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== '''Skill''' == === '''Brawling '''(Soft) (DEX)=== '''Time Taken''': One melee action<br />'''Notes''': +1D Brawling Defense; only -5 when Brawl Dodging, can inflict stun damage at no penalty; -1D Brawling Attack; no + to damage; Headlock (+10 Diff): inflict automatic stun damage unless opposed Soft or Hard (-1D penalty) Brawling test is made.<br />'''Armlock '''(+10 Diff): arm/leg immobilized, if attack roll is +10 greater than defense, then opponent immobilized. === '''(A) Martial Arts''' (Soft)=== '''Time Taken''': One Melee Action<br />'''Prerequisites''': Brawling (Soft) 5D<br />'''Notes''': User can split dice between brawl defense or melee defense (+1D for 1D), dodge (+1 for 1D, max +1D); can split dice to damage or attack (+1 per 1D); can dislocate and break arms/legs like Brawling (STR) CP cost x3 (not x2), without adequate Imperial Permit training or use is Class 3 Offense. '''Skill''': Brawling (Hard) (STR)<br />'''Time Taken''': One Melee Action<br />'''Notes''': +1D Brawling Attack, add +1 to damage for every full 3D in skill; +inflicts physical damage; -1D Brawling Defense; -15 when Brawl Dodging; can inflict stun damage at + 15 Diff. Headlock (+10 Diff): inflict automatic physical damage unless opposed DEX/STR or Soft Brawling (with +10) test is made. Armlock (+10 Diff): if attack roll is +0 to +10 greater than defense, then arm/leg immobilized; +11 to +20 then it is dislocated; 21+ - it's broken...<br /> === '''(A) Martial Arts''' (Hard)=== '''Time Taken''': One Melee Action<br />'''Prerequisites''': Brawling (Hard) 5D<br />'''Notes''': User can split dice between brawl defense, attack (+1D for 1D) and damage (+2 per 1D); can inflict stun damage at +10 Diff. CP cost x3 (not x2), without adequate Imperial Permit training or use is Class 3 Offense;<br /> === '''(A) Noghri Martial Arts'''=== '''Time Taken''': One Melee Action<br />'''Prerequisites''': STR 4D, DEX 3D+2 and Brawling (both) 5D<br />'''Notes''': User can split dice between brawl defense, attack and damage (+1D for 1D); inflict physical or stun damage at no penalty. CP cost x2, training or use is Class 1 Offense (except for Noghri in Imperial service). And try finding a sensei for this one... <br /> === '''Brawling (Wookie)''' (STR)=== '''Time Taken''': One Melee Action<br />'''Prerequisites''': STR 4D<br />'''Notes''': +2D to hit and damage when attacking arms or legs (but remember about +-1D called shot penalty). -1D when brawling normally...<br /> === '''(A) Wrruushi (Wookie Martial Arts)'''=== '''Time Taken''': One Melee Action<br />'''Prerequisites''': STR greater than 4D, Brawling (Wookie) 5D and Height over 1.8 mNotes: User can split dice between brawl defense, attack (+1D for 1D) and damage (+1 per 1D); inflicts stun damage at no penalty. When inflicting stun damage, add +1D to damage roll. CP cost x2,5 (not x2), training or use is Class 2 Offense; All (A) Martial Arts give a one free parry in a round (unless using unmodified 2nd ed rules - that would be too powerful). And remember, kids - you cannot Dodge a lightsaber. Use Brawling Parry instead... (remember to add modifiers for type of Brawling skill used).<br /> === '''Aiki vs. Shimuran'''=== Why include another martial artist Jedi? Is one better than the other? In a word: nope. Although they are very similar, the Aiki Order and the Monks of Shimura are each specifically designed for two totally different styles of game play. The Aiki are designed for realistic, rules-intensive martial arts fury. The Monks of Shimura are designed for simple, easy (yet effective) mechanics which easily fit into the established rules of SW-RPG. If you’re looking for a cool character who you can immediately get into and fast combat rounds, go with the Monks of Shimura. If you don’t mind the extra rules, mechanics, and complexity, go with the Aiki. I personally recommend the Shimuran Monks for most games, but when you want to run a martial arts based game (where most characters are martial artists), you can’t beat the Aiki rules.<br />
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