
The general skill Unarmed Combat has a number of
concentrations and specializations. Each concentration is a distinct martial
arts style (or "art".) Every style has a series of techniques that it allows.
A character can choose a specialization in one of the techniques allowed
by the style.
The techniques themselves are listed and described
in Section IV. The styles, and the techniques allowed
by each of them, are in Section V. Note that just
because a particular technique is not listed under a style, that doesn't
mean that the style doesn't teach the technique at all. The listed techniques
are simply the ones that are emphasized by each style.
Under this system, whenever two characters are engaged in unarmed combat, one character (the one whose action it is) is the attacker and the other is the defender/counter attacker. Both the attacker and defender must choose which technique they are going to attempt. The character with the lower initiative total should declare his technique first.
The chosen technique determines the base target number (TN), reach, damage, and any special effects that may result if the technique is successful. All the techniques are listed and explained in Section IV.
Once the technique is chosen, each character rolls
the appropriate skill. If the technique happens to be one of that character's
specializations, he may roll the rating in the specialization. If the technique
is allowed by a style that a character has a concentration in, he may roll
the rating of the appropriate concentration. If not, he must roll the general
skill Unarmed Combat. (as an optional rule, the GM may allow the character
to roll his highest unarmed combat concentration, but with a +2 to the
TN, as if the character were defaulting to something one dot away on the
skill web.) If a technique falls under more than one of the character's
concentrations, he must choose which style he's using.
Special Bonuses
Every style has a special bonus, as explained in
Section I. Such bonuses apply only when using a technique from the appropriate
style. In other words, although a character with a concentration in Hard
Kung Fu receives a +1 to the power of all attacks, the bonus only applies
when using one of his Hard Kung Fu techniques (Kick, Strike, Jump Kick,
Knee Strike) and would not apply if he attempted a Sweep or a Lock or some
other technique.
If a technique falls under more than one of the character's
concentrations, he must choose which style he's using. The chosen style
determines which special bonus will apply.
Killing Hands
It is very easy to convert the physical adept power
"Killing Hands" for use with these rules. First of all, the damage becomes
physical instead of stun, as written in the main rules. (By the way, we
have a house rule that states that phys-ads may attempt to do stun damage
with their Killing Hands strike by taking a +4 TN modifier). Secondly,
the damage code of the attack is changed according to the level of the
phys-ad power, as shown on the table below:
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If the character has Light Killing Hands, and the damage code of the technique he was attempting was Light, then the character simply must use two of his net successes to stage it up to Light. From there, stage the damage normally.
It should also be noted that Killing Hands applies to feet as well, so a Kick recieves the same damage modifiers.
Guns In Melee
Both the gunman and the wrestler roll unarmed combat.
The wrestler may choose a technique normally. The gunman uses the following
technique (he may roll his highest unarmed combat concentration, whatever
it may be) :
Gun In Melee
TN: 5*
D: as gun**
R: see table
S: +2
*can be modified by laser sights and smartgun links as usual.
**the gunman can attempt to fire a burst if his weapon allows.
Reach is determined by the size of the gunman's weapon
(Yes, it is the size that counts). The bigger the gun, the harder it is
to bring it to bear on the wrestler when he's up close and personal.
| Weapon(s) | Reach Modifier |
| Pistol |
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| SMG |
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| Rifle |
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| Sniper Rifle, LMG |
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| Assault Cannon, Heavy Weapons |
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The gunman can either use two simple actions (taking two shots, either single shots or three-round bursts) or one complex action (shooting a full auto burst). If he chooses to take two simple actions, the first one is resolved as described (unarmed combat vs. unarmed combat). However, if the gunman succeeds on the first action, he may take his second simple action without being opposed by the wrestler (who had his chance to get the gun away and failed). On this second shot, the gunman should roll Firearms instead of unarmed combat.
| Situation | Modifier |
| Character has friends in Melee | -1 per friend (Max -4) |
| Opponent has friends in Melee | +1 per friend (Max +4) |
| Visibility Impaired | see Visibility Table (not listed) |
| Character is Wounded | as per Injury Modifier |
| Character's Weapon has longer Reach | -1 per point longer |
| Character's Weapon has Inferior Reach | +1 per point shorter |
| Character attacking multiple targets | +2 per target |
| Character has Superior position | -1 |
| Character has Inferior position | +1 |
| Opponent Prone | -2 |
| Character Prone | +2 |
| Opponent has lower Speed | -1 per point lower |
This section deals with optional rules about the speed of various techniques. Certain attacks are naturally faster than others, and so they are easier to get in before the opponent can land his own attack. To simulate this, each technique is given a speed modifier (also, certain styles receive bonuses to the speeds of their techniques). The speed rules add another level of complexity to unarmed combat, so most GMs will probably choose not to use them, but they are included here for completeness.
Speed works similar to Reach. A higher speed modifier
means a faster move. Compare the speeds of each combatant's chosen technique
(plus any modifiers from a style's special bonus). Subtract the difference
from the TN of the character with the higher speed. Note that the character
with the lower speed takes no penalty, which differs from SRII Reach modifier
rules.
