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Grab 'Em, Choke 'Em Throw 'Em..

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  • Grab 'Em, Choke 'Em Throw 'Em..

    I want to throw bad guys around and choke the crap outta 'em.
    Here is my take on this, it needs a better name:

    Serpent's Embrace
    ~Move Object 4,Close Range,Grab Based,Concentration,Instant:1
    ~Improved Grab:1
    ~Choke Hold: 1
    ~Improved Hold: 1

  • #2
    Re: Grab 'Em, Choke 'Em Throw 'Em..

    You are coming up with some interesting martial artist style training based powers, but you might want to just put them all in one thread instead of creating a new thread for each one.
    Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
    [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

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    • #3
      Re: Grab 'Em, Choke 'Em Throw 'Em..

      Ah, good point. I was thinking this would let people pick and chose what to deal with but perhaps its just clutter..

      Comment


      • #4
        Re: Grab 'Em, Choke 'Em Throw 'Em..

        Ok, One more here, it goes with any of the Grab Based Powers quite well.

        CounterStrike
        ~Reaction(Sensing An Attack:3
        ~Variable Descriptor(Martial Arts) 1

        A floating Extra that could benefit from more Ranks, it lets you Counter and counter attack, weakly.
        It does not have the Attack Check Required Flaw, so you hit every time. Basically an Aura.

        This version of the Power from the Power Profile(see below) does have the Attack Check Required Flaw, which allows the possibility of abject failure or Critical Success.
        At a low rank , Ranks in Improved Critical could help.


        "Counterstrike
        Your fighting reflexes are so highly attuned that simply attacking you risks a forceful counterattack. The power’s rank is limited to the Damage rank of your normal attack, typically Strength Damage.

        Counterstrike: Reaction Damage (when attacked in close combat), Attack Check Required • 3 points per rank."

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        • #5
          Re: Grab 'Em, Choke 'Em Throw 'Em..

          Applying the Variable Descriptor modifier to the Martial Profile's Counterstrike power is actually quite inspired. You'd need to tack on the Selective modifier to the Reaction in order to pick and choose which martial arts power you're using Counterstrike for though.

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          • #6
            Re: Grab 'Em, Choke 'Em Throw 'Em..

            Actually the Variable Descriptor is what lets me "float" this Extra. I believe I first saw it used to allow Rapid Fire to be used on any of a group of attacks.
            Can't take credit for it and I can't remember where I found it off hand.

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            • #7
              Re: Grab 'Em, Choke 'Em Throw 'Em..

              No, I mean, the Variable descriptor covers being able to apply Counterstrike to any power in whatever Martial Arts array you have. That you have. But, it requires you to take a free action on your turn to apply it to a single Power effect. Selective would allow you to pick which AE your Counterstrike applies to whenever counter strike is triggered. Thus, if one of your Array's AE's is a "Dim Mak" and another is a "Pressure Point: Sleep" deal, and there are two people attacking you in close combat, then Selective would allow you to strike with Dim Mak on one, and the Pressure Point to the other, rather than having to set the Reaction to Dim Mak and having to strike both with Dim Mak (or with Pressure Point if that was what you chose).

              Selective would also allow you to selectively choose who you react to - otherwise you React against anyone that attacks you in close combat. So you could choose not to Counterstrike certain individuals who are attacking you with close attacks and the like (say, if you're fighting a guy with a sword and another guy with a flame aura sheath in melee, you don't want to be counter striking against that flame aura dude, but counterstrike the sword guy).

              Comment


              • #8
                Re: Grab 'Em, Choke 'Em Throw 'Em..

                Ah! Very, very cool! And all the more reason for putting the Attack Check Required Flaw on this power construct.
                Thank you so much!

                Comment


                • #9
                  Re: Grab 'Em, Choke 'Em Throw 'Em..

                  Originally posted by ronyon View Post
                  ~Move Object 4,Close Range,Grab Based,Concentration,Instant:1
                  Ew, that's messy and unnecessary, and aren't Concentration and Instant opposing modifiers? Why can't this just be STR with the added Advantages?
                  My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
                  My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
                  [/URL]
                  I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

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                  • #10
                    Re: Grab 'Em, Choke 'Em Throw 'Em..

                    True. The Check Required at least ensures that this power has a chance of failure.

                    I will note that some (or rather, many) GMs may or may not like this application of Reaction on a PC character as it allows them to make many more attacks per round that they ought normally be capable of. So, be prepared for a GM to say no to Counterstrike.

                    Unless you are the GM, in which case the villains can be free to have this power. In fact, this would actually turn many a villain into a serious team wrecker without needing a PL that is that much higher than the PCs. This would make for a very, very scary villain in combat.

                    Note, that your attacks rolls with the Reaction attacks would have their attack rolls modified by whatever maneuvers you used on your last turn, which cannot be changed. So, if you Defensive Attacked an Unarmed strike for -/+2, all your Counterstrike attacks would suffer that -2 attack penalty as well. If you Power Attack on your turn, all your Counterstrikes become Power Attacks. However, this is avoided with the application of Selective (though your GM may wish you to have Precise on the power in addition for this purpose).

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                    • #11
                      Re: Grab 'Em, Choke 'Em Throw 'Em..

                      Originally posted by JDRook View Post
                      Ew, that's messy and unnecessary, and aren't Concentration and Instant opposing modifiers? Why can't this just be STR with the added Advantages?
                      ~Move Object 4,Close Range,Grab Based,Concentration,Instant:1

                      I tucked the Concentration in there to remind myself that the duration went down by two steps.

                      Making STR Grab Based? I guess. It would need to be stripped of its Damage portion, and ultimately would cost more.
                      Might be OK, but previous discussions of grabbing and immediately throwing have use MoveObject. No skill bonus or Damage portion baggage is a plus.

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                      • #12
                        Re: Grab 'Em, Choke 'Em Throw 'Em..

                        Oh, you're trying to make an Instant Throw. I was having trouble parsing that.
                        My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
                        My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
                        [/URL]
                        I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

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                        • #13
                          Re: Grab 'Em, Choke 'Em Throw 'Em..

                          Move Object already lets you do the "Grab and Throw" bit as a single standard action. Only caveat is that if you throw at the same time as you grab, you can't really use what you've "thrown" to hit another target. So it's not like you can grab Mook A with your Move Object "Telekinesis" (because that's the basic usage of the power generally) and toss Mook A at Mook B in the same action. You can, however, simply target Mook A, hit, and fling Mook A as far as the throwing distance allows in any direction you see fit as a single standard action though.

                          And given that people have statted this power out before, it's Move Object X [extras: Damaging; flaws: Close Range] for 2 points per rank (where X is a variable for effect rank). This lets you Grab an opponent with the Move Object, Damage them if you feel like, and toss them in a general direction you pick.

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