When you make a damaging melee attack, you can choose not to inflict
normal damage. Instead, the target makes a Fortitude save against a DC
of 10 plus your damage bonus. A successful save results in no effect, a
failed save means the target is dazed for one round. Failure by 5 or more
means the target is stunned for one round, and failure by 10 or more
means the target is unconscious.
Characters with the Mind Reading power (see page 93) can grapple an
opponent mentally rather than physically, a struggle of mind against
mind. Mental grappling uses the same system as physical grappling, with
the following differences:
• A mental grapple requires a successful use of Mind Reading to establish
mental contact. Mental grapples do not require physical contact,
but do require a standard action each round, as usual. This action is
part of the attacker’s maintenance of Mind Reading, so mental grappling
is an option even if the attacker’s Mind Reading power has a
duration of Concentration. If the attacker stops maintaining Mind
Reading at any time, the mental grapple ends.
• Mental grapple checks are d20 + the character’s Will save or mental power
rank (whichever is greater). Size and Strength modifiers do not apply.
• You cannot throw an opponent using a mental grapple.
• Damage inflicted by a mental grapple is based on the attacker’s
Wisdom bonus rather than Strength bonus. If the attacker has a damaging
mental power (like Mental Blast) its damage may substitute for
Wisdom bonus.
• Anyone in a mental grapple loses their dodge bonus against all opponents,
even the one they are mentally grappling, due to the distraction.
• Anyone involved in a mental grapple must make a Concentration
check (DC 20) to use another power or do anything else without first
escaping the mental grapple. A character can take a different standard
action by forgoing the mental grapple check for that round, but then
automatically loses the opposed mental grapple check for the round.
• The winner of a mental grapple can choose to break off mental contact,
even if another character established it.
MOVE MOVE
I beat his dc by more than 10, doesn't that make him fanatical? I mean the beginning of my own personal army of slaves like posion ivy type thing? If he is just friendly that is cool. I can use him after the fight.
let me tell you what he's thinking right now: "oh shit homegirl just shot my guy in the face with an ecstasy arrow and homegirl 2 just grew house size and walloped someone and this guy in armor is a total pussy"
I just presume that trinity corporate trains you for certain likely scenarios. "Fight a shark gang while surrounded by people trapped in a fire" is maybe not Intro to Psi 101 homework. The idea being more tracking a limited number of minds in your immediate environment to flush out people running and hiding from trinity's benevolent embrace.
If Jess and Pine get home intact, then so much less paperwork needs to be filled out.
A fucking 1 though? Seriously. My ass. I should have hero pointed that guy right in his stupid fucking jaw.
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AriviaI Like A ChallengeEarth-1Registered Userregular
edited February 2011
This update bought to you by half-price latte hour at Starbucks. aww shyeah.
AriviaI Like A ChallengeEarth-1Registered Userregular
edited February 2011
Mazzy, dude's been fixed to be fanatical.
Stuff you missed, Carrot:
Demoralize applies to their checks and attacks, not saves or save defenses or whatever.
Your maximum non-situational damage bonus is +10. I pared it down for you and recalculated.
Toughness save modifier (what you halve for knockback) and save defense are not the same thing. Nor is the damage bonus of the attack and what you actually roll to do damage. The actual Knockback was 6. If you do hit Knockback in the future, be a doll and look up how many feet that is.
AriviaI Like A ChallengeEarth-1Registered Userregular
edited March 2011
Mazzy, if you're using plant control like that, you'll need to make an attack roll to hit the dudes, then roll against each of their Reflex defenses individually.
Posts
1) Mazzy's arrow was his action for this turn.
2) Friendly means he's going to stand aside and not fight, as opposed to fanatically working against his old friends.
now I have to prove myself in front of the metahuman types by punching someone's face in half.
read his mind?
let me tell you what he's thinking right now: "oh shit homegirl just shot my guy in the face with an ecstasy arrow and homegirl 2 just grew house size and walloped someone and this guy in armor is a total pussy"
HOLY SHIT I'M PROFESSOR X
I guess fully automatic weapons fire is probably bad when surrounded by burning buildings in the favela though.
If Jess and Pine get home intact, then so much less paperwork needs to be filled out.
A fucking 1 though? Seriously. My ass. I should have hero pointed that guy right in his stupid fucking jaw.
Stuff you missed, Carrot:
Demoralize applies to their checks and attacks, not saves or save defenses or whatever.
Your maximum non-situational damage bonus is +10. I pared it down for you and recalculated.
Toughness save modifier (what you halve for knockback) and save defense are not the same thing. Nor is the damage bonus of the attack and what you actually roll to do damage. The actual Knockback was 6. If you do hit Knockback in the future, be a doll and look up how many feet that is.
that's the value silly :P
Could you post the stuff I did with the right math here so I can refer to it later on?
Arivia's going away for a f... oh. I see.
Narrative wizardry will commence when I get my next turn.
Edit:Rivs, rolls are redone and posted in the same post/spoiler.
It depends on the power, but the check would be a save if it's allowed. :P
No, it's not automatically 20.
It's roll twice, take the better of the two; if you roll 10 or below on the second roll your result for that roll is what you rolled + 10.