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Martial Arts
Martial Arts Styles and Related Rules...
 


Martial Arts Style:  Hee Fo
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Hee Fo
Hee Fo
A fast-moving throw style which quickly moves to the better throw maneuvers.
Form:
Hard
Method:
Throw
AC:
-2
Att:
x2
Dam:
d6
Body Part:
Body
Weapon
None
 Special Maneuvers:  4
A fast agressive throw style which begins with powerful attacks.
Type of Style:
Fast Aggressive Weapon-adverse
Basic Attack Form:
Throw
Defensive Modifiers:
-10 sit-mod
Attack Multiplier:
2 (Two)
Offensive Modifiers:
+10 sit-mod
Body Part:
Arms and legs
Weapons Taught:
None
 Special Maneuvers:  4
2 Locking Block Power Throw B7@3
3 Hurl (M) Momentum Casting B7@3
3 One Finger (HM) Attack Catch B7@5
4 Great Throw (MHM) Untouching Push B7@8
Basic Style gets double attacks and d6 damage, but is AC -2.  No weapons are used. Basic Style gets double attacks with a +10 sit-mod, but Defensively creates a -10 sit-mod.  No weapons are used.
Untitled may have Locking Block (2), which can disarm an opponent. The Untitled will usually begin with either Power Throw or Momentum Casting.
Master adds exactly one maneuver.  Hurl (3) does 2d6 damage and throws the opponent up to four feet, effective for limited field (ring competition) combat.  One Finger (3) is effective at limited field (ring competition) combat, and increases in effect, possibly damage, with level, at a distance of one foot per level. The Master will know both powerful throw manuevers.
Honored Master knows all of these. The Honored Master usually adds the disarming Attack Catch.
Most Honored Master adds Great Throw (4), which does 3d6 and is effective in limited field (ring competition) combat. The Most Honored Master gains control of the Untouching Push, enabling some range.
Overall the style is strong in limited field (ring competition) combat.  It is good for attacks and damage, but weak on defense.  It lacks a stunning or disabling tool, and defenses such as Blind Fighting and All-around Sight. Overall the style is strong in limited field (ring competition) combat.  It is good for attacks and damage, somewhat weaker on defense.  It lacks a stunning or disabling tool, and defenses such 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".

Us 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.