Chapter 2a - Martial Arts Rules

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1 Chapter 2a - Martial Arts Rules The Shadowrun 3 rd Edition gaming system is woefully lacking in specific martial arts rules. While a variety of house rules were developed to make up for this dearth in Shadowrun 2 nd Edition, it was widely assumed that 3 rd Edition would include a set a specific rules that would once and for all end the debate. It did not. With the arrival of Cannon Companion, players were given their first glimpse at what FASA deems a workable system of martial arts. It too, was woefully lacking. FASA s system, while certainly feasible in terms of game balance, nonetheless left much to be desired. Under FASA s logic, every character could punch, but certain characters with a martial arts skill of 10 would not have any ability to kick whatsoever. And while there have been various attempts at creating martial arts styles for use with Shadowrun, they have generally been so lacking in uniformity as to make adaptation of them a chore for even the most seasoned gamemaster. This is my attempt to rectify that. This system allows for the creation of uniform styles for use in the Shadowrun system, while providing a standard set of rules for special techniques and a means of keeping things balanced. Each style created with this system is considered to be a separate

2 skill, and a replacement for the Unarmed Combat skill, (although it should be pointed out that some more naturally default to Quickness rather than Strength). Should a player wish to specialize further, consider each technique of a style to be a potential Specialization. The various techniques, maneuvers, and special abilities are all based on the existing rules for unarmed combat. Also, any martial art style or technique may be used with the Physical Adept powers of Killing Hands, Dragon Hands, Power Blow, and/or Steel Fingers. Likewise, Reach bonuses are universal. A troll using a Snap Kick would have a Reach of +2 rather than +1. The Complexity Rating is a new game rule for use with the martial arts systems in order to maintain game balance and prevent the creation of super styles. When creating various styles, add up the Complexity Modifiers for every technique in the style. Add this number to a base of 1; this is the style s complexity rating. When character s attempt to improve their abilities, multiply the complexity rating by ½ and multiply the result by the normal amount of Karma they would regularly pay. The result, (round up), is the final amount of Karma required. Lastly, there are literally hundreds (if not thousands) of different martial arts forms worldwide. Because of this variety, designing a system capable of realistically creating each style is impossible. So a certain degree of realism has been sacrificed in favor of play-ability. All attack forms were based on the standard Unarmed Combat attack.

3 Creating A Martial Arts Style There are 7 steps. 1. Decide style concept. 2. Select techniques. 3. Select maneuvers. 4. Select advantages and disadvantages. 5. Total complexity rating 6. Review and adjust. 7. Fill out record sheet. Step 1: Decide on the basic concept of the style. Hand strikes or kicks? Speed or strength? Joint locks and pressure points or massive blows? Concentrate more on the essence of the style rather than specific details. Step 2: Choose the techniques taught by the style. Most styles will teach 6-7 techniques with relatively low Complexity Ratings, and 2-3 with higher Complexity Ratings. Bear in mind the style s focus when choosing. Step 3: Most styles have 3-5 maneuvers as well. Maneuvers should also be chosen with the focus of the style in mind. Step 4: Select an advantage and a disadvantage for the style.

4 These generally reflect the history and/or essence of the style rather than a specific technique it employs. They vary from style to style, and should be carefully monitored in the interest of game balance. Step 5: Add up the Complexity Ratings of all the techniques. The net sum is the Complexity Rating of the style itself. If it is greater than 3, it probably needs to be adjusted down somewhat. Step 6: Review the style and double-check the complexity rating. Make sure the style is not over or under-powered. Step 7: Write out the Martial Art in the proper form and you re done. Some General Information on Unarmed Combat and Combat Options Calling Shots Character s can call shots in melee combat. There are basically 3 different effects this can have, each with a different purpose. 1. The typical called shot modifier of +4 yields an increase in the damage level. (STR)M becomes (STR)S. 2. The same +4 modifier targets a specific portion of the enemy with the accompanying effects (i.e. Deadly

5 damage against a leg would effectively cripple the opponent). Additionally, only armor worn on the target s location protects against the attack. 3. The same +4 modifier can cause an attack that would typically do damage to do Physical damage instead. However, it takes 3 successes to stage such damage up rather than the regular 2. Charging Attack If the character has moved at least 2 meters or more to attack his opponent or has been continually in motion up to the point of the attack, he gains a +1 to the Power of his attack. If he fails in his attack (misses or gets hit instead), he must make a Quickness(5) test or fall prone. If the character must make a Knockdown Test, add +2 to his TN. Disarming A character may attempt to disarm an opponent with a +3 TN. If the character gets more successes then the weapon is knocked out of the opponent s hands and no damage is inflicted. Each additional success knocks the weapon an additional ½ meter away. If the opponent is wielding a two-handed weapon or has both hands on his weapon, a number of successes equal to ½ the opponent s strength (round down) are required. Full Defense The character may not attack any opponent until his next Initiative Pass. He receives a 1 TN to his melee success test however.

6 Pulling Punches A character must state the number of net successes he will accept on his melee Success Test. The character also receives a +1 TN on his test. Subduing Combat Any martial art may be used to attempt to subdue an opponent. Or a character may default to Strength with only a +3 TN. Regardless, the character receives a +2 TN to his melee success test. The character must achieve a number of net successes equal to ½ the opponent s Quickness (round down). Each character assisting the subduing character reduces the TN by 1 (to a maximum of 4). If the character achieves more successes than his opponent, but less than ½ his opponent s Quickness (round down), no damage is dealt, and the combat continues. If the opponent achieves more successes, resolve combat normally. When an opponent is subdued, he is immobilized and cannot act, but suffers no damage. The characters may make opposed Strength or Quickness rolls at this point, with the subdued character having a +3 TN, and the subduer having a 2 TN. This requires a Complex Action. Once an opponent has been subdued, the attacker may spend a Complex Action to either apply damage or subdue him further. A melee combat encounter is rolled normally, but the subdued character has a +3 TN, and the attacker has a 2 TN. If the subdued character wins, he has managed to slip in a close-up attack, and the hold has been broken. If the subduer wins, any net successes may be used to apply (STR)M strangling or crushing damage, or to subdue the character more effectively (+1 TN to escape per success).

7 A character who has subdued an opponent cannot initiate an attack and suffers a +4 TN to any other actions. It takes a Free Action to release the hold. A Note On Martial Arts Techniques Any martial artist may use Punch, Snap Kick, Choke Hold, and Block/Parry if they do not possess them at a +1 TN. Any technique not marked by an asterisk can be attempted by a martial artist with a +2 TN. Techniques marked with an asterisk can only be used by those trained specifically to do so. Martial Arts Techniques The following is a table of all the Martial Arts Techniques. Following the table will be a detailed description of each technique as well as any additional game mechanics. Technique TN Damage Reach Complexity Modifier Strikes Backfist +1 (STR+1)M Elbow Strike +0 (STR+1)M Jab -1 (STR-1)M Lunge Punch +2 (STR+2)M Punch +0 (STR)M

8 Spinning Backfist* +3 (STR+3)M Uppercut +1 (STR+2)M Vital Strike* +2 (Skill)M Kicks Circle Kick +2 (STR+2)M Flying Jump Kick* +4 (STR+3)M Jump Kick +3 (STR+3)M Jumping Knee +3 (STR+3)M Strike* Knee Strike +1 (STR+2)M Snap Kick +1 (STR+1)M Spinning Jump +4 (STR+4)M Kick* Holds Choke Hold +0 (Skill)M Disable* +4 (Skill+2)M Disarm* +2 None Lock +0 None Throws Body Slam* +2 (STR+3)M

9 Hip Toss +0 (STR+1)M Hurl* +3 (STR+4)M Push Hands* +2 (Opponent s STR)M Shoulder Throw* +2 (STR+3)M Takedown +2 (STR)L Special Techniques Block/Parry +0 None Head Butt +1 (STR+2)M Leg Sweep +1 (STR-1)L Strikes Strikes include any technique using the hand or the arm. They are very quick, and relatively easy to learn and use. Almost all styles teach the basic punch, which is the basis for all unarmed combat techniques. Backfist: The backfist uses the knuckles and the back of the hand as a striking surface. This tends to cause more damage and pain than a straightforward punch. The strike is slightly more difficult to land however. Elbow Strike: Elbow strikes do more damage than a regular punch, but have the disadvantage of having a shorter effective

10 range. They do have the advantage of being the only strike that can be used while the martial artist is holding an object in his hand. Jab: A fast strike that is difficult to block, but does less damage than any other strike. Lunge Punch: A punch with the entire body extended. It leaves the martial artist somewhat open to a counterattack, but allows him to cover ground quickly. Due to the force behind it, it is also quite damaging. Punch: A simple, straightforward blow with the fist. Spinning Backfist: A more spectacular form of the backfist. The martial artist rotates the entire body 360 degrees, and strikes out with a whip-like motion, using their momentum to increase the damage potential. They can be very difficult to land as the martial artist must necessarily lose sight of their opponent for a split second. Uppercut: A vicious blow that is somewhat difficult to snake past an opponent s guard, and has the added disadvantage of a limited range. However, it can be an extremely effective punch for those who can land it. Vital Strike: A strike that relies on knowledge of pressure points and vulnerable body parts. The effectiveness of the strike is therefore reliant on the skill of the martial artist rather than his strength.

11 Kicks Kicks are slightly less common than strikes. They are more powerful, but slower and harder to land in a fight. They do have the bonus of allowing one to attack from a greater distance, and so remain very popular with many styles. Circle Kick: This technique includes any kicks that use a circular motion to build up momentum, such as roundhouse kicks, crescent kicks, etc. It is harder to land than a snap kick, but more powerful. Flying Jump Kick: This kick is preceded by a large step, followed by the martial artist leaping into the air and lashing out as their momentum carries them forward. It has similar damage potential to a jump kick, but an increased attack range. Jump Kick: Basically a jumping snap or circle kick. The jump adds to the power of the blow, but makes it trickier to effectively use in combat. Jumping Knee Strike: Though a specialized technique, the jumping knee strike is very similar to a jump kick. The martial artist leaps forward, often with a revolving motion and lashes out with a knee. The head and upper body are the targets of such a blow. Knee Strike: A simple technique with damage potential similar to a circle kick, but with a shorter range. It is often used to target the genitals, or while grappling.

12 Snap Kick: A quick and simple linear kick, such as a front or side kick. Spinning Jump Kick: The most powerful and difficult of all kicks, the technique requires the martial artist to leap into the air, do a full 360 degree rotation, and land a kick. However, if done successfully, the blow combines momentum, strength, and body mass for power. Taught by very few styles, it is not often seen due to the difficulty in successfully performing it. Holds Popular with less aggressive styles, and to martial artists who often rely on finesse rather than brute strength. They are often used in conjunction with other techniques, such as a Lock to a Leg Sweep back to a Lock, in order to restrain an opponent who is now in an inferior position and prone on the ground. Choke Hold: A basic technique to restrain an opponent. Can be used to block either the flow of blood to the brain or to restrict the target s ability to breathe. Disable: Usually used after a lock has been achieved, it can also be used as a sort of a strike. Using pressure points and nerve pinches, the martial artist attempts to render the opponent unconscious with minimal violence. Like all holds, it relies on the skill of the user rather than their strength. Disarm: The character s each make their respective skill tests against the regular TN s with any applicable modifiers. If the

13 martial artist generates more successes, the opponent has been disarmed. If the opponent generates more successes, they have successfully attacked the martial artist with the weapon with a number of successes equal to the number of net successes they generated. If the opponent is grasping the object with both hands, add +1 to the TN of the Disarm test. If the martial artist rolls a number of successes equal to ½ the opponent s Strength or Quickness (whichever is lower, round up), they also now possess the object in question. Otherwise, the object has been knocked ½ meter away, plus ½ meter for each additional net success. *This is similar to the Unarmed Combat option of Disarming, except this is slightly easier to perform (the martial artist has practiced it), and there is the possibility that the martial artist will gain control of the object in addition to removing it from his opponent s possession. Lock: Locks are used to restrain an opponent without causing injury. Only one opponent may be placed in a lock at a time. The defender may make an opposed Strength or Quickness test against the attacker s Strength, Quickness, appropriate Martial Art skill, or Lock Specialization (whichever is highest), to escape the lock. The martial artist uses their martial arts skill or Locks specialization and any remain Combat Pool dice to oppose it. The martial artist may on their next attack use any Strike (other than Lunge Punch and Spinning Backfist), Hold, Throw (other than Push Hands), or a Knee Strike, Snap Kick, or Leg Sweep against the Locked opponent with a 2 TN. The opponent may attempt to strike the Locker with a +2 TN. Any attack made against a different opponent is at a +2 TN for as

14 long as the martial artist maintains the lock. The lock may be ended at any time with a Free Action. *Locks are similar to Subduing combat, except that they are easier to perform and if the opponent is knocked to the ground, more effective as well (+4 TN vs. +3) Throws Throws include various techniques for bodily moving an opponent. All throws result in the opponent being prone on the ground, and they must spend a Simple Action to stand up again, or a Free Action if they have the Kip-Up maneuver. Body Slam: Rather than use the opponent s momentum against them, this throw is executed by simply picking them up bodily and slamming them back to the ground. Hip Toss: The simplest of throws, it uses the martial artist s hip as a fulcrum when throwing the opponent. Otherwise, it is a normal attack with a limited range. Hurl: The most difficult and dangerous of throws, the martial artist usually but not always uses his opponent s own strength and movement against him. In addition to the damage done, the opponent is thrown a number of meters equal to 1/3 of the martial artist s strength (round down), plus 1 meter per 3 successes. Push Hands: A defensive maneuver that uses the opponent s strength against them.

15 Shoulder Throw: Similar to a Hip Toss, the shoulder is the fulcrum in this maneuver and the opponent is thrown to the ground with considerably more force. Takedown: This is a classic move to force an opponent to the ground, often by means of a hip toss, and place them in a lock. Not designed for damage, it basically places the defender at the mercy of the martial artist when performed correctly. Special Techniques These are basically miscellaneous techniques, as well as defensive maneuvers. Block/Parry: This is a basic technique. If the martial artist scores more successes or ties the attacker, the attack does no damage whatsoever. Head Butt: It s not pretty, and it s not glamorous, but it does work. And sometimes it s the only option if your arms and/or legs are restrained. Leg Sweep: Frequently used by styles that teach weapon use, it can be lethal if followed by another attack. Not designed for damage, it does knock the opponent prone however. Martial Arts Maneuvers Maneuvers are specialized movements and combat techniques, similar to combat options, used by martial artists to increase their effectiveness. For every 2 full points a character learns in

16 the martial arts skill, he can learn one maneuver allowed by the style. Each maneuver costs 2 Karma to learn. During character creation, characters may purchase additional maneuvers at the cost of 3 Active Skill Points each. During game play, characters cannot learn maneuvers without an instructor, who must know the maneuver and have the appropriate martial arts skill at a level higher than the character s. Each maneuver is linked to the martial arts skill for which it was learned. A character who has learned the Ground Fighting maneuver for Aikido cannot use Ground Fighting with his Arnis De Mano skill. Balance This form of training involves the martial artist s sense of balance. Any time the martial artist is required to make a check to avoid being knocked over (Leg Sweep, Throws, Knockdown), they may add 1/3 of their Quickness (round down) to the resistance test. Blind Fighting The character has learned to use senses other than vision when fighting. Reduce all visibility impairment TN s by 2. This is cumulative with vision enhancements and the Physical Adept ability of Blind Fighting. Blind Fighting may be used with any of the combat options. Chained Attack A character using chained attack reduces the TN for attacking multiple opponents to +1, but reduces the power of each attack by 1 as well.

17 Close Combat This is the ability to step inside an opponent s reach. This negates an opponent s reach bonus, but negates the user s reach bonus as well and reduced the power of his attacks by 1. Close combat may be used with any of the combat options. Flowing Water The character has learned to redirect force and bend around attacks. Add ¼ of the characters Quickness (round down) to damage resistance tests in melee combat. Focus Strength If the character has spent a Complex Action gathering their concentration to increase their strength, they may add +2 to their Strength for their next melee attack. This bonus ends after the attack is made. Focus Will If the character has spent a Complex Action gathering their spiritual energy, they may add +2 to their Willpower for the purposes of engaging a materialized spirit in melee combat. This bonus ends after the attack is made. Full Offense Reduce the TN to hit the character by 2, but increase the damage level of his attacks by one level. Ground Fighting Some styles teach their students to fight on the ground. When prone, a character with ground fighting negates his foe s

18 opponent prone modifier. Immovability This form of training involves the martial artist s sense of applied resistance. Any time the martial artist is required to make a check to avoid being knocked over (Leg Sweep, Throws, Knockdown), they may add 1/3 of their Strength (round down) to the resistance test. Iron Skin The character has trained themselves in techniques where the direct confrontation of an attack lessens the damage received. Add ¼ of the characters Strength (round down) to damage resistance tests in melee combat. Kip-Up A character can make a Quickness(6) test to get back onto his feet as a free action. If he fails, he has used a simple action and is still prone. Sample Martial Arts Styles Aikido[2.7] A so-called soft system, Aikido is an almost purely defensive art, stressing complete relaxation of body and mind. Techniques are based on reaction, using the opponent s aggressive actions against him. Throws and joint locks are stressed over kicking and punching. Creating in the mid-twentieth century but based on an older Japanese discipline. Aikido is now practiced across the world.

19 Techniques: Lock, Disable, Disarm, Hip Toss, Shoulder Throw, Takedown, Block/Parry, Leg Sweep Maneuvers: Balance, Close Combat, Flowing Water, Ground Fighting Advantages: Aikido practitioners may face a number of opponents equal to ½ their skill level (round down) with no penalty. Disadvantages: Due to it s defensive nature, Aikido practitioners are at a disadvantage when attacking. Add +1 to all TN s when attacking. Arnis De Mano (Eskrima, Kali)[1.9] Arnis De Mano is a Filipino art more than a thousand years old. It emphasizes the use of rattan clubs and knives, but also includes a variety of kicking techniques, throws, and sweeps. Arnis De Mano is practiced mainly in the Philippines, though the Japanese government forbids its use and actively hunts down and prosecutes those who teach it. Despite this repression of the art, it is taught across North America, Europe, and Asia. Eskrima practitioners learn only to use rattan sticks and clubs. They may not use the optional Edged Weapons advantage. Add the Backfist technique. It is taught in the Philippines and parts of Japan. Kali practitioners learn only to use knives. They may not use the optional Clubs advantage. Add the Jump Kick technique. It is taught in the Philippines, and portions of Malaysia and India. Techniques: Jab, Punch, Lunge Punch, Snap Kick, Circle Kick, Choke Hold, Hip Toss, Block/Parry, Leg Sweep Maneuvers: Chained Attack, Close Combat, Full Offense, Kip- Up

20 Advantages: Instead of choosing an Arnis De Mano maneuver, the character can choose the ability to use known Arnis De Mano maneuvers with the Clubs skill or the Edged Weapons skill (each melee weapon skill counts as a separate maneuver). Additionally, practitioners are not subject to the 1 Power modifier for the Chained Attack maneuver when they are using weapons. Disadvantages: Arnis practitioners are persecuted in Japanese domains, as well as by the laws of certain Japanacorps and even Yakuza groups. A character who flaunts his Arnis De Mano skills in such cases may well earn the Hunted Flaw at 2 points. Brawling/Streetfighting[1.9] These basic streetfighting techniques are common all over the world. Techniques: Jab, Punch, Uppercut, Knee Strike, Snap Kick, Choke Hold, Block/Parry, Head Butt, Leg Sweep Maneuvers: Balance, Chained Attack, Close Combat, Full Offense, Ground Fighting, Immovability, Iron Skin, Kip-Up Advantages/Disadvantages: None Capoeria (Carromeleg)[2.4] Developed more than 300 years ago by slaves in Brazil, Capoeria concentrates mainly on kicks and sweeps because their hands were chained and could not be used to fight. Many of its most spectacular maneuvers are performed from a handstand position, and it is as much a dance as a martial art. Capoeria is virtually unknown outside the area of Amazonia that was once Brazil, but a few North American schools do teach it. Carromeleg is an Elven martial art that is virtually unknown

21 outside of Elven communities. For Carromeleg, add Hip Toss and replace Ground Fighting with Focused Will. Techniques: Backfist, Punch, Spinning Backfist, Circle Kick, Jump Kick, Snap Kick, Spinning Jump Kick, Block/Parry, Leg Sweep Maneuvers: Balance, Chained Attack, Ground Fighting, Kip- Up Advantages: These characters receive +1 Dice for all kick attacks. Disadvantages: Due to its somewhat acrobatic and mobile nature, character s practicing these arts are at a +2 TN when in confined spaces that limit their freedom of movement. Chin Na[2.1] A hybrid of Kung Fu with the native fighting techniques of the Vietnam and Laos regions, Chin Na is renowned for it s seemingly simple nature and its brutal strikes to pressure points and pain centers. Chin Na is to this day virtually unknown. Characters with a Vietnamese or Laotian background, or with knowledge of those regions would be among the few to be aware of it. It is rarely taught outside of those ethnic communities. Techniques: Punch, Vital Strike, Circle Kick, Snap Kick, Lock, Hip Toss, Block/Parry, Leg Sweep Maneuvers: Blind Fighting, Chained Attack, Focus Strength, Focus Will Advantages: Practitioners of Chin Na receive +1 Dice on the Vital Strike technique. Disadvantages: -1 Dice for Charging Attacks and Pulling Punches. Chin Na practitioners do not train to rush into combat

22 or hold back. It is a very calculated art. Hapkido[2.1] Known informally as Chinese boxing, this is a misnomer as Hapkido has its origins in Korea rather than China. Hapkido relies mostly on an unrelenting assault using the arms. Adept practitioners can even deliver these blows from a kneeling or crouching position. Hapkido has schools in North America and Asia, although it is not very common outside of the China/Korea region. This martial art is favored by members of the Seoulpa Rings organization. Techniques: Backfist, Elbow Strike, Jab, Lunge Punch, Punch, Spinning Backfist, Circle Kick, Snap Kick, Block/Parry Maneuvers: Chained Attack, Full Offense, Kip-Up, Ground Fighting Advantages: Hapkido artists are not subject to the 1 Power modifier for their chained attacks. Disadvantages: These characters receive 1 Dice to the Full Defense option; their predilection to attacking comes at the expense of their defensive capabilities. Judo[2.5] Originally created in the late 19 th century as an alternative to the Karate schools in Japan. The founder noticed that most Karatekas, (as Karate practitioners were called), were unable to adequately defend themselves at extreme close range and while prone. Judo emphasizes throws and chokes. While not as flashy as some of the more strike-oriented styles, it is quite possible for a

23 proficient Judoka to end a fight by throwing his opponent to the ground with enough force to break his neck. Judo is taught all around the world, and has been an Olympic sport since Techniques: Choke Hold, Lock, Hip Toss, Hurl, Shoulder Throw, Takedown, Block/Parry, Leg Sweep Maneuvers: Balance, Close Combat, Ground Fighting Advantages: +1 Dice for all Throws and Holds. Disadvantages: -2 Dice for Full Defense. Judokas are taught to react actively not passively. Evasion is not taught at all. Jujitsu[2.0] Something of a hybrid between Karate and Judo, Jujitsu had its origins in Japanese streetfighting. As time passed, throws and joint manipulation were incorporated into the core Karate techniques, as inflicting pain upon and humiliating an opponent can often be more important than disabling him in Japanese society. It is a very popular art, due to its simple and effective nature. Jujitsu is taught all over the world. Techniques: Jab, Punch, Circle Kick, Snap Kick, Choke Hold, Lock, Hip Toss, Shoulder Throw, Block/Parry, Leg Sweep Maneuvers: Balance, Close Combat, Ground Fighting, Kip-Up Advantages: Jujitsu practitioners are not subject to the 1 Power modifier in Close Combat. Disadvantages: Jujitsu practitioners suffer a +1 TN when using Called Shot. They are taught to take any shot that presents itself at the time it is presented, and not wait for or attempt to make an attack that does not take advantage of an opportunity.

24 Karate (Kenpo, Shotokan Karate)[1.7] Karate, meaning empty hand, is composed of an incredible number of different styles and schools, most of which have their roots in Okinawan fighting arts developed to circumvent a law which forbade weapons. Focusing on punching, kicking, and blocking instead of grappling, karate is the most widely practiced martial art in the world. Kenpo practitioners only receive +1 Dice for Full Defense and Full Offense, but also receive +1 Dice for Chained Attacks. Shotokan practitioners only receive +1 Dice for Full Defense and Full Offense, but add +1 to the Power of all of their attacks. Techniques: Elbow Strike, Jab, Punch, Circle Kick, Jump Kick, Knee Strike, Snap Kick, Block/Parry Maneuvers: Chained Attack, Focus Strength, Full Offense, Kip- Up Advantages: +2 Dice when using Full Defense and Full Offense. Disadvantages: -1 Dice when prone. 2 Dice when attempting Subduing Combat. Karate is a very rigid discipline, and while its practitioners are masters in their spheres, they tend to be out of their element when placed in an unorthodox situation. Kung Fu (Hwarang-do, Wushu)[1.8] The word kung fu means skill or ability and is a general term used to describe Chines martial arts styles. Those developed in northern China over the past two thousand years are generally focused on linear attacks and rely on strength and

25 speed (Hwarang-do), while the southern styles (Wushu), were more skill oriented and designed to be used in limited or enclosed spaces. The various styles of kung fu are practiced throughout Europe, Asia, and North America, but are still most popular in what was once China. The various other styles of Kung Fu, most notably Shaolin style and the Five Animal styles (Monkey, Bird/Crane, Snake/Mantis, Tiger, and Dragon), are too numerous to enumerate here. If interested in such styles, discuss with the gamemaster. Techniques: Backfist, Jab, Punch, Circle Kick, Jump Kick, Snap Kick, Block/Parry, Leg Sweep Maneuvers: Chained Attack, Focus Will, Full Offense, Kip-Up Advantages: Instead of choosing a Kung Fu maneuver, the character can choose the ability to use known Kung Fu maneuvers with the Pole Arms/Staffs skill or the Edged Weapons skill (each melee weapon skill counts as a separate maneuver). Additionally, add +1 to the TN of those resisting a Knockdown test from a Kung Fu attack. Disadvantages: -2 Dice when attempting Subduing Combat. Kung Fu practitioners are taught to avoid conflict entirely or react aggressively. Muay Thai (Kickboxing)[1.8] Muay Thai is a martial art that originated in Thailand more than 500 years ago. It emphasizes kicking techniques and knee strikes, but also teaches punching. Constant sparring and toughening techniques are also part of the training. Extremely popular in Thailand where it is the national

26 sport, Muay Thai is also taught sporadically across Europe and North America. For Kickboxing, add Lunge Punch and Jump Kick, and remove Knee Strike and Jumping Knee strike. Kickboxing is the national sport of Belgium, but knee strikes are forbidden. Kickboxing practitioners have something of a rivalry with those who study Savate, and tournaments among the schools are quite common in Western Europe. Techniques: Elbow Strike, Jab, Punch, Circle Kick, Jumping Knee Strike, Knee Strike, Snap Kick, Block/Parry Maneuvers: Focus Strength, Full Offense, Immovability, Iron Skin Advantages: Add +1 to the Power of all attacks. Disadvantages: -1 Dice to Block/Evade and Full Defense. Muay Thai practitioners are taught to take hits and counterattack, rather than waste time trying to avoid pain. Ninjitsu[3.1] The martial art used by the legendary ninja, Ninjitsu focuses on stealth and the use of all types of weapons. The unarmed forms of the art however, are just as deadly as the weapon-wielding forms. Ninjitsu developed in Japan approximately five hundred years ago and has been maintained by secret organizations ever since. These organizations, or ninja clans, are jealous guardians of their knowledge and students must swear loyalty to the clan before they will be taught this art. It is rare in Japan, and even more so in the rest of the world. Techniques: Jab, Punch, Vital Strike, Circle Kick, Jump Kick, Snap Kick, Choke Hold, Disable, Disarm, Lock, Block/Parry,

27 Leg Sweep Maneuvers: Balance, Blind Fighting, Chained Attack, Close Combat, Flowing Water, Full Offense, Ground-Fighting, Kip- Up Advantages: Instead of choosing a Ninjitsu maneuver, the character can choose the ability to use known Ninjitsu maneuvers with the following: the Clubs skill, Cyber-Implant Weaponry skill, Edged Weapons skill, Pole Arms/Staffs skill, or Whips skill (each melee weapon skill counts as a separate maneuver). Disadvantages: To take this skill, a character must either have sworn an oath of loyalty to a ninja clan or learned the art from a renegade. To represent this, the character must either take a 2- point Day Job Flaw that pays no nuyen to represent time spent working for the ninja clan or a 2-point Hunted Flaw to represent the betrayal of the clan. Neither of the Flaws provide the character with extra points. Pentjak-Silat[2.1] An Indonesian martial art more than a thousand years old, Pentjak-Silat teaches the use of several weapons as well as attacks that strike vital points of the body. The most well known weapon used by Pentjak-Silat students is the wavy bladed kris. Though well known in Indonesia, Pentjak-Silat has been slow to spread to the rest of the world. Only a few pockets of practitioners exist outside its homeland-mainly in North America and Asia. Techniques: Punch, Vital Strike, Circle Kick, Jump Kick, Knee Strike, Snap Kick, Block/Parry, Leg Sweep Maneuvers: Blind Fighting, Close Combat, Chained Attack,

28 Focus Will Advantages: Instead of choosing a Pentjak-Silat maneuver, the character can choose the ability to use known Pentjak-Silat maneuvers with the Cyber-Implant Weaponry skill or the Edged Weapons skill (each melee weapon skill counts as a separate maneuver). Due to their studies of vital anatomy, students of this art receive +1 Dice when using the Called Shot option. Disadvantages: Characters suffer 3 Dice when attempting to use Subduing Combat. Additionally, they are at an additional +1 TN when attempting to default to other techniques using Pentjak-Silat. Sambo/Pancration[1.9] Originating from the close combat techniques of the ancient Greeks and Romans, Pancration is akin to a sort of ultraviolent street wrestling. The techniques spread to Russia where they became formalized into a martial art known as Sambo. Since most fighting styles show a loss of efficiency at extreme close range, and since 80% of fights wind up on the ground within 8 seconds, Sambo and Pancration practitioners strive to be masters of both arenas. Basically a formalized streetfighting that emphasizes throws and holds, Sambo and Pancration are known throughout the world Techniques: Punch, Snap Kick, Choke Hold, Lock, Body Slam, Hip Toss, Takedown, Block/Parry Maneuvers: Close Combat, Ground Fighting, Immovability, Iron Skin Advantages: +1 Dice to all Throws and Holds. Sambo and Pancration practitioners are not subject to the 1 Power modifier

29 when using Close Combat. Disadvantages: -2 Dice to Full Defense and Block/Parry. Sambo and Pancration practitioners spend most of their time grappling, and so are somewhat unfamiliar with all but the most basic of strikes and kicks and the evasion of such. Tae Kwon Do (Savate)[2.2] The only other martial art other than Hapkido to have its origins in Korea, Tae Kwon Do is almost an exact antithesis to its sister art. Concentrating almost exclusively on kicks and leg strikes, it minimizes punching techniques as much as Hapkido revels in them. However, like Hapkido, Tae Kwon Do often employs a blitzing style of leg strikes. Practitioners are taught to deliver these blows with either leg from any position: whether that be flying through the air or from a hands and knees position. It is most famous for its flying kicks, which are both beautiful and deadly. Tae Kwon Do became an official Olympic event in the year 2000 and has been taught worldwide ever since. For Savate, eliminate the Flying Jump Kick technique and the Ground Fighting maneuver, but add the techniques of Lunge Punch, Uppercut, and Leg Sweep. Techniques: Jab, Punch, Circle Kick, Flying Jump Kick, Jump Kick, Snap Kick, Spinning Jump Kick, Block/Parry Maneuvers: Chained Attack, Full Offense, Ground Fighting, Kip-Up Advantages: These characters receive +1 Dice for all kick attacks. Disadvantages: These characters receive 1 Dice for all strikes. Kicks are so stressed that teaching strikes is almost a formality.

30 Tai Chi Ch uan/tai Chi Wu/Tai Chi Chen[2.4] A popular relaxation technique as well as a martial art, tai chi ch uan is based on timing and internal strength, using circular movements and intricately patterned footwork. From its roots in what was once China, tai chi ch uan has grown in popularity and is practiced in Europe, North America, and many parts of Asia. Techniques: Disable, Disarm, Hip Toss, Push Hands, Block/Parry, Leg Sweep Maneuvers: Balance, Blind Fighting, Close Combat, Flowing Water, Focus Strength, Focus Will Advantages: Tai Chi practitioners require only a Free Action for the Focus Strength and Focus Will maneuvers. Disadvantages: Purely defensive in nature, practitioners of Tai Chi receive 1 Dice when attacking, and cannot use the charging option. Wildcat (H2H, THAMOC)[1.7] A martial arts style developed by the Sioux Nation for use with their special forces, Wildcat combines parts of Aikido, Muay Thai, and Karate in a single straightforward and deadly style. Though mainly confined to the Sioux Nation, Wildcat has spread slowly to the surrounding Native American Nations and even into Seattle. H2H (Hand 2 Hand) is a similar style taught to the UCAS special forces units. Replace the Blind Fighting maneuver with Close Combat. THAMOC (THe Art of MOdern Combat) is the style

31 taught to Lone Star elite units (normal officers go through a course on Jujitsu). Replace Blind Fighting with Close Combat and the Cyber-Implant Weaponry advantage with Clubs. Techniques: Punch, Lunge Punch, Circle Kick, Knee Strike, Snap Kick, Choke Hold, Hip Toss, Block/Parry Maneuvers: Blind Fighting, Chained Attack, Full Offense, Kip- Up Advantages: Instead of choosing a Wildcat maneuver, the character can choose the ability to use known Wildcat maneuvers with the Cyber-Implant Weaponry skill (this counts as a separate maneuver). Wildcat practitioners suffer only a +2 TN penalty when using the Called Shot option. Disadvantages: Wildcat was developed to incapacitate or kill. Practitioners suffer 3 Dice to Subduing Combat and cannot pull punches. Back to the Table of Contents

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