Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: The Digital Mage <mn3rge@****.AC.UK>
Subject: Martial Arts Rules-LONG!
Date: Fri, 20 Oct 1995 13:31:39 +0100
Well here are my rules, I got enough responses to warrant a post to the
list. They may be familiar to some as they're on my WWW site. As I
previously stated I'd like some feedback and suggestions as there are
still some parts with gaps.

Enjoy!


The Digital Mage : mn3rge@****.ac.uk
Shadowrun Web Site under construction at
http://www.bath.ac.uk/~mn3rge/Shadowrun.html

---------- Forwarded message ----------

Shadowrun Melee Combat Rules

This section covers a slightly modified melee combat process, a whole host of
new Techniques and Special Effects, new Martial Arts rules and also a discussion
and rules on the limitations of Melee Skill Softs.

Melee, whether it be armed or unarmed follows the basic SR2 rules, with a few
modifications.

Attack
Roll: Skill + Combat Pool (maximum of the skill)
TN: 4 + Modifiers (see below)

Defender
Roll: Skill + Combat Pool (maximum of the skill)
TN: 4 + Modifiers
This defence is either a counterattack or a simple defense by parrying or
blocking.

OR

Dodge
Roll: Combat Pool only (no limit)
TN: 4 + Modifiers

Determine Outcome
Compare Successes, if the attacker wins, or ties, he does damage. If the
defender exceeds the attacker's successes he either successfully dodges or
blocks, or does damage to the attacker if countering.

Soak
Roll: Body only
TN: Power of attack - Impact Armour worn (usually)

Determine Damage (if applicable)
Compare total successes on both sides, damage is staged up or down as
appropriate.

Modifiers
Below are the modifiers to apply in Melee situations, note that some modifiers
per SR2 have been dropped, eg PC has inferior reach, this is because the
opponent gets a balancing modifier which is deemed enough advantage already.

Situation______________________________ Modifier
Extra Opponents (When Defending Only)__ +1 per EXTRA opponent (max of +4)
PC has Superior Reach__________________ -1 per point superior
PC has Superior Position_______________ -1
Opponent is Prone/Immobilised__________ -2
PC Attacking Multiple Opponents________ +2 per Opponent (cumulative) Attacked
E.g. First opponent attacked at +2, second at +4, third at +6 etc.

Knock Back
When attacked a character may be forced backwards, or even knocked to the
ground. Whenever a character is attacked and hit, the player should make a Body
or Quickness (whichever is higher) test, with a TN of the Power of the attack or
the Strength of the attacker for bladed weapons, whips etc. The number of
successes needed to not be forced back are as follows:
1 success if no or only Light damage was received
2 successes if a Moderate wound was taken
3 successes if a Serious wound was taken
If successes were rolled, but not enough to equal the thresh-hold then the
character is forced back 1 or 2 metres; if unable to move back -because of a
wall behind them- then they fight at +2 TN until their next action. If no
successes are rolled the character is knocked Prone.

It may not be desirable to ask for a Knock Back test every attack, so the GM may
only call for a roll if there is a reasonable chance that NO successes will be
gained -and thus the character is knocked prone. Or if there is importance on
whether a character is forced back, for example he may fall off a roof, he may
be backed into a corner and thus not easily able to fight etc.


Techniques


Below are a list of different techniques, some for unarmed combat, some for
armed, and some for both, each is given its own TN (or TN modifier if a
variation on another technique) and a damage code. Each also carries a
description of any other advantages and disadvantages to the technique. The
description also details which Special Effects can be combined with the
Technique, for Special Effect's explanation see the respective section below.

Weapon Strike
TN:4
Damage:As weapon
The basic weapon strike, nuff said.
Special Effects:Sweep/Takedown, Get Inside Reach, Restore Reach, Stun, Disarm,
Feint, Reduce Opponents, Lock Steel.

Parry
TN:4
Damage:None
The use of a weapon to block a blow either from another weapon or unarmed
attack.
Special Effects:Sweep/Takedown, Get Inside Reach, Restore Reach, Stun, Disarm,
Reduce Opponents, Lock Steel.

Block
TN:4
Damage:None
The attempt to block a blow using only the hands, feet etc.
System:When blocking a blow from a bladed weapon it is assumed that it is
atually the limb which is blocked, or the haft of the weapon. As this is more
difficult against swords and other weapons (GM's discretion) the TN perhaps
should be at +1. Blocking a Monowhip is practically impossible +6 TN.
Special Effects:Sweep/Takedown, Get Inside Reach, Stun, Disarm, Feint, Reduce
Opponents.

Punch
TN:4
Damage:(Str)M stun
The bulk standard unarmed, nuff said.
Special Effects:Sweep/Takedown, Get Inside Reach, Stun, Disarm, Feint, Reduce
Opponents.

Kick
TN:4
Damage:(Str+1)M stun
An attack composed primarily of strikes with the foot and/or knees, the
disadvantage to this technique is that the character can be more easily swept or
knocked prone, if the opponent is countering.
System:1 less success is needed for an opponent to successfully sweep the
attacker (see Special Effects below). Also the ATTACKER has a +1 TN to resist
knockback (the usual TN being the opponents strength), if he is successfully
countered.
Special Effects:Sweep/Takedown, Get Inside Reach, Stun, Disarm (kicking the
weapon from the hand), Feint, Reduce Opponents.

Grapple
TN:5
Damage:(Str)L stun (but see below)
An attempt to grab hold of and immobilise the opponent.
System:If the attacker gains MORE successes than the opponent, the opponent
becomes "immobilised" in the grapple, giving the attacker -2 TN for further
Grapple attacks on the opponent. Damage is only inflicted once a Grapple has
been initiated i.e. on actions after the initial attack. The victim of a grapple
has 2 choices on his next action:

1. To try to break free by brute strength. Have the victim and grappler make an
opposed Strength:4 test, if the victim wins he has broken free. Note though
that the victim's TN may be increased if the grappler has used the special
effect of 'Lock'. Note that Combat Pool may be used to add to Strength but to
a maximum of the Strength rating.
2. To try to reverse the grapple. The victim attacks the grappler with a Grapple
Technique -the opponent gets the usual -2 TN as at this point the victim is
still restrained. The victim's TN is NOT increased by the 'Lock' special
effect. If the victim wins, the roles are reversed and the opponent is now
restrained, beginning next action the attacker can start inflicting damage
(or if desired the grapple is simply broken). If the opponent wins he retains
the grapple and may inflict damage.

Victims of a Grapple can only counter any attacks by using a Grapple manuever
-they cannot counter any attackers other than the person who has them
restrained.
The attacker may release an opponent from the grapple at any time they wish,
requiring no action.
Special Effects:Stun, Disarm, Reduce Opponents, Throw, Lock.

Head-butt
TN:6
Damage:(Str)M stun
The basic head-butt this can be very effective at close range and when
grappling. It is always aimed at the head of the opponent.
System:The head-butt is always considered to have struck the opponent in the
face therefore only helmets give armour protection. Note that the damage
described above already includes the +1 Damage level for a headshot. This
technique can also be used after a grapple (though only when attacking and not
countering a grapple). This is especially effective when the attacker has the
upper hand in the grapple and has the -2 TN for a restrained opponent.
Special Effects:Get Inside Reach, Stun.

Body Slam
TN:4
Damage:(Body)M stun
This technique involves throwing your entire weight at a target, this is not
merely a shoulder barge. The character needs to move at least 2 or 3 metres to
their target to build up sufficient momentum. This attack is easy to dodge but
if successful will often knock the opponent prone. The Body Slam is used mainly
to initiate combat, or when the opponent is sufficiently stunned to allow the
attacker to disengage from combat and then re-enter it again.
System:The opponent if Dodging receives a -1 TN modifier. If the attack is
successful the TN for the opponent to resist Knock Back is increased by the
attacker's NET successes, not used for Special Effects. However, if the attacker
fails to roll any successes, or his attack is TOTALLY dodged he himself ends up
prone.
Note that the power of the attack does not include magical improvements to Body,
or Dermal Plating and the like (Bone lacing is effective however).
Special Effects:Stun.

Flying Kick
TN:6 (but see below)
Damage:(Str+2)M stun
This attack requires the attacker to be able to RUN at his opponent (hence the
high TN), however it does a lot of damage. This maneuver is difficult for Trolls
and Dwarves to perform however.
System:Dwarves and Trolls receive an additional +2 to the basic technique TN. If
the attacker fails to get ANY successes on his test he falls prone.
Special Effects: Stun.

Evasive Act
TN:4
Damage:None
If a character has a delayed complex action and they are attacked they may
attempt a more active attempt to avoid damage than the reactive action of
dodging.
System:Treat this exactly like a dodge, however the character must have a
delayed complex action. The player gets to roll their Quickness plus Combat Pool
(maximum of their Quickness). Note that this may result in the same number of
dice being rolled as in a normal Dodge (as in a Dodge there is no Combat Pool
limit) however the evasive leaves more dice in the Combat Pool for later dodges.
Special Effects:Restore Reach, Reduce Opponents.

Subdue
TN:+2
Damage:As attack (see below)
This attack consists of targeting the nerve points of the opponent, it can only
be used with Stun Damage weapons.
System:Damage is the same as the usual strike or melee weapon, however it is not
'true' damage and is recovered at the rate of 1 box per minute. If all 10 boxes
are filled the opponent is not unconscious but totally immobilised and incapable
of any action.
Special Effects:As basic technique.

Pulled Punch
TN:+1
Damage:As attack (but see below)
An attempt to limit the amount of damage a technique does.
System:Once an attack has been successful, but before the Damage Resistance/Soak
roll, the attacker can limit the damage category of the attack to anything below
the damage category to which he has at present staged it.
E.g. Adam has punched his snitch for mouthing off at him (Adam has a short
temper) but he doesn't really want to hurt him so he pulls the punch. After the
attack roll and the snitch's dodge roll, Adam has 5 net successes. At this stage
Adam has staged the damage up to Deadly (his first two successes take it to
serious, the next two take it to Deadly, the last successes doesn't stage the
damage up further), however Adam declares that the snitch only needs to soak
Moderate damage, with no net successes to cancel out before the damage gets
staged down. The snitch rolls his Body with a TN of Adam's Strength and get 3
successes, and thus takes a light stun wound.
Special Effects:As basic technique.

Full Out Attack
TN:As Normal
Damage:+2 Power
This is the ultimate in a committed attack, it consists of one furious strike
and little else.
System:The attack has the same TN as the normal technique, however because the
attack is so committed the attacker cannot easily respond to the opponent's
Dodge or Defense, to reflect this the opponent gets a -1 TN modifier for
whatever their defense may be.
This cannot be used as a technique when countering an attack.
Special Effects:As basic technique.

Get Inside Reach
TN:+1 for Reach:2 / +2 for Reach:1
Damage:As normal
Note that this option cannot be used if the basic technique does not allow the
Special Effect of Get Inside Reach. As part of the attack or defense the
character tries to maneuver himself inside the opponent's reach -and thus
negating the effects of BOTH parties' Reach modifiers.
System:As long as at least 1 success is generated on the roll, the attacker and
opponent make opposed Quickness:4 tests. If the attacker wins he has managed to
slip in side his opponents reach, nullifying any and all reach modifiers. This
may also limit the use of a weapon, for example a combat axe may not be truly
effective now so instead the haft is used as a club (or the hidden spike is
deployed and that is used instead :).
Even if the attacker fails to win the combat, he still gets to make the opposed
Quickness test as long as he rolled at least 1 success. However damage is
resolved before the opposed Quickness test.
Note that the attack TN is modified according to the level of the opponent's
Reach, +1 Tn if the opponent has a Reach of 2, +2 if the opponent's Reach is 1.
Note that a character can never Get Inside the natural reach of a Troll.
Special Effects:As basic technique.

Restore Reach
TN:+2 for Reach:2/+1 for Reach:1
Damage:As normal
Note that this option cannot be used if the basic technique will not allow the
Special Effect of Restore Reach. This is an attempt to rectify the situation
caused if the opponent has gotten inside your reach. System:The rules are
exactly the same as for 'Get Inside Reach' above. Note though that here the
technique TN modifier relates to the Reach of the Attacker's weapon, +2 for
Reach:2, +1 for Reach:1.
Special Effects:As basic technique

Lunge
TN:As normal
Damage:+2 Power
The term "lunge" is probably a misnomer here, what this technique attempts to do
is to turn the tables on a charging opponent by lunging forward with your weapon
(or fist even) hitting your opponent before he reaches you.
System:This is maneuver can only be used by a character with a delayed complex
action. As the opponent charges into combat (this specifically means the
opponent is using an action to attack and is initiating combat by MOVING or
RUNNING into the melee) the attacker uses his delayed action to surge forward
meeting the charging opponent mid move. The opponent can only Parry or Dodge but
not counter-attack. This Dodge or Parry is considered the opponents action. I.e.
the opponent CANNOT declare he is defending against the lunge without taking an
action, and then take his action.
Special Effects:Stun.



Special Effects


These "Special Effects" are a list of manuevers which can be used in combination
with certain main Techniques. Special effects are only attempted if the attacker
wins the initial melee -if the attacker does not see the opportunity to perform
an effect he does not perform it. To achieve a special effect a certain number
of NET attack successes need to be "sacrificed". You are giving up the
opportunity to stage up the damage for the chance to perform an effect. Once
these successes have been sacrificed the effect may immediately happen or there
may be a further test involved.

A character may attempt any number of special effects as long as the main
Technique allows it and the PC generates enough successes. Before the attack is
made the character states what maneuver he is doing and any Special Effects he
is attempting; he also states a priority to these effects, depending on the
number of successes rolled only some of the attempted effects may be pulled off.
If a PC does not generate enough successes to pull off a special effect any
successes which would have been allocated are lost.

E.g. Adam attempts to punch his sword wielding opponent, he also wishes to
attempt to Disarm him and Stun him if possible, however the Disarm is his main
concern.
The melee rolls are made and Adam wins with 4 net successes, he sacrifices 3 of
these to attempt the Disarm (which then requires an opposed Quickness test to
succeed) however he only has 1 success left and a Stun requires 2. The Stun
effect is not accomplished and the 1 success is still lost -it is not used to
stage damage up.

If the Special effect requires a further test to see if it suceeds the attacker
has the choice to specifically state that more successes will be sacrificed than
normal -and how many extra successes are to be expended. For every 2 extra
successes sacrificed the TN of the further test is decreased by 1 (or if the
opponent is making a dice roll his TN is increased).

Damage is resolved AFTER the special effects have been performed.

Sweep/Takedown
Successes: (Opponent's Quickness - Attacker's Quickness) +2 (minimum of 2)
During the exchange of blows the attacker attempts to sweep the opponents leg
away, or to pull him off balance and knock him to the floor.
System:If the appropriate number of successes are sacrificed the opponent falls
Prone.

Get Inside Reach
Successes: 1 for Reach 2 / 2 for Reach 1
As part of the attack the attacker steps in, and remains in, the opponents
reach, hampering his weapon use, but also the attacker's own to some degree.
System:The number of successes needed is dependent on the Reach of the
OPPONENT'S weapon. Once inside, effects of Reach are cancelled for both sides.
Also some weapons may be difficult to use effectively (GM may apply a plus TN
modifier) if at all. Note that it is impossible to get inside the natural Reach
of Trolls.

Restore Reach
Successes: 1 for Reach:1 / 2 for Reach:2
This action restores the benefits of Reach, by once more distancing oneself from
one's opponent.
System:The number of successes needed is dependent upon the attacker's own
weapon. If successful, all effects of Reach are restored.

Stun
Successes: 2
As part of the main attack the attacker strikes a vulnerable target with a short
sharp hit. This does no damage as such but will cause the opponent severe
distractions.
System:Once the 2 successes have been expended the attacker makes a Strength
test with a TN of the Opponent's Body. For every 2 successes generated in this
test the opponent receives a general +1 TN for the next 10 combat phases.

Disarm
Successes: 3
As the attacker strikes the opponent he takes the time to also attack the weapon
of the opponent either with a blow, or by twist the weapon from the opponent's
grasp.
System:Both characters make an opposed Quickness:4 test, if the attacker wins
the opponent is disarmed.

Feint
Successes: 2
As the last move in the main attack the attacker performs a feint hoping to draw
the opponent's attentions away from a subsequent attack.
System:The opponent makes an Intelligence test, the TN is the attacker's melee
skill. If this test is failed the attacker gets -1 TN for their next
(counter)attack against the opponent.

Reduce Opponents
Successes: 2 for the 1st extra opponent, 4 for the 2nd, 6 for the 3rd etc.
As the attacker combats his immediate opponent he maneuvers himself and his
opponent so that his immediate opponent is between him and any other potential
opponents, thus preventing them from joining the fight.
System:Those would-be opponents who have their way into combat blocked by their
comrade must succeed in a Quickness test with a TN of the attackers melee skill.
If this test is succeeds the would-be attacker can in fact enter the melee but
at a +1 TN for the first attack. If the test fails he cannot enter the Melee at
all.

Entangle
Successes: 3
If the attacker is using a net as his weapon, or something similar, then he can
attempt to trap the opponent within it. Although nets are not common weapons
they might often be improvised, especially if someone has been using a netgun.
System:The opponent is entangled by the weapon and is treated as immobilised. He
must succeed in a Quickness:5 test to escape, this requires a Simple action. If
a Complex action is used the TN is only 4.

Ensnare Limb
Successes: 2
Using a whip (not a monowhip), manrikugasari or similar weapon the attacker as
part of his attack ensnares one of the opponent's limbs, in the hope of pulling
the opponent off balance.
System:Once ensnared the attacker and opponent make an opposed Strength:4 test.
Whoever loses this roll receives a +1 TN as they are pulled off balance. If the
winner gains 3+ net successes then the loser is also pulled Prone. The opponent
must make a Quickness:5 (Free action) or Quickness:3 (Simple action) to pull the
limb free. The attacker can release the weapon at any time they wish.
If the weapon is still in place when the attacker gets his next action he may
use a Free action to attempt to pull the opponent off balance again.

Ensnare Weapon
Successes: 2 if weapon has Reach, 4 otherwise.
As Ensnare Limb, but the weapon is the target of the ensnare.
System:If the attacker wins an opposed Strength:4 test he manages to disarm his
opponent. The opponent needs to succeed in a Quickness:5 (Free action) or
Quickness:4 (Simple Action) test in order to free the weapon (if he hasn't been
disarmed). If he does not free the weapon he fights at a +2 TN with that weapon,
or a +1 TN if he holds onto the weapon but attempts some other attack (eg a
kick). The attacker can release teh weapon any time they wish.

Throw
Successes: 2
Following a successful grapple, or while sustaining one, the attacker attempts
to throw the opponent to the floor with a heavy force.
System:After the grapple and the sacrifice of the successes the attacker makes a
Strength test with a TN of the opponent's Body. If successful the opponent is
knocked Prone and receives (Str)M stun damage. This damage cannot be staged up
but Impact armour is halved.

Lock
Successes: Unlimited (see below)
Following a grapple or Wrist Lock (see Aikido) the attacker gets the opponent in
a lock which prevents them breaking free with brute strength.
System:Following a grapple, for every 2 successes sacrificed the TN for the
opponent to break free from the grapple with Strength, is increased by +1.

Staff Sweep
Successes: (Opponent's Quickness - Attacker's Quickness) +3 (minimum of 3)
When attacking with a staff or other similar weapon with a Reach of 2+ (eg a
Combat Axe), the attacker sweeps the opponents legs from under him. Because of
leverage this sweep can be made higher up the opponent making his fall to the
ground harder.
System:The attacker makes a Strength test with a TN of the opponent's Body minus
the attacker's total Reach. If this is successful the opponent is knocked prone
and takes (Str)M stun damage. This cannot be staged up, but Impact armour is
halved. Even if the Strength test fails the opponent is still knocked Prone (but
takes no damage).

Lock Steel
Successes: 2
The attacker locks weapons with the opponent, allowing time for a few insults to
be exchanged, or a headbutt to be performed. Despite the name this effect can be
used with weapons other than swords (even with bare hands by grabbing the
wrists).
System:Once the successes are sacrificed both combatant's weapons are locked.
The attacker can release the weapons whenever he wishes, the opponent must win
an opposed Strength:4 test to break the lock (a free action).


Martial Arts Concentration

Below are a number of martial arts. With each description there are some general
advantages and approximately 3 special Techniques [in development]. To gain
these advantages and Techniques the character MUST have a concentration in that
martial art. Along with this information is a list of the basic techniques which
can be used under the skill.


Aikido
A Japanese martial art which emphasises the use of the opponent's momentum
against them. It deflects attacks and utilises wrist locks and throws. It also
places a great deal of importance on dodging.

Basic Techniques:Block, Punch, Kick, Grapple, Subdue, Pulled Punch, Get Inside
Reach, Lunge.

General Advantage: As Aikido practioners are rarely caught by the full force or
momentum of an attack they need 1 less success to prevent knockback from melee
attacks.

Wrist Lock
TN:5
Damage:(Quickness)L stun (see below)
This maneuver involves grabbing the wrist and twisting it in a tight circle
applying a great deal of pressure without much effort, the tighter the circle or
twist the greater the pressure and thus damage -this is an effect of dexterity
and not strength. The wrist lock is used to restrain opponents, or can act as a
spring board for a throw.
System:The game mechanics of this maneuver are exactly the same as for a Grapple
except the damage is based on Quickness. This however is NOT a Grapple and thus
cannot be used when the victim of a Grapple and opponents who know Judo do NOT
reduce the attacker's modifer to -1, it remains at the usual -2.
Special Effects:Stun, Disarm, Reduce Opponents, Throw, Lock.

Avoid Multiple Opponents
TN:4
Damage:None
This is a purely defensive technique, it allows the user to defend against
multiple opponents with no penalties. The technique uses grabs to redirect the
opponent, force them off balance and generally quickly deflect the attack.
System:Use of this technique receives no penalties for multiple opponents,
however it of itself does not do any damage.
Special Effect:Sweep/Takedown, Reduce Opponents, Throw.

Aikido Dodge
TN:3
Damage:None
This is a stylised form of dodging which proves very effective.
System:This maneuver is exactly like a Dodge. Only Combat Pool is rolled and in
this instance it DOES have a limit -the character's Aikido Concentration rating-
but the base TN is 3 instead of 4. This Aikido Dodge is only effective against
melee attacks.
This technique also has an impact on the Evasive Act technique -the character
rolls Quickness + Combat Pool as usual however the Combat Pool is limited either
by Quickness or Aikido, whichever is higher. Thus a character with Quickness:4
and Aikido:6 could roll 10 dice (if he has 6 Combat Pool left).
Special Effects:Get Inside Reach, Restore Reach, Reduce Opponents.


Boxing
Often not thought of when talking of Martial Arts, it is still a very effective
fighting style. It relies purely on punches, but they are powerful. Boxing
relies on taking a lot of punishment as well.

Basic Techniques:Block, Punch, Subdue, Pulled Punch, Fullout Attack, Get Inside
Reach.

General Advantage:

Roundhouse Punch
TN:4
Damage:(Str)S stun
A very powerful punch, the boxer puts practically everything he has into it. It
does however leave the boxer open to further attacks, the idea is you do so much
damage that there is no further attacks.
System:Following the roundhouse punch ALL attacks on the boxer are at -1 for the
next 10 Combat Phases. And yes this can be combined with a fullout attack,
giving the opponent a -1 TN for this attack as well, but doing (Str+2)S stun!!!
Special Effects:Stun.

Carromeleg
The Elven martial art this is similar to several other martial arts in that it
emphasises speed over strength. It is a very rare martial art to see on the
streets only the elves of the Tir should know it, and they WILL NOT teach it to
non-elves, hell they're even very selective about the elves they teach this art
too!

Basic Techniques:Block, Punch, Kick, Flying Kick, Subdue, Pulled Punch, Get
Inside Reach, Lunge.

General Advantage:Due to their natural elven speed, the users of Carromeleg can
maintain a greater distance between their opponent and themselves without
disadvantaging themselves -they can cover the distance very quickly. To reflect
this, if the elf has a Quickness of 5 or better (one better than the average
elf) he is able to cancel 1 point of Reach, if his opponent has any.

Furious Flurry
TN:5
Damage:(Quickness)M stun
A succession of fast blows particularly aimed at the vital points, here the
speed of the blows is what is important.
System:No special rules.
Special Effects:Sweep/Takedown, Get Inside Reach, Stun, Disarm, Feint, Reduce
Opponents.


Hsing I
This martial art utilises the internal energy of the body and mind -chi energy.
It has very straight forward moves however they are very effective.

Basic Techniques:Block, Punch, Kick, Subdue, Pulled Punch, Fullout attack, Get
Inside Reach.

General Advantage:The chi energy can be used defensively as well as offensively,
and at higher levels (Hsing I of 6 or better) it allows the user to absorb
damage to a much greater extent (+1 Body Resistance die when the attack is known
of, and only for melee attacks).

Chi Punch
TN:5
Damage:(Str)S stun
A powerful punch which channels the chi energy to its fullest, it takes sole
concentration of the user.
System:No special system.
Special Effects:Stun.

Judo
This martial art uses grapples and locks to immobilise and damage the opponent.
It emphasises speed, balance and surprise, like many other martial arts it also
attempts to use the attacker's strength against them.

Basic Techniques:Grapple, Body Slam, Subdue, Pulled Punch, Fullout Attack, Get
Inside Reach.

General Advantage:When the victim of a grapple the opponent only receives -1 to
their TN rather than the usual -2.

Judo Grapple
TN:5
Damage:(Str)M stun
System:As the normal grapple, except damage is one level higher -Moderate
instead of Light. Damage can also be inflicted in the initial grapple unlike the
basic grapple.
Special Effects:Stun, Disarm, Reduce Opponents, Throw, Lock.

Judo Subdue
TN:+1
Damage:As Technique
System:As the normal Subdue technique however the TN is only +1 rather than +2.
Special Effects:As Technique


Jujitsu
An old martial art which was to some degree or another the origins for Judo,
Aikido and Karate. Jujitsu uses the opponent's strength and momentum against
them.

Basic Techniques:Block, Punch, Kick, Grapple, Subdue, Pulled Punch, Fullout
Attcak, Get Inside Reach, Lunge.

General Advantage:Soften blow: When defending against an attack (not
countering), even if using a technique not allowed by this concentration (i.e.
by using the basic Unarmed Combat skill), the power of the attack is reduced by
1. This is done by moving with the attack or blow.


Karate
A martial art which utilises kicks and strikes primarily. It aims to focus the
body's total muscular power in one instant. Hands, feet, elbows and so forth are
traditionally toughened up by practicing on wooden boards and the like. Karate
is also well known for its brick breaking feats, though few runners would
probably know how to do this.

Basic Techniques:Block, Punch, Kick, Flying Kick, Subdue, Pulled Punch, Fullout
Attack, Get Inside Reach, Lunge.

General Advantage:

Karate Strike
TN:4
Damage:(Str+1)M stun
A more powerful hand strike.
System:No special rules.
Special Effects:Sweep/Takedown, Get Inside Reach, Stun, Disarm, Feint, Reduce
Opponents.

Kiai
TN:See below
Damage:None
Not really an attack this is a loud cry, combined with limited but threatening
and sudden movement, its purpose is to put an opponent off their attack, or
unnerve the opponent into making a mistake or not attacking at all.
System:This technique requires only a Simple action. The Kiai is focused upon
one individual only. Make a Charisma test with a TN of the opponent's Willpower
(or appropriate melee skill at GM's discretion). For every 2 successes gained,
the opponent receives a +1 TN modifier for any attacks upon the attacker in the
next 10 combat phases.
Special Effects:None


Kung Fu
The most well known Chinese martial art, made famous by Bruce Lee. It actually
consists of a number of "style" often denoted by an animal name. However for
game purposes it is assumed that in SR the characters learn a corrupted version,
combining aspects of many styles.


Pa Kwa
This martial art is bound up with the beliefs of the hexagrams of I Ching, it is
also known as Dragon style. It uses flexibility and spring-coil muscle to
deliver surprise blows.

Basic Techniques:Block, Punch, Kick, Flying Kick, Subdue, Pulled Punch, Fullout
Attack, Get Inside Reach, Lunge.

General Advantage:

TaeKwon Do
This martial art is reletively recent and derived from Shotokan Karate and a
Korean martial art which utilised only the legs. As a fighting style it
emphasises kicks, it also uses aerial kicks frequently.

Basic TechniquesBlock, Punch, Kick, Flying Kick, Subdue, Pulled Punch, Fullout
Attack, Lunge.

General Advantage:Kicks are no longer particularly vulnerable to sweeps and
takedown, thus the full amount of successes are needed to be swept.

Spinning Back Kick
TN:4
Damage:(Str+2)M stun
Made famous by Chuck Norris :) this technique involves a jump and spin. It does
a lot of damage.
System:No special system.
Special Effects:Stun.

Flying Kick
TN:5
Damage:(Str+3)M stun
As the basic flying kick however this is more practised and perfected, thus the
TN is only 5; this is true even for dwarves and trolls!
Special Effects:Stun.


Tai Chi
A chinese martial art used by many corp execs as a relaxation technique, however
to those on the street it does have its more practical uses too. Tai Chi is
concerned with Yin and Yang, balance, give and take. There are very few kicks
and primarily deals with punches and grabs.

Basic Techniques:Block, Punch, Grapple, Subdue, Pulled Punch, Get Inside Reach.

General Advantage:

Push Hands
TN:5
Damage:(Opponent's Str)M stun
This is a defencive technique and cannot be used offensively. The Tai Chi user
moves with the blow, redirecting it, and pushing the opponent to the floor.
System:Damage is based on a power level of the opponent's own Strength.

Special Effects:Sweep/Takedown.


Thai Kick-boxing
Made famous by Jean-Claude Van Damme in that wonderful movie :) This art
involves kicks and knee strikes primarily. It can involve taking a lot of
punishment, but it also deals it out.

Basic Techniques:Block, Punch, Kick, Flying Kick, Subdue, Fullout Attack, Get
Inside Reach, Lunge.

General Advantage:Kicks are no longer particularly vulnerable to sweeps and
takedowns, thus the full number of successes are needed to be swept.

Flying Knee Strike
TN:5
Damage:(Str)S stun
This technique involves jumping up and planting the knee with tremendous force
in the opponents midsection, or even head (called shot).
System:No special rules.
Special Effects:Stun.

Knee Strike
TN:4
Damage:(Str+1)M stun
Similar to a kick but performed at a shorter range, a knee strike is often
targetted at the mid-section of an opponent. If an opponent has been grabbed
this is especially effective.
System:Much the same as a kick, however this technique can be used (when
attacking only -not countering) when grappling. Note though that the grapple
would have to be initiated with the basic Unarmed Combat skill.
Special Effects:Sweep/Takedown, Get Inside Reach, Stun, Reduce Opponents.



Martial Arts Weapons Concentration


By concentrating in Martial Arts Wepons the following weapons may be used to
their fullest potential.

Jo-staff and Tonfa
TN:4
Damage:(Str+1)M stun
These weapons have a Reach of 1, and are especially effective when purely
parrying an attack. As an attacking weapon treat them effectively as a club in
terms of damage and TN. System:When purely parrying (ie when defending, and no
damage is attempted to be inflicted back) the TN for the character is at -1.
Special Effects:Sweep/Takedown, Get Inside Reach, Restore Reach, Stun, Disarm,
Feint, Reduce Opponents.

Manrikigusari
TN:5
Damage:(Str+2)M stun
This weapon is an eight foot long. It is difficult to dodge and can often
ensnare weapons or limbs.
System:The Manrikigusari has a Reach of 2. Any opponent who attempts to Dodge
this attack receives a +1 TN. To use the Manrikigusari the character needs to
have a fair bit of room all around (left to GM discretion).
Special Effects:Restore Reach, Stun, Reduce Opponents, Ensnare Limb, Ensnare
Weapon.

Nunchaku
TN:4
Damage:(Str+2)M stun
These weapons are very concealable and useful against multiple opponents
System:Nunchaku have a Reach of 1, and Concealability of 8. It is impossible to
"get inside" the reach of nunchaku. Nunchaku receive a -1 TN modifier when
attacking multiple opponents i.e. 1st opponent TN:5 (base of 4 plus 2 for
multiple opponents minus 1 for nunchaku, equals 5), 2nd opponent TN:7, 3rd TN:9
etc.
Special Effects:Sweep/Takedown, Get Inside Reach, Restore Reach (not usually
applicable unless the nunchaku user had previously gotten inside the opponent's
Reach), Stun, Disarm, Feint, Reduce Opponents.



Melee Skill Softs

Skill softs can make a virtually unskilled fighter into a combat demon in
seconds, however due to the limitations of programming, melee skillsofts are
actually limited in their usefulness, and due to the structure of the
programming they can be a little predictable -at least at the lower ratings.

To reflect these disadvantages -and to not devalue naturally learnt skills the
following restrictions have been placed on melee skillsofts.

Techniques
The lower the chips rating the fewer moves have been programmed in, the
following Techniques are allowed at the appropriate ratings (note that all
previous Techniques are allowed as well).

Rating____Technique
1-3_______Block, Punch, Kick, Grapple, Parry, Weapon Strike.
4-6_______Head-butt, Pulled Punch, Fullout Attack, Get Inside Reach, Restore
Reach, Lunge.
7+________Body Slam, Flying Kick, Subdue.

Special Effects
Like Techniques the number and variety of effects programmed into a skillsoft
vary with the chip's rating.

Rating____Special Effects_
1-3_______Sweep/Takedown, Get Inside Reach, Restore Reach, Feint.
4-6_______Stun, Disarm, Reduce Opponents, Throw, Lock.
7+________Entangle, Ensnare Limb, Ensnare Weapon, Staffsweep, Lock Steel.

Martial Arts & Martial Arts Weapons
Skillsofts which are pure concentrations of Martial Arts get the General
Advantage at any Rating, at rating 1, one special Technique is included, at
rating 2, two are, and at rating 3 the third is. The actual technique is
determined by the GM, but at rating 1 the primary technique should be included
eg the Judo Grapple or the Knee Strike for Kickboxing, the most dificult or
"fancy" technique should not be available till rating 3 eg the Flying Knee
Strike for Kickboxing.

Martial Arts skillsofts also get any Basic Techniques and Special Effects which
are allowed by the style, and which the skillsoft has the appropriate rating
for.

The Martial Arts Weapons concentration skillsoft allows all martial arts weapons
to be used at any rating -but no other weapons. Also the Techniques and Special
Effects are available if the skillsoft's rating is high enough.

Predictability
Because skillsofts are programmed chips, they do not allow the spontaneity of a
true skill, thus certain combinations are favoured, this can lead to an opponent
perhaps predicting the skillsoft user's next technique. This is reflected by
allowing a person with sufficient melee skill to recognise maneuvers and
combinations ("sufficient" is at GM discretion but the skillsoft ratings can be
taken as a guide) and predict them IF they have had sufficient time to study the
skillsoft user in action.

After (5 +opponent's skillsoft rating -observer's natural skill rating) turns
observing the skillsoft user in action the character can make an Intelligence
(or appropriate melee skill if higher, and at GM discretion) test with a TN of
the skillsoft rating. The results are as follows:

1 Success -The observer can predict the opponent's next technique.
2 Successes-The observer can predict the main 2 Special Effects as well.
3+ Successes-The observer can predict the Technique, all Special Effects and
their priority, and also gains a -1 TN to attack, defend, or counter-attack
the opponent.

Thus it can be seen that skillsofts can be a liability against observant and
skilled opponents.

Further Reading

If you enjoyed reading about Martial Arts Rules-LONG!, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.