Schenor Martial Arts

The Schenor are a race of bipedal, catlike aliens who tower at over 2.5 meters tall. They still move with the expected grace of a feline species, and are powerfully muscled and toned as well. Their species has developed a special style or martial arts that takes advantage of their long reach and height. It has been taught to non-Schenor many times, though it is slightly less effective in their hands. The style is centered on keeping some distance between the character and their opponent, and relies heavily on extended limbs as weapons, making practitioners particularly vulnerable to attacks on their appendages.

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).

Using reach to their advantage, Schenor practitioners gain +1D to their attack rolls against opponents 0.5 meters or more smaller than them. However, they likewise suffer a -2 penalty to parry against those same opponents since their form prevents them from retracting their limbs quickly.

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 brawling 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: 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: Flying Kick

Description: The character is trained to leap to deliver a crushing kick.

Difficulty: Difficult

Effect: The character can add +2D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

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: Multiple Strikes

Description: The character can deliver multiple blows.

Difficulty: Moderate

Effect: If the character makes the required skill roll, he may make two attacks in one round without suffering 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: 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: 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.