Ninja-Bear Posted November 9, 2015 Report Share Posted November 9, 2015 Btw Darkness my last game, grapplers used the lessers penalties as if they had 20 STR over their opponents. Quote Link to comment Share on other sites More sharing options...
Lucius Posted November 9, 2015 Report Share Posted November 9, 2015 House Rules: Weapon Familiarity: Ground Fighting Without this 1 pt Skill, any character fighting while prone or grappled fights with -5 STR. Weapon Element: Ground Fighting Without this Element for Hand to Hand Martial Arts, a character cannot use Strikes and cannot use Extra Damage Classes while prone. Even with this Element, Martial Strikes are at -2 Damage Classes, unless built with the "Ground Fighting" Maneuver Element (see below.) Maneuver Element: Ground Fighting This 0 pt Element defines a maneuver as having full value while prone and attacking another prone character, but not usable at all otherwise. Random observation: As far as "mount and strike" goes, I'd just use the Crush Maneuver and redefine it as a ground fighting strike. Same game mechanics, different "special effect." Some builds I had lying around that might be of interest: Master Grappler: (Total: 13 Active Cost, 6 Real Cost) Telekinesis (5 STR), Reduced Endurance (0 END; +1/2) (13 Active Points); No Range (-1/2), STR Minimum 5 if two handed, 10 if 1 handed (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 6) The penalties for Grabbing someone don't apply if you Grab with Telekinesis. This is 5 pts of Telekinesis usable for Grab, but with STR Min of 5, so you can add all your STR over 5 to the Grab (unless you're doing it one handed, in which case it works out to your normal STR minus 5.) Note that this DOES NOT help if someone ELSE Grabs YOU. If that seems too cheap, or you think Telekinesis used with Martial Arts should require Fine Manipulation, use this version. Master Grappler: (Total: 28 Active Cost, 14 Real Cost) Telekinesis (5 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (28 Active Points); No Range (-1/2), STR Minimum 5 if two handed, 10 if 1 handed (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 14) Here's a talent that's useful when you're Grabbed. Hard to Hold: (Total: 10 Active Cost, 4 Real Cost) Extra Limb (1), Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Costs Endurance (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Only for purposes of having limbs free when grabbed (-1/4), Inaccurate (1/2 OCV; -1/4) (Real Cost: 4) Of course you don't sprout extra arms when grappled - it just seems that way because no matter how many times your opponents think they have your extremities secured you always find a way to break the grip or wiggle out - not breaking out of the Grab entirely, but always having at least one free hand to do something with. Here's a less certain version requiring a Contortionist Roll. Hard to Hold: (Total: 10 Active Cost, 3 Real Cost) Extra Limb (1), Invisible Power Effects (Fully Invisible; +1) (10 Active Points); Costs Endurance (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Roll (Skill roll; Contortionist; -1/2), Limited Power Only for purposes of having limbs free when grabbed (-1/4), Inaccurate (1/2 OCV; -1/4) (Real Cost: 3) Lucius Alexander What did the palindromedary do to my formatting?? Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted November 9, 2015 Report Share Posted November 9, 2015 Lucius alot of grapplers can use their legs effectively to do a whole hoat of maneuvers so extra limbs just to represen legs as arms works. Or the advantage of different origin of power on martial maneuvers work. I can't believe I forgot Master Grappler. Quote Link to comment Share on other sites More sharing options...
Greywind Posted November 9, 2015 Report Share Posted November 9, 2015 You could also knit or crochet an afghan to use as a throw. Quote Link to comment Share on other sites More sharing options...
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