Feng Shui Magic Cop: too butch?
From: Master_Kiero Posted on: 5/4/2003 10:47 am
To: ALL
Message: 205.1
Just on an eyeball basis, the Magic Cop does seem rather powerful to begin with. Allowed a fairly standard Attribute spread, they can use both Sorcery and Guns. And according to Robin Laws later, their Martial Arts ability was missed off. They start at Martial Arts +7 (=12), not too bad. And they get 8 skill points to spend in addition starting with three restricted skills (Guns, Sorcery and Martial Arts). I would have allowed them Martial Arts to begin with, but with a much smaller bonus (say +2), then its up to the individual player to buy it up.

With a bit of XP they could also learn some cheeky, cheap Fu powers as well.

Do I protest too much? Are they really that powerful in play?
Kiero

From: Sensei Posted on: 5/4/2003 3:41 pm
To: Master_Kiero
Message: 205.2
in reply to: 205.1
I just had a player design a Magic Cop and play his first adventure a week ago, so I haven't had enough experience with the archetype yet to be much help. But if the guy plays his 'Cop a few more games, I'll see what he does with him and get back to ya! All I can tell ya is that in that one session, I didn't notice anything terribly unbalanced about him. I guess we'll see when he starts spending XP for stuff...
From: CCAMFIELD Posted on: 5/8/2003 11:18 pm
To: Sensei
Message: 205.3
in reply to: 205.2
Well, they get two 12s and a 13, right? Those are all mediocre. So while the Magic Cop is flexible, he doesn't have first-rank power in any of them.