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Diamond Dragon Technique

 

Cost Maneuver                            OCV DCV Notes

5      Diamond Dragon Technique  -2     +1   1/2d6 HKA

Wong Yan Lam 王隱林 was the son of a Shaolin Kung-Fu master known as Wong Ping. Wong Ping was something of a local legend, known as "the bronze foot", and was fond of demonstrating his kung-fu in public. Because of this he came to the attention of Sing Lung*. One day Sing Lung came down from the mountain and had an opportunity to observe Wong Ping's kung-fu. He was impressed by Wong Ping's skill and tried to tell him so but because Sing Lung's Chinese was not very good there was a misunderstanding. Wong Ping attacked Sing Lung with a powerful leg sweep but the Tibetan monk utilized a technique known as "GAM GONG HONG LUHNG". He leapt up into the air and landed on the leg, breaking Wong Ping's knee (from Lo Wai Keung's "Yau Jih Baat Gihk Kuen" [in Chinese language] Hong Kong)
 

Lama Pai, Tibetan White Crane, and Hop Gar exist as relatively distinct lineages and/or organizations, all originated with a single figure known as Sing Lung who arrived in Guangdong Province during the Qing Dynasty and taught a martial art then known as "Lion's Roar" (獅子吼).  Different names were given to this martial art due to the distaste for a foreign system, especially one practiced by the Qing Royal Guard. 

  • *"Star Dragon", or more likely, "Sage Dragon."

 

 

post-9907-0-48277700-1463158400_thumb.jpg

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I did a 5th edition artical on "advance kenjustu" for Digital Hero. I also did another artical about VIPER Combat Art and Energy Blaster Combat Art. EBCA was made obsolete thanks to Hero System Martial Arts book.

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I diged my copys of Digital Hero out.

 

From Digital Hero #7: Kenjutsu, between the pages of 38 to pages 40.

 

The Martial Arts: Ainoken Kenjutsu,

Akaiami Kenjutsu,

Kazeken no Kenjutsu,

Kitsune Kenjutsu,

Tengu Kenjutsu.

 

 

From Digital Hero #35: Superhero Martial Arts, between pages 36 to 37.

 

The Martial Arts: Energy Blaster Combat Arts.

VIPER Combat Art.

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First up is Ainoken Kenjutsu. Better known as the "Love Sword" style, it focuses on defense and light, not really damaging attacks. It is excusably used with the boken and shinai (which does normal damage, and in other schools are used to safely train to use the katana and wakizashi).

 

Note: All maneuvers were created with The Ultimate Martial Artist 5ed, and may have to be tweaked to use them in a 6ed game.

 

Maneuver/ Phase /Points/OCV/DCV/Damage-Effect

 

Advance Ainoken Strike/ 1/2 /4/+0/+0/Weapon Strike

 

Atemi Strike/ 1/2 /5/-2/+1/2d6NND(1) Strike

 

Basic Ainoken Strike/ 1/2 /4/+2/+2/Weapon Strike

 

Chambara Ken ("Blade Clash")/ 1/2 /5/+2/+0/Bind, +10STR to Bind

 

Disarming By Hand Targeting/ 1/2 /5/+2/-1/Disarm, +10STR to Disarm Roll

 

Love's Wall/ 1/2 /5/+2/+3/Block, Abort, Unbalancing

 

Moving Love's Wall/ 1/2 /5/+1/+2/Block, Abort, FMove, Unbalancing

 

Skills:

Acrobatics

Breakfall

KS: Kenjutsu

Paramedics (required)

 

Elements:

Weapion: Use Art With Clubs (+1 point, Use Art With Swords is free).

 

Optional Rules: Atemi Strike automatically strikes the vitals area, but does no extra damage because of location. Disarming By Hand Targeting does exactly that, but does no lingering damage beyond enough pain to force the opponent to drop his weapon. All other attacks are a 2d6+1 location roll (unless he decides to target low, which then the roll becomes 2d6+7).

 

Special Abilities: Experts at destroying objects. Use the "breaking things" Dispel on page 123 of The Ultimate Martial Artist book, except a focus is required.

 

Ability to Drain Strength, Endurance, and/or Dexterity (and, if I was rewriting this for 6ed, OCV and DCV are fair game also). Coincides with the Drain power as shown on page 123 of The Ultimate Martial Artist book, but again, a focus is required.

 

Finally, an Ainoken expert can paralyze his opponents without harming him by lightly taping certain presser points with his boken. This was written up as the following:

 

Paralysis Strike: Entangle 2d6, 2 DEF, Takes No Damage From Attack (+1/2), Cannot Be Escaped With Teleportation (+1/4) (35 Active Points), No Range (-1/2) Cannot Form Barriers (-1/4), Susceptible (hitting the same points will free subject, can be found out by a KS: Chinese Healing roll: -1/2), OAF (boken: -1). Total Cost: 15 points.

 

Of course, in 6ed, Cannot Form Barriers limitation does not exist (as it now is standard that Entangles cannot form barriers and if you want it to, take the Barrier power).

 

This was meant to be a 'soft, less violent' counterpart to the next martial art, Akaimi Kenjustu.

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Akaimi Kenjutsu is just the opposite from the above style. It's main function is to kill the opponent and wash the battlefield with blood, falling like Crimson Rain (which is what Akaiami roughly means).

 

Again, it was written up via 5th edition Ultimate Martial Artist, and may need modification to fit 6ed.

 

Maneuver/ Phase /Points/+OCV/+DCV/Damage-Effect

 

Akaimaiken/ 1/2 /5/+2/+2/Weapon +4DC Strike, Half Move Required

 

Akaiamiken no Raiu/ 1/2 /4/+2/+2/Weapon Strike

 

Akaiketskiken/ 1/2 /4/-1/-1/Sight Group Flash 4d6

 

Akainbikariken/ 1/2 /4/+2/+0/Weapon +2DC Strike, Disable

 

Akaitsunamiken/ 1/2 /5/+1/+0/Weapon +v/5 Strike, FMove

 

Choakaitsunamiken/ 1/2 /5/+0/+0/Weapon +v/3 Strike, FMove, Take Half Damage

 

Skills:

Breakfall

Fast Draw (Iajutsu)

KS: Kenjutsu

Lighting Reflexes

Two-Weapon Fighting

WF: Blades (required)

WF: Off Hand (required)

 

Optional Rules: Akaikeisuekiken is an attack which cuts the victims forehead lightly and allows blood to flow into the victims eyes. Gamewise, it gains a slight NND effect (solid head covering), but does not do body damage. The other attacks does a 2d6+1 location roll, except Akainabikariken, which automatically strikes arms or legs (and does no extra damage based on location), Akaitsunamiken and Choakaitsunamiken (3d6 location roll). By the way, Akaitsunamiken and Choakaitsunamiken are tge same maneuver, the only diffrence is that the user pumps his ki into the attack in an all out kill or die attack.

 

Special Abilities: Limb Removal (Majot Transformation) and Blood Flick (sight group Flash) ate two powers associated with this art.

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Here, by our splendid steriaca, is

 
Video Game Martial Arts
 
 
Maneuver      Phs      Pts      OCV      DCV      Damage/Effect

Air Block       1/2          5        +0          +0         Block, Abort, FMove
Air Grab And Throw
                     1/2          3         -1           -1         STR+v/5 Strike, Target Falls, FMove
Beta Counter 1/2         4         +2         +2         STR+2d6 Strike, Must Follow Block/Turtling 1/2 4 +2 +2 Block, Abort
Crush/Thrash 1/2        4         +0         +0         STR+4d6 Strike, Must Follow Grab
Dodge            1/2        4           -          +5         Dodge, Abort
Grab               1/2        3         -1          -1         Grab Two Limbs, +10 STR To Hold On
Hard Attack    1/2        5         -2         +1         STR+4d6 Strike
Jumping Attack 1/2     5        +1         +0         STR+v/5, Target Falls, FMove
Legsweep      1/2        3        +2         +1         STR+1d6 Strike, Target Falls
Light Attack   1/2         5        +1         +3         STR Strike
Medium Attack 1/2      3        +1         +0         STR+2d6 Strike
Sidestep        1/2         5          -          +4         Dodge, Abort, FMove
Throw           1/2          3       +0          +1         STR+v/5, Target Falls
Turtling         1/2          3       +1          +3         Block, Abort, Must Follow Block

Skills:
*Breakfall
Acrobatics

Note: No Style Disadvantages

Video Game Style Martial Arts is a generic name for a martial art style based on fighting video games. There is no Style Disadvantage, and no real Knowledge Skill required.

Substyles:

Capcom-Fu:
Required Maneuvers: Block, Grab, Hard Attack, Legsweep, Light Attack, Medium Attack, Throw.
Advanced Maneuvers: Air Block, Air Grab And Throw, Beta Counter, Crush/Thrash, Jumping Attack, Turtling.

SNK-Fu:
Required Maneuvers: Block, Grab, Hard Attack, Legsweep, Light Attack, Throw.
Advanced Maneuvers: Air Grab And Throw, Crush/Thrash, Jumping Attack, Turtling.

Tekkalibur:
Required Maneuvers: Block, Grab, Hard Attack, Legsweep, Light Attack, Throw, Dodge, Sidestep.
Advanced Maneuvers: Crush/Thrash, Turtling.

Mortal-Fu:
Required Maneuvers: Block, Grab, Hard Attack, Legsweep, Throw.
Advanced Maneuvers: Air Grab And Throw, Crush/Thrash, Jumping Attack, Turtling, Dodge, Sidestep.

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Here, by our splendid steriaca, is

 

Video Game Martial Arts

 

 

 

 

Maneuver Phs Pts OCV DCV Damage/Effect

 

Air Block 1/2 5 +0 +0 Block, Abort, FMove

Air Grab And Throw

1/2 3 -1 -1 STR+v/5 Strike, Target Falls, FMove

Beta Counter 1/2 4 +2 +2 STR+2d6 Strike, Must Follow Block/Turtling 1/2 4 +2 +2 Block, Abort

Crush/Thrash 1/2 4 +0 +0 STR+4d6 Strike, Must Follow Grab

Dodge 1/2 4 - +5 Dodge, Abort

Grab 1/2 3 -1 -1 Grab Two Limbs, +10 STR To Hold On

Hard Attack 1/2 5 -2 +1 STR+4d6 Strike

Jumping Attack 1/2 5 +1 +0 STR+v/5, Target Falls, FMove

Legsweep 1/2 3 +2 +1 STR+1d6 Strike, Target Falls

Light Attack 1/2 5 +1 +3 STR Strike

Medium Attack 1/2 3 +1 +0 STR+2d6 Strike

Sidestep 1/2 5 - +4 Dodge, Abort, FMove

Throw 1/2 3 +0 +1 STR+v/5, Target Falls

Turtling 1/2 3 +1 +3 Block, Abort, Must Follow Block

 

Skills:

*Breakfall

Acrobatics

 

Note: No Style Disadvantages

 

Video Game Style Martial Arts is a generic name for a martial art style based on fighting video games. There is no Style Disadvantage, and no real Knowledge Skill required.

 

Substyles:

 

Capcom-Fu:

Required Maneuvers: Block, Grab, Hard Attack, Legsweep, Light Attack, Medium Attack, Throw.

Advanced Maneuvers: Air Block, Air Grab And Throw, Beta Counter, Crush/Thrash, Jumping Attack, Turtling.

 

SNK-Fu:

Required Maneuvers: Block, Grab, Hard Attack, Legsweep, Light Attack, Throw.

Advanced Maneuvers: Air Grab And Throw, Crush/Thrash, Jumping Attack, Turtling.

 

Tekkalibur:

Required Maneuvers: Block, Grab, Hard Attack, Legsweep, Light Attack, Throw, Dodge, Sidestep.

Advanced Maneuvers: Crush/Thrash, Turtling.

 

Mortal-Fu:

Required Maneuvers: Block, Grab, Hard Attack, Legsweep, Throw.

Advanced Maneuvers: Air Grab And Throw, Crush/Thrash, Jumping Attack, Turtling, Dodge, Sidestep.

Thanks for reposting this. Let me think...this was 4ed Ninja Hero stuff.

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