HERO System (5th ed.)
Franklin's House Rules for Martial Arts
All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 31 December 2006)
Skills ( List ) . . . Agility | Intellect | Interaction . . . Background ( List ) . . . Languages . . . Transport Familiarity | Weapon Familiarity . . . Martial Arts
I have listed all of the standard
maneuvers in separate documents:
HTH/Melee Maneuvers Ranged Maneuvers General Info All skill packages for (formal, "official") martial arts require the appropriate style familiarity. (This is my campaign's equivalent of the usual "KS: [Style]" skill.) Minimums Required I insist on a minimum of three maneuvers (as well as a minimum of ten points in maneuvers) for anyone buying a martial arts package. For a character wanting multiple martial arts packages, he must meet the following requirements, which are calculated separately for the two types of martial arts (hand-to-hand/melee; ranged):
Min. # of Maneuvers = 2 + (# of MA pkgs.) Min. Points in Maneuvers = 5 × (1 + (# of MA pkgs.)) Thus, a character with four HTH/melee martial arts packages must have a minimum of six HTH/melee maneuvers totalling at least 25 points. If that same character wanted to also have two ranged martial arts packages, he'd also need a minimum of four ranged maneuvers totalling at least 15 points. Furthermore, he'll need the appropriate style familiarities for all six styles. He'll also need any Weapons Elements required, which are tracked separately for HTH/melee and ranged. Example:Elements Weapons, Styles, and Special Conditions ("Use Art With/While...") Here are the "Use Art With/While" Elements that I permit, for covering various weapons, styles, and special conditions. Each such Element costs one point (1 CP).
Knife-fighting would require the Blades element for the melee maneuvers and again for the ranged maneuvers. However, this won't be a problem if knife-fighting is his only martial art, as the first Weapons Element for each category (HTH/Melee and Ranged) is free.
Use Art Barehanded Use Art With (one specific category of Weapon; see below) Use Art While Mounted Use Art While Armored (this includes Battlesuit, but not Mecha) Note that you may not buy any two-point WFs. You must buy each individual one-point WF separately. Extra Damage Classes I also permit this non-weapon Element to be bought. However, you may buy a number of Extra Damage Classes only to a limited amount (i.e.: not to exceed whatever Damage Cap I've placed on the campaign). Furthermore, if bought for a Ranged Martial Art, it must be for thrown weapons (i.e.: not for bows, crossbows, firearms, or energy weapons). Building Maneuvers I've made changes to the list of elements for building maneuvers for ranged martial arts. For the sake of consistency, I'm listing all of the elements for both hand-to-hand as well as ranged martial arts.
HTH/Melee: Helpful Elements Element Description Maximum Abort +1 point if you can abort to maneuver Take once Affect Weapon +1 point if hit Binds enemy's weapon;
+2 points if hit Disarms enemy's weapon;
+3 points if hit Grabs enemy's weaponGrab Weapon Block +0 points if maneuver is based on Block
(includes Abort element)Take once Damage + +1 point per +1 DC, up to +2 DC;
+2 points per additional +1 DC+4 DC DCV + +1 point per +1 DCV, up to +2 DCV;
+2 points per additional +1 DCV+3 DCV Disable +0 points if maneuver intended to Disable opponent's limbs Take once Dodge +0 points if maneuver is based on Dodge
(includes Abort element)Take once Flash +1 point per +1d6 Flash, up to +2d6;
+2 points per additional +1d6 Flash;
+1 point per additional Sense Group4d6 Flash FMove +3 points if can attack after Full Move Take once Grab Opponent +3 points if hit Grabs two of opponent's limbs;
+1 point per additional limbGrab Five Limbs K-Damage +3 points per +1 DC Killing 4 DC K NND Dmg. +1 point per +½d6 NND, up to +1d6 NND;
+2 points per additional +½d6 NND2d6 NND OCV + +1 point per +1 OCV, up to +2 OCV +2 OCV STR + +1 point per +5 STR, up to +10 STR;
+2 points per additional +5 STR+20 STR Strike +0 points if maneuver is based on Strike Take once Throw +1 point to throw opponent to ground Take once Velocity +1 point to do Velocity/5 extra damage;
+3 points to do Velocity/3 extra damage+v/3
HTH/Melee: Restrictive Elements Element Description Maximum DCV - -1 point per -1 DCV -2 DCV Fall -1 point if you fall Take once Follow -2 points if maneuver must follow some other specific (successful) maneuver Take once Half-Move Required -1 point if maneuver requires character to make a Half-Move Take once Lasting Restriction -1 point if maneuver's penalties last for an extra Phase Take once OCV - -1 point per -1 OCV -2 OCV One Limb -1 point if Grab affects only one limb Take once Response -3 points if maneuver can be used only after specific maneuver by opponent Take once STR - -1 point if maneuver uses half of character's STR;
-2 points if maneuver uses none of character's STRNo STR Takes Damage -1 point if you also suffer half of maneuver's damage;
-2 points if you also suffer all of maneuver's damageTakes Full Damage Time + -1 point if attack takes an extra Segment to perform
(landing at the end of the next Segment)Take once Unbalancing -1 point if opponent gets to attack first in next Phase Take once
Ranged: Helpful Elements Element Description Maximum Damage + +1 point per +1 DC, up to +2 DC;
+2 points per additional +1 DC+4 DC DCV + +2 points per +1 DCV +2 DCV Disarm +2 points if maneuver is based on Disarm *
(+0 OCV; +0 DCV; base STR of Disarm equals Weapon's DC)Take once FMove +3 points if can attack after Full Move * Take once OCV + +2 points per +1 OCV +2 OCV Rng. + +1 point per +1 OCV vs. Range, up to +4;
+2 points per additional +1 OCV vs. Range+6 OCV vs. Range STR + +1 point per +5 STR, up to +10 STR;
+2 points per additional +5 STR+20 STR Strike +0 points if maneuver is based on Strike
(+0 OCV; +0 DCV; does Weapon's DC)Take once Throw +2 points to throw opponent to ground Take once v/5 +2 points to do Velocity/5 extra damage Take once * -- This is unique to my campaign (i.e.: this is not standard).
Ranged: Restrictive Elements Element Description Maximum DCV - -1 point per -1 DCV -2 DCV Half-Move Required -1 point if maneuver requires character to make a Half-Move Take once OCV - -1 point per -1 OCV -2 OCV Rng. - -1 point per -1 OCV vs. Range -2 OCV vs. Range Time + -1 point if attack takes an extra Segment to perform
(landing at the end of the next Segment)Take once
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All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 31 December 2006)