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View Full Version : Leap/Climb and plasticity


Dr.Notsoevil
02/25/2003, 15:30
Leap/Climb says you don't need to break away.
Plasticity says that you need a 6 to break away when you are adjacent to the figure having plasticity.
Hypersonic Speed says that this character never needs to break away.

Don't these rules sort of cancel out each other like when 2 plasticity guys are next to each other?

Also Mastermind states

MASTERMIND. This character can deflect damage onto a teammate in an adjacent square. (Optional) When this character is the target of a successful attack (either close or ranged combat), all the damage it would normally receive from the attack can be inflicted instead on any friendly character with a lower point value in an adjacent square. Any damage-reducing powers possessed by the character receiving the damage reduces this damage per the standard rules.


I think that you could put the damage onto ANY friendly character with a lower point value in an adjacent square.
Meaning more than one, not just one.

CyberVenom
02/25/2003, 15:40
Leap/Climb and a Plasti: The Leap/Climber doesn't need to roll to break away.

HSS an a Plasti: The HSSer doesn't need to roll to break away.

But a Plasti needs to roll anything but a 1 when next to either of those two and anyone else.

As for Mastermind, I'm pretty sure when it says "Any friendly figure in an adjacent sqare", they mean "pick one of the friendly..."

Todosi
02/25/2003, 15:42
Leap Climbers and Hypersonic Speed characters NEVER have to breakaway even if adjacent to Plasticity characters.



And Mastermind says any friendly character not characters so only one deflection to one character.

Todosi

RVD420
02/25/2003, 15:43
Also, you're right, two guys with Plasticity adjacent to each other follow the normal breakaway rules

Funky Jett
02/25/2003, 15:44
Originally posted by Dr.Notsoevil
Leap/Climb says you don't need to break away.
Plasticity says that you need a 6 to break away when you are adjacent to the figure having plasticity.
Hypersonic Speed says that this character never needs to break away.

Don't these rules sort of cancel out each other like when 2 plasticity guys are next to each other?

Well, kind of... but not really. Plasticity says you have to roll, but HSS and L/C state there is NO roll. HSS and L/C win over Plasticity. They can move away quicker than the plastic guy can stretch out and snare them back.

Also Mastermind states

MASTERMIND. This character can deflect damage onto a teammate in an adjacent square. (Optional) When this character is the target of a successful attack (either close or ranged combat), all the damage it would normally receive from the attack can be inflicted instead on any friendly character with a lower point value in an adjacent square. Any damage-reducing powers possessed by the character receiving the damage reduces this damage per the standard rules.

I think that you could put the damage onto ANY friendly character with a lower point value in an adjacent square.
Meaning more than one, not just one.

I know that if you have two smaller point figures next to the Mastermind person, you can at least alternate damage between the attacks, but you can't split the damage from a single attack between them.