Enforcer84 Posted May 4, 2003 Report Share Posted May 4, 2003 I was thinking last night about some odd little powers and rules for a high-powered Anime Martial Art/Spy adventure. The BIG Guys: for those Super Sized thugs who smile as the little guy hits them but still fall to skilled or similarly sized foes. +5 PD not vs opponents with 15+ STR +5 PD not vs opponents with 20+ STR +5 PD not vs opponents with 25+ STR 9 points (-1, -1/2, and -1/4 respectively) now your giant sumo wrestler can shrug off attacks by the Str 10 kung fu fighter even though most players will have damage levels near the campaign maximum, and your average heroes will have a tough time with him but your Strong Guy type can go toe to toe with him much easier. Admitedly, this makes your heroes square off against their opposite number more often, but that's what happens in team books anyway Quote Link to comment Share on other sites More sharing options...
Guest Celt Posted May 4, 2003 Report Share Posted May 4, 2003 What you may want to do is make the defenses conditional not on the strength of the attacker but on their total Damage Classes, so the 8 STR grandmaster of boot fu is still able to apply his skill levels into a telling blow. Quote Link to comment Share on other sites More sharing options...
Kaeto Posted May 4, 2003 Report Share Posted May 4, 2003 Don't you mean Tae Quon Leep? Quote Link to comment Share on other sites More sharing options...
Guest Celt Posted May 4, 2003 Report Share Posted May 4, 2003 "Approach, Ed Gruberman" Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted May 5, 2003 Author Report Share Posted May 5, 2003 Well, I did it by strength because most campaigns have a d6 cap. So the scrawny guy will most likely have the same DC as the Hulking guy. Quote Link to comment Share on other sites More sharing options...
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