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 Physical Defense, which often makes Nerve Strikes (and, to a lesser extent, Choke Holds) useless.

However, if this problem exists in your campaign, it is easily solved. The solution is twofold: first, define the defenses to a Nerve Strike better; and second, offer more potential defenses, so that Nerve Strikes will have some variety. As always, the GM has the final say on what defenses are acceptable.

Here is an expanded list of possible defenses, with explanations:

1) Rigid resistant PD on vital areas or Lack of Weakness

2) Rigid resistant PD on the neck or not having to breathe

3) Various defenses against joint-bending; see below

4) Solid ear coverings

5) Resistance

6) PD Force Field or Power Defense

7) Rigid resistant PD on a specific Hit Location

1) Rigid resistant PD on vital areas or Lack of Weakness: the NND(1) defense requires the character to have solid, rigid resistant PD over his vital points (see the diagram below for some examples of vital points). "Rigid" means that the defense has to be solid enough to prevent the attacking character from being able to contact the target's vital points. The stereotypical "bulletproof spandex" that most superheroes wear is not stiff enough for this purpose. Nor will the super-strong skin of most "brick" characters suffice, since they still have nerve endings that can be found and struck by trained martial artists. A brick with tough "plates" in place of skin (such as, perhaps, Giganto from Classic Enemies) might qualify, as would any brick who took "Reduced Sense Of Touch" as a Physical Limitation to reflect the fact that his super-strong skin blocks his nerve endings and keeps him from feeling things properly. Suits of powered armor, hard kevlar backed by ceramic or steel plates, PD Force Fields and similar types of resistant PD would be enough to block this form of Nerve Strike, as would most forms of Lack of Weakness (an exception would be the sort of Lack of Weakness described in Dark Champions—Lack of Weakness based not on the solidity or seamlessness of the defense, but on not being able to see the defense to find its weaknesses).

2) Rigid resistant PD on the neck or not having to breathe: this is the defense for Choke Holds and other NND strikes that are supposed to cut off the target's ability to breathe. The general comments about what defense is appropriate for NND(1) apply here as well.

3) Defenses against joint-bending: NND(3) is used to simulate the excruciating pain caused by maneuvers which bend or torque a joint in a way that it is not supposed to move. The defenses against this include Resistance, having rigid armor on the joint in question that prevents it from being bent improperly, Powers with a similar effect (such as Stretching) or a STR Characteristic which is double that of the STR being used to bend the joint (this STR can be natural, or from an Exert-based maneuver). In some cases the Talent "Double-Jointed" may have the same effect. Refer to the discussion of joint-locks and similar maneuvers, above, for more information.

4) Solid ear coverings: NND(4) is the defense for a Nerve Strike defined as clapping one's palms against the target's ears, causing terrible pain (and sometimes disorientation). Again, a "bulletproof spandex" mask or super-strong skin would not offer protection from this sort of attack; a helmet or some types of earphone-like gadgets would (as would not having any ears!).

5) Resistance: NND(5) is a strike that causes so much pain that only characters who are capable of withstanding a high level of pain (i.e., who have bought the Talent "Resistance") are protected against it. Since Resistance is a relatively rare Talent, GMs should be very cautious about allowing characters to purchase an NND(5) attack. In some cases, unusual nervous systems and certain other powers or abilities might also act as a defense against this NND.

6) PD Force Field or Power Defense: NND(6) usually represents some sort ofmystical, ch'i/ki-based ability to cause a target pain by attacking his life force. Only a PD Force Field or Power Defense offers a character enough protection to save him from this sort of attack.

7) Rigid resistant PD on a specific Hit Location:

NND(7) is the defense for a Nerve Strike that always targets a specific nerve cluster or vital point. The target point must be defined when the Nerve Strike is bought. As with other attacks that target a particular Hit Location, such a strike should not get any to-hit or damage bonuses or penalties because of the location struck.

The body's vital points are known in Japan as kyusho (and an attack against those points is an atemi strike); in China as tien-hsueh; in Korea as kuepso or keupso; in Vietnam as huyet; in Indonesia as rahasia and in India as marman.

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