Vocation Required: None, though previous experience as a warrior, priest, rogue, or psionist will not disqualify an individual from learning martial arts. Many previous vocational abilities may have to be repressed or unused once the path of a Monk is chosen.
Training/Service Time: 72 months (Path of Enlightenment), or 24 months (Martial Arts Talent); both required 12 months of practice.
Stat Requirements: D8+ Constitution, D8+ Wisdom, D6+ Luck, D6+ Dexterity
Alignment Requirements: Cannot possess a Chaotic Alignment (-10 or lower on the ethical scale)
Armor Restrictions: Cannot use Light, Medium, Heavy armor, or shields or helms; most monks do not wear armor at all.
Skills Required: None
Benefits Gained: +1 Hit Point, Meditation Skill at D4, Access to Martial Arts Training (see below)
Unlike the real world, Fantasy Martial Arts is not based on ancient historical lore but rather on current development. As such, it is more generalized and highly influenced by organizational instruction, geographical location, and philosophy for its variations and styles. This document is not intended to focus on real-world styles such as Kung Fu, Karate, or Judo but rather on styles created for the fantasy setting.
Overview: Depending on the form, Fantasy Martial Arts (FMA) involves performing technical and often explosive moves such as kicks, punches, and throws; some types use swords, bows, arrows, or other weapons. Practitioners boost strength, agility, balance, power, reflexes, flexibility, and cardiovascular endurance. Equally important as martial arts' fighting and technical aspects are the mental and spiritual components, which focus on improving mental endurance, resilience, and concentration. Controlling emotions and negative thinking and ultimately transcending the ego and its mental traps are all part of the path to enlightenment.
The objective of this section is not to define a given style with detailed aspects but rather to paint with broad strokes and deep colors. This section provides a framework for FMA, rules governing such combat, and how to incorporate magical and psionic abilities. FMA on its own does not give individuals superhuman powers or abilities, but it does offer advantages when properly studied and performed that mundane individuals rarely achieve. FMA is considered an advanced form of combat similar to wielding and mastering weapons, magic, or psionic ability. It can, and often is, a lifelong commitment for its practitioners. Although simplistic aspects can be learned quickly, true functionality takes a few years of study. Mastery of a given style often takes a lifetime. Like other life decisions, choosing the path of FMA requires sacrifices. These sacrifices often include but are not limited to, diligent practice, mediation, restricted diets, emotional conditioning, and philosophical commitment. Failure to adhere to these precepts stops advancement and if prolonged, starts the decline of previously mastered abilities.
To establish a simple organizational structure, FMA is broken down into four different aspects/philosophies: Offensive, Defensive, Balanced, and Spiritual. Characters should choose the philosophy that fits their playing style. This also determines the brotherhood/organization that embodies this philosophy. In a game world, there are multiple organizations for each category based on the GM’s desire and campaign setting.
Choose a Philosophy/Style: only one can be chosen, and once chosen, it cannot be changed – choose wisely. Once an overall philosophy has been determined, a style can be selected. Styles are varied, and far too many exist to list here. Some name their styles based on creatures, others based on natural forces, and still others are named after the masters who developed them. Styles provide access to strikes, defensive maneuvers, self-regulation, and meditative abilities. Players, with help from the GM, should outline a philosophy before choosing style-related abilities in the following lists. There are two ways to obtain abilities/skills for FMA: the Martial Arts Talent and Martial Arts Training (enhancement).
Balanced – These philosophies are less focused on offense or defenses, seeing the overuse of each aspect as a polarizing aspect that needs to be avoided. The balanced styles focus on reading opponents, adapting, and using the opponent’s weakness against them. Offense and defense are equally important, but the ability to assess not only your opponent but also your own limitations is of chief importance.
Defensive - philosophies often focus on self-preservation. Survival is the chief focus of these styles. Defensive styles deflect, redirect, and displace incoming force. They focus on avoiding contact and reducing the effects of strikes when contact is unavoidable. These philosophies focus on wearing out your enemy, measuring responses, reducing personal weak points, and methods of disengagement. Defensive styles lack powerful attack routines.
Offensive—Organizations with this philosophy, of which there are many, focus on attacking, inflecting damage, and striking weak points. The core mindset focuses upon a simple concept: Attack first, cause the most damage, and deprive your opponent of the opportunity to counterstrike. These styles are not structured for prolonged battles, personal energy conservation, or adaptation.
Spiritual—These philosophies focus less on combat and more on Self-Discipline and Meditation. The chief goal of this philosophy is enlightenment. On average, only 20% of the slots are placed in either offensive and/or defensive skills/abilities. Individuals who follow this style often take vows to avoid physical combat and are pacifists.
Game Mechanics: in game terms, individuals with the enhancement receive 4 slots (or 2 for the talent) in a given FMA style of their choice (they can choose abilities from the tables below; each tier of the ability consumes one slot). They can spend their slots in the areas supporting the philosophy that governs the chosen style. Simple abilities are considered first tier, while more powerful abilities can be tier 2, 3, and 4th tier. In order to be called a master in a given style, at least 2 tier-4 abilities must be possessed, requiring the character to purchase this enhancement at least twice.
Skill/Abilities Slot Allocations: Based on philosophy, it is recommended that at least 50% of the slots focus on a given area. (Example: An Offensive style should allocate 50% of its slots to offensive skills/abilities). Balanced philosophies should strive to have 25% slots in each category. Unarmed Combat skill is interchangeable with Hand-to-Hand combat (H-to-H) and is a standard skill available to all vocations.
A complete list of Techniques/Abilities is available for download in the Fantasy Martial Arts document (PDF).
Activation of Skills/Abilities: Unless otherwise stated, these FMA abilities must be enacted to function. This is a conscious effort for most of them, even though no roll is required. The martial artist can activate a single ability IN ADDITION to a standard action per combat round. Those individuals who possess the Combat Readiness ability can activate two abilities per combat round in addition to a standard action.
Optionally, the martial artist can give up a standard action and activate two or three with the Combat Readiness abilities per combat round.
Example: A martial artist with the Combat Readiness ability would be able to Activate, Enhance Strength, Redirect Attack, and initiate a Scissors Kick in the same combat round. Additionally, if attacked, he could redirect that attack, gaining a bonus attack in the same combat round based on his now-activated Redirect Attack ability.
FMA and Hand-to-Hand (H-to-H) Combat: FMA is primarily an empty-hand combat style that utilizes fists, kicks, and maneuvers. It is designed to function with no armor or, in rare cases, through Light Armor, Use defensive ability with light armor. FMA cannot function with armor heavier than leather. Unarmed Combat is the operative H-to-H combat skill and is treated like any other skill within the game system for advancement.
Monk Oaths & Vows: monks must have strong beliefs deeply rooted in personal vows and oaths. These self-imposed restrictions or life choices range from dietary restrictions to behavioral limitations. It is these Oaths and Vows that separate individuals with FMA abilities from those with elevated levels of unarmed combat skill. Monks have devoted their lives to the pursuit of all-consuming goals such as enlightenment. Each vow or oath taken grants the monk +1 additional slot per tier in FMA skill/ability slot of choice. These additional slots MUST be taken in the chosen philosophy type. Listed are some sample oaths and vows.