White Crane Style

This Tibetan style, which simulates the moves of both cranes and apes, involves three basic principles evading attacks instead of blocking them (in order to increase counterattack speed), confusing the target with many arm sweeps, and moving in to the opponent for a better angle of attack. It was first developed in Tibet some 500 years ago, and was introduced into middle and southern China some 140 years ago. To be counted a practitioner of White Crane, a character must know any three of the...

Saiminjutsu

Saiminjutsu (the way ofthe mind gate, also spelled Hsimenjutsu) is the ninja's power of mind control. He can use this power to control the minds of others, both in and out of combat to reverse the same sort of control that has been imposed by another and to cloud men's minds, making him invisible to them. 23 Multipower 40-point base, with the Common Limitations Gestures (- ) and Requires An EGO Roll (- ) 2u 8d6 Mind Control No Range (- ), Common Limitations (- ) 4 2u 8d6 Suppress Mind Control...

Chapter Two Character Creation

Character The Alien Martial Artist 132 The American From The Orient 132 The The Brick Martial Artist 132 The Fulfiller Of Prophecy 132 The Honorable The Irritable The Kickboxing Champion 133 The Kickboxing The The The The Modern-Day Samurai Ninja 134 The Naive The The The The Serious The The The Unwilling The Vigilante Martial Artist 135 The Last Note On The Stereotypes 135 The Career Path Of The Martial Artist 136 Building The Career Path In Other Genres 136 Combat Skill Knowledge Skill...

The Kickboxing

This character is a policeman, federal agent or private investigator who just happens to know a martial arts style. In most campaigns, he's much more independent than peace officers are supposed to be He's much less prone to report all details of his investigations, or the fact that he's just kicked three minor hoodlums into the hospital while pursuing his case. (This helps streamline his reports and keeps his martial arts friends out of trouble.) The Kickboxing Cop usually has a spare,...

Unarmed Vs Armed

Also, when creating the new martial art, you must decide at the beginning whether or not it is an unarmed style or an armed style. Unarmed styles include what we think of as traditional martial arts Karate, kung fu, aikido, etc. Frequently, an unarmed style cannot be used with weapons For example, an aikido practitioner picking up a sword cannot use his aikido maneuvers with the sword. However, the Weapons style element (described late in this section) will allow some unarmed styles to utilize...

Tai Chi Chuan

Self Defenses Taichi

Grab Two Limbs, + 10 STR for holding on STR +15 to resist Shove Block, Abort Use Art with Blades Use Art with Staff achieved by an attack are often far greater than the amount of visible force would seem to indicate. The basis of Tai Ch'i is the Thirteen Postures, which include eight actions (such as Ward-off, Push and Pull Down) and five directions (areas towards which one should look and or move). In combat, these are combined into patterns in which the practitioner avoids an attack (usually...

Tjampur Silat

Tjampur (combined) Silat is a Sumatran substyle which synthesizes maneuvers from both Pentjak-Silat and Kuntao. It concentrates on aggressive tactics (which are launched from surprise, if possible) and close infighting. A Tjampur stylist is never supposed to take more than one step backwards during a fight. Attacks are delivered to the center line of the body, primarily with the elbows and knees. Because of the dangers involved in using this brutal style, it is usually only taught to students...

Kung Fu Substyles

There are hundreds of Kung Fu styles many of them fall into certain broad categories. It would be very impractical (in this supplement) to create an entirely different set of maneuvers even for each major category, so this section discusses ways to simulate some of the different styles without resorting to buying different sets of maneuvers for each. Incidentally, a martial artist character doesn't have to choose a Kung Fu style for his character. He can choose to remain a generic Kung Fu...

Commando Training

Grab Three Limbs, +10 STR for holding on The Karate Chop, Judo Disarm and Kung Fu Block can be used with Clubs and Knives (if the practitioner buys those Weapons Elements) the only advantage that the latter two maneuvers receive is the OCV bonus that most knives carry. Optional Rules The Boxing Cross and Karate Chop take location rolls of 2d6+1 the Choke automatically targets the head, but gets neither bonuses nor penalties for doing so the Throw, Disarm, Hold, Escape, and Block take no...

Martial Maneuvers Used With Weapons

When performing a Martial Arts maneuver with a weapon, the character gets the maneuver's OCV and DCV bonuses and penalties in addition to the weapon's. He also adds any damage bonus from the maneuver. With Normal-damage weapons, each +1 DC from the maneuver becomes +1d6 with the weapon (with the usual restrictions in heroic campaigns about not more than doubling the Normal-damage weapon's original damage). With Killing-damage weapons, each+2 DC from the maneuver translates into + 1 DC to the...

Element Descriptions

If an Element is not described separately here, it works exactly the same as the hand-to-hand Element does, as discussed above. DCV bonuses are a relatively rare Element in ranged martial arts maneuvers. They are used to indicate a maneuver which the character has practiced so much and is so proficient with that he can move around and avoid enemy attacks while still aiming accurately at his target. A character may not have both DCV + and DCV -Elements in the same maneuver. DCV + costs 2 points...

Boxing Ancient

The Jab and Punch maneuvers may be used with the cestus see the Weapons section of this book for stats on this weapon. Optional Rules The Jab and Punch both take location rolls of 2d6+1 the Block doesn't take a location roll. Alternatively, ifyou wish to better simulate the way boxing took place in classical Greece, you can say that the Jab and Punch are automatically head shots but do no extra damage for striking the head (no multiples of STUN or BODY), since ancient Greek boxing blows were...

Boxing Modern

Modern Boxing is a gradual evolution of Ancient Boxing. According to legend, some effort at systematizing boxing as a sport took place 700 years ago, when St. Bernard taught boxing to youths to keep them from knifing one another. In England, the practice of prize-fights began some 200 years ago, with contests fought with bare fists, though this sport was illegal and frequently raided. In 1865, the Marquis of Queensberry drafted his famous rules for the sport his rules called for the use...

Karate Substyles

Karate has developed several distinctive substyles, although not nearly as many as Kung Fu or Pentjak-Silat. Most of these styles are not strikingly different none of them require the character to buy particular maneuvers before he can call himself a practitioner of that particular substyle. The most prominent Karate substyles include This style, which has both Japanese and Okinawan elements, relies primarily on hand techniques and low kicks. It was created by Kanryo Higashionna in the late...

Blocking and Missile Deflection

Here are some Missile Deflection guidelines which are appropriate to martial arts campaigns, but which should not be allowed in other HERO System campaigns unless the GM particularly likes them. In some instances it may be appropriate to allow superheroic martial artists to use these guidelines, but the final decision is, as always, left up to the GM. (1) If the GM permits, a character can use his Martial Block maneuver with his Missile Deflection instead of his normal Block, thereby gaining...

Wing Chun Style

This style (whose name means radiant springtime or everlasting spring) was developed in the 18th century by a fighting Buddhist nun named Ng Mui. According to some legends she was one of the Venerable Five who escaped the final destruction of the Shaolin Temple she created the art and taught it to a young peasant woman named Yim Wing Chun, from whom it takes its name. It was developed to be an aggressive, practical style which someone could learn in a relatively short amount of time. It...

Knowledge Skill Chinese Healing

Chinese Healing is a combination of herbal medicine and acupuncture. It corresponds, in game mechanics, to SS Medicine. But unlike SS Medicine, it costs 3 points for an INT-based roll, +1 pt per +1 to the roll. Chinese Healing works to put the body's internal systems back in balance to combat disease or cope with traumatic injury. To this end, it uses herbal remedies and acupuncture techniques. In terms of game mechanics, it works just like PS Doctor (the character will need to buy a 1-point...

Takijutsu

Takijutsu waterfall art is a Japanese fighting style which places heavy emphasis on internal disciplines and forms of combat. It has been referred to as Japanese Tai Ch'i, and this observation is not far wrong. The style's name derives from an ancient Oriental saying about water, which yields before all force and yet can wear away the hard, unyielding rocks. Takijutsu was developed in the 19th century by Morioka Kenichi, a Japanese diplomat who served his emperor by working in China and took...

Shinden Fudo

The Shinden Fudo Ryu was founded by Izumo Kanja Yoshiteru the same one who founded the Kukushinden Ryu . The Ryu was formally organized by Genachiro Tameyoshi in the mid-12th century. Shinden Fudo Ryu ninja are known for their use of, and skill with, swords. They also know Acrobatics, but do not know Breakfall they wear the daisho, or paired swords, so learning Breakfall is impractical . To be counted a practitioner of the Shinden Fudo Ryu, characters must know four of the following maneuvers...

Addendum Other Styles

Author's note The following styles are ones that I came across while doing the research for this book, but which I did not have enough information on to create a complete description. Players can do their own research or construct their own versions of these styles if they would prove useful. Bandesh An Indian style whose object is to allow an unarmed man to lock up an armed man's weapon and then disarm him. Binot An Indian style designed to allow an unarmed man to defend himself against an...

Pentjak Silat Substyles

There are hundreds of substyles of Pentjak-Silat. As with Kung Fu, it would be pointless to come up with a separate set of maneuvers for each one of them. Instead, several of the major substyles are described here, so that the player can pick one for his character if he wishes. A character need not have a substyle he can simply be a general Silat practitioner if the player wishes. Players who are interested in more information on these and other styles of Pentjak-Silat and on this fascinating...

Kendari Silat

Based in the city of the same name in the Celebes, this substyle is known for its unusual cross-legged stances, which are used to turn quickly and evade an attack. There is very little forwards-backwards movement in Kendari Silat it is suited for use in narrow or cramped quarters, such as alleys or ships. To be counted a practitioner of Kendari Silat, a character must know the Block, Dodge and Punch maneuvers. Kicks are almost never used if they are, they take a 2d6 7 location roll.

Pankration

Pankration Tutorial

Grab Two Limbs, 10 to STR for holding on The maneuver listed as Kick Punch is precisely that the pankratiast can choose each round whether he wishes to punch or kick. This keeps the practitioner from having to buy redundant Basic Strike maneuvers, one for punch, one for kick . Pankratiasts often bought the Block from Ancient Boxing many knew the Jab as well, and so were equally proficient in Pankration and Boxing. Many also knew Wrestling. Optional Rules The Punch takes a location roll of 2d6...

Mongoose Style

Now, as an example of use of these rules, let's put together the Mongoose Style maneuvers described earlier in this section. We decided earlier that the Mongoose Style would have a Block, a Dodge, a high-DCV attack to simulate the mongoose bite, a grab and a maneuver to perform damage on a held foe. We'll add another maneuver An Escape, which is appropriate for the high-DEX, wiggly mongoose. Now, let's build these six maneuvers. According to our earlier definition, most or all of the Mongoose...

Bando Thaing

Kettlebell Weight

According to some scholars, the proper name of the art, strictly speaking, is Thaing Bando is the unarmed branch of the art and Banshay the armed branch. The word bando is generally interpreted to mean art of combat or systems of defense. Bando is thought to have developed under various influences, including Thai, Chinese, Tibetan and Indian each Burmese ethnic subgroup has its own form of the art. The British banned the art in 1885, but it continued to be...

Other Types Of Distinctive Features

One type of Distinctive Features is very common in martial arts adventures the ninja night-suit also called the igabakama . If the character usually wears the traditional ninja dress to perform his martial arts heroics, then he should take this Disadvantage. Note that a ninja character doesn't have to wear a distinctive ninja outfit. Most players prefer for their characters to do so, however. In modern times, the Disadvantage looks like this Distinctive Features Ninja Night-Suit Easily...

Variant Form Kobujutsu

Letsblocking

Same as above the Kick can only be bought if the practitioner has bought the Barehanded element, below. Same as Above WF is Required Elements Weapons 1 Use Art with Staff Barehanded 1 Use Art Barehanded Used With Karate Weapons Group Karate Weapons Element is Free The traditional Karate uniform is the gi it is also used by many other martial arts practitioners. The gi consists of the uwagi, or long-sleeved jacket, and zubon, or trousers. The obi, or belt, is colored the color indicates the...

Harimau Silat

Harimau, or tiger, Silat, a Sumatran style from the Menangkabau area, is an unusual fighting style. The combatants crouch very low to the ground, so low that they essentially crawl towards one another. This is done because of the stability such a stance provides on wet and slippery ground. Once the opponents get within striking distance, they may stay on the ground, or they may leap at each other and attack from a somewhat more upright position. Harimau stances are sometimes learned by...

Substyles Of Jujutsu

Historically, more than 700 substyles of Jujutsu have been recorded, ranging from very broad fighting systems to styles which concentrate on just a few maneuvers or techniques. Many of these substyles are so closely related to Aikijutsu, Sumo Wrestling or various weapon-based fighting forms that separating them for gaming purposes is very difficult, and in many cases pointless. A well-rounded medieval Japanese warrior would probably know not only one or more styles of Jujutsu, but many weapon...

Pulp Era Martial Arts

Martial arts are an element of games set in the '20s and '30s, but they are not as common as they are in some other genres. Many of the strong-jawed heroes ofthe era knew Boxing or Fisticuffs Cinematic Brawling, and quite a few gangsters and other toughs knew Dirty Infighting. But the only times formal martial arts are likely to crop up are with characters who have been trained in the mysterious Orient such as Doc Savage or The Shadow , or with sophisticated characters who have studied Fencing...

Arrays

An Array is a fighting style where two or more fighters have trained together so long and so well that the whole is greater than the sum of its parts when fighting together, the partners in the Array are much more formidable than when fighting alone or fighting alongside someone who is not their partner. A character can buy an Array as a DEX Aid for himself with these Advantages, Limitations and restrictions 1 Array Aid powers should be limited to 6d6 Character Points of DEX Aid. 2 The maximum...

Jailhouse Rock

According to John Soet's book Martial Arts Around The World, Jailhouse Rock is the stylized, organized fighting art of the Black American, developed in prison. As its origins would indicate, it is designed for effective use in close quarters and against multiple attackers or ambushes. The sort of weapons used with Jailhouse Rock are those commonly available in prisons shanks and shivs homemade knives , various kinds of crude club-like weapons, and so forth. Refer to An Eye For An Eye for more...

Superhero Martial Arts

Martial arts are an important part of many comic books, and indeed are the entire focus of many comics. Numerous superheroes and villains possess some form of martial arts training. Of course, their martial arts skills are sometimes overshadowed by their superhuman abilities. Still, it's clear that martial arts are a very important part of the superhero genre. Most of the martial arts styles in this book are perfectly valid for a superpowered character. Generally, of course, a superhero or...

Thai Kick Boxing

This fighting style, called Muay Thai in Thailand, was developed sometime before the end of the 16th century, but records of the art have been lost and so it is not known just how long ago the art was developed. Refugees from the Yunnan province of China fled south and merged with the Khmer people as the populations merged, so did their two forms of unarmed combat, which became Muay Thai. Today Thai Kick-Boxing is practiced in Thailand, Vietnam, Laos and Cambodia both for fighting and as a...

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,...

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...

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...

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

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...

Zero Gravity 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...

Clarification 3Point Skill Levels With A Martial

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...

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,...

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...

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...

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,...

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...

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...

Aikido

This is a Japanese art founded in 1942 by Morihei Ueshiba and derived from the earlier Aikijutsu. It stresses discipline and a nonviolent attitude. The art, as practiced in combat, concentrates on balance, rhythm and use of an opponent's force against him. It largely involves redirecting an opponent's energies, especially in throws and takedown maneuvers. Aikidoka practitioners ofaikido traditionally wear a uniform known as an aikidogi. Students wear a uniform similar to a karate gi see Karate,...

Maneuvers Decryptions

Below is the long list of maneuvers, both Hand-To-Hand and Ranged, from which the following sections' martial arts are constructed. In the chart, the Maneuver column gives the maneuver's generic name though most are renamed when placed in specific martial art styles . The next column, Phs, indicates what part of a Phase the maneuver takes to perform. Most are half-Phase maneuvers some, like a Haymaker, are full-Phase plus one Segment and land at the end of the Segment after the maneuver is...