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Re: [BNW] questions, questions, questions
"g. m." wrote:
> Hello all!
>
> I have a few questions to throw out. I know how I would answer them, but,
> like most gamers, I like things resmbling "official" rulings, even if I just
> end up ignoring them and doing what I want anyway. =]
This isn't offical but it's how I would handle it:
>
>
> 1) Martial Arts is based on speed, instead of strength. Does this include
> damage as well? And if a character takes the Extra Damage trick, can they
> apply this to the Martial Arts?
>
No, damage is still based on strength. (I'm pretty sure this is offical)
>
> 2) Gunners get +5 to shooting. I'm building an archer character, and the
> gunner would be the best option, so does the "to shooting" apply to just
> guns, or all projectile-type weapons.
>
Sure. Bows do less damage, are harder to transport around, are slower to fire,
and are very cool stylistically. If you feel like it, you could even make a new
power pakage called Archer which is gunner but with +5 shooting:guns replaced
with +5 shooting:bow
I wouldn't allow the power to be used for both bow & guns by the one character,
at least not without an extra trick. Something like:
Versatility
Every time a gunner takes this trick he may specify an additional ranged weapon
to which he receives the +5 shooting bonus. (ex: bows, throwing knives, rocket
launchers)
>
> 3) The Teleporters don't really travel too far when they "jump" and I'm
> considering a trick that would let them double, triple or quad their
> distance,
Remember every extra success gives them another 20 yards movement. I don't
think distance enhancing tricks are really needed here.
> or borrowing an idea from Champions of "Floating" or "Fixed"
> locations, where the t-porter memorizes eiether *one* spot they can always
> reach, or they can spend a few minutes memorizing a location and reach it,
> or learn a new spot after studying again. In Champions, they have to be in
> the range of their t-port, but in Champions, they can spend points to
> increase their range in combat or non-combat distance. BNW doesn't have this
> option, so I was considering them as tricks with a number of successes
> needed.
I like the "home base" idea.
Maybe something like
Teleporter Trick: Anchor
The teleporter sets an "anchor" at a place of his choosing. He must be at the
location to set the anchor, and must spend several minutes attuning to the
area. He then makes a navigation roll against a TN of 5. When the teleporter
wishes to return to the anchor, he makes a roll as usual, but each success
provides 1/2 mile of distance instead of 20 yards. Anchors last for 24 hours,
with each extra success either providing another 24 hours durration or increases
the distance per success by 1/2 mile. (So with 2 extra successes you could make
an anchor that lasts for 2 days and provides 1 mile of range per success when
teleporting to it.
If a teleporter tries to reach an anchor and does not get sufficient distance,
immediatly make a navigation roll with a difficulty of 10. Failure means the
teleport has ended up within an object, and takes damage as normal (5d6+10
massive bypassing armor) If this roll is made the telport is not in a solid
object but has been dropped off somewhere along the way.
Each anchor can only be used once before it has to be replaced. (a unsuccessful
teleport still uses the anchor) You can only ever have 1 teleport anchor set at
a time for each time this trick is bought. Anchor are specific to the
teleporter that set them, and can't be used by other teleporter (though 2
teleporters may set an anchor at the same location) Anchor can only be set in
non-fixed locations (non-fixed relative to the earth) You could set an anchor
in a non-moving car, but as soon as the vehicle move the anchor is lost.
- doug -