Emerald Flame's 3e Builds (COBOLT 3.0)

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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Wed Oct 27, 2010 8:33 am

Image

SKY STABLE

Toughness 14
Size Colossal

Features:
Communications, Computer, Concealed 1, Defense System,
Isolated, Living Space, Power System, Workshop

Powers
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)

Power Points
Abilities 5 + Powers 1 + Advantages 0 + Features 8 + Skills 0
(0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 1
_______________________________________________

THE STABLE

Toughness 10
Size Large

Features:
Communications, Computer, Defense System, Fire Prevention
System, Gym, Hangar, Infirmary, Laboratory, Library, Living
Space, Power System, Security System 3, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 15 + Skills
0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 19

________________________________________________

Here are the builds for the Stable and the Sky Stable

These are two "bases" that the Horseman has access to. The Stable is an HQ that is in hidden away in Gruidae Towers. It consists of a group of floors in the tower that is locked away from the rest of the occupants. The Stable has workshops and laboratory space which allows the Horseman to build, repair and design his armor.

The Sky Stables is a mobile home-away-from-home. The aircraft is the Russian-built An-225-100. It is the largest aircraft today. The cost made it prohibitive for the failing Russian government to build/maintain. Jason was able to buy one and retro-fitted it for his own needs.

The engines were retro-fitted with ultra-high-output engines that are electrically driven. The craft utilizes high-effiecency solar collectors and internal batteries to produce the needed power. This also gives the craft nearly unlimited flight time.

The inside was rebuilt to house a machine shop, living quarters and a large computer mainframe. If needed, Jason could transfer total information to the Sky Stable and it could become the center of his business world. It incorporates an advanced communications suite that allows for global communications by using satellites and ground relays.
Last edited by Emerald Flame on Thu Nov 11, 2010 10:23 am, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Wed Oct 27, 2010 9:05 am

I just finished posting the five (5) armed forces' battle suits. Each suit was designed with an eye on the role that the specific force takes on the battlefield.

Corsair
Branch: Air Force
The suit was designed for air superiority mixed with ground combat. The suit was a secret-project until the test-pilot disobeyed orders and interfered with a battle between two 'supers.

Gladiator
Branch: United Stated Marine Corp
The Gladiator is the U.S.M.C.'s answer to the Corsair Combat Armor. When the Air Force proved that the Corsiar Armor was viable and a positive public relations tool, the Marine Corp opted to develop their own. Dubbed the Gladiator, but called the Bulldog by it's designers, the suit follows the Marine philosophy. It is a heavy suit that can take a beating and deliver and even heavier beating.

E.C.H.O.
Branch: Navy
The E.C.H.O. is the Navy's answer to the Corsair Combat Armor. The Navy deployed the E.C.H.O. (Enhanced Combat Hydro-Operations) a short time later. The Navy chose to create a suit that would excel in the water but also be able to function on land.

Landraider
Branch: 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 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. The ammo-drum mounts on the units back while the weapon itself is hand-held.

Trident
Branch: Coast Guard
The Coast Guard were the last ones to jump on the idea of crafting their own "signature" battle suit. The Coast Guard did not want to sink the money into the research and development. Shortly after the other branches' suits were revealed, the mood changed and the Trident Project was started. The Coast Guard did not want a combat-specific unit and instead opted for a suit that could fill multiple roles. The Trident was not designated as a 'Battle Suit' and instead was given the designation as a 'Multi-Hazard' Suit. The suit is capable of performing water rescues in the worst of conditions and then working side-by-side with other crewmen on boat-boardings or aquatic interdictions.
The suit has numerous built-in systems that enable it to serve in various roles and also has external hardpoints that allow a myriad of add-ons to be attached.
Last edited by Emerald Flame on Thu Nov 11, 2010 10:24 am, edited 3 times in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Thu Oct 28, 2010 7:54 am

COAST GUARD: TRIDENT "MULTI-HAZARD" SUIT

Image
Original Pic By Wastelander7 [Deviant Art] - Logo added by Emerald Flame

Strength 3, Stamina 0, Agility 3, Dexterity 3, Fighting 3,
Intellect 3, Awareness 3, Presence 2

Advantages
Benefit, Security Clearance 2 (Military Clearance, Rank),
Equipment 22, Evasion 2, Favored Environment (Water),
Improved Aim, Improved Initiative, Languages 3, Leadership,
Move-by Action, Power Attack, Skill Mastery (Vehicles),
Teamwork, Well-informed

Skills
Acrobatics 2 (+5), Athletics 2 (+5), Close Combat (Hand-to-
Hand) 2 (+5), Deception 1 (+3), Expertise (Water-borne
Operations) 2 (+5), Insight 2 (+5), Intimidation 1 (+3),
Perception 4 (+7), Ranged Combat (Battlesuit Weapons) 3
(+6), Stealth 2 (+5)

Powers
Trident Hazard Suit (Removable)
Armored Hull: Protection 10 (+10 Toughness; Impervious)
Environmental Seals: Immunity 16 (Damage Effect: Nullify
Electronics, Environmental Condition: High Pressure, Life
Support)
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round;
Aquatic)
Sensor Suite: Senses 14 (Technological, Communication
Link: Radio, Danger Sense: Visual, Darkvision, Detect:
Weakness 1, Direction Sense, Distance Sense, Extended:
Visual 1 (x10), Infravision, Radio, Radius (Type): Sonar
(Auditory), Time Sense, Ultravision)
Strength: Enhanced Trait 12 (Technological, Strength +6
(+9))

Equipment
Assault Rifle, Flash Grenade, Flash-bang, Grenade Launcher,
Machine Pistol
Mini-Inflatable Boat, Rebreather, SCUBA Gear,
Smoke Grenade, Stun Gun, Tear Gas Grenade

Offense
Initiative +7
Assault Rifle, +3 (DC 20)
Flash Grenade, +3 (DC Dog/Fort 14)
Flash-bang, +3 (DC Dog/Fort 14)
Grab, +3 (DC 18)
Grenade Launcher, +3 (DC 20)
Machine Pistol, +3 (DC 18)
Smoke Grenade, +3 (DC 19)
Stun Gun, +3 (DC Fort 15)
Tear Gas Grenade, +3 (DC Dog/Fort 14)
Throw, +3 (DC 18)
Unarmed, +3 (DC 18)

Complications
Honor
Motivation: Patriotism: Air Force Officer who has dedicated her
life to the Air Force.

Languages
Chinese (Mandarin), English, Japanese, Korean, Spanish

Defense
Dodge 3, Parry 4, Fortitude 3, Toughness 0, Will 3
Power Points
Abilities 40 + Powers 57 + Advantages 38 + Skills 11 (21
ranks) + Defenses 4 = 150

Mini-Rescue Raft (Inflatable)
Strength 1, Defense 0, Toughness 5, Size Medium
Features:
Navigation System 1
Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 1 + Skills 0
(0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 2


__________________________________________________________

The Coast Guard were the last ones to jump on the idea of crafting their own "signature" battle suit. The Coast Guard did not want to sink the money into the research and development. Shortly after the other branches' suits were revealed, the mood changed and the Trident Project was started. The Coast Guard did not want a combat-specific unit and instead opted for a suit that could fill multiple roles. The Trident was not designated as a 'Battle Suit' and instead was given the designation as a 'Multi-Hazard' Suit. The suit is capable of performing water rescues in the worst of conditions and then working side-by-side with other crewmen on boat-boardings or aquatic interdictions.
The suit has numerous built-in systems that enable it to serve in various roles and also has external hardpoints that allow a myriad of add-ons to be attached.

Image
Last edited by Emerald Flame on Wed Nov 10, 2010 12:12 pm, edited 3 times in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Wed Nov 03, 2010 7:29 pm

HARDCORE AKA: Harlequin 1.0


Image

Strength 12, Stamina 0, Agility 5, Dexterity 7, Fighting 4,
Intellect 3, Awareness 3, Presence 2

Advantages
Accurate Attack, All-out Attack, Assessment, Attractive 2,
Benefit (Police Officer), Close Attack, Defensive Attack,
Defensive Roll 2, Diehard, Equipment 4, Improved Initiative 2,
Instant Up, Languages 2, Move-by Action, Quick Draw,
Uncanny Dodge

Skills
Athletics 2 (+14), Close Combat (????) 2 (+6), Expertise (Law
Enforcement) 3 (+6), Insight 4 (+7), Investigation 2 (+5),
Perception 3 (+6), Ranged Combat (Built-in weapons) 2 (+9),
Sleight of Hand 1 (+8), Stealth 2 (+7), Technology 2 (+5),
Treatment 1 (+4), Vehicles 2 (+9)

Powers
Tactical Hardlight Assault System (Removable)
Combat Computer: Enhanced Dexterity 5 (+5 DEX)
Energy Cannon: Blast 10 (Light, Technological, DC 25;
Multiattack, Penetrating, Precise, Subtle (subtle))
Anti-Personel Weapon: Blast 6 (Alternate; Light,
Technological, DC 21)
Area Burst Grenade: Burst Area Blast 10 (Alternate;
Light, Technological, DC 25; Burst Area (30 feet radius
sphere))
Binder: Snare 10 (Alternate; DC 20)
Enhanced Senses: Senses 9 (Darkvision, Direction Sense,
Distance Sense, Infravision, Radio, Time Sense, Tracking:
Visual 1 (-1 speed rank), Ultravision)
Kinetic Amplifiers: Enhanced Strength 10 (+10 STR)
Kinetic Booster: Power-lifting 3 (+3 STR for lifting)
Protective Shields: Protection 8 (+8 Toughness;
Impervious [4 ranks only])

Equipment
Handcuffs, Light Pistol, Motorcycle

Offense
Initiative +13
Anti-Personel Weapon: Blast 6, +9 (DC 21)
Area Burst Grenade: Burst Area Blast 10 (DC 25)
Binder: Snare 10, +9 (DC Dog 20)
Energy Cannon: Blast 10, +9 (DC 25)
Grab, +5 (DC 27)
Light Pistol, +7 (DC 18)
Throw, +7 (DC 27)
Unarmed, +5 (DC 27)

Complications
Identity
Motivation: Justice

Languages
English, German, Spanish

Defense
Dodge 5, Parry 4, Fortitude 0, Toughness 10/8, Will 3

___________________________________________________________

HARDCORE is a character that I generated from a picture. The picture is of a SAMUS suit from Metroid. I thought that the suit looked really cool in the reverse coloration and the idea of a "hard light" battle suit popped into my head.

She is the cousin of Jason Crane, AKA: The Horseman. He was able to take a hard light generator that came across his workbench and create a suit of armor for his cousin to use. She is a police officer in the village of Sleepy Hollow, in New York. She is also the person that gave Jason the idea for the Horseman armor's motif.

The HARDCORE suit has a limited duration, so it is not a feasible option for long-term combat, but for most encounters, it has enough power.
Last edited by Emerald Flame on Mon Nov 04, 2013 7:05 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Wed Nov 03, 2010 7:32 pm

HARD LIGHT SHE-HULK (Updated)

Real name: Tashiko Murohama

Image

Strength 16, Stamina 5, Agility 5, Dexterity 3, Fighting 2,
Intellect 6, Awareness 3, Presence 3

Advantages
Attractive, Beginner's Luck, Benefit, Wealth 2 (indepently
wealthy), Close Attack, Defensive Attack, Defensive Roll 2,
Diehard, Eidetic Memory, Grabbing Finesse, Improved Critical
2 (Unarmed), Languages 4, Move-by Action, Power Attack,
Takedown 2, Weapon Break

Skills
Athletics 2 (+20/+18), Close Combat (Unarmed) 1 (+3),
Deception 1 (+4), Expertise (Tech Industries) 4 (+10), Insight 1
(+4), Intimidation 1 (+8/+4), Perception 3 (+6), Persuasion 1
(+4), Ranged Combat (Throw) 1 (+4), Stealth 2 (+7),
Technology 14 (+20), Treatment 4 (+10), Vehicles 2 (+5)

Powers
Hard Light Melee Armor (Removable)
Enhanced Stamina: Enhanced Stamina 5 (+5 STA)
Enhanced Toughness: Enhanced Trait 4 (Technological,
Toughness +4 (+11))
Ground Strike: Burst Area Affliction 8 (Technological, 1st
degree: Dazed, 2nd degree: Immobile, 3rd degree:
Incapacitated, Resisted by: Fortitude, DC 18; Burst Area (30
feet radius sphere); Check Required (DC 11 - Melee Strike))
Intimidating Size: Enhanced Trait 3 (Traits: Intimidation +4
(+8), Athletics +2 (+20))
Super-Strength: Enhanced Strength 15 (Technological, +15
STR)
Super-Strength: Power-lifting 10 (Technological, +10 STR
for lifting)

Offense
Initiative +5
Grab, +3 (DC 31)
Ground Strike: Burst Area Affliction 8 (DC Fort 18)
Throw, +4 (DC 31)
Unarmed, +4 (DC 31)

Complications
Identity: Dr. Tashiko Murohama
Relationship: Her father is the owner of Murohama electronics.

Languages
Chinese (Mandarin), English, French, Japanese, Korean,
Russian

Defense
Dodge 7, Parry 2, Fortitude 7, Toughness 11/5, Will 4

Power Points
Abilities 46 + Powers 58 + Advantages 22 + Skills 19 (37
ranks) + Defenses 5 = 150
___________________________________________________________
:arrow: Tashiko grew up in downtown Tokyo. Her father and mother were both highly educated professionals. Her mother worked at Tokyo University and her father worked for Takashima Technologies. Tashiko was tested early on in age and found to have a genius IQ.
She buried herself in books from an early age and absorbed information at an incredible rate. She graduated school four years ahead of her age-group. She was given a job at Takashima Technologies where she quickly made a name for herself. In a significant coup, she was given a position in which she ultimately was placed in charge of her own father. This created a huge rift in her family and she eventually became estranged from them. She got a small apartment in downtown Tokyo. She lives in the Harajuku area of Tokyo, about two blocks from Harajuku Train Station.
While working for Takashima Technologies, she accidentally discovered a process to project "hard light" and how to then sculpt it and move it into an design she wanted. Instead of going to her bosses with a half-thought out technology, she decided to gather more information. She slowly gathered the needed equipment to work on the process from her home.
As she was working on the hard light process, she slowly came to realize that there was a great potential for the technology in the area of personal defense. This came to light one evening when she was was walking home and was grabbed by a male. Her would-be attacker was startled by a local police officer and fled. Tashiko also ran home, sacred out of her mind. As she was sitting in her darkened apartment, trying to recover, an idea formed in her head.
She quickly started to work on armor made from hard-light. At the end of her work, she had created a suit of hard-light armor that not only provided protection but also greatly increased her physical strength and endurance through the use of micro force-feild generators.
One evening, Toshiko donned her armor and went for a walk through the backstreets of Harajuku. A small gang of street thugs approached her and surrounded her. She activated her armor and started fighting. She loved the feeling of power and the ability to protect herself.
She realized that she needed to remain annonymous to protect her invention from the corporation for whom she worked and to protect herself from potential "enemies". The armor was redesigned to provide a curvy female form and the head area was enhanced with a facial design. It was crafted from scanning multiple super-models and creating a composite face. When the hard-light unit is activated, the wearer appears to be a voluputous woman with faintly glowing green skin. There is a faint outline of a person inside the form.
Tashiko loves the reactions that she gets from people who see the "Hard Light She-Hulk". Inside the armor, she has more confidence and is more outwardly-going. In a way the shroud created by the She-Hulk allows Tashiko's real personality to show, without the constraints of society.
Last edited by Emerald Flame on Wed Nov 10, 2010 11:58 am, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Tue Nov 09, 2010 7:47 pm

MEDUSA CYBERNETIC BATTLESUIT


Image

Strength 7, Stamina 1, Agility 3, Dexterity 3, Fighting 3, Intellect 4,
Awareness 3, Presence 2

Advantages
Assessment, Chokehold, Close Attack, Contacts, Defensive Attack,
Defensive Roll, Fast Grab, Fearless, Grabbing Finesse, Improved
Critical (Unarmed), Improved Grab, Improved Smash, Languages 4,
Minion 6, Power Attack, Precise Attack (Ranged, Cover), Ranged
Attack (Stone Stare), Uncanny Dodge

Skills
Acrobatics 3 (+6), Athletics 2 (+9), Close Combat (Unarmed) 2 (+5),
Expertise (Mercenary World) 1 (+5), Perception 3 (+6), Ranged
Combat (????) 3 (+6), Stealth 3 (+6), Technology 3 (+7), Treatment 2
(+6)

Powers
Medusa Cybernetic Battle Suit (Removable)
Advanced Bodyarmor: Protection 8 (+8 Toughness; Impervious)
Cyber-Tendrils: Extra Limbs 4 (Technological, 4 extra limbs,
Advantages: Improved Grab; Precise; Noticeable (Large metal
tendrils))
Cybernetic Senses: Senses 8 (Technological, Danger Sense:
Visual, Direction Sense, Distance Sense, Extended: Visual 1 (x10),
Infravision, Time Sense, Ultra-hearing, Ultravision)
Enhanced Movement: Movement 4 (Sure-footed 1, Swinging, Wallcrawling
2 (full speed))
Enhanced STR: Enhanced Strength 5 (+5 STR)
Extending tendrils: Elongation 2 (Technological, Elongation: 30
feet; Limited (Tendrils Only))
Laser Arrays: Blast 10 (Technological, DC 25; Multiattack,
Penetrating, Precise)
Combat Blades: Strength-based Strike 5 (Alternate;
Technological, DC 27; Penetrating)
Stone Stare: Dazzle 10 (Alternate; Technological, Affects Sense:
Visual, Resisted by: Fortitude, DC 20; Extended Range, Linked
(Paralze: Affliction 10))
Paralze: Affliction 10 (Technological, 1st degree: Hindered, 2nd
degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC
20; Linked (Stone Stare: Dazzle 10); Limited (Sight Dependant))
Super-Strength: Power-lifting 4 (+4 STR for lifting; Limited
(Additional Limbs Only))

Offense
Initiative +3
Combat Blades: Strength-based Strike 5, +4 (DC 27)
Grab, +4 (DC 22)
Laser Arrays: Blast 10, +4 (DC 25)
Paralze: Affliction 10, +4 (DC Fort 20)
Stone Stare: Dazzle 10, +4 (DC Fort 20)
Throw, +4 (DC 22)
Unarmed, +6 (DC 22)

Complications
Motivation: Greed: Mercenary for Hire
Secret: Medussa is the daughter of the French Ambassador to
England who has just been reassigned to America.

Languages
Arabic, French, German, Hebrew, Japanese, Korean, Russian, Spanish
Defense
Dodge 3, Parry 5, Fortitude 1, Toughness 10/9, Will 3
Power Points
Abilities 42 + Powers 70 + Advantages 25 + Skills 11 (22 ranks) +
Defenses 2 = 150
_________________________________________________________
G.O.R.G.O.N.'s (Gyroscopic Operational Recon & Ground Offensive Nodes)

Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 2,
Intellect 0, Awareness 2, Presence -1
Skills
Insight 2 (+4)
Powers
Flight Thrusters: Flight 2 (Speed: 8 miles/hour, 120
feet/round)
Laser Weapon: Blast 7 (DC 22)
Small Size: Shrinking 4 (Technological, -1 STR, -2 Intimidate,
+4 Stealth, +2 active defenses, -1 size category; Innate;
Permanent)
Offense
Initiative +2
Grab, +2 (DC 16)
Laser Weapon: Blast 7, +2 (DC 22)
Throw, +2 (DC 16)
Unarmed, +2 (DC 16)
Complications
Motivation: Greed: Soldier for hire.
Relationship: Gyroscopic Operational Recon & Ground
Offensive Nodes or G.O.R.G.O.N.s as they are known are
directly linked to MEDUSA.
Languages
Native Language
Defense
Dodge 5, Parry 5, Fortitude 1, Toughness 1, Will 2
Power Points
Abilities 20 + Powers 23 + Advantages 0 + Skills 1 (2 ranks)
+ Defenses 2 = 46
____________________________________________________________
The picture of my "Cyber-Gorgon" is from the Metal Gear video game. When I saw it, I immediatley thought of "Medusa"... so I started to work on the design.
This was one of my favorite characters that I designed for 2E and so I opted to transfer her over to 3E. I really like the techno-concept of turning a man to stone.

The primary weapon of the suit is an array of laser weapons mounted in the tentacles. The secondary weapon and the one that matches the motif is the Light Ocular Kinetic Eliminator system. The LOKE (pronounced "Loki") system utilizes a focused light weapon that has the initial result of a Dazzle attack and then creates "neural-lock" that in turn manifests as Paralysis. So... in basic terms, the gaze of the Medusa turns people to "stone".... well at least they can't move... close enough. :roll:
The tertiary weapon system is a series of blades that extend from the arms.

The operator of the suit is unknown and SHE likes it that way. She takes contracts for jobs ranging from theft to assassinations. She will paralyze her pray and then toy with them.
The FBI, CIA and other agencies (that do not "officially" exist) are all trying to gather as much information as possible about Medusa, however they usually deadend.. with dead bodies.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Tue Nov 23, 2010 6:48 pm

T.A.R.D.I.S. ( Tactical Advanced Rapid Deployment Incident Suit )

Image
____________________________________________________________________

Strength 10, Stamina 5, Agility 2, Dexterity 5, Fighting 2, Intellect 2,
Awareness 2, Presence 2

Advantages
Assessment, Eidetic Memory, Jack-of-all-trades, Second Chance (-vs-
Critical Hits)

Skills
Athletics 2 (+12), Close Combat (Venutian Judo) 2 (+4), Deception 2 (+4),
Expertise (Temporal Mechanics) 8 (+10), Insight 2 (+4), Intimidation 1
(+3), Investigation 2 (+4), Perception 2 (+4), Persuasion 2 (+4), Ranged
Combat (Battle Suit Weapons) 1 (+6), Sleight of Hand 2 (+7), Stealth 2
(+4), Technology 8 (+10), Treatment 2 (+4)

Powers
Gallifreyian Physiology (Advantages: Eidetic Memory, Second Chance (-
vs- Critical Hits))
Ageless: Immunity 1 (Linked; Aging)
Mental Acuity: Quickness 5 (Linked; Alien, Perform routine tasks in -5
time ranks; Limited (Mental Only))
Regeneration: Regeneration 5 (Linked; Alien, Every 2 rounds;
Persistent; Uncontrolled, Limited (Only at the time of death))

T.A.R.D.I.S. Combat Suit (Removable)
* Armor Plating: Protection 5 (Technological, +5 Toughness; Impervious)
* Augmented Sensors: Senses 10
(Darkvision, Detect: Visual 1, Direction Sense, Distance Sense, Infravision, Low-light Vision, Radio,
Ultra-hearing, Ultravision)
* Boosted Endurance: Enhanced Stamina 5 (Technological, +5 STA)
* Combat Reflexes: Enhanced Dexterity 5 (Technological, +5 DEX)
* Focused Temporal Distortion Weapon: Blast 10
(Technological, Time, DC 25; Extended Range, Penetrating, Multiattack)
* Temporal Healing: Healing 8 (Alternate; Technological, Time)
* Temporal Snare: Snare 10 (Alternate; Technological, Time, DC 20)
* Life Support: Immunity 10 (Life Support)
* Physical Enhancements: Enhanced Strength 10 (Technological, +10 STR)
* Quick Change: Feature 2
(Technological, Time; Activation 2 (standard action))
* Spacial Movement: Flight 6 (- Custom Descriptor -, Technological,
* Speed: 120 miles/hour, 1800 feet/round)
* Super-Strength: Power-lifting 5 (Technological, +5 STR for lifting)
*Universal Tranlation Circuit: Comprehend 4
(Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're
Understood)

Offense
Initiative +2
Focused Temporal Distortion Weapon: Blast 10, +6 (DC 25)
Grab, +2 (DC 25)
Temporal Snare: Snare 10, +6 (DC Dog 20)
Throw, +5 (DC 25)
Unarmed, +4 (DC 25)

Complications
Motivation:
Responsibility: Justin (real name unknown) has traveled through
the known universe and has grown fond of humans... as a race... He
protects the humans out of a sense of responsibility to protect them.
Secret: He is actually an alien from a race that are considered one of the
first ones. They mastered temporal manipulation eons before man walked
upright. The battle suit is an example of this manipulative control.

Languages
Gallifrey
* See suit design (Universal Translator)

Defense
Dodge 2, Parry 2, Fortitude 5, Toughness 10, Will 3

Power Points Spent
Abilities 20 + Powers 113 + Advantages 2 + Skills 19 (38 ranks) +
Defenses 1 = 155
_______________________________________________________________________

:arrow: The back story, is that Justin fought in the great Dalek War. his T.A.R.D.I.S. was badly damaged and he "crashed" onto Earth. The heart of his TARDIS was damaged and the space/time engines were off line. His TARDIS was not going anywhere. He found himself on a planet that he did not know with no way of getting home... that he knew of. He lived among the humans and hid his true nature. Over time, he started to grow fond of the humans and so he decided that the time to sit back and watch was over. He had been able to salvage parts from his T.A.R.D.I.S. before it finally died. He took those parts and crafted a suit of combat armor. He was able to convert over a couple of temporal relays, actually weaponizing them and installing them on the suit. The suit is an extension of the Heart of the T.A.R.D.I.S. and shares the personality of it.

:arrow: As the character develops, I can see the suit becoming more and more like a T.A.R.D.I.S. with the ability to move in space and time.

Any comments??
Thoughts??
Gripes??
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Sat Nov 27, 2010 7:56 pm

Paladin Battle Suit v-1.3

Image
_____________________________________________________________________
Strength 6
Stamina 2
Agility 3
Dexterity 3
Fighting 3
Intellect 4
Awareness 2
Presence 2

Advantages
Accurate Attack, Assessment, Benefit, Wealth 3 (millionare), Equipment 4,
Improved Initiative, Improvised Tools, Interpose, Inventor, Minion 3, Power Attack,
Precise Attack (Ranged, Concealment), Second Chance (TOUGH Saves)

Skills
Expertise (Industry) 2 (+6), Insight 2 (+4), Perception 1 (+3), Ranged Combat (Suit
Ranged Weapons) 1 (+4), Technology 5 (+9), Treatment 1 (+5)

Powers
* Machine Interface: Mental Communication 2 (Technological, Sense Type:
Machine Interface; Limited (Technology Only))
PALADIN U.C.M. (Removable)
* Enhanced AGL: Enhanced Agility 2 (+2 AGL)
* Enhanced Dexterity: Enhanced Dexterity 2 (+2 DEX)
* Enhanced Musculature: Power-lifting 3 (Technological, +3 STR for lifting)
* Enviro- Adaptation: Variable 3 (Technological; Reaction 3 (reaction); Limited
(Environmental Protections Only), Limited (Must first encounter hazard))
* Environmental Protection: Immunity 12 (Technological, Critical Hits, Life Support)
* Kinetic-Reactive Armor: Protection 10 (Technological, +10 Toughness; Impervious)
* Multi-Strike Missle System: Burst Area Blast 7 (Technological, DC 22; Burst
Area (30 feet radius sphere), Extended Range, Homing (1 extra attempt),
Multiattack; Unreliable (5 uses))
> Anti-Personnel Weapon: Blast 8 (Alternate; DC 23; Split 4 (5 targets))
> Beam Saber: Strike 10 (Alternate; Technological, DC 25; Penetrating)
> Plasma Pulse Weapon: Blast 10 (Alternate; Technological, DC 25)
> Poly- Steel Binders: Snare 6 (Alternate; Technological, DC 16)
> Rapid-Fire Mini-Gun: Blast 8 (Alternate; Technological, DC 23; Multiattack
[4 ranks only])
>Harpoon and Winch
>> Harpoon Launcher: Strike 8 (Technological, DC 23; Penetrating)
>> Power Winch: Move Object 5 (Technological, 1600 lbs.; Limited
(Pulls only towards))
* Myomer Musculature: Enhanced Trait 10 (Technological, Strength +5 (+6))
* Sensor Suite: Senses 7 (Technological, Detect: Visual 1, Direction Sense,
Distance Sense, Infravision, Radio, Time Sense, Ultravision)
* Thrusters: Flight 7 (Technological, Speed: 250 miles/hour, 0.5 miles/round;)

Equipment
Skyscraper (5 floors)
Offense
Initiative +7
Anti-Personnel Weapon: Blast 8, +4 (DC 23)
Beam Saber: Strike 10, +3 (DC 25)
Grab, +3 (DC 21)
Multi- Strike Missle System: Burst Area Blast 7 (DC 22)
Plasma Pulse Weapon: Blast 10, +4 (DC 25)
Poly-Steel Binders: Snare 6, +4 (DC Dog 16)
Rapid-Fire Mini-Gun: Blast 8, +4 (DC 23)
Throw, +3 (DC 21)
Unarmed, +3 (DC 21)
Complications
* Motivation:
Thrills: Being a hero gives Carter a feeling of "being alive"
* Secret:
Secret Identity: Carter Hargrieves Owner of Advanced Technology Concepts... A thinktank
for prototyping and developing new technologies.

Languages
English

Defense
Dodge 4, Parry 3, Fortitude 5, Toughness 12, Will 3

Power Points
Abilities 32 + Powers 95 + Advantages 19 + Skills 5 (9 ranks) + Defenses 5 = 156
_______________________________________________________________________

M.E.R.L.I.N. On-Board Computer System
[Mechanized Emergency Response Life-Like Intelligence Nexus]
Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 1,
Intellect 2, Awareness 5, Presence 0

Advantages
Assessment, Eidetic Memory, Jack-of-all-trades, Well-informed

Skills
Close Combat (Sword of Purity) 1 (+2), Insight 1 (+6), Perception 2 (+7),
Technology 2 (+4)

Powers
* Heuristic Processor: Quickness 1 (Technological, Perform
routine tasks in -1 time ranks
* Limited (Information processing only)
* Immunity to Fortitude Saves
* Use of the Suit's STR: Enhanced Strength 5
(+5 STR; Linked [Use of the Suit's STR: Enhanced Strength 5]
> Limited (Only up to the Suit's STR, Cannot Push)
> Limited (Only if Carter is incapacitated) [1 extra rank])

Offense
Initiative +2
Grab, +1 (DC 15)
Throw, +2 (DC 15)
Unarmed, +1 (DC 15)

Complications
Disability: Housed within the Paladin Armor
Responsibility: Designed to assist Carter Hargrieves

Languages
Engllish

Defense
Dodge 2, Parry 1, Fortitude Immune, Toughness 0, Will None

Power Points
Abilities 4 + Powers 34 + Advantages 4 + Skills 3 (6 ranks) +
Defenses 0 = 45
____________________________________________________________________
Skyscraper Headquarters

Toughness 10, Size Large

Features:
Communications, Computer, Defense System, Fire Prevention
System, Gym, Hangar, Infirmary, Laboratory, Library, Living
Space, Power System, Security System 2, Workshop

____________________________________________________________________

The PALADIN Battle Suit is a next-generation combat system that was designed to be a front-line combatant against the rising tide of super-human criminals.

* This is the latest version of the suit. 170 pp / PL 10

* Added a Harpoon and Power Winch as an Alternate Power to the weapons system.
Last edited by Emerald Flame on Fri Dec 24, 2010 10:53 am, edited 11 times in total.
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Re: Emerald Flame's 3e Builds

Postby JoshuaDunlow » Mon Nov 29, 2010 11:19 am

This is really nice stuff. Top Notch material! I especially like the hard light she hulk. Very creative.

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Nov 29, 2010 7:21 pm

JoshuaDunlow wrote:This is really nice stuff. Top Notch material! I especially like the hard light she hulk. Very creative.


Thanks...

I have been playing around with the Horseman for a long time. I have recently come up with the PALADIN. I found the picture and was inspired.

I hope to post more later.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Sat Dec 11, 2010 11:50 am

The REDEMPTION

Image

__________________________________________________________
Strength 6, Stamina 2, Agility 4, Dexterity 4, Fighting 5, Intellect 4,
Awareness 3, Presence 3

Advantages
Accurate Attack, Assessment, Benefit, Wealth 3 (millionare), Improved
Initiative, Improvised Tools, Interpose, Inventor, Power Attack, Precise
Attack (Ranged, Concealment), Ranged Attack 2, Second Chance
(TOUGH Saves)

Skills
Expertise (Industry) 2 (+6), Insight 1 (+4), Perception 1 (+4),
Technology 4 (+8), Treatment 1 (+5)

Powers
REDEMPTION BATTLE SUIT (Removable)
* Enhanced AGL: Enhanced Agility 3 (+3 AGL)
* Enhanced Dexterity: Enhanced Dexterity 2 (+2 DEX)
* Enhanced Musculature: Power-lifting 3 (Technological, +3 STR for lifting)
Environmental Protection: Immunity 12 (Technological, Critical Hits, Life
Support)
* Kinetic Blur: Concealment 2 (Kinetic, Technological, Sense - Sight; Limited to
Machines, Blending)
* Kinetic Speed Manipulation (Advantages: Improved Initiative 2)
* Kinetic Jump: Teleport 5 (Alternate; Kinetic, Technological, 900 feet in a
move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity,
Turnabout, Stacks with (Teleportation: Teleport 3), Custom (Negates Distracting))
Mutant ability + Suit's systems = Teleport 8 (1 mile / Move Action)
* Movement: Movement 1 (Wall-crawling 1 (-1 speed rank))
* Quickness: Quickness 11 (Kinetic, Technological, Perform routine tasks in
-11 time ranks)
* Rapid Strike: Strength-based Strike 4 (Kinetic, Technological, DC 25)
* Speed: Speed 11 (Kinetic, Technological, Speed: 4000 miles/hour, 8
miles/round)
*Kinetic-Reactive Armor: Protection 8 (Technological, +8 Toughness;
Impervious)
Deflect: Deflect 4
* Myomer Musculature: Enhanced Trait 10 (Technological, Strength +5 (+6))

* Plasma Cannon: Blast 10 (Technological, DC 25)
> Flamethrower: Cone Area Blast 5 (Alternate; Technological, DC 20; Cone
Area (60 feet cone), Secondary Effect)
> Plasma Sniper Rifle: Blast 1 (Alternate; Technological, DC 16, Advantages:
Ranged Attack 2; Extended Range 3, Penetrating, Precise)
> Rapid-Fire Mini-Gun: Blast 8 (Alternate; Technological, DC 23; Multiattack
[4 ranks only])
> Reaper Blades: Strength-based Strike 4 (Alternate; Technological, DC 25;
Penetrating)
Rockets: Burst Area Blast 10 (Alternate; DC 25; Burst Area (30 feet radius
sphere); Unreliable (5 uses))

* Sensor Suite: Senses 7 (Technological, Detect: Visual 1, Direction Sense,
Distance Sense, Infravision, Radio, Time Sense, Ultravision)
Thrusters: Flight 8 (Technological, Speed: 500 miles/hour, 1 mile/round;
Wings)

Mutant Ability
*Teleportation: Teleport 3 (Mutant, 250 feet in a move action, carrying 50 lbs.;
Distracting)

Offense
Initiative +16
Flamethrower: Cone Area Blast 5 (DC 20)
Grab, +5 (DC 21)
Plasma Cannon: Blast 10, +6 (DC 25)
Plasma Sniper Rifle: Blast 1, +6 (DC 16)
Rapid Strike: Strength-based Strike 4, +5 (DC 25)
Rapid-Fire Mini-Gun: Blast 8, +6 (DC 23)
Reaper Blades: Strength-based Strike 4, +5 (DC 25)
Rockets: Burst Area Blast 10 (DC 25)
Throw, +6 (DC 21)
Unarmed, +5 (DC 21)

Complications
Motivation: Justice: Redemption operates on his own definition of
"Justice". He will use whatever force is needed to bring a person that
he had determined as guilty to "justice".
Secret: Secret Identity: Redemption is actually the daughter of Geovanni Curtelli, a major crime-boss.

Languages
English, Italian

Defense[/b]
Dodge 5, Parry 5, Fortitude 5, Toughness 10, Will 4

[b]Power Points

Abilities 42 + Powers 86 + Advantages 12 + Skills 5 (9 ranks) +
Defenses 5 = 150

_____________________________________________________________________

Redemption is a "dark hero" in a loose sense. First of all the suit is a cutting-edge battlesuit. It was acquired with money from the Curtelli Crime family. It sports a wide array of weapons and equipment. One of the biggest aspects of the unit is it's ability to teleport. Paired with this ability is the suit's ability to use energy weapons as well as mundane weapons. The suit excels in close-combat as well as ranged combat.

The pilot of the suit, Angelica Curtelli, saw her fiance cut down in a hail of bullets meant for her father. SHe became bitten and realized that her father, and the men like him, had to be stopped. She called in numerous favors from people that owed her father favors and slowly assembled the suit. Once the suit was completed, she went back and killed those same men to keep them quiet. She now hunts down criminals and, "...grants them REDEMPTION".

The Anti-hero part comes in when you realize that she has no problem blowing up a hotel to kill a mobster in a room. In her unhinged mind, she sees the world in black/white... good/bad. You are either with her or against her. If a hero steps up to protect a criminal from REDEMPTION, she now sees them as a criminal and in need of REDEMPTION.

* 24-DEC-10_ Updated the character a little. Working on a back-story, I came up with the concept that Redemption had the meta-human ability to make short teleport jumps (Teleport 3) but that it took a lot of effort and concentration. (Distracting). The suit augments this ability and allows for greater jumps (Teleport 8) and also makes it easier (eliminates the Distracting Flaw.

Any thoughts?
Last edited by Emerald Flame on Fri Dec 24, 2010 8:49 am, edited 1 time in total.
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Re: Emerald Flame's 3e Builds

Postby Novac » Sat Dec 11, 2010 3:48 pm

You know, I was never into power armor heroes, but after reading this thread, and seeing the pictures you have posted I might re-think my opinion on them :)
Image

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Dec 13, 2010 5:36 pm

NOVAC. .. Coming from you... I take it as a great compliment.

I have always liked the idea of battle suits since it is a normal person inside a shell.
I remember old Ironman comics where there was a split-panel. .. One side was the slightly ding'ed up face of Ironman while the other panel showed Stark with a bloody lip and a swollen eye.. sweat pouring down his face. The idea of the normal human in a suit appealed to me then and still does today.

I have more designs and ideas coming.
Last edited by Emerald Flame on Tue Dec 14, 2010 7:44 am, edited 2 times in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Dec 14, 2010 6:50 am

Image
Picture by THEVAMPIREDIO on DeviantArt

WRAITH (A.S.C.S.)
(Advanced Stealth Combat System)
_______________________________________________________
Strength 7
Stamina 0
Agility 3
Dexterity 5
Fighting 5
Intellect 5
Awareness 3
Presence 2

Advantages
Accurate Attack, Assessment, Benefit, Evasion, Hide-In-Plain-Sight, Improved
Initiative, Improvised Tools, Interpose Power Attack, Precise Attack
(Ranged, Concealment), Second Chance (TOUGH Saves)

Skills
Expertise (Tactics) 2 (+7), Perception 1 (+4), Ranged Combat (Suit Ranged
Weapons) 2 (+7), Stealth 2 (+5), Technology 2 (+7), Treatment 1 (+6)

Powers
* Air-Drop Platform: Flight 6 (Technological, Speed: 120 miles/hour, 1800
feet/round; Subtle (subtle); Platform)
* Wraith_Covert Systems System (Removable)
* Combat Computer: Enhanced Fighting 3 (Technological, +3 FGT)
* Covert Rifle: Blast 10 (Technological, DC 25; Subtle (subtle), Penetrating)
[AP] EM Pulse Generator: Burst Area Transform 6 (Alternate; Technological,
Affects: 1 Thing > 1 Thing - Working to Short- circuited Electronics, Transforms: 50
lbs., DC 16; Burst Area (30 feet radius sphere), Subtle (subtle))
[AP] Grenade Launcher: Burst Area Blast 6 (Alternate; Technological, DC 21;
Burst Area (30 feet radius sphere))
[AP] Mono-Blade Sword: Strength-based Strike 3 (Alternate; Technological, DC
25; Penetrating)
[AP] Rapid-Fire Mini-Gun: Blast 8 (Alternate; Technological, DC 23; Multiattack
[4 ranks only])
[AP] Smoke Grenade: Blast 1 (Alternate; Technological, DC 16; Linked (Smoke: Cloud Area Concealment 4))
Smoke: Cloud Area Concealment 4 (Alternate; All Visual Senses;
Cloud Area (15 feet radius sphere))
* Enhanced Dexterity: Enhanced Dexterity 2 (Technological, +2 DEX)
* Enhanced Musculature: Power-lifting 5 (Technological, +5 STR for lifting)
* Environmental Protection: Immunity 12 (Technological, Critical Hits, Life
Support)
* Jump Jets: Leaping 4 (Technological, Leap 120 feet at 30 miles/hour)
* Myomer Musculature: Enhanced Trait 10 (Technological, Strength +5 (+7))
* Next-Gen Reactive Armor: Protection 10 (Technological, +10 Toughness;
Impervious)
* Sensor Suite: Senses 7 (Technological, Detect: Visual 1, Direction Sense,
Distance Sense, Infravision, Radio, Time Sense, Ultravision)
* Stealth Configuration: Concealment 4 (Technological, Sense - Hearing, Sense
- Sight, Sense - Smell)

Offense
Initiative +7
Covert Rifle: Blast 10, +7 (DC 25)
EM Pulse Generator: Burst Area Transform 6 (DC Dog 16)
Grab, +5 (DC 22)
Grenade Launcher: Burst Area Blast 6 (DC 21)
Mono-Blade Sword: Strength-based Strike 3, +5 (DC 25)
Rapid-Fire Mini-Gun: Blast 8, +7 (DC 23)
Smoke Grenade: Blast 1, +5 (DC 16)
Throw, +5 (DC 22)
Unarmed, +5 (DC 22)

Complications
Secret: Top Secret design by a corporation in the field testing stages now. Several have already been sold to terrorist groups.

Languages
English

Defense
Dodge 3, Parry 5, Fortitude 2, Toughness 10, Will 3

Power Points
Abilities 40 + Powers 90 + Advantages 13 + Skills 5 (10 ranks) + Defenses 2 =
150
_____________________________________________________________

The WRAITH is a covert operations battle suit with the sole purpose of getting into a location eliminating a target and then quickly getting out.

The Wraith's systems include:
* A small one-man flight platform, capable of carrying the Wraith to a location and then dropping it off. The platform then can be programmed to return to base or fly around an area waiting for it's next command.

* The Wraith battle suit itself. This is a true marvel in itself. First of all the suit employs an advanced set of baffles, noise cancellation and visual cloaking systems to render the suit almost completely invisible to Sight, Sound and Scent detection. (The last one being a VERY closely held secret).

* On-board computers relay information to the pilot in such a fashion that it provides the pilot with a tactical edge in close-combat, by continually providing projected combat actions of the opponent.. effectively giving the pilot the ability to "foresee" the opponents next move. It is not a perfect system, but it is very effective. This system is partnered with a highly advanced sensor-suite.

* Enhanced neuro-feedback and advanced receptors also grant the user an increased dexterity while in the suit.

* A set of low-powered "jump jets" allow the suit to make "bounding leaps" if needed. Activation of these systems negates the stealth-aspect of the suit, but does allow for a rapid egress from an area.

* The suit also boasts a selection of offensive "assets".
> The primary weapon is a arm-mounted high-velocity rifle/cannon. It is effectively as powered-down rail-gun with a magnetic baffle on it to eliminate the electro-magnetic signature. It does not use an explosive so there is no "bang" and because the round does not reach hyper-velocity speeds, there is not the usual "boom" associated with the firing of a high-powered rail-gun.
> A high-capacity Electro-Magnetic Pulse generator. This unit is able to produce an intense pulse that is capable of disabling unshielded electronics in a 30 ft radius around the suit.
> A shoulder-mounted grenade launcher that can deploy either explosive grenades or smoke grenades.
> A back-mounted electric mini-gun with a "up and over" mount for deploying it over the shoulder. Like the jump-jets, the mini-gun is not stealth-equipped, however, the thought was to give the suit a better offensive punch if needed in situations, where the suit's stealth was already compromised.
> The need for a close-combat weapon is covered by a Mono-blade sword. The edge is diamond-hard and sharpened to a point that the edge is exceeds surgically-sharp levels.

The suit was designed with the intent of selling to to whomever was willing to pay the price-tag. Several suits have allegedly made their way to the hands of terrorist groups.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Dec 14, 2010 8:58 am

Image
Original picture by unknown artist (not my work!)
__________________________________________________________

VALI: God of the Battlefield

Strength 13
Stamina 4
Agility 3
Dexterity 3
Fighting 3
Intellect 1,
Awareness 3
Presence 2

Advantages
Accurate Attack, All-out Attack, Assessment, Close Attack 4, Fearless,
Improved Critical 2 (Hammer Strike: Strength-based Strike 4),
Improved Initiative, Improved Smash, Interpose, Languages 1, Power
Attack, Precise Attack (Ranged, Concealment), Second Chance
(TOUGH Saves), Weapon Break

Skills
Athletics 1 (+14), Close Combat (Unarmed) 4 (+7), Expertise (History)
2 (+3), Insight 2 (+5), Perception 1 (+4), Ranged Combat (Suit
Ranged Weapons) 1 (+4), Technology 5 (+6), Treatment 1 (+2)

Powers
* Armor of TYR (Removable)
* Enhanced AGL: Enhanced Agility 2 (+2 AGL)
* Enhanced Dexterity: Enhanced Dexterity 2 (+2 DEX)
* Enhanced Musculature: Power-lifting 8 (Technological, +8 STR for
lifting)
* Enhanced Strength: Enhanced Strength 5 (Technological, +5
STR)
* Enviro-Adaptation: Variable 3 (Technological; Reaction 3
(reaction); Limited (Environmental Protections Only), Limited (Must first
encounter hazard))
* Environmental Protection: Immunity 12 (Technological, Critical
Hits, Life Support)
* Hyper-Dense Armor: Protection 8 (Technological, +8 Toughness;
Impervious)
* Sensor Suite: Senses 6 (Technological, Detect: Visual 1, Direction
* Sense, Distance Sense, Infravision, Radio, Time Sense)
* Synthetic Musculature: Enhanced Trait 10 (Technological, Strength +5 (+13))

Seismic Hammer (Removable)
* Hammer Strike: Strength-based Strike 4 (Technological, DC 25)
* Seismic Shockwave: Affliction 1
(Technological, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, Resisted
by: Fortitude, DC 11)

Offense
Initiative +7
Grab, +7 (DC 28)
Hammer Strike: Strength-based Strike 4, +10 (DC 25)
Seismic Shockwave: Affliction 1, +7 (DC Fort 11)
Throw, +3 (DC 28)
Unarmed, +10 (DC 25)

Complications
Obsession: Believes himself to be the mortal vessel of Vali.
Quirk: Actually beleives that he is the Earthly host of Vali, the Norse
god of the battlefield.

Languages
English, Norweigian

Defense
Dodge 4, Parry 3, Fortitude 7, Toughness 12, Will 4

Power Points
Abilities 36 + Powers 82 + Advantages 18 + Skills 9 (17 ranks) +
Defenses 5 = 150


* In mythology, Vali was a son of Loki, the Trickster. Vali is listed as the "God of the Battlefield". The look of the armor and the large... err.. Huge hammer he is wielding made me think Norse. A battle suit wearing Nordic-themed villian with a "bad attitude".

* His favorite tactic is to cripple his opponents with a well-placed blow and then proceed to beat them into the ground. His armor is designed to soak up damage without his being overly agile. He is the preverbial walking tank.
Last edited by Emerald Flame on Mon Dec 20, 2010 6:57 pm, edited 1 time in total.
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