Special Maneuvers & Principal Methods

Kick
Lock
Movement
Push
Strike
Throw
Vital Area
Weapon
Mental & Physical Training
1. Circle Kick (hard)
1. Choke Hold (hard/soft)
1. Feint (hard/soft)
1. Concentrated Push (soft)
1. Iron Fist (hard)
1. Fall (hard/soft)
1. Pain Touch (soft)
1. Weapon Catch (hard/soft)
1. Meditation (hard/soft)
2. Flying Kick (hard)
2. Locking Block (soft)
2. Prone Fighting (soft)
2. Sticking Touch (soft)
2. Crushing Blow (hard)
2. Instant Stand (hard/soft)
2. Stunning Touch (soft)
2. Weapon Breaker (hard/soft)
2. All-around Sight (hard/soft)
3. Backward Kick (hard/soft)
3. Incapacitator (hard/soft)
3. Immovability (soft)
3. One Finger (soft)
3. Eagle Claw (hard)
3. Hurl (hard)
3. Paralyzing Touch (soft)
3. Steel Cloth (soft)
3. Mental Resistance (soft)
4. Immobilizing (hard/soft)
4. Missile Deflection (soft)
4. Great Throw (soft)
4. Distance Death (soft)
4. Blind Fighting (soft)
5. Leap (soft)
5. Ironskin (hard)
6. Speed (hard/soft)
6. Levitation (soft)
7. Slow Resistance (hard/soft)

Principal methods

Kick

Circle Kick: In this dramatic kick, the attacker builds up power and momentum by spinning in a complete circle before landing the kick (usually on the side of the head or body). If successful (a normal to hit roll), the kick does twice normal damage. If unsuccessful, the character loses the next attack he is normally allowed as he tries to recover his balance.

Flying Kick: This spectacular kick requires at least five feet of running space. The character leaps high into the air and leads with a powerful kick to the head (or head height for larger than man-sized creatures). If the kick connects, the character does triple normal damage. If unsuccessful, the character falls to the ground adjacent to the intended target and must spend a round getting back to his feet (unless he also has Prone Fighting or Instant Stand).

Backward Kick: This seemingly innocuous kick is extremely difficult to master. The character attempts a normal attack at any creature directly behind him, either kicking his foot over and behind his own head or lash- ing out straight backward. He does not have to turn around and face his attacker. The kick does normal damage, but a failed attempt has no ill effects.

Lock

Locking is the art of gripping an opponent in such a way that prevents him from acting — twisting an arm so the joint is locked, applying pressure to choke off breathing and blood flow, etc.

Choke Hold: This teaches the character the correct way of applying pressure to render an opponent unconscious. When using a choke hold, no attacks can be made in the next round as the attacker is entirely occupied in gripping and holding his opponent. If a successful to hit roll is made, the choke has been applied. Once applied, the hold must be maintained until the end of the next melee round (during which the character can take no other action). The victim can attempt to escape by making a successful to hit roll, modified by a -2 on the die roll. The escape attempt can be tried as many times as the victim has attacks. If the character fails to escape, he falls unconscious at the end of the round. He remains unconscious for 1-3 rounds.

Locking Block: This action can be attempted instead of a normal attack. It can be used against other unarmed fighters or melee weapon attacks. A normal to hit roll is made. If successful, the character has trapped his opponent's weapon, arm, or leg in a scissors arm-lock and it cannot be used to make attacks. In addition, so long as the victim is so trapped the character can make attacks (using the feet only) with a + 4 on his chance to hit. The victim can break the lock by expending an attack and making a normal to hit roll for success. The locking block does not cause damage.

When used against an unarmed fighter, an unsuccessful locking block causes no penalty other than the fact that the attack has been lost and no damage is done. However, when used against a weapon, an unsuccessful locking block results in the character taking damage from the weapon. In attempting to make the block, the character has only managed to get himself hit by the weapon.

Incapacitator: By gripping the opponent and twisting the joints, the character can render one finger, arm, or leg useless for 24 hours and cause double normal damage. The effects of incapacitating a limb works like this:

A successful to hit roll must be made and the victim is allowed a saving throw vs. paralyzation. If the saving throw is failed, the appropriate limb is rendered useless. The head is not considered a limb! If the saving throw is made, the attack fails. An unsuccessful attack (either a failed to hit or a successful saving throw) has no effect on the attacker other than the waste of an attack and the lack of damage done. This maneuver is particularly useful to prevent opponents from escaping or making attacks.

Immobilizing; With one hand the character is able to grip and hold an opponent in a way that keeps him from taking any action. The character is still able to make attacks (using either his feet or his other hand), even applying an immobilizing lock on another victim. A successful to hit roll must be made and the attack does no damage. Immobilized characters can attempt to escape by spending a melee attack to break the hold. How- ever, the chance of success is modified by -6 to the die roll. An unsuccess- ful immobilizing lock results in a -4 modifier on the character's next attack.

Movement

This method relies on the training of the character in the control and positioning of his own body—his posture, stance, and reflexes. From it students learn the importance of speed, sudden changes of direction, and footwork. It is seldom very offensive, but when combined with other styles creates a dangerous and deadly fighter.

Feint: A feint is a trick where the character begins an attack in one direction and at the last minute changes it to another direction. When done successfully, the opponent is out of position to the new attack and cannot defend as effectively against it. A feint requires one melee attack to execute. A normal to hit roll is made and if successful the character's next attack gains a +2 on the chance to hit. The feint itself does no dam- age. If unsuccessful, the character suffers no penalty other than the loss of the attack.

Prone Fighting: Prepared for any circumstance, the character is able to fight effectively even when lying on the ground. This special maneuver is constant—it applies any time the character is knocked from his feet. The only limitation is that the character can perform no other special maneuver (except Instant Stand) when prone.

Immovability: By carefully positioning his feet and learning to tense and relax various muscles, the character can avoid being knocked, lifted, or thrown off his feet. Any time these would occur, the character is auto- matically allowed a saving throw vs. paralyzation. If the save is success- ful, the character remains where he is.

Missile Deflection: Relying on the speed of his reflexes and the nim- bleness of his footwork, the character is sometimes able to avoid non- magical missile attacks (including magical arrows and bolts). This ability is constant although the character must be aware of the attack. The char- acter is allowed a saving throw vs. paralyzation against each attack. If the save is successful, the character has dodged the missile; if not, the mis- sile hits normally.

Leap: The character is able to perform extraordinary feats of springing and leaping by channeling his inner power, mentally making himself as light as a feather. From a standing start the character can spring four feet into the air and three feet forward plus one foot for each level of the char- acter. He can also flip in mid-air to automatically change his facing. Such springs do not take an entire melee round, costing instead only one attack allowed during the round. Thus a character could flip over an opponent, land behind him, and execute an attack from the rear with his next melee attack. From a running start, the character can spring eight feet upward and ten feet forward plus one foot for each level of the character. The char- acter must have at least 10 feet of running space for springing. In both cases, the character must make a normal to hit roll to see if he lands safely. If the roll is made, the leap or spring is successful. If the roll is failed, the character makes the leap but falls to the ground upon landing.

Speed: The character has developed lightning-fast reflexes and powerful muscles mainly by concentrating and learning how his body controls its movements. The character gains twice the normal amount of melee attacks he is normally allowed (both with the martial arts and normal combat) and moves at double the normal combat movement rate (only). The increase in movement rate does not apply to normal movement nor can the movement speed be maintained for more than five rounds. This special maneuver is difficult and tiring. It can only be done once per day and can only be maintained for five rounds. At the end of this time, the character must rest for 1-3 rounds.

Slow Resistance: Having developed his body and disciplined his mind, the character is automatically immune to slow effects.

Push

Pushing is a soft form of combat, primarily protective in nature. It relies on the character's understanding of the forces of motion. The opponent's own force is tumed against him, deflecting his attack, throwing him off-balance, or knocking him backward with a single touch. Learning this art takes great mental discipline but does not require great strength.

Concentrated Push: The character focuses his inner energy into his hands, giving him great results even from a gentle push. On a successful to hit roll the opponent is knocked back one foot per level of the character. If the distance is greater than three feet, the victim must make a successful saving throw vs. paralyzation to remain on his feet. If the victim hits a solid object, he suffers damage as if he had fallen the same distance. Note that those with Immovability can resist being knocked back. If the Concentrated Push attack is unsuccessful, all attacks made against the character for the remainder of the round have a +2 on their chance to hit.

Sticking Touch: The character has so attuned his sense of touch that even by lightly placing his hand on another he can cause it to follow their every move. A normal to hit roll must be made and the touch does no damage. However, so long as the character remains in contact, he gains +2 on all subsequent to hit rolls and his armor class improves by 2, since he is able to feel the impending move of his opponent before it happens. The touch can only be broken by the opponent moving in a way or at a speed beyond the abilities of the character. Thus, if the opponent had the Leap maneuver he could use this to break contact. However, if both knew this maneuver, the character could automatically choose to leap at the same time as his opponent, keeping his contact unbroken.

One Finger: This skill requires long and difficult practice. It is said that the student first learns to push a heavy bell with the touch of a single finger. He concentrates then on touching it lighter and lighter while making the bell swing even more. Finally, he reaches the point where he can make the bell move without actually touching it. His inner power extends from his finger and pushes the bell. At this point he has mastered One Finger.

One Finger gives the character the power of Concentrated Push without having to touch the target. The character simply concentrates and points his finger at the victim. The range is equal to one foot per character level. One Finger requires great concentration and is the only action that can be taken in the melee round regardless of the number of attacks the character has. A normal to hit roll must be made. If successful, the victim is affected as if hit by a Concentrated Push. If unsuccessful, the attack misses and has no effect.

Strike

Iron Fist: Through various toughening exercises, the character has hardened his hands so much so that they feel like steel. The character does 1d10 points of damage on each attack, if his principal body part used is the hands. If the principal body part is not the hands, the character does 1d10 points of damage on one attack per melee round.

Crushing Blow: The character is able to shatter or break hard objects with a blow of his hand. This includes wood, ceramics and masonry but not metal. The character can break 1/2" of wood or 1/4" of brittle stone per level. The DM can modify this based on the shape, hardness, and age of the object. If used against a living target, the character causes normal damage plus points equal to his level. The Crushing Blow requires great concentration and is the only action the character can do in a round regardless of the number of attacks normally allowed. In all cases a normal to hit roll must be made. The DM must determine the number needed to hit a stationary object (based on its hardness). If the die roll is failed and the character is striking a hard object (such as a stone), he has seriously hurt his hand. He suffers damage equal to what he would do on a normal attack and the hand is unusable for 24 hours.

Eagle Claw: Through physical exercise and concentration, the character can summon immense crushing strength into his hand. On a success- ful to hit roll he can shatter objects (snap spear shafts, crush stones, etc.), crush metal items, and cause 3d10 points of damage on an attack. This requires great concentration and is the only action the character can take during the round.

Throw

Fall: The first maneuver any student of this style learns is how to fall correctly. He learns to fall and roll, taking the impact of the fall on the safest areas of his body. Once learned this maneuver is constantly in effect. Thereafter he suffers only 1/2 the normal amount of damage from any fall.

Instant Stand: After learning to fall, the student learns how to gain his feet quickly either by rolling up to a standing position or using an acrobatic jump (kip up). Normally one round is required for a character to gain his feet, but a character knowing this maneuver can regain his feet automatically instead of making an attack. He may do other actions in the round if he has attacks available.

Hurl: This type of throw relies a great deal on strength and less on leverage. The character can attempt to pick up an opponent and throw him to the ground 1d4 feet away. The victim suffers double damage from the throw. Characters with Immovability can resist this maneuver. A successful to hit roll must be made for the Hurl to work. If the roll is failed, the character loses all remaining attacks for the round and automatically loses initiative for the next round.

Great Throw: Using leverage and his opponent's momentum, the character is able to throw his enemy a great distance. A normal to hit roll must be made. If the victim is stationary, the character can throw him one foot per level. If the victim is charging the character, the distance thrown is six feet plus one foot per level. The victim suffers triple normal damage from the throw. If the to hit roll is unsuccessful, the opponent has countered the move and the character has been knocked off his feet, automatically Iosing initiative the next round.

Vital Area

This method is much like strike or kick in that it relies on the blow for effect. However, the strength of the blow is not nearly as important as where it is delivered. The vital area method teaches the character where and how to strike at the weak spot on his opponent's body—the throat, the ears, the foot, nerve points, and other places. Because the training requires a knowledge of anatomy, the special maneuvers listed can only be used against human and humanoid opponents.

Pain Touch: Simply by pressing his finger against specific points of the body, the character can cause great pain in his victim. This can be done in place of a normal attack. It causes no damage, but if the to hit roll is successful, the victim feels as if he is on fire. Thereafter, he will be -2 on his chance to hit and +2 on chance of being hit. The effect lasts for 1-3 rounds. There is no adverse effect on the victim if the to hit roll is failed.

Stunning Touch: With a light slap of his fingers in the correct place, the character can stun and daze his opponent. This can be done in place of a normal attack and causes no damage. A normal to hit roll must be made. If successful, the victim is albwed a saving throw vs. paralyzation. If this is failed, the victim is stunned for 1d4 rounds, unable to take any action. However, should the to hit roll fail or the saving throw be passed, the attack has no effect.

Paralyzing Touch: By placing pressure on specific nerve junctions, the character can paralyze his victim, leaving him unable to move for 1d6 turns. A normal to hit roll must be made and the victim is allowed a saving throw vs. paralyzation. If the attack fails or the saving throw is made, no damage is done.

Distance Death: This is the ultimate skill of this method and requires great practice and concentration. To learn it, the character must practice at a pool of water, driving his finger at it without touching it. As he does so, he concentrates on his own power, trying to extend it from his finger. When he can hear the echo of his thrust rebound from the water, he has mastered the maneuver.

Distance Death requires great concentration and is the only action the character can take during the melee round. It has a range of one foot per level of the character. With it the character can choose to apply the effects of Pain, Stunning, or Paralyzing Touch or he can choose to do three times his normal damage on the attack. If Pain is chosen, the victim is not allowed a saving throw; for Stunning the saving throw is -2 on the die roll. In all cases a normal to hit roll must be made.

Weapon

The martial arts often include training in a number of standard and unusual weapons. The training with standard weapons is very much like that which other warriors receive and is covered elsewhere in these rules. However, there are several weapons unique to the martial arts — weapons that cannot be used effectively without training in the moves and positions associated with the martial arts. The maneuvers given below can only be applied when using those weapons that are noted as being exclusive to practitioners of the martial arts.

Weapon Catch: All weapons are routinely used to block and parry an opponent. The Weapon Catch maneuver teaches the character how to use the special martial arts weapons to catch and lock his opponent's weapon in place. Here weapon includes not just melee weapons but also the arms and legs of an unarmed opponent. A Weapon Catch is made in place of a normal attack and a to hit roll must be made. If successful, the character has caught the opponent's attack with his weapon and has locked it in place. The opponent cannot use that weapon to fight with. Furthermore, the character can make further attacks on the opponent with a +2 on his chance to hit, if he has the correct principal body part free to make the attack. The opponent can break the catch by either dropping his weapon or spending a melee attack to attempt to break free. If he attempts the latter, he must make a normal to hit roll to succeed.

If the Weapon Catch attempt fails, the character has managed to foul his own weapon on that of the opponent's. With a quick twist the opponent pulls the character's weapon from his grasp, leaving the character disarmed.

Weapon Breaker: Just as martial arts weapons are designed to catch weapons, they are also capable of breaking them. Indeed, students are often taught this art as it gives them an advantage in combat. The breaking action is a swift blow or twist with the weapon. It can only be used against melee weapons, not unarmed fighters. The character can also use this maneuver when fighting with the bo stick against a sword. A normal to hit roll must be made. If successful, the opponent's weapon must save vs. crushing blow or be broken. If the to hit roll fails or the save is made, the maneuver fails. This maneuver does no damage.

Steel Cloth: With this maneuver, the character need never be without a weapon. Taking a to 10-foot piece of cloth, the character whirls and snaps it tight, keeping it in constant motion, giving it the rigidity of a spear. The cloth is treated as a spear, except that it cannot be thrown. This maneuver is automatic, no die roll is made for success.

Mental and Physical Training

These maneuvers are gained by the character in the course of training and reflect his superb control over mind and body. They do not belong to the categories of principal methods as they can be learned by practitioners of any method or style.

Meditation: Meditation is a state of deep concentration. By meditating, the martial artist focuses and regains his energies. One hour of uninterrupted meditation is as restful as two hours of sleep. While meditating, the martial artist is oblivious to hunger, thirst, heat, and cold. He is still conscious and aware of his surroundings, however, so he does not suffer any penatties on surprise or initiative dice rolls.

All-around Sight: The character's training makes him more attuned to his immediate surroundings. He is able to detect opponents on all sides of him, provided they are not invisible. The character can never be struck from behind or suffer a penalty from a back attack. This maneuver is constantly in effect.

Mental Resistance: The mental exercises and ordeals of the character's training have toughened and strengthened his will. He receives a +2 on all saving throws against mental attacks including charm, illusion, and hold spells. This maneuver is constantly in effect.

Blind Fighting: Under his master's guidance, the character has trained for long periods while wearing a blindfold or in darkened rooms. This has given the character the ability to detect his foes with his other senses. The character suffers only a -1 penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in combination with a silence spell render the character effectively blind again. This maneuver is constantly in effect.

Ironskin: Rigorous physical training has toughened the character's muscles to the point where he can harden them like iron. The armor class of the character is improved by 2, but only when he is not wearing any other type of armor.

Levitation: This is perhaps the rarest of all the martial arts maneuvers, since it requires the utmost of concentration and mental discipline. Daily the character practices at making his body feel lighter, using his mental power to negate his own weight. Finally, the character succeeds in overcoming all his weight. At this point he can levitate. This maneuver requires one turn of concentration before it can be done. Thereafter the character can move up, down or sideways at five feet per round. He can take no actions while levitating and if his concentration is broken, he falls to the ground. Upon completion of the Levitation, the character must rest for one round before doing any other action.

Stunning and Incapacitating

In addition to the basic abilities and the special maneuvers associated with a martial arts style, all styles have a chance of stunning or incapacitating a man-sized opponent. Whenever the martial arts fighter rolls an unmodified 20 on his to hit roll, the victim must make a saving throw vs. paralyzation. If the saving throw is successful, the victim is not stunned or incapacitated (although he does take normal damage from the attack). If the saving throw is failed, the victim is either incapacitated or stunned. Compare the hit dice or level of the victim to the die roll. If the number rolled is less than the hit dice or level of the target, the victim is stunned for 1d6 melee rounds. If the number is greater than this, the victim is incapacitated for 1-3 hours.

A character attacks a lizard man with martial arts and scores a 20. A saving throw roll is made and 2 is rolled on the die. This is equal to the 2+1 dice of the lizard man, so it is stunned for 1d6 rounds. If the die roll had been 6, the creature would have been incapacitated for 1-3 hours. Creatures with a +4 or greater on their hit dice are treated as having one extra die for this calculation.


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