Lightsaber Form Zero: Sagat

History

Form Zero: Sagat Form Zero was the basis for instruction of lightsaber combat that was originally defined by Jedi Master Yoda in describing the lightsaber technique of Felanil Baaks. The art of Form Zero lies in a lightsaber that has not been ignited. A Jedi cannot protect and serve the galaxy in the Jedi way if he/she does not know when to draw his/her sword and when to resort to different means of solving a problem. The knowledge, understanding, and wisdom behind the idea of right and wrong encompassed the idea that a Jedi who feels the necessity to use Form Zero, the absence of violence, is truly gifted in the ways of the Force.

Stance

Defensive

Prerequisites

Control: 7D, Sense: 7D, Alter: 7D

Powers


Aggressive
Level: 0
Difficulty: VE
Activation: Base Fighting Stance. You Parry +0, Attack +3. You gain +1 Attack at level 3,5,8,12,16 & 21.
Requirements: None
Type: Stance, Object: Self, Skill: Brawl/Melee, Auto: 3d


Fall Impact Absorption
Level: 1
Difficulty: VE
Activation: You know how to fall, Any fall is minus 1d damage. This includes throws.
Requirements: None
Type: Move, Object: Self, Skill: Brawling, Auto: 3d


Talu (Force Push)
Level: 1
Difficulty: VE
Description: Uses the Force to push ;/ throw an Opponent.
Activation: Attack Lifting vs Opp Balance to knock to ground. If they fall they take 1 point of damage for every 5 points you beat there roll by. Difficulty is VE and is increased by 1 for every 2 meters away the target is. Your target is tossed 1 meter for every 2 points of damage they take.
Requirements: Willpower: +2
Type: Force, Object: Self, Skill: Lifting, Auto: 3d


Lekt (Force Jump)
Level: 1
Difficulty: VE
Description: Attacker uses the Telekinesis power to propel himself into the air. This maneuver is used to remove himself from combat (full dodge).
Activation: In combat used as a Full Dodge to break away from Opponent.
Requirements: Jumping: +2
Type: Force, Object: Self, Skill: Jumping, Auto: 3d


Sii (Force Pull)
Level: 1
Difficulty: VE
Description: Uses the Force to pull / throw an Opponent.
Activation: Attack Lifting vs Opp Balance to knock to ground. If they fall they take 1 point of damage for every 5 points you beat there roll by. Difficulty is VE and is increased by 1 for every 2 meters away the target is. Your target is tossed 1 meter for every 2 points of damage they take.
Requirements: Willpower: +2
Type: Force, Object: Self, Skill: Lifting, Auto: 3d


Abitsu (Gripping the Lightsaber)
Level: 1
Difficulty: VE
Description: Many beginners tend to hold the lightsaber too tightly. In the beginning, training should concentrate on gripping the lightsaber properly. The lightsaber should be held loosely but firmly. It should act as a natural extension of the dominant hand. There should be a space between the hands, this allows for better mobility of the weapon. The dominant hand should be next to the hand guard; this is the weapon's center of balance. The majority of the grip strength is applied by the little finger and the index finger is used for balance. Beginners are often taught to grip the lightsaber with the index finger extended to train them not to use this finger for gripping. The non-dominate hand should grip the lightsaber close to the butt of the weapon.
Activation: You know how to grip your lightsaber. This is deeply engrained from much practus and reduces the base difficulty to use a lightsaber by 2.
Requirements: A Lightsaber
Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 3d


Retain Weapon
Level: 2
Difficulty: E
Activation: You know how to hold onto your weapon, Gain +2d to avoid being disarmed.
Requirements: Weapon
Type: Weapon, Object: Weapon, Skill: Melee, Auto: 6d


Panoramic Awareness
Level: 3
Difficulty: M
Activation: Intensified senses, makes the PC aware of visible opponents in any direction. It does not need to be turned on, but may be rolled to negate surprise which has occurred.
Requirements: Observation: +2
Type: Mental, Object: Self, Skill: Observation, Auto: 9d


Unarmed Disarming
Level: 4
Difficulty: D
Activation: If Attack, and Disarm is made without being parried, you disarm opp.
Requirements: None
Type: Strike, Object: Hands, Skill: Brawling, Auto: 12d


Missile Catch
Level: 5
Difficulty: VD
Activation: You can catch objects that are thrown at you, and that you are aware of by rolling Dodge. This does not help with bullets and blaster bolts. Failure increases damage by 6 points to self.
Requirements: Thrown Object
Type: Move, Object: Self, Skill: Dodge, Auto: 15d


Enhanced Dodge
Level: 5
Difficulty: VD
Activation: Gain +1d to any Dodge attempt from an attack you can see.
Requirements: Dodge: +3
Type: Physical, Object: Self, Skill: Dodge, Auto: 15d


Trākata
Level: 6
Difficulty: H
Description: The Jedi will hold there lightsaber but keep it turned off. The Jedi will then dodge or defend any attacks using the Force. They will then wait until the right moment and swiftly turn the lightsaber on and off, sending the blade through the enemy's body. This will instantly wound or kill the enemy. It is considered to be a dark form of combat as it takes the enemy by surprise and can be also used outside a lightsaber duel to dispose of somebody in close quarters. It is best used in lightsaber dueling but can also be used to avoid blaster fire.
Activation: Parry -3d, Damage -2d
Requirements: Lightsaber: +9
Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 18d



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