RS2: The Tokyo Problem (Velmont Judging)

[SBLOCK=OOC]It makes sense to me that it must be limited by PL--it's like how the Telekinesis power (such as Sierra's) has incredible strength for lifting but yet when she uses it to attack, it only attacks with 30 Strength because that's the PL Limit. You could even come up with an explanation such as 'Teleported beings are only partially in phase as they fall, so the impact of the fall is lessened' [/SBLOCK]
 

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Velmont said:
[SBLOCK=OOC]

A DC 35 Toughness is not possible. This is an attack, so it is limited by your PL limits. Teleport enemies might be weaker attack then blast (as it allow a Will save before teh Toughness save), but offer more possibility (like teleporting wolverine into an adamantium cage or Flaming Torch into water).

I'll leave Raylis the final decision on that one, but that's my opinion as a judge. I think it would not be fair to see a power that is no meant to be an attack at first (I mean Teleport) not to become the strongest way to attack that it allow to go over the PL cap.[/SBLOCK]
[SBLOCK= OOC]FWIW- I'm in total agreement with Velmont here. That said, the decision is Raylis' [/sblock]
 

[sblock=Ruling]

Okay, I took a night to think about it and do some of my own research. According to the falling rules, the maximum damage that a person can take from falling damage is a DC 35 (+20 damage modifier) from a 200 foot fall (Mutants and Masterminds 2nd edition, pg. 168-Falling)

Basing the attack off of Scout's power it can lift someone 1000ft into the air (power rank 10x100ft=1000 feet, (M&M 2nd ed pg 105)

However as an attack it does have a damage cap of +10 or DC 25 (M&M 2nd ed page 25, table: Max save modifers)

Taking all these things into account my ruling is thus:

The attack is limited to a damage modifier of +10, DC 25 regardless of distance falled by this attack.

A character falling from a high structure 200ft will incure the DC 35 toughness save (+20 modifier)

[/sblock]
 

[sblock=OOC]@Raylis: Cool, In that case Scout simply won't teleport anyone more than 100ft into the air. (to keep things consistent in my mind) :D

@Velmont, For your interest, I am posting the stuff from Steve regarding falling in the General Discussion thread.[/sblock]
 

[SBLOCK=OOC]I've taken a look at those links. I will tell until an official ruling is made by the judges, you teleport attack can do a DC:35 Toughness roll IF the master agree with it. Also note that if you want to teleport an enemy at 500 feet in the air. He will hit the ground at DC:35 toughness roll, but only on the third round...[/SBLOCK]
 

[SBLOCK=OOC]Makes sense to leave it up to the GM.

Keep in mind that whenever the GM rules that the DC 35 save is allowable, it will change more than just Teleport--just like the real world, characters in the M&M world are going to use their powers the way that's most effective if they find out that one way is much much stronger (and +10 DC is an insanely big deal), so, for instance, Sierra would have a default attack (when she wants to attack physically) of tossing people up 200 feet with Psychokinesis and letting them drop. Some enemies may have powers that allow them to escape the fall, which is really the only time to switch.[/SBLOCK]
 

[sblock=OOC]Raylis has made his ruling limiting falling damage to PL (if the fall is caused by a power), so Scout will simply teleport people 100ft in the air to give the +25 DC toughness save and avoid inconsistancies with falling damage (at least in my mind ;) ).

Moving on, does anyone have any ideas how to neutralise the boy? From what I can tell he is fearless (making if difficult for Gus to affect him), he can be affected by Scout's teleport ... if she can locate him (although now that he is forwarned, it might be a lot harder to find him), and the direct affect of Sierra's, Titan's, Dr Archiville's and Mecha's powers on him are currently unknown. Added to that he seems to be able to summon a lot more creatures than originally thought ...
So any idea's here? It might be good if we try to come up with some sort of plan.[/sblock]
 

[SBLOCK=OOC]Sierra's only 'plan' is to have fun and to wing it with whatever idea strikes her mind (hence the Naruto idea earlier). That said, if no one else comes to help Scout, she will. Actually, probably best if Sierra comes anyway--I don't think anyone else can move 1000 feet without wasting several rounds in transit.

So Sierra will langourously stand up, yawn and stretch, and then Teleport over to where Scout said to go. Then on her next turn, maybe the Naruto illusion thing or something else if she's inspired by it.[/SBLOCK]
 

[sblock=OOC]Archeville's having far too much fun riding a kaiju to think of anything right now ;)

Anyone tried any sort of non-fear emotional/mental whammie on the kid? Or suffocation?[/sblock]
 

[sblock=OOC]Gus' plan, such as it is, involves identifying the kid and hitting him with a blunt object. He's a little pissed about the "Dream Thief" thing, and high wisdom/low intelligence tends to lead to straightforward actions.

I don't think anyone's tried much of anything on the kid yet, save teleportation. Is that a Will save? Regardless, he seems pretty resistant.

Rystil, Gus is already using his own form of teleport to come to Scout's aid. He also whispered his intentions into his communicator, so Sierra probably knows this. Not that her help isn't welcome(!), but I thought you should know.[/sblock]
 

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