ADDITIONAL MARTIAL ARTS STYLES

FENCING

When Iron Crown Enterprises released the combination Rolemaster/HERO System sourcebook Pirates it contained a number of new Fencing styles, all of which were of very questionable design. Here, I present my 6E take on these styles.

Hit Locations: Cut, Lunge, Riposte, Slash, and Thrust use 3d6 Hit Location rolls. None of the other maneuvers use Hit Location rolls.

Special Abilities: Battlefield Punch (weapon option); False Disengage; Feint; Five Ways Cutting; Genshin (known as colpo d' arresto in Fencing); Nito Style (complete option; this is known as "fighting Florentine"); Speed Of The Swordsman; Weapon Riposte.

ENGLISH CALVARY
Used with Blades Weapons Group; Blades Weapon Element is Free
Maneuver	Cost	OCV	DCV	Damage/Effect
Cut		3	+1	+0	Weapon +2 DC Strike
Lunge		4	+2	-2	Weapon  +v/10; FMove
Parry		4	+2	+2	Block, Abort
Slash		5	-2	+1	Weapon +4 DC Strike
Thrust		4	+0	+2	Weapon +2 DC Strike

Skills
	KS: Fencing
	Riding
	WF:  Blades*
English Calvary Fencing
Hero Designer File.
FRENCH
Used with Blades Weapons Group; Blades Weapon Element is Free
Maneuver	Cost	OCV	DCV	Damage/Effect
Bind		4	+1	+0	Bind, +10 STR
Lunge		4	+2	-2	Weapon  +v/10; FMove
Parry		4	+2	+2	Block, Abort
Riposte		4	+2	+2	Weapon +2 DC Strike, 
					Must Follow Block
Thrust		5	+1	+3	2d6 Strike

Skills
	KS: Fencing
	WF:  Blades*
	Talent:  Off-Hand Defense
French Fencing
Hero Designer File.
ITALIAN
Used with Blades Weapons Group; Blades Weapon Element is Free
Maneuver	Cost	OCV	DCV	Damage/Effect
Bind		4	+1	+0	Bind, +120 STR
Lunge		4	+2	-2	Weapon  +v/10; FMove
Parry		5	+1	+3	Block, Abort
Riposte		4	+2	+2	Weapon +2 DC Strike, 
					Must Follow Block
Thrust		5	+1	+3	2d6 Strike

Skills
	KS: Fencing
	WF:  Clubs
	WF:  Blades*
	Talent:  Off-Hand Defense

Italian Fencing
Hero Designer File.
SPANISH
Used with Blades Weapons Group; Blades Weapon Element is Free
Maneuver	Cost	OCV	DCV	Damage/Effect
5	Lunge		+1	-2	Weapon +4 DC Strike
4	Parry		+2	+2	Block, Abort
5	Slash		-2	+1	Weapon +4 DC Strike
4	Riposte		+2	+2	Weapon +2 DC Strike, 
					Must Follow Block
4	Thrust		+0	+2	Weapon +2 DC Strike

Skills
	KS: Fencing
	WF:  Blades*
Spanish Fencing
Hero Designer File.

IN YO FACE

A while back we collected a number of terms used to describe a fight and assigned appropriate maneuvers to them. So... you really shouldn't take any of this very seriously.

Stylists are noted for announcing their attacks long before actually using them.

Chief Instructor Roscoe would like it to be known that all students of In Yo' Face (taught at the Tendo School of Anything Goes Martial Arts) will receive a complementary 6-pack of whup ass.

Hit Locations: Boot To The Head and Go Upside Yo' Head takes an automatic head location, but does no extra damage because of that. Despite its name, Dance An Earthquake On Yo' Face and Open Up Da Whole Can Of Whup Ass use a 3d6 Hit Location roll. The other maneuvers do not use Hit Location rolls.

Special Abilities: Normally none, but GMs could allow the following: Battlefield Punch, Demonstration Of Skill, Ducking And Weaving, Fighting Skill, One Against Many, Overdrive, Toughened Body, Tough In A Fight, Way Of The Warrior.

Maneuver		Points	OCV	DCV	Damage/Effect
Boot To The Head	4	+2	+0	STR +2d6 Strike
Bustin' A Move		4	--	+5	Dodge, Affects All Attacks, Abort
Can't Touch This	5	+1	+3	Block, Abort
Dance An Earthquake On Yo' Face
			3	+0	+2	STR +2d6 Strike; Target Falls; Must Follow Grab
Git Over Heah		3	-1	-1	Grab Two Limbs, +10 STR for holding on
Givin' Him The Business*
			4	+0	+0	STR +4d6 Crush, Must Follow Grab
Go Upside Yo' Head**	3	+1	+0	STR +2d6 Strike
Hit 'Em With The Ugly Stick
			3	+1	+1	STR Strike; Target Falls
Open Up Da Whole Can Of Whup Ass
			5	-2	+1	STR +4d6 Strike

* This maneuver is dedicated to ex-NFL referee Ben Dreith, who 
actually called this as a personal foul during a 1986 game 
between the Buffalo Bills and the New York Jets.
**Also known as a 'Dope Slap.'

Skills
	Breakfall
	KS: Hip-Hop/Rap Music

Elements
	+1	Use Art with Ghetto Blaster (a.k.a. Third-World briefcase)
	+1	Use Art with Street Weapons (broken bottles, chains, crowbars,
		knives, tire irons, 2x4s, and so on) 

In Yo' Face Hero Designer File.


NAGINATAJUTSU/SOJUTSU/YARIJUTSU

I've always felt the version of Naginatajutsu/Sojutsu/Yarijutsu presented in various Hero Games publications to be rather incomplete. Hence, this expanded style.

Hit Locations: The Atemi Strike, Slash, and Thrust all use 3d6 Hit Location rolls. The Choke Hold automatically targets the head, but receives no extra damage for the head loca- tion. The other maneuvers do not use Hit Location rolls.

Special Abilities: None.

Used with Polearms Weapons Group; Polearm Weapon Element is Free
Maneuver	Points	OCV	DCV	Damage/Effect
Atemi Strike	4	-1	+1	2d6 NND
Block		4	+2	+2	Block, Abort
Choke Hold	4	-2	+0	Grab One Limb; 2d6 NND
Legsweep	3	+2	-1	Weapon +1 DC Strike, Target Falls
Root		4	+0	+0	+15 STR to resist Shove; Block, Abort
Shove		4	+0	+0	+15 STR to Shove
Slash		5	-2	+1	Weapon +4 DC Strike
Thrust		4	+0	+2	Weapon +2 DC Strike

Skills
	KS: Naginatajutsu (or Sojutsu/Yarijutsu as appropriate)
	WF:  Polearms and Spears

Elements
	+1	Use Art with Staff (for using weapon's shaft) 

Naginatajutsu/Sojutsu/Yarijutsu Hero Designer File.


PAEK-TU

First seen in Aaron Allston's excellent Strike Force sourcebook, Paek-tu is a fictional martial arts style that emphasizes speed and power. I've rewritten the maneuvers to conform with the 6th Edition ruleset.

Hit Locations: The Atemi Counterstrike, Snap Kick, and Spinning Kick all use 3d6 Hit Location rolls. The Punch uses 2d6+1 Hit Location rolls. The other maneuvers do not use Hit Location rolls.

Special Abilities: Active Defense, Battefield Agility, Battefield Mobility, Battefield Punch, Blocking Strike, Combat Running, Counterpunch, Ducking And Weaving, Feint, Fighting Skill, Genshin, Improved Leaping, Kip-up, Leap To Safety, Mirror Strike, One Against Many, Riposte Strike, Too Fast For The Camera, Wall Spring, Way Of The Warrior, Wu Shu Training. Others as the GM sees fit.

Maneuver	Points	OCV	DCV	Damage/Effect
Block		4	+2	+2	Block, Abort
Counterstrike	4	+2	+2	STR +2d6  Strike, Must Follow Block
Dodge		5	--	+4	Dodge All Attacks, Abort; FMove
Footsweep	3	+2	-1	STR +1d6  Strike, Target Falls
Punch		4	+2	+0	STR +2d6  Strike
Snap Kick	5	+1	-2	STR +4d6  Strike
Spinning Kick	5	+2	-2	STR +4d6  Strike; Half Move Required

Skills
	Breakfall
	KS: Paek-tu
	WF:  Common Melee Weapons
	WF:  Common Martial Arts Melee Weapons

Elements
	+1	Use Art with Blades
	+1	Use Art with Clubs
	+1	Use Art with Staff

Paek-tu Hero Designer File.


TI KWAN LEEP

The origins of Ti Kwan Leep are obscure. It may have been developed in northern India, Tibet, or western China during the Han Dynasty. The first master of the art was Ki Lo Ni, himself of indeterminate origin, who intended the art to be a form of peaceful self-defense.

Practitioners spend a great deal of time in meditation and reflection on peace and non-violence, but paradoxically, the art is best known for its only truly offensive maneuver, a devastating kick known in English and always announced beforehand as "Boot to the Head". One of the more difficult maneuvers of the art, requiring a great deal of flexibility, Masters of Ti Kwan Leep may throw it effortlessly (GMs may allow Ti Kwan Leep Masters to use the maneuver at 0 END).

The art is taught today in North America and other locations by Masters desperately attempting to preserve the non-violent roots of the art, with varying success. Later students have taken to literally singing the praises of the art, especially the Boot to the Head.

Hit Locations: The Boot To The Head automatically targets the head, but receives no extra damage for the head location. The other maneuvers do not use Hit Location rolls.

Special Abilities: None.

Maneuver		Points	OCV	DCV	Damage/Effect
Boot To The Head	5	-2	+1	STR +4dd6 Strike
Disarm			4	-1	+1	Disarm; +10 STR to Disarm
Peaceful Ki Lo Ni Intervention
			5	+1	+3	Block, Abort
Takedown		3	+1	+1	STR Strike; Target Falls
You Missed		4	—	+5	Dodge, Affects All Attacks, Abort

Skills
	+2 with Boot To The Head
	Contortionist
	KS: Buddhist Philosophy
	KS: Ti Kwan Leep
	PS: Singing

Ti Kwan Leep Hero Designer File.


SEBEKKHA

Also known as Sebek-kha, this ancient Egyptian fighting style is supposed to be the oldest martial art in the world, dating back to around 3,000 BCE. Its name means "crocodile" or "crocodile spirit." This is only a rough approximation of the style, and it might have different forms of holds and throws than what is listed here. Also, the Weapons Elements may be more extensive.

Hit Locations: The Groin Kick is automatically a Vitals shot, but receives no extra damage for hitting the Vitals area. The Kick/Punch uses a 3d6 Hit Location roll. The other maneuvers do not use Hit Location rolls.

Special Abilities: None.

Maneuver	Points	OCV	DCV	Damage/Effect
Escape		4	+0	+0	25 STR vs. Grabs
Groin Kick	4	-1	+1	2d6 NND
Kick/Punch	3	+1	+0	4d6 Strike
Takedown	3	+1	+1	2d6 Strike; Target Falls
Wristlock	3	-1	-1	Grab Two Limbs, 20 STR for holding on

Skills
	Breakfall
	KS: Sebakkha
	Paramedics
	PS: Doctor/Healer
	PS: Priest (of Egyptian Deity)
	WF:  Staffs	

Elements
	+1	Use Art with Staff 

Sebekkhap Hero Designer File.