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Ranged Martial Arts?


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Re: Ranged Martial Arts?

 

Thanks. I'm experimenting with a Green Arrow/Hawkeye knockoff. :)

 

So, in a Multipower containing:

Blast Arrow: EB

Boxing-Glove Arrow: Stun Only EB

Flare Arrow: AE Radius Flash

Freeze Arrow: AE Hex Entangle

Hunting Arrow: RKA

Serrated-Tip Arrow: RKA, +1 Stun X

Smoke Arrow: Darkness

 

I could only apply the Ranged MAs to the Blast, Boxing Glove, Hunting, and Serrated-Tip Arrows, right?

 

Oh, by the way ...

The palindromedary wonders about applying martial arts to mental powers....

 

"Hah! Your puny mental blast cannot overcome the power of my Mental Block!

 

... That didn't come out right, did it?"

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Re: Ranged Martial Arts?

 

Not sure what you mean when you say Martial Arts, here, CC. If you mean "martial manuevers such as those found in UMA" then... well, then you can do anything using that system. You can do what I did on E84s "build me a fighter" thread and build a Running Drain as a Hamstring. You can stack it with damage if you like. It's Hero, so even if the rules wouldn't say yes, Rule 0 says "if it makes sense, yes."

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Re: Ranged Martial Arts?

 

From UMA p99-100 it appears Ranged MA may only be applied to Normal or Killing Damage attacks, primarily intended as weapons.

 

It mentions nothing about non-damaging attacks however so it doesn't explicitely deny it either.

 

I would allow a trick arrow (non-EB/RKA) to be used things like ranged disarm but the effect would be based totally on the damage given by the martial maneuver (no base for the 'arrow' itself)

 

here is my take on a bow & arrow mp and ranged ma:

 

Cost POWERS

12 Aoi Bulletproof Spandex Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) - END=0

- END=

Aoi Mask, all slots OIF (-1/2) - END=

3 1) Nightvision (5 Active Points) - END=0

3 2) Sight Group Flash Defense (5 points) - END=0

3 3) Hearing Group Flash Defense (5 points) (5 Active Points) - END=0

- END=

20 Zen Accuracy: Find Weakness 11- with with Bow & Arrow Attacks - END=0

- END=

24 Aoi Bow & Arrows: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1), Arrangement (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) [Notes: Total # of arrows carried in quiver = 120. "Zen Archery" manuevers can be used to increase the damage for all the "Standard Arrows". Some of the "Trick Arrows" might still be used for the Ranged Trip or Disarm manuevers . A few "Standard Arrows" are built with the advantage "Autofire" which represents their standard size compared with the rest of the trick arrows. This allows up to 3 arrows of any one standard type to be notched and fired simultaneously (Broad-Head, Flubber-Tipped and Rubber-Tipped). Both the Broad-Head and Rubber-Tipped arrows are also built with the advantage "Invisible Power Effects; Hearing Group" (The Flubber-Tipped one makes a sound similar to a "party-favor" during flight).] - END=

1u 1) Club Weapon: Reinforced Long Bow: (Total: 44 Active Cost, 14 Real Cost) HA +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); no Noncombat Stretching (-1/4) (Real Cost: 2) [Notes: 12d6 Total when combined with Karate Punch.] - END=0

2u 2) Broad-Head Arrow: RKA 3d6-1, Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) - END=[12]

2u 3) Concussion-Blast Arrow: Touch Group Flash 8d6, Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) (60 Active Points); Can Be Missile Deflected (-1/4), 12 Charges (-1/4) - END=[12]

2u 4) Diamond-Tipped Arrow: RKA 3d6-1, Armor Piercing (+1/2) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) [Notes: Maximum Damage = 3d6+1 & an additional +2 Body & +6 Stun (Zen Archery's Basic Shot: +4 Damage Classes are halved to +2 DC when applied to killing damage & combat skill levels: +2 Zen Archery and +2 Overal add +1 Body & +3 Stun for each 2 levels applied). Armor Piercing and Zen Accuracy (Find Weakness as high as 13- with +2 Overall levels not counting any extra time spent to increase roll) can make this potentially apply vs. 1/4 or LESS of the target's base resistant physical defenses.] - END=[12]

2u 5) Flash-Bang Arrow: Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); 12 Charges (-1/4), Can Be Missile Deflected (-1/4) - END=[12]

2u 6) Flubber-Tipped Arrow: EB 6d6, Autofire (3 shots; +1/4), Double Knockback (+3/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) - END=[12]

2u 7) High-Explosive Arrow: RKA 3d6-1, Explosion (+1/2) (60 Active Points); 8 Charges (-1/2) - END=[8]

2u 8) Knockout-Gas Arrow: EB 3d6, NND (Life Support: Self Contained Breathing, Life Support: Immunity Chemical Warfare Agents; +1), Area Of Effect (5" Radius; +1), Continuous (+1) (60 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Can Be Missile Deflected (-1/4) - END=[6 cc]

2u 9) Micro-Net Arrow: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) - END=[12]

2u 10) Rubber-Tipped Arrow: EB 8d6, Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) - END=[12]

2u 11) Smoke-Bomb Arrow: Change Environment 4" radius, -7 to Normal Sight PER Rolls, -7 to Normal Smell PER Rolls, Multiple Combat Effects, 12 Continuing Charges lasting 1 Turn each (+1/4) (57 Active Points); Explosion (-1/4) - END=[12 cc]

2u 12) Sonic-Screech Arrow: (Total: 58 Active Cost, 16 Real Cost) Hearing Group Flash 2d6, Explosion (-1 DC/2"; +3/4), Continuous (+1) (16 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Can Be Missile Deflected (-1/4) (Real Cost: 4) plus EB 2d6, Explosion (-1 DC/2"; +3/4), Continuous (+1), Attack Versus Limited Defense (Flash Defense Hearing; +1 1/2) (42 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Can Be Missile Deflected (-1/4) (Real Cost: 12) - END=[3 cc]

2u 13) Suction-Cup Arrow: (Total: 60 Active Cost, 20 Real Cost) Clinging (normal STR) (10 Active Points) (Real Cost: 4) plus Stretching 2", x8 Noncombat, 3 Recoverable Continuing Charges lasting 5 Minutes each (+0), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); Limited Body Parts (-1/4), Always Direct (-1/4), Range Modifier Applies (-1/4) (Real Cost: 12) plus Swinging 3", Reduced Endurance (0 END; +1/2) (4 Active Points) (Real Cost: 2) plus +2 Skill Levels with Acrobatics, Breakfall, Climbing (6 Active Points) (Real Cost: 2) - END=[3 rc]

2u 14) Taser-Charged Arrow: EB 3d6, Sticky (Freeing one victim frees all victims; +1/4), Indirect (Same origin, always fired away from attacker; +1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Continuous (+1), No Normal Defense (Power Defense; +1) (60 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Beam (-1/4) - END=[4 cc]

- END=

POWERS Cost: 92

 

Cost MARTIAL ARTS

Zen Archery

8 1) +2 Ranged Damage Classes [Notes: Added Damage Included In Totals]

4 2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +4 DC

4 3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +5 DC to Disarm

4 4) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls

 

Karate (damage based on STR 25)

4 1) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike

4 2) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm

MARTIAL ARTS Cost: 28

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Re: Ranged Martial Arts?

 

Like I said... UMA doesn't explicitly deny it, and does only cover adding damage rules in the Ranged MA section, which means that treating NonDamaging Ranged Martial Arts Attacks would apply in a logical manner of some sort.

 

Of course doing a Ranged Strike with a smoke bomb is kind of weird really... so I think it's sort of self evident that aside from Disarm and Takedown Ranged Martial Arts are primarily intended to be Ranged Damage Maneuvers.

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