Star Wars Martial Arts (Aron/Dore rules)

Lightsaber forms: 2 points per level for the first art, 1 point per level for subsequent arts.

All special attacks that use the Fighting Skill attack disability relating to one of the lightsaber forms must be melee or unarmed attacks. Force-based attacks cannot rely on lightsaber styles.

Form I, Shii-Cho: Also known as ‘The Determination Form’ and ‘The Way of the Sarlacc,’ form I is the most basic of the seven forms and is learned by every Jedi Youngling. Shii-Cho includes the fundamental elements of all the lightsaber forms including the basic attack, parry, body target zones, and practice drills called velocities.
Defect: As a raw and emotional style, the Shii-Cho practitioner cannot spend Energy as Willpower to modify her rolls.
SPECIAL: Because Shii-Cho is the basic form, the Apprentice level is free and all Jedi and Sith have it. However, it can be further studied and mastered, and this simple style does not have any requirements beyond the Apprentice level.

  • Level 1 (Apprentice): Requires Force-Sensitive. No bonuses or penalties, this is the most basic lightsaber form and allows a Jedi to handle a lightsaber without injury to themselves.
  • Level 2 (Knight): One point bonus to Melee and two levels of Sure Stance, which operates much like Lucky or Strong in the Force. Twice per game, a Shii-Cho practitioner’s solid lightsaber stance lets him reroll a failed attack or defense, but at 1 point bonus.
  • Level 3 (Master): Add the Reliable trait to all Brawl/Melee Attacks.

Form II, Makashi: Form II represents the ultimate refinement of lightsaber-to-lightsaber combat and is also known as ‘The Contention Form’ or ‘The Way of the Ysalamir’. Masters of Makashi develop unique offenses and defenses and train studiously against having their sabers taken or damaged.
Defect: While using Makashi, the Blaster Deflection ability cannot be used and the duelist has a 1pt penalty to defend against ranged attacks.

  • Level 1 (Apprentice): Requires Melee 2. Gains the Precise Stroke kensei ability and a 1 point bonus to Melee rolls.
  • Level 2 (Knight): Requires Awareness or Alertness 3. Becomes immune to combat disarms and defenses against these small, tight movements and feints are all at 1pt penalties.
  • Level 3 (Master): Requires Focus 1. Gains the Saber Lock special move: when the Makashi practitioner successfully parries a lightsaber attack, he inflicts 5 damage direct to health to his opponent (which may be defended) and may immediately make an attack roll to disarm.

Form III, Soresu: Form III was first developed in response to the advancement of blaster technology in the galaxy. Soresu's emphasis on tight, efficient movements that expose very minimal target areas, make it the most defensive and passive of the seven forms and earned it the title ‘The Resilience Form.’ Soresu is also known as ‘The Way of the Mynoc.’
Defect: All attacks while in Soresu stances deal 5 less damage.

  • Level 1 (Apprentice): Requires Deflect Blasters. Gains a 2 point bonus to deflect blasters (as opposed to redirection) and no longer takes penalties when attacked from the flank or behind. The Soresu student may also use their lightsaber as a shield while fighting, gaining 5 damage reduction if they fail their defense by 1.
  • Level 2 (Knight): Requires Dodge 3. Defending an ally no longer takes an attack action, only a defense action, and on a successful parry or dodge, the practitioner may shift 1 square.
  • Level 3 (Master): Requires Strong in the Force 1. Multiple defenses no longer accumulate penalties.

Form IV, Ataru: ‘The Aggression Form,’ ‘The Way of the Hawk-bat,’ or simply Form IV is the most acrobatic of all the forms and requires a Jedi to first master the Force Run, Jump, and Spin abilities. By incorporating all the Force powers that allow a Jedi to exceed standard norms of physical abilities, Jedi may resemble nothing less than a blur when using this style.
Defect: This form is exhausting. Beginning on the second round after adopting an Ataru stance the Jedi looses 1sq of movement each round they use Ataru. At zero, the practitioner falls prone and looses all movement that round. They regain 1 point of movement every round while not using the form.

  • Level 1 (Apprentice): Requires Body 5. Movement squares may be split to be used before and after an attack. Also, when in an Ataru stance, practitioners may take the bonus “initiative action” even if they have lower initiative than an enemy. If the Jedi has high enough initiative for a bonus action, they take an attack action instead. If the Jedi has enough initiative for an attack action (double the top enemy’s), they take a full action instead.
  • Level 2 (Knight): Requires Athletics 3. Adepts of Ataru gain 4 squares of movement in this stance.
  • Level 3 (Master): Requires Burst of Speed 1. An Ataru practitioner may move freely through the battlefield, unhindered by rough terrain or enemies or vertical distance. He may move through enemy squares at no penalty or change elevation with no roll or penalty. As his only barrier, he may not come to rest in an enemy square.

Form V, Shien: Form V was also created in response to the advancement and frequency of blaster use in the galaxy. Unlike the strictly defensive style Soresu, Shien exploits the ability of a lightsaber to block blaster bolts and deflect them back at an opponent in a counter-attack maneuver. Both Shien and its counterpart, Djem So, are known under the names ‘The Perseverance Form’ and ‘The Way of the Krayt.’
Defect: In this stance, movement squares are halved.

  • Level 1 (Apprentice): Requires Deflect Blasters. Gains 2 point bonus to blaster redirection (as opposed to deflection), and gains five damage to unarmed, lightsaber, melee and blaster redirection. Shien apprentices also gain 3 damage reduction against blasters.
  • Level 2 (Knight): Requires Alertness or Awareness 3. Blaster Deflection no longer consumes a defense, though it still consumes an attack to reflect them back at the attacker.
  • Level 3 (Master): Requires Strong in the Force 1. Shien masters can redirect blaster shots with incredible speed and accuracy. Each successfully deflected blaster bolt does 5 damage direct to Health (which may be defended) to the opponent who fired it. The master may use an attack action to return the blaster attack with the full damage and properties of the attack as usual.

Form V, Djem So: In a duel, the Djem So variation of this form, which focused on strength, would be used. Both Djem So and its counterpart, Shien, are known under the names ‘The Perseverance Form’ and ‘The Way of the Krayt.’
Defect: In this stance, movement squares are halved.

  • Level 1 (Apprentice): Requires Body 5. Gains five damage to unarmed, lightsaber, melee and blaster redirection. Whenever the Djem So fighter parries a Brawl or Melee attack, they may Push the opponent 1sq.
  • Level 2 (Knight): Requires Melee 3. Gains the ability to redirect melee attacks as per Deflect Blasters. When an opponent makes a successful Brawl or Melee parry, the Djem So practitioner may push him 1sq.
  • Level 3 (Master): Requires Body 6. All lightsaber attacks and Special Attacks gain the Push ability and the damage bonus increases by another five (which stacks with the Apprentice level for +10 damage). Any attacks that already have the Push ability add 1sq to the push and the Apprentice and Knight abilities push the opponent 2 sq instead of 1.

Form VI, Niman: Form VI, also known as ‘The Way of the Rancor,’ or ‘The Moderation Form,’ seeks to balance the emphases of forms I through V. Niman allows a Jedi to fight with harmony and justice without having to resort to powerful, aggressive movements or overt emotion.
Defect: Form VI is unfocused (though the practitioner isn’t!) as a lightsaber combat. The user may not make called shots in this form.

  • Level 1 (Apprentice): Requires Academics, Etiquette, Leadership, or Politics (in combination works) 3. Gains 1 level of the Focus attribute, usable only in this form and the Dual Wield kensei ability.
  • Level 2 (Knight): Requires Awareness 3. The practitioner may make one extra attack or defense per round.
  • Level 3 (Master): Requires Focus 1. Use of Energy to add to a roll changes the value of the actual roll. A 3 will become Snake Eyes, or a Box Car will become an 11. Use of energy via the Focus attribute will alter the roll accordingly.

Form VII, Juyo: Juyo instead employs bold, direct movements, more open and kinetic than form V, but not so elaborate as the acrobatic form Ataru. Juyo requires greater energy and intensity out of the practitioner because his focus is wielded more broadly and draw upon from a deeper well of emotion; while the outward bearing of a Form VII practitioner is one of calm, the inner pressure verges on explosive. It was also considered to be the most dangerous in regard to falling to the Dark Side, because it required a certain amount of enjoyment in the fight from the person experiencing it. This style has earned the moniker ‘The Ferocity Form’ or ‘The Way of the Vornskr.’
Defect: Battle frenzy. After rounds equal to the practitioner’s Soul rating, she must succeed in a Mind check or fall into an uncontrolled frenzy (each round a Mind check may be made to break out of the frenzy).

  • Level 1 (Apprentice): Requires Soul 5. Gains 5 damage to unarmed, lightsaber, and blaster redirection and a 1pt bonus to Melee. In addition, if the Juyo practitioner makes a trick shot, the opponent defends with an additional 1pt penalty.
  • Level 2 (Knight): Requires Mind 5. On a successful parry (of a melee or brawl attack), the practitioner deals 5 damage direct to Health (which may be defended).
  • Level 3 (Master): Requires Extra Attack 1. All attacks made in a Juyo stance gain the Auto-fire attack ability and adds 3 damage to the ‘base’ damage inflicted by secondary hits.

Sokan: A martial art studied by some Jedi and Sith, though it is a non-traditional form. Students of Sokan learn to use the terrain to their advantage, quickly taking command of the battlefield. Ataru elements blended with the principle of superior position to create a highly agile and defensive art.
Defect: Practitioners of Sokan deal 5 less damage when using this art.

  • Level 1 (Apprentice): Requires: Athletics 3. The first thing students of Sokan learn is to evaluate the terrain and to make the best use of it. A Sokan practitioner may take 1 additional point of cover without taking a penalty to attacks (1pt cover – 0pt penalty, 2pts cover – 0pt penalty, 3pts cover – 1pt penalty, etc) and may also use the terrain to their advantage in close quarters combat to take cover against Melee attacks, though they accrue penalties normally (1pt cover – 0pt penalty, 2pts cover – 1pt penalty). Apprentices also add 1 square to their movement.
  • Level 2 (Knight): Requires Dodge 3. Knight practitioners become adept at taking command of a battlefield. Whenever a Sokan student defends against a Brawl or Melee attack, they may either shift 1 square, or hold their ground and shift the attacking opponent 1 square.
  • Level 3 (Master): Requires Burst of Speed 1. A Sokan master has nearly complete control of their surroundings. The master ignores all difficult terrain, moving normally over it. Additionally, for a radius equal to their Mind stat, the ground around the Sokan Master becomes difficult terrain for all enemies.

Sith Form I, Goru: Goru is called ‘The Form of Rage’ or ‘The Way of the Gundark.’ Fear, pain, hatred and anger are powerful weapons in the hands of the Sith and this style has refined them into a brutally powerful fighting style. Goru is unrelentingly offensive, forcing opponents onto the defensive. As their fear mounts, the Goru practitioner only becomes stronger. While the style deliberately shuns defense, if opponents manage to hurt or injure their enemy, the pain and anger just feed their power. Physically, the style uses strong, two-handed blows and leaping attacks developed from Djem So and Ataru. Even their use of the Force tends to be crude and powerful, using it like a wrecking ball; Goru practitioners typically cause tremendous collateral damage.
Defect: Rather than defend, Goru teaches to attack instead, often resulting in mutual death. While using the Goru stance, the practitioner has no Primary defense and begins defending against attacks with a 2pt penalty.

  • Level 1 (Apprentice): Requires Body 5. The raw power of Goru strikes cause devastating damage gaining 5 bonus damage to Brawl and Melee attacks. Students of Goru also use the Force and even their own bodies like battering rams; when the Sith stops their movement, any character adjacent to them is knocked Prone.
  • Level 2 (Knight): Requires Awareness 3. The Sith who learns Goru to this level gains a further 5 bonus damage to Brawl and Melee attacks. They are also able to turn their own pain into fuel for their rage. Once they have been reduced to half Health, the Sith gains an Extra Attack.
  • Level 3 (Master): Requires Strong in the Force 1. The Goru Master is a terrifying sight and a whirlwind of destruction. The practitioner gains an additional 5 bonus damage to Brawl and Melee attacks. Additionally their attacks cause such collateral damage that any character (whether enemy or ally) adjacent to the Goru Master’s target must defend as well, or suffer 5 damage Direct to Health (this applies to Brawl, Melee, and Force-based attacks).

Sith Form II, Shizar: Unlike Goru, Shizar is a subtle art known as ‘The Deception Form,’ but like Goru, Shizar is a style that relies on powerful emotions. In this case, the Sith turns fear, paranoia and doubt into deadly weapons. The subtle feints and tricks of this style have also earned the name ‘The Way of the Dianoga.’ Most opponents don’t even realize they are fighting a practitioner of Shizar, as they prefer to pretend ability with another style to lure an opponent into making assumptions. The hand-switches, ambushes, sudden blasts of Force-Lightning, and crippling use of Dun Moch – the art of demoralizing one’s opponent – are often not even recognized as a martial art.
Defect: Shizar practitioners often become overconfident, allowing themselves to be disarmed or overpowered to lure enemies into false-confidence, or taunting their opponents to win a psychological or spiritual victory before slaying them. The Shizar style carries a 3pt penalty to Initiative, and even if they come in Initiative before their opponents they never take the bonus action.

  • Level 1 (Apprentice): Requires Subterfuge 3. Lies and deceit are the weapons of a Shizar apprentice. With subtle lures and trickery they whittle away at their opponent’s concentration, reducing their Initiative by 1 with each attack that hits. If a character’s Initiative drops to 0 they are demoralized and may take no actions that round, though they may still defend. Additionally, Shizar feints and misdirection allows the Sith to force one character to re-roll a single attack roll each turn.
  • Level 2 (Knight): Requires Soul 5. More adept practitioners of Shizar reduce Initiative by an additional point with each strike (for a total 2pt penalty with each hit) and may also force one character to re-roll a single defense roll each turn.
  • Level 3 (Master): Requires Focus 1. Shizar Masters are so adept at trickery that their every strike reduces the Initiative of their opponents by an additional pt (for a total of 3pts with each attack). Masters are also disturbingly adept at Dun Moch, battering away at their opponent by projecting

doubt, fear, and hatred and stirring up their own negative emotions. All attacks made by a master of shizar also do 5 damage to Energy (which may be defended with DV + Awareness with a 1pt bonus per level of Mind Shield).

Sith Form III, Kaaz Dun: One can learn all there is to know of Kaaz Dun from the title ‘The Form of power.’ Often seen as the epitome of the Sith philosophy, power is the ultimate goal of the Sith and Kaaz Dun its purest expression. Known as ‘The Way of the Terentatek,’ this martial art, like the beast it is named for, embodies all the dark power the Sith strive for. Kaaz Dun practitioners practice a refined lightsaber style that incorporates intense use of the Force, choking their victims or immobilizing them while attacking with their blade, using Force Lightning at point-blank range, or wielding their lightsabers with telekinesis.
Defect: Kaaz Dun draws on the full power of the dark side, but the dark side is ravenous; each round after the first the Sith takes 3 damage direct to Health. The dark side is also seductive and Kaaz Dun practitioners must use Kaaz Dun before any other style and must use it until they have fallen to half their total Health (either due to damage taken from Ravenous, or enemy attacks). When the Sith has reached half Health they may continue to use this style (and take damage) or they may switch to another style.

  • Level 1 (Apprentice): Requires Soul 6. An apprentice Sith gains the use of Dual Wield for both Brawl/Melee and Force attacks. Additionally, their expertise in telekinesis and strength in the dark side allows them to increase the range of any attack by one increment (melee attacks become short range, medium becomes long, etc).
  • Level 2 (Knight): Requires Awareness 5. Even an intermediate student of Kaaz Dun is frighteningly powerful. All the Sith’s attacks are Reliable. They also gain 5 damage to all Brawl and Melee attacks.
  • Level 3 (Master): Requires Strong in the Force 1. Kaaz Dun Masters are nearly unstoppable. All the Sith’s attacks do full damage to the target when they miss (no other attributes of the attack apply, just the damage, and the opponent takes no damage from Reliable if they defend), they gain an additional 5 damage on Brawl and Melee attacks, and they gain 5 damage to any Force-based attacks as well.

Light style: After the defeat of the Empire, Luke Skywalker began to build a new Jedi Order and needed to teach a new generation of Jedi to defend the Republic. With painstaking effort and research, Skywalker was able to devise three different styles of fighting for the New Order. The light style focused on short, quick movements of both body and blade. The mobility and quick attacks and defenses made it an advantageous form for both offense and defense, though the style lacked power.
Defect: All attacks deal 5 less damage while in a Light stance.

  • Level 1 (Apprentice): Requires Athletics 3. The light, rapid strikes allow a character in a Light stance to either attack or defend very quickly. The apprentice of Light style may use Melee Dual Wield with one weapon instead of two (the game effects are identical, though they may carry objects or use weapons or shields in their off-hand. Both effects of Dual Wield may be used – splitting attacks or attacking defensively). The acrobatic style also adds 2 squares to movement each turn.
  • Level 2 (Knight): Requires Burst of Speed 1. At a Knight-level of training, the Light stance becomes even more mobile and the Jedi gains an additional 2 squares of movement each turn. In addition, the Knight gains +1D6 to Initiative as a Light Style bonus. This bonus is separate from and stacks with the Reflexes attribute.
  • Level 3 (Master): Requires Reflexes. A Jedi who has mastered the Light style can move and attack blindingly quickly. The Master can take an additional 2 squares of movement each turn (for a total of 6). Additionally, the Jedi may use their Athletics skill rating as either damage reduction, or as a bonus to damage. This choice must be made at the beginning of the round when stances are declared and remains in effect until the next round (unless the character uses Stance Mastery to switch to a different stance).

Medium style: The Medium style was designed to be a balanced art that compromises offense and defense, speed and power. It is usually the first style taught to new Jedi at Skywalker’s Jedi Praxeum.
Defect: Medium style depends on a fluid form and momentum. If the character misses an attack while in a Medium stance, they drop 1pt in Initiative. If they cause themselves to fall to 0 Initiative, they may make no attacks that round, though they may still defend. This penalty applies only if the character misses, not if an opponent defends.
SPECIAL: Because Medium Style is the basic form, the Apprentice level is free and all Jedi learn it. However, it can be further studied and mastered, and this simple style does not have any requirements beyond the Apprentice level.

  • Level 1 (Apprentice): Requires Force-Sensitive. No bonuses or penalties, this is the most basic lightsaber form and allows a Jedi to handle a lightsaber without injury to themselves. It does not count as a real level of martial arts.
  • Level 2 (Knight): Students who choose to develop their skill in the Medium style learn to balance offense and defense. The penalty to defense rolls is reduced to 1pt per attack beyond their number of defenses. The Medium offensive katas chain attacks in an increasingly powerful flow. The Knight gains a 1pt bonus to Melee on their first attack, and a cumulative 1pt bonus for each additional and consecutive attack that turn (the attacks must be made back-to-back to take advantage of this ability. Holding actions, moving between actions, or Slow and Stoppable attacks all break the flow and do not benefit from this bonus).
  • Level 3 (Master): A Jedi who has mastered the Medium Style can maintain a powerful offense and keep a strong defense at once. The Master gains 5 damage on Brawl and Melee attacks and once per turn they may ignore one attack ability on any attack they have been hit by (if an attack has more than one ability, they choose which to ignore, though they suffer the effects of any others).

Strong style: Skywalker developed the Strong style largely from his experiences fighting his father, Darth Vader who was a master of the old Jedi fighting style Djem So. Strong style forms focus on a solid stance and powerful two-handed or spinning blows. The downside was that the large motions and powerful strokes leave the Jedi open to counter-attack, especially against ranged opponents.
Defect: While devastating in melee combat, the Strong stance does not allow for Blaster Deflection and has poor defense against ranged attacks (1pt penalty against ranged attacks).

  • Level 1 (Apprentice): Requires Melee 3. The powerful, sweeping blows of this style grant 5 bonus damage to Brawl and Melee attacks and one sq of reach.
  • Level 2 (Knight): Requires Body 5. Knights using Strong style add an additional 5 damage to Brawl and Melee attacks. Defending against Strong style is difficult; the practitioner often batters right through their opponent’s guard, even if they defend themselves. Opponents have a 1pt penalty to defend against the Brawl and Melee attacks of the Jedi and may not use Willpower, Focus, or Shields to defend.
  • Level 3 (Master): Requires Strong in the Force 1. The offense of Strong style Masters is incredibly hard to resist. The Jedi rolls 3 6-sided dice for their attack roll and resolves the attack using 2 of them of their choice.

Martial Arts: 2 points per level for the first art, 1 point per level for subsequent arts.

All special attacks that use the Fighting Skill attack disability relating to one of these forms must be melee or unarmed attacks appropriate to the style (Lus-ma attacks should use polearms, etc).

Jar’Kai: Originating with the Yovshin Swordsmen before the invention of lightsabers, Jar’Kai is a style that focuses on fighting with two blades. This ancient style is so effective that jar’kai has become a blanket term for two-blade fighting. Jar’Kai can be used with paired swords or knives and can be used with lightsabers.
Defect: Jar’Kai is an offensive form more than defensive and the one-handed grips used are not as effective in blocking strong blows. The character suffers a 1pt penalty to all defenses in a Jar’Kai stance.

  • Level 1 (Novice): Requires Melee Dual Wield. The Jar’Kai practitioner gains a special attribute: Improved Dual Wield. This reduces any penalties caused by using twin weapons by 1 (so attacking the same target with both weapons has no penalty and attacking separate targets is done with a 2pt penalty each). The defense bonus for using one weapon defensively is 2pts rather than one (cumulative with the defense penalty of this style).
  • Level 2 (Adept): Requires Melee 3. The use of twin blades allows a Jar’Kai adept to attack and defend simultaneously. On a successful parry (of a melee or brawl attack), the practitioner deals 5 damage direct to Health (which may be defended) to the attacker.
  • Level 3 (Master): Requires Melee 5. Jar’Kai masters can attack so swiftly that their two blades appear to be ten. A roll of 3 counts as a Snake Eyes and the master inflicts 5 damage direct to Health on any opponent that attacks them in melee (which may be defended), regardless of whether the attack is parried or not.

Lus-ma: A martial art revolving around double-ended weapons such as staves and polearms. The style has been adopted by the Jedi and Sith for use with double-bladed lightsabers.
Defect: The danger of using Lus-ma is that the complicated spinning patterns can be hard to control and all attacks are Unreliable (they are a critical miss on an 11 or 12).

  • Level 1 (Novice): Requires Melee Dual Wield. Novices of Lus-ma learn to use the weapon’s reach to strike from 1 square away from a target (this cannot be done empty-handed, a staff or pole-arm must be used). Additionally the Lus-ma practitioner may choose one adjacent target each turn and designate a 3pt bonus to defend any attacks from that target.
  • Level 2 (Adept): Requires Body 5. A pole-arm allows a Lus-ma adept to remain at range or to weave complicated defensive patterns, giving them a 2pt bonus to defense while using this style (this does not stack with the 3pt bonus to defend against the chosen opponent) and allowing the adept to defend against attacks from the flanks or rear without penalty.
  • Level 3 (Master): Requires Extra Defense 1. Whenever a Lus-ma master successfully attacks with a polearm or defends against a melee attack, they may push their opponent 1 square or knock them prone, and inflict 5 damage direct to Health (the opponent may defend the damage, but not the push/supination).

Teras Kasi: A martial art developed by the followers of Palawa to serve as a check to the Jedi. Students study the Force in combat. The Followers of Palawa accept Force-Sensitive students and train them to channel the Force through their bodies to enhance their abilities.
Defect: Teras Kasi practitioners are trained to be fast, strong, and tough; this style lacks any weaknesses for enemies to exploit.

  • Level 1 (Novice): Requires Brawl 2. The Teras Kasi practitioner adds 5 damage to all melee and brawl attacks and a 1pt bonus to Brawl.
  • Level 2 (Adept): Requires Athletics 3. Those who study Teras Kasi are known for their terrifying speed. The adept of this art gains an extra attack, without the benefit of an extra defense. They also add one square to their movement.
  • Level 3 (Master): Requires Soul 5. Teras Kasi teaches its practitioners to fight against Jedi and other Force-users. A Teras Kasi master gains 1 level of Mind Shield and has a 2pt bonus to defend against any Force-based attack or lightsaber attack. Additionally, a Teras Kasi master gains a special Attribute: Acute Sense: Force, which provides a 4pt bonus to sense Force emanations, even though the practitioner is not Force Sensitive.

Echani Dancing: The Echani martial art was not only a fighting style, but to the echani, it was a form of self expression and communication. The martial art spread around the galaxy and is used by many special forces services because of its effectiveness. The Echani art focuses on unarmed combat, but frequently makes use of the quarterstaff, swords and knives.
Defect: Echani train without armor so their attacks while using this style are all Low Penetration (armor).

  • Level 1 (Novice): Requires Speed 1. Novice Echani gain the Melee Dual Wield attribute and may shift 3sq without suffering a defense penalty when adjacent to an enemy.
  • Level 2 (Adept): Requires a total of 5 pts between Brawl and Melee. By the time an Echani becomes an adept all their attacks become Homing, as even a missed attack can create an opening for a second blow.
  • Level 3 (Master): Requires Focus 1. A master Echani makes two rolls for each attack and keeps whichever result they choose.

Shhakkyk: A wookie’s climbing claws are never used in combat so they developed unarmed combat much more dependent on punching, kicking, and using their great strength to grapple. Shhakkyk is one style of wookie wrestling.
Defect: Wookie fighting is impassioned and somewhat reckless, however, so characters using this style may not spend Energy for Willpower.

  • Level 1 (Novice): Requires Body 5. Shhakkyk involves lots of throws, quite often lifting an opponent off of the ground and bodily hurling them. The novice gains the Improved Throwing attribute and 5 additional damage to Brawl and Melee attacks. Additionally, any forced movement moves the Shhakkyk wrestler 1 less square.
  • Level 2 (Adept): Requires Body 6. More advanced (and less brute force) techniques involve stripping an enemy of their weapons or destroying them entirely. Adepts gain the Improved Disarming attribute and 5 additional damage to Brawl and Melee attacks. Additionally, any forced movement moves the Shhakkyk wrestler 1 less square (for a total of 2 less squares of forced movement).
  • Level 3 (Master): Requires Body 7. Shhakkyk masters can use Improved Disarming or Improved Throwing after successfully making a Brawl strike as well as grapple (allowing them to inflict damage, and then make a disarm or throw).

Iridonian Leverage Fighting: One of several martial arts developed by the Zabraks of Iridonia, this one focuses on unarmed fighting and grappling. Practitioners will often take opponents to the ground.
Defect: This grappling style often goes to the ground and generally lacks mobility. If a practitioner of this art takes any movement while in this stance they take a 2pt penalty to defense as if they had taken full movement past an enemy.

  • Level 1 (Novice): Requires one of: Improved Disarming, Improved Throw, or Silent Takedown. A novice Leverage Fighter makes all wrestling rolls (disarming, grappling, pinning and throwing) as if they had a level of Super Strength (4pt bonus). They also gain 5 extra damage to Brawl and Melee attacks.
  • Level 2 (Adept): Requires Dodge 3. The solid stance of Iridonian Leverage Fighting is not just a weakness, but a strength as well. An adept cannot be pushed, pulled, thrown, or knocked supine. Additionally any pushes, pulls or throws the adept attacks with move the opponent 1 extra square.
  • Level 3 (Master): Requires Melee Dual Wield. A Leverage Fighting master may grapple or pin an opponent and continue fighting; their skill is such that they can grapple or pin with their legs or just one hand, thus leaving limbs free to continue the fight. They may also take full movement while grappling or pinning, though they suffer the defense penalty from using this art. The master may not dual wield if they are grappling with one hand, or move if they are grappling with their legs. The Iridonian Leverage master may also defend against all Brawl and Melee attacks as if it were a primary defense.