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The Merge: Cosmic Quandaries 3e (recruitment closed)

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  • The Merge: Cosmic Quandaries 3e (recruitment closed)

    Just checking to see if there is any interest in a cosmic game set in the Merge universe (for further infos about that universe, see The Merge: prologue to Annihiliation IC and OOC and the setting thread in the settings sub-forum). Basically, dozens, if not hundreds of universes have folded into one, namely ours. The realities that have come crashing into ours are often ones known only from our world's fiction and their inhabitants are marooned in a world that is getting more and more chaotic with each passing week.

    Imagine a Borg invasion into the Realm of Ultramar...

    Lady Styx' armada attempting to convert the Viltriumite Empire...

    Rocket Raccoon and Groot teaming up with Ellen Ripley

    A Marker being discovered on Vulcan...

    Protoss Dark Templars and Sith racing to find a powerful artifact of the Dark Side...

    These are just to give you an idea of what to expect.

    Whereas the first Merge game takes place on earth, this one would be at the cosmic scale, with things like conflicts between alien empires, eldritch things devouring entire worlds and the fate of entire species being the main plot points.


    Okay, putting this into the recruiting phase:

    I am looking for 5-6 players.

    PL will be 12, 180 pp, with the option of trade-off. PL 11 would be 195, PL 13 165 pp.

    I am using two house-rules here. First off, PRE gives you 1 additional social-related advantage per point. Also, PRE+AWE make up your Will save.
    Last edited by Neo-Paladin; 02-22-2016, 03:53 AM.

  • #2
    Re: The Merge: Cosmic Quandaries 3e Interest check

    I have to admit I would love this idea. Alicia DeVries will live again!

    Alicia DeVries
    'Allie', PL 11, 196/195 PP

    1 spent PP from Borg fight.

    Background

    Her family was murdered by raiders - and not just her family, but the entire world her family lived on. The raiders made just one mistake. They didn't know Alicia was there. She couldn't save her family, but the Drop Commando killed all 30 raiders that were at her families farm, although she was fatally injured in the fight.
    But she wanted more. She wanted to get the people in charge of the raiders, and with her dying breath, Alicia screamed out for vengeance.
    Only to be heard! The Greek Fury, Tisiphone, was awakened by Alicias scream, and bound by her sense of duty, became one with Alicia. Her supernatural abilities permitted Alicia to survive - and more, to learn who the raiders were.
    But the two of them could not take out interstellar raiders on their own. But Tisiphone had to keep her promise of vengeance, so she found the one ship that might be crewed by only one person, and yet powerful enough to fight entire squadrons of ships by itself.
    The Alpha Synth, a ship that literally bonded to its pilot. And so Alicia and Tisiphone stole the Alpha Synth, and bonded it to Alicia, and so Magaera was born.

    The 3 of them went on to defeat the raiders, but in so doing, they had to reveal their combined power to the Empire. And having the most highly trained soldier in the army, commanding the most powerful star ship in the navy, with a supernatural being further augmenting their powers... Did not sit well with the government.

    Alicia and her 2 companions, despite being granted 3 legal statuses, and the highest award for valor in the Empire, were grounded. They couldn't travel anywhere without escort, nor do anything without a mile of paperwork. Effectively retired.

    Then one day, when arriving at a planet for some r&r her escorts aren't there. And the planet is uninhabited. Over the next few months she manages to make contact with some people, and gets into a brief skirmish with an alien Magaera doesn't recognize. The Empire is gone. Well, hers is. At least two others have taken its place, both seemingly hostile, but just as confused as she is.

    Only the combined abilities of Alicia, Tisiphone and Magaera let them survive those first few months in this Merged Universe. Now, she's trying to find her place - and seemingly, she has a chance to fight for justice once again.

    Complications
    Justice (motivation): Alicia is bound by a very strong sense of justice. People who do wrong, must be punished. People who do right, must be protected. Unfortunately, the law, and people around her, do not always have Alicia's abilities to determine when someone has been doing wrong.
    Fury (motivation): Tisiphone, and through her, Alicia, cares naught for Justice, but rather, for pure vengeance. Killing those who do wrong is all that matters. Tisiphones abilities provide a method to use this raw fury as power, but sometimes this Fury can go beyond that. The GM can deem in times of great stress that the Fury takes over, as if failing several saves in a row to the Fury side effect.
    Triple Personality (quirk): Alicia, Tisiphone and Magaera all live in the same mind. Alicia is human, Tisiphone is raw emotion, and Magaera is calculating AI. They have become very accustomed to working together, but the GM can rule at any time that they start to disagree. This can range from a power loss to complete incapacitation.
    Hacker (reputation): While Alicia is human and needs to sleep, neither Tisiphone or Magaera have that problem. While they can't do anything in game terms in this time, they both unite to explore computer systems (Tisiphone loves computers as she see's them organically rather than having to interpret code) and they regularly hack into every computer system available. Mechanically, this is where Well-Informed and Connected comes from, but this can also sometimes be detected by the owners of those computers. And this can lead Alicia to have a reputation as a formidable hacker.
    The Tick (Quirk): In order to ensure that Drop Commandos do not abuse the Tick, nor get addicted to it's extremely potent abilities, the Empire designed the drug with serious side effects. One is that the user, when failing something, gets extremely shaken up (and nauseated) trying to resync the regular universe with their speed enhanced version, which can result in mechanical flaws as detailed under the power. This side effect is actually a minor version of the main one, which is that whenever a Drop Commando finishes using the Tick, they must go through a very nasty bout of vomiting while their system expels the active portion of the drug. This occurs after every scene where Alicia uses the Tick (specifically when Alicia thinks the scene is over) - the GM may award a hero point if this causes an extreme social gaff, or if it occurs and Alicia is actually still in combat (thus losing 1 or more combat rounds while vomiting).

    Alicia DeVries
    'Allie', PL 11, 195/195 PP


    Guidelines for Alicia, and her bonded companions Tisiphone and Magaera. In play they will simply be treated as one character, with multiple personalities, and whose abilities have different sources:

    Alicia: PL 8 Drop Commando
    (The Tick)
    Tisiphone: PL 11 Greek Fury (Fury)
    Bengal Assault Shuttle: PL 11
    Magaera: PL 11 Alpha Synth Spaceship


    Drop Commando

    Abilities [ 46 PP ]
    Str 3/4**/6*, Sta 4, Dex 0, Agi 4, Fit 4, Int 0, Awe 4, Pre 4
    *Fury included, **Armor included

    Skills [ 28 PP ]
    Unarmed 1/9*, Battle Rifle 6/14*
    Athletics 11 (+15/+17*), Acrobatics 4 (+8), Stealth 10 (+14), Vehicles 6 (+6/+12***)
    Deception 0 (+4), Intimididation 8 (+12), Persuasion 10 (+14), Perception 8 (+12/20**), Insight 4 (+8), Investigation 6 (+6/+21***), Technology 6 (+6/21***), Treatment 4 (+4)
    *Fury included, **Tick included, ***Tisiphone Array

    Defenses [ 14 PP ]
    Dodge 10/14* Parry 10/14* Toughness 4/7**/8*** Fortitude 4/8* Will 10/14*
    Dodge 6 ranks, Parry 6 ranks, Will 2 ranks (14 pp)
    *Tick included, **Armor included, ***Defensive Roll included
    Offense
    Initiative: +24 (Tick)
    Speed: 1 (60' per round), Leap 3 (60')
    Battle Rifle: +16 vs Dodge (Fury), Ranged 600', 17-20 Crit, Multiattack, Toughness DC 21
    Grenade Launcher: Ranged 150', Area 30' Burst, Ricochet 1, Dodge DC 16 to reduce Toughness by DC by 3, Toughness DC 21
    Smoke Grenades: Ranged 150', Cloud 15'-60' Burst, Ricochet 1, Concealment (Normal Vision and Normal Olfactory)
    Unarmed: +16 vs Parry (Fury), Melee, Toughness DC 21 (Fury)
    Mind Reading: +7 vs Parry, Melee, Will DC 25 (Mind Reading), Distracting, Cumulative, Effortless, Insidious, Subtle and Will DC 25 (entranced/-/-), Insidious, Subtle

    Advantages [ 51 PP ]
    Equipment 6 + 26 (160 EP)
    Defensive Roll, Uncanny Dodge, Evasion, Prone Fighting, Move by Action
    Eidetic Memory, Well Informed (Pre), Connected (Pre), Teamwork (Pre), Leadership (Pre)
    Power Attack, Improved Crit 3 (Battle Rifle), Close Attack 3, Takedown 2
    Fast Grab, Improved Grab, Improved Hold, Improved Escape (+5 circumstance to escaping grabs)

    Equipment [ 28 EP ]
    Weapons, Array of 3 powers, base cost of 21 ep (23 EP)
    Combat Rifle: Damage 6, Ranged (600'), Multiattack, Accurate, Extended Range 2 (21 ep)
    Attached Grenade Launcher: Damage 6, Ranged (150'), Area (30' Burst), Ricochet (1 bounce) (19 ep)
    Smoke Grenades: Concealment (Normal Vision and Normal Olfactory), Affects Others, Increased Range: Ranged, Area 3 (60' cloud), Ricochet (1 bounce), Increased Action: Standard, Feature: Doesn't move, and can be sustained even when out of range or perception, Feature: size of cloud can be reduced when initially firing to any size down to a 15' cloud, Note: Since sustained duration + cloud, lasts for one round after sustaining (18 pp)
    Combat Armor: (5 EP)
    - Protection 3 (3 ep)
    - Senses: Extended Vision, Extended Audio (2 ep)

    Exoskeleton [ 4 PP]
    Removable (-1)
    Enhanced Str 1 (2 pp)
    Leaping 3 (3 pp)

    Nerve Block [ 3 PP]
    Immunity to: Damage resisted by Will, Compulsions, and Controls, Side Effect (always): Affliction 10 (dazed/stunned/incapacitated, resisted by Fort) (3 pp)

    The Tick (speed drug) [ 14 PP ]
    Speed 1 (1)
    Quickness 3, Improved Initiative 5, Enh Dodge/Parry/Fort/Will 4, Enh Perception 8, Noticeable (inhumanly smooth movement, like a bad CGI movie), Side Effect (on failure): Affliction 4 (resisted by Fort, Impaired/Disabled/Incapacitated) (13)

    Tisiphone [ 36 PP ]
    Senses: Audio: Danger Sense (1)
    Immortality 5 (Source: Medical Equipment) (5 pp)
    Mind/Tech Control: Dynamic Array (3 powers, 22 pp) (27 PP)
    Concealment (All Sense Types, Limited to Technological senses) (10 pp)
    Mind Reading 15 (decreased range: close, cumulative, effortless, distracting, insidious, subtle), (17 pp)
    linked to: Affliction 15 (entranced/-/-, resisted by Will), insidious, subtle, distracting, quirk: must be same rank as mind reading, limited to first degree (5 pp)
    Enhanced Skills: Technology 15 (+21), Investigation 15 (+21), Vehicles 6 (+14), Comprehend (speak and understand machines) (16 pp)
    Fury: Enhanced Unarmed 8, Battle Rifle 8, Str 2, Side Effect 2 (on failure): Affliction 8 (-/-/Controlled, resisted by Will, Cumulative, Limited to third Degree) (3)

    Bengal Assault Shuttle [ 91 EP ]
    Vehicle: Size: Huge (Carries 16, or 6 + Cargo), Strength 8 (2 EP)
    Defenses: Defenses 6 (10 ranks limited: -4 if not moving) Toughness 16 (13 EP)
    Non Standard Features: Remote Control, Move by Action (2 EP)
    Engine: Flight 10, Quirk: Poor Maneuverability (19 EP)
    Spotlights: Environment Control 3 (2 250' cones instead of burst, Bright Light to 120', Light to 250') (5 EP)
    Weapons (Array of 2 Powers, base cost of 49) (50 EP)
    Guns: Damage 14, Ranged (2800'), Multiattack, Extended Range 3, Accurate 4 (49 ep)
    Missiles: Damage 11, Ranged (8800'), Area 2 (60' Burst), Extended Range 5 (49 ep)

    Falcon Cruise Shuttle, alternate to the Bengal Shuttle [ 1 EP ]
    Vehicle: Size: Huge (Carries 12, or 5 + Cargo), Strength 8 (2 EP)
    Defenses: Defenses -4, Toughness 14 (6 EP)
    Non Standard Features: Remote Control, Move by Action, Luxury Seating, Attractive 2 (5 EP)
    Engine: Flight 8, Quirk: Poor Maneuverability, Subtle; Space Flight 2 (20 EP)
    Spotlights: Environment Control 3 (2 250' cones instead of burst, Bright Light to 120', Light to 250') (5 EP)

    Magaera, Alpha Synth [ 40 EP ]
    HQ: Spaceship, HQ Size: Huge (Note that this translates to colossal vehicle size) (2 EP)
    Basic Stats: Strength 15, Defenses -2, Toughness 24 (15 EP)
    Non Standard Features: Mental Link, Remote Control, Move by Action (3 EP)
    Standard Features: Armory, Combat Simulator, Communications System, Computer System, Fire Prevention System, Hangar, Library (Online), Living Space, Power System, Security 4 (DC 35), Self Repairing, Workshop (15 EP)
    Holograms: Illusion 5 (Visual, Audio, Selective, Independent, Subtle 2, Limited to Ship or to communications with Ship or either Shuttle) (1 EP)
    Weapons: HVW (High Velocity Warhead): Damage 11, Perception, Unreliable (1 EP)
    Black Hole Engine: Space Travel 2 (1 EP)
    and Immunity to Toughness attacks (Limited to Frontal 60 degree Arc, OR Frontal 180 Degree Arc if have full access to opponent's design specs; note that this immunity also protects enemies from her own attacks in the 60 degree Arc) (1 EP)
    Sensor Suite: Detect Gravity Sources (Accurate, Acute, Radius, Ranged, Extended 10); Audio (Extended 1); Visual (Darkvision; Extended 3) (1 EP)

    Total: Abilities 46 + Skills 28 + Defenses 14 + Advantages 6 + 16 + 26 + 1+ Powers (4 + 3 + 14 + 33 + 3) = 195
    Equipment: 28 + 91 + 1 + 40 = 160

    Design Notes:
    • Both the Tick drug, and Tisiphone's Fury have side effects that come into play on failures. Therefore, anything that is based on them has been listed separately so I'll remember those side effects. In these cases, I'm assuming a failure that will trigger it, is a failure by an amount equal to the rank of the effect with the side effect. So Fury would activate if Alicia misses by up to 8 with her Battle Rifle; and the Tick would activate if Alicia fails a Dodge save by up to 4. The exception to this is that the Tick will always activate if Alicia does not win initiative, or if she fails any checks while using Quickness. The Fury side effect controls Alicia into trying to kill everyone she thinks is an enemy, with her bare hands. She will use anything available to reach those enemies, but once there, she doesn't have the presence of mind to use weapons. Both the Tick and the Fury have been changed for ease of game play, with Fury being offensive, and the Tick being defensive.
    • Both the Assault Shuttle and Magaera use Favoured Environment to be higher PL when fighting things of the appropriate nature (such as when Magaera fights another spaceship, in space, while moving.)
    • Nerve Block is a sophisticated defense system built into Alicia's very synapses - any time she might lose control of her body, it will shut out the enemy. However, this is rather dangerous, and can actually result in more damage than the initial effect was going to cause. It will trigger on things like mind control, body possession, but also on things like truth serums, or medical technology that causes the body to move around to practice and heal itself.
    • Tisiphones immortality will keep Alicia alive through anything - but her power can't bring Alicia back to the living by herself. She needs help from modern day science. Others who see Alicia will realize she's not quite dead, but only after a full day under the care of modern medical equipment will Tisiphone be able to bring Alicia fully back alive.
    • Eidetic Memory reflects Magaera, as she is an AI with vast computer banks.
    • Tisiphone, in Greek times, had enough power to completely control Human minds. She could damage them, control them, hide from them, fool them, and do it all from range. When Alicia woke her, Tisiphone found her power diminished - and human minds had evolved, not to mention alien minds. Tisiphone could only read minds, and she requires physical touch to do so. But, machines - machines were like a throwback, and many of her abilities still worked on them. She can hide from machines, speak to machines, and since she can directly interact with them, she can often change their programming similar to her old mind control.
    • Wish list (roughly 35pp): Comprehend (Magaera has translation software), making Tisiphones array into seperate powers, making the non combat shuttle not an alt, Precise Shot 2 (ranged, cover + concealment)
    • Wish: Magaera Anti-ship Weapons: HVW (High Velocity Warhead): Damage 18, Ranged (11250 miles), Area 4 (250' Burst, 11 ranks only), Perception (11 ranks only, counts as extended range 11 for higher ranks), Accurate 2, Extended Range 6
    Last edited by Nelphine; 04-23-2016, 11:30 AM.
    Ragtop, Autobot! And Zeanthara, Are You a God?
    Fenix, in the Merge, and Alicia DeVries, in the Cosmic Merge
    Supe of the Justice League Academy

    Comment


    • #3
      Re: The Merge: Cosmic Quandaries 3e Interest check

      I'd definitely be up for this. Dibs on being a Jedi!
      Last edited by PauloDeWalshio; 02-09-2016, 03:40 PM.

      Comment


      • #4
        Re: The Merge: Cosmic Quandaries 3e Interest check

        I tend to usually lurk, but this interests me. I'd like to throw my hat in the ring.

        Comment


        • #5
          Re: The Merge: Cosmic Quandaries 3e Interest check

          Well... somehow I missed this.

          There are so many possibilities depending on the PL and direction you want...

          • Shattered Glass Skywarp
          • Silver Surfer
          • Nova
          • Something with Predator Armor and training.... if not a straight up Predator
          • A certain Jedi...
          • An Imperial Champion - along the lines of Gladiator


          This would also be a good setting for a Federation Starship that I had populated for fun with multiversal characters...
          The Scimitar is an Akira Class vessel with a complement of X-Wing fighters, a Twi-Lek Jedi, two X-Wing Autobots, one of which was a Headmaster with Anika Hansen... But I am getting ahead of myself.

          Originally posted by PauloDeWalshio View Post
          I'd definitely be up for this. Dibs on being a Jedi!

          Edit: Despite having a Jedi in the wings of the Merge game, I'd cede that role to you.

          Edit 2: Voltron !!!!
          Last edited by Bladewind; 02-11-2016, 05:49 PM.
          [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

          [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
          [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

          [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
          [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

          Comment


          • #6
            Re: The Merge: Cosmic Quandaries 3e Interest check

            What about a Krogan Battlemaster?

            Comment


            • #7
              Re: The Merge: Cosmic Quandaries 3e Interest check

              Oh no. I'd also love to bring Star Phoenix to this.
              Ragtop, Autobot! And Zeanthara, Are You a God?
              Fenix, in the Merge, and Alicia DeVries, in the Cosmic Merge
              Supe of the Justice League Academy

              Comment


              • #8
                Re: The Merge: Cosmic Quandaries 3e Interest check

                Originally posted by Bladewind View Post
                Edit: Despite having a Jedi in the wings of the Merge game, I'd cede that role to you.
                Thinking about it for a while, I'm deciding to instead go with a former Sith looking to reform, that would lead to some pretty interesting interactions if you went with a Jedi. If you want to that is.

                Comment


                • #9
                  Re: The Merge: Cosmic Quandaries 3e Interest check

                  Neat.

                  Waiting to see how Neo wants to play out.... I am actually trying to think how I'd go about making Voltron and the Voltron force with a combination of Summon, Equipment and trying to avoid recruiting other players into the build. (Only semi seriously I might add as I see this being insanely expensive to build for only moderate return on investment play-wise...)

                  Curbing that though until I see the eventual House and Creation Rules.
                  Last edited by Bladewind; 02-11-2016, 07:39 PM.
                  [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                  [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                  [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                  [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                  [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                  Comment


                  • #10
                    Re: The Merge: Cosmic Quandaries 3e Interest check



                    Vort Zenkar (PL 11, 195 PP)


                    Abilities:STR 3/6, STA 4, AGL 0, DEX 0, INT 0, FGT 8, AWE 4, PRE 5 - 48 PP

                    Defenses: Dodge 6, Parry 0 (8), Will 2 (11), Fortitude 7 (11), Toughness 14 [Impervious vs. Parry] - 15 PP

                    Advantages: Accurate Attack, All-Out Attack, Assessment, Benefit 4 (Ambidexterity, Wealth 3), Chokehold, Close Attack 3, Daze (Intimidation), Defensive Attack, Equipment, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Instant Up, Interpose, Languages, Luck 5, Power Attack, Second Chance: Perception, Set-Up 5 [PRE], Startle, Takedown 2 - 32 PP

                    Skills: Athletics 1 (5), Expertise (Streetwise) 6, Expertise (Tactics) 6, Insight 8 (12/16), Intimidation 7 (12/20), Perception 11 (15), Persuasion 3 (8/20), Ranged Combat (Energy Weapons) 10 - 26 PP


                    Powers: - 74 PP

                    Vort's Mandalorian Armor: [Removable, Indestructible] - 25 PP
                    ...Mandalorian Iron Weave: Protection 10 - 10 PP
                    ...CBRN Protection: Immunity 3 (Radioactive Environments, Disease, Poison) - 3 PP
                    ...Mandalorian Melee Shield: Impervious Toughness 14, Limited to attacks resisted by Parry - 7 PP

                    [Rocket Array]
                    Rocket Pack: Flight 4 - 8 PP + 2 PP
                    ...Rocket Boots: Speed 6, Enhanced Trait: Athletics +4 (5/9)
                    ...Rocket Jump: Leaping 8
                    [Weapons Array: Easily Removable] - 21 PP
                    Shuk'orok: Weaken Toughness 10, Also Affects Objects, Dangerous 4 (Unarmed), Linked to Unarmed Attack; Enhanced Strength 3; Enhanced Strength 3, Limited to Grabs - 33 PP + 2 PP
                    ...Thermal Detonator Ranged Damage 11, Area (30 ft Burst), Feature (Reset trigger with each use), Triggered 2 (2 times), Diminished Range 3
                    ...Mandalorian Repeating Blaster: Ranged Damage 11, Multiattack


                    A Scoundrel Has His Ways: Enhanced Trait 10: Persuasion +12 (8/20), Insight +4 (16/20), Advantages: Connected, Well-Informed, Limited to Wretched Denizens of Scum and Villainy

                    Crushing Blows: Strength Effect: Damage 5 - 5 PP

                    Force Sensitive: Senses 2 (Awareness: The Force), Danger Sense (Mental) - 2 PP

                    Shock Trooper: Enhanced Trait 4: Intimidation +8 (12/20), Limited to combat - 2 PP


                    Force Abilities:
                    Battle Meditation [Inspire Allies]: Luck Control (Bestow Points), Area 7 (1,200 feet), Selective - 11 PP + 3 PP
                    Battle Meditation [Demoralize Enemies]: Luck Control (Enemy Reroll), Area 7 (1,200 feet), Selective
                    Telepathy: Communication 2 (Mental over 1 mile), Area, Selective, Subtle, Distracting
                    Shatterpoint Meditation: [Activation: Standard Action] Senses 4 (Premonition), Limited to questions based on existing knowledge; Enhanced Trait 5: Insight +4 (16/20), Perception +6 (15/21)



                    Languages: Mando'a, Basic


                    Complications:

                    Motivation: Thrills!: It's all about life on the edge. Pushing yourself to your limits and beyond. That adrenaline rush when you're looking death in the face. Living bravely, and dying honoring his ancestors. Facing dangerous foes and coming out on top. He loves fighting, and loves winning.

                    Motivation/Honor: In the Shadow of His Ancestors: He's got a lot to live up to. He's a direct descendant of Mandalore the First. His grandfather sacrificed himself driving back the Empire. His father and mother fought the Yuuzhan Vong. He's here to honor his family.

                    Secret: Force Adept: His talent for the Force is something he trusts few with. He wants his opponents off guard. Like most Mandalorians, he trusts facts, training, and a good blaster over the mystical. The Force is a powerful ally, but he's careful not to rely too much on it.

                    Relationship (Mandalorians, Parents): Mandos look out for each other. And he loves his family dearly. He's determined to unite his clan and see his family again, whatever it takes.

                    Honor: He believes in a fair fight. And he's driven to overcome mighty enemies. He won't use unfair tactics against weaker foes, and he refuses to turn away from a fight, unless its certain death. He refuses to harm the innocent.

                    Greed: He loves his credits, and loves the luxuries it buys. He charges a premium, because he's the best. He makes his services worth every penny. He won't take from the poor, though.

                    Doing Good: He's not Superman, but he has no love for the truly evil. He'll fight fiercely to protect the people he cares about.



                    History:

                    Vort Zenkar stood on the fields of Mandalore, the skies tainted red with blood. For generations, his homeworld stood firm against the Sith. Now, a far worse enemy marched across the plains. The Yuuzhan Vong, those monsters wielding tech grown, not forged, clashed with the unyielding metal line of Mandalore. Blood rushing, time standing still, Vort and his trusty Shuk'orok joined battle. Bones crunched, blood sprayed, screams echoed, a madhouse of slaughter that he called home. At last, he would honor his ancestors. As his crushgaunt crushed a Vong head into a bloody spray and the battle rage roared forward, something surged like a fiery sun awakening for the first time. The moment was his, and the moment was all that mattered. The heartbeat of the universe, the ever struggle of life overcoming, the certainty of victory, and destiny, revealed in one timeless eternity. Vort Zenkar knew, he had become part of a much larger world.

                    Victory was certain. Certainty was victory. And with a clear will of destiny, Vort Zenkar's battlecry sounded anew as the overwhelmed Mandalorians pushed back! Aflame with new spirit, they drove back the Yuuzhan Vong, filled with the knowing that victory was the one, and only destiny. Joyful celebration and revelry as Mandalore was safe once again. But it was not enough for him. The Force had visited him, and he could never go back. The Force guided his hand through blood and laser fire, and now it called to a larger destiny. In a flash, time held still, and the Galaxy spoke. His fate, to rise to the highest honors, to stand proudly among his ancestors. But also, to fight the most terrible battles. To challenge the mightiest foes, and stand triumphant. But to be so alone, sundered from his people. To unite his people once again under the flag of Mandalore. But first, they would be cast into the void.

                    Or he could choose an ordinary life. The Force revealed once again, a large family tilling the land. Mandalore fading, but happy. Men growing fat. His ancestors, fading into obscurity. A good life. But never a Mandalorian life. The choice was simple. Struggle, honor, and triumph, always. He swore The Force itself sighed as everything went white...

                    And then, the skies blazed again. Torrents of laser fire seared the heavens. On an insignificant blue world in a galaxy far, far away, the forces of Darkseid laid siege to her cities. As panic charged the streets, Vort Zenkar stood high as a Klingon and Krogan rose out of the rubble. War would always come, and when it came, people needed protectors. As aliens of every kind rose to stand against the Dark One, Vort Zenkar raised his gun. "Let's get to work!". Earth fired back, and the Mandalorian joined battle once again.
                    Last edited by Jovis; 02-17-2016, 01:28 PM. Reason: History

                    Comment


                    • #11
                      Re: The Merge: Cosmic Quandaries 3e Interest check

                      Well, to try to balance all those Jedi, Sith, and Mandos, I'll be looking over at the Marvel side of things; I was originally thinking Star-Lord circa mid 1970s (before the version folks have come to know from the movie), but I thought I'd try someone a little less known-like Rom, Spaceknight. Or at least a version of the guy....

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                      • #12
                        Re: The Merge: Cosmic Quandaries 3e Interest check

                        If we wind up with that much SW influence, I will definitely offer something else.

                        Neo's merge world is so much the richer if you embrace multiple realities congregating. If we're all SW characters, we should find a SW game...

                        FYI = Green Ronin's Green Lantern Lite is a combo GL/ Galadorian Space Knight and the Cosmic Handbook has a template for it.
                        Last edited by Bladewind; 02-11-2016, 08:06 PM.
                        [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                        [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                        [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                        [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                        [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                        Comment


                        • #13
                          Re: The Merge: Cosmic Quandaries 3e Interest check

                          Originally posted by Bladewind View Post
                          Well... somehow I missed this.

                          There are so many possibilities depending on the PL and direction you want...

                          • Shattered Glass Skywarp
                          • Silver Surfer
                          • Nova
                          • Something with Predator Armor and training.... if not a straight up Predator
                          • A certain Jedi...
                          • An Imperial Champion - along the lines of Gladiator


                          This would also be a good setting for a Federation Starship that I had populated for fun with multiversal characters...
                          The Scimitar is an Akira Class vessel with a complement of X-Wing fighters, a Twi-Lek Jedi, two X-Wing Autobots, one of which was a Headmaster with Anika Hansen... But I am getting ahead of myself.




                          Edit: Despite having a Jedi in the wings of the Merge game, I'd cede that role to you.

                          Edit 2: Voltron !!!!
                          Supergirl (redux)

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                          • #14
                            Re: The Merge: Cosmic Quandaries 3e Interest check

                            I'm interested! Here's one of my submissions:





                            BACKGROUND
                            My name is Kyriakiefthaliathekla, daughter of the Master or Missy as she calls herself now and the Doctor and River Song. You can call me Kyra, as I haven't earned my time lord name yet, being underage and all. Mom calls me her cheeky abomination from hell. I kinda earned that...

                            Well to make a looong and involved story short, Mom managed to steal some of the Doctor's and River Song's DNA and with the help of some device or other, combined hers and theirs in the device and popped me out of it. Now this was just a few months or centuries (depending on how you look at time) before the Merge happened, so when things went cockaloop, me and mom found ourselves in London. During a dragon attack and a goblin invasion.

                            Mom booked it, but I helped out. Seems, I take more after dad than anything else, though I do like a good tomb now and again. I can sort of feel dad and mum out there and stepmum usually likes to run around with me.

                            And I love to run. Want to take a ride and have some fun?


                            COMPLICATIONS
                            Enemies: Kyra has her unfair share of enemies, due to being the daughter of three of the most infamous people in her reality and unfortunately, a fair number of those managed to get through as well.

                            Just want to have fun: Kyra really just wants to have fun, but like her father, her ship takes her where she needs to be, so that means she is often thrust into unlikely situations.

                            Parents: Her father would like to ground her to Earth, so Kyra tends to not let him anywhere near her ship for that reason. Her mother would like to steal her ship, so she definitely wouldn't want to have Missy anywhere near her ship either. About the only one she halfway trusts is River, because River is pretty content to run around with her! Between the two of them, they cause the Doctor more headaches than Missy does.

                            Strays: Kyra has a tendency to pick up companions and strays, helping them along the way and them helping her learn as well is all part of the fun.

                            School: Kyra is an underage Time Lord, one with parental difficulties and political difficulties to boot. The Time Lord Council came up with a solution to both problems. Home Schooling. She has to keep her grades up and her lessons and curriculum are decided by the council. !@#$%.

                            ***
                            ABILITIES
                            0 STR
                            4 STA
                            1 AGL
                            1 DEX
                            1 FGT
                            11 INT
                            2 AWE
                            2 PRE
                            PP 44

                            DEFENSES
                            1(11) DODGE
                            1(11) PARRY
                            4(11) FORT
                            4(11) TOUGH
                            4(11) WILL
                            PP 34

                            ADVANTAGES
                            Benefit-Galactic Reputation
                            Close Attack 8
                            Equipment 9
                            Improved Initiative 2
                            Improvised Tools
                            Inventor
                            Jack-of-all-trades
                            Luck 1
                            Ranged Attack 10
                            PP 34

                            SOCIAL ADVANTAGES
                            Well informed
                            Taunt

                            SKILLS
                            2(12) Insight
                            2(13) Intimidation
                            2(13) Persuasion
                            2(12) Perception
                            1(10) Stealth
                            11 Technology
                            11 Investigation
                            1(10) Vehicles
                            Expertise
                            11 Biology
                            11 Chemistry
                            11 History
                            11 Physics
                            11 Engineering
                            11 Popular Culture/Current Events
                            11 Theology/Philosophy
                            PP 22



                            MENTAL POWERS (Dynamic Array)
                            Mind Reading: Mind Reading 11 (DC 20)
                            Communication: Mental Communication 4, selective
                            Comprehend: Comprehend 9 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Machines / Electronics, Spirits - Communicate)
                            Senses: Time Sense (temporal Awareness), direction sense, distance sense, Postcognition uncontrolled, precognition uncontrolled, spatial awareness.
                            PP 25


                            TIME LORD PHYSICAL CHARACTERISTICS
                            Immortality: Immortality 6 (Return after 16 hours; Uncontrolled, Notes: Note when you come back you must roll up new stats, though your powers can remain mostly the same.)
                            Respirtory Bypass and Bi Vascular System: Immunity 8 (Environmental Conditions (All), Sleep, Suffocation (All); Limited - Half Effect)
                            Timeless: Immunity 3 (Aging, Disease, Poison; Custom: Cronal Memory, Custom: Cronal Bulwark, Notes: You have the ability to “remember” other timelines. If someone changes history, your memory contains two versions of events: the current timeline and the original one. These differing recollections let you know, first, that history has been changed and, second, may provide clues as to how and when it changed and what you can do about it. You are “fixed” in time such that when history is changed (see Temporal Tampering, following) you do not change with it. The difficulty is that only you (and others like you) remember the original timeline and you are now unfamiliar with the “new” world. If you have both this and the Chronal Memory Feature, you retain your traits from the original timeline, but remember both.)
                            PP 16

                            DEVICES
                            Nano Armor
                            Protection 7
                            Variable descriptor: Any style or color of clothes
                            PP 7

                            Sonic Screw Driver (Easily Removable)
                            Laser Beam: Damage 10 (laser, DC 25; Increased Range: ranged)
                            Control Technology: Affliction 10 (Alternate; 3rd degree: Controlled, Resisted by: Fortitude, DC 21; Affects Objects Only, Cumulative, Increased Range 2: perception, selective; Limited: Technology, Limited Degree (third only))
                            Nullify: Nullify 10 (Alternate; Counters: locks and locked objects, DC 20; Broad)
                            Sonice Noise: Create 10 (Alternate; Volume: 1000 cft., DC 20; Limited: sound)
                            Sound Analysis: Senses 1 (Analytical: Hearing)
                            PP 14


                            TARDIS (Nola)
                            Time Machine - PL 11
                            Strength 12, Defense -2, Toughness 11, Size Gargantuan
                            Features:
                            Autopilot 1 (+4), Communications 1, Computer, Defense System, Dual Size 2 (Large), Habitat, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Self-repairing 1, Intelligent, Summonable 1, Variable Environment, Workshop, hydroponics bay.
                            Powers
                            Chameleon Circuit: Morph 2 (+20 Deception checks to disguise; Narrow group; Limited: Can only change into objects, plants etc Notes: Can only change into objects, plants etc)
                            Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
                            Movement: Movement 6 (Space Travel 3: other galaxies)(Time Travel 3: any time. Note: GM has final say over destination/time due to the laws of Fixed points and bad things happening therein should they be violated.))
                            Power Points
                            Abilities 3 + Powers 24 + Advantages 0 + Features 19 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 46
                            Last edited by kirinke; 05-08-2016, 07:01 PM.

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                            • #15
                              Re: The Merge: Cosmic Quandaries 3e Interest check

                              You actually want to play a Timelord !?

                              Wonder how Neo will appreciate that !
                              [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                              [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                              [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                              [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                              [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                              Comment

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