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.

 

Back to Herolinks page

Back to Sengoku front page