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

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

Post by kirinke »

I noticed that I had one more point in Amy's force array, so I took that and added it to advantages, giving her:
Accurate Attack
Defensive Attack
Power Attack
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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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Tony Jones
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by Tony Jones »

I think Lilly will just copy Amy's camping suggestions, minus the boots...
kirinke
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

Mmm, she'll probably take over the major preparations for the camping, since she knows more about survival and stuff like that. She will offer clothing suggestions to everyone else though.

Question, even if Torque can't manage a camper, could they attach a small camper to whatever form Torque manages to come up with? That'd make things alot easier. I mean, they'd still need tents and whatnot, but at least with the camper, they'd be able to cook and clean up in a semblance of civilization. :lol:
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
pathfinderq1
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by pathfinderq1 »

Just a quick heads-up: I am on vacation from 7/24-7/31 (finally). I should have computer access, but the schedule is likely to be a bit unpredictable.
Neo-Paladin
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by Neo-Paladin »

kirinke wrote: Tue Jul 20, 2021 11:31 am Mmm, she'll probably take over the major preparations for the camping, since she knows more about survival and stuff like that. She will offer clothing suggestions to everyone else though.

Question, even if Torque can't manage a camper, could they attach a small camper to whatever form Torque manages to come up with? That'd make things alot easier. I mean, they'd still need tents and whatnot, but at least with the camper, they'd be able to cook and clean up in a semblance of civilization. :lol:
I reckon that should be possible, yes.
kirinke
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

Yeah, after thinking about, having a bunch of organics in his interior for a prolonged period of time would be a bit of an imposition, no matter how good a guy he is. I don't think Amy would do that to him. ;)
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
jmucchiello
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by jmucchiello »

So we are getting a camper and hoping Torque can finagle a tow-hitch. Can we just make a list of what we are taking and move on from the sitting around a table talking about it phase?

Camper
Cooking gear
portable lamps
portable chairs
camping bedding
water tanks

add to this as needed.
kirinke
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

Tents? Depends on how many the camper can sleep.
Backpacks.
Portable table to go with the chairs.
Walking sticks, sturdy clothing, hiking boots.
Rope, water proof coats, water purifying equipment.
Eating equipment (plates, cups, bowls etc)
Food supplies (meat options for wolves who might want to join their camp-fire).
Animal proof containers, hygiene supplies.
Bug-spray, water, toilet paper.
Amulets of protection against evil, good knives, maybe ward-stones.
Appropriate sacrifices for the local kami.
Propane and batteries (for the lamps)
Camp grill and charcoal
Dish-washing soap
Last edited by kirinke on Mon Jul 26, 2021 12:47 am, edited 1 time in total.
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
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Joined: Sat Nov 05, 2016 2:28 pm

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

Post by kirinke »

Yeah, I think Amy is with the other girls on the camping idea. While she is capable in the outdoors and has survival training, she'd prefer the camper or tents and sensible supplies. I mean, she isn't insane. ;)
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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Tony Jones
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Joined: Tue Oct 22, 2019 8:54 pm

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

Post by Tony Jones »

And a quick question. Lilly has the Great Endurance advantage:
You have a +5 bonus on checks to avoid becoming fatigued and checks to hold your breath, avoid damage from starvation or thirst, avoid damage from hot or cold environments, and to resist suffocation and drowning.
So her Fortitude for resisting damage from hot or cold environments is +11.

The 'Environmental Hazards' part of the rulebooks talks about making Fortitude
checks (DC 10, +1 per previous check) every so often to resist the effects of heat and cold. Can you make these are Routine Checks, or do you always have to roll? Just thinking of Lilly wandering about barefoot in the winter...
kirinke
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

I figure the super-soakers and water balloons might be a good option for Lilly and Viv. I don't think they have much in the way that can affect undead/evilly things.
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
Tony Jones
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by Tony Jones »

Lilly only has the traditional power of brutally pummeling things. Water balloons (presumably filled with holy water?) could work for her because she's good at throwing. No good with guns though. Darkseid frowns on the likes of her knowing how to use such things...
kirinke
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

Yep. Balloons filled with blessed water. Novel (or maybe not so novel in post-merge daily life) use of a simple toy.
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
Tony Jones
Posts: 3170
Joined: Tue Oct 22, 2019 8:54 pm

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

Post by Tony Jones »

As I recall water pistols filled with holy water was a thing in Rifts, long ago...
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Bladewind
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by Bladewind »

Throwing in the towel.... for awhile at least.

Real life is getting the better of me and I cannot seem to find the time to post consistently to the boards.
Gonna make official what's pretty obvious.... I am taking a hiatus until my spark comes back and I have some consistentcy in my posting abilities.

Thankfully, health issues that plagued me for a while are on the mend and nothing overly pressing is affecting my life... its just too much to do and not enough time to do it...

Happy Gaming !
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.
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