Ninja Hero Errata

(For Ninja Hero First Edition, Published 1990)

Version 1.34: January 18, 2004

by Aaron Allston

Introduction

     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.


Part One: Corrections and Clarifications

PAGE 1, CREDITS, UNDER "COMMENTATORS FROM THE RED OCTOBER BBS":

     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.")


PAGE 11, MARTIAL ARTS MANEUVER TABLE:

     The maneuver called the "Shove Takeaway" should actually be the "Takeaway."


PAGE 11, MARTIAL ARTS MANEUVER TABLE:

     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.


PAGE 12, AFTER THE PARAGRAPH ON NND(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.


PAGE 13, MANEUVER TYPE CHART:

     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


PAGE 14, ARNIS/KALI/ESCRIMA BOX:

     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


PAGE 18, VARIANT FORM: KOBUJUTSU BOX:

     The "Elements" box should read as follows:


Elements
Weapons        +1        Use Art with Staff
Barehanded     +1        Use Art Barehanded


PAGE 19, KENJUTSU BOX:

     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


PAGE 20, FIFTH PARAGRAPH UNDER "KUNG FU (WU SHU)" HEADLINE:

     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.


PAGE 23, NINJUTSU BOX:

     The last line in the "Skills" box should read:


See the Ninja Package Deal in the Package Deals section.


PAGE 24, SAVATE BOX:

     The "Elements" box is incorrect; instead of saying "Use Art with Swords Weapons," it should merely read "Use Art with Swords."


PAGE 25, TAE KWON DO BOX:

     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


PAGE 25, SECOND PARAGRAPH UNDER "WRESTLING" HEADLINE:

     This paragraph shouldn't make any reference to Professional Wrestling, since Professional Wrestling was eventually added as its own style.


PAGE 25, WRESTLING BOX:

     The skill "KS: Wrestling" should be added to the "Skills" box.


PAGE 26, WRESTLING, PROFESSIONAL BOX:

     The Elements box should now read:


Weapons        +1        Use Art with Clubs
                         (Fist/Forearm Smash Only)


PAGE 31, KNOWLEDGE SKILL: ANALYZE STYLE:

     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.


PAGE 31, KNOWLEDGE SKILL: ANALYZE STYLE (OPTIONAL RULE):

     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.


PAGE 37, AID: ANALYZE STYLE:

     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.


PAGE 41, "EXAMPLE" PARAGRAPH:

     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.


PAGE 45, AID: ANALYZE STYLE:

     See the notes above for page 37 on the time it takes to make KS: Analyze Style skill rolls; the same applies here.


PAGE 49, UNDER "STREET-LEVEL SUPERHERO CAMPAIGNS" HEADLINE:

     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.)


PAGE 49, UNDER "NORMAL SUPERHERO CAMPAIGNS" HEADLINE:

     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.


PAGE 50, THE STYLE DISADVANTAGE (OPTIONAL RULE):

     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.


PAGE 57, CHINESE MASTER BOX:

     Under "Optional Disadvantages," the entry for "Disadvantage: Kung Fu" should actually read "Style Disadvantage: Kung Fu."


PAGE 60, HELPFUL ELEMENTS BOX:

     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


PAGE 60, RESTRICTIVE ELEMENTS BOX:

     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


PAGE 60, "HELPFUL ELEMENTS" CHART (OPTIONAL RULE)

     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)".


PAGE 61, UNDER "DCV-"

     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.)


PAGE 61, UNDER "ABORT"

     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.


PAGE 63: S-DAMAGE (OPTIONAL RULE)

     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.


PAGE 64, "IMPORTANT NOTE" AT TOP

     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.


PAGE 66, MONGOOSE STYLE BOX:

     The "Elements" box should be corrected to read:


Weapons        +1        Use Art with Short Blades
               +1        Use Art with Shuko
Style Disadvantage       -10


PAGE 71, CLARIFICATIONS SECTION:

     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:

  1. One says he is moving into the other's hex; or
  2. One performs a maneuver requiring that he move into the other's hex (Flying Tackle, Move-Through, some Grabs, and any other maneuver at the GM's discretion).


PAGE 77, UNDER "SWEEP"

     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.


PAGE 78, UNDER "DENSITY INCREASE" HEADLINE:

     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.


PAGE 80, UNDER "DAMAGE PENALTIES" HEADLINE:

     Instead of -1d6, substitute -1 DC. The penalty applies to killing attacks and NND attacks as well as normal-damage Strikes.


PAGE 88, UNDER "MULTIPLE BASES AND TIME"

     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.)


PAGES 88-89, OPTIONAL MARTIAL ARTS DESIGN RULES:

     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.


PAGE 89:

     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.


PAGE 92, RANGED WEAPONS (HEROIC CAMPAIGNS) CHART:

     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.


PAGE 95, UNDER THE "RAWHIDE HAND-WRAPPINGS" PARAGRAPH:

     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.


PAGE 98, BOXED ILLUSTRATION

     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.)


PAGE 102, UNDER "OCV BONUSES AND PENALTIES" HEADLINE:

     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.


PAGE 102, UNDER "OCV BONUSES AND PENALTIES" HEADLINE:

     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.


PAGE 102, UNDER "ARMOR CREATION" HEADLINE:

     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.


PAGE 103, IN THE "NEW LIMITATIONS" BOX:

     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.


PAGE 106, UNDER "RANGED WEAPONS" HEADLINE:

     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.


PAGE 106, RANGED WEAPONS (HEROIC CAMPAIGNS) CHART:

     See above for page 92; the situation is the same.


PAGE 109, UNDER THE "UNUSUAL WEAPONS" HEADLINE:

     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.


PAGE 110, UNDER THE "HAND-TO-HAND VS. KILLING DAMAGE" HEADLINE:

     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.


PAGE 143, BOX IN COLUMN 1:

     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


PAGE 173:

     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.


Part Two: Answers to Commonly-Asked Questions

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.


You may freely distribute this file in electronic form so long as you do not modify its contents in any way.

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.
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