Stormwind said:
On another matter I don't have access to the M&M books at the moment and I was trying to figure out the rules for falling damage. In particular if a character falls from 1000ft then what damage would they sustain? Would this damage be capped by the teleporter's PL if they were teleported to a point 1000ft in the air? If I recall correctly, Steve Kenson, posted on the ATT something about falling speed (and the length of time it takes to fall a given distance), however I didn't find anything about falling damage on the ATT (and now that the ATT is down, I can't check again).
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.
Stormwind said:
Also how does teleporting others work with regards to teleportation into solid objects? Can you teleport another either partially or completely into a solid object? As an example, could you teleport another person 1ft into the ground so that their feet are stuck?
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).
A sample associated effect, Rend, is given with Teleport in
Ultimate Power. Rend = you grab a foe and teleport
part of them away. It's a Penetrating Strike effect linked to Teleport.
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.)
'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.