CGR2 - The Complete Gladiator's Handbook
CGR2 - The Complete Gladiator's Handbook
CGR2 - The Complete Gladiator's Handbook
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wise. A word of caution to the DM: Do not give this option<br />
to every PC who wants it. Make them pay for it. Make them<br />
explain plausibly how they came by this knowledge. All<br />
other classes have their benefits; the gladiator devotes himself<br />
to fighting, and it pays off in this respect.<br />
<strong>The</strong> most important aspect of fighting with martial arts<br />
is that the gladiator no longer need make a random roll<br />
when determining what sort of bare-handed attack he has<br />
made against his opponent. <strong>The</strong> element of randomness<br />
exists only in general attacks; if the gladiator wants to<br />
make a specific shot, or if he is fighting another barehanded<br />
gladiator, he may make his attacks at various<br />
penalties. <strong>The</strong> table on page I 27 shows the various<br />
attacks and defenses allowable, and the modifiers given<br />
for the combinations.<br />
Using the Tables<br />
A normal low-level gladiator attacking with martial arts<br />
has two attacks per round. One, both, or none of these can<br />
be defensive moves, declared before initiative is rolled.<br />
<strong>The</strong> loser of initiative can convert one of his attacks to a<br />
defense if he so desires, but no more than one. <strong>The</strong> declaration<br />
of defenses does not mean that the PCs have to<br />
reveal their attacks and defenses before the combat; they<br />
simply must state how many of their attacks are being converted<br />
to defenses. It is best for both sides if they write<br />
down what maneuvers they wish to attempt before the<br />
combat round actually begins.<br />
Example: Naryas and Friyan are fighting in the arena.<br />
Naryas’s player wants him to make two attacks, while<br />
Friyan’s wants one attack and one defense. Friyan wins<br />
the initiative, and Naryas decides he’ll need at least one<br />
defense against the dangerous Friyan.<br />
Next, the combatants must decide the specific attack<br />
they are going to attempt with which limb. Note that in<br />
martial arts fighting, the two combatants do not face each<br />
48<br />
other directly (toe to toe); they fight alongside each other<br />
so that both their right arms (or left arms) would brush<br />
each other if each took a step forward.<br />
If the attacker uses the same limb to attack as the<br />
defender uses to protect himself, then the column consulted<br />
should be SS for Same Side. If one uses the right<br />
side and the other uses the left, it is an OS, or Other Side<br />
attack/defense, which is generally far more effective. After<br />
consulting the proper row and column, the attacker uses<br />
the given modifier to make his attack roll. <strong>The</strong>re are other<br />
modifiers for the roll and number of attacks listed in this<br />
section.<br />
Specializing in Martial Arts is not as easy as specializing<br />
in Punching and Wrestling. Everyone has some idea<br />
how to Punch and Wrestle, but Martial Arts is another<br />
matter entirely. It, like every other potent weapon, requires<br />
an initial slot just to become proficient. After the initial<br />
slot is bought, the gladiator may spend another to become<br />
specialized. A player may not spend more than 2 slots on<br />
Martial Arts when creating a 3rd- to 5th-level gladiator,<br />
nor may he take more than 1 available slot of continuing<br />
Martial Arts at any level thereafter.<br />
Higher-level and specialized gladiators gain more<br />
attacks, as shown on the table below. If a PC gladiator is<br />
both high-level and specialized in the attack, he can have<br />
as many as 5 attack per round with his martial arts ability.<br />
Of course, this means he would have to devote most of his<br />
available slots to earning the additional martial arts specializations;<br />
while he would be a true barehanded fighting<br />
master, he might not be good with weapons.<br />
Level and Specialization Modifiers Table<br />
Level No./AT<br />
l-6 2/l<br />
7-12 5/2<br />
13-18 3/l<br />
17+ 7/2<br />
Slots Additional<br />
Devoted No./AT<br />
2 0<br />
3-4 l/2<br />
5 1<br />
6 3/2