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Flight/Drain


tiger

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Working on a character who will grab some one and them roll down the street, or whatever. This will make the person that she is rolling with dizzy. Figured the attack like this, but wasn't sure if it would be legal.

 

Dizzing Roll:  Let's Roll: Flight 25m, Position Shift, Combat Acceleration/Deceleration (+), No Turn Mode (+), Usable As Attack (+), Grantor pays the END whenever the power is used (75 Active Points); Must Follow Grab (-). END 7

 

plus Dizzying Effect: Drain DEX 3d6 (standard effect: 9 points), Armor Piercing (+), Personal Immunity (+) (45 Active Points); Linked (Let's Roll; -). END 4  

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Since you asked me, I figured I'd start the ball rolling (ha, ha) with a reply.

 

If I understand you correctly, this is the attack:  the character grabs the target and then rolls down the street, taking the target along for the ride and causing him to become dizzy.

 

Assuming that's accurate, I think your build above is unnecessarily complicated. This doesn't need to be a UAA attack because the character himself is moving. It's not really any different from Grabbing a target and flying him up into the air, which certainly doesn't require Flight UAA. The tricky part is that since the Grab is an attack and would thus end the character's Phase, either the GM has to agree that "Grab and Move" is equivalent to Grab/Throw or Grab/Slam and thus permitted as part of a single attack. (See Grab and Shove, APG 168, for something similar).

 

If that's permitted, I'd build it something like this:  Drain DEX 3d6, Armor Piercing (+1/4), Trigger (when character Grabs/Moves a target, activates automatically, immediately resets; +1) (67 Active Points); No Range (-1/2). Total cost:  45 points.

 

If the GM doesn't agree to the Grab/Move idea, buy a Trigger for your movement as a separate ability and revise the above power as appropriate.

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Yeah, points for creativity, but I think you're over-thinking it. I can see buying Let's Roll as a Martial Maneuver: Grab, Both Fall & Full Move. (Essentially a Flying Tackle with the move at the end instead of the beginning). Target gets a Casual STR Roll to ignore the grab and not get rolled. The only drawback here is you're limited to the attacking character's Running distance instead of the 25m you had listed. But I'm not sure how you justify rolling further that a Full Move anyway (other than Rule Of Cool, of course).

 

PS - Don't forget that in 6ed Draining their DEX won't affect OCV, DCV, SPD...

 

As an aside: am I the only one surprised to see AP on a Drain? Perfectly legal, of course; I'm just not used to seeing it. Power Defenses tend to be low enough in my games that the extra points spent on the AP are usually better spent on an extra die or two.

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As an aside: am I the only one surprised to see AP on a Drain? Perfectly legal, of course; I'm just not used to seeing it. Power Defenses tend to be low enough in my games that the extra points spent on the AP are usually better spent on an extra die or two.

 

I for one never seen AP on drain at all. So yes I'm surprised.

I too found it very odd. Power Defense is rather rare, so any anti-defense advantage short of NND would make no sense.

I asumed it was just some oversight that happened when copying the ability to/reworkig it on the forum

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