GbajiTheDeceiver
Mongoose
It's always struck me that Martial Arts in RQ was stuck on as an afterthought, which is a shame as there are Gloranthan cultures with dedicated martial artists. It really should be a viable alternative to using a weapon, so here's my proposal. All comments and refinements to the system are very welcome.
Martial Arts Skill
There are many different Martial Arts styles, but for convenience, and to prevent the Martial Arts rules alone being as long as the rest of the combat rules, we put them all under one skill. Martial Arts is an Advanced Skill, and is based on DEX + POW - SIZ (it's as much a mental/spiritual discipline as it is a physical one, and large SIZ hampers the fast movements and freedom of movement required).
Damage
The amount of damage is based on the attack dice roll. Higher skill scores will be able to succeed with higher rolls, and so will do more damage.
01-10: 1d3 (same as standard unarmed)
11-20: 1d4
21-30: 1d5
31-40: 1d6
41-50: 1d8
51-60: 1d8 + 1
61-70: 1d10
71-80: 1d12
81-90: 2d6
91-00: 2d8
In the even of a critical, look up your skill itself on the damage table, then use the MRQ critical rule.
Where this falls down is that it's a table to have to look up, and that it doesn't handle skills over 100. Proposals are welcome.
Parrying
Martial Artists should be able to parry blows from normal weapons. This is dangerous to the Martial Artist, as excess damage will go through to the limb used for parrying!
The AP for a parry attempt are again derived from the parry roll:
01-20: 1 AP
21-40: 2 AP
41-60: 3 AP
61-80: 4 AP
81-00: 5 AP
A critical uses the standard MRQ critical rules. Martial Arts parries do not use HP - instead, all damage in excess of AP goes through to the location used for parrying (normally the right arm). The wise martial artist will always dodge unless a parry is absolutely required!
This also falls down on being a table, and not handling skills over 100.
Use of Armour
Martial Arts training is done without armour - any use of armour will render the discipline useless, and the normal unarmed combat rules are used instead. One exception is that some martial artists like to sew thin metal rods into the lining of their sleeves. These should be worth no more than 2 AP, will also add their AP to the Parry AP, and will impose a -10% penalty.
Effects of Damage to the Martial Artist
A martial artist who has suffered a Serious Wound in any location much make a Persistence roll each round or be unable to maintain the high level of concentration required. Use the standard unarmed combat rules instead.
Martial Arts Skill
There are many different Martial Arts styles, but for convenience, and to prevent the Martial Arts rules alone being as long as the rest of the combat rules, we put them all under one skill. Martial Arts is an Advanced Skill, and is based on DEX + POW - SIZ (it's as much a mental/spiritual discipline as it is a physical one, and large SIZ hampers the fast movements and freedom of movement required).
Damage
The amount of damage is based on the attack dice roll. Higher skill scores will be able to succeed with higher rolls, and so will do more damage.
01-10: 1d3 (same as standard unarmed)
11-20: 1d4
21-30: 1d5
31-40: 1d6
41-50: 1d8
51-60: 1d8 + 1
61-70: 1d10
71-80: 1d12
81-90: 2d6
91-00: 2d8
In the even of a critical, look up your skill itself on the damage table, then use the MRQ critical rule.
Where this falls down is that it's a table to have to look up, and that it doesn't handle skills over 100. Proposals are welcome.
Parrying
Martial Artists should be able to parry blows from normal weapons. This is dangerous to the Martial Artist, as excess damage will go through to the limb used for parrying!
The AP for a parry attempt are again derived from the parry roll:
01-20: 1 AP
21-40: 2 AP
41-60: 3 AP
61-80: 4 AP
81-00: 5 AP
A critical uses the standard MRQ critical rules. Martial Arts parries do not use HP - instead, all damage in excess of AP goes through to the location used for parrying (normally the right arm). The wise martial artist will always dodge unless a parry is absolutely required!
This also falls down on being a table, and not handling skills over 100.
Use of Armour
Martial Arts training is done without armour - any use of armour will render the discipline useless, and the normal unarmed combat rules are used instead. One exception is that some martial artists like to sew thin metal rods into the lining of their sleeves. These should be worth no more than 2 AP, will also add their AP to the Parry AP, and will impose a -10% penalty.
Effects of Damage to the Martial Artist
A martial artist who has suffered a Serious Wound in any location much make a Persistence roll each round or be unable to maintain the high level of concentration required. Use the standard unarmed combat rules instead.