Emerald Flame's Builds 2nd Edition

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Re: Emerald Flame's Misc. Character Builds (Strato Strike)

Postby Emerald Flame » Mon Aug 31, 2009 5:24 pm

STRATO STRIKE

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Strato Strike Weapon System

Turboprop Engines (Flight) [6]
(PF) Subtle - Ultra Quiet
Usual placement is attached to the rear backpack unit

Stun Missles (Stun) [8] - DC:18:fort
(PF) Range (Touch -to- Ranged)
(EX) Area: Blast
(PF) Improved Range
Usual placement is attached to the chest-mounted unit

Targeting Computer (Enhanced Feat) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]
Usual placement is included in the chest-mounted unit

Move Object (Hand Holds to carry others) [5]
(FLAW) Individual being carried must be able to hang on

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

Immunity: Breathing [1]

Enhanced Performance (Enhanced Feat) [1]
> Evasion


:arrow: Strato Strike is classified as a "medium response" combat system, although the it has very limited weapons. (This can be switched around of course... gotta love modular systems!) The unit is a turbo-prop unit that is built for stealth and agility.
The weapon that it carries is a "Stun Missle" system. This is designed for a "kindler-gentler" response.
Another interesting aspect of the unit is that it was actually designed to carry other individuals by using hand-holds. I built this using "Move Object" to represent the carrying capacity and then added a flaw that the "carried" had to hold on and this was not a comfy seat to sit on. :roll:

:arrow: This is also a milestone for me..... This is the last of the original weapons systems for the original three (3) Centurions. Next I hope to tackle the Covert Ops and the Energy Specialist systems.
Last edited by Emerald Flame on Tue Sep 01, 2009 10:21 am, edited 1 time in total.
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Re: Emerald Flame's Misc. Character Builds

Postby Emerald Flame » Tue Sep 01, 2009 9:33 am

ELECTRO-CHARGER

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Electro Charger Weapon System

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

Energy Absorbing backpack (Drain) [6]
(Flaw) Electricity only
(EX) Affects Objects
Usual placement is attached to the operators back

Twin Laser (Blast) [5] - DC:20:tough
Usual placement is attached to the left forearm

Quantum Thrusters (Flight) [4]
Usual placement is attached to both of the legs/calves

Nighthawk Missle
>Magntic Vortex (Blast) [5] - DC:20:tough
(EX) Area: Blast
> (AP) Absolute Darkness (Darkness Control) [5]
Usual placement is attached to the rear backpack unit

Redirect Cannon (Nemesis) [4]
(PF) Affects Insubstantial
Usual placement is attached to the right forearm

:arrow: Even though I thought that the Energy Specialist systems were some of the coolest, I never realized the sheer power that the units could muster. This is the "base" unit for the Energy Specialist and it is on par with most of the other mid-range units. Basically stated, this unit (and definitely the Gatling Guard) can manipulate energy up and down the EM frequency. :shock:

:arrow: One of the most powerful tools that this system has is the "Redirect Cannon". In story terms, it can deliver an equal and opposite force to any form of energy that it is pointed at. For instance, it can be fired upon Strafers to nullify their lift and thus causing them to crash, or against an incoming sonic ray attack to create an opposite force of similar magnitude to hold it at bay. In game terms, it has the Nemesis power. :shock: Once a turn the operator designates a target and then >ZZZAAAPPP< the Redirect Cannon calculates the need and configures itself to negate it with equal and opposite force. Not to shabby.

:arrow: The Nighthawk Missle is another weapon that is eye popping when you read about it. In story terms, The Nighthawk missile can create a magnetic vortex or absolute darkness (by draining most forms of energy away from an area). That's right folks... More Energy Draining Goodness!!! In game terms, this is an Alt Power setup. I created the Magnetic Vortex by making it a standard 'Blast'. The Absolute Darkness power was created by using 'Darkness Control'.

:arrow: If you think that this is a little over-the-top.... Wait until you see the Gatling Guard!!
Last edited by Emerald Flame on Tue Sep 01, 2009 10:36 am, edited 2 times in total.
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Re: Emerald Flame's Misc. Character Builds

Postby Emerald Flame » Tue Sep 01, 2009 9:37 am

GATLING GUARD

Image
Image

Gatling Guard Weapon System

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

Energy Manipulation Systems

Nullify (Gravity) [6]
Placement of this unit is a platform on which the operator stands.

Electromagnetic Force Field [10]
(EX) Impervious
Placement of this unit is part of the backpack assembly.

Gatling Guard Rotary Magazine

*MAGNETIC IMPLODER (Blast) [10] - DC:25:tough
(AP) GRAVITY NEGATOR (Nullify) [10]
(EX) Area: Blast
(AP) SOLAR FLARE (Dazzle: Sight) [8] - DC:18:ref
(EX) Area: Blast
(AP) MAGNETIC SHIELD (Force Field) [10]
(EX) Affects others
(EX) Area: Blast
(FLAW) Ablative

Energy Absorption Array (Absorption - Energy) [10]
>Blast [10] - DC:25:tough
Placement of this unit is the chestpack assembly.

Quantum Thrusters (Flight) [5]
Placement of this unit is on the backpack assembly.

Solar Missles (Blast) [5] - DC:20:tough
(EX) Area: Blast
(PF) Improved Range

:arrow: :shock: This is one of those times where words fail me and the ability to squash designs into point values is strained. The Gatling Guard is a monster!! It is possibly the most powerful assault weapons system in terms of its sheer energy output and seemingly "natural forces"-manipulating abilities. The tasks that the Gatling Guard has undertaken includes closing an artificial black hole and destroying an inter-dimensional vortex.

:arrow: I was not able to bring all the parts up to the power level that I would have liked. The Solar Missles and the Absorption system are a little under-powered, but honestly... If these systems cause you to lose a battle... then I say you throw away the design. The Rotary Magazine packs a monsterous wallop.

:arrow: Looking back at the Energy Specialist Designs and the original design notes... it seems that the writers and toy designers really didn't worry about balance. As if they ever do.

:arrow: In all honesty, I would probably create different loads for the Rotary Magazine such as trap rounds or air-burst munitions. I really like the physical design but the fluff just leaves me standing agast.
Last edited by Emerald Flame on Fri Apr 22, 2011 7:45 am, edited 3 times in total.
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Re: Emerald Flame's Misc. Character Builds

Postby Emerald Flame » Tue Sep 01, 2009 9:48 am

SILENT ARROW

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Silent Arrow Weapon System

Pursuit Arrow (Blast) [10] - DC:25:tough
>LINKED<
*Capture Net (Snare) [8] - DC:18:ref
Usual placement of the Pursuit Arrow Launcher is on attached to the Operator's back

Semi-Automatic Laser Carbines (Blast) [5]
(EX) Autofire +2
Usual placement of this unit is on the thigh or the forearm. Variable

Targeting Computer (Enhanced Feat) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]
Unit is incorporated into the backpack and interfaces with the helmet

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


SONIC KNIFE
* Sonic Shatter (Blast) [8] - DC:23:tough
(EX) Penetrating
(Flaw) Objects Only
* (AP) Knife Strike [5] - DC:20:tough
(EX) Penetrating
(PF) Thrown
(PF) Mighty
Sonic Knife is beamed down with the combat system and is usually carried attached on the thigh.

:arrow: John Thunder was one of the characters that left me cold. An infiltration specialist that had some of the bulkiest and obvious combat systems (apart from the Energy Specialist ones) on the team. I thought that this was a rather obvious attempt to add a cultural element that was so sought after during the 80's. I would rather have seen the "Native American Indian" be Land Operations member. Giving an N.A. Indian character an arrow shooter? :roll:

:arrow: The other interesting aspect to the character was the fact that his exo-frame was almost non-existant. The character seemed forced to me. Like I said.. I think that he would have made a great Land Operations Specialist.

:arrow: The Vibro Knife was a signature weapon for John Thunder. It was beamed down with the Combat Systems but could also be beamed down seperately. It had two (2) settings... (1) An armor-piercing large hunting knife that used vibro-blade technology to slice through almost anything. (2) The knife could be stuck into something /thrown into and the blade would vibrate and cause the object to explode.
Last edited by Emerald Flame on Wed Sep 02, 2009 10:22 am, edited 1 time in total.
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Re: Emerald Flame's Misc. Character Builds

Postby Emerald Flame » Tue Sep 01, 2009 9:51 am

THUNDER KNIFE

Image

Thunder Knife Weapon System

MEGA LASER DISKS
* Slashing Disks (Strike) [8] - DC:23:tough
(EX) Autofire +2
(EX) Penetrating
* (AP) Laser Disks (Blast) [8] - DC:23:tough
(EX) Autofire +2
Usual Placement on the Arms during 'Standing' configuration and on Legs during 'Spinning' configuration.

Missle Launcher Backpack [10] - DC:25:tough
(EX) Area: Blast
(PF) Improved Range
Unit is incorporated into the backpack module in both configurations.

Targeting Computer (Enhanced Feat) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]
Unit is incorporated into the backpack unit.

Tracked Tank Base (Super-Movement: Sure-Footed) [1]
Usual Placement is on the feet/legs during the 'Spinning' confiuration and on the chest during the 'Spinning' configuration.

Spin Attack Configuration (Spinning) [4]
+4 to Avoid Snares and Grapples
+4 to Toughness Bonus
>LINKED<
Disc-Blade Configuration (Blast) [8] - DC:23:tough
(Flaw) Melee Range Only
(EX) Penetrating
(EX) Autofire +2
The operator assumes a prone position with his/her arms and legs spread out. The tracked base them provides locomotion and the operator and blade assemblies rotate in a latitudinal plane.

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

:arrow: As with the Silent Arrow system.... I am left cold by this system too. I think it is a classic example of style over substance....all gimmick and no guts. Don't get me wrong, I think that the idea of a spinning dervish of razor-sharp blades is not a bad one, but the configuration they designed is ..... bizarre. To be in the spinning mode, the operator is literally laid on their stomach and they spin around their belly button/navel. :shock: If you need to .. you can re-read that statement. It took me a while to wrap my head around it too.
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Re: Emerald Flame's Builds (Massive Centurion Postings)

Postby Emerald Flame » Wed Sep 02, 2009 11:14 am

I HAVE DONE IT!!!!

I have completed the last Centurions build. I have now posted all of the Centurions Combat Systems. All the systems for AIR - LAND - SEA - ENERGY and INFILTRATION are now posted.

The next step is for me to stat out the Strafers and the Traumatizers. I think that I will let me brain rest for a little bit before I attempt them.

If you read my first posts on Centurions, you will see that I created these designs as part of an 'Alternate Reality' version of the Centurions. This is why you will not find stats for the actual characters that appeared in the show. Sorry..

Hope you enjoy them.
Last edited by Emerald Flame on Wed Sep 02, 2009 12:35 pm, edited 1 time in total.
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Re: Emerald Flame's Builds (Massive Centurion Postings)

Postby Woodclaw » Wed Sep 02, 2009 11:30 am

Emerald Flame wrote:I HAVE DONE IT!!!!

I have completed the last Centurions build. I have now posted all of the Centurions Combat Systems. All the systems for AIR - LAND - SEA - ENERGY and INFILTRATION are now posted.


A truly impressive feat, I give you my greatest compliments (and to be honest I didn't event recall the existence of the the Swingshot until you mentioned it).
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

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Re: Emerald Flame's Builds (Swing Shot)

Postby Emerald Flame » Wed Sep 02, 2009 11:53 am

SWING SHOT WEAPON SYSTEM

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SWING SHOT Weapon System

Caterpillar Track Modules [2]
* Sure-Footed
* Wall Crawling
Usual placement is attached by support arms to the backpack unit

Mega Blasters (Blasters) [6]
(EX) Autofire +2
>LINKED<
Integrated Arm Shields (Deflect) [4]
(All Ranged Attacks)
(EX) Action: Move
Usual placement is attached to the operator's arms

Trajectoid Missles [8] - DC:23:tough
(EX) Area: Blast
(PF) Improved Range
Usual placement is attached to the Integrated Shields of the Mega Blasters

Howitzer (Blast) [10]
(EX) Area: Blast
(PF) Improved Range
Usual placement is attached to the chest unit

Targeting Computer (Enhanced Feat) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]
* Accurate Attack
* Attack Focus (Ranged) [+2]
Usual placement is incorporated into the chest unit

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

:arrow: I was going over my builds and I just had to do Swing Shot. I see this is a 1/2 step between Fire Force and Wild Weasel... a sort of Detonator Light. As I have said previously, this unit doesn't really fill any particular niche, but after stat'ing it up... I have to admit I like it more than I originally did.
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Re: Emerald Flame's Builds (Massive Centurions Package)

Postby Emerald Flame » Wed Sep 02, 2009 1:52 pm

DOOM DRONE STRAFER

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Last edited by Emerald Flame on Sun Sep 13, 2009 1:33 pm, edited 1 time in total.
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Re: Emerald Flame's Builds (Massive Centurions Package)

Postby Emerald Flame » Wed Sep 02, 2009 1:54 pm

DOOM DRONE TRAUMATIZER

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Last edited by Emerald Flame on Sun Sep 13, 2009 1:34 pm, edited 1 time in total.
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Re: Emerald Flame's Builds (Massive Centurions Package)

Postby Emerald Flame » Wed Sep 02, 2009 1:56 pm

DOC TERROR (aka: Generic Cyborg Archvillain)

Image

PL: 12 (200 pp)

ABILITIES: STR: 32 (+11/+4) DEX: 18 (+4) CON: 18 (+4) INT: 26 (+8) WIS: 24 (+7) CHA: 15 (+2)

SKILLS: Bluff (+2), Climb (+11), Computers 10 (+18), Concentration (+7), Electronic 12 (+20), Mechanical 12 (+20), Diplomacy (+2), Disable Device 12 (+20), Disguise (+2), Escape Artist (+4), Gather Info 8 (+10), Handle Animal (+2), Intimidate 4 (+6), Physical Sciences 14 (+22), Technology 16 (+24), Notice (+7), Evil Scientist 8 (+15), Search 5 (+13), Sense Motive (+7), Stealth (+4), Survival (+7), Swim (+11)

FEATS: Defensive Attack, Ambidexterity, Diehard, Eidetic Memory, Master Plan, Minions (20), Second Chance (4), Skill Mastery (1), Improvised Tools, Inventor, Well-Informed

POWERS:

Cybernetic Upgrades [6]
*Nano-Weave Armor (Protection) [8]
*Enhanced Strength [12]
*Super-Senses 10]
(Blind Sight [Radio], Direction Sense, Distance Sense, , Infravision, Radio, Time Sense, Ultrahearing), , ****************************************
*CYBERNETIC CONVERSION (Left half of body) [31 pts]

SYNTAX BODY AUGMENTATION
Left Arm Upgrade
*Missle Launcher [8] - DC:23:tough
(EX) Area: Blast
(PF) Improved Range
*(AP) Accelerated Particle Beam (Blast) [10] - DC:25:tough
*(AP) Crusher Claw (Strike) [10]
(EX) Penetrating
*(AP) Super-Strength [10]

STRAFER BODY AUGMENTATION
* Flight [5]
* Blasters [8]
* (AP) Drop Bomb (Blast) [8]
(EX) Area: Blast
(FLAW) Drop Only

TRAUMATIZER BODY AUGMENTATION
*Ground Shaken Missle (Blast) [9], (EX) Area: Blast, , *(AP) Blasters (Blast) [9], (EX) Autofire +2,

COMBAT: Attack 6 [Unarmed +11 (Bruise)] Defense 15 (13 flat-footed) Init 4

SAVES: Toughness 12 (12 flat-footed) Fortitude 9 Reflex 8 Will 9

DRAWBACKS: Noticeable -1/2 body replaced [Freq DC 5] [Sev DC 15]

COSTS: Abilities 59 + Skills 26 (102 ranks) + Feats 33 + Powers 54 + Combat 22 + Saves 11 – Drawbacks -5 = 200 / 200



:arrow: Well, this is Doc Terror as best as I can figure him out. I designed him in two (2) parts... literally. The right-side of the body is built as a cybernetically-enhanced human. The right-side is built as an add-on package.

SYNTAX is the standard package that Doc Terror uses. This is the second half of his body with a robotic arm. In the show, he has used it as an energy blaster, a power-claw and a missle-launcher.

STRAFER is when he adds a portion of the Strafer unit to his 'organic' half. This allows him to fly and use the Strafer's guns and bomb dropper.

TRAUMATIZER is when he adds on a portion of the standard ground infantry unit... a Traumatizer to his 'organic' half.

:arrow: This works pretty well as an Arch Villian and also (if your a purist) as Doc Terror himself.
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Re: Emerald Flame's Builds (Massive Centurions Package)

Postby Emerald Flame » Sat Sep 05, 2009 6:18 pm

FATHAN FAN

Image

FATHAM FAN COMBAT SYSTEM

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

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

Twin Hydro-Lasers Cannons [8] - DC:23:tough
(PF) Improved Range

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

Hydro Fan (Speed) [6]
(Flaw) (Must remain in contact with water)
>Linked<
Super-Movement: Water Walking [1]

Enviromental Adaptation: Aquatic

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


:arrow: HA!! I found a picture of this semi-mythical Combat System.. actually, I did a screen capture on it.

:arrow: There was very little info on this system on the web and I was able to dig up the episode (#62). From watching the show I came up with this build. It is based on what I could see and from the show.

:arrow: This is the last build for the Combat Systems... I don't think that there are anymore to build.
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Re: Emerald Flame's Builds

Postby Emerald Flame » Sat Sep 05, 2009 8:15 pm

Alternate Reality Centurions Fan-Fic

Doc Terror stood, looking out over an automated production facility. A slight smile twinged at the side of his mouth as he watched the machines churn out his army of Doom Drones.

"Are you sure that this will work?" He said out loud. "Show me the details." Holding out his hand into which a datapad was placed.

His human eye scaned over the screen of the datapad while his cybernetic eye simply downloaded the information directly into his neural processor. After few seconds of study, he looked up from the datapad and back out at the production floor.

"I see that you have used the information provided by our new friend."

Doc Terror looked over at his new personal cyberborg-drone. The man was wearing a tattered UN uniform of a research scientist. The man's obvious cybernetic implants still fresh in his body, as the flesh around them still was reddned. A tear dripped from the side of the man's eye as Doc Terror waved him over. A second later, the cybernetic implants overrode his free-will with "slave programming". His body jerked slightly as he carried a tray with a drink on it to Doc Terror. Doc Terror laughed to himself.

"You see my dear Carter, I promised you power and access to all my cybernetic technologies in exchange for your information on the Centurions' combat systems. As you know... I keep my promises. You are powerful and you have truely been exposed to my technologies." Doc Terror laughed again.

Doc Terror then turned to face the person that he had been speaking to.

"Amber, My dear daughter. You have truely proven yourself as a worthy successor to my throne. Are you sure that you are ready for this?"

Amber stepped from the shadows into the light... Her purple and black exo-frame fitting snuggly to her athletic form that made it obvious that she worked out and took care of herself, but not at the expense of being able to turn men's heads. Her short-cut hair was a definite departure from the long hair she once wore. This was a necessity so that her hair would be able to fit under her helmet without much effort. Her face was of classic beauty, but she her eyes exposed a cold - ruthlessness that made most take pause. SHe had once made a living as a model but she had put that behind her when her father was transformed and his mission had drifted over and became her mission.
She smiled to at her father... a smile that would have given a snowman a cold shiver. She raised her arms up from her sides and held them above her head to make a "V" shape. She called out....

"Prepare Vampire Combat System! ......

TERROR EXTREME!! TREME...TREME...TREME..."


She was engulfed in a shroud of energy. The 'Vampire' Combat system appeared around her and then locked onto her exo-frame.

Doc Terror looked on and smiled.....

"Ah Yes....Things are going to be more interesting from now on...."


:arrow: Now presenting.... Amber and her Combat Systems!!
Last edited by Emerald Flame on Fri Apr 22, 2011 7:52 am, edited 2 times in total.
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Re: Emerald Flame's Builds (Massive Centurions Package)

Postby Emerald Flame » Mon Sep 07, 2009 8:35 am

AMBER TERROR

PL: 10 (150 pp)

ABILITIES: STR: 13 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

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

FEATS: Attack Specialization (1), Defensive Attack, Power Attack, Leadership, Assessment, Diehard, Benefit (1), Endurance (1), Fearless, Teamwork (2), Well-Informed

POWERS:
Device: Exo-Suit [4]
* Protection [8]
* Comm Link: Doc Terror [3]
(ex) Selective: Ultra Encrypted
(ex) Extended Range (Orbital)

*Device: Variable Weapon Systems [22]
** Limited: Must be able to "beam down" the Weapon System.
****************************************
Vampire Combat Unit - light-response combat unit
Barracuda Combat Unit - Aquatic combat unit
Mongoose > Land Operations unit,

COMBAT: Attack 5 [Unarmed +1 (Bruise)] Defense 14 (12 flat-footed) Init 3

SAVES
: Toughness 10 (10 flat-footed) Fortitude 5 Reflex 6 Will 4

COSTS: Abilities 22 + Skills 12 (48 ranks) + Feats 12 + Powers 82 + Combat 18 + Saves 8 – Drawbacks -3 = 151 / 150

:arrow: Here is Amber, Doc Terror's daughter. She has been equipped with an exo-frame built from stolen plans. She also has several different combat units. [to be posted later]
Last edited by Emerald Flame on Fri Apr 22, 2011 7:53 am, edited 3 times in total.
Emerald Flame's 3e Builds
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The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-

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Emerald Flame
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Paragon
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Re: Emerald Flame's Builds (Massive Centurions Package)

Postby Emerald Flame » Mon Sep 07, 2009 6:16 pm

VAMPYR Weapon System

Twin Laser (Blast) [8]
(EX) Autofire +2
Usual placement is on the left forearm

Battle Blade (Strike) [8]
(EX) Penetrating
(PF) Mighty
Usual placement is on the right forearm

Tactical Computer (Enhanced Feat) [3]
* Accurate Attack
* Attack Focus (Ranged) [+2]
Mounted in the Backpack

Bat-Wing Glide Pack (Flight) [6]
(Flaw) Gliding Only
Usual placement is on the back of Amber

Leg Boosters [4]
> Leaping [4]
> (AP) Flight [2]
Usual placement is on each of the lower legs.

Helmet (device) [4]
* Immunity: Breathing [1]
* Immunity: Visual Dazzle Effects [5]
* Communication (2000 miles) [8]
(PF) Subtle (Super-encryption)
* Super-Senses: [3]
> Infra-vision
> Time Sense
> Direction Sense
_________________________________________________________

:arrow: The Vampyr Combat System is the 'Light Response' level used by Amber.

* Twin Laser - A forearm mounted twin-barrelled laser cannon.
* Battle Blade - A large curved mono-edged blade that mounts on the forearm. The Mono-crystalline blade edge is sharp enough to slice through armor with ease.
* Tactical Computer - This is an on-board system that uses fuzzy-logic software to enhance the user's combat skills. It incorporates a targeting computer and target recognition system that allows the user to engage multiple targets quickly and effectively.
* Bat-Wing Glide Pack - This back-pack system incorporates a pair of rapid-deployment bat-like wings. The wings can deploy in an instant giving the user the ability to glide for short-distances.
* Leg Boosters - These are a pair of high-yield thrusters that are mounted on the user's legs. These thrusters can be used for making bounding leaps and also limited flight.
* Helmet - The helmet incorporates a breathing unit and a visual compensation unit that protects the user from extremely bright lights and also grants Infra-red vision. The heads-up-display also has a built in chronometer and Distance Finder. The communication system is hyper-encrypted allowing for secure communication between Amber and Doc Terror.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-


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