Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Emerald Flame's Builds 2nd Edition

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, M&M Line Developer, The Justice League

Re: Emerald Flame's Builds (Sonix, Horseman -X-)

Postby Emerald Flame » Tue Dec 15, 2009 8:44 am

Image

MOTHER

PL: 10 (150 pp)

ABILITIES: STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 17 (+3) WIS: 17 (+3) CHA: 15 (+2)

SKILLS: Acrobatics 1 (+5), Bluff 4 (+6), Climb (+2), Computers 3 (+6), Concentration (+3), Diplomacy 5 (+7), Disguise (+2), Drive 1 (+5), Escape Artist (+4), Gather Info (+2), Handle Animal (+2), Intimidate 3 (+5), Behavioral Sciences 3 (+6), Civics 3 (+6), Current Event 3 (+6), Streetwise 4 (+7), Social Services 3 (+6), Notice (+3), Search (+3), Sense Motive (+3), Stealth 2 (+6), Survival (+3), Swim (+2)

FEATS: Attack Specialization (1), Contacts, Defensive Attack, Defensive Roll (), Equipment (6), Favored Environment (2), Inspire (2), Leadership, Minions (4), Well-Informed

POWERS:
* Mind Control [8] - DC:18:will
[PF] Mental Link
[PF] Subtle
[EX] Area
[EX] Effortless
[EX] Instant Command
[EX] Sensory Link

*[AP] Mind Reading [8] - DC:18:will
[PF] Subtle
[EX] Area

EQUIPMENT [ 30 pts ]
* Leather Armored Jacket (Protection 2 ) [3 ep]
* Heavy Pistol (Blast 4) [8 ep]
* Shotgun (Blast 5) [11 ep]

* Minivan [8 ep]

COMBAT: Attack 6 [Unarmed +2 (Bruise)] Defense 16 (13 flat-footed) Init 4

SAVES: Toughness 4 (4 flat-footed) Fortitude 5 Reflex 8 Will 11

DRAWBACKS: Weakness -Power 1/2 effect -vs- Adults [Freq DC 10] [Sev DC 15]

COSTS: Abilities 35 + Skills 9 (35 ranks) + Feats 20 + Powers 51 + Combat 24 + Saves 15 – Drawbacks -4 = 150 / 150
_______________________________________________________

From an early age, Mother (aka: May Simpson) had the ability to make others do what she wanted them to. It is easy with children but with a little effort, adults were her puppets too. She started out her adult life working with Child Welfare Services. She was able to use her power to help kids get back on a good track and stay away from negative influences. She soon discovered however that there were too many negative influences in the world and she started to see it as an un-ending... un-winnable war. That was it... It was a war and Mother suddenly saw what she had to do. Declare war!!

Mother quit her job and started to roam the streets helping kids. She soon confronted harder threats and had more than one gun shoved into her face. Each incident made her harder and more determined. One day she was speaking with a young child when a man came out of a nearby house. He grabbed the kid and then smacked him for not selling his drugs and for talking, ".. to some dumb bitch.." Mother confronted him and started to argue with him. A moment later, the man drew a pistol and shot her several times in the stomach. She was then left for dead on the street.

Mother was found and rushed to a nearby hospital. She was told that the bullet had done significant damage to her abdomen and due to this she would never be able to have children. Her body healed but her mind did not. She had a new drive… a new direction. When she left the hospital she went out and started to gather equipment and weapons. In her mind, the streets had declared war on her and now she was going to fight back... to save the children. She only focuses on chidlren and those that would abuse or hurt them. She has a large following of children that see her as a guardian angel.... as their mother.

Mother is driven by an over-whelming desire to help children. She finds it easy to use her gift to control children and she uses this power to get the children off of the street and out of harm’s way… no matter what level of force she needs to use. She has become a major threat to anybody that she perceives as hurting children. Her hair is bleached white to represent the death that reformed her life. She carries a large handgun and is willing to use it to "defend" herself.

She has slowly gathered a following of young children that will go out and gather information for her and bring her the names and locations of "children in need".

The police see her as a criminal since she is more than willing to use deadly force if needed and there have been numerous reports filed on her from a wide array of individuals. In her mind children need to be saved and any adult that hurts or abuses a child is merely a roadblock that has to be cleared to help the child.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Mother, Harliquin)

Postby Emerald Flame » Tue Dec 15, 2009 11:18 am

HARLIQUIN (H.A.H.C.S.)
[Hyper-Mobility Armored Hard-Light Combat System]

Image

PL: 10 (165 pp)

ABILITIES: STR: 24 (+7/+2) DEX: 21 (+5/+3) CON: 10 (0) INT: 12 (+1) WIS: 13 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 8 (+13), Bluff (+2), Climb (+7), Concentration 8 (+9), Diplomacy (+2), Disguise (+2), Escape Artist (+5), Gather Info (+2), Handle Animal (+2), Intimidate 8 (+10), Law 4 (+5), Streetwise 4 (+5), Notice 8 (+9), Police Officer 4 (+5), Search 3 (+4), Sense Motive 8 (+9), Stealth 8 (+13), Survival (+1), Swim 1 (+8)

FEATS: Acrobatic Bluff, Accurate Attack, All-out Attack, Assessment, Chokehold, Defensive Roll (2), Equipment (3), Evasion (1), Improved Aim, Improved Grab, Improved Pin, Master Plan, Power Attack, Seize Initiative, Startle, Precise Shot (2)

POWERS:
DEVICE: Kinetic Manipulation Suit [21], 105
*Concealment [6], Motion Aura: (All Visual and Hearing)
*Protection [10]
Impervious [5]
*Enhanced Strength [10]
*Enhanced Dexterity [5]
*Super-Strength [3]
*Immunity (Breathing, Heat, Cold) [4]
*Super-Senses [15] (Darkvision, Infravision & Ultravision, Visual tracking)
(PF) Precise Shot x2

VELOCI-TECH SYSTEMS
*Flight [5]
*(AP) Super-Movement [2]
* Wall Crawling
(FLAW) Only When stationary
* Water Walk
(Flaw) Only When moving
*(AP) Leaping [4]
*(AP) Speed [5]
>Linked<
*Immunity (Ground-based friction effects) [1]
****************************************
*Weapon Summoning (Hard Light Weapon System) [10]
(50 build pts)
****************************************
*Energy Cannon (Blast) [41 pts] [10] - DC:25:tough
(EX) Auto-fire
(EX) Penetrating
(PF) Subtle
*Frag Grenade [30 pts] [10] - DC:25:tough
(EX) Area: Explosion
*Snare [20 pts] [10] - DC:20:ref
(EX) Engulf
*Heavy Pistol [6 pts] [3] - DC:18:tough

COMBAT: Attack 5 [Unarmed +7 (Bruise)] Defense 16 (13 flat-footed) Init 5

SAVES: Toughness 12 (10 flat-footed) Fortitude 4 Reflex 8 Will 5

DRAWBACKS: Disability -Only one hand (Lft Only) [Freq DC 5] [Sev DC 15]

COSTS: Abilities 19 + Skills 16 (64 ranks) + Feats 18 + Powers 84 + Combat 22 + Saves 11 – Drawbacks -5 = 165 / 165
__________________________________________________________________

:idea: Before I say anything, I must stated that this build is HEAVILY influenced by Godfallen's builds, specifically Bumble Bee and Photonic. Thank You Godfallen for providing those great builds that inspired me.
__________________________________________________________________

This is the Harliquin (H.A.H.C.S.) [Hyper-Mobility Armored Hard-Light Combat System]. It is a combination of several different technologies that were melded together to create a new and potent combat system.

The base of the system is a series of Kinetic Manipualtion Modules (K.M.M.) mounted on a body harness that is worn by the operator. The harness consists of a back pack, a life-support module and a series of hard-light projectors positioned over the body. Also connected to the system is a an advanced sensor package that is mounted in a helemt. The backpack houses a state of the art system called Veloci-Tech. This system is based on the revolutionary designs of "Hyper-Wing" technology.* The Veloci-Tech system is capable of capturing, storing and manipulating kinetic energy through the K.M.M.'s. The wearer's movements provides the power supply for the system. The Veloci-Tech system can channel the energy into different forms of movement and even into offensive weapons. The Harliquin can perform sustained flight as-well-as manipulating kinetic energies to allow for enhanced leaping and movement at higher speeds. If the energy is focused onto specific K.M.M's, the suit is capable of sticking to walls and even moving across liquids. This is limited in that for the "wall crawling" the suit must be stopped prior to adhesion and for the "water walking" to function the suit must be moving. (* Hyper Wing is the design idea put forth by Godfallen.)

When activated the system projects a hard-light armor around the operator. A series of force-field projectors grant the operator protection as well as enhancing the operators abilities. On-board fuzzy-logic combat systems allow the operator to anticipate combat situations and also react more quickly when one comes up. The enhanced sensors grant the operator superb vision as well as interating a targeting system that improves the operator's ranged combat.

The entire suit is shrouded in a kinetic field that adds to the Hard-light armor to create a "fuzzy effect" to the armor. When moving at speed, the armor gets even more fuzzy. This provides a limited amount of concealment/blending and gives the operator a little more of an edge.

The suit is kept light-weight by NOT installing any weapon systems and instead utilizes a dedicated hard-light generator to manifest the needed weapon. The operator is also allowed to carry a small handgun that is encased by the armor. The H-L projectors, mounted in the fore-arms are the weapon deploymeny sites. There is one on each arm allowing for a "righty or a lefty" operator.

The suit is currently in the field-testing stages but Crane Technologies is confident that the suit will be fully functional shortly.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Mother, Harliquin)

Postby dirkgentry2000 » Thu Dec 17, 2009 4:10 pm

reminds me of the weapons/armor that Adam Strange has been using. In recent years, Rann has been into hard light tech
User avatar
dirkgentry2000
Zealot
Zealot
 
Posts: 1386
Joined: Tue Jan 30, 2007 2:34 pm
Location: Deep below stately Wayne Manor

Re: Emerald Flame's Builds (Mother, Harliquin)

Postby MisterO » Thu Dec 17, 2009 4:32 pm

Wow Emerald! Mother is awesome; a social services version of the Punisher! I like that you made her crusade to save the children a bit ambiguous, she is a true anti-hero.
User avatar
MisterO
Firebrand
Firebrand
 
Posts: 890
Joined: Thu Dec 14, 2006 9:21 am

Re: Emerald Flame's Builds (Mother, Harliquin)

Postby Emerald Flame » Thu Dec 17, 2009 4:43 pm

MisterO wrote:Wow Emerald! Mother is awesome; a social services version of the Punisher! I like that you made her crusade to save the children a bit ambiguous, she is a true anti-hero.


Thanks...

I wanted to create a series of characters that could be either be villians or "dark heros". Sonix was the first and Mother is the second.

I'm now working on a full team from England.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Mother, Harliquin)

Postby Emerald Flame » Fri Dec 18, 2009 2:53 pm

WHIPLASH
Iron Man: Armored Adventures

Image

PL: 10 (150 pp)

ABILITIES: STR: 18 (+4) DEX: 20 (+5) CON: 15 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 2 (+7), Bluff (+2), Climb (+4), Computers 3 (+7), Concentration (+3), Diplomacy (+2), Disable Device 4 (+8), Disguise (+2), Escape Artist (+5), Gather Info 3 (+5), Handle Animal (+2), Intimidate 4 (+6), Streetwise 5 (+9), Tactics 4 (+8), Notice 4 (+7), Search 2 (+6), Sense Motive (+3), Stealth 3 (+8), Survival (+3), Swim (+4)

FEATS: All-out Attack, Ambidexterity, Attack Focus (Melee) (3), Chokehold, Connected, Critical Strike, Fearless, Improved Grab, Improved Sunder, Improved Trip, Power Attack, Quick Draw (1), Taunt

POWERS:
Cybernetic Tendrils\
*Strike [10] - DC:25:tough, [EX] Penetrating
*(AP) Snare [6] - DC:21:tough
[PF] Tether
*(AP) Super-Movement: Swinging
*(AP) Razor Storm (Blast) [5] - DC:20:tough
[EX] Area: Cone
[EX] Penetrating
*Elongation [2]
[Flaw] Tendrils only

*Ripper Claw Blades (Strike) [5] - DC:20:tough
[PF] Mighty
[EX] Penetrating

Body Suit (Device: Hard to Lose) [3]
* Protection [8]
* Immunity: Breathing, Cold, Heat, Radiation, [4]

COMBAT: Attack 8 [Unarmed +4 (Bruise)] Defense 16 (13 flat-footed) Init 5

SAVES: Toughness 10 (10 flat-footed) Fortitude 5 Reflex 10 Will 5

COSTS: Abilities 41 + Skills 9 (36 ranks) + Feats 15 + Powers 47 + Combat 28 + Saves 10 – Drawbacks 0 = 150 / 150
_________________________________________________________

:arrow: This is my build for Whiplash as he appears in the Iron Man: Armored Adventures cartoon. I have to say that I was a little unsure of the concept of a teenaged Iron Man, but now I am hooked.

Whiplash wears a full body suit and his arms have been cybernetically replaced. The "whips" are housed in his arms and can extend from /retract into the arms. The whips themselves are made of hundreds of small interlocking plates which are energized allowing them to slice through almost anything or, at Whiplash's discretion, wrap around and snare things.
The basic uses of the "whips" are...
Standard whip = Strike
Whip & Grab = Snare w/ Tether
Whip & Swing = Super-Movement: Swinging

In one of the episodes, Whiplash is "upgraded" and his whips can now fragment themselves and each of the tiny sections can fly off like tiny boomerangs.
They then return and reform the whips. (Yeah... they can do that)
Razor Storm = Blast: Cone
* I built this as a simple blast effect and ignored the boomerang issue. You could also think of this as each time that Whiplash uses this ability, a small section of his "whips" break off. This means that later he would have to replace that section.... This idea makes more sense to me. But the cartoon says that they reform. :roll:

I like the way that the villians have been re-visioned in this new series... I will be posting Blizzard soon.

If you prefer.....

Image
Last edited by Emerald Flame on Sat Dec 19, 2009 5:46 am, edited 3 times in total.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Mother, Harliquin)

Postby dirkgentry2000 » Fri Dec 18, 2009 3:08 pm

whiplash? any relation to the Mickey Rourke charcter of the same name in Iron Man 2? :)
User avatar
dirkgentry2000
Zealot
Zealot
 
Posts: 1386
Joined: Tue Jan 30, 2007 2:34 pm
Location: Deep below stately Wayne Manor

Re: Emerald Flame's Builds (Mother, Harliquin)

Postby Emerald Flame » Sat Dec 19, 2009 5:43 am

dirkgentry2000 wrote:whiplash? any relation to the Mickey Rourke charcter of the same name in Iron Man 2? :)


You posted before I finished my post.. It is Whiplash, as seen in the Iron Man: Armored Adventures cartoon. The character could easily be used for the Rourke: Whiplash with a few minor tweaks.

Enjoy
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Whiplash, Blizzard)

Postby Emerald Flame » Sat Dec 19, 2009 6:14 am

BLIZZARD
Iron Man: Armored Adventures

Image

PL: 10 (160 pp)

ABILITIES: STR: 21 (+5/+1) DEX: 16 (+3) CON: 15 (+2) INT: 20 (+5) WIS: 18 (+4) CHA: 12 (+1)

SKILLS: Bluff 3 (+4), Climb 2 (+7), Computers 4 (+9), Concentration (+4), Mechanical 6 (+11), Electronic 6 (+11), Diplomacy (+1), Disable Device 6 (+11), Disguise (+1), Drive 2 (+5), Escape Artist (+3), Gather Info 4 (+5), Handle Animal (+1), Intimidate 3 (+4), Earth Sciences 8 (+13), Physical Sciences 8 (+13), Technology 8 (+13), Notice 5 (+9), Pilot 3 (+6), Search 4 (+9), Sense Motive (+4), Stealth (+3), Survival 4 (+8), Swim (+5)

FEATS: Assessment, Attack Focus (Ranged) (2), Attack Specialization (Ice Cannon), Contacts, Diehard, Favored Environment (1), Improved Sunder, Inventor, Master Plan, Power Attack, Ranged Pin, Taunt

POWERS:

* Protection (Impervious) [8]

* ICE CANNON (Cold Control) [10] - DC:25:tough
(AP) Blast (Cold) [10] - DC:25:tough
(AP) Create Object [10]
(AP) Drain CON[10] - DC:20:fort
(AP) Snare [10] - DC:20:ref
> (PF) Precise
> (PF) Split Attack
* Immunity (Cold, Pressure, Suffocation) [8]
* Super-Senses [6] (Dark Vision, Distance Sense, Time Sense, Radio, Thermo)
* Enhanced (STR +8) [8]
* Super-Strength [4]

* "ICE GRENADES (DEVICE) [2]
Easy to Lose [6]
*Create Object (Ice Constructs) [10]
> (EX) Area: Blast
> (Flaw) Permanent
> (Flaw) Uncontrolled
>Linked<
*Snare [10]
> (Flaw) Permanent
> (Flaw) Uncontrolled

COMBAT: Attack 5 [Unarmed +5 (Bruise)] Defense 13 (12 flat-footed) Init 3

SAVES: Toughness 10 (10 flat-footed) Fortitude 5 Reflex 6 Will 6

COSTS: Abilities 34 + Skills 19 (76 ranks) + Feats 13 + Powers 70 + Combat 16 + Saves 8 – Drawbacks 0 = 160 / 160
_____________________________________________________________

:arrow: Here is another build from the Iron Man: Armored Adventures. This is the re-envision Blizzard and honestly.... my favorite villian. I was never a big fan of the old Blizzard as he always seemed little more than a super-powered goon.
This version of Blizzard is a scientist that actually designed his own armor. He is a smart and competent foe.

The armor is designed to protect him from extreme cold temperatures and allows him to function normally. The "Ice Cannon" has the standard faire of ice-based powers.
Cold Blast = Blast (Cold)
Form Ice Constructs = Create Object
Freezing Fatigue = Drain CON
Ice Bindings = Snare

He has one unique weapon that is new(er)
"ICE GRENADES"

When deployed, these "grenades" have an area-effect "Create Object" in which the area is encased in heavy ice. I built this as having two powers that are linked.
*Create Object (Ice Constructs) and Snare
I also added the Flaws of Permanent and Uncontrolled to show that once the grenade pops, the area is covered with the effect and if Blizzard is caught in it, he will be effected also. The Permanent part is that the ice must either be melted or shattered to escape it. It just doesn't end and go away.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Mother, Harliquin)

Postby Emerald Flame » Sun Dec 20, 2009 6:56 am

CRIMSON DYNAMO
Iron Man: Armored Adventures

Image

PL: 10 (160 pp)

ABILITIES: STR: 30 (+10/+2) DEX: 14 (+2) CON: 19 (+4/+1) INT: 18 (+4) WIS: 18 (+4) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+2), Computers 4 (+8), Concentration (+4), Mechanical 6 (+10), Diplomacy (+1), Disable Device 4 (+8), Disguise (+1), Drive 2 (+4), Escape Artist (+2), Gather Info 3 (+4), Handle Animal (+1), Intimidate (+1), Know: Earth Sciences 8 (+12), Know: Physical Sciences 8 (+12), Know: Technology 8 (+12), Language (Russian, English), Medicine 4 (+8), Notice 3 (+7), Search 2 (+6), Sense Motive (+4), Stealth (+2), Survival 2 (+6), Swim (+2)

FEATS: All-out Attack, Attack Focus (Melee) (3), Connected, Critical Strike, Improved Grab, Improved Sunder, Power Attack

POWERS:
Crimson Dynamo Armor (Device) [Hard to Lose] [21]
* Enhanced CON [6]
* Enhanced FORT [3]
* Growth (Large Size) [8]
* Immovable [4]
[PF] Unstoppable
* Protection [8]
(EX) Impervious
* Flight [6]
* Immunity [14]
(Life Support, Visual Dazzle Effects)
* Super-Strength [5]

* Strike (Reinforced Fists) [6]
(PF) Mighty

COMBAT: Attack 0 [Unarmed +10 (Bruise)] Defense 12 (9 flat-footed) Init 2

SAVES: Toughness 12 (12 flat-footed) Fortitude 7 Reflex 5 Will 7

DRAWBACKS: Noticeable -Giant combat armor [Freq DC 5] [Sev DC 15]

COSTS: Abilities 29 + Skills 14 (] ranks) + Feats 9 + Powers 84 + Combat 20 + Saves 9 – Drawbacks -5 = 160 / 160
________________________________________________________________

:arrow: Here is the heavy hitter in the Iron Man: Armored Adventures universe. This thing is a monster.

According to the story, the Crimson Dynamo was designed for space exploration. When it is first seen (in the episode Iron Man vs. the Crimson Dynamo) it is sitting very close to the sun. The suit was built to resist the heat and radiation of the sun. There was a mishap and the Crimson Dynamo is stranded in space. According to the story, Ivan Vanko, an astronaunt, is stranded in space in very close orbit to the Sun for two years.
Somehow he is able to break away from the orbit and returns to Earth. The suit survives re-entry and crashlands on a bridge in New York. Ivan immediately heads toward the Project Pegasus headquarters with revenge in his heart. Iron Man confronts the Crimson Dynamo and fails to stop him several times. Iron Man finally stops the Crimson Dynamo when he brings Vanko's family to him. After seeing his family he abandons his attempts of revenge.

:arrow: That is backstory... Now for the design idea(s). I see the Crimson Dynamo as big, heavy and strong. The suit is Large-sized and I maxed-out the Strength. It has limited combat abilities, as it was originally designed for exporation. A later version of the suit was equipped with various weapons, including missles, flame-throwers and gatling guns.... This is the base-line unit. I envision the suit beating

I have to test the character to see if it can take the punishment that it could take in the show.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Blizzard, Crimson Dynamo)

Postby dirkgentry2000 » Sun Dec 20, 2009 7:31 am

I'm going to have check out that series I think.
User avatar
dirkgentry2000
Zealot
Zealot
 
Posts: 1386
Joined: Tue Jan 30, 2007 2:34 pm
Location: Deep below stately Wayne Manor

Re: Emerald Flame's Builds (Blizzard, Crimson Dynamo)

Postby Kreuzritter » Sun Dec 20, 2009 8:37 am

it's certainly shown promise. as an example, while they are going with a 'teen tony' premise, Tony has shown he can be quite the dick once you start pushing his buttons, and not only has he been called on how close he's come to supervillainy, on at least two occassions those decisions have come back to bite him
Kreuz Control Promotions: over 2250 builds served, and counting...
Crinoverse: Contributions
User avatar
Kreuzritter
Cosmic Entity
Cosmic Entity
 
Posts: 18069
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

Re: Emerald Flame's Builds (Blizzard, Crimson Dynamo)

Postby Emerald Flame » Sun Dec 20, 2009 10:02 am

Kreuzritter wrote:it's certainly shown promise. as an example, while they are going with a 'teen tony' premise, Tony has shown he can be quite the dick once you start pushing his buttons, and not only has he been called on how close he's come to supervillainy, on at least two occassions those decisions have come back to bite him


Yeah, Rhodey has flat out told him that there is a very fine line between Tony and the badguys... A classic example of this is when Tony unleashes Technovore. (I want to try and stat that up next.)
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Blizzard, Crimson Dynamo)

Postby Emerald Flame » Sun Dec 20, 2009 8:10 pm

TECHNOVORE

Image

PL: 10 (160 pp)

ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: NA INT: 16 (+3) WIS: 16 (+3) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+2), Computers 8 (+11), Concentration (+3), Mechanical 1 (+4), Diplomacy (+1), Disable Device 4 (+7), Disguise (+1), Escape Artist (+2), Gather Info 6 (+7), Handle Animal (+1), Intimidate 3 (+4), Earth Sciences 4 (+7), Physical Sciences 4 (+7), Technology 4 (+7), Notice 4 (+7), Search (+3), Sense Motive (+3), Stealth (+2), Survival (+3), Swim (+2)

FEATS: All-out Attack, Assessment, Attack Focus (Melee) (2), Critical Strike, Defensive Attack, Diehard, Eidetic Memory, Fast Overrun, Fearless, Improved Grab, Improved Grapple, Improved Overrun, Power Attack, Sneak Attack (2), Well-Informed

POWERS:
Alternate Form (Particulate: Nanite Swarm) [10]
> Elongation (10 ft) [2]
> Immunity (Fort Saves) [30]
> Insubstational (Fluid-like) [1]
> Strike [10]
> Super-Movement: Slithering [1]

"Assimilation"Transfer [10] - DC:20:fort
* Drain [3]
* Boost [2]
[Flaw] Can only "Boost" the same power as is absorbed.

COMBAT: Attack 4 [Unarmed +2 (Bruise)] Defense 16 (13 flat-footed) Init 2

SAVES: Toughness 0 (0 flat-footed) Fortitude 0 Reflex 5 Will 6

DRAWBACKS: Noticeable -Giant nanite swarm [Freq DC 5] [Sev DC 15]

COSTS: Abilities 12 + Skills 10 (] ranks) + Feats 17 + Powers 100 + Combat 20 + Saves 6 – Drawbacks -5 = 160 / 160
______________________________________________________________

:arrow: This is Technovore, one of the coolest villians (IMHO) in the new Iron Man: Armroed Adventures Universe. The Technovore started as a computer virus that Tony Stark deliberately infected the Pegasus computer system. Tony designed the virus to have a "hunger" for information so that it would hunt down any and all information on the Iron Man and Crimson Dynamo. It worked very well and destroyed the computer system. The problem came when the information was gone. The virus had started to evolve on it's own. Pegasus had been working on advanced nanites. The virus infected the nanites and started to use them to "assimilate" more information. Technovore created a "body" and started to assimilate everything that it could. Technovore spreads it's nanites over the target, breaks it down and then "assimilates" the technology. In the show, it assimilates the glove of Iron Man and then could use the repulsors!
Technovore has an extreme "hunger" for all information and technology. This is the purpose that drives the Technovore.

:arrow: The "assimilation" ability of the Technovore was a little tricky to come up with. I finally found the power "TRANSFER". It represents the ability for the Technovore to "break down" a target and then transfer/"boost" the power to itself.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-
User avatar
Emerald Flame
Luminary
Luminary
 
Posts: 2961
Joined: Wed Aug 03, 2005 11:28 am
Location: In geosynchronus orbit above OA

Re: Emerald Flame's Builds (Crimson Dynamo, Technovore)

Postby MisterO » Mon Dec 21, 2009 4:25 pm

This show looks like it's worth watching just for the character designs! Blizzard's armor looks especially good.

Transfer has become my go-to power for power thief characters. It's one of the best pre-built powers to come from UP.
User avatar
MisterO
Firebrand
Firebrand
 
Posts: 890
Joined: Thu Dec 14, 2006 9:21 am

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Bing [Bot], JoshuaDunlow, Majestic-12 [Bot], NYpurdy, ursinethemadbear and 20 guests