Martial Arts Companion

Forbidden Kill Strikes

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Part II

Sections 7.7, 7.8

Martial Arts Sweeps

Special Attacks

Part II

Sections 7.7, 7.8

Martial Arts Sweeps

Special Attacks

Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Strikes Attack Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.

Nerve Strikes

This skill provides an offensive bonus to strike an opponent precisely at a vulnerable nerve cluster. Depending on the resolution of the attack, the opponent can be put in extreme pain, temporary paralyzed, or even killed. This skill uses the Arms Law Martial Arts Strikes Attack Table with the Nerve Strikes Critical Table substituted for the Martial Arts Strikes Critical Table. This skill may not exceed the Degree 1 damage threshold unless a Weapon Style skill or Martial Arts Style skill that allows the user to exceed this limitation accompanies it. {Ag}

Standard Skills: Martial Arts Sweeping, Wrestling

Restricted Skills: Locking Holds

Applicable Stat Bonuses: Ag/St/Ag

Skill Rank Progression: Normal

Skill Category Progression: Normal

Group: Martial Arts

Classification: Offensive Bonus

Locking Holds

This skill provides an offensive bonus to render an opponent helpless with an immobilizing technique. This technique is usually only effective while the martial artist is applying constant force and pressure to maintain the locking hold. This skill uses the Arms Law Martial Arts Sweeps Attack Table with the Locking Holds Critical Table substituted for the Martial Arts Sweeps Critical Table. This skill may not exceed the Degree 1 damage threshold unless a Weapon Style skill or Martial Arts Style skill that allows the user to exceed this limitation accompanies it. {Ag}

Martial Arts

Sweeping This skill represents the attacking forms of the "soft" martial arts. This f skill uses the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold. This skill accompanied by a Weapon Style skill or Martial Arts skill can exceed these limitations. All criticáis should be rolled on the Martial Arts Sweeps Critical Table. {Ag}

Optional Rule [Core]:

If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Sweeps Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.

Wrestling

This is the skill of using one's arms and legs to grapple an opponent and immobilize him. Note that it is not normally intended to be injurious to either partner, though injury may result. This skill may be used to immobilize an opponent who does not wish to be immobilized, but it is 1 assumed that injury is not the intent. Attacks are resolved on the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold on the Martial Arts Sweeps Attack Table. All criticáis are resolved as Grappling criticáis. {SD}

Optional Rule [Core]: If the wrestler's body size is considerably larger than his opponent's, he may use the Degree 2 threshold on the Martial Arts Sweeps Attack Table. If the wrestler's body size is considerably smaller than his opponents, he suffers a special modifier of -20 to his OB and he must use the Degree 1 damage threshold on the Martial Arts Sweeps Attack Table.

Standard Skills: Disarm Foe (Armed), Disarm Foe

(Unarmed), Feint (Armed), Feint (Unarmed) Restricted: Racial Attack Applicable Stat Bonuses: St/Ag/SD Skill Rank Progression: Combined Skill Category Progression: 0*0«0*0*0 Group: None

Classification: Static Maneuver and Offensive Bonus

See Section 14.3 for details on how to use special attacks1 during a combat round.

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Disarm Foe (Armed) This skill provides a bonus to remove a foe's weapon with your weapon. If the disarming skill check is successful, the opponent will drop his weapon. Depending on how l successful the character is in his disarming attempt, the Gamemaster may decide to let the player decide where the disarmed weapon will go. To determine the success of the disarming attempt, make a static maneuver and add the character's skill bonus. The opponent's total usable OB (e.g., his OB before delegating parry or special attacks) with his weapon is taken as a negative modifier to the static maneuver. There are four separate skills for the user to develop, representing weapon categories against which a character can be trained: 1-Handed, 2-Handed, Pole Arm, and Two-Weapon Combination. {Ag}

Disarm Foe (Unarmed) This skill provides a bonus to remove a foe's weapon while unarmed. If the disarming skill check is successful, the opponent will drop his weapon. Depending on how successful the character is in his disarming attempt, the Gamemaster may decide to let the player decide where the disarmed weapon will go. To determine the success of the disarming attempt, make a static maneuver and add the character's skill bonus. The opponent's total usable OB (e.g., his OB before delegating parry or special attacks) with his weapon is taken as a negative modifier to the static maneuver. There are four separate skills for the user to

develop, representing weapon categories against which a character can be trained: 1-Handed, 2-Handed, Pole Arm, and Two-Weapon Combination. {Ag}

Feint (Armed)

This skill provides a bonus to trick your opponent to react to a false melee attack and weaken his defenses. A successful feint maneuver may result in a temporary reduction in the total DB of the target. To determine the success of the feint attempt, take the amount of the character's Feint skill bonus committed to the attack and make a static maneuver roll. The opponent's total usable OB (e.g., his OB before delegating parry or special attacks) is subtracted from this roll. Then refer to the Maneuver/Movement Table T-4.1, in Rolemaster Standard Rules, using the "Extremely Hard" column. If the result is a number, this number is subtracted from the target's normal DB.

A Feint maneuver may negate some or all of a target's DB due to shield bonus (including magical shields), parrying actions, skills that increase the DB of the target, or the target's Quickness modifier. Any positional DB or inherent DB of a target will not be reduced by a Feint maneuver. Examples of positional DB are fighting from higher ground or being behind some sort of cover. An inherent DB could be general magical protection or high quality armor, both of which cannot be affected by a feigned attack.

If the Feint maneuver is successful, half of the OB committed for the feint is regained for the normal melee attack. If the feint fails, all OB shifted to the feinting maneuver is lost for this round. However, the player must still make his attack action. {Qu}

If the character develops Situational Awareness: Feinting, he may apply this skill bonus against Feinting attacks made against him in addition to any other modifiers.

Feint (Unarmed)

This skill provides a bonus to trick your opponent to react to a false melee attack and weaken his defenses. A successful Feint maneuver may result in a temporary reduction in the total DB of the target. To determine the success of the Feint attempt, take the character's Feint skill bonus committed to the attack and make a static maneuver roll. The opponent's total usable OB (e.g., his OB before delegating parry or special attacks) is subtracted from this roll. Then refer to the Maneuver/Movement Table T-4.1, in Rolemaster Standard Rules, using the "Extremely Hard" column. If the result is a number, this can be used to negate some of the target's DB.

A Feint maneuver may negate some or all of a target's DB due to shield bonus (including magical shields), parrying actions, skills that increase the DB of the target, or the target's Quickness modifier. Any positional DB or inherent DB of a target will not be reduced by a Feint maneuver. Examples of positional DB are fighting from higher ground or being behind some sort of cover. An inherent DB could be general magical protection or high quality armor, both of which cannot be affected by a feigned attack.

If the Feint maneuver is successful, half of the OB committed for the feint is regained for the normal melee attack. If the feint fails, all OB shifted to the feinting maneuver is lost for this round. However, the player must still make his attack action. {Qu}

If the character develops Situational Awareness: Feinting, he may apply this skill bonus against Feinting attacks made against him in addition to any other modifiers.

Part II

Section 7.8

Special Attacks

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