Copyright (c) 1996 by Anthony Jackson This martial art is intended to fit with a certain category of 'elf' which is common in certain types of literature; it represents the wood elves/spirits, who are almost ghosts in the forest, and have a tendency to hang around out of direct vision, shooting arrows at hostile people; it is also appropriate to certain types of human native tribes. Unlike such things as Sylvan War Lore, I feel this has a legitimate literary background (;) Elven Hunter-art (cost 13/15) Primary Skills: bow, stealth, tracking, naturalist Secondary Skills: acrobatics, camoflage, climbing, hiking, running, survival(forest) Optional skills: breath control, fast-draw (arrow), first aid, jumping, veterinary, zoology Manuevers: hit location (bow) (2 points), running shot, walking shot Cinematic skills: light walk, pressure points(bow) Notes: this is not truly a 'martial' art, in that it is not in fact intended for warfare; it is intended for hunting with a minimal impact on the forest you are hunting in (for the war form, see Elven Archery). Masters with this style will have Weapon Master -- note I include light walk in this skill, even though that skill is not normally offered with weapon master. Elven Hunting has very particular codes, having to do with how meat may be slaughtered, how food may be gathered, what animals you can hunt, etc -- these are probably similar in severity to kosher laws (I am not familiar enough with kosher laws to be entirely certain); this is for the most part implicit in the elven Duty to Nature disadvantage (gack...a 15 pt disad which most people who play elves totally ignore). The philosophy is not listed separately in the style, as it is taught as a part of naturalist. Note that most practitioners of this art are (at least, effectively) Dark Elves, since they tend to be intolerant of intruders and despoilers of nature; an elf who comes out of the forest might well replace the Intolerance with Fanatic, thus becoming even more annoying... Elven Archery Primary Skills: bow, fast-draw(arrow), meditation Secondary Skills: breath control, parry missile weapons Optional skills: any listed in Hunter-art Manuevers: hit location(bow) Cinematic skills: mental strength, power blow(bow), pressure points(bow), zen archery Cinematic manuevers: dueling missiles This is an actual martial style, with a history in the hunter art, but dramatically separated, and really not even appropriate to the same culture (most of the added skills are essentially worthless in the forest); the style has a strong resemblence to Kyudo. ----New Manuevers: Running Shot(hard) defaults to Bow-12 or Walking Shot-6, cannot exceed Walking Shot -2 or Bow -4. This is the skill of firing a bow while running; the -12 penalty is based on the standard penalties (in Basic) for firing a bow while running. Walking Shot(average) defaults to Bow-6, cannot exceed Bow-2. This is the skill of firing a bow while walking (based on the -6 penalty in Basic). This still does not permit aiming while walking. Dueling Missiles(hard) defaults to (missile weapon)/2 - 5, cannot exceed base skill/2. This is the skill of parrying arrows and other similar attacks by shooting them out of the air (this is somewhat consistent with the Size/Speed modifier of -15 to hit an arrow in the air...); while this is in effect a defense, you have to have a ready missile weapon, you can't use this manuever _and_ attack (must wait or all-out defend), and PD doesn't affect it. Modifiers: +1/5 of your Zen Archery skill (dividing speed/range modifiers actually makes this an easy shot) - any range penalty to the _target_ of the attack. You cannot deflect shots if you are further from the target than the attacker. -1 for range < 20 yards, additional -1 for every halving of range. +2 for thrown weapons (but note that they are usually used at very short range...); -2 for crossbows, -2 for using a thrown weapon against a bow. This maneuver is appropriate to Kyudo as well.