Emerald Flame's 3e Builds (COBOLT 3.0)

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Mar 01, 2011 6:31 pm

Martin Milliford

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

Advantages
Connected, Leadership

Skills
Athletics 1 (+2), Deception 4 (+6), Expertise (Bureaucracy) 3
(+5), Expertise (Forgery) 3 (+5), Insight 3 (+5), Investigation 4
(+6), Perception 3 (+5), Ranged Combat (Small Arms Training)
1 (+2)

Powers
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +1
Grab, +3 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +3 (DC 16)

Complications
Motivation: Responsibility: Financial support and logistics for the T.O.M.C.A.T.s
Secret: Works with T.O.M.C.A.T.s

Languages
English

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

Power Points
Abilities 28 + Powers 2 + Advantages 2 + Skills 11 (22 ranks)
+ Defenses 2 = 45
________________________________________________________________________
:arrow: Following information is from the T.O.M.C.A.T.s PDF.

Milliford comes from “old money.” The youngest son of a wealthy Chicago family, he never
expected to have to work a day in his life. Upon his high school graduation, he received a rude awakening:
unless he went to college and made something of himself, he would be cut out of his father’s will entirely.
He did go—indeed, he thrived—but he never forgave his parents for their “betrayal.” It drove a wedge
between them that has never healed. Milliford went to George Washington University and has not set foot in
Chicago since the day he graduated from high school.
Milliford graduated and went on to a management position with a division of Boeing, before transferring to
a high-level position at the Rand Corporation, managing governmental contracts. From there, it was a short step to a cushy position in the Pentagon and a nice Georgetown townhouse. He stayed there for a good ten
years before becoming unwittingly embroiled in a hostage crisis precipitated by North Korean supervillian, Gamagol. He was able to successfully negotiate a hostage release, plus feed the villain false information that led to his capture. Milliford’s ability to keep a cool head on his shoulders was noticed by the right people, and he was picked to be the project manager for T.O.M.C.A.T.s shortly thereafter.
Personality: Milliford is ambitious. He feels stifled by the rules and regulations he’s mastered, but he also knows that he can use these rules to his advantage. He has a core of greed in him that he keeps hidden; he certainly enjoys the finer things in life. Everyone knows this, but few suspect the lengths he’ll go to maintain that lifestyle.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Mar 07, 2011 6:58 pm

Khatib

____________________________________________________________________
Strength 0
Stamina 0
Agility 1
Dexterity 1
Fighting 2
Intellect 3
Awareness 4
Presence 5

Advantages
Assessment, Attractive, Inspire

Skills
Expertise (Diplomacy) 7 (+10), Expertise (Innuendo) 7 (+10),
Insight 8 (+12), Investigation 7 (+10), Perception 3 (+7)

Powers
Blessed Shawl
Mystical Healing: Regeneration 10 (Linked; Mystic, Every 1
round)
Protection: Protection 10 (Linked; Mystic, +10 Toughness)
Mind Control
Communication: Mental Communication 1 (Linked; Mystic, Sense Type: Mental)
Mind Control: Mind Control 10 (Linked; Mystic, DC 20)
Psychic Awareness: Senses 1 (Awareness: Psychic)
Sonic Blast: Blast 10 (Mystic, DC 25)

Offense
Initiative +1
Grab, +2 (DC Spec 10)
Mind Control: Mind Control 10 (DC Will 20)
Sonic Blast: Blast 10, +1 (DC 25)
Throw, +1 (DC 15)
Unarmed, +2 (DC 15)

Complications
Obsession: Follower of Left Hand of Batil
Secret: Mutant sound manipulator

Languages
English

Defense
Dodge 1, Parry 2, Fortitude 4, Toughness 10, Will 4

Power Points
Abilities 32 + Powers 85 + Advantages 3 + Skills 16 (32
ranks) + Defenses 4 = 140

____________________________________________________________________
One of the few women who is an active member of the cell, Khatib is a
stunningly beautiful, though modest, woman.
She stands nearly 6’2” tall and has a slender, dancer’s figure. Her jet black hair and
intoxicating onyx eyes are frequently kept hidden by her mystical shawl. In addition to
this treasured item, she generally wears drab, beige-colored, loose-fitting robes.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Mar 07, 2011 7:42 pm

FITNAH
____________________________________________________________________
Strength 2
Stamina 3
Agility 3
Dexterity 3
Fighting 4
Intellect 4
Awareness 4
Presence 3

Advantages
Ambidexterity, Assessment, Close Attack 3, Contacts,
Equipment 6, Leadership

Skills
Athletics 2 (+4), Close Combat (Twin Dragon Scimitars:
Strength-based Strike 10) 5 (+9), Deception 2 (+5), Expertise
(Demolitions) 7 (+11), Expertise (Survival) 7 (+11), Insight 6
(+10), Intimidation 8 (+11), Perception 8 (+12), Sleight of Hand 2 (+5),
Stealth 2 (+5), Vehicles 6 (+9)

Powers
Fire Blast: Burst Area Blast 12 (Mystic, DC 27; Burst Area 2
(60 feet radius sphere), Innate; Reduced Range (touch),
Limited (Organic Material Only))
Limited (Requires touch of target)
Teleport: Teleport 10 (Mutant, 4 miles in a move action,
carrying 50 lbs.; Change Direction, Change Velocity,
Turnabout)
Twin Dragon Scimitars: Strength-based Strike 10 (Mystic,
DC 27; Penetrating, Multiattack)

Equipment
Assault Rifle, Bulletproof Vest, Heavy Pistol, Knife

Offense
Initiative +3
Assault Rifle, +3 (DC 20)
Fire Blast: Burst Area Blast 12 (DC 27)
Grab, +7 (DC Spec 12)
Heavy Pistol, +3 (DC 19)
Knife, +7 (DC 18)
Throw, +3 (DC 17)
Twin Dragon Scimitars: Strength-based Strike 10, +12 (DC 27)
Unarmed, +7 (DC 17)

Complications
Obsession: Zealot: Dedicated to the cause of the Left Hand of Batil
Secret: Mutant energy manipulator.

Languages
French

Defense
Dodge 4, Parry 5, Fortitude 10, Toughness 7, Will 8

Power Points
Abilities 52 + Powers 69 + Advantages 13 + Skills 29 (57
ranks) + Defenses 13 = 176
____________________________________________________________________
Fitnah is a tall, lean man with well-defined but not grossly-sized muscles. He
keeps his head clean shaven and is extremely tan. He generally wears traditional Arab
clothing. His most distinguishing feature is the fact that his left ear has been removed,
punishment for some prior offense.

Tactics:
Khatib, a rare female operative, is an expert at mind control; Fitnah’s unique ability is to charge living matter with explosive energy. Combining these two powers, the squad has systematically taken control of unwitting citizens and created a series of living, breathing bombs.
Khatib mind controls the "victim/bomb" which Fitnah then charges with explosive energy. Khatib then has the "victim/bomb" walk into the target location and .... BOOM!!
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Fri Apr 08, 2011 7:02 pm

PALADIN 3.0
Temporal Augmented Rapid Deployment Incident Suit.

Image
Orignal art by Darthrith from Deviantart.com
_______________________________________________________________________________________

Strength 6
Stamina 3
Agility 4
Dexterity 3
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 (+9/+5), Technology 4 (+9), Treatment 1 (+6)

Powers
Cosmo-Sapien Physiology
* Alien Physiology
* Alien Brain-power: Mental Communication 2 (Linked; Alien, Biological, Sense Type:
Machine Interface)
* Immunity: Immunity 1 (Linked; Aging; Limited (Slowed aging))
* Rapid Healing: Regeneration 5 (Linked; Alien, Biological, 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 (Thrusters: Flight 6))
> Variable Event Sonic Tool (Alternate; Removable)
>> Sensor System: Senses 5 (Accurate: Energy sense, Acute: Energy sense, Analytical:
Energy Sense, Awareness: Energy Sense)
>> Sonic Key: Transform 5 (Technological, Affects: 1 Thing > 1 Thing - Locked to
Unlocked, Transforms: 25 lbs., DC 15)
* 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 (+9))
* Quick Deployment: Feature 1 (Technological)
* 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)

Equipment
Dimensional HQ

Offense
Initiative +8
Anti-Personnel Weapon: Blast 8, +9 (DC 23)
Beam Saber: Strike 10, +5 (DC 25)
Grab, +5 (DC Spec 16)
Harpoon Launcher: Strike 8, +9 (DC 23)
KINETIC MANIPULATION SYSTEM: Blast 11, +9 (DC 26)
Poly-Steel Binders: Snare 7, +9 (DC Dog 17)
Power Winch: Move Object 5, +3 (DC 15)
Rapid-Pulse K-Weapon: Blast 8, +9 (DC 23)
Sonic Key: Transform 5, +3 (DC Dog 15)
Stun Pulse System: Cumulative Affliction 8, +9 (DC Fort 18)
Throw, +3 (DC 21)
Unarmed, +5 (DC 21)

Complications
Motivation: Thrills: Being a hero gives Carter a feeling of "being alive"
Secret: Secret Identity: Carter Hargrieves Owner of Technologies... A think-tank for
prototyping and developing new technologies.
Secret: His "biological" father was an alien visitor.

Dimensional Headquarters
Toughness 10, Size Huge

Features:
Communications, Computer, Concealed 1, Defense System,
Dual Size 2, Gym, Holding Cells, Infirmary, Laboratory, Library,
Living Space, Power System, Sealed, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills
0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 20

S.Q.U.I.R.e Remote Drone
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 (Unarmed) 1 (+2), Insight 1 (+6), Perception 2 (+7),
Ranged Combat (Suit weapons) 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
English

Defense
Dodge 2, Parry 1, Fortitude Immune, Toughness 0, Will None
_________________________________________________________________________
:arrow: Here is a variant of the Paladin Armor system. The next evolution... The story arc that we are playing through is leading the heroes into a clash with the main bad guy and in the "final confrontation" there will be some revelations. The Paladin character has been living a secret life.
I opted to take a character concept that I had built before (See HERE) in which a Time Lord character (Ala Doctor Who-verse) was stranded on Earth and was using his intelligence to fight bad guys. I found a picture of a Dalek Hunter armor squad and that really cemented the notion that the Time Lords might use more war-like tactics if the situation required it. Thus, the idea that a Time Lord, stranded on Earth might use his advanced knowledge to build a suit of armor and fight the bad-guys. To avoid having to initiallly drag in a whole universe of characters, I opted to make the character of "alien origin" but did not call him a "Time Lord"... I can always bring that up later. Right now, he is merely an alien from a race with advanced tech. YES... I did borrow a lot from the Time Lords, but I avoided calling him one. What is in a name???? :roll:
:arrow: In the game, he has been hiding out and fight the bad guys. The team knows very little about him and this is the way he likes it.
:arrow: The suit employs the same design tech as the previous models with a few tweaks. I added a new Alt Power to the weapons system, A sonic-powered multi-tool. :wink:
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Fri Apr 08, 2011 7:38 pm

I have been toying around with a .... strange... idea. <What's new right??>

I really doubt I will ever make a T.A.R.D.I.S. (Time And Relative Dimensions In Space) for my Paladin character, but I have considered making the suit being able to open a portal to a "pocket dimension".

The stranger part is that I even had the weird idea of having a real T.A.R.D.I.S. (as in "Blue Police Box)transforming into the suit. Follow my thinking... If you dare!!
The hero runs into a blue box .... <insert sound effects> and instead of the blue box disappearing, it starts to shrink down and transform into a battlesuit. Which functions as a normal battle suit... HOWEVER... it can then transform back into a "Police Call Box" and then is "bigger on the inside than on the outside". Strange concept... but it could be fun. :P

It is a weird thought... but it might be fun to try stat'ing out.... Or not.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Thu Apr 21, 2011 1:19 pm

CENTURIONS

Image

__________________________________________________________

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

Advantages
Assessment, Benefit, Security Clearance 2: Top Secret, Benefit,
Status 2: United Nations Task Force, Defensive Attack,
Diehard, Leadership, Teamwork, Well-informed

Skills
Athletics 1 (+3), Deception 2 (+3), Expertise: Current Events 3
(+4), Expertise: Diplomacy 2 (+3), Expertise: Disguise 1 (+2),
Expertise: Survival 2 (+3), Intimidation 1 (+2), Investigation 3
(+4), Ranged Combat: Suit Systems 4 (+6), Stealth 3 (+5), Technology
2 (+3), Treatment 1 (+2)

Powers

* Combat Systems (100 pts): Variable 20
(Technological; Limited: Must be able to "Beam Down")

Exo-Frame Suit (Removable)
* Armor Weave: Protection 8 (Technological, +8 Toughness)
* Secure Link Radio: Radio Communication 1
(Technological, Sense Type: Secure Link; Subtle: encrypted, Selective)

Offense
Initiative +2
Grab, +3 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +3 (DC 17)

Complications
Fame
Motivation: Justice

Languages
English (or other native language)

Defense
Dodge 2, Parry 3, Fortitude 2, Toughness 10, Will 1

Power Points
Abilities 28 + Powers 131 + Advantages 10 + Skills 9 (25
ranks) + Defenses 0 = 178
____________________________________________________________________

Here is my 3e version of the Centurions character that I built in 2e. After building them in 2e, I have been toying with the idea of converting them over. It is a matter of time..
____________________________________________________________________
This is an "alternate reality" version, that is set in the M&M world. Now I present the ...

Centurions

The Centurion Project was brought into existance by global outcry. The United Nations wanted to create a peacekeeping force that did not rely on the "supers". Ordinary men and women would be trained and equiped with advanced combat systems that would allow them to operate in virtually any enviroment and at different levels of response. The project was dubbed... the Centurions.

The entire idea started with the invention of a the Modular Combat Systems Exo-Frame. Professor Kane designed an exo-frame suit that granted the wearer enhanced strength and protection as well as allowing advanced combat systems to attach to them. The combat systems provide the power for the frame and the exo-frame adjusts the strength enhancement so that the wearer is able to handle the combat system as if it were not an encumberance.

With the exo-frame and the use of a teleporter system. The Centurions could be sent anywhere in the world and given the weapons that they need to handle any situation.

A large orbiting space station was placed into orbit, from which the operations of the Centurions could be monitored and the combat systems could be deployed. The space station, dubbed the Sky Vault, holds most of the weapons used by the Centurions. If there is a need for a combat system that is "out of stock" then the system is 'beamed' from secret warehouses elsewhere.

Professor Kanes' daughter, Krystal was given the position of Systems Operator and commands Sky Vault One.


More to Come
Last edited by Emerald Flame on Mon Apr 25, 2011 2:09 pm, edited 1 time in total.
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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 cassius335 » Thu Apr 21, 2011 1:48 pm

Centurions! Yay! :D

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Sun Apr 24, 2011 9:55 am

Alright... I know that my interests are varied.. But just as I started to work on my Centurions conversions.. My kids got me looking at Power Rangers. The action is somewhat campy... Ok really campy and the acting won't win any awards.... But the Zords. ..

Ok.. I have always had an interest in robots and tech-heroes. I started wondering about about a hero with robot animal companions that could combine into a kickass battlesuit. The guy would be a pretty normal schmoe with some powerful pets.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Sun Apr 24, 2011 6:58 pm

FIRE FORCE 3e
[Power Points: 97]

Image
_________________________________________________________

WEAPON SYSTEMS

* Plasma Accelerator: Burst Area Blast 10
(Technological, DC 25; Burst Area: 30 feet radius sphere)

* Plasma Repulser: Blast 5
(Technological, DC 20; Multiattack)

* Twin Laser: Blast 8
(Technological, DC 23)

SECONDARY SYSTEMS

* Targeting Computer (Advantages: Accurate Attack, Ranged Attack 2)

HELMET SYSTEMS

* Encrypted Radio: Radio Communication 3
(Linked; Technological, Sense Type: Encrypted; Subtle: subtle)

* Internal Airsupply: Immunity 10
(Linked; Technological, Common Descriptor: Breathing)

* Optical Shielding: Immunity 10
(Linked; Technological, Common Descriptor: Visual: Dazzle)

_________________________________________________________

:arrow: Here is the first weapons system that I stat'd out for 2e.. and accordinly the first for 3e. This is the standard weapon system deployed by Jake Rockwell (Land Operations).

As previously, I opted to stat each item up on a line instead of lumping the weapons together in an array.

I did not include the power amplification backpack (granting the exo-frames ability to handle the weapons) I figure that this is a role-play conept more than a roll-play item, so I opted to leave it out.
Last edited by Emerald Flame on Sun Oct 28, 2012 1:13 pm, edited 3 times in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Apr 25, 2011 4:14 am

HORNET 3e


HORNET Weapon System
[Powers Cost: 86]


Image
_________________________________________________________

SECONDARY SYSTEMS

* Encrypted Radio: Radio Communication 3
(Technological, Sense Type: Encypted Comm Link; Subtle: subtle)

* Helicoptor Pack: Flight 8
(Technological, Speed: 500 miles/hour, 1 mile/round; Wings)

* Targeting Computer (Advantages: Accurate Attack, Ranged
Attack 2)

WEAPON SYSTEMS

* Freeze ray
> Encased in Ice: Snare 10
(Linked; Cold, Technological, DC 20; Fades)
> Freeze Ray: Blast 10 (Linked; Cold, Technological, DC 25)
> Freezing Cold: Affliction 1
(Linked; Cold, Technological, 1st degree: Hindered, 2nd degree: Disabled, 3rd degree:
Incapacitated, Resisted by: Fortitude, DC 11)

* Sidewinder Missles: Burst Area Blast 10 (Technological, DC
25; Burst Area: 30 feet radius sphere, Homing: 1 extra attempt; Limited: 6 shots only)
Last edited by Emerald Flame on Sun Oct 28, 2012 1:14 pm, edited 3 times in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Apr 25, 2011 1:18 pm

Wild Weasel
[Powers Points: 66]

Image
__________________________________________________________
PROTECTIVE ARMORED SHELL

* High-Speed Wheels: Speed 3
(Technological, Speed: 16 miles/hour, 250 feet/round; Limited: Must Remain in contact
with Ground)

* Armored Shell: Protection 10
(Technological, +10 Toughness; Impervious)

* Encrypted Radio: Radio Communication 3
(Technological, Sense Type: Encrypted Radio; Subtle: subtle)

* Internal Air Supply: Immunity 1
(Suffocation: Internal Air Supply)

* Visual Shielding: Immunity 10
(Common Descriptor: Dazzle: Visual)

* Targeting Computer
(Advantages: Accurate Attack, Ranged Attack 2)

WEAPONS

Land Lasers: Blast 8
(Technological, DC 23; Penetrating)

____________________________________________________________

Here is the cool armored motorcycle that Jake Rockwell used in the series. It did not carry many weapons, but it was a work-horse and could take a beating.
Last edited by Emerald Flame on Sun Oct 28, 2012 1:17 pm, edited 3 times in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Apr 25, 2011 1:56 pm

SWING SHOT WEAPON SYSTEM

Image

SWING SHOT Weapon System
[Powers Points: 86]

WEAPONS SYSTEMS

* Howitzer: Burst Area Blast 10
(Technological, DC 25; Burst Area: 30 feet radius sphere, Extended Range)
* (AP) Trajectoid Missles: Burst Area Blast 8
(Technological, DC 23; Burst Area: 30 feet radius sphere, Extended Range)

Mega-Blaster / Arm Shields Module
* Arm Shields: Deflect 4
(Linked; Technological)
* Mega Blasters: Blast 8
(Linked; Technological, DC 23; Multiattack)


SECONDARY SYSTEMS
* Caterpillar Track Modules: Movement 2
(Technological, Sure-footed 1, Wall-crawling 1: -1 speed rank)

* Helmet (Removable)
Encrypted Radio: Radio Communication 3
(Technological, Sense Type: Encrypted Radio; Subtle: subtle)

* Internal air supply: Immunity 1
(Technological, Suffocation: Internal Air Supply)

* Visual Shielding: Immunity 10
(Technological, Common Descriptor: Dazzle: Visual)

* Targeting Computer (Advantages: Accurate Attack, Ranged Attack 2)

__________________________________________________________

This was a late comer to the Centurions toy line and I remember seeing it in the store. I regret not picking it up at that time. It was on the discount rack. :(

Although I do not remember this unit in the cartoon show, I always thought of it as a "replacement" or upgrade for Wild Weasel or a lesser version of Detonator.
Last edited by Emerald Flame on Sun Oct 28, 2012 1:17 pm, edited 1 time in total.
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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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Emerald Flame
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Apr 25, 2011 2:36 pm

DETONATOR


Image

Detonator Weapon System
[Powers Points: 98]

WEAPON SYSTEMS

* Pulsating Freeze-Ray Blasters: Blast 10
(Cold, Technological, DC 25; Precise)

* (AP) Drain Toughness: Affliction 10
(Alternate; Cold, Technological, 1st degree: Fatigued, 2nd degree: Exhausted,
3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)

* (AP)Ice Constructs: Create 10
(Alternate; Cold, Technological, Volume: 1000 cft., DC 20)

* (AP) Ice Snare: Snare 7 (Alternate; Cold, Technological, DC 17)

* (AP) Sonic Screen: Burst Area Force Field 10
(Sonic,Technological, +10 Toughness; Burst Area: 30 feet radius sphere)

* Splicer Missles: Burst Area Blast 10
(Technological, DC 25; Burst Area: 30 feet radius sphere, Homing 2: 2 extra attempts)

SECONDARY SYSTEMS

Helmet (Removable)
* Encrypted Radio: Radio Communication 3
(Technological, Sense Type: Encrypted Radio; Subtle: subtle)
* Internal air supply: Immunity 1
(Technological, Suffocation: Internal Air Supply)
* Visual Shielding: Immunity 10
(Technological, Common Descriptor: Dazzle: Visual)

* Targeting Computer (Advantages: Accurate Attack, Ranged
Attack 2)
Last edited by Emerald Flame on Sun Oct 28, 2012 1:18 pm, edited 1 time in total.
Emerald Flame's 3e Builds
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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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Emerald Flame
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Wed Apr 27, 2011 6:05 pm

TIDAL BLAST COMBAT SYSTEM

Image
__________________________________________________________
TIDAL BLAST COMBAT SYSTEM
[Powers Points: 93]

WEAPON SYSTEMS

* Grappler w/ Winch: Move Object 8 (Technological, 6 tons;
Limited: Only towards the user)

* Harpoon: Blast 5 (Technological, DC 20; Penetrating)

* Repulsar Cannon: Blast 8 (Technological, DC 23)

* Shark Missles: Burst Area Blast 10 (Technological, DC 25;
Burst Area: 30 feet radius sphere, Extended Range)

SECONDARY SYSTEMS

* Helmet (Removable)
> Encrypted Radio: Radio Communication 3 (Technological,
> Sense Type: Encrypted Radio; Subtle: subtle)
> Internal air supply: Immunity 1 (Technological, Suffocation:
Internal Air Supply)
> Visual Shielding: Immunity 10 (Technological, Common
Descriptor: Dazzle: Visual)

* Environmental Adaptation: Aquatic: Feature 1
(Technological)

* Hydropower Thrusters: Swimming 4 (Technological, Speed:
8 miles/hour, 120 feet/round)

* Targeting Computer (Advantages: Accurate Attack, Ranged
Attack 2)
_________________________________________________________

:arrow: Here is the second step in the aquatic combat system ladder. This is the medium-response unit that was used most of the time. It granted the most flexibility and maneuverability while also offering higher levels of fire-power.
Last edited by Emerald Flame on Sun Oct 28, 2012 1:18 pm, edited 1 time in total.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

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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Emerald Flame
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Posts: 3035
Joined: Wed Aug 03, 2005 11:28 am
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Wed Apr 27, 2011 6:29 pm

AWESOME AUGER

Image
__________________________________________________________

Awesome Auger Weapon System
[POWER POINTS: 59]

WEAPON SYSTEMS

* Pulsating Tectonic Blasters: Blast 8 (Technological, DC 23;
Multiattack)
* Rotating Auger & Sonic Shredder: Burrowing 6
(Technological, Speed: 4 miles/hour, 60 feet/round; Subtle: subtle, Penetrating)
__________________________________________________________

:arrow: This unit was a late-comer to the Centurions line. I remember seeing it on the toy store shelves. It appeared to be a rescue vehicle. It was able to burrow quickly through the ground and recover persons that might have been buried.



Helmet (Removable)
> Encrypted Radio: Radio Communication 3
(Technological, Sense Type: Encrypted Radio; Subtle: subtle)
> Internal air supply: Immunity 1
(Technological, Suffocation: Internal Air Supply)
> Visual Shielding: Immunity 10
(Technological, Common Descriptor: Dazzle: Visual)

* Targeting Computer
(Advantages: Accurate Attack, Ranged Attack 2)

* Terra-Sensors: Senses 5
(Technological, Detect: Tremors 1, Penetrates Concealment: X-Ray Vision)
Last edited by Emerald Flame on Sun Oct 28, 2012 1:21 pm, edited 1 time in total.
Emerald Flame's 3e Builds
Emerald Flame's 2e Misc. Builds

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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