The Merge: Omega Company (OOC - Recruitment Closed)

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Camus
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Camus »

Thats a good idea. Added!
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Flynnarrel
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Flynnarrel »

When Sith Lord Darth Maul killed Death Watch leader Pre Vizsla, many of the Mandalorian elite warriors followed his rule but a group broke off from Death Watch unwilling to follow the Outsider, the Nite Owls. In order to not group up they split into two factions, one continued to harass the Shadow Collective.The other retreated to a remote moon where they set up an outpost. Still harboring the ideals that Mandalorians honor their warrior roots with vigorous training in martial and war-like pursuits they soon found their only place in the galaxy was as mercenaries and bounty hunters.
Randin Al'Thir was trained to war from a young age but the boy's temperment never suited the lifestyle. He didn't like causing pain or hardship but he was told such things were weakness. He would have brought shame to his family but somehow his combat training was passably good. Still his family recognized his shortcomings and, as such, he was relegated to support roles such as technical support or driving. (Areas that he excelled at).
He was part of a group that included his two brothers along with several others hired to clear out a Borg outpost (going up against emotionally-dead constructs would have been a blessing if it weren't for the terrible dream that Randin had the night before the mission) but he did well. It all went south when the group stumbled across a pen of children that the borg were keeping alive and unassemilated for scientific study. The mercenaries's orders were clear - no survivors. They were relying on Randin to set the power core to critically blow and he just.... couldn't.
The delay allowed Borg drones to catch up to the group and what followed was a confusing tumult of deaths and assimilations. He was sure one of his brothers were taken, injected and added to the damnable Collective, while the other went down in a death blossom to buy Randin and another of the group time to escape.
The mission was reported unsuccessful and word of Brandin's shameful behaviour became known. Randin's younger sister, Masha Al'Thir, could not believe how he'd dishonored the family name and swore she'd kill him for it when her combat training was complete. His parents just wanted him to leave.
Certainly there must've been more death threats and lamentations from relatives and loved ones of the team they lost but Randin didn't bother checking. He packed up his things and left the settlement. He still retains his position in the Bounty Hunter's Guild but work has been sparse. When her heard of a new items retrieval team forming it sounded like the low-violence work he was most interested in.


Complications: Force sensitive, Uncontrolled Empath - Rand cannot stop sensing emotion around him. Strong negative ones are like a knife in his gut. Use this complication to compel actions to prevent or mitigate an NPC's strong emotional reaction or apply circumstance penalty when Rand tries to operate in such conditions.
Mendalorian reputation - People rarely look past the armor. This invites trouble or worse, fear.
Reputation of shame - Randin might not be able to run far enough that his past dishonor can't catch up to him.

Randin Al'Thir

PL6 120 +3xp (1feats, 1 into precog power array, 1 into Skills) +5xp (4 into suit's computer, 1 banked[total of 1 banked])

Str 2
Sta 2
Agi 2
Dex 6
Fgt 2
Awe 2
Int 3
Pre 0

Toughness 2+4suit = 6

Dodge 2+2shield+2pp = 6
Parry 2+2shield +2pp = 6

Will 2awe+3pp = 5
Fort 2 +5pp = 7

Skills: [14pp]
Vehicles 3(+9/+15, Skill Mastery), technology 12(+15, Skill Mastery), medicine 1(+4), perception 9(+10), investigate 6(+9), intimidate 2(+2/+8), insight 2(+4,+10), Knowledge Galaxy 3(+6), Athletics 3(+5), Sleight of Hand 4(+10),

Feats [11pp+1xp]: Inventor, Skill Mastery (Technology), Defensive Attack, Interpose, Improved Initiative 1, Prone Fighting, Power Attack, ATA Gene 3, Benefit (Bounty Hunter Guild Member), Evasion

Powers:

Force Sensitive: (Empathic), Insight +6 [2pp]
Force sensitive: (Precognitive)
Senses; Danger Sense(Mental), Precognition (Uncontrolled, Distracting, Noticeable (white halo over head)) [2pp]
Combat Defense; Concealment (All), Blending, Partial, Quirk: Does not hide Rand at all. Evasion (brings it to 2) [4pp+1xp+2AE]
{When Rand turns his thoughts to defense he can predict incoming attacks. As long as he doesn't move too quickly targetted attacks are at -2 to hit him.}
AE: Combat Offense; Improved Critical (Mandalorian weapon systems) 2, Improved Aim, Precise Ranged, Cover/Concealment
{Rand can get flashes where an opponent will be. Strikes become more devastating because of it.}
AE: Predictive Pilot; Enhanced Skill-Vehicles +6, Skill Mastery(Vehicles), Improved Defense 2 (limited to while piloting/driving vehicles only), Attack Focus(Vehicle mounted weaponry) +2
{Rand shines as an ace pilot in combat situations seeing potential outcomes of any given course of action.}

Technician Training:
I speak Tech; Comprehend Machines (Understand) [2pp]

Mandalorian armor, Hard to lose (-8) (45pool)
Scary: Intimidate +6 [2p]
Translate to binary, Comprehend Machines (Speak) [2p]
Radio Sense [1pp]

Onboard Computer and Internet Connection: (Inspired by this post.)
Enhanced Feats, Distracting: [2p]
* Eidetic Memory,
* Well informed,
* Beginner's Luck (Online how-to videos),
* Improvised Tools
Comprehend Languages pr 2 (Understand and Speak [One at a time]), Quirk - Speaking is in Synthesized, Monotone voice. Limited - Languages that there'd be an internet translation program for. [1p]
Analysis software: Vision gains Analytical, Auditory Gains Analytical [2p]

Sealed; immunity Suffocation, Cold environmental effects, Hot environmental effects, [4p]

Rocket Pack; Flight 2, [4p]

Mandalorian Weapons [19 points+4AE]
Dur-24 Wrist laser (burst fire); Damage 6, Ranged, Multiattack, Takedown
AE: Whipcord Throwers, Move Object 6, Damaging, limited direction - toward or stationary. Enhanced Advantages: Fast Grab, Improved Grab, Improved Hold, Improved Trip, Improved Disarm, Swinging 1
AE: Vibro-Wrist blades; Str-based Damage 4, Accurate 2, linked Weaken Toughness, Affects Objects 6, Weapon Break
AE: MM9 mini concussion Rocket launcher, Damage 6, Ranged, area-cloud
{It first explodes as Kinetic energy then ignites a fire briefly to damage anyone still in the area.}
AE: Flame thrower, damage 6, area-Cone, Secondary Effect, incurable
AE: Afterburners; Flight 6 (8 total), Move Activation, linked Concealment(normal Vision) 2, Attack, Area-Cloud
{When he activates the afterburners the contained burn releases a cloud of lingering, obscuring smoke}

Equipment 4[4p]
Equipment: Night Vision Goggles (Low Light), Infravision, Track 1, Commlink, GPS, Video Camera, Fire Extinguisher, Extended Hearing 1, Extended Vision 1, Multi-tool
Collapsible Shield (Enhanced Parry 2, Enhanced Dodge 2, subtle)
Hardened: Protection 4

Combat:
Init: +6
Unarmed +2 vs. Parry, DC17 Toughness, bludgeoning
Dur-24 Laser, +6 vs. Dodge DC21 Multattack, plasma energy, Takedown
Vibro-Wrist-Blade, +6 vs. Parry, DC16 Fort vs. Weaken Toughness (affects Objects), DC21 Toughness, piercing, vibration
Concussion Rocket, Ranged, Burst Area-Cloud, DC16 Dodge for half, DC21(or 18) Toughness (kinetic), DC21 Toughness (fire) to anything in area the next round.
Flame thrower, Area-Cone, DC16 Dodge for half, DC21(or 18) Toughness, fire, Secondary effect, incurable
After burners: Area-Cloud Concealment attack, normal vision.
Whipcord, +6 vs. Dodge, DC21 Toughness, Fast Grab, DC16 vs. Str or Dodge: Grab (w/-5 to Escape), OR 1d20+6 vs. their Athletics or Acrobatics: Trip, OR 1d20+6 vs. their STR: Disarm

Attributes 38 + Saves 12+ Skills 14 + Feats 11(+1xp)+ Force Sensitive10(+1xp)+ Training 2+ Mandalorian armor 33(+4xp) = 126


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Last edited by Flynnarrel on Sat Mar 03, 2018 9:03 am, edited 7 times in total.
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Spectrum
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Spectrum »

...
Last edited by Spectrum on Sun Jan 22, 2017 12:53 pm, edited 1 time in total.
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Neo-Paladin
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Neo-Paladin »

Oh boy...currently thinking about statting out Lindsey McDonald from Angel having reformed his ways after the Merge happened and basically cut off Wolfram&Hart from the Senior Partners (as they are way too busy fighting the Hell Wars at the moment)...what niches have been filled so far?
Flynnarrel
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Flynnarrel »

Lindsey strikes me as a tomb raider type with awesome sword skills and magic knowledge.
"Something pithy this way comes."
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Bladewind
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Bladewind »

Well, none officially... ;) but here is the submissions list thus far (and how I interpret your niches unless you specified for me. ;)):
Its also in the Merge Setting thread...


Kal'annar Starguard - Normally a Villain, Swordsman
Jinx MacynSnow - Tomb Raider/ Occult Investigator
Kalen Night Rose shadow13 - Swordsman
Amaryllis kirinke -
Lt Cmdr Shannon Bradley drothgery - Tech Specialist
AIM STRONG Camus - Normally a villain
Randin Al'Thir - Flynarrel - Normally a Villain
Professor Hermes Edmonson Spectrum - Occult Investigator (Tomb Raider), Techie
Last edited by Bladewind on Thu Jan 19, 2017 3:02 pm, edited 1 time in total.
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
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by kirinke »

Amaryllis is the blaster/sweeper and healer of the group.
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
Flynnarrel
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Flynnarrel »

Modified Randin Al'Thir

Normally a Villain and/or Tech. I can de-emphasize certain parts to not step on toes of any accepted.
"Something pithy this way comes."
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StarGuard
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by StarGuard »

I'm just this ][ close to making Kal'annar PL6. Thing is I want him to exude a certain level of dangerous power. Which mind you at PL 7 is still a neat trick but I think I have have the Drow flavor working now that I diminished his magic abilities (and magic immunity to half effect). It freed up enough point to make him a better swordsman and add Presence (which as 0 before) combine with Attractive 2 it just 'feels' like I hit closer to the mark for this build.

Now for some background. I'm thinking he has travelled through a few Stargates with a Dark Eldar fellow you might have heard ...

V'aryn Ul'Drasra ;)
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Bladewind
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Bladewind »

Flynnarrel wrote:Modified Randin Al'Thir

Normally a Villain and/or Tech. I can de-emphasize certain parts to not step on toes of any accepted.
updated my lists (although I did both in the post above and the link in my sig, the link in my sig is considered the more up to date one.)
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
Neo-Paladin
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Neo-Paladin »

Flynnarrel wrote: Thu Jan 19, 2017 12:25 am Lindsey strikes me as a tomb raider type with awesome sword skills and magic knowledge.
Yup, that's what I am going for. Once the weekend starts, I'll go about statting him out. Plus, he did manage to give himself some slightly above-human abilities via magic...
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Bladewind
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Bladewind »

StarGuard wrote: Thu Jan 19, 2017 11:11 am
V'aryn Ul'Drasra ;)
Sneaky world building activity !!! i like.
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
MissRo
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by MissRo »

Image

Niisha of Urborg
PL 6


"This new jungle in which I find myself, this jungle of artifice, is no less deadly then Mwonvuli. At least there you know what's hunting you... here, the predators are often indistinguishable from the prey they hunt."

Abilities
Strength 0, Stamina 2, Agility 4, Dexterity 0, Fighting 0, Intellect 1, Awareness 5, Presence 5

Advantages
Attractive 2, Daze (Deception), Defensive Attack, Evasion 2, Fascinate (Deception), Fast Feint, Hide in Plain Sight, Improved Initiative, Improved Critical (Claws) 2, Inspire 5 (Presence-granted), Leadership, Luck 3, Power Attack, Setup 3, Well Informed

Skills
Acrobatics 6 (+10), Athletics 8 (+8), Close Combat (Claws) 8 (+8), Deception 10 (+15), Expertise (Politics) 7 (+8), Intimidation 8 (+13), Investigation 9 (+10), Insight 8 (+13), Perception 8 (+13), Persuasion 10 (+15), Stealth 8 (+12), Treatment 3 (+4)

Powers
Envoy's Garb (Flaw: Removable -2pp)(8pp)
-- Protection 4
-- Comprehend 3 (Speak and understand all languages, read all languages)

Panther Warrior Physiology
-- Senses 6 (Low-light vision, Extended hearing, Accurate scent, Acute scent, Danger Sense scent, Tracking scent 1)(6pp)
-- Speed 2 (2pp)
-- Leaping 1 (1pp)
-- Deadly Claws (Damage 4)(Extras: Alternate Effect 1)(4pp)
--- Scaling Claws (Movement [Climbing] 2)(AE)
-- Cat Righting Reflex (Movement [Safe Fall])(2pp)

Offence
Initiative +8
Claws +8  (DC 19, 18-20)

Defence
Dodge: Agl 4 + Base 3 = 7
Fort: Sta 2 + Base 4 = 6
Parry: Base 5 = 5
Toughness: Sta 2 + Protection 4 = 6
Will: Awe 5 + Base 1 = 6

Costs: Abilities 34 + Advantages 21 + Skills 31 (93 ranks) + Powers 24 + Defences 13 = 123pp

Experience Additions
1st Arc (3pp): Second rank of Attractive advantage (1pp), Fast Feint advantage (1pp), Scaling Claws alternate effect of Deadly Claws (1pp)

Complications
Motivation (Find a place): The world from which Niisha originated was markedly different then the one she now finds herself in. Bereft of everything she held dear, awash with culture shock, and with it becoming increasingly apparent that a return trip to Dominaria is not in the cards, she is currently struggling to find some kind of solid ground upon which to begin rebuilding her life.

Phobia (Pyrophobia): When her adopted homeland of Jamuraa was invaded by the brutal and warlike Keldons, Niisha, along with a small entourage, was sent by her mistress Jolrael to coordinate the archmage's resistance with that of the rest of Jamuraa's defenders. Although they managed to evade capture, they did unfortunately get caught in a great inferno as the fire-loving Keldons began burning wide swaths of the jungle. Only Niisha and two of her retinue survived to reach their allies, and she's carried an irrational fear of fire ever since.

Prejudice (Obviously not human): Although she had considerable experience in dealing with the humans of her former world, those humans were already familar with her kind. The humans who inhabit this new world are not, and it can cause issues.

Quirk (Hates water): Perhaps one could blame it on her felid heritage, but Niisha absolutely detests beings submerged in water (and, in truth, getting wet in general). She avoids open water (and rain) when at all possible.

Bio
Name: Niisha
Gender/Age: Female/46
Ethnicity: Panther Warrior
Profession: Diplomat/Spy

Dominaria; a sprawling world of magic and monsters, white knights and raging goblins. On the swamp-covered tropical island of Urborg, largest of the Burning Isles, the tribes of the panther warriors prowled the night. Long ago exiled from their native jungles of Jamuraa to the south by the other cat warrior tribes, they had nontheless persevered and had actually flourished in that inhospitable place of darkness. Renowned for their prowess as assassins and infiltrators, the panthers had even managed to carve out a decent territory for themselves, and held it against the nightmarish horrors that populated the island.

It was into one such panther tribe that Niisha was born. She grew up clever and beautiful, but frail and uncoordinated by a warrior's reckoning. Her mother, Purraj, was a leader among their kind which granted her some amount of leeway, but she'd likely have ended up some other tribe leader's plaything if it hadn't been for her mother's decision to align with an ambitious human mage known as Kaervek the Merciless. Kaervek, despite his many moral shortcomings, had an eye for talent that quickly picked up on Niisha's naturally silvered tongue and keen analytical mind. With Purraj's blessing, Niisha entered into his personal service. He helped hone her talents, using her to liase with various groups and entities across Urborg that varied between unsavory to terrifying. She proved quite up to the task and won him a number of key alliances that had previously eluded him, most notably with the dreaded Nightstalkers.

She was at Kaervek's side when he sailed for the lush continent of Jamuraa to the south, having detected some magical disturbance he sought to exploit. There, upon a barren rock in the sea, they encountered two other powerful mages; Mangara of the White Woods, and Jolrael the Empress of Beasts. Spotting an opportunity, her master employed her talents once more and she'd soon formed him an alliance with the normally isolationist Jolrael. The Empress of Beasts was eager to survey the rest of the continent to see if whatever magical catastrophe that had occured on that rocky spar had had any effects elsewhere, and Kaervek pledged both himself and his small retinue to accompanying her on the journey.

Niisha grew close to Jolrael over the next number of years as they ranged the width and breadth of Jamuraa. Kaervek relied on her to keep the capricious green mage under his sway, but as time went on she felt her allegiance begin to shift. By the time they returned to the north she was much more Jolrael's creature then Kaervek's.

During the time that they'd been gone, the white mage Mangara had been busy bringing peace and unity to the squabbling nations of northern Jamuraa; Femeref, Suq'Ata, and Jolrael's native Zhalfir. She was shocked and disturbed to find her homeland under the control of a foreign mage, and Kaervek preyed on her natural mistrust by convincing her that what Mangara truly sought was dominion over all Jamuraa. So began the Mirage Wars, as Jolrael and Kaervek warred against Mangara and the three united nations.

The bloody conflict raged for years but eventually, with Niisha's help, Jolrael came to see that Kaervek had been manipulating her towards his own ends. They began work to undermine him from the inside, but it came to a head some months later when Jolrael attacked her former ally aboard his own ship. He ended up winning the duel and Jolrael was rendered unconscious, but not before grievously injuring the black mage. Niisha's quick thinking saved her mistress' life, and together they retreated Jolrael's domain in the Mwonvuli jungle to recover.

Kaervek was later defeated by the heroes of Femeref and Zhalfir and imprisoned, but the end of the Mirage Wars brought just a moment's peace. Sensing weakness in the war-weary nations of Jamuraa, the opportunistic and bloodthirsty Keldon hosts descened like a plague. This conflict was mercifully shorter but extremely intense, seeing Niisha serve mostly as a liason between her mistress and Jamuraa's other defenders.

With the timely intervention of the planeswalker Teferi the Keldons fell, but still there would be no peace. While Niisha was representing Jolrael at a celebration of the coalition's victory in the Zhalfirin capital of Ki’pamu, the sky above opened up and hodes upon hordes of metallic demons began to pour forth; Dominaria's apocalypse had begun. In order to protect his homeland, Teferi responded by casting a mighty spell that removed the northeasten chunk of Jamuraa from existence and placed it into a pocket dimension. Jolrael had been left behind. Heartbroken, Niisha emplored the planeswalker to return her to Mwonvuli and her mistress's side, but he assured her that he simply could not.

Niisha does not remember the Merge, nor the events surrounding it. Teferi's magic had distorted time around Zhalfir, and she doesn't even remember much of what happened after the phasing or how long they'd lingered there in limbo. She simply came too laying on the floor of a New York City subway car.
Last edited by MissRo on Sun Jul 30, 2017 1:49 pm, edited 26 times in total.
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Bladewind
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Bladewind »

I have boardi isses so cannot properly comment, but another great submission !
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
Flynnarrel
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by Flynnarrel »

If I hadn't done the Mandalorian I'd been thinking about a Bothan diplomat/spy very similar to that, MissRo!
"Something pithy this way comes."
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