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Actions while Jumping?

Posted: Thu Feb 07, 2013 6:37 pm
by kevperrine
From the rule in Super Jumping:

"A jumping character covers 10 squares of distance per panel in mid air. (Thus, the character with 5 Brawn can stay airborne a long time)."


Does that mean that ANY "jumping" goes by this rule? (the power Super Jumping or not, as a normal jump movement with a high Brawn can allow).

Are any other movement types (other than jumping) such as Running, Flight, Gliding, etc... restricted by only 10 sq per round?

And...
When "in the air" with this jumping movement for multiple Panels, can the character do OTHER actions, such as Ranged Attacks or activating other powers, etc...
Essentially my question comes down to:
When in the air for the next Panel after having Jumped, does the character get his FULL Page of actions - limited (of course) by the fact that he's speeding through the air.
So... for example while in the air he might:

- 1st Page's Action: Attack with your Eye-Lazers!
- 2nd Page's Action: SCAN (the power) the several buildings you're zipping past with your Scan power (or X-Ray vision, etc..)


Because...
If I understand correctly, though it's not really spelled out.

Normally everyone gets TWO actions in their normal Page. Generally one to move & one to attack. With the "attack" action being able to swap-down to another Move Action, and any Move Action able to swap-down to another action like activating a power or doing a Skill check.

Is that correct?

I ask, because I may be taking this "basic" idea from other games - where your one "round" is broken up into (usually) TWO actions.
It feels like that's the intent of the way Priority works in BASH! But I'd never asked before...

Posted: Fri Feb 08, 2013 3:55 pm
by BASHMAN
Jumping is the only movement that is limited in that way, other than falling.

One note about Super Jump is Awesome Powers has updated it so you can have a hang time of more than 10 SQ / panel, as an enhancement on the power.

While you are in mid-air you can take other actions, of course. You can shoot your eye-beams, turn on a force field, etc. while in mid-air.

This "2 action" idea doesn't really work because the order that the actions are taken affects what you can do. If you attack first, you can only move afterward. You cannot activate other powers. Hence no "Hit, Turn On Ghost Form, Move and laugh" as an action. Instead you could do "Turn on Ghost Form, Move, and Hit" but that ends your turn, and your Ghost Form is turned off by it as well.

Posted: Thu Mar 06, 2014 11:41 am
by Deecely
Just to come back to this for a second:

If I have a super-jumping character with no ranged attacks and a 5 brawn, and he tries to leap upwards to mightily smite a flying foe but misses, will he essentially spend the next several pages continuing with the momentum of his jump and unable to take any other attack actions?

If so, super jumpers had better be sure to hit unless they want to take a scenic tour out of the action!

Posted: Thu Mar 06, 2014 1:51 pm
by Profetadelpesar
Deecely wrote:Just to come back to this for a second:

If I have a super-jumping character with no ranged attacks and a 5 brawn, and he tries to leap upwards to mightily smite a flying foe but misses, will he essentially spend the next several pages continuing with the momentum of his jump and unable to take any other attack actions?

If so, super jumpers had better be sure to hit unless they want to take a scenic tour out of the action!
Well, I think he will be able to take an action in every one of his panels while cloud touristing.

Besides, being a movement power, I guess he can limit the maximum distance he is willing to jump before taking the leap. So he could choose to super jump some extra squares so that if he misses he can make a new attack aimed for the flying enemy the next page (assuming the foe is still at the spot, that is).

This should be true beyond combat. A hero able to leap for miles surely can jump to the rooftop of a fourty strories building whitout going all the way up to his maximum reach and then waitng for the landing.

Posted: Thu Mar 06, 2014 3:59 pm
by BASHMAN
Profetadelpesar is right (and welcome aboard). You don't HAVE to jump a mile just because you can. If an enemy is 10 squares away, you can choose to just jump the 10 squares to get to him.

Posted: Thu Mar 06, 2014 4:09 pm
by Deecely
That's what I thought, thanks.

Even so, though, if the enemy is, say, a steady 50 squares away, and you miscalculate your jump to intercept them in mid air and miss, your super-puncher could basically spend the next several pages waiting to land before being able to take any other action?

Posted: Fri Mar 07, 2014 10:57 am
by Profetadelpesar
I'd rule the puncher lands some squares away of the missed foe, but in strict sense I guess the super jumper may spend several panels on the air. Even in this case he can act in each of his panels, may be trying a ranged attack or looking for a way to stop his movement and return to the battle.

Posted: Mon Mar 10, 2014 10:36 am
by BASHMAN
It might be wiser to stay on the ground and throw trucks and boulders at him in that case. If it will take him several panels to reach his target by jumping, that wouldn't be good.

Of course, if you add enhancements to Super Jump (updated in Awesome Powers #1) it is possible to have a "hang time" that is faster than 10 squares per page, so he could clear the distance with one jump.

Posted: Mon Mar 10, 2014 7:44 pm
by Deecely
Super, thanks (see what I did there?). I will check out Awesome Powers to make my jumping pugilist more combat effective against flying enemies.

Posted: Tue Mar 11, 2014 2:22 am
by BASHMAN
Also a fun spin on Jumping is "Bouncing" which lets you rebound between targets (and is quite helpful for those times you miss, as you build momentum with each bounce).