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

Adeleth shoots at the next largest targets since the alpha is harder to hit when prone.

DC 22 Toughness, silver bullets (power attack +/-2): 1D20+7 = [11]+7 = 18 vs dodge
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The bullet pierces the werewolf's hide, leaving a nasty-löooking wound...the beast snarls in fury!
-2 toughness and dazed
However, the werewolves keep up their brutal attack...while the one already incapacitated by emotional anguish stirs....
Viv: 14, if that hits, DC 22 to resist
Adeleth: 18, if that hits, DC 22
Lilly: 12, doubt that it hits. If it does, DC 22
Amy: 16. if that hits, DC 22
Alma's turn
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy
The wolf snarls as it's clawed paw connects, leaving a trail of bloody claw marks. Amy returns the favor, lashing out with her own silvered knife. "Alma, Moonlight on me!" She shouts and the umbreon complies.

"Guys, when you can, keep the wolf that's down, down!" Amy advises and looks at the wolf doing it's level best to tenderize her before eating her. "You can quit anytime now, I've dealt with scarier things that still give me nightmares."


ooc
Amy has a save of 6, so she has a 16 with that hit, so I guess it hits?
http://www.coyotecode.net/roll/lookup.php?rollid=262403 16 toughness save 2 bruises
http://www.coyotecode.net/roll/lookup.php?rollid=262405 close attack 24

Alma: Moonlight: Healing 6 (Restorative, Stabilize) on Amy
http://www.coyotecode.net/roll/lookup.php?rollid=262404 heal check 23
Last edited by kirinke on Mon Jun 13, 2022 11:55 pm, edited 6 times 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
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

OOC: A 12 misses Lilly, though again she's teleporting down from a tree to attack, then back on the same action. Is she being attacked up in the treetops, or is the werewolf holding and waiting for her to appear before trying to hit her? Or something else?
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

//Sorry, forgot to mention it, the wolf is jumping up into the tree and slashing at her. Excuse the confusion, please :) Also, Lilly's turn.
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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: Fatigued

Lilly teleports directly behind the lead werewolf again, and attacks twice with a left and a right from her silver knuckledusters before teleporting back to where she was hiding up in the trees [OOC: Turnabout].

OOC: Viv's +5 from Aid lasts until the end of Lilly's turn, so Lilly spends a Hero Point to gain Heroic Feat: Power Attack giving her +5 ranks of Damage but -5 to hit, also until the end of her next turn. Combining this with a normal All Out Attack for +2 to hit and -2 to active defences, plus the +5 to hit from the lead werewolf being prone, so her attack bonus = 6 + 5 - 5 + 2 + 5 = +13. Her active defences drop to +4.
She also uses Extra Effort to get an extra Standard Action, which she uses to attack twice as above each time.

Lilly's first attack on the lead werewolf: 1d20+13 16

She spends her second Hero Point to reroll that:
Lilly's first attack on the lead werewolf, take 2: 1d20+13 22; that's a roll of 9, so add 10 for a result of 32.

Lilly's second attack on the lead werewolf: 1d20+13 20

If those hit then each one is DC 26 to resist plus the effects of the damage being silver-based.
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The Alpha howls in pure rage, the strikes leaving large ugly blemishes, the fur sizzling and a nasty stench wafting off of them.
-3 toughness and dazed. Jupp, silver really puts the hurt on them.
The Alpha growls as he gets back up. Looking around at the fight, he concentrates and lets out a howl...a howl that becomes more and more like electronic feedback as it goes on...and from his throat, you can see blackish-grey organic-looking cables spread out over his body...
Amy's turn
pathfinderq1
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

Viv DeLaCourte (Harbinger)

Viv shook her head at the noise the Alpha was making. "Lilly, can you block that sound the way you screen our conversations? Just in case there is some kind of ultrasonic effect..."

>OOC: Not her turn yet, but just speaking. GM can decide if it goes off now or has to wait until her actual turn.
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

OOC: Lilly can do that on her next action. Should leave her with Teleport 2 and Comprehend 1.
Last edited by Tony Jones on Fri Jun 17, 2022 8:27 pm, edited 1 time in total.
kirinke
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Joined: Sat Nov 05, 2016 2:28 pm

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

Post by kirinke »

ooc
Don't forget Amy's turn.
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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Joined: Sun Dec 11, 2016 8:48 am

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

Post by Neo-Paladin »

Amy's attack hits, driving the werewolf back, although it seems to have been a shallow cut.
Made the save, so no damage. Ren's turn
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Ren, let's try something different, Dazzling light on the werewolves, all of them!" She told the mouse, who happily complied and a bright burst of light enveloped the area, which somehow only affected the wolves.

ooc
Dazzling Gleam: Burst Area Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Burst Area: 30 feet radius sphere, DC 11, Increased Range: ranged, Selective; Limited: Vision)
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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Joined: Sun Dec 11, 2016 8:48 am

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

Post by Neo-Paladin »

The bright light flashes in front of their eyes, but it appears to only irritate the werewolves, their unnatural constitution helping them once more...
They all easily made their fortitude checks, sorry ;)
Peekabo's turn
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

OOC
Would it be possible for Amy to spend a hero point to change Peekaboo's iron Tail to Silver-Tail so it can affect the Wolves? I'm thinking about having her use the hero point to edit the scene so she can have a small silver claw to hand to Peekaboo as a held item, so he can attack the wolves a bit better.
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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Joined: Sun Dec 11, 2016 8:48 am

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

Post by Neo-Paladin »

//Yes, that would be fine.
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