Martial Arts
Martial Arts Styles and Related Rules...


Martial Arts Style:  Okydoky Smoky
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Okydoky Smoky
Okydoky Smoky
A decent choice for a shukenja, it provides a good balance of attack and defensive force, and two weapons, along with a substantial mix of damaging and tactical maneuvers. 
Form:
Hard/Soft
Method:
Vital Area
AC:
-4
Att:
x2
Dam:
d5
Body Part:
Hand and Foot
Tetsubo
d6+d8-1/ d6+d8-1
Kiseru
d4+d6-1/2d4-1
 Special Maneuvers:  10
This style provides a good balance of attack and defensive force, and two weapons, along with a substantial mix of damaging and tactical maneuvers. 
Type of Style:
Fast Defensive Weapon-utilizing
Basic Attack Form:
Poke
Defensive Modifiers:
-10SM, -20Dam Mod
Attack Multiplier:
2 (two)
Offensive Modifiers:
None
Body Part:
Hand and Foot
Weapons Taught:
Tetsubo, Kiseru
 Special Maneuvers:  10
1 Pain Touch Focused Push B7@3
1 Concentrated Push Spinning Kick B7@3
1 Weapon Catch Leaping Kick B7@3
1 Circle Kick Crushing Grasp B7@3
2 Stunning Touch (M) Seize Weapon B7@5
2 Flying Kick Pain Inflicter B7@7
3 Paralyzing Touch (HM) Stunning Strike B7@7
3 One Finger Paralyzing Strike B7@7
3 Eagle Claw (MHM) Untouching Push B7@8
4 Distance Death (MHHM) Remote Strike B7@9
Basic Style gets 2 attacks, d5 damage, and AC-4, but the basic attacks are only useful against human and humanoid opponents.  It includes two useful weapons, the Tetsubo doing d6+d8-1/ d6+d8-1, and the Kiseru doing d4+d6-1/2d4-1. Basic Style gets 2 attacks, with attacks unmodified, but -10SM and -20 Dam Mod on opponent attacks, but the basic attacks are dependent upon knowing the anatomy of the enemy.  It includes two useful weapons, the powerful two-handed Tetsubo and the disguised Kiseru.
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.  Weapon Catch (1) can disarm an opponent.  Circle Kick (1) does 2d5. The Untitled may master up to four maneuvers, which are usually the leveraged or intensified damage attacks Focused Push, Spinning Kick, Leaping Kick, and/or Crushing Grasp.
Master adds at least one and possibly two maneuvers.  Stunning Touch (2) can disable a humanoid opponent for up to four minutes.  Flying Kick (2) does 3d5, but requires a five-foot run. The Master almost always adds the disarming Seize Weapon, and may add another, probably one of the special damage attacks Pain Inflicter, Stunning Strike, or Paralyzing Strike.
Honored Master adds at least one and possibly two more.  Paralyzing Touch (3) completely disables an opponent humanoid for up to an hour.  One Finger (3) is effective at limited field combat, and increases in effect, possibly damage, with level, at a distance of one foot per level.  Eagle Claw (3) can be used to crush objects, or do 3 to 30 points of damage, but negates all other attacks in the round. The Honored Master will probably know two and possibly all three of the special damage attacks.
Most Honored Master knows all of these. The Most Honored Master Usually adds the Untouching Push.
Most Highly Honored Master adds Distance Death (4), which can do 3d5, 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. The Most Highly Honored Master usually adds the Remote Strike last.
Overall the style is strong on stunning and ring competition maneuvers, especially against humanoid opponents, giving the practitioner a variety of ways to disable without killing, along with a few damaging maneuvers and two weapons, one fairly strong and the other easily disguised. Overall the style is strong on stunning and ring competition maneuvers, especially against humanoid opponents, giving the practitioner a variety of ways to disable without killing, along with a few damaging maneuvers and two weapons, one fairly strong and the other easily disguised.
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.