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Templates Converted From Star Wars Saga
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shootingwomprats
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PostPosted: Thu Feb 20, 2020 7:00 pm    Post subject: Reply with quote

SABOTEUR
As a saboteur you aim to disrupt or destroy the physical mechanisms of your enemies, usually covertly and often from within. you might use improvised tools or create specialized devices to carry out certain tasks. You rely on stealth and secrecy to carry out your missions. Sometimes you might work alone in a single installation, or as part of a small group for complex or widespread attacks. Saboteur missions employ explosives, computer slicing, droid reprogramming, and social engineering to achieve their goals.

You focus your attacks and methods for maximum disruption and damage to the systems, objects, or vehicles you want to affect. Collateral damage is typically unwanted and counterproductive to your cause, especially to sensitive or nonmilitary targets. Many targets are disabled rather than destroyed, but the results can still be very effective and demoralizing to an enemy. You often make the most of limited supplies, which forces you to make precise attacks to avoid wasting resources.

DEXTERITY 2D+2
KNOWLEDGE 3D
MECHANICAL 2D+2
PERCEPTION 3D+1

Con, persuasion
STRENGTH 3D
TECHNICAL 3D+1

Computer programming/repair, demolitions, droid programming, security
Special Abilities: None
Equipment: Hold-out blaster, vibroknife, comlink, datapad, explosives (up to 10D worth)
Force Sensitive?
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
The Force Unleashed Campaign Guide (p.54-57), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 10:24 pm    Post subject: Reply with quote

CORPORATE AGENT
Interstellar corporations hold a huge amount of power in all eras of play. In some regions, the corporations control enough systems to operate as the defacto government. However, most are spread across countless worlds throughout the galaxy. Their presence varies, ranging from near dominance of a local market, to only a single office, store, or facility. Major corporations have agents of their own, looking after company interests. These agents might specialize in security, fraud, exploration, administration, or many other aspects of management and production. They operate in the open or covertly, normally restricting their activities to keeping an eye on their own company, but corporations can use agents for corporate espionage or even sabotaging competitors.

Corporate agents might wield as much or more power than government agents. Some agents find that the company is their life. Indeed, with each promotion they might find that the company demands more and more of their time in exchange for increased status, power, and pay.

DEXTERITY
Blaster
KNOWLEDGE
(s) Bureaucracy: corporate, law enforcement, intimidation
MECHANICAL
PERCEPTION

Con, investigation, persuasion
STRENGTH
TECHNICAL

Security
* Note: Must be employed by a major interstellar corporation.
Special Abilities: None
Equipment: Blaster or stun pistol or stun stick, corporate uniform, corporate ID, comlink, datapad
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Knights of the Old Republic (p.41-43), D6 mechanics by +Oliver Queen
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Last edited by shootingwomprats on Thu Feb 20, 2020 10:29 pm; edited 1 time in total
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PostPosted: Thu Feb 20, 2020 10:27 pm    Post subject: Reply with quote

GLADIATOR
Though the most violent forms are officially banned in the Republic and on most civilized planets, gladiatorial combat remains an entertaining and lucrative combination of business and entertainment. In more civilized locales, such contests are held using nonlethal weapons-such as blasters on stun-with strict rules, resulting in a fight more like a sparring match than lethal combat. However, a more dangerous form of the sport flourishes in underground matches and on the wilder planets of the galaxy. For instance, cantinas on the planet Taris host gladiator contests as entertainment, allowing spectators to gamble on the results. The contests might be to the death, but they are more often fought until one side is unconscious or unable to continue.

The gladiators have diverse backgrounds. Some are former soldiers looking to make a few credits using the only skills they have. Others are thrill seekers looking for fame and notoriety, as well as money. Still others have been captured, forced to fight and are looking to escape. The best of these fighters eventually go on to become professionals that are extremely good fighters and incredibly dangerous both in the arena and on the streets.

DEXTERITY 4D
Blaster, dodge, melee combat, melee parry, thrown weapon
KNOWLEDGE 3D
MECHANICAL 2D
PERCEPTION 3D
STRENGTH 4D

Brawling
TECHNICAL 2D
First aid
Special Abilities: None
Equipment: Blaster or stun pistol or vibroweapon or melee weapon, possibly armor
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points:[/b] 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:


GLADIATORIAL COMBAT CIRCUIT
Gladiatorial combat and formalized duels are popular spectator sports in much of the galaxy, particularly the Outer Rim planets and planets outside Republic control. Whether they are fights to the death, or the more common fight to first blood or unconsciousness, these displays of combat attract spectators far and wide, particularly over secured video links. Profits are generated through ticket sales, but more money comes from gambling. Promoters secure both the combatants and the profits taken on the contest.

The size and type of arena varies by planet, and most permanent facilities employ a number of regulars to fight among themselves, or against challengers from other worlds. Some contestants travel from arena to arena and world to world, following an informal circuit of legitimate and underground facilities. The legality of such combat varies drastically from planet to planet.

One of the better-known dueling arenas is run by Ajuur the Hutt through the Upper City Cantina on the planet Taris. Through much of this era, Ajuur can be found arranging battles, no matter the state of the planet, or who is in charge of it. He pays well for skilled combatants, and is willing to take a chance on newcomers. For most battles, he sticks to the laws of Taris. However, he arranges fights to the death if he believes it might bring in enough credits to be worth the risk.

CROWD RESPONSE
Crowds of spectators at a gladiatorial contest or duel can have a noticeable influence on the outcome of the event. Positive crowd responses give bonuses, and negative responses result in penalties to combatants. A character can attempt to gain crowd support through their actions, mannerisms and combat prowess. Likewise, they can lose support through unpopular moves or poor fighting skills.

Crowd attitudes follow the same attitude steps (hostile, unfriendly, indifferent, friendly, Helpful). At the start of a contest, the Gamemaster determines the attitude of the crowd toward each participant, supporting some while opposing others. Their attitude shifts when a character is Incapacitated or worse, or in response to combatant actions and attempts to sway the crowd.

To sway a crowd, a participant must make a Very Difficult (25+) persuasion skill check, with applicable adjustments for the crowd's current attitude as determined by the GM. If successful, the crowd moves one step in the fighter's favor. Gamemasters can apply other modifiers to the crowd response difficulty for additional circumstances, such as a favorite champion, hated opponent, or partisan crowd.

Characters reducing an opponent to incapacitated or worse also move the crowd one step in their favor.

Crowd response grants a bonus or penalty to one attack each round to each combatant. Characters whom the crowd regards as helpful gain a +2 morale bonus. Those regarded as friendly gain a +1 morale bonus instead. Indifferent grants no bonus or penalty. Unfriendly gives a -1 morale penalty, and hostile results in a -2 morale penalty.

Source: Knights of the Old Republic (p.43-45), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 10:28 pm    Post subject: Reply with quote

MELEE DUELIST
Throughout the history of the galaxy, dueling has seen many degrees of acceptability, militarily, legally, and socially. Some cultures or subcultures regard dueling as an honorable and civilized method of settling disputes, but others see dueling as barbaric. During the Knights of the Old Republic era, melee combat has resurged, forcing many to study dueling as a means to survive on the battlefield. In addition, dueling is still regarded as a sport on many planets. In fact, dueling is allowed on more civilized worlds than gladiatorial combat, given the higher cultural status dueling enjoys.

The melee duelist specializes in fighting a single opponent. The melee duelist selects a primary weapon of choice, studying and practicing maneuvers, feints, and tricks to perfection. Competitive duelists train with several types weapons because they may not know ahead of time which types of weapons will be used in a duel. Battlefield duelists expand their abilities to take on small groups because they cannot depend on the luxury of fighting a single opponent in the middle of a skirmish.

DEXTERITY 4D
Dodge, melee combat, melee parry
KNOWLEDGE 3D+1
MECHANICAL 2D+1
PERCEPTION 3D+1
STRENGTH 2D+2
TECHNICAL 2D+1

Equipment repair
Special Abilities: None
Equipment: Lightfoil or vibroweapon or melee weapon, cloak, comlink, 1,500 credits
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Knights of the Old Republic (p.46-47), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 10:45 pm    Post subject: Reply with quote

ASSASSIN
The assassin kills for credits. Unlike the bounty hunter, who also sometimes kills, the assassin never takes a victim alive. Moreover, assassins know the value of discretion, so they employ a variety of sneaky tactics to approach their target unseen and strike when least expected. Assassins' techniques vary greatly; some use poisons or toxic species, while others prefer more spectacular and dependable methods such as explosives or up close and personal attacks.

Killing is rarely personal for the assassin; it is just a job. Many assassins justify their profession by establishing criteria for the types of targets they strike, and some assassins are nearly heroic in their efforts to eliminate notoriously wicked marks. Nevertheless, assassins are despised more than they are valued.

Assassins work alone, but those who desire more insurance might join up with one of the guilds that lurk in the shadowy corners of the galaxy. The Assassins' Guild-perhaps the largest and most powerful-operates throughout the galaxy, offering numerous services from bounty hunting to contract killing. Other assassin organizations, such as the Loag, are centered on a particular world, but others, such as the GenoHaradan, are utterly clandestine, maintaining no publicly known base of operations. Of all the active groups, though, none are as feared or as mysterious as the Malkite Poisoners (see Threats of the Galaxy). These highly trained professionals adopt detailed cover stories to better infiltrate societies and get close to their victims. After months or even years of establishing a trust and rapport with their victim, they strike-fatally.

DEXTERITY 3D+2
Blaster or slugthrower
KNOWLEDGE 3D
MECHANICAL 2D+2

Poisons
PERCEPTION 3D
Con, hide, search, sneak
STRENGTH 3D
TECHNICAL 2D+2

Special Abilities: None
Equipment: Blaster or slugthrower rifle, combination survival/camouflage kit
Force Sensitive?
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Scum and Villainy (p.28-30), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 10:46 pm    Post subject: Reply with quote

CHARLATAN
Found in seedy spaceports throughout the galaxy, charlatans are swindlers and con artists, thieves of the highest order. They specialize in double-cross, using graft, deception, and misdirection to part their victims from their hard-earned credits. Charlatans have the dangerous ability to convince others that handing over their credits is a good idea, even when every instinct screams that they should not.

Of all the rogues one is likely to meet, the charlatan is the most innocuous. A charlatan never holds a person at blaster-point, demanding her victims empty out their pockets. A charlatan that fails to dupe a victim simply moves on to find easier prey. In fact, in some corners of the galaxy, charlatans are regarded as heroic, especially those who rip off folks who are just as corrupt as they are.

Individuals become charlatans not out of greed or want, but because their talents are well suited for espionage. Spies, infiltrators, and other intelligence agents can also double as charlatans to mask their true intentions, while trying to learn information, acquire a precious object, or sabotage an enemy.

DEXTERITY 2D
Sleight of hand
KNOWLEDGE 4D
MECHANICAL 2D+2
PERCEPTION 4D

Con, (s) con: disguise, investigation
STRENGTH 2D
TECHNICAL 3D+1

Special Abilities: None
Equipment: Hold-out blaster, variety of outfits and uniforms (suitable for playing such roles as a naive fop, a computer tech, or an Imperial commander), datapad, 100 credits
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Scum and Villainy (p.30-32), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 10:48 pm    Post subject: Reply with quote

MASTER PRIVATEER II
Some master privateers are pirates, a motley collection of rogues and cutthroats that prey on merchant ships to plunder them for credits and cargo. An unsavory lot, master privateers commander any vessel they capture, taking prisoner the crew and passengers, perhaps letting them go, perhaps tossing them out the airlock depending on the nature of their captain . In all, master privateers are criminals and are treated as such by the Galactic Empire and New Republic alike.

Although such rogues are a menace to be sure, not all pirates are merciless killers. Many adopt and live by a strict code of conduct that gives them parameters for the types of ships they'll strike and what they do with prisoners. Some pirates release their prisoners, depositing them on more-or-Iess safe systems where they are likely to be rescued. But for every decent master privateer, a dozen more merciless fiends lay in wait.

The master privateer presented below is an update of the master privateer prestige class from the Force Unleashed Campaign Guide. The class information is presented here for convenience, along with the new Piracy talent tree. You can use the talents for the master privateer from the Farce Unleashed Campaign Guide in addition to those listed below.

DEXTERITY 2D+1
KNOWLEDGE 3D+2

Intimidation, tactics
MECHANICAL 3D+1
Astrogation, space transports, starship gunnery
PERCEPTION 4D
Command, con
STRENGTH 2D
TECHNICAL 2D+2

Special Abilities: None
Equipment: Blaster pistol (4D), flashy clothes, gaudy jewelry, comlink, vacuum suit, datapad, modified Corellian Corvette or light frigate
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Scum and Villainy (p.32-34), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 10:50 pm    Post subject: Reply with quote

OUTLAW
Where there is law, there are those who would break it, circumvent it, and fly in its face. Outlaws are rogue individuals who rightly or wrongly have crossed the line and now pay the price for their indiscretion. Naturally, outlaws cover a lot of territory, from freedom fighters waging a private war against tyranny to bloodthirsty cutthroats and murderers wanted in twelve systems.

Outlaws can include a whole host of characters, but the most notorious outlaws are those who make being outside the law their primary profession. Their exploits are the stuff of legend, bucking authority and causing so much trouble that arrest warrants have been issued.

Outlaws sometimes earn respect from common citizens of the galaxy. Regardless of the crimes they commit to earn their outlaw status, their ability to evade capture resonates with those who have suffered from oppression. In some systems, outlaws can even get supplies, shelter, and support from common folk, and if they help these people, they might be seen as true heroes.

DEXTERITY 4D
KNOWLEDGE 3D

Survival
MECHANICAL 2D+2
PERCEPTION 3D

Hide, sneak
STRENGTH 3D+1
TECHNICAL 2D

Special Abilities: None
Story Arc:
Fugitive: As an outlaw, you must stay one step ahead of the authorities and bounty hunters or they might take you down for good. Your experiences have taught you to be fast on your feet.
Equipment: Heavy blaster, 1,000 credits
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Scum and Villainy (p.34-35), D6 mechanics by +Oliver Queen
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PostPosted: Sun Feb 23, 2020 12:06 pm    Post subject: Reply with quote

MARTIAL ARTS MASTER
Most warriors become proficient with a variety of weapons, but martial arts masters strive to master various styles of hand-to-hand combat, shunning blasters and turning their bodies into powerful weapons. Although other combatants are satisfied with learning the basics of unarmed combat, martial arts masters learn the techniques and philosophies of many different styles of martial arts, incorporating different elements and techniques into unique personal styles. They are among the most self- sufficient and the most dangerous fighters in the galaxy.

Martial arts masters focus on perfecting their art, but many different paths lead to that goal. Some martial arts masters withdraw from the galaxy, honing their skil ls in small, isolated enclaves. Others use their prowess in the defense of the helpless and innocent in a manner befitting a Jedi Knight. Some make their lethal skills available to the highest bidder, and still others hold positions of influence with criminal cartels, using their deadly fighting abilities to ruthlessly maintain their rank.

During any era of play, martial arts masters can be surprisingly dangerous enemies, since they require nothing more than their own limbs to lay even the toughest of enemies low.

DEXTERITY 4D
Melee combat, melee parry
KNOWLEDGE 2D+2
Lore of their martial arts philosophy
MECHANICAL 2D+1
PERCEPTION 3D
STRENGTH 4D

Martial Arts
TECHNICAL 2D
Special Abilities:
--► Martial Arts: The initial 1D placed in martial arts gives the player the following moves: punch (STR+1D), kick (STR+2D), and one technique chosen from the list found on REUP (p.98-100). For every 1D that a character increases their martial arts skill, they may pick one hand-to-hand techniques (REUP p.98-100). The character may only pick one hand-to-hand technique for every die of skill improvement; increasing a skill by one or two “pips” is not sufficient advancement to select a hand-to-hand technique.
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points
: 5
Background: You have advanced training in one or more martial art forms, turning your body into a lethal weapon. Although any character can practice these forms, you have the dedication and perseverance to go beyond what most beings are capable of.
Personality:
Goals:
A Quote:
Connectin With Characters:
Source:
Star Wars: The Roleplaying Game Saga Edition (p.32-33), D6 mechanics by +Oliver Queen.
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PostPosted: Sun Feb 23, 2020 1:00 pm    Post subject: Reply with quote

ECHANI
Echani is an ancient martial arts style developed by the Echani race. It is now taught to all Royal Guardsmen as they train to serve their Emperor on the planet Yinchorr. It combines some of the most savage hand-to-hand combat techniques 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 has been modifed to use in conjunction with a force pike or double-bladed vibrostave, and those few outside the Royal Guard who have witnessed it have seldom lived long enough to describe it.

Base Ability
Physical Perfection: Echani practitioners hone their bodies to a near perfect state, and may use their Brawling: Echani Martial Arts skill in place of Stamina for any Stamina skill rolls.

Available Combat Actions
    Hilt Blow
    Instant Stand
    Instant Wound
    Multiple Strikes
    Pivot Kick
    Power Block
    Punch
    Rolling Trow
    Silent Strike
    Throat Jab
    Weapon Block
    Whirlwind Attack


Additional Echani Martial Arts ONLY Combat Actions:

Hilt Blow (easy): The character can use the hilt of a weapon to strike a stunning blow.
Effect: 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 (difficult): The character can pivot on a hand or weapon and deliver a powerful kick.
Effect: 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 (moderate): The character can roll backwards and throw an enemy with force.
Effect: 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 (difficult): The character can roll backwards and throw an enemy with force.
Effect: 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

Source: Martial Arts Revised & Expanded (p.7), Galaxy at War (p.26,32-33)
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Last edited by shootingwomprats on Sun Feb 23, 2020 1:20 pm; edited 1 time in total
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PostPosted: Sun Feb 23, 2020 1:01 pm    Post subject: Reply with quote

HIKKATA (Galactic Republic Senate Guard)
Culled from the best of the best in law enforcement around the Galaxy, the Republic Senate Guards are intensively trained to be the protectors of senators and government officials no matter where in the Galactic Republic they may travel. Tough they may seem mostly ceremonial at times, they are proficient at what they do and were worthy predecessors to the Emperor's Royal Guard. They have a specially designed martial arts style that focuses on eliminating threats as quickly and safely as possible. Tough it may seem defensively oriented, it gets the job done with minimal damage to themselves and those they are obligated to protect. Tough it was adopted as the official martial arts style of the Republic Senate Guards, this style has spread throughout the Galaxy and was one of the most common styles in the days of the Old Republic.

Base Ability
Reflexive Fighting: Senate Guards may take up to half the number of "D" away from their martial arts skill, and apply it to the following rolls: brawling parry, dodge, melee parry, and climbing/jumping. Characters still suffer multiple action penalties if more than one action is attempted in a round.

Available Combat actions
    Disarm
    Elbow Smash
    Head Butt
    Hold/Grapple
    Instant Knockdown
    Instant Stun
    Kick
    Nerve Punch
    Punch
    Spinning Kick
    Shoulder Trow
    Weapon Block


Source: Martial Arts Revised & Expanded (p.14), Galaxy at War (p.26-27,32-33)
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PostPosted: Sun Feb 23, 2020 1:03 pm    Post subject: Reply with quote

K'TARA
K'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 efcient attacks. It is less flashy than other martial arts styles, and is primarily functional and efficient. It uses both hands and feet, but since a SpecForce trooper will typically be carrying a weapon, more ofen than not the kicks and leg maneuvers are the ones that see the most action.

Base Ability
Never Surrender: K'tara practitioners have a durasteel resolve and are not easily shaken. K'tara martial artists may use their Martial Arts skill in place of Willpower for any Willpower skill rolls.

Available Combat actions
    Disarm
    Elbow Smash
    Falling Roll
    Foot Sweep
    Hold/Grapple
    Instant Stun
    Kick
    Multiple Kicks
    Opportune Shot
    Reversal
    Roundhouse
    Shoulder Charge


Additional K'tara Martial Arts ONLY Combat Actions:

Falling Roll (difficult): The character can turn a knock down into a controlled roll.
Effect: 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 (difficult): The character is trained to make multiple attacks using his feet.
Effect: 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 (difficult): The martial artist has been trained to use a pistol or rifle to full effect in close quarters.
Effect: 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 (moderate): The character is trained to deliver a spinning kick to the head.
Effect: 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.

Charge (moderate/opposed roll): The character is trained to use her body weight to topple an off balance opponent.
Effect: 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.

Source: Martial Arts Revised & Expanded (p.11), Galaxy at War (p.27,32-33)
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PostPosted: Sun Feb 23, 2020 1:04 pm    Post subject: Reply with quote

K'THRI
The K'thri martial arts style is a well-known fighting style throughout the Galaxy. In fact, Lt. Machel Kendy of the Katarn Commandos is a Grand Master of K'thri martial arts, as was his grandfather before him. The history of the style dates back to the Old Republic, where it was used as a competitive sport among the athletically inclined. As with any style, it has its practical uses, and members of many SpecForce teams have studied briefly under Lt. Kendy in order to become more lethal soldiers in hand-to-hand combat.

Base Ability
Side Step: K'thri practitioners are fast and reflexive, avoiding melee attacks rather than blocking them. They may use their Dodge skill in place of Brawling Parry or Melee Parry when engaged in melee combat.

Available Combat actions
    Blind Fighting
    Disarm
    Flip
    Flying Kick
    Foot Sweep
    Instant Stand
    Kick
    Multiple Strikes
    Punch
    Reversal
    Spinning Kick
    Shoulder Throw


Source: Martial Arts Revised & Expanded (p.12), Galaxy at War (p.27,32-33
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PostPosted: Sun Feb 23, 2020 1:05 pm    Post subject: Reply with quote

STAVA (noghri)
This specialized form of brawling combat employs techniques that the Noghri are taught at an early age, incorporating a deceptively fast nature to throw unskilled opponents off balance. Named afer a predator native to the Noghri home planet of Honoghr, Stava incorporates joint-locks, pressure points, nerve pinches, takedowns, and quick and deadly strikes with the hands, arms, feet, and legs. Like the animal it is named for, Stava puts severe emphasis on speed and endurance, with Noghri practitioners being able to dodge blaster bolts with acrobatics, rolls, and sheer offensive prowess, as shown by the Nohgri slaughtering Darth Vaders stormtrooper guard on arrival on Honoghr.

Base Skill
Deceptive Technique: Noghri receive +2D to their Martial Arts skill when engaged in brawling with someone who does not have the martial arts specialization. Also, when fighting someone without this skill specialization, they receive a +1D+2 bonus to the unarmed damage they inflict.

Available Combat actions
    Blind Fighting
    Flip
    Flying Kick
    Head Butt
    Instant Knockdown
    Instant Wound
    Multiple Strikes
    Punch
    Reversal
    Silent Strike
    Spinning Kick
    Weapon Block


Source: Martial Arts Revised & Expanded (p.12), Galaxy at War (p.27,32-33)
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PostPosted: Sun Feb 23, 2020 1:05 pm    Post subject: Reply with quote

TAE-JITSU
Jedi Battle Masters, long ago in the days of the Old Republic, crafted a martial arts style to oppose the Sith martial arts that were claiming the lives of many Jedi. The Jedi fighting style, however, was much more defensive than the Sith style, and reflected the philosophy of the Jedi well. Afer the Sith became extinct (or so the Jedi thought), this martial arts style fell into obscurity, only to be rediscovered occasionally by a Jedi Knight with a special need.

Base Ability
Tranquil Combat: Jedi Battle Masters may substitute Perception for Strength when calculating base Brawling damage.

Available Combat actions
    Defensive Roll
    Disarm
    Flip
    Foot Sweep
    Hand and Saber
    Instant Stun
    Instant Stand
    Nerve Punch
    No Fall
    Punch
    Soft Fall
    Weapon Juggle


Additional Tae-Jitsu Martial Arts ONLY Combat Actions:

Defensive Roll (difficult): The character can roll with an opponent’s attack, reducing damage.
Effect: 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 (moderate): The character can attack with an unarmed strike and his lightsaber in a blinding combination.
Effect: If the character rolls successfully, he may make one lightsaber attack and one unarmed attack in a round at no penalty.

No Fall (difficult): The character is trained to turn a normal fall into a back flip and land standing or crouched.
Effect: 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 (difficult): The character is trained to use his martial arts talent to soften a fall of up to 20 meters.
Effect: If the character makes the required skill roll, he may soften the impact of falling by up to 4D.

Weapon Juggle (moderate): The character is trained to move his weapon from one hand to another with ease.
Effect: 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.

Source: Martial Arts Revised & Expanded (p.7), not that the book names the martial art, "Jedi Battle Master Martial Arts," Galaxy at War (p.28,32-33)
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