Dream a little dream with me this week as we dive into Hypnotic Combat. Really happy that the random button gave us this power. Let’s have some fun mixing hypnotism with martial prowess. But first, it’s time for the …
♪♫ Reject Rundown! ♫♪
- Chopsticks Proficiency: As silly as this one might sound, take the Actual Tools and Hidden Weapon options from the Tools Boon. The hero is so proficient with chopsticks they can use them for precision work (Actual Tools) or as a surprising attack (Hidden Weapon).
- Exercise Manipulation: From the basic description, Exercise Manipulation comes off as more of a narrative beat rather than a power. However, being able to force someone else to exercise might be a fun Control.
- Cosmic Keystone: This “power” seems to fall under Rule 5, no god tier abilities. With that said, being a Cosmic Keystone could also be toned down to become an origin as well.
- Defense Break: There are a few ways to interpret Defense Break, a Specialty in Bypass Armor will cover a lot of scenarios. To take things further, the Boons, Tricky, and Shift Power will allow the hero to adjust their X Stopper to match their current foe’s defenses.
- Concrete Healing: Based on the description, take the Healing Boon twice, once for Self and once for Others and the Limitation: Only with Concrete.
- Heart Creation: Based on the description, this feels more like a plot device than a power, but being able to recreate organs might be the narrative around a Healing Power.
- Divine Monster Physiology and Space Demon Physiology: Both of these entries might qualify as a power, but are a bit too similar to Demon Inheritance.
- Bio-Plasmoid Furnace: This is a fun description, and the Pyromancer (Metahumans Rising, pg. 73) should give you almost everything in the description. Adding Absorption should cover the rest.
- Cold Attacks: From the description, a rebranded Ultra Energy Blast (Metahumans Rising, pg. 74) will check the boxes for Cold Attacks. Players might spice it up with Lingering and / or Trapping for more chilling flavor.
- Life-Force Shield Construction: This one almost got me, then I remembered, Force Fields (Metahumans Rising, pg. 71)
This one was a doozy, but hopefully the reject rundown gives you some ideas for how to reinterpret powers that have already been presented, or tricks for your next hero. Now, on to the main show.
The description of Hypnotic Combat doesn’t give us a lot to work with in the description, but we see some fun callouts in applications and associations. This super powered fighting style should have the ability to mesmerize foes, disorient them, even put them to sleep, with combat abilities that capitalize on their foes being hampered in some way.
Hypnotic Combat
- Parent Attribute: Mental
- Primary Role: Support: Expression
Control: Humans (Expanded Control) MA2
Meddling (Disorienting) MA2
Secondary Role: Defense (Full Role) MA2
Secondary Role: Offense (Full Role) MA2
Defended By Psyche TY
- Limited: Only for Trapping
Trapping TY
- Unique Drawback: No Damage
(S) Attacks VS Surprised Defense 7 (3 AP)
(S) Heavy Blow 7 (3 AP)
(S) Combo: Psyche Out 10 (4 AP)
Cost: 1 Power + 28 Selections or AP
Additional Boons
Combo: Psyche Out Meddling – Heavy Blow TY
Cost: 1 Selection or AP
With multiple ways to lock down foes, Hypnotic Combat leans into this with Specialties for Surprised foes, a Combo that can Disorient a target before hammering them with a Heavy Blow,, and a Specialty for Heavy Blows themselves, once a target is set up, the hero can trade a done of accuracy for increased Damage. This is in addition to the bonus Damage from attacking a Surprised foe. A high Subterfuge would increase this further, making them a nightmare in a one on one fight.
Like other martials arts, Hypnotic Combat also has a Full Defensive Role. However, as the focus is more on mesmerizing opponents there is not more investment down this line. Players may want to add Devastating Power Boons to push the Damage further, just remember, they should be regularly adding 6, 9 or even 12 Damage from Heavy Blow on every Attack. As a hypnotist though, and as mentioned above, Hypnotic Combat is best suited for one on one battles, facing off against multiple baddies at once might leave the hero overwhelmed.