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- :Martial_Arts_Intro
-
- Martial arts are a style of combat and discipline that are NOT widely
- practiced in Oerth. It has developed over time under many names and forms,
- but is primarily found as a discipline only in those areas were there is
- strict weapons control over the people, or where beings have decided that
- the physical world is NOT as important as that of the spiritual world.
-
- It is common among the few followers of Boccob, who consider it yet
- another set of mental disciplines towards spiritual advancement; the See
- of Medegia, The Valley Of The Mage and The Sultanate of Zeif are all known
- places where it has become a more common training type due to circumstance
- and restrictive laws against non-nobles bearing weapons like swords. It is
- also said to be practiced by the Deryni, certain Elf tribes and even
- certain Kasheen and Wolfen groups.
-
- For Game terms Fae-Folk are NOT considered to have any means of training
- or need to exploit such a capability due to their small size and lesser
- Hardiness.
-
- Normal combat without martial arts (HTH) produces:
-
- Punch does 1d10 + (H/10) damage on a hit
- Kick does 1d10 + 2 + (H/10) damage on a hit
-
- Martial combat begins by increasing the damage done by a hand or leg
- based attack:
-
- Hand does 1d10 + 2 + (H/10) damage
- Kick does 1d10 + 4 + (H/10) damage
-
- Additionally as a student of the art becomes more developed they develop
- special maneuvers and abilities from the disciplines of martial arts.
- For each education Level they receive one roll on the following listing.
- If the roll duplicates a maneuver they already have then no reroll is
- made and no new maneuver is learned for that education level (unless the
- ability itself states it can be compounded with previous rolls). This
- continuement continues once one begins to educate oneself with
- experience as long as one continues to advance.
-
- ROLL Maneuver/Ability
- ---- ----------------
- 01-04 Overall Damage : This adds +1 to both standard kick and hand
- attacks stated above. It can be compounded with additional
- rolls.
-
- 05 Speed : This allows the martial artist to duplicate the
- quickling ability to perform two actions in each combat round,
- one at the rounds start and one at its completion. At least
- one of the two MUST be a martial action. No compounding.
-
- 06-15 Ironskin : This hardens the characters resistance to all
- mundane attacks in receiving damage. Making it as if they were
- wearing armour. This can be compounded. For each roll on this
- they receive a +2 Absorption of damage. For ironskin to be
- effective no armour heavier than soft leathers can be worn.
-
- 16-21 Circle Kick : In this dramatic kick the attacker builds up
- momentum by spinning in a complete circle before landing the
- kick. If successful the kick does twice normal damage for a
- kick. If unsuccessful the attacker misses their next action
- so they can recover their balance.
-
- 23-27 Flying Kick : This kick requires 5' of running space. The
- attacker leaps high into the air and leads with a powerful
- kick to the upper body. If it connects it does triple normal
- damage. If unsuccessful the attacker falls to the ground
- adjacent to the target and must spend a round getting to
- their feet (unless they have prone fighting ability).
-
- 28-29 Backward Kick : This kick allows a character to strike an
- unseen foe behind them without minuses for not seeing them.
- It is often used against backstabbing opponents. It does
- normal damage but failure has no ill effects.
-
- 30-40 Incapacitating Lock : This is accomplished by gripping an
- opponent and twisting the joints, rendering a finger, hand,
- arm or leg useless for the next 24 hours (it goes NUMB). A
- successful hit must be made and the victim is allowed a
- saving throw vs Hardiness. An unsuccessful use of this
- attack has no effect at all.
-
- 40-45 Prone Fighting : Having this allows a character to fight
- martially at full maneuverability etc (unlike the usual
- minuses for being prone) but can use no special maneuvers
- except INSTANT STAND when prone.
-
- 46-55 Missile Deflection : Relying on speed and reflexes and nimble
- footwork, this allows a character to deflect arrows and other
- missiles as if they were armed with a shield (P save). The
- ability is constant, but only works if the character is fully
- conscious of the incoming attack. Compounding adds +10% to
- the chance.
-
- 56-60 Leap : This allows the character to take tremendous leaps of
- distance and height. From a standing start the character can
- leap 1 foot per point of Hardiness they posses up and/or
- forward. They can also flip in mid-air to change their facing.
- From a running start the character can spring twice the
- distances, but must have at least 10' running space to leave
- from and as much to land on. A save vs Prowness is needed on
- landing from such a running leap or the character will land
- prone.
-
- 61-70 Concentrated Push : This is a great mental as well as physical
- discipline. It allows the character to turn an opponents own
- force against him, deflecting his attack and using it as an
- advantage. It is a summoning of concentration by the character
- into their hands, allowing them, on a successful to-hit roll,
- to knock an opponent backward 1d10 + (I/10) feet. Additionally
- the opponent must save vs Prowness or fall backwards prone
- (exception : characters possessing perfect balance). If the
- character strikes a wall in the process backwards they also
- take 1d10 + (I/10) + Distance left untraveled in damage physically
- (Armour WILL absorb vs this). A failed concentrated push has
- no effect.
-
- 71-75 Instant Stand : A character with this discipline can return to
- their feet from a prone position in a single action without the
- loss of defensive prowness value.
-
- 76-80 Awareness : This is an ability that is ALWAYS functional when
- learned and allows the character to be aware of all events
- occurring within a 50' radius of them. This means the character
- cannot be surprised, backstabbed and that invisible beings lose
- half their normal advantage for being invisible. It is a true
- discipline of the senses, moreso than Alertness skills, and
- requires no rolls to be functional or successful. It does NOT
- help against ethereal persons.
-
- 81-85 Eagle Claw : This attack form takes a round of preparation and
- then becomes the only special maneuver (except: Prone fighting,
- Instant Stand, Awareness, speed and missile deflection) that
- can be used until concentration is ended (if dropped it cannot
- be restarted until 3 rounds of rest are taken). The eagle claw
- enhances effects, so that punches will do an additional d10 of
- damage over normal and that if they strike a weapon it breaks
- or shatters it, if it strikes an armoured foe in anything but
- leather it negates the defense of the armour entirely (except an
- opponent who has ironskin) if it is a blow on an arm or leg
- it breaks the bone leaving it unusable. It can break wooden
- planks, crush stone and bricks into dust and gravel and bend
- steel as if it was thin aluminum.
-
- 86-95 Stunning Touch : this is a fingertip applied attack and can only
- be used against a human or humanoid. It does no damage but will
- stun the struck being for a full round (If this maneuver is rolled
- again the character increases the duration by a round each time).
- A stunned character cannot act or defend. It is a usage of the
- pressure points of the body. STunning touch MUST have some
- bare skin to strike against - it will NOT work against full plate
- armour.
-
- 96-00 Hurl : This allows the character to take a charging or attacking
- foes own velocity and turn it against them. It cannot be initiated
- as an attack but only as a reaction to an attack and must be used
- in place of an action. If the roll is successful the opponent
- misses with their attack HTH and is thrown ten feet away, making
- them prone. A hurled character must roll against Prowness or
- lose any weapon they may have held. Unless the hurled character
- has perfect balance or tumbling skill they will take 1d10+4
- damage as a result from hitting the ground - metal armour does
- not absorb against this sort of damage.
-
-