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Teras Kasi







History of the Teras Kasi

The order of the Teras Kasi is a secret organization born from the belief that near infinite power, regardless of the intention behind it, should not go unregulated. The Teras Kasi - bluntly, did not trust the Jedi to police themselves.The Teras Kasi was founded thousands of years ago, during the last of the great wars between the Light and the Dark. The final decisive battle between the two great forces occurred in the Pacanth Reach, devastating the planet of Palawa itself. The victory was attained, but at momentous cost to the civilian population. The Jedi Council, deeply saddened by the outcome of the events, nevertheless deemed it an 'acceptable losses'. The battleground was not one of the Order's choosing, the evil had to be stopped, it was one planet against thousands - there was no choice. The civilians that survived the battle saw it differently.

The meager handful of survivors relocated to the nearby world of Bunduki. The remaining Palawan concluded that so much force, so much power - in the hands of one people, regardless of how well intentioned and regulated. They vowed never to let happen to others what had happened to them. They began the study of the mind over the body, how to master self from without and within. They forged themselves to be a force capable of dealing with Jedi, should the need arise. It took generations to conceive and implement the plan, but the Teras Kasi martial arts were born. Since that time, the order has grown strong. During the heights of the Old Republic, the exact number of Teras Kasi masters is unknown - but the number was estimated to be from several hundred up to slightly more than a thousand. Of course the number of Teras Kasi practitioners are considerably less during the reign of Palpatine and his Empire. During the era of the New Republic, the order is growing again, but has yet to fully recover.

About the Teras Kasi:

Although not they quite as all-powerful and versatile as the Jedi arts, the practitioners of Teras Kasi are formidable in their own ways. There is one basic fundamental difference between the two schools. Instead of drawing on the Force for power, Teras Kasi users draw on the power from inside themselves. By using the power from within, they are able to have more control and fewer restraints. Since practitioners of Teras Kasi draw from what is inside, they become what they are. Unlike the Jedi, since the Force surrounds and penetrates all life - which has good and evil, so there are light and dark sides of the Force. A master of Teras Kasi must be able to command their own bodies in addition to learning the external arts. As such they are able to ignore pain, control disease and poisons within themselves, focus on injured areas and accelerating their own healing, and summon great strength to release it in one blow. The Teras Kasi are also exceptionally attuned to the ebb and flow of the Force - if not actually out and out Jedi material. This attuned nature of the Teras Kasi not only allows them to be aware of Jedi and Force Users, but also makes them exceptionally resistant to uses of the Force. Mastery of the teachings of Teras Kasi also imparts one additional benefit - a long life span. Not immortality - no matter how long you live, how far you run, you can't escape the hand of death forever. However, a master of Teras Kasi can live several hundred years - and many of the order often do so.

The Teras Kasi and the Jedi:

Operating in secret, even beyond the notice most Jedi (it is unknown if the Jedi Council knew or suspected of the existence of the group) the Teras Kasi have set up a network of temples and training facilities. These facilities are scattered throughout the galaxy, often hidden in plain site - small monasteries and temples are the order's natural appearance.With this network, they watch the Jedi. Mostly they are unneeded, but when one-steps out of line, the Teras Kasi are there.Occasionally there are beings able to cross over between the two groups, masters both versed in the Jedi arts and the ways of Teras Kasi. These individuals are extremely rare, however. Although it may seem a conflict of interests - the watcher in the very order they watch - but what better place to monitor and observe than from within.

The Teras Kasi and Palpatine's New Order:

Then the purge came. The order, although not targeted by Palpatine, was also caught up in the madness of the destruction of the Jedi Order. However unlike the Jedi, who were in the public eye, the Teras Kasi managed to avoid the near total extermination the Empire meted out. Unfortunately the very secretive nature of the Teras Kasi that saved them from exterminationleft the few survivors adrift and without resourcesThe destruction of the Teras Kasi may not have complete, but it was crippling. Only a handful of Masters survived - more than the Jedi order, but not by many. The Teras Kasi have survived adversity before - have had to deal with persecution and extermination before. As a precaution against the destruction of the order, the Teras Kasi was segmented into cells, much like a guerrilla war might be fought.

Eventually, one or two branches of the order would survive.During this period, the most notable of the Teras Kasi masters came to the spotlight - Arden Lynn. As one of the last remaining masters of Teras Kasi, Arden was cornered by Vader and offered a chance at survival - provided that she assassinated key members of the Rebel Alliance. The plot failed, and presumably Arden Lynn was executed by Palpatine for her failure - although this is conjecture, since no records of her, her execution, or her current status existed when Coruscant was taken by the New Republic. Owing to the resourcefulness of the master turned mercenary, she very well may have successfully eluded the Empire after her failure.


Teras Kasi Ranks (and skills):

Rank 1: Adept (Beginning of Meditation, Brawling, Contort/Escape, Blind Fighting, Ignore Pain, and Detect Weakness along with use of weapons and other equipment)

Rank 2: Student ( Expanded training in all of the above plus the beginning of Sense Force Use, Pinpoint Energy Centers.Concentrate on Force User, Detect Force User, Hibernation Trance, Primal Strength, Resist the Force, and Primal Strength. For Fallen Teras Kasi users, these additional abilities are learned: Burning Fingers, Blazing Fury, and Teras Kasi Needle usage.)

Rank 3: Warrior (All former skills are honed and the Warrior becomes a true master of warfare)

Rank 4: Master (All former skills activate with minimal effort. If the Master is fallen, he learns the skill Eyes of the Dragon.)

Philosophy of Teras Kasi

Quickly neutralise the attacker
Quickly transition from defensive to offensive techniques
Exploit the reflexes of the body
Exploit all vulnerable points on the body


Teras Kasi Specialty Arts

Brawling:
Teras Kasi Martial Arts is a rare specialization. A person must study full-time under a master of Teras Kasi for six months to acquire the rank of adapt in the specialization. Dedicated to keeping any and all Force Users from using their powers for personal gain, the Masters of Teras Kasi are formidable foes indeed.

Contort/Escape:
This ability is similar to the Jedi power of the same name. Contort/Escape allows one to work there very free of bindings by twisting their bodies in often-unnatural ways. Often it is necessary to dislocate joints, or commit otherwise painful acts to escape bonds.

Blind Fighting:
Practitioners of Teras Kasi have learned to use all of their senses in combat, and are thus at a great advantage in dark environments. With a successful role, they can fight without penalty even when completely blinded.

Ignore Pain:
Teras Kasi users must be able to master their own bodies, and as such, they have learned to set aside their pain and keep fighting. This ability combines the Jedi powers remain conscious and reduce pain. The primary difference is that the Jedi no longer feel the pain, the Teras Kasi still feels it, they are just able to ignore it and keep going. If successfully used the martial artist may keep fighting without penalty and they will not pass out, but keep in mind, the wounds are still present, so further damage can be devastating.

Sense Force Use:
Teras Kasi sometimes find them opposed to Jedi or other Force users. Their self-imposed duty, the hunting down of dangerous Force Users, has caused them to develop some affinity with the workings of the Force. Thus, though they are not able to use it themselves, they have learned to detect its use.This power is considered always on, like a passive sensor, and undetectable by a Force User. The character may also concentrate on a specific person they feel may be using the Force. Different Force users also feel slightly different to a trained Teras Kasi, almost as though they each have a different taste. As one grows more familiar with a specific user, they can begin to recognize his exact flavor. Just because a Teras Kasi recognizes a particular Jedi's Force, does not mean they would be able to immediately pick that Jedi out of a crowd. Until they see him, and feel him use the Force simultaneously, they may never actually associate the user and power together. Masters of Teras Kasi have followed specific Force users for years without ever knowing what they look like. They simply follow the power use; unfortunately, by the time they arrive at the scene the Force user is long gone. This power is often used together with detect Force user. If you can tell that an individual is a Force user, and you know that a strong power was used in the area, it is likely, though by no means guaranteed, that is the individual who used it.

Concentrating on the Force User:
Excessive Force use in the area by other users can muddle a trail. By focusing one specific presence, they can track a single Force User. Some Masters are rumored to be able to sense Force use in other systems, this is not confirmed however.

Detect Force User:
The Masters of Teras Kasi have also developed the skill of noting the subtle differences that differentiate a Force user from others. By applying this skill, it is often possible to tell, just by looking, whether an individual is a user of the Force, and their approximate power level. The more advanced the target, the more clearly the signs show. These can be just physical looks, as well as how they move. A good deal of this ability, however, is just an
unidentifiable instinct. A skilled Teras Kasi can sometimes even detect which path the Force User Follows.

Resist The Force:
This is one of the most difficult of the Teras Kasi powers. It is rarely used, but when needed, can be extremely handy. The Masters of Teras Kasi have managed to come up with a way to actually push the Force from them, effectively rendering themselves invisible, and untouchable, to the Force. This can be useful in eluding detection or evading attacks. Extremely powerful Teras Kasi can also push the Force from those in contact with them, but only a master would normally attempt this.

Meditate:
Meditation is a skill taught to all Teras Kasi students. Before they can advance into the more complex arts, they must be able to enter a calm state, no matter what the circumstances. One in a meditative trance gains the benefits of sleep, without loosing complete track of the surrounding world. In addition, while in the trance they may make use of any other of the Teras Kasi abilities. This includes all sense, defense, and even escape skills. These benefits are only reached however, when one is in full meditation. Meditation does eliminate the need for sleep. The dreams that come in a true deep sleep are still essential to allow the mind to sort itself out. The need, however, can be greatly reduced, allowing one to get by on only an hour or two of true sleep daily, or even less for the truly skilled.

Hibernation Trance:
Building on the meditation skill, hibernation trance goes one step further. The character is no longer aware of their surroundings. They become so relaxed, that their body becomes almost catatonic- only an intensive scrutiny will detect any life signs. In this state, the body uses far less air, and requires far less food and water. It is possible to go over a week before truly requiring water. Unlike simple meditation, one in a hibernation trance is completely oblivious to what is going on around them. Unless they take an actual wound it is unlikely they will wake up, even then it will take several minutes before full awareness is achieved. When one goes into the trance, they decide how long they will stay under.

Pinpoint Energy Centers:
The master uses the energy centers of an opponent or ally's body to created any of several possible effects, depending on the combination or strength of the attack. Anything from slight nausea, intense relaxation, or even instant death can be caused. This ability is very seldom used and is illegal in any tournament situation.

Primal Strength:
Teras Kasi practitioners have learned how to tap into the hysterical strength within the body. This can give them a tremendous boost of power, but can also do great damage if over used. To use Primal Strength, one is pulling energy from their bodies' reserves, and if completely drained the practitioner will be extremely weak, and may pass out. There is also a small chance that constant use could be too much of a shock for the heart, and induce a heart attack.

Detect Weakness:
The Masters of Teras Kasi have made a study of the bodies' weaknesses. This allows them to zero in on sensitive areas, and exploit them. Armor and personal force shielding may counteract this in the physical sense, though the Master may still take advantage of his/her opponent's mental and emotional state.

Longevity:
Although not an actual Teras Kasi power, this ability is a vital component of the Teras Kasi training. Unlike other the other Teras Kasi game mechanics, no hard and fast rules govern this ability. The standard Epicanthix, which lives 150 years, while a Teras Kasi Master may live up
to 300 years, twice as long as his/her species.


Special Attacks of Teras Kasi

The basics of Teras Kasi can be found in all martail arts throughout the galaxy. Teras Kasi uses a veriaty of punches, kicks, grapples, and throws to subdue or kill an opponent. They utilize the strongest and most effective attacks and defenses to ensure victory. While there are many possible attacks and stances, here are the most widely known.

Eyes of the Dragon:
An art learned by the fallen Teras Kasi Masters, the Eyes if the Dragon was more mental conditioning than power. It allowed a master to cause telepaths great pain by looking into the eyes of their intruding mind. People suffering under this ability describe it as someone taking a red hot durasteel rod and jabbing it into the brain as your eyes feel like they are on fire. A most devastating ability to those who know it.

Aryx slash:
Named after the aryx of Cerea, the move involves a quick burst of speed and fast repeated downward / upward slashing strikes against the opponents face, arms and body.

Charging Wampa:
The move involves charging at your opponent, attempting to hit them in the jaw, followed by a simultaneous hit of both arms on the opponents neck.

Dancing Dragonsnake:
Named after the Dragonsnake of Dagobah, the move involves taking a crouching stance, rising with a spin and planting your palms / fists into your opponets chest. When aided by a force push, this manuver is quite effective.

Death Weave:
A series of attack combonations used to tire an opponent and open their guard, leading to a killing blow.

Forraderi:
Used to focus ones energy and inner force during combat.

Nexu Grin:
Begin by circling your opponent, like a nexu stalks its prey, hands in front. Focus and patience aid you in this attack. Once you have found your opening, close the distance between you and your opponent quickly. Come in with your arm extended in a ridge hand move, follow with with a cross hook, and finish by extending your leg in a rising thrust kick to the torso or groin area.

Rancor Rising:
This movement of the teras kasi martial art form brought a warrior from a squating position up into a standing position in a single, fluid motion. It was named after the rancor of Dathomir

Riding Bantha:
When standing, hold both arms in front, taking the appearance of a bantha head. Charge your opponent while bringing your arms down. Thrust them into the air with a strong double palm strike. Jump up above your opponent and land on his chest as you both fall to the ground.

Shenbit Bonecrusher Blow:
This was one of the many attack postures practiced by the warriors who trained in the Teras kasi martial arts. If properly executed, this movement can be fatal to the target. It involves using focus, strength, and speed to bypass your opponents guard and literally crush their bones.

Slashing Wampa:
This manuver involved the apperance of a dropped guard. With both arms at your side an opponent will openly attack you. Parry the attack and follow with either strong punch / kick combonation to your opponents torso.

Spitting Rawl:
Reputed to be the most powerful attack in the arsenal of unarmed combat techniques belonging to a Teras Kasi Master, this attack consisted of a sideways flip, bringing one's feet down on the opponent three times before bashing with both fists at the same time in a vertical fashion.

Striking Sarlacc:
A loose stance, this form targets joints and allows for more fluid motion. When you opponent gives you an opening for attack, aim for an appendage such as the arm, leg or even the head. Once your grip is established, this allows you to "eat your opponent alive", basically enabling you to place them wherever you want. Throws and joint-locking techniques are at their most effective in this form.


WoSW Dueling Code of Conduct




1) Only 3 saber forms allowed per duel

2) Duelists must DEFEND their opponents move then REACT/ATTACK

3) Only a maximum of ONE OFFENSIVE force power per turn and ONE DEFENSIVE. However Masters can convert their DEFENSIVE power into an OFFENSIVE power at a cost of the converted power only being a level 1 power (like force push)

4) If you use a Master power, you are restricted to a basic level (apprentice) power next turn

5) No more than THREE Attack moves per turn (i.e. THREE saber strikes, TWO saber strikes and one force power). If the force power used is master level, then it will take up TWO offensive maneuvers. EXCEPTION: Masters are allowed to convert their defensive force power into an offensive force power (i.e. TWO force powers and ONE saber strike, ONE MASTER level power and ONE level one power, such as push).

6) Defending a force attack: if a force power is said to happen straight away (that is without any delay such as force choke which is instantaneous) then the person who is attacked is said to be suffering that attack. However, they CAN break that power in an appropriate manner on their go. If they break the power (choke is broke generally with a distraction) then they suffer some hit and
are weakened.

7) All duelists must declare any weapons they have on them (2nd saber, dart gun, rocket pack etc) before a duel begins

Here is a list of allowed force powers per Rank:

Allowed Force Powers

Sith Adept

Burst of Speed
Force Cloak
Force Concealment (Also known as Force Stealth)
Force Sense
Farseeing
Force Empathy
Force Seeing
Telekinesis
Force Jump/Leap
Force Pull/Push
Telepathy
Tapas
Force Drain
Force Healing
Force Lightning (Living hands required)
Force Scream
Force Slow
Force Wound
Sith Alchemy (useage depends on study with Darth Hecate)


Sith Apprentice/Acolyte

Battle Meditation
Breath Control
Comprehend Speech
Revitalize
Precognition
Force Fear
Force Shock variation of Force Lightning
Force Affliction variation of Force Slow
Force Choke variation of Force Grip
Kinetite


Sith Warrior

Art of the Small
Force Bellow
Force Body
Force Comprehension
Force Flash
Force Meld
Force Suppression
Force Throw
Force Whirlwind variation of Force Push
Force Wave advanced version of Force Push
Force Weapon
Psychometry
Drain Knowledge
Force Destruction
Force Horror advanced version of Force Fear
Force Flight
Chain Lightning variation of Force Lightning
Force Plague advanced version of Force Slow
Force Grip advanced version of Force Wound
Mind Control
Spear of Midnight Black
Torture by Chagrin


Sith Masters

Force Confusion
Force Deflection (without a lightsaber)
Force Illusion
Force Breach advanced version of Force Suppression
Force Vision
Force Repulse another advanced version of Force Push
Spirit Transference
Deadly Sight (cannot be used in a crowded arena)
Electromagnetic Torpedo
Force Insanity the most advanced version of Force Horror
Force Storm (lightning) advanced version of Force Lightning
Force Storm (wormhole)
Force Crush the most advanced version of Force Wound
Mechu-deru
Midi-chlorian Manipulation


Allowed Force Powers [Jedi]

Jedi Padawan

Burst of Speed
Force Cloak
Force Concealment (Also known as Force Stealth)
Force Sense
Farseeing
Force Empathy
Force Seeing
Telekinesis
Force Jump/Leap
Force Pull/Push
Telepathy
Tapas
Animal Friendship
Droid Disable
Force Healing
Plant Surge


Advanced Padawan

Battle Meditation
Breath Control
Comprehend Speech
Revitalize
Precognition
Battlemind
Battle Precognition
Combustion
Force Stun
Hibernation Trance
Force Persuasion (Less powerful than the Mind Trick)


Jedi Knight

Art of the Small
Force Bellow
Force Body
Force Comprehension
Force Flash
Force Meld
Force Suppression
Force Throw
Force Whirlwind (variation of Force Push)
Force Wave (advanced version of Force Push)
Force Weapon
Psychometry
Alter Environment
Force Blinding
Force Enlightenment
Force Orb
Force Projection
Force Defend (Reduced damage taken by Force powers.)
Force Asborb
Force Bubble / Protection Bubble
Force Stasis
Mind Trick (Also known as Affect Mind)
Malacia


Jedi Master

Force Confusion
Force Deflection (without a lightsaber)
Force Illusion
Force Breach (advanced version of Force Suppression)
Force Vision
Force Repulse (another advanced version of Force Push)
Spirit Transference
Electric Judgment
Force Light
Force Protection (A power only achieved by high-rank Jedi Masters, Force protection made the bearer invulnerable to a wide range of attacks; the ultimate power in terms of defense.)
Force Stasis Field (the most advanced version of Force Stun)
Morichro


Jedi Grand Master

Force Resuscitation
Posted: Jul 5, 2009 7:27 PM | comments (0) | Report Abuse

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Grand Admiral Tullk
  • Grand Admiral Tullk
  • A.K.A.: MCD, Bubba
  • Level: 49
  • Rank: Aloof Archivist
  • Alignment: light side
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THE END IS NEAR!
Nov 14, 2009 5:01PM
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