Re: Jumping off Cliffs

From: Simon Phipp <soltakss_at_...>
Date: Mon, 6 Jun 2005 16:49:15 +0100 (BST)


Roderick:

> > > Tatouth the Scout has "Fall Softly" and "Rock
> > > Jumping", so all the Orlanthi
> > > (including your vingans) should be able to improvise
> > > those off their Movement affinity.
> >
> > I hate to get all rulesy - but can they? Devotees,
> > sure. Initiates? Improvising a feat from some other
> > sub-cult?
> > And the masses probably aren't concentrated anyway.
> > -10 from their affinity if they can do it at all. Yes,
> > I know, WW is only mundanely High, not magically so,
> > but even so, 14 is quite high enough to be going on
> > with when your end skill is probably only 7.
>
> Yes, they can (while initiates can't use feats per se, they also aren't
> tied
> to a particular set of feats - they have a "Movement" affinity, and "Fall
> softly" is part of Movement). But yes, a -10 penalty is a dis-incentive to
> an initiate jumping off the wall.

<Rules Gripe>
That's something I don't like about HQ, the fact that an initiate of a god with a Movement Affinity can use it to improvise any movement feats. So, someone worshipping a goddess of graceful dance with a Movement Affinity (Graceful Movement, Quick Step) can use that to fall from trees, run quickly, and so on. It should be a -10 to improvise one of your own feats, a -20 to improvise similar feats and a -40 to improvise unrelated Movement feats. That'll teach 'em.
</Rules Gripe>

> > Jump down safely from a city wall: 5W2 to 10W3
> > Jump down safely from a fortress tower: 5W3 to 10W4
> >
> > Whitewall (walls plus cliffs) is higher than any of these. Please don't
> try
> > a mundane jump?
>
> Definitely don't. I'd put the resistance at ~10w5 or so.
> "So you gotta ask yourself: 'do I feel lucky'? Well? do ya, punk?" -
> Inspector Harry Callahan, SFPD.

Jumping to the tops of things seems to be about 2 levels of mastery harder than falling off things, so falling off Kero Fin would be about 10W7, so falling from a normal mountain would be 10W6, say. Is Whitewall really that high? Are we looking at Kero Fin/Mountain/Whitewall/Fortress Tower/City Wall/Small Tree as the progression from difficult-easy?

Are there towers on the walls? Falling/Jumping from a tower on the walls would be even harder (+10).

Rob:

> IMG when Tarkalors gate was attacked, there was a rumbling Orlanth
> cloud above the city, giving each of the defenders a magic
> multiplier similiar to that of a Lunar magician under a full red
> moon outside of the glowline - a x1.5 multiplier. In fact anyone
> who would have wanted to jump down to the gate would have just
> glided down there supported upon the very breath of Orlanth, no roll
> necessary - I mean how dramatic can you get, scores of Orlanthi
> literally flinging themselves from the wall in desperation to stymie
> the Lunar advance!! But then I am an old ham for super magic
> effects and the cataclysmic nature of the WW struggle!! Get
> goosebumps just thinking about it!! However, I do realise that
> people like things more mudane.

There is a feature mentioned in the literature of the Reaching Storm. Argrath took this and built a temple to counter the GlowLine and the Reaching Moon Temples. Presumably, this is where it started.

Jane Williams:
> > IMG when Tarkalors gate was attacked, there was a rumbling Orlanth
> > cloud above the city, giving each of the defenders a magic
> > multiplier similiar to that of a Lunar magician under a full red
> > moon outside of the glowline - a x1.5 multiplier.
>
> And this was a permanent effect around WW in your game, I believe,
> post-Bat?
>
> That's a thought for the group - do we want to adopt this as a general
> concept? I like it, myself, but can see possible balance problems in gaming
> with parties where some PCs have wind magic (what's affected, presumably)
> and others don't. Rob, you had a mix in your pary - how did that work out?

People without Wind/Flying Magics should not jump off city walls.

1.5 times nothing is nothing, so it wouldn't help them. However, they could use their Devotee of/Initiate Of abilities to be able to use this windy magic even if they don't have them. So, a devotee of orlanthcarl cannot fly (I hope otherwise the example doesn't work) but has Devotee of Orlanthcarl 19, so he has a 19x1.5 = 9W chance of jumping safely down from the walls by relying on his piety/devotion to Orlanth.

> As if HQ characters expected to get their Movement affinity up to W7 or so
> after a bit of play, and could then jump off the odd W4 cliff without
> worrying about it?

Yes, but any lomg-standing Hero worth his salt (devotees not initiates) can work up a raft of augments and get maybe +10 or +20. He still needs a good ability and a Hero Point to make sure he survives. A W4 cliff is still very high - the top of a fortress tower rather than a city wall.

> "An initiate can improvise any named feat in the affinity..."
>
> Well, it doesn't actually *say* "from their own cult", but I'd rather taken
> that for granted. You're getting the power to do this from your deity,
> after
> all. Otherwise anyone with a Combat affinity looks round for any feat from
> any other Combat affinity, and all the cults just merge into one.

I agree, hear, hear.

>
> > But yes, a -10 penalty is a dis-incentive to
> > an initiate jumping off the wall.
>
> That's the point, I think. Heros (in the real sense of the word) can do
> this
> in an emergency, your bog-standard PC or guard can't.

Or breaks both his legs trying.

Simon                                   

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