NOTICE: This site has been archived. All content is read-only and registration is disabled.
A new site is being built and the Basic Action Games Discord server is an active hub for discussion and games.
-Admin
A new site is being built and the Basic Action Games Discord server is an active hub for discussion and games.
-Admin
Combat Teleportion
- AngryGhost
- Hero
- Posts: 211
- Joined: Mon Apr 19, 2010 11:00 pm
- Location: UK
Combat Teleportion
I was wondering what the best way to build a Teleporter who uses her powers very effectively in combat.
The teleport doesn't have to be far (so no more than 1), can have any number of limitations such as line of sight, not through solid matter, makes a loud noise with sulphur smell etc (I like the idea of getting better at super abilities later on and/or buying off limitations, love me some exp).
So yeah, combat specializations for teleport...
If you're just dodging a normal hit would you just use a flavour text description that you teleport out of the way or would you need some sort of teleport defence power?
If you were faced with a bunch of minions with guns you could easily teleport behind them. They wouldn't expect this of course and would be disorientated by it so how would you best use the rules to gain an advantage here, hero dice aside? Would you mulitipower your teleport power with something like daze? Would you gain some sort of hit bonus?
Would linking teleport with super speed so you basically teleport very quickly be a good idea or not. For example so you could grab someone, teleport with them high up and let them go (if you were a darkkinda hero!) in one panel.
Could you teleport part of your body to another place, i.e. to stay where you are but punch someone on top of the next building?
What other powers or enchancements would be good for this kind of teleporter?
(Have also realised that probably all three of my last posts here should have been in general discussion. Sorry 'bout that!)
The teleport doesn't have to be far (so no more than 1), can have any number of limitations such as line of sight, not through solid matter, makes a loud noise with sulphur smell etc (I like the idea of getting better at super abilities later on and/or buying off limitations, love me some exp).
So yeah, combat specializations for teleport...
If you're just dodging a normal hit would you just use a flavour text description that you teleport out of the way or would you need some sort of teleport defence power?
If you were faced with a bunch of minions with guns you could easily teleport behind them. They wouldn't expect this of course and would be disorientated by it so how would you best use the rules to gain an advantage here, hero dice aside? Would you mulitipower your teleport power with something like daze? Would you gain some sort of hit bonus?
Would linking teleport with super speed so you basically teleport very quickly be a good idea or not. For example so you could grab someone, teleport with them high up and let them go (if you were a darkkinda hero!) in one panel.
Could you teleport part of your body to another place, i.e. to stay where you are but punch someone on top of the next building?
What other powers or enchancements would be good for this kind of teleporter?
(Have also realised that probably all three of my last posts here should have been in general discussion. Sorry 'bout that!)
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
- Contact:
You could just leave it as flavor text or you could take Boost (Agility for Def only), either alone or as a Multipower purchase with the Teleport power.If you're just dodging a normal hit would you just use a flavour text description that you teleport out of the way or would you need some sort of teleport defence power?
Linking Teleport with another power would be more appropriate to achieve this. I'd think linking it with Confusion would work well, but Daze or something else would as well. Maybe linked to Boost (Agility only on same page as Teleport), that would give you a temporary bonus to hit and def, but your narrator may limit it to just one or the other since you can realistically teleport every page and gain the bonus.If you were faced with a bunch of minions with guns you could easily teleport behind them. They wouldn't expect this of course and would be disorientated by it so how would you best use the rules to gain an advantage here, hero dice aside? Would you mulitipower your teleport power with something like daze? Would you gain some sort of hit bonus?
I think this would be handled best by a Special Attack with some flavor text that way you can't just teleport up some ungodly distance and drop your foe to a grizzly death in one page.Would linking teleport with super speed so you basically teleport very quickly be a good idea or not. For example so you could grab someone, teleport with them high up and let them go (if you were a darkkinda hero!) in one panel.
I'd use either Telekinesis or Stretching to achieve this.Could you teleport part of your body to another place, i.e. to stay where you are but punch someone on top of the next building?
Hope that helps some!
- AngryGhost
- Hero
- Posts: 211
- Joined: Mon Apr 19, 2010 11:00 pm
- Location: UK
That's all good things to think about cheers!
There always seems to be so many other options I can use and there's definitely a "just one more power/effect" that I always want to add as either a player or narrator!
I'm trying to create pre-gens at the moment for a one shot - but at it might go on for longer.
If it does go on for longer I'm basically thinking of things that players could spend Hero Dice on as special powers too - as I like the idea of after a player uses a special effect via a HD expenditure (x amount of times) of being able to buy it with exp as a common power/optional add on to existing powers. - as long as it's being used in interesting ways.
There always seems to be so many other options I can use and there's definitely a "just one more power/effect" that I always want to add as either a player or narrator!
I'm trying to create pre-gens at the moment for a one shot - but at it might go on for longer.
If it does go on for longer I'm basically thinking of things that players could spend Hero Dice on as special powers too - as I like the idea of after a player uses a special effect via a HD expenditure (x amount of times) of being able to buy it with exp as a common power/optional add on to existing powers. - as long as it's being used in interesting ways.
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
- Contact:
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
- Contact:
BAM #5 article.
http://www.scribd.com/doc/37640691/BAM5
I don't recall the name of the particular article, something about controllers I think.
http://www.scribd.com/doc/37640691/BAM5
I don't recall the name of the particular article, something about controllers I think.
- AngryGhost
- Hero
- Posts: 211
- Joined: Mon Apr 19, 2010 11:00 pm
- Location: UK
I think I agree with this - to a point (I think it might depend on what kind of superhero game you're playing).Dustland wrote:I think this would be handled best by a Special Attack with some flavor text that way you can't just teleport up some ungodly distance and drop your foe to a grizzly death in one page.Would linking teleport with super speed so you basically teleport very quickly be a good idea or not. For example so you could grab someone, teleport with them high up and let them go (if you were a darkkinda hero!) in one panel.
Would a Special Attack be enough or would you have to link it somehow with Teleport?
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
- Contact:
I suppose it depends on if you want to move the target around the board and do damage. If all you want to do is damage, Special Attack works just fine, you just describe how he's getting damaged. At the end of your panel, you both end up in the same squares you started in.Would a Special Attack be enough or would you have to link it somehow with Teleport?
If you actually want to have you and/or the target end up somewhere else after the attack (ie the target is dropped onto the other side of a canyon), link it to Teleport.
Keep in mind linking the powers could make the action more difficult to pull off, depending on the Narrator. Bashman's already mentioned requiring a Called Shot to forceably Teleport someone and I think that's what I'd require if you wanted to move AND damage someone.
- AngryGhost
- Hero
- Posts: 211
- Joined: Mon Apr 19, 2010 11:00 pm
- Location: UK
Yeah, I very much agree with that.Dustland wrote:I suppose it depends on if you want to move the target around the board and do damage. If all you want to do is damage, Special Attack works just fine, you just describe how he's getting damaged. At the end of your panel, you both end up in the same squares you started in.Would a Special Attack be enough or would you have to link it somehow with Teleport?
If you actually want to have you and/or the target end up somewhere else after the attack (ie the target is dropped onto the other side of a canyon), link it to Teleport.
Keep in mind linking the powers could make the action more difficult to pull off, depending on the Narrator. Bashman's already mentioned requiring a Called Shot to forceably Teleport someone and I think that's what I'd require if you wanted to move AND damage someone.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Reskin things to make them be caused by teleporting. Like so:
Teleport Attack (he grabs somebody and teleports them around. While he is used to it, being teleported weakens people who are not, so by grabbing someone and teleporting around they take damage): Special Attack 3 (+3DM) It's all flavor text that he's doing this by teleporting the badguy. An alternative is you teleport around the guy and with each port, hit him from an angle he wasn't looking at. Same power, just variant flavor text.
For teleporting out of the way of bullets you can just buy up Danger Sense or Boost for Defense (or even just having a high Agility) or something and reskin it as teleporting out of the way. For the time that you would be hit anyway, take the Quick Thinkin advantage so you can interrupt an attack on you to literally teleport somewhere else and obviously no longer be hit by the attack.
It is the art of reskinning.
Teleport Attack (he grabs somebody and teleports them around. While he is used to it, being teleported weakens people who are not, so by grabbing someone and teleporting around they take damage): Special Attack 3 (+3DM) It's all flavor text that he's doing this by teleporting the badguy. An alternative is you teleport around the guy and with each port, hit him from an angle he wasn't looking at. Same power, just variant flavor text.
For teleporting out of the way of bullets you can just buy up Danger Sense or Boost for Defense (or even just having a high Agility) or something and reskin it as teleporting out of the way. For the time that you would be hit anyway, take the Quick Thinkin advantage so you can interrupt an attack on you to literally teleport somewhere else and obviously no longer be hit by the attack.
It is the art of reskinning.
- AngryGhost
- Hero
- Posts: 211
- Joined: Mon Apr 19, 2010 11:00 pm
- Location: UK
- dugfromthearth
- Costumed Crimefighter
- Posts: 165
- Joined: Mon Aug 16, 2010 11:00 pm