The Merge: Agents & Powers (OOC for chapter 2)
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- Posts: 3370
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (Interest)
Yeah, I would take a hero point for that.
Re: The Merge: Agents & Powers (Interest)
Consider it done!
Before I do though, is it day or night?
Also, I noticed I have both Air Control and Aerokinesis, which is pretty much the same power. When the battle is over, I'd like to take one of them away and do something with the extra point.
Before I do though, is it day or night?
Also, I noticed I have both Air Control and Aerokinesis, which is pretty much the same power. When the battle is over, I'd like to take one of them away and do something with the extra point.
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
Re: The Merge: Agents & Powers (Interest)
You're probably right. But I figured even a Machine Wraith might have a survival instinct. Having play both 40K and Warmachine, I cannot tell you how embarrassed I am not to have put that connection together earlier.
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- Posts: 3370
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (Interest)
Hannibal? Torque? Your turn...
Re: The Merge: Agents & Powers (Interest)
This afternoon, trying to time a simultaneous attack with Torque
Re: The Merge: Agents & Powers (Interest)
So what are your thoughts on that double team? A Teamwork effect?
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 (Interest)
Yep simple' "team attack". Not sure how gets what on circumstance bonus but Hannibal will power attack +4 with his uv pulse pistols. Hopefully the sucker has been chipped away enough we can end this.
Re: The Merge: Agents & Powers (Interest)
Suffice to say that Torque assists the King then, providing a teamwork bonus to his rolls and (logically) adding the descriptor from his weapons to Kings if that helps.
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 (Interest)
I'll post for Hannibal in an hour or so then
(The King? Ok cue the Elvis impressions lol)
(The King? Ok cue the Elvis impressions lol)
Re: The Merge: Agents & Powers (Interest)
If you guys want, I can also have Aislynn add to the team work thing.
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
Re: The Merge: Agents & Powers (Interest)
If her attack defends with Toughness then heck yeah
Re: The Merge: Agents & Powers (Interest)
@Neo - RE: Doing anything while waiting for the priest: I'm retooling Torque a little if that's alright. I had an idea about how to make him a little more fun to play. You okay with that? We can say it was a result of the brush with the Machine Wraith and the jolt from the defib that rewired him a bit.
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 (Interest)
I'm good. Aislynn is literally just hanging out.
In mid-air.
In mid-air.
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
Re: The Merge: Agents & Powers (Interest)
So it's Hannibal's faultBladewind wrote: ↑Fri Nov 24, 2017 7:53 pm @Neo - RE: Doing anything while waiting for the priest: I'm retooling Torque a little if that's alright. I had an idea about how to make him a little more fun to play. You okay with that? We can say it was a result of the brush with the Machine Wraith and the jolt from the defib that rewired him a bit.
Speaking of characters. If there is any recruiting done for this game, I'd like to propose a character build/change. I think the team should have its own science/technology specialist. I was thinking a college age Hiro Okamura might be a good addition to the team. Keeping his hero worship, and infatuation with Power Girl but trying (not totally successfully) to leave the toy obsession he had as a "kid" in his past.
Re: The Merge: Agents & Powers (Interest)
Yes it is.
And... oh gawd no.
He'd be trying to tinker with Torque all the time !
And... oh gawd no.
He'd be trying to tinker with Torque all the time !
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