The Merge: Agents & Powers (Interest)

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Neo-Paladin
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Re: The Merge: Agents & Powers (Interest)

Post by Neo-Paladin » Sat Nov 25, 2017 9:35 am

Bladewind 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.
Sure thing, go ahead.

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StarGuard
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Re: The Merge: Agents & Powers (Interest)

Post by StarGuard » Mon Nov 27, 2017 2:33 am

Stupid question. Have we received any PP yet? To lazy tonight to look through last pages :)

Flynnarrel
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Re: The Merge: Agents & Powers (Interest)

Post by Flynnarrel » Mon Nov 27, 2017 3:06 am

no PP to my knowledge. wasn't sure we ever getting any.
"Something pithy this way comes."

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StarGuard
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Re: The Merge: Agents & Powers (Interest)

Post by StarGuard » Mon Nov 27, 2017 3:10 am

Yea. I'm good. Some story arcs run different than others. :D

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Bladewind
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Re: The Merge: Agents & Powers (Interest)

Post by Bladewind » Mon Nov 27, 2017 3:27 am

Neo-Paladin wrote:
Sat Nov 25, 2017 9:35 am
Bladewind 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.
Sure thing, go ahead.
Done. Latest IC post has the new build. It's not that far off from the original, its just got a little more Transformer multi-changer goodness to it.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

Neo-Paladin
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Re: The Merge: Agents & Powers (Interest)

Post by Neo-Paladin » Tue Nov 28, 2017 6:01 pm

Sorry, forgot...everyone gets 2 pp.

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Bladewind
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Re: The Merge: Agents & Powers (Interest)

Post by Bladewind » Tue Nov 28, 2017 7:26 pm

Sweet. I needed 2 PP to make my Holographic Rider a little more substantial.
Going to go with a 1 point Summon with Mental Link. not a lot of PP to work with but something to build on later.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke » Sun Dec 03, 2017 6:33 pm

Look, Squirrel!
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

Flynnarrel
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Re: The Merge: Agents & Powers (Interest)

Post by Flynnarrel » Mon Dec 18, 2017 9:15 pm

Extra effort means fatigued. Fatigued means Hindered or an hour of rest. (especially without HP)

Does Torque *need* to know where these things are without the device (that we spent a large chunk of story acquiring)? I'm not seeing the reasoning.
"Something pithy this way comes."

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Bladewind
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Re: The Merge: Agents & Powers (Interest)

Post by Bladewind » Mon Dec 18, 2017 11:39 pm

Good question. And thanks for pointing it out.

Knee jerk reaction to a crappy roll on my part. :lol:
Good idea to not do it, unless Neo rules that already posted so already done.

I think worst case without the reroll, Torque simply suggests to not split up.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

Flynnarrel
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Re: The Merge: Agents & Powers (Interest)

Post by Flynnarrel » Tue Dec 19, 2017 12:33 am

There was going to be no great way to split up anyway. Long may 'look' like and even move like a monocycle but he doesn't have the strength to carry a passenger. Our team is also two agents down and Long would argue against splitting up with those very tough biomechanoids in our enemy's employ.
"Something pithy this way comes."

kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke » Tue Dec 19, 2017 2:30 am

If it comes down to it, Aislynn can fly, she just prefers not to show off that way. It kinda gives her an edge with opponents who think she's just earthbound.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

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Bladewind
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Re: The Merge: Agents & Powers (Interest)

Post by Bladewind » Tue Jan 16, 2018 2:43 am

Small problem. Starguard has been away from the boards for several weeks. We were planning on banking that he pass himself off as Ryan Reynolds.

You want to ghost him ? Or one of us to ghost him ?
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

Neo-Paladin
Posts: 441
Joined: Sun Dec 11, 2016 8:48 am

Re: The Merge: Agents & Powers (Interest)

Post by Neo-Paladin » Tue Jan 16, 2018 4:30 pm

I trust you, Bladewind. Feel free to ghost him.

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Bladewind
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Re: The Merge: Agents & Powers (Interest)

Post by Bladewind » Tue Jan 16, 2018 6:07 pm

Sounds good.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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