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Boll Weevil
Jan 31st, '07, 07:35 AM
:help: Captain Cockroach is a member of The Abnormals, my longest-running campaign super group. He is nigh-invulnerable. That is his shtick. He has a moderately high STR but not brick-high. His only offensive capability is a questionite baseball bat. Where he got it is the topic for another time 

After 20+ years of wielding the bat, I think it is time to spend some points, fire up the Danger Room, and develop some bat-wielding martial maneuvers. I am very comfortable with building martial arts in Herodesigner but I would really be interested to know if anyone had already made such a suite of maneuvers. Since the good capt’n is mostly crunchy I am not as interested in defensive maneuvers. If there is a universal maxim in the Abnormals/CU universe it is that Captain Cockroach does not Dodge.

I have a few supplements too (although not the UMA) if you know of a published character who already has MA based around a club or baseball bat I will go have a look-see. Anyone?

Pattern Ghost
Jan 31st, '07, 08:14 AM
Let's see, off the top of my head:

Homerun Swing: Offensive Strike
Jab (with end of bat): Defensive Strike
Choking up (hands spread a bit, like a short butt stroke) : Fast Strike
Bat in the Shins: Legsweep
Bat Parry: Martial Block
Bat Arm Bar: I don't have UMA or the old Ninja Hero handy, but basically using the bat to put someone in an armbar and pin them face first, either on the ground or a handy wall.
Bat Shove: Martial Shove (or whatever the shove move is from UMA), basically hold the bat horizontally in front and step forward, thrusting the bat at someone to push them back.

Of course, all of the above could apply to riot batons, except Offensive Strike and Fast Strike would be outside of normal baton SOPs. =)

mattingly
Jan 31st, '07, 09:57 AM
Pitching and Batting martial arts appear in Digital Hero #23.

Balabanto
Jan 31st, '07, 10:46 AM
If you want something that speaks more softly and carries a big stick, wait for Foxbat for President.

I guarantee you something is included...heh...heh...heh...

pinecone
Jan 31st, '07, 12:43 PM
Well...I'd suggest all the sacrifice moves....

Sac strike
Sac disarm
Sac throw

Is more needed?, Smack!, Drop it!, and shin buster! sounds like a whole MA to me...

Boll Weevil
Nov 3rd, '07, 07:36 AM
Well...I'd suggest all the sacrifice moves....

Sac strike
Sac disarm
Sac throw

Is more needed?, Smack!, Drop it!, and shin buster! sounds like a whole MA to me...
Sorry for the thread necromancy but I don't know how I missed this post. I don't have the UMA (Oprah UMA, UMA Oprah) and can't find any sufficient detail in FrED: What purpose does the "sacrifice" have in these maneuvers? I know the Sac throw leaves me prone too. I would prefer for Cap'n C to perform these while remaining standing and not losing his bat. How do these work, then?

Enforcer84
Nov 3rd, '07, 08:27 PM
Sorry for the thread necromancy but I don't know how I missed this post. I don't have the UMA (Oprah UMA, UMA Oprah) and can't find any sufficient detail in FrED: What purpose does the "sacrifice" have in these maneuvers? I know the Sac throw leaves me prone too. I would prefer for Cap'n C to perform these while remaining standing and not losing his bat. How do these work, then?
The sacrifice manuevers generally trade DCV for OCV, unlike all the other Martial arts maneuvers out there.

Sac Strike is +1 OCV -2 DCV +4d6
Sac Disarm is +2 OCV -2 DCV +10 STR to disarm
Sac Throw is +2 OCV +1 DCV Both fall