Superheroes of The Trust OOC Thread (Accepting Alts)

James Heard said:
I prefer "taking one for the team so you guys have more time to play with the other guys before dealing with the tight pants guy carrying around the tiara."

Speaking of which though - if Villainous Accent Man can hit me at all then Spirit should have the full benefit of her passive defenses, right? Meaning, I thought all those ranks in Impervious Toughness should be in effect? Does the guy also hit like a Semi with his fists? I'm not arguing, it just seems weird that he can slap her around that easily when most of the party would break a hand trying it.

Ah, that is pretty good then.

IIRC, the last active power was Insubstancial. You haven't taken a free action to change the power back to Enhanced Con, hence your toughness is lower. Switching back to improve your defenses might be an option. Plus you haven't taken any real damage either - Spirit is still Disabled and hasn't had to make additional saves.

Either summoning the minion or putting lycans to sleep works for Salix. The minion has Takedown attack and reach from Growth, so it could also bust up a crowd. Plus the earlier you summon it, the more use you get out of it - unless the plant monster is destroyed, of course. But the larger area on the Fatigue Cloud takes out more guys now. Either one is probably a good move. We don't know for certain that #1 has a good Fort save, but it does seem likely.

Sounds like we mostly have a plan.

Ah, good, I don't have to decide on Nitro's action.
 

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Sorry for the away folks, but the water people had a leak on the street main somewhere and managed to variously take out cable, phone, electric and water (of course) over the last few days... In theory they fixed it all for now. . . However if I disappear, please npc Angel for a bit as that is probably the reason grr... I am trying to catch up now.
 

Victim said:
IIRC, the last active power was Insubstancial. You haven't taken a free action to change the power back to Enhanced Con, hence your toughness is lower. Switching back to improve your defenses might be an option. Plus you haven't taken any real damage either - Spirit is still Disabled and hasn't had to make additional saves.
I thought that since she wasn't sinking through the chair and people were tying her up that she was automatically back to the default power? If she has to "turn on" the other power and she hasn't "turned off" insubstantial then shouldn't it be hard to restrain her without those expensive "affects insubstantial" zip ties? I know she hasn't taken any "additional damage", because presumably I'd get a showcase on how awesome the guy was at beating up restrained women first - but she's had something done to her because she's gone unconscious, right? I didn't see anything on how to make someone unconscious without causing damage though?

Hell, I don't even know if Spirit is still at Dying instead of Disabled. I presume so, but it's hard to say mechanically without some indication?
 

To put things simply, Spirit is still substancial because she hasn't spent the free action to turn ghosty.

[overly complicated explanation]
Insubstancial is a free action, sustained power - it takes a free action to turn on, and then you have to be able to take a free action each round to maintain it. So when we zoom in and look at extremely fine levels of rules detail, when Spirit goes out of phase she:

1) Takes a free action to change her array from Enhanced Con to Insub - each array can only be changed like this once per round.

2) Spends another free action to turn the power on.

But it's easy enough to condense those 2 actions into the same statement. Only a few characters will really need to change array allocation separately from actually using the powers, and they're generally being cheap.

So Spirit gets KO'd and her Insub collapses since she can no longer sustain it. Her array is still set to Insub (no action has been taken to change it), but it's turned off.
[/overly complicated explanation]

At this point, Jessica could turn on either her Insub or Con without hurting herself (although the definition of strenuous action isn't all that clear). The issue would be how Captain Bracelet reacts.
 

That's an interesting, incredibly annoying, but noted. :D

I'm glad I'm only borrowing the books, because M&M is looking more and more lame as the days go by. :)
 

Numero Uno's base damage isn't that high, probably between 10-12.
The first toughness Nightweaver rolled was a 15, and failure by 15 or more is unconciousness.

However a crit increases the damage bonus by 5.

Since a toughness save starts at a DC of 15, adding 5 for the crit makes it 20 +the unarmed attack bonus of Number Uno (which is at least 10) is 30, with some left over for variation
 

James Heard said:
Hell, I don't even know if Spirit is still at Dying instead of Disabled. I presume so, but it's hard to say mechanically without some indication?

Well, technically, it is in fact impossible for the accented man to hit Spirit hard enough to change her condition in any way other than from Disabled to Dying, but since through good RPing (even if accidently, getting him to hit her a little too hard in anger such that he neither blows her head off with his circlet nor gets useful information) Spirit got a reprieve on the dying, and so she gets the unconscious result instead. D&D has the all-purpose, ultra-important Rule 0. M&M has rules about Rule Zeroing (GM Fiat, character approval, etc), but also has Rule One.

Mutants & Masterminds Core Rules said:
RULE NUMBER ONE
The first, and most important, rule of Mutants & Masterminds is: Do
whatever is the most fun for your game!
While we’ve made every
effort to ensure M&M is as complete a game system as possible, no system
can cover every situation an imaginative group of players may encounter.
From time to time, the rules may give you strange or undesirable results.
Ignore them! Modify the outcome of die rolls and other events in the
game as you see fit to make it fun and enjoyable for everyone. It’s your
game, so run and play it the way you want!

Note that this does not mean I would screw the players with Rule One. After al, that would not be fun for the group. Also, the GM Fiat rules limit GM player-screwing in that they require that I give out Hero Points as compensation.

Also, Victim's rules explanation is correct.
 
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Fenris, you can't use Defensive Attack unless you actually make an attack roll. You can't use it when not attacking to gain a "free" bonus to defense. So Angel can't use it while stunned.

Besides, even if you could, it wouldn't work. Defensive Attack provides a dodge bonus; Dodge bonuses are lost when stunned.
 

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