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Martial Arts
Martial Arts Styles and Related Rules...


Martial Arts Style:  Karate/Teraka
 This style was included in the AD&D oriental rules as a book rules version of Karate; however, in converting it to Multiverser, it has been treated as a fictitious style, to allow players and referees familiar with Karate to adapt that more precisely under the Multiverser rules.
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Karate 
Teraka 
This style trades basic damage for speed, having a faster base attack multiplier than any other style, then buys the damage back with powerful special maneuvers. 
Form:
Hard
Method:
Strike
AC:
-2
Att:
x3
Dam:
d6
Body Part:
Hand
Weapons
None
 Special Maneuvers:  6
This style trades basic damage for speed, having the fastest attack multiplier allowed, then buys the damage back with powerful special maneuvers. 
Type of Style:
Fast Aggressive Weapon-adverse
Basic Attack Form:
Punch
Defensive Modifiers:
-5 sit-mod
Attack Multiplier:
3 (Three)
Offensive Modifiers:
+10 sit-mod
Body Part:
Hand
Weapons Taught:
None
 Special Maneuvers:  7
1 Iron Fist Fall Impact Absorption B4@6
1 Circle Kick Fake B7@2
1 Feint (M) Solid Punch B7@3
1 Meditation (Fall) (HM) Spinning Kick B7@3
2 Crushing Blow Power Punch B7@3
3 Eagle Claw (MHM) Crushing Grasp B7@3
Alert Rest B10@2
Basic Style is triple attack and d6 damage, but AC is only -2.  It is the fastest attack style without speed.  No weapons are used. Basic Style is triple attack with a +10 sit-mod, but Defense is only a -5 sit-mod.  It is the fastest attack speed possible without Haste P4@0 or other speed-enhancing skill.  No weapons are used.
Untitled can have no more than two maneuvers.  Iron Fist (1) does d10 on full attacks.  Circle Kick (1) does 2d6 on one attack.  Feint (1) throws away one attack to gain +2 to hit on the next.  Meditation (1) has no affect on duels; the Kensai/Shukenja Variant Fall (1) reduces damage from falls, et cetera, by half. The Untitled almost always begins with Fall Impact Absorption, followed by the tactical Fake.  After that, one of the intensified damage attacks might be mastered.  These are Solid Punch, Spinning Kick, Power Punch, and Crushing Grasp.
Master knows exactly three level 1 maneuvers. The Master generally adds a second of the intensified damage attacks.
Honored Master knows all four level 1 maneuvers, possibly also Crushing Blow (2), which breaks wood or stone or does d6+level damage, but negates all other attacks that round. The Honored Master usually adds a third intensified damage attack.
Most Honored Master knows all of these plus Eagle Claw (3), which can be used to crush objects or do 3d10, but which negates all other attacks in the round. The Most Honored Master most often masters the remaining intensified damage attack.
The Most Highly Honored Master completes his mastery with Alert Rest, adding nothing to combat but having other value.
Overall the style focuses on hitting fast and hard.  It has no maneuvers to stun or disable, and none directed at limited field (ring competition) combat.  It also lacks such defenses as Blind Fighting and All-around Sight. Overall the style focuses on hitting fast and hard.  It has no maneuvers to stun or disable, and none directed at limited field (ring competition) combat.  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.