The Weirding Way
The Weirding Way
The primary martial style of the Bene Gesserit, this has been taught for over 8000 years in the temples and churches of the Bene Gesserit since the time of the Dynastic Era Civil Wars of Shey Tapani. This is the basic form taught to all Bene Gesserit. Rumor has it that there is a secret martial style taught to sisters on Geidi Prime but no proof exists outside the Order. The abilities listed here are taught over the span of numerous years. Starting characters must have their abilities approved by the GM before using them in-game!
Game Mechanics
Advanced SkillAttribute: Knowledge
Difficulty: Moderate(15)
To use the Weirding Way, a character rolls once at the start of the combat. If the character succeeds, the skill stays "up" for 2 x die code of the Weirding Way. While the skill is "up", it does not count toward skill use after initiation for determining the die code penalties.
If the character fails the roll to initiate the form or the combat has lasted longer than 2 x the die code of the Weirding Way, that character will need to leave the combat ( not go into cover but actually leave the combat ) for 30 seconds, or 6 rounds of combat in order to reactivate the form. An example of this was Qui-Gon Jinn sitting down during the fight with Darth Maul during Episode 1.
Effect+
- Add Half Control (round down) and Half Sense (round down) to Dodge when attempting to avoid an attack.
- Add Half Alter (round down) to Martial Arts when attempting to perform Martial Arts (Instant Stun) or Martial Arts(Nerve Punch) against an opponent.
- Add Half Gymnastics (round down) to Martial Arts when attempting to use Martial Arts(Disarm) against an opponent.
- Add Half Control (round down) to Martial Arts when attempting to use Martial Arts (Hold/Grapple) against an opponent.
- Add Control to Strength when resisting stun damage.
Prerequisite skills
Because The Weirding Way is an advanced skill, the Bene Gesserit learner must have a 4D in Alter, and 4D in Martial Arts
Control
Prana-Bindu ( Concentration )
Full Body Control (Resist Stun)
Control and Sense
Limited Prescience (Farseeing)
Control, Sense and Alter
The Voice ( Affect Mind )
Dexterity
Gymnastics
Dodge
Martial Skills (as described in the Star Wars SpecOps book)
Punch
Kick
Hold/Grapple
Disarm
Instant Stun
Nerve Punch
+ Note a Bene Gesserit reveres knowledge and life ( among those of the Sisterhood that know about the overriding goal for {a} recovery of lost racial memory and {b} birth of the Kwisatz Haderach, a male Bene Gesserit with complete collective memories ). Use of the Weirding Way to perform acts that are directly intended to kill an opponent, they must make a Willpower or Force of Will roll vs a Moderate(15).
If they succeed, they must atone but will suffer no ill affects.
If they fail, they see the memories of the person they killed vanish into the void, forever lost. The backlash of such a trauma causes the Bene Gesserit 1 wound level ( If healthy, they are now stunned. If stunned, they would become 1st level of Wounded, etc).
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