How you decide to allow Lightsaber styles is up to you as
GM.
Personally I allow the PC
to learn a new style for every +2D they gain in Lightsaber
skill.
Form I: Shii-Cho The oldest known form of lightsaber
combat, it was a simplistic style that was derived from
traditional swordsmanship. It balanced traditional
manoeuvres intent on maiming and killing with a focus on
disarming an armed foe and was used against multiple
opponents. It was a popular form among Padawans in the Jedi
Order. The downside is that it doesn't take full advantage
of the lightsabers unique properties (Omni directional
"edge" and lack of mass).
Normal combat: Ignore the first -1D penalty when attacking
multiple opponents.
Duelling: May duel two
opponents.
Form II: Makashi A style regarded for its elegance,
graceful presentation, and balletic approach in wielding a
lightsaber. It is excellent for saber-to-saber combat, and
was developed to combat the rise of enemy lightsaber
wielders. It was notable for its primary focus on facing a
single opponent, preventing disarmament, and quick, very
precise strikes. However, it is poorly suited for multiple
enemies and defence against long-range attacks.
Normal combat: Lightsaber +1D vs single opponent
Duelling: Lightsaber +1D
vs single opponent in Duelling step
Form III: Soresu A defensive style that utilized
tight, controlled movements and strict economy of action. It
was developed in response to the growing prevalence of
blasters throughout the galaxy. It took advantage of the
lightsaber blade's ability to deflect blaster bolts. Though
practitioners of this form focused on defence against
attacks of any nature in any situation and committed to
analyzing their opponents and openings created, often from
the frustration and fatigue of the enemy, while not
succumbing to fatigue or making mistakes themselves. It
remained popular even during the creation of other
lightsaber forms. However, it was limited in its offensive
capabilities.
Normal combat: May use Lightsaber skill to block blaster
bolts and redirect them.
Duelling: Lightsaber +1D
at Duelling step and when opponent has Advantage when
opponent has a Blaster.
Form IV: Ataru An acrobatic and aggressive lightsaber
combat style that focuses almost exclusively on offense,
aiming to end the fight as quickly as possible. It placed
greater emphasis on using the Force to enhance movements in
all areas of combat and required great room to attack from
all directions. Due to its nature, it was considered a
demanding fighting style both physically and through the
Force. It was also severely limited in its defensive
capabilities.
Normal combat: Lightsaber +(DEX dice code)
Duelling:
Lightsaber +(DEX dice code) when you have Advantage.
Form V: Shien/Djem So Two fluid disciplines of
lightsaber combat, which were considered physically
demanding styles due to their requirement of quick
transitions from dedicated defensive stances to all-out
attacks. The Shien variant emphasized blaster redirection,
and practitioners could utilize a reverse blade grip. The
Djem So variant taught users manoeuvres for saber-to-saber
combat and blaster deflection.
Normal combat: May use Lightsaber skill to block blaster
bolts and redirect them.
Duelling: If you
block an opponents Advantage you gain Advantage.
Form VI: Niman Considered the most popular lightsaber
combat form in the Jedi Order, it balanced the qualities
presented in all the other forms and lacked any of their
major weaknesses, but it also did not incorporate any of
their notable strengths. Less demanding than all the other
previous combat styles, its approach was a careful balance
between offense and defence but leaned towards the latter
and extensive integration of Force powers.
Normal combat: Don't use the Wild Die
Duelling: Don't use
the Wild Die
Form VII: Juyo/Vaapad Considered the most aggressive
and unpredictable form and therefore the most controversial,
it was a combat style with a history of the Jedi High
Council forbidding it and later allowing only select users
to practice the style. It was a style considered both
physically and emotionally exhausting.
Normal combat: Lightsaber & Damage +2D. A 1 on the
Wild Die gives a Dark Side Point.
Duelling: Lightsaber +1D when you have Advantage.
A 1 on the Wild Die when you have Advantage gives a Dark
Side Point.
Jar'Kai The method of using two lightsabers during
combat, be they single blades or double blades altogether.
Variants of Jar'Kai included utilizing more than two
single-bladed or double-bladed lightsabers at the same time,
depending on the physiological or technological capabilities
of the combatant.
Normal combat: When using two lightsabers or double-bladed
you nay re-roll Lightsaber Skill (Must take the second roll)
Duelling: When
using two lightsabers or double-bladed you may re-roll
Lightsaber Skill each step (Must take the second roll)
Lightsaber styles -
https://starwars.fandom.com/wiki/Lightsaber_combat
|