The Merge Universe

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Bladewind
Posts: 925
Joined: Sat Nov 05, 2016 9:26 pm

Re: The Merge Universe

Post by Bladewind » Fri Jan 13, 2017 2:19 am

kirinke wrote: Also, did Power Rangers/VR Troopers/Tron get thrown into the Merge as well? With the thing about Reboot, that got me wondering...
No one has addressed it yet...
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Merge Universe

Post by MacynSnow » Fri Jan 13, 2017 6:32 pm

here's a set i'm calling "The Gamma Corps" for the Mergeverse(not counting Doc Samson):Most of their purpose is to try to find The Hulk,but they also tend to deal with other Gamma-Powered beings...
Image
"I never wanted this to happen, but now you have to learn the other part of being a Hulk. The part where the people you fight to protect sometimes fear and hate you. And it's the hardest part because sometimes to protect what you love, you have to walk away from it."
SHE-HULK(Jennifer Walters) Occupation:Lawyer Group Affiliations:The Gamma-Corps
PL 11 (173)
STRENGTH 13 STAMINA 12 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4


Skills:
Acrobatics 3 (+7) Expertise (Law) 10 (+13) Expertise (Pop Culture) 2 (+5) Insight 4 (+7) Intimidation 3 (+7) Investigation 4 (+7) Perception 4 (+7)
Persuasion 3 (+7, +12 Attractive) Vehicles 4 (+4)

Advantages:
Accurate Attack, Attractive 2, Diehard, Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Interpose, Power Attack, Takedown, Teamwork, Withstand Damage

Powers:
"Gamma-Based Physiology"
Power Lifting 1 (400 tons) [1]
Immunity 7 (Cold, Heat, Pressure, Radiation, Vacuum, Poison, Disease) [7]
Impervious Toughness 9 [9]
Leaping 6 (1000 feet) [6]
Regeneration 4 (Feats: Regrowth) [5]

"Super-Strength Feats" (AEs of Strength Damage) [3]
AE: "Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (13)
AE: "Shockwave" Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (11)
AE: "Sonic Slam" Affliction 11 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (11)

Offense:
Unarmed +9 (+13 Damage, DC 28)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12, Fortitude +13, Will +8

Complications:
Reputation (Easy)- while jennifer herself used to be a very shy girl growing up,As the She-Hulk she's more....free wheeling in her relationships as of late.
Relationship (Various)- See above.
Responsibility/Reputation (Gamma-Powered)- She-Hulk's powers come from Gamma Radiation, leaving her a target of anyone else in the Hulk's world, from villains to heroes. She has occasionally gone nuts like cousin Bruce did.
Normal Identity (Jennifer Walters)- She-Hulk's normal form is an embarassment to her (even though she's still pretty cute)- short, mousy and under-confident. When in "human" form, she drops to ST 0, STA 0, AGI 1, FIGHTING 4 and PRE 0. She sticks to She-Hulk form if she can help it.
Involuntary Transformation (Angry Hulk Being)- Occasionally, She-Hulk transforms into a more Hulk-like form- a Gamma-powered aggressive maniac who lashes out at everything. In this form, she hits at least PL 12, gaining Strength immensely, but losing the ability to use Accurate & Defensive Attacks.

Total: Abilities: 96 / Skills: 40--20 / Advantages: 13 / Powers: 31 / Defenses: 13 (173)
Merge Background:
Jennifer Walters was born and raised in Los Angeles, California. She was the daughter of Sheriff Morris Walters and Elaine Banner-Walters. Jen was the also the cousin of Bruce Banner with whom she spent time playing as kids. Growing up she was meek and mousy and had little confidence. Jen later attended UCLA (University of California, Los Angeles) where she gained her law degree. She began working as a lawyer in Los Angeles.Agents of Nicholas Trask, a crime boss who had crossed paths with her father, shot and seriously wounded her on a day when her cousin Bruce was in town. She had been defending a gangster who had been double-crossed by Trask and offered to turns state's evidence, which would be sufficient to ruin Trask if the case went to trial. Bruce fended off the attackers and then broke into a doctor's office to treat her. Realizing Jennifer was going to die, Bruce gave her a transfusion of his own blood as there were no other supplies in such an emergency.
After she stabilized, he had her admitted to a local hospital. However, this came to the attention of the police, who considered Bruce a suspect in Jennifer's attack and Bruce changed into the Hulk to flee. Meanwhile, Trask's thugs attempted a second hit on Jennifer, causing the danger to activate gamma radiation particles in the transfused blood, turning her skin green and increasing her size to well over six feet. The goons were taken aback at what happened, and commented "it's some kinda she-hulk". Jennifer's voice boomed out "You called me a She-Hulk, so that's what I'll be," and trapped the thugs for the police to find. With the emergency over, she reverted to her normal size and strength.Although Jennifer was at first savage while in her She-Hulk form, she eventually gained the same intelligence that she had as the normal Jennifer Walters. She quickly came to appreciate the confidence and assertiveness that came with being the She-Hulk. For a long time, she felt more comfortable in her She-Hulk form than her human one. Trask paid off a local trucker to keep quiet about shipment coming in from Stark Industries containing advanced technology. He had the trucker killed as well as the men turning state's evidence and blamed on the She-Hulk. He tried to kill Jen again but ended killing Jill Ridge.The contents of the crates were revealed to be robotic parts to which he built a "She-Hulk Robot". But she was able to destroy it Trask abducted Sheriff Walters, and gave him a price of advanced weaponry from Stark Industries to kill the She-Hulk, who didn't know was his daughter. He rigged it so it would explode killing them both.
She-Hulk spotted the flaw and save herself and her father. He then constructed a massive earth-boring device called the "Silver Serpent" using the Stark tech. He planned to drain Roxxon Oil dry, allowing him to buy out the company. She-Hulk investigated and discovered the machine, but during the fight the drill continued to bore deep and deep in the Earth burying him alive...
When the Merge had happened,she somehow felt drawn to New Mexico where she met the other members of the Gamma Corp& decided to help them try to do what they could...

Image
"Korg of Krona, son of O-Korg and Ahna. Brother-killer of Margus."
KORG Group Affiliations: The Kronan Empire, Gamma Corps
PL 11 (182)
STRENGTH 13 STAMINA 13 AGILITY 0
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Tactics) 8 (+10) Expertise (Alien Explorer) 4 (+7) Insight 5 (+8) Intimidation 6 (+8) Perception 5 (+8) Persuasion 4 (+6) Vehicles 4 (+4)

Advantages:
Assessment, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Pin, Power Attack, Ranged Attack 6, Withstand Damage

Powers:
"Kronan Physiology"
Features 3: Increased Mass 3 [3]
Power-Lifting 1 (400 tons) [1]
"Rocky Hide" Impervious Toughness 11 [11]
"Large Size" Strength-Damage +0 (Feats: Reach) [1]
Immunity 15 (Life Support, Fire/Heat Damage) [15]

"Super-Strength Feats"
"Groundstrike" Affliction 11 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (17) -- [19]
AE: "Shockwave" Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (11)
AE: "Sonic Slam" Affliction 11 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (11)

Offense:
Unarmed +9 (+13 Damage, DC 28)
Groundstrike +11 Area (+11 Affliction, DC 21)
Shockwave +11 Area (+11 Damage, DC 26)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +13 (+5 Impervious), Fortitude +13, Will +8

Complications:
Guilt (Deaths of his Brothers)- Korg killed his brother Margus under the Red King's command, and this still haunts him.
Responsibility (The Hulk, Gamma Corps)
Phobia (Thor)- Having been badly defeated by Thor years ago, Korg now considers the Thunder God to be his greatest fear.

Total: Abilities: 84 / Skills: 36--18 / Advantages: 15 / Powers: 51 / Defenses: 13 (182)
Merge Background:
Korg is a Kronan born on the planet Ria. He and his brother Margus were part of an invasion force sent to conquer the planet Earth.
Korg was based on the planet Saturn, they were advanced scouts for a planned invasion of Earth. They land in Norway and frighten a local life form. The human tries to warn his people, but they dismiss him. One human overhears and goes to look for himself. When he steps on a twig, the aliens notice him. He flees into the hills, where he loses his cane. However the human returns but now in the form of Thor easily lifts the boulder and leaves the cave. He verifies that the hammer has all the powers of Mjolnir, Thor's legendary weapon. Meanwhile, the Kronan armada shows up on Earth's radar screens. When fighter jets scramble to meet them, they project an image of a huge dragon and frighten away the pilots. When the ground forces fire missiles, they explode harmlessly the ships' force fields. Thor speeds to the defense of the Earth. When Thor attacks the Kronans they drop a cage over him but he tears the bars open. They aim their disintegration beams at him, but his hammer smashes their guns. They unleash their Mechano Monster, but he smashes it to bits. The Kronans return to their ships and give up their invasion.He later met&Befriended The Hulk,becoming one of his most reliable allies....
His ship wound up being pulled into the Mergeverse&crashed near Gamma Base,New Mexico at about the same time as the Other Gamma Corps were there looking for his Friend....
Image
"Don't think you're going to get to do that again. Cute means nothing to me. I've had cute for dinner more times than I can remember."
LYRA(Lyra Rebbeca Banner) Group Affiliation:Gamma Corps
PL 11 (159)
STRENGTH 12 STAMINA 12 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 1 PRESENCE 2


Skills:
Acrobatics 2 (+6) Deception 2 (+4) Expertise (History) 4 (+7) Expertise (Science) 2 (+5) Intimidation 3 (+5) Perception 3 (+4) Technology 4 (+7)

Advantages:
Diehard, Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Interpose, Power Attack, Ranged Attack 2, Takedown

Powers:
"Gamma-Based Physiology"
Power Lifting 1 (200 tons) [1]
Immunity 7 (Cold, Heat, Pressure, Radiation, Vacuum, Poison, Disease) [7]
Impervious Toughness 9 [9]
Regeneration 4 (Feats: Regrowth) [5]
Leaping 7 (1,000 feet) [7]

"Super-Strength Feats" (AEs of Strength Damage) [3]
AE: "Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (11)
AE: "Shockwave" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Both She & Target Must Be Touching Ground) (11)
AE: "Sonic Slam" Affliction 10 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (10)
"Trance Technique"
Enhanced Will Save 4 (Flaws: Limited to Resisting Being Angered) [2]
Enhanced Skills 4: Perception 4 (+8) [2]
Enhanced Advantages 4: Accurate Attack, Close Attack, Defensive Attack, Improved Critical (Unarmed) (Total 2) [4]

Offense:
Unarmed +9 (+12 Damage, DC 28)
Trance Technique +10 (+12 Damage, DC 27)
Shockwave +10 Area (+10 Damage, DC 25)
Groundstrike & Sonic Slam +10 Area (+10 Affliction, DC 20)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12 (+5 Impervious), Fortitude +12, Will +5

Complications:
Responsibility (Femizonia)- Lyra is on a mission from the Femizons of an Alternate Future of Earth to first breed with Norman Osborn (thankfully, she realizes how gross that is). She decides to stay in Earth's past.
Relationship (She-Hulk)- Lyra is close with Jennifer Walters, viewing her as a sort of surrogate mother.
Relationship(The Hulk)--Lyra has better relations with her aunt Jennifer Walters/She-Hulk than her father Bruce Banner/Hulk. With propaganda about She-Hulk in her time making her a role model for young girls.
Weakness (The Angrier She Gets, The Weaker She Gets)- Lyra will lose strength (to a mere Class 10- about Strength 7) the angrier she becomes- if goaded, she must make a Will Save against whatever is angering her (against their own Persuasion, Intimidation, or whatever), and drop Strength based off of how badly she flubbed the save.

Total: Abilities: 92 / Skills: 20--10 / Advantages: 10 / Powers: 42 / Defenses: 11 (159)
Merge Background:
Earth-8009 is in the 23rd Century and is indicated that there is a mass sterility to the people of this time, and that, at some point in the past, Norman Osborn was responsible for selling superhuman powers. Seemingly a wasteland after the fallout of a super-human disaster, Earth-8009's populace was split into many factions. Those of the men were numerous. And those of the women, which were not so numerous. The Overmen of the past are still worshiped by the Tribes of Men of Earth-8009's present. Worshipers of these Overmen of the past, such as Wolverine or Sentry for example, are dressing and arming themselves accordingly and have sworn death to any who do not worship these Overmen of their past, and Earth-616's present.
The United Sisterhood Republic, the women of this time, are seemingly more civilized and less tribal, but still kept men as slaves. Instead of many tribes, the Sisterhood come together under their common cause and have a capital city in Milago. The Sisterhood are more organized collections of females that fend off the men's attacks as well as they can, but fear they need a larger power on their side to tip the scales in their favor.
The Thundra of this dimension traveled to Earth-616 in search of its greatest, most powerful hero. She soon came into conflict with Hulk, finding exactly what she needed. After battling for a period of time, there was a halt and Thundra explained the troubles of her world to Hulk, eventually kissing him, secretly sampling DNA from his saliva. Immediately afterwards she was transported back to her universe. The G-Engineers then spliced the Hulk's DNA with her own, and eventually Lyra was born. Many sisters view Lyra as an outcast. As a blasphemy to their ideals. In this world, the populace was derived, on both sides, from Cradles, test tube incubators. Lyra, however, had a mother and father.
Lyra was gifted with the strength of her parents and trained as an elite warrior for the Sisterhood. Lyra was called by the A.R.M.O.R Gynosure to head a secret mission, one not even her select band of warrior compatriots were aware of. The Sisterhood's Cradle was malfunctioning, causing defective births, and without replacement circuitry it would be the end of the Sisterhood's ability to replenish their numbers, eventually leading to their extinction. Lyra was armed with Boudicca, a wristwatch with an artificial intelligence linked to both the Sisterhood and Gynosure at all times, and sent to the Men's Cradle to steal the appropriate parts to repair their own Cradle. When a traitor turned on Lyra, seeking to claim the honor for bringing back the piece, it was destroyed in their fight. Lyra returned to Gynosure to confront her for her treachery but was then sent to Earth-616, to seek out their greatest warrior and breed with him...
Unfortunately,The Merge Event happened at the exact same time,throwing her into this world instead&dropping her In the Middle of Gamma Base,New Mexico...

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Merge Universe

Post by MacynSnow » Fri Jan 13, 2017 7:06 pm

Here's a guy i thought got ripped off by Marvel and needs a reboot,so i'm putting him in the Mergeverse...
Image
"Ludgate! I'm not kowtowing and cuddling up to you bloody colonials any more! My name's Anthony Ludgate!"
DRUID(Anthony Ludgate) Occupation: Psychiatrist Group Affiliations: The Defenders
PL 10 (169)
STRENGTH 1 STAMINA 2 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 3 PRESENCE 0


Skills:
Athletics 5 (+6) Close Combat (Unarmed) 2 (+9) Deception 10 (+10) Expertise (Sorceror) 9 (+14) Expertise (Psychiatry) 6 (+11)
Expertise (History) 3 (+8) Insight 8 (+11) Intimidation 5 (+5) Investigation 5 (+8) Perception 5 (+8) Stealth 2 (+5)

Advantages:
Artificer, Ranged Attack 5, Ritualist, Trance

Powers:
" Magical Might"
Senses 4 (Postcognition) (Flaws: Limited to Magical Objects) [2]
Senses 3 (Detect Magic- Ranged, Tracking) [3]

Mind Control 10 (Extras: Sustained +2) (60) -- [66]
AE: "Telepathy" Mind Reading 9 & Mental Communication 5 (38)
AE: "Mass Hypnosis" Affliction 7 (Will; Dazed/Compelled/Controlled) (Extras: Area- 60ft. Burst +2, Concentration) (29)
AE: Concealment (All Senses) (Extras: Affects Others) (Flaws: Mental) (21)
AE: Illusion 10 (Visual & Audio) (Feats: Selective) (31)
AE: "Psychokinesis" Move Object 8 (Extras: Perception Range) & Flight 5 (60 mph) -- (34)
AE: "Yogic Trance" Immunity 8 (Drowning, Suffocation, Starvation & Thirst, Pain Effects) (Extras: Sustained +0) (9)

Offense:
Unarmed +9 (+1 Damage, DC 16)
Mind Control -- (+10 Perception-Ranged Affliction, DC 20)
Telepathy (DC 19)
Mass Hypnosis +7 Area (+7 Affliction, DC 17)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +2, Fortitude +6, Will +14

Complications:
Power Loss (Magic)- Magical spells are dependent upon verbal components and hand-movements. If Dr. Druid is tied up, bound, snared or anything else, he will be unable to cast spells.
Vulnerable (Iron)- Iron will negatively affect Druid's spells, and break through his fields with ease.
Reputation(Insufferable A&&)-Even though Anthony is basically a good person,he still somehow comes across as a Jerk unintentionally...

Total: Abilities: 48 / Skills: 60--30 / Advantages: 8 / Powers: 71 / Defenses: 12 (169)
Merge Background:
Anthony Ludgate was born and raised in England. He left to further his studies in the United States of America where he attended Harvard University. He earned a MD from Harvard, degree in psychology and became a psychiatrist.
Anthony Ludgate sought to learn the ancient powers of his ancestral Druids. He gave psychology lectures when not studying the occult. Knowing that the Druids kept no written records, he became interested in the Tibetan monks after hearing they had an oral tradition. Thinking that perhaps the secrets had been passed on, or that he could recreate them by learning the methods used by the monks, he sought out a lama who in actuality was the Ancient One.
The Ancient One was more interested in seeking a worthy successor than hearing tales of the Celts. He unlocked Anthony's mystic potential and taught him a number of spells. Anthony left and decided to become Dr. Druid. He briefly assisted some monster hunters that included Makkari against the Deviants.
In his first recorded adventure as Dr Druid he was hired to investigate a missing ocean linear and discovered “The Lost City of Atlantis” and a race of Atlanteans (though not Homo Mermanus). Here he found the missing ship and hypnotized the entire city into believing that there was no human population on the surface in order to protect humanity and rescue the ship.
He also foiled invasion attempts by a few alien species including, Zamu who was attempting to become governor, an unknown alien race who Druid managed to convince through telepathy that the human race were in fact derricks and too powerful for them to conquer, and Krogg who used matter-transporter technology to steal houses and hold them for ransom to raise money to try and plunder the earth of its resources.
Anthony was fairly successful as a superhero and even Joined the Defender as a Founder.....
He's been in selusion after he showed up on Earth after the Merge Event,Trying to locate any of the Other Defenders....

Build Note:i seem to favor Psychiatrist's for some reason...
Last edited by MacynSnow on Wed Jan 25, 2017 5:23 pm, edited 1 time in total.

drothgery
Posts: 135
Joined: Sat Dec 17, 2016 8:29 pm

The Honorverse in the Merge

Post by drothgery » Mon Jan 23, 2017 5:26 am

The Honorverse in the Merge (non-cannon)

Some parts of the universe of David Weber's Honor Harrington military sci-fi novels have crossed over into the Merge universe. The universe started out as roughly the naval side of the Napoleonic wars in space (with physics such that this makes sense), but this diverged considerably about halfway through the series. Probably worth noting is that a "do what's right and damn the cost" mentality is highly approved of by most of Manticoran society, and many (though by no means all) Manticorans find it very difficult to back down even facing apparently overwhelming odds if they percieve even a slim hope of success or accomplishing something meaningful in failure; after winning two wars with the hundreds-of-times larger Republic of Haven, they got into one with the thousands-of-times larger Solarian League for an encore (though the Merge prevented that one from playing out completely).

By Honorverse standards the old Star Kingdom of Manticore was the single wealthiest star nation in human space (almost all of the Honorverse is within 1000 light-years or so of Earth, which is huge on one hand, but is not a large part of the galaxy in absolute terms) on a per capita basis before expanding into the Star Empire, though a handful of larger (usually very much larger) star nations existed that are wealthier in absolute terms. Due to the demands of the wars with Haven, they now have the most technologically advanced military in the Honorverse, and have for the last forty years or so (prior to that Honorverse warfighting technology had been fairly static for centuries). Because the Solarian League Navy had held that position for centuries, and the League was by far the largest and richest star nation in human space, Manticore did not really believe they had the most powerful Navy in space until events demonstrated how much of a paper hexapuma the Solarian League Navy was.

Wiki: http://honorverse.wikia.com
Tropes: http://tvtropes.org/pmwiki/pmwiki.php/L ... Harrington

A few bullet points for how I envision the Honorverse in the Merge
  • The Manticore Binary system and the systems associated with the Manticoran Wormhole Junction crossed over as of ~Roger & Rivka's wedding; as far as Manticore is aware, that's all of the Honorverse that has.
  • This means large portions of the Grayson, Havenite, and Andermani (one system associated with the Junction is part of the Andermani Empire, but it's relatively minor) navies are 'stranded' in the Merge Universe (as are some others, and a lot of diplomatic delegations, and a few heads of state -- including the Andermani Emperor and the Protector of Grayson) and the Manticore Binary System's heavy industry was largely destroyed a few months ago (post-Merge Manticore would like to find those responsible, but does not believe the Mesan Alignment has crossed over other than perhaps a handful of deep-cover agents)
  • Unknown to Manticore at this time, Mannerheim and the systems associated with the Felix Junction (including Darius, the Mesan Alignment's secret base) have also crossed over, but are a long way (by Honorverse standards) from Manticore (at least, via Honorverse hyperdrives)
  • Beowulf (a member of the Solarian League pre-Merge) & Gregor (part of the Andermani Empire pre-Merge) have formed a temporary (for now) association with the Star Empire of Manticore, with the rest of the Solarian League and Andermani Empire not present. Beowulf was in the process of ending its membership in the League anyway, but would have remained independent without the Merge. In the Merge, Manticore is way less crazy than the rest of the universe and a long-standing ally.
Honorverse Star Systems and inhabitted planets in the Merge

Manticore-A System
  • Manticore - By far the most earthlike (though slightly warmer, slightly higher gravity, and with a somewhat longer year) planet in the old Star Kingdom. Also the most heavily populated, and the capital planet of the Star Empire (nee Kingdom) of Manticore. Population of ~1.5 billion; capital city is Landing. Government is a constitutional monarchy where the monarch does have significant power; current monarch is Elizabeth III of the Star Kingdom/Elizabeth I of the Star Empire; Prime Minister is William Alexander.
  • Sphinix - Significantly cooler than earth, with about 1.2 times earth gravity, and a year nearly six earth years long. Other than the weather, the most notable thing about Sphinix is its inhabitants. For one, it's the home planet of one Honor Harrington. And for two, it's where all but a handful of the ~5-10 million Shpinxian treecats (Sphinix's native sentient species) live.
Manticore-B System
  • Gryphon - Also cooler than earth, though not as cold as Sphinix on averge (and with a year that, while also longer than earth, is not anywhere near Sphinx's), it's noted for highly variable extreme weather. And great downhill skiing.
Basilisk System
  • Medusa - Though habbitable by humans, Medusa has a minimal human population because the native 'Stilties' have always been recognized as sentient. Due to some cultural contamination from humans, they have 17th-century firearms, but their base tech level is less advanced than that. For the most part, Manticore cares a lot more about holding on to the Junction terminus than to the natives, though they do want to prevent them from being exploited.
Trevor's Star System
  • San Martin - San Martin joined the Star Kingdom near the end of the first Manticore-Haven war; they had been conquered by Haven during the long build up to that war, and taking that system (and so gaining the ability to use the Treveor's Star terminus of the Manticoran Wormhole Junction to move forces much closer to Haven from Manticoran in an instant) had been a major strategic goal in the first war. San Martin is a very heavy gravity world; only its mountain peaks (of which there are many) and plateaus are settled. They have been members of the Star Kingdom for about ten years. Despite having spent about thirty years occupied by Haven, San Martin is still a 'first world' planet by Honorverse standards. Post-Merge, this is apparently near space claimed by one version of the Star Wars Galactic Empire, which has attempted to invade with no success.
Sigma Draconis System (note: Sigma Draconis in the Honorverse is not quite where real-world Sigma Draconis is; astronomers just after the Merge noted the appearance of a new star)
  • Beowulf - Beowulf is one of the oldest human colonies in the Honorverse. They have a reputation for being technology leaders in biosciences (the prolong life-extention therapies were developed there), but the breakthroughs that made hyperspace travel safe and practical in the Honorverse were also made there. It has a population of ~9 billion. Beowulf is ~40 light-years away from earth, which is a fairly short trip with Honorverse hyperdrives.
Gregor-B System
  • The former Gregor Republic was annexed by the Andermani Empire during a civil war about fifty years ago. There aren't very many details about the planet or its people in the books or David Weber's comments elsewhere.
Hennesy System
  • One unnamed in cannon inhabitted planet, which was a member of the three-system Phoenix Republic prior to the Merge (another member of the Phoenix Republic held a terminus of another wormhole junction). Post-Merge, the system is a Manticoran protectorate, and is near Vulcan. The Star Empire has established very wary friendly relations with the Federation, but the Federation has a lot of resonances with the old People's Republic of Haven and with the Solarian League in Manticoran minds.
Lynx System
  • Lynx - Lynx joined the Star Kingdom just before the start of the second Manticore-Haven war when the Lynx terminus of the Junction was discovered (for various reasons this seemed like a very good idea to them). By Manticoran standards, Lynx is relatively poor, but the system is better off than most in their part of the galaxy. Note that the Lynx Terminus of the Junction is not in the Lynx system; it's in a planetless system about 1.5 days travel by Honorverse hyperdrives away.
Merge Artifacts in the Honorverse

For the most part, the star systems of the Honorverse that crossed over to the Merge did so as complete star systems. The Honorverse natives that have visited Earth Prime did so by traveling there from their home systems. However, there are some Merge-related anomalies in the Star Empire, both from alternate time periods and from what seem to be alternate Honorverses. Some of the most notable include ...
  • The Harrington freehold and much of the surrounding area on Sphinx has been replaced from the version as of 1522 PD (~400 years in the past relative to the main Honorverse novels, and just after the Stephanie Harrington novel Treecat Wars). This partially repopulated the area after the Yawata Strike.
  • A woman appeared in the Havenite Embassy in Landing claiming to be President Esther McQueen of Haven, apparently from a universe where her coup succeeded. As near as the 'real' Havenite presence in Manticore can tell, she is an alternate McQueen, not an imposter (the treecats were certain she believed this to be the case).
  • So has an Amos Parnell claiming to be military governor of Manticore, apparently from a universe where Edward Pierre was not killed early in the first Havenite War and Haven won.
  • Despite being in Old Chicago at the time, Sir Lyman Carmichael and some of the Manticoran and Beowulfan embassy staff came through the Merge and were on post-Merge Earth before they knew that Manticore had come through.
Last edited by drothgery on Wed Aug 30, 2017 3:43 pm, edited 5 times in total.

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Merge Universe

Post by MacynSnow » Mon Jan 23, 2017 3:09 pm

hey Bladwind,i forgot to show you these guys...
and here are the Druid-verse Defenders...
Image
SEPULCHRE (Jillian Marie Woods) Occupation:College Student Group Affiliations: Defenders
PL 10 (151)
STRENGTH 1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0


Skills:
Deception 5 (+5) Expertise (Magic) 5 (+7) Intimidation 4 (+4) Investigation 6 (+7) Perception 5 (+6) Ranged Combat (Darkforce) 2 (+9)
Stealth 7 (+10)

Advantages:
Improved Critical (Darkforce), Ranged Attack 3, Startle

Powers:
"Darkforce Power"
Flight 7 (250 mph) [14]
"Phasing" Intangibility 4 [20]

Create Darkforce Objects 11 (Feats: Dynamic) (Extras: Movable) (34) -- [40]
Dynamic AE: "Merge With Shadows" Concealment 2 (Visuals) (Feats: Dynamic) (Extras: Attack, Ranged) (9)
Dynamic AE: Darkforce Snare 11 (Feats: Dynamic) (34)
Dynamic AE: Darkforce Blast 11 (Feats: Dynamic) (23)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Darkforce Blast +9 (+11 Ranged Damage, DC 26)
Darkforce Snare +9 (+11 Ranged Affliction, DC 21)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (Bound to Her Own Shadow)
Relationship (Dr. Druid)
-Due to their shared Past lives,Woods&Druid both rekindled their Romance...

Total: Abilities: 40 / Skills: 34--17 / Advantages: 5 / Powers: 74 / Defenses: 15 (151)
Merge Background:
She's currently in a Coma somewhere in Hong Kong...
Image
KYLUN (Colin McKay)
Country of Origin: Scotland (adopted home- Ee'rath) Group Affiliations: Defenders
PL 9 (131), PL 10 (131) vs. Magic
STRENGTH 3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE 1


Skills:
Acrobatics 7 (+12) Athletics 4 (+7) Close Combat (Swords) 1 (+12) Insight 3 (+6) Intimidation 3 (+4) Perception 4 (+7) Persuasion 5 (+6)
Stealth 2 (+7)

Advantages:
Accurate Attack, All-Out Attack, Benefit (Ambidexterity), Defensive Attack, Follow-Up Strike, Great Endurance, Improved Critical (Swords) 2, Improved Disarm, Improved Smash, Power Attack, Set-Up, Takedown, Teamwork

Powers:
"Mutant Powers: Duplicated Any Sound Heard, Leonine Form"
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
"Mimicking Sounds He's Heard"
Illusion (Hearing) 10 (Flaws: Limited to Sounds He's Heard) [5]
"Lione's Roar" Enhanced Skills 4 & Advantages 1: Intimidation 4 (+8) & Startle [3]
Features 1: Mimicry- +10 to Deception/Perform to Convince Audience Sounds are Real [1]

"The Blades of Zz'ryia" (Flaws: Easily Removable -2) [20]
Nullify 10 (Magical Effects) (Extras: Simultaneous- All Magical Effects, Sustained +2) (Flaws: Touch Range) (30) -- (32 points)
AE: "Blade" Strength-Damage +3/+5 (Feats: Improved Critical) (Extras: Penetrating 12) (Flaws: Damage 3 & Pen. 8 only against non-Magical) (13)
AE: Deflect 12 (Extras: Reflection +2) (Flaws: Limited to Magical Attacks) (24)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Swords +12 (+6 Damage, DC 21)
Swords vs. Magic +12 (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +8, Will +6

Complications:
Prejudice (Obvious Mutant)- With light brown fur all over his body, and cat-like eyes, Colin cannot pass for human.
Relationship (Sat'neen,Shard)- Kylun was engaged to his dimension's version of Saturnyne, but she died fighting Necrom.He's currently in a Relationship with fellow Defender Shard.
Enemy (Necrom)- See above. Necrom was THE Big Bad of Kylun's world.
Power Loss (Swords)- Kylun's Swords will do no damage to those pure of heart or non-evil- the Swords will merely pass right through the target.

Total: Abilities: 54 / Skills: 32--16 / Advantages: 14 / Powers: 32 / Defenses: 15 (131)
Merge Background:
Instead of landing in the Excalibur Lighthouse,he wound up in Dr.Druid's Sanctum Instead&joined up,falling in Love with Fellow Member Shard.Currently somewhere in Scotland...
Image
THE MELTER (Bruno Horgan) Occupation:Weapons Developer Group Affiliations: The Defenders
PL 8 (107), PL 9 (107) to Metal
STRENGTH 2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0


Skills:
Close Combat (Unarmed) 2 (+8) Deception 5 (+5) Experitse (Munitions) 8 (+12) Intimidation 4 (+4) Ranged Combat (Melters) 2 (+8)
Technology 5 (+9)

Advantages:
Improved Aim, Improved Critical (Melting Gun), Ranged 2, Benefit(Security Clearance:Wealth 3-Multimillionaire)

Powers:
"Melter Armor" (Flaws: Removable) [32]
"Melting Beam" Blast 8 Linked to Weaken Toughness 10 (Extras: Ranged) (Flaws: Affects Objects Only +0) (36)
Protection 3 (3)
-- (39 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Melting Beam +8 (+8 Ranged Damage & +10 Ranged Weaken, DC 23 & 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3 (+6 Armor), Fortitude +5, Will +3

Complications:
Motivation (Doing Good)-Bruno want to show that being a weapons Developer doesn't mean your a Villian
Enemy (Firebrand, The Stane Family)
Total: Abilities: 38 / Skills: 26--13 / Advantages: 8/ Powers: 32 / Defenses: 12 (107)
Merge Background:
With Tony Dying from the mine instead of livivng,Bruno took his place as a Major Hero instead of Villian,even going on to help found the Defenders.Currently MIA Somewhere in the Merge Universe...
Image
SHARD (Shard Bishop) Group Affiliations: Xavier's Security Enforcers, Defenders
PL 9 (156)
STRENGTH 1 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1


Skills:
Acrobatics 4 (+7) Athletics 4 (+5) Deception 3 (+4) Expertise (Computers) 7 (+8) Expertise (XSE Soldier) 5 (+6) Expertise (History) 4 (+5)
Investigation 5 (+6) Perception 4 (+4) Stealth 4 (+7) Vehicles 2 (+7)

Advantages:
Improved Initiative, Ranged Attack 4, Set-Up, Teamwork

Powers:
Laser Blast 9 (Feats: Improved Critical, Split 2) [22]
Insubstantial 4 (Feats: Precise) [21]

Offense:
Unarmed +8 (+1 Damage, DC 16)
Laser Blast +9 (+9 Ranged Damage, DC 24)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +4, Fortitude +6, Will +5

Complications:
Relationship (Brother, Bishop)
Enemy(Trevor Fitzroy)-
she will get revenge on the time-traveling Villian for killing her Brother...
Relationship (Kylun)- Shard hooked up with her teammate on the Defenders.

Total: Abilities: 38 / Skills: 42--21 / Advantages: 7 / Powers: 43 / Defenses: 19 (156)
Merge Background:
Story's still the same,only Bishop dies instead of her&she joined The Defenders instead of the X-Men.Currently in Scotland somewhere with Kylun...
Image
THE RACER (Robert Farrell) Occupation:College Student Group Affiliations: The Defenders
PL 8 (131)
STRENGTH 2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+8) Athletics 2 (+4) Close Combat (Unarmed) 1 (+8) Deception 4 (+5) Expertise (Science) 4 (+8) Expertise (Pop Culture) 2 (+6)
Perception 4 (+5) Sleight of Hand 3 (+7) Stealth 2 (+6) Technology 4 (+8) Vehicles 8 (+12) -- Flaws: Limited to Skateboards

Advantages:
Combat Driver, Defensive Attack, Equipment 1 (Spy Gear), Improved Defense, Improved Initiative, Move-By Action, Ranged Attack 4, Skill Mastery (Vehicles), Ultimate Vehicles, Uncanny Dodge (Hearing)

Powers:
"Rocket Skateboard" (Flaws: Removable) [12]
Speed 6 (120 mph) (6)
Movement 2 (Wall-Crawling 2) (4)
"Skateboard Ram" Damage 5 (5)
-- (15 points)

" Racer Outfit" (Flaws: Removable) [20]
Protection 2 (2)
"Mini-Rocket Gauntlets" Blast 7 (Extras: Multiattack) (21) -- (22)
AE: "Rocket Punch" Strength-Damage +4 (4)
Features: Remote Controls Skateboard) (1)
-- (24 points)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Skateboard Ram +8 (+5 Damage, DC 20)
Rocket Punch +9 (+6 Damage, DC 21)
Mini-Rockets +8 (+7 Ranged Damage, DC 22)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 Costume), Fortitude +5, Will +5

Complications:
Motivation (Money)- Robert Farrell is responsible for his younger siblings following the death of his mother.
Motivation(Setting a Good Example)-Robert wants to make sure his younger sibling have someone to look up to.
Enemy (Spyderman)-In Druid's world,Peter was Driven Insane after the Burglar shot BOTH May&Uncle Ben and started using his Powers for his own Greed,running afowl of the Racer several Times

Total: Abilities: 52 / Skills: 34--17 / Advantages: 13 / Powers: 32 / Defenses: 17 (131)
Merge Background:
Same as original,But In Druid's world,Robert Became a hero instead of a Villian and did everything he could to be one(Including joining the Defenders).Currently somewher in the Mergeverse...

Image
DEMOLITION MAN(Dennis Dunphy) Occupation: Professional Wrestler
Group Affiliations: The Defenders, The Unlimited Class Wrestling Federation
PL 10 (158)
STRENGTH 16 STAMINA 13 AGILITY 0
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3


Skills:
Close Combat (Unarmed) 2 (+7) Expertise (Soldier) 4 (+3) Intimidation 5 (+5) Persuasion 2 (+2) Vehicles 7 (+7)

Advantages:
Fast Grab, Improved Grab, Improved Hold, Power Attack

Powers:
Power Lifting 5 (50,000 tons) [5]
Leaping 11 (4 miles) [11]
Protection 2 (Extras: Impervious 13) [15]
"Super-Strength Feats"
"Thunderclap" Dazzle Hearing 12 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range, Distracting) (24) -- [29]
AE: "Groundstrike" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Burst +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (22)
AE: "Groundstrike Line" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Line +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (22)
AE: "Shockwave" Damage 12 (Extras: Area- 60ft. Burst +2) (Flaws: Both Grounded) (24)
AE: "Super-Breath" Move Object 12 (Extras: Area- 120ft. Cone +2) (Flaws: Limited to One Direction) (24)
AE: Penetrating Strength Damage 13 (13)

Offense:
Unarmed +11 (+16 Damage, DC 31)
Assorted Strength Feats +12 Area (+12 Damage/Affliction, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +15 (+7 Impervious), Fortitude +15, Will +8

Complications:
Responsibility(Gamma-Powered Beings)-Dennis feel's responsible for trying to contain the Other Gamma Beings out there...
Disability(Amnesiac)-Dennis currently has no Idea who he is or sometimes even where he is....

Total: Abilities: 64 / Skills: 20--10 / Advantages: 4 / Powers:64 / Defenses: 16 (158)
Merge Background:
In his world,Dennis was still in the military when The Gamma Bomb experiments were taking place&managed to push both Banner&Rick Jones into the Ditch,gaining the Gamma Powers of the Hulk(w/out the Transformations) and became a founding member of the Defenders...
Currently an Amnesiac Homeless Man roaming around New York...

and here's one for the spider-people...
Image
TARANTULA I (John Law) PL 8 (123)
STR 3 STA 4 AGL 4 FGT 9 DEX 5 INT 2 AWE 3 PRE 2

Skills:
Acrobatics 6 (+10) Athletics 6 (+9) Deception 6 (+8) Expertise (Writer) 8 (+10) Insight 5 (+7) Investigation 3 (+6)
Perception 3 (+6) Stealth 5 (+9)

Advantages:
Agile Feint, Defensive Attack, Improved Aim, Improved Defense, Improved Smash, Precise Attack (Ranged/Cover), Ranged Attack 3

Powers:
"Tarantula Costume" (Flaws: Removable) [4]
"Suction Cups" Movement 2 (Wall-Crawling 2) (4 points)

"Web-Gun" (Flaws: Easily Removable) -- [14]
Snare 7 (Feats: Tether- May Use Strength Against Snared Targets) (22) -- (23 points)
AE: Movement 2 (Swinging) (4)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Web-Gun +8 (+7 Ranged Affliction, DC 17)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +6

Complications:
Motivation(Responsbility)- John feel's like,now that he's got a second lease on life,he should use it to help all those in need that he can....
Man out of time-being put into a younger body of himself has thrown John into a Tailspin(along with The More Modern Stuff)
Reputation(Spider Family)-John tends to think of anything Spider related as "Wierd Irony" and,ounce established as an Ally,will try to "Mentor"the person(wether they really want him to or not)...
Enemy(Spider Foes,Hydra&AIM)-Anyone that has a mad on for Spider people tend to take him for one&will go after him,Hydra&AIM are self-explanitory...
Relationship(Dian Belmont-Law,Sandy Hawkins)-After Dodd's Death,John spent some time with his "Widow" and her Nephew,getting close enough to Marry her&Legally Adopt Sandy(who later took up the Sandman Moniker of his Former Mentor)...
Total: Abilities: 64 / Skills: 42--21 / Advantages: 9 / Powers: 18 / Defenses: 11 (123)

Background:
John Law was basically a writer who got bitten by the "mystery man" bug and decided to help out using a costume with some neat gimmicks. He joins the All-Star Squadron and helps out on a few missions, then retires to write a successful novel based off of his life. He moves to Bludhaven and writes some less-popular books, and is eventually saved by Nightwing from some old Nazi foes. He's later thought-dead after Blockbuster burns down his apartment building to get back at Nightwing, but his body was never found.....

John's Notebook:Entry 0001

you know,my life has taken some rather intresting turns..especially of late!

As you know,i didn't always want to be a "Crime-Fighter"(Or Mystery Men as we called them),i just wanted to be a Regular Crime Writer.It wasn't untill The Hero Sandman Died in a Car Crash that i decided to Get in on the Game.I had spent soo much time with his Widow(Now my wife of sixty-some years....Sweet God,i hope her&Sandy are still alive somewhere...No,Focus Law! Focus!)....Diane that i made a conscious Decision to "Keep the Dream Alive" and be a Costumed Crime-Fighter as well.I even hooked up with a Bunch of other Johnny-come-late's and Formed a Homefront Super Team Called the All-Star Squadron.We did some real good out there,Staying together even after the War to try to fight Crime&communism...Untill the Hearings all but tore the Hero Community Apart.Me& a couple of the Others(Tyler,Scott&Grant Mostly)refused to retire quietly& continued to be Heros,But after Rick Died while trying to evade Cops,Diane had finally had enough&talked me into Retiring and writing that Book i was always going on about...We Gave the Brownstone to Sandy&Moved to Bludhaven a couple of years later...The last thing i remember was going to bed after taking our Medicine and then,next thing i know,i'm waking up in a Small Crater outside New York in my Old Suit& in a Younger Body....
Last edited by MacynSnow on Mon Jan 23, 2017 5:22 pm, edited 1 time in total.

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Bladewind
Posts: 925
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Re: The Merge Universe

Post by Bladewind » Mon Jan 23, 2017 3:42 pm

Love the Honorverse write up, haven`t finished reading your summary but I plan to.

@Macyn - great additions to the Merge universe, but keep them in your thread and just link here. Makes things easier to read.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Merge Universe

Post by MacynSnow » Mon Jan 23, 2017 4:44 pm

Bladewind wrote:
Mon Jan 23, 2017 3:42 pm
Love the Honorverse write up, haven`t finished reading your summary but I plan to.

@Macyn - great additions to the Merge universe, but keep them in your thread and just link here. Makes things easier to read.
you know,i keep forgetting how to do that...sorry! :oops:

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Bladewind
Posts: 925
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Re: The Merge Universe

Post by Bladewind » Mon Jan 23, 2017 4:45 pm

simple !

(url=www.thelink.com)your text(/url)

Use square brackets. :D
If you can't find the brackets on your keyboard, use the bold function at the top of the page and sub out the "b" for "url."
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Merge Universe

Post by MacynSnow » Mon Jan 23, 2017 5:18 pm

Bladewind wrote:
Mon Jan 23, 2017 4:45 pm
simple !

(url=www.thelink.com)your text(/url)

Use square brackets. :D
If you can't find the brackets on your keyboard, use the bold function at the top of the page and sub out the "b" for "url."
thanks,i'll try it next time...

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Merge Universe

Post by MacynSnow » Wed Jan 25, 2017 6:06 pm

Bladewind wrote:
Mon Jan 23, 2017 4:45 pm
simple !

(url=www.thelink.com)your text(/url)

Use square brackets. :D
If you can't find the brackets on your keyboard, use the bold function at the top of the page and sub out the "b" for "url."
OK,let's see if this actually works....
Frank Castle&Oswald Copplepot III
Thanks so much,Bladewind!

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Merge Universe

Post by MacynSnow » Wed Jan 25, 2017 6:23 pm

Now let's add Boomslang into the mix...
Boomslang

kirinke
Posts: 585
Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge Universe

Post by kirinke » Thu Jan 26, 2017 1:47 am

Also, emailing him the link might help. :)

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Bladewind
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Re: The Merge Universe

Post by Bladewind » Thu Jan 26, 2017 3:02 am

Nah. I can quote to copy/ paste... :D
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Merge Universe

Post by MacynSnow » Thu Jan 26, 2017 6:07 pm

thought i'd toss Jack in the Merge..
Nomad

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Bladewind
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Re: The Merge Universe

Post by Bladewind » Sat Jan 28, 2017 3:59 pm

added a quote to the first post just before the Table of Contents, modified from something said by dorthgery`s character in my newest game... sums up the merge extra-ordinarily well...
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

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