DI #5 (Late March 1995)


  1. Introduction: Hello again, everyone
  2. Mythus Notice: WWW Pages
  3. Criminals Beware: City Guards Stats
  4. Fruits of Our Labor: Creating Quality for Normal Items
  5. Expanded Quality Rules for Weapons and Armour
  6. Better Martial Arts Rules
  7. Introduction to My World: Tora, on the world Merrh
  8. Finis: Notes from Hawkeye


Well, everyone, welcome back! Hopefully this time we won't have so long a wait for each one...
I would like to request something from everyone who reads this: give me some feedback! This I would almost rather have than new submissions. No, check that. I want submissions, too. But, I realize that most people don't have a lot of time on their hands (neither do I!). I think that a simple reply with a comment or two is possible for most of us... :)

WWW Pages

It has come to my attention, and have been posted on the list that there are a few Mythus WWW Pages that are out there. The four that I know about are:

I have checked them all out, and they are all useful. I like Mike Phillips', just because he turned this document into a better-looking Hypertext version. I suppose (hope) eventually that version will get copied to the other pages...

City Guard

In my opinion, cities are the life of every world (well, okay, there has to be exceptions somewhere...). And, of course, you can't really just let your HP's run wild--the cities need policing. So, from Lucifer, here are some nicely done samples of such. If you don't like the whole thing, at least these stats will give you a great place to start...

Rodney Morris (Lucifer) <Noctifer@aol.comgt;

When the HPs decided to go to Waterdeep, from the Moonshae Isles, I decided that I'd better start with the local authorities. For those unfamiliar with the Forgotten Realms setting, Waterdeep is the 'big city' of the Realms. The City Watch is like the local police and the City Guard are the _highly_ trained soldiers.

Waterdhavian City Watch

Standard Watchman
        SEC: 1-6   Joss: 1d6 - 3  Move (yds/BT): 80  Heka: Nil

M: 60, EL: 48           P: 80, WL: 60, CL: 72   S: 60, EL: 48
MM: 30     MR: 30       PM: 40     PN: 40       SM: 30     SP: 30
MMCap: 12  MRCap: 11    PMCap: 14  PNCap: 14    SMCap: 12  SPCap: 12
MMPow: 9   MRPow: 10    PMPow: 14  PNPow: 14    SMPow: 9   SPPow: 9
MMSpd: 9   MRSpd: 9     PMSpd: 12  PNSpd: 12    SMSpd: 9   SPSpd: 9

K/S Areas                             STEEP
Combat, Hand Weapons                    40
        S: Short Sword
        S: Dagger
        S: Club
Police Work                             40
Combat, Hand-to-Hand, Brawling          26

Weapons      WP  SF Type Amt Bonus  BAC  Con   Dur
(Bludgeon)   5   3   B   1D6  +2     45   W   10/20
Dagger       5   2   P   2D6  +2     45   M   5/20
Sword,Short  6   3   P   3D6  +2     46   M   5/20

Armor Type      Avg Pierce Cut Blunt Fire Chem Stun  SFP
Armor    Ultra  10    7    14    12    8   11   10    1
& Helmet Super  10    7    14    12    8   11   10    1
         Vital  3     2    2     2     5    5   2     1
         Non    3     2    2     2     5    5   2     1

Armar (Sergeant)
        SEC: 1-6  Joss: 1d6 - 3   Move (yds/BT): 90  Heka: Nil

M: 66, EL: 52           P: 90, WL: 67, CL: 81   S: 60, EL: 48
MM: 33     MR: 33       PM: 45     PN: 45       SM: 30     SP: 30
MMCap: 12  MRCap: 11    PMCap: 15  PNCap: 15    SMCap: 12  SPCap: 12
MMPow: 10  MRPow: 11    PMPow: 15  PNPow: 15    SMPow: 9   SPPow: 9
MMSpd: 11  MRSpd: 11    PMSpd: 15  PNSpd: 15    SMSpd: 9   SPSpd: 9

K/S Areas                             STEEP
Combat, Hand Weapons                    50
        S: Short Sword
        S: Dagger
        S: Club
Police Work                             50
Combat, Hand-to-Hand, Brawling          30

Weapons     WP SF Type Amt Bonus  BAC  Con    Dur
(Bludgeon)   5   3  B   1D6   +5   55    W    10/20
Dagger       5   2  P   2D6   +5   55    M     5/20
Sword,Short  6   3  P   3D6   +5   56    M     5/20

Armor Type      Avg Pierce Cut Blunt Fire Chem Stun  SFP
Armor,   Ultra  16    15   32    17    9   10   18    4
Camail & Super  14    12   27    15    6    9   15
Helmet   Vital  6     7    15    5     3    3    7
         Non    9     10   20    7     6    4   10

Civilar (Captain or Lieutenant)
        SEC: 1-7  Joss: 1d6 - 2  Move (yds/BT): 100  Heka: Nil

M: 70, EL: 56           P: 100, WL: 75, CL: 90  S: 60, EL: 48
MM: 35     MR: 35       PM: 50     PN: 50       SM: 30     SP: 30
MMCap: 12  MRCap: 12    PMCap: 17  PNCap: 17    SMCap: 12  SPCap: 12
MMPow: 11  MRPow: 11    PMPow: 16  PNPow: 16    SMPow: 9   SPPow: 9
MMSpd: 12  MRSpd: 12    PMSpd: 17  PNSpd: 17    SMSpd: 9   SPSpd: 9

K/S Areas                             STEEP
Combat, Hand Weapons                    60
        S: Short Sword
        S: Dagger
        S: Club
Police Work                             65
Combat, Hand-to-Hand, Brawling          40

Weapons     WP SF Type Amt Bonus  BAC  Con   Dur
(Bludgeon)  5   3   B  1D6   +8   65    W   10/20
Dagger      5   2   P  2D6   +8   65    M    5/20
Sword,Short 6   3   P  3D6   +8   66    M    5/20

Armor Type              Avg  Pierce  Cut  Blunt  Fire  Chem  Stun  SFP
Chain Armor,     Ultra   31    25     47    32    24    25    38    5
Camail, breast   Super   29    22     42    30    21    24    35
and back plate & Vital   21    17     30    20    18    18    27
Helmet           Non      9    10     20     7     6     4    10

        Leather and chain armor of black, green and gold.  Armed
with rods, daggers and short swords.

Waterdhavian City Guard

        Standard Guardsman
        SEC: 1-8  Joss: 1d6 - 2  Move (yds/BT): 100  Heka: Nil

M: 80, EL: 64           P: 100, WL: 75, CL: 90  S: 60, EL: 48
MM: 40     MR: 40       PM: 50     PN: 50       SM: 30     SP: 30
MMCap: 14  MRCap: 14    PMCap: 17  PNCap: 17    SMCap: 12  SPCap: 12
MMPow: 13  MRPow: 13    PMPow: 16  PNPow: 16    SMPow: 9   SPPow: 9
MMSpd: 13  MRSpd: 13    PMSpd: 17  PNSpd: 17    SMSpd: 9   SPSpd: 9

K/S Areas                             STEEP
Combat, Hand Weapons                    60
        S: Long Sword
        S: Short Sword
        S: Dagger
        S: Club
        S: Spears, etc.
        S: Pole-Arms (Cutting)
Police Work                             40
Combat, Hand-to-Hand, Brawling          60

Weapons        WP   SF  Type  Amt  Bonus  BAC  Con  Dur
(Bludgeon)      5    3   B    1D6    +8    65   W  10/20
Dagger          5    2   P    2D6    +8    65   M   5/20
Sword, Short    6    3   P    3D6    +8    66   M   5/20
Sword, Long     5    5  C/P   4D6    +8    65   M   5/20
Halberd       8(x3)  6  C/P   5D6    +8    68   W  10/20

Armor Type             Avg  Pierce  Cut  Blunt  Fire  Chem  Stun  SFP
Scale Armor,     Ultra  45    34     40    37    31    30    41    7
Camail, breast   Super  43    31     35    35    28    29    38
and back plate & Vital  35    26     23    25    25    23
Helmet           Non    23    19     13    12    13     9    13

        Scale armor of black, silver and gold.

The Fruits of Your Labor

There are plenty of items in the game, and there are rules for quality with regard to weapons and armor. The next article details new and improved rules for what higher quality weapons and armor do. But, that leaves the question: how does a smithy create an item that is of a higher quality? Here is a simple yet effective house rule:

Michael Hill <mhill@UMR.EDU>

     Quality            DR
     -------            --
     Unsurpassed        Extreme (x1/10)
     Exceptional        Very Difficult (x1/4)
     Above Average      Difficult (x1/2)
     Average            Hard (x1)
     Below Average      Moderate (x2)
     Poor               Easy (x3)
A Special Success gives a bonus of an improvement in quality by one step. Also quite possible is the idea that certain materials (like Adamant, etc.) may be harder to work with, increasing the DR...

Effects of Quality

Not that there is anything really wrong with the original rules for quality detailed in Mythus, but here are some new rules. These give more of a tangible effect to the quality of a martial implement, as you will see:

Michael Hill <mhill@UMR.EDU>

Effect of Quality Upon Weapons:

                  Price*1   WP*2   SF*1    D. Amt.*2,*3   Range*2
                  -----     --     --      -------        -----
Poor              x0.25     x0.8   x1.2    -0.2           x0.8
Below Average     x0.5      x0.9   x1.1    -0.1           x0.9
Average           x1        x1     x1       0.0           x1
Above Average     x2        x1.2   x0.9    +0.1           x1.1
Exceptional       x4        x1.4   x0.8    +0.2           x1.2
Unsurpassed       x8        x1.6   x0.7    +0.3           x1.3
*1 Round up.
*2 Round down.
*3 Calculate the mean amount of damage done by the weapon in one hit. Multiple the mean by the factor indicated above to determine the penalty or bonus. A damage amount rolled during combat that is zero or negative indicates a hit that did no damage.

Unsurpassed Long Sword

Price     = 2800 BUCs    { 350 BUCs x 8 }
WP        = 8            { 5 x 1.6 }
SF        = 4            { 5 x 0.7 = 3.5 }
D. Amt.   = 4D6 + 4      { ( 4D6 = ) 4 x 3.5 = 14 x 0.3 = 4.2 }

Poor Dagger
Price     = 23 BUCs { 90 BUCs x 0.25 = 22.5 }

Hand Combat:
WP        = 4       { 5 x 0.8 }
SF        = 3       { 2 x 1.2 = 2.4 }
D. Amt.   = 2D6 - 2 { ( 2D6 = ) 2 x 3.5 = 7 x - 0.2 = - 1.4 }

Missile Combat:
WP        = 1       { 2 x 0.8 = 1.6 }

     Point Blank    = 1  { 2 x 0.8 = 1.6 }
     Short          = 3  { 4 x 0.8 = 3.2 }
     Medium         = 6  { 8 x 0.8 = 6.4 }
     Long           = 9  { 12 x 0.8 = 9.6 }
     Extreme        = 16 { 20 x 0.8 = 16 }

Effect of Quality Upon Armor:

                  Price*1   D. Prot.*2,*3  SF Pen.*1 D. Rating*4
                  -----     --------       -------   ---------
Poor              x0.25     x0.8/x1.2      x1.2      4
Below Average     x0.5      x0.9/x1.1      x1.1      7
Average           x1        x1/x1          x1        10
Above Average     x2        x1.1/x0.9      x0.9      20
Exceptional       x4        x1.2/x0.8      x0.8      30
Unsurpassed       x8        x1.3/x0.7      x0.7      40

*1 Round up.
*2 Round down.
*3 The second column is used when the damage protection is negative.
*4 The Damage Rating is the number of times the armor may absorb its maximum
damage before being destroyed.
Unsurpassed Plate Armor Suit
Price          = 240, 000 BUCs     { 30, 000 BUCs x 8 }
Damage Protection vs.
     Pierce         = 22      { 17 x 1.3 = 22.1 }
     Cut            = 26      { 20 x 1.3 }
     Blunt          = 26      { 20 x 1.3 }
     Chemical       = 19      { 15 x 1.3 = 19.5 }
     Stun           = 39      { 30 x 1.3 }
     Electrical     = -18     { -25 x 0.7 = -17.5 }
SF Pen.        = 2            { 2 x 0.7 = 1.4 }
Damage Rating  = 40

New Martial Arts Rules

I have heard from the author of these rules recently, and he told me that he was working on a revision. It will most likely take a while, and I don't see much wrong with this version. So, here it is:

danbeck@po-1.star.k12.ia.us (Dan Beck)

The following optional rules and tables can replace, modify and/or supplement the Physical Combat, Lethal and Physical Combat, Non-Lethal rules in the Dangerous Journeys Mythus Sourcebook, pages 221-229. The listed 32 techniques and 5 weapon styles can be combined to form the basis for nearly any martial art existing or imaginable (although merely mortal HP's will likely possess no more than a dozen techniques and 1 or 2 weapon styles within their martial art.
I suggest these changes as a means of reasonably allowing additional martial arts techniques without bogging down in style-specific details. It shouldn't matter whether these techniques come from taekwondo, kung fu, karate, judo, ba qua, kali, hapkido or any other specific style of martial arts. They include essential techniques that can be found in any martial art.

  1. If an Heroic Personna wishes to learn any of the martial arts techniques available below (other than the first 2 subareas, which correspond to and replace the Physical Combat, Lethal and Physical Combat, Non-Lethal K/S Areas), he or she must devote an additional available K/S slot to the Martial Arts K/S Area. Unlike the other K/S areas, the HP does not start the game with 2d10 + highest Physical ATTRIBUTE upon selecting this area. They cannot apply the enhanced STEEP option to this area. Instead, the HP starts with (PMPow + PNSpd)/2 + 10% of STEEP in the Physical Combat, Lethal and Physical Combat, Non-Lethal K/S areas (to represent pre-existing HTH Combat experience).
    If a bonus is desired to this initial STEEP, I suggest this optional rule: Certain other K/S areas have made important historical, cinematic and literary contributions to the development of martial arts. The HP could receive a +1 STEEP bonus for up to ten such areas he or she possesses. (I will leave it for the Journey Master to decide which K/S areas in particular merit such consideration. I personally found 30 deserving ones!)

  2. Within each MA subarea are a variety of general techniques under which many specific offensive and defensive techniques of a given martial arts style can fit. The HP with Martial Arts STEEP selects subareas in the usual manner (Although if he or she ALREADY possesses the Physical Combat, Lethal and/or Physical Combat, Non-Lethal K/S areas, the corresponding subareas of Martial Arts are automatically known and do not count against their other selections.).
    For example, a Shotokan karate stylist might specialize in Empty Hands Sparring techniques, but would still be able to pick up one or two weapon styles (at the SUBAREA STEEP, not the Martial Arts STEEP!!). Or an Hapkido stylist might choose not to specialize, but would learn a selection of techniques ranging from kicks, sweeps and escapes to most holds and disables. At higher STEEP levels he or she might pick up the tonfa in the Single-Handed martial arts weapon category. There are many other possible arrangements.
    The HP can select multiple techniques from known subareas whose combined cost does not exceed his or her STEEP in that subarea. More than one technique can be combined in a single CT as long as enough extra attacks are available and the total accumulated speed factor (including a +2 SF penalty for every switch of technique) does not exceed the HP's PNSpd.

  3. The persona with Martial Arts STEEP must have a reasonable explanation for how they came to possess such knowledge. In order to add Accomplishment Points to Martial Arts STEEP, the HP must spend 1 week/AP in uninterrupted (by adventuring) training with someone who is of at least master-level ability (36+ STEEP) in Martial Arts. This rule ceases to apply once an HP has finally reached master-level ability. Master martial artists are capable of training themselves (the same time limit/AP still applies) in any MA subarea. Once every technique has been learned within a subarea, the master-level martial artist can design a special 5-point or greater technique to add to his or her subarea to teach and use. The details of this new technique would be subject to JM approval.

  4. As STEEP in a Martial Arts subarea increases, additional attacks and damage accrue. This table replaces all other bonuses except those due to high PMPow (This table replaces the one on page 163):
    STEEP      bonus attacks/CT       bonus damage/attack         bonus range
    -----      ----------------       -------------------         -----------
     1-15      +0   (+1 florentine)          +0                       +0"
    16-30      +1/2 (+3/2)                   +1 point                 +0"
    31-40      +1   (+2)                     +2 points               +1/2"
    41-50      +2   (+3)                     +1 dice                 +1/2"
    51-60      +3   (+4)                +1 dice + 2 points            +1"
     61+       +4   (+5)                +1 dice + 4 points           +3/2"
    Note that Martial Arts STEEP has no bearing at all on missile attacks or damage. Martial Arts STEEP applies only to close-up melee, hand-to-hand physical combat.

  5. Combat resolution for All Martial Arts Techniques:
    1. Determine iniative normally (1d10 - PMSpd + Technique SF + Armor SF).
    2. BAC = Subarea STEEP with bonuses/penalties for technique used. Don't forget to add in any bonuses from Perception.
    3. Determine FAC by applying Averaged Armor penalties to the attacking HP's BAC, and any other modifiers that may apply. An Armor penalty is necessary because it is assumed that martial arts techniques are most easily applied when the attacker and defender are both unarmored. An armor penalty is determined by using the following rule: For every 2 points of non-magical armor protection (using Averaged Armor values) on the defender AND the attacker, 1 percentage point is subtracted from the attacker's BAC. So if 2 HP's were silly enough to each put on full plate armor (average = 40--combined average = 80) and one attempted a martial arts attack, say with a bo staff at a subarea STEEP of 50, his FAC would be 50% + 5% (weapon bonus) - 80/2(armor penalty) = 15% FAC. If the attacker (only) had been unarmored, his FAC would have been 50% + 5% (weapon bonus)- 40/2(armor penalty) = 35% FAC. And had both combatants been unarmored, the attacker's FAC would have been 55%.
    4. If the attack remains unparried, damage dice and exposure are determined. I suggest that for ANY damage done to an Ultra-Vital area, whether or not it originated from a martial arts technique, a stunning roll should be made. See the tables below for stunning specifics.
    5. The attacker may next attack (if any extra attacks remain in the CT) 2 segments + his technique SF later. Every attack or parry attempt made after the 2nd shall experience a cumulative 5% FAC penalty. There is a limit to the number of attacks, despite what is available from the table in Rule #4. Every use of a technique must be separated from an earlier use in that CT by at least 2 segments.
    Changing to a different technique costs another 2 segments. And each technique has its own SF of from 2 to 10 segments. The total of all these segments must not exceed the HP's PNSpd. As the PNSpd improves, the HP will gradually be able to accomplish more actions in a CT, but this limitation superceeds what the MA bonus attacks table permits.

Summary of Martial Arts Techniques and Effects

(Note that the total cost of known techniques cannot exceed the total subarea STEEP)

MA Subarea 1: Boxing/Brawling (replaces Combat, HTH, Lethal in existing Vocations)

Techniques     effect                Cost      Atk/CT     BAC%     SF   range
----------     ------                ----      ------     -----    --   -----
A) Trip/Push         stun             2           2        -5%     4      1"
B) Jab               d4+1 PD          3           3       +10%     1      1"
C) Cross             d6+1 PD          4           2        +5%     3      1"
D) Elbow/Forearm     2d6 PD           6           2        +0%     4      1"
E)  Uppercut         2d6+2 PD + stun  7           2        -5%     4     1/2"
F)  Roundhouse/Kick  3d6 PD + stun    9           1       -10%     4     3/2"
G)  Dirty Tricks     varies
Stunned personnas roll 2d10 and subtract their Recovery Level. A zero or negative score indicates they were NOT stunned. A positive result shows the number of segments of delay before they can act. During this time they are considered dazed and prone for considerations of FAC penalties. If a new attack stuns them while they are already stunned, 4d10 - RL is rolled and added to their remaining segments of delay.

MA Subarea 2: Holds/Disables (replaces Combat, HTH, Non-Lethal in existing Vocations)

Techniques        effect               Cost   Atk/CT   BAC%   SF     range
----------        ------               ----   ------   ----   --     -----
A) Grab           prerequisite*          2      2      +10%   3       2"
B) Half-Nelson    immobilized            3      1       +5%   6       0"
C) Joint Lock     disable joint          4      1       +0%   4       0"
D) Bear Hug^      disable ribs/shoulder  6      1       +0%   5       0"
E) Full Nelson    disable neck           7      1       -5%   7       0"
F) Sleeper Hold   unconscious@           9      1      -10%   8       0"
G) Choke Hold     unconscious#          10      1      -15%   8       0"
* The HP must succeed with a Grab before any of the other techniques can be used. Unless the held OP breaks contact (using an Escape/Defense technique or winning a contest of PMPow DR with the HP) the OP cannot initiate any sort of physical attack or castings with a somatic requirement. For each CT the OP is held, a cumulative -10% FAC penalty is applied to his or her attempts to break free.
^ This hold is only available if the HP PM CAT ties or exceeds the OP PM CAT.
@ The OP becomes unconscious in d4+1 CT's.
# The OP becomes unconscious in d3 CT's.
Special note: The disabling holds are only possible on OP's who are not wearing plate armor (Suit). Because they are applied to especially vulnerable areas, the joint, rib, shoulder or neck CAN be broken if the OP loses AND the HP wins the PMPow DR contest. Using an Escape/Defense technique will avoid this danger.

MA Subarea 3: Escapes/Defenses (^available to either of the old Physical Combat K/S Areas)

Techniques           effect              Cost   Atk/CT     BAC%   SF    range
----------           ------              ----   ------     ----   --    -----
A) Finger Peel^      d2 PD + release      4       2         +0%   3       0"
B) Sticky Hands      -20% to FAC of OP*   5       2        -10%   3       0"
C) Fall/Roll^        release @            6       1         -5%   3       0"
D) Atemi Strike      2d6 PD + release     8       2         -5%   3       0"
E) Sacrifice Throw^  2d6+4 PD + stun #    9       1         +0%   6       0"
F) Reversal^         release + choice    10       1        -15%   5       0"
                     of holds   
G) Martial Block**   -1 step to parry    free   as avail.   +0%   1       1"
* Sticky Hands require continuous contact with the arms or weapons of the attacker. While maintained, the defender can reduce the chances of being attacked by 20%. A roll is required each time the OP tries to attack or break away. Failure means contact is broken and the OP can continue his or her action unhindered. This defense can be initiated if the HP is held by the OP. It can also be initiated by the HP following a successful grab. @ a successful Fall/Roll reduces damage from a Sweep/Throw to 1 pt/dice PD, regardless of armor worn.
# damage ignores armor. A Sacrifice Throw results in 1d4 PD + stun for the thrower, also, whether or not the attempt succeeds.
** A Martial Block works like a parry, but at one step easier on the parry table on page 228. In addition, Martial Blocks can be done barehanded against weapons (There are many varieties of blocks: X-blocks, Rising Blocks, Palm Pressing Blocks...we will assume the most appropriate one is known for a given situation). A Special Success against a weapon using a Martial Block allows a disarming roll to be attempted (see the weapons table below). ALL martial arts teach blocking--as it is not covered elsewhere, we will make it freely available to anyone with Martial Arts STEEP.

MA Subarea 4: Sweeps/Throws (available ONLY to HP's having the Martial Arts K/S Area)

Techniques            effect            Cost     Atk/CT      BAC%  SF   range
----------            ------            ----     ------      ----  --   -----
A) Leg Sweep          d6+2 PD + stun     4         1          -5%  4     1/2"
B) Scooping Throw     2d6 PD + stun      5         1          -5%  4      1"
C) Reverse Spin Sweep 3d4 PD + stun      6         1         -10%  6     3/2"
D) Hip Throw          2d6 PD + stun      8         1          -5%  4     1/2"
E) Shoulder Throw     3d6 PD + stun      8         1         -10%  5     1/2"
F) Scissors Sweep     3d6+2 PD + stun    10        1         -15%  7      2"

MA Subarea 5: Empty Hands Sparring (available ONLY to HP's having the Martial Arts K/S Area)

Techniques         effect            Cost     Atk/CT     BAC%  SF     range
----------         ------            ----     ------     ----  --     -----
A) Martial Jab     d4+2 PD             4        3        +10%  2      1/2"
B) Martial Punch   2d4+2 PD            5        2         +5%  3        1"
C) Martial Strike  4d4 PD + stun       6        1         -5%  3        1"
D) Distance Punch  2d6+2 PD            8        1         +0%  5      3/2"
E) Martial Kick    2d6+4 PD + stun     8        2         -5%  4      3/2"
F) Distance Kick   3d6+2 PD + stun    10        1        -10%  7      5/2"
These techniques are very general because such a wide variety of actual techniques can be used in each category. From Taekwondo alone, we could have: A) Vertical Punch/Palm Fist Strike, B) Reverse Punch/Hammerfist, C) Knife Hand Strike/Ridge Hand Strike/Spear Fingers Strike, D) Lunge Punch/Spinning Backfist, E) Front Snap Kick/Sidekick/Crescent Kick/Roundhouse Kick, F) Tornado Kick/Spinning Wheel Kick/Jump Reverse Sidekick. These are very basic examples, but nearly all techniques will fit into one of the listed categories. This should also be true for most other martial arts styles.

MA Subarea 6: MA Weapon Styles (available ONLY to HP's having the Martial Arts K/S Area)

Techniques            effect              Cost     Atk/CT   BAC%   SF    range
----------            ------              ----     ------   ----   --    -----
A) Kata               display prowess   5/weapon    n/a    +5%/BT  10     >1"
B) 2-handed           3d6 PD + stun         4        2       +5%   3       1"
C) Parrying Weapons   2d6 PD + stun/disarm^ 6        2       +0%   2      3/2"
D) 1-handed           2d6 PD + stun         8        2       +5%   2      1/2"
E) Rope/Chain Weapons 2d4 PD + entangle     8        1       -5%   5      1/2"
F) Jointed Weapons    2d6+2 PD + stun +    10        2      -10%   2       2"
                   disarm^ + entangle
These techniques are also very general. The listed stats are for concussive weapons. If the weapons in a category are bladed, then remove the stun effect and add an extra damage die to PD. Some example weapons in each style include:
B) Bo Stick/Bokken, C) Jitte/Sai/Tui-fa/Tonfa, D) Escrima Sticks/Batons/Jo Stick, E) Bolas/Kawanga(Grappling Irons)/Kau Sin Ke(Whipping Chain), F) Nunchaku/Triple-Irons Note that the damage listed for Rope/Chain Weapons is due to falling after being entangled. Some chain weapons have sickles or battle axes attached to one end, and would permit a follow-up attack with the attached weapon without a -2 SF penalty for switching weapons.
^ Disarms apply against weapons that have been parried with a special success using either a Martial Block or a parrying weapon. The attacker must roll vs. PMPow + PNSpd at a DR of Moderate or have his weapon torn from his grasp. The DR moves up to Hard if a parrying weapon was used (Jointed weapons stay with the Moderate DR).

Okay, someone we know sure knows his Martial Arts... :)

My World:

Okay, this is a bit of a self-promotion. But what the heck, I'm putting all my time into this thing... :) This is the introduction to my world, Tora. It is different in that it is not based on any single place. It is definitely not Earth or Aerth, as you will see. I don't figure this will help too many people in their day-to-day gaming. What I hope to do with this is two things: 1. Show off my own work, and get some feedback (hopefully good, but I'll take constructive criticism, too!), and 2. Give you all some ideas to incorporate into your own campaigns...
Some people will recognize some of this. Basically, I've borrowed things I like from other games, books, movies, TV shows, etc. My world is a real mess... :) I hope you like it.

Tora: An Overview

Welcome to Tora. The year is 502 of the New Age. The following is a brief view of the Western part of Tora, where my beginning adventures will be played, as well as where your are all from. There is a bit of history, some descriptions of the lands, as well as a Traveller's Guide.

A Very Brief Modern History of Tora

Tora is a one continent on the large world of Merrh, a hollow world which is a bit larger than our Earth. Merrh lies in a single star system much like our own, and is ringed by 5 moons.
Earth's laws of physics do not necessarily apply on Merrh, for its reality is a highly magickal one, where the force known as Heka pervades all things. This causes reality to be governed by the far more mutable concepts of metaphysics (see that K/S). In fact, a few hundred years ago, a small group of men, known as "scientists", tried to explain the Merrh world with strict laws, but they were proven wrong (and mocked into silence) nearly immediately.

The Black Age

The lands of Tora became what they are today at the beginning of the New Age, when the demonic overlord Kor Tauron was defeated and captured. The story of his defeat is known throughout the lands, as most were liberated. Of course, views differ from country to country, but the essence is there. Kor Tauron ruled the entire continent of Tora and beyond for over a thousand years, now known as the Black Age. Exactly what he was and the extent of his powers were never discovered. Kor Tauron summoned (or created) thousands of creatures to populate his demonic legions, and used them to destroy many of the lands and kill anyone who dared stand against him. The only land known to repel his attacks and keep him at bay was Sylvanos, but even the Sylvanor could do nothing to stop him.
Kor Tauron built many fortresses throughout the lands, many of which still stand today, in various states of destruction. Kor Tauron's people, the Telar, ruled with him, taking advantage of their position to establish a small aristocracy that tortured the rest of the Torans. Kor Tauron did not care that his people took what they wanted, as long as they swore alliegence to him and helped his cause. He built for himself three fortresses from which to rule. The first, built on a tall butte in the Jhenta, was nearly a small city, and still stands today, although it is reportedly uninhabited. The second was a large underground complex built deep in the Grey Lords. The precise location of the complex was never discovered, except perhaps by the Mithak, who aren't telling anyone. The third was a magnificent floating city, located high above the desert Farad.
This third fortress was the locale of Kor Tauron's defeat. Four people, aided by powerful magicks and not a little bit of luck, managed to raid his cloud city, and captured him in an immense magickal battle. During the battle, the magicks that held the city aloft were destroyed, and the city plunged to the ground. The four adventurers escaped (via teleportation magick), but the rest of the Telar in the city alledgedly perished in the cataclysmic crash. The ruined city was swallowed by the desert, never to be seen again, except in the rumours and traveler's tales of the Faradhi. All that was said about the event was that Kor Tauron was captured; never mentioned was the where or the how. All that mattered to the Torans was that Kor Tauron was gone, and his legions fell apart. In a matter of years, the vile influence of Kor Tauron was washed from most of the land, and the New Age began.

Beginning a New Age

The defeat of Kor Tauron and the restoration of the country of Cordmarre marks the beginning of the New Age. One of the four adventurers, Gerran Talorsblade assumed control of the throne of Shiva, vacated when the last King of Cordmarre was eliminated by Kor Tauron. He rebuilt the entire country, and formed the Realm Knights, an organization meant to fight evils and bring order back to Tora. The other three adventurers went on to high level positions in three other emerging countries: Anthur, Eretria, and Anduras. The names of the three and what exactly they did is written elsewhere.
An age of relative peace and prosperity ensued, and Tora flourished over the next few hundred years. Cordmarre had become the greatest of the new nations. It was during this time that the Scientists proclaimed all magick false and wrong, and were struck down by a couple of the weaker magicians at the time. The Koran empire also grew during this time, starting small in the fast east, but slowly spreading, until today when it covers nearly the entire south-eastern third of the continent. Although bigger than Cordmarre by a longshot, the Koran became lazy and lethargic, and now the empire is collapsing. Small city-states are popping up all over the empire, and though many are crushed by the K'Tallan barbarians, who are the ones truly in control of the empire, a few have slipped through the Korani' fat hands.
The rest of the continent was generally peaceful, and civilization made many strides forward.
This age of prosperity lasted until a mere 2 years ago, when Kor Tauron attempted to escape his bonds and regain his empire.

The Near Return of Darkness

Somehow, someway, the bonds that held the Evil Emperor broke down, allowing him freedom. While not entirely free, he managed to force others to do his bidding. With help from his new subjects, he escaped his prison, only to be stopped by another group of four adventurers. Led by the novice Realm Knight Hawkeye Ravenlord, and including the only recorded female Sorceryn, Shentyr Starwind, a valiant priestess of Auroran, Leodon, and the brave, yet foolish thief Dell, captured him again, hopefully forever. The adventurers' story is told in many a tale these days, and continues to grow bigger.
Currently, Hawkeye and Shentyr rule as Councils in the great city-state of Minas Torath, Tora's largest city by far. Leodon is a High Priestess of Auroran there, and Dell is a wealthy "merchant".
The overall effect of this near-disaster is the beginnings of problems all over Tora. Many Doors and Gates have apparently opened between Merrh and Phaeree, letting many of the creatures from there onto Tora. Probably as a result, there is a significant increase in the number of adventurers these days. There are also rumours of a child, spawned by Kor Tauron, having been born in the Eastern Lands. Whether these rumours are true or not isn't known, but even the possibility has many of the powerful members of Toran society worried.

The End

Good enough for this time? As always, I have stuff for the next issue, but I can always use more. Also, look for a Special Heka-Forging issue to be released soon, as well as an issue or two dealing with different genres of Dangerous Journeys (Cyberpunk will be first).

Until next time: Hawkeye

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