The Merge: Agents & Powers (Interest)

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

Post by Neo-Paladin » Sun Dec 11, 2016 9:36 am

As some of you know, I have two long-running games set in the Merge Universe (setting thread is here viewtopic.php?f=13&t=52. Both are pretty high-powered but what I was yearning to do for a while now was an Agents of SHIELD-type game where the characters are operatives in the new shadowy world the Merge has created. That means most characters would be specialists and very highly skilled but most would not have powers.

PL would be 7, with 105 pp. You can trade up and down 1 PL for 15 pp. PL 8 would be at 90 pp, PL 6 at 120 pp.
You can have powers but that is definitely not a requirement.
Each rank of Presence nets you a social advantage.
Skill Points are 1/3 pp.

The characters are all working for the Department of Extradimensional Operations, a subset of Homeland Security (albeit operating worldwide) under the watchful eye of Cecil Stedman( from Image's Invincible universe) and his right-hand-man Phil Coulson. The game is set in late 2016, a bit later than the other two Merge games - i simply assume that the heroes there were successful ;)

Any interest in such a game?

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

Post by Bladewind » Sun Dec 11, 2016 1:02 pm

Definitely !

I have just the idea... but are you looking for more original characters for this one? People originally from this world stepping up to defend it? Or agent types from the various source materials? Agent Danvers for instance? (Not interested in playing that character...)
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Neo-Paladin
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Re: The Merge: Agents & Powers (Interest)

Post by Neo-Paladin » Sun Dec 11, 2016 1:49 pm

Both would make sense, although original characters would be a nice change of pace.

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

Post by kirinke » Sun Dec 11, 2016 2:11 pm

Well, here's my first submission


Image

Aislynn Finnigan - PL 6/120PP
Age 21

BACKSTORY
Before the Merge, the town I grew up in was a rather ordinary Oregon coastal fishing community. My dad worked construction and was involved in the fishing industry, mostly tourist stuff and my mom was a psychologist working for the police department. After the merge, everything went crazy for a while and I found out I developed some rather interesting powers. The local Shaolin priests helped me learn how to control them while I was attending college. I graduated and promptly joined Department of Extradimensional Operations.

COMPLICATIONS
Air Bending Rarity: Like in the show, Air bending is still a relatively rare ability and Aislynn does garner some raised eyebrows to say the least, especially from Ex-dee's hailing from the Avatar Universe. When she does encounter other Air benders, they tend to cling or at least want to keep in touch. The Chinese, Tibetian and Japanese governments are very interested in her.

Motivations
From an early age, Aislynn developed a strong sense of justice, a personal code of honor and an urge to do good, which fit in well with the Buddhist teachings the Shaolin instilled in her. During her off-duty hours, she can often be found at the local temple, practicing and improving her air-bending forms.

ABILITIES
0 STR
6 STA
2 AGL
2 DEX
1 FGT
1 INT
1 AWE
1 PRE
PP 28


DEFENSES
2(6) DODGE
2(6) PARRY
6 FORT
6 TOUGH
1(6) WILL
PP 13

ADVANTAGES
Agile Feint
Close Attack 4
Evasion 1
Benefit: Government Agent
Improved Initiative
Ranged Attack 4
Takedown
PP 13

SOCIAL ADVANTAGES
Contacts

SKILLS
2(10) Acrobatics
6 Athletics
1(6) Expertise (Police Sciences)
1(6) Insight
1(8) Investigation
1(6) Perception
1(10) Persuasion
1(6) Sleight of Hand
1(7) Stealth
PP 18


INDEPENDENT POWERS
1PP Dimensional Hearing and Sight (Limited to seeing spirits and Ghosts)
3PP Senses 3 (Air Sense: Awareness: Air Ranged: Touch, Detect: spirits and ghosts 1)
Air Senses: You can feel the movement of air currents around you, giving you an effective picture of your surroundings without having to see and allowing you to sense any unusual disturbances of the air nearby (usually from the use of other powers with an air descriptor).
2PP Air Supply: Immunity 2 (Suffocation (All); Sustained)
12PP Riding the Currents: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
PP 18

AIR BENDING
Air Control: Shapeable Area Damage 6 (DC 21; Shapeable Area: 30 cft., DC 16, Increased Range: ranged, Precise, Selective)
Aerokinesis: Shapeable Area Move Object 6 (Alternate; 3200 lbs.; Shapeable Area: 30 cft., DC 16, Precise, Selective)
Blessings of the Wind: Comprehend 5 (Alternate; Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits)
Cleanse The Air: Shapeable Area Nullify 6 (Alternate; Counters: Air Effects (like poison gas), DC 16; Shapeable Area: 30 cft., DC 16, Broad)
Solid Air: Create 6 (Alternate; Volume: 60 cft., DC 16; Increased Duration: continuous, Precise)
Wind Snake (Snare): Cumulative Affliction 6 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 16; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
PP 30

Offense
Initiative +6
Aerokinesis: Shapeable Area Move Object 6 (DC 16)
Cleanse The Air: Shapeable Area Nullify 6 (DC Will 16)
Energy Control: Shapeable Area Damage 6 (DC 21)
Grab, +5 (DC Spec 10)
Throw, +6 (DC 15)
Unarmed, +5 (DC 15)
Wind Snake (Snare): Cumulative Affliction 6, +6 (DC Fort/Will 16)

POWER BREAKDOWN
ABILITIES 28 + DEFENSES 13 + SKILLS 18 + ADVANTAGES 13 + POWERS 48 =120
Last edited by kirinke on Thu Dec 29, 2016 12:50 pm, edited 8 times in total.

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

Post by Bladewind » Sun Dec 11, 2016 3:25 pm

Updated the setting thread with the creation rules... added a section for character submissions in the appropriate post... as I am currently sitting in a McDonalds, the links will get posted later today...

Do we have to worry about transportation?
Last edited by Bladewind on Sun Dec 11, 2016 3:49 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: Character List

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

Post by Neo-Paladin » Sun Dec 11, 2016 3:32 pm

Nope...unless you want something extravagant.

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

Post by kirinke » Sun Dec 11, 2016 4:39 pm

Got a character idea up!

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

Post by Bladewind » Sun Dec 11, 2016 6:02 pm

I really like that character kirinke !

I've also managed to get all the links into the Table of Contents in the first post....
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

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

Post by kirinke » Sun Dec 11, 2016 6:56 pm

I don't think bending has been introduced yet, so. :)

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

Post by Bladewind » Sun Dec 11, 2016 7:31 pm

Going for a Men in Black type myself, with a Judge Dredd Lawgiver... we'll see how it goes... ;)
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

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

Post by kirinke » Sun Dec 11, 2016 7:49 pm

Maybe one of their psi-characters? Psi Judge Anderson seems to be the only sane one in that crowd.

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

Post by StarGuard » Mon Dec 12, 2016 8:45 am

Neo-Paladin wrote:Both would make sense, although original characters would be a nice change of pace.
It's good to see both you and Kirinke again. I periodically check on the original Merge game to see how you guys are doing. Especially like BW Supergirl variant and Aggie being Aggie ;)

Just started back gaming a month ago or so ago I think and the Arrowverse game reinforced to me the unique fun of the sub PL 8 games. I've always thought the "real" world reaction would be to develop an organization like this and it's exactly the organization I would have had Cap working with when he first entered the Merge and was trying to find his place.

While Captain America is a tad too high a PL for this game, I'm thinking a version of Falcon or Winter Soldier might be a blast. :)

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

Post by Bladewind » Mon Dec 12, 2016 12:32 pm

kirinke wrote:Maybe one of their psi-characters? Psi Judge Anderson seems to be the only sane one in that crowd.
Not going for Judge. That would need to be somewhere around Captain America levels to work properly. Have a few ideas percolating, may post them to my thread and then decide which to pitch.

The above noted Agent is more of a Man in Black (Movie Version) type than anyone else, and is an OC.
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

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

Post by kirinke » Tue Dec 13, 2016 1:02 am

You could do the clone version of Colonel Jack O'Neil, grown up to 21 or so.

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

Post by EnigmaticOne » Tue Dec 13, 2016 6:20 am

I suppose I could give this a try. What with the Crinoverse largely going dormant I suspect after the end of Last Chicago Story (which I'm not even in), looking into a new mashup 'verse is worth a shot.

I'll have to give my OCs some thought.
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