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Martial Artist Design Notes (Re: [BNW] New Powers)



>In a message dated 03/09/2000 1:22:34 PM Eastern Standard Time,
>crow_steve@hotmail.com writes:
>
><< As a precursor to getting my "Jihad" group of BNW characters started, 
>I've
>  whipped up a couple of new BNW Powers.  Take a look at them if you like, 
>at:
>   >>
>
>    Nice, I like the Crusader.  As for the Martial Artist (grin) maybe I
>better hurry up and finish the Fu Fighter v3.0 write up I have been working
>on.
>

Well, I first signed on to this list about the time the Martial Artist 
discussions were dying down.

Personally, I wanted to keep "my" Martial Artist package pretty simple, in 
line with most skill-based Power Packages.    It's not radically different 
from the Gunner.  The Martial Artist sacrifices better damage and an overall 
range of the skill (Shooting technically covers a lot of stuff like 
crossbows (and (I think) Bows & Arrows that seemed to get ignored in favor 
of guns...Guns...GUNS!)...

...for inherent quietness and something that can't be taken away or is 
harder to find on his person (a knife vs. a gun) or can be improvised from 
the environment (club).  I really didn't want to take it to the +10 level, I 
would really reserve that (as Matt does to date) for non-combat specific 
stuff.

The Sensei/Duty Quirk just struck me as a fun kinda thing.  The Guide could 
easily ignore it if they like, or use it for adventure hooks.

Find Weakness strikes me as a logical trick for a wide range of Powers 
(although I used the same "weaker" version that I did for Scrapper).  And 
the Meditation Healing just struck me as an interesting variation.  The MA 
is probably going to get chewed up a lot even with his extra skill.  It's 
not a strict "extra success to do" kinda thing (I think there's one other 
published Trick that isn't either).

>Wu Lung Martial Artist/Blaster


---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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