EccentricM's RP Combat Tabletop System: Lightsaber Combat

EccentricM

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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)
 

EccentricM

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Detailed Breakdown
Combat generally is fluid and easy to do once the system is understood.

Two or more opponents have a total default HP count of 100. Opponents take turns to roll.

For attacking rolls that roll inflicts damage to HP. Rolls here are done with D20.

For defence, Fighters may “avoid and block” against attacks. If a "block" is successful, it prevents all all attack damage by the opponent. If both characters roll the same number during a block attempt they are then engaged in a saber lock. During a lock both must roll again, the highest roll wins and that is applied as damage. If one chooses to "avoid" attacks, they are moving out of attack range, but only if the roll is higher, otherwise the attacker's roll hits as default.

Unarmed fighters cannot “block” against opponents using a melee weapon without wearing any arm or hand protection. Unarmed fighters may block against melee weapons via the use of specific “unarmed weapons” (such as vibroknucklers) or via the use of armour bracers and/or armoured gloves.(For more details on unarmed fighting and other non-Jedi related skills, see my Non-Force Character Sheet/Combat System.

Counter attacking also is possible in a duel for melee combat. A counter attack is when you block an incoming blow and perform an attack in return within that turn upon a single opponent. When doing this, the player shall roll two die. The first roll shall be for the defence, the second for the attack you return with. However, both the intitial defence roll and following attacking roll shall have a penalty of being halved in score, whereas someone choosing to "block only", or "attack only" and not counter, shall benefit from the full roll score. If a counter fails at the blocking stage, your attack in such a turn shall not hit the opponent either.

Using a Force combine, a character may perform a physical (e.g lightsaber) attack or defence and a Force power cast within a single turn, however both rolls will be halved in score. (For more infomation on powers, see my "Force Powers" section of this system).


Disarming & Knockdown attempts are a valid move in these duels. In order to disarm or knockdown someone, one must roll a score of 20 on a D20 (with or without modifiers). A disarm or knockdown does not inflict damage however. If one does not attempt to defend or avoid the disarm/knockdown, the attack 'will' succeed regardless of roll results. When an opponent loses a weapon/is knocked down, if they want it back/want to get up, they must spend an emote turn in doing so.

Restraint attempts are also possible. In order to place someone in a restraint (such as a chokehold, arm-lock, etc) one must roll a score of 20 on a D20. A restraint does not inflict damage however. If one does not attempt to defend or avoid, the attack 'will' succeed regardless of roll results. In a restraint, the victim cannot attack or move with physical methods (but may use the Force) but can only block. They may escape by rolling an equal score of the roll that caught them in the first place, or they will be held. However, if the attacker that is restraining them decided to attack them in the hold, then as a result both the restrainer and the victim will have to roll against each other again in their next escape attempt as opposed to the victim having to beat the initial roll that caught them.


On attacking range. Consider that to attack with your lightsaber, you must be in "within an attacking range", so feel free to use distance control in emotes. Stepping back and forth to enter or exit attacking range without any other performed action will cost you an emote per step but shall require no rolls. This can be used to avoid a person attempting to come into your range and vice versa. Only "avoidances" from enemy attacks require a roll to successfully get out of range. When you immediatly attempt to get into a person's range with your turn after the opponent has exited range in their last turn, this is called a "chase".

Addtionally, there is the option to "Enter-Strike/block" or "Evasive-Strike/block".

An "enter-strike" is to enter melee range whilst striking lightsaber in a single turn, however the roll for the lightsaber action will be halved in score. Likewise you may "chase" an opponent whilst blocking with the lightsaber for a halved roll score should they be performing an "evasive-strike" upon you.

An "evasive-strike" is to exit melee range whilst striking, the strike will suffer a half roll score penalty. One can also use a "block" whilst "avoiding", an attack, resulting in the "avoidance" and the " block" being halved in score.


Multiple opponents can also be both attacked and defended against at once in both melee combat and ranged combatants using blasters.

Attacking multiple foes at once can be done with a single roll in melee combat. For every "addtional" opponent attacked within a single roll, a -2 penalty is applied. Example; A player is facing 3 opponents, he decides to swing his lightsaber against them all at once and rolls a 10, but has a penatly of -4 to his roll, as such his attack roll is a score of 6.

The same system is applied to defence. When multiple opponents roll their turns, the defender can roll a single defence which will fend off all the incoming blows. For defending against blasters, there is no penalty. However if doing this against multiple melee opponents a -2 penalty is applied to one's block roll per "addtional" opponent.

Example; 3 opponents roll a simple strike with their lightsabers to a single person, two of them roll 7, but one of them rolls 5. In response the defender rolls a block, he scores 10, but because of facing off three opponents simultaneously with his block, he has a penalty of -4, as such his score is 6, he failed his block against two of the opponents and they hit, but one opponent was blocked.

Certain lightsaber forms can alter the penalty rate for facing multiple opponents in both attack and defence (more details can be read in the form descriptions).



Changing forms

If your character knows more than one lightsaber form, they may wish to switch forms in combat. To do this one must spend an emote turn in changing stances to that chosen form before using it. One 'cannot' use two or more forms simultaneously, neither can they perform any special moves from another form they are not currently switched to.


Abilities & Special moves

Some abilities you have will affect the outcome of rolls. Some abilities will have zero affect on an attacker's roll; e.g Trying to block a Force Push with your lightsaber. This will invalidate your defence and the attack "will" hit you. Thus you must use the right tactics. Some times you may attempt to do a special move, rather than damage your opponent (such as disarming). In such a case you will need to roll a higher number than your opponent to succeed.


HP Injuries & Recovery

At the end of a fight, a character's HP (health points) amount will be permanently froze and is to be considered that character's maximum HP, until recieving long term medical treatment (ie; healing meditation, bacta, etc) slowly restoring their max HP over time.

Example: John fights Bob. John has 100HP, in the fight, Bob manages to take away 30HP from John, but John had won the fight (Bob is at zero HP). John now has 70HP, and will always have 70HP as his maximum until performing "out of battle healing"(which come in various forms, and are found and described in ability descriptions throughout the system) over a period of days accordingly, which repairs a character's max HP.

When John fights in another battle and hasn't recovered, if using a combative healing ability, his health can only be replenished to the amount of 70HP.

HP injuries are also accumulative.

Example: John rests and heals with healing meditation for one day (10 max HP recovery per day). John then fights Luke, he starts with 80HP due to not yet fully recovering from his previous fight. He wins against Luke, but lost 20HP in the fight. Now John has max 60HP, and must continue to keep recovering to restore his max HP.
 

EccentricM

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Attributes


Character attributes will affect various abilities. If one has an attribute point in strength for example, one's physical attacks will gain a +1 to all rolls, and vice versa for minus attributes.

With attribute allocation, all players shall start out with "0" on all attributes, with 4 points to spend by default. The maximum score an attribute may reach is 4. An attribute may also have a minus to no limit. One may choose to put an attribute into a minus number in order to gain a point for spending and transferring it to another attribute, so long as one not exceed the limit of 4 points maximum per attribute.


STRENGTH
Is responsible for bonuses to melee blocks & melee damage (ie; attacks that have landed), but not attack rolls ie; "chance to hit".

DEXTERITY
Is responsible for avoidances, lightsaber blaster deflection, and attack rolls ie; "chance to hit", but does not add bonus damage to attacks that land.

CONSTITUTION
Represents health. More constitution will provide more HP. Per point in this attribute, 15HP are added to your overall health pool.

WILLPOWER
Is responsible for both the resistance and effectiveness of Force powers. As such each point shall provide a bonus point to all Force power rolls, either defensively or offensively.

Willpower also represents the strength of one's mind, and thus applies to the mental resistance of FS and non-FS characters both against mental attacks, should they land (I say this as some FS characters may have defensive powers which can prevent mind attacks from even hitting them). If a mental attack hits the character, a pure willpower resistance shall be rolled. If Willpower is at 0, they must roll a D6. A D10 is rolled against it if at 1, a D20 if Willpower is 2, and if at a level 3, a D100 shall roll for one's mental resistance, at level 4 Willpower one is immune to mental attack.

If one’s Willpower attribute is a minus trait, each point behind 0 (e.g -1, -2, etc) shall add an extra duration turn of mental affliction from a successful mental attack. (For example, if “Force Fear” caused 3 turns of affliction by default on a target, a character with -1 Willpower shall be afflicted for 4 turns).

As a general rule, the abilities these attributes support are the set default for the entire system, UNLESS a specific skill specifies otherwise.
 

EccentricM

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Application of lightsaber forms in this dice system:


Shii-Cho Lightsaber Form (5 points)

Shii-Cho Stats:

-Attacks on multiple opponents receive -4 reduction in penalty score. (This penalty reduction DOES NOT add to one's attack score if surpassing the penalty rate, but ONLY reduces penalty score to a hardcap of zero).

Shii-Cho Special Abilities:

-All attempts at disarming opponents gain a +10 to rolls via the "disarming slash". As a penalty, the next physical roll will suffer a -6 on either attack, defence or avoidance (this move uses STRENGTH).

-Can attack up to six opponents simultaneously surrounding the character using a single roll with no penalty, when using the "Sarlaac sweep". As a penalty, the next physical roll will suffer a -6 on either attack, defence or avoidance.


Jar'kai[Wielding Two Lightsabers] Lightsaber Form. (7 points, Requires Shii-Cho)

Jar'kai Stats:

-Gains a +2 to all saber blocking rolls on a single opponent

-Blocks against multiple opponents at once gain -2 reduction to penalty

-Gains a +2 to all saber attack rolls on a single opponent

-Attack rolls on multiple opponents gain a -2 reduction to penalty

-Counter rolls gain a -3 reduction to penalty on both attack and defence

-Penalty to ease of disarm. Opponents only need to surpass +15 to disarm one lightsaber

-This art can be used in combination with any of the other 7 standard forms



Classical Niman Form[Weilding One Lightsaber with a Shoto-Saber] (7 points, Requires Shii-Cho Lightsaber Form)

Classical Niman Stats:

-Gains a +3 to all saber blocking rolls on a single opponent

-Block rolls against multiple opponents gain a reduction of -1 to penalty

-Counter rolls gain a -3 reduction to penalty on both attack and defence

-Penalty to ease of disarm. Opponents only need to surpass +15 to disarm one lightsaber

-This art can be used in combination with any of the other 7 standard forms


Double-Bladed Lightsaber Form (10 points, Requires ShII-Cho)

Doubled-Bladed Stats:

-Has +3 to all saber attack rolls

-Penalty of -3 to all saber blocking rolls on a single opponent

-Can defend from multiple opponents with a -2 reduction to penalty

-"Vulnerable hilt" penalty. Opponents may attempt to use a "disarm" to cut the lightsaber hilt in two

-This art can be used in combination with any of the other 7 standard forms.


Lightsaber Pike (10 points, Requires ShII-Cho)

Lightsaber Pike Stats:

-Penalty of +1 to all saber attack rolls

-Gains +1 to all saber defence rolls against single opponents

-Can perform a "spear thrust" to shift in and out of melee range whilst attacking in a single turn for no penalty to roll. As a penalty, the next physical roll will suffer a -6 on either attack, defence or avoidance.

-Can shove opponents out of melee range with the butt of the Pike with a +3 to a standard D20 roll.

-This art can be used in combination with any of the other 7 standard forms.



Makashi Lightsaber Form (15 points, Requires Shii-Cho)


Makashi Stats:

-Gains +2 to attack (not damage), block & avoid

-Can use "Riposte" to perform a melee counter (attack roll & defence roll in one turn) with no penalty to the block or attack roll, but the attack roll's damage score upon landing is halved.

-Can use a "feinting" attack. This means that the Makashi fighter must state that they are performing a feint in their emote, they must then make a bet on "first roll" or "second roll", they will then perform two rolls in a row for their turn, the roll they bet on will be the roll they must abide by, whether it is lower or higher.

-Can slice and destroy the hilt of any lightsaber in place of a typical "disarm" attempt with the penalty of a -3 to the roll

-Restricted DEXTERITY for damage & blocks


Makashi Special abilities:

-Can perform a "Makashi lunge" to shift in and out of melee range whilst attacking in a single turn. As a penalty, the next physical roll will suffer a -6 on either attack, defence or avoidance.



Soresu Lightsaber Form (15 points, Requires Shii-Cho, Requires Lightsaber Blast Deflection)

Soresu Stats:

-Immunity to mind affecting attacks via moving meditation

-Gains a +10 to all defensive rolls with the lightsaber.

-Can "block" whilst performing an "avoidance" or "chase" for no penalties.

-A -10 penalty is applied to all attacking rolls with the lightsaber


Soresu Special Abilities:

-"Circle of Shelter" allows one to be immune to all physical attacks from all foes for that turn (with exception to explosives and "unblockable" attacks from weapons). Circle of Shelter may be held indefinitely, but when released one will suffer a penalty to any physical action be it attack, defence or avoidance by -15.

-"Deflecting slash" allows the Soresu user to send back a single blaster bolt into a desired target if roll is higher, causing the opponent's roll dammage to revert into him, but is vulnerable to all other incoming attacks.



Ataru Lightsaber Form (15 points, Requires Shii-Cho, Requires Force Jump)


Ataru Stats:

-Gets bonus avoidance attempts. If avoiding an attack and they roll an equal number, they roll again. If this roll is higher they avoid and move away, if lower they take the damage of the attacker's roll.

-Attacks gain +3 (no additional damage)

-Has a -10 penalty with lightsaber blocks

-Gains a +5 to avoidances


Ataru Special Abilities:

-Can roll to use their mid air acrobatics skills to escape and recover from the effects of a Force Push, Pull, Wave or Throw if afflicted. Roll must surpass the opposing caster's base D20 roll.

-Can move into attack range and simultaneously perform an attack with the lightsaber in that same turn via the "Hawk-Bat Swoop attack", for no penalty to attack, OR alternatively, one may perform the "Falling Leaf", where the Ataru practitioner moves "out" of melee range and simultaneously performs an attack for no penalty to attack or avoidance. This move can be done in succession indefinitely. A penalty shall apply a -2 to any following physical roll and shall accumulate with each succession. To remove penalties one must rest in a recuperation period by not performing a special. Each turn of rest shall equate to one turn's worth of penalties removed.

(NIMAN NOTE: If using this special ability whilst in the "Niman form", merely performing this special move 'once' will apply a -6 to all physical rolls on the next turn from the first use of this special).



Shien Lightsaber Form (15 points, Requires Shii-Cho, Requires Blast Deflection)


Shien Stats:

-All blaster deflection rolls aimed back at opponents are doubled in damage.

-"Barrier of blades" gives +10 to defensive blast deflection rolls.


Shien Special abilities:

-Pin-Point blaster defelction. All blaster deflection rolls redirect damage to opponents if the character chooses to deflect blaster shots back at the shooters. Pin-point deflection deflection can also be used with any other lightsaber form.

-"Shien's Deflection" enables one to deflect a blaster attack from a single opponent whilst leaping toward them and getting into close range with no penalty, but cannot in that block anyone else's shots during.



Djem So Lightsaber Form (15 points, Requires Shii-Cho, Requires Lightsaber Blast Deflection)

Djem So Stats:

-Gains +3 to damage on attacks that land
-Penalty of -3 to avoid rolls
-Restricted to STRENGTH for attacks & damage

Djem So special abilities:

-Using "Riposte" as a counter attack, the Djem So user will block the opponent's melee damage whilst simultaneously attacking in return in a single turn using one roll to represent the action. The attacking roll will gain a bonus of doubled damage upon landing. As a penalty, the next turn will suffer a -6 to any saber roll.

- Using "Falling Avalanche" will be an unblockable attack which also doubles the damage of one's blow should it land. It will come at the cost however of the next turn suffering -15 in either attack, block or avoidance (CANNOT be used as an "Evasion-strike").


Niman Lightsaber Form (15 points, Requires Shii-Cho, Requires Lightsaber Blast Deflection)

Niman stats:

-Gains +1 to attack, defence and avoidance

-Gains a -1 reduction to multiple opponent penalties for both attack and defence

-"Center of Being" provides the benefit of removing penalties from "Force combination" rolls.

-Can make use of "any" lightsaber 'special move' from any of the other forms the character knows.

-Niman users can choose whether to use their STRENGTH or DEXTERITY attributes to support their attack & block rolls.



Juyo Lightsaber Form (15 points, Requires Shii-Cho)

Juyo Stats:

-A -3 penalty is applied to all block rolls with the lightsaber

-Unable to use any defensive Force powers when using this form

-Gains a +3 to all attack rolls and damage with the lightsaber


Juyo special abilities:

-"Assured Strike" is an unblockable melee attack (CANNOT be used as an "Evasion-strike"). As a penalty, the next turn will suffer an additional -10 to all blocks with the lightsaber


-"Vornskr's Ferocity"gives +3 attack +3 damage (CANNOT be used as an "Evasion-strike"). As a penalty, the next turn will suffer an additional -10 to all blocks with the lightsaber.
 
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