Heroic Martial Arts

A martial art is a complex set of formalized combat methods. It is not some horribly costly super power which is basically how they are presented in hero.

In game terms: 

  1. A martial art is a single expensive skill (5 pts), explicitly in HERO it could be described as a 5 pt skill level, it  provides familiarity with approximately 5 of the following special combat maneuvers.  Individuals who do not have 5 pts worth of  martial maneuvers suffer an additional -1 OCV or DCV when attempting to perform a martial maneuver.
  2. These maneuvers may be applied using a specified basic weapon type ( Unarmed is considered a basic type)
  3. Additional familiarities with single maneuvers costs 1 pt.
  4. Unfamiliar maneuvers may be attempted with an additional penalty of  approximately  [-2 OCV (for defensive maneuvers) or -2 DCV (for aggressive maneuvers) ] see below.
  5. NOTE: These rules are scaled for heroic games (rather than super heroic or mythic)

Martial Maneuvers Table

Name Familiar Description Unfamiliar 
  OCV DCV   OCV DCV
Aggressive Block +1 +0 block, abort +1 -2
Balanced Shove +0 +0 +5 STR to shove -1 -1
Basic Martial Strike +0 +0 +1DC +0 -2
Chi - Ai/War Cry      Boost Ego and Presence for Pushing and Presence Attacks only and in the context of combat. costs END    
Choke Hold -2 +0 1d6 NND, grab, STR does not add. -2 -2
Crush +0 +0 +2d6, must follow grab -2 0
Defensive Block +0 +1 block, abort -2  +1
Defensive Strike -1 +2 strike -3 +2
Fast Strike +1 -1 +1DC +1 -3
Flying Tackle -1 -1 Fmove, +v/5, you fall, opponent falls, take 1/2 dmg -1 -3
Grappling Throw +0 +1 +1DC, target falls, must follow grab -2 +1
Kick (see strikes)   -2 A weapon class which does +1 DC (unfam. may fall **) +0 -2
Killing Strike* -2 +0 1 pip KA (1/2d6 w/STR, usually) -2 -2
Killing Throw* -2 -1 1 pip KA, target falls -2 -3
Legsweep/Trip +1 -1 target falls +1 -3
Martial Disarm -2 +0 +5 STR to disarm -3 -1
Martial Dodge -- +4 dodge, abort -2 +4
Martial Escape +0 +0 +5 STR to escape grab -1 -1
Martial Grab -1 -2 grab, +5 STR to hold -1 -4
Martial Throw +0 +0 half strength, target falls, +Velocity/5 +0 -2
Nerve Strike -1 +0 1d6 NND, STR does not add. -1 -2
Offensive Strike -2 +1 +2DC strike -2 -1
Passing Strike -1 -1 +Velocity/5, Full Move, half strength -2 -2
Reverse -1 -2 +5 STR vs grabs, grab -2 -3
Root +0 +0 +5 STR vs shove, block, abort +0 -2
Sacrifice Disarm +0 -2 disarm, +5 STR to disarm -1 -3
Sacrifice Lunge +0 -2 Full Move, +Velocity/5, take half damage. +0 -4
Sacrifice Strike +1 -2 +2DC strike +1 -4
Sacrifice Throw +2 -1 strike, you fall, target falls +2 -3
Takeaway -2 -1 +5 STR, grab weapon -2 -3
Takedown +0 +0 strike, target falls +0 -2
Weapon Bind +0 -1 +5 STR, bind +0 -3
Weapon Use     Apply maneuvers to another weapon class -1 -1

* these moves apply only to Unarmed Martial Arts (but may also be used to make any blunt weapon deadlier)

** Performance by those not specifically trained in this may result in the
unfamiliar individual landing on their butt (dex roll to avoid)