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Re: [DL] Martial Artists (John)



> Any more hints on how the new martial arts will look in Hexarcana?

They are pretty lengthy, but the easiest way to do a "stop-gap" convert is
to make sure his character point values add up.

Martial Arts Training and AB: Enlightened both cost 3 points.

He's got to have 1 level in fightin': martial arts and ch'i, but he'll
probably want more.

Ch'i works like faith does for blessed (or a better example, if you're into
HOE, blastin' for a syker). Every point he has in it when he creates the
character gives him one power at his ch'i level.

Now, that's going to make him silly powerful to begin with because of the
way the ch'i powers currently have differing levels. In the new system, they
don't; they're closer to some miracles or syker power: The better you roll,
the better effect you're going to get. Maybe you could let him have the
number powers as noted and cap them at level 3 to prevent munchkining too
hard. :-)

Vigor is going to be important to him for Strain when the rules come out.
Spirit is what ch'i is based on (always), and he'll need Nimbleness to fight
with (most all of the powers are based at least in part on his fightin':
martial arts).

Beyond that, it's tough to do anymore. To fit the Strain system, each of the
powers had to be rewritten.

On the plus side, we're writing the index for Hexarcan today and sending it
to Blacksburg for the art and cover. It will head to the printers shortly,
I'd imagine. :-)

Of course, the way the rules are written, he can still play an old-style
martial artist with all the powers and so forth. However, the new powers are
only in Strain-based write-ups and the system is a little more Fate
Chip-friendly.

John