Superheroes of the Trust OOC Thread II

It was allowed before when Star redirected into Pharoah even after he was knocked away from her. I asked about the ruling back then.

EDIT: Of course, this particular trick doesn't work so well if they aren't blind.

I allowed it since Star knocked him back a ways in one dimension (lets arbitrarily call it the x axis), but was still in the same space or the adjacent space in the other (lets call it y). Since the attack was with a directed energy weapon that fires in a straight line unaffected by gravity down the x axis, from the POV of the attacker aiming on the y axis, Star and Pharaoh were adjacent or better. This is not a house rule, just a situational ruling.
 

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Vanifae, you aren't going to be able to move, attack with the guitar, and Taunt in the same round, since moving will take a move action. I'm pretty sure you'd have to move to attack them with the guitar since you didn't end last round in melee range. So I'd probably just Taunt and Blast from a distance (especially if some of them are still blind, better to avoid getting close).

Also, as of your action Battle Bunny is still blinded for sure, which means that if he doesn't have Uncanny Dodge or some special senses he'd be almost a sure hit.
 
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Alright, I was just trying to buy Star some time since the Bee guy was trying to kill her.

By the way, I noticed that your post says "Reroll with HP if attack roll is below 10." Though the book says that you have to spend HP before learning the outcome of a roll, I don't think we're playing it that way- I think you could just say "reroll if attack misses." I think letting people know the outcome before rerolling is good policy generally (much less metagaming than if you don't know the outcome of the roll) and following the book's policy would make it very hard to do retroactive rerolls in general.

Matt, correct me if I'm wrong here.
 

I mean if the natural die roll is lower then 10 before I know it is a miss I will use an HP regardless if it would hit or not... but I might revise my action based on Elric's input.
 

I mean if the natural die roll is lower then 10 before I know it is a miss I will use an HP regardless if it would hit or not... but I might revise my action based on Elric's input.


I know what you meant. What I was trying to say is that the way this game is being run, I don't think you have to risk using an HP to reroll an attack roll that would already hit. You could say "reroll if the attack roll would miss" instead.

Or you could say "reroll if the attack roll would miss, unless the attack roll is above X"

(This would be so that if it turns out you're shooting at someone very good at dodging you don't use an HP when there's little chance to making the next shot- but I really doubt that's the case here, these guys don't have 25+ Defense or anything; no need to worry about a case like this).
 

By the way, I noticed that your post says "Reroll with HP if attack roll is below 10." Though the book says that you have to spend HP before learning the outcome of a roll, I don't think we're playing it that way- I think you could just say "reroll if attack misses." I think letting people know the outcome before rerolling is good policy generally (much less metagaming than if you don't know the outcome of the roll) and following the book's policy would make it very hard to do retroactive rerolls in general.

Matt, correct me if I'm wrong here.

You are completely correct.
 

Yes. He [Control Freak] is at the bottom of the base, about 40 feet underground, about a mile from the ship.

Fangor, I don't think Wren flying back to Heal Hope is a good idea at the moment. Wren has Flight 3 I think- that's only 500 feet as a move action and 2000 moving all-out. It will take 3 rounds of movement before you get close enough to heal Hope on a fourth round. By comparison, Apollo or Star can get back over in a single move action. If you have all 3 HP remaining, you're going to be really handy in the fight against Control Freak, which is probably the more important objective at the moment.

Now you could, say, use Extra Effort to power stunt a Teleport to get back to the Ship in a single round. If you're set on getting back to Heal Hope, that's probably the way to do it (then you can Heal her next round).
 

IIRC, Hope was within range of the enemy ship, so she'd be almost a mile away.

Depending on how things go for this round, I was thinking that Star should zoom back and try to attack Leopard or Guardian, maybe using a Dazzle. It seems like it should be effective against a huge person based on surface area, even if there's no extra bonus for it. :)

Hope is beyond the heavy load of either Apollo or Star, so they won't be able to move her back without Extra Effort or working together. Amusingly, it looks like one of them could rush over to Hope, and then use Push/Drag to move her about 1/2 a mile assuming conditions aren't too bad. That should leave her close enough for Wren to get to in about a pair of move actions, so he shoot and move this round, and then move and heal her the next. I'm not sure that dragging someone half a mile in less than 6 seconds would be particularly healthy though. :)


I agree that Control Freak's group is more important at the moment. We should do what we can outside - especially to avoid leaving KO'd PCs in an enemy controled area - but it's probably not worth spending several whole turns just trying to get into play there. CF is closest to the objective, has the powers to get the information Barrington wants, and has been a major part of the operation up till now.
 
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