The Merge: Agents & Powers (OOC for chapter 2)
- Tony Jones
- Posts: 3194
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Let's hope so!
Re: The Merge: Agents & Powers (OOC for chapter 2)
Amy is of the firm opinion that there is no such thing as overkill.
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)
So basically there's no real cover. Thankfully, Ren still has light screen.
LightScreen: Deflect 6 (Redirection, Reflect)
Yay for water pokemon! If you guys want, I can have our psychotic mouse throw one up.
LightScreen: Deflect 6 (Redirection, Reflect)
Yay for water pokemon! If you guys want, I can have our psychotic mouse throw one up.
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: 2225
- Joined: Sun Mar 12, 2017 4:04 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Moving this over here to avoid to much clutter in the IC.
>Question: since it looks like we can't feasibly close the door of the last room, is there a doorway or hatch between the 2nd and 3rd levels that we can close?
Other than that it looks like the initiative goes:
>Adeleth 29
>Viv 26
>Amy ? but delaying to go with Lilly
>Razorhead 16
>Lilly 13 (and thus Amy and crew)
It almost looks as if we could just go in order, starting with the power cut-off in Round 0:
X: Power is cut, Razorhead steps out (not in combat time yet)
1/29: Adeleth snipes him (possibly surprised?)
1/26: Viv (back, out of sight):Activate Zen Fighting
1/16: Razorhead moves/reacts
1/13: Lilly et al teleport in and wreck stuff, turnabout out
2/29: Adeleth moves or snipes from somewhere else?
2/26: Viv (still out of sight down the hall) Full Defense
2/16: Razorhead goes back to look at the wreckage
2/13: Lilly/Amy/Pokemons: ?
Does that look right?
>Question: since it looks like we can't feasibly close the door of the last room, is there a doorway or hatch between the 2nd and 3rd levels that we can close?
Other than that it looks like the initiative goes:
>Adeleth 29
>Viv 26
>Amy ? but delaying to go with Lilly
>Razorhead 16
>Lilly 13 (and thus Amy and crew)
It almost looks as if we could just go in order, starting with the power cut-off in Round 0:
X: Power is cut, Razorhead steps out (not in combat time yet)
1/29: Adeleth snipes him (possibly surprised?)
1/26: Viv (back, out of sight):Activate Zen Fighting
1/16: Razorhead moves/reacts
1/13: Lilly et al teleport in and wreck stuff, turnabout out
2/29: Adeleth moves or snipes from somewhere else?
2/26: Viv (still out of sight down the hall) Full Defense
2/16: Razorhead goes back to look at the wreckage
2/13: Lilly/Amy/Pokemons: ?
Does that look right?
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- Posts: 3372
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Yeah, it does. And yes, there are airtight hatches between the levels for security reasons.
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- Posts: 2225
- Joined: Sun Mar 12, 2017 4:04 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Oaky, new plan.
Since it seems like the portal is probably fairly thoroughly wrecked, we fall back and seal that hatch, until Fiend and/or Ministry reinforcements arrive. Adeleth can make an occasional check to see if Razorhead is close to piecing things back together- if so, we unseal the hatch and do another bombing run. In fact, if we had seen that hatch on the way in, Viv would have stopped there to enact this.
I'll post an IC commlink call next.
Since it seems like the portal is probably fairly thoroughly wrecked, we fall back and seal that hatch, until Fiend and/or Ministry reinforcements arrive. Adeleth can make an occasional check to see if Razorhead is close to piecing things back together- if so, we unseal the hatch and do another bombing run. In fact, if we had seen that hatch on the way in, Viv would have stopped there to enact this.
I'll post an IC commlink call next.
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- Posts: 2225
- Joined: Sun Mar 12, 2017 4:04 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Then the next thing we do is hire a freaking close combat specialist (PL appropriate scrapper or powerhouse) for our next mission.
- Tony Jones
- Posts: 3194
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
I think you'll find that's Lilly at the moment! At least as much as being PL6 allows...
Last edited by Tony Jones on Wed Mar 31, 2021 5:06 pm, edited 1 time in total.
- Tony Jones
- Posts: 3194
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Quick question: When Razorhead doubles back, does he go out of line of sight from where Lilly is (the far end of the corridor)?
Re: The Merge: Agents & Powers (OOC for chapter 2)
Amy can use her TK to close and seal the hatches
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)
He'd only leave her line of sight once he reenters the generator room.
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- Posts: 3372
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents & Powers (OOC for chapter 2)
Well, you still have the option of trying to recruit Beowulf...pathfinderq1 wrote: ↑Wed Mar 31, 2021 3:50 pm Then the next thing we do is hire a freaking close combat specialist (PL appropriate scrapper or powerhouse) for our next mission.
Re: The Merge: Agents & Powers (OOC for chapter 2)
Eh, he sounds like friction waiting to happen in the group. Half the group isn't human and the rest have powers in some way or another. From what you've hinted, he really wouldn't like either option. That and none of them really care about the "monster" part, as long as they are obeying the local laws. He wouldn't like that either.
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, might be. Just wanted to put it out there.
He doesn't mind powers, he got some himself. But he's rather...rough around the edges, to say the least.
He doesn't mind powers, he got some himself. But he's rather...rough around the edges, to say the least.
- Tony Jones
- Posts: 3194
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
Who's Beowulf?