The Merge: Agents & Powers (OOC for chapter 2)

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kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke » 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.

Neo-Paladin
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Re: The Merge: Agents & Powers (Interest)

Post by Neo-Paladin » Mon Oct 07, 2019 8:08 pm

Yes.


Neo-Paladin
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Re: The Merge: Agents & Powers (Interest)

Post by Neo-Paladin » Sun Oct 13, 2019 11:07 am

Still working on ideas, but not wholly ready yet.

kirinke
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Re: The Merge: Agents & Powers (Interest)

Post by kirinke » Sun Oct 13, 2019 11:34 am

If you need a sounding board, just PM me Neo, I'll help as much as I can. If you really want me to play something other than Amy, I'm good with that too.

Neo-Paladin
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Neo-Paladin » Mon Oct 14, 2019 7:23 am

Reopened recruitment

kirinke
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by kirinke » Mon Oct 14, 2019 12:47 pm

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 6/135PP
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. From there, she went on an adventure that spanned the globe and then some.


COMPLICATIONS

KID: Amaryllis is a 15 year old kid, though a frighteningly competent one with all of the usual complications that go in with that.

FORCE ENIGMA. Neither Dark nor light, and not even Gray. Amy registers as Force Sensitive to those with those sensitivities. And just as a those that follow the tenets of Light and Dark can succumb to the Dark Side, Amy makes a tempting target for a Dark Sider to sink their machinations into. Using her powers sometimes attracts the presence of Dark Side users, or worse.

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
1 STR
6 STA
1 DEX
1 AGL
1 FGT
1 INT
1 AWE
1 PRE
PP 26

DEFENSES
1(6) DODGE
1(6) PARRY
6 FORT
6 TOUGH
1(6) WILL
PP 15

ADVANTAGES
Close Attack 5
Ranged Attack 5
Luck x2
Improved Init x1
Benefit Pokemon Trainer (Dex Holder)
Benefit Preferred Agent (Private Contractor to DXDO)
PP 15

FREEBIES
Detect Merger
Contacts


SKILLS
1(06) Stealth
2(11) Persuasion
1(06) Perception
1(06) Insight
1(05) Treatment
1(08) Expertise: Popular Culture
1(08) Expertise: Survival
1(10) Expertise: Tactics
PP 17

GOTTA CATCH THEM ALL
12PP PEEKABOO (Pikachu Electric Type Pokemon PL 6)
12PP ALMA (Umbreon Dark Type Pokemon PL 6)
12PP REN (Marill Water-Fairy Type Pokemon PL 6)
PP 36

Psychic (Force) Array
Telekinetic Push: Shapeable Area Blast, Affects insubstantial 2
Telekinesis: Move object 6, Increased Mass 6, precise
Force Healing: Healing 6, persistent, stabalize
Mind Reading: Mind Reading 6, subtle
Mind Speaking: Mental Communication 3, subtle, detect minds ranged
Tongues: Comprehend languages all, Animals All, Spirits (communicate, linked detect spirits 2)
Force Sensitivity: Accurate Mental [Force] Sense, Danger Sense, Force Awareness, Ranged Detect Alightment (Darkside/Lightside), Detect Force disturbance, ranged 2.
PP 26

12PP PEEKABOO (Pikachu Electric Type Pokemon PL 6)
Image

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)
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 ALMA (Umbreon Dark Type Pokemon PL 6)
Image

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
Bite: Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16)
Dark Blast: Damage 6 (cold, force, or life-drain, 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
12PP REN (Marill Water-Fairy Type Pokemon PL 6)
Image

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
Dazzling Gleam: Burst Area Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Burst Area: 30 feet radius sphere, DC 11, Increased Range: ranged, Selective; Limited: Vision)
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
Last edited by kirinke on Tue Nov 19, 2019 1:11 am, edited 11 times in total.

kirinke
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by kirinke » Mon Oct 14, 2019 12:48 pm

You did say we'd be able to keep the Power Points we earned in the previous game. So a PL 6 would be around 135 I think. You might want to put that up in the recruitment page.

Neo-Paladin
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Neo-Paladin » Mon Oct 14, 2019 1:17 pm

I mentioned it on the updated first page.
Last edited by Neo-Paladin on Mon Oct 14, 2019 1:22 pm, edited 1 time in total.

kirinke
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by kirinke » Mon Oct 14, 2019 1:20 pm

Ah didn't get that part. :)

With her minions, I did add strengths and weaknesses for all of them under complications, as an homage to the game mechanics. It was the closest I could get anyway.

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Bladewind
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Bladewind » Mon Oct 14, 2019 3:03 pm

Torn between returning to Torque and trying to go the German route...
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

pathfinderq1
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by pathfinderq1 » Tue Oct 15, 2019 12:16 am

OOOH- Recruiting? Open Recruiting?

So kirinke is switching from Aislynn to Amy, and Bladewind is switching (back?) to Torque...

Hmmm. Any particular power/skill set that would be good?

Might pitch a version of Jakita Wagner, or maybe a shapeshifter...


Flynnarrel
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Flynnarrel » Tue Oct 15, 2019 1:02 am

I'm not going to be joining this one.
"Something pithy this way comes."

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Bladewind
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Re: The Merge: Agents & Powers (Interest open for chapter 2)

Post by Bladewind » Tue Oct 15, 2019 2:31 am

Image

Torque
PL6/ 135 PP


Abilities
Strength 6,
Stamina 4,
Agility 1,
Dexterity 2,
Fighting 4,
Intellect 3,
Awareness 1,
Presence 1

Powers
Cybertronian Life Form: (34 points)
More than Meets the Eye: Morph 2 [Vehicles of similar size and mass],
Mechanoid: Immunity 5 [[Environmental Cold, Heat, Vacuum, Suffocation; Disease and Poison (Limited to Effects that target flesh based lifeforms)]],
Size: Growth 4 [3 Ranks Permanent],
Language Databanks: Comprehend 3 [Speak/Read/ Understand; Quirk – Encountering new language requires access to internet and standard action],
Interface: Comprehend 2 [Machines],
H.U.D.: Feature 1 [HUD = Either in his field of vision or able to project translucent holographic images in empty air],
Mechanoid Strength: Power-Lifting 2,

Autobot Abilities: (22 points)
Ground Speed: Speed 12 [Dynamic]
Dyn: Alternate Movement Mode: Flight 6 [Limited to Over Surfaces of appropriate material]
Dyn: Enhanced Movement: Movement 6 [Wall Crawling (Limited to Upright Movement), Water-Walking 2, Sure-Footed 3, Water-Walking (limited to over ice/snow) 1; Dynamic]
Dyn: Parkour: Movement 5 [Environmental Adaptation (Urban), Safe Fall, Sure Footed 2; Wall Crawling; 4 Ranks Limited to Moving In Urban Environment]
Alt: Riot Shield: Create 6 [Activation – Move Action]
Dyn: Control Technology: Affliction 6 [Resisted by Fortitude, Overcome by skill or Fortitude (Controlled); Cumulative, Perception, Affects Object Only; Limited to Third Degree Only, Limited to Technology]

Weapons & Comms: (19 points)
Blaster: Damage 7 [Ranged]
Alt: Energon Blade: Damage 1 [Strength Based Slashing]
Alt: Police Baton: Damage 1 [Strength Based Bludgeoning]
Alt: Taser: Affliction 7 [Daze, Stune, Incapacitated (DC 17)]
Alt: Radio Comms: Communications 3
Alt: Holographic Rider: Summon 4 (Controlled, Mental Link, Quirk - Must remain within 5' of Torque)

Equipment
Sensory Array
Sensory Array: Senses 3 [Distance Sense, Direction Sense, Radio Hearing]
Sensory Array: Senses 6 [Extended Vision 2, Low Light Vision, Dark-Vision, Ultravision,]
Alt: Floodlights: Environment 1 (Daylight) Cone Area, Precise

Advantages
Benefit 1 [Resourceful (as per Inventor, using Investigation and Persuasion)],
Assessment,
Benefit 1 [DXDO Operative]
Equipment 2 [Sensor Array],
Jack-of-All-Trades,
Well-Informed

Skills
Acrobatics 4 (+5),
Athletics 1 (+7),
Deception 5 (+6),
Expertise: Current Events 2 (+5),
Expertise: Streetwise 2 (+5),
Expertise: Tactics 3 (+6),
Expertise (+3),
Insight (+1),
Intimidation 2 (+5),
Investigation 6 (+9),
Perception (+1),
Persuasion 6 (+7),
Ranged Combat: Blaster 3 (+5),
Sleight of Hand (+2),
Stealth (+1),
Technology 2 (+5),
Treatment (+3),
Vehicles (+2)

Offense
Initiative +1
Energon Blade/ Police Baton +4, Damage 8
Blaster Damage +5, Damage 7

Defense
Dodge 6,
Parry 8
Toughness 4 (Def Roll 0),
ortitude 6,
Will 6

Power Points
Abilities 28 + Powers 74 + Advantages 6 + Skills 12 + Defenses 14 = Total 134

Complications
Freshly Minted: Although showing strong Autobot tendencies, he was sparked during a battle with the Autobots and Decepticons over the Allspark. He is often taken for an Autobot but has no real idea of the scope of the conflict. He is watching all the lore though...
12 Foot Robot: In humanoid form, he`s twelve feet tall. And made of metal. People tend to react to that...
Vulnerable - Magnetics - The DC of any save versus a magnetic attack is increased by 5

Design Notes

:arrow: I envision, but have not found a pic I like... a male version of Transformers Prime Arcee, in black and white...
:arrow: Resourceful is a Benefit, AFAIK, that is of my own creation adaptation... its essentially the Inventor Advantage using different skills...
:arrow: In working on the Morph aspect for this one, I hemmed and hawed a little, but went with Morph 2. Transformers for the most part don`t re-image frequently. They really pass as one vehicle and stay that way. On Cybertron, their Transforming isn`t even a disguise for the most part, but just how they get around... Torque can assume the form of various vehicles (mostly motorcycles), but Torque can also take the form of Seadoos, Skidoos and the like.
:arrow: Updated version of Torque (2019-10-14)
:arrow: I also thought of using this image but decided I wanted a more humanoid image for Torque in robot mode... Regardless of bike/ vehicle mode and colours, his robot mode is always the red bot displayed above, capable of deploying a riot shield as per his stats...
:idea: UPDATE 2019/11/19 - tweaked a little to create an AP off his weapons array for a full fledged minion hologram. I was going to go with illusion, but the possibilities here are more interesing IMO. Equipped with a Variable Imaging Processor or VIP, the hologram is controlled by Torque and is an extension of his mind available only when he is in vehicle mode. It also has a comm link with a chosen individual, allowing the relaying of information to and from base and for their base to have a visual link with the group... (It's part of the weapons array as it uses the same energon emitters as his blasters to power itself.)
Variable Interaction Protocol
PL4


Abilities
Strength -NA
Stamina -NA
Agility -NA
Dexterity 0,
Fighting 0,
Intellect 0,
Awareness 2,
Presence 0

Powers
Construct: (30 points)
Fortitude Immunity: Immunity 30
Holographic Being: (49 points)
Made of Light: Insubstantial 3 [Permanent],
Variable Imaging Protocol: Morph 3 [(Humanoids)],
Commlink: Senses 2 [Commlink with chosen individual; Commlink with Torque],
At a Glance: Senses 1 [(Rapid Vision)],
Sensory Array: Senses 9 [Darkvision, Low Light Vision, Infravision, Ultravision; Vision Counters Invisibility, Vision Counter Illusion],
Hypnotic Strobe: Affliction 4 [(Resisted and Overcome by Will; Entranced, Compelled), Perception Ranged; Limited Degree, Sense Dependent]

Advantages
Attractive 1,
Assessment

Defenses
Fort Immune
Toughness 0

Skills
Deception 4 (+4),
Insight 8 (+10),
Perception 3 (+5),
Persuasion (+0),

Power Points
Abilities -26 + Powers 79 + Advantages 2 + Skills 5 + Defenses 0 = Total 60
Last edited by Bladewind on Wed Nov 20, 2019 3:21 am, edited 8 times 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

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