[Image] Shadowrun Martial Arts Rules The following rules are modifications to the Shadowrun Second Edition unarmed combat rules. They were created and playtested by Craig Sanchez, Dave Hoops, Walt Schellin, John Jacobson, Josh Karabin, and Linda Naughton. Shadowrun Second Edition is copyrighted by FASA Corporation. [Image] Unarmed Combat In these rules, the general skill Unarmed Combat is given a number of concentrations and specializations. Each concentration is a distinct martial arts style. Every style has a series of techniques which it allows. The techniques themselves are specializations of that style. You may have multiple concentrations (in different styles) and multiple specializations (in different techniques). Example: Fenris has Unarmed Combat: 5. He has three concentrations, Hapkido: 6, Kappo: 6, and Tae Kwon Do: 7. Hapkido allows him the moves: Takedown, Lock, Disable, and Total Disable. Tae Kwon Do allows him Strike, Kick, Jump Kick, Block and Spinning Jump Kick. And Kappo allows him Strike and Distract. When attacking (or defending) in unarmed combat, you must declare which technique you are using. The technique chosen determines the base target number (which is modified by the normal conditions such as reach, additional opponents, superior position, etc. as explained in the Shadowrun 2nd Edition rules), damage, reach and any special effects which might happen if the attack is successful. If you have a style which allows the technique you're attempting, you may roll a number of dice equal to your rating in the appropriate concentration. However, if you are attempting a move which does not fall under one of your styles, you must roll your base Unarmed Combat skill. Example: Fenris is sparring with Sasser. Fenris decides to do a normal Kick. This is a Tae-Kwon-Do move, so he can roll a number of dice equal to his concentration in Tae-Kwon-Do, which is 7. His base target number is a 5, reach is +1, and damage is Strength+1 M Stun. Sasser decides to try a Strike using her Hard Kung Fu. This is a Hard Kung Fu technique, with a base difficulty of 4, reach +0 and Str M stun (which is modified to Str+1 M stun because of Hard Kung Fu's special bonus). Sasser would roll a number of dice equal to her concentration in Hard Kung Fu, which is 8. There are no other special modifiers for additional opponents, bad conditions, etc. So Fenris gets a net +1 reach, brining his target number down to a 4, and Sasser's to a 5. There are certain moves which can only be attempted by characters posessing the appropriate concentration. These are designated by asterixes on the lists and charts, and include such moves as the Tae Kwon Do Spinning Jump Kick, the Thai Boxing Jumping Knee Strike, and the Hapkido Total Disable. In addition, certain martial arts give you special bonuses if you have a concentration in that style. For example, characters with a rating in Aikido can face multiple opponents without a modifier and characters with Hard Kung Fu receive a bonus to damage. These special bonuses do not apply if the character doesn't have a concentration in the appropriate style. Example: Fenris can do two special moves, the Hapkido Total Disable and the Tae Kwon Do Spinning Jump Kick. He could not attempt a Jumping Knee Strike, since that move is restricted to characters with a concentration in Thai Boxing, and he doesn't have a concentration in that style. Certain martial arts are defensive in nature. They are designated (Def only) in the description of the style. Unless the GM determines a special situation, the character can only counterattack with moves from that style. Martial Arts Techniques The different techniques available to martial artists are described below along with any special rules that apply to a particular technique. (in alphabetical order) Block/Evade This move can only be used when counterattacking. If the character gets more successes than the attacker, he has blocked or dodged out of the way. However, unlike a normal counterattack, no damage is done to the attacker. A character does not receive a reach modifier while blocking, even if his reach is greater than the opponent's. The exception to this rule is trolls, who may apply their natural reach modifier of -1. A character who uses martial arts to block or evade an armed attack receives a +2 target modifier. Note that this is an alternative to the "full defense" rule written in the SRII rulebook. Disable A nerve-attacking technique which causes the target to lose feeling in the affected body part (which can be an arm or a leg and which must be specified by the attacker.) The power level of the attack is equal to the attacker's skill level, not his strength rating. This attack does wound to a specific limb, not the character in general, so the target modifier only applies when the affected character is trying to use that limb. In other words, it won't knock a character unconscious or contribute to his death through damage overflow. If the damage does a deadly wound, the target cannot use the affected limb at all. Distract * The Kappo Distract move allows the attacker to distract his opponent, making it harder for the target to concentrate. Using Distract takes a free action. The attacker and defender make opposed Kappo rolls with a difficulty equal to the opponent's highest unarmed combat concentration (or the base skill itself, if that's higher.) The target may default to Unarmed Combat with a +2 target modifier, or to Willpower with a +4 target modifier. Every 2 net successes for the attacker result in a +1 target modifier for the opponent's next attack or counterattack, whichever comes first. Distract can only be performed by characters with a concentration in Kappo. Grapple The attacker attempts to gain a hold on the opponent. If the attacker has any net successes, the target receives a +1 target modifier to all attacks until the attacker receives his next action. Even if used as part of a Defensive Only martial art style, the Grapple attack may always be used to attack. Grapple attacks do no damage. A character who is being held in a grapple cannot use any kick or jumping knee techniques. Jump Kick The character leaps off the ground and lands a kick on the opponent. A difficult move to accomplish, but it does a lot of damage. Jumping Knee Strike * A more powerful version of the Knee Strike in which the attacker leaps off the ground and plows a knee into the target's midsection. This move can only be attempted by characters with a concentration in Thai Boxing. Kick Includes front kicks, snap kicks, roundhouse kicks, and spin kicks. Pretty basic. Knee Strike A vicious attack with the knee to the midsection of the opponent. Lock The attacker must specify which body part he is attempting to put into a lock (a wrist lock, an arm lock, a head lock, etc.) If the attacker gets any net successes, the defender is put into a lock and cannot perform an action with that body part. The effects of a lock last until the defender gets net successes on the attacker in a roll of unarmed combat, strength or quickness (whichever is highest). This roll can only be attempted on the defender's action. The defender cannot take any other action (except attempting to break free) until he is out of the lock. Spinning Jump Kick * An advanced form of the Jump Kick, available only to characters with a concentration in Tae Kwon Do. It is very hard to pull off, but is the most damaging kick. Strike A simple punch or other attack using the hands. Sweep A standard foot sweep which knocks the opponent off his feet. If the attacker gains any net successes, the target is knocked down. Takedown The character grabs the opponent and hurls him to the ground, while keeping a hold on him. If the attacker gets any net successes, the target is knocked down and is also put into a Lock (see the Lock technique described above.) Throw The character grabs hold of his opponent and flips or throws him. If the attacker gains more successes than the defender, the move succeeds. The attacker must then split his net successes between damage and distance. For every 2 net successes assigned to damage, the damage is staged normally. For every 2 net successes assigned to distance, the attacker will throw the target 1 meter. So if you gained 6 net successes on a throw and assigned them all to distance, the target would be thrown 3 meters (in the direction of the attacker's choice.) Total Disable * This nerve attack is designed to incapacitate an opponent without seriously hurting him. The power level of the attack is based on the character's skill, not strength, and it does a base damage level of deadly. This damage is resisted normally, but often it will result in the target being knocked unconscious. The Total Disable can only be attempted by characters who have a concentration in Hapkido. Martial Arts Technique Table Technique BaseTN Damage Reach Block/Evade 3 none none Disable 6 Skill S (stun) +0 Distract * 4 special +0 Grapple 4 none +0 Jump Kick 7 Str+2 M (stun) +2 Jumping Knee Strike *6 Str+2 M (stun) +1 Kick 5 Str+1 M (stun) +1 Knee Strike 5 Str+1 M (stun) +0 Lock 5 none +0 Spinning Jump Kick * 8 Str+3 M (stun) +1 Strike 4 Str M (stun) +0 Sweep 5 Str L (stun) +1 Takedown 6 none +0 Throw 5 Str L (stun) +0 Total Disable* 8 Skill D (stun) +0 Notes: * = special move. Cannot be done without concentration in the appropriate style Martial Art Styles * Aikido Def Only Moves: Throw, Lock, Disable, Takedown Special Notes: Characters with Aikido may face a number of opponents equal to their skill level in Aikido without receiving the +1 target modifier for each additional opponent. * Hapkido Def Only Moves: Takedown, Lock, Disable, Total Disable * Special Notes: A character using Hapkido receives a -1 difficulty to any Lock, Disable, or Takedown attacks (but not Total Disable.) * Judo Def Only Moves: Throw, Lock, Takedown, Sweep, Grapple Special Notes: The Judo Throw does (Str + 1 M stun) damage. * Jujitsu Moves: Throw, Disable, Strike, Takedown, Grapple Special Notes: None * Karate Moves: Strike, Kick, Throw, Block, Sweep Special Notes: The Karate Strike does (Str + 1 M stun) damage. * Kappo Moves: Strike, Distract Special Notes: Characters who use their Strike attack my do physical damage without receiving an additional target modifier. * Kung Fu (Hard) Moves: Strike, Block, Kick, Jump Kick Special Notes: Characters using Hard Kung Fu attacks receive a +1 to the power level of their attacks. * Kung Fu (Soft) Moves: Strike, Kick, Sweep, Lock, Disable Special Notes: None * Tae Kwon Do Moves: Strike, Kick, Jump Kick, Spinning Jump Kick *, Block Special Notes: None * Thai Boxing Moves: Strike, Kick, Knee Strike, Jumping Knee Strike * Special Notes: None * Wrestling Moves: Grapple, Lock, Takedown, Throw Special Notes: Wrestlers receive a -1 target modifier to all Grapple attacks. However, they may never assign successes to distance when performing a Throw. Special Rules In addition to the skill Unarmed Combat, there are two new skills that affect melee combat. The first skill is called Tai Chi, and is a general skill. Characters with Tai Chi may use their skill level in place of their Body when reducing damage from armed or unarmed attack. In addition, they receive a special Impact Armor rating equal to half their skill level. The second new skill involves Two-Weapon Combat. This is an alternative to the rules given in Fields of Fire, since in our opinion (and experience) those give characters with two weapons an absolutely overpowering advantage. When a character is using two armed combat weapons, he uses the reach of the better weapon, and adds a special +1 reach bonus. He rolls a number of dice equal to his skill with the better weapon, and may only assign a number of dice from combat pool less than or equal to his skill level in the special skill "Two Weapon Combat." This skill may be concentrated in a weapon class (for example, sword and knife), and may be specialized by a particular weapon combination (for example, katana and wakasahi.) Modifications Well, guys, I asked for your input and you gave it to me. So here are some changes to the above rules based on suggestions from other people, and things we've determined during game play. I'm leaving the main rules as they were for right now. * Hapkido. This art has been changed from being defensive only to being both offensive and defensive. It's moves have been changed to: Block, Strike, Kick, Disable, Lock, Total Disable, and Takedown. It does not have any special abilities, other than being able to do more moves than any other art. * Blocking. After much playtesting, we decided that the "block" move was too easy, and that FASA's original "full defense" rule actually worked pretty well. However, we ruled that if you choose the block move, along with the "full defense" option, then no reach penalties apply to you. * Grapple/Lock. These two moves have been combined into one move, Lock. Base TN 5. No reach advantage. If the attacker gets net successes, he puts the defender into a lock. The defender takes Str L (stun) damage, and will be in the lock until he gets net successes against the attacker in an opposed unarmed combat test (rolled during the defender's action only). As long as the defender is in a lock, the attacker may do normal attacks (still keeping the lock), and gets the Superior Position modifier. * Killing Hands. The physical adept power killing hands can only be used when the attacker is using the "Strike" attack. Since the strike attack has the same stats as the basic unarmed attack in the SRII rules, it is modified just as described in the main rules when killing hands is used. * Tai Chi. It has been suggested that Tai Chi as written is too powerful. Also, we didn't give it any moves, which real Tai Chi does have to some extent. So, scratch the section in the Special Rules about Tai Chi. Treat Tai Chi as another Style. It's moves are Strike, Kick, Block, Sweep. Its special quality is that characters using Tai Chi may still use their skill level in place of Body when rolling to soak damage. * Distract. As written, distract takes a free action, so you can do technically attempt it 10 times between actions! Not what we intended, I assure you. So revise it to state that Distract can be used in conjunction with the Kappo Strike, taking up a single complex action. First you roll the distract "attack", and then the actual strike. * Throw. It has been suggested that the attacker should be able to throw a target a base distance equal to the attacker's strength in meters. This base distance can be staged with successes, as explained in the Throw technique description. * Jujitsu/Soft Kung Fu. Does anybody out there practice these arts? Can you give me any suggestions what special quality to give them. As things stand, they are the wimpiest styles in our rules, and we were trying to go for a more balanced effect. [Image] If you have any comments or questions about the rules presented here, email me. [Image] Back to Home Page Linda Naughton === lmnst8+@pitt.edu