Since all martial art forms are advanced developments of common brawling (armed or unarmed), they require far more than just muscles or dexterity. Just because a character is strong, it doesn't mean that he knows the techniques to execute a correct grip, or how to kick in a way that causes more damage. But still, a stronger character or a character with higher dexterity, will always have a better base to start his training from. When learning a new martial art form, character will first have to learn the skill from 0D up to the level of the attribute that the art form is based on.
At the time of creation, you first buy the attribute level, which cost 1D multiplied by the cost (round up) of the martial art that is learned.
Between adventures the price for the attribute level is 4 character points, multiplied by the cost of the martial art that is learned.
Example 1: At the time of creation, a character with a strength of 3D decides to learn Chorian Attack Training which is strength-based. The normal cost to gain the attribute level is 1D. The cost for Chorian Attack Training is x2, so the price is 2D. Up to a skill of 3D, this character must pay no more than 2D. If this character would have a strength of 3D+1 or 3D+2, these extra pips are ignored; when the 2D are paid, he is considered to have a skill equal to his strength.
Example 2: Between adventures, a character with a strength of 3D decides to learn Chorian Attack Training which is strength-based. The normal cost to gain the attribute level is 4. The cost for Chorian Attack Training is x2, so the price is 8. Up to a skill of 3D, this character must pay no more than 8 character points. If this character would have a strength of 3D+1 or 3D+2, these extra pips are ignored; when the 8 character points are paid, he is considered to have a skill equal to his strength.
When the character already have the skill (attribute level), it is increased in the same way as ordinary skills, but the price is still multiplied by the combat forms cost.
AKKITAITOH
Modern boxing style made out of several other martial arts punching techniques. Extremely fast. Practically all focus on power has been moved over to speed. The legs are used for moving and, in rare cases, parrying.
Cost: x1.5
This skill is dexterity-based.
Effect:
May not be combined with any other skill. May be used both for attack and defense. Multiple-use-penalty is only -2 (instead of -1D) for this skill. If user for some reason can not use his hands, this skill is useless. If only one hand can be used, user suffer a -2D penalty on this skill. If user can not move legs, he suffer a -2 penalty on this skill.
Damage: Strength +1
Special option: Pick ”feint” from the list over additional special options.
Boxing is one of the most common martial art forms in the galaxy, and there are many different styles. I have made 2 versions that are typical for most boxing forms: "Boxing" and "Advanced boxing".
The grade-systems differs from style to style. Differently colored gloves and/or belts are very common, but most common are weight classes.
Cost: x1
Effect:
May only be combined with "Brawling parry". May only be used with hands. If the users hands are tied up, this skill may not be used. If the users feet are tied up, this skill is reduced by 1D. If user for some reason can only use one of his/her hands, this skill is reduced by 1D.
Damage: Strength+1D
ADVANCED BOXING
Cost: x1.5
Effect:
May be used both for attack and defense. May only be combined with "Dodge". May only be used with hands. If the users hands are tied up, this skill may not be used. If the users feet are tied up, this skill is reduced by 1D. If user for some reason can only use one of his/her hands, this skill is reduced by 1D.
Damage: Strength+1D+1
BACKGROUND:
Most boxing styles have been developed with the same goal; a noble fighting sport without crude and cowardice moves such as kicks, and no tumbling around on the ground. Most boxing styles are sports from the beginning, and are therefore very straight and honest as they are based on specific rules that each boxer is expected to follow. Others are serious combat forms, meant for killing or injuring. One of the more infamous of these is Tattarantian boxing, where both elbows, knees and even a few grips are allowed. Another one is Akkitatoh (Se above).
Crossing between several martial arts from the Choria system. Improved by a group of highly skilled assassins. Since all attacks are fast, and never "right-on", unskilled defenders are often having big problems with parrying or dodging them. As the name implies, this is a quite aggressive combat form. Could be compared to a crossing between Taido and panter-style Kung Fu.
Some schools use a grade-system that is divided into 10 grades. The grades have no specific name, but are just referred to as "Grades". They are not shown in any way. First grade requires a skill of 4D. Each 2 pips beyond that is one grade higher.
Cost: x2
Effect:
May only be combined with "Brawling parry", "Melee
combat", "Melee parry" and "Dodge".
Opponents not fluent in this combat form suffer a -2D penalty on all defensive rolls.
Damage: Strength+1D+1
BACKGROUND:
Chorian attack-training consist mainly of 3 combat forms; Kai-Dann, Pathí and Dûss-Tann-Koch. Kai-Dann is an old sport art, mainly made out of punches and kicks. Demands quite much stamina and raw strength. Pathí contains lots of acupressure and grips. It was founded by military field medics that where stranded together with no more than three unarmed soldiers, for 18 years in enemy territory. Dûss-Tann-Koch is based on speed and balance. Veer off in a confusing acrobatic move, rather than trying to parry an incoming attack, or hit first.
These are typical stats for Commando-training and Street-fighting in general. There are variants beyond count throughout the galaxy. A good description of most of them is “A slightly improved brawling, with a big bunch of nasty tricks”… Street fighting is the result of gang members with different backgrounds and fighting skills, that teach each others to fight. Thus fragments of countless martial arts can be found in many street fighting styles, while some styles are little more than advanced brawling. Many military units train their soldiers just so that they aren't helpless in case they meet trained resistance, while some other units train more advanced fighting techniques, in order to make them less limited to their weapons. Some rebel commandos are skilled in a specific form known as K'tara.
Since their purpose and ways of creations are so similar, I have collected both Commando-training and Street-fighting under one skill, but to reflect the many choices, I have made two variants; One common and one Advanced.
Grades can be shown in many ways, if shown at all or if there are any. Belts or military insignias are quite common in Commando-training, while most Street-fighting styles have no grades at all.
“Common” COMMANDO-TRAINING/STREET-FIGHTING
Cost: x0.5
Effect:
May only be combined with “Brawling parry” or “Dodge”. If combined with “Dodge”, double multiple-use-penalty.
All users penalties and opponents bonuses that are due to opponents eventual martial arts, are reduced by 1D.
Damage: Strength +1
Special option: -
“Advanced” COMMANDO-TRAINING/STREET-FIGHTING
Cost: x1.5
Effect:
May only be combined with combat skills. If combined with non-close-combat skills, double multiple-use-penalty.
All users penalties and opponents bonuses that are due to opponents eventual martial arts, are reduced by 1D.
Damage: Strength +2
Special option:
Pick “Disarm” or “Grip”, from the list over “Additional special options”.
Extremely aggressive combat form, founded by tribal warriors from the planet Waleen (Outer rim). The trainees are taught to use each single part of their body in the best possible way to inflict as much damage as possible. A very important part of the training is to control ones own adrenaline flow, especially to raise it. Coustatch is forbidden in the inner rim due to its huge training casualties; Of each 10 that starts training Coustatch, within a year 1 die and 4 are so crippled that they can´t continue their training -normally... Could be compared to a crossing between Thai-boxing, Tiger-style Kung-fu and berserker-rage.
The grade-system is divided into three steps; Pupil, Teacher and Master. The grade is shown with different colored borders on the clothes. Pupils color is green, teachers is blue and masters is red. The pupil grade is never reached or accomplished; the user has it from the first pip that he learns in this skill, until he reaches a skill of 6D and is given Teacher-grade. 9D is Master-grade.
Cost: x2
Requirements: At least 4D in "First aid: crush-wounds" and at least 5D in "Stamina". Strength versus damage (armor not counted): 3D+1. To exceed a skill of 6D requires a Str vs damage of 3D+2. To exceed a skill of 9D requires a Str vs damage of 4D.
Effect:
May only be combined with "Brawling parry".
Opponents not fluent in any martial arts suffer a -1D penalty on all defensive rolls.
Damage: Strength+2D. +1 for each 5 that user beats difficulty with.
Special option: "Power-punch"
User may concentrate on one powerful blow. This action may not be combined with any other actions. Opponents suffer no defense penalty.
Damage: Strength+3D. +1 for each 4 that user beats difficulty with.
BACKGROUND:
The planet Waleen was very isolated until about 100 years before the destruction of the first death star. The only offworld contact that gave any martial arts exchange, was with the Tattaranti system, from which the Coustatch masters got some elements from the fierce Tattarantian boxers, that used mainly punches, elbows, knees and sometimes grips.
Totally defensive combat form that was founded 6000 years prior to the destruction of the first Death Star, by a jedi named Garras Tivalio. The name simply means "Garras´ defense". Could be compared to Aikido.
There are two grade systems. The original system is not shown in any way. It is divided into beginners (up to 4D), advanced pupils (up to 6D), teachers (up to 9D) and developers. It is unknown why the younger system was developed. The older is a bit more common.
The younger grade system is divided into 11 steps that are shown on the color of the users clothes and belt.
Cost: x1
This skill is Dexterity-based.
Effect:
This skill is used in stead of "Brawling parry". May only be combined with "Dodge".
If successful, opponents attack is parried, and opponent takes damage. Damage: (the damage that opponent tried to cause on user)/2(round down)+1D. Add 1 to damage for each 5 that user beats difficulty with. If used to parry an armed attack, difficulty is +5 instead of +10.
All USERs penalties and opponents bonuses that are due
to opponents eventual martial arts are nullified.
Special option: Disarm
User may choose to try to disarm an armed opponent, instead of causing damage. This must be declared before the attempt is made. The difficulty for such a maneuver is the same as when using this skill normally, but opponent takes no damage. If successful, opponents weapon (melee weapons only) is flung away 1D+2 meters behind user. If roll beats difficulty with more than 7, user may keep weapon, and use it if desired.
BACKGROUND:
It is unknown whether Master Tivalio where fluent in any martial arts before he founded this one...
Very defensive combat form that was founded by a man who was a grand master of several martial art forms including "Garras toush" and "Chorian attack-training". The main idea behind Gassalarion gon golloth is to find flaws in opponents attacks, and use them. Could be compared to a crossing between Aikido, Taido and Jeet kune do.
The grade system is divided into 7 grades. The first three of these grades are shown with different colors on the users belts. When the fourth grade is achieved, the trainee is given a belt with a fourth color, but each grade beyond that is called "thon-tha" and is not shown in any way. A skill of 4D gives the first grade: Grey belt. 5D: Green belt. 6D: Blue. 7D: Yellow. 8D: First "thon-tha". 9D: Second "thon-tha". 10D: Third "thon-tha".
Cost: x1.5
Effect:
This skill may only be combined with "Dodge" and "Brawling parry". If opponent is attacking during the same round as user is using this skill, user receives a +1D bonus to this skill. All USERs penalties and opponents bonuses that are due to opponents eventual martial arts are nullified. This skill may be used to parry an armed attack. When doing so, difficulty is +5 instead of +10.
Damage: Strength+2.
If opponent is attacking during the same round, damage is: Strength+1D+1. +1 for each 5 that user beats difficulty with.
Special option: Disarm
An unarmed user may attempt to disarm an armed
assailant (Melee weapons only). Combine this skill with "Brawling parry" as usual. If the "Brawling parry"-roll succeeds, this skill may be used. Difficulty: Opponents Perception-roll. If successful, opponents weapon is flung away 1D+2 meters behind user.
If trying to disarm an opponent that is not attacking,
skip the "Brawling parry"-roll, and difficulty is
opponents Strength-roll. If opponent is aware of users
presence (not surprised), he may choose "Melee parry"
for difficulty, instead of Strength.
BACKGROUND:
Except from Chorian attack-training and Garras Toush, Gassalarion Gon Golloth include moves from Kharr-Burgoth and Teakourinn. Kharr-Burgoth is the art of handling really bad situations. It is a very defensive combat form that mainly revolves around fighting unarmed against armed assailants, and fighting blindfolded. Teakourinn is a modern combat form from Choruscant, composed as a practical self defense for civilians. It handles most threatening situations that can be encountered in a modern city. Important components in this combat form are intimidation, reflexes and grip breaking.
Founded immemorable long ago. Its founders are long forgotten. Rumors says that it derives from agents from an intelligence organization involved in the foundation of the Old Republic. Gittininn contains almost no kicks, and all attacks are very soft. Soft but lightning fast. Most of them are executed with the fingertips on opponents weak points. Could be compared to a crossing between serpent style and mantis style Kung-fu and Shorinji Kempo.
There are no grades in Gittininn. Opponents interested in the users skills will simply have to see for them selves...
Cost: x2
This skill is Dexterity-based.
Requirements: Dexterity 3D, and Perception 3D.
Effect:
When fighting against opponents not fluent in any Dex-based combat form, the users initiative is increased with 1D. Opponents not fluent in Gittininn suffers a -1D penalty on all defensive maneuvers.
Damage: Perception+1D. +1 for each 5 that user beats difficulty with.
Special option: "Tranquillizing hit"
To tranquillize an opponent, user makes a normal attack with +5 in difficulty. Damage: Perception. +1 for each 2 that user beats difficulty with. If hit, and damage is "Wounded" or lower; no effect. If hit and damage is "Incapacitated" or higher; hit body part is unusable -but still not wounded in any way- for 1D+2 minutes. If this affects opponents head or torso, opponent is unconscious for 2D+2 minutes.
This is a combat form that I don´t know much about. I know that it is mentioned in the "Thrawn trilogy sourcebook" and that Lt. Machel Kendy with his 10D+2 in this skill is considered to be a Grand Master. K'thri dates back to the Old Republic, and is partly a sporting style with much foot work. It mainly revolves around speed and fluid motions, and contains quite many flashy techniques. The stats written here, are my suggestion.
I suppose the grade system looks something like this: 6D: Teacher. 8D: Master. 10D: Grand Master.
Cost: x1.5
Requirements: Dexterity 3D.
Effect:
May be combined with any combat-skill.
Before each use of this skill, user must choose one of the following: Increase his skill with 1D, give opponent -1D penalty on all defensive maneuvers (versus this attack) or combine the attack with any one other skill (at normal multiple-use-penalty).
Damage: Strength+1D
Founded and used by a species known as Noghri. The Noghri where tricked to work as assassins for the Empire. A task that they handled frighteningly effective, partly due to their training in this combat form, which they where introduced to at an early stage. Noghri martial arts is based on speed and reflexes.
Cost: x2
Effect:
When fighting against an opponent who doesn't have any "Martial art"-skills, user receives +2D to his "Noghri martial arts".
Damage: When fighting against someone without this skill. Strength+1D+2
Sword-based combat form, founded by a group of religious warriors known as the Ghañollums, from the Coo-bai moon in the Ghûlie system (borderland between Outer rim and Wild-space). These warriors uses a short type of two-hand-swords. These swords are treated and tended like important persons. When a sword breaks, it is buried and honored by its owner, like a fallen brave warrior. The sword or object that broke it is respected like a powerful victor, but may be challenged again… The training is very elitistic, and the newcomers are taught in a quite dishonorable way, that they are nothing but lousy rookies until they have accomplished their first grade, and that takes time… The training has clear influences from the Ghañollums religion. it is divided into three ways –one way for each one of their gods; Bûñie’s, Darno’s or Khûmbaa’s way. Bûñie is the noble, burning and powerful justice-god. Darno is the earthbound, peaceful and thinking defender. Khûmbaa is the wild, deceitful and airborne attacker. Could be compared to a crossing between Kenjutsu, Kali and Wushu.
The real Ghañollum swords are made ritually but in a modern technique. Their dark gray blades are made of a strontium-titanium-rhodium-reinforced ceramic, with an iridium-titanium-reinforced edge. The edge goes straight from the hand guard to the tip of the blade, while the back of the sword goes straight from the hand guard for about two thirds of the blade length, where it with a sharp angle turns downwards to meet the edge at the tip of the blade. The hand guard protrudes only on the edge-side. Depending upon their size and quality the damage is Strength +1D to +2D+1.
Grades are shown with scarifications on the chest. There are 5 grades: Fhenn (requires a skill of 5D), Fhûnn (7D), Bhinn (8D), Khonn (9D) and Qyassn (10D).
Cost: x2
This skill is Dexterity-based.
Effect:
May be used both for attack and defense. May only be combined with Dodge, Brawling parry, Brawling or martial arts.
If using a sword that is shorter than 50 cm or longer than 80 cm, user receives a –1D penalty to this skill.
If using a sword that has a bent blade, user receives a –1D penalty to this skill.
If using a sword that has no two-hand-handle or when using a sword with one hand, user receives a –1D penalty to this skill.
Before each use of this skill, user may take one of the skill dice on this skill to add to his initiative or damage, or to give opponent –1D penalty on all defensive maneuvers (versus this attack).
Damage: Swords damage +1 for each 6 that user beats difficulty with.
Special option: Chose one of the following: “Weapon splinterer”(Bûñie’s way), “Body power focus”(Darno’s way) or “Feint” (Khûmbaa’s way). If you chose “Body power focus” or “Feint”, pick it from the list over “Additional special options”. Skill level on this special option is equal to the skill level of Qyesh boun.
“Weapon splinterer”:
User may try to destroy opponents weapon. When doing so, he may chose to replace one skill-die just like a normal Qyesh Boun action. Roll to hit, just like a normal attack. If opponents parry misses, nothing happens –both misses. If opponents parry misses with 10 or more, he is hit; roll hit location and damage. If his parry succeeds, roll damage on his weapon. If his parry succeeds with 10 or more, the attack is fully blocked. If opponent do not try to parry, add 5 to difficulty; a miss means that user misses both opponent and his weapon.
Most melee weapons have a die-code of 3D to 6D depending upon size and type. The Ghañollum swords have somewhere between 5D and 6D.
Extremely fast and tricky combat form, filled with tricky moves and feints. Ssarrinass was founded by the Hassii, a lizard-like species that lives on Wannassa VI. Wanassa VI is a planet with great open areas and quite low gravity. Evolved under these circumstances, the Hassii developed into thin, very weak, but extremely lithe and fast beings, and thus this combat form where developed in the same fashion. Looks like a crossing between Capoeira, Tai-chi and Serpent-style Kungfu.
The grade system is divided into 7 steps; "Tjiidiaa" which means newcomer (Requires a skill of 4D), "Zziivai" -pupil (5D), "Ghiio ghiss" -training assistant (6D), "Srais sses" -lesser teacher (7D), "Srais" -teacher (8D), "Ssiesso srais" -higher teacher (9D), and "Ssarriooso" -master (10D). Regardless of grade, all Ssarrinass trainees, except the masters, are called "Ssarrinii", just like a Karate trainee is called a "karateka".
Each of these grades have a symbol. This symbol is placed on the right side of the chest, but mostly during ceremonies. During all other occasions the only difference between the ssarrinii is that all ssarrinii with grades under "Lesser teacher" are dressed in brown, all ssarrinii with grades from "Lesser teacher" to "Higher teacher" are dressed in gray, and the Masters are dressed in black.
Cost: x2
This skill is Dexterity-based.
Requirements: Dexterity 3D+1. To exceed a skill of 6D, requires a Dexterity of 3D+2. To exceed a skill of 9D, requires a Dexterity of 4D.
Effect:
May only be combined with "Brawling parry" and "Dodge".
Opponents not fluent in any Dexterity-based Martial arts suffer a -1D penalty on all defensive maneuvers.
When fighting against opponents not fluent in this combat form, the users initiative is increased with 1D.
Damage: Dexterity+1D.
Special option: "Feint"
May only be combined with "Ssarrinass" or "Brawling parry", with normal multiple-use-penalties.
When learning Ssarrinass user receives a second skill; "feint". The die-code for this skill is the amount of dice learned on the Ssarrinass-skill (Dexterity not counted). "Feint" is Perception-based.
Example: A character with a Dexterity of 4D and a Perception of 3D, who has learned 2D on Ssarrinass (for a total of 6D), also receives 2D on "Feint". These 2D are placed on users Perception (for a total of 5D).
To feint someone, user rolls his feint-dice. Opponent then rolls his Perception or feint-dice. If Opponents roll beats users; no effect. If users roll beats opponents, user may choose one of the following: Opponent suffers -2D on his first defensive maneuver, his first attack or his initiative, during next round.
Teräs Käsi means "steel hands" and comes from a world called Bunduki, which lies in the Pacanth reach. It was founded by a highly revered group of hermits, known as the “Learned followers of Palawa”. The ones instructed in this combat form, are also taught to use it for the better good of society. The Teräs Käsi-teachers chose their students carefully, making sure that this "discipline", as they often call it, won't end up in the hands of someone who might use it for evil.
Effect:
May not be combined with any other actions, but multiple use of Teräs Käsi is allowed.
User splits his Teräs Käsi die-code into "Attack-dice" and "Damage-dice". Then he rolls the "Attack-dice" only to hit or parry. If successful when attacking, the "Damage-dice" are added to his strength for damage. User may not place more than half of his Teräs Käsi die-code on the "Damage-dice". Multiple action penalties apply to both "Attack-dice" and "Damage-dice".
Combat art form founded by female slave-dancers in the Tiaaga-system (mid-rim). Since they danced every day, and no combat training where allowed, they disguised their combat training in their dance-training. These women where skilled in a dance called Tsianga -which involved a lot of leg-exercise, so when they developed this combat form, they based it on dance-kicks. Even parrying is done with the legs. Tsianga kick-fighting is among the most beautiful combat art forms to look upon. Unlike what one might expect from a combat form invented by women many assailants are surprised by the powerful blows delivered by kick-fighters. Tsianga kick-fighting could be compared to a crossing between Tae-Kwondo, Thai-boxing, River dance and Ballet.
Cost: x1,5
This skill is Dexterity-based.
Requirements: Dexterity 3D+1. To learn this skill, user must learn the skill "Dance: Tsianga" (specialized skill). Users Kick-fighting-skill can never be higher than the dance-skill.
Effect:
May only be combined with "Dodge" or "Dance: Tsianga". May be used instead of "Brawling parry".
Damage: Strength+1D+2
User may opt to do Strength+1D damage and temporarily increase his skill with 1D.
Special option: "Style-kick"
A style-kick is a spectacular kick, such as a flying spin-kick, meant to intimidate opponents. When making a style-kick user rolls his/her "intimidation"-dice at the same time, with a bonus of 1D. For each 4 that user beats difficulty with, the intimidation-roll is raised by one pip. This intimidation-roll gives no multiple-use-penalty. Difficulty is like a normal action.
Damage: Strength+2.
A character that is only fluent in the dance form, may use it as a combat form with his skill dice cut in half (round down). Effect: May only be combined with “Brawling parry”, at double multiple-use-penalty. Damage is Strength +2. Special option: None.
This martial art form, which is made out of advanced fighting with sticks of different sizes, was founded by a species known as Dirians, that lived on several planets in the Honto reach (outer mid-rim). The different stick sizes are weight classed. 40-80 cm is light weight, 81-160 cm is middle weight, and 161-240 cm is heavy weight. One might suspect that the late Darth Maul might have mastered this art form, among others, and incorporated it into his light saber training. Could be compared to a crossing between Jodo, Wushu and Pekiti-Tirsia.
There are two parallel grade systems. Anyone that has not reached the Teacher grade, is a trainee, which is shown with a black belt. Those who have reached the Teacher grade (7D), has a red belt, and those who have reached the Master grade (11D), has a white belt. Suits are black or sometimes brown. The other grade system is the titles that can be achieved in tournaments. A user with the champion title in light weight wears a blue armlet on his left arm. Right arm if it is heavy weight. If it is middle weight, a short blue belt is tied into the belt knot. For each time the champion manages to keep the title, a yellow stripe is put at the armlet/belt. When the champion looses his title, the armlet/belt is replaced by a grey. Eventual yellow stripes will be replaced by black.
This skill is Dexterity-based.
Effect:
May only be combined with "Melee parry", "Brawling", "Brawling parry" or "Dodge". User may specialize his Vorage-skill on one weight class. The specialized skill costs x1. Bonuses and penalties depend upon the size of the stick that is used;
40-80 cm:
"Off-hand-penalty" is only 1 pip when using it with "wrong" hand, or when using two at the same time. Multiple-use-penalty is -2 (instead of -1D) for this skill.
Damage: Strength +1 to +1D (depending upon sticks size and material) +1 pip for each 4 that user beats difficulty with.
81-160 cm:
When using the stick with one hand, user receives a -1D penalty on this skill. When fighting against opponents without this skill user may choose to receive a +1D bonus on initiative or this skill, or give opponent a -1D penalty on all defensive rolls.
Damage: Strength +2 to +1D+1 (depending upon sticks size and material) +1 pip for each 4 that user beats difficulty with.
161-240 cm:
User must use both hands. Multiple-use-penalty is -2. When fighting against opponents without this skill users initiative is increased with 1D. Unarmed opponents suffers a -1D penalty on Initiative.
Damage: Strength +1D to +1D+2 (depending upon sticks size and material) +1 pip for each 4 that user beats difficulty with.
Special option: Disarm
User may attempt to disarm a melee armed assailant. Combine this skill with "Melee parry" as usual. If the "Melee parry"-roll succeeds, this skill may be used. Difficulty: Opponents Perception-roll. If successful, opponents weapon is flung away 1D+2 meters behind user. If roll beats difficulty with 6 or more, user may keep weapon, and use it if desired.
If user is unarmed, he will suffer a -1D penalty on this skill, and this skill will be combined with "Brawling parry" instead of "Melee parry". However, if the roll beats difficulty with 4 or more, user may keep weapon, and use it if desired.
If trying to disarm an opponent that is not attacking,
skip the "Brawling parry"/"Melee parry"-roll, and difficulty is opponents Strength-roll. If opponent is aware of users presence (not surprised), he may choose "Melee parry" for difficulty, instead of Strength.
Wrestling is one of the most common martial arts in the galaxy, and there are many different styles, ranging from Sumo-looking to Judo-looking. These stats are typical for most wrestling forms.
The grade-systems differs from style to style. Differently colored clothes and/or belts are very common, but most common is weight classes.
Cost: x1
Effect:
May only be combined with "Brawling parry".
Attacks are made like normal attacks; User rolls to hit, and opponent rolls to parry. If opponent succeeds in parrying; no effect. If user hits; roll damage. Opponent will not take any damage. The damage is used to decide how effective the grip is;
Damage: Strength+1. +1 for each 2 that user beats opponents defensive roll with.
If opponents strength-roll is higher than the damage; He will loose any eventual extra maneuvers this round, but break loose next round.
If damage is "stunned", opponent may try to break loose ones per round. To break loose opponent must roll his Str versus users Dex. If opponents roll is higher, he breaks loose. Opponent receives a +1D bonus.
If damage is "wounded"; same effect as "stunned", but opponent receives no Str-bonus.
"Incapacitated"; same effect, but user receives +1D Str-bonus.
"Mortally wounded"; user receives +2D Str-bonus.
"Killed"; opponent will simply have to wait until user decides to release him.
Special option: "Mean grip"
User may choose to grip opponent in such a way that he takes damage. When doing so, users wrestling-skill and damage are reduced by 1D. If successful, opponent takes both the described effect, and takes real damage.
Example: A character has 6D in wrestling and decides to make a mean grip on someone. His skill roll is 5D (6D -1D =5D). His Damage is Strength +1 (1D+1 -1D =+1). He succeeds and rolls "Wounded" on his opponent. This means that opponent may try to break loose ones per round, but is also really "wounded".
BACKGROUND:
All purposes are represented in the backgrounds of different wrestling styles. The Wharakki commandos´ style is meant for effective military use, and consist of different strangling grips and lots of joint breaking, as well as a few elbows. The Kottiorians style is a typical sport-style; a quite humble and gentle way of forcing the opponent down on his back and keeping him from getting up, restricted by several rules that each competitor is expected to follow.
Founded by an elf-like species called yistonians. Fast and elegant. Could be compared to a crossing between Aikido and Tae-Kwondo. Using Yihatzto requires good dexterity -an attribute yistonians don´t lack. When the yistonians where introduced to space travel and started trading with other species´ this martial art was traded as well. When other species learned Yihatzto and started experimenting with it a new way of Yihatzto was founded; Yihatzto Tzitarai -"the hard way" which looks more like a crossing between Ju-Jutsu and Karate. Tzitarai is easier to learn for species without the yistonians dexterity.
Both ways of Yihatzto uses the same grade system; learners climb from 0 to 12 "Tziaikota". The users grade is shown by special symbols (one for each Tziaikota) that are placed in a row on any place that fits the user. To reach first Tziaikota requires a skill of 4D. Second: 4D+2. Third: 5D+1. Fourth: 6D. Each 1D beyond that is one degree higher.
Cost: x2
This skill is Dexterity-based.
Requirements: Dexterity 3D.
Effect:
Opponents not fluent in this combat form suffer a -1D penalty on all defensive rolls.
Damage: Strength+1D. +1 for each 6 user beats difficulty with.
Special option: "Grip"
To grip someone, user simply declares that he will try to grip opponent, before the dice are rolled. Then the attack is made like a normal attack; User rolls to hit, and opponent rolls to parry. If opponent succeeds in parrying; no effect. If user hits; roll damage. Opponent will not take any damage. The damage is used to decide how effective the grip is;
If opponents strength-roll is higher than the damage; He will loose any eventual extra maneuvers this round, but break loose next round.
If damage is "stunned", opponent may try to break loose ones per round. To break loose opponent must roll his Str versus users Dex. If opponents roll is higher, he breaks loose. Opponent receives a +1D bonus.
If damage is "wounded"; same effect as "stunned", but opponent receives no Str-bonus.
"Incapacitated"; same effect, but user receives +1D Str-bonus.
"Mortally wounded"; user receives +2D Str-bonus.
"Killed"; opponent will simply have to wait until user decides to release him.
YIHATZTO TZITARAI
Cost: x1.5
Unlike the original Yihatzto, this skill is Strength-based.
Effect:
If combined with other skills than combat skills, add +5 to difficulty for each of these skills. Opponents not fluent in any martial arts suffer a -1D penalty on all defensive rolls.
Damage: Strength+1D+1. +1 for each 6 user beats difficulty with.
Special option: Grip
Se Yihatztos "Grip". The only difference is that when opponent tries to break loose, he rolls his Str versus users Str.
In game terms, a character who learns a martial art form may learn more special options than the one (if any) described under his art form. These are learned as separate skills. They can never be higher than the characters skill in the martial art form through which he learned them. The cost is in comparison to normal skills. If a required skill also mention a die-code, it means that the character must have at least that many dice on that skill to learn that special option.
Some combat forms have restrictions such as "May only be combined with Brawling parry, Melee combat, Melee parry and Dodge." These restrictions do not affect the use of "Additional special options" since they are considered to be a part of that combat form.
If nothing else is said in the description of each special option, they are based on the same attribute as the combat form through which they are learned.
Special option: Disarm
Cost: x0.5
Required skill (one of these): Coustatch, K´thri, Noghri martial arts (5D), Qyesh Boun, Ssarrinass, Teräs Käsi or Yihatzto (both ways).
An unarmed user may attempt to disarm an armed
assailant (Melee weapons only). Combine this skill with "Brawling parry" as usual. If the "Brawling parry"-roll succeeds, this skill may be used. Difficulty: Opponents Perception-roll. If successful, opponents weapon is flung away 1D+2 meters behind user. If roll beats difficulty with 8 (10 if learned through Coustach) or more, user may keep weapon, and use it if desired. If learned through Teräs Käsi, user can not keep weapon -just make opponent lose it.
If trying to disarm an opponent that is not attacking,
skip the "Brawling parry"-roll, and difficulty is
opponents Strength-roll. If opponent is aware of users
presence (not surprised), he may choose "Melee parry"
for difficulty, instead of Strength.
Cost: x1
This skill is Perception-based.
Required skill (one of these): Chorian attack-training, Garras Toush (5D), Gassalarion gon golloth (5D), Gittininn, Noghri martial arts, Tsianga kick fighting or Vorage.
May only be combined with "Brawling parry" or the martial art form through which user learned "Feint", with normal multiple-use-penalties.
To feint someone, user rolls his feint-dice. Opponent then rolls his Perception or feint-dice. If Opponents roll beats users; no effect. If users roll beats opponents user may choose one of the following: Opponent suffers -1D+2 on his next defensive maneuver, his next attack or his next initiative. This effect lasts only for one round.
Cost: x0.5
Required skill (one of these): Commando-training, Garras Toush, Gassalarion gon golloth (6D), K´thri, Noghri martial arts, Qyesh Boun (7D) (Darno: 6D) or Ssarrinass.
When learned through Garras Toush or Ssarrinass, this skill is Dexterity-based. When learned through Commando-training, K´thri, Noghri martial arts or Qyesh Boun this skill is Strength-based.
Damage when Dex-based: Dexterity+2
Damage when Str-based: Strength+2
The described effect is the Dexterity-based version. When it is Strength-based the only difference is that when opponent tries to break loose, he rolls his Str. versus users Str.
To grip someone, user simply declares that he will try to grip opponent, before the dice are rolled. Then the attack is made like a normal attack; User rolls to hit, and opponent rolls to parry. If opponent succeeds in parrying; no effect. If user hits; roll damage. Damage: The damage of the combat form through which user learned this skill. If learned through Garras Toush, damage: Dexterity+1D. Opponent will not take any real damage. The damage is used to decide how effective the grip is;
If opponents strength-roll is higher than the damage; He will loose any eventual extra maneuvers this round, but break loose next round.
If damage is "stunned", opponent may try to break loose ones per round. To break loose opponent must roll his Str versus users Dex. If opponents roll is higher, he breaks loose. Opponent receives a +1D bonus.
If damage is "wounded"; same effect as "stunned", but opponent receives no Str-bonus.
"Incapacitated"; same effect, but user receives +1D Str-bonus.
"Mortally wounded"; user receives +2D Str-bonus.
"Killed"; opponent will simply have to wait until user decides to release him.
Cost: x0.5
Required skill (one of these): Chorian attack-training (6D), K´thri, Qyesh Boun (Darno: 6D) or Yihatzto Tzitarai.
User may concentrate on one powerful blow. This action may not be combined with any other actions. Opponents suffer no defense penalty, and user gains no bonuses.
Damage: Strength+2D+2. +1 for each 6 user beats difficulty with.
Qyesh Boun damage: Weapons damage +2D (user may not allocate any dice from his skill). +1 for each 6 user beats difficulty with.
Cost: x0.5
Required skill (one of these): Ssarrinass, Yihatzto or Yihatzto Tzitarai (6D).
When learned through Ssarrinass or Yihatzto this skill is Dexterity-based. When learned through Yihatzto Tzitarai, this skill is Strength-based.
A style-kick is a spectacular kick, such as a flying spin-kick, meant to intimidate opponents. When making a style-kick user rolls his/her "intimidation"-dice at the same time, with a bonus of 1D (only +2 if learned through Tzitarai). For each 4 that user beats difficulty with, the intimidation-roll is raised by one pip. This intimidation-roll gives no multiple-use-penalty. Difficulty is like a normal action.
Damage: Ssarrinass: Dexterity+1.
Yihatzto: Strength+1.
Yihatzto Tzitarai: Strength+2.
Cost: x1
This skill is Perception-based.
Required skill (one of these): Chorian attack-training (5D) or Ssarrinass.
To tranquillize an opponent, user makes a normal attack with +5 in difficulty. Damage: Perception+2. +1 for each 3 user beats difficulty with. If hit, and damage is "Wounded" or lower; no effect. If hit and damage is "Incapacitated" or higher; hit body part is unusable -but still not wounded in any way- for 1D minutes. If this affects opponents head or torso, opponent is unconscious for 2D minutes.
Cost: x1.5
Required skill (one of these): Chorian attack-training, Commando-training or Noghri martial arts (5D).
Whenever character uses a knife he will gain the same bonuses and give his opponents the same penalties as when using the combat form through which he learned this special option. When learned through Commando-training, "Melee parry" is not Difficulty +5 any more.
Damage: The knifes damage +1.
Cost: x0.5
Required skill (one of these): Coustatch (6D), Gassalarion gon golloth (6D), Gittininn or Ssarrinass.
User may hit opponent in a way that makes no damage, but is very painful. Roll to hit like a normal attack. If opponent parries; no effect. If the attack hits; roll damage. Damage: Perception +1D. Opponent will not take any real damage. The damage is used to decide how effective the strike is;
If damage is "stunned", all opponents maneuvers are cumulatively reduced by one pip for the rest of this round.
If damage is "wounded"; all opponents maneuvers are cumulatively reduced by 1D for the rest of this round and one pip next round.
"Incapacitated"; all opponents maneuvers are cumulatively reduced by 2D for the rest of this round and 1D next round.
"Mortally wounded"; all opponents maneuvers are cumulatively reduced by 3D for the rest of this round, 2D next round, and 1D for the third.
"Killed"; Opponent faints for 1D rounds, and all his maneuvers are cumulatively reduced by one pip for the duration of the day
Cost: x1 (starting level is zero).
Required skill (one of these): Garras Toush, Gassalarion gon golloth (6D), Coustatch (5D), Gittininn, Qyesh Boun or Teräs Käsi (6D).
Difficulty: 5.
Time taken: 5 rounds to activate. During these five rounds user may not do anything else than concentrate on this skill. May then be kept "up". If user is in any way hurt during the activation rounds, the activation is interrupted and he must start the activation from the beginning again. For each round that user wishes to save, add 5 to difficulty.
Effect:
All users Attributes and skills and his move are cut in two (round down). If a skill sinks below 1D, user can’t use that skill for as long as this skill is "up".
Strength versus Physical damage is doubled. Strength versus Energy damage is x1.5 (round up), and resistance against Force attacks is x1.5 (round down). For as long as this skill is "up", user is unaffected by pain. Pain caused by the Force however is not really real, and thus do half effect (round up).
For each 5 that user beats difficulty with, add +1 to strength versus Physical and Energy damage. For each 10 that user beats difficulty with, add +1 to resistance versus force attacks, and +1 to resistance against pain caused by the force.
To "drop" (turn off) this skill, user simply declares that he do so, and the skill is immediately turned off (this is considered an action).
If user is "mortally wounded", this skill "drops" automatically.
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