The Merge: Agents & Powers IC
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Re: The Merge: Agents & Powers IC
The Mechanoid will point again to wherever the recovered Spice from Kevin Smith was. "SPIII-IIICE!"
Inwardly he was chiding the jerks to come down and get it themselves.
Inwardly he was chiding the jerks to come down and get it themselves.
"Something pithy this way comes."
Re: The Merge: Agents & Powers IC
Aislynn
"Lynn. My name is Lynn." she said in that same confused, semi-coherent way.
"Lynn. My name is Lynn." she said in that same confused, semi-coherent way.
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: 3372
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers IC
Torque notices that there are quite a few signals being bounced around the room as the tech-guy tries to ping the Kull Warrior's suit...
Re: The Merge: Agents & Powers IC
Torque
Condition: Normal
HP: 0
Torque will attempt to take control of the signals - letting the techie send commands, but answer them with code of his own. He`s not opening his systems to potential hacking, just trying to maintain their ruse.
Condition: Normal
HP: 0
Torque will attempt to take control of the signals - letting the techie send commands, but answer them with code of his own. He`s not opening his systems to potential hacking, just trying to maintain their ruse.
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 IC
" Finally!" they can hear the voice of the tech guy. " I am getting something..."
//Bladewind, give me a tech roll from Torque if you want to fake the genuine signals he wants to see.
//Bladewind, give me a tech roll from Torque if you want to fake the genuine signals he wants to see.
Re: The Merge: Agents & Powers IC
Torque
Condition: Normal
HP: 0
Don't forget he also has Comprehend Machine and Control Technology: Affliction 2 [Resisted by Fortitude, Overcome by skill or Fortitude (Controlled); Cumulative, Perception, Affects Object Only, Limited to Third Degree Only, Limited to Technology
Tech: 1d20+5 25
Condition: Normal
HP: 0
Don't forget he also has Comprehend Machine and Control Technology: Affliction 2 [Resisted by Fortitude, Overcome by skill or Fortitude (Controlled); Cumulative, Perception, Affects Object Only, Limited to Third Degree Only, Limited to Technology
Tech: 1d20+5 25
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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- Joined: Fri Nov 04, 2016 5:23 pm
Re: The Merge: Agents & Powers IC
Unaware of the cyber war being fought on his behalf by Torque, the Long-Hannibal-Mechanoid walks jerkily (mostly because it's hard to coordinate between two people) over to the downed bike and reaches into the saddlebag to pull out a packet of the sought-after 'Spice' (really just some of Long's mass shifted, colored, and shaped as a replica of what Director Smith gave them).
He holds it aloft as he shamble-walks starting for the rear or where ever he might see a control room. He's slow and non-threatening, banking on them not wanting to possibly damage the packet they've tried so hard to get.
He holds it aloft as he shamble-walks starting for the rear or where ever he might see a control room. He's slow and non-threatening, banking on them not wanting to possibly damage the packet they've tried so hard to get.
"Something pithy this way comes."
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Re: The Merge: Agents & Powers IC
" Finally", both men mutter almost simultaneously. A small panel, only the size of a football, slides open in the wall. " Place the Spice inside".
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Re: The Merge: Agents & Powers IC
The mechanoid jerkily walks to the panel, he's methodical, teasing his unseen audience, dangling the object of their desire right in front of them, so close they could taste it. Then he stops, just before the opening with a clicking-grinding sound of utter failure.
"Something pithy this way comes."
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Re: The Merge: Agents & Powers IC
" What the...", the man mutters before sighing. " Alright...if the Spice gets damaged, it's on you...you and your miserable programming. Purge the room!"
A moment later, the weapons in the ceiling power up...
A moment later, the weapons in the ceiling power up...
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Re: The Merge: Agents & Powers IC
[Where was the panel in relation to the weapons? In fact, a general room layout would help.]
"Something pithy this way comes."
Re: The Merge: Agents & Powers IC
AISLYNN
"Now that's not nice." Aislynn said, straightening up and dropping into a stance, ready to unleash something rather refreshing.
ooc
If it is at all possible, Aislynn will solidify the air just below the guns and let the ricocet do the job for them.
Solid Air: Create 6 (Alternate; Volume: 60 cft., DC 16; Increased Duration: continuous, Precise)
"Now that's not nice." Aislynn said, straightening up and dropping into a stance, ready to unleash something rather refreshing.
ooc
If it is at all possible, Aislynn will solidify the air just below the guns and let the ricocet do the job for them.
Solid Air: Create 6 (Alternate; Volume: 60 cft., DC 16; Increased Duration: continuous, Precise)
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: 3372
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers IC
//Alrighty...the room is 6by 6 metres with a 3 and a half metre ceiling...the weapons are installed in the four corners and have enough mobility to easily be able to cover the entire room. The panel is set halfway in the wall at about 1,5 metres height.
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- Posts: 6822
- Joined: Fri Nov 04, 2016 5:23 pm
Re: The Merge: Agents & Powers IC
//Torque and Lynn are in the center and Long/Hannibal are on one side, did guns track them as they walked? Speakers and presumably cameras are not visible I take it?
"You go left, I'll go right." Long whispers to Hannibal.
The black paneled armor turns grey for only a moment before exploding up like a geyser of grey sludge to the ceiling-mounted weapon in that corner.
It leaves Hannibal with blasters already drawn.
Long jerks to the side forcing the weapon to turn if it wanted to shoot him as he brings flailing arms to bear on the turret.
"You go left, I'll go right." Long whispers to Hannibal.
The black paneled armor turns grey for only a moment before exploding up like a geyser of grey sludge to the ceiling-mounted weapon in that corner.
It leaves Hannibal with blasters already drawn.
Long jerks to the side forcing the weapon to turn if it wanted to shoot him as he brings flailing arms to bear on the turret.
Attack: 1D20+7 = [8]+7 = 15
If that hits then since it's against an inanimate object it's a crit so DC27 toughness. Further, since it's multi-attack, if it hit with one degree of success then it's +2DC, if it hit with 2 then +5
"Something pithy this way comes."
Re: The Merge: Agents & Powers IC
AISLYNN
The girl waves her hand towards the guns and suddenly they're encased in solid air! "You really are dumber than a box of rocks, aren't you?!" she asked the speaker.
ooc
http://www.coyotecode.net/roll/lookup.php?rollid=204766 init 7
Coyote code hates me!
The girl waves her hand towards the guns and suddenly they're encased in solid air! "You really are dumber than a box of rocks, aren't you?!" she asked the speaker.
ooc
http://www.coyotecode.net/roll/lookup.php?rollid=204766 init 7
Coyote code hates me!
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