The Merge: Agents & Powers (OOC for chapter 2)
Re: The Merge: Agents & Powers (OOC for chapter 2)
Yeah.... I think we've circled the wagon enough. So for future encounters, let's agree to discuss potential actions before we do them, especially if it will go against whatever the rest of the group is planning. That way, the players aren't blind-sided and the situation the characters are in won't go FUBAR. Fair enough?
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: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Fair enough what? FUBAR what? Who is saying we should discuss potential action before we do them? We don't play our characters by committee. We play our characters as they should be played. This stuff should all be in the IC thread.
I do not understand at all why we are discussing it here. I don't hold Emil's hair trigger against Plan B. In fact, as I didn't know anything about Shadowrun or this reflexes thing, I applaud him jumping the gun.
I do not understand at all why we are discussing it here. I don't hold Emil's hair trigger against Plan B. In fact, as I didn't know anything about Shadowrun or this reflexes thing, I applaud him jumping the gun.
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- Posts: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Guys, please....try and calm down. No one real got hurt.
Re: The Merge: Agents & Powers (OOC for chapter 2)
No problem. I'll drop it. We've spoken enough about it as I've said. Sorry for any crankiness.
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)
Damage has a base 15 rather than 10Okay, Peekaboo would be next....err...why does his attack list two DCs?
So dc16 reflex for half followed by dc 18/21 toughness
Re: The Merge: Agents & Powers (OOC for chapter 2)
Ok. That makes sense. Sorry I didn't make it clear. I popped that explanation into the char-sheet.
I'm thinking Flareon, Growlithe or Fletchinder for a fire pokemon. Dunno yet. I'm leaning more towards Fletchinder for the Fire/Flying aspects.
I'm thinking Flareon, Growlithe or Fletchinder for a fire pokemon. Dunno yet. I'm leaning more towards Fletchinder for the Fire/Flying aspects.
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)
Just saw this link and I thought of the mirrored nazi guy we might be pursuing...
Re: The Merge: Agents & Powers (OOC for chapter 2)
Subtle.
Not. ^_^
Not. ^_^
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)
Both subtle and classy! Can't forget classy!
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- Posts: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Will respond tomorrow. Sorry, busy week
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- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
I'm on a business trip so I've been slow to post generally.
Re: The Merge: Agents & Powers (OOC for chapter 2)
Y'know...
In the Merge verse, it is entirely possible to get bullets, fire-arms, blades and such-like weapons enchanted to be able to take on incorporeal/evil/undead types. I mean, sure they'd become devices for the heavier enchantments, but you can do it.
Just sayin.
In the Merge verse, it is entirely possible to get bullets, fire-arms, blades and such-like weapons enchanted to be able to take on incorporeal/evil/undead types. I mean, sure they'd become devices for the heavier enchantments, but you can do it.
Just sayin.
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
-
- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
I paid 8 ep for a stock heavy pistol. I don't think I'll have enough free points to convert that to an actual power for quite a while.
Re: The Merge: Agents & Powers (OOC for chapter 2)
Hmm. That's nearly two PP right there. If you want to go there when we get some extra power points, here's an example you might look into:
The Holy Handgun
The holy handgun is perhaps one of the more useful weapons in a paranormal investigator's arsenal. In essence, it can harm incorporeal entities. Like ghosts or shadow demons or whatever. If it's not solid, this gun's bullets can hit it.
8PP The Holy Handgun (Easily Removable)
Blast: Damage 6 (DC 21; Affects Insubstantial 2: full rank, Increased Range: ranged)
You could lower the PP by having the quirk "Requires bullets".
The Holy Handgun
The holy handgun is perhaps one of the more useful weapons in a paranormal investigator's arsenal. In essence, it can harm incorporeal entities. Like ghosts or shadow demons or whatever. If it's not solid, this gun's bullets can hit it.
8PP The Holy Handgun (Easily Removable)
Blast: Damage 6 (DC 21; Affects Insubstantial 2: full rank, Increased Range: ranged)
You could lower the PP by having the quirk "Requires bullets".
Last edited by kirinke on Thu Jan 23, 2020 11:22 pm, edited 2 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
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, it's a good thing that Amy's attacks can and do affect insubstantial things.OOC: ignore me. I thought we were talking about the pumping station door. Didn't realize there were two doors.
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