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Emerald Flame's Builds 2nd Edition

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Re: Emerald Flame's Builds (Whitestars Revisited)

Postby Emerald Flame » Wed Mar 24, 2010 6:51 pm

WHITESTAR RATH

Image

PL: 10 (150 pp)

ABILITIES: STR: 18 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 10 (0) CHA: 12 (+1)

SKILLS: Acrobatics 2 (+5), Bluff 3 (+4), Climb 5 (+9), Computers (-1), Concentration 3 (+3), Diplomacy (+1), Disable Device (-1), Disguise (+1), Drive (+3), Escape Artist (+3), Gather Info 3 (+4), Handle Animal (+1), Intimidate (+1), Investigate 3 (+2), The Protectorate 3 (+2), Notice 4 (+4), Pilot 2 (+5), Ride (+3), Sense Motive 2 (+2), Sleight of Hand (+3), Stealth 2 (+5), Survival 2 (+2), Swim (+4)

FEATS: Accurate Attack, Attack Focus (Melee) (2), Benefit (2), Connected, Defensive Attack, Dodge Focus (2), Favored Environment (2), Fearless, Well-Informed, Jack-of-All-Trades, Precise Shot (1), Ultimate Effort (1), Improved Initiative (1), Second Chance (1), Second Chance (1), Rage (2), Track, Diehard, Quick change (1), Uncanny Dodge

POWERS:
Device: Power Ring of the Protectorate [20]
Universal Device Flaw: Powers linked to WILLPOWER
WILL x 2 = Max ranks in power
* Comprehend: Languages [3]
* Flight [5]
* Force Field [10]
[EX] Impervious +1 [10]
* Immunity (Life Support) [9]
* Power Feats (Diehard, Quick Change 2, Uncanny Dodge) [4]
* Telekinesis [10]
[PF] Precise
[EX] Damaging +1 [10]
* [AP] Create Object [10] - DC:20:ref
[PF] Precise
[EX] Movable +1
*[AP] Blast [10] - DC:25:tough
* [EX] Penetrating (1)
* [PF] Affects Insubstantial
* Space Flight [9]
*Linked Power: Minions [5]
(Power Ring; Rank 5 Minion)
*Abilities: Str -- / Dex 10 / 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), Fortitude --, Reflex --, Will -2,
*Strike (Natural Claws) [3] - DC:18:tough
[PF] Mighty

COMBAT: Attack 3 [Unarmed +4 (Bruise), Blast / Telekinesis 10 (Bruise)] Defense 15 (11 flat-footed) Init 7

SAVES: Toughness 12 (12 flat-footed) Fortitude 5 Reflex 6 Will 3

DRAWBACKS: Power Loss -Must "Recharge" every 24 hrs [Freq DC 15] [Sev DC 10], Noticeable -Fur-covered Humanoid [Freq DC 10] [Sev DC 10]

COSTS: Abilities 19 + Skills 9 (36 ranks) + Feats 22 + Powers 84 + Combat 12 + Saves 9 – Drawbacks -5 = 150 / 150
_______________________________________________________

This is a classic "What If" character. I don't know where it came from. Most likely the dark recesses of my mind. :roll:

The character is an Appoplexians from the Ben 10 universe. They are powerful, arguementative, and extremely aggressive. They believe any problem can be solved by hitting it, or as they might correct you, "Not true! Sometimes you have to hit things A LOT!!". They are humanoid-tigers that are capable of human speech but also growl and make other animal noises.

I was thinking of how strange it would be to give an arguementative and aggressive creature a hugely powerful weapon. As strange as it might be, the way I think about it.. the are not overly bright but are stubborn and would probably have a strong Willpower. If they existed in the DC Universe, I would say that they would definitely be a Red Lantern.
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Re: Emerald Flame's Builds

Postby Emerald Flame » Sun Mar 28, 2010 6:30 pm

LEGION

Image

PL: 9 (135 pp)

ABILITIES: STR: 11 (0) DEX: 14 (+2) CON: 12 (+1) INT: 11 (0) WIS: 12 (+1) CHA: 14 (+2)

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


FEATS: Assessment, Benefit (2), Connected, Defensive Attack, Defensive Roll (2), Evasion (2), Improved Defense (1), Improved Initiative (1), Leadership, Luck (3), Move-by Action, Taunt, Teamwork (2), Ultimate Effort (1)

POWERS:
DEVICE "Bio-Matrix" (Hard to Lose) [13]
*Shapeshift [13]
[Flaw] Action -2
[FLAW] Preset Humanoid Bio-Forms
*Regeneration [12]
> Bruised / Unconscious (1 round)
> Injured / Staggered (1 round)
> Disabled / Ability (1 round)
> Resurrection (1 day)

*Bio-Enhancement Forms:
* Warlord (Base Operations)
* Dansheen (Heavy Armor)
* Neptanus (Aquatic Operations)
* Velotis (High Speed)
* Zarmett (Ranged Weapon),

COMBAT: Attack 4 [Unarmed +0 (Bruise)] Defense 14 (12 flat-footed) Init 6

SAVES: Toughness 3 (1 flat-footed) Fortitude 4 Reflex 6 Will 4

DRAWBACKS: Normal Identity -Normal man with secret [Freq DC 10] [Sev DC 10]

COSTS:Abilities 14 + Skills 11 (41 ranks) + Feats 20 + Powers 64 + Combat 16 + Saves 10 – Drawbacks 0 = 135 / 135

________________________________________________________

:arrow: Here is the start of a character design that I have been toying with since my son became interested in Ben 10. I saw some pictures of Zoanoids from the Bio-Booster Armor Guyver anime. It struck me that if you were going to create a character that can change forms, then the the Zoanoids would be more 'realistic'.

________________________________________________________________________

Bryan Carson, aka.. Legion started out his life in a hospital bed and continued to spend many of his first years there. Bryan was born with an extremely rare form of a genetic disorder. His D.N.A. was unstable and was prone to break-down when his immune system became stressed. This disorder made him extremely susceptible to illness and made the slightest illness potentially fatal. His father, an Air Force General, Jeffrey Carson, could only stand by and watch his son slowly die. Bryan’s mother spent every day by her son’s side. General Carson was desperate to help his son.
One day, an opportunity presented itself to General Carson. He was given the position to head up a secret research division that was given the task to take “discovered” tech and reverse-engineer it to use… potentially as a weapon. General Carson started to review the catalog of tech and discovered a device that was sitting, unused and forgotten. The device was marked as a “biological medical interface” and the research up to that point indicated that it managed genetic material, possibly for battlefield healing. General Carson saw this as a potential treatment or cure for his son. He assigned a unit of scientists to re-start work on the device and to stabilize it for human interface. Three (3) years passed and finally the device was ready. General Carson had taken this time to make contacts with other agencies that would work with him to help his son.
Once the device was ready, General Carson’s plans were put into action. His son was transferred to a private medical facility and the device was implanted. Almost immediately the device synchronized with the D.N.A. of Bryan’s body. Within 48 hrs, his D.N.A. had fully stabilized and he was quickly recovering. His father was ecstatic, as was his mother even though she questioned the use of alien tech. For the first time in many years, Bryan was healthy and the questions and concerns seemed to fall to the wayside. The device looked like a small crystalline gem, a little smaller than a fist, that was implanted into the skin on his left pectoral. As the years passed, the skin around the device healed and soon the it appeared as if the device had grown out of his body. Inside the changes were more drastic and would be unknown for many years. Bryan lived out his adolescents as a normal teen. His high school years flew by and soon he found himself going away to college. This would be a major change in his life in several different and some quite literal ways.
Bryan opted to move away from home to go to school. He wanted to prove himself strong enough to stand on his own. Bryan moved into the school’s dorms and started his academic studies. One evening he went out to get dinner. He was walking down the street we he suddenly heard squealing tires and somebody yelling. This was seconds before the drunk driver struck him. He was struck full-on by a large pick-up truck. His body suffered severe injuries. As he was lying on the ground he felt his consciousness slipping. This is when the device that was implanted in him all those years ago showed it’s real nature. All those years ago, it had been determined to be a medical implant. In truth, it did not just repair DNA, it stored examples of DNA and also had the ability to manipulate the host’s DNA. Bryan felt the device start to hum and then he felt a rush of energy pulse through his body. His body started to change. Massive streams of energy pulsed through his body as it grew and changed. His body changed into the form of Dansheen. He stood up and walked over to the car that had just struck him. He effortlessly tore the door off of the car. He pulled the driver out and put him down on the ground. He then started to tear the car apart. Dansheen’s powerful muscles tore the metal like it was paper. Bryan then left the area. A few blocks away, Bryan reached up and touched the device in his chest. Almost instantly, his form reverted back to his normal human form.
Over the next few months, Bryan played with his new ability and was able to find five distinctive forms in the system.
1) Dansheen (Heavily armored and super strong)
2) Neptanus (Amphibious creature that can swim incredibly fast underwater)
3) Velotis (Creature able to move at very high rates of speed)
4) Warlord (Hand to Hand combat and cloaking)
5) Zarmett (Ranged Energy Weapon)
Bryan suspects that this device was once designed to be some sort of an alien combat system. Bryan has not told his father about the device’s true nature and instead has opted to use the device to be a super-hero.
Last edited by Emerald Flame on Fri Apr 02, 2010 6:13 pm, edited 2 times in total.
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Re: Emerald Flame's Builds

Postby Emerald Flame » Sun Mar 28, 2010 6:42 pm

DANSHEEN

Image

PL: 10 (185 pp)

ABILITIES: STR: 28 (+9/+7) DEX: 18 (+4) CON: 17 (+3/+2) INT: 12 (+1) WIS: 12 (+1) CHA: 9 (-1)

SKILLS: Acrobatics 1 (+5), Bluff 2 (+1), Climb 4 (+11), Computers 2 (+3), Concentration (+1), Diplomacy (-1), Disguise (-1), Drive 2 (+6), Escape Artist (+4), Gather Info 4 (+3), Handle Animal (-1), Intimidate 2 (+1), Investigate 2 (+3), Popular Culture 4 (+5), Streetwise 3 (+4), Notice 4 (+5), Search 3 (+4), Sense Motive 3 (+4), Stealth 2 (+6), Survival (+1), Swim 3 (+10)

FEATS: Assessment, Attack Focus (Melee) (2), Benefit (2), Connected, Defensive Attack, Defensive Roll (2), Diehard, Endurance (2), Evasion (2), Fearless, Fearsome Presence (2), Improved Defense (1), Improved Initiative (1), Improved Overrun, Leadership, Luck (3), Move-by Action, Taunt, Teamwork (2), Ultimate Effort (1)

POWERS:
* Razor Horn [5] - DC:20:tough
[EX] Penetrating
[EX] Mighty
* Protection [5]
[EX] Impervious [5]
* Super-Strength [10]
[PF] Bracing
[PF] Counter-Punch
[PF] Groundstrike
[PF] Shockwave
* Immovable [5]
> +20 Bonus against being pushed
[EX] Unstoppable
* Immunity [10]
> Heat
> Cold
> Radiation
> Critical Hits
> Fatigue Effects
*Growth [2]
[Flaw] Permanent
[EX] Innate

COMBAT: Attack 5 [Unarmed +9 (Bruise)] Defense 17 (13 flat-footed) Init 8

SAVES: Toughness 10 (8 flat-footed) Fortitude 15 Reflex 10 Will 5

DRAWBACKS: Normal Identity -College Kid [Freq DC 10] [Sev DC 15], One-Way Transform -Change into one alien [Freq DC 10] [Sev DC 10]

Abilities 30 + Skills 11 (41 ranks) + Feats 29 + Powers 77 + Combat 28 + Saves 22 – Drawbacks -12 = 185 / 185
_______________________________________________________________

This is the heavy-combat form that can be morphed into by Legion. It is a large brick of a monster. It can wade into combat and smash its opponent. It can take a significant amount of damage and then pound on its target.
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Re: Emerald Flame's Builds

Postby Emerald Flame » Tue Mar 30, 2010 5:39 pm

I was just wondering if anybody could critique the build(s) for Legion and Dansheen. I have never built a Shapeshifter character and I want to make sure I have the mechanics right.

Thanks
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Re: Emerald Flame's Builds

Postby Thorpacolypse » Tue Mar 30, 2010 6:23 pm

Nice stuff, Emerald. In regards to Legion, technically I think his form of Dansheen breaks caps. Since he is a PL8/120pp character, your Shapeshifted form should be the same or lower PL and PP. If you want Dansheen and the other forms to be higher PL, he should have a higher base PL himself. That is, of course, if I am reading the builds right, which I have been known to fail at. :wink:
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Re: Emerald Flame's Builds

Postby Emerald Flame » Wed Mar 31, 2010 3:33 am

Thorpacolypse wrote:Nice stuff, Emerald. In regards to Legion, technically I think his form of Dansheen breaks caps. Since he is a PL8/120pp character, your Shapeshifted form should be the same or lower PL and PP. If you want Dansheen and the other forms to be higher PL, he should have a higher base PL himself. That is, of course, if I am reading the builds right, which I have been known to fail at. :wink:


I re-read the Shapeshift power and then only thing that I can see is that the ranks and bonuses of the new form cannot be any higher than the Shapeshift ranks. SO... if I read that correctly, then with a Shapeshift power rank of 13, the cap for the powers are 13 (unless affected by the already existing campaign caps)

Of course I too have mis-read things before.... hence my request for a review.

I am in the process of building several of the other creatures that he can turn into.
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Re: Emerald Flame's Builds

Postby Emerald Flame » Wed Mar 31, 2010 6:01 pm

NEPTANUS

Image

PL: 10 (185 pp)

ABILITIES: STR: 23 (+6) DEX: 20 (+5) CON: 11 (0) INT: 10 (0) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Acrobatics 1 (+6), Bluff 2 (+1), Climb 4 (+10), Computers 2 (+2), Diplomacy (-1), Disguise (-1), Drive 2 (+7), Escape Artist (+5), Gather Info 4 (+3), Handle Animal (-1), Intimidate 2 (+1), Investigate 2 (+2), Popular Culture 4 (+4), Streetwise 3 (+3), Notice 4 (+4), Search 3 (+3), Sense Motive 3 (+3), Stealth 2 (+7), Swim 3 (+9)

FEATS: Assessment, Benefit (2), Connected, Defensive Attack, Defensive Roll (2), Evasion (2), Improved Defense (1), Improved Initiative (1), Leadership, Luck (3), Move-by Action, Taunt, Teamwork (2), Ultimate Effort (1), Favored Environment (1), Attack Focus (Melee) (2)

POWERS:
* Razor Claws [10] - DC:25:tough
[EX] Penetrating
* Additional Limbs (Tail) [1]
* Protection [10]
* Super-Senses [6]
> Sonar, Infravision, Darkvision
* Swimming [4]
[PF] Enviromental Adaptation (Aquatic)
* Super-Strength [6]
* Immunity [4]
> High Pressure
> Cold
> Suffocation (Breathing Underwater)

COMBAT: Attack 8 [Unarmed +6 (Bruise)] Defense 18 (14 flat-footed) Init 9

SAVES: Toughness 12 (10 flat-footed) Fortitude 5 Reflex 11 Will 4

DRAWBACKS: Normal Identity -College Kid [Freq DC 10] [Sev DC 15], One-Way Transform -Change into one alien [Freq DC 10] [Sev DC 10]

COSTS: Abilities 22 + Skills 11 (41 ranks) + Feats 23 + Powers 58 + Combat 32 + Saves 15 – Drawbacks -12 = 149
___________________________________________________________________________

Here is the second of the bio-battler forms for the Legion character. As before the picture was found when searching for Zoanoids (Bio-Booster Armor Guyver) stuff. I liked the idea of using these images as part of my Bio-Morpher / Bio-Battler Ben-10-esque build.

ANYWAY....

Neptanus is a form optimized for aquatic combat. He is literally a "Creature from the Black Lagoon" type of guy. He has gills for underwater operations and lungs for land-based operations. I still see this character as having the issue of not wanting to be out of water for any extended period of time.

It is capable of deep-diving and it's senses are attuned to underwater operations, such as having Sonar, Infravision for seeing in those murker enviroments and Darkvision when you are just too deep for light.
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Re: Emerald Flame's Builds

Postby Emerald Flame » Thu Apr 01, 2010 11:31 am

VELOTIS

Image

PL: 10 (185 pp)

ABILITIES: STR: 18 (+4) DEX: 26 (+8) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Acrobatics 1 (+9), Bluff 2 (+1), Climb 4 (+8), Computers 2 (+3), Concentration (+1), Diplomacy (-1), Disguise (-1), Drive 2 (+10), Escape Artist 3 (+11), Gather Info 4 (+3), Handle Animal (-1), Intimidate 2 (+1), Investigate 2 (+3), Popular Culture 4 (+5), Streetwise 3 (+4), Notice 6 (+7), Search 3 (+4), Sense Motive 3 (+4), Stealth 2 (+10), Survival 2 (+3), Swim 3 (+7)

FEATS: Assessment, Attack Focus (Melee) (3), Benefit (2), Connected, Defensive Attack, Defensive Roll (2), Diehard, Elusive Target, Endurance (1), Evasion (2), Fearless, Fearsome Presence (2), Improved Defense (2), Improved Initiative (2), Improved Overrun, Leadership, Luck (3), Move-by Action, Taunt, Teamwork (2)

POWERS:
*Super-Speed [10]
> Quickness [10]
> Speed [10]
*[AP] Rapid Attack [10] - DC:25:tough
(Attack any opponents within Rank x 5 ft radius)
*[AP] Takeaway [10] - DC:25:tough
(Attempt to Disarm within Super-Speed x 5)
*[AP] Whirlwind Attack [10] - DC:25:tough
(Attack any opponents within Rank x 5 ft radius)
(Melee attack Damage = 2/3 Super-Speed ranks)
*[AP] Strike [10] - DC:25:tough
(Damage = Super-Speed rank)
*Super-Movement [2]
> Sure-Footed
> Wall-Crawling
[AP] Leaping [4]

COMBAT: Attack 8 [Unarmed +4 (Bruise)] Defense 20 (15 flat-footed) Init 56

SAVES: Toughness 5 (3 flat-footed) Fortitude 11 Reflex 15 Will 5

DRAWBACKS: Normal Identity -Normal Human [Freq DC 10] [Sev DC 15]

COSTS: Abilities 32 + Skills 12 (48 ranks) + Feats 31 + Powers 59 + Combat 36 + Saves 19 – Drawbacks -4 = 185 / 185
__________________________________________________________________

This is Velotis, the super-speed form of Legion. Velotis is more insectoid in nature than the others and this is to allow for maximum speed. The entire entity is made for speed. It's legs have enhanced muscles and tendons to allow for high-speed running and leaping. It's chitinous armor has a slightly waxy or slick surface that helps to reduce wind resistance. It's head has two large compound eyes that all for a better "all around" vision and its antenna can sense minute changes in wind direction, air pressure or other indicators that all it to move at high speeds without running into them.

Offensively, it uses its hands and punches it's opponents. It lacks the sharp claws of the other forms, instead relying on it's speed to make up for the difference.
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Re: Emerald Flame's Builds (BIO-MORPHER)

Postby Emerald Flame » Fri Apr 02, 2010 5:08 pm

ZARMETT

Image

PL: 10 (184 pp)

ABILITIES: STR: 20 (+5) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Acrobatics 1 (+5), Bluff 2 (+2), Climb 4 (+9), Computers 2 (+4), Concentration (+2), Drive 2 (+6), Escape Artist (+4), Gather Info 4 (+4), Intimidate 2 (+2), Investigate 2 (+4), Popular Culture 4 (+6), Streetwise 3 (+5), Notice 4 (+6), Search 3 (+5), Sense Motive 3 (+5), Stealth 2 (+6), Survival (+2), Swim 3 (+8)

FEATS: Assessment, Attack Focus (Ranged) (5), Connected, Defensive Attack, Defensive Roll (2), Diehard, Endurance (2), Evasion (2), Fearless, Fearsome Presence (2), Improved Defense (1), Improved Initiative (1), Improved Overrun, Leadership, Luck (3), Move-by Action, Taunt, Teamwork (2)

POWERS:
Focused Bio-Energy Weapon [10] - DC:25:tough
[PF] Improved Range
[EX] Penetrating

Claws (Strike)
[ 5+ STR Bonus(+5) = 10)
[10] - DC:25:tough
[EX] Penetrating
[PF] Mighty

Super-Senses [11]
> Distance Sense [1]
> Infravision [1]
> Ultravision [1]
> Visual (Acute, Accurate, Extended x3) [8]
(Range increment -1/1000 ft)

Impervious Toughness [8]

COMBAT: Attack 8 [Unarmed +5 (Bruise)] Defense 16 (13 flat-footed) Init 8

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

DRAWBACKS: Normal Identity -College Kid [Freq DC 10] [Sev DC 15]

COSTS: Abilities 30 + Skills 11 (41 ranks) + Feats 29 + Powers 70 + Combat 28 + Saves 20 – Drawbacks -4 = 184 / 184
______________________________________________________________________

Here is another of the bio-morph builds for Legion. As with the other builds, this one is based off of / inspired by a picture of a Zoanoid from the Bio-Booster Armor Guyver series.

Zarmett is the long-range hitter of the group. His opening shoulder pods house organic lenses that are capable of focusing bio-energy into a powerful beam of energy. His eyes are enhanced to allow for long-range vision which allows for picking out targets at great distances.

Although stronger than a normal person, he does not have the sheer power of Dansheen.

Enjoy
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Re: Emerald Flame's Builds (BIO-MORPHER)

Postby Emerald Flame » Fri Apr 02, 2010 6:41 pm

WARLORD

Image

PL: 10 (185 pp)

ABILITIES: STR: 28 (+9/+4) DEX: 28 (+9/+4) CON: 21 (+5/0) INT: 10 (0) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Acrobatics 1 (+10), Bluff 2 (+1), Climb 4 (+13), Computers 2 (+2), Diplomacy (-1), Disguise (-1), Drive 2 (+11), Escape Artist (+9), Gather Info 4 (+3), Handle Animal (-1), Intimidate 2 (+1), Investigate 2 (+2), Popular Culture 4 (+4), Streetwise 3 (+3), Notice 4 (+4), Search 3 (+3), Sense Motive 3 (+3), Stealth 2 (+11), Swim 3 (+12)

FEATS: Assessment, Attack Focus (Melee) (2), Benefit (1), Connected, Defensive Attack, Defensive Roll (2), Diehard, Elusive Target, Endurance (2), Evasion (2), Fearless, Fearsome Presence (1), Improved Defense (2), Improved Initiative (2), Improved Overrun, Leadership, Luck (3), Move-by Action, Taunt

POWERS:
* Corrosion "Vibro Blades" [8] - DC:23:tough
[PF] Accurate
[PF]Precise
* Enhanced STR [10]
* Enhanced DEX [10]
* Enhanced CON [10]
* Immunity (Life Support) [9]
* Impervious Toughness [8]
* Leaping [4]
[AP] Speed [3]
* Regeneration +3
(Resurrection +3) [3]
* Supersenses [5]
(radius extended sight, danger sense, darkvision)
*Super-Strength [2]
*Concealment (All Visual Senses) [4]

COMBAT: Attack 6 [Unarmed +9 (Bruise)] Defense 18 (14 flat-footed) Init 17

SAVES: Toughness 7 (5 flat-footed) Fortitude 11 Reflex 15 Will 6

DRAWBACKS: Normal Identity -"College Kid" [Freq DC 10] [Sev DC 15]

Abilities 15 + Skills 11 (41 ranks) + Feats 27 + Powers 90 + Combat 28 + Saves 18 – Drawbacks -4 = 185 / 185
________________________________________________________________

This is the last of the base-line builds for Legion. This is Warlord. I consider this the workhorse of the bio-enhanced forms. It is a well-rounded warrior with visual concealment abilites. It has speed and vibro-blades that are capable of cutting through almost anything.

In general combat, this is the form that Bryon/Legion calls on the most. It is fast, strong and agile. It also, "... looks really freakin' cool..".

As with all the other builds the pic is from the Bio-Booster Armor Guyver series. This time, it is a Zoalord. The field commanders and rulers of the Zoanoids.

I have some other ideas in my mind for other forms, but I wanted to get a set of base designs down and maybe even playtest them a little in an actual game, before moving forward with other builds.

Enjoy
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Re: Emerald Flame's Builds (BIO-MORPHER Completed)

Postby MorningKnight » Fri Apr 02, 2010 8:31 pm

Ben 10 meets BioBooster Guyver! Epic win and scary forms!
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Re: Emerald Flame's Builds (BIO-MORPHER Completed)

Postby Woodclaw » Sat Apr 03, 2010 1:35 am

MorningKnight wrote:Ben 10 meets BioBooster Guyver! Epic win and scary forms!

I agree with MK, these builds are really cool.
"Yes, it's a bloody flying alligator setting fire to my city!"

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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 (BIO-MORPHER Completed)

Postby Emerald Flame » Sat Apr 03, 2010 4:39 am

MorningKnight...Woodclaw.. glad you liked the builds.

My kids are big Ben 10 fans now and I have been watching it with them. In the back of my mind, I keep thinking of the Guyver series and the concept of a true Bio-Weapon. The BASE concept mimics BEN 10 but the monsters / "bio-forms" are definitely Guyver-esque.

I have a few ideas that I want to try out as far as new forms, but really.... I don't see a need. I might trying a polymorphic type of character, or a flyer, but I want to play test the builds before I do too much with them.

I think I will try Legion in my upcoming game...
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

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Re: Emerald Flame's Builds (BIO-MORPHER Completed)

Postby Emerald Flame » Sun Apr 04, 2010 6:19 pm

DYMYNOUS

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PL: 10 (185 pp)

ABILITIES: STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 10 (0) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb 4 (+8), Computers 2 (+2), Diplomacy (-1), Disguise (-1), Drive 2 (+5), Escape Artist (+3), Gather Info 4 (+3), Handle Animal (-1), Intimidate 2 (+1), Investigate 2 (+2), Popular Culture 4 (+4), Streetwise 3 (+3), Notice 4 (+4), Search 3 (+3), Sense Motive 3 (+3), Stealth 2 (+5), Swim 3 (+7)

FEATS: Assessment, Attack Focus (Melee) (2), Connected, Defensive Attack, Defensive Roll (2), Diehard, Endurance (2), Evasion (2), Fearless, Fearsome Presence (2), Improved Defense (1), Improved Initiative (1), Improved Overrun, Leadership, Luck (3), Move-by Action, Taunt, Teamwork (2)

POWERS:
*Alternate Form: Liquid [10]
> Earth Control [12]
> [AP] Water Control [12]
> [AP] Plant Control [12]
* Above Powers have Move Object = Power Rank (Element of Choice)

> [AP] Blast [10] - DC:25:tough
[PF] Variable Descriptor (Matches Element Under Control)
> [AP] Snare [10] - DC:20:ref
[PF] Variable Descriptor (Matches Element under Control)

*Super-Movement: Permeate [3]
[PF] Subtle
* Move through element w/o trace

*Immunity (Life Support) [9]

*Impervious Toughness [4]

COMBAT: Attack 6 [Unarmed +4 (Bruise)] Defense 16 (13 flat-footed) Init 7

SAVES: Toughness 6 (4 flat-footed) Fortitude 10 Reflex 9 Will 6

DRAWBACKS: Normal Identity -College Kid [Freq DC 10] [Sev DC 15]

COSTS: Abilities 20 + Skills 10 (38 ranks) + Feats 26 + Powers 99 + Combat 24 + Saves 18 – Drawbacks -4 = 185 / 185
_______________________________________________________________________________
:arrow: This build is not an original build. It is for all intents and purposes, Dyme. Dyme was a Zoanoid from the Lost Unit. They were a unit of extremely advanced Zoanoids that try to stop the Guyver.... Guess what... They failed. Dyme has a rather unique ability to turn his body into a liquid form and then bond with the environment.. taking control of it. His form would melt and absorb into the ground. He would then be able to move the soil and form snares and barriers. He could also move vegetation and such.

:arrow: My build tweaks the original form and gives him control over Earth, Water and Vegetation. He can absorb into and travel through the element of choice. He can also summon a Blast or Snare from the element he is dealing with.

:arrow: This build is one that pushes the limit of gene-based technology. Where the other builds are genetically-enhanced humans... this build pushes the limits, but since the world of Superheroes tend to push the limits of reality... I figured it is right at home. :wink:

:arrow: I envision this character as being a "battle field controller". It's purpose is to take control of a battlefield and attack the target. Use of this form would seem to fall more into a support role. Legion could take control of the battle field and try to slow down and/or ensnare the target while the others beat on him/her. This is a character that I can honestly say probably won't see much play time unless the group needs the help.
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Re: Emerald Flame's Builds

Postby Emerald Flame » Sun May 23, 2010 9:16 am

SHADOWHAWK

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PL: 10 (150 pp)

ABILITIES: STR: 24 (+7/+2) DEX: 28 (+9/+4) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 8 (+17), Bluff (+2), Climb (+7), Concentration (+3), Diplomacy (+2), Disable Device 6 (+8), Disguise (+2), Escape Artist (+9), Gather Info 6 (+8), Handle Animal (+2), Intimidate 8 (+10), Investigate 6 (+8), Streetwise 6 (+8), Notice 8 (+11), Search 6 (+8), Sense Motive 6 (+9), Stealth 8 (+17), Survival (+3), Swim (+7)

FEATS: Assessment, Attack Focus (Melee) (3), Defensive Roll (2), Equipment (2), Evasion (2), Fascinate (1), Fearless, Fearsome Presence (6), Power Attack, Skill Mastery (1), Sneak Attack (4), Startle, Ultimate Effort (1), Uncanny Dodge

POWERS:
Armored Exo-skeleton (Device: Hard to Lose) [13]
* Protection [5]
* Enhanced STR [10]
* Enhanced DEX [10]
* Super-Senses: Dark Vision [1]
* Leaping [2]
* Super-Strength [2]
*Transform (Normal Person to Paralyzed) [10] - DC:20:fort
> Hawk Blades (Strike) [3] - DC:18:tough
(EX) Penetrating
Range: Thrown

COMBAT: Attack 4 [Unarmed +7 (Bruise)] Defense 14 (12 flat-footed) Init 9

SAVES: Toughness 9 (7 flat-footed) Fortitude 7 Reflex 14 Will 7

DRAWBACKS: Disability -HIV Positive [Freq DC 10] [Sev DC 10], Normal Identity -District Attorney [Freq DC 10] [Sev DC 10]

COSTS: Abilities 30 + Skills 17 (68 ranks) + Feats 27 + Powers 52 + Combat 16 + Saves 14 – Drawbacks -6 = 150 / 150
___________________________________________________________________

Here is a character from an IMAGE title of the same name. I remember when this character/comic first came out and I bought the issues up eagerly. He was very IRON AGE in his feel as well as being classically IMAGE.

In a nutshell, he was a District Attorney that was deliberately infected with the HIV virus. He was injected with tainted blood by the mob. He was confirmed as having A.I.D.S. later.

Using an experimental exo-suit, he went around fighting bad guys and stopping street crime. The real IRON AGE aspect of the character was that he passed sentence himself. In the first issue, he said that he could leave the criminal for authorities and the criminal would get maybe a year in prison...this was not good enough. Shadowhawk passed judgement and then delivered a precise strike to the spine.... breaking it and leaving the criminal in a "broken body". He paralyzed the criminals, leaving them to a life sentence.. in a broken/paralyzed body!!
OK.. Now that's IRON AGE!!!

At the end of the series, Shadowhawk finally died due to his advanced A.I.D.S. condition. A second Shadowhawk would later come about and then followed by a third. The first was the unique one and as I have said several times... very Iron Age!!

Thoughts or comments???
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