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#192 From: "Ben B. Bainton" <ben@...>
Date: Fri Apr 7, 2006 9:56 pm
Subject:: Yet another character sheet
benbainton
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Hiya!

I'm new here, and I've yet to try Wushu in action, but I must say I
like the idea behind it... I've been trying to think of a really
cinematic system for a long time, but I think this comes the closest
to it I've ever seen...

Anyway, I was bored last night so I whipped up this little character
sheet. As I'm not yet sure as to the exact house rules I'd be playing
with when I'll get around to actually running a Wushu game, this may
change in the future...

As for now, there's space for several weaknesses, as I prefer a system
where the players can pick additional weaknesses for extra trait
points. Also, the box for tracking chi has numbers up to six, in case
additional points are needed for some purpose. (I know I'll want to
have chi use a bit more dynamic than just a hit point replacement, but
as of yet I'm not exactly sure what I'll do with it.)

Anyways, you can grab the sheet, in PDF, here:
http://www.bossbattle.net/home/rpg/wushu_sheet_a4.pdf

It's in A4 size (as that's the paper size used here), and prints two
character sheets per sheet of paper. (Meaning the sheet is actually in
A5 size, which seems convinient enough for me...)


Enjoy,

Ben B.

#190 From: "Bruno" <bbelloc@...>
Date: Wed Feb 1, 2006 4:18 am
Subject:: Re: Describing PCs' Chi Loss & Nemesis Reactions
bruno_bns
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Oh, how i love improvised adventures... The best sessions i had as a
GM even now all of them had as much planning as saying to the
players "You're in city X. What you wanna do?". Proably that's why i
love so much games like Wushu or Risus, as they make it easier to
make NPCs stats out of nowhere ^^.

But ansering the main question. I may be wrong about this - and if i
am, feel free to correct me - but i think the Narrative Truth
principle works for both the players AND the GM. That is, if the
players can dictate NPCs actions when they're kicking their ass, so
can you when you it's the opposite situation. And this goes for the
Mooks fights and for the Nemesis fights as well.

As for the thing "you can't cut off his arm", this is barely
discussed in the open rules; players can't "kill" the Nemesis until
he have no Chi points left (when the GM can let them do the
finishing blow and all). "Kill", in an RPG, of course, means
more "make him unable to battle" more then actually "killing him";
that is, if the fact of losing an arm will put the Nemesis out of
battle, you have all the right to veto that detail. But in Wushu, as
far as i'm concerned, having just one arm rarely means not being
able to keep fighting...

But the real thing is, to a Wushu game to run really well, it's
necessary for the players and GM to be in tune to what's apropriate
to the game, so that this kind of thing doesn't got to happen. It's
proably one of the biggest concerns many people have with this kind
of mostly narrative based rules, where the players can decide what
to do or to be without much concern with mechanics. I know we had
this kind of problem here in Brazil not so long ago, with a very
sucessful game system that had some common principles, but that did
get a lot of bad critics and concerns because of the same thing.

--- In wushurpg@..., "Andrew Dr Rotwang! Reyes"
<areyes@k...> wrote:
>
> ##NOTE: This message was originally posted to RPG.Net, in modified
> form. ##
>
> Well, I just ran a totally impromptu game of Wushu for my group.
(Two
> of the five players couldn't make it, so the Serenity game will
hafta
> wait for next week.)
>
> It went OK; they really had fun being able to describe their cool
> stuff without fear of, you know, rolling a bunch of dingus and
failing
> at it all. For me, though, it was a pretty big paradigm shift -- it
> seemed a totally different way of running a game.  To wit:
>
> I wasn't sure how to describe Chi loss. Since everything happens
just
> the way the players say it does, I was just adding descriptions to
> account for damage taken -- which felt kind of shoehorned it. "I
flip
> him over, throw him to the ground and kick him in the ribs! Oh, I
got
> 2 yang successes and no yin." "Okay...another guy tugs you by the
> shoulder and punches you in the face." I couldn't get it in there
> smoothly.  Like I say, it felt awkward.
>
> Also, I stumbled a bit during a Nemesis battle.  It wasn't a rules
> problem; it was a matter of describing the Nemesis' actions without
> violating the Principle of Narrative Truth.  In other words, it was
> hard not to say, basically, "Oh, yeah?  Well he's gonna DODGE, so
you
> CAN'T cut his arm off!"
>
> That said, I think we all enjoyed the game, even though I was
totally
> making it up and had NO PLOT AT ALL.  Still, like I said, everyone
got
> to thump some rumps without fear of failure.
>
> Any suggestions on how to work around my problems?  Thanks in
advance!
>

#189 From: "Andrew Dr Rotwang! Reyes" <areyes@...>
Date: Mon Jan 30, 2006 12:38 pm
Subject:: Describing PCs' Chi Loss & Nemesis Reactions
drrotwang
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##NOTE: This message was originally posted to RPG.Net, in modified
form. ##

Well, I just ran a totally impromptu game of Wushu for my group. (Two
of the five players couldn't make it, so the Serenity game will hafta
wait for next week.)

It went OK; they really had fun being able to describe their cool
stuff without fear of, you know, rolling a bunch of dingus and failing
at it all. For me, though, it was a pretty big paradigm shift -- it
seemed a totally different way of running a game.  To wit:

I wasn't sure how to describe Chi loss. Since everything happens just
the way the players say it does, I was just adding descriptions to
account for damage taken -- which felt kind of shoehorned it. "I flip
him over, throw him to the ground and kick him in the ribs! Oh, I got
2 yang successes and no yin." "Okay...another guy tugs you by the
shoulder and punches you in the face." I couldn't get it in there
smoothly.  Like I say, it felt awkward.

Also, I stumbled a bit during a Nemesis battle.  It wasn't a rules
problem; it was a matter of describing the Nemesis' actions without
violating the Principle of Narrative Truth.  In other words, it was
hard not to say, basically, "Oh, yeah?  Well he's gonna DODGE, so you
CAN'T cut his arm off!"

That said, I think we all enjoyed the game, even though I was totally
making it up and had NO PLOT AT ALL.  Still, like I said, everyone got
to thump some rumps without fear of failure.

Any suggestions on how to work around my problems?  Thanks in advance!

#188 From: "reverendbayn" <dan@...>
Date: Tue Jan 24, 2006 1:04 am
Subject:: Re: On-the-fly Character Creation
reverendbayn
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Daniel's got it, though I wouldn't count those extra Details against their pool
limit. I'd handle
the chargen stuff separately, since you're providing Details for Trait points,
not for dice to roll
on the related action.

It's explained on page 22 (as your PDF viewing counts), under "Going Insane."

--Dan

#187 From: mcsorley@...
Date: Mon Jan 23, 2006 3:37 pm
Subject:: Re: On-the-fly Character Creation
mcsorley314
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> In "The Fringe" there is a part, in one of the examples of play, that
> goes something like this: "There is nothing about burglary in his
> character description, and he wants more than 2 dice, so he spends 2
> points to create a new Trait called Burglary (4).  He now owes the GM
> 2 Details to explain his new Trait".
>
> I can't seem to find the rules for this seemingly on-the-fly character
> creation anywhere.  Did I miss something?  Can somebody point be to
> where I can find this rules if they exist?  I think this is a pretty
> cool concept because games can start instantly, with only a quick
> decision on character concept.

Well, it's wushu, there are only so many mechanics, so you can probably
fill in the details pretty easily.

Characters have 6 points to spend on traits at 1 for 1, starting at the
default 2.  Save some for use during play if you like.

If, during play, you decide you need a trait, and it fits in your
background, use some of your untrained points.  Your narration must
include a flashback, discussion with other characters, or some other set
of details equal to the points you just spent, to say where it came from.

For instance, you spend 2 points to acquire burglary 4.
"Earl bends down and peers at the lock.  He pulls out his picks and goes
to work, squinting at the tiny keyhole.  "Did you know you can take
correspondance courses in prison?  They're required by law to let you,
even if it's a locksmithing course," he continues, as the cylinder turns
smoothly and he eases the door open, revealing the darkness inside."

Our of a 5 detail narration, two (prison, locksmithing) go toward
acquiring the trait, the other three plus the base die are rolled against
his new trait of Burglary (4) to open the lock.

--
Daniel McSorley

#186 From: "Everybody calls me Bull in real life" <robert_winkel@...>
Date: Mon Jan 23, 2006 6:16 am
Subject:: On-the-fly Character Creation
yeah_its_bull
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In "The Fringe" there is a part, in one of the examples of play, that
goes something like this: "There is nothing about burglary in his
character description, and he wants more than 2 dice, so he spends 2
points to create a new Trait called Burglary (4).  He now owes the GM
2 Details to explain his new Trait".

I can't seem to find the rules for this seemingly on-the-fly character
creation anywhere.  Did I miss something?  Can somebody point be to
where I can find this rules if they exist?  I think this is a pretty
cool concept because games can start instantly, with only a quick
decision on character concept.

#185 From: "reverendbayn" <dan@...>
Date: Thu Dec 22, 2005 12:23 am
Subject:: Actual Play report
reverendbayn
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I've started a serial Pulp-Fu game and I plan to
post an Actual Play report after each session.

Here's the link:
http://forum.rpg.net/showthread.php?t=235815

L8r, --Dan

#184 From: "John" <longspeak@...>
Date: Tue Dec 20, 2005 10:18 pm
Subject:: The Philosophy of Mooks ( was Re: Mook Tactics)
longspeak_te...
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Good points all.


> Escherwolf...who has no mooks to call his own...
>
I have two mooks.  But they prefer to be referred to as my "Son &
Daughter."  And they're insolent, so I might have to have them
liquidated.

LT

#183 From: "John McDonald" <mac3141@...>
Date: Tue Dec 20, 2005 8:56 pm
Subject:: The Philosophy of Mooks ( was Re: Mook Tactics)
escherwolf
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--- In wushurpg@..., "John" <longspeak@c...> wrote:

> These are all cool ideas, but here's my problem:
>
> In Wushu, the Mook exists to be smacked around by the Heroes.  A
Mook
> is born with a target on his chest, a glass jaw, poor hand-eye
> coordination.  One bullet in three has his name on it.  He's a
> distraction, not even worthy to be called an obstacle unless he can
> get a dozen or more of his Mook buddies to join the fight.

Agreed. In my defence, I'll say that these guys are meant as an
occassional Friday Night special, not as good as a nemesis, buut
better than the average mook. In play, I find the extra challenge can
keep players on their toes without deprotagonising them...
>
> Introducing any of these sneaky things seems to run counter to that
> philosophy.  Most of your ideas can inspire some interesting
> narration, but I don't know that any mechanical changes are needed
in
> most of the cases.  Just up the threat rating and add some
flavorful
> dialogue.

Again, that can work, and its not for me to say which is the best way
to do things. The mechanics I suggest are basically me playing
around, and can be used or discarded to taste. The tactics, even as
straight narrative special effects are useful - I know a guy who
tried a game similar to Wushu, but was never able to describe a mook
fight in any terms other than a group of mooks show up and start
fighting. These ideas are suggestions that can aid in adding
variation to mook fights...


> > 1.The Sniper mook:
> >
> This guy makes a great Lesser Nemesis.  Give him a single vitality
> point and whatever traits you think fit best.  The Sniper
gets "Long
> Distance Killing" at 4 or 5.
>
Yep, I considered doing that, but in the end I wanted to keep him as
a mook that was just harder to get to (or be aware of). Half the fun
is figuring out midfight that there is a sniper. Once found and
reached, he just essentially falls over...

> > 2. The bait mooks:
> >
> The GM can just set low mook rating and after all the rating points
> are gone say, "One mook is still standing, and he bolts."  If the
> heroes run after him, he leads them to a bunch more mooks.

Yep, I'd use that.

> > 3. The Mooks behind a physical trap.
> >
> Give the trap a separate obstacle rating.  Depending on the nature
of
> the trap, the heroes might have to overcome it before they can get
to
> the mooks, or might have to pick *which one* they roll against each
> round.
>
> This works for a Nemesis, too.  Dr. Evil has his trap door to the
> flaming pit.
>
> > 4. Mooks who give their power to remaining mooks.
> >
> The GM Just assigns a high threat rating and narrates after each
> round, "There are still some Mooks, and these look even tougher!"
>
Yeah, that might be a better way to go. I need to play around with
that concept a bit more...

> > 5.Shapechanging mooks.
> >
> High threat rating.

It can work that way, but I prefer to give them yin/yang addon. You
know, in werewolf form its harder to hurt them, and their claws do
much more damage (and they move faster, a factor for both attack and
defence)
>
> > 6. Mooks that can be hurt only by conditional attacks
> >
> I'd allow this.  The Heroes then waste all their Yin successes when
> they fight these Mooks, until they can figure out the weakness!
>
> > 7. Entrenched Mooks.
> >
> High Threat Rating.
>
> > 8.Mooks with hostages.
> >
> High Threat Rating, plus higher "Yang" rating.  Make the heroes
have
> to get one extra Yang success each round to avoid getting a hostage
> killed.
>
> > 9. Regenerating mooks.
> >
> Higher Threat Rating.  Or possibly same as 6, where the heroes have
> to figure out the weakness before they really start kicking ass.
>
Then there's the troll factor - the threat rating is reduced to zero,
but if the PCs don't burn the bodies, they get up again after a
certain space has elapsed with a new threrat rating...

> > 10. Guerilla mooks.
> >
> High Threat Rating

The joy of guerilla mooks  for me is in describing the way they come
out of nowhere and blend back into the background - it can be quite
unnerving to PCs even if there is no effective mechanical change...
>
> > 11. Nightvision goggle mooks.
> >
> Penalty to the Heroes Traits unless they can also see in the dark.
>
> > 12. Innocent mooks.
> >
> I like this one.  Standard, maybe even LOWER threat ratings,
> depending on where the brainwashed innocents come from.  But the
> Heroes now need an extra Yang success each round to avoid
> accidentally killing or seriously harming one of them.  Unless of
> course they just don't care.

For me, I like the players to be invested in the game world
sufficiently so they do care. Take a tip from superhero comics - the
innocents aren't just nobodies - they are people the PCs have come to
know and love, or perhaps even blood relations...
>
> > Escherwolf - Wondering how job placement for mooks actually
works...
> >
> Ever see the deleted scenes from Austin Powers?  The wife getting
the
> phone call at home?
>
> "Yes, my husband works for Dr. Evil's private army."
> "What?"  *crying*
> "Timmy, your father was run over by a steamroller."

Even so, one still has to think of what it's like down at the job
centre: "Well, we have two possible jobs for you, the first is as a
bricklayer, all work legal and respectable, and solid pay and
retirement plan. The second is as a henchman to a psychopathic
deformed criminal who wants to destroy the world. It has no
retirement plan for obvious reasons, is illegal, immoral and
unethical work,will require you to be canon fodder against a variety
of heroic types who will be much more skilled than you, and your
likelihood of either going to jail, being killed by the good guys or
being killed by the boss in a fit of pique are extremely high. Which
one would you like to interview for?"

As always I'll add your comments and ideas with credit to the
finished mook tactic list when I eventually get around to doing it
for the wiki (Bear with me, I seem to be spending most of my free
time doing renovations at home)...

Escherwolf...who has no mooks to call his own...

#182 From: "John" <longspeak@...>
Date: Fri Dec 16, 2005 12:15 am
Subject:: The Philosophy of Mooks ( was Re: Mook Tactics)
longspeak_te...
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--- In wushurpg@..., "John McDonald" <mac3141@i...>
wrote:
> Why should the Nemesis have all the fun.
>
These are all cool ideas, but here's my problem:

In Wushu, the Mook exists to be smacked around by the Heroes.  A Mook
is born with a target on his chest, a glass jaw, poor hand-eye
coordination.  One bullet in three has his name on it.  He's a
distraction, not even worthy to be called an obstacle unless he can
get a dozen or more of his Mook buddies to join the fight.

Introducing any of these sneaky things seems to run counter to that
philosophy.  Most of your ideas can inspire some interesting
narration, but I don't know that any mechanical changes are needed in
most of the cases.  Just up the threat rating and add some flavorful
dialogue.

> 1.The Sniper mook:
>
This guy makes a great Lesser Nemesis.  Give him a single vitality
point and whatever traits you think fit best.  The Sniper gets "Long
Distance Killing" at 4 or 5.

> 2. The bait mooks:
>
The GM can just set low mook rating and after all the rating points
are gone say, "One mook is still standing, and he bolts."  If the
heroes run after him, he leads them to a bunch more mooks.

> 3. The Mooks behind a physical trap.
>
Give the trap a separate obstacle rating.  Depending on the nature of
the trap, the heroes might have to overcome it before they can get to
the mooks, or might have to pick *which one* they roll against each
round.

This works for a Nemesis, too.  Dr. Evil has his trap door to the
flaming pit.

> 4. Mooks who give their power to remaining mooks.
>
The GM Just assigns a high threat rating and narrates after each
round, "There are still some Mooks, and these look even tougher!"

> 5.Shapechanging mooks.
>
High threat rating.

> 6. Mooks that can be hurt only by conditional attacks
>
I'd allow this.  The Heroes then waste all their Yin successes when
they fight these Mooks, until they can figure out the weakness!

> 7. Entrenched Mooks.
>
High Threat Rating.

> 8.Mooks with hostages.
>
High Threat Rating, plus higher "Yang" rating.  Make the heroes have
to get one extra Yang success each round to avoid getting a hostage
killed.

> 9. Regenerating mooks.
>
Higher Threat Rating.  Or possibly same as 6, where the heroes have
to figure out the weakness before they really start kicking ass.

> 10. Guerilla mooks.
>
High Threat Rating

> 11. Nightvision goggle mooks.
>
Penalty to the Heroes Traits unless they can also see in the dark.

> 12. Innocent mooks.
>
I like this one.  Standard, maybe even LOWER threat ratings,
depending on where the brainwashed innocents come from.  But the
Heroes now need an extra Yang success each round to avoid
accidentally killing or seriously harming one of them.  Unless of
course they just don't care.

> Escherwolf - Wondering how job placement for mooks actually works...
>
Ever see the deleted scenes from Austin Powers?  The wife getting the
phone call at home?

"Yes, my husband works for Dr. Evil's private army."
"What?"  *crying*
"Timmy, your father was run over by a steamroller."

LT

#181 From: "John McDonald" <mac3141@...>
Date: Thu Dec 15, 2005 8:55 pm
Subject:: Re: Mook Tactics
escherwolf
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--- In wushurpg@..., "Bruno" <bbelloc@h...> wrote:

> --- In wushurpg@..., "John McDonald" <mac3141@i...>
> wrote:
> >
> > 1.The Sniper mook: Whaddya know - the team of mooks kept one mook
>
> Right, but how exactly would the sniper work, since mooks don't get
> turns to themselves like a nemesis? Or would he just stay doing
> nothing until the players finish of the other mooks? I mean, there
> must be some kinda hint the players could have to find out there's
a
> sniper out there.

Hi Bruno - sory about taking so long to reply - been up to my
eyeballs in stuff here. The way I work this is that with each turn I
add a bit of description describing the environment, or the mooks as
I see them at the end of last round. I'll speak about bystanders
running for cover and the such. From the very first round, I may
describe a whistling sound near a PC's ear, or the shattering of
glass nearby that isn't expected. Those that have lost a point of chi
may be told that they have a light bullet wound - which may ring
warning bells if none of the visible mooks are carrying guns.
The sniper mook is treated like as untouchable until he is either
closed with or attacked by some ranged attack method. If all the
other mooks are dead, he is treated as a nemesis if he is out of
range, and as a mook is he can be attacked.
>
> BTW, a small idea i just had... What if ALL the mook group was
> composed of snipers? You know, like a whole SWAT team hidden all
> around the scenario, shooting the players from everywhere. So, they
> would have to just dodge around until they find a way to reach the
> snipers locations.

Heh, that's nasty...I'd make the players roll on some kind of
perception trait to locate a sniper. Traits such as soldier could
also be used to locate a sniper.
>
>
> > 3. The Mooks behind a physical trap. Not all mooks are eager to
go
> to
> > hand to hand. They may well position themselves behind a hidden
> trap
> > (such as a covered pit) and taunt the heroes into a fight. This
is
> a
> > good one if the mooks are trying to trap the heroes for delivery
> to a
> > nemesis.
>
> And how would this work? Once again, since what the mooks do gets
to
> be decided by the players while fighting them, this could get
tricky
> to use in a game.

Yeah, this one comes under sneaky GM manipulations - I don't roll to
see if they fall into a trap or ambush - I just say to the player's
before combat starts something to the effect of "Wang Hu's
mercenaries are standing at the other end of the ally, taunting you
and making obscene gestures. Do you close the gap with them?"

If the player's are hotheads (and only one of my players is) then
There should be some kind of trigger the GM could they will say yes.
Trap is triggered as PC runs headlong into it...If the PC says no,
I'll let them describe what they're doing instead. Any trait used
that might analyse tactics, perceive hidden anything, or be just
plain luck will warn them of the trap - I may not even bother to
roll. One of my PCs (playing a Dragon air spirit) immediately said no
to one of these situations saying that the enemy was all to eager to
do battle - he said he would wait for them to make the first move.
After realising that the enemy was not closing with them, despite
their eagerness to lure the PCs closer, he decided to use his mojo to
see if any traps were before him, describing his actions and words. I
didn't roll, just told him that the his mojo had revealed to him the
trap that had been set - where it was, what it did, and how to
circumvent it. So that's my technique - I ask the players if they are
moving in the desired direction , and see if they stopo and think
first...

> use to decide when to uncover the trap the mooks are using - like,
> as soon as the battle start, when half the threat rating are
> reduced, when it's reduced to
>
>
> >
> > 4. Mooks who give their power to remaining mooks. I filched this
> one
> > from a Xena episode. Let's say you have six mooks - and a threat
> > rating of six. One mook goes down - there is somekind of special
> > effect suggesting a power transference to the other mooks. Now
the
> > remaining mooks all have 2 points of chi each, and the threat
> rating
> > has increased to ten as the remaining mooks become stronger. This
> > will continue until the last standing mook will have a threat
> rating
> > far greater than the original group...gotta take these guys down
> fast.
>
> Have you tested this one on play? 'cos i think it might get a
littke
> tricky too. I mean, the idea of mooks, or at least the idea i get
> from the open rules, is that the mooks aren't any set number of
> mooks out there, just as many as the players want there to be,
> right? So, fixing a number of mooks could complicate a little the
> battle, 'cos the players would have limits to their descriptions -
> it would seem more like a nemesis battle, just that there are 6
> nemesai (or whatever the plural of nemesis is) instead of just one.

Absolutely right - this is a special circumstance wher I need the
players to realise that each successive mook they put down is getting
tougher than the last one. They are sub-nemesii mooks I guess.
>
> A better way to working this on a mook fight would maybe using the
> yang hit they get for free every turn - you know, like each threat
> rating point the players take out, the remaining mooks get an extra
> yang hit the next turns, or something like that.
>
This could work - let me play with it and see. It may work better
than my technique.
>
>
> > 11. Nightvision goggle mooks. Suddenly the lights go out and the
> > heroes find themselves in pitch blackness. The mooks have the
> upper
> > hand, though they will be stunned for a round if they are hit
with
> a
> > flash of bright light. Otherwise, just assume the mooks are
harder
> to
> > hit with yang dice until the advantage is removed.
>
> Or, the mooks get some yin hits for free too, right? Saying this
way
> could make it easier to the eventual readers to understand...
>
Yep, that's pretty much it.
>
> Well, so far, that's it. I'll see if i come up with some later.
>
Please do - it is my intention to eventually assemble these tactics
into a list for the wiki the same way as I did for the nemesis
tactics list...

Escherwolf

#180 From: "Bruno" <bbelloc@...>
Date: Wed Dec 7, 2005 2:53 am
Subject:: Re: Mook Tactics
bruno_bns
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Neat ideas. I love playing with mooks, 'cos, more than a nemesi,
they let the players unleash all their hidden cruelty, as there's
not limit to the exact number of character they stand for - it's all
up to the players, so they can just keep killing until they're
satisfied, Kill Bill style. I'll see if a can think of some ideas to
help ya later, but i have a few comments right now about these
ones...

--- In wushurpg@..., "John McDonald" <mac3141@i...>
wrote:
>
> 1.The Sniper mook: Whaddya know - the team of mooks kept one mook
in
> a sniper position to cover their butts. Reserve a point of the
threat
> rating for the sniper - he'll be shooting from a concealed
location
> that is not directly accessible to the heroes. First the hero's
have
> to become aware that a sniper is targeting them while they melee
with
> teh other mooks, then they have to locate the sniper, and then
either
> take cover or break off and try to get to the sniper (which will
> probably involve a ranged attack, or running up stairs).Good for
> nuisance value.

Right, but how exactly would the sniper work, since mooks don't get
turns to themselves like a nemesis? Or would he just stay doing
nothing until the players finish of the other mooks? I mean, there
must be some kinda hint the players could have to find out there's a
sniper out there.

BTW, a small idea i just had... What if ALL the mook group was
composed of snipers? You know, like a whole SWAT team hidden all
around the scenario, shooting the players from everywhere. So, they
would have to just dodge around until they find a way to reach the
snipers locations.


> 3. The Mooks behind a physical trap. Not all mooks are eager to go
to
> hand to hand. They may well position themselves behind a hidden
trap
> (such as a covered pit) and taunt the heroes into a fight. This is
a
> good one if the mooks are trying to trap the heroes for delivery
to a
> nemesis.

And how would this work? Once again, since what the mooks do gets to
be decided by the players while fighting them, this could get tricky
to use in a game. There should be some kind of trigger the GM could
use to decide when to uncover the trap the mooks are using - like,
as soon as the battle start, when half the threat rating are
reduced, when it's reduced to 0, when the players lose a point (or
all points) of Chi, etc.


>
> 4. Mooks who give their power to remaining mooks. I filched this
one
> from a Xena episode. Let's say you have six mooks - and a threat
> rating of six. One mook goes down - there is somekind of special
> effect suggesting a power transference to the other mooks. Now the
> remaining mooks all have 2 points of chi each, and the threat
rating
> has increased to ten as the remaining mooks become stronger. This
> will continue until the last standing mook will have a threat
rating
> far greater than the original group...gotta take these guys down
fast.

Have you tested this one on play? 'cos i think it might get a littke
tricky too. I mean, the idea of mooks, or at least the idea i get
from the open rules, is that the mooks aren't any set number of
mooks out there, just as many as the players want there to be,
right? So, fixing a number of mooks could complicate a little the
battle, 'cos the players would have limits to their descriptions -
it would seem more like a nemesis battle, just that there are 6
nemesai (or whatever the plural of nemesis is) instead of just one.

A better way to working this on a mook fight would maybe using the
yang hit they get for free every turn - you know, like each threat
rating point the players take out, the remaining mooks get an extra
yang hit the next turns, or something like that.



> 11. Nightvision goggle mooks. Suddenly the lights go out and the
> heroes find themselves in pitch blackness. The mooks have the
upper
> hand, though they will be stunned for a round if they are hit with
a
> flash of bright light. Otherwise, just assume the mooks are harder
to
> hit with yang dice until the advantage is removed.

Or, the mooks get some yin hits for free too, right? Saying this way
could make it easier to the eventual readers to understand...


Well, so far, that's it. I'll see if i come up with some later.

C ya.

#179 From: "John McDonald" <mac3141@...>
Date: Tue Dec 6, 2005 8:53 pm
Subject:: Mook Tactics
escherwolf
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Why should the Nemesis have all the fun. Just because you're a lowly
mook, it doesn't mean that you're just gonna stand there waiting to
be whacked by the hero. No, some mooks aspire to be morethan just
canon fodder as can be seen by teh following tactics:

1.The Sniper mook: Whaddya know - the team of mooks kept one mook in
a sniper position to cover their butts. Reserve a point of the threat
rating for the sniper - he'll be shooting from a concealed location
that is not directly accessible to the heroes. First the hero's have
to become aware that a sniper is targeting them while they melee with
teh other mooks, then they have to locate the sniper, and then either
take cover or break off and try to get to the sniper (which will
probably involve a ranged attack, or running up stairs).Good for
nuisance value.

2. The bait mooks: A small group of mooks that will engage the heros,
then immediately run to another location. If the heroes pursue, they
will suddenly find themselves surrounded by a much larger (higher
threat rating) bunch of mooks - oops.

3. The Mooks behind a physical trap. Not all mooks are eager to go to
hand to hand. They may well position themselves behind a hidden trap
(such as a covered pit) and taunt the heroes into a fight. This is a
good one if the mooks are trying to trap the heroes for delivery to a
nemesis.

4. Mooks who give their power to remaining mooks. I filched this one
from a Xena episode. Let's say you have six mooks - and a threat
rating of six. One mook goes down - there is somekind of special
effect suggesting a power transference to the other mooks. Now the
remaining mooks all have 2 points of chi each, and the threat rating
has increased to ten as the remaining mooks become stronger. This
will continue until the last standing mook will have a threat rating
far greater than the original group...gotta take these guys down fast.

5.Shapechanging mooks. The heroes have come upon a group of typically
easy to beat mooks. Just as they engage the mooks shapeshift into
something worse - werewolves, demons, whatever. Now their threat
rating has doubled, and they may also be subject to the next tactic.

6. Mooks that can be hurt only by conditional attacks - silver, cold
iron, wooden stakes, holy symbols, the Kungfu quivering palm of
death. You get the idea.

7. Entrenched Mooks. The average mook may not be bright enough to
attack from a fortifiexd position (as in an ambush), but some are.
Some mooks can be entrenched behind cover. Approaching them may
involve crossing a distance under a hail of gunfire. Here I give the
entrenched position a threat rating that must be destroyed before the
mooks can be taken out.

8.Mooks with hostages. Ohno, the mooks are making a break for it
using human shields! Assign each mook with a hostage a couple of
point of threat rating. Taking out both points means the mook is down
and the hostage freed. Taking out only one point means that the mook
is hurt but still standing, but the hostage has broken away. Not
taking out any of the  mook's threat rating on an attack means that
the mook is unhurt, but the hostage has been hurt, either by being
used as a shield, or by the mook directly. If a hostage is hurt
twice, they are dead.

9. Regenerating mooks. The mooks regenerate if not burnt,
dismembered, or ritually disposed of. Good for mooks that are
zombies, trolls, or under a more than lifetime contract to Wolfram
and Hart.

10. Guerilla mooks. Who says that all the mooks come out at once.
They might be ninjas, or jungle guerrillas that emerge from the
scenery at random than melt back into it, taking short strikes each
time. Each time they attack, the PCs can also attack and defend
before the ninja melts back into the background.

11. Nightvision goggle mooks. Suddenly the lights go out and the
heroes find themselves in pitch blackness. The mooks have the upper
hand, though they will be stunned for a round if they are hit with a
flash of bright light. Otherwise, just assume the mooks are harder to
hit with yang dice until the advantage is removed.

12. Innocent mooks. These are innocent people who, because of mind
control, brainwashing, magic, or just a mistaken belief that the PCs
are an evil threat, will fight the PCs. No modifiers here - its all
in how the PCs approach teh problem. If the kill the innocents, there
should be consequences.

That's it for now - more to come. Let me know what you think, and if
you have any suggestions.

Escherwolf - Wondering how job placement for mooks actually works...

#178 From: "John McDonald" <mac3141@...>
Date: Sun Dec 4, 2005 8:30 am
Subject:: Re: A new take for Flaws (and merits!)
escherwolf
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--- In wushurpg@..., Aaron Smith <blackcat1313@g...>
wrote:
> Oh, if you're willing to do the transcription, then great! Please do.
> I've got no problems with my idea seeing wider circulation.
>
> AS
  'Tis done Aaron - look for it under the fan rules section of
  the Wiki. Not so much a transcription as an edit and paste. Sorry it
took me so long to get to it, but the lady of the house suddenly
decided the house needed painting before any Christmas guests arrive...

Escherwolf - Wondering why the loo needs to be aquamarine instead of
basic beige (Sigh).

#177 From: Aaron Smith <blackcat1313@...>
Date: Sat Dec 3, 2005 9:26 am
Subject:: Re: Re: A new take for Flaws (and merits!)
aj_smith_1313
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John McDonald wrote:

>--- In wushurpg@..., "Aaron Smith" <blackcat1313@g...>
>wrote:
>
>
>>Taken from my own homebrew system (coming soon to a tabletop nowhere
>>near you!) here's a way to mix up merits and flaws into the Wushu mix.
>>
>>Note: This system replaces the "when your flaw is in play, you roll
>>against a 1 for all challenges"
>>
>>
>>
>Aaron - would you like this put onto the Wiki in the fan rules section?
>I'm happy to transcribe it for you if you like...I think it deserves to
>be there...
>
>Escherwolf - Thinking that when life gives you demons, you should make
>demonade...Ok I'm not sure that made sense even to me...
>
>
Oh, if you're willing to do the transcription, then great! Please do.
I've got no problems with my idea seeing wider circulation.

AS

#176 From: Aaron Smith <blackcat1313@...>
Date: Fri Nov 25, 2005 5:38 pm
Subject:: Re: Re: A new take for Flaws (and merits!)
aj_smith_1313
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John McDonald wrote:

--- In wushurpg@..., "Aaron Smith" <blackcat1313@g...> wrote:
 

Taken from my own homebrew system (coming soon to a tabletop nowhere
near you!) here's a way to mix up merits and flaws into the Wushu mix.

Note: This system replaces the "when your flaw is in play, you roll
against a 1 for all challenges"

  
Aaron - would you like this put onto the Wiki in the fan rules section? I'm happy to transcribe it for you if you like...I think it deserves to be there...

Escherwolf - Thinking that when life gives you demons, you should make demonade...Ok I'm not sure that made sense even to me...  

Oh, if you're willing to do the transcription, then great! Please do. I've got no problems with my idea seeing wider circulation.

AS

#175 From: "John McDonald" <mac3141@...>
Date: Thu Nov 24, 2005 9:19 pm
Subject:: Re: A new take for Flaws (and merits!)
escherwolf
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--- In wushurpg@..., "Aaron Smith" <blackcat1313@g...>
wrote:
> Taken from my own homebrew system (coming soon to a tabletop nowhere
> near you!) here's a way to mix up merits and flaws into the Wushu mix.
>
> Note: This system replaces the "when your flaw is in play, you roll
> against a 1 for all challenges"
>
Aaron - would you like this put onto the Wiki in the fan rules section?
I'm happy to transcribe it for you if you like...I think it deserves to
be there...

Escherwolf - Thinking that when life gives you demons, you should make
demonade...Ok I'm not sure that made sense even to me...

#174 From: "John McDonald" <mac3141@...>
Date: Thu Nov 24, 2005 9:15 pm
Subject:: Nemesis Tactics now on Wiki.
escherwolf
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The Nemesis tactics list is now on the Wiki in the articles section. I
will probably make a PDF of the list available in the files section
here as well in due course. There are some 20 items now, a big raise
from the original eleven, so its worth a look for the new ones. Enjoy -
and don't be afraid to add to it - just put yourt name in italics after
your tactic so we know who you are...

Escherwolf - Thinking that the plural of nemesis should be nemesii,
even though its not...

#173 From: Aaron Smith <blackcat1313@...>
Date: Tue Nov 15, 2005 5:14 am
Subject:: Re: Re: A new take for Flaws (and merits!)
aj_smith_1313
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This sounds cool - I might try it in one of my future one-offs and

>see whether my players take to it....
>
>It occurs to me that instead of having a merit and a flaw, you could
>just have an aspect as per Fate that can be invoked for positive or
>negative use and apply your system the same way...
>
>Escherwolf - thinking that my bad typing should earn me a point of
>chi...
>
   There are several instances where a "trait" of some sort can be both
an advantage and a disadvantage. A recent case in point was a female
player who choose to take the trait "sexaaay". (She has self esteem
issues...) In play, she used it both as a merit (get the boys to talk to
me, and tell me everything they know) and a flaw (the boys wont STOP
talking to me, and keep trying to pick me up when I'm trying to lay low)

... And your bad typing has to cause you and/or your group a serious
inconvience, or you get NOTHING from me. ;)

#172 From: "John McDonald" <mac3141@...>
Date: Mon Nov 14, 2005 9:22 pm
Subject:: Re: A new take for Flaws (and merits!)
escherwolf
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--- In wushurpg@..., "Aaron Smith" <blackcat1313@g...>
wrote:
> Taken from my own homebrew system (coming soon to a tabletop nowhere
> near you!) here's a way to mix up merits and flaws into the Wushu
mix.
>
> Note: This system replaces the "when your flaw is in play, you roll
> against a 1 for all challenges"
>
> The players must take a flaw. They'll probably want more than one,
but
> you'll see why in a bit. The player can choose to activate thier
flaw,
> which must cause them and/or thier companions a signifiant problem.
> When they do, they gain a point of chi. The player can also create
> merits, and then activate them with a point of chi. When a player
> activates a merit, the gm gains a point of chi to use against the
> PC's, or for thier villans. The gm can spend thier chi to activate a
> PC's flaw, as well as activating the villans merits. If the PC can
> guess the villans flaw, they can activate a villans flaw with a
point
> of thier chi.
>
This sounds cool - I might try it in one of my future one-offs and
see whether my players take to it....

It occurs to me that instead of having a merit and a flaw, you could
just have an aspect as per Fate that can be invoked for positive or
negative use and apply your system the same way...

Escherwolf - thinking that my bad typing should earn me a point of
chi...

#171 From: "John McDonald" <mac3141@...>
Date: Mon Nov 14, 2005 9:14 pm
Subject:: Re: Nemesis Fights?
escherwolf
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--- In wushurpg@..., "Bruno" <bbelloc@h...> wrote:

> It's a really, really old RPG from Brittain that happened to be the
> first one ever officially released in Brazil back in the 80s (there
> were players before, but only through importing books), thus
> initiating many people in the hobby (me included). Just to comment,
> though, isn't really that much of a deal.

Yeah, I think I may recall having seen mention of it on various
forums. It may well have started a lot of people in the hobby...
>
> It was more of a joke, actually. I'm not that much a fan either...

Yeah, but I still think a Sentai-Fu would probably be a popular
supplement - I just don't feel confident enough with the genre to
write one.

As for my childhood, it was misspent watching Batman, the Green
Hornet, Scoobey Doo, Randall & Hopkirk Deceased and the Samurai..

Escherwolf who watches way too much TV...

#170 From: "Bruno" <bbelloc@...>
Date: Mon Nov 14, 2005 2:35 am
Subject:: Re: Nemesis Fights?
bruno_bns
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> I can't say that I'm familiar with fighting fantasy, but I
wouldn't
> be at all surprised if the defend against all, attack only one
> concept hadn't turned up in other games...

It's a really, really old RPG from Brittain that happened to be the
first one ever officially released in Brazil back in the 80s (there
were players before, but only through importing books), thus
initiating many people in the hobby (me included). Just to comment,
though, isn't really that much of a deal.



> Not really - but I've seen a lot of video game Boss monsters that
are
> surrounded by minor beasties.
>
> I'm not really into Sentai myself, but I know a lot of people who
> are, and I recall that a couple of months ago RPGnet had a thread
> looking for specifically sentai games. Seems to me that a Sentai-
Fu
> supplement would go down well, but I'm not the one to write it.
The
> only thing I've ever seen referencing Sentai at all was in the
Feng
> Shui supplement "Friends of the Dragon". I wouldn't mind seeing a
> Wushu take on the subject...

It was more of a joke, actually. I'm not that much a fan either...
Well, not anymore, actually... Used to watch a lot when i was a kid,
back in the early 90s there really were many of those
japanese "colored heroes fighting monsters" on TV 'round here - so
much it even got its on parody RPG. But i think it could be a nice
book too... They usually involve martial arts on some way or another
(or at least gimnastics masked into martial arts), and the
mook/nemesis system fits so well into the genre most people could
think it was thought for it =P.



> I generally like the mooks to be an obstacle to be overcome to get
to
> the nemesis. Where I would use your version would be in those
games
> where a specific player had an arch-nemesis relationship with the
> nemesis in question (You know the kind of thing - Aha Dr Nazidude,
we
> meet again! type stuff, or maybe in the style of someone that has
> been sought out for revenge by that PC - My name is Indigo
Montoya,
> and you killed my Father!). I can see it now, the sea of
combatants
> part so that the PC in question and the nemesis can come to blows,
> while all the other PCs are fighting mooks. It's Robin Hood vs the
> Sheriff of Nottingham while the Merry men take on the castle
guards.

Yeah, that's exactly what i thought when i wrote it. The GM just
have to be careful when doing so, as the other players might feel
jealous - you know, make sure everyone gets a chance to battle like
this at least once during the campaign...

>
> Bruno, mind if I add your version of this to the Nemesis list on
the
> Wiki (when I eventually get to doing it...probably the comingh
> weekend).

Sure, do it.

>
> And here's another Nemesis tactic filched from the wonderful world
of
> videogame Boss fights. Nemesis is invulnerable except when he or
she
> attacks. So, Sci-fi dude has a protective force field completely
> protecting him from all attacks - but he has to drop it for a
moment
> to shoot his deadly mega-death beam type weapons. If he is not
doing
> an attack, he will take no damage from PC attacks at all. If he
gets
> low on Chi, he may stop attacking, and try to escape while totally
> invulnerable - it would fall to the PCs to either hinder the
escape
> of an invulnerble foe, or provoke him into making another attack
so
> that they can again penetrate his shield. Could be fun...

Again, this is the kind of advice that could be useful to spice up
battle in any RPG...
>
> Escherwolf (Nemesis to all things chocolate - yum).

C ya.

#169 From: "Aaron Smith" <blackcat1313@...>
Date: Sun Nov 13, 2005 11:23 pm
Subject:: A new take for Flaws (and merits!)
aj_smith_1313
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Taken from my own homebrew system (coming soon to a tabletop nowhere
near you!) here's a way to mix up merits and flaws into the Wushu mix.

Note: This system replaces the "when your flaw is in play, you roll
against a 1 for all challenges"

The players must take a flaw. They'll probably want more than one, but
you'll see why in a bit. The player can choose to activate thier flaw,
which must cause them and/or thier companions a signifiant problem.
When they do, they gain a point of chi. The player can also create
merits, and then activate them with a point of chi. When a player
activates a merit, the gm gains a point of chi to use against the
PC's, or for thier villans. The gm can spend thier chi to activate a
PC's flaw, as well as activating the villans merits. If the PC can
guess the villans flaw, they can activate a villans flaw with a point
of thier chi.

So, if you want to load up on flaws, you can get points by activating
them, and getting yourself and your mates into the crapper. Oh, and if
you activate a flaw, and your mates get dragged into it, they get TWO
points of chi.

If the gm wants to make an event go down, such as causing the PC's to
be kidnapped, they can give everyone a point of Chi and declare the
event to occur.

#168 From: "John McDonald" <mac3141@...>
Date: Sun Nov 13, 2005 9:05 pm
Subject:: Re: Nemesis Fights?
escherwolf
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--- In wushurpg@..., Claude Guéant
<claude.gueant@e...> wrote:

> This list seems like a very usefull tool for Wushu GM. Do you think
we
> could translate it and publish it in our french zine, with all
original
> authors duly named ?
>
> Claude

Not a problem - I hope to have it all up on the Wiki with
attributions by this time next week...and there will be a few new
additions to the tactics list.

I'll take this opportunity to say that if anyone has a tactic that
they'd like to submit for the list feel free - just post them here
and I'll whack 'em onto the Wiki list.

Escherwolf (thinking that he might have to pay more attention to
those nasty typos than usual).

#167 From: "John McDonald" <mac3141@...>
Date: Sun Nov 13, 2005 8:58 pm
Subject:: Re: Nemesis Fights?
escherwolf
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--- In wushurpg@..., "Bruno" <bbelloc@h...> wrote:
> Hey, som neat tricks here!
>
> --- In wushurpg@..., "John McDonald" <mac3141@i...>
> wrote:
>
> Mmmm... Sounds like Fighting Fantasy, doesn't? It have a similar
> combat system, where, when fighting multiple oponents, the
character
> can use its roll to defend against all, but to attack only one at a
> time, unless it have a higher "Attack" rating, that would let it
> attack more than one enemy each roud (say, 2 if it have "Atack: 2",
> and so on). In systems that intend to be simple above all, it's a
> decent way of handling this, that works pretty well.
>
I can't say that I'm familiar with fighting fantasy, but I wouldn't
be at all surprised if the defend against all, attack only one
concept hadn't turned up in other games...
>
> Mmmm... I don't know why, but this sounds soooo familiar... Where
> could it be from? Mmmm... Is it... Power Rangers??? Ever noted like
> the big monster of each episode only fights with one character at a
> time (unless, of course, it's so big only a giant robot gan take
> it), usually the one where the plot is centered this week, while
the
> others fight with the mooks around? Could this be the beggining of
a
> new Sentai-Fu suplement?

Not really - but I've seen a lot of video game Boss monsters that are
surrounded by minor beasties.

I'm not really into Sentai myself, but I know a lot of people who
are, and I recall that a couple of months ago RPGnet had a thread
looking for specifically sentai games. Seems to me that a Sentai-Fu
supplement would go down well, but I'm not the one to write it. The
only thing I've ever seen referencing Sentai at all was in the Feng
Shui supplement "Friends of the Dragon". I wouldn't mind seeing a
Wushu take on the subject...
>
> Anyway, this could be a nice other way to handle this using mooks -
> let only one player take on the nemesis at once (usually the one
> with more background reasons to fight the mooks), while the others
> take on the mooks.
>
I generally like the mooks to be an obstacle to be overcome to get to
the nemesis. Where I would use your version would be in those games
where a specific player had an arch-nemesis relationship with the
nemesis in question (You know the kind of thing - Aha Dr Nazidude, we
meet again! type stuff, or maybe in the style of someone that has
been sought out for revenge by that PC - My name is Indigo Montoya,
and you killed my Father!). I can see it now, the sea of combatants
part so that the PC in question and the nemesis can come to blows,
while all the other PCs are fighting mooks. It's Robin Hood vs the
Sheriff of Nottingham while the Merry men take on the castle guards.

Bruno, mind if I add your version of this to the Nemesis list on the
Wiki (when I eventually get to doing it...probably the comingh
weekend).

And here's another Nemesis tactic filched from the wonderful world of
videogame Boss fights. Nemesis is invulnerable except when he or she
attacks. So, Sci-fi dude has a protective force field completely
protecting him from all attacks - but he has to drop it for a moment
to shoot his deadly mega-death beam type weapons. If he is not doing
an attack, he will take no damage from PC attacks at all. If he gets
low on Chi, he may stop attacking, and try to escape while totally
invulnerable - it would fall to the PCs to either hinder the escape
of an invulnerble foe, or provoke him into making another attack so
that they can again penetrate his shield. Could be fun...

Escherwolf (Nemesis to all things chocolate - yum).

#166 From: Claude Guéant <claude.gueant@...>
Date: Sun Nov 13, 2005 8:56 pm
Subject:: Re: Re: Nemesis Fights?
claude_gueant
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> I'm compiling the a list of Nemesis tactics to put on the Wiki - Mind
> if I quote this concept there with attribution to you?

Not at all.

This list seems like a very usefull tool for Wushu GM. Do you think we
could translate it and publish it in our french zine, with all original
authors duly named ?

Claude

#165 From: "John McDonald" <mac3141@...>
Date: Sun Nov 13, 2005 8:36 pm
Subject:: Re: Nemesis Fights?
escherwolf
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--- In wushurpg@..., Claude Guéant
<claude.gueant@e...> wrote:
> Hello,
>
> I've done something similar, stolen from Neil's Gaiman Neverwhere.
This is
> essentially the same thing, except that the Nemesis is killable.
But if
> you put back the heart in her dead body, she revives.
>
> Mechanically, I let the Nemesis put aside her last point of
Chi, "hiding"
> it in a place, an object or even a person. This makes the Nemesis
weaker,
> but she *will* come back from the dead, starting with the Chi point
she
> locked away.
>
> This point of Chi doesn't need to always stand for the life of the
NPC. It
> could be her darkest secret (or her True Name), which can't be
revealed
> even with magic as long as the Chi point stay hidden. It could be
the
> "emotional heart", making the Nemesis invulnerable to emotion
manipulation
> (not subject to love spell for example), but leaving her with a
heart of
> stone.
>
> In Magick-fu, my guide for magic in Wushu, this is a trick that PC
can
> use.
>
> Claude

I'm compiling the a list of Nemesis tactics to put on the Wiki - Mind
if I quote this concept there with attribution to you?

Escherwolf (Who really will get around to it soon).

#164 From: "John McDonald" <mac3141@...>
Date: Sun Nov 13, 2005 8:32 pm
Subject:: Re: Nemesis Fights?
escherwolf
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--- In wushurpg@..., Claude Guéant <claude.gueant@e...>
wrote:
>
> Magick-fu is available in the first issue of Dice Don't Rule, a
webzine
> dedicated to Wushu. You'll find it at this URL : http://wushu.over-
blog.com/
>
> There's a trick though. It's all in French.
>
> Claude

Ouch...Oh well, for those list members that aren't French-challenged,
I've added a link to "Dice Don't Rule" in the links section.

In the meantime, I guess I'll have to hold out in hope of a
translation...

Escherwolf (who only speaks English and frequent gibberish).

#163 From: "Bruno" <bbelloc@...>
Date: Fri Nov 11, 2005 11:32 am
Subject:: Re: Nemesis Fights?
bruno_bns
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Hey, som neat tricks here!

--- In wushurpg@..., "John McDonald" <mac3141@i...>
wrote:
>
> 2) Nemesis defends against all, but attacks only one at a time.
You've
> seen this kind of thing - the musketeer who holds off a virtual
army
> simultaneously with lightning parries and dodges, but only
skewering a
> single adversary at a time. Nemesis rolls dice - allocated yin
dice are
> applied against all PCs, but yang dice can only be applied to one -
> usually whoever seems most threatening.
>

Mmmm... Sounds like Fighting Fantasy, doesn't? It have a similar
combat system, where, when fighting multiple oponents, the character
can use its roll to defend against all, but to attack only one at a
time, unless it have a higher "Attack" rating, that would let it
attack more than one enemy each roud (say, 2 if it have "Atack: 2",
and so on). In systems that intend to be simple above all, it's a
decent way of handling this, that works pretty well.



> 6)Nemesis harries PCs with mooks. PCs get to choose whether they
are
> attacking the nemesis or the mooks, but they must defend against
mook
> attacks regardless or take a mook hit - usually a fixed number of
yin
> successes per round need to be allocated, which reduces the amount
of
> yang dice the players can throw at the nemesis.

Mmmm... I don't know why, but this sounds soooo familiar... Where
could it be from? Mmmm... Is it... Power Rangers??? Ever noted like
the big monster of each episode only fights with one character at a
time (unless, of course, it's so big only a giant robot gan take
it), usually the one where the plot is centered this week, while the
others fight with the mooks around? Could this be the beggining of a
new Sentai-Fu suplement?

Anyway, this could be a nice other way to handle this using mooks -
let only one player take on the nemesis at once (usually the one
with more background reasons to fight the mooks), while the others
take on the mooks.


>
> 7)Nemesis fights, but PCs must cope with environmental problems.
Pcs
> must defend as per above against a fixed environmental threat -
such as
> pumice falling from above during a volcanic eruption or a
collapsing
> building. I also apply this to things like slippery ice, fighting
while
> hanging off the side of mountains and the such - in this case, if
the
> players would normally lose a point of chi, they instead take an
> environmental setback (you lose your balance and slide across the
ice,
> you lose your grip on the cliff-face, etc).

This actually works well one bumping up the combats on any system...
I always try to do something like that when playing any RPG, so that
even combats gets to be more than just rolling dice.


>
> 8)Nemesis fights, but PCs are plagued by a distracting time limit.
For
> instance , the Nemesis, who can breathe underwater, drags the PCs
down
> with itself. The PCs are forced to seek air every three rounds or
lose
> a point of chi to drowning.  Or, the Pcs are fighting in space,
but
> only have a certain amount of air left in their suits,. Or the PCs
are
> trying to stop a core meltdown, and must reach the reactor before
a
> certain time has elapsed - and there may also be a serious
radiation
> threat to deal with. In any case, while fighting the nemesis they
must
> deal with some other urgent time-limited need.

Same as above.

>
> 9) Nemesis fights but hides behind a different target. In an
upcoming
> game, I intend to use a possession demon that on the death of its
host
> will transfer to another body and start again with the chi of that
> person. Think "The Hidden" or "Fallen". It may take a little while
for
> the PCs to catch on that killing the temporarily supernaturally
> enhanced vessel does not kill the demon - for that they need a
Taoist
> ritual...
> As another aspect of this, what if the nemesis possesses a PC? The
> other PCs don't want to kill him, but do need to stop him so that
the
> ritual can be performed. This can be fun, having the nemesis
actually
> being a PC that needs to kept alive.
>
> 10) Nemesis fights, but triggers an escape plan before losing all
chi.
> This is best suited to Pulp-Fu type villians. The nemesis falls
against
> the wall, supposedly pummelled into submission - then he smirks as
he
> touches a button and drops through a trap door as the room that
the PCs
> were fighting in turns into some kind of (escapable) death trap.
> Needless to say, the nemesis will return again in some future
chapter
> of the Exploits of.....

Hahah... Just remembered an old brazilian humor RPG, where there's
an special advantage suited just for that, called "Savior Escape" or
something like that (poor translation =P). For a mere 5 character
points, the player could, once each session, get out of a battle
regardless of the conditions ^^.

Anyway, just a few comments, hope i help at something ^^.

#162 From: "Bruno" <bbelloc@...>
Date: Fri Nov 11, 2005 11:07 am
Subject:: Re: Nemesis Fights?
bruno_bns
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--- In wushurpg@..., Claude Guéant
<claude.gueant@e...> wrote:
>
> Mechanically, I let the Nemesis put aside her last point of
Chi, "hiding"
> it in a place, an object or even a person. This makes the Nemesis
weaker,
> but she *will* come back from the dead, starting with the Chi
point she
> locked away.
>

So, basically, the PCs have to find out where this hidden Chi is to
be able to take it out from the nemesis, right? Souds like a pretty
cool trick. I once tried something similar, by stating that a group
of mooks could only be killed if the PCs added some specific piece
of detail to their descriptions - like, say, a bunch of trolls that
can only be really killed if the characters do it with fire or acid;
if they didn't do so, the mooks would regenerate all back, with an
increased Treat Rating. For saddistic GMs like me, it's pretty cool
to see their faces when you say: "every piece you left of them
starts regenerating, and soon their all back on their feet to fight
again"... Guess it could work well with a nemesis too.


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