Superheroes of the Trust OOC Thread II

HMM, a couple questions -
First: why do I have to spend an HP to control my visor (Which is seperate from my suit)? Did he manage to control both of them?

Second: it seem's like Control Freak's got twice my actions, am I missing something?
[sblock=what I've seen]
He runs down stairs(1-Control), gets stunned, breaks out(2-Control), I chase and kick him(1-Optic) he Immobilizes my suit (3-Control), then shoots me (4-Control), and I shoot him (2-Optic).
[/sblock]
 

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Second: it seem's like Control Freak's got twice my actions, am I missing something?
[sblock=what I've seen]
He runs down stairs(1-Control), gets stunned, breaks out(2-Control), I chase and kick him(1-Optic) he Immobilizes my suit (3-Control), then shoots me (4-Control), and I shoot him (2-Optic).
[/sblock]

I think when you posted a "retroactive punch CF while he's chain up" because you hadn't posted before Matt resolved. you lost a round of actions there because you never got an action in the round after you punched CF (since you hadn't posted another action for that by the time Matt resolved that round).

Then this round it looks like Matt just mixed up your places in the initiative order (this actually worked out pretty well, though, as CF gave you an HP by rerolling his attack and still didn't hit).
 

It's because of Ready.

Round N: Control Freak acts. Optic spends his action to ready a counter.
Round N+1: Control Freak starts to act. Optic attempts to counter. Optic doesn't go again later in the round.

Readying can potentially cost 2 actions, not just one.
 

It's because of Ready.

Round N: Control Freak acts. Optic spends his action to ready a counter.
Round N+1: Control Freak starts to act. Optic attempts to counter. Optic doesn't go again later in the round.

Readying can potentially cost 2 actions, not just one.

I'm not sure if this is how the rules work, but more to the point, this isn't how the encounter played out.

Round N+1 is when CF was Snared (I think, but in any case one round after he was snared the following occurred).

If we move to round N+2 now, Optic should have first initiative.
N+2: Optic punches CF (clearly this was done while CF was in the Snare, as Matt never corrected Jemal's post to say otherwise). Then CF phases through the Snare.
N+3: CF immobilizes Optic's suit.

So CF got two actions there between Optic's turns and it didn't have anything to do with Ready.
 

I'm seriously considering not spending the HP to cancel fatigue at the beginning of Star's turn (when the EE fatigue occurs). Stunned, exhausted and with so many bruises (I think she's up to 6 now), she's going to get hit and then fail big. So even if she spends the HP, she'll still probably be KO'd before she can actually take an action.

If she passes out now from fatigue, then she'll have a HP and fewer injuries if she can get healed later.
 

I'm seriously considering not spending the HP to cancel fatigue at the beginning of Star's turn (when the EE fatigue occurs). Stunned, exhausted and with so many bruises (I think she's up to 6 now), she's going to get hit and then fail big. So even if she spends the HP, she'll still probably be KO'd before she can actually take an action.

If she passes out now from fatigue, then she'll have a HP and fewer injuries if she can get healed later.

Sounds reasonable.

Shayuri, my guess is that Viridian is exhausted (since she got KOd by a fatigue effect before). You should still have like 2 HP left- buying off the exhausted result will get you down to fatigued, but all that you really get out of it is defense penalty going from -3 to -1. So it's an option to consider, especially if Battle Bunny/Killer Bee are both still up (since they have linked fatigue effects on their attacks).

I might go after Battle Bunny in revenge for getting KOd by him earlier. Maybe Evil Eye him ("Battle Bunny, if you weren't already a bunny I'd turn you into one!" :))

Lastly, Matt keeps getting Killer Bee's name wrong and calling him Battle Bee. Battle Bunny, Killer Bee. What's so hard? ;)
 


Was it a fatigue effect that knocked me out? Hee, I lost track.

The problem with Evil Eye is that it allows two saves...which I didn't think of when I bought it. You get a Reflex to avoid the eye contact...then a Will (damage) save to avoid the damage.

As such, it's a pretty weak attack against just about anything except massive brutish bricks. Though it's good against those.

I could TK someone too...or TK someone INTO someone...which might be the most efficient action.

I'll try to post...though most of the time it seems like I can't get through to Enworld. Is anyone else having that problem? Not just slow, the connection keeps timing out.
 

I could TK someone too...or TK someone INTO someone...which might be the most efficient action.

I like the first option. Grappling someone and pinning them will set them up really well, or just grappling them and damaging them could work (particularly if that character hasn't displayed any ranged attacks- I think only Battle Bunny qualifies here). Throwing someone into someone else will take a ranged attack roll to hit the second target, and that's not Viridian's forte.

Evil Eye isn't as bad as you think- if the target has +8 Reflex and +8 Will and +11 Toughness and +11 Defense, it's going to look quite a bit better than a normal +11 attack, 11 damage Blast. But you're right that it excels at taking down (regenerating) bricks (Numero Uno, the werewolf from the first fight; or Nitro :))

The boards seem to be slow for me at times, but I'm getting through- but since I check the boards after other people post, that might be why.
 
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