The Merge: Agents & Powers (OOC for chapter 2)

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kirinke
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Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

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
jmucchiello
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by jmucchiello »

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.
Neo-Paladin
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by Neo-Paladin »

Guys, please....try and calm down. No one real got hurt.
kirinke
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

No problem. I'll drop it. We've spoken enough about it as I've said. Sorry for any crankiness. :oops:
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
Plan b
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by Plan b »

Okay, Peekaboo would be next....err...why does his attack list two DCs?
Damage has a base 15 rather than 10

So dc16 reflex for half followed by dc 18/21 toughness
kirinke
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

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.
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 & Powers (OOC for chapter 2)

Post by Tony Jones »

Just saw this link and I thought of the mirrored nazi guy we might be pursuing...
kirinke
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

Subtle.

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
User avatar
Tony Jones
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Joined: Tue Oct 22, 2019 8:54 pm

Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by Tony Jones »

Both subtle and classy! Can't forget classy!
Neo-Paladin
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Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by Neo-Paladin »

Will respond tomorrow. Sorry, busy week
jmucchiello
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Joined: Sat Feb 09, 2019 7:59 pm

Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by jmucchiello »

I'm on a business trip so I've been slow to post generally.
kirinke
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Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

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. :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
jmucchiello
Posts: 3815
Joined: Sat Feb 09, 2019 7:59 pm

Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by jmucchiello »

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. :)
kirinke
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Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

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".
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
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents & Powers (OOC for chapter 2)

Post by kirinke »

OOC: ignore me. I thought we were talking about the pumping station door. Didn't realize there were two doors.
Well, it's a good thing that Amy's attacks can and do affect insubstantial things. :lol:
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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