Martial Arts

The Star Wars universe has multitudes of Martial Arts traditions, just like here on earth. This is by no means a comprehensive list, but it begins to touch on the more commmon styles seen in the expanded universe. Also, to compare, a selection of terrestrial martial arts are included so you can model your own styles.

A martial art is a way to ensure that you are never unarmed. You may have your weapons confiscated, your blaster may run out of ammo, and even a lightsaber may be destroyed in combat. But with a martial art, your own hands, feet, arms, legs, and even head and torso are effective weapons. Many styles have developed over the millenia and many of those developed by aliens have tended to require their unique physiology. Others have developed as a deliberate amalgamation of styles and techniques, designed to bring out the best in each style. Many true martial artists are at least skilled in several different traditions. Many traditions also have their own "competing" stlyle, either in good-natured rivalry or at the head of centuries of armed and deadly conflict.

Unarmed combat has ranges just as armed combat does. Though range has somewhat less of an effect, it is still important as to the options available. These ranges are loosely classified as touching, close, stand-off, and far. Touching is where you are inside your opponent's easy reach. For a human, this can be approximately 0.5m. (all ranges listed here are for human-scale combatants; modify as necessary for others) At this range, kicks, dodges, and sweeps are somewhat less effective as they require more space to complete. Close range is the "normal" combat distance about 1m apart, where all attacks are considered to take place unless otherwise specified. There are no modifiers to any unarmed attacks at this range. Stand-off places at least 1.5m but not more than 3 between the combatants and is often the distance where hand-to-hand combat begins. All attacks occurring at stand-off range will happen at -2 from the attacker's initiative count. Attackers at a far distance are not necessarily in close combat. All unarmed attacks from this range take place at -(3+distance*2/move) of the attacker. For example, a Human with a move of 10 attacks a target eight meters away, but the attack happens at -4 from the character's initiative. Be aware that when dealing with different species or even just significant height differences, one can be at one range from her opponent, while he is at a different range from her. As a free action, a combatant can increase or decrease the range by one level. A full action may adjust the range by two levels. This effectively recreates the circiling and "pushing" around that happens in martial arts combat. If there are multiple opponents, this can get tricky, and diagrams are recommended.

Initiative is critical in martial arts. There is very little one can do for tactics, and as such, all initiative in close combat must be performed with Perception. Speed and reaction time are critical, though some styles may provide bonuses to initiative by praticing extra-quick reactions and attacks. The Force power combat sense sets the initiative of the user to +1 higher than the opponent, or the user's roll, whichever is higher. If you roll more than five higher than your opponent on initiative, they cannot block. If you roll more than ten higher, they cannot dodge either. A Force Point can get around this, but the difference in initiatives is subtracted from the total before the results are compared.

All martial arts, even including simple brawling, can have their motions broken down into Strike, kick, block, dodge, throw, hold, escape, choke, sweep, and grapple. Some techniques give additional bonuses or have additional restrictions. Each martial art grants bonuses to some or all of these maneuvers, ranging from +2 to +2D. When performing this manuver using that martial art skill, the bonus is added to your roll. There are limits, however, based on training. The bonus added cannot be higher than the skill is above the attribute. For example, a character with 4D Teras Kasi and 3D Dexterity only recieves +1D to strike, kick, and block until the skill is increased to 4D+2, at which point kick and block would maximize, but strike would require a skill of 5D to gain the full benefit.

Strike can be considered a punch or any other sort of attack with the fist, hand, or arm. Strikes do STR+MA Bonus in damage. The advantage of the strike is speed and accuracy against vital upper-body targets, as well as the ability to function in close-quarters more effectively. If the artist uses a strike while at touching range, the attack happens at +1 to their initiative count. The converse is also true, at stand-off and longer ranges, apply an additional -1 to the initiative count. Strikes from stand-off or farther decrease the range to close at the conclusion of the strike.

Kicks are any attack using the feet or legs, or appropriate appendages that support the weight of the creature. They are slightly more powerful (usually, this can change via species) and do STR+1D+MA Bonus damage. They typically have longer reach than strikes and are often slightly slower if performed against the upper body. Kicks from stand-off range or farther reduce the range to close at the conclusion of the action.

Blocks are parries, usually performed by limbs to protect vital organs in the torso and head. A block happens at +5 initiative and must equal or exceed the initiative score of the attack to allow the block. The block consists of a contested skill check where both attacker and blocker roll their martial arts including the appropriate bonuses. The blocker gains as a bonus, in pips, any excess in initiative to the block check. If the blocker wins, no damage is dealt and the attacker may elect to forefit additional attacks this round to extend the range one level to stand-off.

Dodges move the defender from the path of the attack. Dodges happen at +10 initiative but get no bonus for any excess initiative they may accrue. Otherwise, they operate as a block, making contested skill plus bonus checks. If the defender wins, no damage is dealt and the defender may elect to increase the range one level to stand-off.

Throws require a grapple or a successful parry with no initiative bonus and an additional -5 penalty. They physically toss the opponent around. A throw results in the target being knocked to the ground, taking stun (and possibly other) damage equal to the thrown character's STR+ the thrower's bonus. Range is set to close, unless the thrower wishes to make a lifting check to try to throw the target farther. Also, other conditions may apply at the GM's discretion.

Holds pin the target until they make an escape. They often require some knowledge of the opponent's physiology, but fortunately most humanoids have similar tolerances for joint motions. If something is truly strange, an alien species check may be necessary to be able to perform a useful hold. A hold requires a grapple or a block with no initiative bonus and an additional -5 penalty. Holds reduce the range to touching if it wasn't there already. Once per round a held person may make a check to escape, but the holder gets a bonus equal to the amount they beat the held by the previous round, minimum +5. If the held character does not make an escape attempt, the bonus carries over for two rounds, then at half for two rounds, then at quarter, etc. until the minimum is reached. An active hold check can be made each round as an action to maintain a bonus, however.

Escapes are used to free from holds and grapples. A contested roll is made of skill+bonus and the escapee gets +5 if only a grapple has been performed so far. If an escape is made, the range likely stays the same, but a free action can increase it. If the escape succeeds by more than five, the escapee prevents the opponent from using a free action to keep the range at touching.

Chokes also require grapples previously. A hold may be converted into a choke by giving the opponent an additional chance to escape against the choke check, i.e. their once-per round escape attempt becomes two, one against the hold, the other against the choke. The choked takes STR+bonus damage each turn, +1 each turn the choker rolls more than five higher than the choked. This bonus is cumulative. A choke results in touching range if you weren't there already.

Sweeps kick the feet out from your opponent. This gets hard when dealing with creatures with more than two feet. Every additional foot gives a +5 bonus to their check against a sweep. Size also matters, but we're not going to get into that here. Sweeps are conducted like kicks, and if successful deal STR damage in stun form and knock the target to the ground. A sweep will reduce the range to close.

Grapples grab the opponent. This is more of an attack move than grabbing someone as they strike you (varient on block). You may grapple one round and then hold or choke or throw the next, but it's recommended that you do it at the same time. The grapple has the same range penalties and bonuses as the strike, but deals no damage. A grapple reduces the range to touching.

A feint can be used by the attacker by using the con skill in a contested roll against her opponent's human perception (appropriately modified for species). The winner gets half the margin of victory as a bonus to initiative, which may make a dramatic change in how someone may react. If the defender gets enough initiative to become the attacker, then so be it. The number of dice rolled for con may not be higher than the martial arts skill being used, without modifiers.

Some martial arts have additional notes that may affect special moves or combinations. These will be detailed in the description of each below. If a character knows more than one technique that is applicable to her current weapon, she may switch between them for a free action at the beginning of any round that she is at stand-off or greater distance from her opponent(s). Only one technique may be used per round.