From: seah@fraser.sfu.ca (Simon Seah)
Subject: N&SS to HERO Martial Arts
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Fri, 4 Sep 1992 01:14:00 GMT

Here follows my NON-OFFICIAL Ninjas and Superspies to HERO System
Martial Arts conversions.

NOTES :
1) VERY HIGH POWER
    Conversions based on L15 N&SS Martial Arts Style.  To
discourage buying only a few moves and grabbing the skill
bonuses, DCs, and SPD bonuses, I have put Expertise limitations
on these.  Anything above +5 skill bonus, +0 DC bonus, or +1 SPD
bonus has an Expertise Limitation of 75% of the cost of the rest
of the Style.

2) FOR SERIOUS MARTIAL ARTISTS
    As per Ninjas and Superspies, 'serious' martial artists have
2 Styles (Worldly) or 3 Styles (Dedicated).  Hence all martial
arts are made for Multipower Ultra Slots, where one slot is the
ENTIRE STYLE.

3) USES HOUSE RULES
    In particular :
        a) Package Bonus can exceed -3
        b) Slots in a Multipower carry limitations, but no global
           limitations will apply to Reserve.
    Hence, the following is legal :
        10  Multipower :
        1   (U) :  3d6 RNA
                -.5  END x2
        1   (U) :  DEF 5 Force Field

4) AUTOMATIC DODGE, PARRY, ROLL
    Base cost 20 CP (based on Missile Deflection).
        +1    Continuous
        -.5   Expertise :  20 CP in Martial Arts Style.
              (another way to discourage buying select maneuvers)
        -.5   Global limitation that slot cannot be changed
              before next turn (for all styles except Agent
              Martial Arts Styles)
    The power thus costs 20 Real Points.
    It replaces normal version (all treated as being 20 CP),
hence buy back normal version for -20 CP.
    20 - 20 = 0.  Apparently free, but not quite.

5) For packages, where cost is listed, it lists cost for skills
and the Multipower Slot, NOT THE ENTIRE STYLE.  The Maneuvers
themselves ARE NOT PART OF THE PACKAGE and have to be purchased
seperately; if not buying entire style, adjust slot cost
appropriately.  Slot IS NOT PART OF PACKAGE for purposes of
package bonuses.

6) DOES NOT USE NINJA HERO RULES
    All moves built from standard rules; may have minor house
rules.  Martial Arts 4 pt Damage Classes apply.

7) -.25 Must use (body part)
    Body part cannot be restrained.
    Body part cannot hold non-kata item.
    Maneuver is distinctively martial-art (except Eight Drunken
Faeries, which has Invisible to Sight manevuers - they are
inobviously martial-art)

Here is the list of Martial Arts Maneuvers.
Tae Kwon Do and Agent Martial Arts follows in seperate posts.


Martial Arts Maneuvers                                                
                                                                      
Basic Mods                                                            
          1.00 1.50                                                   
                    -.5 Style cannot be switched before               
                        next Turn                                     
                                                                      
   RP   AP    +    -                                   Maneuver       
   3    6 1.00 1.75 +1d6 HNA                           Advanced Kick  
                         -.25 Must use correct body    Claw Hand      
                              part                     Fore-Knuckle   
                                                        Fist          
                                                       Knife Hand     
                                                       Palm Strike    
                                                       Snap Kick      
                                                                      
  10   24 1.00 2.25 +6 DC                              Any item as    
                         -.25 Reduced Penetration       weapon        
                         -.5  IAF/OIF any item                        
                                                                      
   9   10 3.50 3.75 1d6 Entangle                       Automatic Joint
                         +.5   Damage Shield            Lock          
                         +.5   Entangle takes no Damage               
                         +.5   Entangle with Backlash                 
                         +1    NND Backlash vs. Physical              
                               Damage Reduction, Resistant            
                         -.5   Gestures throughout                    
                         -.5   Two-Handed                             
                         -1.25 Entangle with no DEF                   
                                                                      
  12   15 1.50 1.75 +5d6N Grab                         Automatic Power
                         +.5  Damage Shield             Flip          
                         -.25 Grab only                               
                                                                      
   3    3 1.50 1.50 Martial Throw                      Automatic Flip 
                         +.5  Damage Shield                           
                                                                      
   5   10 2.00 3.75 1d6 Entangle                       Automatic Hold 
                         +.5   Damage Shield                          
                         +.5   Entangle takes no damage               
                         -.5   Gestures throughout                    
                         -.5   Two-Handed                             
                         -1.25 Entangle with no DEF                   
                                                                      
   4    9 1.00 2.00 +3d6 HNA Kick                      Axe Kick       
                         -.25 Must use leg (kick)                     
                         -.25 Only kick in the round                  
                                                                      
   5   15 1.00 2.75 +5d6 HNA Kick                      Butjapgo Chagi 
                         -.25 Must use leg (kick)                     
                         -1   Only against one of two                 
                              opponents                               
   1    3 1.00 2.75 +1d6 HNA Strike                                   
                         -.25 Must use hands                          
                         -1   Only against other of two               
                              opponents                               
                                                                      
  18   15 3.00 2.50 1d6 HKA                            Choke          
                         +1  Continuous                               
                         +1  NND vs. solid neck                       
                             protection                               
                         -.5 Gestures throughout                      
                         -.5 Two-Handed                               
                                                                      
   2    8 1.00 3.00 +4 CV Parry                        Circular Parry 
                         -.5 Parry only                               
                         -1  vs. Multiple attacker bonus              
                             only                                     
                                                                      
   6   15 1.00 2.25 +5d6 HNA                           Combination    
                         -.25 Must use head             Grab/Head Bash
                         -.5  Linked to a Grab                        
                                                                      
   1    3 1.00 2.00 Martial Grab                       Combination    
                         -.5  Linked to a Kick          Grab/Kick     
   1    4 1.00 3.00 +1/+1 Martial Grab (= +0/+0)                      
                         -.5  Linked to a Kick                        
                         -.5  Linked to Combination Grab/Kick         
                         -.5  to offset Martial Grab                  
                              penalties only                          
                                                                      
   1    3 1.00 2.00 Martial Grab                       Combination    
                         -.5  Linked to a blade kata    Grab/Slash    
   1    4 1.00 3.00 +1/+1 Martial Grab (= +0/+0)                      
                         -.5  Linked to a Kick                        
                         -.5  Linked to Combination Grab/Kick         
                         -.5  to offset Martial Grab                  
                              penalties only                          
                                                                      
   2    6 1.00 2.25 +3 CV Parry                        Combination    
                         -.25 Linked to any martial     Parry/Attack  
                              arts attack                             
                         -.5  Parry only                              
                                                                      
   1    3 1.00 2.00 +1d6 HNA Strike                    Combination    
                         -.5 Linked to Parry            Strike/Parry  
                                                       Power Block/   
                                                        Parry         
                                                                      
   5    9 1.00 1.75 +3d6 HNA                           Commando Kick  
                         -.25 Must use correct body    Crescent Kick  
                              part                     Power Punch    
                                                                      
          2.50 4.75 4d6 HKA                            Death Blow     
                         +.5  0 END                                   
                         +1   NND vs. Force Field                     
                         -.5  Always on (accidents happen)            
                         -.5  Does no STUN                            
                         -.5  Linked to another MA Attack             
                         -.5  No Damage from STR                      
                         -.5  Not vs. machines/automatons             
                              ie. opponent must be able               
                              to be stunned                           
                         -.75 Must have hit a -8 OCV                  
                              location :  head or precise             
                              location on chest (heart)               
  24   60 2.50 6.25 1.50 -1.5 Activation 9-            on 14+         
  22   60 2.50 6.75 2.00 -2   Activation 8-            on 16+         
  19   60 2.50 7.75 3.00 -3   Activation 7-            on 18+         
  17   60 2.50 8.75 4.00 -4   Activation 6-            on 19+         
  15   60 2.50 9.75 5.00 -5   Activation 5-            on 20          
                                                                      
   5   15 1.00 2.75 +5d6 HNA                           Double Claw    
                         -.25 Reduced Penetration       Hand          
                         -.5 Cannot Automatic Parry                   
                         -.5 Two-Handed                               
                                                                      
   3    9 1.00 2.75 +3d6 HNA                           Double Fist    
                         -.25 Reduced Penetration       Punch         
                         -.5 Cannot parry before/after                
                         -.5 Two-Handed                               
                                                                      
   2    6 1.00 2.25 +2d6 HNA                           Double-Knuckle 
                         -.25 Reduced Penetration       Fist          
                         -.5 Two-Handed                               
                                                                      
   3    8 1.00 2.50 +4 Dodge                           Drop Kick      
                         -.5 Dodge only                Reverse Turning
                         -.5 Linked to a kick           Kick          
                                                                      
  13   15 1.75 2.00 +5d6 HNA                           Eagle Claw Hand
                         -.25 Must use Hand                           
                         -.5  Once a round only                       
                                                                      
   8   10 3.00 3.75 1d6 Entangle                       Joint Lock     
                         +.5   Entangle takes no Damage               
                         +.5   Entangle with Backlash                 
                         +1    NND Backlash vs. Physical              
                               Damage Reduction, Resistant            
                         -.5   Gestures throughout                    
                         -.5   Two-Handed                             
                         -1.25 Entangle with no DEF                   
                                                                      
  10   24 1.00 2.25 +8d6 HNA                           Flying Jump    
                         -.25 Must jump and kick        Kick          
                         -.5  Extra Time :  Full turn, but            
                              only after attack made (ie.             
                              can't do anything after attack)         
                                                                      
   6   15 1.00 2.25 +5d6 HNA                           Flying Reverse 
                         -.25 Must jump and kick        Spinning Kick 
                         -.5  Extra Time :  Full turn, but            
                              only after attack made (ie.             
                              can't do anything after attack)         
   2    8 1.00 3.00 +4 OCV                                            
                         -.5  Extra Time :  Full turn, but            
                              only after attack made (ie.             
                              can't do anything after attack)         
                         -.5  Linked to FRSK                          
                         -.5  to OCV only                             
                                                                      
  15   30 1.00 2.00 +10d6 HNA                          Flying Reverse 
                         -.5  Extra Time :  Full turn,  Turning Kick  
                              only after attack made (ie.             
                              can't do anything after attack)         
                                                                      
   1    3 1.00 2.00 Martial Grab                       Fong Ngan Combo
                         -.5  Linked to a Kick          Grab/Kick     
   1    4 1.00 2.50 +1/+1 Martial Grab (= +0/+0)                      
                         -.5  Linked to Fong Ngan                     
                              Combination Grab/Kick                   
                         -.5  to offset Martial Grab                  
                              penalties only                          
  17   48 1.00 2.75 +16d6 HNA                                         
                         -.25 No Knockback                            
                         -.5  Does no BODY                            
                         -.5  Linked to Grab                          
   6   15 1.00 2.25 +5d6 HNA                                          
                         -.25 No Knockback                            
                         -.5  Linked to Grab                          
                                                                      
  20   30 1.00 1.50 3d6 SPD Drain                      Forward Spin   
                         -.5  No range                                
                         -.5  Once a round only                       
   3    8 1.00 2.25 +4 DCV Forward Spin                               
                         -.25 DCV only                                
                         -.5  Linked to SPD Drain                     
                                                                      
   2    3 1.00 1.50 Martial Throw                      Hwarang-Do Flip
   7   15 1.00 2.00 +5d6 HNA                                          
                         -.5  Linked to Martial Throw                 
   3    6 1.00 2.00 +2/+1 (= +1/+0) with Hwarang-Do Flip              
                         -.5  to offset Martial Grab                  
                              penalties only                          
                                                                      
   2    3 1.00 1.50 Martial Throw                      Jujutsu Flip   
   7   15 1.00 2.00 +5d6 HNA                                          
                         -.5  Linked to Martial Throw                 
   4    8 1.00 2.00 +3/+1 (= +2/+0) with Jujutsu Flip                 
                         -.5  to offset Martial Grab                  
                              penalties only                          
                                                                      
   8   18 1.00 2.25 +6d6 HNA                           Jump Kick      
                         -.25 Must jump and kick                      
                         -.5  Extra Time :  Full turn, but            
                              only after attack made (ie.             
                              can't do anything after attack)         
                                                                      
  30   90 1.00 3.00 +30d6 HNA                          Knife-Hand     
                         -.25 Must use Hands            Knockout      
                         -.25 No Knockback                            
                         -.5  Does no BODY                            
                         -.5  Victim must be in joint lock            
                                                                      
          2.50 4.75 20d6 HNA                           Knockout/Stun  
                         +.5  0 END                                   
                         +1   NND vs. Force Field                     
                         -.5  Always on (accidents happen)            
                         -.5  Does no BODY                            
                         -.5  Linked to another MA Attack             
                         -.5  No Damage from STR                      
                         -.5  Not vs. padded armor/don't              
                              need to sleep                           
                         -.75 Must have hit a -8 OCV                  
                              location :  head or precise             
                              location on chest (heart)               
  24   60 2.50 6.25 1.50 -1.5 Activation 9-            on 14+         
  22   60 2.50 6.75 2.00 -2   Activation 8-            on 16+         
  19   60 2.50 7.75 3.00 -3   Activation 7-            on 18+         
  17   60 2.50 8.75 4.00 -4   Activation 6-            on 19+         
  15   60 2.50 9.75 5.00 -5   Activation 5-            on 20          
                                                                      
  40   60 1.00 1.50 +20d6 HNA                          Lee Kwan Choo  
                         -.25 Living creatures only     Duo-Knuckle   
                         -.25 No Knockback              Strike        
                         -.25 Victim must be aware of  Lee Kwan Choo  
                              attack                    Snap Kick     
                         -.5  Does no BODY                            
                                                                      
   2    4 1.00 1.50 +0/+0 Martial Disarm               Martial Disarm 
                                                                      
   2    3 1.00 1.50 Martial Throw                      Martial Flip   
  -1   -2 1.00 2.00 +0/-1 (= +0/+0) with Martial Throw                
                         -.5  Martial Throw only                      
                                                                      
   2    3 1.00 1.50 Martial Grab                       Martial Grab   
   2    4 1.00 2.00 +1/+1 (= +0/+0) with Martial Grab                 
                         -.5  to offset Martial Grab                  
                              penalties only                          
                                                                      
   4   10 1.50 3.75 1d6 Entangle                       Martial Hold   
                         +.5   Entangle takes no damage               
                         -.5   Gestures throughout                    
                         -.5   Two-Handed                             
                         -1.25 Enangle with no DEF                    
                                                                      
   5    9 1.00 1.75 +3d6 HNA                           Martial Kick   
                         -.25 Must use correct body    Uppercut       
                              part                                    
                                                                      
  12   15 3.00 3.50 1d6 HKA                            Moo Gi Gong    
                         +1   Continuous                Choke         
                         +1   NND vs. neck                            
                              protection                              
                         -.5  Any flexible OAF                        
                         -.5  Concentration (Full; 0 DCV)             
                         -.5  Concentration must be                   
                              maintained                              
                         -.5  Style cannot be switched                
                              before next Turn                        
                                                                      
   2    8 1.00 3.00 +4 DCV Dodge                       Multiple Dodge 
                         -.5 Dodge only                               
                         -1  vs. Multiple attacker bonus              
                             only                                     
                                                                      
   7    6 3.00 2.50 2d6 HNA                            Neck Hold/Choke
                         +1  Continuous                               
                         +1  NND vs. solid neck                       
                             protection                               
                         -.5 Gestures throughout                      
                         -.5 Two-Handed                               
                                                                      
  30   15 3.00 1.50 1d6 HKA                            One Hand Choke 
                         +1  Continuous                               
                         +1  NND vs. solid neck                       
                             protection                               
                                                                      
   3    3 1.75 1.75 +1d6 HNA                           One Hand Push  
                         +.75 Double Knockback                        
                         -.25 Must use hand                           
                                                                      
   5    9 1.00 1.75 +3d6 HNA                           Overhead Fore- 
                         -.25 Must use correct body     Knuckle Fist  
                              part                                    
  -4   -8 1.00 2.50 -4 OCV Overhead Fore-Knuckle Fist                 
                         -.5 OCV only                                 
                         -.5 Linked to Overhead Fore-Knuckle          
                             Fist                                     
                                                                      
  81  100 2.25 2.75 10d6 Drain                         Paralysis      
                         +.25 Combat Levels or Non-Foci Attack        
                              Physical Attacks                        
                         +1   NND vs. Force Fields                    
                         -.25 Living creatures only                   
                         -.5  Linked to Fingertip Attack              
                         -.5  Skill Roll - KS : (victim)              
                              Nervous System                          
                                                                      
   2    3 1.00 1.50 Martial Throw                      Power Flip     
   7   15 1.00 2.00 +5d6 HNA                                          
                         -.5  Linked to Martial Throw                 
  -1   -2 1.00 2.50 +0/-1 (= +0/+0) Power Flip                        
                         -.5 OCV only                                 
                         -.5 Linked to Martial Throw                  
                                                                      
   5   12 1.00 2.25 +4d6 HNA                           Power Kick     
                         -.25 Must kick                               
                                                                      
   3    3 1.75 1.75 +1d6 HNA                           Rotary Palm    
                         +.75 Double Knockback          Strike        
                         -.25 Must use hand                           
                                                                      
   5   12 1.00 2.25 +4d6 HNA                           Roundhouse Kick
                         -.25 Must use correct body    Roundhouse     
                              part                      Strike        
                         -.5  Extra Time :  Full turn, but            
                              only after attack made (ie.             
                              can't do anything after attack)         
                                                                      
   2    5 1.00 2.25 1 DC HKA (1pt HKA)                 Shin Kick      
                         -.25 Must kick                               
                         -.5  Extra Time :  Full turn, but            
                              only after attack made (ie.             
                              can't do anything after attack)         
                                                                      
   6   16 1.00 2.50 +8 Dodge                           Spinning       
                         -.5 Dodge only                 Evasion       
                         -.5 Must be used for entire Turn             
                                                                      
   2    6 1.00 2.25 +2d6 HNA                           Spinning Leap  
                         -.25 Must kick                               
                         -.5  Extra Time :  Full turn, but            
                              only after attack made (ie.             
                              can't do anything after attack)         
   1    3 1.00 2.25 +1d6 HNA                                          
                         -.25 Must kick                               
                         -.5  Linked to 2d6 HNA                       
   3    8 1.00 2.50 +4 OCV Spinning Leap                              
                         -.5 OCV only                                 
                         -.5 Linked to Spinning Leap                  
                                                                      
   2    3 1.00 1.50 Martial Throw                      Sumo Body Flip 
  24   33 1.50 2.00 +11d6 HNA                                         
                         +.5  Damage Shield                           
                         -.5  Linked to Martial Throw                 
   0    2 1.00 2.50 +2/-1 (= +2/+0) Martial Throw                     
                         -.5 Linked to Sumo Body Flip                 
                         -.5 OCV only                                 
                                                                      
  24   60 1.00 2.50 75% Physical Damage Reduction,     Turn with Punch
                    Resistant                           Impact        
                         -.5 Melee attacks only                       
                         -.5 Must Roll with attack                    
   6   16 1.00 2.50 +2/+6 (= +0/+4) Roll                              
                         -.5 Roll only                                
                         -.5 Linked to Turn with Punch/Fall/          
                             Impact                                   
                                                                      
   4    9 1.00 2.25 +3d6 HNA                           Wheel Kick     
                         -.25 Must kick                               
                         -.5  Cannot kick before/after                
                                                                      
   3    9 1.00 2.75 +3d6 HNA                           Wui Wing Chun  
                         -.25 Must kick                 Combination   
                         -.5  Cannot defend             Hand Hold/    
                         -.5  Two-Handed                Strike

Simon
:)
Comments?

Date:  4 Sep 92 01:14:00 GMT
Newsgroups: rec.games.frp.advocacy
Subject: N&SS to HERO Martial Arts