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 » Wed Jan 18, 2017 1:56 am

What about an empowered AIM soldier?

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心のコスモ を 抱きしめて 遥かな 銀河 へ

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

Post by kirinke » Wed Jan 18, 2017 2:00 am

Bladewind wrote:
kirinke wrote:How do you like the trainer rebuild? I statted her critter out as a proper side kick.
Pity. I was starting to dig the summon version. You could also have a Feature: Gotta Catch me All. Essentially Alternate Powers to give different Pokemon... have enough versions and trade it for a full blown Variable Type.
I can work with that as well, maybe boost up the minions some. We'll see which one's more appealing. Give me some time to figure it out, alright?

I would say limit it to six alts, to keep in flavor with the game. Hmm. Maybe have 1 side kick then have weaker alts? That's how it usually works out in the games I've played anyway. We can work it as part of her getting power points and such, just start out with the Pikachu.
Last edited by kirinke on Wed Jan 18, 2017 2:03 am, edited 1 time in total.

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

Post by Bladewind » Wed Jan 18, 2017 2:02 am

Yes to both Camus and kirinke.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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kirinke
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by kirinke » Wed Jan 18, 2017 2:04 am

Sorry, I was editing my original post with ideas so it wouldn't get too ridiculous.

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

Post by Bladewind » Wed Jan 18, 2017 2:12 am

I appreciate that !
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
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kirinke
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by kirinke » Wed Jan 18, 2017 3:19 am

Okay, here is Amy's summoned minion build- Updated Build

Notes on the build
'Dex holders seem to be a cut above normal trainers, even when they're starting out. Given that they will be traveling through some rough country and possibly encountering some equally rough characters, it stands to reason that they will have some extra training that your generic pokemon trainer wouldn't have. As far as being a pokemon trainer and dex holder, it seems to be the equivalent of being a marshal with the old 'a-kicking equals authority' thing going 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.


Image

Amaryllis (Amy) Cináed Michaels - Pokemon Trainer PL 6/120PP
BACKGROUND
It's a big dangerous world out there for everyone really. When the merge happened, untold numbers of creatures, both dangerous and benign descended on the earth and made it their home, putting everyone at risk, either by design or by accident. In some places, the only way to survive was to ally with powerful creatures called...
Pokémon.

Amaryllis was an ordinary young girl living up in the wild's of Alaska before the merge. Though due to that, she learned a lot on how to survive in the wilds from her family. After the merge, though, monsters began haunting the land and she managed to befriend one. A Pikachu she named Peekaboo. Around the same time, she discovered her own latent psychic abilities awakening and went to seek training for them. When she did, Homeland security approached her.

COMPLICATIONS
KID: Amaryllis is a fourteen year old kid, though a frighteningly competent one with all of the usual complications that go in with that.
WANTED: Not in that way, but pokemon are incredibly powerful creatures and there are any number of bad guys who would like to use her and them for not so good purposes.
RESPONSIBILITY: She knows she has an awful lot of power and her pokemon are quite powerful as well. With all of that power, she knows she has to be careful not to misuse it or have it misused by others.

ABILITIES
Strength 0, Stamina 6, Agility 1, Dexterity 1, Fighting 1, Intellect 2, Awareness 0, Presence 2
PP 26

DEFENSES
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6
PP 14

ADVANTAGES
Benefit: Pokemon Trainer (Dex Holder), Close Attack 5, Improved Initiative, Luck 2, Ranged Attack 5. Equipment 3
PP 17

SOCIAL ADVANTAGES
Contacts
Teamwork

SKILLS
1(8) Acrobatics
0(3) Athletics
2(6) Deception
2(8) Expertise: Pokémon
2(8) Expertise: Survival
0(6) Insight
2(6) Intimidation
2(6) Investigation
0(6) Perception
2(6) Persuasion
1(8) Stealth
2(6) Treatment
PP 21

EQUIPMENT
Smartphone. Holy Water, Holy Symbol. Blessed Salt. Multi-Tool. Survival Gear. Folding Bike. Basic Toolkit. Iron Dagger. Silver Dagger.

GOTTA CATCH THEM ALL
12PP Pikachu Electric Pokémon (Peekaboo): Summon 6
12PP Umbreon Dark Pokémon (Alma): Summon 6
PP 24


PSYCHIC POWERS
Comprehend: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
Healing: Healing 6 (Stabilize)
Mental Communication: Mental Communication 3
Mind Reading: Mind Reading 6 (DC 16)
Telekinesis: Move Object 6 (3200 lbs.; Precise)
Telekinetic Blast: Damage 6 (DC 21; Increased Range: ranged)
PP 18


Offense
Initiative +6
Grab, +6 (DC Spec 8)
Mind Reading: Mind Reading 6 (DC Will 16)
Telekinesis: Move Object 6, +6 (DC 16)
Telekinetic Blast: Damage 6, +6 (DC 21)
Throw, +6 (DC 13)
Unarmed, +6 (DC 13)

Languages
English




Image
Dex Entry: Whenever Pikachu comes across something new, it blasts it with a jolt of electricity. If you come across a blackened berry, it's evidence that this Pokémon mistook the intensity of its charge.

Pikachu (Peekaboo) - PL 6

Strength -3, Stamina 6, Agility 1, Dexterity 1, Fighting 1, Intellect 0, Awareness 0, Presence 2

Advantages
Evasion, Improved Defense, Improved Initiative 3, Move-by Action, Ranged Attack 5

Skills
Acrobatics 5 (+6), Expertise: survival 6 (+6), Insight 6 (+6), Intimidation 6 (+6), Perception 6 (+6), Persuasion 4 (+6), Stealth 1 (+6)

Powers
Electric Powers
Quick Attack: Damage 6 (DC 21)
Thunder Wave: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged; Limited: won't work on ground/rock types)
Thunder: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged; Limited: won't work on ground/rock types)
Thundershock: Damage 6 (DC 21; Increased Range: ranged; Limited: won't work on ground/rock types)
Pikachu Attributes
Animal Senses: Senses 15 (Acute: hearing, Acute: sight, Acute: smell, Analytical: hearing, Analytical: sight, Analytical: smell, Danger Sense: hearing, Darkvision, Direction Sense, Distance Sense, Extended: hearing 1: x10, Extended: sight 1: x10, Extended: smell 1: x10, Ultra-hearing)
Electrical Immunity: Immunity 10 (Common Descriptor: Electrical Effects; Limited - Half Effect)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Permanent)

Offense
Initiative +13
Grab, +1 (DC Spec 7)
Quick Attack: Damage 6, +1 (DC 21)
Throw, +6 (DC 12)
Thunder Wave: Affliction 6, +6 (DC Fort 16)
Thunder: Burst Area Damage 6 (DC 21)
Thundershock: Damage 6, +6 (DC 21)
Unarmed, +1 (DC 12)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 0

Power Points
Abilities 18 + Powers 43 + Advantages 11 + Skills 12 (34 ranks) + Defenses 6 = 90

Image
Dex Entry: With its black fur, it blends into the darkness. It bides its time, and when prey appears, this Pokémon goes for its throat, and then eats it.

Umbreon (Alma) - PL 6

Strength -3, Stamina 6, Agility 2, Dexterity 2, Fighting 2, Intellect 0, Awareness 0, Presence 2

Advantages
Defensive Roll, Improved Initiative, Ranged Attack 4, Uncanny Dodge

Skills
Acrobatics 6 (+8), Athletics 8 (+5), Expertise: survival 6 (+6), Perception 0(10), Stealth 4 (+10)

Powers
Dark Pulse: Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 16; Increased Range: ranged)
Bite 6: Damage 6
Moonlight: Healing 6
Dark Blast 6: Blast 6 DC 21

Umbreon Attributes
Animal Senses: Senses 14 (Acute: sight, Acute: hearing, Acute: scent, Analytical: sight, Analytical: hearing, Analytical: scent, Danger Sense: scent, Darkvision, Direction Sense, Distance Sense, Extended: sight 1: x10, Extended: hearing 1: x10, Extended: scent 1: x10)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Permanent)

Offense
Initiative +6
Dark Blast: Damage 6, +6 (DC 21)
Dark Pulse: Affliction 6, +6 (DC Fort 16)
Grab, +2 (DC Spec 7)
Throw, +6 (DC 12)
Unarmed, +2 (DC 12)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6

Power Points
Abilities 24 + Powers 37 + Advantages 7 + Skills 12 (34 ranks) + Defenses 10 = 90
Last edited by kirinke on Tue Aug 01, 2017 12:06 am, edited 12 times in total.

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

Post by Bladewind » Wed Jan 18, 2017 3:28 am

Not quite what I meant with Feature. You wrote it as a full blown Variable Type extra.

Leave it for now, I want to scrutinize that build and the other submissions thus far.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
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kirinke
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by kirinke » Wed Jan 18, 2017 3:36 am

Didn't quite know what you wanted with it or how to word it either. Once you decide, we can fiddle with it.

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

Post by drothgery » Wed Jan 18, 2017 4:59 am

Here's the version of Shannon & Sherlock I'm going with for this game ...

Image
(This is Honor Harrington and Nimitz; Shannon doesn't really look much like Honor, as she's of almost entirely European descent rather than Honor's half-Asian, is 5'7" rather than 6' 1", doesn't have as slender of a build, and her uniform is slightly different because Shannon is Naval Intelligence rather than a starship commander and doesn't have nearly as many decorations, but it's probably the closest I'm going to find. Sherlock does look a lot like Nimitz by human standards, though he's a couple of decades younger.)
Lt. Cmdr. Shannon Bradley - PL 6

Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 3, Presence 3

Advantages
Assessment*, Eidetic Memory, Equipment 1, Improved Initiative, Improvised Tools, Inventor, Languages 1*, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Second Chance: Technology, Sidekick 18, Skill Mastery: Investigation, Skill Mastery: Technology, Teamwork, Well-informed*

* Presence bonus advantages

Skills
Close Combat: martial arts 4 (+6), Deception 4 (+7), Expertise: Merged Universe 5 (+9), Insight 7 (+10), Investigation 8 (+12), Perception 8 (+11), Persuasion 5 (+8), Ranged Combat: Honorverse firearms 4 (+6), Sleight of Hand 7 (+9), Technology 11 (+15)

Powers
Intelligence Minicomp (Easily Removable, Notes: 1 pp (3pp - 2 for Easily Removable))
. . Analytics: Quickness 5 (Perform routine tasks in -5 time ranks; Limited to One Task: Investigating, Notes: 2pp)
. . Security (AP): Quickness 5 (Perform routine tasks in -5 time ranks; Limited to One Task: Computer Security, Notes: AP; would be 2pp on its own)
Light Tactical Armor (Removable)
. . Enhanced Trait 11 (Traits: Fortitude +5 (+6), Dodge +3 (+6), Parry +3 (+6), Notes: 11pp)
. . Protection 6 (+6 Toughness, Notes: 6pp)
Prolong: Immunity 1 (Aging, Notes: 3rd-gen prolong recipients will live to ~300 before dying of old age; 1pp)
Pulser: Damage 6 (Easily Removable, ballistic, DC 21; Increased Range: ranged, Multiattack, Penetrating 6, Notes: 14pp)
Treecat bond: Senses 1 (Communication Link: mental, Notes: with Sherlock; 1pp)

Equipment
Concealable Microphone, Mini-tracer, Toolkit (Basic), Wrist comm 2

Offense
Initiative +6
Grab, +2 (DC Spec 10)
Pulser: Damage 6, +6 (DC 21)
Throw, +2 (DC 15)
Unarmed, +6 (DC 15)

Complications
Motivation: Patriotism: Shannon is an officer in Royal Manticoran Navy's Office of Naval Intelligence, and a native of the planet Manticore. She's strongly motivated to help what's crossed over of the Star Empire survive in this strange merged universe.
Prejudice: Orangazitons that remind Shannon of the old People's Republic of Haven, the Solarian League, and/or the Mesan Alignment are deeply distrusted by her. She knows that individuals are not organizations, but this can give her problems.
Prejudice: As a third-generation prolong recipient in her late 40s, she looks like she's in her early 20s to humans who don't have prolong or something similar.
Relationship: Shannon is bonded to Sherlock, and will take extraordinary risks to protect him.

Languages
Manticoran English, Treecat Sign Language (ASL-based)

Defense
Dodge 6/3, Parry 6/3, Fortitude 6/1, Toughness 6, Will 6

Power Points
Abilities 32 + Powers 31 + Advantages 32 + Skills 22 (64 ranks) + Defenses 6 = 123

Background: Shannon Bradley was born on Manticore during the long build-up to the first Manticore-Haven war. She was assigned to the Office of Naval Intelligence upon graduating from the Manticoran Naval Academy on Saganami Island, and has served for 26 years as a technical analyst.

She is one of the few RMN officers bonded to a treecat; she acquired Sherlock (or Looks Under Leaves to other treecats) during a ski trip to Sphinx early in her career.

Over the course of the Manticore-Haven wars, she lost many of her friends in the fighting, which has made her less than completely accepting of the recent peace, even knowing as much as anyone on Manticore about what led to the second war.

When the Merge interrupted Prince Roger's wedding, the (somewhat reduced) Star Empire of Manticore sent a delegation to Earth Prime to learn more about the universe they found themselves in. Shannon was part of that mission as a technical analyst.

Appearance/vital stats:
Species: Human Gender: Female Age: 48 T-Years (28 Manticoran Years)
Height: 170 cm Mass: 75 Kg
Hair: Black Eyes: Blue Skin: Fair Build: Athletic
Sherlock - PL 6

Strength 0, Stamina 2, Agility 6, Dexterity 6, Fighting 5, Intellect 3, Awareness 5, Presence 0

Advantages
Defensive Roll 3, Fast Grab, Grabbing Finesse, Improved Critical: claws, Improved Disarm, Improved Initiative, Languages 1, Move-by Action, Tracking, Uncanny Dodge

Skills
Close Combat: claws 1 (+6), Insight 6 (+11), Perception 6 (+11), Stealth 2 (+9)

Powers
Arboreal: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: Cannot climb ceilings or perfectly sooth surfaces, Notes: 1pp)
Claws: Damage 2 (DC 17, Notes: 2pp)
Teecat bond: Senses 1 (Communication Link: mental, Notes: with Shannon; 1pp)
Tough hide: Protection 1 (+1 Toughness, Notes: 1pp)
Treecat empathy: Mind Reading 6 (DC 16; Limited to Emotions, Notes: 6pp)
Treecat size: Shrinking 1 (+1 Stealth; Innate; Permanent, Notes: 3pp)
Treecat telepathy: Feature 1 (Notes: Treecats are full telepaths with other treecats, and possibly other telepaths; 1pp)

Offense
Initiative +10
Claws: Damage 2, +6 (DC 17)
Grab, +5 (DC Spec 16)
Throw, +6 (DC 15)
Treecat empathy: Mind Reading 6 (DC Will 16)
Unarmed, +6 (DC 15)

Complications
Prejudice: Because Sphinxian treecats look like large, six-legged housecats and can't speak human languages, humans (and in the Merge universe, many other intelligent creatures) from outside the Manticore binary system often don't realize they're fully sentient, tool-using creatures
Relationship: Sherlock is bonded to Shannon, and will take extraordinary risks to protect her.

Languages
Manticoran English (read, write, & understand only), Treecat Sign (ASL)

Defense
Dodge 6, Parry 5, Fortitude 5, Toughness 6/3, Will 6

Power Points
Abilities 54 + Powers 15 + Advantages 12 + Skills 5 (15 ranks) + Defenses 4 = 90

Background: Even by treecat standards, Looks Under Leaves was an incredibly curious 'cat. He is considerably younger than his clanmate Laughs Brightly (aka Honor Harrington's Nimitz). His bondmate's interest in detective stories may have been what led her to name him Sherlock, but it seems to have been well deserved; he's been invaluable in much of her work.

Appearance/vital stats:
Species: Sphinxian Treecat Gender: Male Age: 63 T-Years (12 Sphinxian Years)
Length: 70 cm (excluding tail) Mass: 10 Kg
Fur: Cream Eyes: Gray
Last edited by drothgery on Tue Feb 07, 2017 1:48 am, edited 6 times in total.

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

Post by StarGuard » Wed Jan 18, 2017 6:02 am

Bladewind wrote: Starguard: Kal'annar

Note- the niches/ wish list I have are broad enough that multiple versions are encouraged/ acceptable/ possible. If everyone suddenly wanted to play the Thundercats with a Monkian... or a Jaffa Unit... it would have worked just as well.
I'm grouping Drow in with Vampires, Chaos Marines and Goa'uld as truly evil races, with the unique exception of course. Kal'annar being one of those. Thor's image being the inspiration, I was going for villainous swordsman, so I need to alter his build slightly. He's too much sorcery not enough swordsman.

Anyway. What do you think about adding the Flaw: Unreliable 5 uses to Kal'annar spells. Is it too limiting? I think it simulates the D&D limits on spells imperfectly but good as M&M is going to get. Those points could go into swordsman Advantages (also I tend to worry about teleports plot breaking ability)

Lastly his Immunity to Magic. The standard book puts it at 5 pts but that cost can be really a high or low ball depending on the GM campaign setting. Just curious. :)

Lastly ... Speaking of stereotyping races. Don't the Wraith seem like a rip off of the Dark Eldar (also a rip off of the Drow - just saying)? I think it would be interesting for the Merge to have those three cousins as allies in a storyline

Also thinking, just cause, Kal' might be a subject for gene therapy if someone (looking at you Shannon :)) else doesn't step into that role (More seriously if both choosen Kal is going to take a real liking to treecats, the treecats should become a thing in the Merge. A colony on Mt. Denali-McKinley maybe :D)

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

Post by Bladewind » Wed Jan 18, 2017 3:00 pm

Well, by guiding (trying to!) submissions a certain way, you gotta figure I have plans of some kind rolling around... Even if I plan to be a little careful about how much cement I pour into the Merge Universe.

Another example of "cousins" are Durlans/ Grue/ Martians (White and Green) have commonalities.

As for the Wraith, to my mind, they do have commonalities with Vampires on some level, but yes. The Dark Eldar, Wraith and Drow can interchange their tech and benefits to a great degree.

Don`t worry too much about teleport. As I review builds, I may restrict ranks, but it`s no worse than insane amount of Speed, Flight or other movement powers.

As for the immunity to magic... I will need to ponder. Since I am "broad stroking" a lot of common ground, it has the potential to be quite abundant. I am also planning to use mystical and technological artifacts relatively frequently. I would think that the Magic Immunity might better be served as bonuses to saves under certain circumstances. I would need to check for potential/ acceptable cap breaking. Something like Power Attack, All-Out Attach and the like in terms of mechanic...

The unreliable... that works. I kinda feel the same way about it that you do. But if you want to simulate that you need to use magic judicially...

If you want to think about things like colonies of treecats and the like, feel free. But try not to pin them down to specific locations. At least at the start.

Regarding Shannon and Hanna Solo (er, Amaryllis)... I like what I am seeing so far.

It's my "Ha ! You`re older sucker !" day, so I may or may not be able to actually post comments or updates this evening...
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Camus
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Frederik Amstrong - AIM STRONG

Post by Camus » Wed Jan 18, 2017 3:18 pm

Name: Frederik Amstrong - AIM STRONG Height 1.7 Mts
Skin: Burnt Weight 150 kgs
Hair: None
Eyes: Black Age: 36

Image

Frederik was a brilliant AIM scientist, head of the main bioenhencement section of AIM. He rivalled the seat of Scientist supreme as he was greatly achieved and highly intelligent. But as he delved deeper into AIM he grew a dislike for the unethical and egocentric MODOK, and the general goals of the organization. This was not kept a secret for long, as the actual Scientist supreme soon discovered. Using it against Frederik, the Scientist supreme imprisioned him and subject him to his own experimental serum. Frederik was administered the serum and soon began twisting and gasping in pain. Everyone expected his yellow suit to burst and reveal a monstrous hulk, but nothing of this happened. However his skin melted as if he was burnt from inside out! Frederik seemed to have momentarily lost his memory as well. Labelling the serum as a failure AIM threw the suffering Frederik out.
With resentment and self pity he tried to build a life for himself again, but the serum had also diminished his intellect to merely above average. It was one night that frustrated while drinking in a bar, he got into a fight with some other drunken man. His deformity sometimes caused this, and he was forced to move to bars that were not very selective about the type of persons they let in. He had received AIM battle training, as bad as it is, and he was confident. However he was unable to dodge a well aimed punch. His surprise came by the cracking noise of the other fighter's hand! Bewildered, he half consciously pushed the man aside, throwing him into the air! Under the surprised gaze of the other patrons, he ran away, looking at his hands.
The serum had given him strength, durability and enhanced metabolism. But at a high cost. The manifestation of his powers came with other side effects. His skin was now wet, and prone to dry quickly which was extremely painful. He also suffered dehydration in his respiratory system if he was not in a 100% humidity atmosphere. To that end he added a moisturizer to the backpack of his AIM suit to be able to move freely in dryer environments.
Either way he now had the tools he needed to forge a new life for himself and to punch AIM where they were most vulnerable. He knew all their secrets and he was now unafraid to use them against them.
In the following years AIM STRONG came to life. An un discernible AIM scientist infiltrating in AIM facilities and destroying them from the inside.

This caught the attention of DXDO who promptly offered him a position he couldn't deny.

Complications
Deformed : His experiment rendered him with a skin that seems as if he was burnt severely.
Former mad scientist: The experiment reduced his intellect considerably, but not his curiosity for not so ethical experiments.
AIM : AIM wants to gain control of AIM Strong back again.
AIM Suit : Fredrik needs his modified AIM suit to be able to move and breath freely. Depending on the humidity, he can withstand the normal atmosphere for some, after which his skin begins to dry out and he starts to suffocate. If humidity is 100% he has no problem.

Abilities ( 54 pp)
Strength 7 , Stamina 7 , Agility 2 , Dexterity 0 , Fighting 7 , Intellect 2 , Awareness 2 , Precence 0 .

Powers ( 21 pp)
- Enhanced Metabolic rate ( Speed 2 ) · 2 point/s
- Point Strength ( Stregth Effect : Multiattack, Secondary effect, Insidius, Subtle 1 ) · 16 point/s
- Compressed air blast ( AP: Affliction 7 : 1: Vulnerable and Dazed, 2: Stunned and Prone, 3: Unaware and Paralyzed. Fortitude save. Extra condition, Area Cone, Subtle 1 ) · 1 point/s
- Balistic trajectory ( AP: Power lifting 9 : Ranged attack 7, Throwing mastery 7 ) · 1 point/s
- Steel up ( AP: Strength Effect 7 : Reaction 3 (Being hit in melee), Subtle 1. Interpose ) · 1 point/s


Advantages ( 9 pp)
Move by action 1 , Fast Grab 1 , Teamwork 1 , Benefit (AIM scientist) , Imp. Defense 1 , Imp. Grab 1 , Imp. Hold 1 , All out attack 1 , Power attack 1.

Skills ( 11 pp)

Acrobatics 0 (+ 2 ), Deception 6 (+ 6 ), Athletics 0 (+ 7 ), Expertise (Biology) 6 (+ 8 ), Insight 3 (+ 5 ), Treatment 3 (+ 5 ), Persuasion 0 (+ 0 ), Technology 3 (+ 5 ), Close 0 (+ 7 ), Vehicles 0 (+ 0 ), Sleight of Hand 0 (+ 0 ), Perception 9 (+ 11 ), Intimidation 0 (+ 0 ), Investigation 3 (+ 5 ), Stealth 0 (+ 2 )

Offence
Initiative: 2
Point Strength + 7 Attack for DC: 22 Range: 0 ( )
Compressed air blast + Cone area Attack for DC: 17 Range: 0 ( )
Balistic trajectory + 7 Attack for DC: 22 Range: 0 ( )
Steel up + Reaction Attack for DC: 22 Range: 0 ( )

Defence ( 10 pp)
Parry: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 7
Dodge: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 7
Toughness: 0 Feat/power ( 0 ) + Equipment ( 0 )= 7
Fortitude: Rank ( 5 ) + Feat/power ( 0 ) + Equipment ( 0 )= 7
Will: Rank ( 5 ) + Feat/power ( 0 ) + Equipment ( 0 )= 7
Last edited by Camus on Wed Jan 18, 2017 4:45 pm, edited 1 time in total.
心のコスモ を 抱きしめて 遥かな 銀河 へ

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

Post by Bladewind » Wed Jan 18, 2017 3:36 pm

Camus - Sped read your submission. Looking at that pic, I would think that a complication requiring that suit for something to do with sustaining him might be appropriate. meebe not always required to wear the helmet, but that armor is pretty distinctive...
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
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drothgery
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Re: The Merge: Omega Company (Interest/ Recruitment)

Post by drothgery » Wed Jan 18, 2017 3:54 pm

StarGuard wrote:Also thinking, just cause, Kal' might be a subject for gene therapy if someone (looking at you Shannon :)) else doesn't step into that role (More seriously if both choosen Kal is going to take a real liking to treecats, the treecats should become a thing in the Merge. A colony on Mt. Denali-McKinley maybe :D)
Hmm. It would probably take quite some time to determine that the 'cats trusted the powers that be on Earth Prime enough for any significant migration there (or anywhere off Sphinx that made it through the Merge). A handful of experts accompanying official Manticoran delegations or the odd 'cat bonded to a human may come out this way, but even a "colony" as small-scale as the one on Grayson is probably not likely any time soon.

Also probably worth reminding everyone if they're selected - treecats are physically unable to speak human languages. They're telepaths among themselves, and have relatively recently (less than twenty years ago) picked up sign language to talk to two-legs (and the difference between a drow and human isn't likely to register as much to them). No one in canon has built a portable sign to English translator (though it seems like Shannon could do it by game mechanics).
Bladewind wrote:If you want to think about things like colonies of treecats and the like, feel free. But try not to pin them down to specific locations. At least at the start.

Regarding Shannon and Hanna Solo (er, Amaryllis)... I like what I am seeing so far.

It's my "Ha ! You`re older sucker !" day, so I may or may not be able to actually post comments or updates this evening...
Heh. Mine was yesterday. 41, sigh.

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

Post by Bladewind » Wed Jan 18, 2017 4:15 pm

drothgery wrote: Heh. Mine was yesterday. 41, sigh.
Make you feel better if I say 44 ?
Last edited by Bladewind on Wed Jan 18, 2017 6:20 pm, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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