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Sylvre Phire

[Gauging Interest/Recruitment] Star Wars: Spec-Ops 4

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For some species, the number four is particularly auspicious... for others, it is a dark omen... A band of fledgling heroes joins the Rebel Alliance, playing a key part behind the scenes while advancing to build their own resistance cell against the Empire. Along the way they'll gather allies and resources, all in the hope of restoring freedom to the galaxy. Their designation: Spec-Ops 4...

 

I'm looking for up to up to six players for a D6 Star Wars game starting shortly before the Battle of Yavin and proceeding through the time period of the original trilogy and possibly beyond. The rules used will be 2nd R&E, minus the Wild Die, with some mods from the first edition.

 

Players should be willing and able to post at least once a week (barring real life disasters and whatnot), write descriptively and think creatively both in and out-of-character.

 

Alien and human PCs start with a straight 18D to attributes and 7D for skills - no mins and maxes as shown in the 2nd ed rules. Droid characters are allowed within reason. Characters can be scratch built or you can use a template from one of the books or boxed sets, including the Adventure Journal. Character templates from the 2nd R&E rulebook and GM's screen booklet are pretty much shoo-ins, templates from other books are subject to GM approval.

 

I look forward to hearing from any and all interested players.

 

Pax et bonum,

 

Dale Meier

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It sounds like it might be interesting, however I don't own the 1stED. Hope that doesn't cause a problem. It sounds like it'll be gritty. with that in mind how 'real' is this going to be? PG-13, R, NC.. Rating N/A? Also what is your ruling on The Force and I'd be careful about Shard-droids. One last question what is your (GM) style?

 

Thank you and Welcome to PbP

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It sounds like it might be interesting, however I don't own the 1stED. Hope that doesn't cause a problem. It sounds like it'll be gritty. with that in mind how 'real' is this going to be? PG-13, R, NC.. Rating N/A? Also what is your ruling on The Force and I'd be careful about Shard-droids. One last question what is your (GM) style?

 

Thank you and Welcome to PbP

 

The rating of the game will pretty much be PG - same as the movies; don't worry about not owning 1st ed. Like I said, I use mainly the 2nd ed. R&E rulebook with minor tweaks from the 1st ed. - namely no Wild Die, PCs starting with 18D in attributes and 7D in skills regardless of species, etc. As for the Force, my only big rulings are that there are no more than two Jedi in the group - either a pair of padawans, or a teacher and padawan. In the Rebellion era Jedi are rare and seclusive, as well they should be. The other ruling is that if it's thematically possible, a fallen Jedi character need not become an NPC if the GM and player work together to advance the plot in a way that's satisfying to everybody involved. Regarding the Force rules, I do allow for powers converted from the d20 and Saga books and I have a number of the conversion PDFs on file.

 

I'm not too concerned about Shard droids. I'm restricting droid characters to either astromechs and protocol droids with little to no GM input; anything more will require discussion between the player and myself so things don't get out of hand.

 

As for my GM'ing style, I'm fairly descriptive, dice rolls when necessary. I grew up with the original trilogy, so I have a good feel for that era, the prequels as well. The Expanded Universe is where I get a bit pickier. I'm not a fan of either the Vong or the Legacy era, so don't expect the campaign to head in either of those directions.

 

Thanks for your interest. I look forward to hearing from you.

 

Pax et bonum,

 

Dale

Edited by Sylvre Phire
Added my other Jedi ruling...

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Dangit, I'm always up for Star Wars... I just need to make sure I can fit it in with all the other things I have going on... (Work, Family, GMing 2 Star Wars tabletop groups, GMing Elrood Entanglements pbp here, and playing in 2 other tabletop games.)

 

Is there a particular sector or region where Spec Ops 4 is based? Will this be mostly mission-based Spec Ops or will we also managing our own resources? (ie. How autonomous from Alliance High Command and overall SpecForce Command would we be?)

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Is there a particular sector or region where Spec Ops 4 is based? Will this be mostly mission-based Spec Ops or will we also managing our own resources? (ie. How autonomous from Alliance High Command and overall SpecForce Command would we be?)

 

It'll be a mix; the first few missions will be dictated by the sector and base commanders but the group's autonomy will grow as time passes and their experience grows. There will be room for personal plots and the like (e.g. the Outlaw's search for revenge, etc.).

 

The region isn't set yet. I'm thinking it will probably be a group of neighboring sectors, Sumitra being one of them.

 

Characters killed in action can be replaced so nobody needs to leave the game; I'm thinking to keep the group pretty balanced for experience we'll bring new characters in using the rules for experienced characters in D6 Space (15D in skill dice, 5 CP, 1-2 Force Points or each year of experience or so). That way nobody will be overshadowed.

 

What are your thoughts on this?

 

Pax et bonum,

 

Dale

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Just to generate some interest, I'll have a new intro for each adventure. :)

 

Pax et bonum,

 

Dale

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Just to generate some interest, I'll have a new intro for each adventure. :)
Well that was cool. I guess I'm interested as well.

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Here is the start of the guidelines and house rules for this campaign.

 

Rule Zero (Game Rules): Every rule, race, power, technology, variant rule, etc. is subject to change or removal at the discretion of the GM. Even if a game element is initially permitted, if it is later deemed incompatible with the campaign, it will be modified or removed. Any characters (PC or NPC) that use that element may be required to adjust to the change (in other words, "grandfathering" is not guaranteed). The GM will attempt to keep this sort of thing to a minimum (if at all), but sometimes this may happen in the process of keeping the rules appropriate to the campaign setting.

 

Rule Zero (Canon): My canon may differ from the established canon of the novels and sourcebooks. Some worlds, characters, and technology may be different from what is presented in the novels. This is because I don't have the time or money to invest in all the novels that have come out over the years and also because I disagree with some directions the Star Wars universe has been taken (or pulled). I refuse to argue about canon and continued arguments will result in player ejection. The point of this game is for everyone to have fun, including the GM.

 

Character Generation

1) Starting characters receive 18D for attributes, 7D for skills, regardless of species. No attribute can be above 5D or below 2D; starting skills cannot be more than 2D above the governing attribute.

 

2) Only two Jedi in the group at a time, either two padawans or a padawan and teacher.

 

3) In the event of character death, a player may create a new character using the following experience scale: one year - 3D for skills, 3 Character Points; two years - 7D for skills, 7 Character Points, 1 Force Point; three years - 10D for skills, 10 Character Points, 1 Force Point; four years - 15D for skills, 15 Character Points, 2 Force Points. This is in addition to the starting base of 18D for attributes, 7D for skills, 5 Character Points and 1 Force Point (2 Force Points for Force-sensitives).

 

4) Scratch-built non-Jedi characters may start with one Dark Side Point; in return, they receive two additional skill dice to be used on non-Force skills only.

 

5) Droid characters are allowed; protocol (3PO, Siak, et.al) and astromech droids (R2 through R5) will be accepted with little to no GM input; other types will require GM approval. Scratch-built droid characters must be created using the rules in Cynabar's Fantastic Technology: Droids.

 

6) Some alien species may be restricted; please state your character's species in your character concept. Notable races excluded from PC generation include the Charon, Ugors, and Noghri.

 

7) The GM has the final say over what characters and character concepts are allowed in the campaign.

 

8) The following restrictions apply with regard to character templates. If a book is not listed here, please ask to ensure there are no restrictions on any of the templates listed in it.

Rulebook:
In the 2nd edition R&E rulebook the Rookie New Republic Pilot is allowed with minor name and background changes.

 

Heroes & Rogues:
The only Imperial templates allowed are the Space Rescue Corps Officer and the Wealthy Physician. New Republic templates will not be allowed until the campaign reaches that part of the timeline.

 

Lords of the Expanse boxed set and Player's Guide to Tapani:
The COMPNOR Military Liaison, ISB Agent, and JAN Operative templates are not valid as PC templates.

 

Game Rule Mods

1) No Wild Die.

 

2) No advanced skills; specializations are allowed. The following skill list will be used for the game:

 

DEXTERITY:
Archaic Weapons; Blaster; Brawling Parry; Dodge; Grenade; Heavy Weapons*; Lightsaber; Melee; Melee Parry; Pickpocket

 

KNOWLEDGE:
Alien Species; Bureaucracy; Business; Cultures; Intimidation; Languages; Law Enforcement; Planetary Systems; Scholar; Streetwise; Survival; Technology*; Tactics; Value; Willpower

 

MECHANICAL:
Astrogation; Beast Riding; Communications; Ground Vehicle Ops.; Hover Vehicle Ops; Jet/Rocket Pack Ops; Powersuit Ops; Repulsorlift Ops.; Sensors; Starship Gunnery*; Starship Piloting*; Starship Shields*

 

PERCEPTION:
Bargain; Command; Con; Forgery; Gambling; Hide/Sneak*; Investigation; Persuasion; Search

 

STRENGTH:
Brawling; Climbing/Jumping; Lifting; Stamina; Swimming

 

TECHNICAL:
Armor Repair; Computer Programming/Repair; Demolitions; Droid Programming/Repair*; Ground Vehicle Repair; Hover Vehicle Repair; Medicine*; Starship Repair*; Weapon Repair

Asterisks (*) indicate first edition skills. The Archaic Weapons skill covers all firearms, bows, thrown weapons, and the Wookiee bowcaster); Heavy Weapons covers blaster artillery, missiles, and vehicle-mounted weapons); Ground Vehicle Ops. covers walker operation.; Jet Pack and Rocket Pack Ops. have been rolled into the same skill (characters may specialize in either jet pack or rocket pack ops or a particular model of pack); Repulsorlift Ops. covers swoop ops.; Starship Gunnery, Piloting and Shields now cover archaic starships and ships of all scales by specialization (archaic, starfighter, space transport, capital, etc.); Ground Vehicle Repair includes walker repair; Medicine is no longer an advanced skill, making First Aid a specialization of that skill; Starship Repair now encompasses all types of ships and ship systems by specialization); Weapon Repair replaces Blaster Repair and encompasses all weapons by specialization.

 

3) A die-code simplification table can be found in the back of the D6 Space rulebook (free at DriveThru RPG) for those players who do not wish to do a lot of math or who have difficulty with math.

 

Next up: The first part of my Force house rules.

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I’ve heard a number of complaints from players that Jedi characters and their powers don’t “work right” in the D6 edition of Star Wars as compared to the d20 editions. While the d20 edition of the RPG does have some elegance when it comes to Force powers, the fault does not lie in the D6 system alone.

 

What follows are a number of house rules I’ve added in order to give novice Jedi characters (and even experienced ones) a bit more “oomph” when it comes to combat and other aspects of the mysterious Force.

 

The Concentration Factor

One thing players sometimes overlook is the power Concentration. The description of the power makes it evident that even novice Jedi are trained to use it to bolster their fledgling skills.

 

“When using this power, the Jedi clears all negative thoughts from her mind, feeling the Force flowing through the universe and her own being.

 

“The individual Jedi concentrates on one specific task at hand. If the skill roll is successful, the Jedi may add +4D to any one action in that round. The Jedi may do nothing other than using the concentration power and using that one skill for one action. The Jedi receives no bonus if anything else is done in that round, including duplicate uses of the same skill of dodges or parries.”

The rules make it clear that a beginning Jedi character may have – at most – one power per die in each skill and that multi-skill powers effectively take up one “slot” in the power roster. This forces players into a conundrum, either choose concentration, which lets them boost any skill for one action, thus leaving their Force skills relatively useless in other situations, or choose one or two other powers which are pretty much useless because their skills are so low.

 

To avoid this dilemma, beginning Jedi characters receive the concentration power as a freebie. This allows the player to choose another power which is actually useful because the character can use concentration to boost their Force skill roll in using another power.

 

Lightsaber Styles and Techniques

The canon of the expanded universe has revealed that there are a number of different styles of lightsaber combat. Some did not come to light until the New Republic and New Jedi Order eras while others have been taught to Jedi Knights throughout the millennia. I have written up D6 rules based on the rules for each form presented in the d20 and Saga books and info presented on Wookieepedia. If your character specializes (or plans to specialize) in a certain form, let me know and we'll work it out. Below is a list of the various forms.

 

Form "Zero"

Form I – Shii-Cho or The Determination Form

Form II: Makashi or The Contention Form

Form III: Soresu or The Resilience Form

Form IV: Ataru or The Aggression Form

Form V: Shien / Djem So or The Perseverance Form

Form VI: Niman or The Moderation Form (the Diplomat’s Form)

Form VII: Juyo / Vaapad or The Ferocity Form

Sokan

Niman/Jar’Kai (Niman Subform)

Dun Möch

Inverse Dun Möch

Tràkata

 

Lightsaber Duels

In addition to the rules above, lightsaber duels will be governed by Peter Schweighofer's "Dueling Blades" rule variant.

Edited by Sylvre Phire

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Force Stunts

Beginning Jedi often get shafted when it comes to using their skills, not just because of the aforementioned dilemma, but also because their skills aren’t necessarily made applicable to other aspects of the game. The descriptions of the skills given in the rules point toward this, but nothing is really given beyond their use to actuate the Jedi’s powers. The skills are defined as follows:

 

Control:
Control is the Jedi’s ability to control her own body. A Jedi with control can access her own internal well of Force energy, learning harmony with and mastery over the functions of her own body.

 

Sense:
Sense teaches a Jedi to sense the Force in other things beyond her own body. The Jedi learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs powers such as detecting danger and learning information about the world around the Jedi.

 

Alter:
A Jedi with alter learns how to change the distribution and nature of the Force. Jedi who have mastered alter can move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions.

This option is only open to Jedi and Force-sensitive characters who do not have powers appropriate to the situation. A Force-sensitive or Jedi character may apply a GM-specified number of dice from one or more Force skills to the skill being used. In a sense, this is best described as getting a “hunch’ or “gut feeling” through the Force.or just plain “getting lucky”. Once the character has learned the appropriate Force power(s), their awareness of the Force is markedly acute in those areas and they no longer have to rely upon “hunches” or “gut feelings” any more.

 

Force Points and Stretching Abilities

Sometimes players of Jedi characters find themselves in tight situations with no possible way out – either their Force skills are insufficient for the job or their regular skills aren’t appropriate for the situation. As a result, they may need to stretch their abilities. To do this, I allow the player to burn one or more of the character’s Force Points to do something normally above the caliber of their current skill levels.

 

For example, the player of a Jedi healer – a new player to the game – found himself in a rut with a wounded comrade. Knowing that his medicine skill wasn’t up to par and having only accelerate healing, control pain, and detoxify poison (and not acclerate another's healing), he asked if his character could use accelerate healing to help his fellow rebel. Knowing the rules wouldn’t allow for it under a strict interpretation, I gave the player the chance to have his character do something heroic. In exchange for one Force Point, I ruled that the character could “trust to the Force” and briefly expand his healing powers beyond himself.

Edited by Sylvre Phire

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I'd likely be interested

 

edit - I've now decided I am interested, and also would like to request one of the two jedi slots - lightsabre forms and blade dueling rules and such all seem cool

Edited by Kalzazz

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Thinking about being Force-Sensitive, but as I understand it I'd have to be a Padawan or Forced trained in some way from Gen?

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Thinking about being Force-Sensitive, but as I understand it I'd have to be a Padawan or Forced trained in some way from Gen?

 

It's not necessary for your character to be officially connected with the Jedi Order. I guess I wasn't clear in my explanation - when I was talking about padawans, I was referring to the fact that your character might have talent but little or no training. Your character could be someone who has latent talent and is being hunted by the Empire. For example, there's the Naive Youth template in the Adventure Journal (basically The Kid template with 1D taken from an attribute and placed in a Force skill). You might consider working with Kalzazz on a connection between your characters.

 

Pax et bonum,

 

Dale

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I'd likely be interested

 

edit - I've now decided I am interested, and also would like to request one of the two jedi slots - lightsabre forms and blade dueling rules and such all seem cool

 

Cool beans. You might consider working with Janus to determine if your characters have a connection of any kind.

 

Pax et bonum,

 

Dale

Edited by Sylvre Phire

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Okay, so we've got Kalzazz, Rerun941, Bren, and Janus Methedor interested here... I'm going to give it until the end of the week before cutting of recruitment so we can get started, okay guys?

 

Pax et bonum,

 

Dale

Edited by Sylvre Phire

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Dangit, I'm always up for Star Wars... I just need to make sure I can fit it in with all the other things I have going on... (... GMing 2 Star Wars tabletop groups, GMing Elrood Entanglements pbp here, and playing in 2 other tabletop games.)
If you are trying to make me jealous, you are succeeding. ;^)

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If you are trying to make me jealous, you are succeeding. ;^)

 

Well, it's taken me 3 years of searching and effort to get all that going (and a lot of failed groups along the way). Besides, if you'd like a pbp game here, all you have to do is start a recruitment thread and GM it. :)

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did you get my attachment? what did you think?

 

Yes, I've received the attachment. I'm going to do some comparison with the SpecForces Handbook and see what exactly they revised. Overall, it looks promising.

 

Pax et bonum,

 

Dale

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I figured I might as well post the house rules on lightsaber dueling forms in order to try and drum up a couple other players for the last two slots as well as giving you the info. :D

 

\sw\ Lightsaber Styles and Techniques\sw\

 

The canon of the expanded universe has revealed that there are a number of different styles of lightsaber combat. Some did not come to light until the New Republic and New Jedi Order eras while others have been taught to Jedi Knights throughout the millennia.

 

While there was a basic foundation to lightsaber combat, there were a number of “forms”, some unique, others derived from earlier forms. Some forms were derived from martial arts and religious tenets. Each form or technique has its own attacks and other maneuvers. Forms and techniques themselves are considered specializations of the lightsaber skill and require all at least two of the three Force skills (control, sense, and alter) and the lightsaber combat power to be truly effective. Some of the material below comes from Wookieepedia (starwars.wikia.com).

 

The seven forms were not merely swordplay moves, they represented seven different kinds of philosophy. In addition, a lightsaber was not necessary to execute the seven forms: each form could be applied in unarmed combat. Jedi Masters Mace Windu, Obi-Wan Kenobi and Kit Fisto had demonstrated such talent during the Battle of Haruun Kal and the Bio-Droid Threat respectively.

 

Form "Zero"

Form "Zero," while not an actual form of lightsaber combat per se but rather an ethical principle, was the idea that Jedi should know when to use their lightsaber and when to find an alternative means of solving a problem. This idea was defined by Jedi Master Yoda to address the need of the Jedi to restrain themselves when tempted to use "aggressive negotiations," and instead use another well-developed Jedi skill, such as the Jedi mind trick. This was a form used to arrive at a solution without resorting to violence.

 

In the days of the New Jedi Order, Jedi Master Kyle Katarn would teach his students, among whom were Jaden Korr and Rosh Penin, that often the sight of an unignited lightsaber would be enough to cause individuals that might be potential enemies to become more cooperative. Katarn had applied this principle himself years earlier to extract information from an uncooperative bartender in Reelo Baruk's cantina on Nar Shaddaa.

 

Rule Notes: Form “Zero” should be considered the foundation of a Jedi character’s lightsaber skills, namely the base lightsaber skill itself rather than a specialization.

 

 

Form I: Shii-Cho or The Determination Form

Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat.

 

Notes: When wielding a lightsaber, the character gains +1D on opposed attack rolls when attempting to disarm an opponent or when defending if an opponent attempts to disarm them.

 

 

Form II: Makashi or The Contention Form

Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat, Burst of Speed (Control).

 

Notes: A character who specializes in this form gains a +1D bonus when dodging or defending against lightsaber attacks.

 

 

Form III: Soresu or The Resilience Form

Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat.

 

Notes: A character specializing in Form III gains a +1D bonus on attack rolls when deflecting projectiles and blaster bolts back at the opponent or a +1D bonus to dodge blaster and slugthrower fire.

 

 

Form IV: Ataru or The Aggression Form

Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense).

 

Notes: Jedi skilled in Form IV can use their natural agility to gain an edge against their opponents. They may add up to half their Dexterity dice to their damage roll when wielding a lightsaber one-handed. When wielding a lightsaber two-handed, the damage bonus may reach a maximum of the Jedi’s Dexterity dice.

 

 

Form V: Shien / Djem So or The Perseverance Form

Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense).

 

Notes: Jedi skilled in Form V receive a +1D bonus to deflect blaster or projectile fire (Shien subform) or lightsaber blows (Djem So subform). Additionally, the character may attempt to deflect attacks which miss by 5 or less. By burning a Force Point, they may attempt to deflect attacks that miss by 10 or less; the Force Point is burned but the character does not double the number of dice rolled.

 

From Wookieepedia:

Djem So lightsaber design

Lightsabers belonging to Djem So practitioners sometimes had a solid casing (either as a whole or in multiple sections for maximum protection against power surge deterioration) and a heavily shrouded or beveled blade emitter. The beveled emitter was designed to designate separate facets of the blade for either offensive or defensive purposes. Their hilts also commonly included ridged, occasionally thick, hand grips, as Djem So required its users to maintain a solid grip on the lightsaber hilt.

 

Notes: A Jedi specializing in the Djem So subform of Form V and using a lightsaber specially constructed for that subform suffers no penalty. Jedi without such a lightsaber suffer a -1D penalty to the specialization.

 

 

Form VI: Niman or The Moderation Form (the Diplomat’s Form)

Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, receptive telepathy (Sense), friendship (Sense/Alter).

 

Notes: When wielding a lightsaber, either in combat or non-combat situations, a Jedi skilled in Form VI may use their sense dice to bolster either command, intimidation or persuasion and their related specializations; alternately, they may use (an adequate amount of) their sense dice to negate a multiple action penalty and roll the required Perception skill normally.

 

 

Form VII: Juyo / Vaapad or The Ferocity Form

Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense).

 

Notes: When the Jedi’s attack roll is successfully countered by the defender’s roll, subtract each 5 and 6 rolled by the Jedi from the defender’s roll.

 

 

Sokan

Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense).

 

Notes: When wielding a lightsaber a Jedi may move through, within, and away from a threatened area without drawing an attack a number of times as determined by their Dexterity dice:

 

Jedi’s DEX = Number of Squares

1D - 1D+1 = 1 square

1D+2 - 2D+1 = 2 squares

2D+2 - 3D+1 = 3 squares

3D+2 - 4D+1 = 4 squares

4D+2 - 5D = 5 squares

 

Sokan was more of a principle of lightsaber combat than a true form.

 

Developed by the ancient Jedi Knights during the Great Hyperspace War, Sokan teaching revolved around using the environment itself to gain a tactical advantage in combat. Sokan involved maneuvering so that swift strokes of the lightsaber could be aimed towards the opponent's vital areas, using quick tumbles, jumps, 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. This technique allowed for great speed and mobility and left no openings in one's defense.

 

 

Niman/Jar’Kai (Niman Subform)

Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense).

 

Notes: A Jedi skilled in this form of dual-saber combat may make two attacks, two parries, or one of each without penalty. Beyond that, the character begins racking up dice penalties to their actions.

Edited by Sylvre Phire

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Dun Möch

Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, receptive telepathy (Sense), friendship (Sense/Alter).

 

Warning: Using this form of lightsaber combat will automatically gain a character one Dark Side Point.

 

Notes: When wielding a lightsaber, either in combat or non-combat situations, a Jedi skilled in Form VI may use their sense dice to bolster either command, intimidation or persuasion and their related specializations; alternately, they may use (an adequate amount of) their sense dice to negate a multiple action penalty and roll the required Perception skill normally.

 

From Wookieepedia:

Dun Möch was a form of combat that used distraction and doubt, usually through taunting, in conjunction with lightsaber battle.

 

The Sith aimed to completely dominate an opponent's spirit through whatever means possible by employing their own lightsaber combat doctrine. Dun Möch commonly involved spoken taunts, jeers, and jests that exposed the opponent's hidden, inner weaknesses and/or doubts, which had the end result of eroding the opponent's will. Such a thing can be quite deadly, especially against Jedi, since concentration was a must when using the Force. Doubts can easily break that connection. Other variations on Dun Möch involved usage of the Force to throw large, weighty objects at the Sith's opponent during combat, which both distracts the opponent from the battle and could potentially cause damage.

 

Dun Möch in use

Darth Vader was seen to use Dun Möch against Obi-Wan Kenobi on the Death Star, but with little success. He used it again facing Luke Skywalker in their duel on Bespin's Cloud City to great effect, and again in the duel on the second Death Star. Darth Tyranus used it on Geonosis, taunting Obi-Wan Kenobi, Anakin Skywalker, and Yoda respectively. Tyranus would later focus this skill on Anakin during their rematch onboard the Invisible Hand. Darth Sidious also used this form against Yoda in his duel against the Grand Master.

 

Boomerang effect

If not carefully applied, Dun Möch could backfire upon the user, spurring the intended target to anger instead of overwhelming him/her with fear. Taunted by Darth Tyranus, Anakin Skywalker called upon the dark side of the Force to enhance his combat ability onboard the Invisible Hand and ultimately defeated the experienced Sith Lord.

 

 

Inverse Dun Möch

In addition, Luke Skywalker used the very opposite of Dun Möch onboard the second Death Star. The young Jedi attempted to turn Darth Vader to the light by infusing love through spoken words. Luke was successful and Anakin Skywalker ultimately redeemed himself and brought balance to the Force. Around 4,000 years earlier, this method may have been used by Revan on the Star Forge to redeem Bastila Shan, and was used by the Jedi Exile to defeat Darth Sion, who could not be defeated by normal means.

 

Game Note: For game purposes, treat inverse Dun Möch as a use of the Diplomat’s Form (Form VI).

 

 

Tràkata

Tràkata was a form of lightsaber combat. It took advantage of a lightsaber blade's ability to be turned on and off, a unique quality in a melee weapon. Quickly shutting off then re-igniting the blade could cause confusion in one's opponents, allowing for diversionary feints in combat.

 

Jedi Master Corran Horn used a variant of this technique during the Yuuzhan Vong War, one notable occurrence being while he was battling Shedao Shai on Ithor. During the battle Horn and Shai were locked in combat and Horn deactivated his lightsaber then ignited it again into Shedao Shai killing the temporary Supreme Commander.

 

Rule Notes: More of a technique than a complete style, Tràkata is considered just another specialization under the lightsaber skill and has no additional rules applied to it.

 

 

Lightsaber Variants and Specializations

There are a number of variants on the lightsaber, including the great lightsaber (greatsaber), shoto (short lightsaber or shortsaber), lightwhip (as wielded by Githany and Lumiya), double-bladed lightsaber (also known as a lightstaff, lightsaber lance, doublesaber, or saberstaff), lightsaber cane (sabercane), dual-phase lightsaber, and others exist. These are all considered specializations for the lightsaber and lightsaber repair skills. These specializations are used only when the Jedi is using one weapon and when a form or style of lightsaber wielding is not specified. Otherwise, the character’s actions default to the form specialization or the base lightsaber skill.

Edited by Sylvre Phire

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Just a side note/personal commentary on the lightsaber styles and techniques. It's been a while since I looked at these last and I'm not entirely sure I had the write ups complete. Looking through it, some of it appears a bit "cookie-cutter" in the requirements department. If you have any questions, concerns or constructive comments, let me know; I might pull them out and work them over some more.

 

EDIT: I found another version that might fit better. I'm still going to tinker before we really get into forms and the like, with your input.

 

Pax et bonum,

 

Dale

Edited by Sylvre Phire

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Just a side note/personal commentary on the lightsaber styles and techniques. It's been a while since I looked at these last and I'm not entirely sure I had the write ups complete. Looking through it, some of it appears a bit "cookie-cutter" in the requirements department. If you have any questions, concerns or constructive comments, let me know; I might pull them out and work them over some more.

 

Very descriptive, Dale! Would you mind providing examples of characters and duels for the forms in post #22, like you did for the post #23? specifically all the film characters but EU characters for the forms not used in movies would be great too. Thanks!

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