Name | Description | Difficulty | Effects |
Blind Fighting |
The martial artist is trained to fight without the use of their sight. |
Moderate for light smoke or poor light; Difficult for thick smoke or a moonlit night; Very Difficult for very thick smoke or total darkness. |
A character may negate penalties from fighting blind or in the dark. |
Disarm |
The martial artist is skilled at disarming their opponents, giving them the advantage in melee combat. |
Moderate/ Opposed Roll |
The character makes an opposed Brawling skill check against their opponent. Success indicates that the target has been disarmed of one weapon or item they are holding. The item lands 1D meters away. |
Elbow Smash |
The martial artist uses their elbow to make a devastating attack. |
Easy |
If the character rolls successfully (and is not parried or dodged), the elbow smash does STR+2D damage. |
Flip |
The martial artist counters an unarmed or melee attack, flipping the enemy. |
Difficult |
If the character successfully parries a Brawling or melee attack, they may attempt a flip. Success indicates that the attacker has been flipped, knocked down and suffers 3D physical damage. |
Flying Kick |
The martial artist can make a deadly leap kick after a running start. |
Very Difficult |
This is a reaction skill. If the character rolls successfully, and rolls a successful Brawling attack, their kick inflicts STR+4D damage. Failure gives their opponent an immediate attack against them at no penalty. |
Head Butt |
The martial artist is trained to use their head as a weapon. This is a useful art to know, particularly when bound or held. |
Easy |
If the character rolls successfully and rolls a successful Brawling attack, their head butt inflicts STR+1D+1 damage. This technique may be used when he character is bound or held at no penalty. |
Hold/Grapple |
The martial artist is skilled at grappling and manipulating held opponents. |
Difficult |
If the character rolls successfully, they receive a +1D bonus to their opposed Brawling skill checks while grappling. This technique can be maintained each round, but a new skill check is required. |
Instant Knockdown |
The martial artist knows how to put their opponents off balance, knocking them down. |
Moderate |
If the character rolls successfully (and is not parried or dodged) and achieves a stun result or better, in addition to damage their opponent is knocked down. |
Instant Stand
| The martial artist has trained in acrobatic “kipup” techniques and can easily regain footing after a knockdown. |
Moderate |
A successful roll allows the character to return to a standing position without using an action. |
Instant Stun |
The martial artist is skilled at delivering jarring hits, disorienting their opponents. |
Moderate |
If the character rolls successfully (and is not parried or dodged) and achieves a stun result or better, their opponent suffers an additional -1D penalty to all actions for one round. |
Instant Wound |
The martial artist is trained to deliver exceedingly lethal blows. |
Difficult |
Any damage result is increased by one step (stunned becomes wounded, wounded becomes wounded twice, etc.). |
Kick |
A devastating kick attack. |
Easy |
A successful skill check indicates that the martial artist’s kick attack inflicts STR+2D damage. |
Multiple Strikes |
The martial artist can make a quick series of attacks at no penalty. |
Moderate |
If the character rolls successfully, they may make a second attack at no multiple action penalty. |
Nerve Punch |
The martial artist is skilled at targeting the nerves of an opponent to render their limbs useless. |
Very Difficult |
If the character rolls successfully (and is not parried or dodged on their called shot) and achieves a wound result or better, the limb struck is rendered unusable for 3D rounds. |
Nerve Punch 2 |
The martial artist is trained to strike at an opponent’s nerves to render them unconscious. |
Heroic |
If the character rolls successfully (and is not parried or dodged on their called shot) and achieves a wound result or better, their opponent is rendered unconscious for 3D rounds. |
Power Block |
The martial artist makes hard parries, injuring their attackers. |
Difficult |
If the character rolls successfully, a successful parry inflicts STR+1D to the attacker. This is a reaction skill. |
Punch |
A devastating punch attack. |
Very Easy |
A successful skill check indicates that the martial artist’s punch attack inflicts STR+1D damage. |
Reversal |
The martial artist is trained to break and reverse grapples. |
Difficult |
If the character rolls successfully, they receive a +2D bonus to their opposed Brawling skill checks when attempting to break a grapple. This may be used in conjunction with a reaction skill. |
Silent Strike |
The martial artist has been trained to deliver potentially lethal blows to the unaware. |
Difficult |
Provided the character has approached an opponent undetected and their skill roll is successful, their initial attack inflicts STR+3D damage. A result of killed may render the target unconscious at the character’s discretion. |
Spinning Kick |
The martial artist can spin on their heel to deliver a jarring kick attack. |
Difficult |
If the character rolls successfully, and rolls a successful Brawling attack, their kick inflicts STR+3D damage. Failure gives their opponent an immediate attack against them at no penalty. |
Shoulder Throw |
The martial artist has been trained to throw their opponents. |
Difficult |
If the character rolls successfully (and is not parried or dodged on their called shot), their opponent is thrown 1D meters away and suffers STR+1D damage. |
Weapon Block |
The martial artist is skilled at blocking melee attacks with their bare hands. |
Opposed Martial Arts versus Melee Combat roll. |
The character may parry armed opponents at no penalty. |
Name | Description | Difficulty | Effects |
Confusing Mist |
The findsman can confuse his opponent with biological feedback. |
Difficult |
A findsman creates a brief burst of biological feedback which confuses his opponent. By making a successful physical attack, the findsman uses chemicals transferred via touch to confuse his opponent for the remainder of the round, causing him to suffer -1D to all rolls, and -2D to any Perception or related skill rolls. |
Exoskeleton Shield |
The findsman can create a small shield out of his exoskeleton. |
Moderate |
If the character rolls successfully, by forsaking all other actions this round the findsman may cross his arms in front of him and encourage temporary exoskeleton growth, creating a shield that gives +4D vs. physical attacks, +2D vs. energy. The shield dissolves at the end of one round, and may not be created again for an additional round. May not be used when we armor that covers the arms. |
Piercing Touch |
The findsman can use his chitinous fist to puncture highly durable substances and materials. |
Very Difficult |
If the character rolls successfully (and is not parried or dodged), the strike does STR+2D damage and can penetrate bone, chitin, and assorted armors (effectively ignoring Armor bonuses to resist damage). |
Precise Strike |
The findsman can strike at weak points with ease. |
Difficult |
A findsman can make a “called shot” with no penalty to his attack roll. Additionally, he may make a search roll at the same difficulty (at no multiple action penalty) to find chinks in armor, weak points, etc. Success grants him a +1D bonus to attacks against that opponent for the remainder of the encounter. |
Striking Mist |
The findsman uses confusing maneuvers to prevent the victim from dodging or parrying his attack. |
Difficult/Oppose Roll |
If the character rolls successfully, and rolls a successful sneak versus his opponent’s Search or Perception, the findsman’s strike cannot be dodged or parried. The Gand must declare whether they are striking to injure or immobilize the victim prior to making an attempt. |
Name | Description | Difficulty | Effects |
Feint |
The character can feint to draw off an opponent’s defense. |
Easy/Opposed roll |
If the character makes the required skill roll, he fakes a maneuver to draw his opponent off. If the opponent’s Search or Perception roll is lower than the character’s martial arts skill roll, the character gains a +2D bonus to his next attack roll. |
Flawless Counter |
The character can counter a melee attack to perfection. |
Difficult |
If the character makes the required skill roll, following a successful parry, his next attack against that opponent (which must be a hand-to-hand attack) receives a +1D bonus to both attack and damage rolls. |
Roundhouse |
The character is trained to deliver a spinning kick to the head. |
Moderate |
A successful skill roll indicates that the character delivers a spinning kick to the head of an opponent (incurring a -1D called shot penalty to his attack), inflicting STR+2D damage. If the attack inflicts damage, the opponent is considered “Stunned” for the remainder of the round, taking an additional -1D penalty to all actions and reactions. |
Snap Kick |
The character is trained to deliver a powerful kick with relative speed. |
Moderate |
If the character makes the required skill roll, he may deliver a blinding kick at STR+1D damage with such speed that he may make one other hand-to-hand attack this round without incurring the multiple action penalty. |
Triple Kick |
The character is trained to deliver three attacks with his foot. |
Difficult |
The character, after making the skill roll, may deliver a trio of powerful kicks at STR+1D damage in a single round. Any further actions this round incur the multiple action penalty as normal. |
Name | Description | Difficulty | Effects |
Hilt Blow |
The character can use the hilt of a weapon to strike a stunning blow. |
Easy |
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 (additional -1D penalty to actions) for the remainder of the round with a stun result or better. |
Pivot Kick |
The character can pivot on a hand or weapon and deliver a powerful kick. |
Difficult |
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 STR+2D damage to the legs of an opponent. If the damage roll ends with a stun result or better, the opponent falls to the ground (knocked down). |
Rolling Throw |
The character can roll backwards and throw an enemy with force. |
Moderate |
If the character makes the required skill roll, he may roll onto his back and throw an opponent backwards. The opponent suffers 3D damage or, if they are thrown into a wall or other solid object, they suffer 4D damage. In addition, the opponent is knocked down, landing 1D meters away. |
Throat Jab |
The character is trained to target breathing tubes in the throats of opponents. |
Difficult |
Echani using this maneuver may target breathing tubes or blood veins in an opponent’s neck (with a -1D called shot penalty to the attack), inflicting STR+2D damage. If the character is successful in making his skill roll and achieves a stun result or better, his opponent may take no other actions. |
Name | Description | Difficulty | Effects |
Defensive Roll |
The character can roll with an opponent’s attack, reducing damage. |
Difficult |
If the character makes the required skill roll, he rolls with the attack, gaining a +2D bonus to Strength to resist the damage taken. This is a reaction skill. |
Hand and Saber |
The character can attack with an unarmed strike and his lightsaber in a blinding combination. |
Moderate |
If the character rolls successfully, he may make one lightsaber attack and one unarmed attack in a round at no penalty. |
No Fall |
The character is trained to turn a normal fall into a back flip and land standing or crouched. |
Difficult |
If the character is tripped or falling, she may use this technique to flip and land standing up. The character may then react as normal for the remainder of the round. |
Soft Fall |
The character is trained to use his martial arts talent to soften a fall of up to 20 meters. |
Difficult |
If the character makes the required skill roll, he may soften the impact of falling by up to 4D. |
Weapon Juggle |
The character is trained to move his weapon from one hand to another with ease. |
Moderate |
The character may move his weapon quickly from one hand to another before the opponent has time to adjust his defense. If the roll is successful, the character gains +2D to his next attack skill roll. |
Name | Description | Difficulty | Effects |
Defensive Roll |
The character can roll with an opponent’s attack, reducing damage. |
Difficult |
If the character makes the required skill roll, he rolls with the attack, gaining a +2D bonus to Strength to resist the damage taken. This is a reaction skill. |
Hilt Blow |
The character can use the hilt of a weapon to strike a stunning blow. |
Easy |
If the character makes the required skill roll, he may attempt to strike an opponent with the hilt of his lightsaber, causing that character to be stunned (additional -1D penalty to actions) for the remainder of the round with a stun result or better. |
No Fall |
The character is trained to turn a normal fall into a back flip and land standing or crouched. |
Difficult |
If the character is tripped or falling, she may use this technique to flip and land standing up. The character may then react as normal for the remainder of the round. |
Reversal Elbow |
The character is trained to follow a lightsaber attack with an opposite blow using the elbow. |
Moderate |
Following a lightsaber attack, the character may immediately reverse her momentum to attack with her elbow, causing damage equal to STR+1D. This attack can be used without incurring the multiple action penalty only once in a round, and only following an attack using a lightsaber. |
Shoulder Charge |
The character is trained to use her body weight to topple an off balance opponent. |
Moderate/Opposed Roll |
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 her opponent may make an immediate attack without suffering a multiple action penalty. |
Name | Description | Difficulty | Effects |
Falling Roll |
The character can turn a knock down into a controlled roll. |
Difficult |
Any time the character is knocked down, they may make a skill roll as a reaction. Success means that they have turned the fall into a sidelong roll, gaining +2D to Dodge for the remainder of the round and coming up in a crouch (not knocked down). |
Multiple Kicks |
The character is trained to make multiple attacks using his feet. |
Difficult |
If the character makes the required skill roll, he may make two kicking attacks in one round without suffering the multiple action penalty. These kicks inflict STR+1D+2 damage. |
Opportune Shot |
The martial artist has been trained to use a pistol or rifle to full effect in close quarters. |
Difficult |
Following a successful Parry, the character may make a Brawling skill check. Success indicates that he has opened up his opponent’s defenses and may make an immediate attack with a weapon he is holding at point blank range, but at a -1D penalty to the attack. |
Roundhouse |
The character is trained to deliver a spinning kick to the head. |
Moderate |
A successful skill roll indicates that the character delivers a spinning kick to the head of an opponent (incurring a -1D called shot penalty to his attack), inflicting STR+2D damage. If the attack inflicts damage, the opponent is considered "Stunned" for the remainder of the round, taking an additional -1D penalty to all actions and reactions. |
Shoulder Charge |
The character is trained to use her body weight to topple an off balance opponent. |
Moderate/Opposed Roll |
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 her opponent may make an immediate attack without suffering a multiple action penalty. |
Name | Description | Difficulty | Effects |
Axe Kick |
The character is trained to deliver a kick with downward force to the head or shoulder of an opponent. |
Difficult |
If the character makes the required skill roll and a successful called shot attack (-1D), he delivers a powerful kick downward onto the top of the opponent’s head or shoulder. If the damage result is stunned or better, the opponent is rendered unconscious for 1D rounds. |
Martial Art Leap |
The character is able to use martial arts training to perform more precise leaps. |
Moderate |
With a successful skill roll, the character may add a +2D bonus to their Jumping skill roll at no multiple action penalty. |
Power Melee Block |
The character is trained to pick up an item from the ground using feet and legs. |
Difficult |
Following a successful Parry, the character may make a Brawling skill check. Success indicates that he has struck the opponent’s weapon, inflicting STR damage to it. This is a reaction skill. |
Power Stand |
The martial artist has been trained parry armed attacks in a manner that damages the offending weapon. |
Difficult |
If the character makes the required skill roll, they may launch a kick attack as they rise from a prone (knocked down) position at no penalty. This swift kick inflicts STR+1D damage. |
Retrieval |
The character is trained to inflict damage while rising from the ground. |
Easy |
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 multiple action penalty. |
Name | Description | Difficulty | Effects |
Alter Aim |
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. |
Very Difficult/Opposed Roll |
The character attempts to grab and re-aim a weapon in the hands of an opponent within arm’s reach who is about to fire. If the skill roll is successful, the Shadow Artist and their opponent make an opposed Strength roll. Success indicates that the character has reaimed the weapon and may make the appropiate skill roll (blaster, missile weapons, firearms, etc.) at -2D to attack the new target. Afailed Strength roll means that the opponent fires normally, but at -1D. This is a reaction skill. |
Back Strike |
The character is trained to spin and attack an enemy to the rear with bare hands. |
Easy |
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. |
Ground Strike |
A character is able to to attack an opponent after being knocked down or from the prone position. |
Moderate |
A successful roll allows the character to strike her opponent (STR +1D) and return to a standing position. |
Surprise Attack |
The character is trained to alter body language so as not to give away an attack. |
Difficult |
If the character makes the required skill roll, she may attack her opponent without giving any warning, causing her opponent to suffer -2D to any reaction roll. If the character waits for one additional round before attacking, she automatically gains that round’s initiative over her opponent as well. |
Triple Parry |
The character is trained to parry up to three unarmed attacks. |
Moderate |
If the character makes the required skill roll, he may block three brawling attacks during the round. These parry rolls are made at a +2D bonus and receive no multiple action penalties. The character may take no other actions during the round that this technique is used. |
Name | Description | Difficulty | Effects |
Back Flip |
The character is trained to flip backwards to avoid a hit or fall. |
Moderate |
If the character makes the required skill roll, he may add +2D to his next brawling parry, climbing/jumping or dodge roll. This maneuver does not count towards calculating multiple action penalties. |
Hasty Blow |
The character may make a quick jab or kick following a lightsaber attack. |
Moderate |
If the character rolls successfully, he may make one lightsaber attack and one unarmed attack in a round at no penalty. |
Hilt Blow |
The character can use the hilt of a weapon to strike a stunning blow. |
Easy |
If the character makes the required skill roll, he may attempt to strike an opponent with the hilt of his lightsaber, causing that character to be stunned (additional -1D penalty to actions) for the remainder of the round with a stun result or better. |
Joint Kick |
The character is skilled at attacking specific joints. |
Difficult |
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 a stun (or better) result is achieved, the target suffers one of the following effects: If the knee is targeted, the opponent is knocked to the ground; if the elbow or shoulder is targeted, any items in that arm's hand are dropped. |
Surprise Attack |
The character is trained to alter body language so as not to give away an attack. |
Difficult |
If the character makes the required skill roll, she may attack her opponent without giving any warning, causing her opponent to suffer -2D to any reaction roll. If the character waits for one additional round before attacking, she automatically gains that round’s initiative over her opponent as well. |
Name | Description | Difficulty | Effects |
Crescent Kick |
The character can execute a kick that sweeps in at the opponent’s neck. |
Difficult |
If the character makes the required skill roll, he may sweep a kick across at his opponent’s neck from the side. The kick deals STR+1D damage, but ignores armor (since most armor does not have one solid torso and head piece). |
Handspring Kick |
The character can spring over objects on his hands to land a solid kick. |
Moderate |
If the character makes the required skill roll, he may spring on his hands over an obstacle and kick for STR+2D damage, without penalty for overcoming the obstacle. |
Palm Strike |
The character is trained to use the heel of his palm to inflict damage. |
Moderate |
By making the required skill roll, the character strikes at his opponent with an open palm for STR+1D damage. If the damage roll exceeds the opponent’s Strength roll by more than 10, the opponent is severely pained and suffers a -1D penalty to all actions for 1D rounds. |
Rear Kick |
The character is trained to attack an opponent to the rear with a kick. |
Easy |
If an opponent is behind the character, and he makes the required skill roll, he may kick behind him for STR+1D+2 damage, unhindered by being unable to see his opponent (no penalties). |
Wrist Chop |
The character is trained to chop an open hand down on an opponent’s wrist. |
Very Difficult |
If the character makes the required skill roll, the character chops the side of his open hand down on his opponent’s wrist. If a stun result or better is achieved, any object in that opponent’s hand falls to the floor. In addition, if the damage roll exceeds the opponent’s Strength roll by more than 15, the wrist is broken and actions made with that hand suffer a -4D penalty until the wrist is healed. |
Name | Description | Difficulty | Effects |
Double Claw Slash |
The character is trained to use two sets of claws as a slashing weapon. |
Moderate |
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 the normal claw damage on this attack. |
Gone in Six Seconds |
The martial artist is able to escape grapple range due to Togorian physiology. |
Easy |
After breaking a grapple, if the character makes the required skill roll, he may move up to half his movement away from his opponent. |
Pounce |
The character is trained to attack from hiding. |
Difficult |
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 normal claw damage +2D+2. |
Speed Parry |
The martial artist is able to quickly deflect a blow aimed at him. |
Difficult |
With a successful skill roll, the character may add a +1D bonus to any brawling parry or melee parry rolls, and does not incur a multiple action penalty until the third parry. |
Strategic Bite |
The character uses his sharp teeth to target a specific area of the body. |
Difficult |
The character may make a "called shot" at no penalty to his attack roll with a bite attack. |