The Merge: Agents and Powers Chapter 2: Agents Abroad

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Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

Adeleth's shot strikes the armored plating, denting it, unfortunately barely flinching the creature.
-1 to Toughness
Viv's shot, alas, misses the creature entirely.

Then, Amy and her Pokemon start their barrage, the water and the dark blast missing their mark. The telekinetic blast and the lightning do hit it, causing sparks to fly and the creature to let out a furious growl...but it is still standing...
-3 to toughness
And, much to your horror, some of the damage appears to repair itself before your very eyes!
His regeneration kicks in, reducing him to -2 toughness
With another snarl, the creature fires the inbuilt gun, unleashing a hail of hyper-accelerated slugs of molten lead at Lilly!
If a 22 hits, that's DC 24 to resist
Lilly's own attack is srong enough to give it pause, however, if only for a moment. Tilting its head, it grins, showing that another row of metal teeth is now protruding from the formerly human jaw.
" Too late! We are already here!"
-3 to toughness and dazed
Adeleth's turn.
jmucchiello
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Joined: Sat Feb 09, 2019 7:59 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Adeleth Rein
HP: 0; Condition: Normal

Adeleth appears 30 ft behind the parademon and shoots it again, hopefully with surprise. She then flees deeper into the bunker, 60 ft, hoping to lure it back that way.

Shot at demon, Toughness DC 24: 1D20+5 = [3]+5 = 8 Miss, spending a hero point
Shot at demon, Toughness DC 24 hero point: 1D20+5 = [13]+5 = 18 hopefully that hits with surprise (or maybe without it)
Stealth: 1D20+15 = [11]+15 = 26 If needed.
kirinke
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Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy HP 1, LP 3, Condition (ab)Normal

"Frell, he's a regenerator!" she shouts as she and her team hit it again. "Ren, hit it with watergun again! Alma, Dark Blast that SOB. Peekaboo, keep up with the Thundershock!" she paused and hoped Torque was listening in. "Torque, tell Fiend if he's coming to grab a freaking flame-thrower on the way!"

ooc
Amy
Telekinetic Push: Shapeable Area Damage 6 (DC 21), Affects insubstantial 2

Peekaboo
Thunder Shock: Damage 6 (electricity, DC 21; Increased Range: ranged) attack Check 18
http://www.coyotecode.net/roll/lookup.php?rollid=248367

Alma
Dark Blast: Damage 6 (cold, force, or life-drain, DC 21; Increased Range: ranged)
http://www.coyotecode.net/roll/lookup.php?rollid=248368 attack Check 8

Ren
Water Gun: Damage 6 (water impact, DC 21; Increased Range: ranged, Penetrating 6) attack Check 18
http://www.coyotecode.net/roll/lookup.php?rollid=248381
Last edited by kirinke on Sun Apr 11, 2021 5:27 pm, edited 4 times in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
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Tony Jones
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Joined: Tue Oct 22, 2019 8:54 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Lilly Lulabye

Hero Points: 0; Current Condition: Fatigued and -1 to Toughness

Unfortunately the parademon hits Lilly (her Dodge is only 4 right now)...

Lilly resisting damage from parademon attack: 1D20+6 = [3]+6 = 9

Which is a failure by 15; Lilly spends her second Hero Point to reroll her Toughness check (the zero above is taking this into account).

Reroll of Lilly resisting damage from parademon attack: 1D20+6 = [4]+6 = 10; roll of less than 10, so add 10 for total result of 20; Lilly is Bruised and -1 to Toughness checks.
Neo-Paladin wrote: Sun Apr 11, 2021 11:03 am "Too late! We are already here!"
"Then we shall exterminate your vile compatriots too!"

She teleports to behind the parademon, again trying to attack from surprise, and goes to hit it, then teleport back to where she started. She's not using any maneuvers this time.

Lilly attacks the parademon: 1D20+6 = [4]+6 = 10

While she's close to it, she tries to get some idea of where the Mother Box is, in particular if it is visible or if she can hear it.

Routine Perception Check of 25.
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Bladewind
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Joined: Sat Nov 05, 2016 9:26 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: Normal
HP: 1
kirinke wrote: Sun Apr 11, 2021 1:02 pm "Torque, tell Fiend if he's coming to grab a freaking flame-thrower on the way!"
"Understood." Torque relayed the message, and quickly realized his allies would not be able to bring the fight to a more open area. He scanned the area quickly, and then decided regardless of who would see him that he had no choice and took robot form to join his teammates. He would revert to dirtbike if that form could maneuver more easily but he wanted weapons ready...
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document
kirinke
Posts: 4333
Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Thanks!" she replied.

ooc
After this attack round, I'll have Alma switch over to heal for Lilly.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Neo-Paladin
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Joined: Sun Dec 11, 2016 8:48 am

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The shot hits the Parademon-thing, drawing...not exactly blood but something brackish and greenish-black. The creature whirls around, but Adeleth is already gone.
-4 to toughness

Viv's turn
pathfinderq1
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Joined: Sun Mar 12, 2017 4:04 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

Viv DeLaCourte (Harbinger)
HP: 1; LP: 0; Condition: Normal

With their foe focused on Adeleth's distraction, there was no need to close the distance. Calmly, Viv lifted her pistol again- and neatly put another bullet into the wall, in very nearly the xact spot her first shot had hit...

>OOC: Pistol shot 1d20+8= 10 (Again. good grief); roll https://orokos.com/roll/885467
Neo-Paladin
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Joined: Sun Dec 11, 2016 8:48 am

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

Viv's shot goes wide, as does the Dark Blast. This time, to evade the telekinetic blast, the thing propels itself upward, claws slamming into the ceiling, allowing the parademon to hang there like a spider.
Lightning and water strike it in a huge shower of sparks and blue arcs of electricity, but the damn thing is still moving!
-5 to toughness, dazed
Again, you can witness the creature repairing itself partially before it propels itself forward...apparently trying to dash past you! It wants to flee!
Lilly's turn, let me know if you want your action to stand or if you want to do something else.
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Lilly attempts to attack the parademon as previously described, but fails to hit it.

"We should perhaps attack the Mother Box within him?" suggests Lilly to Amy and Viv when she teleports back, her power preventing Razorhead from hearing what she is saying. "I can detect it in his abdomen, below the stomach and attached to his spine and some things in his abdomen."

OOC: Her knowledge of anatomy is not good enough to say they are nerves!
pathfinderq1
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Joined: Sun Mar 12, 2017 4:04 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

Viv DeLaCourte (Harbinger)
HP: 1; LP: 0; Condition: Normal

Viv shook her head briefly at Lilly's suggestion. "It is probably too deeply installed, if that is the right word, to easily attack. It will likely require surgery, and he doesn't seem ready to hold still- unless we make him do so..."

Then she switched to her commlink. "Torque, the target is trying to get past us and make for the exit- be wary on your way in..."
kirinke
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Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Best we can do is keep pounding him. Hopefully we'll get to the point where his regen just doesn't work." she said and turned to her pokemon.

"Ren, Peekaboo, Watergun and Thundershock on Razor-head. Alma, switch to Moonlight and heal Lilly." she ordered as she readied her own attack.

Sadly, the wall that Viv has targeted suffers further abuse from Peekaboo's and Ren's attacks.

ooc
Amy
Telekinetic Push: Shapeable Area Damage 6 (DC 21), Affects insubstantial 2

Peekaboo
Thunder Shock: Damage 6 (electricity, DC 21; Increased Range: ranged)
http://www.coyotecode.net/roll/lookup.php?rollid=248565 attack check 11

Alma
Moonlight: Healing 6 (Restorative, Stabilize)
Heal Check 21 http://www.coyotecode.net/roll/lookup.php?rollid=248567

Ren
Water Gun: Damage 6 (water impact, DC 21; Increased Range: ranged, Penetrating 6)
http://www.coyotecode.net/roll/lookup.php?rollid=248566 attack check 9
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Neo-Paladin
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Joined: Sun Dec 11, 2016 8:48 am

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

Amy's attack fails to damage the creature further and then it is out of sight, clambering up the stairs at a breakneck pace...
kirinke
Posts: 4333
Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

The girl cursed a blue streak as she missed. "Damnit! I hate the jumpy ones!"
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
jmucchiello
Posts: 3823
Joined: Sat Feb 09, 2019 7:59 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Adeleth Rein
HP: 1; Condition: Normal

Adeleth flies up through the ceiling to get ahead of the parademon. She hides in such a way that she can jump out and touch the parademon as it is about to pass. When it arrives she is solid and she reaches out to touch the speeding parademon imbuing it with insubstantiality. If successful, the mother box, which she doesn't allow the power to affect, should fall to the ground behind the parademon. (Or, the parademon's momentum should cause the now gaseous parademot to flow around Adeleth's body and the mother box should slam into Adeleth and fall to the ground at her feet to give it a full description.)

Power Stunt: Insubstantial 2, Attack (Parry), Precise (to not affect the mother box), Accurate 4 +8 (+12 with fighting), Affects Corporeal 2, Affects Objects, Concentration. She is power attacking so this is a +7, DC 17 attack.

Touch vs Parry on Parademon (DC 17 Toughness): 1D20+7 = [20]+7 = 27 CRIT!!! Let's up the Toughness DC to 22 for avoiding the effect.
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