Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Saturday, April 23, 2011

Martial Arts Combat Maneuvers for Mongoose Runequest 2

One of the recognized shortcomings of MRQ2 is that there isn't really a good way to reflect unarmed Martial Arts. Here's one idea, to allow a special set of combat maneuvers to those who are trained in a Martial Arts combat style. I'd be grateful for any comments or critiques.

Break Neck (Critical Only) – On a successful attack to the head only, the attacker may undertake an opposed test of Brawn skills with the defender. If successful, the attacker immediately inflicts a Major Wound on the defender’s head [Note – this is a devastating attack, and hence is difficult to inflict – the attacker must get a critical hit, hit the head and win a brawn v brawn opposed test]

Choke – in the event of an attacker establishing a grapple to the head or chest (see p.92), the attacker may choose this combat maneuver to attempt to asphyxiate the defender. The defender must make an opposed Resilience roll against the original attack roll or start to asphyxiate (see p. 54). The defender must continue to make resilience checks every round against the original attack roll or take damage, until they slip free or the attacker drops the grapple.

Jump Kick – using this combat maneuver the attacker may roll 1d10+10 for hit location rather than 1d20. No grapple may be established. EDIT: In addition to damage inflicted, the attack also counts as a Leaping Attack (p.91) but may affect targets up to the attacker's SIZx2. The Opposed Test is the defender's Evade vs. the original attack roll.

Slam Tackle – this combat maneuver is a variant of Bash useable only on an unarmed charge. The effects are as Bash except as follows: the defender must make a difficult Athletics skill test to avoid falling prone (hard if knocked into an object), and if the defender does fall, the attacker falls with them unless they succeed in an Acrobatics check. The attacker may establish a grapple, as usual.

Spin Kick – using this combat maneuver, the attacker delivers a devastating kick attack. The attacker may roll 2d3 plus Damage Modifier for damage. No grapple may be established.

Throw (attack and defense) – a combatant may use this Combat Maneuver to throw an opponent in a powerslam, judo throw or other such maneuver. The combatant defending against the maneuver must succeed in a test of Brawn against the original successful attack or parry or be thrown 1d3m, taking falling damage if appropriate. The thrown party will be prone unless they succeed in an Acrobatics test.

Monday, March 7, 2011

Rules Framework: The Making of the Storm Tribe Heroquest

Image from King of Dragon Pass: Buy it!

As indicated in the previous post, for each station the Orlanth substitute must make a choice of which of the three main Orlanthi tenets to follow: NCMYDA (No one can make you do anything), VIAAO (Violence is always an option) or TIAAW (There is always another way).  To successfully complete the Heroquest, the player must succeed in demonstrating each of these tenets at least once.

I allowed other PCs to accompany the main quester as disembodied "spiritual advisers."  They could augment the quester's skills with their critical range of the appropriate skill and cast magic where appropriate (sorcery at a -20% disadvantage owing to this being a divine quest.)

FMTSE = Failure means try something else (ie choose another option).  In the event of failing all three options, the quester falls out of the Heroquest and suffers the Backlash indicated.  Backlash effects are permanent until erased by a successful Orlanthi heroquest.

I ran this myth under MRQ1 rules.  I'd put the Mythic Resonance at 60% to reflect the 6 stages, but it could be upped by the addition of more stages for more powerful questers.  Each additional stage should reflect having to convince another skeptical god.  Whenever a roll needs to be opposed, used 60% as the resistance, therefore, or more if you have added more stages.