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Emerald Flame's Builds 2nd Edition

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Re: Emerald Flame's Builds (Lai Tung, Peacemaker 2, The Reaper)

Postby Thorpacolypse » Sun Nov 01, 2009 7:42 am

Emerald Flame wrote:I was originally thinking of using this character as a sort of "Ghost" character in the Horseman Saga. I started there and slowly it evolved into the Reaper. I like him more as a psychopathic killer than a "Ghost" espionage character.

If somebody would like to write something with the Reaper they have my permission. I would be interested in seeing what somebody else does with him.... I actually deliberately left his background blank so that it could be written later. I gave him a skill set that points towards his background... possibly medical.... possibly research. Who knows.... The best part.... is that I'm not even sure that he is a he.

Write away....


I may take up that offer. I was looking for someone different to playtest of my new builds against and he has great potential. No promises (because of new extenuating circumstances in my life), but I'll put him in the bullpen!
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Re: Emerald Flame's Builds (Peacemaker 2, The Reaper, Fate)

Postby Libra » Sun Nov 01, 2009 10:18 am

Keep up the Good Work, Emerald Flame! :mrgreen:
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Re: Emerald Flame's Builds (Lai Tung, Peacemaker 2, The Reaper)

Postby Emerald Flame » Sun Nov 01, 2009 12:29 pm

Thorpacolypse wrote:
Emerald Flame wrote:I was originally thinking of using this character as a sort of "Ghost" character in the Horseman Saga. I started there and slowly it evolved into the Reaper. I like him more as a psychopathic killer than a "Ghost" espionage character.

If somebody would like to write something with the Reaper they have my permission. I would be interested in seeing what somebody else does with him.... I actually deliberately left his background blank so that it could be written later. I gave him a skill set that points towards his background... possibly medical.... possibly research. Who knows.... The best part.... is that I'm not even sure that he is a he.

Write away....


I may take up that offer. I was looking for someone different to playtest of my new builds against and he has great potential. No promises (because of new extenuating circumstances in my life), but I'll put him in the bullpen!


That sounds good to me... Interesting to see what will come of it.
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Re: Emerald Flame's Builds (Peacemaker 2, The Reaper, Fate)

Postby Emerald Flame » Tue Nov 03, 2009 9:44 am

DEATHWISH

Image

PL: 10 (150 pp)

ABILITIES: STR: 14 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 25 (+7) WIS: 20 (+5) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+2), Computers 5 (+12), Concentration (+5), Electronic 8 (+15), Mechanical 8 (+15), Diplomacy (+1), Disable Device 6 (+13), Disguise (+1), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Investigate 3 (+10), Earth Sciences 8 (+15), Life Sciences 8 (+15), Physical Sciences 8 (+15), Technology 8 (+15), Medicine 4 (+9), Notice 6 (+11), Pilot 3 (+6), Search 4 (+11), Sense Motive 3 (+8), Stealth (+3), Survival (+5), Swim 2 (+4)

FEATS: Attack Focus (Ranged) (1), Beginner's Luck, Defensive Attack, Defensive Roll (1), Eidetic Memory, Elusive Target, Endurance (2), Equipment (4), Fearless, Improvised Tools, Inventor, Luck (4), Power Attack, Skill Mastery (2)

POWERS:
Regeneation
* Bruised/Unconscious (No Action) [3] - DC:13:fort
* Injured / Staggered (Standard Action) [5] - DC:15:fort
* Disabled / Ability (Standard Action) [8] - DC:18:fort
* Resurrection (Standard Action) [9] - DC:19:fort
(PF) Diehard
(PF) Persistent
(PF) Regrowth
*Immunity (Aging) [1]
*Quickness (x25) [4]
(Flaw) Mental Only

EQUIPMENT
* Heavy Pistol [8 ep]
* Cellphone/PDA [ 2 ep]
* Multitool [1 ep]
* Mini-Electronics Tool kit [3 ep]
* Mini-Mechnical Tool kit [3 ep]

COMBAT: Attack 6 [Unarmed +2 (Bruise)] Defense 16 (13 flat-footed) Init 3

SAVES: Toughness 3 (2 flat-footed) Fortitude 4 Reflex 5 Will 9

COSTS: Abilities 42 + Skills 21 (84 ranks) + Feats 22 + Powers 33 + Combat 24 + Saves 8 – Drawbacks 0 = 150 / 150
____________________________________________________

He was a student at Freedoom City University and was well on his way to receiving top honors when he befell an accident. He was a mechanical tinkerer and loved creating gadgets. From a young age he would take things apart, rework them, improve them and then reassemble them. This continued on through his school years and eventually landed him at FCU.
Towards 'Finals Week' at the school stress was running high and everybody was rushing to complete their projects. Jacob had gone ot one of the science-lab buildings to gather some supplies. There was an explosion in one of the other science labs and Jacob was cuaght in the blast. The person was working on a project that had gotten out of hand. Jacob was caught in the blast and intially thought that there was no problem. He would later find out that he was not altogether 'fine'. He was cooking Christmas dinner, when he slipped with a knife. He severed a finger-tip! Within seconds, the finger was healing and regrew completely. He was startled by this event but the 'scientist' in him pushed him to experiment. Soon he was sky-diving without opening his chute and cliff-jumping without a chute. He reveled in the fact that he could not suffer any lasting injuries or die. After a short while, he realized the FULL implications of this. He started to fall into a depression as he realized that he was for all impressions immortal. He started to perform more and more extreme acts to push the limits of his regenerative abilities. There was apparently no limit. Jacob now has a rather dark and jaded outlook on life and is very sarcastic. He now sees his life as something to be endured... not enjoyed. He periodically kills himself just to see if he can... maybe the immortallity had worn off.
He continued to tinker with gadgets and soon realized that he could at least have some 'fun' in life. He started to run around and stop criminals. He used his gadgets and his immortality as his tools. He could easily jump off of a tall building or stand in-front-of bullets to protect someone. Even this started to lose it's appeal, but it was better than his normal life.

:arrow: Jacob, aka: DEATHWISH, is a character that I thought would be fun to play around with... He is effectively a one-trick-pony. He cannot be killed!! At least not permanently. He can regenerate from all injuries including dismemberment. He is capable of regrowing limbs and returning from the dead.
I got the inspiration for this character from Scamper in the Igor movie. He is immortal and he thinks it sucks!!! One of my favorite comments is...
Scamper: "You want to be trapped in an endless existential nightmare, forced to keep living, even when life is meaningless and nothing matters?"
Brain: "What did he say?"

He is sarcastic, and nihilistic with gallows humor. He is nice guy just so long as you can put up with him commenting about his immortality.

Comments?
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Re: Emerald Flame's Builds (Peacemaker 2, The Reaper, Fate)

Postby Emerald Flame » Thu Nov 05, 2009 8:01 am

NEO-SCARAB

Image

PL: 10 (190 pp)

ABILITIES: STR: 22 (+6) DEX: 16 (+3) CON: 15 (+2) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2)

SKILLS: Acrobatics (+3), Bluff (+2), Climb (+6), Computers (+3), Concentration 6 (+10), Diplomacy 4 (+6), Disable Device (+3), Disguise (+2), Drive (+3), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Investigate (+3), Arcane Lore 5 (+8), History 5 (+8), Theology and Philosophy 5 (+8), Medicine (+4), Notice 4 (+8), Pilot (+3), Profession 4 (+8), Ride (+3), Search (+3), Sense Motive 4 (+8), Sleight of Hand (+3), Stealth (+3), Survival (+4), Swim (+6)

FEATS: Ambidexterity, Assessment, Attack Specialization (2), Beginner's Luck, Critical Strike, Eidetic Memory, Equipment (3), Improved Initiative (1), Jack-of-All-Trades, Luck (2), Second Chance (1), Seize Initiative, Ultimate Effort (1), Uncanny Dodge

POWERS:
Scarab Psi-Carapace (Device) [21]
*Super-Senses [10]
(Radius, Extended sight (Precise), Mental Awareness (Accurate, Acute, Radius), Danger Sense (Psychic Check -vs- DC 15)
*Enhanced Strength [10]
*Immunity: Life Support [9]
*Regeneration (Resurrection +3) [3]
*Protection [10]
(EX) Impervious [5]
****************************************
*Telekinesis [10]
(PF) Precise
(PF) Subtle
(EX) Perception
(EX) Damaging
* (AP) Mental Blast [10] - DC:20:will
* (AP) Scarab Shock (Blast) [10] - DC:25:tough
(PF) Affects Insubstantial
(EX) Penetrating
*(AP) Scarab Psi-Storm (Blast)
(PF) Selective
(EX) Area: Burst/Blast
(PF) Affects Insubstantial

*Flight [6]
****************************************
*Telepathy [8], (PF) Dynamic
* (DAP) Comprehend [8]
* (DAP) ESP (All Senses) [8]
* (DAP) Mind Shield [8]

COMBAT: Attack 4 [Unarmed +6 (Bruise), Psi-Blast 10 (Bruise)] Defense 12 (12 flat-footed) Init 7

SAVES: Toughness 12 (12 flat-footed) Fortitude 5 Reflex 6 Will 10

DRAWBACKS: Noticeable -Tall Red-colored Scarab Armor [Freq DC 5] [Sev DC 10]

COSTS: Abilities 31 + Skills 10 (38 ranks) + Feats 18 + Powers 107 + Combat 16 + Saves 12 – Drawbacks -4 = 190 / 190
___________________________________________________________________________

:arrow: Here is the PL 10 / 190 pts version of the Neo-Scarab.
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Re: Emerald Flame's Builds (Boom-Boom McLaughlin)

Postby Emerald Flame » Fri Nov 06, 2009 1:38 pm

Boom Boom McLaughlin

Image

PL: 10 (150 pp)

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

SKILLS: Acrobatics (+4), Bluff 3 (+5), Climb (+2), Computers (+2), Concentration 4 (+6), Diplomacy (+2), Disable Device (+2), Disguise (+2), Drive 2 (+6), Escape Artist 3 (+7), Gather Info 3 (+5), Handle Animal (+2), Intimidate 5 (+7), Investigate (+2), Streetwise 6 (+8), Medicine (+2), Notice 3 (+5), Pilot (+4), Profession (+2), Ride (+4), Search 2 (+4), Sense Motive (+2), Sleight of Hand 2 (+6), Stealth (+4), Survival (+2), Swim 1 (+3)

FEATS: All-out Attack, Attack Focus (Ranged) (2), Attack Specialization (2), Critical Strike, Diehard, Fearless, Fearsome Presence (2), Improved Aim, Improved Initiative (2), Jack-of-All-Trades, Master Plan, Power Attack, Seize Initiative, Taunt

POWERS:
Device: Tommy Gun Machinegun [17]
*Possession [10] - DC:20:will
(FLAW) Uncontrolled- Power only shuts down if host is killed

*Blast [8] - DC:18:fort
(EX) Autofire +2
(EX) Penetrating
(PF) Affects Insubstantial
(EX) Alternate Save: Fort

*Protection [5]
*Mind Shield [6]
*Concealment [2]
(Flaw) Partial

COMBAT: Attack 8 [Unarmed +2 (Bruise)] Defense 15 (13 flat-footed) Init 12

SAVES: Toughness 8 (8 flat-footed) Fortitude 7 Reflex 9 Will 6

COSTS: Abilities 33 + Skills 9 (34 ranks) + Feats 18 + Powers 51 + Combat 26 + Saves 13 – Drawbacks 0 = 150 / 150
_________________________________________________________________________

:arrow: This character was inspired by the purchase of the Bedlam City Setting Book. In it there is a reference to Locker # 147 in the subway station.
"The Bedlam Train Station Locker #147 contains a dusty submachine gun and $10,000 in hundred-dollar bills, none of them newer than 1970. Whoever left it there, all those years ago, they’re probably not coming back."
This simple description gave way to a creative surge. The end result is Boom-Boom McLaughlin.
Many thanks to James Thomson, for his gracious permission to play with Bedlam a little.

HISTORY:
Boom-Boom McLaughlin was a young street thug in the late 1920's, just as the first major wave in the growth of Organized Crime started to lessen. He started to make a name for himself as being a street enforcer. He was well known for his brutal tactics and his excessive use of force. He quickly moved up through the ranks and make it to the poistion of Primary Street Enforcer and Bodyguard to the "Bosses". The other thing that he was known for was his love of his customized thompson machine gun (Tommy Gun), with his custom-made cherrywood grips and stock. Some claim that they were actually stained with human blood.

With such a vicious reputation on the streets it was not long before he became one of the individuals of interest to Sammy "Snap-Brim" Hammer and his Flying Squad. On one cold night in March, 1934, "Snap-Brim and his squad met up with Boom-Boom. The gun battle that erupted was epic. Wild rumors still drift on the tongues of the underworld that the gun-battle used more bullets, in less time than any other incident of the time. In the end, after the smoke cleared, several of the Flying Squad along with Boom-Boom, laid life-less in the street. Boom-Boom was found in a pool of blood, clutching his gun. The police investigated and the gun was placed into evidence.

Fifiteen years later, in 1949, the famous tommy gun of Boom-Boom McLaughlin was dug out of the evidence lock-up to be put up for auction. The night before the auction, one of the janitors in the auction house, used the gun in a bloody rampage in which he slaughtered the staff of the auction house and numerous other innocent people walking by. The police responded and exchanged gunfire with the janitor. In the end, three officers lost their lives, two more were injured and the janitor was dead. In the chaos of the incident, the tommy gun disappeared.

The gun was not seen until Decemeber, 1969, when a man held up a bank in a neighboring city. This is the first time that the gun had shown up since the janitor's shootout. The distinct cherrywood stock and grips were identified by several witnesses. The bank robber went on a state-wide crime-spree that ended in a shootout in Bedlam in April 1970. The wounded man made it to the train station and then disappeared. HIs dead body was later found in one of the side tunnels, but the gun was not found.

A construction worker, by the name of Stephen Deshner, was part of a private team that was sent in to rennovate the train station. He was given the task of opening up the lockers and removing them so that they could be restored. He was opening the lockers and came to locker #147. He popped the lock and came face to face with a machinegun with a cherrywood stock and grips. There was also a stack of cash in the locker. He looked around and then grabbed the cash, stuffing it into his pockets. He then grabbed the machinegun. The as he was holding it he heard a voice in his head say "YES!!" A few moments later Boom-Boom was back.

The machinegun is actually a cursed item. In the gun-battle that killed Boom-Boom, his essence transferred into the gun. Anybody that takes hold of it is then possessed by the spirit of Boom-Boom. The possession complete and only ends when the person dies. Their essence is then also trapped in the weapon as well, feeding Boom-Boom. Once the transfer is complete, the gun becomes linked to the possessed person. It is capable of firing an unlimited amount of ammunition that inflicts damage far greater than the weapon should. Witnesses, that lived, claimed that the sound of the gun firing is not unlike a evil scream or laugh.

The gun provides a super-natural protection from damage and also from mental attacks, ensuring Boom-Boom as long a time as possible in the new body. The concealment represents that whenever he is around, he has a talent to hide in the corners of a room and his face is constantly covered in shadows which seem to amke the host's face resemble Boom-Boom's original face. A trick of the light??? Or something else??

PERSONALITY

Boom-Boom is a classic psychopath. As a child Boom-Boom was abused by a brutal father and ignored by a mother that was not interested in being a mother. He grew up and became a cold, heartless person that cared nothing for others. He would kill for almost no reason and even enjoyed the act of killing. This ability to kill without care would serve him well as an enforcer for the Mob. At the time of his death, Boom-Boom's essence and 'mind' were transferred into his cherished gun. He became driven by anger and the desire to kill. When he was initially released, it was this drive that caused the brutal massacre. The second ' possession' was much the same, however in the end the 'host' was able to free his mind and concealed the gun and his money in the locker. In the current incarnation, Boom-Boom is laying low, trying to work his way back into the folds of the Mob. He is making a name for himself again, because of his willingness to fight 'supers'.

:arrow: Design thoughts...
This design is of an already possessed individual. I figured that since he is an NPC-villian, the only times that the heros would meet him was after he had taken a new body.
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Re: Emerald Flame's Builds (Peacemaker 2, The Reaper, Fate)

Postby Emerald Flame » Sun Nov 08, 2009 4:54 pm

HORSEMAN-WRAITH

Image

PL: 11 (255 pp)

ABILITIES: STR: 33 (+11) DEX: 28 (+9) CON: 25 (+7) INT: 25 (+7) WIS: 20 (+5) CHA: 16 (+3)

SKILLS: Acrobatics 2 (+8), Bluff 3 (+6), Climb (+11), Computers 5 (+10), Concentration 2 (+7), Electronic 7 (+12), Mechanical 7 (+12), Diplomacy (+3), Disable Device 4 (+9), Disguise 20 (+23), Drive 2 (+8), Escape Artist (+6), Gather Info 6 (+9), Handle Animal (+3), Intimidate 4 (+7), Investigate 3 (+8), Business 8 (+13), Technology 6 (+11), Streetwise 6 (+11), Technology 6 (+11), Civics 6 (+11), Medicine 3 (+8), Notice 5 (+10), Pilot 4 (+10), Pro: Industrialist 6 (+11), Ride 4 (+10), Search 4 (+9), Sense Motive (+5), Stealth 4 (+10), Survival (+5), Swim 2 (+13)

FEATS: Accurate Attack, Improvised Tools, Attack Focus (Melee) (1), Inventor, Power Attack, Second Chance (1), Benefit (8), Equipment (3), Quick Change (1), Evasion (1), Improved Initiative (1), Precise Shot (1), Favored Environment (1)

POWERS:
Horseman-Wraith (Device; Hard to lose; 155 pp) [29]
* Enhanced STR (15); DEX (5); CON (10) [30]
* Enhanced Feats (SEE FEATS) [5]
* Protection [6]
> Impervious [5]
* Flight (Dynamic) [8]
(PF) Subtle
DAP: Super-Strength [8]
* Super-Senses [3]
(Detect Weakness [Visual, Ranged, Acute, Analytical], Infravision, Ultravision, Radio, Ladar)
Immunity (Life Support, Nullify Electronics (Device only) [10]
****************************************
Stealth Systems
* Concealment (Radar, Sonar, Electronics) [4]
* Concealment (All Senses, Except Tactile) [10]
* Quick Change (Deploy/Retract cloak)
***************************************
Weapon Systems
* Focused Gas Phase Iodine Laser (Blast) [10] - DC:25:tough
(PF) Subtle
*(AP) Energy Blade Axe (Strike) [10] - DC:25:tough
***************************************
*Sentient Armor (Linked to Armor: Minion) [5]
Abilities: Int 20, Wis 10, Cha 10
Skills: Computers 10(+15), Notice 10(+10), Search 10(+15)Sense Motive 10(+10)
Saves: Toughness +30 (as Device), Fort--, Ref--, Will -2
*****************************************
Internalized Nano-latice Bodysuit (Device; Hard to Lose) [4]
* Datalink (PF) Machine Control [6]
* Regeneration [4], (Recovery Rate: Bruised 1, Injured 1, Disabled 1)
(PF) Persistent, Regrowth
* Enhanced Dexterity, Intelligence [4]

COMBAT: Attack 6 [Unarmed +11 (Bruise), Energy Weapon 10 (Lethal)] Defense 16 (13 flat-footed) Init 13

SAVES: Toughness 13 (13 flat-footed) Fortitude 10 Reflex 12 Will 8

DRAWBACKS: Normal Identity -Power Armor Suit [Freq DC 5] [Sev DC 15], Noticeable -6 1/2 ft tall [Freq DC 5] [Sev DC 10]

COSTS: Abilities 47 + Skills 28 (112 ranks) + Feats 24 + Powers 132 + Combat 24 + Saves 9 – Drawbacks -9 = 255 / 255
_____________________________________________________________

Horseman-Wraith is the latest in designs that Jason has put into service. After designing the Horseman MXLD, Jason Crane realized that it represented the epitomy of "Lack of Subtlety'. He then set out to design a suit that balanced the preverbial scales.... The Horseman-Wraith is that suit.
The Wraith lacks the array of weapons that the standard Horseman suit carries. The Horseman-Wraith only carries a GPIL and an Energy Axe. The Horseman-Wraith however does sport state-of-the-art systems that can render the suit all but invisible to almost all senses. The suit uses an advanced liquid-crystal matrix to render it invisible to sight, while advanced dampners eliminate noise. Odors are eliminated by "air scrubbers" that the eliminate odors given off by the suit. The only sense that could not be concealed against was tactile. The suit's flight systems use "anti-noise" generators to mask the noise generated by the thrusters.
One small external change that Jason made was to made the "fabric" cloak out of a nano-mesh that can retract and extend as needed. For maximum 'stealth configuration' the cloak is retracted into the back of the armor. If Jason decides to reveal his presense, he can then extend the cloak and retain the Horseman's image. The suit allows Jason to perform covert ops and intelligence gathering.
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Re: Emerald Flame's Builds (Boom-Boom, Horseman-Wraith)

Postby Emerald Flame » Wed Nov 11, 2009 7:54 pm

I just posted an updated version of the Horseman MXLD (MaX LoaD) Armor.

There are a few changes that I made to the suit. I tweaked the stats and corrected some problems that I found in the build. I also added another weapon, the Zeus Cannon. It is a focused electro-static discharge weapon that effectively is capable of charging up and then letting loose a bolt of lightning. It has a superior range and due to the strong electronic field generated, anybody in contact with the target also gets zapped. This works well with crowds or against multiple targets in a vehicle.

This is truely the heavy hitter of the Horseman arsenal!!
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Re: Emerald Flame's Builds (Horseman-Wraith, Navy E.C.H.O.)

Postby Emerald Flame » Thu Nov 19, 2009 8:35 pm

NAVAL E.C.H.O.

Image

PL: 10 (180 pp)

ABILITIES: STR: 26 (+8/+2) DEX: 24 (+7/+3) CON: 13 (+1) INT: 15 (+2) WIS: 13 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 2 (+9), Bluff 1 (+2), Climb 3 (+11), Concentration 4 (+5), Diplomacy (+1), Disable Device 2 (+4), Disguise (+1), Drive 1 (+8), Escape Artist (+7), Gather Info (+1), Handle Animal (+1), Intimidate 3 (+4), Technology 2 (+4), Tactics 3 (+5), Medicine 2 (+3), Notice 4 (+5), Militray Officer 3 (+4), Search 3 (+5), Sense Motive 2 (+3), Stealth 3 (+10), Survival 4 (+5), Swim 2 (+10)

FEATS: Accurate Attack, Attack Focus (Ranged) (1), Benefit (2), Defensive Roll (1), Equipment (2), Evasion (1), Improved Initiative (1), Inventor, Power Attack, Precise Shot (1), Second Chance (1), Teamwork (2)

POWERS:
Naval E.C.H.O. Battle Suit [27]
(Device: Hard to Lose - 135 BP)
* Enhanced STR (12); DEX (8) [18]
* Protection [10]
> Impervious [5]
* Swimming (250 mph) [7]
> Subtle
* Super-Strength [6]
* Super-Senses [3]
(Detect Weakness [Visual, Ranged, Acute, Analytical], Infravision, Ultravision, Radio, Sonar)
* Immunity (Life Support, Nullify Electronics (Device only), High Pressure [11])
* Concealment (Radar, Sonar) [2]

Weapon System
* Torpedo (Blast) [10]
(PF) Homing
(EX) Area: Burst (8)
(Flaw) Out of water, range increments are 25 ft _1/5 total range and no Homing
* [AP] Machine Gun [8] - DC:23:tough
(EX) Autofire +2
* [AP] Focused Green-Phase Laser [10]
* [AP] Micro-Mines (Blast) [10]
(EX) Area: Cloud
(PF) Triggered
(FLAW) Range: Touch

COMBAT: Attack 4 [Unarmed +8 (Bruise)] Defense 13 (12 flat-footed) Init 11

SAVES: Toughness 12 (11 flat-footed) Fortitude 4 Reflex 10 Will 4

COSTS: Abilities 23 + Skills 11 (44 ranks) + Feats 15 + Powers 108 + Combat 14 + Saves 9 – Drawbacks 0 = 180 / 180
______________________________________________

:arrow: This is the Naval take on an advanced combat suit. As with the Gladiator suit, I have upmost respect for the U.S. Navy. I have a very military-rich family. My other brother-in-law is a Naval Lt. that has recently been deployed to the Gulf on his own ship.

:arrow: The E.C.H.O. is the Navy's answer to the Corsair Combat Armor. The different branches each entered a race to develop a next generation combat suit that would become their front-line combat unit. The Air Force started with the Corsair combat system. The Marines then unveiled their Gladiator combat system. The Navy deployed the E.C.H.O. (Enhanced Combat Hydro-Operations) a short time later. The Air Force proved that the advanced armor could be used as a public relations / recruiting tool. The Navy chose to create a suit that would excell in the water but also be able to function on land.

The E.C.H.O. was designed for high-speed underwater combat. The suit is propelled by two high-output electro-magnetic hydrodynamic propulsion engines that are mounted on the suits back. The suit's panels are modular to allow for optimized hydro-dynamics. This allows the suit to cruise at speeds around 250 mph while submerged.

The suit also packs a considerable punch in it's weapons selection. The primary weapon for the suit are mini-torpedoes. They are equipped with high-yield warheads that pack a considerable punch in a small package. They also are equipped with advanced guidance systems that allow them to track a target once fired. The secondary weapons include a Green-Phase laser, tuned for underwater operations. A large caliber machine-gun and a series of deployable mini-mines. As with the torpedoes, their small size does not lessen their destructive force.

The suit also is equipped with a broad selection of senors and enhancements that make it a very lethal underwater combatant. If needed, the suit is also designed for deep-sea submergance and is slated for testing in the near future in the Mariana Trench. The deepest part of the ocean. It is hoped that the suit will be able to function at those depths allowing the Navy to be able to function anywhere in the oceans.
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Re: Emerald Flame's Builds (Navy E.C.H.O., Shadow-Bat)

Postby Emerald Flame » Sun Nov 22, 2009 10:21 am

SHADOW-BAT

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PL: 10 (190 pp)

ABILITIES: STR: 16 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Acrobatics 4 (+8), Bluff 7 (+10), Climb 2 (+5), Computers 5 (+8), Concentration 2 (+5), Diplomacy (+3), Disable Device 6 (+9), Disguise (+3), Drive 4 (+8), Escape Artist 4 (+8), Gather Info 4 (+7), Handle Animal (+3), Intimidate 7 (+10), Investigate 6 (+9), Behavioral Sciences 6 (+9), Current Event 6 (+9), Streetwise 6 (+9), Tactics 6 (+9), Technology 6 (+9), Notice 7 (+10), Pilot 4 (+8), Espionage 2 (+5), Search (+3), Sense Motive 7 (+10), Stealth 6 (+10), Survival 2 (+5), Swim 2 (+5)

FEATS: Assessment, Attack Focus (Melee) (2), Benefit (1), Benefit (1), Connected, Contacts, Dodge Focus (2), Evasion (), Favored Opponent (1), Favored Environment (3), Fearless, Fearsome Presence (5), Hide in Plain Sight, Improved Initiative (), Luck (3), Master Plan, Power Attack, Ranged Pin, Skill Mastery (1), Sneak Attack (2), Startle, Uncanny Dodge, Well-Informed

POWERS:
Darkness Control [8]
<Create Darkness in 25 ft radius>
>LINKED<
Enviromental Control (Creates Intense Cold) [3]
[AP] Shadow Walk (Teleport) [10] - DC:20:ref
(Flaw) Medium: Shadows
(EX) Accurate
(PF) Change Direction
(PF) Change Velocity
(PF) Easy
(PF) Turnabout (Teleport-Standard Action-Teleport)
[AP] Shadow Blast (Blast) [10] - DC:25:tough
[AP] Shadow Snare(Snare) [10] - DC:20:ref
[AP] Shadow Senses(ESP: Auditory & Visual) [10]
[AP] Shadow Strike (Strike) [6] - DC:21:tough
(EX) Penetrating
(PF) Mighty

Super-senses (Infra-vision, Low-Light Vision) [3]

Equipment, (Radio) Super-Senses: Communication Link [2]


COMBAT: Attack 8 [Unarmed +3 (Bruise)] Defense 18 (13 flat-footed) Init 4

SAVES: Toughness 4 (4 flat-footed) Fortitude 6 Reflex 7 Will 5

COSTS: Abilities 40 + Skills 29 (115 ranks) + Feats 34 + Powers 52 + Combat 28 + Saves 7 – Drawbacks 0 = 190 / 190
_________________________________________________________________________

Calvin was a child born to a lower-class family in Preston, Lancashire, England. His father was a technician at a local factory and his mother stated at home. Not long after Calvin's birth, his parents started to realize that he was "gifted". He was able to subconsciously manipulate shadows. He could draw the shadows around himself to protect him or when his father was drunk and hit him. As he got older, his control grew stronger and he could bend the shadows to his will. One night, his father came home late and very drunk. He had just been "let go" from the factory and he had gone to the local pub and got really drunk. This was the trigger that would start a chain of events that would change Calvin's life forever. Calvin's father came home very drunk and started to beat his mother. Calvin tried to stop him but instead.. his father back-handed him off of his feet. Calvin lashed out without thought. The shadows lashed out and bound Calvin's father while other shadow tendrils slammed into and broke his body. Before Calvin's mother could stop him, his father was a little more than a life-less bag of broken bones and bloody meat. The police were called, and an investigation started.
Two days later a man showed up at their door. He wore a three-piece suit and had a charming disposition. He introduced himself as Mr. Pennworthy. He represented an "agency" that was interested in helping Calvin control his abilities. There was also a substantial monetary compensation for his mother. Calvin left that day for the "agency". The "agency" trained calvin how to use his powers and taught him new ways to use them. Many years later, Calvin's mother died in a car accident and Mr. Pennworthy became his caretaker. Calvin was then moved into a new track of training. He was trained as a field operative for the "agency". He was sent on missions that allowed him to protect the security of Great Britain as well as eliminating the bad-guys. Several years later, Calvin came to another milestone. While on a mission to eliminate a rogue operative, he discovered that the "Agency" had arranged for the death of his mother. They had done this to make way for him to be an operative for them. Mr. Pennworthy was unaware of the treachery and vowed to help him. Mr. Pennworthy established multiple bank-accounts under various fake names. He then assisted Calvin in escaping from the agency and gave him enough "information" so that they would not come looking for him. During the escape, Mr. Pennworthy was shot and killed as Calvin fled.
Calvin feld to the United States and used the money to set up himself up in an apartment. He had perfected the ability to manipulate shadows and used this power to manifest a costume that he could use to fight crime... the one thing that he had been trained to do.

Calvin adopted the image of a shadowy bat... an image that most people seemed to instinctiely fear. He is able to walk between shadows and can see and hear things that occur in shadowy locations as if he were there. This allows him to gather intelligence and attack and retreat, causing rumors of a vengful spirit that is haunting the streets. Using the information he gathers he has become a one-man crime elimination squad.
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Re: Emerald Flame's Builds (Navy E.C.H.O., Shadow-Bat)

Postby Captain Liberty » Mon Nov 23, 2009 1:30 pm

Nice job! The only problem is that we have been going by the 15 power points per PL so a PL 10 character in our campaigns has been limited to starting with 150 power points. However, I have been kicking around the idea of expanding it to around around 20 power points per power level.
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Re: Emerald Flame's Builds (Navy E.C.H.O., Shadow-Bat)

Postby dirkgentry2000 » Mon Nov 23, 2009 1:47 pm

Interesting concept....
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Re: Emerald Flame's Builds (Shadow-Bat, Army Landraider)

Postby Emerald Flame » Tue Nov 24, 2009 11:57 am

ARMY LANDRAIDER COMBAT ARMOR

Image
Original picture by Novafox

PL: 10 (180 pp)

ABILITIES: STR: 29 (+9/+2) DEX: 26 (+8/+3) CON: 13 (+1) INT: 15 (+2) WIS: 15 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 1 (+9), Bluff 1 (+3), Climb 4 (+13), Concentration 4 (+6), Diplomacy (+2), Disable Device 2 (+4), Disguise (+2), Drive 1 (+9), Escape Artist (+8), Gather Info (+2), Handle Animal (+2), Intimidate 2 (+4), Technology 2 (+4), Tactics 3 (+5), Medicine 2 (+4), Notice 4 (+6), Pilot 1 (+9), Militray Officer 3 (+5), Search 3 (+5), Sense Motive 2 (+4), Stealth 3 (+11), Survival 4 (+6), Swim 2 (+11)

FEATS: Accurate Attack, Attack Focus (Ranged) (1), Benefit (2), Defensive Roll (1), Equipment (5), Evasion (1), Improved Initiative (1), Inventor, Power Attack, Precise Shot (1), Second Chance (1), Teamwork (2)

POWERS:
Landraider Battle Suit [23]
(Device: Hard to Lose - 115 BP)
* Enhanced STR (15); DEX (10) [25]
* Protection [10]
Impervious [5]
* Super-Strength [6]
* Super-Senses [3]
(Detect Weakness [Visual, Ranged, Acute, Analytical], Infravision, Ultravision, Radio, Ladar)
* Immunity (Life Support, Nullify Electronics (Device only) [10]
* Concealment (Radar, Sonar) [2]
* Super-Movement [2]
> Sure-Footed
> Wall Crawling (Flaw: Only up to vertical walls)
* Speed (Deployable wheels) [3]
(Flaw) Open terrain only
*Concealment: Combat Counter Measures [5]
(Flaw) Missles Only
(EX) Area: Cloud
****************************************
WEAPON SYSTEMS
****************************************
* Heavy Machine Gun [8] - DC:23:tough
(EX) Autofire +2
* (AP)Mini-Rockets (Blast: Explosion) [10] - DC:25:tough
(FLAW) Unreliable (6 shots),

COMBAT: Attack 6 [Unarmed +9 (Bruise)] Defense 15 (13 flat-footed) Init 12

SAVES: Toughness 12 (11 flat-footed) Fortitude 5 Reflex 11 Will 5

COSTS: Abilities 27 + Skills 11 (44 ranks) + Feats 18 + Powers 92 + Combat 22 + Saves 10 – Drawbacks 0 = 180 / 180
__________________________________________________________________________

This is the Army's entry into the advanced combat suit arena. As with the other suits, I have upmost respect for the U.S. Army.

The Landraider is the Army's entry into the race to develop a next generation combat suit that would become their front-line combat unit. The Air Force started with the Corsair combat system. The Marines then unveiled their Gladiator combat system. The Navy deployed the E.C.H.O. suit and then finally, the Army unveilled the Landraider.
The Army took a slightly different appraoch to designing the Landraider. The Army focused on the concept that the suit would not be a stand-alone heavy-hitter, but that it would be part of a squad of such suits. The suit is not equipped with a large array of integrated weapons and so can simply be given standard weapons from the army's arsenal. The only integrated weapon systems are a small pack of mini-missles and a semi-attached heavy machinegun. (Not pictured) The ammo-drum mounts on the units back and the weapon itself is hand-held.

The suit was designed with numerous aids to the trooper on the battlefield. One of the biggest aspects of infantry is maneuvering on the battlefield. The Landraider is designed for this purpose also. The suit's legs are designed with reinforced actuators and shock-supression systems that allow the soldiers to walk or run greater distances with less fatigue and leg distress. The boots also house extendable blade-spikes that give it enhanced traction on rough surfaces. Also housed in the feet are a set of extendable wheels. The wheels can be activated allowing the suit to have the equivalent of motorized 'skates allowing for faster travel on road-like surfaces. The suit uses an enhanced nano-fiber musculature that grants the wearer greater strength and with the fuzzy-logic combat computer and gyro-compensators, the wearer is granted the equivalent of enhanced Dexterity.
The suit also sports an anti-missle counter-measures system that can deploy chaff and flares as needed to counter missle locks.

The suit was kept on the smaller.. leaner side as the Army believed that it was more important to have a suit that fit into standard vehicles for purposes of transportation.
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Re: Emerald Flame's Builds (Shadow-Bat, Army Landraider)

Postby Woodclaw » Tue Nov 24, 2009 2:13 pm

Great work Emerald. I really dig your military based power suits.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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From another dark corner of my mind (my Deviantart page)
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Re: Emerald Flame's Builds (Shadow-Bat, Army Landraider)

Postby Emerald Flame » Thu Nov 26, 2009 9:40 am

Woodclaw wrote:Great work Emerald. I really dig your military based power suits.


I'm glad you like the builds. I figured that in a world in which there are numerous heros and villians running around in advanced battle-suits, the military would jump on the tech.

I built a suit for each of the branches but I have to say that I like the Navy's and Air Force's suits the most. They are my favorite designs. The Corsair II suit is cool for it's transorbital ability and I like the E.C.H.O.'s ability to super-cruise at 250 mph/217 knots silently while submerged.
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