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Martial Arts
Martial Arts Styles and Related Rules...


Martial Arts Style:  Ah Tsu
...for Advanced Dungeons & Dragons™ in MyWorld.
...for Multiverser.
Ah Tsu
Ah Tsu
This weapon style uses a few unusual maneuvers while balancing damage against armor class. 
Form:
Hard/Soft
Method:
Weapon
AC:
-3
Att:
x2
Dam:
d3/Weapon +3
Body Part:
Hand & Arm
Any Weapon
Damage by base 3 column.
Special Maneuvers:  9
This weapon style uses a few unusual maneuvers while balancing damage against protection.
Type of Style:
Fast Defensive Weapon-dependent
Basic Attack Form:
Weapon
Defensive Modifiers:
-15 sit-mod
Attack Multiplier:
2 (Two)
Offensive Modifiers:
+5 sit-mod
Body Part:
Hand & Arm
Weapons Taught:
All Standard Oriental Martial Arts Weapons
 Special Maneuvers:  9
1 Weapon Catch Spinning Kick B7@3
1 Circle Kick 2d3 Crushing Grasp B7@3
2 Weapon Breaker Momentum Casting B7@3
3 Steel Cloth d4+d6-1/2d6-1 Seize weapon B7@5
3 Eagle Claw 3d10 (M) Break Weapon B7@5 (M)
3 Mental Resistance (HM) Immobilizer B7@5
4 Immobilizing Improvised Cloth Weapon B7@6 (HM)
4 Great Throw 3d3 (MHM) Control Resistance B7@9 (MHM)
6 Speed (MHHM) Haste P4@0 (MHHM)
Analysis
Analysis
Basic Style gets double attacks and weapon +3 damage, and AC is -3.  Any weapon may be used. Basic Style gets double attacks at +5 sit-mod, and Defense is -15 sit-mod.  All weapons are taught.
Untitled can have up to four maneuvers.  Weapon Catch (1) can disarm an opponent.  Disarmed, fighter still has Circle Kick (1) for only 2 to 5 points damage.  Weapon Breaker (2) is a more effective disarming tool.  One more maneuver may be known.  Steel Cloth (3) is better than Circle Kick, and can be used for weapon catch and weapon breaker or to do 1-9/1-11 points damage.  Eagle Claw (3) can be used to crush objects, or do 3 to 30 points of damage, but negates all other attacks in the round.  Mental Resistance (3) resists certain magics, but rarely affects duels. The untitled are most likely to have developed a few intensified attacks.  Spinning Kick and Momentum Casting are the two most likely to be used against an opponent.  The latter of these is good for formal duels in which to leave the ring is to lose.  The Crushing Grasp is another likely choice, and it may be used against weapons and defensive equipment.  The most advanced of the untitled will begin to explore the tactical movements common at the master level.
Master knows exactly two level three maneuvers. The master will have several tactical maneuvers, probably Seize Weapon and possibly also Break Weapon, both effective martial disarming techniques.  He may also have developed the Immobilizer to secure an opponent, or be working on the Improvised Cloth Weapon as a backup for situations in which he is disarmed.
Honored Master knows all level three maneuvers and possibly one level four maneuver.  Immobilizing (4) prevents an opponent from making any action other than a limited escape attempt.  Great Throw (4) does 3 to 9 points and is effective in limited field (ring competition) combat. The Honored Master will usually have mastered all of those maneuvers, and be learning those beyond that.
Most Honored Master knows all of these. The Most Honored Master will almost certainly have added Control Resistance, the use of which is principally outside standard combat.  The bias of this skill puts it above the curve in many worlds.
Most Highly Honored Master adds Speed (6), doubling attacks (to quadruple) and combat movement for five minutes.  In this short time, this style has more attacks than any other, and the greatest possibility of first strike. The Most Highly Honored Master will generally learn the zero-intensity psionic skill Haste last.  The use of this rare maneuver in a fast aggressive style makes this one of the most aggressive styles available.
Overall the style is weakened if disarmed, and the best dueling tools are high level.  It also lacks such defenses as Blind Fighting and All-Around Sight. Overall the style is weakened if disarmed, but has good tools for dueling.  It also lacks such defenses as Fighting Blind and Panoramic Awareness.
 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.