Techniques

Offensive Techniques
Disarm – Moderate: disarms the target character.
Elbow Smash – Very Easy: adds +1D to damage roll.
Flying Kick – Difficult: adds +2D to damage roll and incorporates one move action; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Focused Strike – Moderate: upon a successful Willpower (DC 15) roll, you are able to focus your strength and do STR +3D damage to an inanimate object such as a door, chain, etc. The object needs to be immobile. If this is done in the presence of others the user may make an Intimidation check as a free action as his/her next action.
Foot Sweep – Moderate: trips opponent, which must remain prone for the remainder of the round.
Hold/Grapple – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent.
Instant Knockdown – Moderate: knocks target down; to stand the target must wait one round or suffer multiple action penalties.
Instant Stun – Moderate: stuns target for one round.
Jab – Very Easy: adds +1D to damage roll. (Punch is usable as a replacement for this.)
Kick – Easy: adds +2D to damage roll.
Lock – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent. STR damage each round. Neither character in the grapple may take any actions or reactions except break or continue the grapple. The grappler may break the grapple as a free reaction.
Lunging Punch – Difficult: adds +2D to damage roll and incorporates one move action; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Mighty Blow – Easy: adds +3D to damage roll but your target gets a free attack at no additional multiple action penalty that cannot be parried, blocked, or dodged. The opponent’s free attack is resolved first.
Multiple Strikes – Moderate: make a second attack that deals 3D damage with no multiple action penalties.
Punch – Very Easy: adds +1D to damage roll.
Silent Strike – Difficult: the character must be within arms reach of the target and remain undetected; the character can instantly kill or render unconscious (character’s choice) their opponent.
Spinning Kick – Moderate: adds +1D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Spinning Tail Lash – Moderate: adds +2D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty, requires a tail.
Shoulder Throw – Moderate: hurls target to the ground causing 3D damage.
Stack ‘Em Up – If the player ‘drops’ an opponent he may make an immediate brawling (Barabel Martial Arts) attack against another adjacent opponent with no multiple action penalty. This attack does STR-1D damage, may not be used in conjunction with another offensive maneuver, and may only be used once per round.
Stunning Fury – Moderate: adds +1D to the damage roll; also gives the opponent a stun result unless the target’s resistance roll is 5 greater than the damage roll.
Tail Lash – Difficult: adds +1D to the damage roll; requires a Moderate Perception roll by the opponent to notice and be able to attempt to parry. If opponent suffers a stun result or greater then they are knocked prone, requires a tail.
Unstoppable Force – Moderate (Opposed Brawling Parry or Specialization): use your body to charge and knock a target to the ground causing STR damage. Opponent must be a minimum of 4m away.

Defensive Techniques
Blindfighting – Very Difficult: (reaction) character ignores the effects of blindness.
Evasion Basic – Moderate: (reaction) character gains the base difficulty as addition to the roll of any one attack/avoidance reaction skill (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove one die from actions each round if this is done.
Evasion Advanced (Requires Evasion Basic)– Very Difficult: (reaction) character gains the base difficulty as addition to the roll of any two attack/avoidance reaction skills (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove two dice from actions each round if this is done.
Flip – Moderate: (reaction) hurls target to the ground causing 3D damage.
Give It Back – Very Difficult: (reaction) when you take damage due to a melee attack and successfully use this maneuver, you may make an immediate brawling(Barabel Martial Arts) attack against that opponent with no multiple action penalty.
Headbutt – Easy: (reaction) inflicts Str + 1D damage and can be used if bound or held.
Immovable Object – Moderate: (reaction) whenever an opponent moves more than 3 meters and successfully attacks you, doing no damage you may move them 1 meter in any direction as they bounce off of you. They are now prone.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Power Block – Moderate: (reaction) successful parry inflicts Str + 1D on target.
Power Weapon Block (Requires Weapon-Block and Jab) – Opposed Martial Arts vs. Melee Combat: (reaction) blocks a melee attack; negates half the melee weapon to unarmed combat bonus (round down), also gets to use Jab against the same opponent as a free action immediately.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.
Stun Block (Requires Instant Stun, Power Block, and Weapon-Block) – Very Difficult: (reaction) a successful parry after imposing a -5 penalty (must still meet the difficulty level) inflicts one ‘stun’ damage result on the attacker. This technique applies only to a single attack. Additional uses of this technique may be used as a reaction per attack by suffering -1D per use as a multi-action penalty.
Take the Blows – Difficult: (reaction) this maneuver counts as two actions and no other defensive maneuvers may be used during the round. When using this maneuver one chooses to take all melee attacks. You have steeled yourself against any melee attacks, you receive a +3D bonus on your resistance rolls to melee attacks, but you also receive -1D to your Dodge skill for the round.
Weapon-Block – Opposed Martial Arts vs. Melee Combat: blocks a melee attack; negates melee weapon to unarmed combat bonus.

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