Emerald Flame's 3e Builds (COBOLT 3.0)

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Emerald Flame
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Jan 31, 2011 6:47 pm

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_____________________________________________________________________
Strength 5
Stamina 5
Agility 2
Dexterity 2
Fighting 4
Intellect 12
Awareness 4
Presence 4

Advantages
Beginner's Luck, Contacts, Eidetic Memory, Improved Initiative,
Languages 2, Uncanny Dodge, Well-informed

Skills
Athletics 2 (+7), Close Combat (Unarmed) 3 (+7), Expertise
(Ancient History) 4 (+16), Expertise (Egyptology) 4 (+16),
Insight 2 (+6), Intimidation 2 (+6), Investigation 2 (+14),
Perception 2 (+6), Persuasion 2 (+6), Ranged Combat (Mind
Reaper: Mental Blast 10) 2 (+4), Stealth 2 (+4), Technology 3
(+15)

Powers
Ra Suit (Removable)
* All Thoughts Are Mine: Mind Reading 10 (DC 20)
* Mind of RA: Enhanced Intellect 10 (+10 INT)
* RA's Eyes: Senses 1 (Danger Sense: Mental)
* Stamina of RA: Enhanced Stamina 4 (+4 STA)
* Strength of RA: Enhanced Strength 4 (+4 STR)
* Will of the Pharoah: Perception Area Mind Control 10 (DC 20; Perception Area)
(AP) Mind Reaper: Mental Blast 10 (DC 25)
(AP) Paralyze: Affliction 10 (1st degree: Dazed, 2nd degree: Defenseless, 3rd degree:
Paralyzed, Resisted by: Will, DC 20)
* Telekinesis: Move Object 10 (25 tons, DC 25; Damaging)

Offense
Initiative +6
All Thoughts Are Mine: Mind Reading 10 (DC Will 20)
Grab, +4 (DC Spec 15)
Mind Reaper: Mental Blast 10 (DC Will 25)
Paralyze: Affliction 10, +4 (DC Will 20)
Telekinesis: Move Object 10, +4 (DC 25)
Throw, +2 (DC 20)
Unarmed, +7 (DC 20)
Will of the Pharoah: Perception Area Mind Control 10 (DC Will
20)

Complications
Motivation: Greed
Motivation: Recognition

Languages
Arabic, Egyptian, English

Defense
Dodge 2, Parry 4, Fortitude 5, Toughness 5, Will 4

Power Points
Abilities 40 + Powers 117 + Advantages 8 + Skills 15 (30
ranks) + Defenses 0 = 180
_____________________________________________________________________
Name: Jason Badawy

Jason was the son of an Egyptologist. He grew up with his father constantly talking about his digs and his newest finds.

Jason enjoyed working with his father and spent many hours digging in the sand and around ancient ruins. Jason's life changed... not for the better.
In the last few hours of a dig, on a hot summer's day, Jason's father discovered a tomb in a rocky area on the far outskirts of the Valley of the Kings. They discovered a tomb of an unknown pharoah.
Once the tomb was examined, the cataloging of the tomb's items. Jason was lost in thought, moving items out of the tomb when he heard people talking to him. He looked around, and realized that there was nobody near him. He did not know what to make of the voices until later, when holding the same item, an ornate golden head piece. He started to experiment and quickly discovered that while he held the head piece. He continued to play with his new found ability. He later discovered that he also gained a heightened intelligence as he became the center of a sort of psychic gestalt. He could extend his will and manifest various psychic attacks. He could paralyze a person or rip their mind apart. He started gathering information and realized that could use the new-found abilities as a tool to gain more power. Soon he started manipulating people to gather "servants" as a Pharoah should have. What he didn't realize was that the head-piece was actually an alien device that acted as a psychic booster but also was a memory storage device of sorts. The last person to use it... a long-forgotten Pharoah who committed so many attrocities that his name was removed from history had been imprinted on the head-piece and now was slowly bleeding into Jason's mind. Slowly, he was becoming that Pharoah.
Jason used his heightened intellect and ability to control people to have a armored costume built that could protect him and ensure that he would not be beaten.

Pharoah was born!!


_____________________________________________________________________

Image
Last edited by Emerald Flame on Thu Feb 03, 2011 8:27 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds

Postby MorningKnight » Tue Feb 01, 2011 4:45 pm

So many awesomes in this thread - between TARDIS, Hard Light She-Hulk and Shemar Moore as a combo of Indy and Tony Stark.

Great stuff.

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Feb 08, 2011 4:45 am

Image

JUSTICAR

_____________________________________________________________________

Strength 8
Stamina 7
Agility 4
Dexterity 3
Fighting 5
Intellect 2
Awareness 3
Presence 3

Advantages
All-out Attack, Assessment, Close Attack, Daze (Intimidation),
Defensive Attack, Defensive Roll, Diehard, Equipment 7, Evasion 2,
Improved Critical (Slam Hammer: Strength-based Strike 5), Improved
Initiative, Improved Smash, Languages 1, Move-by Action, Power
Attack, Seize Initiative, Weapon Break

Skills
Acrobatics 1 (+5), Athletics 6 (+14), Close Combat (Slam Hammer:
Strength-based Strike 5) 6 (+11), Deception 2 (+5), Expertise
(Streetwise) 6 (+8), Expertise (Tactics) 6 (+8), Insight 5 (+8),
Intimidation 4 (+7), Perception 4 (+7), Ranged Combat (Heavy
Machinegun: Blast 8 ) 2 (+5), Stealth 3 (+7), Treatment 3 (+5),
Vehicles 3 (+6)

Powers
Justicar Battle Armor (Removable)
Ballistic Armor: Protection 4 (+4 Toughness)
Communication: Radio Communication 3 (Sense Type: Multi-Freq
Comm System; Subtle (encrypted))
Enhanced Ability: Enhanced Stamina 5 (+5 STA)
Enhanced Ability: Enhanced Strength 5 (+5 STR)
Environmental Seals: Immunity 3 (Critical Hits, Suffocation:
Independant Air Supply)
Heavy Machinegun: Blast 8 (DC 23; Multiattack, Penetrating)
Slam Hammer: Strength-based Strike 5 (Alternate; DC 26,
Advantages: Improved Critical, Improved Smash; Penetrating, Reach
(melee) (5 ft.))
Suffer not the weak body: Impervious Toughness 8
Suffer not the weak minded.: Immunity 10 (Common Descriptor:
Mental Powers)

Equipment
Heavy Motorcycle

Offense
Initiative +8
Grab, +6 (DC Spec 18)
Heavy Machinegun: Blast 8, +5 (DC 23)
Slam Hammer: Strength-based Strike 5, +11 (DC 26)
Throw, +3 (DC 23)
Unarmed, +12 (DC 23)

Complications
Motivation: Responsibility: His brother and sister were killed in a gangrelated
shooting shortly after Joshua returned from the Middle East.
Obsession: Beleives himself to be a messenger of God. Delivering
the "good word" with the end of a hammer.
Prejudice: Burning hatred of criminals and those that would hurt the
innocent.

Languages
English, Latin

Defense
Dodge 4, Parry 5, Fortitude 7, Toughness 12/11, Will 3

Power Points
Abilities 50 + Powers 67 + Advantages 22 + Skills 26 (51 ranks) +
Defenses 0 = 165

Heavy Combat Motorcycle
Strength 2, Defense 0, Toughness 10, Size Medium

Powers
Machine Guns: Blast 6 (DC 21; Multiattack)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Offense
Machine Guns: Blast 6, +3 (DC 21)

Power Points
Abilities 2 + Powers 24 + Advantages 0 + Features 0 + Skills
0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 31
___________________________________________________________________
:arrow: Don't let the picture fool you.. This is NOT a Warhammer 40,000 build.

Justicar, also known as Joshua Snyder, grew up in a normal neighborhood and lived an all-American life. He played football in high school and even was offered a college scholarship. Joshua opted instead to enlist in the U.S. Marines and serve his country. He served in the Middle East and distinguished himself in combat. He took the desire to serve his country and used that to empower himself. He was known as the Justicar to his fellow Marines, due in part to his willingness to make the tough decisions and act upon them.

One day he received a letter from his mother indicating that his younger brother and sister had just been killed in a gang-related drive-by shooting. He returned home for their funerals and then put his paperwork in to take leave for a while. Unbeknownst to those around him, Joshua had a psychological disorder. Spurred on by slight Post Traumatic Disorder from combat and the loss of his brother and sister, he "snapped".

He spoke to the police and came away very frustrated. He took matters into his own hands. He gathered intelligence and hunted down the people responsible for the deaths of his brother and sister. The man's body was dumped on the front steps of the police station, beaten but still alive....barely.

Joshua realized that there were a lot more "problems" on the street. He took it as a holy quest to clean the streets of the filth.. the drug dealers... the street criminals. He had always been a religious person but now that religion was twisted into a belief that he was now empowered to purge the filth from society.

Joshua returned to the Marines and finished his tour of duty. He did not re-enlist and instead returned to his home to continue his work. He started fighting drug dealers, drug addicts, street criminals, anybody that he viewed as the filth of society. He carried a great hammer with which he punished the unclean ones.

During one such "cleansing", he discovered a cache of advanced weapons and battle suit components. He had quickly run into more powerful criminals and had had to change his armaments and armor as well as his tactics. With this new equipment he was able to take the battle to the next level. He was able to piece together a battle suit and some weapons. One evening he saw a show on the Spanish Inquisition and something clicked in his mind. By this time, his psychosis was in full effect and he actually envisioned himself as an inquisitor of the Great Inquisition. He decorated the armored suit with symbols of the Inquisition.

He hunts down and "redeems" those that he views as unclean. He will not however willingly hurt or allow anybody else to willingly hurt an "innocent".

He still employs his hammer but it is now reinforced and designed to have more power put through it. His armor augments his strength and now the hammer hits with the approximate force of an anti-tank missle.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Wed Feb 09, 2011 2:02 pm

BOOM BOY!!! No more

After discussing the issue with several friends.. I have opted to avoid any problems and potential headaches by simply saying that I have decided to NOT post any RIFTS-inspired material.

I know that it is.... stupid... for such a thing to matter.. but I for one do not want to have the hassle. I still will do the conversion... I just won't post it here.
Last edited by Emerald Flame on Sat Feb 12, 2011 5:42 am, edited 5 times in total.
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Re: Emerald Flame's 3e Builds

Postby Novac » Fri Feb 11, 2011 4:33 am

Emerald Flame wrote:
Stats coming soon.... As long as I am not sued by Kevin Siembieda. :shock:



Lol keep your head down!
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Fri Feb 11, 2011 4:37 am

Novac wrote:
Emerald Flame wrote:
Stats coming soon.... As long as I am not sued by Kevin Siembieda. :shock:



Lol keep your head down!


Do you think that I am playing with fire?? I don't want to annoy "He who is Siembieda"
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The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-

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Re: Emerald Flame's 3e Builds

Postby Novac » Fri Feb 11, 2011 12:09 pm

Just be sure to anoint yourself with a d100 and say the chant.

"At some point, someone, somewhere in game-design-land must have decreed, "All characters must be equal," and a bunch of game companies jumped on the bandwagon to even out the power level of every character. How tragic. That's like expecting every opponent in a videogame to offer the same level of difficulty. Talk about boring." - Rifts Ultimate Edition, pg 73
This quote is to pay tribute to Keven's brilliance as a game designer.

That statement was to include the quote as a form of parody and to include it under the fair use act of the United States of America.


Or to shorten it, "Agree with me, or I sue you!"
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Fri Feb 11, 2011 2:41 pm

Novac wrote:Just be sure to anoint yourself with a d100 and say the chant.

"At some point, someone, somewhere in game-design-land must have decreed, "All characters must be equal," and a bunch of game companies jumped on the bandwagon to even out the power level of every character. How tragic. That's like expecting every opponent in a videogame to offer the same level of difficulty. Talk about boring." - Rifts Ultimate Edition, pg 73
This quote is to pay tribute to Keven's brilliance as a game designer.

That statement was to include the quote as a form of parody and to include it under the fair use act of the United States of America.


Or to shorten it, "Agree with me, or I sue you!"


I talked it over with several friends and the general concensus was that it is not worth the headache.

I fully understand the desire to maintain control of a product, but I do NOT see the damage that a person posting a fan-conversion of a character could cause. Needless to say, if RIFTS had a better rules system.... I would probably be playing it now.
When I was in college, I ran a RIFTS game with two Atlantean Undead Slayers running around as trouble-shooters. (Think DIRTY PAIR). We built up our own tattoos and everything. We had fun but the rule system was clunky. If we could (legally) get a RIFTS setting in M&M-3e... I'd be in heaven.
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Re: Emerald Flame's 3e Builds

Postby Novac » Fri Feb 11, 2011 4:51 pm

*gleefully wrings hands together giggling like mad*


That went well.

*turns to the camera, and removes the Joker mask to reveal....Kevin Siembieda's face!*
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Fri Feb 11, 2011 5:39 pm

Novac wrote:*gleefully wrings hands together giggling like mad*


That went well.

*turns to the camera, and removes the Joker mask to reveal....Kevin Siembieda's face!*


That's just evil!! :-)
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The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-

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Re: Emerald Flame's 3e Builds

Postby RedLeopard » Sat Feb 12, 2011 10:44 am

Impressive collection of character, really like the various power armor suits.

Do you have a timeline of powered armor development in you campaign world? I would be interested in seeing the tech development curve.
Visit the scenic and mystical Sea of Stars.

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Sun Feb 13, 2011 3:02 pm

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Picture by innerabove at Deviantart.com

ARMSTRONG ADVANCED COMBAT SUIT
__________________________________________________________

Strength 6
Stamina 4
Agility 2
Dexterity 2
Fighting 5
Intellect 1
Awareness 1
Presence 1

Advantages
Assessment, Equipment 13, Favored Foe (Nazis / Japanese
(depending on theatre deployed in)), Ranged Attack 4

Skills
Athletics 4 (+10), Expertise (Soldier) 4 (+5), Expertise (Tactics)
4 (+5), Intimidation 2 (+3), Perception 2 (+3), Ranged Combat
(Suit Weapons) 2 (+4), Technology 2 (+3), Vehicles 2 (+4)

Powers
Armstrong Infantry Armor (Removable)
Advanced Electronics: Senses 3 (Distance Sense, Radio, Time Sense)
Armored Shell: Protection 6 (+6 Toughness)
Heavy Machinegun: Blast 6 (DC 21; Multiattack)
Extending Armblade: Strength-based Strike 2 (Alternate; DC 23; Penetrating)
Internal Air Supply: Immunity 1 (Suffocation: Internal Air Supply)
Metal-Shell Body: Enhanced Stamina 3 (+3 STA)
Piston Assisted Muscles: Enhanced Strength 5 (+5 STR)
Rocket-Assist Jumps: Leaping 5 (Leap 250 feet at 60 miles/hour)

Equipment
Assault Rifle, Assorted other equipment 17, Bulletproof Vest,
Rocket Launcher

Offense
Initiative +2
Assault Rifle, +6 (DC 20)
Extending Armblade: Strength-based Strike 2, +5 (DC 23)
Grab, +5 (DC Spec 16)
Heavy Machinegun: Blast 6, +8 (DC 21)
Rocket Launcher, +6 (DC 25)
Throw, +6 (DC 21)
Unarmed, +5 (DC 21)

Complications
Disability: Slow and Clunky. DEX and AGL checks at -2.
Hatred: This suit first made it's appearance during the
European operations. The pilot has a strong hatred for Nazis.

Languages
English

Defense
Dodge 6, Parry 5, Fortitude 4, Toughness 10, Will 2

Power Points
Abilities 28 + Powers 40 + Advantages 19 + Skills 11 + Defenses 5 = 103
_____________________________________________________________


The suit is named for Secretary of War John Armstrong, Jr. who granted Colonel Richard Mentor Johnson permission to raise two battalions of volunteer cavalry in 1813. His actions created the first Calvary unit.

_________________________________________

The Armstrong Infantry Armor saw limited deployment in the European theatre and even less in the Pacific Theatre.
The suit did not employ any integrated weapons and instead used heavier infantry weapons. The suit was capable of carrying a heavy machinegun (.50 cal) as a standard "rifle". The Armstrong could also carry rocket launchers or other heavy weapons, as needed.

The suit incorporated a series of heating and cooling systems, that were able to make the suit bearable but did not protect the wearer from more extreme temperatures. One of the nicknames given the suit was the sweatbox.

The original concept for the suit was conceived as an armored suit used to breach fortifications. Due to several design problems, the suit did not see battle until after D-Day. Once the suit was deployed it helped to reduce the lose of human life. The Germans quickly learned to keep their distance and use terrain to slow down the suits. Then a well-placed rocket or bazooka shot and the suit was destroyed. It is the lack of high-enough level of armor and the prohibitive cost that kept the suit from seeing more action.
Last edited by Emerald Flame on Tue Feb 15, 2011 4:29 am, edited 2 times in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Feb 14, 2011 9:03 am

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ARMURE DE ROUAGE D'HORLOGE
-or-
CLOCKWORK ARMOR
________________________________________________________________________
Strength 9
Stamina 5
Agility 3
Dexterity 3
Fighting 3
Intellect 4
Awareness 2
Presence 2

Advantages
Accurate Attack, Diehard, Improved Critical (Unarmed),
Improved Defense, Improved Smash, Improvised Tools,
Inventor, Power Attack, Precise Attack (Ranged, Concealment),
Second Chance 2 (TOUGH Saves)

Skills
Athletics 3 (+12), Close Combat (Unarmed) 1 (+4), Insight 1
(+3), Intimidation 1 (+5), Perception 2 (+4), Technology 2 (+6)

Powers
Clockwork Armor (Removable)
Enhanced AGL: Enhanced Agility 3 (+3 AGL)
Enhanced Dexterity: Enhanced Dexterity 3 (+3 DEX)
Enhanced Musculature: Power-lifting 4 (Technological, +4 STR for lifting)
Large Structure: Growth 4
(Technological, +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
Geared for Lifting: Power-lifting 5 (Technological, +5 STR for lifting)
Geared for Strength: Enhanced Trait 10 (Strength +5 (+9))
Metal Plate Armor: Protection 8 (+8 Toughness; Impervious)

Offense
Initiative +3
Grab, +3 (DC Spec 19)
Throw, +3 (DC 24)
Unarmed, +4 (DC 23)

Languages
French

Defense
Dodge 2, Parry 1, Fortitude 6, Toughness 10/13, Will 3

Power Points
Abilities 24 + Powers 45 + Advantages 11 + Skills 5 (10
ranks) + Defenses 3 = 88
________________________________________________________________________

Built by one of the worlds greatest clockmakers that nobody had heard of. Pierre Linden crafted clocks for the French Royal court amongst others. One afternoon, Pierre saw a man fighting with another man and in the back of his head the strange idea formed about using his clock-making skills to fashion a suit of armor.
He started drawing up plans for the armor, which he dubbed the Clockwork Golem. He started to experiment with smaller designs and perfected his work. Pierre was by all accounts a genius and the intricasy of his designs proved it.
Word of his work spread rapidly and soon the King of France approached him and asked about his work. He showed the King his prototypes. The King saw this 'Golem as a means to possibly squash the peasant revolt. He immediately had Pierre and his workshop moved to the royal palace where he could work and was provided with all the supplies he needed.

In a short time, the suit was finished. Pierre was the first to use the suit. The suit worked off of a complex set of wound springs, gears and cogs. It had a large dial in its back that had to be wound up peridically to provide the suit with it's power. Using intricate gearings, the suit could amplify the wearers own strength and provided them with protection. When in use, there was a near constant whir of gears and mechanisms.

The suit was used once to repel an attack on the royal palace and the King immediatley ordered an army of such suits to be made. Several nights later, a spy within the palace killed Pierre in his sleep. Pierre was the only person that knew how to operate the suit and so the King was unable to continue using the suit. Shortly afterwards, the palace was stormed and the King de-throned. When the revolutionaries discovered the Clock-work Golem, they realized that they did not know how to use the suit and instead destroyed it.

Only recently, a secret cache of designs and Pierre's personal diary were discovered. This showed his genius and the marvel of the suit.
Last edited by Emerald Flame on Wed Feb 16, 2011 4:29 am, edited 5 times in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Feb 14, 2011 9:06 am

Mustner/Donavan Steam-powered field suit [1880's]

Image

________________________________________________________________________
Strength 6
Stamina 2
Agility 0
Dexterity 0
Fighting 3
Intellect 2
Awareness 2
Presence 1

Advantages
Accurate Attack, Diehard, Improved Defense, Improved
Initiative, Improvised Tools, Inventor, Power Attack, Precise
Attack (Ranged, Concealment), Second Chance 2 (TOUGH
Saves)

Skills
Athletics 2 (+8), Insight 1 (+3), Intimidation 1 (+2), Perception
2 (+4), Ranged Combat (Suit Ranged Weapons) 2 (+5),
Technology 2 (+4)

Powers
Mustner/Donavan Steam-powered field suit (Removable)
Enhanced AGL: Enhanced Agility 3 (+3 AGL)
Enhanced Dexterity: Enhanced Dexterity 3 (+3 DEX)
Enhanced Musculature: Power-lifting 4 (Technological, +4
STR for lifting)
Fearsome Appearance: Affliction 1 (1st degree: Dazed, 2nd degree: Defenseless,
Resisted by: Will, DC 11; Limited Degree)
Gatling Gun: Blast 6 (Technological, DC 21; Multiattack)
Steam-Piston Strength: Enhanced Trait 10 (Technological,
Strength +5 (+6))
Steel-Plate Armor: Protection 8 (Technological, +8
Toughness; Impervious)

Offense
Initiative +7
Gatling Gun: Blast 6, +5 (DC 21)
Grab, +3 (DC Spec 16)
Throw, +3 (DC 21)
Unarmed, +3 (DC 21)

Complications
Disability: The suit is a slow and clunky (-2 for detailed/fine tasks)
Motivation: Manifest Destiny

Languages
English

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

:arrow: Tweaked it a little bit and added "Fearsome Appearance". I could only imagine that seeing this thing lumbering towards you would be a little disconcerting to somebody.
________________________________________________________________________
The Mustner/Donavan steam-powered field suit first made it's appearance in the mid 1887. Donavan had been an apprentise with Charles Summerfield and had had a strong interest in making the steam engine smaller and use it for something other than pumping water. He met a like-minded soul in Jason Mustner. Mustner was an up-and-coming engineer that was looking for a project that would set him apart and make him famous. It was also advantagous that Mustner had a sizable bank account; thanks to his father, who had made millions on the railroads.

Donavan came to Mustner with a design for a steam engine that put out a lot of power while remaining small in size. Mustner had an idea of creating a "labor-assisting suit". The problem was that Mustner needed a power supply. When these two men met, all the pieces fell into place. Together, they worked long hours to craft a special frame that was powered by Donavan's steam-engine, nicknamed the 'Pigmy'. The frame was able to enhance the strength of the wearer, enabling them to lift heavy items. Both men envisioned the suit being used in building the new railroad and in construction in the new frontier. The vision changed when Mustner received a letter indicating that his best friend, an army officer, had been killed in a battle with a native indian tribe that they had been assigned to "relocate". With the "labor-assisting" suit almost ready, Donavan and Mustner went back to the drawing board and started to rework the design to incorporate armor and weapons. The "labor-assisting" suit soon chnaged into a combat suit.

The Mustner/Donavan steam-powered field suit was first debuted on May 15th, 1887. The "Field Suit" was an immediate hit. The biggest drawback to the suit was that the cost was very prohibitive. Several suits were built for the army and also several were built for private individuals who wanted to have heavy arms to protect them. The standard build had the newly designed gatling gun attached to the left arm. The suit was cumbersome and slow but it could withstand small-arms and rifle fire and could easily repel more primitive weapons.

Mustner and Donavan reveled in the success of their suit, however, they both died poor men. The suit was a success at first, but as newer weapons became available and the climate changed, the military did not reorder the suits and the porivate owners did not purchase multiple units.

Muster was found dead in the bed of his mistress and Donavan crawled inside a bottle and drank up until his death. Neither man viewed their work as a success. Donavan was quoted as saying that, "... there will never be a time when the world will want an iron man like this.."
Last edited by Emerald Flame on Wed Feb 16, 2011 4:41 am, edited 5 times in total.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

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Re: Emerald Flame's 3e Builds

Postby Angry Police Chief » Mon Feb 14, 2011 1:16 pm

Love the idea of a steam powered Manifest Destiny battle suit. Look forward to seeing the full stats. :mrgreen:
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