The oldest known form of lightsaber combat, dating back to the era just as the Je'daii transformed into the Holy Order of the Jedi Knights.
This form dates back to the origins of the Jedi Order itself, and many of its maneuver's and tactic's can be traced further to the era of the Force War's, where the Jedi wielded not Lightsaber's, but force imbued and sharpened blade's.
This origin is where the purpose of Shii-Cho come's into play. The aimed strike and maiming blow to disarm an opponent with out serious harm to them.</p><p>For this, Shii Cho practioner's will gain the perk",
PERKS
- Calm Combatant: When aiming a Named Strike or a strike that is aiming at a particular body part or item that is directly their target, they do not need to make an action to aim their weapon, and they do not attempt the attack with Penalty Die, but roll normally like any other attack.
Makashi
Makashi gained it's purpose and use within the practioner's of Lightsaber's when the advent of Jedi facing combatant's that could also weidl their signature and up until that time, unparrelled weapon, The Sith.
With the War known as the Hundred Year Darkness, Makashi was quickly developed as Lightsaber duel's were extremely short with high casualty rate's on both sides. It is a form that uses graceful strike's and parries that take full advantage of the omni directional blade. It also saw rise and creation of the first Shoto's, often wielded like a parrying dagger as wielding two Lightsaber's in the form was seen as unwieldy. Through this combat, organically, Sith and Jedi found themselves seeking one another out in one on one duel's otherwise finding either side would quickly become overwhelmed while employing Form Two. With this knowledge in mind, user's of Makashi will find some Perk's, and some weaknesses depending on their armament."
PERKS
- Perk Shoto Saberist: While using Makashi and wielding a Lightsaber Shoto, a user will gain the ability to Parry in the action Fight Back during combat with a Bonus Die.
- Perk Honorable Duelist: While employing Makashi and fighting a singular opponent while using only one Single Handed Lightsaber, the wielder will negate Penalty Die's that may be enacted through combat, aside from a Named Strike/Named Fighting Maneuver. Similarly, if the enemy is also not employing Makashi and is a Lightsaber wielder, they will have their bonus die's negated. If they use Makashi as well, ignore this second part. This perk ONLY applies when all those qualities apply. If the fight at all deviates from these qualities, the perk is lost until they are re-established.
- Unwieldy, Unpracticed: If at any point a Makashi user wields either two full length Lightsaber's or a Lightsaber Staff/Pike, or deviation from the standard Lightsaber, they will have Penalty Die's applied to all actions during combat. This is for both PC and Enemy.
- Weakness Overwhelming Odds: At any point a Makashi practioner is attacked by multiple enemies, either ranged or melee, their defensive actions come at cost of a Penalty Die until they shift into a different Form or the multiple enemy status is eliminated.
Soresu
Form Three was first enacted and created with the growing use of the standardized Blaster among the Galaxy, versus the common day Slug Thrower, or Plasma weapon. The core of the form was first the unique ability for a Lightsaber to deflect a Blaster Bolt, and with practice, even reflect it back at the attacker. But with this new mindset and form came the realization that Soresu was not just about defense against a blaster, but about Defense itself. With the employing of Soresu and the refinement of the form, one could withstand multiple opponents, both lightsaber, melee and ranged blaster attacks with precisiona and ease. Through the use of tight, controlled swings, movements and footwork a Soresu practioner approaches combat from a more intellectual approach to combat. With this knowledge in mind, here are the perk's and weaknesses when using Soresu.
PERKS
- Calm in the Storm: When facing off against multiple opponents, a Soresu user will never be under any penalty for fighting multiple opponents at once. This ONLY applies when fighting Multiple enemies. This perk is lost when fighting one on one.
- The High Ground: When fighting with a melee enemy, fighting maneuver's are made with a Bonus Die. (As a reminder, a fighting manveuver is an action that either moves, position's or restrain's a combatant, it deal's no damage itself.) When defending (fight back/dodge) against a melee opponent, your roll is with a Bonus Die.
- Mirror Match: When defending against a ranged blaster user (Fight back) you make your roll with a Bonus Die.
- Mind Over Matter: When facing against a force attack that is NOT seen or noticed by the defender, they make any defensive action with a penalty die, and the attack itself is made with a bonus die. This only applies if the attacker AND the attack is not known. If the attacker is known, this weakness does not apply.
Ataru
This form came to existence centuries after the Soresu, and in many way's it is considered the inverse or opposite to Soresu, placing emphasis on aggressive constant movement or controlled defensive stance. As the understanding of the Force and how to wield it in combat with a lightsaber grew, so to did the origination of Ataru. The form places great emphasis on wielding the Force to enhance movement in all aspects of combat. It was acrobatic, employing movements such as jumping strike's and somersault's. The defining feature was the sheer speed of all out offense coupled with agility.
While all Lightsaber combat employed the force to some extent, Ataru form's and maneuver's could clearly not be possible with out extensive use of the Force. But what it exceeds in offense to answer for Soresu's lack of such with aggressive, quick strikes to overwhelm, it in turn lacks in viable defensive qualities. With that knowledge known, here are the perks and weaknesses when using Ataru.
PERKS
- The Storm Approaches: When using Ataru against a Melee opponent, all defensive actions by the enemy are made with penalty die as an automatic.
- Lighting Strikes Twice: When making multiple attacks (While normally a melee user can only make a single attack with a weapon unless specified, an Ataru user can make up to two attacks no matter what) the second attack is not made with a penalty die as combat generally requires.
- Fast and Flawed: If using Ataru and facing against a ranged opponent, any defensive action is made with an automatic penalty die
- Quick on Offense, Slow on Defense: If facing a melee opponent, any defensive act can not gain any bonus die.
- Taxing: If using the perk abilities of Lighting Strikes Twice three times in a row, you must make a Con roll. If failed, all combat rolls for the remaining combat is made with a penalty die, no matter what. If you succeed, continue as normal, but make the roll for Taxing again if used again. If hard or critical success, Taxing can not apply to you for the remainder of combat.
Shien/Djem so
The Dual form, or the two discipline form, it was known primarily for Shien. This form was built around the counter attack, primarily with with ranged in mind. Later on this would evolve to a very defined use against melee. This form was first created among the same time period as Ataru. While these Jedi also sought a way to try and fix the lack of offensive capabilities, they did not see the use in abandoning the controlled focus of Soresu like Form Four did. Instead preferring to utilize the solid defensive stances to open up their opponents to immediate counter attack and riposte through the redirection of danger directly into the attacker, not to stop, but to reflect the bolt with precise aim.</p><p>Centuries later, Djem So developed with melee combat in mind. Using the same mindset as Shien, but with the idea to counter directly after a solid block, or to parry an opponents lightsaber to open their foe up to a decisive blow.</p><p>Form Five was fluid, and practioner's of the the form could switch between the two with a balanced mind set, but there was clear perk's to the refinement of one or the other, A clear example of this was the reverse blade grip used by those who leaned into Shien, or the heavy handed near instant counter defense of Djem So. But regardless of mindset of melee or ranged, Djem So/Shien was the middle. While Ataru sought to force the situation, and Soresu waited in patience for oppurtunity, Djem So/Shien was about Control of the momentum of combat itself. Like Ataru, it was very physically demanding.
PERKS
- ~SHIEN ONLY~ Reverse their Strength into Weakness: If the user only uses Shien, abstaining from Djem So, they gain an enhanced focus and purpose when fighting ranged blaster opponents. On making a defensive action (fight back) to reflect the bolt, they make this with an automatic bonus die, or they can sacrafice the bonus die to make a named attack for the reflected bolt with a normal roll, negating it's common penalty die.
- ~DJEM SO ONLY~ Turn the Tables": For those user's who only practice the variant Djem So, they have honed themselves to prepare for melee combat. They stand firm against the attack, then turn it against their foe with frightening ferocity. When a melee opponent attacks, the fight back action can be taken with a bonus die, or you can sacrifice the bonus die to open up the opponent, making them vulnerable for an automatic success attack on your action phase, stunning them for one round effectively.
- ~DJEM SO/SHIEN BALANCE ONLY~ Snap Back: Users of this form have honed their defensive form to flow fluidly into attack. When taking the defensive action (Fight back) the opponent will take a penalty die during the opposed roll.
- ~DJEM SO/SHIEN BALANCE ONLY~ Fluid Forms: Those who balance themselves between Djem So and Shien have trained their bodies and minds to react instantly to the situation as it demand's. If fighting multiple opponents of both ranged and melee, they take no penalty dies when fighting them and do not become Overwhelmed.
- ~SHIEN ONLY~ Twice the Pride: A Shien only practioner finds themselves lacking in Mixed form combat. When facing multiple foes, if any are melee, those opponents get Bonus Die's automatically to their offensive actions.
- ~DJEM SO ONLY~ Locked In: A Djem So only practioner find's mixed combat more difficult then a balanced user. When in mixed opponent combat, any defensive actions against Ranged Combat are rolled automatically with Penalty Die.
- ~DJEM SO/SHIEN BALANCE ONLY~ Taxing: When making use of the perk Fluid Form's, if done so three time's in a row (This means switch from Djem So to Shien, regardless of how many opponents, for three rounds) the user must make a con check. If failed, they can no longer switch form's automatically but must take a turn like all other multiple form user's in lightsaber combat. If succeeded, treat as normal until the weakness is triggered again. If hard success/critical success, the user can no longer be affected by Taxing for this combat engagement.
Niman
This form was one of the last to obtain recognition by the Jedi Order at large. Form Six was seen as a balanced answer to the other forms, mixing the qualities of Form's One through Five, Six was known to avoid most of the weaknesses the other form's had but through this also avoided ever achieving the true strength of those specialized form's.
Form Six emphasized balance and harmony, or balance and discpline depending on what side of the force one found themselves fighting on. Niman is not nearly as potent in lethality, on purpose, as the other form's/ One through Five required a great deal of physical demanding combat, but Six as a form placed great importance on the use of the force itself in battle. Niman was seen as the go to for Double Bladed Lightsaber user's, leaning on the extra saber and fluid motion in defense to employ various force attacks among both Jedi and Sith. With this knowledge in mind, here are the perks and weaknesses of Form Six.
PERKS
- I am One with the Force: When a Niman user attacks with a force based offensive action, they make this force attack with a Bonus Die.
- At Last: When using either Push or Pull while wielding a double bladed lightsaber, the user can make a force attack as an extra free action even after attacking with their lightsaber first.
- Double the Fall: A Niman wielder take's twice as long to switch form's during combat, taking two turn's to fully switch over to another specialized form, over one turn as per normal.
Juyo
Juyo, while being designated Form Seven, was just as old as Form One. It is believed and thought that Juyo was the form and practice of combat that was rejected in the earliest formation of Lightsaber Combat from Shii-Cho. As the Jedi themselves had been born from a rift between the dark side user's who followed an ancient view point called Bogan, and an archaic light side path called Ashla, this was very likely the truth of the matter. Purging themselves of Bogan leaning practices including combat.
Juyo was known as the Ferocity Form, and was even far more aggressive then Ataru. Not simply for how it focused upon the combat itself, but the emotion's that combat brought for it the fighter. Anger, Elation, Fear. All of these thing's one drew upon as they fought against their foes. By drawing upon and focusing on these emotion's, a Juyo practitioner could imbue and enhance their strikes with the force itself.
Form Seven was seen as fairly controversial to use by Jedi at best, and out right banned at most among the light side following order as it was a path to the dark side.
PERKS
- Give in to Your Hate: If a combatant has either taken damage the previous round, or they have successfully goaded an opponent into attacking them, their next round comes with an automatic bonus die for which ever action they are taking.
- Imbued Strike: A Juyo practioner can funnel their negative emotion's into a physical manifest of the force itself, giving an extra 1D4 to the damage roll with out spending a force point.
- Obsession: If a Juyo practitioner attacks the same target three times in a row, upon their fourth attack they have to make a POW check. If it is a failure, the fighter is locked in to fighting this enemy, and must make a POW check each round to see if they can regain control of their emotions in combat to switch to another target.
- Suffer in Silence: If Imbued Strike is used twice in one combat engagement, the juyo user must make a POW check. If a failure, the combatant can not use Imbued Strike for the next two rounds. If a critical failure, the user can not use Imbued Strike for the remainder of the combat engagement. They can only break this weakness by spending 1d12 Force Points immediately.
Jar'Kai
While not so much formally recognized as one of the Six (Seven if including forbidden forms) of Lightsaber Combat, it of itself is still a form of combat that is unique to it's application of two Lightsaber's of full length or two points of attack with Lightsaber Staff's, and Lightsaber Pikes. While Makashi allows for a Shoto, and Niman can allow a double bladed lightsaber more leeway with the force, Jar'Kai is the extensive use, practice and mastery of using two attack point's at once.
Jar'Kai was an aggressive style of combat that involved the use of two Lightsaber's or melee weapons in united tandem with one another. This unity in attack led to a ferocious style that focused on overwhelming the defenses of an opponent, or blindingly fast relexes to defend against a singular opponent. With this knowledge, here is the perks and weaknesses of Jar'Kai.
PERKS
- Swirling Chaos: The wielder using one of the aforementioned Lightsaber Variant's can choose during an attack phase or a defense phase to enact the Swirling Chaos. Roll 1d6. The result is how many separate attacks/fight back's one can make with the weapon on that turn.
- ~DOUBLE BLADED LIGHTSABER ONLY~ Sweep and Strike: During a fight back defensive option, the wielder can choose after a success to strike with the haft of the weapon, stunning the opponent for the next turn, leaving them open to attack.
- ~TWO LIGHTSABERS ONLY~ Blow After Blow: After a successful strike with the main handed weapon, the Jar'Kai practitioner can choose to strike again in that same spot they struck before with a named strike at no penalty die, normal roll.
- Dizzying: When employing Swirling Chaos, make a con check on your next turn. If a failure, you are too dizzy to act and must spend a your action turn to regain your focus. On a critical failure, you fall over prone for the turn entirely.
Trakata
Trakata is another form among those that is not formally recognized as a Lightsaber Combat Form. It evolved during a time of great tumult during the era of the Old Republic, developed by a Jedi Consular. It was originally meant to compensate for the weaknesses with using a Lightsaber in combat, but was quickly found unsuitable by both Order's for different reasons. The Jedi found it unsportsmanlike in combat, and the Sith felt it displayed weakness, demonstrating a lack of power. But none the less, for those with a mindset of the devious and unique, Trakata was used and thrived in the background of Lightsaber combat styles.
This was because Trakata as a form relied on a mindset that was in often direct contradiction to both Sith and Jedi. Practicality and Deception. While a Sith often did rely on Deception, the mindset of the practical combatant was against the ideal of their power, Passion. And while practicality was often a staple of more then a few forms taught by the Jedi Order, deception was far to close to the Dark Side for their comfort. Some of the basic concept's were still used by both order's if only to exert greater influence over the force in combat, but the form itself as a whole was rejected.
PERKS
- Pass the Blade: On an attack phase only, not a fight back defensive action, a Trakata user can make a DEX check. On a success, they deactivate their Lightsaber, bypassing the Opponents blocking weapon if they choose to Fight Back, leaving only Dodge as an Option. On a Hard Success, the Dodge option is done with a Penalty Die. On a Critical Success, the weapon moves too fast and strikes with out defensive action possible.
- Unbalancing Block: A Trakata user on a defensive action Fight Back only, can choose to make a Dex check. On a success of any kind, the turn their weapon off as the two lightsaber's meet, unbalancing their opponent and stunning them for the next round, leaving them open to a free attack.
- Flash Slash: One who has trained in Trakata are known to answer an attack against them in the flash of a moment. One second their lightsaber is still, at their side and hooked in. The next it is out, turned on and striking out at their foe. Trakata Practioner's are always considered *Ready* in initiative phase when combat begins.
- Double Edged Switch: Trakata comes with a very dire consequence. Turning off a weapon of such a caliber when facing off against another of equal danger, or even less, still can be lethal for the user. When using either Pass the Blade or Unbalancing Block, a dex check must be made. If it fails, the user becomes disorientated by the failure, fumbling for the switch. The lightsaber remains turned off for one full turn. On a critical failure, the lightsaber is fumbled and dropped. They must pass a Spot Hidden check to find it in the heat of battle. If never found, it remains lost until someone does or until combat end's.
Blade Dance
A form of combat for users of traditional or vibro-melee weapons, or even unarmed practitioners. It focuses on high mobility and extensive use of deceptive attacks
PERKS
- Pressure Point Targeting: Through use of careful understanding of and familiarity with vulnerable target locations, unarmed practicioners inflict 3 additional points of damage per hit.
- Setting the Snare: Should an enemy choose to Fight Back against a blade dancer, they may choose to feign being overwhelmed, making a Dexterity check after a successful defense. If this check succeeds, they lure the enemy into overextending, allowing the next attack to be made with an advantage bonus die.
- Dazzling Display: Through a rapid series of flourishes and switching weapon from hand to hand, the blade dancer creates a pattern of attacks that's hard to discern. The blade dancer must make a successful Dexterity check along with their attack. The defender must make a successful Perception check, or defend with a -20% penalty. Failing the Dexterity check leaves the blade dancer more susceptible to a disarm, with a defense check against it being made at -15% penalty.
- Dance Floor Required: Blade dance depends on smooth footwork. On uneven and broken terrain, trip hazards are greatly increased. Dexterity checks for Blade Dance moves are made with a disadvantage penalty die.