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Martial Arts
Martial Arts Styles and Related Rules...


Martial Arts Style:  Von Dom
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Von Dom
Von Dom
This karate-like style hits slower but harder, and adds a weapon along with a greater variety of maneuvers.
Form:
Hard
Method:
Strike
AC:
-2
Att:
x2
Dam:
d8
Body Part:
Hand
Spear
d6+d8/2d8
Special Maneuvers:  10
This Teraka-like style hits slower but harder, and adds a weapon along with a greater variety of maneuvers.
Type of Style:
Fast Aggressive Weapon-utilizing
Basic Attack Form:
Punch
Defensive Modifiers:
-5SM
Attack Multiplier:
2 (Two)
Offensive Modifiers:
+5SM, +10DM
Body Part:
Hand
Weapons Taught:
Spear
Special Maneuvers:  10
1 Iron Fist Fall Impact Absorption B4@6
1 Circle Kick Great Jump B5@6
1 Fall Panoramic Awareness B7@2
2 Crushing Blow Solid Punch B7@3
2 Flying Kick (M) Spinning Kick B7@3
2 All-around Sight Power Punch B7@3
3 Eagle Claw (HM) Leaping Kick B7@3
3 Steel Cloth Crushing Grasp B7@3
3 Mental Resistance (MHM) Improvised Cloth Weapon B7@6
5 Leap (MHHM) Control Resistance B7@9
Basic Style is double attack and d8 damage, but AC is only -2.  Spear does d6+d8/2d8. Basic Style is double attack with a +5 sit-mod and a +10 damage mod, but defense is only a -5 sit-mod.  Spear is a two-handed damaging weapon, with a damage category bonus if set against a charge, which may be effectively thrown.
Untitled may have up to four maneuvers.  Iron Fist (1) does d10 on full attacks.  Circle Kick (1) does 2d8 once per round.  Fall (1) reduces damage from falls, et cetera, by half.  One more maneuver may be known.  Crushing Blow (2) breaks wood or stone or does d8+level damage, but negates all other attacks that round.  Flying Kick (2) does 3d8, but requires a five-foot run.  All-around Sight (2) rarely affects dueling. The Untitled may be professional in up to four maneuvers.  These will usually begin with Fall Impact Absorption and Great Jump, followed by the heightened senses Panoramic Awareness.  The fourth may be any one of several intensified damage attacks, Solid Punch, Spinning Kick, Power Punch, Leaping Kick, or Crushing Grasp.
Master knows two, possibly all three, level 2 maneuvers. The Master will generally know two or three of these attacks.
Honored Master knows all these plus one, possibly two, more.  Eagle Claw (3) can be used to crush objects or do 3d10 damage, but negates all other attacks in the round.  Steel Cloth (3) hits harder than Iron Fist, doing the same damage as the spear, d6+d8/2d8.  Mental Resistance (3) knows all of these. The Honored Master will usually have perfected four or five of these attacks.
Most Honored Master knows all of these. The Most Honored Master usually adds the Improvised Cloth Weapon maneuver.
Most Highly Honored Master adds Leap (5), which permits escape and change of position. The Most Highly Honored Master learns the Control Resistance anti-psionic anti-magic defense.
Overall the style hits hard with or without weapons, but is weak on defense.  It has no maneuvers designed to disarm, stun, or disable, and none for limited field (ring competition) combat.  It has All-around Sight but lacks Blind Fighting. Overall the style hits hard with or without weapons, but is weak on defense.  It has no maneuvers designed to disarm, stun, or disable, and none for limited field (ring competition) combat.  It has Panoramic Awareness B7@2 but lacks Fighting Blind 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.