This style of fighting focuses primarily on anticipation and wearing the enemy down through tireless, excpetional defensive postures. A Jedi engaged in this form of fighting often finds himself in a near state of meditation, letting the Force guide his or her responses. He or she never has to switch focus to the offensive, letting pure anticipation guide the way to victory.
Game terms: +1D+2 to all parry rolls. Each round that the fighting continues, the parry roll goes up another +2. *No* attack rolls are allowed. An attack roll reduces the defensive back to normal for two full combat turns.
Born from the mind of a group of minimalist Jedi, this fighting style keeps the Jedi as close to center as possible. At no time will a Jedi move the handle of his or her lightsaber further than 15 centimeters from his or her upper torso. The theory is that with little wasted movement, a Jedi can fight for hours. Additionally, with no extraneous motions, the saber is always in position for a parry. It is said that this style is exceptionally effective against younger opponents. The most skilled adversaries, however, can easily defeat such a swordsman.
Game terms: For every 1D in control that the opponent is lower than the character, the character gains +4 to all lightsaber rolls, offensive and defensive. Conversely, for every 2D in control the opponent is higher in Control, the character loses 6 pips in all rolls.
The exact opposite of Wataang, Bataang holds that only a flurry of controlled movements away from the body can keep an opponent's lightsaber out of range. Only truly skilled Jedi can master this technique. The wild, almost uncontrolled nature of this style makes mental and physical harmony paramount.
Game terms: Unusable until 9 months study and 10 Character Points have been devoted to learning the style. It lends +1D to all lightsaber rolls, +2D if Control is higher than 8D. The character rolls a dice before every time using this style until he or she has used it five times. If the dice rolls a "2," the Jedi automatically loses that round. Once he or she has made it past the first five times, the skill is fully acquired.
High-Bataang is a style that leads to highly perilous territory: the Dark Side. While not all users of High-Batanng find themselves drifting towards the mist of darkness, the style is the most inherently aggressive of all. While the initial posture resembles something of a peaceful, general lightsaber stance, an observer will note that the combatant will raise his or her lightsaber above his head in anticipation for the fight. Both the metaphorical and realistic implications of this posture make it difficult to resist angry, uncontrolled bursts of energy. And, indeed, defensive posture is not part of this style. Many Jedi have lost limbs in this style, though it is fair to say that many have lost limbs at the hand of a Jedi fighting in this style. Dark Jedi, without the patience or clarity of mind to become a Croste-fighting Jedi (see below), often adopt this style.
Game terms: Like Bataang, this is unusable until 9 months study and 10 Character Points have been devoted to learning the style. It lends +1D+2 to all lightsaber rolls, +2D+2 if Control is higher than 8D. The character rolls a dice before every time using this style until he or she has used it five times. If the dice rolls a "2," the Jedi automatically loses that round. Once he or she has made it past the first five times, the skill is fully acquired. Any character with more than 4 DSPs gains a +3D offensive advantage, regardless of Control skill.
Used by many great Jedi masters, this style has many variants of its own, though none of them are officially classified as such. High-Wataang is, in terms of posturing, very similar to Wataang. The sabre is held out in front of the body -- farther out than the 15 centimeters in traditional Wataang -- in position for parrying, not attack. However, once combat has begun, the focus is not on the parrying, it is evenly matched between parrying and returning strikes. Depending on the temperment of a Jedi, this balance is often adjusted one way or the other. Particularly useful for deflecting blaster bolts and Force lightning, the slightly defensive posture also, ironically, places the combatant in the perfect position for many attack maneuvers. This is very representative of many Jedi in that the style is controlled but deadly and it is without aggression by design.
Game terms: There is a +2 bonus to all offensive and defensive rolls. This can be adjusted based on the temperment of the Jedi.
Easily the most aggressive-looking style of fighting, Croste sacrifices some defensive posture for the ability to administer strong, and often confusing, blows to opponentsl. Those well-trained in Croste learn to use extreme measures -- flips, jumps, rolls, and ducks -- to enhance their weakened defenses. This combination of fighting stance mixed with quick dodging is perhaps the only reason that it cannot be considered more aggressive than High-Bataang, but it's also the reason the style is harder to learn. Great Jedi swordsmen often learn this style, even if they never use it in combat.
Game terms: -2D+2 to parry. Half the characters dodge dice may be used to supplement the parry, however, with no multiple-action penalty. +3D to offensive skills. This skill cannot be learned by anyone in the Jedi order other than a Master. It cannot be learned by Dark Jedi in its truest form due to the extreme patience and clarity of thought needed to gain the true benefits of the style.
All The most superb of Jedi Knights learn all of the above styles and can, without difficulty, switch between them in a heartbeat. In a sense they have no style but have every style simultaneously. The Force flows through them with such ease and grace that every movement looks like a miniature art form, albeit in high speed. But each move is so practiced that things are that much simpler.
Game terms: Impossible to have until all the other styles are mastered which takes more than 2 years for an average Jedi. Even after all the styles are mastered, it takes many years of practice to be able to effortlessly switch between them. Generally, top Jedi do it in 10-15 years at the expense of dozens of character points. The bonus is significant: +3D to all parry rolls and +4D to all attack rolls. A Force Point doubles those numbers as well as the character's base statistic.
Krell is a word from an ancient, lost language that means, "nothing." Krell is the name given by scholars to the standard techniques taught to Jedi. Most Jedi don't even know a name exists for it. The standard teaching is to simply let the Force guide your actions. Rather than practicing a style, adapt to each situation as it comes. Proponents of styles will argue that the Force will enhance a practiced motion better than a new one.
Game terms: No dice changes.