Martial Arts Styles
Table 68: Common Martial Styles
Name
# Att.
Damage
AC
Principal Attack
Special Maneuvers
Karate
3/1
1d6
8
Hand
Strike 1, 2, 3
Kick 1
Movement 1
Mental 1
Kung-Fu
2/1
1d6
6
Hand
Lock 1, 2, 3
Strike 1, 2
Kick 2
Movement 4
Mental 5
Tae Kwon Do
1/1
1d8
8
Foot
Kick 1, 2, 3
Strike 1
Throw 4
Movement 5
Jujutsu
2/1
1d6
7
Hand
Throw 1, 2, 3, 4
Movement 1, 3
Vital Area 1, 2
Mental 1, 2, 3
Number of attacks functions in the same manner as it does for normal
combat. When using martial arts, the number of attacks depends on the
style used and may differ from the number of attacks with weapons. Thus
a character's ability to attack may increase, decrease or remain the same
when using martial arts.
Damage is the die that is rolled to determine the effect of a hit. Defensive styles generally do low damage; offensive styles have the opposite
effect.
Armor class is a measure of the degree of protection the character
gains when using the style. This protection comes from the character's
training which may allow him to avoid, deflect, or withstand blows.
Principal attack form is the part or parts of the body most often used in
the style. So long as the character has the listed body part free he can continue to make effective attacks. Karate emphasizes the fist, so the character can attack even though his legs may be held. Other styles use the legs,
elbows, torso, etc.
Special maneuvers are the secrets of the art, secrets that allow
fantastic feats, but are difficult to learn. These include things such as
Backward Kick, Sticking Touch, Great Throw, Ironskin, and other normally
impossible abilities. See the Special Maneuvers & Principal Methods section for more information on the special maneuvers.
Creating a Style
In addition to using the common styles already listed, the players and the DM is encouraged to create new styles for use in his campaign. These styles are taught
by various NPC masters. A style is created by choosing the general characteristics of the style and then selecting values, terms, and abilities from
the lists given in the text.
The DM should first decide whether the style is hard, soft, or a combination of the two. Hard styles emphasize the use of the muscles and bones
for power. They usually use very direct movements and are generally
offensive, stressing the attack. Soft styles rely more on the inner power of
the character to provide the necessary energy, although they too require
conditioning of the muscles. Their movements are much more fluid and
circular and are generally considered more defensive. These movements
divert the attacker, using his own force against him, and making an attack
only after the enemy has committed himself. The training is more mentally
oriented, showing the student how to focus and use his inner power.
Styles that combine both hard and soft attempt to use the best practices
from each. Circular and gentle defensive movements are combined with
swift and direct attacks. Physical training is balanced with psychic training. All styles can make use of a number of unusual weapons.
Next, the DM must choose the principal method of the style, the fighting
method most commonly used in the style. When a character attacks, he
more often than not uses the principal method of the style. Each principal
method describes the most common means of attack — those with kicking
method use many kicks, those with throwing rely on grappling and leverage, etc. However, every style incorporates moves from other methods,
since reliance on a single form would certainly mean defeat.
Table 69: Martial Style Combinations lists all the different choices available for creating a style. As the DM makes selections, his choices determine the armor class, number of attacks, damage, and body part used by the style.
Table 69: Martial Style Combinations
Form
AC Mod.
#Att Mod.
Damage Mod.
Body Part
Hard
1
1
4
-
Soft
3
0
2
-
Hard/Soft
2
1
3
-
Principal Method
AC Mod.
#Att Mod.
Damage Mod.
Body Part
Kick
1
1
4
Foot
Lock
1
1
2
Body
Movement
2
1
2
Legs
Push
2
1
1
Hand
Strike
1
1
4
Hand
Throw
1
1
2
Body
Vital Area
2
1
4
Hand & Foot
Weapon
1
1
by weapon
Hand & Arm
Notes Regarding Style Combination Table
Form/Principal Method — The DM must select one form and one principal method for each style.
AC Mod. — Total the AC Mod. from the form and the method chosen.
Subtract this number from 10 to get the Armor Class of the style.
#AT Mod. — Total the #AT Mod. from the form and the method chosen.
This is the number of attacks allowed in a melee round when fighting in
this style. This number of attacks does not apply for any other style or
when fighting with normal weapons.
Damage Mod. — Total the Damage Mod. from the form and the method
chosen. Round this number (up) to the nearest die size used in the game.
Thus, a total of 6 equals 1d6. A total of 4 equals 1d4. A total of 5 equals
1d6. This is the basic amount of damage done when fighting in the style.
Body Part — This lists the part or parts of the body most commonly used
when fighting in this style. Kicking relies on the feet, while throwing makes
use of the whole body. So long as a character has the listed body part
unbound or free to move, the character can still attack effectively with that
particular martial arts style.
In addition to the basic information concerning the style of the martial
art, the designer must also determine what weapons (if any) are taught
under the style. The DM rolls 1d4 and subtracts two from the result. This is
the number of weapons that are taught under this particular style of martial arts. The DM can select the weapons from those that can be used in
martial arts only.
Finally, the DM must determine the special maneuvers used by the
style.
Special Maneuvers
Special maneuvers are actions and abilities that require intensive study
and skill to learn. In return, they give the user greater-than-normal results
and can be used to great effect. Some maneuvers are actions that the
character can attempt during the course of a fight (Flying Kick, One Finger, Five Finger Death Punch, etc.), others are constant abilities that once learned are always in
effect (Ironskin, Blind Fighting, etc.). Combat maneuvers are risky in that
failure often leaves the character in an exposed or dangerous position. A
combat maneuver costs the character one or more of his attacks for the
melee round. A movement maneuver counts as movement, preventing
the character from making any attacks that round (unless the maneuver
notes otherwise).
All maneuvers are organized according to the principal method of fighting used. Kicking covers actions involving kicks; movement includes
leaps, tumbles, dives, and acrobatics. In addition, each maneuver is iden-
tified as being hard, soft, or hard/soft. This corresponds to the general
classification of the fighting style. A soft fighting style mainly uses soft
special maneuvers and a hard style uses hard special maneuvers. This
does not prevent crossover between the two styles, it just indicates the
general type of maneuver each style uses.
To determine the number of special maneuvers taught by the style, roll
1d8. This is the number of special maneuvers that can be chosen only
from the principal method of the style or from the Mental and Physical
Training lists. Then, a second roll of 1-3 is made to find the number of
maneuvers chosen from other methods (or again the Mental and Physical
Training category). All styles usually incorporate a few maneuvers from
other methods to provide the character with an arsenal of tactics.
The special maneuvers of each method are ranked according to the difficulty of each maneuver. The lower the number of the maneuver, the easier it is to learn and execute. When selecting the special maneuvers, there
must be a progression from 1 on up. However, the progression does not
need to be within a single principal method and there can be more than
one maneuver at the same difficulty level. A style could begin with Circle
Kick (1), Flying Kick (2), All-around Sight (2), and end with Backward Kick
(3). The ranking is given to determine the order in which the abilities are
gained. A higher difficulty maneuver can only be learned if those beneath
it have already been learned.
Special maneuvers are not gained immediately upon learning the martial art style. They require extra training and are learned gradually. How
these maneuvers (and martial arts proficiencies in general) are gained is
explained under Learning Martial Arts.
In addition to the maneuvers grouped under the principal method, there
is the additional category of Mental and Physical Training. These are special maneuvers that can be learned in any style because of the methods of
practice and discipline of the training.
Multiple Styles and Combining Styles
Player characters can learn more than one style of martial arts at a time.
This requires more than one master, available proficiency slots, and dedication on the part of the player character. When fighting, the character
must choose which particular style he will use. He gains all the abilities of
that style, but none of the other style he knows. Likewise only the special
maneuvers of the style can be used, unless they are constantly in effect.
The character can change styles from melee round to melee round, however.
After a player character has gained proficiency in two or more styles
and has learned all he can from those masters, he can create his own
unique style. To create a unique style, the character combines those elements of each style as he desires. He could use the Armor Class of one
style combined with the number of attacks and damage of another. All the
maneuvers he has learned from each style can be combined in the new
single style. He can also instruct others in this new style as if he were a
master.
Special Maneuvers & Principal Methods
Name |
# Att. |
Damage |
AC |
Principal Attack |
Special Maneuvers |
---|---|---|---|---|---|
Karate |
3/1 |
1d6 |
8 |
Hand |
Strike 1, 2, 3 Kick 1 Movement 1 Mental 1 |
Kung-Fu |
2/1 |
1d6 |
6 |
Hand |
Lock 1, 2, 3 Strike 1, 2 Kick 2 Movement 4 Mental 5 |
Tae Kwon Do |
1/1 |
1d8 |
8 |
Foot |
Kick 1, 2, 3 Strike 1 Throw 4 Movement 5 |
Jujutsu |
2/1 |
1d6 |
7 |
Hand |
Throw 1, 2, 3, 4 Movement 1, 3 Vital Area 1, 2 Mental 1, 2, 3 |
Table 69: Martial Style Combinations
Form
AC Mod.
#Att Mod.
Damage Mod.
Body Part
Hard
1
1
4
-
Soft
3
0
2
-
Hard/Soft
2
1
3
-
Principal Method
AC Mod.
#Att Mod.
Damage Mod.
Body Part
Kick
1
1
4
Foot
Lock
1
1
2
Body
Movement
2
1
2
Legs
Push
2
1
1
Hand
Strike
1
1
4
Hand
Throw
1
1
2
Body
Vital Area
2
1
4
Hand & Foot
Weapon
1
1
by weapon
Hand & Arm
Notes Regarding Style Combination Table
Form |
AC Mod. |
#Att Mod. |
Damage Mod. |
Body Part |
---|---|---|---|---|
Hard |
1 |
1 |
4 |
- |
Soft |
3 |
0 |
2 |
- |
Hard/Soft |
2 |
1 |
3 |
- |
Principal Method |
AC Mod. |
#Att Mod. |
Damage Mod. |
Body Part |
Kick |
1 |
1 |
4 |
Foot |
Lock |
1 |
1 |
2 |
Body |
Movement |
2 |
1 |
2 |
Legs |
Push |
2 |
1 |
1 |
Hand |
Strike |
1 |
1 |
4 |
Hand |
Throw |
1 |
1 |
2 |
Body |
Vital Area |
2 |
1 |
4 |
Hand & Foot |
Weapon |
1 |
1 |
by weapon |
Hand & Arm |
Form/Principal Method — The DM must select one form and one principal method for each style.
AC Mod. — Total the AC Mod. from the form and the method chosen. Subtract this number from 10 to get the Armor Class of the style.
#AT Mod. — Total the #AT Mod. from the form and the method chosen. This is the number of attacks allowed in a melee round when fighting in this style. This number of attacks does not apply for any other style or when fighting with normal weapons.
Damage Mod. — Total the Damage Mod. from the form and the method chosen. Round this number (up) to the nearest die size used in the game. Thus, a total of 6 equals 1d6. A total of 4 equals 1d4. A total of 5 equals 1d6. This is the basic amount of damage done when fighting in the style.
Body Part — This lists the part or parts of the body most commonly used when fighting in this style. Kicking relies on the feet, while throwing makes use of the whole body. So long as a character has the listed body part unbound or free to move, the character can still attack effectively with that particular martial arts style.
In addition to the basic information concerning the style of the martial art, the designer must also determine what weapons (if any) are taught under the style. The DM rolls 1d4 and subtracts two from the result. This is the number of weapons that are taught under this particular style of martial arts. The DM can select the weapons from those that can be used in martial arts only.
Finally, the DM must determine the special maneuvers used by the style.
Special Maneuvers
Special maneuvers are actions and abilities that require intensive study and skill to learn. In return, they give the user greater-than-normal results and can be used to great effect. Some maneuvers are actions that the character can attempt during the course of a fight (Flying Kick, One Finger, Five Finger Death Punch, etc.), others are constant abilities that once learned are always in effect (Ironskin, Blind Fighting, etc.). Combat maneuvers are risky in that failure often leaves the character in an exposed or dangerous position. A combat maneuver costs the character one or more of his attacks for the melee round. A movement maneuver counts as movement, preventing the character from making any attacks that round (unless the maneuver notes otherwise).
All maneuvers are organized according to the principal method of fighting used. Kicking covers actions involving kicks; movement includes leaps, tumbles, dives, and acrobatics. In addition, each maneuver is iden- tified as being hard, soft, or hard/soft. This corresponds to the general classification of the fighting style. A soft fighting style mainly uses soft special maneuvers and a hard style uses hard special maneuvers. This does not prevent crossover between the two styles, it just indicates the general type of maneuver each style uses.
To determine the number of special maneuvers taught by the style, roll 1d8. This is the number of special maneuvers that can be chosen only from the principal method of the style or from the Mental and Physical Training lists. Then, a second roll of 1-3 is made to find the number of maneuvers chosen from other methods (or again the Mental and Physical Training category). All styles usually incorporate a few maneuvers from other methods to provide the character with an arsenal of tactics.
The special maneuvers of each method are ranked according to the difficulty of each maneuver. The lower the number of the maneuver, the easier it is to learn and execute. When selecting the special maneuvers, there must be a progression from 1 on up. However, the progression does not need to be within a single principal method and there can be more than one maneuver at the same difficulty level. A style could begin with Circle Kick (1), Flying Kick (2), All-around Sight (2), and end with Backward Kick (3). The ranking is given to determine the order in which the abilities are gained. A higher difficulty maneuver can only be learned if those beneath it have already been learned.
Special maneuvers are not gained immediately upon learning the martial art style. They require extra training and are learned gradually. How these maneuvers (and martial arts proficiencies in general) are gained is explained under Learning Martial Arts.
In addition to the maneuvers grouped under the principal method, there is the additional category of Mental and Physical Training. These are special maneuvers that can be learned in any style because of the methods of practice and discipline of the training.
Multiple Styles and Combining Styles
Player characters can learn more than one style of martial arts at a time. This requires more than one master, available proficiency slots, and dedication on the part of the player character. When fighting, the character must choose which particular style he will use. He gains all the abilities of that style, but none of the other style he knows. Likewise only the special maneuvers of the style can be used, unless they are constantly in effect. The character can change styles from melee round to melee round, however.
After a player character has gained proficiency in two or more styles and has learned all he can from those masters, he can create his own unique style. To create a unique style, the character combines those elements of each style as he desires. He could use the Armor Class of one style combined with the number of attacks and damage of another. All the maneuvers he has learned from each style can be combined in the new single style. He can also instruct others in this new style as if he were a master.
Special Maneuvers & Principal Methods
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