Sure thing, go ahead.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.
The Merge: Agents & Powers (OOC for chapter 2)
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Re: The Merge: Agents & Powers (Interest)
Re: The Merge: Agents & Powers (Interest)
Stupid question. Have we received any PP yet? To lazy tonight to look through last pages
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Re: The Merge: Agents & Powers (Interest)
no PP to my knowledge. wasn't sure we ever getting any.
"Something pithy this way comes."
Re: The Merge: Agents & Powers (Interest)
Yea. I'm good. Some story arcs run different than others.
Re: The Merge: Agents & Powers (Interest)
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.Neo-Paladin wrote: ↑Sat Nov 25, 2017 9:35 amSure thing, go ahead.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.
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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Re: The Merge: Agents & Powers (Interest)
Sorry, forgot...everyone gets 2 pp.
Re: The Merge: Agents & Powers (Interest)
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.
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.
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)
Look, Squirrel!
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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Re: The Merge: Agents & Powers (Interest)
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.
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."
Re: The Merge: Agents & Powers (Interest)
Good question. And thanks for pointing it out.
Knee jerk reaction to a crappy roll on my part.
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.
Knee jerk reaction to a crappy roll on my part.
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.
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: 6822
- Joined: Fri Nov 04, 2016 5:23 pm
Re: The Merge: Agents & Powers (Interest)
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."
Re: The Merge: Agents & Powers (Interest)
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)
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)
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 ?
You want to ghost him ? Or one of us to ghost him ?
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: 3372
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (Interest)
I trust you, Bladewind. Feel free to ghost him.
Re: The Merge: Agents & Powers (Interest)
Sounds good.
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