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Chi Kung Symbol

Symbol of Chi Kung faith.

Chi Kung was at once the most basic and rudimentary of all martial arts forms, yet the most elaborate and complex. Taught and utilized by the Chi Kung Monks, Chi Kung accessed a beings body's ultimate physical and spiritual potential. Although Chi Kung's techniques encompassed the breadth of understanding of unarmed combat, the true Chi Kung master eschewed "fancy" maneuvers in favor of the most simple and basic attacks - but their knowledge of those "simple" maneuvers was so vast that they could defeat anyone with them.

Philosophy

Morality, wisdom and concentration are the cornerstones of the Chi Kung faith. The basic philosophy of Chi Kung is that life is a cycle - birth, old age, death and rebirth. Closely related to this belief is the doctrine of dharma. Dharma consists of a being's acts and their ethical consequences. A being's actions lead to rebirth, wherein good deeds are inevitably rewarded and evil deeds are punished. Thus, neither undeserved pleasure nor unwarranted suffering exists in the galaxy, but rather a universal justice. The dharmic process operates through a kind of natural moral law rather than through a system a divine judgment. One's dharma determines such matters as one's species, beauty, intelligence, longevity, wealth and social status. The ethic that leads to better rebirth is centered on fulfilling one’s duties to society.
Chi Kung Robes

Colors of Chi Kung robes.

It involves acts of charity, cultivating four virtuous attitudes: loving-kindness, compassion, sympathetic joy and equanimity, and observance of the five precepts that constitute the basic moral code of Chi Kung. The precepts prohibit killing, stealing, harmful language, the use of intoxicants and sexual misbehavior. By observing these precepts, the three roots of evil - lust, hatred and delusion - may be overcome. There are about a dozen Chi Kung temples scattered throughout the Outer Rim Territories. Each temple is headed by a monk called the Sangha, while the Chi Kung religion as a whole is overseen by a supreme monk known as the Kakura. The term initiate is used for both the students learning the fundamentals of Chi Kung and those who have mastered the fundamentals but have not taken the vows of a monk. To become a monk, an initiate must take vows of poverty, chastity, and obedience. The followers of Chi Kung wear robes of different color with the Chi Kung symbol - brown for initiates, blues for monks, red for Sanghas and purple for the Kakura.

RPG D6 Stats

For every +1 pip that a character increases her martial arts skill, she may pick one of the techniques from the list of the martial style in which their character specializes. Learning a technique from outside a style costs 10 character points and takes three weeks of training. Characters whose martial arts skill is increased during character creation are eligible to select from the techniques. Characters must also declare which technique they are using prior to making the required skill roll (unless otherwise indicated).

Chi Kung practitioners hone their bodies to a near perfect state, and may add up to half of their Brawling: Chi Kung Martial Arts skill to their Stamina for any Stamina skill rolls. Chi Kung practitioners have a durasteel resolve and are not easily shaken. Chi Kung martial artists may add up to half of their Brawling: Chi Kung Martial Arts skill to their Willpower for any Willpower skill rolls. A character must study full-time under a master of Chi Kung for one year to acquire the first pip in the specialization. Character Point cost is equal to the number before the "D," and training time for improving skills is equal to the number of character points spent. Without a teacher, the Character Point cost is doubled.

Basic Maneuvers

Maneuver: Punch/Strike
Description: A basic attack with a fist, elbow or other striking appendage.
Difficulty: Very Easy
Effect: Does Strength damage.

Maneuver: Kick/Strike
Description: A basic attack with a foot, knee or other lower striking appendage.
Difficulty: Easy
Effect: Does Strength+2 damage.

Maneuver: Hold/Grapple
Description: A simple grab and squeeze attack.
Difficulty: Moderate or an opposed Strength roll.
Effect: The character attempting to grapple with a target must make a Moderate brawling roll to hold her opponent. For every round the target is held, the character must make an opposed Strength roll, with a +1 penalty for each point by which the character succeeded in her grapple attempt. If the target beats her Strength roll he breaks free of the hold.

Maneuvers

Technique: Alter Aim
Description: The character is trained to alter the aim of a missile or blaster weapon in close combat.
Difficulty: Moderate, plus an opposed Strength roll.
Effect: If the character makes the required skill roll, she may attempt to grab and re-aim a weapon in the hands of her opponent. If within hand-to-hand range, the character makes her skill roll, then must win an opposed Strength roll to aim the weapon. For missile weapons and blasters, she must roll the appropriate skill to aim at -1D (but without a multiple action penalty) to choose where the weapon fires.

Technique: Axe Kick
Description: The character is trained to deliver a kick with downward force to the head of an opponent.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he delivers a powerful kick downward onto the top of the opponent's head. If the damage ends up in a "Stunned" result, the opponent is rendered unconscious for 1D rounds.

Technique: Backbreaker
Description: The character grabs his opponent, turn his body over, raises him high in to the air and smashes him to the ground (or, for added effect, onto the character's raised knee).
Difficulty: Difficult, plus an opposed Strength roll.
Effect: The opponent suffers a Knockdown in addition to damage. If the opponent is smashed into the ground he suffers stun damage. But, if the opponent is smashed into the character's knee he suffers normal damage at Strength+1D.

Technique: Backfist
Description: The character is trained to hold his weapon with one hand, and hit an opponent with the back of his other fist.
Difficulty: Moderate
Effect: If the character makes the required skill roll, the character does Strength+2D damage to his opponent (provided that it is not dodged or parried). When used in the same round as a melee weapon attack, it does not count towards the multiple action penalty.

Technique: Backflip
Description: The character is trained to flip backwards to avoid a hit or fall.
Difficulty: Easy
Effect: If the character makes the required skill roll, he may add +2D to his next climbing/jumping or dodge roll. This maneuver does not count towards calculating the multiple action penalty.

Technique: Back Strike
Description: The character is trained to spin and attack an enemy to the rear with bare hands.
Difficulty: Easy
Effect: When a character has her back to an opponent, she may use this technique to spin and attack that opponent without suffering penalties for not being able to see her target.

Technique: Blindfighting
Description: The character is trained to use senses other than sight to locate a target.
Difficulty: Moderate for light smoke or poor light; Difficult for thick smoke or a moonlit night; Very Difficult for very thick smoke or total darkness
Effect: If the character makes the required skill roll and is within striking distance of the target, she may ignore the effects of blindness. She cannot see, but can hear or smell a target well enough to strike. This may be used as a reaction skill.

Technique: Crescent Kick
Description: The character can execute a kick that sweeps in at the opponent's neck.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he may sweep a kick down at his opponent's neck from above. The kick deals Strength+1D damage, but is unhindered by armor (since most armor does not have one solid torso and head piece).

Technique: Defensive Roll
Description: The character can roll with an opponent’s attack, reducing damage.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he gains a +2D bonus to Strength to resist the damage taken. This is a reaction skill.

Technique: Disarm
Description: The character is trained to force an opponent to drop a weapon or object.
Difficulty: Moderate
Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target has been disarmed of one weapon or item they are holding. The item lands 1D meters away.

Technique: Dislocate Limb
Description: This maneuver allows the character to dislocate on of his opponent's limbs - typically an arm.
Difficulty: Difficult
Effect: A successful skill check indicates that the target's limb has been dislocated, he cannot make attacks with that limb. He may still make attacks with other limbs, though at a -1D penalty. The opponent may pop his limb back into place in the next round. This requires a Moderate willpower check. He then suffers a -2D penalty to all actions that round; if he attempts to use that limb to attack in the same round after popping it into place, he suffers a -2D damage modifier on any damage rolls with that limb.

Technique: Ducking Punch
Description: The character crouches low and delivers a short, powerful punch to his opponent's midsection (or even below-the-belt, for particularly vicious characters).
Difficulty: Moderate
Effect: The character making this roll successfully does Strength damage to his opponent. In addition, due to the character dropping to a low crouching posture, he may add +1D to any parries or dodges for the rest of the round.

Technique: Ear Pop
Description: The character slaps both of his opponent's ears with his hands slightly cupped, causing incredible air pressure to rush into his opponent's ears; the opponent suffers intense pain (and, possibly, temporary or permanent loss of hearing). It is a vicious maneuver, considered "dishonorable" by some.
Difficulty: Difficult
Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the character slaps both of his opponent's ears, causing Strength+2D damage.

Technique: Elbow Smash
Description: The character is trained to deliver a powerful blow with her elbow.
Difficulty: Very Easy
Effect: The character can add +1D to her damage roll if the skill roll is successful.

Technique: Escape Grapple
Description: The character is able to escape a grapple.
Difficulty: Opposed martial arts versus Strength roll
Effect: When a character is being held by an opponent, a successful skill roll allows the character to contort and escape the hold, and move up to half his movement away from his opponent.

Technique: Eye Rake
Description: In a truly desperate move, the character clenches her fingers into a claw and rakes it across her opponent's face and eyes. This causes little or no damage, but temporarily blinds and opponent.
Difficulty: Moderate
Effect: While the target only suffers Strength-2D damage, they are effectively blind for the rest of the round and the next round.

Technique: Falling Roll
Description: The character can turn a fall into a roll and set up for an attack.
Difficulty: Easy
Effect: If the character makes the required skill roll, he may turn a fall into a roll to the side, giving +2D to his next combat roll.

Technique: Feint
Description: The character can feint to draw off an opponent's defense.
Difficulty: Easy
Effect: If the character makes the required skill roll, he fakes a maneuver to draw his opponent off. If the opponent's Perception roll is lower than the character's martial arts skill roll, the character gains a +2D to his next attack skill roll. This may be used as a reaction skill.

Technique: Flawless Counter
Description: The character can counter a melee attack to perfection.
Difficulty: Difficult
Effect: If the character makes the required skill roll, his next attack (which must be a hand-to-hand attack) is automatically successful. This may be used as a reaction skill.

Technique: Flip
Description: The character can throw a target who has grappled her from behind.
Difficulty: Moderate
Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged). The target suffers 3D damage. This technique may be used as a reaction skill.

Technique: Flying Kick
Description: The character is trained to leap to deliver a crushing kick.
Difficulty: Difficult
Effect: The character can add +2D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

Technique: Foot Sweep
Description: The character uses a sweeping motion of her leg to trip an opponent.
Difficulty: Moderate
Effect: A successful attempt indicates the target is tripped, falling to the ground. The character must remain prone for the remainder of the round.

Technique: Ground Strike
Description: The character can make a standard strike after having been knocked to the ground.
Difficulty: Easy
Effect: If the character is on the ground, and an opponent is in brawling range, she may use this skill to inflict Strength+1D+2 damage on that opponent from her position on the ground, provided she makes the required skill roll.

Technique: Handstand Kick
Description: The character bends over, places his hands on the ground, and then presses his legs up into a handstand. The legs snap up with tremendous kicking force.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he may spring onto his hands and kick for Strength+2D damage.

Technique: Haymaker
Description: This is an all-out punch in which the character takes the time to "wind up" and impart extra force to the blow.
Difficulty: Moderate
Effect: The character can add +2D to her damage roll if the skill roll is successful.

Technique: Headbutt
Description: The character can use her head to strike a target, even if she is held, pinned or bound.
Difficulty: Easy
Effect: If the character's skill roll meets the difficulty number, she may use her head to strike the target (inflicting Strength+1D damage); can be used if the character is bound or held; can be used as a reaction skill.

Technique: High Kick
Description: The character is trained to aim a kick at his opponent's chin.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he delivers an upward-moving kick to the opponent's chin, doing Strength+1D damage.

Technique: Improved Grapple
Description: The character is trained to grapple and hold a target immobile.
Difficulty: Moderate, plus an opposed Strength roll.
Effect: The character attempting to grapple with a target must make a Moderate martial arts roll to hold her opponent. For every round the target is held, the character must make an opposed Strength roll, with a +2 penalty for each point by which the character succeeded in her grapple attempt. If the target beats her Strength roll he breaks free of the hold.

Technique: Instant Knockdown
Description: The character knows how to maximize impact, knocking the target to the floor.
Difficulty: Moderate
Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is knocked to the ground. The fallen character must either wait one round to stand or suffer multiple action penalties.

Technique: Instant Stand
Description: The character is trained to negate the effects of a fall and return to a standing combat-ready position.
Difficulty: Moderate
Effect: If a character is tripped or knocked down, she may use this technique to return to a standing position. Successful use of this technique indicates that the character can stand without suffering a multiple-action penalty.

Technique: Instant Stun
Description: The character is trained to strike at critical pressure points that affect breathing or the nervous system, stunning the target.
Difficulty: Moderate
Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is stunned for one round.

Technique: Instant Wound
Description: The character knows how to strike to maximum effect, inflicting severe damage on the target.
Difficulty: Difficult
Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character suffers a wound. (Effects of the wound are cumulative.)

Technique: Joint Break
Description: The character is trained to grab one of his opponent's limbs (typically an arm) and bends it violently in a direction it was not meant to bend, breaking it at the joint.
Difficulty: Difficult
Effect: If the target takes any damage from this technique, his limb is broken, useless until it heals. At the GM's option, the target may pass out from the pain.

Technique: Joint Kick
Description: The character is trained to attack specific joints.
Difficulty: Moderate
Effect: By making the required skill roll, the character may attack a specific joint on the opponent's body without any penalties for a "called shot." If the knee is targeted, the opponent is knocked to the ground; if the elbow is targeted, any items in that arm's hand are dropped; if a shoulder is targeted, that arm suffers -2D to all rolls using that arm this round, etc.

Technique: Joint Lock
Description: The character is trained to grab one of his opponent's limbs and twists it in a way it was not meant to be twisted. This forces the opponent to his knees in excruciating pain.
Difficulty: Moderate, plus an opposed Strength roll.
Effect: The target of this technique is considered to be considered to be crouching while in a Joint Lock. He cannot use the locked limb while the hold is maintained. The target is also considered "stunned" due to the pain.

Technique: Knee Strike
Description: In this technique, the character stands near his opponent and leaps up to knee him in the stomach, chest or face, using the momentum of the leap to increase the damage.
Difficulty: Moderate
Effect: To use this technique, the character must be standing near his opponent. The character can add +1D to her damage roll if her skill roll exceeds the difficulty number. In addition to any damage, the target suffers a knockdown.

Technique: Martial Arts Leap
Description: The character is able to use martial arts training to perform more precise leaps.
Difficulty: Easy
Effect: With a successful skill roll, the character may add a +2D bonus to a climbing/jumping roll involving jumping. He does not suffer the multiple action penalty on that roll.

Technique: Multiple Kicks
Description: The character is trained to make multiple attacks using his feet.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he may make two kicking attacks in one round without suffering the multiple action penalty.

Technique: Multiple Strikes
Description: The character can deliver multiple blows.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he may make two attacks in one round without suffering the multiple action penalty.

Technique: Nerve Punch
Description: The character knows the locate of nerve clusters, striking in such a way as to render a target's limb numb.
Difficulty: Very Difficult
Effect: If successful, the character's attack renders an opponent’s limb (arm or leg, specified prior to making the attempt) unusable for 3D rounds. Any items held in the affected hand are dropped. If the character beats the difficulty number by 15 or more, the target character is rendered unconscious for 3D rounds.

Technique: Palm Punch
Description: The character is trained to use the heel of his palm to inflict damage.
Difficulty: Moderate
Effect: By making the required skill roll, the character strikes at his opponent with an open palm for Strength+1D damage.

Technique: Parry Throw
Description: The character is trained to use an opponent's momentum in throwing them.
Difficulty: Moderate
Effect: If the character has just made a parry roll, he may attempt to throw an opponent by rolling his martial arts skill. A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering 3D damage.

Technique: Pivot Kick
Description: The character can pivot on a hand or weapon and deliver a powerful kick.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he may spin using the hilt of a weapon, or his hand, as a pivot to inflict Strength+1D damage to the legs of an opponent. If the damage roll ends with a stun result, the opponent falls to the ground. This may be used as a reaction skill while falling down.

Technique: Pounce
Description: The character is trained to strike from hiding.
Difficulty: Moderate
Effect: If the character is concealed, and his opponent is unaware of his presence, the character may leap from concealment and attack his opponent. If the skill roll is successful, the opponent suffers damage equal to the character's Strength roll, and is considered to be "stunned" for the remainder of the round.

Technique: Power Block
Description: The character is trained to parry attacks in a manner which inflicts damage.
Difficulty: Moderate
Effect: A successful parry inflicts Strength+1D on the target. This may be used as a reaction skill.

Technique: Power Stand
Description: The character is trained to inflict damage while rising from the ground.
Difficulty: Difficult
Effect: If the character makes the required skill roll, she may do STR+3D damage to an opponent by using her legs against the opponent while standing up from the ground.

Technique: Rear Kick
Description: The character is trained to attack an opponent to the rear with a kick.
Difficulty: Moderate
Effect: If an opponent is behind the character, and he makes the required skill roll, he may kick behind him for Strength+1D damage, unhindered by being unable to see his opponent.

Technique: Retrieval
Description: The character is trained to pick up an item from the ground using feet and legs.
Difficulty: Easy
Effect: If the character makes the required skill roll, he is able to retrieve an object from the ground using his feet and legs. This does not count as an action when calculating the multiple action penalty.

Technique: Reversal
Description: The character is trained to turn the tables on an opponent who is attempting to grapple.
Difficulty: Opposed Strength or martial arts roll
Effect: The character can employ this technique only when she is held. If she breaks the opponent's grip, she may in turn hold the target immobile or employ another technique. This technique may be used as a reaction skill.

Technique: Reversal Elbow
Description: The character is trained to follow a melee attack with an opposite blow using the elbow.
Difficulty: Moderate
Effect: Following an attack in close quarters, the character may immediately reverse her momentum to attack with her elbow, causing damage equal to her Strength attribute. This attack can be used without incurring the multiple action penalty only once in a round, and only following an attack using a melee weapon.

Technique: Rolling Throw
Description: The character can roll backwards and throw an enemy with force.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he may roll onto his back and throw an opponent backwards 1D meters away. If the opponent is thrown into a wall or other solid object, they suffer 2D damage.

Technique: Roundhouse Kick
Description: The character is trained to deliver a spinning kick to the head.
Difficulty: Moderate
Effect: A successful skill roll indicates that the character delivers a spinning kick to the head of an opponent. In addition to the +1D+2 to damage, the opponent is considered "Stunned" for the remainder of the round.

Technique: Shoulder Charge
Description: The character is trained to use her body weight to topple an off balance opponent.
Difficulty: Moderate, plus an opposed Strength roll.
Effect: If the character makes the required skill roll, he inflicts STR+1D damage and must make an opposed Strength roll. Success indicates that their opponent has been knocked down. Failure to make the required skill roll results in the character falling off balance, and his opponent may make an immediate attack without suffering a multiple action penalty.

Technique: Silent Strike
Description: Provided the character can successfully sneak up on a target, she can instantly render him unconscious or incapacitated.
Difficulty: Difficult, plus target's Perception
Effect: The character must be within arm's reach of the target. The character must declare if this is a stunning or killing attack prior to making the attempt. A successful skill roll indicates the target is neutralized.

Technique: Snap Kick
Description: The character is trained to deliver a powerful kick with relative speed.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he may deliver a powerful kick at Strength+1D damage with such speed that he may make one other hand-to-hand attack this round without incurring the multiple action penalty.

Technique: Soft Fall
Description: The character is trained to use his martial arts talent to soften a fall of up to 20 meters.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he may soften the impact of falling by up to 5D.

Technique: Speed Parry
Description: The character is able to quickly deflect a blow aimed at him.
Difficulty: Moderate
Effect: With a successful skill roll, the character blocks his opponent's attack, and does not incur a multiple action penalty. This may be used as a reaction skill.

Technique: Spinning Back Fist
Description: The character spins around, adding force to his blow from the momentum of the spin. As the spin is completed, he brings the back of his fist into contact with his opponent.
Difficulty: Moderate
Effect: The character can add +1D to her damage roll if the skill roll is successful. Failure to make the required skill roll results in the character becoming off balance, and her opponent may make one additional attack this round without a multiple action penalty.

Technique: Spinning Kick
Description: The character is trained to perform a powerful kick.
Difficulty: Moderate
Effect: The character can add +1D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

Technique: Surprise Attack
Description: The character is trained to alter body language so as not to give away an attack.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he may attack his opponent without giving any warning, causing his opponent to suffer -2D to all reaction rolls. If the character waits for one additional round before attacking, he automatically gains that round's initiative over his opponent as well.

Technique: Sword Hand
Description: This technique actually takes two forms. The first is to use the edge of the flattened hand to strike the target, usually with the intent of breaking bones or inflicting other serious injury. The second, more difficult form is to flatten the hand and strike with the fingertips, driving the character's hand into his opponent's body.
Difficulty: Moderate
Effect: This punch ignores any bonuses the target gains from wearing armor, having especially tough skin or similar ability. The character can add +1D to her damage roll if the skill roll is successful.

Technique: Throat Jab
Description: The character is trained to target breathing tubes in the throats of opponents.
Difficulty: Moderate
Effect: A character using this maneuver may target breathing tubes or blood veins in opponents necks to strike at. If the character is successful in making his skill roll, his opponent may take no other actions this round or the next round due to shock and blood/air blockage.

Technique: Throw
Description: The character can throw a target.
Difficulty: Moderate
Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering 3D damage.

Technique: Triple Kick
Description: The character is trained to deliver three attacks with his foot.
Difficulty: Difficult
Effect: The character, after making the skill roll, may deliver a trio of powerful kicks at Strength+2 damage in a single round. Any further actions this round incur the multiple action penalty as normal.

Technique: Triple Parry
Description: The character is trained to parry up to three unarmed attacks.
Difficulty: Difficult
Effect: If the character makes the required skill roll, she may automatically block three brawling attacks during this round, provided she takes no other action this round. This may be used as a reaction skill.

Technique: Weapon Block
Description: The character is trained to parry melee attacks, even when she does not possess a melee weapon.
Difficulty: Opposed martial arts versus melee combat roll
Effect: If the character makes the required difficulty roll, she successfully blocks a melee attack. This may be used as a reaction skill.

Technique: Weapon Steal
Description: The character is trained to disarm and take control of a weapon in the opponent's grasp.
Difficulty: Very Difficult, plus an opposed Strength roll.
Effect: If the character makes the required skill roll, and overcomes his opponent's Strength roll, he may steal an opponent's weapon from them for his own use.

Technique: Whirlwind Attack
Description: The character is trained to attack multiple enemies at close range.
Difficulty: Very Difficult
Effect: When surrounded at close range, the character is trained to use this technique to eliminate nearby threats. If the character's skill roll is successful, he may attack up to 3 enemies within arm's reach using the martial arts skill roll as his attack roll for each opponent (no multiple action penalty).

Technique: Wrist Chop
Description: The character is trained to chop an open hand down on an opponent's wrist.
Difficulty: Moderate
Effect: If the character makes the required skill roll, the character chops the side of his open hand down on his opponent's wrist. Any object in that hand falls to the floor, and if the damage roll exceeds the opponent's Strength roll by more than 15, the wrist is broken and the hand cannot be used until the wrist is healed.

Tooth & Claw Maneuvers

Technique: Claw Rake
Description: The character is trained to make a quick, but less damaging, claw attack.
Difficulty: Easy
Effect: If the character makes the required skill roll, he delivers a quick claw attack at a -1D to normal claw damage with such speed that he may make one other hand-to-hand attack this round without incurring the multiple action penalty.

Technique: Double Claw Slash
Description: The character is trained to use two sets of claws as a slashing weapon.
Difficulty: Easy
Effect: If the character makes the required skill roll, he uses both hands to slash forward at an opponent. If the attack is successful, the character adds +1D to normal claw damage on this attack.

Technique: Hamstring
Description: The character is trained to drop low to the ground, bite into the tendons of her opponent's leg and rip them out, crippling him.
Difficulty: Difficult
Effect: If the opponent takes any damage greater than Stun, one of his legs becomes useless. If bipedal, the opponent may move at one-fourth of his normal Move; if quadrupedal, he may move one-half of his normal Move. This injury will cripple the leg for life.

Technique: Jaw Lock
Description: The character locks his powerful jaws onto his opponent, not to harm but to immobilize.
Difficulty: Moderate
Effect: This technique may only performed when the character can attack his opponent from above or behind, such that he can use his mass to best advantage. For every round the target is held, the character must make an opposed Strength roll. If the target beats his Strength roll by 5 or more points he breaks free of the hold. If the target only beats his Strength roll by 0-5 points he breaks free of the hold, however, the target suffers damage equal to the character's normal bite damage. If the target fails to break free, he suffers damage at a -1D the character's normal bite damage; unless he fails by 15 or more points, then he takes damage at a +1D the character's normal bite damage.

Technique: Leaping Rake
Description: The character is trained to leap past his opponent, raking him with his claws as he flies by.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he leaps past his opponent, raking him with his claws adding +2D to normal claw damage. Note that this technique only works if the character has enough Move to leap past his opponent. If he can only leap as far as his opponent, he cannot use this technique.

Technique: Neck Bite
Description: The character leaps onto her opponent, grabs hold of him and bites down hard on his neck.
Difficulty: Very Difficult
Effect: If the character makes the required skill roll, she may attempt to grab hold of her opponent and bite down on his neck inflicting normal bite damage on the target. The character may continue to inflict damage on the target (by biting or gnawing at him) each round she maintains the hold.

Technique: Strategic Bite
Description: The character uses his sharp teeth to target a specific area of the body.
Difficulty: Difficult
Effect: The character may make a "called shot" with no penalty to his attack roll.

Melee Maneuvers

Technique: Bash
Description: The character is trained to deliver a quick, smashing attack, usually performed "sidearm" with a club or staff.
Difficulty: Moderate
Effect: The character can add +1D to her damage roll if the skill roll is successful.

Technique: Dazing Blow
Description: The character is trained to use a weapon to do only Stun damage. With a blunt weapon, he hits less forcefully; with an edged weapon, he uses the "flat" of the blade.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he may use his melee weapon to cause Strength+1D stun damage.

Technique: Disarm
Description: The character skillfully strikes her opponent's weapon, hand or arm, not to cause damage, but to knock the weapon out of her opponent's grasp. Alternately, she may use an entangling weapon such as a chain to wrap around her foe's weapon and pull it away.
Difficulty: Moderate
Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character is disarmed.

Technique: Double Sweep
Description: The character can follow a sweep using a melee weapon with a foot sweep.
Difficulty: Difficult
Effect: If the character makes the required skill roll, she uses her weapon to deflect her opponent’s weapon while also causing the opponent to become off balance. She then attempts to knock the opponent down using a foot sweep. That opponent remains prone for the remainder of the round, and any of his or her combat rolls are -1D.

Technique: Dual Attack
Description: The character is trained to effectively use paired weapons (e.g., tonfas, nunchukas, sai, butterfly swords, two short swords, long sword/short sword).
Difficulty: Very Difficult
Effect: If the character makes the required skill roll, he may make two damage checks against his opponent. The character also gains a +1D bonus when parrying.

Technique: Fleche
Description: The character is trained to move forward quickly, using the momentum of his attack to increase the damage.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he moves toward his opponent inflicting +1D+1 to normal damage. Note that this technique only works if the character is less than a half Move away from his opponent, otherwise he cannot use this technique.

Technique: Great Blow
Description: The character puts everything he has into the blow, exposing himself to injury in the hopes of doing worse injury to his opponent.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he may deliver an attack at a +2D to damage. Failure to beat the difficulty number indicates the character is off-balance and his opponent may make an additional attack this round with no multiple action penalties.

Technique: Hilt Blow
Description: The character can use the hilt of a weapon to strike a stunning blow.
Difficulty: Easy
Effect: If the character makes the required skill roll, he may attempt to strike an opponent with the hilt of his weapon, causing that character to be stunned for the remainder of the round.

Technique: Jab
Description: The character is trained to make a quick, light strike with a weapon, used more to test an opponent's skill and defenses than to injure him.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he may deliver an attack at a -1D to damage with such speed that he may make one other melee attack this round without incurring the multiple action penalty.

Technique: Riposte
Description: This technique, most commonly performed with blades, is a rapid strike following a block.
Difficulty: Difficult
Effect: A character may only use a Riposte in the action after he has made a successful parry. If the character makes the required skill roll, he may add the number of points his parry beat the last attack to his melee combat roll.

Technique: Slash
Description: The character can make a powerful blow with an axe, sword or similar weapon.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he may deliver an attack at a +1D to damage.

Technique: Smash
Description: The character can make a strong, powerful attack, usually performed by swinging downward with the weapon.
Difficulty: Moderate
Effect: If the character makes the required skill roll, he may deliver an attack at a +1D+2 to damage.

Technique: Sweep
Description: The character is trained to use a staff or flexible weapon to knock or yank the legs out from under his opponent.
Difficulty: Moderate
Effect: In addition to any damage taken, the opponent suffers a knockdown and must remain prone for the remainder of the round.

Technique: Thrust
Description: This technique is a cross between a Jab and a Slash; it combines the former's speed with the latter's power.
Difficulty: Difficult
Effect: If the character makes the required skill roll, he may deliver an attack with such speed that he may make one other melee attack this round without incurring the multiple action penalty.

Technique: Weapon Juggle
Description: The character is trained to move his weapon from one hand to another with ease.
Difficulty: Moderate
Effect: The character, after making the skill roll, may move his weapon quickly from one hand to another before the opponent has time to adjust his defense. Against a non-Force-sensitive opponent, the character gains +2D to his next attack skill roll.

Chi Kung Maneuvers

Technique: Kama Ti
Prerequisites: Chi Kung Martial Arts 4D, Alien Species 4D, First Aid 4D
Description: Kama Ti is the ancient Chi Kung art of the death touch. Masters of Kama Ti possess secret knowledge of how kata (literally, "breath") flows through the body. Kata flow is said to vary, depending upon the time of day, the season, one's state of health and other esoteric factors. A master of Kama Ti uses his knowledge of these factors to pinpoint the vunerable locations on his opponent's body. By properly striking those locations, even with a mere finger thrust or touch, the master can disrupt the body's kata flow, causing the target to suffer intense pain and death. Legends say that the greatest masters can "delay" Kama Ti damage, so that they touch a victim and he does not suffer any injury for minutes, hours, days or even months. Sometimes the master delays the damage based how many steps the victim takes after being struck - he does not suffer damage until he has taken nine, 100, 1000 or however many steps. Certain Kama Ti strikes can be used to paralyze the limbs or, so the legends say, kill with a single soft blow.
Difficulty:
Effect:

Technique: Mati Ang
Prerequisites: Chi Kung Martial Arts 3D, Stamina 4D
Description: Chi Kung practitioners are taught the ability to "root" themselves to the ground using their internal kata energy. The energy is spread out cross the surface of the body and then "anchored" to the ground, creating a rigid stance. When a practitioner assumes this stance, his body become like a single, solid piece of iron - unmovable and resistant to all attacks.
Difficulty:
Effect:

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