Post by olegrand on Oct 26, 2012 20:19:18 GMT
So, I've just watched the whole INFERNO episodes with my wife, who also happens to be the player of the Time Lady Penelope Ashworth, the heroine of my ongoing one-on-one DWAITAS campaign. It was our first Jon Pertwee episode - and she was extremely interested by the Venusian Karate technique used by the Third Doctor to neutralize guards etc, using a kind of quick nerve-strike... and since her character is currently spending quite a lot of time with the Doctor, improving her "Time Lord education" and learning all she can from him, it seemed logical that, yes, she would now have heard of Venusian Karate and that yes, it would be a great idea for her to learn such tricks, since she usually goes unarmed on her adventures and often finds herself in tight spots because of this.
So I dashed to my newly-acquired UNIT : Defending the Earth pdf, to see how the Third Doctor's stats reflected the Venusian Karate technique... and found nothing pertaining to it.
How would you guys quantify or represent this technique in game terms ?
I don't think it can simply be interpreted as a better level in the Fighting skill - or at least not only, ie someone mastering this would probably get an extra level in the skill (but any form of formal combat training would also have this effect IMHO) but the whole nerve-strike thing seems mainly used in non-combat situations, against surprised targets.
My first thought would be to treat this as a Minor Good Trait, requiring perhaps a level of 2 or more in Fighting and, of course, an appropriate background - such as Time Lord etc. (Why "only" Minor ? Because many "Minor" traits do have significant effects in the game, such as, say, Run for your life, quick reflexes, lucky etc).
As for the effects per se, I would limit them to the nerve strike itself... but how can we handle such things in game terms? My guess would be to require a Coordination + Subterfuge test unless the victim is already restrained etc. Game logic would seem to dictate some kind of defensive roll for the target... but then, the very point of such a nerve strike is that it can take down the victim regardless of his actual stamina or toughness (as opposed to standard forms of attacks - and let's not forget that such a nerve strike would be completely useless against Daleks, Cybermen, robots... as well as, probably, non-humanoid aliens or anyone wearing proper armour). So, no defense or resistance roll at all? In this case, important NPCs could always nullify the roll by spending some Story points to turn the attacker's success into a failure... but if what would be the difficulty level of our Coordination+Subterfuge roll ? I'd be tempted to set it at 15, since it is quite a Tricky action.
Of course, all this assumes that the victim is not already fighting the character; in such cases, I'd say that the character must first beat his opponent's defense roll in the usual manner (using his Fighting skill, as per the usual rules) but instead of inflicting damage, he would have the chance of making the aforementioned roll.
Effects would be as the Stunned effect.
What do you think? Do you find this version too powerful / easy? Just right? Having some major hidden flaw?
So I dashed to my newly-acquired UNIT : Defending the Earth pdf, to see how the Third Doctor's stats reflected the Venusian Karate technique... and found nothing pertaining to it.
How would you guys quantify or represent this technique in game terms ?
I don't think it can simply be interpreted as a better level in the Fighting skill - or at least not only, ie someone mastering this would probably get an extra level in the skill (but any form of formal combat training would also have this effect IMHO) but the whole nerve-strike thing seems mainly used in non-combat situations, against surprised targets.
My first thought would be to treat this as a Minor Good Trait, requiring perhaps a level of 2 or more in Fighting and, of course, an appropriate background - such as Time Lord etc. (Why "only" Minor ? Because many "Minor" traits do have significant effects in the game, such as, say, Run for your life, quick reflexes, lucky etc).
As for the effects per se, I would limit them to the nerve strike itself... but how can we handle such things in game terms? My guess would be to require a Coordination + Subterfuge test unless the victim is already restrained etc. Game logic would seem to dictate some kind of defensive roll for the target... but then, the very point of such a nerve strike is that it can take down the victim regardless of his actual stamina or toughness (as opposed to standard forms of attacks - and let's not forget that such a nerve strike would be completely useless against Daleks, Cybermen, robots... as well as, probably, non-humanoid aliens or anyone wearing proper armour). So, no defense or resistance roll at all? In this case, important NPCs could always nullify the roll by spending some Story points to turn the attacker's success into a failure... but if what would be the difficulty level of our Coordination+Subterfuge roll ? I'd be tempted to set it at 15, since it is quite a Tricky action.
Of course, all this assumes that the victim is not already fighting the character; in such cases, I'd say that the character must first beat his opponent's defense roll in the usual manner (using his Fighting skill, as per the usual rules) but instead of inflicting damage, he would have the chance of making the aforementioned roll.
Effects would be as the Stunned effect.
What do you think? Do you find this version too powerful / easy? Just right? Having some major hidden flaw?