The Merge: Agents & Powers (OOC for chapter 2)
Re: The Merge: Agents & Powers (OOC for chapter 2)
Monster hunter type with a hate on for anything "monster", regardless of whether or not they're actually harmless. Least, that's what I got from the brief description of him before the incident with the full to the brim with spirits nazi bunker.
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: 3372
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Yeah that's about it.
- Tony Jones
- Posts: 3195
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Yes, let's not add him to the group...
- Tony Jones
- Posts: 3195
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
So, what are the chances of rigging a parademon trap using what is lying about in the bunkers? Particularly loose power cables. but there seems to be furniture etc. too.
Re: The Merge: Agents & Powers (OOC for chapter 2)
It might work. Either that or as one bunker door collaspes, they hit him with what they got, then run/teleport for the next door and close that.
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: 2225
- Joined: Sun Mar 12, 2017 4:04 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Maybe if we had tried to go that route from the start, and taken our time to set something up...
I have little confidence that we would be able to put something together on the fly, from random parts, that would slow this guy down even a little. As much as we are not optimized for it (and in character, probably don't want to, I think we're going to have to mix it up a little. I'll try to get something up in an IC post tomorrow.
Hopefully we can hold out until reinforcements show up. constricted space like this will make it hard to use proper wolf-pack tactics, though Adeleth's phasing and Lilly's teleport will help.
Teamwork, Aid, Trip. Anyone have any decent Afflictions or able to Power-stunt them? At least we can focus on one target...
I have little confidence that we would be able to put something together on the fly, from random parts, that would slow this guy down even a little. As much as we are not optimized for it (and in character, probably don't want to, I think we're going to have to mix it up a little. I'll try to get something up in an IC post tomorrow.
Hopefully we can hold out until reinforcements show up. constricted space like this will make it hard to use proper wolf-pack tactics, though Adeleth's phasing and Lilly's teleport will help.
Teamwork, Aid, Trip. Anyone have any decent Afflictions or able to Power-stunt them? At least we can focus on one target...
Re: The Merge: Agents & Powers (OOC for chapter 2)
Amy's crew has some decent affliction powers.
This is Amy's array
This is Amy's array
This is Peekaboo's arrayPsychic (Force) Array
Telekinetic Push: Shapeable Area Damage 6 (DC 21), Affects insubstantial 2
Telekinesis: Move Object 6 (100 tons; Increased Mass 6, precise)
Force Healing: Healing 6, persistent, stabilize
Force Assist: Burst Area Healing 4 (Burst Area: 30 feet radius sphere, DC 14, Selective, Stabilize)
Mind Reading: Mind Reading 6, subtle
Mind Speaking: Mental Communication 3, subtle, detect minds ranged
Tongues: Comprehend languages all, Animals All, Spirits (communicate, linked detect spirits 2)
Force Sensitivity: Accurate Mental [Force] Sense, Danger Sense, Force Awareness, Ranged Detect Alightment (Darkside/Lightside), Detect Force disturbance, ranged 2.
This is Alma's arrayIron Tail: Damage 6 (DC 21; Penetrating 6)
Thunder Shock: Damage 6 (electricity, DC 21; Increased Range: ranged)
Thunder Wave: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged)
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
This is Ren's ArrayBite: Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16)
Dark Blast: Damage 6 (cold, force, or life-drain, DC 21; Increased Range: ranged)
Dark Pulse: Affliction: Affliction 6 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged), Linked Healing: Healing 6 (Linked; Limited: Self Only)
Moonlight: Healing 6 (Restorative, Stabilize)
Dazzling Gleam: Burst Area Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Burst Area: 30 feet radius sphere, DC 11, Increased Range: ranged, Selective; Limited: Vision)
Ice Beam: Affliction 6 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged, Penetrating 6)
LightScreen: Deflect 6 (Redirection, Reflect)
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
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: 3195
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
To be honest we don't actually know how tough the parademon is - perhaps just hammering at it with all our most powerful attacks would be enough to take it down...
Also, from having seen the parademon, can we see where the Mother Box is about its person? Or is it merged in somehow?
Also, from having seen the parademon, can we see where the Mother Box is about its person? Or is it merged in somehow?
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- Posts: 3372
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Given what Markus told you and the way the parademon looks, it's probably embedded in his body, most likely in the lower torso to integrate with the abdominal nerve clusters.
Re: The Merge: Agents & Powers (OOC for chapter 2)
So a combination of water and electrical attacks and Alma hitting it with Dark pulse while Amy hammers it with TK push? With it being a cyborg/undead thing, water/electrical wouldn't be very comfortable for it I'd 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: 3195
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Hammering it with fisticuffs works for Lilly...
-
- Posts: 2225
- Joined: Sun Mar 12, 2017 4:04 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
ooc
Neither Amy or her critters know teamwork or aid. Something to keep in mind next time we have PP.
[/quote]
Teamwork is a feat, and definitely a worthwhile investment with multiple critters active.
Aid is a maneuver, anyone can use it. It is similar to making a regular attack, but helps an ally instead of causing damage>
Aid: If you are in position to attack an opponent, you can attempt to aid an ally engaged in melee with that opponent as a standard action. This is like a team check (see Team Checks in The Basics chapter): You make an attack check against DC 10. If you succeed, you don’t actually hit or affect the opponent, but success grants your ally gains a +2 circumstance bonus on an attack check against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) until the end of your ally’s next turn. Three or more degrees of success grant a +5 bonus.
Team attacks, likewise, can be used by any group of beings as long as they meet the criteria. Again, with multiple creatures acting, this is an excellent strategy.
Team attacks: Multiple attackers can attempt to combine their attacks in order to overwhelm an opponent’s resistance. The attacks to be combined must have the same effect and resistance and be within 5 ranks of each other. So attacks all doing Damage against Toughness can combine, but not with a Mental Blast, for example, which is a Damage effect, but resisted by Will rather than Toughness. The attackers must all delay to the same point in the initiative order (that of the slowest attacker). Each attacker makes an attack check against the target’s defense. Effects not requiring an attack check may be used in a team attack; count the effect as having one degree of success, if it is not the main attack.
Take the largest effect rank of the attacks that hit and count the combined degrees of success for the other attacks: one degree provides a +2 circumstance bonus to the rank of the main attack, three or more provides a +5 circumstance bonus. Unlike a normal team check, degrees of failure do not reduce success; those attacks simply miss and have no effect. See Team Checks in The Basics chapter for more.
The sections in green are the relevant rules text from the 3e rulebook. Aid is easy, Team attacks are a bit more complex, but can be worth it.
Neither Amy or her critters know teamwork or aid. Something to keep in mind next time we have PP.
[/quote]
Teamwork is a feat, and definitely a worthwhile investment with multiple critters active.
Aid is a maneuver, anyone can use it. It is similar to making a regular attack, but helps an ally instead of causing damage>
Aid: If you are in position to attack an opponent, you can attempt to aid an ally engaged in melee with that opponent as a standard action. This is like a team check (see Team Checks in The Basics chapter): You make an attack check against DC 10. If you succeed, you don’t actually hit or affect the opponent, but success grants your ally gains a +2 circumstance bonus on an attack check against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) until the end of your ally’s next turn. Three or more degrees of success grant a +5 bonus.
Team attacks, likewise, can be used by any group of beings as long as they meet the criteria. Again, with multiple creatures acting, this is an excellent strategy.
Team attacks: Multiple attackers can attempt to combine their attacks in order to overwhelm an opponent’s resistance. The attacks to be combined must have the same effect and resistance and be within 5 ranks of each other. So attacks all doing Damage against Toughness can combine, but not with a Mental Blast, for example, which is a Damage effect, but resisted by Will rather than Toughness. The attackers must all delay to the same point in the initiative order (that of the slowest attacker). Each attacker makes an attack check against the target’s defense. Effects not requiring an attack check may be used in a team attack; count the effect as having one degree of success, if it is not the main attack.
Take the largest effect rank of the attacks that hit and count the combined degrees of success for the other attacks: one degree provides a +2 circumstance bonus to the rank of the main attack, three or more provides a +5 circumstance bonus. Unlike a normal team check, degrees of failure do not reduce success; those attacks simply miss and have no effect. See Team Checks in The Basics chapter for more.
The sections in green are the relevant rules text from the 3e rulebook. Aid is easy, Team attacks are a bit more complex, but can be worth it.
Re: The Merge: Agents & Powers (OOC for chapter 2)
Alrighty then. I'll do the team attacks for Amy and her crew. I've never actually done a team attack before, so I reposted her rolls in IC.
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: 3195
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Looks like Lilly could add her attacks too. Though not sure how much she'd add and whether that would be better than him having to resist multiple lesser attacks...
Re: The Merge: Agents & Powers (OOC for chapter 2)
If you want, feel free, just remember, Amy and her crew do damage.
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