West End Games Supplements, Such As Rodney Thompson’s

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o v e rv i ewStar Wars Martial Arts: Revised and Expanded is a compilation and revision of the West End Games Star WarsRoleplaying Game martial arts rules system. The optional specialization system from the Rules of Engagementgame supplement has been overhauled, as have many different martial arts styles from various net guides and otherWest End Games supplements, such as Rodney Thompson’s Net.Guide to Martial Arts on swrpgnetworkcom andthe Alien Encounters sourcebook.The Ba s i c sMartial Arts is a specialization of the Strength skill Brawling. Each time the specialization is raised 1D above acharacter’s Strength stat the player may choose a combat action (or technique) that their character knows. If theplayer chooses a specific style of martial arts their character receives a base ability and may select techniques fromthat style’s available combat actions each time they progress 1D above their Strength. Many specialized styles haveadditional combat options available only to practitioners of that form. If a general Martial Arts specialization isselected, the character receives no base ability, but may freely choose from any basic combat action each time theyraise their skill by 1D.

Blind FightingThe martial artist istrained to fight withoutthe use of their sight.DisarmThe martial artist isModerate/ Opposedskilled at disarming their Rollopponents, giving themthe advantage in meleecombat.The character makes an opposedBrawling skill check against theiropponent. Success indicates that thetarget has been disarmed of one weaponor item they are holding. The item lands1D meters away.Elbow SmashThe martial artist usestheir elbow to make adevastating attack.If the character rolls successfully (andis not parried or dodged), the elbowsmash does STR 2D damage.FlipThe martial artistDifficultcounters an unarmed ormelee attack, flipping theenemy.If the character successfully parriesa Brawling or melee attack, theymayattempt a flip. Success indicates thatthe attacker has been flipped, knockeddown and suffers 3D physical damage.Flying KickThe martial artist canmake a deadly leap kickafter a running start.This is a reaction skill. If the characterrolls successfully, and rolls a successfulBrawling attack, their kick inflictsSTR 4D damage. Failure gives theiropponent an immediate attack againstthem at no penalty.Foot SweepThe martial artist is adept Moderateat sweeping the legs oftheir opponent, knockingthem down.If the character rolls successfully (andis not parried or dodged) and achievesa stun result or better, in addition todamage their opponent is knockeddown.Head ButtEasyThe martial artist istrained to use their headas a weapon. This is aIf the character rolls successfully androlls a successful Brawling attack,their head butt inflicts STR 1D 1damage. This technique may be usedwhen he character is bound or held atno penalty.Moderate for light smoke orpoor light; Difficult for thicksmoke or a moonlit night; VeryDifficult for very thick smokeor total darknessEasyVeryDifficultuseful art to know,particularly when boundor held.Hold/GrappleInstantKnockdownInstant StandA character may negate penalties fromfighting blind or in the dark.The martial artist isskilled at grappling andmanipulating heldopponents.DifficultIf the character rolls successfully, theyreceive a 1D bonus to their opposedBrawling skill checks while grappling.This technique can be maintained eachround, but a new skill check is required.The martial artist knowshow to put theiropponents off balance,knocking them down.ModerateIf the character rolls successfully (andis not parried or dodged) and achievesa stun result or better, in addition todamage their opponent is knockeddown.The martial artist hastrained in acrobatic“kipup” techniques andcan easily regain footingafter a knockdown.ModerateA successful roll allows the characterto return to a standing positionwithout using an action.

Instant StunInstant WoundThe martial artist isskilled at deliveringjarring hits, disorientingtheir opponents.ModerateDifficultThe martial artist istrained to deliverexceedingly lethal blows.KickA devastating kickattack.MultipleStrikesThe martial artist canModeratemake a quick series ofattacks at no penalty.The martial artist is skilled Very Difficultat targeting the nerves ofan opponent to rendertheir limbs useless.The martial artist isHeroictrained to strike at an opponent’s nerves to renderthem unconscious.Nerve PunchNerve Punch 2EasyPower BlockThe martial artist makeshard parries, injuringtheir attackers.DifficultPunchA devastating punchattack.Very EasyReversalThe martial artist istrained to break andreverse grapples.DifficultSilent StrikeDifficultThe martial artist hasbeen trained to deliverpotentially lethal blows tothe unaware.Spinning KickThe martial artist canDifficultspin on their heel to deliver a jarring kick attack.ShoulderThrowThe martial artist hasbeen trained to throwtheir opponents.DifficultWeapon BlockThe martial artist isskilled at blocking meleeattacks with their barehands.N/AIf the character rolls successfully (and isnot parried or dodged) and achieves a stunresult or better, their opponent suffers anadditional -1D penalty to all actions for oneroundAny damage result is increased by onestep (stunned becomes wounded,wounded becomes wounded twice,etc.).A successful skill check indicates thatthe martial artist’s kick attack inflictsSTR 2D damage.If the character rolls successfully, theymay make a second attack at nomultiple action penalty.If the character rolls successfully (and is notparried or dodged on their called shot) andachieves a wound result or better, the limbstruck is rendered unusable for 3D rounds.If the character rolls successfully (andis not parried or dodged on their calledshot) and achieves a wound resultor better, their opponent is renderedunconscious for 3D rounds.If the character rolls successfully, asuccessful parry inflicts STR 1D tothe attacker. This is a reaction skill.A successful skill check indicates thatthe martial artist’s punch attack inflictsSTR 1D damage.If the character rolls successfully, they receivea 2D bonus to their opposed Brawling skillchecks when attempting to break a grapple.This may be used in conjunction with areaction skill.Provided the character has approached anopponent undetected and their skill roll issuccessful, their initial attack inflicts STR 3Ddamage. A result of killed may render thetarget unconscious at the character’s discretion.If the character rolls successfully, and rollsa successful Brawling attack, their kickinflicts STR 3D damage. Failure gives theiropponent an immediate attack against themat no penalty.If the character rolls successfully (and is notparried or dodged on their called shot), theiropponent is thrown 1D meters away andsuffers STR 1D damage. The character mayparry armed opponents at no penalty.The character may parry armedopponents at no penalty.

De f el H u n t e r Ma rt ia l A rt sDefel, also known as “Wraiths” to some, are a very special race of aliens who are blessed with a natural camouflage.As such, they have developed special styles of combat that utilize this natural camouflage which makes them verydeadly warriors. Their style combines not only a heavy reliance on stealth, but also elements of food hunting andguerilla warfare as well. Their style is silent, swift, and deadly, and has evolved over many years of hunting and offplanet learning. On their home planet of Af ’El, Defel hunters train from early in their youth in various huntingtechniques. One of these is a martial arts style, used not only for off-planet work, but for the occasional feud thatbreaks out among the different warrens. Defel off-planet are typically loners, and this is reflected in their martialarts style. It relies on no one except himself or herself, and does not lend itself to cooperative combat.Base AbilitySneak Attack- If the character reaches their opponent undetected, they may addsome or all of their natural invisibility dice to the damage of their initial attack(provided the attack hits). The number of dice added is determined by theirBrawling: Defel Martial Arts roll when attacking. Moderate: 1D, Difficult: 2D,Very Difficult: 3D.Available Combat Actions Blind fightingFlipHold/GrappleInstant KnockdownInstant StandInstant Stun Instant WoundMultiple StrikesReversalShoulder throwSpinning KickWeapon Block

G a nd F i n ds m an M a rt ia l A rt sSome Gand are trained in a specialized form of combat developed by a band of Findsmen centuries ago. The tenetsof the art are complex and misunderstood, but the few that have been described often make use of the unique Gandbiology. Five techniques are described below, their names translated from the Gand language; there are believed tobe many more.Base AbilityPrey Discovery- When the subject of a Gand’s Findsman Ceremonyis located and engaged, the Findsman may designate a second“wild die” for purposes of attack rolls only. This additional wild dieignores complication effects (on a roll of 1) but rerolls 6’s normally.Available Combat Actions Blind fightingConfusing MistExoskeleton ShieldInstant StandMultiple StrikesNerve PunchPiercing TouchPrecise StrikePunchSilent StrikeStriking MistWeapon BlockAdditional Gand Findsman ONLY Combat Actions:TechniqueDescriptionDifficultyThe findsman canDifficultConfusingconfuse his opponentMistwith biological feedback.ModerateEffectA findsman creates a brief burst of biologicalfeedback which confuses his opponent. By makinga successful physical attack, the findsman useschemicals transferred via touch to confuse hisopponent for the remainder of the round, causinghim to suffer -1D to all rolls, and -2D to anyPerception or related skill rolls.If the character rolls successfully, by forsaking all other actionsExoskeletonShieldThe findsman can createa small shield out of hisexoskeleton.PiercingTouchThe findsman can use hischitinous fist to puncturehighly durable substancesand materials.Very Difficult If the character rolls successfully (and is not parriedPrecise StrikeThe findsman can strike atweak points with ease.DifficultStriking MistThe findsman uses confusing maneuvers to preventthe victim from dodging orparrying his attack.Difficult/Oppose rollthis round the findsman may cross his arms in front of himand encourage temporary exoskeleton growth, creating a shieldthat gives 4D vs. physical attacks, 2D vs. energy. The shielddissolves at the end of one round, and may not be created againfor an additional round. May not be used when we armor thatcovers the arms.or dodged), the strike does STR 2D damage andcan penetrate bone, chitin, and assorted armors(effectively ignoring Armor bonuses to resistdamage).A findsman can make a “called shot” with no penalty tohis attack roll. Additionally, he may make a search rollat the same difficulty (at no multiple action penalty) tofind chinks in armor, weak points, etc. Success grantshim a 1D bonus to attacks against that opponent for theremainder of the encounter.If the character rolls successfully, and rolls a successfulsneak versus his opponent’s Search or Perception, thefindsman’s strike cannot be dodged or parried. TheGand must declare whether they are striking to injure orimmobilize the victim prior to making an attempt.

Hap a n M a rt i a l A rt sThe Hapes Consortium was founded by a group of pirates, and even in modern timesmany traditions reflect these origins. One such notable relic from its founding days isthe martial arts style employed by the Hapans in their honor duels. These contests ofstrength and skill are often powerful displays of martial arts prowess, and few othercombat styles are as brutal as the Hapan martial arts. Several variants on the Hapan styleexist, with different masters teaching different techniques, but the form representedhere is considered to be the most general form of the martial arts style.Base AbilityBrutal Strikes - Hapan Martial Artists inflict an additional 1D damage when usingtheir martial arts (above and beyond base damage listed for maneuvers).Available Combat Actions Elbow SmashFeintFlawless CounterFlying KickFoot SweepKickMultiple StrikesPower BlockRoundhouseSnap KickTriple KickWeapon BlockAdditional Hapan Martial Arts ONLY Combat Actions:TechniqueDescriptionDifficultyThe character can feintEasy/Feintto draw off an opponent’s Opposed rolldefense.EffectIf the character makes the required skill roll, he fakes amaneuver to draw his opponent off. If the opponent’sSearch or Perception roll is lower than the character’smartial arts skill roll, the character gains a 2D bonusto his next attack roll.FlawlessCounterThe character can counter a Difficultmelee attack to perfection.RoundhouseThe character is trained todeliver a spinning kick tothe head.ModerateThe character is trainedto deliver a powerful kickwith relative speed.ModerateIf the character makes the required skill roll, he maydeliver a blinding kick at STR 1D damage with suchspeed that he may make one other hand-to-handattack this round without incurring the multiple actionpenalty.The character is trained todeliver three attacks withhis foot.DifficultThe character, after making the skill roll, may delivera trio of powerful kicks at STR 1D damage in a singleround. Any further actions this round incur themultiple action penalty as normal.Snap KickTriple KickIf the character makes the required skill roll, followinga successful parry, his next attack against that opponent(which must be a hand-to-hand attack) receives a 1Dbonus to both attack and damage rolls.A successful skill roll indicates that the characterdelivers 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 remainderof the round, taking an additional -1D penalty to allactions and reactions.

E cha ni M a rt ia l A rt sEchani is an ancient martial arts style developed by the Echani race. It is now taught to all Royal Guardsmen as theytrain to serve their Emperor on the planet Yinchorr. It combines some of the most savage hand-to-hand combattechniques with maneuvers designed to drop potential threats to the ground in seconds. It is viciously offensive,and is in its own right a symbol of the savagery of the Empire. It is designed to be used with bare hands, but hasbeen modified to use in conjunction with a force pike or double-bladed vibrostave, and those few outside the RoyalGuard who have witnessed it have seldom lived long enough to describe it.Base AbilityPhysical Perfection - Echani practitioners honetheir bodies to a near perfect state, and may usetheir Brawling: Echani Martial Arts skill in place ofStamina for any Stamina skill rolls.Available Combat Actions Hilt BlowInstant StandInstant WoundMultiple StrikesPivot KickPower BlockPunchRolling ThrowSilent StrikeThroat JabWeapon BlockWhirlwind AttackAdditional Echani Martial Arts ONLY Combat Actions:TechniqueDescriptionDifficultyThe character can use the EasyHilt Blowhilt of a weapon to strike astunning blow.Pivot KickThe character can pivoton a hand or weapon anddeliver a powerful kick.DifficultRolling Throw The character can rollModerateThroat JabDifficultbackwards and throw anenemy with force.The character is trained totarget breathing tubes inthe throats of opponents.EffectIf the character makes the required skill roll, hemay attempt to strike an opponent with the hilt ofhis weapon, causing that character to be stunned(additional -1D penalty to actions) for the remainder ofthe round with a stun result or better.If the character makes the required skill roll, he mayspin using the hilt of a weapon, or his hand, as a pivotto inflict STR 2D damage to the legs of an opponent.If the damage roll ends with a stun result or better, theopponent falls to the ground (knocked down).If the character makes the required skill roll, hemay roll onto his back and throw an opponentbackwards. The opponent suffers 3D damage or, ifthey are thrown into a wall or other solid object,they suffer 4D damage. In addition, the opponent isknocked down, landing 1D meters away.Echani using this maneuver may target breathingtubes or blood veins in an opponent’s neck (witha -1D called shot penalty to the attack), inflictingSTR 2D damage. If the character is successful inmaking his skill roll and achieves a stun result orbetter, his opponent may take no other actions

Jal a ’ i s h i M a r t ia l A rt sJala’ishi is a fairly rare form of martial art used by the Storm Commandos. The martial arts program was implementedinto Storm Commando training after Crix Madine left, and has remained experimental throughout the years. FewStorm Commandos are trained in jala’ishi, but those who receive this training are quite stealthy and deadly. Thehistory of the martial arts style has been lost, rewritten, and lost again so many times that few remember its trueorigins. However, it is speculated that the style was created sometime during the Clone Wars, though no one cansay for sure. Jala’ishi is a combination of silent maneuvers and deadly attacks, and the Grand Masters of the art aresaid to be the best infiltrators in the Galaxy. The few Storm Commandos who proved to be truly adept at the art arerarely used, and are instead kept in reserve for missions of the ultimate importance. It is even said that some of themembers of the Royal Guard were drawn from these Storm Commando units, though it is not known whether ornot this is true.Base AbilityStealth Training - Practitioners of Jala’ishi aresaid to be the best infiltrators in the galaxy.A Jala’ishi martial artist may substitute theirBrawling: Jala’ishi Martial Arts skill for anySneak rolls made.Available Combat Actions Blind FightingDisarmFoot SweepInstant StunInstant WoundKickMultiple StrikesNerve PunchNerve Punch 2PunchReversalSilent Strike

Je di B a t t l e Ma s t e r M a rt ia l ArtsJedi Battle Masters, long ago in the days of the Old Republic, crafted a martial arts style to oppose the Sith martialarts that were claiming the lives of many Jedi. The Jedi fighting style, however, was much more defensive than theSith style, and reflected the philosophy of the Jedi well. After the Sith became extinct (or so the Jedi thought), thismartial arts style fell into obscurity, only to be rediscovered occasionally by a Jedi Knight with a special need.Base AbilityTranquil Combat - Jedi Battle Masters may substitute Perceptionfor Strength when calculating base Brawling damage.Available Combat actions Defensive RollDisarmFlipFoot SweepHand and SaberInstant StunInstant StandNerve PunchNo FallPunchSoft FallWeapon JuggleAdditional Jedi Battle Master Martial Arts ONLY Combat Actions:TechniqueDescriptionDifficultyEffectIf the character makes the required skill roll, he rollsDifficultDefensive Roll The character can rollwith the attack, gaining a 2D bonus to Strength towith an opponent’s attack,resist the damage taken. This is a reaction skill.reducing damage.Hand andSaberNo FallModerateThe character can attackwith an unarmed strike andhis lightsaber in a blindingcombination.The character is trained to Difficultturn a normal fall into aback flip and land standingor crouched.DifficultSoft FallThe character is trained touse his martial arts talentto soften a fall of up to 20meters.WeaponJuggleThe character is trained to Moderatemove his weapon from onehand to another with ease.If the character rolls successfully, he may makeone lightsaber attack and one unarmed attack in around at no penalty.If the character is tripped or falling, she mayuse this technique to flip and land standing up.The character may then react as normal for theremainder of the round.If the character makes the required skill roll, hemay soften the impact of falling by up to 4D.The character may move his weapon quickly fromone hand to another before the opponent has timeto adjust his defense. If the roll is successful, thecharacter gains 2D to his next attack skill roll.

Je nsa a r a i R e k’dul Ma rt ia l ArtsRek’dul is the name of the fighting style used by the Jensaarai during combat. While many of its maneuvers do notinvolve the use of a lightsaber, its style is meant to complement and be used at the same time as a lightsaber. The stylerequires that the lightsaber hilt be held like a dagger, blade down and angled towards the ground, opposite handon the pommel of the weapon to manipulate it. The style also requires that the blade stay angled toward the rearof the fighting stance, in essence pointing the blade away froman opponent, but adding leverage for longer strikes. This stylewas taught by Nikkos Tyris, and appears to be a combinationof Sith martial arts and the lightsaber-dueling style of manyOld Republic Jedi, such as Adi Gallia.Base AbilityRek’dul Form - Jensaari martial artists gain a 1D bonus toany Parry rolls made, so long as they have a lightsaber in-handand ignited.Available Combat actions Defensive RollElbow SmashFoot SweepHilt BlowInstant StandInstant WoundKickNo FallPower BlockReversal ElbowShoulder ChargeSpinning KickAdditional Jensaari Rek’dul Martial Arts ONLY Combat Actions:TechniqueDescriptionDifficultyEffectIf the character makes the required skill roll, he rollsDifficultDefensive Roll The character can rollwith the attack, gaining a 2D bonus to Strength towith an opponent’sresist the damage taken. This is a reaction skill.attack, reducing damage.If the character makes the required skill roll, he mayThe character can use the EasyHilt Blowattempt to strike an opponent with the hilt of hishilt of a weapon to strikelightsaber, causing that character to be stunneda stunning blow.No FallReversalElbowShoulderChargeThe character is trained to Difficultturn a normal fall into aback flip and land standingor crouched.The character is trained to Moderatefollow a lightsaber attackwith an opposite blowusing the elbow.The character is trainedto use her body weight totopple an off balanceopponent.Moderate/Opposed Roll(additional -1D penalty to actions) for the remainder ofthe round with a stun result or better.If the character is tripped or falling, she mayuse this technique to flip and land standing up.The character may then react as normal for theremainder of the round.Following a lightsaber attack, the character may immediatelyreverse her momentum to attack with her elbow, causingdamage equal to STR 1D. This attack can be used withoutincurring the multiple action penalty only once in a round,and only following an attack using a lightsaber.If the character makes the required skill roll, he inflictsSTR 1D damage and must make an opposed Strength roll.Success indicates that their opponent has been knockeddown. Failure to make the required skill roll results in thecharacter falling off balance, and her opponent may make animmediate attack without suffering a multiple action penalty.

K’tar a M a rt ia l A rt sK’tara is a martial arts style practiced primarily by SpecForce units, though it is not rare in other martial arts circles.Like Vula Nelprin’s teachings, it is a fairly well-balanced style, with slight emphasis on quieter and more efficientattacks. It is less flashy than other martial arts styles, and is primarily functional and efficient. It uses both handsand feet, but since a SpecForce trooper will typically be carrying a weapon, more often than not the kicks and legmaneuvers are the ones that see the most action.Base AbilityNever Surrender - K’tara practitioners have a durasteel resolve and arenot easily shaken. K’tara martial artists may use their Brawling: K’taraMartial Arts skill in place of Willpower for any Willpower skill rolls.Available Combat actions DisarmElbow SmashFalling RollFoot SweepHold/GrappleInstant StunKickMultiple KicksOpportune ShotReversalRoundhouseShoulder ChargeAdditional K’tara Martial Arts ONLY Combat Actions:TechniqueDescriptionDifficultyThe character can turnDifficultFalling Rolla knock down into acontrolled roll.DifficultEffectAny time the character is knocked down, they maymake a skill roll as a reaction. Success means that theyhave turned the fall into a sidelong roll, gaining 2D toDodge for the remainder of the round and coming up ina crouch (not knocked down).to make multiple attacksusing his feet.If the character makes the required skill roll, hemay make two kicking attacks in one round withoutsuffering the multiple action penalty. These kicks inflictSTR 1D 2 damage.OpportuneShotThe martial artist has been Difficulttrained to use a pistol orrifle to full effect in closequarters.Following a successful Parry, the character may makea Brawling skill check. Success indicates that he hasopened up his opponent’s defenses and may make animmediate attack with a weapon he is holding at pointblank range, but at a -1D penalty to the attack.RoundhouseThe character is trained todeliver a spinning kick tothe head.ModerateChargeThe character is trainedto use her body weightto topple an off balanceopponent.Moderate/Multiple Kicks The character is trainedA successful skill roll indicates that the characterdelivers 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 remainderof the round, taking an additional -1D penalty to allactions and reactions.If the character makes the required skill roll, he inflictsSTR 1D damage and must make an opposed StrengthOpposed Rollroll. Success indicates that their opponent has beenknocked down. Failure to make the required skill rollresults in the character falling off balance, and heropponent may make an immediate attack withoutsuffering a multiple action penalty.

K’thr i M a r t ia l A rt sThe K’thri martial arts style is a well-known fighting style throughout the Galaxy. In fact, Lt. Machel Kendy of theKatarn Commandos is a Grand Master of K’thri martial arts, as was his grandfather before him. The history of thestyle dates back to the Old Republic, where it was used as a competitive sport among the athletically inclined. Aswith any style, it has its practical uses, and members of many SpecForce teams have studied briefly under Lt. Kendyin order to become more lethal soldiers in hand-to-hand combat.Base AbilitySide Step - K’thri practitioners are fast and reflexive, avoiding meleeattacks rather than blocking them. They may use their Dodge skill inplace of Brawling Parry or Melee Parry when engaged in melee combat.Available Combat actions Blind FightingDisarmFlipFlying KickFoot SweepInstant StandKickMultiple StrikesPunchReversalSpinning KickShoulder Throwst a v a - n o gh ri Ma rt ia l A rt sThis specialized form of brawling combat employs techniques that the Noghri are taught at an early age, incorporatinga deceptively fast nature to throw unskilled opponents off balance. Named after a predator native to the Noghri homeplanet of Honoghr, Stava incorporates joint-locks, pressure points, nerve pinches, takedowns, and quick and deadlystrikes with the hands, arms, feet, and legs. Like the animal it is named for, Stava puts severe emphasis on speedand endurance, with Noghri practitioners being able to dodge blaster boltswith acrobatics, rolls, and sheer offensive prowess, as shown by the Nohgrislaughtering Darth Vaders stormtrooper guard on arrival on Honoghr.Base SkillDeceptive Technique - Noghri receive 2D to their Brawling: Noghri MartialArts skill when engaged in brawling with someone who does not have themartial arts specialization. Also, when fighting someone without this skillspecialization, they receive a 1D 2 bonus to the unarmed damage theyinflict.Available Combat actions Blind FightingFlipFlying KickHead ButtInstant KnockdownInstant WoundMultiple Stri esPunchReversalSilent StrikeSpinning KickWeapon Block

N e l p r in M a rt ia l A rt sVula Nelprin has trained Rebel Alliance and New Republic commandos for many years, and has perfected herown brand of martial arts. Through both study and experience, she has created a well-balanced martial arts stylewhich allows the character to be both offensive and defensive, without shifting from one style to another. Thoughsome would call her style “generic,” it has proven time and again to be the perfect kind of basic training to givecommandos an edge when it comes down to hand-to-hand combat.Base AbilityForm Balance - Practitioners of Nelprin martial arts may use their Brawling: Nelprin Martial Arts skill in place ofBrawling Parry to block unarmed and melee attacks.Available Combat actions Axe KickFlipFoot SweepFlying KickKickMartial Arts LeapPower Melee BlockPower StandRetrievalReversalSpinning KickWeapon BlockAdditional Nelprin Martial Arts ONLY Combat Actions:TechniqueDescriptionDifficultyDifficultThe character is trainedAxe Kickto deliver a kick withdownward force to thehead or shoulder of anopponent.EffectIf the character makes the required skill roll anda successful called shot attack (-1D), he deliversa powerful kick downward onto the top of theopponent’s head or shoulder. If the damage resultis stunned or better, the opponent is renderedunconscious for 1D rounds.Martial ArtLeapThe character is able touse martial arts training toperform more precise leaps.ModerateWith a successful skill roll, the character may add a 2D bonus to their Jumping skill roll at no multipleaction penalty.Power MeleeBlockThe character is trainedto pick up an item fromthe ground using feet andlegs.DifficultFollowing a successful Parry, the character maymake a Brawling skill check. Success indicates thathe has struck the opponent’s weapon, inflictingSTR damage to it. This is a reaction skill.Power StandThe martial artist has been Difficulttrained parry armed attacksin a manner that damagesthe offending weapon.If the character makes the required skill roll, theymay launch a kick attack as th

Star Wars Martial Arts: Revised and Expanded is a compilation and revision of the West End Games Star Wars Roleplaying Game martial arts rules system. The optional specialization system from the Rules of Engagement game supplement has been overhauled, as have many different martial arts styles from various net guides and other

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