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Martial Arts w/ TK


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Hey all.

 

I know this has been discussed before, possibly widely discussed, however, my searches have brought up nothing. Could someone please help me find a thread or two where the topic is Martial Arts using TK?

 

Alternately, we could start a new discussion. I am building a character who uses magnetic manipulation and I want her to have M/A at range using TK. Ideas for interesting and applicable Advantages, Lims and Disads for such a character would be welcome, too.

 

Any and all help is appreciated.

 

Mags

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Re: Martial Arts w/ TK

 

I had a Psi/Telekinetic character in a 250 point 'heroic level' dimension hopping game a few years ago who had this very combo. He had 20str TK with fine control and IPE for sight and sound. He also had Jeet Kun Do as a base MA with the addition of a Kenjutsu Takaway and Simgondo Rapid Strike. The GM and I agreed on spending an additional 1 point for a TK weapon element in addition to his blades and club elements. The character also had +2 Damage Classes with MA attacks giving the character effectively an 8d6 indirect TK punch.

 

The use of Psi and Magic powers had other limitations in this game that offset their usefullness compared to that of the skilled normals on the team. Namely, Psi and Magic abilities would not work at full power or at all on some dimensions/worlds that they visited. Of course sometimes this would swing in favor of the Psi/Mage characters since some worlds affected the properties of gunpowder and other technology.

 

Anyway, back on topic, the Psi/TK character had a martial block as well as Missle deflect 15 active points with a Str minimum built in (-1/4) so fighting an opponent with a HTH weapon or TK fist at range with MA bonuses was being paid for multiple ways. All the TK and MA cost about about 150 points which matched up pretty close with the teams mage who between spells and skills to use them had about the same points invested.

 

I think the combo is workable but you may run into balance issues if using this combo in a full Supers campaign for some of the same reasons discussed in the 'flying dodge' thread however.

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Re: Martial Arts w/ TK

 

This is all I could unearth from the current boards. Not a lot, but they do clarify some of the official rules about constructs like this:

 

http://www.herogames.com/forums/showthread.php?t=8963&highlight=martial+telekinesis

 

http://www.herogames.com/forums/showthread.php?t=5526&highlight=martial+telekinesis

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Re: Martial Arts w/ TK

 

After thinking about it for a moment (I haven't thought of this since before 5e came out), I'd suggest buying Ranged Martial Arts (from the UMA) for your TK. Personally, I believe that performing the same maneuvers you can in HTH at range with TK is a bit abusive to the rules. Not much though (Martial Arts is still kinda cheep). You can also create Ranged versions of some of the normal maneuvers (such as the NNDs) that aren't listed under Ranged Maneuves using the maneuver creations rules in the same book.

 

Of course, if you dont' have UMA, you should buy it (and what self respecting martial artist player wouldn't?). Failing that, I'd just say buy whatever maneuvers you want to use with TK seperately from those for HTH and call them Ranged just for the sake of arguement.

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Re: Martial Arts w/ TK

 

I remember posting to a thread back on the old boards...the main "burn the GM " powers for TK-Fu is martial throw and martial block...at range, so talk out the ramifications ahead of time....other than that the few time I've seen it it was no weirder than many super powers...whats the special effect "perfected chi mastery" of "I'm a Teek, and I kick a**!"?...:)

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Re: Martial Arts w/ TK

 

whats the special effect "perfected chi mastery" of "I'm a Teek' date=' and I kick a**!"?...:)[/quote']

 

Because this PC has magnetic manipulation, the ranged M/A will only work if the target(s) has ferrous metal in or about their person.

 

The martial manuevers I am considering are only push/pull, grab or block manuavers. This would include a martial throw or trip, but not actual strikes.

 

Mags

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Re: Martial Arts w/ TK

 

Yeah... this PC is now on the back burner.

 

Besides the fact that one of the other Players in my group brought in a PC with SUSC to Magnetic Fields, I realized I prefer to run a mentalist/MA. While this certainly fits with a MA at range PC concept (with a different SFX), I'm going to hold off on the Tk for now.

 

Mags

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Re: Martial Arts w/ TK

 

Ahhh man! No "Psycho-fu"?....I personally like the mentalist/MA fusion, but I just like generalists more than specialists.That way you can still fight robots and not feel useless....If you did want a simple form of "Pshycho-fu" try buying HA 3D6:At Ego value, and some levels instead of regular MA moves, I think I saw something once called "Sawl Lau" that was a sort of "mental strike" thing, but it's kind of hazy.....then buy Martial Dodge,Defensive block, Martial throw and Martial escape, and you've got a rocking Hth fighter to go with the obligatory "Ego powers" Multi....:)

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