Sunday, April 4, 2021

Stormbringer Redux # 2 - Signature Weapon Attacks

It looks like these little bonsai-style snips at the combat system are my entry into re-constructing Stormbringer. I'll continue in this vein with signature weapon attacks.



SIGNATURE WEAPON MOVES

Now in the old game rules, the only signature attack was the riposte. The rule goes like this:




Although the rules do not specify what weapon this is for, ripostes are generally associated with swords, and the example given is of Elric using Stormbringer. So for this installment, I'll try to construct a number of signature weapon attacks based on the Riposte template.

Now, I don't want to make a bloated list of special feats or attacks that turn this into D&D or a PbtA game. Sure there were feints, hooks, trips, and a plethora of other techniques common to all weapons. Instead, I'd like to propose one signature move for each weapon type, based on the template of the Riposte, to give flavour to the game and some options for players.


THE RIPOSTE TEMPLATE

Let's review how a Riposte works:

1) The wielder has to be a Master (90% or higher skill).

2) In combat, if the character makes a successful Parry, they can then Riposte (counter attack).

3) Consecutive attacks incur a penalty of 20%, whether they are Attacks or Ripostes.

So a template for a signature weapon attack has to have the following:

1) A precondition

2) A successful roll

3) Logical limits

Here are my creations:

SWORDS - Riposte (as above)

Riposte as above. When a character parries successfully, they may also make an attack roll.

1) Precondition: Weapon mastery, over 90% in skill

2) Roll: A successful Parry

3) Limits: Minus 20% penalty for each consecutive Attack after the first

AXES - Cleave

On a successful attack (ie successfully rolled and not successfully defended against), an axe can Cleave a weapon, armor, or unarmored limb.

1) Precondition: Weapon mastery, over 90% in skill

2) Roll: A successful Attack

3) Limits: On a successful attack, damage is rolled but applied to the weapon, armor, or limb of the attacker's choice. If damage rolled exceeds the maximum damage of a weapon, maximum reduction roll of armor, or half hit points of an unarmored character, then the weapon, armor, or limb is considered destroyed.

NB: Magical weapons can only be cleaved by magical axes.

Example

Count Baldhead is fighting a Melnibonean guard at the Sack of Immryr and decides to use his Sea Axe (2d6+2 plus bonus of d6) to cleave the Melnibonean's plate (d10+2, so maximum reduction 12) to allow his comrades to finish the foe. He rolls 4, 5, and 3 on his dice, for a total of 14. The Melniobnean plate is destroyed, and now the guard has only his greatsword to defend himself against the reavers.

BLUNT WEAPONS - RINGING BLOW

On a successful attack, an opponent can be momentarily stunned or staggered with a ringing blow.

1) Precondition: Weapon mastery, over 90% in skill

2) Roll: A successful Attack

3) Limits: If the foe is unarmored, on a successful attack, damage is rolled but applied to CON. If CON is reduced to zero, the character is Knocked Out for d8 turns, minutes, or hours depending on what suits the situation. CON is restored to full when they awake. If the character is not reduced to zero, he or she is Staggered, and can only defend and move at 1/2 speed until their CON recovers to full. CON recovers at a rate of 1 CON per round.

If the foe is armored, they can be Staggered but not Knocked Out. Some creatures cannot be Staggered or Knocked Out (ie undead, constructs).

NB: The attacker can choose to forego the Stagger and just do regular damage on a hit.

Example: Zarzonia is captured by pirates, but has escaped her bonds and smashes one in the head with a water jug when he comes to feed her. It is a surprise attack and her player rolls a critical success, doing 12 damage total. This is greater than the pirate's 10 CON, so he crumples in a heap at her feet.

SPEARS, PIKES, & ARROWS - Pin

On a successful attack, an opponent can be pinned to a wall or the ground.

1) Precondition: Weapon mastery, over 90% in skill

2) Roll: A successful Attack

3) Limits: For a normal success, damage is rolled but not applied to hit points. Instead, the character pinned has to make a STR minus damage roll to escape the pin. If the attack is a critical success, then damage is applied to BOTH armor or hit points AND the STR roll to escape as described.

NB: The attacker can choose to forego the Pin and just do double damage on a critical hit.

Example

Rackhir fires an arrow from his desert bow (d10+2 plus d6 damage bonus) at a group of clakar attacking him and Elric. He rolls a critical success, then rolls a 7 and a 3, and so both does 12 damage to the creature, and forces it to make a STR roll minus the damage to escape. The clakar's STR is 14, so this is reduced to 2 for attempt's to escape in following rounds.

DAGGERS & KNIVES - Flurry

On a successful Attack against an unarmored opponent, the attacker can roll to attack again until they miss.

1) Precondition: Weapon mastery, over 90% in skill

2) Roll: A successful Attack

3) Limits: Minus 20% penalty for each consecutive attack after the first.

Example

The King of Beggars is defending himself against an assassin disguised as an urchin, and scores a successful hit. He rolls damage, then rolls to attack again. Another success despite the 20% penalty, and so more damage is done. He scores yet another success on his third attack roll, despite the now 40% penalty, and the damage is enough to finish his would be assassin.

What Do You Think?

How were these signature moves? If you have any suggestions or comments, please leave a message.






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