Martial Arts Companion

Standard Skills: Martial Arts Style Lore,

Weapon Style Lore Restricted Skills: none Applicable Stat Bonuses: Me/Re/Me Skill Rank Progression: Standard Skill Category Progression: Standard Group: Lore

Classification: Static Maneuver

Martial Arts Style Lore

This skill provides a bonus for recognizing a particular martial arts style. This skill allows the user to anticipate the most common types of attacks of a martial arts style, as well as recognize the respected masters of martial arts styles. Successful lore static maneuvers may allow the user to anticipate attacks of a person using a martial arts style. A successful Martial Arts Style Lore static maneuver will give the character a special +2 bonus to his initiative roll for the duration of the combat providing the opponent continues to use the same martial arts style. This skill requires 25% activity action in the round that it is attempted. Obscure, secret, or forgotten martial arts styles will impose a negative modifier on the use of this skill. {Me}

Weapon Style Lore This skill provides a bonus for recognizing a particular weapon style. This skill allows the user to anticipate the most common types of attacks of a weapon style as well as recognize the respected masters of weapon styles. Successful lore static maneuvers may allow the user to anticipate attacks of a person using a weapon style. A successful Weapon Style Lore static maneuver will give a special +2 bonus to the initiative roll for the duration of the combat, provided the opponent continues to use the same weapon style. This skill requires 25% activity action in the round that it is attempted. Obscure, secret, or forgotten weapon styles will impose a negative modifier on the use of this skill. {Me)

Standard Skills: Vital Points Lore Restricted Skills: none Applicable Stat Bonuses: Me/Re/Me Skill Rank Progression: Standard Skill Category Progression: Standard Group: Lore

Classification: Static Maneuver

Vital Points Lore

This skill provides a bonus for recognizing the vital points of attack on a foe. This knowledge is very specialized and is often guarded jealously. The study of vital points is very complex and takes into account the time of day, season, and emotional state of the target in some of the more advanced and esoteric techniques. This skill must be taken for each general type of foe (i.e., humanoid, reptile, etc.). A successful Vital Points Lore static maneuver against an opponent can allow the practitioner to modify his next critical roll by 2 points during melee combat in the current or following round. This skill requires a 25% activity action in the round that it is attempted. {Me}

martial arts • combat maneuvers

Standard Skills: Adrenal Deflecting,

Martial Arts Style (Basic), Adrenal Evasion Restricted Skills: Martial Arts Style (Advanced),

Blind Fighting Applicable Stat Bonuses: Ag/Qu/SD Skill Rank Progression: Combined Skill Category Progression: 0«0»0«0»0 Group: Martial Arts

Classification: Static Maneuver, Special, and OB

Adrenal Deflecting This skill provides a bonus for using the body, 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 Adrenal Deflecting skill bonus. Then refer to the Maneuver/Movement Table, T-4.1, in the Rolemaster Standard Rules book, using the "Extremely Hard" column against thrown weapons and 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

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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. Every Adrenal Deflecting attempt requires 60% activity action. The roll is modified by -20 for each additional missile to be deflected that round. Each missile attack must be resolved separately. {SD}

Adrenal Evasion This skill provides a bonus for evading a single attack by using a tumbling maneuver. To determine the effect of such an attempt, roll (open-ended) and add the Adrenal Evasion skill bonus. Then refer to the Maneuver/Movement Table, T-4.1, in the Rolemaster Standard Rules, using the "Hard" column against melee and thrown weapons and the "Extremely Hard" column versus missile weapons. If the result is a number, it is subtracted from the attack's roll (in addition to the normal DB). The skill rank (notthe skill rank bonus) is added to the tumbler's DB for all other attacks. The Adrenal Evasion skill is rolled for during the round it is actively used and it requires 60% activity action. {Ag}

Blind Fighting

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 can not 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 I 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}

Martial Arts Style (Advanced) This skill allows the user to become more skilled at a specific type of unarmed combat. The Advanced Martial Arts Style skill represents the most difficult unarmed combat techniques. The Advanced Martial Arts Style skill bonus represents the offensive bonus of the character while using his martial arts attacks in the manner prescribed by the martial arts style. Each individual martial arts style must be developed separately. Refer to Section 9.0 for more information on martial arts styles. {Ag}

Martial Arts Style (Basic) This skill allows the user to become more proficient at a specific type of unarmed combat. The Basic Martial Arts Style skill represents very effective unarmed combat tech-

»niques. The Basic Martial Arts Style skill bonus represents the offensive bonus of the character while using his martial arts attacks in the manner prescribed by the martial arts style. Each individual martial arts style must be developed separately. Refer to Section 9.0 for more information on martial arts styles. {Ag}

Part ii

Section 7.6

Martial Arts Strikes

Part ii

Section 7.6

Martial Arts Strikes

Standard Skills: Boxing, Martial Arts Striking Restricted Skills: Nerve Strikes Applicable Stat Bonuses: St/Ag/St Skill Rank Progression: Normal Skill Category Progression: Normal Group: Martial Arts Classification: Offensive Bonus

Boxing

The Boxing skill represents using one's fists to strike at an opponent's upper body and torso, while protecting oneself from similar blows. This skill uses the Arms Law Martial Arts Strikes Attack Table and may not exceed the Degree 1 damage threshold. {St}

Optional Rule [Core]: If hard or spiked protective coverings (e.g., the Roman cestus) are worn, use the Degree 2 damage threshold on the Martial Arts Strikes Attack Table.

Martial Arts Striking

This skill represents the attacking forms of the "hard" martial arts. This skill uses the Arms Law Martial Arts Strikes Attack Table and may not exceed the Degree 1 damage threshold. Accompanied by a Weapon Style skill or Martial Arts Style skill, this skill can exceed the Degree 1 limitation. All criticáis should be rolled on the Martial Arts Strikes Critical Table. {St}

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