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Jedi Guardian Guide


Wookiee Jedi

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Jedi Guardian

While almost all Jedi train with their lightsabers, the Guardian choose to focus upon it and engage more than others. Guardians believe that their primary role is to defend the weak and uphold Justice wherever they go. Often seen as the main representatives of the Order, as they tend to show up in places that need a defender or someone to uphold justice. They tend to focus all their time and effort on honing their martial skills, becoming far more skilled and able to use different skill sets than other Jedi. 

 

To train to become a Jedi Guardian, one must prepare for the fact that they will be on the front lines consistently. With that comes the responsibility of making hard choices, taking lives when no other option is present, and facing off against the Dark Side, which would constantly tempt those who have not found their own resolve or mastered the disciplines it takes to walk this path. 

 

Walking this path is one that brings out skills unique to battle and mastery within the Force, allowing the Jedi to have strong physical enchantment through the Force, and upon reaching a Mastery level can give themselves extra focus to be that much better at it. 

 

As Guardians rank up, their ability to gain mastery of combat also increases. They also gain Tier ranks, opening up new abilities and forms. 

 

TIER LEVELS

Jedi Padawan - Tier 1

Jedi Knight - Tier 2

Jedi Master - Tier 3

 

COMBAT KNOWLEDGE

Jedi Padawan:

1 Feat

2 Lightsaber Maneuver

2 Force Powers 

 

Jedi Knight:

3 Feats

4 Lightsaber Maneuvers

3 Force Powers

 

Jedi Master:

4 Feats

5 Lightsaber Maneuvers

4 Force Powers


 

LIGHTSABER:

Jedi Guardians have a tendency to wield different lightsabers, such as double blades, lightwhips, dual blades and other assortments that make them standout. While some also hold the traditional single blade, they tend to heavily modify their blades with special crystals or other modifications to make them more useful in combat. 

 

FORMS:
While technically any Jedi can learn any lightsaber form, there are some forms that benefit a Jedi Guardian far more in the battlefield. Within lightsaber combat, any Jedi Guardian can learn from any form, but to master a form, one needs to dedicate themselves to the form. 

 

Shii-Cho (Determination)

Combat is wild and raw, relying on deliberate tactics and being primarily aimed towards disarming rather than injuring foes, in keeping with Jedi philosophy. It retains the basics of attacks, parries, and body zones established by ancient methods. It specializes towards engaging multiple opponents, the wide, sweeping motions being ideally suited towards attacking numerous adversaries.

Disarming Slash: strikes directed at the opponent's weapon in an attempt to rip it out of their grasp. (Tier 1)

Sarlacc Sweep: a wide sweeping attack in which the duelist strikes against multiple enemies.(Tier 1)

Determined Strike: a strike that allows a user to focus in on his strike. With the Force guiding the strike, it has potential to cut through most metals (Tier 1)

Breaching Strike: With a user channeling the Force, they perform a forward downward strike with the aid of the Force allowing a user to get the blade through most shields. (Tier 2)

Ferocious Charge: a user makes a direct forward attack. With aid of the Force, this attack becomes difficult to repel and potentially has the ability to stun. (Tier 3)

FEAT UNLOCK: (If the user has all 5 maneuvers in Shii-Cho, they gain an extra feat known as JEDI RESOLVE: With assurances of the Force, a user has the ability to resist and ward off some effects during a fray.)

 

Ataru (Aggression)

An aggressive style, it’s fast-paced and effective against single opponents, though weaker in prolonged combat and confined spaces. Ataru is an aggressive combat form relying on a combination of strength, speed, and agility. Practitioners of Ataru are always on the offensive, attacking with wide, fast, and powerful swings. 

Hawk-Bat Swoop: it's intended to allow a combatant to quickly strike their opponent without giving them a chance to react, and then escape before they have a chance to retaliate. (Tier 1)

Saber Swarm: Numerous short strikes are aimed at the adversary to force a defensive posture. (Tier 1)

Humbling Strike: a user leaps through the air in a strong downward strike, using the Force to put a powerful blow that is almost unstoppable. (Tier 2)

Masterstroke: a user uses the Force to aid in a strike at an opponent and in turn recovers stamina and finds the Force flowing more accessible to them. (Tier 3)

Unstoppable Force: a user makes a series of quick strikes in a rapid succession with aid of the Force. This attack can leave an opponent stunned. (Tier 3)

FEAT UNLOCK: (If the user has all 5 maneuvers in Ataru, they gain an extra feat known as HARMONIOUS WILL: A user gains more flexibility and evasiveness the tighter the fight area.)

 

Djem So (Perseverance)

Practitioners are not passive. Immediately after defending against an opponent's strike, a Djem So stylist follows with an attack of their own, bringing the force of the opponent's own blow against them and seeking to dominate the duel. Djem So places a heavy focus on brute strength and pure power, with wide, powerful strikes and parries followed immediately by a counterattack.

Falling Avalanche:  an overhand power blow that crashes down upon an opponent with exceptional force. (Tier 1)

Fluid Riposte: a smooth transition from parrying an attack to a counterstrike. (Tier 1)

Overpowering Assault: A user makes a wide swinging attack with the aid of the Force. This attack is strong enough to potentially bust a personal shield. (Tier 2)

Focused Slash: an attack that pushes a blade forward in a direct downward slash. With aid of the Force the slash has the ability to stun the defender. (Tier 2)

Sunder: With strength of purpose, a user moves forward having the Force amplify their own strength and speed and make a powerful strike, which could break through some defenses. (Tier 3)

FEAT UNLOCK: (If the user has all 5 maneuvers in Djem So, they gain an extra feat known as RIGHTEOUS FURY: If there are fallen comrades, a user feels the Force aid them, providing them with extra strength in combat.)

 

Juyo (Ferocity) (Tier 2 Restricted)

It’s described as the most vicious form of lightsaber combat and was said to involve significant internal focus on the part of the user. Juyo is highly effective against an armed opponent, though much less against a foe skilled with the use of the Force. Juyo for use in quickly overwhelming a single foe as well, but cautioned that it left one vulnerable to Force attacks.

Assured Strike: wherein they traded sheer power for a near-certainty of landing a hit. (Tier 2)

Swift Flank: A technique, where they leaped or dashed around an opponent to make a quick strike. The speed of the maneuver was intended to catch opponents off guard. (Tier 2)

Ferocious Prowess: a user with the aid of the Force makes an open strike followed by a quick stab, taking a foe off guard. (Tier 2)

Prevailing Strike: with such grace, skill and aid of the Force, a user attacks a target that finds it’s intent rarely without fail. (Tier 3)

Stalwart Advance: with the Force moving through them, they leap forward in a series of attacks that 

FEAT UNLOCK: (If the user has all 5 maneuvers in Juyo, they gain an extra feat known as HEIGHTENED REFLEXES: The practitioner gains a more advanced sense of battle precognition, at times being able to feel a more devastating blow before it lands.*) *Usable only once

 

Wru’torr (Discipline) 

It focuses on using an opponent's energy against them, forcing them to use more energy than needed in a battle, while saving the form user's own. A Wru'torr user ends up using his or her own body to deliver critical blows, as opposed to using the lightsaber. It’s a form that requires great discipline in order to strike exactly when the Force wills it, allowing for critical hits. This discipline is the difference between successfully disarming/winning a duel or death to the user.

Deft Bladework: a series of three movements designed to get the opponent off balanced, followed by either a high or low slash. (Tier 1)

Quelling Strike: A technique where the user takes a quick upward strong slash, designed to disarm or throw their opponent off balance. (Tier 1)

Thrash Flurry: a user finds an opening and with use of the Force creates a flurry of blows with enough force designed to cut open durasteel doors. (Tier 2)

Devastating Blow: When moving an opponent's weapon away from the body, a strike is delivered to the body with enough force to break bones. (Tier 2)

Rebuke: A user takes his blade and utilizes the Force to amplify a swing in a very strong and deadly arc. Very little is able to withstand the devastating swing. (Tier 3)

FEAT UNLOCK: (If the user has all 5 maneuvers in Wru’torr, they gain an extra feat known as CLEAR MIND: With Mastery of Wru’torr comes knowledge in the Force. A Master of Wru’torr can sense through the fog of the Dark Side being thrown their way.)

 

Jedi Guardians also have FEATS attributed to them. (These are used in place of armor) They are considered passive and always present with the guardian. Because of this, they require little to no force energy to be spent. They act like a rank or armor on a character sheet and get factored into a ruling.

 

FEATS:

Battle Precognition: 

Technically, all Jedi have this gift, the ability to see things before they happen. The Guardian has a deeper sense of it, allowing for them to be able to predict movements and potential danger in combat. (Tier 1)

 

Riposte Deflect:

While many Jedi can deflect blaster fire away from themselves to avoid harm, Guardians have the ability to return fire back towards their opponent, making them think twice about how many shots they want to risk firing off.  (Tier 1)

 

Battlemind:

A technique wherein one's morale and fighting spirit was augmented through sheer focus, giving a user the drive to fight through even the hardest of conflicts. Through pure fighting spirit, the Battlemind ability could push the users physical limits, allowing its user to overcome the disabilities of old age and even fading stamina.(Tier 2)
 

Battle Intuition:

A passive ability that allows for a Jedi to use what's available to them on the combat field without any real training. While unable to fully master every weapon, a Guardian knows instinctively how to use most weapons, and while in melee combat, knows how to strike with the most output of damage with weapons. (Tier 2)

 

Superior Two Weapon Fighting:

With training and understanding, a user can easily handle two weapons in each hand or a double bladed weapon with far greater ease than most. They have the ability to know the weapons like an extension of their own body. (Tier 2)

 

Daunting Presence:

A Jedi Guardian has the ability to be a beacon of hope for others they fight alongside. Allies find themselves encouraged to push through with a Guardian present and enemies hesitate. (Tier 3)

 

Advance Jedi Defense:

Taking the ability to block incoming fire has increased with experience and training. Now instead of taking on 3-5 assailants with blasters, a Jedi Master can handle 10-12. (Tier 3)


 

COMBAT POWERS:

Force Push:

A telekinetic ability of the Force that was used in an offensive or defensive manner. It could be used to varying degrees, from simply pressing against or softly moving targets away from the user, to shoving and staggering them, to knocking them backwards or to the ground, to sending them flying through the air, potentially causing serious injury or even death. (Tier 1)

 

Force Flash:

This technique allows the Force-user to produce an unnatural flash of bright light, temporarily blinding his opponents. (Tier 1)

 

Saber Throw:

A Jedi uses the Force to toss their lightsaber at an opponent, yet having complete control over it, even enough to retrieve the blade after it strikes its intended target. (Tier 1)

 

Force Barrier:

This power allows for a user to create a small space of Force energy that has the ability to block physical damage to themselves for a short time. (Normally a single strike) (Tier 2)

 

Saber Shield: 

This is the art of being able to use the Force to spin their lightsaber in a rapid fashion in front of themselves to protect them from a flurry onslaught of fire, normally to help catch the fire from weapons like a flechette rifle. While this only lasts for a short while, masters are said to be able to hold it for longer and make a larger arc, protecting them from a larger group. The longer a Jedi holds it, the more the Force drains from them. (Tier 2)

 

Center of Being:

A meditative stance would find use in combination with more passive and defensive forms. One who fell deeply into this style could almost unconsciously defend from even the most flowing random attacks and feints. (Tier 2)

 

Force Valor:

Force Valor is a power that increases the resolve, accuracy, and speed of one's self and one's allies. Tapping into the Force, a Jedi can increase the rate at which one's capacities function, allowing the body to move more quickly, strike more powerfully, and fight with improved accuracy. (Tier 2)

 

Alter Damage:

A Force technique used to change the damage the lightsaber inflicted upon a target. Mastery of this skill came hand-in-hand with mastery over lightsaber combat, as it was used in conjunction with use of the weapon. When used correctly, a practitioner could manipulate the energy of the lightsaber and reduce the damage caused to the target. Used while fighting both living and non-living opponents, this technique could make the difference between killing an opponent or completely disabling a droid or piece of machinery. (Tier 3)

 

Force Weapon:

A Force ability that allows the user to imbue an unpowered weapon with the Force for a period of time. By channeling energy into the weapon, it allowed the wielder to strike and do more damage than the weapon's simple appearance would suggest. As a useful side effect, a Force-imbued weapon could be used to block lightsabers without damaging the weapon for a short time. (Tier 3)

Edited by Wookiee Jedi
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