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Lightsaber combat was a method of fighting with, though not limited to, lightsabers. The preferred method of fighting used by the lightsaber wielding Jedi and Sith, lightsaber combat was based on ancient sword-fighting techniques and often figured into lightsaber duels.
Throughout the millennia since its creation it developed into seven "classic" forms and numerous other styles. It was difficult to master for a number of reasons, one of them being that all of the weight a lightsaber had was in its hilt. It had been said that only a Force sensitive individual could completely master lightsaber combat. All seven traditional lightsaber forms included the same basic techniques as ancient sword-fighting styles, such as defensive postures, overhand strikes, parries, and counters.
The lightsaber was a very versatile weapon, owing to its unique lightness and omnidirectional cutting ability. It could be wielded one-handed or with both hands. Early in the weapon's history, when the Sith were numerous, the art of lightsaber dueling flourished. In later periods though, only rarely would Jedi face an adversary with a weapon capable of repelling a lightsaber.
Although the blade was weightless, two-handed slashes were the most common movement. This was because inertia was still needed to cut through solid objects, as solid objects were repelled by the blade arc until they were changed to gas or plasma. Therefore, inertia was required to counteract the initial repelling force. The stronger the swing, the faster and easier the blade would cut. If little force was applied to the swing, the repelling force of the blade arc would leave shallow cuts. When two lightsaber blades came in contact with each other, the two repelling forces made the blade appear to be solid.
Also, the field that caused the energy to arc back into the blade caused some gyroscopic effects. While technically weightless, the blade still had some resistance to changes in motion. The slight gyroscopic effects were easily controlled by a trained force user, but could become problematic for lay person.
The Jedi were trained to use the Force as a conduit between the wielder and the weapon. Through this bond in the Force, the blade became an extension of their being; it moved with instinct as though it were a part of the body. The Jedi's attunement to the Force accounted for the almost superhuman agility and reflex illustrated in the use of the lightsaber.

Learning the various Lightsaber forms require advance training to learn and master. Before a character can learn a form they must meet the listed prerequisites with the exception of Form I, which is the basic lightsaber style and its maneuvers can be used by any character with Jedi training and the lightsaber skill. To learn any form of lightsaber fighting art a character has to have a teacher, or other medium that can show the moves and principles of that form. A person must study full-time for two weeks to acquire the first pip in the skill and are treated like basic skills beginning with the same die code as the attribute. Improving the skill costs the Character Points equal to the number before the "D"; the training time one day for every Character Point spent; the cost is doubled if the character does not have a teacher. The training time may be reduced by one day for each extra Character Point spent. For every +1 pip that a character increases his skill, he may pick one of the techniques from the list of the form in which their character specializes.

Seven Classic Forms

Form I: Shii-Cho

As the most ancient style of lightsaber combat, Shii-Cho was developed during the transition period from swords to lightsabers. As lightsabers were wielded in a manner similar to swords, many of the maneuvers, such as attacks or parries, remained unchanged, as the key principles of the old sword-fighting methods continued to be incorporated. The simplicity and persistent methods of the form led it to being dubbed the "Way of the Sarlacc" and the "Determination Form". As Shii-Cho was developed prior to either the emergence of Dark Jedi or Sith Lords, it was not developed with lightsaber-to-lightsaber combat in mind. Therefore a Jedi using Form I receives -1D to all rolls when facing an opponent using any of the other lightsaber forms. This penalty is negated when a Jedi masters any of the other forms. During the Old Jedi Order, Younglings started out by learning Shii-Cho before beginning a Padawan apprenticeship with a Jedi Master. It is done so, because Shii-Cho is one of the easiest forms to learn, yet still powerful. Their training included learning to deflect plasma bolts from training remotes while being blindfolded or covered up by a practice helmet. This form is the most basic form of lightsaber combat, so no specialization is needed just the base lightsaber skill.

TECHNIQUE DIFFICULTY EFFECT
Advance +5 The Jedi makes a series of attacks, that even if parried lets the Jedi advance on the defender. The defender moves backward two meters in the direction of the Jedi’s choosing.
Brawl +10 When attacking or defending, a Jedi may make a free brawling or brawling parry roll against his opponent.
Defensive Stance Easy (+1D), Moderate (1D+2), Difficult (2D), Very Difficult (2D+2), Heroic (3D) A Jedi can add the appropriate bonus in order to parry an attacker’s strikes. No offensive actions may be made during the round. This is a free action.
Disarming Slash +10 When attacking or defending the Jedi maneuvers his lightsaber to send the opponent’s weapon flying or destroy it. If the attack beats the difficulty by more than five points then damage may be applied to the weapon. Recovering a disarmed weapon counts as an action for that round. If the disarming was a final action for that round, the defender must make an initiative roll to regain the weapon before the opponent attacks.
Heavy Strike +5 A two-handed strike that hits the opponent hard. The Jedi makes an attack at -1D to hit, but at +1D control to damage.
Push Opposed roll When the Jedi parries an attack, he can make a free Strength roll (against the attacker’s Strength) to use his lightsaber to push the attacker backwards and onto the ground. Standing back up is an action.
Quick Strike +5 The Jedi moves quickly forward with the lightsaber, which is difficult to parry. The Jedi makes an attack at +1D to hit, but at -1D to damage due to the quickness of the strike.
Sarlacc Sweep +10 (for two targets); +5 (for each extra target) The Jedi moves the blade in a wide circle and is able to strike up to four opponents at once without penalty. However the opponents have to be within 180 degree in front of the striking character and only receive -1D damage, since the hit is fast and slighter than when hit directly. Additionally the character receives -2D to parry or dodge rolls towards these opponents, since the move makes the Jedi open to attacks.


Form II: Makashi

After Form I's proliferation as a lightsaber combat technique, Form II 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, while his opponents tired themselves out. Practitioners often wielded 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 is very efficient against other lightsabers and therefore a wielder of this form receives +1D to attack and parry rolls against other lightsabers. Despite its effectiveness, Form II was not without its weaknesses. Among the first of these was the fact that it was somewhat harder to deflect blaster shots with this style. Makashi was developed before blasters had become commonplace in the galaxy, and Form II training taught its practitioners to defend solely against blades. Therefore a Jedi using Form II receives -1D to attempts of blocking or redirecting ranged attacks.

Requirements: Dexterity 3D, Lightsaber 5D.

TECHNIQUE DIFFICULTY EFFECT
Contentious Opportunity +15 Whenever the Jedi makes a successful parry, he may make a lightsaber attack that if parried the opponent does so at a -1D.
Disarm/Dismember +10 The Jedi strikes either the weapon hand, or a limb, to disarm or immobilize the defender. Add +1D damage, armor does only apply if that body parts contain armor.
Heavy Thrust +5 The Jedi moves a minimum of 1 and a maximum of five meters and thrusts the blade into the defender, dealing +2D damage.
Makashi Riposte +10 The Jedi slightly alters the angle of an opponent's attack before quickly retaliating with a counter strike. Make an opposed Dexterity check. The Jedi can immediately make a lightsaber attack with the difference of the Dexterity check added.
Quick Thrust +5 The attacker moves a minimum of one meter and a maximum of five meters and thrusts the blade into the defender, dealing +1D damage. Due to the quick motions of the attack, the opponents parry is -1D.
Ruse +10 The wielder makes the defender think he is attacking and therefore misguides his parry, opening him for a real attack. The parry roll of the defender is reduced by 2D for the next attack of the Jedi.


Form III: Soresu

Originally, Form III was developed as a counter to blaster weapons used by multiple opponents. Due to the rise in distribution of blaster weapons, more and more Jedi were forced to adopt a fighting style which allowed them to combat enemies firing from several directions, mostly basing their "attack" on redirected blaster fire. Previous styles had allowed wide, sweeping strokes which left the Jedi open to blaster fire. Form III, however, required maintaining a constant shield of deflective strokes by making short, quick sweeps, close to the body, leaving the Jedi less exposed to ranged fire. Form III was the most defensive of the seven forms. As a result the wielder receives +2D to any defensive rolls. However there are almost no real offensive strikes in that form, so the wielder receives -2D to any attacks, including redirected (not blocked) blaster bolts. Soresu duels tend to last long and usually end when the attacker begins to make mistakes due to fatigue or frustration. Then is the time to strike for the Soresu practitioner.

Requirements: Dexterity 3D+1, Lightsaber 5D, Stamina 4D.

TECHNIQUE DIFFICULTY EFFECT
Circle Attack +10 This only works as a parry to an attack, so the Soresu fighter has to successfully parry that attack (with the +10 difficulty). If the Soresu fighter is successful, he is not only able to block the attack but moves in a circling turn around to the back of the attacker. He gets a free attack without a penalty for an additional action and only a -1D penalty for using Soresu for an attack.
Circle of Shelter +10 The fighter creates a protected area around themselves and their allies, making it difficult for enemies to penetrate. The character can apply the +2D defense bonus to all adjacent allies as well.
Deflecting Slash +10 The fighter redirects the momentum generated by deflecting an enemy projectile into a slashing attack at an adjacent target. After deflecting a projectile, the fighter may make a free action attack against an adjacent enemy if available.
Quick Parry +5 The fighter parries an incoming attack and moves in a way that blocks the enemy’s movement. The character receives +1D to parry due the quick movements.
Sweeping Block +5 A circling move with the lightsaber forces the opponent back. Therefore his next attack is done with a -2D penalty. This works for multiple attackers, add +2 to the difficulty for each that is to be affected. However due to the fast move any attack the defender wants to make is reduced by -1D as well.


Form IV: Ataru

Ataru was an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru were always on the offensive, attacking with wide, fast, and powerful swings. Form IV practitioners constantly called upon the Force to aid in their movements and attacks. By allowing the Force to flow throughout their body, they could overcome their physical limitations and perform amazing feats of acrobatics, such as somersaults and backflips, not only for attack, but also to evade the attacks and strikes of their opponents. Jedi utilizing Ataru needed to incorporate all the Force powers that involved surpassing normal physical ranges of motion, speed, and agility in order to be successful. Running, jumping, and spinning were all emphasized in learning the elaborate kinetics of the form and required space for the kinetic acrobatics of Ataru. A Jedi using this form may perform one acrobatic maneuver or one movement enhancing Force power and attack once without the penalty for an additional maneuver. However if restricted in movement (due to space, wounds, etc.) any actions done with Ataru receive a -1D penalty.

Requirements: Lightsaber 5D, Strength 3D, Acrobatics 5D.

TECHNIQUE DIFFICULTY EFFECT
Hawk-Bat Swoop +15 This technique allows a Jedi to quickly strike their opponent without giving them a chance to react. If the character beats the base difficulty the opponent cannot parry.
Saber Swarm +5 (-2D damage)
+10 (-1D damage)
+15 (-0D damage)
The Jedi attacks two times with quick strikes from different angles. Any attempt to parry these strikes has to be done with a -1D penalty each. However due to the quickness of the attacks, the damage is lowered based on the skill difficulty.
Spinning Attack +10 After passing a moderate acrobatics roll (free action), the attacker spins around his own axis and by that gains extra power for an attack. If the attack roll is successful add +2D to the damage.
Tumble Strike +10 The character has to pass a moderate Acrobatics roll (free action). If successful, the attacker is able to somersault over the defender and strike while above him. This makes it difficult to parry or dodge. Any attempt to do this receives -2D.


Form V: Djem So

Djem So was created by Form III masters who desired a more offensive style, since the defensive nature of Form III could lead to prolonged combat, sometimes dangerously. It evolved into an accepted style by combining the defensive maneuvers of Form III with the more aggressive philosophy and tactics of Form II. Form V also required a higher level of physical strength than the other lightsaber forms, due to its focus on complete domination of opponents. While a Form III user stayed on the defensive, however, and only counterattacked when necessary or when an opening appeared in his opponent's defense, a Djem So practitioner was not nearly so passive. Immediately after defending against an opponent's strike, a Djem So stylist would follow with an attack of their own, bringing the force of the opponent's own blow against them and seeking to dominate the duel. Djem So placed a heavy focus on brute strength and pure power, with wide, powerful strikes and parries followed immediately by counterattack. Whenever a Form V user attacks after he has parried or blocked an attack, he receives a +2D modifier to the attack roll (this includes redirecting blaster bolts). However any attack rolls not following a parry are done with a -2D penalty.

Requirements: Lightsaber 5D, Strength 3D+2.

TECHNIQUE DIFFICULTY EFFECT
Falling Avalanche +15 After passing a moderate jumping test (free action), the attacker jumps up and grabs the hilt with two hands, strikes as he comes down - thus adding the speed of the “fall” to the strike. Difficult to block, any attempts to parry are done with a -1D penalty, while the attacker receives +2D to the damage.
Fluid Riposte +5 If the user successfully parries an attack they may immediately make a lightsaber counterstrike.
Heavy Parry +5 The user parries a melee attack with a heavy strike. Make an opposing Strength test. If successful the user is pushing the opponents weapon aside. If the next action is an attack by the user, any attempts to parry it are done with a -1D penalty.
Two Hand Thrust +10 During this maneuver the user grabs the hilt of the weapon with two hands and thrusts sideward at the opponent. It deals +1D+1 damage and any attempts to parry it are done with a -1D penalty.


Form V: Shien

Shien is a variation of Djem-So that uniquely involves the wielder holding the lightsaber horizontally. The wielder points the end of the blade at the opponent; it is swung in a fast arc and executes strong powerful and swift attacks. This move restricts the defensive capabilities of the wielder. Therefore any attempt to parry attacks (including blaster bolts) is done with a -1D penalty. But this unorthodox method also improves the ability to overcome an enemy’s defense. A Shien user receives a +4D bonus to attack rolls. However since this art can be foreseen rather easily, this bonus is reduced by 1D for each round of combat with the same opponent to a minimum of 1D.

Requirements: Dexterity 3D, Lightsaber 5D.

TECHNIQUE DIFFICULTY EFFECT
Barrier of Blades +10 The Jedi whips his lightsaber around himself, creating a barrier through which blaster fire rarely penetrates. This gives him a +2D bonus to any parry rolls. The Jedi can only control the deflected bolts if his parry beats the attack by 5 or more points. this has to be the only action of the Jedi in the round.
Broad Sweep +5 The Jedi hits two opponents with the blade that is within reach. Divide the damage dice between the two opponents equally.
Shien Deflection +5 The Jedi is able to deflect an incoming attack and leap toward his attacker with fierce abandon. If successful the Jedi can make a moderate jumping test (free action). If the deflection and jump rolls both beat their difficulty by 5 or more then the Jedi makes a single lightsaber attack against his target with appropriate multi-action penalties.
Spin Attack +5 The Jedi spins around his own axis and by that gains momentum to a following attack. This does +1D damage.


Form VI: Niman

Form VI is a conjunction of the Forms I, III, IV and V. It is popular with most non-combat Jedi, diplomats or teachers who want a broad training in lightsaber combat, without concentrating on one aspect of that art. Form VI also includes stares, postures and screams that draw upon the diplomatic skills of a Jedi enabling him to “persuade” opponents that surrender would be the best solution. To compensate for the relaxed focus on bladework and lack of significant specialization, Niman training regimens encouraged the inclusion of Force-based attacks in combat, such as telekinetic pulls and shoves used in sync with lightsaber strikes. Due to the rather defensive nature of Form VI users of that power gain +2 to defense rolls, while attack rolls suffer a -2 penalty. Additionally the Niman user receives a bonus equaling one point per persuasion or intimidation die (that has to be chosen when the form is first learned). This bonus may be distributed to attack or parry rolls during a combat round (with a maximum of four per roll).

Requirements: Lightsaber 5D, Persuasion or Intimidation 4D, Alter 2D.

TECHNIQUE DIFFICULTY EFFECT
Double Attack +6 The Jedi attacks two times with quick strikes from different angles. Any attempt to parry these strikes has to be done with a -1D penalty each. However due to the quickness of the attacks, they deal -1D damage.
Draw Closer +9 The user makes a free opposed Telekinesis check. If successful, the user seizes an opponent and pulls the enemy close enough to make a lightsaber attack.
Heavy Parry +6 The user parries a melee attack with a heavy strike. Make an opposing Strength test. If successful the user is pushing the opponents weapon aside. If the next action is an attack by the user, any attempts to parry it are done with a -2D penalty.
Pushing Slash +9 After slashing an opponent, the user makes a free opposed Force Wave check to blast him aside.
Vicious Stare Opposed roll The user and one opponent have to pass an opposing test. The user may use either persuasion or intimidation, with a +2 for every further opponent that is to be affected. While the opponent has to do a willpower test. If successful add the difference of the rolls to any attacks against those effected.


Form VII: Juyo

Juyo was described as the most vicious form of lightsaber combat, and was said to be filled with both fury and "malignant grace”. The form was given the title of the most difficult and demanding form in all of saber combat. Skilled combatants with Juyo were said to be able to "eviscerate a lone enemy." The form was cited as being both chaotic and erratic, with a heavy focus on offense. Bold, direct motions are characteristics of Juyo, qualifying them as more open and kinetic than Form V, but with a less elaborate appearance than Ataru. The key strength of the form was its unpredictability and intuitive action, guided by the force. As a consequence it can be dangerous to use this form, since it may lead to the dark side. Very few Jedi usually are able to master this form. Any attack done with Form VII can only be parried or dodged with a -2D penalty and due to the close connection with the Force, the character receives a bonus to initiative rolls (for combat using Form VII) equal to the dice in Sense - to a maximum of 4D. Additionally the Juyo artist receives a +1 bonus to attacks for each Dark Side Point. This makes Juyo very attractive for Dark Side users and tempts others to give in to the Dark Side. However since the Dark Side leans more towards aggression it gives a -2 penalty to defensive rolls for each Dark Side Point.

Requirements: Lightsaber 5D, Strength 3D, Sense 2D.

TECHNIQUE DIFFICULTY EFFECT
Assured Strike +10 The Jedi trades sheer power for a near-certainty of landing a hit. The character makes a single melee attack with a lightsaber against the target, rolling twice and keeping the higher result. However, damage is -1D.
Back Thrust +10 After passing a moderate sense life test (free action), the Jedi is able to sense an enemy behind him (this may be covered up by Force skills) and thrusts backwards, taking the hilt in both hands. The strength of it gives it a +1D modifier to the damage roll.
Circling Thrust +5 The Jedi attacks in what appears to be a strike from an upper direction but at the last moment twists the hand to make it a thrust instead. This makes it difficult to block. Any attempt to do so is done with an additional -1D penalty.
Swing Strike +10 The Jedi grabs the lightsaber upside down. He then performs a swinging move like a pendulum, which appears to be of defensive nature. With a sudden lift of the arm and a back swing however the blade strikes at the opponent. This is difficult to block, any attempt to do so is done with a -1D penalty, while the extensive movement adds +1D to the damage.
Vornskr's Ferocity +10 The Jedi walks the thin line between darkness and light as he ferociously attacks his foe. The attack does +2D damage, but if the character rolls a '1' on the Wild Die he receives a Dark Side Point.


Form VII: Vaapad

Developed by Mace Windu, Vaapad was described as more than a fighting style; it was a state of mind that led through the penumbra of the dark side, requiring the user to enjoy the fight, and relish the satisfaction of winning. The practitioner of Vaapad would accept the fury of their opponent, transforming them into one half of a superconducting loop, with the other half being the power of darkness inherent in the opponent. The form was also mentioned with a cautionary warning by the Jedi that use of Vaapad led the user perilously close to the dark side due to its focus on physical combat. Vaapad required a constant and sizable stream of Force use from the user, with a barely contained explosion of Force power for its use. The form's attacks appeared to be unconnected, its motions seemingly unpolished to an untrained observer. Only a very small handful of people ever learned Vaapad making it virtually unknown. Any attack done with Vaapad can only be parried or dodged with a -2D penalty. Add +2 to any damage rolls using Vaapad plus an additional +1 for each Dark Side Point of the opponent.

Requirements: Lightsaber 5D, Strength 3D, Sense 4D, at least 1 Dark Side Point.

TECHNIQUE DIFFICULTY EFFECT
Blind Attack +10 After passing a difficult sense life test (free action), the Jedi is able to strike blindly at an enemy, meaning without looking at him (or in darkness or when blinded), which surprises the opponent. Any attempt to parry or dodge this suffers a -2D modifier. This does also count for redirected blaster bolts.
Disarm/Dismember +6 The attacker strikes either the weapon hand, or a limb, to disarm or immobilize the defender. Add +1D damage, armor does only apply if that body parts contain armor. He may also target a beings head (raise difficulty by +4), which adds another +1D damage. This maneuver may also be used to only threaten an enemy with such a wounds and by that restrict him in his movement. An opposing Perception (initiative roll) is needed to break from such a “lock”.
Random Strike +10 The Jedi seems to move the blade in a random and non-dangerous

way. However it is perilous and therefore the next attack of the Jedi can only be parried with a -1D penalty and it deals +1D damage.

Swift Flank +6 The Jedi leaps over or dashes around his opponent, striking before they have time to react. If successful the opponent's next attack is at a -1D.
Tempered Aggression +10 The Jedi throws himself against an opponent, controlling his aggression to prevent it from getting the better of him. The attack does +2D damage, but the character needs to make a Very Easy willpower check to resist getting a Dark Side Point. Each time this technique is used during an encounter the willpower difficulty goes up one level.


Secondary Forms

Form: Sokan

Sokan is a lightsaber style that concentrates on mobility and evasion, not unlike Ataru. It uses quick maneuvers and tumbles as well as fast lightsaber strikes to vital areas of an opponent. Sokan’s basic philosophy is “not to be where the enemy strikes”, therefore Sokan users gain +1D to dodge and parry rolls when using Sokan in combat. Users of Sokan also had knowldge of terrain and would use it to their advantage, receiving +1D to any attack rolls if the user has the advantage, such as higher ground. However Sokan needs much room to be used. If the Sokan performer is within confined spaces or cannot move due to wounds or similar restraints he receives a -1D penalty for any roll with this form.

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

TECHNIQUE DIFFICULTY EFFECT
Roll Attack +10 The Jedi has to make a successful dodge roll against an enemy attack (without the penalty for an additional action). By that the Jedi makes a forward roll. He then thrusts his own blade into the enemy, adding a +1D modifier to the damage.
Spin Jump +5 The Jedi jumps up and rolls either left or right and lands at either side of the opponent. That gives him an advantageous position for an attack. If the next action (can be a in the next round) is an attack of the Jedi he receives a +1D modifier to the attack roll.
Unhindered Charge +10 If the Jedi is within cruising speed of an opponent, he can move quickly to his target ignoring difficult terrain and obstacles. The Jedi then makes a single melee attack with a lightsaber.


Form: Jar'Kai (Two bladed)

Jai'Kai was a fighting style that focused on dual-blade combat. Dual-blade fighters were able to maintain a strong offense, as the speed of attack that two blades allowed would overwhelm most opponents. A typical maneuver was to continually attack with one blade while relying on the other for defensive coverage, ensuring that the duelist could keep up his guard even as he attacked. However, it was common that both blades be used for offensive purposes, keeping up a continuous wave-front assault. Another advantage of Jar'Kai was that the two blades made it easier to hold off multiple opponents, as one simply had more blades to parry with. Due to extensive training, the Jedi is used to using two weapons at once. Therefore the user can make two attack rolls simultaneously or separately and not suffer a multi-action penalty. The user also receives a +1D to defense rolls. However off hand penalties still apply where necessary. Some duelists would become overly reliant on simply having two blades to back up one another, and would be left at a disadvantage if deprived of the one. So at GM discretion, a Jai'Kai user might suffer -1D to any rolls when using a single blade.

Requirements: Dexterity 3D, Lightsaber 5D.

TECHNIQUE DIFFICULTY EFFECT
Double Sweep +15 The Jedi grabs both sabers upside-down and moves both hands from an outward position and back again. Any opponent within that 180-degree angle is hit twice. However the quickness reduces the damage by -1D-1.
Rising Whirlwind +5 The Jedi swings his lightsabers about his body, creating a brilliant whirlwind. This gives him a +3D bonus to any parry rolls. However this has to be the only action of the Jedi in that round besides basic movement.
Twin Strike +10 A duel-wielding strike that the character simultaneously swings both lightsabers to act as a single strong-attack. Both lightsabers meet the target or object. If successful, add half the damage dice (rounded down) of your off-hand lightsaber to your base damage.


Form: Double-Bladed Lightsaber

A fighting style designed specifically for the use of double-bladed lightsabers. The primary purpose of the double-bladed lightsaber was to allow for a faster rate of attack, unleashing a rapid assault with only a minimum of movement, the user receives a +1D to any attack and damage rolls. Double-bladed lightsabers were also excellent defensive weapons, as the doubled length of the weapon provided more surface area for deflecting and parrying, the user receives +1D to any defense rolls. In addition to the practical benefits of the weapon, it also possessed a great psychological impact. The dual-blades increased the visual impact of the weapon, and in combat, opponents would intuitively try to track the blades separately rather than as a single weapon, overwhelming them. However, despite all of the advantages offered by the weapon, its weaknesses were equally obvious. Special training was required to wield the weapon effectively, with those attempting to use it without such discipline likely to bisect or impale themselves. Attacking and parrying with the double-bladed lightsaber was limited by the fact that, unlike a normal lightsaber, one could not simply readjust their posture, as the double-bladed lightsaber required them to hold it either horizontally or diagonally while fighting. The techniques employable with a double-bladed lightsaber were extremely limited, as the second blade rendered many positions and movements impossible to execute, or required the wielder to twist himself awkwardly around the weapon to do so. Many techniques required the user to perform elaborate flourishes in order to move the staff around their body, leaving them open, and any sort of fighting method that focused on power or penetration was difficult to apply. If the performer is within confined spaces he receives a -2D penalty for any roll with this form. Also, the enlarged hilt common to most double-bladed lightsabers presented a large target, difficult to defend.

Requirements: Dexterity 3D, Lightsaber 5D, Acrobatics 4D.

TECHNIQUE DIFFICULTY EFFECT
Feint +5 This maneuver is meant to “fake out” an opponent by deceptive body language. If the next action (can be in the next round) is an attack of the Jedi, he receives a +3D modifier to the attack roll.
Full Circle Spin +10 After passing a moderate acrobatics roll (free action), the attacker spins around his own axis and bringing the saber down at a slight angle. If the attack roll is successful add +2D+2 to the damage.
Spin Defense +10 The user holds the staff in the middle with his right hand and starts spinning the staff around between his first 3 fingers, using the left hand to continue the spin and to increase speed. This gives him a +2D bonus to any defense rolls. However this has to be the only action of the Jedi in that round besides basic movement.


Form: Dun Möch

Dun Möch was a form of combat that used distraction and doubt, usually through taunting, in conjunction with lightsaber battle. 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 could be quite deadly, especially against Jedi, since concentration was of vital importance when using the Force. As such, Dun Möch embodied using the Force as a form of psychological warfare. Dun Möch users receive a bonus equaling one point per con, persuasion or intimidation die (that has to be chosen at start of round). This bonus may be distributed to attack or parry rolls during a combat round. However, Dun Möch is not a guaranteed result, as sometimes the taunting results in a surge of rage or an unexpected bolstering of the opponent's spirit. On a confirmed Wild Dice failure by the Dun Möch practitioner, the target receives a temporary Force Point that must be used in the next round or it is lost. If the Dun Moch target kills his opponent while using this Force point, he automatically receives a Dark Side Point.

Requirements: Lightsaber 5D, Con/Persuasion or Intimidation 4D, consumed by the Dark Side.

TECHNIQUE DIFFICULTY EFFECT
Heavy Parry +6 The Sith parries a melee attack with a heavy strike. Make an opposing Strength test. If successful the user is pushing the opponents weapon aside. If the next action is an attack by the user, any attempts to parry it are done with a -2D penalty.
Random Strike +10 The Sith seems to move the blade in a random and non-dangerous

way. However it is perilous and therefore the next attack of the Sith can only be parried with a -1D penalty and it deals +1D damage.

Vicious Taunt Opposed roll The user and one opponent have to pass an opposing test. The user may use either con, persuasion or intimidation, with a +2 for every further opponent that is to be affected. While the opponent has to do a willpower test. If successful add the difference of the rolls to any attacks and parries against those effected.


Form: Gain'sai

Much like Form IV: Ataru, the preferred form of the Jinsai Gai’dins for many centuries was Gain’sai, the Force Blade, which focused on speed, power, and technique. Used predominately by the Jenn clan of the Jinsai, this form focused on being on the offensive, constantly moving while attacking with powerful, yet technical, jabs, swings, and thrusts. Practitioners of Gain’sai called upon the Force to aid in their movements, but also relied on their physical/martial skills to aid them in their attacks. By allowing the Force to flow throughout their bodies, practitioners were constantly performing flips, cartwheels, and other acrobatic maneuvers for both attack and defense. Learning the elaborate movements, known as katas, took intense concentration and required top physical conditioning. Jumps and spins were all emphasized in learning this very kinetic form. A practitioner using this form may perform one acrobatic maneuver or Force power without multi-action penalty per round.

Requirements: Lightsaber 5D, Strength 3D, Acrobatics 5D, (s)Brawling: Shao'dengia Martial Arts 6D

TECHNIQUE DIFFICULTY EFFECT
Feint +5 The user precedes his/her attack with a feint, drawing an opponent into a parry, allowing for a quick thrust or jab into a created opening. The attacker may make an additional attack as a free action, but at -1D damage.
Ignite/Disengage +10 The user opens with an attack by quickly drawing and igniting their saber in one quick, fluid motion, attempting to finish a duel as soon as it starts. If successful, the user just as quickly disengages their saber and returns it to their belt, all in a fluid movement. The user receives a +1D to their initial attack using this technique.
Counter Strike +10 The user may immediately make a counter attack following a successful parry. By knowing the opponents weapon, the attacker gains a +2D to follow any openings left by his target’s initial parried attack.
Whirlwind Attack +10 After passing a moderate acrobatics roll (free action), the attacker spins around his own axis and by that gains extra power for an attack. If the attack roll is successful add +2D to the damage.
Tumble Strike +10 The character has to pass a moderate Acrobatics roll (free action). If successful, the attacker is able to somersault over the defender and strike while above him. This makes it difficult to parry or dodge. Any attempt to do this receives -2D.
Cho mai +10 Following a successful parry, the user may slide his weapon down the inside of his opponent’s defense in order to sever the weapon hand of his opponent. The opponent suffers -1D to parry this maneuver.
Hilt Smash +5 By feigning an overhead or sweeping strike, the user brought the butt-end of their weapon around to strike the target, usually in the face or head. The opponent suffers -1D to parry the attack while the user gets +1D to damage using this technique.
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