The Guardian's Gambit is a lightsaber form that is designed to draw out fights and defeat opponents through wearing them down via attrition.
This is achieved through gaining stacks of which can then be expended on particular moves that have particular effects.
Stacks works as follows:
Gaining
When an attack from the user connects with the opponent in some way, be it a parry, a dodge, a block, or a successful strike; the user gains one stack.
For every successive action where this is retained, an extra stack is earned. So, on the second successive action, two stacks are earned. On the third, three. So on, so forth.
Losing
Stacks are lost when the Gambit loses the initative and the opponent does the Guardian what they should be doing to them. As such, stacks are lost when:
The Guardian takes a clean hit on their person (damage), which scales from 1-3 stacks lost depending on the severity of the hit (DM chosen)
The Guardian is forced into a defensive action of any measure - defending, parrying, absorbing pressure with no intent on returning - results in a single stack lost
Disengagement
If the Guardian is disengaged from, with the opponent creating distance, then stacks are bled over time in a similar manner to stack gaining. For each successive action wherein the Guardian has been disengaged, an additional stack is lost.
The Guardian cannot use Force Speed or any other movement speed enhancer to reclaim distance lost until reaching Level 2 in Dzwol.
The Guardian cannot use Teleportation or any other instantaneous movement ability to reclaim distance lost until reaching Level 3 in Dzwol
Combat Alteration
For every action the Guardian takes while not in Guardian's Gambit, be it using another saber form on its own, or using a Force Technique, the Guardian loses stacks progressively in a similar manner to disengagement.
The moves in which stacks can be spent on are as follows, with stack pricing and effect listed:
Kotsyun
This move lowers the strength of the opponent relative to the Guardian, thus rendering blocks less effective. Once the move is completed, the opponent's strength returns to normal until Kotsyun is used again
Level One (Unlocked at Skilled)
Lowers the strength of the opponent by one sub-level
Costs 2 stacks
Level Two (Unlocked at Highly Proficient)
Lowers the strength of the opponent by two sub-levels
Costs 4 stacks
Level Three (Unlocked at Extreme Mastery)
Lowers the strength of the opponent by one tier
Costs 8 stacks
Jen’sutta
This move strikes at an opponents limb, lowering their speed over time if left untreated (thus countered by Force Healing, Treatment & Aid, stims, Force Body, and Revitalise)
Level One (Unlocked at Skilled)
Jen’sutta must be used six times to lower the opponent's Keep-Up by one level
Costs 3 stacks
Level Two (Unlocked at Highly Proficient)
Jen’sutta must be used four times to lower the opponent's Keep-Up by one level
Costs 3 stacks
Level Three (Unlocked at Extreme Mastery)
Jen’sutta must be used twice to lower the opponent's Keep-Up by one level
Costs 3 stacks
Asha
This move temporarily increases the Guardian's speed for a single strike.
Level One (Unlocked at Skilled)
Increases the speed of the strike by +1 speed level
Costs 1 stack
Level Two (Unlocked at Highly Proficient)
Increases the speed of the strike by +2 speed levels
Costs 3 stacks
Level Three (Unlocked at Extreme Mastery)
Increases the speed of the strike by +1 tier
Costs 6 stacks
Dzwol
This move allows the Guardian to negate a dodge action by an opponent, including disengagement at higher levels. Opponents may intercept the strike, though if they do, they cannot make a dodge action or disengagement action until the Guardian has completed an additional three actions. However, in those three actions, the Guardian cannot use more than one Gambit move per action, as this technique is mainly used to prevent a stack chain from being broken.
Level One (Unlocked at Proficient)
Can negate a Dodge action.
Costs 4 stacks.
Level Two (Unlocked at Mastery)
Can negate a Disengage with Force Speed or any other standard movement speed increase
Costs 6 stacks.
Level Three (Unlocked at The Mastery)
Can negate a Disengage with Fold Space, Teleportation, or any derivative
Costs 10 stacks
Siqsa
This move eliminates the ability for a block action to occur for the second strike, forcing the opponent to dodge or take another action. Higher point expenditure eliminates a certain number of blades from the equation if the opponent has them.
Level One (Unlocked at Highly Proficient)
Can take a single lightsaber out of the equation in use of blocking the follow up strike.
Costs 4 stacks
Level Two (Unlocked at Mastery)
Can take two lightsabers out of the equation in use of blocking the follow up strike.
Costs 6 stacks
Level Three (Unlocked at Extreme Mastery)
Can take three lightsabers out of the equation in use of blocking the follow up strike.
Costs 8 stacks
Level Four (Unlocked at The Mastery)
Can take four lightsabers out of the equation in use of blocking the follow up strike.
Costs 10 stacks
NOTE
This technique is relative to strength. For every strength sub-level the opponent is more than the Guardian, Siqsa degrades by one. So, one strength sub-level difference would mean Level One would do nothing, Level Two would do one lightsaber, Level Three would do two lightsabers, and Level Four would do three lightsabers. So on, so forth.
Tash'dzu ("lying blade")
This technique ignites the second half of a saberstaff in order to kill an opponent. Should the Guardian's Deception not be high enough on its own to perform this manevoure, additional purchases can raise the Guardian's Deception relatively.
Level One (Unlocked at Mastery)
Increases the Guardian's Deception by one level
Costs 5 stacks
Level Two (Unlocked at The Mastery)
Increases the Guardian's Deception by two levels.
Costs 8 stacks
Chaats'asha ("to gain victory")
This move is a sure-hit move. It does not do any damage bar minor cuts and wounds, and can only be used when the opponent has left an opening in their action (the Guardian may ask the DM if the opening qualifies for Chaats'asha). The move is the message - I can hit you whenever I want - thus working as a form of Dun Moch.
Progressively, this move lowers an opponent's Mental Shielding, though it does not work on those with Fighting Spirit or Extraordinary Willpower:
Level One (Unlocked at Mastery)
Chaats'asha must be used six times to lower the opponent's Mental Shielding by one level
Costs 3 stacks
Level Two (Unlocked at Extreme Mastery)
Chaats'asha must be used four times to lower the opponent's Mental Shielding by one level
Costs 3 stacks
Level Three (Unlocked at The Mastery)
Chaats'asha must be used twice to lower the opponent's Mental Shielding by one level
Costs 3 stacks
Tash'nwuul ("false peace")
This move has the Guardian focus on one opponent, able to prevent a recovery action after they've gone down. However, it leaves the Guardian extremely vulnerable to attacks from third parties.
Level One (Unlocked at Mastery)
Tash'nwuul can cancel out an opponent's capacity to re-arm themselves for one action, should they be disarmed, while still allowing the Guardian their action.
Costs 4 stacks
Level Two (Unlocked at Extreme Mastery)
Tash'nwuul can cancel out an opponent's capacity to heal themselves or be healed by others for one action, while still allowing the Guardian their action.
Costs 6 stacks
Level Three (Unlocked at The Mastery)
Tash'nwuul can cancel out an opponent's capacity to escape or be extracted for one action, while still allowing the Guardian their action.
Costs 8 stacks
Itsukots ("chain; break")
This move must be purchased in addition to Kotsyun. It is unlocked at Extreme Mastery and allows the Guardian to manevoure the opponent's blade to a disadvantageous position. While it doesn't guarantee success for the next action by either Guardian or opponent, the DM should be made aware of the disadvantageous position of the opponent's blade for their next action.
This move does not place the Guardian's blade in a position of advantage, merely the opponent's in a place of disadvantage. Furthermore, if after using Kotsyun, the Guardian still has lesser strength than their opponent, this move is invalidated.
Costs 8 stacks
Won ("to free")
This is the most expensive possible move in the Guardian's Gambit. If this strike lands, assuming the lightsaber is good enough to breach the opponent's durability, it is a guaranteed kill/duel ender. It is unlocked at The Mastery.
While this move has guaranteed lethality, it does not have guaranteed success. It can be blocked, dodged, or interrupted like any other strike; and due to how expensive it is, the Guardian will only want to use it when they know it will pay off.
Costs 15 stacks
There is two things very important to note, which I will do now.
ALL of these moves, except Chaats'asha, do not have any guarantee of working. Depending on the opponent's creativity, a side-ways dodge on Kotsyun, carrying more than one lightsaber for Siqsa, or even performing some kind of parry or block; means that the Guardian's Gambit expends stacks without a guarantee for success.
The Guardian's Gambit incorporates ideas from many forms, making it a "one size fits all" approach. However, this also means it is not amazingly good when it comes to anything, except attrition of course (Guardian's Gambit consumes the least stamina of any saber form bar Soresu).
It is not amazing at fighting multiple opponents, unlike Shii Cho
It will likely be out skilled by Makashi
It will do average against Blaster Bolts, not bad, but not amazing
It will always lose a strength contest to Form V
It cannot use the Force in conjunction like Niman
It is not unpredictable like Juyo
The point is, Guardian's Gambit is just good enough at everything that one could use it without ever having to stop using it, but it's a risk. It's a gambit.
They can CHOOSE to take the risk of staying in Guardian's Gambit when their opponent switches to blasters, and this might pay off. Or it might mean they just weren't good enough to block that one bolt, and thus take a hit when they shouldn't have.
Begun Training to Skilled
Learn the simple variant of Kotsyun. Use it to just break through the guard of an equally strong opponent.
2 Day Cooldown
Engage in a legitimate combat encounter which has at least 40 DM responses. Afterwards, take your notes about what a battle of attrition was like. What worked and what didn't. Have these approved by your teacher.
2 Day Cooldown
Learn the simple variant of Asha; and use the increased attack speed to just gain the edge on an equally fast opponent in a legitimate combat encounter.
2 Day Cooldown
Learn the simple variant of Jen’sutta; and wear down an equal-tiered opponent contextually in a legitimate combat encounter.
2 Day Cooldown
In a legitimate combat encounter, maintain a stack chain of five or more without losing momentum.
2 Day Cooldown
Feat
Skilled to Proficient
In a legitimate combat encounter against an opponent, use Level 1 of Kotsyun to win the engagement.
5 Day Cooldown
In a legitimate combat encounter against an opponent, use Level 1 of Asha to win the engagement.
5 Day Cooldown
In a legitimate combat encounter against an equal-tiered opponent, build and spend stacks on two different techniques in the same fight.
5 Day Cooldown
In a legitimate combat encounter, maintain a stack chain of ten or more without losing momentum.
5 Day Cooldown
In a legitimate combat encounter against an opponent of equal or greater skill, recover from losing stacks and rebuild to win the engagement.
5 Day Cooldown
Feat
Proficient to Highly Proficient
Learn Dzwol Level 1. In a legitimate combat encounter, use it to deny an equal-tiered opponent's dodge and land a follow-up strike.
1 Week Cooldown
In a legitimate combat encounter, use Jen'sutta Level 1 to lower a slightly faster opponent's Keep-Up by one level, and capitalise on the reduced speed to win the engagement.
1 Week Cooldown
In a legitimate combat encounter against a faster and stronger opponent, use Asha and Kotsyun in combination to negate their advantages and win the engagement.
1 Week Cooldown
In a legitimate combat encounter, maintain a stack chain of 15 or more without losing momentum.
1 Week Cooldown
In a legitimate combat encounter, successfully use Dzwol to prevent an equal-tiereed opponent from disengaging, then use one move per turn in the 3 following actions to win the combat encounter.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Learn Siqsa Level 1. In a legitimate combat encounter, use it to deny an equal-tiered opponent's block and land a strike they could not have defended.
5 Week Cooldown
In a legitimate combat encounter, win by spending stacks on Jen'sutta, Kotsyun, and Dzwol at different points in the same fight, degrading the opponent's speed, guard strength, and escape options over the course of the engagement.
5 Week Cooldown
In a legitimate combat encounter against an equal-tiered opponent, win while switching between Guardian's Gambit and another lightsaber form at least once during the fight.
5 Week Cooldown
In a legitimate combat encounter against an equal-tiered opponent, build a stack chain of twenty or more across the course of a fight.
5 Week Cooldown
In a legitimate combat encounter against an equal-tiered opponent, recover from losing more than half your accumulated stacks to a single exchange, then rebuild and win.
5 Week Cooldown
Feat
Mastery to Extreme Mastery
In a legitimate combat encounter, use Kotsyun Level 2 to degrade a stronger and faster opponent's guard by two sub-levels, then capitalise on the weakened guard with Level 2 Siqsa to land a strike that ends the encounter.
7 Week Cooldown
Learn Chaats'asha Level 1. In a legitimate combat encounter, use it to progressively lower the Mental Shielding of an equal tiered oppenent from Extreme Mastery to Highly Proficient, and use this to win through a Deception-based manevoure.
7 Week Cooldown
In a legitimate combat encounter, use Siqsa against an equal-tiered opponent, wielding two or more lightsabers, successfully denying their block and landing the follow-up strike to win.
7 Week Cooldown
Using the Guardian's Gambit, defeat two equal-tiered player opponents in a legitimate combat encounter.
7 Week Cooldown
In a legitimate combat encounter against an equal-tiered opponent who has The Mastery in a saber style, survive long enough to build a meaningful stack advantage and deal meaningful damage to them. However, you don't have to win the engagement, merely get them to respect the tenacity of Guardian's Gambit.
7 Week Cooldown
Feat
Extreme Mastery to The Mastery
In a legitimate combat encounter against an equal-tiered opponent, accumulate and spend fourty or more stacks across the fight without the chain ever fully resetting to zero, while using techniques from at least three different Gambit moves.
10 Week Cooldown
Solely using Guardian's Gambit, defeat an equal-tiered opponent in a duel, while they are accompanied by an equal-tiered Blaster User. Do not use anything except Guardian's Gambit.
10 Week Cooldown
In a legitimate combat encounter against an opponent in a higher sub-tier, systematically strip away every defensive option available to them. Their guard strength through Kotsyun, speed through Jen'sutta, dodging through Dzwol, blocking through Siqsa, all within a single fight. The opponent must have had all four categories degraded before the fight ends. Win this fight.
10 Week Cooldown
Defeat an opponent in a higher sub-tier who predominantly uses the Force in a legitimate combat encounter, ONLY using Guardian's Gambit. This opponent must have the majority of their Force Abilities above the level of your Force Resistance.
10 Week Cooldown
Outlast a High 0 in a legitimate combat encounter using Guardian's Gambit.
10 Week Cooldown