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Icelander
Master of Realmslore

1229 Posts

Posted - 19 Sep 2008 :  14:24:01  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Shield Wrestling

'Barak Torst' (lit. 'Shield/Strength play')
(Shield Dwarf Combat Wrestling)


6 points

Shield Wrestling is the primary combat wrestling form of the northern Shield Dwarves, being a practical style that teaches dwarves to use their shield for offence as well as defence. The style is also popular as a sport, with matches being fought both with and without shields. Commonly, dwarves learn Shield Wrestling as a sport form when they are young, in matches where striking is disallowed and shields are rarely used, moving on the the full style in conjunction with an armed fighting style once they enter the militia.

The style is heavily based on balance and standing against larger opponents. Defensive Attacks with the shield or leading hand are common and even if unarmed, the stylist maintains a typical shield-forward defensive stance. Strikes are usually done from a grapple.

Skills: Brawling; Judo; Shield; Sumo Wrestling; Wrestling.
Techniques: Arm Lock; Armed Grapple (Shield); Choke Hold; Elbow Strike; Hammer Fist; Head Butt; Head Lock; Knee Strike (Brawling); Stamp Kick (Brawling); Sweep (Sumo Wrestling); Targeted Attack (Brawling Punch/Face); Targeted Attack (Shield Slam/Skull); Targeted Attack (Hammer Fist/Skull); Uppercut (Brawling); Two-handed Punch (Brawling); Trip; Wrench Limb; Wrench Spine.
Cinematic Skills: Immovable Stance; Kiai.
Perks: Armour Familitarity (Judo); Improvised Weapons (Shield); Iron Arms; Iron Legs; Iron Neck; Power Grappling; Shoves and Tackles (Shield); Style Adaptation (Any Dwarven); Sure-Footed (Uneven); Sure-Footed (Slippery); Unique Training (Shield gives no penalty in close-combat), Weapon Adaptation (Shield with Sumo Wrestling).


Optional Traits

Secondary Characteristics: Improved FP or HP
Advantages: Combat Reflexes; Enhanced Block; Fearlessness; Fit or Very Fit; High Pain Threshold.
Disadvantages: Code of Honor (Dwarven); Overconfidence; Sense of Duty (Dwarves).
Skills: Any weapon skill from Dwarven armed styles; Games (Shield Wrestling); Judo Sport; Shield Sport; Wrestling Sport.

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Icelander
Master of Realmslore

1229 Posts

Posted - 19 Sep 2008 :  14:29:05  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Warrior Training

'Barak Kuld Samman' (lit. 'Brother of the Axe and Shield')
(Shield Dwarf Militia Style)


4 points

The military training of Dwarven holds in the North imparts these skills to dedicated dwarven warriors. Unarmed skills are part of the Shield Wrestling style and taught seperately, so generally a stylist will know both.

Straight Attack manuevers are more common than either Defensive Attacks or Committed Attacks, with Defensive Attacks primarily seeing use when forming part of a shield wall or defence line. The shield hand always leads and the axe or hammer is used in one hand. Only when the shield is destroyed or unreadied does the typical stylist take the weapon in both hands.

Skills: Axe/Mace; Shield; Two-handed Axe/Mace.
Techniques: Close-Combat (Axe/Mace or Two-handed Axe/Mace); Counterattack (Any in style); Feint (Shield); Retain Weapon (Axe/Mace or Two-handed Axe/Mace); Targeted Attack (Axe/Mace Swing/Arm); Targeted Attack (Axe/Mace Swing/Leg); Targeted Attack (Axe/Mace Swing/Neck); Targeted Attack (Axe/Mace Swing/Skull); Targeted Attack (Shield Slam/Face); Targeted Attack (Shield Slam/Leg); Targeted Attack (Two-handed Axe/Mace Swing/Neck); Targeted Attack (Two-handed Axe/Mace Swing/Skull).
Cinematic Skills: Immovable Stance; Kiai; Power Blow.
Cinematic Techniques: Dual Weapon Attack (Axe/Mace or Shield), Dual Weapon Defence.
Perks: Grip Mastery (Dwarven Waraxe or Dwarven Hammer); Shield-Wall Training; Shoves and Tackles; Style Familitarity (Shield Wrestling); Sure-Footed (Uneven); Sure-Footed (Slippery); Teamwork (Warrior Training).


Optional Traits

Secondary Characteristics: Improved HP
Advantages: Combat Reflexes; Enhanced Block; Fearlessness; Fit or Very Fit; High Pain Threshold.
Disadvantages: Code of Honor (Dwarven); Overconfidence; Sense of Duty (Dwarves).
Skills: Broadsword; Climbing; Crossbow; Fast-Draw (Arrow or Knife); Hiking; Knife; Shortsword; Spear; Soldier; Survival (Mountains or Underground); Tactics; Throw Axe/Mace.
Perks: Weapon Bond

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Icelander
Master of Realmslore

1229 Posts

Posted - 19 Sep 2008 :  14:35:17  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Spirit of the Axe

'Xoth Kuld Olara' (lit. 'Secrets of the Essential Magical Nature (which is pure and unsullied by mortals) of the Axe')
(The Art of Dumathoin, the Keeper of Secrets Under the Mountain)


5 points

The servants of Dumathoin, the mysterious dwarf God of secrets, mining and deep mountain halls, learn to use an axe like all dwarves. Some of them even give demonstration of dwarven martial might with artistic axe dancing. The axe is the primary weapon of this style, but most stylists also know Shield from their militia training and may choose to fight with one in a pitched battle.

The real version of the art, however, taught only to advanced students and kept carefully hidden from outsiders, involves using the body as a weapon even in the absence of the axe. Stylists who have mastered this usually do not demonstrate their skill publicly and rarely focus on the axe dancing aspects of their art.

Strikes and moves are very much the same as in the armed version, with the hand substituting for the axe. Stylists Evaluate and Wait, only committing to an Attack as a Counterattack after a successful defence. The goal is usually to disable to opponent with one blow and the neck is a popular target, especially with an Exotic Hand Strike. Judo techniques are used for defence and to circle the opponent and keep him off balance.

Legendary practisioners are said to be capable of striking powerful axe blows even when unarmed, even severing goblin heads from their shoulders with the side of their hand.

Skills: Axe/Mace or Two-Handed Axe/Mace; Judo; Karate; Meditation.
Techniques: Agressive Parry (Karate); Arm Lock (Judo or weapon skill); Back Strike (Axe/Mace); Choke Hold (Judo or weapon skill); Close-Combat (Axe/Mace or Two-handed Axe/Mace); Counterattack (Any skill in style); Disarming (Judo); Elbow Strike (Karate); Exotic Hand Strike (Karate); Feint (Any skill in style); Hammer Fist (Karate); Hook (Axe/Mace or Two-handed Axe/Mace); Knee Strike (Karate); Retain Weapon (Axe/Mace or Two-handed Axe/Mace); Spinning Strike (Karate or weapon skill); Sweep (Judo; Karate or Two-handed Axe/Mace); Targeted Attack (Axe/Mace or Two-Handed Axe/Mace Swing/Neck); Targeted Attack (Exotic Hand Strike/Neck); Targeted Attack (Hammer Fist/Neck); Trip (Judo).
Cinematic Skills: Blind Fighting; Body Control; Breaking Blow; Immovable Stance; Mental Strength; Power Blow; Pressure Points; Pressure Secrets; Push; Sensitivity.
Cinematic Techniques: Hand Catch (Judo); Hand Clap Parry (Judo or Karate); Pressure Point Strike (Karate); Roll With Blow (Judo or Karate); Springing Attack (Karate or weapon skill); Targeted Attack (Thinking of the Axe/Neck); Thinking of the Axe* (Karate), Whirlwind Attack (Karate or weapon skill).
Perks: Armour Familitarity (Judo or Karate); Iron Hands; Sure-Footed (Uneven); Sure-Footed (Slippery); Technique Mastery (Exotic Hand Strike); Technique Mastery (Hammer Fist); Unique Training (Thinking of the Axe).


Optional Traits

Secondary Characteristics: Improved Will
Advantages: Blessed; Clerical Investment; Fearlessness; Inner Balance; Power Investure; Racial Memory.
Disadvantages: Code of Honor (Dwarven); Compulsive Behavior (Secrecy); Disciples of Faith (Dumathoin); Sense of Duty (Dwarves).
Skills: Art versions of style skills; whichever of Axe/Mace or Two-handed Axe/Mace not taken as a primary skill; Breath Control; Dancing (Axe Dancing); Esoteric Medicine; Hidden Lore (Dwarven); History (Clan History); Hypnotism; Occultism; Philosophy (Dwarven mysticism); Religious Ritual (Dumathoin); Savoir-Faire (Clerical); Shield; Theology (Dumathoin).
Cinematic Skills: Hypnotic Hands.

*Thinking of the Axe
Hard

Defaults Karate-3
Prerequisites Karate and Pressure Points; cannot exceed Karate skill

With this technique, the character strikes a blow with the side of his hand that inflicts thr-2 cutting damage. If he strikes any DR, Hurting Yourself (B379) applies.

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Icelander
Master of Realmslore

1229 Posts

Posted - 19 Sep 2008 :  16:42:00  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
The Other Side of the Tools

'Ilith Makaz' (lit. 'Trust in Your Tools and Honour')
(Gold Dwarf Militia Style)


6 points

Unlike their Northern cousins, the Gold dwarves have not been at constant war for almost all of their history. They've known long periods of peace and built halls that put even the legendary Delzoun of the Shield Dwarves to shame. In the isolation and security of their underground caverns, however, they have not grown soft as humans might have done.

Whenever danger has threathened, whenever goblins or abominable monsters from places Beyond invade their halls; dwarven miners, smiths and builders have taken up their tools and turned them to war. Every dwarven tool is supposedly forged to be useable for war and every dwarven adult possesses a tool which he or she can turn to lethal uses. Often, this tool is the one the dwarf forges himself upon finishing his apprenticeship in a craft or if the dwarf is not a smith, it is forged by his nearest relative who is.

Most often this tool isn't used for day-to-day labour, being much too well made for such mundane tasks and instead only being wielded during occasions of special signifance or import for the dwarf in question. Some traditionalist dwarves insist on using their favoured hammer or pick at all times, however, claiming that their personal worker's tool represents their link to Moradin, the Soulforger, and that as long as they wield their Soulhammer (-pick, -maul or other -tool), they will endure and serve their clan, but the day their tool can no longer serve, so too must they die.

Turning such a tool to warlike uses is refered to as looking to the Other Side of the Tools and the martial art of the Gold dwarven militias bears that name. It is a conservative, organised style. Practisioners fight in tight lines and phalanxes, overlapping their shields and striking Defensive Attacks with their unbalanced weapons. The most popular weapons are hammers and picks, miner's tools, for it is said that every dwarf is a miner at heart and most spend at least a few years "communing with the Earth's bones". Blacksmith's hammers and the stonecutting tools of masons are also popular. All use the Axe/Mace skill.

Skills: Axe/Mace; Shield; Soldier; Sumo Wrestling; Wrestling.
Techniques: Arm Lock; Armed Grapple (Shield); Choke Hold; Close-Combat (Axe/Mace); Counterattack(Axe/Mace or Shield); Feint (Shield); Retain Weapon (Axe/Mace); Sweep (Sumo Wrestling); Targeted Attack (Axe/Mace Swing/Arm); Targeted Attack (Axe/Mace Swing/Neck); Targeted Attack (Axe/Mace Swing/Skull); Targeted Attack (Shield Slam/Face); Targeted Attack (Shield Slam/Leg).
Cinematic Skills: Immovable Stance; Kiai; Power Blow.
Cinematic Techniques: Dual Weapon Attack (Axe/Mace or Shield), Dual Weapon Defence.
Perks: Grip Mastery (Chosen Tool); Shield-Wall Training; Shoves and Tackles (Shield); Sure-Footed (Uneven); Sure-Footed (Slippery); Teamwork (The Other Side of the Tools); Weapon Bond.


Optional Traits

Secondary Characteristics: Improved Will
Advantages: Enhanced Block; Fearlessness; Fit; High Pain Threshold; Unfazable.
Disadvantages: Code of Honor (Dwarven); Hidebound; Overconfidence; Sense of Duty (Dwarves).
Skills: Brawling; Climbing; Crossbow; Fast-Draw (Arrow); Hiking; History (Clan); Knife; Shortsword; Spear; Survival (Underground); Tactics; Theology (Moradin); Throw Axe/Mace; Two-Handed Axe/Mace.
Techniques: Hammer Fist; Targeted Attack (Brawling Punch/Face); Targeted Attack (Hammer Fist/Face).

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Edited by - Icelander on 20 Sep 2008 16:17:34
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Icelander
Master of Realmslore

1229 Posts

Posted - 19 Sep 2008 :  16:47:43  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Steel Shield Warcraft

'Splendarrla Barak Mrinding Alagh' (lit. 'Shining Steel Shields Way of Battle Honours')
(Gold Dwarf Soldier/Police Style)


5 points

The Steel Shields are the police force of the Great Rift, home of the Gold Dwarves. They are a gendarmie force, spending most of their effort on policing the borders of their land and finding themselves in pitched battle more often than they are involved in criminal investigations.

Their style reflects this, being mostly an infantry style focusing on use of the shield and either a long spear or an axe, depending on engagement range. Attacks are usually Defensive and the double dwarven line can be very difficult to dislodge. The goal of the Steel Shields is more usually to wait for reinforcements than to slaughter invaders themselves.

That's not to say that they are incapable of such work, far from it. Using their shields to Beat the defences of their foes and occasionally making Committed Attack from the rear line, where they are safely out of Reach, the practisioners of this style can rack up kills to compete with any dwarf.

Skills: Axe/Mace; Shield; Spear; Sumo Wrestling.
Techniques: Armed Grapple (Shield); Close-Combat (Axe/Mace); Counterattack (Any); Feint (Shield); Retain Weapon (Axe/Mace or Spear); Sweep (Spear or Sumo Wrestling); Targeted Attack (Axe/Mace Swing/Arm); Targeted Attack (Axe/Mace Swing/Neck); Targeted Attack (Axe/Mace Swing/Skull); Targeted Attack (Shield Slam/Face); Targeted Attack (Shield Slam/Leg); Targeted Attack (Spear Thrust/Face); Targeted Attack (Spear Thrust/Vitals); Targeted Attack (Spear Thrust/Vitals Chinks).
Cinematic Skills: Immovable Stance; Kiai; Power Blow.
Cinematic Techniques: Dual Weapon Attack (Axe/Mace, Shield or Spear), Dual Weapon Defence.
Perks: Shield-Wall Training; Shoves and Tackles (Shield); Sure-Footed (Uneven); Sure-Footed (Slippery); Style Familitarity (The Other Side of the Tools); Style Adaptation (The Other Side of the Tools); Teamwork (Steel Shield Warcraft).


Optional Traits

Secondary Characteristics: Improved Will
Advantages: Combat Reflexes; Enhanced Block; Fearlessness; Fit; High Pain Threshold; Legal Enforcement Powers.
Disadvantages: Code of Honor (Dwarven); Duty (Steel Shields); Hidebound; Honesty; Overconfidence; Sense of Duty (Dwarves).
Skills: Area Knowledge; Brawling; Crossbow; Fast-Draw (Arrow); Hiking; Intimidate; Interrogation; Judo; Knife; Law (Great Rift Criminal); Professional Skill (Law Enforcement); Shortsword; Soldier; Survival (Underground); Tactics; Throw Axe/Mace; Two-Handed Axe/Mace; Wrestling.
Techniques: Arm Lock; Choke Hold; Handcuffing; Hammer Fist; Targeted Attack (Brawling Punch/Face); Targeted Attack (Hammer Fist/Face).

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Icelander
Master of Realmslore

1229 Posts

Posted - 19 Sep 2008 :  16:56:28  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Clangeddin's Path

'Mrinding Clangeddin' (lit. 'Climbing Towards Clangeddin')
(Gold Dwarf Regular Army Style)


14 points

Like all other crafts, dwarves approach the business of warfare with pragmatism and careful attention to detail, often over several decades or centuries. Those dwarves which dedicate themselves to warfare as their primary profession serve an apprenticeship fully as long and involved as those of their brethren who become mining engineers or weaponsmiths. It is not until at least thirty years have been spent as an apprentice that a dwarf is considered a journeyman warrior, or as they are called in the army, Axebrother.

This incredible length of study, combined with the dwarven desire to excel in their fields, leads to each soldier being skilled at most aspects of dwarven warcraft. The style given here would be learnt as a minimum and it would be unusual for dwarven soldiers to have less than skill 13-14 at most of the primary skills, with at least one or two skills being higher than that.

The style gives equal weight to crossbow training and melee capabilities, with the front rank forming a barrier of shields in either case. Dwarves are not naturally good shots, so great training is necessary to produce useful effects from a unit of dwarven crossbowmen. Most often, the weapon is used for volleys at enemy units while waiting for an opportunity for melee or for defence of a prepared position.

Throwing axes are used prior to a charge or when receiving a charge by the enemy. The usual practice is to hurl the smaller axes at close range while holding the spears in the shield hand and switch just before impact.

The shield is held strongly forward and used for shoves, Beats, Sweeps (with the appropriate Perk) and slams. Axework is done in close, when the shield has rendered the opponent off-balance. Spears are used from the rear ranks or if the enemy is composed of larger beings than the dwarves, such as Ogres or trolls.

Skills: Axe/Mace; Crossbow; Fast-Draw (Arrow); Fast-Draw (Axe/Mace); Savoir-Faire (Military); Shield; Judo; Soldier; Spear; Sumo Wrestling; Tactics; Throw Axe/Mace; Wrestling.
Techniques: Armed Grapple (Shield); Arm Lock; Choke Hold; Close-Combat (Axe/Mace); Counterattack (Any); Feint (Shield); Low Fighting (Any); Retain Weapon (Axe/Mace or Spear); Shove (Shield); Sweep (Spear or Sumo Wrestling); Targeted Attack (Axe/Mace Swing/Arm); Targeted Attack (Axe/Mace Swing/Neck); Targeted Attack (Axe/Mace Swing/Skull); Targeted Attack (Crossbow Shot/Face); Targeted Attack (Crossbow Shot/Vitals); Targeted Attack (Shield Slam/Face); Targeted Attack (Shield Slam/Leg); Targeted Attack (Spear Thrust/Face); Targeted Attack (Spear Thrust/Vitals); Targeted Attack (Spear Thrust/Vitals Chinks); Testudo (Soldier); Trip.
Cinematic Skills: Immovable Stance; Kiai; Mental Strength; Power Blow.
Cinematic Techniques: Dual Weapon Attack (Axe/Mace, Shield or Spear), Dual Weapon Defence.
Perks: Armour Familitarity; Grip Mastery (Axe/Mace or Spear); Quick-Swap (Axe/Mace or Spear); Shield-Wall Training; Shoves and Tackles; Sure-Footed (Uneven); Sure-Footed (Slippery); Style Familitarity (Any Gold Dwarven); Style Adaptation (Any Gold Dwarven); Teamwork (Any Gold Dwarven), Technique Mastery (Shield Feint); Technique Mastery (Shield Shove); Weapon Adaptation (Shield with Sumo Wrestling).


Optional Traits

Secondary Characteristics: Improved FP, HP and/or Will
Advantages: Combat Reflexes; Enhanced Block; Fearlessness; Fit or Very Fit; Hard to Kill; High Pain Threshold; Military Rank, Weapon Master.
Disadvantages: Code of Honor (Dwarven); Duty (Dwarven Army); Overconfidence; Sense of Duty (Dwarves), Vow (Never retreat from battle).
Skills: Artillery (Catapult); Brawling; Climbing; Engineering (Military); Expert Skill (Hoplology); Expert Skill (Military Science); Fast-Draw (Knife); First-Aid; Forced Entry; Gunner (Ballista); Hiking; History (Clan or Great Rift Military History); Intimidate; Karate; Knife; Leadership; Lifting; Operations; Shortsword; Strategy; Survival (Underground); Tactics; Two-Handed Axe/Mace.
Techniques: Hammer Fist; Targeted Attack (Brawling or Karate Punch/Face); Targeted Attack (Hammer Fist/Face).

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Markustay
Realms Explorer extraordinaire

USA
14187 Posts

Posted - 20 Sep 2008 :  07:17:26  Show Profile Send Markustay a Private Message  Reply with Quote
So far, everything you've done here is amazing -.

Am I to understand the 'points' you refer to in each entry are for use with the Gurps system?

I have a concept for special styles for certain races that take advantage of that races natural abilities. For instance, a four-armed race could learn to wield special two-handed martial arts weapons on each side (rather then upper and lower arms handling one each). The maneuvers would be similar to the horizontal position normally used, but it would be devasting in any sort of 'whirlwind' attack style. Of course, Four pairs of Nunchuks would be out of the question.

Unless he wanted to tie himself in knots....

I first got this idea when I was trying to come up with some new fantasy weapons for the kara-Tur project I'm working on (making FR's 'Eastern' lands less derivitive then it was presented in 2e). I had an idea for Nunchuks (I just love those) that had blades for handles, but then I immediately realized how self-destructive that would be....

Unless the wielder was a troll, or a Vampire... or anything else with some sort of regeneration. Like Wolverine's claws, it would cause damage to the weilder, but would heal almost as quickly as it occurred, and the damage to an opponent would be spectacular.

Also, a great many monstrous humanoids have claws and even bite attacks, and since these creatures are intelligent, it would make sense if more civilized groups developed their own martial arts based around their own peculiar anatomy.

Just imagine how devastating a well-trained cavalry of Centaurs would be, especially if they were taught how to fight like the Trojans (throw spears, until the enemy was clse enough to engage with sword & board). The fact that they could add their charge to a spears momentum would be incredible (better then an atl-atl, I would imagine), and they could also pull back quicker then most oponents could persue, making them the ultimate in 'Hit & Run' tactics.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 20 Sep 2008 07:23:32
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Icelander
Master of Realmslore

1229 Posts

Posted - 20 Sep 2008 :  16:33:46  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Markustay

So far, everything you've done here is amazing -.

Thank you. Still, a lot of work remains to be done.

quote:
Originally posted by Markustay

Am I to understand the 'points' you refer to in each entry are for use with the Gurps system?

It is so, yes. These represent the minimum point investment in the primary skills of the style in order for a character to 'know' the style. In practise, some of these styles are employed by characters who train for decades and therefore spend much more than this minimum amount.

quote:
Originally posted by Markustay

I have a concept for special styles for certain races that take advantage of that races natural abilities. For instance, a four-armed race could learn to wield special two-handed martial arts weapons on each side (rather then upper and lower arms handling one each). The maneuvers would be similar to the horizontal position normally used, but it would be devasting in any sort of 'whirlwind' attack style.

Well, the normal two-handed grip has many defensive advantages that would be lost with such a grip, but with two weapons, maybe it's worth it.

If I had four arms and could move them somewhat independently, I'd have shields on both sides, and a sword and spear in the other arms.

quote:
Originally posted by Markustay

Of course, Four pairs of Nunchuks would be out of the question.

Unless he wanted to tie himself in knots....

I first got this idea when I was trying to come up with some new fantasy weapons for the kara-Tur project I'm working on (making FR's 'Eastern' lands less derivitive then it was presented in 2e). I had an idea for Nunchuks (I just love those) that had blades for handles, but then I immediately realized how self-destructive that would be....

Swordchuks are frequently used as a joking example of the kind of sillyness that fantasy authors and game designers like to invent without ever having held a sword.

However, it's not like D&D doesn't have plenty of untenable weapons, so if you'd like to add a few more, it won't break anything (except possibly suspension of disbelief). In any event, D&D rules de-emphasise the weapon used in favour of character level and abilities.

quote:
Originally posted by Markustay

Unless the wielder was a troll, or a Vampire... or anything else with some sort of regeneration. Like Wolverine's claws, it would cause damage to the weilder, but would heal almost as quickly as it occurred, and the damage to an opponent would be spectacular.

Most creatures with regeneration also have enough strength to be able to seriously hurt themselves if they start swinging swordchuks around.

quote:
Originally posted by Markustay

Also, a great many monstrous humanoids have claws and even bite attacks, and since these creatures are intelligent, it would make sense if more civilized groups developed their own martial arts based around their own peculiar anatomy.

Fortunately, that's easy to implement in GURPS and there are already Lizard Man arts in existence. It's no trouble to adapt them to most clawed humanoids with bite attacks.

quote:
Originally posted by Markustay

Just imagine how devastating a well-trained cavalry of Centaurs would be, especially if they were taught how to fight like the Trojans (throw spears, until the enemy was clse enough to engage with sword & board). The fact that they could add their charge to a spears momentum would be incredible (better then an atl-atl, I would imagine), and they could also pull back quicker then most oponents could persue, making them the ultimate in 'Hit & Run' tactics.


Why throw the spears? Seems to me that they'd be much better off fighting with spears and shields and have the sword as a sidearms (much like all historical Greek formations).

Holding the spear like a lance makes their initial charge all the more powerful and if you want them to hurl something on the way, they can carry a couple of javelins for that duty.

But hurling something at a dead run, without slowing or stopping afterwards, seems like a very imprecise science. They could perhaps aim at an enemy formation, but not at individual troops.

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Alystra Illianniis
Great Reader

USA
3747 Posts

Posted - 22 Feb 2011 :  05:29:23  Show Profile  Click to see Alystra Illianniis's MSN Messenger address Send Alystra Illianniis a Private Message  Reply with Quote
Awesome thread! I will definitely have to use some of these.

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

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My stories:
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Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee)
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Wooly Rupert
Master of Mischief
Moderator

USA
30290 Posts

Posted - 22 Feb 2011 :  05:49:18  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
The tinker gnomes of arcane space practice a little-known martial art called "hamster fu." It mostly involves throwing miniature giant space hamsters at opponents.

It's little known because few of its practitioners live long enough to teach it to others, and those who witness hamster fu attacks assume it's some desparate maneuver on the gnome's part!

There are a few who have fallen to the attacks of a hamster fu practitioner, however... Mostly because they could not stop laughing!


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Edited by - Wooly Rupert on 22 Feb 2011 05:52:04
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The Sage
Procrastinator Most High
Moderator

Australia
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Posted - 22 Feb 2011 :  06:24:54  Show Profile  Send The Sage an AOL message  Click to see The Sage's MSN Messenger address  Send The Sage a Yahoo! Message Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

The tinker gnomes of arcane space practice a little-known martial art called "hamster fu." It mostly involves throwing miniature giant space hamsters at opponents.

It's little known because few of its practitioners live long enough to teach it to others, and those who witness hamster fu attacks assume it's some desparate maneuver on the gnome's part!

There are a few who have fallen to the attacks of a hamster fu practitioner, however... Mostly because they could not stop laughing!



Actually, the tinker gnomes in my Realms practice "gear-fu" -- the ancient art of assaulting your opponent with the unpronounceable names of gnomish technical forms and confusing them with the apparent wisdom of tinker-theory.

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Alystra Illianniis
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USA
3747 Posts

Posted - 22 Feb 2011 :  07:08:21  Show Profile  Click to see Alystra Illianniis's MSN Messenger address Send Alystra Illianniis a Private Message  Reply with Quote
I have a gnome who practices stumble-fu. It's the art of clumsily tripping on things and dropping whatever combustible materials he happens to be holding, to the detriment of everyone around him.....

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Fellfire
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1944 Posts

Posted - 22 Feb 2011 :  13:25:57  Show Profile Send Fellfire a Private Message  Reply with Quote
"Legendary practisioners are said to be capable of striking powerful axe blows even when unarmed, even severing goblin heads from their shoulders with the side of their hand."

Phenomenal work. Perfect! Good find. I really need to delve into the more dusty recesses of the 'Keep more often. I wonder what ever became of the good Sage Icelander? Precisely what I was looking for. I've got some copy/pasting to do when I get home. I am unfamiliar with GURPS, but I can sure use these fluffy bits. This is just what I need to exterminate the infestation of elves plaguing my campaign recently.

*judo chops wimpy elven Bladesinger*


Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

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Alystra Illianniis
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USA
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Posted - 22 Feb 2011 :  17:50:43  Show Profile  Click to see Alystra Illianniis's MSN Messenger address Send Alystra Illianniis a Private Message  Reply with Quote
You know, I have a human monk/wiz who did that to a hobgoblin....

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

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Markustay
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USA
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Posted - 22 Feb 2011 :  20:53:50  Show Profile Send Markustay a Private Message  Reply with Quote
Stumble-Fu, Gear-Fu, and Hamster-Fu. (we need a ROFLMAO smiley)

All ones I would use, but the Hamster-Fu really got me thinking (I used to own hamsters... back before the great hamster revolt of '77).

Hamsters, like most rodents, appear almost 'boneless' in their ability to squeeze through and under small spaces. I know a magician (used to do the music for his act) who uses doves, and you'd be amazed at how small those things can 'fold-up' (he used to have a dozen stashed about his person).

Now apply that to Gnomes, who are known for prestidigitation (non-magical illusions) - thats BRILLIANT!

The art was so successful (the opponents rolling on the floor with laughter were easily overcome), that it lead to the development of the giant hamsterpult, the Hamster-thrower (like an atl-atl), and the hamster handbow (there is even a 5-shot repeater, but loading the cartridges can lead to infectious bites).

On a more Serious Note:
I can see illithids using pressure-point techniques, like those used in Liang Yi. Probably Githzerai as well (and one would have learned it from the other).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 22 Feb 2011 20:55:35
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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 23 Feb 2011 :  17:22:40  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
Do you have any ideas on what the drow might use?

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Alystra Illianniis
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Posted - 23 Feb 2011 :  19:08:19  Show Profile  Click to see Alystra Illianniis's MSN Messenger address Send Alystra Illianniis a Private Message  Reply with Quote
Spider-fu? The art of flinging spiders at your opponent to make them run around and scream like little girls......

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

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Fellfire
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Posted - 23 Feb 2011 :  22:58:12  Show Profile Send Fellfire a Private Message  Reply with Quote
"I can see illithids using pressure-point techniques, like those used in Liang Yi. Probably Githzerai as well (and one would have learned it from the other)."

Great idea, Markus. I first encountered a Mind-Flayer Monk in the excellent adventure, Bright Mountain King by Caine Chandler from Dungeon #142. I never really considered the Illithids to be a martial race although the Illithiad and Unveiled had some interesting ideas. I think it very apropos for an Illithid to use the the "death touch" to incapacitate their foes by manipulating their nervous system, ki, chi, whatever.

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out


Edited by - Fellfire on 23 Feb 2011 22:58:59
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Ayrik
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Canada
6399 Posts

Posted - 24 Feb 2011 :  04:34:37  Show Profile Send Ayrik a Private Message  Reply with Quote
Gith favour two-handed swords, rarely fight with two weapons, and never use a shield. I suspect they'd be able to employ their off-hand for spellcasting and psionics during combat, similar to the original 2E bladesinger. They quite likely have a gith equivalent to the elven bladesong style, though likely with greater emphasis on results than appearance.

[/Ayrik]
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Fellfire
Master of Realmslore

1944 Posts

Posted - 25 Feb 2011 :  13:59:00  Show Profile Send Fellfire a Private Message  Reply with Quote
What if the aforementioned Mindflayer Monk added telekinetic strikes to its repertoire? Some sort of Invisible Palm technique. Is there any lore, feats, etc. to support such a thing?

edit: spelling

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out


Edited by - Fellfire on 25 Feb 2011 21:52:11
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Ayrik
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Canada
6399 Posts

Posted - 28 Feb 2011 :  10:07:59  Show Profile Send Ayrik a Private Message  Reply with Quote
Y'know, there's a certain appeal to using sharpened gnomish gears as shuriken.

I have some curious queries about Markus's 4-armed fighting styles. Four 1-handed weapons? Two 1-handed weapons and two shields? Two 2-handed weapons? How about a mighty 4-handed sword? Do each of these styles require a different feat/proficiency? Ambidexterity? Quartidexterity? Multidexterity?

I'm thinkin' a 9' tall four-armed sahaugin warrior decked out with weapon specialization and four scimitars of speed would gain a devastating number of attacks. In theory.

[/Ayrik]

Edited by - Ayrik on 28 Feb 2011 10:08:48
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Alystra Illianniis
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USA
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Posted - 28 Feb 2011 :  16:55:49  Show Profile  Click to see Alystra Illianniis's MSN Messenger address Send Alystra Illianniis a Private Message  Reply with Quote
Ouch. 'Nuff said.

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

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Alisttair
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Canada
3054 Posts

Posted - 28 Feb 2011 :  17:09:33  Show Profile  Visit Alisttair's Homepage  Click to see Alisttair's MSN Messenger address Send Alisttair a Private Message  Reply with Quote
quote:
Originally posted by Arik

Y'know, there's a certain appeal to using sharpened gnomish gears as shuriken.

I have some curious queries about Markus's 4-armed fighting styles. Four 1-handed weapons? Two 1-handed weapons and two shields? Two 2-handed weapons? How about a mighty 4-handed sword? Do each of these styles require a different feat/proficiency? Ambidexterity? Quartidexterity? Multidexterity?

I'm thinkin' a 9' tall four-armed sahaugin warrior decked out with weapon specialization and four scimitars of speed would gain a devastating number of attacks. In theory.


I recall a feat in a Monster Manual 3E that gives multi-weapon fighting feat for creatures with more than 2 arms. I forget the name of the feat, but it does exist.

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Markustay
Realms Explorer extraordinaire

USA
14187 Posts

Posted - 28 Feb 2011 :  18:39:18  Show Profile Send Markustay a Private Message  Reply with Quote
I had an idea long-ago of creating special weapons that would synchronize with various monster's abilities.

Non-Canon:
I had a set of four nunchuks in my HB K-T material, which were known as 'Trollchuks'. The 'sticks' were actually blades in a star-pattern (like two 2-sided blades intersecting each other), which would do 3pts. of damage per round to the user (which, of course, is completely offset by trollish regeneration). They did brutal damage, but were nearly impossible to use by creatures without regeneration.

They were crafted by a very evil Wujen who had several trolls under his commend (he lived in a swamp), and was trying to create an elite fighting force of Trollish martial Artists (which failed miserably, because they don't have enough discipline, and ate him the first chance they got). His one claim to fame were the Trollchuks.

One is still used by a troll in Faerūn, another is in-use by an Eastern vampire, and a third is being used by a Genie in Zakhara. The fourth was lost somewhere in the Hordelands.

Recently, a four-armed troll named Sirron took possession of the one in Faerūn (after killing its previous owner), and learned of the other three through a swamp-hag. He is currently trying to track them down so he can use all four at once (although how he thinks he can accomplish such a feat is a mystery). Although the chances of his success are extremely slim - in both the pursuit, and being able to use them efficiently - the thought of such a whirling engine of death is frightening indeed.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 28 Feb 2011 18:53:18
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Icelander
Master of Realmslore

1229 Posts

Posted - 25 Apr 2011 :  19:52:36  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Fellfire

I wonder what ever became of the good Sage Icelander?

Perhaps he wandered off somewhere? Lost among the stacks of old scrolls?

Za uspiekh nashevo beznadiozhnovo diela!

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