Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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8 Cinematic<br />
Martial Arts<br />
In a Frontier where characters are often in danger, a<br />
quick pistol of some kind is usually the best line of<br />
defense. However, some systems forbid the<br />
carrying of such weaponry. On these more civilized<br />
worlds, of course, the criminals have little trouble<br />
getting the guns. So what’s a law-abiding character<br />
to do for self defense?<br />
Mundane Martial Arts<br />
Martial Arts are not well represented in the <strong>Star</strong><br />
Frontiers game. It’s a single skill, representing<br />
three subskills that are just slight rules tweaks.<br />
160<br />
Random Trait Table (Roll twice)<br />
01 Allergic to something<br />
02 Always listens to music<br />
03 Always serious/severe<br />
04 Believed dead<br />
05 Birthmark<br />
06 Bully/Aggressive<br />
07 Can’t be serious<br />
08 Clean Cut<br />
09 Cocky/smart-ass<br />
10 Collector<br />
11 Composed, collected<br />
12 Corny<br />
13 Cut & dried, matter-of-fact<br />
14 Cynical<br />
15 Dead stare, look of a killer<br />
16 Debonair<br />
17 Deceitful<br />
18 Dignified<br />
19 Dirt poor family<br />
20 Distinctive equipment<br />
21 Distinctive facial feature<br />
22 Dorky hobbies<br />
23 Dusty/dirty<br />
24 Enunciates clearly<br />
25 Exotic scent<br />
26 Fashionable<br />
27 Fiddles & fidgets<br />
28 Flamboyant dress<br />
29 Flips a coin/believes in fate<br />
30 Foppish<br />
31 Friendly<br />
32 Gambles<br />
33 Gentle<br />
34 Hand shakes<br />
35 Hard of hearing<br />
36 Has a criminal record<br />
37 Has a secret<br />
38 Has a twin<br />
39 Heavy drinker<br />
40 High voice<br />
41 Honest<br />
42 Honorable<br />
43 Hooded<br />
44 Illegitimate<br />
45 Likes to eat<br />
46 Likes to run<br />
47 Likes to wear some color<br />
48 Limp<br />
49 Lisp<br />
50 Loud<br />
51 Low voice<br />
52 Member of a Cult<br />
53 Missing eye (wears patch)<br />
54 Near-sighted<br />
55 Nervous eye twitch<br />
56 Oblivious<br />
57 Outcast<br />
58 Outgoing<br />
59 Overconfident<br />
60 Paranoid<br />
61 Polite<br />
62 Prejudiced against a race<br />
63 Professional<br />
64 Quiet<br />
65 Religious<br />
66 Reserved<br />
67 Romantic<br />
68 Scar(s)<br />
69 Serves a master<br />
70 Sexy as hell<br />
71 Shallow<br />
72 Short-tempered<br />
73 Sings/Whistles<br />
74 Skilled entertainer<br />
75 Skilled farmer<br />
76 Slurs words/talks lazy<br />
77 Smart, or convinced he is<br />
78 Slouches, Bad posture<br />
79 Stressed<br />
80 Stutters<br />
81 Superior<br />
82 Superstitious<br />
83 Suspicious<br />
84 Sweaty<br />
85 Tattoo(s)<br />
86 Total jerk<br />
87 Trembles/ combat shakes<br />
88 Unattractive<br />
89 Uncommon walk<br />
90 Unkempt<br />
91 Unremarkable<br />
92 Unusual blood type<br />
93 Very long hair/antennae<br />
94 Vigilante<br />
95 Wealthy<br />
96 Wears hats<br />
97 Weirdness magnet<br />
98 World-weary<br />
99 Roll Two More Times<br />
00 Roll Three More Times<br />
Normally, a character taking levels in Martial Arts<br />
can add his skill level to his punching score when<br />
dealing damage. He can take two attacks per turn.<br />
He can add 10% per skill level to his chance to hit...<br />
and gets a slight bonus to his chance to get an<br />
automatic knock out. If this is sufficient for your<br />
campaign, that’s great. Many campaigns won’t<br />
focus on the more discrete capabilities of the<br />
unarmed combatant. Some Referees won’t permit<br />
the cinematic effects that any discussion of Martial<br />
Arts in Science Fiction seems to conjure up.<br />
Cinematic Martial Arts<br />
But Science Fiction is rife with depictions of the<br />
more elaborate Martial Artist. Movies such as The<br />
Matrix, Pitch Black, Babylon 5, just about anything<br />
with Jet Li, <strong>Star</strong> Wars, even <strong>Star</strong> Trek – all make<br />
use of more exotic forms of combat.<br />
The Cinematic Martial Arts system is proposed here<br />
is optional. It doesn’t replace the original skill.<br />
Instead, it adds a totally new skill called Cinematic<br />
Martial Arts. Check with your Referee regarding use<br />
of this system. It expands on and provides more<br />
options for a character dedicated to a discipline of<br />
self-defense... or a very capable offense. It makes<br />
such characters a little more able to kick butt – but<br />
balances it all by costing the character experience<br />
points that he could have used to make himself<br />
equally deadly with the use of other weapons.<br />
A Name<br />
Any Martial Arts system that the Referee and<br />
players create using these guidelines should be<br />
given a name and a reason for existing. A brief<br />
history of the art is necessary to tie it in to the<br />
Frontier, along with an understanding of the manner<br />
in which it’s passed on to others. The school or<br />
mentor that a character learns from is a part of his<br />
life, his core essence, and cannot be abstracted or<br />
go unmentioned. Players who take these skills for<br />
their characters are making a commitment that their<br />
art will have a place in the setting.<br />
Of course, this is only a suggestion. If the Referee<br />
wants a Frontier where skills of this nature are<br />
commonplace, then he can ignore the need to give<br />
the fighting style such depth.<br />
Prerequisites<br />
Not just anyone can become a Martial Artist. It<br />
takes a certain amount of discipline and physical<br />
prowess to become anything more than the Martial<br />
Artist described in the <strong>Alpha</strong> <strong>Dawn</strong> rules. Therefore,<br />
obtaining Cinematic Martial Arts requires the<br />
following: LOG 50, DEX 60, and a Military PSA.