Airon Posted November 14, 2011 Author Posted November 14, 2011 page 168 core rulebook Characters may suffer damage from falls of 10 feet or more. Characters with the Acrobatics skill can fall greater distances without risk of damage (see Acrobatics, page 40). Falls have a damage bonus of +1 per 10 feet fallen. So the Toughness save against a fall of 50 feet would be DC 20 (15 + 1 per 10 feet fallen). The maximum damage bonus of a fall is +20 (at 200 feet) for a DC of 35. After that point the character reaches terminal velocity and doesn’t fall any faster. Falling into or onto a dangerous surface may cause additional damage, at the GM’s discretion. Catching a falling person or object requires a Dexterity check (DC 5). Taking 10 on the check ensures success for most characters. If you successfully catch a falling object, subtract your Strength bonus (if any) from the falling damage. Both you and the object suffer any remaining falling damage. So if a character with Strength 22 (a +6 bonus) catches someone falling 120 feet (a +12 damage bonus), subtract 6 from 12, and both characters suffer +6 damage. If the catcher is using a power—such as Flight or Telekinesis—to catch the falling object, the power’s rank can be substituted for Strength bonus at the GM’s discretion. you can substitute your powers to the Strength bonus, though at least in your case I wouldn't recommend it. They are falling from 30 feet, so if you have more than +3 to Strength, you get the Damage to zero.
Ari Posted November 14, 2011 Posted November 14, 2011 Okay, so Herlado: Move Action to one of the fallers, DC5 Dex check: 21, w00t. Free Action to deposit faller 1 safely on the ground floor. SURGE!!!!!!!!!! for extra Move Action. Move Action to second faller, DC5 Dex check: 5, phew. Free Action to deposit faller 2 safely on the ground floor. Free Action to Crack Wise at Looking Glass's own costuming choice.
Airon Posted November 14, 2011 Author Posted November 14, 2011 ok, Heraldo still has half his round (either a move or a standard action, unless he keeps the Surge). He gets a Will Save DC 16 (10 base + 10 power - 4 strong interaction) to understand what is real and what is not. If he informs the others, they get the same save.
Ari Posted November 14, 2011 Posted November 14, 2011 Alright, rolling! Will Save DC16: 20, makes it!
Airon Posted November 14, 2011 Author Posted November 14, 2011 you can act accordingly to the result of your TS here's what's real, if you pass the TS all three girls are illusory. Looking Glass isn't hovering above the atrium but went back into the store to recover the bags of jewels. if you see through the illusion, you realize that the Looking Glass inside the store is the real one and not a reflection of the one hovering. Otherwise you keep thinking that the real one is flying and the one inside is a reflection. the girls are just illusory, if you pass, they disappear, insteadm they still seem so very real.
Ari Posted November 15, 2011 Posted November 15, 2011 Using the SURGE!!! to move into the jewelry store, Free Action to speak to the other two heroes.
Vahnyu Posted November 16, 2011 Posted November 16, 2011 1d20+4 → [6,4] = (10) Failed my DC. Surging to get an additional Action this turn. Move Action to reach one of the girls. Move Action to catch her, 1d20+3 → [18,3] = (21) 1d20+4 → [1,4] = (5) Move Action to catch the second girl, 1d20+3 → [5,3] = (8) Automatically pass the Will Save, per GM's permission.
Airon Posted November 17, 2011 Author Posted November 17, 2011 Will save DC 16 for g-stunt 1d20+6 → [7,6] = (13) so we're all suckers. Good. G-stunt will attack Looking Glass (the fake one) since his two equally gullible partners are doing an excellent job cathcing the girls. Move action: get close to Looking Glass Free action: switch from batons to staff Standard action: melee attack 1d20+8 → [18,8] = (26) nice waste of a shot at least the heavy interaction broke the Illusion on Looking Glass; as for the girls, new ST (DC 16-4=12) 1d20+6 → [9,6] = (15) whew! The illusion worked amazingly, it made us all waste a round...
Airon Posted November 17, 2011 Author Posted November 17, 2011 23) G-Stunt, 2 HP, bruised, injured 10) Looking glass, unharmed, laughing her very nice @$$ off 6) Heraldo, 1 HP, bruised, fatigued 4) Net Fly, 2 HP, unharmed, fatigued ok, so far neither Heraldo nor Net Fly used their HP to overcome the fatigue from the Surge. Looking Glass used her previous round as such: Standard action to create illusions Move Action to get into the store the present round instead is: Move action to collect the jewel bags Standard action to Ready (page 158) an action: as soon as she sees one of the heroes attacking her, she fires a laser a the old lady. Also, she now is ocnsidered engaged in melee with the old lady, so if you want to avid hitting the lady you get a -4 to any ranged attacks towards her.
Vahnyu Posted November 17, 2011 Posted November 17, 2011 We can use a hero point as soon as our turn comes up.
Airon Posted November 17, 2011 Author Posted November 17, 2011 please post here if that's the case... and copy/paste the initiative table with fatigued cancelled and 1 HP instead of 2
Vahnyu Posted November 17, 2011 Posted November 17, 2011 If this is another Illusion, do we get a Will Save?
Airon Posted November 17, 2011 Author Posted November 17, 2011 since you've already been victims of an illusion, every further illusion will grant you a save even without the interaction. unfortuntely, she's not using her Illusion power.
Vahnyu Posted November 17, 2011 Posted November 17, 2011 Would running by and grabbing the hostage count as provoking the readied action?
Airon Posted November 17, 2011 Author Posted November 17, 2011 Would running by and grabbing the hostage count as provoking the readied action? most definitely, unless you use stealth or some subtle power like telekinesis to grab her. Getting close to her counts as threatening her.
Vahnyu Posted November 17, 2011 Posted November 17, 2011 and using stealth is a tricky busyness... does stealth combine with subtle movement in any way?
Airon Posted November 17, 2011 Author Posted November 17, 2011 not unless you have a way of getting her eyes off you. Subtle is useful to go unnoticed, not to disappear once she already knows you are there.
Vahnyu Posted November 17, 2011 Posted November 17, 2011 Ok... I think I've got it. Can G-Stunt use 2 HPs in succession, 1 to aqcuire the Feat Distract, and 1 to use it with Improved Roll? p121 "You can spend as many hero points as you have, but only one hero point on any given benefit per round." If he does that, he will be very likely to succeed. I'm not sure I can think anything else... :(
Ari Posted November 18, 2011 Posted November 18, 2011 I would just like to mention that El Heraldo has Interpose, and would be more than willing to use it in aid of the old lady.
Vahnyu Posted November 18, 2011 Posted November 18, 2011 Sorry, Ari. You must be adjacent to the one you protect, and by attempting to move, you provoke the reaction immediately...
Ari Posted November 18, 2011 Posted November 18, 2011 Ah, reading the rules for that feat proves that to be true, I'll think of something else.
Airon Posted November 18, 2011 Author Posted November 18, 2011 Sorry, Ari. You must be adjacent to the one you protect, and by attempting to move, you provoke the reaction immediately... Ah, reading the rules for that feat proves that to be true, I'll think of something else. you should both read the House Rules very carefully. Anyway, that's just an option. I'm here to answer any doubt.
Ari Posted November 18, 2011 Posted November 18, 2011 So sorry for that confusion! I will take great care to do so in future occurences like this. Anyway, Heraldo shall make a Move Action a few feet away from the shop and two free actions : one FA to burn a HP to the RNG to remove the 'Fatigued' condition, and the other to talk to Looking Glass, and I'd like to use the Interpose feat on the Defenseless Old Lady should Looking Glass try to make good on her threat. Finally, I would like to enact Total Defence. EDIT'D TO REMOVE LACK OF COMPREHENSION. TWICE.
Airon Posted November 18, 2011 Author Posted November 18, 2011 ok, Arich, sorry, but remeber what we said the first time you tried Diplomacy: Diplomacy CAN'T be a standard action. It can be a Full-round action with a -10 penalty, otherwise it takes at least a minute (10 rounds). Rules about this are in Mastermind's Manual. Also, you can't take a Reaction. It's a reaction, you take it automatically when something triggers it. What you can do is inform the others of the fact that "you have it covered", but then you have to wait for Looking Glass to pull the trigger. I'm sorry for the many corrections, but M&M is a fairly streamlined system, it's easy to learn. You just need to read the rules :mrgreen:
Vahnyu Posted November 19, 2011 Posted November 19, 2011 So, if everything thus far is ok, it's my turn now. First things first, spending 1 HP as a free action, to get rid of Net Fly's Fatigue. 23) G-Stunt, 2 HP, bruised, injured 10) Looking glass, unharmed 6) Heraldo, 0 HP, bruised 4) Net Fly, 1 HP, unharmed now, time to get real. I am using a move action to fly and completely close the distance between me and Looking Glass. This action provokes Looking Glass's Readied action, which in turn provokes El Heraldo's Reaction, Interpose. After the interpose is resolved, I am using a free action, to switch my active Sonic Converter power to Volume Amp. I am using my standard action to initiate a grapple. I am also using my last HP to get Improve Roll for the attack check.(the upper roll is considered first, and the lower roll is considered second) 1d20+5 → [14,5] = (19) 1d20+5 → [4,5] = (9) 23) G-Stunt, 2 HP, bruised, injured 10) Looking glass, unharmed 6) Heraldo, 0 HP, bruised 4) Net Fly, 0 HP, unharmed Airon and Arichamus roll next.
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