Leeland Posted February 25, 2013 Report Share Posted February 25, 2013 Greetings, how would you build a power that just throws one person away? I was thinking of doing it with a blast and the double Knockback adder, but how to model that the blast does no damage, just knockback? Would telekinesis be a better option? Quote Link to comment Share on other sites More sharing options...
L. Marcus Posted February 25, 2013 Report Share Posted February 25, 2013 Re: Throw people away Well ... What's the Special Effect? And does the power actually work at range? Quote Link to comment Share on other sites More sharing options...
Leeland Posted February 25, 2013 Author Report Share Posted February 25, 2013 Re: Throw people away Well, i thought the special effect would be a "mental blast". When the character is in danger, he can shout at the enemy who is then thrown through the air straight away from the character by an invisible force. More an instinctual panic reaction then a spell, and most likely will only buy time to run away or for allies to come to aid. Range i thought about 6 meters or less, near enough to feel threatened. Quote Link to comment Share on other sites More sharing options...
L. Marcus Posted February 25, 2013 Report Share Posted February 25, 2013 Re: Throw people away Telekinesis, then, Only When Threatened (-1/4, tops), and Only To Throw People Away (-1/2 to -1; I'd go with -1). Oh -- and Incantations! And Limited Range! Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted February 25, 2013 Report Share Posted February 25, 2013 Re: Throw people away Also look up Knockback Attack for similar discussions from the past. Quote Link to comment Share on other sites More sharing options...
Wyrm Ouroboros Posted February 25, 2013 Report Share Posted February 25, 2013 Re: Throw people away Remember you can trade 1d6 worth of damage for an extra 2m. So, a martial arts maneuver: Swat: 1/2 Phase, +2 OCV, -1 DCV, STR + 1d6 Throw, +10 STR for Distance of Throw, Opponent Falls at Full Extra Strength Distance: 5 points. Apply to almost any sort of STR, such as TK, and they're going what, 4m per 5 STR you have? Build Notes for the Swat Maneuver: Swat: 1/2 Phase, +2 OCV, -1 DCV, 2d6 Throw, +10 STR for Distance of Throw, Opponent Falls. 5 points. Point Cost Exclusive Basis: 0 Strike (Does STR Damage, +0 OCV, +0 DCV) Non-Exclusive +1 Throw (Put the bastard on the ground) +1 +1d6 Normal Damage (Hurt the bastard when he hits) +2 Exert +10 STR (add STR to how far you throw the bastard) +2 Improved OCV (hit the bastard more easily...) -1 Reduced DCV (... but get hit more easily, too) --- 5 The character half-slaps, half-chops the target in a sensitive location, sending them reeling (or flying) the distance of a standing throw for what is appropriately excess STR for the character's STR + 10 against the target's weight, with the target taking STR + 1d6 Damage upon impact. For a typical human target, the character's base STR will be the excess. For Magdalena in particular, if she's using her hand, that's 7 STR -- she'll send her target stumbling back and falling on his ass (in surprise, no doubt) 5.5m (roughly 18 feet) away where he'll take 2d6 Normal Damage. Using her 40 STR 'Martial Strike' TK, though, that's a Swat with 9d6 normal damage, the target flying (40 extra Str) 32m (104') away. With the 'give up 1d6 to Throw an extra 2m' rule (particularly stated in the Ultimate Martial Artist), this could result instead in 50m worth of distance for 0d6 damage. So if you're looking for some good distance ... Quote Link to comment Share on other sites More sharing options...
Ndreare Posted February 26, 2013 Report Share Posted February 26, 2013 Re: Throw people away How about a flash versus sound that does knock back and then add double knock back. Quote Link to comment Share on other sites More sharing options...
SteveZilla Posted February 26, 2013 Report Share Posted February 26, 2013 Re: Throw people away How about a flash versus sound that does knock back and then add double knock back. I'm not sure if that would work against people/objects with no sense of hearing, similar in the way we can't use Dispel Knockback Resistance + Does Knockback against a target that has no Knockback Resistance to begin with. Why not just a Blast - Only for Knockback(-2)? Quote Link to comment Share on other sites More sharing options...
Ndreare Posted February 26, 2013 Report Share Posted February 26, 2013 Re: Throw people away I was only suggesting flag based on the special effect being yelling at them. In the end you could build it as Blast Flight usable against others [generally discouraged in the rules] TK Flash RKA [although that would be less knock back] I just liked the idea of flash for this one. And flash that does knock back would have the flash resisted by flash defense and the kb resisted by kb resistance in my opinion. The possibilities of a character being deaf and immune to the flab are not any higher the the possibility of a character immune to any other attack. The gm will throw them in when ever he wants to shock the pc. Don't you think? Quote Link to comment Share on other sites More sharing options...
dmjalund Posted February 26, 2013 Report Share Posted February 26, 2013 Re: Throw people away noone is immune to flab! Quote Link to comment Share on other sites More sharing options...
BhelliomRahl Posted February 26, 2013 Report Share Posted February 26, 2013 Re: Throw people away I have built a similar power in the past. Write Up: Telekinesis (30 Str), AOE (6m Radius; +1/2) (67APs); Only to Throw Back (-1), No Range (-1/2), Restrainable (Gagging; -1/4). 24 Real Points. This is a Sonic Shout which throws all those around back. If the game is going to involve time in space or underwater that could involve additional modifiers. In Space; Does not work in a Vacuum (-1/4) In Water: Naked Advantage - Double Knockback (+1/2); Only Works in Water (-1) Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted February 26, 2013 Report Share Posted February 26, 2013 Re: Throw people away Link to old thread with similar topic: How can I build a power that does all knock-back? Quote Link to comment Share on other sites More sharing options...
Anton Posted March 5, 2013 Report Share Posted March 5, 2013 I would go this way: Energy Blast 6d6, Double Knockback (+3/4), Area Of Effect (11" Cone; +1) (82 Active Points); Involuntary (-1), Double Endurance Cost (-1/2) =33 Quote Link to comment Share on other sites More sharing options...
Leeland Posted March 6, 2013 Author Report Share Posted March 6, 2013 Thanks for all the great answers. Now i have to see what the GM thinks would be best. But this discussions really help a lot to understand the system better! Quote Link to comment Share on other sites More sharing options...
UberGeek88 Posted March 13, 2013 Report Share Posted March 13, 2013 How about Teleportation Usable Against Other? The special effect of being thrown and then landing safely at a distance from the thrower. Quote Link to comment Share on other sites More sharing options...
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