Maybe I missed something, but I believe a good chunk of the New Mechanics section could be handwaved by saying that "you can use Martial Arts instead of Brawling to attack, grab and choke, with the following modifications".
I actually *don't* like that rule change personally. I think if you want your body to be a weapon, you should be forced to pay for it. At character creation, a solo with GMBL and a Sigma Frame + 24 points spent between Brawl, Evasion, and a Martial Art is basically a walking killing machine. I don't think it needs a buff in that way at least.
Great work! One change I am going to make when I implement this in my own group will be to the cyberware adding damage portion. I think there’s a reason that we don’t see damage modifiers often in the CRB. Instead, perhaps each cyber limb will add 1 to your body stat for the purposes of calculating how many dice to throw for martial arts damage. For example, my med tech has a body tan, but because he has two cyberarms He would be throwing four D6 for damage.
Oh man I’m so excited for when this fully comes out! A lot of this stuff sounds super strong, but I feel it’s justified with martial arts being a x2 skill. Awesome work!
Hmm, I think I will playtest this. At character creation, that's at most a +6 to the damage roll due to skill limits. That's significant, but it only gets a Bod 8 human up to 3D6+6 which is the same as a 4D6 very heavy pistol in which one of the dice rolls at max. Again, this will need playtesting, but this seems reasonable to me. The huge benefits are more subtle, like not needing to invest anything in the Brawling Skill now.
It might be better to tweak this homebrew into a "Martial Artist" Role rather than an overhaul to the Martial Arts skill. Potentially overpowered stuff like BJJ gets siloed off, all the lifestyle/hustle stuff fits a Role more cleanly, and you could key the special abilities/actions off the Role rank much like the Netrunner uses Interface. Basically replace the MA skill from RED core with a Role that uses your supplement. Otherwise I worry that Martial Arts as a skill becomes too useful to neglect, there are a lot of strong tools here. Also, as written it seems like MA completely obsoletes Brawling in a way that other x2 skills don't really do to other x1 skills. If you went with MA as a Role, you could have your MA Ranks modify your Brawling skill, similar to Techs and Nomads modifying their skills.
I love playing this in .25 speed and it sounds like you're totally wasted and talking about martial arts, it's pretty hilarious. Good stuff, by the way. I will definitely use this.
For the portions near the road, that will have direct access to the outside via the lift-I’d bet you’ll want some sort of pit at the lift area with a sump and possibly some sort of dehumidification. I guess the lift hatch/roof might have a decent seal or gasket as well. This interior might be a good candidate for an industrial / marine coating as well. As others have said already, vapor barrier should go on outside of concrete-so poly draped on the walls of the Cavity before you pour might be good. And from other commenters sorting a sacrificial anode or three also sounds good. I say do as much as you can, particularly on the batcave garage portion, belt and suspenders and all that.
How many loads of concrete do you think we’ll need? I’m thinking three pours should be good for the first phase. We’re working on getting dehumidification because the soil is extra wet in the work area. Much more than normal. We didn’t account for that in the original Critical Path, but it shouldn’t offer too much of a problem for the overall timeline.
this is hilarious. my apologies, somehow I thought I was commenting on another video, and was on mobile so obviously got some wires crossed, but your reply fits perfectly!@@JonJonTheWise
Yet again JonJon drops another nova vid! this looks like sooo much fun! i look forward to the release I want to try it as a character also let my player go crazy with it as well. cant wait for it to come out!
Awesome vid. I’m imagining a cyberpunk pro wrestler and maybe having to do more modifications to these rules to make it make sense. Role would be rockerboy for sure to get that charisma impact.
The one thing I'd want on top of raw would be a way to adapt a special move from another martial art: say you have aikido lvl 6, tae kwendo lvl 2, but you have will6, you won't (probably ever) be able to use pressure points, so you only got 1 technique from you 2x redundant tae kwendo skill. I want a way to grab a technique from another martial art, like say counter throw (or flying kick) and graft that on my current martial art (that's technique adaptation, in real life terms, i guess). maybe if you just get 1 special move that special move becomes a 1x skill? Maybe allow it only if you have a style where you don't meet the stat requirements for on of the moves...
Suggestion / idea Lucha libre / Pro wrestling Basically a COOL powered fighting style that uses skills like performance, interrogation and others (maybe even charismatic impact for rockerboys?) Uses a lot of the skills of martial arts but is perhaps less powerful in combat than other more straightforward forms of combat given its focus on showmanship (though who's to say in the dark future Pro wrestling isn't faked anymore) But it's great at wowing a crowd and making an impression Style over substance while having the style be the substance Slightly memeish idea but I still wouldn't want to to fistfight the mecha undertaker Maybe even adding heel/face ideas or things like the Great Kabuki's poison mist from Japanese pro wrestling With a side note encouraging players to rename the maneuvers to fit their character
Have more ideas lol, got me thinking way too much An idea could be a Pro wrestling move finisher, when you are in control of martial arts grapple, on your turn at the cost of both martial arts action, end the grapple with a finisher The target gets to contest the grapple on your turn, if you fail the grapple ends, but if you're successful, you do a suplex, or a piledriver or something like that, dealing a lot of damage but ending the grapple in the process regardless if you succeed or not Plus rolling performance / cha impact, doesn't add to the damage but if there's anyone nearby it dictates how stylish it was
Have you considered making Martial Arts a Role instead of a skill? You already added in the Life Path for it, as if it was a role. Why not go the full way? You could split it up like Med Tech where you can split it into different paths, and each path is one of the martial arts.
I don't get the emphasis on Jiu Jitsu. Jiu Jitsu works for competitive sports and maybe 1v1 fights. It is also ridiculously easy to avoid in a real fight if your opponent is competent and not looking to engage the practitioner. It's downright detrimental in dealing with multiple opponents. UFC Jiu Jitsu or "Gracie Jiu Jitsu" adds strikes but it isn't traditional Jiu Jitsu and that makes it a better combat martial art for a real fight. Traditional BJJ gyms don't deal with strikes at all and only emphasize the grappling, joint locks, and constant pressure in clinches.
Maybe "ridiculously easy" if your opponent is aware you are a practitioner before they have been grabbed, choked, or swept. Bjj in any capacity is supplemented by common sense and basic fighting awareness so to say it is ridiculously easy to avoid is a bit out of touch. And many gyms that train bjj also train takedowns, wall fighting, and modified striking to an extent. I personally have tried fighting bjj practitioners and can attest that they are a pain in the ass to fight. The second you punch they go for takedowns and clinches, the moment you kick they grab it. Its like fighting glue. Even in studios where no striking is taught, its rare to see a bjj martial artist that is ridiculously easy to fight.
Also not engaging is a good strategy against any martial art not just jiu jitsu. How am i going to punch or kick or elbow if you are running away or backing up when i come at you, doesnt make much sense just to single out bjj.
Need Panzer Kunst from Battle Angel Alita. Basically a robot-specific martial art. Would be fun to limit a specific set of MA skills to those with 2 cyber arms.
Someone mentioned HEMA here... It would be really cool if you could come up with rules to integrate melee weapon based MA forms, like Kendo, Kali, Kalari... Maybe by adding bonuses to to-hit rolls or damage bonuses based on MA skill. Don't know how much of a game breaker these rules would prove.
Really nice work. I haven't finished the full video yet, but I had a few thoughts while watching. If you're not looking for feedback, you can ignore it. * Throw: It could be interesting if you have the throwing distance measured by your (BODY / 2, rounded up) instead of a flat 4m. * Bone-Breaking Submission is a lot of fun. Maybe the DV can be modified by your BODY as well, such as (6 + BODY). Maybe there should be an "aimed" variant where you can inflict Crushed Windpipe too, but perhaps with a lower DV to resist to make up for it not being a rolled attack. * I don't think Counter-Attack should be automatically successful because of how powerful it is (4 feels a bit low to me as well for a free attack - maybe 6). There should probably be a note as well to clarify that you cannot use Counter against a Counter-Attack (to avoid a situation where you make too many attacks on the same turn).
Thank you for your feedback buddy! 1. I want to avoid additional calculations as much as possible. My goal is to keep combat swift 2. Same as 1, I want to avoid calculations 3. I’m currently trying out automatic success counters in testing. So far it’s leaning towards being too powerful. But I’ll get there eventually
Very cool! but very OP as well My two cents: The idea for the counters is nice, but it breaks the action economy. For the same reason the designers say to not increase ROF. Making attacks and throws without using your own actions, and during the enemy's turns is just crazy strong. Unlike D&D there is no reaction in CPR - so potentially you could spent the whole round smacking Gonks. (and mooks could have training in MA too, so they'd be doing the same... slowing down the game heaps if your players are going melee). You keep saying how BJJ is huge, and I agree! But the Guillotine is too strong, "killing" anyone in 2 rounds is kind of crazy. I'd suggest just increasing the damage of your Choke (Either BODYx2 or BODY+MA) A lot of the "Special Moves" in the different Martial Arts have a set DV, I'd say consider having each Character have their own DV, reflecting that it's harder to escape from a throw from a novice martial artist, than from THE master with 10 points on the skill. Their "Base" DV could be 10+MA (or 8+MA Giving a range of DV9 to DV18). -> Then you can have some "Specialized" MA give bonuses, for example Judo and BJJ would have a +2 to their Grapple DV. Just an idea. As for the Hustle... your Martial Arts is exactly the same as a Rockerboy or an Exec, making it one of the best in the game. Considering that it's also much easier to rank up your Martial Arts than your role this seems too strong. (Just as a comparison: The Nomad and Tech are the Worst and are followed by the Solo and Medtech. Maybe use the same rates as a Lawman (or a Netrunner, if you want to make a bit extra Scratch) Love what you're doing here, hopefully this helps make it a bit better (or at least give some ideas) 💪
You would think athletics, and stealth skills are paramount for martial artists. This allows for you to get close moving around objects, and terrain. A quick get away if your being overwhelmed. You may also want to target foes in the middle of crowd of people to disable them. You can perform these actions quick, and without weapons. You can proclaim that the victim is having a medical episode, which you knowingly caused. However, others nearby may not have been paying close enough attention to know this. Marital arts gives opportunity to commit violence unexpectedly, and recover without the need to conceal weapons.
It looks prem so far, Master Gamemaster. The new Lifepath chart and new Hustle are my favorite parts. Me and my playtesting players will take a closer look at it all tonight. First character I want to make: a little old lady who pratices Bazilian Jujitsu and a little Drunken Style. Kung-ku. Her role would be anythinfg, maybeq aguxer. Her Body atar is below a average, so she doesn't hit hard. Her best skill Stealth. Every turn, she attempts render a target unconscious.
- Have you ever thought about using the Contortionist skill instead of Resist Torture/Drugs as an alternative? Especially for escaping grapple/choke/Bone breaking submission. Since its a DEX skill it would fit in more when it comes to slipping out...instead of a WILL skill that is simply a "Resistance" - The hustle tabe is overpowered in this state from my view: Since you stepped away from making Martial arts a role I would put the earnings from MA Hustle a way lower then the lowest role ability is able to make. You put it on line with teh top tier Exec and Rockerboy: 50% chance of 500 @Rank 5-7. Thats insane. It should be on Nomad, Tech, Medtech - lvl but with -100ed on every column. My argument is: Everyone can learn MA in addition (to a role), so the "market" is full of wannabe's and the pay is low (did someone say theres a dojo at every street corner?). And Roles are less common (I finished training, I learned a profession!) then guys who can just punch stuff. But if you're really good, THEN you can earn more money with MA Hustle then with your normal role ability. (Meaning your MA Skill outmatches your Role lvl by far; applying the formula from above you would be able to make the same money with MA 5 then a Nomad role 4 only with a lucky roll) Also roles are more expensive to level up then x2 skill MA. This would cause imbalance. - I love seeing all the different MA possibilities. The rule of using MA as an alternative in Grapple checks is so elegant and logical, I will use it from the getgo right now - I love that you put in a flavor to every MA-Tech ... BJJ & Militech... great! - GunFu.... fuck yeah I'm really curious to see the final doc. Run safe choom
I do like there being more "special moves" based on what Martial Art you're using, but I think the idea of letting you use your Martial Arts skill to Grapple and Choke, as well as adding a flat damage modifier based on your skill level is a little too much. Generally flat damage modifiers aren't a thing in Red, aside from Solo abilities which is a key reason for taking Solo. Martial Arts and Brawling already have a benefit over weapons, as they're the only way to get a 4d6 attack with RoF 2. Giving Martial Arts the ability to Grapple and Choke takes away from the Brawling skill, making it basically redundant. Martial Arts already give additional abilities and also ignore half of an enemy's SP. If anything, I'd make it that certain specific Martial Arts gain an ability that lets them Grapple and Choke using their MA skill. I'm personally not a fan of skills that make other skills completely obsolete, so having a clear distinction between Brawling and Martial Arts is important. Brawling needs to have things it can do which Martial Arts cannot. This is part of why I'm not a big fan of the relationship between Paramedic and First Aid, because Paramedic is pretty much just First Aid but better. To me Brawling represents more of a loose form of "Street" hand-to-hand, with no real unifying structure or techniques. Martial Arts on the other hand is more concrete, well defined techniques and tactics learned through training more than basic experience. That's also why I think if you want to play true MMA style combatant, it makes sense to invest in BOTH Brawling and Martial Arts.
This game is so absolutely incomplete, broken and poorly made that many people it's adding rules and trying to make it better that i will keep playing cyberpunk 2020. Thank you John for your effort trying to complete and fix this game.
Someone mentioned HEMA here... It would be really cool if you could come up with rules to integrate melee weapon based MA forms, like Kendo, Kali, Kalari... Maybe by adding bonuses to to-hit rolls or damage bonuses based on MA skill. Don't know how much of a game breaker these rules would prove.
Maybe I missed something, but I believe a good chunk of the New Mechanics section could be handwaved by saying that "you can use Martial Arts instead of Brawling to attack, grab and choke, with the following modifications".
I actually *don't* like that rule change personally. I think if you want your body to be a weapon, you should be forced to pay for it.
At character creation, a solo with GMBL and a Sigma Frame + 24 points spent between Brawl, Evasion, and a Martial Art is basically a walking killing machine. I don't think it needs a buff in that way at least.
Adding your MA skill to damage is insane. Super Solos will go wild with this.
Great work! One change I am going to make when I implement this in my own group will be to the cyberware adding damage portion. I think there’s a reason that we don’t see damage modifiers often in the CRB. Instead, perhaps each cyber limb will add 1 to your body stat for the purposes of calculating how many dice to throw for martial arts damage. For example, my med tech has a body tan, but because he has two cyberarms He would be throwing four D6 for damage.
Oh man I’m so excited for when this fully comes out! A lot of this stuff sounds super strong, but I feel it’s justified with martial arts being a x2 skill. Awesome work!
Hmm, I think I will playtest this.
At character creation, that's at most a +6 to the damage roll due to skill limits. That's significant, but it only gets a Bod 8 human up to 3D6+6 which is the same as a 4D6 very heavy pistol in which one of the dice rolls at max. Again, this will need playtesting, but this seems reasonable to me.
The huge benefits are more subtle, like not needing to invest anything in the Brawling Skill now.
It might be better to tweak this homebrew into a "Martial Artist" Role rather than an overhaul to the Martial Arts skill. Potentially overpowered stuff like BJJ gets siloed off, all the lifestyle/hustle stuff fits a Role more cleanly, and you could key the special abilities/actions off the Role rank much like the Netrunner uses Interface. Basically replace the MA skill from RED core with a Role that uses your supplement.
Otherwise I worry that Martial Arts as a skill becomes too useful to neglect, there are a lot of strong tools here. Also, as written it seems like MA completely obsoletes Brawling in a way that other x2 skills don't really do to other x1 skills. If you went with MA as a Role, you could have your MA Ranks modify your Brawling skill, similar to Techs and Nomads modifying their skills.
I love playing this in .25 speed and it sounds like you're totally wasted and talking about martial arts, it's pretty hilarious.
Good stuff, by the way. I will definitely use this.
For the portions near the road, that will have direct access to the outside via the lift-I’d bet you’ll want some sort of pit at the lift area with a sump and possibly some sort of dehumidification. I guess the lift hatch/roof might have a decent seal or gasket as well. This interior might be a good candidate for an industrial / marine coating as well. As others have said already, vapor barrier should go on outside of concrete-so poly draped on the walls of the Cavity before you pour might be good. And from other commenters sorting a sacrificial anode or three also sounds good. I say do as much as you can, particularly on the batcave garage portion, belt and suspenders and all that.
How many loads of concrete do you think we’ll need? I’m thinking three pours should be good for the first phase. We’re working on getting dehumidification because the soil is extra wet in the work area. Much more than normal. We didn’t account for that in the original Critical Path, but it shouldn’t offer too much of a problem for the overall timeline.
this is hilarious. my apologies, somehow I thought I was commenting on another video, and was on mobile so obviously got some wires crossed, but your reply fits perfectly!@@JonJonTheWise
These rules have made my named villains so much spicier
This has some really cool skills! I'll def add them to my own game
Thank you for the class build and breakdown
Yet again JonJon drops another nova vid! this looks like sooo much fun! i look forward to the release I want to try it as a character also let my player go crazy with it as well. cant wait for it to come out!
It would be cool to add HEMA into this for European sword fighting stuff
Preem stuff. Been waiting for this ever since you hinted it was in the works.
Awesome vid. I’m imagining a cyberpunk pro wrestler and maybe having to do more modifications to these rules to make it make sense. Role would be rockerboy for sure to get that charisma impact.
The one thing I'd want on top of raw would be a way to adapt a special move from another martial art:
say you have aikido lvl 6, tae kwendo lvl 2, but you have will6, you won't (probably ever) be able to use pressure points, so you only got 1 technique from you 2x redundant tae kwendo skill.
I want a way to grab a technique from another martial art, like say counter throw (or flying kick) and graft that on my current martial art (that's technique adaptation, in real life terms, i guess). maybe if you just get 1 special move that special move becomes a 1x skill? Maybe allow it only if you have a style where you don't meet the stat requirements for on of the moves...
Suggestion / idea
Lucha libre / Pro wrestling
Basically a COOL powered fighting style that uses skills like performance, interrogation and others (maybe even charismatic impact for rockerboys?)
Uses a lot of the skills of martial arts but is perhaps less powerful in combat than other more straightforward forms of combat given its focus on showmanship (though who's to say in the dark future Pro wrestling isn't faked anymore)
But it's great at wowing a crowd and making an impression
Style over substance while having the style be the substance
Slightly memeish idea but I still wouldn't want to to fistfight the mecha undertaker
Maybe even adding heel/face ideas or things like the Great Kabuki's poison mist from Japanese pro wrestling
With a side note encouraging players to rename the maneuvers to fit their character
Have more ideas lol, got me thinking way too much
An idea could be a Pro wrestling move finisher, when you are in control of martial arts grapple, on your turn at the cost of both martial arts action, end the grapple with a finisher
The target gets to contest the grapple on your turn, if you fail the grapple ends, but if you're successful, you do a suplex, or a piledriver or something like that, dealing a lot of damage but ending the grapple in the process regardless if you succeed or not
Plus rolling performance / cha impact, doesn't add to the damage but if there's anyone nearby it dictates how stylish it was
Yay, super excited to see Krav Maga! Excited to see what you come up with. I was home brewing Krav for my Israeli Fixer 😎
Turning Cyberpunk into a fighting game with this one 🔥🔥🔥
Thank you!
so you can tap out Adam Smasher?
Adam Smasher never taps
Have you considered making Martial Arts a Role instead of a skill? You already added in the Life Path for it, as if it was a role. Why not go the full way? You could split it up like Med Tech where you can split it into different paths, and each path is one of the martial arts.
I did consider it but all the other roles are integral parts of the cyberpunk world. Martial artists are not. It wouldn’t feel right to me
You’re the man, choomba. Goated content.
I don't get the emphasis on Jiu Jitsu. Jiu Jitsu works for competitive sports and maybe 1v1 fights. It is also ridiculously easy to avoid in a real fight if your opponent is competent and not looking to engage the practitioner.
It's downright detrimental in dealing with multiple opponents.
UFC Jiu Jitsu or "Gracie Jiu Jitsu" adds strikes but it isn't traditional Jiu Jitsu and that makes it a better combat martial art for a real fight.
Traditional BJJ gyms don't deal with strikes at all and only emphasize the grappling, joint locks, and constant pressure in clinches.
Maybe "ridiculously easy" if your opponent is aware you are a practitioner before they have been grabbed, choked, or swept. Bjj in any capacity is supplemented by common sense and basic fighting awareness so to say it is ridiculously easy to avoid is a bit out of touch. And many gyms that train bjj also train takedowns, wall fighting, and modified striking to an extent. I personally have tried fighting bjj practitioners and can attest that they are a pain in the ass to fight. The second you punch they go for takedowns and clinches, the moment you kick they grab it. Its like fighting glue. Even in studios where no striking is taught, its rare to see a bjj martial artist that is ridiculously easy to fight.
Also not engaging is a good strategy against any martial art not just jiu jitsu. How am i going to punch or kick or elbow if you are running away or backing up when i come at you, doesnt make much sense just to single out bjj.
Need Panzer Kunst from Battle Angel Alita. Basically a robot-specific martial art. Would be fun to limit a specific set of MA skills to those with 2 cyber arms.
babe wake up! JJTW just post!
This is great!
Yesssss! Really cool idea!
Someone mentioned HEMA here... It would be really cool if you could come up with rules to integrate melee weapon based MA forms, like Kendo, Kali, Kalari... Maybe by adding bonuses to to-hit rolls or damage bonuses based on MA skill. Don't know how much of a game breaker these rules would prove.
Have you thought about a Cyborg specific MA similar to Panzerfist from 2020?
I have not choom. I went for the more traditional well-known ones (other than Gun Fu)
Really nice work. I haven't finished the full video yet, but I had a few thoughts while watching. If you're not looking for feedback, you can ignore it.
* Throw: It could be interesting if you have the throwing distance measured by your (BODY / 2, rounded up) instead of a flat 4m.
* Bone-Breaking Submission is a lot of fun. Maybe the DV can be modified by your BODY as well, such as (6 + BODY). Maybe there should be an "aimed" variant where you can inflict Crushed Windpipe too, but perhaps with a lower DV to resist to make up for it not being a rolled attack.
* I don't think Counter-Attack should be automatically successful because of how powerful it is (4 feels a bit low to me as well for a free attack - maybe 6). There should probably be a note as well to clarify that you cannot use Counter against a Counter-Attack (to avoid a situation where you make too many attacks on the same turn).
Thank you for your feedback buddy!
1. I want to avoid additional calculations as much as possible. My goal is to keep combat swift
2. Same as 1, I want to avoid calculations
3. I’m currently trying out automatic success counters in testing. So far it’s leaning towards being too powerful. But I’ll get there eventually
"Bare naked choke", isn't that a band from the 90s? hehe. Nice work.
Very cool! but very OP as well
My two cents: The idea for the counters is nice, but it breaks the action economy. For the same reason the designers say to not increase ROF. Making attacks and throws without using your own actions, and during the enemy's turns is just crazy strong. Unlike D&D there is no reaction in CPR - so potentially you could spent the whole round smacking Gonks. (and mooks could have training in MA too, so they'd be doing the same... slowing down the game heaps if your players are going melee).
You keep saying how BJJ is huge, and I agree! But the Guillotine is too strong, "killing" anyone in 2 rounds is kind of crazy. I'd suggest just increasing the damage of your Choke (Either BODYx2 or BODY+MA)
A lot of the "Special Moves" in the different Martial Arts have a set DV, I'd say consider having each Character have their own DV, reflecting that it's harder to escape from a throw from a novice martial artist, than from THE master with 10 points on the skill. Their "Base" DV could be 10+MA (or 8+MA Giving a range of DV9 to DV18). -> Then you can have some "Specialized" MA give bonuses, for example Judo and BJJ would have a +2 to their Grapple DV. Just an idea.
As for the Hustle... your Martial Arts is exactly the same as a Rockerboy or an Exec, making it one of the best in the game. Considering that it's also much easier to rank up your Martial Arts than your role this seems too strong. (Just as a comparison: The Nomad and Tech are the Worst and are followed by the Solo and Medtech. Maybe use the same rates as a Lawman (or a Netrunner, if you want to make a bit extra Scratch)
Love what you're doing here, hopefully this helps make it a bit better (or at least give some ideas) 💪
You would think athletics, and stealth skills are paramount for martial artists. This allows for you to get close moving around objects, and terrain. A quick get away if your being overwhelmed.
You may also want to target foes in the middle of crowd of people to disable them. You can perform these actions quick, and without weapons. You can proclaim that the victim is having a medical episode, which you knowingly caused. However, others nearby may not have been paying close enough attention to know this.
Marital arts gives opportunity to commit violence unexpectedly, and recover without the need to conceal weapons.
Stealth = Free headshots so they combine crazy good.
Can someone link the google drive document that dropped recently?
drive.google.com/file/d/1HlFPR_wDrIsnf3iIWhTXS-i1VKhibhl8/view?usp=drivesdk
Here you go choom
cool stuff, feel like with the omega frame getting dropped, body 16+ should have 5d6 dmg instead of 4d6
What i find confusing, is that i dont think i can find most basic of all martial arts.. boxing, anywhere... Am i missing something?
Found boxing in homebrew Pdf. Now i am happy.
Very cool. I've been eyeballing the Martial Arts rules since I read them and I'd love to go over what you have worked out. So how do I get it?
The document will be released for free once I’m done with testing and layout
@@JonJonTheWise can’t wait. Thanks so much for all your efforts.
Wait, there is an israel in time of the red?
I WAS LITERALLY THINKING OF MAKING FIST FIGHT CONFRONTATIONS THANKS
Well for 2020 not sure if this would work
It looks prem so far, Master Gamemaster. The new Lifepath chart and new Hustle are my favorite parts. Me and my playtesting players will take a closer look at it all tonight.
First character I want to make: a little old lady who pratices Bazilian Jujitsu and a little Drunken Style. Kung-ku. Her role would be anythinfg, maybeq aguxer. Her Body atar is below a average, so she doesn't hit hard. Her best skill Stealth. Every turn, she attempts render a target unconscious.
Badass grandma!
So where can we download this supplement?
I’m still testing and working on layout but I’ll be sure to let everyone know
Setup upgade?
Same setup choom, new angle 😎
really coool
How long did it take for you to make all this? It's super comprehensive
Thank you, it took me about 2 months working on and off when I had time off
- Have you ever thought about using the Contortionist skill instead of Resist Torture/Drugs as an alternative? Especially for escaping grapple/choke/Bone breaking submission. Since its a DEX skill it would fit in more when it comes to slipping out...instead of a WILL skill that is simply a "Resistance"
- The hustle tabe is overpowered in this state from my view: Since you stepped away from making Martial arts a role I would put the earnings from MA Hustle a way lower then the lowest role ability is able to make. You put it on line with teh top tier Exec and Rockerboy: 50% chance of 500 @Rank 5-7. Thats insane. It should be on Nomad, Tech, Medtech - lvl but with -100ed on every column.
My argument is: Everyone can learn MA in addition (to a role), so the "market" is full of wannabe's and the pay is low (did someone say theres a dojo at every street corner?). And Roles are less common (I finished training, I learned a profession!) then guys who can just punch stuff. But if you're really good, THEN you can earn more money with MA Hustle then with your normal role ability. (Meaning your MA Skill outmatches your Role lvl by far; applying the formula from above you would be able to make the same money with MA 5 then a Nomad role 4 only with a lucky roll)
Also roles are more expensive to level up then x2 skill MA. This would cause imbalance.
- I love seeing all the different MA possibilities. The rule of using MA as an alternative in Grapple checks is so elegant and logical, I will use it from the getgo right now
- I love that you put in a flavor to every MA-Tech ... BJJ & Militech... great!
- GunFu.... fuck yeah
I'm really curious to see the final doc.
Run safe choom
Preem content choom
You can use Wing Chun? Sicckkkkk time to be Ip Man lol
As far as dv goes, 22 -MA level
I do like there being more "special moves" based on what Martial Art you're using, but I think the idea of letting you use your Martial Arts skill to Grapple and Choke, as well as adding a flat damage modifier based on your skill level is a little too much.
Generally flat damage modifiers aren't a thing in Red, aside from Solo abilities which is a key reason for taking Solo. Martial Arts and Brawling already have a benefit over weapons, as they're the only way to get a 4d6 attack with RoF 2.
Giving Martial Arts the ability to Grapple and Choke takes away from the Brawling skill, making it basically redundant. Martial Arts already give additional abilities and also ignore half of an enemy's SP. If anything, I'd make it that certain specific Martial Arts gain an ability that lets them Grapple and Choke using their MA skill.
I'm personally not a fan of skills that make other skills completely obsolete, so having a clear distinction between Brawling and Martial Arts is important. Brawling needs to have things it can do which Martial Arts cannot. This is part of why I'm not a big fan of the relationship between Paramedic and First Aid, because Paramedic is pretty much just First Aid but better.
To me Brawling represents more of a loose form of "Street" hand-to-hand, with no real unifying structure or techniques. Martial Arts on the other hand is more concrete, well defined techniques and tactics learned through training more than basic experience. That's also why I think if you want to play true MMA style combatant, it makes sense to invest in BOTH Brawling and Martial Arts.
This game is so absolutely incomplete, broken and poorly made that many people it's adding rules and trying to make it better that i will keep playing cyberpunk 2020.
Thank you John for your effort trying to complete and fix this game.
Someone mentioned HEMA here... It would be really cool if you could come up with rules to integrate melee weapon based MA forms, like Kendo, Kali, Kalari... Maybe by adding bonuses to to-hit rolls or damage bonuses based on MA skill. Don't know how much of a game breaker these rules would prove.