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to Martial Arts Styles |
| Special Abilities | ||
| Special Ability | Description | CP Cost |
| Ambidextrous | Can perform tasks equally well with your left OR right hand. This does NOT mean using both hands simultaneously | 10 |
| Appraisal | The character can evaluate within a 20% margin the cost of an item after inspecting it | 10 |
| Armor Mastery | Ignore up to 1D of DEX penalties due to armor | 15 |
| Blind Fighting | In dark or low light conditions, halve the penalties when rolling to hit. This covers both ranged and close quarters combat | 15 |
| Body Language Intuition | On a Difficult PER roll the character can determine what a person's body language is portraying. The person must be of the same species as the character | 10 |
| Eidetic Memory | The character has a photographic memory and can remember 90% of anything they see | 10 |
| Internal Clock | Can determine the time within a 5-10 minute error on an Easy PER roll; within 2-4 minutes on a Moderate PER roll | 10 |
| Internal Compass | Can determine direction within a 5% error on an Easy PER roll | 10 |
| Lightening Reflexes | +2 to PER for all initiative rolls | 15 |
| Light Sleeper | On a Difficult PER roll may detect sounds while sleeping | 10 |
| Lip-Read | On a Very Difficult PER roll the character can lip-read what another person of the same species is saying. The character must be able to see the person's lips move and must be able to speak the same language being used | 10 |
| Luck | Once per adventure the character may reroll the Wild Dice. The better of the two rolls is kept | 10 |
| Natural Aptitude (DEX) | When improving normal skills (not including specializations or Advanced skills) under DEX it costs one character point less. It also costs five character points less to improve the DEX attribute | 15 |
| NA (KNO) | When improving normal skills (not including specializations or Advanced skills) under KNO it costs one character point less. It also costs five character points less to improve the KNO attribute | 15 |
| NA (MECH) | When improving normal skills (not including specializations or Advanced skills) under MECH it costs one character point less. It also costs five character points less to improve the MECH attribute | 15 |
| NA (PER) | When improving normal skills (not including specializations or Advanced skills) under PER it costs one character point less. It also costs five character points less to improve the PER attribute | 15 |
| NA (STR) | When improving normal skills (not including specializations or Advanced skills) under STR it costs one character point less. It also costs five character points less to improve the STR attribute | 15 |
| NA (TECH) | When improving normal skills (not including specializations or Advanced skills) under TECH it costs one character point less. It also costs five character points less to improve the TECH attribute | 15 |
| Pain Resistance | When wounded or wounded twice, on a Moderate Stamina roll the character does not fall prone | 10 |
| Quick-Draw | May draw and use a single hand held weapon in one action phase. No multiple action penalties are incurred | 10 |
| Quick Learner | Requires KNO >= 3D. When buying new skills, you get them at Attribute+1, instead of Attribute | 10 |
| Resilient | It only takes half the amount of rest for the character to heal naturally | 10 |
| Sixth Sense | This is used at the GM's discretion | 15 |
| Stubborn | +1D to PER when someone is trying to Con you (this includes allies); also adds +1D to Willpower rolls | 15 |
| Ventriloquist | On a Very Difficult Con roll the character can throw his voice. Normal Con modifiers apply | 10 |
| Veteran Under Fire | Suppression fire shots have a difficulty value of Very Difficult rather than Difficult against someone with this ability | 10 |
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Wrestling Moves Used with the (A)Wrestling skill only. Skills can’t be used with Brawling Combat added in |
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| Move | Difficulty | Effect | Description |
| Clotheslinec | Moderate | Opponent must make a Difficult Strength roll or be knocked from his feet Damage: STR |
The attacker hits his opponent in the throat with an extended arm |
| Corellian Whip | Moderate | Opponent must make a Difficult Strength roll or be propelled in a direction chosen by the attacker | Attacker throws his opponent by sling shotting him by the arm |
| DDT | Very Difficult | Damage: STR+2D+2 | Attacker puts his opponent into a headlock and drops backwards driving his opponent's forehead first into the floor |
| Spine Buster | Difficult | Opponent is Prone for the remainder of the round Damage: STR+2D |
Attacker lifts his opponent up vertically by the legs and then slams him to the floor on his back |
| Power Slam | Very Difficult | Opponent is Prone and is automatically stunned for remainder of the round Damage: STR+2D |
The attacker slings his opponent over one shoulder and then slams them, back first, to the ground with the attacker's shoulder being driven into the opponent's chest |
| Double Handed Chokeslam | Difficult | Opponent is Prone for the remainder of the round Damage: STR+1D+Overkill |
The attacker grabs his opponent by the throat with both hands and lifts them above his head and slams them into the floor |
| Spear | Moderate | Opponent must make a Difficult Dexterity roll or be driven to the floor Damage: STR+1D |
The attacker shoulder tackles his opponent and drives them to the floor |
| Press Slam | Very Difficult | Opponent is Prone for the remainder of the round Damage: STR |
The attacker lifts the opponent over his head and then throws them to the ground. Although not particularly damaging in itself, this can be put to devastating effect when used with other things, e.g. spiked pit, cliffs, etc. |
| Mantellian Leg Sweep | Moderate | Opponent is Prone for the remainder of the round. If the attacker attempts a choke hold in the same turn, reduce the difficulty
by one level. Damage: STR |
Whilst standing next to the opponent facing the same direction, the attacker grabs him by the shoulder and sweeps their legs away from them, using his own falling momentum to drag his opponent to the floor. Once on the ground the attacker is in an ideal position to attempt a choke hold on his opponent |
| Gamorrean Drop | Very Difficult | Opponent is Prone for the remainder of the round Damage: STR+2D+Overkill |
The attacker throws his opponent onto his shoulders and throws himself backwards onto the victim |
| Splash | Easy: Opponent must be Prone | In addition to its normal damage, extremes of heights will increase the damage based on the height fallen. However, the attacker
will take falling damage. See the 'Falling' section in the rule book Damage: STR+1D |
The attacker hurls himself at a prone opponent belly first |
| Elbow Drop | Moderate | Extreme heights will increase damage based on the height fallen. However, the attacker will take falling damage Damage: STR+1D+2 |
The attacker hurls himself at a prone opponent elbow first |
| Gut Wrench Power Bomb | Heroic | Opponent is Prone and stunned for the remainder of the round Damage: STR+3D+Overkill |
The attacker bends his opponent towards himself and wraps his arms around his opponent's waist, clasping his wrists in front of the opponent's stomach. From this position the attacker lifts his opponent so that he is sat on the attacker's shoulders facing behind him. The attacker then slams his opponent to the floor back first |
| Belly to Back Suplex | Difficult: Attacker must be behind opponent | Damage: STR+2D+Overkill | The attacker grabs his opponent around the waist from behind and propels his opponent over one of his shoulders and onto the floor |
| Hurricanrana | Heroic | Opponent is Prone and stunned for the remainder of the current round and the next round Damage: STR+2D+Overkill |
The attacker does a handstand and traps his opponent's head between his ankles. He then spins locking his opponent's head in position and rolls in order to flip him into the floor head first |
| Stunner | Moderate | Damage: STR+2D | The attacker kicks his opponent in the stomach and grabs their head turning his back on his opponent. He then drops to his knees crushing the opponents face on his shoulder |
| Pile Driver | Heroic | Opponent is stunned for the remainder of the round Damage: STR+4D+Overkill |
The attacker puts his opponents head between his thighs facing the floor. He then lifts his opponent in the air and sits down, driving his opponent's head into the ground and then landing on it |
| Sleeper Hold | Difficult | Damage: STR+Overkill (Stun Damage) | The attacker places his opponent in a choke hold cutting off the circulation to his opponent's head |
| Reversal | 10+Opponent's Attack Roll: Used Only when opponent is making a brawling based attack | The defender reverses his opponent's attack and can perform a wrestling move of his own. This is an out of sequence action that occurs immediately and does NOT count as an action. This in effect is the defender's parry roll, should he fail he leaves himself open and is hit | The defender reverses his opponent's attack allowing him to perform a wrestling move of his own |
| Improvised Weapon | Dependent on weapon | Damage: STR+Variable dependent on weapon | The attacker may use any improvised weapon using his wrestling skill rather than melee. He may not use melee weapons with this skill. Improvised weapons are chains, bottles, tables, etc. |
| Martial Arts Techniques For every 1D a character increases their Martial Arts skill, they may pick one of the hand-to-hand techniques described below. To be able to choose a new skill, the Martial Arts skill must be raised a full 'D.' Partial pip increases will not work. Characters must declare which hand-to-hand technique they are using prior to making the required skill roll. |
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| Name | Effect | Difficulty | Description |
| Blindfighting | Trained to use senses other than sight to locate a target | Very Difficult | If the character makes the required skill roll and is within striking distance, he may ignore the affects of blindness. He can't see, but can hear and smell a target well enough to strike. |
| Disarm | Force an opponent to drop a weapon or object | Moderate | If character's attack is successful (not parried or dodged) and if the skill roll meets the required difficulty number, target character is disarmed. |
| Elbow Smash | Delivers a powerful blow with the elbow | Very Easy | Adds +1D to damage is roll is successful. |
| Flip | Throw a target that has grappled then from behind | Moderate | On a successful roll target is hurled to the ground (if not parried or dodged) and suffers 3D damage. |
| Flying Kick | Leap to deliver a crushing kick | Difficult | Add +2D to damage if roll exceeds difficulty number. Failure allows opponent to make an additional attack with no penalty. |
| Foot Sweep | Used to trip an opponent | Moderate | A successful rol indicates target is tripped and falls prone for the remainder of the round. |
| Headbutt | Use head to strike a target even if held, pinned or bound. | Easy | If skill roll meets difficulty character may strike target causing STR+1D damage. |
| Hold/Grapple | grapple and hold target immobile | Moderate + opposed STR | Requires a Moderate MA roll to hold opponent plus opposed STR roll each round to continue holding target. |
| Instant Knockdown | Maximize impact and knock target to the ground | Moderate | If attack is successful (and not parried or dodged) and skill roll meets the required difficulty, target id knocked down. Target can wait one round or suffer a multi-action penalty if they have a saved or unused action. |
| Iaijutsu | Draw and use favored weapon in same action | Difficult | If roll successful character can draw and attack with specialized weapon. Target can defend normally if they are not surprised. |
| Instant Stand | Negate the effects of a fall and return to a standing position | Moderate | May use to return to a standing position without a multi-action penalty. |
| Instant Stun | Strike at critical pressure points stunning the target | Moderate | If attack successful (and is not parried or dodged) and skill roll meets required difficulty, target is stunned for one round. |
| Instant Wound | Strike to maximum effect, inflicting severe damage to target | Difficult | If attack is successful (and is not parried or dodged) and skill roll meets the required difficulty, target is wounded (-1D). |
| Multiple Strikes | Deliver multiple strikes | Moderate | If roll successful character can make a second attack with no multi-action penalties. |
| Nerve Punch | Knows location of nerve clusters, rendering a targets limb numb | Very Difficult | A successful attack renders an opponents limb (arm/leg, specified prior to the attempt) unusable for 3D rounds. Any items help will be dropped. If difficulty is beat by 15 or more, target is rendered unconscious. If species is not known increase difficulty by one level. |
| Power Block | Parry attacks in a manner which inflicts damage | Moderate | A successful parry inflicts STR+1D damage on the target. |
| Reversal | Turn tables on opponent who is attempting to grapple | Opposed STR or Martial Arts roll | Used only when held. If character breaks opponents grip, he may in turn, hold the target immobile or employ another technique. |
| Silent Strike | Sneak up on target and kill or render unconscious | Difficult | Must be within arms reach of the target. Character must declare a stunning or killing attack prior to the attempt. Success indicates that the target is neutralized. |
| Spinning Kick | Perform a powerful kick | Moderate | Adds +1D to the damage roll if skill roll exceeds difficulty number. Failure means character is off- balance and opponent may make an additional attack with no penalties. |
| Shoulder Throw | Throw a target | Moderate | Success indicates target is thrown to the ground (provided attack is not parried or dodged), suffering 3D damage |
| Weapon Block | Parry melee attacks, even without a weapon | Opposed MA vs. Melee Combat | If character makes difficulty roll, they successfully block melee attack. |
| Weapon Catch | Catch missile weapons with bare hands | Very Difficult | The MA Ability of Weapon Block is required for this skill. This skill allows the catching of certain types of missile weapons. These are: arrows, grenades, knives, spears and similar weapons. If they fail to catch the item then they will be allowed to dodge it (this is part of the idea of catching a weapon in the first place). |
| to House Rules Part III | ![]() |
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to Martial Arts Styles |