TanaNari
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As opposed to unrealistic ones, right?
Anywho, here's the scenario. Low level powers setting- closer to Modern Supernatural stories than even Marvel in terms of power level. Not some "suddenly, powers!" setting. The human race has had a long time to adapt itself and its cultures to making Imbued a part of their society. Mostly as gods, sometimes as saints, and sometimes as normal people with abnormal skills.
So, what kind of combat styles would change or evolve in this world, and the how and why? Not so much for normal people, but in Power v Power combat. Normals vs Powers is one of those 'Step one: discharge your firearm. Hope it works. Step two: if step one doesn't work, discharge your bowels and hope they take pity." At the same time, there's an inherent limit in how strong a being can be before combat becomes "fuck physics entirely", so let's put a cap of "spiderman"- any stronger than that, and any applicable logic collapses.
Logic dictates a few things about certain abilities. And I'm putting them into broad classifications for these purposes. Very specific, rare, powers will not likely have generalized combat styles. And some powers have no potential style at all (like a girl with the power to change her hair color at will... if you can find a way to weaponize that, you're better than me- and, no, she can't select 'glows so bright it burns out the retina' as a color).
This is going to be about fairly common power archetypes that could conceivably be possessed by enough fighters to develop and maintain styles built around them. Method means less than result in this case- doesn't matter what type of attack you have, just that you have an attack.
As well as styles intended to beat those combat styles. 'Magically have the power that automatically nulls the opposing power' is not an option as a counter. It works, sure, but it's not a strat that can be counted on all the time.
The goal is to build a library of combat styles that experienced fighters learned and passed, in the way our world has.
PS- we're assuming an intent to engage in combat, for the most part nonlethal. Because most supers can probably do more damage with guns than they can with their powers. Any answer of "run away" or "shoot it", while no doubt valid tactics for other purposes, are considered fail conditions for the purpose of martial arts strategies. The challenge is 'what strategy most likely results in a win using this ability'.
Truthsaying- Not a martial arts thing, but there are a *lot* power powers that can double as lie detection. Imbued and those who deal with them tend to focus on the 'how to lie while still telling the truth' a lot... because people who want to lie generally want to get away with it. Not strictly a martial art, but diplomacy and deception are powerful parts of war in general.
Levitation/flight- A common enough power that I imagine martial arts built around it. By my logic, it takes the "footwork" out of your combat style- and footwork is pretty much the core of any combat style. I picture a very kick heavy combat style, for those whose flight allows them to "anchor" themselves in the air. And for those who have soft levitation, maneuverability will focus on use of walls rather than the floor for leverage. Or perhaps using hands for the maneuverability and pushing off walls, while using the legs for their reach, strength and lack of important organs.
Counter-Style would essentially be to attempt flanking maneuvers. Legs have power and reach, but they're not nearly as agile or versatile as arms. If you can keep yourself to the side, rather than in front, of your opponent, you can probably avoid the worst of it. Confined spaces which deny flying out of reach may also be helpful.
Strength- Super strength combat sounds straightforward, and perhaps it is for some, but powered strength doesn't necessarily come with lessened agility. Strong characters can likely do things like jump several times further without other powers, and absorb impact damage better. Krav Maga philosophy of taking small injuries to disable an opponent so you don't risk work would benefit them greatly. Grappling would likely be both more effective and less deadly than punching.
Counter- Avoid close quarters. It's bad.
Agility- Ironically, I think agility powers lend themselves better to the 'punch the crap out of your enemy' strategy. Speed usually means getting more hits in, and getting hit less. If you're not stronger than human, you'll only be able to quickly end a fight by striking fast and perhaps lethally. Joint breaks are likely the best method these guys have.
Counter- Grapples are okay, tight confined spaces are probably best.
Regeneration/Durability- Good ol' fashioned tanks. Assuming no other powers, how does one translate pure damage reduction into its own specialized style? You know, past the 'don't bother blocking, just draw attention to yourself and soak hits so your allies don't have to'.
Counter- Grappling makes a lot of sense. If you can't do enough damage to put them down, then you need a way to pin them down.
Range Damage- Energy blasts, throwing rocks at super speed... yes, firearms... As a combat style, it's mainly about forcing your enemy to leave cover and get hit, or pinning them behind cover while you spam attacks and get into a better position.
Counter- Moving through cover, breaking line of sight.
Point Blank Damage- A lot of powers are touch range. Electric eel, claws, venomous fangs, the list goes on forever.
Counter- I imagine this and other power types invite a certain hesitation to get into touch range fights without some kind of protection. Gloves and boots aren't just decoration for supers- they're a way to avoid acidic death.
Nondetection- I mean, beyond the obvious "Sneak Attack!", what methodology would an invisible combatant use?
Counter- AoE attacks, mostly. If everything explodes, your enemy is part of 'everything'.
AoE attacks- Make sure your target is in the general area. Catch them in the effect. Or, perhaps, use the AoE to force them out from cover and make them available for a hit.
Counter- Not usually the kind of attack that can be avoided. So plan your approach to include taking a hit and removing your attacker before you can be hit a second time.
Combat Precognition, Probability Manipulation- You do what your power tells you to do, I think. That's kinda what these powers do, hand the user a cheat sheet.
Counter- Overwhelm the power. If you can throw enough obstacles in a short enough time, their power might falter and let you get a decisive hit in.
So, what do you guys think as far as ways to improve this list or add specific details to it?
Anywho, here's the scenario. Low level powers setting- closer to Modern Supernatural stories than even Marvel in terms of power level. Not some "suddenly, powers!" setting. The human race has had a long time to adapt itself and its cultures to making Imbued a part of their society. Mostly as gods, sometimes as saints, and sometimes as normal people with abnormal skills.
So, what kind of combat styles would change or evolve in this world, and the how and why? Not so much for normal people, but in Power v Power combat. Normals vs Powers is one of those 'Step one: discharge your firearm. Hope it works. Step two: if step one doesn't work, discharge your bowels and hope they take pity." At the same time, there's an inherent limit in how strong a being can be before combat becomes "fuck physics entirely", so let's put a cap of "spiderman"- any stronger than that, and any applicable logic collapses.
Logic dictates a few things about certain abilities. And I'm putting them into broad classifications for these purposes. Very specific, rare, powers will not likely have generalized combat styles. And some powers have no potential style at all (like a girl with the power to change her hair color at will... if you can find a way to weaponize that, you're better than me- and, no, she can't select 'glows so bright it burns out the retina' as a color).
This is going to be about fairly common power archetypes that could conceivably be possessed by enough fighters to develop and maintain styles built around them. Method means less than result in this case- doesn't matter what type of attack you have, just that you have an attack.
As well as styles intended to beat those combat styles. 'Magically have the power that automatically nulls the opposing power' is not an option as a counter. It works, sure, but it's not a strat that can be counted on all the time.
The goal is to build a library of combat styles that experienced fighters learned and passed, in the way our world has.
PS- we're assuming an intent to engage in combat, for the most part nonlethal. Because most supers can probably do more damage with guns than they can with their powers. Any answer of "run away" or "shoot it", while no doubt valid tactics for other purposes, are considered fail conditions for the purpose of martial arts strategies. The challenge is 'what strategy most likely results in a win using this ability'.
Truthsaying- Not a martial arts thing, but there are a *lot* power powers that can double as lie detection. Imbued and those who deal with them tend to focus on the 'how to lie while still telling the truth' a lot... because people who want to lie generally want to get away with it. Not strictly a martial art, but diplomacy and deception are powerful parts of war in general.
Levitation/flight- A common enough power that I imagine martial arts built around it. By my logic, it takes the "footwork" out of your combat style- and footwork is pretty much the core of any combat style. I picture a very kick heavy combat style, for those whose flight allows them to "anchor" themselves in the air. And for those who have soft levitation, maneuverability will focus on use of walls rather than the floor for leverage. Or perhaps using hands for the maneuverability and pushing off walls, while using the legs for their reach, strength and lack of important organs.
Counter-Style would essentially be to attempt flanking maneuvers. Legs have power and reach, but they're not nearly as agile or versatile as arms. If you can keep yourself to the side, rather than in front, of your opponent, you can probably avoid the worst of it. Confined spaces which deny flying out of reach may also be helpful.
Strength- Super strength combat sounds straightforward, and perhaps it is for some, but powered strength doesn't necessarily come with lessened agility. Strong characters can likely do things like jump several times further without other powers, and absorb impact damage better. Krav Maga philosophy of taking small injuries to disable an opponent so you don't risk work would benefit them greatly. Grappling would likely be both more effective and less deadly than punching.
Counter- Avoid close quarters. It's bad.
Agility- Ironically, I think agility powers lend themselves better to the 'punch the crap out of your enemy' strategy. Speed usually means getting more hits in, and getting hit less. If you're not stronger than human, you'll only be able to quickly end a fight by striking fast and perhaps lethally. Joint breaks are likely the best method these guys have.
Counter- Grapples are okay, tight confined spaces are probably best.
Regeneration/Durability- Good ol' fashioned tanks. Assuming no other powers, how does one translate pure damage reduction into its own specialized style? You know, past the 'don't bother blocking, just draw attention to yourself and soak hits so your allies don't have to'.
Counter- Grappling makes a lot of sense. If you can't do enough damage to put them down, then you need a way to pin them down.
Range Damage- Energy blasts, throwing rocks at super speed... yes, firearms... As a combat style, it's mainly about forcing your enemy to leave cover and get hit, or pinning them behind cover while you spam attacks and get into a better position.
Counter- Moving through cover, breaking line of sight.
Point Blank Damage- A lot of powers are touch range. Electric eel, claws, venomous fangs, the list goes on forever.
Counter- I imagine this and other power types invite a certain hesitation to get into touch range fights without some kind of protection. Gloves and boots aren't just decoration for supers- they're a way to avoid acidic death.
Nondetection- I mean, beyond the obvious "Sneak Attack!", what methodology would an invisible combatant use?
Counter- AoE attacks, mostly. If everything explodes, your enemy is part of 'everything'.
AoE attacks- Make sure your target is in the general area. Catch them in the effect. Or, perhaps, use the AoE to force them out from cover and make them available for a hit.
Counter- Not usually the kind of attack that can be avoided. So plan your approach to include taking a hit and removing your attacker before you can be hit a second time.
Combat Precognition, Probability Manipulation- You do what your power tells you to do, I think. That's kinda what these powers do, hand the user a cheat sheet.
Counter- Overwhelm the power. If you can throw enough obstacles in a short enough time, their power might falter and let you get a decisive hit in.
So, what do you guys think as far as ways to improve this list or add specific details to it?
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