The Merge: Agents & Powers (OOC for chapter 2)
Re: The Merge: Agents & Powers (OOC for chapter 2)
Hey all.... sorry for my disappearance... any chance of Torque returning ? I understand if not...
Bladewind's 3ed M&M BuildsThorpocalypse 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.
The Merge Setting document
Re: The Merge: Agents & Powers (OOC for chapter 2)
I certainly don't mind. Besides, it was kinda hard for him to be in the same places we were. Autobots just aren't built for human sized places.
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
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
- Tony Jones
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- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Fine by me. We could certainly use his arse kicking abilities right about now!
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Re: The Merge: Agents & Powers (OOC for chapter 2)
It's a bunker, couldn't he fit inside?
Re: The Merge: Agents & Powers (OOC for chapter 2)
Maybe in his 'cycle mode.
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
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
-
- Posts: 2204
- Joined: Sun Mar 12, 2017 4:04 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
A quick web image search shows a lot of low ceilings, narrow/crowded halls and other confined spaces- I'm guessing he could fit in hologram or cycle form, but not his fighting shape.
If Torque is back though, our best bet is to retreat to street level/ open ground, so he can support us. I don't think Razorhead is going to be able fix the broken portal.
If Torque is back though, our best bet is to retreat to street level/ open ground, so he can support us. I don't think Razorhead is going to be able fix the broken portal.
Re: The Merge: Agents & Powers (OOC for chapter 2)
So a running battle then? Get Razor-head annoyed enough to follow (not a great feat all things considered )? If Hagen can get something in place fast enough and near enough, maybe Lilly can teleport Razor-head into it. If it comes down to it. Our characters will still have to pound the demon-thing though.
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
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
-
- Posts: 2204
- Joined: Sun Mar 12, 2017 4:04 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
No doubt about it turning into a fight. It is just a fight that I would rather have with Torque (and Maybe Fiend) on our side, is all.
Do we need new initiative rolls, or is this considered the same fight?
Do we need new initiative rolls, or is this considered the same fight?
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- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
If we have to lure the parademon out of the bunker, I assume that's the same fight.
Re: The Merge: Agents & Powers (OOC for chapter 2)
that last option about open ground would be easiest for me to wrap my head around... lol
I will wait for a cue from someone then jump back in !
I will wait for a cue from someone then jump back in !
Bladewind's 3ed M&M BuildsThorpocalypse 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.
The Merge Setting document
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- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
The only problem with letting the demon out is they can fly, can't they? Has Adeleth observed it being able to fly?
- Tony Jones
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- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
And the whole 'letting the demon out of a bunker right next to Hamburg's main train station' is a bit of a problem too, even if there is time to properly evacuate the place...
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Re: The Merge: Agents & Powers (OOC for chapter 2)
I think we handle it inside and Torque is the plug on bunker to make sure the demon doesn't get past us.
- Tony Jones
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- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
That might be the best idea...
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm