The Merge: Agents and Powers Chapter 2: Agents Abroad

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jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Adeleth says over comms, "Should we tell Torque to get in here even if he has to wreck the place to do it?"
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Lilly doesn't have a communicator as I recall. But on the other hand she can hear Adeleth anyway.

"YES!!" she shouts in response.
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

"Torque, mayday, get in here. Creature that causes decay is wrecking us," Adeleth says.
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Bladewind
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: normal
HP: 1

Torque responds by shifting into a four wheel configuration for stability and heads towards the group as fast as possible.



OOC - Init: 1d20+1 18
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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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Lilly Lulabye
Hero Points: 0; Current Condition: Exhausted (Impaired and Hindered)

As Amy and the Pokemon were hit by the vile spew from the decay monster, Lilly blinked in surprise as the Pokemon simply disappeared. At least Amy looked mostly all right. "Are they all right?" she asked.

But without waiting for a reply, she turns back to the creature, attempting for a second time to rip off the railing although now intending to use it to beat the creature rather than throw it.

Lilly's second Impaired attempt to rip off part of the railing: 1d20+6 13; which hits the Defenceless railing, with an automatic critical so effective Str 11 to break it I think...
Last edited by Tony Jones on Sun May 09, 2021 3:29 pm, edited 5 times in total.
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy HP 0, LP 2, condition 1 Bruise.

The girl didn't have any time to think as the foul liquid hit her and the pokemon, who immediately fainted like being hit by Sludge Bomb from an irate and high-level Muk. For once, the severity and shock of the attack rendered her speechless. Not to mention puking involuntarily. The girl then straightens and forcing the nausea and feelings of sheer yuk aside, she attacks the thing again, determined not to let the thing get away.

ooc
Force Light: Nullify 6 (Counters: Necromancy and corruption of life, DC 16; Broad, Simultaneous) 18PP
attack check 12 http://www.coyotecode.net/roll/lookup.php?rollid=249146
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 and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The thing growls as light sears its flesh, causing chunks to fall off. Again, the decay halts for a moment. " All light must be snuffed. All must choke on putridity and liquefaction", the creature gurgles, glaring at Amy...who suddenly feels as if her own skin is crawling with mold and decay...
Affliction, resisted by Fortitude, DC 19 to resist (Progressive, Dazed, Stunned, Transformed)
Does Torque have a speed rank?
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy HP 0 LP 1
The girl shakes the feeling off, while the light around her flickers for a moment before growing stronger if that was possible. She says nothing as she gathers her own strength for the next attack. Which if you knew her was kind of scary in of itself.

ooc
http://www.coyotecode.net/roll/lookup.php?rollid=249172 Fort 21 LP to reroll (I had an 8 to begin with yuck!)
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 and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: normal
HP: 1
Neo-Paladin wrote: Mon May 10, 2021 9:05 am Does Torque have a speed rank?
Yes. 12. It's a dynamic array so we will say 8 to account for sure-footed 1 and Wall Crawling 1 so that he can make a cool entrance... :lol:

Ground Speed: Speed 12 [Dynamic]
Dyn: Parkour: Movement 5 [Environmental Adaptation (Urban), Safe Fall, Sure Footed 2; Wall Crawling; 4 Ranks Limited to Moving In Urban Environment]
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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Bladewind
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: normal
HP: 1 - 0 at end of round

An ATV was not supposed to maneuver like that... in fact, calling it an ATV was applicable only in the sense that he vaguely resembled a 4 wheel off road vehicle as he careened towards his colleagues, literally jumping from wall to wall and taking corners at insane speeds. It even looked like an arm shot out at one point and grabbed a wall for stability...

With an audible whir of parts and plates, he assumed robot form and opened fire. If nothing else, he would make himself another target...

Blaster: 1d20+7 9
HP reroll... Blaster: 1d20+7 8 18... to Hit DC 20
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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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Lilly Lulabye
Hero Points: 0; Current Condition: Exhausted (Impaired and Hindered)

"Torque! Welcome! You are very much a sight for sore eyes!" pants Lilly, a roughly metre long length of twisted railing in her hands.
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Bladewind
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: normal
HP: 1 - 0 at end of round

"It was a little tight getting here, and sorry it took so long !"
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 and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Welcome to the party. Can we please destroy this thing so it doesn't crap all over the city?" Amy asked, face a little green around the edges and voice hoarse as she fought the urge to puke. Again. Still the light around her was glowing steadily, almost pulsing in time with her heartbeat.
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 and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The blast strikes the creature, tearing out a chunk of diseased flesh, maggots raining down from the wound. " Even metal has to give in", the thing growls, " the center cannot hold. Death is inevitable. Give in to the rot."

//-2 to toughness
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Adeleth Rein
Dodge: 7, Parry: 7, Tough: 7, Fort: 7/2, Will: 7, Perception: +8
HP: 1; Condition: Fatigued

Adeleth takes another shot before phasing out again and disappearing into a wall.

Power Attack +/-5 against Decay creature Tough DC 24: 1D20+5 = [12]+5 = 17
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