EPIC M&M (OOC Thread)

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X12's Mental Note: the next time Jackal has something forced through his throat, remember to laugh heartily and then leave it there. GRRR! He just makes me so mad! :D
 
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Sorry guys, completly forgot to tell I was away for the week-end. I am catching up all thevents and should post my next action in the next hours.
 

Mordane76 said:
X12's Mental Note: the next time Jackal has something forced through his throat, remember to laugh heartily and then leave it there. GRRR! He just makes me so mad! :D
Good, his work here is done! :)
 


The joy of doing a game with the characters as teens is that teens are so easily distracted and often don't realize the sheer importance of their actions, nor consider the results of their actions.

I feel so evil today, and I owe it all to Agamon's years of instruction in evil-GM'ing.
 


Mule, and everyone, here's a good hardness reference (har har, no jokes)

Ice/Paper/Rope = 0
Glass = 1
Soil/Dirt = 3
Wood = 5
Stone = 8
Iron = 10
Steel = 15
Super-Alloys = 20+

So for those with energy control that can create stuff up to your rank in hardness, there's a good guideline to give you an idea of how hard the stuff is. For Mule, his light is like soft dirt. That doesn't mean it flows like dirt would, it just means that if something could get through soft dirt, it can get through the object created (or destroy it, given time).
 

Just so you all know, everyone has all of their wounds, lethal and stun, healed fully. Any disabled conditions are removed. Someone also asked me about recovery from injuries, so I thought I'd try to clear that up.

Dying needs a fort save (dc10) to stabilize. You get this at the end of the round you are reduced to dying in. You can use a hero point to automatically stabilize.

If you are knocked out, you remain that way for ten rounds. After that, you make a fort save (dc10) to wake up. When you wake up, you are groggy and have a minor penalty to your rolls for a round. You may spend a hero point to make an immediate check to recover from knocked out. Being knocked out also usually means being knocked prone.

If you are disabled, you are unable to take any strenuous actions (including power use) or you shift to dying. You may take non-strenuous half actions. Once you are disabled, you remain disabled for a full day. At the end of each day, you get a fort save (dc20) to recover. In our campaign, if you are disabled and there hasn't been a successful medical check on you (even first aid), the dc is 30. You may use a hero point to immediately check to recover from being disabled. People with the healing skill can give you another immediate check as well, adding their healing ranks to the check. You can have no "hits" and still be disabled.

Lethal hits will return one per day if untreated, faster based on the success of the medical check if treated. Of course, healing and regeneration circumvent this, granting far faster healing. Stun hits return at a rate of one per hour, faster based on the success of medical checks.

A little tough, I know, but if I ever throw you into a deadly combat with ten lethal hits, you are permitted to berate me heavily. Bah, you can berate me anyway, but less than ten lethal hits and you're just whinin'! :D

On an unrleated note, anyone else glad they didn't take the "Disturbing Appearance" drawback?
 



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