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Old 12-22-2020, 06:48 AM   #3
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Reasonable starting points for cinematic martial artists and core wizards?

250 CP is a good minimum for both, in my opinion. In the case of standard magic though, nothing will make it particularly faster in combat, fireballs have a minimum charge time of one second per (Magery) dice. Luck is about the only way to make things safer, though some of the options, like Stabilized Casting, from Thaumatology can be added, but then it really stops being standard magic at that point.

In the case of the cinematic martial artist, the issue becomes the requirement for high attributes (a minimum of 14 in DX and HT each and 11 in ST and IQ), mundane advantages (Combat Reflexes and Luck), cinematic advantages (Heroic Archer, Trained by a Master, and/or Weapon Master), and high skill levels (16+ in Acrobatics and 16+ in a minimum of two combat skills). In addition, they would want a couple of Perks.

For example, a cinematic archer would want a minimum of ST 11, DX 14, IQ 11, HT 14, Combat Reflexes, Heroic Archer, Luck, Strongbow, Weapon Master (Specific Type of Bow), Acrobatics-16, Bow-16, and Fast-Draw (Arrow)-16, which is 243 CP. You will also likely want Signature Gear (Balanced and Fine Specific Bow and Consumable Balanced Fine Arrows) and Weapon Bond (Specific Bow), so you can gain an effective +3 to skill and +1 damage, so that will knock you up to 245 CP in a TL8 campaign (for example, a Balanced and Fine Compound Composite Bow would run a minimum of $8100 at TL8). Now, you can play around with the numbers some, but that is probably the minimum required for a cinematic feel to a game.

Last edited by AlexanderHowl; 12-22-2020 at 06:51 AM.
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