The Lightsaber Duelist studies fighting with the titular powerful energy blade. This is quite tricky as lightsabers are very light, repel each other and are repelled by shields, and cut and burn like lasers. Many Lightsaber techniques can be used without The Force, and mastery of the lightsaber can often even the odds against a powerful force user.
Lightsabers require 3 components to construct, unlike most other devices. They require a Common Power Supply, Common Weapon Parts and a Kyber Crystal. Kyber Crystals are of Legendary Rarity. The Lightsaber Duelist must have all three components before Lightsaber Construction can begin.
Lightsaber construction takes 1 hour per attempt.
To begin the Lightsaber Duelist rolls their Deftness + Knowledge: Lightsabers. The user must get at least 1 Hit to construct a Lightsaber. If the character Fails this roll, they waste an hour and 1 of the Common Components (Power Supply or Weapon Parts).
Depending on the rarity of either the Weapon Parts or the Power Supply, the Lightsaber may gain 1-4 bonus damage dice. The lightsaber will only ever have a maximum of +4, so upgrading both the Weapon Parts and Power Supply will have diminishing returns.
Lightsaber Construction Bonus Dice Table
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Weapon Parts / Power Supply Rarity |
Device Dice |
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Common |
0 |
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Uncommon |
1 |
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Rare |
2 |
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Epic |
3 |
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Legendary |
4 |
The Lightsaber Duelist gains 1 Hit Point per level.
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Class Level |
Class Features for Level |
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0 |
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1 |
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2 |
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3 |
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4 |
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5 |
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6 |
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7 |
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8 |
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9 |
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10 |
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11 |
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12 |
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13 |
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14 |
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15 |
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16 |
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17 |
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18 |
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19 |
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20 |
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These are the specific Special Moves for each Lightsaber Form.
| Form Name | Move Name | Duel Type | Motivation Cost | Dice |
|---|---|---|---|---|
| Form I: Shii-Cho | Disarming Slash | [Finesse][Attack] | 1 | +2 |
| Form I: Shii-Cho | Sarlacc Sweep | [Power][Attack] | 2 | +3 |
| Form I: Shii-Cho | Deflect Ranged Attack | [Special] | 0 | +0 |
| Form I: Shii-Cho | Redirect Ranged Attack | [Special] | 1 | +0 |
| Form II: Makashi | Contentious Opportunity | [Quick][Attack] | 0/1 | +2 |
| Form II: Makashi | Makashi Riposte | [Quick][Defense] | 0/1 | +2/+2 |
| Form III: Soresu | Circle of Shelter | [Power][Defense] | 0 | +2/+2 |
| Form III: Soresu | Deflecting Slash | [Finesse][Defense] | 0/1 | +1/+1 |
| Form IV: Ataru | Hawk-Bat Swoop | [Quick][Attack] | 2/1 | +3/+3 |
| Form IV: Ataru | Saber Swarm | [Finesse][Attack] | 3 | 3x |
| Form V: Shien/Djem So | Barrier of Blades | [Quick][Defense] | 2 | +4 |
| Form V: Shien/Djem So | Falling Avalanche | [Power][Attack] | 3 | 3x |
| Form V: Shien/Djem So | Fluid Riposte | [Finesse][Defense] | 3 | +2/+4 |
| Form V: Shien/Djem So | Shien Deflection | [Quick][Defense] | 3 | +3/+3 |
| Form VI: Niman | Draw Closer | [Power][Attack][Force Required] | 1+ | +2* |
| Form VI: Niman | Pushing Slash | [Quick][Attack][Force Required] | 1+ | +2* |
| Form VII: Juyo/Vaapad | Assured Strike | [Finesse][Attack] | 4 | +6|½ |
| Form VII: Juyo/Vaapad | Vornskr's Ferocity | [Power][Attack][Force Required] | 3 | +6 |
| Form VII: Juyo/Vaapad | Swift Flank | [Quick][Attack][Force Required] | 4+ | +2* |
Note that all of the Form I: Shii-Cho moves are included in the Level Table, and so should not be purchased separately via the Lightsaber Form Special Move.
Form I is the most basic Lightsaber form. It is typically taught to all Jedi and Sith initiates (Padawans and assassins, respectively).
The Lightsaber Duelist learns how to deflect Ranged Attacks using their Parry defense action. Characters without this ability can only Parry Melee or Thrown Attacks.
This Special Move requires that the Lightsaber Duelist have learned Deflect Ranged Attack first.
If the Lightsaber Duelist successfully Deflects an attack, they can spend 1 Motivation to instead redirect that bolt as a Ranged Attack against another target. By default this is a Quick Attack. The dice pool for this new Ranged Attack is the same size as the Duelist's Parry Dice Pool.
The Lightsaber form focused on 1-on-1 dueling, Makashi has quick counter attacks.
A tactic based upon recognizing and exploiting an opening in the opponent's defense before swiftly moving to strike the exposed enemy.
This Quick Attack allows the duelist to move their full movement before attacking. The attack also gains a +2 damage bonus. If the attack gets a DOMINATE!, the Duelist can spend 1 Motivation to immediately make another attack.
A defensive technique where the duelist slightly alters the angle of an opponent's attack before quickly retaliating with a counter strike.
This Quick Defense increases the Lightsaber Duelist's Dodge Defense by +2. If this Quick Defense gets a Repel!, the duelist can pay 1 Momentum to immediately attack, chaining another move, which gets a +2 Attack Bonus.
The most defensive of the Lightsaber forms, Soresu was specifically developed to defend against blaster fire.
A technique where the duelist creates a protected area around themselves and their allies, making it more difficult for enemies to hit those within the circle.
All characters within this circle gain a +2 to their Passive Defense, and the Lightsaber Duelist gains a +2 to their Block Defense as well. This Power Defense provides a 360 degree protection for up to 3 adjacent allies.
A technique where the duelist redirects the momentum generated by deflecting an enemy projectile into a slashing attack at an adjacent target.
This Finesse Defense counts as both a Deflect (Parry) and Redirect with +1 to both. If this Finesse Defense gets a Repel!, the duelist can pay 1 Motivation to immediately make a Ranged attack (Redirect), and a Melee attack (the "Slash" part of the "Deflecting Slash"). The dice pools for both of these attacks is the same size as the initial Parry.
One of the most aggressive styles, Ataru is best used against a single opponent. The moves are powerful and focused, often putting the opponent on the back-foot. However, Ataru uses a lot of energy, making the practitioner vulnerable to a prolonged duel.
This move was intended to allow a combatant to quickly strike their opponent without giving them a chance to react.
This 2 Motivation leaping Quick Attack allows the duelist to move their full Movement both horizontally and vertically. This also grants the duelist a +3 attack bonus. If this move gets a DOMINATE!, then the Duelist can pay 1 Motivation to make another attack with another +3 attack bonus.
Numerous short strikes were aimed at the adversary.
This costly 3 Motivation Finesse Attack will strike three times if it gets a DOMINATE!, otherwise it will strike only once. As a Finesse Attack, this gains Vicious 2, allowing the attacker to convert two Focus results into Critical Hits. This means that the attack will cause Weapon Damage to the opponenet 1-3 times, and can convert 2 Focus Results into Critical Hits each time. This causes the Duelist to suffer 1 Stress.
The form V style known as Shien was focused on repelling blaster fire. The secondary variant called Djem So was designed for dueling. In either case, Form V seeks to completely Dominate an opponent, to prevent prolonged duels.
Defended the user from blasterfire and redirected some of the incoming blasts.
This Quick Defense can deflect multiple Attack Dice from a ranged AOE attack with its +4 defense bonus (this is technically a Parry move, but is treated as a Quick Defense). Without this special move, a Lightsaber Duelist can only deflect single attacks, and not an AOE. If this move gets a Repel!, the duelist can spend 1 Motivation to chain an attack.
An overhand power blow that crashed down upon an opponent with incredible force.
This Power Attack does 3x weapon damage, but if it gets a Repel!, the duelist falls prone and takes 1 bludgeoning damage.
A smooth transition from parrying an attack to a counterstrike.
This 2 Motivation Finesse Defense gets a +2 to their Parry Defense and +2 to the next Melee or redirected Ranged Attack the Duelist makes. If Dueling it can Clash!, and if it's successful, the duelist can spend 1 Motivation to chain an attack with a +4 Attack bonus.
Simultaneously deflect weapons fire and leap towards an opponent.
This 3 Motivation Quick Defense adds +3 to Dodge and +3 to Parry, the attacker rolls against the higher number. If Dueling it can Clash! with a +3 bonus, as long as this defense is successful, the duelist is able to leap (move ½ distance horizontally and vertically) toward their target. If it gets a Repel!, the Duelist can Redirect a Ranged Attack and also leap forward their full movement. The dice pool for the Redirect is the same as the higher of their Defense Values (Dodge or Parry).
A dual-blade style developed to be a jack-of-all-trades style, with none of the weaknesses of the first five styles. It is easy to learn and use, often relying on The Force to supplement a higher degree of technical talent that the other forms employ.
It consisted of the duelist telekinetically seizing an opponent and pulling the enemy into the clash of their blade.
The duelist must spend at least 1 Motivation to activate this Attack, but can spend more Motivation for more damage.
The target can resist with a Strength check against a difficulty equal to the Motivation Spent (Powerful TK also counts). If the target fails to resist, the duelist gets +2 attack dice and an additional +1 per Motivation spent (and Powerful TK applied).
The duelist would slash an opponent before blasting him aside with a Force push.
This +1 Quick Attack must succeed in order for the duelist to use the Force Push. The Lightsaber Duelist must spend at least 1 Motivation to use the Force Push. The target can attempt to resist the Force Push with a Strength check against a difficulty equal to the Motivation spent (and Powerful TK talent). If the target fails to resist the push, they also take 1 die of Bludgeoning Damage per Motivation spent (and Powerful TK applied) as they slam into the wall or the ground.
The seventh form of Lightsaber combat is the most dangerous to both the opponent and the practitioner. This form involves dancing perilously close to The Dark Side and then coming back from the brink.
This 1 Motivation move Trades sheer power for a near-certainty of landing a hit.
This Finesse Attack gains +6 attack dice, but if it succeeds the target only takes ½ damage.
This move involves ferociously attacking an opponent, not giving them a chance to rally.
This Power Attack is augmented with The Force. The user must spend 3 Motivation on it. If the Attack succeeds, then for each point spent, the attack gains +2 bonus Damage dice. If the attack fails, the user must still spend the Motivation and they suffer an Injury.
The user leaped or dashed around an opponent to make a quick strike. The speed of the maneuver was intended to catch opponents off guard.
This Quick Attack is augmented with The Force. The user must spend 4+ Motivation on it. For each Motivation spent, the user can move 2 squares. In addition, for each Motivation spent, the user gains +2 bonus dice for their Attack. On a Clash!, this move gains +3 instead of +2. If the move fails, the user must still spend the Motivation and they suffer an Injury.
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