As Taran made his way to the inn, a man stepped out of the doorway in dark violet and black robes, on his face a look of disdain, on his brooch, the fist and scepter symbol of Idan, the dark god of Drakkar. Instantly, Taran knew what was wrong.
"You'd best tarry on, wanderer," said the robed man.
Taran sneered. "My liege is Lord Greyhawk, my Lord is Orion. Knights of the Azure Cloak bow to no unholy wretch of Drakkar."
The look on the robed man's face shifted from disdain to cold hatred. "If you will not bow before me, your battered corpse will slump before me," he said as he tossed his staff aside.
Taran unknotted his intricately inlaid scabbard from his belt and handed it to a peasant boy standing nearby that was one of many such drawn to the commotion that was about to start.
As the men squared off in the street, they briefly exchanged nods. With hardly a second's notice, Taran leaped into the air, his foot hurtling towards the robed man's head.
The following rules for martial arts in the Trinalia setting are an attempt to combine the best aspects of the martial arts rules described in the Player's OptionTM: Combat & Tactics book and those in the Oriental Adventures book and Complete Ninja's Handbook produced by TSR.
The relevant material in the Combat & Tactics book are not repeated here, and they form the basis for this system. Anyone desiring to use these rules should have a copy of the C&T. The martial arts maneuvers presented here are similar in scope and intent of those in the CNHB and OA, but the details of such are significantly different.
Another assumption that is made with these rules is that my Chi Mastery rules are being used. These rules allow characters to perform incredible feats. Those who are familiar with the CNHB and OA martial arts rules will note that such maneuvers as distance death, levitation, and chi attacks have not been included in this martial art system. Such feats are considered to be feats of Chi Mastery and are handled under those rules. If you are adapting these rules for your own campaign, but are not using my Chi Mastery rules, you may want to add these type of maneuvers back into the system.
Those familiar with OA but not the CNHB will note that a new method has been added: block. The grappling block maneuver has replaced the former locking block maneuver of the lock method, and missile deflection has been moved there as well. A few new maneuvers have been added to round out some of the methods. Also added are the slash and blunt styles, first described in a Dragon article by Rudy Thauberger.
The Availability of Martial Arts
Though martial arts exist in Trinalia as potent,
effective combat methodologies, they take a substantial amount of training
at the hands of an experienced master. This makes martial arts rare and
valuable technique.
Accordingly, player characters cannot buy martial
arts abilities without special dispensation from the DM. Characters who
should be allowed to freely purchase martial arts abilities are:
Basis Styles, Complete Styles, and Buying Maneuvers.
The Combat & Tactics book lists several unarmed combat methods that a character can gain increasing proficiency in. The methods are listed as:
As you may recall, martial arts in the CNHB and OA are basically defined by two major factors: whether the style is hard, soft, or hard/soft, and what the primary emphasis of the style was, e.g., strikes, kicks, throws, pushes, etc.
By consulting a table and adding numbers, this gave you the attacks, damage, and armor class bonus granted by the style.
Under C&T, these functions have been subsumed by the basis styles. Style D, for example, gives an armor class bonus. Style A adds additional damage to punches.
Under these rules, any of the various schools of martial arts as they were described under OA - or in real life - are called complete styles. Thus Karate, Taekwondo, and Jujitsu would all be complete styles.
A complete style is formed of one to three basis styles and a number of available maneuver for that style. Each basis style has on or more associated methods.
When a character learns a martial art from a capable teacher, the must first purchase one of its basis styles. If you spend one additional character point on a basis style, you then are allowed to purchase maneuvers in the associated methods of that basis style up to ½ (round up) of the method's highest level maneuver.
Once you have done so for all of the basis styles associated with a complete style you may purchase any of its maneuvers. Note that a complete style may have maneuvers that fall outside of the associated methods of its basis styles, but the student cannot purchase any such maneuvers until they have spent the required amount of points for all of the basis styles, and may never have more than ½ as many maneuvers outside of the associated methods of the basis styles for that art than those that are part of the associated methods.
The associated methods for the various bases are as follows:
Pummeling | Strike |
Wrestling | Throw, Lock |
Martial Arts A | Strike, Vital |
Martial Arts B | Kick, Move |
Martial Arts C | Lock, Throw, Push |
Martial Arts D | Block, Lock |
All | Mental / Physical Training |
DMs should
write up their martial arts with this convention in mind. However, if the
DM finds that this restriction does not allow a concept to come to life
or a certain real martial art to be accurately re-created, an exception
to this rule is justified. However, such exceptions should be recorded
in writing with the martial art description to avoid any confusion.
Example: Kadrie is fighter
and a member of the Bloodguard who is trained in the martial art "White
Flower." This comprehensive art has Martial Arts A and Martial Arts C as
bases. This art has these maneuvers:
Lock 1,2,3
Block 1,2,3
Vital 1,2,3
Mental 1,2,4
Push 1,2
Throw 1,3
Kick 1
Strike 1
Kadrie starts learning this art by spending 2 points to take proficiency in the basis style Martial Arts A. Kadrie cannot yet purchase any maneuvers since she has not yet expended the extra character point into learning Martial Arts A as part of White Flower.
Once Kadrie expends the extra CP, she has access to the Vital 1 and 2, mental 1 and 2, and Strike 1, since these are all the maneuvers that are ½ (rounded up) or less of the highest level maneuvers in the associated methods for the base Martial Art A. However, if she wants to learn Vital 2, she will have to learn 2 level 1 maneuvers first.
Once Kadrie expends 3 CPs to learn Martial Arts C in the context of White Flower, she will have learned all of the bases. Therefore she has access to all of the maneuvers, but must abide by the level restrictions.
Weapon Maneuvers and methods
In addition to the variety of weapon unarmed fighting style that exists, the OA introduced weapon-based styles and maneuvers. If the DM desires to include these maneuvers, they follow most of the basic rules that unarmed maneuvers do. However, there are a few exceptions.
There are 3 methods associated with weapon based martial arts: weapon, blunt, and sharp.
In this case, the "basis style" is considered the proficiency in the weapons of the style. Once the character has spends an additional point towards the weapon proficiency associated with a style, he may learn maneuvers up to half of the highest level available in the weapon method and the method associated with the type of weapon - blunt or sharp.
The blunt and sharp styles are opportunity maneuvers. Instead of simply announcing when they are used, the maneuver may be used if they exceed the attack roll by a certain amount.
This amount is equal to 4, plus the level of the maneuver. If the required roll is received, the player many declare that the character is using any maneuver of the eligible level that the character possesses. For example, if a character hits by 6 points, the player may declare that a level one or level 2 maneuver is being performed if the character knows the appropriate maneuver.
If the character is also eligible for a critical effect, the player must chose whether to perform the maneuver or to roll on the critical hit chart. This decision must be made before the critical roll is made.
Special Maneuvers
Special maneuvers are purchased under the guidelines discussed previously. They cost a base of 2 CPs, plus 1 CP per 2 full levels of the maneuver.
Principal Method: Block
1. Martial Block 2. Multiple Block 3. Grappling Block 4. Missile Deflection |
Principal Method: Push
1. Concentrated Push 2. Sticking Touch 3. Deflection |
Principal Method: Weapon
1. Weapon Kata 2. Weapon Breaker 3. Throwing Mastery 4. Steel Cloth |
Principal Method: Kick
1. Circle Kick 2. Flying Kick 3. Backward Kick 4. Double Kick |
Principal Method: Strike
1. Iron Fist 2. Crushing Blow 3. Eagle Claw |
Principal Method: Slash
1. Blind 2. Vein 3. Lightning Stroke 4. Artery |
Principal Method: Lock
1. Choke Hold 2. Incapacitator 3. Immobilizing 4. Crushing Drop |
Principal Method: Throw
1. Fall 2. Instant Stand 3. Hurl 4. Great Throw |
Principal Method: Blunt
1. Heavy Blow 2. Limb Paralysis 3. Stunning Blow 4. Great Blow |
Principal Method: Move
1. Feint 2. Prone Fighting 3. Immovability 4. Leap 5. Speed 6. Slow Resistance |
Principal Method: Vital Area
1. Pain Touch 2. Stunning Touch 3. Paralyzing Touch 4. Distance Death |
Mental and Physical Training
1. Meditation 2. All-Around Sight 3. Mental Resistance 4. Blind-fighting 5. Iron Skin |
When the Attack Roll Fails: The incoming attack hits.
Multiple Block: The a more advanced form of the basic block. It requires that the character expend two of their available attacks. During the round, the martial artist is allowed a single block roll against any incoming attack,as long as she is aware of the attack. She must make a separate attack roll against each attack.
When the Attack Roll Fails: If the attack being blocked is an armed or natural weapon attack, the blow automatically hits.
Weapons Allowed: Any. This can be used with the normal armed block maneuver or the martial block special manuever.
Grappling Block: With this advanced maneuver, the martial artist blocks an incoming armed attack in a manner similar to the martial block. If successful, the martial artist is able to grab the weapon, making it harder for the attacker to use it against him. If the martial artist is unarmed, the grappling block requires both his hands to perform; if he is armed, it requires his weapon hand.
The grappling block takes one of the martial artist's attacks, just like a block or martial block maneuver. If successful, the martial artist and the attacker both have a grip on the weapon. The grip is never a dangerous one for the martial artist. For example, the grappling block would allow the martial artist to clasp a blade between his palms.
In order for the attacker to make use of the weapon, it must be pried free of the martial artist's grasp. To do this, the attacker must expend an attack and make an opposed Strength check against the martial artist's Strength or Dexterity score. If the attacker wins the roll, the attacker regains control of the weapon. If the attacker fails the roll and the martial artist does not, then the martial artist disarms the attacker. The attacker is entitled to make such a check once per attack he is eligible for.
The martial artist can make further attacks on the attacker with a +2 to his chance to hit with a free weapon or limb. If an attacker does not have limbs free that allow benefits under other martial arts abilities. For example, if an unarmed martial artist catches a weapon with a 2 handed weapon or his bare hands, he loses additional attacks under the martial arts A style, but would still be entitled to additional attacks under the martial arts B style.
Any other character making an attack against either of the two combatants grappling for the weapon gets +2 to hit.
When the Attack Roll Fails: The martial artist has managed to foul his own weapon on that of his opponent. The opponent may make an attack of opportunity or free disarm attempt against the character.
Weapons Allowed: Any. Characters using chain or rope weapons receive a +2 bonus to hit with the grappling block maneuver.
Missile deflection: With this maneuver, the martial artist is able to make block maneuvers against thrown and missile weapons. This may be done with a normal armed block maneuver, or combined with the martial block or multiple block maneuver.
When the Attack Roll Fails: The weapon strikes the martial artist.
Weapons Allowed: Any. Characters using shields receive a +2 bonus to hit with the arrow parry maneuver.
A successful kick (requiring a normal attack roll) adds +2 hp to the character's normal kick die type.
When the Attack Roll Fails: The martial artist loses the next attack she would ordinarily be allowed. Her Armor Class is also penalized by 2 points until the end of the round.
Flying Kick: In this maneuver, the martial artist must meet the requirements for a charge per the C&T. At the end of the charge, the character leaps into the air (4-6 feet upward, 5-12 feet forward) and leads with a powerful kick. This adds +4 to the character's kick damage die type.
If the character has the leap maneuver, it may be in place of a running start.
When the Attack Roll Fails: The attacker falls to the ground adjacent to the target. The character must recover his footing as described in the C&T unless he knows the prone fighting or instant stand maneuver.
Backward Kick: This seemingly innocuous kick is extremely difficult to master. The character attempts a normal attack at any creature directly behind him. The character does not have to turn around and face his attacker; the character is considered to threaten all squares around him per the Combat & Tactics as long as she is aware of creatures in those squares. The kick does normal damage.
When the Attack Roll Fails: The attacker suffers no ill effects.
Double Kick: The character may make a normal, circle, or jump kick attack on two characters with the expenditure of only a single attack. The targets must be in adjacent squares. The character makes a normal attack roll for each target, but must succeed with both rolls to hit either.
When the Attack Roll Fails: As noted, if either attack roll fails, both attacks miss.
Choke Hold: This maneuver teaches the correct way of applying pressure to render an opponent unconscious. The martial artist can perform a press maneuver as described on page 89 of the C&T without first initiating a hold. Make a normal opposed attack roll as if the martial artist already had the target in a hold.
If both succeed but the martial artist does not win the contest, the martial artist gets a hold on the victim but not a lock. If the martial artist hits and wins, the victim immediately falls victim to a press lock maneuver per the C&T.
When the Attack Roll Fails: The attacker fails to get a lock or hold on the target, but suffers no ill effects.
Weapons Allowed: Chain weapons, rope weapons, lash weapons, axes (using shafts), clubbing weapons, flails, karate weapons (using shafts), picks (using shafts), sickles, staves, bladed poles (using shafts), and spears (using shafts) tight groups.
Incapacitator: By gripping the opponent and twisting his joints, the martial artist can render one finger, arm, or leg useless for 24 hours and causes damage equal to the character's normal hand damage with a +4 die type bonus.
If the incapacitator's attack roll is successful, the maneuver does the damage noted above and the opponent must make a saving throw vs. paralyzation. If he fails the saving throw, the appropriate limb is rendered useless. If he makes the saving throw, the damage remains but there is no paralysis.
Application of a repair injury or remove paralysis spell will eliminate the paralyzing effects of this attack.
When the Attack Roll Fails: The martial artist suffers no ill effects.
Weapons Allowed: chain weapons, rope weapons, lash weapons, clubbing weapons, karate weapons, staves, and spears (using shaft) tight groups.
Immobilizing: With one hand the martial artist grips and holds an opponent in such a way that the opponent cannot take any action. The martial artist may attempt a manipulate lock (see C&T page 89) without first achieving a hold. A successful opposed attack roll must be made to initiate the lock, but the attack does no damage. Immobilized characters can attempt to break the lock normally, and if successful, is instantly freed.
The martial artist is still able to make attacks (using either his feet or his other hand), and even apply an immobilizing lock on another opponent.
When the Attack Roll Fails: The martial artist suffers a -4 modifier on his next attack.
Weapons Allowed: chain weapons, rope weapons, and lash weapons tight groups.
Crushing Drop: With this maneuver, the opponent the opponent is grappled and dropped to the ground, head and shoulders first, with crushing force.
The martial artist using this maneuver may attempt a slam lock without first attempting a hold (see C&T page 88). A normal opposed attack roll is required.
When the Attack Roll Fails: No adverse effects.
Weapons Allowed: chain weapons, rope weapons, lash weapons, staves, bladed poles (using shaft), pole spears (using shaft), and spears (using shaft) tight groups.
Feint: The martial artist begins an attack in one direction and at the last moment changes it to another direction. Or he begins an attack but does not follow through, in order to draw his opponent off balance or make the opponent commit to a futile defense.
The martial artist makes a regular attack but adds the feint, which costs an extra attack and gives him a +3 to hit. If the defender declares a block against the feint, the attack used to make the block is lost.
When the Attack Roll Fails: The martial artist's attack does not hit, but he suffers no other ill effects.
Weapons Allowed: Any.
Prone Fighting: Prepared for any circumstance, the martial artist who knows this special maneuver is able to fight effectively even sitting, kneeling, prone, or supine. This special maneuver requires no time and is always in effect; it applies any time the character is knocked from her feet or falls down. However, the character can perform no other special maneuver (except instant stand) when on the ground. She can still use her weapons and the basic damage from her martial arts style, and suffers no Armor Class penalty for being on the ground.
A character without this skill who fights from the ground is easier to hit than a standing character. Attacks against a kneeling character receive a +1 to hit; against a sitting character, +2 to hit; against a character who is flat on the ground, +4 to hit. The character who is down suffers equivalent penalties to hit when attacking someone who is standing: -1 to hit if the attacker is kneeling, -2 if he is sitting, -4 if he is lying flat. The character who knows prone fighting suffers none of these penalties.
Weapons Allowed: Any. Fighters are even trained to use two-handed and long weapons effectively from positions on the ground.
Immovability: By carefully positioning his feet and learning to tense and relax various muscles, the martial artist can avoid being knocked down, lifted, or thrown off his feet. Any time an attack would result in one of these consequences, the character is automatically allowed a saving throw vs. paralyzation. If the save is successful, the character remains standing. In the case of a knockdown result, the character is allowed a second saving throw to avoid being knocked down.
Weapons Allowed: Any. The character using immovability does not attack with these weapons, but uses them to brace himself. They confer no bonus to his immovability.
Leap: The martial artist is able to perform extraordinary feats of springing and leaping by virtue of rigorous physical training.
At the cost of a half move or an attack, the character can spring into the air, up to 5 feet high and 10 feet in any direction, and face any way upon landing. If the character has a 10 foot running start, he can double the springing distance.
The character can spend additional CPs into this ability. For each additional CP spent, the character can add one foot of height and 2 ½ feet of distance to the distance achieved.
Upon landing, the character must make a dexterity/balance check or fall down. Normal measures must be taken to stand up again.
Weapons Allowed: The character can carry any weapon when using the leap maneuver.
Speed: The martial artist has developed lightning-fast reflexes and powerful muscles. The character gains an additional 3" movement and an additional attack every other round.
Weapons Allowed: Any.
Slow Resistance: Having developed his body and disciplined his mind, the martial artist is automatically immune to slow effects. This condition is in effect all the time; it does not have to be activated like a combat maneuver.
Concentrated Push: The character focuses his inner energy into his hands, giving great results even from a gentle push. On a successful attack roll, the opponent is knocked back 1 foot per level of the martial artist. If the distance is greater than 3 feet, the opponent must make a successful saving throw vs. paralyzation to remain on his feet. If the opponent hits a solid object, he suffers damage as a takedown lock (see C&T page 89), or a fall of the same distance. Those who know the immovability maneuver can resist being knocked back.
When the Attack Roll Fails: For the remainder of the round, all of the martial artist's opponents get a +2 bonus to their attack rolls.
Weapons Allowed: clubbing weapons, staves, bladed poles (using shaft), pole spears (using shaft), and spears (using shaft) tight groups.
Sticking Touch: The martial artist has so attuned her sense of touch that by lightly placing her hand on an opponent she can follow that person's every move. An opposed attack roll must be made, and the touch does no damage. However, so long as the martial artist remains in contact, she gains +2 on all subsequent attack rolls and her Armor Class improves by 2, because she is able to feel the impending moves of her opponent before they happen.
The touch can be broken if the opponent moves in a way or at a speed beyond the abilities of the character. Thus, if the target knows the leap maneuver and the martial artist does not, it can use it to break contact. The contact can also be broken as a lock with an opposed attack roll.
When the Attack Roll Fails: The touch does not "stick."
Weapons Allowed: None; this is an unarmed maneuver only.
Deflection: This maneuver is similar to a martial block, and must be declared at the start of a combat round. It requires that the martial artist make an opposed attack roll when attacked with a blunt weapon (this includes hands and feet, of course).
If successful, the rolls damage normally. However, all damage is redirected away from the martial artist. The damage is inflicted instead upon the opponent, or even toward another adversary within striking distance, provided the attacker's roll would hit that target's AC.
When the Attack Roll Fails: The martial artist is automatically struck by the incoming attack.
When the Attack Roll Fails: The blow does not land.
Crushing Blow: The martial artist can break hard objects-wood, ceramics, and masonry, but not metal--with a blow of the hand or foot. Under ideal conditions, the martial artist can break a ½ inch of wood or a ¼ inch of brittle stone per experience level. Objects that are rigid or supported may, at the DM's discretion, be allowed a saving throw vs. crushing blow to avoid breakage.
If used against a living target, the character adds a number to the die type equal to ½ of the character's level (rounded up). Any critical strikes are resolved using "bashing" vice martial arts critical tables. (Example: An 11th-level character who normally does ld3 hp damage with a martial arts A hand strike would do 1d10 points of damage with a crushing blow.)
The crushing blow requires great concentration. It is a no move action and no other actions may be taken in a round regardless of the number of attacks normally allowed. In all cases a normal attack roll must be made. The DM must determine the number needed to hit a stationary object (assigning AC based on its hardness).
When the Attack Roll Fails: If the martial artist attempts to strike a hard object (such as stone) and the attack roll fails, he seriously injures his hand, suffering damage equal to what he would do on a normal attack. The hand is unusable for 24 hours, even if healed before that time has elapsed.
Weapons Allowed: None.
Eagle Claw: The martial artist has, through physical exercise and concentration, gained the ability to apply immense crushing strength with his hands. On a successful attack roll, he can shatter objects (snap spear shafts, crush stones, etc.), and crush metal items. Exceptionally hard or tough objects or magical objects may be allowed a saving throw versus crushing blow.
If a living being is attacked, the character adds one point per level to the hand attack damage die type, and any critical strikes use the crushing critical table. This ability requires great concentration and is the only action the character can take during the round.
When the Attack Roll Fails: The attacker does not damage anything but suffers no ill effects.
Weapons Allowed: None.
The character is allowed to make a dexterity / balance roll whenever falling, or suffering the effects of a throw maneuver. If successful, the martial artist takes only one-half damage (round down.)
Weapons Allowed: The character can carry any weapon when performing this maneuver.
Instant Stand: After learning to fall, the student learns how to rapidly stand from a prone position by rolling up to a standing position or using an acrobatic jump. If a character is knocked down or for any other reason falls down, a dexterity / balance check is allowed. If successful, the character stands without the usual penalties.
Weapons Allowed: The character can carry any weapon when performing this maneuver.
Hurl: This type of throw relies a great deal on strength and less on leverage. The martial artist can attempt to pick up an opponent and throw him to the ground . The martial artist may attempt a takedown lock (see C&T page 88) without first attempting a hold. The attacker must make a normal opposed attack roll.
When the Attack Roll Fails: The attacker loses all remaining attacks for the round and automatically loses initiative for the next round.
Weapons Allowed: None.
Great Throw: Using leverage and his opponent's momentum, the martial artist is able to throw his enemy a great distance. The martial artist may attempt to perform a throw lock (see C&T page 88) without first attempting a lock. A normal opposed attack roll is required.
When the Attack Roll Fails: If the opponent hits in the opposed attack roll but the martial artist does not, the opponent counters the move and knocks the martial artist off his feet; the character automatically loses initiative the next round.
Weapons Allowed: chain weapons, rope weapons, lash weapons, staves, bladed poles (using shaft), pole spears (using shaft), and spears (using shaft) tight groups.
Because the training requires a knowlec of anatomy, the special maneuvers listed can only be used against only human and humanoid opponents, unless the practitioner has sage knowledge related to the anatomy of a category of monsters that the victim belongs to.
Pain Touch: Simply be pressing his fingers against specific points of the body, the martial artist can cause great pain in an opponent. This is done in place of a normal attack. The touch causes no damage, but if the attack roll is successful, the opponent must make a save versus paralyzation. If the save fails, the victim experiences intense pain The victim sufters a penalty to attack rolls and a +2 penalty to AC. The effect lasts for 1d3 rounds.
When the Attack Roll Fails: There is no a verse effect on the opponent, and the attack suffers no ill effects.
Weapons Allowed: Clubbing weapons group.
Stunning Touch: With a light slap of the fingers in the correct place, the martial artist can stun and daze her opponent. This can be done in place of a normal attack and causes no damage.
The attacker must make a norm attack roll. If the attack is successful, the opponent is allowed a saving throw vs. paralyzation. An opponent who fails to save stunned for 1d4 rounds, unable to take an action.
When the Attack Roll Fails: No adverse effect.
Weapons Allowed: Clubbing weapons tight group.
Paralyzing Touch: By placing pressure on nerve junctions, the martial artist can paralyze her opponent, leaving him unable to move for 2d4 rounds. The character mus make a normal attack roll, but the attack doe no other damage. The opponent is allowed saving throw vs. paralyzation at a -2 penalty.
When the Attack Roll Fails: No adverse effect.
Weapons Allowed: Clubbing weapons tight group.
Weapon Kata: This maneuver allows a martial artist to get the advantages associated with an unarmed combat style when armed. All of the benefits associated with a given martial arts weapons (as per page 96 of the C&T) apply when using the kata.
When this maneuver is taken, a weapon must be chosen, dictated by the martial art. For one additional CP, the martial artist may take the kata with a tight group vice a single weapon. This maneuver may be taken multiple times with different groups. What weapons are available for this maneuver are dictated by the martial art.
Weapon Breaker: Just as martial arts weapons are designed to catch and deflect the weapons of others, they can also breaking them. The breaking action is a swift blow or twist with the weapon. The martial artist must be wielding a martial arts weapon and can use this maneuver only against melee weapons.
The character must make a normal attack roll. If the roll is successful, the opponent's weapon must save vs. crushing blow or be shattered (magical weapons are unharmed). This maneuver does no damage to living creatures or monsters.
When the Attack Roll Fails: The weapon is unharmed.
Weapons Allowed: Any melee weapon.
Throwing Mastery: This demanding skill enables the character to throw a weapon not normally considered a missile weapon. The weapons that may be thrown with this skill are: fang, jitte, jo stick, kiseru, nunchaku, sai, siangkam, and tonfa. Combined with the weapon kata maneuver, other weapons may be thrown in this manner such as staves or swords. The DM is the final arbiter as to which weapons are eligible. All such weapons have the same range as a thrown dagger. The weapon does normal damage when it strikes.
Steel Cloth: With this maneuver, the martial artist need never be without a weapon. If the character has a 6-10 foot piece of cloth, she can whirl it and snap it tight, keeping it in constant motion and giving it the rigidity of a spear.
The cloth is treated as a spear. The cloth's length determines what type of spear it is. If it is 6-8 feet, it is a normal spear; above 8 feet, it is a long spear. Note that the steel cloth cannot be thrown. The instant it leaves the attacker's hands, it becomes a normal piece of cloth.
This maneuver is automatically successful. The martial artist does not need to make any sort of roll to turn a cloth into a weapon.
Weapons Allowed: One 6-10 foot length of cloth, or rope weapons tight group.
Slash maneuvers can be performed only with hand-held type S or P weapons, such as daggers or swords. The character must select a specific weapon for his slash maneuvers and can perform the maneuvers with that weapon only. If the character wishes to perform Slash maneuvers with other weapons, the maneuvers must be studied again, at a cost of 1 CP each or 2 CP for a tight group.
Blind: The attacker using Blind inflicts a cut above one of the victim's eyes. Normal damage occurs, but unless the victim makes a save vs. paralyzation, the he suffers temporary blindness, reducing armor class (+1 penalty) and attack rolls (-2 penalty). If both eyes are blinded, the victim takes further penalties to armor class (+2 total) and attack rolls (-4 total). Blindness lasts until the wound is treated by a cure wounds spell or a healing proficiency check.
Vein: With this attack, the victim suffers only 1 hp damage at first, but will lose 1 hp per round thereafter due to blood loss. Successive hits result in cumulative blood loss. Blood loss continues until the wound is bound or healed. Blood loss is treated as described in the Trinalia house rules.
Lightning Stroke: With this special maneuver, the martial artist quickly reverses the direction of the stroke. Without sacrificing any further attacks, the martial artist receives an additional attack roll. Any such free attack is not subject to any bonuses from strength.
Lightning stroke is restricted to use with weapons with a base weapon speed of average (7) or lower.
Artery: A major artery is nicked using this maneuver. The victim loses 1 hp initially. Roll the normal damage dice for the weapon divided by 2 (e.g., weapons that do 1d8 or 2d4, roll 1d4) with no bonuses. The victim will lose that many points to bleeding every round. Bleeding can be stopped normally as described in the Trinalia house rules.
Heavy Blow: When a martial artist uses this blow, roll the damage and knockdown dice for the weapon as normal. However, the higher of the two roll is used for both damage and knockdown. For example, a staff normally does d6 damage and d10 knockdown. A martial artist with this damage who rolls over the needed roll by 5, and 1 for damage and 7 for knockdown would do 7 points of damage and inflict a potential knockdown.
Limb Paralysis: This maneuver is identical to the Lock maneuver, Incapacitator (c.f.). The victim of such an attack must make a save vs. paralyzation or suffers paralysis of a finger, hand, arm, foot, or leg for 24 hours, or until a repair injury or remove paralysis spell is applied.
Stunning Blow: Recipients of a Stunning Blow suffer normal damage but must save vs. paralyzation or be stunned and unable to attack for 1-4 rounds.
Great Blow: This, the only attack available in the round in which it is used. The attacker rolls damage and knockdown dice as normal, but adds the results together and uses the result for both damage and knockdown. In addition, the victim must save versus paralyzation or be knocked unconscious for 3-6 rounds.
Meditation: This ability allows the martial artist to enter a mental state in which he can focus and regain his energies. For each hour the character spends in uninterrupted meditation, he gets as much rest as two hours of sleep. While meditating, the character is oblivious to hunger, thirst, heat, and cold (but he can still take damage from heat- and cold-based attacks). He remains conscious and aware of his surroundings, and suffers no penalties on surprise or initiative die rolls.
All-Around Sight: The martial artist's training makes him more attuned to his immediate surroundings. He is able to detect opponents on all sides, provided they are not invisible. The character can never be struck from behind or suffer a penalty from a back attack. This maneuver is constantly in effect.
Mental Resistance: The mental exercises and ordeals of the martial artist's training have toughened and strengthened her will. She receives a +2 on all saving throws against mental attacks, including charm, illusion, and hold spells. This ability is constantly in effect.
Blind-fighting: This is similar to the blind fighting NWP, and if the character already has that proficiency, only one more CP is required to learn this maneuver. The character suffers only a -1 penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in combination with a silence spell renders the character effectively blind. This ability is constantly in effect.
Ironskin: Rigorous physical training has toughened the martial artist's muscles to the strength of iron. The Armor Class of the martial acter is improved by 2, but only when not wearing any other type of armor.
As for everyone else, i.e., my players, you are pretty much stuck with what you get. (Insert maniacal laugh here.)
Black Snake
(Based on Ninjutsu)
This is the unarmed combat art of certain groups of spies and assassins. It is primarily used to facilitate the assassin's discrete passage into or out of an area where a target lies. It is believed that this art originated in the Order of Samoti, a group of monks that train and operate as assassins.
Black snake primarily relies on nerve strikes, throws, and holds to disable or distract an opponent quickly. Movement abilities also aid the assassin's abilities in tight spots.
This art is based on the real life art of taijutsu, more commonly known as ninjutsu. Calling the fighting art ninjutsu is somewhat erroneous since ninjutsu encompasses all the abilities of the ninja. Taijutsu refers specifically to the fighting art of the ninja.
Butterfly
(Based on Wing Chun and Jujutsu)
This gentle art was taught by Ariel in ancient times. It was once thought lost, but with her return has been re-introduced into the land. It is the only art practiced on a wide scale in the Principality of Athos, and even there it is mostly limited to priests and courtiers there.
This art is characterized by sweeping, multi-functional circular motions and throws, and is very effective.
Butterfly is basically an amalgamation of the real world arts of Wing Chun (a Chinese art characterized by circular and weaving motions, locks and blocks), and Jujutsu (the forebearer to modern Judo, which is primarily blocks and throws)
Coiled Dragon
(Based on Karate and Kung-fu)
This highly offensive art is one of the two major arts associated with the Dragon-knights. The art emphasizes hand strikes, blocks, and speed.
This art is based on real life arts of Karate, the modern unarmed art what was originally developed on Okinawa, and Kempo, the Japanese version of Shaolin Kung-fu.
Dark Banner
(Based on Pentjak.silat)
This art is the most prevalent in the Empire of Drakkar. It is primarily practiced by the Bloodhounds and monks of Idan, Masters of the art are very selective about who they select as pupils.
Practitioners of this art are become deadly with both weapons and unarmed combat. Their flowery leaping maneuvers can send devastating blows to an opponent from any angle and from any position. Also unusual - and effective - is the emphasis on ground fighting. Practitioners prefer taking an opponent to the ground (usually landing on top of them) and finish the fight from that position.
This style is based on the real world art Pentjak Silat, a powerful and diverse art practiced in the Malaysian Archipelago. The art is noteworthy in that, until recently, most of it's techniques were developed and practised in actual combat.
Drakkarian Wrestling
(Based on Sumai)
This art is most commonly seen in the arenas in Drakkar. Bouts involve brutal clashes between the tall, powerfully built practitioners of this art.
This art relies on sweeps. stunning slaps. and throws to crush opponents. The combination of fighting technique with such sheer mass results in a lethal and often underrated martial arts style. Practitioners of this art are nearly always massive male fighters.
This art is based on Sumai, or sumo wrestling. the national sport of Japan, but I picture it a bit like professional wrestling as well. Sumai is practiced by men of large size (rikishi who use their bodies to push and throw their opponents. As a sport. sumai requires a rikishi to force an opponent onto the mat or out of the ring.)
Emerald Shadow
This art is fairly new in the land of Trinalia. It combines various techniques from Butterfly style, Springing Legs, and Black Snake. It was developed and is used by members of the emerald brotherhood.
The style combines kicks, locks, and defensive maneuvers. This combination proves excellent for wandering agents in defending themselves and helping out in a pinch where they have no weapons. The style is also taught with staff and sword, similar to Steel Serpent.
This art is not based on a real world martial art. There were no other arts combining styles B & D, and the Emerald Brotherhood seemed to need an art of their own.
Mintaran Wrestling
(Based on Pankration)
This style is an outgrowth and combination of more typical boxing and wrestling techniques. It was formerly one practiced in ad hoc matches in backstreets of the free cities, but in recent years it has gained a more mainstream acceptance as an arena sport in Mintar West, and to a lesser extent, other Free Cities.
This style is based on pancration, a gladiatorial fighting art that was practiced in the arenas of ancient Greek and Rome. The name is Greek for "all powerful." In Rome, bouts were brutal, often fought with spiked gloves. Even in the milder state of Greece, injuries and deaths were common.
Springing Legs
(Based on Thai kick boxing
and Tai Kwon Do)
This art has been passed down through the years among the followers of Orion, both lay and ordained. It has attracted the attention of some lower class communities in the free cities, where it has become a brawling sport. However, after the razing of Mintar East, bouts have been difficult to come by.
This style has a strong emphasis on kicking and movement. The springing legs practitioner undergoes rigorous physical training to harden their bodies. It is a powerful, flashy, effective art.
This art is loosely based (very loosely) on the real life arts of Thai Kick Boxing, a brutal arena kickboxing sport practiced in Thailand, and Thai Kwon Do (a Korean art notable for its kicking and breaking techniques.)
Steel Serpent
(Based on Aikijutsu)
This is one of the two major arts practiced by the Dragon-knights. It's emphasis on the use on quick blades and defensive nature have made it appealing to some fencers of the free cities who have seen the Dragon-knights in action. However, the Dragon-knights have not been as sharing of their knowledge as some others would like.
This art is based on the real-world
martial art Aikijutsu. The style was founded in the 20th century,
and has led to the highly defensive modern style Aikido. Aikijutsu is more
offensive than Aikido, but still rather defensive in nature.
Twin Talons
(Based on Escrima)
This is another art spread by the priesthood of Orion. It is a primarily weapon based martial art practiced throughout the Aborian populated regions of the world. A student of twin talons initially trains with paired clubs. After learning the associated intricate striking techniques on which the style is founded, the student moves on to the use of daggers, swords, and the empty hand.
This art is based on the real life art of Escrima. Escrima is more a stick fighting art and less an unarmed and sword-fighting art than Escrima; to simulate Escrima, subsitute the slash maneuvers with blunt.
Vieled Fist
(Based on Kobojutsu)
This fighting art has been slowly developed in Lerendia. After the Oligarchs seized power there, they decided to draw down the size of the standing army, and train a militia, but leave them unarmed except in times of need. Strict laws restricting ownership of weapons were passed to limit possibility of an uprising.
With the aid of Bloodseekers, resistance elements interested in putting the monarchy back in power and throwing off the shackles of the Oligarchs trained in secret in the use of mundane objects that could be used as weapons - staves, grain flails, clubs, churn handles, and other farming tools that could be used as weapons.
This art is both stylistically and historically based on that of kobojutsu, the Okinawan weapons martial art.
White Flower
(Based on Hwarang-do)
This style is practiced in the Young Baronies by the aristocratic warriors, Bloodguard, and dynastic knights. It combines a wide variety of techniques into a complete and diversified system.
White Flower is a very practical art, stressing practical vice flashy moves. The style's philosophy stresses loyalty, courage, and willpower.
The real world style this is based on is Hwarang-do. This art is practiced in Korea and is extremely ancient, having been developed by a Buddhist monk there nearly two millennia ago.
Style name
(and inspiration) |
Bases | Maneuvers | Weapons | |
Black Snake
(Taijutsu) |
Martial Arts B,
Martial Arts D |
Block 1,3,4
Kick 1,3 Lock 1,2 Move 1,2,4 |
Strike 1
Throw 1,2,3 Mental 1,2,4 Vital 2 |
Short Blades,
Chain Weapons, Rope Weapons |
Butterfly
(Wing Chun + Jujutsu) |
Martial Arts A,
Martial Arts C |
Lock 1,2,3
Throw 1,2,3,4 Move 1,3,5 Strike 1,2 |
Vital 1,2
Mental 1,2,3 Block 3 |
Fencing Blades,
Medium Blades |
Coiled Dragon
(Karate, Kenpo) |
Martial Arts A,
Martial Arts D |
Strike 1,2,3
Kick 1,2 Block 1,2,3 |
Move 1,5
Mental 1,5 Lock 1,3 |
Oriental Blades,
Medium Blades |
Dark Banner
(Pentjak Silat) |
Martial Arts B,
Martial Arts C |
Kick 1,2,3,4
Lock 1,4 Block 1,3 |
Throw 1,2,3,4
Move 1,2,4 Mental 4 |
Medium Blades,
Whip |
Drakkarian
Wrestling (Sumai) |
Wrestling,
Martial Arts C |
Push 1,2,3
Throw 1,3,4 Lock 2,4 |
Block 3
Move 3 Strike 1,2 |
None |
Emerald
Shadow |
Martial Arts B,
Martial Arts D |
Kick 1,2,4
Block 1,2,3,4 Lock 1,2,3 |
Move 3,4,6
Mental 1,3,4 |
Staff,
Short Blades, Medium Blades |
Mintaran
Wrestling (Pankration) |
Boxing,
Wrestling |
Strike 1,2
Lock 1,2,4 Throw 1,2,3 |
Move 1,3
Mental 5 |
Cestus |
Twin Talons
(Escrima) |
Weapons*,
Martial Arts C |
Lock 1,2,3
Block 1,3 Move 2,5 Push 2 |
Throw 1,3
Weapon 1,3 Slash 2,3 Mental 2,3,4 |
Clubs,
Short Blades |
Springing Legs
(Thai kickboxing, Tae Kwon Do) |
Martial Arts A,
Martial Arts B |
Kick 1,2,3,4
Move 1,4,5 Strike 1,2,3 |
Throw 2,3
Block 1,2,4 Mental 1,5 |
Medium Swords,
Staves, Clubs |
Steel Serpent
(Akijutsu) |
Martial Arts C,
Martial Arts D |
Lock 1,2,3
Block 1,2,3,4 Movement 1,3 |
Throw 1,2,3,4
Mental 1,2,3 Weapon 1,2 |
Staves,
Fencing Blades, Medium Blades, Oriental Blades |
Vieled Fist
(Kobojustu) |
Weapons*,
Martial Arts D |
Weapon 2,3,4
Block 2,3,4 Blunt 1,2,3,4 |
Move 1
Strike 1 Mental 1,2,3 |
Staves,
Martial Arts Weapons |
White Flower
(Hwarang do) |
Martial Arts A,
Martial Arts C |
Block 1,2,3
Lock 1,2,3 Vital 1,2,3 Mental 1,2,4 |
Push 1,2,3
Throw 1,3 Kick 1 Strike 1 |
Medium Blades,
Clubs, Polearms, Staff. |