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Martial Arts as Multipower?


Trebuchet

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Re: Martial Arts as Multipower?

 

Talk to Hierax about his Multi-power Martial Arts. There are still a few maneuver elements that have yet to be quantified in an elegant manner, but by and large it's coming along nicely.

 

Also, check out Markdoc's version of the idea. Note that it has a couple of house rules operating in it (STR costing 2/1 for a start), but it was my first look at the idea. And it has a wonderful design philosophy following the crunchy bits.

 

Just as a side comment. The problems I've found with the Martial Art Multipower are in implementing the following concepts

  • Velocity-based damage; i.e., the +v/5 thing. Needed for Martial Throw and several of the "moving" maneuvers.
  • Disabling and impairing damage as separate from regular MA damage.

 

I used to have a problem with the "Full Move" element, but after reading Mike Surbrook's excellent Ninja Hero, I figured out a nice workaround; inches of movement only to increase Half Moves. Also, Hero Designer allows for a great workaround for minuses to OCV and DCV; throw a Custom Adder in for the negative value. It comes out to a bit less than the "actual value" of the negative skill level, but since we're talking a point or two here at the outside, it's not such a big deal.

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Re: Martial Arts as Multipower?

 

This is what I have for Blackcat.

Manuevers to get extras that everyman manuevers don't give you

3 Throw: 1/2 Phase, +0 OCV, +0 DCV, Strike, Target Falls

3 Defensive Throw: 1/2 Phase, +0 OCV, +0 DCV, Block, Target Falls

3 Grappling Block: 1/2 Phase, +0 OCV, +0 DCV, Grab Two Limbs, Block

3 Flying Dodge: 1/2 Phase, +0 OCV, +0 DCV, Dogde, Abort, FMove

3 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, Target Falls, FMove

 

And the slots in her MA pool (it's actually a MA/Ch'i pool, but in her case that is sort of all one thing) - It's an 82 point pool.

 

1) Power Strike: Hand-To-Hand Attack +16d6 (80 Active Points); Hand-To-Hand Attack (-1/2)

 

2) Accurate Strike: (Total: 80 Active Cost, 60 Real Cost) Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 40) plus +3 with 0CV (Real Cost: 15) plus +1 with DCV (Real Cost: 5)

 

3) Defensive Strike: (Total: 80 Active Cost, 60 Real Cost) Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 40) plus +3 with DCV (Real Cost: 15) plus +1 with OCV (Real Cost: 5)

 

4) Martial Strike: (Total: 80 Active Cost, 60 Real Cost) Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 40) plus +2 with OCV (Real Cost: 10) plus +2 with DCV (Real Cost: 10)

 

5) Grab: +80 STR (80 Active Points); No Figured Characteristics (-1/2), No lifting capacity/only for Combat Grabs and damage (-1/4)

 

6) Take it on the Chin: (Total: 81 Active Cost, 81 Real Cost) to 3/4r Physical reduction (30 Active Points) (Real Cost: 30) plus to 3/4r Energy Reduction (30 Active Points) (Real Cost: 30) plus Armor

(7 PD/7 ED) (Real Cost: 21)

 

7) Precision Strike: Hand-To-Hand Attack +11d6, Area Of Effect (One Hex; +1/2), Accurate (+0) (82 Active Points); Hand-To-Hand Attack (-1/2)

 

8) Multi Strike: Hand-To-Hand Attack +8d6, Area Of Effect (2" radius; +3/4), Selective Target (+1/4) (80 Active Points); Hand-To-Hand Attack (-1/2)

 

9) Multistrike 2: Hand-To-Hand Attack +8d6, Autofire (5 shots; +1/2), 0 End (raising from on pool) (+1/2) (80 Active Points); Hand-To-Hand Attack (-1/2)

 

10) Ch'i Flow: Healing 3d6 (max. Healed Points: 18), Healing / phase (+1 1/2) (75 Active Points)

 

11) Avoiding the shots: (Total: 60 Active Cost, 60 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +20 with Missile Deflection (Real Cost: 40)

 

12) Killing Strike: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. PD), +4 STUN Multiplier (+1) (80 Active Points)

 

13) Dim Maks: Drain Characteristics 6 1/2d6, Delayed Return Rate (5 Points per Minute) (+1/4) (81 Active Points); Limited Power Only One affect per target at a time (-1)

 

14) Ch'i Enhanced Strike: Hand-To-Hand Attack +11d6, Armor Piercing x1 (+1/2) (82 Active Points); Hand-To-Hand Attack (-1/2)

 

15) Nerve Strike: Hand-To-Hand Attack +8d6, No Normal Defense - r D over body rolled Standard (+1) (80 Active Points); Hand-To-Hand Attack (-1/2)

 

16) Ch'i Hand: Hand-To-Hand Attack +6 1/2d6, Attack Versus Limited Defense: Power Defence (+1 1/2) (82 Active Points); Hand-To-Hand Attack (-1/2)

 

17) Concussive Punch: Hand-To-Hand Attack +9d6, Double Knockback 2x KB (+3/4) (79 Active Points); Hand-To-Hand Attack (-1/2)

 

18) Vibrational Punch: Hand-To-Hand Attack +13d6, Indirect Same origin, always fired away from attacker (+1/4) (81 Active Points); Target must be touching barrier (-1), Hand-To-Hand Attack (-1/2), Attack must be made within barrier (-1/2)

 

19) Faster than the Eye can see: (Total: 77 Active Cost, 55 Real Cost) On STR, Invisible Power Effects (Sight Group; +1/2) (10 Active Points) (Real Cost: 10) plus Hand-To-Hand Attack +9d6, Invisible Power Effects (Sight Group; +1/2) (67 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 45)

 

20) Ultimate Dodge: (Total: 80 Active Cost, 67 Real Cost) Desolidification (affected by Area Affect powers) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 27) plus +8 with DCV (Real Cost: 40)

 

21) Paralytic Nerve Strike: Entangle 2d6, 4 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Invisible Power Effects (Fully Invisible; +1) (82 Active Points); Cannot Form Barriers (-1/4)

 

22) Ch'i Blast: Energy Blast 16d6 (vs. ED) (80 Active Points); Limited Range (-1/4)

 

23) Kiai Shout: +16d6 Pre Attack ; Attack only (-1/2)

 

24) Ch'i Shove: Dispel KB resistance 13 1/2d6, Does Knockback (+1/4), Double Knockback 2x KB (+3/4) (81 Active Points); No Range (-1/2)

 

25) Ch'i Enhancement: Aid: Characteristics 5d6, Standard Effect 15 active points (+0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2) (75 Active Points); Self Only (-1/2), Only One affect at a time (-1/2)

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Re: Martial Arts as Multipower?

 

The unique MA techniques taught at Yengtao Temple (some of them detailed in the "Martial World" section of Champions Universe) are built as Powers and would readily fit into a Multipower. IIRC Nightwind from the Millennium City book has a "Yengtao Multipower." Several such characters were written for 4E Champs, too. The Jade Tiger from Watchers of the Dragon had an 80 pt. VPP Limited to MA abilities - Black Cat's abilities above would have fit into that nicely.

 

BTW Lord Mhoram's avatar looks like a pretty good fit after that example. ;)

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Re: Martial Arts as Multipower?

 

Let me preface this by saying "This must be one kick-@$$ game to let you have some of the techniques in this list."

 

This is what I have for Blackcat.

Manuevers to get extras that everyman manuevers don't give you

3 Throw: 1/2 Phase, +0 OCV, +0 DCV, Strike, Target Falls

3 Defensive Throw: 1/2 Phase, +0 OCV, +0 DCV, Block, Target Falls

3 Grappling Block: 1/2 Phase, +0 OCV, +0 DCV, Grab Two Limbs, Block

3 Flying Dodge: 1/2 Phase, +0 OCV, +0 DCV, Dogde, Abort, FMove

3 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, Target Falls, FMove

 

I went with creating some 0-point optional maneuvers to fill in the gaps; I'd have to look through the chaos that is my HERO folder to be exact, but I think I had a velocity throw, a couple flashes, and maybe something else (I really can't remember). Maybe this is a sign from the Gaming Gawds to redo them.

 

And the slots in her MA pool (it's actually a MA/Ch'i pool, but in her case that is sort of all one thing) - It's an 82 point pool.

 

1) Power Strike: Hand-To-Hand Attack +16d6 (80 Active Points); Hand-To-Hand Attack (-1/2)

 

2) Accurate Strike: (Total: 80 Active Cost, 60 Real Cost) Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 40) plus +3 with 0CV (Real Cost: 15) plus +1 with DCV (Real Cost: 5)

 

3) Defensive Strike: (Total: 80 Active Cost, 60 Real Cost) Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 40) plus +3 with DCV (Real Cost: 15) plus +1 with OCV (Real Cost: 5)

 

4) Martial Strike: (Total: 80 Active Cost, 60 Real Cost) Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 40) plus +2 with OCV (Real Cost: 10) plus +2 with DCV (Real Cost: 10)

 

5) Grab: +80 STR (80 Active Points); No Figured Characteristics (-1/2), No lifting capacity/only for Combat Grabs and damage (-1/4)

 

Um, dude, what's Black Cat's base STR? Cause I can see this getting nasty and red-smeared in a real hurry. Actually, I should ask you what the campaign parameters are, 'cause if the other guys are throwing 16-18 DC attacks around, and Black Cat only has a 20 STR, it's not as bad as I think.

 

6) Take it on the Chin: (Total: 81 Active Cost, 81 Real Cost) to 3/4r Physical reduction (30 Active Points) (Real Cost: 30) plus to 3/4r Energy Reduction (30 Active Points) (Real Cost: 30) plus Armor

(7 PD/7 ED) (Real Cost: 21)

 

7) Precision Strike: Hand-To-Hand Attack +11d6, Area Of Effect (One Hex; +1/2), Accurate (+0) (82 Active Points); Hand-To-Hand Attack (-1/2)

 

8) Multi Strike: Hand-To-Hand Attack +8d6, Area Of Effect (2" radius; +3/4), Selective Target (+1/4) (80 Active Points); Hand-To-Hand Attack (-1/2)

 

9) Multistrike 2: Hand-To-Hand Attack +8d6, Autofire (5 shots; +1/2), 0 End (raising from on pool) (+1/2) (80 Active Points); Hand-To-Hand Attack (-1/2)

 

10) Ch'i Flow: Healing 3d6 (max. Healed Points: 18), Healing / phase (+1 1/2) (75 Active Points)

 

11) Avoiding the shots: (Total: 60 Active Cost, 60 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +20 with Missile Deflection (Real Cost: 40)

 

12) Killing Strike: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. PD), +4 STUN Multiplier (+1) (80 Active Points)

 

13) Dim Maks: Drain Characteristics 6 1/2d6, Delayed Return Rate (5 Points per Minute) (+1/4) (81 Active Points); Limited Power Only One affect per target at a time (-1)

 

14) Ch'i Enhanced Strike: Hand-To-Hand Attack +11d6, Armor Piercing x1 (+1/2) (82 Active Points); Hand-To-Hand Attack (-1/2)

 

15) Nerve Strike: Hand-To-Hand Attack +8d6, No Normal Defense - r D over body rolled Standard (+1) (80 Active Points); Hand-To-Hand Attack (-1/2)

 

Is having Resistant Defense higher than the Body rolled on an attack an NND-worthy defense? It seems to me that having enough rPD to block the Body of an attack is what stops every normal attack, too. Granted, not the Stun rolled, but still.

 

16) Ch'i Hand: Hand-To-Hand Attack +6 1/2d6, Attack Versus Limited Defense: Power Defence (+1 1/2) (82 Active Points); Hand-To-Hand Attack (-1/2)

 

17) Concussive Punch: Hand-To-Hand Attack +9d6, Double Knockback 2x KB (+3/4) (79 Active Points); Hand-To-Hand Attack (-1/2)

 

18) Vibrational Punch: Hand-To-Hand Attack +13d6, Indirect Same origin, always fired away from attacker (+1/4) (81 Active Points); Target must be touching barrier (-1), Hand-To-Hand Attack (-1/2), Attack must be made within barrier (-1/2)

 

19) Faster than the Eye can see: (Total: 77 Active Cost, 55 Real Cost) On STR, Invisible Power Effects (Sight Group; +1/2) (10 Active Points) (Real Cost: 10) plus Hand-To-Hand Attack +9d6, Invisible Power Effects (Sight Group; +1/2) (67 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 45)

 

20) Ultimate Dodge: (Total: 80 Active Cost, 67 Real Cost) Desolidification (affected by Area Affect powers) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 27) plus +8 with DCV (Real Cost: 40)

 

21) Paralytic Nerve Strike: Entangle 2d6, 4 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Invisible Power Effects (Fully Invisible; +1) (82 Active Points); Cannot Form Barriers (-1/4)

 

22) Ch'i Blast: Energy Blast 16d6 (vs. ED) (80 Active Points); Limited Range (-1/4)

 

23) Kiai Shout: +16d6 Pre Attack ; Attack only (-1/2)

 

Lemme guess: Black Cat starts combat with his Kiai Shout, and the rest of the party Holds their actions until they see which opponents haven't died from a fricken' heart attack after being nailed by an 18d6 PRE Attack? (Or, for a Silver Age game, which haven't soiled their tights) Geezum Crow, dude, some of the Kings of Edom wield PRE Attacks this nasty.

 

24) Ch'i Shove: Dispel KB resistance 13 1/2d6, Does Knockback (+1/4), Double Knockback 2x KB (+3/4) (81 Active Points); No Range (-1/2)

 

25) Ch'i Enhancement: Aid: Characteristics 5d6, Standard Effect 15 active points (+0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2) (75 Active Points); Self Only (-1/2), Only One affect at a time (-1/2)

 

Maybe I've spent too much time in lower-power level settings. Then again, if Black Cat is a serious heavy hitter, much of this makes sense.

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Re: Martial Arts as Multipower?

 

Let me preface this by saying "This must be one kick-@$$ game to let you have some of the techniques in this list."

Yep. 750 point game. Half the characters are legacy characters slightly tweaked and rebuilt from 2 other campaigns that ended. Great chunks of those Timelines were adapted for the game for those character. But you sort have to expect that kind of stuff with a character who has been played going on 12 years.

Um, dude, what's Black Cat's base STR? Cause I can see this getting nasty and red-smeared in a real hurry. Actually, I should ask you what the campaign parameters are, 'cause if the other guys are throwing 16-18 DC attacks around, and Black Cat only has a 20 STR, it's not as bad as I think.

20. The brick on the team has a 100 and some Brick Jutsu. The range of attacks are in the 16-20 range. She is on the low end damage wise, but makes up for it in versitility One of the characters has a standard twin 18d6 multiattack..

Is having Resistant Defense higher than the Body rolled on an attack an NND-worthy defense? It seems to me that having enough rPD to block the Body of an attack is what stops every normal attack, too. Granted, not the Stun rolled, but still.

Yeah, sorta cheesy. But just having rD seems too little for an NND that large, and with the level that the game is at, that isn't really that uncommon.

Lemme guess: Black Cat starts combat with his Kiai Shout, and the rest of the party Holds their actions until they see which opponents haven't died from a fricken' heart attack after being nailed by an 18d6 PRE Attack? (Or, for a Silver Age game, which haven't soiled their tights) Geezum Crow, dude, some of the Kings of Edom wield PRE Attacks this nasty.

Maybe I've spent too much time in lower-power level settings. Then again, if Black Cat is a serious heavy hitter, much of this makes sense

Actually it's a her, not a him. The chick with the curly hair in my avatar.

Sometimes yes that is how she starts... and she has gone face to face with gods before. In the last game she was in (the one that carried over) the last big adventure was her defeating the death dragon in Watchers of the Dragon. So she can be very intimidating... :)

The campaign is a JLA kind of thing, and Cat is the trained combat specialist and the team tactician, and combat leader. In that respect she comes of very much like Cap or Nightwing.

 

Can you tell my favorite character in all comics was the silver age Karate Kid. :)

 

The thing is, I don't play her that nasty. She just goes along with the normal stuff, and if it doesn't work, then goes into the more esoteric things. It's a "hide your true abilities" kind of approach.

 

The sickest thing she has isn't even on that list. She has an additional 10d6 HA, 1 recoverable charge (must meditate one turn), costs end and enough increased end that it takes most of her end to use it. It's her "I may be going down but so are you" superchi Ironfist kind of punch.

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