The Merge: Agents and Powers Chapter 2: Agents Abroad

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

Post by kirinke »

Amy

"The lower levels are probably flooded." she nodded to the water flowing into the holes into the ground. She looked at her compatriots.

"Shall we poke our noses where they don't belong?" she asked dryly as she stepped into the bunker. "Right. Remember your tropes. This is a horror situation. Do not loose your heads when you see or hear something spooky. Don't go running off down here, that will kill you. If it's cute and harmless looking, kill it first. If it looks dead, make sure it's dead and not getting back up again. These places are notoriously unstable, so mind the ceiling and floor. Hell, just be hyper-aware of your surroundings in general and watch where you step." she looked at the others. "We Are Not separating the party."

On the plus side, Amy hoped to instill in them a healthy hatred of dungeons and underground places. She considered it her good deed for the day.

On the downside, she never would make a good motivational speaker.
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 »

Lilly peers carefully into the room, having a good look and listen round. In particular she is trying to find the source of the gasoline smell, and whether the ghosts are in this room or further on.

OOC: Routine Perception check of 25.

"Of course we shall poke our noses in," she says, nodding politely in agreement with Amy's words. "Is that not why we are here? But why does does this place smell of your ground vehicle fuel? Is there some sort of fire trap here?"
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Maybe not intentionally." she said dryly. "Bunker exploration is very dangerous. Not just because of the instability, but because of what the previous occupants left in them and that storage they were left in can and does degrade over time."

Amy looked around and shook her head. "More or less, early twentieth century military of any country didn't have OSHA requirements."

Amy nodded to the water. "That can carry lots of chemicals from above ground, not to mention, all the residue in the bunker itself and the entire place is built on a swamp." she sighed. "That's just the dangers from ordinary abandoned, old bunkers."

"With the Merge, well, anything can happen."

ooc
That's just ordinary bunkers. Merge level bunkers are an entirely different kettle of fish. :twisted:
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 ghostly whispers emanate from further down the corridor as well as the gasoline smell. Now Lilly can also hear something else, something so subtle only her divine senses are able to pick it up...the distant hum of massive engines...
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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

From the back, Torque says...

"Although I'll block your view, given my shield, would it be a good idea for me to take point instead of bring up the rear?"
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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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

"Perhaps that would be sensible," Lilly tells Torque, stepping aside to allow him past if he so wishes. "But there are mighty engines down there, far away, beyond the ghosts. With the fuel smell perhaps. Does your world have mole machines like those of Apokalips?"
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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

Thinking of Shockwave's pet in Dark of the Moon, Torque responds

"Let's hope its neither of those..." He does the equivalent of a mechanoid shudder.

Taking point, he gives the others a chance to let their vision acclimate to not being in his cone of light before raising his shield and advancing.
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

"Well this is looking to be a Merge bunker and not just an old abandoned regular one." she noted. "Anything is possible."
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 »

Slowly, you make your way down the corridor, which soon opens up into a much larger space. Apparently, there used to be a ramp for vehicles to drive towards the heavy bunker doors, but that ramp has been cut off when the bunker merged with the surrounding brickwork and ground.
The bunker doors are no longer closed as someone apparently used some sort of superheated explosive device to burn a man-sized opening into them.
Through the opening, you can see a hallway lit by electric lights.
The whispering grows ever more urgent, closer...
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

"Somebody was here," Adeleth says, removing her gun from its holster. "Are they still here? At least we don't have to worry about Torque's lamps giving us away. Can anyone determine if there are electronic sensors around us?"
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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 kills his lights, transforms into motorcycle form (to fit through the opening) and moves forward...
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
User avatar
Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Lilly shakes her head at Adeleth's question and quietly follows Torque, senses alert in case of any danger...
Last edited by Tony Jones on Tue Jan 28, 2020 11:34 pm, edited 1 time in total.
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

The girl quietly summons her own critters and bids them to be quiet and alert. They range a little to the sides and behind, sniffing the air, ears twitching as they listen.
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 »

Slowly, carefully, doing your best to avoid the jagged edges made by the explosion, you enter the corridor beyond.
Despite the fact that this edifice is supposedly quite old, you notice no cobwebs or critters, merely a thick patina of dust having settled on everything.
You notice that the walls have small slits in them - large enough for the muzzle of a weapon. This was meant to be a highly defensible position, it appears.

The whispers grow louder, some sounding...excited.

On the wall at the end of the corridor, there are three arrows, two pointing right, one left.

To the left: " KOMMANDANTUR" (Head office)

To the right:
" NEKRONAUTIKLABOR" (Necronautics lab)
" ZELLEN" (Holding cells)
Last edited by Neo-Paladin on Sat Feb 01, 2020 10:27 am, 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 »

Amy

The girl looks at the others. "Farking hell. Nazi Zombie universe. I am not getting paid enough for this." she said in a decidedly annoyed tone. "Common, we got things to kill and bunkers to survive."
Last edited by kirinke on Fri Jan 31, 2020 5:47 pm, 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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