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Good-by Speedster


Asperion

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Re: Good-by Speedster

 

Off the top of my head...

A Brick with this:

Reflexive Clothesline: HA +8d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; When a foe moves through a hex in your HTH range; +3/4) (70 Active Points); Only to deal up to STR+v/5 dice of damage (-1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), No Knockback (-1/4)

 

I'd recommend adding Area Effect: One Hex Accurate to that; otherwise, you're still stuck at trying to hit their obnoxious DCVs. :)

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Re: Good-by Speedster

 

Off the top of my head...

A Brick with this:

Reflexive Clothesline: HA +8d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; When a foe moves through a hex in your HTH range; +3/4) (70 Active Points); Only to deal up to STR+v/5 dice of damage (-1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), No Knockback (-1/4)

 

I think I broke his freakin' neck!

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Re: Good-by Speedster

 

Teleport' date=' as an attack, based on ECV[/quote']

 

Teleporting a character that is using a mode of movement that has no turn mode is not very effective. On their next Phase, they just turn around and continue on their merry way. Even if done *during* their move (if that is even possible), they can still turn around. The only exception is if they are in the middle of a Move-Through or Move-By.

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Re: Good-by Speedster

 

AID!

 

Extra speed to Speedster... With Turn Mode!

 

Supercharged to Mach V... Right into a wall... and another... and another... and another... You get the idea.

 

You can't induce a Limitation (Turn Mode) on another character's power without using Tranformation Attack.

 

What you seem to be describing is a movement power bought with Useable As Attack.

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Re: Good-by Speedster

 

Teleporting a character that is using a mode of movement that has no turn mode is not very effective. On their next Phase' date=' they just turn around and continue on their merry way. Even if done *during* their move (if that is even possible), they can still turn around. The only exception is if they are in the middle of a Move-Through or Move-By.[/quote']

Barring the characters with Flight or Gliding, you could Teleport them up...

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Re: Good-by Speedster

 

(snipped bit aobut turn modes)

 

Barring the characters with Flight or Gliding' date=' you could Teleport them [i']up[/i]...

 

 

or into a river, a closed car, a closet, a fire, depending on the speedster's speed and phase they could be put in front of a rapidly moving object like a train......... up was always my favorite though

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Re: Good-by Speedster

 

Well, the simple thing to do is to wait for them to stop running, then snipe 'em. Say 2d6 RKA, Penetrating, No range Mods. That's if you're in a Dark Champions mood, mind :-)

 

Has anyone tried a CON Drain? Can't run if you can't use END. I like defining it as sucking the air out of their lungs.

 

And don't discount the Speedkilling Martial artist; a few levels of Aid to Dex can even things up quickly. Plus a Held Action and a few levels with Martial Throw and you get, to quote Mark Shaw, a 'Flash Frisbee.' And I notice that there is a 'Trip' manever under Ranged Martial Arts....

 

Stairs and stairwells. That's gotta be worth a Dex check or three.

 

Teleport Gates have been suggested; add on an appropriate Image, exiting where you please.

 

And there's always a nice big Area Effect Transform: City to Maze trick.

 

Just some thoughts.

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Re: Good-by Speedster

 

Teleporting a character that is using a mode of movement that has no turn mode is not very effective. On their next Phase' date=' they just turn around and continue on their merry way. Even if done *during* their move (if that is even possible), they can still turn around. The only exception is if they are in the middle of a Move-Through or Move-By.[/quote']

 

That's up to the GM, though you are assuming a form with no turn mode.

 

Runners, teleport them up. Flyers, teleport them in front of a wall.

 

Problems solved. :D

 

Though as I said, up to the GM if it'd work. I don't care if you've got a turn mode or not, if you're teleported 2 (real, not game) inches in front of a brick wall, you're not gonna turn in time at Speedster speeds.

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Re: Good-by Speedster

 

A thought brought up in the Day of 1001 Heroes thread (here) by Egyptoid bears mentioning.

 

AoE Speed Suppress. Could use a drain or other ability on 'em if you preferred, but if you can drop that Spd 6-8 down a peg or three until the team's faster than they are, the running isn't that useful.

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Re: Good-by Speedster

 

It'd probably be easier to do a Transform on the target; like slapping non-scalable Megascale on his running. He either goes normal speed, or he's in Tahiti, with several million dollars' worth of property damage in his wake.

 

Say...Major Transform, 3 to 5 d6 (Normal Running to Megascale (GM's choice on level) Running, target must have running higher than base level (6", IIRC) Or SFX: Speed Zone/Force/Drive/whatever on Powers).

 

Just a thought, and it's probably fairly shaky, from a rules perspective.

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Re: Good-by Speedster

 

That's up to the GM, though you are assuming a form with no turn mode.

 

Runners, teleport them up. Flyers, teleport them in front of a wall.

 

Problems solved. :D

 

Though as I said, up to the GM if it'd work. I don't care if you've got a turn mode or not, if you're teleported 2 (real, not game) inches in front of a brick wall, you're not gonna turn in time at Speedster speeds.

 

I think that anything more than "he winds up in *that* hex over there" is both getting more than what was paid for, and is unfairly effective. Otherwise, why not say you 'port the speedster in front of a wall -- one nanometer from it.

 

Y'know, I don't think there are many tunneling speedsters. Do that whole "buried alive" trick with Tunneling + UAA on them. Do a mulitple-power attack with a Drain Desolidification + Zero END, Persistent, Uncontrolled to it for good measure. :eg:

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