Lightsaber Form II: Makashi
History
Form II: Makashi After Form I's proliferation as a saber combat technique, Form II came about as a means of lightsaber-to-lightsaber combat. It is described as being very elegant, powerful, and requiring extreme precision, allowing the user to attack and defend with minimal effort, while his opponent tires himself out. The form relies on parries, thrusts, and small, precise cuts—as opposed to the blocking and slashing of the other forms. The blade manipulation required for this form is very refined and requires much focus, but the results are extremely potent. However, as ranged weapons such as blasters come into play, or more than one opponent is present, the advantages of this form become obsolete. In the time near the Clone Wars, the Jedi Order seldom practices this technique. There is, if at all, so little lightsaber-to-lightsaber combat involved in a Jedi's life that Jedi Masters have found it impractical.
Stance
Assertive
Prerequisites
Control: 3D, Sense 1D
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
- Feint
- Level: 1
- Difficulty: VE
- Activation: A tactical movement, uses one attack to intentionally miss the opponent, and gives a +1d to your next attack. (duplicate Feints must be preformed on the same turn to stack. Only 1d my be carried into the next round.)
- Requirements: None
- Type: Move, Object: Self, Skill: Brawl/Melee, Auto: 3d
- Teiis (Blade Form)
- Level: 1
- Difficulty: VE
- Description: Basic holding and swinging techniques for General Use of a Lighsaber.
- Activation: You may not combine forms. Reduces Base difficulty to use a lightsaber by 3.
- Requirements: A Lightsaber
- Type: Form, Object: Lightsaber, Skill: Lightsaber, Auto: 3d
- Shun
- Level: 2
- Difficulty: E
- Description: The term shun is used for when a 360-degree turn is performed with just a one-handed grip, thus gaining speed for an attack.
- Activation: A tactical full round movement which gives a -2d parry to your next attack, If you do not attack next round the bonus is lost.
- Requirements: Lightsaber: +2
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 6d
- Cepuer (Hilt Blow)
- Level: 2
- Difficulty: E
- Description: The character can use the hilt of a lightsaber to strike a stunning blow.
- Activation: Roll before using, If not parried, you hit a crtitcal area stunning opponent, they will be -1d on next rounds actions.
- Requirements: A Lightsaber
- Type: Strike, Object: Lightsaber, Skill: Lightsaber, Auto: 6d
- Tii Sogu (Light Strike)
- Level: 2
- Difficulty: E
- Description: A Light strike with a saber
- Activation: Gain +1 to attack.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 6d
- Sun djem (destroy weapon)
- Level: 3
- Difficulty: M
- Description: A sun djem is an attack used by Jedi that disarms the weapon of an opponent, the objective usually being not to physically harm the opponent. If you beat the target number by 10 points the Lightsaber is not only disarmed but destroyed in the process (i.e. cut in half).
- Activation: Gain +2 to attack roll, -1d damage. An average lightsaber has the ablity to take only 15 points of damage. Should the hit exceed this it will destroy the weapon.
- Requirements: A Lightsaber
- 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 Lock
- 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 to disarm opponent as a free action.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 9d
- Enhanced Lightsaber Parry
- Level: 5
- Difficulty: VD
- Activation: Gain +1d to any Lightsaber Parry attempt from an attack you can see.
- Requirements: Lightsaber: +3
- Type: Physical, Object: Self, Skill: Melee, Auto: 15d
- Torc (Eye Contact)
- Level: 5
- Difficulty: VD
- Description: Where should your eyes be focused during combat? There are many different schools of thought on this question. The best advice is to look at the level of the solar plexus with a distant focus. This allows you to see the entire body all at once. If you watch only one portion of the body you can be fooled by a master Jedi. All parts of the body cannot fake a movement at the same time.
- Activation: Gain +1d to parry / dodge or other evasion rolls when facing a single Opponent.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 15d
- Force Fient
- Level: 6
- Difficulty: H
- Activation: Once per round, you can make an attack at +1d as a result of suppirior combat knowledge, and use of the force to confuse your opponent. They are at -1d to block this attack.
- Requirements: A Lightsaber
- Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 18d
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