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Emerald Flame's Builds 2nd Edition

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Postby Emerald Flame » Tue Jan 15, 2008 6:51 pm

Godfallen wrote:quixk question: why are you paying so much for Behemoth's immunity to lethal damage?? it's only a lvl 20 immunity, and the limited flaw makes it worth 10pp...


Straight out of the book, I believe that they had it at Level 40??? I'll have to check...

<Grabs book>

< Looks at book.... Scratches head....> OK... I guess my drugs had worn off when I wrote it up... I don't see where I got 40 from... You are right.. and I will correct it.

Thanks...
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Postby Emerald Flame » Tue Jan 15, 2008 7:02 pm

For the fun of it, I'm going to convert and tweak the Black Diamond character from Meta-4. I thought that it was/is an interesting design in that it seems to me to be a cross between the Green Goblin and Mr. Freeze.
The "Goblin" part is the flying snowboard and Mr. Freeze for the cold powers.

Image


BLACK DIAMOND
PL: 10 (160 pp)

ABILITIES: STR: 14 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 19 (+4) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 5 (+8 ), Bluff 1 (+3), Climb (+2), Computers 4 (+8 ), Concentration (+1), Mechanical 9 (+13), Electronic 9 (+13), Diplomacy (+2), Disguise (+2), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Robotics 3 (+7), Notice 4 (+5), Search (+4), Sense Motive (+1), Stealth (+3), Survival (+1), Swim (+2)

FEATS: Favored Environment (1), Attack Focus (Melee) (2), Attack Specialization (1), Dodge Focus (1), Defensive Attack, Improved Disarm

POWERS:
*DEVICE: Cold Suit (Hard to Lose) [9]
* Protection (Impervious) [8]
** Cold Control [9] - DC:24:tough
(AP) Blast (Cold) [9] - DC:24:tough
(AP) Create Object [9]
(AP) Drain Toughness [10] - DC:20:fort
(AP) Snare [9] - DC:19:ref
(PF) Precise
(PF) Split Attack
* Immunity (Cold, Pressure, Suffocation) [8]
* Super-Senses [5]
(Dark Vision, Distance Sense, Time Sense, Radio)

*DEVICE: Grav-Board (Hard to Lose) [10]
* Flight [9]
* Immovable [9]
* Strike [10] - DC:25:tough
(EX) Penetrating
* Enhanced Feat: Move-by Action/Attack [1]

COMBAT: Attack 10 [Unarmed +2 (Bruise), Snowboard Slam 10 (Lethal)] Defense 19 (14 flat-footed) Init 3

SAVES: Toughness 9 (9 flat-footed) Fortitude 2 Reflex 7 Will 2

DRAWBACKS: Weakness -UNLUCKY [Freq DC 10] [Sev DC 10]

Abilities 28 + Skills 10 (38 ranks) + Feats 7 + Powers 76 + Combat 36 + Saves 6 – Drawbacks -3 = 160 / 160



:arrow: I converted a Meta-4 character over and then tweaked it. The biggest change (tweak) was to put an enhanced array into the suit. I have always had a warm...err.. cold spot in my heart for the Mr. Freeze abilities. This suit reminded me of the cryosuit that Mr. Freeze uses in the new The Batman show. So I gave him an array that allows him to do some nifty "freezing" things.
Last edited by Emerald Flame on Tue Feb 19, 2008 9:21 am, edited 3 times in total.
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Postby Troubleshooter » Tue Jan 15, 2008 7:13 pm

Emerald Flame wrote:
Godfallen wrote:quixk question: why are you paying so much for Behemoth's immunity to lethal damage?? it's only a lvl 20 immunity, and the limited flaw makes it worth 10pp...

Straight out of the book, I believe that they had it at Level 40??? I'll have to check...
<Grabs book>
< Looks at book.... Scratches head....> OK... I guess my drugs had worn off when I wrote it up... I don't see where I got 40 from... You are right.. and I will correct it.
Thanks...


Does it apply to both physical and energy damage? Each category costs 20 points:

Immunity: Lethal physical damage = 20 ranks
Immunity: Lethal energy damage = 20 ranks

So if he's got immunity to both of those, it's 40 ranks; if it's Flawed, that's 40 ranks at 2 ranks/pp, for a cost of 20. Looks like you prefer to list ranks rather than cost next to powers.

By the way, is there supposed to be a Mighty attached to that Strike?
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Postby catsi563 » Tue Jan 15, 2008 7:14 pm

Emerald Flame wrote:
Godfallen wrote:quixk question: why are you paying so much for Behemoth's immunity to lethal damage?? it's only a lvl 20 immunity, and the limited flaw makes it worth 10pp...


Straight out of the book, I believe that they had it at Level 40??? I'll have to check...

<Grabs book>

< Looks at book.... Scratches head....> OK... I guess my drugs had worn off when I wrote it up... I don't see where I got 40 from... You are right.. and I will correct it.

Thanks...


I See where th issue lies and where you got 40 points from. You need to define wether the damage is Lethal (physical (IE bullets, knives, etc), and Lethal Energy (IE fire, radiation, Electriciy, Plasma etc).

Each is a separate immunity costing 20 points each. with the flaw shifting it to non-lethal 20 points spent would be immunity to both shifiting both to non lethal.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Postby Emerald Flame » Tue Jan 15, 2008 7:59 pm

[Image

LONG HORN

LONG HORN
PL: 12 (180 pp)

ABILITIES: STR: 25 (+7) DEX: 14 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 13 (+1) CHA: 12 (+1)

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

FEATS:
ENHANCED FEATS, Assessment, Endurance (1), Power Attack, Improved Overrun, Accurate Attack, Fast Overrun, Improved Critical (1), Attack Specialization (1), Improved Sunder, Diehard, Attack Focus (2), Critical Strike

POWERS:
*Device (Combat Battle Suit; Hard to Lose) [14]
*Strike (Horns) [5], (PF) Mighty, , (EX) Penetrating
*Communication [ Radio ] [4]
*Enhanced Feats (Assessment, Endurance [4], -Power Attack, Improved
Overrun)
*Enhanced Strength [10]
*Immunity (Life Support, Critical Hits) [11]
*Protection [10], * Impervious [10]
*Super Strength [6]
*GROUND EFFECT THRUSTERS
Speed (50 mph ground speed) [3]
[AP] Leaping [3]

COMBAT: Attack 4 [Unarmed +7 (Bruise), Long Horn Rack-Attack + (Bruise)] Defense 13 (11 flat-footed) Init 2

SAVES: Toughness 12 (12 flat-footed) Fortitude 4 Reflex 3 Will 2

DRAWBACKS:
Normal Identity (-3)

Abilities 21 + Skills 9 (36 ranks) + Feats 9 + Powers 126 + Combat 14 + Saves 4 – Drawbacks -3 = 180 / 180


BACKGROUND

Charles "The Bull" Goodnight was a student at the University of Texas at Arlington (UTA) studying mechanical engineering and design. His college was being paid for by a football scholarship that he had gotten when he graduated from Lamar High School. Charles played the tackle position. It is doing this that he got the nickname of "the Bull".
His father was a very wealthy businessman who could have easily paid for Charles to go to the University, but his son wanted to stand on his own feet.

One evening, while he was studying in his apartment, two men came to his door. They rang the doorbell and then a few seconds later the door was kicked off of it's hinges. The two men were on top of Charles before he could react. The beating Charles received placed him in the hospital with numerous broken bones and a damaged spine. The doctors told him that he would never play football again. During his rehabilitation, Charles laid in a bed where his window over-looked a field where a farmer grazed his herds. Each morning, Charles was greeted by mooing of longhorn cattle. As his body healed, Charles continued to challenge his mind. He started redesigning/modifying a suit of powered armor that his father's company was working on. First the designs were hastily scribbled on a piece of paper or the back of a place mat. As the weeks stretched on, the design became more advanced and more capable.
During on of the many visits from his father, a bit of information slipped out. Charles later found out that his father had several "shady" business partners. One of these "business partners" had sent the people to Charles' apartment to send a message to his father about a "deal" which was in the works.

When Charles was released from the hospital, he faced some major life changes. His right leg had been badly damaged and he now walked with a limp. Driven by a desire to get back at the men that had ended his promising football career, he dropped out of school and sunk his money, along with a large chunk of his father's money into building the prototype combat armor. Servo-compensators in the legs, eliminated his limp. Small thrusters built into his legs and back gave the suit the ability to skim the ground at high rates of speed or to make short bounding leaps. Taking inspiration from the longhorn cattle that kept him company during his long rehabilitation, the upper torso, in particular the head, was built with heavy armor and reinforcements that would allow for high impact ram attacks. Two large horns protrude from the helmet. Charles donned the armor and took to the streets to fight back against those that had ended his career.
It was not long before he located the men responsible for the attack. A short time later, they met Longhorn.

TACTICS

Longhorn is not by any means a tactical person. The armor he wears is designed to take a beating and deliver the same. His favorite tactic is to pick a target and CHARGE!!!. The suit's thrusters propels Longhorn at high speeds at his target. He then slams into the target with a combination of heavy armor and high velocity. The horns are capable of ripping armored cars apart and penetrating tank armor. Strength-wise, he is able to max out his lifting at approx 52 tons.

APPEARANCE

Longhorn is a bulky build minotaur. The main body resembles a male in older-looking armor and the head is that of a bull with long horns protruding from its side. He stands approx 6' 8" tall and has a very solid build.

:arrow: Thank you very much for the artwork DMAC... You are da' man!!

:arrow: This was originally posted on the Statesmen thread, but I wanted to bring it over and post all my characters in one place.
Last edited by Emerald Flame on Wed Jan 16, 2008 4:30 am, edited 2 times in total.
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Postby Emerald Flame » Tue Jan 15, 2008 8:02 pm

THE HORSEMAN (v 1.0)
PL: 10 (150 pp)

Image


ABILITIES: STR: 27 (+ DEX: 12 (+1) CON: 14 (+2) INT: 18 (+4) WIS: 14 (+2) CHA: 18 (+4)

SKILLS: Bluff 3 (+7), Climb (+, Computers 5 (+9), Concentration (+2), Electronic 7 (+11), Mechanical 7 (+11), Diplomacy (+4), Disable Device 4 (+, Disguise 20 (+24), Drive 2 (+3), Escape Artist (+1), Gather Info 5 (+9), Handle Animal (+4), Intimidate 5 (+9), Investigate 6 (+10), Business 8 (+12), Technology 8 (+12), Streetwise 5 (+9), Notice 5 (+7), Pilot 4 (+5), Industrialist 8 (+10), Ride 5 (+6), Search 5 (+9), Sense Motive (+2), Stealth 4 (+5), Survival (+2), Swim (+

FEATS: Accurate Attack, Improvised Tools, Attack Specialization (1), Inventor, Power Attack, Second Chance (1), Benefit (6), Assessment, Evasion (1), Improved Initiative (2), Interpose, Precise Shot (1)

POWERS:
*Device: Mecha-steed Combat System (Hard to Lose) [12], 60
*Morph [4]
(PF) Metamorph ** Transform from Power Armor to Horse and Rider
*Blast: Plasma Blast [10] - DC:25:tough
(AP) Strike Sword of the Horseman [10] - DC:25:tough
*Enhanced Strength [15]
*Enhanced Feats [6] (Assessment, Evasion, Improved Initiative)
*Flight [5]
(AP) Super-Strength [5]
*Immunity: Life Support & Crit Hits [10]

COMBAT: Attack 8 [Unarmed +8 (Bruise), Sword of the Horseman 10 (Bruise)] Defense 18 (14 flat-footed) Init 9

SAVES: Toughness 12 (2 flat-footed) Fortitude 5 Reflex 4 Will 5

DRAWBACKS: Normal Identity -Power Armor Suit [Freq DC 5] [Sev DC 10]

Abilities 28 + Skills 25 (99 ranks) + Feats 12 + Powers 48 + Combat 32 + Saves 9 – Drawbacks -4 = 150 / 150

*********************************************


THE RIDER
PL: 10 (150 pp)

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

SKILLS: Bluff 3 (+7), Climb (+3), Computers 5 (+9), Concentration (+2), Electronic 7 (+11), Mechanical 7 (+11), Diplomacy (+4), Disable Device 4 (+, Disguise 20 (+24), Drive 2 (+5), Escape Artist (+3), Gather Info 5 (+9), Handle Animal (+4), Intimidate 5 (+9), Investigate 6 (+10), Business 8 (+12), Technology 8 (+12), Streetwise 5 (+9), Notice 5 (+7), Pilot 4 (+7), Industrialist 8 (+10), Ride 5 (+, Search 5 (+9), Sense Motive (+2), Stealth 4 (+7), Survival (+2), Swim (+3)

FEATS: Accurate Attack, Improvised Tools, Attack Specialization (1), Inventor, Power Attack, Second Chance (1), Benefit (6), Assessment, Evasion (1), Improved Initiative (2), Interpose, Precise Shot (1), Move-by Action, Uncanny Dodge

POWERS:
*Device: Mecha-steed Combat System (Hard to Lose) [12], 60
*Morph [4]
(PF) Metamorph ** Transform from Power Armor to Horse and Rider

*STRIKE: Sword of the Horseman (DAM=9) [6] - DC:21:tough
(PF) Mighty
(EX) Penetrating
*Enhanced Feats [8] (Assessment, Evasion, Improved Initiative, Move By Action, Uncanny Dodge)
*Enhanced Strength [5]
*Enhanced Dexterity [5]
*Minion (Cyber-Steed: Ichabod) [6], ** SEE ATTACHED SHEET

COMBAT: Attack 8 [Unarmed +3 (Bruise), Sword of the Horseman 10 (Bruise)] Defense 18 (14 flat-footed) Init 11

SAVES: Toughness 12 (2 flat-footed) Fortitude 5 Reflex 6 Will 5

DRAWBACKS: Normal Identity -Power Armor Suit [Freq DC 5] [Sev DC 10]

Abilities 28 + Skills 25 (99 ranks) + Feats 12 + Powers 48 + Combat 32 + Saves 9 – Drawbacks -4 = 150 / 150


:arrow: The character is designed to be able to function on two power-levels. The first being a street-level and the other on a high-power level.
Last edited by Emerald Flame on Wed Jun 11, 2008 4:16 pm, edited 1 time in total.
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Postby Emerald Flame » Wed Jan 16, 2008 7:38 am

BACKGROUND:

Jason Crane is actually the direct descendant of Ichibod Crane that is depicted in the Washington Irving story. There is much speculation as to factual basis of the story, but the facts are that there really was a Hessian soldier and you can still visit the grave to this date.

Image


Jason grew up in New York City and still holds a residence there. His father was a doctor in a small practice. They lived like most average middle-class families. Jason was blessed with an above-average intelligence. His life was normal for the most part. He started tinkering with electronics and mechanics at a young age and he seemed to be able to design in 3-D on an instinctual basis. He graduated high-school two-years ahead of schedule. He attended medical school but his true calling was not in the medical field. He applied to M.I.T. and was able to obtain his Master’s Degree in three years. After college, he started a small bio-technology R&D firm. He worked on proto-type designs as well as creating new original designs, including bio-medical applications. This allowed him to life comfortably even in the NYC area. Then one morning his normal life was turned upside down.
The morning was September 11th, 2001. The country reeled from the terror attack and so did Jason. Sitting in his apartment watching the horror, Jason realized that he had a burning desire to do something to help. He quickly made his way to his R&D firm and donned an advanced prototype exo-suit. The suit was designed to help people with spinal injuries walk again. The suit also could augment the wearer's natural abilities and grant the wearer enhanced senses through a cluster of sensors. Having donned the suit, he made his way to the site of the towers to help out.
As he helped to dig through the rubble, he realized that he felt alive for the first time in a long time. He returned home and started to think. Jason started to work on plans for the exo-suit to be modified to be used in a more combat-oriented role. He had the available tools thanks to his company but now he wanted a motif. Something that could be used for the psychological edge. His own personal calling card as it were.
The answer came in an email. Jason's cousin had just been sworn in as a police officer in the village of Sleepy Hollow, in upstate New York. She sent a picture to Jason as a sort of tongue-in-cheek joke about a Crane being back in Sleepy Hollow. As he looked at the picture, he took note of the arm patch on her uniform. A headless horseman rearing back on a steed. It was at this time that Jason had his answer. He started to work on the tools that he would use to craft his armor. He purchased new equipment and components through his company and then diverted them to his own workshop. As he assembled the components, his vision started to take form. The idea was simple. He designed a battlesuit out of the exo-suit that he had first used. He then incorporated a crystal lattice matrix cloaking layer on the helmet that could render the head invisible. This would give the visage of a headless warrior.
Next he created a large cyber-steed which he nicknamed 'Ichibod'. He knew that a regular horse would be vulnerable and a liability in combat. The tactic of taking out the rider’s horse was used since the advent of mounted combat. The mechanical horse allowed him to be able to ride at high speeds through the streets without having to worry about a real animal getting hurt. With all the pieces in place, he took to the streets fighting against street-level criminals, and took the name, the Rider. He started to make a name for himself and started to get the feeling that he was unbeatable. One evening, Jason came up against a super-powered criminal that quickly obliterated those feelings. The fight was over quickly and Jason limped away to lick his wounds and his ego. Jason returned to the drawing board and soon Ichibod received a major upgrade. Taking the idea of the rider and horse being as one, Jason took the cyber-steed back to the drawing board completely. After the redesign, the cyber-steed would be able to reconfigure itself and transform into a heavy Battle Suit that encompasses the rider. This power upgrade now allowed the Rider to become the HORSEMAN. In this new form, Jason could fight against or side-by-side with other super-powered heroes.

SUIT DESCRIPTION:

Image

The Horseman Combat system is comprised of two key pieces:

UNIT #1 A.S.I.C.S. (Advanced Sensory Integration Combat System)
The ASICS suit is an advanced system that can actually transfer data and sensory input directly to the brain via a synaptic relay. Once the suit is activated, the on-board sensors start scanning the surrounding environment. This allows the wearer to have an almost “super-natural” sense of his environment. It is also capable of studying an opponent and predicting the next movement that they could make. The suit’s outer layer is an advanced liquid polymer armor suspension that is capable of absorbing a considerable amount of damage. The enclosed exo-skeleton grants the wearer enhanced strength and with the onboard sensors, the wearer also benefits from an enhanced dexterity.
As more of a gimmick, Jason added a holographic lattice to the outside of the helmet. This lattice effectively cloaks the wearer’s head. The overall image is that of a headless soldier in armor. Jason remembered the stories of how the Headless Horseman terrorized the people of Sleepy Hollow. Jason realized that the time had come for the Horseman to return. Jason armed himself with an advanced design, mono-blade sword that was capable of cutting through all but the toughest materials. Thus the Rider was born.

UNIT #2 “ICHABOD” (Mecha-steed)
“Ichabod”, as Jason has dubbed him, is the second component of the Horseman. The mecha-steed unit is what it sounds like. A mechanical/robotic horse which the Rider uses. The steed is the size of a warhorse and is powerfully built. It has a long black mane and tail. Its body is a satin black color. The eyes glow a fierce red color. The animal’s systems allow it to run for an indefinite amount of time and at speeds able to match most sports cars. The Rider is held on by magna-claps in the saddle area allowing the Rider to use both his hands to fight. Commands are relayed to the horse, via the A.S.I.C.S. interface. Ichabod has a rudimentary A.I. system that gives him the semblance of a real horse, however Ichabod remains completely loyal to Jason and would willingly face destruction to help Jason out.
The image of a headless rider galloping towards you waving a razor-sharp sword can be disheartening, but the true terror of the Horseman comes when the Rider declares, MECHAMERGE!!!
Upon the activation of the M.C.C.S. (Modular Combat Configuration System) the Rider and the Mecha-Steed become one. The steed switches its configuration and transforms into a power-armor combat suit. When the Rider and the Mecha-Steed combine, they become the HORSEMAN. The steed transforms and enclosed the Rider. The Rider is housed inside the torso of the Horseman, while the Rider’s legs and arms are in the Horseman’s limbs. Holding true to the Headless Horseman motif, there is no head for the Horseman. The same sensor system that is incorporated into the A.S.I.C.S. unit is used to provide the Horseman with its sensors. The pilot’s head is located between the shoulders of the Horseman. If there is a crash of the sensor systems and its redundant backups, then the torso armor can be reconfigured to allow for the Rider’s head to become exposed.
The Horseman configuration boasts several abilities that the Rider and Steed do not have access to. The Horseman has access to a Plasma Emitter that grants the Horseman ranged combat abilities. It also carries a larger version of the Horseman’s Sword which is not quite as sharp but can easily cause significant damage. The Horseman configuration has access to thruster engines which allow it to fly with a top speed of 250 mph. The armor of the Horseman is hardened and can take a significant amount of damage.
The Horseman configuration can be used in confrontations with super-powered enemies where heavier armor and weapons are needed. Jason has plans for upgrading the systems of the unit.



HORSEMAN 3.0: A New World, A New Suit

Image

After relocating to the Freedom City area and joining up with the fledgling group of the new Freedom League, Jason was able to sit down and re-evaluate his design. Jason found that he had spent most of his time in the Horseman configuration and had not been utilizing the “Rider” mode much. Jason opted to cast away the “Rider” mode and started to work on a dedicated “Horseman” combat suit. As before, the battlesuit was taken back to the drawing board. The new suit would keep some of the key imagery of the “Horseman”, namely the cloaked head and black armor, but the transformation mode was discarded in order for there to be more space for advanced equipment and components to be added. The final system was a smaller, more compact unit that provided a wider range of resources/tools for Jason. Jason was in the testing stages of the Horseman Mk III, when a second tragedy struck the east coast.
A huge series of earthquakes shook the entire east coast in the period of 15 minutes. Millions of people lost their lives and billions of dollars of damage was reaped. Most of the major cities were badly damaged and Freedom City was no exception.
The new suit also proved to have its own share of problems. Being that there was no “Rider” mode, the ASICS suit, that had acted as the interface, was gone. Jason tried to incorporate the ASICS into the new armor but the interface was not as reliable. Jason then took a huge leap of faith in technology and went in a totally different direction. He knew that the problem was as much in the operator as with the armor.

JASON 2.0

Image

Jason had researched the use of advanced nanites to repair and possibly modify the human nervous system. The research was being targeted to aid people with spinal injuries. Based on this information, Jason started to gather all the data that he could about the new bleeding-edge tech and then started to play with it. Several months later, at early hours in the morning, Jason had come to a point that he could go no further, without taking a mjor step. He had designed a nano-latice that would directly interface with his nervous system and provide the direct link between human and machine that he needed to optimize the performance of the suit. SO in those early hours, Jason injected himself with the nanites. Over the next few days, he gave himself several more injections of the nanites. After several more doses, the nanites started to graft a new artificial nervous system onto and over his organic one. This synthetic nervous system allowed him to interface with the suit on a level not thought of before. The suit’s sensors became his own senses. The new interface also had a secondary effect. The nanites provided him with an accelerated healing rate, as they continued to repair damage that they came across. The nanites had infiltrated almost all of his body, providing advanced healing as well as enhanced cognitive processing abilities as new pathways were created in his brain
In his personal journal, Jason has written on several occassions that:
“…the Horseman seems to rise from tragedy… as if it needs tragedy to “grow”. I cannot help but remember that the first Horseman system was spawned by Sept. 11th and now the latest incarnation was kick-started by the tragic chain of earthquakes that all but destroyed the east coast. Whenever I think on this, I would lie if I said that the old stories of the Headless Horseman didn’t seem to come back to me and chill me to the core. What legacy have I wrought upon myself? What have I done?”

The Legacy Continues:

Image

Dr. Adrian Eldrich, Master of Magic approached Jason about an idea that had come to him in a vision. Together they started to work on what would become the next major modification to the Horseman’s armor. This new armor was dubbed the Witch Stone Armor because of the gem-like stone mounted on the chest-plate. The Witch Stone Armor was designed at the prompting of Eldritch because he feared a time when a powerful magic-user could / would rise up and the ensuing battle would require might AND magic. The Witch Stone Armor looks different than the usual Horseman Armor. But still retains many of the function of the original suit. This also does not use a transformation system. This suit locked the configuration in, which became the standard.
Although both suits of armor incorporate many of the same operational systems, the Witch Stone Armor differs the most in the weapons it can employ. The Witch Stone suit is designed to fight super-natural foes rather than conventional ones. The suit’s GPIL is replaced by a magical array that can project “Spirit Bolts”. It can also cast a large “web” of sorts that is capable of snaring ethereal creatures. One of the biggest advantages that the Witch Stone Armor has is its ability to manifest a “Planar Door” that allows it to travel from one plane of existence to another. This doorway is generated at the expense of offensive abilities. The other major advantage that the Witch Stone Armor has is its “Spirit Field”. The armor generates a powerful force field that is only effective against supernatural energies.


Horseman 3.0 - 3.5

Image

There were a few upgrades for the latest version of the suit. The first upgrade is an on-board A.I. that can gather information and in rapidly developing emergency situations. In a crisis situation, the A.I. can take control of the suit. This is designed to act as a safety measure in case Jason is rendered unconscious.
The second change/upgrade was the switching of the main on-board weapon from a gas-phase iodine laser (GPIL) to a kinetic pulse weapon system. (KPWS). The KPWS system allows the weapon to be used in numerous different environments and does not degrade due to atmospheric particulates.
The next upgrade that was added in the 3.5 suit was an environmental adaptation /re-configuration system. The system incorporates a series of forcefields and thermal compensators that are designed to protect the suit in almost any enviroment. This system eliminates the need for numerous combat suits, designed for different enviroments.
Version 3.5 also was the first suit to have an on-board A.I. system, >"Ichibod"<. This new design now grants the Horseman an unparallelled advantage on the battle field.
The final change was a small cosmetic one. The suit’s outer shell was refined and smoothed out.

Horseman MAXLOAD


Image

The latest design to come forth in the Horseman series of battlesuits is the MAXLOAD armor.
MAXLOAD is the “heavy hitter ” of the arsenal. The suit incorporates long-range missles and a “zeus cannon”. The Zeus cannon is a large static discharge weapon that is capable of projecting a “bolt of lightning”. The fists are equipped with kinetic field generators that make the suit’s punches hit harder and with armor piercing effect.
The suit is designed with many of the same features as the Horseman armor. The MAXLOAD does not have flight or cloaking abilities. Jason determined that if MAXLOAD was being used, then cloaking was not an issue and the unit is too heavy to effectively be carried by the standard flight systems.

Return of the Witch Stone Armor

Image

While Jason kept himself busy with the upgrades to the Horseman, the Witchstone armor sat silently in a storage container. One afternoon Dr. Adrian Eldrich, Master of Magic appeared on Jason’s doorway. He was tired from a recent confrontation. Eldrich told Jason of a growing presence that he had sensed previously. It was this initial sensing that prompted Eldrich to have the first armor built. Now Eldritch was at Jason’s door with a simple message… “Time to go back to the drawing board.”

Jason and Eldrich worked around the clock to craft a new suit that would be able to handle the emerging threat. The decision was made to keep most of the original suit and then add to it. One of the first additions was an on-board A.I. system. “Ichibod” would now be able to function in the Witchstone Armor as well as the other suits. Jason upgraded the physical structure of the suit making it tougher and stronger. He also upgraded the sensors to function more effieciently.
As Jason worked on the mechanical side of the suit, Eldrich worked on Witchstone itself. Eldrich was able to open up channels of energy in the stone and then through arcane rituals, he crafted new channels. The Witchstone could now channel in such a way that it allows the suit to adapt to different opponents as needed. The suit can react to an opponent's attack and generate abilities that allow it to combat the opponent with the most effective weapon or defense. This was done so that the suit could stay even with whatever the spirit-realm through at Jason and the suit. The suit’s weapon systems remained the same, as they had always been effective.

Horseman 4.0

Image

After the battle with Ghost Tiger, Jason took the Horseman back to the drawing board and reworked the design. He removed equipment that was not used and tweaked the systems that he could use. He made a few upgrades based on the results of the battle. The biggest upgrade was the incorporation of a kinetic energy manipulation system. The armor's systems absorb kinetic energy and then use it for both movement and weapons. The KPWS system also allows the weapon to be used in numerous different environments and does not degrade due to atmospheric particulates.
The final change was a small cosmetic one. The suit’s outer shell was refined and smoothed out.
Last edited by Emerald Flame on Thu Oct 14, 2010 6:32 pm, edited 11 times in total.
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Postby Libra » Wed Jan 16, 2008 2:02 pm

Thank you very much for the artwork DMAC... You are da' man!!


He is indeed. I know where to look for my Alex Ross if I ever do a Freedom City webcomic. . .

Keep up the good work Emerald Flame. :D
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Postby Emerald Flame » Fri Jan 18, 2008 4:51 am

Here is an idea that I have been bouncing around for a while...

I want to design the ultimate combat armor that is able to go anywhere it is needed... It is supposed to be an Iron Man armor from the future...


My idea was two part...

1) The armor would be able to adjust some of it's abilities on the fly (Full round action)

There would be three settings...

Standard Mode [STR(+24), DEX(+10), CON(+10)]
(AP) Speed Mode [STR(+14), DEX(+20), CON(+10)]
(AP) Strength/Resilience Mode [STR(+24), CON(+20)]

The Speed and Strength modes would be AP's of the standard abilities...


2) The armor would be designed to adapt to environmental changes as needed...

NEMESIS 2 ranks (allowing up to 10 ppt's worth of adaptation)
(FLAW) Only environmental conditions (-2)

This would allow the suit to fly into water and adapt for deep submergence or fly into a volcano and adapt for extreme heat etc etc etc..


OK.... What do you think?
:?
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Postby Godfallen » Fri Jan 18, 2008 6:42 am

Emerald Flame wrote:Here is an idea that I have been bouncing around for a while...

I want to design the ultimate combat armor that is able to go anywhere it is needed... It is supposed to be an Iron Man armor from the future...


My idea was two part...

1) The armor would be able to adjust some of it's abilities on the fly (Full round action)

There would be three settings...

Standard Mode [STR(+24), DEX(+10), CON(+10)]
(AP) Speed Mode [STR(+14), DEX(+20), CON(+10)]
(AP) Strength/Resilience Mode [STR(+24), CON(+20)]

The Speed and Strength modes would be AP's of the standard abilities...


2) The armor would be designed to adapt to environmental changes as needed...

NEMESIS 2 ranks (allowing up to 10 ppt's worth of adaptation)
(FLAW) Only environmental conditions (-2)

This would allow the suit to fly into water and adapt for deep submergence or fly into a volcano and adapt for extreme heat etc etc etc..


OK.... What do you think?
:?


well...first off...you don't need Nemesis.
Their is an Adaption power in the book...just use that.
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Postby Emerald Flame » Fri Jan 18, 2008 9:46 am

Ah ha! I missed that....

Funny enough... if you take Nemesis ( 8 pp/lvl) and add a -2 "Enviromental effects only" Flaw on it.... you get Adaption (6 pp/lvl). :D

Thank you for pointing it out to me...
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Postby Godfallen » Fri Jan 18, 2008 10:37 am

well..honestly...you get a little more bang with an Enviromentally limited Nemesis then you would Adaption.

The reason being is that Nemesis is a Free rnd action, while Adaption is a full rnd action. Both have the same perception range and continuous duration, but Adaption is actually made for envirmomental changes in it's description, while Nemesis states "a particular opponent" While you COULD very well say that the enviroment is your opponent, and get away with some broken rules, you might have some complications with it.
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Postby Emerald Flame » Fri Jan 18, 2008 11:44 am

The full-round action makes more sense to me since it is suppose to represent the on-board control systems reconfiguring to adapt to the environment.

The munchkin in me wants to use Nemesis for the speed of reaction, but the realist says that Adaption is the better bet..... I think.. :roll:
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Postby catsi563 » Fri Jan 18, 2008 1:16 pm

just FYI their is an option to increase adaptations action as an extra making it a fatser action but increasing the cost.
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Postby Emerald Flame » Sun Jan 20, 2008 10:55 am

The Horseman -vs- Ms. Scarlet (From Freedom City Sourcebook)

Taurus has been gathering information on the new team that has been operating out of Freedom City. He has gathered intelligence on the other members and now his attentions turn towards the Horseman. Taurus is intrigued by the "headless" protector of the city. In a somewhat bold move on his part, Taurus dispatches Ms. Scarlet to "test the waters" and find out what the Horseman's abilities are. With her orders delivered, Ms. Scarlet starts to follow her target. She manages to follow the Horseman to the older, Lantern Hill section of the city.

Ms. Scarlet waits until the right moment and then makes contact with the Horseman. Ms. Scarlet gets a free round action, which she uses to get an attack on the Horseman.

Surprise Round:

Ms. Scarlet drops down and uses a energy-whip, striking the Horseman and sending him stumbling into a pile of trashcans.
Ms. Scarlet hit with a roll of 27 for Damage of 26. Horseman rolls a Save of 17. Missed it by 9.)

First Round

Initiative rolls.... Ms. Scarlet = 28 / Horseman = 25

Ms. Scarlet is less than impressed with this so-called hero. She sent him reeling with one strike. She lashes out with her whip again but this time the Horseman is ready and is able to avoid taking any damage.
Ms. Scarlet hit with a roll of 26 for Damage of 26. Horseman rolls a Save of 28. Made the Toughness save

Horseman pops his forearm gun and fires at Ms. Scarlet. Ms. Scarlet is taken back and struck with a solid hit. She is knocked off of her feet and slams into a dumpster.
Horseman hits with a roll of 24 for Damage of 25. Ms. Scarlet rolls a Save of 17. Missed it by 8. She is staggered and stunned

Second Round

Ms. Scarlet shakes her head and re-focuses her attentions on her opponent. She swings her whip but that last shot jarred her more than she thought. Her strike missed her foe completely.
Ms. Scarlet uses a Villain Point to shake off the Stun effect and then tries to strike the Horseman. She rolls a total of 10 [ rolled a one], missing the Horseman.

The Horseman steps forward and throws a punch. It lands squarely on Ms. Scarlet. Bones break as the armored fist finds its target. Ms. Scarlet is thrown down the alley and slams into boxes that had been put out behind a restaurant.
Horseman hits with a roll of 20 for Damage of 25. Ms. Scarlet rolls a Save of 13. Missed it by 12.

Third Round

Ms. Scarlet took a solid hit and is laying in the pile of garbage. She can feel the stabbing pain of internal injuries. Ms. Scarlet reaches into her pocket and withdraws a smoke grenade. She drops it at the feet of the Horseman and fills the area with IR baffling smoke. When the smoke clears, Ms. Scarlet is gone.

The Horseman checks the area but cannot find any trace of his opponent.

Prologue

Ms. Scarlet and Sidetrack materialize in a medical lab in a secret location. Medics immediately get Ms. Scarlet onto a table and start patching her up. Taurus looks on and smiles to himself... "Maybe this Horseman will be worth the game.. Too bad he'll have to die like the rest."


:arrow: This is my first fight to write up. It is less than dramatic as it is over in only three rounds. It is actually part of a story arc that is part of the on-going campaign that I am running. The Labyrinth is a major mover in my campaign and this is just the start....
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