...for Advanced Dungeons & Dragons(tm) in MyWorld. |
...for Multiverser.
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Ho Chi Min
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Ho Chi Min
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The variety of special maneuvers available in this style give it something for everyone, while it hits hard and fast with any weapon.
Form:
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Hard |
Method:
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Weapon |
AC:
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-2 |
Att:
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x2 |
Dam:
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d4 |
Body Part:
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Hand and Arm |
Any Weapon
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Damage by Base 4 Column |
Special Maneuvers: 11 |
The variety of special maneuvers available in this style give it something for everyone, while it hits hard and fast with any weapon.
Type of Style:
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Fast Aggressive Weapon-dependent |
Basic Attack Form:
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Weapon |
Defensive Modifiers:
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None |
Attack Multiplier:
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2 (Two) |
Offensive Modifiers:
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+10 sit-mod, +10 damage mod |
Body Part:
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Hand and Arm |
Weapons Taught:
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All Standard Oriental Martial Arts Weapons |
Special Maneuvers: 11 |
1 Weapon Catch |
Quick Stand B4@4 |
1 Circle Kick |
Great Jump B5@6 |
1 Pain Touch |
Spinning Kick B7@3 |
2 Weapon Breaker |
Leaping Kick B7@3 |
2 Flying Kick |
Momentum Casting B7@3 |
2 Sticking Touch (M) |
Following Finger B7@4 |
2 Instant Stand |
Seize Weapon B7@5 |
3 Steel Cloth (HM) |
Break Weapon B7@5 |
3 Paralyzing Touch |
Improvised Cloth Weapon B7@6 |
4 Great Throw (MHM) |
Pain Inflicter B7@7 |
5 Leap (MHHM) |
Paralyzing Strike B7@7 |
Basic Style gets double attacks and weapon +4 damage, but AC is only -2. Any weapon can be used. |
Basic Style gets double attacks and a +10 sit-mod and a +10 damage mod, but no Defensive modifiers. All weapons are taught. |
Untitled can have up to five maneuvers. Weapon Catch (1) can disarm an opponent. Disarmed, the style still has Circle Kick (1) for 2d4. Pain Touch (1) worsens the victim's chance to hit and to be hit by 2 for up to three minutes. Two more maneuvers may be known. Weapon Breaker (2) is a more effective disarming tool. Flying Kick (2) does 3d4, but requires a five-foot run. Sticking Touch (2) is difficult to break and gives -2 AC, +2 to hit, making AC -4. Instant Stand (2) returns the fighter to his feet at the cost of only one attack. |
The Untitled may master up to five maneuvers. The Quick Stand is usually learned first, followed by the Great Jump. After that, three powerful attacks may be learned: the Spinning Kick, the Leaping Kick, and/or Momentum Casting. |
Master knows at least three, possibly all four, level 2 maneuvers. |
The Master usually gains that title by achieving professional ability at Following Finger, a potent bonus to his attacks and defenses. He might also add one of the disarming maneuvers Seize Weapon or Break Weapon. |
Honored Master adds one or two level 3 maneuvers. Steel Cloth (3), at d10/d12, is better than Circle Kick, and can be used for Weapon Catch and Weapon Breaker. Paralyzing Touch (3) completely disables a humanoid opponent for up to an hour. |
The Honored Master usually has both disarming maneuvers under his belt, and might also master the Improvised Cloth Weapon to provide a weapon for the style in the absence of another. |
Most Honored Master knows all these plus Great Throw (4), doing 3d4 damage and effective in limited field (ring competition) combat. |
The Most Honored Master will add one of the special damage maneuvers, either Pain Inflicter or Paralyzing Strike. |
Most Highly Honored Master adds Leap (5), which permits escape and change of position. |
The Most Highly Honored Master adds the other special damage maneuver. |
Overall the style is weakened if disarmed, and the best dueling tools are high level. It also lacks such defenses as Blind Fighting and All-around Sight. |
Overall the style is weakened if disarmed, and the best dueling tools are high level. It also lacks such defenses as Fighting Blind B7@2 and Panoramic Awareness B7@2. |