EccentricM
New member
Introduction
This section of my RP system is specfically for lightsaber wielding Force sensitives, detailing the descriptions of lightsaber forms and how lightsaber combat works in this system.
In SW lore, most Jedi and Sith would only know one or two lightsaber forms in their life time, some more talanted Jedi learning three. Those focusing on learning all the lightsaber skills possible will find themselves sacrificing the attainment of other types of skills and powers through their lifetime, hence lightsaber forms in this system are somewhat expensive to learn in order to emulate that effect. A player should thus pick carefully what they want to learn.
How The Forms Work
Each form has it's own advantages and disadvantages.
Each form has specialisations and "special moves".
Special moves are typically unique to each form. These moves will apply "roll modifiers" to certain attacks. For example, disarming an opponent of his/her blade. Whilst anyone can attempt do this, but some lightsaber forms specialise in disarming, and thus have special moves which apply a + bonus to one's disarm attempt roll.
The forms you choose to learn or not learn, will dictate what lightsaber movements your character can and cannot do.
Lightsaber forms also have "passive stats", meaning when a chosen form is active, it will have permanent buffs/debuffs to one's lightsaber rolls respectively. "Stats" are always active, as opposed to "special moves" which apply only when performed.
Basic Dice Combat
Key
Below is the short-hand key to understanding the combat section of this system at a glance, for further details, readers may look further down if they really seek the nitty gritty, but hopefully this basic key should provide enough basic understanding for people to get underway.
Distance = Being in melee (close) range or out of melee range, costs 1 emote turn to move in or out of
Attack = Attacking physically | D20 (Unless a specific abililty specifies another dice)
Force Cast = Offensive or Defensive power | D20 (Unless a specific abililty specifies another dice)
Lock = Two opposing saber strikes match each other | Combatants roll again, 3 locks in a row, strikes cancelled
Force Combine = Attacking with a Force Power and physical attack in a single turn | 2D20 halved
Block = Stops a physical attack | d20
Avoidance = Gets out of melee distance from an attack or avoids a ranged attack | D20
Static Avoidance = Avoids attack whilst remaining in distance | D20 halved
Avoidance strike = Getting out of distance whilst attacking | 2D20 halved
Entry strike = Getting in distance and attacking | D20 halved
Counter-Attack = Blocking then attacking in a single turn | 2D20 halved
Disarm = Disarming an opponent's weapon | Roll 20 on D20 (includes modifiers)
Knockdown = Knocking opponent to floor | Roll 20 on D20 (includes modifiers)
Restrain = Holding a person in place | Roll 20 on D20 (includes modifiers)
HP = Health points | Default 100 (Character attributes not abiding)
This section of my RP system is specfically for lightsaber wielding Force sensitives, detailing the descriptions of lightsaber forms and how lightsaber combat works in this system.
In SW lore, most Jedi and Sith would only know one or two lightsaber forms in their life time, some more talanted Jedi learning three. Those focusing on learning all the lightsaber skills possible will find themselves sacrificing the attainment of other types of skills and powers through their lifetime, hence lightsaber forms in this system are somewhat expensive to learn in order to emulate that effect. A player should thus pick carefully what they want to learn.
How The Forms Work
Each form has it's own advantages and disadvantages.
Each form has specialisations and "special moves".
Special moves are typically unique to each form. These moves will apply "roll modifiers" to certain attacks. For example, disarming an opponent of his/her blade. Whilst anyone can attempt do this, but some lightsaber forms specialise in disarming, and thus have special moves which apply a + bonus to one's disarm attempt roll.
The forms you choose to learn or not learn, will dictate what lightsaber movements your character can and cannot do.
Lightsaber forms also have "passive stats", meaning when a chosen form is active, it will have permanent buffs/debuffs to one's lightsaber rolls respectively. "Stats" are always active, as opposed to "special moves" which apply only when performed.
Basic Dice Combat
Key
Below is the short-hand key to understanding the combat section of this system at a glance, for further details, readers may look further down if they really seek the nitty gritty, but hopefully this basic key should provide enough basic understanding for people to get underway.
Distance = Being in melee (close) range or out of melee range, costs 1 emote turn to move in or out of
Attack = Attacking physically | D20 (Unless a specific abililty specifies another dice)
Force Cast = Offensive or Defensive power | D20 (Unless a specific abililty specifies another dice)
Lock = Two opposing saber strikes match each other | Combatants roll again, 3 locks in a row, strikes cancelled
Force Combine = Attacking with a Force Power and physical attack in a single turn | 2D20 halved
Block = Stops a physical attack | d20
Avoidance = Gets out of melee distance from an attack or avoids a ranged attack | D20
Static Avoidance = Avoids attack whilst remaining in distance | D20 halved
Avoidance strike = Getting out of distance whilst attacking | 2D20 halved
Entry strike = Getting in distance and attacking | D20 halved
Counter-Attack = Blocking then attacking in a single turn | 2D20 halved
Disarm = Disarming an opponent's weapon | Roll 20 on D20 (includes modifiers)
Knockdown = Knocking opponent to floor | Roll 20 on D20 (includes modifiers)
Restrain = Holding a person in place | Roll 20 on D20 (includes modifiers)
HP = Health points | Default 100 (Character attributes not abiding)