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LightSaber rules
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Draylo Star
Lieutenant Commander
Lieutenant Commander


Joined: 02 Feb 2006
Posts: 131
Location: Auburn California

PostPosted: Tue Feb 14, 2006 3:48 pm    Post subject: LightSaber rules Reply with quote

Lightsabers


The first lightsabers were developed thousands of years ago by Jedi masters, experimenting with “frozen blaster” technology. They were originally considered siege weapons, but later became an essential part of the Jedi’s training. During the height of the Galactic Republic, the lightsaber was the symbol of the Jedi. It represented the Jedi’s authority and skill, and the principles of the Jedi Code.
A lightsaber blade is “coherent energy,” using the same technology as a forcefield. It has no physical edge for cutting, and therefore never dulls or loses its cutting power (unless damaged or improperly calibrated). When the blade hits an object, it cuts through solid matter by breaking molecular bonds, disintegrating a small portion of the target (the width of the blade). Cutting generates heat, though the blade itself gives off only a slight warmth. When cut, flesh will usually cauterize instantly, and metals will melt under prolonged contact with a lightsaber blade.
The lightsaber is a difficult weapon to use, because of its unusual balance and handling. The blade has no weight or mass and therefore should have no momentum, although many sources indicate that the blade produces a strong gyroscopic effect- if this is correct, then the weapon’s center of balance would change as it moves, causing even more difficulty for the wielder. Some variation does exist among lightsabers, though- the energy blade of each lightsaber has a unique frequency, which determines the weapon’s “feel”- how it handles when contacting an object oor another lightsaber blade. The various factors affecting the weapon’s use become even more complicated when the lightsaber blade comes into contact with an object. The blade of a lightsaber can cut through any known matter, given enough time and ability of the wielder, but cutting produces resistance, and with so many factors affecting the movement and balance of the weapon, the slightest hand motion can send the weapon swinging in unintended directions, and in the hands of an unskilled wielder the blade can literally bounce back from an object that it strikes.
Since the lightsaber blade is made of energy and not matter, it is invulnerable as long as its energy source remains constant. Most small objects will bounce off of the blade, though very small objects may melt or vaporize either instantly or after deflecting a short distance. Larger objects will either be cut or deflected, depending on the type of object and the skill of the lightsaber wielder. Other forms of coherent energy, having no molecular structure, can not be damaged or destroyed by a lightsaber, but will be stopped or repelled. Blaster bolts fall into this category- generally, they are not be destroyed by a lightsaber, but reflect from the blade. A lightsaber blade will be stopped by another lightsaber blade or by a forcefield.


The Significance of Lightsaber Blade Colors
According to the Power of the Jedi Sourcebook, the colors available for a lightsaber blade will vary with the time period. The color of the lightsaber blade is determined by the focusing crystal it uses. Before the Battle of Ruusan, the Jedi had access to various “Ruusan crystals” for lightsaber construction, and could create lightsabers of any color. The supply of crystals was destroyed in the Battle of Ruusan, and from this point on the Jedi could only use Adegan crystals found on the planet Ilum. Adegan crystals (often called “Ilum crystals”) could produce blue or green lightsaber blades. Meanwhile, the Sith had kept a supply of red crystals, possibly from Ruusan, for their own weapons. After the fall of the Empire, Luke Skywalker revived the “forgotten Jedi technique” of imbuing ordinary crystals with Force energy so they could be used in lightsabers, allowing the construction of lightsabers with almost any color blade.
In the Knights of the Old Republic game, three lightsaber colors – blue, green, and yellow – represented the three types of Jedi – guardians, consulars, and sentinels. The Star Wars movies, on the other hand, have not given any significance to the color of a Jedi’s lightsaber. Though lightsabers of Darth Maul and Count Dooku were red, and therefore distinct from those of the Jedi, neither was identified as Sith by the weapon alone- apparently, the Sith are not the only Force-users to wield red-bladed lightsabers.
The significance to a purple lightsaber blade has yet to be determined. Only Mace Windu is ever seen to wield one in the Star Wars movies, but official pictures of Mara Jade also put one in her hands. Mace Windu is one of the few practitioners of the difficult lightsaber form 7, a discipline that draws on a deeper well of emotion than most other forms, and falls dangerously close to the dark side. Symbolically, a purple lightsaber is appropriate for this, and the most likely explanation is that the weapon or crystal is an antique, predating the battle of Ruusan. Other possibilities exist, however: the weapon may contain a red crystal infused with light-side energy or used in combination with one or more blue crystals.



Lightsaber Construction

Lightsaber construction requires three rolls of the Lightsaber Repair skill (under the Technical attribute). Each skill roll represents a specific phase of the construction process: constructing the circuitry, installing the crystal, and calibration of the weapon. Each phase requires 3 days of work (1 day = 8 hours of work), but exceeding the required difficulty may reduce the time taken. Unless an already-prepared crystal is available, the focusing crystal must be harmonized with the Force, and this takes additional time (see Force Powers below).
The difficulty to construct a simple lightsaber is Moderate. If the lightsaber has special features or abilities, the difficulty and required time may increase. Features to the lightsaber must be decided upon before construction begins. If a roll of Lightsaber Repair fails by a certain amount (more than one difficulty level, more than 10), then a penalty may be incurred by the builder (some parts may break)- the margin for error will vary with the type of lightsaber and the available materials, but should be stated by the GM in advance.
The fourth and final step in lightsaber construction is an instinctive fine-tuning using the Lightsaber Construction Force power (see Force Powers below). Until this is done, the lightsaber has a chance of overloading or breaking when it is used. All of the lightsaber’s damage dice are considered jury-rigged bonus dice; check for a breakdown (using the table below) when the lightsaber is activated, or when any of the lightsaber’s damage dice rolls a 1. If a character uses the Lightsaber Combat power with a lightsaber that has a chance of overloading, he/she is made aware of the danger by the flow of the Force through the weapon.

Breakdown Check- Roll 1D:
1: The lightsaber overloads or explodes, inflicting normal damage to the wielder.
2: The lightsaber stops functioning, and must be re-calibrated.
3: The lightsaber shuts down, and must be re-activated (this requires 1 action).
4-6: The lightsaber continues to function normally.

GM Notes
Original rules from the Tales of the Jedi sourcebook indicate that lightsaber construction takes a minimum of 1 month and requires a Lightsaber Repair roll of Very Difficult. Difficulty is decreased by one level for each additional month taken, to a minimum of Easy. Lightsaber modifications are governed by standard modification rules using the Lightsaber Repair skill. Other sources of information include instances of lightsabers being built in far less time, but requiring an elaborate procedure for installing the lightsaber’s focusing crystal. The D20 rules from Wizards of the Coast focus heavily on harmonizing the lightsaber crystal with the force, and downplay the importance of the mechanical construction.


Parts
Parts according to Tales of The Jedi Sourcebook: Power cell, handgrip, activation plate (switch), safety, belt ring, emitter matrix, recharge socket, lens assembly, power conduit. Additional parts vary according to other sources: emitter plate, crystal housing, emitter guard (only on some weapons), blade length adjustment mechanism (only on some weapons).
One of the Wizards of the Coast authors (J. D. Wiker) posted on the WotC website that lightsaber parts (minus the focusing crystal- see below) should cost around 500 credits. A lightsaber requires a special type of power pack that costs about 250 credits- typical power packs, such as those used in blasters, comlinks, datapads, etc. lack the power required for a lightsaber.


Activation Switch
Generally, a character constructing a lightsaber has 3 choices for a type of activation switch: pressure-grip, locking-on, or telekinetically-activated.

Pressure-Grip Switch: The lightsaber requires pressure on the handgrip when the activation switch is pressed. The weapon deactivates when released. Almost all lightsabers constructed by Jedi will have this kind of mechanism, to prevent accidental injury if the wielder ever loses control of the weapon.
Locking-On Switch: The lightsaber stays on when released, and it can be thrown. To the Jedi, throwing a lightsaber was generally considered unwise, unsafe, or indicative of uncontrolled anger or aggression. Constructing a lightsaber with this kind of switch does not change the difficulty or time required.
Telekinetically-Activated Switch: The switch is mounted inside the casing (usually lock-on) as either the primary or as a secondary switch for the saber. If it is the primary switch, the lightsaber can only be activated or de-activated by a Force-user. It can also be added as an “emergency breaker” to shut off the saber if necessary. Sensing a telekinetic switch on someone else’s lightsaber is difficult, since the type and placement of the switch can vary drastically. Adding a telekinetic switch to the saber adds one level of difficulty to the construction skill rolls.


Focusing Crystal
Every lightsaber requires at least one focusing crystal to focus the energy into the lightsaber’s blade. The type of crystal used determines the power of the blade (damage). It may also have some effect on the length of the lightsaber blade, but this has not been documented. Synthetic crystals can be used in lightsabers, and are even necessary when some specific features are desired. Many Jedi believe that synthetic crystals are inferior to natural ones, but this is not always true; some high-quality synthetic crystals may even be superior to natural ones. Poor-quality crystals may affect the amount of Control or Sense bonuses that can be applied to the weapon through the Lightsaber Combat power. Using a flawed crystal in lightsaber construction has unpredictable and dangerous results.
The lightsaber’s focusing crystal determines the color of its blade. Light from the blade spans a few different parts of the color spectrum, including infrared and ultraviolet to some degree. Though blue, green, or red may be the blade’s predominant color, it is not invisible to an alien race that sees only ultraviolet light (for example).
Since the battle of Ruusan, Jedi used Adegan crystals almost exclusively, when constructing lightsabers. The Adegan family of crystals includes the following list of specific crystal types, in order of rarity, with the corresponding lightsaber blade damage that results from use of that particular type of crystal. (Average damage for a lightsaber, according to almost every other West End Games source, is 5D.) Also listed are the costs and difficulties for creating a synthetic crystal using Lightsaber Repair- the Sith developed ways of using the Alchemy Force power to create more powerful synthetic crystals. No market value for naturally-formed crystals has been established.

Crystal Damage Synthetic
Kathracite 3D+2 100, VE, 3D+1
Relacite 4D 200, E, 3D+2
Danite 4D+2 300, M, 4D
Mephite 5D 400, D, 4D+1
Pontite 5D+2 500, VD, 4D+2

Some types of lightsabers have blades of varying length, and these designs require multiple crystals. If the crystals have different damage ratings, average the damage to the nearest pip, and round any fractions up.
Changing the blade color of a lightsaber requires that the crystal be changed. This requires one day of work at the normal construction difficulty level, and may be done as many times as desired, and at any time. This process requires that the Lightsaber Construction Force Power be repeated in its shortened form, if the power has already been used on the weapon.


Blade Length
Typical lightsaber length is 1.0-1.5 meters. Typically this is determined randomly, by rolling 1D+9, and dividing by 10. The lightsaber itself (the handheld mechanism) is approximately 24-30 centimeters (9-12 inches), but varies with the weapon design. The Power of the Jedi sourcebook says that the lightsaber blade is “around 130 centimeters,” but some variation seems to exist among the lightsabers seen at the Battle of Geonosis.
Smaller lightsabers, for children or smaller species, should be no easier or harder to construct. While the shorter blade would require less power, the mechanism would also need to be smaller (to fit in the handgrip). A member of a species significantly larger or smaller than humans will most likely construct a weapon of proportional size with no change in difficulty, provided he/she has a source of construction information; such characters constructing a lightsaber through experimentation will have varying results.
The size of the weapon (or the length of the blade) has no bearing on the weapon’s use according to any version of the RPG rules that I am aware of. It seems reasonable that various lengths would require various tactics to be used by the wielder, and length would also affect the usefulness of the weapon in certain environments- a longer weapon would be more difficult to use in small spaces.
To adjust the final blade length to a specific amount requires 4 hours work at the normal construction difficulty level, and may be done as many times as desired. Lightsabers can also be constructed with a blade length control- see Lightsaber Variations below.


Lightsaber Variations


Double-Bladed Lightsaber
The double-bladed lightsaber is an extremely rare weapon sometimes constructed by Sith warriors. The weapon is very difficult to use, and involves an even greater risk of self-injury than that of other lightsabers. A few Jedi constructed double-bladed lightsabers as experiments although the Jedi council disapproved, noting that the only reason to carry such a weapon is to kill more effectively.
A double bladed lightsaber can either be built as a single unit or as two separate sabers that can be linked. In either case, the blades can usually be activated separately or at the same time. If two separate sabers are constructed with a locking mechanism, 1 additional Lightsaber Repair skill roll and 3 days of construction time are necessary to build each saber, as well as an additional 10% parts cost, for magnetic locks and a shielded power conduit. If the double-bladed lightsaber is constructed as a single unit, parts cost increases by 50%, an additional lightsaber crystal is required, construction difficulty increases by 1 level, and one additional skill roll is required (adding 3 days onto construction time).
A double-bladed lightsaber can be used with only one blade activated, and in this state it functions identically to a typical lightsaber, although the double-length handgrip can not be wielded effectively in only 1 hand. When using the weapon with both blades activated, the following maneuvers can be used (assuming the wielder has learned them):

Double-Ended Weapon Attack (+1 difficulty level): As long as the wielder of a double-ended weapon is making 1 or more attacks during the round, he/she can make an extra attack, at no extra penalty, against an opponent that he/she is otherwise not attacking.
Double-Ended Weapon Training (N/A): When a character with this maneuver is wielding a dual-ended weapon, he/she can only be flanked if 3 or more opponents are present. When locking blades, the wielder of the dual-ended weapon receives no penalties against other opponents, and can disengage from the lock as a non-roll action, since he/she can quickly spin or reverse the weapon to guard from all directions. This bonus can be used with other maneuvers.

Dueling Lightsaber
Constructed by practitioners of Jedi Lightsaber Form 2, these curved-handled weapons are specially designed for combat against lightsabers or other melee weapons. After the battle of Ruusan and the disappearance of the Sith, the chance of a Jedi facing combat against a lightsaber was almost nonexistant. Form 2 lost popularity, and its characteristic curved-handle style of lightsaber became impractical.
A dueling saber’s design decreases its wielder’s ability to parry blasters and aim deflected shots by –1D. With proper training, however, the design can greatly increase the wielder’s skill in combat against melee weapons or lightsabers. (See Jedi Lightsaber Form 2 description near the end of this file for more information.)
Constructing a dueling lightsaber increases difficulty by one level, or more if the character does not have a source of information on the design of such a weapon. The parts for straight and curved lightsabers are slightly different, but no additional parts are necessary and cost remains the same.

Variable-Length Lightsaber
According to some sources, Obi-Wan Kenobi used a lightsaber with a length that could be adjusted during combat, and some pictures of lightsabers do have a “blade length adjustment” knob. Whether this should grant any combat bonuses or not is uncertain. Count Dooku’s lightsaber is said to have a secondary activation switch, which turned the weapon on quickly to a short length for defense against a surprise attack.
While the weapon is in use, the blade length can be adjusted within the normal ranges of blade length (usually 1.0 to 1.5 meters). One non-roll combat action is required for each adjustment. Construction requires one extra skill roll and 3 days time, and increases construction difficulty by one level. Additional parts are also necessary, increasing cost by 25% and the variable-length lightsaber requires 1 extra focus crystal.

Ancient Lightsaber
The earliest portable form of the lightsaber required a belt-mounted power supply that connected to the weapon by a thin, flexible cable. These were considered siege weapons and were impractical for dueling. The wielder’s Lightsaber Combat bonuses to attack and parry skills in melee are halved. Ancient lightsabers were generally less powerful than later versions of the weapon (averaging 4D damage).

Dual-Phase Lightsaber
A dual-phase lightsaber blade can be extended to 300cm (approximately 2-3 times its normal length). While this increases the weapon’s reach, it is impractical for dueling. During combat, one non-roll action is necessary to adjust between the blade length settings.
When extended, a character receives a +5 bonus to attacks and parries against opponents with shorter weapons. If the two opponents enter a Blade Lock, however, the wielder of the smaller weapon receives a +5 bonus for leverage, and for having closed the distance and gained an advantage over the smaller weapon- this bonus remains until the dual-phase lightsaber is shortened or until the opponent is forced back.
When shortened, the wielder of a dual-phase lightsaber can make a “spearing” attack by extending the blade toward the opponent, with an attack bonus of +1D. This bonus may be increased if the opponent is not expecting such an attack. The lightsaber remains extended after this attack.
Construction of a dual-phase lightsaber requires 2 extra skill rolls (taking an additional 3 days each), and increases construction difficulty by 2 levels. Additional parts are also necessary, including a variety of high-tolerance electronics and a power adjustment mechanism (double parts cost), plus two extra lightsaber crystals.

Training Lightsaber
The training lightsaber listed in the Power of the Jedi sourcebook indicates that it has a very weak blade, making it very difficult to actually injure an opponent, and that the blade is not cohesive enough to allow the user to control where a reflected blaster bolt goes. Aside from these details, the training lightsaber behaves like a lightsaber built for combat.
In Attack of the Clones, several Jedi children (extremely young padawans who had not been taken for training by Jedi Masters) were taught the basics of lightsaber combat by master Yoda. The smaller weapons they used were almost certainly also training lightsabers. Yoda’s similarly-sized weapon, on the other hand, was a fully effective lightsaber.


Saber Type Damage Diff. Value Weight Special
(typical) 5D D 3000 1 kg
Double-Bladed 5D VD 7000 2 kg Provides bonuses against small groups.
Dueling (curved) 5D M 3500 1 kg Bonus against melee weapons or lightsabers, penalty against blasters.
Variable-Length 5D D 4300 1.3 kg Can adjust length to suit conditions.
Archaic 4D D 1800 3 kg Maximum melee bonus is halved. Can not aim deflected blaster bolts.
Dual-Phase 5D D 6000 1.5 kg Has 2 lengths: 130cm (normal) and 300cm.
Training 2D M 1500 1 kg Maximum damage bonus is halved. Can not aim deflected blaster bolts.
Great Lightsaber 5D D 5200 1.8 kg Large weapon, 300cm blade.



Special (Optional) Features of a Lightsaber


Changeable Power Cell
Ancient lightsabers had external power cells (usually on a belt) with a power cord running to the weapon- the technology level at the time did not allow for internal power cells. Presumably, this type of lightsaber could be plugged into a different power pack as necessary. A typical modern lightsaber has a built-in power cell and a power input jack to recharge the weapon. A lightsaber running out of power in a battle is unlikely, since the power cells used in a lightsaber can provide a charge for several continuous hours, but occasional recharging will be necessary. If the cell is changeable, then switching power cells can be done quickly (like changing a blaster’s power pack). If not, then it requires approximately 10 minutes, and appropriate tools.
Adding a changeable power cell mechanism requires one extra day of work during construction. The lightsaber parts cost an additional 20% for shielded power connectors and a lock-in mechanism- adapting a lightsaber power cell to the interchangeable mechanism also increases its cost by 20%.

Additional Function
Adding a second device (a comlink, remote activator, etc.) onto the lightsaber casing requires one extra day’s work. Additional time may be required to construct or customize the added device, which should have its own power cell. The construction difficulty increases by one level if the designer wishes to “hide” the device, building it inside the casing and linking it to the lightsaber’s power cell.

Security Mechanism
By building a sensor into the handgrip of the lightsaber, a character can prevent others from using the weapon. A secured lightsaber can either be configured to prevent activation, or to activate a security device when held by an unauthorized user. Security devices vary, including communications devices (to alert that the weapon is active or provide a homing beacon), self-destruct (whether by overloading the circuitry, or an added explosive charge), or a high-voltage discharge of power cell (disabling the weapon and stunning the user). A security device that is intended to injure an unauthorized user would raise questions about one’s judgment within the Jedi Order, as an indication of unrestrained fear. Depending on the device, a character may be subject to Dark Side Points if such a security device is ever allowed to activate.
The type of sensor determines the exact cost of this upgrade (about 750 credits including memory storage for 1 or 2 authorized individuals), as well as the difficulty to bypass it. Most sensors will require contact with the user’s skin, so wearing gloves is generally not possible while wielding a secured lightsaber. Adding the security sensor as a mechanism only to prevent activation will increase construction difficulty by one level and add one day’s worth of work. Adding an additional security device will add one more level of difficulty to the construction. The cost of such mechanism will be determined case-by-case.

Sensor Masking
A lightsaber made with shielded or low-power circuitry and as many non-metal parts as possible will not be detected by most weapon sensors. The cost and difficulty to construct such a lightsaber will vary by the effectiveness of the stealth design. A typical sensor-shielded lightsaber would cost about twice as much as normal for the technical parts (but not the crystal). Construction would take about twice as long, and construction difficulty would increase by one level. The difficulty to find a sensor-shielded lightsaber with a weapon scanner iincreases by 2 levels.
Modifying a lightsaber in this way may be frowned upon by the Jedi Order, as a Jedi should have no reason to disguise his/her identity or defy weapon control laws. During the height of the Republic, such a modification shows fear, distrust, or a belief that the Jedi is above the law. During the Clone Wars, the Jedi Purge, or the Rebellion Era, this modification could be considered a reasonable precaution.

Customizable Modulation Crystal Housing
This type of saber was constructed by Jedi during the height of the Old Republic, when many different types of lightsaber crystals were available. In eras when combat was less important for a Jedi, such a design showed a fixation on the weapon that was generally seen as inappropriate. In later eras, many types of lightsaber crystals became unavailable as sources were depleted or destroyed, and this design fell out of use.
In addition to its focusing crystal(s), the customizable crystal housing has sockets for 2 modulation crystals. Modulation crystals can be added or removed without rebuilding the lightsaber- this requires only a single roll of Lightsaber Repair, at the base difficulty for the saber’s construction, adding difficulty only if it is specifically indicated in a crystal’s description. If the roll fails, the saber continues to function as normal, but does not gain the bonuses of the modulation crystals currently installed.
Constructing a customizable lightsaber increases difficulty by one level. The parts required increase cost by 25%.


Lightsaber Combat Force Power

Requires Control and Sense. Control difficulty is Moderate, Sense difficulty is Easy.
Effect: This power allows the Force-user to move faster and with greater precision and efficiency when wielding a lightsaber. This power heightens the user’s senses and enhances their coordination and reflexes. To a degree, the user can sense an opponent’s movements, attacks, and parries, allowing for even faster and more precise movements. This power takes 1 round to activate.
While this power is in effect, it gives the user 2 bonuses: Melee Skill +1D, and Increased Damage +1D. It also gives the user 2 new skills: Blaster Parry 1D, and Deflection Aim 1D.
The Melee Skill bonus and the Increased Damage bonus apply to attacks and parries when using the lightsaber as a melee weapon. When the power is activated, the character can choose to take less than the full Increased Damage bonus if desired, and can change the desired amount any time that he/she is not taking any actions. Adding large amounts of damage may grant the wielder Dark Side Points (based on circumstances).
Blaster Parry is rolled as a defensive action against ranged weaponry, like Dodge. If a blaster bolt is successfully parried, it is reflected from the lightsaber blade. Blaster bolts that do character-scale damage or speeder-scale damage can be parried, but blasterfire of any higher scale can not. Small projectiles such as darts, bullets, and arrows can be parried by a lightsaber. A lightsaber can not parry weapons that use flames, sprays of liquid, or shockwaves. Attempting to parry a grenade or missile usually causes it to explode.
Deflection Aim is used as a separate action when parrying blasterfire, to control the direction in which a particular shot is deflected. While some small projectiles can be deflected, the lightsaber wielder has no control over their direction.

Additional Details
The multiple-action penalty for maintaining the Lightsaber Combat power does not apply to combat actions that involve the use of the lightsaber (attacks or parries), but applies against all other skill rolls (dodging, acrobatics, other Force powers, etc.).
Lightsabers are considered 2-handed weapons. Wielding a lightsaber in one hand gives no penalties to attack or parry, but the character can only gain up to half of his/her possible damage bonus (from the Lightsaber Combat power). Normal penalties apply for wielding the weapon one-handed for combat maneuvers such as Disarm, Push Backward, and Lock Blades (unless the character is using 2 lightsabers against the same opponent).
A character can draw and/or activate a lightsaber as part of this power’s activation. The power can be brought up as part of a defensive action (like a Dodge or Parry), with increased difficulty of 1 level for each roll. (A -1D multiple-action penalty will also apply since the character also has to parry.)
Skill and damage bonuses apply only when the character is able to fully swing the weapon. When used as a cutting tool or in a position that does not allow the character to swing the weapon (such as when Anakin Skywalker attacks Zam Wesell through the canopy of her airspeeder), the wielder uses only his/her Lightsaber skill dice, and the base damage of the saber, even if the Lightsaber Combat power is in effect.
This power drops if the user does not take any lightsaber-related combat actions for a full minute. While the power can be used at any time, it can not be kept up unless it is being used.
During lightsaber combat, untrained combat maneuvers are unaffected. Characters can Charge, Fight Defensively, Push Backward, Blade Lock, and Disarm as normal.

Improving Bonuses and Special Abilities
Whenever the character improves the Lightsaber skill, any one of the bonuses or skills granted by Lightsaber Combat can be increased by +0D+1.
Any one of the bonuses or skills granted by Lightsaber Combat can be increased by +0D+1 by spending 1 character point and one day of training time. No teacher is required. If the character is being trained in a formal style of lightsaber combat, costs for some of the bonuses or skills granted by the power. (See Styles of Lightsaber Combat later in this file for details.)
When the character improves the Sense skill, he/she can increase Melee Skill or Blaster Parry by +1D instead of gaining a new Force power. When improving Control, either Increased Damage or Deflection Aim can be improved by +1D instead of gaining a new Force power.
Melee Skill can be improved until it reaches the character’s Sense rating. Increased Damage and Deflection Aim can be increased until they reach the character’s Control rating. Blaster Parry can be increased as high as either the character’s Lightsaber skill or Sense rating, whichever is higher.


Lightsaber- Related Force Powers


Lightsaber Construction
Requires Control, Sense, and Alter. Control difficulty is Easy, Sense difficulty is Moderate, and Alter difficulty is Moderate. Trained only.
Prerequisite powers: Emptiness, Sense Force, Telekinesis, Lightsaber Combat.
Effect: The user spends one day (8-12 hours) in meditation with the lightsaber, fine-tuning the mechanism by instinct and attuning the weapon to the Force. Once the meditation is complete, the lightsaber no longer has a chance of breaking down when used. Also, the Force flows freely through it and allows it to function as an extension of the user’s body rather than a weapon, providing some protection for the weapon from Force effects (telekinesis, etc.) as long as the weapon is being held. The wielder’s Control skill is used to defend against these powers, rather than the static difficulty level for a non-living object or the wielder’s Strength to resist a telekinetic attempt to disarm.
Any repair or modification to the lightsaber ends the effects of this power.

Harmonize Lightsaber Crystals
Requires Control, Sense, and Alter. All rolls are Difficult. Trained Only.
Prerequisite powers: Emptiness, Sense Force, Telekinesis, Lightsaber Combat, Lightsaber Construction.
Effect: This power allows a character to harmonize lightsaber crystals with the Force. This effect requires one day of meditation with the crystal(s), but each additional day spent in meditation gives a +1 bonus to any one of the three rolls (maximum +10 to each roll). No other preparation or “taking time” is possible. A Force Point must be spent to use this power, but as long as a character is not constructing lightsabers unnecessarily, the Force Point will be returned to the character. The first time this is done successfully, the user becomes stronger in the Force and receives an extra FP in return.
This is an obscure Jedi ability, which allows for some flexibility when choosing a crystal to be used in a lightsaber. It was used by Jedi during the height of the Old Republic, but fell out of use as the Jedi began more heavily using crystals from Ilum, which did not require the use of this power. This ability was re-discovered by students at Luke Skywalker’s academy on Yavin. In certain eras, this ability may be learned as an additional function of the Lightsaber Construction power (above).

Weapon Focus
Requires Control and Sense. Both skill roll difficulties are Moderate.
Prerequisite Powers: Enhance Attribute, Life Sense, Sense Force.
Effect: While this power is in effect, it prevents damage to the character’s weapon during normal attack and parry (as would occur against a lightsaber, for example), unless an opponent is making a called shot to the weapon or the two characters enter a blade lock (in which case, the lightsaber inflicts its base damage at the end of each combat round). This power takes 1 round to activate.
While this power is in effect, it gives the user 2 bonuses: Melee Skill +0D and Damage Resistance +0D. It also gives the user 1 new skill: Blaster Parry 0D. The bonuses and skills start at 0D, and must be purchased with character points: 2 character points per +0D+1 increase to any one of these die ratings. If the character has any of these bonuses or skills from the Lightsaber Combat power, the higher of the two die ratings applies. However, if these bonuses are gained first, they do not transfer to Lightsaber Combat.
The Melee Skill bonus applies to attacks and parries against non-ranged attacks. Damage Resistance is a bonus to the weapon’s Body Strength (usually 2D) to resist damage and – in theory – allow the weapon to be used against a lightsaber.
Blaster Parry is rolled as a defensive action against ranged weaponry, like Dodge. Blaster bolts that do character-scale damage or speeder-scale damage can be parried, but blasterfire of any higher scale can not. Small projectiles such as darts, bullets, and arrows can be parried. Weapons that use flames, sprays of liquid, or shockwaves can not be parried. Attempting to parry a grenade or missile usually causes it to explode.
Melee Skill can be improved until it reaches the character’s Sense rating. Damage Resistance can be increased until it reaches the character’s Control rating. Blaster Parry can be increased as high as either the character’s Melee Parry skill or Sense rating, whichever is higher.


Force Powers with Other Weapons

Even during the height of the Republic, few Jedi would have any reason to favor a weapon other than the lightsaber. Occasionally, a Jedi or a Force adept rediscovers a forgotten weapon technique or construction method from ancient times, such as the one Master Vodo-Siosk Baas used when he wielded his staff against a lightsaber.
The mental focus used for combat with a lightsaber could be adapted for other weapons, with some study and practice. As to the details of such an alternate Force Power, it would be more difficult than Lightsaber Combat. Physical weapons are bulky and imprecise when compared to a lightsaber, and their potential for blaster defense is limited. Wielding a physical weapon with speed and accuracy comparable to that of a lightsaber would require a degree of precognition, a stronger sense of incoming attacks, and faster reflexes. Also, while a Force-user can more effectively control a lightsaber when cutting, the same finesse would have a reduced benefit (if any) for a physical weapon.


Sith Blade
In ancient times, Sith lords did not use lightsabers. Their weapons varied, but one of the most significant is the “Sith Blade.” Sith Blades are carefully crafted, and fortified by Sith Alchemy. A Sith Blade was said to be indestructible, and it could withstand a lightsaber blade.
The Sith codified an equivalent power to Lightsaber Combat, which used the Sith Blade. This power substitutes the skills Melee Combat and Melee Parry for the Lightsaber skill, and included the ability to parry blaster bolts. Rather than adding Control dice for increased damage, the wielder channeled his/her anger into the weapon and added Dark Side Points directly to damage.
(See Sith Powers and Artifacts file for additional details.)

Lightwhip
Around the time of the Battle of Endor, one of the Emperor’s Hands – a woman named Shira Brie – created this unusual weapon. Its design incorporated strands of near-indestructible Mandalorian iron, and a shard of the Kaiburr crystal – a crystal attuned to Force energy. When active, energy crackles over the whip in a way similar to lightning, and the weapon is not damaged by lightsaber strikes.
The weapon seems to function under similar game rules to the lightsaber, with a 6-meter reach. Its damage is 7D - higher than a lightsaber, but the wielder can not add dice to damage as with a lightsaber (since the wielder does not have such precise control over the weapon as it strikes). As with other whips, this weapon gives a +1D skill bonus to tripping and disarming moves (if applicable). When entangled – around an opponent’s limbs or around an object – the lightwhip inflicts damage at the end of each combat round.

Fira Sword
On the planet Manaan, a group of Selkath Force adepts developed during Darth Malak’s war of conquest (almost 4000 years before the rise of the Empire). These Force adepts later formed the Order of Shasa, named after one of the first known Force-sensitive Selkath. They developed a weapon to rival the lightsaber, called the Fira sword. It is constructed from the wreckage of an ancient kolto harvester deep below the oceans of Manaan. The weapons include some of the cortosis ore that was used in the harvester’s construction- at the time, cortosis fibers were easier to come by, and it shielded ocean life from the harvester’s oversized power plant. The cortosis ore makes a Fira sword highly resistant to lightsaber strikes.
The average Fira sword is a simple one-handed weapon with a slightly curved blade about 3kg in weight, although styles may vary between individual weapons. Damage averages Str+3D. The weapon is not subject to damage by a lightsaber strike, unless the wielder fails an attack roll against a lightsaber-wielding opponent by more than 10, and then fails a Difficult roll of Melee Combat (this roll does not require an action, but Force power bonuses may not apply since it is not an attack or parry).
Creating a Fira sword requires about 7-8 hours of work, and 3 Melee Weapon Repair rolls (Easy, Moderate, and Difficult). Since extreme heat is necessary to mold cortosis ore, the weapon’s construction must be done in the underwater volcanic vents near the ruins of the harvester. This makes the construction process as dangerous as it is difficult.



Cortosis

Cortosis is a rare and difficult-to-manipulate mineral that disrupts the blade of a lightsaber. Despite its potential to be used in creating Jedi-killing weapons, it is rare enough that by the time of the Battle of Naboo, it is all but forgotten. During the golden age of the Republic – specifically during and after the Mandalorian Wars – cortosis was found in many types of melee weapons, making them resistant or invulnerable to damage from a lightsaber.
The high density of cortosis prevents energy from passing through it. For this reason cortosis was also used as radiation shielding during the Mandalorian wars, when reasonably pure cortosis was easier to acquire. In its purer forms, cortosis is unaffected by high amounts of energy, including the amounts of energy that come from contact with a lightsaber blade. The energy-insulating property of cortosis can be adapted in three different ways in the construction of an item, weapon, shield, or suit of armor.

Cortosis Weave
This is the only official rule adaptation (d20 system) of cortosis. A cortosis weave can be worked into the construction of a suit of armor, causing it to deactivate any lightsaber that harms the wearer. Cortosis fibers, as used in this example, do not prevent damage to the wearer or the armor. Raw cortosis ore has the same effect on a lightsaber- the weapon is deactivated, but not before causing damage/injury.
The raw materials necessary for this cost about 15,000 credits, and working the cortosis weave into the suit of armor requires a Very Difficult Armor Repair skill roll. If cortosis ore is unavailable (as it is during many eras), the Alchemy Force power can be used to create it, with at Very Difficult skill roll.
If an item with a cortosis weave is struck by a lightsaber, it takes full damage from the strike, but the lightsaber is deactivated and the wielder must use a combat action to re-activate it. If the cortosis weave is in a suit of armor, as in the example, the wearer takes the lightsaber’s base damage, but the wielder can not add any damage to that amount, either by spending character points or from Lightsaber Combat power bonuses.

Cortosis Weapons
In Knights of the Old Republic, many weapons feature what the game calls a “cortosis weave,” but perhaps a “cortosis plating” would have been a better term (to avoid confusion with the cortosis weave listed above). These weapons are simply immune to damage from lightsabers. To some extent, this was a feature of the game that prevented lightsabers from becoming all-powerful, but a d20-rule adaptation of a cortosis weapon – the Fira Sword – appeared on the Wizards of the Coast website and has been adapted for the D6 rules (above).

Cortosis Shields
In Jedi Council: Acts of War (from Dark Horse Comics), a Yinchorri warrior uses a gauntlet made of high-grade cortosis to disrupt a lightsaber attack. When the lightsaber blade hits the gauntlet – a type of cortosis shield –the weapon deactivates, but no damage is inflicted on the gauntlet or the wearer. This type of item would require a (proportionally) larger amount of cortosis than an item with only a cortosis weave, in order to deactivate the lightsaber before damage or injury is inflicted.
GM’s Note: Despite the fact that this is the original inspiration for most cortosis-related items, this type of item should not be available in the RPG. The item listed above was crafted as a gauntlet, but there is no practical explanation for why a weapon could not be crafted by the same process. To preserve game balance – and the Star Wars universe – a cortosis weapon could be either be lightsaber-deactivating or lightsaber-proof, but not both.
(See additional notes at end of file)


Lightsaber Combat Styles

Each style has a unique set of bonuses and/or trained maneuvers. A bonus or maneuver is gained at every 1D of Lightsaber skill training, or they can be purchased for 10 Character Points each. Bonuses are always in effect (as applicable), but a character can only use one trained maneuver at a time.
Whether any of the bonuses or trained maneuvers gained through lightsaber training should apply to other melee weapons is at the GM’s discretion.

Switching Between Styles
Characters can switch styles as often as they want, provided a trainer or teaching source is available for the desired style or techniques. However, if a character improves the skills or bonuses associated with the Lightsaber Combat power, he/she must also either improve the Lightsaber skill by at least +0D+1, or gain one of the style’s bonuses or maneuvers (at a cost of 10 Character Points), before changing styles again.


The Seven Jedi Lightsaber Forms

Form 1: Shii-Cho (Determination)
Form 1 is the original, basic lightsaber form, developed millennia ago by ancient Jedi Masters. All Jedi still begin with Form 1, but most move on to another style as they gain a basic proficiency with the weapon. Form 1 emphasizes the importance of maintaining total control in combat – control of the body, mind, emotions, and weapon – both philosophically (in terms of restraint) and literally (in terms of precision and focus). While Form 1 training does not focus on any particular aspect of combat or special maneuvers, Form 1 masters are always considered among the most formidable lightsaber wielders in the Jedi order, even during its final days. Master Yoda is alternately described as a master of Form 1 and Form 4.

Reduced CP Costs: Melee Skill: 2 CP = +1D. Increased Damage: 2 CP = +1D.
Style Bonuses: For every 1D of Lightsaber skill gained in Form 1 training, the character receives one of the following: a +1D bonus to Disarming attempts, a +1D bonus that applies to defense against disarming and against attacks to his/her lightsaber, the Herding maneuver, or the Focus bonus (player’s choice).
Herding (maneuver): When making this type of attack, the character receives a +10 bonus to the skill roll. If the attack is successful, it causes no damage but forces the opponent back 2 meters (though the opponent can usually turn up to 45 degrees in either direction). Herding can not force an opponent off of a ledge, but it can trap an opponent against a barrier.
Focus (bonus): A stun does not cause the Lightsaber Combat power to drop. All other effects continue as normal- stunned unconscious results will cause the Lightsaber Combat power to drop, and powers such as Force Lightning and Inflict Pain can still prevent the Form 1 stylist from taking actions. Characters must have the Force powers Control Pain, Remain Conscious, and Resist Stun before gaining the Focus bonus.

Form 2: Makashi (Contention)
Form 2 is an elaborate system of combat that expands the skills gained by a Form 1 practitioner. The style is characterized by broad sweeping movements and incredible deftness of hand. It emphasizes precision and finesse, and has the strongest dueling techniques of all the styles. Practitioners of Form 2 often make use of a distinctive curve-handled lightsaber that is highly effective in melee but makes defense against blasters more difficult. During the later years of the Old Republic, the chance of entering combat against an opponent armed with a lightsaber was almost nonexistent. As a result, Form 2 was only rarely practiced during this era, and many Jedi knew nothing of it. Count Dooku’s use of Form 2 revived some interest in the archaic style as the Clone Wars began.

Reduced CP Costs: Melee Skill: 1 CP = +1D. Increased Damage: 2 CP = +1D.
Style Bonus: For every 1D of Lightsaber skill gained in Form 2 training, the character receives either an additional +1 dueling bonus (see below), or a +1D bonus to the Lock Blades maneuver (this applies to rolls made to initiate or disengage, and attempts to gain leverage bonuses, but not to attacks or maneuvers attempted from the blade lock).
Dueling Bonus (bonus): The Form 2 stylist gains an additional +0D+1 to attack and parry when using the lightsaber in melee against other lightsabers. This bonus applies in addition to any others that might be gained from Lightsaber Combat or other sources, and is retained even when Lightsaber Combat is not being used. When wielding a standard (straight-handled) lightsaber, the character can not receive more than +1D this way, even if his/her dueling bonus is greater. The full dueling bonus applies as a penalty for any skill rolls to parry ranged attacks or aim deflected shots.
Dueling Saber (bonus): After a character has completed the first 1D of Lightsaber skill training in Form 2, he/she automatically gains the skill bonuses of wielding a curve-handled dueling lightsaber (see construction details earlier in this file). When wielding the dueling lightsaber in 2 hands, the character receives his/her full dueling bonus to attack and parry in melee against other lightsabers, and a penalty either equal to this bonus or -1D (whichever is greater) to parry ranged attacks or aim deflected shots. Wielding the dueling lightsaber in 1 hand either doubles the dueling bonus or increases it to +1D (whichever is greater), but also gives an equal penalty to parry ranged attacks or aim deflected shots, and normal 1-handed penalties also apply. As with other weapons, a 1-handed or 2-handed grip is chosen at the beginning of a combat round.

Form 3: Soresu (Resilience)
Form 3 developed with the first ranged energy weapons, as an extension of laser-blast deflection training. It evolved from a series of ranged defense drills to a complete and distinctive form that became increasingly popular during the Clone Wars as more Jedi were exposed to large-scale combat. Form 3 is a strongly defensive style, with emphasis on keeping a minimum amount of the body exposed to attack, as compared to other more open styles. Masters of this form were considered nearly unbeatable, though some Jedi found the movements too lacking in offense to be useful. Obi-Wan Kenobi began studying Form 3 after the death of Qui-Gon Jinn.

Reduced CP Costs: Melee Skill: 2 CP = +1D. Blaster Parry: 1 CP = +1D. Deflection Aim: 2 CP = +1D.
Style Bonus: For every 1D of Lightsaber skill gained in Form 3 training, the character receives either an additional +1 bonus to all parries (against lightsabers, melee weapons, and blasters), or one of the following: Moving Parry, Defend Ally, or Give Ground (player’s choice).
Moving Parry (maneuver): A character with this bonus can be considered to be moving 1 speed level slower, when determining combat penalties for parries against melee weapons, blasters, or both. (Ordinarily, a character at all-out speed receives a -3D skill penalty- with this bonus, he/she would be considered to be moving only at high speed and receives only a -1D skill penalty.) This bonus can be gained up to 3 times, with cumulative effects. Normal acceleration/deceleration times apply, and Moving Parry has none of the bonuses or penalties of a charging attack. A character using this bonus is still penalized when making attacks, but a Moving Parry does not limit the maneuvers that the wielder can use for attacks.
Defend Ally (maneuver): The character can parry with the lightsaber (against melee weapons, blasters, or both), and use the same skill roll to defend not only himself/herself, but also defend another character against attacks coming from a particular direction or source. The defended character must be chosen at the beginning of the combat round, and must remain directly next to (within 1-2 meters of) the Form 3 stylist for this maneuver to apply. (Normally, a penalty of –5 to –10 applies when defending another character, and the defender can only block attacks from one direction.)
Give Ground (bonus): If the Form 3 stylist is able to back up at half-speed (or more) while fighting, he/she may (if desired) gain a +5 bonus to parry rolls, and a -5 penalty to attack rolls. This bonus can be used while fighting defensively, for an additional +5/-5 modifier.

Form 4: Ataru (Aggression)
Form 4 is an energetic, acrobatic style that incorporates spins, rolls, leaps, and flips into lightsaber techniques. The style takes advantage of the Jedi’s ability to use the Force to exceed his/her normal athletic limits. Each movement in Form 4 combat flows seamlessly into the next, keeping the practitioner in constant motion. Qui-Gon Jinn and Obi-Wan Kenobi used this style during the battle of Naboo. Anakin Skywalker is said to have training in forms 4 and 5, and he used the two-lightsaber variant of Form 4 during his duel with Count Dooku. Master Yoda is alternately described as a master of Form 1 and Form 4.

Reduced CP Costs: Melee Skill: 2 CP = +1D. Blaster Parry: 2 CP = +1D. Increased Damage: 2 CP = +1D.
Style Bonus: For every 1D of Lightsaber skill gained in Form 4 training, the character gains one of the following bonuses: Prevent Flanking, Mobility, Acrobatics (player’s choice).
Prevent Flanking (bonus): This bonus prevents attacking characters from flanking the Form 4 stylist (which would normally give a +1D bonus to their attacks). The Form 4 stylist can not use trained combat maneuvers along with this benefit, unless the Prevent Flanking bonus is chosen a second time during training.
Mobility (bonus): Assuming the Form 4 stylist is not restrained or encumbered by weight, this bonus eliminates 1 level (or 1D) of skill penalties associated with terrain, or size difference between combatants. The Form 4 stylist may use any special combat maneuvers desired, while this bonus applies. Characters must have the Force power Enhance Attribute before gaining the Mobility bonus.
Acrobatics (bonus): This bonus also allows a character to leap onto/over obstacles and characters as tall as his/her own height, while fighting. The Form 4 stylist may use any special combat maneuvers desired, while this bonus applies. Characters must have the Force power Leap, and the style bonus Mobility before gaining the Acrobatics bonus.

Form 5: Shien (Perseverance) / Djem So*
Bold and aggressive, this form emphasizes strength and power and focuses on lightsaber attack moves. This form also exploits the ability of the lightsaber to parry energy bolts. The style uses spinning and circling motions on all axes (in front of the wielder, alongside the wielder’s body, and overhead) in combination with sudden changes in direction to gain momentum for a strike or to intercept blasterfire. A Form 5 stylist overwhelms his/her opponent by aiming reflected blaster shots back at an attacker, and following up with a powerful, concentrated attack. In ancient times, Form 5 was known as Shien, and incorporated a series of techniques that began with the lightsaber held behind the wielder and used strong, sweeping forward motions to make sudden strikes or to attack multiple enemies with a single swing. These techniques were often adopted by practitioners of other forms, and eventually became a separate training regimen called Shien, while Form 5 took the name Djem So. The style is less athletic than Form 4, but requires tremendous precision and focus. Some Jedi consider Form 5 to be the best defense against any threat, but others feel it represents an inappropriate focus on dominating others. Anakin Skywalker used Form 5 during the battle of Geonosis, and it became increasingly popular during the Clone Wars.

Reduced CP Costs: Blaster Parry: 2 CP = +1D. Deflection Aim: 1 CP = +1D. Increased Damage: 2 CP = +1D.
Style Bonus: For every 1D of Lightsaber skill gained in Form 5 training, the character gains one of the following: a +1 bonus to aim a reflected blaster shot (beyond his/her normal aiming dice), or either the Skilled Charge or Whirlwind Attack maneuver (player’s choice). In early Old Republic eras, one of the maneuvers of Shien, Counterattack and Two Targets (see Shien below), may be chosen instead. In later eras, a +1D bonus to the Push Backward untrained maneuver may be chosen instead.
Skilled Charge (maneuver): When making a Skilled Charge, the Form 5 stylist is not limited to a single attack per round. Normal multiple-action penalties apply, as well as bonuses and penalties for charging. Like any other charge, a Skilled Charge must be declared at the beginning of a combat round. The Skilled Charge can not be used in combination with other trained maneuvers.
Whirlwind Attack (maneuver): When using this attack, the Form 5 stylist spins the lightsaber in lightning-fast, barely controlled arcs around his/her body. The attack automatically strikes at any other character, friend or foe, that comes closer than two meters from the Form 5 stylist during the combat round (and the character must parry against the wielder’s skill roll before he/she has an opportunity to attack). Because of the complexity of the maneuver and the effort involved, it can be the only attack made during the combat round, and the wielder can not make called shots with a whirlwind attack. The wielder may not use any other combat maneuvers (charge, disarm, etc.) while using the whirlwind attack (similarly, any dueling bonus for Form 2 training does not apply).

Form 6: Niman (Moderation)*
At the beginning of the Clone Wars, Lightsaber Form 6 is the standard for Jedi training. It combines the major techniques of forms 1, 3, 4, and 5, and seeks to balance the strengths of the various forms with an overall moderation. The philosophy of Form 6 compares to the overall goal of a Jedi: to achieve harmony and balance without resorting to the rule of power. Form 6 is less physically demanding than other styles, but it trains a Jedi to maintain total calm while in battle. This allows the Jedi to split his/her concentration and use diplomatic skills to defuse a violent situation. In ancient times, Form 6 included the techniques of a sub-style called Jar’Kai, which featured the use of two lightsabers. These techniques were often adopted by practitioners of other forms, and when Form 6’s usefulness in peaceful conflict resolution became its defining aspect, its practitioners felt the dual-saber techniques were no longer essential to the style. The dual-saber techniques became a separate training regimen, but while Form 6 was refocused entirely on its more nonviolent aspects, its particular training for mental focus remained the key to mastering the two-lightsaber techniques. In these later eras, this form exemplifies the nonviolent philosophy of the Jedi, but provides no advanced combat training and thus lost much of its popularity as the Clone Wars began. Many Form 6 practitioners went to the battle of Geonosis, but were at a great disadvantage without an opportunity for diplomacy- none survived the battle.

Reduced CP Costs: Melee Skill: 2 CP = +1D. Blaster Parry: 2 CP = +1D. Deflection Aim: 2 CP = +1D. Increased Damage: 2 CP = +1D.
Style Bonus: For every 1D of Lightsaber skill gained in Form 6 training, the player chooses a bonus from those available during the era. In early Old Republic eras, Form 6 featured the two-lightsaber bonuses of Jar’Kai (see Jar’Kai below). In later eras, Form 6 allowed the player to Split Attention.
Split Attention (bonus): When this bonus is gained, the player chooses one of the following skills: Search, Command, Persuasion, or Bargain. Use of that skill no longer interferes with lightsaber combat- the skill does not receive multiple-action penalties from maintaining the Lightsaber Combat power, or from lightsaber attacks and parries. Similarly, the skill does not penalize the skill rolls to use the Lightsaber Combat power, or to make lightsaber attacks or parries. In some cases Con, Intimidation, or other Knowledge skills may be chosen (at the GM’s discretion).
Dual Lightsaber Mastery (bonus): Characters with Dual Lightsaber Mastery receive a bonus of +2D for wielding two lightsabers, instead of the normal +1D bonus. As with normal dual-weapon rules, the bonus is applied to the skill roll first, with any remainder going to damage. Characters must have Dual Weapon Finesse and Dual Lightsaber Strike before gaining this bonus (see Jar’Kai below).

Form 7: Juyo (Ferocity)
Form 7 is an intense, violent system of combat, drastically different from the others. The power draws on intense emotional energy, while keeping it under strict control. Because of its focus on violence and emotion, it can lead dangerously close to the dark side, and few Jedi reach a level of control and skill to practice it. To train in Form 7, a Jedi must study and master several other styles first. In contrast to Form 4, where each motion flows smoothly into the next, Form 7 is a series of unconnected staccato combat techniques. It uses elements of other styles but keeps them separate, allowing them to be used in any combination necessary. It is versatile, adaptable, and well-suited to large-scale battles where circumstances change rapidly. The style had few adherents, and was still under development when the Clone Wars began. Mace Windu used his own variation of this style, called Vapaad, at the battle of Geonosis and during the Clone Wars. Darth Maul is said to have used a “corrupt” equivalent of Form 7.

Reduced CP Costs: Melee Skill: 2 CP = +1D. Blaster Parry: 2 CP = +1D. Deflection Aim: 2 CP = +1D. Increased Damage: 1 CP = +1D.
Style Bonus: For every 1D of Lightsaber skill gained in Form 7 training, the player can choose one maneuver, including Find Weakness (Form 7’s exclusive maneuver), or one of the following maneuvers/bonuses from other forms: Focus, Defend Ally, Prevent Flanking, Whirlwind Attack (see above for details on these maneuvers).
Find Weakness (maneuver): This “maneuver” allows the character to prepare an attack, by spending one combat round observing an opponent. The character’s next attack against that opponent receives a +1D bonus to skill and damage. During the preparation round, the character may take other actions, with normal multiple-action penalties (the preparation counts as one action). If the two characters disengage before the attack is made, the bonus no longer applies. This maneuver may only be used against one opponent at a time; each use cancels any previous uses.


Other Lightsaber Techniques

The seven forms listed above represent the major techniques practiced by nearly every Jedi, for millennia. A few other rare techniques exist, however, that many Jedi use to supplement their normal combat training. These techniques are specialized and the training is not comprehensive enough for them to be separate styles of their own.
Characters can learn the following techniques as part of training for any of the above styles, provided a teacher or appropriate information resource is available.

Jar’Kai / Niman
Combat techniques involving two lightsabers are sometimes taught in the Jedi order, more commonly during earlier eras, but only rarely does a Jedi ever devote the time necessary to master the system. Still, even basic understanding of the dual-weapon techniques is often enough to give an edge over an opponent. These techniques were most commonly incorporated into Niman, with its practitioners’ ability to split their attention between multiple tasks (or in this case between the two weapons). The relationship between Jar’Kai and Niman is so close that the two-lightsaber techniques are often referred to as Niman, although the name Jar’Kai is older. In later eras, Jar’Kai techniques are often combined with Form 4 (Ataru) training. Jar’Kai training allows a character to acquire the following bonuses:

Dual Weapon Finesse (bonus): This bonus eliminates the additional difficulty level involved in wielding two weapons.
Dual Lightsaber Strike (bonus): This bonus allows the user to gain full damage bonuses for the lightsabers despite wielding them one-handed. This bonus only applies when wielding two lightsabers.

Sokan
Sokan training focuses on mobility and evasion. Training incorporates various movements from quick, darting strikes to graceful tumbling and the ability to make precision strikes while running at full speed. These techniques evolved around the time of the Great Sith War (4000 years pre-Empire), and are often practiced by students of Form 4. Sokan training allows a character to learn the following trained combat maneuver:

Moving Combat (full-round maneuver): A character with this bonus can be considered to be moving 1 speed level slower, when determining combat penalties. (Ordinarily, a character at all-out speed receives a -3D skill penalty- with this bonus, he/she would be considered to be moving only at high speed and receives only a -1D skill penalty.) This bonus can be gained up to 3 times, with cumulative effects. Normal a


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Draylo Star
Lieutenant Commander
Lieutenant Commander


Joined: 02 Feb 2006
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Location: Auburn California

PostPosted: Tue Feb 14, 2006 3:51 pm    Post subject: Reply with quote

Normal acceleration/deceleration times apply, and Moving Combat has none of the bonuses or penalties of a charging attack. Moving Combat can not be used in combination with any trained maneuvers, although a character can charge, disarm, or push backward as normal.

Shien
Shien techniques are effective but rarely seen, due to the unique method of wielding the lightsaber. The weapon is held horizontally behind the wielder, with the point facing away from the body. When striking, the wielder thrusts his arm forward as though throwing a punch, and sweeps the lightsaber blade forward in a quick but broad arc. The strikes are effective either as counterattacks, or attacks against multiple opponents, but the aggressive potential for the techniques were a point of contention among various lightsaber masters. Shien techniques were originally taught as part of Form 5 training, and are often used in combination with this form even after being removed from it. Shien training allows a character to learn the following trained combat maneuvers:

Counterattack (maneuver): A Shien stylist can counterattack by spending one action when an opponent makes a melee or brawling attack against him/her. This attack roll is made with a -10 penalty, in addition to any other applicable modifiers, and replaces the character’s parry roll for that single incoming attack. If the Shien stylist’s roll is higher, the counterattack hits and the opponent’s attack misses. If the counterattack fails by less than 10 points, both attacks hit. If the counterattack fails by 10, only the Shien stylist is hit.
Attack Two Targets (maneuver): When using this maneuver, the Shien stylist can make a sweeping attack that targets two opponents at the same time. The opponents must be within striking range and are standing close to each other. Only one attack roll is made for this maneuver.


Unorthodox Lightsaber Combat

Multi-Saber Mastery (bonus): Characters with Multi-Saber Mastery receive a +2D bonus for wielding two lightsabers, and an additional +1D bonus for each additional lightsaber that the wielder can use effectively. This maneuver applies only for species with more than two limbs capable of wielding weapons. As with dual-weapon rules, the bonus is applied to the skill roll first, with any remainder going to damage. Characters must have Dual Weapon Finesse, Dual Lightsaber Strike, and Dual Lightsaber Mastery before gaining this bonus.



Jedi Lightsaber Dueling Etiquette

Lightsaber duels are an important part of a Jedi’s training. Once a padawan has mastered the basic movements of lightsaber combat, dueling develops his/her instincts and reflexes, teaching improvisation and adaptation to the changing situations of combat. Duelists become accustomed to the psychological stress of combat and develop instincts for handling their lightsabers. In contrast to basic lightsaber training, which consists of simple patterns of attacks and blocks that two students repeat at ever-increasing speeds until one of them gives up, dueling has no structure and allows practical lightsaber skills to develop.
A few rules for dueling are established by the Jedi Order for its members, to keep students safe during lightsaber duels. Disregarding the rules of dueling results in reprimands from senior Jedi knights or masters, and extreme violations can even lead to a Jedi being expelled from the order.

Dueling is to be used only for practice.
Lightsaber duels are used to develop skill with the weapon, never to settle disagreements. Dueling in public is frowned upon, as it borders on exhibition and can tempt a Jedi with pride at public attention. Dueling is forbidden in any situation where it would endanger bystanders.

Duels are conducted in a respectful and orderly fashion.
Both participants should keep in mind the fact that his/her partner is not an enemy. Disarming an opponent is an ideal end to a lightsaber duel, but an attack aimed to damage a partner’s lightsaber is a sign of gross disrespect. Similarly, attacks aimed at targets other than the partner (as in cutting away the support for the floor underneath an opponent) are acceptable in combat but generally not in dueling unless agreed upon beforehand- they are less controlled and more likely to injure one or both participants.

Do not use Force powers during a duel.
A duel is a test of skill with a lightsaber, and should not be approached as though it is actual combat. Non-lightsaber combat techniques such as martial arts, however, are considered supplemental to lightsaber techniques, and are acceptable as long as they do not cause injury. Force powers that enhance the user’s natural combat abilities are acceptable if agreed upon in advance. Using Character Points or Force Points in a duel is considered disrespectful to the Force.

Do not attack a partner who is unarmed or unprepared for combat.
Attacking an unarmed opponent is one of the most serious offenses a Jedi can commit during a lightsaber duel. Generally, a Jedi would indicate readiness to begin by assuming an on guard posture, or by making a fencing salute, but a hand gesture or verbal indication is also acceptable. Attacking before one’s partner indicates readiness is almost as serious an offense as attacking an unarmed partner.

Do not lower your defenses in the presence of an armed opponent.
Only when requesting to end a duel, should a Jedi disarm in the presence of an armed opponent. To do so in any other situation generally shows poor judgment. Some Jedi masters would test their students by requesting to end a duel while leaving his/her lightsaber activated.

A duel ends if anyone is injured.
Inflicting an injury during a lightsaber duel is not considered a victory, but an indication that an individual lacks control and restraint. Should a Jedi injure a partner in a duel, he/she generally participated in no more duels until the injured partner healed. It was considered good form to wait until the injured partner requested another duel, before participating in any others.

Always honor a request to end a duel.
Since lightsaber duels are for practice, forcing a continuation indicates unrestrained aggression. The individual who requested to end the duel disarms himself/herself first.


Lightsaber Crystals


In addition to the lightsaber’s main focusing crystal, various other types of crystal can be added to a lightsaber for a variety of effects. Alone, these exotic types of crystal are unsuitable for lightsaber construction. Difficulty to construct the lightsaber increases by one level for each of these crystals used in the weapon.
Variable-length and dual-phase lightsabers require multiple crystals. For these designs, only 1 “lightsaber crystal” (Adegan crystal) is required, and the crystals on this list can be substituted for the others. A double-bladed lightsaber has 2 blade emitters, so it always requires 2 “lightsaber crystals.” In these cases, the increased difficulty for using these crystals is added to the increased difficulty for the specialized design of the lightsaber.
Values are listed in parenthesis, for a lightsaber-suitable crystal. These prices are as of the Mandalorian War era in the Old Republic, when such crystals were fairly common. In other eras when lightsabers are less common (during the reign of Palpatine, for example), prices will be much higher.
(loosely adapted from D20 rules in Knights of the Old Republic.)

Adegan Crystal (980): Adegan crystals, also called Ilum crystals, are one of the most common lightsaber focusing crystals. Adding additional adegan crystals to a lightsaber allows more power to flow through the blade.
Effect: Increase base lightsaber damage by +1.
Bondar Crystal (980): Mined on a far-orbit asteroid circling the Alderaan system, these crystals produce a volatile lightsaber blade that pulses on impact, discharging part of its energy.
Effect: Any living being struck by the blade must make a Difficult roll of Stamina or be stunned and unable to act for 1D rounds, regardless of whether any injury is suffered.
Damind Crystal (1980): Found on desert world Daminia, these crystals produce a clearly defined lightsaber blade that is subtly wider and longer.
Effect: When the Lightsaber Combat power is active, the user receives a +1D bonus to Lightsaber skill rolls in melee.
Erelam Crystal (): Once mined on the third moon of Erai, ancient Sith bombardment shattered much that remained. If they can be found, these crystals produce a clear, superior lightsaber beam.
Effect: +1 bonus to the saber’s damage.
Firkrann Crystal (2480): This heavy crystal is collected by the natives of Rafa V. If used in lightsaber construction it produces an electrically charged beam that is much easier to manipulate than standard beams.
Effect: +1D bonus to the saber’s damage against electronic devices (including droids)
Jenruax Crystal (980): This crystal is a refined form of Opila, cleansed of impurities. It produces a blade of unerring quickness.
Effect: When the Lightsaber Combat power is active, the user receives a +1D bonus to blaster parries.
Krayt Dragon Pearl (2500): Taken from the gullet of a krayt dragon, this crystalline “pearl” appears to have refractory qualities that might allow it to function as a lightsaber crystal once properly adapted.
Effect: When the Lightsaber Combat power is active, the user receives a +1 bonus to damage, and a +2 bonus to Lightsaber skill rolls in melee.
Luxum Crystal (1480): When the planet Ambria was in the grip of the dark side, Jedi Master Thon managed to contain the evil to Lake Natth after years of mental battle. Luxum crystals can be formed from the tainted water through long meditation.
Effect: When the Lightsaber Combat power is activated, a light-side character must make a Difficult roll of Willpower or gain a Dark Side Point. While the Lightsaber Combat power is active, the user receives an extra bonus to damage, equal to his/her Dark Force Bonus.
Nextor Crystal (3980): Mined in the mountains of the planet M’haeli, these crystals produce a volatile lightsaber blade that does surprising amounts of damage.
Effect: Adds +1D to the saber’s damage, increases the Control and Sense difficulties for Lightsaber Combat by one level.
Opila Crystal (2980): Found in the asteroid field of the Fyrth system, this crystal can be used in lightsaber construction to produce an intense lightsaber beam that seems extraordinarily quick to cut.
Effect: Adds +1 to the saber’s damage, and an additional +1D bonus to damage if an attack succeeds by 10 points or more.
Phond Crystal (1480): The strange byproduct of rare impurities bonding during the making of certain alloys and some random eternal condition, this crystal produces a fiercely burning lightsaber beam.
Effect: Adds +2 to the saber’s damage, increases the Sense difficulty for Lightsaber Combat by one level.
Qixoni Crystal (5000): Qixoni crystals were formed on a planet that was destroyed millennia ago when its star went supernova. They are exceedingly rare and also quite powerful.
Effect: Adds +1D to damage when the Lightsaber Combat power is up. Add 10 to the difficulties of both Control and Sense for the Lightsaber Combat power, but add the user’s Dark Side Points to each skill roll. If either of these rolls fails, the user can only use the Lightsaber Combat power by accepting a DSP. The bearer of a Qixoni crystal can recover from fatigue and failed Stamina rolls at half of the normal time, but receives a DSP every time this effect is accepted.
Rubat Crystal (980): Mined on the planet Phemis, rubat crystals produce a clearly defined lightsaber blade that a Jedi can easily focus on.
Effect: Reduce Control and Sense difficulties for Lightsaber Combat by 1 level.
Ruusan Crystal (980): Ruusan crystals come from the Mid Rim planet of the same name. While not directly affecting a lightsaber’s effectiveness, they aid a Jedi in focusing the Force.
Effect: While wielding a lightsaber that contains a Ruusan crystal, and using the Lightsaber Combat power, the wielder gains a +1 bonus to all Force skills. (The -1D penalty for maintaining the Lightsaber Combat power still applies, but this crystal mitigates some of it.)
Sapith Crystal (): This crystallized material was excreted once every 11 years by the ancient Volice worm of Lwhekk, now extinct. It produces a more intense lightsaber beam, granting better control.
Effect: Adds +1 to the saber’s damage. While the Lightsaber Combat power is used, it also adds +1D to aim of reflected blaster shots.
Sigil Crystal (2980): Mined in the Sigil system, these expensive crystals produce a fiercely bright lightsaber blade that sears on contact.
Effect: Adds +2 to the saber’s damage.
Solari Crystal (): There are many famous lightsaber crystals spoken of in the history of the Jedi Order, though few are as powerful as the legendary Solari crystal. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with this gleaming white gem. When the great Jede Master Ood Bnar initiated his life-cycle change after a thousand years of serving the Order, he bequeathed the Solari Crystal to his most promising student, a young female Jedi names Shaela Nuur. When Shaela disappeared shortly after the time of the Great Hunt, the Solari crystal vanished with her.
Effect: Increases Control and Sense difficulties for Lightsaber Combat by one level for each Dark Side Point that the user has. While the Lightsaber Combat power is up, a lightsaber with a Solari crystal has damage increased +1D, with an additional +1D damage against a Force-using target that has fallen to the dark side.
Upari Crystal (4980): Strangely, this crystal is usually encountered scattered in the orbit of primarily forest worlds. It is brittle but versatile, and a master Jedi can get it to produce many effects.
Effect: Adds a +1D bonus to one Lightsaber Combat bonus (damage, melee skill, blaster parry, deflection aim), or reduces one skill (Control or Sense) difficulty for Lightsaber Combat by one level. The benefit is chosen when the crystal is installed in the lightsaber. A lightsaber with a Upari crystal has an increased repair difficulty of one additional difficulty level (including construction difficulty).


Miscellaneous Lightsaber Information


Terminology: Effects of battle (from Star Wars Insider magazine)
Disarming – Sun Djem (‘sun jem’): Damaging or destroying the opponent’s weapon. This was a goal of early Form 1 masters, since this could bring victory without causing injury. The advancements of Form 2 soon made this very difficult against a lightsaber. This is considered an ideal conclusion to a battle, when it can neutralize a threat without causing pain or suffering.
Wounding – Shiim (‘she-eem’): Any wound with the edge of the lightsaber blade. It is an inconclusive mark of contact, inferior to others that end a battle. Wounds of this type generally denote struggle with a powerful opponent.
Stabbing – Shiak (‘she-ack’): Jedi tradition considers this an ‘honorable’ method of inflicting serious injury, since it causes the least visible damage. It expresses respect for an opponent and the living Force.
Severed Hand – Cho Mai (‘cho my’): This type of attack ends an opponent’s ability to use a weapon but does not kill. The precision required is the mark of a superior lightsaber master.
Severed Arm – Cho Sun (‘cho sun’): A Jedi was discouraged against using this type of technique, since dismemberment lacks precision and elegance. It was understood, however, that this is often necessary under surprise combat conditions or situations where no chances can be taken.
Maiming – Cho Mok (‘cho mock’): Cutting off of an opponent’s leg or other limb or appendage (includes tails, or head-tails of the Twi’lek race). It is an inferior or inefficient technique, since it causes injury and suffering without killing or ending the opponent’s combat ability. Only in rare cases can it can be effectively applied, but it is usually preferable to killing.
Beheading – Sai Cha (‘sigh cha’): This type of aggressive attack is committed only when battle is at its most deadly serious and threatening, or when an opponent is considered extremely dangerous even to a fully trained Jedi.
Cutting the Body in Half – Sai Tok (‘sigh tock’): To a Jedi, the bisection of a living opponent’s body is considered a form of butchery, and a desecration to be avoided if possible. This extreme measure is acceptable only against droids. It represents a dangerous desire to destroy one’s enemy entirely, whereas the Jedi goal even in combat is an inner focus on defeating the danger of opponents, rather than hating them and visiting utter destruction upon them.



Unusual Lightsaber Characteristics (House Rules)
A Force-user takes great care when crafting a lightsaber, and the weapon’s design reflects some aspects of the builder’s personality. Should a character find a lightsaber somewhere (in the ruins of a Jedi temple, in the crypt of a long-dead Sith, etc.) it should be distinct in some way.

Roll 1D:
1-3: Nothing unusual.
4-5: Choose 1 effect from the following table.
6: Choose 1 effect from the following table, reroll the 1D on this table.

Roll 1D:
1: Unusual Material - the casing incorporates plastic, ceramic, stone, shell, bone, crystal, etc.
2: Unusual Details - a hand guard, gold trim, writing etched into the handgrip, etc.
3: Unusual Design (see Lightsaber Variations for details). Roll 1D:
1: Double-bladed Lightsaber
2: Dueling Lightsaber - the handgrip is curved.
3: Ancient Lightsaber - the weapon is connected to a belt-mounted power pack.
4: Lightsaber is small, both handgrip and blade length- sized for a child or small species.
5-6: Variable-length lightsaber.
4: Unusual Features. Roll 1D:
1-2: The lightsaber contains 1 or more modulation crystals.
3-4: The lightsaber has 1 or more special features (sensor stealth, security measures, or an integrated device).
5-6: The lightsaber has an unusual Force-related effect (determined randomly).
5: Unusual Sound. Roll 1D:
1-2: The pitch of the weapon’s sound is higher or lower than normal.
3: sound is sharper and abrasive- more of a ‘buzz’ than a hum.
4: sound is smoother
5-6: The weapon’s sound is louder or softer than normal.
6: Unusual Blade Appearance. Roll 1D:
1: The blade has a paler or deeper shade of the specified color than average.
2: Streaks or flickers of a second color appear/disappear randomly. (determined randomly)
3: Blade occasionally makes a momentary shift to a different color. (determined randomly).
4: Energy arcs along the blade occasionally, like lightning.
5: The blade gives off an abnormally bright glow, has an “aura” around it.
6: The blade gives a bright or dim “pulse” at irregular intervals.



Random Lightsaber Colors
Roll 1D:
1-2: Blue
3-4: Green
5: Red
6: Rare- Purple, Yellow, or Orange (choose randomly)

Yellow and orange may be unacceptable for some GMs; I’ve included them as a rarity, in case anyone else finds them useful. Personally, I think that a lightsaber’s design and color should be symbolic of some aspect of the wielder, rather than strictly conforming to the 4-color restriction.


Miscellaneous Notes on Lightsaber Crystals and Blade Color
The focusing crystal determines the color of the lightsaber blade. In the few sources I have been able to find, the color of a focusing crystal matches the color of the blade it produces. It seems appropriate that the structure of the crystal should have at least some effect on the blade color, though, so a clear crystal could produce a blue blade (for example).
Red lightsaber crystals are a subject that is still open to debate. The series of “Visual Dictionaries” by DK Publishing contradicts itself: the Star Wars Visual Dictionary states that lightsaber crystals can not be synthesized. The Episode 2 Visual Dictionary claims that the Sith use synthetic crystals in their lightsabers to achieve the red color and for “increased blade strength,” while “traditional Jedi lightsaber crystals” produce a blue blade that is “more maneuverable” but weaker. A lightsaber blade has no “strength” per se, though Sith lightsabers do have higher damage ratings under WEG rules: 6D damage as compared to the typical 5D. Star Wars Insider magazine indicates that red lightsaber crystals are normally too unstable to be used in lightsabers, that the Sith imbue them with Dark Side energy to make them usable, and that they can occasionally “break the blade” of another lightsaber by overloading it (but I have not seen this information supported elsewhere).
According the novelization of Return of the Jedi, Luke Skywalker’s green-bladed lightsaber was built with a synthetic crystal. At Obi-Wan’s residence on Tattooine, he found a manual on lightsaber construction, as well as the necessary construction materials and equipment to synthesize a crystal.
The restriction on colors is a recent addition to material on the Star Wars universe. A full spectrum of colors for lightsaber blades are found in the “expanded universe” of novels and games that are not directly linked to LucasFilms (or were created before this information was available). Original Star Wars merchandise in the late 1970s and early 1980s included yellow-bladed lightsabers both as toys and as accessories for action figures. At some point, every Star Wars GM has to decide which lightsaber colors are acceptable, based on his/her appraisal of the quality of any given source on the matter.
To some degree, however, the restriction makes sense. Without it, the possibility exists for lightsaber blades that are multi-color, black, or infra-red. GMs can decide for themselves how much they like these ideas, but I doubt many will find them appealing.
Theoretically, a carefully-made synthetic crystal might be able to create a lightsaber blade that gives off mostly infrared (or ultraviolet) light. Actually making the blade invisible (to most races) this way would be too complicated and unreliable a process to be practical, especially since the benefit would be reduced by the weapon’s sound and a Force-user’s ability to sense incoming attacks- not to mention the fact that it’s a pretty lame idea to begin with. (Under my rules, don’t bother trying – this is one of those rare things I just don’t allow.)

Miscellaneous Notes on Lightsaber Combat Power Changes
In order to implement the various systems of lightsaber combat used by the Jedi, it became necessary to write a new section of rules. Existing lightsaber-wielding characters need little adjustment since self-training does not include any particular restrictions on skill dice. Self-training simply lacks the benefits of a codified combat system (as with Martial Arts). In my opinion, however, the ability to add damage to the lightsaber should be regulated for self-training, as well as the ability to aim reflected blaster bolts.
Unfortunately, adding lightsaber combat styles requires the Lightsaber Combat Force power to be completely rewritten. The original rules did not allow any specialization in lightsaber training (against blasters, as opposed to other lightsabers), and characters gained bonuses and abilities directly proportional to his/her other Force abilities. As a padawan gained mastery of the Force (Control and Sense dice), lightsaber ability increased accordingly, even if the character did not have a lightsaber. For the same reason, any Force-user picking up a lightsaber for the first time only needed to spend 10 days training under a master to gain the Lightsaber Combat power, and immediately gained full mastery of the weapon.

The new die ratings can not exceed those that would have been granted by the original version of the power. A character with 5D of the Lightsaber skill can improve the Blaster Parry aspect of the power to 5D, but not beyond that level until he/she improves the Lightsaber skill; a character with 4D Control can have up to 4D of Increased Damage and Deflection Aim. A character with 4D+2 Sense could have up to 4D+2 of Melee Skill bonus. (In the case of Blaster Parry, improving this die rating up to a character’s Sense skill may also be appropriate.)
The power’s initial die ratings of 1D for parrying blasters, and 1D for aiming a reflected shot put a character at a disadvantage, since standard penalties still apply for multiple actions. Until these values are increased, a character can do nothing else while parrying blasters, unless he/she spends character points. Aiming a reflected blaster shot, since it counts as one combat action, will also require character points until the ability is improved.

Original Effects of Lightsaber Combat Power
While this power is in effect, the user can add his/her Sense dice to attacks and parries while using the lightsaber in melee combat.
While the power is kept “up,” the user is able to parry blaster bolts using the Lightsaber skill. If a blaster bolt is successfully parried, it is reflected from the lightsaber blade. Blaster bolts that do character-scale damage or speeder-scale damage can be parried, but blasterfire of any higher scale can not. Small projectiles such as darts, bullets, and arrows can be parried by a lightsaber. A lightsaber can not parry weapons that use flames, sprays of liquid, or shockwaves. Attempting to parry a grenade or missile usually causes it to explode.
When parrying blasterfire, a Force-user can control the direction in which a shot is reflected. This is counted as a separate combat action when determining multiple-action penalties. When reflecting a blaster bolt at a specific target, the Force-user’s Control dice are used for aim. While some small projectiles can be deflected, the lightsaber wielder has no control over their reflected direction.
When this power is brought up, the wielder can choose to add any portion of his/her Control skill dice to the lightsaber’s damage. The new damage remains in effect until the character chooses to change it (which requires that Control be re-rolled). Adding full damage to the weapon is not always appropriate when trying to conform to the light side of the Force (i.e. killing an opponent who is temporarily defenseless after receiving a non-critical wound). Characters can do outrageous amounts of damage with a lightsaber while using this power, but those who choose to exploit this fact against the living should be prepared for consequences.
An earlier version of the Lightsaber Combat power included the ability to reduce damage by any fraction of the user’s Control dice. This feature was removed in later rule versions including the Revised and Expanded core rulebook, and the Tales of the Jedi sourcebook (two of the last publications from WEG).
Unofficial clarification: Blaster parries are rolled without the Sense bonus- the power enhances the user’s precision and reflexes to a point at which they can feel the location and timing of the shot, and the difficulty lies in having the physical ability to move the lightsaber in time.

Original-Rule Version of Weapon Focus
While this power is up, the character gets a bonus to attack and parry rolls equal to half of the character’s Sense dice, and a damage bonus equal to half of the character’s Alter dice. This power allows the user to parry blasters with the weapon (using the Melee Parry skill), and adds a bonus to the weapon’s Body Strength equal to half of the user’s Control dice.


Miscellaneous Notes on Cortosis Shields
The two types of cortosis constructions – cortosis weave and cortosis plating – work in completely different ways. Cortosis weave disrupts the blade of a lightsaber while it is cutting, an effect that is impossible to achieve with an item that is lightsaber-proof.
In theory – for those who insist it should be possible – an item could have a multi-layer protection that included an outer cortosis weave and an inner plating. The two layers would need to be constructed separately- the extreme heat necessary to craft the cortosis would damage any previous cortosis construction in the item (and for this reason, cortosis needs to be added to an item when it is crafted and can not be added afterward). Aside from the massive expense that would be required for such an item, there are also size considerations (since it has a multi-layer protection), weight and encumbrance issues, and design difficulty to consider, not to mention the difficulty in acquiring sufficient cortosis for the construction.
As a final note, in the event that someone is willing/able to bear the multitude of difficulties to construct such an item, remember that cortosis can be invulnerable to lightsabers. Nowhere is it said that cortosis can not be damaged or destroyed by other means.

Miscellaneous Notes on Lightsaber Combat Styles
Original names for the 7 Jedi lightsaber forms are taken from KotOR2. A web supplement to WotC’s Hero’s Guide lists 3 additional sub-forms beyond the 7, which are called Sokan, Shien, and Niman. (Shien and Niman are forms 5 and 6 according to KotOR2.) No other names are given to the 7 forms in the Hero’s Guide, but a web page in the WotC website’s Living Force section mentions Form 1 as Shii-Cho, and calls Form 5 Djem So. Some of the explanations as to how and why these sub-forms separated from forms 5 and 6 is improvised.
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Draylo Star
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PostPosted: Tue Feb 14, 2006 3:53 pm    Post subject: Reply with quote

I found these somewhere some time ago this is some good stuff even though it is a varrient of the old light saber combat rules
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jmanski
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PostPosted: Tue Feb 14, 2006 8:22 pm    Post subject: Reply with quote

Good GOD!!! Shocked
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PostPosted: Wed Feb 15, 2006 2:12 am    Post subject: Reply with quote

Dude..... Shocked
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PostPosted: Wed Feb 15, 2006 12:31 pm    Post subject: Reply with quote

I could not rember where i found them to give someone a link so i just posted them i could of been a bumb and posted them in smaller sections so i could of uped my posts but i didnt

If it helps im glad i know its long but there is alot of good stuff in there its 22 pages of a word document
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PostPosted: Wed Feb 15, 2006 5:42 pm    Post subject: Reply with quote

Draylo, no one would have blamed you for putting each section in it's own post. As long as your not spamming, we are cool.

Thanks for the info buddy. Some of us have this in print, others had it in .pdf, but now we got it in this easy text form.
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PostPosted: Thu Feb 16, 2006 12:29 pm    Post subject: Reply with quote

Yeah, Boomer's right. As long as it's relevant stuff, it's good. Thanks for posting it here for everyone.
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PostPosted: Wed May 10, 2006 1:06 pm    Post subject: If you want the latest version Reply with quote

First, let me apologize wholeheartedly for bumping this thread back to the top of the list.

Second, let me say "w00t!" because I'm glad my rules are in circulation.

Third, if you want to know where that comes from:
http://www.geocities.com/sw_wildspace/rpg.html

And fourth, those rules have been tweaked a few times since February. I usually update the site 1-2 times a month right now. My group is rather obsessive about some things, so I'm always expanding the original rules- most groups will probably want to keep things simpler than what I've turned them into, but if it helps, it's there for whoever can use it.
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Chandra Mindarass
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PostPosted: Fri Jul 07, 2006 11:51 am    Post subject: Reply with quote

I have a rules pack about the lighsaber forms in the pipeline as well. We're still beta-testing, but I think it will fit well.

We are giving the colors a more important role.

Green gem = +1D damage
Blue gem = + 1D lightsaber combat
Red gem = as desired by the user. The process of creating these synthetic gems is a Sith secret.

Those are torn out of context now. They'll make sense with the rest of the rules, which I'll post, when we're done with testing.

Basically we say, that you learn Shii-Cho until you have 3D+2, then you have to specialize in one or more forms. This can be Shii-Cho or any of the other forms. You have different boni and mali when you fight with a form.
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Chandra Mindarass
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PostPosted: Fri Jul 07, 2006 11:55 am    Post subject: Reply with quote

Oh, and my explaination to Mace Windu's disco blade is that he is using a multi-crystal saber, based on a blue crystal with some other crystal adding useful properties and its distinctive color to the blade.
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PostPosted: Mon Jul 31, 2006 11:40 am    Post subject: Reply with quote

Question, Why are you not treating the more Advanced Forms as Advanced Skills?
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PostPosted: Tue Aug 01, 2006 7:51 am    Post subject: Reply with quote

I need to clarify, that the way we do it, you don't advance the forms (i.e. Soresu) as specializations but as skills. You could make an advanced skill out of Juyo/Vaapad, two-handed Niman and other "weird" ones.
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PostPosted: Tue Aug 01, 2006 9:13 am    Post subject: Reply with quote

Thats kind of what I was thinking but eg. some one who has studies Lightsaber Duling may have "Form 2: Makashi (Contention)" as an advanced skill gaining the Bonus Dice only for Close Quaters Fighting where some one with "Form 3: Soresu (Resilience)" and " Form 6: Niman (Moderation)" (the same Advanced Skill for Game Mechanics Purpouses) uses those Bonus dice only for Parrying and deflecting Blaster Bolts, and an Advanced skill of "Jar’Kai" for the Dule Weapon techniques, as would the techniques for using Dule Blade Lightsabers properly (Dificality 30 for those without the Advanced Skill).

Most of the Rest seams to be Roll Playing Unless you want to alow your Lightsaber Advanced Skills to effect other Skills as well, eg. " Form 6: Niman (Moderation)" is separate to "Form 3: Soresu (Resilience)" with Form 3 going to all Parries and and the Dodge Skill as well as reducing the Dificalty Raises in for other "Incidental" actions like Movment, Defending others ect. where " Form 6: Niman (Moderation)" adds to Parries and Inter-Personal Skills.

This is Giving me some intersting Thoughts, I may let things simmer for a few days and talk to some the other Players in my Group and Present a alternitive set of Advanced Skills if thats OK.
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