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Shadowboxer

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Everything posted by Shadowboxer

  1. I would be interested in sparring. My character Nightrival is a PL 10 martial artist so I think he would be a suitable match for your character. Although he is not a member of the Freedom League he would be on friendly terms with them, so presumably they would allow him to use the Wreck Room. Let me know if you're interested! :)
  2. I would be interested in sparring. My character Nightrival is a PL 10 martial artist so I think he would be a suitable match for your character. Although he is not a member of the Freedom League he would be on friendly terms with them, so presumably they would allow him to use the Wreck Room. Let me know if you're interested! :)
  3. That would be me sending the PM. I wasn't sure what the player had planned when the forum started, so I wanted to make sure that it was alright for my character to make an appearance. This could be a workable solution for future games. As Barnum mentioned, communication is important. I agree that players should post in the OOC thread what their game entails. That way, players can have a PvP, solo campaign or group campaign with the desired number of players and character types. For example, I would love to have a solo campaign in the Southside (my character's "turf") with a slightly gritty tone. In the OOC thread I could post: Campaign Type: Solo Character Power Level: 10 Villain Power Level: 3 to 12 Open to Other Playes: Possibly - PM player and referee. Or something like that. This just came to me: a way to weave stories together is to reference other threads that have occurred. When my character returns to the Southside, he will notice the burnt houses on his patrols.
  4. That would be me sending the PM. I wasn't sure what the player had planned when the forum started, so I wanted to make sure that it was alright for my character to make an appearance. This could be a workable solution for future games. As Barnum mentioned, communication is important. I agree that players should post in the OOC thread what their game entails. That way, players can have a PvP, solo campaign or group campaign with the desired number of players and character types. For example, I would love to have a solo campaign in the Southside (my character's "turf") with a slightly gritty tone. In the OOC thread I could post: Campaign Type: Solo Character Power Level: 10 Villain Power Level: 3 to 12 Open to Other Playes: Possibly - PM player and referee. Or something like that. This just came to me: a way to weave stories together is to reference other threads that have occurred. When my character returns to the Southside, he will notice the burnt houses on his patrols.
  5. That would be me sending the PM. I wasn't sure what the player had planned when the forum started, so I wanted to make sure that it was alright for my character to make an appearance. This could be a workable solution for future games. As Barnum mentioned, communication is important. I agree that players should post in the OOC thread what their game entails. That way, players can have a PvP, solo campaign or group campaign with the desired number of players and character types. For example, I would love to have a solo campaign in the Southside (my character's "turf") with a slightly gritty tone. In the OOC thread I could post: Campaign Type: Solo Character Power Level: 10 Villain Power Level: 3 to 12 Open to Other Playes: Possibly - PM player and referee. Or something like that. This just came to me: a way to weave stories together is to reference other threads that have occurred. When my character returns to the Southside, he will notice the burnt houses on his patrols.
  6. It's cool that you're taking the fun factor into consideration! I personally don't have a problem with Perception range powers, and by all means use it liberally! I only wanted to know how a character can save against that kind of attack. My concern was with the previous post (sending Nightrival upwards) rather than the following one, but whatever, right? I don't want to interrupt the flow of the game. My Defense would be +5 rather that +4 because I used the Luck feat to erase the fatigue. I mentioned it a few posts ago. Nonetheless, your attack still hits. Here's the Toughness save. Does that save my bacon?
  7. It's cool that you're taking the fun factor into consideration! I personally don't have a problem with Perception range powers, and by all means use it liberally! I only wanted to know how a character can save against that kind of attack. My concern was with the previous post (sending Nightrival upwards) rather than the following one, but whatever, right? I don't want to interrupt the flow of the game. My Defense would be +5 rather that +4 because I used the Luck feat to erase the fatigue. I mentioned it a few posts ago. Nonetheless, your attack still hits. Here's the Toughness save. Does that save my bacon?
  8. It's cool that you're taking the fun factor into consideration! I personally don't have a problem with Perception range powers, and by all means use it liberally! I only wanted to know how a character can save against that kind of attack. My concern was with the previous post (sending Nightrival upwards) rather than the following one, but whatever, right? I don't want to interrupt the flow of the game. My Defense would be +5 rather that +4 because I used the Luck feat to erase the fatigue. I mentioned it a few posts ago. Nonetheless, your attack still hits. Here's the Toughness save. Does that save my bacon?
  9. I don't want to be a difficult player nor do I want to rain on your parade, but you cannot just pick up a living target and toss him around. The cardinal rule in M&M is that no matter what kind of attack you use against an opponent, regardless if it has Perception range or a DC of 30, your opponent is always entitled to some kind of saving throw. I posted those various saving throws because I wasn't sure how my character would avoid such an attack. The Toughness save was posted in case none of those other saves panned out. Perception range is great against inanimate targets, but you're trying to move a person who is actively dodging you. If our Referee says I take damage, so be it, but I would prefer having confirmation before my next turn. :)
  10. I don't want to be a difficult player nor do I want to rain on your parade, but you cannot just pick up a living target and toss him around. The cardinal rule in M&M is that no matter what kind of attack you use against an opponent, regardless if it has Perception range or a DC of 30, your opponent is always entitled to some kind of saving throw. I posted those various saving throws because I wasn't sure how my character would avoid such an attack. The Toughness save was posted in case none of those other saves panned out. Perception range is great against inanimate targets, but you're trying to move a person who is actively dodging you. If our Referee says I take damage, so be it, but I would prefer having confirmation before my next turn. :)
  11. I don't want to be a difficult player nor do I want to rain on your parade, but you cannot just pick up a living target and toss him around. The cardinal rule in M&M is that no matter what kind of attack you use against an opponent, regardless if it has Perception range or a DC of 30, your opponent is always entitled to some kind of saving throw. I posted those various saving throws because I wasn't sure how my character would avoid such an attack. The Toughness save was posted in case none of those other saves panned out. Perception range is great against inanimate targets, but you're trying to move a person who is actively dodging you. If our Referee says I take damage, so be it, but I would prefer having confirmation before my next turn. :)
  12. My Defense has paid-off so far! So, what kind of save do I make? A Reflex save? A Dexterity check? An Acrobatics check? Or a grapple check, using Grappling Finesse? EDIT: This is my Toughness save, just in case. That would make me Stunned and Bruised.
  13. My Defense has paid-off so far! So, what kind of save do I make? A Reflex save? A Dexterity check? An Acrobatics check? Or a grapple check, using Grappling Finesse? EDIT: This is my Toughness save, just in case. That would make me Stunned and Bruised.
  14. My Defense has paid-off so far! So, what kind of save do I make? A Reflex save? A Dexterity check? An Acrobatics check? Or a grapple check, using Grappling Finesse? EDIT: This is my Toughness save, just in case. That would make me Stunned and Bruised.
  15. Round 2 Trying to trip Maelstorm after a successful attack roll. Using Improved Trip, my trip check is 23. If my trip check is successful, Nightrival tries to leap over his downed opponent and move feet away, but he fails. STUPID INVISIBLE CASTLE :x He stays put then. I use the Luck feat to spend that extra Hero Point to alleviate fatigue.
  16. Round 2 Trying to trip Maelstorm after a successful attack roll. Using Improved Trip, my trip check is 23. If my trip check is successful, Nightrival tries to leap over his downed opponent and move feet away, but he fails. STUPID INVISIBLE CASTLE :x He stays put then. I use the Luck feat to spend that extra Hero Point to alleviate fatigue.
  17. Round 2 Trying to trip Maelstorm after a successful attack roll. Using Improved Trip, my trip check is 23. If my trip check is successful, Nightrival tries to leap over his downed opponent and move feet away, but he fails. STUPID INVISIBLE CASTLE :x He stays put then. I use the Luck feat to spend that extra Hero Point to alleviate fatigue.
  18. Nightrival With the wind roaring in his ears, Nightrival watches as a violent gust tears a slot machine off the wall and hurtles itself directly at him! I'll have to time this right, he thinks, tensing his legs. The flying slot machine gets within inches of him, and he vaults over it in a single roll as it soars down the casino's corrider. Nightrival hears a deafening crunch and shattering glass out on the sidewalk just as he lands on his feet. "Sorry pal," he replies, "but only chumps play the slots." Nightrival steps towards Maelstorm and lashes out with a sweep kick, hooking his opponent's ankle with the crook of Nightrival's foot. Let's hope I can actually pull this off, he laments.
  19. Nightrival With the wind roaring in his ears, Nightrival watches as a violent gust tears a slot machine off the wall and hurtles itself directly at him! I'll have to time this right, he thinks, tensing his legs. The flying slot machine gets within inches of him, and he vaults over it in a single roll as it soars down the casino's corrider. Nightrival hears a deafening crunch and shattering glass out on the sidewalk just as he lands on his feet. "Sorry pal," he replies, "but only chumps play the slots." Nightrival steps towards Maelstorm and lashes out with a sweep kick, hooking his opponent's ankle with the crook of Nightrival's foot. Let's hope I can actually pull this off, he laments.
  20. Nightrival With the wind roaring in his ears, Nightrival watches as a violent gust tears a slot machine off the wall and hurtles itself directly at him! I'll have to time this right, he thinks, tensing his legs. The flying slot machine gets within inches of him, and he vaults over it in a single roll as it soars down the casino's corrider. Nightrival hears a deafening crunch and shattering glass out on the sidewalk just as he lands on his feet. "Sorry pal," he replies, "but only chumps play the slots." Nightrival steps towards Maelstorm and lashes out with a sweep kick, hooking his opponent's ankle with the crook of Nightrival's foot. Let's hope I can actually pull this off, he laments.
  21. Oh, I see. I was thinking you wanted to move after attacking. I'll post, then.
  22. Oh, I see. I was thinking you wanted to move after attacking. I'll post, then.
  23. Oh, I see. I was thinking you wanted to move after attacking. I'll post, then.
  24. Uninverted, you still have a movement action to perform, if you want. :)
  25. Uninverted, you still have a movement action to perform, if you want. :)
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