[pnpgm] Game Update #-22 - File #14 - Combat Demo

pnpgm pnpgm at comcast.net
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...............................

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         Game Update #-22 sequence (file #14)
         ----------------------------------------------------------------

         Admin: A Demo no “real” update.
         ---------------------------------------------------------------------------
         [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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