Hero System A Core Library Supplement for the HERO System

Authors Special Thanks To: Steven S. Long, Michael Surbrook All the HERO System fans who continue to love All Things Martial Arts in their games. Additional Contributions Aaron Allston Steve’s Special Thanks I owe an additional special thanks to the following Editing and Development people who have, over the years, answered Steven S. Long martial arts questions for me or provided with with information or ideas that helped shape this Layout, Graphic Design, book: Aaron Allston, Chris Avellone, Scott Bennie, Tim Binford, Garrett Charnaw, Cliff Christiansen, and quote-bunny Earl Cooley III, Storn Cook, John Cooper, Kim Bill Keyes Cooper, Amy Crittenden, John “Case of Swords” Cunningham, Mike Dean, Sean Fannon, Morgan Cover Art Flo, Thom Foster, John Grigni, Scott Jamison, Fred Hicks Greg Kerner, Eric Livengood, John Losey, Andy Mathews, Dave Mattingly, Riley McLaughlin, Rob Interior Art SampleMiles, file Greg Morero, Bryce Nakagawa, James Brett Barkley, Dan Christensen, Storn Pinkerton, Marcus Pritchett, Bob Quinlan, Scott Cook, Curtis Craddock, Andrew Dobell, Sigler, Greg Smith, Geoff Speare, Steve Stone, Michael Surbrook, Jason Walters, David West, Eric Brendon & Brian Fraim, Edd Ghent, Wylie, Doug Young, various online commentators, Mark Helwig, Sam Kennedy, Storm Kerr, and, most especially, Greg “Devil’s Advocate” Lloyd Bradley K. McDevitt, James Nguyen, Jeff and Jeff “I have a license from Japan” Mueller. Preston, Christian N. St. Pierre, Jason Special thanks also to SETAC for its usual Williford, Kurt Wood, Jonathan Wyke insightful input and suggestions.

HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights or by any means, electronic or mechanical, including photocopying, reserved. recording, or computerization, or by any information storage and Champions, Dark Champions, and all associated characters © 1981-2008 Cryptic Studios, Inc. retrieval system, without permission in writing from the Publisher: All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Printed in Canada. First printing January 2010. Fantasy Hero Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO1005 Star Hero, Justice Inc., Danger International, and Hero Copyright © 2002 by DOJ, Inc. ISBN Number: 978-1-58366-124-6 d/b/a Hero Games. All rights reserved. www.herogames.com T able of Contents

Introduction...... 4 Enerjutsu...... 80 CHAPTER SIX CHAPTER ONE Four Celestial ...... 80 BLOOD AND STEEL: THE WAY OF THE WARRIOR: Fu...... 82 Hypercombat...... 83 MARTIAL ARTS COMBAT MARTIAL ARTS STYLES Red In Tooth And Claw...... 84 COMBAT AND MARTIAL MANEUVERS...... 242 THE WAY OF THE HERO...... 6 Shiroi Sumomo Kempo...... 85 General Rules...... 242 MARTIAL ARTS MANEUVERS...... 6 Thunder Dragon Kung Fu...... 86 Bind...... 243 MANEUVERS AND WEAPONS...... 8 DESIGNING NEW MARTIAL ARTS STYLES...... 87 Block...... 243 Ranged Martial Arts And Weapon Types...... 9 DESIGNING MARTIAL ARTS STYLES...... 87 Choke Hold...... 244 LEARNING MARTIAL ARTS...... 9 STYLE BUILDING BLOCKS...... 88 Cover...... 244 Building New Maneuvers And Styles...... 13 EXTRA DAMAGE CLASSES AND WEAPON ELEMENTS...... 89 Crush...... 244 BELTS AND RANKS...... 13 Dodge...... 244 CHAPTER TWO Feints...... 244 REAL-WORLD MARTIAL ARTS...... 15 MARTIAL MANEUVERS STYLE DESCRIPTIONS...... 15 Flying Dodge...... 245 JUTSU VERSUS DO; INTERNAL VERSUS EXTERNAL...... 16 Designing Martial Arts Maneuvers...... 92 Flying ...... 246 ...... 246 ...... 17 MANEUVER BASIS...... 92 Full Move ...... 246 An Ch’i...... 18 MANEUVER ELEMENTS...... 95 Grab ...... 246 Angampora...... 18 MONGOOSE STYLE...... 101 Grab Weapon ...... 246 /Kali/Escrima...... 19 RANGED MARTIAL ARTS...... 103 Joint Locks And Related Maneuvers ...... 247 Arte dell’Abbracciare...... 20 DESIGNING RANGED MARTIAL MANEUVERS...... 103 Killing ...... 247 Bandesh...... 21 Martial Escape POWER ADVANTAGES FOR MARTIAL MANEUVERS .....106 ...... 247 (Thaing)...... 21 Move By/Move Through ALTERNATE MARTIAL ARTS...... 109 ...... 247 Baritsu...... 22 Multiple Attack THE COMBAT SKILL LEVEL MARTIAL ARTS...... 109 ...... 247 Bersilat...... 23 Nerve POWERS AS MARTIAL ARTS...... 110 ...... 249 Bojutsu (Staff-fighting)...... 23 Passing Disarm ...... 249 Bokator...... 24 CHAPTER THREE The Response Element ...... 249 , Ancient...... 24 THE SECRETS OF THE MASTERS: Root ...... 249 Boxing, Modern...... 25 Takeaway MARTIAL ARTS ABILITIES ...... 249 ...... 26 Throw MARTIAL ARTS ABILITIES...... 112 ...... 249 Commando Training...... 26 The Velocity/10 Element Dambe...... 27 REALISTIC MARTIAL ARTS ABILITIES...... 113 SPECIAL CASES & OPTIONAL RULES...... 250 Dirty Infighting/Fisticuffs/Cinematic Brawling...... 27 OFFENSIVE ABILITIES...... 113 BLINDED CHARACTERS AND MARTIAL ARTS...... 250 Fencing...... 29 DEFENSIVE ABILITIES...... 119 BOUND CHARACTERS AND MARTIAL ARTS...... 250 Gatka...... 31 MOVEMENT ABILITIES...... 120 CASUAL STR VERSUS BARRIERS ...... 251 Generic Martial Arts...... 32 MISCELLANEOUS ABILITIES...... 121 CONCEALED WEAPONS AND GADGETS ...... 251 ...... 32 CINEMATIC MARTIAL ARTS ABILITIES...... 123 DISABLING ATTACKS...... 251 Hisardut...... 33 OFFENSIVE ABILITIES...... 123 HINDERING CIRCUMSTANCES AND MARTIAL ARTS ...... 252 Hsing-I...... 33 DEFENSIVE ABILITIES...... 130 KNOCKBACK...... 253 Hwarang-Do...... 34 MOVEMENT ABILITIES...... 133 SEQUENCE ATTACKS...... 253 Jailhouse Rock...... 35 SENSORY ABILITIES...... 135 WOUNDS...... 254 ...... 35 MARTIAL ARTS ABILITIES...... 136 MARTIAL ARTS WEAPONS...... 256 ...... 36 OFFENSIVE ABILITIES...... 136 ARMOR...... 272 Jukenjutsu...... 38 DEFENSIVE ABILITIES...... 152 CHAPTER SEVEN Kalaripayit...... 38 MOVEMENT ABILITIES...... 157 NINJA HERO: Kampfringen...... 39 SENSORY ABILITIES...... 160 ...... 39 MISCELLANEOUS ABILITIES...... 161 THE MARTIAL ARTS Kenjutsu...... 41 VIDEO GAME MARTIAL ARTS...... 164 MARTIAL ARTS SUBGENRES...... 274 Khridoli...... 43 OFFENSIVE ABILITIES...... 164 REALISTIC MARTIAL ARTS...... 274 Knifefighting...... 44 DEFENSIVE ABILITIES...... 169 CINEMATIC MARTIAL ARTS...... 274 ...... 45 MOVEMENT ABILITIES...... 169 WUXIA MARTIAL ARTS...... 275 Kuk Sool Won...... 45 MISCELLANEOUS ABILITIES...... 170 VIDEO GAME MARTIAL ARTS...... 276 Kung Fu (Wu Shu)...... 45 Sample file MARTIAL ARTS...... 276 ANIME MARTIAL ARTS...... 172 Kuntao...... 51 ELEMENTS OF THE MARTIAL ARTS GENRE...... 277 Kyujutsu...... 51 OFFENSIVE ABILITIES...... 172 DEFENSIVE ABILITIES...... 176 MARTIAL ARTS AND METAGENRES...... 282 Lua...... 52 Comedy...... 282 Lucha Libre...... 53 MOVEMENT ABILITIES...... 177 MISCELLANEOUS ABILITIES...... 177 Horror...... 283 Marine Corps Martial Arts Program...... 54 Mystery...... 283 (Thai Kick-Boxing)...... 54 NINJA ABILITIES...... 178 Romance...... 283 Naginatajutsu/Sojutsu...... 56 OFFENSIVE ABILITIES...... 178 Satire/Social Commentary...... 284 Ninjutsu...... 56 DEFENSIVE ABILITIES...... 183 Tragedy...... 284 Pakua...... 58 MOVEMENT ABILITIES...... 183 GAMEMASTERING NINJA HERO...... 285 ...... 59 MISCELLANEOUS ABILITIES...... 185 CREATING THE CAMPAIGN...... 285 Pentjak-...... 60 CHAPTER FOUR ...... 285 Qwan Ki Do...... 63 Power Levels And Point Ceilings TRAINING FOR PERFECTION: ...... 286 Re-Efi Areh-Ehsee...... 64 Campaign Tone ...... 288 Saijutsu...... 64 CHARACTER CREATION Campaign Viewpoint ...... 289 ...... 64 MARTIAL ARTIST Campaign Theme ...... 290 ...... 65 Campaign Framework CHARACTER ARCHETYPES...... 188 ...... 290 Shurikenjutsu...... 66 Campaign Setting THE CAREER PATH OF THE MARTIAL ARTIST...... 195 RUNNING THE CAMPAIGN...... 291 Simgomdo...... 66 SKILLS...... 197 MARTIAL ARTS VILLAINS...... 299 Stickfighting...... 66 MARTIAL ARTS NPCs...... 302 ...... 68 PERKS AND TALENTS...... 204 Swordfighting...... 68 PERKS...... 204 BIBLIOGRAPHY & INDEX Tae Kwon Do...... 69 TALENTS...... 205 APPENDIX...... 306 Tai Ch’i Ch’uan...... 69 POWERS...... 206 A GLOSSARY OF MARTIAL ARTS TERMS...... 306 Tang Soo Do...... 70 POWER ADVANTAGES...... 208 ASIAN NAMES...... 309 Thang-Ta...... 71 POWER LIMITATIONS...... 209 BIBLIOGRAPHY...... 314 Than Vo ...... 71 COMPLICATIONS...... 209 NONFICTION BOOKS...... 314 Viet Vo Dao...... 71 CHAPTER FIVE FICTION...... 315 Weapons Combat...... 72 MARTIAL ARTS GENRE BY GENRE Whipfighting...... 73 FILMOGRAPHY...... 316 Wrestling...... 74 CHAMPIONS...... 214 HONG KONG CINEMA...... 316 Wrestling, Professional...... 75 CYBER HERO...... 220 JAPANESE CINEMA...... 316 Yu-Sool...... 75 DARK CHAMPIONS...... 223 OTHER ASIAN CINEMA...... 316 Zipota...... 76 FANTASY...... 226 JAPANESE ANIME...... 317 OTHER STYLES...... 76 PULP HERO...... 231 AMERICAN ACTION CINEMA...... 317 STAR HERO...... 234 FICTIONAL MARTIAL ARTS...... 78 AMERICAN TELEVISION...... 317 OTHER ...... 238 Battle Shifting...... 78 Brick Tricks...... 79 4 n Introduction Hero System 6th Edition

Ioducntr tion

ith a few exceptions, there’s one thing Chapter Six, Blood And Steel, examines martial that all game campaigns feature, regard- arts combat. It includes advanced rules and infor- less of genre, setting, time period, or mation for various Combat and Martial Maneu- W character type: combat. Fights and vers, a comprehensive list of martial arts weapons ABBREVIATIONS battles are exciting and fun, so it’s natural that and equipment, and other useful information. they’d appear in most roleplaying campaigns. And Chapter Seven, Ninja Hero, covers Martial This book uses the while lots of games feature fights with , bows, Arts as a genre. It reviews each of the five major following abbreviations and other Ranged attacks, Hand-To-Hand Combat subgenres of Martial Arts — Realistic, Cinematic, to refer to other HERO is an element of nearly every genre and adventure. Wuxia, Video Game, and Anime — and discusses System books: HERO System Martial Arts is your complete how to create characters and campaigns for each guide to martial arts and other forms of hand- type. 6E1: The HERO System to-hand combat in the HERO System. It covers Lastly, HERO System Martial Arts concludes 6th Edition, Volume I: all aspects of the martial arts — the styles, the with an Appendix containing a glossary of martial Character Creation maneuvers, and the Martial Arts genre itself. arts terms, lists of names for Asian characters, and 6E2: The HERO System Chapter One, The Way Of The Warrior, a comprehensive bibliography and filmography. 6th Edition, Volume II: describes dozens of martial arts styles from So practice your Fists of Fury maneuver and Combat And Adventuring around the world and throughout history, and prepare your most secret techniques — it’s time shows you how to buy them for your character. for action-packed martial arts combat with HERO APG: The HERO System It also lists special abilities appropriate to each System Martial Arts! Advanced Player’s Guide style so you can expand beyond the basic Martial Maneuvers to improve and better define your character. Chapter Two, Martial ManeuversSample, describes file ET mORTAL cOMBAT bEGIN!” how you can create your own Martial Maneuvers from scratch, and discusses other ways to buy “l martial arts and advanced fighting abilities for - Shang Tzung, Mortal Kombat your character. It also includes rules for buying Advantages for Martial Maneuvers. Chapter Three, The Secrets Of The Masters, describes over 200 special martial arts abilities characters can buy. With these powers at your disposal, you can easily re-create any “special technique” you’ve seen in martial arts movies, or that legend attributes to the greatest masters of a particular fighting style. Chapter Four, Training For Perfection, covers martial artist character creation. It includes archetypes and Templates for characters who commonly appear in Martial Arts stories, and special rules for Skills and other game elements that martial artists often buy. Chapter Five, Martial Arts Genre By Genre, showcases how martial arts feature into various genres of adventure gaming, such as Superheroes, Fantasy, and Pulp. It includes a dozen genre- specific fictional martial arts and eight sample characters. Sample file

Chapter oNE t HE wAY OF THE wARRIOR: m ARTIAL aRTS sTYLES 6 n The Way Of The Warrior: Martial Arts Styles Hero System 6th Edition

tHE way OF T ROHE hE

his section discusses the rules and other The next column, Phase, indicates how long terms used to describe martial arts styles it takes to perform the maneuver. Most are Half and related matters in the HERO System. Phase Actions; some, like a Haymaker, require a 1 T Gamers interested in doing their own Full Phase plus one Segment and land at the end research on these subjects should consult the of the Segment after they’re begun. Bibliography at the end of this book. The next column, Pts, gives the maneuver’s cost in Character Points. The next two columns, OCV and DCV, show MARTIAL ARTS the Combat Value modifiers of the maneuver. In the Ranged Martial Arts Maneuvers list, the MANEUVERS next column, Rng, indicates the bonus or penalty added by the maneuver to the standard Range The maneuvers (both Hand-To-Hand and Modifier. Ranged) in the accompanying list include most of The last column, Damage/Effect, describes (in the ones used to construct the martial arts pack- short form) what the maneuver does when used ages in this chapter. successfully. For explanations of the terms under In the list, the Maneuver column gives the “Damage/Effect,” refer to the “Designing Martial maneuver’s generic name. Typically, a name Arts Manuevers” and “Combat Maneuvers” specific to the art replaces the generic name when sections of this book. the maneuver appears in a style. For example, Martial Strike becomes a “” in one style, and an “ Strike” in another. Sample file rANGED MARTIAL MANEUVERS Maneuver Phase Pts OCV DCV Rng Damage/Effect Basic Shot ½ 4 +0 +0 +2 Strike, +2 DC Defensive Shot ½ 3 -1 +2 +0 Strike Distance Shot 1+1 5 +0 -2 +6 Strike; +1 Segment Far Shot ½ 5 +1 -1 +4 Strike Offensive Ranged Disarm ½ 5 +1 -1 +2 Disarm, +10 STR Offensive Shot ½ 4 -1 -1 +0 Strike, +4 DC Offensive Trip ½ 5 +1 -1 +0 Strike, +v/10; Target Falls Quick Shot ½ 4 +1 +0 +0 Strike, +2 DC Ranged Disarm ½ 4 +0 +0 +0 Disarm, +15 STR Trip ½ 4 -1 -1 +2 v/10, Target Falls H ero System Martial Arts n eChapter On 7

HAND-TO-HAND MARTIAL MANEUVERS Maneuver Phase Pts OCV DCV Damage/Effect Basic Strike ½ 3 +1 +0 STR +2d6 Strike Charge ½ 4 +0 -2 STR +2d6 +v/10 Strike, FMove Choke Hold ½ 4 -2 +0 Grab One Limb; 2d6 NND(2) Counterstrike ½ 4 +2 +2 STR +2d6 Strike, Must Follow Block Crush ½ 4 +0 +0 STR +4d6 Crush, Must Follow Grab Defensive Block ½ 5 +1 +3 Block, Abort Defensive Strike ½ 5 +1 +3 STR Strike Defensive Throw ½ 3 +1 +1 Block, Target Falls Disarming Throw ½ 5 +0 +0 Grab Weapon, +5 STR to take weapon away; Target Falls Fast Strike ½ 4 +2 +0 STR +2d6 Strike Flying Dodge ½ 5 — +4 Dodge All Attacks, Abort; FMove 1 Flying Grab ½ 5 -2 -1 Grab Two Limbs, +10 STR for holding on; FMove Flying Tackle ½ 3 +0 -1 STR +v/10 Strike; You Fall, Target Falls; FMove Block ½ 4 +1 +1 Grab One Limb, Block Grappling Throw ½ 3 +0 +2 STR +2d6 Strike; Target Falls; Must Follow Grab Joint Break ½ 5 -1 -2 Grab One Limb; HKA ½d6, Disable /Throw ½ 4 +1 +0 Grab One Limb; 1d6 NND(7); Target Falls Killing Strike ½ 4 -2 +0 HKA ½d6 Killing Throw ½ 5 -2 +0 HKA ½d6; Target Falls Legsweep ½ 3 +2 -1 STR +1d6 Strike; Target Falls Martial Block ½ 4 +2 +2 Block, Abort Martial Disarm ½ 4 -1 +1 Disarm; +10 STR to Disarm roll Martial Dodge ½ 4 — +5 Dodge, Affects All Attacks, Abort Martial Escape ½ 4 +0 +0 +15 STR vs. Grabs Martial Flash ½ 4 -1 -1 Flash 4d6 (choose Sense Group) Martial Grab ½ 3 -1 -1 Grab Two Limbs, +10 to STR for holding on Martial Shove ½ 4 +0 +0 +15 STRSample to Shove file Martial Strike ½ 4 +0 +2 STR +2d6 Strike Martial Throw ½ 3 +0 +1 STR +v/10; Target Falls Nerve Strike ½ 4 -1 +1 2d6 NND(1) Offensive Strike ½ 5 -2 +1 STR +4d6 Strike Passing Disarm ½ 5 -1 -1 Disarm, +10 STR to Disarm roll; FMove Passing Strike ½ 5 +1 +0 STR +v/10; FMove Passing Throw ½ 5 +0 +0 STR +v/10; Target Falls; FMove Reversal var 4 -1 -2 STR +15 to Escape; Grab Two Limbs Root ½ 4 +0 +0 STR +15 to resist Shove; Block, Abort Sacrifice Disarm ½ 4 +2 -2 Disarm, +10 STR to Disarm roll Sacrifice Lunge ½ 4 +2 -2 STR +v/10; FMove Sacrifice Strike ½ 5 +1 -2 STR +4d6 Strike SacrificeThrow ½ 3 +2 +1 STR Strike; You Fall, Target Falls Takeaway ½ 5 +0 +0 Grab Weapon, +10 STR to take weapon away ½ 3 +1 +1 STR Strike; Target Falls Weapon Bind ½ 4 +1 +0 Bind, +10 STR