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Re: [BNW] New Power Package : Fu Fighter



Coucouvinis wrote:
 > 
 > 
 > 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'.

 It's still powerful as is. Try upping the TN if you are going to make it that 
broad.

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

 Maybe but I would suggest a Tn 10 spirit roll for all of them. Each extra sucess 
allows for another round to use the power with having to try again.

 > > 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 th

 > > > 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.

I say it would get though but you have to any armour. but the higher the rating the 
harder it is to find a weakspot. so you would need 3 extra sucesses for 10 4 for 15 
etc. There is a weakpoint in any armor even one from a power. It takes another 
power to find it. Just like the sonic blast of a screamer bypasses armor so can 
this blow with enough sucesses. Just don't think you are getting past some one in 
armogeddon armour.
  
 

 > > > 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 =])

They may become too much like a bouncer then.
 
 > > > 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'...
 
 

Spacedog

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