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Martial Arts
Martial Arts Styles and Related Rules...
Martial Arts Style:  Gazuntite
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Gazuntite
Gazuntite
Perhaps the perfect Ninja style, it has good offensive and defensive values, some useful and varied maneuvers, and both the bo stick and the spear, so that it can be used with the Shikomi-zue in both forms. 
Form:
Hard/Soft
Method:
Lock
AC:
-3
Att:
x2
Dam:
d5
Body Part:
Body
Spear
2d6-1/d6+d8-1
Bo Stick
2d6-1/d6+d4-1
 Special Maneuvers:  9
This style has good offensive and defensive values, some useful and varied maneuvers, and both the bo stick and the spear, so that it can be used with the Shikomi-zue or the Shakujo yari in both forms. 
Type of Style:
Fast Defensive Weapon-utilizing
Basic Attack Form:
Grapple
Defensive Modifiers:
-15SM
Attack Multiplier:
2 (Two)
Offensive Modifiers:
+10 Dam Mod
Body Part:
Body
Weapons Taught:
Spear, Bo Stick
 Special Maneuvers:  10
1 Choke Hold Leaping Kick B7@3
2 Locking Block Power Throw B7@3
2 Flying Kick Missile Escape B7@4
3 Incapacitator (M) Attack Catch B7@5
3 Paralyzing Touch Immobilizer B7@5
3 Hurl (HM) Choking Grasp B7@7
4 Immobilizing Limb Twister B7@7
4 Distance Death (MHM) Paralyzing Strike B7@7
4 Missile Deflection (Meditation) (MHHM) Remote Strike B7@9
Alert Rest B10@2
Basic Style gets 2 attacks at d5 damage, and -3 on armor class.  Bo Stick (2d6-1/d6+d4-1) and Spear (2d6-1/d6+d8-1) are both used, making this an excellent style for use with the shikomi-zue or the shakujo-yari. Basic Style gets 2 attacks with a +10 damage mod, and a -15 defensive sit-mod.  Bo Stick and Spear are both taught, making this an excellent style for use with the shikomi-zue or the shakujo-yari.
Untitled can have up to three maneuvers.  The Choke Hold (1) disables for up to three minutes, but must be held through a full round.  Locking Block (2) can disarm an opponent. Flying Kick (2) does 3d5, but requires a five-foot run. The Untitled may have mastered up to four maneuvers.  The attacks Leaping Kick and Power Throw usually lead the pack, followed by the Missile Escape defense and one of the anti-attack maneuvers Attack Catch or Immobilizer.
Master adds at least one and possibly two more. Incapacitator (3) does 3d5 and disables a limb or other appendage for 24 hours. Paralyzing Touch (3) completely disables an opponent humanoid for up to an hour. Hurl (3) does 2d5 points damage and throws opponent up to four feet, effective for limited field (ring competition) combat. The Master has usually mastered all of those, and often adds one of the special damage maneuvers Choking Grasp, Limb Twister, or Paralyzing Strike.
Honored Master knows all these, possibly one more. Immobilizing (4) prevents an opponent from making any action other than a limited escape attempt. Distance Death (4) 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.  Neither Missile Deflection (4) nor the monk variant Meditation (4) affects duels. The Honored Master adds at least one and possibly both of the special damage maneuvers.
Most Honored Master knows all but one of these maneuvers. The Most Honored Master almost always adds the Remote Strike to his arsenal.
Most Highly Honored Master knows all of the maneuvers. The Most Highly Honored Master learns the difficult Alert Rest technique.
Ovverall this is a well-balance combat style, with moderate values for damage and protection, and strong attacks with moderately strong weapons which are common and easy to find.  The maneuvers have a good balance of uses, but it does not have All-Around Sight or Blind Fighting. Overall this is a well-balanced combat style, with moderate values for damage and protection, and strong attacks with moderately strong weapons which are common and easy to find.  The maneuvers have a good balance of uses, but it does not have Panoramic Awareness or Fighting Blind.
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.