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Old 12-22-2020, 09:55 PM   #10
Tinman
 
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Join Date: Feb 2007
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Default Re: Reasonable starting points for cinematic martial artists and core wizards?

Quote:
Originally Posted by AlexanderHowl View Post
Armed martial arts most likely evolved the same time as unarmed martial arts, and I doubt that there were too many warriors that focused on unarmed martial arts rather than armed martial arts. In fact, most styles that focus only on unarmed martial arts are a modern invention, as firearms gradually removed the need for most weapon skills. For the crusaders, Combat Wrestling and Knightly Combat would be valid martial arts, as would Dagger Fighing, Foot Archery, and Quarterstaff.

For example, imagine a character with ST 20, DX 12, IQ 10, HT 12, Combat Reflexes, Luck, Weapon Mastery (Quarterstaff) and Staff-22. At 250 CP, the character is capable of dealing 3d+10 swinging crushing damage three times per turn with an effective skill of 16, meaning that they are capable of taking down three knights in full armor per turn with minimal difficulty. Give them -50 CP in disadvantages, -5 CP in Quirks, 5 CP in Perks, and 50 CP in other advantages/skills, and you have a character that legends are written about.
Well if the OP is talking about Armed MA, he's talking about just normal characters. There shouldn't be any problem integrating them at all.
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