The Merge: Agents and Powers Chapter 2: Agents Abroad

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Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The combined attacks slam the creature back, with Torque's blast obliterating nearly half its torso. For a brief moment, the thing remains still before toppling. But just as you allow yourself a moment to breathe, you notice that the disjointed parts start moving again...
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Worse than fighting Muks in sewers. We need to disintegrate this 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
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Bladewind
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: normal
HP: 1

"Keep the pieces apart ! Slow it from reforming !" Torque says.
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
pathfinderq1
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

Viv DeLaCourte (Harbinger)
HP: 0; LP: 0; Condition: Bruised (-1)

Viv called out. "Lilly, do you have enough energy to pop upstairs, and see if any of the responders have a flamethrower or something? Most of our attacks are too narrow, we can only hurt one piece at a time. Or Torque, can you set your blasters on a wide-angle beam?"

>OOC: Yeah, heavy pistol isn't going to help much with this.
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

"One moment!" replies Lilly. She rips off another length of railing and begins teleporting about doing her best to beat the parts of the creature into oblivion with it. [OOC: Using Takedown - 1, assuming all the parts are reasonably close to one another.]

Then she will teleport back to the entrance to do as Viv asks...
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Adeleth Rein
Dodge: 7, Parry: 7, Tough: 7, Fort: 7/2, Will: 7, Perception: +8
HP: 1; Condition: Fatigued

"You've got to be kidding me. Stay down." Adeleth shoots one of the bigger bits of monster in her usual hit and run style. The bit of monster manages to dodge her shot.

Shooting power attack DC 24: 1D20+5 = [6]+5 = 11
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Hell, an aerosol hairspray bottle and a lighter will be better than nothing!" Amy told the girl.
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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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

Foul vapors rise as the creature's bodily fluids leak from the moving parts. And the parts begin to crawl up the stairs...
Not to mention that each part now seems to be just as tough as the original creature, Lilly's attacks with the railing doing little except splatter ichor and rotten gore everywhere...

The members of the GSG-10 barely flinch as Lilly teleports in between them, being busy spraypainting arcane sigils onto their body armor.
" What's up?" one of them asks, a tall man with a set of nasty clawmarks on his face.
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Bladewind
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: normal
HP: 0

"Yes !" Torque replies to Viv, concentrating on his blaster for a moment. He then lets loose with a wide angle beam of his plasma cannon...

OOC - Extra effort, no HP to stave off the effects but... whatev ;)
Damage 7 - AP: Cone Area Damage, Plasma (fire) Damage, Distracting
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 and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Lilly Lulabye
Hero Points: 0; Current Condition: Exhausted (Impaired and Hindered)

"Torque has managed to blast the decay creature into pieces," pants Lilly. "But the pieces are still alive, animated and advancing, and just as tough as the original creature!" she tells the GSG-10 people.

"Viv would like you to bring down a flamethrower or some other way of burning all the parts of the thing out of existence at once. If you have such a thing. I can teleport ... two, yes, two ... of you back in with me if you wish."

[OOC: Lilly can teleport 400 lbs in addition to herself, which I'm guessing is enough for all of Amy, Adeleth and Viv, but only enough for two strapping GSG-10 people with weapons and armour...]
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The pieces are struck by the plasma and partially splattered across the walls...which, sadly, merely increases the spread of the corruption along the walls...a corruption that slowly seems to develop into throbbing sacs every twenty feet or so...

" Okay, Flamethrowers it is. Sven, two Flamethrowers with sacred Promethium! You and Gökhan are going with her!" Another man confirms and grabs two flamethrowers which are apparently already prepared. Quickly, he and another officer strap on the throwers and nod. " We're ready!"
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

Then Lilly grabs the two of them and teleports with them back to where she came from, orientated so they see, and their weapons are as much as possible pointing towards, the spreading corruption.
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Bladewind
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Bladewind »

Torque
Condition: normal
HP: 0

Torque deploys his riot shield and takes up position to cover the newcomers in their task.
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
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy 1 LP, 0 HP Condition 1 Bruise

Amy looks at the guys "All together then!" The girl let's loose with the Force Light when the guys let loose with the flame-throwers and does her best to aid them in fighting the corruption.

ooc

Force Light: Nullify 6 (Counters: Necromancy and corruption of life, DC 16; Broad, Simultaneous) 18PP
http://www.coyotecode.net/roll/lookup.php?rollid=250473 attack check 22
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 and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

Sven and Gökhan take position and begin to unleash a torrent of flame, hosing down the corruption and the crawling, skittering rotting limbs of the demon. Together with Amy's force powers, the assault drives the creature back. An abominable stench fills the air as the unholy substances wither and burn. The thing shrieks, now finally on the defensive...
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