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Martial Arts
Martial Arts Styles and Related Rules...
Martial Arts Style:  Jujutsu/Tsutsuji
 This style was included in the AD&D oriental rules as a book rules version of Jujutsu; however, in converting it to Multiverser, it has been treated as a fictitious style, to allow players and referees familiar with Jujutsu to adapt that more precisely under the Multiverser rules.
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Jujustu
Tsutsuji 
The large variety of maneuvers in this style give it versatility; its odd approach to throws make the hand, not the body, the principle part, but this enables upper level practitioners to throw an opponent while hitting a vital area in the same attack sequence. 
Form:
Hard/Soft
Method:
Throw
AC:
-3
Att:
x2
Dam:
2d3-1
Body Part:
Hand
Weapon
None
 Special Maneuvers:  11
The large variety of maneuvers in this style give it versatility; its odd approach to throws make the hand, not the body, the principle part, but this enables upper level practitioners to throw an opponent while hitting a vital area in the same attack sequence. 
Type of Style:
Fast Defensive Weapon-adverse
Basic Attack Form:
Throw
Defensive Modifiers:
-15 sit-mod
Attack Multiplier:
2 (Two)
Offensive Modifiers:
+5 sit-mod
Body Part:
Hand
Weapons Taught:
None
 Special Maneuvers:  12
1 Fall Quick Stand B4@4
1 Feint Fall Impact Absorption B4@6
1 Pain Touch Immobility B6@9
1 Meditation (Concentrated Push) Fake B7@2
2 Instant Stand Panoramic Awareness B7@2
2 Sticking Touch (M) Focused Push B7@3
2 All-around Sight Power Throw B7@3
3 Hurl (HM) Momentum Casting B7@3
3 Immovability Following Finger B7@4
3 Mental Resistance (MHM) Pain Inflicter B7@7
4 Great Throw (MHHM) Control Resistance B7@9
Alert Rest B10@2
Basic Style is double attack and 2d3-1 damage, and AC is -3.  No weapons are used. Basic Style is double attack with a +5 sit-mod on attacks, and Defense is -15 sit-mod.  No weapons are used.
Untitled can have up to five maneuvers.  Fall (1) reduces damage from falls, et cetera, by half.  Feint (1) throws away one attack to gain +2 to hit on the next.  Pain Touch (1) worsens victim's chance to hit and to be hit by 2 for up to three minutes.  Meditation (1) has no effect on duels; the Kensai/Shukenja Variant Concentrated Push (1) is effective in limited field (ring competition) combat, and increases in effect, possibly damage, with level.  One more maneuver may be known.  Instant Stand (2) returns the fighter to his feet at the cost of only one attack.  Stunning Touch (2) can disable a humanoid opponent for up to four minutes.  All-around Sight (2) rarely affects dueling. Untitled can have up to five maneuvers.  The tumbling maneuvers Quick Stand and Fall Impact Absorption are usually mastered first, followed by Immobility to counter throws and pushes, then the tactical maneuver Fake and the heightened senses Panoramic Awareness.
Master has at least two, possibly all three, level two maneuvers. The Master has added at least one and possibly as many as three leveraged attacks, Focused Push, Power Throw, and/or Momentum Casting.
Honored Master adds one, possibly two, level 3 maneuvers.  Hurl (3) does 4d3-2 damage and throws the opponent up to four feet, effective for limited field (ring competition) combat.  Immovability (3) greatly increases the fighter's chance of remaining on his feet where he is, a great and rare defense in limited field (ring competition) combat.  Mental Resistance (3) resists certain magics, but rarely affects duels. The Honored Master almost always adds the tactical analysis maneuver Following Finger.  He may also be professional at the special damage Pain Inflicter.
Most Honored Master knows all of these. The Most Honored Master usually has Control Resistance, to fight efforts to influence or possess the character.
Most Highly Honored Master add Great Throw (4), doing 6d3-3, but effective in limited field (ring competition) combat. The Most Highly Honored Master learns Alert Rest, which adds nothing to combat ability but is useful in other ways.
Overall the style is strong in weaponless combat and duels, but weak against weapons.  It has All-around Sight, but not Blind Fighting. Overall the style is strong in weaponless combat and duels, but weak against weapons.  It has Panoramic Awareness B7@2, but not 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.