Mooks don't have limb health. They have two points of health total, and 1-2 tags in 1-2 limbs. Sometimes they've got some special feature too.
Here's an easy generator for Mooks-- you could probably ignore the special abilities because they're specific enough that they'd probably be something you can only do if you're from a school:
2. Rooms
Rooms are kind of abstract-- its just the nearby environment you're fighting in. They can be divided into any number of sections, which can be asymmetric, whatever. Divide them into sections based on what would take a meaningful amount of time to move between.
Each section of the room has interactables in them. Interactables will tell you how you can interact with them, or you can just ask the GM what they're going to allow.
The goal of this is that players can play within an extremely abstracted environment if they want to, where your surroundings aren't of primary importance. However, it also rewards GM's having an actual map of the area because then they can break it into regions and maybe have one of those classic Jackie-Chan set-smashing fights.
3. Custom Tags
You're not bound to just having the five primary tags. Make up new ones and describe when they apply. One example is the Slow tag, which applies to your attacks with heavy weapons.
4. What About Martial Arts Schools?
This is the most internally contentious section for me-- I'm not sure how I feel about including schools in the game. In some settings, having martial arts schools that each practice different techniques is a key element. The original Ip Man is like that, as is Kung Fu Hustle (though Kung Fu Hustle takes a turn for the magical as well). However, plenty of memorable movies (such as Rumble in the Bronx, or Wheels on Meals) feature no explicit differentiation between styles of martial arts expertise-- everyone is lithe, and talented, and wickedly strong, and their differences in style aren't addressed.
I've decided to make martial arts schools extremely minimal. They're one template with a Δ prerequisite. When you level up, you may gain a template for which you have the Δ prerequisite. I'm also including a few Signature moves-- these are like martial arts schools, but with no Δ , so you can just choose one when you level up. There's a blurry line between a special move only your school knows and a special move you learned through practice, and the line is the Δ.
Here's a few example schools and signature moves. The first two are EXPLICITLY stolen from a passing comment made by deus ex parabola over in the GLoG discord.
Bronze Tiger School
Δ: Sustain yourself nutritionally for 3 days by hunting with your hands, in perched poses of stillness. If you break these rules, start again.
- Lose all Tags in your hands. You can fall asleep and wake up ready to fight.
- Your fists shatter doors, chains, most interactables, etc. like sledgehammers.
- If you don't move, you may add a Tag to your next attack; if you also don't attack, you may add another one. These stack up to 2.
Umbral Heron School
Δ: Murder/knock out (depends on your setting) a room full of people while dancing. Do not break step.
- When you move, your mottled cloak of feathers distracts, confuses, and blurs your opponent's sight. Your opponent gets the Distracted Tag on turns when you move.
- you may lose a tag on your attack to gain the Ranged tag.
- When you're nearby, people see movement out of the corners of their eyes, if you wish. Mooks must make a Powerful Head check to approach you.
Distracted: -1 to Reaction check die results.
Ranged: you can attack from an adjacent zone.
The Scorpion Clan
Δ: Lose everything, and return with a vengeance.
- You have a Stinger, a chain with a blade at the end of it. You use it like a thrown knife that you can pull back to yourself. Its a light weapon with Quick that can use Precise for damage checks.
- Turns spent spinning the Stinger above your head in orbit give it more Quick or Precise tags. These stack.
- When you impale someone with a Stinger, you may make a Powerful Arms check to pull them towards you.
Windsail Kick
You can kick with the Ranged tag. If you do, you travel in a straight line to the farthest zone possible.
Pressure Point Punch
If you punch someone successfully, you can make a Precise check to give their core the Discombobulated tag.
Discombobulated: Whenever you move or take an action with any limb, on a 3+, ignore any tags applying to that limb. Can forgo an attack to get rid of this tag.
5. Comedic Fighting
If you want a Jackie-chan style fight, incentivize creative and comedic uses of the environment!
- Using a piece of the environment on your turn instead of making an attack lets you reroll 1s on your dice next turn. If you do this for two more turns, reroll 1's and 2s. 3 more turns, 1-3's (at this point you're forgoing 6-rounds of attacks so there's diminishing returns). Enhance this benefit by 1 it you clearly suffer for your antics.
6. Two Sample Interactables Tables
Castle Dining Hall:
Dining-hall table. Probably too big to lift, crosses multiple zones. Gives high ground to someone standing on it.
Table chairs. probably big enough to grab.
Candelabras with lit wax candles.
Suits of knight armor, holding dulled aesthetic swords.
Vases full of flowers and water.
Roaring fire, with a rack of pokers and ash shovels etc.
Wall of rare books. Make good projectiles, the bookcase is definitely climbable.
Portrait of family patron on wall. Suprisingly light.
Dishes, platters of food, cutlery.
Sword, family heirloom.
Heavy metal chair for the head of the house.
Antler rack/animal heads on walls.
Huge drapes on the windows.
Enormous windows overlooking front courtyard of castle.
Enormous glass chandelier, with candles still lit.
Saws and plywood for cutting. Hard to operate while moving someone into it but could be useful.
Exposed rafters, supports, t/i/l beams make good clubs/projectiles as long as you don't lose the Jenga game.
Ladders. Really fucking hurts to be hit with. Can jump through the steps if you're really talented, or climb to higher levels of the building quickly and easily.
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