The Merge: Agents and Powers Chapter 2: Agents Abroad

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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 looks at Amy in a surprised 'huh?' kind of way, then shrugs and shouts quickly to the plant life in earshot, asking it to help them and hinder the approaching werewolves as Amy suggested. After all, it can't do any harm and might help...

OOC: No idea what her shouting to the plants sounds like to the others! Might not even be audible to them. Also as far as she knows they are all normal plants, so might not be able to do much!
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy

"Yes, they aren't normal. And if they were normal they'd STILL be too many. Not everything people say is literal."
"I know. But we still can't run and leave this. And believe me, I'm scared to death." She said calmly. "If that thing birth's itself, it's not going to be good. Not to mention, those 'wolves have been eating people alive." she grinned lopsidedly. "Besides, we really aren't that badly off... It's nine of us, including the wilderness, versus six of them and we have a full goddess and The Cheshire Cat on our side." she sighed. It still wasn't enough. Adeleth was right on that. But they'd faced worse odds as a group and she'd been in as bad a situation herself, more times than she liked. They'd make it. Somehow. "Thankfully, our job is just dealing with the 'wolves..."

ooc
Figured it couldn't hurt to ask the forest for whatever help it could provide. I mean, it's practically aware enough as it is and it really doesn't like the 'wolves or the Lodge thing. Soooo....
Last edited by kirinke on Mon May 09, 2022 1:18 am, edited 12 times in total.
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
pathfinderq1
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

Viv DeLaCourte (Harbinger)

Even as things started to go to heck (or, perhaps, just before...), Viv fired off two quick messages:
-one to the Wiedners, telling them that they had found the Lodge of the Field and were about to get into a confrontation, giving the GPS coordinates; it was unlikely they would be able to help, but it couldn't hurt.
-another to Hagen and the Ministry, saying that they were about to get into a fight, giving the GPS coordinates; again, unlikely they could help, but in this case it would get the Ministry on the trail if the fight went poorly.

With the preliminaries attended to, Viv put her phone away and drew her pistol.

'If we keep getting into straight-up fights, we REALLY need to get a serious combat specialist...', she thought as she got ready to face whatever was coming...

>OOC: Initiative 1d20+6= 24, roll https://orokos.com/roll/941784 Hey, and there goes my one good roll for the combat, glad I got that out of the way...
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

//Need initiative from Adeleth and Lilly :)
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Tony Jones
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Tony Jones »

OOC: Lilly's is on the previous page, and a skimpy 8, right here:

http://www.echoesofthemultiverse.com/vi ... 87#p158787
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

Okay, so we have:
Viv: 24
Cheshire: 23
Adeleth: 22
Werewolves: 16
Lilly: 8
Werewolf Alpha: 8/2
Amy: 7

So, we start with Viv
pathfinderq1
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by pathfinderq1 »

Viv DeLaCourte (Harbinger)

With her messages sent and no targets immediately visible, Viv stood in a ready stance- her pistol in one hand, her Ministry badge in the other. "If they don't immediately attack, let me try to talk to them. We are government agents, and if these creatures have even a little rational awareness we might be able to get them to realize that attacking us is not in their long-term best interest..." She didn't have a lot of confidence that she would be able to sway them- but if this conflict COULD be solved without bloodshed she had to at least try.

>OOC: Delay- if the bad guys show up she will try to talk them down. If they do not IMMEDIATELY attack, she will flash the badge and shout "Stop! Government Agents! We just want to talk!", then go from there. If relevant, this is Persuasion 26 (max ranks for her PL and Mastery)- if she can get them to pause for even a moment before we actually get into combat, she will attempt to start a Fascinate (Persuasion).

Of course, if they just ignore her and blindly attack, all bets are off...
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

The werewolves are not yet visible, but coming closer rapidly - damn, they are fast!
Cheshire growls and suddenly vanishes, only his grin remaining for a moment...

((Adeleth's turn
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

Adeleth is still readying an attack against anything hostile, taking into account Viv wants to try to talk to the evil all-powerful, Force-void creatures.
Neo-Paladin
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by Neo-Paladin »

With a bestial roar, the werewolves break through the underbrush, their strength allowing them to pretty much ignore the branches that try to grab them. They are massive, monstrous things, easily 9 feet tall and bristling with muscle. Static electricity appears to crackle around them, their fur standing up...but it does not look at all funny. Some even seem to have a metallic sheen to their skin underneath the fur. Their claws glint like blackened iron, their teeth like oil-covered ivory.

((that was pretty much their first turn. The plants slowed them a little so they had to use all their action to get close. Lilly's turn.
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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: 2; Current Condition: Fine

As the werewolves burst out of the undergrowth, Lilly teleports up into a tree behind and above them, facing towards them to see what effect Viv's words have, but also poised to throw her bottle of holy water at them if they do attack.

[OOC: She is holding her action based on what the werewolves do.]
kirinke
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by kirinke »

Amy
The girl is glowing with barely suppressed power, waiting to be unleashed, but hearing Viv talk, she holds her own attack, at least until it is absolutely clear the wolves aren't going to listen to reason. Around her, her pokemon are also at the ready.

ooc
also holding an action, until the wolves act. If they do try to act cute, it's
Telekinetic Push: Shapeable Area Damage 6 (DC 21), Affects insubstantial 2

alma's init: http://www.coyotecode.net/roll/lookup.php?rollid=260810 17
ren's init http://www.coyotecode.net/roll/lookup.php?rollid=260811 28
Peekaboo's init: http://www.coyotecode.net/roll/lookup.php?rollid=260812 27
It's sad when the pets get better init rolls....
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 »

Hot on the heels of the other werewolves, their leader breaks through the underbrush. If possible, he is even bigger than the others, radiating an aura of animalistic and electric menace...

As Viv talks, she does not even manage to finish before the leader lets out a roar so loud it shakes the ground...their intention is clear...

((New round, Viv's turn
jmucchiello
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Re: The Merge: Agents and Powers Chapter 2: Agents Abroad

Post by jmucchiello »

((shouldn't we get our held actions before the round ends?))
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