September 24, 2008

HMice Rush

Shatter / Protect act as counterspells to each other.

Snappy Patter lets you do Taunt as a free action too.

Add Seal spell that holds a door shut (Tug). Counterspell to an Open/Shove spell.

Use of Charm as a Focus Action to try and charm your opponent, making them -2 to attack you?

Combined action rules- character with highest Feats of Strength total rolls, everyone else adds Brawn as bonus. +0 Brawn adds 1/2 point, -1 adds 1/4, -2 adds 1/8, etc. Round final total down.

Charge Primary action- full run combined with all-out attack. Only works in straight line.

What's the typical increase for rolling 2d6 twice and taking the higher pair? Any bonus that requires you to give up your action should be at least that good. Otherwise you're mathematically better off swinging twice and hoping one of them rolls high. Okay, did the program- it's 8.37... only +1.37, so a +2 bonus is better.

Posted by Kiz at 08:16 AM | Comments (0)

September 23, 2008

HMice Special Manuevers

Staredown/Threat: using intimidation in combat. Vs Courage.

Trick/Distract: using tricksy maneuvers. Not sure what skill. Vs Leadership.

Look at what Savage Worlds offers.

Acrobatic Maneuver: duck, weave and tumble behind obstacles. Can only be used when there ARE obstacles in the immediate area. Makes it hard for them to hit you (-2 to attacks). Roll Acrobatics vs their Dodge.

Intimidation: growl, sneer and make aggressive moves that force your foe to concentrate on their defense (-2 to attacks). Roll Intimidate vs their Courage.

Bluff: roll Acting to feign a weakness. Leaves them -2 to defend themselves against your next attack.

Can blow Focus to do these without using up your action for the turn.

Called Shots: you can declare (before rolling) that if you hit, you ONLY want to claim a specific Combat Bonus. You don't inflict regular damage nor can your Combat Bonus inflict damage, but you get it on a regular success.

Posted by Kiz at 07:46 PM | Comments (0)

September 08, 2008

HMice Changes

Just a spot to record additional powers or other changes if any come to me.

Jump Attack (Jumping Mice only): if you spend Focus and leap to the attack, you can roll Acrobatics (Jumping) as your attack roll instead of Melee. Do not apply your +5 bonus. [possibly impaling weapons only? Roll the jump separately and apply bonuses to hit and damage if you succeed?]

Thunderstorm's Curse should cost 4 Fatigue.

Mousy lord who insists on eating predator hearts, eyes, etc. pays good wages for people to retrieve them.

A Power that lets you use Cleverness for Carousing and Intimidate and probably one other non-Cleverness skill.

A Power that lets you use Agility in place of some non-Agility skills like Perform.

A Power that lets you substitute Perception for some skills? It would be cool to have 3 Powers that each swap 3 skills, but that might not be doable or desirable.

Might change the blinding flare into the Burst spell I was thinking about. It's a little more appropriate, I think, than allowing a mouse to produce a magnesium flare-light burst of light.

Posted by Kiz at 09:49 AM | Comments (0)

September 05, 2008

HMice wrestling

Mice aren't sophisticated wrestlers. Grappling is a contest of Feats of Strength rolls. FoS should have its description updated to include grappling.

First you roll Melee Combat to grab a foe. Then, on later rounds, you can roll Feats of Strength to try and inflict a Grapple Effect on them. A critical hit lets you roll Feats of Strength vs theirs now.

  • Choke: target takes 1d3+Brawn/2 points of non-lethal damage per round. A garrote changes that to 1d6+Brawn/2 lethal damage per round. Victim cannot talk or shout.
  • Crush: target takes 1d3+Brawn damage per round.
  • Pin: target is restrained and can't escape until they manage to beat whatever you just rolled despite a -2 penalty. You don't have to act again until they succeed, you just hold them pinned.
  • Size differences should apply? Eh, they're included with the skills anyway.
  • Throw: knock target down. You can throw them down and retain a grip, or throw them away. You must be their size or bigger, though. A crit lets you throw them down if they're just one size bigger.

Needs rules for grabbing on to a larger creature's back, too.

Riding on a creature's back trying to stab it to death should be a reasonable strategy, if a risky one.

So, 2 sorts of grabs. One to just hold on, one to grapple. Perhaps the initial grab (a melee attack) is sufficient to grab on, then you can either try for a Grapple Effect or just try to hit them.

Jumping attacks- rolling Acrobatics to hit instead. Ride to stay on?

Hm.

Jumping attack: roll Acrobatics vs appropriate difficulty... usually the target's melee defense. If you're trying to jump up onto a bigger creature, you'll be penalized by the difference in Size ratings. If you succeed, you get to make a Melee Grab attack at +2. If you crit, the Melee Grab is at +4. These bonuses will also apply when trying to resist being thrown off. If the jump check fails, though, you miss automatically.

Once you've grabbed a foe, you can attempt to wrestle them by matching your Feats of Strength vs theirs OR you can just take a +2 to attack. You'll be at -4 to defend, though, so this is best done by a bunch of people all grabbing the same foe, or by grabbing a foe from a side where he can't readily attack you back.

The target can spend their action trying to shake off ALL grapplers. They roll Feats of Strength. Anyone else must at least tie that or go flying off. If they just tie, they must give up their next action or fall off. Success or better, they're fine.

Posted by Kiz at 09:47 AM | Comments (0)