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Emerald Flame's Builds 2nd Edition

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Postby Emerald Flame » Wed Sep 17, 2008 5:56 pm

DANE

Image

PL: 10 (180 pp)

ABILITIES: STR: 19 (+4/+2) DEX: 21 (+5/+3) CON: 15 (+2/0) INT: 14 (+2) WIS: 15 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 2 (+7), Bluff (+2), Climb 4 (+8 ), Computers 4 (+6), Concentration (+2), Diplomacy 2 (+4), Disguise (+2), Drive 4 (+9), Escape Artist 5 (+10), Gather Info 4 (+6), Handle Animal (+2), Intimidate 6 (+8 ), Investigate 4 (+6), Tactics 8 (+10), Current Event 6 (+8 ), Technology 5 (+7), Notice 6 (+8 ), Pilot 6 (+11), Search 8 (+10), Sense Motive 6 (+8 ), Stealth 8 (+13), Survival 6 (+8 ), Swim 4 (+8 )

FEATS: Accurate Attack, All-out Attack, Ambidexterity, Assessment, Attack Focus (Melee) (2), Attack Focus (Ranged) (3), Benefit (3), Connected, Contacts, Critical Strike, Defensive Attack, Diehard, Dodge Focus (2), Endurance (1), Equipment (8 ), Evasion (1), Fast Overrun, Fearless, Improved Aim, Improved Initiative (1), Leadership, Master Plan, Move-by Action, Precise Shot (2), Ranged Pin, Seize Initiative, Teamwork (3), Track, Uncanny Dodge

POWERS:
*Golden Symbiote (Container [9]
45 Build Points
* Protection [8]
(EX) Impervious [8]
* Immunity (Life Support) [9]
* Communication (Mental) [2]
* Enhanced STR [5]
* Enhanced DEX [5]
* Enhanced CON [5]

Team #7 Gen-Factor Enhancement
* Telepathy [4] - DC:14:will
(Flaw) Distracting [2]

(AP) Mental Blast [2]
(Flaw) Distracting [4]

* Telekinesis [4]
(Flaw) Distracting

*EQUIPMENT
Military equipment as needed (Mission-Specific)

COMBAT: Attack 5 [Unarmed +4 (Bruise)] Defense 19 (14 flat-footed) Init 9

SAVES: Toughness 10 (10 flat-footed) Fortitude 4 Reflex 8 Will 6

COSTS: Abilities 23 + Skills 25 (98 ranks) + Feats 45 + Powers 54 + Combat 24 + Saves 9 – Drawbacks 0 = 180 / 180

:arrow: This design is a "alternative" design for Dane. I remember the very first appearance of Wetworks. There were a special operations unit that had the golden symbiote armor. There was no mention of Werewolves or Vampires. That is what my designs are going to be based on. A special operations unit that goes into the hottest of combat zones and inflicts as much damage/casualities as possible.

:arrow: He is very heavy in the feats area. His official write-up indicates that he is a master in hand-to-hand combat and a skilled battle-field tactician.
Last edited by Emerald Flame on Fri Sep 11, 2009 7:25 am, edited 2 times in total.
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Postby Emerald Flame » Wed Sep 17, 2008 5:58 pm

DOZER

Image

ABILITIES: STR: 26 (+8/+3) DEX: 21 (+5/+3) CON: 15 (+2/0) INT: 16 (+3) WIS: 15 (+2) CHA: 15 (+2)

SKILLS: Acrobatics 1 (+6), Bluff (+2), Climb 4 (+12), Computers 4 (+6), Concentration (+2), Diplomacy 2 (+4), Disguise (+2), Drive 4 (+9), Escape Artist 5 (+10), Gather Info 4 (+6), Handle Animal (+2), Intimidate 8 (+10), Investigate 4 (+6), Tactics 8 (+10), NATO Weapons 6 (+8 ), Notice 6 (+8 ), Pilot 5 (+10), Search 8 (+10), Sense Motive 6 (+8 ), Stealth 8 (+13), Survival 6 (+8 ), Swim 4 (+12)

FEATS: Accurate Attack, All-out Attack, Ambidexterity, Assessment, Attack Focus (Ranged) (3), Attack Specialization (1), Benefit (3), Connected, Contacts, Critical Strike, Defensive Attack, Diehard, Dodge Focus (2), Endurance (1), Equipment (8 ), Evasion (1), Fast Overrun, Fearless, Improved Aim, Improved Initiative (1), Precise Shot (2), Ranged Pin, Seize Initiative, Teamwork (3), Track, Uncanny Dodge

POWERS:
*Golden Symbiote (Container [9]
45 Build Points
* Protection [8]
(EX) Impervious [8]
* Immunity (Life Support) [9]
* Communication (Mental) [2]
* Enhanced STR [5]
* Enhanced DEX [5]
* Enhanced CON [5]
* Growth (Size: Large) [4], (+5 STR)
*EQUIPMENT

> Heavy Cannon (DAM: +8 - Autofire 2),

COMBAT: Attack 4 [Unarmed +8 (Bruise)] Defense 17 (12 flat-footed) Init 9

SAVES: Toughness 10 (10 flat-footed) Fortitude 8 Reflex 9 Will 6


DRAWBACKS: Noticeable -Gold Skin [Freq DC 10] [Sev DC 10], Noticeable -Large Size [Freq DC 10] [Sev DC 10]

COSTS: Abilities 26 + Skills 23 (91 ranks) + Feats 41 + Powers 57 + Combat 26 + Saves 13 – Drawbacks -6 = 180 / 180

:arrow: Here is the "muscle" of the group. He is the heavy weapons platform of the group. He is large in size and very strong so he can carry weapons that are usually mounted on tanks and such.

:arrow: As with the other characters, I chose to ignore some aspects of the original comicbook. I did not include the aspect in which he could change his size to massive proportions. I stuck with the idea that he is just large in size.
Last edited by Emerald Flame on Wed Oct 15, 2008 6:54 pm, edited 1 time in total.
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Postby Emerald Flame » Wed Sep 17, 2008 5:59 pm

FLATTOP

Image

PL: 10 (168 pp)

ABILITIES: STR: 17 (+3/+1) DEX: 19 (+4/+2) CON: 15 (+2/0) INT: 14 (+2) WIS: 13 (+1) CHA: 12 (+1)

SKILLS: Bluff 3 (+4), Climb 3 (+6), Computers 3 (+5), Concentration 4 (+5), Diplomacy 2 (+3), Disguise (+1), Drive 6 (+10), Escape Artist (+4), Gather Info 4 (+5), Handle Animal (+1), Intimidate 4 (+5), Investigate 3 (+5), Tactics 6 (+8 ), Notice 6 (+7), Pilot 8 (+12), Search 6 (+8 ), Sense Motive 4 (+5), Stealth 5 (+9), Survival 4 (+5), Swim 4 (+7)

FEATS: Accurate Attack, All-out Attack, Ambidexterity, Assessment, Attack Focus (Ranged) (2), Benefit (3), Connected, Contacts, Critical Strike, Defensive Attack, Diehard, Dodge Focus (2), Endurance (1), Equipment (8 ), Equipment (15), Evasion (1), Fast Overrun, Fearless, Improved Aim, Improved Initiative (1), Leadership, Master Plan, Move-by Action, Precise Shot (2), Ranged Pin, Seize Initiative, Teamwork (3), Track, Uncanny Dodge

POWERS:
*Golden Symbiote (Container [9]
45 Build Points
* Protection [8]
(EX) Impervious [8]
* Immunity (Life Support) [9]
* Communication (Mental) [2]
* Enhanced STR [5]
* Enhanced DEX [5]
* Enhanced CON [5]

*EQUIPMENT

*EQUIPMENT: Vehicles,

COMBAT: Attack 5 [Unarmed +3 (Bruise)] Defense 18 (13 flat-footed) Init 8

SAVES: Toughness 10 (10 flat-footed) Fortitude 4 Reflex 7 Will 5

DRAWBACKS: Noticeable -Gold Skin [Freq DC 10] [Sev DC 10]

COSTS: Abilities 15 + Skills 23 (91 ranks) + Feats 57 + Powers 45 + Combat 22 + Saves 9 – Drawbacks -3 = 168 / 168

:arrow: This is my take on a character that showed up for all of one issue (I believe) I ran with the name..FLATTOP.. which, in usual military terminology, refers to an aircraft carrier. Based on this, I made him a pilot. He is the teams designated pilot. I envision him as the sort of guy that can pilot almost anything that has been made. The picture does not seem to support this, but I liked the idea.
Last edited by Emerald Flame on Wed Oct 29, 2008 6:40 pm, edited 1 time in total.
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Postby Emerald Flame » Wed Sep 17, 2008 6:02 pm

GRAIL

Image[/b]

PL: 10 (180 pp)

ABILITIES: STR: 19 (+4/+2) DEX: 23 (+6/+4) CON: 15 (+2/0) INT: 14 (+2) WIS: 14 (+2) CHA: 13 (+1)

SKILLS: Acrobatics 2 (+8 ), Bluff (+1), Climb 4 (+8 ), Computers 4 (+6), Concentration (+2), Diplomacy 2 (+3), Disguise (+1), Drive 4 (+10), Escape Artist 5 (+11), Gather Info 4 (+5), Handle Animal (+1), Intimidate 5 (+6), Investigate 4 (+6), Tactics 6 (+8 ), Current Event 5 (+7), Technology 3 (+5), Notice 6 (+8 ), Pilot 4 (+10), Search 6 (+8 ), Sense Motive 6 (+8 ), Stealth 8 (+14), Survival 5 (+7), Swim 4 (+8 )

FEATS: Accurate Attack, All-out Attack, Ambidexterity, Assessment, Attack Focus (Melee) (3), Attack Focus (Ranged) (1), Benefit (3), Critical Strike, Defensive Attack, Diehard, Dodge Focus (2), Endurance (1), Equipment (8 ), Evasion (2), Fast Overrun, Fearless, Improved Initiative (1), Leadership, Master Plan, Move-by Action, Ranged Pin, Seize Initiative, Teamwork (3), Track, Uncanny Dodge

POWERS:
Golden Symbiote (Container [9] 45 Build Points
* Protection [8]
(EX) Impervious [8]
* Immunity (Life Support) [9]
* Communication (Mental; Other Symbiote wearers) [2]
* Enhanced STR [5]
* Enhanced DEX [5]
* Enhanced CON [5]

CHI WEAPONS
CHI ORBS (Blast) [8]
(AP) CHI STICKS (Strike) 6 [8]
(PF) Mighty

*EQUIPMENT,

COMBAT: Attack 7 [Unarmed +4 (Bruise)] Defense 18 (13 flat-footed) Init 10

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

DRAWBACKS: Noticeable -Gold Skin [Freq DC 10] [Sev DC 10]

COSTS: Abilities 23 + Skills 22 (88 ranks) + Feats 40 + Powers 63 + Combat 26 + Saves 9 – Drawbacks -3 = 180 / 180

:arrow: Here is Grail. He is th hand-to-Hand combat monster of the group. He was born in the Phillipines and grew up learning different martial arts and conditioning himself physically and mentally.

:arrow: The Golden Symbiote augmented his physical abilities as it did with Dane, however, it also allows Grail to focus his Chi energy into weapons. He manifested escrima sticks and also small orbs that he could project at near ballistic speeds. He was my favorite character in the group. This is before Grail changes over to a being of Chi energy.

:arrow: As with Dane, I left the equipment open so that it can be selected as the mission requires.
Last edited by Emerald Flame on Tue Sep 23, 2008 10:55 am, edited 1 time in total.
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Postby Emerald Flame » Wed Sep 17, 2008 6:03 pm

JESTER

Image

PL: 10 (180 pp)

ABILITIES: STR: 17 (+3/+1) DEX: 19 (+4/+2) CON: 15 (+2/0) INT: 14 (+2) WIS: 13 (+1) CHA: 12 (+1)

SKILLS
: Acrobatics 2 (+6), Bluff (+1), Climb 3 (+6), Computers 3 (+5), Concentration (+1), Diplomacy 2 (+3), Disguise (+1), Drive 4 (+8 ), Escape Artist (+4), Gather Info 4 (+5), Handle Animal (+1), Intimidate 5 (+6), Investigate 4 (+6), Tactics 6 (+8 ), Notice 6 (+7), Pilot 4 (+8 ), Search 8 (+10), Sense Motive 5 (+6), Stealth 6 (+10), Survival 5 (+6), Swim 4 (+7)

FEATS: Accurate Attack, All-out Attack, Ambidexterity, Assessment, Attack Focus (Ranged) (2), Benefit (3), Connected, Contacts, Critical Strike, Defensive Attack, Diehard, Dodge Focus (2), Endurance (1), Equipment (8 ), Evasion (1), Fast Overrun, Fearless, Improved Aim, Improved Initiative (1), Leadership, Master Plan, Move-by Action, Precise Shot (2), Ranged Pin, Seize Initiative, Teamwork (3), Track, Uncanny Dodge

POWERS:
*Golden Symbiote (Container [9]
45 Build Points
* Protection [8]
(EX) Impervious [8]
* Immunity (Life Support) [9]
* Communication (Mental) [2]
* Enhanced STR [5]
* Enhanced DEX [5]
* Enhanced CON [5]

*Secondary Symbiote ability [4]
Shapeshift
*20 pts for Alternate Traits

*EQUIPMENT,

COMBAT: Attack 5 [Unarmed +3 (Bruise)] Defense 18 (13 flat-footed) Init 8

SAVES: Toughness 10 (10 flat-footed) Fortitude 4 Reflex 7 Will 5

DRAWBACKS: Noticeable -Gold Skin [Freq DC 10] [Sev DC 10]

COSTS: Abilities 15 + Skills 18 (71 ranks) + Feats 42 + Powers 77 + Combat 22 + Saves 9 – Drawbacks -3 = 180 / 180

:arrow: Jester is a shapeshifter and seems to act very much like the T1000 from Terminator 2. For all intents and purposes, the organic part of Jestor does not exist any more and the golden symbiote has taken over completely.

:arrow: It is unknown when Jester "died" and the Symbiotic Jester was "born".
Last edited by Emerald Flame on Wed Oct 29, 2008 11:48 am, edited 2 times in total.
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Postby Emerald Flame » Wed Sep 17, 2008 6:04 pm

MOTHER-ONE

Image

PL: 10 (180 pp)

ABILITIES: STR: 21 (+5/+3) DEX: 25 (+7/+5) CON: 15 (+2/0) INT: 15 (+2) WIS: 15 (+2) CHA: 10 (0)

SKILLS: Acrobatics 4 (+11), Climb 4 (+9), Computers 8 (+10), Concentration 5 (+7), Electronic 4 (+6), Mechanical 4 (+6), Drive 3 (+10), Escape Artist 2 (+9), Gather Info 8 (+8 ), Intimidate 6 (+6), Investigate 3 (+5), Tactics 8 (+10), Current Event 6 (+8 ), Physical Sciences 6 (+8 ), Technology 6 (+8 ), Medicine 2 (+4), Notice 6 (+8 ), Pilot 5 (+12), Search 8 (+10), Sense Motive 6 (+8 ), Stealth 10 (+17), Survival 6 (+8 ), Swim 4 (+9)

FEATS: Accurate Attack, Ambidexterity, Assessment, Attack Focus (Melee) (2), Attack Focus (Ranged) (2), Benefit (3), Critical Strike, Defensive Attack, Diehard, Dodge Focus (2), Eidetic Memory, Endurance (2), Equipment (8 ), Evasion (1), Fearless, Improved Aim, Improved Initiative (1), Leadership, Master Plan, Precise Shot (2), Seize Initiative, Teamwork (3), Track, Uncanny Dodge

POWERS:
*Golden Symbiote (Container [9]
45 Build Points
* Protection [8]
(EX) Impervious [8]
* Immunity (Life Support) [9]
* Communication (Mental) [2]
* Enhanced STR [5]
* Enhanced DEX [5]
* Enhanced CON [5]
*Datalink [8]
(PF) Cyberspace
>Machine Control
>Deflect Weapons

*EQUIPMENT: As Needed

COMBAT: Attack 5 [Unarmed +5 (Bruise)] Defense 18 (13 flat-footed) Init 11

SAVES: Toughness 10 (10 flat-footed) Fortitude 7 Reflex 11 Will 6

DRAWBACKS: Noticeable -Gold Skin [Freq DC 10] [Sev DC 10], Noticeable -Cybernetic Limbs [Freq DC 5] [Sev DC 10]

COMPLICATIONS: Cold-hearted and Antagonistic towards other Team 8 members.

COSTS: Abilities 26 + Skills 34 (135 ranks) + Feats 39 + Powers 53 + Combat 22 + Saves 13 – Drawbacks -7 = 180 / 180

:arrow: I added the Cold-Hearted Complication, as they always seemed to play up the aspect that she was not so much a woman as a machine n female guise.
Last edited by Emerald Flame on Wed Oct 29, 2008 11:59 am, edited 3 times in total.
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Postby Emerald Flame » Wed Sep 17, 2008 6:05 pm

PILGRIM

Image

PL: 10 (180 pp)

ABILITIES: STR: 19 (+4/+2) DEX: 23 (+6/+4) CON: 15 (+2/0) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+10), Bluff (+1), Climb 4 (+8 ), Computers 4 (+5), Concentration 3 (+5), Diplomacy 3 (+4), Disguise (+1), Drive 4 (+10), Escape Artist 5 (+11), Gather Info 6 (+7), Handle Animal (+1), Intimidate 6 (+7), Investigate 4 (+5), Tactics 8 (+9), Current Event 6 (+7), Medicine 2 (+4), Notice 6 (+8 ), Pilot 6 (+12), Search 8 (+9), Sense Motive 6 (+8 ), Stealth 10 (+16), Survival 6 (+8 ), Swim 4 (+8 )

FEATS: Accurate Attack, All-out Attack, Ambidexterity, Assessment, Attack Focus (Melee) (2), Attack Focus (Ranged) (3), Benefit (3), Critical Strike, Defensive Attack, Diehard, Dodge Focus (2), Endurance (1), Equipment (8 ), Evasion (1), Fast Overrun, Fearless, Improved Aim, Improved Initiative (1), Leadership, Master Plan, Move-by Action, Precise Shot (2), Ranged Pin, Seize Initiative, Teamwork (3), Track, Uncanny Dodge

POWERS:
*Golden Symbiote (Container [9] 45 Build Points
* Protection [8]
(EX) Impervious [8]
* Immunity (Life Support) [9]
* Communication (Mental) [2]
* Enhanced STR [5]
* Enhanced DEX [5]
* Enhanced CON [5]

GEN-FACTOR ABILITY

*Super Movement: Dimensional Travel [3]
(FLAW) Doorway
Carry up to 500 lbs of equipment
*Super-Senses (Dimensional Sense) > Normal sense use across dimensional boundaries. [4+1]
*Super Movement: Temporal Movement [3]
(FLAW) Tiring

*EQUIPMENT,

COMBAT: Attack 6 [Unarmed +4 (Bruise)] Defense 19 (14 flat-footed) Init 10

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

DRAWBACKS: Noticeable -Gold Skin [Freq DC 10] [Sev DC 10]

COST: Abilities 21 + Skills 27 (105 ranks) + Feats 43 + Powers 56 + Combat 26 + Saves 10 – Drawbacks -3 = 180 / 180
[/u]

:arrow: Pilgrim is the Recon-trained element of the unit. Her specialty was to go off on her own, recon the area and then if needed, set up a sniper position.

:arrow: When she bonded to the Golden Symbiote, she gained the ability to actually walk through dimensional doorways. Nothing says sneak quite as well as a person stepping out of a dimensional gateway right behind you. :wink:

:arrow: In the comic book, she also manifested the ability to traverse time. Although this was difficult for her and tired her out.

:arrow: I chose to ignore the Werewolf and Vampire aspects of the Wetworks world so her build does NOT include her dormant Werewolf aspects.

:arrow: [10-15-08] I added the "Dimensional Senses" power to Pilgrim's abilities. With this, she can slip into her "stealth dimension" and still keep an eye on her home dimension. This allows her to slip away and then track a person, emerging from a dimensional doorway when it best suits her for the kill!

:arrow: Here is another view of Pilgrim...

Image
Last edited by Emerald Flame on Wed Oct 15, 2008 11:09 am, edited 5 times in total.
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Postby Tattooedman » Wed Sep 17, 2008 8:22 pm

I am very interested in seeing how you decide to do your builds for WetWorks.

Good luck on them! :D
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Postby Liche » Thu Sep 18, 2008 4:08 pm

Ok so I don't know those guys but I love the names.
The Liche
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Postby Emerald Flame » Mon Oct 06, 2008 10:33 am

HORSEMAN versus GHOST TIGER.

Image
_________________________________________________

Ghost Tiger has been operating on the outskirts of the law for a while. With the retiring of Cyclone, this new up and coming Battle Suit-for-Hire is acting as Judge, Jury and Executioner. That is what the press knows. The truth is that Ghost Tiger IS Cyclone. Cyclone started to push the boundaries of what a hero woulc/could do and this caused friction with his fellow teammates. He retired with a black cloud over his head. Soon after a new battle suit showed up and started exacting it's own justice.

Jason Crane, aka The Horseman, had been following the exploits of Ghost Tiger since he first popped up. Jason is unaware of the link to Cyclone. Word reached Jason that Ghost Tiger had come into Freedom City and that he was laying-over for the night. Seeing an opportunity to finally bring Ghost Tiger in, Jason suits up. The Horseman rides forth once more.
The Horseman is able to track Ghost Tiger to a warehouse on the docks. Ghost Tiger is in the warehouse when Horseman arrives. He checks the area and finds nobody else around. Horseman decides that the front door is too common. Spotting a skylight, he flies up and then drops down and smashes through it. Dropping into the middle of the warehouse. Glass rains down, announcing the the Horseman's arrival.


As the Horseman drops down, he spots Ghost Tiger off by a stack of crates. He brings his arm up and fires. His GPIL (Pas Phase Iodine Laser) flashes as a pulse of energy streaks out. The shot impacts the ground near Ghost Tiger.

SURPRISE ROUND:
Horseman uses move action to smash down through sky light and then fires his GPIL.
Horseman Attack (+4) 17 (MISS)
Ghost Tiger Defense 18

Both parties roll initiative
INIT:
Horseman 19
Ghost Tiger 21

Ghost Tiger moves with a grace and percision that shows his experience. Ghost Tiger spins around as his own weapons system powers up. Ghost Tiger fires a plasma both back at the Horseman. The bolt strikes the Horseman, catching his side. The shot was angled and with the Horseman's movement, the armor was able to withstand the shot.
The Horseman slides a little as the plasma bolt bolt from Ghost Tiger strikes him. The Horseman’s armor is able to resist the damage…. This Time. Jason curses at himself for allowing himself to be such a great target. The onboard computer, Ichibod, starts giving him a damage report and also insists on telling him how unlikely it is that another direct hit will have such little effect.
The Horseman jets over and lands behind some crates, using them as cover/concealment. He then takes another shot at Ghost Tiger and again, he misses. Jason makes a mental note to have the suit's systems checked.

ROUND #1: Ghost Tiger powers up his own weapons system and returns fire.
Ghost Tiger Attack (+8 ) 24 (hit) (Tough Save –vs- DC 25)
Horseman Defense 15
Horseman Tough Save 25 (No Damage)


ROUND #1: Horseman uses his move action to get behind some cover.
Horseman Attack (+4) 16 (MISS)
Ghost Tiger Defense 18


GHOST TIGER sizes up his opponent and decides that he is going to press his attack. He switches his weapon over to an autofire mode. Ghost Tiger takes aim and fires. One of his blasts again strikes the Horseman.
The Horseman is struck and knocked backwards. Buzzers and warning messages fill Jason's brain. The Horseman staggers back and tries to remain on his feet. Jason fights his body's urge to black out.

The Horseman is momentarily dazed by the power of the impact. Jason fight's the greying out of his consciouness. He digs down into his internal reserves. "IT WILL NOT END LIKE THIS!! Screams in his mind. As his mind refocuses, the Horseman fires off a mini-missle at Ghost Tiger.
The missle explodes by Ghost Tiger. He is blwon down. The impact had caught him off-guard and now it was his turn to have his head ringing. The warehouse floor also takes the abuse. Teh floor starts to crack and splinter and burning debris continues to settle.

ROUND #2: Ghost Tiger switches over to autofire mode.
Ghost TigerT Attack (+8 ) 18 (hit by 1) (Tough Save –vs- DC 25)
Horseman Defense 15+2 for cover
Horseman Tough Save 17 (Failed by 8 = Stunned & Bruised)


ROUND #2: Horseman uses a Hero Point to shake off the Stunned Result
Horseman fires off his Mini-missles. (Explosion)
Horseman Attack (+3) 22 (Hit) (Toughness Save –vs- DC 25)
Ghost Tiger Defense 18
Ghost Tiger Tough Save 19 (Miss by 6 = Stunned and Bruised)
Warehouse Save (+8 ) 18 (Missed by 7 = Save reduced to +7)



Ghost Tiger reels from the attack. He shakes his head to get his bearings. "OK.. no more Mr. Nice Battle Suit!" Ghost Tiger pulses his thrusters and fires at the Horseman. Two plasma bolts find their target. Ghost Tiger then allows his spped to take him behind a pile of boxes.

The Horseman watches as the cover in front of him splinters under the blast of the plasma weapon. He is showered with superheated wood shards. He ducks back and returns fire. His GPIL again flaring to life.
The shot hits Ghost Tiger, but has little effect.

ROUND 3:
Ghost Tiger Uses a Move-by Action.
Ghost Tiger fires again with autofire mode.
Ghost Tiger Attack (+8 ) 19 (hit by 2 = 2 hits) (Tough –vs- DC 25)
First hit is aimed at the cover..
Second hit is aimed at the Horseman
Horseman Defense 15+2 for cover
Cover’s Save 6 (failed by 19 = cover destroyed)
Horseman Tough Save #1 35 (Saved)

ROUND 3:
Horseman Attack (+3) 21 (Hit) (Toughness Save –vs- DC 25)
Ghost Tiger Defense 18
Ghost Tiger Tough Save 23 (Miss by 2 = Bruised)


Ghost Tiger spins to avoid the brunt of the attack. His armor is still chared . Realizing that the battle does not go as easily as he had once thought, Ghost Tiger decides that a chnage of tactics might be beneficial. He charges out of cover and attempts to attack the Horseman with a punch. Ghost Tiger over-estimates his attack and his punch misses.

The Horseman sees Ghost Tiger jet out from behind cover and braces for the next attack. Ghost Tiger closes on the Horseman and throws a wicked jab at him. The attack was ill-timed and the punch swings wide. In response, the Horseman deploys his energy axe and take a swing. But with the movement of Ghost Tiger, the swing also fails to find the target.

ROUND 4:
Ghost Tiger makes a Melee Attack
Ghost Tiger Melee Attack (+10-2) 10 (miss)
Horseman Defense 15 for cover

ROUND #4:
Horseman Deploys his Axe and swings…
Horseman Attack (+7-2) 13 (Miss)
Ghost Tiger Defense 18


Ghost Tiger flies back around trying to get a good angle on the Horseman. He takes aim and fires his plasma bolts. The bolt hits the Horseman, but the Horseman's armor is able to resist the energy.

The Horseman watches as the cover in front of him splinters under the blast of the plasma weapon. He is showed with more super-heated wood shards. The cover is reduced to cinders. The warehouse has small fires buring here and there from where the stray blasts have been finding unintended targets. Creaking sounds fill the area as supports start to buckle and crack.
The Horseman again fires his GPIL. The shot misses as Ghost Tiger moves out of the way. The shot strikes the wall of the warehouse, blowing a hole in it.

ROUND #5:
Ghost Tiger fires his Plasma array.
Ghost Tiger Attack (+8-2) 16 (hit by 1) (Tough Save –vs- DC 25)
Horseman Defense 15 for cover
Horseman Tough Save 28 (Saved)


ROUND #5:
Horseman fires off his GPIL
Horseman Attack (+4-2) 16 (Miss) (Toughness Save –vs- DC 25)
Ghost Tiger Defense 18
Warehouse Tough Save 15 (Miss by 10)
The warehouse is being made to look like swiss cheese.


Ghost Tiger activates his thrusters and propells himself towards the skylight, which the Horseman had been kind enough to "open". As he flies upwards, he looses another salvo from his plasma weapon. The Horseman is struck twice by the weapon, but as before the armor is able to resist the damageing effects.

[The Horseman activates his own thrusters and flies up after Ghost Tiger. He fires his GPIL at the Ghost Tiger. His shot misses it's intended target.

ROUND #6:
Ghost Tiger uses a Move-by Action.
Ghost Tiger blasts upwards and exits the warehouse by the skylight.
Ghost Tiger fires his plasma beams on autofire mode.
Ghost Tiger Attack (+8-2) 19 (hit by 4 = 2 hits) (Tough –vs- DC 25)
Horseman Defense 15
Horseman Tough Save #1 28 (Saved)
Save #2 32 (saved)
Ghost Tiger continues to fly up and away.


ROUND #6:
Horseman Attack (+3) 14 (Miss)
Ghost Tiger Defense 18



Ghost Tiger makes a bee-line straight for downtown Freedom City. He flies in close to the buildings in hopes of escaping the Horseman. Ghost Tiger flies so close that his armor is but inches from the sides of the buildings and he loops in and around them. He continues to weave back and forth. Using the cities lights and reflections in the glass in an attempt to avoid the Horseman.

The Horseman watches as Ghost Tiger weaves between the tall buildings in the downtown area. He fires his GPIL in an attempt to take Ghost Tiger out of the game, which was getting more and more dangerous by the second. The Horseman locks on and fires. Instead of hiting Ghost Tiger, the GPIL blast blws out a row of glass windows of a skyscraper. Just what Ghost Tiger wanted.
Ghost Tiger broadcasts over all public frequencies. Ghost Tiger laughs. "Now Now Horseman... don't take your failure out on the citizens of Freedom City."

Round #7:
Ghost Tiger flies towards downtown Freedom City.
Ghost Tiger attempts to “Redirect” Horseman’s attacks.
Ghost Tiger's “Bluff” (+5) 23
Horseman Sense Motive -16-


ROUND #7:
Horseman fires off his GPIL
Horseman's attack misses it’s target and blasts a row of windows.



Ghost Tiger decides that he wil end this game. He flies behind a building and then quickly turns around to ambush the Horseman. He fires his plasma beams on autofire mode as he sees the Horseman come around the edge of the building. The Plasma shoot wild and miss the Horseman completely.

The Horseman comes around the corner and barely misses the volley of plasma bolts that fly by.
He immediately rolls and spins around, bringing him face to face with Ghost Tiger. The Horseman fires off his GPIL at close range. Ghost Tiger is caught in the center mass. His armor starts to flake from the blast.
Ghost Tiger is throw back against the building shattering windows, as the shockwave spreads out.


ROUND #8:
Ghost Tiger Attack (+8-2) 12 (Miss)
Horseman Defense 15


ROUND #8:
Horseman Attack (+3) 19 (Hit) (Tough Save –vs- 25)
Ghost Tiger Defense 18
Ghost Tiger TOUGH Save 19 (Missed by 6 = Stunned and Bruised)


Ghost Tiger was stunned by the last blast and he starts to fall. As he falls his body is caught by a wind gust and blown into one of the now open windows, smashing into the room inside of the building.


The Horseman watches as Ghost Tiger starts to fall and moves to intercept. Ghost Tiger is now starting to get back onto his feet. The Horseman fires another blast form his GPIL. The blast hits Ghost Tiger and knocks him to his knees.

ROUND #9:
Horseman fires his GPIL
Horseman Attack (+3) 17 (Hit) (Tough Save –vs- 25)
Ghost Tiger Defense 18-2
Ghost Tiger TOUGH 24 (Missed by 1 = Bruised)



Ghost Tiger is battered and his armor is now not responding fully. He stands up and tries to shake off the pounding in his head.
He sees the Horseman just outside of the window. Ghost Tiger raises his weapon and fires once more... mostly in defiance, but also in a little desperation. His targeting system was flickering one and off and Ghost Tiger's vision was not as clear as it had been. The shot misses Horseman, who maintains his position.

The Horseman sees that Ghost Tiger is fighting a losing battle, mostly against his own suit and the damage that it had taken. Wanting to end the battle befre there were any more causalties, the Horseman raises his hand and fires his GPIL. The shot hits Ghost Tiger and fragments the outer layer of the armor. Ghost Tiger staggers and drops to his knees.

ROUND #10:
Ghost Tiger fires his Plasma (+8-4) 12 (Miss)


ROUND #10:
Horseman Attack (+3) 22 (Hit) (Tough Save –vs- 25)
Ghost Tiger Defense 18-2
Ghost Tiger TOUGH 14 (Missed by 11 = Staggered + Stunned)



Ghost Tiger musters his last ounce of strength and pulls himself to his knees… He tries to focus on the form of the horseman floating outside of the window. Ghost Tiger fires his plasma beams not at the Horseman, nit at the floor, causing it to crumble. He falls through the floor.

The Horseman quickly swoops in and searches through the rumble but is unable to find Ghost Tiger. The Horseman had heard stories of the Ghost Tiger being able to vanish into thin air, but he had always played it off as rumor and urban myth... Who was this battle suited person?

The Horseman heard the sounds of sirens and the police and fore units approached the building. The battle had caused numerous fires to sprout up. The Horseman surveyed the damage. As the Horseman flies off, he is forced to wonder, What price victory?

___________________________________________________

Well... that was unexpected... my previous fights have all seemed to end rather quickly. This slug-fest was rather lengthy and I have to admit.. Fun! :D

I will admit to using a GM FIAT at the end to allow Ghost Tiger to escape. After such a fulfilling battle, I had to let Ghost Tiger escape, "...to fight another day".

The narrative is less that thrilling... Wordmaker does such a better job than me, but the gist is there. I will try to rework the narrative when I have time.

:!: Coming Soon ... err...Some Time... The Return of Ghost Tiger!!!
Last edited by Emerald Flame on Wed Oct 15, 2008 3:27 am, edited 1 time in total.
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Postby Nareik123 » Mon Oct 06, 2008 11:20 am

Just....awesome. Keep it up!
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Postby Woodclaw » Mon Oct 06, 2008 3:21 pm

Nice work Emerald, I was hoping that someone could stat the Wetworks. I also agree that the entire vampire/werewolf storyline doesn't fit the team style at all.

Just one thing, I remember that Pilgrim dimensional travel power also gave her a sort of complete invisibility (the first time she used it she fooled Mother-one sensors), since she was able to move out of sync respect to the rest of the world, I think that adding concealment as an AP can make sense.
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Postby Emerald Flame » Wed Oct 15, 2008 3:23 am

Woodclaw wrote:Nice work Emerald, I was hoping that someone could stat the Wetworks. I also agree that the entire vampire/werewolf storyline doesn't fit the team style at all.

Just one thing, I remember that Pilgrim dimensional travel power also gave her a sort of complete invisibility (the first time she used it she fooled Mother-one sensors), since she was able to move out of sync respect to the rest of the world, I think that adding concealment as an AP can make sense.


I think this is more of an issue of Mother-One not being able to sense beings in another dimension. If I remember correctly, once Pilgrim enters the portal, she is no longer in "our reality". I will re-read the issue and check. Otherwise, I think it would be a Concealment [5] Invisibility to all sight and sound.
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Postby Woodclaw » Wed Oct 15, 2008 4:28 am

Emerald Flame wrote:
Woodclaw wrote:Nice work Emerald, I was hoping that someone could stat the Wetworks. I also agree that the entire vampire/werewolf storyline doesn't fit the team style at all.

Just one thing, I remember that Pilgrim dimensional travel power also gave her a sort of complete invisibility (the first time she used it she fooled Mother-one sensors), since she was able to move out of sync respect to the rest of the world, I think that adding concealment as an AP can make sense.


I think this is more of an issue of Mother-One not being able to sense beings in another dimension. If I remember correctly, once Pilgrim enters the portal, she is no longer in "our reality". I will re-read the issue and check. Otherwise, I think it would be a Concealment [5] Invisibility to all sight and sound.


Surely, Mother can't pick up things in another dimension. But my point is that Pilgrim was able to move in a sort of another dimension but still capable to perceive and interact with the "real world", I think that this is exactly a concelament.

By the way if I remember right the issue where she does that trick was shortly after the first clash between the Wetworks and the Wildcats and right before Pilgrim encounter with her alternate version.
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Postby Emerald Flame » Wed Oct 15, 2008 11:04 am

That might actually be an application of Super-Senses.

Super-Senses (Dimensional Sight)
* Ability to see across dimensional boundaries.

Since Pilgrim is no longer in our dimension, she would effectively not be there to sense.... The Super-Senses, would allow her to peak back into where she came from and allow her to see what is going on "back here".


I think that this is the best option and I updated the original.
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