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Martial Arts
Martial Arts Styles and Related Rules...
Martial Arts Style:  Flopping Fish
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Flopping Fish 
Flopping Fish 
What can be said about a style whose practitioners start by throwing themselves on the ground?  Much of the advantage here is that the opponent does not know what to do. 
Form:
Soft
Method:
Movement
AC:
-5
Att:
x1
Dam:
d4
Body Part:
Legs
Weapons:
None
 Special Maneuvers:  11
What can be said about a style whose practitioners start by throwing themselves on the ground?  Much of the advantage here is that the opponent does not know what to do. 
Type of Style:
Slow Defensive Weapon-adverse
Basic Attack Form:
Unusual
Defensive Modifiers:
-20 sit-mod, -5 damage mod
Attack Multiplier:
1 (One)
Offensive Modifiers:
+5 damage mod
Body Part:
Legs
Weapons Taught:
None
 Special Maneuvers:  12
1 Feint Fall Impact Absorption B4@6
1 Fall Great Jump B5@6
2 Prone Fighting Immobility B6@9
2 Flying Kick Fallen Fighting B7@2
3 Immovability Fake B7@2
4 Missile Deflection (Meditation) (M) Leaping Kick B7@3
4 Immobilizing Momentum Casting B7@3
4 Great Throw (HM) Missile Escape B7@4
5 Leap Immobilizer B7@5
6 Speed (MHM) Resist Slowing B7@9
7 Slow Resistance (MHHM) Alert Rest B10@2
Haste P4@0
Basic Style is single attack and only d4 damage, but AC is -5.  No weapons are used. Basic Style is single attack and only a +5 damage mod, but Defense is a -20 sit-mod and a -5 damage mod.  No weapons are used.
Untitled can have up to five maneuvers.  Feint (1) throws away one attack to gain +2 to hit on the next.  Fall (1) reduces damage from falls, et cetera, by half.  Prone Fighting (1) enables the practitioner to continue to fight when decked.  Flying Kick (2) does 3d4, but requires a five-foot run.  Immovability (3) greatly increases the fighter's chance of remaining on his feet or where he is, a great and rare defense in limited field (ring competition) combat. The Untitled may have achieved professional ability in up to five manuevers.  Fall Impact Absorption is invariably learned first.  The student then learns the Great Jump and Immobility, and Fallen Fightning.  After mastering these basics, Fake is usually learned next.
Master knows all these plus one, possibly two, more.  Missile Deflection (4) does not affect duels; the Monk Variant Meditation does not affect duels either.  Immobilizing (4) prevents an opponent from making any action other than a limited escape attempt.  Great Throw (4) does 3d4 and is effective in limited field (ring competition) combat. The Master usually knows one of the attacks Leaping Kick or Momentum Casting, sometimes both, and may also add the defensive Missile Escape.
Honored Master knows all these, and possibly adds Leap (5), permitting escape and change of position. The Honored Master usually improves his abilities with either the Immobilizer attack or Resist Slowing, and may have mastered both.
Most Honored Master adds Speed (6), doubling attacks and combat movement for five minutes. The Most Honored Master will most commonly add Alert Rest, which has no effect on duels.
Most Highly Honored Master adds the unique Slow Resistance (7), which negates slowing magic but rarely affects duels. The Most Highly Honored Master learns to master the @0 psi skill Haste, increasing his speed significantly.
Overall the style is weak on attacks but very defensive.  It has no disarming or disabling maneuvers, and lacks All-Around Sight and Blind Fighting. Overall the style is weak on attacks but very defensive.  It has no disarming or disabling maneuvers, and lacks Panoramic Awareness B7@2 and 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.