Disarming is an action of combat. But when does it become a super-skillable power? I'd like to have a very 'likely' melee disarm to PC arming trick. He reaches out and 'steals' the gun to his hands. Very moviesk.
Disarming is an action of combat. But when does it become a super-skillable power? I'd like to have a very 'likely' melee disarm to PC arming trick. He reaches out and 'steals' the gun to his hands. Very moviesk.
Now, how do you expect to run the universe if you let a few unsolvable problems throw you like that?
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I'd have to rummage in my books but I think what you're looking for is the Martial Manuever Takeway. A Disarm makes them drop the weapon where as the Takeaway seems to be what you're looking for.
Originally Posted by Vanguard
Cool. Now, how do I make it UBER so it's like 75% or better I get the gun from the mook. Were talking about something like power theft for the case of the Gun.
Now, how do you expect to run the universe if you let a few unsolvable problems throw you like that?
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Teleport, usable on others, no range, only to take away OAFs
There may be a better or more elegant way.
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Many levels with Takeaway, extra STR only useable with Takeaway.
This is probably the cleanest way to do it. This way will allow you to sweep to snag the guns from multiple targets as well.Originally Posted by OddHat
Especially if you add some cheap penalty skill levels to "Sweep and Takeaway."Originally Posted by PoorWandering 1
Hmmm. Both options work, I'm just curious if I could take and use in the same round...I mean phase.
Now, how do you expect to run the universe if you let a few unsolvable problems throw you like that?
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Unlikely. Doing any form of Takeaway, or using a Teleport Usable As Attack, or Stretching, or any other game mechanic that will give you the gun is going to constitute an attack action, and thus end your phase.Originally Posted by ParitySoul
Your best bet might to be withhold your action on one phase until right before the start of the next phase, then do your "gun snatch" routine (however you decide to do it), and then move into the next phase, so there's very little time between you grabbing the gun and you shooting it.
What about making your attack OIF: gun of opportunity, and then multiple power attacking with a Dispel versus foci? Essentially, you shoot them and keep them from using the gun.
If you want to use it right away, you might be able to build a RKA with Trigger. The trigger being "upon taking a gun from an enemy."
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Use Transfer? Nah, then they'd have to get the gun back after a few phases. Teleport usable as attack sounds best.
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Originally Posted by Greatwyrm
Hm, that might work, particularly if one defines the attacks as "xd6 or less", to reflect possible differences in weapon one obtains. I think putting an Activation Roll on the construct would be good, too (reflecting the difficulty in catching the captured weapon "just right" to allow for an immediate attack).
Neat idea, though likely a bit high-cost for most DC campaigns!
I was thinking about putting a variation of this in a Gun Tricks multipower. Like "Give me that" - takeaway. "Where did that come from?" - RKA, Indirect, etc.
Building a God of Guns.
Now, how do you expect to run the universe if you let a few unsolvable problems throw you like that?
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Good call. Maybe tack on Side Effects so if you fail, you've actually ended up shooting yourself. Not like this should be an easy thing to do, even in a cinematic campaign.Originally Posted by JeffreyWKramer
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