Lightsaber Form XI: Vaapad (Juyo variant)
History
Form XI: Vaapad (Juyo variant) Sometimes used as another name for Form VII itself, Vaapad is in fact a "sub-form" of Juyo. The term 'Vaapad' comes from a non-sentient predator on the planet Serapin and its moons. A vaapad has no less than seven tentacles, while the largest ever killed had twenty-three. However, the tentacles moved so extremely fast that no one could actually count the tentacles until the monstrosity was slain. Standard Juyo contains sleek, fast movements with strong strikes, whereas Mace Windu's specialized Vaapad focuses the use of the Force and emotion to fuel attacks normally used in Juyo. Regular Juyo can be mastered (or at least ""sub-mastered"") much more easily than Vaapad, but Juyo can never truly be used to its full extent unless training in Vaapad is taken.
However, Vaapad borders on the edge of using the Dark Side, as it channels one's anger and darkness into the attack. Only Windu's mastery and concentration of the Light Side prevents him from succumbing, which is why Vaapad is rarely practiced and very dangerous. Vapaad gives the user a unique position for fighting Dark Side users, for when mastered, it allows the user to draw upon the Dark Side's strength.
Stance
Aggressive
Prerequisites
Control: 7D, Sense: 7D, Alter: 3D
Powers
- Passive
- Level: 0
- Difficulty: VE
- Activation: Base Fighting Stance. You Parry +2, Attack +1. You gain +1 Attack at level 5 & 16. You gain +1 Parry at Level 3,8,12 & 21.
- 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
- Tii Sica (Strong Strike)
- Level: 2
- Difficulty: E
- Description: A Stong strike with a saber
- Activation: Damage is increased by +1
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 6d
- Cho Mak (maim)
- Level: 3
- Difficulty: M
- Description: A cho mak is the act of cutting off an opponent's limb, such as a humanoid's leg.
- Activation: Attack -1d, Damage is applied to target limb. (If more than 50% of the Opponents total damage is taken the limb is removed.)
- Requirements: Lightsaber: +3
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 9d
- Atri (Hyper Move)
- Level: 4
- Difficulty: D
- Activation: Your Move is doubled when rolled. You take 1 points of stun damage each round you use this.
- Requirements: None
- Type: Force, Object: Self, Skill: Acrobatics, Auto: 12d
- Elpa (Breath Control)
- Level: 4
- Difficulty: D
- Description: When practicing, take three deep silent breathes attacking on the third breath. Think positive thoughts with each inhalation and disperse negative thoughts with every exhalation. The breaths should enter the nostrils, circle the crown of the head and settle to the lungs.
- Activation: Used to keep control over your emotions during a fight and avoid the temptations of the darkside. Required during some of the more aggressive styles of lightsaber combat to fight their built in pull to the darkside. Gain +1 to a temptation roll for every 3 points you beat the difficulty by.
- Requirements: None
- Type: Weapon, Object: Lightsaber, Skill: Willpower, Auto: 12d
- Tap into Anger
- Level: 5
- Difficulty: VD
- Description: A risky thing to do, but you can control it.
- Activation: Tap the DarkSide for more dice! Tap your Anger to gain +1D for that round. The difficulty is a Willpower check at 7. After each check the difficuly will increase for the next check by +4 points. You can also check twice in a single round to get +2D to all actions this round, this will however increase the difficulty by +6. (The check is a free action, you will need to roll the first and second checks seperatly.) Failure to make a Willpower check results in a DarkSide Point, and +10 to the difficulty number. The difficulty number will reset after the Jedi can meditate to calm there nerves for at lease a number of minutes equal to there current Willpower check value. Meditation will never lower the taget number under 7.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 15d
- Battle Mind
- Level: 6
- Difficulty: H
- Description: Formed from letting the aggression of battle flow through a jedi.
- Activation: Make a Very Difiicult Observation Check. Gain 1 point, +1 for every 3 additional points you beat your target number by. These points can then be assigned to attack or defense (spliting them if needed). These points will leech away at the rate of 1 per round until gone (players choice on which side is lowered each round). As an action a jedi can reuse this power at any time, to either refresh or reassign there points. If refreshing the new number is assiagned any old points are lost. If reassigning then simply declare the use of an action and move the points as needed.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 18d
- Redirect Hatred
- Level: 6
- Difficulty: H
- Activation: When facing an opponent with Dark Side Points, you can turn there anger into a weapon. Gain +1D per 2 Dark Side Points (more than your own) that your Oppenent has, until the end of battle. Make a Very Difficult Willpower check or gain a Dark Side point at the end of the battle.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 18d
Martial Arts Overview
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