Re: The Merge: Agents & Powers (Interest)
Posted: Mon Oct 07, 2019 5:42 pm
If we played a char from previous games would we get the same PP? Because last count our characters were around 135PP for Pl 6.
Where everything is possible.
http://www.echoesofthemultiverse.com/
Notes on the build
Dex holders are considered valuable civilian experts on pokemon to law enforcement and generally work closely with the police and first responders on matters related to the monsters and act as back-up when needed. Though they have no real legal authority, there is still a great deal of good will between the two and the police/law enforcement are likely to give them information if they need it, as long as it doesn't jeopardize whatever they're working on.
Pokeballs aren't exactly common yet at least not over in the states, so most trainers tend to keep a small team of critters, instead of boxes and boxes of them. In fact, most trainers (in the 'states at least) don't even bother with pokeballs, instead preferring to befriend their critters, rather than catching them.
There are places that are starting up Gyms, especially out in the more remote or sparsely populated regions/areas, mainly for survival purposes against the really bad things that are now out there. Places like Alaska would definitely count as 'remote' and sparsely populated.
The pokemon fighting thing has come up now and again (with organizations like PETA decrying it), but the pokemon themselves have made it quite plain they like it (as it makes them stronger) and it's really ludicrous to think that humans could really make them do anything they didn't want to do. For them, it is a symbiotic partnership built on mutual respect. They'd let their human partner know if they were unhappy with things. So any attempts at stopping it hasn't had much traction or success, though regulating it and putting rules in place (to keep the mayhem to a minimum) have naturally happened. For example to actually become a trainer, you have to take classes and graduate from said classes before you can have a pokemon.
Also, most Pokémon seem to be just as intelligent as humans and some far exceed the intelligence of most humans (Alakazam for example). For these 'starter' Pokémon, I've kept them at average human intelligence.
12PP ALMA (Umbreon Dark Type Pokemon PL 6)
COMPLICATIONS
Pokemon: Pokemon are named by how they sound. In Pikachu's case, it's variations of “Pikachu”. If you don't understand pokemon, that's all you hear.
Electric Pokemon have a +5vs attack/defense vs Water/Flying types
Electric Pokemon have a -5vs attack/defense vs Grass/Dragon Types
Electric Pokemon have no effect on Ground/Rock Types
ABILITIES
Strength -2, Stamina 6, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0
PP: 12
DEFENSES
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6
PP 10
ADVANTAGES
Close Attack 6, Improved Initiative 2, Ranged Attack 6
PP 14
SKILLS
Acrobatics 6 (+6), Insight 6 (+6), Perception 6 (+6), Persuasion 6 (+6)
PP 8
PIKACHU ATTRIBUTES
Immunity: Immunity 5 (Damage Effect: Electricity)
Senses: Senses 8 (Analytical: Hearing, Analytical: Scent, Danger Sense: Hearing, Darkvision, Extended: Hearing 1: x10, Extended: Scent 1: x10, Extended: Sight 1: x10)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Custom: Permanent)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
PP 25
Pikachu Powers
Iron Tail: Damage 6 (DC 21; Penetrating 6)
Thunder Shock: Damage 6 (electricity, DC 21; Increased Range: ranged)
Thunder Wave: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged)
Thunder: Shapeable Area Damage 6 (electricity, DC 21; Shapeable Area: 30 cft., DC 16, Increased Range: ranged): dc16 reflex for half followed by dc 18/21 toughness
PP 21
Offense
Initiative +8
Grab, +6 (DC Spec 8)
Iron Tail: Damage 6, +6 (DC 21)
Throw, +6 (DC 13)
Thunder Shock: Damage 6, +6 (DC 21)
Thunder Wave: Affliction 6, +6 (DC Fort 16)
Thunder: Shapeable Area Damage 6 (DC 21)
Unarmed, +6 (DC 13)
Languages
Native Language
Power Points
Abilities 12 + Powers 46 + Advantages 14 + Skills 8 (24 ranks) + Defenses 10 = 90
12PP REN (Marill Water-Fairy Type Pokemon PL 6)
COMPLICATIONS
Pokemon: Pokemon are named by how they sound. In Umbreon's case, it's variations of “Umbreon”. If you don't understand pokemon, that's all you hear.
Umbreons have a +5 attack/defense vs ghost/psychic types
Umbreons have a -5 attack/defense vs bug/fighting types
ABILITIES
Strength -2, Stamina 6, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0
PP 12
DEFENSES
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6
PP 10
ADVANTAGES
Close Attack 6, Improved Initiative, Ranged Attack 6
PP 13
SKILLS
Acrobatics 6 (+6), Insight 6 (+6), Perception 6 (+6), Persuasion 6 (+6)
PP 8
UMBREON POWERS
Iron Tail: Damage 6 (DC 21; Penetrating 6)
Dark Blast: Damage 6 (cold DC 21; Increased Range: ranged)
Dark Pulse: Affliction: Affliction 6 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged), Linked Healing: Healing 6 (Linked; Limited: Self Only)
Moonlight: Healing 6 (Restorative, Stabilize)
PP 22
UMBREON ATTRIBUTES
Immunity: Immunity 5 (Damage Effect: Psychic Attacks)
Senses: Senses 8 (Analytical: Hearing, Analytical: Scent, Danger Sense: Hearing, Darkvision, Extended: Hearing 1: x10, Extended: Scent 1: x10, Extended: Sight 1: x10)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Custom: Permanent)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
PP 25
Offense
Initiative +4
Affliction: Affliction 6, +6 (DC Fort 16)
Bite: Affliction 6, +6 (DC Fort 16)
Dark Blast: Damage 6, +6 (DC 21)
Grab, +6 (DC Spec 8)
Throw, +6 (DC 13)
Unarmed, +6 (DC 13)
Languages
Native Language
Power Points
Abilities 12 + Powers 47 + Advantages 13 + Skills 8 (24 ranks) + Defenses 10 = 90
COMPLICATIONS
Pokemon: Pokemon are named by how they sound. In Marill's case, it's variations of "Marill". If you don't understand pokemon, that's all you hear.
Water-Fairy Pokemon have a +5vs (attack/defense) against Fire/Dragon/Rock/Ground types
Water-Fairy Pokemon have a -5vs (attack/defense) against Electric/Grass/Poison types
ABILITIES
Strength -2, Stamina 6, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0
PP 12
DEFENSES
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6
PP 10
ADVANTAGES
Close Attack 6, Improved Initiative 2, Ranged Attack 6
PP 14
SKILLS
Insight 6 (+6), Perception 6 (+6), Persuasion 6 (+6)
PP 6
MARILL ATTRIBUTES
Air Bubble: Cloud Area Immunity 2 (Suffocation (All); Affects Others, Cloud Area: 15 feet radius sphere, DC 12, Sustained)
Immunity: Immunity 5 (Damage Effect: Water Attacks)
Senses: Senses 8 (Analytical: Hearing, Analytical: Scent, Danger Sense: Hearing, Darkvision, Extended: Hearing 1: x10, Extended: Scent 1: x10, Extended: Sight 1: x10)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Custom: Permanent)
PP 27
Marill Powers
Iron Tail: Damage 6 (DC 21; Penetrating 6)
Ice Beam: Affliction 6 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged, Penetrating 6)
LightScreen: Deflect 6 (Redirection, Reflect)
Water Gun: Damage 6 (water impact, DC 21; Increased Range: ranged, Penetrating 6)
PP 21
Offense
Initiative +8
Dazzling Gleam: Burst Area Affliction 1 (DC Fort 11)
Grab, +6 (DC Spec 8)
Ice Beam: Affliction 6, +6 (DC Fort 16)
Throw, +6 (DC 13)
Unarmed, +6 (DC 13)
Water Gun: Damage 6, +6 (DC 21)
Languages
Native Language
.
Variable Interaction Protocol
PL4/ 60 PP
Abilities
Strength NA,
Stamina NA,
Agility 0,
Dexterity NA,
Fighting 0,
Intellect 1,
Awareness 2,
Presence 0
Powers
Interactive Holographic Rider: (51 points)
Hologram: Insubstantial 4,
Humanoid Shapes: Morph 2 [(Male Adults)],
Props and Equipment: Illusion 4 [(Visual)],
Sensory Array: Variable 1 [Limited to Visual and Auditory Senses],
Sensory Link: Remote Sensing 4 [(Sight, Sound) 500 foot range; Affects Others; Limited to Sharing Senses w/ Torque, Concentration]
Alt: Extension of Torque: Variable 1 [Limited to Abilities/ Powers possessed by Torque]
Construct: (0 points)
Fortitude Immunity: Immunity 30,
Absent Stamina: Enhanced Stamina -5,
Absent Dexterity: Enhanced Dexterity -5,
Absent Strength: Enhanced Strength -5
Skills
Deception (+0),
Insight (+2),
Intimidation (+0),
Perception (+2),
Persuasion (+0),
Stealth (+0)
Offense
Initiative +0
Defense
Dodge 0,
Parry 0
Toughness -5 (Def Roll 0),
Fortitude NA,
Will 2
Power Points
Abilities 6 + Powers 51 + Advantages 0 + Skills 0 + Defenses 0 = Total 57
Design Notes
:Arrow: the image is a metajoke - I based the concept of the VIP off the EMH from Star Trek. So, his default form is that of Robert Picardo... fitting for a Merged Universe IMO
Have three points left, probably going into skills
I used Absent Dexterity in place of Absent Agility. The hologram can walk around... (Technically, he has Absent Agility, I just bought it up to 0 but did not bother to add the extra info the sheet).
The character can interact with the world in terms of sight and sound but not physically. Torque has a Comm Link, but I added the Sensory Link to essentially allow Torque and the VIP to share knowledge/ info.
this mitigates much of Torque's size complication, but not completely as the VIP is essentially an apparition not capable of interacting with anything physically...
Update 2020/07/22 - Complete rewrite... Character is meant to be nothing more than a means for Torque to be able to go into areas that his 12 foot frame cannot. The VIP cannot fight, lift things or otherwise interact with the physical world at all.