From: | shadowrn@*********.com (Harlequin) |
---|---|
Subject: | Detailed SR Unarmed Combat system |
Date: | Tue Oct 23 13:10:01 2001 |
Expanded Unarmed Combat Rules for 3rd Ed. Shadowrun RPG
By Harlequin admin@********.cncdsl.com
Last Modified 10/23/01
Players buy a martial art(s) per SR rules. As long as you have points to
burn you can buy as many as you
would like. Each style listed has numbers assigned to them, each number
is associated to a technique. As
long as the skill level in that style is equal or greater then the level
of the technique they may use
that move in combat. Some moves can be jumping or spinning techniques,
the 'Jump/Spin Able' column
dictates this. During combat the attacker/defender state what moves they
are performing to the GM.
Akido: 18,19,20,21,23,24,25,28,29 (level 5+ 4,5,9)
Capoheria: 1,2,3,5,8,14,15,24,25,26,29
Chi`na: 18,19,20,21,21,24,25,27,28
Chio Li Fut: 3,4,5,6,8,9,10,11,12,13,14,17,21,234,24,26,27,29
Isshin Ryu: 1,2,3,4,5,6,8,9,14,15,17,21,23,24,27,28
Judo: 18,19,20,21,22,23,24,25,28,29,30 (Level 6+ 2,3,6)
Kempo: 1,2,3,4,5,6,7,9,10,11,12,13,14,16,22,24,26
Kung-Fu (Dog): 3,5,6,9,13,23,24,25,30
Kung-Fu (Dragon): 1,4,5,6,7,8,9,10,11,14,16,21,23,24,26,29
Kung-Fu (Mantis): 1,2,3,4,5,6,7,8,9,12,13,17,23,24,25,27,30
Kung-Fu (Panther): 3,4,6,7,8,9,12,14,15,16,17,23,24,29,30
Kung-Fu (Tiger): 4,5,6,7,8,9,11,12,14,15,16,17,21,25,27,29
Ninjitsu: 2,3,4,5,6,9,12,13,17,18,19,22,23,24,25,27,28,29
Sankukai: 1,2,3,6,9,10,12,13,17,21,23,24,29,30
Shaolin Do: 1,2,3,4,5,6,7,8,9,12,13,14,21,24,25,26,28,29
Tai Chi: 5,18,20,21,23,24,25,28 (Level 5+ 1,2,9)
Tang Soo Doo: 1,3,4,6,8,9,10,11,12,13,14,16,17,21,23,24,26,27,29
Te: 2,3,4,5,6,9,10,13,21,23,24,25,26
Wing Chun: 1,2,3,4,5,6,9,10,13,18,19,23,24,25,26
"Karate": 1,4,6,9,10,13,17,23,24,29 *
* This is the 'fast food' type martial arts one would gain by going to
such places as the YMCA or Fred Vallarie's. If the character didn't learn
at a established school or quality teacher then this most likely reflects
his or her ability. The GM may go farther and say due to such poor training
all TN are +1.
For Characters who have non-martial arts or related fighting ability use
#31 only, Basic rules.
Technique TN Modifier Physical Dmg Stun Dmg Skill
Required Spin/Jump
1. Back Fist - (S-1)L (S-1)M 1 y/n
2. Elbow Strike +1 (S+1)M - 4 y/n
3. Spear Hand - (S+1)L - 5 n/n
4. Ridge Hand +1 (S-2)S - 3 n/n
5. Palm Strike - (S+1)M (S+1)S 5 y/n
6. Reverse Punch - (S)M - 2 n/n
7. Tiger Claw +2 (S-2)L (S-1)S 6 n/n
8. Spin Hand Attack +2 Increase Dmg by 1 lvl +1 base
Technique
9. Front Kick - (S)L - 1 n/y
10. Round House Kick - (S)L (S)M 1 y/y
11. Axe Kick +3 (S+2)S (S-1)L 4 y/n
12. Hook Kick +1 (S+2)M (S)M 3 y/n
13. Side Kick - (S+1)M (S)L 3 y/y
14. Crescent Kick +1 (S)M - 5 y/y
15. Wheel Kick +3 (S+1)M (S+1)S 6 n/n
16. Spin Kick +2 Increase Dmg by 1 lvl +1 base
Technique
17. Jump Kick +1 Increase Dmg by 1 lvl +1 base
Technique
18. Arm bar +1 4
19. Choke - - (S)L 2
20. Throw +2 - - 3
21. Sweep (Iron Broom) +2 (S)L (S+1)L 5
22. Head Strike - - - 1
23. Kiai - - - 1
24. Block +2 - - 1 in any style
25. Grapple - - - 2
26. Back Kick - - - 4
27. Counter Punch - - - 3
28. Disarm - - - 3
29. Break fall - - - 2
30. Flip - - - 2
31. Basic Punch/Kick Per Rules - (S)M 1 n/n
Notes on Damage: You can use the damage several ways.
a.You can ether have the player state what type of damage s/he is doing
before s/he rolls.
b. Have the move do both types of damage, only for the most 'realistic'
and deadly games.
c. As GM you can determine what type to use for your unarmed combat in
your game, either all stun or all
physical.
The system is fairly flexible in this regard as you can use any of the
three approaches. Please keep in
mind even if option b. makes for the most realistic simulation of a real
hand to hand fight it also
makes for a fairly short fight. Talk to any martial artist and they will
agree that a real altercation
lasts less then a min or a few moves thus b. may be the most realistic
it may lack the drama or action
you are seeking. Please keep this in mind.
Details on techniques:
1. This is using the first two knuckles while making a fist. You strike
out in a horizontal "D" motion.
Normally the target is the temple or head but other vital areas are
possible.
2. Bending your arm in a "V" angle you strike out while said arm is
horizontal to your body. A common
follow up is to grab/cup the back of the head and push it into your on
coming elbow.
3. Have your fingers strait out, palm faced down and thumb across the
palm. Using your 2 longer middle fingers you quickly and
with force 'poke' a vital area. Commonly eyes, throat or groin are
attacked with this move.
4. The hand is similar to a spear hand. Palm facing down, thumb across
palm. Using the fleshy part of your
inner hand above the thumb knuckle to the base of your fore finger you
strike with. The motion is a 'C'
or 'D' depending on the style and situation. The inverted ridge hand is
palm facing up striking with the
flesh part of the hand right below the little finger to wrist. Common
targets are Face, nose and temple.
5. Having your fingers strait and palm facing target and vertical with
your body. You strike with the
upper or/and middle part of your palm in the snap/thrust motion. The
chest, face and solar plexus are
common targets.
6. Using you 'rear' hand in a fighting stance, make a common fist and
keeping it vertical you thrust it
at the target.
7. Also called 'raking' (i.e. Raking the face), you grab a fleshy part
of the body with your fingers and
in a twisting, ripping motion pull away quickly. As if your fingers are
claws ripping away the flesh.
Normally used on arms, legs, face/eyes.
8. And move you spin yourself 180 to 360 degrees to perform.
9. Lift you leg bent as a 'V', knee strait up, then with your toes bent
back you snap out the kick
striking with the ball of your foot. Common targets are knees, groin or
abdomen.
More soon to come...
18. Strength vs Quickness test. If successful defender is held in a arm
bar. (S)L stun damage every round
until broken. Make S vs Q test until broken or a successful hand attack
(assuming the free arm is able
to do so), can not perform any kicking, jumping or spinning moves while
trapped in this move. All other moves added +2 TN.
19. Strength vs Strength test. If defender fails the attacker gets both
hands around his throat for
(S-1)M Stun every round until broken with a S vs S test. Attacker can
perform no other actions and
defender can can not perform any jumping or spinning moves while trapped
in this move. All other moves
added +1 TN.
20. Quickness vs Quickness test. If defender fails he is thrown to the
ground for (S+1)M stun and must
use his next turn to get back on his feet. Or he can continue to lay
prone but can only use kicking
attacks at +1 TN and all targets on him are at -1 TN.
21. Same as 20 except damage is (S)L Physical
22. If successful attack using this move defender is at +1 TN for next
turn due to being dazed.
23. Spirit yell. Only effective once per combat. State use right before
announcing what move you are
performing. Willpower vs Willpower test. If attacker wins they will get
a one time -2 TN bonus.
24. If you choose you can go completely on the defensive and block all
incoming attacks. You will get 4
extra dice to defend while doing this. If with your dice you manage to
counter damage the attacker the
damage will not be applied to him/her.
25. Quickness vs Strength test. If the attackers wins he latches onto
the defender with both hands. For
the next turn attacker get -1 TN to all hand attacks. Can not use leg
attacks.
27. If the attacker uses a hand move on you, perform a quickness vs
quickness test, If you succeed add
those success to your basic defense dice against the on coming hand
move. If you fail at the Q vs Q test
remove the number of failures from your combat pool for the rest of the
combat.
28. If your are unarmed and the attacker is using a single handed hand
held weapon you may try to disarm
him/her. Your Unarmed combat skill vs their Quickness. If you win the
weapon is flung d6/2 meters from
him/her.
29. If you are attacked and fail to defend again 20 or 21 you can try to
reduce the damage by a Strength vs Unarmed combat skill. If you succeed
reduce the power of the fall 1 for every 2 success. If you fail increase
1 for every 2 you failed.
Legal Notice:
The Shadowrun RPG is (c) to Wizkids and use of said name should not
constitute a challenge to
said entity. All other information is (c) 1999,2000,2001,2002 to
Shadowland Enterprises and can not
be published nor used for profit in any way without the express written
consent of Shadowland
Enterprises. You are granted permission to freely distributed this
document as long as said document
is unedited in any way.
Disclaimer:
This document is NOT meant as a guild on how to perform martial arts. It
has taken me years of blood
and sweat to learn what I have and its a never ending process of
learning. If you are interested in
learning martial arts seeks a well qualified school and teacher. No
book, video or document can
really teach you no matter the claims.
The purpose of this document is to give GM's extra flavor when RPing a
scene out. You can replace
"He swings at you but you dodge" with "The thug swings at you put with
your akido you parry the blow
and smack into his chest with a palm strike which sends him crashing to
the ground!". Its pretty obvious
which sounds better.
On top of that I found the unarmed combat system in SR pretty vanilla
and lacking. Perhaps it has to
do with my direct experience with the topic. :)
None the less I hope you enjoy and your feedback is welcome.
Harlequin