First Contact - Check And Mate.pdf
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CReDITS
ORIGINAL IDEA
José Manuel Palacios Rodrigo
EDITORIAL AND ARTISTIC DIRECTION
Ismael de Felipe Galván, Juan Emilio Herranz Luque
WRITING
José Manuel Palacios Rodrigo, Yohann Delalande
ORIGINAL EDITION EDITING
José Joaquín Rodriguez, Paula Sepulveda
COVER ILLUSTRATION
Antonio Manzanedo
INTERIOR ILLUSTRATIONS, GRAPHIC ELEMENTS, MAPS
Victor Bravo, David Lanza
ENGLISH EDITION EDITING
Andrew Peregrine and Yohann Delalande
TRANSLATION
José Luis Porfirio
LAY OUT
Florrent
First Contact uses a modified version of OpenD6 – OGL game system
West End Games, WEG and D6 System are trademarks and
properties of Purgatory Publishing Inc.
MARTIAL ART
PHARMACEUTICAL DRUGS
ARCHETYPES
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7
15
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UFO FANA
TIC
JUVENILE DELINQUENT
CONNECTED BACKPACKER
FROM CIVILIANS TO SOLDIERS
MISSION FILES
OPERA
TION CHECKMA
TE
DISCIPLES OF THE ALIEN
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Martial arts are codified and highly specialized fighting techniques. While the term
martial arts is a relatively modern one, these arts were developed a very long time ago in
several parts of the world. Some are the product of hundreds of years of tradition and in-
clude precepts and moral codes that convert these arts into veritable lifestyles. Currently,
many of them have become regulated sports disciplines including many of these moral
codes. In this section we expand the available combat options with a series of rules for
these martial arts.
MARTIAL ART
THIS IS NOT A TREATISE ON HAND-TO-HAND FIGHTING
Obviously, it is impossible with the space we have available to give a comprehen-
sive description of the history, techniques and, of course, mechanics that reflect every
subtle nuance of the several martial arts shown. If you want more information about
them, go to a library or consult a gym or dojo (school) where they are practised. It will be
very easy to include new martial arts forms using the guidelines set out in this section.
NEW COMBA OPTIONS
T
The following combat options are avai-
lable to characters with martial arts skills.
lity (the Game Director decides if the defender
can use his Brawling or Melee Weapons skill). If
the attacker succeeds, the defender hesitates or
defends erratically. For the following attack he
receives, his Defence is decreased by 6 points.
A
TEMI
An atemi is a martial arts blow to a vital
point causing a lot of pain which may even
be lethal, such as to the temple, solar plexus,
eyes, etc. The Difficulty to perform this kind
of attack increases by +9, but if successful it
causes 2D extra damage.
KICK
A kick is a blow struck with the leg, the feet
or the knee. These blows are more powerful
than those that use the arms, but are harder to
perform and can unbalance the attacker. The
difficulty for this blow increases by 3 points
but does an additional 1D damage.
BASH
A bash is a non-specific blow, a head butt, a
blow with the body, shoulders strike, etc. This
unorthodox sort of blow usually takes the op-
ponent off-guard, so the difficulty to perform
it drops 3 points. However, it usually causes
no serious damage, so damage decreases by
1D (to a minimum of 1D).
LUNGE
A lunge is a manoeuvre that can be perfor-
med with melee weapons in which the attac-
ker advances and throws himself forward with
a penetrating linear movement. This is a very
fast attack, but leaves the one who makes it
particularly exposed. A lunge decreases the at-
tacker’s Difficulty by 3 points, but his Defence
also decreases by 3 points until his next action.
FEINT
A feint is a manoeuvre designed to confuse
the opponent. It convinces the target to defend
against a supposed attack that is never made,
which creates an opening in their defence where
the real attack will strike. To perform a feint, the
attacker must make an opposed roll of Brawling
or Melee Weapons against the opponent’s Agi-
PUNCH
As a general term, we’ll consider a punch
to be a blow struck with the fist or the hand.
As for game mechanics, it has no modifiers.
4
MARTIAL ART
SWEEP
A sweep is a manoeuvre that consists of
using the legs to trip or block the opponent’s leg
and knock them down. It requires an opposed
roll between the Brawling skill (or appropriate
Martial Arts specialization) and the defender’s
Agility (the Game Director may determine that
the defender may use Brawling or Acrobatics
for this roll, depending on the situation). If the
attacker is successful, the defender suffers an
extra 1D damage and falls to the ground.
MARTIAL ARTS SPECIALIZA
TIONS
In game terms, a character may become a
martial arts practitioner by choosing a spe-
cialization in the Brawling or Melee Weapons
skills. These specializations give him a series
of advantages when the character fights ac-
cording to this style. Note that the following
rules try to add, in a simple way, a series of
mechanics to simulate the effects of training
in these disciplines.
noeuvres using his Aikido specialization. Also,
the Difficulty to perform the Trip, Twist and
Throw manoeuvres drops by 3 points.
BOXING
(BRA
WLING)
Based on the ancient art of Greek pugilism,
modern boxing was codified by the Marquis of
Queensbury. A boxer gets a 1D bonus when
performing Total Defence or Partial Defence
manoeuvres with his Boxing specialization. He
also has his Difficulty reduced by 3 points for
performing the Feint and Punch manoeuvres,
and adds 1D to the damage done with a Pu-
nch.
AIKIDO
(Bra
wling)
Aikido is a martial art of Japanese origin
seeking to defeat the opponent using the
opponent’s own strength against them. An
Aikido practitioner gets a 1D bonus when per-
forming Partial Defence or Total Defence ma-
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