Martial Arts?

By shanytopper, in Star Wars: Edge of the Empire RPG

BH Gadgeteer. 2 ranks of Brawl, Deadly Accuracy, Improved Stunning Blow, pretty tough to beat imo.

I really like the idea of forms especially echani combat forms. What I would suggest is racial templates that work as universal if you are that race.

Echani Martial Arts Talents

tier 1 (toughness) (Quick Strike) (focused Strike) (Grit)

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tier 2 (Enduring) - (Feral Strength) (Toughened) - (Pressure Point)

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Tier 3 (Hard Headed) (Improved Focused Strike) - (Grit)- (Dodge)

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tier 4 (Feral Strength) (Dodge) (enduring) - (Echani Brawler)

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tier 5 (Echani Defensive form) -(Circle Strike) Dedication (Improved Hard Headed)

New Talents

Focused Strike reduces the difficulty for flurrying with 2 brawl attacks against a single opponent by

1 (to a minimum of 2)

Improved Focused Strike upgrades the attack when using 2 brawl attacks against a single opponent

Echani Brawler Once per session You may reroll 1 brawl or initative check

Echani Defensive form (Once per session During the initative roll you may Spend a Triumph or a Destiny point and for the

remainer of the encounter all attacks directed against you have their difficulty upgraded twice)

Circle Strike Perform an attack against the target with the highest defense who is in engaged range with you. If you succeed

you may spend 2 advantage or 1 triumph to deal damage to an additional target who is engaged with you. No target may be

affected more then once by a single activation of this talent.

Warden + Right side of Protector (or any of Seer) + Enhance + Sense

Not to commit the sin of bringing up other systems, but even a super-crunchy mechanics-centric system like HERO treats martial arts as a set of style-agnostic maneuvers -- the names and descriptions of any style's "moves" are then overlaid on that mechanical bit.

In a more abstracted system like FFG's Star Wars, I see no problem the mechanics being generic, as long as they "move" and the "mechanic" are appropriate to each other in feel.

Even when doing the Martial Arts feats and Martial Arts Master prestige class for Saga Edition's Galaxy at War supplement*, I didn't focus on "specific moves" and tried to create those feats and talents to keep within the general philosophy of that particular style. For instance, Stava was all about grappling, so it boosted grab and grappling, while Hijkata was more defensive and turning a foe's offense against them, and Teras Kasi was about making powerful and decisive strikes, and Wrruushi was all about outlasting your foe. Far as the rules were concerned, the PC could call their attacks whatever they wanted, as what mattered was had they paid for the necessary feats in order to count as being trained in that particular style.

I sure as heck didn't break them down into special moves or stances; if anything I went with a blend of Jeet Kun Do's "take what works for you and use it" and Mixed Martial Arts, where the more successful competitors are ones that use a blend of "styles" in order to adapt to the situation in the ring.

*yep, I'm the guy that "broke Saga Edition," at least according to GM Chris after seeing a Togorian PC with Stava Training grapple a Colossal Sith wyrm into submission during his initial Alternate Universe campaign.

Wizzard of the Coast's version of Star Wars RPG totally had Martial Arts and even classes based around them.

So it's not something outside Star Wars lore.

Wizzard of the Coast's version of Star Wars RPG totally had Martial Arts and even classes based around them.

So it's not something outside Star Wars lore.

WotC's versions of Star Wars RPG were also a lot crunchier. And the only "class" that was centered around martial arts was the Martial Arts Master (which showed up in both RCR and Saga Edition), but otherwise left the martial arts stuff to feats and either class abilities (RCR) or talents (Saga Edition).

I suspect we might see a "martial artist" type in the eventual Soldier supplement for Age of Rebellion, since Hired Gun has come and gone. But even then, I'll be very surprised if it puts a lot of emphasis on specific martial arts where the game mechanics are concerned. I suspect the most we'd get is fluff text in just opposite the spec's talent tree making note of the different named martial arts. To paraphrase one (former) Lieutenant Karrin Murphy of Chicago PD's Special Investigations, martial arts pretty much boil down to exploiting the numerous design flaws in the human body. Thus, allowing a five-foot-nothing woman to take down men that are far larger and significantly stronger.

And we've gotten a number of talents in the various supplement books that lend themselves to a martial artist spec quite well. Trick for whoever gets to write it is going to building the spec without cherry-picking all those talents in the process.

Trick for whoever gets to write it is going to building the spec without cherry-picking all those talents in the process.

Or, if they do a certain amount of cherry-picking, they have to be careful not to create a spec that becomes an instant auto-win.

So long as it is reasonably balanced, I won’t be offended by having them include a Martial Artist type of spec. I don’t think I’ll ever use it, but I will officially reserve final judgement on that issue until such time as I see something from FFG on this topic.

I have decidedif a player wants a martial artist then they can take a lightsaber form and instead of getting lightsaber as a skill they get brawl. Then they can use those talents normally with lightsabers with brawl instead. Then instead of reflect they can get a toughened or grit, rotating between the two if there are multiple reflects.

It's probably been brought up already, but with Frenzied Attack, Feral Strength and Natural Brawler, Marauder is as much a natural martial artist fit as anything so far. It's lacking a key signature talent, and Parry would always a boon, but that would be my starting choice for a non-Force-sensitive martial artist.

Depending on their "style", I'd let a martial-artist character rename those talents on their sheet for RP purposes.

Thanks so much you guys!!! I have a received a lot of useful information; now I need to get Keeping the Peace and several other supplement books. I really like the idea of the Enchani build tree, that looked very impressive. Thanks Again! And this community is really awesome!

Now that all of the books are out and several specializations have martial arts, grapple, and the like has anyone made their own martial art specs like Tera kasi, Echanni, etc? Do you feel anything is still missing?

I know we have the Marauder, Warden, Martial Artist, and Steel hand adept as various ways to go. Then add part of assassin tree as an option, a dip into doctor, various lightsaber forms for dips that don't have lightsaber requirements.

From what I have seen in all the books there are only two talents that are missing from the system. One would be a talent to use Agility instead of brawn for brawl attacks and for melee attacks with light melee weapons like knives. I have considered just letting that be a house rule to substitute one marauder talent for this or one steel hand talent for this etc. Or possibly a talent to allow Cunning or Willpower for brawl attacks could also be seen.

The other talent would that is missing again in my opinion is one like what the Gunslinger has allowing for someone to make more than one attack without raising the difficulty, but at the cost of two strain. Right now my only alternate to this is to use improved precise strike from steel hand or martial artist and if successful at getting advantages to crit choosing penetrating attack for the crit, but describing the attack as another body part hitting (kick, headbutt, etc). But still would like a talent that would do for brawl and melee what guns blazing does for blasters.

Edited by Kilcannon

Guess no one.

On 9/10/2018 at 10:55 PM, Kilcannon said:

Now that all of the books are out and several specializations have martial arts, grapple, and the like has anyone made their own martial art specs like Tera kasi, Echanni, etc? Do you feel anything is still missing?

I know we have the Marauder, Warden, Martial Artist, and Steel hand adept as various ways to go. Then add part of assassin tree as an option, a dip into doctor, various lightsaber forms for dips that don't have lightsaber requirements.

From what I have seen in all the books there are only two talents that are missing from the system. One would be a talent to use Agility instead of brawn for brawl attacks and for melee attacks with light melee weapons like knives. I have considered just letting that be a house rule to substitute one marauder talent for this or one steel hand talent for this etc. Or possibly a talent to allow Cunning or Willpower for brawl attacks could also be seen.

The other talent would that is missing again in my opinion is one like what the Gunslinger has allowing for someone to make more than one attack without raising the difficulty, but at the cost of two strain. Right now my only alternate to this is to use improved precise strike from steel hand or martial artist and if successful at getting advantages to crit choosing penetrating attack for the crit, but describing the attack as another body part hitting (kick, headbutt, etc). But still would like a talent that would do for brawl and melee what guns blazing does for blasters.

I think that improved precision strike is the right way to go, coupled with two weapon fighting. The bounty hunter:martial artist unmatched devastation signature ability and warrior:steel hand adept "unmatched ferocity" signature ability also cover the same ground.