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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.

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