View Full Version : How useful would Ultimate Martial Arts for other Campaigns be?
Sword-dancer
Jun 8th, '05, 11:11 AM
Like Fantasy, Cyberpunk or SF?
Hyper-Man
Jun 8th, '05, 11:28 AM
Like Fantasy, Cyberpunk or SF?
It depends on whether you want to make a large number of different MArt styles available to your players. In a futuristic setting like StarHero/Cyberpunk this can work well. Fantasy settings probably require more consideration since the type of armor and weapons that are found in the typical settings don't always mix well with standard Martial Maneuvers without some adjustment.
Another question to ask is how detailed do you want your HTH combats to be? Consider, at least 75% of what MA manuevers do can be accomplished with either 3 or 5 point levels with HTH combat.
HM
Sword-dancer
Jun 8th, '05, 11:34 AM
Fantasy settings probably require more consideration since the type of armor and weapons that are found in the typical settings don't always mix well with standard Martial Maneuvers without some adjustment.
The Use for FH would dropconsiderably if there aren`t possibilities/Options for armed and armored Martial Arts Styles and also "Western" Martial Arts Styles.
All other things would depends of the efforts need do done it.
TheQuestionMan
Jun 8th, '05, 11:36 AM
I love it, but it is definitely about personal style.
Cheers
QM
CSgeekHero
Jun 8th, '05, 02:56 PM
I don't know what kind of game your trying to run so the best I can do is relay my experiences.
SF: I am starting to work up a campaign where the martial arts will be pretty common among people serving their planet.
Plus, figure that they've been around for thousands of years, so extrapolate that they'll still be here several hundred to several thousands of years in the future.
Cyberpunk: I've only played Shadowrun once when it first came out and I was a street samurai. I always seemed to have to deal with cyberjacked ninjas and stuff like them. So, the Ultimate Martial Artist should come in handy.
Fantasy: It depends on your campaign and where its located. I've never used it in any fantasy campaign.
I hope that helps.
Sword-dancer
Jun 8th, '05, 03:15 PM
Yes
SF my thought was on those ideas
1 Border Patrol(a branch of the Patrol, Stellar State Police of theTerran Democratic Empire) who function as security force for the Explorer ships and police of new coloniced planets and system.
2 La resistence, a biotechnic(genetic engineered specialists are their base of power) superpower had taken control of the galaxie, and controls it harshly and with cold terror.
civil rights are nil, space travel is carefully and thoroughly contolled and monitored.(Oh yes the idea is something older tha EP I-III, and No you don`t attack warships with fighters))
Cyberpunk classis style, maybe systemtravel, maybe a bit Psi or Magic but not SR Style
Fantasy
It gives very interesting western martial Art Styles with Sword and shield, War/Bastardsword and so on, from Silver Talhifer de Libri and so on., this could be an niceadd on i do consider.
Herolover
Jun 8th, '05, 03:49 PM
I have always considered that there were three core books. FRED, the Bestiary, and the Ultimate Martial Artist.
Think of UMA as not so much martial arts, but as hand-to-hand fighting. There are a great many rules in UMA that have great use in campaigns that don't have anything to do with martial arts. What kind of fighting ability does that commando have...look in UMA. What kind of street fighting is there...look in UMA.
Just look at the martial arts in FRED. Not all of them are what we commonly refer as martial arts. Several of them are fighting styles that would not commonly be but in the martial arts category.
That said, how much use you would get out of UMA depends upon what kind of campaign you plan on running.
Rapier
Jun 8th, '05, 03:58 PM
Incredibly useful.
Hero is an RPG. Being an RPG is revolves around a group of character resolving a conflict. This frequently involves becoming involved in some kind of combat. While it is not necessary, UMA covers a great deal of specialised combat (martial arts). It is one of the books I would urge everyone to get as part of their "core."
Old Man
Jun 8th, '05, 04:21 PM
Going with the Star Wars thing...Jedi use martial arts too :)
Roy_The_Ruthles
Jun 8th, '05, 05:33 PM
I'm playing in a "space opera" game right now, and two of the characters have made fighting styles using the UMA, one to be a better brawler, and the other to have "shotgun fu" (ie, a bunch of neat shotgun attacks)
and in my low fantasy game, 3 of 4 people have martial arts, the only one without it being the "mage" character because he can't get the points together. The nice thing about UMA is it lets you customize characters more
it's the first supliment i'd buy
Lord Liaden
Jun 8th, '05, 08:11 PM
Note that you not only get many different real and fictional martial arts styles already built, as well as martial arts weapons fully statted and described; not only a long list of discreet martial maneuvers that you can combine as desired for an original style; UMA also shows you how to combine different CV bonuses and penalties and special components to build your own unique maneuvers.
If any game you want to run in HERO has a use for any martial art you can imagine, this book will let you do it.
Sword-dancer
Jun 9th, '05, 12:18 AM
THX
I think I will buy it.
Playing Starwars, playing Jedi?
:doi:
Southern Cross
Jun 9th, '05, 01:43 AM
I also think that the UMA is a required core book for the Hero System.I'd recommend also getting Ninja Hero as well.
CourtFool
Jun 9th, '05, 02:11 AM
Dirty Infighting/Fisticuffs/Cinematic Brawling fits in any genre. The other styles may not be as universal, however, UMA is all about individual combat. Any campaign that involves combat can benefit from UMA.
May I also suggest a look at Markdoc's (http://www.geocities.com/markdoc.geo/Gaming_stuff/martialarts.html) take on martial arts?
Mister E
Jun 9th, '05, 02:59 AM
My UMA is pretty worn out, and I've only played Champion and Fantasy games with it. To be honest, I think a lot of the material in the UMA could have been in the Core Rulebook.
Ninja Hero does make a snazzy appendix to the UMA (most of what I find is useful in Ninja Hero, are the sections on Skills, Perks, Talents, Powers, Advantages, Limitations, and Disadvantages, which is all just a continuation of material provided in the UMA); but I was disappointed with it, as a genre book. I think it's worse than the Champions genre book (which is still pretty good). Star Hero, and especially Fantasy Hero, are in classes all their own...
My players, and I, have high hopes (and expectations) for Pulp Hero. :love:
To finish: UMA is worth picking up, for just about any compaign... and is practically a must, if planning to use HERO as a generic system, for more than one type of game.
Lord Liaden
Jun 9th, '05, 10:45 AM
THX
I think I will buy it.
Playing Starwars, playing Jedi?
:doi:
Created using the UMA:
Lightsabre Combat! (http://www.herogames.com/forums/showthread.php?t=12692)
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