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Superheroes of The Trust OOC Thread (Accepting Alts)

Hee!

Check for illusions?

I guess I could add a true sight spell or something with exp...I didn't need to at first. We had Angel, then Optic...but now they're gone.

So yeah. But can I do that -now-?

Or I guess I could burn an HP. For some reason I always feel like they're expendable, so I hate using them...but that's making things harder than they should be...
 

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Sorry, I thought that Magical Awareness could take care of that.... Or the fact that Vi can cast illusions, stands to reason she could detect them easily enough. Hope wouldn't know exactly what Vi can do. :lol:
 

kirinke said:
Sorry, I thought that Magical Awareness could take care of that.... Or the fact that Vi can cast illusions, stands to reason she could detect them easily enough. Hope wouldn't know exactly what Vi can do. :lol:

Magical awareness wouldn't detect holograms or other non-magical "illusions." However, I was not clear in describing the guy who resembles Ares. He is wearing similar armor and resembles Ares, but does not appear to be a fake Ares, as it is easy to tell that it is someone else.
 

Hee

Vi could detect magic, if the illusions were magic. Even detect where the magic was. But she wouldn't be able to say, "Those are illusions." She could say, "That man seems to have magic on him, or is using magic somehow."

But yar, I'll have Thess tell Hope.

Seems like we need some Danger Room time to get to know what each other's abilities and limits are. As an IC thing, I mean.
 

Inspire just requires Wren to be able to interact with us, so the comm links should be enough.

Wren doesn't have enough CHA to affect all of us, so he has to pick and choose who gets the bonus.
 


Hmm, would Star be able to get the cargo hold in a move by herself? I'm not sure how much Quickness it'd take to open any doors/hatches on a ship as trivial actions. If she can open a path, then Apollo, Black, and Hope ought to have sufficient movement speeds to cross the length of the ship. That leaves only Viridian to TP with Nightweaver, so there's no need for another Extra Effort to get everyone there quickly.

It'd suck to make Nightweaver EE twice because you skimped on movement powers. :)
 


If we're basically picking and choosing our initiative order now, I propose that Wren go first. That way, next round (ie, the round for which we haven't posted actions), he can do the Inspire trick he originally wanted to use this round. Then, immediately following that, the rest of us can attack with the extra bonus. And maybe Surge too.

While the rest of the order isn't that important, Shooting Star can't quite crank up her damage as high as most other characters against Stunned targets so it might be more useful to have her open instead of close.
 


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