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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

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