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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.