Thanks, that was just what I was looking for.Hand of Vecna said:The M&M 2E core book says falls have a damage bonus of +1 per 10 feet, maxing out at +20 (at 200 or more feet) for a DC of 35 (since damage/Toughness saves start at a base of 15, not 10). After that, a character's reached terminal velocity and doesn't fall any faster. (See also Speed of a Skydiver.)
No mention of it being capped/limited by PL.
I'm familiar with the D&D default for teleportation into solid objects, but since I didn't recall anything in the M&M books, I was wondering if it was mentioned somewhere but that I had just missed it, or if it just wasn't mentioned in the M&M books. Not having the books at the moment does make it harder to checkHand of Vecna said:No mention of that in any books, either. I do know the default in D&D is that, if you teleport into an object, you're shunted out to the nearest open space which is big enough to hold you, and you take damage based on how far you were shunted (for Dimension Door, 1d6 points if you had to move 100 feet, 2d6 if you had to move 1,000 feet, and if there's no empty space within 1,000 feet of the target, you take 4d6 damage and the spell ends without you going anywhere).
I don't have access to books at the moment but I understood that you could teleport anywhere that you could accurately perceive. For example having some sort of super senses with the accurate power feat could allow you to teleport through solid structures.Velmont said:I don't have my book, but I remember that you can only teleport somewhere where you can see, which mean you can't teleport behind a wall, execpt if that wall is made of glass, and you can never see in the wall (except for glass, but then, I don't remember any ruling).
I tell that by memory, and I migth be wrong, but you should take a look at the power description.
Edit:I was just looking at long distance teleportation, and once you get past rank 5 of teleport (5 miles long range), there is simply no way that you can accurately see where you are teleporting to. This is much more apparent in the case of rank 9+ teleport at which stage you can teleport anywhere on earth. Thus I would argue that you do not need to see where you are teleporting to, but rather you simply need to know where you are teleporting to.
The fact that M&M is entirely an effects-driven system is something that somehow slipped my mind on this one. A very good point (and a great illustration).Hand of Vecna said:Which reminds us that M&M is an effects-driven system, so if you want to teleport people into objects and either hurt or immobilize them, you'd also need to buy linked versions of Strike (with Penetrating) and Snare (thus making the "teleport a foe into a wall" similar to what Kitty did to Juggernaut in X-Men 3 -- he was stuck 'till he burst his way out) along with your Teleport. (Yes, I know that's not how Kitty's power works in the comics, but for this instance, it's a good illustration.)
I've already considered the "Tele-Drop" scenario. Actually my approach to this is slightly different: Teleport with the Affects Others, Attack, and Range [Perception] extras. This then requires a Reflex save from a target within Perception range, which if failed will result in the target being teleported straight upwards (in this case), which will be followed by a Toughness save for falling damage. The advantage with this approach being that you don't need to get into melee, specifically with Brick type opponents. Of course, you pay heavily for it, but ...Hand of Vecna said:'Course, you could just do the "Tele-Drop" (as presented in Instant Superheroes) -- grab some foe (standard action), teleport straight up (move action), drop the foe (free action) and teleport back to safety (assuming you've got the Turnabout power feat). Do remember, though, that Falling is always Lethal damage.
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