Martial Arts Companion

Forbidden Kill Strikes

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The new and revised martial arts skills form the foundation of this companion. It is important that the Gamemaster gain a firm understanding of the contents of this section, as these skills will change the skill selection strategy of players who wish to develop characters proficient in the martial arts.

Between the first and second printing of RMSR, there was an important change in the definition of Everyman, Occupational, and Restricted skills. For those readers that do not have the second printing, the changes are briefly summarized below:

In the RMSS, skills are classified as Normal, Everyman, Occupational, or Restricted. Normal skills are developed per the standard rules outlined in RMSS. Each rank purchased with development points by the character translates to a single new rank in the skill. Everyman, Occupational, and Restricted skills are handled differently. For Everyman skills, each rank developed in that skill actually results in two skill ranks. For Occupational skills, each rank developed in that skill actually results in three skill ranks. For skills classified as Restricted, every two ranks developed in that skill actually results in a single skill rank. Note that developed skill ranks are those "purchased" with development points (i.e., not gained through training packages, adolescence, etc.).

Listed here is the overview of the affected skill categories and skills. In each following section, each category is shown with all of the new skills that belong to that category (old skills are not listed).

Combat Maneuvers

New skills are introduced in this skill category, as well as some skills are slightly revised to accommodate the new rules presented in this companion. The new skills introduced are Blind Fighting, Weapon Style (Basic), and Weapon Style (Advanced). The revised skills are Missile Deflecting, Tumbling Evasion, and Two-Weapon Combat.

Lore Skill Group

A few new skills are introduced in this skill group. The new skills in Lore General are Martial Styles Lore and Weapon Styles Lore. The new skill in Lore Obscure is Vital Points Lore.

Martial Arts Combat Maneuvers

This new skill category introduces some new skills. The new skills introduced are Adrenal Deflecting, Adrenal Evasion, Blind Fighting, Martial Arts Style (Basic), and Martial Arts Style (Advanced).

Martial Arts Skill Group

This skill group is drastically different from its original presentation in RMSR. Aside from the addition of the Martial Arts Combat Maneuvers skill category, the four separate Degree skills for Martial Arts Strikes and Martial

Arts Sweeps have been replaced with a single skill for each type of attack. The Nerve Strikes skill is introduced in the Martial Arts Strikes skill category and the Locking Holds skill is introduced in the Martial Arts Sweeps skill category.

Special Attacks

Some new skills are introduced in this skill category. The new skills are introduced are Feint and Racial Attacks. In addition, the Disarm Foe skill is revised according to the new method for resolving special attacks, which is further explained in Section 14.3.

Special Defenses

This skill category presents a single new skill—Adrenal Resistance. In addition, Adrenal Defense and Adrenal Toughness have been revised according to the rules presented in this companion.

Chi Powers Skills

Chi Powers skills comprise an optional set of skills that allow the practitioner to transcend the limitations of his body to accomplish supernatural feats. As such, not all chi powers skills may be suitable for all campaigns. Chi Powers skills are presented separately in Section 10.0.

Standard Skills: Weapon Style (Basic),

Two-Weapon Fighting Restricted Skills: Blind Fighting, Missile Deflecting,

Tumbling Evasion, Weapon Style (Advanced) Applicable Stat Bonuses: Ag/Qu/SD Skill Rank Progression: Combined Skill Category Progression: 0«0*0*0*0 Group: None

Classification: Static Maneuver, Special, and OB

Blind Fighting

The Blind Fighting skill allows its practitioner to overcome some of the penalties associated with not being able to see one's opponent. This skill trains the practitioner to use senses other than sight during combat. Normally a character will have at least a -100 modifier to his OB if he is fighting an opponent he cannot see. A successful Blind Fighting static maneuver can be used to offset the OB penalty for not being able to see one's opponent. To determine the effect of such an attempt, roll (open-ended) and add the Blind Fighting skill bonus. Then refer to the Maneuver/Movement Table (T-4.1) using the "Extremely Hard" column. If the result is a number, that number is used to offset the current penalty for vision. Successful use of this skill will never increase the wielder's OB; it can only offset penalties due to not being able to see one's opponent. A failure result when attempting this skill will result in the character not being able to take any action this round. An extraordinary success when attempting this skill will allow the character to completely offset the penalty for not being able to see his opponent. {SD}

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Missile Deflecting This skill provides a bonus for using the body or a weapon or a shield to deflect or even catch a thrown weapon or missile directed at the user. To determine the effect of such an attempt, roll (open-ended) and add the Missile Deflecting skill bonus. Then refer to the Maneuver/ Movement Table (T-4.1) using the "Extremely Hard" column against thrown weapons or the "Sheer Folly" column against missile weapons. If the result is a number, it is subtracted from the weapon's attack roll (in addition to the normal DB). If the missile or thrown object misses, the character has a chance of catching the item. Roll dlOO (open-ended) and add the modification received earlier from the Movement/Maneuver Table; if the result is over 100, the item has been caught; if desired. The Missile Deflecting skill requires a 100% activity action. The roll is modified by -20 for each additional missile that the character wishes to try to deflect that round. Resolve each missile attack separately. {SD}

Tumbling Evasion This skill provides a bonus for evading attacks by using tumbling maneuvers. The skill rank (not the skill rank bonus) is added to the tumbler's DB for all other attacks. The Tumbling Evasion maneuver is resolved during the round it is actively used and it requires a 60% activity action. {Ag}

Two-Weapon Fighting This skill allows a combatant to fight with two weapons simultaneously. He is allowed to make two weapon attacks for each melee attack action, and may engage two opponents providing neither opponent is receiving any positional combat modifiers for their OB (e.g., if either opponent is receiving a +15 bonus for Flank Attack or a +20 bonus for Rear Attack the attacker would not be able to strike both opponents in the same round).

Two Weapon Fighting skills must be developed for each two-weapon combination (e.g., shortsword/handaxe, rapier/dagger, etc.). The OB for each weapon attack is equal to the skill bonus for the Two-Weapon Fighting skill for the combination of those two weapons or one of the individual weapon OBs, whichever is the lesser bonus. Against 1 Opponent: There is no negative attack modification against one opponent. Against 2 Opponents: There is a -20 modification to both attacks.

Parrying or Special Attacks: The user must reduce both weapon OBs by the same amount (i.e., the amount of his parry or special attack). Against one opponent, the user increases his DB by the amount of his parry. Against two opponents, the amount of his parry must be split between the two opponents as the user sees fit. Using the off-hand: The two-weapon combination is developed for a specific weapon and hand combination. For example, a Rogue trained in a rapier/dagger combination might have decided to use the rapier left-handed and the dagger in his right. Switching either weapon to the other hand incurs the normal -20 penalty for using the off-hand for each weapon. {St}

Weapon Style (Advanced)

This skill allows the wielder to become more skilled in combat with his chosen weapon. The Advanced Weapon Style skill incorporates the most difficult combat techniques. The Advanced Weapon Style skill bonus represents the offensive bonus of the character while using his weapon in the manner prescribed by the weapon style. Each weapon style must be developed separately. Refer to Section 8.0 for more on weapon styles. {Ag}

Weapon Style (Basic) This skill allows the wielder to become more proficient at fighting with his chosen weapon. The Basic Weapon Style skill incorporates very effective combat techniques. The Basic Weapon Style skill bonus represents the offensive bonus of the character while using his weapon in the manner prescribed by the weapon style. Each weapon style must be developed separately. Refer to Section 8.0 for more on weapon styles. {Ag)

Part ii

Section 7.2

Combat Maneuvers

MARTIAI, ARTS COMPANION

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Part II

Martial Arts • Combat Maneuvers

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