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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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