Thursday, June 2, 2022

WANDERING HEROES OF OGRE GATE: THE FOOT FIST WAY PART ONE

This is the first in a short series providing some foot and fist striking techniques for Wandering Heroes of Ogre Gate. There are such techniques in the books but I wanted to do something grounded in my experience with real martial arts. I've said before that Spinning Back Kick is the only thing from my own martial arts training I allowed myself to bring to the game (the game wasn't striving for realism of technique). These are preliminary attempts at some of my favorite kicks. Practitioners could certainly quibble over the mechanical details. I may update these in the future as I playtest more and think them through.

These ones are based on my early martial arts experience with Taekwondo. I made them based on how they felt to me in practice (both on the receiving and delivering end). I was always a counter fighter, so that is reflected in the entries too. I am including the original spinning back kick from the WHOG rulebook for reference, and because it would be part of this suit. I hope to add more kicks and then get into other techniques as well (but Taekwondo is primarily a kicking art).

SPINNING BACK KICK

Discipline: Waijia

Skill: Leg Strike against Parry (Normal) or Attack roll (Counter)

Type: Normal and Counter

Qi: 1

 

You whirl your body and unleash a powerful kick.

 

This can potentially be used to counter kicks, leaps and charges as well. On success you do normal kicking Damage plus 1 Extra Wound.

 

Must be used Cathartically to counter an Attack.


ROUNDHOUSE KICK 

Discipline: Waijia

Skill: Leg Strike against Parry 

Type: Normal 

Qi: 1

 

You bring your kick against your enemy in a circular motion turning your entire body and hip into the kick for as much force as you wish. 

 

Make a Leg Strike Roll against Parry. On a Success you do Muscle+0d10 to 4d10 Damage. You set the amount of d10s to add to your damage roll. However if your attack is countered, the target may add the d10s you set to their damage roll.  

 

Cathartic: As above except you can add 1 extra wound per rank of Qi (If you fail as above plus you take half the Extra wounds you would have delivered). 

 

JUMPING SPINNING BACK 

Discipline: Waijia

Skill: Leg Strike against Attack Roll 

Type: Counter

Qi: 3

 

You spin and gain enough air to drive your kick into the stomach of an oncoming attacker. 

 

Make a Leg Strike against the attack roll. On a Success you block the attack by interrupting it with your own doing Normal Damage plus 1 Extra wound. You can also send the person flying back for 1d10 damage as well. 

 

Cathartic: Your counter does Open Damage +1 Extra Wound.

 

SPINNING HOOK KICK COUNTER 

Discipline: Waijia

Skill: Leg Strike against Attack Roll 

Type: Counter

Qi: 5

 

You spin precisely and intercept an attack, striking your foe in the head with your heel. 

 

Make a Leg Strike Roll against attack roll. On a Success you block the attack and do Normal Damage plus 2 Extra Wounds. On a Total Success you stun the target for a single round (they can attack but not move). 

 

If you miss you are extremely vulnerable for a full round, taking -3 to all your Physical Defenses. 

 

Cathartic: On a Success you do Normal Damage plus 3 Extra wounds. On a Total Success you briefly knock the target out for 1 round. 

 

AXE KICK 

Discipline: Waijia

Skill: Leg Strike against Parry 

Type: Normal

Qi: 4

 

You bring your leg high into the air and then crashing down on your foes skull. 

 

Make a Leg Strike Roll against Parry. On a Success your leg strike does Open Damage. On a Total Success your attack causes an injury, inflicting -1 to their Hardiness for a day. 

 

Cathartic: Your Leg Strike does Muscle+Qi Rank Open Damage. On a Total Success you injure the target causing them to lose 2 Hardiness for a week. 

 

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