Svět se hraje podle pravidel:
- Shadowrun 4 - 20th anniversary edition
- Následujících domácích pravidel
Pravidla
Moderátor: OneIceOne
- OneIceOne
- Legatus Legionis
- Příspěvky: 751
- Registrován: 10. 1. 2009 8.20
Re: Pravidla
Placení životní úrovně
Pokud postava žije v trvalé životní úrovni, musí ji vždy zaplatit na celý měsíc a dopředu. To platí pro pronájem klasického bytu, skladiště a podobně.
Životní úrovně stojí podle pravidel:
Nízká úroveň - 2000¥/měsíc
Střední úroveň - 5000¥/měsíc
Vysoká úroveň - 10000¥/měsíc
Luxus - 100000¥/měsíc
Pokud postava platí nárazově hotel či jiné ubytování (včetně služeb v úrovni), které je nutné počítat na dny, pak orientačně zaplatí:
Nízká úroveň - 70¥/den
Střední úroveň - 170¥/den
Vysoká úroveň - 350¥/den
Luxus - 3500¥/den
Pokud si postava drží další životní úroveň, kterou nepoužívá (stínový byt, skladiště), pak za ni zaplatí:
Nízká úroveň - 700¥/měsíc
Střední úroveň - 1700¥/měsíc
Vysoká úroveň - 3500¥/měsíc
Luxus - 35000¥/měsíc
Pokud postava žije v trvalé životní úrovni, musí ji vždy zaplatit na celý měsíc a dopředu. To platí pro pronájem klasického bytu, skladiště a podobně.
Životní úrovně stojí podle pravidel:
Nízká úroveň - 2000¥/měsíc
Střední úroveň - 5000¥/měsíc
Vysoká úroveň - 10000¥/měsíc
Luxus - 100000¥/měsíc
Pokud postava platí nárazově hotel či jiné ubytování (včetně služeb v úrovni), které je nutné počítat na dny, pak orientačně zaplatí:
Nízká úroveň - 70¥/den
Střední úroveň - 170¥/den
Vysoká úroveň - 350¥/den
Luxus - 3500¥/den
Pokud si postava drží další životní úroveň, kterou nepoužívá (stínový byt, skladiště), pak za ni zaplatí:
Nízká úroveň - 700¥/měsíc
Střední úroveň - 1700¥/měsíc
Vysoká úroveň - 3500¥/měsíc
Luxus - 35000¥/měsíc
- OneIceOne
- Legatus Legionis
- Příspěvky: 751
- Registrován: 10. 1. 2009 8.20
Re: Pravidla
Změna v cenách střelných zbraní
Pokud budete kupovat střelné zbraně na černém trhu bez patřičných povolení, pak je cena přibližně desetinásobná.
Přibližná cena střelných zbraní na černém trhu bez dalších doplňků:
Hold-outs - 1000
Light pistols - 3000
Heavy pistols - 3500
Machine pistols - 4000
Submachine guns - 5000
Assaul rifles - 6500
Sport rifles - 6500
Sniper rifles - 20000
Shotguns - 5000
Light machine guns - 10000
Medium machine guns - 12500
Heavy mechanie guns - 15000
Assault cannons - 25000
Grenate launchers - 5000
Missile launchers - 25000
Pokud budete kupovat střelné zbraně na černém trhu bez patřičných povolení, pak je cena přibližně desetinásobná.
Přibližná cena střelných zbraní na černém trhu bez dalších doplňků:
Hold-outs - 1000
Light pistols - 3000
Heavy pistols - 3500
Machine pistols - 4000
Submachine guns - 5000
Assaul rifles - 6500
Sport rifles - 6500
Sniper rifles - 20000
Shotguns - 5000
Light machine guns - 10000
Medium machine guns - 12500
Heavy mechanie guns - 15000
Assault cannons - 25000
Grenate launchers - 5000
Missile launchers - 25000
- OneIceOne
- Legatus Legionis
- Příspěvky: 751
- Registrován: 10. 1. 2009 8.20
Re: Pravidla
Edge
- Atribut Edge využívají pouze hráčské postavy, NPC a magické bytosti hráčů je nepoužívají.
- Edge se využívá pouze v situacích schválených DM a to hlavně, když jde postavě o záchranu života.
- Atribut Edge využívají pouze hráčské postavy, NPC a magické bytosti hráčů je nepoužívají.
- Edge se využívá pouze v situacích schválených DM a to hlavně, když jde postavě o záchranu života.
- OneIceOne
- Legatus Legionis
- Příspěvky: 751
- Registrován: 10. 1. 2009 8.20
Re: Pravidla
Rozšíření pro boj tváří v tvář
- Slouží pro rozšíření a barvitosti dovedností boje beze zbraně a boje se zbraní
- Hráč musí koupit qualitu Martial Arts
- Jsou 4 levely quality:
-- Při tvorbě postavy je cena 5 / 10 / 15 / 20 BP
-- Ve hře je cena 10 / 20 / 30 / 40 bodů karmy
- Bojové umění se bere jako specializace pro dovednost Unarmed Combat nebo pro dovednost se zbraní
Cena instruktora
Instruktor na černém trhu (Skill 1-7) – Cena: Skill x 2000
Certifikovaný instruktor (Skill 1-7) – Cena: Skill x 1500
Virtuální intruktor (Skill 1-4) – Cena: Skill x 1000
Doba učení
Intuition + Agility (BP Cost, 1 měsíc)
Za každý level quality Martial Arts si může hráč k postavě pořídit 1 výhodu pro naučené bojové umění.
Seznam bojových umění
Aikidi (Judo, Jujutsu)
Advantages:
+1 die for Full Dodge
+1 die for Full Parry
+1 die for Subduing
+1 die on Attacks to Knockdown
Arnis De Mano (Escrima, Kali)
Advantages:
+1 die on Called Shots to disarm
+1 DV on Club attacks
+1 DV on Blades attacks
arnisadors may inflict damage to their opponent when making a Called Shot to disarm (see p. 149–150, SR4, or the Disarm maneuver on p. 159).
Boxing (Musti Yudha, Rince an Bhata Uisce Bheatha)
Advantages:
+1 DV on Unarmed Combat attacks (may be taken twice, for a cumulative +2 DV)
+1 on Defense Tests against unarmed attacks (may be taken twice for a cumulative +2 dice)
Capoeira (Hopak, Kalari-payattu)
Advantages:
+1 die on melee dodge (but not block or parry) Defense Tests (may be taken twice for a cumulative +2 dice)
+1 die for Gymnastics Dodge
+1 die on Attacks to Knockdown
Carromeleg
Advantages:
+1 die on Surprise Tests when initiating an attack (may be taken twice for a cumulative +2 dice)
+1 die for Receiving a Charge
+1 die on Interception attacks (see p. 151, SR4)
Firefight
Advantages:
Reduce the ranged combat “attacker in melee combat” modifier by 1 (may be taken twice, for a cumulative modifier reduction)
+1 die on melee dodge (but not block or parry) Defense Tests
Karate (Kenpo, Soo Bahk Do)
Advantages:
+1 DV on Unarmed Combat attacks;
+1 die for Full Parry;
+1 die on melee block (but not dodge or parry) Defense Tests (may be taken twice for a cumulative +2 dice)
Kiai (Tai Chi Ch’uan)
Advantages:
+1 DV on Attacks of Will (see Attack of Will,p. 94, Street Magic—may be taken up to three times for a cumulative modifier)
+1 on Intimidation Tests
Krav Maga (Hasidut, ROSS)
Advantages:
+1 die on Called Shots to disarm; Take Aim (see p. 137, SR4) becomes a Free Action
Ready Weapon (see p. 137, SR4) becomes a Free Action; or reduce the ranged combat “attacker in melee combat” modifier by 1
Kung Fu (Hwarang-do, Wushu)
Advantages:
+1 dice on either block, dodge, or parry (choose one) melee Defense Tests
+1 DV on Unarmed Combat attacks
Muay Thai (Kickboxing, Savate)
Advantages:
+1 DV on Unarmed Combat attacks (may be taken twice for a cumulative +2 DV)
+1 on Defense Tests against unarmed attacks
+1 Full Parry
Ninjutsu
Advantages:
+1 die on Surprise Tests when initiating an attack
+1 die for Gymnastics Dodge
reduce Visibility modifiers in melee combat by 1
+1 die on Infiltration Tests
Pentjak-Silat (Bersilat, Gatka)
Advantages:
+1 die when using the Called Shot option to increase attack damage
+1 DV for Astral Combat attacks (Awakened only)
+1 die on Attacks to Knockdown
+1 Full Parry
Sangre y Acero (Eztlitzli, Ars Cybernetica)
Advantages:
+1 die for Exotic Melee Weapon attacks using a cyber-implant in an unusual location
+1 DV on Blades attacks
reduce the ranged combat “attacker in melee combat” modifier by 1
reduce an opponent’s “friends in melee” bonus by 1
Tae Kwon Do (Hapkido, Savate)
Advantages:
+1 die on Charging attacks
+1 DV on Unarmed Combat attacks
+1 die on using Unarmed Combat when attacking multiple targets
+1 on Attacks to Knockdown
Wildcat
Advantages:
+1 DV on Unarmed Combat attacks
+1 die on Called Shots to target an unprotected area
+1 die on Called Shots to increase damage
+1 die on Subduing
Wrestling (Glima, Sumo, Brazilian Jiu-Jitsu)
Advantages:
+1 die on Attacks to Knockdown
+1 die on Subduing (may be taken twice for a cumulative +2 dice)
+1 DV when inflicting damage to a subdued opponent
Manévry
- Postava se může naučit manévry pouze pokud má qualitu Martial Arts
- Postava může mít maximálně 2 manévry za 1 level quality Martial Arts
- Cena manévru je:
– 2 BP při tvorbě postavy
– 4 body karmy ve hře
- Učení manévru se hází Intuition + Agility (5, 1 týden)
- Cena u učitele je ½ za cenu učitele bojového umění
Blind Fighting
Th e character is adept at fi ghting without the sense of sight.The modifier for attacking a hidden target (see Target Hidden
(Blind Fire), p.141, SR4) in melee combat is reduced from –6 to –3. The target, whether invisible or simply hidden, must be within range of the character’s other senses (hearing, smell, etc.).
Break Weapon
Breaking an opponent’s weapon requires skill and, in some cases, brute strength. A character with the Break Weapon maneuver may make a Called Shot (see p. 149, SR4) with a +1 dice pool modifier to attack the opponent’s weapon; treat this as destroying a Barrier (see Destroying Barriers, p.157, SR4). At the gamemaster’s discretion, the remains of a destroyed weapon may still be used as an improvised weapon (see Improvised Melee Weapons, p. 17).
Clinch
This maneuver allows the character to step inside an opponent’s reach and get up close and personal. Th e character can choose to make a melee attack and if successful, she engages her opponent in a clinch rather than dealing damage. While clinched, both characters’ Reach bonuses are negated. To break the clinch and move away, a character must succeed at a Strength + Body Opposed Test, which costs a Complex Action.
Disarm
Disarming an opponent is an effective way to end many fights. Characters with the Disarm maneuver may choose to go on Full Parry with a –4 dice pool modifi er. If they successfully defend against the attack (i.e., they score more hits than their opponent) they knock the weapon out of their opponent’s hand. Th is maneuver does no damage to the opponent.
Disorient
Confusing the enemy can be just as effective as a swift jab. If a character using the Disorient maneuver achieves more hits than her opponent on an attack, no damage is infl icted, but her opponent is stunned (–1 dice pool modifier to all actions) until the end of his next Action Phase (or the end of the current Combat Turn, whichever comes fi rst). This modifier is cumulative, so an opponent who is disoriented twice will suff er a –2 dice pool modifier, and so on (to a maximum penalty of –4).
Evasion
A full defense is good, but a mobile defense is better. Characters using the Evasion maneuver receive a +2 dice pool bonus when defending against interception attacks (see Interception, p. 151, SR4).
Finishing Move
A character with this maneuver who has succeeded in striking an opponent (whether damage is inflicted or not) may immediately follow that attack up with a move designed to fi nish the opponent off . Th is allows the character to make an immediate follow-up melee attack in the same Action Phase. Finishing Move counts as an interrupt action and uses up the character’s next available action.
Focus Will
By taking a Complex Action to focus their chi, characters gain a +2 dice pool modifier to any Willpower Tests they must make by the end of their next Action Phase. If not used by the time the character’s next Action Phase is over, the modifier is lost.
Full Offense
Th e Full Off ense maneuver represents a near-berserker attack with no regard for defense. The character receives a +2 dice pool modifier on the attack test, but may not defend against any melee attacks until her next Action Phase.
Ground Fighting
Some styles teach their students to fight from the ground. Characters employing the Ground Fighting maneuver do not suffer the negative dice pool modifier for defending while prone.
Herding
With clever use of feints and attacks, a martial artist can force her opponent into a bad position—on top of a pile of used syringes, up against an open elevator shaft , and so on. On a successful attack, the character deals no damage to her opponent, but the opponent is forced to move 1 meter per net hit in a direction of the attacker’s choosing. A character with this maneuver may attempt to herd multiple opponents, splitting her dice pool as normal (see Multiple Targets, p. 148, SR4).
Iaijutsu
A character with this maneuver may use the Quick Draw rules (p. 137, SR4) to draw any weapon, not just pistols. Th e character may draw and use a single melee weapon, missile weapon, throwing weapon or fi rearm of Reach 1 or less with a Simple Action. If attacking with the weapon requires a Complex Action, he may still draw and attack with a Complex Action. He must succeed in an appropriate Weapon Skill + Reaction (3) Test to Quick Draw.
Kick Attack
A staple of many martial arts, kicking has a greater range and power than punching. The attacker receives +1 Reach on Unarmed Combat Tests when using a Kick Attack.
Multi-Strike
A character with this maneuver has trained in attacking multiple targets or with two weapons at once. Apply a +1 dice pool
modifier to the total dice pool (not the split dice pools) whenever the character attacks more than one opponent in the same action (see Multiple Targets, p. 148, SR4) or attacks with two melee weapons at once (see p. 163).
Off-Hand Training
Characters who take Off -Hand Training may use weapons from one melee weapon category of their choice (Blades, Clubs,
Exotic Melee Weapons) in their off hand without penalty. This maneuver cannot be taken for the Unarmed Combat skill, but it can be purchased multiple times, choosing a separate category each time.
Riposte
A character with Riposte who successfully parries or blocks a melee combat attack may make an immediate attack on her attacker, even if it is not her Action Phase in the turn. Making a riposte is considered an interrupt action, however, and uses up the character’s next available action.
Set-Up
The Set-up maneuver allows a character to maneuver her opponent into a position where she is vulnerable to a follow-up
attack. Th e character makes an attack test, infl icting no damage if successful. Instead, her net hits are added as dice pool bonus to the next attack she makes against that opponent. Th is maneuver is particularly eff ective when combined with Finishing Move.
Sweep
Martial artists often learn to unbalance their opponents and force them to the ground. When a character with the Sweep maneuver makes a successful Knockdown attack (see p. 152, SR4), she may choose to infl ict damage as if it were a normal melee attack. Damage inflicted in this way is always Stun damage.
Throw
A character using Full Defense who successfully blocks or parries a melee combat attack may choose to throw her opponent as part of the defense. Th e character using the Th row maneuver must beat her attacker in a Strength + Unarmed Combat Opposed Test. If successful, the attacker is thrown a number of meters equal to the net hits scored on the test. Th e attacker suff ers damage as if he had fallen an equal distance (see Falling Damage, p. 154, SR4), and is considered prone. This maneuver may also cause secondary damage if the opponent is thrown into something dangerous (such as a dumpster full of broken glass, the edge of a cliff ); this additional damage is assigned at the gamemaster’s discretion. The Throw maneuver
is considered an interrupt action and uses up the character’s next available action.
Two Weapon Style
A character using this maneuver has trained to wield a second melee weapon in his off hand. In order to use two weapons, each weapon must have a Reach of 0 or 1. The character may choose to apply the Full Defense option using only one of these weapons, attacking with the other weapon as normal (and without sacrifi cing an action). The defense or attack action with the off -hand weapon suff ers the standard –2 off -hand weapon modifier.
Vicious Blow
A character may choose to use a weapon or unarmed attack that normally infl icts Stun damage in such a way that it infl icts
Physical damage instead. Th e character suff ers a –2 dice pool modifier on her Attack Test. If the attack succeeds, the Damage Value of the attack remains the same, but the attack results in Physical damage rather than Stun damage.
Watchful Guard
Characters using the Watchful Guard maneuver reduce the penalty for “defender has defended against previous attacks” (see
p. 150, SR4) by 1 (meaning they can defend against two attacks between actions without penalty).
- Slouží pro rozšíření a barvitosti dovedností boje beze zbraně a boje se zbraní
- Hráč musí koupit qualitu Martial Arts
- Jsou 4 levely quality:
-- Při tvorbě postavy je cena 5 / 10 / 15 / 20 BP
-- Ve hře je cena 10 / 20 / 30 / 40 bodů karmy
- Bojové umění se bere jako specializace pro dovednost Unarmed Combat nebo pro dovednost se zbraní
Cena instruktora
Instruktor na černém trhu (Skill 1-7) – Cena: Skill x 2000
Certifikovaný instruktor (Skill 1-7) – Cena: Skill x 1500
Virtuální intruktor (Skill 1-4) – Cena: Skill x 1000
Doba učení
Intuition + Agility (BP Cost, 1 měsíc)
Za každý level quality Martial Arts si může hráč k postavě pořídit 1 výhodu pro naučené bojové umění.
Seznam bojových umění
Aikidi (Judo, Jujutsu)
Advantages:
+1 die for Full Dodge
+1 die for Full Parry
+1 die for Subduing
+1 die on Attacks to Knockdown
Arnis De Mano (Escrima, Kali)
Advantages:
+1 die on Called Shots to disarm
+1 DV on Club attacks
+1 DV on Blades attacks
arnisadors may inflict damage to their opponent when making a Called Shot to disarm (see p. 149–150, SR4, or the Disarm maneuver on p. 159).
Boxing (Musti Yudha, Rince an Bhata Uisce Bheatha)
Advantages:
+1 DV on Unarmed Combat attacks (may be taken twice, for a cumulative +2 DV)
+1 on Defense Tests against unarmed attacks (may be taken twice for a cumulative +2 dice)
Capoeira (Hopak, Kalari-payattu)
Advantages:
+1 die on melee dodge (but not block or parry) Defense Tests (may be taken twice for a cumulative +2 dice)
+1 die for Gymnastics Dodge
+1 die on Attacks to Knockdown
Carromeleg
Advantages:
+1 die on Surprise Tests when initiating an attack (may be taken twice for a cumulative +2 dice)
+1 die for Receiving a Charge
+1 die on Interception attacks (see p. 151, SR4)
Firefight
Advantages:
Reduce the ranged combat “attacker in melee combat” modifier by 1 (may be taken twice, for a cumulative modifier reduction)
+1 die on melee dodge (but not block or parry) Defense Tests
Karate (Kenpo, Soo Bahk Do)
Advantages:
+1 DV on Unarmed Combat attacks;
+1 die for Full Parry;
+1 die on melee block (but not dodge or parry) Defense Tests (may be taken twice for a cumulative +2 dice)
Kiai (Tai Chi Ch’uan)
Advantages:
+1 DV on Attacks of Will (see Attack of Will,p. 94, Street Magic—may be taken up to three times for a cumulative modifier)
+1 on Intimidation Tests
Krav Maga (Hasidut, ROSS)
Advantages:
+1 die on Called Shots to disarm; Take Aim (see p. 137, SR4) becomes a Free Action
Ready Weapon (see p. 137, SR4) becomes a Free Action; or reduce the ranged combat “attacker in melee combat” modifier by 1
Kung Fu (Hwarang-do, Wushu)
Advantages:
+1 dice on either block, dodge, or parry (choose one) melee Defense Tests
+1 DV on Unarmed Combat attacks
Muay Thai (Kickboxing, Savate)
Advantages:
+1 DV on Unarmed Combat attacks (may be taken twice for a cumulative +2 DV)
+1 on Defense Tests against unarmed attacks
+1 Full Parry
Ninjutsu
Advantages:
+1 die on Surprise Tests when initiating an attack
+1 die for Gymnastics Dodge
reduce Visibility modifiers in melee combat by 1
+1 die on Infiltration Tests
Pentjak-Silat (Bersilat, Gatka)
Advantages:
+1 die when using the Called Shot option to increase attack damage
+1 DV for Astral Combat attacks (Awakened only)
+1 die on Attacks to Knockdown
+1 Full Parry
Sangre y Acero (Eztlitzli, Ars Cybernetica)
Advantages:
+1 die for Exotic Melee Weapon attacks using a cyber-implant in an unusual location
+1 DV on Blades attacks
reduce the ranged combat “attacker in melee combat” modifier by 1
reduce an opponent’s “friends in melee” bonus by 1
Tae Kwon Do (Hapkido, Savate)
Advantages:
+1 die on Charging attacks
+1 DV on Unarmed Combat attacks
+1 die on using Unarmed Combat when attacking multiple targets
+1 on Attacks to Knockdown
Wildcat
Advantages:
+1 DV on Unarmed Combat attacks
+1 die on Called Shots to target an unprotected area
+1 die on Called Shots to increase damage
+1 die on Subduing
Wrestling (Glima, Sumo, Brazilian Jiu-Jitsu)
Advantages:
+1 die on Attacks to Knockdown
+1 die on Subduing (may be taken twice for a cumulative +2 dice)
+1 DV when inflicting damage to a subdued opponent
Manévry
- Postava se může naučit manévry pouze pokud má qualitu Martial Arts
- Postava může mít maximálně 2 manévry za 1 level quality Martial Arts
- Cena manévru je:
– 2 BP při tvorbě postavy
– 4 body karmy ve hře
- Učení manévru se hází Intuition + Agility (5, 1 týden)
- Cena u učitele je ½ za cenu učitele bojového umění
Blind Fighting
Th e character is adept at fi ghting without the sense of sight.The modifier for attacking a hidden target (see Target Hidden
(Blind Fire), p.141, SR4) in melee combat is reduced from –6 to –3. The target, whether invisible or simply hidden, must be within range of the character’s other senses (hearing, smell, etc.).
Break Weapon
Breaking an opponent’s weapon requires skill and, in some cases, brute strength. A character with the Break Weapon maneuver may make a Called Shot (see p. 149, SR4) with a +1 dice pool modifier to attack the opponent’s weapon; treat this as destroying a Barrier (see Destroying Barriers, p.157, SR4). At the gamemaster’s discretion, the remains of a destroyed weapon may still be used as an improvised weapon (see Improvised Melee Weapons, p. 17).
Clinch
This maneuver allows the character to step inside an opponent’s reach and get up close and personal. Th e character can choose to make a melee attack and if successful, she engages her opponent in a clinch rather than dealing damage. While clinched, both characters’ Reach bonuses are negated. To break the clinch and move away, a character must succeed at a Strength + Body Opposed Test, which costs a Complex Action.
Disarm
Disarming an opponent is an effective way to end many fights. Characters with the Disarm maneuver may choose to go on Full Parry with a –4 dice pool modifi er. If they successfully defend against the attack (i.e., they score more hits than their opponent) they knock the weapon out of their opponent’s hand. Th is maneuver does no damage to the opponent.
Disorient
Confusing the enemy can be just as effective as a swift jab. If a character using the Disorient maneuver achieves more hits than her opponent on an attack, no damage is infl icted, but her opponent is stunned (–1 dice pool modifier to all actions) until the end of his next Action Phase (or the end of the current Combat Turn, whichever comes fi rst). This modifier is cumulative, so an opponent who is disoriented twice will suff er a –2 dice pool modifier, and so on (to a maximum penalty of –4).
Evasion
A full defense is good, but a mobile defense is better. Characters using the Evasion maneuver receive a +2 dice pool bonus when defending against interception attacks (see Interception, p. 151, SR4).
Finishing Move
A character with this maneuver who has succeeded in striking an opponent (whether damage is inflicted or not) may immediately follow that attack up with a move designed to fi nish the opponent off . Th is allows the character to make an immediate follow-up melee attack in the same Action Phase. Finishing Move counts as an interrupt action and uses up the character’s next available action.
Focus Will
By taking a Complex Action to focus their chi, characters gain a +2 dice pool modifier to any Willpower Tests they must make by the end of their next Action Phase. If not used by the time the character’s next Action Phase is over, the modifier is lost.
Full Offense
Th e Full Off ense maneuver represents a near-berserker attack with no regard for defense. The character receives a +2 dice pool modifier on the attack test, but may not defend against any melee attacks until her next Action Phase.
Ground Fighting
Some styles teach their students to fight from the ground. Characters employing the Ground Fighting maneuver do not suffer the negative dice pool modifier for defending while prone.
Herding
With clever use of feints and attacks, a martial artist can force her opponent into a bad position—on top of a pile of used syringes, up against an open elevator shaft , and so on. On a successful attack, the character deals no damage to her opponent, but the opponent is forced to move 1 meter per net hit in a direction of the attacker’s choosing. A character with this maneuver may attempt to herd multiple opponents, splitting her dice pool as normal (see Multiple Targets, p. 148, SR4).
Iaijutsu
A character with this maneuver may use the Quick Draw rules (p. 137, SR4) to draw any weapon, not just pistols. Th e character may draw and use a single melee weapon, missile weapon, throwing weapon or fi rearm of Reach 1 or less with a Simple Action. If attacking with the weapon requires a Complex Action, he may still draw and attack with a Complex Action. He must succeed in an appropriate Weapon Skill + Reaction (3) Test to Quick Draw.
Kick Attack
A staple of many martial arts, kicking has a greater range and power than punching. The attacker receives +1 Reach on Unarmed Combat Tests when using a Kick Attack.
Multi-Strike
A character with this maneuver has trained in attacking multiple targets or with two weapons at once. Apply a +1 dice pool
modifier to the total dice pool (not the split dice pools) whenever the character attacks more than one opponent in the same action (see Multiple Targets, p. 148, SR4) or attacks with two melee weapons at once (see p. 163).
Off-Hand Training
Characters who take Off -Hand Training may use weapons from one melee weapon category of their choice (Blades, Clubs,
Exotic Melee Weapons) in their off hand without penalty. This maneuver cannot be taken for the Unarmed Combat skill, but it can be purchased multiple times, choosing a separate category each time.
Riposte
A character with Riposte who successfully parries or blocks a melee combat attack may make an immediate attack on her attacker, even if it is not her Action Phase in the turn. Making a riposte is considered an interrupt action, however, and uses up the character’s next available action.
Set-Up
The Set-up maneuver allows a character to maneuver her opponent into a position where she is vulnerable to a follow-up
attack. Th e character makes an attack test, infl icting no damage if successful. Instead, her net hits are added as dice pool bonus to the next attack she makes against that opponent. Th is maneuver is particularly eff ective when combined with Finishing Move.
Sweep
Martial artists often learn to unbalance their opponents and force them to the ground. When a character with the Sweep maneuver makes a successful Knockdown attack (see p. 152, SR4), she may choose to infl ict damage as if it were a normal melee attack. Damage inflicted in this way is always Stun damage.
Throw
A character using Full Defense who successfully blocks or parries a melee combat attack may choose to throw her opponent as part of the defense. Th e character using the Th row maneuver must beat her attacker in a Strength + Unarmed Combat Opposed Test. If successful, the attacker is thrown a number of meters equal to the net hits scored on the test. Th e attacker suff ers damage as if he had fallen an equal distance (see Falling Damage, p. 154, SR4), and is considered prone. This maneuver may also cause secondary damage if the opponent is thrown into something dangerous (such as a dumpster full of broken glass, the edge of a cliff ); this additional damage is assigned at the gamemaster’s discretion. The Throw maneuver
is considered an interrupt action and uses up the character’s next available action.
Two Weapon Style
A character using this maneuver has trained to wield a second melee weapon in his off hand. In order to use two weapons, each weapon must have a Reach of 0 or 1. The character may choose to apply the Full Defense option using only one of these weapons, attacking with the other weapon as normal (and without sacrifi cing an action). The defense or attack action with the off -hand weapon suff ers the standard –2 off -hand weapon modifier.
Vicious Blow
A character may choose to use a weapon or unarmed attack that normally infl icts Stun damage in such a way that it infl icts
Physical damage instead. Th e character suff ers a –2 dice pool modifier on her Attack Test. If the attack succeeds, the Damage Value of the attack remains the same, but the attack results in Physical damage rather than Stun damage.
Watchful Guard
Characters using the Watchful Guard maneuver reduce the penalty for “defender has defended against previous attacks” (see
p. 150, SR4) by 1 (meaning they can defend against two attacks between actions without penalty).