Jed Clayton
Mongoose
I may have borrowed an idea here and there from other popular RPG systems, but I think it is nothing too outrageously different or too alien to the rest of the MRQ rules:
I wanted to come up with a quick-and-dirty method of giving martial artist characters a way to do more damage than a human would ordinarily do with just a punch or a kick. I figured that adding a flat bonus like +5 or +8 through Damage Boosting (or through the famous Bladesharp rune magic spell) wouldn't be exciting or distinct in the long run. Adding a number of dice for an increment in the martial art's skill percentage was my next idea. I thought, maybe +1D6 for every 20% or so, until seeing that this would be far too much ... maybe too much too soon when comparing it to all the usual weapons. A 2D6 weapon is very dangerous in MRQ, so I didn't want to add big bucketfuls of dice like in GURPS or the Hero System.
Still, I liked the idea of giving true martial artists an edge over characters that just used the Unarmed skill, and I thought such an edge should be "more punch" for higher skill.
Here is the formula that I think would work in a RuneQuest context:
- The character must have Martial Arts as an Advanced Skill first.
- Divide the percentage in Martial Arts by 5.
- Take one-fifth of the Martial Arts percentage, then add that result to STR+SIZ on the table for Damage Modifier. This add is called "martial arts strength" in my house rules. It works just like additional points in STR, but only for specific martial arts maneuvers of a specific style.
- Read the total on the Damage Modifier chart: you'll get that bonus die roll as a bonus to any damage dealt with the character's specialized martial arts attacks.
For example, a master with STR 11, SIZ 14, and a skill of 150% would get +30 to STR+SIZ. His total in the left column would read 11+14+30 = 55.
This total grants him a new Damage Modifier of +1D12, much better than his usual modifier of +0.
A super-duper formidable grandmaster might still have STR 11 and SIZ 14, but around 250%. That fellow could add up to +2D8 to a martial arts punch, making it as dangerous as a hit with a two-handed sword.
I wanted to come up with a quick-and-dirty method of giving martial artist characters a way to do more damage than a human would ordinarily do with just a punch or a kick. I figured that adding a flat bonus like +5 or +8 through Damage Boosting (or through the famous Bladesharp rune magic spell) wouldn't be exciting or distinct in the long run. Adding a number of dice for an increment in the martial art's skill percentage was my next idea. I thought, maybe +1D6 for every 20% or so, until seeing that this would be far too much ... maybe too much too soon when comparing it to all the usual weapons. A 2D6 weapon is very dangerous in MRQ, so I didn't want to add big bucketfuls of dice like in GURPS or the Hero System.
Still, I liked the idea of giving true martial artists an edge over characters that just used the Unarmed skill, and I thought such an edge should be "more punch" for higher skill.
Here is the formula that I think would work in a RuneQuest context:
- The character must have Martial Arts as an Advanced Skill first.
- Divide the percentage in Martial Arts by 5.
- Take one-fifth of the Martial Arts percentage, then add that result to STR+SIZ on the table for Damage Modifier. This add is called "martial arts strength" in my house rules. It works just like additional points in STR, but only for specific martial arts maneuvers of a specific style.
- Read the total on the Damage Modifier chart: you'll get that bonus die roll as a bonus to any damage dealt with the character's specialized martial arts attacks.
For example, a master with STR 11, SIZ 14, and a skill of 150% would get +30 to STR+SIZ. His total in the left column would read 11+14+30 = 55.
This total grants him a new Damage Modifier of +1D12, much better than his usual modifier of +0.
A super-duper formidable grandmaster might still have STR 11 and SIZ 14, but around 250%. That fellow could add up to +2D8 to a martial arts punch, making it as dangerous as a hit with a two-handed sword.