T4 is a simple game, and I think that even when we try to
add diversity to the game we must strive not to bog the system
down with unnecessary complications.
Keeping this in mind, I'd like to differentiate the game a
little. In real life, the various systems of unarmed combat
tend to focus on a definite set of techniques. I propose to let
the player choose an abstract "style" which gives a bonus to
some kind of maneuvers.
In order to preserve play balance the system must have some
drawbacks; if this was not the case, everybody would
automatically choose the "best" style and nobody would choose
straight Brawling any more.
During chargen, whenever the character gets a level in
Brawling he may decide which of the three main styles he wants
to study.
- Unarmed Combat:
- Generic unarmed combat style, pragmatic and without a
particular focus. It works exactly like Brawling.
- Soft Style:
- Similar to Judo or Aikido. These types of MA favors
defense and the use of locks/throws instead of direct
strikes. This style bestows a +1 bonus when using grapples
and throws, and gives a -1 for punching and kicking. It gives
an additional +1 bonus when used to defend against unarmed
attacks (i.e. gives an additional -1 to the attacker).
Example: A Judo-3 character uses Dex+2 for strikes and Dex
(or Str) +4 for Grapple/Throw. Opponents using unarmed
attacks against the character will suffer a -4 negative
DM.
- Hard Style:
- Similar to Karate. It adds +1 modifier to skill and a +1
damage bonus when Punching and Kicking only. Apply a -1
penalty when using throws and grapple.
Example: A Karate-2 character uses Dex+1 for throws and
grappling attacks, Dex+3 for punches and kicks. If the blow
connects, s/he will inflict 1D6+1 damage.
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