Converting the MRQ book Land of the Samurai into MRQII

daddystabz

Mongoose
I am new into MRQII and absolutely love the system to far. Today I stumbled upon the fact that there was a book out for MRQ called "Land of the Samurai." Being the huge fan of ancient Japanese Samurai stuff I am wondering of the Mongoose conversion document would be sufficient for me to use this MRQ book but with the MRQII rules?

Specifically what I'm worried about most is translating certain skills. I saw a couple in the Land of the Samurai book that I'm not sure exist in MRQII. Escape is one that comes to mind. Kenjutsu, etc. as well, of course but these could be used simply as close combat styles.
 
I have both and honestly think you'd have little or no problem converting. Both Price of Honour and Land of the Samurai were a snip in the Oop sale. Historically the emphasis is on the emergence of the samurai as the dominant force in japan (So Ninjas are predated by a long time but still included as an anachronistic option). In fact I still find the excellent old RQ3 Land of the Ninja is quite useable if you're familiar with the older version of the system.
 
Only had a quick look but it looks perfectly easy. Off the top of my head this is how I would do it:
Calligraphy - exactly as stated
Divination (INT+POW)
Falconry - exactly as stated (though I personally would have INT+CHA as base rather than INT+DEX
Heraldry - Lore (Heraldry) INT*2
Iajutsu - DEX*2. Special critical CM - this attack costs no CAs.
Meditation - replace with RQII skill
Yabusame - DEX+POW. Can substitute for Bow Combat style or Ride at -20%.
Yadomejutsu - DEX*2. Allows user to parry an arrow in flight with any weapon (not just shield). However note that parry size has a big influence here.

Combat skills simply become combat styles.

One problem: Jujutsu. Martial Arts was removed from RQ core for versimilitude. If you want a more 'cinematic' version of this you would need to come up with something that fits your mood. For example treat Jujutsu as a Combat Style using unarmed weapons. Each 'weapon' gets +1 Size. Then maybe add a little more detail to unarmed attacks.
Fist S/T 1D3; Kick S/S 1D4; Head butt S/T 1D4; Throw*

Throw: instead of attacking to do damage, attack to throw instead. Works the same way as attacking to grip in the core rules except the end result is either a Bash CM (attacker lets go) or a Trip CM (attacker maintains a grip).

So for example an Unarmed Fist attack is S/T 1D3 while a Jujutsu Fist attack is M/T 1D3

That was literally 10 minutes so I'm sure there are problems but, as I say, it's pretty easy.
 
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