The Jedi
Protectors of right and justice in a vast galaxy, the Jedi Knights have stood as a beacon of light in the galaxy for thousands of years; disciples of the all-pervasive Force of life, the Jedi have fought evil in its every manifestation.
The first thing that all Jedi must know is the Jedi Code. It is the code that all Jedi must live, and act by:
There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.
The Jedi must carefully observe the rules of the Light Side of the Force to maintain harmony with him/herself and the universe around them.
The Light Side is created and sustained by life. The Jedi acts to preserve life. To kill is wrong.
Sometimes it is necessary to kill. The Jedi may kill in self defense or in defense of others, especially the weak and the good. The Jedi may kill, if by her action she preserves the existence of life. However, the Jedi must never forget that killing is inherently wrong. The death is a stain upon the Jedi's spirit.
The Jedi seeks knowledge and enlightenment, peace and harmony. The Jedi wishes to defeat those who would wipe out such qualities -- those who would inflict death, tyranny or ignorance upon others -- yet the Jedi should never act out of fear or hatred. A Jedi must act when calm and at peace with the Force. To act with anger filling one's spirit is to risk temptation to the Dark Side.
Jedi should seek nonviolent solutions to problems -- but this isn't always possible. Sometimes, killing or fighting is the only answer available. Sometimes it is even the best answer. But that doesn't mean the Jedi shouldn't try to find an alternative.
Character Creation
All human Jedi characters roll on the following table for Primary Abilities:
Ability | Fighting | Agility | Strength | Endurance | Reason | Inituition | Psyche |
---|---|---|---|---|---|---|---|
Feeble | 01-05 | 01-10 | 01-05 | 01-05 | 01-05 | 01-05 | 01-05 |
Poor | 06-10 | 11-20 | 06-25 | 06-10 | 06-10 | 06-10 | 06-10 |
Typical | 11-20 | 21-40 | 26-75 | 11-40 | 11-40 | 11-20 | 11-20 |
Good | 21-40 | 41-60 | 76-95 | 41-80 | 41-80 | 21-40 | 21-40 |
Excellent | 41-60 | 61-80 | 96-00 | 81-95 | 81-95 | 41-60 | 41-60 |
Remarkable | 61-80 | 81-95 | 96-00 | 96-00 | 61-80 | 61-80 | |
Incredible | 81-95 | 96-00 | 81-95 | 81-95 | |||
Amazing | 96-00 | 96-00 | 96-00 |
Jedi Force Powers and Skills
To become a Jedi requires the deepest commitment and most serious mind. It is not a venture to be undertaken lightly. As such, Jedi instruction is rigidly structured and codified to enforce discipline and hinder transgression. A Jedi who fails in his training can be a very serious threat. The dark side of the Force beckons to the impatient, and students in the past have been lured to its call with devastating consequences.
Jedi candidates are detected, identified and taken into the order as infants. A prospective Jedi begins training in infancy. All connection to previous family life is lost. In this early stage of training, a single master instructs groups of Jedi hopefuls.
- Padawan:
- As the Jedi mature, the apprentice is paired with a master to continue the next phase of the training. According to the Jedi Code, a Jedi Master may only have one Padawan at a time.
- Knight:
- Near the end of the Padawan's training, she must undergo trials before ascending to the rank of Knight.
- Masters:
- The next level of rank in the Jedi order is the Jedi Master, reserved for those who have shown exceptional devotion and skill in the Force.
- High Council:
- It is from the ranks of the Jedi Masters that the High Council is chosen, which is the main interface between the Jedi and the government of the Republic.
Starting Jedi character usually begin at the "Knight" level with all Three power areas.... Control, Sense and Alter. Characters rolls randomly on the power table to see how many "skills" the character starts with. The Jedi Powers of Control Sense and Alter are initially ranked Good and further modified by rolling on the Ability modification table up to Amazing rank. Initial skills under these main powers will begin at the same power rank.
After creation the character may purchase "new" skills following the power stunt rules. These "New" skills will begin at Good rank however may be enhanced following standard enhancement rules.
Control: Control is the Jedi's ability to control his/her own body. A Jedi with control can access his/her own internal well of Force energy, learning harmony with and mastery over the functions of his/her own body.
- Heal Self:
- Suspend Animation-Self:
- Iron Will:
- Energy Absorbtion:
- Enhance Attribute:
- Enhanced Reflexes: The Jedi can push his reflexes beyond the boundaries of his normal limits. If successful in his use of this power, the Jedi can add his control dice to his Dexterity for any one action attempt. This power may not be used in conjunction with any other power, although it does not interfere with any powers that may be "kept up." If the Jedi uses this power to attack with a weapon, he gains one Dark Side point.
Sense: Sense teach a Jedi to sense the Force in other things beyond her own body. The Jedi learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs the powers such as detecting danger and learning information about the world around the Jedi.
- Cosmic Awareness:
- Danger Sense:
- Life Detection:
- Environmental Awareness:
- Enhance Senses:
Alter: A Jedi with alter learns how to change the distribution and nature of the Force. Jedi who have mastered alter can move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions.
- Telekinesis
Control/Sense:
- Ultimate Skill- Lightsabre:
- Precognition
- Postcognition
- Telepathy
- Animal Communication
Control/Alter:
- Heal Others:
- Suspend Animation-Others:
Jedi Talents
All Jedi must have atleast 1 talent "Stamina".
Stamina: The character has trained himself to go many days without eating or sleeping. The character can go without food or sleep for up to 6 days.
Dark Side
While the Dark Side does not outclass the light side in any way, it does offer a seemingly quicker path to power. The dark side thrives on dark thoughts, words, and actions, inducing beings throughout the galaxy to engage in such wickedness in exchange for ability to wield the Force to commit subsequent evil acts.
Often the darkness manifests itself in a subtle way to mask its presence from an individual as it coaxes him to stray further from the light. Only after the being has performed the act does the dark side reveal itself, pointing out how simple and easy power comes to those who fulfill its wishes. With such black-hearted deed, the being steps further down the path to full immersion in the dark side, losing most of his former self in the process.
A character may add +1CS to his ability to manipulate the Force if not used for the betterment of the galaxy, in which case the character risks falling farther from the path of light..
Once of the dark side, if a character refuses to take advantage of the dark side's offering (i.e., the bonus), any Force power use is decreased by -2CS to reflect the difficulty in avoiding temptation.
The dark side offers great power that no Jedi would use. These power discriptions are below:
Alter:
- Bolt of Hatred: The Force-user creates in his hand a radiant sphere of pure hatred which he can hurl at any target within his line of sight. This requires a successful FEAT to hit on the thrown weapons column. Characters hit by the sphere suffer power rank damage and loose 100 karma.
Control/Sense/Alter:
- Mind Probe:
Control/Alter
- Emotion Control-Fear: The user delves into the darkness of her own spirit and dredges up the feelings of hatred, jealousy, greed, and rage that linger in shadowed recesses. Using the Force as a power source, she expels these vile emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the distrubance suffers immediate confusion, and a few seconds later, flees in fear.
Sense/Alter:
- Force Wind: Summon and control power rank winds
Special-Force Scream:
Dark Jedi who have become angered sometimes lose control of their emotions. This can trigger shock waves that ripple through the Force, devastating the Dark Jedi and those unfortunate enough to be in close proximity. The Force scream has been called "a wave of hatred, amplified and fueled by the dark side, that is capable of smashing through mental and physical defenses with ease."
A Force scream is a reflex, usually occurring when Dark Jedi are provoked into losing their tempers. A Dark Jedi must make a RED Psyche FEAT roll whenever angered to the point of rage. If the roll fails, the Jedi releases the Force scream. All of the Dark Jedi's powers are at -3CS for one hour, and he must rest for one hour or suffer an additional -2CS penalty until rested.
The Force scream causes damage equal to the Dark Jedi's alter power rank to all beings within 5 areas meters, including the Dark Jedi who unleashes this mental energy. Force-sensitive characters are permitted a RED pysche FEAT to avoid this effect. Also characters with protection against mind attacks are permitted this protection rank.
Returning to the Light
Dark side characters can return to the light however, the dark side is never eager to release those it has enslaved.
Such a character must truly begin to believe in the light, forsaking the path of darkness. A dark side character must prove her/his commitment to the light by forgoing ALL Karma currently acquired and usually something dramatic such as risking death in defense of the innocent and good.
The character is now part of the light, but the presence of the Dark Side lingures indicating the character's precarious position with even the slightest transgression being able to send them back to on the path of darkness.
The Lightsaber
Although the exact details of lightsaber operation remain shrouded in mystery, the general technology is known. All the controls and components fit into a compact handle 24 to 30 centimeters long. When the Jedi activates the lightsaber, a tremendous charge of pure energy flows from the power cell. A series of multi-faceted jewels focus the energy into a tight, parallel beam. Each saber has a unique frequency which determines the "feel" of the blade, how it handles when cutting something or contacting a force field or another saber blade. The frequency of each saber blade can be calculated from its blade color and pitch it generates. Sabers use between one and three jewels to give their beam a specific frequency.
Sabers with a single jewel have a fixed amplitude, which determines the blade length. Other sabers with multiple jewels can alter their amplitude, and thus the blade length, by rotating or varying the separation between the jewels. The best sabers use natural jewels, but, evidently, the Jedi can forge synthetic jewels with a small furnace and a few basic elements.
The beam emits from a positively charged continuous energy lens at the center of the handle. The beam then arcs circumferentially back to a negatively charged high energy flux aperture, usually set in a disk that also serves as a handguard. The power amplitude determines the point at which the beam arcs back to the disk, setting the blade length. The tight, arching beam forms a blade of amazing strength.
A superconductor transfers the power from the flux aperture to the power cell. Almost no energy is lost in the process, the beam doesn’t even radiate noticeable heat, though it does fluorese and hum. The saber loses power only when it cuts through something, but not when contacting another saber blade. The Jedi must use his strength and skill to force his blade against another saber blade; no lightsaber can cut another’s beam. Controls at the hilt of the saber adjust the power cell capacity and allow periodic recharging. Though exact duration figures are not known, it is clear that Jedi can use their sabers for years at a time before recharging becomes necessary.
A Jedi's weapon is a part of his very being. A lightsabre provides an inherant damage capacity of Remarkable. If the lightsabre was constructed by the person wielding it the sabre's damage will increase to minimum of the wielders Psyche or Incredible, whichever is higher.
Lightsaber Combat in Marvel Super Heroes
by Walace from the messageboard
The Lightsaber
A lightsaber is a high-technology hand-to-hand combat weapon comprising a metal hilt, usually between six and twelve inches long, which generates a blade of superheated plasma contained within a force field. Despite this, the blade radiates no heat (although the blade itself is hot to touch); instead, it destroys matter on contact, and can cut through more or less anything solid. It cannot cut through other lightsaber blades, or most force fields.
The lightsaber's handle usually counts as having Remarkable material strength. In hand-to-hand combat, a lightsaber inflicts Remarkable Edged damage with each hit, regardless of the wielder's Strength. Because the blade is completely weightless, even the Hulk would only be able to inflict Remarkable Edged damage with each hit.
However, this damage is done regardless of all body armour, resistances and invulnerabilities. At the Judge's discretion, a specific Resistance to Energy Attacks may reduce lightsaber damage; otherwise, the blade slices straight through armour plate and invulnerable flesh with equal ease.
The lightsaber will slice through material of up to Unearthly rank automatically. In the unlikely event of an opponent having body armour or invulnerability of Shift-X rank or above, the lightsaber will be stopped dead. However, it can still damage inanimate material of up to Shift-Z rank - it just takes a little longer (an entire round instead of an automatic action).
Lightsaber Combat
Using a lightsaber effectively is extremely difficult, for a number of reasons. First, the blade is completely weightless. This means that the wielder has no conventional awareness of its location at any given moment, and awareness of mass and heft is usually a vital subconscious component of armed combat. Second, despite being weightless the blade nonetheless generates a gyroscopic feedback, making it unstable. And third, the blade's ability to cut through anything without slowing down means every swing must be controlled precisely if it is not to cut through something you didn't want to damage, such as a wall, an ally, or your own leg. As such, an untrained fighter attempting to wield a lightsaber does so at -1CS to his Fighting. Otherwise, it is used as a normal sword - except that if he rolls a natural 01 in combat, he has cut his own leg off.
Training in conventional swordsmanship or sharp weapons does not bring with it the ability to use a lightsaber - if anything, handling is even more difficult because the lightsaber goes so heavily against your expectations. However, the principle is the same, and anyone with an existing talent in Sharp Weapons or Swords may learn basic lightsaber techniques at half normal Karma cost.
Because of their unusual nature, lightsabers are not included in the Weapons Master talent, unless the character can point to an aspect of his past that would imply familiarity.
Basic Lightsaber Combat can, in theory, be learned by anyone. The principles are much the same as normal swordsmanship. It normally costs 1000 Karma, at which point the character gains a +1CS to his Fighting when using a lightsaber in hand-to-hand combat. However, characters without Force sensitivity cannot become Weapon Specialists in the lightsaber.
Jedi Training includes a heavy focus on the use of the lightsaber. The difficulties of the weapon are compensated for by the wielder's use of the Force. There are seven primary forms of lightsaber combat. Following text copied direct from Wikipedia.com
Form I: Shii-Cho
As the weapons technology of the lightsaber was developed, the need for a form of combat arose. Thus Form I, also called Way of the Sarlacc, was born. Ancient sword-fighting traditions held key principles of blade combat that were implemented by early Jedi Masters in the rather basic technical tactics of Form I.
Form I, like its succeeding forms, includes the following basic techniques and concepts:
- Attack
- Parry
- Body target zones
- Training drills called Velocities
Younglings, the Jedi initiate rank, first learn Form I before they begin a Padawan apprenticeship with a Jedi Master. In Star Wars: Attack of the Clones, the Younglings can be seen being taught by Yoda to deflect light plasma shots.
The only known practitioner in the Star Wars Universe of Form I is Kit Fisto. Though Kit Fisto was a masterful practitioner of Form I, it could not defeat Darth Sidious in Revenge of the Sith.
Form II: Makashi
After Form I's proliferation as a saber combat technique, Form II or Way of the Ysalamiri came about as a means of lightsaber-to-lightsaber combat. It is described as being very elegant, powerful, and requiring extreme precision. The blade manipulation required for this form is very refined and requires much focus, but the results are extremely powerful.
In the time near the Clone Wars, the Jedi Order seldom practices this technique. There is, if at all, so little lightsaber-to-lightsaber combat involved in a Jedi's life that Jedi Masters have found it impractical.
Darth Tyranus (a.k.a.: Count Dooku), from Star Wars: Attack of the Clones, has mastered Form II to the highest degree, fighting with the precision built into the ancient technique. When he wields this form, it devastates the Jedi; the system of Jedi training at the time of confrontation between Darth Tyranus and other Jedi does not prepare the Jedi for the precise movements of a form bred for lightsaber dueling.
This style is based on the Spanish style of fencing, "La Destreza Verdadera," which is often called the dance of sabres or the swords of truth; this style is fluid yet very rigid.
Form III: Soresu
After Darth Maul's defeat on Naboo, Obi-Wan Kenobi decided to perfect his practice of Form III lightsaber combat, the most defensive of all of the forms, since Qui-Gon Jinn, Kenobi's master and Form IV practitioner, fell against Darth Maul.
Form III, the Way of the Mynock, was originally developed to counteract the advancing blaster technology throughout the galaxy. Those to whom the Jedi were mainly opposed usually wielded blasters now; the Jedi needed to find a method to defend that could not be replicated or be counteracted by the Jedi's blaster-wielding enemies.
The need to deflect blaster bolts inspired the technique in Form III. It is very defensive; utilising motions occurring very close to the body to achieve a nearly total protection, efficiently expending as little energy as possible to execute those moves. This technique exposes as little body target zone open areas as is possible, making a well-trained practitioner nearly invincible. Practioners of Soresu comfortably remain on the defensive until their opponents tire or make a mistake, only then do they strike offensively. Testimony to this is the fact that Kenobi, a Form III master, even defeats Darth Vader in their first great battle, and only falls when he chooses to let Darth Vader kill him in their second. One could still argue that he is invincible as he re-appears later in the series as a Jedi Spirit. Criticisms exist however, indicating Obi-Wan's loss to Count Dooku as portrayed in both Attack of the Clones and Revenge of the Sith. Luminara Unduli is also a practitioner of this form.
Form IV: Ataru
The master practitioners of the Way of the Hawk-Bat make extensive use of acrobatic maneuvers often thought not physically possible. Qui-Gon Jinn and Yoda were both masters of Form IV, as shown in their duels against Darth Maul and Count Dooku, respectively. Obi-Wan Kenobi, though already very advanced, abandoned his Ataru training in favor of Form III because he felt that his master's death demonstrated a fatal flaw in this form. Aayla Secura is also a master of Ataru, according to Jan Duursema, who co-created the Twi'lek Jedi; Quinlan Vos had taught Aayla Form IV. Palpatine used a Sith variant of this form, which included stabs and wide swings.
In dire situations, Form IV practitioners use the Force to aid in their acrobatics. Spinning, jumping and running very fast and very high, masters of Form IV are sometimes only seen as a blur. In order to achieve the acrobatic prowess, amazing reflexes and physical punch of this form, a Jedi Master would focus on the Force, letting it flow deeply throughout his entire physicality, even allowing him to overcome the limitations of old age.
Form V: Shien / Djem So
Form V is a powerful style developed by Form III practitioners that preferred a more offensive angle. The defensive nature of Form III often leads to dangerously prolonged combat. The maxim "peace through superior firepower" encompasses the philosophy of Form V, also called the Way of the Krayt Dragon. Anakin, both as himself and as Darth Vader, and Luke Skywalker are both practitioners of Form V.
Form V maintains its existence through having sufficient defensive skills, as derived from Form III, but channeling defense into offense. The example is commonly used that while Form III combatants effortlessly deflect laser bolts, Form V practitioners excel at redirecting the laser bolt toward the opponent. This simultaneously defends the user and efficiently injures the opponent.
Vader also created his own variant of Form V, where he would use only one hand to strike and defend, and have the other held casually by his side. This can be seen at the start of the duel in The Empire Strikes Back.
Form VI: Niman
The Way of the Rancor, Form VI was the standard style at and around the time period of the Clone Wars and the Great Jedi Purge. This combat discipline is often called the "Diplomat's Form". One can see this in Star Wars Episode II: Attack of the Clones when many of the saber-wielders on Geonosis are killed. In fact, all of the Jedi using Form VI were killed at the Battle of Geonosis, including the Form VI practitioner Coleman Trebor, whose Form VI could not defend against Jango Fett's masterfully placed blaster shots.
Form VI attempts to balance all elements of lightsaber combat, combining the Forms that came before into a less intensely demanding combat style. The result is that the users' skill in each individual area of lightsaber combat is only moderate, making Form VI well suited for diplomats, as they can spend their time training in the areas of politics and negotiation instead of combat training.
Form VII: Juyo / Vaapad
Dubbed the Way of the Vornskr, Form VII was an incomplete form for millennia. It was further developed by Jedi Master Mace Windu, who could complete it with his "Vaapad" style. The most challenging and demanding of all forms, Form VII requires extreme, intense focus, high levels of skill, and mastery of other forms. Only two Jedi have ever mastered Form VII fully: Mace Windu and Depa Billaba; Quinlan Vos also was taught this fighting style by Sora Bulq, but he isn't a master as Windu and Depa are. Sora Bulq also practiced it and helped Windu develop Vapaad, but he proved too weak to master the flow of Light and Dark, slipping into the Dark Side. In this way, Vapaad mastered him.
Intrepid, somewhat direct movements are used in combination with very advanced techniques involving Force-powered jumps and motions. Form VII does not appear as fancy as Form IV, but the technical details of it use very open movements resulting in a very unpredictable battle style.
Form VII demands the emotional and physical intensity of Form V, but it much more effectively controls it (if mastered). Form VII, when fully mastered, results in extraordinary power.
However, Vaapad borders on the edge of falling to the Dark Side, as it channels one's anger and darkness into the attack. Only Windu's mastery and concentration of the Light prevents him from succumbing, which is why Vaapad is rarely practiced and very dangerous. The two other known practitioners of the Form, Sora Bulq and Depa Billaba, both fell to the Dark Side of the Force.
Note that Mace Windu in channeling his anger into this form of attack, he has arguably lost his sense of justice, opting to kill Darth Sidious instead of pursuing his original intention of arresting him. It is due partly to his decision to execute the Sith Lord that eventually causes Anakin to draw his saber on him.
Basic Training
As mentioned above, all Jedi begin their training by studying the principles of Form I. Since this usually takes place in childhood, a Jedi PC will probably already have it under his belt. However, if you're playing a Luke Skywalker-type arc, it may be necessary to learn, at a standard cost of 1000 Karma. This confers the following bonuses when using a lightsaber:
- Fighting +1CS.
- Block Energy attacks of up to Amazing rank on a Fighting FEAT.
- Reflect Energy attacks on a Red Fighting FEAT. This counts as an Offensive action, and is targeted with the Jedi's Agility.
- All incoming attacks are shifted down one colour. This may seem extreme, but think about how the Jedi are depicted - all but impossible to hit at the best of times.
Advanced Training
Having learned the techniques of Shii-Cho, Jedi will normally select one of the other six forms to study. Becoming an adept in any of the seven forms except the sixth costs 1000 Karma, and brings with it specific bonuses. Mastering the form is an essential part of becoming a Jedi Master, and should be role-played as such; it costs another 1000 Karma.
Except in exceptional circumstances, a character cannot change forms. You cannot, for example, become an adept in Makashi, and then decide you also want the bonuses of an adept in Ataru.
All bonuses stack. This is important; adding them up, you will notice that mastery of several of the forms effectively makes the character a Weapon Specialist with a lightsaber, and then gives a couple of specific bonuses.
Form I: Shii-Cho
All Jedi and Sith count as Adepts of Shii-Cho, and the bonuses are detailed above.
The Master of Shii-Cho gains a further +2CS to his Fighting and +1 to his Initiative when using a lightsaber in combat. Effectively, he's a Weapon Specialist stacked with his Lightsaber skill.
Form II: Makashi
The Adept of Makashi gains a +1CS to his Fighting and +4 to his Initiative for all actions in lightsaber-to-lightsaber combat.
The Master of Makashi gains a further +1CS to his Fighting for all actions when using a lightsaber, and a further +1 to his Initiative.
Form III: Soresu
The Adept of Soresu gains a +1CS to his Fighting for all defensive actions in combat, including blocking energy attacks and determining whether his opponent has hit him. Shooting attacks against him are at -1CS.
The Master of Soresu gains a +1CS to his Fighting for all actions when using a lightsaber, and a +1 to his Initiative. Additionally, he may choose in any round to fight purely defensively; in exchange for making no attacks, he gains a further +1CS to his Fighting, for a total +4CS, and a further -1CS to shooting attacks against him, for a total -2CS.
Form IV: Ataru
The Adept of Ataru gains a +1CS to his Agility for Dodging and Evading. Additionally, in any round in which he wins Initiative he automatically counts as Blindsiding his hand-to-hand combat opponents (he's assumed to have leaped, flipped or dodged around behind them).
The Master of Ataru allows the Force to take the place of his physical abilities. He substitutes his Force Rank for his Fighting, Agility and Initiative. A powerful Jedi or Sith who is also a Master of Ataru is therefore almost unstoppable.
Form V: Shien/Djem So
The Adept of Shien chooses each round whether to focus his power into offence or defence. In either case, he may attack as normal, but gains a +1CS to his Fighting for appropriate actions.
The Master of Shien gains a +1CS to his Fighting for all actions when using a lightsaber and a +1 to his Initiative. He also gains a +1CS to his Agility when targeting reflected energy attacks.
Form VI: Niman
Niman is the least effective system of lightsaber combat. As such, it costs just 500 Karma to become an Adept, and a further 500 to become a Master.
An Adept gains a +1 to his Initiative when using a lightsaber.
A Master of Niman gains a +1CS to his Fighting when using a lightsaber.
Form VII: Juyo/Vaapad
There is a danger to this Form. This is a Form one step away from the Dark Side of The Force. One most be of the strongest will in order to master it and not fall to the Dark Side. As such, one most have a minimum of Incredible in their Psyche before they even begin trying to learn this Form. But even those with strong wills are not immune to the dangers of the Dark Side.
Every three rounds, the Jedi must roll a Psyche FEAT (Judge determines the color needed for success). On a success, the Jedi keeps the balance between the Light and the Dark. On a failure, the Jedi gains a Dark Side Point, as the anger that fuels this Form starts to overwhelm him. Anger is a path to the Dark Side, remember.
Now, i can hear you thinking, "well, what happens if you fall to the Dark Side? In fact, why not just fall to the Dark Side?! Then you can just use this Form with no drawbacks!" heh, nice try. Form VII is all about the balance between the Light and the Dark. Balance being the key word here. When one can't maintain the balance (like say, by falling to the Dark Side) you lose the bonuses for the Mastery of this form. (but you keep the Adept bonuses, which means you're still a force to reckon with)
The Adept of Juyo/Vaapad let's his anger flow through him in the form of a blitzbr /krieg attack of skill and savage power. The Jedi/Sith gains +2CS to Fighting, a +1CS to Damage and a +1 to Initiative
Form VII is so difficult to master, that the cost to gain mastery is 2000 Karma, not the usual 1000
The Master of Juyo/Vaapad is a rare individual indeed. (in fact, only two people known have mastered it.) Not only are they rare, but they are some of the most fearsome lightsaber combatants one will ever face. Once you master Juyo/Vaapad, finding the perfect balance between the Light and the Dark, you can completely negate another Jedi's/Sith's Lightsaber Form, meaning they get no bonuses from their Forms. (this includes the Basic Form I too.) The only Form Juyo/Vaapad can't negate is Form VII itself.
Construction of the Lightsaber
Designing and crafting a weapon is often the final step in the initial training of a Jedi. The following rules are for the creation and modification of sabers. Once understood, they may easily be modified to produce the more exotic weapons like Light Claws and Boomerangs.
A Jedi's weapon is a part of his very being. When a Jedi constructs his own weapon he gains a +1CS bonus to attack and parry rolls when using that weapon. Unfortunately, he also becomes so attached to his weapon that if separated he suffers a -1CS penalty to all Force Skills until he recovers his weapon or builds a new one.
Most Jedi build several lightsabers over a lifetime, each saber more powerful and well-balanced than the last. These improvements reflect the Jedi’s increasing prowess in his use and understanding of the Force. Jedi apprentices spend a great deal of time and effort constructing lightsabers, an elegant weapon of ancient technologies. The blade helps the Jedi focus, attuning him to the Force so that it more easily flows through him. It is used for combat only when other methods of conflict resolution have ended in failure.
A lightsaber must have the following parts: a power cell, a handgrip, and activation plate, a safety, a belt ring (optional), a blade-length adjuster, an emitter matrix, a recharge socket, a lens assembly, a focusing crystal, and a power conduit. Most handgrips have a length of 24 to 30 centimeters, with the blades themselves extending up to 1.5 meters.
The type of crystal used to focus the energy from the power cell determines the harmonic resonance and lethality of the weapon. Jedi Knights use Adegan crystals almost exclusively, as they have done for millennia. Different crystals can provide differnet blade strength as determined by the game master.
To construct a lightsaber form it’s components parts takes a minimum of one month and requires a RED reason and Psyche FEAT roll. For each additional month spent in construction decrease the difficulty by 1 FEAT to a minimum of Green for Reason and Psyche (that's a minimum of 4 months to get to green for both).
Lightsaber Modifications
- Pressure Grip: A good modification for beginners. When the hilt is let go of, or dropped, the blade automatically shuts down to prevent damage to anyone nearby. The blade may be thrown with the blade active, however, telekinesis may be used to keep pressure on the grip.
- Lock Blade: This is used to lock the blade in the active position. This can be turned on or off, and is good for throwing the blade at a target.
- Length Variations: This modification can double the length (or triple the length, with one more gem). This changes the length of the blade, making it longer or shorter (requires minimum two gems). You need to select the primary gem and the secondary gem.
- Duel Blades (Bo or Staff): This sets up the lightsaber to extend a blade out of each side. Though, this changes the lightsaber's difficultly to use. All fighting FEAT's must be green or above. Anything less is a failure inflicting the sabre's standard damge on the user.
- Extra Damage: This adds a +1CS to damage. It implements a stronger power source, and a thinner focusing disk.
- Locking Base: This is modification is for those that use two lightsabers. You unite the base of each saber, twist, and pull. It will extend another 5 cm (2.5cm per each saber). Then, each blade can be ignited from one switch on the master saber (designated by the user). Or, one at a time can be ignited by using the secondary blade's activation switch. There is no bonus for using the two blades. When using the sabers together, the difficultly increases to"Duel Blades".
Additional Jedi Weaponary
In addition to the traditional lightsaber, several more exotic and rare weapons were produced by the Jedi. All have the same inherent danger to the user as the Lightsaber. All listed damages are considered "base" as if constructed with a natural gem.
- Dual-setting Lightsaber: This is a rare and unusual variation on the normal lightsaber, in that it had two different settings. In the first, it has the normal length, but more powerful, as the traditional lightsaber. In the second setting, the blade losses about 15% of it's power, but doubles in length. This extra length is useful for keeping others at a greater distance, but makes it much more unwieldy to deflect blaster bolts and attack. For these reason, it used primarily by young, reckless Jedi, who eventually decide to keep it in its first setting, or going to a traditional saber. It was, however, popular with some Jedi who rode into battle on beast back. The dual nature of the blade often gave it a stunning blade-within-a-blade appearance, with one color forming the core, and a second, clearly different one forming the outside sheath. Less than two hundred examples were ever made.
- Double-bladed Lightsaber (Lightstaff): Most specimens may be used as a regular lightsaber (specialty Lightsaber: lightsaber), but without the parry bonus. Must declare at the beginning of the round. An ultra rare light weapon, the double lightsaber consisted of an elongated handle (about 2.25 times the normal length), which projects a blade from each end. This gave it the versatility and speed against attacks of a quarterstaff, but made it MUCH more dangerous to the user. For this reason, it could usually be used like a normal, single bladed lightsaber. This was considered by many Jedi to be a Dark Side weapon, mainly because its most famous user was the Sith Lord Exar Kun. Less than a dozen examples where ever made.
- Lightwhip: A flexible, wave-guide energy lash. Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1CS or Energy Armor, whichever is greater. Due to energy cocoon, may be used to parry lightsabers, and even ensnare them. Must roll lightsaber vs lightwhip damage to see if they damage each other.
* The lightwhip is the prized weapon of many Sith and Dark Jedi, but only a scant handful of Jedi. Similar in many respects to the Force Lash, the Lightwhips were harnessed energy coiled around incredibly strong, 2.5 to 4.5m long (length varies between users, and is based, in part, on the builder's height), alloy whips. They can easily cut through the strongest metals in the hands of a skilled user. Because the lightwhip is flexible and unwieldy, it is very dangerous to the beginner, and those without any formal training are as much a danger to themselves as they to others. In the hands of a skilled user, however, the lightwhip is capable of deflecting energy bolts and solid projectiles, in addition to its formidable capabilities.