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Martial Arts and High DC's


SleepyDrug

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Ok, here's the drill. I'm fooling around with back-up characters because my GM is an evil, viscious person in combat. (And if you're reading this i mean that as the best, kindest compliment).

 

One idea is a mentalist. Coming along fine.

Another idea is a martial artist. The issues are thus: straight damage attacks are in acceptable ranges. But speciality martial manuevers are not falling where i'd like.

 

In particular, nerve strike and choke hold are difficult to raise beyond 2d6. Why?

 

Damage Classes are not usuable for a limited range of manuevers. Meaning I can't skip the extra DC for strikes and have them for NND's.

 

Weapons don't add to NND damage.

 

Created Manuevers can't be bought past 2d6 NND damage.

 

Solutions sans rule breaking?

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Re: Martial Arts and High DC's

 

Why not simply buy NND EB (Physical) with the No Range Limitation? Then you can define the defense as the same defense that the nerve strike, or whatever manuver you wish to simulate, uses. Your FX can always be defined as a martial arts attack.

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Re: Martial Arts and High DC's

 

With GM permission, you can also use the rules in UMA to add the NND advantage to an existing martial maneuver. Just pay for as much Str as you're willing to use.

 

Example:

 

Martial Strike. Assuming you want to convert it into a 6d6 NND, you need to stick the +1 advantage on 40 active points (30 from the 6d6 +10 from the +2 DCV). This costs you 40 total points, and adds 4 End everytime you throw it. However, this is a naked advantage so you can choose to turn it on or off anytime you feel like it, and as a bonus you get better CV modifiers than you would with a regular NND maneuver.

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Re: Martial Arts and High DC's

 

Seeker

 

Player:

 

Val Char Cost
20/35 STR 10
27 DEX 51
20 CON 20
15 BODY 10
13 INT 3
12 EGO 4
15 PRE 5
12 COM 1
10 PD 0
10 ED 0
6 SPD 23
8 REC 0
40 END 0
35 STUN 0
6" RUN02" SWIM05"/10" LEAP1Characteristics Cost: 128

 

Cost Power END
25 Kung Fu: Multipower, 25-point reserve
1u 1) Martial Strength: +15 STR, Reduced Endurance 0 END (+1/2) (22 Active Points); No Figured Characteristics (-1/2), Instant (-1/2), Nonpersistent (-1/4)
2u 2) Knife Hand Strikes: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2) (22 Active Points)
2u 3) Piercing Blow : Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Reduced Endurance 0 END (+1/2) (22 Active Points)
1u 4) Ghost Palm: HA +2d6, Affects Desol One Special Effect of Desolidification (spirits) (+1/4), Reduced Endurance 0 END (+1/2), Penetrating (+1/2) (22 Active Points); HA (-1/2)
2u 5) One Thousand Strikes: HA +2d6, Autofire (5 shots; +1/2), Reduced Endurance 0 END (+1) (25 Active Points); HA (-1/2)
1u 6) The Throwing Strike : HA +2d6, Reduced Endurance 0 END (+1/2), Double Knockback 2x KB (+3/4) (22 Active Points); HA (-1/2)
2u 7) Tien-hsueh Strike: Hand-To-Hand Attack +2d6, Reduced Endurance 0 END (+1/2), No Normal Defense [standard] (+1) (25 Active Points); Hand-To-Hand Attack (-1/2)
2u 8) Block: Missile Deflection (Bullets & Shrapnel), Ranged Adjacent Hex (+1/2) (22 Active Points)
1u 9) Blinding Strike: Flash 3d6 (Sight Group), Reduced Endurance 0 END (+1/2) (22 Active Points); No Range (-1/2)
1u 10) Wuxia Leaping: Leaping +2" (4"/9" forward, 2"/4 1/2" upward), Reduced Endurance 0 END (+1/2) (3 Active Points)
Powers Cost: 40

 

Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, +1d6 Strike, Target Falls
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, +v/5, Target Falls
4 Punch/Kick: 1/2 Phase, +2 OCV, +0 DCV, +2d6 Strike
Martial Arts Cost: 14

 

Cost Skill
10 +2 with DCV
3 Acrobatics 14-
3 Analyze: Combat 12-
3 Breakfall 14-
3 Climbing 14-
3 Contortionist 14-
10 Defense Maneuver: I-IV
3 KS: Kung Fu (INT-based) 12-
2 Language: English (fluent conversation)
2 PS: Carpentry 11-
2 PS: Cooking 11-
3 Paramedics 12-
3 Sleight Of Hand 14-
6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons
Skills Cost: 56

 

 

Cost Talent
12 Combat Luck (6 PD/6 ED)
Talents Cost: 12

 

 

Total Character Cost: 250

 

Val Disadvantages
10 DF: Asian (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 DF: Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Lloyd Gang 8- (As Pow; Harshly Punish)
20 Hunted: Imperial Guardsman 8- (Mo Pow; Harshly Punish; NCI)
5 Money: Poor
15 Psych. Lim.: Code Vs. Killing (Common; Strong)
20 Psych. Lim.: Code of the Wuxia (Very Common; Strong)
10 Psych. Lim.: Looking for Child (Common; Moderate)

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Martial Arts and High DC's

 

Another idea is a martial artist. The issues are thus: straight damage attacks are in acceptable ranges. But speciality martial manuevers are not falling where i'd like.

 

In particular, nerve strike and choke hold are difficult to raise beyond 2d6. Why?

 

Does your character have either a high strength or some Hand-to-Hand attack that is boosting his basic damage? Otherwise, boosting Nerve Strike/Choke Hold is easy ...

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