
Azten |

Like I said, I can also redivert those points into shared EP for a vehicle or HQ, but it's not worth changing the sheet until I know if I'm in the game or not.
Same. I've got 7 leftover points I'm saving for Jare's room, be it a place at an HQ(which I'll spend points on too, of course) or some abandoned warehouse or something.
45 equipment points is nothing to sneeze at.

Rynjin |

Just realized I should have a few extra points, I think, since my Armor and Sword should have the Removable quality.
Strength: 7
Stamina: 7
Agility: 9
Dex: 8
Fighting: 15
Intelligence: 6
Awareness: 6
Presence: 3
Advantages (35 points):
Assessment
Benefit (Ambidextrous)
Benefit (High level SHIELD Security Clearance)
Defensive Roll
Die Hard
Eidetic Memory
Hide in Plain Sight
Improved Critical (Swords)
Improved Critical (Unarmed)
Improved Initiative (3 ranks)
Improvised Tools
Improvised Weapons
Jack of All Trades
Luck (7 ranks)
Instant Up
Move-By-Action
Power Attack
Precise Attack (4 ranks)
Quick Draw
Skill Mastery (Athletics)
Skill Mastery (Acrobatics)
Takedown (2 ranks)
Uncanny Dodge
Skills (38 points/168 ranks)
Acrobatics (14 ranks)
Athletics (14 ranks)
Insight (14 ranks)
Perception (14 ranks)
Sleight of Hand (14 ranks)
Stealth (14 ranks)
Security (14 ranks)
Vehicles (2 ranks)
Intimidation (14 ranks)
Powers (26 points):
Immunity: Poison, Disease, and Aging (3 ranks)
Quickness (2 ranks)
Regeneration (10 ranks)
Danger Sense (1 rank)
Distance Sense (1 rank)
Extended Sight and Hearing range (2 ranks)
Comprehend Languages (2 ranks)
Movement: Sure-Footed (1 rank)
Speed (1 rank)
Rapid Sight (1 rank)
Devices (21 points):
Promethium Armor (Protection 6, Impervious 6, Removable -2, Indestructible 1): 11 points
Promethium Katana (Damage 6, Penetrating 6, 17-20 crit, Easily Removable -6, Indestructible 1): 10 points
Statistics:
Attack: +15
Damage Rank: +13
Dodge: 15 (5 points in upgrading)
Parry: 15
Toughness: 13
Rearranged some stuff with that in mind (bought Comprehend Languages as a power instead of Languages 4, since I realized Deathstroke's super brain probably gets around Taskmaster's memory limitations, got a few more ranks in Luck, Security Clearamce, Indestructible weaponry, Speed 1, Sure-Footed, Rapid Senses, and dropped Quickness to 2 so it's more within the realm of slight superhuman potential).
I think that gets a bit closer to all the stuff a character like this would be able to do.

Rynjin |

Abilities (118 points):
Strength: 7
Stamina: 7
Agility: 9
Dex: 8
Fighting: 15
Intelligence: 6
Awareness: 6
Presence: 1
Advantages (30 points):
Assessment
Benefit (Ambidextrous)
Benefit (High level SHIELD Security Clearance)
Die Hard
Eidetic Memory
Hide in Plain Sight
Improved Critical (Swords)
Improved Initiative (3 ranks)
Improvised Tools
Jack of All Trades
Luck (5 ranks)
Instant Up
Move-By-Action
Power Attack
Precise Attack (4 ranks)
Quick Draw
Skill Mastery (Athletics)
Skill Mastery (Acrobatics)
Takedown (2 ranks)
Uncanny Dodge
Skills (38 points/114 ranks)
Acrobatics (14 ranks)
Athletics (14 ranks)
Insight (14 ranks)
Perception (14 ranks)
Sleight of Hand (14 ranks)
Stealth (14 ranks)
Security (14 ranks)
Vehicles (2 ranks)
Intimidation (14 ranks)
Powers (25 points):
Immunity: Poison, Disease, and Aging (3 ranks)
Quickness (2 ranks)
Regeneration (10 ranks)
Danger Sense (1 rank)
Distance Sense (1 rank)
Extended Sight and Hearing range (2 ranks)
Comprehend Languages (2 ranks, 4 points)
Speed (1 rank)
Rapid Sight (1 rank)
Devices (21 points):
Promethium Armor (Protection 6, Impervious 6, Removable -2, Indestructible 1): 11 points
Promethium Katana (Damage 6, Penetrating 6, 17-20 crit, Easily Removable -6, Indestructible 1): 10 points
Statistics:
Attack: +15
Damage Rank: +13
Dodge: 15 (5 points in upgrading)
Parry: 15
Toughness: 13

Wingblade |

Here's another vignette.
The stout woman strode through the corridors like she owned the place. While that may not be technically true, the simple fact that she was here, striding through the labyrinthine hallways unerringly to reach the conference room, left those scurrying after her wondering how long it would be until she did.
She sat down at the head of the table and brought the built-in computer console to life. With a few keystrokes, she was into the system and past every security program in place.
You can't-- started one of the flustered scientists as she brought the secured files of Project H up on the big screen. She silenced him with a withering glare that spoke that, oh yes, she absolutely can.
After a few drawn out minutes as the woman cycled through numerous files, she finally addressed the nervous scientists that had sat at the conference table. I'm Maria Waller. Special director of the alien research division of S.H.I.P.
A wave of gasps and uncomfortable shifts passed across the room, with only Waller remaining still. She continued, I am taking an inventory of all alien assets and materiel -- technological, biological, and unclassed -- here on Earth. My division is to ascertain as much information as possible about the types of extraterrestrial entities there are, their capabilities, and their intentions. Your Project H is one such asset.
But ma'am, we are a private research facility. You have no authority to take our research, said a scientist with thick glasses reflecting the light of the computer screen.
Waller looked at the man, who shrank from her gaze. Well, let's talk about this research, shall we? She keyed a few commands into the console, and the image on the screen displayed a young girl of about eight, sleeping on a metal bed with her limbs strapped down. Some might say you are engaged in kidnapping.
That specimen is patented genetic material--
Waller leaned back in her chair. Looks like a little girl to me.
Several of the scientists drew back in their seats, making nervous glances to each other. One sat forward, a thin man with unkempt hair. You don't understand. It is a unique genetic code, processed and modified by us, raised and grown in a lab. It's not human, not sentient, and not a "little girl."
Waller's eyes narrowed at the condescending tone. I understand perfectly. Then she smiled. But I also understand that you can claim that she is not sentient because of the routine electroshocks you give her. You're up to what, twice a month now?
It. It is not sentient, one of the scientists corrected.
Another looked down, unable to face her. Twice a week, she said meekly.
Waller did little to hide her disgust. By order of the U.N. Security Council, all alien assets will be preserved. That means no more shocks. She will be allowed to learn. Give her an education. See if there's anything about that Shi'ar DNA in her that will let us know how they think, if you haven't scrambled all that out of her already.
The rest of the scientists looked at each other, outraged. Only one, Sarah Kinney, did not seem upset.
Waller continued. You see, there are no proprietary rights to anything alien. I could seize all your information, patents, assets, and data and for good measure, have you all arrested for child slavery and kidnapping. But believe it or not, I appreciate the work you do here, and the breakthroughs you have had so far have been promising.
I am aware you have used up your store of Nth metal. In exchange for these directives and S.H.I.P. control, I can get you more. I would like to see what happens if you introduce Nth metal fully into her system. It seems to interact with the Thanagarian genetics in unique ways.
The scientists all gaped, amazed that they were being allowed to continue. Waller smiled again.

The Haunt |

Haunt here. This weekend's a bit busier than expected so I didn't get much work done, but Grayson Pryde should be ready to get looked over.
By looking at some other builds, I notice a few different things that may add to Gray's relationships with the others on the team.
Blademaster makes him very uneasy. He sees a lot of his former guardian, a kind of negaverse Batman, in him. To make things even more emotionally complicated, he gets an uncomfortable feeling watching Blademaster perform acrobatic feats. It reminds him too much of his father. He moves exactly like him.
Corvus and Haunt have a very strong rivalry when it comes to acrobatics. The two constantly push one another to their limits and always expect the best from one another. Having both served under the X-Titans, they've developed a close bond.
Haunt hates having Wingblade around. Behind closed doors, he will often vote down to involve her whenever given the chance, stating that she is unstable and too much of a risk. At times, he may come across as condescending and mean. In reality, having been brainwashed into the lifestyle by a man who had no concern for his humanity, he sees too much of himself in the 15 year old and wishes that she could regain her innocence and experience the childhood he never got the chance to.
Time to go to sleep. I'm going to Disney World!

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Ok, here are some FAQ responses:
Has the group already met/formed, or are we doing that in game? The beginning story arc I have planned could work for either style of campaign, so I'll leave this one up to a vote. No vote will preclude any shared backstory individuals wish to craft together.
What kind of cities are we dealing with in terms of Gotham, New York, Metropolis, etc? In true Amalgam fashion, it will be a kind of mix. The big ones are as follows: Gotham is an area of New York City akin to Hell's Kitchen, only larger. Incorporating about thirty city blocks, it is the failed attempt at urban renewal that corruption has left as the bleakest, most crime-ridden section of the greatest city in the world. DC Metro is almost the opposite: a shining example of doing it right in the bustling corporate sector of Washington D.C., a stark contrast to the "heart" of the capital, DC Metro has become a sprawling beacon of success to the nation.
One or more of the characters is a killer. How should we deal with this? Does the game have penalties for such actions? While I did specify this as a "Bronze Age" campaign, which means murder isn't an acceptable "tactic", I realize that a few of the PCs I accepted have some issues in their backgrounds which make lethality a more likely tactic. I would ask that we focus on these characters' growth from such pasts towards a less severe outlook on life. A story of personal growth is of interest to me and I don't mind if we start out in a darker place (in fact, a storyline of a golden hero taking a darker path due to something that happens in game is likewise attractive, so long as the hero eventually is brought back into the light.) That being said, purposeful murder doesn't have mechanical effects/results so much as storyline- and complication- based issues. I'd rather not have to focus the campaign on a manhunt against your characters for harboring a serial killer.
When do we get started? Huh? Huh? Are We starting yet? Huh? Very soon. In fact, pretty much as soon as we get a majority in the vote above. I expect I'll be able to get things going pretty well in the first week here, since I am on vacation. I expect my posting will slow down a bit after I get back to work, but expect to be able to post at least daily.

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Just noticed Blademaster should probably be a part of PILOT, since that seems to be this universe' SHIELD analogue (with SHIP being SWORD?).
That's about right. I was going to use a Waller/Fury combo, but Wingblade's vignette involving Maria Waller was too cool, and Maria Waller will be running SHIP. PILOT will be run by Steve Fury (Steven Trevor/Nick Fury mashup.)

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and on that note, let's move the topic over to the Discussion Thread