I Plain Fighting Theatr-ix l2efer-ence Sheet C Fighting Styles With Plain Fighting you're simply doing whatever is easiest, making attacks <strong>of</strong> opportunity, and keeping up a good defense. The disadvantage <strong>of</strong> Plain Fighting is that you can sometimes be caught <strong>of</strong>f balance by a more daring and ferocious attack (see All Out Attack). Also - Fencing, Taking a rest, Contending, Keeping the pace, Keeping her at bay, Ta king her measure, or Sizing her up. All Out Attack In an All Out Attack you throw caution to the wind and go for the most damage you can inflict. The problem is that you're basically defenseless, and if your opponent is much better than you, probably in a lot <strong>of</strong> trouble. Also- Going for It, Raining blows, Going all out, Full committal, Berserk, or Frenzy. Full Defense When choosing Full Defense, an Actor is concentrating solely on keeping her character alive and uninjured. With this type <strong>of</strong> fighting the character will be very hard to hurt, but then again, she won't be accomplishing much else. Also- Giving ground, All out defense, Parry, Block, or Dodge. Trickery When engaging in Trickery your hoping to somehow unbalance your opponent into either giving you an opening for an attack, or allowing you to escape. Trickery is always dangerous, because if it fails you'll <strong>of</strong>ten find that you're the one who has been unbalanced. Also- Feint, Hand switch, Throw sand in the eyes, Sleight <strong>of</strong> hand, Hidden weapon, Bluffing, or Playing Dead. HANDGUNS Easy Normal Difficult Typical Combat Difficulties Shooting a torso-sized target at a range <strong>of</strong> 20 feet, with plenty <strong>of</strong> time to aim and no pressure. Hitting a torso-sized target at a range <strong>of</strong> 20 feet, taking one second to aim. Taking a snap shot at a moving man-sized target at 40 feet. Extraordinary An <strong>of</strong>fhand quick draw and snap shot, at a fast moving man at 60 feet. Impossible FENCING Easy Normal Difficult A quick draw, attempting to hit an opponent in the head, while dodging, at a range <strong>of</strong> 150 feet. A quick thrust to the midsection, or a strong beat against the opponent's blade. A measured attack to create an opening, followed by a quick riposte to take the advantage. A feint used to draw the opponent in, followed by an unguarded thrust against the opening created. Extraordinary Disarming the opponent with a twist <strong>of</strong> your blade. Impossible Removing a button from your opponent's tunic. Copyright© 1993 Backstage Press. Permission Granted to Copy for Personal Use Damage Types Blunt -This is the kind <strong>of</strong> damage that someone receives when they're hit by an attack that is not designed to pierce the skin. Edged-This kind <strong>of</strong> an attack is designed to cut the skin, exposing internal organs, and causing significant bleeding. Burn -This kind <strong>of</strong> damage comes from open flames primarily, but could also be the result <strong>of</strong> exposure to acid, or freezing cold (i.e., freezer burn). Blast/Fall -This kind <strong>of</strong> damage is defined by Blunt trauma that covers more than half <strong>of</strong> the body. This type <strong>of</strong> damage is <strong>of</strong>ten accompanied by another. Penetrating -This type <strong>of</strong> damage causes particularly deep wounds. It is different from Edged damage in that a smaller surface Wound Levels Unhurt -The character is uninjured and fine. Also - Fit as a fiddle, Feeling fine, or Doing great. Bruised -The character has been injured in an unfriendly, but not terribly inconvenient way. You might penalize the Actor by raising the Difficulty <strong>of</strong> some actions. Also - Scratched, Winded, Flesh wound, or 'I've had worse!' Light Wounds - An injury <strong>of</strong> this severity will slow the character's movement speed down if in a leg, or will impair an arm. Such a wound may cause a momentary lapse <strong>of</strong> balance if aimed at the head. Such a wound may be used to adjudicate Failures. Also- On the rocks, Road rash, Gash, Muscle tear, or Grazed. Battered- An injury <strong>of</strong> this level will slow the character to about half movement if in a leg, or greatly impede an arm. This severity <strong>of</strong> wound will get in the way during any athletic endeavor. Such a wound to the head may briefly knock a character unconscious (a few seconds will do). Any quick or uncalculated use <strong>of</strong> the af flicted body part in an action is begging for Failure. Also - Sprained, Shot, or Serious Bleeding. Grievous - Movement will be decreased to a slow walk at best if wounded in a leg, and an arm may become totally dysfunctional. An injury <strong>of</strong> this level to the body will be bleed, and will make any athletic endeavor very difficult. Such a head injury generally results in brief unconsciousness (several minutes), and may cause whiplash, or even a concussion. This injury will probably require immediate medical attention. Also-That's Golla Hurt, 'No sir, I didn't like it.', Broken leg, Cracked rib, or Internal bleeding. Incapacitated - Almost all wounds this serious involve the entire body, be it several wounds leading to Incapacitation, one wound that restllts in serious blood loss, or a single massive trauma. Movement at this point is close to impossible. Also- 'Well, at least you've still got your teeth.', 'I'd rather not look.', or 'I hate it when that happens.' Dead- If the character doesn't get immediate expert medical attention, she'll soon be dead. Oh, and as for movement, just forget about it. Also- Blown to bits, Cut in half, 'Hope your next life goes better.', Please consult the Theatrix 'Core Rules' for complete information
1 Try to limit the Damage to suit the Lesson. 0 c () I __, .JilT -- .... Inflict Real Damage? z 0 -l -< m -i J .!II" Let them know they were Lucky. Then give them another chance. l 13aic l2e()luti()n r=I()Wchart END TENSION NO Skill vs. Diff. Are they capable <strong>of</strong> the Action? z 0 Release the Tension or Let them Struggle? -i ms: zo ::IJ Om z J/lr -- Give them False Hope. l _.., J Does the Plotline require some particular Outcome? REMEMBER THE ACTOR'S ROLEPLAY J • YES .JilT -- Does the Plot demand Success or Failure? (/) c () () m (/) (/) Release the Tension and tell them now? l -i ms: zo ::IJ Om z J END TENSION Let them know they've Done Well. -< m (/) And give them Breathing Room? z 0 Keep the pace. Present a new Dilemma. (plot twist) [This flowchart can represent any time scale, from a 3 second combat round, to a month or year long research project. ] • Out to the .Advanced vesclutl()n lflcwc:t:mr-t Copyright © 1993 Backstage Press. Permission .Granted to Copy for Personal Use l
- Page 2 and 3:
()eslan: David Berkman, Trav1s Eneb
- Page 4 and 5:
1J [Bll f)f tf)J[1J§ c INTRODUCTIO
- Page 6 and 7:
Downtime Pregaming APPLAUSE JELLYBE
- Page 8 and 9:
8 Theatrix - The Core Rules
- Page 10 and 11:
10 Tlleatr1x - The Core Rules
- Page 12 and 13:
Chapter V- Lights ... Camera ... Ac
- Page 14 and 15:
14 fheatr1x - The Core Rules
- Page 16 and 17:
pretend to be this other person tha
- Page 18 and 19:
¢ A league of super-powered heroes
- Page 20 and 21:
20 Theatrix - The Core Rules
- Page 22 and 23:
c;> her tormenting her employees wi
- Page 24 and 25:
edge to their characters (which mea
- Page 26 and 27:
Sequence that they're dreammg. The
- Page 28 and 29:
28 lhfl'ah1x -The Core Rules
- Page 30 and 31:
edge represented by that number may
- Page 32 and 33:
Books If you're creating your own g
- Page 34 and 35:
Coordmation is Important in fightin
- Page 36 and 37:
¢ A character who can ignite herse
- Page 38 and 39:
Example Skills The following page c
- Page 40 and 41:
Personality Trait Activation In add
- Page 42 and 43:
Ace of Aces -The persona was practi
- Page 44 and 45:
Descriptor Activation Like Personal
- Page 46 and 47:
CONCEPTION The concept for your cha
- Page 48 and 49:
co ; I -i ::::r C'D () 0 ro ::u c:
- Page 50 and 51:
50 Theatrix- The Core Rules
- Page 52 and 53:
Failure, based upon how difficult t
- Page 54 and 55:
1:0 Creativity -If the easy solutio
- Page 56 and 57:
Easy - Ahh, an old style electronic
- Page 58 and 59:
The final Difficulty of such action
- Page 60 and 61:
same is really just as true for the
- Page 62 and 63:
The first set of ovals deals with w
- Page 64 and 65:
many times, and is 'getting ready'
- Page 66 and 67:
RANDOMNESS If there are times when
- Page 68 and 69:
68 Theatr-ix - The Core Rules
- Page 70 and 71:
ecome their own screenwriters. The
- Page 72 and 73:
The Plot Pomts earned 1n th1s way s
- Page 74 and 75:
7 4 Theatrlx - The Core Rules
- Page 76 and 77:
However strange this turn of events
- Page 78 and 79:
Zero Point Subplots Although it wou
- Page 80 and 81:
80 Theatrix - The Core Rules
- Page 82 and 83:
velop a starting point for your Mai
- Page 84 and 85:
each Actors current Plot Point Tota
- Page 86 and 87:
86 Theat.rlx - The Core Rules
- Page 88 and 89:
they're done right, your combats wi
- Page 90 and 91:
Some props are less ub1quitous, but
- Page 92 and 93:
WOUND LEVELS We suggest the followi
- Page 94 and 95:
Unhurt ¢ Blunt- Your opponent winc
- Page 96 and 97: life. Armor can be dented and broke
- Page 98 and 99: member that the Scaling of the Sett
- Page 100 and 101: Produce Reasons Using ... If your c
- Page 102 and 103: [More Organ Music] Brought to You B
- Page 104 and 105: Abe - It couldn't be h1m. That's no
- Page 106 and 107: Director - No way. Of course, you s
- Page 108 and 109: Johnny- Yeah, the instant I drop th
- Page 110 and 111: Director- [Accepting Scott's improv
- Page 112 and 113: Johnny - Right. We're gomg for the
- Page 114 and 115: ' l 1 114 Theatrlx - The Core Rule
- Page 116 and 117: Research A quick note on research.
- Page 118 and 119: UPDATING THE CORE RULES The Theatri
- Page 120 and 121: end, or be re-rolled if the scores
- Page 122 and 123: in question will fly as fast as a s
- Page 124 and 125: 124 Theatrlx - The Core Rules
- Page 126 and 127: q character q action q direction Q
- Page 128 and 129: What mood will it evoke? What 1s y
- Page 130 and 131: need Plot Tum II spins the action i
- Page 132 and 133: ecome violent. The Troupe can look
- Page 134 and 135: 9 Person's Name 9 Involvement in th
- Page 136 and 137: DCPTI I don't have much to say here
- Page 138 and 139: strong,just like you would expect t
- Page 140 and 141: Midpoint Scene tV Pinch II Plot Tur
- Page 142 and 143: ATTRIBUTES (3.5) Sltength (4 OJ Sta
- Page 144 and 145: Theatix 12efeence Sheet A Skill Ran