Future Imperfect Deprecated

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Advanced Martial Arts, Version 1

The Future Imperfect concept of custom martial arts is based on the idea that each discipline has some number of foundation elements, and these elements act to provide certain benefits to the practitioner.

There are a limited number of potential maneuvers that can be performed in melee combat, and these maneuvers are broadly defined (we don’t need to worry about the difference between a d’arce choke and an anaconda choke, it only matters they are both holds with the choke element). The specific nature of each maneuver can vary greatly from discipline to discipline. What advanced martial arts attempt to do is classify the effect. Making the combat action come alive with description and unique flavor is the job of the crew and Master.

Elements

There are 5 Elements that can be used to create a discipline. These Elements are: Attack, Vulnerable Attack, Grapple, Throw, and Defend. A discipline may have an unlimited number of Elements, and the same Element may be included more than once.

Maneuvers

There are a total of 12 maneuvers that can be attempted in close combat. These maneuvers are: Strike (Short, Medium, Long, Low), Takedown, Hold, Lift, Lock, Escape, Block, Throw, and Disarm. Each Element has a value in each of these Maneuvers. A description of all Maneuvers is located at the end of the chapter.

Cost

A standard discipline has two Elements and costs 1 point per level like any other Attribute. For each additional Element, add 1 to the cost. Wrestling has two Elements: Grapple, Grapple. This costs 1 point per level. Kung Fu has three Elements: Attack, Attack, and Throw. This costs 2 points per level.

Enhanced Effects

Disciplines may also be distinguished from one another via Enhanced Effects (EE). These add something beyond extra attack dice to maneuvers. It would be impossible to describe every possible EE. Instead, guidelines are provided for building your own. Some example EEs are provided on the EE table.

Brazilian Jiu-Jitsu has a Vulnerable Attack called Guillotine Choke. This adds the Choke EE to the Hold Maneuver.

Game designers note: I have never seen an RPG that handles grappling well. This is my attempt to be the ‘least worst’. Most games also either substantially overpower martial arts, or make them indistinguishable from one another. As a former wrestler and avid viewer of MMA, I have a pretty good knowledge of what kind of things work and what things do not. I would not call myself an expert, but an educated lay person.

This is not, however, an attempt at a ‘realistic’ treatment of martial arts. The goal is for the system to be playable, fast and diverse. The extra work that must be done to differentiate one discipline from another will all be done once, during character generation. Players should not need to consult the rules over and over during play to know what they can do. Everything important should be right on the character sheet and easily digestible. The important piece is that when a wrestler enters the fight, it plays differently than when a practitioner of BJJ does, even though both are primarily grapplers. The same goes for Muay Thai versus boxing. They aren’t the same.

This is an optional system, so if your crew is not interested in exploring this kind of nuance, it is easy to ignore it and just roll Fighting: Martial Arts. If this is your choice, it does not significantly change the power level of martial arts practitioners. It is even possible to mix and match within a campaign, since a basic martial art has exactly the same dice pool/effects cost as any standard custom discipline.

Elements: Mechanics

Attack V Atk Grapple Throw Defend
SS X X
S X
SL X
Slo X X
TD Xx X
Ho X X X
L X
Lo Xx X
E X X Xx
B x Xx
T x xx
D x

Primary Maneuvers

Each Element has an entry for each Maneuver. The X denotes Primary Maneuvers (PM). For each X the Element may place up to one die in that Maneuver. Dice are allocated from the Effect Dice, chosen during customization.

Attack: Customization Pool Each standard discipline may spend 13 points from the following table, plus 7 more per extra Element per level. A minimum of 6 points must be allocated toward Effect Dice.


Enhanced Effects Table

EE Cost Notes
Effect Dice 1 Minimum 6 per level.
Choke 3 A, C, Uses choke rules
Disable 3 A, D, Uses disabling rules
+1 Damage 3 A
+1 Die 2 B
+1 Defense 3 A, E
Target falls 1
Other Master’s discretion
Level in non-PM 1 May only have one external Maneuver

A: May only be taken once per Maneuver.
B: May only be taken twice per Maneuver, and no more than once per level. May exceed threshold.
C: May only be taken with the Hold Maneuver.
D: May only be taken with the Lock Maneuver.
E: May only be taken with Strike, Block or Strike Long.

Effect Dice are what you roll to attempt that maneuver. They are effectively your skill level with that maneuver. Any effect dice that would take your maneuver pool over 5 cost double.

Example: A Kung Fu practitioner may place 2 dice in Strike, medium per level (Kung Fu has the attack element twice). If at level 1 that practitioner selects +1 Die toward Strike, medium, that would cost 2. If that same practitioner again selects +1 Die at level 2, that would cost 4 (his pool would be going from 5-6).

The Choke element subjects the target to suffocation rules, as found under fire (page XX). During a Choke maneuver both participants are considered prone.

Disable pits the strength of the attacker versus the strength of the defender, albeit at a significant advantage for the attacker. The attacker must succeed with a maneuver with the Disable element before the defender is subject to these rules. Each participant makes a strength roll, but the defender is considered untrained (they divide their result in half). If the attacker wins, but does not get a raise, his action ends. During his next action if the hold persists test again, but at +1 (cumulative) for the attacker. As soon as a raise is achieved the limb is disabled, and is immediately dealt a serious wound (including the associated wind). If the defender wins any exchange, without getting a raise, all attacker bonuses are removed. The defender may choose to test again on their next action (provided the attacker has not gone in the interim and achieved a success), if they do, instead of untrained they are at -2. If the defender wins, they have escaped the lock. If the attacker wins, it is as if they had won on their action. If at any time the defender achieves a raise the lock is broken. Both participants are considered prone during a lock.

Extra damage is added before determining wound level. However, if the extra damage added does not result in an increased wound, then it is instead added to the wind damage dealt.

Extra dice are above and beyond what is allowed by the PM table. For example, if a discipline has but a single die in Escape, taking a second die would count as an extra. Remember, these limits are per level.

Target falls causes the defender to fall to their back. The defender must make a Vigor test versus a TN based on the height of the fall (5 under most circumstances). If they fail, they take 1 wind. If they go bust, they take d6 wind (minimum 2). In all cases the defender is considered prone after the fall is resolved.

Usage

Once the baseline PMs and EEs are set for your discipline, you have your dice pools and EEs for a level 1 practitioner in that discipline.

Advancement

Each level of advancement grants an allotment of Customization Points identical to the first level. These points are subject to all of the same requirements and limitations.

Maneuver Descriptions

Strike, short: Can be performed after a Close maneuver (see Melee combat). This type of strike can be performed in close quarters (after a close maneuver or inside 1 meter distance).
Strike: Strike is the only Maneuver that can take +1 Damage twice, but only if the discipline has two (or more) instances of the Attack Element. This attack is the standard strike attack, be it punch, kick, elbow etc. Cannot be performed after a Close maneuver (requires a distance of about 1 meter).
Strike, long: Strike, long is a special case, and is only available in armed martial arts when using a weapon with defense of at least 1. A creature with an appropriate Edge that grants them extra-long limbs or the ability to somehow extend their reach could also take this element with Master approval. This attack takes place at a distance of more than 1 meter.
Strike, low: May take the ‘target falls’ element. May not take the +1 damage element. This attack always hits the legs. Can be performed after a Close maneuver (within 1 meter).
Takedown: Includes ‘target falls’ element and is a hold, may also encompass a close. Does not deal damage (except as noted in target falls). May be performed after a close maneuver. Both participants are considered prone after a takedown.
Hold: Control two (or more, as appropriate) limbs of an opponent. In this case, head counts as a limb. On next action, may use a throw or takedown maneuver at +3 (if standing). Hold may only be attempted if the attacker has previously performed the Close maneuver, the defender has a defense of 0 with his current stance or the combatants are engaged in grappling.
Lift: Close 1 meter, hold and lift opponent. If opponent escapes, they fall. May throw opponent on following action.
Lock: Control a single limb. May take the disable element. Opponents must already be engaged in grappling to attempt a lock.
Escape: A successful escape cancels a ‘hold’ or ‘lock’ maneuver. If a raise is achieved, the practitioner may also either stand up or move up to 1 meter. Alternatively, a raise may negate falling damage when escaping a lift. Additionally, your dice in escape are added to your Martial Arts level to determine the opponent’s TN to attack you with lift, hold, lock, throw and takedown.
Block: Reduces damage from a strike (any type) attack to half. If performed with a weapon, cancels damage.
Throw: Includes ‘target falls’ element and is not a hold. Deals damage.
Disarm: Opponent loses hold of item. May attempt opposed strength roll if a raise is achieved to take item away. May automatically take item with two raises.

Example Martial Art: TU Space Marine Fighting

The Terran Union Space Marine service teaches a very economical style of hand to hand fighting. It eschews flashy or risky maneuvers in favor of straight-forward attack and defense. At first level the practitioner gains all of the Basic Maneuvers. At each subsequent level the practitioner chooses two Advanced Maneuvers and adds one die to six previously acquired maneuvers, or takes one and adds one die to each Primary Maneuver (+1 additional to Escape and Block).

Elements: Attack, Defend (1 point per level)
Primary Maneuvers: Strike, short; Strike, medium; Strike, long; Strike, low; Block, Escape, Disarm
Basic Maneuvers: Uppercut (Strike, short +1 Damage) 1 die, Cross (Strike, medium +1 Defense) 1 Die, Trip (Strike, low Target Falls) 1 die, Bob and Weave (Block) 2 Dice, Grab (Disarm) 1 Die.
Advanced Maneuvers (only once each): X Block (Block +1 Defense), Choke Hold (Hold Choke), Knee Strike (Strike, short +1 Defense), Chop (Strike, medium +1 Damage), Shrug Escape (Escape Target Falls) +2 Dice, Shove (Strike, short Target Falls), Roundhouse (Strike, medium +1 Damage)

When adding advanced maneuvers to a character sheet, add the number of bonus dice to the appropriate maneuver, and notate the extra elements as well. Only one set of elements can be used at one time, but all dice are always used. The only exception is +1 Damage with Strike, medium. If the practitioner has both Chop and Roundhouse he may add +2 Damage when using Strike, medium, or +1 Damage and +1 Defense.

Kayla Argent joins the Terran Union Marines and learns 2 levels in SM Fighting. At first level she has all of the basic maneuvers. At second level she chooses Knee Strike and Chop. She now has 2 dice in Strike, short; Strike, medium; Strike, low; Escape and Disarm. Her Block maneuver has 4 dice. Both her Strike; short and Strike, medium maneuvers may choose either +1 Damage or +1 Defense each time it is used.

Using Advanced Martial Arts

Adding advanced martial arts to a campaign will change the way combat is handled. The changes should be low impact, and are crafted to be interchangeable with players who choose to use them and players who do not.


Psychological Contests

There is more to besting your foes than yanking triggers and smashing things to oblivion. That's a lot of fun (for some), but sometimes it's even more satisfying to stare down an enemy and send him running back to Proxima Centauri, or trick a savvy extra into thinking some alien's sneaking up on him so you can shoot him in the back.

Bluff, intimidate, and ridicule are psychological contests that can be used to break an opponent's nerve or concentration. Persuasion is also a psychological contest, but it isn’t generally used in combat.

A psychological contest is an opposed test versus one of the target's skills. If the test is being made against a group, use the leader's skill. Initiating a psychological contest is an action. Resisting one is not and is done automatically.

Psychological contests can have additional effects besides just getting the bad guys to do what you want. The number of successes and raises determines the effect of the contest.

All this is summed up on the Psychological Contests Table.

Test Opposed
Bluff Scrutinize
Intimidate bravery
Taunt Taunt


Successes Effect
1 Annoyed
2 Distraught
3 Broken

Annoyed

Your character's stern gaze or cruel taunt angers or upsets your opponent. The target suffers -4 to his next action. This includes any "passive" defense skills like fighting or resisting further psychological contests.

Distraught

The target is totally distracted by your hero's jibe, trick, or surly stare. The target is annoyed, and in addition loses his highest Action Card. If he's got a reserve card, he loses that instead.

Broken

You've broken the bad guy's will—for the moment at least. He's annoyed and distraught and you get to draw a Story Chip from the pool.

Simple Psychological Contests

Most opposed social interaction takes place during simple psychological contests. When a smooth-talking spacer attempts to learn valuable secrets from a crafty smuggler he met at a backwoods starport, this is a simple psychological contest. This type of action is much more subtle, and open to more interpretation and roleplaying. Simple psychological contests can be checks or tests, at the Master's discretion.

In a simple psychological contest, the initiator of the test or check compares the die roll or Action Card versus a TN set by the relative skill of the other being. Consult the following table for the appropriate difficulty.

Opposing die type is TN
Less 3
Equal 5
Greater 7
More than 2 greater 9

If the target has 3 or more levels in the appropriate skill, add one to the TN.


Fear and Terror

Some things are a lot more unnerving than an adversary hurling insults in your general direction. These sorts of psychological contests can be either active or passive: a scary alien inherently causes fear, but it could use an action to augment the resulting fear.

When the Master calls for a Fear test, the Hero rolls his bravery with a difficulty TN set by the Master and consults the following table.

Successes Effect
0 Broken
1 Distraught
2 Annoyed
3+ No Effect

Critical failure on a Fear test results in the Hero being terrified.

If Fear wasn’t bad enough, there is also Terror. A Hero may not spend Story Chips in any way during a Terror test. Otherwise, it is the same as a Fear test.

Critical failure or drawing a step 0 is extra bad. If a Hero critically fails on a Terror test, he draws no cards in the next draw phase, takes no actions (including active defenses) and just cowers in place. The hero is catatonic. During the following draw phase he becomes terrified. Same goes for drawing the step 0.

Klackon warriors gather in groups of 7 before attacking, and initiate a click-clacking of their claws. Anyone within earshot is subject to fear (TN 7) upon hearing this noise.

Terrified

A terrified Hero breaks and runs. During the next draw phase, the Hero draws a single card, and when it comes up, must attempt to maximize distance from the Terror causing event.

Collaborative Roleplaying

In Future Imperfect, both the good guys and the bad guys can utilize story chips. These are represented by poker chips which come in three (actually, four-black is covered later) colors (blue, red, and white). The Master starts the first game session with a pool of 10 blue, 25 red, and 50 white chips. The mix won’t change except under very special circumstances which we'll tell you about in Chapter XX. At the start of each game session, every player gets to draw up to three Story Chips at random from the pool. For example, if a player has two chips remaining from the previous session, he draws one, or if he has five, he draws none. The Master also gets to draw one chip that he can use for all the extras and bad guys.

If you quit playing and decide to finish later, or the game is part of a campaign, everyone needs to write down the type and number of chips they had so they can pull them out the next time. There's a space on your character sheet for just this purpose. When you do get your chips back at the beginning of the next game session, make sure everyone gets their old chips before anyone draws their new ones.

Players also get rewarded with specific Story Chips during play. Mainly you get these for learning from a failure. Story chips are not awarded for success or for rolling dice well. Success is its own reward! The Master's section has more specific information on how heroes earn both story chips and bounty points.

Story Chips

A character can use his Story Chips in any one of 3 ways: to improve Trait and skill checks, to save his skin by canceling wounds, and to trade them for bounty points.

White Story Chips allow the player to choose the result directly above or below the normal result during the action card resolution. This effect occurs only on upper results or lower, not both.

Red Story Chips let you draw an extra action card and choose which to keep. Only one red chip may be used per test or check. Alternatively, it maybe be used as a white chip, but for both upper and lower results.

Blue Story Chips allow the player to draw an action card and add the results to the one already drawn, as if an italicized or increased effect result had been generated.

Black Story Chips are special. The pool does not begin the game with any, and they will only be added at Master discretion. When playing a black story chip, the player has the option to completely customize the results from that card. Choose any result from the appropriate upper result column, choose the highest result from the appropriate lower results column, choose any of the hit locations, and use any penetration result listed. During minigames fragment and step results may be shuffled.

One note: You can’t use White or Red Story Chips if you critically fail.

Any Story Chip may be spent to make an unskilled check a skilled check, provided you are invoking an Impetus. More about Impetus in Chapter XX.

Saving your skin

One of the most common usages of story chips is to prevent damage. Spending a story Chip reduces the effects or makes it so the hit never happened in the first place. Whenever your character takes damage, you can spend chips to negate some of it. This applies to damage from a single attack. If your hero's shot twice in the same round, you have to reduce each attack separately.

Wounds are negated before any CT is rolled, but they do not stop the CT. If you need to negate CT (after taking damage from bleeding, drowning, brawling or something else), each level of Story Chip negates 5 points of Wind as shown below.

Chip Wounds Negated CT Regained
White Up to 1 5
Red Up to 2 10
Blue Up to 3 15

Red and blue chips have one further special function. If used to negate a wound less than their full value they may also negate the CT roll as well.

Bounty

Story Chips can be converted into bounty points at the end of any session as well, with Master approval (see the next page). Blue chips are worth 3 bounty points, red chips are worth 2, and white chips are worth 1.

A player can spend Story Chips helping other members of the crew. This sort of working together is encouraged. One rule, however, is you cannot spend a Story Chip to reduce the damage another player takes if that player has any chips of his own.

When facing the perils of the galaxy, heroes tend to learn. At the end of each night's game session the Master may give you something called a "bounty". Bounties come from exceptional circumstances. Every Hero in the crew gets a share of the bounty. If there are leftover points, they stay in the pot until the next time the group gets a reward. You can then use your bounty points to raise your character's Traits and skills if you'd like.

New skill levels cost whatever the new level is. If you want your character's shooting to go from 3 to 4, it costs you 4 bounty points. You can only raise skill once per story arc, and only one level at a time

Raising your training in a Trait costs two times the new level. So to go from 4d6 Strength to 5d6 would cost 10 points.

Traits can be raised as well. The cost equal to three times the die type of the level. To go from a d4 to a d6 would cost 18 bounty points. You'll probably have to save up for a while to pull this off. You don’t have to, but it makes for a better story if you say exactly how your character starts getting stronger or smarter. Maybe he spends his off hours lifting weights or reading technical manuals.