The Merge: Agents & Powers IC

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Flynnarrel
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Re: The Merge: Agents & Powers IC

Post by Flynnarrel »

Long 'stage whispers' in a way that still carries to the group. "And his character's writing wasn't all that great to begin with."

Long gave them the information that he had on the assailant's position and description but hung back a bit protecting Kevin Smith.
[My reason why he got such a poor initiative.]
"Something pithy this way comes."
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Bladewind
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Re: The Merge: Agents & Powers IC

Post by Bladewind »

Hannibal
Condition: Normal
HP: 0 (?)

"Laugh it up Longdong.

"Let's deal with this Power Ranger reject and someone can argue the merits of my vocabulary and wit later."
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
Flynnarrel
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Re: The Merge: Agents & Powers IC

Post by Flynnarrel »

"I didn't even think he knew the word 'vocabulary'." Agent Long stage whispers again.
"Something pithy this way comes."
Neo-Paladin
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Re: The Merge: Agents & Powers IC

Post by Neo-Paladin »

Torque knows that this thing would be a Kull warrior from the Stargate universe. Basically a dead jaffar warrior brought back to life through a blend of Ancient and Goa'uld tech. Pretty much mindless but vicious and hellishly hard to put down, in part thanks to the armor.

The Kull warrior will go at initiative count 16. Which means it's Torque's turn.
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Bladewind
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Re: The Merge: Agents & Powers IC

Post by Bladewind »

Torque
Condition: Normal
HP: 0

"Kull Warrior. Hard to kill, fanatic. Details later."

Some of the Autobot's mass shifts to his left forearm and a large shield deploys - it looks a lot like a cross between the windshield/ protective front plate of a police motorcycle and a SWAT riot shield.

Stepping into the main area, the Autobot presents itself as a target to the Kull Warrior

"Prepare to meet your false god!" He calls out, more to draw attention to himself than anyone else, and actually to confuse the heck out of just about anyone else. Torque looks around quickly, making sure that this is not a movie scene being filmed and that the threat is real before actually firing.

Depending on what he perceives as happening, his shot is either at the ground in front of the Anubis Soldier or aimed at it.

OOC:
Move Action to activate his Riot Shield.
Attack: 1d20+5 12, DC 22 if that hits
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

"I guess they're sub-contracting out." Aislynn quipped as she twirled into an graceful kata that had surprisingly lethal results. Unlike many of her fellow air-benders, she wasn't a pacifist. Especially when dealing with things that wanted her and everyone around her really dead.

ooc

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

This does not look like a film set at all...and then there's the fact that Kevin Smith looks utterly terrified...plus, the wall next to where Long's head was is scorched. If that had hit a human, tissue damage would certainly have occurred.
So, knowing that, what#s your action?
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Bladewind
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Re: The Merge: Agents & Powers IC

Post by Bladewind »

Torque
Condition: Normal
HP: 0
So, knowing that, what#s your action?
Ready, aim, fire ! (Aiming at the Anubis soldier)

OOC:
Move Action to activate his Riot Shield.
Attack: 1d20+5 12, DC 22 if that hits
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 »

The blast scorches the wall as the Kull warrior sidesteps easily.
Stepping closer, the warrior raises his arm again and blasts away at the Autobot!
If a 20 hits, DC 23 to resist.
Aislynn's attack is more successful than Torque, the air slashing across the warrior's armor, though leaving little damage...
Resisted the attack completely. Hannibal's turn
Flynnarrel
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Re: The Merge: Agents & Powers IC

Post by Flynnarrel »

At Agent Long's turn, assuming the creature is still up, Long comes in, fists whirling.
attack: 1D20+7 = [13]+7 = 20
if hits:
Fan arms, +7 vs. Parry, Multiattack, DC22 Toughness, Takedown 1
then, from Fast Grab,
Grab: Free after unarmed attack (regular or Fan arms), DC19 [10+Dex+Elongation] Str or Dodge to resist. To Escape (move action), DC24 Athletics or Sleight of Hand
"Something pithy this way comes."
Neo-Paladin
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Re: The Merge: Agents & Powers IC

Post by Neo-Paladin »

//It was 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 (?)

"What are you looking at? Oh, right."

The smart-mouthed vampire hunter opened fire with his twin ultraviolet pulse pistols. Despite his douche-ness, he scanned the area to make sure bystanders were getting to safety and that the Funky Armoured Dude was focusing on the group.


Ranged Attack: 1d20+9 17 DC 20 Damage
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 »

The shots hit the warrior square in the chest, but do not seem to faze it much, a clear and somewhat viscous fluid leaking from the bullet hole...

A moment later, Long comes in, arms whirling...and while they fail to actually deal any meaningful damage, they wrap around the warrior, immobilizing it for now...
-1 toughness from Hannibal's attack, unharmed by Long's, but grappled for now...Torque's turn
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Bladewind
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Re: The Merge: Agents & Powers IC

Post by Bladewind »

Torque
Condition: Normal
HP: 0

Torque advances cautiously, shield up.
His energy weapon folds back into his arm as he deploys a police baton. He hesitates as he attempts to connect, concern for his ally affecting his aim.

OOC:
Torque won`t fire and risk hitting Long, bludgeoning seems the most logical course of action.
Attack: 1d20+4 10 - If that somehow hits its a DC 23 damage
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 »

As the Kull warrior is bound by Long, he actually fails to protect itself, the blow striking it over the head with a dull thud...but there seems to be no substantial damage...

Meanwhile, the Kull warrior exerts its servo-assisted, inhuman strength trying to break free from the rubber agent's grip...
No damage, sorry. The warrior tries to break free with an athletics check of 19 against Torque's routine STR result. Does that suffice?
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