Martial Arts


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Styles
Creating a Style
Special Maneuvers
Principal Methods
Stunning and Incapacitating
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Learning Martial Arts
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Combat
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Oriental Adventures

In the world of Oriental Adventures, the martial arts are a style of combat that never developed
significantly in the rest of the AD&D© game world. It is perhaps one of the most unique features of this land-the
development of the body into a useful weapon, capable of defeating opponents supposedly better armed and
armored than the unarmed fighter. The unarmed fighter uses his entire body-his hands, feet, legs, arms,
head-any part can be turned into a weapon. To achieve this skill, he must undergo rigorous training. This
training requires great physical and mental discipline to master the styles, maneuvers, and feats of the martial
arts. The unarmed fighter must learn to anticipate actions, harden his body, block out pain, and summon
energies from deep within himself. This is not easy and requires a deep commitment on the part of the
character.

There are several reasons why the MA have been developed to such a high degree within this
society. Part of it is the philosophy && outlook of the people. Found throughout all the lands is a belief in the
forces of nature. These forces are not just abstract concepts, they surround the character and charge everything
about him with hidden energies. Nor is the character a passive observer of these forces. He is part of them, just
as they are part of him. Therefore, he too can draw upon these forces and use them. Furthermore, he strives to
live in harmony with these forces, perhaps appeasing them with offerings && prayers or learning to commune
and understand them. But before he can do this, he must learn, develop, and harmonize the forces within
himself. By doing so, he is able to live at peace with the natural forces. While tools can be effective in changing
the face of nature, they are outside this harmony, they intrude upon it. Understanding one's own body and its
capabilities is thus one factor leading to the development of unarmed fighting skills.

Several religious beliefs espouse the idea that this world is a passing thing, that with time, everything
will change. As such, material possessions have little real worth or value--they are not permanent. Devout
followers of these beliefs try to divest themselves of the desire for the material world, since these are
impediments to ultimate perfection. Only the inner qualities of a man are permanent and positively known.
Reliance upon a tool such as a weapon is reliance upon the material world. Only by knowing themselves and
their own value can they achieve perfection. Thus, they learn and develop their own abilities to understand
themselves.

There are other, more pressing social reasons for the development of unarmed fighting. The Oriental
society is not like the other societies of the world. Where the peasant of another land always keeps and feels
entitled to carry a sword or similar weapon, it is not unusual in the lands of OA for severe
edicts to be passed restricting the ownership of such weapons. This is particularly true in conquered lands and
notoriously troublesome provinces. Punishments could be quite severe, including torture and execution. Given
these restraints, commoners often had to find other ways to defend themselves.

In time, these skills became widely practiced and honorable. Efforts were made to regularize the styles
and training practices. Careful study of scientific principles and religious concepts followed. Unarmed fighting
became an art which if practiced diligently and correctly could guide the student to self-perfection.
With the spread of martial arts skill, every land developed its own styles. The fighter had to learn to
counter weapons favored in the local area and studied the natural styles of the beasts of his land. Each style was
further divided by the masters who taught it. Each developed his own particular moves and methods and two
masters of the same style could easily fight in entirely different forms. Thus, there grew a vast proliferation of
methods of martial arts, some might favor use of the feet while others might rely on evasion and throws and so
forth. Arguments and challenges over which style was better were quite common, as fighters of different
schools sought to establish the supremacy of their claim. These were often spectator events, with hundreds of
interested onlookers.

At the lowest level, the MA artist trains the fighter in the use of his body. The primary goal is to train
the fighter so that he can avoid being hurt. However, different masters espouse different ways of reaching this
goal. Some styles are mainly defensive, diverting or avoiding the attack. Other styles are more aggressive, their
masters believing that attacking is the best way to protect oneself. Others demand the fighter learn and master
many different weapons to understand their use.

Unarmed combat uses many different techniques, depending mainly on the style learned. Forms include
punches, blocks, kicks, pushes, throws, holds, locks, and dodges-a near infinite variety of moves. Unarmed
combat is also a misnomer. Students are often expected to learn how to handle common and unusual weapons.
However, using many of these weapons effectively requires the same discipline and training as the unarmed or
open-hand forms and so their use is only taught as part of a particular martial arts style. To give a peasant a
tui-fu and expect him to fight with it effectively is foolish, but in the hands of a master of martial arts it can
become a deadly weapon.

This section covers how martial arts skills are learned and used in combat. Some of the styles described
are historical. But, as noted above, there can be hundreds of different styles, so a part of these rules describe
how the DM can create different and unique styles as befits the campaign. One never knows when there might
be a hermit in the hills who has developed a new fighting style!

The martial arts given here are designed to fit within the rules the AD&D game. Players should not
expect a detailed listing of every type of combat move, thrust, or parry that combine to make a complete style.
Styles are defined by their effects within the rules-number of attacks, damage, armor class, and principal attack
form. As characters rise in levels, they may also learn a number of specialized maneuvers inherent to a style.
However, such powers only come with dedication and training!

Styles


 

Under OA rules, the martial arts are classified by five different characteristics--number
of attacks, damage, armor class, principal attack form, and special maneuvers. When grouped together, these
elements form a style. There can be as many styles as there are possible combinations of these elements. Each
style is different and must be learned separately. Styles are often given descriptive or poetic names, based on
how the style works, its appearance when used, or the source of inspiration. There are animal names (Snake,
Monkey, Tiger, etc.), poetic names (Eight Drunken Fairies), and descriptive names (Empty Hand, Springing
Legs, Eight Fists, etc.). Each identifies a particular style. In addition, styles are further identified by their use.
Some are highly defensive, retying on the inner power of the user to overcome the opponent: others are
aggressive, stressing form and channeled power in hard and sudden attacks. Below are listed some common
styles.

Table 68: COMMON MARTIAL STYLES
Name # of At. Damage AC Principal Attack <*Method> Special 
Maneuvers
Special 
Maneuvers
Karate 3/1 1-6 8 Hand Strike 1, 2, 3
Kick 1
Movement 1 
Mental 1
Iron Fist, Crushing Blow, Eagle Claw. 
Circle Kick. 
Feint. 
Meditation. 
Kung-fu 2/1 1-6 6 Hand Lock 1, 2, 3
Strike 1, 2
Kick 2
Movement 4
Mental 5
Choke Hold, Locking Block, Incapacitator.
Iron Fist, Crushing Blow.
Flying Kick.
Missile Deflection.
Ironskin.
Tae Kwon Do 1/1 1-8 8 Foot Kick 1, 2, 3 
Strike 1
Throw 4
Movement 5
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Jujutsu 2/1 1-6 7 Hand Throw 1, 2, 3, 4
Movement 1, 3
Vital Area 1, 2
Mental 1, 2, 3
-

Number of attacks functions in the same manner as it does for normal combat. When using martial arts,
the number of attacks depends on the style used and may differ from the number of attacks with weapons. Thus
a character's ability to attack may increase, decrease or remain the same when using martial arts.
Damage is the die that is rolled to determine the effect of a hit. Defensive styles generally do low
damage; offensive styles have the opposite effect.

Armor class is a measure of the degree of protection the character gains when using the style.
This protection comes from the character's training which may allow him to avoid, deflect, or withstand blows.

Principal attack form is the part or parts of the body most often used in the style. So long as the
character has the listed body part free he can continue to make effective attacks. Karate emphasizes the fist, so
the character can attack even though his legs may be held. Other styles use the legs, elbows, torso, etc.

Special maneuvers are the secrets of the art, secrets that allow fantastic feats, but are difficult to learn.
These include things such as Backward Kick, Sticking Touch, Great Throw, Ironskin, and other normally
impossible abilities.

Creating a Style

In addition to using the common styles already listed, the DM is encouraged to create new styles for use
in his campaign. These styles are taught by various NPC masters. A style is created by choosing the general
characteristics of the style and then selecting values, terms, and abilities from the lists given in the text.
The DM should first decide whether the style is hard, soft, or a combination of the two. Hard styles
emphasize the use of the muscles and bones for power. They usually use very direct movements and are
generally offensive, stressing the attack. Soft styles rely more on the inner power of the character to provide the
necessary energy, although they too require conditioning of the muscles. Their movements are much more fluid
and circular and are generally considered more defensive. These movements divert the attacker, using his own
force against him, and making an attack only after the enemy has committed himself. The training is more
mentally oriented, showing the student how to focus and use his inner power. Styles that combine both hard and
soft attempt to use the best practices from each. Circular and gentle defensive movements are combined with
swift and direct attacks. Physical training is balanced with psychic training. All styles can make use of a number
of unusual weapons.

Next, the DM must choose the principal method of the style, the fighting method most commonly used
in the style. When a character attacks, he more often than not uses the principal method of the style. Each
principal method describes the most common means of attack-those with kicking method use many kicks, those
with throwing rely on grappling and leverage, etc. However, every style incorporates moves from other
methods, since reliance on a single form would certainly mean defeat.

Table 69: Martial Style Combinations lists all the different choices available for creating a style.
As the DM makes selections, his choices determine the AC, number of attacks, damage, and body part used by the style.

Table 69: MARTIAL STYLE COMBINATIONS
Form AC Mod. #AT Mod. Damage Mod. Body Part
Hard 1 1 4 -
Soft 3 0 2 -
Hard/Soft 2 1 3 -
- - - - -
Principal Method - - - -
Kick 1 1 4 Foot
Lock 1 1 2 Body
Movement 2 1 2 Legs
Push 2 1 1 Hand
Strike 1 1 4 Hand
Throw 1 1 2 Body
Vital area 2 1 4 Hand and foot
Weapon 1 1 by weapon Hand and arm

Notes Regarding Style Combination Table
Form/Principal Method — The DM must select one form and one principal method for each style.

AC Mod. — Total the AC Mod. from the form and the method chosen.
Subtract this number from 10 to get the AC of the style.

#AT Mod. — Total the #AT Mod. from the form and the method chosen.
This is the number of attacks allowed in a melee round when fighting in this style.
This number of attacks does not apply for any other style or when fighting with normal weapons.

Damage Mod. — Total the Damage Mod. from the form and the method chosen.
Round this number (up) to the nearest die size used in the game.
Thus, a total of 6 equals 1d6. A total of 4 equals 1 d4. A total of 5 equals 1d6.
This is the basic amount of damage done when fighting in the style.

Body Part — This lists the part or parts of the body most commonly used when fighting in this style.
Kicking relies on the feet, while throwing makes use of the whole body.
So long as a character has the listed body part unbound or free to move, the character can still attack effectively with that particular MA style.

In addition to the basic information concerning the style of the martial art, the referee must also
determine what weapons (if any) are taught under the style. The DM rolls 1d4 and subtracts two from the
result. This is the number of weapons that are taught under this particular style of martial arts. The DM can
select the weapons from those that can be used in martial arts only.

Finally, the DM must determine the special maneuvers used by the style. This is explained in the next
section, Special Maneuvers.

Q: Table 69 (Oriental Adventures,
page 102) seems to indicate that a
created style has a maximum of two
attacks per round. Is this correct? If
so, why does karate allow three
attacks per round? Is karate off-limits
to PCs?

A: Yes, created styles have a maximum of
two attacks. PCs can learn any of the
styles listed on page 101. Karate does
allow three attacks per round.
The common martial styles listed on page 101 were not created using the rules on page 102.
Each is unique and cannot be recreated or
modified using the rules creating new
styles.
(121.24)

Q: How do you determine which special
maneuvers can be used with a
created martial-arts style?
A: The form of the style determines which
special maneuvers can be used with it.
Each special maneuver on table 70 (page
103) is labeled for use with one of the
forms. A special maneuver labeled hard is
used primarily with hard styles, hard/soft
maneuvers can be used with any style,
and soft maneuvers are used primarily
with soft styles. The special maneuvers
listed under mental and physical training
are labeled with the most compatible
forms but may be used with any style; all
other special maneuvers should be restricted
to their primary style?no more
than one ?out of form? maneuver per style
is a good rule of thumb.
(151.9)

Special Maneuvers

Special maneuvers are actions and abilities that require intensive study && skill to learn. In return, they
give the user greater-than-normal results and can be used to great effect. Some maneuvers are actions that the
character can attempt during the course of a fight (Flying Kick, One Finger, etc.), others are constant abilities
that once learned are always in effect (Ironskin, Blind Fighting, etc.). Combat maneuvers are risky in that
failure often leaves the character in an exposed or dangerous position. A combat maneuver costs the character
one or more of his attacks for the melee round. A movement maneuver counts as movement, preventing the
character from making any attacks that round (unless the maneuver notes otherwise).

All maneuvers are organized according to the principal method of fighting used. Kicking covers actions
involving kicks; movement includes-° leaps, tumbles, dives, and acrobatics. In addition, each maneuver is
identified as being hard, soft, or hard/soft. This corresponds to the genera classification of the fighting style. A
soft fighting style mainly uses some special maneuvers and a hard style uses hard special maneuvers. This does
not prevent crossover between the two styles, it just indicates the general type of maneuver each style uses.

To determine the number of special maneuvers taught by the style, Of 1d8. This is the number of special
maneuvers that can be chosen on from the principal method of the style or from the Mental and Physic Training
lists. Then, a second roll of 1-3 is made to find the number of maneuvers chosen from other methods (or again
the Mental and Physical Training category). All styles usually incorporate a few maneuvers from' other methods
to provide the character with an arsenal of tactics.

The special maneuvers of each method are ranked according to the difficulty of each maneuver. The
lower the number of the maneuver, the easier it is to learn and execute. When selecting the special maneuvers,
there must be a progression from 1 on up. However, the progression does not need to be within a single
principal method and there can be more than one maneuver at the same difficulty level. A style could begin with
Circle Kick (1), Flying Kick (2), All-around Sight (2), and end with Backward Kick (3). The ranking is given to
determine the order in which the abilities are gained. A higher difficulty maneuver can only be learned if those
beneath it have already been learned.

Special maneuvers are not gained immediately upon learning the martial art style. They require extra
training and are learned gradually. How these maneuvers (and martial arts proficiencies in general) are gained is
explained under Learning Martial Arts.

In addition to the maneuvers grouped under the principal method, there is the additional category of
Mental and Physical Training. These are special maneuvers that can be learned in any style because of the
methods of practice and discipline of the training.

Q: How does a character with a
martial arts skill gain special
maneuvers?

A: Each special maneuver learned requires
one proficiency slot, no matter what style
is used or what other maneuvers or
weapons are known.
(121.24)
 

Q: When can special maneuvers be
used? For example, can a character
with prone fighting skill use a
katana while prone?

A: Martial arts special maneuvers may be
used only in conjunction with the character’s
style; a katana is not a martial arts
weapon and cannot be used with any
martial arts style or special maneuver.
However, common sense dictates that the
special maneuvers from the mental and
physical training category can be used any
time, unless their descriptions state
otherwise.
(122.42)
 

Q: How does the form of a style (hard,
soft, hard/soft) affect which special
maneuvers can be used?

A: The principal method of the style, not
the form, determines the style’s special
maneuvers (OA, page
102). Each special maneuver on page 70 is
labeled for use with one of the forms —
information which might be helpful when
assigning “out of method” special maneuvers;
just match the chosen maneuver to
the form of the style.
(122.42)
 

Q: The rules say that special maneuvers
must be learned in order, yet
the common martial arts styles skip
some of the maneuvers in several
categories. Why is this so?

A: Any style’s special maneuvers are
learned in numerical order, no matter
what groups they are from (as per Oriental
Adventures, page 102). In tae kwon do,
for example, Movement 5 is the last
maneuver learned; the character does not
have to (and, in fact, cannot) learn Movements
1-4, because they are not part of his
style.
(122.42)
 

Q: In "Sage Advice" in issue #122, you
said that the to-hit roll required for
the special martial-arts maneuver
Leap should be made against AC 10.
Does this apply to to-hit rolls required
for other maneuvers, such as
Weapon Catch?
A: No. In general, combat special maneuvers
require a to-hit roll vs. the armor
class of the target character. The target
character in a Weapon Catch is the character
holding the weapon that is to be
caught.
(151.58)

Table 70: MARTIAL ARTS SPECIAL MANEUVERS
 
Kick Lock Movement Push Strike Throw Vital Area Weapon Mental and 
Physical Training
1. Circle kick (hard) 1. Choke hold (hard/soft) 1. Feint (hard/soft) 1. Concentrated push (soft) 1. Iron fist (hard) 1. Fall (hard/soft) 1. Pain touch (soft) 1. Weapon catch (hard/soft) 1. Meditation (hard/soft)
2. Flying kick (hard) 2. Locking block (soft) 2. Prone fighting (soft) 2. Sticking touch (soft) 2. Crushing blow (hard) 2. Instand stand (hard/soft) 2. Stunning touch (soft) 2. Weapon breaker (hard/soft) 2. All-around sight (soft)
3. Backward kick (hard/soft) 3. Incapacitator (hard/soft) 3. Immovability (soft) 3. One finger (soft) 3. Eagle claw (hard) 3. Hurl (hard) 3. Paralyzing touch (soft) 3. Steel cloth (soft) 3. Mental resistance (soft)
- 4. Immobilizing (hard/soft) 4. Missile deflection (soft) - - 4. Great throw (soft) 4. Distance death (soft) - 4. Blind fighting (soft)
- - 5. Leap (soft) - - - - - 5. Ironskin (hard)
- - 6. Speed (hard/soft) - - - - - 6. Levitation (soft)
- - 7. Slow resistance (hard/soft) - - - - - -

Principal Methods

Kick

Circle Kick:

In this dramatic kick, the attacker builds up power and momentum by spinning in a complete circle before landing the kick (usually on the side of the head or body). If successful (a normal to hit roll), the kick does twice normal damage.
If unsuccessful, the character loses the next attack he is normally allowed as he tries to recover his balance.

Flying Kick:

This spectacular kick requires at least five feet of running space.
The character leaps high into the air and leads with a powerful kick to the head (or head height for larger than man-sized creatures).
If the kick connects, the character does triple normal damage. If unsuccessful, the character falls to the ground
adjacent to the intended target and must spend a round getting back to his feet (unless he also has Prone
Fighting or Instant Stand).

Backward Kick: This seemingly innocuous kick is extremely difficult to master. The character attempts
a normal attack at any creature directly behind him, either kicking his foot over and behind his own head or
lashing out straight backward. He does not have to turn around and face his attacker. The kick does normal
damage, but a failed attempt has no ill effects.
 

Lock

Locking is the art of gripping an opponent in such a way that prevents him from acting-twisting an arm
so the joint is locked, applying pressure to choke off breathing and blood flow, etc.

Choke Hold:

This teaches the character the correct way of applying pressure to render an opponent unconscious.
When using a choke hold, no attacks can be made in the next round as the attacker is entirely occurred in gripping and holding his opponent.
If a successful to hit roll is made, the choke has been applied.
Once applied, the hold must be maintained until the end of the next melee round (during which the character can take no other action).
The victim can attempt to escape by making a successful to hit roll, modified by a -2 on the die roll.
The escape attempt can be tried as many times as the victim has attacks.
If the character fails to escape, he falls unconscious at the end of the round.
He remains unconscious for 1-3 rounds.

Locking Block: This action can be attempted instead of a normal attack. It can be used against other
unarmed fighters or melee weapon attacks. A normal to hit roll is made. If successful, the character has trapped
his opponent's weapon, arm, or leg in a scissors arm-lock and it cannot be used to make attacks. In addition, so
long as the victim is so trapped the character can make attacks (using the feet only) with a + 4 on his chance to
hit. The victim can break the lock by expending an attack and making a normal to hit roll for success. The
locking block does not cause damage.

When used against an unarmed fighter, an unsuccessful locking block causes no penalty other than the
fact that the attack has been lost and no damage is done. However, when used against a weapon, an
unsuccessful locking block results in the character taking damage from the weapon. In attempting to make the
block, the character has only managed to get himself hit by the weapon.

Incapacitator: By gripping the opponent and twisting the joints, the character can render one finger,
arm, or leg useless for 24 hours and cause double normal damage. The effects of incapacitating a limb are
explained under the wu jen withering palm spell. A successful to hit roll must be made and the victim is allowed
a saving throw vs. paralyzation. If the saving throw is failed, the appropriate limb is rendered useless. If the
saving throw is made, the attack fails. An unsuccessful attack (either a failed to hit or a successful saving throw)
has no effect on the attacker other than the waste of an attack and the lack of damage done. This maneuver is
particularly useful to prevent opponents from escaping or making attacks.

Immobilizing: With one hand the character is able to grip and hold an opponent in a way that keeps him
from taking any action. The character is still able to make attacks (using either his feet or his other hand), even
applying an immobilizing lock on another victim. A successful to hit roll must be made and the attack does no
damage. Immobilized characters can attempt to escape by spending a melee attack to break the hold. However,
the chance of success is modified by -6 to the die roll. An unsuccessful immobilizing lock results in a -4
modifier on the character's next attack.
 

Movement

This method relies on the training of the character in the control and positioning of his own body--his
posture, stance, and reflexes. From it students learn the importance of SPEED, sudden changes of direction, and
footwork. It is seldom very offensive, but when combined with other styles creates a dangerous and deadly
fighter.

Feint: A feint is a trick where the character begins an attack in one direction and at the last minute
changes it to another direction. When done successfully, the opponent is out of position to the new attack and
cannot defend as effectively against it. A feint requires one melee attack to execute. A normal to hit roll is made
and if successful the character's next attack gains a + 2 on the chance to hit. The feint itself does no damage. If
unsuccessful, the character suffers no penalty other than the toss of the attack.

Prone Fighting:

Prepared for any circumstance, the character is able to fight effectively even when lying on the ground.
This special maneuver is constant-it applies any time the character is knocked from his feet.
The only limitation is that the character can perform no other special maneuver (except Instant Stand) when prone.

Immovability: By carefully positioning his feet and learning to tense and relax various muscles, the
character can avoid being knocked, lifted, or thrown off his feet. Any time these would occur, the character is
automatically allowed a save vs. Paralyzation. If the save is successful, the character remains where he
is.

Missile Deflection: Relying on the speed of his reflexes and the nimbleness of his footwork, the
character is sometimes able to avoid nonmagical missile attacks (including magical arrows and bolts). This
ability is constant although the character must be aware of the attack. The character is allowed a saving throw
vs. Paralyzation against each attack. If the save is successful, the character has dodged the missile; if not, the
missile hits normally.

Leap:

The character is able to perform extraordinary feats of springing and leaping by channeling his
inner power, mentally making himself as light as a feather. From a standing START the character can spring four
feet into the air and three feet forward plus one foot for each level of the character. He can also flip in mid-air to
automatically change his facing. Such springs do not take an entire melee round, costing instead only one attack
allowed during the round. Thus a character could flip over an opponent, land behind him, and execute an attack
from the rear with his next melee attack. From a running start, the character can spring eight feet upward and
ten feet forward plus one foot for each level of the character. The character must have at least 10 feet of running
space for springing. In both cases, the character must make a normal to hit roll to see if he lands safely. If the
roll is made, the leap or spring is successful. If the roll is failed, the character makes the leap but falls to the
ground upon landing.
 

Q: The leap maneuver requires a “to
hit” roll — but against what armor
class?

A: The “to hit” roll is normally vs. AC 10,
but the DM may alter the armor class
rating to reflect a particularly dangerous
or difficult circumstance, such as bad
footing, poor visibility, or a confined space.
Magic and dexterity do not alter the “to
hit” roll in any way.
(122.42)

SPEED: The character has developed lightning-fast reflexes and powerful muscles mainly by concentrating and learning how his body controls its movements. The character gains twice the normal amount of melee attacks he is normally allowed (both with the MA and normal combat) and
moves at double the normal combat movement rate (only).
The increase in movement rate does not apply to normal movement nor can the movement SPEED be maintained for more than five rounds.
This special maneuver is difficult and tiring.
It can only be done once per day and can only be maintained for five rounds.
At the end of this time, the character must REST for 1-3 rounds.

Slow Resistance: Having developed his body and disciplined his mind, the character is automatically immune to slow effects.
 

Push

Pushing is a soft form of combat, primarily protective in nature. It relies on the character's understanding
of the forces of motion. The opponent's own force is turned against him, deflecting his attack, throwing him off
balance, or knocking him backward with a single touch. Learning this art takes great mental discipline but does
not require great strength.

Concentrated Push: The character focuses his inner energy into his hands, giving him great results even from a gentle push.
On a successful to hit roll the opponent is knocked back one foot per level of the character.
If the distance is greater than three feet, the victim must make a successful saving throw vs. Paralyzation to remain on his feet.
If the victim hits a solid object, he suffers damage as if he had fallen the same distance. <(WSG: Falling Damage)>
Note that those with Immovability can resist being knocked back. If the Concentrated Push attack is unsuccessful,
all attacks made against the character for the remainder of the round have a + 2 on their chance to hit.

Sticking Touch: The character has so attuned his sense of touch that even by lightly placing his hand on another he can cause it to follow their every MOVE.
A normal to hit roll must be made and the touch does no damage.
However, so long as the character remains in contact, he gains + 2 on all subsequent to hit rolls and his AC improves by 2,
since he is able to feel the impending move of his opponent before it happens.
The touch can only be broken by the opponent moving in a way or at a speed beyond the abilities of the character.
Thus, if the opponent had the Leap maneuver he could use this to break contact.
However, if both knew this maneuver, the character could automatically choose to leap at the same time as his opponent, keeping his contact unbroken.

One Finger: This skill requires long and difficult practice. It is said that the student first learns to push a
heavy bell with the touch of a single finger. He concentrates then on touching it lighter and lighter while making
the bell swing even more. Finally, he reaches the point where he can make the bell move without actually
touching it. His inner power extends from his finger and pushes the bell. At this point he has mastered One
Finger.

One Finger gives the character the power of Concentrated Push without having to touch the TARGET. The
character simply concentrates and points his finger at the victim. The range is equal to one foot per character
level. One Finger requires great concentration and is the only action that can be taken in the melee round
regardless of the number of attacks the character has. A normal to hit roll must be made. If successful, the
victim is affected as if hit by a Concentrated Push. If unsuccessful, the attack misses and has no effect.

Strike

Iron Fist: Through various toughening exercises, the character has hardened his hands so much so that
they feel like steel. The character does 1d10 points of damage on each attack, if his principal body part used is
the hands. If the principal body part is not the hands, the character does 1d10 points of damage on one attack
per melee round.

Q: Is there a duration for the iron fist
special maneuver or a limit to the
number attacks it can be used with
in a single round?

A: Duration is irrelevant, as iron fist is
used but once per round. If the principle
body part used in the style is the hand,
then each attack does 1-10 hp damage.
Otherwise, one of the character’s other
attacks does 1-10 hp damage. In either
case, 1d10 from the maneuver replaces
the style’s base damage.
(122.42)

Crushing Blow: The character is able to shatter or break hard objects with a blow of his hand. This
includes wood, ceramics and masonry but not metal. The character can break 1 1/2"of wood or 1/4" of brittle
stone per level. The DM can modify this based on the shape, hardness, and age of the object. If used against a
living target, the character causes normal damage plus points equal to his level. The Crushing Blow requires
great concentration and is the only action the character can do in a round regardless of the number of attacks
normally allowed. In all cases a normal to hit roll must be made. The DM must determine the number needed to
hit a stationary object (based on its hardness). If the die roll is failed and the character is striking a hard object
(such as a stone), he has seriously hurt his hand. He suffers damage equal to what he would do on a normal
attack and the hand is unusable for 24 hours.

Eagle Claw: Through physical exercise and concentration, the character can summon immense crushing strength into his hand.
On a successful to hit roll he can shatter objects (snap spear shafts, crush stones, etc.), crush metal items, and cause 3d10 points of damage on an attack.
This requires great concentration and is the only action the character can take during the round.
 

Throw

Fall: The first maneuver any student of this style learns is how to fall correctly.
He learns to fall and roll, taking the impact of the fall on the safest areas of his body.
Once learned this maneuver is constantly in effect.
Thereafter he suffers only 1/2 the normal amount of damage from any fall.

Instant Stand: After learning to fall, the student learns how to gain his feet quickly either by rolling up
to a standing position or using an acrobatic jump. Normally one round is required for a character to gain his
feet, but a character knowing this maneuver can regain his feet automatically instead of making an attack. He
may do other actions in the round if he has attacks available.

Hurl: This type of throw relies a great deal on strength and less on leverage. The character can attempt
to pick up an opponent and throw him to the ground 1d4 feet away. The victim suffers double damage from the
throw. Characters with Immovability can resist this maneuver. A successful to hit roll must be made for the
Hurl to work. If the roll is failed, the character loses all remaining attacks for the round and automatically loses
initiative for the next round.

Great Throw: Using leverage and his opponent's momentum, the character is able to throw his enemy a
great distance. A normal to hit roll must be made. If the victim is stationary, the character can throw him one
foot per level. If the victim is charging the character, the distance thrown is six feet plus one foot per level. The
victim suffers triple normal damage from the throw. If the to hit roll is unsuccessful, the opponent has countered
the move and the character has been knocked off his feet, automatically losing initiative the next round.
 

Vital Area

This method is much like strike || kick in that it relies on the blow for effect. However, the strength of
the blow is not nearly as important as where it is delivered. The vital area method teaches the character where
and how to strike at the weak spot on his opponent's body-the throat, the ears, the foot, nerve points, and other
places. Because the training requires a knowledge of anatomy, the special maneuvers listed can only be used
against humanand humanoid opponents.

Pain Touch: Simply by pressing his finger against specific points of the body, the character can cause great pain in his victim.
This can be done in place of a normal attack. It causes no damage, but if the to hit roll is successful, the victim feels as if he is on {fire}.
Thereafter, he will be -2 on his chance to hit and +2 on chance of being hit.
The effect lasts for 1-3 rounds.
There is no adverse effect on the victim if the to hit roll is failed.

Stunning Touch: With a light slap of his fingers in the correct place, the character can stun and daze his opponent.
This can be done in place of a normal attack and causes no damage. A normal to hit roll must be made.
If successful, the victim is allowed a save vs. Paralyzation.
If this is failed, the victim is stunned for 1d4 rounds, unable to take any action.
However, should the to hit roll fail or the save be passed, the attack has no effect.

Paralyzing Touch: By placing pressure on specific nerve junctions, the character can paralyze his
victim, leaving him unable to move for 1d6 turns. A normal to hit roll must be made and the victim is allowed a
save vs. Paralyzation. If the attack fails or the saving throw is made, no damage is done.

Distance Death: This is the ultimate skill of this method and requires great practice and concentration.
To learn it, the character must practice at a pool of water, driving his finger at it without touching it. As he does
so, he concentrates on his own power, trying to extend it from his finger. When he can hear the echo of his
thrust rebound from the water, he has mastered the maneuver.
Distance Death requires great concentration and is the only action the character can take during the
melee round. It has a range of one foot per level of the character. With it the character can choose to apply the
effects of Pain, Stunning, or Paralyzing Touch or he can choose to do three times his normal damage on the
attack. If Pain is chosen, the victim is not allowed a saving throw; for Stunning the saving throw is-2 on the die
roll. In all cases a normal to hit roll must be made.
 

Weapon

The martial arts often include training in a number of standard and unusual weapons. The training with
standard weapons is very much like that which other warriors receive and is covered elsewhere in these rules.
However, there are several weapons unique to the martial arts--weapons that cannot be used effectively without
training in the moves and positions associated with the martial arts. The maneuvers given below can only be
applied when using those weapons that are noted as being exclusive to practitioners of the martial arts.

Weapon Catch: All weapons are routinely used to block and parry an opponent.
The Weapon Catch maneuver teaches the character how to use the special martial arts weapons to catch and lock his opponent's weapon in places.
Here weapon includes not just melee weapons but also the arms and legs of an unarmed opponent.
A Weapon Catch is made in place of a normal attack and a to hit roll must be made.
If successful, the character has caught the opponent's attack with his weapon and has locked it in place.
The opponent cannot USE that weapon to fight with.
Furthermore, the character can make further attacks on the opponent with a + 2 on his chance to hit,
if he has the correct principal body part free to make the attack.
The opponent can break the catch by either dropping his weapon or spending a melee attack to attempt to break free.
If he attempts the latter, he must make a normal to hit roll to succeed.

If the Weapon Catch attempt fails, the character has managed to foul his own weapon on that of the opponent's.
With a quick twist the opponent pulls the character's weapon from his grasp, leaving the character disarmed.

Weapon Breaker:

Just as martial arts weapons are designed to catch weapons, they are also capable of
breaking them. Indeed, students are often taught this art as it gives them an advantage in combat. The breaking
action is a swift blow or twist with the weapon. It can only be used against melee weapons, not unarmed.
fighters. The character can also use this maneuver when fighting with the bo stick against a sword. A normal to
hit roll must be made. If successful, the opponent's weapon must save vs. crushing blow or be broken. If the to
hit roll fails or the save is made, the maneuver fails. This maneuver does no damage.

Steel Cloth: With this maneuver, the character need never be without a weapon. Taking a 6- to 10-foot
piece of cloth, the character whirls and snaps it tight, keeping it in constant motion, giving it the rigidity of a
spear. The cloth is treated as a spear, except that it cannot be thrown. This maneuver is automatic, no die roll is
made for success.
 

Mental and Physical Training

These maneuvers are gained by the character in the course of training and reflect his superb control over
mind && body. They do not belong to the categories of principal methods as they can be learned by
practitioners of any method or style.

Meditation: The character gains all the powers of meditation as explained under the shukenja character description.
Shukenja and kensai, who already have this ability, do not need to spend a proficiency to gain this maneuver.

Majere (god of meditation)

All-around Sight: The character's training makes him more attuned to his immediate surroundings.
He is able to detect opponents on all sides of him, provided they are not invisible.
The character can never be struck from behind or suffer a penalty from a back attack. This maneuver is constantly in effect.

Mental Resistance: The mental exercises and ordeals of the character's training have toughened and strengthened his will.
He receives a + 2 on all saving throws against mental attacks including charm, illusion, and hold spells. This maneuver is constantly in effect.

Blind Fighting: Under his master's guidance, the character has trained for long periods while wearing a
blindfold or in darkened rooms. This has given the character the ability to detect his foes with his other senses.
The character suffers only a -1 penalty when fighting in darkness, when blinded, or when faced by invisible
opponents. However, any of these in combination with a silence spell render the character effectively blind
again. This maneuver is constantly in effect. <(Blind Fighting, DSG)>

Ironskin: Rigorous physical training has toughened the character's muscles to the point where he can
harden them like iron. The AC of the character is improved by 2, but only when he is not wearing any
other type of armor.

Levitation: This is perhaps the rarest of all the martial arts maneuvers, since it requires the utmost of
concentration and mental discipline. Daily the character practices at making his body feel lighter, using his
mental power to negate his own weight. Finally, the character succeeds in overcoming all his weight. At this
point he can levitate. This maneuver requires one turn of concentration before it can be done. Thereafter the
character can move up, down or sideways at five feet per round. He can take no actions while levitating and if
his concentration is broken, he falls to the ground. Upon completion of the Levitation, the character must rest
for one round before doing any other action.
 

Michael Whelan - Paysage japonais (3)
 

Stunning and Incapacitating

In addition to the basic abilities and the special maneuvers associated with a MA style, all styles
have a chance of stunning or incapacitating a man-sized opponent. Whenever the MA fighter rolls an
unmodified 20 on his to hit roll, the victim must make a save vs. Paralyzation. If the saving throw is
successful, the victim is not stunned or incapacitated (although he does take normal damage from the attack). If
the saving throw is failed, the victim is either incapacitated or stunned. Compare the hit dice or level of the
victim to the die roll. If the number rolled is less than the hit dice or level of the target, the victim is stunned for
1 d6 melee rounds. If the number is greater than this, the victim is incapacitated for t-3 hours.
A character attacks a lizard man with martial arts and scores a 20. A saving throw roll is made and 2 is
rolled on the die. This is equal to the 2 + 1 dice of the lizard man, so it is stunned for 1d6 rounds. If the die roll
had been 6, the creature would have been incapacitated for 1-3 hours. Creatures with a + 4 or greater on their hit
dice are treated as having one extra die for this calculation.

Learning Martial Arts

In some ways, learning a MA skill is like learning any other proficiency. The character must
have a proficiency slot available and spend it on the particular martial arts style he wishes to learn. However,
learning a martial art is much more difficult than learning other disciplines, so there are a few more
requirements when mastering a martial art.

The character must first find a master to study under. Masters are the teachers of the martial arts. They
can be anyone and can be found anywhere. The peasant in the field may also be a master of martial arts. The
hermit in the hills may pass his time learning and developing his own style. The master may be a bushi skilled
in these techniques who travels the countryside teaching others. He may be a professional teacher who opens a
school in a city or village. He may be a famous samurai, willing to pass his skills onto others. A priest in a
temple may teach his followers as part of their religious training.

Master is an honorary title, not a character class. Students refer to their teacher as master. Unarmed
fighters who have gained a reputation are respectfully called master. A wanderer may enter a town proclaiming
himself to be a master. The title is not a measure of the skill or level! There are brilliant masters whose names
and deeds are well-known. There are skilled masters, able to teach all but the most difficult feats. There are
mediocre masters, just good enough to teach the basics. And there are incompetent masters who hide their poor
skills behind the imposing sounding title. As characters study, they learn the true qualities of the master they
have chosen.

Finding a master is not necessarily an easy task. Many masters regard their skills as valuable secrets to
be taught to only a select few. Many a style has disappeared because the master refused to reveal his art. Often
they do not advertise or even display their skill. They feel that to do so would be proud and boastful,
characteristics that are undesirable in a master (and incidentally may incur the wrath of the gods). For many, the
ultimate goal of their training is to avoid having to use it. Others feel that their art can only be learned in the
most tranquil and secluded surroundings, deep in mountain forests and the like. Such men seldom appear in
civilized lands.

Politics are another reason masters can be hard to find. Conquered peoples are often forbidden to learn
or practice their arts lest they become troublesome and rebellious. Powerful temples (often the center of such
training) may be destroyed by nervous emperors, warlords, or daimyos. The master and his students are forced
to scatter with the winds and many disappear without a trace. In such cases, they may join or form secret
societies, clandestinely meeting on rare occasions to train.

Not all masters are such recluses or the skills of martial arts would long since have died away. A large
town or city may have a school run by a master. His skill might be well-known and potential students might
travel great distances to study under him. The DM can also create other schools teaching the same or different
styles. As characters adventure in his campaign, they will undoubtedly hear of some of these schools or may
even learn of one of the more secretive masters of martial arts.

Even after finding a master, the character is not guaranteed of training. Masters are notoriously finicky
about who they take as a student. The character untrained in martial arts must first present himself to the master
with, he hopes, the proper humble and respectful attitude. At this time the character has a 10% chance of being
accepted outright. More often than not, the master will dismiss the applicant politely. Now the character must
begin courting the master, trying to gain his favor. He must return to the master, bearing some small gift or
offering. If this pleases the master (and the character's behavior is still properly respectful), the chance of
acceptance is increased by 10%. The character can continue this round of visits until he is either accepted or he
offends the master. Once the latter occurs the master will never accept the character as his student.

If the character already has some martial arts skill, he can challenge the master to a fight. This challenge
is automatically accepted. A time and place is arranged and the master decides it he or one of his current
students will fight the challenging character. If the character is not well-known for his skill, a student is
automatically assigned to accept the challenge. This is customary and is not considered an insult to the
character. Challenges can be fought to subdue or fought to the death. In most cases, the former is preferred since
'it spares unnecessary killing. However, the death of an opponent in a challenge is not considered a crime and
the victor is seldom punished. Challenges are open to spectators and large crowds may gather to see the
outcome. If the character wins the challenge, the master automatically accepts him as a student (although he
may actually hope to learn from his pupil). If the character loses the challenge, he can leave and return at a later
date when he has gained more skill, or he can humbly beg to be accepted. Such entreaties are particularly
effective when the master has disposed of the challenger with humiliating ease.

After a character has been accepted by a master, the DM should determine just what the master knows
about the particular style. He automatically knows the basics (which give the AC, etc.). The DM
should count the number of weapons used by the style (if any) and roll the nearest die that is equal to or greater
than this number. The result is the number of special weapons the master is proficient in. The DM should then
total the number of special maneuvers available to the style and roll the nearest die that is equal to or greater
than this number. This gives the number of maneuvers the master is proficient in. Special maneuvers are always
known from those of lowest difficulty upward (the master is under the same restriction as characters for
learning special maneuvers). Once this is determined, these are the things the master can teach. The master
never increases in knowledge unless the DM rules that special circumstances dictate otherwise.

Once a character has been accepted by a master, he must remain and study under him for at least one
month. At the end of this time, the character spends one proficiency slot and gains the basics of the style--the
Armor Class, number of attacks, and damage. He does not gain any of the special maneuvers or weapons that
may be taught by the style. At this point, the character does not need to remain with the master constantly. He is
free to travel and adventure. He must practice his style for at least one hour a day and must spend six hours per
week working with his master. Characters who do not fulfill this obligation cannot add more special maneuvers
and weapons.

To learn the special maneuvers and weapons of a particular style, the character must spend additional
proficiency slots, For each proficiency slot expended, the character can add one special maneuver or weapon
from the style. This does not mean the character just suddenly knows how to do it, but assumes that he has been
practicing prior to gaining the maneuver or weapon proficiency. No more than two proficiency slots can be
expended on a single martial arts style per level. Special maneuvers must be learned in order of difficulty. All
difficulty 1 maneuvers must be learned before the character can progress to difficulty 2 maneuvers, and so forth.

When a character has learned all the knowledge the master knows, there is no point for him to study
under the master. The character can now go off in search of another master-one who knows more about the style
or one who teaches a different style.

Q: Is there any limit to the number of
martial-arts styles a character can
learn?

A: Theoretically, a character could have as
many different martial arts styles as he
had weapon proficiencies, but this would
be a waste. The character would do much
better to use the slots to learn weapons or
special maneuvers.
(151.9)

Q: Can a gajin character learn martial
arts or Oriental weapons?

A: Western characters can learn martial
arts if they can find an Oriental teacher
and if they have a weapon proficiency slot
available. Most martial arts masters will be
unwilling to take on a gajin student, however.
Gajins can learn to use Oriental
weapons that are similar to weapons
allowed to their classes. A mage, for example,
could use a proficiency slot to learn to
use shurikens, as these weapons are
similar to darts.
(121.20)
 

Q: How does a character learn a weapon-related martial arts style?
Does he have to be proficient with the weapon first?

A: A weapon style is learned just like any
other style; the weapon is part of the style
and does not require an additional slot.
Only martial arts weapons can be used
with a weapon style. If a character wishes
to be proficient in more than one martial
arts weapon, he must learn a separate
style for each weapon.
(121.24)
 

Q: The rules say that a character
must learn a martial-arts style?s
special maneuvers in order. Yet the
common styles on page 101 skip
some maneuvers; tae kwon do, for
instance, skips all the movement
maneuvers and goes straight to
number five. Please resolve this
conflict.

A: There is no conflict at all. Any style?s
special maneuvers are learned in numerical
order, no matter what groups they are
from. In tae kwon do, for example, Movement
5 is the last maneuver learned. The
character does not have to (and cannot)
learn Movements 1-4 because they are not
part of his style.
(151.9)


 

Multiple Styles and Combining Styles

PCs can learn more than one style of MA at a time.
This requires more than one
master, available proficiency slots, and dedication on the part of the PC. When fighting the
character must choose which particular style he will use. He gains all the abilities of that style, but none of the
other style he knows. Likewise only the special maneuvers of the style can be used, unless they are constantly in
effect. The character can change styles from melee round to melee round, however. '
After a PC has gained proficiency in two or more styles and has learned all he can from
those masters; he can create his own unique style. To create a unique style, the character combines those
elements of each style as he desires. He could use the AC of one style combined with the number of
attacks and damage of another. All the maneuvers he has learned from each style can be combined in the new
single style. He can also instruct others in this new style as if he were a master.