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Superheroes of the Trust OOC Thread II


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If one of us spends to cancel stun, then I think both of us should - otherwise she'll just try to nail the stunned person.

Two points:
1) Guardian can't take advantage of her own stun since it wears off next round on her initiative count
2) Nitro is out of HP. He had 1 that just got spent to reroll his save, which got him "only" that Stunned + Injured/Bruised result (Matt, can you confirm that this was indeed energy damage?). Plus he's fatigued.

Oh, Matt also confirmed to me that I lost the Distract opposed roll by more than 2. So even if I had done them in the correct order it wouldn't have changed the outcome.
 
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Yeah, I should have known that...

Probably not going to become unstunned then.

Well, at the moment both Apollo and Nitro have the same Knockback resistance, so if we were both within the target area of this attack last time we'll probably both be within the target area on her next action if no one shakes off stunned. So for Apollo to shake off the stun, move away from Nitro and attack Guardian might save one of us from being in the line of fire next round.

Edit- that's of course if Apollo has any HP left because I have no idea if he does (he also rerolled that last attack). Given that Apollo has Luck 2, it wouldn't surprise me if he still has 1 HP at this point- but he might not. Looking back over previous rounds, I think Apollo's spent all 3 of his initial HP at this point and hasn't received any more. So it looks like we're going to both get scorched again.
 
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Well, at the moment both Apollo and Nitro have the same Knockback resistance, so if we were both within the target area of this attack last time we'll probably both be within the target area on her next action if no one shakes off stunned. So for Apollo to shake off the stun, move away from Nitro and attack Guardian might save one of us from being in the line of fire next round.

Really? It seems like the knockback would likely be in different directions, so they'd be further apart.

EDIT: I'm not sure about his HP or injuries either.
 


Question!

Does maintaining the TK pin require action on Thessaly's part, or is it "sustained" like the TK itself?

I'm pretty sure that the description of Pin says that it only lasts a round. Presumably Telekinesis to stay in the grapple is Sustained without requiring an action, though. So you'd probably have to spend a standard action to keep him pinned but you could keep him grappled without an action (except that if you switch the array off Telekinesis, he'd be released).

But I think you could grab a second person and pin them as a standard action while leaving Killer Bee grappled (see http://www.atomicthinktank.com/viewtopic.php?t=27082).
 

I think it'd be funny to throw a grappled person into a hard surface (or enemy) as a move action, then you catch them on the bounce with another grab attempt.
 

Ouch. This last round sure hurt. Killer Bee has some incredible offense there- guess that's how he got his name.

Fangor- Wren is probably close enough to Interpose on Viridian, but given that he's in much better shape than her (even before that last round of attacks) and we know she'll survive... using your typical Power stunt an area teleport to get everyone out of there would probably be the best move.

On the surface, with Wren back in the area and fairly healthy Guardian should go down quickly. We won't capture Control Freak, but Warmind (the telepath controlling the base) should be able to self-destruct everything important that's left. Can't win them all.

You might want to Radio Jacobson and have him get the plane over here. We might want to make a very quick getaway.
 
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Yeah, that was pretty dire. I think Murder Mouse may have readied too, so trying something might provoke him.

Since we're not distracting Control Freak with a fight, he might be able to override any further self destructs.

There could be quite a party in Warmind's construct.
 

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