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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

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