Unless otherwise specifically
altered or contradicted in these house rule pages, the rules found in
the 5th Edition Hero System apply at all times.
Martial
Arts Packages: If
the character takes at least twelve points of maneuvers from a single
martial art, plus at least eight points of that art's associated skills, the character is
awarded a martial arts package bonus. This bonus is equal to the total
cost of all maneuvers, skill levels, extra damage classes, and
associated skills in the package divided by 5. The bonus is then
subtracted from the total cost of the martial arts package. The
minimum cost for a Martial Arts package is thus 16 points.
Archery
Archery is the art of the bow, one
of the oldest weapons in the human arsenal. This art uses the Bow weapons group, and
as such that weapon element is free.
Maneuver |
OCV |
DCV |
Range |
Effect |
Cost |
Basic Shot |
+0 OCV |
+0 DCV |
+2 RNG |
Weapon + 2 DC
Strike |
4 |
Defensive Shot |
-1 OCV |
+2 DCV |
+0 RNG |
Weapon Strike |
3 |
Distance Shot |
+0 OCV |
-2 DCV |
+6 RNG |
Weapon Strike; +1
Segment |
5 |
Far Shot |
+1 OCV |
-1 DCV |
+4 RNG |
Weapon Strike |
5 |
Quick Shot |
+1 OCV |
+0 DCV |
+0 RNG |
Weapon + 2 DC
Strike |
4 |
Ranged Disarm |
+0 OCV |
+0 DCV |
+0 RNG |
Disarm, +15
Strength to Disarm Roll |
4 |
Knowledge Skill:
Archery |
Professional Skill:
Bowyer |
Professional Skill:
Fletcher |
Weapon Familiarity:
Bows |
Hit Locations: All maneuvers take a
3d6 location roll except for Ranged Disarm, which takes no roll.
The Art of the
Axe
This martial art was originally
developed by the Dwarves. Up until the conquest of the
Durindan it was considered a violation of custom to teach this
fighting style to outsiders. Since then, knowledge of it
has passed from the dwarves to those warriors of other races who
favor the axe as a weapon.
This martial art is used with the
Axes/Maces/Hammers/Picks Weapon Group, and thus that Weapon
Element is free.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Avoidance |
----- |
+5 DCV |
Dodge, Abort,
Affects All Attacks |
4 |
Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Chop/Smash |
-2 OCV |
+1 DCV |
Weapon + 4 DC
Strike |
5 |
Cleave |
+1 OCV |
+3 DCV |
Weapon Strike |
4 |
Side Slash |
+0 OCV |
+2 DCV |
Weapon Strike + 2
DC |
4 |
Knowledge Skill:
The Art of the Axe |
Weapon Familiarity:
Axe/Maces/Hammers/Picks |
Weapon Element: Use
Art With Clubs |
Weapon Element: Use
Art With Blades |
Hit Locations:
The Side Slash takes a 3d6 location roll. The
Chop/Smash takes 2d6+1. The Cleave takes 2d6+7.
Body Harmony
Body Harmony was developed by the
Church of Metilius as a meditation tool, not as a true fighting
art. When correctly practiced, the movements are slow and
graceful, requiring the full concentration of the priest.
However, when performed quickly, it serves as an unarmed combat
style.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Disarm |
-1 OCV |
+1 DCV |
Disarm, +10
Strength to Disarm Roll |
4 |
Palm Slap/Kick |
-2 OCV |
+1 DCV |
Strength + 4d6
Strike |
5 |
Root |
+0 OCV |
+0 DCV |
Block, +15
Strength for Resisting Shove, Abort |
4 |
Shove |
+0 OCV |
+0 DCV |
+15 Strength to
Shove |
4 |
Strike |
+1 OCV |
+2 DCV |
Strength + 2d6
Strike, Must Follow Block |
4 |
Breakfall |
Knowledge
Skill: Body Harmony |
Knowledge
Skill: Meditation |
Hit Locations:
The Palm Slap maneuver take 2d6+1 location rolls. The Kick
takes a 3d6 location roll. None of the other maneuvers
take location rolls.
Choyen Stick
Fighting
This traditional martial art was
developed by the Choyen tribe thousands of years before they
were brought into the Taor Empire. It was originally used
as a secret weapon among Choyen resistance fighters, but as
resistance died out, the art came into the open and began to be
openly taught and practiced. It slowly spread to other
parts of the Empire, where it isn't unknown but is rarely
taught.
Choyen stick fighting traditionally
uses a pair of 30" long wooden rods, but anything that general
shape and toughness can be used. The art also includes a
few barehanded maneuvers that cannot be learned unless the
character takes Weapon Element: Barehanded.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Disarm |
-1 OCV |
+1 DCV |
Disarm, +10
Strength to Disarm Roll |
4 |
Kick |
+0 OCV |
+2 DCV |
Strength + 2d6
Strike |
4 |
Nerve Strike |
-1 OCV |
+1 DCV |
2d6 NND (4 DC) |
4 |
Sidestep |
----- |
+5 DCV |
Dodge, Affects All
Attacks, Abort |
4 |
Punch |
+2 OCV |
+0 DCV |
Strength + 2d6
Strike |
4 |
Strike in Reply |
+2 OCV |
+2 DCV |
Weapon +2 DC
Strike, Must Follow Block |
4 |
Takedown |
+1 OCV |
+1 DCV |
Weapon Strike,
Target Falls |
3 |
Knowledge Skill:
Choyen Stick Fighting |
Weapon Familiarity:
Off Hand |
Weapon Element:
Barehanded |
Hit Locations:
The Punch and Kick takes a 2d6+1 location roll. The Nerve
Strike takes a 2d6+1 roll unless the character has taken the
Barehanded weapon element, in which case it takes a 3d6 location
roll. The Strike in Reply and Takedown take a 3d6 location
roll. The other maneuvers do not take location rolls.
Fencing
(Light Blade Fighting)
Fencing was developed some time
during the early years of the reign of Emperor Maximillius III,
nearly five hundred years before the fall of the Empire, though
some elements of the art predate that time. It makes use
of long, thin, light blades (especially rapier and sabre) and
knives (including stilettos, daggers, and longknives).
This art uses the Fencing Blades weapon subgroup (a subgroup
that includes rapier, sabre, and cutlasses), and thus get that
element for free. In addition to the Fencing Blades group,
the character may purchase the Cloak weapon element, allowing
the character to use the Bind and Snap maneuvers.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Cloak Bind |
+1 OCV |
-2 DCV |
Bind, +10 Strength
to Hold On |
4 |
Cut |
+2 OCV |
+1 DCV |
Weapon Strike |
3 |
Disarm |
-1 OCV |
+1 DCV |
Disarm, +10
Strength to Disarm Roll |
4 |
Dodge |
----- |
+5 DCV |
Dodge, Affects All
Attacks, Abort |
4 |
Escaping Blade |
+0 OCV |
+0 DCV |
+15 Strength to
Escape Bind |
4 |
Grip |
-1 OCV |
-2 DCV |
Grab One Limb,
Disarm, +10 Strength to Disarm Roll |
3 |
Lunge |
+1 OCV |
-2 DCV |
Weapon + 4 DC |
5 |
Parry |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Responding Strike |
+2 OCV |
+2 DCV |
Weapon + 2 DC
Strike, Must Follow Block |
4 |
Rushing Strike |
+2 OCV |
-2 DCV |
Weapon + v/5", Full
Move |
4 |
Sidestep Slash |
+2 OCV |
+2 DCV |
Weapon + Foe's v/5" |
3 |
Slash |
-2 OCV |
+1 DCV |
Weapon + 4 DC
Strike |
5 |
Takeaway |
+0 OCV |
+0 DCV |
Grab Weapon, +10
Strength to Take Weapon Away |
5 |
Tap Step |
+2 OCV |
-2 DCV |
Weapon + 4 DC
Strike, Half Move Required |
5 |
Thrust |
+1 OCV |
+3 DCV |
Weapon Strike |
5 |
Trip |
+2 OCV |
-1 DCV |
Strength + 1d6
Strike, Target Falls |
3 |
Two and Two |
+2 OCV |
+2 DCV |
Weapon + 2 DC, Must
Follow Predefined Maneuver |
4 |
Knowledge Skill:
Fencing |
Sleight of Hand* |
Two Weapon Fighting |
Weapon Familiarity:
Fencing Blades |
Weapon Familiarity:
Off-Hand |
Weapon Element:
Cloak |
Hit Locations:
The Tap Step, Cut, Two and Two, Sidestep Slash, Lunge, Riposte,
Slash, and Thrust maneuvers take a location roll of 3d6 when
used with a long blade, or 2d6+1 when used with a short blade
(like a dagger). The In Passing maneuver takes a 2d6+7
location roll. The other maneuvers do not take location
rolls.
* A practiced Fencer can gain a +1
OCV for the next phase with a successful Feint. This is
purchased as the Sleight of Hand skill.
Fisticuffs
Hitting another person with
a fist may well be the oldest martial art in Taranche, reaching back
into the darkest ages of history. Some cultures, including the
Jaris and the Barind, turned basic empty handed fighting into a sporting
art on which much money is bet during the competitive seasons. Its
a more refined fighting style than simple brawling.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Hooked Punch |
-2 OCV |
+1 DCV |
Strength + 4d6 Strike |
5 |
Jab |
+2 OCV |
+1 DCV |
Strength Strike |
3 |
Punch |
+1 OCV |
+0 DCV |
Strength + 2d6 Strike |
3 |
Knowledge Skill:
Fisticuffs |
Weapon Element: Use Art
With Cesti |
Hit
Locations: The Hooked Punch and Punch both take location rolls of
2d6+1. The Jab automatically targets the head, but does not cause
any extra damage from striking. The Block doesn't take a location roll.
Lemenari Knife-Fighting
This fighting art, which
originated among the merchant seaman crews, was created for use with a
sailor's folding knife, called the punal. Its has since
been adapted for use with nearly any short, bladed weapon. In the
past few centuries, its been adapted for use with the chuchinal,
a light knife better designed for throwing than the punal.
Some sailors have also adapted it for use with belaying pins and other
easily acquired ship-board clubs.
Characters cannot use this
art barehanded (except for the Dodge and Grab maneuvers). This art
is used with the Blades weapon group, and thus gains the Blades weapon
element for free.
Maneuver |
OCV |
DCV |
Range |
Effect |
Cost |
Basic Throw |
+0 OCV |
+0 DCV |
+2 RNG |
Weapon + 2 DC
Strike |
4 |
Block |
+2 OCV |
+2 DCV |
----- |
Block, Abort |
4 |
Change |
+2 OCV |
+0 DCV |
----- |
Weapon + 2 DC
Strike |
4 |
Defensive Throw |
-1 OCV |
+2 DCV |
+0 RNG |
Weapon Strike |
3 |
Dodge |
----- |
+5 DCV |
----- |
Dodge, Affects All
Attacks, Abort |
4 |
Grab |
+0 OCV |
-1 DCV |
----- |
Grab One Limb, +10
Strength for Holding On |
3 |
Quick Throw |
+1 OCV |
+0 DCV |
+0 RNG |
Weapon + 2 DC
Strike |
4 |
Slash |
+0 OCV |
+2 DCV |
----- |
Weapon + 2 DCV
Strike |
4 |
Stab |
-2 OCV |
+1 DCV |
----- |
Weapon + 4 DC
Strike |
5 |
Thrust |
+1 OCV |
+3 DCV |
----- |
Weapon Strike |
5 |
Ambidexterity |
Fast Draw (Knife) |
Knowledge Skill:
Lemenari Knife-Fighting |
Sleight of Hand |
Weapon Familiarity:
Blades |
Weapon Familiarity:
Off-hand |
Weapon Element: Use
Art with Clubs |
Hit
Locations: The Stab, Thrust, and Slash maneuvers all take a 2d6+1
location roll. So does the Change maneuver, which involves
shifting the knife from one hand to the other so quickly that the
opponent misses it, leaving himself open to attack. The ranged
maneuvers take a 3d6 location roll. The other maneuvers do not
take location rolls.
Pike
Fighting
Pike fighting is the art of
using pikes, halberds, spears, and other polearms. It isn't a very
complicated art, comprised of only a handful of basic maneuvers, but
they can be effective. In pitched battles, favored targets are
usually the enemy's horses and infantrymen's legs. In addition to
cutting and slashing with the blade, practitioners of pike fighting are
trained to use the haft and butt of the weapon as well. Using the
Legweep maneuver requires the character to take the Staff weapons
element for this purpose.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Legweep |
+2 OCV |
-1 DCV |
Strength + 1d6 Strike,
Target Falls |
3 |
Slash |
-2 OCV |
+1 DCV |
Weapon + 4 DC Strike |
5 |
Thrust |
+0 OCV |
+2 DCV |
Weapon + 2 DC Strike |
4 |
Knowledge Skill: Pike
Fighting |
Weapon Element: Staff |
Hit
Locations: The Slash and Thrust maneuvers all take a 3d6 hit
location roll. The Legsweep maneuver automatically targets the
legs but does not cause any extra damage or suffer a penalty for doing
so. The Block maneuver naturally does not take a location roll.
Staff Fighting
Staff fighting is an ubitquitous
martial art developed by nearly every culture of Taranche, and
is probably the most common form of martial art. The
single exception known are the dwarves; no indigenous staff
fighting art was ever developed by them. The art of the
staff uses a six-foot long staff (though halflings, goblings,
and the other shorter races use shorter staves, naturally), held
in both hands by the fighter. This art uses the Staff
Weapons Group, and thus gets that Weapon Element for free.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Bind |
+1 OCV |
+0 DCV |
Bind, +10 Strength |
4 |
Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Disarm |
-1 OCV |
+1 DCV |
Disarm, +10
Strength to Disarm Roll |
4 |
Jab |
+1 OCV |
+3 DCV |
Weapon Strike |
5 |
Legsweep |
+2 OCV |
+1 DCV |
Weapon + 1 DC
Strike, Target Falls |
3 |
Shove |
+0 OCV |
+0 DCV |
+15 Strength to
Shove |
4 |
Strike |
+0 OCV |
+2 DCV |
Weapon + 2 DC
Strike |
4 |
Smash |
-2 OCV |
+1 DCV |
Weapon + 4 DC
Strike |
5 |
Vital Strike |
-1 OCV |
-1 DCV |
2d6 NND (4 DC) |
4 |
Knowledge Skill:
Staff Fighting |
Two Weapon
Fighting* |
Weapon Familiarity:
Staff |
Hit Locations:
The Vital Strike maneuver takes a 2d6+1 hit location. The
Smash and Strike maneuvers take 3d6 rolls. The Legsweep
automatically targets the legs, but does not suffer any Attack
Roll or Damage penalties because of this.
* A Staff Fighting expert can
sometimes make several attacks in rapid succession before his
opponent can react. This is bought as a form of Two Weapon
Fighting.
Sword Fighting
(Heavy Blade Fighting)
This is the fighting art of the
knight and squire. It requires the use of blades such as
the long sword, short sword, and broadsword. As such, the
Blades group weapon element is free.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Bind |
+1 OCV |
+0 DCV |
Bind, +10 Strength
to Hold On |
4 |
Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Disarm |
-1 OCV |
+1 DCV |
Disarm, +10
Strength to Disarm Roll |
4 |
Evade |
----- |
+5 DCV |
Dodge, Affects All
Attacks, Abort |
4 |
Lightning Stroke |
+2 OCV |
+0 DCV |
Weapon + 2 DC
Strike |
4 |
Running Stroke |
+1 OCV |
+0 DCV |
Weapon + v/5", Full
Move |
5 |
Sacrifice Stroke |
+1 OCV |
-2 DCV |
Weapon + 4 DC
Strike |
5 |
Slashing Stroke |
-2 OCV |
+1 DCV |
Weapon + 4 DC
Strike |
5 |
Takeaway |
+0 OCV |
+0 DCV |
Grab Weapon, +10
Strength to Take Weapon Away |
5 |
Fast Draw |
Defense Maneuver |
Knowledge Skill:
Sword Fighting |
Weapon Familiarity:
Blades |
Weapon Familiarity:
Off-Hand |
Hit Locations:
The Lightning Stroke, Sacrifice Stroke, and Slashing Stroke take
location rolls of 3d6. The Running Stroke takes a location
roll of 2d6+1. The Bind, Block, and Takeaway maneuvers do
not take location rolls.
Taor Wrestling
No one is sure what the origins of
this fighting system are; despite the name it predates the
Empire (and those human kingdoms that predate the Empire).
However, it was the primary unarmed combat style of the Imperial
Army, and is still widely known. It features grappling,
joint-locks and -breaks, tripping, punching, and control
techniques.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Escape |
+0 OCV |
+0 DCV |
+15 Strength vs.
Grabs |
4 |
Grapple |
-1 OCV |
-1 DCV |
Grab Two Limbs, +10
Strength for Holding On |
3 |
Hip Throw |
+1 OCV |
+1 DCV |
Strength Strike,
Target Falls |
3 |
Joint Break |
-1 OCV |
-2 DCV |
Grab One Limb, ½d6
HKA (2 DC), Disable |
5 |
Joint Lock |
+1 OCV |
+0 DCV |
Grab One Limb, +10
Strength for Holding On |
3 |
Joint Lock/Throw |
+1 OCV |
+0 DCV |
Grab One Limb, 2d6
NND (4 DC), Target Falls |
4 |
Legsweep |
+2 OCV |
-1 OCV |
Strength + 1d6
Strike, Target Falls |
3 |
Strike |
+0 OCV |
+2 DCV |
Strength + 2d6
Strike |
4 |
Takedown |
+1 OCV |
+1 DCV |
Strength Strike,
Target Falls |
3 |
Breakfall |
Knowledge Skill:
Taor Wrestling |
Hit Locations: The Strike takes a
3d6 location roll. None of the other maneuvers take
location rolls.
Tavern
Brawling
Tavern Brawling is not a true
fighting style, but is rather a collection of common maneuvers
used by bar fighters, thugs, and pit fighters across Taranche.
Maneuver |
OCV |
DCV |
Effect |
Cost |
Block/Chin Block |
+2 OCV |
+2 DCV |
Block, Abort |
4 |
Disarm |
-1 OCV |
+1 DCV |
Disarm, +10
Strength to Disarm Roll |
4 |
Eye Gouge |
-1 OCV |
-1 DCV |
Sight Group Flash
4d6 |
4 |
Kidney Blow |
-2 OCV |
+0 DCV |
½d6 HKA (2 DC) |
4 |
Low Blow |
-1 OCV |
+1 DCV |
2d6 NND (4 DC) |
4 |
Punch |
+0 OCV |
+2 DCV |
Strength + 2d6
Strike |
4 |
Roundhouse |
-2 OCV |
+1 DCV |
Strength + 4d6
Strike |
5 |
Tackle |
+0 OCV |
-1 DCV |
Strength + v/5"
Strike, You Fall, Target Falls |
3 |
Streetwise |
Weapon Familiarity:
Common Melee Weapons |
Weapon Element: Use
Art with Clubs* |
Hit Locations:
The Punch, Roundhouse, and Kidney Blow all take location rolls
of 2d6+1. The Disarm takes no location roll. The Low
Blow is automatically a Vitals shot, but receives no extra
damage. The Eye Gouge automatically targets the eyes, but
receives no extra damage. The Tackle maneuver does
generalized damage.
*The "clubs" element mentioned below
that are used with Tavern Brawling include bottles, mugs,
chairs, table-legs, and so on.
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