New System for Martial Arts
Martial artists have become a popular class of character in Hero
gaming with the new martial arts rules in the HSR and the release of
UMA. However, there are several flaws in the current system. In the
present system, the costs attached to martial arts maneuvers are
fairly arbitrary, and have been chosen so that someone who chooses a
well rounded set of maneuvers from any style, pays roughly the same
cost as someone who chooses a different set, and both gain powers
that seem to balance well with the overall cost. However, the current
system breaks down if someone chooses to buy significantly more, or
less, of the maneuvers, in which case the costs do not reflect what
the character gains. For instance, the Martial strike (+2d6 HA, +2
DCV) effectively gives 12 to 16 points of attack and levels
(depending on how it is purchased), for a mere 4 points. Moreover, if
an energy projecting hero (for example) wanted to add a HA to his
list of powers and wanted to buy the same effect, he would have to
pay the full cost, which seems fundamentally unfair.
A better solution thus seems to be to adopt the standard Hero
system pricing for Martial arts. Since all of the standard martial
arts maneuvers are combinations of powers and levels, they can be
treated the same way. Moreover, since they are all attack or defence
powers, and all have a common special effect (Martial arts), they
would seem to be ideal candidates for the construction of a
multipower.
Listed below are the standard martial arts maneuvers, with their
active cost shown. These maneuvers are all built off the standard
Hero system combat maneuvers. Thus a "Flying Tackle" is effectively a
modified move-by, and a "Takeaway Throw" is a modified grab for
focus. As such, all the normal effects of Hero system combat are
retained - for instance any grabs contain a 0-phase STR vs STR
contest, which if successful, will prevent the target from using
accessible foci while grabbed.
All levels are costed at either 2 points for a +1 OCV or 3 points
for bonuses to DCV, with the exception of Dodge maneuvers, which
apply to missile attacks as well as HTH, and therefore are costed as
5 point levels. The levels in OCV of course cannot be changed to DCV
since they are 2 point levels. The levels in DCV cannot be changed
between OCV or DCV since they are defined as applying to the group
"defensive maneuvers in hand to hand combat" (as indicated in the
HSR, bottom of the first column, p. 23) or "All defensive maneuvers"
in the case of Dodges. If the player wants his DCV bonus from
maneuvers other than Dodge to apply to missile attacks as well, then
he can buy 5 point levels in "DCV versus all attacks", although this
is not very "genre".
The exception to this of course is that if a martial arts
multipower is limited to use with a focus (for instance fencing "only
with sword (OAF)") then all levels must be 5 point ones.
Finally, the OCV/DCV modifiers listed are those necessary to alter
the normal modifiers for that type of attack to those listed. For
example, a normal dodge is +3 DCV, while a martial dodge is +5 DCV.
The cost of martial dodge is therefore +2 levels, not +5. As another
example, grabbing an opponent normally involves additional negative
modifiers to both OCV and DCV. The sacrifice throw, (which
effectively is built as "grab and throw") actually has positive
modifiers to OCV and DCV, so the cost of this technique includes not
just the levels for the listed bonus, but also levels to offset the
normal penalties involved in grabbing someone (accounting for the
high active cost of that particular maneuver).
Note also that the costs here have been adjusted to reflect my
house rules on increased cost
for STR and HA (which, by the way, we have found greatly helps
game balance). Since these are direct translations of the UMA
maneuvers, many of the maneuvers are too expensive for most
characters, so in actual gaming I find that players tend to use less
effective versions than the "full power" ones listed here.
Conversely, if you wished to use martial arts multipowers in a
regular hero system game where STR is costed at 1 point per point of
STR and HA is costed at 3 points, any slots involving HA or STR would
be cheaper than those listed here - the math to convert back is not
particularly onerous.
Technique
|
Based on
|
Power (and final CV modifiers)
|
Active cost
|
Real cost
|
Ballestra
|
Move by
|
+4d6 HA , requires 1/2 move (-1/4), +2 OCV, -2 DCV
|
24
|
20
|
Basic Strike
|
Strike
|
+2d6 HA, +1 OCV
|
12
|
12
|
Breaking Throw (1)
|
Grab/ Throw
|
+1/2d6 HKA, -2 OCV, -2 DCV, opponent falls
|
10
|
8
|
Choke Hold (2)
|
Grab/Hold
|
+2d6 HA NND (defence is neck protection)
|
20
|
20
|
Counterstrike (3)
|
Power
|
+4d6 HA (physical) damage shield (+1/2), only on
successful block (-1/2)
|
30
|
20
|
or:
|
Power
|
+1d6 HKA (physical) damage shield (+1/2), only on
successful block (-1/2)
|
22
|
15
|
Crush (2)
|
Grab/Hold
|
+20 STR (only for Crush, -1)
|
40
|
20
|
Defensive Block
|
Block
|
+1 OCV, +3 DCV
|
11
|
11
|
Defensive Strike
|
Strike
|
+1 OCV, +3 DCV
|
11
|
11
|
Defensive Throw (1)
|
Grab/ Throw
|
+1 OCV, +1 DCV, opponent falls
|
13
|
13
|
Eye Gouge
|
Power
|
2d6 sight flash, unranged (-1/2) -1 OCV, -1 DCV
|
20
|
8
|
Ear Box
|
Power
|
2d6 hearing flash, unranged (-1/2) -1 OCV, -1 DCV
|
20
|
8
|
Fast Strike
|
Strike
|
+2d6 HA, +2 OCV
|
14
|
14
|
Flying Dodge (4)
|
Full move
|
+4 DCV, includes up to a full move
|
20
|
20
|
Flying Tackle (5)
|
Move-by
|
1/2 STR + V/5 + 2d6 HA, -1 DCV, attacker falls (-1/2),
includes a move (up to full), attacker takes 1/3 damage
|
17
|
14
|
Grappling Throw (1)
|
Grab/ Throw
|
+10 STR (only for throw, -1) +2 DCV, opponent falls
|
35
|
25
|
Joint Break (2)
|
Grab/Hold
|
+1/2d6 HKA
|
10
|
10
|
Joint Lock (2)
|
Grab/Hold
|
+5 STR NND, must follow grab (-1/2)
|
20
|
13
|
Killing Strike
|
Power
|
+1/2d6 HKA, -2 OCV
|
10
|
6
|
Killing Throw (1)
|
Grab/ Throw
|
+1/2d6 HKA, -2 OCV, opponent falls
|
16
|
14
|
Legsweep (6)
|
Grab/ Throw
|
+2d6 HA, +2 OCV, -1 DCV, opponent falls
|
19
|
19
|
Martial Block
|
Block
|
+2 OCV, +2 DCV
|
10
|
10
|
Martial Disarm
|
Disarm
|
+1 OCV, +1 DCV
|
9
|
9
|
Martial Dodge (4)
|
Dodge
|
+5 DCV
|
10
|
10
|
Martial Escape
|
Escape
|
+15 STR, only to break out of grabs (-1)
|
30
|
15
|
Martial Grab
|
Grab
|
+10 STR, only to grab or hold (-1), -1 OCV, -1 DCV
|
23
|
13
|
Martial Strike
|
Strike
|
+2d6 HA, +2 DCV
|
14
|
14
|
Martial Throw (1)
|
Grab/ Throw
|
+1 DCV, opponent falls
|
11
|
11
|
Nerve Strike
|
Power
|
+2d6 HA NND, -1 OCV, +1 DCV
|
23
|
21
|
or
|
Power
|
1d6 Drain vs STR, DEX, STUN, REC, END or
Running/Superleap, one at a time (+1/4), Return rate 1 point
per Turn (+1/4), -1 OCV, +1 DCV
|
18
|
18
|
Offensive Strike
|
Strike
|
+4d6 HA, -2 OCV, +1 DCV
|
23
|
19
|
Passing Strike (5)
|
Move by
|
1/2 STR+V/5 + 2d6 HA, requires full move (-1/2), +1 OCV.
Attacker takes 1/3 damage
|
22
|
19
|
Reversal (7)
|
Escape & Grab/ Throw
|
+15 STR (only to escape, -1), -1 OCV, -2 DCV
|
30
|
7
|
Sacrifice Throw
|
Grab/ Throw
|
STR, opponent falls, +2 OCV, +1 DCV, user falls, (-1/2,
but has no effect on levels which are not limited)
|
14
|
14
|
Shove
|
Strike
|
+15 STR (to push away only, -1)
|
30
|
15
|
Takeaway (8)
|
Grab
|
+15 STR (for disarm only, -1)
|
40
|
25
|
Takeaway Throw (1,9)
|
Grab/ Throw
|
+15 STR (for disarm -1), -1 OCV, -2 DCV, opponent
falls
|
33
|
18
|
Takedown
|
Grab/ Throw
|
STR, +1 OCV, +1 DCV opponent falls
|
13
|
13
|
Weapon Bind (10)
|
Disarm
|
+10 STR (for bind only, -1), +1 OCV
|
26
|
16
|
Notes
1 This maneuver is used instead of a normal throw or squeeze after
a grab. The OCV/DCV penalties listed are for the entire maneuver -
that is, they include the penalties for the grab, or the cost of
levels to offset them. The usual effects of a grab are also visited
on a target successfully grabbed - reduced DCV, etc.
2 This maneuver can only follow a grab, and therefore does not
include levels to offset the penalties involved in actually getting
hold of the victim. These maneuvers could also have the advantage
"Continuous" added, at appropriate increases in active and real
costs.
3 Alternatively, this maneuver can be bought as a STR+2d6 normal
attack, trigger (successful block) with the limitation (must follow
block, -1/2), representing a block and strike rather than simply an
aggressive block. Active cost for this approach is 12 and the real
cost is 8. If this approach is taken, the trigger must be reset, so
it could probably only be used once per combat.
4 The levels in DCV are costed at 5 points since they apply to
both hand to hand attacks and missile attacks.
5 This maneuver is costed as a move-by in addition to the attacks,
and thus the costs includes levels to offset the combined penalties
of both of these maneuvers
6 This maneuver is built as a "grab and throw" since it causes the
target to fall.
7 A reversal is an attempt to break free of a grab and in turn
grab the opponent. Since breaking free of a grab is normally takes a
full phase, a grab would not be possible until the next phase. The
increased STR granted by the reversal allows the user to attempt to
break his opponent's hold using Casual STR (a 0 phase maneuver),
leaving him with an action to try and turn the tables. This maneuver
thus includes the normal penalties for a grab. The user could of
course choose simply to break free using full STR, without
penalties.
8 This maneuver is costed as a grab, since it leaves the attacker
in possession of the focus or weapon, if it is successful. As with
similar maneuvers, it includes levels to offset the normal penalties
for this maneuver.
9 This maneuver does no damage to the target, since an attempt to
throw the grabbed victim in a way that would cause damage is being
forgone in an attempt to remove his weapon. The extra -2 penalty
normally given for a grab directed at a focus is already included in
the total penalties for this maneuver.
10 This maneuver is costed as a disarm, since although the target
attacked does not lose his weapon, he is unable to use it until the
bind is overcome. Since the attacker does not gain control of the
weapon either, it is not a grab.
This table does not include any of the disabling attacks from UMA,
since these easily be unbalancing and I do not use the optional
disabling rules. If such attacks are desired, they can be most easily
be constructed as transformation attacks (normal arm/leg to broken or
sprained arm/leg), or as normal attacks with extra dice bought "only
to cause disabling" (-1). More simply, if you are using the disabling
rules in your game, just tell the players to target the limb they
wish to disable - a strong attack will normally do the job quite
effectively.
Building a Martial arts package using these rules
The new system has the following advantages:
1) It accurately reflects the cost of the powers and levels that
the user has acquired.
2) It is relatively cheap to add extra maneuvers, unlike the
present system, where additional maneuvers add progressively less and
less in the way of extra flexibility, but cost as much as the
maneuvers in the initial package.
3) It eliminates the irksome problem that someone who wants to buy
a small number of martial arts attacks, to reflect limited training,
effectively gets a significant price break. Contrary to common sense,
this lets him become more cost-effective than a "Master of the
Art".
4) It removes the enormous cost break a character gains on weapons
attacks by spending one point to add a Weapons Familiarity to his
martial art.
5) It becomes easy to add nonstandard maneuvers to a martial
artist's repertoire, since they are merely costed as regular Hero
system powers.
6) It is extremely easy to alter martial artists derived with the
standard rules to this system - in many cases, there will be
relatively little alteration in the cost, and the character will have
exactly the same powers and abilities as before.
7) It is as easy to use this system as the old one. You simply
choose a multipower reserve the same point size as your largest
attack, and then choose the maneuvers you wish to use - exactly as
before. In play, martial artists built using the current rules or
these ones can be practically indistinguishable.
The major deviation from the present martial arts rules is in how
weapons are handled in martial arts packages. It is not permitted to
add extra dice from a multipower slot to an attack bought outside the
multipower, unless that attack is bought only to add to a specific
slot. STR is an exception, since HA and HKA are intended to be added
to STR.
The new approaches for weapons therefore are to buy the attack as
extra STR (exactly as is currently done for Martial Grabs, for
instance) within the multipower, with the limitation (only to add
damage to defined attack, -1). Alternatively a character could buy 5
point combat skill levels with the (-1) limitation "Only to add
DC".
Since these maneuvers are different from those for bare-handed
attacks, they are bought as extra slots. Thus if a practitioner of
Aikido wanted to add a martial strike with the jo (staff) to his
repertoire, he could purchase:
Jo Strike; + 10 STR (only to add damage to weapon strike, -1), +2
DCV active cost 26, real cost 16, slot cost in the multipower 2
The Aikido multipower reserve must be at least 26 points to
accommodate this attack and would then have a new 2 point ultra slot
"Martial strike with Jo" added. Martial block, Martial throw, Martial
disarm could all be performed with the staff but effectively are the
same as normal maneuvers performed with the hands (same effect, no
extra levels involved). They are therefore exactly the same as the
attacks already in the multipower and wouldn't require the addition
of extra slots (although they might surprise someone silly enough to
grab the Aikido master's staff in an attempt to disarm him).
Simply put, a new power requires a new slot, but if the effect is
exactly the same, it simply reflects a change in the special effect.
Generally, only attacks that add damage to a weapon will require a
new slot. It is recommended that the same limitations that apply to
normal Martial arts maneuvers also apply to weapons attacks - that
is, no more than 4 DC (+20 STR) should be allowed in a maneuver.
This system makes "design your own" martial arts much easier. It
also makes each particular maneuver endlessly customizable, so that
two Karate practitioners need no longer have cookie-cutter
techniques. This does raise the problem that "real" martial arts
could be lost in a flood of player invention. The GM may therefore
wish to restrict martial arts to those designed or at least approved
by himself, and to carefully vet any player-generated martial arts
maneuvers. Remember, that skills (including combat skill levels) when
treated as powers are "special" powers and so require the GM's
specific approval to be included in power frameworks such as
multipowers. Don't be afraid to reject "maneuvers" that consist of a
+10 OCV strike in a 20 point multipower, or similar abuses.
Another option for GM's who wish to encourage the use of only
historical martial arts maneuvers may consider allowing limitations
such as "Style" (-1/4) only to recognized martial arts (though I have
to admit, I don't do this myself). This acts as a limitation in 2
ways - first you have to buy a minimum group of maneuvers for that
package to qualify. Since players will be using a multipower, they
shouldn't be too reluctant to buy extra powers - so this is likely to
cause little in the way of problems. Secondly, the multipower can
only contain powers suitable for that martial art. In that case, an
Aikido multipower could contain the maneuver "Reversal" (+15 STR,
only to escape and grab) to reflect that art's many escape and
restraining techniques. It should not contain any high kicks,
however. Likewise Karate could contain legsweeps or any combination
of punches and kicks - but few if any grappling or restraining
techniques. That way, an opponent who recognizes your style should
have pretty good idea of what your attacks and defenses are. Many
martial artists combine one or more styles of martial arts - in this
case, the style limitation would not be appropriate and could be
bought off as new attack forms are learned. Finally, it is
recommended that a loose limit of 30 points be placed on martial arts
multipowers for Heroic games, and any "new maneuver" should be
carefully scrutinized by the GM if it exceeds 20 points, to keep the
martial arts within the bounds of possibility.
Remember, it is still possible for character to simply buy one or
two martial arts techniques at normal cost if they wish. No-one is
forced to have a multipower. But they pay the real cost for those
powers, as indicated in the table above. This ensures that no Johnny
One-shot will outshine the dedicated martial artist in martial arts
combat. Those martial artists who wish to buy special maneuvers which
are too expensive to easily accommodate in their multipower (for
instance, the 67-active point "Seven strikes of serenity" described
for the unique techniques of Yengtao temple in UMA) can also buy them
outside the multipower.
So much for the mechanics. Every good GM should also have a
justification for WHY things work the way they do, as well as
understanding how. The "game rationale" for this system is detailed
below.
No martial art teaches a single technique in isolation. In the
real world, time is spent learning how to move in the correct manner
- how to think in combat, to centre your ki, to strengthen your body.
This is the essence of all martial arts, without which skill in a
particular technique is pretty much useless. The points invested in
the Multipower reserve represent the years of effort a novice must
put in to master these skills. The various slots simply represent the
maneuvers the martial artist has acquired as he builds up his
technique. With this system, as in real life, for an accomplished
martial artist to acquire a new maneuver is not as difficult (or as
points-consuming) as it was for the novice to acquire the basic
skills. So using these rules, it is now quite possible now to play a
novice, with a smaller reserve and less effective versions of the
various maneuvers - rather than having one or two techniques at full
effectiveness and the others not at all. The techniques can all be
increased in power as the novice gains experience. It is also
possible to increase the size of the martial arts multipower reserve
to accommodate a single larger attack which represents the special
effectiveness of a particular artist's "favourite" attack - the
dreaded "Iron Fist" technique or whatever. Finally the various
stances outlined in UMA can also be incorporated into a multipower.
As long as the Multipower's reserve is large enough to accommodate
the stance and the attack or defence being used, they can be combined
to further increase the options available to the experienced martial
artist.