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Re: [BNW] Bouncer - tricks
Kirk Monsen wrote:
>
> Wall running- Make a running roll (easy). For each
> extra success a hero can run up a wall by an inch (you
> know, two yards), or across a wall by two inchs. The
> only requirement is any distance run on a wall must be
> at least equal to any distance previous run that turn,
> and not greater than the total distance the hero can
> move. Now the only problem with running up a wall is
> coming back down. I'd say if the can reach a ledge,
> they can make an acrobatics roll to flip up onto the
> ledge, otherwise they probably fall.
Cool... Howabout allowing an acrobatics roll to flip off the
wall? And/or making such an acrobatics roll to make an
attack off the wall... Perhaps there would be a bonus
associated with it (or a penalty on the dodge roll), as the
attack is coming from an unexpected place...
Or perhaps they can use this as a dodge to get the Dodge strike
you mention below...
> Cat's feet- When the hero falls he can make an easy
> acrobatics roll. For each extra success he negates 1
> point of potential damage.
Cool... Why not boost it up to Challenging and have it
for every success?
> Pressure points- For each extra success spent in
> combat the target gets a +5 difficult when checking
> for stun.
Hand-to-hand only, right? (Fighting: Barehanded and
MA: Barehanded)
> Dodge strike- If the hero dodges, and gets extra
> successes he can strike back at the opponent, but only
> if he has a spare action left (beyond the one spent
> for dodge). Unfortunately, no matter how many dice he
> normally uses for his attack skill, he can not use
> more than the ammount of extra successes spent on
> dodge strike. (so a hero with 5d6 HtH gets 3 extra
> successes, he can only strike back with 3d6, and loses
> 2 actions, 1 for dodge and 1 to strike).
Hmmm.. They give up an extra action, and get limited by
their extra successes spent on dodge strike....
They are Heroes... Why not let them spend the action to
attack normally, provided they get at least one extra
dodge success spent on the Dodge/Strike Trick?
> Balance beam- Normally I'd rule a person would have
> great difficulty running on a narrow beam. Mostly
> they'd be limited by a walking speed. For each extra
> success on a acrobatics roll (or whatever skill was
> used for walking on the beam) they can increase their
> pace across it. I know this is vague, but I'm not
> familiar enough with the movement system. The idea is
> to let the be able to dash across narrow areas high
> above buildings (like planks, or cables, or beams).
Why not have all balance-related movement difficulties
reduced by 10? This means that unless it is harder
than Challenging, they will move at normal speed...
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