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Martial Arts
Martial Arts Styles and Related Rules...
Martial Arts Style:  Sah Skwatch
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Sah Skwatch
Sah Skwatch
A simple style designed to get significant damage from a few maneuvers and two weapons.
Form:
Soft
Method:
Kick
AC:
-4
Att:
x1
Dam:
d6
Body Part:
Foot
Lajatang
2d8/2d8
Kau Sin Ke
d8+d6/d12
Special Maneuvers:  3
A simple well-defended style designed to get some damage from a few maneuvers and weapon use.
Type of Style:
Slow Defensive Weapon-adverse
Basic Attack Form:
Kick
Defensive Modifiers:
-20SM, -5DM
Attack Multiplier:
1 (One)
Offensive Modifiers:
+5DM
Body Part:
Foot
Weapons Taught:
Lajatang, Kau Sin Ke
 Special Maneuvers:  3
1 Circle Kick Spinning Kick B7@3
2 Flying Kick (M) Leaping Kick B7@3
3 Great Throw (HM) Momentum Casting B7@3
Basic Style gets -4 AC and d6 damage, but single attacks.  Lajatang does 2d8/2d8; Kau Sin Ke does d8+d6/d12.  Either weapon may be used once per round. Basic Style gets a -20SM and a -5 DM on defense, and a +5 offensive DM, but single attacks.  The Lajatang is a fast dangerous weapon; The Kau Sin Ke is a dangerous weapon.
Untitled can have Circle Kick (1), which does 2d6 damage. Untitled can have any one maneuver.  This is commonly Spinning Kick B7@3, which does damaging damage, but on failure the attacker loses his next attack, but it may be Leaping Kick B7@3, which does dangerous damage, but requires a five-foot run, and user falls for annoying damage on a failure, or Momentum Casting B7@3, doing dangerous damage and effective in limited field (ring competition) combat, but the attacker loses the initiative and giving the opponent a +10SM on attacks.
Master adds Flying Kick (2), which does 3d6, but requires a five-foot run. The Master will have mastered exactly two of these maneuvers.
Honored Master adds Great Throw (4), doing 3d6 damage and effective in limited field (ring competition) combat. The Honored Master will have achieved professional level in all three maneuvers.
Overall the style is slow but hits hard.  It has no tools for disarming, stunning or disabling, and lacks the defenses All-around Sight and Blind Fighting. Overall the style is slow but hits hard.  It has no tools for disarming, stunning or disabling, and lacks the defenses 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.