Martial
Art Forms!
In
the world of Vastonia there are many different martial art forms in which
a character may wish to learn. The following table shows all of Vastonia's
current martial art forms with their respective bonuses and functions.
Table
1.A, Martial Art Forms!
| Style |
#AT |
DMG |
AC
Mod |
Principle
Attack |
Weapons
Allowed |
| Aikijutsu |
+1 |
1
pt |
-3 |
body |
Staves,
fencing blades, oriental blades, medium weapons |
| Atemi |
+1 |
1d4 |
-1 |
hand/foot |
clubing
weapons, staves |
| Jujitsu |
+1 |
1d2 |
-2 |
body |
fencing
blades, oriental blades, medium blades |
| Karate |
+1 |
1d4 |
-1 |
hand |
karate
weapons |
| Kung-fu |
+1 |
1d3 |
-2 |
hand |
any
group of melee weapons |
| Ninjutsu |
+1 |
1d2 |
-2 |
legs |
short
blades, oriental weapons, chain weapons, rope weap. |
| Sumo |
+1 |
1d2 |
-2 |
hand |
None |
| Tae
Kwon Do |
+1 |
1d4 |
-1 |
foot |
medium
blades, staves, clubing weapons |
| Morta
Jutsu |
+1 |
1d4 |
-1 |
legs/arms |
None |
| Ka'Kasae
Jutsu |
+1 |
1d4 |
-2 |
hand/foot |
medium
blades, oriental blades, shortblades, staves |
Table
1.B, Principle Methods!
| Method |
Art
Form |
| Block |
Kung-fu
+ other |
| Kick |
Tae
Kwon Do |
| Lock |
Jujitsu |
| Movement |
Ninjutsu
+ other |
| Push |
Sumo |
| Strike |
Karate/Kung-fu/Ka
Kasae Jutsu |
| Throw |
Aikijutsu |
| Vital
Area |
Atemi/Ninjutsu/Morta
Jutsu |
| Weapon |
Aikijutsu/
Ka' Kasae Jutsu (lethal combat only) |
Table
1.C, Martial Die Roll By Method!
| Method |
Roll |
| Block |
N/A |
| Lock |
3d6 |
| Movement |
(see
other indicated method) |
| Push |
1d10+6 |
| Strike |
2d6+6 |
| Throw |
3d4+2
(special) |
| Vital
Area |
2d6+6 |
| Kick |
1d20 |
The
following table can be used as a quick reference as to the location of
a strike, or more advanced tables can be used!
Table
1.D, Martial Art Results!
| Attack
Roll |
Maneuver
Executed |
Damage |
| 1-2 |
Graze |
0 |
| 3-5 |
Low
kick |
1 |
| 6-8 |
Body
punch |
1 |
| 9-10 |
Side
kick |
2 |
| 11-12 |
High
kick |
2 |
| 13-14 |
Vitals
punch |
2 |
| 15-16 |
Vitals
kick |
3 |
| 17-18 |
Head
punch |
3 |
| 19-20 |
Head
kick |
4 |
Learning
Martial Arts!
Oriental
characters begin with basic martial art skills providing they have a master
to teach them. This allows a character to know the basics of that master's
style (# of Atks, AC, basic damage etc.). He/she does NOT gain the benefits
of special maneuvers or weapons that may be taught by the style. Any character
that doesn't start with a teacher must first find a master and then be excepted
as a student. Then by spending 1 weapon proficiency slot can learn the basics
of the art within a few months of training.
After
the basics have been learned the character doesn't need to be with the master
constantly, he or she is free to adventure. However they must practice the
style for at least one hour a day and must spend an average of six hours/
week working with the master. The character must spend a total of 24 hours/
month with the master. NOT fulfilling this disallows any addition of special
maneuvers and/or weapons skills.
Special
maneuvers and weapon skills "proficiencies" are purchased by using one weapon
proficiency slot per maneuver or weapon skill learned. This although assumes
the character has been practicing for these new benefits. Note: special
maneuvers must be learned in order of difficulty.
Specializing
In a Martial Art!
This
will cost a character one additional weapon proficiency slot, bonuses are
as follows:
+1
Atk/ round (but this benefit is only gained upon initial specialization,
never beyond! )
+1
bonus to all attack rolls while using a martial art
+1
bonus to all damage rolls when using the art
+1
chart bonus with the art (see below)
A
character who continues to dedicate weapon slots after initial specialization
receives the above bonuses in green, for each slot expended thereafter.
E.g.. A character who is specialized in Kung-Fu, decides to expend 3 additional
weapon slots towards specialization in his art. Thus receiving an additional
+3 bonus to all 3 of the green categories, for a grand total of +4 in all
categories.