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Re: [BNW] Wind (was Brawling) [MATT]



Let's take a look at this - -

The Blaster with a 4 Spirit and a 3 Strength would have 7 Wind.
The Goliath with a 2 Spirit and a 5+5 Strength would have 12 Wind (if
Powerful adds to wound levels, it will add to Wind).
Every time he gets hit, he takes Wind equal to the number of wound levels he
takes and when he hit's 0 he's too pooped to do anything for a few minutes.

Hero takes 2 wounds to an arm, 2 more to each leg and 1 to the torso.  This
would drop the Blaster, but not the Goliath.  I like it.

Gawd - this makes Massive Damage UGLY, with a capital 'UG'!

A few game mechanics opinions:

> If you are attacking with a non-edged/non-piercing attack, you can choose
to 'pull your punch' and do only Wind damage.  This will apply a penalty to
your roll of -1 for a barehanded attack or -2 if you're using a weapon
(club, etc . . . ).  Apply a little common sense, too, some attacks cannot
be pulled (cars are non-edged weapons . . . ).  Blasters cannot pull their
blasts.

> If you spend a Delta Point to not take a wound level, you do not take Wind
from it either.

> When you hit 0 Wind, you are Winded and need to make an immediate Stun
check (in addition to the Stun check for the wound that dropped you to 0) to
stay conscious, wound modifiers do apply.

> Wind is recovered at a rate of 1 Wind per full minute resting (the heroes
are Deltas, after all)

> You can spend a Delta Point and an action to 'catch your breath' and get
back 3 Wind.

I think this will work well.  I'll try it in my game Sunday night and post
how well it worked for us.

Ever Defiant!

Howie




> So, if you wanted, you could add wind to BNW. Each person has wind equal
> to their # of spirit dice + their # of str. dice. Every time they take a
> wound they take the damage in wind (as well) - a str. roll. For
> non-edged/piercing attacks you can choose to just do wind damage.
> This way a big guy can knock someone out without putting them in a coma
> first, if they wanted to.