Mantle thoughts.
There's some nice stuff there.
I have some potential concerns--might not be after we discuss. And a couple of questions. I need you to understand that he other game system I GM here is Mutant and Masterminds, and I'm constantly dealing with system min-maxers and rules lawyers. I
know that's not the same environment here, but my knee-jerk reactions remain the same.
So, first off... I love the musical metaphor of "In the Zone" and I think expanding (wheter in text or in-play, don't matter) on this concept for a philosophical underpinning behind the martial arts, would allow us to apply the associated Aspect with other situations. Possibly allow us to add in other--non-combat even--stunt centered around synching with the tempo of the current situation...
CONDITION: In the Zone (Fleeting) [][][]
So... what marks off a box of
In the Zone?
Once
In the Zone is at 3-boxes marked, you can wipe the track and use on of the Silik Nells techniques... by gaining 1 free invoke...
On what Aspect? Or is this one free use of the listed techniques, as listed below?
- Came in Like a Wrecking Boss
- Cool-Hand Encounter
- One, Two, Eat-My-Shoe!
The limiting factors seem well thought out, so I rather like the mechanical dynamic there.
TECHNIQUE: Cool-handed Counter:
Your contest against an attack gains a free unarmed attack whenever someone targets you with a melee attack.
Your contest? So, a conflict wherein you have mutually exclusive goals
but you're not trying to hurt each other?? I'm not sure if I'm just misunderstanding due to semantics.
He gains a free unarmed attack anytime someone
targets him with a melee attack. How are you defining the verb "targets"? Is me assigning the action (hidden from combat) enough to say that it's targetted, even if the scene hasn't yet been played out? or must the opponent actually make an attack? What if the opponent goes earlier in the round? Or later?
To understand what I'm saying...
In a combat round, I will pre-define the NPCs actions. If your or other PCs (or NPCs) actions interrupt that NPCs action or otherwise make it impossible, he will have to take another action (if possible) within a ever-narrowing range of possibilities. But key here is that I
do, in fact, write down what they want to do in my special little GM-Only thread.
I want to know if it's enough that someone intends to attack him or does it rely on him actually being attacked.
Also... Am I right in interpreting this as having your character gaining a second attack in the same combat round?
TECHNIQUE: One, Two, Eat My Shoe:
In the Zone Technique. This time you roll for two Fight checks instead of one.
Toward what purpose? Are you thinking that this allows him two attacks during a single round? This makes me uncomfortable.
Cool-Handed Counter: defending against an attack gains a free unarmed attack
One, Two Eat-My-Shoe: automatically roll for a free unarmed attack
So, both of these techniques allow him to attack twice in the same round?
I'm leaning away from anything that allows multiple attacks in a single round.
Stunts I've seen have allowed for the infliction of a 2-shift physical hit from a parry, or inflict a 2-shift hit rather than take a boost on a success-with-style attack. But I haven't found a precedent for getting a second attack, and I worry that that unbalanced things a little too much--
especially when you can roll
4dF + Fighting(+4)
twice.
Is there any specific functional difference between a Technique and a Stunt under Silik Nells?
CONDITION: Eye for an Eye (Sticky)[]
If an opponent succeeds with style against you, mark this condition.
Do you envision this as applying regardless of the Action taken? If your opponent succeeds with style on a defend action? a create advantage action? I
think you mean specifically an Attack action, but I'd like to be certain.
Gain +2 against the last target that hurt you, but suffer a -2 penalty against everyone else.
I'd like to narrow this down a bit more. I think constraining it to a specific kind of Action will make a difference. gaining a +2 to Attack against that opponent is much different than gaining a +2 to Defend. I don't want a blanket +2 vs the last opponent that hit hurt you, as that can be applied in so many ways...
He threw a dagger which lodged in your shoulder, so now you can sweet talk him so much better!" (yeah, when is that situation
ever going to come up, but it illustrates my point.
This condition clears once you earn a success with style against the target, the target leaves the scene or is incapacitated, or something hurts you more than the last target did. You are unable to use In the Zone while this box is checked.
It makes sense in context of Attacks. I like the balancing factors.
Stunts
Tough Guy:
Once per session, treat a sticky condition as fleeting. Does not work for Eye for an Eye. (Stole this from another mantle)
Works.
Big Guy:
You may not be the largest, but you're certainly one of the strongest. Gain a +2 to Physique in situations where physical strength is applied. This can not be applied to fight checks
Okay.
You feeling lucky, punk?:
When using Physique in place of Provoke to intimidate targets, gain +2.
Okay. This relies on his size and commanding physical presence, then.
You're Not So Scary:
Gain a +2 Will whenever someone attempts to intimidate or taunt you.
SO... Gain +2 to Will to Defend against Intimidation attempts. Okay.
Permit for Fists:
Unarmed attacks are worth +1 shift on a successful hit and may have scale at GM discretion
So, if I understand this right... He rolls 4dF+Fighting(+4)[0 to +8 result] vs Target Defense of 4dF+Fighting(+1) [-3 to +5 result] (for instance). If he succeeds, then add +1 to the difference to calculate the amount that Opponent must absorb as stress or consequences. Is that right?
Does this stunt apply
all the time or is it triggered?
Try My Style:
Gain a +2 fight against another combatant when you are both unarmed.
So, he
always has a +2 against unarmed opponents? Why would he ever take a weapon against an unarmed man?
Does this stunt apply
all the time or is it triggered?
As I understand it, these are the potential to-hit and damage tranges
Attack | Modifiers | To-Hit | Damage range |
---|
Regular | +0 | 0 to +8 | +0 to +12 shifts damage |
TMS | +2 | 2 to +10 | +2 to +14 shifts damage |
PFF | +0, +1 Damage | 0 to +8 | +1 to +13 shifts damage |
TMS & PFF | +2, +1 Damage | 2 to +10 | +3 to +15 shifts damage |