Lightsaber Form VIII: Sokan

History

Form VIII: Sokan Developed by the ancient Jedi Knights during the Great Sith War, Sokan combined tactics that allowed for evasion and mobility with the kinetic motions of Form IV combat. Sokan involved swift strokes of the lightsaber, which were aimed towards the opponent's vital areas in addition to quick tumbles and movements. Combatants made use of large amounts of terrain, trying to maneuver their opponents into vulnerable areas during the course of battles that involved Sokan techniques. A Jedi who employed elements of Sokan while dueling will seek the high ground and used his favorable positioning to defeat an opponent, attacking weak points.

Stance

Passive

Prerequisites

Control: 1D, Sense: 3D

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


Jung (Face Rear)
Level: 1
Difficulty: VE
Description: A jung in Lightsaber is a 180-degree turn.
Activation: Allows a Jedi to turn about and attack an enemy that is behind them without penalty for turning around.
Requirements: Acrobatics: +1
Type: Weapon, Object: Lightsaber, Skill: Lightsaber, 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


Jung Muda (Force Flip)
Level: 1
Difficulty: VE
Description: Attacker uses the Telekinesis power to propel himself into the air past an opponent. This maneuver is used to flip over and past an enemy to allow a back attack.
Activation: In combat used as a Dodge to flip over your Opponent. From there you may be able to launch a counter attack.
Requirements: Acrobatics: +2
Type: Force, Object: Self, Skill: Jumping, Auto: 3d


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


Trevta (Drawing Cut)
Level: 2
Difficulty: E
Description: A single fluid motion to draw a lightsaber, ignite it, and make a slashing cut accross the Opponent as you pull it into a ready position. Do not think of drawing the lightsaber and cutting your opponent - think only of cutting your opponent. Drawing the lightsaber is merely a means to the end and both the drawing and the cutting are the same action.
Activation: Can be used to ignite and parry an incoming attack at -1d, or make an attack at -1d when pulling the lightsaber.
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


Sakne Amurs (Double Sweep)
Level: 3
Difficulty: M
Description: If the character makes the required skill roll, and has just executed a lightsaber sweep, she may attempt to knock an opponent down using a foot sweep.
Activation: Roll before using, Opp Roll Balance vs Damage to stay standing.
Requirements: None
Type: Kick, Object: Lightsaber, Skill: Brawling, Auto: 9d


Triple Attack
Level: 4
Difficulty: D
Activation: Roll Combo to make a third strike attack without penalty. Can't combo a failed 1st attack.
Requirements: Combo Strike
Type: Weapon, Object: Weapon, Skill: Melee, Auto: 12d


Cho Sun (cut off arm)
Level: 4
Difficulty: D
Description: The term cho sun is used to describe the move used to cut off an opponent's weapon arm.
Activation: Attack -1d, Parry +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: 12d


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


Terrain Master
Level: 6
Difficulty: H
Activation: You always find and make use of the terrain your fighting in. As such gain a +1d to either Attack or Defense. It takes a move action to change after you set it the first time in combat.
Requirements: A Lightsaber
Type: Weapon, Object: Lightsaber, Skill: Lightsaber, Auto: 18d



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