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Fall Damage and Super Jumping
#1
I've generally been assuming 'yes', but I figured I'd ask in case I'm wrong.

Does Super Jumping provide a natural fall-damage resistance? It doesn't explicitly say it does:

Quote:Super Jumping allows characters to transcend humanity's natural leaping limitations. Not only can those with Super Jumping jump higher, but they can also 'double jump' by kicking off vertical surfaces. 

But I figured it'd be kinda dumb to be able to jump 80m high or whatever and break your legs every time you try to land. And, naturally, it'd follow that you could jump off an 80m high building and be totally fine (with master super jumping).

(This is, of course, assuming you land on your feet and not in some weird un-prepared position)
#2
I think all Primes are "immune" to fall damage, except from a Move or such. Unless you'd rather write otherwise. I believe its fall under the addendum to Survival (where all Primes are considered to be able to survive in, say, space or underwater. Unless it's a Move)
[Image: Jacksig.png]
#3
(04-26-2018, 07:18 PM)Handsome Jack Wrote: I think all Primes are "immune" to fall damage, except from a Move or such. Unless you'd rather write otherwise.  I believe its fall under the addendum to Survival (where all Primes are considered to be able to survive in, say, space or underwater. Unless it's a Move)

That seems waaay over the top. And I can't find a reference anywhere for that.
#4
From the Survival Power:
Quote:Surviving in zero-oxygen and high/low-pressure areas such as underwater or in space is considered a roleplaying fodder power and does NOT require Survival, though neither a roleplaying fodder nor Survival will make you immune or resistant to things like poison clouds from other players. Omniphysics.

I'd consider not getting hurt from a fall to be a roleplaying power as well. Again, unless its fall damage from a Move.
[Image: Jacksig.png]
#5
[Moved all these posts into a new thread]

(04-26-2018, 07:38 PM)Handsome Jack Wrote: From the Survival Power:
Quote:Surviving in zero-oxygen and high/low-pressure areas such as underwater or in space is considered a roleplaying fodder power and does NOT require Survival, though neither a roleplaying fodder nor Survival will make you immune or resistant to things like poison clouds from other players. Omniphysics.

I'd consider not getting hurt from a fall to be a roleplaying power as well. Again, unless its fall damage from a Move.

I don't think you can make that assumption. Especially when there are moves that exist to slow falls with the aim of preventing fall damage. Surviving in space or an environment is a completely different thing to surviving crashing into rock at over 100mph.
#6
The only Moves I've seen for slowing falls have been 0 OM Fluff Moves. And yes they're different. But only in the context of real life physics, and even then only by degrees of lethality and manner of death. The Omniverse works a bit differently.
[Image: Jacksig.png]
#7
I think it's similar to the incidental weapon rules, you could theoretically drop a building on someone but if that's not a move it still won't deal as much damage if I'm reading that rule correctly.
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#8
I mean, you're immune to your own jumping fall damage.

But I'm going to say that, if your character fell of a cliff (without having a way to stop themselves from falling or lessen the impact), or were launched into the air/ pushed off a cliff/ building (or whatever high place you're thinking of) by another player, you would still take damage.
#9
For reference, heres the approval of Usopp Skyrider from Jade.
Quote:
Quote:Tone Dial: Usopp can record and playback sounds from this dial. Has no real mechanical effect.

Usopp AAaaaAAaaaAA!: (Ranged) Usopp dons a special belt that can fire a grappling hook for him to swing, or grapple to areas with. Has a surprising reach on it of about 20 meters. Can't grapple opponents.

Octopushoes: Suction shoes in the form of octopi that Usopp uses to climb vertical walls.

Usopp Hopping: (Super Jumping) Usopp uses special spring shoes to jump to greater heights. Explanation for Basic Super Jumping.

Usopp Boomerang: (Ranged) A boomerang Usopp uses to somehow retrieve items from afar, with a max distance of about 15 meters. Can't be used on items in the possession of someone.

Usopp Skyrider: A portable parachute kept in his bag, intended to save him if he falls from any high places.

Aaaaallll fodder. Though you might want to make sure that last one can’t count as Flight by adding some restrictions
[Image: Jacksig.png]
#10
(04-26-2018, 08:07 PM)Daniel Wrote: I mean, you're immune to your own jumping fall damage.

But I'm going to say that, if your character fell of a cliff (without having a way to stop themselves from falling or lessen the impact), or were launched into the air/ pushed off a cliff/ building (or whatever high place you're thinking of) by another player, you would still take damage.

Pretty much what I figured. Although if the fall distance is equivalent to the height someone could jump, my assumption was that they'd be able to land similarly to if they had jumped themselves (unless they face planted or something - when they'd obviously take damage).
#11
Just get flight and you won't ever have to worry about it. =P

*Flies away before the ban hammer can get her for spam.*
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#12
Just to clear something up, because I know people like taking things literally instead of filling in some of the blanks for themselves. The second part of my answer, where it's another prime causing you to fall a great distance, also assumes that you don't have a way to slow the fall or lessen the impact of the fall somehow.
#13
But aren't parachute type Moves free anyway? Does that mean everyone should just app a 0 OM cost slow fall Move, since it costs literally nothing?
[Image: Jacksig.png]
#14
(04-26-2018, 08:32 PM)Handsome Jack Wrote: But aren't parachute type Moves free anyway? Does that mean everyone should just app a 0 OM cost slow fall Move, since it costs literally nothing?

I don't know why yours was free, but they... shouldn't be. At least, there's a bunch of 300 OM glide and feather fall moves. All of which offer the mechanical advantage of falling slower and avoiding fall damage. I remember a while back for one of Eb's moves where Omni said it would cost 600 OM (rather than 300 OM), and wouldn't let me have a feather fall as a freebie part of it (to be fair, it was applying a feather fall to an ally).

A parachute out of combat is probably fair game though.
#15
(04-26-2018, 08:27 PM)Daniel Wrote: assumes that you don't have a way to slow the fall or lessen the impact of the fall somehow

And is super jumping considered a way to lessen the impact of a fall. Since someone who jumps and lands from those heights on a daily basis would probably be fine landing from them if they don't fall on their face or something stupid. (You didn't spell that out directly, and I wanted to clarify)
#16
The intention is for Super Jumping to allow you to land safely from your own jumps, yeah.

Falling safely is more or less considered fodder, depending on height. Certain agile characters like ninjas it wouldn't make much sense for them to get hurt from falling from fair distances, but a skyscraper? Yeah you'll get hurt. If you want to survive serious falls, you'll need a move or something. But Primes are superhuman, so they get a fair bit of leeway and you won't get written up for falling a few stories and having your character be okay, if you think that's okay.

I say this as someone who did have Samus fall and break a leg from jumping a few stories, but that was a personal decision - I write Samus as very grounded and realistic. I wouldn't expect Sasuke to do the same thing.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#17
Glide I can see costing, since it can extend the range of your Flight (being that it covers a lot of horizontal ground). Just a slow fall though? Why would it matter if you fell or were pushed off a cliff anyway? Would the quote from Survival I posted above not apply if someone just held your head underwater? A giant octopus grabs you and suddenly you can no longer breath under water?

For that matter, the thing where you're good if you jump but not if you're pushed also doesn't make sense. If I jump 80 ft in the air, I'm good. But if I trip and fall off a 30 ft building, even if I land on my feet, I'm getting injured?
[Image: Jacksig.png]
#18
(04-26-2018, 08:44 PM)Omni Wrote: The intention is for Super Jumping to allow you to land safely from your own jumps, yeah.

And is that only guaranteed for your own jumps? Like, say Jimmy and Bob both have master super jumping. Jimmy grabs Bob. Jimmy then jumps 80m up in the air and lets go of Bob. Can Bob land safely with his own super jumping, even though he wasn't the one to jump? (Assuming he wasn't stunned or otherwise unable to land how he would try to normally)
#19
(04-26-2018, 08:48 PM)Dane Regan Wrote:
(04-26-2018, 08:44 PM)Omni Wrote: The intention is for Super Jumping to allow you to land safely from your own jumps, yeah.

And is that only guaranteed for your own jumps? Like, say Jimmy and Bob both have master super jumping. Jimmy grabs Bob. Jimmy then jumps 80m up in the air and lets go of Bob. Can Bob land safely with his own super jumping, even though he wasn't the one to jump? (Assuming he wasn't stunned or otherwise unable to land how he would try to normally)

If you have master super jumping, and you land on your feet, you should be able to land. This isn't some omniphysics thing. And like I said before, to a certain extent it's just fodder, a very grey area.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!


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