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

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Tony Jones
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Tony Jones »

Ready too!
Neo-Paladin
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Neo-Paladin »

Then check out the IC ;)
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Bladewind
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Bladewind »

Awesome !
Errands to run, but I'll be there asap !
Thorpocalypse 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.
Bladewind's 3ed M&M Builds
The Merge Setting document
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Tony Jones
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Tony Jones »

When the time comes to roll dice, is there a specific dice roller we'll be using?
Neo-Paladin
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Neo-Paladin »

I like Coyotecode myself.
jmucchiello
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by jmucchiello »

I've been using orokos.com. You have to login. It supports number of repetitions per die set rather than per click (if I remember coyotecode's interface correctly).
kirinke
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by kirinke »

coyotecode doesn't work for me for some reason, so I switched to orokos.com.
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
Neo-Paladin
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Joined: Sun Dec 11, 2016 8:48 am

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

Post by Neo-Paladin »

Both are fine with me :)
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Tony Jones
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Tony Jones »

Orokos is good for me.
kirinke
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Joined: Sat Nov 05, 2016 2:28 pm

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

Post by kirinke »

I actually looked up the time it took to get from Munich to Berlin by train. ;)
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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Bladewind
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Joined: Sat Nov 05, 2016 9:26 pm

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

Post by Bladewind »

Plan B - are you still with us ?
Thorpocalypse 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.
Bladewind's 3ed M&M Builds
The Merge Setting document
Plan b
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Joined: Fri Nov 04, 2016 9:19 pm

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

Post by Plan b »

Here but was sleeping after a late shift.
jmucchiello
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by jmucchiello »

A reminder to change the thread title, assuming you aren't still recruiting players.
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 »

//Going to slightly put you on hold, Amy, to get the others together. Don't worry, shouldn't be too long.
No worries. Sometimes it takes a bit of twining to get all the threads into a proper cord. :mrgreen:
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 »

How does Germany view pokemon trainers and dex holders? Amy is properly licensed and is smart enough to make sure to update her license when she enters a new country, so she's legal, even if she has to take additional classes to do so.
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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