Martial Arts Descriptions

Note the numbers by each maneuver refer to the table at the bottom of this page, taken from Oriental Adventures.

Principal Methods 

Kick 

Lock 

Locking is the art of gripping an opponent in such a way that prevents him from acting—twisting an arm so the joint is locked, applying pressure to choke off breathing and blood flow, etc. 

Movement 

This method relies on the training of the character in the control and positioning of his own body—his posture, stance, and reflexes. From it students learn the importance of speed, sudden changes of direction, and footwork. It is seldom very offensive, but when combined with other styles creates a dangerous and deadly fighter. 

Push 

Pushing is a soft form of combat, primarily protective in nature. It relies on the character's understanding of the forces of motion. The opponent's own force is turned against him, deflecting his attack, throwing him offbalance, or knocking him backward with a single touch. Learning this art takes great mental discipline but does not require great strength.

Strike 

Throw 

Vital Area 

This method is much like strike or kick in that it relies on the blow for effect. However, the strength of the blow is not nearly as important as where it is delivered. The vital area method teaches the character where and how to strike at the weak spot on his opponent's body—the throat, the ears, the foot, nerve points, and other places. Because the training requires a knowledge of anatomy, the special maneuvers listed can only be used against human and humanoid opponents. 

 Weapon 

The martial arts often include training in a number of standard and unusual weapons. The training with standard weapons is very much like that which other warriors receive and is covered elsewhere in these rules. However, there are several weapons unique to the martial arts—weapons that cannot be used effectively without training in the moves and positions associated with the martial arts. The maneuvers given below can only be applied when using those weapons that are noted as being exclusive to practitioners of the martial arts. 

Mental and Physical Training 

These maneuvers are gained by the character in the course of training and reflect his superb control over mind and body. They do not belong to the categories of principal methods as they can be learned by practitioners of any method or style. 

Stunning and Incapacitating 

In addition to the basic abilities and the special maneuvers associated with a martial arts style, all styles have a chance of stunning or incapacitating a man-sized opponent. Whenever the martial arts fighter rolls an unmodified 20 on his to hit roll, the victim must make a saving throw vs. paralyzation. If the saving throw is successful, the victim is not stunned or incapacitated (although he does take normal damage from the attack). If the saving throw is failed, the victim is either incapacitated or stunned. Compare the hit dice or level of the victim to the die roll. If the number rolled is less than the hit dice or level of the target, the victim is stunned for 1 d6 melee rounds. If the number is greater than this, the victim is incapacitated for 1-3 hours. 

A character attacks a lizard man with martial arts and scores a 20. A saving throw roll is made and 2 is rolled on the die. This is equal to the 2 + 1 dice of the lizard man, so it is stunned for 1d6 rounds. If the die roll had been 6, the creature would have been incapacitated for 1-3 hours. Creatures with a + 4 or greater on their hit dice are treated as having one extra die for this calculation.