Warhammer Quest

THE MARTIAL ARTIST
(or Martial Arts Expert)

By the Old Warrior


VERY AGILE
……VERY……FAST
VERY SKILLED

"THESE HANDS AND FEET ARE REGISTERED AS LETHAL WEAPONS"

A GREAT FIGHTER TO HAVE ALONG IN CASE YOUR WARRIORS ARE CAUGHT WITHOUT THEIR WEAPONS. 
I recommend attempting a party of four very active and tough warriors such as a Martial Artist, a Pit Fighter, a War Dancer, and an Ogre.  Probably only the Pit Fighter should carry the lantern in such a party, if one follows the lantern rules strictly.

 

STARTING AS A MARTIAL ARTIST (BATTLE LEVEL 1)

Wounds 1D6+7
Move 4
Weapon Skill 4
Ballistic Skill       5+
Strength 3
Toughness 3 (4)
Initiative 4
Attacks 1
Pinning Roll 5+

 

The following rules are assumed to be for people interested in the more advanced game. But, this character could well be used with his Level 1 stats for the basic game by disregarding non-applicable instructions.

Starting Equipment

He begins primarily as a warrior of great ability and only one piece of magical equipment, which also counts as armour, his Vest of Honor. His only other equipment and weapons: bare hands, fast feet, and tremendous fighting skill.

Mystical Vest of Honor

He has been given a special heirloom of ancient blessing: the Vest of Honor - given to him by his first beloved master who perished at the hands of evil creatures. With his dying breath his master told him "The Vest of Honor will protect you and grant you mystic renewal. Take it and avenge my death, and remember that you must always attain to and maintain the highest of honor." A strange thing happens now whenever he thinks deeply meditating in a calm attitude: he usually receives healing! Whenever he has not been attacked by enemies and chooses to spend his turn meditating instead of fighting he finds healing for himself and may be able to share it with his comrades.

Effects of the Vest of Honor
Protection
The Vest of Honor gives him (his title advancement)* +1 Toughness (counts as normal armour) and is magically resistant against loss of any type. For instance, it magically resists troll vomit and cannot be stolen or lost in any calamity. It will stay with him for life to remind him of his life-long mission to fight evil and injustice. *This means the Vest of Honor grants one more point of Toughness every time the Martial Artist advances a title. Spelled out: White Belt gets +1T, Brown Belt gets +2T, Black Belt gets +3T, and Master gets +4T. The increasing toughness/armour benefit represents the fact that greater physical protection is offered by the Vest of Honor as it mystically evaluates his success at honoring his dead master.

Healing
Once per turn he may meditate (cannot be on zero wounds, attack or be attacked this turn, though standing adjacent to monsters is okay). He may move and meditate in the same turn, but may not use any of his offensive fighting skills. There is also a chance that the magical vest may restore him to 1 wound at the end of any turn in which he is at zero wounds, but not yet dead. Roll 1D6, on a 4+ he stands back up with 1 wound, but may not begin meditation until after the power phase (beginning of very next round).

Meditation/vest healing Result (1d6)

1 The vest fails to heal.
2 He is healed 1 wound.
3 He is healed 1D6 wounds.
4 He is healed 1D6+BL* and/or may share (some or all of) these wounds with warriors on the same board section.
5 He is healed 1D6+BL* and 1D3 warriors on the same board section are each healed 1D6 wounds.
6 He is healed 2D6+BL* wounds and 1D6 warriors anywhere on the board are healed 1D6+BL* wounds each.

*BL = The Martial Artist's Battle Level. This represents his greater experience at meditating and a greater amount of healing offered by his Vest of Honor based on his honorable success in gaining battle levels by means of defeating evil creatures. Also, as a compensation for meditating instead of fighting, he may receive 5 gold for each wound his vest heals on other warriors.

NOTE: I have especially designed this vest to help a party of all tough fighters in the event that they may venture out without another good healer. Alternatively, you might decide that his vest does too much healing if you were to take a good wizard along. Notice I said "good wizard"; some are quite lousy at healing. In this case, you might eliminate the vest as starting equipment - substituting basic wooden nunchaku and padded armour +1T, (see School of Martial Arts Shop below) - and only give him the Vest of Honor the first time he gets either result 4 or 5 in the Inner Sanctum at the School of Martial Arts (either result would normally enhance the vest if he already has it).

 

The Martial Artist and Gold

Similar to the Ogre, in that he is not always careful about searching bodies for gold. It is not because he lacks intelligence, but because he is much more concerned about honor. He is determined to rid the world of all such evil as had slain his master. He thus spends about a third of his time meditating and contemplating how he might best honor his former master's sacrifice and bring justice and vengeance to his enemies. Therefore, at the end of each combat roll 1D6. If he rolls a 1 or 2, he disregards all his gold from killing monsters for the entire combat, and the rest of the party share the loot that would have been his. Of course, he will accept any treasure that the leader designates should go to him, which means he receives his normal treasure distribution (as in treasure card or roll on treasure tables). If rolling for gold is the treasure result, he will take his share if he gains any gold by this means.

CLARIFICATION ON MONSTER GOLD (if both an Ogre and a Martial Artist are in the same party)

Remember that the Ogre rolls 1D6 per monster killed, but the Martial Artist rolls 1D6 for the full tally of monsters he has slain in a single combat (an all or nothing proposition!). Whatever gold the Ogre overlooks will simply be shared between all the remaining warriors including the Martial Artist. TURN ABOUTS FAIR PLAY: whatever piles of gold the Martial Artist leaves behind at the end of a combat will also be shared equally between the remaining warriors including the Ogre.

TREASURE, WEAPONS AND ARMOUR

The Martial Artist excels at hand-to-hand fighting/bare-handed or using special martial arts type weapons such as nunchaku. Since he is so versatile, he must always specify which weapon and what type of attack he is using. If he is ever caught without his weapons, he may still fight with his bare hands and feet causing just as much if not greater damage than other warriors who fight with their weapons. He may do normal damage or better including his strength even if he is not using a weapon (see Damage Results Table below).

 

Hand-to-hand Weapons

He is at -1 to hit using any hand-to-hand weapon other than a single-handed sword or martial arts specific weapons.

He may not use any two-handed or magically enhanced axes or hammers. When making any attacks with other than martial arts weapons, he forfeits his special martial art techniques (i.e. his special Damage Result Table Rolls, DRTR, and his Fighting Acrobat skill).

Martial arts specific weapons: katana, nunchaku, and throwing stars (special throwing stars purchased at the School of Martial Arts, but see ballistic weapons rules), and, of course, his hands and feet.

Since the katana is a two-handed weapon, he may not use it and any strictly unarmed attacks involving his hands in the same turn (ie. his karate chop, must use one hand, katana is A two-handed weapon), though he may use his feet. Obviously, he cannot use his nunchaku and a katana at the same time, though he may switch to nunchaku for the monster phase to use nunchaku for defense. However, if he uses any of his normal attacks for anything other than katana attacks, he loses the +1 attack bonus that this weapon gives.

 

Ballistic Weapon

He will never use any gun powder or crossbow weapons. They are too cumbersome for his fighting style. He may use bows, throwing axes, knives, throwing stars, and SHURIKENS (a ninja throwing star?). If he cannot get adjacent to an enemy in his turn he may even attempt throwing a spear or javelin.

Special Ballistic Rules

HE will never use ballistic weapons unless unable to close with an enemy in hand-to-hand (or foot-to-face) combat. This means if he has the Flying Kick/Flying Jump skill, he would use it where POSSIBLE TO REACH AN OPPONENT RATHER THAN TAKE A BALLISTIC SHOT. Also, he is so very agile that if he has no more movement left and no more adjacent monsters, but still has one or more attacks, he may switch from a hand-to-hand weapon to any of his ballistic weapons that allows more than one attack per turn (such as the short bow, or throwing stars). He may then use the rest of his attacks on missile weapons. He does not get his special martial arts damage roll (see below) when using ballistic weapons.

 

Armour

He may wear leather or padded armour over his Vest of Honor, 1 point of helmet armour made of flexible material (like leather, but not steel, ceramic, or iron), but may not use a shield of any sort, because it greatly cramps his style. Remember that his Vest of Honor gives him a tremendous amount of protection.

 

Treasure

The Martial Artist may use anything that both the Barbarian and the Elf may use within the guidelines listed above. He may not use anything that only one type of warrior may use (i.e. Barbarian only, Wizard only, & etc.).

 

Special Martial Arts Damage

When a successful hit has been made roll 2D6 and look up the result below. This is called his Damage Result Table Roll (DRTR). This table applies to bare-handed [or bare-footed] attacks and weapons normally classified as "unarmed" and to the use of nunchaku or a katana. But, this is not to be used with any other weapons.) For example: should he want to use some magical sword, he would have to forfeit using his SPECIAL MARTIAL ARTS DRTR for all attacks made with the sword, though he could still conceivably do a karate chop (see KARATE CHOP skill) with one hand while holding a one-handed sword in the other.

Damage Results Table

 This table was inspired by the Gun Fighter's Damage Table.

2D6 TYPE OF HIT DAMAGE RESULT
2-4 LESSOR BLOW Normal Damage Dice without adding his strength + any special skill (i.e. Killing Blow +1D6) + any weapon bonus (i.e. wooden nunchaku adds +1 wound)
5-8 NORMAL DAMAGE Normal Damage dice + STR + any special skill + any weapon bonus
9-10 HEAVY BLOW           Same as Normal Damage (5-8), but causes + 2 wounds
11 HEAVY STUNNING BLOW           Same as HEAVY BLOW (9) & target is stunned (-1D3 attacks) this turn, gets -1 to dodge this attack (a dodge 6+ gets no dodge attempt), may not attempt to dodge any more attacks this turn and is at +1 to be hit this turn.
12* CRITICAL STRIKE Same as Heavy Stunning Blow (11) + has hit a vulnerable body part (such as eye, nose [as in broken], stomach, or groin), thus ignores all non-magical armour, & toughness;  and, the target may do nothing for one whole turn. No special abilities (such as: dodge, ignore blow, ignore pain, & etc.) are allowed in defense against this lightening-fast, expertly-placed blow.  But, magical protection does count.

*Roll another D6, if 5+ he instantly kills his ogre-sized or smaller opponent. If his opponent is larger than an ogre, on a 5+ he does an additional unmodified 2D6 wounds (no modifiers of any kind, not even magic). When in doubt as to whether a monster is larger than an ogre, as a last resort roll 1D6, on 4+ the monster is ogre-sized or smaller, on 1-3 it is larger than an ogre.

 

STARTING SKILLS

KILLING BLOW: + 1D6 ON 6+ TO HIT (5+ @ LEVELS 6 AND ABOVE). This skill is only good in hand-to-hand combat (including feet, even counts with flying kick skill); it does not apply to ballistic weapons.

DODGE ON 6+ (5+ @ LEVELS 6 AND ABOVE)

FIGHTING ACROBAT: He may deal out deathblows and additional attacks as long as he can hit, free from pinning (when desired and needed), and has enough movement to reach another enemy. This is similar to the War Dancer's twin-sword ability to ignore deathblow obstacles and his Dance of Death to carry on his deathblow. The Martial Artist has superior freedom to use his movements and to deal out his attacks in any order he desires during his turn. As mentioned earlier, he is very agile, quick, and skilled. He may not use his fighting acrobat skill if he is using anything other than unarmed combat or his martial arts specific hand-to-hand weapons. All of the martial art attacks that he gains as skills are allowed with this fighting style.

BLOCK: If he gains nunchaku, while using this weapon he may block hand-to-hand attacks on 6+ (5+ @ levels 6 and above). Always see whether he dodges first, unless he chooses to forgo a dodge attempt against a hand-to-hand attack in favor of the chance to block and to strike back, when he has that skill.

 

The Martial Artist in Settlements

He may visit the School of Martial Arts (2D6+1), the Fighting School (2D6+1, treat a 13 result as 12), all the traders, and the temple. To avoid intoxication, He will not visit the Ale House; and, because of his lack of greed, He will refrain from the Gambling House and the Alchemist. He may purchase nunchaku among other things at the School of Martial Arts.

In any events or hazards that require fighting or physical fitness, he gains a +1 benefit on any random rolls. For the sake of his honor, he will not turn down any invitation to fight. If for any reason he has been embarrassed in a settlement (such as on a "quarg hunt") or has lost a fight (even in the Fighting School or the School of Martial Arts), in order to "save face" he will immediately leave the settlement and meet up with his companions at the beginning of the next adventure.

 

School of Martial Arts

This is a special location only found in a town (2D6) or a city (3D6) on a 7+. Who may visit: any primarily physical warrior and some a little less physical, but definitely not the Halfling Thief or Wizard nor any strictly sorcerous type. Just to mention a few who may visit: the Barbarian, the Pit Fighter, the Ogre (subject to his special locations rules), the elf warrior (2D6-1), the War Dancer (2D6-1), the Elf Ranger Knight (2D6-1) - but, not the Mage, the Chaos Warrior, the Ninja (definitely), the Dwarf, the Troll Slayer, and the Wizard's Apprentice (2D6-2)(since he is a little more physical and is allowed in the Fighting School).

ALL WHO VISIT THE SCHOOL OF MARTIAL ARTS MUST PAY THE NOMINAL ENTRANCE FEE OF 1D6 X 50 gold, then roll 2D6 on the following table (treating results less than 2 as a 2), and be sure to note results that are strictly for the Martial Artist or for another character. The Martial Artist rolls 2D6+1.

2 You are laughed out of the school. You must leave right away. Also, roll 1D6, if you score a 1 you do not roll on settlement events but immediately experience the Thrown Out result #11 Roleplay Book, because the town is controlled by those who run the school. In this case, you could also suffer the loss of gold if you roll another 1.
3-4 Though you enjoy the company and observe the skills of other fighters and instructors, you actually learn nothing new that is useful in your fighting style.
5 You have shown much promise during a burst of unusual (for you) learning. If you spend the next 1D3 days taking advantage of this learning spurt and spend another 100 gold as a further tuition fee, (other warrior) you grasp a small measure of martial arts techniques, meaning that from now on you may add +1 to the damage you do against enemies when fighting unarmed, (Martial Artist) you gain a +1 to the damage result roll table when fighting unarmed or with nunchaku or katana. For warriors who roll 5 a second and third time the results are cumulative, up to +3; but, after that must treat this roll the same as a 3 or 4.
6 An instructor teaches you a variation on a round house kick. From now on once per combat, you may trade one of your normal attacks for a round house kick attack. You roll to hit as normal, if you actually hit your opponent, you do normal damage 1D6+Str (no weapon modifiers unless you have some special foot weapon like toe blades for a Pit Fighter) AND you get + 1 to hit on any further attacks against the same opponent this turn, because he was surprised by the round house kick. This may not be done any more this combat, because the monsters are alerted to the technique. If you roll this result again, you gain a second variation on the round house kick allowing you to use this skill twice per combat. If you roll this result a third time, you learn nothing new from your visit this time. There aren't that many variations on the round house kick! Also, the monsters will just start leaning away and otherwise compensate for your trickiness.
7 Immediately you are eyed with fascinated onlookers as you run through the warm-up and practice drills. After seeing that your knowledge and skills are above average, the instructors inform you that today you must test your skills to the maximum. You must prove your worth. There is going to be a contest nearly "To the Finish", in which you will challenge the current reigning champion. You now discover why the looks: you are to face one of your own and very near your own abilities. The Martial Artist CANNOT (not even by using luck, though he could use luck during the contest, and so can his opponent) escape this show down as it would be an extremely embarrassing loss of face. Any other warrior should behave according to his characteristics, but may re-roll on this table by spending a luck point.

To fight in the contest you first roll to see what your opponent is like: Roll 1D6, 1-2 one level above you (not higher than BL 10); 3-4 same level as you are; 5-6 one level below you (not lower than BL 1). Generate this warrior by rolling on the skills, battle level tables, etc. to make him at least near realistic. Roll to acquire (his BL X 2) dungeon room treasures, and roll (his BL divided by 3 rounding up) objective room treasures, keeping all that he can appropriately use. Then spend (1000 X his BL) gold on any appropriate equipment, armour, weapons, and healing supplies that could possibly benefit him in the battle against you, buying them from any place he could normally visit in a city assuming that all items are available. Be reasonable, very few warriors ever buy more than 6 or 12 each of bandages and provisions. It is also doubtful, though not impossible that an elf would have more than 10 to 20 pieces of Way Bread.

Once the champion is created, fight an all out combat against him one-on-one. Draw three board sections at random and set them up in as straight a line as possible, all connected. Also, roll 2D6 to determine the number of squares between the contestants as they are placed on the board sections. Whoever has the highest Initiative goes first. If their Initiatives are the same, randomly determine who gets the first turn. (Other Characters) The first warrior to drop to 10 wounds or lower with no way to heal if he were to reach 0 wounds is the loser! (The Martial Artist) Neither the Martial Artist nor his opponent Martial Artist will give up until he is at 0 wounds and his vest of honor fails to heal him; so, whoever is left standing is the winner! (Don't worry they will not truly die, because the officiators have plenty of healers nearby).

Whether you win or lose, you are restored to your condition before the fight began (including any items used up during the combat). If you lose, you are so ashamed that you leave in disgrace (the Martial Artist will also leave town immediately without rolling a settlement event) and are compelled to make an offering of your BL D6 X 100 gold to the school. If you are not able to pay while at this settlement by giving up to all of your gold, and selling off any unwanted and/or unneeded weapons and treasures, you must pay off your debt as soon as possible at the next town or city. If you win you receive 40% of the last D6+1 contest offerings to the school (this includes this one since the former champion has to pay the loser's fee this time). To figure your winnings you multiply (your defeated opponent's BL D6 x 100) X D6+1 (# of contests the former champion was undefeated plus his offering for this one) take 40% of the result as your winnings. You could be hauling quite a load of gold! Of course, you could also lose the family farm.

8 The instructors say that you are doing quite well, but believe you are a little too light weight. Therefore, since you show some promise, they are willing to help you put on a few more healthy pounds. They have the perfect program for you, all you need to do is eat some special dietary supplements while you stay in the settlement, this adds 10 gold per day to your living expenses to pay for a physician's oversight. You must also promise not to cut the program short by leaving early. This means that you will need to stay at least 1D3+2 more days in the settlement to ensure that you are properly following your diet. If you agree, stay the full time visiting shops and special locations as normal, and pay the extra 10 gold per day, you gain 1D3+2 to your starting wounds permanently. Any days after this first day, that the Martial Artist spends in the School of Martial Arts may count toward his agreed upon days in the dietary program (even if while training to go up a level, or entranced during meditation in the Inner Sanctum), since the campus doctor will keep a close eye on him.
9 (Optional) You are making great progress in your studies, meditations and practice drills. The instructors inform you that for 2D6 X 100 gold and a further commitment of 1D6+1 days of training at the school, you may receive 1 permanent increase in one of the following characteristics: Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds (+1D6, re-roll 1st 1), Initiative, Will Power, or Break from Pinning.
10  The instructors are so very impressed with his fighting skills and progress in learning that they offer a random fabulous reward: Roll 1D6
1-2 Roll once on his skill table and use that skill for the next adventure (roll 1d6, on 6 he learns the skill well enough to make it permanent). If the warrior does not have skills or has all of his skills, roll on a random warrior's skill table. He must spend 1D3 days of tuition-free training at the school.
3-4 Take 3 healing potions (each heals 1D6 wounds) from the community first aid cabinet, and have a special restoration patch attached to a piece of clothing or non-metallic armour, or have a restoration rune applied to any metal weapon or metal helm or shield (like the one the dwarf may get at the rune smith's). It grants +1 wound at the end of each turn, unless on 0 wounds. It lasts for one adventure then vanishes (roll 1d6, on 6 this rune or patch is permanent);
5-6 Have one of his characteristics increased by +1 for the next adventure, if wounds is chosen add 1D6 re-rolling a 1, (roll 1D6, on 6 this increase is permanent). His only cost: he must spend 1D3+1 days of tuition-free training at the school.
11 Your warrior has made a great impression on the school and so has one of your companions who has been spotted either visiting and learning in the school or elsewhere in the settlement practicing his skills or dispatching a threat with great skill. The majority of the students are in favor of seeing how well the two of you do in a contest of fighting skills against each other. They bring their desires to the instructors' attention and the instructors' think it would be a great idea. In fact, they decide to turn the event into a fund raiser. The only way to avoid this fight (other warriors) is to leave the settlement immediately, because no one taking training at the school will let you live this one down, or to use a luck point to re-roll on this table - if you are the one rolling, or if your opponent backs out. The only way to avoid this fight (Martial Artist, Troll Slayer, Pit Fighter, Ogre) is to spend a luck point to re-roll on this table - if you are the one rolling - or if your opponent backs out, otherwise you may not avoid this. (Each warrior should act according to his specific characteristics).

Resolve the combat just like #7 above, except you obviously do not need to create a character. Also, the reward and losses are different. Since this is a fund raiser, the public are supplying many donations to be able to see the event, and the winner gets to take his choice of the fabulous rewards in #12 below. Remember the "Other Character" and "Martial Artist" designations.

The loser is so shamed that he gets laughed out of the school as in result #2 above. If the Martial Artist has lost, he must immediately leave the school and the settlement (treated as Settlement Event #11, roll to see if he loses his gold).

12 (Other character) The instructors are so very impressed with his fighting skills and progress in learning that they let him choose one of three fabulous rewards at no cost: a. For 1D3 days of tuition-free training you may roll once on his skill table and use that skill for the next adventure (roll 1d6, on 6 he learns the skill well enough to make it permanent); b. Take 3 healing potions (each heals 1D6 wounds) from the community first aid cabinet, and have a special restoration patch attached to a piece of clothing or armour, or have a restoration rune applied to any metal weapon or metal helm or shield (like the one the dwarf may get at the rune smith's). It lasts for one adventure then loses its effectiveness. It grants +1 wound at the end of any turn the warrior is at less than his starting wounds unless on 0 wounds (roll 1D6, on 6 this rune or patch has permanent power to restore); c. Have one of his characteristics increased by +1 for the next adventure, if wounds is chosen add 1D6 re-rolling a 1, (roll 1D6, on 6 this increase is permanent). Option c will require 1D3+1 days of tuition-free training.
12 (Martial Artist) The instructors are so very impressed with his fighting skills, that they invite him into the inner sanctum to meditate. This is an additional FREE visit for this settlement. The Martial Artist may, if he desires, still pay the normal offering and pay another visit after the results of the first FREE visit are determined.
13 Same as both 12 results above added together. (Only the Martial Artist may get this result.)

The Martial Artist must resolve the above table before he can train, visit the Inner Sanctum, or purchase anything at the on-site shop.  Anyone who spends further time (beyond today) in training (or meditating, Martial Artist), need not roll on settlement events.  The Martial Artist would not dare to wander about the settlement until he has accomplished all that he can at the school and will not roll settlement events unless he only spends today at the school.  All other warriors may do so if they want to, but are not required to do so.  If any warrior has his training interrupted by adverse events (ie. getting thrown out of town) they will not be able to complete the training until they arrive at another School of Martial Arts, though they may already have paid for it.  To complete such training, the warrior will need to pay the entrance fee and roll on the table at the next school.  Only then may they finish the training if allowed to stay at the school for the purpose.  Also, only the Martial Artist need not pay living expenses while in training beyond one day at the school, as he is then considered partially as an honored guest.  The other warriors still must pay living expenses every day they are at the school as not doing so would be considered an insult.

School of Martial Arts Inner Sanctum

Only the Martial Artist may enter.

Once per visit (unless of course he is invited in for an extra free visit) to the School of Martial Arts (same as once per settlement), he may visit the Inner Sanctum at the end of his last day in the school (He may visit the shop on the same day, which may also be the first day he awakens from a trance.).  When he enters, he must make one offering of (his battle level X D6) X 50 gold to honor and support the school.  He may then meditate by rolling 1D6 on the following table (Luck may be used to re-roll, but the re-rolled result must be kept even if it is a 1.).

His meditations gain him no apparent assistance this time.
He is entranced having a brief vision of one of the creatures responsible for his master's demise and feels strongly impressed that he will meet up with it in the next adventure.  Every time a new monster type appears in the next dungeon roll 1D6, if it is a 5 or 6 the Martial Artist immediately enters a rampage state exactly like the Rampage skill (except that he cannot attempt to come out of it by any means except to kill the guilty monster), whether he has the skill or not.  If he does have the skill, this is an extra rampage and does not count against the number of rampage attempts for the adventure.  He must use every possible attack against the guilty monster until it is dead (If there is more that one of the same type which appears, randomly determine the individual model he saw in his vision).  He continues his rampage until the offender is killed, then goes back to normal at the end of the turn.   (If he was already in a rampage state from using his skill when the guilty monster appeared, he may finish his rampage according to the normal rules of the skill's usage after the turn in which the offender dies.)  This only happens once during the adventure and he will not let anyone including himself keep the gold from the offender; he returns it as an offering to the next School of Martial Arts that he encounters.  If he does not encounter the guilty creature in this adventure, he assumes that his vision was probably from eating too many exotic foods.
After a few hours of meditation, he feels so rested that he gains 1D3 starting wounds permanently.
He awakens from a deep restorative trance.  It's tomorrow, and his Vest of honor seems to vibrate with new energy.  From now on it grants another +1 wound if a 4+ is rolled at 0 wounds, and it restores +1 wound at the end of the turn if he is not on 0 wounds.  These results are cumulative if he rolls this result on more than one occasion.  (Alternatively, if you choose to start him without the vest, presumably because you have another great healer or two in the party, he would then receive the Vest of Honor the first time he rolled this result.  He would presumably have a vision that included his dying masters words as quoted above when describing the Vest of Honor.)
He enters a trance…1D3 days later he awakens to find 1D3 mysterious empty pockets in his Vest of Honor.  One of the wise old masters at the school instructs him on the use of this rare phenomena:

"Each of these pockets will mystically collect particles of the life force of the creatures you kill.  For every one monster killed by the wearer the pocket(s) will collect one edible life force wafer.  Each wafer will restore 1D3 wounds to any warrior who eats them.  Each pocket will hold 3 such wafers.  The wafers are so light they will melt in the mouth even of an unconscious warrior.  Remember, only three wafers to a pocket, and the wafers disappear if you try to store them anywhere outside of the mystical pockets.  You must be sure to keep slaying the vile creatures so that you will always have a supply of the miraculous wafers!  It would be very dishonorable to be caught with such pockets empty.  Think of how disappointed your master would be if he were to see you in such a condition!"

Further rolls of 5 on this table add 1D3 more little pockets.  (Alternatively, if you choose to start him without the vest, presumably because you have another great healer or two in the party, he would then receive the Vest of Honor the first time he rolled this result. He would presumably have a vision that included his dying masters words as quoted above when describing the Vest of Honor.)

6 He enters a trance so deep that he awakens 1D6+1 days later to discover that he has gained a new skill.  Roll on his skill table as if he had gained a level.  If he has all the skills available to him, you may take random warrior's rule book available to you and roll a random skill.  (Be sure to include the Roleplaying Book characters: Barbarian, Elf, Dwarf, & Troll Slayer).  This skill must also be consistent with his character.  Alternatively, you may re-roll on this table twice and not spend the 1D6+1 days for the skill, counting any roll of 6 as a 1 result.

 

School of Martial Arts Shop

ITEMS FOR SALE ARE ONLY AVAILABLE TO THE MARTIAL ARTIST, and some to the Ninja as well - The Ninja may purchase items marked with an "N"

* The prices here reflect not only the value, both true and perceived value, of the items, but also they reflect that the shop is used as a supplemental source of support for the school. One shouldn't think that the small fees and the few meditation donations truly pay for all that goes on at the school. And, remember that most of the contest moneys actually go to the winners (about 80% does -- 40% to the maintaining champion, and 40% to the one who topples him-- leaving only about 20% as actual support for the school). Roll for item availability as in normal shops (2D6 town, 3D6 City).

* Note: I am assuming that these items are available to the Ninja, because he is probably the closest warrior to the Martial Artist that I have read about. This is entirely my own subjective judgment, (or house rules perhaps).

Padded and Leather Armour Rack

Name Special Rule Availability Cost
Padded Armour (N) +1T. May wear out after an adventure. At end of each adventure roll 1d6, on a 1 or 2 the armour is torn and must be discarded. May be worn over the Vest of Honor. 4 500G
Reinforced Padded Armour (N) +1T. May wear out after an adventure. At the end of each adventure roll 1D6, on a 1 the armour is torn and must be discarded. May be worn over the Vest of Honor. 7 2000G
Padded Leather Helm (N) +1T. May wear out after an adventure. At end of each adventure roll 1d6, on a 1 or 2 the armour is torn and must be discarded. Availability 4 400G
 Sturdy Leather Helm (N) +1T. May wear out after an adventure. At the end of each adventure roll 1D6, on a 1 the armour is torn and must be discarded. 7 1500G

Common Martial Arts Weapons Case

Name Special Rule Availability Cost
Throwing Stars - 1 bag (N) Missiles, enough for one adventure. Similar to those found at the Weapon Smith except these have no negative Ballistic Skill modifier for the Martial Artist, because they are made especially for this particular warrior, and no one else can use them (except the Ninja at -1 to hit BS, because he is not used to the design, being different from his special shurikens). Strength 1, ignore armour. Range 6; -1 to hit for each square beyond range. Number of Attacks per turn = Attack Characteristic. 5 Cost 200G
Katana (N) Normal damage dice + STR, +1 to hit, +1 attack. The Martial Artist gets his DRTR; two-handed. May still use feet to jump and kick (but no kick-boxing), but no karate chop is allowed in same turn as katana. May switch to nunchaku for Monsters Phase for defensive purposes.
(The Barbarian and Elf may use this weapon, but may not visit this store to buy it. Maybe they can make a deal to purchase from a warrior who may buy it.)
12 1000G
Wooden Nunchaku NORMAL DAMAGE DICE+STR+1 WOUND + DRTR. Remember, the Martial Artist must have this weapon to use his special block skill (an innate skill, not acquired), and to use other nunchaku specific skills. 7 500G

Very Special & Honorable Nunchakus Weapons Case

He may only acquire the following nunchakus if he is considered worthy. He may only buy them if he has leveled up to the indicated title and has used the specified nunchaku for at least one adventure. He may use any nunchaku with his martial arts fighting style and thus will get to use his DRTR with them.

Name Special Rule Availability Cost
Hard Oak Nunchaku +2 wounds (Requires Brown Belt or Higher title & use of normal wooden set for at least one adventure.) 8 1000G
STEEL Nunchaku +3 wounds, ignore non-magical armour on 6+ to hit (Requires Black Belt or Master title & use of Hard Oak set for at least one adventure.) 9 2000G
Silver-coated STEEL Nunchaku +3 wounds, ignore non-magical armour on 6+ to hit (Requires Black Belt or Master title & use of Hard Oak set for at least one adventure.) These are the same as the normal Steel nunchaku, except they also count as magical and do +2D6 damage against undead.

However, the silver coating will only last 1D3 adventures then the steel nunchaku must be re-coated at a School of Martial Arts Shop. The shop keeper will just trade a newly coated set for your uncoated set at a cost of 1000 gold for the silver coating and the labor. You must roll for availability just like buying a new set at 9+. If the shop keeper doesn't have a set ready, then you may still pay the 1000 gold and come back in 1D3 days to pick up your own re-coated. This could pose a problem with catastrophic events, etc. When picking up your silver re-coated steel nunchaku, they will be waiting for you at the entrance gate of the school, since you will not be allowed back into the school during this stay at the settlement. Or, you could just forget the silver coating this time. Without the silver coating this weapon is exactly the same as a normal steel nunchaku. Yes, you may have your originally non-coated steel nunchaku coated in this same manner.

9 3000G
Hardened Alkalai Steel Nunchaku +4 wounds, ignore non-magical armour on 5+ to hit. Also, these are inscribed with special mystical runes giving +1 to DRTR and magical status. (Requires Master title & use of either steel set of nunchakus for at least one adventure.) 10 4000G

 

TRAINING

The Martial Artist trains at a School of Martial Arts. Paying the appropriate amount and taking one week as most other warriors. He gains one new skill each level, because he so quickly learns new fighting skills. Roll 2D6 on the table, re-rolling if need be until rolling a skill he does not already have. If he already has all of them, which is possible because of other events and conditions, roll 1D6. On 1-3 he does not gain a skill this time, on 4-6 he gains a skill of a random warrior whose rule book is available, including the four warriors in the Role Play Book who have skills. The skill must be consistent with his character or re-roll.

 

MARTIAL ARTIST FIGHTING SKILLS

2 Kick Boxing

If he so desires, he may choose to attack any one opponent in a one-turn or partial-turn kick boxing match. To do so he must have at least two attacks available and declare that he will be kick boxing his opponent. (He may still spend his other attacks on other special skills, but must have at least 2 normal attacks to use in order to truly be "kick boxing"). He may only do this when not adjacent (and thus pinned) to any other opponent while attacking his chosen "kick boxing partner". He thus proceeds to fight with his feet and fists, mostly his feet. While so engaged, his concentration is so intense that he gains +1 to hit and +1 to the DRTR, but may use no weapons this turn, except those considered as "unarmed" (i.e. knuckle dusters) OR "Battle Boots"(+1 kick attack, +1str, -1 to hit). He may not even use nunchaku. He may however switch back to nunchaku during the monster phase, and may still block, strike back, and use twirling nunchaku defensively (if he has the skills) as long as he has forfeited the required attacks in the warrior phase.

3 Reaction Strike

Same as Barbarian skill in Roleplay Book

4 Flying Kick/Flying Jump

In COMBAT: He may trade in 2 attacks for one flying kick attack, if he successfully breaks from pinning, and has at least one empty square available to start his jump, he may fly at any chosen LOS enemy up to his initiative plus his battle level distance (So, BL 2+4 Initiative would give a maximum range of 6. He is effectively trading 2 attacks for the range and added attack benefits. He can use normal movement to get into range for the flying kick/jump). He should roll to hit with his weapon skill-not BS (since he is a weapon) versus his chosen target's weapon skill.

If he hits, work out unarmed damage as above plus 2 on DRTR and adding 1D6 to the final damage total. For instance, if he frees from pinning and rolls to hit his target and hits, then rolls 2D6 and gets a 9, we add 2 giving an 11 result. Thus he stuns his opponent plus we add the 2 extra wounds and another D6. If he rolled a 6 to hit, then he would get +2D6 damage (+1D6 for Flying Kick and +1D6 for Killing Blow). However, he may not get a death blow on a Flying Kick, since he must concentrate on regaining his balance.

If he misses (he may physically hit the target, but not offensively as intended), he must do a toughness test versus the intended target, (toughness +1D6). If he scores less than the target scores, he takes the difference in wounds with no modifiers.

Whether he hit or missed, he must land in any available empty square adjacent to the target. If he, missed, he lands in a randomly chosen adjacent square. If he hit, he may choose which one. If he has killed his target with the flying kick, he takes either the same square or any adjacent square of his choosing. If there is no empty square the monsters(&/or warriors) must make room for him, moving models around as needed. Just try to use common sense.

Alternatively, he may just choose to make a long flying jump to any empty square (same range as above), by trading in two attacks, breaking from pinning and making a normal initiative test at 7+. Once he lands he may continue his turn using any movement points and attacks he has left. If he fails his initiative test roll 1D6, on 1-3 he actually makes the jump, but must spend the rest of the turn getting back up and may not move or attack, on 4-6 he fails to initiate the jump and recovers only losing the two attacks that he has sacrificed to attempt the jump. When not in combat (no monsters present), he may still attempt his Flying Jump as many times as he could if he were in combat (trading two attacks for each attempt).

He may attempt either the Flying Jump or the Flying Kick as many times as he trades 2 attacks and is not immobilized by a previously failed (in the same turn) Flying Jump/Flying Kick. However, unless he has a source of light he had better be careful about jumping into a darkened area of the dungeon (The lantern lights the same and any adjacent board sections.)

 

5 Trip

He may now trade one attack for each attempt to trip any adjacent monster. A level 10 Martial Artist with 5 attacks, for instance, could try this up to five times in one turn. To trip a monster he must roll to hit at -1, since this is more difficult than a normal attack. With a successful hit the monster has been tripped and may not attack for one turn while trying to get back up. He may not try to trip any Large monsters (too heavy to trip), any that can fly (They defy gravity.), nor any that are ethereal (too insubstantial). Yes, monsters may attempt to dodge (if they have that ability) a trip attack.

6 Kick Back Attack

If an adjacent monster has one or more empty spaces behind it, the Martial Artist may attempt a Kick Back Attack instead of a normal attack. He may attempt this as many times as he has attacks (trading 1 attack for each Kick Back Attack). He should roll to hit as normal. If successful, he does normal damage minus 1D6 damage, rolling on the Damage Result Table (DRTR), without any weapon modifiers (but Killing Blow skill still counts), and his target is kicked backwards one square and the Martial Artist takes the monster's original square without any movement cost. If more than one square is available, the Martial Artist chooses which square. This is especially useful to move monsters away from vulnerable or gravely wounded warriors. Also, he may use this method to increase the distance he may travel in one turn. Of course, he sacrifices some of his killing power to do so, because of the -1D6 modifier to damage.

7 Karate Chop

He may trade two attacks for this special attack. He rolls to hit as normal; if successful, in addition to normal damage +1 on his DRTR, he also momentarily paralyzes his target until the monster phase of the next round. The monster may do nothing while paralyzed, not even cast a spell, and is at +2 to be hit for the rest of this round. Because he is so skilled and quick, he may use this skill while using any one-handed weapon, or even while holding nunchaku (It is a one-or-two-handed weapon), but the damage result will not include any weapon modifiers, since he uses his hand to perform the karate chop. In other words, he may do a karate chop by trading two attacks and use a one-handed weapon or nunchaku in the same turn, as long as he has enough attacks.

8 Strike Back

If he successfully blocks an attack (while using nunchaku and his innate block skill), do an opposing initiative test (initiative + 1D6) versus opponent who hit him (also initiative + 1D6). If he scores greater than his opponent scores, he gets one immediate attack (no death blow)-roll to hit as normal - on his attacker before any more enemy actions, even though this may result in stunning or even killing his opponent before they can use any of their remaining attacks.

9 Rampage

A limited # of times during an adventure the Martial Artist may go on a fighting rampage in which he is a killing machine to avoid.

Here are the number of times he may attempt to go on a rampage per adventure: (Based on level/title)

BL 2-4 Brown belt 1/ADV
BL 5-7 Black belt 2/ADV
BL 8-10 Master 4/ADV

To go on a rampage in any turn while in combat, he must have suffered more than 50% loss of wounds and/or must be afraid or terrified of two or more types of enemies at the same time. If either or both of these conditions exist, he may attempt a courageous rampage at the beginning of any of his turns this combat by successfully passing an initiative test of 8+ (1D6 + Initiative). If he is unsuccessful, he may fight as normal this turn, but has used up one of his attempts at rampaging for this adventure. If he successfully goes on a rampage, it lasts until the combat is over.

While on a rampage, he has twice his normal attacks, twice his normal movement, is immune to all fear and terror. However, at the beginning of each subsequent turn (but, not his first turn on rampage), while on the rampage, he must roll 1D6. If the result is a 1 or 2, he cannot do anything offensively this turn, but may defend himself and is at +1 to be hit by his enemies, while he tries to regain his breath and momentum to continue the rampage. While so engaged/disabled, he may not use the Twirling Nunchaku skill defensively, because he has no offensive attacks to trade; but, he may dodge, block with nunchaku and use strike back (if he has that skill).

To Quit or Not to Quit … a Rampage If he thinks maybe he should end his rampage (in order to meditate, or to avoid the negative effects) before the combat is over, he must make both a successful will power test (WP+1D6) of 8+ and a successful initiative test (I+1D6) of 8+, and spend one full turn doing nothing offensive as he calms down. But, then he must make any fear and terror tests as though the monsters had just appeared. If he fails either test, he may still act as "normal", as normal as he does while in a rampage, this turn; he only spends time calming down once he successfully passes both tests.

One major drawback is that he MAY NOT MEDITATE to gain wounds, while a rampage is still in effect, not even while regaining his breath and momentum, though the Vest of Honor may automatically heal him if he falls to 0 wounds and will restore wounds at the end of each turn if it has the restoration ability. If the Vest of Honor has mystical pockets, they will continue to produce life energy wafers for each monster the martial artist kills up to their maximum capacity and he and other warriors may still benefit from them as usual. All the more reason to visit the Inner Sanctum so that he might have some mystical pockets to enable him to keep rampaging and gaining life force wafers from killing monsters.

10 Twirling Nunchaku

He may use this skill either offensively and/or defensively, but must spend two attacks for each use.

OFFENSIVELY, he may trade two attacks for each offensive Twirling Nunchaku attack. So, if he has 6 attacks, because of being on a rampage, he could conceivably do three Twirling Nunchaku attacks. When attacking like this, he gets one attack versus all his adjacent opponents. He must obviously be using nunchaku, and he should roll to hit for each specific type of adjacent monster (not each model, unless all are different) and for each adjacent party member versus their weapon skill. If he hits, he hits all of that type (if a natural 6 to hit he gets to add his Killing Blow to the damage for those particular models); if he misses, he misses all of that type. He cannot avoid rolling to hit any adjacent warriors (Hopefully, they will understand, or he will miss). Once all hit models are determined, he then rolls DRTR ONCE FOR ALL MODELS HIT. THE SAME RESULT APPLIES TO ALL OF THEM. However, since this is not a very specific attack, the DRTR is 2D6-2. Because of the nature of this attack, any out-right kills do not result in a normal death blow.

When using this skill DEFENSIVELY, he must give up two of his attacks during the warriors phase and declare "Twirling Nunchaku Defensive". Furthermore, before any monsters attack at the beginning of the monsters phase, he must declare whom he will be defending. He may defend himself or any adjacent warrior (or even a third party, whom the group has vowed to protect). He may conceivably defend two individuals, himself and one adjacent model or two adjacent models, if he forfeits four of his attacks during the warrior phase. He could defend up to three, himself and two adjacent models for instance, if on a rampage and forfeiting 6 of his normal attacks.

While defending himself thus, all monsters are at -2 to hit him in hand-to-hand combat. He is obviously only able to use nunchaku for this defensive feat. He may still block with this weapon and may still get an opportunity to strike back (at 2D6-2 on DRTR) if he has that skill. Additionally, if a monster rolls a 1 to hit, he gets into the path of the twirling weapon and suffers 2D6-2 DRTR damage as though he were being attacked by the offensive use of the weapon. Also, there is a chance that his weapon may deflect physical projectiles (arrows, blunderbuss shot, thrown spears, even troll vomit - but, at the cost of a set of nunchaku, etc.-"Hmmm.. maybe having an extra set along would be a good idea.") (This would not work against magic, fire, or lightening.) Roll 1D6 for each incoming shot, on a 6+ the projectile is deflected. Again, he should attempt to dodge first.

While defending an adjacent warrior: same as while defending himself, except he must also be adjacent to the attacking monster and the benefits of protection go to the adjacent warrior. Therefore, he may protect a warrior against up to four adjacent monsters and against all physical projectiles (6+ to deflect) except those fired from the opposite side of the one he is protecting.

Whenever monsters appear in the monster phase after no monsters were present-no combat-during the warrior phase, and the Martial Artist is carrying his nunchaku, he may be assumed to be using his Twirling Nunchaku defensively. This can be quite helpful against monsters that ambush. He may declare whom and how many (a whole number = normal attack characteristic divided by 2.) he intends to defend as soon as the monsters appear. We may assume that he has spent the attacks that he didn't need during the warrior phase. If he has this skill and Reaction Strike and/or Strike Back, he may react or strike back, but he must roll 2D6-2 on DRTR as he is confined to fighting with the Twirling Nunchaku skill while defending in this manner. Yes, he may defend in this manner and meditate if needed in the same turn; but, if monsters do indeed show up and attack him, his meditation has been broken this turn. Also, he would have to forfeit the use of Reaction Strike on an adjacent monster to maintain his meditation.

11 Jump

He may now jump (no tests required) over any obstacles, monsters (if he can free from pinning), and warriors while making any normal movement as long as he has enough movement. All the squares jumped count as normal movement. He may jump the number of squares/times per turn as indicated by his BL/Title:

BL 2-4 Brown belt 1square/1time/turn
BL 5-7 Black belt 1 to 2 squares/up to 2 times/turn
BL 8-10 Master 1 to 4 squares/up to 4 times/turn

If he has both Jump and Flying Kick/Flying Jump skills, he may use them both in the same turn as long as both have their conditions met. To clarify: the Jump skill uses normal movement, while the Flying Kick/Flying Jump skill uses 2 attacks (in trade).

12 Yell ("HIYAAAH!!" or such Like)

Once at the beginning of each of his turns, he may yell at his enemies. On a successful yell (5+ on 1D6), he gets +1 to hit this turn as his opponents are distracted and taken slightly off guard. This bonus applies to whatever type of attack he makes and also adds a +1 to DRTR if using martial arts weapons or is fighting unarmed, and while using any martial arts skill attack.

 

MULTI-FACETED FIGHTER
Just to give the adventurer an idea of how versatile and unique a warrior the Martial Artist really is

Many of his skills may be used in conjunction with each other, thus having some cumulative effects. For instance, if he is on a Rampage (2 X attacks, 2 X movements), he may first Yell at his opponents (+1 to hit, +1 to DRTR), then trade two attacks to do a Flying Jump attack (+2 on DRTR for a total of +3, and get +1 D6 damage) and after trading two more attacks to do a Karate Chop (+1 DRTR for a total of +2 & +1 to hit, because of a successful Yell) on one of his opponents. If he still has two attacks left he may trade them in to either do one offensive Twirling Nunchaku attack (with 2D6-1 instead of 2D6-2 on DRTR because of the Yell's bonus of +1 to DRTR) or do his defensive Twirling Nunchaku during the monster phase (at back to normal 2D6-2 DRTR, because Yell effects last no longer than his own offensive turn). He could even do more than this if he is at level 9 (for instance) with five normal attacks (2 X attacks on Rampage would = 10 attacks to spend per turn.)

 

MARTIAL ARTIST BATTLE-LEVEL TABLE

Battle
Level
Gold Title WS BS STR MOVE Dam. Dice* T** W I A Luck WP Pin
1 0 White Belt          4 5+ 3 4 1/2D6(6+) 3(4) 1D6+7 4 1 1 3 5+
2 2,000 Brown Belt 5 4+ 3 4 1/2D6(6+) 3(5) 2D6+7 4 2 1 3 4+
3 4,000 Brown Belt 5 4+ 4 4 1/2D6(6+) 3(5) 3D6+7 5 2 2 4 4+
4 8,000 Brown Belt 6 4+ 4 4 1/2D6(6+) 4(6) 3D6+7 5 3 2 4 4+
5 12,000 Black Belt 6 3+ 4 5 2/3D6(6+) 4(7) 4D6+7 5 3 2 4 3+
6 18,000 Black Belt 7 3+ 4 5 2/3D6(5+) 4(7) 4D6+7 6 4 3 4 3+
7 22,000 Black Belt 7 3+ 4 5 2/3D6(5+) 4(7) 5D6+7 6 4 3 5 3+
8 32,000 Master 8 2+ 4 5 3/4D6(5+) 4(8) 5D6+7 7 4 3 5 2+
9 45,000 Master 9 2+ 4 6 3/4D6(5+) 4(8) 6D6+7 7 5 4 5 2+
10 50,000 Master 10 2+ 4 6 3/4D6(5+) 4(8) 7D6+7 8 5 4 5 2+

*His initial Killing Blow skill gives him an extra damage dice on 6+ to hit (5+ to hit at levels 6-10).
**His Vest of Honor (start with +1T) confers an extra +1T each time he gains a title (mystically offered, but is practically normal physical armour)