TEXT: BETAZOID MARTIAL ARTS
  The Akai
  The akai is is the Betazoid collapsible fighting baton. Typically
  about 3.75 cm (1.5 inches) in diameter, when fully
  extended it is 50-60 cm long. When not in use, it can be
  collapsed to 10 cm in length; some fighting maneuvers
  performed with it take advantage of this property to add the
  momentum of the extending stick to the blow.
  Size: Up to 60 cm long
  Mass: .6 kg
  Parry: +1
  Damage: 2d6
  A set of Akai, extended to various lengths
  Tassa’Akai
  Meaning, roughly speaking, “Harmony of Mind and Weapon,”
  Tassa’Akai is a Betazoid fighting style which uses the
  akai, or Betazoid collapsible fighting baton. 
  The style relies on rapid movement, precision strikes from
  unusual angles, and dodging, not on brute strength or direct
  attack. Those facts, by themselves, would do little to set
  Tassa’Akai apart from dozens of other martial arts styles from
  around the Federation. 
  What makes Tassa’Akai unique is its reliance on the
  practitioner’s psionic powers to improve her fighting skills
  (thus, the style can only be learned to full effect by those with
  certain Psionic Skills). The fighter uses her psionic abilities to
  semi-subconsciously determine what her opponent will do
  next — where she plans to dodge to or block, how she plans
  to attack, and so forth. she then reacts to that maneuver
  almost before her foe has consciously conceived of it, which
  gives him a substantial advantage. 
  Watching two skilled tassa’akailar fight is almost like watching
  a ballet, albeit one with deadly intent.
  In game terms, a Tassa’Akai fighter with Empathy or
  Telepathy can make a Routine (TN 10) Test with that Skill
  every round she uses Tassa’Akai. This is a free Action, but
  can only be performed once per round against a single
  target. If the target has Mind Shield, the Test becomes an
  Opposed Test, but remains a free Action. If the fighter
  succeeds with her Test, the TN of her next Tassa’Akai
  maneuver is reduced by 3. The bonus only applies for the
  round in which the Test was made; it cannot be “saved” until
  the next round.
  Maneuvers
  Duna’ras(Feint)
  Regarded as dishonorable trickery by many warriors, this
  blow fools the opponent, creating an opening which it
  then exploits. 
  Prerequisite: Tassa'Akai +5
  Effect: The opponent makes a TN 5 Tassa’Akai or Intellect
  Test to detect the feint. If she succeeds, the attack is made
  at -3 to the attacker's skill; if she fails, the attack is made at
  +3. Damage, in the event of a successful attack, is +3
  Upgrade: The opponent's TN to detect the maneuver is at
  TN 8. If detected the attacker makes the move at -2, but if
  not the attack is made at +4. Damage remains at +3. May
  be upgraded twice for cumulative effect.
  Kel Azra (Blunt Attack)
  The character strikes her opponent with the blunt or dull
  part of an edged weapon.
  Prerequisite: Tassa'Akai +3
  Effect: A successful Kel Azra attack forces a Stamina TN vs
  light stun. Failure indicates the opponent is stunned for
  1+str mod in rounds.
  Upgrade: The TN for resisting stun is now vs medimum
  stun.
  Kurais Azra (Crescent Strike)
  The attacker raises the knee, then extends the foot outward
  then snaps it around in a dorsal arc, with the heel as the
  intended striking weapon.
  Prerequisite: Tassa'Akai +4
  Effect: Opponent gains +1 to block or dodge, but a
  successful attack yields double damage. Initiative is lost if
  the attack fails.
  Upgrade: Adds a Stamina TN vs light stun for the attacker
  to avoid being rendered unconscious for 3+str mod in
  rounds.
  Onezh (Parry)
  Parries hand-to-hand attack (if attacker is armed, character
  using Block may need to use a weapon to block).
  Prerequisite: Tassa'Akai +4
  Effect:: +2 to one Parry or Block combat test.
  Upgrade: +3 to one Parry or Block test (first upgrade).
  Bonus to two Parry or Block tests in one round, if defending
  against the same attacker (second upgrade). Bonus to two
  Parry or Block tests in one round, even against two different
  attackers (third upgrade).
  Sar Azra (Side Strike)
  The leg is extended in a straight kick to the side while the
  body continues to face forward from the target. This
  maneuver may be performed in conjunction with any hand
  strike on the same opponent without an additional action
  penalty if the first attack was successful.
  Prerequisite: Tassa'Akai +4
  Effect:: Damage is 4+str mod. Plus if made as part of a
  combined attack, the target must make a successful
  Stamina TN vs medium stun or be stunned for 2+str mod in
  
  rounds.
  Upgrade: +2 to damage, and upgrade the Stamina TN to vs
  heavy stun. May only be upgraded once.
  Shel Azra (Jab)
  A short fast blow, usually aimed at the face, and intended to
  set the target up for a follow-up attack.
  Prerequisite: Tassa'Akai +3
  Effects: A successful Shel Azra does half damage, but the
  attacker may add +3 to his next roll to hit on the same
  opponent.
  Upgrade: The attacker may make two Shel Azra attacks
  (making two attack tests) in 1 combat action. If both attacks
  are successful, this yields a +6 bonus to the next attack, but
  damage is still halved.
  Ton Azra (Power Strike)
  A devastating blow in which the fist is turned, suddenly, to
  maximize impact by delivering the back of the hand into the
  target at a maximum velocity.
  Prerequisite: Tassa'Akai +5
  Effect: A successful attack does 6+str mod damage (7+str
  mod for complete success, 8+str mod for extraordinary
  success).
  Upgrade: Adds a cumulative +1 to all damage done. May be
  upgraded twice.
  Daath Azra (Flick-Strike)
  While striking with unextended akai, the fighter flicks her wrist
  in a special way, causing the weapon to extend and
  add the momentum of the extension to the force of the blow.
  Prerequisite: Tassa'Akai +5
  Effect: +3 to damage inflicted by the Akai
  Upgrade: An additional +1 to damage, per upgrade
  (Upgradable twice)
  Teshtar (Riposte)
  Parries armed hand-to-hand attacks., and increases the
  defender's chances of success on their next attack.
  Prerequisite: Tassa'Akai +5
  Effect: Adds +2 to a defending combatant's Armed Combat
  test to parry using the Akai. If the parry is successful, the next
  attack, made against the same opponent is made at +5.
  Upgrade: +3 to parry bonus, as well as an additional +1 to
  damage. May only be upgraded one time.
  Zor Azra (Skilled Attack)
  The practitioner makes a special attack with her weapon.
  Although difficult to execute properly, this maneuver is
  equally difficult for the target to block. 
  Prerequisite: Tassa'Akai +8
  Effect: -3 to hit for the initial attack test, but if successful, a
  penalty of -5 is imposed on any attempt to block or parry.
  Upgrade: Penalty to hit is lowered to -2 on the first upgrade.
  On the second upgrade, the block/parry penalty is raised to
  -6. May only be upgraded twice.
  Special Techniques 
  Akai Sharais (“Akai Cloud,” +2 bonus to Onezh)
  Requirements: Empathy or Telepathy +2 
  Sinuous Pattern (+2 bonus for one Azra maneuver of
  player’s choice)
  Requirements: Empathy or Telepathy +3 
  Thunderbolt Strike (+2 damage for Ton Azra)
  Requirements: Empathy or Telepathy +4
  USING BETAZOID ABILITIES
  WITH OTHER FIGHTING STYLES
  The Tassa'akai was developed by the Betazoids as a
  method of self-defense. Even the passive Betazoid people
  realize that sometimes a the best defense is a good
  offense. And that is what the Tassa'akai provides for the
  skilled fighter.
  But, one does not have to be a practitioner of Tassa'akai to
  gain some of it's benefits. 
  The Akai, first of all, can be learned and used by anyone.
  And skill in using the Akai should be considered an Armed
  Combat skill, learned similarly to skills with Andorian, or
  some Klingon weapons.
  And, even without skill in Tassa'akai, a Betazoid can use
  her Empathy, and her telepathic abilities in combat in
  tandem with other martial arts.
  Whether the martial artist is using Klingon Mok'bara,
  Karate, Muay Thai, or the Ninja arts, Empathy can play an
  important part in predicting the intended maneuvers of
  one's opponent. And this can, often, mean the difference
  between life and death.
  When using Empathy in tandem with other Martial Arts
  styles, a Betazoid must make an Empathy (Combat) test at
  TN 10. If successful she is able to add half of her Empathy
  level to any Unarmed Combat test to hit a target. She is
  also able to apply the same modifier to Dodge, Block, or
  Parry maneuvers.
  This effect lasts for the duration of one complete round,
  after which the Betazoid must roll another Empathy
  (Combat) TN to re-engage her mental contact with her
  opponent and read his moves and intentions.
  The Khrysarians 
  The secret society of Betazoid Mystics who still practice the
  teachings of Khrysaros and travel the quadrant seeking out
  the “demons of pain and anger” (see Aliens, pp. 28 & 31)
  not only use their telepathic abilities as a deadly weapon,
  but they also use these skills in armed combat.
  These Betazoid Mystics will often carry a special two-
  handed sword as a weapon of choice. And many of them
  will have the elite profession, Weapon Master, with this
  blade as their weapon of choice. The sword is known as a
  Khrysar'akai. And a skilled Betazoid warrior can use a type
  of telekinetic skill to cause their mental energy to interact
  with the weapon, making their blows more accurate, and
  their defenses more effective.
  
  Use of this ability requires a successful Telepathy (Combat)
  test at TN 15. If the test is successful, then the Betazoid may
  add half of her Telepathy level to both Armed Attack and Parry
  tests for the duration of that particular combat round.
  The Khrysar'akai is a long sword, wielded two handed and
  used in a wide, swinging motion. The weapon is wielded very
  rapidly, and a skilled Betazoid Mystic with the abilities of a
  Weapons Master can move a Khrysar'akai so fast that the
  blade becomes blur, slicing through the air with an
  unmistakable whirring sound.
  The Khrysar'akai
  The sword of the Mystic followers of the teachings of
  Khrysaros. The blade is curved, slightly and sharpened on
  one edge. It is usually as long as 73cm, but some swords can
  be as short as 60cm, depending on the height, and reach of
  the wielder. Each Khrysar'akai is made, by hand, by it's user.
  And constructing the blade is a rite of passage for a
  Khrysarian Mystic.
  Each wielder tunes their mind to the blade, and as a result
  can apply a type of telekinetic energy during combat that
  makes it easier for the Betazoid to hit her target, and fend off
  the blows of her enemies.
  Size: up to 73cm long (between 60 and 73cm)
  Mass: 1.5 to 2.5 kg
  Parry: +1 (+ ½ of wielder's Telepathy skill)
  Damage: 2d6+3
  A Khrysarian may use a variation on the Kendo fighting style,
  or a more aggressive form of fencing when using the
  Khrysar'akai.
  The Khrysar'akai (with scabbard)
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Homebrew Rules/Betazoid_Martial_Arts_CODA.pdf