The Merge: Agents & Powers (OOC for chapter 2)

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Neo-Paladin
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Re: The Merge: Agents & Powers (Interest)

Post by Neo-Paladin »

kirinke...please remember that, unless you declare an active dodge (and that would preclude an attack from you) that dodge is a FIXED VALUE. You do NOT roll for it.

Please keep it in mind this time, ok?
kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke »

Thanks.

You know what's funny? When I rerolled for toughness instead of dodge the rolls were pretty much the same! Within 2 points of each other Lol. :roll:
If you want I can go with the original rolls and just say they're for toughness. There isn't that much difference between the two and the results would be the same.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
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kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke »

*Pokes Neo with a stick. Allooo?
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 (Interest)

Post by Neo-Paladin »

Nah, it's okay...but it's, as you well know, a pet peeve of mine in 3e.
kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke »

Heh. Like I said, there wouldn't have been much of a difference 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
Flynnarrel
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Re: The Merge: Agents & Powers (Interest)

Post by Flynnarrel »

Long -17
Torque - 16
Aislynn - 15
Guards - 14


Hannibal - ?
Pauly - ?
"Something pithy this way comes."
kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke »

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 (Interest)

Post by Bladewind »

I'm actually at a loss here. I have no snappy comment to throw and am not sure of what to have Hanni do.
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 (Interest)

Post by Flynnarrel »

Taking out the guards?
"Something pithy this way comes."
kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke »

That's the rub. Do we want to kill them or take them alive? Out of all of us, only Long and Aislynn have snare/subdue powers.
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 (Interest)

Post by Bladewind »

Flynnarrel wrote: Wed Aug 15, 2018 3:30 am Taking out the guards?
Thank you.

Will post today !
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 (Interest)

Post by Flynnarrel »

Doing damage to knock the guards out but not kill is cool. Hurt them enough and any sane person will surrender. These guys likely aren't fanatics. If you think he'd really be worried he can specifically target the guns and and/or armor to damage it. Take away their protections/weapons and they'll likely surrender.
"Something pithy this way comes."
kirinke
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Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents & Powers (Interest)

Post by kirinke »

That is good for 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
User avatar
Bladewind
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Re: The Merge: Agents & Powers (Interest)

Post by Bladewind »

Flynnarrel wrote: Wed Aug 15, 2018 3:10 pm Doing damage to knock the guards out but not kill is cool. Hurt them enough and any sane person will surrender. These guys likely aren't fanatics. If you think he'd really be worried he can specifically target the guns and and/or armor to damage it. Take away their protections/weapons and they'll likely surrender.
point taken.
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
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: The Merge: Agents & Powers (Interest)

Post by Flynnarrel »

Hannibal - 21
Long -17
Torque - 16
Aislynn - 15
Guards - 14


Pauly - ?


Is Pauly going to go or is it back to Hannibal?
"Something pithy this way comes."
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