Marshalling the Martial Arts



Twelve martial arts styles for Oriental characters
by Wayne Goldsmith and Dan Salas
Aikido Escrima Hwarang-do Kobu-jutsu Ninjutsu
Pentjak-silat Savate Shotokan Sumai Thai kick boxing
White crane - - - Wing chun
Dragon - - - Dragon 122

Martial arts: The phrase conjures up
images of swirling combatants in flowing
robes, black belts smashing boards with
their bare fists, monks meditating on 
plateaus, French sailors brawling on foggy
E u r o p e a n   w h a r f s . ...

Qu’avez-vous dit?

Contrary to common belief, martial arts
are not the sole property of the Orient.
Nearly every civilization has developed its
own brand of martial arts. As a term,
?martial art? applies to any formalized 
system of fighting techniques; the phrase
is not limited to styles which contain high
kicks or purely Oriental fighting techniques. 

With the introduction of Oriental Adventures and its new martial arts system, a
new vista was opened to the character
who wanted to do more than swing a
sword. PCs now have the option of not
only choosing their weapon, but also
deciding how to use it. Likewise, PCs are
now able to choose not only which martial
arts maneuvers they wish to practice and
develop ?  they are also able to decide
which formalized style they wish to learn.
Unfortunately, Oriental Adventures only
gives four examples of martial arts styles
to use (page 101).

Admittedly, it is simple enough for a
player or DM to generate his own style,
but these styles often have the same consistency as demons have when created
from random generation charts. Also,
what if a player wants to base a martial
art on a style already in existence and has
no idea what the style consists of? To
alleviate this problem, the following article
lists several martial arts still in practice
today.

A number of styles listed herein have
developed variant or synonymous arts
under different names. As these differences are minor in most cases, the statistics for these styles are listed insofar as
they relate to the mother art in its basic
form. 

Of course, there are as many styles of
martial arts in the world as there are
grains of sand in a sand castle. Consequently, other existing styles can be
applied to the AD&D® game as well. This
article describes a dozen common martial
arts styles for monks and other characters. 

Despite the fact that some of the styles
were developed by different civilizations,
at different times, and for different purposes, many share a number of similar
maneuvers (which only goes to show that
there are only so many ways in which a
body can move). Thus, if a player happens
to like savate but is discouraged because it
was developed in France, there is no reason that a martial artist could not have
developed the same style in an Oriental
campaign region. Also, if something about
the art bothers the player (for example,
the player prefers weapon use with his
PC’s martial art), feel free to add that
particular item to the art. These descriptions provide only the basic styles. It is up
to the DM to flesh them out to meet specific needs.

Aikido (eye-kee'doe) 

NUMBER OF ATTACKS: 1/1
DAMAGE: 1-4
AC: 6
PRINCIPAL ATTACK: Body 
SPECIAL MANEUVERS: Lock 1(choke hold),2,3,4. Move 3. Throw 1,2,3,4. Mental 1,3. Kick 3.
WEAPONS: None

 One of the few soft, Japanese martial 
arts, aikido is a non-combative art which 
relies on defense and flexibility. The roots 
of aikido are founded in Zen Buddhism, 
which teaches a philosophy of nonviolence. 
Aikido bases its maneuvers on the 
ultimate goal of neutralizing -- not 
destroying — the opposing force. Aikido
specialists use circular techniques to redirect the opponent’s maneuvers and turn
his own force against him. To accomplish
this, an aikido practitioner is trained to
move in the direction of a push and to give
in to a pull. Fighting an aikido expert has
been likened to fighting water, which gives
in to an opponent’s strikes, then surrounds
him from the sides.

Aikidoists extend the art into their life
philosophy. Their behavior is flexible,
easy-going, and generally nonviolent.

Escrima (es-kree’-ma)

NUMBER OF ATTACKS: 2/1
DAMAGE: 1-8
AC: 5
PRINCIPAL ATTACK: Body
SPECIAL MANEUVERS: Kick 3(backward kick). Lock 1,2,3,4. Movement 2,6. Push 2. Throw 1,3. Weapon 1. Mental 2,3,4.
WEAPONS: Short sword, Dagger, Jo Stick

This ancient and incredibly vast Filipino
art, also known as kali or arnis, stresses
weapons use as much as unarmed combat.
Together, these techniques make an effective combination of attacks. An escrima
student initially trains with jo sticks to
achieve the intricate striking patterns on
which the style is founded. As the student’s skill grows, the sticks are replaced
with short swords and daggers. Only after
mastering these weapons is the student
taught how to apply the same techniques
with empty hands and feet.

Though the principal unarmed attack
method is the strike, escrima uses palm
strikes, finger jabs, and elbow strikes
more than closed-fist punches. The art
also mixes these hand and arm attacks
with a variety of low kicks and grappling
techniques. The end result is a remarkably
adaptive combat skill. Accomplished escrimadors should be allowed to use the jo,
stick, dagger, and short sword in any
combination without any penalty to hit or
damage (i.e., single dagger, double stick,
sword and dagger, etc.). They should also
be permitted to perform the special
maneuver “weapon catch” with any of the
style’s weapons.

Escrima is commonly known as a stickfighting art. Experts skilled in speed
(Movement 6) are able to use this maneuver while wielding a jo stick in each hand. 

Hwarang-do (wa-rang’ do)

NUMBER OF ATTACKS: 2/1
DAMAGE: 1-6
AC: <?>
PRINCIPAL ATTACK: None
SPECIAL MANEUVERS: Kick 1(circle kick). Lock 1,2,3. Push 1,2. Strike 1. Throw 1,3. Vital area 1,2,3. Mental 1,2,4.
WEAPONS: None

This style combines a wide variety of
techniques into a complete and diversified
system. For this reason, there is no principal method or attack; likewise, there are
15 special maneuvers to be learned. 

Hwarang-do developed in a warring
nation and was used by warriors in combat situations. The style’s philosophy
stresses loyalty, courage, and willpower.
Specialists are proud (though not always
arrogant) in daily life and fierce in combat.

Monks do not like this style because of
its emphasis on violent behavior. Hwarangdo is practiced mainly by bushi characters
of high social rank. This aristocratic nature allows hwarang-do practitioners to
gain honor points for having court proficiencies as samurai characters do.

Kobu-jutsu (ko'-boo joot'-soo)

NUMBER OF ATTACKS: 2/1
DAMAGE: Weapon +4
AC: 8
PRINCIPAL ATTACK: Weapon 
SPECIAL MANEUVERS: Weapon 1(weapon catch),2. Mental 1.
WEAPONS: Bo stick, Sai, Kama, Nunchaku, Tuifa.

This Okinawan art specializes in weapons. It was developed by local farmers 
who had a need for protection but were
not allowed to carry weapons. Since they
could legitimately carry farming tools in
public, farmers created a style that made
use of these tools in a combative form.
The walking stick became the bo stick, the
grain flail became the nunchaku, the
churn handle became the tui-fa, and the
hay blade became the kama. The sai,
which resembles several blacksmith tools,
was specifically designed to catch and lock
a sword. There were originally no schools
of kobu-jutsu; instead, the peasants would
gather together at night to practice their
art and trade hard-won knowledge of
proper combat techniques. Needless to
say, the disclosure of this art would mean
the further restriction of the meager
weapons the farmers carried. As a result,
kobu-jutsu practitioners operate in a highly clandestine manner and do not openly
display their art except in a life-or-death
situation.

Ninjutsu (nin-joot'soo) 



NUMBER OF ATTACKS: 2/1
DAMAGE: 1-8
AC: 7
PRINCIPAL ATTACK: Hand
SPECIAL MANEUVERS: Lock 3. Movement 2,5. Strike 1. Throw 1,3. Vital area 1,2. Mental 2,4. 
WEAPONS: None.

This is the unarmed combat of ninja 
characters. It is commonly employed as a 
last resort, however, since ninjas prefer to 
fight with weapons. 

The art is usually used to get an opponent out of the way so the ninja can pass
by or escape. Throws and nerve strikes
are more effective for this purpose than
regular kicks and punches. Maneuvers
from Movement and Mental and Physical
Training (Table 70, page 103, Oriental
Adventures) also show the need for practical applications in tight situations.

Pentjak-silat (pent-zhok see'-lot)

NUMBER OF ATTACKS: 2/1
DAMAGE: 1-8
AC: 6
PRINCIPAL ATTACK: Hand and foot 
SPECIAL MANEUVERS: Kick (circle kick). Lock 1. Move 1,2,5. Throw 1,2,3,4. Mental 4. 
WEAPONS: Scimitar, Whip

The national defense sport of Indonesia
has its base in combat forms of the 6th
century A.D. Most schools train their students (pandeka) to be proficient with both
the scimitar and whip. The pandeka do
not need weapons to be formidable, however. Their flowery, leaping art can send
devastating blows to an opponent from
any angle and from any position. Pandeka
have developed ground fighting to deadly
levels; they actually prefer taking an opponent to the ground (usually landing on top
of them) and finish the fight from that
position. Pandeka do not need to be standing to perform any of their special abilities
and can leap from a prone position.

Savate (sah-vat')

NUMBER OF ATTACKS: 2/1
DAMAGE: 1-8
AC: 8
PRINCIPAL ATTACK: Foot 
SPECIAL MANEUVERS: Kick 1(circle kick),2,3
WEAPONS: None

The national sport of France, savate is 
the only martial arts style native to Europe
that still exists in both sport and combative form. Savate was created by street
brawlers in the 17th century and was
systematized in post-Napoleonic France.
Classic savateurs studied with the fencing
foil or, when weapons were legally barred,
the walking cane. These weapons were
used to supplement close melee combat,
but after using their long-range kicks to
close the gap, there was usually no need
for the savateurs to continue the fight. 

Shotokan (sho'-to-kahn)

NUMBER OF ATTACKS: 2/1
DAMAGE: 1-8
AC: 8
PRINCIPAL ATTACK: Hand 
SPECIAL MANEUVERS: Kick 1. Movement 1,3. Strike 1,2,3. Mental 1. 
WEAPONS: None
This style of karate uses linear attacks
more than circular motions. Strong
stances are learned (see Movement 3,
Oriental Adventures, page 103), whereas
flashy, high kicks are discouraged. Otherwise, this style is similar to karate as
detailed in Oriental Adventures.

Sumai (soo'-my or s’my)

NUMBER OF ATTACKS: 2/1
DAMAGE: 1-6
AC: 7
PRINCIPAL ATTACK: Body or hand
SPECIAL MANEUVERS: Movement 3. Push 1,2. Strike 1,2. Throw 1,3,4. Mental 1,5. 
WEAPONS: <?>
Sumai, or sumo wrestling, is the national
sport of Japan. An ancient wrestling art,
sumai is practiced by men of large size
(rikishi) who use their bodies to push and
throw their opponents. As a sport, sumai
requires a rikishi to force an opponent
onto the mat or out of the ring. Sport
wrestlers are not taught the punches and
kicks which were originally included in
ancient sumai. 

Combatant sumai in its ancient form,
however, relies on sweeps, stunning slaps,
and throws to crush opponents. Combative sumai also allows iron fist and crushing blow maneuvers (Strike 1 and 2) as
shown on page 103 of Oriental Adventures. This combination of fighting technique with such sheer mass results in a
lethal and often underrated martial arts
style. Although sumai was traditionally
limited to male practitioners, there is no
reason that women rikishi could not exist
in an AD&D game campaign.

Sumo wrestlers are unusually tall and
powerfully built, and are selected for their
size and physique. They are trained and
conditioned to reach gargantuan proportions in stature and power. Rikishi are not
the fat slobs so often portrayed in modern
media; rather, they are highly skilled warriors practicing a devastating style.
Because of the art’s emphasis on weight
and size, sumo wrestlers increase in
strength and constitution as cavaliers do
(see Unearthed Arcana). Bushi characters
are the most common practitioners of this
style.

Thai kick boxing (tie)

NUMBER OF ATTACKS: 2/1
DAMAGE: 1-8
AC: 7
PRINCIPAL ATTACK: Legs and arms
SPECIAL MANEUVERS: Kick 1(circle kick),2,3. Move 1. Strike 1.
WEAPONS: None


Thai kick boxing (muay thai) was developed in Thailand to supplement the pike
and sword in close-range fighting. There
are no set forms (kata) to muay thai, and
training consists of constant sparring and
heavy bag work. Muay thai is a brutal but
highly effective art. Thai boxers use their
feet and hands to block and push, but the
real power lies in their shin and elbow
strikes (which slam into opponents with
devastating force). Thai kick boxing is not
a pretty style, but it has become the single
most popular spectator sport in Thailand.
Furthermore, its champions are seen as
national heroes.

White crane

NUMBER OF ATTACKS: 1/1
DAMAGE: 1-6
AC: 5
PRINCIPAL ATTACK: Hand or foot 
SPECIAL MANEUVERS: Kick 1(circle kick). Movement 6. Strike 1. Vital area 1,2,3,4. Mental 1. 
WEAPONS: None

This style of kung-fu was inspired by the
behavior of cranes and apes. Pressure
points are the main targets of the foot and
hand strikes, making this art highly effective against humans and humanoids. 

Wing chun (wing joon)

NUMBER OF ATTACKS: 2/1
DAMAGE: 1-6
AC: 5
PRINCIPAL ATTACK: Hand 
SPECIAL MANEUVERS: Lock 2(locking block). Movement 6. Strike 1,2,3. Mental 1.
WEAPONS: <?>
This style of kung-fu concentrates on
hand and arm maneuvers. Basically a soft
martial arts style, wing chun allows two
attacks per round due to its double usage
of these maneuvers; attacks double as
defensive motions and defensive motions 
double as attacks. 

    The intricate weaving patterns of the 
arms allow practitioners to employ the
locking block. Also, the martial artist’s AC
becomes one point lower per two levels
gained by the practitioner (to a minimum
AC of 2). Thus, a monk has AC 6 at 1st and
2nd level, AC 5 at 3rd and 4th level, and so
on, until the monk's AC reaches 2 at 8th 
and 9th level. Afterwards, the monk's AC 
is determined by Table 21 on page 18 in 
Oriental Adventures. The main weapons 
of wing chun are the bo stick and the 
dagger. 

[Detailed and variant versions of some of 
these martial arts will appear in future 
articles in DRAGON Magazine. -- Editor]

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