Introduction

I�ve started creating this rules couple of years ago. I�ve started off with 20 or 25 martial arts. I was using then Shadowrun 2nd Edition. Since then this rules have changed in the form you can see now. Altough it is called �Martial Arts System� you can find here more than only Martial Arts, thre are many �fighting styles� or just skills that can be used in combat.

This Martial Arts System is quite big, there are a lot of styles and rules. Each GM have to decide himself which ones he want and which ones he don�t want to use in his games. There is a greate choice, so I think that each of you can pick a set of styles that he and his group find good for them. I personally, allow use of all the styles, and I use most of the rules. Have fun with this Martial Arts System!

Learning Martial Arts

To Learn Martial Arts you usually need to have a teacher, with some Martial Arts its quite easy (Aikido, Karate), with others its extremely difficult (some Kung Fu styles, Kailindo, Do), but it is always very difficult to find someone with skill rating above 10. It is possible however (if GM allows) to develop Martial Art above the rating 10 without master but the cost would be greater (GM decision).
Every Martial Art has a cost indicated next to its name [ex.: Aikido (x2.5/3/3.5)], it is the skill improvement cost (see p. 245 SR3).
For example, using SR3 rules, Aikido would cost:

Less than or equal to attribute rating

X2.5

Less than or equal to (2xattribute rating)

X3

More than (2xattribute rating)

x3.5

Each Martial Art is harder to learn than normal brawling, and that's why improvement cost is higher than normal. But Martial Arts are also a way better and the fellow with for example 8 rating in brawling don�t stand a chance with character having 8 rating in Martial Art.
When creating your character Martial Arts cost more too. To calculate the starting cost use the following table:

Skill improvement cost (first number)

x1.5

x2

x2.5

x3

Less than or equal to attribute rating

x1

x1.5

x2

x2.5

More than attribute rating

x2

x2.5

x4

x5

>>>>>Master, why do I have to study all this stupid things, can�t you just teach me how to fight?<<<<<
- Blazer (16:36:11/12-01-2053)

Linked Attributes for Martial Arts

Martial Arts have various linked attributes not only strength like unarmed combat have. In general, soft styles have Quickness as linked attribute (Aikido) and hard styles Strength (Karate Kyokushinkai). Mostly there is only one linked attribute for each martial art but some very difficult of them have more than one, in case of the styles that combine both soft and hard techniques. Sometimes, there is alsow Willpower or Intelligence used as linked attribute in case of styles that include some kind of �mind training�.

Buying extra dices, special modifiers and abilities

All Martial Arts have extra dices, modifiers or special abilities. This additional bonuses have to be purchased by spending MA points. The character MA points are equal characters Martial Art rating.
The cost of each ability is given next to it [ex.: +1 Hand attack strength (1); this ability costs one point].
When it is possible buy the same bonus more than once the cost of next bonus is given after slash [ex.: +1 die (1/2/4/6), it means that first die cost one point, second additional two, third next four and fourth, six points, so to get +4 dice bonus you have to have 13 rating of Martial Art)
When next to a rule lack cost, it means that these rule apply always, (ex. standard damage code (M stun) or requirements).
Armed martial arts can often be used with more than one weapon. But actually beginner in Martial Art don't know how to use all these weapons. Only Masters do. That's why, for every level of your Martial Art skill you can chose one weapon you are familiar with from weapons list in this Martial Art (descriptions and statistics of all weapons are in gear section).  So at skill level of 4 you can use 4 weapons and so on...

Target Number Modifiers (optional rule)

         In this Martial Arts System there are many TN modifiers. It makes sense that difficult actions have negative modifiers. Physical adepts have special ability of Centering and they can lower these negative modifiers even to zero. It makes them extremely dangerous and can ruin game balance that these modifiers try to guarantee. This optional rule makes to adepts impossible to use centering on some of the modifiers. 
All modifiers from special maneuvers change the base number of the roll not the target number. Because with centering skill you can lower modifier only to base target number the maneuvers will remain as difficult as they should and game balance will be kept. All other modifiers (like injury, terrain, and so on), can be lowered with centering skill normally, only maneuver modifiers are affected.

          Example: John, physical adept, is trying Killing Strike level 2 special attack from his Commando Training. He receives +1 TN modifier, this means that he�s base TN=5. He can still try to lower all other modifiers with his centering skill, but the lowest TN will be 5.

Martial Arts Training Time

Learning Martial Arts takes a lot of time. Every time when character wants to raise his martial art skill he have to spend some time training it. To calculate this bace time in training days consult the table below. Training day means 4 hours of training (see Shadowrun Companion p. 50 for details).

Skill Improvement Table

Skill Type

Base Training Time to Improve Skills (in training days)

Martial Art

Required Karma Points spent x 10

GM may allow to decrease the time needed to be spend on training if character often uses Martial Art (and runners do it quite often). I�ll leave it to GM�s discreetion.

Jane wants to increase her Aikido skill from 6 to 7. Her linked attribute is 6. The Karma cost will be 7x3=21. So she will have to train for 210 days, 4 hours daily. Or any combination of this two.

Improved Ability Adept Power and Martial Arts (Optional Rule)

Most of fighting styles listed here have greater improvement costs than standard unarmed combat skill because they are more powerful and harder to learn. To keep the game ballance, you can increase the cost of �Martial Arts� for physical adepts, alsow when improving it with magic (Improved Ability Adepr Power). Consult the table below to calculate the new cost of this power.

Improved Ability Adept Power Cost Table

Skill Improvement Cost

x1.5

x2

x2.5

x3

Improved Ability Cost

0.5

0.75

1

1.25

When calculating Improved Ability Cost use the cost multiplier for skill level less or equeal to attribute rating (the first one in the brackets).

The Martial Art example

(Martial Art Name) (skill imp. Cost)
Attack (attack types): +1 die (1st dice cost/2nd dice cost); damage code
Defense (defense types): +1 die (1st dice cost); -1 TN (1st modifier cost)
Linked Attribute: attribute or attributes
Special abilities:
- ability text (ability cost)

Martial Arts and defaulting

No Martial Art can be used from default, and you can�t use Martial Art as default for another Martial Art or any other skill unless that Martial Art special rules state different.

Using Martial Arts in play

When using Martial Arts in play, when Martial Art student wins initiative and attacks, he has to use one of his attack techniques, and when he wins he use damage of adequate attack.

Rig knows Karate Shotokan at rating 8 and has bonuses: Attack: +1 die; Defense +2 die; and one special ability �when blocking subtract one from attackers strength�, he�s quite good. He wins initiative and attacks his opponent with kick, he rolls 9 dices (8 dices skill +1 die bonus) plus some dices from combat pool, his opponent is in big trouble...

When the opponent attacks in his initiative, Martial Art student can only use defense techniques, if he wins he can chose attack and using its damage code and successes deal damage. Of course the chosen attack can�t be the same as defense, like throw as defense and then throw. Here are some examples of defense and following attack: Block+all, Throw+Punch,Kick,Hold, Dodge+All, Hold+nothing (sorry Chummer, Hold is Hold). Other combinations are up to GM, just use common sense.

Somehow Rig�s opponent survived his Kick, and now is trying to hit back, Rig chose to Block his attack rolling 10 dices (8 skill +2 bonus) and having 6 successes, Rig has blocked incoming attack and counterattacked, using Kick (Str)M damage code and had 6 successes. Rig�s opponent has to roll damage resistance test in spite of he was attacking, he gathered 2 successes what means that he is going down with Deadly damage.

Martial Arts Techniques

There are armed and unarmed martial arts, unarmed martial arts use unarmed techniques and armed martial arts use armed techniques. Sometimes it is possible to use some weapons with unarmed martial art skill and unarmed techniques with armed martial art skill, when this martial art rules say so.

Armed attack techniques:
- Thrust: this attack is very dangerous and painful, it is said that thrust attack is the one which kill, usable only with pointed weapons (sword, rapier etc.)
- Sweep, Slash: most typical attack for edged weapons, this attack is very powerful and skillful fighter can even cut off opponents extremity or head with it, usable with edged weapons (sword, axe etc.)
- Bash, Smash: this technique can be used to crush opponents bones as well as to stun victim, this attack is usable only with blunt weapons

Armed defense techniques:
- Dodge: just like in unarmed combat dodge's purpose is to get out of the way or range of incoming attack, unfortunately when using dodge against armed opponent modificators for inferior reach apply, dodge can be used against all attacks
- Parry: this technique have in purpose to change the direction of incoming attack in order to neutralize it, usable against all types of attacks, but GM should add special modificators when paring weapons potentially hard to parry like axe, halberd etc.

Unarmed attack techniques:
- Punch: this is hand attack, normally the damage done is (str)M, but many Martial Arts have special attacks allowing to do greater damage, reach of this attack is 0
- Kick: this is leg attack, normally the damage done is (str)M, but many Martial Arts have special attacks allowing to do greater damage, reach of this attack is 0
- Sweep: this is usually leg attack, low kick which purpose is to bring the opponent on the ground, it deals no damage unless special conditions occur but successful attack leaves enemy lying down, enemy need simple action to get up and till then have +2 modifier to attack and defense tests, against this attack cannot be used throw and hold, reach of this attack is 0
- Throw: This is an offensive action, in which attacker uses his own strength to throw his opponent, damage code of this attack is (1/2 opponent Body + 1/4 own Strength) M stun, attack leaves enemy lying down, enemy need simple action to get up and till then have +2 modifier to attack and defense tests, block cannot be used against this attack, reach of this attack is 0
- Hold: this is an action which have in purpose to immobile opponent, each two successes on attack test increase strength opponent is Held with (maximum is Martial Art skill rating), when after the successful Hold opponent want to get free he must make strength opposed test, if he wins, he breaks free, but if he lose every two successes increase strength opponent is Held with by one(maximum is Martial Art skill rating), Hold cannot be blocked, reach of this attack is 0

Unarmed defense techniques:
- Block: this technique is used to stop incoming attacks with hand or leg, it is impossible to block weapon attacks and attacks with strength is four times greater than defenders strength and body, Throw and Hold cannot be blocked
- Throw: when using throw as defense technique, character uses strength of his enemy with damage code (1/2 opponent Body + 1/4 enemy attack strength) M stun, attack leaves enemy lying down, enemy need simple action to get up and till then have +2 modifier to attack and defense tests, you can use throw against all attacks
- Dodge: this technique is very basic, its purpose is to get out of the way or range of incoming attack, dodge can be used against all attacks

 

Special Rules for Armed Attack Techniques (Optional Rule)

Each type of attack has different effects on hit target. To indicate that you can use this optional armed attack techniques:
- Thrust: this attack is very dangerous and painful, it is said that thrust attack is the one which kill, when opponent is hit add 2 to his knockdown test target number and subtract one from opponents armor, usable only with pointed weapons (sword, rapier etc.)
- Sweep, Slash: most typical attack for edged weapons, this attack is very powerful and skillful fighter can even cut off opponents extremity or head with it, add 1 to attacks strength, usable with edged weapons (sword, axe etc.)
- Bash, Smash: this technique can be used to crush opponents bones as well as to stun victim, add one to opponents knockdown test target number and to attacks strength,
this attack is usable only with blunt weapons

 

Using Martial Arts in Astral Combat

Martial arts are used in Astral Combat like unarmed skill is. Special bonuses or special abilities that martial art guarantee cannot be used in Astral Combat unless style special abilities state diffrient. It is beacouse in Astral Plane phisical ability doesn�t cout so much as power of mind and magic.
If special abilieties for use of fight style in Astral don�t state diffriend, use the damage codes from the table below.

Astral Damage Codes

Attack Type

Damage Code

Unarmed Attack

(Charisma) M

Armed Attack

(Charisma) + Weapon Focus Damage

Dual Being

(Strength) M

Spirit, Focus or Barrier

(Force) M

Alsow, not all techniques can be used in astral space. There are alsow diffriences in the use of this techniques.
Armed attack techniques:
- Thrust, Sweep, Slash, Bash, Smash: no specjal bonuses apply but all this attack techniques can be used in Astral Combat with weapon focus
Armed defense techniques:
- Dodge, Parry: both this defence techniques can be used in Astral combat
Unarmed attack techniques:
- Punch, Kick: both this attack techniques can be used in Astral combat
� Sweep, Throw, Hold: this attack techniques cannot be used in Astral Combat
Unarmed defense techniques:
- Block, Throw: this defence techniques cannot be used in Astral Combat
- Dodge: this technique can be used in Astral Combat without change