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Martial Arts
Martial Arts Styles and Related Rules...


Martial Arts Style:  Ba Fai
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Ba Fai
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.
Form:
Hard/Soft
Method:
Push
AC:
-4
Att:
x2
Dam:
d4
Body Part:
Hand
Nunchaku
d10/d10
 Special Maneuvers:  9
One appeal of this style is the variety of choices--simple maneuvers of many types.  It draws a large variety of maneuvers, and permits the use of a nunchaku.
Type of Style:
Slow Aggressive Weapon-utilizing
Basic Attack Form:
Push
Defensive Modifiers:
-20
Attack Multiplier:
2 (Two)
Offensive Modifiers:
None
Body Part:
Hand
Weapons Taught:
Nunchaku
 Special Maneuvers:  9
1 Concentrated Push Quick Stand B4@4
1 Weapon Catch Panoramic Awareness B7@2
2 Sticking Touch Focused Push B7@3
2 Locking Block Power Throw B7@3
2 Instant Stand (M) Following Finger B7@4
2 Weapon Breaker (HM) Seize weapon B7@5
2 All-Around Sight Break Weapon B7@5
3 One Finger (MHM) Attack Catch B7@5
3 Hurl 2d4 (MHHM) Untouching Push B7@8
Basic Style is double attack but d4 damage, and AC is -4.  Nunchaku does d10/d10, for maximum attacks. Basic Style is double attack but not bonused for damage, and Defense is -20.  Nunchaku is included, and can be used for maximum attacks.
Untitled can have up to four maneuvers.  Concentrated Push (1) is effective in limited field (ring competition) combat, and increases in effect, possibly damage, with level.  Weapon Catch (1) can disarm an opponent.  Two more maneuvers may be known.  Sticking Touch (2) is difficult to break and gives -2 AC, +2 to hit, making AC -6.  Locking Block (2) can disarm an opponent.  Instant Stand (2) returns the fighter to his feet at the cost of only one attack.  Weapon Breaker (2) is a more effective disarming tool if a nunchaku is available.  All-Around Sight (2) rarely affects dueling. The Untitled will almost always begin with Quick Stand, a tactical movement to return to combat readiness quickly.  Other than that, teachers may start a student with anything, including the defensive Panoramic Awareness, the Focused Push or Power Throw attacks--both strong with ring combat applications--the Following Finger attack analysis, or any of three disarming techniques, Seize Weapon, Break Weapon, or Attack Catch.  Four such maneuvers may be at professional level without a title.
Master knows exactly three level two maneuvers. The Master will have exactly five of those maneuvers at the professional level.  This will often include the Panoramic Awareness and Following Finger, one of the attacks, and one of the disarming maneuvers, but this may vary.
Honored Master knows at least four, possibly all five, level two maneuvers. The Honored Master will have developed all but one or perhaps two of those maneuvers.
Most Honored Master knows all these plus one level three maneuver.  One Finger (3) is effective at limited field combat, and increases in effect, possibly damage, with level, at a distance of one foot per level.  Hurl (3) does 2 to 8 points damage and throws opponent up to four feet, effective for limited field (ring competition) combat. The Most Honored Master almost invariably has learned all of those maneuvers.
Most Highly Honored Master knows all of these. The Most Highly Honored Master generally adds the Untouching Push to his arsenal last, a ranged martial arts attack.
Overall the style is strong on defense and attacks, but limited in damage and weakened if disarmed.  It has several dueling tools, but no stun or disabling maneuvers.  It has All-Around Sight, but lacks Blind Fighting.  Abilities of lesser practitioners are difficult to predict. Overall the style is strong on defense and attacks, but limited in damage and weakened if disarmed.  It has several dueling tools, but no stun or disabling maneuvers.  It has Panoramic Awareness, but lacks Fighting Blind.  Abilities of practitioners are difficult to predict.
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.