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All About Lightsabers: Designing, Building, and Fighting
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Naaman
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Joined: 29 Jul 2011
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PostPosted: Sun Oct 13, 2019 8:53 pm    Post subject: Reply with quote

Lightsaber: Jar'Kai
This skill is a specialization of the Lightsaber skill. A character must be proficient with the fundamentals of lightsaber fighting before he can specialize in this skill.
Skill: Lightsaber: Jar'Kai
Requirements: Dexterity 3D; Lightsaber 5D; Control 4D; Sense 4D
Time Taken: Special (see below).

Effect: When fighting with two lightsabers, you may make two attacks for each action you declare instead of one using the following rules:

Make one attack using your Lightsaber skill (or a specialization thereof other than Jar'Kai), then, roll Lightsaber: Jar'Kai to resolve the second attack. The second attack counts as part of the same action as the corresponding attack using your primary Lightsaber skill. Each time you attack using your primary Lightsaber skill (subject to MAPs), you may make a second attack (subject to the same MAPs) with your Lightsaber: Jar'Kai skill. Note that attacks made using Jar'Kai do not themselves count for purposes of calculating MAPs.

In addition, Jar'Kai provides the following benefits:

--Off-Hand Parry: You may make a single reaction skill using your lightsaber as a free action this round. Generally, this is either a parry in melee combat or a Sense roll to deflect blasters. If you choose to parry, roll your Lightsaber: Jar'Kai skill instead of your primary Lightsaber skill.

--Double Defense: If you declare no attacks this round, you gain a bonus on all reaction skills that use your lightsaber (generally, this includes parry rolls in melee combat and Sense rolls to deflect blasters). Roll your primary Lightsaber skill and add a bonus of +1 for each D you have in this skill.
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Naaman
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Joined: 29 Jul 2011
Posts: 3191

PostPosted: Sun Oct 13, 2019 8:56 pm    Post subject: Reply with quote

Combining Lightsaber Forms

Normally, you may only use one lightsaber form per turn. However, many Jedi develop a fighting style that blends the strengths of two or more forms in order to develop a more balanced or more effective fighting style.

A Jedi may use any number of forms he knows in the same round according to the following rules:

--The Jedi must have at least 5D in any form he wishes to combine.

--When combining forms, the Jedi must roll the skill with the lowest die code to resolve all tasks with the lightsaber.

--The Jedi may only add forms to the combination in which he has a higher skill level than the form being rolled.

--All benefits (and penalties, if applicable) that would apply to a skill roll (or a damage roll) apply at the same time.

--The Jedi counts as having “rolled” all of the skills that are being combined when rolling a skill that uses the lightsaber (generally, attack rolls and parry rolls), even though he is rolling a number of dice equal to his lowest lightsaber skill.
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Naaman
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Joined: 29 Jul 2011
Posts: 3191

PostPosted: Mon Oct 14, 2019 10:27 am    Post subject: Reply with quote

Specialized Lightsabers

Double-Bladed Lightsaber
Model: Double-Bladed Lightsaber
Type: Specialized Melee Weapon
Skill: Lightsaber or Lightsaber: Double Bladed-Lightsaber (see below)
Cost: Not available for sale (at least 10,000 credits on the black market)
Availability: Very Rare; Illegal in Rebellion Era
Difficulty: Difficult (if the wielder does not have the specialization Lightsaber: Double-Bladed Lightsaber, increase the difficulty by 5)
Damage: 5D/5D
Special: This weapon allows the wielder several options in combat. Each round, choose one of the following:

--Double Attack: Once per round, the wielder may make two attacks with this weapon on the same turn. The second attack does not count as an action for purposes of calculating MAPs.

--Augmented Parry: The wielder gains a +1D bonus to parry rolls for one round.

Shoto Lightsaber
Model: Shoto Lightsaber
Type: Specialized Melee Weapon
Skill: Lightsaber or Lightsaber: Shoto (see below)
Cost: Not available for sale (at least 5,000 credits on the black market)
Availability: Very Rare; Illegal in Rebellion Era
Difficulty: Moderate
Damage: 5D
Special: Attacks with this weapon suffer a -2 penalty. Parry rolls with this weapon receive a +1D bonus.

Lightsaber, Angled Grip
Model: Fencing Lightsaber
Type: Specialized Melee Weapon
Skill: Lightsaber
Cost: Not available for sale (at least 6,000 credits on the black market)
Availability: Very Rare; Illegal in Rebellion Era
Difficulty: Difficult
Damage: 5D
Special: When wielded in one hand, increase the bonus on attack and parry rolls to +2. Sense rolls to deflect blaster bolts suffer a -1D penalty. Against multiple opponents, the penalty on parry rolls still applies, but you may re-roll your lowest die each time you suffer this penalty.
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