The Merge: Agents & Powers (Interest)

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

Post by kirinke » Sat Sep 22, 2018 4:57 pm

Well with the Jedi, you got some leeway. Some of the buggers are more melee, some are ranged, some are healers etc. So if there is a Jedi in the party, see what they mainly are and build around that. Kinda like in the Omega game. You got 3 different Force Sensitives with wildly different power-sets and abilities.

Also with the Merge games, there is a built in mechanic if you want to try something different. Either they get called for other missions or in the case of teen games, "detention".

Grr. I'm having trouble with the PL 10 version. I put my first stab at it in quotes.

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

Post by Bladewind » Sat Sep 22, 2018 11:45 pm

Before I look at the deets on that one, I want to make sure Neo is okay with the Holding Back Advantage.
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

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

Post by kirinke » Sat Sep 22, 2018 11:48 pm

No worries, it's easily erased if he says no and it frees up more PP for me to play with. I just wanted something in there in case he says yes. :D

I built it to be a right monster in combat. Hopefully that comes clear. :lol:

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

Post by Neo-Paladin » Sun Sep 23, 2018 9:03 am

Bladewind wrote:
Sat Sep 22, 2018 11:45 pm
Before I look at the deets on that one, I want to make sure Neo is okay with the Holding Back Advantage.
Yeah, I am. I allowed it in my new game, too.

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

Post by kirinke » Sun Sep 23, 2018 12:55 pm

Cool, did I apply the Holding back advantage correctly?

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

Post by Neo-Paladin » Sun Sep 23, 2018 2:39 pm

Upon first sight, I see no problem but would like Bladewind to look over it, too.

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

Post by kirinke » Sun Sep 23, 2018 3:07 pm

No problems. It's a new mechanic for me, so I need the extra set of eyes, especially on the maths.

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

Post by Flynnarrel » Sun Sep 23, 2018 4:24 pm

When can Holding Back trigger?

Did we ever see the Avatars actually change into an element? Don't think so. https://www.youtube.com/watch?v=0KhBcABRI1c
The closest is when Aang is essentially piloting a Mech made of water.

I don't feel its my place to comment on the nature of the changes you make to your character (I'll comment on rules and build mechanics openly because that is the system that governs our shared 'make believe' sessions and those need to be consistent for us to be playing the same game on equal footing). But what you change, as long as its approved by the GM, isn't my place to judge. I just ask you to consider, however, in your quest for 'versatility', how enjoyable it might be to play alongside you as another character in the game. There's no right or wrong answer here. Just concerns.
"Something pithy this way comes."

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

Post by Bladewind » Sun Sep 23, 2018 6:39 pm

Actually - I do think its your place. We're supposed to have fun as a group.

I will look over the build later.
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

kirinke
Posts: 1322
Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents & Powers (Interest)

Post by kirinke » Sun Sep 23, 2018 7:54 pm

No worries, I can change it, that's not a problem. I don't want to ruin it for anybody else. Like I said earlier, this is just my first stab at a PL 10 Avatar version. I always expect revisions with this sort of thing. In fact, if you have any suggestions on the build, I'm more than happy to hear them! ^_^

I really don't expect the Avatar state to come up often, if at all. The Feces would really have to hit the fan for it to do so.

Okay, I took in account the previous suggestions and redid the build.

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

Post by Neo-Paladin » Tue Sep 25, 2018 4:22 pm

Alrighty...may I gently nudge you folks in the direction of the IC thread....;)

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

Post by kirinke » Tue Sep 25, 2018 5:23 pm

I will post tonight when I get home from work.

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

Post by kirinke » Tue Sep 25, 2018 11:53 pm

Oh, I found this from the old Atomic Think Tank sight. It's Stars wars for 3e. Figured it might be useful for the games.
https://roninarmy.com/att-forum-archive ... 241a237130

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

Post by Bladewind » Tue Sep 25, 2018 11:55 pm

Flynnarrel wrote:
Tue Sep 25, 2018 11:43 pm

"Step Lively."
Suuuuuurrrre. You put that line in right after I stop playing Hannibal. :lol:

I'll post IC (with a cover name) in about an hour.
Last edited by Bladewind on Wed Sep 26, 2018 12:08 am, 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

kirinke
Posts: 1322
Joined: Sat Nov 05, 2016 2:28 pm

Re: The Merge: Agents & Powers (Interest)

Post by kirinke » Wed Sep 26, 2018 12:06 am

If it does come up, hope the new avatar build is better.

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