Monday, 22 July 2013

Cyberpunk 2020 Updated for MMA: Part 2

CP2020's Martial Arts combat is built around 11 general techniques.  In this article I'll propose my own alternate set of 10 techniques for modern martial arts.  Unlike CP2020, martial level will be per-technique, not per art i.e. each technique is effectively a separate Skill.

CP2020's General Melee Mechanic

1 Techniques

The popularization of ground fighting due to Brazilian Jiu Jitsu has added a lot of techniques to the martial arts world, as well as a good deal of positioning strategy.

1.1 Positions

There are a number of positions your character can be in, and this determines both w
hat techniques can be used and with what chance of success/effectiveness.

So simple, even a Rockerboy could do it!
  • Standing- standing far enough away from opponent to trade powerful punches/kicks
  • Clinched- two adversaries are standing, but tied-up with one another such that it's harder to trade blows.  Close enough to attempt take-downs
  • Ground- two adversaries are grappling on the ground.  Three possible sub-positions:
    • Neutral- both adversaries are on equal footing
    • Superior/Inferior- one adversary has a better position than the other

1.2 Positional Techniques(4)

During his turn, a character uses his action to attempt to change positions.
Original List of Techniques

  • Enter Clinch
    • Transition from Standing to Clinched
    • Roll against opponent's Grappling Counter
  • Takedown
    • Transition from Clinched to Ground(Neutral)
    • Roll against opponent's Grappling Counter
    • Success by 5 or more means you threw him for a transition straight to Ground(Advantage)
      • If you're on a firm surface 1d6+Damage Modifier
  • Escape to Standing
    • Transition from Clinched/Ground(Neutral) to Standing
    • Roll against opponent's Grappling Counter
  • Improve Ground Position
    • Transition from Ground(Disadvantage) to Ground(Neutral) or Ground(Neutral) to Ground(Advantage)
    • Roll against opponent's Grappling Counter

1.3 Attack Techniques(4)

There two types of strikes and two types of submissions.  Note that head strikes/kicks against an opponent wearing an open helmet have a 50% of hitting the helmet(modified location chart below) and thus having their damage reduced.
General Hit-Location Chart

  • Strike- Strike with hand/elbow.  Cause 1d6/2+SB+Damage Modifier
    • Roll against opponent's Dodge
    • Roll Location: Face 1-4, Head 5-8, Body 9-0
    • Positions and Bonus/Penalties
      • Standing: 0
      • Ground(Neutral): 0
        • MMA Equivalent: punching from within the guard
      • Ground(Advantage): +5
  • Kick/Knee- Cause 1d6+SB+Damage Modifier
    • Roll against opponent's Dodge
    • Roll Location: Face 1, Head 2, Body 3-6, R. Leg 7-8, L. Leg 9-0
      • Positions and Bonus/Penalties
        • Standing: 0
        • Ground(Advantage): 0
          • MMA Equivalent: knee from side mount
        • Ground(Neutral): -5
      • Easier to counter
        • if your kick from standing misses then you are easier(+4) to strike/kick/clinch until your next turn
    • Joint Lock
      • Hold Submission to cause pain, threaten major injury, force prone
      • Force Submission to break the limb
        • Limb incapacitated until medical care+healing time
        • 4d6 damage, unmodified by BTM/armor
      • if the joint being forced is the neck/spine, paralysis/death ensues
      • Roll against opponent's Grappling Counter
      • Roll Location: Neck 1-2, R. Arm 3-5, L. Arm 6-8, R. Leg 9, L. Leg 0
          • Positions and Bonus/Penalties
            • Clinch: -5
            • Ground(Disadvantage): -5
            • Ground(Neutral): 0
            • Ground(Advantage): +5
        • Choke
          • Hold Submission to cause pain, threaten unconsciousness, force prone
          • Force Submission to choke unconscious
            • Once released, you are considered stunned, with no Stun Check
            • Each additional round the choke is held, the victim must make increasingly difficult Death Save(as with mortal wound levels: -0, -1, -2...) or die
            • Roll against opponent's Grappling Counter
          • Positions and Bonus/Penalties
            • Clinch: -5
            • Ground(Neutral): 0
            • Ground(Advantage): +5

        1.4 Defense Techniques(2)

        These are usually used reactively, without using-up a character's turn, to counter techniques in 1.2, 1.3 above as specified.  If the character focuses on defence and doesn't do any other action, then he can get an additional +5 to his defence roll.  There are two types.

        • Dodge Blow(distinct from the Dodge skill, which no longer applies to combat)- dodge or block a strike, kick, blade, club, etc.
        • Grappling Counter - prevent opponent from executing a technique

        1.5 Miscellaneous Rules

        • Damage modifier = level of the technique/2
        • 3rd party dodge
          • When two characters are Clinched or on the Ground and a third character attacks one of them, they have a more difficult time dodging
          • -5 penalty to Dodge Blow
        • Small weapon can be drawn from Clinched/Ground, even your opponent's weapon
          • Opponent can try to prevent this
          • Roll against opponent's Grappling Counter
        • Small weapons can be used from Clinched/Ground as a normal attack from that range
          • pistols considered point blank range
          • knives: -5 to Dodge Blow roll
          • rifles can't be used effectively from those positions
          • clubs, swords can be used from the same positions as strikes, with the same penalty/bonus
        • Non-Lethal Damage
          • Strikes/Kicks/Throws/Joint Locks do damage.  So do blunt attacks to limbs.  But it's a non-lethal type of damage.  So no Death Save is neccessary. That's right, no Fists of Death--that only works in Anime
            • On the other hand, throws which hit the head on a hard surface, or blunt attacks to the head/body do normal damage
          • You do still need to make a Stun Check.  If you fail then you are Lightly Stunned(as opposed to Stunned when shot, stabbed, etc.)
          • Being Lightly Stunned is less permanent than being Stunned by Normal Damage(Stunned for
            Stun penalties vs. points of damage
            the rest of the combat)...
            • You miss your next action, but...
            • For each following round make another Stun Check.  If you succeed, then you are no longer Lightly Stunned and can start performing actions again
          • Non-lethal damage heals at a rate of 1 point per hour of rest(though the bruises/cuts take longer to go away)
        • Disarm- done as Strike/Kick/Joint Lock with an additional -4 penalty
        • Dirty Shot- strike opponent in the groin, eye, etc.
          • Roll with a -5 penalty(same as attacking specific limb)
          • Does 4d6 non-lethal damage like a broken limb
          • Successful eye gouge blinds character in that eye
        • Once Opponent is Stunned/Lightly Stunned
          • No escape skill check is needed to stand back up from ground, put opponent in Ground(Advantange), continue to punch opponent, etc.

        That's it for Techniques.  Next time... Advancement!

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