Editing
Wushu Open
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== vs Nemeses == If you think nothing can challenge someone who just tore through a whole legion of ninja, you're dead wrong. Mooks are just the warm-up. Nemeses have kung-fu of their own, they get to roll dice, and they even have Traits! Most harrowing of all, they get their own Chi (usually from 1-5 points, but feel free to go nuts). As befits such worthy opponents, Nemeses must always be fought mono-a-mono. If two or more players absolutely need to gang up on a Nemesis, they'll have to do one of the following. First, they can take turns trading blows with the Nemesis, completing both their Description and Resolution phases before letting their allies have a go. If you've set a dice pool limit, the second option is to have the players split the max dice between them. If the Nemesis gets to roll 6 dice, two players would get 3 dice each, or three players would get 2 dice each. The Nemesis would then split their Yang successes between their opponents. The other thing that elevates Nemeses above mooks is that they actually get to defend themselves. (Gasp!) This is where you get that furious back-and-forth pacing we talked about. The player and the GM should take turns providing 2-3 Details at a time, just enough for a defensive move and a counter-attack. When both sides have maxed out their dice pools, let 'em roll. If the kung-fu is really flying, feel free to disregard the pool limit and roll a whole fight's worth of dice at once! '''Lethal moves''' (decapitations, kill shots, stakes through the heart, etc.) should be saved until after your victim has taken that final hit, the one they don't have the Chi to pay for. If both combatants run into negative Chi on the same turn, the loser is the one who goes deepest into the hole. As usual, ties go to the players. The winner is entitled to any dramatic killing blow (or other kind of scene resolution) they wish to inflict upon their helpless victim. No dice required. This is called the Coup de Grace, and if anyone tries to deliver one before the proper time, smack 'em with a veto!
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information