Griffon

Freefall's page

69 posts. Alias of GM_Drake.


RSS

1 to 50 of 69 << first < prev | 1 | 2 | next > last >>

Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Freefall turnabout teleports to Atlastic, "You take care of the big bad, I will start corralling the goatmen into the sky."

move action to port and back to sky (500 feet above the ground), with the standard action to teleport Atlastic beside the cage with the man inside.


1 person marked this as a favorite.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

future upgrade to Freefalling AE when Freefall's ranks in base array power increase by 1 rank:

Cost to increase base power by 1 rank: 5 power points

Freefalling AE will improve in the following:

Senses (Extended Vision) 2 ranks increased to 3 ranks (cost: 1 power point)
Quickness (Flaw: Limited to mental actions) 2 ranks (cost: 1 power point)
Enhanced Trait (Perception) 12 ranks (cost: 3 power points)

The above upgrade will allow him to be over 1 mile above the ground without impeding his visual perception checks of what is occuring on the ground (as long as he has line of sight).

He can use active Perception checks as a free action (time rank -2), which will allow him to survey all the ground quickly without needing to use a move action to do so.

He can automatically notice things that require DC 22 (or less) Perception checks with his instantaneous Perception checks.

It takes him 1/4 the time to read. A useful ability fitting a messenger of the gods.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Okay.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Happy New Year to everyone as well.

Hoping you change your mind and stick around. The mechanics analysis is done.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Parker is technically replying during his next turn (while he is freefall scouting for additional threats and looking for the Big Bad. As he can see there are no civvies near his teammates, they hear his (still unmodulated/changed) voice over their comms.

"Cages, man and woman are on roof of police station. Woman ranting they will keep coming after her. I am looking for where the big bad went to."

On the next round, Parker will be (1st move action) porting 1,000 feet above the city and making an active Perception check (2nd move action), with no penalty to his Perception check for distance due to 2 ranks of Senses (Extended Visual). His Perception modifier is +0. When he increases the base power of his Messenger of the Gods power array, he will be adding Enhanced Trait (Perception) to his Freefalling AE. He can see things on the ground as if they were within 10 feet of him, but not very good at spotting stealthed/hidden foes...yet.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Freefall ports to the top of the cage in the park that contains the man (first move action) and teleports himself, the cage (with the man inside) to a 'safe to land' location on the roof of the police station. (second move action)

He then changes to his Freefalling alternate power of his Messenger of the Gods power array.

Nearly instantaneously after porting the second cage to the roof, he blinks out from view. (Technically the first action of his next turn, but from the man in woman in the cages, he was only there for an instant.)


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Some powers I think might look at degrees of success on the attack roll (not sure), but for baseline damaging powers, I think it is all or nothing result for the attack roll (by 3E default rules (I think) and I do not have a copy of the 4e beta test rules).

Unless Ironperenti wants us to treat extra degrees on an attack rolls (for damaging effects) (that do not already have different effects for different degrees of success for the attack roll) as adding extra levels of success/failures to the effect/resistance rolls.

If so, there should be results for scoring more than the same number of degrees of failure on the attack rolls (that have effects that are not all or nothing, such as baseline 'punch and damage, as opposed to effects that are 'all or nothing', such as Teleport Attack.

A potential group rule could be:

For attacks that result in Toughness saves to determine the number of Toughness hit points a target loses (and which conditions they gain).

IF every 3 degrees of success or failure on the attack check (of damaging effects) reduces the degrees of success on the prompted Tougness save by 1 degree, and every 3 degrees of failure on the attack roll causes the attack to become 'off-kilter':

Working with the above suggestion using Atlastic's +10 attack (8 damage punch). The extra degrees of failure would not cause the attacker to take Toughness hit points, but could cause him to gain the Dazed or Staggered condition (i.e. Jimmy Olsen trying to hit a thug and not just missing but threw his balance out of whack trying to hit the thug).

Atlastic rolls the lowest tally on his 3d6 pool to hit a goatman (DC 17 to hit) so Atlastic (+10 attack) needs a minimum of 7 on the dice pool. If he were to roll 16 on the dice pool (netting 3 degrees of success), the goatman's Toughness roll would have a bonus degree of failure (to Atlastic's favor for connecting with his punch so well).

Should Atlastic roll a 3 on the dice pool (netting 2 degrees of failure, he does not gain a negative condition - he's just too damn good!)

Now should Freefall attempts to punch the goatman (not Teleport/Disarm), to gain one degree of success against the goatman (DC 17) Freefall (+0 attack) would need to roll a 17 or higher with the dice pool to effectively hit goatman that might hurt it.

If Freefall's total with the dice pool to attack the goatman was 8 or less, Freefall through himself off-balance (or hit something else, etc.) that causes Freefall to gain the Dazed condition because he netted 3 degrees of failure on his attack roll. As he cannot gain 6 degrees of failure when trying to punch the goatman (as that would be DC 0 (which he can only roll as low as a 3 on the dice pool). Someone with a -3 Fighting skill would have the possibility of staggering themselves trying to hit the goatman.

In summary, if treating every 3 levels of success on the attack roll (of a damaging effect), the number of degrees of success of the target's Toughness save is reduced by 1 degree. Failing the attack check by 3 degrees of success would cause the attacker to gain the Dazed condition. Failing the attack check by 6 degrees of failure would cause the attacker to gain the Staggered condition.

Atlastic could never daze (or stagger) himself simply trading punches with a goatman.

Freefall (attack +0 with basic punch) would need to roll a 17 on the dice pool to hit the goatman (in a way that might hurt it), and if Freefall rolls a 8 or less on the attack roll, he causes himself to become Dazed (he tried to hit a 'brick wall' with his bare hand - trust me, that can daze a person.) Freefall could never cause himself to become staggered trying to hit a goatman (as that would require him rolling a 0 on the 3d6 dice pool). But someone with a Fighting rank of -3 and no ranks in Close Combat could stagger themselves trying to hit a goatman (if they roll a 3 on the dice pool).

Now, for the thematics, average (or lacking) fighting skill baddies could wind up dazing themselves by trying to hit Atlastic. :) if we make it so extra degrees of success/failure on attack checks (of damaging effects) can affect how effective the successful hit is (or how off-kilter the attack made the attacker if failed with 3 or more degrees of failure).

Apologies for the repetitiveness. Only got about half a night's sleep.

For every 3 degrees of success an attack gains on an attack roll (of damaging effect): Target reduces degrees of success of Toughness check by 1 degree.

For every 3 degrees of failure that an attacker gains on an attack roll (of a damaging effect) he gains a condition depending on how many degrees of failure he gaines on the attack roll: 3 degrees of failiure (Dazed), 6 degrees of failure (Staggered).

The Dazed/Staggered condition the attacker gains works for close combat. For ranged attacks, not so much.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Happy New Year to you (and everyone) as well.

While looking at Atlastic's profile to see if he got the numbers of his rolls right, (still waking up, so might find the answer after I make a coffee and it starts to take effect).

Atlastic's Rubbery Punch used a +10 attack modifier, with a +10 effect modifier (DC 21 for goatman's Tougness save).

From Atlastic's profile:

Strength (STR) 8 [Close Damage • 16PP] [Powerlifting 4 grants STR 12 for lifting only = 100 tonnes]

Fighting (FGT) 6 [Close Attack Checks, Parry Defence • 12PP]

Grab +6 (Normal) / +12 (Elongation)
Unarmed Attack (Close): +10 to hit, Damage 8 (STR), Reach 120ft.
Slamming Strike (Close): +8 to hit, Damage 10 (STR), Power Attack
Big Finish (Close): +10 to hit, Damage 10 (STR-based), Crit 17-20
Roll Up! Roll Up! (Close): +10 to hit, Damage 10 (STR-based), Move (Movement) Action required
Stretching Wrap (Close): +10 to hit, Affliction 10 (Hindered and Vulnerable; Defenseless and Immobile), Resisted by Dodge, then Damage 10
Ranged (Thrown): +6

Close Combat (Malleablities) +10 [FGT • 4RANKS/2PP]
Close Combat (Unarmed) +10 [FGT • 4RANKS/2PP]

Power Attack

Malleablities (34PP Array)
• Elasticity: Elongation 6 (extends 120 ft), Reach 2 (unarmed attacks) (10 PP)
• [AE] Roll Up! Roll Up!: Movement 2, Attack , Linked Damage 2, Activation (requires 1 Move Action to provide momentum), Quirk (Has to roll into a compact ball) (1PP)
• [AE] Big Finish: Damage 2 (Strength-based), Improved Critical 3, Limited to 1/encounter (1 PP)
• [AE] Stretching Wrap: Affliction 10 (Resisted by Dodge; Hindered & Vulnerable, Defenceless & Immobile), Extra Reach 2 (1 PP)
• [AE] Slingshot Leaping: Leaping 6 (120 ft standing long jump), Feature 1 (slingshot manoeuvre) (1 PP)
• [AE] Alley Oop!: Movement 2 (Safe Fall, Swinging) (1 PP)
• [AE] Blimp Form: Flight 4 (30 MPH), Feature 1 (Inflates to become a giant balloon), Subtle 1 (Can deflate/re-inflate quickly) (1 PP)
• [AE] Titanic Grip: Enhanced Strength 4 (Limited to Grabbing checks), Growth 2 (Limited to hands only, Innate) (1 PP)
• Rubberlike Resilience: Protection 4, Sustained 2 (6 PP)
• Dense Form: Immunity 10 (Bludgeoning Damage), Limited to half effect (5 PP)
• Pliable Physique: Immunity 5 (Entrapment, Ropes, Snares, Grabs), Feature 1 (can squeeze through tight spaces) (6 PP)

Atlastic's baseline attack/effect for punches is:

attack +10 (Close Combat (malleables) +10
effect +8 (Strength score)

Unarmed Attack (Close): +10 to hit, Damage 8 (STR), Reach 120ft.

What am I missing that makes the rubbery punch effect become 10 (without lowering the attack modifier)?

Are his rubbery punches applying the power attack? Lowering the attack modifier to +8 would make the damage strength 10.

edit: Was his rubbery punch Big Finish?

Big Finish (Close): +10 to hit, Damage 10 (STR-based), Crit 17-20

Big Finish: Damage 2 (Strength-based), Improved Critical 3, Limited to 1/encounter


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

@Atlastic

Remember to add 11 to the baddies' defenses to figure out the DC you are rolling against. Atlastic's Attack of 22 vs DC 17 resulted in 2 degrees of success on the attack roll (every three points you exceed the DC by is another degree of success).

The goatman's Toughness save netted two degrees of failure (which is the same as two degrees of success in Atlastic's favor), so yes, the goatman becomes staggered and loses 2 Toughness hit points.

I was going with the DC for the goatman's Toughness save being correct. How is it it Damage 10 for Atlastic's punch? See discussion for this query. From what I got from his profile page is +10 attack/+8 effect for his baseline punches with no way of getting a +10 attack/+10 effect punch (taking into account his various powers, skills and advantages). If it should only be 8 damage (making it a DC 19 Toughness save for the goatman), that would make the goatman's Toughness save result in 1 degree of failure ==> gaining the Dazed condition and taking 1 Toughness hit point of damage.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Creatures engaged so far:

Goatmen Dodge 6 Parry 6 Toughness 10
Imp Dodge 5 Parry 5 Toughness 3

@GM: What is the goatmen's Will defense?


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Freefall, currently 4,000 feet above the city, switches to his Divine Delivery I alternate power, teleports to the top of the cage containing the woman (first move action) then teleports the cage (and the woman) (second move action) to the rooftop of the police station, which will be easily seen by the people on ground in front of the front doors of the police staton.

The woman, startled at first, realizes that Freefall has removed her from the frightening predicament she was in and thanks him. Freefall points toward some people walking into the police station, and ports away technically his first action for his next turn, but storyline wise from the rescued woman's perspective, he points at the people on the ground then is no longer there). The woman yells down to get the attention of the people on the ground.

Messenger of the Gods base power:

Teleport (13 ranks; move action/turnabout: 30 miles; two move actions: 8,000 miles (more than the diameter of Earth)
Action: move
Range: rank
Base Cost/rank: 2
Accurate extra (+1/rank) --> 3/rank
Extended extra (+1/rank) --> 4/rank
Easy extra (+1/rank) --> 5/rank
13 ranks at 5/rank = 65 points
Change Direction extra (1 flat-cost) --> 66 points
Change Velocity extra (1 flat-cost) --> 67 points
Turnabout extra (1 flat-cost) --> 68 points

Divine Delivery 1 alternate power:

As base power (Messenger of the Gods) with following adjustments:

Remove the Easy extra (-13 points)
Remove the Turnabout extra (-1 point)
Add 14 ranks of Increased Mass extra (14 points)

Total Point Cost of Divine Delivery I: 68 points (reduced to 1 point for AE)

14 ranks is 400 tons
rank 14 mass examples (drilling rig)
rank 13 mass examples (747, fishing trawler)
rank 12 mass examples (767, cargo jet)
rank 11 mass examples (tank, locomotive)
rank 10 mass examples (APC, humpback whale)
rank 9 mass examples (fighter jet, semi, streetcar)
rank 8 mass examples (lear jet, subway car)
rank 7 mass examples (truck)
rank 6 mass examples (luxury car, van)

I do not know if the police station is on the current map, so I placed Freefall's token in the bottom left grid square of the map.

On his next turn, Freefall will (first move action) teleport to top of cage with the man inside, and then (second move action) teleport that cage (and man inside it) to the roof of the police station, near where the roof access door is (out of way of path from door to edge of roof by front door entrance to police station, where the cage with the woman now is). I take it will take a few rounds for the police to get to the cages and bust the locks of the cages.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

One important thing to take into consideration if we use passive defenses, is that we are rolling 3d6 (not 1d20) for our attack and effect rolls (which maxes out at a potential DC of overcoming a targets defenses by using a base of 8 (NOT 10) for the passive defense DCs as is the case in 3rd edition.

typical 3rd edition:

A PL 10 hero with a +10/+10 power against a target that has a 29 (or 30) defense in one or both relevant defenses.

The hero meets or beats the resistance DC if they roll a 19 (or 20) on the d20.

Using 3d6 instead of 1d20, the same hero is incapable of landing an effective action on a taget with a 29 or 30 defense.

So, if we swap to using passive DCs, we should use 8 as the base, and not 10 or 11. With heroes (if you want to give a slight advantage to the heroes over the foes), using a base of 9 instead of 8.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

One advantage of using passive DCs, is once we (the players) know a baddie's resistance against the attack strength of our actions and the baddies' resistance against the effect strength of our actions, we can edit our posts to account for our successful and unsuccessful actions.

I suggest using a base of 10 for both defenses. If you want to give the heroes a slight advantage, you could make it that baddies use base of 10 to determine their defense DCs and you use a base of 11 to determine our heroes' defenses against the actions of the baddies.

Using passive defense DCs for both the heroes and baddies will speed up game play (less random dice scripts for everyone to type).

You do not have to wait for us to post defense rolls and we (the players) do not have to wait for you to post defense rolls.

If you are willing to give us the baddies' defenses DCs or modifiers, we could use either the passive defense DCs of the baddies or script the baddies' random defense rolls (slightly longer to type per post, but gives you the playtest you wanted for rolling both the attack side and the defense side of actions) while speeding up gameplay.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
Ironperenti wrote:

I know you guys probably understand my combat tracker but I'll break it down anyway.

Atlastic 11/12; (standard action remaining)<<< The three arrows signify I am waiting for an action from you. In this case I'm tracking Atlastic still has a standard action remaining
Freefall 7/7; Here I will keep track of your remaining hits, any timed modifiers, and any conditions.

Voltage. wrote:
Just for future reference, does the <<< indicate I should go?

Yes, the three arrows indicate that.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Voltage does not have a circle around him (for easy spotting) and players cannot move his token.

Are both people in the same cage?

How big is/are the cage/s?

Where is/are the cage/s on the map?

If only one person in each cage, how many people can each cage hold?


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Posting Freefall's turn now. Late night and do not want to hold up the game by waiting for me later.

Freefall switchs to his Tandem Skydive AE and attempts to get the goatman in the NW corner of the park up in the sky via doing a Turnabout Teleport Other attack (1 mile high, as he tends to port foes, and so it will be higher above the first falling goatman.

Close Combat (Teleportation array): 3d6 + 12 ⇒ (4, 6, 6) + 12 = 28
Teleport effect roll: 3d6 + 8 ⇒ (5, 1, 5) + 8 = 19


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Here's hoping Santa visits you all and Krampus does not.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Now that there is a map up and I am working with what Freefall knows about the layout of the park and what he had seen of the baddies there...all the baddies he teleports up will land (if they fall straight down) into the middle of the pond in the park. Atlastic to the on the ground at the south edge of the pond (as that is most central of the park around the edge of the pond.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
*Gust* wrote:
Before I take my action: is it ok to spend a hero point to temporarily give my Affliction power an area effect quality? Want to blast a group of baddies with a cone. (Which honestly is probably how I should have built the power to begin with.)

I suggest taking the area modifier as an alternate effect (as it will be less ranks than it will be for only targeting a single target), so you have both the 'mini cyclone' and the 'concentrated targeted air blast'.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

The falling goatman will reach the ground on the 6th round after Freefall teleported him.

Freefall is teleporting Atlastic, not himself to the park.

Freefall teleported the goatman 1 mile above the ground so that when he lands he will be 120 feet away from the location Freefall saw the monstrous beast was at, (so the goatman will be farther away from downtown than where the demonic beast was.

Telporting Atlastic will be Freefall's first action on the following turn (as he already used his actions for the current turn) will be to friendly teleport other Atlastic, to where the falling goatman will be landing 5 rounds after Atlastic arrives in the park. Depending on how far the beast has moved since Freefall first spotted it 3 rounds earlier, it could still be within Atlastic's elastic reach.

Freefall will then switch back to his Freefalling power and teleport 5,000 feet back up above the city (downtown, not the park) to look for more goatmen to 'corral' back to the park.

The cop and spectators might notice that Atlastic 'blinked out' a split second before Freefall did.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

The rest of the heroes know Freefall can hear them over the comms but has yet to speak over the comms himself (due to his complication about not risking any of the public recognizing his Kiwi accent and figuring out his secret identity). He has been teleporting to other countries and looking (as Kenny) to purchase a voice modulator to incorporate into the microphone of his helmet. He is most definitely not going to by one state-side (so there is no footage of Kenny buying such a thing) and so far has not found a place that sells them that does not have some sort of traffic camera/store cameras yet that would not show people entering/exiting the shop.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

@GM:

Regarding Freefall's active power of his teleportation array.

Default power active is Freefalling (the one with the reactive teleport).

On turns he swaps to Tandem Skydive (Turnabout Teleport Other Attack power), he of course needs to use a free action at the start of that turn to change the active power from Freefalling to Tandem Skydive so he can make the attack.

At the beginning or end of the following turn, he free actions to swap back to Freefalling (to regain use of the reactive teleport, with the only exception is when he free actions at the start of that turn to swap to a different power of the array instead (base power of the Messenger of the Gods power array, Divine Delivery I or Divine Delivery II).

So depending on the situation, when he first attempts to Turnabout Teleport Other attack, he has to 'drop' his reactive teleport, but on the next (or a later round) he can get back into 'reactive teleportation mode'.

He always uses a free action (when allowed) at the end of his turn to resume the Freefalling power of the power array.

The only times he will not have the reactive teleport are during turns (and until the start or end of his next turn, when he swaps back to Freefalling) whenever he uses a free action to swap to another power of the array, which is for doing one of following things: teleporting more than 1 mile; teleporting more than one person, teleporting more than 50 lbs; using Dimensional Travel or Space Travel.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
ATLASTIC wrote:
GM/Freefall: With me failing Dodge but succeeding in Toughness am I right Ol' Billy Goat has grabbed Atlastic but its kick effectively bounces off his rubber skin? If so when Freefall teleports goatman will Atlastic be teleported too?? Will delay my reaction to Freefall pending what the situ is :)

See the discussion tab regarding if Atlastic might be teleported away or not. He should not be at risk of being teleported along with the goatman with the current power Freefall is using of his Teleportation power array.

As the goatman was attempting to kick (strike) you away, I do not think you are in physical contact after the attempted kick (strike). The goatman would have to release its grip on Atlastic to (attempt to) kick him away. :)


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
ATLASTIC wrote:
GM/Freefall: With me failing Dodge but succeeding in Toughness am I right Ol' Billy Goat has grabbed Atlastic but its kick effectively bounces off his rubber skin? If so when Freefall teleports goatman will Atlastic be teleported too?? Will delay my reaction to Freefall pending what the situ is :)

You should not be taken along due to the following reasons:

1) With the Teleport Attack power (Tandem Skydive) of the power array active, Freefall does not have any ranks in the Increased Mass extra modifier (which means single creature of any size or (and/or?) an object (objects?) (that is not on his person) that weighs no more than 0 mass ranks (50 lbs).

and probably the following reason as well, but could be adjudicated otherwise by the GM

2) As Freefall is willing the goatman to be teleported (it uses its Will defense to resist being teleported against his will) and Freefall was not envisioning teleporting Atlastic with the goatman.

Now if I were using one of the other teleportation powers of the array to attempt to teleport the goatman away, the attack power for Freefall to get his hand on the goatman would be considerably less (+0 attack strength), but the ranks of Teleport would be higher (so if did succeed in touching target, harder to resist Freefall's will).

@GM/Atlastic: Atlastic's query made me think of the following situation:

If, while using one of his Teleportation powers of the power array that has sufficient ranks in the Increased Mass extra modifier; and Atlastic is currently grabbling/grappling a foe, if I touched Atlastic to bring him with Freefall when he teleports, since the foe is in physical contact with Atlastic, and the foe's extra weight is easily within the extra mass Freefall can teleport, would the foe automatically not get teleported OR would it get an defense roll (opposed Teleport ranks/Dodge or Will defense). In this case, Dodge could make sense as the defense if you view it as whether or not the foe is unable to get out of Atlastic's grip, or Will defense as normal for Freefall mentally willing where he is teleporting the group of them to.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
Ironperenti wrote:

Using the teleport profile and reading some other stuff I think you have to hit the target so 3d6+atk bonus vs their 3d6+parry bonus. Then they would get a resistance check 3d6+Will vs your 3d6+teleport ranks. Since teleport is an all or nothing, they will either get hit with the full distance or not at all.

Did I answer the question?

You did. Thanks. I figured that was the case (like it is for 3E). As I do not have the 4e playtest rules, I did not know if they had applied such a potential way to nerf the effective ranks of powers that did not use degrees of success in 3e.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Freefall quickly teleports above and behind the goatman and reaches out to touch the back of its head Turnabout Teleport with the intent to teleport him a mile above the ground and half a mile closer to Cypress Hill Park.

Close Combat (Teleport Array) vs goatman's parry: 3d6 + 12 ⇒ (6, 6, 1) + 12 = 25
effect roll vs goatman's will: 3d6 + 8 ⇒ (2, 4, 3) + 8 = 17

If Freefall successfully teleports the goatman, Atlastic open this:

Freefall, "You'll have to finish the show later. He's in the sky falling and closer to the park. I will do what I can to corral the large ones to the park so they're concentrated at the park for you and the others to knock out.

Freefall pauses before continuing, "Do you want me to teleport you to the park?"


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Sigil and Gust: I think you both posted your third round turn actions. All the baddies have not taken their second round turns yet. Ironperenti is using <<< to the right of our names to show which turns are waiting to be posted. The last time he posted the initiative, all our PCs, except for Atlastic, did not have the <<< beside our heroes' names, because the four of us had already posted our turns for the round.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

I will go with Will for the Teleport Attack defense/resistance, as anyone he is trying to teleport (without Freefall porting with them) is (usually) attempting to resist the will of a (scion of a) god. :) With keeping the same reasoning in mind, changing the default defense of Teleport from Dodge to Will for Freefall's Teleportation power array powers. Sound good?

Not using Dodge as the defense also works well thematically with him being pretty proficient at getting (and keeping) a tight grip (weapons he disarms, his windsurfing board no matter how difficult the weather might make staying on/with his board at times).

I did not think until I was typing this post that though it is a Teleport Attack power, it also functions a friendly Teleport Other as well (for willing targets he uses it on). Similarly to how regular Teleport allows an unwilling target a resistance save to prevent being teleported along with the teleporter.

I have not forgotten it is 3d6+ranks for both attack and effect rolls.

Is the 3d6+ranks (effect) vs 3d6+resistance ranks opposed roll ONLY to determine if he succeeds in teleporting a foe, not the distance ranks he teleports the foe if he wins the contested effect/defense roll? i.e. As long as Freefall wins the contested effect/resistance roll, the foe gets teleported to anywere within 1 mile (8 ranks of effect) of the foe's starting location that Freefall wants to teleport the foe to.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

I thought when you posted previously that was something Sigil would have done/suggested on his own (regarding vaporizing weapons). Why did you suggest that if Sigil would never think of vaporizing weapons the baddies use?

Unless Freefall (Kenny) sees Sigil vaporize a weapon into thin air, he does not know Sigil has the ability to do so.

Kenny thought of the police having such a locked dumpster bin at the police station for safely and securely storing weapons he takes away from bad guys (as well as evidence the cops/courts can use). He is more concerned with removing the immediate threat of the victim-causing potential of the weapons, and (so far) trusts the cops will handle disposing of the weapons in a safe and responsbile way.

Lack of weapons being evidence alone does not prevent legal repercussions with the law.

If several witnesses saw someone behead someone else with a machete, and then the machete vanished into thin air, does not change what the witnesses saw (and can testify to in court).

Ah, I get what (I think) you meant...if the only way to make a connection to a criminal is through having the weapon in evidence (fingerprints/DNA, ballistic matchings, etc.) a criminal might not be held accountable.

Chances are there will be witnesses to crimes baddies our heroes tangle with, for when (if ever) you decide to have Sigil vaporize weapons into air.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
"Sigil" Malaryth wrote:
Sigil can just transform the weapons into air if they weigh 12 lbs or less.

Is that a permanent change into air?

Kenny would have asked Nick and Hector about talking to the cops about having a dumpster bin at the police station before Sigil joined up with the others a month later during the circus event.

Freefall's 'Rain of Falling Foes' sequence and isoloted Turnabout Disarms would be Freefall, on the round after using Turnabout Disarm, to teleport the disarmed weapon to the dumpster (standard action), then teleporting (move) somewhere else during the ongoing fight with the baddies.

As the heroes are moving around while fighting baddies, and Sigil (I suspect) needing to use his standard action for the round to 'vaporize' a weapon instead of dealing with the ongoing baddie threat, it might or might not be good idea (depending on circumstances) during the midst of combat for Sigil to spend a standard action for 'vaporizing' a weapon (unless of couse he can do that to a weapon that is currently being used by a baddie - then that is a great tactical use). Getting rid of any weapons (less than 12 lbs) after fights with the baddies by 'vaporizing' them is great.

Freefall would also not risk teleporting a weapon he disarmed from a baddie to/near Sigil (which means the weapon is still a potential victim-causer during the ongoing battle that a baddie might get before Sigil vaporizes it) and the dumpster bin guarantees the weapon is removed as a threat during the ongoing fight with the baddies. With the possible exception should the baddies be at the police headquarters raiding whatever weapons that are in the (usually locked) dumpster bin that the police have not disposed of it.

Maybe post-battles that Freefall disarms foes of weapons, Sigil vaporizes the weapons that have been added to the dumpster bin...

Sigil could have also added another dedicator locked container at his shop (or another location) that Freefall can teleport weapons into.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

As the Scions of the Sky have been an active superhero group for 3 months, and a common tactic of Freefall is disarming criminals of their weapons, he would have asked Nick (as Gust) and Hector (as Voltage) to ask the police if they could have a locked garbage/dumpster bin (that garbage dump trucks pick up and empty at apartment buildings) at the police station, where Freefall could teleport the weapons into.

As Kenny lives up to being a scion of of his father being a messenger of the gods when he is Freefall, but does not speak to the public as Freefall, did Nick (as Gust) and/or Hector (as Voltage) tell the police about the locked dumpster bin idea for Freefall to teleport such weapons into?; and if they did, do the police have such a garbage bin at the police station for such weapons?


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Freefall teleports (move action) by Gust, "Lots of them at Cyrpress Grove Park. Goat minotaurs too. Huge demonic-looking beast at the park. Incoming flyers from above the hospital and some coming from the west too."
as he points at the building on the NE corner of the intersection, before teleporting (standard action to use second move action) by Atlastic (south of Atlastic so the goatman does not have a clear charge path to Freefall) "The monsters seem to be coming from Cypress Hill Park. Many small flying beasts and a huge demonic-looking beast there that's scarier than the goat minotaurs."


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

@Ironperenti: it might make it easier for you if you favorite this post (or copy/paste it into campaign tab) so you can easily reference it as needed. As you can quickly see what height each falling foe is at (giving vertical distance ranks to the heroes on the ground) and their respective vertical (not horizontal) distance ranks from Freefall as he is doing his 'Rain of Falling Foes'.

Vertical Distances between Freefall and foes that he teleported into the sky when using Turnabout Teleport Attack each round while he (and foes) are falling:

Starting first round of Freefall teleporting 5,000 feet above the ground to teleport. Freefall falls 500 feet each round due to using Turnabout. Foes fall 500 feet for their first round of falling, then 1,000 feet per subsequent round of falling.

Falling foes are at least 6 vertical ranks of distance away from other falling foes. The distance between falling foes are at multiples of 1,000 feet. 1,000 feet between falling foes (6 distance ranks); 2,000 feet between falling foes (7 distance ranks); 3,000 feet to 5,000 feet between falling foes (8 distance ranks)

For turns Freefall Turnabout Disarms or fails to successfully Turnabout Teleport Attack a foe into the 'Rain of Falling Foes', that foe # placement in the order is blank.

Freefall teleports foes above the waters of the Gulf near the shore (but not near the beach-goers).

Using Pythagorean Theory, at the start of the the round after Freefall teleports 5,000 feet above the ground to scan the city, he is 4,500 feet above the ground; allowing him to reach anyone on the ground that is within 2,761 feet away from the location on the ground that is directly below Freefall. 1/2 mile is 2,640 feet, so he can Teleport Attack anyone on the ground that is within a rank 7 distance from that location on the ground and Teleport Attack them to a location in the sky that is 1 mile high and be moved a horizontal distance of up to 7 ranks distance from where they were on the ground. When he is not choosing a specific desination within the city to teleport foes to, he teleports above the waters of the Gulf (or in that direction, and if necessarily repeat a Teleport Attack on a foe to get them above the Gulf.

Note: The distance ranks below indicate how many vertical distance ranks a foe is from Freefall, not the horizontal distance between falling foes and Freefall (which will tend to be up to 7 ranks of horizontal distance from Freefall).

1st round: He teleports 5,000 feet into the sky, and makes Perception check, as he falls 500 feet.

Heights at start of 2nd round: Freefall (4,500 feet)

2nd round: He Turnabout Teleport Attacks foe #1 one mile (5,280 feet) above ground. Both Freefall and foe #1 fall 500 feet.

Heights at start of 3rd round: Freefall (4,000 feet), Foe #1 (4,780)

# of distance ranks falling foes are from Freefall at start of 3rd round: Foe #1 (5 ranks above Freefall)

3rd round: He Turnabout Teleport Attacks foe #2 one mile above the ground. Both Freefall and foe #2 fall 500 feet. Foe #1 falls 1,000 feet.

Heights at start of 4th round: Freefall (3,500 feet), Foe #1 (3,780 feet), Foe #2 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 4th round: Foe #1 (4 ranks above Freefall), Foe #2 (6 ranks above Freefall)

4th round: He Turnabout Teleport Attacks foe #3 one mile above the ground. Both Freefall and foe #3 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 5th round: Freefall (3,000 feet), Foe #1 (2,780 feet), Foe #2 (3,780 feet), Foe #3 (4,780 feet)

# of distance ranks fallling foes are from Freefall at start of 5th round: Foe #1 (3 ranks below Freefall), Foe #2 (5 ranks above Freefall), Foe #3 (6 ranks above Freefall)

5th round: He Turnabout Teleport Attacks foe #4 one mile above the ground. Both Freefall and foe #4 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 6th round: Freefall (2,500 feet), Foe #1 (1,780 feet), Foe #2 (2,780 feet), Foe #3 (3,780 feet), Foe #4 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 6th round: Foe #1 (5 ranks below Freefall), Foe #2 (4 ranks above Freefall), Foe #3 (6 ranks above Freefall), Foe #4 (7 ranks above Freefall)

6th round: He Turnabout Teleport Attacks foe #5 one mile above the ground. Both Freefall and foe #5 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 7th round: Freefall (2,000 feet), Foe #1 (780 feet), Foe #2 (1,780 feet), Foe #3 (2,780 feet), Foe #4 (3,780 feet), Foe #5 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 7th round: Foe #1 (6 ranks below Freefall), Foe #2 (3 ranks below Freefall), Foe #3 (5 ranks above Freefall), Foe #4 (6 ranks above Freefall), Foe #5 (8 ranks above Freefall)

7th round: He Turnabout Teleport Attacks foe #6 one mile above the ground. Both Freefall and foe #6 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 8th round: Freefall (1,500 feet), Foe #1 (back on the ground), Foe #2 (780 feet), Foe #3 (1,780 feet), Foe #4 (2,780 feet), Foe #5 (3,780 feet), Foe #6 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 8th round: Foe #1 (on ground, 6 ranks below Freefall), Foe #2 (5 ranks below Freefall), Foe #3 (4 ranks above Freefall), Foe #4 (6 ranks above Freefall), Foe #5 (7 ranks above Freefall), Foe #6 (8 ranks above Freefall)

8th round: He Turnabout Teleport Attacks foe #7 one mile above the ground. Both Freefall and foe #7 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 9th round: Freefall (1,000 feet), Foe #1 (on ground), Foe #2 (back on ground), Foe #3 (780 feet), Foe #4 (1,780 feet), Foe #5 (2,780 feet), Foe #6 (3,780 feet), Foe #7 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 9th round: Foe #1 (on ground, 6 ranks below Freefall), Foe #2 (on ground, 6 ranks below Freefall), Foe #3 (3 ranks below Freefall), Foe #4 (5 ranks above Freefall), Foe #5 (6 ranks above Freefall), Foe #6 (8 ranks above Freefall), Foe #7 (8 ranks above Freefall)

9th round: He Turnabout Teleport Attacks foe #8 one mile above the ground. Both Freefall and foe #8 fall 500 feet. Rest of falling foes fall 1,000 feet.

Heights at start of 10th round: Freefall (500 feet), Foe #1 (on ground), Foe #2 (on ground), Foe #3 (back on ground), Foe #4 (780 feet), Foe #5 (1,780 feet), Foe #6 (2,780 feet), Foe #7 (3,780 feet), Foe #8 (4,780 feet)

# of distance ranks falling foes are from Freefall at start of 10th round: Foe #1 (on ground, 4 ranks below Freefall), Foe #2 (on ground, 4 ranks below Freefall), Foe #3 (on ground, 4 ranks below Freefall), Foe #4 (4 ranks above Freefall), Foe #5 (6 ranks above Freefall), Foe #6 (7 ranks above Freefall), Foe #7 (8 ranks above Freefall), Foe #8 (8 ranks above Freefall)

10th round:As the foes he has been Turnabout Teleport Attacking are not near him (and typically are up to 7 horizontal ranks of distance from him, unless other foes are on the ground near where he would land at the end of this turn, he will continue using Turnabout to Teleport Attack (or Turnabout Disarm) foes on the ground (or falling foes to 'corral' them above the waters of the Gulf or to another destination that his superhero teammates (or the police) want him to teleport them to).

Heights at start of 11th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (back on the ground), Foe #5 (780 feet above the ground), Foe #6 (1,780 feet above the ground), Foe #7 (2,780 feet above the ground), Foe #8 (3,780 feet above the ground)

Heights at start of 12th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (on the ground), Foe #5 (back on the ground), Foe #6 (780 feet above the ground), Foe #7 (1,780 feet above the ground), Foe #8 (2,780 feet above the ground)

Heights at start of 13th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (on the ground), Foe #5 (on the ground), Foe #6 (back the ground), Foe #7 (780 feet above the ground), Foe #8 (1,780 feet above the ground)

Heights at start of 14th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (on the ground), Foe #5 (on the ground), Foe #6 (on the ground), Foe #7 (on the ground), Foe #8 (780 feet above the ground)

Heights at start of 15th round: Freefall (varies), Foe #1 (on the ground), Foe #2 (on the ground), Foe #3 (on the ground), Foe #4 (on the ground), Foe #5 (on the ground), Foe #6 (on the ground), Foe #7 (on the ground), Foe #8 (back on the ground)

I have copied and pasted the above spoiler to the bottom of Freefall's profile page.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
Ironperenti wrote:
Will look at it this evening. I think you may be nerfing yourself too much.

Thanks.

Before I adjusted the powers last night, the following would have been his attack and effect for Teleport Attack and Disarming, as well as the penalty to his visual Perception checks while freefalling in the sky.

Teleport Attack (attack +0/effect +10)

Attack +0 (as he has Fighting 0 and has zero ranks in Close Combat (Teleport Attack)
Effect + 10 (for having 10 ranks in Teleport for Tandem Skydive alternate power)

Disarm (attack +8/effect +1)

Attack +8 (Fighting 0 ranks + 10 ranks in Close Combat (Disarming) and takes a -2 circumstance penalty on the disarming attacks without having the Improved Disarm advantage)
Effect +1 (Strength 1 rank and nothing bumping up his effective Str score for the opposed Str checks when he succeeds at the attack roll).

Freefalling 1 mile above the ground: -527 penalty to visual Perception checks to notice things the ground
Frefalling 1400 feet above the ground: -130 penalty to visual Perception checks to notice things on the ground
Freefalling 820 feet above the ground: -81 penalty to visual Perception checks to notice things on the ground
Freefalling 240 feet above the ground: -23 penalty to visual Perception checks to notice things on the ground

With the changes to the alternate powers...

normal (non-Turnabout) Disarming remains the same (attack+8/effect +1) (Pretty proficient at getting his hand(s) on the item he is trying to remove from someone but not particulary adept at actually disarming the person of the item)

Turnabout Disarm went from (attack+8/effect +1) to (attack +10/effect +9)

Teleport Attack went from (attack+0/effect +10) to (attack +12/effect +8)

With his sustained Extended vision (2 ranks) while his Freefalling power of the Messenger of the Gods power array is active, he does not take any penalty (due to distance, not cover/concealment/pure size of land mass his eagle's eye view gives him) to his visual perception checks of what is happening on the ground when he is no more than 1,000 feet above the ground (-1 penalty to visual perception checks to notice things on the ground while 1/4 of a mile above the ground, -2 penalty 1/2 mile above the ground, -5 penalty 1 mile above the ground, -10 penalty 2 miles above the ground, -15 penalty 3 miles above the ground, -21 penalty 4 miles above the ground).

Superman has 3 ranks in Extended Vision (-1 penalty per 10,000 feet). From M&M's DC Adventures: Heroes & Villains: Vol. 2.

After looking up how far someone falls per round in M&M, that is one thing they do not cover, though a lot of players use the D&D/Pathfinder influence of 500 feet in the first round and 1000 feet per round afterwards. Would you prefer to use that simplified method, Ironperenti, or the time/distances I get from the freefall calculator?

If going with simplified..Freefall falls 500 feet per round he uses Turnabout (resetting his velocity to 0 m/s when he ports back to the sky).

So with all the above taken into consideration, here is updated tactics/stats for when he is freefalling to scout the city from above.

1st round: Teleports 5,000 feet (within 1 mile distance for Freefalling alternate power with 8 ranks of Teleport) and has a -4 penalty to his visual perception checks to view the ground (seeing details an average person could see when 50 feet above the ground) and he falls 500 feet.

Subsequent rounds if not using Turnabout on any of the rounds he is freefalling (and what height foes he teleported are at each round they are falling):

Foes he teleports start at 1 mile (5,280 feet above the ground; add 280 feet to the height to determine the height foes are at the beginning of a round. This also means foes will be be at least 280 feet away from Freefall when he returns back to the sky while using Turnabout on his rounds.

2nd round: starts at 4,500 feet above the ground (-4 penalty to visual perception checks to view the ground) and falls 1,000 feet.

3rd round: starts at 3,500 feet above the ground (-3 penalty to visual perception checks to view the ground) and falls 1,000 feet.

4th round: starts at 2,500 feet above the ground (-2 penalty to visual perception checks to view the ground) and falls 1,000 feet.

5th round: starts at 1,500 feet above the ground (-1 penalty to visual perception checks to view the ground) and falls 1,000 feet.

6th round: starts at 500 above the ground (no penalty to visual perceptioin checks to view the ground) and falls safely to the ground during this round.

Subsequent rounds if using Turnabout on each of the following rounds until he reaches the ground:

As he resets his velocity each time he uses Turnabout, he only falls 500 feet each round, meaning he lands safely on the ground at the beginning of the 11th round.

Foes he successfully teleports 1 mile above the ground, fall for 5 full rounds and land safely on the ground during the 6th round of falling.

As Freefall teleports himself 5,000 feet above the ground and teleports foes 1 mile (5,280 feet) above the ground, that means when returns to the sky on rounds he uses Turnabout, that he is at least 280 feet (distance rank 4) from foes that he teleported into the sky.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

I am also modifying his Freefalling alternate power, so it 1) synergizes with his Tandem Freefall alternate power better (does not include the Teleport Attack of Tandem Skydive and includes the Turnabout Disarm of Tandem Skydive); 2) has 8 ranks in Teleport (instead of 9) like Tandem Skydive and 3) works better for the theme of Messenger of the Gods (improving his visual senses so he can find whomever he is looking for more easily - Can't deliver some messages if you can not locate the recipient of the message after all).

Alternate Effect (Freefalling):

Freefall Calculator

As base power with following adjustments:

Drop Teleport ranks down to 8 ranks (-25 points) (8 ranks = 1 mile) 
Remove the Extended extra (-8 points)
Remove the Easy extra (-8 points)
Add Reaction extra (+3/rank) (24 points) (trigger: someone attacking him)
Add Selective extra (+1/rank) (8 points)

1 rank of Movement (2/rank) for Safe Fall (2 points)

8 ranks of Enhanced Trait (Strength) with Limited (only applies while using Turnabout) and Limited (only applies to Disarming) flaws (4 points)

Enhanced Trait (Improved Disarm) (1 point)

2 ranks of Senses (Extended Visual) with the Sustained extra modifier (2 points)

While Freefalling alternate power is active he takes a -1 penalty on visual perception checks for every 1000 feet of distance (instead of the normal -1 penalty per 10 feet of distance).

Total Cost for Freefalling: 68 points (reduced to 1 point for AE)

His Freefalling alternate power is the default power he has active (and is the one with the reactive teleport) of his Messenger of the Gods power array.

While Freefalling is the active power of his Messenger of the Gods power array, he takes a -1 penalty on his visual perception checks per 1,000 feet of distance (instead of the normal -1 penalty per 10 feet of distance). When he is 1 mile (5,280 feet) above the ground he can view the ground as if he was only 50 feet above the ground (-5 penalty on his visual perception checks). When he is 1,000 feet above the ground he can view things on the ground with no penalty to his visual perception checks.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

I do not have much overall experience playing M&M.

I was thinking Teleport Attack 10 ranks would be all I needed. But I first need to make a Close Combat (Teleport Attack) to touch the foe.

I am adjusting his Tandem Freefall alternate power (maximum 68 points for AEs of his Teleport power) to take into account the attack and effect for both his Teleport Attack and for his turnabout disarming attempts.

updated Tandem Teleport alternate power:

Freefall's Tandem Teleport Power alternate power has the following:

Personal Teleport with Safe Fall (29 points)

Teleport with Accurate extra (3/rank) 8 ranks (24 points)
Change Direction (1 point)
Change Velocity (1 point)
Turnabout (1 point)
Movement (Safe Fall) (2 points)

Teleport Attack with Safe Fall (28 points)

Teleport Other with Accurate extra (resisted by Will) (3/rank) 8 ranks (24 points)
Change Direction (1 point)
Change Velocity (1 point)
Linked - Movement (Safe Fall) (2 points)

Enhanced Trait (Close Combat - Teleport Attack) 12 ranks (6 points)

Enhanced Trait (Improved Disarm) (1 point)

Enhanced Trait (Strength) with Limited (only applies while using Turnabout) and Limited (only applies to Disarming) 8 ranks (4 points)

Personal Teleport (29 points) + Teleport Attack (28 points) + Enhanced Trait (Improved Disarm) (1 point) + Enhanced Trait (Close Combat-Teleport Attack) (6 points) + Enhanced Trait (Strength) (4 points) = 68 points (reduced to 1 PP for being AE)

@Ironperenti: If I am correct, that will make his Teleport Attack have an attack roll of +12 (against Parry defense) and has a resistance DC of 18 (resisted by the foe's Will defense); makes his Turnabout Disarming have a +10 attack modifier against the foe's Parry defense; then if the disarm atack roll is successful, he makes an opposed Strength roll against the foe using his effective +9 Str modifier for the oppposed Strength roll. Is that correct?

The retweaked Tandem Freefall alternate power makes his Teleport Attack have an attack value of +12 with an effect value of 8; and his Turnabout Disarming have an attack value of +10 with an effect value of 9, correct?

As you are to choose a defense for the attack power, which defense for the resistance check do you think is most appropriate?

I think neither Dodge or Parry make sense as the defense used to resist the effect, as the initial Close Combat (Teleport Attack) against Parry defense determines if Freefall actually succeeds in touching the target. Toughness defense does not make sense for the effect either. Leaving Fort or Will. As items he teleports do not get saves, I think Will defense makes the best choice for the defense used by a foe to resist Freefall envisioning where he wants to teleport the foe to.

Does Will as the defense used to resist his (touch) Teleport Attack sound good to you?

Using the Freefall calculator, here are the times to freefall until reaching the ground:

4 miles (rank 10 distance) (21,120 feet): 36.23 seconds (6 rounds)
20,000 feet (rank 10 distance): 35.26 seconds
3 miles (rank 10 distance) (15,840 feet): 31.28 seconds (5 rounds)
15,000 feet (rank 10 distance): 30.536 seconds
2 miles (rank 9 distance) (10,560 feet): 25.62 seconds (4 rounds)
10,000 feet (rank 9 distance): 24.93 seconds
1 mile (rank 8 distance) (5,280 feet): 18.117 seconds (3 rounds)
5,000 feet (rank 8 distance): 17.63 seconds
1/2 mile (rank 7 distance) (2,640 feet): 12.81 seconds (2 rounds)
2,500 feet (rank 7 distance): 12.466 seconds
2,000 feet (Rank 7 distance): 11.15 seconds
1800 feet (rank 6 distance): 10.578 seconds
1,500 feet (rank 6 distance): 9.656 seconds
1/4 mile (rank 6 distance) (1,320 feet): 9.058 seconds
1,000 feet (rank 6 distance): 7.844 seconds
900 feet (rank 5 distance): 7.48 seconds
1/8 mile (rank 5 distance) (660 feet): 6.405 seconds (1 round)
500 feet (rank 4 distance): 5.575 seconds

Do you want Freefall's Teleport Attack to be all or nothing (regarding the Will resistance save) as I think is the RAW (and by my google searching, stays the same in the 4th edition playtest), or would you like every degree of success the foe gets on the resistance check to reduce the ranks that Freefall teleports them by 1 rank (or the number of rounds they are freefalling for by 1 round)?


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Okay, Freefall's profile is the same with only swapping out the word Reflex for Dodge in the Defenses section. (will swap out 'reflex' for 'dodge' in next few days.

As I used the PL x 3 to for Fort, Reflex and Will....but have Fort, Will and Toughness all at +7 total, and both Reflex (Dodge) and Parry at +13, so they all still meet the PL x 2 paired cap, with the lower of the paired defenses within the 50% adjustment of the highest of the paired defenses (as suggested in the Hero's Handbook). So, I do not have to adjust anything else on his profile page. :)


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

I thought Dodge being on the character sheet was an oversight, since you never said anything about not still using Reflex (instead of Dodge) like you mentioned in your original recruitment post.

Ironperenti wrote:
Adding a reflex save whose base is Agility and not Defense. Save calculation would be PLx3 >= FOR+WIL+REF"

I figured you had meant to put the word 'Dodge' instead of 'Defense' in the above post.

I used Refex as a defense (and not Dodge) in my stats type-up.

Hence my question asking for clarification.

I think keeping Parry (a mixture of dodging and actual parrying in melee/close combat) as the defense for melee/close combat makes sense while using the Dodge replacement defense of Reflex for ranged attacks and the like.

Unless you all want it so that parry is specifically parrying with a weapon (or item) in melee/close combat and using Reflex for the defense for both ranged attacks and in melee/close combat if that is how you are attempting to avoid being hit from non-ranged attacks.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
Ironperenti wrote:
[dice=goat man parry]3d6+6

Clarification, please. Normal rules use Parry defense for melee (close) attacks and Dodge defense for ranged attacks. You removed Dodge defense and added in Reflex defense. Should Reflex defense be the appropriate defense used against ranged attacks?


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

I found Gust and Freefall on the second map. I had not looked at the first map and was using that as a reference to look for us on the second map (but we are not in the SE on the second map). Yeah, the map is considerable bigger than the other maps I have seen in Roll20 so far, so that might be what is causing the issue.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

I am having some tech difficulty issues with the map. I have used Roll20 for a couple of the other games earlier this year (the GM had an accident, came back on for a few days after telling the group what happened, posted for few days, than fell silent again, and has been posting-silent for a few months now) - but I never had the issue with Roll20 map that I currently am having. Maybe tomorrow it will work properly for me. I was able to locate where Atlastic is on the map, but not the rest of us.

Int check: 3d6 + 0 ⇒ (1, 5, 2) + 0 = 8


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Freefall teleports 1400 feet above the ground to get a bird's eye view of what is happening.

See post in discussion. When he first teleports he can distinguish between the upper and lower bodies of people on the ground. He falls 580' during the round, and at the beginning of the next round he will be able to distinguish people on the ground by their heads.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

What is the average maximum distance humans can perceive how many other humans there are in a small gathering?

A common tactic Freefall uses when he hears something that might require actively heroing that he is unable to see precisely what is going on, is to teleport 1400' above the ground (making him able to distinguish between upper and lower bodies of people on the ground) and falling 580 feet during the round to be at 820' above the ground at the beginning of the next round (making him able to distinguish people on the ground by their heads), and if he turnabouts on the second round, he teleports back to 820' above the ground, falling 580 feet during that round to be at 240' above the ground at the beginning of the next turn (and then typically teleporting, not turnabout teleporting, to an advantageous position somewhere, be it on the ground, in a vehicle, a building, etc. or higher up in the sky.


1 person marked this as a favorite.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

Non-italicized from timeline from gameplay post by the GM. Italicized posts are about our heroes. Everyone good with the following order of events?

2018:

January:

February:

March: March for our Lives protest brought numerous well-meaning citizens to the capital to march for gun control. The call to enforce existing laws and to not add new ones won out.

April:

May: The super villain Pele tried to conquer the Hawaiian Islands causing the Kilauea volcano to erupt. She was eventually defeated and driven off by the Pacific Rim Watchers. Also in May, the US pulled out of the Iran nuclear deal. Iran made general threats against the US and the Crimson Jihad declared they would assassinate the US President when it was least expected. Major Marvel has been on high alert since then and has been in contact with numerous other supers trying to maintain a protective net around the US and the President.

June: Kenny (Freefall) meets Nick (Gust) while windsurfing.

July: While Nick and Kenny are windsurfing at the beach, a plane crashes into another one; The three that will become known as the Scions of the Sky save the day.

August: While the Scions (not in hero gear) are enjoying the show, and Sigil is there about a magic item, something happens that is the first team-up of all 5 of the heroes.

September:

October: Hurricane Michael slammed into the Florida panhandle early in October. Vibora Bay was devastated by the hurricane. Cleanup has been ongoing.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

The day of the planes crashing would make sense to happen during the summer, when there are considerable more people at the beaches. As the timeline has significant things happened in March and then earlier in the current month of October, let's say July. Could even be July 4th for unexpected 'fireworks' in the daytime sky.

As for the piece of the magic item that was involved in the planes crashing...maybe that piece of the magic item has the ability to cause confusion/mental control or domination...which caused the pilot of one plane to fly into the other plane with not enough time for the pilot of the other plane to change course to get out of the way of the first plane).

Maybe the item was in the cargo hold, and some mischevious gremlin got ahold of it and went out onto one of the wings of the plane....

The planes were flying high in sky above the shores/near the shores of Vibora Bay.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

One of the parts of the magic item might be involved in how the planes crashed into each other...with that part being the second 'part of three' that Sigil acquired post-plane crash. I am thinking that during the plane crashing and saving day, the Scions never discovered the cause of the plane crash (and were oblivious that a (piece of) a magic item caused the planes to crash.

@Sigil: How did you acquire the first piece you gained? Already had it in his possession, maybe with a 'flashback scene' in Issue/Episode #1 of (name of our group) of how it came to be in his possession, or he acquired it more recently than a flashback scene from months/years ago?

With the day at the circus when Sigil was seeking the third piece...which might not be the final piece...but caused the event that brought, individually, Atlastic and Sigil, to team up with the Scions.

Benefits of it not being the final piece...the pieces are unstable, Jubal does not need to work in the cost of the 'completed' magic item with his 150 power point budget, and gives Ironperenti a plot device item he can expand on to surprise us during the campaign.

@Jubal: Do you want to work in the cost of the completed tentative magic item in your character build?


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
Jubal Breakbottle wrote:

I actually had thought that Talisman became a superhero and joined the team seven years ago (2012) to defend against the Shadow Realm invasion of Vibora Bay.

Does that makes him the latest to join?

Talisman (Sigil?) has been publicly known as a hero since he was part of the heroes that were the heroes that saved Vibora Bay seven years ago.

Was he part of the big hero team (The Guard) that was disbanded a year ago, was he part of a different team or was he a solo hero that was helping save the day seven years ago.

As for the current PC team, that was created during the current year. I think all (not including the dark elf) have all said we were not part of the big team (that got disbanded a year ago) and some of us were not even superheroing until the current year.

As for the name of the new team (pre-Atlastic and the dark elf joining at least), does Scions of the Sky work? Our debut team-up took place in the sky that hundreds (thousands?) of beach-goers witnessed.


Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station
*Gust* wrote:

Talisman are you a member of our team already? I think it would be easiest if you are but this could also be our meeting.

In my mind I'm envisioning Gust and Freefall meeting, then joining up with Voltage (I think that is the plane rescue)? Then the three of them officially declare teamhood. After that they notice trouble at the circus, and Atlastic joins them while the carnies rebuild their show.

Perhaps Talisman is the most recent member--maybe as we approached Halloween, the team was dealing with a situation involving a purported curse, and they heard about the guy in the curio shop and asked for help?

I like Talisman as a name, but perhaps also Sigil or Rune?

I was thinking to suggest Sigil as the dark elf's hero name as well.

I think the order of meetings that DQ suggested works best organically, with changing it so the three divine scions meet both Atlastic and the dark elf during the event at the circus.

Kenny has been living in Vibora Bay, enjoying the windsurfing culture of various surfing/windsurfing culture areas (teleporting back to his 'houseboat', whereever he has 'anchored it' at the time).

While enjoying the surf at Vibora Bay, he detects the presence of divinity in a nearby surfer/windsurfer - Gust. They bond. Gust might have influenced the thrill seeking Kenny that crimefighting is a type of thrill-seeking. Kenny is not sure if he wants to risk the public knowing he has powers (and might try to take his honest-earned medals and prize money away - which means his home (including his 'houseboat'). Gust might have suggested ideas for a heroing costume that conceals his identity while heroing.

Then the day of the planes crashing and falling from the sky happens, and Kenny could not sit idly by while it would be easy for him to help save hundreds of innocents. Gust was not surprised that Kenny did not waste time to become a hero in such a situation. During the rescue, Gust flies up to the planes, while another hero (Voltage) is also seen flying towards the planes. While the two of them are doing heroing things while the planes are falling to the ground, Kenny ports to the parking lot, borrows a tinted motorcycle helmet from an unattended parked motorcylce, and ports above one of the planes, yells out to Voltage and Gust he is going to teleport the plane (and passengers) he is falling onto into the ocean away from the swimmers/surfers while they deal with the other plane. If needed (depending on how Gust and Voltage want to handle the second plane being saved) Kenny can repeat the teleportation save for the second plane (and passengers) as well.

While falling to the first plane, Kenny detects Voltage's divinity.

Post plane crash saving, Gust (Nick) asks Voltage (Hector) if he would like to team up with him and his friend (Kenny), knowing like him, Kenny does not want his real identity to be associated with him being a superhero, and Kenny does not have a superhero name alias at this time yet, as it was his first public heroing act.

It could be that Gust or Voltage suggest Freefall as Kenny's superhero name (as the two saw him port above the first plane and was freefalling until he landed atop the plane. When the crowd was applauding the heroes and asking who we are (if Voltage was not known as Voltage yet) and Kenny did not answer, his tinted visor concealed head turning towards Nick, and it was apparent that Kenny did not know how to answer or was afraid to speak (as his voice would be known to a number of surfers/windsurfers on the beach), either Gust or Voltage told the crowd, "His name is Freefall."

I suggest that maybe the event at the circus is when the divine scions met both Atlastic and the dark elf wizard. While the divine trio were in attendance enjoying the show, so was the dark elf (in his human guise) was also attending the circus (for the show or maybe to ask about acquiring a curio from one of the circus folk he heard rumours about). As for what the incident at the circus was, (I think) that is still not decided what the details were. Maybe the curio the dark elf (in his human guise) went to inquire about is somehow involved in causing the incident that resulted in the five of us saving the day.

If you all like the above suggestion, I also suggest that Atlastic and Talisman (Sigil?) decide on the details of the circus event and saving.


@CrisisChild: You still joining in on the fun?


1 person marked this as a favorite.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 0; Spent: 0; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on top of cage with man in it, which is now on the roof of police station

@Black Dow: I like the double entendre of Atlastic's catchphrase. The long stretching Atlastic does apprehending the bad guy and the implied long stretch in jail/prison their crimes are going to cost them.

1 to 50 of 69 << first < prev | 1 | 2 | next > last >>