The Merge: Agents & Powers (OOC for chapter 2)
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Re: The Merge: Agents & Powers (Interest)
I'm traveling next week so I will update when I can if there's stuff to respond to.
"Something pithy this way comes."
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Re: The Merge: Agents & Powers (Interest)
Okay, folks...if I see things right, we have three(!) players left - that is, if/when Bladewind returns. What shall we do?
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Re: The Merge: Agents & Powers (Interest)
Who's still in? I'm raring to go. I think the New york thing should be wrapped up.
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: 6801
- Joined: Fri Nov 04, 2016 5:23 pm
Re: The Merge: Agents & Powers (Interest)
So we have aliens, some sort of cyborg thingie and spice. Well. With any kind of new drugs in mind, I can think of some places to take this. Miami, New Orleans, Albuquerque (Home to the largest dimensional turnpike West of Cleveland!), Roswell, Sante Fe....
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: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (Interest)
The plot is not the problem...but we are missing most of the players...
Re: The Merge: Agents & Powers (Interest)
Maybe open up the game again?
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)
My apologies. Life got a bit hectic, still is but lessening I hope.
Re: The Merge: Agents & Powers (Interest)
It happens.
And Aislynn gave Hannible plenty to comment on and act on.
And Aislynn gave Hannible plenty to comment on and act on.
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)
I am back and in fighting form once again. Sorry about that.
As I've said a few times in other threads... apart from needing to pick up my car this week and thus losing my morning, I think I am back on track. Other than being away with family this weekend.
As I've said a few times in other threads... apart from needing to pick up my car this week and thus losing my morning, I think I am back on track. Other than being away with family this weekend.
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: 6801
- Joined: Fri Nov 04, 2016 5:23 pm
Re: The Merge: Agents & Powers (Interest)
FYI, I'm traveling this weekend and won't be able to respond until Monday.
"Something pithy this way comes."
Re: The Merge: Agents & Powers (Interest)
Cool Pic Starguard!
This might give some insight on Air bending and Air benders in general:
http://avatar.wikia.com/wiki/Airbending
Air benders in general are a very spiritual people and very in-tune with the spirit world in general. Aislynn's abilities are a reflection of that and coupled with her own Buddhist background, it would only be natural for her to be able to see and speak with spirits easily.
Plus, most spirits (at least the ones that were once human), generally act the same way as when they were alive (at least in all of the stories one hears about them). So treating them with a bit of kindness/gentleness/politeness goes along, long way to making them cooperative, especially when they're confused and scared. Even the non-human ones react better with kindness/gentleness/politeness than not, I would think, unless they're just really belligerent towards corporeal types or just evil.
In other words, don't poke the bear or needlessly antagonize the dragon, because you are crunchy and taste good rare.
That's my thinking on the subject of ghosts/spirits anyway.
This might give some insight on Air bending and Air benders in general:
http://avatar.wikia.com/wiki/Airbending
Air benders in general are a very spiritual people and very in-tune with the spirit world in general. Aislynn's abilities are a reflection of that and coupled with her own Buddhist background, it would only be natural for her to be able to see and speak with spirits easily.
Plus, most spirits (at least the ones that were once human), generally act the same way as when they were alive (at least in all of the stories one hears about them). So treating them with a bit of kindness/gentleness/politeness goes along, long way to making them cooperative, especially when they're confused and scared. Even the non-human ones react better with kindness/gentleness/politeness than not, I would think, unless they're just really belligerent towards corporeal types or just evil.
In other words, don't poke the bear or needlessly antagonize the dragon, because you are crunchy and taste good rare.
That's my thinking on the subject of ghosts/spirits anyway.
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)
Actually that is very interesting. I think I might introduce some internal dialogue where we see Hannibal is worried about if he still has his soul. Wondering if his having been a vampire means he no longer has one.
Re: The Merge: Agents & Powers (Interest)
Hmmm. I think it depends on the vampire species and where they come from. For example Buffy type vampires are just demons animating a corpse, in other genres they appear more like fae. In others, it's an infection (which doesn't affect the soul at all) or are turned due to a parasite. In Hannible's case, I think his vampirism was due more to an infection type vampire than anything else, if I remember the movies correctly. Which is how he could be mostly cured of it.
For Aislynn though, I think her seeing/communicating with spirits ability is something all air benders have, she's just a little bit better at it because she has been trained in basic interrogation techniques and has a basic grasp of psychology (Police Sciences I think would cover basic interrogation and maybe even some introductory courses in Psychology). It's also a reason why alot of governments are very, very interested in Air Benders in general, not just because of their martial abilities. I mean, just think of the intelligence boon a solid and genuine medium/spirit talker would bring to any agency or police department! Then coupled with their ability to bend air and martial skills, Air benders would be a 'hot' commodity so to speak.
From what I understand, when interrogating a witness/victim cops use soft-ball techniques, just gentle nudges and letting them remember and talk at their own pace. Which is what I had Aislynn do.
For Aislynn though, I think her seeing/communicating with spirits ability is something all air benders have, she's just a little bit better at it because she has been trained in basic interrogation techniques and has a basic grasp of psychology (Police Sciences I think would cover basic interrogation and maybe even some introductory courses in Psychology). It's also a reason why alot of governments are very, very interested in Air Benders in general, not just because of their martial abilities. I mean, just think of the intelligence boon a solid and genuine medium/spirit talker would bring to any agency or police department! Then coupled with their ability to bend air and martial skills, Air benders would be a 'hot' commodity so to speak.
From what I understand, when interrogating a witness/victim cops use soft-ball techniques, just gentle nudges and letting them remember and talk at their own pace. Which is what I had Aislynn do.
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