Deku Munto in Star Wars: Shards | World Anvil

Deku Munto

Deku Munto

 

Deku Munto, also called the "Night Dance", is one of the three forms studied by the Crimson Knights. Out of all three, this one is the smoothest and most difficult to master. The slow, rhythmic movements allow a practitioner to drift through the combat and around their opponent. But the difficulty is in the details as each motion requires intense muscle control and concentration. One marked difference in this form is that the practitioner almost never stops moving.

 

Like all Daredi forms, the knight fights or 'dances' using a weighted red short scarf. This is used in their off-hand during the movements of the form or attached to the pommel of their lightsaber.

 

Game Mechanics

  Advanced Skill

Attribute: Knowledge
Difficulty: Moderate(15)

 

To use Deku Munto, a character rolls once at the start of the combat. If the character succeeds, the skill stays "up" for 2 x die code of Deku Munto. 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 Deku Munto, 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.

 

Note that because this, like all Daredi forms, originated from Vaapad which in turn developed out of the Jedi form of Juyo, it can be very physically demanding. At the end of a successful use of Deku Munto, a knight must roll either a Stamina or a Force of Will to overcome the effects of fatigue. Failure means they are battered by the Dark Side and suffer a -1D x the number of Dark Side points the knight has or a -1D, whichever is greater until they can rest or perform Emptiness.

 

Effect+

 
  • Add Alter to Melee Parry or Brawling Parry when attempting to parry any melee combat or unarmed attack (lightsaber not required). If successful, the knight has moved aside their opponent's attack and leaving their opponent vulnerable. The knight gains a +1 pip on their next attack.
  • On a successful Melee Parry or Brawling Parry, the character is allowed one counterattack++ using Half Scholar(Dance) added to Martial Arts: Hold/Grapple to 'bind' the opponent's weapon hand. The knight perfectly mirrors their opponent's motions rendering their opponent's attacks useless for that round and the following round. Note the Crimson Knight also cannot attack during that time either but they are still allowed to move.
  • Add a +1 pip to Lightsaber Combat or Melee Parry or Sense ( for Guardian's Shield ) for every multiple action penalty suffered by the knight's opponent in that round ( not cumulative from one round to the next ).
  • Add Half Martial Arts (round down) to Melee Parry or Brawling Parry for the knight to attack with a weighted scarf (or equivalent) to strike their opponent and render one of their limbs numb for 1D rounds.
 

Prerequisite skills

 

Because Deku Munto is an advanced skill, the Crimson Knight that masters it must have 5D in the Lightsaber skill. They must also have at least a 4D in Martial Arts, 3D in Sneak, a 3D in Alter, and a 3D in Sense.

 

Sense
Life Sense
Life Detection

 

Control
Concentrate
Emptiness

 

Control and Sense
Lightsaber Combat

 

Sense and Alter
Guardian's Shield

 

Alter
Telekinesis

 

Dexterity
Melee Parry
Melee Combat
Dodge
Lightsaber

 

Perception
Sneak

 

Strength
Stamina

 

Knowledge
Scholar(Dance)

 

Martial Skills (as described in the Star Wars SpecOps book)
Punch
Kick
Disarm
Hold/Grapple
Multiple Strikes


+ Note that the above is in addition to the benefits from Lightsaber Combat and some bonuses can be applied for use without a lightsaber.

++

counterattack game mechanics definition

counterattack

In Melee Combat -- untrained, brawling, martial arts, various melee-range combat skills using tools or weapons, any Fighting Style focused on melee range conflicts -- a counterattack goes like this:

1) Opponent attempts a Melee Attack on Viewpoint Character.

2) Viewpoint Character attempts to defend via Reaction Skill and, unless a Special Exception is noted in the Reaction Skill being used, succeeds. This defense may be accomplished by dodge, parry, block, or any other relevant Reaction Skill according to the GM's ruling, so long as Viewpoint Character had a Dice Action available to them in that round.

3) Viewpoint Character may attempt one immediate counterattack on the Opponent without having held out an extra die from Actions within that round.

4) Opponent may attempt to defend via Reaction Skill if they had held a Dice Action in reserve for defense this initiative round.

 
Whether the counterattack succeeds or fails, the initiative round continues on to next participant at this point. The Opponent does not under any circumstance have an option to counterattack an attempted counterattack.

"Passive defenses" such as concealment or the innate defensive properties of armor do not create an opportunity for a counterattack. Only Reaction Skills qualify!

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