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  • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

    Simon Wentworth AKA Griffin - PL 10

    Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 7, Intellect 3, Awareness 3, Presence 1*

    Advantages: Accurate Attack, All-out Attack, Animal Empathy, Defensive Attack, Diehard, Fascinate (Persuade)*, Favored Environment: Air, Fearless, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Instant Up, Interpose, Move-by Action, Power Attack, Quick Draw, Redirect, Taunt, Weapon Bind, Weapon Break, Well-informed

    Skills:Acrobatics 3 (+5), Athletics 3 (+5), Close Combat: Swords 5 (+12), Deception 4 (+5), Expertise: Current Affairs 3 (+6), Expertise: Pop Culture 3 (+6), Expertise: Tactics 3 (+6), Expertise: Theology & Philosophy 3 (+6), Insight 2 (+5), Intimidation 4 (+5), Investigation 2 (+5), Perception 2 (+5), Persuasion 4 (+5), Ranged Combat: Light Beam 10 (+12), Stealth 3 (+5), Technology 2 (+5), Treatment 1 (+4)

    Angel Wings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Feature: Can Hide Wings; Wings)
    Blessing of Protection: Protection 10 (+10 Toughness)
    Blessing of Sustenance: Immunity 10 (Life Support)
    Eagle-Eyed: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
    Gift of Understanding: Comprehend 5 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All)
    Healing Touch: Healing 10 (Persistent, Stabilize; Limited: To Others)
    Impervious Defence: Impervious Toughness 8 (Limited: Not Against Supernatural Attacks)
    Justice (Easily Removable (indestructible))
    . . Armour Piercing Strike: Strength-based Damage 6 (cutting, divine, piercing, DC 23; Affects Insubstantial 2: full rank, Dangerous, Penetrating 8)
    . . Flurry of Steel: Strength-based Damage 6 (cutting, divine, piercing, DC 23; Affects Insubstantial: half ranks, Dangerous, Multiattack [2 extra ranks])
    . . Light Beam: Damage 8 (divine, light, DC 23; Affects Insubstantial 2: full rank, Dangerous, Increased Range: ranged)
    True Sight: Senses 7 (Counters All Concealment: Vision, Counters Illusion: Vision)

    Initiative +6
    Armour Piercing Strike: Strength-based Damage 6, +12 (DC 23)
    Flurry of Steel: Strength-based Damage 6, +12 (DC 23)
    Grab, +7 (DC Spec 12)
    Light Beam: Damage 8, +12 (DC 23)
    Throw, +2 (DC 17)
    Unarmed, +7 (DC 17)


    Disability/Prejudice/Secret: Simon is a high-functioning autistic, meaning that his brain is wired quite differently. In his case, it usually manifests in finding it harder to explain something to someone, and in finding it harder to control his emotions. It also means that his DC to resist sound or light based effects or emotion-controlling effects is increased by +5 (Flashbangs will make him want to kill whoever threw them). The main reasons he keeps this a major secret are because he'd rather have people judging him by his actions and not by his disability and there's always some idiot who thinks that autism means "stupid".

    Fame: Simon never bothered with a secret identity (he had the near-death experience that empowered him in a mortuary in a NHS (state-run) hospital, there was no way he could hide it) and is well-known in London - and most of South-East England for that matter - as someone to call in case of a super-powered emergency, especially due to his high flying speed.

    Honour: Simon will keep his word, once given. He won't put an innocent in danger - even if it means placing himself in mortal danger - and he will only use lethal force out of self-defence where the other person is capable of and actually trying to kill him (a punk with a 9mm just gets knocked out, but he wouldn't hesitate to kill a super-powered mercenary who was trying to do the same to him), to protect an innocent from being killed and when he faces a non-living opponent (non-lethal methods won't actually work on such opponents). The main reason Simon does angelic missions is this complication. It's one thing to owe someone who saves your life, and quite another to owe someone who gave it back to you after you've already died.

    Motivation: Justice: Simon has always wanted to put things right. And now he can do something about it and make sure it stays done.

    Temper: Short tempers are known to run in Simon's family. Confirmed triggers include being prejudiced and deliberately threatening or harming an innocent.

    Languages: U.K. English

    Defence: Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 10

    Power Points: Abilities 44 + Powers 77 + Advantages 23 + Skills 19 (57 ranks) + Defenses 22 = 185 PP

    Fascinate (Persuade) is the free advantage gained from Presence. "Don't be afraid."
    Hometown: London, U.K.

    Legal Status: British Citizen, no criminal record, known by Her Majesty's Government to be "Dramatically and Positively Affected" by the Merge (their term for someone from Earth-Prime who was empowered by the Merge).

    Songs: The Last Stand by Sabaton, Rock You Like A Hurricane by Scorpions, Sogno di Volare ("The Dream of Flight") by Christopher Tin.

    Simon Wentworth was hit by a bus on the day of the Merge and the next thing he could recall was waking up in hospital. He was wondering why the staff were freaking out until one of them mentioned two things: He was in the mortuary and there was a pair of white feathered wings on his back! Simon started having flashbacks...

    Feeling like being on the very edge of falling off... getting hit by the bus... a bright light... being told he had a new purpose for a new world... waking up...

    After being given a clean bill of health, Simon quickly discharged himself. He went to some common land near the hospital to see if his new wings worked... He whooped and hollered in joy as he flew home! He landed on a nearby path and wondered if he could hide his wings. He felt them somehow slide into his back.

    When he got home, he found a sword on his bed. When he touched it, he had another flashback...

    Training with the sword... realising its sheer sharpness... learning how to use it while sheathed to go non-lethal... firing a beam of light...

    He flourished the blade, and he realised that whoever put those wings on him also gave him the skill to wield it properly. That was when he turned on the news... Utter chaos and this time, no-one could give a straight answer about what on Earth was causing it! BBC, CNN, Fox, Infowars, Russia Today... none of the news companies, mainstream, alternative, state-run or corporate could honestly believe it! The only thing Simon saw them agree upon was that beings that just a few days ago were previously believed to be completely fictional were now all over the world, clearly acting like a hard fact! He couldn't dismiss it as fake news, because everyone was talking about it and what happened there sounded a lot like what happened to him!

    In the months since then, Simon has gotten involved in various Merge-related acts, like discussing how the Merge could affect various laws at his MP's surgery and at town hall meetings (It was the most polite method he could think of to tell Parliament that "Yes, your constituents, your citizens, are getting powers from the Merge as well, so you shouldn't get draconian with any Merge-related laws you decide to think of. If any."), occasionally talking someone down - or taking them down - before they hurt someone and help them get their head around what happened there over a drink at the Time in a Bottle, a pub in Central London that appeared after the Merge.

    He has taken the alias of "Griffin" to show that it doesn't matter if it flies or walks, he can fight it or protect it.


    Griffin takes ethical and moral behaviour very seriously. He won't break his word (and he's very careful about giving it in the first place), and he won't support a course of action that has a chance of civilian endangerment. And he doesn't touch any drugs stronger than caffeine without a prescription. His powerset (which includes internalised Life Support) means that it'll be very unlikely for use of said drugs to affect him anyway.

    He won't wear a costume at all. He feels uncomfortable in them and they make him stand out when he'd rather not. He uses his wings if he needs to stand out as one look at them and that's all you need to know about who you're really dealing with.

    When a fight breaks out, his top priority is get civilians out of danger. He is not afraid to Interpose in such a scenario. He prefers to Taunt or Intimidate his opponents to force them to attack him and divert attention from anyone else. The fact that he can take a 9mm round without injury certainly helps (it still hurts a little but he knows that if it's a pistol or SMG, he won't actually come to lasting harm from it).

    After that, he'll do what he can to lay the hostiles out. The main reason he tries not to kill is really due to the possibility, however remote, of mind control. There are certainly people around these days who can actually do that. The few times he's been seen using lethal force were on robots and undead, the sort of opponents for whom non-lethal force is useless.

    He considers it his obligation as a human being to help X-Ds learn how to deal with how it was and how it is now on Earth-Prime, usually over a drink at the Time in a Bottle, a pub that appeared in Central London after the Merge which caters to various X-Ds and locals who've acquired powers.

    Personal Issues: Griffin doesn't know who or what exactly empowered him and he doesn't recall everything about his NDE. If it was the God of the Bible like he thinks it is... then which one exactly did this to him? Pre-Merge, that question would have been crazy to ask... Post-Merge, it has since become a very understandable question to ask, even though anyone who could give Griffin an unambiguous answer isn't talking right now.

    Griffin has had a few more "flashes" as he calls them. Each time he has a flash, he sees something in the past or sometimes happening right now that is relevant to his immediate situation. He has since learned the hard way that some of those flashes reveal information that isn't public knowledge, which has caused more than one fight when he mentioned something out loud that someone else wished he didn't. And the flashes always reveal something that Griffin genuinely didn't know about beforehand.
    The flashes are one way for the GM to deliver results on a Well-Informed check where the information revealed isn't public knowledge. The result could also reflect how much info Griffin can recall from a flash that he can actually understand and share with others. They could also be a good descriptor for what happens if he spends a HP to get some inspiration.
    Quotes: "The world has always been a bit crazy! Only thing the Merge did was make everyone acknowledge it! The only folk I know for a fact who haven't noticed are too comatose, too crazy, too far gone, too isolated or too stupid to have noticed reality getting kicked in the balls!"

    "Every time I've come to Central London, I always find something to talk about. Follow me, I know a pub that's friendly to the likes of us."

    "I only fight fair in duels and tournaments, where minimising injury and death are expected of you. Any other occasion, I fight for real or I risk endangering bystanders and allies, which is never acceptable."

    "You know what my thoughts were on realising what the Merge did to the whole world? I thought 'If that's real... what else could be real?' It's not paranoia trying to find out what else happened there, when you keep getting into situations where ignorance can kill you harder than a laser blast! It's basic vigilance!"

    "Don't be afraid, I'm here to help!"

    "Fear is for failures! COURAGE BRINGS CHANGE!"

    "The wicked flee when none pursue, but the righteous are as bold as a lion!"
    EDIT: Now including the 5 extra PP.
    Last edited by betterwatchit; 02-11-2018, 01:37 PM.


    • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

      I went LSD calibre-mystical, with a dimension travelling Buddhist monk.

      Name: Sanzo Toya, the Hand of Buddha, or The Hand Height 1.6mts
      Ethnicity: Japanese Weight 60kg
      Hair: Black Feature Bald
      Eyes: Black Age: Unknown

      The Merge brought together many universes, and it also opened a portal to the Land of Eternal Bliss, where the cosmic entity known in Earth as Buddha, resides. The Merge troubled Buddha, he was in charge of ordering different planes of existence to sort out the mortal's souls, and such mixing of universes and realities only complicated things. So he summoned envoys from the enlightened ones that resided in his paradisaical plan, and dispatched them to observe and to help bring order to chaos. One of such envoys was a man known as Sanzo Toya, the first japanese buddhist monk who reached enlightening. Sanzo was commanded to reach Earth, his birth planet, and assess the damage there.
      Sanzo was an enlightened monk in the sengoku period of Japan. A preacher of peace in times of war, Sanzo endured many tantrums. He became famous when he decided to offer his eyesight to a Daimyo for him to stop the attacks on innocent villagers. The cruel despot not only took Sanzo's eyesight, but also kept masacring the villagers. It is said divine punishment descended upon him as he froze in battle a few days later, and was slain by the enemy. Sanzo dedicated the years of his life to continue preaching peace and order throughout japan, getting monikers like "The Hand of Buddha", "The Bind Monk" and the like. Since his awakening in the Land of Eternal Bliss after his death, he regained his eyesight, but still keeps his eyes shut, to heighten his spiritual power, only opening them to employ his most powerful techniques.
      Earth had changed very much since Sanzo's body died, and at first he found himself lost among so much chaos. However, he managed to start spreading order and peace were he walked, albeit the barriers that presented his attitude and demeanour from ancient times. Soon the people started calling him by the names of old, finding extreme resemblance with the historic records of his past.
      In the past The Blind Monk walked the earth to end the war. Now, The Hand walks the land with another mission, to end the Merge.

      "Everything is relative under the gaze of Buddha"

      "Shi wa owari dewanai!" (Death is not the end)

      "Mitte! Ten wa matte iru!" (Behold! Heaven is waiting)

      Pacifist : Despite being able to harm others in various ways, he firstly resorts to non aggressive measures, such as Kahn, or the Visions of the Land of Eternal Bliss,
      Enlightened : He might sound lofty and over the top with his preaching of enlightenment, or people's lack of it
      Motivation: End the Merge : His mission is to correct the Merge, thinking it is what is wrong in the world, at least in his worldview.
      Life is precious : He will go to great lengths to not take a life, or stop others from doing it, even when in the great scheme of things it would be detrimental to itself
      Eyes closed : Sanzo rarely opens his eyes, relying on his other senses in most situations. He might not notice something purely visual if he isn't with his eyes opened at that time.

      Abilities ( 90 pp)
      Strength 10 , Stamina 10 , Agility 5 , Dexterity 0 , Fighting 10 , Intellect 0 , Awareness 10 , Precence 0 .

      Powers ( 55 pp)
      - Fist of Buddha ( Strength effect : Penetrating 10, Multiattack, Subtle 1 ) · 21 point/s
      - Pacification ( AP: Strength effect : Penetrating 10, Affects insubstantial, Alternate resistance Will, Secondary effect ) · 1 point/s
      - The Treasures of Heaven ( AP:Affliction 10 : Vulnerable & Impaired, Defenceless & Disabled, Paralyzed & Unaware. Will. Perception (Sight) Area ) · 1 point/s
      - Visions of the Land of Eternal Bliss ( AP:Affliction 10 : Dazed, Stunned, Incapacitated. Will. Perception (Sight) Area, Secondary effect ) · 1 point/s
      - Another Dimension ( AP:Teleport 9 : Attack (will), Dimensional 3, Perception (Sight) Area )) · 1 point/s
      - Palm of Buddha ( AP:Teleport 6 : Portal, Extended )) · 1 point/s

      - Kahn ( Create 10 : Impervious, Selective, Subtle 1, Concentration, Limited (hollow spheres), Quirk (must be sitting), Reduced range ) · 10 point/s
      - The wheel of Dharma ( AP: Healing 10 : Temporary ) · 1 point/s
      - Enlightened vision ( AP: Senses : Counters all concealment (visual), Penetrates concealment (visual), Radius (visual) ) · 1 point/s

      - Transcend the flesh ( Immunity : Aging, Disease, Poison, All environmental conditions. Limited: Half effect ) · 4 point/s
      - Eyes closed, mind open ( Senses : Accurate (hearing), Danger sense (hearing) ) · 3 point/s

      - Quick of motion ( Speed 10 ) · 10 point/s
      - Levitation ( AP: Flight 5 ) · 1 point/s

      Power descriptions
      Fist of Buddha: This technique turns Sanzo's fist in metal bending, lightning fast weapons, so fast the opponents don't even see them as they tear into them.
      Pacification: Sanzo extends his hand in an open palm, which begins to glow with golden energy. Opponents touched by it feel their consciousness , problems and concerns fade away, leaving a blank state of calm and peace, as a giant image of Buddha is all they can see in their minds. The effect is lingering once affected by this technique.
      The Treasures of Heaven: One of the few occasions when Sanzo opens his eyes is to use this technique. Sanzo shows the targets the 7 places were their souls will go when they die by murmuring the ancient mantras and performing the mudras (hand gestures of Buddhism). The terrible visage of their fate leaves those affected in a state of complete despair.
      Visions of the Land of Eternal Bliss: One of the few occasions when Sanzo opens his eyes is to use this technique. By murmuring the ancient mantras and performing the mudras Sanzo shares with his enemies the vision of the Land of Eternal Bliss, the promised land to those who reach enlightenment. The vision is so perfect and beautiful that is too much for the senses of the unenlightened. This leaves them stunned and paralyzed in awe.
      Kahn: Sanzo sits and invokes the mantra of protection, creating an impervious dome of golden energy that shields those around him. The shimmering sphere is not easy to perceive.
      The wheel of Dharma: This mudras clears the doubts and fears from the subject's minds, allowing them to overcome pain.
      Enlightened vision: One of the few occasions when Sanzo opens his eyes is to use this technique. in this state he can see everything around him, no worldly obstacle impairing the unforgiving gaze of the monk.
      Palm of Buddha: It is said that the Monkey King thought he was inescapable and that no one could reach him. However, he was simply running in the palm of Buddha, since time and space are all but relative to him. Employing this technique allows Sanzo to cross dimensions, however it is a taxing effort to even grasp the power of such technique.

      Advantages ( 16 pp)
      All out attack 1 , Evasion 2 , Fast grab 1 , Fearless 1 , Imp. Critical Fist of buddha 2 , Imp. Grab 1 , Imp. Hold 1 , Hide in Plain sight 1, Imp. Trip 1 , Power attack 1 , Prone Fighting 1 , Trance 1 , Uncanny dodge 1 , Improved initiative 1

      Skills ( 13 pp)
      Acrobatics 6 (+ 11 ), Deception 0 (+ 0 ), Athletics 6 (+ 16 ), Expertise 0 (+ 0 ), Insight 9 (+ 19 ), Treatment 0 (+ 0 ), Persuacion 0 (+ 0 ), Technology 0 (+ 0 ), Vehicles 0 (+ 5 ), Sleight of Hand 0 (+ 0 ), Perception 9 (+ 19 ), Intimidation 0 (+ 0 ), Investigation 0 (+ 0 ), Stealth 9 (+ 14 )

      Initiative: 9
      Fist of Buddha + 10 Attack for DC: 25 Range: Melee ( )
      Palm of Buddha + 10 Attack for DC: 25 Range: Melee ( )
      The Treasures of Heaven + 10 Attack for DC: 20 Range: Melee ( )
      Visions of the Land of Eternal Bliss + Area attack Attack for DC: 20 Range: Perception area ( )

      Defence ( 5 pp)
      Parry: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 10
      Dodge: Rank ( 5 ) + Feat/power ( 0 ) + Equipment ( 0 )= 10
      Toughness: 0 Feat/power ( 0 ) + Equipment ( 0 )= 10
      Fortitude: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 10
      Will: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 10
      Last edited by Evolución; 08-01-2017, 06:34 AM.
      [B][SIZE=3]心のコスモ を 抱きしめて 遥かな 銀河 へ[/SIZE][/B]


      • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

        Note: The merge can't be unmerged. Right now, we're trying to stop Chaos from having us for lunch. As a menu option.


        • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

          Originally posted by kirinke View Post
          Note: The merge can't be unmerged. Right now, we're trying to stop Chaos from having us for lunch. As a menu option.
          Yeah I knew that, I was trying to sound ominous hehe. He will try to mitigate the effects it created mostly.
          [B][SIZE=3]心のコスモ を 抱きしめて 遥かな 銀河 へ[/SIZE][/B]


          • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

            Hey everyone. Sorry, I know I haven't posted in a looooooooong time. Once I got done dealing with IRL business, like a job search and being GM for my own game, I almost came to the decision that it'd be less awkward for me to just sort of drop off the forums. But I would still like to play, and I hope that if we're pausing to recruit it will be a good time for a catch-up post. So if you'll have me to stick around, I will for sure try to have a post up tomorrow afternoon.
            Last edited by Bill from Accounting; 07-14-2017, 08:28 PM.


            • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

              Welcome back! RL can be hard some times!


              • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

                Nice to see some fresh blood. My own RL commitments have been sapping me away... still trying to fix that...

                I will go over the submissions ASAP. One thing I noticed though. Rush... you need to tweak your back story just a little. Up until about 6-8 months ago, the world we were on was this one. As in ours, the Real World, where people write about all these great characters... I could easily see your character being from the Forgotten Realms and was discovered here, having been frozen as per his backstory in Faerun... or some other fantasy setting....
                [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                [URL=""]Earth 218 - JLA Academy Setting[/URL]
                [URL=""]Blade's Builds[/URL]

                [URL=""]The Merge Character Sheet Lists[/URL]
                [URL=""]The Cosmic Merge Character Sheet List[/URL]


                • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

                  Hey everyone! Longtime forum visitor, first-time poster. Been a huge fan of Mutants and Masterminds since the first edition and I've done the PbP thing before and this game seems like a lot of fun, so with that in mind, I was hoping to use my first post on the Ronin forums to put my hat into the ring for this game!

                  For your approval - I present Doctor Manhattan!

                  Doctor Manhattan

                  Name: Dr. Jonathan Osterman
                  Gender: Male
                  Eyes: White
                  Skin: Blue
                  Hair: None

                  PL 11, PP 165

                  STR 0, AGL 0, FGT 0, AWE -2, STA 1, DEX 0, INT 4, PRE 0 6 Points

                  Dodge 0, Parry 0, Fort 11, Tough 11, Will 11 23 Points

                  Skills 2 Points

                  Expertise: Nuclear Physicist 4 (+8), Technology 2 (+6)

                  Advantages 3 points

                  Takedown 2


                  Efforless Flight - Flight 1, Subtle, 4 miles/hour, 60 feet per round, Stacks with Quantum Flight: Flight 23+1 3 Points

                  Manhattan's Features - Feature 2, 1) Can alter the precise hue of blue he is (lighter or darker) with a thought. 2) When Incapacitated, Doctor Manhattan Dies instead. 2 Points

                  Perfected Form - Protection 10, +10 Toughness 10 Points

                  Quantum Immortality 18 - Immortality 18, Return after 12 Seconds - Unless killed in such a way as would prevent him from reintegrating himself 36 Points

                  Quantum Immunity 17 - Aging, Fatigue Effects, Sleep, Life Support 17 Points

                  Quantum Senses Senses 6 - Acute: Sight, Analytical: Sight, Microscopic Vision: 4 (Atoms) 6 Points

                  QUANTUM SUPREMACY ARRAY 57 Points
                  Create Habitable Environment Burst Area Immunity 7, Environmental Conditions (All), Suffocation (All), Area Burst 4 (250 Feet), Increased Duration (Continuous) 1 Point
                  Creation Ex Nihilo Create 8, Innate, Moveable, Stationary, Increased Duration (Continuous), Increased Range (Perception) 1 Point
                  Giant Form Growth 18, Advantages - Close Attack 4, Fast Grab, Improved Critical 3 (Unarmed), Improved Grab, Improved Hold 46 Points
                  Instantaneous Repair Healing 11, Affects Objects Only, Increased Range 2 (Perception) 1 Point
                  Instantaneous Transmission Teleport 11, Accurate, Change Direction, Change Velocity, Extended 1 Point
                  Molecular Detonation Damage 11, Increased Range 2 (Perception), Penetrating 11 1 Point
                  Molecular Manipulation Transform 6, Affects Anything, Increased Duration (Continuous), Increased Mass 9 (12 Tons) 1 Point
                  Transmit Other Teleport 7, Accurate, Change Direction, Change Velocity, Extended, Attack [Dodge Resist], Increased Mass 2, Increased Range: Perception 1 Point
                  Quantum Flight Flight 23, Stacks with Effortless Flight (+1 Flight) 1 Point
                  Quantum Kinesis Move Object 11, Damaging, Increased Range (Perception), Precise 1, Subtle 1 1 Point
                  Quantum Phase Shift Insubstantial 4, Precise, Subtle 1 1 Point
                  Quantum Proxies Summon 5 (Manhattan Duplicates), Active, Controlled, Horde, Mental Link, Multiple Minions 2 (4 Minions) 1 Point

                  Quantum Proxy Stats:
                  STR 0, AGL 0, FGT 0, AWE -2, STA 1, DEX 0, INT 4, PRE 0
                  Dodge 0, Parry 0, Fort 5, Tough 5, Will 5
                  Skills - Expertise: Nuclear Physicist 4 (+8), Technology 2 (+6)
                  Advantages - Fearless, Takedown 2

                  Efforless Flight - Flight 1, 4 miles/hour, 60 feet per round, Stacks with Quantum Flight: Flight 22+1
                  Proxy Form - Protection 4
                  Quantum Immunity 17 - Aging, Fatigue Effects, Sleep, Life Support
                  Quantum Proxy Array
                  Proxy Detonation Damage 5, Increased Range 2 (Perception), Penetrating 5
                  Proxy Ex Nihilo Create 3, Increased Duration (Continuous), Increased Range (Perception), Innate, Movable, Stationary
                  Proxy Kinesis Move Object 5, Damaging, Increased Range (Perception)

                  Power Point Breakdown
                  Abilities 6 + Defenses 23 + Advantages 3 + Skills 3 + Powers 130= 165

                  Complications -

                  Losing touch with humanity - Doctor Manhattan is an immortal, all-power, quantum being. As such his perceptions and experiences are so far beyond those of mere mortals that he finds it more and more difficult to connect or empathize with them.

                  Motivation - Preoccupied by scientific discovery and experimentation.

                  Strange Appearance - Doctor Manhattan is a sculpted, completely hairless, glowing, blue man with the elemental symbol for Hydrogen marked onto his forehead. He kind of sticks out.

                  Relationship - Laurie Juspeczyk, A.K.A. Silk Spectre II.

                  - NOTES -

                  As a side effect of the merger, Doctor Manhattan's temporal senses (Precognition, Postcognition) are currently unavailable to him. Such a grand-scale event has scrambled them to the point where he's uncertain if he'll ever perceive the world in that way again. In some ways, it's like he's been blinded, but in others - liberated. He's trying to come to terms with the lose of his omniscience, living one day at a time like the rest of the world around him.

                  This version of Doctor Manhattan exists as he does at the very beginning of the Watchmen Comics - he's a godlike being suffering from ennui and an inability to connect meaningfully with those around him. However, his isolation is at an end thanks to the Merger. With the worlds colliding he's beginning to see beings like himself, and fosters the hope that someday he'll be able to meet those he can consider his peers. Combine that with the fact that he honestly has no idea what's going to happen next for the first time in several decades and this is a very exciting time for the Doctor.

                  - Citizen Stalwart
                  Last edited by CitizenStalwart; 08-07-2017, 09:39 AM. Reason: Addition of 1 point, due to skills being worth 3 skill points per point. Added Subtle to Effortless Flight


                  • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

                    I have to second Bladewind here.

                    The world had no magic or super-science before the Merge.


                    • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

                      Originally posted by Neo-Paladin View Post
                      I have to second Bladewind here.

                      The world had no magic or super-science before the Merge.

                      I figured it didn't, and that the most likely explanation for Draco being found was that he's not really from this world (which would also explain how the information about dragons is largely wrong.) I'll go ahead and make that more explicit in the backstory. I was kind of hoping I wouldn't have to be too forthcoming about which fantasy realm he's from, but I can settle on that too if need be.
                      My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
                      Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].


                      • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

                        Originally posted by Evolución View Post
                        Yeah I knew that, I was trying to sound ominous hehe. He will try to mitigate the effects it created mostly.
                        Lol. Aggie would throw him for a loop I think. A self professed mad scientist from a long line of really evil, demented psychos (who probably would have cheerfully taken his eyesight themselves and other horrible things) who has been doing her darnedest to be one of the 'good guys'. I'd think he'd remind her of her Doctor Sun Jen-djieh.


                        • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

                          Griffin's public opinion on Aggie would likely be along the lines of "Good thing we're here to help her keep from going off the deep end. I'm just glad she takes from her mother and her grandfathers! We ought to show her how to use modern tech, if she doesn't already. And the basics of cyberethics. Mechanicsburg isn't in the EU? If it was, Brussels would probably be glad for a Mechxit, even if they won't admit it!"

                          His private opinion on her would probably be along the lines of "Trying to do something good while dealing with various mental issues, some I think might be congenital if not hereditary? Yeah, I can relate. And I'm serious about the whole cyberethics thing. With her skillset and personal issues, I'm definitely not being paranoid here!"

                          His opinion on Supergirl would likely be "Supergirl means well, but she needs to check herself before she wrecks herself and everyone else! Anyone from gangbangers to role-players to the military will tell you that when you have to go on the offensive, you need a clear and well-informed course of action first! I'd be glad if she's on my side when it all kicks off, though!"
                          Last edited by betterwatchit; 07-16-2017, 02:52 PM.


                          • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)

                            We ought to show her how to use modern tech, if she doesn't already
                            Aggie does know how to use modern tech, she's a quick study. She just hates the style of it and puts her own spin on things.

                            "Good thing we're here to help her keep from going off the deep end
                            Aggie would be quick to point out that she's already off the deep end and poking things she shouldn't while swimming there. The people she surrounds herself with are there to tell her 'no!' when she really needs it. Which is usually when she sparks out.

                            As far as the cyberethics/ethics thing in general. Well she is a mad scientist from a world where those sort of ethics wasn't even a vague concept. It was more of can I do it? YES! YES! LETS DO IT! Mentality. Seriously. Most Sparks tend to die violent deaths. Usually due to their creations or from angry villagers suffering from their antics.

                            Mechanicsburg isn't in the EU? If it was, Brussels would probably be glad for a Mechxit, even if they won't admit it!"
                            I'd say no. Things have been so crazy, nobody's asked them and even if they did, Aggie would probably say no. She doesn't trust/respect any leader who isn't out on the front lines with the rest of his or her troops or getting their hands dirty to help fix problems. She's kinda old fashioned in that way (she thinks that you can get a better handle on a person through surviving a fight with them than through small talks at stupid parties). More or less, she probably considers most of the world leaders to be idiots and half-wits at best. If she even thinks about it at all. Which considering the current situation, that's probably not even a priority for her right now. In fact her priorities are pretty simple and include:

                            Getting out of Rasputin's castle alive and in more or less one piece
                            Not freezing to death
                            Getting back to civilization with the information gleaned from their encounter and formulating a real plan to stop Rasputin (or whatever is slithering under his skin)
                            Getting more people to help with said plan
                            Acting as a distraction so the mages can finish the 'hearthstone of order' plan
                            Have breakfast
                            Go to hell or R'lyeh (Or both)
                            Use the Fun Ball on Rasputin
                            Have a mid morning snack and some Triple Trick Tea

                            And that's before lunch.
                            Last edited by kirinke; 07-16-2017, 06:14 PM.


                            • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)



                              • Re: The Merge 3E (Recruitment open, seeking 3-4 more!)


                                'Gets out Steek and pokes GM with it. Olly Olly Oxenfree!