Basic204 Posted July 14, 2014 Author Report Share Posted July 14, 2014 Teleport Multi Strike. Hmmm what should this style be called. Thinking some like Flash Step or Port Fu Quote Link to comment Share on other sites More sharing options...
Basic204 Posted July 15, 2014 Author Report Share Posted July 15, 2014 Any one got any other move ideas for a teleporter ? hmmm maybe Teleport punch the porter hits you so hard he teleports upside down Quote Link to comment Share on other sites More sharing options...
Basic204 Posted July 15, 2014 Author Report Share Posted July 15, 2014 Teleport away targets momentum when attacking. Hmmm how would I build that as a move ? With Drain ? Quote Link to comment Share on other sites More sharing options...
Bodkins Odds Posted July 15, 2014 Report Share Posted July 15, 2014 I also use Stretching with Does Not Cross Intervening Space for teleporters with MA. Quote Link to comment Share on other sites More sharing options...
phydaux Posted July 16, 2014 Report Share Posted July 16, 2014 Teleport, usable as an attack. Then just teleport people straight up. I had a GM who would do this all the time to our non-flyers. it got annoying. Fairly soon it seemed like EVERYONE had at least 5" of Gliding. Quote Link to comment Share on other sites More sharing options...
薔薇語 Posted July 21, 2014 Report Share Posted July 21, 2014 If you want ideas for what HERO mechanic martial arts would be good, then "all of them" seems like the right answer. If you want ideas for real world martial arts that could be used as the basis for your character's MA, the "most of them" would seem to be a good answer. That is to say that ultimately you are going to be adding on your own flair to things so the exact basis for it is going to be completely up in the air. To expand on that point, here are a few examples using various real world martial arts: Boxing: You have a big and buff Boxer who packs a punch even Mike Tyson would be scared of. But all of a sudden you have to worry about him disappearing and re-appearing on your blind spot. He is going to have massive OCV bonus and pack a heck of a punch because his target can't always be ready. Wrestler: You have another super massive man who could rip a man's arm off if given the chance. And now that he can just teleport into position he can initialize the kinds of grabs and locks that the world's best MMA fighters can only dream of. Monkey Style Kung Fu (or other gymnasticy Kung Fu): Start with a little guy with lots of speed and awareness who excels on jumping in and grabbing a quick punch or two and then leaping out and give him teleportation. Now he can take it to the next level and fake every angle of attack. Leap forward for a drop kick yet manage to land it from behind if the target overly preps to take the initial hit. Iron palm Karate: You have a guy who has been trained to hit hard at all times. Now give him the ability to not only hit hard but to teleport his arm a few inches when people move their arms in for the block. He becomes unblockable while always delivering an extreme hit. Aside from all of those, of course, are all the various "in no way related to the real world" techniques that you would have access to. Being able to teleport someone against their will so that they always land prone on the ground (a throw attack in essence) is amazing. The ability to disarm someone by just touching their weapon is equally cool. The ability to just teleport away parts of someone's flesh or slightly phase them in and out is also great. There is very little limit to what is possible; only on what you and the GM will allow. La Rose. Quote Link to comment Share on other sites More sharing options...
薔薇語 Posted July 21, 2014 Report Share Posted July 21, 2014 I think I once had a write up for a character with a Monkey companion. The monkey and the character were both teleporting martial artists who could instantly change places with each other or just attack from random angles so that they could get big attack bonuses against their targets. Plus it helps make it so that they can take on losing odds if they could always teleport out of a crowd of minions. La Rose. Quote Link to comment Share on other sites More sharing options...
Christopher Posted July 21, 2014 Report Share Posted July 21, 2014 If the teleporter can teleport with other people, then a martial grab would be a must. You can always telport with something you can grab and carry (TP weight limit). Not porting with the target is what needs the advantages. If there's room above the target, there's always Anvil Fu, too. * teleport over target * * drop anvil * * teleport back to safety * It is a tricky thematic if you try to use gravity as part of the attack like this. It might be better to use "teleport heavy object above target and let it fall on him/her" as SFX of a martial arts maneuver/normal combat maneuver like haymaker. my teleporter Blip uses stretching does not cross intervening space a lot Stretching has the downside that you are still vulnerable to grabs/coutnerattacks after your attack. You cannot "retract" stretching instantly after an attack - you have to wait till your next phase. Seen X-Men First Class? Grappling would work great if you can forcibly teleport someone with you. Port in, Grab X, port up 40 inches with X, port back down without X. X takes maximum velocity impact damage upon arrival. Completely nullified with flight however. Again this is using graviy as part of the attack. How about this much less problematic build: Grab, End phae Target does not break out Teleport up. Martial Throw Here is the idea for Warp Fu, its just generic martial art package with a different special effect. Iow, your character has better hand-to-hand combat skills due to his power and not training. Which I heard is not quite so legal rationale in 6th ed. but was is 5th. In Warp fu, the warper still has to hit an opponent hence the STR part of the damage. The extra part, such as +2D6, comes from the warping effect. Block (Martial Block)-with this manuever, the warper subtley shifts his body to absorb the blow. Void (Martial Dodge)- The warper does a blink teleport out of harms way though stays in the same spot. Warp Punch (Martial Punch)-As previously noted, the STR damage is from character's STR, howeverwhen he hits he warps the opponents body and that causes th +2D6 Greater Warp Punch (Offensive Strike)-Same as Warp Punch but with grater power. Displacement (Martial Throw)-Here the Warper does a shove like hit and as he hits, he teleports the opponent slightly which causes him to fall. Hope this helps. Feel free to change any of the names or rationale. I would like to know what you come up with. Displace weapon (martial disarm)-warper wrests he weapon out of the opponents hand and t-ports away. The extra STR is from the warp effect. Distort body- The NND is he result of an opponent being suddenly distorted in one spot. When talking about martial arts, we have to first know it's place in the hero system. - MA does not imply Traning of any sort. A constrictor snakes ability to be good at grabbing and choking people to death could be moddeled as martial arts. A skilled martial artist could be just as good (or better) moddeled with high OCV/DCV and a extra STR with limitations. - MA is merely "Extra STR, 0 END" with some CV modifiers mixed into the thing. And some heavily limitations to when it applies. Somebody who can boost OCV/DCV by +2 (relative to normal maneuvers) and do up to +4D6 Damage via MA is cheaper but also weaker then someone who just bought +2 OCV, +2 DCV, +20 STR. "The warper does a blink teleport out of harms way though stays in the same spot." could just as well be the special effect of the normal 10 DCV bought as Characteristics. - Basically MA is STR, 0 END and CV's with limitation. Or a bit like any CSL lower then 10 points worth. One big issue is seeing where exactly the limitation is? Swordfighting martial arts can only be used with a sword. Is this a martial arts that requires teleporting as part of the maneuver? Or is it using a normal unarmed martial arts style that synergizes well with teleport? Quote Link to comment Share on other sites More sharing options...
Lucius Posted July 21, 2014 Report Share Posted July 21, 2014 Kenetic Punch teleport. You teleport away super high fall till you hit terminal velocity and teleport back at them punching them with the floor force of velocity. thinking what +70 strength to a HHA ? And go splat Lucius Alexander The palindromedary thinks you are missing the gravity of the situation Quote Link to comment Share on other sites More sharing options...
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