GUNS OF SANTA TORINA UNARMED COMBAT SampleSPECIALITIES MODULE file An Expansion for Guns Of Santa Torina Specialities Module Sample file Contents Introduction Page 1 How To Use This Module Page 2 Bonus D6 Page 2 Basic Specialties Page 3 Intermediate Specialties Page 4 Advanced Specialities Page 5 Expert Specialities Page 6 Afterword Page 7 Sample file INTRODUCTION Sample file Introduction The Old West was the perfect time to embrace innovation, and this was no exception in the case of personal, unarmed violence. Techniques and forms from the East influenced the pugilists of the West and new ways to kick and punch married in brutal martial art forms. Bare knuckle boxing was a long standing underground sport, and catch wrestling was also gaining popularity. Many practitioners of dozens of combat fighting techniques converged in andSample around Santa Torina, each of themfile hoping their fighting ability would benefit them in some way. Page 1 HOW TO USE THIS MODULE This is an expansion Module for Guns Of Santa Torina. The Guns Of Santa Torina Core Rulebook is required to play an Adventure. All Specialities listed within this module are contingent upon the Character or NPC not wielding any weapons in hand. Their hands do not necessarily need to be empty; they may be carrying items (which the Storyteller will factor into the initial Difficulty Rating), but the item/s carried may not be used as weapons. The Difficulty Ratings, associated circumstances and resulting outcomes are subject to modification by the Storyteller depending upon the in-game situation. BONUS D6 Some Specialities within this module call for one additional d6 to be rolled, in addition to the regular 2d6 required.Sample The Player rolls all three dice, andfile may choose the two highest Dice for their 2d6 result. This is called a Bonus d6. Page 2 SPECIALITIES Sample file BASIC SPECIALITIES The basics in any fighting form are intrinsic to success. Basic Specialties require 2 Skill Points in Hand To Hand. Controlled Breathing Requires: 280 XP Everything starts with correct breathing. Re-roll 1d6 for a failed Hand to Hand Roll, once per Turn. Momentum Requires: 350 XP You know how to keep going, striking repeatedly. If your Hand to Hand Attack is successful, make another Hand to Hand Attack against the same opponent with the starting Difficulty Rating of 10. Increase the Difficulty Rating +2 per Attack/Focused Strike (to a maximum of 16). Bar Brawler Requires: 210 XP Bars, taverns, and other crowded, enclosed spaces are where you learned how to fight. When in Combat in a roofed area with more than ten Characters or NPCs in a twenty metre radius you may roll a Bonus D6. Reactive Dodge Requires: 150 XP You anticipate your opponent’s move. If you have not made an Attack during this period of Combat, roll one d6 when you are the target of an Attack or Focused Strike. On the result of 5+the Attack is Negated. You attempt to Block or Dodge as normal if this roll fails. One And Done Requires: 290 XP YouSample have a natural ability to Knock Out an opponent with one strike.file Re-roll one failed Knockout attempt per session. Page 3 INTERMEDIATE SPECIALITIES An intermediate practitioner benefits from walking their path. Intermediate Specialties require 3 Skill Points in Hand To Hand. Counter Fighter Requires: Controlled Breathing, Reactive Dodge, 350 XP You fight best when defending yourself. When you successfully Block or Dodge a Hand To hand Attack, gain -2 Difficulty to your next Action. Sustained Offense Requires: Controlled Breathing, Momentum, 410 XP You see and exploit your opponent’s weakness. Momentum no longer increases Difficulty Rating +2 per Turn. Situational Awareness Requires: Controlled Breathing, Bar Brawler 430 XP Your surrounding is your weapon. When interacting with a fixture or object at a location, without wielding it as a Melee weapon, you receive -1 Difficulty per Turn in Combat (to a maximum of Difficulty Rating 6). Intercepting Strike Requires: Controlled Breathing, 510 XP When someone lashes out at you, the receipt is already in the post. When an opponent makes a failed Hand to Hand Attack against you, you may roll 1d6. On the result of 5+ they suffer 1d6 of Injury Damage. Dominant Clinch Requires: Controlled Breathing, 590 XP You know how to keep your opponent exactly where you want them. You may opt to clinch your opponent in place with the starting Difficulty Rating of 10. If youSample are successful, they may not take Action on their next Turn.file If you remain in Clinch you have -1 Difficulty for your next Action. You may Roll to maintain the clinch at the end of your turn, increasing the Difficulty Rating by 1 (to a maximum of 16). Your bonus for Attacking is maintained, but does not stack. Page 4 ADVANCED SPECIALITIES At advanced level even more secrets to success in unarmed combat are unlocked. Advanced Specialties require 4 Skill Points in Hand To Hand, and may require Skill Points from other Skill areas on the Character Sheet. Advanced Reflexes Requires: Counter Fighter, Intercepting Strike, Sleight Of Hand Skill Rating 3, 650 XP Your strikes are a blur of motion; your opponent never knew what hit them. When any Hand To Hand Attack is declared against you, roll 1d6. On the result of 4+ they are Knocked out by you for 1d6 number of Turns. No Mercy Requires: Sustained Offense, 730 XP Pursuing the gaps in your opponent’s defense is a game to you. Momentum now grants -1 Difficulty for next Attack/Focused Strike (to a maximum of Difficulty Rating 6). Exploit Surroundings Requires: Situational Awareness, 630 XP Attacking you in an enclosed surrounding is highly unwise. When interacting with a fixture or object at a location, without wielding it as a Melee weapon, you receive -2 Difficulty per Turn in Combat (to a maximum Difficulty Rating of 6). Wrestler Requires: Dominant Clinch, 720 XP YouSample know how to keep your opponent exactly where you want them.file The Difficulty Rating no longer increases to maintain Dominant Clinch for a further Turn. You have -2 Difficulty Rating to achieve a Knockout from this clinch. Page 5 EXPERT SPECIALITIES The top end of unarmed Hand To Hand Combat, the below techniques offer massive advantages. Advanced Specialties require 5 Skill Points in Hand To Hand, and may require Skill Points from other Skill areas on the Character Sheet. Disarm Requires: Advanced Reflexes, Sleight Of Hand Skill Rating 3, 950 XP You may take an opponent’s weapon from them as they are using it. When any Hand To Hand Attack is declared against you by an opponent with a melee weapon, roll 1d6. On the result of 4+ you retrieve their weapon and their attack is negated. This may be used in addition to Advanced Reflexes. Catch Arrow Requires: Advanced Reflexes, Sleight Of Hand Skill Rating 3, 1250 XP You may catch an arrow as it flies at you. When any weapon which fires Arrows, Bolts, or other similar projectiles is fired at you, roll 1d6. On the result of 4+ you may catch the projectile in mid flight. Dodge Bullet Requires: Situational Awareness, Advanced Reflexes, Sleight Of Hand Skill Rating 3, 1400 XP Attacking you in an enclosed surrounding is highly unwise. When any Ranged weapon is fired at you, roll 1d6. On the result of 4+ you Samplemay Dodge the Attack/Aimed Shot. The Attack/Aimed Shotfile is negated. Page 6 AFTERWORD The Specialities provided within this Module are intended for the purpose of enhancing gameplay and allowing the Players to aspire for something for their Character to achieve. P.G. Harrington All content was formatted and/or edited by FrontierGaming. All systems, story and mechanics were written by P.G. Harrington.Sample file Page 7 GUNS OF SANTA TORINA UNARMED COMBAT Guns Of Santa Torina – Unarmed Combat is an expansion intended to provide advanced unarmed fighting techniques for Characters and NPCs. As with all Frontier Gaming systems, the Storyteller maintains the ability to amend and adapt any concept as befitting the narrative situation. The Story is your own to tell. Sample file Copyright FrontierGaming.
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