[pnpgm] Game Update #-22 - File #14 - Combat Demo
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Fri Sep 24 00:40:55 CEST 2021
Sex.....Character Name...Player..................Type....Notes.....
........................Tobie.Bonahoom.............................
........................Bess.Hadley................................
........................Wout.Broere................................
........................Gerald.Ford................................
........................Alex.Koponen...............................
........................Gilbert.Isla...............................
Game Web Site http:/nrgcomputers.com/RQ/rq.htm (case matters)
Public posts/actions to pnpgm at list.powersandperils.org (mailing list)
Private emails (not public actions) to pnpgm at comcast.net
Game Update #-22 sequence (file #14)
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Admin: A Demo no real update.
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[Recap]
[None]
-------------------------------------------------------------
[New Stuff]
[GM: This is a update to get you, and
frankly me, prepared for the core
mechanics. This is not a story narrative so will
do it as if a GM giving details not a story. I
will do 2 combats to see how it flows and show
you how it flows. Also this gives me a time
study of how long a combat goes. In pnp a phase
could be 3 hours to type up. So this will give
me a gauge for that. Frankly you only need to do
is give your intent. Everything else is up to me.]
GM: Update: I mentioned Augmenting a
Skill, Characteristic, Magic or Passion among
other things last update. This is not a RQ2
thing but liked it as its in later versions. You
can augment a thing once per session. Normally
this would be 1 game session or day if table top.
But for a pbem it will be once per
encounter. But if there are encounters galore
then probably should do less to balance it
out. So a 10 room Tomb full of monsters of 10
encounters I'd say 1 augment for that tomb. But
if traveling from A to B and forest to hills,
that's fine to use if say 2 encounters that
day. So once you augment a thing (state what
before rolls made) you roll that thing. So if I
augment Hate (Chaos) at 60% I have 60%
chance. If I succeed I can augment say a Repel
Chaos spell (if such existed here only as an
example). So if my Repel is at 40% and you
succeed you can augment +10% to the roll. The
augment is twice your crit %. So 40%=4% crit
01-04. A 100% can go +20%. Of course if over
100% its wasted and it is still possible to
fumble regardless of chance. So augments add +1-+20%.
GM: For this demo I'll do 4
npcs. Quickly rolled up all random info 2
sides. Alpha (A), Beta (B), Charlie (C) and
Delta (D). I do not list every skill they have so
use a generic Skill to reflect this for ease of
use unless stated otherwise. Attack % will be
added into that Skill% and parry will be a base
figure even though all 4 may have slightly
different #s this is to keep things easier for me.
I list the most vital parts of the
npc and keep others noted elsewhere like hit point locations and such.
I also have randomly rolled up their
spells if they deem it worthy but will try to use one to demo that.
A- STR: 15 CON: 13 SIZ: 14 INT: 15 POW: 10 DEX: 7 CHA: 11
Melee SRM: 5 Damage: +1D4 Defense: -5% HP: 14 Skill: 20%
B- STR: 9 CON: 11 SIZ: 12 INT: 15 POW: 10 DEX: 6 CHA: 10
Melee SRM: 5 Damage: 0 Defense: -5% HP: 11 Skill: 80%
C- STR: 12 CON: 7 SIZ: 11 INT: 15 POW: 10 DEX: 7 CHA: 12
Melee SRM: 5 Damage: 0 Defense: - HP: 7 Skill: 20%
D- STR: 12 CON: 9 SIZ: 16 INT: 12 POW: 10 DEX: 14 CHA: 7
Melee SRM: 4 Damage: +1D4 Defense: - HP: 10 Skill: 40%
Shield: Absorbs 8
Dagger: +1d4+2 HP: 12 SR: 4 Fist: 1D3 SR: 3
Sword : +1d6+1 HP: 20 SR: 3 Bow : +1D8+1 HP: 10
A and B are pals and C and D are
pals. The Skill is a generic random % for a
skill, passion or such for ease of use. For
simplicity each wears leather 1 AP per hit
location. Each will use for ease sword, dagger,
small shield and bow. A and B are from Sartar
and C/D are from Old Tarsh. A and B are both
farmers and members of Orlanth cult. C and D are
Warriors of the Yelmalio cult.
---------------
Alpha and Beta are in a small town of
5,600 selling their recent crops. But now are in
a bar to get a beer before they return to their
farm. The bar is low capacity of maybe 14-15
folks. It is late afternoon so the dinner crowd
is not here yet. In the corner Charlie and Delta
are talking loud and boisterous. About a recent
battle. Battle talk is not rare in bars these
days. The world is a dangerous place and battles
all around. Battles between individuals, clans, cults city and nations.
Delta speaks in tradetalk so that
others can hear their boasts. The battle of Tarek
Mar is the subject. Charlie and Delta boast how
they readied a settlement in order to settle
justice after the settlement destroyed their
forest which is now dead. They tell of their
clan exiting the dead forest to the low lands and
hitting 14 farms killing in the middle of night a
bit over 100 of the inhabitants including kids.
Beta stands but Alpha forces him back
down. Both were farmers from that group of
farmers, but were not in the area off selling
their herd. They returned home to the farm to
see their family massacred. Including Alphas 10
year old daughter. Alpha holds great
restraint. Alpha explains that they have agreed
to a peaceful accord resolved by a Rune Lord who was unbiased judge.
In Fact the Rune Lord of Air found a
group of Elves who tried and failed badly a Rune
Ritual that caused the Blight on the forest. But
the Forest natives who lived there refused to
hear. They said they had got rid of the elves
decades before so no elves were in the
forest. But they were and well hidden. So the
farms were seen as the logical scapegoats and targeted.
Charlie suddenly grabs the waitress,
a girl of only 15 and forces her on his lap. The
bar keep seems not to care as this happens a
lot. As long as the silver flows he can look the
other way. When the man starts to fondle her
Beta stands and moves to the table.
Beta says, let her go!
Charlie laughs, go away hick
Beta grabs the girl and pushes her toward the bar.
Charlie and Delta stand and ball fists.
GM: Bar Fight starts.
Round 1-
Alpha stands intends to move to backup Beta.
Beta intends to stand his ground and
uses his Love (clan) at 60% to augment a intimidation attempt.
Charlie intends to punch Beta.
Delta grabs a empty bottle and looks
over at Alphas prepared to back up Charlie.
Alpha has no strike rank yet.
Beta will try to parry with his hands
in case the intimidation fails. This gives him a Rank 5.
Charlie has a rank of 8 (5 melee and 3 Fist).
Delta is unengaged so no rank.
Beta fails his clan augment roll (65)
so gets no augment. His bravado is less effective.
Charlie swings with a base chance of
20% (assume a attack is added. Charlie has 15%
(20%-5% (Beta's defense). Charlie rolls 51 and
fails to hit the punch going wide.
Alphas gets to table and tries to restrain Beta.
Round 2:
Alpha will block attacks. Rama -/5.
Beta punches C back. Rank 8
Charlie punches Beta again Rank 8.
Delta throws bottle at Alpha. Rank 7 (4 and I give bottle 3)
Delta throws the bottle and hits
(40%-5% defense-35 and he rolls a 35 on the
mark). Alpha tries to deflect with his arm but
fails to parry. The bottle hits on left leg (8)
doing 2 points (1 absorbed by leather) so Alphas takes 1 point to his leg.
Since rank 8 both B and C act at same
time so dex is used to resolve. Charlie higher
dex (7 to 6) so throws his punch. Charlie fails to hit (81).
Beta throws his punch (80-0
defense)=80%). Rolls a 49 so hits and C fails to
parry. But the farmer ducks slightly and hits C
not in head but left leg doing (2-1 armor) points.
Round 3:
Alpha turns to Delta and draws his
dagger ready to stab. (Rank 9 4+5)
Beta continues to punch Charlie (rank 8)
Charlie returns his blow with fists. (rank 8)
Delta draws his own dagger. (Rank 8 4+4).
Delta slashes at Alpha but misses (91).
Charlie hits (24) and Beta fails in
parry. Beta is hit in the right leg (3) and does 1 point of damage.
Alpha tries to stab Delta but misses.
Beta hits Charlie in the abdomen but does no damage.
Round 4:
Alpha will cast Strength (SR4) and
stab Delta again (SR8) is all he can do 8+4=12 ranks.
Beta punches Charlie again (8)
Charlie pulls his dagger this time (SR9)
Delta tries to stab Alphas again (SR9) (5+4 for dagger.
Alphas has a 50% chance (POWx5) for spell but rolls 79 so fails.
Beta hits Charlie in the head doing 2 points forcing him backwards.
Alpha stabs Delta with a crit in left
leg doing 7 points (2d4+2 no armor due to
crit). Delta collapses as his leg is disabled.
Charlie fails to hit Beta with dagger.
That's when the militia enters and
arrest all 4. All 4 stay in jail for 3 days and
given fines. All 4 heal or are healed.
--------------------
Alpha and Beta are not leaving they
wait hours then Charlie and Delta are released
and told to leave town as well. But they decide
to visit a brothel for the night. Alpha and Beta
track them and find the street is not well used
and find a good place to ambush the two. The
Farmers are generally peaceful people but feel
justice is in order. Alpha's understands Elves
caused the fire but there was pure malice in the group of raiders.
Both A and B wait in hiding ready to use bows.
Finally Charlie exits and
stretches. Bows are raided and loaded but Beta
uses a free hand to cast Harmonize and hopes to augment with a Harmony rune.
Round 1:
Alpha Bow then Charge to melee. (SR4
for Bow +5 to change to sword and charge SR 9
Beta Fires his own bow (SR4) plus casts his spell (SR4). So SR8.
Finally Delta exits and both are unaware.
Beta fails to augment but casts the
spell Spell does go off now its a POW vs POW
thing both 10 so 50% chance to resist. But the
dice is bad and Charlie is able to resist.
Beta hits with a crit
Charlie. Alpha's arrow fails to hit its target.
Beta's arrow hits Charlie in the
right arm and digs deep doing 7 points. Charlie falls to the ground in agony.
Delta turns and grabs his sword ad
shield. He then runs away the coward.
Round 2:
Alpha and Beta run while drawing swords and shield.
Delta rounds the corner and finds himself in a dead end alley.
Alpha and Beta close in for the kill slowly.
Round 3:
Delta has SR7 and A/B SR8 with Sword.
Delta thrusts on Alpha but misses.
Alpha and Beta also miss Delta.
Round 4:
No one dares a spell as it would mean
dropping a shield for a free hand.
Delta hits Alpha in the left arm
doing 7 points forcing Alpha to drop back and
slide down the alley wall to the ground. He
tries to parry with his shield but fumbles as well and drops the shield.
Beta fails to hit Delta.
Round 5:
Alpha tries to concentrate on a protection fail but loses focus.
Delta fails to hit Beta.
Beta hits Delta in left arm doing 3
points forcing him to drop his shield. Delta tried to parry but does not.
Round 6-9:
Next 3 rounds both miss each other.
Round 10:
Delta misses Beta again.
Beta does not with a crit to Delta's
left leg doing 8 points. The leg is severed and Delta drops.
Delta collapses and Beta smiles as he
raises his sword for the kill.
Alpha moans, stop.
Both Delta and Beta glance in surprise.
Alpha shakes his head, we got
justice. Let him live as he is or die. Let's go.
Beta glares at Delta and considers
the killing strike but knows guards may show up
any second. He sheathes his sword and helps
Alpha to his feet. They limp away and to their
wagons and leave the town. After Beta helps do first aid to Alpha.
GM: Actions? Comments?
Next Update...Next week...
GM: That was interesting. Been a few
decades since did a RQ combat. I recall how
flexible it was. In some ways strict in other
ways loose. It is also dangerous which I affirm
based on many Hawkmoon (Chaosium) adventures. I
honestly had no idea how it would end up good vs
evil? So that's the gist of it. I do know I need
to tweak the process a bit. This is a very
simple version of combat. So we'll see. Now as
to current things. Bess's character is
100%. This combat reminded me I need to do hit
locations on each sheet. So I may send those
updates if not already done (ie a arm can take X
hits). I spent a few days learning Hexographer
so I can do the player map. Since not happy with
RQ maps to be honest. I a no artist so we'll see
ow it goes. I need to do the map. Sheet updates
then finally do the First Update. I need to type
up the adventure outline from my head. It won't
be a save the world thing. But in many ways a
simple classic 101 adventure in 3 parts to do a
one shot adventure. Just to do something
new. We can always return and learn more stuff
later like upgrades to rune magic an such. I
estimate this could be done in 1-2 weekend
sessions table top. PBEM maybe at least 6+
months. So we'll see. This will give you guys
time to do IBTs. BTW a augment should be
logical. If you cast a water spell like water
breathing you'd not augment with a Jump skill but could with a Water rune.
* IBT: 24 Days (format may mess up in email)
Player Status
Arawn Not supplied
Dorhak Not supplied
Fremea Not supplied
Kiet Not supplied
Pyandalgor Not supplied
Raddok Not supplied
Unali Not supplied
Opus Given Not
processed - #1 Queue Started about 20% done.
Z'leyra Not supplied
Player Status
Tobie 100% done
Panther About 10%?
Bess H Given starting versions About 85% done
Wout Helped create 85% done Need gear/spells
Gerald 98% need background
Alex K Finished Not processed - #1 in Queue
Gilbert 100% done need to review sheet
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