The Merge: Agents and Powers Chapter 2: Agents Abroad

For all of your Play-By-Post games.
User avatar
Bladewind
Posts: 3235
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

Continuing to focus on Gilles de Rais, Torque raises the arm with his blaster and closes, two nodes sparking on the back of his hand as he levels another shot with his blaster towards his chosen opponent.



Damage DC 22, Blaster to hit: 1d20+5 23
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
Neo-Paladin
Posts: 3370
Joined: Sun Dec 11, 2016 8:48 am

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

Post by Neo-Paladin »

This time, the arcane barrier around the dark sorcerer holds, allowing Gilles to deflect the blast with a dismissive gesture.
" This is getting very annoying", he mutters, shaking his head.
Made the save this time.
The Panzermensch decides to engage Torque, slamming into the Autobot with the force of a freight train!
If a 17 to hit is enough for Torque, DC 25 to resist

...*sigh*...and I just noticed that krinke, you rolled for your dodges again. One last time (should be the 25th time by now and I would ask you to keep it in mind this time.
You.Do.Not.Roll.For.Dodge.Against.A.Normal.Attack.
Your dodge+10 is a fixed DC for a non-area attack to hit.
The woman fires on Amy this time, hoping to take out the Pokemon by doing in their trainer.
Multiattack on Amy. If a 19 hits (DO NOT ROLL FOR DODGE), DC 20 to resist, if it hits by 2 degrees of success, DC 22 and if it hits by 3 degrees, DC 25
She is quite surprised when Lilly appears all of a sudden and manages to strike the gun from her hand in a brief moment of weakness...
Rolled a nat. 1 for the resistance against disarming. You have a gun now.
Peekaboo's turn
Last edited by Neo-Paladin on Sun Mar 22, 2020 10:03 am, edited 1 time in total.
kirinke
Posts: 4334
Joined: Sat Nov 05, 2016 2:28 pm

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

Post by kirinke »

AMY HP 2, LP 0 -2 toughness

Behind her closed lids, her eyes glowed eerily. The bullet slowed considerably and just managed to graze her. She winced. The stop the bullet/blaster bolt trick was harder than it looked. Made even worse with her eyes closed. Yay hearing. "I've survived worse you know." she said mildly.
" This is getting very annoying", he mutters, shaking his head.
Amy chuckled. "I personally hate getting shot at." she told him conversationally. "Still, as one professional to another, I should tell you that you need a better class of mook. I mean, seriously. Nazis?" she sniffed. "What were you planning, sacrificing them to something unpleasant once you're done with them?"

Never let it be said that Amy wasn't good at distraction. Because she was.

OOC
AMY
Tough save 9 http://www.coyotecode.net/roll/lookup.php?rollid=235836
LP to reroll 20 http://www.coyotecode.net/roll/lookup.php?rollid=235837. Forgot to subtract a point on her toughness roll, so 1 degree of failure?
Peekaboo Dazed until Amy heals him
Thunder: Shapeable Area Damage 6 (electricity, DC 21; Shapeable Area: 30 cft., DC 16, Increased Range: ranged): dc16 reflex for half followed by dc 18/21 toughness
Last edited by kirinke on Sun Mar 22, 2020 11:51 am, edited 7 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
User avatar
Bladewind
Posts: 3235
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

Torque brings his shield up and the powerhouse slams into it. The shield cracks under the strain but holds.


OOC - The Riot Shield is actually a create effect, effectively creating a barrier to anything incoming... So Panzerhouse hits it.
Toughness: 1d20+4 22
(Unless you are not comfortable with that mechanic in which case Torque is at -1 Toughness...)
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
User avatar
Tony Jones
Posts: 3193
Joined: Tue Oct 22, 2019 8:54 pm

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

Post by Tony Jones »

Keeping hold of the woman's gun in her left Lilly teleports to some way behind Gilles de Rais, hopefully out of his line of sight, and also in a position where she won't hit any of the others in the team if she misses. Then she throws the Blessed iron knife that Amy lent her at him in an All Out Power Attack, hoping that whatever blessing is on it will have an extra impact on whatever evil is powering him over and above the knife itself, before teleporting back to where she came from, by the door...

Throwing the Blessed iron knife at Gilles De Rais: 1D20+6 = [1]+6 = 7

Unfortunately her aim seems to be a bit off! If it hits, it'll be DC 23 to resist the damage (plus the effect of the Blessing, if any).
Neo-Paladin
Posts: 3370
Joined: Sun Dec 11, 2016 8:48 am

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

Post by Neo-Paladin »

Peekaboo's lightning flashes across the room once more, not fazing the bulky nazi in the slightest. The woman, however, does not manage to duck away in time and the electricity strikes her, sending her reeling. When the light from the bolt dies away, you can see that something is weird with her face now...and it takes a moment for you to realize that said face is nothing but a mask, now partially singed off...and that underneath apparently is nothing but a bright red skull!
-1 toughness for her. Ren's turn
kirinke
Posts: 4334
Joined: Sat Nov 05, 2016 2:28 pm

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

Post by kirinke »

Amy

The girl opens her eyes, now fully glowing. "Ren, instead of lightscreen, Watergun on de Rais!"

Ren's eyes light up with near psychotic glee as he bounced on all fours at the thought of actually being able to attempt to hurt the enemy. "Finally, some action!!!! DIE !@#$sucker!" he snarled as he spat a narrow stream of highly pressurized water at the creature posing as a man.

Alma sighed. "Kids,"

ooc
Water Gun: Damage 6 (water impact, DC 21; Increased Range: ranged, Penetrating 6)
http://www.coyotecode.net/roll/lookup.php?rollid=235883 19 attack

Truth in television. https://en.wikipedia.org/wiki/Water_jet_cutter
Last edited by kirinke on Tue Mar 24, 2020 1:39 pm, edited 1 time 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
jmucchiello
Posts: 3826
Joined: Sat Feb 09, 2019 7:59 pm

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

Post by jmucchiello »

(I guess I'm next since Spiegel is down.)
Adeleth
HP: 2; Condition: -1 Toughness, prone, desolid, no longer dazed.

Adeleth had her bell rung by the mirror attack. She takes the time to catch her breath before phasing out of sync with the world.
Neo-Paladin
Posts: 3370
Joined: Sun Dec 11, 2016 8:48 am

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

Post by Neo-Paladin »

De Rais staggers back under the watery onslaught, his arcane shield not holding all of it at bay, the high-pressure water leaving a bloody gash in his left forearm.
His eyes narrow, but he utters no threats, even as he is seething with fury.
-2 toughness
Amy's turn
kirinke
Posts: 4334
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 0, Condition fine?

The girl reached deep within for the power that was always there, waiting for her command and shaped it into a healing pulse of light that washed over her companions, pokemon and herself! "Better than a Moomoo with Milk Drink." she chuckled at her own black humor. "And far more annoying."

Ren was bouncing in glee as his watergun hit the man. "!@#$ yeah! Try to drink that down !@#$hole!!"



ooc
Using a hero point for this:
Healing: Shapeable Area Healing 6 (Shapeable Area: 30 cft., DC 16, Persistent, Selective, Stabilize) to heal herself and any of her companions who need it.
http://www.coyotecode.net/roll/lookup.php?rollid=236004 Healing 17
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
Posts: 3370
Joined: Sun Dec 11, 2016 8:48 am

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

Post by Neo-Paladin »

De Rais keeps his gaze focused on Amy and her pokemon. His lips move as he begins to whisper another incantation, at the height of which he slams his cane onto the floor....at which point, a black vortex opens up underneath Amy and, Ren and Peekaboo!
It's an area affliction. Please make a DC 20 Dodge check. Failure means you have to roll Fortitude against DC 20, otherwise against DC 15. Effects are (Dazed/Stunned/Transported to Hell)
Adeleth's turn
jmucchiello
Posts: 3826
Joined: Sat Feb 09, 2019 7:59 pm

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

Post by jmucchiello »

(OOC: Adeleth's actions are above. I posted out of turn. Basically she's recovering from being dazed and thus can only take an action. That action is to phase out, activating her desolidification and remaining prone up on the platform.)

Torque's Turn
kirinke
Posts: 4334
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 0, Dazed/Stunned?

ooc
Amy's fort save 19 http://www.coyotecode.net/roll/lookup.php?rollid=236149
Peekaboo 16 http://www.coyotecode.net/roll/lookup.php?rollid=236151
Ren 16 http://www.coyotecode.net/roll/lookup.php?rollid=236153

The failure is by 1. So is the transport effect temporary? If it isn't, I'll do a hp to reroll.

Amy did do a shapeable area heal that should include Adeleth.
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
User avatar
Bladewind
Posts: 3235
Joined: Sat Nov 05, 2016 9:26 pm

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

Post by Bladewind »

no - you are all Dazed.
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
User avatar
Bladewind
Posts: 3235
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

Torque returns the powerhouse's strike with a swing of his police baton. Hoping that the swing isn't hindered by his still-deployed shield...

Attack: 1d20+4 14
Should that somehow hit... DC 23 damage
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
Post Reply