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Superheroes of the Trust OOC Thread II


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Heh. I've been entertained by both.

I have to say that moving to a Michael Bay style isn't exactly good for us though. In his movies, car chases and other crazy stuff in urban areas tend to feel like people are actually getting hurt. Usually, pedestrians and other drivers often behave with some prenatural awareness that allow them to safely dodge when somebody takes a car onto the sidewalk or something. Personally, I have doubts about my ability to avoid danger in those sorts of circumstances.

I wonder if any of the PCs will be affected by the rage spores. That could be hilarious.
 

Unfortunately, it seems like a lot of the characters don't mesh well with secret agent sort of activities. We have super star/super heroes and people with generally loud powers - we don't do subtle well.

And, not to offend anyone, but some characters with the skills aren't matched to players interested in those sorts of things. A character who is supposed to sneaky and deceitful will often not be so unless the player also thinks like that.

Sure, the player is separate from the characters, and having a high Bluff can make up for a lack of player social skills. But having a high skill bonus isn't everything. It's like in a fight - the player's tactics, power use, target selection, etc have a big impact even in the actual bonuses being are the character's. Knowing the right lie to tell or the right disguise to assume can be worth a lot of bonus.
 

Okay, I'm thinking of ways to deal with those guys without blowing them up.

A takedown (presumeably with headshots) before put they put their thumb on the deadman trigger might work. Star generally isn't willing to use her powers directly against normal people without some powerful emotional (as opposed to tactical) impetus. And Apollo doesn't have multitarget attacks without stunting. EDIT: Also, a sophistated suicide vest designed to go against superheroes will probably explode at unconsciousness. These people seem to have some ordinary gear, and some super-tech stuff.

Optic might be able to use his power to block the arming or detonation signals. But he can only do one at a time normally (and I hestitate to have someone being NPC'd at the moment power stunt)

Talking down suicide bombers seems problematic (even without any language issues). Some people do have lots of social skills and CHA, but it still seems like a big stretch.

Any other thoughts on solutions that we can pull off within the next few rounds? I'd rather not act with undo haste in this situation...

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I'd prefer to remove them from the blimp for doing anything to them. We probably want that equipment intact. First of all, exploding those tanks could spread the spores, making the problem rather widespread. Also, there are presumeably hostages on board - apparently, the crews for those blimps can be pretty big. We'll also want the gadgets as evidence, back tracking them to the makers, post cog readings, etc.

So I was thinking of blowing out the floor of main compartment, to the drop the 3 guys out of the blimp. Skylark can create an antigravity bubble to catch them and also prevent the pieces from falling on people.

With the presumed terrorists held in mid air, self detonation would probably just kill them, I hope. And if they can't take anyone else with them, they might be less likely to push the button too? Hopefully, our flyers should still be able to back into the blimp and start turning stuff off, saving people, and such.

Even if the blimp is only a few thousand feet up, that should still us at least 1 full round to respond to any falling thing in case of emergency, right? Maybe more with air resistance or something near the high end of that altitude ranger.
 
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I submit that containing the blimp and stopping it from spreading spores is the highest priority. Knocking the blimp out of the sky might still spread the spores around, just not as widely as otherwise. This might be one of the reasons the pilots are wearing bombs.

It might be possible to simultaneously (or at least in quick succession) to shut down the spore-flow and remove the pilots (or their bombs) from the blimp. Telekinesis might be able to accomplish the former. Not sure how feasible it is for Star and Skylark to get the three pilots away from the blimp before one of them self-detonates.

Thinking on it some more, it's probably best to take out the pilots first. Shutting down the spore mechanism might alert them.
 

IN that case, if the blimp is the priority, then Wren might be the best to get into the blimp, remove the suicide bombers by teleporting them out, and deal with the consequences, should they detonate. He will place himself over the nearest large body of water, so that they would fall into the water with those bombs. Should Wren die, then so be it. Just find his ring! (Resurrect, if ring is found)

I will await Skylark's report, on what they suggest. If they deem it too problematic to safely deal with the blimp, then Wren will do his next rounds' action to get them out... one way or another...
 

Maybe freezing them in place? Both Hope and Wren have snare, they could easily encase the bad-guys in a personalized block of something. That way, they can't move. Can't move, can't set things off.
 

Cutting out the floor from underneath the men also gets them out of the blimp.

Skylark is what, Flight 6? That should run down the blimp in a round even without shutting down its engine. So we could be implementing whatever next round. Wren can also get there quickly with Teleport, but 'porting the guys out would require the Attack extra on Teleport, so he'd have to power stunt AGAIN.
 

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