Lightsaber Form X: Jar'Kai (Niman variant)
History
Form X: Jar'Kai (Niman variant) The dual saber Jar'Kai permitted a Jedi to fight with two lightsabers, one in each hand. One of the blades in the wielder's hands was used for attacking while the other one was used for defending, such as parrying, or for more offensive power. Many Jedi trained to use the Niman style in the hopes of gaining a basic knowledge of the dual-bladed attack, but very few Jedi ever totally mastered Jar'Kai. Niman is the stepping stone to dual saber mastery, and no one has ever fully learned Form X without first mastering Form VI.
Stance
Passive
Prerequisites
Control: 7D
Powers
- Assertive
- Level: 0
- Difficulty: VE
- Activation: Base Fighting Stance. You Parry +1, Attack +2. You gain +1 Attack at level 3,8,12 & 21. You gain +1 Parry at Level 5 & 16.
- Requirements: None
- Type: Stance, Object: Self, Skill: Brawl/Melee, Auto: 3d
- Off-Hand Weapon
- Level: 1
- Difficulty: VE
- Activation: Can attack with your weapons without penalty from either hand. (This is not 2-weapon fighting...)
- Requirements: Weapon
- Type: Weapon, Object: Weapon, Skill: Melee, Auto: 3d
- Two Weapon Fighting
- Level: 2
- Difficulty: E
- Activation: Can attack with two weapons without penalty from off hand. (extra action penalty still applies)
- Requirements: 2 Weapons
- Type: Weapon, Object: Weapon, Skill: Melee, Auto: 6d
- Adibrad (Wide Form)
- Level: 2
- Difficulty: E
- Description: Basic holding and swinging techniques for wider mass combat multipule opponents.
- Activation: You may not combine forms. Gain +2 when facing more than one Opponent in close combat.
- Requirements: A Lightsaber
- Type: Form, Object: Lightsaber, Skill: Lightsaber, Auto: 6d
- Tii Suden (Big Strike)
- Level: 2
- Difficulty: E
- Description: A Big strike with a saber
- Activation: parry +1, Damage +2
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 6d
- Combo Attack
- Level: 3
- Difficulty: M
- Activation: Roll Combo to make a second strike attack without penalty. Can't combo a failed 1st attack.
- Requirements: None
- Type: Weapon, Object: Weapon, Skill: Melee, Auto: 9d
- Jung ma
- Level: 3
- Difficulty: M
- Description: The term jung ma is used to describe a maneuver used by Jedi to perform a 360-degree spin in which power is gained for an imminent attack on the opponent.
- Activation: A tactical full round movement which gives a +2d to your next attack, If you do not attack next round the bonus is lost.
- Requirements: Acrobatics: +2
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 9d
- Takor (Shieldblade)
- Level: 3
- Difficulty: M
- Description: Used in two weapon fighting. One lightsaber is spun very rapidly in front, acting as a shield.
- Activation: By spinning the secondary lightsaber a sword shield is created that grants a +1d bonus to parry attempts.
- Requirements: Lightsaber: +4
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 9d
- Cho Nost (Downward Cut)
- Level: 3
- Difficulty: M
- Description: This is a strike to end the suffering of your opponent. To allow another to bleed to death or die from infection of the wound would be to disgrace him. To die at the hands of a master Jedi was the ultimate sign of respect. This cutting technique refers to a straight cut. A wavering hand would only butcher the opponent more and add to his suffering. The cut must be quick, clean and straight.
- Activation: A High and forcefull strike to end the suffering of an opponent. Damage is doubled. You are at -3d parry, if interupted durring this attack, which can be done if your Opponent were to roll a contest of initiative -2d and win.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 9d
- Blade Push
- Level: 3
- Difficulty: M
- Description: Lightsaber energy beams can and sometimes do lockup, You have learned how to force a lock and use that to your advantage.
- Activation: Make a moderate check to lock your lightsaber with your enemy. Once locked roll Lifting vs Opp Balance to knock to ground. If they fall they take 2d damage +1 per full dice in Lifting.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 9d
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