Martial Arts

by Catlord
of Catlords Lair
 
Aikido
Judo
Taijutsu
Boxing
Karate
Muay Thai
Taekwondo
Carromeleg
Escrima
Savate

A list of Martial Art styles to make close quarter combat in shadowrun more interesting. Each style has its distinct visual display as well as certain builtin advantages; on the other hand, each style has also weaknesses.

Update: Some of them have been included in the Cannon Companion.

Aikido/Aiki-Jutsu

A Japanese martial art which emphasizes the use of the opponent's momentum against him. It deflects attacks and utilizes wrist locks and throws. It also places a great deal of importance on dodging. Aiki-Jutsu is the more pragmatic combat oriented style which is more effective in reality; however, they are close enough to use the same rules.

Automatic Advantages: As Aikido practitioners are rarely caught by the full force or momentum of an attack, they need 1 success less to prevent knockback from melee attacks. They may also roll Aikido instead of Quickness or Body for the Knockback test.
Conditional Advantages: A character with Aikido skill equal to or greater than 6 can fight while prone at no loss of effectiveness; opponents do not receive the -2 TN. However, the Aikido practitioner can only attack targets very close by without standing.

Basic Techniques: Block, Grapple.
Advanced Techniques: Arm Lock, Avoid Multiple Opponents, Enhanced Dodge, Wrist Lock.
Advanced Options: Subdue, Pain Lock.

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 although emphasising dodging through reading opponents' body language, still involves taking a lot of punishment.

Automatic Advantages: The boxer receives +1 die to damage resistance tests (even if unaware of the attack) as long as the attack is not aimed at the head. However the attack must be an unarmed attack or with a blunt weapon.
Conditional Advantages: Characters with Boxing of 6 or more may ignore a +1 TN from stun damage when making Boxing tests only.

Basic Techniques: Block, Punch.
Advanced Techniques: Enhanced Dodge, Jab, Riposte, Roundhouse Punch, Uppercut.
Advanced Options: Stop Hit.

Carromeleg

The Elven martial art; 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! The elves gained their inspiration from nature and how it compensated for its own weaknesses, and exploited others'.

Automatic Advantages: As Carromeleg practitioners are rarely caught by the full force or momentum of an attack they need 1 success less to prevent knockback from melee attacks. They may also roll Carromeleg instead of Quickness or Body for the Knockback test.
Conditional Advantages: 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 Carromeleg of 6 or better he is able to cancel 1 point of Reach, if his opponent has any.

Basic Techniques: Block, Punch, Kick, Flying Kick.
Advanced Techniques: Acrobatic Kick, Bite Of Many Ants, Enhanced Dodge, Striking Of The Storm, Restrain The Eagle's Flight (as Wrist Lock).
Advanced Options: Jumping Attack, Spinning Attack.

Escrima

A Filipino martial art, it can be both an unarmed art, or it can utilise batons and sticks, or balisong (butterfly knives). It assumes the opponent is armed, the goal is to disarm first and then to attack. It is a brutal art performed at very close range.

Automatic Advantages: The Quickness test required by the Disarm Special Effect, is at a -1 TN for the Escrima practitioner, when attempting to disarm an opponent.
Conditional Advantages: Characters with Escrima skills of 6 or more, can call a shot with only a +2 Target Number.

Basic Techniques (Unarmed Style): Block, Punch, Knee Strike, Elbow Strike.
Basic Techniques (Armed Style): Weapon Strike, Parry, Wall of Steel (stick only).
Advanced Techniques (Unarmed Style): Arm Lock, Back Hand Strike, Elbow Strike, Knee Strike, Riposte, Strike To Forearms.
Advanced Techniques (Armed Style): Arm Lock, Riposte, Strike To Forearms.
Advanced Options: Subdue, Spinning Attack, Pain Lock.

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 attempts to use the attacker's strength against them.

Automatic Advantages: When the Victim of a grapple, the opponent's TN is reduced by 1 less, e.g. 4 net successes equals a -1 TN, 6 net successes equals -2 TN. Judo practitioners learn how to take a fall and throw, and thus reduce any such attack's power by 1. Characters with Judo can fight from the floor at less penalty, the opponent does not receive the usual -2 TN for a prone target, instead they gain just a -1. the Judo practitioner will still have to stand to attack opponents immediately out of their reach.
Conditional Advantages: Characters with Judo of 6 or more can fight from the floor at no penalty, the opponent does not receive any reduction in their TN.

Basic Techniques: Body Slam, Grapple, Head Lock.
Advanced Techniques: Arm Lock, Choke Hold.
Advanced Options: Pain Lock.

Karate

A martial art which utilizes 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 practising 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.

Automatic Advantages: Kiai: 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. This requires only a Free 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 their next attack or counterattack (pure defending is unmodified) upon the Karate practitioner. If no attack or counterattack is performed within the next 10 combat phases the modifier is lost.
Conditional Advantages: Characters with Karate of 6 or more can, with preparation of a few moments (5 turns) to psyche themselves up, use double their strength to break through wood and bricks etc. Following this the martial artist must resist 4L stun damage, to the hand, foot etc.

Basic Techniques: Block, Punch, Kick, Knee Strike (Basic), Elbow Strike (Basic), Flying Kick.
Advanced Techniques: Back Hand Strike, Back Kick (Ishuru Geri), Elbow Strike (Advanced-Empi), Hook Kick (Mawashi Geri), Stamp Kick, Side Thrust Kick (Yoko Geri Kekomi).
Advanced Options: Subdue, Jumping Attack, Spinning Attack.

Muay Thai Kick-Boxing

A tough and brutal martial art, it uses kicks, punches, elbows and whatever else to win a fight. Veteran practitioners toughen their shins to strike harder. The aim is to disable the opponent, this is done with strikes to the legs and arms. It involves taking, as well as giving, a lot of punishment- both in training and in use.

Automatic Advantages: Kicks are no longer particularly vulnerable to sweeps and knockback, the penalties are ignored.
Conditional Advantages: Characters with Muay Thai of 6 or more gain a +1 power to kicks which strike with the shins (the basic Kick, and the Sweep Kick).

Basic Techniques: Block, Punch, Kick, Knee Strike (Basic), Elbow Strike (Basic), Flying Kick.
Advanced Techniques: Axe Kick, Back Kick, Elbow Strike (Advanced), Hook Kick, Knee Strike (Advanced), Side Thrust Kick, Sweep Kick.
Advanced Options: Jumping Attack, Spinning Attack.

Savate

A French martial art, it originally consisted primarily of kicks- which were often kept low- with only a few palm strikes. The hands were held low to guard against groin attacks. Later, it imported many hand strikes from boxing, making it a more well rounded fighting style- though kicks remain the primary form of attack.

Automatic Advantages: Kicks are no longer particularly vulnerable to sweeps and knockback, the penalties are ignored.
Conditional Advantages: Characters with Savate of 6 or more may call a shot to a low target area (e.g. legs, feet etc.) for only a +2TN, and the Sweep Kick has a base TN of only 4, not 5.

Basic Techniques: Block, Punch, Kick.
Advanced Techniques: Hook Kick, Jab, Stamp Kick, Side Thrust Kick, Sweep Kick, Upper Cut.
Advanced Options: Spinning Attack, Stop Hit.

Taijutsu

The pragmatic hand-to-hand fighting style of ninjutsu, the goal is to finish a fight quickly. Disabling is preferred to a kill, especially if it will end the fight quicker and allow the victim to spread rumours about the ninja's skills. It has elements of karate and jujutsu.

Automatic Advantages: Never at a disadvantage, the ninja can even attack when prone. Opponents receive only a -1 TN if the ninja is prone. However the ninja must stand still to attack opponents not immediately within reach.
Conditional Advantages: At home in the darkness and shadows, ninjas with Taijutsu of 6 or more reduce visibility modifiers for unarmed combat by half (round down), as long as the ninja's other senses are able to work at full capability.

Basic Techniques: Block, Punch, Kick, Knee Strike (Basic), Elbow Strike (Basic), Head-Butt, Ear Clap.
Advanced Techniques: Arm Lock, Back Kick, Choke Hold, Stamp Kick.
Advanced Options: Subdue, Jumping Attack, Spinning Attack, Pain Lock.

Tae Kwon Do

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

Automatic Advantages: Kicks are no longer particularly vulnerable to sweeps and knockback, the penalties are ignored.
Conditional Advantages: -

Basic Techniques: Block, Punch, Kick, Flying Kick.
Advanced Techniques: Back Kick, Enhanced Flying Kick.
Advanced Options: Subdue, Spinning Attack.
 

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