Untitled - Index of - Free
Untitled - Index of - Free
Untitled - Index of - Free
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I<br />
Plain Fighting<br />
Theatr-ix l2efer-ence Sheet C<br />
Fighting Styles<br />
With Plain Fighting you're simply doing whatever is easiest, making<br />
attacks <strong>of</strong> opportunity, and keeping up a good defense. The<br />
disadvantage <strong>of</strong> Plain Fighting is that you can sometimes be<br />
caught <strong>of</strong>f balance by a more daring and ferocious attack (see All<br />
Out Attack).<br />
Also - Fencing, Taking a rest, Contending, Keeping the pace,<br />
Keeping her at bay, Ta king her measure, or Sizing her up.<br />
All Out Attack<br />
In an All Out Attack you throw caution to the wind and go for the<br />
most damage you can inflict. The problem is that you're basically<br />
defenseless, and if your opponent is much better than you,<br />
probably in a lot <strong>of</strong> trouble.<br />
Also- Going for It, Raining blows, Going all out, Full committal,<br />
Berserk, or Frenzy.<br />
Full Defense<br />
When choosing Full Defense, an Actor is concentrating solely on<br />
keeping her character alive and uninjured. With this type <strong>of</strong> fighting<br />
the character will be very hard to hurt, but then again, she won't be<br />
accomplishing much else.<br />
Also- Giving ground, All out defense, Parry, Block, or Dodge.<br />
Trickery<br />
When engaging in Trickery your hoping to somehow unbalance<br />
your opponent into either giving you an opening for an attack, or<br />
allowing you to escape. Trickery is always dangerous, because if it<br />
fails you'll <strong>of</strong>ten find that you're the one who has been unbalanced.<br />
Also- Feint, Hand switch, Throw sand in the eyes, Sleight <strong>of</strong> hand,<br />
Hidden weapon, Bluffing, or Playing Dead.<br />
HANDGUNS<br />
Easy<br />
Normal<br />
Difficult<br />
Typical Combat Difficulties<br />
Shooting a torso-sized target at a range <strong>of</strong> 20 feet,<br />
with plenty <strong>of</strong> time to aim and no pressure.<br />
Hitting a torso-sized target at a range <strong>of</strong> 20 feet,<br />
taking one second to aim.<br />
Taking a snap shot at a moving man-sized target<br />
at 40 feet.<br />
Extraordinary An <strong>of</strong>fhand quick draw and snap shot, at a fast<br />
moving man at 60 feet.<br />
Impossible<br />
FENCING<br />
Easy<br />
Normal<br />
Difficult<br />
A quick draw, attempting to hit an opponent in the<br />
head, while dodging, at a range <strong>of</strong> 150 feet.<br />
A quick thrust to the midsection, or a strong beat<br />
against the opponent's blade.<br />
A measured attack to create an opening, followed<br />
by a quick riposte to take the advantage.<br />
A feint used to draw the opponent in, followed by<br />
an unguarded thrust against the opening created.<br />
Extraordinary Disarming the opponent with a twist <strong>of</strong> your blade.<br />
Impossible Removing a button from your opponent's tunic.<br />
Copyright© 1993 Backstage Press. Permission Granted to Copy for Personal Use<br />
Damage Types<br />
Blunt -This is the kind <strong>of</strong> damage that someone receives when<br />
they're hit by an attack that is not designed to pierce the skin.<br />
Edged-This kind <strong>of</strong> an attack is designed to cut the skin, exposing<br />
internal organs, and causing significant bleeding.<br />
Burn -This kind <strong>of</strong> damage comes from open flames primarily, but<br />
could also be the result <strong>of</strong> exposure to acid, or freezing cold (i.e.,<br />
freezer burn).<br />
Blast/Fall -This kind <strong>of</strong> damage is defined by Blunt trauma that<br />
covers more than half <strong>of</strong> the body. This type <strong>of</strong> damage is <strong>of</strong>ten<br />
accompanied by another.<br />
Penetrating -This type <strong>of</strong> damage causes particularly deep<br />
wounds. It is different from Edged damage in that a smaller surface<br />
Wound Levels<br />
Unhurt -The character is uninjured and fine.<br />
Also - Fit as a fiddle, Feeling fine, or Doing great.<br />
Bruised -The character has been injured in an unfriendly, but not<br />
terribly inconvenient way. You might penalize the Actor by raising<br />
the Difficulty <strong>of</strong> some actions.<br />
Also - Scratched, Winded, Flesh wound, or 'I've had worse!'<br />
Light Wounds - An injury <strong>of</strong> this severity will slow the character's<br />
movement speed down if in a leg, or will impair an arm. Such a<br />
wound may cause a momentary lapse <strong>of</strong> balance if aimed at the<br />
head. Such a wound may be used to adjudicate Failures.<br />
Also- On the rocks, Road rash, Gash, Muscle tear, or Grazed.<br />
Battered- An injury <strong>of</strong> this level will slow the character to about<br />
half movement if in a leg, or greatly impede an arm. This severity <strong>of</strong><br />
wound will get in the way during any athletic endeavor. Such a<br />
wound to the head may briefly knock a character unconscious (a<br />
few seconds will do). Any quick or uncalculated use <strong>of</strong> the af flicted<br />
body part in an action is begging for Failure.<br />
Also - Sprained, Shot, or Serious Bleeding.<br />
Grievous - Movement will be decreased to a slow walk at best if<br />
wounded in a leg, and an arm may become totally dysfunctional.<br />
An injury <strong>of</strong> this level to the body will be bleed, and will make any<br />
athletic endeavor very difficult. Such a head injury generally results<br />
in brief unconsciousness (several minutes), and may cause<br />
whiplash, or even a concussion. This injury will probably require<br />
immediate medical attention.<br />
Also-That's Golla Hurt, 'No sir, I didn't like it.', Broken leg,<br />
Cracked rib, or Internal bleeding.<br />
Incapacitated - Almost all wounds this serious involve the entire<br />
body, be it several wounds leading to Incapacitation, one wound<br />
that restllts in serious blood loss, or a single massive trauma.<br />
Movement at this point is close to impossible.<br />
Also- 'Well, at least you've still got your teeth.', 'I'd rather not look.',<br />
or 'I hate it when that happens.'<br />
Dead- If the character doesn't get immediate expert medical<br />
attention, she'll soon be dead. Oh, and as for movement, just forget<br />
about it.<br />
Also- Blown to bits, Cut in half, 'Hope your next life goes better.',<br />
Please consult the Theatrix 'Core Rules' for complete information