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Martial Arts
Martial Arts Styles and Related Rules...


Martial Arts Style:  Chiang Kai Chek
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
 Chiang Kai Chek
Chiang Kai Chek
This rival to Chow En Lai is more defensive, while incorporating several powerful special attacks.
Form:
Soft
Method:
Weapon
AC:
-4
Att:
x1
Dam:
d2
Body Part:
Hand and Arm
Any Weapon
Damage by Base 2 Column
 Special Maneuvers:  10
This rival to Chow En Lai is more defensive, while incorporating several powerful special attacks.
Type of Style:
Slow Defensive Weapon-dependent
Basic Attack Form:
Weapon
Defensive Modifiers:
-20 sit-mod
Attack Multiplier:
1 (One)
Offensive Modifiers:
None
Body Part:
Hand and Arm
Weapons Taught:
All Standard Oriental Martial Arts Weapons
 Special Maneuvers:  10
1 Weapon Catch Quick Stand B4@4
1 Concentrated Push 1'/level Fallen Fighting B7@2
1 Iron Fist d10 Focused Push B7@3
2 Weapon Breaker Solid Punch B7@3
2 Prone Fighting (M) Crushing Grasp B7@3
2 Instant Stand Momentum Casting B7@3
3 Steel Cloth d8/d10 (HM) Seize weapon B7@5
3 Eagle Claw 3d10 Break Weapon B7@5
3 Paralyzing Touch (MHM) Improvised Cloth Weapon B7@6
4 Great Throw 3d2 (MHHM) Paralyzing Strike B7@7
Basic Style is single attack and weapon+2 damage, but AC is -4.  Any weapon may be used. Basic Style is single attack with no attack modifiers, but Defense is a -20 sit-mod.  All weapons are taught.
Untitled can have up to four maneuvers.  Weapon Catch (1) can disarm an opponent.  Because of the d10 Iron Fist (1), this style is still effective disarmed.  Concentrated Push (1) is effective in limited field (ring competition) combat, and increases in effect, possibly damage, with level.  One more maneuver may be known.  Weapon Breaker (2) is a more effective disarming tool.  Prone Fighting (2) enables the practitioner to continue to fight when decked, while Instant Stand (2) returns him to his feet at the cost of only one attack. The Untitled can have mastered up to four maneuvers.  Quick Stand and Fallen Fighting are generally learned first, after which any two of the powerful attacks are learned--usually Focused Push and Solid Punch, but possibly substituting Crushing Grasp or Momentum Casting for either or both of these.
Master knows at least two, possibly all three, level 2 maneuvers. The Master will usually have studied all four of the attack modes, although some may have learned one of the disarming techniques instead.
Honored Master adds one or two level 3 maneuvers.  Steel Cloth (3) is not as good as Iron Fist, doing d8/d10 damage, but can perform Weapon Catch and Weapon Breaker.  Eagle Claw (3) can be used to crush objects or do 3d10 damage, but negates all other attacks in the round.  Paralyzing Touch (3) completely disables an opponent humanoid for up to an hour. The Honored Master usually masters one and then the other of the two disarming techniques, Seize Weapon and Break Weapon.
Most Honored Master knows all level 3 maneuvers. The Most Honored Master usually adds the Improvised Cloth Weapon technique.
Most Highly Honored Master adds Great Throw (4), doing only 3d2 damage, but effective in limited field (ring competition) combat. The Most Highly Honored Master has learned all of the maneuvers (as well as at least one weapon), usually ending with the Paralyzing Strike.
Overall the style has a strong variety of dueling tools, but is slow to hit and limited in damage.  It also lacks such defenses as Blind Fighting and All-Around Sight. Overall the style has a strong variety of dueling tools, but is slow to hit and limited in damage.  It also lacks such defenses as Fighting Blind B7@2 and Panoramic Awareness B7@2.
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.