Ninja
Hero was written, playtested, rewritten, edited, and put into production
at a ferocious rate. Mostly due to that unavoidable haste, some errors made
their way into the text.
Here,
we'll try to correct the worst of the errors. We're not going to correct
typos, but we'll try to get all the substantial mistakes.
In
the following text, Part One addresses mistakes made in the printed text
of Ninja Hero, or provides clarifications to the text; Part Two
provides answers to commonly-asked questions.
Though a new edition of Ninja Hero was
published in 2003, many people still have copies of the first edition.
This document addresses errors only from the first edition. Also, in
situations where this errata file disagrees with the Hero System Fifth
Edition Ultimate Martial Artist supplement, UMA constitutes
the official Hero System rules, while this errata file should be
considered house rules and optional variants.
Stephen Beeman's name was misspelled. (While that's arguably only a typo, Steve shouldn't have to go into Hero Games history as "Stephen Beerman.")
The maneuver called the "Shove Takeaway" should actually be the "Takeaway."
An
error crept into the Choke Hold maneuver. As it appears on this chart, it
should cost 7 points instead of 5. Evidently, a -2 DCV modifier was
omitted, resulting in the imbalance. (Thanks to Bob Chalmers for
pointing this out.)
The
revised maneuver should look like this:
Maneuver Phs Pts OCV DCV Damage/Effect Choke Hold 1/2 5 -2 -2 Grab, 2d6 NND(2) |
The Ultimate Martial Artist modifies the maneuver but preserves the mistake, so the DCV for UMA's Choke Hold should probably also be modified to -2.
Add the following paragraph. (This elaboration was made elsewhere in the book, but not everybody finds it there.)
Note:
NND Maneuvers are not increased by a character's STR. If the
maneuver description says the maneuver does 2d6 NND, that's what it
does, regardless of the character's STR. Extra DC, on the other hand,
does increase maneuver damage.
|
A couple of errors crept into this table. The listing for Nerve Strike through Passing Strike should read as follows:
Nerve Strike * (See below), but only normal-damage weapons Offensive Strike * (See below) Passing Strike * (See below) |
Also, the listing for Takedown and Bind, at the end of the chart, should instead read:
Takedown Staves, Polearm Shafts, Nets, Whips, Chain & Rope Weapons Weapon Bind All Melee Weapons, Shields |
The "Elements" box should read as follows:
Elements Weapons +1 Use Art with Swords +1 Use Art with Karate Weapons Barehanded +1 Use Art Barehanded |
The "Elements" box should read as follows:
Elements Weapons +1 Use Art with Staff Barehanded +1 Use Art Barehanded |
The lines for the Bind and Bind Block maneuvers are incorrect, and should read:
Bind 1/2 4 +1 +0 STR +10; Bind Block 1/2 4 +2 +2 Block, Abort |
There's a reference in this paragraph to the Grappling Punch. This is an error; it refers to a maneuver that was deleted from the final draft of Ninja Hero.
The last line in the "Skills" box should read:
See the Ninja Package Deal in the Package Deals
section.
|
The "Elements" box is incorrect; instead of saying "Use Art with Swords Weapons," it should merely read "Use Art with Swords."
The "Elements" box is incorrect, and should instead read:
Weapons +1 Use Art with Swords +1 Use Art with Clubs +1 Use Art with Karate Weapons +1 Use Art with Staves |
This paragraph shouldn't make any reference to Professional Wrestling, since Professional Wrestling was eventually added as its own style.
The skill "KS: Wrestling" should be added to the "Skills" box.
The Elements box should now read:
Weapons +1 Use Art with Clubs (Fist/Forearm Smash Only) |
The
text on this page says that it takes a full turn of observation to make
a KS: Analyze Style roll, but not whether it takes one turn for
Each roll if a character is rolling multiple times (for instance,
once to analyze the other guy's style and once to activate an Aid
power). For game purposes, it's more appropriate for the first roll
to take a full turn of observation, and each additional roll to take
only another phase.
KS:
Analyze Style used to activate the Aid: Analyze Style power (page 37)
only requires a phase of study per skill roll; the first roll
does not require a whole turn. Such skill rolls do not give the
watcher the information listed in the box on page 31, naturally; they
only enable the Aid power.
I
forgot to mention yet another function for Knowledge Skill: Analyze
Style. The skill can, if the GM allows, be used as a "complementary
roll" to help a character perform a Surprise Move. What this means
is that a character can study his opponent's style, particularly
timing and habits, in order to use those elements against him in the
Surprise Move.
It
works this way: Once the player has announced that his character is
attempting a Surprise Move and described that action to the GM, the
player can roll his character's Analyze Style. If he is successful,
half the number by which he made the roll is applied as an OCV bonus
to his attack. (Likewise, if he fails, the GM can apply half the roll
he missed by as a penalty to his OCV.) Naturally, the GM will
be applying other modifiers based on how clever or unlikely he considers
the Surprise Move to be.
With
this optional rule implemented, KS: Analyze Style can be used in the
following ways:
Example:
David Li withdraws from the fight to let his student Mina Chol occupy
the villain Li Hiafeng. While the two fight, David studies Hiafeng.
David announces that he is going to wait for Hiafeng to commit himself
to an attack; David will then leap in with a Chan-School Scissor-Blow
when Hiafeng is too far along an attack to dodge or block. (This
constitutes use of KS: Analyze Style to gain bonuses in a surprise
attack.)
David
waits the requisite full turn while Mina occupies Hiafeng's attention. At
the end of that time, she's hurt but still fighting well, so he decides
not to make his attack just yet. However, he's already committed to
making his KS: Analyze Style roll for this purpose now, so the GM has
him make that roll.
David's
normal roll is a 13-, but Hiafeng has Style Disadvantage: Ribbon-Hand Kung
Fu, so David gets a +2 on his KS: Analyze Style roll, which makes it a
15-. David rolls an 8, which makes his roll by 7. Dividing this by 2, we
get a 3.5 (rounds up to 4), so David will get a +4 to his OCV on the
strength of KS: Analyze Style when he makes his surprise attack.
Since
Mina is still fighting well, David decides to make another KS:
Analyze Style roll, this time to see if he can detect any weaknesses
in Hiafeng's style. This roll will only take one phase. David rolls
an 11, which makes the roll by 4. The chart on page 31 of Ninja
Hero says this imparts knowledge of physical limitations and
vulnerabilities possessed by the target, so the GM informs him that
Hiafeng seems to be protecting his gut (Location 12) more fiercely than
elsewhere; it's likely that Hiafeng is vulnerable there.
During
this last phase, Hiafeng has gotten Mina's measure and seriously injures
her; at the end of the phase, she is hurt and barely able to stand. On
his next phase, David takes his surprise attack. He commits himself to
a leap and announces that he's taking an aimed shot at the stomach (-7
to OCV).
He
has the +4 OCV granted by the first application of KS: Analyze Style;
the GM decides that it is still in effect. The GM also rolls to see if
Li Hiafeng is otherwise caught off-guard by the attack; Hiafeng's
Perception Roll is a failure, so the GM grants David an additional
+3 OCV. With a total penalty of -7 and a total bonus of +7, David is
at full OCV to hit Hiafeng in his vulnerable spot.
David
rolls a 10 to hit... and the visual description of the injury he inflicts
is too gruesome to relate here.
It wasn't mentioned in the printed text, but a principal virtue of the Aid: Analyze Style power is in campaigns that use campaign maxima on OCV scores. This power can allow the character to temporarily exceed the campaign's maximum on OCVs. This is, however, at GM discretion, and so in campaigns like this, consider the power to have a "magnifying glass" symbol beside it.
The cost for this example of Dim Mak was grossly miscalculated, since Drain is 10 pts. per 1d6, not 5 pts. Therefore, the power has 560 active points, not 280, and the Total Cost is 83 pts.
See the notes above for page 37 on the time it takes to make KS: Analyze Style skill rolls; the same applies here.
The following paragraphs were accidentally deleted from the first draft of Ninja Hero and then forgotten. They need to appear at the end of the text beneath the headline.
Carrying Multiples of One Gadget If a character in a superhero-level campaign wishes to carry two identical examples of one gadget, he should follow the precedent set in the Hero System "Followers" and "Vehicles and Bases" rules: Spend +5 pts to carry 2x the number of gadgets. This does not apply to gadgets that are already bought on Charges or under an END Reserve, which already defines the number of gadgets being carried. For example, if you have an EB/EX, 8 charges, to simulate grenades, you can't spend 5 pts to have 16. But if you have a sai and want to carry two, you could spend +5 pts. This is also not license for a character to carry multiple weapons so that all his friends can have one when combat arrives. If the GM sees a player trying this stunt, he should put a stop to it. |
An
example of where this rule can be used is Seeker. By definition, Seeker
has two sai, doing identical damage, only one of which he can use at a
time.
Under
the normal rules, Seeker's sai constitute a single
focus, so a single disarm maneuver should technically take both
of them away. This is illogical (every disarm takes away
both sai?); and since having two sai is more than just a
special effect (because of the Disarm functions and because he can
loan one sai to an ally while keeping one himself), he should pay
extra points for it. Hence the +5 points for 2x weapons guideline.
I've
been asked to suggest alternate ways to cover this situation, since not
everyone likes the +5=2x approach. One way would be to create a "Paired
Foci" modifier to the Focus limitation. For -1/4 to the Focus limitation,
a character has two of the foci, only one of which he can use at a time.
A character who wanted to be able to use both at the same time would
have to construct a limited two-shot Autofire.
Things
get messy when you apply Paired Foci to weapons with charges and clips.
I'd recommend merely dividing available charges among the two weapons;
the character can always buy more clips.
(Thanks
to Carl D. Cravens for calling this question to my attention.)
Following up on the previous correction, the following paragraph should be inserted at the end of the text under this headline.
Carrying Multiples of One Gadget In a normal superhero campaign, follow the multiple-weapon guidelines described just above for Street-Level Superhero Campaigns. |
The Style Disadvantage was introduced primarily to bring down the cost of martial arts more to what they had been in Danger International. But this only works if the Style Disadvantage is not subject to campaign maxima on disadvantage points. I recommend that the GM not count a character's Style Disadvantage points when gauging whether a character has too many points from Disadvantages. However, that's still completely at the GM's discretion.
Under "Optional Disadvantages," the entry for "Disadvantage: Kung Fu" should actually read "Style Disadvantage: Kung Fu."
The lines for N-Damage through NND OCV + are messed up, and should read as follows:
N-Damage +1 pt per +1/2d6 NND up to +1d6, +2 pts per additional +1/2d6 NND 2d6 NND OCV + +1 pt per +1 OCV up to +2 +2 OCV |
The lines for OCV - through OCV STR are messed up, and should read as follows:
OCV - -1 pt per -1 OCV up to -2 -2 OCV STR - -1 pt if maneuver is at half STR, -2 pts if maneuver uses no STR No STR |
You can, if you wish, add the following optional element to the Helpful Elements portion of the chart:
S-Damage +3 pts per +1 DC (Killing/No BODY) +4 DC/K
|
An explanation of this element and its optional use in a campaign appears below, under "PAGE 63: S-DAMAGE (OPTIONAL RULE)".
The text here says "The maximum penalty you can take on a maneuver is -3 DCV.", but the chart on page 60 gives the maximum as -2. The chart is correct. (Thanks to Steve Long for pointing this out.)
Sara
Ryan points out that the Abort element, costing 1 point, can only be used
with Blocks, Dodges, and Escapes (maneuvers with STR+ elements vs. being
Grabbed), and Blocks and Dodges already have Abort for free — meaning
that Abort can only be added to Escapes. It took me some time to figure
out why it ended up in print this way.
In
early drafts of Ninja Hero, the "Designing Styles" rules from
pages 58-69 and the "Optional Martial Arts Design Rules" from pages
88-90 were one contiguous set of rules, and the Abort element could
be applied to attack maneuvers. Project editor Rob Bell objected to
that design strategy, so the rule was changed so that Abort could be
applied only to Escapes and to maneuvers with multiple bases. This left
the text writeup for the Abort element in a confusing position of
prominence.
After
years playing the current Hero System martial arts rules, I have to say
that I think that the NND maneuver element presented in those rules is
broken. It results in maneuvers that just aren't viable.
In
the movies, a "nerve strike" maneuver is supposed to momentarily stun
the bad guys, but in practice, the NND nerve strike maneuvers don't do
this even occasionally until they reach 5d6 and 6d6 levels of damage.
My
approach to fixing the problem in my own campaigns has been to introduce
a new type of maneuver damage, adding it to the chart of damage types.
The
new type is called S-Damage, for "Stunning Damage." The cost is identical
with that of K-Damage.
It
also functions identically with K-Damage, with one important
exceptions: It does no actual killing damage, just STUN.
In
use, a character hits a victim with an S-Damage maneuver, rolls the
damage, and calculates the STUN normally... but the victim only takes
the STUN, not the killing damage.
This
type of damage simulates a nerve strike with the following
characteristics:
(1)
The stronger the character is, the harder he can hit with the maneuver,
doing more damage; and
(2)
Body armor stops some of the STUN damage being transmitted, but doesn't
eliminate all maneuver effects (unlike NND{1} from page 12 of Ninja
Hero).
In
playtest, this has led to maneuvers doing a wider range of STUN damage
(from negligible to remarkable) than NND Damage-based maneuvers. Nerve
strikes are still chancy, but they are successful more often, and
occasionally yield spectacular results.
This
rule was proposed to Hero Games for Ultimate Martial Artist, but
errors on my part in describing it led to it being altered to a form even
less functional than NND Damage and then being dropped from the draft.
The
text at top in italics causes some confusion among readers. It says "v/5
may also be added to NND DMG and K-Damage attacks. There, it adds +1 DC
(1/2d6 NND or +1 DC killing damage) per 5" of velocity." Some players,
including Steve Long and Bob Chalmers, point out that this is the same
as for normal damage; shouldn't it be 1 DC Killing per 10" instead?
The
rule as written is based on the rule in the Hero System Rulesbook,
page 159, column 2, last paragraph: "If a character has a Hand to Hand
Killing Attack he can add 1 DC for every 1d6 of bonus normal dice. These
bonus dice can come from a Move By, a Move Through, or a Haymaker."
Because the writers specified a set of maneuvers for this exception to
the usual rule pattern, I interpreted this to be a deliberate design
choice and not a mistake of omission.
With
that Rulesbook rule in place, to say that martial arts maneuvers
get +1 DC/K per 10" of speed would mean that a character does less damage
with a martial arts attack than with a non-martial attack.
So,
as interpreted in Ninja Hero, the rule works this way:
(1)
Extra damage from excess STR, and extra N-Damage included in a martial
arts maneuver, halves when applied to martial killing attacks (1 DC/K
for every 2d6 normal damage);
(2)
Extra damage from the Set vs. Charge maneuver also halves when applied
to martial killing attacks (see Fantasy Hero, page 88; the
example makes it clear that extra damage halves when converting from
normal to killing); but
(3)
Extra damage from the Move-Through, Move-By, and Haymaker maneuvers
doesn't halve when applied to martial killing attacks.
You'll
note that the text on page 75/76 of Ninja Hero follows this
approach.
I've
played the rule for years in a combat-oriented fantasy campaign with no
evident unbalancing problems. (Usually the weapons being used will top
out in damage a little sooner than they would have otherwise, but it
hasn't meant any trouble to the campaigns.) Naturally, NPCs and bad
guys can make use of this rule as well as PCs. However, examples of
this sort of attack have cropped up less often in my superhero-level
campaigns, so I can't provide any analysis of its effects on campaign
balance there.
Should
you find the rule as written too bloody, just institute a home rule
saying that the bonus DCs from the movement attacks halve just like
other bonus DCs.
The "Elements" box should be corrected to read:
Weapons +1 Use Art with Short Blades +1 Use Art with Shuko Style Disadvantage -10 |
Add the following paragraph to the very end. (It wasn't accidentally left out of the manuscript: The question didn't even come up until Ninja Hero was already in print.)
Unarmed Combat Range Characters in hand-to-hand combat with one another can be considered to be in separate, adjacent hexes unless one of the following conditions applies:
|
The
fifth paragraph says, "Sweep maneuvers do not apply to maneuvers such as
... Shove (which already can be used on several people at once)." Steve
Long, when writing Ultimate Martial Artist, kindly pointed out
that no rules existed for using Shove on several people at once,
prompting me to do a frantic search to find some text that was
accidentally deleted from the original Ninja Hero manuscript.
Steve
included guidelines based on that text in UMA, page 180. For those
of you who don't have UMA, the original, misplaced text follows.
It should actually have appeared on Ninja Hero page 74, along
with the Grab and Shove description, or under "Special Cases" on page
79.
The
solo fighter rolls his STR normally, modified if he has the Shove
maneuver or other appropriate maneuver.
With
the multiple opponents, you don't just add their STR together. You add
their lifting ability together (as per the chart in the Hero System
Rulesbook, page 173) and calculate their combined STR from that. Roll
against THAT Strength to determine how they do.
Example: Caterpillar (named for the construction equipment), STR 45, is trying to shove Straw-Man, Stick-Man, and Brick-Man backward. Straw-Man is STR 30 (lifts 1,600 kg). Stick-Man is STR 35 (lifts 3,200 kg). Brick-Man is STR 40 (lifts 6,400 kg). Together they can lift 11,200 kg, and therefore collectively have a Shoving STR of about 43. Caterpillar rolls 9d6, and the group he's fighting collectively roll 8 1/2d6. Caterpillar rolls 9 BODY, his enemies roll 7, and he Shoves all three of them backward.
The
text says, "If the attacker's pushed STR (whether he is currently using
it pushed or not) is inadequate to pick up the target, then his attack
cannot throw the target down."
This
has been incompletely understood by several Ninja Hero readers.
The rule was introduced to keep human-strength characters from Martial
Throwing 700-ton mecha, for instance, but has been interpreted as a
dire limitation on martial artists' throwing abilities.
First,
it applies to all situations using Martial Throw maneuvers, not just those
where Density Increase is being employed.
Second,
note the phrase "... the attacker's pushed STR (whether he is
currently using it pushed or not)..." What this means is that a
character can Martial Throw anything he could pick up with his
fully-Pushed STR, and it doesn't matter how much STR he is currently
using. For instance, a STR 5 character could Push his STR to 15 and
pick up 200 kg; therefore, a STR 5 character could Martial Throw any
target weighing up to 200 kg. A STR 10 (i.e., normal) character could
Martial Throw something weighing in at 400 kg — 880 pounds! This isn't
much of a disadvantage to characters; I would hope that it's a
reasonable limitation.
It's
been suggested that, if a Martial Throw maneuver is built with a
STR bonus, then that STR bonus also apply to the character's Throwing
strength. By extrapolation, we might also conclude that Extra DC
bought with the martial art in question would give him extra Throwing
strength, at a rate of +5 STR per +1 DC. I personally have no objection
to that approach, but I don't think it's something we should have a
"ruling" on: Rather, individual GMs should decide on this question for
their individual campaigns.
Instead of -1d6, substitute -1 DC. The penalty applies to killing attacks and NND attacks as well as normal-damage Strikes.
The
text here says "When two or more Maneuver Bases are put into the same
maneuver, it also has a detrimental effect on the amount of time it
takes to accomplish the maneuver... Two Maneuver Bases means the
maneuver is automatically a full-phase action. Three Maneuver Bases
means the maneuver is automatically a full phase plus one segment
action."
This
text should say Multiple exclusive Bases, not just Multiple Bases.
(Thanks to Steve Long for pointing this out.)
There is an error in the point-costing for these rules. The following paragraph should be added just before the "Multiple Bases and Rolls to Hit" headline on page 89:
Multiple Bases and Block In normal maneuvers, the Block basis is free (costs 0 points) and brings with it the Abort element for free. This isn't true of these Optional Martial Arts Design Rules. When a maneuver has a Block element and some other element, the Block basis costs 1 point; the Abort basis, if included (yes, it's possible to have a Block you don't abort to!) costs an additional 1 point. |
In case you're curious, this makes the Sample Maneuvers cost out in this fashion:
Maneuver OCV/DCV/Phase/ Cost Total Dmg/Effect Bind/Strike 1/2 Phase 1 Bind 1 STR Strike 0 2 (3) * Block/Disarm 1/2 Phase 1 Block 1 Disarm 2 Abort 1 5 Block/Strike 1/2 Phase 1 STR Strike 0 Block 1 Abort 1 3 Block/Takeaway 1/2 Phase 1 Block 1 Grab Weapon 3 Abort 1 6 ** Disarm/Strike 1/2 Phase 1 Disarm 2 STR Strike 0 3 Improved Throw 1/2 Phase 1 STR Strike 0 Damage +v/5 1 Throw 1 Block 1 Abort 1 5 Takeaway Throw 1/2 Phase 1 Grab Weapon 3 Throw 1 5 * As in the normal rules, no maneuver can cost less than 3 points. ** The cost for this maneuver in Ninja Hero is 5, but should now be 6. |
Add the following paragraphs just before the "Abort" headline:
Multiple Bases and Exclusivity If you're building a maneuver that has one Exclusive maneuver basis and one Non-Exclusive maneuver basis, but one of these bases will be used against the target himself and the other will be used against something he is carrying, then both are considered Exclusive bases. For instance, the Takeaway Throw maneuver described later, under "Sample Maneuvers" includes a Grab Weapon element (an exclusive basis) and a Throw (a non-exclusive basis). However, the Grab Weapon is applied to the target's weapon, and the Throw is applied to the target himself. Therefore, in this maneuver, both maneuver bases are considered Exclusive. |
In the section on different types of Shuriken, "Bo" should read "Bo Shuriken," even though that's a bit redundant. Some readers were confusing the entry for the Bo Shuriken with the entry, under the "Melee Weapons" chart, for the Bo Staff.
A second paragraph was unintentionally deleted. It reads:
With
each punch that successfully hits a target, the character with rawhide
hand-wrappings should make a 3d6 roll. On an 8-, the rawhide will do 1
pt of killing damage in addition to the normal damage of the attack. If
the character has rawhide wrappings but using some sort of NND or
killing-damage attack, then the rawhide adds nothing.
|
The caption at the bottom of the illustration incorrectly identifies the shuko as the ashiko and vice-versa. (Thanks to Mark Bennett for pointing this out.)
The last sentence under this headline should say, "Weapons may not take 2-pt skill levels for Strike maneuvers." I'd accidentally repeated "3-pt skill levels" from the previous paragraph.
Despite
the headline, this section doesn't get around to talking about OCV
penalties.
Just
as OCV Bonuses (be they from 5-pt, 3-pt, 2-pt Combat Skill Levels, or
Range Skill Levels) are added to the weapon's Active Point Total
after weapon damage and advantages have been calculated, DCV Penalties
(also based on 5-pt, 3-pt, or 2-pt Combat Skill Levels or Range Skill
Levels) are subtracted from the weapon's Active Point Total
after weapon damage and advantages have been calculated.
For
example, a 2d6K weapon that has a +1 STUN and that has a -1 OCV is
calculated this way: HKA 2d6 (30 active), +1 STUN (+1/2, for 45
active); -1 Combat Skill Level (-5 pts, for 40 active).
Internal
evidence in the Fantasy Hero (2nd Edition) weapons lists indicates
that OCV penalties do affect STR Minima. Therefore, in the example
immediately above, the weapon would have a STR Min of 20 (Active Pts/2)
rather than a STR Min of 22 (from the Active Points of just the damage
power plus advantages).
Powers
such as Stretching (used to give extra "reach" to weapons) do not
contribute to the Active Point value used to calculate STR Minima. In
campaigns where you keep track of weapon point-costs, such powers do
add to the cost, of course.
The
"Armor Coverage and Weight" chart was introduced to give players the
opportunity to build pieces of armor for any specific set of locations...
and to know what those pieces of armor weighed.
Champions
and the Hero System Rulesbook hadn't fully addressed this need by the
time of Ninja Hero. But after Ninja Hero was released, the
2nd Edition of Fantasy Hero tackled the same subject; see the chart
on page 99 of FH.
You'll
find it simpler to use the weights from Fantasy Hero, but the two
sets of weight values are not so different as to be grossly incompatible.
The
No Noncombat Stretch limitation (-1/4), which is used on Stretching
when Stretching is included in a weapon to give it extra reach, does
intrinsically limit the Stretching power to the weapon itself. The
wielder of the weapon does not Stretch. (Yes, it's silly, but someone
will inevitably ask.)
I've
been asked why the use of Stretching in weapons does not include an
"Always On" value. I did it this way because such weapons do not always
have to be used at their full reach; the wielders can usually "choke
up" on the weapon shafts to strike at a closer opponent, for instance.
Other rules in the supplement provide disadvantages for characters
using long weapons in short spaces; the weapon construction guidelines
didn't have to add to that.
Immediately
under this headline, there is an "Important Note" in italics. Unfortunately,
this "Important Note" is just a rephrasing of the paragraph that
immediately precedes the "Ranged Weapons" headline. This isn't exactly
the way things were supposed to be presented. (The mistake was the
author's rather than ICE's.)
The
last paragraph before "Ranged Weapons" should have been deleted, and
the following "Important Note" should have been added after the first
"Important Note":
Important
Note II: On the charts below, "Nl" stands for "Normal" and "Cn" stands
for "Concealed." Normal weapons look like weapons; Concealed weapons may
look like something else.
|
See above for page 92; the situation is the same.
I've
been asked why I built Marbles as a Continuous, Uncontrolled, Two Charges
attack, and why I didn't use Trigger.
I'll
plead haste. The power structure as written isn't precisely what I wanted;
with a power this complicated, I'm not sure any structure will be
perfect.
An
alternate way to build this power would be via Transform. Now, one hex of
dirt has 16 BODY, but this Transform doesn't have to change the entire
volume of the hex — just the top surface. So it could be built this
way:
Transform 3d6 (Minor Transformation, 10 pts/1d6), Walking Surface to Slippery, Marble-Infested Tripping Surface; Area Effect One Hex (+1/2), 2 Recoverable Charges (-1), IAF (-1/2). Cost: 18.
The
common effect to return the surface to its normal form would be sweeping
the marbles aside — which is a "power" that is very commonly available!
This
approach, unlike the version in print, puts the duty of defining the
marbles' effects onto the GM rather than quantifying the slipperiness as
a specific STR of Telekinesis with a specific set of powers and abilities
that will counter it.
It
might be argued that "Walking Surfaces" is pretty broad to include so
many surfaces: dirt, asphalt, concrete, linoleum, tile, etc. Considering
that the power isn't really affecting the surface material anyway, I tend
to disagree, but people with this opinion need only add a Variable
Special Effects advantage (+1/4 for limited group) to accommodate the
power's flexibility.
The whole sentence reading "In superheroic campaigns, normal-damage weapons just add their damage to the character's STR or maneuver damage." should be shown in bold-face type, or boxed, or celebrated with fireworks. It's very important, but it's very easy to miss, and many Ninja Hero readers are not noticing it.
Something wretched happened to the information in this box; it should actually look something like this.
(All Prices in U.S. Dollars) $100 Night-Suit (must buy two new suits each color-grade, at $50 per suit) Weapons (optional cost): $200 Ninja-to $100 Ninja-to style bokken $50 9 Shuriken $50 Kusari or Pair of Manriki (All Prices in U.S. Dollars PER WEEK) $300 Light Program (10 hours instruction per week) $600 Standard Program (20 hours instruction per week) $1,200 Accelerated Program (40 hours instruction per week) $250 On-Site Housing |
There
should have been a separate headline, "Sipristi," just above her
character sheet. The way it is now, it looks for a moment as though
Sipristi were a member of the Yooso team, when in fact her writeup is
a completely separate section of this chapter.
The
campaigning and character material from Ninja Hero has now
reverted to me, while the mechanical portions remain property of Hero
Games. This means that the character sheet and background of Sipristi
are mine, while the name "Sipristi," which originated in earlier Hero
Games products, remains property of Hero Games. If the Ninja
Hero Sipristi character reappears, it will be under a different
name, while if a character with the name Sipristi appears in later Hero
System products, it will be a different character.
| Q: | Can you use a Sweep maneuver to hit the same opponent more than once? |
| A: | Nope. However, an exception is noted in Ultimate Martial Artist, page 181. |
| Q: | How would you handle someone who wanted to throw several knives at the same opponent all in one toss without buying it as an autofire attack? |
| A: | You wouldn't... but that's only part of an answer. If you're the GM
of a heroic-level campaign, you can postulate that there are
knives or shuriken made to be thrown in bunches (see the small star
shuriken stats from Ninja Hero, page 92, for an example). A
character can buy such things with money instead of points and use them
correctly if he has the appropriate Weapon Familiarity. The GM can work
up stats for small knives structured the same way and then tell his
players that such weapons are commonly available. This way, the players
don't have to build and buy Autofire attacks with character points. |
| The GM should always work up the stats for such weapons himself and be careful not to make these weapons too deadly; in power-user campaigns, the characters always flock to especially-effective weapons. | |
| If you're the GM of a superhero-level campaign and want the character to have this sort of attack, just let the character buy an Autofire attack. | |
| Q: | How can you use martial arts with telekinesis? |
| A: | Build or buy maneuvers with the Ranged Martial Arts rules from Ultimate Martial Artist. |
| Q: | Why did you limit the yari to only two forms? |
| A: | I didn't. I simply presented only two forms. One reality I constantly come up against is that there's never enough room to include everything I want to write about. I therefore refer readers to this statement, which I first made in Mythic Greece: "If you know enough to disagree with something, you know enough to change it to your own satisfaction." In this case, if you know enough about the yari to want more varieties, you know enough to build them with the Hero System and Ninja Hero rules. I've simply given you a couple of reference points. |
| Q: | You presented a lot of kung fu sub-styles. Where are the karate sub-styles? |
| A: | In Steve Long's The Ultimate Martial Artist, pages 38-41. (Among the contact people and reference works I vacuumed clean for source material for Ninja Hero, there just wasn't enough information on the karate styles for me to feel confident working them up. With Steve's work on UMA, now I don't have to.) |
| Q: | Why didn't you list any Kurosawa movies in your filmography? |
| A: | Basically, the filmography in NH included the movies that were helpful to me in putting Ninja Hero together. Much as I love Kurosawa's films, the ones I reviewed while writing the supplement (Rashomon, Throne of Blood) really had no part of what I was doing with Ninja Hero. Had I watched Yojimbo or The Seven Samurai again during the writing process, I probably would have included them in the filmography. |
| A: | Why wasn't there more historical information, so we could create historical martial arts campaigns? |
| Q: | It was a matter of space and time consideration. The supplement I proposed in 1985 was to be a 32-page adventure with martial arts rules. The Hero Games boys talked me up to 64 pages. By the time Iron Crown Enterprises started talking to me about it, I was convinced that it needed 96 pages, while they remained dubious, thinking that 64 would be enough. The final product was 176 pages, and I missed my second-draft deadline because it was so huge. There just wasn't room, or time, for more. In the Bibliography, I did recommend GURPS Japan and GURPS China, and still do. |
| Q: | For the cestus, the rules say that a character does a 1 pip killing attack in addition to his normal punch damage; does it also add an extra DC to killing strikes, or would it just add the extra pip, which would have to get through defenses separately? |
| A: | The weapon would just add 1 pip K to a killing blow, and this damage would be applied separately to defenses. Also, the GM could rule that certain types of killing attack are incompatible with the cestus' damage, so the character would have to take the cestus off to use a maneuver like that. |
| Q: | My players have complained that some normal damage weapons limit them too much — since you can no more than double the base damage of a weapon, they can do more damage with an unarmed punch! |
| A: | That was a conscious design consideration. It was instituted to simulate the situation where a hero grows beyond normal weapons and is actually deadlier with no weapon. However, if you're the GM and agree with your players, then you can use the normal-damage weapons from the superhero gadgets list (pages 107-108); they function as Hand-to-Hand Attack power based on a focus. In such a campaign, the weapon would simply add its damage to the normal damage of a punch. I only recommend this approach for Wild Martial Arts campaigns, though; it could screw up the power balance of heroic-level campaigns, and superhero campaigns don't need this fix. Do remember that players will almost always vote for the rule changes that make their characters more powerful, regardless of other effects the changes might have on the campaign. |
| Q: | Could one purchase a Weapon Element for a Style that doesn't list that particular weapon, even if the weapon isn't traditionally used with the Style? |
| A: | In each individual campaign and for each individual Style, that's naturally a GM call... but the basic answer is yes. In the real world, many progressive schools do teach their arts with non-traditional weapons. Some of the arts in Ninja Hero already have some non-traditional Weapon Elements included (swords in Aikido and Tae Kwon Do, for instance). |
| Q: | If a character carries two identical weapons, could he attack with both at once? |
| A: | Technically, no. Functionally, yes — if you're attacking two targets. Use the Sweep maneuver, and simply define it as one weapon on each target rather than one weapon across both targets. All the usual Sweep rules still apply... including the one where if you miss your first target you automatically miss the second one. You still cannot attack one target twice in one phase. |
| Q: | Why did you make the tae kwon do flying side kick maneuver a variant Offensive Strike instead of a Passing Strike? |
| A: | For a couple of reasons. First, flying side kicks in the real world aren't considered terribly accurate, so the Offensive Strike's -2 OCV appealed to me; Passing Strike gets a +1 OCV, making it as accurate as the Basic Strike and more accurate than the Martial Strike, which seemed inappropriate for flying side kicks. Second, flying side kicks are considered to be very damaging attacks (when they hit); to equal the +4d6 of an Offensive Strike the character throwing a Passing Strike (which gets +v/5 bonuses to damage) would have to be moving at 20". That seemed unreasonable. |
| Q: | Does the Escape maneuver do damage to an entangle? |
| A: | That's a GM call and should be based on the special effects of the Escape and the Entangle. If the Escape is considered a brute-force exertion against a grabbing character, then it should do damage to Entangles. If it's more of a wriggling and contortion maneuver, then it shouldn't. |
Many
thanks to the users of Red October, who are the principal contributors of
errata and questions, and to Steve Long, whose research for The
Ultimate Martial Artist turned up several discrepancies in the
Ninja Hero manuscript.
These
are the substantial mechanical errors and points of confusion I've heard
about so far. I hope you find this errata helpful.
|
The Hero System, Champions, and Ninja Hero are trademarks of DOJ, Inc. GURPS Japan and GURPS China are trademarks of Steve Jackson Games, Inc. Last Updated (Formatted) September 27, 2009. Available At: www.ArcherRat.com/downloads.html. Optimized for FireFox 3.0. Copyright © 2009 by Aaron Allston. All rights (other than those listed above) reserved. |