Melee Combat Style Skills
options for Shadowrun 3 melee combat

Rules for Melee Combat Style Skills:

Introduction:

Shadowrun badly needs a more flexible melee combat system. Not only does it fail to model martial arts, it also makes many normally good combat moves near suicidal; trying to subdue somebody is likely to get you hurt, badly. Normally, melee combat in Shadowrun is a simple opposed test, with the fight going to the opponent with the most dice and lowest target number.

Although they don’t change that structure, Style skills reflect advanced melee training not just by giving the player more dice to roll on the test, but by changing its difficulty or outcome in a way basic melee combat skill use can not. They also frequently provide some other benefit, such as extra combat pool dice for their use or skills useful outside of combat. Players who do not care to have their characters use these skills can ignore them and play melee combat as normal, with no conflict arising. Characters dedicated to studying melee will find them an edge that can allow them to beat the odds, or add more versatility.

Melee Combat Style special skills represent training beyond the basics of any single martial art or combat system, but do not model any specific martial art. However, they often reflect the strengths of particular martial arts systems and can be used to model special training in those schools, without requiring that any of the basic rules of melee combat be altered.

A combatant who learns Combat style skills sometimes has to choose between gaining a maneuver’s effect or rolling a few more combat pool dice than their Style skill will allow. The most powerful Style Skills also have drawbacks or limitations on their use - using Berserk Style Skill can be very dangerous! The skills are written so that hopefully, with that and their cost in karma, they give their user an edge but not an unbeatable advantage.

 

Style Use Rules:

A combatant using a Melee Style Skill still makes a combat test using the normal procedure, with a few variations. First, they may have a use as a stand alone skill. Second, they can be used for Maneuvers that produce a particular effect. Third, they determine Combat pool that can be used in a melee Combat test. Normally, only one Style skill and its associated Maneuver may be used to affect any single combat test.

First, as a stand alone skill, the style skill’s use or effect will be noted in its description. This may be an additional effect on melee.

Secondly, to use a Maneuver, before the test is made a Maneuver is declared based on the Style skill the combatant decides to use, and its effect assigned a level. The Maneuver’s impact on the test or its out come is figured based on the Style skill used and the level assigned the maneuver. To reflect the attackers slight edge, she may choose her Maneuvers after hearing her targets Maneuver choices, if any.

The maximum level a Maneuver effect may be assigned is equal to the lower of the combatant’s Style skill rating or the appropriate melee general Combat Skill rating. The rating of the concentration or specialization used to attack has no impact on the Maneuver’s valid level of effect. Note that you may also choose to use a lower level Maneuver effect than this maximum if you wish, to avoid possible consequences of certain Maneuvers. Enhanced Articulation and other items or magic (like "improved ability") that add dice to a melee test do not help here, as the do not affect the actual combat skill rating. A weapon focus does actually add to the character’s weapon skill, and will help style skill use by allowing better maneuvers.

Third, the number of dice the Style skill user rolls for the Combat test may change. As usual, she rolls a base number of dice equal to the Combat Skill used. Dice from combat pool may be added to this roll; up to as many dice as the rating of the Style skill used. This may be higher or lower than the combat skill used, and as such is both a benefit and a drawback to using Style Skills. Since some styles provide combat pool dice when used, this may result in fewer normal combat pool dice being used in the test. Some Maneuvers provide dice themselves.

When on Full defense, combat pool use is unaffected, but the Maneuver’s level of effect is still limited as above. Some style Skill Maneuvers also affect the number of dice rolled and their source, or the TN of the Combat Success test. Note that a Maneuver can be given an effect level of "zero", meaning the Style skill may be used only for the combat pool dice it allows. This is useful if your Style skill is higher than the combat skill you are using, or if your Style grants extra combat pool dice.

Style skills cannot be used in a test with Two Weapon Combat special skills, and may have other limits listed with the skill. . Most of the Style skills are usable underwater, but GM discretion is advised.

Example: Bobby Bruiser has "Unarmed Combat, Boxing" at 4/6, a strength of 7, and 6 dice in her combat pool. She also has Physical Style 5. She’s really mad and wants to break her opponent’s skull instead of just punching him for normal unarmed boxing damage, which is what a maneuver with physical style is made for- It turns Stun Damage into physical at one box per maneuver level. Her opponent is our old friend Zipperhead ; body 5, strength 4, Unarmed Combat 5, 4 combat pool dice available. Bobby can roll her 6 dice for Unarmed combat (boxing), and only up to 5 from combat pool, since she is using a rating 5 style skill. She can only use a level 4 maneuver effect, because her general unarmed skill is 4. She goes all out, rolling a total of 11 dice in her Combat Success test. Zipperhead rolls 9 dice. Both have a TN of 4. Bobby rolls 14,5,5,4,4,4,3,2,2,2,1. Zipperhead rolls 10,9,5,4,3,3,3,2,2. Bobby has 2 net successes, so Zipperhead must resist 7S stun. She’s wearing a lined coat, reducing that to 5S. Zipperhead rolls 8,4,3,3,2 for damage resistance, so she takes Serious stun. However, we see from the physical style rules that Bobby’s maneuver will cause the attack to inflict up to 4 boxes on the physical track: the remaining two go on the mental track. Had Zipperhead been wearing an armored jacket, she would have only taken a moderate stun, but all 3 boxes would transferred to the physical condition track by the Physical Maneuver’s effect.

If Bobby later uses her Clubs (tonfa) of 2/4 and a Physical Maneuver, she could still add up to 5 combat pool dice to the test, but could use only a level 2 Physical Maneuver effect- she’s better at "maneuvering" unarmed than with a weapon. She would not have to perform any Physical Maneuver to use the Style for combat pool dice- she could perform a "level zero" Maneuver, and still be allowed to use 5 combat pool dice for the test.. If fighting with a knife, she could not use Physical style for combat pool dice, or the Maneuver’s effects, because of the styles limitations. She could only make a normal Armed Combat attack.

All melee combat special Style Skills can be used to center against penalties in melee combat if the user has Combat Centering. The Style and its Maneuver need not be used with the combat test, but must be usable for that test- you can’t use Flying Strike Style to center while standing on the ground. Style skills can not be used for other Centering purposes, like spellcasting. These skills can also be used normally and for centering in astral combat, even with the Sorcery skill replacing Armed or Unarmed Combat- this does not require combat centering. Note that centering against penalties is not possible for mages using astral projection, at least in "The Grimoire".

 

Learning Style Skills:

Each style is a separate skill, with specialization in all melee combat skills, including astral combat. Starting characters may buy styles skills with active or knowledge skill points, but may not spend more kowledge points in Style skills than active points. Since style skills reflect adavanced traing, starting characters may not have more points in Style skills than normal melee combat skills, and none may exceede their highest unspecialized melee combat skill.

When purchased during game play, all style skills are treated as knowledge skills for purposes of karma cost. However, their "governing attribute" is the character’s highest (unspecialized) melee combat skill.

Physical adepts can "buy" bonus levels in Style Skills for .25 magic points per level, with the bonus actually adding to that skill rating. Reflex Recorders bought for a Style Skill actually raise the skill, unlike other skills, but add no dice directly to the test.

Example: Bobby Bruiser above gets Enhanced Articulation, and a Reflex Recorder for her Physical Style skill. Her Physical Style Skill is now 6 for all uses, including determining combat pool use. Her enhanced articulation adds a die to her melee tests, but has no effect on how good a physical maneuver she can incorporate in an attack- her general Unarmed Combat skill is still 4, so that is the maneuvers maximum level.

Combat Styles are not used as normal Skillsofts, since the style would over-ride the users combat skill. Instead, a character with a knowsoft link and Skillwires may use Melee Style softs, limited to the rating of the Skillwire’s rating and processing power. An Encepahlon will work as a knowsoft link, and it can also function for this purpose without skillwires; the style soft is then limited by the Encephalon’s rating. Such chips are rarer than normal skillsofts (double availability, time, and street index) and at least as expensive as Knowsofts of the same size.

Finding a teacher, or a software equivalent, might be difficult, and teaching costs are likely to be higher than normal. Initiatory Physical adept groups often teach Style Skills as part of their initiation, even requiring knowledge of certain styles before allowing Initiatory advancement. This could be part of the group strictures, or part of a special ordeal. Mundane teachers would probably be less restrictive, but perhaps not as skilled.

Melee Combat Style Skill Effects Described:

Berserk Style: The classic art of "going berserk". Anyone using Berserk Style skill makes that melee test as if she had an equal level of the "Pain Resistance" adept power.

To use a Berserk maneuver, decide the Maneuver effect level and conduct the attack as usual. However, before determining damage, both the attacker and the defender roll an additional number of dice equal to the Maneuver’s assigned level against the same TN as the combat test. If the total number of successes you roll from the combat test dice plus extra Maneuver dice exceeds the number of successes your opponent rolled in the initial combat test alone, you have scored a hit. Your opponent must resist damage as if you had rolled that many net successes in your combat test. Thus, both attacker and defender may have to resist damage! This style can be used in any melee test.

A defender using full defense against a Berserk attack Maneuver also uses the above procedure, and may score a hit, in addition to using combat pool as usual for the damage resistance test. A defender using full defense and a Berserk Maneuver may also add combat pool dice up to the Maneuver’s level to the normal combat test.

Example: The Pit fighter is working hard, fighting an opponent who attacks uses a level 3 Berserk Maneuver. Being well matched, they have both rolled 7 successes. Normally, the tie would go to the attacker. However, before damage is assessed, both combatants roll 3 more dice at the normal TN’s. The attacker gets one more success, the pit fighter two. The attacker has bettered his blow, which now has 1 net success, but the pit fighter has also landed a blow, with 2 net successes. Both combatants must now resist damage.

Blind Fighting Style: A user of this style can rely partly or wholly on cues from sound and tactile sensation to make successful melee attacks and counters. As such, the skill can also compliment certain non-visual perception tests (like spotting invisible opponents) if the user is not concentrating on any visual input.

Using a Blind Fighting Maneuver reduces the your visibility TN penalties by the Maneuvers level, including the complete dark / blindness / unseen target penalty. Unfortunately, this usually requires you to get close to your opponent and touch him before attacking: this adds half the maneuver’s level (rounded down) in dice to your opponents test. This style can be used with any melee test, even if there is no visibility penalty- it includes general melee techniques.

Classic Style: This is "by the book" perfect form, the result of intense, repetitive practice. A classic maneuver adds its level in dice to the test. No combat pool dice from any source may be used in the test with a classic maneuver. As always, the total maneuver levels cannot exceed the basic Combat skill. This style can be used with any melee test, even with the full defense option, as combat pool dice are rolled for damage resistance in that case.

Classic Style can be used for knowledge tests pertaining to melee combat subjects, including many uses of magic theory relating to physical adepts, or certain parts of military theory. It may also be used as a complimentary teaching skill when teaching any melee skill or style.

Close Style: This is the ability to move close to you opponent and still fight effectively, getting past their weapons ideal striking range and making it clumsy to use, while you strike unblocked.

First, a Close Maneuver negates 1 point of your opponents total reach advantage, per 2 levels of maneuver. This can not reduce the targets reach to less than the users reach, but can make them equal.

Additionally, if your opponent is using a weapon with greater reach than yours, and you have negated his reach advantage completely, you may use additional maneuver levels equal to the difference between your weapon’s reach. This allows you to turn the tables; each additional Maneuver level used this way subtracts 1 from the your melee combat TN or adds 1 to the target’s melee combat TN, your choice.

Example: Carla, a troll, has Close Style 5, Unarmed combat 6, and makes an unarmed attack on George, a human wielding a monofiliment whip with Whip skill 6. Neither has any combat pool right now (she intercepted George’s movement after he made an attack). She performs a level 4 Close maneuver with her Unarmed combat attack. The first 2 maneuver levels negate George’s 1 point reach advantage, and since his weapon’s reach exceeds her weapon’s by 2 (she’s unarmed, with no weapon), she chooses to have 1 maneuver level go towards lowering her TN 1, and 1 towards raising George’s TN. Further Maneuver levels would have no effect. This makes Carla’s TN 3, and George’s TN 5.

Carla rolls 6 dice- 4,4,3,3,2,1. George rolls his 6-6,6,5,2,2,1. Carla hits George, with 1 net success.

Defensive Style: A style that focuses on blocks and avoidance. Normally, a defensive maneuver adds its level in dice to the users melee damage resistance test, if she looses the opposed test and is hit.

If used with full defense, the user instead gains the Maneuvers level in dice; these are either added to that combat success test (but he may not score a hit, despite any other factors), or they are used as extra combat pool dice for that melee damage resistance test.

A defensive maneuver also subtracts its level from the TN penalty for using a riot shield or other kind of shield. This style can be used with any melee test.

Dirty Fightin' Style: Maneuvers that mostly focus on causing the target pain, by means of sophisticated nerve punches, disabling cuts, low blows, or even "Stooge Fu". The maneuver adds +1 to all the victims TN's per net combat success, up to the maneuvers level. However, base damage of the attack is one level less, but never less than L. Pain tolerance negates the TN penalty, on a level per level basis. A pain editor (and certain BTLs) eliminates the effect entirely. Effects like Hyper dosing can double the effect. The effect is treated similarly to the shock of an electric weapon, and lasts the maneuvers level in turns, minus 1/2 the targets impact armor, minus successes from Body or Willpower against TN 6, for a minimum of the whole next turn. This style can be used with any melee test.

Dirty Figtin’ can be used as a torture or even intimidation complimentaryskill, if the user can "push around" the target.

Flying Strike Style: If the user is jumping or voluntarily "falling" towards the target, gravity can be used to add the number of meters traveled to the attacks power, limited by the maneuver level. Such manuevers can be combined with a levitation spell, leg jacks, or a high athletics ability for impressive leaping or flying attacks. This style has few applications in defense, and can generally only be used when attacking. It might be used on defense if the users jump was intercepted, in midair or at its endpoint. The maneuver has no effect if used by purely astral characters, who are not affected by gravity, but the style may still be used (for combat pool dice, forexampla) if the character is "flying" astrally.

Characters with Flying Strike skill may be use it in addition to athletics when avoiding damage from falling, and may add dice equal to their Flying Strike skill to the falling damage resistance test.

Grapple Style: This Style concentrates on chokes, joint locks, painholds, and moves that are little protected against by a targets armor. However, they require some control of the targets movement. A grappling maneuver negates its level worth of the targets impact armor for determining the effects of the attack.

Successful use of a Grapple Maneuver allows the user to make an opposed strength vs. body test to force his target prone. The user may also "sustain" the grapple, taking a +2 to TN’s relating to other opponents, but gaining superior position in his next melee combat test with the grappled opponent if the grapple is still "sustained".

Grappling maneuvers can only be used on attacks that cause "subduing damage"- either in subduing combat (as per that combat oprion), or combined with a subduing maneuver. A character with grapple style may add skill dice to any roll to break free from a hold, such when grappled by this skill, "subdued", being held down.

Multistrike Style: This style allows the user to better make multiple attacks on his action. The penalty is normally +2 for each target after the first (p. 102 SR2, "Multiple Targets") ; each Multistrike maneuver level used reduces the total penalty for attacking multiple targets by 1 for each maneuver level. The user may also make more than one attack on a single target (up to the manuvers level), with the same penalty as attacking more than one target, and the same reduction for using a multistrike maneuver. A Multistrike Maneuver may only be performed when attacking on your action, and all attacks must use the same level Multistrike maneuver.

Physical Style: One box of the damage normally done to the stun track is shifted to the physical track, per level of maneuver used. If more levels are used than boxes of damage inflicted, no more extra damage is done. Ninja sometimes study physical styles. This skill can only be used with attacks that normally would cause stun damage.

A character with Physical style may easily locate and ready an object to use as an improvised weapon if they succeed in a Physical Style success test, GM sets TN based on surroundings and desired weapon type. They receive no penalty for using such improvised weapons, if they find one.

Power Style: A style that develops strength and focus, using Chi projection, leverage, and other techniques. A power maneuver adds half its level to the power of the attack, rounded down. This effects both damage and knockdown. Karate and Kendo both emphasize Power Styles. This style can be used with any melee test.

Planned Style: a calculated series of moves that allows a predictable result. When using a planned maneuver, you can roll pool dice (combat or karma) equal to the maneuvers level after the initial test roll, adding them to the test; the total pool dice rolled are still limited as usual. This allows the player to see the results of his oponents roll before committing combat or other pool dice to the test.

Set Up Style: A Set Up maneuver allows the character to has no effect on the test it is used with. However, if the users next melee combat test is with the character he Set Up, he adds the maneuvers level to the dice rolled for that one melee combat test with that one opponent. The Eleven Martial art of Karamoleg, and "drunken monkey" kung fu, often emphasize holding your actions, using Set Up maneuvers and full defense against an opponents attacks, then launching your own attack. This style can be used with any melee test.

Stun Style: The reverse of physical style, it shifts one box of physical damage inflicted by an attack to the stun track.. It allow the Killing Hands power to be used to cause stun damage. If used with a normally stun-causing attack, a number of boxes of physical overflow up to the level of the maneuver may be ignored, allowing such attacks to cause less physical damage. This skill can only be used with attack types that normally would cause physical damage, and can not be used with a monofiliment whip, or to alter damage from such things as poison on blades.

A character with Stun style may easily locate and ready an object to use as an improvised weapon if they succeed in a Physical Style success test, GM sets TN based on surroundings and desired weapon type. They receive no penalty for using such improvised weapons, if they find one.

Subduing style: A style that concentrates on holds, grapples, and disabling blows. For each maneuver level used, one box of stun damage done is instead a box of "subduing damage", as on P. 103 of SR2. Attacks with subduing maneuvers will not ever cause stun damageto "overflow"as physical damage, but can knock the target out if enough stun damage is done in addition to the subduing damage. As normal, if the target is "unconscious" partly because of subduing damage, he is conscious but subdued, and the subduing damage must be maintained. Can only be used with attack types that cause stun damage, or (optionally) a Stun style maneuver of higher level.

Subduing style includes knowing how to hold and tie people up real tight- add half the characters Subduing Style skill to all tests made while in restraints she applies. The Subduing character may also add dice equal to her Subduing style skill to opposed tests to maintain control of a subdued opponent.

Surprise Strike Style: Both the Surprise Strike style and maneuver are usable only if attacking a target you have surprised. A surprise maneuver adds extra dice to the attack beyond combat pool and skill. These dice are equal to however many more successes you got on the surprise test than your target, limited by the maneuver level. Additionally, the modifier for making a called shot is reduced by the same amount. Surprise strike style may be used to compliment the reaction test when you are ambushing a target using a held action.

Takedown Style: A style that concentrates on pushes, throws, sweeps, and intimidation. A successful takedown maneuver adds its level to the number of successes the target must roll to avoid knockdown, knockback, or being forced prone. Even If no damage is inflicted, the target must roll the knockdown test!

Tai Chi, Judo, and staff fighting arts are often taught with a Takedown Style. Takedown maneuvers can be used as long as gravity is in effect- it is often useless underwater, and pointless in astral space. The style can be used with any melee combat test.

Whirling Style: A style with behind the back strikes, spins, acrobatics, and moves that turn your attackers against each-other. Useful for fighting off a gang, or when slam dancing. Good against hordes of watchers in astral space, as well.

Each Maneuver level used negates the effect of one of your opponents "friends in melee". This has no effect once the sides are "even". The user of a Whirling Maneuver also gains access to a dice pool equal to his skill level that adds to combat pool, but these dice can only be used with Whirling Style Maneuvers. Whirling style and maneuvers can only be used if you are in a melee with more than one opponent

Example: Wee Ling is beset by a zillion ninja’s, 6 of whom attack for melee. Wee has unarmed combat 6, and Whirling Style 5. He can perform a level 5 Whirling Maneuver when attacked by each ninja, offseting the "friends in melee" modifiers completely. He also gets a 5 dice bonus to his combat pool to divide up only among melee tests that incorporate a Whirling Style Maneuver. On his next action, these dice will return to his "Whirling Pool", until he makes another Whirling maneuver.

Wild Style: A Improvisational style using every part of the body and the environment to its full advantage. A wild maneuver adds its effect level in dice from the combat pool to the Combat success test, in addition to dice normally allowed for the test. This is a good style to put in the optional combo maneuvers, especially if the other styles limit combat pool use. Useless if combined with Classic Style in one maneuver, but a character may learn both if she wishes. This style can be used with any melee test, as long as you have any combat pool available.

Zen Style: A person with Zen style gets a "Zen pool" equal to his Zen Style skill that refreshes along with other pools. A Zen Maneuver allows dice equal to half its level to be added to the Combat success test from the "Zen Pool", in addition to any combat pool or other dice. Zen Style and Zen maneuvers can be used with any melee test.

Zen style can also be used for meditation, replacing willpower in stun recovery tests and other GM approved situations.

 

Optional Advanced rules for Combo-Maneuvers:

As a slightly more complicated and versatile option, Characters may incorporate multiple Style skills they know into an attack or defense, allowing them to use more than one kind of Maneuver. There is a limit on how complex a combo-Maneuver can be. You cannot use more total levels of Maneuvers than the normal base combat skill used for any test. Also, combat pool dice added to the test are limited by the lowest rating Style skill used. All Maneuvers take effect at their assigned level and must otherwise follow the standard rules above. Unless noted, a Style must normally be valid for the test to be used in a combo.

Example: Phylis Phys-ad has specialized in "Edged Weapons / Katana" at 4/8, and is using a katana that is an active, bonded, rating 3 katana weapon focus. She also gets 2 extra dice from improved ability: edged weapon combat. She has Power style / edghed weapons:1/5, and wild style/ edged weapons: 2/4. Phylis is trying to cream a troll flesh form insect warrior wearing full heavy armor, and needs all her clout, so she wants to combine maneuvers. She uses a level 3 Wild Maneuver and a level 4 Power maneuver, for 7 maneuver levels total. That’s her maximum; her Edged Weapon skill is 7 because of the weapon focus. She rolls 11 skill dice, plus 2 for improved ability, plus 3 from her combat pool for the wild maneuver, plus up to 4 more from combat pool, since her Wild style, the lowest rating Style skill used, is 4. She also gets to add 2 to her attack power! She rolls all 16 dice and the force 5 flesh form rolls 12 (its reaction). Reach is equal, so both have TN’s of 4. Phylis uses karma to get 12 successes; the bug rolls 8. With her Strength of 6, she is doing 11 D: 9m, +2 power for the maneuver, with 4 successes. Might even hurt the bug, who rolls 15 (body +pool) dice against 5D because of the 6 points of impact armor. Rolling only 4 successes, the bug takes a moderate physical wound.

Using this rule, two-weapon combat skills may be used with a style skill maneuver. Because it requires concentration and special training, the Two Weapon Combat special skill rating further limits to the combined Maneuver levels allowed and combat pool used. In addition to combat pool limits for using Style skills, and normal limits on maneuver levels, each level of the Two Weapon special skill allows only one maneuver level or one combat pool die to be used in the test. This becomes the limit for normal combat pool use for that test. You could, for example, use Wild Style with a two-weapon skill, but it would be pointless, since not performing the maneuver and using the two-weapon skills combat dice would have the same effect.

Example: Mongoose has Clubs: 6 and also two weapons special skill (escrima): 3, so he can attack with two batons. He has Strength of 9, and lots of combat pool. He wants to subdue a drunk Humanis goon using Escrima. The goon is not a complete creampuff, with unarmed 4, 3 pool availible, and 6 body. He also has 2 friends with him. Mongoose gets 12 skill dice (6 for each weapon), but is limited to a combination of using up to a level 3 maneuver or using up to 3 combat pool dice. He chooses only a level 1 maneuver and 2 combat pool dice (for 14 total), figuring at least he won’t do any physical damage overflow with his batons. The drunk gets 7 dice, a +1 TN for being drunk, and +1 for being out reached, but a -2 for having two pals already take swings at ‘Goose- TN4. Mongoose gets chooses not to decrease then TN for reach advantage, and gets a +2 TN for the guy’s friends- TN 6. The goon rolls 2 successes, Mongoose rolls 4. The goon resists damage against 11D (reduced by impact armor), getting 2 successes. He takes 5 boxes of stun damage and 1 box of easily recoverable "subduing damage". Both go on the mental track. If he had more actual stun damage, he might be unconscious and or held, but would not take physical overflow from Mongoose’s attack. Did I mention Mongoose is a Chicago born Elven street Samurai, and wants to ask some questions?

Boxer Bobby, mentioned in the first example, learns escrima at 3, for fighting in the prison of Manhattan using 2 clubs. She is still a viscious fighter, choosing to go for physical damage using a physical maneuver. She can roll 8 dice (4 for each club). However, she is restricted to using at most a level 2 Physical Maneuver, because her general unarmed skill is only 2. If she does so, she can add only 1 combat pool dice to the test, because she can use a combination of 3 dice or maneuver levels, her two weapon combat special skill being 3. That could give her escrima attack 9 dice total and the potential to do 2 boxes of physical damage. If her Physical style skill was only 1, she could still use only 1 combat pool die and a level 1 maneuver effect on any attack incorporating a physical maneuver, even her Two Weapon attack, due to the normal limits on using combat pool with style skills.

 

Another Option for Two Handed Styles:

The above rules assume the use of FoF’s two weapon style rules, but a better option could be to make different two weapon styles actual style skills like all the ones above. In fact, my basic effect above was to do just that- treat the FoF’s two weapon skills as one type of specialized style skill. By creating a style skill, you could allow other two weapon effects.

For example, one two weapon style could add its maneuver level in dice to the attack made by the "main" weapon. This would have some advantages over FoF’s version (full reach and damage for main weapon) but would not allow dice for both weapons to be combined in the combat test. This could represent classic two blade combo’s, like "Florentine", rather well.

Another might allow the maneuver level to act as karma pool for that attack only. This better represents two-weapon combo’s that depend on speed and ferocity more than strategy, maximizing the success of that attack but not actually adding skill. Again, only one weapon would be used.

A third could allow tests with BOTH weapons, the user choosing which to apply to the combat result. Maneuver level would have NO effect (style skill still limits pool use), making this a good choice for combo-style attacks.

As you can see, these few examples really play up the versatility of the style skill idea- all these allow use of weapon combo’s the Fields of Fire rules fall apart under.

 

Style Foci:

A possible variation on weapon foci is the style focus. The style focus can be either a weapon or an item related to melee combat, such as clothing, armor, or medallions. The style focus adds to an armed or unarmed (or astral) style skill (i.e., a concentration of a style skill), even granting the skill if the character has none. Bonding cost it the same as a spell category foci, but monetary costs (if available for sale) are half that of a weapon foci. They are enchanted as weapon foci, but again, karma costs are that of a spell category focus.

Many Armed combat and astral combat style foci are also weapon foci, and making such is easier than making a normal "multi-focus"- simply treat it as a weapon focus of the total appropriate grade, except its bonding costs (and possible sale price) is as above.

 

 


Written by Sebastian Weirs, aka "Mongoose". Send your comments and questions!


Shadowrun is a registered trademark of FASA Corporation. Original Shadowrun material copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.

last updated...January 26, 1999