Superheroes of The Trust OOC Thread (Accepting Alts)

You can never have enough snares. It's like a band.

Also, I feel a need to echo that disclaimer. I've no OOC problems. :)

But Vi's a bit defensive, being new to heroing and new to being in a group and...well, lots of stuff. :)
 

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Raylis said:
with the third point I'm torn to buying back that rank of speed, or adding a snare off of darkness control...Vi has that covered but it might be nice to have a backup...

Both good ideas- whichever one you don't pick up now you should get later. If you take Snare, I'd get something like Range: Touch Snare at rank 12 (also benefits from attack focus: melee :) so it's +10 attack/DC 22, which is all the way to your caps), as that's a lot better than regular Snare 6 (at a +8 attack bonus). Plus, hitting someone with your hand to entrap them in a web of darkness is way up there for panache.

For Nitro, I'm not really sure what to get. Thinking some combination of +1 Ref, +1 Will, Imp Initiative and Luck as good generic bonuses. Nitro hasn't used any power stunts to acquire as regular alternate powers and the build feels pretty complete as it is.
 

Oh don't worry about that. Hope does occasionally need to be taken back a peg or two, especially when she starts focusing in on something to the 'nth degree. And the real reason for acting like she did was the fact that seeing Faust brought back some very, very nasty memories. No one is going to behave or react well when dealing with that kind of horror.

Like I posted in Hope's character thread, she can be rather intense, especially when dealing with guys like Faust and White Knight. That can be rather.... offputting to some one who isn't used to that sort of thing.
 
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We seem to have reached the limits of our current bluff. Options? We can always resort to violence - but once we do, we're basically stuck with that approach until someone wins the fight. We could come up a new, bigger lie that hopefully builds on any current suspicions they have. I suppose walking out and trying another line of investigation is also possible, but I'd rather not do that.
 

it looks like we're between a rock and a hardplace; with no money we can't close the deal and without the deal we can't get into the factory to do the hacking. If we start any kind of fight we'll probably be overwhelmed-this room is probably also booby trapped and there's a chance that since a factory is close by they can start teleporting in any number of drones.
 

Raylis said:
it looks like we're between a rock and a hardplace; with no money we can't close the deal and without the deal we can't get into the factory to do the hacking. If we start any kind of fight we'll probably be overwhelmed-this room is probably also booby trapped and there's a chance that since a factory is close by they can start teleporting in any number of drones.

Well, it's not like this is the Foundry's primary base. While the defenses are certainly going to be formidable, they're probably not going to be insurmountable. Especially since the Foundry is a business.

Depending on how long it takes to break into the system, it may or may not be feasible to do it the midst of combat. Then we'd only have to hold out, and not take out pretty much all the security. If we can get past the initial booby traps, we should be able stake our a subsection of the base and secure it for a short time with wardings, traps, violence, and stuff. Hopefully.

But we should try some other ruse before fighting. Superheroes can't be the only be the only ones interested in his activities. Arranging some other sort of trade for information might be possible. Even telling the truth might have some shock value to it.
 

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