
Species:Anomid
Requirements:None
History:
The anomid are largely pacifists. However, a splinter group does exist that practices a form of martial arts, utilizing pressure points and the understanding of basic biological functions.
The "Light Touch" style depends greatly on one's ability to read body language and assess weak points. It isn't flashy or powerful, but it is effective. In fact, witnesses who have seen it used have claimed that they couldn't tell the difference between the attack and a minor flick of ones hand.
Utilizing the six fingers of their hands the Anomid can trigger various clusters of pressure points that can do anything from lightly stun a target to completely shutting down a nervous system and releasing lethal toxins into a bloodstream. While the "Light Touch" style is not overpowering, it can be quite deadly.
Maneuver:
Lethal Kick
Difficulty:
Anomid: DIFF / Any other Race:VERY DIFF
Description:
This maneuver sees the user direct a kick to dislodge important tissue and cartledge in the targets leg. Strength is not so much a factor as accuracy of the kick.A successful attempt means that the bone has fractured and surrounding arteries have suffered severe trauma.Without medical attention the target will more than likely bleed to death.
Result:
If skill roll is successful that target drops to the ground and is Mortally Wounded.
Maneuver:
Windwalker Dodge
Difficulty:
Anomid: MOD / Any other Race:DIFF
Description:
When using this maneuver the user is reading the body language and subtle shifts in weight of the opponent. When the opponent comes to attack the user can calculate the opponents attack and fluidly dodge it.
Result:
If skill roll is successful the users may add +3D to his Dodge skill.
(EX: Gor is shooting at Fellick the martial artist. Fellick declares he is using the Windwalker Dodge and rolls his MA skill at 6D. He gets a 21 and is successful. Fellick may then roll his DODGE skill (he has a natural 5D) and may add 3D to it. Fellick rolls an 8D DODGE against Gor's blaster bolt.
Species:Coynite
Requirements:STR of 3D or Greater/ DEX of 3d+2 or Greater
History:
The Coynites are a honorable and violent race of beings living in the Elrood Sector. Their entire social system is based off of honor and combat. Coynites generally find work through mercenary guilds and can be found throughout the galaxy in various combat related occupations.
Their system of martial arts, the Sal' Rocka'Tal is based off of the Coynites incredible strength and amazing dexterity. Utilizing raw power and grace this system, in its ferocity is very elegant and efficient. Most of the maneuvers are specifically designed to kill opponents, as leaving an opponent alive is rarely an option in the Coynite society. Should any Non-Coynite be seen using the Sal' Rocka'Tal system by a Coynite that being will be challenged on the spot in a fight to the death.
Maneuver:
Doubler
Difficulty:
Coynite: Easy / Any other Race:MOD
Description:
This maneuver sees the user direct a kick to the opponents midsection followed up by a violent chop to the back of the opponents neck when they are doubled over. For Coynites this maneuver is used as a set up to deal a killing attack.
Result:
If skill roll is successful that target drops to the ground and is Incapacitated. If a "1" is rolled on the wild die then the user hit a major nerve cluster and the target is KILLED.
Maneuver:
Makka Din
Difficulty:
Coynite: DIFF / Any other Race:VERY DIFF
Description:
This is a lethal maneuver that is used to drop opponents with one swift move. The user administers a sharp jab into the opponents eye socket. The excruciating pain often renders the opponent immobile. Depending on the amount of pressure the user wishes to administer this can also be used to kill an opponent by driving the fingers through the eye socket and into the brain(on most species).
Result:
The user must state whether this will be a "incapaciting" attack or a "killing" attack. A successful skill roll renders the target INCAPACITATED or KILLED.
Species:Kerestian
Requirements:Must already have PUNCH/KICK MA skills/MUST be taught by Kerestian w/MA skill of 8D or higher/ Player must pay 400cr per pip raised in MA skill
History:
Survival of the fittest is the order of the day on the harsh planet of Kerestian. These agile and powerful warriors are seen throughout the galaxy as bounty hunters, mercenaries and the like. Their form of fighting has no specific name, as it is just referred to as "The Art of Combat". The style focuses primarily on causing sudden violent damage to delicate pressure points in such a way that the victim suffers greatly even after the wound has "healed". This style is so specialized that only Masters in the Art of Combat(a Kerestian who has killed over 50 sentients with the techniques) may teach it. Of the few locations throughout the galaxy that one may learn the technique, one can expect to pay a hefty sum for the knowledge.
Select Maneuvers
Maneuver:
Grisly Fountain
Difficulty:
Kerestian: MOD / Any other Race:VERY DIFF
Description:
This is one of the most violent and gruesome of the Kerestian maneuvers. Quite simply the user strikes quickly, using the fingers of the hand to dig under vital veins/arteries and pulling them free of the body. The result is obvious and quite disturbing.Kerestian's use this when they want to make an impression..a long lasting visceral impression.
Result:
If skill roll is successful that target is WOUNDED x1. They will then move up one damage level every 1D6 rounds until they receive medial attention or die.
Maneuver:
Speed Strikes
Difficulty:
Kerestian: EASY / Any other Race:MOD
Description:
The Kerestian realize the advantage of speed in hand to hand combat.When one trains in the Art of Combat they are drilled to exhaustion on improving their speed and quickness. Kerestian Masters will rarely teach new students anything else until the teach them to strike several times in the blink of an eye. Witnesses to this maneuver say that the practitioner move so quickly they appear almost as a blur. The secret is to have a plan of attack,so that , like arranging stones in a single line, the user speeds up his attack,catching his victim off balance and attacking before they have time to react.
Result:
If the user makes a successful skill roll he may take up to 2 ADDITIONAL MARTIAL ARTS ACTIONS without the multiple action penalty.
Species:Humanoid
Requirements:MUST already possess at least 6D in Martial Arts for listed maneuvers.
History:
Many will remember Tevor Kikki as the good-looking action holovid star from such hits as "The Hitman from Coruscant" and "Silver Armor". In these presentations Kikki was called upon to perform various feats of martial arts prowess that astounded and impressed the galaxy.
While Kikki still does the occasional holovid, he has dedicated his life to the teaching of "Kikki-Bo". This style of fighting is actually more of a training style, and possesses little real combat effectiveness. Kikki is reported to have sold over two hundred million of the "Kikki-Bo Instructional Holovids" throughout the galaxy. While the majority of the style is complete fluff, there are perhaps 5 actual maneuvers that Kikki teaches that can be used to some effectiveness. The remaining 247 maneuvers of course only serve to tighten the abs of an overweight twi'lek dancing girl.
Maneuver:
"Red Moon Kick"
Difficulty:
VERY DIFF
Description:
Pulled from the Kikki holovid "Red Moon Horizon" this is, Kikki claims, one of the most difficult maneuvers he has ever had to learn.
The user can perform this when they are either running towards a target or in the unfortunate event that they tried a previous kick and the opponent caught the users foot.If running the Red Moon Kick sees the users planting one foot against the chest/midsection of the target and bringing the "free" foot up to deliver a vicious kick under the opponents jawline. The "standing/caught" version of this kick sees the user propelling himself up and bringing his "free" foot up under the opponents jawline.
The difficult nature of this move does not come from executing the kick itself, rather it comes from the users ability to perform the backflip necessary to land on one's feet and in a ready position. This particular maneuver is only taught to the most advanced Kikki-Bo students.
Result:
If skill roll is successful user inflicts STR+2d+2 to target and lands in a ready position for further attacks.
Species:Houk
Requirements:STR of 3D+2 or Greater
History:
The Houk are large powerful beings who can be found throughout the galaxy. They are the sworn rivals of the Weequays and are often hired out as mercenaries and bounty hunters. For these beings violence and war are a way of life and their combat practices reflects that.
The Houk Crushing Discipline capitalizes on the Houks immense strength. It is very difficult for other species to perform many of the maneuvers due to the sheer strength required for success. Due to their angry disposition the Houk often resort to violence before anything else, thus, seeing any of their crushing disciplines at work is not as rare a sight as you might imagine. Much of the discipline is based around the Houks immense strength and ability to hold opponents in place, at which point they can then determine what further steps to take with the captive.
Maneuver:
Spine Cracking Houk Hug
Difficulty:
Houk: MOD / Any other Race:VERY DIFF
Description:
With this attack the user gets the opponent in such a way that the user, when wrapping their arms around their opponent, can squeeze, applying pressure to certain areas so as to cause damage. The opponent is immobilized with their arms pinned to their sides and the user leaning against them to gain leverage. Many non-Houk will not try this maneuver as it takes a great deal of strength to pick up the opponent for the length of time the maneuver is needed..
Result:
If skill roll is successful that target is WOUNDED x1.
Maneuver:
Houk STOMP!
Difficulty:
Houk: Very Easy / Any other Race:MOD
Description:
Just as it sounds, this maneuver is primitive, basic and surprisingly effective. The users simply brings their foot down with extreme force and pressure onto the area where the opponents foot joins the rest of the leg.
Given the location and the force , this maneuver will generally break the foot of most standard humanoids. Beings with stronger skin of course suffer less damage. Nonetheless, the move is effective, especially when one needs to catch an opponent off guard.
Result:
A successful roll results in STR+2D+1 damage.
Species:Humanoid
Requirements:Martial Arts of 4d or higher
History:
One step above standard brawling you will find the discipline (if it can be called that) of Nar Shadda Streetfighting. More a series of specialized brawling maneuvers rather than an actual martial art, Nar Shadda streetfighting does have its uses.
No one is entirely sure who first coined the term or began practicing the maneuvers, but it is speculated that whoever it is, they are long since dead by now. Teachers are plentiful. Any bar room or cantina denizen who has spent any length of time on Nar Shadda has undoubtedly picked up some maneuvers. These maneuvers are slightly more damaging than typical brawling but only just. The "discipline" focuses primarily on causing extreme and violent pain to the most vulnerable areas of the body. The practice trains that "the more gruesome violent carnage you cause, the fewer fights you will ever have to get in to." Anyone who has ever witnessed a Nar Shadda Streetfight will find this to be unquestionably true.
Maneuver:
Neck Snap
Difficulty:
MOD (DIFFICULTY INCREASES TO DIFF if opponent is CONSIDERABLY LARGER)
Description:
With this attack the user grabs the opponents head and twists violently. The sudden force and violent jerking motion will normally kill most beings. However, for larger opponents the difficulty increases due to strength and racial differences.
Result:
If skill roll is successful the target in unsuccessful in blocking the attack the opponent is KILLED. The user MAY NOT use this maneuver for lesser damage...a kill roll will ALWAYS be the result.
Species:Ubese
Requirements:STR of 3D or Greater/ DEX of 3d+2 or Greater
History:
"Life is like an Ubese - nasty, brutish, and short."
Spacer’s proverb
The elite Ubese warrior-scientists known as the
Conservators, the best of the best of the Ubese,
long ago developed a form of martial arts called
Zi-Cha'ar (loosely translated as "death-fist").
When a Conservator first masters this fabled
art, he returns to the Settlements and selects the
three best fighters in that city-state's militia to
instruct in Zi-Cha'ar. They then pass it on to others
in the militia.
By the time it is learned by the
average Settlement Guardsman, it is a fairly
watered-down version, but potent nevertheless.
The Conservators have skills in this art that are utterly unknown to the general Ubese population. Rumors circulate that they are able to kill with a single touch, walk unseen among their enemies, and fight completely blind. It is said that a Conservator Zi-Cha'ar master will never again need any weapon other than his own body. Whether or not these rumors are true, it is widely held that even a single master of Zi-Cha'ar is equal to 20 other men.
Maneuver:
Break Kick
Difficulty:
DIFFICULT for Ubese, VERY DIFFICULT for other
Description:
This
kick attack is directed at the opponent's knee joint
(or its equivalent in less-humanoid species), the
result being a compound fracture. A successful roll
indicates a broken leg.
Result:
Woundedx2
Maneuver:
Crab Throw
Difficulty:
EASY for Ubese, MOD for other
Description:
The
attacker crouches down, simultaneously grabbing one of
the opponents arms and his/her groin. Using the low
center of gravity, the opponent is thrown roughly to
the ground, leaving them prone and stunned (both from
the impact and the rough handling).
Result:
Stunnedx2
Maneuver:
Hard Parry
Difficulty:
EASY
Description:
More than a defense, the practicioner of
Zi-Cha'ar actually attacks the incoming arm or leg.
Result:
A successful roll both blocks the attack and inflicts
STR+1D damage to the would-be attacker.
Maneuver:
Leap Fist
Difficulty:
DIFFICULT for Ubese, VERY DIFFICULT for other
Description:
A
Zi-Cha'ar adept who has mastered this manuever can use
his compact musculature to launch himself 2 meters
(plus one meter for each 5d of Zi-Cha'ar skill, limited to 6 meters) in a
devastating blow that inflicts damage to the
target. The major drawback to this attack is that it
can be the only offensive action taken that round.
Result:
STR+3D damage
Species:Trianni
Requirements:Martial Arts of 6D or Greater/Acrobatics of 4D
History:
Tranii disdain the use of long-range weapons, due to
their overly large fingers, so it was a natural
progression that they develop their own martial arts style.
The focus is on speed, as most Trianii are faster
than other sentients. They also utilize their claws
to quickly end confrontations, leaving the target a bleeding
mess.
Select Maneuvers
Maneuver:
Air Spirit Dance
Difficulty:
DIFF
Description:
"Part the way for the arrow like the air
spirit avoids the rain."
Blasters and other long
range
weaponry have long been the bane of the Trianii
warriors, and as such, they have incorporated
acrobatics into their martial arts style.
Result:
If skill roll is successful the users may
add
+3D to his Dodge skill against ranged weaponry.

Maneuver:
Spirit Attack
Difficulty:
VERY DIFFICULT
Description:
"Do not attack the enemy attack the
enemies spirit, it is the most open to attack."
First
the Trianii grabs the targets arm and lifts it up, stabbing his opposite hand- claw into targets armpit.
This area on most sentient houses the main arm
artery.
The Trianii can choose to slash the artery or rip at
the arm muscle, both attacks doing severe damage.
Result:
Striking at artery: Wounded X1 & bleeding (-1d per round until medical attention is given)
Striking at Arm: Arms is disabled and rendered useless.
Maneuver:
Water Spirit Barrage
Difficulty:
Difficult
Description:
"Assault youe enemy like the rain against
the rock, eventually, the rock will erode
and fall away."
This attack is meant to confuse targets and
knock them out of guard.
Using a barrage of punches
and kicks the target is pushed back and knocked of
guard.
Result:
May not be blocked, but can be dodged (Opposing DODGE roll vs Martial Arts)
If effective, Roll 1d6, the targetis penaliazed this # of D from all STR/DEX skills for the rest of the round.
Note: there is no damage associated with this attack.
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