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 »

"I can disconnect the wiring farther away from the room, perhaps. That would draw him out of the generator room so Amy could destroy it." Adeleth says.
pathfinderq1
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

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

"If you can do that, do it. Any dirty trick, unfair tactic, whatever. We don't want to get into anything resembling a fair fight here, and we have to assume we don't have much time." Viv's voice had lost much of its normal warmth, sounding grim and curt.
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

When the rest of the group is just outside the 3rd level, Adeleth will find where the electrical hookups running into the generator room go so she can disconnect them.
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

The girl nodded enthusastically. "Not a problem." she said as she considered her options and then gave her orders to her critters. Their main focus would be the machine. If that gets taken out, then they'll switch to Razor-head.

ooc
23 Amy init: http://www.coyotecode.net/roll/lookup.php?rollid=248061
Telekinetic Push: Shapeable Area Damage 6 (DC 21), Affects insubstantial 2

19 Alma init: http://www.coyotecode.net/roll/lookup.php?rollid=248063
Dark Blast: Damage 6 (cold, force, or life-drain, DC 21; Increased Range: ranged)

22 Peekaboo init: http://www.coyotecode.net/roll/lookup.php?rollid=248062
Thunder: Shapeable Area Damage 6 (electricity, DC 21; Shapeable Area: 30 cft., DC 16, Increased Range: ranged): dc16 reflex for half followed by dc 18/21 toughness

19 Ren init: http://www.coyotecode.net/roll/lookup.php?rollid=248064
Water Gun: Damage 6 (water impact, DC 21; Increased Range: ranged, Penetrating 6)
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 »

Disconnecting the power supply is easy, given the haphazard nature of the entire rewiring. This was a job meant for a quick result, not security. As son as the power is out, the thing in the generator room growls and turns around, stepping outside to seek the reason for the disturbance...
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Adeleth waits until he comes into view and takes a pot shot at him before rushing back into the wall and moving around to the far side of the room. Hopefully the team will hear the gunshot and enact whatever they are planning.

Gun shot DC 19: 1D20+10 = [9]+10 = 19
pathfinderq1
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

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

Viv continued to move towards the lower level of the bunker- just before they started down the final ladder/stairs she paused for a moment, as if preparing for the job ahead. In a way, she was- when she started moving again, her motions were more assured, more graceful. Even her breathing had changed- slower, deeper...

>OOC: Shifting her array to her Zen Fighting slot, which takes a Standard action to activate. Initiative roll 1d20+8= 26, roll https://orokos.com/roll/883036
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

//What's the DC for Adeleth's attack?
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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 picks up a chunk of the rerouted and now disconnected power cables in one hand and takes Amy's hand with her other (assuming Amy is holding her Pokemon?) then concentrates for a second and they shimmer away. To reappear in the generator room behind Razorhead.

Using Adeleth's description of the layout of the place, when they reappear (which is in a location visible through the door from outside) they are orientated towards the Boom Tube portal and also in a position where they can see the door in case Razorhead tries something.

She waits for all of Amy and the Pokemon to make their attacks, then throws her length of cable at the Portal (or whatever remains of it!) with an All Out Power Attack and then they shimmer away back to where they started...

Lilly initiative: 1D20+6 = [7]+6 = 13

Lilly throwing length of cable at Portal: 1D20+6 = [15]+6 = 21; if it hits then it is Damage 8, so DC 23 to resist.

OOC: Teleportation is Subtle - 1 and makes no sound, with Turnabout to return to where they started; her Teleport range is up to 500m so I'm guessing there are no range problems with getting into the room and back down in the confines of the bunker. Lilly has Accurate Hearing and Danger Sense (Hearing).
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

OOC wrote:I thought "Gun shot DC 19" was pretty specific. I suppose I should have said Toughness DC 19.
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

The pokemon cluster around the two bipedals, making sure to touch at least one of them, before they are whisked away by Lilly's musical powers and appear in the control room. Once there, they proceed to unleash elemental mayhem onto the machine and it's attached parts, with Amy's telekinetic chaos added to the mix. As soon as the machine is destroyed, wrecked and otherwise turned into smoking, electricified and soaked scrap, they cluster around Lilly to take them back to the fight with Razor-head.


ooc
I assume Amy will delay her actions until they can get into place with the portal, since Lilly's init is lower than theirs.
Last edited by kirinke on Tue Mar 30, 2021 12:18 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
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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: Don't forget Lilly's thrown cable attack as well!
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

//Okay, I totally overread that. Sorry...

The bullet pings off of Razorhead's armor, irritating him more than actually doing harm...however, the attack on the gate is devastating, sending the whole construction crashing down, sparks flying, the smell of burnt cables stinging your noses.

//So, who is visible to him at the moment? Did Lilly port them into his field of view?
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Did he leave the room when the power went out? If he did, he got shot at by Adeleth who is as far from the room as possible and still see the door. Presumably he went in the direction of the bullet. She then moved along the wall to another spot to do another shot to lure him further out. But that would be the next round. Assuming the first shot was a surprise round, we need initiative to see if Adeleth does her second shot before or after Lilly teleports into the generator room.
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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: It says he stepped out of the room, so presumably he's in the corridor, looking out, especially if he's being shot at. So unless he has all round vision or some other sense he probably didn't notice them teleporting in (it makes no sound) until the portal got smashed.

Lilly teleported line of 'sight' (probably her Accurate hearing, given it has a longer range) behind him into the room then out again (with Turnabout), from as far away down the corridor as possible (however far that is).

If there is cover she's gone from behind it and back to behind it.
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