P.S. This is for a "home-grown" system so the mechanics are not equivalent to the standard AD&D system.
Reply-To: Modar
MARTIAL ARTIST
Monastic aesthetics who practice rigorous mental and physical
training and discipline in order to become a human fighting
machine.
Open Hand attacks are the strikes, and damage, that a M-A does
with bare hands and feet using a Martial Art. The M-A can Open
Hand attack more than one opponent at once, if desired, but all
targets must be within reach. One roll to hit & one roll to damage
is made and damage is evenly distributed amongst those hit. [For
example, if 3 people are hit by the M-A for a total of 6 points of
damage, then each person takes 2 points of damage.] The amount of
Open Hand damage the M-A can inflict is based on level:
The rate at which the M-A gains these martial abilities are shown
in the following chart:
NOTE: A * means the ability is a pre-requisite for 1 or more
higher level abilities. CAPITALIZED means the ability has 1 or
more prerequisites.
STR 15+ MUST BE HUMAN, ELF OR 1/2 ELF
1Q 13+
WIS 15+
CON 13+
DEX 15+
CHR any Can't wear armour; -3 to hit & -2 to damage with
COM any all but M-A weapons (-1/-1 if similiar).
SPD 15+
Move silently 15% at 1st level; +5% per level.
Level Ht Pts
----- ------
1 Standard
2+ 1d10
ABILITIES, MARTIAL--Many of the abilities that a M-A has are
martial abilities. To use a martial ability, or to make an Open
Hand attack, the M-A must utilize Chi points. Chi points are
internal energies the M-A can focus into martial activities
(similiar to a spellcaster focusing energies into spells). Each
martial ability has a level. The higher the level, the more Chi
points that are used up when that action is attempted. The cost
is 10 Chi points times the level of the ability. The Open Hand
attack is a martial ability that has no level. The cost to do
this activity is 1 Chi point per attack (per opponent). [If the
M-A strikes with an Open Hand attack at one opponent, the cost is
1 Chi point. If the attack is done against multiple opponents,
the cost is 1 Chi point per opponent being attacked, because that
is a more complex action.] The M-A begins with 100 Chi points as
1st level and gains (1d4+2) x 10 Chi points for each level
attained thereafter. Chi points are regained by resting at the
rate of 5 points per hour of rest.
L L L L L L L
1 1d6 5-6 2d8 11-12 4d6 15 4d8 18 7d6 21 9d6 24 2d30+10
2 2d4 7-8 3d6 13 3d10 16 6d6 19 6d8 22 10d6 25 15d6
3-4 2d6 9-10 3d8 14 5d6 17 5d8 20 8d6 23 11d6
Martial abilities which are gained as the M-A gains levels
(similiar to a mage aquiring spells). Some of these abilities
have pre-requisites and/or are pre-requisites themselves. The M-A
must have the pre-requisite ability for at least 1 experience
level before obtaining the higher level ability requiring the pre-
requisite. (i.e. A M-A must have Discipline I before obtaining the
Discipline II ability, but cannot obtain both Discipline I and II
at the same time.) A M-A may not change an ability once selected.
He may take a lower ability than one he is entitled to, in order
to build a set of abilities he likes (but never a higher ability
than he is entitled to). Many abilities require the M-A to
concentrate, meditate, or enter a trance to prepare for their use.
Ability Level
M-A's
Level 1 2 3 4 5 6 7
-------------------------------------------
1 | +1 | - | - | - | - | - | - |
-------------------------------------------
2 | +1 | - | - | - | - | - | - |
-------------------------------------------
3 | +1 | +1 | - | - | - | - | - |
--------------------------------------------
4 | +1 | +1 | - | - | - | - | - |
-------------------------------------------
5 | +1 | +1 | +1 | - | - | - | - |
-------------------------------------------
6 | +1 | +1 | +1 | - | - | - | - |
-------------------------------------------
7 | +1 | - | +1 | +1 | - | - | - |
-------------------------------------------
8 | - | +1 | +1 | +1 | - | - | - |
-------------------------------------------
9 | +1 | - | - | +1 | +1 | - | - |
-------------------------------------------
10 | - | +1 | +1 | - | +1 | - | - |
-------------------------------------------
11 | +1 | - | - | - | +1 | +1 | - |
-------------------------------------------
12 | - | +1 | - | +1 | - | +1 | - |
-------------------------------------------
13 | +1 | - | +1 | - | +1 | - | - |
-------------------------------------------
14 | - | +1 | - | +1 | - | +1 | - |
-------------------------------------------
15 | +1 | - | +1 | - | - | +1 | - |
-------------------------------------------
16 | +1 | +1 | - | +1 | - | - | - |
-------------------------------------------
17 | +1 | - | +1 | - | +1 | - | - |
-------------------------------------------
18 | - | +1 | - | +1 | - | +1 | - |
-------------------------------------------
19 | +1 | - | +1 | - | +1 | - | - |
-------------------------------------------
20 | - | +1 | - | +1 | - | +1 | - |
-------------------------------------------
21 | - | - | +1 | +1 | +1 | - | - |
-------------------------------------------
22 | - | - | +1 | - | +1 | +1 | - |
-------------------------------------------
23 | - | - | +1 | - | +1 | +1 | - |
-------------------------------------------
24 | - | - | +1 | - | +1 | +1 | - |
-------------------------------------------
25 | - | - | - | - | - | - | +1 |
-------------------------------------------
The list of abilities that the M-A can gain are as follows:
Level 1
-------
*Break Boards
*Cat's Ears
*Cat's Nose
*Cat's Walk
*Deflection I
*Detect Illusion
*Discipline I
*Eat Pine Cones
*Flying Kick
Protect/Sleep
*Walk On Fire
*Withstand Exposure
*Withstand Pain
*Zen Bowmanship
Level 2
-------
*BREAK TIMBERS
*Cat's Eyes
*CURE OWN WOUNDS
*DEFLECTION II
*DISCIPLINE II
Esp
PYROGENESIS
Rope Trick
*SELF-CONTROL
Throwing
*ZEN BOWMANSHIP II
Level 3
-------
Arm Breaking
*BREAK BRICKS
*Cat's Paws
*Cat's Sleep
*Clairaudience
*Commune/Animals
*Consult I Ching
CURE OWN DISEASE
*DEFLECTION III
*DISCIPLINE III
*FLOATING JUMP
KYUJUTSU
*NEUTRALIZE POISON (SELF)
Telekinesis
Level 4
-------
*BREAK STONES
CLAIRVOYANCE
*COMMUNE/PLANTS
*CURE OWN SERIOUS WOUNDS
*DEFLECTION IV
*DISCIPLINE IV
*LEVITATE
NINJUTSU
*SPINE KICK
Level 5
-------
Astral Projection
*BREAK NORMAL WALLS
*COMMUNE/OBJECTS
*DEFLECTION V
*DISCIPLINE V
FLY
*HEAD KICK
MIND BLANK
*REGENERATE FLESH
*SACCHI-JITSU
Teleportation
Level 6
-------
Attract Disciple
BREAK THICK WALLS
COMMUNE/UNIVERSE
CONTROL BODY CHEMISTRY
DEFLECTION VI
DISCIPLINE VI
Freeze Time
KILLING KICK
REGENERATE NERVE
Level 7
-------
Be In Two Places...
An explanation of each of these abilities follows:
Level 1
-------
BREAK BOARDS: Pre-requisite for all higher Breaking abilities. The
M-A must concentrate for 1 minute, after which he can break boards
up to 1 inch thick with bare hand/foot. Usable against light doors
& other thin wood structures. Usable with no prep-aration against
wood-hafted weapons. (+1 to hit vs armour class)
CAT'S EARS: Pre-requisite for Ninjutsu. Adds 10% to Hear Noise,
when activated.
CAT'S NOSE: Pre-requisite for Ninjutsu. Allows detection/analyse
of scents, when activated. The chance of correct assessment is
15% + 5% per level after first level.
CAT'S WALK: Pre-requisite for Ninjutsu. Allows a +15% to walk
silent, when activated.
DEFLECTION I: Pre-requisite for all higher Deflection abilities.
Increases M-A's a/c vs missles by 1 and allows 15% chance to de-
flect 1 missle up to 60 degrees from path (It may hit elsewhere).
DETECT ILLUSION: Pre-requisite for Self-Control and Mind Blank.
Allows M-A to detect illusions automatically, and adds 15% chance
to saving throws vs other forms of illusion such as Charm Person,
when activated. Last for 10 rounds.
DISCIPLINE I: Pre-requisite for all higher Discipline abilities.
Allows the M-A a parry vs melee weapons, increases a/c by 1.
EAT PINE CONES: Pre-requisite for Neutralize Poison (Self) and
Control Body Chemistry. Allows M-A to eat/digest any organic
material, but does not protect against poison. Must meditate for
1 hour afterwards.
FLYING KICK: Pre-requisite for Floating Jump,Fly,Spine Kick,Head
Kick,and Killing Kick. A long jump followed by kick to body of op-
ponent. Up to 10' from standing start; 20' if get 20' run first.
Roll to hit. 1 on 1d20 misses completely (roll on crit to self
impact chart). 2-3 misses completely and lands on arse. 4-10
misses but lands on feet. 11-20 hits opponent. Then roll for dam-
age (Open-Hand). Any creature man-size or less is knocked down.
PROTECTION FROM SLEEP: Allows the M-A to do without sleep for 24
hours + 24 hrs/level at no loss to efficiency. Also allows 100%
immunity from Sleep spell. When ability runs out, the M-A cannot
use the ability for a time equal to the time he went without sleep
and he must get 1 hour of sleep per 4 hours he stayed awake.
Cost is 10 Chi points per 24 hours period.
WALK ON FIRE: Pre-requisite for Pyrogenesis. Allows M-A to touch
fire, hold hot objects, and even penetrate Walls of Fire without
harm. The M-A must enter a trance for 1 minute (While in trance
[only] he is also immune to fireballs) At other times fire based
attacks are -1 on hit and damage (per die) against him. Lasts for
10 rounds.
WITHSTAND EXPOSURE: Pre-requisite for Control Body Chemistry.
Allows M-A to ignore cold down to 30 degrees F, +5 degree/level,
when activated. Lasts for 2 hours.
WITHSTAND PAIN: Pre-requisite for Cure Own Wounds,Cure Owe Disease
Cure Own Serious Wounds,Regenerate Flesh and Regenerate Nerve. The
M-A must meditate for 10 minutes after which he can ignore pain
for 1 hour/level. Cost is 10 Chi points per use (not hour).
ZEN BOWMANSHIP: Allows M-A to use a bow with no penalty on weapon
use, when activated. Pre-requisite for Zen Bowmanship II.
Lasts for 2 hours.
Level 2
--------
BREAK TIMBERS: Requires Break Boards; Pre-requisite for higher
Breaking abilities. Can break pieces of timber up to 3" thick
after concentrating 1 minute/inch. Also usable against plaster
walls and normal doors. (+2 to hit vs armour class).
CAT'S EYES: Pre-requisite for Ninjutsu. Allows character to see
normally up to 120' even in utter darkness, when in effect. Lasts
for 10 rounds.
CURE OWN WOUNDS: Requires Withstand Pain; Pre-requisite for Cure
Own Disease, Cure Own Serious Wounds, Regenerate Flesh, and
Regenerate Nerve. M-A goes into trance and heals self; time
required is 10 minutes per hit point restored. Cost is 20 points
per time ability is used (not number of minutes or hit points).
DEFLECTION II: Requires Deflection I; Pre-requisite for higher
Deflections. Betters a/c vs missles by 2; allows 30% chance of
deflecting 1 missle up to 70 degrees.
DISCIPLINE II: Requires Discipline I; Pre-requisite for higher
Disciplines. Betters a/c in melee by 2.
E.S.P.: Requires the M-A to enter trance, during which he can
pick up surface thoughts and emotions from a single subject.
Lasts for up to 10 rounds.
PYROGENESIS: Requires Walk on Fire. M-A can start small fires by
concentrating. Range 100' on paper,straw & other easily lit stuff.
Cost is 20 points per time used.
ROPE TRICK: M-A goes into trance and compels a rope to rise in air
and become taunt. Can do 10' rope/level. Can climb rope himself
and/or others. Lasts until commanded by M-A to undo (30 min max).
SELF-CONTROL: Requires Detect Illusion; Pre-requisite for Mind
Blank. Allows a +10% addition to save vs Charm and Hold based
spells, while in effect. Lasts for 10 rounds.
THROWING: Allows M-A to throw one opponent (man-sized or smaller)
on a roll of 12+ on 1d20. Opponent gets a save. If successful, he
take 1d3 of damage and is laying on the ground. If unsuccessful
he takes 1d6 of damage and is laying on the ground stunned for 2
rounds. [If character fails to make throw, he is holding onto the
opponent, upclose and personnal.]
ZEN BOWMANSHIP II: Requires Zen Bowmanship I. Allow the character
to be +1 to hit with bow, when in effect. Lasts for 10 rounds.
Level 3
--------
ARM BREAKING: M-A can break a man-sized (or less) opponent's arm
or leg on a roll of 11+ on 1d20. Damage to the opponent's hit
points is equal to the character's open-hand damage. Modifiers
apply for armour class. [If character fails to break opponent's
limb, he is holding the opponent, upclose and personnal.]
BREAK BRICKS: Require lower Breakings; Pre-requisite for higher
Breaking abilities. Can shatter bricks after concentrating 1 1/2
minutes per inch of thickness. Can break through dungeon doors and
wood-frame exterior walls.
CAT'S PAWS: Pre-requisite for Ninjutsu. Allows the character an
additional 10% added to climbing ability, when in effect. If the
total is still below 75%, will boost it to 75%. Lasts for 15
rounds.
CAT'S SLEEP: Pre-requisite for Ninjutsu. Allows character to sleep
lightly (no matter how tired they are) and makes them difficult to
surprise. This sleep is only 1/2 restful as normal. Lasts up to
12 hours.
CLAIRAUDIENCE: Pre-requisite for Clairvoyance. Allows the
character to enter a trance & duplicates the mage's clairaudience
spell (but this not blocked by lead). Lasts 10 rounds.
COMMUNE WITH ANIMALS: Pre-requisite for higher Commune abilities.
The character enters a trance and becomes able to communicates
with any warm blooded creature. This ability does not, however,
automatically make the animal friendly or be able to talk smart.
Lasts for 10 rounds.
CONSULT I CHING: Pre-requisite for Commune with Universe.
Character may use this ability to use the mystic yarrow sticks to
ask questions of the essence of the world. Up to three questions
can be asked. The answers are usually in an oriental philosphy
mode. This may be used only once per day. Yarrow sticks cost
30gp per set.
CURE OWN DISEASE: Requires Withstand Pain and Cure Own Wounds. M-A
may cure any disease he gets. Trance 1 hr/level of disease.
DEFLECTION III: Requires lower Deflections; Pre-requisite for all
higher Deflections. Improves a/c vs missles by 3 Allows a 45%
chance to deflect one missle up to 80 degrees.
DISCIPLINE III: Requires lower Disciplines; Pre-requisite for all
higher Disciplines. Improves melee a/c by 3.
FLOATING JUMP: Requires Flying Kick; Pre-requisite for Levitate &
Fly. Can jump up to 30' horizontally from a standing position OR
up to 50' horizontally with a 20'+ running start. (The 50' begins
at the end of the running start.) This action may end with a
Flying Kick if desired.
NEUTRALIZE POISON (SELF): Requires Eat Pine Cones. Pre-requisite
for Control Body Chemistry. Can neutralize organic poisons by
spending 10 minutes/level of poison in trance. If poison starts to
take effect before M-A enters trance, time needed is doubled.
TELEKENISIS: M-A enters trance and is able to move objects at
walking speed. Limit is 1 kg/level. Lasts for 10 rounds.
Level 4
-------
BREAK STONES: Requires all lower Breaking abilities; Pre-requisite
for higher breaking abilities. Can break stones up to 6" thick af-
ter concentrating for 2 minutes per inch of thickness. Ordinary
brick walls and heavy wood beams may also be broken.
CLAIRVOYANCE: Requires Clairaudience. M-A enters trance and can
duplicate the mage's clairvoyance spell but this is not blocked by
lead.
COMMUNE WITH PLANTS: Requires Commune/Animals; Pre-requisite for
higher Commune abilities. M-A enters trance & can talk with plants
and cold-blooded animals.
CURE OWN SERIOUS WOUNDS: Requires Withstand Pain and Cure Own
Wounds; Pre-requisite for Regenerate Flesh and Nerve. M-A goes
into trance and heals self--3 pts per 10 minutes in trance.
DEFLECTION IV: Requires lower Deflections; Pre-requisite for
higher Deflections. A/C vs missles better by 4. Allows M-A a
DISCIPLINE IV: Requires lower Disciplines; Pre-requisite for
higher Disciplines. A/C in melee is better by 4.
60% chance of deflecting one missle up to 85 degrees.
LEVITATION: Requires Flying Kick and Floating Jump; Pre-requisite
for Fly. Allows character to levitate self (only). Requires 1
minute of meditation and must meditate while levitated. Must begin
in the lotus position.
NINJUTSU: Requires ALL Cat's Senses. Allows M-A to hide almost
anywhere, even in plain sight. He knows how to hide in shadows,
and even how to stand so still in plain sight that he is unno-
ticed. Includes knowledge of entering and leaving a place unseen,
of holding oneself motionless without moving, etc.
SPINE KICK: Requires Flying Kick; Pre-requisite for Head Kick &
Killing Kick. 1 on 1d20 misses completely (roll on crit to self
impact chart). 2-3 misses completely and lands on arse. 4-10
misses but lands on feet. 11-20 hits opponent. Roll Open Hand
damage and if 11+ pts of damage, there is 25% chance of victim
becoming paralysed (temporarily or permanent).
Level 5
-------
ASTRAL PROJECTION: Allows M-A to enter trance and travel on the
astral planes. Lasts 1 hour/level.
BREAK NORMAL WALLS: Requires lower Break abilities; Pre-requisite
for Break Thick Walls. Can break hole through a brick or stone
wall up to 12" thick; must concentrate 1 1/2 minutes per inch of
thickness before doing.
COMMUNE WITH INANIMATE OBJECTS: Requires Commune/Animals & Plants.
Enter trance and may "ask" questions of inanimate objects. Answers
will not/cannot exceed 3 words. Max of 7 questions.
DEFLECTION V: Requires lower Deflections; Pre-requisite for next
Deflection. Improves A/C vs missles by 5 and allows 75% chance to
deflect 1 missle up to 90 degrees.
DISCIPLINE V: Requires lower Disciplines; Pre-requisite for next
Discipline. Improves A/C in melee by 5.
FLY: Requires Flying Kick, Floating Jump, and Levitate. M-A seats
himself in lotus position, meditates, and remains concentrating
while he flies. (Not as versitile as the magical spell.)
HEAD KICK: Requires Flying Kick, Spine Kick ; Pre-requisite for
Killing Kick. 1 on 1d20 misses completely (roll on crit to self
impact chart). 2-3 misses completely and lands on arse. 4-10
misses but lands on feet. 11-19 hits opponent. 20 hits opponent
and does 3x damage plus there is a 25% chance of 1 of following
(1d8 roll): 1-Break opponent's jaw 2-Blinds one eye 3-Dislocates
spine 4-Breaks nose 5-8 unconsious.
MIND BLANK: Requires Detect Ilusion & Self Control. Allows M-A to
enter a trance and avoid detection by any magical means and/or
from other planes. After 2 hours, however, his mind begins to go
blank at the rate of 1 IQ point/hour over the original 2 hours. If
IQ reaches 0 he is a permanent vegtable; otherwise it is recovered
at the rate of 1 point per week.
REGENERATE FLESH (AND BONE): Requires Withstand Pain, Cure Own
Wounds, and Cure Own Serious Wounds. Pre-requisite for Regenerate
Nerve. Does as it says, will restore even a limb (though this may
take months), but cannot regenerate the nerves.
TELEPORTATION:
Similiar to magic spell of same name, but must enter a trance 1
minute before teleporting. Self only and the character is
exhausted afterward.
Level 6
--------
ATTRACT DISCIPLE: Allows M-A to attract either a level 1 M-A for
teaching (01-75) or other follower (76-00). Disciples will be
loyal unless treated grossly unfair. They get full experience, but
will voluntarily turn over all valuables they find to their
mentor. M-A must spend at least 1 week in 10 instructing his
disciple. Only 1 disciple at a time is allowed.
BREAK THICK WALLS: Requires all lower breaking abilities. Can
knock a hole in a wall up to 3' thick, but requires 15 minutes of
preparation first.
COMMUNE WITH UNIVERSE: Require lower Commune abilities and Consult
I Ching. M-A goes into trance lasting 1 day and may ask 3
questions of the referee.
CONTROL BODY CHEMISTRY: Requires Eat Pine Cones, Withstand
Exposure & Neutralize Poison (Self). M-A can control his
metabolism. He can neutralize all poisons, counter the effects of
drugs and speed/slow his body processes.
DEFLECTION VI: Requires all lower Deflections. Improves A/C vs
missiles by 6 and allows a 90% chance to deflect 1 missle up to
95 degrees.
DISCIPLINE VI: Requires all lower Disciplines. Improves melee
A/C by 6.
FREEZE TIME: Can speed up thought process to think out a
complicated line of thought, plan a maneuvar, etc. (This speeds up
only thought, not the character's body.)
KILLING KICK: Requires Flying, Spine & Head Kick. 1 on 1d20 misses
completely (roll on crit to self impact chart). 2-3 misses
completely and lands on arse. 4-8 misses but lands on feet. 9-16
does 6d6 damage. 17+ kills. This kick is tremendously exertive and
M-A can do nothing for 2 minutes afterward.
REGENERATE NERVE: Requires Withstand Pain, Cure Own Wounds, Cure
Own Serious Wounds, and Regenerate Flesh (and Bone). Does as its
name implies, regenerates nerves.
Level 7
-------
BE IN TWO PLACES SIMULTANEOUSLY: Allows the M-A to become 2 M-A,
each having the original's full capabilities. They can be up to
10'/level of the M-A apart. (They do not have to be in sight of
each other.) Each knows all that happens to the other. Only 1
total of hit points is kept, and if either "copy" is killed, the
M-A is dead. For each 30 seconds he was doubled, the M-A must
spend 2 minutes afterward recovering. Last up to 1 hour.
MARTIAL ARTIST WEAPONRY
The Martial Artist knows 5 weapon skills at 1st level. If the school a
martial artist went to has a specialty, those must be chosen first.
Hand Weapons S-M L Wt Cost (gp)
Bo 1-6 1-6 3.0 25
Gunsen (Tessen) 1-5 1-4 0.5 20
Jitte 1-4 1-6 3.0 40
Jo 1-4 1-4 2.0 15
Kama 1-6 1-6 2.0 65
Kiseru 2-7 2-4 3.5 30
Konsaibo (18+ STR required) 3-8 3-12 20.0 80
Manrikigusari 1-10 1-10 0.6/ft 15/ft
Masakari (2-handed weapon) 1-10 1-10 7.5 85
Nun-chaku 1-6 1-8 2.0 40
Ono 1-8 1-8 5.0 70
Sai 1-4 1-6 3.0 45
Tekagi, 1 pr (Nekode)(Shuko) 1-4 1-6 0.2 50
Tetsu-bishi, 10 (Caltrops) 1-2 1-2 --- 1
Tonfa 1-6 1-6 2.5 20
Vajra (Yawara) 1-2 1-2 1.0 15
Yari-naga 1-6 1-6 2.0 40
Missile Weapons S-M L Wt Cost (gp)
Shuriken 1-4 1-4 0.2 10
Polearm Weapons S-M L Wt Cost (gp)
Bishamon-yari 1-10 1-10 7.5 65
Fumata-yari 1-6 1-10 6.0 55
Magari-yari 1-10 1-8 7.0 60
Mojiri 1-6 1-6 6.0 45
Nagamaki 1-6 1-8 5.0 55
Naginata (Bisento) 1-8 1-12 7.0 55
Sasumata (Military Fork) 1-6 2-8 5.0 50
Sodegarami 1-8 1-8 5.0 60
Yari 1-6 1-10 4.0 50
MARTIAL ARTIST SCHOOLS
School Name Specialties Dice Roll
Ryu Aki Fight in self defense only. 01
Ryu Daito Gunsen 02-09
Ryu Itto Sword (see following) 10
Ryu Juki Kama & Vajra 11-18
Ryu Kage Tekage & Testsu-bishi 19-26
Ryu Kito Tonfa 27-34
Ryu Kobo Swimming 35-42
Ryu Kukishin Bo 43-50
Ryu Masaki Nun-chaku & Manrikigusari 51-58
Ryu Nihon Archery 59
Ryu Shin-no Shuriken 60-67
Ryu Sinanju Open Hand (see following) 68
Ryu So-hei Warrior Clerics (see following) 69
Ryu Tendo Polearms 70-76
Ryu Tenjin Ono & Masakari 77-84
Ryu Tokugawa Sai & Jitte 85-92
Ryu Yoshin Kiseru & Konsaibo 93-00
MARTIAL ARTIST SCHOOL SPECIAL INFO
Ryu Itto:
This school specializes in teaching sword skills. Only if a
martial artist comes from this school may he know the use of a
sword. There are five types of swords the school teaches with.
While possible to learn them all, usually a martial artist is
familiar with only one. The swords are:
Weapon S-M L Wt Cost
Katana 1-8 1-12 3.0 160
Sang Kauw (Parrying Sword) 1-6 1-6 3.0 95
Sword, Seagull 1-8 1-10 8.0 95
Sword, Short 1-6 1-8 3.5 60
Sword, Broad 1-edged 1-8 1-12 7.0 80
Ryu Sinanju:
This school specializes in Open Hand Damage. This specialty is to
such a degree that martial artists from this school may not use
weapons (unless granted by one of their abilities, such as with
Zen Bowmanship). Martial Artists from this school excel at open
hand damage, and therefore do more open hand damage than other
martial artists. The Ryu Sinanju damage chart for open hand is:
Level Damage Level Damage Level Damage
1 2d6 2 2d8 3 3d6
4 3d8 5 4d6 6 3d10
7 5d6 8 4d8 9 6d6
10 5d8 11 7d6 12 6d8
13+ 8d6
Ryu So-hei:
This school specializes in Warrior Clerics. A martial artist from
this school has the ability to gain and cast clerical spells, as
well as have the "normal" abilities of a martial artist. The
martial artist starts out with 1d10 x 10 spell points and 1 spell.
For each level the martial artist attains, he recieves 1d6 x 10
more spell points and 1 additional spell.
***
Well, that's it. (For now) Modar