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	<id>https://wiki.darkjedibrotherhood.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ringer+Klang</id>
	<title>Wikipedia of the Dark Brotherhood, an online Star Wars Club - User contributions [en]</title>
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	<updated>2026-04-21T10:15:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ringer_Klang&amp;diff=148280</id>
		<title>Ringer Klang</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ringer_Klang&amp;diff=148280"/>
		<updated>2016-02-11T18:45:34Z</updated>

		<summary type="html">&lt;p&gt;Ringer Klang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rise|reb|new|njo|djb}}&lt;br /&gt;
{{Construction}}&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Gray&lt;br /&gt;
|image= [[File:filename.ext|250px]] --&amp;gt; upload an image first&lt;br /&gt;
|firstname= Ringer&lt;br /&gt;
|lastname= Klang&lt;br /&gt;
|homeworld=[[starwars:Kashyyyk|Kashyyyk]]&lt;br /&gt;
|birth={{Birthyear_and_Age|BBY|67}}&lt;br /&gt;
|death=&lt;br /&gt;
|species=[[starwars:Wookiee|Wookiee]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Light brown with striations of dark brown&lt;br /&gt;
|eyes=Light Blue&lt;br /&gt;
|height=1.9m&lt;br /&gt;
|weight=140 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother=&lt;br /&gt;
|father=&lt;br /&gt;
|children=&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies=&lt;br /&gt;
|enemies=&lt;br /&gt;
|saber=Blue&lt;br /&gt;
|form=[[Lightsaber_Forms#Form_0_-_Banlanth|Banlanth]]&lt;br /&gt;
|weapons=Lightsaber, Quarterstaff, Bowcaster&lt;br /&gt;
|fightingstyle=&lt;br /&gt;
|profession=Hacker&lt;br /&gt;
|position=&lt;br /&gt;
|era=[[Dark Jedi Brotherhood Era]]&lt;br /&gt;
|affiliation=[[Clan_Taldryan|Clan Taldryan]]&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:7654|7654]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ringer Klang&#039;&#039;&#039; is a [[starwars:Wookiee|Wookiee]] [[starwars:Gray Jedi|Gray Jedi]] who left [[starwars:Kashyyyk|Kashyyyk]] to hack Imperial databases for the [[starwars:Rebellion|Rebellion]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
&lt;br /&gt;
=== Additional Heading ===&lt;br /&gt;
==== Possible Subheading ====&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
[[Category: UNIT CATEGORY]]&lt;/div&gt;</summary>
		<author><name>Ringer Klang</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ringer_Klang&amp;diff=148279</id>
		<title>Ringer Klang</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ringer_Klang&amp;diff=148279"/>
		<updated>2016-02-11T18:35:56Z</updated>

		<summary type="html">&lt;p&gt;Ringer Klang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rise|reb|new|njo|djb}}&lt;br /&gt;
{{Construction}} --&amp;gt; Remove this after you&#039;ve completed your page&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Gray&lt;br /&gt;
|image= [[File:filename.ext|250px]] --&amp;gt; upload an image first&lt;br /&gt;
|firstname= Ringer&lt;br /&gt;
|lastname= Klang&lt;br /&gt;
|homeworld=[[starwars:Kashyyyk|Kashyyyk]]&lt;br /&gt;
|birth={{Birthyear_and_Age|BBY|67}}&lt;br /&gt;
|death=&lt;br /&gt;
|species=[[starwars:Wookiee|Wookiee]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Light brown with striations of dark brown&lt;br /&gt;
|eyes=Light Blue&lt;br /&gt;
|height=1.9m&lt;br /&gt;
|weight=140 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother=&lt;br /&gt;
|father=&lt;br /&gt;
|children=&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies=&lt;br /&gt;
|enemies=&lt;br /&gt;
|saber=Blue&lt;br /&gt;
|form=[[Lightsaber_Forms#Form_0_-_Banlanth|Banlanth]]&lt;br /&gt;
|weapons=Lightsaber, Quarterstaff, Bowcaster&lt;br /&gt;
|fightingstyle=&lt;br /&gt;
|profession=&lt;br /&gt;
|position=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:7654|7654]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;YOUR CHARACTER&#039;&#039;&#039; is... overview of character.&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
&lt;br /&gt;
=== Additional Heading ===&lt;br /&gt;
==== Possible Subheading ====&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
[[Category: UNIT CATEGORY]]&lt;/div&gt;</summary>
		<author><name>Ringer Klang</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Ringer_Klang&amp;diff=148278</id>
		<title>Ringer Klang</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Ringer_Klang&amp;diff=148278"/>
		<updated>2016-02-11T18:33:40Z</updated>

		<summary type="html">&lt;p&gt;Ringer Klang: Created page with &amp;quot;{{Eras|rise|reb|new|njo|djb}} {{Construction}} --&amp;gt; Remove this after you&amp;#039;ve completed your page {{Character |type= Gray |image= 250px --&amp;gt; upload an image...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rise|reb|new|njo|djb}}&lt;br /&gt;
{{Construction}} --&amp;gt; Remove this after you&#039;ve completed your page&lt;br /&gt;
{{Character&lt;br /&gt;
|type= Gray&lt;br /&gt;
|image= [[File:filename.ext|250px]] --&amp;gt; upload an image first&lt;br /&gt;
|firstname= Ringer&lt;br /&gt;
|lastname= Klang&lt;br /&gt;
|homeworld=[[starwars:Kashyyyk|Kashyyyk]]&lt;br /&gt;
|birth={{Birthyear_and_Age|BBY|67}}&lt;br /&gt;
|death=&lt;br /&gt;
|species=[[starwars:Wookiee|Wookiee]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|hair=Light brown with striations of dark brown&lt;br /&gt;
|eyes=Light Blue&lt;br /&gt;
|height=1.9m&lt;br /&gt;
|weight=140 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother=&lt;br /&gt;
|father=&lt;br /&gt;
|children=&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies=&lt;br /&gt;
|enemies=&lt;br /&gt;
|saber=Blue&lt;br /&gt;
|form=[[Lightsaber_Forms#Form_0_-_Banlanth|Banlanth]]&lt;br /&gt;
|weapons=Lightsaber, Quarterstaff, Bowcaster&lt;br /&gt;
|fightingstyle=&lt;br /&gt;
|profession=&lt;br /&gt;
|position=&lt;br /&gt;
|era=&lt;br /&gt;
|affiliation=&lt;br /&gt;
|ship=&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:7654|7654]]&lt;br /&gt;
&#039;&#039;&#039;YOUR CHARACTER&#039;&#039;&#039; is... overview of character.&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
&lt;br /&gt;
=== Additional Heading ===&lt;br /&gt;
==== Possible Subheading ====&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
[[Category: UNIT CATEGORY]]&lt;/div&gt;</summary>
		<author><name>Ringer Klang</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Lightsaber_Forms&amp;diff=148113</id>
		<title>CS Guide: Lightsaber Forms</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Lightsaber_Forms&amp;diff=148113"/>
		<updated>2016-02-04T18:34:12Z</updated>

		<summary type="html">&lt;p&gt;Ringer Klang: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CS TOC}}&lt;br /&gt;
The following guide will provide a snapshot overview of the [https://drive.google.com/file/d/0Byuxgyuf9uiEN253MVBHaUJ4U2s/view Dark Jedi Brotherhoods Lightsaber Guide]. It will break down the core information of each form, and cover how they factor into the Antei Combat Center for the purpose of writing lightsaber duels. Please refer to the full guide for an in depth study on the history and lore surrounding each form. &lt;br /&gt;
&lt;br /&gt;
== How to Use This Guide ==&lt;br /&gt;
As with any large subject, it is impossible to express the full detail and nuance of lightsaber combat in a few pages worth of writing. This guide should be a springboard for those looking to learn more about which Lightsaber form they are going to pick while also providing a quick reference for the seasoned veteran. This guide is not meant to be a crutch or restrictive to how you write your character. The descriptions listed below are by no means complete and should be treated not as an inflexible gospel, but as a first-order approximation for how to describe practitioners of the form typically act, and how Graders could use for interpreting material.&lt;br /&gt;
&lt;br /&gt;
For information on how lightsabers work and unlock in the brotherhood, please refer to the [[Lightsaber]] Codex Article.&lt;br /&gt;
&lt;br /&gt;
== Lightsaber Skill Tiers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As stated in the Codex:&#039;&#039;&#039; &#039;&#039;Lightsabers are made available to Force using members, whether or not they are aligned to the dark side or the light. As with any weapon, Non-Force Users are able to wield the fabled weapon in combat, but struggle to use it with any true level of proficiency. Any Non-Force User trained profeciently in Melee combat would be more than a match, with the same applying to a Jedi versed in one of the Advanced Lightsaber Forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following is a breakdown of how your respective Skill points in your character Primary or Secondary form can be visualized when writing lightsaber combat. For more information, see the [[Skills]] page of the [[Character Creation Guide]]. &lt;br /&gt;
&lt;br /&gt;
=== Primary Lightsaber Form ===&lt;br /&gt;
{{Skill Reference&lt;br /&gt;
|name=Primary Lightsaber Form&lt;br /&gt;
|description=An individual&#039;s skill in their &#039;&#039;Primary Lightsaber Form&#039;&#039;. This skill must be trained (minimum of +1) to use and cannot be used untrained.&lt;br /&gt;
|tier0=You cannot wield a lightsaber beyond pressing the activation button and flailing it around.&lt;br /&gt;
|tier1=Basic understanding of how to wield a weightless weapon and the opening patterns of your respective form.&lt;br /&gt;
|tier2=An advanced understanding of wielding a lightsaber, and how to demonstrate the core fundamentals and principles of your respective form.&lt;br /&gt;
|tier3=You’ve mastered the fundamentals and principles of your respective form.&lt;br /&gt;
|tier4=You are a Master of your respective form.&lt;br /&gt;
|tier5=Masters come to you for advice and training.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary Lightsaber Form ===&lt;br /&gt;
{{Skill Reference&lt;br /&gt;
|name=Secondary Lightsaber Form&lt;br /&gt;
|description=An individual&#039;s &#039;&#039;Secondary Lightsaber Form&#039;&#039; that becomes available to Equites. This skill must be trained (minimum of +1) to use and cannot be used untrained. &lt;br /&gt;
|tier0=You cannot wield a lightsaber beyond pressing the activation button.&lt;br /&gt;
|tier1=Basic understanding of how to wield a weightless weapon and the opening patterns of your respective form.&lt;br /&gt;
|tier2=An advanced understanding of wielding a lightsaber, and how to demonstrate the core fundamentals and principles of your respective form.&lt;br /&gt;
|tier3=You’ve mastered the fundamentals and principles of your respective form.&lt;br /&gt;
|tier4=You are a Master of your respective form.&lt;br /&gt;
|tier5=Masters come to you for advice and training.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combat Aspects -- “Hybrid Styles” ==&lt;br /&gt;
&lt;br /&gt;
Some members will choose to select both a Primary and Secondary Lightsaber form. For those same members that want to explain how your character uses both Lightsaber forms together to create their own unique “Style”, a Custom Combat Aspect would need to be created. Please contact the Voice staff or Combat Master if you require assistance with your Combat Aspects.&lt;br /&gt;
&lt;br /&gt;
== Lightsaber Forms (Primary / Secondary)  ==&lt;br /&gt;
&lt;br /&gt;
The following flow chart gives you a quick outline of the various Lightsaber Forms, when they become available to members, and the types of saber each form can accommodate.&lt;br /&gt;
&lt;br /&gt;
[[File:Lightsaber Form Flowchart.png|700px|thumb|left| A Flow Chart of Lightsaber Forms]]&lt;br /&gt;
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=== Form 0 - Banlanth ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
Wielding a lightsaber is difficult, dangerous, and requires a connection to the Force to truly master. Banlanth training allows Journeymen to learn the foundation of lightsaber combat before advancing to one of the true Forms at the rank of Knight. The ability to use a lightsaber at all is an incredible advantage in combat which should not be overlooked, though a member employing Form 0 will quickly become outclassed in a lightsaber duel against a Jedi employing any of the other lightsaber Forms. It should go without saying that this level does not provide the competency for a user to properly wield multiple lightsabers simultaneously or a saberstaff.&lt;br /&gt;
&lt;br /&gt;
Non-Force Users that choose to wield a Lightsaber in combat are restricted to Form 0 techniques and maneuvers.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Banlanth trainees are taught to use both hands, as lightsabers are not easy weapons to wield, and at this level, the practitioner lacks the proper touch to effectively control the blade through anything but the most basic techniques. A Jedi learning Banlanth will stand firm and would do best to avoid overconfidence.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Trainee’s strikes should always be deliberate to ensure that every move counts. The Jedi’s training at this level prevents them from effectively stringing attacks together, meaning that most strikes will leave an opening in their guard. As a result, a Jedi learning Banlanth will typically move very slowly and carefully while their lightsaber is activated.&lt;br /&gt;
&lt;br /&gt;
Banlanth teaches the Jedi the foundational techniques that will later evolve into their chosen Form. The Jedi learns how to deflect blaster bolts, block an opposing lightsaber, albeit most effectively in a controlled situation.&lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
Deliberate, careful, unpolished, untrained, slow, basic&lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (No)&lt;br /&gt;
* Reverse Grip (No)&lt;br /&gt;
* Saberstaff (No)&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Younglings&lt;br /&gt;
&lt;br /&gt;
=== Form I - Shii-Cho ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
Shii-Cho is often known by its moniker of &#039;&#039;&#039; &amp;quot;The Simplest Form&amp;quot; &#039;&#039;&#039;. Some in the Brotherhood use the term derisively, seeing the &#039;&#039;&#039;First Form&#039;&#039;&#039; as something learned only by those who lack the skill to learn anything better. True masters, however, embrace the term, seeing the appellation for the high praise it truly is. Shii-Cho is indeed the simplest of the forms, surviving the ages on the merits of its intuitive ease and obvious utility. While not ideal for every situation, practitioners of Shii-Cho rarely find themselves at a significant disadvantage. Easy to learn though the style may be, masters are to be underestimated only at great peril to one&#039;s dignity and possibly, life.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Shii-Cho utilizes what is called a &amp;quot;hammer grip” where the hands are kept in direct line with the wrists and forearms. Adherents of Form I typically utilize a two-handed grip to maximize their strength. Some especially strong and confident users may opt to use the form one-handed, either to more easily combine other styles of combat.&lt;br /&gt;
&lt;br /&gt;
The Shii-Cho user will usually bend their knees, legs slightly wider than the shoulders, both to help with balance and to form a compact target. The saber will be held in a slightly upwards angle, with the grip roughly at waist level. Adherents usually do not so much walk as shuffle across the floor, with the torso and saber moving to keep facing the opponent.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Shii-Cho strikes are direct, straight-line maneuvers that eschew subtlety for the quickest and shortest path of attack. The adherent will commonly strike from the shoulder to put the most weight behind the attack so as to attempt to overpower those foes whose defenses cannot simply be bypassed. The First Form’s attacks show little in the way of variety or obliqueness, and are mostly direct and focused slashes and chops. Its repertoire, though limited, has been known to fool an opponent expecting a more complex attack.&lt;br /&gt;
&lt;br /&gt;
Shii-Cho has no dedicated defensive moves. Instead, its &amp;quot;blocks&amp;quot; are the exact same maneuvers that the style also uses for offense, literally striking an opposing saber blade. This occasionally falters against opponents wielding more than one lightsaber but is otherwise quite efficacious.&lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
Aggressive, blunt, hammering, direct, forceful, bullish, offensive, overbearing, raw, straightforward, unsubtle, artless, unsophisticated.&lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (Yes)&lt;br /&gt;
* Reverse Grip (No)&lt;br /&gt;
* Saberstaff (Yes)&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Kit Fisto&lt;br /&gt;
&lt;br /&gt;
=== Form II - Makashi ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
Makashi is often known by its moniker of ‘’’ &amp;quot;The Contention Form&amp;quot; ‘’’. Developed for the purpose of lightsaber-to-lightsaber combat, Makashi is the most dueling-centric of the lightsaber forms, and as a result, becomes drastically less effective against multiple opponents or adversaries with ranged weapons. Relying on precision and efficiency over more basic forms&#039; wild, sweeping motions, Makashi allows a Jedi to defend himself against a lightsaber wielding opponent with minimal effort, while placing a heavy focus on precise, short strikes. &lt;br /&gt;
&lt;br /&gt;
A Makashi adherent relies much less on their physical strength as their swiftness and the inherent deadliness of the lightsaber. Practitioners of Makashi often prefer to wield a lightsaber with a curved hilt, allowing for a greater effective range of motion with only the flick of a wrist.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
The saber is traditionally held in one of two positions. The first is where the saber blade is held parallel to the floor at chest level, pointing at the opponent with the arm slightly extended so that the elbow is held in front of the body yet still relaxed. The second position is to hold the saber hilt at navel level, perpendicular to the ground but diagonal across the body, with the elbow tucked against the waist. The first position emphasizes offense while the second emphasizes defense.&lt;br /&gt;
&lt;br /&gt;
Makashi&#039;s basic stance is to turn sideways toward an opponent as to minimize an adherent’s silhouette and openings.  The adherent’s feet should be slightly more than shoulder width apart with the lead foot pointing at the opponent and the trailing foot turned perpendicular in relation to the lead foot for balance. The knees should be kept slightly bent, their weight resting on both feet equally, though some adherent’s prefer to place most of their weight on their trailing foot. The trailing arm should be held behind the adherent in a protected but comfortable position that would act as a counterbalance to their movements.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Makashi incorporates short, precise thrusts and slashes accompanied by sudden movement changes that maximize energy retention. Defense is as much a part of offense, in the sense that counter-attacks are used heavily within this form.&lt;br /&gt;
&lt;br /&gt;
Makashi relies heavily on “not being there” when an opponent attacks. The form provides adequate defense to all but highly kinetic strikes and will redirect most strikes as opposed to offering outright parries, instead incorporating ripostes, which is more of an immediately following attack that is part of a parry. The Makashi user tries to avoid using blocks and blade locks if at all possible, because they occupy the blade without gaining any tactical advantage.&lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
Elegant, precise, fluid, swift, focused, refined, smooth, counter, riposte.&lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (No )&lt;br /&gt;
* Reverse Grip (No )&lt;br /&gt;
* Saberstaff (No )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Count Dooku&lt;br /&gt;
* Asajj Ventress&lt;br /&gt;
&lt;br /&gt;
=== Form III - Soresu ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
Soresu, also known as the ‘’’ &amp;quot;Way of the Mynock&amp;quot; ‘’’ or the ‘’’Resilience Form’’’ is the most defensive of all Lightsaber Forms. It was born of necessity as blasters became more and more prevalent in Galactic society. Soresu focused on defending the user from multiple attacks, both bladed and ranged. This form offers few attacking strikes and primarily uses parries, deflections and ripostes to protect the adherent from harm. Against a lightsaber-wielding adversary, the Soresu adherent will usually attempt to wait until their foe has tired themselves out, gets sloppy, or presents them with a glaring opening.&lt;br /&gt;
&lt;br /&gt;
With concentration, Soresu users can redirect and aim blaster bolts into a target.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
A single-handed grip places the hand high on the hilt, almost on top of the emitter. The thumb and index fingers are on opposite sides of the hilt and are securely but not tightly held against the hilt.  The middle and ring fingers are wrapped tightly around the hilt providing both grip and fulcrum. The little finger is barely touching the hilt. With this grip the thumb and index finger direct the blade while suddenly tightening the little finger will provide the quick snap of the blade needed for one handed deflection of blaster bolts.&lt;br /&gt;
&lt;br /&gt;
The two-handed grip has all the fingers of the dominant hand wrapped around the hilt slightly below the emitter with the thumb coming around and resting on top of the index and middle fingers.  The trailing hand is placed just above the pommel with the fingers wrapped in the same manner, but obviously the opposite direction. With this grip, the lead hand guides the lightsaber while the trailing hand moves it.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Defense is king. The dominant side is turned to the rear as the adherent is squared sideways to the opponent. The saber is typically held over the head with a single hand, parallel to the ground pointing forward at the opponent while the off-hand is stretched forward. This allows the user to execute quick spins and displacements as well as the ability to retreat without actually giving up ground. The lightsaber stays in perfect position for drop parries and upward deflections as well as having leverage for sudden offensive sweeps. Adherents will shuffle their feet to move, and find little reason for their feet to leave the ground. &lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
tight coils, clockwork, whirlwind, basket-weave, impenetrable, rebounding, bulwark, instinctive, protective, deflective, untouchable, reflective, patient, invincible, efficient  &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (No )&lt;br /&gt;
* Reverse Grip (Yes )&lt;br /&gt;
* Quarterstaff (Yes )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Obi Wan Kenobi&lt;br /&gt;
* Luminara Unduli&lt;br /&gt;
* Ki-Adi-Mundi&lt;br /&gt;
&lt;br /&gt;
=== Form IV - Ataru ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
The ‘’’Fourth Form’’’, also known as Ataru, the ‘’’Way of the Hawk-Bat’’’ or the ‘’’ &amp;quot;Aggression Form&amp;quot; ‘’’ was developed and put into practice by the Jedi Order sometime prior to the Mandalorian Wars where it quickly rose in its fame and use. A dynamic, acrobatic form that focuses on blitzing single opponents with a flurry of furiously aggressive strikes, Ataru lacks in defense and is ill-advised for use against more than one opponent. The acrobatic nature of Ataru is extremely taxing on the body, and as a result, is not ideal for prolonged engagement.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Held in an almost relaxed grip, the Ataru stylist changes his handling based upon the maneuver. In general, the flexibility in the grip is achieved by using half of the fingers held loosely and the other half held tightly, allowing for easy spins and slices and turns of the wrist.&lt;br /&gt;
&lt;br /&gt;
The typical ready stance of Ataru is quite literally standing motionless. Some masters prefer to turn slightly sideways and bring their saber up in a gesture to show that they are ready as a mark of respect for their opponent. However, when they aren’t idle, the user is in constant motion, either advancing, attacking, or retreating back to a safe distance. More experienced practitioners of Ataru will engage in kaleidoscopic acrobatics to attack from unconventional and unexpected avenues of attack, often utilizing the terrain to rebound off in order to achieve this.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Ataru is very dynamic and somewhat aggressive form, calling for a near constant attack stream, relying upon the saberist’s speed and persistence to overwhelm their enemy&#039;s defenses. Many acrobatic stunts are used to help catch the enemy off guard and to find gaps in their defenses that the Form IV adherent can access.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the constantly whirling attacks prove to leave the adherent somewhat undefended at many times and occasionally overextended. The major reason Jedi Master Yoda was able to use this form so effectively was because his small frame made him naturally more difficult to strike. A larger adherent would likely find the weak defenses of Form IV a liability.&lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
whirling, jumping, twisting, cyclonic, dervish. &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (No )&lt;br /&gt;
* Reverse Grip (No )&lt;br /&gt;
* Quarterstaff (No )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Qui-Gon Jinn&lt;br /&gt;
* Yoda&lt;br /&gt;
&lt;br /&gt;
=== Form V - Djem So ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
Djem So is the ‘’’Way of the Krayt Dragon’’’, or more colloquially, the ‘’’ &amp;quot;Domination Form&amp;quot; ‘’’. Designed as an amalgamation of [[Makashi|Makashi’s]] saber-dedicated precision and [[Soresu|Soresu’s]] muscle-memory effectiveness, Djem So is aggressive and uninhibited. Djem So admires power in all things, seeking to batter down obstacles be they physical, mental, social or spiritual. As a result, the forms simple aggression belies a dangerous appreciation for strength, and when a foe chooses to directly block a Djem So master’s strike, it may well be the last thing they do.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Orthodox Djem So practitioners place their dominant hand high on the saber hilt, grasping it tightly so as to maintain a steady grip on the weapon while performing overpowering swings. In two-handed use, the off-hand is then placed lower on the hilt, allowing the user to lever the weapon in mid-swing for additional force. &lt;br /&gt;
&lt;br /&gt;
Djem So adherents typically use a solid stance, with both knees slightly bent so as to maximize their grounding during attacks. Legs and body are typically turned sideways, so as to present the smallest possible target profile. The dominant leg is usually placed to the back, allowing the user to make one forceful strike and then advance, following through with an even more powerful attack. Movements are deliberate and fairly slow, sacrificing mobility for grounding. Almost all trained movements advance the practitioner forward; the style’s inventors deliberately omitted most forms of retreat, feeling that they would detract from Djem So’s offensive focus.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
The Perseverance Form is an offensive style employing a wide variety of different attacks, most of them wide-angle swings that bring to bear as much force as the user can muster. The form also has several stabbing and chopping attacks, mostly used to vary attacks and keep an opponent guessing. Whenever possible, the adherent will use a barrage of different swings following closely on each other, disturbing an opponent’s balance and footing until it is possible to strike a finishing blow.&lt;br /&gt;
&lt;br /&gt;
The Way of the Krayt Dragon has little in the way of defenses, preferring to trust in offensive action to cow enemies. What few dedicated defensive moves the Perseverance Form teaches are almost all ‘reversals’: maneuvers that have the specific purpose of turning the tables on an opponent and regaining the offensive. This philosophy can be seen even when fighting a blaster-wielding opponent: whereas the more defensive styles typically turn bolts aside, Djem So often reflects them back at the attacker.&lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
aggressive, dominant, powerful, chained, rapid-fire, reflective &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (No )&lt;br /&gt;
* Reverse Grip (No )&lt;br /&gt;
* Quarterstaff (No )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Anakin Skywalker&lt;br /&gt;
* Luke Skywalker&lt;br /&gt;
&lt;br /&gt;
=== Form V - Shien ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
The “Perseverance Form” or Shien, is the variant on Form V which was developed by Form III adherents who desired more offensive capability. Shien has existed since at least the Jedi Civil War in 3959 BBY. Optimized for blocking blaster bolts rather than lightsaber combat, Shien was less effective against a single adversary, while being very effective when outnumbered. &lt;br /&gt;
&lt;br /&gt;
With concentration, Shien users can redirect and aim blaster bolts into a target.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Shien fighters often hold their weapons in a reversed grip, but not always. Most tend to favor a single-bladed sabers, but dual saber users have found ways to incorporate it into their patterns as well. The grip tends to be low on the hilt for maximum blade length in extended strikes that make it possible to follow through and strikes at range after deflecting an incoming blow, and tightly held for cutting power and quick blade reversals. The reverse grip variety of Shien allowed the user to perform long, sweeping strikes, with the motion of a punch.&lt;br /&gt;
&lt;br /&gt;
Shien favors a wide-based moving stance that is often in contact with the ground surface as the user moves, allowing for maximum leverage.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Shien is a very athletic form containing many physically powerful strikes. It is, however, less effective in one-on-one duels, where there are fewer opportunities to employ the Form&#039;s true strengths, as opposed to an open battlefield on which there will be many adversaries from whom blaster fire or kinetic energy can be drawn and redirected like organized chaos.&lt;br /&gt;
&lt;br /&gt;
Shien defense is a generally a good offense, although the style excels at dealing with multiple opponents and blaster-fire. Unpredictable movements also make it difficult to target the Shien artist properly, especially when an adherent will always be responding to an opponent&#039;s own movements.&lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
Agile, channel, counter, fluid, intimidate, overwhelm, redirect, spin, swirl, uncertain, whirl. &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (Yes )&lt;br /&gt;
* Reverse Grip (Yes )&lt;br /&gt;
* Quarterstaff (No )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Ahsoka Tano &lt;br /&gt;
* Galen Marek&lt;br /&gt;
&lt;br /&gt;
=== Form VI - Niman ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
Niman is the ‘’’Peacekeeper’s Form’’’, also known as the ‘’’ &amp;quot;Moderation Form&amp;quot; ‘’’. Simple, yet balanced and evocative, the Form’s moves and tactics are predicated on equal parts intimidation and trickery. Formed to fight criminals and preserve the peace in the Republic’s peaceful latter days, Niman has surprising utility in the seedy back alleys of the modern Galaxy. The Brotherhood may know legions of masters capable of striking down their foes in a single blow, but only the Moderation Form claims to be able to so with ‘’none’’.&lt;br /&gt;
&lt;br /&gt;
Niman recognizes what many other styles neglect; combat is rarely an end of itself, but a tool to remove an obstacle or a threat. The Moderation Form, rooted as it is in Jedi philosophy, therefore often seeks the least-damaging ways to dispatch their opponent, but often in ways they least expect.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
The Niman user holds his saber with one hand in the center of its grip, maximizing the weapon’s flexibility. The blade is often not extended until the actual commencement of hostilities and, in rest, is kept facing diagonally downward in a deliberately non-threatening - and unthreatened - pose. This changes only when attack is imminent, in which case the weapon sweeps up, kept in an angle directly in front of the user. Maneuvers may be executed one-handedly, but most adherents bring both hands to their saber in serious fights.&lt;br /&gt;
&lt;br /&gt;
Niman users adopt a casual stance in combat, seeming utterly relaxed. They often twist their bodies slightly to the side, so that the saber is held away from the opponent. This, the adherents believe, aids the suggestion of invulnerability when the weapon is brought to bear the moment attack commences. Movements are off-the-cuff and almost lackadaisical in execution, with the user often simply running with the saber slightly to a side. More advanced acrobatics, if they are used at all, tend to utilize the Force.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Attacks are carried out in response to a parried enemy attack, exploiting minute flaws in an opponent’s movements.The result is a style whose attacks seem impulsive and direct but that is, in fact, calculated and reserved. Most attacks take the form of shallow slices from moderate distance. This wide-angle ensures deliberately superficial cuts that can often wound rather than kill. Furthermore, it ensures the wielder a broad perspective of the battle, and gives them the opportunity to attack - or defend against - multiple adversaries. &lt;br /&gt;
&lt;br /&gt;
The Peacekeeper’s Form is often primarily a defensive art. As with their attacks, most defensive moves by the Niman user are done at some distance to the opponent, and are preferably quick deflections rather than forceful parries in order to prevent the wielder from being bogged down too long by any single opponent. Such deflections are often haphazard and seemingly random swings that take their guidance from the Force rather than rote knowledge. &lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
relaxed, haphazard, flitting, casual, deceptive, reserved. &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (No )&lt;br /&gt;
* Reverse Grip (No )&lt;br /&gt;
* Quarterstaff (No )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* General Grievous&lt;br /&gt;
* Exar Kun (Legends)&lt;br /&gt;
&lt;br /&gt;
=== Form VII - Juyo ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
Juyo is not a form that the Jedi Order think warmly of, and for good reason, as some claim that Juyo originated as a Sith fighting style. Better known by its alternative title, the ‘’’Ferocity Form’’’, the ‘’’Seventh Form’’’ is vicious and unpredictable, calling heavily on the wielders&#039; emotions and passion to overpower opponents. It has been alleged that Juyo was the reason so many Jedi Knights fell to the Dark Side during the Dark Age and the last Sith War. For this reason, Juyo has always been looked down on by the modern Jedi Order - but for this same reason, the ‘’’Seventh Form’’’ has been welcomed like a lost son by the today&#039;s warriors of the Dark Side.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Juyo practitioners tend to grip their lightsabers firmly, usually seeking the balance point on the blade&#039;s hilt. This allows them to keep hold of their weapon even when their mind is submersed deep in the battle and their attacks driven by their desire to succeed more than their own safety. Reverse grips are known, as are two-handed blows when appropriate, especially when using twin-bladed lightsabers.&lt;br /&gt;
&lt;br /&gt;
Proponents begin with their body half-twisted to the side and their lightsaber held horizontally above their head in a high guard that they can quickly transform into a downward slash. Like a wild animal waiting to pounce, those trained in the Seventh Form will also keep their knees half-bent so that they can spring nearer their opponent at any moment in order to strike.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
When an adherent of Juyo starts their attack, they simply surrender their mind to the battle. This raw excitement for combat makes their offense fast and relentless, with Juyo seeking to overwhelm opponents-- even [[Soresu]] masters-- under the sheer volume of attacks. &lt;br /&gt;
&lt;br /&gt;
The best defense is a good offense, and adherents of the Ferocity Form spend far less time learning how to block compared to any of the other traditional Jedi Arts. The only defense that instructors spend much time teaching is the defense before the battle is joined, with proponents learning how to shield themselves in anticipation of the right opening-- from which they can then sink themselves into the Juyo battle mindset and trust that their superior offense will quickly bring down their opponent before they exhaust themselves of their own energy reserves.&lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
Chaotic, dangerous, determined, exhausting, fast, ferocious, forbidden, overwhelming, passionate, quick, swift, tiring, unrelenting, unpredictable. &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (No)&lt;br /&gt;
* Reverse Grip (Yes)&lt;br /&gt;
* Quarterstaff (Yes)&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Darth Maul&lt;br /&gt;
&lt;br /&gt;
=== Form VII - Vaapad ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
The sibling of [[Juyo]], ‘’’Vaapad’’’, or the ‘’’ &amp;quot;Paradoxical Form&amp;quot; ‘’’ is a variant of the Seventh Form, with the primary difference spawning from the adherents state of mind. Vaapad requires practitioners to feed constantly on the Force and to perfect the art of mentally connecting with their opponent to become one half of a superconducting loop. Unlike Juyo, however, Vaapad is much more about control than surrender, and requires practitioners to relish winning a fight, without succumbing to their baser instincts completely.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Like Juyo, adherents of Vaapad cannot always predict where their body will take them when they partially surrender control of their actions to the Force, and for this reason most choose to maintain a strong grip on their lightsaber to prevent their weapon being knocked out of their hands when they are submerged in the Force.&lt;br /&gt;
&lt;br /&gt;
Vaapad retains the basic ready stance of its ancestor, with the body only half-faced one&#039;s opponent, and the lightsaber held above the head in a high guard that can either be lowered into a full block or redirected into an attack should the moment arise. Like Juyo, Vaapad focuses on speed rather than strength and proponents will frequently keep their knees bent so that they can launch themselves-- either toward their opponent or away to safety-- more quickly.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Those trained in Vaapad are driven by their desire to succeed and defeat an opponent, and like Juyo, adherents of Vaapad will aim to wear down an opponent underneath a tide of rapid attacks. Unlike Juyo, however, a Vaapad adherent does not exhaust themselves by trying to replicate the heavy strikes or rapid footwork of other forms. Instead, they seek the path of least resistance and will aim to deflect incoming attacks. Control is key with Vaapad, and newer adherents are susceptible to to quickly tire if they do not maintain their focus. Provided an they do not succumb too deeply to their battle lust, a Vaapad adherent will take the time to step back, defend, and give themselves a moment to reflect on the situation rather than bombarding an opponent with the hope that they wear out first. &lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
Blurred, constant, control, deceptive, explosive, ferocious, flowing, liquid, precise, rapid, swift, unpredictable. &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (No )&lt;br /&gt;
* Reverse Grip (No )&lt;br /&gt;
* Quarterstaff (No )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Mace Windu&lt;br /&gt;
&lt;br /&gt;
=== Jar’Kai ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
One of the oldest forms of swordplay, ‘’’Jar&#039;Kai’’’ is the art of wielding more than one blade at the same time. While the use of two weapons predates both the lightsaber and the Jedi Order, and the word Jar&#039;Kai itself has entered the common lexicon and is often erroneously used to refer to any use of two blades together, the contemporary style known today as Jar&#039;Kai refers to a specifically refined use of two lightsabers that has links to the Sixth Form, [[Niman]].&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Proponents of Jar&#039;Kai always seek to maintain as tight a grip in each hand as possible in order to avoid being disarmed. The chief exception to this is sometimes seen in those who come to Jar&#039;Kai with a [[Makashi]] background, and whose familiarity with ways to parry an opponent&#039;s weapon and avoid direct contact makes it easier for them to keep a looser grip on their second blade-- something made even easier if they choose to carry only a shorter shoto.&lt;br /&gt;
&lt;br /&gt;
Jar’kai practitioners often favor the use of a single traditional lightsaber in their dominant hand and a Shoto blade in their off-hand. The secondary lightsaber is often held in a reverse grip and is used mostly defensively.&lt;br /&gt;
&lt;br /&gt;
Since Jar&#039;Kai is never a style that one learns the first time they wield a lightsaber, the exact style of its adherents is almost unavoidably influenced by the Forms and techniques that a warrior has specialized in earlier in their training. Those who started out practicing a defensive style are more likely than not to hold back their trail sword. In contrast, those who have spent their earlier years learning the ways of the offensively styled Forms are more likely to see their second blade purely as a weapon, and employ both weapons for offense, and so their stance will be likely to be head-on, with both weapons aimed toward their opponent in an aggressive posture.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
The second blade naturally means that an adherent of Jar&#039;Kai is able to attack more quickly and bring multiple attacks at the same time. This enables those trained in Jar&#039;Kai to easily overwhelm an opponent underneath the sheer volume of attacks, as well as to cope better when faced with multiple foes. This does, however, come with a cost. The inability to hold both hilts in both hands means it is impossible to bring forth the same raw strength as somebody who is trained in a single-bladed form, which can make it harder for Jar&#039;Kai to break through defenses of protective styles.&lt;br /&gt;
&lt;br /&gt;
It also means that an adherents guard will not be as strong as it would be holding a single blade with both hands. To compensate, proponents channel their offense into a form of defense, with the trail blade being used simply to halt or pause an opponent long enough to bring their second blade to bear and and force their attacker back on the defensive themselves.&lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
Adaptable, balanced, commanding, cyclonic, dominating, fast, overwhelming, powerful, resilient, resourceful, responsive, swift, twin-handed &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (Yes )&lt;br /&gt;
* Reverse Grip (Yes )&lt;br /&gt;
* Quarterstaff (Yes )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Asajj Ventress&lt;br /&gt;
* Ahsoka Tano&lt;br /&gt;
&lt;br /&gt;
=== Sokan ===&lt;br /&gt;
==== Description ====&lt;br /&gt;
Often thought as just a technique or a principle of lightsaber combat rather than a true Form unto itself in recent times, ‘’’Sokan’’’ is actually much more than it seems. It is a dynamic Form in its own right that utilizes sweeping movements, aggressive mobility, and the entire battleground itself against their opponent. Adherents work to use the terrain, obstacles and distance to balance evasive defense and kinetic offense.&lt;br /&gt;
&lt;br /&gt;
The focus on training solely in Sokan does not come without its own drawbacks. Members who have focused solely on their training in Sokan struggle when forced into scenarios where they cannot take advantage of space and terrain. Confined facilities and flat terrain like deserts leave little for a Sokan user to use towards their advantage, making them susceptible to more technically grounded lightsaber style adherents.&lt;br /&gt;
&lt;br /&gt;
With concentration, Sokan users can redirect and aim blaster bolts into a target.&lt;br /&gt;
&lt;br /&gt;
==== Grip and Stance ====&lt;br /&gt;
Very similar to the [[Ataru]] Form, the grip of Sokan utilizes a very loose grip, half of the fingers rasping the hilt tightly, the other half barely touching.  The fingers often alternate tension based on the maneuver, allowing for tight arcs, quick drawing cuts and defensive spins and ripostes.  &lt;br /&gt;
&lt;br /&gt;
Turning slightly sideways to present a smaller target profile, the ready stance tends to cause an adherent to lower the head a little, allowing their peripheral vision to keep their options open for evasive maneuvers as well as take stock of their surroundings for any advantage. The Sokan adherent is motionless only when their enemy is, baiting them to attack and give the adherent something to work with.  Constant motion is used as a method to frustrate and bait opponents, as well as to gain the upper hand. Perfection of the Form requires endurance and flexibility, as the core principles of this antique Form demand near constant motion.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
As defensive as [[Ataru]] is aggressive, Sokan uses movement and acrobatics to first place themselves out of harm&#039;s way, then use the same motions to lash out and retaliate with attacks of their own.  Many of Sokan’s strikes are used to test the enemy&#039;s defenses or to set up opportunities to deliver devastating strikes from unorthodox angles of attack.&lt;br /&gt;
&lt;br /&gt;
Sokan has some of the best defense available in its incorporation of excessively quick strikes and flexible velocities that allow for defense from nearly any angle. Sokan’s defensive take on Ataru also makes it one of the only forms that incorporates the specific study of an opponent&#039;s movements and style to adapt and counter against. &lt;br /&gt;
&lt;br /&gt;
==== Buzzwords ====&lt;br /&gt;
Evasive, unorthodox, nimble, agile, athletic, chaotic, dynamic, sweeping, wide, kinetic, mobile. &lt;br /&gt;
&lt;br /&gt;
==== Weapon Support ====&lt;br /&gt;
* Dual Sabers (Yes )&lt;br /&gt;
* Reverse Grip (Yes )&lt;br /&gt;
* Quarterstaff (No )&lt;br /&gt;
&lt;br /&gt;
==== Notable Adherents ====&lt;br /&gt;
* Yoda&lt;br /&gt;
* Obi Wan Kenobi&lt;br /&gt;
&lt;br /&gt;
=== Advanced “Styles” ===&lt;br /&gt;
&lt;br /&gt;
Further study of lightsaber combat can be explored at the ranks of Equite 2, and Equite 4  with two unique lightsaber “Feats.” These techniques do not represent a complete combat philosophy themselves, rather they tend to be situational tools that utilize a lightsaber-wielder’s ability to harness the Force in addition to the blade or the unique properties of the lightsaber as a weapon. &lt;br /&gt;
&lt;br /&gt;
==== Dun Moch - Feat (Equite 2) ====&lt;br /&gt;
The character has learned to incorporate the principles of ‘Dun Moch’ into their Primary Lightsaber form. By actively seeking to completely dominate his opponent’s will to fight with aggressive displays of power and flare, The character weaves taunts like fuel for the fire, and is not beyond using the Force in fits of showmanship. The character will then gamble on the openings created in hopes of the opponent&#039;s guard slipping.&lt;br /&gt;
&lt;br /&gt;
==== Trakata - Feat (Equite 4) ====&lt;br /&gt;
The character has mastered the ability to incorporate the principles of ‘Trakata’ into his Primary Lightsaber form. This involves the subtle nuances of activating and deactivating his lightsaber blade in the heart of combat at key tactical moments. Usually dismissed by saberist as a gimmick, a true Trakata user knows how to compensate for the split-seconds of vulnerability that the risky technique carries with skill and precision.&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Combat - Feat (Elder 1) ====&lt;br /&gt;
The character can take control over weapons or objects with his Telekinesis and use them effectively in combat as remote weapons. Proficiency is based on The character’s Force Power level in Telekinesis, and requires hand gestures to act as focus guides for the invisible hands that guide the weapons.&lt;br /&gt;
&lt;br /&gt;
==== Telekinetic Mastery (Elder 3) ====&lt;br /&gt;
A master of the Force, The character can control weaponry with his Telekinesis alone, without the need for hand gestures or concentrated focus. This allows The character to fight while maintaining control over the telekinetic combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lightsabers]]&lt;br /&gt;
[[Category:Character Sheets]]&lt;/div&gt;</summary>
		<author><name>Ringer Klang</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=ACC_Guide&amp;diff=148112</id>
		<title>ACC Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=ACC_Guide&amp;diff=148112"/>
		<updated>2016-02-04T18:31:47Z</updated>

		<summary type="html">&lt;p&gt;Ringer Klang: /* Challenge a Member */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the Antei Combat Center ==&lt;br /&gt;
The [[Antei Combat Center]] has been a unique aspect of the [[Dark Jedi Brotherhood]] for years. Unlike other clubs, where forums alone are used to tell a story through multiple characters, the ACC is about pitting two (or more) writers against each other in order to competitively tell the story of a conflict between their characters. &lt;br /&gt;
[[File:Halls ss.jpg|thumb|350px|right|The Antei Combat Center]]&lt;br /&gt;
In Star Wars, nothing is more iconic than the lightsaber duels between characters like [[starwars:Darth Vader|Darth Vader]] and [[starwars:Luke Skywalker|Luke Skywalker]], or [[starwars:Darth Maul|Darth Maul]] and [[starwars:Qui-Gon Jinn|Qui-Gon Jinn]]. What draws us to these battles is not just the technical nature of combat—aggressive styles clashing against defensive styles and so on—but the entertainment value of the combat and the story that is told between these combatants.  &lt;br /&gt;
&lt;br /&gt;
In the ACC, you will engage in fiction-based combat against another member (or members), taking turns with that member in telling part of the story. Each new entry by a combatant in the match is a &#039;&#039;&#039;post&#039;&#039;&#039;. A standard match will generally consist of four posts—&#039;&#039;&#039;body posts&#039;&#039;&#039; written by both participants one after the other, followed by the final posts, where the battle is ended in a conclusive manner.&lt;br /&gt;
 &lt;br /&gt;
To begin participating in the ACC, there are several steps you must first complete before becoming a qualified member. Before beginning the &#039;&#039;&#039;Certification Exam&#039;&#039;&#039;, you must first have a completed, and approved, character sheet. &#039;&#039;If you haven&#039;t filled out a character sheet yet, sign in to the Dark Jedi Brotherhood website and create a new sheet in the Character Sheet Administration page before proceeding with this guide. Please refer to the [[Character Sheet Express Guide]] for help in completing your character sheet.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The Character Sheet is designed to help both you and others write an accurate portrayal of the characters in the Brotherhood. In the ACC, Character Sheets are used as a basis for the characters involved in a fight, and helps both participants and the judges understand the traits and abilities of the combatants. You will make use of the information provided by the sheet as a resource when writing your posts. The various parts of the Character Sheet, and how they are used in the ACC,  will be further explained later in this guide.&lt;br /&gt;
&lt;br /&gt;
Only ranked members of the ACC may openly challenge other members to matches. To qualify, you must first pass the &#039;&#039;&#039;ACC Qualification&#039;&#039;&#039; course to participate. At this point, you will be free to make use of the Combat Center for personal challenges between yourself and other qualified members of the ACC. You will also be eligible for participation in ACC-based competitions. Please make use of this guide to pass your tests and as a reference guide for actual ACC matches.&lt;br /&gt;
&lt;br /&gt;
== Qualification and Training ==&lt;br /&gt;
&lt;br /&gt;
Every member of the Brotherhood has the right to qualify for the ACC. In order to participate in anything beyond a training match, however, you must first become &#039;&#039;&#039;ACC Qualified&#039;&#039;&#039;. To qualify for the ACC, you must first:&lt;br /&gt;
&lt;br /&gt;
* Have an approved Character Sheet&lt;br /&gt;
* Have Passed the ACC Qualification Exam &#039;&#039;&#039;(Link To Be Added)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Qualification Exam will test your ability to read Character Sheets and to use them in practice when writing a post.  Should you pass the exam you will be qualified to participate in the ACC.&lt;br /&gt;
&lt;br /&gt;
Should you fail your ACC Qualification, you have two options available to you:&lt;br /&gt;
* Re-take the Qualification Exam utilizing the notes provided by the graders&lt;br /&gt;
* Challenge someone from the ACC Staff or another qualified member to a Training Match to better prepare yourself for the Qualification Exam&lt;br /&gt;
&lt;br /&gt;
For information on how to set-up a match in the ACC, please visit the [[ACC Guide#Challenging|Challenging]] section of this Guide. For the purpose of training, it is best that you challenge either someone on the ACC Staff (as they fully understand what it takes to get you qualified), or a member of your unit who has already qualified (as someone you know will be more likely to help you in a timely manner).  You will then participate in a regular battle with them, where they may provide you with further guidance on how to make proper posts.  A Training Match cannot be used in lieu of the Qualification Exam.  Once you have completed a Training Match and feel comfortable with your posts you may then re-take your Qualification Exam.&lt;br /&gt;
&lt;br /&gt;
Do not feel discouraged if you do not qualify on your first try.  Many members of the DB have failed to qualify for the ACC in their first attempt.  Take to heart what the Judges tell you when grading your exam.  As well, if you decide to have a Training battle then take it seriously and discuss your posts with the member you are battling against and heed their advice.&lt;br /&gt;
&lt;br /&gt;
== Challenging ==&lt;br /&gt;
=== Finding an Opponent ===&lt;br /&gt;
On the ACC site, click on Battles.  From the drop down menu, you may select either Challenge or Open Challenge.  Use Challenge if you already have an opponent in mind, or Open Challenge if you want to be added to a queue where you will be placed with an opponent of similar skill based on what kind of match type you select.  We’ll discuss Open Challenge later in this guide.  For now, we’ll discuss the options for Challenging an opponent.&lt;br /&gt;
&lt;br /&gt;
Select Challenge from the dropdown menu.  The website will load a page with the complete options for ACC battles.&lt;br /&gt;
[[File:Challenges ss.jpg|thumb|300px|right|Challenge Screen (Click to enlarge)]]&lt;br /&gt;
=== Challenge a Member ===&lt;br /&gt;
If you have a particular member you wish to challenge, enter his or her character name into the Member box.  The site will auto-complete as you start typing in the name of your opponent.  If you do not have an opponent already, consider issuing an Open Challenge instead (See below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hall Selection&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You will then have to choose an ACC Hall.  Your selections are as follows:&lt;br /&gt;
* Training Hall   (Utilized by trainees to help them in their qualification attempts and does not impact ELO scoring)&lt;br /&gt;
&lt;br /&gt;
* Duelist Hall (The standard ACC hall, where all matches are 1 versus 1)&lt;br /&gt;
* Story Hall (Designed for cooperative or storytelling events.  Does not impact ELO scoring)&lt;br /&gt;
* Competition Hall (Used for specific DB or unit competitions)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Venue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next is the Venue.  This is the location where your battle will be taking place.  Before selecting a Venue you may view a detailed list of them here (Attach link to location of Venue descriptions).   &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Match Type&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two types of ACC matches:&lt;br /&gt;
&lt;br /&gt;
* Alternate Endings - Each member writes their respective sides of a continuous battle. For the final post, each writer depicts their interpretation of how they think the conflict would end.&lt;br /&gt;
&lt;br /&gt;
* Singular Endings- The only difference in a Story-match is that there is only one ending for the battle, rather than an alternate ending.  One member is charged with the introductory-post and their opponent will be charged with the ending post.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Count&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matches can be done with a minimum of four posts total to a maximum of twelve, regardless of match type. Remember that in &#039;&#039;alternate endings&#039;&#039;, the last two posts (one for each combatant) will be the ending of the battle, whereas in story it is the very last post that ends the battle. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time Limit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is how much time will be given between each post. The options are: 24 hours (1 day), 72 hours (3 days), and 168 hours (7 days). &lt;br /&gt;
   &lt;br /&gt;
&#039;&#039;&#039;Force Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose the way the Force will impact your fight.  The three settings are below:&lt;br /&gt;
* Standard - Typical usage of Force according to character sheets and relevant Force power levels.&lt;br /&gt;
* No Force - No usage of Force powers allowed at all.&lt;br /&gt;
* Unleashed - Powers on each combatant&#039;s character sheet may be used at the level of &amp;quot;Master (+5)&amp;quot;, regardless of a character’s Force power level. Powers not on the sheet cannot be used, including formerly available clan/order powers.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose the restrictions (or lack thereof) on weapons in your fight. No matter which setting is used, the only weapons available in the fight are those listed in the &#039;&#039;&#039;Weapons&#039;&#039;&#039; box (see below).&lt;br /&gt;
&lt;br /&gt;
* Standard - Characters may draw from any type of weapon they have made available to themselves.&lt;br /&gt;
* Lightsabers only - Characters may only use lightsabers.&lt;br /&gt;
* Guns only - Characters may only use blasters or slugthrowers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
List the weapons you wish to use in your fight.  You should only draw from weapons that you have placed Skill points in on your character sheet.&lt;br /&gt;
&lt;br /&gt;
Please note that weapons listed in the match details are the only weapons that can be used in a fight, unless the venue specifies otherwise. Just because someone has a weapon listed on their Character Sheet does &#039;&#039;&#039;not&#039;&#039;&#039; mean that they have the weapon with them for the ACC match. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Challenge&#039;&#039;&#039;&lt;br /&gt;
[[File:Openchallenge ss.jpg|thumb|200px|left|Open Challenges (Click to enlarge)]]&lt;br /&gt;
An alternative option available from the Battles drop-down menu, an Open Challenge issues a challenge to all members of roughly your skill level with a set of default parameters.  When issuing an &#039;&#039;&#039;Open Challenge&#039;&#039;&#039;, you must choose the match type – either &#039;&#039;&#039;Alternative Ending&#039;&#039;&#039; or &#039;&#039;&#039;Singular Ending&#039;&#039;&#039;, as well as what weapons you will use during the fight, and which competition (if any) the match is for  You may only have a single &#039;&#039;&#039;Open Challenge&#039;&#039;&#039; active at a time, but you may withdraw that challenge at any point from the Review Challenges page under the Battles dropdown menu on the ACC site.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Open Challenge&#039;&#039;&#039; has the following default settings:&lt;br /&gt;
&lt;br /&gt;
* A random venue&lt;br /&gt;
* A post count of four total (Sometimes written as the notation of 2/2 for Alternative Endings)&lt;br /&gt;
* A time limit of 24 hours for each post&lt;br /&gt;
* Standard Force settings&lt;br /&gt;
* Standard weapon settings&lt;br /&gt;
&lt;br /&gt;
== Writing a Post ==&lt;br /&gt;
[[File:Matchdetails ss.jpg|thumb|300px|right|Details of a match (Click to enlarge)]]&lt;br /&gt;
Writing an ACC post is like writing any piece of fiction for the Brotherhood. There are, however, a few rules associated with the mechanics of an ACC post that will determine whether it is acceptable. Most important of these is the Word Count. In any standard ACC match, one that hasn&#039;t had the rules altered for a specific competition, the &amp;lt;u&amp;gt;&#039;&#039;&#039;minimum word count for a post is 250 words&#039;&#039;&#039;&amp;lt;/u&amp;gt;. By not meeting that minimum requirement you will automatically lose the match. Before posting, make sure you take a moment to run your post through a program that can do a word count check for you—such as Microsoft Word, Corel WordPerfect, or Google Docs. Because some word counts differ, ensure that you have enough words to create a buffer to pass the minimum requirement. Unless otherwise specified, there is no maximum Word Count for your posts.&lt;br /&gt;
&lt;br /&gt;
It is also important to proofread your work before making a post. By taking the time to read over your writing, you will be able to find and eliminate small technical errors that can easily make the difference between winning and losing a match. It helps to make use of the &#039;&#039;&#039;preview button&#039;&#039;&#039; on the ACC site itself to ensure that your post looks the way you want it to before posting. Even the smallest things count when you are being graded against another person&#039;s writing. The preview button also lets you check out any formatting elements you may add to your post. By using the [[Markdown Style Guide for Shadow Academy Course Notes|Markdown language]] of the DB site, you can add bold or italics to your post. Bold can help you to put emphasis on certain words or actions, while italics are good for internal monologues or even telepathic speech. These are all important facets of the mechanics of your post.&lt;br /&gt;
&lt;br /&gt;
=== First/Introduction Post ===&lt;br /&gt;
After creating a match, the ACC site will randomly determine the order in which the participants post in. The first post follows the Venue Introduction—the short introduction to the settings of the battle—and can be used to establish the tone and direction of the match. As the first member to post in the battle, your job is to establish yourself and your opponent in the chosen location and initiate the fight. &lt;br /&gt;
&lt;br /&gt;
When deciding how much plot to develop in your first post, you must be aware of the length of the battle itself. In a shorter match—(such as a 4 post Alternative Ending match in which each person writes only 2 posts)—you will need to spend less time establishing the story and invest more time into writing about the fight. With limited posts, it is important to get into the heat of the conflict while you have the chance. In a 4 post Alternative Ending match, you&#039;ll only have a single post to tell [[File:Preview ss.jpg|thumb|200px|left|Preview of a First Post (Click to enlarge)]]your part of the story before writing the final post and conclusion to the match and in a Story match, you&#039;ll only have two body posts between the introduction and conclusion. However, with longer matches, you can take a more in-depth approach to the battle by drawing out the plot, the characters, and setting the stage for your fight. Always keep the post limit in mind when you start a battle.&lt;br /&gt;
&lt;br /&gt;
With the first post, you will have the freedom to create your own scenario without feedback from your opponent. Remember that you are limited in what you may do in the first post of a match. By the end of your post, your opponent&#039;s character (and yours, for that matter) must be in a condition that allows the fight to continue in a natural manner. That means that killing your opponent outright will result in a disqualification. This also means that putting a character in an impossible-to-overcome situation will be looked at harshly by the judge of the match. For an introduction to the battle, you should introduce the setting, the characters, and the scenario, but remember that it is just the first post. Don&#039;t rush the conclusion of the fight just because you are posting first.&lt;br /&gt;
&lt;br /&gt;
The best way to end your first post is to leave the fight at a point that is both accessible for your opponent to write from, and provides a certain amount of impact. Continuity between posts, as explained later in the Judging section, plays an important role in ACC combat. The story you&#039;re writing must be shared equally between yourself and your opponent. It is a collaborative effort to create a battle.&lt;br /&gt;
&lt;br /&gt;
=== Body Post(s) ===&lt;br /&gt;
All posts between the first/introductory post and the final posts are known as &#039;&#039;&#039;body posts&#039;&#039;&#039;. The body posts are where the majority of the story is told during a match. This especially comes into play in longer matches, where building off of your opponent&#039;s previous posts becomes more important to the overall development of the fight. &lt;br /&gt;
&lt;br /&gt;
Before you begin to write a body post, you must carefully read through and consider all previous posts in the battle. This means taking into account everything that has been established in the fight until now—what&#039;s happened between the characters, the terrain, your weapons, your armor/clothes, and anything else that would serve the Continuity of the story. Sometimes these details are minor—if part of the venue was damaged or if there are burns on a robe, but sometimes these details are major—wounds suffered by the characters or weapons being damaged/destroyed. By failing to account for the details in previous posts, you will interrupt the flow of the story and receive a lower grade from the judges.&lt;br /&gt;
&lt;br /&gt;
Your body post starts from the point where the previous post left off. The idea is to make the transition as seamless as possible. That means your best bet is to keep the same tone of the earlier posts. However, while your opponent&#039;s posts will often place a greater emphasis on their own character—describing his or her own thoughts and actions—your posts will change the point of view by following your character. Continue the match from this new point of view to keep the story flowing naturally and adding your own unique ideas to the fight.&lt;br /&gt;
[[File:Finalpost ss.jpg|300px|thumb|right|The Final Post is your last (Click to enlarge)]]&lt;br /&gt;
=== Final Post(s) ===&lt;br /&gt;
In the standard format, each writer gets to describe their interpretation of how a fight will conclude. A fight does not need to end in death, but there needs to be a clear and definitive victor—meaning one of the characters is either down, injured beyond continuing the fight, or rendered unconscious. The final post(s) must wrap up the fight between the two characters and offer a satisfying and climactic ending. Both combatants must be able to make use of all previous posts to determine how the story ends. &lt;br /&gt;
&lt;br /&gt;
However, keep in mind that the ACC is not judged on whether or not your character survives and wins the fictional duel—it is judged based on your writing ability. This means that it is entirely plausible for you to write your own character as having lost in the fight and still be able to win the match itself. Oftentimes, it is much more realistic for your own character to lose, based on either the circumstances of the fight itself, or a drastic difference in rank. Keep these factors in mind when you begin your final post.&lt;br /&gt;
&lt;br /&gt;
Depending on the type of match, the way you handle your final post will be determined by the match type chosen for the battle.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Endings ===&lt;br /&gt;
In an Alternate Endings match, both combatants will write their own, unique conclusion to the fight based on the last body post written. In our standard 2/2 format, this means that the first poster will write their final post first, based off their opponent&#039;s last post. It should be noted that your opponent cannot see your final post once it has been submitted until the battle has been judged. This is a measure taken to prevent writers from accidentally pulling ideas from their opponent&#039;s final post.&lt;br /&gt;
&lt;br /&gt;
The second poster will write their final post based off their own last post. This means, while the first poster gets to set the stage for the match, the second poster gets an edge in determining how the fight will end. Though the second poster can begin writing his or her final post after the last body post, they will still have to wait until their opponent posts before posting themselves, following the same back and forth format of the fight as usual.&lt;br /&gt;
&lt;br /&gt;
=== Singular Ending ===&lt;br /&gt;
With the Singular Ending format, the very last post is the sole conclusion to the fight written by the combatant that posted second. Rather than both writers creating their own version of the battle&#039;s finale, they instead tell the story together with the last two posts. In this format, the first poster gets to tell the introduction to the story, while the second poster gets to write the conclusion.&lt;br /&gt;
&lt;br /&gt;
=== Timing Considerations ===&lt;br /&gt;
There will come times when you are not able to complete a post within the allotted time period of the battle.  If you wish to extend the battle so that you are able to complete your post, you may request an Extension.  Under the &#039;&#039;&#039;Battles&#039;&#039;&#039; heading you will see an &#039;&#039;&#039;Extensions&#039;&#039;&#039; link.  Here you may request that your post be extended for a period of time.  The first Extension Request is automatically approved.  However, should you need a further extension still, your request will have to be approved by your Opponent, who may or may not agree to the extension.&lt;br /&gt;
&lt;br /&gt;
Should you fail to post within the time period, and an Extension was not taken or approved, your Battle will be closed due to it being Timed Out.&lt;br /&gt;
&lt;br /&gt;
=== Wikipedia and Character History Usage ===&lt;br /&gt;
&lt;br /&gt;
1. In the ACC, Dark Jedi Brotherhood Wikipedia Articles can be used to expand on the history of a Character and their career in the Brotherhood. This can be done to enhance storytelling and reference times in a characters career/history, ranks, positions, etc. This includes a character history with other members, Mentors or Students, and other &amp;quot;relationships&amp;quot; between characters.&lt;br /&gt;
&lt;br /&gt;
2. Anytime you are going to introduce characters that appear on your Wiki page but do &#039;&#039;&#039;not&#039;&#039;&#039; appear on your Character Sheet, make sure that you properly introduce who they are to the reader. A judge should not have to go to a wiki to first check who the support-characters you mentioned are. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Information drawn from the Wikipedia should organically connect to the Characters Approved Character Sheet. This means:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good:&#039;&#039;&#039; A character has a +5 in &amp;quot;Blasters&amp;quot; on their Character Sheet, and their Wikipedia article lists them as &amp;quot;Having won 3 world marksmanship awards&amp;quot;. It would make sense, then, to be able to reference it that the character has won marksmanship awards before, even though this fact is not specifically listed on their Character Sheet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad&#039;&#039;&#039;: A character grew up on a world that had Hutts on it, so they start speaking Huttese fluently. The Character Sheet, however, does not list Huttese as a learned Language.&lt;br /&gt;
&lt;br /&gt;
4. Additional Weapons, Combat Styles, or an atempt to skirt the Character Sheet or ACC Guidelines will result in penalty to your ACC match. This is done because the Wikipedia does not require you to adhere to the CS Approval Guidelines or the ACC Guidelines. If you are on the fence with something: simply ask the staff and we will answer the question for you&lt;br /&gt;
&lt;br /&gt;
== Character Sheets and the ACC ==&lt;br /&gt;
As a requirement of taking this exam and participating in the ACC, you will have completed your character sheet and had it approved by the Voice Staff. This section will cover the basics of how your sheet translates into actual writing in an ACC match.&lt;br /&gt;
&lt;br /&gt;
There are four major characteristics of the sheet you must familiarize yourself with when you begin an ACC Match. These are the physical description, aspects, skills, and powers of both you AND your opponent. Though your posts will generally be written from your own character’s point of view, you will have to familiarize yourself with your opponent&#039;s&#039; characters to properly capture their style and nature in a battle. &lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
Physical description is one of the most obvious things a writer needs to incorporate into a story, but it is also one of the most overlooked areas in the Brotherhood. Every member with a character sheet will define his or her character’s appearance in a few paragraphs, and oftentimes, have an image or two as a basis that can be found on his or her CS or wiki page. Readers need to be able to identify characters by their physical descriptions, helping them to separate one from the other in an ACC match. This is not done by copying the physical description information word-for-word from a character sheet, but by embellishing key characteristics to paint a picture of a character that a reader can visualize.&lt;br /&gt;
&lt;br /&gt;
Aspects are key attributes of a character, either written or chosen to describe what makes a character unique.  Aspects allow for a quick description of a number of facets or history of a character–from unique general features (which could include background from before the Brotherhood, or some physical trait), to personality features, to combat preferences–that guide or describe the behavior of the character. These aspects make up WHO a character is and is an important part of making sure your writing accurately captured both characters.&lt;br /&gt;
&lt;br /&gt;
ACC matches are partly judged based upon realism—part of that is how realistically you portray both your character and your opponent’s based on the information in the Character Sheets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
While Aspects define WHO a character is, Skills and Force Powers determine what a character can actually DO. Skills are slightly different from Force Powers in that many Skills are usable untrained at the rating of mediocre, though not as viable as skills with higher degrees of proficiency. Force Powers, on the other hand, require that at least some points be invested in them. &lt;br /&gt;
&lt;br /&gt;
=== The Numbers ===&lt;br /&gt;
The character sheet measures skills and force powers with numbers—on a scale of +0 (&#039;&#039;Mediocre&#039;&#039;) to +6 (&#039;&#039;Sovereign/Grand Master&#039;&#039;). What these numbers refer to is how much a given character has invested in a particular skill. The ACC, however, is not a numbers game. It is about writing skill, style, storytelling, and knowing how to determine a character&#039;s actions based upon his or her &#039;&#039;&#039;Skills&#039;&#039;&#039; and &#039;&#039;&#039;Aspects&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If two characters have +3 in their primary lightsaber form, they would, in an empty vacuum, be evenly matched in terms of skill. This is where you then factor in everything else about the character: speed, strength, endurance, tenacity, personality, and the other skills that would factor into how a character would fight. Are they a cautious fighter or a reckless fighter? Do they enjoy combat, or detest it? All of these questions come together to create conflict, which, as we established, is the core of the ACC. Judgment of a battle comes down to how well and how realistically you incorporate the information in the character sheets into your writing.&lt;br /&gt;
&lt;br /&gt;
=== Combining the Details ===&lt;br /&gt;
To make proper use of the character sheet, you must be able to draw from every facet of the characters to write an exceptional depiction of them in battle. Ideally, you will make use of the Skills in combination with a character&#039;s Aspects to illustrate their fighting style in a match. Each part of a character sheet should give a complete picture of a character. Moreover, when you are writing someone else&#039;s character, the Aspects provided will ensure you do them justice. It is the little details that make the difference between a competent combatant and a winner.&lt;br /&gt;
&lt;br /&gt;
By understanding the character details and the numbers involved, you will be able to grasp the nature and style of an ACC post. You must be able to use the skills and force power numbers correctly with the aspects of the characters and their personalities to decide how a fight will play out in writing. This will help you to determine a character&#039;s actions, reactions, dialogue, and even the final outcome of a given situation. Apply this knowledge to write the best post possible.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the ACC ==&lt;br /&gt;
Unlike when writing a story, the ACC requires collaborative writing, which means two (or more) people have to write back and forth to tell the story. In the ACC, this story often revolves around combat between the participants, which can be difficult as both writers will want to give his or her own character an advantage while hampering his or her opponent. Part of how an ACC match is judged is based on how well you are able to write a fair battle that flows logically from post to post. &lt;br /&gt;
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=== Harnessing the Force ===&lt;br /&gt;
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In writing, the Force should always be capitalized. You reference two different things when talking about a &#039;&#039;&#039;&#039;&#039;force&#039;&#039;&#039; of nature&#039;&#039;, and the mystical power we call &#039;&#039;the &#039;&#039;&#039;Force&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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In combat, don&#039;t simply write the name of a Force Power. This leaves little to the imagination, and creates a vagueness to the action you are describing. Try and explain what the Force power would look like to someone who has no idea what the Force is.&lt;br /&gt;
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Bad: &#039;&#039;&amp;quot;He used Force Pull to bring his weapon back to his hand.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Better: &#039;&#039;&amp;quot;He reached out with the Force and recalled his fallen weapon to his hand&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The key to writing Force usage is to explain the powers effect in a way that the reader understands what power you are using without needing to have it bluntly pointed out. Show us, don&#039;t tell us.&lt;br /&gt;
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=== Wounds and Damage ===&lt;br /&gt;
One of the most critical points of a proper ACC match is being able to follow the continuity established in previous posts. When in battle with another member, it is more than likely that your character will be wounded, in pain, and/or exhausted before the battle reaches its climax. The worst thing an ACC writer can do in that situation is ignore what has befallen their character. As was mentioned before, ACC matches are collaborative, which means you will have to deal with anything that happened to your own character in your opponent&#039;s posts. &lt;br /&gt;
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Being wounded does not necessarily mean your character is no longer able to act in a battle. It simply means that you, as a writer, must acknowledge the damage. If your character was shot in the leg, he or she will not be jumping around and doing cartwheels in the next post. You have to address the problem—either by calling upon your character&#039;s skills (endurance, resolve, etc.) or by using a power (healing, control self, etc.) to diminish the effects of damage.&lt;br /&gt;
&lt;br /&gt;
How you handle damage will determine a large portion of your grade in the match. It is easy, and hard to resist, the idea to make your character some sort of superhero who can shrug off pain and fight to the best of his ability no matter what. But that&#039;s not realistic AND it&#039;s not very interesting to read. &amp;quot;Godmoding&amp;quot;, the practice of making your character invincible in your own writing, is an issue many members of the Brotherhood have when competing in the ACC - and oftentimes results in a dramatic decrease in score. &lt;br /&gt;
&lt;br /&gt;
For example, say Harry has been wounded in his opponent&#039;s post. He has been stabbed in the right arm and can no longer use it. He is in a lot of pain and his weapon has fallen to the ground. In his post, Harry must REACT to that pain, then attempt to overcome it. Based on Harry’s character sheet, a wound would not be enough to make him cower, so he would push forward. He would use his Force Power for Healing to lessen the damage, perhaps utilize the Control Self power to force his body to work despite the damage. It would be written as a struggle, both physical and mental, as he makes himself pick up his fallen weapon and raise it in an unsteady hand.&lt;br /&gt;
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==== Lightsabers and Lightsaber Wounds ====&lt;br /&gt;
&lt;br /&gt;
The lightsaber is one of the most iconic weapons in science fiction. It is also one of the most powerful. Per the latest Star Wars Canon information, a lightsabers blade is a solid beam of energy that exists within a containment field. The containment field is what gives the lightsaber blade its shape, size, and also prevents the weapon from giving off heat until making contact. This explains how a Jedi could hold a lightsaber in front of their face without giving themselves an unwanted tan.&lt;br /&gt;
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In regards to lightsaber combat and inflicting wounds with the iconic energy-blade, there is a big difference in how sword fights are dramatically paced. &lt;br /&gt;
&lt;br /&gt;
In a sword fight, there is typically a single crowning moment where one fighter surpasses the other for the killing blow. In others, there can be a battle of attrition where wounds are inflicted until only one fighter is left standing. This is aided by the fact that a sword hit, bullet wound or even a graze from a blaster can inflict lingering damage of various degrees. In each case, there is a suspension of disbelief that exists to allow you, as a reader, to realistically believe a character could push through that damage and continue a fight.&lt;br /&gt;
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In a lightsaber duel, there is a lingering knowledge that there are no “minor” wounds. The tension builds and swells around the singular notion that when one person messes up, the duel is over. This is the case in the most famous duels in the Star Wars Universe. When Luke gets his hand cut off in his first fight against Darth Vader-- the fight is over. When Anakin gets his hand cut off fighting Count Dooku, then is thrown backwards and lays down unconscious on the floor. These are two fitting examples of how while it doesn’t seem like much, losing a hand to a lightsaber in Star Wars is a major, fight ending injury.&lt;br /&gt;
&lt;br /&gt;
When someone lands a hit with a lightsaber, there is no “fight through the pain.” &lt;br /&gt;
 &lt;br /&gt;
====Lightsabers vs Force Lightning====&lt;br /&gt;
True to what we’ve seen in Star Wars duels, a lightsaber has the ability to “ground” Force Lightning. For the purposes of the ACC, a character should have their lightsaber at the ready and facing the opponent head-on. While not taxing, it is an action that would require the character to be focused on the incoming attack, making it less believable in a situation where the Lightning is thrown by surprise. Powers like Precognition can come in handy with this, but are not required. &lt;br /&gt;
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For more information on Lightsabers, see the Lightsaber Combat Guide.&lt;br /&gt;
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=== Limits ===&lt;br /&gt;
An Alternative Ending ACC match can only be ended in either poster’s final post of the battle. This means that both combatants must ensure that their opponent can continue the match after each body post. Neither combatant can deliver a killing blow to their opponent in the posts before this final post. It also means that severe wounds, that would make it impossible for a combatant to continue the battle, are generally not permitted, or result in a very low grade given to the writer.&lt;br /&gt;
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There are also limits built into the match itself based on any options selected when setting up the battle. Remember to pay attention to these settings because ignoring them will result in a loss, or even a disqualification. If you and your opponent decide on &amp;quot;no force&amp;quot;, then neither of you can make use of your characters&#039; force powers. The same can be said for &amp;quot;lightsabers only&amp;quot; or &amp;quot;blasters only&amp;quot; and the other options. Make sure to know the limits imposed by your chosen settings.&lt;br /&gt;
&lt;br /&gt;
Finally, many members of the Brotherhood sport some form of armor or robes on their dossier. As a rule, armor is meant to be purely cosmetic and does not factor into damage mitigation in the ACC. This means that lightsaber resistant materials, which are currently prohibited by the Dark Council, may not be used in matches.&lt;br /&gt;
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=== NPCs ===&lt;br /&gt;
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When fighting in different venues, it is important to incorporate the environment into your match. Part of this includes incorporating characters other than your character and your opponents character. Non-Player Characters (NPCs) can add a lot of value to a story, but also prevent challenges. The ACC is about the narrative behind a conflict or duel between two members. With that principle in mind, an NPC is &#039;&#039;&#039;not&#039;&#039;&#039; allowed to directly interfere in a fight. This means that they cannot disrupt the combat in anyway. For an NPC to be used properly, they need to be organically worked into the story in a way that &#039;&#039;&#039;enhances&#039;&#039;&#039;, but does not &#039;&#039;&#039;detract&#039;&#039;&#039; from the spirit of a duel between two members. A&lt;br /&gt;
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An example of a good use of NPCs in a match: Revs vs Vyr -- https://www.darkjedibrotherhood.com/acc/acc_battles/295&lt;br /&gt;
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Revs and Vyr both address the additional &amp;quot;Sith&amp;quot; who are organic to the venue (Shadow Academy) without using them as a crutch. Neither writer has the NPCs actively interfere, and it works within the narrative. This is a good example of how you can weave NPC type characters into a fight without going against the spirit of the ACC and the guidelines. &lt;br /&gt;
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An example of a Major Detractor in an actual ACC Match: Kanis vs Mirus -- https://www.darkjedibrotherhood.com/acc/acc_battles/290/&lt;br /&gt;
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Kanis&#039; NPC blocks an attack from Mirus to save Kanis. Beyond that, the NPCs become a crutch-mechanic for bailing Kanis out of the situation he writes his character into. This is poor storytelling when it comes to the ACC and will be counted as a major detractor. &lt;br /&gt;
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In some rare scenarios, an NPC may be critically involved in the match setup. When this happens, they will always have a CS for their character linked to the match. When this happens, they should be treated as any other character would during the match.&lt;br /&gt;
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To summarize:&lt;br /&gt;
&lt;br /&gt;
* NPCs cannot be listed as weapons for a match.&lt;br /&gt;
* NPCs can be included in an ACC match, as long as they are merely spectators that add flavor to the conflict and story.&lt;br /&gt;
* Other characters in the Brotherhood may make cameos, but again must remain spectators and not do anything to interfere with the conflict.&lt;br /&gt;
&lt;br /&gt;
== Judging / Grading ==&lt;br /&gt;
[[File:Judgement ss.jpg|thumb|350px|right|A declared winner and Judge comments (Click to enlarge)]]&lt;br /&gt;
Grading will be broken down into FOUR (4) base criteria, each of which must be addressed by the judge: Syntax, Story, Realism, Continuity (SSRC). Each of these base criteria will be scored on a scale of one to five with each category having different weighting, based upon the ACC Grading Rubric(link). Within each category, there are both &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; detractors.  Both should be avoided, but “major” detractors will cause you to immediately lose a battle, while minor detractors are common mistakes that will cost your score in a category. In certain rare circumstances, some major detractors may be waived based on competitions and their specific details. &lt;br /&gt;
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=== Syntax: Grammar, Spelling, Mechanics: 15% ===&lt;br /&gt;
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The basis of any good writing is syntax. If a judge can’t make sense of what he or she is reading, the rest of the post can easily fall apart. Spelling, grammar, punctuation, formatting, and post length all play a role in syntax. While the ACC can be quite technical,  the creative use of language to tell your story is also important. Criteria will be held to the English language, with flexibility in regards to the differentiation between words like &amp;quot;armor&amp;quot; and &amp;quot;armour&amp;quot;. The more egregious the errors in syntax, and the more they subtract from the readability of the post, the lower the score in syntax.&lt;br /&gt;
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&#039;&#039;&#039;Major Detractors&#039;&#039;&#039;: &lt;br /&gt;
* Posts Under 250 Words Minimum (Make sure to go a bit over 250 words in your post, as some word processors count words differently). &lt;br /&gt;
* Use of chatspeak (&amp;quot;u&amp;quot; instead of you, &amp;quot;r&amp;quot; instead of &amp;quot;are&amp;quot;)&lt;br /&gt;
* Use of first or second person writing (Please only write in third person).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of Minor Detractors&#039;&#039;&#039;:&lt;br /&gt;
* Improper grammar (you, you&#039;re / there, their, they&#039;re)&lt;br /&gt;
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==== Dialogue Writing ====&lt;br /&gt;
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When writing dialogue,especially in combat, it is important to be clear with who is saying what and to use the proper format. Dialogue can either be self-contained, or modified. Self contained dialogue has a definitive stopping point, where the next sentence is not tied directly to how the line of dialogue is delivered. &lt;br /&gt;
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Example:&lt;br /&gt;
“If you don’t proofread your ACC posts, you’re going to have a bad time.” Wally moved on to the next topic on his checklist.&lt;br /&gt;
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When you are attempting to modify or assign inflection to the dialogue, you end with a comma, and then follow the end-quotation as if you were finishing a regular sentence.&lt;br /&gt;
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Example:&lt;br /&gt;
“If you don’t write dialogue properly, I will be send you to the front lines,” he said with a sigh. &lt;br /&gt;
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When referring to someone by name, a comma is used to show the natural pause or intake of breath that adds pacing to the cadence of your dialogue. &lt;br /&gt;
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Example:&lt;br /&gt;
Correct: “I can’t allow you to do that, StarFox.”&lt;br /&gt;
Incorrect: “I can’t allow you do that StarFox.”&lt;br /&gt;
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&#039;&#039;&#039;Combat Master Pro Tip:&#039;&#039;&#039; The best way to proof your own dialogue is to read it out loud. You will often hear and catch things you missed in your head.&lt;br /&gt;
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==== Ellipse ====&lt;br /&gt;
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Since it has come up before, here is the ACC&#039;s policy on Ellipse.&lt;br /&gt;
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* Elipses belong in narrative fiction.&lt;br /&gt;
* The use of Elipses must be consistent throughout the post. Inconsistency is what will lead towards a Syntax detractor because it detracts from the flow of reading.&lt;br /&gt;
* An ellipsis is a set of three periods ( . . . ) indicating an omission. In narrative writing an ellipsis can also indicate hesitation, though in this case the punctuation is more accurately described as suspension points.&lt;br /&gt;
* Elipses can be used to trail dialogue or a thought off, or slowly bring you in to a dialogue or line of thought.&lt;br /&gt;
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=== Story: Entertainment Value, Creativity: 40% ===&lt;br /&gt;
This category measures how enjoyable and entertaining the posts were to read.  While the ACC is about conflict and ultimately combat, it is also about story, creativity, and entertaining writing.  A well-written post will not only be technically sound, but also have a story that flows, an engaging conflict, an emotional investment in the characters involved, and the unique approaches taken to combat. &lt;br /&gt;
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&#039;&#039;&#039;Major Detractors&#039;&#039;&#039;: &lt;br /&gt;
* Plagiarism (Copy/pasting from any other source, including your opponent’s posts!)&lt;br /&gt;
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&#039;&#039;&#039;Examples of Minor Detractors&#039;&#039;&#039;:&lt;br /&gt;
* Recycled writing (Redundancy either between posts or even between battles)&lt;br /&gt;
* Overly cliché writing style &lt;br /&gt;
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==== Show Don’t Tell ====&lt;br /&gt;
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When writing engaging combat or action stories, details matter. Never take for granted that a writer knows what “stance” or “style” means just because you do and are &#039;&#039;&#039;telling&#039;&#039;&#039; the reader about it. It is your job, as the writer, to &#039;&#039;&#039;show&#039;&#039;&#039; us what you mean by illustrating the action. When you say: “He used his Soresu to defend against the other fighters Ataru” you are expecting the reader to know that Soresu is a defensive form and Ataru is wildly focused on offense. &lt;br /&gt;
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This is lazy writing and does not help make the action engaging for the reader. Instead, you need to &#039;&#039;&#039;show&#039;&#039;&#039; the reader what that means. You &#039;&#039;&#039;show&#039;&#039;&#039; the Soresu user batting away the Ataru user&#039;s wild and kinetic strikes. You &#039;&#039;&#039;show&#039;&#039;&#039; the Ataru user jumping and turning and twisting and striking from odd angles. You &#039;&#039;&#039;show&#039;&#039;&#039; the Soresu user expertly setting their feet and deflecting each attack with tight-coils and turns of their saber. &lt;br /&gt;
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&#039;&#039;&#039;Show&#039;&#039;&#039; the action and paint a picture for the reader. Don’t just sit back and &#039;&#039;&#039;tell&#039;&#039;&#039; them about it like it’s a series of bullet points.&lt;br /&gt;
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&#039;&#039;&#039;Good Example of Show, Don’t Tell:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Harry’s right foot slid backward as he staggered his stance and chambered his Quarterstaff under his right arm. He dipped into a crouch to minimize his target area, knowing that his height could actually work against him against someone as skilled as the Combat Trainer.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Bad Example of Show Don’t Tell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Harry dropped into a quarterstaff fighter stance.&#039;&#039;&lt;br /&gt;
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While judges will have a variance of tolerance for this critique, it is a very common comment made in ACC matches. &lt;br /&gt;
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=== Realism: 25% ===&lt;br /&gt;
Realism measures a writer’s ability to properly represent the setting and the Character Sheets of both members involved in the conflict.  Other than the major detractor here of excessive profanity not appropriate for the Star Wars universe, the greatest penalties involve things akin to “godmoding”, in which a member does not respect either his or her own limitations or that of his or her opponent’s. An excellent post goes beyond simply accounting for realistic levels of power, but also incorporates the unique elements of both characters, including Feats and Aspects.&lt;br /&gt;
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&#039;&#039;&#039;Major Detractors&#039;&#039;&#039;: &lt;br /&gt;
* Godmoding—the act of making your own character invincible or otherwise more powerful than he or she should realistically be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of Minor Detractors&#039;&#039;&#039;:&lt;br /&gt;
* Profanity not appropriate for the Star Wars universe. (i.e., using &amp;quot;Shit&amp;quot; instead of &amp;quot;Sithspit&amp;quot;, note that excessive use of profanity can become a &amp;quot;Major Detractor&amp;quot;)&lt;br /&gt;
* Ignoring Skills, Force Powers, or Aspects relative to a member&#039;s Character Sheet&lt;br /&gt;
* Using Skills, Force Powers, or Feats not listed on a member&#039;s Character Sheet&lt;br /&gt;
&lt;br /&gt;
=== Continuity: 20% ===&lt;br /&gt;
Continuity refers to the flow from one post to the next.  It reflects how clear it is that the writer is utilizing his or her opponent’s posts in order to write about conflict between characters.  Posts with good continuity clearly reflects the writing of an opponent, and is cohesive from post to post.&lt;br /&gt;
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&#039;&#039;&#039;Major Detractors&#039;&#039;&#039;: &lt;br /&gt;
*Writing your posts as if your opponent’s posts didn’t happen at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples of Minor Detractors&#039;&#039;&#039;:&lt;br /&gt;
* Ignoring a wound or event established in an opponent&#039;s previous post. &lt;br /&gt;
* Procuring a weapon on your person not established at the beginning of the battle through the Weapons selection or Venue description.&lt;br /&gt;
&lt;br /&gt;
=== ACC Staff ===&lt;br /&gt;
Every match in the ACC is graded by a trained staff of Judges. These Judges all utilize the same criteria and same grading guidelines. A Judge will use the Grading Rubric, in combination with the combatants’ Character Sheets, to create a final assessment of the battle. In the event of a tie in score, the Judge of the battle has the discretion to determine the winner based on a judgment call on which combatant wrote the best posts overall.&lt;br /&gt;
&lt;br /&gt;
Judges are the primary staff of the ACC and are chosen by the Combat Master.  The Combat Master may also appoint a Deputy Combat Master to assist him or her in overseeing the day-to-day operations of the ACC.  The Combat Master reports directly to the Voice of the Brotherhood.&lt;br /&gt;
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==== Final Verdicts, Combat Master Review ====&lt;br /&gt;
&lt;br /&gt;
The verdicts of a Judge are final, though participants are encouraged to seek out Judges should they have any questions on the rulings provided. Should a participant in the ACC feel that his or her post has been egregiously misjudged (such as missing a major detractor), he or she may request an appeal on a verdict to the Combat Master. &lt;br /&gt;
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The Combat Master will not issue a re-grade of the battle, but will look over the battle and at the judge’s notes and either uphold the judgment, or in the event of an egregious error on the part of the judge, overturn the verdict.  &lt;br /&gt;
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[[Category:DJB Info]]&lt;br /&gt;
[[Category:Antei Combat Center]]&lt;/div&gt;</summary>
		<author><name>Ringer Klang</name></author>
	</entry>
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