A new player was sitting down to make a character for the first time and performed the classical instance of requesting to be some super-powered and outrageous firearms assassin.
Any GM is very used to this from certain first-timers.
Traditionally, we just look at them, rough up their cute hair, and say, "No."
We then explain why something like Neo (from the Matrix), The Monk with No Name (from Bulletproof Monk), John Lee (From the Replacement Killers) is just not possible in Shadowrun.
Well...this one kind of took the cake when he showed be Equilibrium's John Preston.
He simply pointed to a few clips of the show and said, "I want to do that."
I started off with the typical, "No."
Later, since I hadn't gotten around to watching the movie, I researched it a bit to see what was going on with this "Gun Fu" bit.
I found I could actually plausibly consider this, though not quite like the movie.
What follows is an adaptation that I created to allow for this player to vicariously play his dream within the bounds of Shadowrun.
You may wonder why. Essentially, I try to figure out a way to make anything playable and challenging to play because I don't mind making game mechanics, and I really just want folks to have fun.
I'm not too strict on the concept of reality (things like Neo aside from the point).
The only reason I have said, "No", to all of the previous requests is that folks tend to choose heroes in movies that simply don't have probable methods of displaying mechanics to control their extreme levels of kicking butt.
This time, however, that was very different.
The reason why is because in Equilibrium, they given an excuse that these super assassins are able to accomplish these amazing feats by simple memorization of moves that optimize their chances of hitting and reduce their chance of being hit.
This is explained as being all based on probability.
I reasoned that the assassins are basically, just fighting mathematicians.
Aside from the fact that not even a super-computer could compute the probable odds at play, I decided that it could be (in a stretch) explained in SR by someone with an incredibly high rate of acumen, statistical computation, and had a brain development that was abnormal in the sense of seeing probabilities as visual colors and shapes in 3 dimensions.
(There are similar cases to these in reality, for example, some people that can see literal 3 dimensional color/shapes of music, or numbers).
There are a few requirements:
The character must have statistical mathematics skill (a specialization of mathematics) at a rating of 8.
The character must have Gun Kata (a specialization of combat/martial arts) at a rating of 8 (this does not roll, or get used; it is simply the tax).
They must have been, or be, a product of a AAA corporation's experiments in creating super killers.
The character must be a Physical Adept with at least 3 points in powers (suggestively, perception based powers).
The character must have the Edge, Number Form Synaesthesia. (it's classed as an Edge because there are no negative side affects to Synaesthesia commonly)
There are also restrictions during combat for this type of character:
No flaws regarding fear of technology, or incompetence with it are allowed.
They may never aim.
They may never used called shots.
They may never use FA firearms.
They may not mix melee with firearm fire in a Combat Phase.
No firearm modification target number modifications apply while using their Gun Kata.
If they do any of the above, they lose their "Equilibrium" bonuses.
Here are the bonuses:
-2TN to firearm attacks
No combat modifiers (save for appropriate magical, damage, and range modifiers) apply to the character when they make attacks while in Gun Kata form (this includes total darkness).
They may attack two targets in one simple action without penalty.
Multiple targets in melee penalties do not apply.
+2TN to any attacker attacking them.
Now, these aren't automatically gained bonuses.
There's a bit of play to be had first.
Here's how it works.
They use this wheel.
(I just cut them out and placed them onto two cardboard circles and tacked them together so they can be rotated)
The outer ring stays put, while the inner circle moves two spaces clock-wise every time they start an action in a Combat Phase of theirs.
Use a marker or token of some kind to show what number space they are on.
They are allowed three spaces of movement per action (may take less).
They may only move around on the inner circle (but you can move out to an outer circle space from the inner circle).
They may only move around the inner circle in a clock-wise movement.
When on a White space, they may only attack one target in their simple action.
When on a Blue space, they may only attack two targets in their simple action.
When they finish their Combat Phase, their Defense probability roll is equal to the opposite value from which ever space they are currently on.
(So if they are on the White 18 in the outer ring, then their defense roll will be 10, as it is the opposite value of the 18).
Once they choose their space for their attack, they then roll a d20 (I know...blasphemy, but hang in there, it's just for a probability roll).
If the result of the d20 roll is equal to or less than the value of the space they are on, then their Gun Kata bonuses are applied to their attack roll.
If the roll is higher than the value of the space, then the Gun Kata bonuses do no apply.
After this, they roll a normal attack per SR rules (or your house rules, if different from standard).
When they are attacked, they roll a d20 and if the result is equal to or less than the opposite space from where they are on the wheel, then the attacker receives a +2TN to attacking them.
An Explanation....
What this simulates is the concept that is in Equilibrium whereby the character is moving through probabilities, and not really aiming at anything.
In fact, it doesn't matter where people are at all to him.
It only matters where they most probably will be, and where they will most probably shoot.
Therefore, the wheel is in motion to represent the probabilities being in motion during combat, and your defense is the direct opposite of your attack choice because in Equilibrium, every move is a mix between increasing probabilities to hitting, and decreasing the probabilities of being hit.
Therefore, you are forced to choose between a mix of probabilities with each move.
You can only move 3 spaces, and you have to balance single and multiple target restrictions because you will see probabilities that favor one or the other better, and you must decide which is better.
You can also predict future up-coming probabilities and try to lay out a movement pattern to move around on the wheel.
Now, for added dynamics (and I suggest this), you can make it more difficult by spinning the outer wheel around at the beginning of combat, and then turning the inner ring so that the two blue opposing 9's line up with whatever outer ring space is facing the top.
This makes it harder for the player to get a specific set of patterns down.
Anyways...that's how I got Equilibrium squeezed into SR.
And it's kind of fun actually....it somewhat adds in a chess-like play to the combat.