Form V: Shien / Djem-So in Star Wars: Shards | World Anvil

Form V: Shien / Djem-So

This is a derivation of the writeup of Jedi Form V, found on the site for D6 Holocron HERE, and HERE. Credit goes to the fine folks at D6 Holocron

Form V: Shien ( also known as Djem-So )


Shien, or Djem-So the "Perseverence Form", is a form that evolved out of the Soresu form by masters that desired a more offensive form that enabled shorter combats. It was developed by melding the defensive maneuvers of the Soresu form with the philosophy and tactics found in the Makashi form. In addition, this offspring of the two forms required a higher level of physical strength than did its two source forms. The reason for the is the core philosophy and focus to fully dominate an opponent.


The reason for the dual names is that Djem-So is a slight variant for this form. This variant looks almost identical to Shien save for the tendency to utilize more Makashi movements and stances than traditional Shien. Shien is often used as the classical name, for when the form was first developed during the time of the ancient Republic. Djem-So is the modern name.

One of the key concepts of Djem-So is that it is well suited for use against blaster fire, with the skilled practitioner able to not only block blaster bolts but also direct them back at the Jedi's opponent. This allowed the practitioner to guard themselves without sacrificing one's ability to counterattack, another key cornerstone of the form.


Counterattacks in Djem-So followed the same guidelines in that the Jedi using this style would seek to follow every attack with one of their own, attempting to turn the opponent's own blow and strength against them, thereby dominating the duel. This, in turn, did keep a serious focus on brute strength with wide, powerful strikes and parries that were always followed by a counterattack.


In fact, it's this aggressive philosophy of attack and counterattack that is at the heart of some disapproval of the style. But there were many renowned Jedi who are considered masters of this style such as Plo Koon, Anakin Skywalker, and Agen Kolar.


Game Mechanics

  Advanced Skill

Attribute: Knowledge
Difficulty: Moderate(15)


To use Djem-So, a character rolls once at the start of the combat. If the character succeeds, the skill stays "up" for 2 x die code of Djem-So. While the skill is "up", it does not count toward skill use after initiation for determining the die code penalties.


If the character fails the roll to initiate the form or the combat has lasted longer than 2 x the die code of Djem-So, that character will need to leave the combat ( not go into cover but actually leave the combat ) for 30 seconds, or 6 rounds of combat in order to reactivate the form. An example of this was Qui-Gon Jinn sitting down during the fight with Darth Maul during Episode 1.



  • Add Half Tactics (round down) to Lightsaber Combat when performing a melee parry against another melee weapon with a lightsaber.
  • Add Sense to Lightsaber Combat versus blaster or other ranged attacks as mentioned for Lightsaber Combat when using a lightsaber to defense against blaster fire. Add Half Tactics (round down) to Control to attempt to direct where the deflected bolt goes. AP
  • Add Alter to Martial Arts when attempting to perform Martial Arts: Power Block against an opponent ( lightsaber not required).
  • On a successful Melee Parry, Character may make one immediate counterattack++ to that opponent using melee combat or lightsaber added to half tactics ( round down ).
  • Add +1 pip for every 2D in Control when performing a Dodge or Melee Parry while fighting more than one opponent.

Prerequisite skills


Because Shien / Djem-So is an advanced skill, the Jedi that masters it must have 5D in the Lightsaber skill. They must also have at least a 5D in Martial Arts, 3D in Tactics and a 2D in Alter and Control.


Concentration ( or Rage if practitioner is a Dark Sider )
Absorb / Dissipate Energy
Enhance Attribute
Combat Sense


Control and Sense
Lightsaber Combat




Melee Parry




Martial Skills (as described in the Star Wars SpecOps book)
Elbow Smash
Multiple Strikes
Power Block
Instant Knockdown

+ Note that the above is in addition to the benefits from Lightsaber Combat and some bonuses can be applied for use without a lightsaber.


counterattack game mechanics definition


In Melee Combat -- untrained, brawling, martial arts, various melee-range combat skills using tools or weapons, any Fighting Style focused on melee range conflicts -- a counterattack goes like this:

1) Opponent attempts a Melee Attack on Viewpoint Character.

2) Viewpoint Character attempts to defend via Reaction Skill and, unless a Special Exception is noted in the Reaction Skill being used, succeeds. This defense may be accomplished by dodge, parry, block, or any other relevant Reaction Skill according to the GM's ruling, so long as Viewpoint Character had a Dice Action available to them in that round.

3) Viewpoint Character may attempt one immediate counterattack on the Opponent without having held out an extra die from Actions within that round.

4) Opponent may attempt to defend via Reaction Skill if they had held a Dice Action in reserve for defense this initiative round.

Whether the counterattack succeeds or fails, the initiative round continues on to next participant at this point. The Opponent does not under any circumstance have an option to counterattack an attempted counterattack.

"Passive defenses" such as concealment or the innate defensive properties of armor do not create an opportunity for a counterattack. Only Reaction Skills qualify!

check here for the Djem-So Aimed Parry technique versus incoming blaster fire!

Djem-So: Aimed Parry of Incoming Blaster Fire

One of the key concepts of Djem-So is that it is well suited for use against blaster fire, with the skilled practitioner able to not only block blaster bolts but also direct them back at the Jedi's opponent. This allowed the practitioner to guard themselves without sacrificing one's ability to counterattack, another key cornerstone of the form.
— (see above)

In most Tera Kasai forms, a Jedi defending themselves or others from incoming blaster fire can choose not to dodge, but instead call upon The Force to parry the blaster bolts with their lightsabers:

The Jedi must declare parry that round, using lightsaber melee skill only. The Jedi may attempt to control where the bolt goes as an extra action: declare which shot will be controlled, roll to parry, roll control vs the target's dodge or the range. Damage will equal that of the original bolt.
Lightsaber Combat article

Since Djem-So incorporates more counterattack techniques, the form provides different advantages with different restrictions. A Djem-So practitioner can bring more power to their parry, then counterattack by aiming the parried blast with a greater chance of effectiveness. However, this technique requires great focus!

Usage Restrictions

  • As with the more broadly-used Teras Kasai technique of blocking or parrying blaster fire, the practitioner must already have Lightsaber Combat active. By this initiative round, it is too late to activate Lightsaber Combat plus use the Djem-So Aimed Parry technique. Similarly, other abilities must already be active before this initiative round -- nothing can be activated in the same moment as this defense-and-counterattack technique.

  • The Djem-So practitioner can only use this alternate parry method if they eschew all unrelated actions for the entire initiative round.
    • No moving their position for the entire initiative round. If in a vehicle, they cannot reposition themselves within the vehicle.

    • No communication longer than five syllables, total, for the entire initiative round.

    • No use of skills, equipment, or Force Powers except those that directly contribute to the parry and counterattack rolls described here.

    • Particularly, because this technique connects two actions per blaster shot, Concentrate cannot apply.

    • Particularly, the practitioner cannot in this initiative round maintain or activate Absorb/Dissipate Energy, nor use Force of Will, Telekinesis, or other defense-enhancing or environment-affecting abilities.

    • Particularly, the practitioner cannot simultaneously use perception-enhancing Force techniques that are designed for purposes other than combat, such as Magnify Senses.

    • Particularly, should the practitioner be stunned or wounded, even if after this action but within the same initiative round, they will not have the option to Control Pain, Resist Stun, or Remain Conscious.

    • If martial arts: blind-fighting was already in use during combat, it can continue, but cannot be freshly activated as a reaction skill in this initiative round.

  • The technique incorporates a specific free counterattack, also via Djem-So: to aim the parried blaster shot at a specific target. Other counterattacks are not compatible with this technique.

Djem-So Aimed Parry

  1. Roll the Lightsaber parry.

    Lightsaber Combat must be active to use this technique; add Sense dice and pips.

    If Danger Sense is active, add +1d+0 for parry. Alternatively,

    If Battle Meditation is active, add +4d+0 for parry.

    If Combat Sense is active, add +2d+0.

    If the period of increased connection to The Force is still in place from recent Emptiness meditation, add +1d+0 per half hour of meditation.

    Subtract -2d+0 as the burden of maintaining the Control and Sense Skills.

    Subtract indicated dice as needed due to current injuries.

    Do not subtract a die for "multiple actions" of the upcoming counterattack!

    Check with the GM as to whether dice should be withheld for Aimed Parry of multiple incoming blaster bolts.

    So long as this technique is the only action in a single initiative round, without having to relocate themselves to a different spot in the scene, the practitioner may be able to attempt Djem-So Aimed Parries versus multiple attacks in a single phase.

    If the above parry was successful, the Djem-So practitioner may make a free counterattack to aim the parried blaster shot back toward the attackers:

  3. Roll Control Skill.

    Add half the practitioner's dice (not pips!) in Tactics Skill.

    If Combat Sense is active, add +2d+0.

    If the period of increased connection to The Force is still in place from recent Emptiness meditation, add +1d+0 per half hour of meditation.

    Subtract indicated dice as needed due to current injuries.

    No other dice withheld!

Damage will be determined by the weapon that fired the original shot.




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