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Re: [BNW] Fu Wars





Risik@aol.com wrote:

> First off I liked the idea of the Pin Missile Trick well writen and I like
> your name better but then I am terrible with names.

Thank you kindly.

> Here is my version of the Martial Artist:
>
> Powers:
> Fast: +3 Speed
> Tough: +3 to Strength only for wounds and stun/healing checks

I dunno about the +3 to Speed - perhaps a +3 to Martial Arts, Acrobatics, and
Initiative would be better. As is, you're giving the martial artist a bonus to
shooting, driving, escaping, lockpicking...all Speed skills, in fact. Now while
there are other packages that get a flat bonus to a stat (Goliath, Bouncer,
Scrapper, Genius), you'll notice that three of them get a bonus to Strength,
which doesn't have a lot of related skills, and one gets a bonus to Smarts, which
doesn't have a whole lot of combat related skills. With a bonus to speed, you
increase almost every combat skill there is by that much, plus initiative, plus
dodge, plus a whole lot of utility skills, like driving, lockpicking, stealth
etc.

> Tricks
> Acrobatic Leap: Roll Acrobatics and for each success you can jump 2" up and
> 2" in any direction.  May also be used as a charge attack. (Based on Goliath
> leaping Trick).

I *like* this - I never thought of using acrobatics, but now that you've
introduced it, it's blindingly obvious, plus it makes the hero even better at
jumping long distances.

> Chi Strike:  When making a Martial Arts attack, with an extra succes this
> trick allows the Martial Artist to add their Spirit as a bonus to the damage
> of their attack.  ie a Martial Artist with Spirit 3D6 and Strength 3D6 can
> attack for 3D6+3 damage with an extra success.

Can this be used with weapons as well? I assume so, but I thought I'd ask anyway.

My only problem here is that the extra damage trick allows you to do an extra d6
damage with an extra success - there's gotta be some way to make this a little
beefier, and maybe put some restrictions on it, like maybe it can only be used
once a round, and the hero has to make a Stun(5) check after using it, but it
adds the hero's spirit to his/her strength for damage, so in your example, the
hero could make an attack doing 6D6 damage once a round.

> Defensive Kata:  Take an action and roll Acrobatics TN: 5 for each success
> add +2 TN to any attempt to hit the Martial Artist for the rest of the round.
>  (Based on the Flyer's Flying Dodge trick).

Again, very nice - I think you and I were looking at this power package in
different ways. I was concentrating on the wacky Fu powers to the detriment of
non-wacky but very useful maneuvers.

Good stuff.

> Martial Mastery:  With an extra success on a Martial Arts attack the hero can
> make a second attack of the same type.  She can continue to do this again and
> again as long as she keeps getting extra successes, but the TN goes up by +5
> for each attack after the first.  (Based on the Telekinetic trick of Fast
> Mind)

Same here - maybe even add bonuses for heroes using appropriate weapons, like
nunchaku or weighted chains.

Well done.

Nick