New and Updated Qualities for Star Wars Game
Contents
- 1 Benefits
- 1.1 Ability
- 1.2 Fate
- 1.3 Force
- 1.4 Heritage
- 1.5 Martial
- 1.5.1 Corellian Drill
- 1.5.2 Double Tap
- 1.5.3 Gunslinger
- 1.5.4 Hybrid Form
- 1.5.5 Sniper
- 1.5.6 Teras Kasi Marital Art I
- 1.5.7 Teras Kasi Martial Art II
- 1.5.8 Teras Kasi Martial Art III
- 1.5.9 Echani Unarmed Fighting
- 1.5.10 Lightsaber Forms and Training
- 1.5.10.1 Form 1: Shii-Cho - The Determination Form
- 1.5.10.2 Form 2: Makashi – The Contention Form
- 1.5.10.3 Form 3: Soresu – The Resilience Form
- 1.5.10.4 Form 4: Ataru – The Aggression Form
- 1.5.10.5 Form 5: Shien Variant – The Perseverance Form
- 1.5.10.6 Form 5: Djem So Variant – The Dominance Form
- 1.5.10.7 Form 6: Niman – The Moderate Form
- 1.5.10.8 Form 7: Juyo – The Ferocity Form
- 1.5.10.9 Specialized Technique: Dun Möch
- 1.5.10.10 Specialized Technique: Jar'Kai
- 1.5.10.11 Specialized Technique: Juya-Kas
- 1.5.10.12 Specialized Technique: Lus-ma
- 1.5.10.13 Specialized Technique: Saber Throw
- 1.5.10.14 Specialized Technique: Sokan
- 1.5.10.15 Specialized Technique: Tràkata
- 1.5.10.16 Specialized Technique: The Tusken Grip (Shien Reverse Grip)
- 1.6 Social
- 2 Drawbacks
Benefits
Ability
Colony Kid
Requires: Survival 4, Mechanics 3 (Repair 1B)
While Galactic Civilization has existed for thousands of years, there are countless worlds that have yet to be fully settled. You have spent time surviving on the fringes of known space. Living in these harsh conditions has made you more stout and resourceful than your average citizen.
You may add a Modifier equal to 1/2 of your Survival when Testing Mechanics (Repair). In addition you add 1/2 of your Survival to your Stamina.
Knowledge Focus
Requires Knowledge 4
Choose an area of expertise from the following list:
Architecture, Astrography, Biology, Chemistry, Droid Engineering, Force Lore, History, Starship Engineering, System Engineering, Underworld
Whenever you test Knowledge in that area, your Education Dice become Test Dice.
Technophile
Requires Mechanics 4 (Systems 2B and Repair 2B)
You keep a wide assortment of tools, gizmos and tech, useful in various situations. As long as you have your gear with you, you never suffer penalties for lacking proper tools. In addition, once per Scene, you may spend a Destiny Point to substitute your Mechanics Ability for any other Ability you are required to Test. The normal Specialty for the Test still applies.
Trailblazer
Requires Mechanics 4 (Any Piloting 3B)
You have a knack for finding new Hyperspace routes through space, an art known as Trailblazing. Whenever you must make a Mechanic ( Any Piloting) Test to Astrogate you may add a Modifier to your Test Result equal to your Ranks in Cunning.
Twilighter
Requires Knowledge 3 (Streetwise 2B)
Throughout the Galaxy there are worlds entirely covered by great cities. On many of these worlds, oceans have long since dried up, and skyscrapers rise hundreds if not thousands of meters into the sky. But underneath the towers of civilization are hundreds of sublevels that are forever shrouded in shadow and darkness. You've spent much of your life in the dark recesses of these great cities.
You may add a Modifier equal to 1/2 of your Cunning whenever you test Knowledge (Streetwise). In addition, you may substitute your Knowledge (Streetwise) for Survival (Orientation) when finding your way through dense urban environments.
Fate
Animal Cohort
Requires Survival 3 (Animal Handling 1B)
You have an animal that is extremely loyal to you. Once per game session you may draw strength from this bond, adding a +1D to any Test. Should your animal die, you lose this Benefit and the Destiny Point invested in it.
Droid Companion
Requires Mechanics 3
You own, built or 'acquired' a Droid that acts as your assistant. Unlike other Droids in the game, this Droids is built as a Primary Character, but it receives no Experience, unless otherwise noted. Your Droid can provide Assistance in addition to other Characters and does not count against the limit (effectively increasing the number of Assisting Characters to 3 in most cases).
Force Sensitive
This Benefit represents the Characters connection to the Force, beyond that of any normal living creature. Investing your Destiny into this Benefit fundamentally changes what your Character's potential is, but also opens them up to the temptations and influence of the Dark Side. This is the first Benefit in the Force Benefit series and is required for all others that follow. When you purchase this Benefit, you gain one (1) rank in the Sense, Control and Alter Specialties. In addition you gain 1 Forec Point.
Jedi Knight
Requires Force Sensitive, Fighting 4(Lightsaber 1B), Awareness 3 (Sense 2B), Will 3 (Control 2B), Presence 3 (Alter 2B), and Lightsaber Combat I
You are an fully initiated Knight of the Jedi Order. While Characters may be Jedi, even Knights without this Benefit, your character draws strength from their place in the Order, as well as commanding respect from others. You gain +1B to all Presence Rolls and +2 to your Intrigue Defense when you are identified as a Jedi. Further, you may be granted access to resources that others do not have, but must obey the orders of Jedi Masters and the Jedi Council. Should you be expelled from the Order you lose this Benefit and the Destiny Point you invested in it.
Jedi Master
Requires Jedi Knight, Awareness 4 (Sense 3B), Will 4 (Control 3B), Presence 4 (Alter 3B), and you must possess at least 5 Force Points, any Form Benefit.
Jedi Masters are renown throughout the Galaxy and are viewed with reverence, respect and often fear. You increase the base Influence of any Technique during an Intrigue by 1.
Force
Adept
Requires Force Sensitive and Control 2B
You have a natural affinity with Control Force Powers. Whenever you Test for a Control Force Power, you may re-roll a number of 1's equal to your Ranks in Control Specialty.
Convergence in the Force
Requires Force Sensitive and Strong in the Force
When you purchase this Benefit you gain 2 Force Points. In addition, you gain one Force Power Listed under the Jedi Arts.
Dark Acolyte
Requires Force Sensitive
You have been trained in the ways of the Dark Side. When you purchase this Benefit you may select two Dark Powers that you now know. In addition, you gain a Dark Side Point.
Force Training
Requires Force Sensitive
You have received training in the Force or have expanded your understanding of its mysteries alone. In any case you may select two additional Force Powers from the Jedi Arts, and you gain 1 Force Point. This Benefit may be selected multiple times, each time, you repeat its effect.
Mystic
Requires Force Sensitive and Alter 2B
You have a natural affinity with Alter Force Powers. Whenever you Test for a Alter Force Power, you may re-roll a number of 1's equal to your Ranks in Alter Specialty.
Obscure Power
Requires Force Sensitive
You have manifested or been trained in a Rare/Obscure Power. When you purchase this Benefit, you may select one Rare/Obscure Power that you now know. In addition, you gain a Force Point.
Seer
Requires Force Sensitive and Sense 2B
You have a natural affinity with Sense Force Powers. Whenever you Test for a Sense Force Power, you may re-roll a number of 1's equal to your Ranks in Sense Specialty.
Strong in the Force
Requires Force Sensitive
When you purchase this Benefit you gain 2 Force Points. In addition you may choose one Force Power listed under the Jedi Arts.
Heritage
Child of the Core Worlds
You grew up in the Core Worlds, the most prestigious, well developed and heavily populated in the Galaxy. This exposed you to hundreds of cultures, modern technology, security and comfort.
You increase your Intrigue Defense by +2. In addition when you Testing Education you reroll a number 1's equal to ½ your Presence.
Child of the Colonies
While the Core Worlds may be the political heart of the Galaxy, the Colonies are the beating heart of trade. While the Corporations still make their work in the Expansion Region, it is the Colonies where many make their home. Here, trade, commerce and industry are held as most important.
You increase the Influence of Bargain and Convince Techniques by 1 against opponents whose Ranks in Will are less than yours.
Child of the Inner Rim
Thousands of years ago, the region that is called the Inner Rim, was expected to be the edge of Known Space. However, through careful political maneuvering, the great Corporations were able to blaze Hyperspace Lanes into the Expansion Region. Still for many the Inner Rim marked the edge of the Republic. Cultures of the Inner Rim have become the “middle children” of the Republic. You are disdainful of those who live closer to the Core, and dismissive of those who live further away.
When you take Influence during an Intrigue, you reduce the influence by ½ of your Presence.
Child of the Expansion Region
When the Corporations gained permission from the Senate to move beyond the edges of the Rim, they found numerous worlds rich in resources. Without the oversight of the Senate, the Corporations were able to strip hundreds of systems of all usable resources. This has left a significant portion of this area barren and hostile.
When Testing Endurance (Resilience) you may add a Modifier equal to ½ your ranks in Will. In addition, you Test Will (Dedication) you may reroll a number of 1's equal to ½ your Endurance.
Child of the Mid Rim
Unlike the Expansion Region, which was intentionally stripped of it's resources, the Mid Rim territories were resource poor to begin with. While not as dangerous and wild as the Outer Rim, the Mid Rim is still a place full of smugglers and pirates, a place where only the quick of body and mind survive.
You increase your Combat Defense by +2. In addition when testing Survival (Forage) you may reroll a number of 1's equal to ½ you Ranks in Cunning.
Child of the Outer Rim
The Outer Rim Territories are the largest and most diverse area of the Known Galaxy. A wild and untamed frontier where few laws hold sway.
When you test Awareness (Notice) you may add a Modifier equal to ½ your Ranks in Thievery. When you test Thievery (Steal) you may reroll a number of 1's equal to ½ your ranks in Awareness.
Martial
Corellian Drill
Requires Double Tap, Marksmanship 6 (Blasters 5B) or (Blaster Rifle 5B)
As a Greater Action you may shoot three times. Roll three Tests using your full Marksmanship, but take a -2D to each Test. You may fire at the same target or three adjacent targets.
Double Tap
Requires Markmanship 5 (Blasters 3B) or (Blaster Rifle 3B)
As a Greater Action you may shoot twice. Roll two Tests using your full Marksmanship, but take a -1D to each Test. You may fire at the same target or two adjacent targets.
Gunslinger
Requires: Marksmanship 4 (Blasters 2B)
You possess exceptional skill with Blasters allowing you to lay down rapid fire. When wielding Blasters, your weapons gain the Fast Quality, or increases this Quality by 1 if it has it already. In addition when wielding Blasters you increase your Combat Defense by 1.
Hybrid Form
Requires: Two Lightsaber Form Benefits'
You now ignore the -1D Penalty when taking Maneuevers when not in the proper Stance.
Sniper
Requires Marksmanship 5 (Blaster Rifle 3B)
When you take the Aim Action during Combat, the Bonus Dice may exceed the normal limits, and you retain these Dice until they are spent, or until you change targets.
Teras Kasi Marital Art I
The Martial Art for known as Teras Kasi, was developed thousands of years ago, by non-Force users, for the specific purpose of fighting (and defeating) Jedi. Students of this Art are taught to strike with the same impact that one would expect of a heavy metal club.
Requirement: Athletics 3, Agility 3(Quickess 1B), Fighting 4(Brawl 2B)
You increase the Base Damage of your Unarmed Attacks by your Ranks in the Brawl Specialty.
Teras Kasi Martial Art II
In order to face a Jedi, one must be able to act with the same speed Jedi can muster when calling on the Force.
Requirement: Awareness 4, Agility 4(Quickness 2B), Fighting 5(Brawl 3B), Teras Kasi Martial Art I
Effect: You may now add your Ranks in the Brawl Specialty to your Agility(Quickness) Tests results when determining Combat Initiative.
Teras Kasi Martial Art III
Teras Kasi Masters were taught to close their minds in order to prevent Jedi from influencing them.
Requirement: Fighting 6(Brawl 4B), Will 4(Dedication 2B)
Effect: Anytime you are the target of a Force Power, you may increase the opponents difficulty by Twice your Ranks in the Brawl Specialty.
Echani Unarmed Fighting
Lightsaber Forms and Training
The following are special benefits that represent the complex and intense schools of Martial Arts developed for use with the Lightsaber. There are three broad Benefits: Student of the Form, Master of the Form and Specialized Training. When you purchase these Benefits, you may select any Form or Training that you meet the requirements for, and thus these Benefits that can be purchased multiple times, each time selecting a different Form or Training. These broad Benefits provide the following effects:
- The Benefit - This is an effect, similar to a standard Martial Benefit.
- The Stance - If the Benefit includes a Stance, you may assume the Stance to gain its effect. In general, a Character may only benefit from one Stance at a time. You may assume a Stance at the Start of your Combat Turn. In general, the Stance provides a systemic benefit under specific circumstances, but usually also applies some form of drawback or restriction. It should be noted that each Stance includes a visual description, to include the standard grip on the lightsaber. This information is provided for purely aesthetic reasons and characters are welcome to employ their lightsaber as they see fit.
- The Maneuvers - These are modified actions or benefits that apply in specific circumstances, but in general have a Cost associated with them, usually in the form of Stamina Damage, which must be paid and in effect inflicts "damage" to a character, or requires the Character to take a Point of Fatigue. You may employ any Maneuver from any Form you know, regardless of the Stance you are in, however, if you are not in the Stance from the Maneuver's Form, you suffer a -1D to any Test required by that Stance. In addition, if you employ a Maneuver which can be sustained through multiple Combat Rounds, you immediately lose the effect of the Manuever if you change Stances.
- This -1D penalty can be mitigated through the Hybrid Form Martial Benefit.
- This -1D penalty is never applied to Maneuvers gained from Specialized Training.
Form 1: Shii-Cho - The Determination Form
Shii-Cho was the first combat art form developed by the Jedi. It was derived from numerous forms of archaic swordplay and, as such, encompasses various sweeping slashes and parries. At its core, it is designed to teach a Jedi the basics of swordsmanship and is therefore simplistic in its design. It excels at dealing with multiple foes in both defense and attack. Its applications are, however, somewhat limited when facing a single opponent. Because of its focus on simple moves and practiced posture, the form also suffers from a lack of mobility.
- Student of the Form (Shii-Cho)
- Requirements: Fighting 3 (Lightsaber 1B), and Will 3
- Benefit: Duelists reduce the Training Requirement of Lightsabers by ½ his Ranks in the Will Ability.
- Stances:
- Defensive Neutral --- A defensive posture that places the Lightsaber in a two hand-grip on the dominate side, held up in a vertical parry/ready position. The feet are kept either with the dominate foot held back or feet evenly spaced.
- By remaining Stationary, the Jedi may add +1 to his Combat Defense for each opponent he faces, up to his Ranks in the Sense or Control Specialty (whichever is higher). Opponents wielding multiple weapons count as a single opponent for each weapon they use when determining the applied modifier. The Jedi loses this bonus if he moves or is forced to move.
- Offensive Neutral --- The Saber is held in a two-hand grip, centered at waist level, with the blade pointing up and out. Feet are kept shoulder width apart and squared to the opponent.
- So long as the Jedi does not move, when he takes the Aim Action, in addition to the +1B, the duelist also adds his Ranks in the Control Specialty to his Fighting Test result.
- Defensive Neutral --- A defensive posture that places the Lightsaber in a two hand-grip on the dominate side, held up in a vertical parry/ready position. The feet are kept either with the dominate foot held back or feet evenly spaced.
- Form Maneuvers:
- Center of Being.
- Cost: None
- Effect: You may take the Catch Your Breath Action using your Will in place of your Endurance
- Disarming Slash.
- Cost: 1 Stamina (This Form Maneuver can be combined with any other Form Maneuver that is a Disarm Action)
- Effect: When you take the Disarm Action, the Duelist may add his Ranks in the Alter Specialty as a bonus to his Fighting Test Result.
- Sarlacc Sweep.
- Cost: 1 Fatigue
- Effect: When taking the Divided Attack Action, you may add your Ranks in the Control Specialty as additional Bonus Dice to distribute on your Attacks.
- Center of Being.
- Master of the Form (Shii-Cho)
- Requirements: Fighting 4 (Lightsaber 3B), Will 4, and Student of Shii-Cho
- Benefit: You may ignore -1 or -1D Penalties from Fatigue, Injuries or Wounds, up to ½ your Ranks in the Will Ability.
- Stance:
- Flowing River --- A Master of Shii-Cho may now move a number of yards equal to his ranks in the Lightsaber Specialty before being denied the Combat Defense from Jedi Defensive Neutral Stance or losing access to the additional modifier from the Aim Action while in the Offensive Neutral Stance.
- Form Maneuvers:
- Crashing Wave
- Cost 1 Stamina. (This Form Maneuver can be combined with any other Form Manuever that is a Disarm Action)
- Effect: Disarm Actions count as Lesser Actions instead of Greater Actions.
- Flash Flood
- Cost 1 Fatigue
- Effect: Your Divided Attack action now also counts as a Maneuver Action against each of your opponents. For this purposes, you reduce each opponent’s passive Fighting result by your ranks in the Sense Specialty.
- Crashing Wave
Form 2: Makashi – The Contention Form
Makashi was the second form to be developed and places its emphasis on dueling single opponents. While technically designed to fight duelists wielding lightsabers, it functions remarkably well against any melee opponent. The form refined the maneuvers and strikes from Shii-Cho, relaying on precision to negate an opponent’s defenses, while using as little energy as possible to counter attacks. It does not, however, provide any benefit against opponents at range.
- Student of Form (Makashi)
- Requirements: Fighting 4 (Lightsabers 2B), Student of Shii-Cho
- Benefit: Disarm attacks made against you now require Three (3) Degrees of Success instead Two.
- Stance:
- Perfected Balance --- The practitioner of Makashi rely on precise footwork to maintain balance, while exercising economy of motion. The blade is often held in the dominate hand at the waist, forward and up or down at a 45o angle --- though a two hand grip may become required against opponents who attack with great force. Its movements are traditionally forward or backward in a straight line.
- At the Start of the Combat Round, before any Characters have acted, you may nominate a single melee opponent. Anytime your nominated opponent takes a Greater Action against you, you may choose to give ground. If you do, you increase your Combat Defense against them equal to your Ranks in the Lightsaber Specialty, up to your Ranks in the Sense Specialty, and move a number of yards equal to that amount, however in your next combat turn, you may not take a Greater Action.
- Perfected Balance --- The practitioner of Makashi rely on precise footwork to maintain balance, while exercising economy of motion. The blade is often held in the dominate hand at the waist, forward and up or down at a 45o angle --- though a two hand grip may become required against opponents who attack with great force. Its movements are traditionally forward or backward in a straight line.
- Form Maneuvers:
- Contentious Opportunity
- Cost: None
- Effect: Anytime you make a Fighting Test against your nominated opponent, you increase your Test Result by your Ranks in the Lightsaber Specialty, up to your Ranks in the Control Specialty.
- Riposte
- Cost: 1 Stamina
- Effect: When you take the Counterattack Action and are attacked by your nominated opponent who then fails to inflict Damage, your Counterattack gains a number of Bonus Dice equal to your Control Specialty.
- Contentious Opportunity
- Master of the Form (Makashi)
- Requirements: Fighting 6 (Lightsabers 4B), Student of Makashi
- Benefit: When attacked through the use of Force Powers, Makashi Masters may increase their Combat Defense or any Passive Ability Result by their Ranks in the Lightsaber Specialty. This bonus is applied against both Melee and Ranged opponents.
- Stance:
- Endless Circle --- By shifting their footwork side to side as well as back and forth, the Makashi Master may now effectively face multiple opponents simultaneously. Masters of this Form may now nominate a number of opponents equal to their Ranks in the Lightsaber Specialty.
- Form Maneuvers:
- Refined Feint
- Cost: 1 Stamina
- Effect: Against any of your nominated opponents, you may take the Distract Action as a Free Action, and add your Ranks in the Lightsaber Specialty, up to your Ranks in the Control Specialty, to your Test Result. You may only perform this Form Maneuver once each round.
- Manipulative Maneuver
- Cost: 1 Stamina
- Effect: Against any of your nominated opponents, you may take the Maneuver Action as Free Action and increase Fighting Test Result by your ranks in the Lightsaber Specialty, up to your Ranks in the Alter Specialty. You may only perform this Form Maneuver once each round.
- Refined Feint
Form 3: Soresu – The Resilience Form
This form is the ultimate expression of dedication to defense. Masters of this form are considered to be effectively impervious to nearly all forms of attack, both in melee combat and at range. Equal parts combat art as much as combat methodology, Soresu teaches its practitioners to provide total defensive coverage while expending as little energy as possible. Because of this reliance on pure defense, the form lacks any strong attacks and is designed to simply wait for opponent to become exhausted or frustrated and leave themselves open to attack.
- Student of the Form (Soresu)
- Requirement: Fighting 4 (Lightsaber 2B), (Quickness 2B), and Student of Shii-Cho
- Benefit: You increase the Defensive Bonus of your Lightsaber by +1. In addition, you retain +1 of this Bonus even when attacking.
- Stance:
- Calm in the Storm --- The blade is held in a two-hand grip at waist level, held diagonally across the body. The torso is brought forward and the legs bent in a mid-crouch to reduce the area presented to an attack.
- You increase your Combat Defense by your Ranks in the Quickness Specialty up to your Ranks in the Sense Specialty. In addition, you gain an additional +1 for each opponent, after the first, which attacks you. However, anytime you make an Attack against an opponent, other than through the use of the Counterattack Action, you lose this Bonus until the Start of your next Combat Turn.
- You increase your Combat Defense by your Ranks in the Quickness Specialty up to your Ranks in the Sense Specialty. In addition, you gain an additional +1 for each opponent, after the first, which attacks you. However, anytime you make an Attack against an opponent, other than through the use of the Counterattack Action, you lose this Bonus until the Start of your next Combat Turn.
- Calm in the Storm --- The blade is held in a two-hand grip at waist level, held diagonally across the body. The torso is brought forward and the legs bent in a mid-crouch to reduce the area presented to an attack.
- Form Maneuvers
- Deflecting Slash
- Cost: 1 Stamina (the Cost is spent once when the Counterattack is Declared)
- Effect: When you take the Counterattack Action, you may attack any adjacent opponent instead of the source of the Attack against you. Damage from this attack does not benefit from additional Degrees of Success.
- Circle of Shelter
- Cost: 1 Fatigue
- Effect: When you take the Dodge Action, you may substitute your Fighting (Lightsabers) In place of Agility (Dodge) to determine your Combat Defense for the Round. In addition, you may also add your Ranks in the Quickness Specialty, up to your Ranks in the Sense Specialty, as additional Bonus Dice to this test. In subsequent rounds, you may continue to use this Form Maneuver, at no cost, so long as you take no other action.
- Deflecting Slash
- Master of the Form (Soresu)
- Requirement: Fighting 5 (Lightsaber 3B), (Quickness 3B), and Student of Soresu
- Benefit: You increase the Damage and AR provided by the Dangerous Weapon Quality by 2.
- Stance:
- Gathering Storm --- In this variant stance, the body is turned sideways to the direction of attack, reducing the profile. The Blade is again held in a two-handed grip, but above the head, pointed downward and across the body.
- Storm’s Eye, however, when you take the Dodge Action, it also count as taking the Aim Action. You may retain Bonus Dice up to your Ranks in the Sense Specialty, until you make an attack.
- Gathering Storm --- In this variant stance, the body is turned sideways to the direction of attack, reducing the profile. The Blade is again held in a two-handed grip, but above the head, pointed downward and across the body.
- Form Maneuvers
- Blade Wall
- Cost: 1 Stamina (this cost must be paid at the start of your Combat Turn each Round this Form Maneuver is used).
- Effect: When you take the Circle of Shelter Form Maneuver, so long as you are between the attackers and their targets, you may apply your Combat Defense to a number of characters equal to your Ranks in the Alter Specialty. This effect lasts until the end of the Current Combat Round.
- Blaster Redirection
- Cost: 1 Fatigue (Paid once when the Counterattack is declared)
- Effect: While taking the Counterattack Action, if your opponent is using an Energy Range Attack at Close Range, and does not successfully inflict damage, you may make a Fighting (Sense) as your counterattack, even though they are not in melee range. The Base damage of this attack is the Base Damage of the attack that was made against you.
- Blade Wall
Form 4: Ataru – The Aggression Form
A bold form, requiring great mobility and focusing on continued offense. Unlike Soresu, which focused on economy of motion, Ataru teaches broad, kinetic strikes – often augmented by force assisted acrobatics. As it is an offensive form, Ataru places heavy emphasis on its strikes, often at the cost of defense. The form, however, is not completely devoid of its defensive motions, and clever practitioners can use their acrobatic maneuvers to help protect them from retaliation, if at great cost. It excels against single opponents in melee combat, but offers little protection against multiple enemies or ranged attacks. The form also teaches versatility, and unarmed attacks and dual wielding are not uncommon.
- Student of the Form (Ataru)
- Requirement: Fighting 4 (Lightsaber 2B), (Acrobatics 2B), Acrobatic Dodge, Student of Shii-Cho
- Benefit: If you Attack following any movement, you are considered to have the Higher Ground and thus gain +1B to your attack. If you already have the High Ground, you increase the bonus gained to +2B.
- Stance:
- The Hurricane --- In this stance, the Jedi grips his weapon in with both hands and holds it high in preparation to attack. The legs are bent, with the dominate leg often held outward, giving their leaps additional force.
- Whenever you Attack, you add your ranks in the Acrobatic Specialty to your Fighting Test Result, up to your Ranks in the Control Specialty. However time you are attacked by a Character after the first, you reduces your Combat Defense by 2.
- The Hurricane --- In this stance, the Jedi grips his weapon in with both hands and holds it high in preparation to attack. The legs are bent, with the dominate leg often held outward, giving their leaps additional force.
- Form Maneuvers
- Hawk-Bat Swoop:
- Cost: 2 Stamina
- Effect: When you take the Charge Action, you may move up to your full movement, Attack and then MUST move your full movement away from your opponent. This REQUIRED second movement is reduced by your Ranks in the Sense Specialty, however the Duelist may still choose to move any amount up to his full movement if he so desires. The attack made during this Charge adds your Ranks in the Control Specialty as additional Bonus Dice.
- Saber Swarm
- Cost: 1 Fatigue
- Effect: You may take a Standard Attack that is also considered a Maneuver Action. When making this test you may add your Ranks in the Alter Specialty to the Attack Roll as Bonus Dice.
- Hawk-Bat Swoop:
- Master of the Form (Ataru)
- Requirement: Fighting 5 (Lightsaber 3B), (Acrobatics 3B), Student of Ataru
- Benefit: When you Charge, you increase your Base Damage by your Ranks in Acrobatics instead of the usual +2.
- Stance:
- Gale Force --- In this variant Stance, the body is held forward at a slight angle and the blade is held in a two-hand grip, pointed upward, on the dominate side.
- As Hurricane, but your unrelenting attacks make it difficult for opponents to recover. Each Degree of Success you score against your opponent during any Attack, that inflicts Damage, increases the Target of any test they make by one step until the start of your next action.
- Thundering Advance --- This stance requires the use of a second saber. A saber is held in each hand, the blades held up, pointed forward and parallel to each other. The dominate hand is kept at shoulder height, while the second hand is held at waist level. The feet are kept wide with the dominate foot back, in a slight crouch.
- Whenever you attack, you always add your secondary weapons Off Hand value to your Base Damage, but this does not cause attacks that are not Greater Actions to become Greater Actions. As normal, you are denied the second weapons defensive bonus.
- Gale Force --- In this variant Stance, the body is held forward at a slight angle and the blade is held in a two-hand grip, pointed upward, on the dominate side.
- Form Maneuvers
- Endless Assault:
- Cost: 2 Stamina
- Effect: You launch a Reckless Attack at your opponent, and are allowed to make a Movement as part of the attack. Each subsequent round that you continue to Recklessly Attack the same opponent, you may convert an additional Bonus Die into a Test Die, up to a maximum equal to your Ranks in Acrobatics or Control, which ever is lesser. This effect continues until you take any action other than Reckless Attack. (Explaination: You convert 1 Bonus Die the SECOND round, 2 Dice the Third round, and so on).
- Falling Leaf
- Cost: 1 Fatigue
- Effect: You leap into the air, twisting and spinning. You may make a Divided Attack, but may direct the attacks against the same target.
- Endless Assault:
Form 5: Shien Variant – The Perseverance Form
This traditional form was developed to answer the lack of offensive capability of Soresu. While still considered a defensive art, Shien teaches its practitioners to create and exploit openings in the opponents defense, while maintaining their own. Shien focus is against ranged opponents, and is weak against enemies in melee range.
- Student of the Form (Shien)
- Requirement: Fighting 4 (Lightsaber 3B), (Dodge 2B), Student of Soresu
- Benefit: Whenever you take the Counterattack Action, attacks you make as a result of that action have their Base Damage increased by your weapons Defensive Quality Rating.
- Stance:
- Unending Shield - This stance is visually almost identical to the Calm in the Storm Stance.
- Against non-adjacent opponents, you increase your Combat Defense by your Ranks in the Dodge Specialty, up to your Ranks in the Sense Specialty.
- Unending Shield - This stance is visually almost identical to the Calm in the Storm Stance.
- Form Maneuvers
- Barrier of Blades:
- Cost: 1 Stamina (This Form Maneuver can be combined with any other Form Manuever that is a Dodge Action)
- Effect: When you take the Dodge Action, you may your Ranks in the Lightsaber Specialty to your Dodge Test Result. In addition, you may also move a number of yards, equal to your Ranks in the Jump Specialty.
- Shien Deflection
- Cost: 1 Stamina
- Effect: When you take the Counterattack Action, you may make attacks against Ranged opponents as if they were melee opponents. The Base Damage of this Attack is the Base damage of the attack made against you. In addition, you may immediately move a number of yards, toward the source of an attack, equal to your Ranks in the Dodge Specialty, up to your Ranks in the Control Specialty.
- Barrier of Blades:
- Master of the Form (Shien)
- Requirement: Lighting 6 (Lightsaber 3B), (Dodge 3B), Student of Shien
- Benefit: You now increase your Weapons Defensive Quality rating by your Ranks in the Dodge Specialty.
- Stance:
- Spitting Spinetusker --- In this Stance, the saber is held in a two-handed grip, at head level, with the blade angled up and back. The dominate leg is kept back and turned to the side.
- As Unending Shield, however any Character that attempts to attack you with a Range weapon, but fails to inflict any Damage, immediately suffers their weapons Base Damage.
- Spitting Spinetusker --- In this Stance, the saber is held in a two-handed grip, at head level, with the blade angled up and back. The dominate leg is kept back and turned to the side.
- Form Maneuvers
- Aegis:
- Cost: 2 Stamina (This Form Maneuver can be combined with any other Maneuver that is a Dodge Action)
- Effect: When you take the Dodge Action, you may add your ranks in the Sense Specialty as Bonus Dice to your Test.
- Determined Advance
- Cost: 1 Fatigue
- Effect: When taking the Cautious Attack action, you gain your Ranks in your Alter Specialty as additional Bonus Dice. In addition, you may also move up to your Ranks in the Control Specialty in yards.
- Aegis:
Form 5: Djem So Variant – The Dominance Form
While Shien was developed to answer attacks made by blasters, Djem So was designed to answer attacks made by melee opponents. Its primary goal is to overwhelm an opponent by sheer brute force, knocking their defenses aside with massive counter attacks. Like it’s sister form, Shien, Djem So suffers against attacks made by other sources, in this case blasters and other forms of ranged attack. Because of its focus on aggression and dominance, conservatives within the Order are often wary of its use. Finally, the form suffers for a lack of mobility, as its maneuvers and strikes require bracing to achieve the desired effect. Like Ataru, the form is physically demanding, requiring the user to put as much energy into each attack or parry as possible.
- Student of the Form (Djem So)
- Requirement: Fighting 4 (Lightsaber 3B), (Strength 2B), Student of Soresu
- Benefit: When wielding a Lightsaber Two-handed, you may substitute your Athletics for Agility when determining the weapons base Damage.
- Stance:
- Kryat’s Crest --- In this Stance, the Jedi holds the saber in a powerful, two-handed grip directly above the head. The blade is pointed downward and away from the body.
- So long as you do not move during your turn, you may increase your Combat Defense by your Ranks in your Strength Specialty up to your Ranks in the Control Specialty against opponents in melee range.
- Kryat’s Crest --- In this Stance, the Jedi holds the saber in a powerful, two-handed grip directly above the head. The blade is pointed downward and away from the body.
- Form Maneuvers
- Falling Avalance
- Cost: 2 Stamina
- Effect: You may add your Ranks in the Strength Specialty, up to your Ranks in the Control Specialty, as Bonus Dice to your Fighting Tests. In addition, your attack gains the Staggering Quality.
- Fluid Riposte:
- Cost: 1 Fatigue (Spent when the Counterattack is Declared).
- Effect: Any attack made using Counterattack is considered a Maneuver Action and the Fighting Test gains a number of Bonus Dice equal to your Ranks in the Alter Specialty.
- Falling Avalance
- Master of the Form (Djem So)
- Requirement: Fighting 6 (Lightsaber 3B), Athletics 5 (Strength 3B), Student of Djem So
- Benefit: Whenever you attack an adjacent opponent using the Counterattack Action, attacks you reduce your opponents Combat Defense by your weapons Defensive Quality Rating, up to your Ranks in the Strength Specialty, at the time of the attack.
- Stance:
- Kryat’s Claw --- The Jedi holds the in a two-handed grip at the waist on the dominate side with the blade pointed up and away from the body. The dominate foot is kept back allowing for powerful upward or vertical parries.
- As Kryat’s Crest, however any Character that attempts to attack you with a melee weapon, but fails to inflict any Damage, immediately suffers your Lightsabers Base Damage. This damage is in addition to any other Damage they might automatically take, such as from the Dangerous Quality.
- Kryat’s Claw --- The Jedi holds the in a two-handed grip at the waist on the dominate side with the blade pointed up and away from the body. The dominate foot is kept back allowing for powerful upward or vertical parries.
- Form Maneuvers
- Explosive Onslaught:
- Cost: 2 Stamina (This Form Maneuver can be combined with any other Form Manuever that is a Reckless Attack Action)
- Effect: You may take the Reckless Attack Action, your attacks are now Powerful.
- Overwhelm:
- Cost: 1 Stamina (This Cost is paid at the time of the Attack, in addition to any other Costs.)
- Effect: Anytime you make a Fighting Test that was modified by or included your Strength, the attack is also considered a Disarm.
- Explosive Onslaught:
Form 6: Niman – The Moderate Form
Developed by Masters who were concerned with the emphasis of aggression by many of the lightsaber forms, Niman instills in it’s students a respect for moderation. Further, as it was designed to be a focusing tool for the use of force powers while in combat, with an emphasis on telekinetics. It was derived from the existing lightsaber forms, hoping to balance their strengths and weaknesses and provide overall versatility. As it’s foundation came from traditional two blade fencing, Niman also provides a foundation for Jer’Kai training.
- Student of the Form (Niman)
- Requirement: Fighting 3 (Lightsaber 1B), Telekinesis Force Power, Student of Shii-Cho
- Benefit: Whenever you use a Force Power against an opponent in Combat, you add your Ranks in Lightsaber Specialty to your Test Result.
- Stance:
- Determined Diplomat --- The body is held erect, with the blade in a one hand grip at shoulder length, pointed upward and back, in the dominate hand. The other hand was kept close to the chest. Feet were placed shoulder-width apart, even with one another.
- You always apply your Weapons Defensive Quality Rating to your Combat Defense regardless if you attack or not. In addition, you increase your Fighting Test Results by your weapons full Defensive Quality Rating.
- Determined Diplomat --- The body is held erect, with the blade in a one hand grip at shoulder length, pointed upward and back, in the dominate hand. The other hand was kept close to the chest. Feet were placed shoulder-width apart, even with one another.
- Form Maneuvers
- Pull Closer:
- Cost: 1 Stamina
- Effect: Prior to your attack, you may cause an opponent to move toward you a number of yards equal to your Ranks in Presence. If this distance exceeds their Ranks in the Agility Ability, you may add your Ranks in the Alter Specialty to your Fighting Test Result.
- Pushing Slash:
- Cost: 2 Stamina
- Effect: When you take the Force Push Action per the Telekinesis Force Power, against an adjacent opponent, your Knockdown is also considered an attack which inflicts your weapons Base Damage, modified by Degrees of Success scored as normal. You may add your Ranks in the Lightsaber Specialty as Bonus Dice to your Force Push Test.
- Pull Closer:
- Master of the Form (Niman)
- Requirement: Fighting 4 (Lightsaber 2B), Student of Niman
- Benefit: When you take the Catch Your Breath Action, if you achieve four Degrees of Success you also regain 1 spent Force Point.
- Stance:
- Twisting Vision --- The saber is held in a two-hand grip at head level, with the blade held up and turned slightly inward. The feet are kept slightly apart with the dominate leg slightly forward for added stability.
- As the Determined Diplomat, but all Force Powers that are Greater Actions are now Lesser Actions.
- Classical Stance --- This stance requires the use of a shoto short blade. The Primary saber is held above the head in the dominant hand – parallel to the ground. The secondary shoto is held at chest level in the off hand, parallel to the primary blade, just under the chin. The body is kept centered toward the opponent, but the waist is twisted and the dominate leg is held back in a semi-crouch.
- You may substitute your Offhand weapons Defensive Quality Rating for its Offhand Quality Rating when making a Two-Weapon Attack.
- Twisting Vision --- The saber is held in a two-hand grip at head level, with the blade held up and turned slightly inward. The feet are kept slightly apart with the dominate leg slightly forward for added stability.
- Form Maneuvers
- Tidal Wave:
- Cost: 1 Stamina
- Effect: When you take the Divided Attack Action as part of a Force Push, your attack gains the Fast Quality
- Mediator’s Meditation
- Cost: 1 Fatigue
- Effect: Your first use of a Force Power in Combat is not considered an Attack, and you may therefore make a second attack with a Force Power. This test, however, is made at -1D.
- Tidal Wave:
Form 7: Juyo – The Ferocity Form
This martial form combines and yet is distinctly different from all other forms. It is an oddity of Jedi training, as the practitioners of this form must embrace their emotions and aggression to fully make use of its tenets. Its attacks are launched in short staccato bursts, and assisted by advanced force empowered acrobatics. But unlike Ataru, whose movements are long and graceful, Juyo employs complete randomness in its applications. Those that utilize this form must allow themselves to be swept up in the excitement and thrill of battle, and this draws them dangerously close to the temptation of the Dark Side.
- Student of the Form (Juyo)
- Requirement: Fighting 4 (Lightsaber 3B), Agility 4, Will 4, any two Student of the Form Benefits.
- Benefit: You may add your Ranks in the Agility Ability to the results of ANY Fighting Test.
- Stance:
- Malignant Grace --- The saber is held in the dominate hand, above the head in a horizontal guard, with the open hand held across the body pointed downward. The body is quarter turned such that the shoulder of the open hand is pointed toward the opponent.
- After a successful attack, your opponent suffers a -1D Penalty for each Degree of Success you scored on their next Test. While in this Stance, however, you reduce your Combat Defense and Intrigue Defense by 3 or your Passive Result by 4 for any Force Power used against you.
- Malignant Grace --- The saber is held in the dominate hand, above the head in a horizontal guard, with the open hand held across the body pointed downward. The body is quarter turned such that the shoulder of the open hand is pointed toward the opponent.
- Form Maneuvers
- Assured Strike
- Cost: 1 Stamina
- Effect: You may reduce the Base Damage of your Weapon to grant you a Bonus Die to your Fighting Tests on a One (1) for One (1) basis, up to your Ranks in the Control Specialty.
- Vonskr’s Ferocity:
- Cost: 2 Stamina
- Effect: When you take the Reckless Attack Action, you add your Ranks in the Will Ability, up to your Ranks in the Alter Specialty, as Bonus Dice to your Fighting Test. In addition, your weapons gains the Powerful and Vicious Qualities.
- Assured Strike
- Master of the Form (Juyo)
- Requirement: Fighting 6 (Lightsaber 5B), Will 5, Student of Juyo, 1+ Dark Force Point
- Benefit: When you successfully Distract an opponent, you gain +1D to your Fighting Test as if they were surprised.
- Stance:
- Raging Rancor --- In this stance, the blade is held in a one-hand grip and is kept in constant motion around the body. The legs are positioned as required to facilitate this movement.
- As Malignant Grace, but in addition, you reduce the penalty to your Combat Defense from taking the Reckless Attack Action by a number of points equal to your Ranks in the Control Specialty if made against the opponent who suffered the -1D penalties.
- Raging Rancor --- In this stance, the blade is held in a one-hand grip and is kept in constant motion around the body. The legs are positioned as required to facilitate this movement.
- Form Maneuvers
- Renewed Fury:
- Cost: None
- Effect: Following an opponent’s attack, you may immediately take a Catch Your Breath Action as a free action. In your next combat round you may not take a Greater Action.
- Swift Flank:
- Cost: 1 Stamina
- Effect: When you take the Charge Action, if your Fighting Test Result is greater than the targets Passive Awareness, they lose their Awareness from their Combat Defense for that attack.
- Renewed Fury:
Specialized Technique: Dun Möch
A battle technique that was originally developed by the Sith, but modified and adapted by the Jedi. This specialized training teaches the Duelist to use insults, threats, or taunts to distract an opponent, instill doubt and drain an enemy's will to fight. Masters of this technique have been known to drive an opponent to surrender or to guide their opponent into specific actions during a fight.
- Requirement: Cunning 4, Persuasion or Deception 4 and Will 4
- Benefit: When you take the Distract Action, your target is your opponents Intrigue Defense instead of their Passive Will.
- Stance:
- Dun Möch has no Stance
- Form Maneuvers:
- Manipulate
- Cost: None
- Effect: As a Lesser Action you may attepmt to manipulate your opponent into an action of your choosing. First, nominate an Action you wish your opponent to take, then Test Deception or Persausion (with the appropriate Intrigue Technique Specialty applying) against your opponents Intrigue Defense. This inflicts Influence to thier Composure with a base Influence equal to your Presence, modified by Degrees of Success as Normal. This damage can be mitigated by Disposition and Frustration as normal. Once your opponent has taken more Influence than their Composure, they must perform the nominated Action during their next Combat Turn. During their turn, your target may attempt to recover from your influence by spending a Greater Action and testing Will (Higher of Control or Dedication applies) against a Challenging (9) Difficulty. Each Degree of Success allows the targeted character to regain composure equal to 1/2 their Ranks in Will.
- Drain Resolve
- Cost: 1 Fatigue
- Effect: As a Greater Action, you may take the Manipulate Maneuver as above, however, if you score Three(3) Degree of Success or more, your target also causes one of his Force Points to now be considered spent for the reminder of the Encounter. These points return during the Resolution Step of the Combat after all other effects have been resolved.
- Manipulate
Specialized Technique: Jar'Kai
This series of techniques teaches the Duelist the mastery of Dual Blade combat, and allows it's incorperation into other fighting styles and Forms.
- Requirement: Athletics 4, Awarenes 4, Fighting 4
- Benefit: Each turn, you replace your Offhand Hand weapons Defensive or Offhand Quality Rating by your Ranks in your Weapon Specialty.
- Stance: Jar'Kai has no stance.
- Form Maneuvers:
- Twin Strike
- Cost: 1 Fatigue (This Form Maneuver can be combined with any other Form Manuever that are attacks)
- Effect: When you apply your off-hand weapon's Off-Hand Damage modifier, you may also add your 1/2 your Ranks in the Fighting Ability as well. As this counts as a Two Weapon Attack, the attack becomes a Greater Action. Attacks that are already Greater Actions can benefit from this Form Maneuver.
- Cross Block Guard
- Cost: 1 Fatigue
- Effect: When you are attacked, if your opponent fails to inflict Damage, you may immediately make a Disarm Action against them. In your next Combat Turn you may not take a Greater Action.
- Twin Strike
Specialized Technique: Juya-Kas
Juya-Kas was developed following the Exar Kun's Great War, and allowed it's practicioners to make effective use of interesting properties of Saberstaves. Due to the nature of Saberstaves, it is almost required for users of that weapon to be training in Juya-Kas to be combat viable.
- Requirement: Athletics 4, Agility 4, Fighting 4
- Benefit: You may now treat your Saberstaff as two weapons for the purpose of effects that require such armament.
- Stance: Juya-Kas has no stance.
- Form Maneuvers:
- Twirling Strike
- Cost: 1 Stamina (This Form Maneuver can be combined with any other Form Manuever or Action)
- Effet: You may ignore your weapons Slow Quality when taking another Action.
- Dominating Defense
- Cost: 1 Stamina (This Form Maneuver can be combined with any other Form Manuever or Action)
- Effect: So long as you do not take a Greater Action, you may add your Defensive Quality Bonus to your Combat Defense until the Start of your Next Combat Turn. This Form Maneuver can only be used once each Round. --- Note: This is not the same as saying that you RETAIN the Bonus, thus you may gain the Bonus a second (or even third) time depending on your Stance and Benefits.
- Twirling Strike
Specialized Technique: Lus-ma
Developed milennia ago, Lus-ma teaches the Duelist to take advantage of what is normally considered dangerous feature of the Lightsaber; its gyroscopic effect. Artists that practice these techniques put their Lightsabers into a constant and dynamic - though controlled - rotation. (Design Note: This technique was only mentioned in one book, throughout in all of the Star Wars media, in reference to a arachic technique that Dooku taught to Grevious. Take then the interesting way that Grevious would using Sabers - twirling them like the blades of a blender - and my design of Lus-ma is born. This technique has no basis in Star Wars Canon).
- Requirement: Awareness 4, Agility 4, Fighting 4
- Benefit: You can never be denied your Awareness to your Combat Defense
- Stance: Lus-ma has no stance.
- Maneuvers:
- Spinning Strike
- Cost: 2 Stamina (This Form Maneuver can be combined with any other Form Manuever or Action)
- Effect: When attacking you reduce your opponent's Combat Defense by your Ranks in the Agility Ability.
- Whirling Defense
- Cost: 1 Stamina (This Form Maneuver can be combined with any Maneuver Action or other Form Manuever that is a Maneuver Action)
- Effect: Any time you take a Maneuver Action against your opponent you add your weapons Dangerous Rating to your Test Result.
- Spinning Strike
Specialized Technique: Saber Throw
As Jedi (and Sith) often avoid using ranged weaponry, duelists developed methods of turning their sabers into projectile weapons. This is often employed utilizing the Telekinesis Force Power.
- Requirement: Agility 4, Awareness 4, and Marksmanship 3
- Benefit:
- Stance: Saber-Throw has no Stance. If you have the Persistent Effect of the Telekinesis Power active (remember - the Persistent Effect of Known Force Powers are always considered active.) your Saber automatically returns to your hand as a free action, allowing you to continuing fighting during the round.
- Maneuvers:
- Ranged Strike
- Cost: 1 Stamina
- Effect: Your Saber can now be utilized as a Range Weapon at Close Range. When attacking in this fashion, you may Test Marksmanship(Lightsaber) and may add your Ranks in the Alter Specialty to your Test Result.
- Intercepting Block
- Cost: 1 Stamina
- Effect: You can call upon your mastery of Saber Throw to aid in the Defense of others. As a Lesser Action, you may grant the effects of the Dangerous and Defensive Qualities of your Weapon to another Character within Close Range, but if you are wielding only one weapon with those Qualities, you lose them yourself. It should be the targeted Character is now considered to have these Weapon Qualities applied to them and they must follow any stacking requirements.
- Ranged Strike
Specialized Technique: Sokan
Developed along side, and influenced by Ataru, Sokan teaches the Duelist to rely on his agility and athletics to seize advantageous ground in combat. Students of this Technique are capable of making the most out of Battlefield terrain.
- Requirement: Athletics 4, Agility 4, Tactics 2B
- Benefit: While in Combat, you may add your Ranks in the Tactics Specialty to any Athletics or Agility Test.
- Stance: Sokan has no Stance.
- Form Maneuvers:
- High Ground Defense
- Cost: None
- Effect: Anytime you have the High Ground, you may increase your Combat Defense by your Ranks in the Tactics Specialty. --- Note: you must ACTUALLY have the High Ground for this effect to apply, simply being considered to have the High Ground (such as through the use of Ataru) is not enough.
- Unhindered Charge
- Cost: 1 Stamina (This Form Maneuver can be combined with any Charge Action or other Form Manuever that is a Charge Action)
- Effect: When you Charge, you simply ignore Obsticles or any Battlefield Quality that would impact your movement.
- High Ground Defense
Specialized Technique: Tràkata
This specialized training teaches its users to use a unique feature of the Lightsaber, its ability to be turned on and off quickly. By flicking the blade on and off, the Duelist can surprise and off balance their opponents on both attack and defense.
- Requirement: Fighting 4, Deception 4, Quickness 1B, Sleight of Hand 1B.
- Benefit: You may now add 1/2 you Ranks in the Deception Ability to your Fighting(Lightsaber) Test Results. In addition, you may increase your Combat Defense by the same amount.
- Stance: Tràkata has no stance.
- Form Maneuvers:
- Pass the Blade:
- Cost: 1 Stamina (This Form Maneuver can be combined with any other Form Manuever or Action)
- Effect: You reduce your Opponents Combat Defense by 1/2 your Ranks in the Deception Ability when attacking.
- Unbalancing Block:
- Cost: 1 Stamina (Spent at the time of your Opponents attack).
- Effect: If an opponent Attacked and inflicted no Damage, they suffer a -1D Penalty during their Next Combat Turn.
- Pass the Blade:
Specialized Technique: The Tusken Grip (Shien Reverse Grip)
This technique teaches the Duelist to use their weapon(s) in a variant reversed Grip, with the blade held pointed away from the hand along the underside of the forearm. This grip increases the difficulty of traditional Form Maneuvers, but conceals portions of the blade, and makes it difficult for opponents to predict your attacks. This technique is often called the Shien Reverse Grip as it is most commonly seen among Shien Duelists.
- Requirement: Awareness 4, Fighting 4 and Quickness 2B
- Benefit: You may employ your Weapons Defensive Quality bonus to your Combat Defense against opponents who attack from behind you, even if attack during that round.
- Stance: Tusken Grip has no stance per se, but it radically alters how the blade is held and handled. As such, when employing your weapons using this Technique you are considered to be the wrong stance for any Form Maneuevers, this suffering a -1D Penalty to any Test associated with the Form Maneuvers. As normal this Penalty can be mitigated by taking the Hybrid Form Benefit. Unlike other Specialized Techniques and Lightsaber Forms, you may not employ the Form Maneuvers from the Tusken Grip if you are not utilizing the reversed grip.
- Form Maneuvers:
- Reversed Slash
- Cost: 1 Stamina (This Form Maneuver can be combined with any other Form Manuever or Action)
- Effect: When attacking you reduce your Opponents Combat Defense by your Ranks in the Quickness Specialty at the time of the Attack.
- Fluid Defense
- Cost: 1 Stamina (This cost is paid at the Start of your Combat Turn, at the same time that you select your current Stance)
- Effect: You increase your Weapons Defensive Quality Rating by your Ranks in the Quickness Specialty. This effect lasts until the Start of the next Combat Round.
- Reversed Slash
Social
Office
Requires Presence 3
You have been elected or appointed to some kind of office or position of authority. When acting within the bounds of your position, you gain a +1D to all non Force based Presence Tests. Generally you can be removed from your office for failing your duties or abusing your power. Should you be removed from office, you lose this Benefit and the Destiny Point invested in it. In rare circumstances, the Storyteller may allow you to purchase this Benefit multiple times to represent truly impressive positions, such as a influential Senator, Planetary Governor, Military General, ect.
Drawbacks
Cybernetics
Cybernetics are common in the Galaxy. Except in very rare – and often highly illegal – circumstances, cybernetics simply duplicate the function of a lost limb or organ. You have had to have replacements made to your body. These components make you susceptible to the effects of the Ion Weapon Quality. It is common for Force Users to take a -1D Flaw to one of the Force Specialties in addition to taking this Flaw... but it is not required.
Fallen to Darkness
Your character has succumbed to the twisted influence of the Dark Side. While it may possess many seductive qualities, the Dark Side demands a heavy toll of its users. Whenever you Test Endurance to recover from injuries or wounds, you increase the difficulty by One Step for each Dark Force Points you possess. You may negate this penalty by increasing your Characters Age by one step and applying the effects as if your character were actually that old.
In addition, the Storyteller may call for you to Test Will (Dedication) against a Difficulty determined by the number of Corruption Points you possess (Difficulty 6 for 1 Point, +3 for each Point there after). If you fail this Test, the Storyteller immediately dictates a temporary Goal for your character, one that acts out your Virtue (which has been replaced with your Vice). Cruel Characters may indulge torture, Wrathful Characters may lash out and kill a subordinate, Licentious Characters may engage in rape, ect... after your Character has indulged the Dark Sides influence the compulsion fades.
Ritualist
While you are a trained Force User, your Tradition practiced their Force Powers through superstition and archaic rites. Anytime you activate your Force Powers you resolve the activation as an Extended Test with a minimum of 15 minutes per roll.
Untrained
While you are Force Sensitive, you lack the basic training in the mysteries of the Force. Because of this, your character must spend a Force Point to activate the Persistent Effect of a Force Powers.
Outworlder
You hail from a far reaching section of the galaxy and have little knowledge of the Republic and its organizations.
You suffer a -1D to all Knowledge Tests when testing for information regarding the Republic. In addition you lose 1/2 (rounded up) of your Cunning to your Intrigue Defense.
Meditative Mandate
You training with the Force has been more scholarly and academic than other Jedi. While you have extensive knowledge of the Force and it's mysteries, you have long since become reliant on distraction free concentration and extended meditative states to use Force Powers, which makes using your Powers difficult on the fly.
Prior to activating any Force Power, you must spend a Lesser Action to enter the proper mental state. If you fail to do so, you suffer -1D to your Test to activate your power. This Drawback is common among Jedi Healers, Scholars, and Seers.