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Here is how I built the effect:

 

 

  Fantastic Malleability!: Variable Power Pool, 50 base + 70 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (155 Active Points); Limited Power Only for Stretching Special Effect Abilities (Cannot change Mass. Can any combination of slots with a combined Real Cost of 50 simultaneously.; -1); all slots Unified Power (-1/4), Conditional Power Powers Fade in Freezing Temperatures (-1/4)

 

5 END

6) Stretchy Wrap: +55 STR, Costs Endurance Only To Activate (+1/4) (69 Active Points); Limited Power Only For Grabbing & Squeezing (-1), Perceivable (-1/2) Real Cost: 23 0

2 END

7) Targeting of Stretchy Wrap: Area Of Effect Accurate (4m Radius; +1/2) for up to 90 Active Points of Strength, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Limited Power Only For Grabs (-1) Real Cost: 23 0
 

 

HM

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I realized that I was thinking to literal about the PD/ED and body of the entangle which made it so expensive by trying to make it match the character. It dawned on me that unless you grab a character with a damage shield, breaking out of a grab does no harm to the grabber.

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Right. And using the mechanics (but not special effects) of Telekinesis frees you from the DCV penalty.

 

Lucius Alexander

 

And the palindromedary says that matching the Telekinetic STR to the STR minimum means you basically get your standard STR.

For a character w/ 60 STR & 60 Telekinetic STR for grappling w/o a DCV penalty, I would use this:

 

"Defensive Grappling": Telekinesis (60 STR)(90), Zero END (+1/2)(135 ap); STR Min (60 STR; -1), No Range (-1/4), Only For Grabs (-1/2), Required Hands (1.5 Hands; -1/4). (45 cp)

 

--

 

[Optionally]: +10 DCV (50 ap); Only For Grabs (-1). (25 cp)

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For a character w/ 60 STR & 60 Telekinetic STR for grappling w/o a DCV penalty, I would use this:

 

"Defensive Grappling": Telekinesis (60 STR)(90), Zero END (+1/2)(135 ap); STR Min (60 STR; -1), No Range (-1/4), Only For Grabs (-1/2), Required Hands (1.5 Hands; -1/4). (45 cp)

 

--

 

[Optionally]: +10 DCV (50 ap); Only For Grabs (-1). (25 cp)

 

Why would you do that when you can get the same effect so much cheaper?

 

Lucius Alexander

 

The palindromedary asks, why pay more?

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Why would you do that when you can get the same effect so much cheaper?

 

Lucius Alexander

 

The palindromedary asks, why pay more?

Just making comparisons.

 

Allowing STR Min to let STR add damage to any Power is a GM call.

 

It does not usually add to RKA or Blast e.g.

 

--

 

Another option: +60 STR (Only For Casual STR; ?)

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Just making comparisons.

 

Allowing STR Min to let STR add damage to any Power is a GM call.

 

It does not usually add to RKA or Blast e.g.

 

--

 

Another option: +60 STR (Only For Casual STR; ?)

You have a point.

 

Lucius Alexander

 

The palindromedary says he has a lot of points and is spending some on STR it looks like.....

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If you want another interesting way to do the wrap, there always clinging...

 

I don't really get this. The SFX of wrapping someone up in your rubber body doesn't sound like clinging to me. Care to elaborate?

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Clinging already helps with Grabs; no need to pay for any kind of "usable as attack":

 

"Using Clinging to help hold onto a Grab victim requires the victim to escape from the higher of the Grab STR or the Clinging STR" (CC p55)

 

For most purposes it would be better to buy Martial maneuvers or extra STR, since those build on the base STR. Although if a stretcher wanted the other effects of Clinging (running up walls, KB resistance etc) it's a good option. Certainly both powers are sometimes seen together (Venom springs to mind). Venom gets Extra Limbs, too.

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Clinging already helps with Grabs; no need to pay for any kind of "usable as attack":

 

"Using Clinging to help hold onto a Grab victim requires the victim to escape from the higher of the Grab STR or the Clinging STR" (CC p55)

 

 

 

For most purposes it would be better to buy Martial maneuvers or extra STR, since those build on the base STR. Although if a stretcher wanted the other effects of Clinging (running up walls, KB resistance etc) it's a good option. Certainly both powers are sometimes seen together (Venom springs to mind). Venom gets Extra Limbs, too.

I interesting. I know I was thinking of the tat baby effect mentioned in Hero 5th rev.

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Yeah, a Tar Baby effect is quite different - more of a damage shield effect. You don't need that for a regular grab. I'd probably build that as something like:

 

Tar Baby: some dice of Entangle; Takes no Damage from Attacks (+1); Constant (+½); AoE Surface - Damage Shield (+¼); Susceptible (owner is Stunned or Knocked out, -½ or -1, depending on how difficult that is to cause); No Range (-½); Side Effects (Takes damage from attempts of victim to break free).

 

You could also probably go with:

 

Some STR Clinging; Constant (+½); AoE Surface - Damage Shield (+¼).

 

Characters with Clinging might also be able to perform Grabs with body parts aside from their hands, depending on special effects. Magnet Man, with Clinging only vs ferrous metals, might be able to grab a sword by letting it hit his torso using a held action, or Spider-Man might swing down and grab something using his feet. (Clinging used just to allow a speedster to run up a wall wouldn't help here, but that would have conditional limits.)

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