Tales of the Jedi: Knights of Selani Sector


Rules: The Jedi Arts

Force Specialties

Control

Art RPG Name DSP UP Difficulty
Albedo Absorb/Dissipate Energy Y Sunburn - VE to E, solarwind M, radiation D; Mod + Damage
Acavero Absorb/Convert Energy % ^ +1 level; 1 CP/5pts or 1 FP/10pts absorbed
Curatio Accelerate Healing     Wounded . E, Incapacitated . M, Critical . D, Mortally . VD [2 rolls/day +2
Defigo Concentration     At peace VE, Relaxed E, Combat M, Neg. Emotion D, Acting on Neg. VD
Operor Control Pain   Y Stun VE, Wounded E, Incapacitated M, Critical D, Mortal VD
Rememdium Detoxify Poison     Weak VE, Mild E, Average M, Virulent D, Neurotoxin VD
Meditatus Emptiness     Enter . M; Exit . D [+6 / time spent in]
Adaugeo Enhance Attribute     Moderate ; 0-13 +1D/3; 14-25 +2D/2; 26+ +3D/1
Sanorememdium Heal Self     Wounded D, Incapacitated VD, Critical H, Mortal H+2D
Dormiosalus Healing Trance   Y Wounded M, Incapacitated D, Critical VD, Mortal H [roll / 4 hours]
Dormiosopor Hibernation Trance   Y Difficult
Recordatio Major Long Term Memory Enhancement     VD [ 0- 5 Enormous significance, 6-11 Important, 11-16 Routine, 17+ Trivial
Recordatio Minor Short Term Memory Enhancement     Difficult [ 0-8 Current Act, 9-20 Last act, 21+ last 2 acts]
Animuspoten Force of Will      

Sense

Art RPG Name DSP UP Difficulty
Pugnasensus Combat Sense     1 enemy M, +1D / additional enemy [attack/defense +2D for 10 rounds]
Periculsensus Danger Sense   Y Moderate + CONTROL
Compatior Empathy   Y Friendly E, Professional M, Aggressive D, Hostile VD
Astrasensus Instictive Astrogation Sense     Moderate + VE/E/M 0, D +5, VD +10, H +15
Deprehensio Vita; Life Detection   Y Force Skills VE, Force Sensitive E, Non-FS M, mod by relationship
Vitasensus Life Sense   Y VE + proximity + relationship
Mactosensus Magnify Senses   Y VE + proximity
Compellomentis Probe % Y Unresisting M, Resisting VD +PER/Control; mod by proximity & relation
Sentiomentis Receptive Telepathy   Y Friendly VE, Resisting E + PER/Control; Mod by proximity & relationship
Viasensus Sense Path   Y Moderate
Excognitio Postcognition      
Potensensus Sense Force      
Amoveosensus Shift Sense      

Alter

Art RPG Name DSP UP Difficulty
Cryokinesis Induce freezing/cold % Y  
Trucido Injure/Kill $   PER/Control vs Power roll as damage vs. resistance
Pyrokinesis Induce burning/heat % Y  
Telekinesis Telekinesis % Y 1kg VE, 10kg E, 100kg M, 1ton D, 10tons VD, 100tons H
Potensinficio *Empower   Y  

Control, Sense

Art RPG Name DSP UP Difficulty
Prudentia Farseeing     C: Moderate; S: Special, mod by Proximity
Comminus (Gladilucis) Lightsaber Combat % Y C: Moderate; S: Easy
Prominomentis Projective Telepathy   Y C: VE, mod by proximity + 5-10 for non-somatic; S: VE, mod by relationship

Control, Alter

Art RPG Name DSP UP Difficulty
Aeristempero Control Breathing   Y C: M; A: VD
Tempestero Control Weather   Y  
Curatioceteri Heal Another      
Malacia Induce nausea     D + proximity + PER/CONTROL [opposed]
Morichro Induce trance in another %   VD + proximity + PER/CONTROL [opposed]
Vigiloceteri Return another to consciousness     C: E, mod by proximity & relationship; A: Incap. E, Critical D, Mortal VD
Potenstransmitio Transfer Force     C: Easy, mod by relationship & proximity; A: Moderate

Control, Sense, and Alter

Art RPG Name DSP UP Difficulty
Proelium Sententia Battle Meditation   Y C/S/A: 2 VE, 20 E, 100 M, 1000 D, 10,000 VD, 10001+ H
Presentia Inflecto Affect Mind     C: perception VE, memory E, conclusion M, mod by proximity; S: PER/Control
Imperomentis Control Mind $ Y C: M, mod by relationship; S: Dark E, Light M, mod by proximity; A: special
Mactorigae Enhanced Coordination   Y C: M, mod by proximity; S: D; A: Special
Harmoniapotens Force Harmony   Y C: D, mod by proximity; S: D, mod by relationship; A: M
Pugnoprominens Projected Fighting %   C: D; S: D; A: M, mod by proximity
Transmutatia Transmutation %    

Sense, Alter

Art RPG Name DSP UP Difficulty
Acerbus Darkness % Y Moderate
Celoculum Chameleon   Y S: D; A: E + PER/Control
Tectum Defigo Focused Force Shield     S: D; A: VD [STR + Alter]
Tectum Minor Lesser Force Shield   Y S: E; A: M [STR +1D]
Tectum Major Greater Force Shield   Y S: M; A: D [STR +3D]

Lightsaber Styles

Over the millennia, the Jedi Knights of the Galactic Republic have learned many different styles in the technique of their famous lightsabers. These styles have been categorized by the Jedi Masters on Ossus into different .Forms. or schools of similar usage. All Jedi learn the basic form and then typically learn their Master.s form. Upon attaining the rank and status of Jedi Knight, some choose to train under another Master or decide to seek instruction in another technique more suitable to their path to Mastery.

Shii-Cho (Form I) .The Classic Form.

Millennia before the Clone Wars, advanced technology replaced metal swords with energy-beam lightsabers. In this transition the first form was born. The ancient Jedi Masters created Shii-Cho from even more ancient sword-fighting tradition, since the principles of blade combat remained much the same. The basics of attack, parry, body target zones, and the practice drills called .velocities. are all here. Mastery of Shii-Cho leads to great balance in swordsmanship. This is the standard Lightsaber skill, from which all of the rest were derived over the millennia. Specialists are masters of the .fundamentals..

Prerequisites: Force-Sensitive, Control, Sense
Benefit: Specialists in Shii-Cho gain a +1D to opposed attack rolls regarding disarming / being disarmed
Known Specialists: Kit Fisto, Theman Ar-Tauri, Macen Diu Dantareen, Daron Fel-Nestir

Makashi (Form II) .The Dueling Form.

The ultimate refinement of lightsaber-to-lightsaber fighting became Makashi, advancing the precision of blade manipulation to it's finest possible degree and producing the greatest dueling masters the galaxy has ever seen. Today Makashi is an archaic form studied by almost no one in the Jedi Order, since it's not relevant to currant tactical situations, as most lightsaber battles are now lightsaber-to-blaster. Even with the resurgence of the Sith, confrontation of an enemy with a lightsaber is an exceedingly rare prospect for a Jedi, so they continue to focus on more practical Forms. Sith expecting to battle a Jedi, however, find Makashi a powerful technique.

Prerequisites: Dexterity 3D, Force-Sensitive, Control, Sense, Lightsaber 5D
Benefit: A character with this specialization gains a +1D to all lightsaber attacks and lightsaber parries against another lightsaber.
Weakness: All energy deflections (and redirects) are 1 DM or +2D more difficult
Known Specialists: Count Dooku/Darth Tyranus, Exar Kun, Alec Mest-Krym (after the Battle of Deneba)

Soresu (Form III) .The Defensive Form.

The third great lightsaber discipline was first developed in response to the advancement of blaster technology in the galaxy. As these weapons spread widely into the hands of evil-doers, Jedi had to develop unique means of defending themselves. Soresu thus arose from "laserblast" deflection training. Over the centuries it has transcended this origin to become a highly refined expression of non-aggressive Jedi philosophy. Soresu maximizes defensive protection in a style characterized by tight, efficient movements that expose minimal target area compared to the relatively open style of some of the other Forms. True Soresu masters are considered invincible. This form is reactive and usually surrenders combat initiative. Prerequisites: Force-Sensitive, Control, Sense, Lightsaber 3D, Dodge

Benefit: All lightsaber parries in a round are considered .Full. parries, adding difficulty to parry roll
Weakness: Initiative on all attacks forfeit. +1 Difficulty Mod / +2D Diffulty to attack first in any round
Known Specialists: Obi-Wan Kenobi (after the Battle of Naboo), Nanb Gien, X'in-ta

Ataru (Form IV) .The Agile Form.

Ataru is the acrobatic Form, heavily emphasizing Jedi abilities to run, jump, and spin in phenomenal ways by using the Force to outmaneuver and overwhelm an opponent from multiple angles. Masters of Ataru incorporate all of the ways in which the Force helps them go beyond what is physically possible. Their lightsaber combat is astonishing to watch, filled with elaborate moves in the center of which a Jedi may be all but a blur. Form IV (and V) replaced the more common Shii-Cho velocities that are the basis of the first 3 Forms with the more advanced practice drill .cadences. of the latter 4 forms.

Prerequisites: Force-Sensitive, Control, Sense, Combat Sense, Telekinesis, Lightsaber 3D, Jumping 5D
Benefit: Gain Number of D in DEX in MaP free moves
Weakness: Users of Ataru MUST move a full cruise (with normal MaP) each round of combat
Known Specialists: Yoda, Qui-Gon Jinn, Obi-Wan Kenobi (before the Battle of Naboo), Alec Mest-Krym (before the Battle of Deneba)

Shien (Form V) .The Riposte Form.

During an era when Jedi were called upon to more actively maintain the peace in the galaxy, Shien arose alongside Ataru to address a need for greater combat ability among the Jedi. Jedi Masters who felt that Soresu could be too passive for some encounters developed Shien. A Soresu master might be undefeatable, but neither could they necessarily overcome their enemy. Shien focuses on strength and lightsaber attack moves. This Form exploits the ability of the lightsaber to block a blaster bolt and turns this defensive move into an offensive attack by deflecting the bolt deliberately towards an opponent. A dedication to the power and strength necessary to defeat an enemy characterizes the philosophy of Shien, which some Jedi describe by the maxim "peace through superior firepower." To some Jedi, Shien represents a worthy discipline prepared for any threat; to others, Shien fosters an inappropriate focus on aggression.

Prerequisites: Force-Sensitive, Control, Sense, Lightsaber 3D
Benefit: +1D bonus to Energy parry / redirects and to ripostes blade to blade.
Weakness: Lack of mobility. Cruise (1x) movement max or -1D to all other lightsaber use, in any round
Known Specialists: Anakin Skywalker (before the Battle of Geonosis), Luke Skywalker, Thaara Munaro

Niman (Form VI) . The Diplomat.s Form.

This Form balances the emphases of other Forms with overall moderation, in keeping with the Jedi quest to achieve true harmony and justice without resorting to the rule of power. At the beginning of the Clone Wars, Niman was the standard for Jedi. It is considered the "Diplomat's Form" because it is less intensive in it's demands than the other disciplines, allowing Jedi to spend more time developing their skills in perception, political strategy, and negotiation. In practice, Niman is a combination of Shii-Cho, Soresu, Ataru, and Shien. Young Jedi spend their first few years studying Shii-Cho and then a year or two with each additional Form before completing their training. By comparison, a Niman master will spend at least ten years studying only that Form after completing basic Shii-Cho training. Niman well suits the modern Jedi's role in the galaxy, in which a Knight overly trained in martial combat might be at a loss to resolve a complex political conflict between star systems. However, full masters of other Forms sometimes consider Niman to be insufficiently demanding.

Prerequisites: Force-Sensitive, Sense, Combat Sense, Receptive Telepathy, Lightsaber 3D
Benefit: When fighting with a lightsaber, you may use one of the following skills without MaP during combat: Diplomacy, Intimidate, Sense Motive.
Known Specialists: Coleman Trebor, Zomei Ibana, Senia Nove

Juyo (Form VII) .The Dangerous Form.

Only high-level masters of multiple Forms can achieve and control the ultimate discipline known as Juyo. This is most difficult and demanding of all Forms, but it can eventually lead to fantastic power and skill. Juyo employs bold, direct movements, more open and kinetic than Shien, but not so elaborate in appearance as Ataru. In addition to very advanced Force-assisted jumps and movements, Juyo tactics over-whelm opponents with seemingly unconnected staccato sequences, making the Form highly unpredictable in battle. This makes for a much more difficult execution than the graceful, linked move sequences of Ataru. Juyo requires the intensity of Shien, but much greater energy since that focus is wielded more broadly. Juyo draws upon a deeper well of emotion than even Shien, yet masters it more fully. The outward bearing of a Juyo practitioner is one of calm, but the inner pressure verges on explosion. Jedi Master Mace Windu has since developed Juyo into a style known as Vaapad, which is still under development since so few can achieve the necessary mastery to advance the art.

Prerequisites: Dexterity 3D+1, Force-Sensitive, Combat Sense, Dodge, Willpower, Lightsaber 5D
Benefit: +1D to all lightsaber skill rolls. Called shots are +1D the attack roll.
Weakness: Once per combat or dramatic moment, Willpower to avoid DSP.
Known Specialists: Darth Sidious, Darth Maul, Vodo Siosk-Baas, Markus Celedon,

Varients

Andwun (Form II b) .The Andwu Form.

Andwun is the lightsaber form developed by General Jhao Kun, the founder of the Andwu Jedi, who was ejected from the Tung Sao after learning martial arts secrets reserved for the highest monks of that monastic order. His master saved his life, and he later studied many different martial arts and began to synthesize them his own. He founded a semi-monastic order on the slopes of Andwu Mountain in Zhiyu Province of Chandrila. The Andwu soon adopted Jedi philosophy and joined the nascent Order. The Andwu were instrumental in driving the renegade dark Jedi into exile (who would later find the ancient Sith and become the Dark Lords). This lightsaber form, characterized by holding the lightsaber handle vertically and straight out from the body with the blade pointing down and opposite the thumb , can be quite adept at blade to blade fighting, but is less effective in deflecting energy and lacks the defensive velocities of Makashi. Most noticeable is the integration of Andwu Martial Arts with the lightsaber style.

Prerequisites: Dexterity 3D, Force-Sensitive, Control, Sense, Lightsaber 5D
Benefit: +1D to all lightsaber attacks, ½ D in Dex use of (A) Andwu Martial arts not counted to MaP
Weakness: All energy deflections (and redirects) are 1 DM or +2D more difficult
Known Specialists: Jhao Kun, Kor Chin Danal, Aji Halians

Sokan (Form IV b)

Sokan is a style that focuses on mobility and evasion as a part of lightsaber dueling. Originating during the great wars with the Sith Empire, the style often led to lightsaber duels that spanned large amounts of terrain as they ran their course. In the time just before the Clone Wars, Sokan warriors integrated many elements of Master Yoda.s highly kinetic use of Form IV into their own ancient techniques to create a blend of styles that relies on mobility and agility. The style encompasses everything from quick, darting movements to smooth tumbles and strikes that arc toward the vital areas of an opponents body.

Prerequisite: DEX 3D, Dodge, Lightsaber 3D
Benefit: Move through, within, or away from threatened area without drawing attack of opportunity once per 2D of lightsaber skill.
Weakness: Must move a minimum of jog (2 moves) each round with normal MaP.
Known Specialists: Il-Zax, Ulaya At'Glo

Chien (Form V b) .The Reverse Form.

Reverse-blade variant of Shien. A rarely seen form that, while effective, is almost a topic of controversy among traditional Jedi masters due to the drastically different grip taught by practitioners of the form. The style calls for the Jedi to hold the lightsaber one-handed horizontally with the tip of the blade out away from the body with all strikes made by sweeping the arm forward quickly in a broad arc. Jedi Master Adi Gallia was one of the few Jedi to practice this form just before the Clone Wars, as was the Anzati Nikkos Tyris.

Prerequisites: Force-Sensitive, Control, Sense, Lightsaber 3D
Benefit: 1 free attack per round without MaP
Weakness: All energy deflections (and redirects) are 1 DM or +2D more difficult
Known Specialists: Adi Gallia, Nikkos Tyris, Schynilixaminiamin

Djem-So (Form V c) .The Aggressive Form.

More aggressive variation of Shien that further emphasizes the focus on kinetic power and motion in its lightsaber cadences. A dedication to the power and strength necessary to defeat an enemy characterizes the philosophy of Djem So, which some Jedi describe by the maxim "peace through superior firepower." Some Jedi Masters are seriously concerned about the emphasis towards aggression with this Form.

Prerequisites: Force-Sensitive, Control, Sense, Combat Sense, Lightsaber 3D
Benefit: Add half D in Dexterity to attack roll in pips when wielding a lightsaber one-handed, and full D in Dexterity in pips to attack roll when wielding a lightsaber two-handed.
Weakness: Lack of mobility. Cautious (½) movement max or -1D to subsequent lightsaber use, in a round.
Known Specialists: Anakin Skywalker (after the Battle of Geonosis)/ Darth Vader, Ulic Qel-Droma, Yg

Jar.Kai (Form VI b) .The Dual Form.

Jar'Kai is the traditional name applied to the style of lightsaber combat that uses a blade in each hand, frequently called Niman (the name of the 6th Form) by savvy modern Specialists since that form is the current Jedi standard. Jar'Kai is the style's oldest name, going back to the Yovshin Swordsmen of the Atrisian Empire, who wielded a dueling sword in each hand, dubbing the weapons "Jar'Kai" after the Kitel Phard city where they were first crafted. A similar style was practiced by the Royale Macheteros, the elite guard of the Kashi Mer monarchy. When the technique was then co-opted by soldiers of the Legions of Lettow, who called the style Niman after the dual triumvirate of Kashi gods. The Jedi and Sith have since those early times taken to substituting laser swords in place of steel ones. Popular with battlemasters

Prerequisites: Force-Sensitive, DEX 3D, Lightsaber 3D, Lightsaber Combat
Benefit: When fighting with two lightsabers, the off-hand lightsaber is always considered a light weapon for the purposes of determining the penalty for fighting with two weapons. Extra weapon gains 1 attack without RaP
Weakness: -2D to off-hand lightsaber without ambidexterity, -1D to primary lightsaber
Known Specialists: Boc, Jeng Droga, Unin Aron

Vaapad (Form VII b) .The Bad Ass MoFo Form.

Vaapad: Developed by Jedi Master Mace Windu, Vaapad is a dangerous combat style, both for the Jedi and their opponent. Master Windu developed Vaapad in response to his own weakness. It takes the Jedi Master very close to the Dark Side of the Force, passing within the edge of shadow. It's aggressive strokes and crushing impacts hide the true nature of the Form. It is, in pure essence, a redirection of negative energy. The Jedi, in devotion to the Force, becomes a conduit for channeling the Dark Side back at itself without internalizing or adding to its power. It is both submission to the Force, and control of the Force by the will to do right. However, it comes at a high price, as the Jedi's emotional center must be completely focused and at peace. Anger, fear, and regret, even in the smallest measure, will create imbalance in the immense energy feedback, and the potential to use that energy is a grave temptation.

Prerequisites: Dexterity 3D+1, Combat Sense, Dodge, Willpower, Lightsaber 5D, Juyo 3D
Benefit: +1D to all lightsaber skill rolls. Called shots are +1D the attack roll. +1D to all opposed rolls to use of an opposed Force power.
Weakness: Every round of combat character must succeed in Willpower or gain a Dark Side Point.
Known Specialists: Depa Billaba, Sora Bulq, Mace Windu.

Trispzest (Form VII c) .The Flying Form.

Trispzest is a style of lightsaber combat developed by the airborne Majestrix of Skye Kharys. Like Mace Windu's variant Vaapad, the S'kytri Majestrix adapted Form VII lightsaber combat (or Juyo in High Galactic), mixing it with traditional S'kytri aerial dueling techniques to take particular advantage allowed her by flight. Kharys was fond of emphasizing the technique of sai cha (decapitation) as an expedient method of dealing with a grounded opponent. "Walkers" were nearly always unwelcome on Skye, as the Majestrix proved to a group of nearly two-dozen Corellian smugglers that landed on her world without consent. "Trispzest" is the S'kytric word for a heart palpitation.

Prerequisite: Base attack bonus +8, fly speed, Exotic Weapon Proficiency (lightsaber).
Benefit: During the first round of combat, you gain a full attack after performing a charge action while flying.
Weakness: Limited to naturally flying creatures. Not usable in confined areas
Normal: As per the charge rules, characters can only make one attack.
Known Specialists: Maw and the Rishii Zulirian Swordmistress Nazish