Fate Star Wars
Lightsaber Fighting Forms
All of the following stunts require a lightsaber to be used. Characters who want to represent their form must purchase the Basic Style stunt first, but after that can purchase any of the other stunts of that form as desired. A true master of a style will have all three stunts as well as an Aspect indicating their mastery of that particular style. Each of these stunts cost 1 Refresh.
Form I: Shii-Cho
In combat, Form I lightsaber combat was wild and raw, relying on deliberate tactics and being primarily aimed towards disarming rather than injuring foes, in keeping with Jedi philosophy. Basic initiates in the style demonstrated rather clumsy performance, though in the hands of a master, Shii-Cho was fluid but highly randomized and unpredictable.
- Shii-Cho: Basic Style + 2 bonus to Deceive rolls to create an advantage based on disorientation, distraction, or unbalancing against opponents you have already inflicted stress on this combat.
- Shii-Cho: Disarming Slash Gain a + 2 bonus to Fight rolls when creating a Disarmed type of aspect and targeting an opponentʼs weapon.
- Shii-Cho: Sarlacc Sweep Use Will or Fight (selected when you take this technique) instead of Athletics in rolls involving entering zones or preventing others from doing so. Apply a + 2 bonus if both Athletics and the selected Skill are the same rank or Athletics is greater.
Form II: Makashi
Makashi was described as elegant and focused, and was based on balance and footwork to outmaneuver opponents. Fluidity and economy of motion were relied on, rather than strength, with Form II bladework heavily utilizing jabs and light cuts rather than hack and slash movements. However, Makashi was not without its weaknesses, being ineffective against multiple opponents and failing to address the issue of blast-deflection. It would eventually be supplanted by Form III: Soresu, the most defensive of the seven forms.
- Makashi: Basic Style Use Fight to determine turn order instead of Notice in combat. Apply a + 2 bonus instead if both Notice and the Fight are the same rank or Notice is greater.
- Makashi: Contentious Opportunity If a target uses Full Defense in combat against you, gain a + 2 bonus to your next attack against them. You gain this bonus regardless of whether their Full Defense succeeds or not.
- Makashi: Riposte Gain a + 2 bonus on Fight rolls to create advantages or defend against opponents wielding a lightsaber.
Form III: Soresu
Like Makashi, Soresu relied on economy of motion and energy efficiency, keeping up constant blade-movement to build up momentum and minimize energy-expenditure. Form III focused on strong defensive technique to essentially outlast an opponent, waiting until he began making mistakes due to frustration or fatigue, before taking advantage of these lapses and countering. A master of Soresu was considered invincible, and the focus on long-term survival allowed such duelists to take stock of and control of their situation, choosing to kill, disarm, or even reason with enemies. However, despite its effectiveness, Soresu would receive heavy criticism due to its lack of offensive capabilities, as it merely facilitated survival rather than victory. As an answer to these weaknesses, the highly aggressive Ataru and Shien forms would be developed side-by-side.
- Soresu: Basic Style When you succeed on a Fight roll to create a Defensive-type of aspect, you gain an additional free invocation of that advantage.
- Soresu: Circle of Shelter Add an additional + 2 bonus when using Full Defense to defend yourself in combat. If used to defend others, gain 2 Armor Rating instead.
- Soresu: Deflecting Slash When you defend against a Fight attack with style, you may inflict 2 shift hit instead of taking a boost on your attacker.
Form IV: Ataru
An aggressive style, Form IV was fast-paced and effective against single opponents, though weaker in prolonged combat and confined spaces. Also, it was not recommended for use against opponents wielding blasters. Ataru was characterized by Force-assisted acrobatics, such as somersaults and leaping strikes, both for attack and defense. Another characteristic of the form was its fast, powerful strikes from multiple directions.
- Ataru: Basic Style Move at least 1 zone and make an attack using Athletics or make an Athletics attack on a target that just moved into your zone on their last action. Add 2 shifts to any stress you deal with this attack.
- Ataru: Hawk-Bat Swoop If you succeed at an Overcome roll using Athletics or Fight with style, you may create a situation aspect with a free invocation instead of taking a boost.
- Ataru: Saber Swarm Gain a + 2 bonus on Fight attacks while invoking an advantage or boost created by the Athletics skill.
Form V: Shien/Djem So
Shien, considered the classical Form V, was more adept at blocking blaster bolts, whereas Djem So was developed later and intended for lightsaber combat. Both Shien and Djem So were designed to use an opponent’s attack against them, as evidenced by Shien’s focus on returning blaster bolts to their origin and Djem So’s emphasis on immediately striking back after a blow.
- Shien/Djem So: Barrier of Blades When you succeed with style on a defense, you may reduce the result by 1 to gain 2 Armor Rating against the next attack in the scene that strikes you in addition to the normal boost.
- Shien/Djem So: Shien Deflection Requires Deflection and Redirection, (see Force Stunts). When you succeed with style on a Deflection roll, you may choose to inflict a 3 shift hit on your opponent instead of gaining a boost.
Form VI: Niman
Form VI, also called “The Way of the Rancor,” is a synthesis of elements from the five previous forms. It is especially popular among Jedi who do not focus on combat training, as it is easy to master and execute — for this reason, however, Jedi who have mastered other forms may view it as inferior.
The basis of Form VI is combining lightsaber combat with other Force techniques. For example, a Jedi may use telekinesis to push away enemies, allowing her to better manage a group of fighters by facing them one at a time. Form VI is the primary fighting style of Jedi who dual-wield lightsabers.
- Niman: Basic Style Use Will instead of Athletics in rolls involving entering zones or preventing others from doing so. Apply a + 2 bonus if both Athletics and Will are the same rank or Athletics is greater.
- Niman: Pushing Slash Requires Force Throw, (see Force Stunts). Gain a + 2 bonus Force Throw while invoking an advantage or aspect created by the Fight skill.
- Niman: Draw Closer Requires Move Object, (see Force Stunts). Gain a + 2 bonus to Fight attacks while invoking an advantage or aspect created by the Move Object power.
Form VII: Juyo
In use millennia prior to the Battle of Yavin, the Juyo incarnation of Form VII was described as the most vicious form of lightsaber combat and was said to involve significant internal focus on the part of the user.
- Juyo: Basic Style When you succeed with style on a Fight attack, you may move 1 zone in addition to gaining a boost. If someone or something tries to stop this movement, gain a + 2 to rolls to overcome.
- Juyo: Assured Strike Gain a + 2 bonus on melee attacks while invoking an advantage or aspect created by the Fight skill.
- Juyo: Vornskr’s Ferocity When invoking a situation aspect or environment-based advantage in a Fight attack, you add + 2 Weapon Rating to that attack.
Sometimes called “the eighth form,” Vaapad, a variant of Juyo, was explained as being a state of mind rather than just a fighting style, allowing the wielder to channel his own inner darkness into the duel, and accept the fury of the opponent. Few Jedi were permitted to learn Vaapad, as it was thought to bring its practitioners dangerously close to the dark side.
- Vaapad: Basic Style Ignore 2 points of Armor when making an attack to inflict physical stress.
- Vaapad: Tempered Aggression When you defend against a Fight attack with style, you may inflict 2 shift hit instead of taking a boost on your attacker.
- Vaapad: Swift Flank Gain a + 2 bonus on Fight attacks when invoking a consequence that you placed on an opponent.
Jar’Kai was originally a style of swordplay that utilized dual blades, developed by the Yovshin Swordsmen. Known Jar’Kai techniques and maneuvers include the “Rising Whirlwind”, which consisted of a duelist swinging his blades about his body, creating a “whirlwind” of deadly attacks, and the “Twin Strike”, in which both blades were swung in an arc towards the opponent in a deadly power attack.
- Jar’Kai: Basic Style When attacking with dual blades add + 1 stress to any successful attack made.
- Jar’Kai: Twin Defense Add an additional + 2 bonus when using Full Defense to defend yourself in combat. If used to defend others, gain 2 Armor Rating instead.
- Jar’Kai: Rising Whirlwind When you succeed with style on an attack, gain a boost—with a + 3 bonus instead of the usual +2—without reducing the value of your attack.