The Merge: Agents & Powers (OOC for chapter 2)
Re: The Merge: Agents & Powers (OOC for chapter 2)
You also gotta look at why Amy was doing it. She knows the odds and the battleground are terrible and it's not worth it to engage in the Spiders at the moment. Between her critters, herself and the group they can keep them from munching on innocents or themselves (which is all she cares about really). She also tends to weigh what is the lesser of the two evils and what they can reasonably do at the moment. Letting them go after bad guys is the lesser evil in her book.
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)
I've got no idea why Amy does anything, expect $$$.
Here's the thing, it's still a bad call.
The battleground isn't that terrible (it's just underground) and would have been even worse if for example desided to attack in the next section where it will even more tightly packed, we'll have worse terrian ( running water on the ground) where their at even more at advantage.
Leading them to an (probably) injured party, which has previously set their webs on fire is a very bad plan.
Did we need to do this no, we didn't. But things changed and rather than wait for sudden but inevitable betrayal, driving them away now seemed a far better option.
Here's the thing, it's still a bad call.
The battleground isn't that terrible (it's just underground) and would have been even worse if for example desided to attack in the next section where it will even more tightly packed, we'll have worse terrian ( running water on the ground) where their at even more at advantage.
Leading them to an (probably) injured party, which has previously set their webs on fire is a very bad plan.
Did we need to do this no, we didn't. But things changed and rather than wait for sudden but inevitable betrayal, driving them away now seemed a far better option.
Re: The Merge: Agents & Powers (OOC for chapter 2)
Hey, mercenary and before that Adventurer.
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: 3370
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Hey, I am not passing judgement.
Can someone give me an initiative listing? Barely home today but when I am back I want to get the fight going.
Spiders are at count 18.
Can someone give me an initiative listing? Barely home today but when I am back I want to get the fight going.
Spiders are at count 18.
Re: The Merge: Agents & Powers (OOC for chapter 2)
Initiative
Emil 25
Peekaboo 24
Lily 21
Alma 19
Amy & Spiders 18
Adeleth 15
Ren 14
Torque 5
Emil 25
Peekaboo 24
Lily 21
Alma 19
Amy & Spiders 18
Adeleth 15
Ren 14
Torque 5
Re: The Merge: Agents & Powers (OOC for chapter 2)
Nor am I.Hey, I am not passing judgement.
Can someone give me an initiative listing? Barely home today but when I am back I want to get the fight going.
Spiders are at count 18.
Still, I think Amy is going to insist on telepathic planning during future negotations. That is, if one is planning on shooting up the place, give her a mental yell before hand so she can at least prepare and isn't completely blind-sided. I think the lack of communication will be what irritates her the most. She isn't going to shed a tear over killing the Spiders in any case.
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: 3193
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
In Emil's opinion. Others disagree!
Again, Emil thinks so. The rest of us? Not so much. But because of the lack of communication, Emil has gone off like a loose cannon and now because of that the rest of us are forced to go along with what he is doing regardless of our opinions on the subject...
Last edited by Tony Jones on Sun Dec 29, 2019 4:25 pm, edited 1 time in total.
- Tony Jones
- Posts: 3193
- Joined: Tue Oct 22, 2019 8:54 pm
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- Posts: 3826
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
I still think we should save this conversation for the IC.
Re: The Merge: Agents & Powers (OOC for chapter 2)
No worries.
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: 3193
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Will telepathy work on Torque? I’m inclined to think it’s more radio communication than telepathy with him..
I had thought of it during creation, but seemed too cheap for a complicating - serious, he gets a hp whenever his teammates communicate telepathically? Not so much... Mind you, it also goes hand in hand with telepathic immunity which I did not add...
I had thought of it during creation, but seemed too cheap for a complicating - serious, he gets a hp whenever his teammates communicate telepathically? Not so much... Mind you, it also goes hand in hand with telepathic immunity which I did not add...
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)
They can probably work out some hand/blinky light morse code signals for Torque.
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: 3370
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
To be honest, it did seem in character for Emil to do what he did.
He's cybernetically modified Shadowrun-style, which means his essence has been reduced - his " soul", if you will, making him colder and less empathetic. Also, he has move-by-wire reflexes, which do not make things much better as he is pretty much constantly on edge (for those not familiar with the Shadowrun system, his reflexes are not just increased, given how he described it earlier, he has had the more invasive procedure which basically puts his entire nervous system in a constant state of near-seizure to make him react superhumanly fast....and it cannot be switched off. At all.)....
He's cybernetically modified Shadowrun-style, which means his essence has been reduced - his " soul", if you will, making him colder and less empathetic. Also, he has move-by-wire reflexes, which do not make things much better as he is pretty much constantly on edge (for those not familiar with the Shadowrun system, his reflexes are not just increased, given how he described it earlier, he has had the more invasive procedure which basically puts his entire nervous system in a constant state of near-seizure to make him react superhumanly fast....and it cannot be switched off. At all.)....
- Tony Jones
- Posts: 3193
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
But presumably is not intended to make the recipient into a loose cannon?