The Merge: Agents & Powers IC

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Flynnarrel
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Re: The Merge: Agents & Powers IC

Post by Flynnarrel »

Long's ability to stretch and remold himself holds fast against the things attempts.
To Escape (move action), DC24 (via Improved Pin) Athletics or Sleight of Hand
"Gah, He's... Strong." Long says, managing the hold.
"Something pithy this way comes."
Neo-Paladin
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Re: The Merge: Agents & Powers IC

Post by Neo-Paladin »

//Alrighty, he's still stuck. Aislynn's turn
Flynnarrel
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Re: The Merge: Agents & Powers IC

Post by Flynnarrel »

Neo-Paladin wrote: Thu Mar 08, 2018 5:36 pm //Alrighty, he's still stuck. Aislynn's turn
In fairness, I should point out one Escape attempt is a Move Action. He can try a second time or use his Standard Action in some other way. He's immobile and vulnerable but, annoyingly so, it doesn't say he's prevented from still making attacks. Heck, he's not even impaired unless I get a second degree of success on a Grab (maybe next round). The most first level of Grab does is make it so you can't move from your spot, and defenses are halved (and even then you could say that Long is giving him partial cover so attacks are -2 to hit unless they have Precise Attack for overcoming Cover.

Not saying I want to get shot, but just wanted to be fair.
"Something pithy this way comes."
kirinke
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Re: The Merge: Agents & Powers IC

Post by kirinke »

Aislynn

Once again the young air-bender does her dance, hoping to do more than simply scratch the thing this time. "Right, I need some new moves," she snarked.

ooc
Air Control: Shapeable Area Damage 6 (DC 21; Shapeable Area: 30 cft., DC 16, Increased Range: ranged, Precise, Selective)

Aislynn has selective on her area attack. So Long is safe from her.
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
Neo-Paladin
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Re: The Merge: Agents & Powers IC

Post by Neo-Paladin »

//In that case, thanks for the info.

Before Aislynn can perform her attack, the Kull warrior raises his weapon as far as he is able to and sends a blast at Long, point-blank!
Ouch...if the 27 hits, DC 28 to resist (crit)
This time, Aislynn's attack seems to have found some chink in the armor....
He's at -2 toughness and dazed. Hannibal's turn
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Bladewind
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Re: The Merge: Agents & Powers IC

Post by Bladewind »

Hannibal
Condition: Normal
HP: 0 (?)

"Um. No. Longdong's on my team. Wait. Did that sound wrong? Nevermind. That sounded wrong.

Anyway, Friend of mine. Hurting him won't do."


Using the residual vampiric legacy that flowed through his veins, King took a swing at the thing.

"Futher-mocker! That armour is tough!" He says as he pulls his hand back and shakes it.



Attack (Unarmed) DC 19: 1d20+10 21
Last edited by Bladewind on Mon Mar 19, 2018 5:15 pm, edited 2 times in total.
Thorpocalypse 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.
Bladewind's 3ed M&M Builds
The Merge Setting document
Neo-Paladin
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Re: The Merge: Agents & Powers IC

Post by Neo-Paladin »

Besides bruising Hannibal's knuckles, the attack did not seem to do much...
Sorry :) Long's turn
Flynnarrel
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Re: The Merge: Agents & Powers IC

Post by Flynnarrel »

For the most part, I see Immunity to Criticals as a 'flavor tax' - something I buy because the character should have it because of their nature. This is only the third instance in many years of playing such characters where Immunity to Crits has come in to play. Nevertheless...
Long glances down at the three inch crater where his heart should be. Wisps of smoke still issue from the melted plasticy edges. "Huh, that coulda been worse." he says.

Maintaining his hold on the bad guy [Free Action] he constricts around the man's neck [Chokehold, free action], then he concentrates and even the melted section new created bulges and bubbles with greyish mass until it forms whole once again.
Standard action - self-only Healing. Healing: 1D20+7 = [8]+7 = 15, enough to take off the -1 toughness.
"Something pithy this way comes."
Neo-Paladin
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Re: The Merge: Agents & Powers IC

Post by Neo-Paladin »

Alas, trying to cut off the warrior's air supply seems to have little effect - possibly due to its armor...
Sorry, immune ;) Torque's turn
Flynnarrel
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Re: The Merge: Agents & Powers IC

Post by Flynnarrel »

Turnabout's fair play, I suppose.
.
"Something pithy this way comes."
kirinke
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Re: The Merge: Agents & Powers IC

Post by kirinke »

AISLYNN

"What does it take for these things to go down?" Aislynn grumbled as she did her weaving dance again, causing the air to swirl around them and attack the dead jaffa thing with surprising visciousness.

ooc
Who's next?
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
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Bladewind
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Re: The Merge: Agents & Powers IC

Post by Bladewind »

Torque
Condition: Normal
HP: 0

"Ideas would be helpful here." The Autobot says.

With the being prone, Torque moves to disarm it - either by physically removing weapons or crushing them.

OOC - Not sure what rolls you want for that, what with him being grappled and all.
Thorpocalypse 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.
Bladewind's 3ed M&M Builds
The Merge Setting document
kirinke
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Re: The Merge: Agents & Powers IC

Post by kirinke »

AISLYNN

"He's a zombie kept alive by machine more or less right? See if you can hack the mechanical stuff that keeps him going. Life support systems, that sort of thing." the air bender suggested.
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
Neo-Paladin
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Re: The Merge: Agents & Powers IC

Post by Neo-Paladin »

Grabbing the weapon is not so hard...but if you want to crush it (and you'd have to, given that the weapon is fully integrated into the armor), I need a STR check.
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Bladewind
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Re: The Merge: Agents & Powers IC

Post by Bladewind »

Great ideas from Aislynn, but since I committed this round: Strength Check: 1d20+6 26 :D
Thorpocalypse 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.
Bladewind's 3ed M&M Builds
The Merge Setting document
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