Source: http://tiras.tripod.com/ma/special.html
Timestamp: 2019-04-21 03:27:09+00:00

Document:
This should summarize the information on special maneuvers: This should summarize the information on special maneuvers. The damage category bonus for a martial arts style applies to maneuvers used within a style unless otherwise specified.
1 Circle Kick, 2d*, standard melee hit roll, lose next attack on failure.
2 Flying Kick, 3d*, 5' run required, standard melee hit roll, failure is fall.
Rear Kick, B7@1 basic style attack, annoying, on opponent directly behind, standard attack success roll.
The Foot Sweep, B7@2 tactical movement is a basic annoying attack, opponent must make a simple agility check to avoid falling; (unmodified) annoying damage on fall.
Foot Drop, B7@3 intensified damage: damaging combined with tactical movement, fake, swing foot above defender and down, +10 sit-mod on attack, giving defender +10 sit-mod on next attack.
Spinning Kick, B7@3 intensified damage damaging, standard attack success roll, lose next attack on failure.
The Fan Kick, B7@3 intensified damage: damaging, -10 sit-mod on attack, cartwheel-like motion kicking opponent once with each foot. Strikes at -10, second automatic if first hits, combined as intensified damage attack with a single roll.
Leaping Kick, B7@3 intensified damage: dangerous, 5' run required, standard attack success roll, failure is fall for annoying damage.
Overleap Kick, B7@3 intensified damage: lethal, attacker leaps above defender and kicks, only attack in the minute.
1 Choke Hold, no damage, opponent hit releases, or end of next round d3 rounds unconscious, standard melee hit roll establishes it, standard melee attack roll escapes without doing damage.
2 Locking Block, catches limb or weapon, hit roll against weapon establishes it, and hit roll against weapon breaks it, damage as if hit by weapon or attack form if failure on attempt to catch weapon.
3 Incapacitator, renders limb useless 24 hours as withering palm spell on failed save v. paralyzation, hit roll bonused by discounting armor.
Body Slam, B7@3 leveraged attack: dangerous, throws or knocks defender to the ground.
Head Slam, B7@3 leveraged attack, lethal, very like the body slam except that the defender lands on his head, and the sit-mod against it is -20.
Attack Catch, B7@5 anti-attack, catches limb or weapon, attack success roll against weapon establishes it, and attack success roll against weapon escapes it, automatic attack success by weapon or attack form if failure on attempt to catch weapon.
Immobilizer, B7@5 anti-attack, secures opponent with one hand on failed resistance check, attack success roll bonused by discounting cover, escape as attack against weapon with a -30 sit-mod.
Choking Grasp, B7@7 special damage, no damage, opponent successful attack releases, or on failed stamina check once per minute (multiply for stamina) RS/20 minutes unconscious, standard attack success roll establishes it.
Limb Twister, B7@7 incapacitation, renders limb useless RS/4 hours on failed stamina check, damaging attack, -10 sit-mod, attack success roll bonused by discounting cover.
1 Feint, uses attack, gives +2 to hit on next attack, token hit roll against AC10.
2 Prone Fighting, can fight normally when down, no hit roll required to activate.
3 Immovability, save v. paralyzation to avoid any attack which moves target, no hit roll required.
4 Missile Deflection, save v. paralyzation to avoid any known missile attack, no hit roll required.
5 Leap, uses one attack, 4' up and 3' forward, +1'/level, with turn option, failure is to fall at targeted landing sight, bonus for 10' run 8' up and 10' forward +level, token hit roll against AC10.
6 Speed, double all combat movement for 5 rounds, then rest for d3, no hit roll required.
Great Jump, B5@6 jump to 20 times size, uses one attack, RS/2' up and/or away, may turn to face any direction while in the air, +10 die mod for distance purposes only with 10' run, untargeted success roll.
Immobility, B6@9 non-moveability, avoids any attack which moves target, untargeted success roll creates sit-mod against such attacks.
Fake, B7@2 tactical movement, uses attack, gives +10 sit-mod on next attack, untargeted success roll.
Fallen Fighting, B7@2 positional, can fight normally when down, untargeted success roll to activate.
Missile Escape, B7@4 special dodging, success avoids any known missile attack, untargeted roll gives immunity for a full minute or combat period, negative sit-mod for high-speed missiles such as from high-tech weapons.
Missile Catch, B7@5 disarming, catches the weapon. Baseline is thrown weapons. Arrows/small primitive propelled missiles at -10, -20 for low-velocity bullets, -30 for high velocity bullets; additional -10 for siege engines.
Resist Slowing, B7@9 anti-magic and anti-psionic defenses, immune to slow effects of any type, untargeted success roll required.
Haste, P4@0 mind over matter, double all combat movement for RS/10 minutes, then rest for the same time, untargeted success roll required, may be chained at an increasing -10 sit-mod.
1 Concentrated Push, 1'/level, possible fall damage as follows: if pushed farther than 3', the target must save v. paralyzation to remain on feet, and whether or not he falls, crashing into a solid object results in d6 damage for each 10' or part thereof pushed, failure bonuses opponent attack +2 for remainder of the same round, immovability counters, and characters able to absorb fall damage may do so, hit roll bonused by discounting armor.
2 Sticking Touch, on success -2 AC, +2 to hit, hit roll bonused by discounting armor.
Focused Push, B7@3 leveraged attack, RS/5 feet, opponent must make agility check to remain on feet, falling or crashing into a solid object results in base damaging damage, failure sit-mods opponent attack +10 for remainder of the same minute or period, Immobility counters, and characters able to absorb fall damage may do so, ignore cover.
Following Finger, B7@4 attack analysis, on success -10 sit-mod on opponent attacks, +10 sit-mod on attack success rolls, ignore cover.
Untouching Push, B7@8 non-contact damage, Focused Push at SAL-10' separation, ranged attack success roll, ignore cover.
1 Iron Fist, d10 damage, standard melee hit required.
2 Crushing Blow, d*+level damage or break objects, only attack in round, standard melee hit required if used against creatures or armor, hit roll against weapon if used against weapon.
Solid Punch, B7@3 intensified damage: damaging, standard attack success required, -10 sit-mod.
Focused Punch, B7@3 intensified damage, fatal but useable against objects only, break only the select block in stack.
Power Punch, B7@3 intensified damage dangerous, lethal against objects, only attack in minute against objects, limit of two attacks in the minute against creatures, standard attack success required if used against creatures or armor, attack on weapon if used against weapon, automatic breakage on failed d100 relative success density check.
Crushing Grasp, B7@3 intensified damage lethal, +1DC against objects, only attack in minute, standard attack success required if used against creatures or armor, attack on weapon roll if used against weapon, automatic breakage on failed d100 relative success density check.
1 Fall, half damage on falls of any type, no hit roll required.
2 Instant Stand, no time penalty to return to feet after fall or throw, no hit roll required.
3 Hurl, d4', 2d* damage, hit roll bonused by discounting armor.
Quick Stand, B4@4 tumble to erect position, no time penalty to return to feet after fall or throw, untargeted success roll.
Fall Impact Absorption, B4@6 fall shock absorption, damage category penalty on falls and related impacts, untargeted success roll.
Power Throw, B7@3 leveraged attack, RS/20', damaging level damage, attack success roll bonused by discounting cover, user sacrifices initiative.
Momentum Casting, B7@3 leveraged attack, RS/2', sit-mod with velocity in miles per hour for running opponent (typically +5, up to +25 for exceptional humans), dangerous damage, attack success roll bonused by discounting cover, user sacrifices initiative and gives opponent +10 sit-mod on attacks.
1 Pain Touch, d3 rounds pain, -2 to hit, +2 on being hit, standard hit roll required.
2 Stunning Touch, save v. paralyzation or stunned d4 rounds, standard hit roll required.
3 Paralyzing Touch, save v. paralyzation or unable to move d6 turns, standard hit roll required.
Pain Inflicter, B7@7 special damage, RS/20 minutes pain, ±10 sit-mod on attacks both ways in the user's favor, standard attack success roll required.
Stunning Strike, B7@7 special damage, resistance check or stunned RS/20 minutes, standard attack success roll required.
Paralyzing Strike, B7@7 special damage, resistance check or unable to move RS minutes, standard attack success roll required.
Blinding Strike, B7@7 special damage, temporarily blinds opponent RS/20 minutes on failed resistance check.
Remote Strike, B7@9 non-contact damage, at SAL-10' separation, normal poke attack, pain inflicter, stunning strike, or paralyzing strike, limited as those attacks, standard ranged attack success roll required.
1 Weapon Catch, secures opponent weapon (or limb) with own, failure loses weapon, hit roll against weapon, hit roll against weapon escapes.
2 Weapon Breaker, breaks opponent weapon (not limb) on failed save v. crushing blow, hit roll against weapon.
Simple Disarming, B7@5 disarming, knock weapon from opponent's grasp on failed agility check; on successful check, character must make agility check or lose weapon.
Seize Weapon, B7@5 disarming, secures opponent weapon (or limb) with own, failure loses weapon, attack against weapon, successful attack roll against weapon escapes.
Break Weapon, B7@5 disarming, lethal attack against opponent weapon (not limb) on damage equal to three-fourths weapon density, attack success roll against weapon, +15 sit-mod on opponent next attack.
Improvised Cloth Weapon, B7@6 improvise martial weapon, use random cloth as base damaging martial arts weapon, untargeted success roll to activate, fights at SAL of skill to create.
1 Meditation, one hour alert rest equals two hours sleep, no hit roll required.
2 All-around Sight, can detect visible opponents in any direction, no hit roll required, always in effect.
3 Mental Resistance, +2 on saves v. mental attacks, no hit roll required, always in effect.
4 Blind Fighting, penalty reduced to +1 for all dark and blind conditions if not silenced, no hit roll required to activate, always in effect.
5 Ironskin, AC improved by 2 without armor, no hit roll required.
Panoramic Awareness, B7@2 intensified senses, can detect visible opponents in any direction, untargeted success roll, always in effect (roll to negate surprise).
Fighting Blind, B7@2 intensified senses, penalty reduced to -5 for all dark and blind conditions if not silenced, untargeted success roll required, always in effect.
Muscle Blocking, B7@4 improved defenses creates +10 sit-mod against attacks doing inertial damage if no armor is worn, untargeted success roll required.
Control Resistance, B7@9 anti-magic, anti-psionic, anti-technology defense, counters all mental attacks, untargeted success roll, always in effect.
Alert Rest, B10@2 counter weakness or fatigue, one hour alert rest equals two hours sleep, untargeted success roll with +30 sit-mod.
Levitate, P4@8 levitation, after ten minutes concentration, any direction 5' per minute while concentrating, untargeted success roll required, no time limit, terminated by any interruption of absolute concentration, one minute rest required on completion.
"d*" indicates that the maneuver if successful does the ordinary damage for the style.
If in the course of examining this material, you want to know more about AD&D, there are at least hundreds of sites on the web which may help; I'll just recommend my own two: M. J. Young's Dungeons & Dragons Materials as source material for many campaigns and situations; and all you need to create a character, Character Creation for Advanced Dungeons & Dragons First Edition. And if in the course of examining this material you want to know more about Multiverser, check it out at: The Multiverser Information Center.

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