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Found 20 results

  1. Version 1.0.0

    6 downloads

    I got bored. Started writing. Made a PDF of extreme martial arts moves one might find in an episode of Dragon Ball Z (or worse). 12 pages, more than 60 Techniques, some jokes and a hint of a campaign unplayed.
  2. If a character has paid character points for a weapon, do they need to buy a Weapon Element to use martial art maneuvers both barehand and with that weapon? (Assume a superheroic setting, if it makes a difference.)
  3. Hello! I have a player that is making a martial artist character and had questions about the flavor of the legsweep maneuver vs. the takedown maneuver. What are the differences between the two from a visual standpoint? Is there a writeup in one of the books? I tried to find it. Thanks!
  4. If someone cancels to a Flying Dodge (in a segment that is not one of their phases), are they able to move in that same segment as well?
  5. 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 wor
  6. I 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
  7. 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...)
  8. 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.
  9. A question for interpretation vs. RAW: How do you rule on Martial Dodge vs. multiple different kinds of attacks? For example: Scenario 1: Character has Martial Dodge, uses it, gets +5 vs. all attacks until his next action. Ok... pretty typical. Whether being shot at, electrified, punched... his DCV is +5 with dodge. Scenario 2: Character has Martial Dodge AND +3 levels with Martial Arts. Uses dodge, gets +8 vs. all attacks until his next action. Hmmm... really? How are levels with Martial Arts helping with avoiding bullets and energy blasts? But
  10. Currently a version 5 player but looking to upgrade to version 6 but wanted to know the differences.
  11. I don't have 6e (yet). Did I correctly read somewhere in these forums that extra DCs for Martial Arts cost 4 points each? Is that the correct price? And if so, why? What does HtH Attack cost in 6e? Maybe I've misunderstood. +1d6 with STR costs 5 points, costs END to use, and adds to Lifting capacity. +1d6 HA costs ?, costs END to use, does not add to lifting capacity, and can only be used for normal damage strikes. +1 DC with Martial Arts costs ??, does not cost END to use, does not add to lifting capacity, and can be used with any Martial maneuver, including those that don't do
  12. So I have two questions: If there were no "Martial Arts" as they currently exist in the system, how would you go about inventing them? And, is there anything that the Martial Arts subsystem does that can't be duplicated with Powers and Skills (possibly at greater cost?) I will assert that the answer to the second question is "no" and will probably post some ideas on the first question as well. Lucius Alexander And I'll definitely post some palindromedary taglines
  13. Most peachwood swords are made for practice. This one, however, was made from wood from a peach tree that grew at Mount Longhu in the shadow of the Hanging Coffins, cut by a Doashi of the Seventh Ordination. He carved the Seven Stars into its blade, and danced their power. This weapon damages most targets, including astral, ethereal, phantasmal and the like. When magical characters are written on the blade with grease, the damage vs. intangible targets is changed to Killing (HKA). These magical characters must be renewed from time to time, as they wear off. 15 30 point Multipower, 0
  14. I find repeated references to Close Quarters Battle in my reading, in some it is referred to in the same breath as unarmed self defence, bayonet drill or other techniques. DC has the option of applying a penalty to DEX for purposes of determining who shoots first, based on weapon length. The background reading on Commando Training (Fairbairn, Sykes etc.) describes methods of shooting on the move, unarmed combat, etc. Options I can think of for defining CQB: The DC optional Rule a KS and/or PS a variant of a particular martial art (Commando Training, Marine Corps Martial Arts Program, or
  15. I’ve enjoyed Steve Long’s new Martial Enemies supplements so much they inspired me to take another look at some of the martial artist villains I’ve written up for my own campaigns. Here’s El Rasgador, the Ripper, one of the more vicious residents of the Martial Arts World. (Regarding the reference to “Aran training”: In my new campaign world, the Arans are an alien race that developed incredibly advanced martial arts. Humans have learned and published some of their simpler training techniques for strengthening both body and Qi. Self-training isn’t as reliable or effective as learning from
  16. The big question after watching the Phantom Blood section of the first season of JoJo's Bizarre Adventure is this: how would you write up the Harmon abilitys? Their seems to be two rules about them. One: the user must be able to breathe to use them. Two: the user's blood must be able to flow freely inside the user's body. What I seen the Harmon do? From memory, have the power to destroy vampires and 'zombies' (lesser vampires created by Dio), able to split a rock without harming the frog which sat upon it, heal a broken arm, walk slowly on water, able to dislocate the user's shoulder - punch -
  17. In Martial Arts 6E, several of the Martial Art Abilities, include in their game information section, (e.g. Throwing Master p.128),references to common Limitations, such as: "1f 1) Blunt Objects: Blast 6d6; common Limitations (-1 1⁄4)" What are common Limitations? Have I missed a rule or something?
  18. Version 1

    74 downloads

    These 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.
  19. This is a martial arts 'style' designed for use in a cinimatic campain with lots of vehical interaction. It dosen't have a "style disavantage". It repersents skills stunt drivers and other people who live and die by there vehicals pick up in the corse of there life. Note: This Martial Art was created using the Hero System Martial Arts book for the 6ed. Advance Combat Driving Martial Art Use Art w/Small Motorized Ground Vehiclas: Small Motorized Ground Vehicles Weapon Element is Free Manuver Points OCV DCV Damage/Effect Advance Rundown 4 +0 -2
  20. I'm building a melee specialist. Several martial maneuvers, plus weapon elements of Blades and Ninja Weapons. And I've got a couple nice blades defined. If I add martial arts DCs, do these add to the damage done with the blades, which are weapon elements? It would seem so, and it would seem that it does it cheaper and better than the Weaponmaster talent. I can be 3 HTH DCs for 12 points in my martial arts, and it clearly applies to my open-hand strikes and my weapon strikes (+1d6 K). +1d6 K from Weaponmaster is 20 for swords and daggers...ergo, not the open-hand strikes. Thanks...
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