Minbari Kalan'tha Martial Arts

Kalan’tha was a Martial Arts style that was unique to the Warrior Caste of the Minbari species and also to the Anla'Shok. It was not permitted to be taught outside of either of these groups or taught to outsiders. This style of fighting was developed by the Warrior Caste of the Minbari species during their involvement in one of their first major conflicts. The style was based on structure and form, blending all aspects of a person into a whole. While created by the Warrior Caste, the style was refined by the Minbari Rangers, the Anla’Shok, following their creation.

The style included full proficiency with the Denn'bok, the Minbari pike staff. While mostly defensive, the Kalan’tha style is nonetheless devastating.

RPG D6 Stats
For every +1 pip that a character increases her martial arts skill, she may pick one of the techniques from the list of the martial style in which their character specializes. Learning a technique from outside a style costs 10 character points and takes three weeks of training. Characters whose martial arts skill is increased during character creation are eligible to select from the techniques. Characters must also declare which technique they are using prior to making the required skill roll (unless otherwise indicated).

Basic Maneuvers
(Free Maneuvers available to everyone)

Maneuver: Punch/Strike

Description: A basic attack with a fist, elbow or other striking appendage.

Difficulty: Very Easy

Effect: Does Strength damage.

Maneuver: Kick/Strike

Description: A basic attack with a foot, knee or other lower striking appendage.

Difficulty: Easy

Effect: Does Strength+2 damage.

Maneuver: Hold/Grapple

Description: A simple grab and squeeze attack.

Difficulty: Moderate or an opposed Strength roll.

Effect: The character attempting to grapple with a target must make a Moderate martial arts roll to hold her opponent. For every round the target is held, the character must make an opposed Strength roll, with a +1 penalty for each point by which the character succeeded in her grapple attempt. If the target beats her Strength roll he breaks free of the hold.

Brawling Maneuvers
Technique: Alter Aim

Description: The character is trained to alter the aim of a missile or blaster weapon in close combat.

Difficulty: Moderate, plus an opposed Strength roll.

Effect: If the character makes the required skill roll, she may attempt to grab and re-aim a weapon in the hands of her opponent. If within hand-to-hand range, the character makes her skill roll, then must win an opposed Strength roll to aim the weapon. For missile weapons and blasters, she must roll the appropriate skill to aim at -1D (but without a multiple action penalty) to choose where the weapon fires.

Technique: Backflip

Description: The character is trained to flip backwards to avoid a hit or fall.

Difficulty: Easy

Effect: If the character makes the required skill roll, he may add +2D to his next climbing/jumping or dodge roll. This maneuver does not count towards calculating the multiple action penalty.

Technique: Defensive Roll

Description: The character can roll with an opponent’s attack, reducing damage.

Difficulty: Difficult

Effect: If the character makes the required skill roll, he gains a +2D bonus to Strength to resist the damage taken. This is a reaction skill.

Technique: Disarm

Description: The character is trained to force an opponent to drop a weapon or object.

Difficulty: Moderate

Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target has been disarmed of one weapon or item they are holding. The item lands 1D meters away.

Technique: Dislocate Limb

Description: This maneuver allows the character to dislocate on of his opponent's limbs - typically an arm.

Difficulty: Difficult

Effect: A successful skill check indicates that the target's limb has been dislocated, he cannot make attacks with that limb. He may still make attacks with other limbs, though at a -1D penalty. The opponent may pop his limb back into place in the next round. This requires a Moderate willpower check. He then suffers a -2D penalty to all actions that round; if he attempts to use that limb to attack in the same round after popping it into place, he suffers a -2D damage modifier on any damage rolls with that limb.

Technique: Ducking Punch

Description: The character crouches low and delivers a short, powerful punch to his opponent's midsection (or even below-the-belt, for particularly vicious characters).

Difficulty: Moderate

Effect: The character making this roll successfully does Strength damage to his opponent. In addition, due to the character dropping to a low crouching posture, he may add +1D to any parries or dodges for the rest of the round.

Technique: Escape Grapple

Description: The character is able to escape a grapple.

Difficulty: Opposed martial arts versus Strength roll

Effect: When a character is being held by an opponent, a successful skill roll allows the character to contort and escape the hold, and move up to half his movement away from his opponent.

Technique: Falling Roll

Description: The character can turn a fall into a roll and set up for an attack.

Difficulty: Easy

Effect: If the character makes the required skill roll, he may turn a fall into a roll to the side, giving +2D to his next combat roll..

Technique: Feint

Description: The character can feint to draw off an opponent's defense.

Difficulty: Easy

Effect: If the character makes the required skill roll, he fakes a maneuver to draw his opponent off. If the opponent's Perception roll is lower than the character's martial arts skill roll, the character gains a +2D to his next attack skill roll. This may be used as a reaction skill.

Technique: Flawless Counter

Description: The character can counter a melee attack to perfection.

Difficulty: Difficult

Effect: If the character makes the required skill roll, his next attack (which must be a hand-to-hand attack) is automatically successful. This may be used as a reaction skill.

Technique: Flip

Description: The character can throw a target who has grappled her from behind.

Difficulty: Moderate

Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged). The target suffers 3D damage. This technique may be used as a reaction skill.

Technique: Foot Sweep

Description: The character uses a sweeping motion of her leg to trip an opponent.

Difficulty: Moderate

Effect: A successful attempt indicates the target is tripped, falling to the ground. The character must remain prone for the remainder of the round.

Technique: Improved Grapple

Description: The character is trained to grapple and hold a target immobile.

Difficulty: Moderate, plus an opposed Strength roll.

Effect: The character attempting to grapple with a target must make a Moderate martial arts roll to hold her opponent. For every round the target is held, the character must make an opposed Strength roll, with a +2 penalty for each point by which the character succeeded in her grapple attempt. If the target beats her Strength roll he breaks free of the hold.

Technique: Instant Knockdown

Description: The character knows how to maximize impact, knocking the target to the floor.

Difficulty: Moderate

Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is knocked to the ground. The fallen character must either wait one round to stand or suffer multiple action penalties.

Technique: Instant Stand

Description: The character is trained to negate the effects of a fall and return to a standing combat-ready position.

Difficulty: Moderate

Effect: If a character is tripped or knocked down, she may use this technique to return to a standing position. Successful use of this technique indicates that the character can stand without suffering a multiple-action penalty.

Technique: Instant Stun

Description: The character is trained to strike at critical pressure points that affect breathing or the nervous system, stunning the target.

Difficulty: Moderate

Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is stunned for one round.

Technique: Instant Wound

Description: The character knows how to strike to maximum effect, inflicting severe damage on the target.

Difficulty: Difficult

Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character suffers a wound. (Effects of the wound are cumulative.)

Technique: Joint Break

Description: The character is trained to grab one of his opponent's limbs (typically an arm) and bends it violently in a direction it was not meant to bend, breaking it at the joint.

Difficulty: Difficult

Effect: If the target takes any damage from this technique, his limb is broken, useless until it heals. At the GM's option, the target may pass out from the pain.

Technique: Joint Kick

Description: The character is trained to attack specific joints.

Difficulty: Moderate

Effect: By making the required skill roll, the character may attack a specific joint on the opponent's body without any penalties for a "called shot." If the knee is targeted, the opponent is knocked to the ground; if the elbow is targeted, any items in that arm's hand are dropped; if a shoulder is targeted, that arm suffers -2D to all rolls using that arm this round, etc.

Technique: Joint Lock

Description: The character is trained to grab one of his opponent's limbs and twists it in a way it was not meant to be twisted. This forces the opponent to his knees in excruciating pain.

Difficulty: Moderate, plus an opposed Strength roll.

Effect: The target of this technique is considered to be considered to be crouching while in a Joint Lock. He cannot use the locked limb while the hold is maintained. The target is also considered "stunned" due to the pain.

Technique: Nerve Punch

Description: The character knows the locate of nerve clusters, striking in such a way as to render a target's limb numb.

Difficulty: Very Difficult

Effect: If successful, the character's attack renders an opponents limb (arm or leg, specified prior to making the attempt) unusable for 3D rounds. Any items held in the affected hand are dropped. If the character beats the difficulty number by 15 or more, the target character is rendered unconscious for 3D rounds.

Technique: Parry Throw

Description: The character is trained to use an opponent's momentum in throwing them.

Difficulty: Moderate

Effect: If the character has just made a brawling parry or melee parry roll, he may attempt to throw an opponent by rolling his martial arts skill. A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering 3D damage.

Technique: Power Block

Description: The character is trained to parry attacks in a manner which inflicts damage.

Difficulty: Moderate

Effect: A successful parry inflicts Strength+1D on the target. This may be used as a reaction skill.

Technique: Retrieval

Description: The character is trained to pick up an item from the ground using feet and legs.

Difficulty: Easy

Effect: If the character makes the required skill roll, he is able to retrieve an object from the ground using his feet and legs. This does not count as an action when calculating the multiple action penalty.

Technique: Reversal

Description: The character is trained to turn the tables on an opponent who is attempting to grapple.

Difficulty: Opposed Strength or martial arts roll

Effect: The character can employ this technique only when she is held. If she breaks the opponent's grip, she may in turn hold the target immobile or employ another technique. This technique may be used as a reaction skill.

Technique: Soft Fall

Description: The character is trained to use his martial arts talent to soften a fall of up to 20 meters.

Difficulty: Difficult

Effect: If the character makes the required skill roll, he may soften the impact of falling by up to 5D.

Technique: Speed Parry

Description: The character is able to quickly deflect a blow aimed at him.

Difficulty: Moderate

Effect: With a successful skill roll, the character blocks his opponent's attack, and does not incur a multiple action penalty. This may be used as a reaction skill.

Technique: Sword Hand

Description: This technique actually takes two forms. The first is to use the edge of the flattened hand to strike the target, usually with the intent of breaking bones or inflicting other serious injury. The second, more dificult form is to flatten the hand and strike with the fingertips, driving the character's hand into his opponent's body.

Difficulty: Moderate

Effect: This punch ignores any bonuses the target gains from wearing armor, having especially tough skin or similar ability. The character can add +1D to her damage roll if the skill roll is successful.

Technique: Throw

Description: The character can throw a target.

Difficulty: Moderate

Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering 3D damage.

Technique: Triple Parry

Description: The character is trained to parry up to three unarmed attacks.

Difficulty: Difficult

Effect: If the character makes the required skill roll, she may automatically block three brawling attacks during this round, provided she takes no other action this round. This may be used as a reaction skill.

Technique: Weapon Block

Description: The character is trained to parry melee attacks, even when she does not possess a melee weapon.

Difficulty: Opposed martial arts versus melee combat roll

Effect: If the character makes the required difficulty roll, she successfully blocks a melee attack. This may be used as a reaction skill.

Technique: Weapon Steal

Description: The character is trained to disarm and take control of a weapon in the opponent's grasp.

Difficulty: Very Difficult, plus an opposed Strength roll.

Effect: If the character makes the required skill roll, and overcomes his opponent's Strength roll, he may steal an opponent's weapon from them for his own use.

Technique: Wrist Chop

Description: The character is trained to chop an open hand down on an opponent's wrist.

Difficulty: Moderate

Effect: If the character makes the required skill roll, the character chops the side of his open hand down on his opponent's wrist. Any object in that hand falls to the floor, and if the damage roll exceeds the opponent's Strength roll by more than 15, the wrist is broken and the hand cannot be used until the wrist is healed.

Melee Maneuvers
Technique: Bash

Description: The character is trained to deliver a quick, smashing attack, usually performed "sidearm" with a club or staff.

Difficulty: Moderate

Effect: The character can add +1D to her damage roll if the skill roll is successful.

Technique: Dazing Blow

Description: The character is trained to use a weapon to do only Stun damage. With a blunt weapon, he hits less forcefully; with an edged weapon, he uses the "flat" of the blade.

Difficulty: Difficult

Effect: If the character makes the required skill roll, he may use his melee weapon to cause Strength+1D stun damage.

Technique: Disarm

Description: The character skillfully strikes her opponent's weapon, hand or arm, not to cause damage, but to knock the weapon out of her opponent's grasp. Alternately, she may use an entangling weapon such as a chain to wrap around her foe's weapon and pull it away.

Difficulty: Moderate

Effect: If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character is disarmed.

Technique: Double Sweep

Description: The character can follow a sweep using a melee weapon with a foot sweep.

Difficulty: Moderate

Effect: If the character makes the required skill roll, and has just executed a melee weapon sweep, she may attempt to knock an opponent down using a foot sweep. That opponent remains prone for the remainder of the round, and any of his or her melee combat rolls are -1D.

Technique: Fleche

Description: The character is trained to move forward quickly, using the momentum of his attack to increase the damage.

Difficulty: Moderate

Effect: If the character makes the required skill roll, he moves toward his opponent inflicting +1D+1 to normal damage. Note that this technique only works if the character is less than a half Move away from his opponent, otherwise he cannot use this technique.

Technique: Jab

Description: The character is trained to make a quick, light strike with a weapon, used more to test an opponent's skill and defenses than to injure him.

Difficulty: Difficult

Effect: If the character makes the required skill roll, he may deliver an attack at a -1D to damage with such speed that he may make one other melee attack this round without incurring the multiple action penalty.

Technique: Sweep

Description: The character is trained to use a staff or flexible weapon to knock or yank the legs out from under his opponent.

Difficulty: Moderate

Effect: In addition to any damage taken, the opponent suffers a knockdown and must remain prone for the remainder of the round.

Technique: Thrust

Description: This technique is a cross between a Jab and a Slash; it combines the former's speed with the latter's power.

Difficulty: Difficult

Effect: If the character makes the required skill roll, he may deliver an attack with such speed that he may make one other melee attack this round without incurring the multiple action penalty.