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Wuxia Campaigns
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<blockquote data-quote="aramis erak" data-source="post: 8134965" data-attributes="member: 6779310"><p>I've allowed Wuxia-lite in a couple of fantasy hero campaigns.</p><p>Hero you buy the effect, not the cause, but define the cause to fit the narrative space of the campaign.</p><p>So if you want the Wuxia Jump-Kick from across the room...</p><p>you buy two powers... a hand killing attack linked to a leaping movement.</p><p></p><p>We had a player who defined xen archery as </p><p>8 Ranged Offensive Combat Levels, (IIRC, tha only to overcome range and motion penalties (-1/2), Only with a long-used weapon (-1/2), Incantation (Yawn, -1/4). Noting that Skill levels require no End...</p><p>RKA 2d6 (30 pts), Gestures (Loosing the bowstring, even if no arrow) (-1/2), Focus: long used bow (-1), Requires Skill Roll: Meditation (-1/2). 10 points, 6 end. (The Xen Archery phantom arrow that can be fired with or in place of a physical arrow.</p><p></p><p>Another decided the Wuxia/Anime style "Enemies popping up in every town"... so he took:</p><p>Hunted: Local Badass (15-)... He used the points to buy 10 points of Presence with the limit "Only versus women" (-1) and 5 points of App with same... Pushed both to 25's....</p><p></p><p>Another had a ring of invisibility... but made it an OIF (obvious inaccessible focus) as he defined it as healed into his earlobe. </p><p></p><p>When you add the Ninja Hero or it's later edition equivalent, you get one of the most flexible martial arts systems I've ever seen. (The 4th ed and 5th ed cores have a subset of it.)</p><p></p><p>While it's highly effective, it's not an easy game to learn as a GM... and I've not run Hero since 5R released.</p><p></p><p>I do like the several one-shots I've run of Feng Shui 2... and it looks like the stuff from 1E is good adventures, for which I have the conversions book... On the Free RPG Day when they shipped the FS2 quickplay (calling it such rankles - it's really quite complete in terms of rules, just not the big picture, nor the variety of baddies), I ran it 3 times for 3 groups in one day. It's the only quick-play I've ever had that I was able to run in the time the module claimed. (I'm usually 50% over for D&D AL modules in seasons 1-3. And for STA.)</p><p></p><p>Besides, where else can you throw the minions of Furious George and Battlechimp Potempkin (both uplifted cyber-apes) as a backdrop to a victorian abduction....</p><p>... oh, yeah, TORG can do that, too. But TORG isn't as fun for me.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8134965, member: 6779310"] I've allowed Wuxia-lite in a couple of fantasy hero campaigns. Hero you buy the effect, not the cause, but define the cause to fit the narrative space of the campaign. So if you want the Wuxia Jump-Kick from across the room... you buy two powers... a hand killing attack linked to a leaping movement. We had a player who defined xen archery as 8 Ranged Offensive Combat Levels, (IIRC, tha only to overcome range and motion penalties (-1/2), Only with a long-used weapon (-1/2), Incantation (Yawn, -1/4). Noting that Skill levels require no End... RKA 2d6 (30 pts), Gestures (Loosing the bowstring, even if no arrow) (-1/2), Focus: long used bow (-1), Requires Skill Roll: Meditation (-1/2). 10 points, 6 end. (The Xen Archery phantom arrow that can be fired with or in place of a physical arrow. Another decided the Wuxia/Anime style "Enemies popping up in every town"... so he took: Hunted: Local Badass (15-)... He used the points to buy 10 points of Presence with the limit "Only versus women" (-1) and 5 points of App with same... Pushed both to 25's.... Another had a ring of invisibility... but made it an OIF (obvious inaccessible focus) as he defined it as healed into his earlobe. When you add the Ninja Hero or it's later edition equivalent, you get one of the most flexible martial arts systems I've ever seen. (The 4th ed and 5th ed cores have a subset of it.) While it's highly effective, it's not an easy game to learn as a GM... and I've not run Hero since 5R released. I do like the several one-shots I've run of Feng Shui 2... and it looks like the stuff from 1E is good adventures, for which I have the conversions book... On the Free RPG Day when they shipped the FS2 quickplay (calling it such rankles - it's really quite complete in terms of rules, just not the big picture, nor the variety of baddies), I ran it 3 times for 3 groups in one day. It's the only quick-play I've ever had that I was able to run in the time the module claimed. (I'm usually 50% over for D&D AL modules in seasons 1-3. And for STA.) Besides, where else can you throw the minions of Furious George and Battlechimp Potempkin (both uplifted cyber-apes) as a backdrop to a victorian abduction.... ... oh, yeah, TORG can do that, too. But TORG isn't as fun for me. [/QUOTE]
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