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Blinking combat ideas


wick

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5th Ed. The theme is that this character teleports through his costume. So I am building an environmental control whic contains a teleport that brings him back to base if K.O.'d or near death only and a teleport for movement. But I also wish to include a power to simulate the benefit of HtH fighting while doing small micro ports. Inspiration is the fight between Deadpool and wolverine/saber tooth in the movie Wolverine Origines.

I am thinking that he gets a bonus to OCV and DCV while blinking.

My ideas:

1. Buy as multiple CSLs. In hero designer I would have to build as two slots in my framework. One to give +4 to OCV and another for DCV. This is a problem to get his active cost comporable to the other powers in the framework (79AC) also the power is OIHID and you can't make CSLs for DCV when you have a limitation.

2. I then thought of increasing his Dex with a lim to say only to increase CV, but when in a framework characteristics have to have lim of does not improved figured characteristics (Can't turn this off in Hero Designer as far as I can determine).

3. I was thinking this could be simulated using a Flash attack against sight group but that seems a poor fit and overly complicated.

4. I could leave the CSLs outside the framework but it makes sense that if his teleport framework is Drain or Supressed that he cannot blink either.

 

This character has OIHID inmost of his powers.

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1. Nothing in HD stops you from applying OIHID to a CSL for DCV at the 5pt. level. The rules state you would need GM permission.

2. OCV and DCV are not figured characteristics. If you bought DEX this way, it would not increase the character's SPD, but it will increase the OCV and DCV.

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1. It is with special permission from GM, I will need to experiment with HD more.

2. Really?  That would probably be the best bet then, since I can't put both OCV and DCV CSLs in the same slot. And it will help make the slot beefy enough to keep up with the high active points in the other slots without dropping the EC pool too much. What kind of advantage can you put on characteristics anyway? Invisible power effect? Reduced END ( I think STR is the only one that costs END)?   I may or may not give it the limitation of only affecting CVs, I have to look up what DEX actually represents  and think about how the blinking actually works. 

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one trick I used for a gate teleporting martial artist was double knock back for HTH and also extra strength for throwing range.

the special effect being you hit them with the judo throw or flying kick or what have you then instantly port them 12 feet up (while you port right back )so they fall a lot harder or you teleport half way there  as you let go of your throw then port back.

 

would also justify indirect or ranged on HTH attacks I.E. throw a punch in front teleport behind them and punch them from behind.

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one trick I used for a gate teleporting martial artist was double knock back for HTH and also extra strength for throwing range.

the special effect being you hit them with the judo throw or flying kick or what have you then instantly port them 12 feet up (while you port right back )so they fall a lot harder or you teleport half way there  as you let go of your throw then port back.

 

would also justify indirect or ranged on HTH attacks I.E. throw a punch in front teleport behind them and punch them from behind.

Weird question: But could you buy "Indirect" on an attack's Knockback?

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When he 'ports into a space, the air which had previously occupied that volume is violently pushed out of the way. The result? A concussive wave emanating from the teleporting character (in technical terms, an area effect stun attack with a hole in the middle for the character, which goes off automatically every time he appears). Probably also a very loud thunderclap.

 

When he vanishes, the air slams into that momentary void (under 14 PSI), producing another ear-splitting thunderclap.

 

Subtle, he ain't. But between the Hearing Flash Attacks and every time he appears or disappears, and the Explosive Area Attack every time he appears, he could do a real number of the folks he's attacking.

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Buy Indirect on the attack. That way you get to decide the Knockback direction.

 

My thought was a character that could quickly create teleport portals that their target gets knocked back through which enables them to change the direction they're heading, by pass objects (or slam into them) and similar stunts. It could also make a cool team attack move where two characters share the cost like a brick and Teleporter. 

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My thought was a character that could quickly create teleport portals that their target gets knocked back through which enables them to change the direction they're heading, by pass objects (or slam into them) and similar stunts. It could also make a cool team attack move where two characters share the cost like a brick and Teleporter. 

 

 

see this old thread for some example Teleportation themed Multipower Frameworks:

http://www.herogames.com/forums/topic/69013-i-need-some-shadow-powers/?p=1769122

 

Wormhole Stan

 

52 Does Whatever A Wormhole Can: Multipower, 105-point reserve, (105 Active Points); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Side Effects (-1/4)

5u 1) Basic Gate: Teleportation 10", Position Shift, x2 Increased Mass, x4 Noncombat, Usable By Other (+1/4), Costs END Only To Activate (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (105 Active Points) 10

4u 2) Defensive Redirect Gate: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Line Of Sight (+1/2), Area Of Effect Accurate (One Hex; +1/2), Indirect (Any origin, any direction; +3/4), Full Range (+1) (105 Active Points); Will Not Work Against Heavy Missiles (-1/4), Visible (-1/4)

4u 3) You Can See What I See: Clairsentience (Sight, Hearing, Radio And Smell/Taste Groups), Targeting, Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (105 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2) 4

5u 4) Offensive Redirect Gate: Indirect (Same origin, any direction; +1/2), Line Of Sight (+1/2) for up to 70 Active Points of Any Ranged Attack, Usable By Other (+1/4), Reduced Endurance (1/2 END; +1/4) (105 Active Points) 4

5u 5) Acme Gate: Stretching 7", Does Not Cross Intervening Space (+1/4), Usable By Other (+1/4), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (105 Active Points) 5

5u 6) Watch Where You're Going!: Teleportation 8", Position Shift, x2 Increased Mass, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Area Of Effect (One Hex; +1/2), Indirect (Any origin, any direction; +3/4), Usable As Attack (+1) (104 Active Points) 5

 

re: The Gate Limitation

Was not an option in HDv3 but an additional (-1/2) Custom Limitation on slot 1) would only save "1" real point.

 

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5th Ed. The theme is that this character teleports through his costume.

 

At first I thought you meant literally through the material of his costume and I pictured a suit still hanging in the air with a naked character a few feet away. "Well, that's a special effect for Instant Change I've never seen before..."

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At first I thought you meant literally through the material of his costume and I pictured a suit still hanging in the air with a naked character a few feet away. "Well, that's a special effect for Instant Change I've never seen before..."

OMG! LOL! I just meant his power come from his hi tech outfit.

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At first I thought you meant literally through the material of his costume and I pictured a suit still hanging in the air with a naked character a few feet away. "Well, that's a special effect for Instant Change I've never seen before..."

 

This crossed my mind too.

 

It would, however, justify the character having lots of naked advantages.

 

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My thought was a character that could quickly create teleport portals that their target gets knocked back through which enables them to change the direction they're heading, by pass objects (or slam into them) and similar stunts. It could also make a cool team attack move where two characters share the cost like a brick and Teleporter. 

Knockback is an optional rule that moves characters when attacked.

If the primary purpose of a power is to move another Character, that is just the Shove or Throw maneuver. Applied via telekinesis or hands.

You can trip somebody by porting a stone in front of thier feet and still just have a SFX for TK.

 

From personal taste I always prefer plain TK+base maneuvers over Movement Power, UAA.

Wich makes me the absolute opposite of Hyper Man in that regard :)

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I have not read this thread.

 

I just wanted everyone to know that when I just read the title, I read "bikini combat ideas"...  I was like "Oh, this aught to be good..."

 

I thought someone was going to get serious explaining how female super-heroines costumes worked!  :jawdrop:

 

Major disappointment.

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And back into the gutter.

 

Anyway the character doesn't port people around or objects to attack. He has a setting on his device to cause him to micro teleport constantly which ups his dexterity and CVs. His framework of teleports include:

1. Blinking

2. Regular teleporting for travel

3. Emergency port which automatically triggers to port home on mega scale if he is disabled(still trying to define that trigger, )

 

His main attack is part of a multi power. He has a blade of plasma that is a no range EB, can be set to armor piercing, and he can use to tunnel a few inches

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OMG! LOL! I just meant his power come from his hi tech outfit.

 

Oh sure, NOW you say that.

 

But seriously, how rapid is the blink ability? You may want to use some Images to have your character appear all over the place for mere moments to create confusion or diversions, or just as a cool party trick.

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Knockback is an optional rule that moves characters when attacked.

If the primary purpose of a power is to move another Character, that is just the Shove or Throw maneuver. Applied via telekinesis or hands.

You can trip somebody by porting a stone in front of thier feet and still just have a SFX for TK.

 

From personal taste I always prefer plain TK+base maneuvers over Movement Power, UAA.

Wich makes me the absolute opposite of Hyper Man in that regard :)

 

I don't have anything against using TK when appropriate.  It's just not always the BEST mechanic to build every special effect of moving things at a distance.  Steve Long has stated that it is not legal to apply an Advantage like NND on TK which would otherwise be the perfect combo to create the special effect of 'gravity' (which doesn't care how strong the target of the power is).  Since applying UAA to a movement power like Flight or Teleportation already requires defining a defense (just like NND* does) it is the better mechanic to use to model the special effect in this example since it is essentially a version of NND TK - just by another name.

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I don't have anything against using TK when appropriate.  It's just not always the BEST mechanic to build every special effect of moving things at a distance.  Steve Long has stated that it is not legal to apply an Advantage like NND on TK which would otherwise be the perfect combo to create the special effect of 'gravity' (which doesn't care how strong the target of the power is).  Since applying UAA to a movement power like Flight or Teleportation already requires defining a defense (just like NND* does) it is the better mechanic to use to model the special effect in this example since it is essentially a version of NND TK - just by another name.

 

For that matter, the sfx: Psychokinsis is often depicted as unaffected by the target's strength. At least for certain actions like hoisting them into midair and holding them there because there's nothing for them ro apply their strength too or use to gain leverage.

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