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Martial Arts
Martial Arts Styles and Related Rules...


The Martial Arts Style Collection
 If there's a problem, please let me know through this mailto form.
...for Advanced Dungeons & Dragons™ in MyWorld.
...for Multiverser.
Many styles have already been created; in this collection are charts listing styles by form and method, listing weapons used, and summarizing maneuvers included.  First, there is a descriptive listing of each style. Many styles have already been created; in this collection are charts listing styles by similarities, listing weapons taught, and summarizing maneuvers included.  First, there is a descriptive listing of each style.
Each listing gives the name of the style and a brief blurb on its nature, followed by the basic information concerning form and method, the calculations for armor class adjustment, style damage die/dice, and base number of attacks per round.  After this will be listed the body part which must be free to effectively use the style and its basic attacks, and any weapons used in the style (except for weapon-method styles, which use all weapons) along with the damage they do in the style.  Maneuvers are listed next, with a notation indicating how many must be learned to earn each title.  Finally there follows an analysis of the style, written from the perspective of the potential duel against a student of that style. Each listing gives the name of the style and a brief blurb on its nature, followed by the basic information concerning the nature of the style and its attacks, the modifiers for attack and defense, and the attack multiplier.  After this will be listed the body part which must be free to effectively use the style and its basic attacks, and any weapons taught in the style (except for weapon-dependent styles, which use all weapons).  Maneuvers are listed next, with a notation indicating in how many the student must achieve professional ability (2@ SAL) to earn each title.  Finally there is an analysis of the style, written from the perspective of facing a student of that style in combat.
It will quickly become apparent that the names of most of these styles are best pronounced with the tongue planted firmly within the cheek.... It will quickly become apparent that the names of most of these styles are best pronounced with the tongue planted firmly within the cheek.  The referee will find that humorous style names and names with connections to objects and persons known to him will be easier to remember during play.
Frequently it is necessary to select a style (as for Kensai Challengers or other non-player character) by form and method.  This chart is used for that purpose.  Roll d3 for form, d8 for method.  Then roll a die one greater than the number of styles present.  If the result is the number one greater than the number of styles listed for that form and method, create a new one.  If there is no style at that form and method, create a new one. Frequently it is necessary to select a style (as for challengers or other non-player characters) by Type of Style and Basic Attack Form.  This chart is useful for that purpose.  Of course, if the referee has the time to do so, the creation of new styles is a simple task which will enrich the variety within his game.
The chart also lists and links all of the styles within this collection which may be used in an Advanced Dungeons & Dragons game. The chart also lists and links all of the styles within this collection.
Ah Tsu:  This weapon style uses a few unusual maneuvers while balancing damage against armor class. Ah Tsu:  This weapon style uses a few unusual maneuvers while balancing damage against protection.
Ba Fai:  One appeal of this style is the early variety of choices--five second level maneuvers.  It draws a large variety of maneuvers, and permits the use of a nunchaku. Ba Fai:  One appeal of this style is the variety of choices--simple maneuvers of many types.  It draws a large variety of maneuvers, and teaches the use of a nunchaku.
Not developed for AD&D Use Bevridge Boxing:  This Slow Defensive style relies heavily on punches, using hands and arms.  It is weapon adverse.  It is published in Multiverser:  The Second Book of Worlds.
Bo Ring:  This quiet, swaying style is the province of specialists--Kensai, Monks, Shukenja--dedicated to it; it lulls opponents into incapacitation or death.  This style does not follow the norms for AD&D martial arts, and may not be available in every campaign. Bo Ring:  This quiet, swaying style is the province of specialists dedicated to it; it lulls opponents into incapacitation or death.
Chiang Kai Chek:  This rival to Chow En Lai is more defensive, while incorporating several powerful special attacks. Chiang Kai Chek:  This rival to Chow En Lai is more defensive, while incorporating several powerful special attacks.
Chow En Lai:  Powerful weapon attacks combine with strong defensive maneuvers to make this a popular choice for weapons. Chow En Lai:  Powerful weapon attacks combine with strong defensive maneuvers to make this a popular choice for weapons.
See Judo Doju:  This style adds some strong offensive maneuvers to a defensive style.
Doshi Do®:  This dancing style has the artist constantly moving for very low armor class, while damage is good and special maneuvers very powerful.  The available nunchaku and steel cloth weapons also help. Doshi Do®:  This dancing style has the artist constantly moving for very good defensive values, while damage is good and special maneuvers very powerful.  The available nunchaku and Improvised Cloth Weapon also help.
Flopping Fish:  What can be said about a style whose practitioners start by throwing themselves on the ground?  Much of the advantage here is that the opponent does not know what to do. Flopping Fish:  What can be said about a style whose practitioners start by throwing themselves on the ground?  Much of the advantage here is that the opponent does not know what to do.
Foo Tsor:  A devastatingly aggressive style with strong attacks and strong weapons. Foo Tsor:  A devastatingly aggressive style with strong attacks and strong weapons.
Gazuntite:  Perhaps the perfect Ninja style, it has good offensive and defensive values, some useful and varied maneuvers, and both the bo stick and the spear, so that it can be used with the Shikomi-zue in both forms. Gazuntite:  This style has good offensive and defensive values, some useful and varied maneuvers, and teaches both the bo stick and the spear, so that it can be used with the Shikomi-zue or the Shakujo Yari in both forms.
Gulk:  A compact style very effective against humanoid opponents which adds two strong weapons and a few useful tools to a complete vital area package. Gulk:  A compact style very effective against humanoid opponents which adds two strong weapons and a few useful tools to a powerful Poke package.
Han Karon:  This style has high damage potential and devastating Poke maneuvers without sacrificing defense; it also teaches the tetsubo. Han Karon:  This style has high damage potential and devastating vital area maneuvers without sacrificing defense.  The tetsubo is usually taught.
Hee Cupp:  This style is designed to stop opponents with a minimum of damage, although it can fight hard if necessary. Hee Cupp:  This style is designed to stop opponents with a minimum of damage, although it can fight hard if necessary.
Hee Fo:  A fast-moving throw style which quickly moves to the better throw maneuvers. Hee Fo:  A fast-moving throw style which begins with the better throw maneuvers.
Ho Chi Min:  The variety of special maneuvers available in this style gives it something for everyone, while it hits hard and fast with any weapon. Ho Chi Min:  The variety of special maneuvers available in this style gives it something for everyone, while it hits hard and fast with any weapon.
Judo:  This style adds some strong offensive maneuvers to a defensive style. See Doju
Jujutsu:  The large variety of maneuvers in this style gives it versatility; its odd approach to throws make the hand, not the body, the principle part, but this enables upper level practitioners to throw an opponent while hitting a vital area in the same attack sequence. See Tsutsuji
Karate:  This style trades basic damage for speed, having a faster base attack multiplier than any other style, then buys the damage back with powerful special maneuvers. See Teraka
Kung Fu:  This style sacrifices damage for armor class, and relies as much on locks as on strikes, being strongly offensive in its special maneuvers. Ku Fung:  This style sacrifices damage for defense, and relies as much on grapples as on punches, being strongly offensive in its special maneuvers.
Kwai Chiang Kain:  A martial arts weapons style with a short list of useful maneuvers. Kwai Chiang Kain:  A weapon-dependent style with a short list of useful maneuvers.
Mao Tse Tung:  The maneuvers in this style supplement the weapon use without dominating it.  It is a fine style for a kensai or specialist who wants little more than the weapon maneuvers. Mao Tse Tung:  The maneuvers in this style supplement the weapon use without dominating it.  It is a fine style for a specialist who wants little more than the weapon maneuvers.
Not Developed for AD&D Use Mitzu Assault:  This is a Slow Aggressive style whose basic technique is the kick, using legs and feet.  It is weapon-utilizing.  It is published in Multiverser:  The Second Book of Worlds.
Not Developed for AD&D Use Mitzu Defense:  This Slow Defensive style relies on push techniques, using hands and arms.  It is weapon adverse.  It is published in Multiverser:  The Second Book of Worlds.
Not Developed for AD&D Use Mitzu Frenzy:  A Very Fast Aggressive style, its basic maneuvers are akin to the punch, using hands and arms.  It is weapon adverse.  It is published in Multiverser:  The Second Book of Worlds.
Miyagido:  Powerful attacks and damage and the optional weapon use make this otherwise simple style effective.  The early use of One Finger and Levitation is an attractive plus. Miyagido:  Powerful attacks and damage and the optional weapon use make this otherwise simple style effective.  The inclusion of Untouching Push and Levitate are an attractive advantages.
Not developed for AD&D Use Moebius Style:  This slow, powerful style in some ways seems much like skilled brawling.  It was developed during play on the Official Multiverser Forum at Gaming Outpost.
Mung Ki:  Perhaps a variant of Tsing-Tsing, this more quickly learned style moves to upper level maneuvers early on, but lacks many maneuvers and has no weapons. Mung Ki:  Perhaps a variant of Tsing-Tsing, this more quickly learned style moves to upper level maneuvers early on, but lacks many maneuvers and has no weapons.
Okydoky Smoky:  A decent choice for a shukenja, it provides a good balance of attack and defensive force, and two weapons, along with a substantial mix of damaging and tactical maneuvers. Okydoky Smoky:  A decent defensive choice for a pacifist, it provides a good balance of attack and defensive force, and two weapons, along with a substantial mix of damaging and tactical maneuvers.
Sah Skwatch:  A simple style designed to get significant damage from a few maneuvers and two weapons. Sah Skwatch:  A simple style designed to get significant damage from a few maneuvers and two weapons.
Slammed Unk:  A powerful throwing style supplemented by some of the favorite and most potent special maneuvers. Slammed Unk:  A powerful throwing style supplemented by some of the favorite and most potent special maneuvers.
Tae Kwon Do:  The emphasis of this style is on powerful special maneuvers as attacks, so much so that adherents get fewer attacks than would be expected in a hard kick style with an increase in the damage per attack from this.  Note that this version of Tae Kwon Do is not the book version, but has damage enhanced to compensate for the reduced attack rate. Tae Don Kwo:  The emphasis of this style is on powerful special maneuvers as attacks, so much so that adherents attack more slowly than would be expected in an aggressive kick style, with an increase in the damage per attack from this.
See Karate Teraka:  This style trades basic damage for speed, having a faster base attack multiplier than any other style, then buys the damage back with powerful special maneuvers.
Tsingaka:  Popular with fighters, as they get the armor class advantage , and two powerful maneuvers, as well as the small damage bonus, while it costs only three slots, and thus is quickly mastered. Tsingaka:  Popular with fighters, as they get the defensive sit-mods, and two powerful maneuvers, as well as the small offensive bonus, while it costs only three slots, and thus is quickly mastered.
Tsing-Tsing:  Powerful holds combine with throws and the use of a bo stick for a fairly strong style. Tsing-Tsing:  Powerful holds combine with throws and the use of a bo stick for a fairly strong style.
See Jujutsu Tsutsuji:  The large variety of maneuvers in this style gives it versatility; its odd approach to throws make the hand, not the body, the principle part, but this enables upper level practitioners to throw an opponent while hitting a vital area in the same attack sequence.
Von Dom:  This karate-like style hits slower but harder, and adds a weapon along with a greater variety of maneuvers. Von Dom:  This Teraka-like style hits slower but harder, and adds a weapon along with a greater variety of maneuvers.
Not developed for AD&D use. Weissgarten Variant:  This is a Fast Aggressive style relying almost exclusively on punches, using hands and arms.  It is weapon adverse.  It is published in Multiverser:  The Second Book of Worlds.
Won Ton:  This fairly average defensive style is contact-oriented, and often studied by civilians who wish to defend themselves without carrying a weapon.  The immobilizing and crushing blow maneuvers combine quite effectively. Won Ton:  This fairly average defensive style is contact-oriented, and often studied by civilians who wish to defend themselves without carrying a weapon.  The Immobilizer and Power Punch maneuvers combine quite effectively.
 If in the course of examining this material, you want to know more about AD&D, there are at least hundreds of sites on the web which may help; I'll just recommend my own two:
M. J. Young's Dungeons & Dragons Materials as source material for many campaigns and situations;
and all you need to create a character, Character Creation for Advanced Dungeons & Dragons First Edition.
And if in the course of examining this material you want to know more about Multiverser, check it out at:
The Multiverser Information Center.

Index:  The introductory page to the material.


Introduction:  Gives an overview of the contents of the web site.

Creating a Martial Arts Style:  Describes the way styles are designed.

Attacks per Round/Attack Multipliers:  How frequently the martial artist may attack.

Learning Martial Arts:  Rules and training techniques.

Martial Arts Titles:  A MyWorld variant and Multiverser concept substituting for "belts".

Use of Multiple Styles:  How to change between styles within the game.

AC for Special Maneuvers/Modifiers for Special Maneuver Attacks:  Clarification of how to use special attacks.

Special Maneuvers Summary:  The available maneuvers are listed with all information.

Stun and Incapacitate:  AD&D rules incorporate this into standard attacks; for Multiverser, this would be a separate skill.

Translating a Player Style:  Multiverser allows a player to bring his actual martial arts skills into the game through these rules.

The Style Collection:  Our imaginary styles are offered for your use.


Other Links of Interest:  A collection of sites related to this material in one way or another.