The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

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Neo-Paladin
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The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by Neo-Paladin »

Transferring the game over since Roninarmy has screwed the inferface so badly during their newest "update"...
Link to the old thread: https://roninarmy.com/forum/atomic-thin ... ent-closed
pathfinderq1
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Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by pathfinderq1 »

Checking in at the new location

:)
kirinke
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Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by kirinke »

Allooo!
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: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by Neo-Paladin »

Yeah...initiative count in the other thread is not complete because I keep getting the " server is busy" message and can not even look up the old thread. Great update, GR...
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Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by kirinke »

If I remember correctly, Helena's init was 16. I can't even pull up Helena's character sheet! Now it's just a white screen with the little dots going back and forth. Bah.
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
jmucchiello
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Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by jmucchiello »

I have no problems at roninarmy. But that doesn't help you. Here are initiative rolls from both OOC and IC:

Should we repost our character here in roninarmy goes completely nuts?

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#413
05-21-2019, 08:12 PM
Anna's initiative was 16, roll https://orokos.com/roll/726698

How long has it been since we knew we were being followed? (Which hopefully marks the start of the teachers who are monitoring us beginning a response)
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#414
05-21-2019, 10:47 PM
Seems like every time I roll for init on any character, that roll sucks:
http://orokos.com/roll/725972 initative 12

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#586
05-21-2019, 08:27 AM
CJ: Initiative: 1d20+11 28

CJ is still looking to mind read Rust Angel and find out who hired them. If their target is all four aliens or just one of them.
Last edited by jmucchiello; 05-21-2019, 10:17 AM.

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#587
05-21-2019, 09:29 AM
Kid Martian
M'Att M'Orzz (Matthew Morse)
Status: Normal
HP: 1

Init: 1d20+8 17

M'Att will land with their guests and assume the shape of a large vague object in front of them before copying one of their forms.
Last edited by jmucchiello on Sun May 26, 2019 3:08 pm, edited 1 time in total.
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Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by jmucchiello »

I'll post the last page here:

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#571
05-12-2019, 02:31 AM
Then you can 'hear' the guy curse and use a commbead to contact Rust Angel. " F....ing teenagers. They are changing course. We need to do this now, bystanders be damned." Through the mental link, you can also 'hear' the response from a woman. " We'll be there in ten seconds, be ready. We need to move quickly before Stark's drones swoop in."
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#572
05-12-2019, 07:41 AM
CJ

"The flyer is incoming with the rest of the crew in ten seconds." CJ says, resisting the urge to look up. And then with surprise she adds, "Before Stark's drones swoop in?.WTF but he said 'bystanders be damned'. Let's find an alley." Louder, when they are passing a long alley, she says, "What's that?" She points and enters the alley. She activates her Fade Away power as soon as she's out of sight of the street and becomes completely invisible to living creatures. She also is now looking up, hoping to see Rust Angel.

(Tried to keep her dialog short.)
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#573
05-12-2019, 03:02 PM
Helena
"We have done nothing to you, why are you doing this? Attacking without cause is very rude." she said as the bad guys came into view. She then burst into her light form and rose a few feet in the air. "I suggest you rethink your very bad thoughts. They do not serve you very well at all." she said as she wagged her finger at them in a decidedly chastising manner.

ooc
http://orokos.com/roll/725972 initative 12
Last edited by kirinke; 05-12-2019, 10:22 PM.
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#574
05-12-2019, 03:06 PM
Osamu Ryou. / Mergebane
HP: 2
Status:Normal
Location: Alleyway
~-----o-----~

Ryou threw out his senses, becoming aware of each merged individual around him in preparation for the fight. He knew his target, but he wouldn't hesitate against any opponent that game his way.
I'm obviously a doctor of literature.

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#575
05-15-2019, 05:20 AM
As the guy behind you - Malady - hurries after you, a winged figure swoops from one of the rooftops, carrying and dropping another individual. The flying person is a woman in her late 20s, her head covered in rusty metal spikes instead of hair. Rusted metal also covers her torso and forms two large wings on her back.
The man she drops is tall and attractive with short black hair, dressed in an immaculate white suit. He eyes you and frowns. " Kids? Seriously, Rusty? We are fighting KIDS? I didn't sign up for that!"
" You signed up for the job", Rust Angel snaps.
" Did you know?" the man - Stain - growls.
" Does it matter?" Rust Angel responds, her voice sounding like grating metal.
" It f...ing does! We WILL talk about this later." He turns around. " Sorry...hand over the guests and we'll be on our way..."
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#576
05-15-2019, 05:48 PM
Osamu Ryou. / Mergebane
HP: 2
Status:Normal
Location: Alleyway
~-----o-----~

The boy turns around, his gaze focusing on the the group with dark eyes. "If you have any regard for your personal safety, you would be wise to be on your way without any of them at all." Ryou allows himself to put the full weight of his unnatural nature behind his words, cutting loose for the first time in a long while. If they choose to disregard his warning and attack anyway, he's prepared to inflict a bane upon the first aggressor.

OOC: Intimidate; Coerce to leave: 26
Initiative: 14
Last edited by Doctor Malsyn; 05-15-2019, 05:53 PM.
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#577
05-15-2019, 08:50 PM
Helena

"We will not hand anyone over." she told them flatly. "You are outmatched. Leave now or face the unpleasantness of ICU and their blue Jello."
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#578
05-15-2019, 08:56 PM
Kid Martian
M'Att M'Orzz (Matthew Morse)
Status: Normal
HP: 1

In response to the demand to hand over their charges, M'Att looks at them quizzically.

"Why? Do you represent local law enforcement? And if so, what are they charged with? Either way, I would like to see some ID."

He is displaying/ sounding a great deal of naivete in the way he speaks.
Enigmatic One;178799 wrote:[FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT]
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#579
05-15-2019, 09:24 PM
CJ

Still hidden in the alley switches her focus to Stain. She wants to know why he's upset that we're children. So she uses her untraceable mind reading on him.
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#580
05-15-2019, 10:12 PM
Featherweight
HP: 1; LP: 1; Condition- fine; Low Density form

Anna crouched just a bit, ready to move. A straight-up fight like this was never her first choice- she would much rather hit and run. But, then again, they didn't need to WIN here, they just needed to delay. It was their opponents who were on a timetable- and not only were "Stark's Drones" coming, there were (hopefully) the YHI chaperones out there as well.

And she could delay and annoy like nobody's business...

>OOC: Initiative (for later) 1d20+5= 16; roll https://orokos.com/roll/726698
Last edited by pathfinderq1; 05-21-2019, 08:09 PM.
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#581
05-17-2019, 05:52 AM
The mental probe reveals the simple fact that Stain, while apparently a mercenary, is distinctly uncomfortable fighting teenagers, being someone with at least some standards.

At the intimidation attempt, Malady and Stain take a step back, eyeing Rust Angel curiously.

She, however, seems wholly unaffected. " Well...will this go smoothly or do we have to beat you down?"

" You can try", Dhorrok growls and you can see that the Asari is trying to gather dark energy around her hands....somewhat clumsily, if the fizzing and sputtering of the dark cloud around her hands is any indication...
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#582
05-17-2019, 01:01 PM
Osamu Ryou. / Mergebane
HP: 2
Status:Normal
Location: Alleyway
~-----o-----~

Having already given them the option, Ryou instead shifts his feet forward and back, raising his hands away from his body with his palms angled towards them. It was time to spread his wings as the Akido prodigy he was. "Then there's no more use in talking." His eyes grew darker while his hair began to ruffle in the dimensional aftershocks still present after the Merge. He watched them closely, Stain in particular, readying himself for a sign of them using their abilities.

In the corner of his mind however, he tried to focus on that tell-tale pinprick along his skin which would point to the fourth member of the attack force, having clearly hidden themselves. If he senses them, he whispers into his commlink their location

OOC: Ready as a Standard to perform a Mergebane on the sign of active power use, Stain in particular. Move action to try and perceive Fendaryll's location.
Perception: 28
Free action: Reveal their location, if he can sense them.
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#583
05-17-2019, 01:22 PM
On her next action, assuming things remain "civil", CJ will attempt to read Rust Angel's mind, trying to find out who hired them and if their target is all four aliens or just one of them.
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#584
05-18-2019, 02:11 PM
Helena


She, however, seems wholly unaffected. " Well...will this go smoothly or do we have to beat you down?"
The girl smiled ferally. "Vell, there are no Squirrel Pajamas, so... Ve Fight!" her New Mechanisburg accent strong in her excitement as cosmic fire pooled in her hands. "Hyu vill be de vuns to fall!" she swore at the woman.

Blind them, bind them or blast them? she thought idly.
Last edited by kirinke; 05-18-2019, 06:44 PM.
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#585
05-21-2019, 05:08 AM
//Oh boy, the " update" really screwed with...well, everything. I need an initiative count.
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Mergebane

Post by Doctor Malsyn »

Image
Mergebane -- PL 7
"You can feel it, can't you? The... Unnaturalness of it all?"

Abilities: 8+6+8+2+16+4+2+2=40
Strength 4, Stamina 3, Agility 4, Dexterity 1
Fighting 8, Intellect 2, Awareness 1, Presence 1

Advantages 18
(Pre)Languages 1 (English), Defensive Roll 3, Assessment, Defensive Attack, Agile Feint, Startle, Redirect, Improved Disarm, Improved Grab, Fast Grab, Improved Hold, Improved Trip, Takedown, Power Attack, Improved Critical (Unarmed), Improved Initiative

Skills 9(27)
  • Athletics 3 (+6)
  • Acrobatics 3(+7)
  • Insight 6(+7)
  • Intimidation 4/13(+14)
  • Perception 7(+8)
  • Stealth 4(+8)
Powers 12+4+35+4+5+2=61
Enemy of the Merge
  • Pariah Gene: Immunity 11 (Mental Effects, Soul effects), Innate 12
  • Unnerving Presence: Enhanced Attribute 3 (Intimidation 9), Innate 4
  • Mergebane: Nullify 7, Perception ranged, Broad (Merge-based Superability effects), Concentration, Sustained 35 {5/R+3}
    • (Alt)Reassert Reality: Nullify 7, Area (30 Ft. burst), Broad (Merge-based Superability effects), Concentration, Sustained (35 {5/R})
    • (Alt)Controlled Assertion: Nullify 7, Area (30 Ft. burst), Broad (Merge-based Superability effects), Concentration, Sustained, Selective, Tiring (35 {5/R})
    • (Alt)Normalize Object: Broad Transform 6 (Post-merge objects into inert versions of themselves)(50 lbs.), Reversible (25 {4/R+1})
    • (Alt)Life Scale Replica: Strength based damage 0 linked with Reversible Limited to Constructs Affliction 7 (Cumulative, Progressive) (Vulnerable>Stunned>Transformed{Construct-> Inert Statue "Replica"}), Feature 1 (Considered an Unarmed Attack) (23 {3/R+2)
  • Mergesense: Super Senses 5 (Accurate Acute Analytical Radial Merge Awareness) 5
Martial Gear
  • Armored Gauntlet: Strength based damage 2, Feature 1 (Considered unarmed), Removable (2)
Offense
Initiative: +8
Grab: +8, DC 14
Unarmed: +8, +4 Bludgeoning Damage effect(DC 19), 19-20
Armored Gauntlet: +8, +6 Bludgeoning Damage effect(DC 21), 19-20
Mergebane: Perception Ranged Nullify DC 17 (Sustained)
Reassert Reality: 30 ft. burst Nullify DC 17 (Sustained)
Controlled Assertion: 30 ft. selective burst Nullify DC 17 (Sustained), Tiring
Normalize Object: +8, Transform ( 50 lbs. Post-M Object to Pre-M Object) DC 16 dodge
Life Sized Replica: +8 DC 19 Damage + DC 17 Will Vs. Vulnerable, Stunned, Transformed (Inert statue "Replica", Limited to constructs

Defense 1+0+3+7=11
Dodge 1 (+5), Parry 0 (+8), Fortitude 3 (+6), Toughness 3 (+6), Will 7 (+8)

Power Points
Abilities 40 + Powers 61 + Advantages 18 + Skills 9 (27 ranks) + Defenses 11 + Unspent 3 = 139/142

------------------------------------------------------------------------------------------------------------

Name/Codename: Osamu Ryou ( 修 諒)
Age: 14
Height + Weight: 5'5 / 130 lbs.
Ethnicity/Nationality: Japanese National
Merge Affiliation: Warhammer 40k (suspected), pre-merge(?)
Distinguishing Characteristics: Black rimmed glasses, sharp eyes, a profound sense of 'wrongness'
Languages: Japanese, English


Description:

While he never really cared for his appearance once it stopped being the deciding factor in how people saw him, Ryou still prefers to keep his black hair fairly kept and at about chin length. His glasses with their partial black frames do well to focus the eyes of others into his own, his sharp steel-grey eyes seemingly piercing straight into people's souls. The serious expression he constantly wears does nothing to dissuade people of the fact that he's not actually a bad guy, merely someone who disliked crowds and keeping to himself.

Not being as big of a fan of spandex and tights as the classic hero tends to be, Mergebane's own hero uniform is primarily composed of thick dark grey cloth jacket with a large popped collar covering the lower half of his face. Black leather gauntlets protect his hands when he fights, up close and personal being his preferred method, while his similar boots compliment the rest of his outfit perfectly. To protect his identity he wears a black headscarf that covers the top of his head, it's lenses designed with the same prescription as his normal glasses.

-------------------------------------

In the early morning hours of Japan's Merge on April 6th, Ryou woke up from his sleep with a deep, profound sense of unease. To him the air itself had changed into something stale and unpalatable, sending itchy goosebumps down his arms and over his legs. It was impossible for him to get any more sleep that night, and it was for this reason he became the first person in the world to see a charizard as it zipped past his window. Most young children would gasp in awe at the sight, but to him, it only seemed to confirm something he felt deep within his very being. This world was no longer his own.

Everyone else around him seemed well aware of this fact too as they started to avoid him like the plague, sneering at his very presence or his once friends falling to the ground in panic whenever he tried to approach any of them. The people in his Akido class after school were especially enthusiastic to let him know just how much his very existence disgusted and horrified them all. Worse still was his own vision which seemed to continuously degrade more and more in conjunction with this rising animosity people felt towards him.

It would take months until someone finally took notice of the fact that one lonely little boy had become utterly ostracized by his community for seemingly nothing at all. This man, a doctor with his gold rimmed and green tinted glasses, managed to isolate a specific gene within him, one that had initially been relatively benign and only resulting in mild visual impairment. He had no real explanation for why or how he had been born with this defect, nor why it suddenly flared up post-merge in such an unprecedented way. Everything he could record however pointed towards only one thing- The first recorded case of the Pariah Gene from Warhammer fame.

Armed with at least some explanation of what happened to him Ryou finally discovered how to use his inherent nature more proactively, removing the abilities of previously merged creatures that had appeared in his hometown. Even the pokeball he had purchased with the intent on finding that first charizard turned into a mere plastic replica within his hands.

The relief of finally exercising his abilities even taught him to pull back that intense aura of wrongness that permeated the air around him, leaving only a dull sense of irritation at worst. People now merely saw him as being slightly offputting for reasons they could never fully explain. Among the only things he couldn't control however, was his sheer absent presence in whatever terms people chose describe that strange, mental plane of existence. A black hole in the middle of their reality.

In the middling months of 2018, the same doctor who helped shed some light onto his mysterious nature got in contact with him once again. The man had apparently been in contact with a group for some time, sending them information about various other, similar cases of Earth-Prime natives who've come into power within Japan. Out of all the other candidates they were looking at from his country, they wanted him the most.

They extended him the honor, the privilege, to become a member of the Young Hero Initiative. He couldn't have accepted any faster if he tried.

-------------------------------------
Complications

Motivation: Responsibility: He doesn't know why he was born the way he was, why reality now seems to reject his very presence. Yet he does know that he can't let himself falter down a darker path, to restrain his nature and use it only for what's best in the world as it is now, no mater how much he wished to make it what it was before.
Untouchable: There's just something about him that others find wrong, no mater how kind or inexhaustibly bubbly their personalities might be. A complete and utter blank spot in the warp itself, as it were. Yet as off putting as he is now, directly post merge it was far worse. His very presence had been utterly revolting towards people directly related to the merge where it incited anger and fear. Time and practice reeling his nature in are the only things that managed to dull the sensation.
Incompatibly: Things relating to the merge don't seem to like Ryou either. Whenever he tries to use something such as a phaser, a talisman, or even a healing potion; they either flat out won't work for him at all or at best will work only act at half the power it should.
Astigmatism: It was an odd genetic defect which caused him vision troubles in early life. After it's post-merge effects became known, his vision got far worse to the point where he's essentially blind without his glasses.
Hidden Value: Armed with the ability to nearly reverse the effects of the Merge on a case to case basis, that put's a price tag on your head whether you like it or not. Ryou might think the Initiative want him because they think he'll be a great hero one day, but more then that, they want to keep him close at hand. All in the name to protect him from the villains and organizations who covet his abilities.
Last edited by Doctor Malsyn on Tue Mar 24, 2020 6:54 pm, edited 3 times in total.
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Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by Doctor Malsyn »

Brought over Ryou's sheet, making cosmetic changes to the layout to fit with my new standard these days.

Neo, was he able to detect Fendaryll's location and relay it to the team?
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Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by kirinke »

Re: The Merge: Young Hero Initiative (recruitments ends September 16th)

Image


Helena (Firefly) Alexander Adalbrecht
Age 14
Concept Cosmic Light Controller PL 7/138

BACKSTORY
One day the world went crazy. All the things that people once thought were fantasy, science-fiction and dreams became real. Terrifyingly real. Don't get me wrong, the heroes were great. Really. But the monsters. God the monsters were everything you could imagine and not want to imagine. One of them or alot of them got my family. I don't really remember much from that time, except lots of teeth and claws and... I don't want to remember I guess.

I think that's when my powers woke up. I found myself huddled in a crater on Ceres of all places, just wanting everything to go away. Superman found me. Don't ask me how, I don't know really, but he found me and brought me back to Earth. I got lucky. He somehow arranged it so a family in New Mechanisburg took me in and eventually adopted me. They're pretty cool. Crazy in a good way and way different from.... Well, they help me deal with everything.

When things get really bad they take me up to the ramparts to watch the soldiers calibrate the guns. Watching the targets get disintegrated makes me feel safer in a very weird way. My new grand-dad is a Jägermonster, he's fun and taught me how to fight and protect myself.

When the initative came calling, me and my new family talked about it and it was decided that it would be a good opportunity for me. So now, I'm off, to a new adventure and I'll see where it takes me.



ABILITIES
0 STR
7 STA
0 AGL
1 DEX
1 FGT
0 INT
0 AWE
1 PRE
PP 20

DEFENSES
1(7) DODGE
1(7) PARRY
7 FORT
7 TOUGH
1(7) WILL
PP 18


ADVANTAGES
Close Attack 6, Luck 2, Ranged Attack 6, Improved Initative, Language 1. Luck 2
PP 18

PRESENCE ADVANTAGES
Connected


SKILLS
7 Expertise: Popular Culture
6 Insight
9 Perception
6 Persuasion
6 Treatment
PP 12


Independent Powers
06PP Universal Translator: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)
12PP Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
05PP Cosmic Senses: Senses 5 (Danger Sense: Sight, Darkvision, Direction Sense, Distance Sense)
PP 23

Cosmic Light Form
15PP Cosmic Light Form (Insubstantal 3, Energy)
02PP Movement 2 (Space Travel 2: other solar systems; Limited: Only while in cosmic light form)
05PP Unearthly: Immunity 10 (Life Support; Limited: Only while in light form)
PP 22


Cosmic Powers
Blinding Burst: Cumulative Shapeable Area Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 17; Alternate Resistance (Dodge), Shapeable Area: 30 cft., DC 17, Cumulative; Limited: Vision)
Cosmic Healing: Healing 7 (Persistent, Stabilize)
Cosmic Blast: Damage 7 (light, DC 22; Increased Range: ranged, penetrating 7, accurate)
Cosmic Light Constructs: Create 7 (Volume: 125 cft., DC 17,continous duration precise)
PP 25

Offense
Initiative +4
Blinding Burst: Cumulative Shapeable Area Affliction 7 (DC Dodge/Fort/Will 17)
Grab, +7 (DC Spec 10)
Cosmic Light Blast: Damage 7, +7 (DC 22)
Throw, +7 (DC 15)
Unarmed, +7 (DC 15)

Languages
English, German

Complications
Kid: Helena is only fourteen years old with all that implies.
Flashbacks: Helena's original family was killed during the early part of the Chaos war and she still suffers nightmares and the occasional flash-back from that time.

NOTES
The chaos of the Merge wasn't all sun-shine and lollipops. For every family that made it through relatively unscathed, countless more did not. Helena's story is sadly an all too common one. Though she did get lucky in the fact she was saved and put into a good place to recover. Though she doesn't remember it, Martian Manhunter and Supergirl were there as well and thanks to Manhunter's telepathy, they found her before she got herself into real trouble.

She's a fairly friendly and outgoing little thing. Underneath the cheerfulness there is a reservation if you will and caution. She knows the kinds of monsters that lurk in the dark now. She knows and she has zero problems in stomping them flat if she can. Followed by high powered explosives lobbed in their general direction.

The Adalbrecht family is an off-shoot of the Von Mekkhan line, so she does have some family connections that can aid her from time to time. She also comes from a town full of heroes, villains, monsters, constructs and god knows what all else, most of whom are her neighbors, friends or outright family. As such, she isn't easily surprised or off-put by weirdness or the strange. It's the normal stuff that can throw her for a loop at times.
Last edited by kirinke on Sun May 26, 2019 8:57 pm, edited 1 time in total.
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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
Posts: 3349
Joined: Sun Dec 11, 2016 8:48 am

Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by Neo-Paladin »

Thanks, guys. Posting the character sheets here would be very welcome.
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by kirinke »

Figured as much.
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
Posts: 2203
Joined: Sun Mar 12, 2017 4:04 pm

Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by pathfinderq1 »

FEATHERWEIGHT

"Anna"
Anna Katherine Prydeman
Birth name: Ilyana Rachel Pryde-Rasputin
-Prefers Anna, Kate or Katie is okay, Kitty will get you slapped or mocked; only her DXDO case officer and her mentor Touchstone know her real birth name (all official ID documents are for Anna Katherine Prydeman
Codename: Featherweight
Concept: Density-controller, legacy heroine, X-D
Gender: female
Age: 15
4'10"; 90 lbs. (Varies between 0-ish and 1500-ish lbs)

PL 7; 135/ 135 pp (137/138 as of 3/17/19)(+2 on 7/28/19)

GAME STATS:
Abilities: (44 pp)
STR 0 / STA 5 / DEX 1 / AGI 5
FGT 4 / INT 2 / AWE 4 / PRE 1

>Defenses: (6 pp)
Toughness: +5 (0pp)(Varies)
Parry: +6 (FGT 4, +2pp)(Varies)
Dodge: +6 (AGI 5, +1pp)(Varies)
Fortitude: +5 (STA 5, +0pp)
Will: +7 (AWE 4, +3pp)

-Low density: T +6/D +8/P +8 (~12lbs)
-Full phase: T +5/D +6/P +6
-High density: T +10 (Imp 6)/D +4/P +4 (~1500 lbs; STR 10, STA 10, AGI 3, FGT 2, DEX 0; ground speed -1, cannot swim)
(+others by Stunt)

Immunity: Disease (+Limited: Poison, Street drugs/intoxicants)
Immunity (Half effect): Aging, Starvation/thirst (CAN eat and drink)

Offense:
Initiative: +5 (base)
Close attack: +6
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +8; DC 16 (+1)
-Unarmed (Low-D): +10; DC 19 (+4)
-Unarmed (High-D): +4; DC 25 (+10)
-Selective density alteration: +0 touch; DC 24 Weaken Toughness 14, Objects only, +associated effects)(This LOOKS like an attack power, but is really more of a Utility power)
-Thrown something: +2; DC varies
-Grab: +6; DC 10 (+0)

Skills: (45sp= 15pp)
>Trained: Acrobatics +6 (1sp); Athletics +3 (3sp); Deception +10 (Mastery, 9sp); Insight +7 (3sp); Investigation +5 (3sp); Perception +5 (1sp); Persuasion +2 (1sp); Sleight of hand +2 (1sp); Stealth +9 (Mastery, 4sp); Technology +3 (1sp); Treatment +3 (1sp); Ranged combat (Throwing) +2 (1sp); Close combat (unarmed) +8 (2sp)
-Expertise (X-Men trainee) +5 (3sp)(Mostly recognizing other members of various X-continuities)
-Expertise Streetwise) +5 (3sp)
-Expertise (Criminal/thief) +3 (1sp)
-Expertise (Urban survival) +3 (1sp)
-Expertise (Geek culture) +5 (3sp)( A variation on Pop culture)
-Expertise (Student) +3 (1sp)
-Expertise (Art- Sculpture, uses DEX) +3 (2sp)

>Untrained: Intimidation +1 (or less); Vehicles +1

Advantages: (16 pp)
>Base: Benefit 1 (Burglar- Stealth); Close combat x2; Disarming x1; Evasion x1; Hide in plain sight; Improved trip; Languages x3 (Russian, Japanese, Hebrew, Morse code); Luck x1; Move-by action; Power attack; Skill mastery- Stealth; Taunt; Equipment x1

>Enhanced Advantages (bought as Powers): Diehard, Great endurance (+Others, depending on density array choice)

>Free (from PRE 1): Skill mastery- Deception
>Free (Campaign): Legal identity (provided by DXDO)
>Equipment x1 (5ep): Multitool, Flashlight, Good lockpicks (2ep, +2 Tech/Stealth for locks/security), Flash goggles (sunglasses)
-To add: Teamwork/combat stuff mostly, some stealth and/or deceit stuff.
-Benefit (Burglar): Substitute Stealth skill check for Technology checks related to security (locks, alarms, etc.) but not other Technology uses (Gadget Guide)
-Disarming (Fortune, ranked- to 10): (AKA Puppy-dog eyes) Looks cute and non-threatening, so villains might not want to flatten her. Can directthis against one villain- Spend an HP to force the target to roll Will (DC 10 +double the ranks in Disarming). If they fail, they will "pull their punch", reducing the attack by 2 ranks, 5 ranks for 2 degrees of failure, 10 ranks for 3 degrees. This lasts until she attacks and hurts the target- if they make the initial save, or if she does hurt them, they can't be affected by Disarming for the rest of the encounter. (From Hero High)(In this case, it is more "non-threatening" than "Innocent" and she often keeps this in reserve, hidden by a mask or sunglasses)


POWERS:
>Unstable molecule costume
-Feature 1: costume adapts to powers (avoiding "Wear and tear" Complication) and 'heals' from most damage (1pp)
-Feature 2: Instant change (Any), Limited- Activation required (Move action), always the same material (Black spandex-ish)(1pp)(Her costume can shift from the equivalent to a conservative one-piece bathing suit to a full bodystocking with hood and face coverage, but is obviously the same material)

>Spatial awareness
-Senses 2: Direction sense, Distance sense (2pp)

>Hit 'em where it hurts
-Martial strike: STR +1 unarmed damage (1pp)

>Never let 'em see you sweat
-Immunities 6 (Half effect): Fear, Interaction effects (3pp)

>Personal cellular control (Package)
-Regeneration 1, Persistent, Regrowth (3pp)
-Immunities 1: Disease (1pp)
-"Purge" -Immunities 2: Poison, Street drugs/intoxicants; Limited- Activation required (Standard action; -2)(1pp)
-Immunities 2 (Half effect): Aging, Starvation/thirst (CAN eat/drink)(1pp)
-Enhanced advantages: Diehard, Great endurance (2pp)

>Merge-muddled memories
-Enhanced trait Advantages) 2: Eidetic memory, Well-informed; Limited- Unreliable (1pp)(To be improved, but if the reliability roll fails, the GM can feel free to make stuff up instead)

>Merge-muddled mind
-Immunity 2 (Half effect): Mind reading (1pp)

>Density control (Array)(35 pt base, +3 AE)
-1. Low density: Insubstantiality 1 (+Reaction, Continuous)(7), +Subtle 2 (looks normal)(2), +Precise (1); +Feature 3 (Reduced mass x3)(3); +Enhanced trait 4 (Defenses- Dodge +2, Parry +2)(4); +Enhanced trait 3 (Skills- Acrobatics +3, Athletics +2, Stealth +2, Close combat/unarmed +2)(3); +Enhanced trait 2 (Advantages- Evasion +1, Improved defense)(2); +Protection +1 (1); +Speed 1 (1); +Leaping 1 (1); +Immunities 3 (Atmospheric pressure, critical hits)(3); +Movement 4 (Trackless, Safe fall, Waterwalking 2)(Limited- Distracting)(4); +Martial strike +3(+4 total, "Selective rigidity")(3); (7+2+1+3+4+3+2+1+1+!+3+4+3= 35pp, base power)

-2. (AE) Full phase: Insubstantiality 4 (full incorporeal; Sustained; affected by Magic), Reaction, Subtle 2 (looks normal), Precise (20+4+2+1pp); +Feature 1- Affects corporeal for normal STR (1pp); +Linked- Flight 1, Subtle, Precise (2+1+1pp); +Enhanced trait 2 (Advantages- Improved trick, Redirect)(2pp); +Enhanced trait 1 (Skill- Stealth +3=+12)(1pp). (20+4+2+1+1+4+2+1= 35pp; +1pp/AE)

-3. (AE) High density: Density growth 4 (Sustained)(8), Subtle 1 (looks normal)(1); +Enhanced traits 7 (Abilities: STR +6, STA +1)(14); +Immunities 11 (Critical hits 2, Up to full Life Support 9)(11); +Impervious 8 (8); +Enhanced traits 4 (Advantages- Improved grab, Improved critical x1/ unarmed strike, Improved smash, Interpose)(4); +Feature 1 (Hands like tools)(1); +Precise for STR (1); +Penetrating 1 (Unarmed strike)(1); +Flaw- "Loses some flexibility": Reduced traits 5 (Abilities- AGI -2, FGT -2, DEX -1)(-10); Reduced traits 2 (Skills- Acrobatics -3, Stealth -3)(-2); Reduced ground speed -1, cannot swim (-1); Inaccurate x1 (Unarmed strike, -2)(-1)(8+1+14+11+8+4+1+1+1-10-2-1-1= 35pp; +1pp AE)
(Anna calls this her "Dad Bod")

-4. Selective density alteration: Weaken 14 (Toughness); Affects objects/objects only (+0); Inaccurate x3 (-6), Precise (1), Subtle (1), +Reversible (1); +Transform 14 (Any object into any other object of the same material, 3/rank); +Continuous (+1/r; effect is permanent), +Distracting (-1/r), +Grab-based (-1/r), +limited (-1/r, only on objects reduced to 0 Toughness or less), +Precise (1), +Subtle 1 (1), +Inaccurate 3 (-6, +0 ttl), +Activation (Standard, -2), +Quirk (Takes as long as the GM Wants it to, up to 1 round per mass rank, -1); +Affects incorporeal 2 (normal STR)(2); +senses 2 (Acute normal touch, analytic normal touch; 2); +Enhanced trait 4 (Advantages- Fast grab, Improved grab, improved hold, Improvised tools)(4); +Feature 1 (Iron stomach- can break down and absorb anything like food); (14+3-3, +14+1+1-3-2-1, +2+2+4+1; 14+10+9; 33pp, +1pp/AE)(Possible stunts- Burrowing, Object restorative persistent Healing)

+Stunts: Hyperdensity, Full phase with others ("Take a deep breath- and DON'T LET GO"); Compression (Shrink, normal STR); Cloud form; Disruptive phase (attack)


BACKGROUND:
-The group known as the X-Men existed in a large numbers of worlds before the Merge, though not many of those X-Men seem to have made it through the Event. In a large number of those iterations, Kitty Pryde and Piotr Rasputin were closely entwined- they were one of the most iconic pairings in a wide variety of X-continuities, outdone only by Jean Grey and Scott Summers. While Kitty and Piotr were often closely linked in a romantic fashion, very few of those matches ever produced a child...

In her world, her parents met in the mid-1990s, when Kitty was 14 and Piotr was 19. While they were fond of each other almost from the start, Piotr was a good guy, and he held out until Kitty was 18. They were married shortly thereafter, but as in nearly every continuity the X-Men led busy chaotic lives- ther daughter was born several years later, in early 2003. They named her after Piotr's beloved sister (who in that world had died mysteriously at a young age) and one of their time-traveling friends- the other X-Men were honorary aunts and uncles (only natural for a child actually born IN the mansion). Unfortunately, the situation was hardly an ideal one... For starters, while Kitty loved her daughter, she was, frankly, a terrible mother- far too busy with her work, among other things. In addition, the X-Mansion was definitely NOT child-proofed, and even the youngest other students were far older than little Ilyana, and not fond of 'tag-along babies'. And, of course, the team was often gone on extended missions, and various enemies were known to attack the mansion from time to time. In short, Ilyana spent an awful lot of her early childhood visiting her grandparents- aside from one brief visit to the Rasputin family farm in Russia, that meant she was a regular at the Pryde household in Illinois. On the plus side, she got to spend time with her grandparents, and with her still-living great-grandfather Samuel Prydeman (who was a wealth of great stories- some enthralling and some TERRIFYING). On the other hand, her grandparents were also occasional foster parents to a number of disadvantaged children from nearby Chicago, kids from broken homes and other bad situations- and many of them were all too willing to expose Ilyana to bad language, bad attitudes, and bad habits (And she, eager for kids who didn't scorn her, was quick to learn those lessons, which did NOT please her parents). They tried to be good parents, really they did- Piotr more so than Kitty, but both of them put in some effort. It just didn't seem to stick- whenever the relationship seemed to be getting better, the X-Men would have to jaunt off to some other planet or timeline or something, and by the time they got back Ilyana hated her parents again. It didn't help that Kitty never told her daughter that she was proud of her, or pleased with her...

Ilyana ran away from home for the first time just after her 11th birthday- a day she spent being shuttled back to Illinois before her mother and the X-Men shot off into space (again) to assist their Shi'ar allies against some cosmic threat (instead of Kitty and her daughter spending a long-promised day together). Ilyana remembered some of the things she had learned from one of the Pryde foster kids on her last visit and she took off out a window in the middle of the night (this was before she had demonstrated any kind of powers, but she WAS clever). Somehow she made her way to Chicago, and survived on her own for three days before the police found her and dragged her back to her grandparents- mortified, they never mentioned it to Kitty when she came back three weeks later. Two months after that Ilyana displayed the first sign of her powers, in a totally uncontrolled fashion- her mother, of course, didn't admit pride or approval; she simply set about giving her daughter a whole new round of lessons (though she STILL wasn't old enough to officially train with even the youngest official students). The next time she was dropped off with her grandparents, Ilyana ran away again, and this time she was much better prepared. Calling herself 'Anna', she went back to Chicago and this time she found one of the former foster kids who had 'advised' her. Most importantly, she wasn't back with the Prydes when her mother returned. Kitty flipped out, and she would have mobilized all of the X-Men in a military style operation to shame D-Day and stormed the city of Chicago looking for her daughter- but Professor X sent out an urgent call with no room for delay, and Kitty returned to the mansion to see what was going on. She would return, of course, with help. Any minute now, right?

Except things went to heck in a handbasket, and the X-Men were stuck in some warped dimension. After a few weeks Ilyana and her new friends scrounged up enough money for a bus ticket, and she made her way back to the mansion. The X-Men had just returned, and Ilyana caught a brief glimpse of her mother's fierce smile as she opened the front door...

And in that brief shining moment, the world collapsed around her, as countless realities were shuffled together. Everything went black, and when Ilyana woke up she was someplace new, someplace unfamiliar. In fact, she was somewhere in Illinois- where the Pryde family house had never existed. She made her way to Chicago, where everything was a thousand times more chaotic than she remembered. In the first days after the Merge, no one really seemed to know what was going on- though someone recognized her on the street (or rather recognized her as her mother). Somehow, she managed to survive, and made her way to Salem Center. When she arrived, the person who opened the door was her father- or rather, a version of her father who wasn't much older than Anna herself. He too thought she was Kitty, which led to a brief and very weird interaction- and to Anna running away. The next few weeks were a blur- the slow understanding of what had happened, the brief glimpses of familiar faces (and the people who recognized her), and the simple chaos of the new, Merged world; and a gradual understanding of her powers, which were Much stronger than they had been. She tried to ignore the voices that tickled the back of her mind, the fleeting memories that weren't hers. Anna doesn't remember how she got into the Morlock tunnels beneath New York, nor does she remember what happened there- or what caused her to shift into an immovable hyperdense form. She was stuck in that form for more than a year, before one of the expeditions into the labyrinth of tunnels found her. At first they thought she was a statue- or possibly someone who had been petrified by a previously unknown Morlock- what they DID know was that she was all but impossible to move. After they were sure the tunnels were safe, they brought in the British spirit-mage Touchstone, who was able to discern that there was someone in the statue- and was able to reach Anna's mind long enough to bring her out of the shifted state. By then it was 2017- the Chaos Incursion was over, and the Merge was almost two years past; Anna remembered none of it, but too much of what had happened before. The swirl of memories threatened to overwhelm her again, but this time Touchstone was with her and helped Anna through the trauma- Touchstone was a counselor in her civilian life, and had worked with MGS patients in the past. While Anna's case wasn't exactly MGS, Touchstone knew the symptoms and coached her through the adjustment process- learning how to handle the memories of not people but POTENTIAL people took even more time. And, of course, Touchstone had other cases, throughout the world- and everytime she had to leave, Anna ran away from the facility where the DXDO was holding her until her "Adjustment" was complete. At first there was discussion of moving her to Xavier's Institute, given that she had a prior connection- but Anna refused; that was the one place she definitely DIDN'T want to go. And she was too young and volatile to accompany Touchstone as a ward or fosterling... Over time, she settled down, though there were still concerns about her attitude- it was obvious that she needed guidance and training. When the YHI project was approved, she was one of the candidates identified as potentially suitable, and Touchstone managed to get Anna to agree to the idea...



Complications:
-Wear and tear (Inanimate objects): Anna's powers take quite a toll on inanimate objects, especially fragile or complicated things. While she cannot disrupt electronics simply by passing through them like her mother could, the simple process of density shifting (especially on a repeated basis) can be damaging. A normal cell phone won't survive more than a few shifts, clothing quickly looks tattered or pitted (as if washed with too much bleach), and other things grow fragile or brittle. With the exception of special materials and some extremely resilient compounds, objects don't last long. (In mechanical terms, the GM can invoke complication to wreck stuff as desired, even beyond the 'easy breakage' of normal equipment- or to warp things instead of simple destruction, or to have somebody grab something she has set aside for safekeeping). Pretty much, only things that are specially adapted (A Feature, or some Devices) would be safe. In consequence, Anna does not depend on gear or have a lot of treasured old possessions. Right now she DOES have a really nice coat, and she takes great pains to 'protect' it (Shrugging it off before shifting, etc.)

-Power loss (and power lock): While her powers work differently than her mother's did, she still has trouble phasing through certain substances (Adamantium is difficult, and vibranium is nearly impossible, and more exotic materials could have unknown effects). In addition, her powers work much better on non-living matter than on living creatures (this is one of the reasons why she finds it so difficult to phase another person, a trick her mother mastered early on). Even though she looks normal while phasing, passing through another living creature gives both of them a slight 'pins and needles' tingle (noticeable, but not damaging). Because of the nature of her powers, surfaces or objects that are sealed against teleportation or dimensional travel MAY slow her down or stop her as well. On the flip side she may also, from time to time, find herself unable to TURN OFF a power, leaving her stuck in one form or another (while her fully phased state usually 'wears off' when she passes out from not breathing, her high density state can last longer (she spent more than a year in her hyper-dense statue form just after the Merge, before someone 'woke her up'). This is most likely if she is surprised while changing states, or as a consequence of mental power effects (as if she needed more reason to dislike telepaths).

-Responsibility (Xavier's dream, adapted): Anna was raised in the X-Mansion, and she was 'brainwashed from an early age to believe in Charles Xavier's great dream, that mutants and humans could live in peace, work together, and share the world- and that mutants would step up, into the very fires of the Hells, to protect a world full of people who hate and fear them. In the post-Merge world, that dream has changed, if only a little. The version that Anna subscribes to is similar- that X-Ds, the Gestalts, and Empowered natives can all live in peace, work together, and share the world (especially since this is the only one they've got, it seems) with mundane natives who might hate and fear them. And like all the X-Men, Anna is willing to step up and lay her life on the line to protect the world, and to protect that dream. In this, if nothing else, she is willing to follow in her mother's footsteps.

-Parental issues: Like you wouldn't believe. Luckily, she hasn't met an incarnation of her mother post-Merge, and while she has met one version of her father it was only briefly (and it was terribly uncomfortable for both of them). Anna has avoided the X-Mansion since the Merge, and was pushed towards the YHI as one of the few reputable alternatives for powered teenagers. Any meeting with a version of her parents would be likely to be problematic, but deep down Anna misses them both, and would do almost anything to see them again, or to gain their approval- this could be used to manipulate her.

-Where EVERYBODY knows your name (Mistaken identity): The worlds that were folded into the Merge contained many versions of the X-Men and among those who crossed over, almost all of them see Kitty Pryde when they look at Anna (despite the differences), especially since many of the versions of Kitty were about the same age her daughter is now. In addition, her mother was a fairly well-known comic and movie character, so even some natives or people from non-X worlds might recognize her (again, despite the differences). This can lead to all sorts of confusion, from hilarious to sort of squicky- especially since Kitty was famously a multi-talented genius and Anna... isn't (and really hates the fact that she still can't escape her mother's shadow). (The most common reaction is: "Kitty!? Is that you?" Followed by "What did you do to your hair? And what the &%$* are you wearing?")

-Wild child: At least on her own time, Anna maintains a sullen, sarcastic demeanor- her personality could be described as "spiky" and in school terms her natural habit would be "in detention". Adults and other authority figures tend to assume she is up to no good (and they are often right), and if they see trouble, they will usually assume she is the cause of it. Her bad attitude and disreputable appearance can make a bad situation worse (Especially if there are police or similar authorities about). In addition, most adults tend to not listen to her, or take her seriously- even if they ought to; this factor is much lower when she is "in uniform" instead of street clothes (possibly because she also ACTS more serious and focused when she is 'on the job'), but a GM can invoke Complication along these lines as needed. In addition, she IS 15, and can be prone to extreme displays of emotion from time to time (or was that All The Time...).

-Heart of gold (or some other high-density metal): Despite her sullen and sarcastic nature, Anna is, deep down, a good person- she wants to make friends, and she is willing to risk all sorts of trouble to help out those friends (or potential friends). She could be led astray, or simply get into a hazardous situation. She is also quite willing to do risky things to protect innocents (especially children or cute animals). Deep down she does have good heart, and she does want to help people- she just doesn't want anyone to know it was her that helped... And while she might be a liar and a thief, she values her word, and will keep her promises (if you can get her to make a REAL one, instead of the sullen "I promise..." she gives to grown-ups). In more basic terms, she is basically good deep down, and despite her demeanor, the administrators in charge of the YHI consider her to be "redeemable".

-Merge-muddled: It isn't QUITE MGS, or at least not a normal case. While Anna is, as far as anyone knows, unique throughout the worlds that Merged, the number of worlds where her parents existed (and so she COULD HAVE existed) is rather high. And given the way that the X-Men tended to tie the timelines in knots, this made the status of various potential copies a bit more complicated. In short, Anna seems to have 'inherited' the existence of many potential copies, instead of several ACTUAL iterations. As such, she will occasionally have thoughts or memories that are not QUITE her own, or memories or thoughts that were true in one lost reality, but aren't true here-and-now. She is still trying to bring these issues under control, but the usual therapy drugs don't work very well, and she is VERY wary of telepaths... ("There are a lot of people in here with me sometimes, and some of them might have BEEN me, if things were different- so my brain is basically a giant Jenga tower, and I'd rather not have anybody else shaking the stack")

-Prejudice (X-D): Plenty of people hate or fear XDs in general, and especially powered ones, and even some un-powered XDs manage to hate those with powers (native or not). Coming from a world that hated and feared mutants, Anna is used to that kind of treatment- but it doesn't make life any easier some days.

-Relationship (Touchstone): The UK-based "spirit mage" and psychic counselor helped Anna through her rather complicated adjustment to the Merged world, and is just about the only person that she fully trusts. The two are in occasional contact, which is contingent on Anna's maintaining a reasonable disciplinary record in "school" though this has taken on a more friendly, almost familial role (Anna's actual continuing therapy is handled by DXDO staff these days). Anna greatly values her mentor's opinions, and secretly wants to work with her someday (or, at least, to prove worthy of working with her). (NOTE: Touchstone is a character that I was working on for the Merge- London game- I'm not sure if I'll have her done though. She is a spirit-focused mage and a trained psychiatric counselor, in demand worldwide for her work with MGS patients. It is most likely she will appear in 'off-screen' conversations with Anna, acting to temper her more illegal or antisocial impulses to the point where she fits into a team setting).


>Description:
-Anna is short and rather slender, though she has decent muscle tone- it is obvious she hasn't hit her full growth yet. While almost anyone who sees her is reminded of her mother, there are some differences- because of her father, she has a somewhat rounder face, and her hair is somewhat darker (nearly black in the right light, instead of Kitty's medium brown hair); she also wear her hair cut quite short, a style her mother didn't use until she was older. In addition, Anna tends to dress in a punk/goth style very much at odds with her mother's fashion choices- a dark plaid schoolgirl skirt and a tattered tee-shirt is standard, possibly with a long black coat. (In basic terms, think of the Ellen Page version of Kitty Pryde, cosplaying as the DP 1 version of Negasonic). In the field, she tends to wear a plain black bodysuit (with a mask, if she expects to encounter anyone who might know her).

Point Accounting: Abilities 44pp; +Defenses 6pp; +Skills 15pp; +Advantages 16pp; +Powers 56pp= 137/ 138pp (1pp unspent, as of 3/17/19)

Capsule: Density control secretly (unknown to her, certainly) has 'Dimensional' descriptor, may develop relevant powers. Skills 3sp/pp, free advantages from PRE
>Notes:
-1. Her density alteration tends to affect an object's rigidity as well as its density- this is most obvious with her Selective Density Alteration power, but also shows up in her personal shifting. if density drops, things become more malleable; if density increases, they become more rigid. This is one of the reasons she is so hard on inanimate objects.
-2. A number of her powers are a bit unreliable or conditional- this is because she is still young, and still learning how to put them to best use. In addition, while she has some combat training, it is mostly on an individual level- she is definitely seeking to improve her team/group skills.
-3. So, the big one- that Selective Density Alteration AE slot. This LOOKS like an attack power, but is actually more of a Utility. By phasing into sync with an object, she can become 'in tune' with its molecular structure (living creatures have an energy signature which resists this melding, which is one reason she finds it so hard to phase other people with her). She can reduce an object's density and rigidity to the point where it is as soft as pudding- and once she does that, she can 'sculpt' it into a new form (though she cannot change the actual material). This is a slow process, as she must be very careful to maintain her 'link' to the object- much too slow to use in a combat situation, or against an object that is capable of motion. But given enough time, she can create some interesting shapes/objects (like small tools out of available steel), or shaping a steel cell door into a table. As noted, this isn't intended for combat- IF YOU HAVE ANY QUESTIONS ON THIS, LET ME KNOW, I really had some trouble trying to accurately model my intent here.

>tracking:
-Updated 3/17/19: added 3pp (1pp skills, 1pp advantage, 1pp unspent)
Last edited by pathfinderq1 on Sun Jul 28, 2019 2:33 pm, edited 1 time in total.
jmucchiello
Posts: 3815
Joined: Sat Feb 09, 2019 7:59 pm

Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by jmucchiello »

My old sheet is full of tables. I needed to redo it.

Image
CJ "Checkout" Fleming
(Hero; PL: 7; PP: 135/138)

Strength: -1; Agility: 3; Fighting: 2; Awareness: 6
Stamina: 5; Dexterity: 1; Intellect: 3; Presence: 2/0

Dodge: 9/3, Parry: 9/3, Fortitude: 5, Toughness: 5, Will: 9

COMBAT
Initiative: +11; Close: +2; Ranged: +1
  • Grab: +2 (Special DC 9) Range: Close
  • Mental Blast: Damage 7: +1 (Will DC 22) [Mental] Range: Perception
  • Mind Control: Cumulative Affliction 7: +1 (Will DC 17) [Mental] Range: Perception
  • Mind Reading: Cumulative Mind Reading 7: +1 (DC 17) [Mental]
  • Mind Writing: Cumulative Affliction 12: +2 (Will DC 22) [Mental]
  • Psychic Nova: Damage 10: +4 (Will DC 25) [Mental]
  • Telekinesis: Move Object 7: +7 (DC 22) [Mental] Range: 175/350/700 ft.
  • Throw: +1 (DC 14)
  • Unarmed: +2 (DC 14) Range: Close
SKILLS: Athletics -1; Deception +2; Expertise: Psychology +12 (9r); Insight +10 (4r); Intimidation +2; Investigation +8 (5r); Perception +10 (4r); Persuasion +12 (10r); Stealth +10 (7r)
LANGUAGES: English
ADVANTAGES: Attractive (free), Connected (free), Eidetic Memory, Improved Initiative 2

POWERS
  • Abilities: Mental Array - (33 PP)
    • Mental Blast: Damage 7 - Extras: Alternate Resistance: Will, Increased Range 2 (Perception); Descriptors: Mental (1 PP)
    • Mind Control: Cumulative Affliction 7 - 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will; Extras: Cumulative, Increased Range 2 (Perception); Descriptors: Mental (28 PP)
    • Mind Reading: Cumulative Mind Reading 7 - Extras: Cumulative, Insidious, Subtle 2 (Undetectable); Descriptors: Mental (1 PP)
    • Mind Writing: Cumulative Affliction 12 - 1st degree: Entranced, Vulnerable, 2nd degree: Compelled, Defenseless, 3rd degree: Controlled, Transformed, Resisted by: Will; Extras: Cumulative, Extra Condition, Insidious, Subtle 2 (Undetectable); Flaws: Limited: Must be willing, defenseless, or tricked; Descriptors: Mental (1 PP)
      The transformation allows her rewrite people's memories.
    • Psychic Nova: Damage 10 - Extras: Accurate (+2), Alternate Resistance: Will; Descriptors: Mental (1 PP)
    • Telekinesis: Move Object 7 3 tons - Extras: Accurate 3 (+6), Damaging, Precise, Subtle 2 (Undetectable); Descriptors: Mental (1 PP)
  • Presence with Advs: Enhanced Presence 2 +2 PRE - Ability: Presence; Advantages: Attractive, Connected; Flaws: Limited: Char Gen Rules (4 PP)
  • Sensory: Fade Away: Concealment 8 - All Aural Senses, All Visual Senses, Other Sense: Mental, Sense - Smell; Flaws: Limited: Does not work on constructs (must have INT), Passive; Descriptors: Mental (4 PP)
  • Sensory: Hard to see: Enhanced Trait 12 - Traits: Dodge +6, Parry +6; Flaws: Custom: Must be aware of the attack, Limited: Does not work against constructs (Must have INT); Descriptors: Mental (4 PP)
  • Sensory: Language Independent: Comprehend 2 - Languages - Understand All, Languages - You're Understood; Flaws: Limited: Mental communication only; Descriptors: Mental (2 PP)
  • Sensory: Mental Awareness: Senses 4 - Acute: Mental, Analytical: Mental, Awareness: Mental, Ranged: Mental; Descriptors: Mental, Sensory (4 PP)
  • Sensory: Mental Communication: Mental Communication 2 - Extras: Subtle 2 (Undetectable); Descriptors: Mental (10 PP)
  • Teleport: Teleport 4 500 feet in a move action, carrying 800 lbs. - Extras: Accurate, Change Direction, Change Velocity, Increased Mass 4; Descriptors: Mind (16 PP)
Gender: Female Age: 15
Eyes: Brown Hair: Long Mauve
Height: 4' 9" Weight:86 lb.

BACKGROUND
Carrie Justice Fleming, a.k.a. Checkout

CJ (don't call her Carrie) was 12 when the Merge happened. Her parents Beatrix and Tori merged with Fire and Ice, comic book characters from Justice League International. CJ is Tori's natural daughter and was adopted by Beatrix. Like the comic characters, Bea is from Brazil and Tori is from Norway. For the past three years they have been fighting crime in (wherever). At the same time, CJ gained mental powers. At first she could only fade away. And as a 12 year old, being able to disappear was the best superpower. Short ranged teleportation followed and her parents eventually found out about these powers.

Fire and Ice are flashy front line fighting supers who work as a team in Philidelphia. CJ feels a lot of pressure to follow in their footsteps but the superpowers fates were cruel to her. Most of her powers are subtle and although Bea tried to train her to fight, CJ just wasn't very good at it.

Soon she started reading people's thoughts. She didn't try to do this but it comes so naturally and no one seems to notice as long as she was smart enough not to answer questions before they were actually asked. Similarly, she discovered her mind writing ability by accident. Her friend was taunting her about a boy CJ liked and when she angrily told her friend to forget about it, she did. She totally forgot the conversation where CJ had talked about the boy. She was scared and intrigued by this development and started using this power indiscriminately. She did not seem to see why it was bad to use those powers to prank people, making them forget about homework due the next day, for example. But when her parents found out she was doing this, they let their disappointment show through. Through tough love, they've convinced her that just because you can do something doesn't mean you should do something. She also finally understood why tampering with someone's mind is a capital crime in some jurisdictions. Eventually she understood why you don't mess with people's brains permanently. Since then she has not used her Mind Writing ability at all.

Even this has caused her issues. A very close friend was brutally attacked and when CJ went to visit her, Bethany begged CJ to do the thing and make the pain of the memory go away. CJ could see, with her mind reading that their friendship was on the line, but still she did not use the ability. She told Bethany that unless both of their parents agreed, there was nothing she could do. Bethany has not spoken to her since.

And yet, CJ is a typical sassing, know-it-all teen. And it doesn't help that she remembers everything exactly as it happened. She thinks most adults overreact to things she does. She does respect her parents and would be heart broken if she thought they were disappointed in her. And that keeps her grounded on the side of good. But even learning her lesson about manipulating others, doesn't stop her from rebelling like a typical teen.

Origin: Mutant Legacy
Complexion: smooth, light
Face Structure: round jaw, high cheeks
Uniform: Gray spandex, with teal chevron stripes on the sleeves, a teal mask covers her eyes

COMPLICATIONS
  • Motivation: Recognition: Live up to parents' reputations
  • Motivation: Thrills
  • Obsession: Wants to be noticed even though her powers don't work that way.
  • Phobia: Robots, constructs, "It's not there! It's not there!! I can see it but I can't see it"
MOVEMENT AND STRENGTH DATA
Size: Normal size ~6 ft.
Teleport: 500 feet per move action, carrying 800 lbs.
Walking: 2 miles/hour; 30 feet/round; Running: 4 miles/hour; 60 feet/round
Swimming: 1/2 mile/hour; 6 feet/round
Jumping: Running 10 ft.; Standing 5 ft.; Vertical 2 ft.; Standing Vertical 1 ft.
Throwing Distances: 100 lbs. up to 6 ft, 25 lbs. up to 30 ft, 6 lbs. up to 120 ft
TOTALS: Abilities: 38, Powers: 77, Advantages: 3, Skills: 13, Defenses: 4 -> 135

HOUSE RULES
  • Skill Points: 3 Skill Points per PP
  • Optional Rules: Choose Starting PP
  • Free Interaction skill Advantage for each rank of PRE
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Doctor Malsyn
Posts: 8175
Joined: Fri Nov 04, 2016 10:42 pm
Location: Thunderdome, Texas

Re: The Merge: Young Hero Initiative (OOC-transfer from Roninarmy)

Post by Doctor Malsyn »

kirinke wrote: Sun May 26, 2019 8:56 pm Helena

"It happens." she said. "Where is the elf?" she asked CJ. "I wish to teach him manners."
I had asked Neo if my perception before combat started propped picked up on the elf. If so, Ryou would relay where.
Am I dead? Am I alive? The answer may surprise you!
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"What a week, huh?" "Doc, it's only Wednesday."
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