The Serene Form

Alternate Names: The Sacred Form, the Way of the Void, the Art of Motionlessness, the Mirrored Way

The Serenity Form resembles the Graceful Form in that both are exceptionally beautiful styles of force swordsmanship, but where the Graceful Form seeks to impress onlookers, the Serene Form seeks deeper connection with Communion. The result is a deeply introspective technique wherein the practitioner engages in long moments of meditative stillness and silence. Used as a meditative technique, the style makes quick, precise and graceful motions like a sacred combat dance that brings the practitioner closer to the divine.

The Serenity Form also has combat utility. The Serene Form studies stillness and motion and its practitioners master both. When the character must wait, he excels at waiting: practitioners often Evaluate, Wait, or engage in Diplomacy in an attempt to talk their opponent down. When they must act, they do so swiftly and decisively, drawing their force swords with blinding speed and striking with astonishing precision, often finishing a battle in a single, beautiful and practiced stroke.

The Serene Form prefers not to move. Once a practitioner's feet are planted, there he stays. It gives ground grudgingly and, in combat, focuses intently on defense from all angles, allowing him to defeat those behind and before him, near and far, with equal ease. Practitioners often describe the world around them in three zones of control. If they cannot immediately destroy their opponent, they’ll defeat their opponent with their own attacks, typically by reflecting blaster bolts back at their attackers.

Unique among forms, the Serene Form is, in fact, practiced in two very distinct ways. It seeks a sense of selflessness that can lead to greater connection with True Communion or Broken Communion. This latter form is called “The Way of the Void,” and uses a more aggressive approach to the Serene Form. Templars claim that the Serene Form came first, and Revalis White invented the Way of the Void as a mockery of it; historians note that Templars like to blame Revalis White for everything, and point to evidence that the Satemo of the Ranathim Death Cult practiced the Way of the Void during the era of the Templars, perhaps even before.

Characters who learn one may only access the moves of that one style, or gain the hospitality of dojos that teach that one form, but may defend against attacks from the other as though they had Style Familiarity with it, as the two use sufficiently similar attack modes.

The style has proven popular among Templars after the fall, not just for its sacred connection to True Communion, but for its exceptional utility in cantina brawls and back alley fights. Satemo in the service of Death Cults often use it too, for similar reasons.

The Serene Form as Style

Skills: Fast-Draw (Force Sword), Force Sword, Meditation
Techniques: Back Strike (Force Sword), Breakfall (Judo), Close Combat (Force Sword), Combat Art (Force Sword), Counter Attack (Force Sword), Deep Trance (Meditation), Low Combat (Force Sword), Targeted Attack (Force Sword/Arm), Targeted Attack (Force Sword/Leg), Trip (Judo).
Cinematic Skills: Autohypnosis, Blind Fighting, Immovable Stance, Mental Strength, Power Blow, Precognitive Defense
Cinematic Techniques: Dual-Weapon Defense (Force Sword), Precognitive Reflection, Precognitive Fast-Draw, Springing Attack (Force Sword), Timed Defense (Force Sword)
Perks: Body Discipline (Force Sword Combat Art), Fastest Force Sword in the Galaxy, Follow Through (Force Sword), Grip Mastery (Either, Force Sword), Precognitive Fast-Draw, Quick Sheathe, Serene Defender, Special Setup (Power Blow works with Force Sword), Sure-Footed (Uneven), Sure-Footed (Slippery), Spiritual Kata (Force Sword Combat Art), Spirit Warrior (True or Broken Communion), Technique Mastery (Precognitive Deflection), Trademark Move (see below for ideas).
Optional Secondary Traits: Basic Speed, Will
Optional Advantages: Combat Reflexes, Danger Sense, Enhanced Parry (Force-sword), Weapon Master (Force Sword), Unfazeable
Optional Skills: Armoury (Force Sword), Breath Control, Diplomacy, Intimidation, Judo, Expert Skill (Hoplology), Philosophy (True Communion), Savoir-Faire (Dojo),

Serene Form — New Traits

Perks

Fastest Force Sword in the Galaxy: This is a leveled perk; each level adds +1 to Quick Draw contests for who draws their force sword first or to any contest to see who goes first, or to break ties for characters with the same Basic Speed. Cumulative with Precognitive Fast-Draw.

Serene Defender: Prerequisite: Precognitive Defense 16+; You no longer need to roll if your modified Precognitive Defense skill is 16+. Furthermore, you may improve your melee defense bonus from Precognitive Defense by applying a -4 to Precognitive Defense per additional +1 to melee defense or defense against thrown weapons or other “slow ranged” attacks. They may not reduce their Precognitive Defense to less than 10 this way.

Special Exercise (Power Blow works with Force Sword): Instead of doubling the ST of the user, double the damage of their force sword. If the character would triple their ST, instead triple the damage of the force sword.

Spiritual Kata: A successful execution of a Force Sword Combat Art move, inside or outside of combat, provides a +1 reaction to Communion for your next Communion reaction roll.

Techniques

Deep Trance
Hard
Default: Meditation-4;
Prerequisite: Meditation; May not exceed Meditation.

The character meditates deeply for one hour and enters a trance. This trance either offers the same bonuses as Autohypnosis or +1 to all Psi skills plus an additional bonus equal to 1/3 of his margin of success, to a maximum of +5. He gains +4 from sensory deprivation, +2 from a successful Breath Control roll or +2 for the Body Discipline perk and a successful roll with the appropriate skill, and may use Religious Ritual as a complementary roll.

Precognitive Fast-Draw
Hard
Default: Precognitive Defense-3;
Prerequisite: Precognitive Defense; May not exceed Precognitive Defense+3.

A force sword technically takes a full second to fully materialize, so the character cannot use it on the turn he draws it, even with a fast-draw. Characters with Precognitive Defense have learned to begin moving their blade in the split second before it is necessary, and can apply this principle to their fast-draw: they begin to draw their blade soon enough that at the exact moment of impact, the blade is fully materialized. This makes it seem like they need no time for the blade to materialize and, in practice, allows them to ignore that one second.

Roll against Precognitive Fast-Draw before rolling Fast-Draw. If successful, the character gains a +1 if drawing a normal weapon to any fast-draw contest, or may ignore the one-turn wait penalty for force swords; on a failure, the character instead spends the entire turn readying their weapon, as though they had failed their Fast-Draw roll. Optionally, the GM may allow a single point in the technique to be enough to allow the character to ignore the one-turn ready time for a force sword (provided they succeed at their Fast-Draw roll), and he may allow the character to increase the bonus they get on their fast-draw contests by +1 for every -2 applied to their Precognitive Fast-Draw roll.

Precognitive Reflection
Hard
Default: Precognitive Defense-4 to use with a Force Sword, or Precognitive Defense+0 to use with a Force Buckler; cannot exceed Precognitive Defense+0.

Force bucklers and Force Swords can return ranged energy attacks as though they had the Reflective enhancement on DR. After parrying or blocking a ranged energy attack, the character may, as a free action, roll DX-based Precognitive Reflection to hit a target. Normal ranged attack penalties apply to this attack (Range/Speed, darkness, etc), as though the character himself had made the attack. The character may do this every time he’s attacked.

Limited Reflection: At the GM’s discretion, if he feels the ability to reflect every attack is excessive, he might allow only one such attack per turn unless the character purchases Extra Attack (only reflected attacks -80%) [5].

New Option: All-Out Defense (Reflection)
The character focuses entirely on defense in such a way that he can reflect attacks back on his enemies. This requires the character to be equipped with a force sword, force buckler, or some other item that can reflect attacks. The character gains no bonus to defense, but instead gains a +1 to all Reflected attacks (or, if using the Limited Reflection optional rules, he may forgo the +1 to make as many reflected attacks as he wants for the remainder of his turn). The character may not attack (other than reflected attacks) on a turn he uses All-Out Defense (Reflection). At the GM’s discretion, this can be an extra-effort option (spend one fatigue to gain +1 to reflected attacks, or to make multiple reflected attacks if using the Limited Reflection optional rule); if so, it counts as a defensive Extra-Effort option.

The Shadowed Blade
Hard
Default: Force Sword-8; Cannot exceed Force Sword.
Prerequisite: Precognitive Defense; Secret Knowledge (the Shadowed Blade); Style Familiarity (Way of the Void); Trained by a Master or Weapon Master;

The Force Blade has a unique property in that the blade can "suddenly" materialize. Many like to speculate that, perhaps, one can attack with it deactivated to bypass an opponent's defenses and then suddenly activate for just a moment. In reality, the blade takes too long to materialize for this to be of any use unless the character can perfectly time their activation. If the GM allows this sort of attack, it represents a secret technique.

To use it, the character's blade must already be deactivated (this requires a Ready maneuver, or a Fast-Draw (Sword) roll) and then a full second for the blade to properly materialize. Thus, the blade must be off for a full second before the character's attack. If the attack succeeds, their opponent is at -4 to parry, and -2 to Block (You may dodge normally (this attack can be confusing, making it hard to block, but it really works best against those who rely on a slim blade for defense; those who move evasively do so as effectively against a Shadowed Blade as they do against a blaster pistol). who successfully predict the attack with Precognitive Defense gain +2, rather than +1, to parry or block it. As the attack has less time to damage the target, reduce damage by -1 per die (generally 8d-8).

This may only be combined with a feint only if your opponent has seen the attack before and believes you can do it, as faking an attack with a deactivated force sword tends to get no reaction from most people, or if you feint with another weapon or attack skill.

This is a cinematic technique.

Serene Form Power-Ups

The Serene Form seeks selflessness, to lose oneself in True Communion. Some take this too far, and seek the void of self-extinction. This “dark side” of the Serene Form has a name: the Way of the Void. Characters who study the Serene Form may learn either variant: treat both style familiarity perks as the same for purposes of deceptive attacks, but separate for the purposes of what specific skills and moves the characters may learn.

Serene Form – Student

20 points for Primary Style; 10 points for Secondary Style
Prerequisite: None

The Student of the Serene Form must learn both patience and speed. They learn to meditate and cultivate an inner calm, and then to draw their force sword in an instant. They also spend far more time on precognitive defense, often with grueling parrying exercises.
Those who study the Way of the Void cultivate an inner emptiness that exudes an aura of menace.

Perks: Style Familiarity (Serene Form) [1];

Skills:

  • As Primary Style: Fast Draw (Sword) (E) DX [1]; Force Sword (A) DX+3 [12]; Meditation (H) Will-1 [2] Precognitive Defense (H) IQ [4];
  • As Secondary Style: Fast Draw (Sword) (E) DX [1]; Improve Force Sword one level for 4 points; improve Precognitive Defense one level for 4 points

Lens: Way of the Void – Student: Replace Style Familiarity (Serene Form) with (Way of the Void) [1]; as primary style, replace Meditation (H) Will-1 [2] with Intimidation (A) Will [2];

Serene Form – Adept

20 points for Primary Style; 10 points for a Secondary Style
Prerequisite: Serene Form – Student

The Adept of the Serene form pours himself into precognitive defense. His skill at deflecting blaster fire exceeds that of even masters of other styles. Those who have not yet learned to cultivate their inner peace or their inner emptiness do so now.

Skills:

  • As Primary Style: Improve Force Sword to (A) DX+5 [20] for 8 points; improve Precognitive Defense to (H) IQ+3 [16] for 12 points.
  • As Secondary Style: Improve Force Sword one level for 4 points; improve Precognitive Defense on level for 4 points, Meditation (H) Will-1 [2].

Lens: Way of the Void – Adept: Requires Way of the Void – Student. As secondary style, replace Meditation (H) Will-1 [2] with Intimidation (A) Will [2];

Serene Form – Master:

20 points as primary style; 10 points as secondary style.
Prerequisite: Serene Form – Adept

Completing his training, the master of the Serene Form is the pinnacle of defense. None can compare to their precognitive defenses, and they parry with greater skill than any other master.

Traits: Enhanced Parry (Force Sword) [5]

Perks: Serene Defender

Skills:

  • As Primary Style: Armoury (Force Sword) (A) IQ [2]; Improve Force Sword to (A) DX+7 [28] for 8 points; improve Precognitive Defense to (H) IQ+4 [20] for 4 points.
  • As Secondary Style: Improve Force Sword one level for 4 points;

Lens: Way of the Void – Master: Requires Way of the Void – Adept; no further changes.

Serene Form Moves

Contemplate Endings/Edge of Eternity

5 points
Prerequisite: Style Familiarity (Serene Form or Way of the Void), Precognitive Defense

Contemplate Endings, Advanced

Practitioners of the Serene Form have blindingly fast reaction time when they want it, via the Fastest Sword in the Galaxy perk. This adds +1/level to the margin of victory for all Cascading Wait contests, fast-draw contests, or to the Stop Hit move, such as the one in Contemplate Endings. Those who wish to improve this can purchase Fastest Sword in the Galaxy 5 [5], and add +5 to their margin of success in Contemplate Endings.

Characters who take the advanced version of Contemplate Endings might also update their Trademark move:

Trademark Move(Contemplate Endings/Edge of Eternity, Advanced): While your weapon is “sheathed,” declare that you will Wait for your opponent to attack, with the stipulation that if he attacks, you'll attack at the same time. If your opponent attacks, make a Precognitive Fast-Draw+1 roll and, if successful, make a Fast-Draw (Sword)+1 roll. If successful, draw your force sword with it instantly readied, and make a Deceptive attack against your opponent. Roll Force Sword-3 in a quick contest with your opponent’s attack; add +5 to your margin of success. If you hit and win the contest, your opponent defends at -3 (-5 if they want to parry with the same weapon they attacked with. If you miss or you hit but your opponent won the contest, you defend at -1 (-3 if you want to parry with the same weapon you attacked with). If you defeat your opponent with this move, make a free and immediate Intimidation roll (at +1, in addition to any other situational modifiers you might have) against those who witnessed it.

This move teaches the Trademark Move “Contemplate Endings” (for the Serene Form) or “Edge of Eternity” (for the Way of the Void). This move teaches the user to be impressive. If you defeat an opponent, you may make a free intimidation roll immediately (if in the midst of combat, you still suffer a -5 to your roll, but you gain +2 if you knocked your opponent out, +5 if you killed him, and +1 if you removed a limb). Furthermore, you no longer need to wait a turn after activating your force sword for the blade to “solidify,” and you gain a +1 to the margin of success on all Stop Hits or Fast-Draw contests.

Trademark Move(Contemplate Endings/Edge of Eternity): While your weapon is “sheathed,” declare that you will Wait for your opponent to attack, with the stipulation that if he attacks, you'll attack at the same time. If your opponent attacks, make a Precognitive Fast-Draw+1 roll and, if successful, make a Fast-Draw (Sword)+1 roll. If successful, draw your force sword with it instantly readied, and make an attack against your opponent. Roll Force Sword+1 in a quick contest with your opponent’s attack. If you hit and win the contest, your opponent defends at -1 (-3 if they want to parry with the same weapon they attacked with). If you miss or you hit but your opponent won the contest, you defend at -1 (-3 if you want to parry with the same weapon you attacked with). If you defeat your opponent with this move, make a free and immediate Intimidation roll (at +1, in addition to any other situational modifiers you might have) against those who witnessed it.

Perks: Follow Through [1], Trademark Move (Contemplate Endings or Edge of Eternity) [1]

Skills: Spend 1 point to improve Fast Draw by one level to Fast Draw (E) DX+1 [2].

Techniques: Precognitive Fast Draw (H) Precognitive Defense +0 [2]

Dance of Serenity/Dance of Death

5 points
Prerequisite: Style Familiarity (Serene Form Serene Form or Way of the Void), Meditation

The Serene Form began as a means of cultivating a connection to Communion through the motions and kata of the Force Sword. Those who master these kata can go through those motions for an hour and, if their Combat Art (Force Sword) roll succeeds, gain a +2 to enter a Deep Trance. Furthermore, the successful use of Combat Art, either in the midst of a minute-long kata-dance, or in the midst of combat, grants a +1 to their next Communion Reaction roll.

Finally, they may apply the Sanctity level of the area around them as a bonus to all combat rolls: +1 for High True Communion Sanctity, and +2 for Very High True Communion Sanctity, and -1 for Low or No True Communion Sanctity.

Perks: Body Discipline (Force Sword Art) [1]; Spiritual Kata (True Communion) [1]; Spirit Warrior (True Communion)
Techniques: Combat Art (A) Force Sword+0 [2];

Lens – Way of the Void: Dance of Death: Replace Spiritual Kata (True Communion) with (Broken Communion) and Spirit Warrior (True Communion) with (Broken Communion).

The Empty Hand (Serene Form only)

5 points
Prerequisite: Style Familiarity (Serene Form)

The Empty Hand, Advanced

Many Serene Form practitioners are pacifists who seek to kill only as a last resort. They draw their weapon only at the last moment to prevent hostilities from escalating and will put their weapon away in an instant when they see that there may be some other solution. Thus, some practitioners further develop the art to help them disarm their opponents. These two advanced moves assist with that.

The Captured Hand
4 points
Prerequisite: Style Familiarity (Serene Form), the Empty Hand, Trained by a Master

The character learns to respond to an attack with a grapple. After a successful used Judo to parry a melee attack, they may immediately attempt to to make an Arm Lock with Judo+4 if they're opponent is still within one yard and they have two hands free. See MA p. 65 for more. Furthermore, characters who have been Trained by a Master may attempt to immediately capture their opponent's hand on a parry; they roll Judo Parry-2 against an unarmed opponent to capture their hand, and against an armed opponent, apply a -3 to their Judo Parry and an additional -3 to -5 for the weapon size. If the parry succeeds, the opponent's hand or weapon is immediately grappled.

This move synergizes with the Emptied Hand, below. It halves the penalty for weapon size (-3 becomes -1; -5 becomes -3) and eliminates the need to first Grapple an opponent's hand before attempting a disarm (the Hand Catch Parry is a grapple!).

At the GM's discretion, this move also allows the character to "catch" ranged attacks. He must first succeed at a Precognitive Defense roll, and if successful, you may treat your Judo Parry as Parry Missile Weapon (B212). Apply those normal modifiers, and allow the character to catch bullets on a -5, and be sure to apply the Precognitive Defense bonus (usually +1) to parrying "slow" ranged weapons, such as thrown weapons. Success means the character snatches them out of the air. Given the limited utility of this ability in Psi-Wars (you can't "catch" blaster attacks), it seems fair to allow players to perform this feet without first buying the Parry Missile Weapon skill.

Techniques: Arm Lock (A) Judo+4 [2]; Hand-Catch Parry (H) Judo Parry+0 [2]

The Emptied Hand
5 points
Prerequisite: Style Familiarity (Serene Form), the Empty Hand

This teaches the character to Grab their opponents weapon and then disarm them. They may first Grab their opponent's weapon by rolling Judo-2. If they hit, they and their opponent can wrestle over the weapon with a Regular Contest of ST-based Disarm (St-based Judo+5 for the Serene Form stylists) vs ST-based weapon skill or ST-based Retain weapon. If the practitioner wins, he has the weapon; if he loses, he loses his grip on the weapon.

Techniques: Disarm (H) Judo+5 [3]; Targeted Attack (Judo Grab/Weapon) (H) Judo-2 [2].

The Serene Form seeks to protect life. The templar draws his blade only if strictly necessary, in defense of himself or others. And, if necessary, the Templar can learn to put away his weapon just as quickly and defeat his opponent in a non-lethal manner. Those who know the Empty Hand may reduce the time to put away their force sword from two seconds to a single action, and reduce this further to instantly put away their force sword with a Fast-Draw (Sword) roll. They also learn the basics of grapples, throws, trips and defending themselves against unarmed attacks..

Perks: Quick Sheathe (Sword) [1]

Skills: Judo (H) DX [4].

Endless Execution (Way of the Void Only)

5 points
Prerequisite: Style Familiarity (Way of the Void), Trained by a Master or Weapon Master

The character learns to channel greater power into their force sword. This move teaches Power-Blow, and it also teaches practitioners to use Power-Blow with their force sword.

Perks: Special Exercise (Power Blow works with Force Sword) [1]

Skills: Power Blow (H) Will [4].

Mirror Blade Defense

5 points
Prerequisite: Style Familiarity (Serene Form or Way of the Void), Precognitive Defense

Soldiers experienced in fighting masters of the Serene Form do not fear their ability to deflect blaster fire nearly as much as they fear their ability to deflect that fire back at the firer! With this move, the martial artist gains a +3 to reflect attacks back at the attacker (or to any other location they can hit). This deflection can only happen after a successful parry, accepts all normal ranged attack penalties (vision, range, etc) and the character cannot “aim” the attack. Roll Precognitive Defense +3 to hit.

Perks: Technique Mastery (Precognitive Reflection) [1]

Techniques: Precognitive Reflection (H) Precognitive Defense+3 [4]

Stillness/The Void Endures

5 points
Prerequisite: Style Familiarity (Serene Form or Way of the Void), Weapon Master or Trained by a master

The Serene Form teaches the practitioner the totality of defense. They learn to understand their surroundings in concentric circles of threat, like ripples of a pool, and to see their allies and enemies as additional ripples in the same pool. They learn to defend themselves from attack from all quarters, to defend their opponents with ease, and to attack those behind them at Force Sword-1.

Those who learn the Way of the Void variant lose connection with others, but gain greater ability to strike those behind them at Force Sword+0.

Perks: Sacrificial Parry [1]
Techniques: Back Strike (H) Force Sword-1 [1]; Dual Weapon Defense (H) Force Sword+0 [1], Timed Defense (H) Force Sword Parry +0 [2]

Lens – Way of the Void: The Void Endures: Replace Sacrificial Parry with +1 Back Strike.

Serene Form Exercises

Inner Peace (Serene Form only):

20 points
Prerequisite: Style Familiarity (Serene Form), Trained by a Master or Weapon Master

The character has learned to cultivate an inner serenity even in the midst of battle. This makes him an implacable psionic foe. He can also force his opponent to witness that inner peace and weigh his desire to fight against the certainty of his death in the face of such a powerful opponent. Many consider this the signature of the Serene Form: a master can force his opponent to back down with nothing but a focused stare.

The character initiates a Contest of Wills (MA 130), he gains a +1 to all rolls and his opponent resists being drawn in at -1.

Traits: Will +3 [15]

Perks: Trademark Move (Contest of Wills) [1]

Skills: Mental Strength (E) Will+2 [4]

The Eyes of Death (Way of the Void only)

19 points
Prerequisite: Style Familiarity (Serene Form)

Similar to the Serene Form’s inner peace, the martial artist has come to accept death and the ghosts he walks among. They no longer frighten him: nothing does. He can invert this fearlessness with a glance, imposing his will subtly on those who look upon his eyes; none dare oppose him.
The character initiates a Contest of Wills (MA 130), he gains a +1 to all rolls and his opponent resists being drawn in at -1. Note that Unfazeable also grants +5 to Contests of Wills!

Traits: Unfazeable [15]
Perks: Fearsome Stare [1], Trademark Move (Contest of Wills) [1]
Skills: Improve Intimidation to (A) Will+1 [4] for 2 points

Uncanny Awareness

19 points
Prerequisite: Style Familiarity (Serene Form or the Way of the void), Trained by a Master or Weapon Master.

Characters trained in the Serene Form learn to take in the totality of their environment. For true masters, this results in an uncanny ability to detect danger or opponents that they can’t, by rights, even see, even if their opponent manages to cloud their psychic senses. This exercise is often taught alongside Stillness or the Void Endures.

Traits: Danger Sense [15]

Skills: Blind Fighting (VH) Per-1 [4]

Serene Form Secrets

The Shadowed Blade (Way of the Void only)

5 points
Prerequisite: Style Familiarity (Way of the Void), Precognitive Fast-Draw

Those who learn that practitioners of the Serene Form or the Way of the Void can “instantly” activate or deactivate their force swords, they may grow excited at the prospect of deactivating a force sword and then activating it during the instant of attack to bypass a weapon. This is possible, attacking while the blade is still materializing, but extremely difficult and prone to failure, as a miscalculation can easily mean that the attack goes wide, and often the attack does less damage than a completely sweeping attack would do, but parrying or blocking a blade that has not yet materialized is, indeed, quite difficult.

Only the Way of the Void teaches this secret technique. To use it, the blade must be completely dematerialized; this requires a full turn after disabling the force blade. Roll Force Sword-1 to attack this way. On a success, their opponent has a -4 to parry or a -2 to block (They may dodge normally). Characters who successfully predict the attack with Precognitive Defense gain +2, rather than +1, to parry or block it. If the attack hits, the damage of the force sword is reduced by -1 per die (generally 8d-8), as the blade has less time to harm the target.

Perks: Secret Knowledge (The Shadowed Blade) [1]

Techniques: The Shadowed-blade (H) Force-Sword-1 [4].

Serenity between Seconds (Serene Form only)

19 Points (13 points if the character already has Combat Reflexes)
Prerequisite: Style Familiarity (Serenity Form), Meditation, Trained by a Master or Weapon Master

According to legend, masters of the Serene Form move faster than they eye can see, reacting to a world of stillness. They can slice through raindrops and catch a fly with their bare hands. If this is true, this is surely a Secret Technique.

Characters with Sereneity Between Seconds may, during fights or other moments when time matters and their adrenaline would be up, Concentrate and roll Meditation. If they succeed, for the next minute, they gain the benefits of Enhanced Time Sense. This means they can dispense with all contests, as they’ll always win unless facing someone else with Serenity Between Seconds (or Traders, or sped-up robots, etc).

Perks: Secret Knowledge (Serenity between Seconds) [1]

Traits: Enhanced Time Sense (Emergencies Only -30%; Psionic -10%; Requires Will Roll -5%; Requires Concentrate -15%) [18]; This trait costs 12 points if the character already has Combat Reflexes.

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