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Hello Herophiles, im finally sitting down to post about a game I would love to play in Hero system, Kung Fu 2100. I have the original Pocket Box version and the Gurps version. The premise is simple. In a near future, Clonemasters hold all the power (& technology). You are a super martial artist know as a Terminator, able to Dodge bullets and break down doors with your bare hands! Your mission is to destroy the local Clonemaster. However besides having a local police force, the Clonemaster has his own force of super martial artists which have failed to be Terminators and now work for the enemy, they are derisively known as Jellies. What’s not to love? Gurps does flesh this out a little more. The biggest thing I need to get is to set the power level correctly. On a preivious thread I stated that I keep falling into the trap of trying to do an exact translation instead of a paraphrase of you will. One element I would like to keep if possible is that in the PB version, Terminatora and Jellies can lose their super martial abilities.
RDU Neil posted a topic in HERO System DiscussionI think this is a quick, easy, question... but often there are nuances in Hero that come up, especially in the world of 5th/6th and the naked advantages as well as this allowable build that stacks damage abilities on top of equipment damage. (Extra DCs on top of a gun you didn't pay points for... which has always struck me as breaking a fundamental concept of Hero... powers and equipment don't mix... but anyway...) If a character has Deadly Blow "Headshots only" and Weaponmaster "Pistols" and ranged Martial Arts with added damage classes with his Pistol... it is correct that there is nothing in RAW to stop all this damage from stacking? So a 9mm pistol does 1d6+1K... plus 1d6K if a headshot, +1d6K for being a pistol, plus 2 more damage classes from Far Shot or whatever... pistol does 4d6K? (Not involving hit location multipliers at this point.) Correct? As per RAW, there is no reason these all can't stack together? (I'm not saying there aren't issues of balance here, just checking RAW.) There is also nothing in RAW saying that this only applies to human/soft targets... because now that 9mm isn't just a perfect shot to the eye... even if you take away Deadly Blow, and now only 3d6K, that 9mm is doing hellacious damage to non-headshots as well. Just checking to see if I'm reading this right.
In 6E, I can't seem to find where the rules state the ratio of Martial Art DCs to gain extra damage on Nerve Strike/Choke Hold maneuvers that do NND damage. For example, Mr. Artist has bought Choke Hold (2D6 NND), and then buys four Damage Classes with his art. How much damage does his Choke Hold now do? (Also, it was kinda difficult just to find the rules on *buying* extra Martial DCs...)
Hello everyone, Upon reading the 6th edition Martial Arts HERO book, I noticed that there is a power called Summon Ancestral Spirit (pg. 163) that describes a summon power, but never stats out exactly what the ancestral spirit is. Does anyone have the stats or information for the Ancestral Spirit? If so, please let me know where to find it- or post it here.
57 downloadsThese martial arts are from the Talislanta game, originally published by Bard Games in 1987. Talislanta was an attempt to make a fantasy setting very different from the vanilla fantasy settings then dominating the market -- the tagline for the game/setting is "Talislanta. Still No Elves!" Among the many elements of the setting are martial arts systems. Back in the 90s, I converted several of them for the 4th edition Hero System, then when 5th edition was published I uploaded several of them to the Hero Games webpage Digital Hero ezine. Sadly, those submissions are lost to the Internet Archive. When 6th edition was made, I updated the martial arts yet again (adding Aerial Combat and renaming Zandir Bladesmanship to Swordsmanship, as per the then-recently-updated Talislanta rules), and uploaded them to the boards. They didn't survive the changeover, but I see that they're still popular enough to warrant being resurrected. So, here they are. The prefab file contains: Aerial Combat: The fighting art of skilled warriors of the flying races (Aerdians, Stryx, Gryphs, etc.) Arimite Knife-Fighting: Provided in both melee and ranged flavors, the lethal fighting style of the dour Arimites is presented. Swordsmanship: The flamboyant fencing style of the Cymril swordsmages, Zandir bravos, and Gao-Dinian corsairs. Tazian Combat: The brutal and effective hand-to-hand style of the Thralls of Taz. If you want to try a different setting (it's based on an easy-to-learn rules system, but can readily be converted to Hero System), I recommend you give it a try. Most of the books for it are available for free on-line, by the grace of setting creator Stephen Michael Sechi. A pdf of the martial arts styles, formatted in standard Hero style, can be found here.