STAR WARS RPG – Lightsaberforms
Like any other true form of martial arts that deserves to be called like that, the art of lightsaber fighting
has seen many styles and variants over the millennia. Some were common and widespread, others
were rare and known by only a few Jedi at all.
Lightsaberforms work as single skills, like Lore or Knowledge. Additionally they count as advanced
skills, i.e. a character needs 5D in Lightsaber before being able to learn a form, 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 ( only with the basic skill not the dice in other forms ). 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. With the GMs agreement, the Jedi can also try to create an own form,
however.
The Seven Primary Forms
Form I: Shii-Cho
This form is the most basic form of lightsaber combat. Its first moves are not so much intended for
combat but more to learn body control. Later teachings provide the student with rudimentary fighting
moves, while training and especially mastery in that basic form can prove to be very powerful in duels.
Requirements: none
Action Difficulty Effect
Heavy Strike +5 A two-handed strike that hits the opponent hard, and
therefore deals +1D damage.
Swing Attack +1 The Jedi moves the blade in a wide circle and is able
to strike two 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 two opponents,
since the move makes the combatant open to
attacks.
Quick Parry +10 The fighter parries an incoming attack and moves in
a way that blocks the enemy’s movement. The two
characters have to make an opposing dexterity roll or
the attacker falls to the ground.
Form II: Makashi
An elegant and stylised form of lightsaber combat, Makashi does not so much concentrate on strength
but on finesse and skill. It needs wits and a quick mind. Makashi includes many thrusts, ruses, and
fast attacks, not so much cutting. It is very efficient against other lightsabers and therefore a wielder of
this form receives +1D to attack and parry-rolls against other lightsabers. However due to the
concentration in melee-combat it lacks in the ability of ranged defense. Therefore a Jedi using Form II
receives –1D to attempts of blocking or redirecting ranged attacks.
Requirements: Dexterity 3D
Action Difficulty Effect
Quick thrust +5 The attacker moves quickly forward with the
lightsaber, which is difficult to parry. Any attempt to
do so is done with a –1D penalty. However due to the
quickness of the thrust it deals –1D damage.
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.
Heavy Thrust +5 Attacker moves a minimum of 1 and a maximum of
five metres and thrusts the blade into the defender,
dealing +1D damage.
Disarm/ Dismember +10 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.
Form III: Soresu
First developed to counter the development of blaster weapons with parries, Soresu is the most
defensive style of the Jedi Order and it is said that a true master of that form cannot be overcome. The
practitioner combines Force senses with agility to block any attacks directed at him. As a result the
wielder receives +2D to any defensive rolls with that form. However there are almost no real offensive
strikes in that form, i.e. 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, Stamina 4D
Action Difficulty Effect
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 –2D as well.
Quick Parry +5 The fighter parries an incoming attack and moves in
a way that blocks the enemy’s movement. The two
characters have to make an opposing dexterity roll or
the attacker falls to the ground.
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 ). The combatants have to
make an opposed Stamina roll. 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.
Form IV: Ataru
Ataru is an acrobatic form of fighting, there are many jumps and quick maneuvers in it, intended to
attack the opponent from as many angles as possible. It is fast, exhausting and agile. Since Ataru
combines acrobatics with offensive maneuvers, a Jedi using this form may perform one acrobatic
maneuver or may move up to four metres 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: Strength 3D, Acrobatics 5D
Action Difficulty Effect
Double attack +5 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.
Tumble Strike +10 The character has to pass a moderate Acrobatics roll.
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.
Spinning Attack +10 After passing a moderate Acrobatics roll, the attacker
spins around his own axis and by that gains extra
power for an attack. Then the attack roll is done
( without a penalty for an additional action ) and
when successful add +2D to the damage.
Form V: Djem So
Djem So is an offensive form of Soresu and is almost as effective against blaster weapons. However it
does not stick to defence but concentrates on redirecting attacks and moving into an offensive position
making counterattack easier. Some warn that this form is very close to the dark side. 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 countering a first attack are
done with a -2D penalty – the legacy of its Soresu origin.
Requirements: Strength 3D+2
Action Difficulty Effect
Heavy Parry +5 The Form V user parries a melee attack with a heavy
Strike. Make an opposing Strength test. If successful
the Form V user is pushing the opponents weapon
aside. If the next action is another attack of the
opponent it is done with a –1D penalty. If the next
action is an attack of the Form V user, any attempts
to parry it are done with a 1D penalty.
Two Hand Thrust +10 During this maneuver the Form V 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.
Jump Strike +15 After passing a moderate Jumping test, the attacker
jumps up and grabs the hilt with two hands, strikes as
he comes down again – 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. However since
changing course in mid-air is difficult, if not
impossible, it is quite easy to dodge that attack. Add
+2D to any dodge rolls against this maneuver.
Form VI: Niman
Form VI is a conjunction of the Forms I, III, IV and V. It is popular with most non-combat Jedis,
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. Due to
the rather defensive nature of Form VI users of that power gain +2 to defence rolls, while attack rolls
suffer a –2 penalty. Additionally the Niman user receives a number of boni for equalling one point per
Persuasion or Intimidation use ( that has to be chosen when the Form is learned first ). These boni
may be distributed to attack or parry rolls during one combat ( with a maximum of four per roll ).
Example: Jedi Knight Deck Star-Karian has a skill of Persuasion 4D+2 and Intimidation 5D. He
decides to base his Niman-style on a more peaceful approach, thus he will use the Persuasion skill
and therefore gets 4 bonus points. Later he enters a combat with four Gamorrean mercenaries. He
parries an attack and takes two of the bonus points and then attacks two of the mercs, each with a +1
bonus.
Requirements: Persuasion or Intimidation 4D
Action Difficulty Effect
Heavy Parry +6 The Form VI user parries a melee attack with a heavy
strike. Make an opposing Strength test. If successful
the Form VI user is pushing the opponents weapon
aside. If the next action is another attack of the
opponent it is done with a –1D penalty. If the next
action is an attack of the Form VI user, any attempts
to parry it are done with a 1D penalty.
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.
Vicious stare - The Form VI user and one opponent have to pass an
opposing test. The Form VI user may use either
Persuasion or Intimidation for that purpose, while the
opponent has to do a Willpower test. The base
difficulty for the Form VI user is moderate, however
with a +2 for every further opponent that is to be
affected. If successful add the difference of the rolls
to any aggressive actions done by that opponent.
The opponent cannot gain a positive modifier by that
however.
Form VII: Juyo
Unlike the rhythmic and partly almost dance-like maneuvers of other forms, Juyo is the exact opposite.
It breaks the rhythm and therefore surprises any defender. The break of rhythm is accomplished by
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 ( for each +3 make it 1D and add the rest, e.g. 5 DS Point give a +1D+2 modifier ).
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 DS Point ( 2 DS would give –1D-1 of any roll to parry ), but at least –1D.
Requirements: Strength 3D, Sense 2D
Action Difficulty Effect
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.
Back-Thrust +10 After passing a moderate Sense Life test, 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 give it
a +1D modifier to the damage roll. The sense test
counts not as an additional action to the attack
( therefore no penalties apply ).
Swing Strike +10 The Jedi grabs the lightsaber upside down ( the
blade is at the lower end of the hand ). 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.
Secondary Forms
Due to the less extensively developed nature of the secondary forms they cost –1 Characterpoint to
learn when advancing ( the minimum cost is still 1 and this does not stack with other modifiers of a
comparable nature ); e.g. raising Lightsaber: Sokan from 4D+1 to 4D+2 costs not four points but three.
Form VIII: 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” - as a result Sokan users gain +1D to dodge rolls
when using Sokan in combat. 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 that art.
Requirements: Dexterity 3D, Dodge 5D, Acrobatics 4D
Action 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.
Form IX: Shien
Shien is a rarely practiced art and features an unorthodox grip of the lightsaber. The blade is hold
horizontally all the time with the tip pointing at the opponent. A strike is performed by “throwing a
punch” at the enemy, while the blade is whipped forward in a broad arc. 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 own ability to overcome an
enemy’s defence. 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
Action Difficulty Effect
Spin Attack +5 The Jedi spins around his own axis and by that gains
momentum to a following attack. This does +1D
damage then.
Broad Sweep +5 The Jedi hits two opponents with the blade that are
within reach. Divide the dealt damage dice between
the two.
Form X: Jar'Kai ( Two bladed )
Form X teaches the art of using two lightsabers in combat. While many Jedi learn the basics of that
form, only few ever master it. Form X has one primary weapon used solely for attack, while the second
blade can be used for defence or offence. Due to extensive training the Jedi used to using two
weapons at once, therefore the penalty for using an additional weapon is reduced to –2, instead of
-1D. However off-hand penalties still apply where necessary. Some species have more than two
hands or comparable limbs. In that case the –2 modifier applies to all limbs carrying a lightsaber. This
modifier counts only for Form X maneuvers. If the Jedi wants to use another form with two blades, the
standard –1D penalty applies.
Requirements: Dexterity 3D
Action Difficulty Effect
Blade shield +5 The Jedi circles both blades in front of him, spinning
them and by that creating a shield in front of him.
This gives him a +2D bonus to any parry rolls.
However this has to be the only action of the Jedi in
that round besides basic movement.
Double Sweep +15 The Jedi gabs both sabres 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.
Modified Forms
Some Jedi swordsmen are so adapt in one form that they begin to modify it into a personalized style.
They work as the basic forms, but have to be bought as specializations. At the beginning one has to
buy one complete die, without getting the benefits from it – just to learn the advanced form ( Yes this
way higher scores in the basic skill mean higher costs to learn the modified form. This is meant to
reflect that especially in martial arts it is difficult to relearn new patterns after extensive training of
others ). Only then a Jedi can try to advance in that form further. Additionally the Jedi has to have at
least 5D in the basic form. Example: The Jedi Master Sumas Vakoth wants to learn the Vaapad style
created by Mace Windu. Since it is a Form VII variant she needs at least 5D in Form VII. She has a
score of 6D+2 in that form. She needs to advance to a “virtual” 7D+2 to have access to Vaapad. Thus
it costs 6 CP for a score of 7D, 7 for 7D+1 and another 7 for the 7D+2. Afterward she knows Juyo:
Vapaad with 6D+2. Any further advancement is done like any other specialization ( not skill! ).
Obviously a trainer is needed for such variant forms, which are probably very rare, often only one Jedi
at a given time knows that style.
But remember a Jedi using a modified form also gains the advantages of the basic form and of course
has access to the maneuvers. However only maneuvers of the modified form may be done with the
according specialization. Example: Jedi Master Tal-Ravis has the skills Soresu 9D+2 and Soresu: Jen-
Kar 11D. He attempts to make a Circle attack. Since it is a basic maneuver he only has 9D+2 to roll (
with a –1D penalty since it is an offensive action ). Afterwards he performs an Aerial Strike. As this is a
modified maneuver he may roll 11D, but still receives the penalty for making an offensive action with
Soresu. If he would make a standard attack ( or parry ) without a special maneuver, he can choose in
which style that is to be made.
Form III Variant: Jen-Kar
This variant was developed by Jedi Master Ronen Tal-Ravis in the late days of the Republic. Jen-Kar
means “Strong Tree” in the language of his homeworld Muthan. Jen-Kar modifies the idea of Soresu. It
is as defensive ( with only one actual offensive move ) and intended for use against a large number of
enemies – but works as fine against a single one. The Jedi does hardly move when using this form,
like a tree in a storm, he bends and turns but he does not change his position. That way the attackers
have to come to him and the Jedi spends no strength on movement, but can keep his concentration
on defence. This further focus gives another +1D to defensive actions such as parry or block. However
the movement restriction reduces any attack rolls by another –1D. Additionally Jen-Kar users are
especially trained in defending against attacks in the back. No penalties apply for parries against such
attacks. However since Jen-Kar is a very stationary style it may not be used before or after
movements of more than one third of the characters movement rate, with the exception of the first
action ( which is usually an Aerial Strike ).
Requirements: Dexterity 3D+1
Action Difficulty Effect
Aerial Strike +15 The Jedi has to pass a moderate Alter or Control roll
and then a Jumping test ( both without penalties for
additional actions, since it is one maneuver ). He then
jumps high up into the air and comes down at a
desired location, with the blade directed downwards.
Before landing the blade is thrust into an opponent.
This is usually referred to as the opening maneuver
of Jen-Kar. The Jedi gets himself in a good position
and surprises the enemy. This strike deals an extra
2D of damage, while the Jedi himself is difficult to hit.
Circle Defence +10 The Jedi spins the lightsabre’s blade around in one
hand and moves the weapon arm from one side to
the other, effectively creating an impassable wall.
This gives another +2D to parry rolls against blasters,
but no attack actions may be performed this round.
Form VII Variant: Vaapad
Vaapad takes the “bad side” of a Jedi and channels his negative emotions through combat
maneuvers. This is extremely dangerous, since it touches the path of the dark side and so far only
Jedi Master Mace Windu has successfully trained ( and created ) that art, while some others failed.
Vaapad additionally concentrates on hurting enemies at essential points ( without necessarily killing
them but making them incapable of continuing combat ). Add +2 to any damage rolls using Vaapad.
However it can only be used if the performer has at least on Dark Side point.
Requirements: Strength 3D, Sense 4D, 1 Dark Side Point
Action Difficulty Effect
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
not 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.
Blind Attack +10 After passing a difficult Sense Life test 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.
Created by Volker Maiwald
Disclaimer: Star Wars and all its elements are property of George Lucas. The RPG license is currently
with Wizards of the Coast, while these rules are based on the RPG system created by West End
Games. This work is strictly non-profit.
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