Article 29852 of rec.games.frp: Path: teetot.acusd.edu!ucsd!dog.ee.lbl.gov!csam.lbl.gov!agate!spool.mu.edu!munnari.oz.au!metro!grivel!gara!anaylor From: [a--y--r] at [gara.une.oz.au] (Adam Naylor) Newsgroups: rec.games.frp Subject: Dragonquest-Martial Arts Message-ID: <[1--0--6] at [gara.une.oz.au]> Date: 17 Nov 91 01:41:09 GMT Organization: University of New England, Armidale, Australia Lines: 108 Okay I have had enough requests to waste my time typing this (Well actually 2, which is flattering enough for me) This is essentially an adaption of E.Gary Gygax's "Oriental Adventures" , published by TSR in 1985 . To understand this adaption a copy will be needed (sorry but there is an awful amount of text involved) . Essentialy this is what martial arts does . Increases a characters defence , Increases damage as he/she progresses in rank, adds 'special manuevers' and gives a higher number of attacks . The base strike chance of martial arts is 3 x Mod Agility and the base damage modifier is -4 . Defence : Martial arts will increase a characters defence due to the fact that alot of martial arts is learing to avoid being hit . To find out the defence modifier of the style, subtract the AD&D armour class from 10 . Then multiply this by the characters rank . This defence bonus is halved when fighting with weapons not associated with the style . EG Karate in the 'Oriental Adventures' has an Armour Class of 8 . This subtracted from 10 gives 2 . Tim the rank 5 martial artist is karate has a 10% bonus to his defence when using martial arts, or a 5% bonus to his defence in normal melee (or any) combat . Damage : The base damage modifier for martial arts is the same as it is for unarmed combat, -4 . However (depending on the style) this will increase as the character becomes more proficient . To find out when a characters 'damage' increase, subtract the maximum amount of damage (in AD&D) terms from 11 . The result is the rank where the damage a charcter can inflict starts to increase . EG Karate does (AD&D) 1d6 points of damage . 11 - 6 = 5 . When a character adavances to rank 5 in karate, for that rank, and every rank increase after that, the characters damage modifier will increase by one . Tim the karate character who is rank 5 has a damage modifier of - 3 . When he is rank 6 his damage modifier will be - 2 , and so forth up to rank 10 when his damage modifier is equal to + 2 . EG (2) Tae Kwon Doe does 1d8 points of damage . 11 - 8 = 3 . When a Tae Kwon Doe martial artist reaches rank 3, his damage modifier increases by 1 . Thus at rank 10, his damage modifier is equal to + 4 . Attacks : Convert the number of attacks per round to the number of attacks per pulse the character can make without any penaly . EG Karate does 3 attacks per pulse . In AD&D karate does 3 attacks per round . Principal Attack : The character can only attack if the principal body part listed is free to move . If hindered but capalble of some movement, reduce the no of attacks/pulse divided by 2 . Also give a - 20% chance to SC . EG a karate dude needs his hands free to attack . If one of his hands happens to be hindered (lets say it just got severed) then he could attack (but 'hindered' as above) . If his hands were in manacles then he could not attack period . Okay now comes the fun part, the special manuevers . Special manuevers are difficult to learn an master . Consequently the character can only start to learn special manuevers at rank [10 - Number of special manuevers] . When he (or her) reaches the rank where special manuevers are to be gained, he will gain one of the special manuevers listed for that style . The next rank a new special manuever will be learned and so forth until they are all learned (by rank 10) . However take it as a general rule that special manuevers cannot be learned until at least rank 3 . The special manuevers are to be gained in order (as per oriental adventures) . EG Karate (Again) has a total of 6 special manuevers . 10 - 6 = 4 . oops here we have an error !!!! . From no on special maanuevers are gained at [11 - Number of special manuevers] . There thats better . Karate has 6 SM's . 11 - 6 = 5 . At rank 5 the first special manuever will be gained . At rank 6 the second SM will be gained and so forth until thier all gained (At rank 10) Oh yeah, this is opptional, but in regards to stunning opponents assume the damage modifier was doubled . ie Tim does - 3 damage at rank 5 . When in combat in reguards to stunning he has a damage modifier of (-3/2) - 1 . Sur the rank 10 tae kwon doist has a normal modifier of + 4 . In reguards to stunning its + 8 . Will thats about it . I think . Experience Cost : The same as astrologer (If if the GM wishes the same as spy) . Each style must be bought seperatly . ie If Tim wishes to learn Tae Kwon Do he must gain rank 0 in tae kwon do and so forth . However if a martial artist has a style of a greater rank than another style, experience costs to progress in the lower ranked style are halved until the same rank is reached . Sue wishes to learn karate . Her cost to progree ranks is halved until rank 10 (cause she is a rank 10 tae kwon do person) . If a character has an agility or willpower (or both) of less than 15 . Then the experience cost to progree ranks is increased by 10% . (20% if both less than 15) . If their agility or willpower is greater than 22, then their cost to progress ranks is decreased by 10% (or 20% if both over 22) . I know this is vindictive against dwarves (cause of their low agility) but when was the last time you saw a dwarven black belt (Okay,Okay Puck from marvel comics alpha flight is an exception) . Any problems just mail me . Edmund PS I would like peoples comments on this honestly, and you wont get an ear in the mail if you do )