The Merge: Agents and Powers Chapter 2: Agents Abroad

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

Post by kirinke »

Amy

"There's bound to be something solid you can shoot or smash or slice." she grinned. "It's one of the reasons why I like a varied team when we go underground or in freaking abandoned temples or other abandoned places. If one thing doesn't work, another might."
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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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

You make your way along the corridor, watched by the ever-present rats, the water sloshing and splashing around your legs. At the end of the corridor, two more narrow corridors are branching off of it, with one ending in an antiquated-looking steel door, the other, newer-looking one, just going off into the darkness...
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Although of course Lilly's hearing can sense deep into the darkness with no problems...

Routine Perception roll of 25.
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Bladewind
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: Normal
HP: 1

"I am definitely out of my element here." Torque says, "But one thing I am certain of is that we should not split up."

He shines his headlights down the corridors, not really willing to suggest a course of action.

Perception: 1d20+1 8
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
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Number one horror trope to avoid." she agreed cheerfully, trying to peer into the darkness, to sense something, anything. But there was nothing. As she said earlier, she wasn't yet proficient with sensing things through the force.

"I hope you guys have better senses than I do."

ooc
1(06) Perception https://orokos.com/roll/781409 7
I suck at perception rolls. Le sigh.
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
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Adeleth taps her night-vision goggles. "That I can do."

Perception: 1D20+8 = [18]+8 = 26
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

Adeleth can see that the corridor that leads further down eventually ends at another door that looks newer. On it, a plaque reads, " PUMPSTATION AUßER BETRIEB" (For German-speaking folks, that's " Pumping station out of order") - which explains all the water here.
Lilly hears nothing down that corridor, but behind the older door at the end of the shorter corridor, she can hear something...like distant, very distant, whispers....
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

"I cannot hear anything down there," comments Lilly, indicating the dark corridor. "But someone or something is whispering through this door here. They sound very far away, but with what the Merge has done to your world I have no idea what that means in terms of distance and so on..."
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"You could also be hearing the dead." Amy noted. "They can sometimes be heard without any ghost-related powers like we have. If they're audible, they can sound like they come from far away." she looked at the door then back at the others. "Hagen did mention spirits haunting the underground."

She frowned. "I'm going to see if there are any ghosts about. They might have information about what is beyond this door." she looked at Lilly. "Want to help a girl?" she asked the young godling.

ooc
Tongues: Comprehend languages all, Animals All, Spirits (communicate, linked detect spirits 2)
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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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

"Of course," nods Lilly, focusing her senses on where the whispering seems to be coming from.

OOC: Also Comprehend: Spirits, which makes you 'able to perceive spirits'.
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

"Well, that explains the water," Adeleth says. "There's a sign saying a pump is out of order. Looks like an official sign, not something just scrawled on the wall. The sign is on a door."
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Both the vampire and Marcus mentioned something about a water room." Amy noted. "I hope it's not Ghastly or other kinds of ghost pokemon." she shuddered.

"They can be nasty."
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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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Lilly stealthily approaches the door from behind which the whispers are coming, and listens carefully...
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Bladewind
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: Normal
HP: 1

Torque pushes forward, water sloshing at his metal ankles, his gears whirring just slightly. Stealth is not his watchword, especially down here.
As a result, he embraces it, letting his headlight and large frame be something of a target while his more stealthy colleagues can do their thing.
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: 4337
Joined: Sat Nov 05, 2016 2:28 pm

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

Post by kirinke »

Amy

"Don't open the door, until we figure out what's behind it. Generally speaking, spooky whispers in underground places? Not a good sign." Amy told the others. "They tend to be even worse in abandoned temples or similar places." she said as she tried to figure out and see what was making the whispers.
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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