Drain Dim Mak Techniques
Dim Mak is the infamous delayed death touch, a nearly magical method of striking or even merely touching an opponent, transferring ch'i energy, and causing an imbalance in the target's body that will eventually kill him. This is a Chinese technique, and not widely known the GM should restrict its purchase so that only one or two PCs ever learn Dim Mak. If several characters know it, it becomes mundane and boring, not the dangerous, mysterious art it should be. In a heroic-level campaign, Dim...
The Ultimate Martial Artist
Editor Developer Bruce Harlick Cover Illustration Storn Cook Cover Art Colors amp Graphics Heroic Age Colors Interior Illustration Storn Cook, Greg Smith, Pat Zircher, Dan Smith Weapon Illustrations Bryce Nakagawa, Steve Peterson Project-Specific Contributions Pagemaking amp Layout Blackhawk Typesetting Art Direction Jessica Ney-Grimm Graphic Design Karl Wu, Kurt Fischer Project Ombudsman amp System Conversions Steve Peterson Editorial Contributions George MacDonald, Ray Greer, Steve Peterson,...
Sumo Wrestling
STR 15 to resist Shove Block, Abort Optional Rules The Slap takes an automatic head location, but does no extra damage because of the head location. The other maneuvers take no specific location.
Sleight Of Hand
At the GM's option, characters might be able to use this Skill to perform feints in combat. This means that the character is attempting to fake out his opponent, creating an opening that can be exploited. For every 2 points that the character makes his Sleight Of Hand roll by, he gains 1 to his OCV, up to a maximum of 3. However, each time after the first that the character tries this against a particular character, he takes a cumulative -2 penalty to his Sleight Of Hand roll. Thus, sooner or...
Serada
Serada is a close-quarters fighting system it concentrates on the punyo range, a term derived from the inch of stick that protrudes from the bottom of the exponent's fist . It mainly uses the espada y daga form, with the knife being held in the left hand. The techniques concentrate on using the stick to lock an opponent's weapon so that a successful attack can be made with the knife. To be counted a practitioner of Serada, a character should buy the De Cadena, Takeaway and Weapon Bind...
Helpful Elements
Element Description Maximum Element Description Maximum 1 pt per 1 DCV up to 2, 2 pts for additional 1 DCV up to 3 0 pts if maneuver is intended to disable a limb 0 pts if maneuver is based on Dodge instead of Strike Abort is Free 1 pt per d6 Sense Group Flash up to 1d6, 2 pts per additional d6 Flash 1 point per
Hunted
Hunted is a Disadvantage which is both very common and quite rare in martial arts adventures. This is because, in the HERO System, Hunteds are ongoing Disadvantages. The characters are often Hunted by the same villain across years of play-time. In martial arts adventures, characters are Hunted all the time .but it's not usually the same Hunter. At the end of one adventure, the characters obliterate their enemy at the beginning of the next, they make a new enemy who won't rest until the heroes...
Pauh Silat
This is a Sumatran substyle from the Menangkabau area. It uses a distinctive footwork pattern. Practitioners who are ready to fight indicate their readiness by slapping their thighs and then keeping the hand in position to block attacks to the groin. The main attack employs a form of locked-thumb fist similar to the phoenix eye fist used in some Kung Fu styles. Attacks are typically directed to points along the center line of the body. To be counted a practitioner of Pauh Silat, a character...
Dirty Infighting Fisticuffs Cinematic Brawling
This is not a martial art this is a set of maneuvers which skilled street fighters can learn. It is also taught to women as a series of rape-prevention maneuvers especially the Disarm, Low Blow and Throw . Since it is not a formal martial art, it receives no Style Disadvantage. For characters who are not the sort of people that would learn a dirty way to fight, there are two other ways to characterize this style. One is as Fisticuffs, the general fighting skill of the strong-jawed hero so often...
Than Vo Dao
This Vietnamese style, whose name means spirit fist way, is also known as Than Quyen. Its roots lie in Buddhism and Taoism it came to Vietnam from Mongolia through China, Thailand and Burma. Than Vo Dao combines internal and external disciplines and uses circular energy. It has a number of animal-based forms, including dragon, phoenix, tiger, crane, monkey, snake and eagle. It also teaches some weapons. Optional Rules The Punch takes a 2d6 1 location roll. The Kick takes a 3d6 hit location...
Onibi No Jutsu
The art of the demon's fire involves the use of an enchanted demon mask. The ninja puts on the mask and is gifted with the demonic power to breath flame. These demon masks, the product of blackest ninja magic, are extremely rare some say that anyone who is not of the owner's clan that touches or wears one of them will be cursed. Onibi No Jutsu 2d6 RKA, Area ofEffect 6 Line 1 60 Active Points OIF Demon Mask, -V , No Range line must begin where character is, -V . Total cost 30 points.
Coup De Grace
Earlier editions of the HERO System contained a rule which stated that a downed character meaning an unconscious one could be killed in one Phase if the attacker had an appropriate attack with which to do so i.e., any attack that does physical damage a Killing Attack, Energy Blast, high STR and so forth . This rule was left out of the 4th Edition rules, but can be reintroduced if the GM so desires. Since it is normally quite difficult to kill characters using the HERO System rules, this rule...
Kalaripayit
To be counted a practitioner of Takenouchi-Ryu, a character must know the Choke Hold, Joint Lock and Joint Lock Throw maneuvers. Also known as Tenshinshinyo-Ryu, this substyle is known for its holds, chokes, and atemi strikes. It does not teach any weapons. It was founded by Iso Mataemon also known as Yanagi Masatari . To be counted a practitioner of Tenjin-Shinyo-Ryu, a character must know at least three of the following maneuvers Atemi Strike, Choke Hold, Joint Lock, Joint Lock Throw. This is...
Lighting Devices
Ninja devices used to provide light include. the gando, a type of searchlight made by placing a candle inside a sort of metal tube the mizu-taimatsu, a torch that would continue burning even in the rain and the ninshokudai, an L- or S-shaped candle and or holder that could be wedged into or hung from something to make others think that the ninja was standing somewhere that he was not. Lighting devices. Change Environment, 2 radius create light 10 Active Points OAF -1 . Total cost. 5 points. The...
Disguised Footprints
By attaching special soles to the bottoms of his sandals, the ninja could disguise his footprints ashiaro as those of an animal, a man walking the other direction, or similar things. Disguised footprints. 2d6 Cosmetic Transformation recognizable footprint into disguised footprint 10 Active Points OAF -1 . Total cost. 5 points. A type of primitive hang-glider made of cloth and bamboo that the ninja could use to glide over castle walls and other targets of observation. Sometimes the ninja would...
Other Names For Ninja
Other names that were sometimes given to the ninja include kuro hagi black calves , nozaru mountain monkeys , rappa disheveled waves and suppa crystal waves . Martial arts can play an important role in almost any genre of roleplaying. After all, roleplaying usually involves conflict, and where there's conflict people will want to become expert at it .hence martial arts. This section explores some of the possibilities for using martial arts in various genres.
Root
The Root maneuver is used to counter the Shove maneuver, which is described below. The STR from a Root is used to calculate the total STR opposing a Shove. Of course, if the character resists the Shove successfully, he does not move at all, and the character attempting the Shove is left looking foolish. Note, however, that Root also has the Block element. This is just another way of defining the resistance to being Shoved if the character Blocks the Shove, then it has no effect on him at all....
How Far Can Someone Be Thrown
Normally when a character is Thrown, he lands in the attacker's hex or an adjacent hex. However, the target can be thrown further, depending upon the character's STR. Throwing a target further away from you this way will not add to the damage done by the Throw maneuver. Consult the STR Table and the Throwing Table in the HERO System Rulesbook, for further information a human or other living creature is considered to be an unbalanced, non-aerodynamic object. Example Bull Robinson is a STR 20...
Allow the Character to Take the Style Disadvantage
The GM allows the character to add the Style Disadvantage to his list of Disadvantage and add the value of it to his Character Points. However, the Style Disadvantage still cannot exceed the Disadvantage point limits already set for the campaign. For instance, if the campaign has a 75-point cap on Disadvantage points, and the character already has 70 points of Disadvantages, if he adds the 10-point Style Disadvantage he only gets 5 points' worth of value. Likewise, if the campaign has a...
Shaolin Leopard Style
Leopard Style is a fast, rugged, up-close combat style. It concentrates on powerful flattened-fist blows representing the attacks of a leopard's paws . To be counted a practitioner of Leopard Style, the character must know the Block, Dodge and Punch maneuvers. When performing Leopard Style, if the character has only one or two Skill Levels, he must put both of them into OCV during the Block and Punch maneu vers, not during the Dodge if he has more than two, he must put at least two into OCV.
Bersilat 1
Grab Two Limbs, 10 to STR for holding on Bersilat is an acrobatic fighting style whose practitioners use a lot of kicks it also features punches, throws and holds some styles are, in fact, quite similar to various styles of wrestling . It teaches the use of weapons such as blades, staffs and sticks. Each state or region in the country has its own distinctive substyle. Bersilat fighters wear a black uniform made up of baggy trousers, a short-sleeved shirt, a headband, and a colored belt bengkong...
Move ByMove Through
It is also possible to add Move By and Move Through damage to weapon damage either normal or killing damage . Move By, Move Through and Adding Damage are all described in the HERO System Rulesbook. Move By maneuvers add 1 DC either 1d6 Normal or 1 DC Killing damage to a weapon attack per 5 of relative velocity. As usual, the additional damage granted to a weapon from the maneuver and from excess STR cannot be greater than the weapon's base damage. A 1 Vd6 sword 5 DC cannot be improved to more...
Capoeira
Capoeira is the national martial art of Brazil. Its origins lie in Angola, where its ancestor was a type of ritual dance. The martial art's development began after 1530, when the first Angolan slaves were brought into Brazil many of them escaped to live in free communities. Capoeira was the fighting style they developed to resist attacks by government forces. It was banned in 1707, and went underground when its practitioners converted it into a dance form, disguising its combat effectiveness....
ZeroGravity And Martial Arts
It's not likely to come up very often, but a martial artist could find himself in zero-G no gravity . This could take place in a diving plane such as the infamous Vomit Comet used to train astronauts or in a space station adventure. Effects of zero-G on hand-to-hand combat fall into four categories OCV Penalties, DCV Penalties, Damage Penalties and Action Reaction. These penalties are all applied when the character is in free fall in Zero-G. If he is braced against a surface for instance, if he...
Kenjutsu
Kenjutsu is the samurai's sword art. It requires the use of blades especially Japanese blades such as the katana, wakizashi and no-daichi you cannot buy a 1 point Weapons Element to allow use of these maneuvers with other weapon groups or with unarmed combat. The elements of the art originated some 1,500 years ago, and Kenjutsu schools flourished in Japan beginning in the ninth century AD which is when the maneuvers from this style first become available to player characters . One of Kenjutsu's...
NormalDamage Weapons
There is one important exception to the rule that a weapon's damage cannot be more than doubled by the addition of DC from Extra DCs, Strength and so forth. In heroic campaigns, the rule about doubling applies to Normal-damage weapons. However, in superheroic campaigns, Normal-damage weapons simply add to a character's STR damage or maneuver damage, regardless of whether this would more than double the weapon's damage. In a heroic campaign, a character with a 2d6 Normal-damage brass knuckles...
Defenses For Nerve Strikes
The HERO System Rulesbook describes two basic types of NND strikes and their possible defenses solid Armor resistant PD or a PD Force Field or Lack of Weakness for a Nerve Strike NND 1 solid Armor resistant PD on the neck or not having to breathe for a Choke Hold NND 2 . While these options are perfectly acceptable for a heroic-level martial arts campaign, they can be problematic in a superheroic campaign. In the average superhero campaign, just about every character has some type of resistant...
Clarification 3Point Skill Levels With A Martial Art
If a character has bought 3-point Skill Levels with a single martial art say, Karate , and has purchased a Weapons Element for that art for example, to use Karate Weapons with the Karate maneuvers , the character can use those Skill Levels with weapons used with the martial arts maneuvers. However, if the character buys maneuvers from outside his art say, a Kenjutsu sword maneuver , the 3-point Skill Levels with his original art can not be used with the outside maneuvers. In general, characters...
Concealed Weapons And Gadgets
The Concealment rules from the HERO System presume that you're concealing Obvious, Accessible Foci with Concealment Skill, and require a Perception Roll vs. Concealment Skill Roll with various modifiers to detect the object. But many of the weapons built for martial artist characters the Concealed versions of the weapons in the Weapons section of this book are built as Inobvious Accessible Foci they're either already artfully built into another object, or their true purpose is cunningly...
Other Kung Fu Substyles
There are many other animal and non-animal Kung Fu styles, far too many to list extensively here. However, in addition to the styles listed above, several others deserve a brief mention Bul Mu Do or Buldo Mu Sool a Korean Buddhist temple style, supposedly derived from Shaolin fighting arts Ch'a Ch'uan a style from Mongolia, popular among Chinese Muslims and known for its acrobatics and flying kicks Ch'o Chiao a northern style featuring high kicks Choy Mok a combination of two southern styles,...
Martial Art Weapons
This section includes lists of weapons which are appropriate for martial arts characters and campaigns. Costs for each weapon are given, so that they can be used in superheroic campaigns or purchased with Equipment Allowances see Dark Champions and An Eye for An Eye for more information on equipment allowances for heroic campaigns, characters of course do not have to pay points for these weapons, but are subject to the listed STR Minima see below . OCV OCV Bonus. The weapon's bonus or penalty,...
Lin Kuei
The lin kuei forest demons are the ninja of ancient China. Some scholars believe that the ninja learned most of their techniques from the lin kuei, who are said to be Taoists that turned their religious martial training to the secular ends of deception, assassination and profit. The lin kuei used a style of martial arts known as An Ch'i, which is detailed above. This style emphasizes the use of hidden weapons and gadgets, and the use of small throwing weapons similar to shuriken . The lin kuei...
Grabbing And Combat Values
When characters Grab one another in combat, it does some interesting things to their OCVs and DCVs, both against one another and against outside attackers. A Grabbed character is at V DCV against all attacks. This means the character who has Grabbed him can launch additional attacks against his reduced DCV if the Grabber has a hand free and or a maneuver or power not requiring use of his hands such as kicks, head-butts, Energy Blasts from his eyes and so forth . Anyone attacking the Grabbed...
Gestures
Gestures can be taken as a Limitation on some martial arts powers to indicate that the character has to have his hands and or feet free to perform the ability. For example, a Force Wall ability defined as the character blocking all incoming attacks might take this Limitation, since the character couldn't do any blocking if he is restrained or Entangled. GMs should be wary of allowing characters to take this Limitation on attack powers, however, since some players may try to take it on any...
Hindering Circumstances And Martial Arts
Obviously, not every fight takes place when the character is at his best on clear, level ground. This section offers some guidelines on determining the effects of various hindering circumstances. In many cases, the effects of hindering circumstances can be eliminated if the character makes a roll for a particular Skill. Such rolls must be made each Phase if the character fails the roll he will be subjected to whatever penalties are involved for that Phase. Most martial arts styles are not...
Combat Skill Levels Bought As Powers
Though it's not normally appropriate to buy Skill Levels as Powers, you can do so in Heroic and Superheroic Campaigns for certain purposes. Important Note Remember that Combat Skill Levels bought with Limitations only affect OCV or, very rarely, only affect DCV see the HERO System Rulesbook under Combat Skill Levels for further information. Hand-To-Hand Skill Levels Which Cost END In the movies especially, a character may go out to fight, find his opponent was tougher than he thought, and begin...
Binds In Fantasy Hero
GMs should note that in Fantasy Hero, Weapon Bind is a free Combat Maneuver that any character can use see Combat Maneuvers in Fantasy Hero . This is because weapons-based combat particularly swordplay is a much more common aspect of fantasy games than of other genres. You might consider making Weapon Bind a free maneuver in other sorts of campaigns, depending upon the frequency ofweap-ons use. Or, if you prefer more consistency from genre to genre, you can remove Weapon Bind from the list of...
Armed Martial Arts Maneuvers
When a character uses an armed martial arts maneuver involving Killing-damage weapons, Extra DC counts as damage added to the weapon, not as base DC. This means that it cannot more than double the damage listed for the weapon. In fact, Extra DC and extra STR and Combat Skill Levels used to increase damage, all put together, still cannot more than double the damage listed for the weapon. For example, let us say that Sir Beckwith, a noble knight in a Fantasy Hero campaign, has a 20 STR and a...
Telekinesis
If the GM permits, a character could buy Telekinesis, defining it as martial arts usable at range through the character's extension of ch'i. Such Telekinesis could not exceed the damage done by the character's normal martial arts attacks, and must be bought with the Advantage Invisible To Sight Group V . Another approach would be to have characters purchase Telekinesis equal to their own STR, then purchase a 1 point Weapon Element, Use Art with Telekinesis. Characters could then use their...
The Kiai Multipower
Kiai, the art of shouting and utilizing ki ch'i energy, can do more than surprise PRE Attack an enemy. It can, according to tradition, be used to knock an enemy out cold, to promote healing and even to do damage to or kill an opponent. A Multipower utilizing all of these abilities might look like this 20 Multipower Kiai Powers 40 pt pool , all slots 3x END -1 2u 4d6 Healing Aid, Optional Cost, HERO System Rulesbook , Invisible To Normal Sight , Usable At Range Incantation 2u 5d6 PRE Aid,...
The Multipower Martial Art Style
The following Multipower is approximately a Martial Art. Essentially, it's a series of attacks which the builder has defined as a Martial Art. This Multipower assumes a STR 20 character and a 10 DC cap on campaign damage. This sort of Multipower doesn't count as a Style for purposes of the character acquiring a Style Disadvantage. A Style Disadvantage may only be taken for martial arts styles built with the rules from the Designing Martial Arts Maneuvers section. Cost Powers END 45 Multipower...
DEX Drain Feints
A DEX Drain Feint is bought with the following Advantages Fully Invisible 1 and Trigger J4 the Trigger is the character's decision to use the DEX Drain . The Drain also takes the following Limitations Only For Reducing Hand-To-Hand DCV -1 , DCV Reduction Only Works For Attacker -1 , DCV Reduction Only Lasts For One Phase - . At the GM's option, the Advantage NND 1 defense is making a PER Roll, Danger Sense roll or KS Specific Style roll by 3 or more can be required, since Power Defense should...
Arnis Kali Escrima
Arnis, Kali and Escrima are related Philippine martial arts. They are very much weapons-oriented arts, but they include barehanded techniques taught to more advanced students. Malays settling the Philippines from the 2nd century BC onward were experts in knife-fighting techniques. Chinese fleeing their native land in the 9th century AD brought their martial arts to the area, and Kali emerged from the synthesis of the two combat styles. Arnis, or arnis de mano, the modern form of the art,...
Notes And Key
All the weapons above are built with the Reduced END 0 END, V Advantage. Normal versions are bought as OAF -1 Concealed versions are bought as IAF -V . Weapons that have Charges i.e., all missile weapons of course have not had the Reduced END Advantage applied to them, since they already cost no END. 1 This weapon is Invisible To Normal Sight and Hearing . 2 This weapon is bought with an additional Power 6 Armor physical and energy, 18 Active Points Only Protects Location 6 i.e., the hand...
Style Descriptions
The terms used to define the different styles are Maneuvers The maneuvers and techniques that make up the style. A list of the maneuvers used is provided below players can also make up their own maneuvers using the rules provided. Skills Skills that are commonly associated with the style. Those marked with an asterisk are required the character cannot practice the style without buying them. Standard HERO System abbreviations, such as KS for Knowledge Skill and WF for Weapon Familiarity, are...
Damage Shield For Powers
A character can purchase an HA or HKA with the Damage Shield Advantage to simulate effective counterpunch and counterstrike techniques. Some notes on the way it should be purchased 1 If the ability is bought as an HA, it will need to be defined as a physical attack. You may not take the No Range Limitation with it that's intrinsically a part of Damage Shields. 2 The damage done by the Damage Shield may not exceed the amount of damage the character can do with the attack the power is...
Bojutsu Jojutsu
The maneuvers listed below describe two different, yet similar, styles Bojutsu the art of the staff and Jojutsu the art of stick-fighting . Bojutsu, the art of the staff, uses the bo staff also known as a rokushakubo, six-foot staff' . The staff is held two-handed. Staff-fighting was often used to help train warriors to use other weapons, since the staff can be used in practice without causing fatal injuries. Jojutsu, the art of the stick, uses the jo, a short staff or stick about four feet...
Karate
Karate was developed from the same ancient traditions that led to the development of Kung Fu. By the fifth century AD, on the Okinawa Islands, a weaponless combat system called te hand had developed. Later, when the teachings of the Shaolin Temple in China were carried to Okinawa, some of the Shaolin techniques were infused with the te art. During the 15th century, the Japanese who occupied Okinawa forbade the natives to carry arms and te began to flourish as an art form at the time, it went by...
BojutsuJojutsu
KS Bojutsu or Jojutsu, as appropriate WF Staff for Bojutsu KS Bojutsu or Jojutsu, as appropriate WF Staff for Bojutsu Used with Staff or Clubs Weapon Group that Weapon Element is Free Optional Rules The Atemi Strike takes a 2d6 1 hit location the Smash and Strike maneuvers take 3d6 rolls. The Legsweep automatically targets the legs, of course, but does not suffer any to-hit or damage penalties because of this. Special Abilities 1 Rapid-fire attacks Practitioners of Bojutsu and Jojutsu are...
Maneuvers And Weapons
As was mentioned above, some martial arts can be used with weapons. But not all weapons can be used with all maneuvers a kick can't be used with a machete, and a dodge isn't improved by a spear. The following list is a general guideline for which sorts of weapons can be used with which maneuvers. The GM should use common sense when dealing with a weapon not found on this list compare it to weapons on this list and decide which weapons it most closely corresponds to. That will serve as a...








