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From:
prophet118
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Posted on:
4/10/2005 2:01 pm
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To:
ALL
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ok, heres the situation, im wanting to play an everyman hero, im also wanting him to have access to Fu powers... now obviously the template does not get any, but according to what ive read, you only need to have points in Chi to get access to them (although thats not always the case with the ninja, as he has no chi, but gets a fu schtick) so, if i raise the everyman heroes chi at character creation, can i get fu schticks, and if so, how many
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From:
CCAMFIELD
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Posted on:
4/12/2005 12:19 pm
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To:
prophet118
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Actually characters with a higher Fu than Chi can use that, so the Ninja has lots of energy for the one schtick. You can give your Everyman Hero Chi, but you'd have to gain the Fu schticks through experience.
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From:
prophet118
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Posted on:
4/12/2005 12:56 pm
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To:
CCAMFIELD
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ah, ok doke... but at least giving him a higher chi at creation would save some trouble from later... heh, thanks for the answer
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From:
CCAMFIELD
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Posted on:
4/12/2005 8:29 pm
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To:
prophet118
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Yep. Or, if the Everyman Hero gets some secondary character points to spend, you could just buy up Fu, because that will be half as expensive to increase with XP. It won't increase your Chi or Magic values, though, if there is some reason they're important. I think Magic is used as a defensive value against some magic. But for half cost... increasing Fu might be the way to go. :)
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From:
DarrinBright
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Posted on:
4/12/2005 8:37 pm
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To:
prophet118
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Any character can use Chi or Fu, whichever is higher, with Fu Schticks. (Even Tranimals. Your rulebook may say Tranimals can only use Chi, but this was changed either in later printings or in some errata somewhere... I forget the exact page.) The Everyman Hero can't start with Fu schticks, but he can start with Chi or Fu by spending points on his primary or secondary stats in chargen. For example, an Everyman Hero could put all four of his primary stat points in Chi, and then bump up his secondary Fu stat by 1 for a total of 5 (His Fortune would remain 10 as per the = rules). He wouldn't know any Fu schticks to start out with, but the first one would only cost 3 XP, which means he can learn them pretty quickly as he starts out. I *might* be persuaded to allow a player to drop one of the Everyman Hero Unique schticks to start out with a single Fu schtick ("Hey, my grandfather taught me this thing once..."), but the two Unique schticks that he starts out with fit him so well that I'd much rather keep them as-is. And the +1 for Improvised Weapons is just not something I'd ever part with for any reason.
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From:
prophet118
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Posted on:
4/12/2005 8:51 pm
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To:
CCAMFIELD
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that might work too... basically the idea im interested in, is either the path that has fire strike as the first power (cant recall name) or the drunken master path.. i like the idea of the lucky hero coupled with some fu powers
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From:
prophet118
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Posted on:
4/12/2005 8:53 pm
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To:
DarrinBright
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id probably never drop the unique schticks..lol... they are too much fun... but increasing the stat from character creation, then getting fu schticks later would seem to be the easiest path
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From:
Queex
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Posted on:
4/13/2005 4:48 am
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To:
prophet118
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I see mto remember you do need a Martial Arts of at least 12 to use any Fu schticks- but this is seldom an issue.
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From:
prophet118
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Posted on:
4/13/2005 9:55 am
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To:
Queex
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hmm... i dont seem to remember that..lmao
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From:
DarrinBright
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Posted on:
4/13/2005 11:53 pm
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To:
Queex
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Hmmm. You may have this confused with the Guns skill. In my book (Daedelus edition, pp. 77, 184) it says you can't get new Gun schticks unless your guns skill is at least 12. There is no such requirement under Fu schticks, though. I'd guess the reasoning is there are much more Fu schticks and they XP cost is so much lower, so they are easier to learn than Gun schticks.
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From:
Queex
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Posted on:
4/14/2005 5:37 am
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To:
DarrinBright
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Yeah, you're right. That's what I get for posting without having the book handy. Although, of course, GM fiat may intervene.
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From:
DarrinBright
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Posted on:
4/14/2005 6:44 pm
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To:
Queex
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Well, you'd have to work really, *really* hard to wind up with an archetype that doesn't at least have a Martial Arts 12.
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From:
Queex
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Posted on:
4/15/2005 5:41 am
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To:
DarrinBright
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Bandit, Consumer on the brink, Drifter, Everyman Hero, Gardener, Gearhead, Golden Candle Agent, Gorilla Fighter, Killer, Lodge Survivor, Pledged Agent, Private Investigator, Redeemed Pirate, Science Ninja, Smuggler, Sorceror, Spy, Techie, Thief, Transformed Animal, Velocity Addict can all start with Martial Arts less than 12. There may be others. Not that hard. But certainly rare.
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