Cinematic Martial Arts

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by Bill Logan

In a Frontier where characters are often in danger, a quick pistol of some kind is usually the best line of defense. However, some systems forbid the carrying of such weaponry. On these more civilized worlds, of course, the criminals have little trouble getting the guns. So what’s a law-abiding character to do for self defense?

Contents

Mundane Martial Arts

Martial Arts are not well represented in the Star Frontiers game. It’s a single skill, representing three subskills that are little more than slight rules tweaks.

Normally, a character taking levels in Martial Arts can add his skill level to his punching score when dealing damage. He can take two attacks per turn. He can add 10% per skill level to his chance to hit... and gets a slight bonus to his chance to get an automatic knock out. If this is sufficient for your campaign, that’s great. Many campaigns won’t focus on the more discrete capabilities of the unarmed combatant. Some Referees won’t permit the cinematic effects that any discussion of Martial Arts in Science Fiction seems to conjure up.

Cinematic Martial Arts

PREREQUISITES: A Cinematic Martial Artist must have a Logic score of at least 50 and a Dexterity score of at least 60. Since this level of devotion is a lifestyle as much as a hobby, he must have a Military Primary Skill Area (PSA).

CINEMATIC MARTIAL ARTS TABLE
Skill LevelAttacks Per TurnInitiative ModifierUnarmed Damage#Cinematic Maneuvers
1 2 IM+1 1d10+PS+1 1
2 2 IM+2 1d10+PS+2 2
3 2 IM+3 1d10+PS+3 3
4 3 IM+4 1d10+PS+4 4
5 3 IM+5 1d10+PS+5 5
6 4 IM+6 1d10+PS+6 6
CINEMATIC MANEUVER TABLE
Maneuvers (each costs 5 experience points)
Blind Fighting
Deadly Attack
Drop
Fleet of Foot
Hold
Improved Landing
Insanely Cool Moves
Instant Defense
Instant Stand
Leap
Move By
Multiple Attacks
Multiple Defense
Paired Weapons
Power Attacks
Power Defense
Reverse Hold
Roll With The Impact
Stun
Surprise Action
Take Down
Throw
Weapon Form
EXPERIENCE POINT TABLE
Skill LevelSample Title Skill Level Cost
1 Initiate 3
2 Novice 6
3 Adept 9
4 Expert 12
5 Master 15
6 Grand Master 18

Special Experience Point Rule: When purchasing a skill level, the “Skill Level Cost” column shows the cost for purchasing the actual skill level. The purchase of the Cinematic Maneuver costs an additional 5xp.

But Science Fiction is rife with depictions of the more elaborate Martial Artist. Movies such as The Matrix, Pitch Black, Babylon 5, just about anything with Jet Li, Star Wars, even Star Trek – all make use of more exotic forms of combat.

The Cinematic Martial Arts system is proposed here is optional. It doesn’t replace the original skill. Instead, it adds a totally new skill called Cinematic Martial Arts. Check with your Referee regarding use of this system. It expands on and provides more options for a character dedicated to a discipline of self-defense... or a very capable offense. It makes such characters a little more able to kick butt – but balances it all by costing the character experience points that he could have used to make himself equally deadly with the use of other weapons.

A Name

Any Martial Arts system that the Referee and players create using these guidelines should be given a name and a reason for existing. A brief history of the art is necessary to tie it in to the Frontier, along with an understanding of the manner in which it’s passed on to others. The school or mentor that a character learns from is a part of his life, his core essence, and cannot be abstracted or go unmentioned. Players who take these skills for their characters are making a commitment that their art will have a place in the setting.

Of course, this is only a suggestion. If the Referee wants a Frontier where skills of this nature are commonplace, then he can ignore the need to give the fighting style such depth.

Prerequisites

Not just anyone can become a Martial Artist. It takes a certain amount of discipline and physical prowess to become anything more than the Martial Artist described in the Alpha Dawn rules. Therefore, obtaining Cinematic Martial Arts requires the following: LOG 50, DEX 60, and a Military PSA.

The Cinematic Martial Arts skill

Unlike the mundane Martial Arts skill (which has no prerequisite), characters who take levels in the Cinematic Martial Arts skill enjoy several benefits. They have access to Cinematic Maneuvers (explained hereafter) and receive bonuses to hit, initiative, damage, number of attacks per turn, and can opt to perform a defensive action (called an “Unarmed Parry”) at the expense of an attack. Finally, a character that has this skill can possess one or more Cinematic Maneuvers. These five subskills are summarized below:

Strike First – the physical and mental development of the Cinematic Martial Artist allows him to have a greater chance of gaining first strike in any combat turn. He is permitted to add his skill level to his Initiative Modifier.

Strike Hard – the Cinematic Martial Artist trains to increase the power of his blows. Even without the use of his Cinematic Maneuvers, he can increase the damage he causes with any successful strike. His base damage is 1d10 per strike, and he may add his skill level to the damage he causes. For example: Uricho is a level 4 Cinematic Martial Artist with a Punching Score of +3. When she punches, she causes 1d10+7 damage.

Strike Often – the discipline and experience gained through sparring and practicing forms allows a Cinematic Martial Artist to strike more often per turn. He may perform two attacks at first skill level, and gains an additional attack at skill level 4 and a fourth attack per turn at skill level 6.

Self Defense – a character who is using Cinematic Martial Arts can perform a special type of attack, called an Unarmed Parry. He uses his body to dodge or block an incoming attack. He can do this at the expense of one or more of his normal attacks (thus, if he has two attacks per turn, he could do one attack and one unarmed parry, two attacks, or two unarmed parries). To successfully perform an unarmed parry, simply make a normal attack roll. If successful, you can ignore an attack just made against you. You MUST declare the use of the unarmed parry at the beginning of the turn, such as “I will do one attack and one parry.”

Cinematic Maneuvers – There are several special maneuvers described in the following section. A player may select one Cinematic Maneuver for each skill level he possesses in Cinematic Martial Arts. A special maneuver may be made instead of a normal attack. Each of the special maneuvers has its own rules which govern its use. For example, a level 4 Cinematic Martial Artist can have 4 Cinematic Maneuvers.

Cinematic Maneuvers

Developing Cinematic Martial Arts

Whether you selected this skill as one of your starting level-1 skills or purchased it later, these guidelines should be followed.

This skill is a Military PSA skill and so uses the standard progression for military skills (3 experience points for level 1, 6 experience points for level 2, etc.). Since this skill cannot be purchased by characters who are not members of the Military PSA, it makes no sense to even mention the double-cost values as shown in the Alpha Dawn game.

The special Cinematic Maneuvers are a little more powerful than a standard skill level, however. Each skill level, a player may select one Cinematic Maneuver for his character. It costs 5 experience points to learn a maneuver. The selection of this maneuver is open – there are no prerequisites or restrictions. The maneuver need not be purchased immediately upon gaining the new level; if desired, no maneuvers need be purchased at all. Some players may wish to buy their skill all the way up to level 6, then buy all six of their maneuvers. That’s their choice. Heck – some Players and Referees may be quite happy with the benefits provided by the skill level itself and opt not to use the Cinematic Maneuvers in their campaigns at all.


Author’s Note: Note that some people may wonder why the skill levels cost the same as the traditional Martial Arts skill. This skill is superior to that skill. The cost being the same is for two reasons: 1) in the Alpha Dawn game, all Military PSA skills cost the same, and I didn’t want to deviate from that standardization. 2) the added benefits are balanced not with experience point costs but with the fact that the skill has the ability score prerequisites and represents a level of achievement that truly talented people can gain even with identical training to those who fail to excel to the same level of achievement.