Lightsaber Fighting Forms

“A lightsaber—any weapon—only achieves worth in how it is wielded—in the effort, the struggle of one who holds it.”
―Kreia―

SWFotJHeading_LightsaberForms.png

All of the following stunts require a lightsaber to be used. Characters must purchase the Basic Style stunt but after that can purchase any of the other two Stunts as desired. A true master of a style will have all three stunts as well as an Aspect indicating his mastery of that particular style.

FORM I: SHII-CHO

In combat, Form I lightsaber combat was wild and raw, relying on deliberate tactics and being primarily aimed towards disarming rather than injuring foes, in keeping with Jedi philosophy. Basic initiates in the style demonstrated rather clumsy performance, though in the hands of a master, Shii-Cho was fluid but highly randomized and unpredictable.

FORM I: SHII-CHO: (-1 Refresh)

+2 bonus to Deceive rolls to create an advantage based on disorientation, distraction, or unbalancing against opponents you have already inflicted stress on this combat.

ADDITIONAL STUNTS:

SHII-CHO: Disarming Slash (-1 Refresh)

Gain a +2 bonus to Fight rolls when creating a Disarmed type of aspect when targeting an opponentʼs weapon.

SHII-CHO: Sarlacc Sweep (-1 Refresh)

Use Will or Fight (selected when you take this Technique) instead of Athletics in rolls involving entering zones or preventing others from doing so. Apply a +2 bonus if both Athletics and the selected Skill are the same rank or Athletics is greater.

FORM II: MAKASHI

Makashi was described as elegant and focused, and was based on balance and footwork to outmaneuver opponents. Fluidity and economy of motion were relied on, rather than strength, with Form II bladework heavily utilizing jabs and light cuts rather than hack and slash movements. However, Makashi was not without its weaknesses, being ineffective against multiple opponents and failing to address the issue of blast-deflection. It would eventually be supplanted by Form III: Soresu, the most defensive of the seven forms.

FORM II: MAKASHII (-1 Refresh)

Use Fight to determine turn order instead of Notice in combat. Apply a +2 bonus instead if both Notice and the Fight Skill are the same rank or Notice is greater.

ADDITIONAL STUNTS:

MAKASHI – Contentious Opportunity (-1 Refresh)

If a target uses Full Defense in combat against you, gain a +2 bonus to your next attack against them. You gain this bonus regardless of whether their Full Defense succeeds or not.

MAKASHI – Makashi Riposte (-1 Refresh)

Gain a +2 bonus on Fight rolls to create advantages or defend against opponents wielding a lightsaber.

FORM III: SORESU

Like Makashi, Soresu relied on economy of motion and energy efficiency, keeping up constant blade-movement to build up momentum and minimize energy-expenditure. Form III focused on strong defensive technique to essentially outlast an opponent, waiting until he began making mistakes due to frustration or fatigue, before taking advantage of these lapses and countering. A master of Soresu was considered invincible, and the focus on long-term survival allowed such duelists to take stock of and control of their situation, choosing to kill, disarm, or even reason with enemies. However, despite its effectiveness, Soresu would receive heavy criticism due to its lack of offensive capabilities, as it merely facilitated survival rather than victory. As an answer to these weaknesses, the highly aggressive Ataru and Shien forms would be developed side-by-side.

FORM III: SORESU (-1 Refresh)

When you succeed on a Fight roll to create a Defensive-type of aspect, you gain an additional free invocation of that advantage.

ADDITIONAL STUNTS:

SORESU – Circle of Shelter (-1 Refresh)

Add an additional +2 bonus when using Full Defense to defend yourself in combat. If used to defend others, gain 2 Armor Rating instead.

SORESU – Deflecting Slash (-1 Refresh)

When you defend against a Fight attack with style, you may inflict 2 shift hit instead of taking a boost on your attacker.

FORM IV: ATARU

An aggressive style, Form IV was fast-paced and effective against single opponents, though weaker in prolonged combat and confined spaces. Also, it was not recommended for use against opponents wielding blasters. Ataru was characterized by Force-assisted acrobatics, such as somersaults and leaping strikes, both for attack and defense. Another characteristic of the form was its fast, powerful strikes from multiple directions.

FORM IV: ATARU (-1 Refresh)

Move at least 1 zone and make an attack using Athletics or make an Athletics attack on a target that just moved into your zone on their last action. Add 2 shifts to any stress you deal with this attack.

ADDITIONAL STUNTS:

ATARU – Hawk-Bat Swoop (-1 Refresh)

If you succeed at an Overcome roll using Athletics or Fight with style, you may create a situation aspect with a free invocation instead of taking a boost.

ATARU – Saber Swarm (-1 Refresh)

Gain a +2 bonus on Fight attacks while invoking an advantage or boost created by the Athletics skill.

FORM V: SHIEN/DJEM-SO

Shien, considered the classical Form V, was more adept at blocking blaster bolts, whereas Djem-So was developed later and intended for lightsaber combat. Both Shien and Djem So were designed to use an opponent’s attack against them, as evidenced by Shien’s focus on returning blaster bolts to their origin and Djem So’s emphasis on immediately striking back after a blow.

FORM V: SHIEN/DJEM-SO (-1 Refresh)

When you tie on a Fight attack, gain a +2 bonus to Fight.

ADDITIONAL STUNTS:

SHIEN/DJEM-SO – Barrier of Blades (-1 Refresh)

When you succeed with style on a defense, you may reduce the result by 1 to gain 2 Armor Rating against the next attack in the scene that strikes you in addition to the normal boost.

SHIEN/DJEM-SO – Shien Deflection (-1 Refresh)

Requires Reflection and Redirection. When you succeed with style on a Deflection roll, you may choose to inflict a 3-shift hit on your opponent instead of gaining Spin.

FORM VI: NIMAN

Form VI, also called “The Way of the Rancor,” is a synthesis of elements from the five previous forms. It is especially popular among Jedi who do not focus on combat training, as it is easy to master and execute — for this reason, however, Jedi who have mastered other forms may view it as inferior.

The basis of Form VI is combining lightsaber combat with other Force techniques. For example, a Jedi may use telekinesis to push away enemies, allowing her to better manage a group of fighters by facing them one at a time. Form VI is the primary fighting style of Jedi who dual-wield lightsabers.

FORM VI: NIMAN (-1 Refresh)

Use Will instead of Athletics in rolls involving entering zones or preventing others from doing so. Apply a +2 bonus if both Athletics and Will are the same rank or Athletics is greater.

ADDITIONAL STUNTS:

NIMAN – Pushing Slash (-1 Refresh)

Requires Force Throw. Gain a +2 bonus Force Throw while invoking an advantage or aspect created by the Fight skill.

NIMAN – Draw Closer (-1 Refresh)

Requires Move Object. Gain a +2 bonus to Fight attacks while invoking an advantage or aspect created by the Move Object power.

FORM VII: JUYO

In use millennia prior to the Battle of Yavin, the Juyo incarnation of Form VII was described as the most vicious form of lightsaber combat and was said to involve significant internal focus on the part of the user.

FORM VII: JUYO (-1 Refresh)

When you succeed with style on a Fight attack, you may move 1 zone in addition to gaining a boost. If someone or something tries to stop this movement, gain a +2 to rolls to overcome.

ADDITIONAL STUNTS:

JUYO – Assured Strike (-1 Refresh)

Gain a +2 bonus on melee attacks while invoking an advantage or aspect created by the Fight skill.

JUYO – Vornskr’s Ferocity (-1 Refresh)

When invoking a situation aspect or environment-based advantage in a Fight attack, you add +2 Weapon Rating to that attack.

FORM VII: VAPAAD

Vaapad was explained as being a state of mind rather than just a fighting style, allowing the wielder to channel his own inner darkness into the duel, and accept the fury of the opponent.

FORM VII: VAPAAD (-1 Refresh)

Ignore 2 points of Armor when making an attack to inflict physical stress.

ADDITIONAL STUNTS:

VAPAAD – Tempered Aggression (-1 Refresh)

When you defend against a Fight attack with style, you may inflict 2 shift hit instead of taking a boost on your attacker.

VAPAAD – Swift Flank (-1 Refresh)

Gain a +2 bonus on Fighting attacks while invoking a consequence you placed on an opponent.

OTHER FORMS:

JAR’KAI

Jar’Kai was originally a style of swordplay that utilized dual blades, developed by the Yovshin Swordsmen. Known Jar’Kai techniques and maneuvers include the “Rising Whirlwind”, which consisted of a duelist swinging his blades about his body, creating a “whirlwind” of deadly attacks, and the “Twin Strike”, in which both blades were swung in an arc towards the opponent in a deadly power attack.

JAR’KAI (-1 Refresh)

When attacking with dual blades add +1 stress to any successful attack made.

ADDITIONAL STUNTS:

JAR’KAI – Twin Defense (-1 Refresh)

Add an additional +2 bonus when using Full Defense to defend yourself in combat. If used to defend others, gain 2 Armor Rating instead.

JAR’KAI – Rising Whirlwhind (-1 Refresh)

When you succeed with style on an attack, gain a boost—with a +3 bonus instead of the usual +2—without reducing the value of your attack.

Main Page

Lightsaber Fighting Forms

FATE OF THE JEDI HumAnnoyd