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Re: [BNW] New Power Package : Fu Fighter





Doug Stalker wrote:

> > Fu Fighter
> >
> > Powers:
> > Damn, He's Good: Add +5 to martial arts rolls
> > Damn, He's Quick Too:  +3 to Dodge, Pace, and Initiative rolls
> >
>
> Would adding the second bonus be a bit much?  Most pakages that increase an
> ability by +5 dont' do anything extra.

Well, the Bouncer gets +3 to Strength and +5 to Dodge, Pace, and Initiative, and
the Gunner gets a flat +5 to initiative as well as the +5 to shooting.
Effectively, the Bouncer gets +3 to all Strength rolls (including brawling) as
well as +5 to Dodge, Pace, and Initiative - I figured a +3 to those along with a
+5 to one skill wouldn't be too unbalancing.

> > Tricks:
> > Friend of Darkness: Your senses have been honed to razor-sharpness by
> > years of training and experience - you suffer no penalties for darkness
> > or any other impairment of vision when in close combat. If you make a
> > Spirit(5) roll (which takes an action), this benefit extends to ranged
> > combat. The Spirit roll represents you extending your other senses to
> > gain a sense of the area.
> What about limiting the ranged part of this to non-firearm attacks?  I can
> easily see an archer fireing blindfolded, but somehow a martial artist using
> a pistol in total darkness doesn't seem quite right.

<shrug> Sure, but I can also see the Ex-Special Forces guy (who was left for
dead in the jungles of Laos by his unit but nursed back to health by a group of
old monks) doing a bit of 'Zen shooting'.

Maybe make a separate trick for firearms that the gunner can take too.

> I'd even go as far as saying the Fu Fighter doesn't get Damn, He's Quick Too
> with firearms, only with weapons appropriate to the Character type. Or
> perhaps he can't use them at all, which would certainly balance out the
> extra +3 in the power package.

I don't like putting limitations like that on a power package - physical flaws
are fine, but vows and the like are more up to the individual player.

I can see your point however - but the Gunner gets a flat +5 to initiative. I
look on the initiative-boosting powers not so much as massive amounts of
training ('cause let's face it, they're not - they're powers that someone has
suddenly gotten) as superhuman reflexes. The Gunner may not be as good with his
fists as with his guns, but he's still as fast as greased lightning. Same with
the Bouncer and Fu Fighter.

> > Lightning Fist: Through countless hours of practice, you are able to
> > focus your will to allow you to bypass armour - this requires 2 extra
> > successes on an attack roll, and it is up to the Guide as to whether the
> > armour can be bypassed.[The way I would play it is - powered armour,
> > non-powered armour, tough chitinous skin all have weak points, but force
> > fields don't, but IYGSDWYWT =]
>
> What about innate armor (like the tough)?  Fu Fighters should be able to
> inflict some damage even through toughness, but I can't think of a good game
> mechanic for this.  (allow every second wound to bypass toughness when using
> lightning fist? )

It depends on what sort of innate armour it is - I class the armour of the
Tough, the scrapper, the Blaster, and the Goliath as being in the same category
as force fields - no weak points at all. My reasoning is that Delta armour or
forcefields don't have to have flexible joints to allow the user to bend, and
they aren't riveted or spot-welded etc. together - thus no weak points.

> > Prodigious Leap: The distance you jump is determined by Pace, not
> > strength.[not sure about this one - I want to make it easy for the Fu
> > Fighter to jump somewhat ridiculous distances, but this may be too
> > ridiculous]
>
> I'm not familar w/ jumping rules, so won't even try to comment on this.
> They should have some way to leap about all over the place though.

Jumping distance is Strength+1 or something in yards (or inches =])

> > I was also thinking of giving the character access to a special type of
> > martial arts that has its damage based off either Speed or Spirit, if
> > they so desire, but I'm not sure about that. For more tricks, just open
> > up the Feng Shui rulebook and try to translate fu schticks across, as
> > I've done, or watch some wuxia flicks and make some up based on what you
> > see.
>
> What about a trick?
> Chi Strike: (needs a better name) With an extra Success in a barehanded
> attack, damage is based off speed instead of strength.

Sounds good - maybe something like 'Claw of the Dragon'...

Nick