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Limitation for Entangle


Ninja-Bear

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My son, who I am about to introduce to Hero system (6th ed), wants to build a Scorpion-like character, which is how I found this thread. He wanted the option to not always yank the target to him.

I was going through the rulebook last night and settled on Telekinesis, only to Grab or Punch. The Grab-and-Pull simulates the "Get over here" while the Punch can simulate it just impacting to do damage. I'd probably also limit the TK to Only 1 Target and Limited target: living beings.

 

For what it's worth :P

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3 hours ago, Kealios said:

My son, who I am about to introduce to Hero system (6th ed), wants to build a Scorpion-like character, which is how I found this thread. He wanted the option to not always yank the target to him.

I was going through the rulebook last night and settled on Telekinesis, only to Grab or Punch. The Grab-and-Pull simulates the "Get over here" while the Punch can simulate it just impacting to do damage. I'd probably also limit the TK to Only 1 Target and Limited target: living beings.

 

For what it's worth :P

I totally forgot I started this thread. Lol. I think the TK should work fine too. Let us know how it goes.

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Extra Limb and Stretching is a simpler, likely MUCH cheaper combo, and fits the visuals I remember for Scorpion.  Extra Limbs in 6E is cheap.  Stretching gets a heckuva lot of cost shaving...Limited Body Parts (Only With Extra Limbs), no non-combat Stretching.  

 

One of my favorite concepts is the hybrid brick/martial artist...STR is the larger source of damage, not martial DCs, higher than usual defenses, lower than usual (for a martial artist) DCVs.  My favorite execution is the multi-limbed...done, for example, 6 of em.  2 are principally for movement, 2 are strikers, the last 2 have much less Stretching and are used for blocking (I made these a DCV bonus.)  The combat style is Doc Ock, given the indirect nature of stretching...highly erratic movement and attacks from strange angles.  And it's not necessarily terribly expensive.

 

The biggest problem with the TK approach is its cost, because the TK doesn't stack well with STR, and because it's obviously really expensive damage in the first place, at 7.5 points per d6.  TK also retains the range mod;  with stretching, the attacks are still HTH.  This also greatly simplifies skill level considerations.  It's also a WHOLE lot simpler to go with extra limbs and stretching;  you don't need to construct ad hoc limitations to force a fit.

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