The Merge: Agents & Powers (OOC for chapter 2)
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Re: The Merge: Agents & Powers (OOC for chapter 2)
Not as per RAW. You can only teleport to places you can accurately sense or know especially well.
Re: The Merge: Agents & Powers (OOC for chapter 2)
If you have accurate, then you can go anywhere within your range I think.
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'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
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Fair enough. I suppose if she ever really needed to, Lilly could Power Stunt it in any case...Neo-Paladin wrote: ↑Sun Nov 24, 2019 9:39 pm Not as per RAW. You can only teleport to places you can accurately sense or know especially well.
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- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Have started working on a new setting (don't worry, not abandoning anything here ).
Comments, as usual, welcome
viewtopic.php?f=13&t=1464&p=92436#p92436
Comments, as usual, welcome
viewtopic.php?f=13&t=1464&p=92436#p92436
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
A combat question: When a character is fighting, do you allow moves to be combined, for example to do a Power Attack + All Out Attack, with the minus to hit from the Power Attack being cancelled out by the plus from All Out Attack, and replaced by the minus to Defence from All Out Attack?
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- Posts: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
I've always run things that way, yeah, go nuts.
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Technically, Amy is a 'goblinized' native, only hers isn't obvious. I'm still playing with the idea that she might have MGS as well, just one that's more subtle than most.
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'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
Re: The Merge: Agents & Powers (OOC for chapter 2)
Well, that's the same issue my Supergirl faces... there are others that are truly goblinized - looking like various fantasy or alien races - while she looks like a prominent actress... Torque on the other hand is a twelve foot robot...
Bladewind's 3ed M&M BuildsThorpocalypse 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.
The Merge Setting document
Re: The Merge: Agents & Powers (OOC for chapter 2)
Well if that didn't net a lightside point, I don't know what would.
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'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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- Posts: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
It kinda depends on the intent behind the action, my dear Was that to help the guy or just to get better info?
Re: The Merge: Agents & Powers (OOC for chapter 2)
A little of both. More because she felt bad for the dude and was using the 'reward' part to hide her motives. Reputation to maintain and all.
I doubt anyone is fooled though.
I doubt anyone is fooled though.
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'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
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Happy Christmas all!
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- Posts: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
To you, too!
Re: The Merge: Agents & Powers (OOC for chapter 2)
Merry Christmas.
Next question, I was thinking of having Amy offer the Nazi group as a meal for the spiders. Would that be too much?
Next question, I was thinking of having Amy offer the Nazi group as a meal for the spiders. Would that be too much?
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'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