Hand-To-Hand Martial Arts (AD&D)
Hand-To-Hand Martial Arts (AD&D)
Hand-To-Hand Martial Arts (AD&D)
Ambidexterity: this skill negates the off-hand penalty of -2. The character also
reduces the two-weapon penalty too (if the character has the Two-Weapon Style
and this skill, then they suffer no penalties to THACO).
Martial Arts: the character knows how to fight unarmed. The character receives
a bonus of +4 to their initiative, a THACO bonus of +2 vs. non-Martial Artist.
Only affects creatures up to size L and the opponent can't have a natural AC better
than -2. The character can spend an extra slot to study other races of size H The
character can attempt a declared knock-out by announcing it and can only be
attempted with a called shot to the head (-1 penalty to initiative). The chance of
knock-out is equal to 5% per point of damage (max. 40%). The character can also
spend extra slots to specialize and gain extra attacks (non-Warriors can only
specialize initially through purchase by slots, they must quit adventuring to
continue to specialize). Martial Artists can use size S weapons with this skill at a
penalty of -2 or they can spend another slot to negate this penalty. Martial Artists
attacking armored foes receive a penalty equal to the natural protective value of
that armor (i.e.- Chain Mail +3= a penalty of -5, not -8). Each time the character
spends an extra slot to specialize and not to receive the above mentioned special
abilities (targets, weapons penalty negation), they receive a bonus of +1 to
THACO, +1 to damage, +1% to KO, and +/-1 to the Martial Arts Result Table.
Characters can also attempt the perform certain attacks off the Martial Arts Table
at the penalty of called shots, instead of rolling random. Also on a natural roll of
20, the character may stun or incapacitate their victim. The victim rolls a save vs.
Paralyzation- if the character fails and the martial artist is of higher level, then the
victim is incapacitated for 1d3 hours. If the victim is of higher level, then they are
stunned for 1d6 rounds and can't perform any actions during this time. Note that if
the martial artist attacks an armed opponent, the opponent gets a free attack on the
martial artist.
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*Martial Arts, Advanced: listed below are the basic statistics of these specialized Martial
Arts not including special moves (which must be purchased each individually anyways).
Characters must already be specialized in Martial Arts and the listed benefits are added to
the benefits of Martial Arts Specialization. Each martial art has special moves to buy, but
to get a move higher in the list they must buy the one before it (e.g.- must buy Lock 1
before buying Lock 2). Some martial arts allow characters to use weapons, during times
when using a weapon in conjunction with the martial art the character must use only the
better bonuses between the two (he cannot combine them, excluding the bonus attack and
AC bonus all martial arts give- these can be combined with parrying and # of attacks of
the weapon). Some martail arts are exempt from this rule however. Also, characters
wearing armor, unless noted, suffer penalties equal to a Thief's Climb Walls penalties if
wearing the same armor, converted to d20 rules. If the character is an Armor Specialist,
then the character suffers no penalties.
Aikijutsu: a mainly defensive martial art primarily using throws and evasion
through the use of one's body; of Japanese origin. No penalties for armor.
Character receives +1 to ATT, +3 to AC, and does 1 pt. of damage. Character can
purchase the Tight Weapon Groups: Staves, Fencing Blades, Oriental Blades, and
Medium Blades. Character can buy the martial arts abilities: Lock 1-3, Blocks 1-4,
Movement 1/3, Throw 1-4, and Mental 1-5.
Batuque: an African martial art based on a dance-fight system, using mainly the
legs. The character gets +1 ATT, +1 to AC, and does 1d4 damage. The character
can also purchase the Tight Weapon Groups: Bladed Throwing Weapons, Short
Blades, and Spears. The list of available moves are: Block 1-2, Kick 1-3,
Movement 1-2, Strike 1, Throw 1-2, and Mental 2-4/6.
Capoeira: a Brazilian martial art based off African martial arts (such as Batuque)
and remodified in 1930. Mainly concerns attacking with the feet to knock an
opponent unconscious and somersaults/ handspings/ and other acrobatics to dodge
attacks. Characters receive +1 to ATT, +1 to AC, and does 1d4 damage.
Characters can purchase the Tight Weapon Groups: Short Blades, Bladed
Throwing Weapons, and Staves. The list of abilities characters can purchase are:
Kick 1-3, Movement 1/4/5/6, Throw 1/2/4, and Mental 1/2/3/5.
Chao Ta Kung Fu: a Chinese Kung Fu system designed to make the character
look good in the eyes of viewers, used mainly by performers; attacks come mainly
from the hands. Users of this can try to intimidate opponents of equal or lower
level by displaying their...uh...."prowess", the character must have their attention,
as well as roll a Dexterity check and the viewers have to roll a morale check. No
penalties for armor. The character gets +1 to AC, +1 ATT, and does 1d3 damage;
the character also gets +1 to Disguise, Tumbling, and Acting proficiencies when
trying to intimidate others. They can choose to purchase any Tight Weapons
Group. The available list of abilities they can buy are: Block 1-2, Kick 1-3, Lock
1-2, Movement 1/2/4/5, and Throw 1-3. The character also suffers no penalty to
pull attacks, instead receives +2 to pull attacks.
Chi Hsuan Men: a Chinese martial art requiring a white-metallic fan/foil-like
weapon (known as a gunsen), also known as White Jade Fan-style Kung Fu or
Fan-style Choy-Li-Fut; must commonly praticed by bureacrats. The character
must be at least a Gunsen Weapon Specialist. The bonuses from the weapon-style
and this art are added together, unlike most other martial arts. The character
receives +1 ATT, +1 to AC, and +2 damage with the fans. The available skills for
this character are: Block 1/2/4, Kick 1/3, Movement 1/2/5, Push 1, Throw 1-2,
Vital Area 1-3, and Mental 2/4.
Choy-Li-Fut: a Chinese martial art that is offensive and deals with multiple
opponents, usually with the hands. The character receives +1 ATT, +1 to AC, and
does 1d4 damage. The character can purchase the Tight Weapon Groups: Long
Blades, Spears, and Staves. The list of available skills are: Block 1-2, Kick 1/3,
Lock 1-4, Movement 2-3, Strike 1-3, Throw 2-4, and Mental 2/4/5/6.
Fu-Chiao Pai Kung Fu: a powerful Chinese martial art based on ripping and
tearing into the flesh of an opponent using the techniques of a tiger integrated into
a human hand, also known as Tiger-style Kung Fu. The enemies of this style are
the practioners of Shan Tung Kung Fu. The character receives +1 ATT, +1 to AC,
and does 1d4 damage. Characters can the Short Blades Tight Weapon Group. The
available list of skills for purchase are: Block 1, Kick 1/3, Lock 2-3, Movement
1/3/4, Strike 1-3, Throw 1-4, Weapon 1, and Mental 4/6.
Jeet Kun Do: a Chinese martial art developed in America by Bruce Lee. The
Character gets +1 ATT, +2 to AC, and does 1d3 damage. The character can also
purchase the Tight Weapon Groups: Karate Weapons, Chain Weapons, and
Oriental Blades. The character can purchase the abilities: Block 1-2, Kick 1-3,
Movement 1/4-6, Push 1-2, Strike 1, Throw 1-2, and Mental 1-2/4-6.
Jujutsu: a martial art that mixes throws with punches and strikes; hands are the
primary attack; of Japanese origin. Characters receive +1 ATT, does 1d2 damage,
and gives a +2 to AC. Characters can buy the Tight Weapon Groups: Fencing
Blades, Oriental Blades, and Medium Blades. The character can buy the skills:
Lock 1-4, Throw 1-4, Movement 1/3, Vital Area 1-2, and Mental 1-3.
Kalaripayit: an Indian martial art concerning grappling and strikes from a low
stance; uses mainly the body. Characters receive +1 ATT, 1d4 damage, and +1 to
AC. Characters can buy the Tight Weapon Groups: Medium Blades, Chain
Weapons, Staves, and Sickles. The character can purchase moves from: Block 1/3,
Kick 1, Movement 1/2/3/4/6, Throw 1/2, Vital Area 2/3, and Mental 1/3/5/6.
Karate: a martial art using mainly the hands; of Okinawan origin. The character
gets +1 ATT, +1 to AC, and does 1d4 damage. Characters can purchase the
Karate Weapons Tight Group. Characters also can buy abilities from: Strike 1-3,
Kick 1, Block 1-2, Movement 1, and Mental 1/4.
Kenpo Karate: a Hawaiin martial art based upon attacking more muscular
opponents; uses mainly the hands. The character receives +1 ATT, +1 to AC, and
does 1d4 damage. The character can buy the skills: Block 1-3, Kick 1, Lock 1-3,
Movement 2-3, Strike 1-3, and Mental 1/4/6. The character can also purchase the
Karate Weapons Tight Group.
Krav Mahga: an Israeli martial art using mainly the hands to incapacitate one's
opponent quickly. The character receives +1 ATT, +1 to AC, and does 1d4
damage. The character can purchase the Tight Weapon Groups: Long Blades,
Medium Blades, and Short Blades. The character can buy the skills: Block 1-3,
Lock 1-4, Movement 2-3, Strike 1-2, Throw 3-4, and Mental 2/4/6.
Kung Fu: a martial art concerning the hands mainly, also known as Gung Fu; of
Chinese and Indian. Characters can purchase any Tight Weapon Groups.
Characters receive +1 ATT, +2 to AC, and does 1d3 damage. The list of special
abilities are: Lock 1, Strike 1-2, Kick 2, Block 1-4, and Mental 4/6.
Lee Kwan Choo: a defensive non-violent Chinese martial art, that concentrates on
evasions; uses mainly the body. The character receives +1 ATT, +3 to AC, and
does 1 pt. of damage. Characters can purchase the skills: Block 1-4, Lock 2/4,
Movement 1-2, Push 1-3, Throw 1-2, Vital Area 1-3, and Mental 2/3/5/6.
Liang Hsiung Kung Fu: a wrestling-based Chinese martial arts system based on
how demons fight; uses mainly the hands. Users of this skill tend to customize
their armors to be outfitted with spikes and hooks. No penalties for armor. The
brutal character receives +1 ATT, +1 to AC, and does 1d3 damage/1d6+1 using
armor/1d8 if wearing spiked armor. The character can buy the abilities: Lock1-4,
Movement 2/3/6, Strike 1-3, Throw 2-4, Weapon 1, Mental 2-4/6.
Muay Thai: a kickboxing martial art of Thai origin, using devastating kicks
(mainly) and elbows. Characters receive +1 ATT, +1 to AC, and does 1d4 damage.
Characters can purchase the skills: Block 1, Kick 1/3, Movement 1/3/5, Strike 1-2,
Throw 3, Weapon 1, and Mental 1/4/6.
Munen Muso: a Japanese martial art developed in Australia, developed with the
help of Filipino martial artist and insights from Bruce Lee, a grappling style using
speed. Characters get +1 ATT, +1 to AC, and does 1d3 damage. The character
can also purchase any Tight Weapon Groups. The abilities the character can
purchase are: Block 1/3, Kick 1/3, Lock 1-4, Movement 2/5-6, Throw 3-4, and
Mental 2-3/5-6.
Pancracean: a Greek martial art based upon kickboxing techniques and using
brute force. Characters get +1 ATT, +1 to AC, and does 1d4 damage. Characters
can purchase the abilities: Block 1-3, Lock 1, Movement 3, Strike 1, and Mental
2/4-6.
Pao Pat Mei Kung Fu: a quick and fast-striking Chinese martial art, also known
as Leopard-style Kung Fu; uses mainly the hands. The character gets +1 ATT, +1
to AC, and does 1d4 damage. The character gets to purchase the abilities: Block
1-2, Kick 1/3, Movement 1/2/4/5/6, and Throw 1.
Petjut Kilat Silat: a Filipino martial art based upon the usage of batons and
daggers, also called Arnis. Characters get +1 ATT, +1 to AC, and does +2 to
damage with short sticks/daggers/short swords. The character can purchase the
Tight Weapons Group: Arnis Weapons (consists of dagger, dirk, knife, batons,
short swords, clubs, escrima sticks, rapiers, and similar weapons). The character
can purchase the abilities: Block 1-3, Kick 1, Lock 1-3, Movement 2/5, and Mental
2/5/6.
Sambo: a Russian martial art based upon using wrestling in conjunction with one's
brute strength. No penalties for armor. Character's get +1 ATT, +1 to AC, and
does 1d3 damage. Characters also receive +/-1 to the Wrestling results table for
every slot spent, including the purchase of abilities. The character also gets +1 to
damage for every 2 slots. The character can purchase the abilities: Block 1/3,
Lock 1-4, Movement 3, Strike 1, Throw 3-4, and Mental 4-6.
Savate: a French martial art based on kickboxing; uses mainly the legs. Characters
get +1 ATT, +1 to AC, and does 1d4 damage. Characters can purchase the Tight
Weapon Groups: Fencing Blades and Bladed Throwing Weapons. Characters can
purchase the abilities: Block 1-2, Kick 1-3, Lock 2, Movement 3/6, and Mental 4.
Shan Tung Kung Fu: a Chinese martial art that teaches it is better to fight as if
fighting a group of people even when there are none present, also known as Black
Tiger-style Kung Fu; uses mainly the hand. The enemies of this style are the
practicioners of Fu-Chiao Pai Kung Fu. The character gets +1 ATT, +1 to AC, and
does 1d4 damage. Characters can purchase the Long Blades Tight Weapons
Group. The list of abilities are: Block 1-2, Kick 1/3, Movement 1/2/6, Push 1,
Strike 1-3, Throw 1-2, Weapon 1, and Mental 1-6.
Shaolin Five-Animals Style Kung Fu: a Chinese martial art drawing elements
from Snake, Tiger, White Crane, Leopard, and Dragon-style Kung Fu systems, all
strikes involve mainly the hand. The character receives +1 ATT, +2 to AC, and
does 1d3 damage. The character can purchase any Tight Weapon Groups. The list
of abilities are: Block 1-4, Kick 1-3, Lock 1-3, Movement 1-4, Push 1-2, Strike 1-
2, Throw 1-3, and Mental 1/2/4/6.
She Shen Kung Fu: a Chinese martial art that involves striking with the fingers to
vital areas of the body, while swaying like a snake to dodge attacks and to confuse
opponents; more commonly known as Snake-style Kung Fu. The enemies of this
style are Xing Chiao Kung Fu practicioners. The character receives +1 ATT, +2 to
AC, and does 1d3 damage. The character can choose from the skills: Block 1-2,
Movement 1/2/5/6, Push 1-2, Throw 1-2, Vital Area 1-4, and Mental 1-6.
Shih Ba Ban Wu Yi Kung Fu: a Chinese martial arts conforming around the use
of fourteen weapons: the axe, chain, trident, club, knife, polearms, spear, staves,
long sword, short sword, whip, small thrown weapons, bow, crossbow, and using
these weapons in pairs; also known as Eighteen Weapons-style Kung Fu. The
character is allowed to buy a special 18 Weapons Tight Weapon Group, which
includes only the weapons listed above and unlike most martial arts, the character
is allowed to specialize regardless of class. The character gets +1 ATT, +2 to AC,
+2 damage with listed weapons, and +2 to initiative when using the above listed
weapons only (this is not including weapon specialization and the regular martial
arts bonus which are also added). The list of abilities the character can buy can
only be used when using one of the weapons listed above. The list includes: Block
1-4, Lock 1-3, Movement 1/2/5, Throw 1-2, Weapon 1, Mental 1/2/4/5/6.
Sumo: a Japanese martial art, using mainly the hands of the character. Character
receives +1 ATT, +2 to AC, and does 1d2 damage. The character can purchase the
abilities: Lock 2, Movement 3, Push 1-2, Throw 1/3, and Block 1.
Tae Kwon Do: a Korean martial art derived from Chinese Kung Fu, focusing on
using mainly the feet. Character receives +1 to AC, +1 ATT, and does 1d4
damage. Characters can purchase the Tight Weapon Groups: Medium Blades,
Staves, and Clubbing Weapons. The list of moves available for purchase are: Kick
1-3, Strike 1, Throw 4, Block 1-2, and Movement 4.
Tai Chi' Chuan: a Chinese martial art used both for exercise and combat purposes
using mainly the hands. The character receives +1 ATT, +3 to AC, and does 1d2
damage. The available list of abilities are: Block1/2/4, Movement 1/2/6, Push 1/3,
Vital Area 1-3, and Mental 1-3/5-7.
Taido: an acrobatic martial art of Okinawan origin, it involves moves based on
natural weather phenomenom and constantly leaving the ground; attacks are based
mainly on the feet. The character gets +1 ATT, +2 to AC, and does 1d3 damage.
Note the character must have the Tumbling and Weather Sense proficiencies The
character can buy skills from: Block 1/2/4, Kick 1-3, Movement 1/4/5, Throw 1-2,
and Mental 2/6/7.
Tai-Jutsu: also known more commonly as Ninjitsu, uses mainly the legs of the
character; of Japanese origin. Character can buy the Tight Weapon groups: Short
Blades, Oriental Blades, Chain Weapons, and Rope Weapons. Character receives
+1 Att, +2 to AC, and does 1d2 damage. Characters can buy abilities from: Kick
1/3, Lock 1/3, Movement 1/2/4, Strike 1, Throw 1-2, Block 1/3/4, and Mental 2/4.
Tai Sing Pek Kwar Kung Fu: a Chinese martial art that involves acrobatics, flips,
and the playfulness found in monkeys and apes, more commonly known as
Monkey-style Kung Fu; attacks are usually done with the feet. The character gets
+1 to ATT, +2 to AC, and does 1d3 damage. The character can purchase the
skills: Block 1, Kick 1/3, Movement 1/2/4/5, Strike 1, Throw 1-4, and Mental 1-
3/6.
T'ang-Su: the precursor to Karate, this Korean martial art uses the hands to cause
damage, plain and simple. The character receives +1 ATT, +1 to AC, and does 1d4
damage. The character can buy the Tight Weapon Groups: Karate Weapons.
Characters can purchase the skills: Block1-3, Kick 1, Lock 1-4, Movement 3,
Strike 1-3, Weapon 1, and Mental 5-6.
Tien-Hsueh: a Chinese martial art that involves poking at vital areas in the body,
sometimes called Atemi. The character receives +1 ATT, +1 to AC, and does 1d4
of damage. Characters can purchase the Tight Weapon Groups: Clubbing
Weapons and Staves. The character can choose the skills: Block 1-2, Movement
1, Push 3, Strike 1, Vital Area 1-4, and Mental 1-7.
Tong Lun Kung Fu: a Chinese close-combative martial arts style based upon the
praying mantis and more commonly known as Praying Mantis-style Kung Fu;
attacks are mainly hand-based. The character gets +1 ATT, +2 to AC, and does
1d3 damage. The character can buy the skills: Block 1/3, Lock 2-3, Movement 1,
Push 1, Strike 1, Vital Area 1-3, and Mental 1-2.
Ts'ui Pa Hsien Kung Fu: a Chinese martial art based upon confusing opponents
by acting drunk, also called Drunken-style Kung Fu or Eight Drunken Fairies
Form; hands are the main weapons. The character receives +1 ATT, +3 to AC, and
does 1d3 damage. The character can buy the skills: Block 1/2/4, Kick 3,
Movement 1-2, Push 1-3, Throw 1-4, Vital Area 1-2, and Mental 1-3.
Wing Chun: a Chinese martial art using mainly the hands to avoid attacks, while
delivering strikes in return. Characters receive +1 ATT, +2 to AC, and does 1d3
damage. Characters can purchase abilities from: Block 1/3, Kick 3, Movement 1-3,
Push 1-3, and Mental 1-4.
Wu Shu: a Chinese martial art combining hands with somersaults/flips/ and other
acrobatics. Characters receive +1 to AC, +1 ATT, and does 1d4 damage. The
character can purchase any Tight Weapon Groups. The character can purchase the
skills: Block 1-3, Kick 1-2, Lock 1-3, Movement 1-2, Strike 1-3, Throw 1-4, and
Mental 5/6.
Xing Chiao Kung Fu: an acrobatic Chinese martial art that attacks the eyes and
throats of opponents using ones hands, also called Eagle-style Kung Fu. The
enemies of this style are She Shen Kung Fu practioners. The character receives +1
ATT, +1 to AC, and does 1d4 damage. The character must have the Tumbling
proficiency also. The character can purchase the skills: Block 1, Kick 1-2,
Movement 1/4/5, Strike 1-3, Throw 1-2, and Mental 1/2/4.
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Advanced Martial Arts Abilities (each one costs 1 slot)
If a character has more than 1 martial art, the special abilities are not interchangeable
between the arts because they have Strike 1 in Kung Fu, doesn't mean they have it in
Karate. The abilities can be bought with either Non-Weapon or Weapon proficiencies.
*Blocks:
Block 1- Basic Parry: character rolls to hit the AC of the other character in order
to Block, uses 1 attack. Characters using a sai or jitte receive a +2 to THACO (to
block only). Any failed parry attacks result in a automatic hit. Character can even
try to parry attacks if they don't have initiative.
Block 2- Parry All: character automatically gets to try to block all incoming melee
attacks by spending 2 ATT. Each attack is rolled for individually and any
characters using sais or jittes receive +2 to THACO (to block only). Any failed
parry attacks means a automatic hit.
Block 3- Grappling Block: this skill allows the character to capture an incoming
attack and pin the weapon. The opponent must roll a Strength check in order to
free their weapon (one check is allowed for each attack the character has) or they
can let go. If the Strength check is failed by four or more, then the character loses
their weapon to the martial artist. This ability uses 1 ATT per attempt and requires
the characters two hands. While the weapon is still being contested, the martial
artist can make attacks with a +2 to THACO if the primary attack of the martial art
form is free (i.e.- main attack limb/body attacking part). Any other attacks by the
martial artist are performed as normal. As figured, any failed grabs result in being
hit and the character can only grab one weapon.
Block 4- Arrow Parry: the character can attempt to parry all incoming missile
attacks at the cost of 2 ATT. The character rolls vs. the missiles at AC: 0. Any
failed attempts result in being hit automatically.
*Kick:
Kick 1- Circle Kick: the character spins completely around in place to kick an
opponent, this adds a bonus of +1d2 damage. If the character misses their target,
their AC is worsened by 2 for the rest of the round, and all remaining attacks for
the round are lost.
Kick 2- Flying Kick: the character runs a minimum of 5' and leaps into the air
toward the opponent leading with a kick: add +1d4 to damage of the kick. Should
the character miss, then they fall to the floor and must get up during the next round
(can't do anything else, unless they have Prone Fighting or Instant Stand).
Kick 3- Backward Kick: the character can attempt to hit an opponent behind them
by either kicking out backward or kicking up to hit an opponent directly behind
them.
*Locks:
Lock 1- Choke Hold: the character can grab an opponent in a choke hold, they
receive one attempt for every attack they have. Once the hold is successful, the
character cannot do any other actions, they are too busy maintaining the hold. The
victim can attempt to escape by making an attack roll at -2 to THACO, one
attempt can be made for every attack they have. If the character can maintain the
hold till the end of next round, then the victim falls unconscious for 1d3+1 rounds.
Holds can be done with weapons, if feasible.
Lock 2- Locking Block: the character can attempt to intercept an attack and to
lock that weapon and limb in order to prevent it from being used. The martial
artist can use either their hands or weapons to perform the pin; characters with sais
or jittes receive a +2 to THACO to pin the weapons. The martial artist can attack
the locked opponent with their feet at a +4 THACO bonus. A failed roll vs. an
armed opponent means an automatic hit. Opponents can attempt to unlock their
trapped weapons/limbs by rolling vs. the martial artist's AC.
Lock 3- Incapacitator: the character can twist an limb, finger, or hand in order to
render it useless for the next 24 hours. The attack does an additional +1d4
damage and the victim rolls a save vs. Paralyzation (failure results in loss of use of
the limb for the next 24 hours). The character can attempt to do this ability with
weapons.
Lock 4- Immobilizing: the character can use one hand to maintain a hold that
immobilizes their opponent until they break free. The attack doesn't do any
damage. The character can make attacks on the locked victim. The victim can
attempt to escape by rolling an attack roll vs. the martial artist's AC at -6 to
THACO. The character can also use weapons to perform this ability.
*Movement:
Movement 1- Feint: the character uses 2 ATT, one to fake an attack or movement
and the second one to switch moves and make the actual attack at +3 to THACO.
The opponent also receives a penalty of -3 to their THACO roll to try to attack the
character based upon the martial artist's first "action".
Movement 2- Prone Fighting: the character suffers no penalties for fighting from
the ground, kneeling, sitting, etc. The character doesn't suffer any penalties either.
The character can't do anything else if on the ground other than the Instant Stand
technique), if they have fallen.
Movement 3- Immovability: the character can stand his ground vs. throws,
pushes, charges, etc. by rolling a save vs. Paralyzation.
Movement 4- Leap: the character leap and jump. From a standing start, they can
jump 4' up and 3' across plus an additional foot per level. The character can also
flip in mid-air to change his facing. This use costs 1 ATT (standing jumps and
changing facing can be done in the same action). By running a minimum of 10' the
character can jump 8' up and 10' across plus an additional foot per level. In order
to land standing, the character rolls a THACO roll vs. AC: 10.
Movement 5- Speed: the character can increase their number of actions once per
day. The character makes a Dexterity check. For every four points the character
makes it by (round up), they get 1 ATT, which only lasts 1 round. This ability is
very taxing and character must rest 1 turn per extra attack received or move at 1/2
the normal movement rate until they can rest.
Movement 6- Slow Resistance: the character is immune to the effects of Slow
spells and similar effects.
*Pushes:
Push 1- Concentrated Push: the character can push an opponent back 1' per level
without doing any damage. If the character is forced back more than 3', then the
opponent must save vs. Paralyzation to remain on their feet. If the opponent hits
any objects while being pushed back, then they take 1d6 damage for every 10' they
traveled. Can be done with weapons. A failed roll means the opponents of the
martial artist receive a +2 THACO vs. the character due to the loss of
concentration and lack of energy. The penalty for opponents wearing armor isn't
applied.
Push 2- Sticking Touch: the martial artist can place his hand on the victim and try
to follow all their movements: this gives the martial artist a +2 to THACO and +2
to AC bonus, as long as the touch is maintained. Uses up 1 ATT every round,
doesn't have to roll after the touch is successful. The victim can try to escape by
moving away from the character or jumping away, but the martial artist can choose
to follow, thereby maintaining the touch.
Push 3- One Finger Push: the character can push an opponent away from a
distance. The range is 1' per level of the martial artist, as well as how far the
character is pushed. For every 10' traveled the character takes 1d6 damage, if they
hit something. The victim also must save vs. Paralyzation, if they travel more than
3', or fall to the floor. The penalty for opponents wearing armor isn't applied.
*Strikes:
Strike 1- Iron Fist: the character can do 1d6 damage with each hit from his hands,
if their martial art uses the hands, otherwise the character can only do 1d6 damage
with one attack each round.
Strike 2- Crushing Blow: the character can shatter in half objects. The character
can break 1/2" of wood or 1/4" of brittle stone for every level (subject to
modification depending on an object). Can only be used once per round and takes
up all actions and requires an attack roll against AC: 10 (normal AC vs.moving
targets). If used on a living target, then the damage is equal to normal plus half the
martial artist's level (rounded down). Failure results in the martial artist hurting
their own hand- takes the damage himself and can't use that hand for 24 hours.
Strike 3- Eagle Claw: the character can crush objects in their hand by spending all
their actions for that round. Does 1d8 damage and crushes the object, requires an
attack roll.
*Throws:
Throw 1- Fall: the character suffers only 1/2 damage rom any falls, as long as they
are conscious.
Throw 2- Instant Stand: the character can get from a fall by using one attack,
instead of spending the usual one round penalty. If the character has any attacks
left, he may finish using them.
Throw 3- Hurl: the character can pick up another person and hurl them away
1d4', does +1d4 damage to the martial arts damage. A failed roll means the
character loses all ramaining attacks and the next round's initiative. The penalty
for opponents wearing armor isn't applied.
Throw 4- Great Throw: the character can throw a stationary target 1' per level
and a charging target is thrown 6' +1' per level of the character. A failed roll,
means the target countered and knocked the martial artist down, the character
loses initiative next round. The penalty for opponents wearing armor isn't applied.
Can also be done using weapons.
*Vital Areas:
Vital Areas 1- Pain Touch: the character can tap an area on the target to cause
pain for the next 1d3 rounds with a successful attack roll. The victim receives the
penalties of -2 to THACO, AC, and checks. The character can do this any number
of times equal to their number of attacks per round (it uses 1 ATT) and they can
use this with blunt weapons.
Vital Areas 2- Stunning Touch: the character can tap the victim to stun them for
1d4 rounds with either their hands or blunt weapons. The victim gets a save vs.
Paralyzation- failure results in being stunned and the character can do no other
actions until the stun wears off.
Vital Areas 3- Paralyzing Touch: the character can paralyze the victim for 2d4
rounds with a tap from either their hands or blunt weapons. The victim can save
vs. Paralyzation with a -2 penalty.
Vital Areas 4- Distance Death: the character uses all his actions to deliver the
above three touches at a range of 1' per level, but only one at a time can be chosen.
The victim gets no save for the Pain Touch, a penalty of -2 to save vs. the
Stunning Touch, and a penalty of -4 vs. the Paralyzing Touch. The character can
also choose to do the normal damage of their martial art instead, victim gets no
save.
*Weapons:
Weapons 1- Weapon Breaker: the character can use his weapon to break another
non-magical weapon on a successful attack roll. Magical items can only be broken
with another magical weapon (gets a saving throw vs. Crushing Blow +bonus of
weapon), if broken there is a 2' explosion, doing 5d6 damage to all nearby.
Weapon 2- Steel Cloth: the character can attack with a long piece (6' to 8') of
cloth doing the damage of a spear, but it can't be thrown. Cloth of 6' to 8' do the
damage of a normal spear and a cloth over 8' does the damage of a Long Spear.
Can also use ropes and other similar loose materials.
*Mental (& Physical):
Mental 1- Meditation: the character can meditate one hour and receives the
benefits of two hours worth of sleep. The character is aware of surroundings, but
is unaffected by hunger, temperature, and other distractions (can still take damage
from them though).
Mental 2- All-Around Sight: character is aware off all things around him at all
times, except invisible beings. Doesn't suffer penalties for being attacked from
behind and etc. Can be caught while sleeping, but gets no initiative penalties.
Mental 3- Ch'i Attacks: the character can hit creatures that require magical
weapons to hit with himself and his weapons.
Lvl. Hits as
1-4 magical weapon
5-9 +1 weapon
10-14 +2 weapon
15-19 +3 weapon
20+ +4 weapon
Royal 7- Magic Resistance: the character must have Cleansing Spirit (Royal 5).
The character receives 75% MR from any magical attacks and effects when
activated. Takes 3 rounds to activate and costs 1 ATT per round to maintain. Any
damage taken from spells passing the resistance is normal -1 per die.
Royal 8- Calming Wave: the character must have Mental 1 (Meditation). The
character can project a wave of calm affecting all within 50' +10' per round. The
character can do no other actions while maintaining this ability, but may talk and
etc. Each round used extends its range as described above. Victims can resist by
saving vs. Paralyzation -4, failure means they are content and in a calm, non-hostile
mood. Reactions are automatically shifted to friendly.
Royal 9- Summon Weapon: the character must be proficient with any summoned
weapons. The character can summon their weapon, when it is apart from them, to
make an attack by flying straight at a target or return to their hand, the weapons fly
at MV:24 (E). The character rolls a THACO roll as if the weapon is still in their
hands, can be used to surprise others; if returning to their hands, then only a Dex
check is required. Costs 2 ATT.
Royal 10- Mental Throw: the character must have Summon Weapon (Royal 9).
The character can summon objects or beings to them, if they weigh less than their
maximum press. Proficiency with weapons is not required. The character can also
force objects and beings away. A Dex check is required to summon something to
their hands, or a THACO roll to attack another or to force away something.
Functions like telekinesis, but can only travel in a straight line as if it were thrown.
Costs 2 ATT.
Royal 11- Ki Shout: the character must have Ch'i Attacks (Mental 3). The
character can scream a shout that requires all within 30' to roll two saves vs.
Paralyzation. The first save causes all who fail to flee the area for 2d4 rounds. The
second save causes those who fail to take 2d6 damage from the shout, as well as
become deaf for 2d6 rounds. Those who make the second save only suffer 1d6
damage and are deaf fo only 1 round. Those who are deaf suffer -2 to AC,
THACO, and proficiency checks. Costs 3 ATT to use this ability. A side-effect is
this ability can cancel any sonic-based attacks within range, similar to a Bard's
ability.
Royal 12- Quickling's Speed: the character must have Speed (Movement 5). The
character can move at the speed of 96 for 1d4 rounds. During this time they are
effectively invisible, enemies attacking get a -4 to THACO rolls and the character
gets an additional AC bonus of +4. The character can also make double the number
of attacks, but without any bonuses. The character can also run up walls, but the
height of the wall is also the required running distance and the character can do no
other actions. This ability can only be used once every five hours. If the character
is hit by a Slow attack, then the effect of this ability are canceled, unless the
character has Slow Resistance (Movement 6). The character can also try to run
across gaps, but requires four times the distance of the gap as running room.
Royal 13- Divine Creature: the character must have Invulnerability (Royal 2).
This ability turns the character into, essentially, a magical creature. The character
can only be injured by magical weapons. For every 1 slot in this the weapon
required to hit the character is raised by 1 (max. of +4 required to hit). Any attacks
by non-magical weapons are healed at 3 HPs a round and the character is
unconscious if brought down to 0 (recovers when back up to 1 HP). If the
character has suffered both types of damage, then they still pass out at 0 HP, as
long as some of the damage was caused by non-magical weapons.
Royal 14- Material Fist: the character must have Eagle Claw (Strike 3). The
character can destroy materials or mend them by using their bare hands and
applying pressure to them. The character either does 1d10 damage (material or
beings) or heals 1d10 points per ATT. Destroyed items simply fall apart in pieces
and mended pieces are remolded into the original form with all properties intact
and brand new.
Royal 15- Death Blow: the character must have either Paralyzing Touch (Vitals 3)
or Eagle Claw (Strike 3). This ability allows the character to cause massive
amounts of damage or even death to their targets. The character does damage
equal to 25% of the target's total HP with a successful hit, but the martial artist has
no bonuses to their THACO roll. Costs 3 ATT to use. If the character also has
Distance Death (Vitals 4), then this attack can be projected.
Royal 16- Attract Ch'i: the character must have Projectile Attack (Royal 6). This
ability allows the character to draw upon ch'i in the surrounding areas to heal
themselves or others (note: martial artist specialists can see the character absorbing
the ch'i). For every 10 Ch'i absorbed, the character can heal 1d4 points of damage.
For every 10 Ch'i absorbed, the character can ignore 1 day's worth of fatigue, lack
of food, lack of water, exertion, side-effects of own powers, and similar illnesses.
For every 25 Ch'i absorbed, they can add +1 to damage for any attacks. The
character can also try to absorb ch'i energy attacks and similar types by rolling vs.
AC: -5, if successful, then they recieve ch'i equal to the level of the attacker; failure
results in the character taking full damage. Each terrain has its own amount of ch'i,
as listed below:
Terrain Amount of Ch'i
Forest/Woods 9
Graveyards/Battlefields 2
Deserts/Wastelands 1
Plains/Fields 8
Oceans/Seas 4
Lakes/Ponds/Rivers 6
City/Town 3
Villages/Outskirts 5
Mountains 7
Serene Areas/Events 10
Royal 17- Spiderclimb: the character must have Levitation (Mental 6). A
character with this ability can alter their center of gravity in relation to themselves.
The character can fight on walls, upside down on ceilings, and even jump while
upside down without fear of falling. The character must be moving at a normal
pace (i.e.- can't use this if thrown out of a window to protect themselves). The
character moves at their normal movement rate, but loses 1 ATT per round when
using this ability.
Royal 18-Projectile Return: the character must have Arrow Parry (Block 4). The
character can attempt to catch all arrows (and other missiles) fired at them, instead
of trying to parry them, by rolling at AC: -2. They can then throw them back at
their launcher for regular damage without strength bonus (including arrows). Costs
3 ATT to use.
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Lvl. +# of ATT
1-9 +1 ATT
10+ +2 ATT