The Merge: Agents & Powers (OOC for chapter 2)
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Re: The Merge: Agents & Powers (OOC for chapter 2)
Did I miss something? I thought there were offices we were debating going into. Did we?
Re: The Merge: Agents & Powers (OOC for chapter 2)
I think so.
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 (OOC for chapter 2)
That's where I thought we found the intel...
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
- Tony Jones
- Posts: 3193
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
We went left, which is where we found the intel etc. Still lots of potential for weird stuff to the right...On the wall at the end of the corridor, there are three arrows, two pointing right, one left.
To the left: "KOMMANDANTUR" (Head office)
To the right:
"NEKRONAUTIKLABOR" (Necroncautics lab)
"ZELLEN" (Holding cells)
Re: The Merge: Agents & Powers (OOC for chapter 2)
Yup. The right is where the undead things are I think.
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
- Posts: 3193
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
A reasonable guess. Maybe the two we're looking for are down there too...
Re: The Merge: Agents & Powers (OOC for chapter 2)
Could be, especially if they don't have any senses to speak of.
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 (OOC for chapter 2)
Well, if they had any sense they wouldn't have gone exploring on their own...
... oooohhhh... you mean the undead...
... oooohhhh... you mean the undead...
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)
Lol. It's easier to sense physical undead vs. incorporeal undead. Although the whispers are probably strong enough to be heard by anyone.
And yeah. Complete normals going to explore undead/spirit infested bunkers? Stoopid.
And yeah. Complete normals going to explore undead/spirit infested bunkers? Stoopid.
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
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- Posts: 3370
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Just a heads-up...I'll do my best to post as much as I am able but I am currently suffering from a major depressive episode together with frequen anxiety attacks. Still waiting for the meds to reliably kick in. I'll do my best to keep posting.
- Tony Jones
- Posts: 3193
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Sorry to hear it. Hope you're feeling better very soon!
Re: The Merge: Agents & Powers (OOC for chapter 2)
Yeah, anxiety + depression. Not a fun combo for anyone. Hope your meds work and you find equilibrium.
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 (OOC for chapter 2)
Take what you need Neo. We'll be here.
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
-
- Posts: 3370
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Thank you, man.
- Tony Jones
- Posts: 3193
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Random question: Does Comprehend: Languages include lip reading?