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Martial Arts
Martial Arts Styles and Related Rules...


Martial Arts Style:  Doshi Do®
Doshi Do® is a trademark of Valdron Inc. and SinisterGrynn Productions
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Doshi Do®
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.  
Form:
Soft
Method:
Vital Area
AC:
-5
Att:
x1
Dam:
d6
Body Part:
Hand & Foot
Nunchaku
d12/d12
 Special Maneuvers:  10
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 B7@6 weapons also help.  
Type of Style:
Slow Defensive Weapon-utilizing
Basic Attack Form:
Poke
Defensive Modifiers:
-20 sit-mod, -5 damage mod
Attack Multiplier:
1 (One)
Offensive Modifiers:
+5 sit-mod
Body Part:
Hand & Foot
Weapons Taught:
Nunchaku
 Special Maneuvers:  11
1 Pain Touch Fall Impact Absorption B4@6
1 Concentrated Push Focused Push B7@3
1 Fall Crushing Grasp B7@3
1 Weapon Catch Missile Escape B7@4 
2 Stunning Touch (M) Seize Weapon B7@5
3 Paralyzing Touch Improvised Cloth Weapon B7@6
3 Eagle Claw (HM) Pain Inflicter B7@7
3 Steel Cloth Stunning Strike B7@7
4 Distance Death (MHM) Paralyzing Strike B7@7
4 Missile Deflection (Meditation) (MHHM) Remote Strike B7@9
Alert Rest B10@2
Basic Style is single attack and d6 damage, with AC-5, tied for best.  Nunchaku does d12/d12.  Standard attacks (not weapon or special maneuvers) are only useful against humanoids. Basic Style is single attack and +5 offensive sit-mod, with Defensive -20 sit-mod and a -5 damage mod, among the best.  Nunchaku is a strong weapon.  Standard attacks (not weapon or special maneuvers) are penalized for unfamiliar anatomy.
Untitled can have up to four maneuvers.  Pain Touch (1) worsens victim's hit and chance to be hit by 2 for up to three minutes.  Concentrated Push (1) is effective in limited field (ring competition) combat, and increases in effect, possibly damage, with level.  Fall (1) reduces damage from falls, et cetera, by half.  Weapon Catch (1) can disarm an opponent. The Untitled can have up to five maneuvers.  These are most likely to begin with the defensive Fall Impact Absorption, followed by the attacks Focused Push and Crushing Grasp, then Missile Escape, and the disarming Seize Weapon.
Master knows all those plus Stunning Touch (2), which can disable a humanoid opponent for up to four minutes, and possibly one more.  Paralyzing Touch (3) completely disables an opponent humanoid for up to an hour.  Eagle Claw (3) can be used to crush objects or do 3d10 damage, but negates all other attacks in the round.  Steel Cloth (3) is as effective as Nunchaku, more so against large opponents (d12/d8+d6). The Master has achieved professional level in six or seven maneuvers, usually adding the Improvised Cloth Weapon to these, and sometimes also one of the B7@7 poke maneuvers Pain Inflicter, Stunning Strike, or Paralyzing Strike.
Honored Master knows two, possibly all three, level 3 maneuvers. The Honored Master usually knows at least two and possibly all three of the B7@7 poke maneuvers.
Most Honored Master adds one more.  Distance Death (4) can do 3d6, or cause penalty of 2 on victim's hit and to be hit, or disable for up to four minutes or up to one hour, at a distance of one foot per level, against a humanoid opponent.  Missile Deflection, or the Monk variant Meditation, does not affect duels. The Most Honored Master almost invariably adds Remote Strike to his professional level skills, enabling him to perform poke maneuvers without physical contact.
Most Highly Honored Master knows all of these. The Most Highly Honored Master usually will have learned Alert Rest last.
Overall the style has excellent AC and a strong variety of dueling tools, but is slow to hit.  Damage is good, but it lacks such defenses as Blind Fighting and All-around Sight. Overall the style has excellent Defense and a strong variety of dueling tools, but is slow to hit.  Attacks are slightly bonused, but it 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 substitutingfor "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.