Superheroes of The Trust OOC Thread (Accepting Alts)

Victim- if you can target the guys on the other roof with that incredibly useful Dazzle attack, that would probably negate a number of their attacks on us this round.

Angel, Shooting Star and Nitro will be the most vulnerable because of going through the portal (and losing dodge bonus), but Nitro has regen and Angel has a really high Toughness save. So Shooting Star could try to stay within 5 feet of Nitro (Interpose works even if you're 5 feet above me) while still being able to Dazzle the guys on that other roof.

I noticed Shayuri has the Easy PF on the Teleport power and the Long-range only flaw. Ultimate Power updated Teleport a little so you can't have both Easy and Long Range only. Not sure if Matt wants to go by that or stick to the original book. I'd guess he sticks with the core book for this fight and maybe you'll have to change it later.

Edit- just realized that since Viridian's TP has Long-Range only, it will take us two move actions (a full action) to get through (this wasn't obvious to me- see http://www.atomicthinktank.com/viewtopic.php?t=14657). So we won't get a chance to attack this round- hopefully they'll be surprised and then we just roll initiative for the next round normally?

Also, Viridian might not be able to follow us through the portal this round, since it being 1 minute means that it finishes on the round that it still takes her action for the round to open the portal. If that's the case, she'll have to come through next round.

Blind Azathoth- note that your Fatigue power drops any minions who miss their save. So if you can catch a number of enemies in the 30-foot diameter, that's an effective power to use against these guys. Area Snare completely binding anyone who misses the save is good as well, but the Area of effect will make it hard to avoid hitting us!
 
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We still have a move action? I figured it might be used up in transit.

BTW, the thread title could be changed now that we don't need an alternate (yet).
 

Victim said:
We still have a move action? I figured it might be used up in transit.

I think what's going on is as follows:
Transit takes both our actions for the round we go in (see the link in my post above).

However, we have "surprise" so the enemies don't get to go the round we arrive on the roof. So whoever wins initiative gets to take the first real actions. Our no dodge bonus disorientation wears off in the first real round of combat when we get to go, as does their flatfooted status (though Uncanny Dodge won't help us retain the dodge bonus, so it's a little different from normal). So it feels pretty much like an ordinary start to a combat.

Also, isn't your Blast a 110 foot diameter burst?
 

I was thinking that we be moving through with our partial surprise action and the move action from our turn, leaving a standard for our turn.

Good call on the diameter, I'll fix.
 

Victim said:
I was thinking that we be moving through with our partial surprise action and the move action from our turn, leaving a standard for our turn.

Oh- that's a definite possibility. Depends on what Matt does. I guess specifying a move action in case I have one to use can't hurt.
 

Jemal- I was just making a build of Captain Britania (see Karl Green's thread :)) and wanted to give him Quickness- Master Plan, but I wasn't sure it was legit. So I looked it up on the Official Rules Questions on ATT and found out that Quickness doesn't help Master Plan because you can't take 10 or 20 on it. So this may impact your decision to take Mental Quickness.
 

Hmm.. Aye..
MR GM, permission to redo a couple points in that case? I'd be dropping Quickness and the Master Plan feat.
 


OK, Character Updated.
RECAP: I dropped Master Plan, Luck, Quickness, and 1 rank of Precise Shot.
I gained Precise on my blast, and rank 3 Regen: Bruised(free action).
I have one point leftover.
 

I'm going to be away on vacation for a little over two weeks starting Tuesday, and I might not have Internet access much during that time. Victim, would you be willing to choose combat actions for Johnny Nitro if I'm not around to do so? (You seem to have played a good amount of M&M before, so I figure you should get the hang of the character in no time)
 

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