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"By Agamotto's all-seeing eye
And Cytorrak's Crimson Bands
I conjure bonds of mystic might
to immobilize my hands!"
Red cords flew forth from Strange's fingers, but after a few inches they reversed and wrapped themselves around Strange's own wrists, searing into his flesh.
"AAAAAH! 'Thy hands'" he screamed, "I meant to say 'thy hands!'".
The Silver Surfer flew up and fired with the power cosmic at the magic bonds, shattering them. "There is no room for a slip of the tongue in high magick, Stephen."
"Thanks," Strange muttered quietly, the blood rushing to his face. "Fine thing for Earth's sorceror supreme."
How else do you do a critical miss for Dr. Strange? Just don't let Dr. Druid find out about it. He'll never let Strange live it down.
Okay I'll push the Surfer to attack. AV9 on DV13, need a 4. Gets a 5. That's 4 more to Vampire Bats. He's on his last click.
Since Batman has no choice but to pass this turn, my next turn will see Strange try to redeem himself. AV8 on DV10. This time he gets an 8 and it's over.
That did go on a little longer than expected. Got a couple of surprising misses which prolonged it more than anything.
Are you still interested in trying that King of the Hill game between rounds? We can start thinking about teams while the IL/Titans game winds up, maybe even get underway, depending on how long the other lasts. I'd say 400 points is good. Any interest in doing anything thematic with the teams? Good vs evil? Marvel vs DC? I wouldn't get too much more complicated than that.
Here's what I had written about it back when I first got the idea. Feel free to propose any changes:
Anyway, here's the idea I had. I know we've got a couple of games to go, but this gives us a chance to work out the kinks, assuming you decide you want to. Basically it's a superhero version of King of the Hill. I'm thinking of using Marvel 3 as the map, but instead of the middle area being water, it is The Hill.
The game would be a specific duration, say 12 turns, and the object to be the one occupying the top of the hill (M12) when the game ends. Team size is up to debate, but I'm thinking maybe 400. We can decide if we want to bother having any themes to the teams or just pick any
The lines of J-P12 and M10-15 are the crest of the hill. Anyone on the crest can be seen by anyone on either side, but if you're on one side of these squares, they block line of fire to the other side. Anyone in M12 can be seen by anyone. The hill is gradual though, so there's no hindrance on movement. You can move from any square to any adjacent square.
I figure no objects may be placed in M12, so no putting Batman in stealth up there.
Finally, to prevent the first player from just running up and grabbing the center, there's Doomsday. A neutral Veteran Doomsday (or some other really tough brick) starts the game already in M12. He goes last, and his moves are set. He will not move from the top. If no figure is adjacent he will pass. If any figures are adjacent when it's his action, he will attack the figure with the highest point value. He will always push unless it will KO him. If he should get knocked back, he will move back as close as he can get to M12 on his next turn, and attack the figure occupying it on the following turn. I'm thinking of giving him Leap/Climb so you can't tie him up to prevent him from getting to the top. (Of course he has several clicks of Charge which will prevent him from being knocked back until he's taken some major damage.)
Anyone who KOs the figure on the top of the hill with a close combat attack may immediately move up to occupy the square.
Some possible powers we may want to limit - Barrier and Smoke Cloud - too easy to grab the center and just surround it with Barrier for the rest of the game. Mind Control - Doomsday should probably be immune. Force Blast - again possibly just immunity for Doomsday.
I'll be working tonight, but I might be able to get the thread started tomorrow morning. In the meantime, that'll give us a chance to come up with team ideas.