Creating New Techniques

This chapter's techniques don't constitute an exhaustive list. Each martial-arts master has unique moves, a typical fencing manual describes hundreds of attacks and parries for one type of sword, and a global survey of unarmed fighting arts would reveal thousands of kicks. This doesn't even touch on feats from legend and cinema, which - freed of the fetters of physics - vastly outnumber realistic techniques! Thus, the GM is likely to learn of new techniques from fact and fiction . . . and face players who want signature moves for their characters.

Most "new" techniques are variations on existing ones, with differences so subtle that they don't merit game effects. For these, don't bother with the design system below. Just rename one of the techniques on pp. 65-89 to agree with your source and use its rules as written. The original technique and all renamed versions should default to one another at no penalty. For instance, you might refer to Lethal Strike (p. 85) as "Spear Hand" or "Crane's Bill," but all would use the Lethal Strike rules and default to each other at full skill.

Below is a greatly expanded version of Creating Techniques (p. B229) that's intended for truly new techniques. This system is meant for dedicated Martial Arts campaigns. Its degree of detail would be excessive in other kinds of games. It's also primarily for GMs. If the GM permits players to use it, he should carefully examine their creations before allowing them.


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