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Martial Arts - HEMA (Historical European Martial Arts) for Ninjas & Superspies

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Kaerri's Man. =)
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Hello,

I mean this in the best and happiest way possible - I don't mind anyone using my Hand to Hand: HEMA, but would you provide credit? I'm kind of proud I wrote that up and that's mine.

Please, ask me.

Under "Illegal or Immoral Content" in the Site Rules (underline mine):

"Copyright, Sharing, and Plagiarism
Users are prohibited from sharing content that is copyright-protected and explicitly restricted from public sharing. This includes all media, as well as original written works. In the case of original written content created by other users on RpNation, The Staff advises that permission is sought to use this content and credit to the original author included. Plagiarism is strictly prohibited. RpNation will respect legitimate claims for DMCA."

Just something like "Shared with permission by its creator, Dannigan" please.

Hand to Hand: HEMA (Historical European Martial Arts) for use in Ninjas & Superspies.

“Some rely upon the spirit alone, which is a very dangerous concept, saying that courage and strength is all that is needed and that in duels and altercations there is no place for the observance of tempo and measure, which are merely subtleties and worthless outside of the salle. In order to prove this charming viewpoint they quickly cite the example of some master of arms who was killed by a simpleton. These people, who have such strange ideas inside their heads, deserve to be pitied more than they merit a response."

"The example of a fencer killed by a simpleton is ridiculous. Since it happens only rarely, as if by a miracle, it is always recounted, whereas no-one speaks of those killed by fencers because it is an ordinary, unsurprising occurrence.”
-Francesco Ferdinando Alfieri (year 1640).

In the adventure-rich world of the late Erick Wujcik's excellent Ninjas & Superspies game, ancient martial art systems that have withstood the tests of time dominate the modern day. Secrets of hard-earned wisdom, the incredible fighting skills of legendary masters, and the spectacular abilities of martial artists are there to be learned by would-be practitioners who would transform the ordinary into something much, much more. For those who would revive the ways of Medieval and Renaissance-era combat, there is HEMA.

In-game, Historical European Martial Arts (HEMA) is a many-branched system which contains NO Martial Art Powers! Instead, skill, weapon variety, and the ceaseless practice of fighting techniques are the focus. Many are the mountains to be climbed in HEMA. The rewards these challenges come with are many and so too the opportunities! While written for Ninjas & Superspies, why stop there? Imagine a HEMA-armed Cyber-Knight treading the ruins of Rifts Earth or a valiant Cosmo-Knight battling about the star-lit cosmos? With a few tweaks, perhaps great HEMA masters or their likenesses might be found in Palladium Fantasy, Splicers, or in After the Bomb campaigns. The stars are the limit! But first, let's come back down to Earth for a spell and discuss what Hand to Hand: HEMA is and isn't.

HEMA is unlike any martial art system in the world today. Sometimes called Western Fencing, it is not to be confused with Olympic-style fencing. In HEMA, there are rules, yet there are no rules. Many of the martial arts of the Far East originate from a single country or culture while HEMA's techniques and approaches to battle come solely from many countries inside Europe. No single country can call itself the sole creator of HEMA - it is a system created by long-dead masters expressing themselves from their written works into the minds of whomever is willing to listen and train. Many of these masters knew how to outwit opponents, how to make many weapons true extensions of the human body, when to fight and when not to, how to keep themselves fit, timing, strategy, and much more.

HEMA is a modern day martial art system free of many boundaries, yet shackled by the bonds of time. HEMA practitioners form clubs, most of which today can be found in European countries, Canada, and the United States. The Internet is also a wonderful domain where those interested in HEMA can learn by video demonstration techniques which in turn serve to create more clubs. Thus is HEMA practiced worldwide! Gender, religion or no religion, place of origin, body type, disability, and prior experience or lack thereof are not barriers here - having an open mind and being willing to put in hard, sweaty work matters. This can be used to create challenging adventures in Ninjas & Superspies perhaps as rival clubs might test each other's mettle or be challenged by outside schools, or superspies may try to "even the playing field" by taking on a true martial art that does not require Martial Art Powers to be effective.

Far more than just potentially-dangerous combat reenactment, HEMA covers a wide gallery of complete fighting systems from maces and flails, rapiers and capes, swords and bucklers, cane-fighting (taken in part from Bartitsu), staves, polearms, archery, two-handed swords and more! For each weapon comes many ways of using that weapon. Spanish Destreza (using circular movements, like Destreza Verdadera or Destreza Falsa) and Italian fencing (which is more inclined to use lunge-based linear movements) might be followed. Liechtenauer's Germanic ways of the sword, the fencing techniques of Englishman George Silver, and France's own Captain Peloquin are but a few of many authors of what was modern and deadly combat in their day. After the basics are mastered, each HEMA practitioner might continue their practice by staying true to the manuals of old, or with great experience, they might try to invent new techniques to add to it all. The past and the present meet in harmony.

While some martial arts enjoy worldwide acknowledgement and praise in sports, Olympics, and becoming household names, HEMA, at least at the time of this writing, is relatively moderate in its popularity. Its rewarding challenges are taken up by medieval reenactors, scholars, athletes, movie and stage actors, and just about anyone who loves the lifestyle of learning from people of generations long past. One grand example is the SCA - the Society of Creative Anachronism - who celebrate medieval life as it ought to have been. Why learn from the past? Some will argue, "that's what the past is for!" Culture, travel, and history bring people together and HEMA, being a multi-culturally-developed martial art (perhaps the world's first?), is no exception. Many are the thrilling movies that portray the fighting styles of old.

HEMA practitioners are revitalizing martial art systems that died out centuries ago. This is no easy task. Some people spend entire years of their lives scouring libraries, historical museums, and private collections to find authentic works from the masters who put their philosophies, techniques, and results of lifetimes of dedication onto ink and page for future people. For us. To resurrect these arts is to attempt to bring something true of the past back to life. In the past, much good still lingers.

To use Hand to Hand: HEMA in-game, a 1st level player-character and beginning HEMA practitioner gets to choose 1 of the 12 "Ways." Each of the Ways are Weapon Katas which add HEMA's Level Advancement bonus to Strike, Parry, Dodge, and Roll bonuses to each of the Weapon Proficiencies learned (example: HEMA bonuses stack with Strike and Parry bonuses from W.P. Sword). Each Way also comes with its own Special Technique unknown to outsiders. Masters know many such techniques.

As HEMA practitioners rise in level, they gain one additional Way with every level of experience. Eventually, they learn to combine the Ways together, and once all are mastered at 12th level, they can go about creating their very own Ways (Game Master's discretion applies)! Combine the bonuses for Hand to Hand: HEMA with multiple Weapon Katas and some experience levels together and soon, the true complexity, elegance, and power of the HEMA warrior can realized for what it is - a tremendously skilled human being who can fight like a force of nature with all manner of weapons!

Costume: Some HEMA practitioners use a great deal of protective equipment both on their person (armor, gloves, helmets, etc.) and for or on their weapons (rubber caps on the points of weapons. The use of rubber and wooden practice weapons). While they sometimes use real steel during sparring matches, much effort is made for everyone's safety including the audience. During practice and depending on the club, often little more is worn than street/workout clothing combined with a fencing mask with a mesh protector and gloves with light footwear. However, many public reenactments and demonstrations are performed and fought out in full armor with real weapons! There is nothing like the sounds of exchanges made with real steel!

Stance: There are many stances and many different variations on the names of techniques. Fencing masters came from all over Europe (especially England, France, Germany, Hungary, Italy, and Spain). Each system is derived from all manner of masters from centuries past.
Philosophy/Religion: While some clubs uphold strong codes of conduct, most clubs seem to require a healthy amount of honor and respect for oneself, one's club, one's fellow human beings, and the weapons and tools each of them work with. Competition is often encouraged and completely optional (but addicting to some! Consider yourself forewarned!).

Character Bonuses
Add 1 to M.E.
Add 2 to P.E.
Add 1 to P.P.
Add 1 to P.S.
Add 10 to S.D.C.

Important reminder: HEMA offers NO Martial Art Powers or Zenjoriki abilities. Its many masteries are based on canny and inventive weapon use with a few unarmed attacks and some grappling. Completely disarming a HEMA practitioner often leaves them at a great disadvantage, a fact they are well-aware of and well-defended against.

Combat Techniques
Attacks per Melee: 4
Escape Moves: Roll with Impact, Maintain Balance.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Automatic Roll, Disarm, Circular Parry, Disengage (Special! A Dodge where the HEMA practitioner rapidly retreats, giving ground, if available. A successful Disengage forces a reroll for Initiative), Multiple Dodge.
Hand Attacks: Punch (d6), Slap (usually to the face, glove optional - d4). Special! Handle/Pommel Strike - Strikes with the guard or handle of your weapon cause d6+1 damage.
Foot Attacks: Kick (d8).
Jumping Attacks: None.
Grabs/Sweeps: Body Flip/Throw (1d6).
Special Techniques: Feint (Special! The HEMA practitioner rolls their Strike versus their opponent's Perception - if successful, the HEMA practitioner receives a +2 bonus to Damage on that Strike; if unsuccessful, their opponent adds a +1 bonus to a defensive Action of their choice which lasts until the attack is resolved).
Weapon Proficiencies: W.P. Blunt (includes practice weaponry), W.P. Sword (see Weapon Katas).

Choose 1 every level from the 12 Ways below. Note: A HEMA fencer uses one Weapon Kata at a time. Use the bonuses only for the Weapon Kata in use.
Way of the Bow/Crossbow - Add W.P. Bow and W.P. Crossbow. +1 to Initiative, +1 to Strike, +1 to Dodge. Special! Hobble - Successful Called Shots to an opponent's legs reduce the Speed of the target by 1/2 for 1d4+2 Actions. Successful Strike followed by a Save vs. Pain at 14+ to avoid reduction in Speed. Further Hobbles extend its duration.
Way of the Cane/Mace/Hammer - +1 to Damage, Disarm, and Parry. Special! Head-ringer - Usable once per Round/2 HEMA levels, Strike with the end of your weapon for d6+1 damage. Each successful Head-ringer may stun the Defender for 1 Action. Roll a Saving Throw vs. Pain at 14+ to avoid being stunned.
Way of the Flail - add W.P. Chain, +1 to Disarm, Roll, and Strike. Special! Indirect Strike - A flail can be used to go over shields and guards, around corners, and strike at odd angles which can be both intimidating and difficult to defend against. As long as the HEMA practitioner has Initiative, the Defender takes a -2 to Parry.
Way of the Axe (includes battle axes, hand axes, and tomahawks) - add W.P. Axe, +2 to Damage, +1 to Strike. Special! Hack - Usable once per Round/2 HEMA levels, the Attacker can Strike with an especially damaging blow. Add +1 to Damage and +1 to the Natural Roll required to perform a Critical Strike.
Way of the (big) Knife - add W.P. Knife. +1 to Disarm, Parry, and Strike. Special! Disarm/Take-away - The HEMA practitioner slashes at the Defender's wrist as part of a Disarm attempt. If successful, roll Save vs. Pain at 14+. Failure indicates the HEMA Attacker has taken the Defender's weapon. The Attacker must have one hand free.
Way of the Polearm (halberd, mainly) - add W.P. Polearm, +1 to Damage, Disarm, and Initiative. Special! Cross-cut - Usable once per Round/2 HEMA levels, the Attacker can Strike with an especially devastating blow which adds +3 to Damage.
Way of the Single Sword/Rapier - +1 to Initiative, Parry, and Strike. In addition, when using Cloaks/Capes in off-hand, add +1 to Parry and Roll. Special! Lunge - A rapid forward thrust involving the entire body, excellent for sudden piercing attacks. The HEMA practitioner's Initiative total must be higher than their opponent's. As long as they have the higher Initiative total, add +1 to Strike and Damage with slashing/piercing attacks. In addition, when using Cloaks/Capes in off-hand, add +1 to Parry and Roll. Special! Cloak Toss - the HEMA practitioner throws cape at the face of their opponent. Successful Strike Blinds the opponent for 1d4+1 Actions. The HEMA practitioner loses the Cloak/Cape which likely falls to the ground.
Way of the Spear - add W.P. Spear, +1 to Damage, Initiative, and Strike. Special! Spear-aided takedown - add W.K. Spear Strike bonuses in any attempts to Body Flip/Throw the opponent.
Way of the Staff - +1 to Initiative, Parry, and Roll. Special! One-handed Stun - Usable once per Round/2 HEMA levels, if they have the higher Initiative total, the HEMA practitioner can send the staff forward in a powerful spinning motion, striking with the end. If the Strike is successful, it does d6+1 damage and may Stun the Defender for their next Action. Roll a Saving Throw vs. Pain at 14+ to avoid being stunned. Not usable when in close (punching or elbow/knee range).
Way of Sword and Shield - add W.P. Shield, +1 to Parry, Roll, and Strike. Special! Shield-Knock - Usable once per Round/2 HEMA levels, hit with rim of shield in the head for d6+1 damage. May Stun the Defender for their next Action. Roll a Saving Throw vs. Pain at 14+ to avoid being stunned.
Way of Two Swords as One - add W.P. Paired Weapons. +1 to Damage, Parry, and Strike. Special! Twin Slash/Stab - Usable once per Round/2 HEMA levels, +2 to Damage when using Paired Weapons Strike. This damage bonus applies to each weapon.
Way of the Two-handed Sword - +1 to Damage, Initiative, and Strike. Special! - Wrath Slash (based on German Zornhau). This is a very powerful two-handed over-the-shoulder stroke. Usable once per Round/2 HEMA levels, the Attacker must have Initiative. If the Strike is successful, add +2 to Damage and +1 to the Natural Roll required to Critical Strike.

Level Advancement Bonuses
1st - +1 to Parry, +1 to Roll, +1 to Strike, Critical Strike from Behind.
2nd - +1 to Damage, +1 to Disarm/Feint. +2 to rolls against being Disarmed.
3rd - Add W.P. Paired Weapons (if not already gained via Weapon Kata). +1 to Dodge.
4th - +1 Attack per Round.
5th - +1 to Strike. +1 to Parry. +1 to Roll.
6th - Mix It Up (Special! With GM approval, the HEMA Fencer can now use any weapon they have proficiency in with any Weapon Kata they know. For example, they might wield a cane and use it with the Way of the Hand Axe or include a knife and Buckler instead of a Sword and Buckler with no penalties. Note: One may only receive bonuses from one Weapon Kata at a time). +1 Attack per Round.
7th - Critical Strike on a Natural 18, 19, or 20. +2 to rolls against being Disarmed.
8th - +1 Attack per Round. +1 to Strike.
9th - Double-up (Special! HEMA Fencer can combine all bonuses of two Ways if they are compatible. For example, Way of the (big) Knife with Way of the Sword and Dagger). +1 to Disarm/Feint.
10th - +1 to Body Flip/Throw. Knock-out/Stun on a Natural 19 or 20.
11th - +1 Attack per Round.
12th - Having now mastered all existing Ways, create your own (requires GM approval)! +1 to Roll.
13th - Create your own Way. +1 to Strike. +1 to Parry.
14th - Create your own Way. +1 to Disarm/Feint. +1 to Dodge. +1 to Parry.
15th - Create your own Way. Knock-out/Stun on a Natural 18, 19, or 20.

Why study Historical European Martial Arts?
HEMA is fun! It is a rich series of lost martial art systems revitalized by modern-day warriors, scholars, and everyday folks wanting to better themselves and each other. Unlike many martial arts, you never know just what you're going to be facing when you fight a HEMA practitioner! Will they be sword-fencers? Spear-specialists? Flail and shield combatants? Quick and steady archers? A combination of these or something else entirely? It's up to each individual. A true master of HEMA is a living nightmare in weapon-based combat, able to outwit, outlast, and outfight many opponents simultaneously. This comes only after many years of hard work, discipline, and passion for the arts with a heavy respect for the past. Inside the HEMA warrior, the lessons of long-dead masters live again.
 
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