The Merge: Agents & Powers (OOC for chapter 2)
Re: The Merge: Agents & Powers (OOC for chapter 2)
Lol. No argument. Still, the Heal at PL 4 Burst Area/Selective is probably the best we can get at this point.
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)
It is and it does.
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- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
I didn't realize Lily was stunting to do the teleport.
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
She is indeed. Her normal teleport is line of sight only. I'm justifying longer range non line of sight as her tuning into the world of sound and using that to find and get to an out of sight destination...
Re: The Merge: Agents & Powers (OOC for chapter 2)
I figured giving Lilly the basic rundown of the Geneva conventions would be a good guideline for basic hero behavior. Sure it applies mainly to countries in time of war, but it is a good basic roadmap for heroes as well.
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)
Entirely reasonable!
Re: The Merge: Agents & Powers (OOC for chapter 2)
I'm kinda giggling right now. Lilly is forcing Amy of all people to be a better person, just by being so innocent! Amy kinda feels responsible, so she's acting like a good role-model for the other 'girl'.
Which isn't a bad thing.
Which isn't a bad thing.
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)
More signs of the end times... someone just said kirinke was entirely reasonable !
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)
Hay! I can be reasonably adult! Sometimes. ^)^
Oh and about the Vril crystal, I went back and found this like ten or more pages ago.
Oh and about the Vril crystal, I went back and found this like ten or more pages ago.
The machine uses an exotic energy source that cross-referencing reveals to be 'Vril' - in the pre-Merge universe the name of an advanced race in a novel written in the early 20th century which some Nazis took for real and developed crackpot theories around, conflating the name of the race with hypothetical energy sources.
Vril energy has become a reality with the Merge, with some alternate WW2 artifacts recovered in Europe using it, usually in the form of crystals resonating at a certain frequency.
If deactivated or destroyed, the generators should not do anything untoward, as they simply convert energy into electricity. No energy - no power. However, caution is advised when harming the crystals as some Vril energy sources recovered have proven to be very volatile.
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 forget, is the crystal visible from the outside (through a window of some sort) or is hidden inside the machine somewhere?
Re: The Merge: Agents & Powers (OOC for chapter 2)
Now, that I didn't get.
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)
Well, although she has developed some sense of things she thinks are right and those she thinks are wrong, given where she comes from Lilly could certainly use some guidance in that respect! And if that makes Amy pull herself up by her bootstraps in the process, then I suppose that is not a bad thing either!
-
- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents & Powers (OOC for chapter 2)
What this game eventually needs is a scene where Adeleth notices Lilly stays mostly in her quarters back at HQ and decides to try taking her out to a club on night. Or, we need to have a scene the next morning where Adeleth and Lilly disagree during a party meeting for the next mission as to the specifics of what happened after that event occurs.
Re: The Merge: Agents & Powers (OOC for chapter 2)
The problem with Amy is, she isn't a bad person, persae, she just has had some bad role-models in her life. So seeing and interacting with Lilly, makes her realize that maybe she needs to make some improvements on herself, because what she does, does affects others, if that makes sense.
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)
Could be fun! Though to be fair, as a New God, Lilly is immune to poisons so she can drink or whatever as much as she wants and be unaffected...jmucchiello wrote: ↑Wed Apr 29, 2020 7:44 pm What this game eventually needs is a scene where Adeleth notices Lilly stays mostly in her quarters back at HQ and decides to try taking her out to a club on night. Or, we need to have a scene the next morning where Adeleth and Lilly disagree during a party meeting for the next mission as to the specifics of what happened after that event occurs.