3 DSP = 80 days
4 DSP = 100 days
5 DSP = 120 days
Alchemy Control/Sense/Alter Knight Power
Using ancient Sith
equipment and arcane formulae, a character with this Force power can alter the
molecular composition of living beings, creating Dark Side mutants. All changes
made to a being with this power create horrific physical mutations. Altering
multiple aspects requires multiple rolls, with each roll taking one minute and
granting an additional Dark Side Point. To use this power successfully requires
thousands of credits worth of alchemical equipment and raw materials (as well
as a subject). Each alteration made inflicts 4D damage against the subject.
This power can also be used to reshape inanimate matter.
Alteration |
Alter Difficulty |
Add Claws or Fangs (strength +2 damage) |
Difficult |
Add Horns (strength +1D damage) |
Difficult |
Add Natural Armor (+1D versus energy)* |
Heroic |
Add Natural Armor (+1D versus physical)* |
Very Difficult |
Alter Physical Appearance (+1D to Intimidation)* |
Moderate |
Grant Dark vision (20') |
Very Difficult |
Increase Attribute (+1) |
Heroic |
Increase/Decrease Size By Half* |
Heroic |
Increase Move Score +2 ( up to twice original score) |
Very Difficult |
Make Target Obedient (-1D to Willpower) |
Very Difficult |
*Each additional use of this alteration on the same target increases the
Alter difficulty by 5 points and grants an additional Dark Side point. Control
Difficulty: Moderate. Sense Difficulty: Difficult. Alter Difficulty: Very
Difficult.
Barrage Alter Knight
Power
A dark Jedi uses
this power to pummel his enemies with various objects strewn about the area.
Stronger users can pry objects loose rather than relying on loose objects.
Difficulty: Difficult. Requires: Force Throw
Blackness Control Knight
Power
This
power enshrouds a Dark Jedi in a camouflaging veil of the Dark Side. The power
roll is added to the difficulty of any Sense roll of a power attempting to
detect the presence of the user of this power. It also subtracts 2D from any
skill attempts to perceive them, or 4D if the power roll succeeds by 15 or
more. The power causes people to overlook the user as he or she blends into the
surroundings and any smells or sound emanating from them are muffled. The user
of this power still may make skill checks as usual while the power is
"up'' (i.e. at a -1D penalty). However, the user may not use combat
oriented Force powers while this power is kept "up'' (e.g. lightsaber
combat, combat sense, injure/kill, telekinetic kill, inflict pain, etc.).
Difficulty: Moderate (modified by relationship). Requires: Affect
Mind/Mind Trick
Break Bones Alter Knight
Power
This power can be
used to use the Dark side of the Force to break an opponents bone. Difficulty:
Difficult. (modified by proximity) Requires: Telekinesis
Chain Lightning Alter Knight
Power
Chain Lightning is a
variation of the Lightning ability, with the difference being that the
lightning is able to strike one person and then move to another or several
others. Note: characters hit by Force Lightning are stunned for 5D rounds and
must make a Very Difficult Stamina check to come out of Stun ahead of
time. Difficulty: Moderate 2D damage, Difficult 3D damage, Very Difficult 4D
damage. (modified by proximity)
Requires: Lightning
Channel Rage Alter/Control Knight Power
This power, when used,
channels the character's anger and rage into a berserk fury, which increases
his prowess in battle. Game effects include a temporary +2D bonus to Strength,
and a -1D penalty to all defensive skill rolls. Raging characters are unable to
perform any action or Force power that requires patience and/or concentration.
When use of Channel Rage ends, the user loses -2 from his Strength die code for
every round the power was kept up (reducing his Strength die code to a minimum
of 1D). Control Difficulty: Moderate. Alter Difficulty: Difficult.
Dark Side Influence Alter Master
Power
This power is
used to attempt to control another being through the dark side of the Force. A
successful roll means that the dark Jedi has temporarily taken command of the
beings mind and will, forcing him to do anything the dark Jedi wishes. If the
dark Jedi is strong enough, he can influence a group of people at once. Example:
Emperor Palpatine used Dark Side Influence to control the men serving in his
empire. This ability was his specialty. Difficulty: Heroic. Requires:
Affect Mind/Mind Trick
Drain Alter Knight
Power
A dark Force user uses
this power to drain the energy from his enemy, weakening him. Difficulty:
Moderate (modified by proximity)
Electronic Manipulation Control/Alter Knight Power
This power allows a
Sith to channel his anger into the electronic circuits of a computer, Droid, or
machine, and reprogram it by manipulating its physical and electrical
components. The reprogramming can only restore original programming which has
been altered, not actually rewrite a computer's programming.
Since this Sith power can only be evoked in a state of rage, the Jedi have long
avoided using it. Control Difficulty: Moderate. Alter Difficulty: Difficult.
Force Explosion Control/Alter Knight Power
This power
utilizes the Dark Side of the Force to create an explosive "charge"
of pure Force energy. Any object conceivable can be charged, with a Control
penalty of +5 for as many times bigger than a grenade it is. Control is used to
energize the object being used for an explosive, and Alter is used for damage.
Alter is also used for timing the explosive. Any number of D can be removed
from Alter to create a "timer" of D number of rounds before the
explosion. If no D are placed in the "timer," the weapon must be used
immediately or it will explode in the Dark Sider's hand. Explosions appear
similar to other Force Energy uses, such as Force Lightning or Force Weapon, as
a light blue electrical energy pulse. Control Difficulty: Easy. Alter
Difficulty: Moderate
Force Throw Alter Apprentice
Power
This is an
advanced form of telekinesis, where the power is specifically used to destroy
an enemy. The dark Force user lashes out with anger, throwing an object towards
his target, creating +1D additional damage to standard Telekinesis effects.
Difficulty: As specified in Telekinesis Force Power. Requires:
Telekinesis
Force Weapon Control/Alter Knight
Power
This
power utilizes pure Force energy to create a weapon powered by the Force. This
can be used for any blaster or lightsaber (and similar energy weapons). The
Dark Jedi uses his Control to energize the weapon, and a blade or blaster bolt
of pure Force is created. The Jedi uses Alter for damage. The weapons used for
this acts identically to their real varieties in all respects. Each weapon must
be specially created like a lightsaber, but a Dark Jedi can make a real weapon
into the same structure. Use of this power does not harm any internal weapon
components. Control Difficulty: Difficult. Alter Difficulty: Difficult.
Grip Alter Apprentice
Power
This power allows
a dark Force user to kill an opponent through asphyxiation. Difficulty: Easy
(modified by proximity) Requires: Telekinesis
Intimidation Alter Apprentice
Power
This power is
used to alter the perception of others to make it seem the dark Jedi is
superior in a certain way that he may not truly be superior, and to frighten an
opponent. Targets must make a successful Difficult Willpower roll to
resist the effects of this power. Difficulty: Easy (modified by proximity). Requires:
Affect Mind/Mind Trick
Lightning Alter Knight
Power
This
power channels the force through the user into wild blue lances of lightning,
directable by the Sith. The light, the crackling sounds, and the arid burning
smell of charred ozone are experienced by everyone in the area. This energy
bypasses all armor worn, winding around it. A normal strength roll is used to
resist. Note: characters hit by Force Lightning are stunned for 5D rounds and
must make a Very Difficult Stamina check to come out of Stun ahead of
time. Difficulty: Easy 2D damage, Moderate 3D damage, Difficult 4D damage
(modified by proximity)
Surge Alter Knight
Power
This power causes
an electrical device to suffer a power surge, destroying it, and causing 5D
damage to everything within 3 meters radius. Difficulty: Difficult (modified by
proximity).
Wind Control/Alter Knight Power
This power allows
the Sith to manipulate and channel air currents to form powerful and
destructive tornadoes which can lift people bodily up into the air and fling
them about. The cyclone does the Sith's alter code in damage to all within its
range. Control Difficulty: Moderate. Alter Difficulty: Difficult. Requires:
Telekinesis
Just as dark Force users have unique powers, so do light Force users.
The light Jedi have a stricter code of conduct which helps to protect them from
falling to the dark side.
Light Side Force Abilities
Advanced Focus Control Knight Power
The user empties
his mind and allows the Force to flow through him. After a character uses
emptiness, he gains a +10 modifier to each skill roll for an amount of time
equal to the amount of time spent in Emptiness. This bonus is reduced by 1 for
each Dark Side Point the character has. While in Advanced Focus, characters are
difficult to sense or affect with the Force. When another character attempts to
use a Force Power on the character in Advanced Focus, add the defenders
Advanced Focus roll to the difficulty for the other character's Sense or
Control rolls (this affects only the Sense roll; if the power doesn't use the
Sense skill, then add the difficulty to the Control roll). This difficulty is
added regardless of whether or not the focusing character would
willingly receive the power's effect. When in Advanced Focus, characters
dehydrate and hunger normally - some initiates have died because they lacked
enough Control to bring themselves out of Advanced Focus. When the character
enters Advanced Focus, he must state how long he is going to remain in Advanced
Focus. The character may attempt to come out of Advanced Focus under the
following circumstances:
When the stated time
has passed
Once each hour beyond
the original time limit
The character's body
takes any damage more serious than Stun damage.
Note: Characters who are consumed
by the Dark side of the Force cannot use this power. Difficulty: Moderate to
enter Advanced Focus, Difficult to come out of Advanced Focus.
Requires: Jedi Discipline
Biocombustion Control Knight Power
This power is most often used in any sort of Brawling or Hand-to-hand combat by
Jedi who wish to add a little extra heat to thier offense. The Jedi can focus
energy on a certain point of flesh and cause it to become extremely hot, like
the burning point of a needle. This power may hurt the user if the roll fails.
Difficulty: Moderate
Blinding Alter Knight
Power
This power emanates as
a blinding flash of energy, causing the target's vision to overload, creating
temporary blindness. It is very useful as a means to stun the opponent for a
finishing stroke.
With it, a Jedi could obfuscate any person's vision, making it very
difficult of being spotted and targeted, and converting the enemy to a more
fragile position. It could be counter-attacked by Force Sight. Difficulty:
Moderate
Calm Control Apprentice
Power
This
power calms the Jedi, giving him an enhanced defense against the Dark Side.
Difficulty: Easy +2 Control (to resist powers), Moderate +1D Control (to resist
powers), Difficult +2D Control (to resist powers), Very Difficult +3D Control
(to resist powers), Heroic 4D+ (to resist powers).
Calm Other Alter Apprentice
Power
This power is
used to calm down and neutralize an opponent when no other way is deemed
appropriate. If successful, the target feels utter peace and calm, and has lost
all will to fight. A Jedi who uses this ability to disable the opponent so he
may kill, injure, or take advantage of him receives a dark side point.
Difficulty: Easy (modified by proximity and relationship).
Combat Preparation Control Knight Power
The user empties
his mind and allows the Force to flow through him, to conserve his energy in
preparation for impending combat.
Once the character comes out of combat preparation, the character gets a +6
bonus modifier to all rolls (except damage and defense) during combat for a
period of time equal to the amount of time the character spent in combat
preparation. This applies during combat only. If the character does not enter
combat in that period of time, the bonus is lost. Difficulty: Moderate
Contort/Escape Control Apprentice
Power
The character
escapes bonds by contorting in painful and difficult (but physically possible)
ways. By dislocating joints and the like, a Jedi can escape almost any physical
restraining device. While this is indeed a painful procedure, Jedi are trained
to block out the pain and focus on the task at hand. Difficulty: Easy for
difficult twists, Moderate for dislocating bones.
Detoxify Poison Control Apprentice
Power
This
power allows a Jedi to detoxify or eject poisons that have entered his body. If
the Jedi makes the power roll, the poison doesn't effect him. Difficulty: Very
Easy (modified by poison)
Detoxify Other Alter Knight
Power
This power allows
a Jedi to remove or detoxify poison from a patient's body faster than is
normally possible. While using this power, the Jedi must remain in physical
contact with the target, that person is considered immune to the effects of the
poison. Failure to make the required control and alter difficulty checks or
breaking physical contact during the use of the power wounds the patient.
Difficulty: Easy (modified by poison) Requires: Detoxify Poison
Eclipse Alter/Control/Sense Knight Power
This power
enshrouds a Jedi in a camouflaging veil. The ability allows a force user to
avoid drawing attention to himself from casual observers. When no one is
looking for the Jedi (or for similar trouble) the Sense roll is moderate, but
when someone is searching for the user the Sense Difficulty becomes the
subject's Search (or Perception... whatever most relevant) Roll +5 if the
subject has little knowledge of the user (Stormtrooper who heard an alarm go
off), +10 if the subject has seen the user (Same trooper saw the user on a vid
screen, +15 if subject knows much of user through reputation (Luke Skywalker
has been reported on the premises) and +20 if subject knows user personally
(Sneaking past Aunt Beru).
This power does not affect electronic life-form sensors but may affect people
viewing vid screens. Requires: Affect Mind/Mind Trick
Electric Judgment Alter Knight
Power
Electric Judgment was a
Force technique used by Plo Koon, and it was the light side version of Force
Lightning, which was a dark side power.
It showed up as yellow or green energy instead of blue or white, like
Force lightning. For instance, Plo Koon would shoot lightning from his
fingertips to wound enemies. Other Jedi would not use it, as it resembled the
Force Lightning of the Sith.
Luke Skywalker also used this power aboard the Yuuzhan Vong flagship
during the battle against Shimrra Jamaane, in an attempt to save his niece and
nephew from the Slayers; his powerful version was able to instantly kill its
victim. No other Force user has been noted to generate such powerful lightning.
Electric Judgment was also used by members of the New Jedi Order, but was
extremely controversial among its members. Note: characters hit by Electric
Judgment are stunned for 5D rounds and must make a Very Difficult Stamina
check to come out of Stun ahead of time. Difficulty: Easy 2D damage, Moderate
3D damage, Difficult 4D damage (modified by proximity)
Enhance Skill Control Apprentice
Power
With
this power, Jedi can enhance their abilities in particular skills. The bonus
dice are added to the skill dice so long as the power is up. If a Force user
wishes to change which skills are enhanced or by how much, then a new power
roll must be made. Force users may only enhance those skills in which they have
a skill which is at least one whole die greater than their attribute (languages
7D is greater than control 4D), before taking any special abilities into
account. Otherwise they must pay 1 character point for each skill they are
enhancing in which they do not have the required skill dice. If this power is
not kept up, the force user may make only one action using the enhanced skill,
as well as the power roll during the round and not be penalized for multiple
actions. This may only be for an action that is one off, such as Luke using
this power to enhance his grenade skill and then throwing the skull to activate
the door controls to the Rancor pit. It may not be used for an extended action
such as a swimming check. This power may not be used with another that enhances
the same skill by adding to the number of dice usable. Thus it is incompatible
with powers such as Lightsaber Combat. Difficulty: Easy +2, Moderate +1D, Difficult
+2D, Very Difficult +3D, Heroic 4D+
Enhanced Reflexes Control Apprentice
Power
A Jedi uses enhanced
reflexes to improve their reaction time and speed. They can block and dodge
easier, as well as attack faster. Difficulties: Easy +2 block/dodge, Moderate
+1D block/dodge, Difficult +2D block/dodge, Very Difficult +3D block/dodge,
Heroic 4D+ block/dodge. This Power can be kept "up".
Force of Will Control Knight Power
By using Force of
Will, the character uses his or her own willpower skill to fight the effects of
hostile Force powers. If faced with a telekinetic-or mind-based power, the
Jedi's Willpower skill roll may be added to either the Control or
Perception roll.
Note: Force of Will does not protect against Force Lightning or Force Storms or
objects hurled by telekinesis, since in each case the power creates a distinct
physical manifestation. These are external rather than internal powers, in
which case willpower would have no bearing on resistance. Difficulty: Moderate
+ opponents roll. Can be kept "up"
Jedi Discipline Control Knight
Power
With Jedi
discipline, a Jedi enhances his connection to the Force, sensing it's subtle
nuances better and more accurately. Jedi also have extreme discipline, often
appearing emotionless while in this state. It clears a Jedi's mind, allowing
him to think clearer. Difficulty: Easy +2 Knowledge/Willpower, Moderate +1D
Knowledge/Willpower, Difficult +2D Knowledge/Willpower, Very Difficult +3D
Knowledge/Willpower, Heroic 4D+ Knowledge/Willpower. This power can be kept
"up". Requires: Emptiness
Nausea Alter Knight
Power
This power causes
extreme dizziness and nausea in a single target within the user's line of
sight. A target affected by this power is considered to be stunned for 2D
rounds, and cannot take any actions during that time. Difficulty: Easy
(modified by proximity).
Plant Surge Control Knight Power
When used, this power
causes plants (grasses, weeds, bushes, trees, etc.) to entangle target
creatures, holding them fast or slowing them down. The Control difficulty
depends on the area that the Force user wishes to affect:
Radius |
Control Difficulty |
2-meter radius |
Easy |
4-meter radius |
Moderate |
6-meter radius |
Difficult |
8-meter radius |
Very Difficult |
If the Force-user succeeds in his use of the power, the targets are considered
to be entangled. Entangled creatures suffer a -1D penalty to all attack rolls,
a -2D penalty to their Dexterity scores, and can only move at half of their
normal Movement scores. Entangled characters can attempt to escape, but this
requires a Difficult Strength check to accomplish.
Sense Surroundings Sense Apprentice Power
Sense surroundings
allows a Force-user to extend his senses through the Force, permitting him to
fight and make Search checks despite darkness or obstruction. This power
doesn't duplicate the Magnify Senses power, but it does allow a character to
perceive things normally through the Force instead of through a normal sense.
This power can only be used to counter either blindness or deafness. In order
to counteract both lack of sight and sound, the power would need to be used
twice (thus granting a multiple action penalty). Difficulty: Easy. This
power can be kept "up".
Stun Droid/Mechanical Alter Apprentice
Power
A Jedi uses this
ability to de-activate a droid or other mechanical device by overloading the
power circuitry within the device. It can be used on any device that uses a
power cell of some sort. Difficulties: Easy: Target is stunned for 2D seconds,
Moderate: Target is stunned for 1D rounds, Difficult: Target is deactivated for
5D rounds. Requires: Stun Enemy
Stun Enemy Alter Apprentice
Power
This ability
temporarily disables the enemy nervous system, paralyzing them for a short
period. A Jedi who uses this ability to disable the opponent so he may kill,
injure, or take advantage of him receives a dark side point. Difficulties:
Easy: Target is stunned for 2D seconds, Moderate: Target is stunned for 1D
rounds, Difficult: Target is knocked unconscious for 5D rounds.
Telekinetic Defense Control/Alter/Sense Master Power
Only Jedi masters
can utilize this ability effectively. When a projectile is fired, the Jedi uses
Force Telekinesis to throw an object at high speed into the path of the
projectile, preventing it from hitting it's intended target.
Difficulties: Very Easy for objects weighing 1 kilogram or less, Easy for
objects weighting 1-10 kilograms, Moderate for objects 11-100 kilograms,
Difficult for 101 kilograms to 1 metric ton, Very Difficult for 1,001 kilograms
to 10 metric tons, Heroic for objects weighing 10,001 kilograms to 100 metric
tons. Increased Difficulty if object isn't moving in simple, straight-line
movement:
+1 to +5 for gentle
turns
+6 to +10 for easy
maneuvers
+11 to +25 for more
complex maneuvers
Requires: Telekinesis
Translation Sense Knight
Power
This allows a
Jedi to hear in his own language while others are speaking languages that the
Jedi would otherwise be unfamiliar with. It can also be used to understand both
droids and animals, often used hand in hand with projective telepathy.
Difficulty: Moderate. Requires: Receptive Telepathy
Power Abilities
Combine Molecules
Effect: This power involves the user shifting and compressing Force energy
through an object, thereby condensing the object’s molecules into a more solid
form. The results achieved vary depending on the type of object or matter the
power is used on. If used on solid matter, like a weapon (i.e. sword or staff),
this power will make the object sturdier and more durable, and perhaps sharper
(if already sharp edges exist). If used on a liquid form of matter, the liquid will
appear to "freeze" even though a drop in temperature does not occur,
and become a solid or semi-solid gel depending on the user’s desired results.
If used on a gas or vaporous matter it can condense it to make it a thicker
gas, a vaporous liquid, a liquid, a gel, or a solid coagulant mass of gas
particles. If used on energy forms, this power has the same effect as if used
on solid matter, that is, you could combine the molecules of a blaster beam to
make it a finer burst that does more damage, like a needle gun.
This Force Power may be used on living matter. However, because the various
enzymatic and chemical reactions, and protein interactions in living tissue are
strongly inhibited, use of this Force Power on living tissue is very damaging.
For example: Oxygen (or other vital gases) no longer disassociates from carrier
molecules, causing oxygen-starvation. Hormones and neurotransmitters will not
disassociate from receptor proteins. Blood cells will coagulate on the blood
vessel walls. DNA strands cannot be separated for transcription to RNA--thus
halting protein synthesis. There are very few organisms that can withstand such
inhibition of chemical reactions. Use of this Power on living tissue is thus
grounds for a DARK Side Point
Control Difficulty: Very Easy for solids,
Easy for Liquids
Moderate for Liquid-Gels
Difficult for Vaporous Gases
Very Difficult for Gases
Heroic for particles in a vacuum
Sense Difficulty: Easy
Alter Difficulty: Moderate, modified by proximity
Power Difficulty: Easy
Cryokinesis
The user slows or stops the gravitational motion of desired molecules,
resulting in an instant drop in temperature of all molecules affected. For
objects/areas larger than 3 cubic meters, add +1D difficulty for each cubic
meter larger. This power can be used to send a cold chill through another
person, regulate the user’s metabolic output to fool thermo sensors, IR
tracking devices, or as a form of "air conditioning", cool down
overheated circuitry, put out fires, freeze liquids, preserve a severed limb
(or body) with the hopes of bringing it back to life later, or instantly freeze
a victim.
Control Difficulty: Cold chills – Very Easy
Water begins to freeze – Easy
Frost forms from air – Moderate
Tissue freezes – Difficult
Life preserved – Very Difficult
Absolute Zero (deep freeze/vacuum) – Heroic
Sense Difficulty: Easy
Alter Difficulty: Moderate, modified by proximity
Power Difficulty: Moderate
This power may be kept "up".
Required Powers: Absorb/Dissipate Energy, Hibernation Trance, Telekinesis,
Control Another’s Pain
Force Transduction
Effect: This power allows the user to rift their molecules between the Force
plane used as a channel in "Warp Self" and the physical plane that we
view as "existing". This allows the user to exist and move through
both dimensional planes. The user will view the physical world like you would a
movie in super-slow-motion. To onlookers in the physical world, the user will
appear to be in super fast forward mode. This effect continues for as long as
the user can make difficult control rolls (at –1D per round). While
"Hyperactivated", the Jedi may add his POWER dice to all movement
rolls (his move is now whatever it was originally, + their POWER roll, (i.e.
Jonathan’s base move is 10, he rolls 34 on his POWER skill, his move is now
44). Add POWER as well to all dexterity rolls. Anyone attempting a physical
action against the user is at minus the user’s POWER skill to perform it,
regardless of the action. When leaving Hyperactivated states, the user must
make a moderate stamina roll to avoid taking stun damage. Failed initial rolls
to enter Hyperactivation mean the user takes the fatigue and damage, but
doesn’t get the effects. Doing this too much will make a Jedi very tired very
quickly.
Control Difficulty: Difficult
Sense Difficulty: Difficult
Alter Difficulty: Very Difficult
Power Difficulty: Very Difficult
Particle Filter
Effect: This power allows the Jedi to set up a semi-permeable field of Force
energy in an area or around an object, and control how particles pass through
this field. For instance, the Jedi could set up a field around himself that
won’t let in gas molecules to protect himself from a poisonous gas. The Jedi
could also use this to affect the way light refracts through an area, creating
a space totally void of light, or manipulating the light to give a different
appearance. For instance, a Jedi could set up a field around his face that
makes li
Pyrokenisis
Allows a Force user to
manipulate flame. The user speeds up gravitational motion of desired molecules,
resulting in an instant increase in temperature of all molecules affected. For
objects/areas larger than 3 cubic meters, add +1D difficulty for each cubic
meter larger. This power can be used to generate heat, or to simply set a
victim on fire.
Control Difficulty: Warm breeze – Very Easy
Easily Combustible materials burst into flame– Easy
Fire forms from air – Moderate
Tissue burns – Difficult
Sense Difficulty: Easy
Alter Difficulty: Moderate, modified by proximity
Power Difficulty: Moderate
This power may be kept "up".
Required Powers: Absorb/Dissipate Energy, Hibernation Trance, Telekinesis,
Control Another’s Pain
Force Secrets
Force Secrets are bonuses that Masters attain naturally and Knights can
attain randomly. Each time a Master unlocks a Force Secret, he can either learn
a new one, or reinforce a Secret he already knows.
Increase Lightsaber Skill:
This Force Secret
allows a Master to add +1 to his Lightsaber skill for attacking. (cumulative up
to +3, when used to improve further it adds +1D+1)
Deflect (defense):
This Force Secret
allows a Master to add +1 to his Lightsaber skill for blocking. (cumulative up
to +3, when used to improve further it adds +1D+1)
Deflect (offense):
This Force Secret
represents a Masters increasing skill with a Lightsaber, and allows him to
block +1 additional laser per action. (cumulative)
Force Organizations
The Baran Do
The Kel Dor species has a long and proud Force tradition known as the Baran
Do. For thousands of years before joining the Galactic Republic, the Baran Do
acted as advisors for the leaders of the Kel Dor. Since joining the Republic,
the Baran Do have diminished as Jedi claim more Kel Dor Force sensitives to add
to their own ranks. However, those who were passed over by the Jedi or
discovered too late to begin Jedi training continue to train under the
remaining Baran Do, passing the eons-old tradition as it was before the coming
of the Jedi.
The Baran Do began study of the Force to increase their already exceptional
senses as a way of predicting danger for their people; in time, everything from
war to famine to natural disasters were averted thanks to the Baran Do. Their
powers developed out of simple sensory expansion to the ability to forsee the
future, the past, and places far away. Once the Baran Do learned how to listen
to the Force as well as their senses, they became an invaluable resources for
investigating crimes, predicting future troubles, and discovering the truth about
mysterious events. The Baran Do were seen as an all-seeing sect that could
divine the truth from even the most complex and difficult situations.
Most rulers of the Kel Dor traditionally had at least one Baran Do advisor. In
the days when the Baran Do were more numerous, many high ranking members of
society had Baran Do in their employ as well. Most government institutions made
use of the Baran Do as part of their daily operations; a powerful Baran Do
would be used as an early warning system to avoid natural disasters. Such
predictions and subsequent preparations avoided the deaths of hundreds of
thousands.
With the introduction of the Jedi Order and the Galactic Republic to Kel Dor
society, the Baran Do faded to relative obscurity. Mainstream Kel Dor society
considers the Baran Do to be little more than wizards and prophets, but the
Baran Do themselves continue to proudly teach their ways to new apprentices.
The Baran Do, almost completely forgotten by most Kel Dor, no longer have the
influence they once did and, as a result, managed to go almost unnoticed by
Darth Vader and his Jedi hunting squads.
The Baran Do philosophy revolves around quieting the mind and listening to the
environment. It was this quite, meditative outlook that led them to study the
Force as a sensory aid. The Baran Do learn to shut out the noise around them
and listen to the Force; when at peace, Baran Do are at their strongest. They
listen, they watch, and they learn. The ways of the Baran Do are sometimes
confused with inaction, but in truth, a Baran Do consults the Force on all
matters, taking action only when his path is sure.
A long-held superstition among the Kel Dor people is that men and women born
with silver irises are exceptionally strong in the Force. The Baran Do beleive
this to be true, and recruit those with silver irises fervently. The Baran Do
train apprentices for several years before they become full-fledged members of
the order, but once they do, they are granted access to any knowledge the Baran
Do possess. Modern Baran Do ususally concern themselves with protecting their
people however they can, occasionally acting as fortellers and diviners for
those who come to them seeking answers. Some members of the organization travel
the stars seeking out information to bring back to the Baran Do, while others
take a more active role and react to threats they have perceived through the
Force, even leaving their homeworld for years at a time.
The Sith
Although the modern era of the Sith is attributed to Darth Bane, and the
Dark Jedi that preceded him, the cult can find its roots further back in the
galaxy's ancient past. Long before the Republic rose, there lived a culture on
the planet Korriban. These primitive people were called the Sith, and the Force
flowed strongly through their bloodlines. Although they didn't practice the
Force as the Jedi would, they were talented in their own brand of magic.
In the early days of the Jedi, a great schism tore the order apart. Jedi who
had tapped the forbidden power of the Force's dark side rebelled against their
light-sided brothers. After a terrible war, the Dark Jedi were exiled from the
Republic. Past the Republic's growing borders, these castaways discovered
Korriban and the Sith people.
Powerful with the dark side, the Jedi outcasts set themselves up as gods on
Korriban. The primitive Sith worshipped them as their lords, and so the Dark
Jedi grew, and built temples and monuments to celebrate their power. Millennia
of interbreeding blurred the distinction between Sith native and offworlder,
and the term Sith came to encompass not only the indigenous people of Korriban,
but also the powerful overlords that ruled them.
Five thousand years ago, during the Sith Empire's golden age, a Republic
explorer vessel stumbled upon the secluded worlds of the Sith. One Sith Lord,
Naga Sadow, saw this as an opportunity to invade the Republic, and exact
vengeance on the Jedi who had banished them. History would record the invasion
that followed as the Great Hyperspace War, and it would be the first of many
terrible conflicts between Jedi and Sith.
Time and again the Sith and Jedi would clash, with devastated worlds lying in
their wake. The last great conflict took place on the scarred plains of Ruusan.
The Sith Lord Kaan and his Brotherhood of Darkness did battle with the Jedi
Army of Light. From this onslaught, one Sith escaped: Darth Bane. It was he who
would resurrect the order with duplicity and secrecy in mind.
One Sith had the cunning to survive. Darth Bane restructured the cult, so that
there could only be two -- no more, no less -- a master, and an apprentice.
Bane adopted cunning, subterfuge, and stealth as the fundamental tenets of the
Sith order. Bane took an apprentice. When that apprentice succeeded him, that
new Sith Lord would take an apprentice.
Thus, the Sith quietly continued for centuries, until the time of Darth
Sidious. It was Sidious who was responsible for the revenge of the Sith against
the Jedi. His measured and carefully engineered plot spanned decades. Sidious
was apprentice to Darth Plagueis, a wise Sith Lord whose knowledge of arcane
and unnatural arts was reputed to extend to manipulating the very essence of
life. By Sith tradition, Sidious killed Plagueis in his ascent to Master from
apprentice. This left an opening for the fearsome Darth Maul to become Sidious'
Sith apprentice.
In this age, the final decades of the Republic, the galaxy at large had
believed the Sith to be extinct, a fabled threat from the past. Qui-Gon Jinn's
report of a Sith attack on Tatooine was met by the Jedi Council with hesitation
and skepticism. Surely if the Sith had returned, the Jedi would have detected
it, they reasoned.
The dark side, for all its power, is ultimately hard to detect if so desired. A
shadowy master like Darth Sidious was able to keep his presence a secret, even
though he maintained a guise as a very public figure. Sidious was a politician,
a seemingly humble Senator from Naboo. Though he would eventually rise to the
position of Supreme Chancellor, and worked closely with the Jedi during the
Clone Wars, they failed to detect his true nature until it was too late.
With the death of Darth Maul at Naboo, the Jedi Council realized that the Sith
menace was true. What they hadn't puzzled was whether Maul was the master, or
the apprentice. Years would pass before the Sith menace arose once more, a
menace that would eventually come to engulf the entire galaxy.
It began with a Separatist crisis that threatened to split the galaxy. Count
Dooku, a former Jedi, became a political firebrand, fanning the flames of
secession across a disillusioned Republic. Unbeknownst to the Jedi at the time,
Dooku was a Sith Lord -- Sidious' next apprentice after Maul. As Darth Tyranus,
Dooku engineered the vast armies that would fight on both sides of the Clone
Wars: the assembled droid armies of the united Confederacy of Independent
Systems, and the secretly created clone army of the Republic.
The Clone Wars were an elaborate and costly sham: a massive ruse that spread
the Jedi ranks thin across the galaxy, and drew more political power to Darth
Sidious. When the time was right -- when Sidious had in his grasp his ideal
apprentice, the powerful Jedi Knight Anakin Skywalker -- he dispatched a
command to the clone forces that identified their Jedi generals as traitors to
the Republic. The Jedi were wiped out by their loyal clone underlings. What few
survivors remained were branded as enemies of the state.
With Sidious as the Galactic Emperor, and Darth Vader as his loyal apprentice,
the Sith ruled the galaxy and plunged it into darkness. It remained so for
years until a new hope arose to bring Darth Vader back from the dark side and
extinguish the menace of the Sith once and for all.
But the teachings of the Sith were not lost, as had been thought. A collection
of holocrons were discovered by the Jedi Mulug on Korriban, and the teachings
were too much for him. Coupled with his hatred, the teachings of the Sith
turned Mulug and his apprentice Ka'Varon, to the Dark Side. Ka'Varon took the
name Darth Venge, and though he is not the only apprentice of Mulug, he is the
most prominent in the galactic scene. The Ko'Norr'K'Aree Sith is an
impressively powerful dark Force user.
The Shadow Dragons
The reclusive leaders of the Black Serpent organization, the Shadow
Dragons rule from their fortress on Lothos, an ancient temple known as the
Temple of Shadows and Light, whose existence was one of the reasons for their
choice of Lothos as a home for the Black Serpents. They have traveled far from
their roots as the Jhemadan, a scholarly breakaway sect of Jedi. Now a ruthless
organization of Dark Jedi, the Shadow Dragons have been the only known force
users in the Yaeger sector for thousands of years, though rumors of a surviving
Jhemadan Master have been floating around the organization for years.
The Shadow Dragons are an exclusively human and near human organization, making
it their business to kill any non-human Force users that they can find, and
they are very good at finding things. They recruit their members mainly from
the Black Serpent organization, though when they find a natural force user
elsewhere, they make it their business to either turn and recruit them, or kill
them.
They have a very strict hierarchy, with the rankings being Acolyte, Disciple,
Initiate, Student, Knight, Lord, Master, and Grand-Master. A member of one rank
is completely subservient to the members of the higher ranks. The only way that
a Shadow Dragon can reach a higher rank is by passing the requisite tests (that
vary from level to level), and receiving a promotion by a member of Lord level
or higher. In order to achieve the level of Lord or Master, the Shadow Dragon
must pass the tests in the presence of all members of the level above the one
he is striving for that are not on active assignment, and receive their
approval. To achieve the level of Grand Master, a candidate must pass the
tests, and if there is a sitting Grand Master, he must immediately defeat him
in mortal combat.
The Jhemadan prided themselves on their simple, almost monastic lifestyle, and
that ethic is still part of the Shadow Dragon lifestyle. All members below the
rank of Student are restricted to the outer court, where they own nothing other
than a coarse grey robe, and perform eight hours of backbreaking labor a day,
in addition to their long and tiring lessons. A Student moves into the opulent
Inner court, though he is still allowed no personal property other than his
robe. Each student is made the personal servant of a Knight, who is also that
student's instructor (another carry over from the Jhemadan). The Student will
now leave the Temple of Shadows and Night for the first time since his arrival
there, accompanying his master on his assignments. When the Knight judges him
as being ready for his test, he is taken back to the Temple, and if he passes
his test, he graduates to the opulent lifestyle of the higher ranking Shadow
Dragons.
Generally speaking, the Shadow Dragons have around five Masters, ten to fifteen
Lords, around a hundred Knights, and an equal number of Students (no Initiate
is raised to Student unless there is a Knight without a Student), two hundred
or so Initiates, four hundred Disciples, and nearly a thousand Acolytes. Around
once every tenth generation, a Master attains the rank of Grand Master. The
Shadow Dragons currently have a Grand Master, Iridian Soh, but Grand Master
Iridian is almost two hundred years old, and beginning to become feeble and
incoherent.
The relationship between the Shadow Dragons and the Black Serpent organization
started as being a very close one, but the two organizations have drifted apart
somewhat, with the Shadow Dragons viewing the Black Serpents as tools to be
used to serve a purpose, and if necessary to be left by the wayside. The
Serpent Tooth assassins are much closer to the Shadow Dragons than the rest of
the organization is, and they serve as the Shadow Dragon's contact with the
rest of the Black Serpent.
One of the facets of the Jhemadan that the Shadow Dragons have maintained is
their devotion to the art of hand to hand combat. In fact, the school of
martial arts that the Shadow Dragon's practice is still called the Jhemada
school, though it a somewhat debased and formalized reflection of the original.
The Serpent Tooth practice this form as well, but without the Force
manipulations that the Shadow Dragons include.
The force powers of the Shadow Dragons are connected to those of the Jedi by a
very tenuous thread, a thread that has been strained a number of times.
Therefore, they do not have all of the powers that most Jedi know.
The Aiki Order (Kung Fu Style Jedi)
The order of Aiki Jedi order was founded a millennium ago, by Morihei
Ushiba, a Jedi knight from a near-human, very long-lived race (though some
historians attribute his long age to his very strong bond with the Force, and
others dismiss his existence entirely). Ushiba, who was then 120 years old, was
a Jedi who was fascinated with martial arts of various races. During his
training at the Jedi Academy, he became a Warrior Jedi, but during his voyages
through the galaxy he encountered a Shimuran Monk. Though he did not agree with
Shimura's views on technology, he was fascinated with Ka. After studying
Shimuran philosophy, he started his own school, where he taught the path of
Aiki - the way of perfecting mind through the perfection of the body. His
skills in both armed and unarmed combat were legendary, but since he started
the Aiki Order, he never killed anyone - until his last fight. The Monastery of
Aiki - as his school was named - was supposedly located on a moon in a system
somewhere in the Core Words. However, nobody was able to find it, and some
historians think that Morihei's school might have been located on a ship. The
truth is that the moon was in reality a rouge asteroid, fitted with subspace
beacons and sublight drives used to direct it's trajectory. There is a rumor
that somebody in the Outer Rim territories has found a transceiver tuned to
receive signals from Monastery's beacon... Morihei died at the age of 1,120 in
his final fight. Ushiba and his lightstaff against Darth Vader, Emperor
Palpatine and 10 Dark Side Adepts. Ushiba maimed Darth, wounded Emperor
Palpatine and killed all the Dark Side Adepts, but was finally killed by the
Emperor's Force Lighting and a final stroke from Lord Vader’s lightsaber. Some
also say that he died to allow his son to escape...
Beleifs
The Aiki Jedi believe that though technology is not evil in itself, the best
weapon is one's own body. They follow the Jedi Code very strictly, and usually
wander around the galaxy helping the poor oppressed. One must remember that
being an Aiki Jedi is not just a way of having a cool character who can defeat
an entire legion of Emperor's best troops with his bare hands. An Aiki is a
person who resorts to violence only as the last resort, even more than
"normal" Jedi Knights. Of course, the ability to disable enemies
without permanently damaging them (unlike lightsaber wielding Jedi, who disable
enemies by cutting their extremities off) really helps - and is more proof that
your body is the best weapon you can get.
1) A commitment to peaceful resolution of conflict whenever possible.
2) A commitment to self-improvement through Aiki training.
Monks of Shimura
Long before there were lightsabers there were Jedi. After the invention
of those graceful weapons Jedi began to lose sight of what the Force was all
about and fall into the Dark trap of technology, or so the revered Master
Kambei Shimura thought. The Knighthood was beginning to rely too much on
"convenient" technology. That’s not the way of life; the way of the
Force. Jedi after Jedi took up the saber and left for the stars and the
adventures they contained. A Jedi craves not these things. Disgusted at the
behavior of his fellow Jedi, Shimura broke away from the Academy with a handful
of devoted students and established a Temple on the sixth moon of the third
planet of the Nikus system. There he taught his disciples the true gifts of the
Force: perfection through inner peace, compassion, contemplation and,
ironically, tolerance.
During the Emperor’s great purge, the Temple of Shimura was located by Dark
Lord Vader and torn asunder. Few of the Brotherhood were able to escape and
spread across the galaxy like seeds. Today, with the Empire removed, these remaining
skilled Monks are establishing their own Temples in remote systems to pass on
what they have learned.
Beleifs/Lifestyle
1) Avoid the use of (unnecessary) technology. "There is nothing that
technology may provide that the Force cannot. Why artificially radiate food
when nature provides fire? Why ride aback metal creatures when the wind can
send you across sea just as surely? Technology is quick and easy. These are
traits of the Dark Side. Life should be neither." Although it is true that
nothing can be provided by science that the Force cannot, very few Jedi have
been able to step across worlds. The modern Brotherhood believes it is in the
spirit of Ka to except one’s limitations. The Monks will avoid most technology
whenever possible (datapads, blasters, lightsabers, scanners, holocrons, bacta
tanks, etc.) but will reluctantly use other forms (starships) when needed
(which isn’t often. Followers of Shimura discourage "adventuring" and
tend to live entire lives in their Temples. The rare exceptions are traveling
teachers and emissaries).
A Shimuran Monk would never accept cybernetic replacements or enhancements, nor
are they likely to associate with droids.
2) The way of Shimura is the way of Ka. All answers may be found in it’s
techniques. Ka is the foundation of all Shimura’s teachings. When a student is
first accepted into the Brotherhood he begins learning Ka. First simple koans
and history and later develop the physical disciplines. In line with the
Brotherhood’s beliefs, the process is not quick or easy . . . it takes several
years of hard work and devotion.
3) Follow the Jedi Code. Although the Knighthood has allowed technology to
cloud their judgment, the Shimuran Monks still believe in the Code.
4) Tolerate the misgivings of others. Shimuran Monks are not retro,
anti-technology fundamentalists. They do not attack technological centers or
those who choose to use technology, nor do they harass commuters at starports
with pamphlets damning them for their way of life. They simply have a different
outlook on life. If asked, they will tell a koan of enlightenment. If sought
out, they will teach their beliefs (but only those who prove worthy will learn
Ka). The Monks do not hate the Jedi; in fact, they feel sorrow for their fallen
brothers and would do anything to help bring them back to the Light.
Special Skill:
Martial Art: Ka Combat
Cost: 10 Character Points or 1D starting skill dice.
Prerequisites: Brawling (4D), Brawling Parry (4D), Dex (3D)
+2D Martial Arts versus those with no Martial Art training
+1D versus those with training other than Ka
The Path of Baadu
The Baadu, or Gray Jedi, are a rare breed of force users. They
consciously try to remain neutral in the struggle between the Dark Side and the
true ways of the Jedi. This is not an easy task, and it is harder to attain
even a fair amount of neutrality when one is working with the Force.
NOTE: Baadu are very rare. NO non-force users (except those with Scholar: Jedi
Lore 10D+) should have heard of them, and only Jedi Masters (or any Force users
with 300 in total Force Skills) should have heard of them. Note that I say
"heard," and not "be a fountain of youth in the Ways of the
Baadu." GM's should not have their favorite tavern owners spinning off
tales of the dozens of Baadu-related stories that they've heard.
History of the Baadu:
The Way of the Baadu was spawned from Biirta Baadu, a human Jedi Master who
flirted with the Dark Side for much of his very long, Force using life. He
never actually became an adept of the Dark Side, but became quite well versed
in its use. Biirta managed to develop a Force power that was able to keep him
somewhat free from the clutches of the Dark Side. He was always just beyond
reach. He never taught anybody his findings, but his journal survived. A few
copies of his journal were made, and they exist scattered throughout the
galaxy.
The Baadu tend to be very solitary. There is no unity in the ranks of the
Baadu, and there may be enmity between members on the rare occasions they meet.
The way of the Baadu is a lonely path, and few people can maintain the duality
of consciousness it requires.
Most Baadu tend to lead "questionable" lives, doing things along the
lines of bounty hunting, smuggling, etc. Although these acts are certainly
illegal (for the most part), their evilness can be questioned...
The Baadu and Dark Side Points/Light Side Points (Force Side Points):
When a Baadu commits an evil act, he receives a Dark Side Point, just like all
of the other Force users of the galaxy. When a Baadu commits a good act, he
receives a Light Side Point. The principle is the same as for the Dark Side
Point, except one receives a Light Side Point when committing good acts.
Baadu are consistently attempting to have ZERO points in both. They want NO
Light Side Points and NO Dark Side Points. This can be attained by one of two
ways.
1) Removal of Force Side Points Through Deeds:
The Baadu can remove a Dark Side Point by not doing anything evil for ONE
adventure/episode. Being "kind of good," but not good enough to get a
Light Side Point. GM's, use your discretion here. Baadu should be able to
remove a Dark Side Point by not doing anything evil. Not necessarily being
NICE, but even just the good side of neutral. The Baadu can remove a Light Side
Point by not doing anything good for ONE adventure/episode. Being "kind of
evil," but not evil enough to get a Dark Side Point. Stuff like killing
people who deserve to die, and REALLY enjoying it. Or, if a Baadu was working
for the rebels, they'd be able to remove a Dark Side Point by torturing an
imperial person who wouldn't talk, to get valuable information.
2) Removal of Force Side Points Through the Cleansing:
When Birtaa Baadu first decided to be a neutral force user, he found that
method #1 was unwieldy and cumbersome. There were times when he didn't know
where he stood in his "alignment" at the moment. After years of
intensive study, he managed to develop a unique and powerful force power -- the
Cleansing. The use of this power facilitated advancement through the force.
Baadu wondered how he kept the path without it. There were setbacks, but Baadu
found the bonuses of the power to outweigh the setbacks.
How to Forget the Ways of the Baadu:
If you are using The Cleansing, stop.
2.) If you want to become a Dark Side force user, simply get rid of your Light
Side Points, and advance your Dark Side Points to 6. Once the Baadu's Dark Side
Points equal 6, the Baadu way is forgotten, perhaps forever.
3.) The operation is the same if the Baadu character wishes to become a Jedi
Knight. Simply get rid of all Dark Side Points, and increase Light Side Points
to ten. (remember, the Dark side is quicker and easier) Once LS points are
brought to ten, all Baadu hindrances and bonuses are lost.
Note: A Baadu character can exceed the Dark Side threshold of 5 DS points and
still remain Baadu. To leave the way of the Baadu, a character must actively
choose to leave, and the threshold must be exceeded.
Note: The difference threshold should be no more than seven at any time. (i.e.
the Dark Side Points minus the Light Side Points should not be greater than 7
or -7) If the difference threshold is exceeded, Baadu lose their abilities
(Subtract the lesser number of the Force Side Points from the greater. If there
are more Dark Side Points, the resulting number is how many Dark Side Points
the Character has. If there are more Light Side Points, the GM can 1.) put Dark
Side Points at zero, if the GM does not want to use the Force Side Point System
for non-Baadu; 2.) put the resulting number in as Light Side Points.
Lightsaber Styles
Each Jedi chose the style of lightsaber combat that best suited him or
her. For example, Master Yoda used the Ataru form to compensate for his lack of
reach and height; Mace Windu used Vaapad to tap into his anger and employ it
constructively (albeit without giving himself over to the dark side); Count
Dooku's practice of the Makashi form fit first of all his intention to
frequently engage in lightsaber-to-lightsaber combat, and second his emphasis
on class and elegance as well as precision. The Jedi Exile was a practitioner
of all of these forms, but only excelled to the point of mastery in a few of
them. She often used her knowledge of multiple styles to great effect in
combat, allowing her to switch styles during fights and confuse her enemies.
Form I: Shii-Cho; "Way of the Sarlacc" or "Determination
Form"
Form II: Makashi; "Way of the Ysalamiri" or "Contention
Form"
Form III: Soresu; "Way of the Mynock" or "Resiliance
Form"
Form IV: Ataru; "Way of the HawkBat" or "Aggression
Form"
Form V: Shien / Djem So; "Way of the Krayt Dragon" or
"Perseverance Form"
Form VI: Niman; "Way of the Rancor" or "Moderation
Form"
Form VII: Juyo / Vaapad; "Way of the Vornskyr" or
"Ferocity Form"
The seven forms were not merely swordplay moves, they represented seven
different kinds of philosophy. In addition, a lightsaber was not necessary to
execute the seven forms: each form could be applied in unarmed combat. Jedi
Masters Mace Windu, Obi-Wan Kenobi and Kit Fisto had demonstrated such talent
during the Battle of Haruun Kal and the Bio-Droid Threat respectively.
These forms were not considered a part of the seven main or
"classic" forms, and they may not necessarily be official. Some were
systematized methods of lightsaber combat, while others were merely techniques
or principles of combat applied to lightsaber combat. They were mostly based on
other forms, with the exception of Form Zero, which emphasized avoiding
conflict whenever possible
Form VIII: Sokan
Form IX: Shien
Form X: Niman / Jar'Kai
Form 'Zero'
Dun Moch
Telekinetic Lightsaber Combat
Trakata
Trispzest
Mounted Lightsaber Combat
Double-Bladed Lightsaber Comat
The unorthadox
Several techniques fell outside the traditional and practiced forms of
the Jedi. General Grievous could employ more varied movements. His attacks were
intended to misdirect and confuse traditionally trained sword fighters.
Grievous was exceptionally capable of this due to the flexibility of his
joints, robotic reflexes, and his many limbs. Only the most experienced and
talented Jedi could withstand his attacks. For example, Grievous could hold one
lightsaber in each of his four hands, spinning two of them very rapidly in
front of him as a shield. Grievous used this against Obi-Wan Kenobi on Utapau,
but Obi-Wan managed to overcome this by biding his attack and finally timing
his strike through the whirling lightsaber shield.
Another unique lightsaber style was that of Adi Gallia who held her
saber with a one-handed reverse grip (backhand style) resulting in wide, long
swings. This was a personal variation of Form IX, much as Vaapad was Mace
Windu's personal variation of Form VII. A variation of this form was used by
the leader of the Force-users known as the Jensaarai (led by the Saarii-Kaar)
encountered by Corran Horn. This form was developed by an Anzati Dark Jedi
during the Clone Wars, who was eventually killed by Corran's grandfather. This
form holds the weapon like an dagger, with one hand on the hilt and another on
the pommel with the blade pointing toward the ground. This style favors one who
is quick, combining quick strikes with sweeps at the legs. Horn was almost
defeated by this style before distracting the Saarii-Kaar with a mental
projection of her master, allowing his wife to stun her.
Dark Jedi Boc's combat style was an unorthodox mixture of the dual saber
based Form X and highly aggressive jumping attacks directed straight at his
opponent. He used this against Kyle Katarn in a duel on Ruusan, but—with some
help from his friend Jan Ors and the Force—Katarn was able to defeat Boc.
"It is simple, and it's simplicity is it's strength."
-Kreia
Form I: Shii-Cho or The Determination Form was the first of the seven
forms of lightsaber combat.
As the weapons technology of the lightsaber was developed, the need for
a form of combat arose. Thus Form I, also called Way of the Sarlacc, was
born. Shii-Cho was the most ancient style of fighting, ancient sword-fighting
traditions held key principles of blade combat that were implemented by early
Jedi Masters in the rather basic technical tactics of Form I.
One of the marks of contact, sun djem, was a goal of early Form I
duelists, as disarming or destroying the opponents' weapons could ensure
victory without causing injury, which was always a Jedi objective. However with
the rise of Form II, sun djem became nearly impossible as Makashi
duelists were well trained to prevent his / her own weapons being taken or
destroyed.
The opening stance for Shii-Cho seemed to be the basic defensive stance;
both hands clasping the lightsaber pointed down at a 45 degree angle from a
high starting position.
Form I, like its succeeding forms, includes the following basic
techniques and concepts:
·
attack, a set of attacks aimed at different body zones
·
parry, a set of blocks to thwart any attack in the
specified body zones
·
body target zones
·
training drills called velocities
Younglings, the Jedi initiate rank, first learn Form I before they begin
a Padawan apprenticeship with a Jedi Master. They most often utilize it to
deflect plasma bolts from training remotes. Lightsaber Instructor Cin Drallig
taught Form I to thousands of students during his Jedi career.
Kit Fisto was a masterful practitioner of Form I, but he could not
defeat Darth Sidious with it. Obi-Wan Kenobi commented Form I as wild, raw and
deadly, requiring much emotional heat; however Kenobi sometimes did infuse
elements of Shii-Cho into his swordplay, including the rematch with Count Dooku
onboard the Invisible Hand.
Shii-Cho was also one of the forms which Count Dooku taught the fearsome
Jedi hunter General Grievous, who in turn taught his IG-100 MagnaGuards.
Jedi using Shii-Cho gain +2D attack and block against multiple enemies.
Form II: Makashi or The Contention Form was the second form of the seven
main forms of lightsaber combat.
After Form I's proliferation as a saber combat technique, Form II, or Way
of the Ysalamiri, came about as a means of lightsaber-to-lightsaber combat.
It was described as being very elegant, powerful, and requiring extreme
precision, allowing the user to attack and defend with minimal effort, often
wielding the blade one-handed for greater range of movement and fluidity. The
form relied on parries, thrusts, and small, precise cuts—as opposed to the
blocking and slashing of the other forms. It required very fluid movements of
both the blade and the body. Form II countered sun djem, the goal of
early Form I masters, by well trained in preventing disarm and weapon
destruction.
By the time of the Second Sith Civil War, on 3951 BBY, a master of this
type of lightsaber combat was the Sith Lord Darth Nihilus.
Feints would also be commonly used to confuse or set-up their opponents
for a trap, a tactic that Count Dooku commonly used in his duels during the
Clone Wars. Precise footwork and movements were required for maintaining proper
distance from the opponent during defense and/or when moving in for an attack.
The blade manipulation required for this form was very refined and required
intense focus. Timing, accuracy, and skill, rather than strength were relied on
to defeat one's opponent and with a skilled practitioner, the results were
extremely potent.
When ranged weapons such as blasters came into play or more than one
opponent was present, however, the advantages of this form became somewhat
obsolete. During the time of the Clone Wars and many centuries preceding it,
the Jedi Order seldom practiced this technique. There was, if at all, so little
lightsaber-to-lightsaber and melee combat involved in a Jedi's life that many in
the Order didn't bother to teach and/or learn it as it was thought impractical.
During this era, Niman and Ataru were the more popular fighting forms being
taught and learned. Makashi, however, was very common during the younger years
of the order, before the advent of blasters, when melee weapons were abundant.
To most Jedi, Makashi did not seem to have much use; however, to a Sith or Dark
Jedi, learning and mastering Makashi would have been a goal.
The drawback of Makashi was a relatively lower level of defense against
blaster bolts. When fighting a stronger opponent, a Makashi user also needed be
careful not to try and match them power for power. As mentioned before, Makashi
users relied on timing and precision in both movement and blade manipulation, often
wielding the blade one-handed, waiting for the opponent to tire for an easy
victory. Thus, they were not able to generate as much kinetic power as the
two-handed slashes as in Djem So.
Dooku was a master of Form II to the highest degree, fighting with the
precision built into the ancient technique. The handle of his lightsaber was
curved, allowing for better manipulation of the blade during parries and
thrusts. This was apparently common during the early years of the Republic,
when many of the Jedi used the Makashi form. When Darth Tyranus wielded this
form, it devastated the Jedi; the system of Jedi training immediately before
and during the Clone Wars did not prepare many of them for the finesse and
precise movements of a form bred for lightsaber dueling.
Makashi was also one of the forms taught to General Grievous by Dooku
himself. Jedi Master Cin Drallig, the legendary lightsaber instructor, was
another candidate of Makashi.
Makashi users were elegant, precise, calm, confident, even arrogant (as
befit Dooku's personality). Form II users were supremely confident in their
chances for victory, and often looked relaxed when they were fighting, or even
appeared to be dancing.
Jedi using Makashi gain +3D attack and block against an opponent in
melee combat unless the opponent is using Form V, in which case that bonus is
reduced to -1D. Jedi using Makashi also suffer a penalty of -2D attack and
block against an enemy with a ranged weapon or multiple enemies weilding any
weapon.
"That is so like you Master Kenobi, I am called a swordsman because
I invented a lethal style; but who is greater, the creator of a killing form -
or the master of the classic form?"
-Mace Windu to Obi-Wan Kenobi
Form III: Soresu, the Way of the Mynock, or The Resilience Form
was the third form of the seven forms of lightsaber combat.
Form III was originally developed to counteract the advancing blaster
technology throughout the Galaxy. Those to whom the Jedi were mainly opposed
usually wielded blasters, and the Jedi needed to find a method of defense that
could repel normally overwhelming volleys of blaster fire.
The opening stance of Soresu was spread-out, with the saber hand drawn
back but the blade pointed towards the opponent, and the other hand in the same
direction with a two-finger gesture.
The third form of lightsaber combat utilized motions that occurred very
close to the body, in an attempt to achieve near-total protection and expend as
little energy as possible while executing moves. This technique minimized the
body's exposure, making a well-trained practitioner nearly invincible.
Followers of Soresu comfortably remained on the defensive until their opponent
left an opening that a Soresu practitioner usually could exploit in multiple
ways. Soresu was best described as a passive form of combat, and one that was
used by those who were extremely patient and reserved.
Due to the emphasis on defense training, Form III involved preparation
for prolonged battles so that the user would be able to learn as much as
possible about their opponent or opponents whilst engaged in possibly deadly
combat. Also, by being more capable in lengthy battles, a Soresu user was in a
position to gain control of the situation and provide multiple options for the
duelist; such as the choice to either kill, disarm, or even reason with their
opponent. Many Soresu practitioners survived the Battle of Geonosis, thanks in
part to its specialization in fending off blaster fire. In fact, all Jedi
probably had to be trained in some minimal amount of Form III when they were
younglings and/or Padawans to prepare them when fending off blaster-wielding
opponents, while well trained users could survive even when surrounded by
multiple attackers. Soresu's greatest power lay in the endurance and control a
practitioner eventually developed. Masters of the form left no opening for
their opponents to take advantage of, while waiting for the eventual lapses in
their opponent's own defense.
Jedi Master Mace Windu noted that, unlike any of the other combat
styles, Soresu was not an answer to a particular type of weakness. Vaapad was
an answer to Windu's inner darkness; Ataru was Yoda's answer to his limited
reach and advanced age; and Djem So was Anakin Skywalker's answer to his
boiling emotions. Towards the end of the Clone Wars Obi-Wan Kenobi was
acknowledged as "the master of Soresu" by Master Windu. It was
because of this fact that Kenobi was chosen by the Council as the Jedi best
suited to defeat General Grievous due to his Mastery of Form III. Soresu was
considered the consummate Jedi combat form in that it embraced a passive way of
life and a literal expression of the Jedi's tenement to defend rather than
attack.
Even though a truly focused master of Soresu was nearly unbeatable due
to a strong defense posture, there was more guarantee of survival rather than
victory. Initiates in Form III were known to be more than capable when
defending themselves from attack, but might have lacked the experience to trap
an opponent in their own offense. Since the defensive tactics of the form
included guards and parries that were very close to the body, even a master had
to keep a strong focus on his or her actions as small lapses in an otherwise
strong defense left little room to avoid injury. As the most prominent Soresu
master of his time, Obi-Wan Kenobi was known to be almost invincible in
fighting numerous combatants and defeating some of the most dangerous foes when
seeming so close to defeat. Yet during his first direct confrontation with
Count Dooku during the Battle of Geonosis, his normally impenetrable defense
was outmatched by Dooku's Makashi, possibly due to the advantage of Makashi in
blade-to-blade fight and Dooku's vast experience in fencing. It was not
favorable for a Jedi General to be in a lengthy fight while his troops were
left alone on the battlefield, but this was usually unavoidable, as it was when
Master Kenobi had to leave his regiment of troops in his drawn out pursuit of
General Grievous. Upon Kenobi's second confrontation with Dooku at the Battle
of Coruscant, he had improved his Soresu to the point where he was able to
effectively render Dooku's attacks ineffective, and was only defeated when
Dooku used his superior strength in the Force to gain the upper hand.
The key to truly mastering Soresu may concern the concept and philosophy
of Soresu, instead of it's combat moves. Kenobi, despite his highest mastery of
Soresu, applied Shii-Cho elements and Ataru acrobatics into his swordplay, as
witnessed by Count Dooku on the Invisible Hand. By combing his knowledge
of Ataru and his mastery of Soresu, Kenobi's swordplay proved to be a unique
style: one with the defense principle and protective ability of Soresu, plust
the simplicity of Form III, the mobility of Ataru, and the deep connection and
concentration within the Force, another key Ataru principle which allowed
Kenobi to handle any situation.
Soresu was a very favorable form of combat for the Jedi until the Great
Jedi Purge. The defense and control it allowed a practitioner made for suitable
outcomes in favor of the user when faced with hurried opponents who left
themselves open to counterattack. It was best for warding off blaster fire and
multiple opponents as a trained user could defend even outside their visual
range. However, it's defense required a very large amount of focus from the
weilder and even a momentary fault in concentration could have meant the users
defeat. Jedi with less focused minds would ususally abandon this style of
combat to capitalize on the benefits of other styles that required less dedication
to prolonged fighting. Jedi who mastered Soresu were known to be the most
successful when dealing with situations when a quick victory was not favorable
to total understanding and calculation.
Jedi using Soresu gain +2D against multiple opponents for attack, and
+3D for defense against any opponent.
Form IV: Ataru, Way of the HawkBat, was the fourth of the seven
primary forms of Lightsaber combat.
Form IV, or the Aggression Form, was one of the more popular fighting
forms in the Jedi Order for many centuries, during and preceding the era of the
Clone Wars.
Jedi Masters Yoda and Qui-Gon Jinn were considered to have mastered this
form of combat. Other notable practitioners of Ataru were Cin Drallig, Quinlan
Vos, and his former padawan, Aayla Secura. Obi-Wan Kenobi was also a
practitioner of Ataru, but proceeded to study Soresu after the death of his
master, Qui-Gon Jinn, at the battle of Naboo.
The opening stance of Ataru is holding the saber vertically beside them
either on the right or the left.
As a Padawan, Anakin Skywalker also studied Ataru as it fit his strong
and aggressive personality; he would later use those same traits to become a
fine Form V practitioner. When Anakin applied Jar'Kai tactic against Count
Dooku on Geonosis, his swordplay was actually based on Ataru moves. Because
neither Jar'Kai nor Ataru was Anakin's mostly trained style, Dooku broke
through it easily with a masterful sun djem, forcing the young Padawan to
switch back to his standard of Form V.
During the Clone Wars, both Obi-Wan Kenobi and Anakin Skywalker often
apply the useful Ataru acrobatic moves, despite their mastery of Soresu and
Djem So respectively.
Darth Sidious also used a variant of this form, combining stabs and
thrusts into his attacks.
Ataru was an aggressive combat form relying on a combination of power,
speed, and grace.
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 allowed them to
perform amazing feats of acrobatics, such as somersaults and backflips, not only
for attack, but also to evade their opponents attacks/strikes.
Those who used Form IV could move at amazing speeds and could rain
strong blows jumping and attacking through the air. Powerful and lightning fast
spinning attacks could be utilized from all angles, either from ground or air.
A master in Ataru combat could appear like a blur to their opponents,
attacking from all directions—from the front, the sides, overhead, or behind.
The Force not only allowed them to perform amazing athletic feats, but
it also helped guide their actions and movements in combat. However, due to its
aggressive nature, a user could become reckless and sometimes leave him/herself
open to counterattacks.
This form was also probably not as effective for prolonged combat, as
the nature of Ataru could greatly tax the body. Fatigue may have been the chief
reason that Qui-Gon Jinn was defeated by Darth Maul, though his old age may
have also played an important role in his fatigue. Another possible cause of
Qui-Gon's death at the hands of Maul is the requirement of open space for the
kinetic acrobatics of Ataru. Without ample space in the Theed Palace reactor
core to move in, Qui-Gon was deprived from the key factor in his defense and,
unsuccesfully, had to resort to blocking Mauls lightning fast barrage of Juyo strikes.
This event had a profound effect on Kenobi—after his master's death, he decided
to perfect his practice of Form III: Soresu, the most defensive of all forms.
Nevertheless, Ataru proved to be an effective combat form when used
properly. Jedi skilled in Ataru fought with amazing grace and eye-blurring
speed, using Force-assisted acrobatics and maneuvers to attack their opponents
with powerful swings and offensive flourishes, never staying in one place long
enough for their opponents to mount a proper counterattack.
Through the Force, Yoda takes Form IV to its highest level. Master
Yoda's astonishing moves in his epic duel against Count Dooku may be revealed
on close examination to be a masterful demonstration of the standard components
of Form IV. His moves flow from one to another in the smooth transitions
characteristic of Form IV. In addition, three kinds of rotation, called su ma,
figured prominently in his style. They were jung su ma (spinning), ton su ma
(somersaults), and en su ma (cartwheels). These three moves represented the
three possible axes of rotation in three-dimensional space. Together with
Force-enhanced jumps, the rotational su ma moves composed most of his style,
making the Grand Master the ultimate example of Form IV.
Count Dooku stated that he understood "every weakness of the Ataru
form, with its ridiculous acrobatics". Dooku's Makashi would counter Ataru
by launching a series of flashing thrusts toward the enemy's legs to draw the
opponent into a flipping overhead leap, so that Dooku could burn through the
enemy's spine from kidneys to shoulder blades with his Makashi attack. The
Count applied this tactic against Obi-Wan Kenobi onboard Invisible Hand, who
blocked Dooku's blows with Soresu.
"I prefer more straightforward methods."
-Anakin Skywalker to Obi-Wan Kenobi
Form V: Shien/Djem So or The Perseverance Form was the fifth form of
the seven forms recognized as canon by the last Jedi Council for Lightsaber
Combat.
Form V or the Way of the Krayt Dragon was a powerful style
developed by Form III practitioners that preferred a more offensive style,
since the defensive nature of Form III often led to dangerously prolonged
combat. Djem So evolved into a combat style by combining the defensive
maneuvers of Soresu with the more aggressive philosophy/tactics of Makashi.
Aayla Secura, Cin Drallig, Anakin Skywalker, who later became Darth
Vader, and his son Luke Skywalker were all confirmed Form V practitioners.
The opening stance of Djem So is both hands on the saber handle, with
the blade raised high above the head.
Shien and Djem So are stated as two different styles, but due to their
similarities they both fall under the category of Form V. Shien was better at
dealing with blaster bolts while Djem So was better at lightsaber dueling, as
it needed a higher level of physical strength and aggressive moves. It is known
that Anakin Skywalker mastered both styles.
Darth Vader created his own variant of Form V, where he would use only
one hand to strike and defend, and hold the other casually by his side. This
was the case during his duel with his son on Bespin.
Form V came into existence by taking the defensive skills derived from
Form III and quickly channeling it into offense. A common example used to
illustrate the difference is that that while Form III combatants effortlessly
deflected blaster bolts, Form V practitioners excelled at redirecting the
blaster fire back toward the opponent. This action simultaneously defended the
user and efficiently injured the enemy. Form V emphasized strength and power
over your opponents. Many Jedi disapproved of this philosophy. Some in the
Order may have felt that this lightsaber form led too quickly to violence,
instead of diplomacy when dealing with disputes, and because it appeared to
call for the physical domination of an opponent, which is counter to Jedi
beliefs.
Using a combination of blocks and parries derived from Soresu and
Makashi, a Djem So user had a proper foundation in terms of defense against
both blaster and melee attacks. However, while a Soresu user stayed on the
defensive and only counterattacked when necessary and when an opening appeared
in his opponents defense, a Djem So practitioner was not so measured or
patient. After defending an attack by an opponent, a Djem So stylist would
follow with an attack of their own. While Makashi relied on precise and small
cuts of the blade, Djem So utilized series of flourishes and attacks that
included wide two-handed swings and powerful overhead/over-shoulder slashes.
Unlike Soresu, Djem So required the user to not only counterattack, but press
the assault, combining Force-enhanced strength with powerful blade
combinations, to overpower and overwhelm an opponent's defenses.
Djem So is best represented by Anakin Skywalker in his second battle
with Count Dooku toward the end of the Clone Wars. During the duel, Count Dooku
is surprised and shocked when he realizes that Anakin is now a Djem So
practitioner, and "as fine a one as he has ever seen." During the
battle Anakin attacks Dooku, using his entire body including his arms,
shoulders, legs and forward momentum to overwhelm Dooku with brute strength. In
fact, when he blocks a blow from Skywalker, the sheer kinetic power generated
by Anakin during this battle was so great that it was able to force Dooku's own
crimson blade down onto his shoulder, wounding him. Count Dooku himself has
noted that his elegant Makashi could never generate enough kinetic power to
match Djem So strength-to-strength. During this duel as well as the duels
between Luke Skywalker and his father Darth Vader, we can see that it was
common for Djem So users to lock their swords and use their strength to drive
their opponents back and corner them into a more vulnerable position.
Luke Skywalker is a very special practitioner of Form V. On Bespin, Luke
revealed that he was an extraordinarily gifted duelist after only one brief
session with Obi-Wan Kenobi three years before, and a short time of study with
Yoda. Nevertheless, Luke was able to hold his own against Darth Vader for a
time. After that fateful duel, Luke studied some lightsaber skills from
Kenobi's journal and greatly advanced in his abilities. Without a Master, it
was Luke's unparalleled aptitude which contributed in such an impossible
advancement. Onboard the second Death Star, Luke showed his true talent by
mirroring Darth Vader's own Form V technique and responded with his own furious
demonstration of Form V's raw power. Observing swordsmen such as Palpatine might
be astonished at such instantaneous learning in a lightsaber duel. Finally,
Luke was able to duel Vader on an even footing, and defeated the experienced
Dark Lord of the Sith.
Djem So stylists are often moving towards their opponents, striking with
each forward step. Since Djem So utilizes strength and power into each of its
strikes, it requires the user to generate that power with their entire body,
footwork, and forward motion. It also makes their movements predictable and
fairly rigid, as they would constantly charge ahead towards their opponents.
Another weakness in this form is that its aggressive style can also lead to
carelessness or even recklessness, as they're so caught up in the attack that a
user undermines his/her own defenses.
Despite its controversies, Djem So proved to be an effective combat
style, utilizing the parries and defensive techniques of Form II and III, but
with a ferocious style all its own.
The philosophy of Djem So not only emphasized strength and power in
defeating an opponent, but more importantly on action. This made it a more
favorable combat form for Jedi who wanted quick resolutions and favored
"aggressive negotiations." Bold, powerful, fearless, and confident
are also traits used to describe practitioners of Djem So. The style itself was
supposedly the most aggressive form of lightsaber combat, though Mace Windu's
mastery of Vaapad may very well compare in terms of aggressiveness; indeed
Vaapad tapped the Force so intensely that Jedi trod perilously close to the dark
side to sustain it.
Lightsabers belonging to Form V practitioners generally have a solid
casing either as a whole or in multiple sections for maximum protection against
power surge deterioration, and a heavily shrouded blade emitter to designate
separate facets of the blade for either offensive or defensive purposes.
Form VI: Niman was the sixth form of the seven forms of lightsaber
combat.
The Way of the Rancor or The Moderation Form, Form VI was the
standard style at and around the time period of the Clone Wars and the Great
Jedi Purge. This combat discipline was often called the "Diplomat's
Form." Unfortunately, all of the Form VI practitioners at the Battle of
Geonosis were killed. As a result, full masters of other lightsaber forms sometimes
considered Form VI to be insufficiently demanding.
Form VI attempted to balance all elements of lightsaber combat,
combining the Forms that came before into a less intensely demanding combat
style. The result was that the users' skill in each individual area of
lightsaber combat was relatively moderate - they did not excel in any one area.
This broad generalization made Form VI well suited for diplomats, as they could
spend their time training in the areas of politics and negotiation instead of
combat training.
The lightsaber combat forms Form VI combines with are Form I, Form III,
Form IV, and Form V.
The form was named after Niman, the triumvirate of Kashi gods. It was
developed by the Minions of Xendor after the Great Schism, having been adopted
from the Jar'Kai form of combat.
Jedi Master Cin Drallig was an especially prolific instructor of Form
VI. He taught Niman to thousands of students during his Jedi career. Coleman
Trebor was likely a practitioner of this form since he was quickly killed by
Jango Fett.
"I created Vaapad as an answer to my weakness: it channels my own
darkness into a weapon of the light."
-Mace Windu to Obi-Wan Kenobi.
Form VII: Juyo/Vaapad was the final form of the seven forms of
lightsaber combat.
Dubbed the Way of the Vornskyr or The Ferocity Form, Juyo was
originally considered an incomplete form for millennia. Generally viewed as
undeveloped and rarely used by the Jedi and the Sith, Juyo was not seen as one
of the main forms until it was further developed by Jedi Master Mace Windu, who
completed it with his Vaapad fighting style, thereby finally
completing Form VII. (In 22 BBY, Palpatine noted that he had only ever heard of
six forms; Mace's reply indicated that this had been the case—until he
finessed Juyo into Vaapad.) It is popular belief that Windu's technique was
inspired by the flailing movements of the Vaapad creature of Sarapin, a beast
which at one point made an indelible impression upon the Korun master - it was
said to be impossible to tell how many tentacles a Vaapad had until it was
dead.
The opening stance for Vaapad was the upper body, including hands, being
drawn back while still holding the lightsaber pointed towards an opponent.
Another ready stance of Vaapad consisted of a constant near-invisible weave of
lethal energy generated by slashes of a whirring lightsaber blade.
The most challenging and demanding of all forms, Form VII required
intense focus, a high degree of skill, and mastery of other forms. Only a few
Jedi ever mastered Vaapad fully: Mace Windu, Depa Billaba and Sora Bulq, who
instructed Quinlin Vos in a few of its basics. Sora Bulq helped Windu develop
Vaapad, but Bulq proved too weak to master the flow of the light and dark sides
of the Force generated by the use of the technique, and fell to the dark side.
Mace Windu noted that Vaapad mastered Bulq, not the other way around. Depa
Billaba, Windu's Padawan, similarly fell to the dark side when combining Vaapad
with the rigors of war. Before her fate was sealed, Mace noted that Depa's
bladework had already surpassed his Vaapad. General Grievous used his technical
prowess to copy Vaapad to a degree when he fought Mace Windu on Coroscant,
though due to his lack of Force sensitivity, he could not truly master it. But
it was possible that Grievous had already learned the moves of Juyo, as Dooku
noted that Grievous and his guards mastered all the seven classic combat
forms.
Intrepid, somewhat direct movements were used in combination with
advanced techniques involving Force-powered jumps and motions. Form VII did not
appear as fancy as Form IV, as there were not moves like twirling and flipping,
but the technical requirements were much higher. Vaapad used seemingly
free-wheeling and open movements, but with utter control on the part of the
wielder. In Windu's duel with Palpatine, Windu constantly had his arms spread
wide, torso open to stabbing motions by Palpatine, as though Windu was daring
him to strike. While appearing reckless on the surface, Windu knew exactly what
he was doing. The end result, if practiced correctly, was a very unpredictable
lightsaber style. The staccato swings and flow of the form made it seem as if
the attacks were not linked—but in reality, it was merely confusing the
opponent.
Form VII demanded the emotional and physical intensity of Form V, but it
much more effectively controlled it—if mastered. Form VII, when fully mastered,
resulted in extraordinary power.
However, Vaapad bordered on the edge of falling to the dark side, as it
channelled one's anger and darkness into the attack. Only Windu's mastery and
concentration on the light side prevented him from succumbing to his own anger,
which is why Vaapad was rarely practiced and very dangerous. As noted above,
the only other known practitioners of Vaapad, Sora Bulq and Depa Billaba both
fell to the dark side of the Force. Darth Maul, a Sith Lord who appeared to
have mastered Juyo, was so immersed in the dark side, yet so much in control of
his anger that he could employ his own deadly variant of Juyo without fear.
Coupled with his martial prowess, Darth Maul used this variant to defeat
several skilled Jedi, including Master Qui-Gon Jinn. However, Darth Maul only
devoted to the Form's physical focus, thus he remained silent during the duels
on Tatooine and Naboo. Maul desired pure physical victory, rather than the
"higher" Sith tradition of Dun Moch, which could dominate the
opponent's spirit through taunts that expose inner doubts and weaknesses.
With that said, Vaapad was not just a fighting style. It was a state of
mind and a power. The state of mind required that a user of Vaapad allow
himself to enjoy the fight. He had to give himself over to the thrill of
battle, the rush of winning. Vaapad was a path that led through the penumbra of
the dark side. The power of Vaapad was simple: it was a channel for one's inner
darkness; and it was a reflecting device. With strict control, a Jedi's own
emotions and inner darkness could be changed into a weapon of the light.
Vaapad was also described as "a superconducting loop," with
the user on one end and the opponent on the other. It was able to take the
powers of the opponent and reflect it back at them. In his fight with
Palpatine, Mace Windu used the Chancellor's own speed and hatred against him,
reflecting it back against the Sith Lord and using it as his own power. Also,
when Palpatine unleashed his Force Lightning on Mace, the Jedi was able to use
his lightsaber, with the power of Vaapad, to reflect the lightning back at him.
However, because Palpatine was probably a master of the Sith variant of Juyo as
well, he fed the power of Force lightning with his own pain, thus intensified
the energetic attack despite his suffering.
The power of Vaapad was quite incredible: it was at once a form of
lightsaber combat, a state of mind, and an actual tangible power. To use it
required great mastery, discipline and, above all else, purity of heart and
spirit. Vaapad users were intense, focused and introverted. There were even
signs of pent-up hostility in them.
New information suggests that Mace Windu's creation of Vaapad was less a
true "creation" of a form, and more a refinement of a form that,
because of its difficulty, remained largely unused. Around the time of the Jedi
Civil War, Juyo was already the lightsaber form relied upon by the greatest of
the Jedi, indicating that Juyo was indeed a complete and effective form for
millennia before Mace Windu finessed it with Vaapad, although it was also
possible that the ancient Juyo masters and their skills became the casualties
of war. It was believed that Vaapad died with Mace Windu, as he was the last
Jedi to have mastered it (disregarding Depa Billaba, whose fate after the
enaction of Order 66 is still unknown; although Quinlan Vos knew some of its
moves, his proper training of Vaapad had never begun). After the final
destruction of Palpatine, it was presumed that the whole Form VII died with
him.
Sokan was a form of lightsaber combat.
Developed by the ancient Jedi Knights during the Great Sith War, Sokan
combined tactics that allowed for evasion and mobility with the kinetic motions
of Form IV combat. Sokan involved swift strokes of the lightsaber, which were
aimed towards the opponent's vital areas, in addition to quick tumbles 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.
Obi-Wan Kenobi employed elements of Sokan while dueling Anakin Skywalker
(now Darth Vader) on Mustafar. Towards the end of the duel, Obi-Wan sought the
high ground and used his favorable positioning to defeat Anakin, attacking his
weak points. This is eventully one of the factors that lead to his defeat, and,
in his battle against Luke Skywalker on the second Death Star, may be a reason
why he threw his lightsber when Luke got the high ground and not go after him.
"Perhaps you would like to learn something before you die. The use
of two blades, one to support the other, can be traced back thousands of years
and was common to both of our species. The invention of lightsabers has done
nothing to lessen the effectiveness of this strategy - you are about to learn"
-Boc to Kyle Katarn
Form X: Niman / Jar'Kai was a form of lightsaber combat, which was a
dual blades wielding technique.
The dual saber Niman permitted a Jedi to fight with two lightsabers, one
in each hand, as demonstrated by Anakin Skywalker when he first faced Count
Dooku. One of the blades in the wielder's hands was used for attacking while
the other one was used for defending, such as parrying, or for more offensive
purposes.
Jar'Kai was originally the name of a city on Antrisia. Here were crafted
the original Jar'Kai dueling sabers, which were wielded by the Yovshin
Swordsmen. The Swordsmen, wielding one saber in each hand, invented the Jar'Kai
style.
Similar was the style developed by the Royale Macheteros of the Kashi
Mer monarchy. The latter technique was used by the Legions of Lettow, during
the First Great Schism, who called it Niman after a dual triumvirate of Kashi
deities.
Ancient Niman relied on steel blades, long before lightsabers were
invented. The style could be used with a variety of weapons. During the Great
Schism, Awdrysta Pina employed it with Jedi Katana. During the New Sith Wars,
the Dark Underlord wielded two Sith Swords. One Jedi who did use Jar'Kai with
two lightsabers was Newar Forrth, a Twi'lek Jedi who fought in the New Sith
Wars. Over a millennium later, the Twi'lek Dark Jedi Bocas'eca would attempt to
imitate Forrth.
Many Jedi Knights and Sith Lords trained to use the Niman style in the
hopes of gaining a basic knowledge of the dual-bladed attack, but very few ever
totally mastered Niman. Jedi Master Micah Giiet was known for using two
yellow-bladed lightsabers; Darth Maul learned Jar'Kai during his years of
intense training under Darth Sidious; Mace Windu and Depa Billaba both
displayed masterful dual sabers combat during the Battle of Haruun Kal; Joclad
Danva wielded two lightsabers during the Battle of Geonosis; and Aayla Secura
at the end of the Clone Wars. Other known learners included Revan, Serra Keto,
Sora Bulq, A'Sharad Hett, Asajj Ventress, Komari Vosa, Darth Krayt, and
possibly Kavar and Kol Skywalker.
General Grievous may have based his bizarre, original combat style on
Jar'Kai. He used two lightsabers during the Battle of Hypori when he defeated a
handful of Jedi. Later, in the early stages of the Battle of Utapau he wielded
four lightsabers—one in each of his four hands—in a duel against Obi-Wan
Kenobi, but even with four lightsabers he was no match for Obi-Wan Kenobi's
mastery of Form III: Soresu. However, before Obi-Wan completely mastered
Soresu, he occassionally used two lightsabers to battle Asajj Ventress.
Jar'Kai was one of the lightsaber combat forms which was confirmed
surviving the Great Jedi Purge. The Dark Jedi Bocas'eca was a master of Niman,
incorporating it into his own rather unorthodox fighting style; many of
Tavion's New Reborn were trained in dual saber combat. It was possible that
Kyle Katarn's apprentice, Jaden Korr may have been skilled in this form.
Luke Skywalker, the Grand Master of the New Jedi Order, displayed his
amazing duelling skills with dual blades during the Yuuzhan Vong War,
regardless of receiving formal Jar'Kai training or not, Luke proved to be one
of the best dual blades duellist in his era.
The application of Jar'Kai often exists as a tactic instead of a
completely independent style. Mace Windu, Depa Billaba, and Sora Bulq were
still applying Vaapad when they fought with two swords. Anakin Skywalker's
application on Geonosis was actually based on Form IV swordplay. Because
neither Jar'Kai tactic nor Form IV swordplay was the young Jedi's mostly
trained style, Count Dooku was easily able to break through Anakin's array of
weapons.
Jar'Kai still has its followers around 130 ABY. Darth Krayt used it to
terrible effect by killing four Imperial Knights single-handledly
"Lightsaber skills, important they are. How to use as well as how
not to use. When to move as well as when not to move."
-Yoda
Form "Zero", while not an actual form of lightsaber combat
per se but rather an ethical principle, was the idea that Jedi should know when
to use their lightsaber and when to find an alternative means of solving a
problem. This idea was defined by Jedi Master Yoda to address the need of the
Jedi to restrain themselves when tempted to use "aggressive
negotiations," and instead use another well-developed Jedi skill, such as
the Jedi Mind Trick. This was a form used to arrive at a solution without
resorting to violence.
In the days of the New Jedi Order, Jedi Master Kyle Katarn would teach
his students, among whom were Jaden Korr and Rosh Penin, that often the sight
of an unignited lightsaber would be enough to cause individuals that might be
potential enemies to become more cooperative. Katarn had applied this principle
himself years earlier to extract information from an uncooperative bartender in
Reelo Baruk's cantina on Nar Shaddaa.
Dun Möch was a form of combat used in conjunction with a
lightsaber.
The Sith aimed to completely dominate an opponent's spirit through
whatever means possible by employing their own lightsaber combat doctrine. Dun
Möch commonly involved spoken taunts, jeers, and jests that exposed the
opponent's hidden, inner weaknesses and/or doubts, which had the end result of
eroding the opponent's will. Such a thing can be quite deadly, especially
against Jedi, since concentration was a must when using the Force. Doubts can
easily break that connection. Other variations on Dun Möch involved usage of
the Force to throw large, weighty objects at the Sith's opponent during combat,
which both distracts the opponent from the battle and could potentially cause
damage.
Telekinetic lightsaber combat techniques made use of
Telekinesis in lightsaber combat. Some telekinetic lightsaber combat
techniques, like the Saber Throw, were offensive, while others were defensive.
A defensive technique, called the Saber barrier, was used by practitioners of
dual saber combat. It consisted in having the lightsabers whirl in a circle
around the Jedi, thus creating a defensive, but deadly, wall.
Kreia was a master of telekinetic lightsaber combat. She had the ability
to wield three or more lightsabers in combat, holding each of them aloft with
the Force, and having them fight with a will of their own.
Millennia later, Mace Windu would use this exact same ability during the
Second Battle of Coroscant, igniting his lightsaber telepathically. While
brief, his use of the Force allowed him to unclip and activate his weapon,
destroying a Super Battle Droid with one swift stroke.
Tràkata was a form of lightsaber combat that is not recognized as one of the
seven official forms of lightsaber combat.
Tràkata was a unique form of combat - so difficult that only a few of
the most powerful and skilled Jedi were able to master it. In this form the
Jedi would keep the lightsaber in their grasp but would not activate it. The
user of this form would then dodge or defend any attacks using the Force. A few
highly skilled Jedi could sometimes even launch attacks using the Force
in-between their opponents attacks.
A Jedi using this form would wait for the right moment to attack with
their lightsaber. When an opening appeared, they would quickly approach their
opponent and ignite their lightsaber, stabbing the blade through the enemy's
body. Typically, this action would instantly wound or kill the opposing enemy.
This technique, while not only difficult to master, was also considered to be a
darker form of combat as it took the enemy by surprise and could also be used
outside a lightsaber duel to dispose of somebody in close quarters.
Tràkata is best used during lightsaber dueling. Corran Horn used a
technique similar to Tràkata against the Yuuzhan Vong on occasion. Also, Lord
Sidious used such a form against Jedi Master Yoda during their duel in the
senate chambers, and while Anakin Skywalker destroyed enemy battle droids
around him aboard the Invisible Hand.
A combination of elements of Form VII and traditional S'kytri aerial
duelling, Trispzest was a type of aerial lightsaber combat originally
developed by the airborne Force sensitive Majestrix of Skye, Kharys.
Trispzest, which meant heart palpitation in the S'kytric
language, would allow the combatant to utilize the advantages of flying in
battle against grounded units—whom the S'kytri would derogatively refer to as
"walkers". In Trispzest emphasis was placed on the use of the sai cha
technique to decapitate "walkers".
Among the few known users of trispzest were the Dark Jedi Maw, who died
by the hand of self-taught Jedi Kyle Katarn, and swordsmistress Nazish.
Mounted Lightsaber Combat
Jedi would often have to use their lightsabers in combat while riding a
mount such as a tauntaun, or mounted on a mechanical means of transportation,
like a swoop bike.
In this type of lightsaber combat, the Jedi would normally use one hand
only, the other hand steering the mount. It would typically consist of simple
attacks lashing out at grounded enemy units. Such attacks were normally low
lunges with the light saber of a diagonal semi-circular nature, as the
Jedi—being on a mount—would naturally be elevated in relation to the target.
Thus there were some common features between mounted lightsaber combat and the
airborne Trispzest lightsaber combat system, the difference being that in
mounted lightsaber combat, the Jedi had much less freedom of movement.
The Jedi could also use the lightsaber to incapacitate other mounted
units, by lashing out at either the mount, which was efficient especially if
the enemy unit was riding a swoop bike, or the rider himself. Finally, the Jedi
could use the lightsaber to deflect blaster shots and the like, thus protecting
himself or herself while riding the mount
Jedi and Sith who master double-bladed lightsaber combat were a
rarity. This type of lightsaber combat evolved around a double-bladed
lightsaber - sometimes also referred to as a sith lightsaber or saber-staff.
A saber-staff would typically consist of a long hilt which had energy
blades at both ends. The blades could be ignited one at a time, the saber-staff
thus functioning as a normal lightsaber, or simultaneously. One of the primary
functions of a double bladed lightsaber was to create fear in the opponent, as
a double bladed lightsaber, with its two deadly blades, looked more menacing
than an ordinary one.
Double-bladed lightsaber combat was more like fighting with a staff than
with a sword. The weapon having two blades, double-bladed lightsaber combat
allowed for much more rapid attack which were more difficult to parry for
someone using an ordinary lightsaber. Also it allowed for "more kills per
swing", since one would be able to strike opponents in front of and behind
oneself simultaneously.
This type of lightsaber combat was extremely rare. Firstly, because it
was very difficult to master and using a double-bladed lightsaber could be more
dangerous to the untrained wielder than to his opponent. Secondly, this type of
lightsaber combat was of an aggressive nature and thus deemed too close to the
dark side by many Jedi.
Several of the standard forms of lightsaber combat had double-bladed
variants. Darth Maul used a double-bladed variant of Form VII, and Jedi Master
Zez-Kai Ell used a double-bladed variant of Ataru.
Page designed in Notepad, logo`s done in Personal
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Text by Joe St. Laurent, with sections taken from West End Games Rulebooks and
Wikipedia.
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