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Emerald Flame's Builds 2nd Edition

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Postby Tattooedman » Fri Jun 12, 2009 12:25 pm

Again I've not really seen the show but I played with the toys enough as a kid and I recall them coming with the little bit of information about the units and what they used. You've really hit the units dead on from what I'm remembering.

Great Work.
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Re: Emerald Flame's Misc. Character Builds (Fire Force)

Postby Emerald Flame » Thu Aug 27, 2009 6:50 pm

Wild Weasel

Image

* Land Laser (Blast) [8] - DC:23:tough
(EX) Penetrating
Standard attachment on either side of the protective back shell's head area.

*Targeting Locater (Enhanced Feat) [3]
> Accurate Attack
> Attack Focus (Ranged) [+2]
Standard attachment on back (in 'motorcycle' mode) or on chest (in 'standing' mode)

*Speed [5], (@ 250 mph)
> Must maintain contact with ground

*Protective Armored Shell (Device) [5]
> Immunity: Breathing [1]
> Immunity: Visual Dazzle Effects [5]
> Communication (2000 miles) [8]
(PF) Subtle (Super-encryption)
> Protection [10]

___________________________________________________________


:arrow: It has been a long time since I have posted on the boards. Real life has that way of hitting you. I have come back with the intent on finishing the Land Operations units of the Centurions and then I want to re-visit the Horseman.

:arrow: I present the WILD WEASEL...
Last edited by Emerald Flame on Fri Aug 28, 2009 8:03 am, edited 1 time in total.
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Re: Emerald Flame's Misc. Character Builds_Wild Weasel & Hornet

Postby Emerald Flame » Fri Aug 28, 2009 8:03 am

Alright... I am back and I have some new(er) ideas for the characters that I have been toying with.

I have a few more "combat systems" to build and then the Land Operations will be completed for the Centurions Project. I have also been playing around with the Horseman. A while ago, I toyed with the idea of merging the Witchstone armor and the regular armor, as well as making an advanced design of the Horseman that incorporated two (2) units.... The Horseman Armor and the Cybersteed. On top of this, I was planning on designing the cybersteed as a transforming character (Horse to Humanoid form) that would have an advanced A.I. that would basically function as an independant character. The Horseman and Nightmare would in essence become partners, but one would not need the other to function. Combined they would form a veritable 'monser' of firepower and combat readiness. When I intially looked at it, I realized that the point cost would be huge and the PL would have to be bumped up to allow for... HORSEMAN EXTREME!!! :twisted:

After a long break... it is good to be back in the design-seat and my mind is powering up for what should be an interesting series of builds....

Stay tuned...


The insanity is just beginning!!!
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Re: Emerald Flame's Misc. Character Builds_Wild Weasel & Hornet

Postby Emerald Flame » Fri Aug 28, 2009 8:56 am

DETONATOR


Image

Detonator Weapon System

Sonic Ray Gun (Sonic Control) [9] - DC:19:fort
* Sonic Blast [9] - DC:24:tough
(AP) Sonic Dazzle [9] - DC:19:ref
(AP) Sonic Stun

Standard attachment on the back power unit, above operator's head

Pulsating Freeze-Ray Blasters (Cold Control) [10] - DC:25:tough
* Blast (Cold) [10] - DC:25:tough
(AP) Create Object [10]
(AP) Drain Toughness [10] - DC:20:fort
(AP) Snare [10] - DC:20:ref
(PF) Precise

Standard attachment on the chest/front of the operator

Modular Spicer Missles (Blast) [10] - DC:25:tough
(EX) Area: Blast Radius
(PF) Homing (x2)

Standard attachment on either side of the back power unit

Targeting Computer (Enhanced Feat) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]

Standard attachment on top of the chest-mounted cannons

Helmet (device) [3]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption)

*Sonic Screen (Force Field) [10]

:arrow: Here is the "heavy-hitter" of the Centurions' Land-Operations arsenal. This is the "big gun" that Jake Rockwell could call on.

:arrow: The Freeze cannons could do a wide array of things from freezing tidal waves to putting out fires etc etc etc..

:arrow: The Spicer(?) Missles are heavy hitting long-range missles. I did not include a limiter on only having two, because on numerous occassions, Jake could call for a "Reload" and Crystal would simply beam down two more. SO... I figured that I would just say that he had missles. 'Nuf said.

:arrow: The Sonic Shield is designed as a sonic-based force field.

:arrow: The Sonic Ray Gun is, like the Freeze Cannons, one of those weapons that was never fully detailed, probably so the writers could be free to do what they wanted. I always envisioned it as a gun that used sound waves in-stead-of ammunition. This made the most sense to me. :D
Last edited by Emerald Flame on Fri Aug 28, 2009 9:57 am, edited 1 time in total.
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Re: Emerald Flame's Misc. Character Builds (Detonator)

Postby Emerald Flame » Fri Aug 28, 2009 9:51 am

AWESOME AUGER

Image


Awesome Auger Weapon System

Rotating Auger & Sonic Shredder (Burrowing) [6]
(Digging at 50 mph)
(PF) Subtle
(EX) Pentrating

Pulsating Tectonic Blasters (Blast) [8]
(EX) Autofire +1

Armored Exo-Structure [5]
* Immunity: Crushing Damage

Helmet (device) [5]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption)
* Super-Senses: Tremorsense [3]
* Super-Senses: X-Ray Vision,


:arrow: This is one of the most stright-forward designs of any of the combat systems. It's a big digging tool. I think it was advertized as a subterrainian rescue unit.

:arrow: This ends the Land Operations' Combat Systems. Before anybody starts to complain... YES.. I know that there was another unit called Swingshot. IMHO it was lame! Two cannons and a few missles with a set of support wheels. I remember it came out towards the end of their run and I have always felt that it was just a quick trick to get kids to buy another unit. It really did not fit any niche. Detonator had the heavy weapons covered and Wild Weasel had the wheeled-vehicle slot filled. Like I said... It was a shelf-filler.

:arrow: If anybody REALLY wants to have all the systems... let me know and I will bang it out.

:arrow: Up next ..... Sea Operations.
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Re: Emerald Flame's Misc. Character Builds (Awesome Auger)

Postby Emerald Flame » Fri Aug 28, 2009 10:29 am

CRUISER COMBAT SYSTEM

Image

Repulsar Cannon (Blast) [8]
Usual placement is on right forearm of operator

Next Generation Air Tank (Enviromental Adaptation: Aquatic)
Usual placement is on the back of the operator

Hydro Missle (Blast) [10]
(EX) Area: Blast
Usual placement is on back of the operator; stacked on-top-of the air tank

Hydro Thrusters (Swimming) [5]
* Underwater Speed 50 Mph
Usual placement is one on each of the operator's legs

Radar Repulsar (Concealment -vs- Radar) [4]
Usual placement is on stomach of the operator. Combined with the Keel Fin

Helmet (device) [3]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption),


:arrow: This is the basic Aquatic Operations package for a Centurion. In the cartoon show, this was Max Ray. This was Also the weapons system that came with the base toy.
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Re: Emerald Flame's Misc. Character Builds (Cruiser System)

Postby Emerald Flame » Fri Aug 28, 2009 11:31 am

TIDAL BLAST COMBAT SYSTEM

Image

TIDAL BLAST COMBAT SYSTEM

Harpoon (Blast) [5] - DC:20:tough
(EX) Penetrating

Repulsar Cannon (Blast) [8] - DC:23:tough

Shark Missles [10] - DC:25:tough
(EX) Area: Blast
(PF) Improved Range

Grappler w/ Winch (Move Object) [8]
(FLAW) Only Towards the User

Target Sensor (Enhanced Feat) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]

Enviromental Adaptation: Aquatic

Hydropower thrusters (Swimming) [6]
(Underwater speed 100 mph)

Helmet (device) [3]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption),

:arrow: Here is the second step in the aquatic combat system ladder. This is the medium-response unit that was used most of the time. It granted the most flexibility and maneuverability while also offering higher levels of fire-power.
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Re: Emerald Flame's Misc. Character Builds (Tidal Blast System)

Postby Tattooedman » Fri Aug 28, 2009 12:10 pm

Again I can't say how much I'm enjoying your builds of the Centurion's Combat Systems. Very nice work that looks to have had much thought & effort put into the builds.

Keep it up. I'm loving it all. :D
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Re: Emerald Flame's Misc. Character Builds (Nightmare 2.0)

Postby Emerald Flame » Sat Aug 29, 2009 5:31 am

WHAT IF.....
NIGHTMARE 2.0.

Image

PL: 11 (180 pp)

ABILITIES: STR: 28 (+9/+5) DEX: 18 (+4) CON: NA INT: 18 (+4) WIS: 18 (+4) CHA: 12 (+1)

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

FEATS: All-out Attack, Ambidexterity, Attack Focus (Melee) (2), Attack Focus (Ranged) (2), Eidetic Memory, Fast Overrun, Fearless, Fearsome Presence (), Improved Overrun, Power Attack, Improved Overrun, Power Attack

POWERS:
*MORPH [4]
(PF) Metamorph - Robot to Horse

ROBOT

* Super-Senses [3]
Detect Weakness (Visual, Ranged, Acute, Analytical), Infravision, Ultravision, Radio, Ladar
* Immunity (Nullify Electronics (Device only) [2]
* Concealment (Radar, Sonar) [2]
WEAPONS
* Kinetic Pulse (Blast) [11] - DC:26:tough
*(AP) Focuses Array Gatler (Blast) [8] - DC:23:tough
*(AP) Horseman's Saber (Strike) [5]
(EX) Penetrating
*Missle Pack (Blast) [10] - DC:25:tough
(PF) Improved Range
(EX) Area: Blast

HORSE
*Growth [4]
(PF) Innate
(FLAW) Permanant [4]
*Protection [10]
*Speed [3]
* Super-Senses [3]
Detect Weakness (Visual, Ranged, Acute, Analytical), Infravision, Ultravision, Radio, Ladar

*MORPH [4], *(PF) Metamorph - Robot to Horseman Ultra!!

COMBAT: Attack 5 [Unarmed +9 (Bruise)] Defense 15 (12 flat-footed) Init 4

SAVES: Toughness 10 (10 flat-footed) Fortitude 0 Reflex 9 Will 8

DRAWBACKS: Noticeable -Large Metal Robot [Freq DC 5] [Sev DC 10]

COSTS: Abilities 26 + Skills 13 (50 ranks) + Feats 14 + Powers 97 + Combat 24 + Saves 9 – Drawbacks -4 = 179 / 180

:arrow: This is an idea that I have been kicking around in the back of my head for a while. The original Horseman had two (2) parts. The Rider and the Horse. In later incarnations of the design, the horse went away and the suit was by itself. I thought that it would be interesting to have the horse return but not as part of the suit. This led to the idea making the horse an independant character. This is was the start of the idea.

:arrow: This is the first step in what should be a study in extreme engineering... This is the Nightmare component of the Horseman Ultra. Horseman Ultra consists of two (2) parts. The Horseman Armor and the Nightmare Unit. Nightmare transforms and creates a power-enhancing.. super-heavy armor system for the Horseman. Nightmare can then operate independantly when not combined.

:arrow: Picture is of Aussenseiter from Super Robot Wars... Just in case you were interested
Last edited by Emerald Flame on Tue Sep 29, 2009 11:12 am, edited 2 times in total.
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Re: Emerald Flame's Misc. Character Builds (Tidal Blast System)

Postby Emerald Flame » Mon Aug 31, 2009 9:22 am

I added the stats for the Nightmare 2.0 design.

This is the second component for the Horseman Ultra design.

Enjoy
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Re: Emerald Flame's Misc. Character Builds (Depth Charger)

Postby Emerald Flame » Mon Aug 31, 2009 9:43 am

DEPTH CHARGER

Image

DEPTH CHARGER COMBAT SYSTEM

Twin Aqua Lasers [8] - DC:23:tough
Usual placement is on the rear back unit, the the rear and above the operators head.

Hydromine (Blast) [10] - DC:25:tough
(EX) Area: Blast
(EX) Pentrating
(PF) Trigger (Variable)
Usual placement is on the rear back unit, at the backmost part.

Deep Sea Torpedoes [10] - DC:25:tough
(EX) Area: Blast
(PF) Improved Range
Usual placement is on the chest back unit, facing forwards.

Aqua-thrusters (Swimming) [6], (Underwater speed 100 mph)
Usual placement is split between the rear back unit and the leg stabalizers.

Immunity: Breathing [1]

Protection [10]

Target Sensor (Enhanced Feat) [3]
(Accurate Attack, Attack Focus (Ranged) [+2])

Enviromental Adaptation: Aquatic

Communication (2000 miles) [8], (PF) Subtle (Super-encryption),


:arrow: This is the 'heavy weapon' for the sea operations. The mine on the back is the heavy hitter and the armor protection helps. From what I remember, this unit can also protect against the crushing depths of the ocean, allowing deep submergance.

Enjoy
Last edited by Emerald Flame on Mon Aug 31, 2009 7:01 pm, edited 1 time in total.
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Re: Emerald Flame's Misc. Character Builds (Sea Bat System)

Postby Emerald Flame » Mon Aug 31, 2009 10:12 am

SEA BAT

Image

SEA BAT COMBAT SYSTEM

Batwing Hydrofoil Propulsion system (Swimming) [7]
(Underwater speed 250 mph)
Usual placement of this system is on the back with the chest module aiding with it. The chest module also houses the respirator system.

Heat-Seeking Harpoon (Blast) [8] - DC:23:tough
(PF) Homing - "Heat Seeking"
>Linked<
Super-sense - Infravision (Thermographic) [1]
Usual placement is on the left arm.

Depth Charge (Blast) [8] - DC:23:tough
(EX) Area: Blast
(PF) Trigger (Variable)
Usual placement is on the chest unit.

Hydrofoil Torpedoes [8] - DC:23:tough
(EX) Area: Blast
(PF) Improved Range
Usual placement is attached under the wings or on the operators limbs. This can vary depending on the operator's personal style.

Target Sensor (Enhanced Feat) [3]
(Accurate Attack, , * Attack Focus (Ranged) [+2])

Enviromental Adaptation: Aquatic

*Hydrodynamic wings[1], (Enhanced Feat: Elusive Target)
This is a component of the chest and back systems. The control surfaces are designed to maximize maneuverability at high speeds.

Helmet (device) [3]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption)

:arrow: This is one of the combat systems that was introduced later in the series. I have this and it was fun to play with. It was supposed to be a high-speed surface unit. it was fast and agile but also packed a punch with six (6) missles/torpedoes.
Last edited by Emerald Flame on Mon Aug 31, 2009 7:00 pm, edited 1 time in total.
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Re: Emerald Flame's Misc. Character Builds (Sky Knight System)

Postby Emerald Flame » Mon Aug 31, 2009 3:57 pm

SKY KNIGHT

Image

Sky Knight Weapon System

Two turbo thrusters/assault pak (Flight) [7]
(1000 mph)
Usual placement on back_As backpack with thrusts on small wings.

Laser Cannon Pod (Blast) [8]
(EX) Autofire +1
Usual placement on chest.

Laser Bomb (Blast) [10]
(EX) Area: Blast
Usual placement on chest/Laser Cannon Pod.

Stinsel Missles (Blast) [8]
(EX) Penetrating
Usual placement on forearms.

Dual Sensor Pod (Enhanced Feats) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]
Usual placement on backpack.

Helmet (device) [3]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption)

:arrow: This is the standard base-line unit for aerial operations. The speed is not as fast as most modern fighter jets, but considering the size, it is rather impressive.

:arrow: The missles can be replaced by teleporter as needed.
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Re: Emerald Flame's Misc. Character Builds (Orbital Interceptor)

Postby Emerald Flame » Mon Aug 31, 2009 4:02 pm

Orbital Interceptor

Image

Orbital Interceptor Weapon System

Back pack with Multi-Particle Missle (Blast) [10] - DC:25:tough
(EX) Area: Blast
(PF) Improved Range
Attachment is made on the back.

Particle Beam Emitter
Particle Beam (Blast) [8] - DC:23:tough
(AP) Gravity Field Generator (Gravity Control) [8]
> Tractor Beam (Move Object: Towards)
> Establish Gravity for Operator
Usual attachment is made on both of the lower legs.

Target Scanner Pod (Enhanced Feats) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]
Attachment is made on the chest pack.

Super-Senses [4]
* Radar
Attachment is made on the backpack.

Inner and Outer Atmospheric Thrusters (Flight) [10]
Attachment is made on the backpack wing sections and as part of the chest-mounted pack

Life Support Helmet (device) [4]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption)

Enviromental Adaptation: Space/ Re-Entry

:arrow: As far as build-costs go.. this unit is actually rather cheap. It is also the most specialized of all the weapon systems. It is designed for extra-atmospheric activities. In the show, Orbital Interceptor is frequently broken up and integrated with Skybolt.

:arrow: One of the most interesting components of the unit are the Particle Beam Emitters. I liked these, as they could be potentially very powerful. They can effectively control gravity!! :shock:
Last edited by Emerald Flame on Mon Aug 31, 2009 6:17 pm, edited 2 times in total.
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Re: Emerald Flame's Misc. Character Builds (Skybolt System)

Postby Emerald Flame » Mon Aug 31, 2009 5:20 pm

SKYBOLT

Image

SKYBOLT COMBAT SYSTEM

Pulse Laser Cannon (Blast) [8] - DC:23:tough
(EX) Autofire +1
Usual attachment on the chest control unit

Heat-Seeking Cruise Missles (Blast) [9] - DC:24:tough
(PF) Homing - "Heat Seeking"
>Linked<
Super-sense - Infravision (Thermographic) [1]
Usual attachment on the underside of each wing.

Galactic' Missles [10] - DC:25:tough
(EX) Area: Blast
(PF) Improved Range
(EX) Penetrating
Usual attachment on the the underside of each wing.

Pulsating Freeze Cannon (Cold Control)
>Freeze Blast [8] - DC:23:tough
Usual attachment on the chest control unit

Sensor Array (Enhanced Feat) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]
Usual attachment on the chest control unit

Backpack Thruster System (Flight) [10]
Usual attachment on the back.

Sonic Screen (Force Field) [10]

Concealment (Radar) [1]

Helmet (device) [3]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption)

:arrow: This is the heavy-hitter of the Aerial Support Systems. This unit is the Air Superiority system for the Centurions. It carries heavy missles, mini-cruise missles, pulse laser cannons and a freeze cannon (Don't ask... I don't know).

:arrow: The Orbital Interceptor is frequently mixed with Skybolt for very high altitude recon and combat.
Last edited by Emerald Flame on Mon Aug 31, 2009 6:58 pm, edited 2 times in total.
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