Showing posts with label Martial Arts. Show all posts
Showing posts with label Martial Arts. Show all posts

Tuesday, June 25, 2019

Savage Worlds: Square Up

MOMENTUM
Similar to Conviction in SWADE, Momentum is a new resource that only available to one Wild Card at a time. You gain Momentum when you hit with a Fighting Attack and you lose it when you're hit by one. When you have Momentum, the Multi-Action penalty becomes a bonus (-2 becomes +1, -4 becomes +2, -6 becomes +3). This bonus applies to Attacks (Fighting and Shooting), Grappling, Pushing, Tricks, and thematically appropriate Powers.


ZONES
For larger maps you  might abstract movement from strict unit measurements to zones. If you do, then you need to decide if characters are slippery or sticky. If characters are slippery then you can move from zone to zone without risking Free Attacks from other characters in the zone. If fighters are sticky, then characters are considered in combat when they enter the zone. When they try to leave then they can decide to you escape \Clean or Messy.
Clean- Roll your Running + Wild Die, if you succeed then you avoid Disengaging Strikes.
Messy- Roll Athletics + Wild Die, if you succeed then you avoid Disengaging Strikes but bring all opponents into the next zone with you.


SCALE 
Scale conceptually models mid and final boss characters, denoting martial mastery and power rather than perpetually raising Traits. Higher Rank = high Scale. You lose your Wild Die when you attack a higher Ranked Wild Card (ex: Novice vs Seasoned) and they treat you as an Extra when they strike back, requiring one Raise to take you out.
So save your Bennies.
This also goes the other way, lower Ranked Wild Cards lose their Wild Die when they attack you. When you attack them, you treat them as Extras. Opposing Wild Cards without an Experience Rank are treated as below your Rank.


Thursday, November 1, 2018

Savage Worlds: Catch As Catch Can

Grappling has vexed RPG design for-seemingly-ever. With good reason. Grounded styles are complex and difficult to parse without firsthand experience. Hence BJJ's emphasis on live sparring. But.
It seems Savage Worlds may have cracked the code.

In case you didn't know, there's a new edition of Savage Worlds on the horizon and with a new edition there are previews. Adventure Edition has some cool new Multi-Action rules allowing characters to use the same Skill multiple times in a round. Combined with Savage Flash Gordon's elegant Grappling and new Conditions, ground and pound seems really cool. It just needs a little help. Here are some new Edges trying to capture the feel of rolling and clinching with the new Savage Worlds rules in mind.

TAKE DOWN
REQUIREMENTS: Athletics D8, Fighting D8, First Strike
Once per turn, you get a free Trick (Strength or Agility) against a single foe who attacks you in melee and misses. Use the failed attack as the Difficulty. If successful, the opponent is Vulnerable.
If you have the Martial Artist Edge then you can use Fighting instead.

CHESS OF LIMBS
REQUIREMENTS: Athletics D8, Martial Artist, Seasoned
Ignore the first Multi-Action penalty when you Grapple an opponent.

TAP OR SNAP
REQUIREMENTS: Chess of Limbs, Veteran
If you have Grappled an opponent and they are Bound, you can make an unarmed damage roll with their Toughness, ignoring Armor, as the Difficulty. If successful, deal damage as normal and the opponent suffers the One Arm (Major) Hindrance until they receive medical attention.