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Lightsabers and Lightsaber Techniques

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Lightsabers and Lightsaber Techniques

Post by Kitaro on Fri Nov 13, 2015 10:56 pm

Forms and Techniques

Lightsaber Forms and Techniques are bought with Precision/Magnitude Points (Maybe going to now be called Force Points) and each rank begins with a different amount and they can be gained through various ways. A point must be used to gain the ability to use a Form and an additional point must be spent in order to learn each technique of that form. The forms and their techniques are as follows.

Form I/Shii Cho
Disarming Slash: A quick burst of speed +1 and a basic attack at the weapon wielding arm with another speed +1. This attack is immediately followed up with a follow up strike at the user's weapon with the same speed enhancements all taking place in 1.5 seconds.
Sarlacc Sweep: A wide sweeping motion with the blade with the user swinging against the weak elements of their enemy's weapon, designed to push them back with a great burst of Strength. During this strike the user gains +.5 Strength per enemy in range.
Sai: A quick strike at first the right and then the left leg, with the each strike gaining +1 Strength.

Form II/Makashi
Contentuous Opportunity: Once per topic this technique may be used to interrupt an opponent's lightsaber sequence and begin your turn after the target's first move.
Makashi Riposte: A quick lightsaber movement designed to alter the angle of another lightsaber's attack. This technique can be used once per topic to force a miss and interrupt an attack.
Pass the Blade: The user swings their saber at the enemy with a simple flick of the wrist and attacks from the side. If the opponent blocks the attack, the user gains +1 speed for this attack and times their lightsaber to turn off and then back on to avoid the block and strike at the opponent.

Form III/Soresu
Circle of Shelter: The user takes a strong defensive stance and allows the force to guide their lightsaber, giving them the ability for up to two posts per topic to block up to twelve attacks per post.
Deflecting Slash: The user can aim incoming ranged deflections to a new desired location by angling their lightsaber precisely.
Unbalancing Block: The user blocks an opponent's blade with a well angled strike to control the movement of the enemy's blade afterward leading it away and disarming opponents of a strength three lower than yours.

Form IV/Ataru
Hawk Bat Swoop: Can only be used if the user is at least 15 meters away from the target. The user leaps 15-20 meters to the target with a Speed increase of 2 that remains for the remainder of that post and into the next one.
Saber Swarm: Increases Speed by one for four rapid strikes.
Swift Strike: The user leaps more than 5 and less than 30 meters at a target and strikes at them from above.

Form V/Djem So
Falling Avalanche: An incredibly powerful overhead slash that when used increases Strenth by two during the strike.
Fluid Riposte: Once per topic after blocking the first attack of an opponent press them back and end their attacks for that round.
Jung-Ma: A 360 spin that builds power for a strike and adds +2 Strength to the strike at the end of the spin.

Form V/Shien
Barrier of Blades: Increases the amount of blasts that can be deflected per turn by 3 and gain the ability to aim back one of those blasts each post.
Shien Deflection: Leap up to 15 meters toward a target while being able to block as many blaster shots as they would have on the ground while leaping.
Practiced Throw: The user makes a strike at enemy's weapons by using Force Throw. This strike moves at the user's speed +1 at the chosen area of the weapons of any number of enemies in front of the user.

Form VI/Niman
Draw Closer: The user causes a force to pull a target toward them that requires Endurance 3 and Willpower 3 to resist, after the pull the user makes two rapid strikes with +1 increased speed.
Pushing Slash: The user makes powerful strike with +1 Strength with one hand and timing a Push that requires Endurance 4 and Willpower 2 to Resist, otherwise being pushed back 15 meters.
Unbalancing Strike: The user launches a pushing force at the target's weapon attempting to push it out of their hand or knock their defending hand away before striking with +1 Speed. This technique can be countered by targets with 4 or greater strength.

Form VII/Juyo
Assured Strike: The user is capable of sacrificing up to 3 Strength from their strike and in return gain an equal amount of Speed for the same strike.
Vornskr's Ferocity: If the target is within 2 meters of the user, the user gains +2 Strength and +2 Speed for four rapid attacks, if the target is more than 10 meters away the user leaps to the target and gains +1 Strength and +1 Speed for two more strikes. May be used once per topic.
Flowing Water: The user presses their blade against another before feigning pulling back, a moment later the user presses forward with +2 strength crush the user's own lightsaber against them.

Jar'Kai
Dual Blade Fencing: Allows the user to use Dual Sabers without the usual -2 Strength Penalty.
Rising Whirlwind: The user rises from the ground up spinning and turning their lightsabers on and off to avoid being stopped or blocked on the way, the user gains +1 speed for this attack but can only use it once per topic.
Falling Leaf: A quick move that required the user spinning behind him and swinging both lightsabers to simultaneously block attacks from both directions, adding +1 Strength to both blocks.

Construction

Constructing a Lightsaber is little more than assembling the right set of parts in the right way to do exactly what you want it to do and be tuned to your special interests. Conveniently, a Lightsaber has to worry about the blade itself and from a technical standpoint and especially a construction/mechanics standpoint only concerns the Hilt. Essential information like how long the hilt is, the metals used primarily to make up the hilt (usually durasteel), the Grip information, the Color Crystal, etc. are fairly standard and straightforward. Power Output and Modifications are directly related to one another as well as Extra Effects. Based on the type of crystal chosen (from a list provided below) you will find your base Power Output which may be exchanged for modifications to the the saber itself for use in combat at the exchange of 10 Power Output per modification. Modifications are the most customizeable thing about the lightsaber given that they can be anything. For example, making two lightsabers that connect into a saberstaff would require one modification to allow for the two sabers to connect and disconnect, or a modification that allowed for easy and instant switching between two preset lengths. Typically Crystals are assigned a Power Output based on the practicality of their Extra Effect. As a final note, Light-weapons do not have to come in the form of a lightsaber, such as the Shoto, Great Saber, Light Pike, Saberstaff, etc.

Lightsaber Crystals List
Spoiler:

Aedegan; 100 Power Output, no extra effects.
Allya's Crystal; 80 Power Output, gains two levels of Power Output vs machines or droids.
Damind; 70 Power Output, Sith Exclusive Crystal, able to make the beam width and girth each up to 3 in.
Dantari; 80 Power Output, User gains +1 Precision and Magnitude to Sense. (Only usable in a single weapon per character)
Dragite; 60 Power Output, when struck by another light-weapon the weapon causes a sonic ripple in the direction it was struck who's power is a reverberation of how hard it was struck.
Focus Kathracite; 80 Power Output, specifically the cutting power of this light-weapon is always one level above it's power output tier.
Combustion Crystal; 80 Power Output, causes constant sparking along the entire length of the blade.
Katak Crystal; 50 Power Output, Causes Force-Sensitives in the area to lose 1 magnitude every 7 user posts.
Lava Crystal;  60 Power Output, Regardless of Power Output this crystal causes the blade to put off a heat so significant it causes burns to be exposed within a half meter of the blade itself.
Meditation Crystal; 70 Power Output, Jedi Exclusive, grants +1 to user's Control Magnitude and may be focused by Force Sensitives in combat to drop Power Output to 10 in exchange for increasing this boost to +1 Precision and Magnitude to any discipline.
Nextor Crystal; 40 Power Output, Every two posts after activation the crystal decreases Power Output by 10. If the beam is broken or Power Output reaches 0 the light-weapon self destructs in a large (20 meter) explosion.
Permafrost Crystal; 90 Power Output, This crystal will only activate to the force signature of it's owner.
Sapith Crystal; 50 Power Output, An incredibly easy to control blade that grants the user the use of an un-mastered move in any lightsaber form they posses while using this crystal.

Power Output Chart
Spoiler:

0: Light-weapon will not start
10: Light-weapon is capable of absorbing low level blaster fire and generating minor heat without cutting power, will break the beam under strain.
20: Light-weapon is capable of absorbing low level blaster fire and generating minor heat, capable of cutting as efficiently as rusty scissors.
30: Light-weapon is capable of absorbing low level blaster fire and generating moderate heat, capable of cutting as efficiently as scissors.
40: Light-weapon is capable of absorbing moderate level blaster fire and generating moderate heat, capable of cutting as efficiently as a sword.
50: Light-weapon is capable of absorbing moderate level blaster fire and generating moderate heat, capable of cutting through low-grade metals.
60: Light-weapon is capable of absorbing moderate level blaster fire and generating great heat, capable of cutting through medium grade metals.
70: Light-weapon is capable of absorbing high level blaster fire and generating great heat, capable of cutting through dense grade metals. Capable of breaking the beam of light-weapons of power output 10.
80: Light-weapon is capable of absorbing high level blaster fire and generating great heat, capable of cutting through extremely dense grade metals with difficulty. Capable of breaking the beam of light-weapons of power output 20 and less.
90: Light-weapon is capable of absorbing high level blaster fire and generating great heat, capable of cutting through extremely dense metals with little difficulty. Capable of breaking the beam of light-weapons of power output 30 and less.
100: Light-weapon is capable of absorbing low grade artillery blasters and generating immense heat. Capable of cutting through extremely dense metals with ease and piercing low grade shielding. Capable of breaking the beam of light-weapons of power output 40 and less.


Hilt Length:
Primary Metal Used:
Grip Size:
Standard Blade Length:
Crystal Used and Color:
Type of Saber-Weapon:
Power Output (%):
Modifications:
Extra Effects:

Kitaro

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Join date : 2015-11-13

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