TEXT: By Rodney Thompson and JD Wiker 
  Hero’s Guide
  Web Enhancement
  Lightsaber Forms and the Fallanassi
  
  HERO’S GUIDE WEB ENHANCEMENT
  002
  DESIGN
  RODNEY THOMPSON AND JD WIKER
  EDITING
  RAY AND VALERIE VALLESE
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  JULIA MARTIN 
  WEB DEVELOPMENT
  THOM BECKMAN
  ART DIRECTION
  ROB RAPER
  LUCAS LICENSING EDITOR
  MICHELLE VUCKOVICH
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  VICE PRESIDENT AND DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  Variant Lightsaber Forms
  Though the seven lightsaber forms discussed in the Hero’s
  Guide are the most commonly accepted ﬁghting styles, a
  few other styles exist that are considered fringe and are not
  formally recognized as full-ﬂedged forms.
  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 opponent’s body.
  The variant form known as Shien is a rarely seen style
  that, while effective, is almost a topic of controversy among
  lightsaber masters due to the drastically different grip
  taught by practitioners of the form. The style calls for the
  Jedi to hold the lightsaber horizontally with the tip of the
  blade out away from the body, and all strikes are made by
  sweeping the arm forward as though throwing a punch
  while whipping the blade forward quickly in a broad arc. Adi
  Gallia was one of the few Jedi around the time of the Clone
  Wars known to actively practice the form, as was the Anzati
  Jedi called Nikkos Tyris.
  Another uncommon form called Niman is a style often
  taught in the Jedi Order but rarely mastered by more than a
  few Jedi each generation. Niman teaches the use of two
  lightsabers simultaneously, which can be used as a pair of
  offensive weapons, or as an offensive weapon and a parry-
  ing blade. Many Jedi study the basics of Niman, and such
  rudimentary training has often been the edge needed to
  prevail over a foe.
  Sokan Mastery (Force Feat)
  You are skilled in Sokan lightsaber combat, using your
  mobility and agility to penetrate an enemy’s defenses.
  Prerequisites: Base attack bonus +8, Dodge, Exotic
  Weapon Proﬁciency (lightsaber), Mobility, Spring Attack.
  Benefit: When wielding a lightsaber you may move
  through, within, or away from a threatened area without
  drawing an attack of opportunity a number of times as
  determined by the following table:
  Jedi Level
  Times Per Day
  1st–5th
  1
  6th–10th
  2
  11th–15th
  3
  16th–20th
  4
  Shien Mastery (Force Feat)
  You are skilled in Shien lightsaber combat and practice an
  unorthodox method of holding the lightsaber to perform
  long, sweeping strikes to take down several enemies at a
  time.
  Prerequisites: Base attack bonus +8, Cleave, Exotic
  Weapon Proﬁciency (lightsaber), Great Cleave, Power Attack.
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  003
  Benefit: You may make a single extra Attack of
  Opportunity each round when wielding a lightsaber.
  Special: When using the Cleave or Great Cleave feats
  with a lightsaber, you may take a 2-meter step between
  each attack a number of times equal to your Dexterity
  bonus.
  Niman Mastery (Force Feat)
  You are skilled in Niman lightsaber combat and can wield
  two lightsabers simultaneously with great speed and
  deadliness.
  Prerequisites: Base attack bonus +8, Ambidexterity,
  Exotic Weapon Proﬁciency (lightsaber), Improved Two-
  Weapon Fighting, Two-Weapon Fighting.
  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.
  Special: A character with this feat using the Off-Hand
  Parry feat with a lightsaber gains an additional +1 bonus to
  Defense.
  Fallanassi
  The Fallanassi tradition is unusual in that its members do
  not even acknowledge the existence of the Force as it is
  thought of by the majority of the galaxy. Instead, they
  believe in what they call the White Current.
  The White Current is assumed by non-Fallanassi to be
  simply another way of looking at the Force, as it exhibits
  many of the same qualities. The Fallanassi, however, believe
  that it has profoundly different properties. The Fallanassi
  don’t even believe in channeling energy the way other
  traditions tap into the Force, but rather “immerse” them-
  selves in the White Current using passive techniques. The
  concept of “using” the Force is almost completely foreign
  to them, just as their analogy that dipping into the White
  Current is like a swimmer diving into a rushing river is
  incomprehensible to a Jedi.
  According to all that’s known about the Fallanassi, the
  tradition is very old, possibly older than the Republic itself.
  However, unlike other Force traditions that attempt to
  recruit new members to their organization, the Fallanassi
  have dedicated themselves almost completely to hiding their
  existence from the galaxy at large. As such, no records of
  their existence were even written until Luke Skywalker
  encountered them many years after the fall of the Empire.
  Secrecy being one of their main concerns, the Fallanassi
  rarely if ever take part in large-scale events that could possi-
  bly uncover their existence. They avoid major events at all
  costs and are as likely to turn their backs on any conﬂict to
  protect their own interests as they are to ﬂee with every-
  thing they own.
  The Fallanassi are primarily Human, though non-Humans
  have occasionally been brought into the fold. Their commu-
  nities are small and scattered, and out of necessity the
  entire group is mobile. They could almost be considered a
  nomadic people, except for the fact that their movement is
  not based on the expenditure of resources, but rather on
  the preservation of their own secrecy.
  The Fallanassi constantly keep watch for anyone or
  anything that might threaten their privacy. Their efforts
  were successful until, out of necessity, they were forced to
  contact Luke Skywalker. Graciously, Master Skywalker
  recorded minimal information about the Fallanassi in his
  report back to the New Republic and, aside from their sheer
  existence, revealed almost nothing about their ways or
  powers.
  Fallanassi Philosophy
  To the Fallanassi, the Force is a ﬂowing river rather than an
  energy ﬁeld. They believe they must immerse themselves in
  this river rather than attempt to use the Force like a tool,
  and this means of accessing the White Current has affected
  every aspect of their lifestyle and philosophy.
  Above all, the Fallanassi treasure their privacy and take
  great measures to preserve it. They believe in keeping to
  themselves and allowing the galaxy to move around them
  without ever being moved themselves. They are paciﬁstic
  and almost never raise a hand, much less use the Force,
  against another being. The Fallanassi have a reactive, rather
  than proactive, outlook on the universe and are content to
  go about their daily lives in isolated communities while the
  galaxy changes and progresses around them.
  Force Tradition
  Nearly every member of a Fallanassi community is Force-
  sensitive, and the knowledge and training associated with
  the White Current is passed down from parent to child.
  The tradition as a whole has no goals other than remain-
  ing hidden and continuing its own line. This leads some
  to believe that the Fallanassi are simply isolationists who
  use their knowledge of the White Current as a means to
  that end.
  While this is somewhat true, the Fallanassi would argue
  that their philosophy is the result of seeing the turmoil
  brought into the galaxy by those who use the Force for
  their own personal gain. While the Fallanassi do little
  beyond teaching their own children and moving from place
  to place, they have been known to send a single representa-
  tive out into the galaxy at large to discern any threats to
  their existence and report back if the need to change loca-
  tion once again arises.
  Training
  Since immersing oneself in the White Current is a very
  passive process, most early years of the Fallanassi training
  revolves around letting go of one’s inhibitions and precon-
  ceptions and learning to surrender oneself to the White
  Current. Letting the ﬂow of the White Current envelop
  oneself is a difﬁcult concept for many to grasp. As danger-
  ous as the galaxy is, most beings are raised to believe that if
  you do not have control over your own destiny, you will be
  swept up in the destinies of others.
  After immersion in the White Current can be achieved
  with relative ease, students of the Fallanassi learn to use the
  myriad techniques available to them in the protection and
  concealment of the community. However, the training of a
  Fallanassi is almost never complete, as the ebb and ﬂow of
  HERO’S GUIDE WEB ENHANCEMENT
  003
  
  the White Current frequently takes one who has immersed
  herself down paths of new knowledge and understanding.
  Force Powers
  The most useful ability displayed by the Fallanassi is their
  talent for complete immersion in the White Current. This
  not only conceals them in the Force from other beings but
  also hides them from sight as well, making them completely
  invisible to the naked eye and to electronic sensors.
  Fallanassi can create incredibly advanced illusions. The
  White Current allows them to make reﬂections of them-
  selves in the form of “doppelgangers”—illusory duplicates of
  the Fallanassi who create them. Beyond that, the Fallanassi
  teach some limited healing talents but abhor the use of the
  Force to harm other living beings.
  Force Tradition Feats
  The following feat is associated with the Fallanassi Force
  tradition.
  Doppelganger (Force Feat)
  You can create an illusory duplicate of yourself.
  Prerequisite: Force-Sensitive, Alter, Control.
  Benefit: You can create an advanced illusion (as per the
  Force skill Illusion) that moves, acts, sounds, and behaves
  like you. To create the doppelganger, make an Illusion
  check. The DC is determined as normal.
  Unlike a normal illusion, you have a special connection
  with the doppelganger. You see what your doppelganger
  sees, you hear what your doppelganger hears, and you can
  speak through its mouth.
  You can pick up an object using the doppelganger; doing
  so is a free action and requires a successful Move Object
  check. Also, you may redirect any Sense-based skill checks
  made against the doppelganger to act as though they were
  made against you directly. For example, a Telepathy check
  directed at the doppelganger can be directed toward you
  instead.
  White Current Adept 
  Prestige Class
  Among the Fallanassi are those who excel at immersing
  themselves in the White Current, rising to high status within
  their communities. These adepts are quite powerful in their
  own way but use their abilities for the good of their people
  rather than their own personal gains. Though a few
  Fallanassi have fallen to the dark side and chosen to use the
  White Current for selﬁsh reasons, the elders take great
  precautions in training their offspring while continuing their
  own education at the same time.
  Requirements
  To qualify to become a White Current adept, a character
  must fulﬁll the following criteria:
  Skills: Affect Mind 4 ranks, Force Stealth 8 ranks, Illusion
  6 ranks.
  Feats: Alter, Control, Force-Sensitive, Sense.
  Special: White Current adepts must be raised and trained
  by the Fallanassi.
  Game Rule Information
  Vitality: A White Current adept gains 1d6 vitality points
  per level. The character’s Constitution modiﬁer applies.
  Class Skills
  The White Current adept’s class skills (and the key ability for
  each skill) are Bluff (Cha), Craft* (Int), Diplomacy (Cha),
  Disguise (Cha), Hide (Dex), Knowledge* (any) (Int), Listen
  (Wis), Move Silently (Dex), Sense Motive (Wis), and Spot (Wis).
  * This skill actually encompasses a number of unrelated skills. Each time
  this skill is learned, a speciﬁc category must also be chosen. Examples
  include Craft (tools) and Knowledge (alien cultures).
  Skill Points at Each Level: 6 + Int modiﬁer.
  Class Features
  The following are features of the White Current adept pres-
  tige class.
  Starting Feats
  The White Current adept gains the following feat:
  Weapon Group Proﬁciency (simple weapons)
  Immersion
  Starting at 2nd level, a White Current adept may vanish
  from sight and from Force-based detection as a full-round
  action. To do so, the White Current adept must succeed at a
  Hide check, opposed by the Spot checks of those who
  would normally see her. The White Current Adept gets a
  bonus to her Hide check equal to her level in this prestige
  class. The immersion ends if she touches (or is touched by)
  another living being, makes a noise (or otherwise announces
  her presence), disturbs an object, or attempts to affect her
  environment.
  Immersion costs 2 vitality points per round.
  Read/Write Fallanassi Script
  The Fallanassi use a unique form of script for leaving
  hidden messages that is visible only to Force-users. At 3rd
  level, the White Current adept may read and write in the
  secret script of the Fallanassi. By making a See Force check
  (DC 15) and spending 1 vitality point, the White Current
  adept may write a short message (50 words or less) on a
  HERO’S GUIDE WEB ENHANCEMENT
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  TABLE 1: THE WHITE CURRENT ADEPT
  Base
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Attack
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +0
  +1
  +2
  Starting feats
  +1
  +0
  2nd
  +1
  +1
  +2
  +3
  Immersion
  +2
  +0
  3rd
  +2
  +2
  +2
  +3
  Read/write Fallanassi script
  +2
  +0
  4th
  +3
  +2
  +2
  +4
  Hidden powers
  +2
  +0
  5th
  +3
  +3
  +3
  +4
  Immerse another
  +3
  +0
  
  solid object. Any Force-user making a See Force check (DC
  15) can see the message, but only those with this ability can
  read it.
  Hidden Powers
  The White Current adept must be able to maintain the
  secrecy of her community’s existence while still delving into
  the source of her abilities. Once per day, she may use one
  Force skill while remaining under the effect of Force Stealth.
  Using the Force skill does not make it impossible to mask
  connection to the Force, and her use of Force Stealth is
  unaffected by the use of the Force skill.
  Immerse Another
  At 5th level, when using the immersion class ability, the
  White Current adept may apply its effects to one other
  being in addition to herself. She must be in physical contact
  with the other being. The vitality point cost of the immer-
  sion is doubled.
  About the Authors
  Rodney Thompson is a freelance writer and developer from
  Chattanooga, TN. In addition to working on the Star Wars
  Roleplaying Game line, he is a member of the
  Spycraft/Shadowforce Archer Design Team for Alderac
  Entertainment Group and full-time webmaster of the
  SWRPGNetwork website. Rodney’s work also appears in the
  pages of Dungeon/Polyhedron magazine for both the Star
  Wars and d20 Modern games.
  JD Wiker worked in Wizards of the Coast’s RPG R&D
  department on the ALTERNITY line, including the
  DARK*MATTER campaign setting, before joining the ﬂedgling
  Star Wars Roleplaying Game design team. Some of JD’s
  Star Wars titles include the core rulebook, The Dark Side
  Sourcebook, The New Jedi Order Sourcebook, and the
  Power of the Jedi Sourcebook. JD is currently freelancing,
  while also working as president of The Game Mechanics, a
  d20 design studio.
  HERO’S GUIDE WEB ENHANCEMENT
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