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 » Tue Feb 15, 2011 9:15 am

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



Thanks...

I hope to have the stats up for both by tonight (15-FEB-11)
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Feb 15, 2011 7:52 pm

I just posted the the stats for the Mustner/Donavan Steam-powered field suit and the ARMURE DE ROUAGE D'HORLOGE (translated: the CLOCKWORK ARMOR)

All comments are welcome.
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Re: Emerald Flame's 3e Builds

Postby Angry Police Chief » Wed Feb 16, 2011 1:47 am

Cool, I like the finished products.

Kind of odd that the Steam suit adds 3 to Agi and Dex and then takes away 2 though. Why not just add 1 and save some points? Also you have the clockwork armor labeled as the steam armor in the powers section.

Keep it up :D
I once worked with a guy for three years and never learned his name. Best friend I ever had. We still never talk sometimes - Ron Swanson

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Wed Feb 16, 2011 4:43 am

Angry Police Chief wrote:Cool, I like the finished products.

Kind of odd that the Steam suit adds 3 to Agi and Dex and then takes away 2 though. Why not just add 1 and save some points? Also you have the clockwork armor labeled as the steam armor in the powers section.

Keep it up :D


I edited the suits and tweaked a little on the Mustner/Donavan Steam-powered field suit. I added Fearsome Appearance and made the corrections that you pointed out. Thanks for the extra set of eyes.
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Re: Emerald Flame's 3e Builds

Postby RedLeopard » Mon Feb 21, 2011 10:37 am

Quite fun. The historical suits are suitably wacky and interesting.

Steampunk-themed villains could use the Mustner/Donavan suit (or a modern copy)
Visit the scenic and mystical Sea of Stars.

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Feb 21, 2011 4:12 pm

RedLeopard wrote:Quite fun. The historical suits are suitably wacky and interesting.

Steampunk-themed villains could use the Mustner/Donavan suit (or a modern copy)



I found an interesting picture of a steam-powered suit.

It is called The Robber Baron

Image
Image hosted on Deviant Art
Artist: Smolin


This would be an interesting villain in a steam-punk setting... or a villain that uses older tech. No mirco-chips = no remote control and immunity to EMP. :roll:
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Thu Feb 24, 2011 8:00 pm

PALADIN 2.4 (w/ RDS Pack & Heavy Load Configuration)

Image
Orignal art by Darthrith from Deviantart.com

___________________________________________________________________________

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

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

Skills
Close Combat (Unarmed) 2 (+5), Expertise (Industry) 4 (+9), Insight 2 (+5),
Perception 1 (+4), Ranged Combat (Suit Ranged Weapons) 2 (+10/+6), Technology 4
(+9), Treatment 1 (+6)

Powers
* Nanite Infused Body
* Machine Interface: Mental Communication 2 (Technological, Sense Type:Machine Interface; Limited (Limited to Technology))
* Nanite Healing: Regeneration 5 (Technological, Every 2 rounds)

PALADIN 2.4_K.M.S. (Removable)
* Enhanced AGL: Enhanced Agility 3 (+3 AGL)
* Enhanced Dexterity: Enhanced Dexterity 3 (+3 DEX)
* Enhanced Synth_Muscles: Enhanced Strength 5 (Technological, +5 STR)
* Enviromental Adaptation System: Variable 1 (Technological; Reaction 3
(reaction); Limited (Limited to environmental effects), Limited (Must encounter effect
before change))
* KINETIC MANIPULATION SYSTEM: Blast 11 (Technological, DC 26; Extended
Range 2, Penetrating, Precise)
> Anti-Personnel Weapon: Blast 8 (Alternate; Technological, DC 23; Split 4 (5
targets))
> Beam Saber: Strike 10 (Alternate; Technological, DC 25; Penetrating)
> Harpoon and Winch
>>Harpoon Launcher: Strike 8 (Linked; Choose Descriptor, Technological, DC
23; Penetrating, Increased Range (ranged))
>>Power Winch: Move Object 5 (Linked; Technological, 1600 lbs.; Limited
(Pulls towards only))
> Kinetic Power Assist: Power-lifting 8 (Alternate; Technological, +8 STR for
lifting)
> Kinetic Shield: Burst Area Force Field 10 (Alternate; +10 Toughness; Burst
Area (30 feet radius sphere) [1 rank only])
> Poly-Steel Binders: Snare 7 (Alternate; Technological, DC 17)
Rapid-Pulse K-Weapon: Blast 8 (Alternate; Technological, DC 23; Multiattack
[4 ranks only])
> Stun Pulse System: Cumulative Affliction 8 (Alternate; Technological, 1st
degree: Dazed, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by:
Fortitude, DC 18; Cumulative, Increased Range (ranged))
> Super-Cruiser Mode: Flight 6 (Alternate; Technological, Speed: 120
miles/hour, 1800 feet/round; Stacks with (Flight Systems: Flight 6))
* Kinetic-Reactive Armor: Protection 10 (Technological, +10 Toughness;
Impervious)
* O.R.A.C.L. E. On-Board Computer: Enhanced Trait 3 (Technological,
Advantages: Minion 3)
* On-Board Tactical Computer: Enhanced Trait 1 (Technological, Ranged Combat +4 (+10))
* S.Q.U.I.R.e: Enhanced Trait 3 (Technological, Advantages: Minion 3)
* Sensor Suite: Senses 10 (Technological, Danger Sense: Visual, Detect: Visual 1,
Direction Sense, Distance Sense, Extended: Visual 2 (x100), Infravision, Radio, Time
Sense, Ultravision)
* Thrusters: Flight 6 (Technological, Speed: 120 miles/hour, 1800 feet/round)
_____________________________________________________________________________

____________________________________________________________________

Skyscraper Base

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
Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 14 + Skills
0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 18
______________________________________________________________________


Paladin K.M.S.
The Paladin Combat Suit is a next-generation combat suit that utilizes numerous advanced systems.
The basic combat frame is a light-weight exo-frame which utilizes an advanced neural interface to control the on-board systems. The internal systems include weapons, advanced sensors and environmental protections. The helmet houses a heads-up display (HUD) that is projected onto a full-environment virtual reality screen. This allows for a more secure/protective helmet. A backup system can be activated which can allow for direct sight if the HUD Interface fails.
Also incorporated in the internal frame, is a series of sensors and bio-feedback systems that constantly adjust and relay information to the ‘pilot’ granting the wearer enhanced dexterity and reflexes. The on-board combat computer constantly analyzes the environment and feeds the information to wearer giving the wearer a ‘projection’ of action(s). Coupled with other advanced sensors, the suit allows the wearer to perform at higher physical levels. Also part of these enhanced levels is the suit’s artificial musculature. This series of force-enhancing sub-systems grants the wearer enhanced strength, as the systems boost the wearer’s normal strength.
The suit’s on-board weapon system is the next major advancement in the suit’s design. Using the work of other weapon designers in the field of kinetic energy manipulation, the Paladin suit is equipped with a variable array kinetic manipulation system. The array allows the suit to manipulate kinetic energy and focus it into a destructive weapon. The array functions in different modes, which include:
• A long-range focused kinetic pulse weapon (Sniper Rifle)
• Rapid-Pulse kinetic weapon (Machine Gun)
• Kinetic Manipulation Field (allows lifting heavy objects)
• Protective Kinetic Energy Barrier (30 ft radius Sphere Force Field)
• Multi-Target Anti-Personnel weapon
Also included with the Kinetic-Manipulation weapon system are several more mundane weapon systems, such as:
• Focused Plasma Beam Saber
• Harpoon Launcher with attached Power-winch
• A Liqui-Steel Binder Restraints Launcher
• Stun-Pulse System

Housed within the armored shell of the suit is also an advanced artificial intelligence computer system. The system, dubbed O.R.A.C.L.E. (Optimized Recon Assault Computerized Logistics Evaluator), is designed to assist the wearer with gathering information in a battlefield environment and acting as an information processor to help the wearer. The system is voice activated and is able to communicate with the wearer by voice also. O.R.A.C.L.E. can perform various tasks to free up the wearer’s attentions. O.R.A.C.L.E. is also able to operate basic functions in the suit should the wearer become unconscious or incapacitated.
The entire exo-frame is covered with a composite titanium-ceramic armored shell. The armor is designed to absorb kinetic energy and disperse it so minimize damage. These plates are also coupled with an advanced series of force-field generators that support the individual shell pieces. These force-fields can also be manipulated to react to the demands put upon them by incoming damage.
Part of the armored shell also contains the flight thrusters which allow the Paladin unit to fly at speeds of 120 mph. It also has a ‘Super-Cruiser’ mode, which taps into the Kinetic Manipulation field allows the suit to travel at speeds in excess of 4000 mph. While ‘Super-Cruiser’ mode is activated, the kinetic-based weapon systems are off-line.
The next major system that is incorporated into the armor system is a highly advanced environmental adaptation system. This system consists of an array of sensors that constantly evaluate the environment and reconfigures the suit as needed. The E.A.S. operates a series of force-field generators (part of the base armor configuration) as well as a series of heat synchs and modular armor plates. When an extreme environment is encountered, the E.A.S. immediately reconfigures the suit to be able to endure the conditions. Through the use of force-fields, plate reconfiguration and heat-synchs, the suit is able to accommodate virtually any environment.
The final component of the suit is a remote drone system that was dubbed the S.Q.U.I.R.e . (Super Quiet Unthered Information Retriever). The unit is housed in an armored panel on Paladin’s back. When deployed, the S.Q.U.I.R.e engages an electric ducted fan system that is equipped with sound baffles, rendering it virtually soundless. The unit then separates from the Paladin suit and can roam around. It is equipped with a computerized navigation system, including a range-finder and also an array of visual systems including a camera with a digitial zoom, a thermographic camera, a low-light camera and also a highly sensitive microphone. The S.Q.U.I.R.e is small enough to be able to maneuver through small spaces. Anything the S.Q.U.I.R.e “sees” is sent back to the Paladin armor via a secure digital link. This communication link also serves as the means of control for the drone.

During the development stages of the Paladin Unit, Carter Hargrieves realized that the suit had one major drawback. It could not be worn all the time. As obvious as this was, it raised the question as to what would happen if Carter was caught outside of the suit and was unable to get to the armor. It was obviously too big to be hidden in a suitcase, so the concept of a smaller, less powerful suit was developed. This smaller suit was called the RDS . (Rapid Deployment Suit) System or Zeta-Suit. The suit was smaller and less powerful than the Paladin Armor. The Zeta-Suit has some of the same features as the full Paladin suit but not all of them. The suit has some lesser physical enhancements and the weapon systems are also reduced. The Zeta-Suit only houses a Kinetic-Pulse weapon and the Kinetic Manipulation System for enhanced heavy lifting. The Zeta-suit also houses the O.R.A.C.L.e computer system for assisting the wearer. Instead of flight thrusters, the ZETA-Suit relies on a system that was borrowed from Hyper-wing technology. The system uses a kinetic field to allow the suit to ‘skate’ or glide over the ground. This allows the wearer to move at a high rate of speed, as if skating over the ground. This system is less in size than the flight thrusters and so allows for a more compact unit.
The entire suit is able to reconfigure and is stored in a large backpack. The wearer straps the pack on his back and then activates the system. The suit unfolds and expands to encompass the wearer. Protecting the wearer and granting them the enhanced abilities of the suit. The Zeta-suit was not designed for full-on combat, but instead was built to give the wearer the chance to escape a situation and make it the full Paladin suit.

During the early days of Paladin’s work on the streets, Carter determined that there might be a need for a suit that would allow for a heavy response. Carter designed a suit that could be fielded when there was a need for a heavier, more powerful response. The Heavy Load Suit was designed with an eye on the delivery of maximum firepower. The Paladin armor was taken back to the base exo-frame and rebuilt with the emphasis on firepower. The flight systems were taken out to make room for a larger ammo capacity.
The suit is equipped a Wolf-Pack Missle System, which is a multi-launch missle system with homing warheads and an extended range. Also added on the suit was a back-mounted heavy cannon that moves into position over the suits shoulder. The heacy cannon, dubbed the ‘slam cannon’ or ‘slammer’ delivers a heavy explosive round at a great distance with hyper-velocity speeds. The firing of the weapon produces a loud boom sound. Another weapon added to the suit is the Electro-Static Discharge Cannon, dubbed the ‘Zeus Cannon’. The weapon system builds up a large electrical charge and then uses a tuned laser to ionize a path to a target. The weapon discharges the electrical pulse along the ionized path. The effect is that the suit “throws” a lightning bolt at the target. Due to the high level of electrical energy discharged, secondary targets near the initial target can be affected by the blast. Electrical surges can leap from one target to another.
One weapon system was held over from the original Paladin suit. The Anti-Personnel system was maintained. It was determined that the ability to handle lower-level threats was needed.
Last edited by Emerald Flame on Fri Feb 25, 2011 8:08 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Fri Feb 25, 2011 8:07 pm

Image

Zeta-Class2_Heavy Load Combat Upgrade (Alternate; Removable)

* Enhanced Agility: Enhanced Agility 1 (Technological, +1 AGL)
* Enhanced Dexterity: Enhanced Dexterity 1 (Technological, +1 DEX)
* Enhanced Syth_Muscles: Enhanced Strength 15 (Technological, +15 STR)
* Heavy Load Lifters: Power-lifting 5 (Technological, +5 STR for lifting)
* Kinetic -Reactive Armor: Protection 10 (+10 Toughness; Impervious)
* O.R.A.C.L.e On-board Computer: Enhanced Trait 3 (Technological, Advantages: Minion 3)
* On-Board Tactical Computer: Enhanced Trait 1 (Technological, Advantages: Ranged Attack)
* S.Q.U.I.R.e: Enhanced Trait 3 (Technological, Advantages: Minion 3)
* Sensor Suite: Senses 12 (Technological, Danger Sense: Visual, Detect: Visual 1, Direction Sense, Distance Sense, Extended: Visual 4 (x10k), Infravision,Radio, Time Sense, Ultravision)
> Wolf Pack Missles: Blast 10 (DC 25; Extended Range, Multiattack, Homing
(1 extra attempt); Activation (move action))
> Heavy "Slam" Cannon: Blast 11 (Alternate; Technological, DC 26; Extended Range; Activation 2 (standard action), Noticeable (Loud "Boom"))
> Anti-Personnel Weapon: Blast 8 (Split 4 (5 Targets))

O.R.A.C.L.e Onboard Computer

Strength 5
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 (Beam Saber) 1 (+2), Insight 1 (+6), Perception 2 (+7),
Ranged Combat (Suit Weapon Systems) 2 (+4)

Powers
Heuristic Processor
Quickness 1 (Technological, Perform routine tasks in -1 time ranks; Limited (Information Processing
Only))
Immunity to Fortitude Effects
Use of Suit's STR: Enhanced Strength 5 (Technological, +5 STR; Limited (Only if Carter is incapacitated), Limited (Only up to the Suit's STR))

Offense
Initiative +2
Grab, +1 (DC Spec 15)
Throw, +2 (DC 20)
Unarmed, +1 (DC 20)

Complications
Disability: Housed within the PALADIN 2.0 armor
Responsibility: Designed to assist Carter Hargrieves
Languages
Native Language
Defense
Dodge 2, Parry 1, Fortitude Immune, Toughness 0, Will None

____________________________________________________________________
Image

S.Q.U.I.R.e Remote Drone

Strength -4
Stamina 0
Agility 1
Dexterity 1
Fighting 1
Intellect 0
Awareness 0
Presence 0

Skills
Perception 3 (+3)
Stealth 3 (+12)

Powers
* Ducted Micro-fans: Flight 4 (Technological, Speed: 30 miles/hour, 500 feet/round)
* Immunity to Fortitude Effects
* Secure Digital Link: Other Communication 1 (Technological,
* Sense Type: Secure link; Subtle (subtle); Limited (S.Q.U.I.R.e to PALADIN 2.0))
* Senses: Senses 7 (Technological, Acute: Sight, Direction
Sense, Distance Sense, Extended: Sight 1 (x10), Infravision,
Low-light Vision, Ultra-hearing)
* Small Construct: Shrinking 8 (Technological, -2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Permanent)

Offense
Initiative +1
Grab, +1 (DC Spec 6)
Throw, +1 (DC 11)
Unarmed, +1 (DC 11)

Complications
Disability: Linked to the PALADIN combat suit. Cannot function
without the link.
Weakness: If the PALADIN suit is destoryed or disabled, the S.
Q.U.I.R.e deactivates.

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude Immune, Toughness 5, Will
Immune
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Fri Feb 25, 2011 8:07 pm

Image

Zeta-Class Battle Suit System: RDS-HW System (Alternate; Removable)

* Enhanced Ability: Enhanced Agility 2 (Technological, +2 AGL)
* Enhanced Ability: Enhanced Dexterity 2 (+2 DEX)
* Flight Systems: Flight 6 (Kinetic, Technological, Speed: 120 miles/hour, 1800
feet/round)
* Ground Gliding: Speed 3 (Alternate; Kinetic, Technological, Speed: 16
miles/hour, 250 feet/round; Limited (Levitation for "Gliding" Only))
* Kinetic Pulse Weapon: Blast 11 (Technological, DC 26)
* Kinetic Field Manipulation: Power-lifting 3 (Alternate; Technological, +3
STR for lifting)
* Rapid-Pulse Kinetic Pulse Weapon: Blast 8 (Alternate; Technological, DC
23; Multiattack [4 ranks only])
* Kinetic-Reactive Armor: Protection 10 (Technological, +10 Toughness;
Impervious)
* Myomer Musculature: Enhanced Trait 8 (Traits: Strength +4 (+10))
* O.R.A.C.L. e On-Board Computer: Enhanced Trait 3 (Technological,
Advantages: Minion 3)
* Sensor Suite: Senses 8 (Technological, Danger Sense: Visual, Detect: Visual
1, Direction Sense, Distance Sense, Infravision, Radio, Time Sense, Ultravision)
* Speed Slip: Nullify 5 (Snare)
___________________________________________________________________

O.R.A.C.L.e Onboard Computer

Strength 5
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 (Beam Saber) 1 (+2), Insight 1 (+6), Perception 2 (+7),
Ranged Combat (Suit Weapon Systems) 2 (+4)

Powers
Heuristic Processor
Quickness 1 (Technological, Perform routine tasks in -1 time ranks; Limited (Information Processing
Only))
Immunity to Fortitude Effects
Use of Suit's STR: Enhanced Strength 5 (Technological, +5 STR; Limited (Only if Carter is incapacitated), Limited (Only up to the Suit's STR))

Offense
Initiative +2
Grab, +1 (DC Spec 15)
Throw, +2 (DC 20)
Unarmed, +1 (DC 20)

Complications
Disability: Housed within the PALADIN 2.0 armor
Responsibility: Designed to assist Carter Hargrieves
Languages
Native Language
Defense
Dodge 2, Parry 1, Fortitude Immune, Toughness 0, Will None

____________________________________________________________________
Image

S.Q.U.I.R.e Remote Drone

Strength -4
Stamina 0
Agility 1
Dexterity 1
Fighting 1
Intellect 0
Awareness 0
Presence 0

Skills
Perception 3 (+3)
Stealth 3 (+12)

Powers
* Ducted Micro-fans: Flight 4 (Technological, Speed: 30 miles/hour, 500 feet/round)
* Immunity to Fortitude Effects
* Secure Digital Link: Other Communication 1 (Technological,
* Sense Type: Secure link; Subtle (subtle); Limited (S.Q.U.I.R.e to PALADIN 2.0))
* Senses: Senses 7 (Technological, Acute: Sight, Direction
Sense, Distance Sense, Extended: Sight 1 (x10), Infravision,
Low-light Vision, Ultra-hearing)
* Small Construct: Shrinking 8 (Technological, -2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Permanent)

Offense
Initiative +1
Grab, +1 (DC Spec 6)
Throw, +1 (DC 11)
Unarmed, +1 (DC 11)

Complications
Disability: Linked to the PALADIN combat suit. Cannot function
without the link.
Weakness: If the PALADIN suit is destoryed or disabled, the S.
Q.U.I.R.e deactivates.

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude Immune, Toughness 5, Will
Immune
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Feb 28, 2011 8:11 pm

I am in the process of converting a 1e supplement by Blue Devil Games called T.O.M.C.A.T.s (Tactical Operations_Modular Cybernetics Assault Team)

I purchased the supplement when it first came out and I really liked it. I never got much use out of it in 2e due to the character that I was playing (the Horseman). I pulled it out and decided to convert the characters over.

Before I go any further, I am not claiming any rights to the material. Blue Devil Games created the material and as far as I know they still hold the rights. They no-longer advertise the product for sale so I do not know what the status is. I did contact Blue Devil Games and obtained their permission to post the conversions. (Thanks for that)

I am in the process of converting the main characters in the product. Hopefully I will do them justice.

The first part of the conversions was (re)creating the special ability.... namely... MODULAR CYBERNETICS.

I achieved this by using the Variable power... As follows.

Modular Cybernetics: 5 pts/rank
Variable (Technological)
* Limited (Cybernetic implants only)
* Limited (Only Change at HQ)

Not too complex... but I think that a player should generate a list of powers/abilities that they want and have the GM approve them. This will help game play and also keep things balanced.
Stay Tuned!!
Last edited by Emerald Flame on Tue Mar 01, 2011 12:42 pm, edited 3 times in total.
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Emerald Flame
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Re: Emerald Flame's 3e Builds (T.O.M.C.A.T.s)

Postby Emerald Flame » Tue Mar 01, 2011 4:47 am

KNOCKOUT_ T.O.M.C.A.T.s Team Leader

Image
________________________________________________________________________

Strength 1
Stamina 2
Agility 3
Dexterity 3
Fighting 5
Intellect 4
Awareness 3
Presence 3

Advantages
Agile Feint, All-out Attack, Benefit, Security Clearance 2 (T.O.M.C.A.T.
S.), Close Attack, Connected, Defensive Roll 2, Equipment 3, Improved
Aim, Languages 3, Leadership, Quick Draw, Ranged Attack 2

Skills
Acrobatics 4 (+7), Deception 3 (+6), Expertise (Disguise) 2 (+6),
Expertise (Forgery) 1 (+5), Insight 3 (+6), Intimidation 2 (+5),
Investigation 5 (+9), Perception 3 (+6), Ranged Combat (Cybernetic
Weapons) 4 (+7), Stealth 3 (+6), Technology 4 (+8), Treatment 2 (+6),
Vehicles 3 (+6)

Powers
Modular Cybernetics: Variable 9 (Technological; Limited (Cybernetic implants only)
> Limited (Only Change at HQ))
Cybernetic Implants
* Flight Thrusters (Legs): Flight 6 (Technological, Speed: 120 miles/hour, 1800 feet/round)
* Ion Blaster (R-Arm): Blast 10
* Nanite Healing (Torso): Regeneration 5
* Neural Implant: Mental Protection: Protection 5
* Sensory Booster: Enhanced Trait 2, Sensory Booster_2: Senses 1
* Tentacle Arm Sensory Booster_2: Senses 1 (Technological, Detect:
Smell_Explosives 1)
* Tentacle Arm
> Extending Tendrils: Elongation 2 (Linked; Technological, Elongation: 30 feet; Limited (Left Arm Only), Limited (No Escape bonus))
> Tendril Snare: Snare 6 (Linked; Technological, DC 16; Grabbased)

Equipment
Blaster Pistol
Bulletproof Vest

Offense
Initiative +3
Blaster Pistol, +5 (DC 20)
Grab, +6 (DC Spec 11)
Ion Blaster (R-Arm): Blast 10, +9 (DC 25)
Tendril Snare: Snare 6, +5 (DC Dog 16)
Throw, +5 (DC 16)
Unarmed, +6 (DC 16)

Complications
Motivation: Responsibility: Work for the international T.O.M.C.A.T.s
team. (TacOps_Modular_Cybernetics_Assault_Team)
Prejudice: Obvious Cybernetics: Obvious cybernetic implants. Both
Arms and legs.

Languages
English, Farsi, French, Hindi

Defense
Dodge 5, Parry 5, Fortitude 2, Toughness 9/7, Will 3

Power Points
Abilities 46 + Powers 45 + Advantages 19 + Skills 20 (39 ranks) +
Defenses 2 = 132
________________________________________________________________________

Knockout is the leader of the T.O.M.C.A.T.s team. Team 1 as I like to refer to them. T.O.M.C.A.T.s is the acronym for Tactical Operations Modular Cybernetics Assault Team.
Knockout is a skilled combatant and a good leader. She was recruited to join T.O.M.C.A.T.s out of an espionage career. He knowledge of covert operations makes her a good resource for sneaking into places. T.O.M.C.A.T.s operate as more or less commandoes performing surgical strikes rather than waging open warfare. Cordelia is a highly organized and prepared person. Her living quarters, her workout room, her bookshelf. All are testaments to a structured means of dealing with, what she perceives to be, a
chaotic world. She doesn’t like untidiness in manner, culture, or demeanor. She’s not rigid and does not
succumb to obsessive-compulsive patterns. She simply likes things to be arranged “just so.” A comprehensive
plan with several means of achieving the goal will fascinate her.
She’s not overly concerned with material things and prefers a quiet night of discussion to a wild night
on the town. She’s not involved romantically at the moment, though she has been in the past. Specifically,
her relationship with Jake Ellison (Redblade) and his subsequent betrayal has left her emotionally scarred.

The T.O.M.C.A.T.s are a team of operatives that utilize a new tech, Modular Cybernetics, that allows them to tailor their equipment to mission-specific needs. This equates to a character that can have his/her abilities switched around as the mission/adventure calls for. This allows for a flexible character without making them overly powerful. It also gives the player a chance to device their own "usuals list". The build here is the usual list for Knockout. She can take other equipment as needed though.

This product was published by Blue Devil Games back in the days of M&M-1e. I snatched up the PDF when I saw it and I have had it sitting around since then. I had toyed with the idea of converting it over to 2e then I heard of 3e and so I finally opted to make the conversions. I contacted Blue Devil Games and obtained permission to post the conversions.

If you have a problem and you can find them... maybe you can hire the T.O.M.C.A.T.s!! <cue music> (Yeah.. I know... A-Team reference)
More to come!!
Last edited by Emerald Flame on Tue Mar 01, 2011 6:35 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Mar 01, 2011 6:20 pm

STEADFAST

Image
____________________________________________________________________
Strength 5
Stamina 7
Agility 1
Dexterity 1
Fighting 5
Intellect 2
Awareness 0
Presence 1

Advantages
Benefit, Security Clearance 2 (T.O.M.C.A.T.S.), Chokehold, Equipment
2, Improved Critical 2 (Strike: Cyber-arm), Languages 1, Power Attack,
Takedown, Teamwork

Skills
Athletics 2 (+7), Close Combat (Implanted Weapons) 1 (+6),
Deception 3 (+4), Expertise (Demolitions) 2 (+4), Expertise (Disable
Device) 1 (+3), Insight 2 (+2), Intimidation 1 (+2), Perception 3 (+3),
Ranged Combat (Cybernetic Weapons) 4 (+5), Stealth 2 (+3),
Technology 2 (+4), Treatment 1 (+3), Vehicles 10 (+11)

Powers
Armor (Removable)
Protection: Protection 5 (+5 Toughness)
Modular Cybernetics:
> Variable 10 (Technological; Limited (Cybernetic implants only)
> Limited (Only Change at HQ))
Cybernetic Implants (Powers: Enhanced Cyber-legs: Leaping 6,
* Enhanced Fortitude: Enhanced Trait 6
* Left Arm_Cybernetic: Strength based Strike 8
* Super-Strength (Torso): Power-lifting 6)
* Enhanced Cyber-legs: Leaping 6 (Technological, Leap 500 feet at 120 miles/hour)
* Enhanced Fortitude: Enhanced Trait 6 (Technological, Stamina +3 (+7))
* Left Arm_Cybernetic: Strength-based Strike 8 (Technological, DC 28)
Super-Strength (Torso): Power-lifting 6 (Technological, +6 STR for lifting)

Tech-Specs (Removable)
* Immunity: Immunity 10 (Common Descriptor: Dazzle Effects; Limited (Visual Only))
* Sensory Enhancement: Senses 4 (Counters Concealment: Invisibility, Darkvision)

Power Settings
Cybernetic Implants (Powers: Enhanced Cyber-legs: Leaping 6, Enhanced Fortitude: Enhanced Trait 6, Left Arm_Cybernetic: Strengthbased Strike 8, Super-Strength (Torso): Power-lifting 6)

Equipment
Blaster Pistol

Offense
Initiative +1
Blaster Pistol, +1 (DC 20)
Grab, +5 (DC Spec 15)
Left Arm_Cybernetic: Strength-based Strike 8, +5 (DC 28)
Throw, +1 (DC 20)
Unarmed, +5 (DC 20)

Complications
Motivation: Responsibility: Work for the international T.O.M.C.A.T.s
team. (TacOps_Modular_Cybernetics_Assault_Team)
Prejudice: Obvious Cybernetics: Obvious cybernetic implants. Both
Arms and legs.
Weakness: Vulnerable to Magnatism

Languages
English, Polish

Defense
Dodge 3, Parry 5, Fortitude 7, Toughness 12, Will 0

Power Points
Abilities 38 + Powers 61 + Advantages 11 + Skills 17 (34 ranks) +
Defenses 2 = 129
____________________________________________________________________

Marius Bratiano was a career military man in the UN peacekeeping forces until an accident destroyed
much of his body. Born in Poland to a military commander, Marius had followed in his father’s footsteps.
An astonishingly bright youth, he graduated from Warsaw University at nineteen and entered military service. When Poland joined NATO in 1999, he was among the “exchange students” that went to study military theory in the West. By the time he was 23, he was serving as part of Poland’s contribution to the UN’s Current Military Operations Service. In late 2003, he was part of a group that was deployed to the United Nations Mission in Liberia (UNMIL). Due to his advanced training, he was part of the group designated to reform Liberia’s military complex. Soon after starting his tour of duty he encountered agents of THREAT, a worldwide
espionage/assassination organization. THREAT wanted to keep the African states in as much chaos as possible
in order to strip resources (specifically diamonds) from the entire continent and fund their subversive ctivities.
Marius attempted to deal with the agent cell he discovered but he and his team were overwhelmed by
unexpected THREAT superhuman forces. He was badly burned over most of his body, so much so that he was
not expected to live. He was airlifted via UN suborbital to the TOMCATS base, where Dr. Hennessey saved his
life and gave him a new role: superhuman soldier.
_____________________________________________________________________

:arrow: History and Personality from the T.O.M.C.A.T.s PDF by BLUE DEVIL GAMES.
Last edited by Emerald Flame on Sun Mar 06, 2011 2:33 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Mar 01, 2011 6:24 pm

ELECTRILAD

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

Advantages
Attractive, Beginner's Luck, Benefit, Security Clearance 2 (T.O.
M.C.A.T.S.), Equipment 1, Improved Critical (Electricity Control:
Energy Control 8 ), Languages 1, Precise Attack (Ranged,
Concealment), Ranged Attack 2, Teamwork

Skills
Acrobatics 2 (+9), Athletics 2 (+5), Close Combat (Implanted
Weapons) 3 (+8 ), Deception 1 (+5), Insight 4 (+7), Investigation
2 (+4), Perception 1 (+4), Ranged Combat (Cybernetic
Weapons) 2 (+6), Stealth 2 (+9), Technology 5 (+7), Vehicles
5 (+9)

Powers
* Cybernetic Camouflage: Concealment 2 (Sense - Sight; Limited (Conceal true nature of Cybernetics))
* Electricity Control: Energy Control 8 (DC 23)
(AP) Electical Aura: Energy Aura 4 (Alternate; DC 19)
(AP) Flight: Flight 8 (Alternate; Speed: 500 miles/hour, 1 mile/round)
(AP) Static Barrier: Force Field 8 (Alternate; +8 Toughness; Impervious)
(AP) Immunity to Electricity: Immunity 10 (Common Descriptor: Electricity)
Modular Cybernetics: Variable 5 (Technological; Limited (Cybernetic implants only)
Limited (Only Change at HQ))
Cybernetic Implants:
> Protection (Head): Protection 5
> Reflex Booster (Torso): Enhanced Agility 5

Advantages:
Precise Attack (Ranged, Concealment), Ranged Attack 2)
Protection (Head): Protection 5 (+5 Toughness)
Reflex Booster (Torso): Enhanced Agility 5 (+5 AGL)
Power Settings
Cybernetic Implants
(Powers: Protection (Head): Protection 5, Reflex Booster (Torso): Enhanced Agility 5, Advantages:
Precise Attack (Ranged, Concealment), Ranged Attack 2)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +7
Electical Aura: Energy Aura 4, +5 (DC 19)
Electricity Control: Energy Control 8, +6 (DC 23)
Grab, +5 (DC Spec 13)
Throw, +6 (DC 18)
Unarmed, +8 (DC 18)

Complications
Disability: Missing Arm Port, Missing Leg Port, Missing Sensory Port.
Motivation: Responsibility: Work for the international T.O.M.C.
A.T.s team. (TacOps_Modular_Cybernetics_Assault_Team)

Languages
English, German

Defense
Dodge 9, Parry 5, Fortitude 5, Toughness 8, Will 3

Power Points
Abilities 52 + Powers 56 + Advantages 8 + Skills 15 (29
ranks) + Defenses 4 = 135
____________________________________________________________________
Jae-Eun San is the son of a naturalized Korean businessman and an American writer. His early
life was remarkable only in that he traveled a great deal with his father and learned a smattering of different
languages. By the time he was in middle school, his father had a job that did not require him to travel so
much, and the family settled in a quiet town on the Pacific Coast.
Jae was very bright for his age, and his local school wasn’t up to challenging him. He became bored and
that quickly led to a reputation as a troublemaker.
Although it was mostly unearned, he was behind some very memorable pranks. As he grew older, though, he
fell in with rougher and meaner kids. His rep as an outsider pushed him to the fringes of the school’s
social circles, and soon he found himself hanging around with gang members. Jae realized they were
trouble, but he also wanted friends—even if they were temporary ones.
Ultimately, that was his undoing. The petty crimes rapidly escalated. His “friends” became affiliated with a
Crips spin-off, called The 67th Kings. They were employed as scouts, lookouts, mules, and worse.
Finally, Jae realized the element he had allied with, and he decided he had to walk away. He found out the hard
way that it’s not that simple. Five of the Kings kidnapped him and tortured him for days before finally
dumping his body in a place where he was sure to be found—an example to others. Jae barely lived through
the ordeal, but he was paralyzed from the neck down by the severe trauma he’d endured.
The specifics of his injuries were put into the hospital database in the hopes of finding sufficient donors for
nerve crafting therapy. The information found its way to Caitlyn Hennessey as she was ready to start field-testing her second-generation cybernetic replacements. Jae was perfect for her research needs, and the replacements would allow him to walk again. Arrangements were made.
Jae’s parents were contacted by a “private clinic” that “one order of fried bad guy, coming up!”
T.O.M.C.A.T.S — 12 offered to accept Jae in a human trial of their experimental procedures. All agreed it was the best chance. Jae arrived in Oregon full of hope, and soon saw those hopes realized in ways he’d never imagined. The procedure required weeks of preparation. During that time, Jae ferreted out much of the facility’s real nature. The main operation replacing Jae’s spine took two days of human and robotic labor. It was a success and paved the way for the secondary and tertiary operations that rebuilt the boy’s motor controls and nervous system. Unfortunately, there was an unforeseen side-effect once Jae was disconnected from the main power system: He spontaneously generated electrical power far in excess of what was required for his nervous system to pass signals and to power the internal equipment. Unable to reduce the effect without condemning the boy to life as a paraplegic, the project staff eventually concluded that they could either have a new member for the TOMCATS team or an uncontrolled, super-powered security risk. It wasn’t much of a choice.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Mar 01, 2011 6:28 pm

Dr. Caitlyn Hennessey

Image
________________________________________________________________________
Strength 1
Stamina 1
Agility 3
Dexterity 2
Fighting 3
Intellect 5
Awareness 3
Presence 2

Advantages
Diehard, Eidetic Memory, Great Endurance, Minion 4

Skills
Athletics 1 (+2), Close Combat (????) 1 (+4), Expertise
(Cybernetics) 12 (+17), Insight 5 (+8), Investigation 5 (+10),
Perception 12 (+15), Technology 12 (+17), Treatment 12 (+17),
Vehicles 5 (+7)

Powers
* Cybernetic Linkage: Other Communication 5 (Sense Type: Datalink)
* Rapid Healing: Regeneration 5 (Every 2 rounds)

Offense
Initiative +3
Grab, +3 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +3 (DC 16)

Complications
Motivation: Responsibility: Works for International T.O.M.C.A.T.
s team. Designer of all of T.O.M.C.A.T.s equipment.
Obsession: Designing and improving cybernetic designs

Languages
English

Defense
Dodge 3, Parry 3, Fortitude 1, Toughness 1, Will 3

Power Points
Abilities 40 + Powers 25 + Advantages 7 + Skills 33 (65
ranks) + Defenses 0 = 105
________________________________________________
GREASE MONKEY
Strength 2
Stamina 0
Agility 6
Dexterity 6
Fighting 4,
Intellect 0
Awareness 2
Presence 0

Advantages
Improved Grab

Skills
Acrobatics 8 (+14), Athletics 6 (+8)

Powers
* Immunity to Fortitude Effects
* Movement: Movement 4
> Safe Fall
> Sure-footed 1, Swinging,
> Wall-crawling 1 (-1 speed rank))
* Prehensile Tale: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +6
Grab, +4 (DC Spec 12)
Throw, +6 (DC 17)
Unarmed, +4 (DC 17)

Complications
Disability: Limited mental processing ability.
Prejudice: Small robotic monkey

Languages
English

Defense
Dodge 6, Parry 4, Fortitude Immune, Toughness 0, Will
Immune

Power Points
Abilities 10 + Powers 43 + Advantages 0 + Skills 7 (14 ranks)
+ Defenses 0 = 60
________________________________________________________________________

Caitlyn was born in a suburb of Dublin to a mechanic and his wife, a teacher. She was the youngest
of five siblings. All of the children showed signs of being very intelligent and inventive, even at early ages. Her
older sister, Amanda, patented a new process for film development that made the family quite wealthy; her
brother wrote songs that sold regularly to worldrenowned recording artists; and the rest of her siblings
did almost as well.
Caitlyn became interested in mechanics and later physics through working with her father. She was
rebuilding car engines by the time she was in grammar school. Before high school, she was getting offers from
major universities to come study there. During her high-school years, she entertained a brief career as a
superheroine—“Magda, Mistress of Magnetism”— based on her invention of a magnetic repulsion-field
generator. The basis for that invention would later show up in her early cybernetic designs.
“Magda”’ was sidelined for two years after a neardeath encounter with the supervillain, Pyre. Caitlyn
became very withdrawn for a time as a result of her trauma and retreated into a world of computer games
and online fantasies. Only her brother Ian’s loving intervention pulled her back from the brink, when she
had become trapped inside a cyberspace reality. She became more cynical and abrupt. She rebuffed
overtures by several well-known superheroes to serve as a lead technician. She would have nothing to do with
their kind.
Eventually, she turned down other roads of scientific inquiry; she earned her medical license before turning 21
and was certified as a neurosurgeon a year later. Just after she turned 25, she immigrated to America to pursue her various study interests. She took residence in the Oregon wilds to avoid corporate headhunters wanting to enlist her services. For more than 10 years, she lived in almost complete isolation and declared to her family that she wanted nothing more to do with the world, that it could just go “hang all” for all she cared.
She changed her mind years later, when she struck up a long-distance relationship with a young and
eccentric genius named Darin Beeks. Beeks drew her out of her shell with his wild ideas and his apparent ability to realize them. They traded information back and forth for years before she found out he worked for the US
government. By that time, agents were already watching her. When Beeks demonstrated technology
they’d worked on and casually mentioned her involvement, she was brought in for “questioning.”
Given a choice between life in prison and a chance to develop new technologies with the latest in hardware
and software…. Well, it didn’t take her 171 I.Q. to come up with an answer. She came out of her selfimposed
isolation and now finds herself much more involved with the real world than she has been in years.

Personality: Caitlyn is brusque while she’s dealing with a problem or researching a new idea. She’s been
known to ignore people in the same room with her until she bumps into them. She’s not being rude; she just
gets so absorbed in what she’s doing that she forgets the social niceties from time to time. A true challenge
will see her forgetting to eat or sleep for days on end. In more relaxed settings, she unwinds a bit and
has been known to spin tales about her childhood in Ireland or about her many, many relatives. (They all
seem to have a major eccentric streak, especially her dozen aunts; compared to them, going to work in a
secret base and being surrounded by robot monkeys is positively normal.) Even in private, she’s quite
comfortable being blunt and forthright even to her superiors. Caitlyn lived alone for many years until she was
recruited into what became the TOMCATS project. She’s still adjusting to life outside her home and lab, even
though she stays glued to a terminal ten hours or more a day.
____________________________________________________________________
:arrow: History and Personality from the T.O.M.C.A.T.s PDF by Blue Devil Games.
Last edited by Emerald Flame on Sun Mar 06, 2011 7:30 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Mar 01, 2011 6:30 pm

Captain John Lancaster

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

Advantages
Equipment 5, Leadership

Skills
Athletics 2 (+4), Close Combat (Cloase Combat training) 2
(+5), Deception 4 (+6), Expertise (Diplomacy) 7 (+9), Expertise
(Profession: Military Officer) 8 (+10), Intimidation 6 (+8),
Investigation 4 (+6), Ranged Combat (Small Arms Training) 2
(+4), Technology 3 (+5), Vehicles 5 (+7)

Equipment
Assault Rifle, Heavy Pistol, Undercover Shirt

Offense
Initiative +2
Assault Rifle, +2 (DC 20)
Grab, +3 (DC Spec 12)
Heavy Pistol, +4 (DC 19)
Throw, +2 (DC 17)
Unarmed, +5 (DC 17)

Complications
Motivation: Responsibility: Capt in the U.S. Army and military
liason with T.O.M.C.A.T.s
Secret: Capt. Lancaster knows where "the bodys are buried"
and knows enough dirt on enough people that he can get
things done.

Languages
English

Defense
Dodge 4, Parry 3, Fortitude 1, Toughness 1, Will 1

Power Points
Abilities 30 + Powers 0 + Advantages 6 + Skills 22 (43 ranks)
+ Defenses 2 = 60
________________________________________________________________________
Capt. Lancaster is a career military man, born into a military family and raised on tales of bravery and
service all his life. He never wanted to be anything else. As a young man, he served in the Air Force as a fighter pilot, but he was forced out when an injury slightly damaged his eyesight. (He wears contacts to correct
his vision.) He went through a time of severe depression but managed to come through it and move
on with his career. His ability to cut through red-tape and hurdle bureaucratic barriers impressed his
commanders even as it drove them to distraction with his disregard for rules. If it weren’t for his completely
impeccable integrity, he would have been courtmartialed years ago.
Several well-publicized events made Lancaster too high-profile to have him quietly shuffled off to a minor
base or swept under the rug. Most notably, his testimony destroyed the career of a prominent senator,
who had a hand in diverting American military technology to private concerns and foreign governments. Although he did the right thing, the manner in which he did it rubbed some the wrong way.
The Pentagon had to do something with him. When the political firestorm over “Green Mountain” settled down, Lancaster assumed permanent command over the base site and served as the U.S. Liaison to the project.
Personality: Capt. Lancaster is a man who knows how to get things done, regardless of the rules or regulations.
He concentrates on the goal and uses whatever means—within the strictures of his own moral code—to achieve
that goal. He’s completely committed to seeing his team succeed on the world stage. He’s very proud of his
country, and it doesn’t take much to make him agree to something if it can be tied into “America’s honor.” He is an utterly, sometimes brutally, fair man with high standards of integrity; he has no qualms about destroying his own career if it means righting a wrong or undoing an injustice. In many ways he is the moral center of the entire operation. He dislikes and distrusts Milliford, finds himself attracted to Dr. Hennessey, and he feels nothing but pride for the superhumans assigned to the team.
Last edited by Emerald Flame on Sun Mar 06, 2011 8:00 pm, edited 1 time in total.
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