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DESIGN NOTES

Icon: I'm using the same icon as in the Ironcrunch whip item card. However, in order to avoid repetition in the visual representation of the cards, I slightly tweaked this one to remove the grip, and thus emphasize the "flogger" (the talent) instead of the "whip" (the object). Just a little minutia that hopefully adds distinction.

1st ability: At first, I was considering rewarding rolling either +iron or +edge, similarly to the Skirmisher combat talent (spear wielder). But if the purpose is to encourage rolling +edge to thematically fit the character archetype that uses a common whip, having a +iron option would be naturally neglected. Besides, the Skirmisher offers the +edge and +iron because its move is Face Danger, a more versatile one than Strike or Clash, which are conveniently used with a fixed stat.

The reason to reward only with a strong hit is for balance sake. Naturally, asset abilities (not necessarily the 1st one), add +1 to a move and grant +1 momentum on a hit, which is the standard boon in asset design. So if you wanted to add an option on a hit, you would have to grant that extra momentum on a more rigid requirement (from hit to strong hit). The same principle of balance applies to the second option: the ability adds +1 and the second option adds an additional +1, so it would be fair to count weak as a miss.

2nd ability: Disarming and immobilizing is essential to the concept of whips in combat, but it would be very abusable to grant this narrative authority and boons without any restriction. This is why it is set as "once per fight".

The 3rd ability of the Cutthroat asset (dagger wielder) has a similar concept to the aim here. It allows you to reroll any dice once per fight, and take +1 momentum on a hit. However, I found it more appropriate to replace that momentum gain with retaining initiative on a weak hit, since it fits with the idea of your foe not being able to claim initiative due to them being immobilised or unarmed.

3rd ability: An non-combat ability is ingrained in the design of combat talent assets. This ability obeys to that principle. Thw whip is a symbol of domination, this is why the Compel move is the more appropriate for a whip wielder character archetype.

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