Superheroes of The Trust OOC Thread (Accepting Alts)


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Elric said:
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)

Well, I haven't really played that much; mostly I've been reading, messing around, and helping with character conversions for another PbP here. But I could do it, I suppose. Shockwave loose groups, Takedown tightly packed guys, pound super guys - using Imp Grab if they don't seem to be super strong, and then use either Move-by to maintain Interpose coverage (on either especially vulnerable or female characters :)), or attempt to feint. Season with tradeoff and other trick feats. Overall risk tolerance and hero point useage might be bigger issues than specific tactics. I wouldn't want to burn all your HP in the opening fight, leaving Nitro in trouble for the rest of the adventure.

I'm glad Spirit is in that position and not Shooting Star. She'd probably start revealing some info before she realized that she wasn't in the hospital.
 

Victim said:
Well, I haven't really played that much; mostly I've been reading, messing around, and helping with character conversions for another PbP here. But I could do it, I suppose. Shockwave loose groups, Takedown tightly packed guys, pound super guys - using Imp Grab if they don't seem to be super strong, and then use either Move-by to maintain Interpose coverage (on either especially vulnerable or female characters :)), or attempt to feint. Season with tradeoff and other trick feats. Overall risk tolerance and hero point useage might be bigger issues than specific tactics. I wouldn't want to burn all your HP in the opening fight, leaving Nitro in trouble for the rest of the adventure.

Sounds pretty good! Note that grapple causes the grappled opponent to lose dodge bonus vs. everyone else (but Nitro is fine due to Grappling Finesse), so grappling a villain can really set up the rest of the party. I only have 1 HP- don't worry about burning it (and if you get more w/ GM fiat, don't worry about burning those- you'll probably need them). Generally save HP for defensive purposes- they're generally more effective there than on offense.
 

Sweet, getting rid of the bruise from the second blast was an unexpected bonus. And sorry for killing all of your description.
 

Victim said:
Sweet, getting rid of the bruise from the second blast was an unexpected bonus. And sorry for killing all of your description.

Heh, it wasn't so much a bonus as a misprint. its fixed now.
 

Matt, what's the sitch on the roof?

Are there still tons of lycans around? Or just the two bosses?

If bosses, where are they relative to the doorway?
 

Shayuri said:
Matt, what's the sitch on the roof?

Are there still tons of lycans around? Or just the two bosses?

If bosses, where are they relative to the doorway?

Numero Uno is near the doorway. The Heroin Sheik is in the air a bit away from the building. On the other roof there are four Cholos, three of whom are blind. She does not have a good enough handle on guys in the building to target them, since she cannot easily see them. She could get four by nabbing perimeter guards (they seem to be largely holding, maybe in case of another attack, and there are a dozen in total), each of the two trucks have at least five in them. There are also at least four of the vizor guys on the top deck of the ship.
 

Raylis- Numero Uno is one nasty dude (note the Assessment result). No way he's going to be bothered by a hit from the rank 4 Snare on the Bolas. In fact, given that he almost certainly has enhanced senses, he'll probably be able to detect you despite Concealment. So you might be more effective using the electrical strike and either taking out the guy with the rocket launcher on the other roof, or hitting Numero Uno.

Edit- I'm leaving on vacation tomorrow, so Victim, if posting needs to be done and I'm not around to do it, go right ahead :)

Note that you have to use Ultimate Toughness before you roll- I'd say that a hit for 16+ lethal damage you should definitely use it on- maybe 16+ damage in general (lethal or nonlethal), although Nitro rebounds pretty well from nonlethal damage that doesn't KO him.
 
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Elric said:
(OOC: Ah, Victim, I had almost finished writing a post where Johnny Nitro "rescued" Shooting Star by picking her up and jumping out to get her healed by Angel. He hasn't taken "Fast Rescue Damsel in Distress"- I think it's a variant on Quick Draw- so it would have been my entire turn's action. But the dialogue!)

Heh, that would be funny. I'm sure Nitro will get another chance though - when things go badly for defense shifted characters, they tend to go really bad. She'll need saving soon enough, I suspect. I just didn't think it'd be the most auspicious start for the character though. Ideally, characters should build up some awesome credit before needing rescue, and Shooting Star has already had some distress. Maybe next time. :)

Someone should take care of the other rocket guard. Then we should focus fire on one of the supers against us. Number One might be a good bet; it might be in our interest to stun him before he can go. I'm somewhat less worried about the plant guy since Salix has a chance to counter anything he can do.
 

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