The Merge: Agents and Powers Chapter 2: Agents Abroad

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Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The attack hits, opening up a hole in the thing's stomach. Acidic bile lands on the floor, eating into the metal and concrete, the stench unbearable.
-3 Toughness
pathfinderq1
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

Viv DeLaCourte (Harbinger)
HP: 0; LP: 0; Condition: Normal

Viv focused her mind, trying to bring the aftereffects of the creature's noxious attack under control. Then she raised her pistol again and took another shot- combat had never been her strongest option, but it didn't seem as if this creature could be negotiated with...

The shot seemed to hit, and Viv began moving back, towards the entrance- not running, but certainly retreating...





>OOC: (Really just don't have many ideas right now)
-FORT to recover from Dazed (actually at the end of her last turn, I just forgot) 1d20+4= 15, roll https://orokos.com/roll/891131 (Should succeed, if Recovery is the same number as Resist)
-Heavy pistol attack 1d20+8= 26 (Not quite a crit, but should be a solid hit, DC 19 to resist), roll https://orokos.com/roll/891133
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

Unfortunately, the bullet just gets lodged in the thing's shoulder, a fat centipede crawling out of the wound. " All must decay", the thing croaks. Large pustules appear on its skin, pustules that throb disgustingly before popping open to reveal a cloud of oversized flies that heads straight for you!

At the same time, Torque hears a radio transmission.
" This is Hauptmann Sven Franke, GSG-10 of the federal police. We have set up a cordon at the entrance of the bunker installation. Need info on the nature of the threat so we can contain it."
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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

"Do not enter." Torque responds, "Maintain safe distance and perimeter - subject has putrefaction qualities.

"Stand by for further instruction."





freaking autocorrect...
Last edited by Bladewind on Tue May 18, 2021 2:44 pm, edited 1 time 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
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kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy HP 0 LP 1, condition 1 bruise
The girl made a mental note to carry a small supply of Vicks for times like this. She was told by her police friends that it was the best thing to use when confronting unpleasant smells like rotting bodies. A bit up the nose and you couldn't smell anything except the Vicks. With a super-human effort, she managed not to puke again and launched another attack at the creature. Whether or not she made the hit, well... If she didn't, she'd blame the stench and stick to that story.

"It's vulnerable to Force Light, lots of bullets apparently and lasers!" Amy adds tells Torque."Damn thing is a spirit of corruption and decay!"

ooc
Force Light: Nullify 6 (Counters: Necromancy and corruption of life, DC 16; Broad, Simultaneous) 18PP
attack check 9 http://www.coyotecode.net/roll/lookup.php?rollid=249291
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 »

" Alright" comes the response, " retreat, we'll wait for it with blessed rounds and barrier sigils."
The light fails to strike the creature this time while the flies move out of the way before heading towards your group, their buzzing an incessant drone that makes your skulls throb...and, as if that wasn't bad enough, they start biting!

//Okay, this is an area attack, rather simple this time:
Dodge DC 17 for half damage. DC 22 to resist the damage itself.
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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)

Lilly attempts to dodge the swarm of flies: 1D20+4 = [13]+4 = 17

She just dodges out of the way of the worst of the swarm, but they still attack her somewhat.

Lilly resisting damage from insect swarm (half damage so DC 18): 1D20+4 = [18]+4 = 22

But she has had worse in the Armagetto of Apokalips and shrugs it off!

She teleports behind the demon with her length of railing and swings at the creature before teleporting back to where she started. "Foul creature!" she shouts. "Begone!"

[OOC: All-Out attack on the creature, hopefully with surprise, using Improvised Weapon to attack using the railing...]

Lilly attacks the decay creature with the railing: 1D20+6 = [10]+6 = 16

If that hits then DC 21 to resist.
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 pops back into the hallway from the wall opposite the one where she exited and takes a shot at the demon. But perhaps the creature has figured out her tactics.

power attack against decay demon tough DC 24: 1D20+5 = [7]+5 = 12
pathfinderq1
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

Viv DeLaCourte (Harbinger)
HP: 0; LP: 0; Condition: Bruised (-1)

Viv stepped back just in time- if the flies had been a single projectile, or a beam, they would have missed entirely. But the cloud of stinging insects managed to just graze her arm- and for all her gifts she was physically just a normal person. The bites hurt, but the pain was manageable...

>OOC:
-Dodge DC 17 for half, 1d20+6+5 (Evasion 2)= 31 (Crit, but I'm pretty sure that doesn't have any extra benefit here)
-Toughness DC 18, 1d20+6= 17, fail by 1, Bruised -1
-Rolls: https://orokos.com/roll/891289
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

The light swirls around her, causing the flies to drop out of the air as they tried to bite her and they don't get up again.

ooc
http://www.coyotecode.net/roll/lookup.php?rollid=250064 Dodge 19
http://www.coyotecode.net/roll/lookup.php?rollid=250065 Tough 25
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 »

Adeleth's attack misses as the creature lazily sidesteps it. It grins and licks its lips with a tumorous growth that might be a tongue...

Whereas Lilly's piece of railing connects with the doughly flesh with an almost comical 'bonk' noise...and while it does somewhat harm the creature, she sees that her weapon is quickly disintegrating in her hand!
-4 toughness
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

When she reappears in the place she teleported from, Lilly throws the dissolving remains of the railing at the creature as hard as she can...

[OOC: Another All-Out attack on it, but throwing this time...]

Lilly throws the piece of railing at the decay creature: 1D20+6 = [15]+6 = 21

Again, if it hits DC 21 to resist.
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The railing strikes, a part of it becoming stuck in the creature's chest before dissolving into rust. " Hrm...tickled", it says, chuckling wetly...
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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 blasts at the creature again. This time he is concentrating on the shot as opposed to making a cool entrance...

Blaster: 1d20+5 25 DC is 23 (+5 for the crit for DC 28)
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

The girl slowly backs away, keeping her eyes firmly on the creature as she beings her own retreat, following Viv. As she retreats, she does her own small best to cleanse the area of the foulness that embodies the spirit of decay!


ooc
Force Light: Nullify 6 (Counters: Necromancy and corruption of life, DC 16; Broad, Simultaneous) 18PP
attack check 13 http://www.coyotecode.net/roll/lookup.php?rollid=250195
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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