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 » Wed Apr 27, 2011 6:43 pm

CRUISER COMBAT SYSTEM
[Power Points: 69]

Image
__________________________________________________________

WEAPON SYSTEMS
* Hydro Missle: Burst Area Blast 8
(Technological, DC 23; Burst Area: 30 feet radius sphere, Extended Range)

* Repulsar: Blast 8
(Technological, DC 23)

SECONDARY SYSTEMS

* Environmental Adaptation: Aquatic: Feature 1
(Technological)

* 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)

* Hydropower Thrusters: Swimming 3
(Technological, Speed: 4 miles/hour, 60 feet/round)

* Radar Repulsar: Concealment 1
(Technological, Other Sense: Concealment -vs- Radar)

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

:arrow: This is the basic Aquatic Operations package for a Centurion. In the cartoon show, this was Max Ray. This was Also the weapons system that came with the base toy.
Last edited by Emerald Flame on Sun Oct 28, 2012 1:21 pm, edited 1 time in total.
Emerald Flame's 3e Builds
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Emerald Flame
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Wed Apr 27, 2011 7:03 pm

DEPTH CHARGER

Image
__________________________________________________________

DEPTH CHARGER COMBAT SYSTEM
[Power Points: 91]

WEAPONS SYSTEMS

* Deep Sea Torpedoes: Burst Area Blast 10
(Technological, DC 25; Burst Area: 30 feet radius sphere, Extended Range)

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

* (AP) Aqua Lasers: Blast 8
(Alternate; Technological, DC 23)

* (AP)Hydromine: Burst Area Blast 10
(Alternate; Technological, DC 25; Burst Area: 30 feet radius sphere, Triggered: 2 uses -
Variable; Reduced Range: close)

SECONDARY SYSTEMS

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

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

* Environmental Adaptation: Aquatic: Feature 1
(Technological)

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

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

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


:arrow: This is the 'heavy weapon' for the sea operations. The mine on the back is the heavy hitter and the armor protection helps. From what I remember, this unit can also protect against the crushing depths of the ocean, allowing deep submergance.
Last edited by Emerald Flame on Sun Oct 28, 2012 1:22 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 » Thu Apr 28, 2011 6:00 pm

FATHAN FAN

Image
__________________________________________________________

FATHAM FAN COMBAT SYSTEM
[Power Points: 90]

WEAPONS SYSTEMS

* Repulsar: Blast 8
(Technological, DC 23)

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

* Twin Hydro-Laser Cannons: Blast 8
(Alternate; Technological, DC 23; Extended Range)

SECONDARY SYSTEMS

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

* Environmental Adaptation: Aquatic: Feature 1
(Technological)

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

* Hydro Fan Assembly
> Air Fan: Speed 6
(Linked; Technological, Speed: 120 miles/hour, 1800 feet/round;
Limited: Must remain in contact with water)

> Water Pontoons: Movement 1
(Linked; Technological, Water Walking 1: you sink if stopped)

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

This is the last weapon system to be introduced for sea operations. I think that it was used once or twice. It was pretty cool. It always made me think of the Everglades.
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Emerald Flame
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Sun May 08, 2011 2:29 pm

Image

Horseman 3.0
PL10


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

Advantages
Accurate Attack, Assessment, Benefit, Wealth 3 (millionare), Equipment 5, 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 (+6), Expertise: Industry 3 (+8), Insight 2 (+5), Perception 1 (+4),
Ranged Combat: Suit Ranged Weapons 2 (+9/+5), Technology 5 (+10), Treatment 1 (+6)

Powers
Horseman_UCM_3.0 (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)
* G.P.I.L. Laser System: Blast 10
(Technological, DC 25; Extended Range 2, Penetrating, Precise)
* (AP) Anti-Personnel Weapon: Blast 8
(Alternate; Technological, DC 23; Split 4: 5 targets)
* (AP) Beam Saber: Strike 10
(Alternate; Technological, DC 25; Penetrating)
* (AP) 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)
* (AP) Kinetic Power Assist: Power- lifting 8
(Alternate; Technological, +8 STR for lifting)
* (AP) Kinetic Shield: Burst Area Force Field 10
(Alternate; +10 Toughness; Burst Area: 30 feet radius sphere [1 rank only])
* (AP) Mini-Missles: Burst Area Blast 10
(Alternate; Technological, DC 25; Burst Area: 30 feet radius sphere; Unreliable (5 uses))
* (AP) Poly-Steel Binders: Snare 7
(Alternate; Technological, DC 17)
* (AP) Rapid-Pulse K-Weapon: Blast 8
(Alternate; Technological, DC 23; Multiattack [4 ranks only])
* (AP) 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)
______________________________________________
Anti-Personnel Weapon: Blast 8, +9 (DC 23)
Beam Saber: Strike 10, +6 (DC 25)
G.P.I.L. Laser System: Blast 10, +9 (DC 25)
Grab, +6 (DC Spec 18)
Harpoon Launcher: Strike 8, +9 (DC 23)
Mini-Missles: Burst Area Blast 10 (DC 25)
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)
Stun Pulse System: Cumulative Affliction 8, +9 (DC Fort 18)
Throw, +3 (DC 23)
Unarmed, +6 (DC 23)
_______________________________________________

Complications
Motivation: Thrills: Being a hero gives jason a feeling of "being alive"
Secret: Secret Identity: Jason Crane Owner of Crane Imports. An international company that
imports and exports technology and other materials.

Languages
English

Defense
Dodge 5, Parry 4, Fortitude 5, Toughness 12, Will 8/4

Power Points
Abilities 40 + Powers 104 + Advantages 17 + Skills 4 (16 ranks) + Defenses 5 = 170

ICHIBOD On-Board Computer

Strength 5
Stamina -
Agility 2
Dexterity 2
Fighting 1
Intellect 2
Awareness 5
Presence -

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

Skills
Close Combat: Suit Weapons 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 Horseman armor
Responsibility: Designed to assist Jason Carter

Languages
English

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

Power Points
Abilities 4 + Powers 34 + Advantages 4 + Skills 2 (6 ranks) +
Defenses 0 = 44

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

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

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 Horseman)
* 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 Horseman combat suit. Cannot function
without the link.
* Weakness: If the Horseman suit is destroyed or disabled, the S.
Q.U.I.R.e deactivates.

Languages
English

Defense
Dodge 5
Parry 5
Fortitude Immune
Toughness 5
Will Immune

Power Points
Abilities -28 + Powers 65 + Advantages 0 + Skills 2 (6 ranks)
+ Defenses 5 = 44

SKY STABLE
Toughness 14
Size Colossal

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

Powers

* Flight Systems: Flight 7
(Technological, Speed: 250 miles/hour, 0.5 miles/round)

Power Points
Abilities 5 + Powers 1 + Advantages 0 + Features 8 + Skills 0
(0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 18

STABLES_ Skyscraper

Toughness 10
Size Huge

Features:
Communications
Computer
Concealed 1
Defense System
Gym
Infirmary
Laboratory
Library
Living Space
Power System
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

__________________________________________________________
:arrow: Here is the latest incarnation of the HORSEMAN V-3.0

This unit now utilizes the S.Q.U.I.R.e unit that I originally build for the Paladin Combat suit. There is a reason for this...
<Ok.. Since you asked..>
In our current game, Paladin is soon to be revealed as a spy for the bad guys. He will turn on the group and the Horseman rides to the rescue. The Horseman is not one to not scavenge tech from a fallen foe and so... he ends up with a S.Q.U.I.R.e.

This marks a return of the Horseman. I have some new plans to work out for the character... Should be interesting.
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.-

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

Postby Emerald Flame » Sun Jun 05, 2011 11:31 am

HORSEMAN_RIDER VARIANT

Image
__________________________________________________________

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

Advantages
Accurate Attack, Assessment, Benefit, Wealth 3 (millionare), Equipment 5, 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 (+6), Expertise: Industry 3 (+8), Insight 2 (+5), Perception 1 (+4),
Ranged Combat: Suit Ranged Weapons 2 (+9/+5), Technology 5 (+10), Treatment 1 (+6)

Powers

* Nanite Infused Body
> Machine Interface: Mental Communication 2 (Linked; Technological, Sense Type:
Machine Interface)
> Nano-Surgeons: Regeneration 5 (Linked; Technological, Every 2 rounds)
__________________________________________________________
Horseman_UCM_4.1 V.C.U.C.S.(Removable) [ Variable Configuration Urban Combat System ]
* 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)
* G.P.I.L. Laser System: Blast 10 (Technological, DC 25; Extended Range 2, Penetrating,
> 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])
> Mini-Missles: Burst Area Blast 10 (Alternate; Technological, DC 25; Burst Area: 30 feet
radius sphere; Unreliable (5 uses))
> 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)

* I.C.H.I.B.O.D._On-Board Computer: Enhanced Trait 3 (Technological, Advantages:
Minion 3)
* Kinetic- Reactive Armor: Protection 10 (Technological, +10 Toughness; Impervious)
* On-Board Tactical Computer: Enhanced Trait 1 (Technological, Ranged Combat +4 (+9))
* Psi- Shielding: Enhanced Trait 4 (Technological, Will +4 (+8); Limited: Only -vs- Mental
Attacks/Effects)
* 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)
* Transformation: Rider Mode: Morph 1 (Technological, +20 Deception checks to disguise;
Single form; Metamorph)
_________________________________________________________

Equipment
SKY STABLE
Skyscraper HQ

Offense
Initiative +8
Anti-Personnel Weapon: Blast 8, +9 (DC 23)
Beam Saber: Strike 10, +6 (DC 25)
G.P.I.L. Laser System: Blast 10, +9 (DC 25)
Grab, +6 (DC Spec 18)
Harpoon Launcher: Strike 8, +9 (DC 23)
Mini-Missles: Burst Area Blast 10 (DC 25)
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)
Stun Pulse System: Cumulative Affliction 8, +9 (DC Fort 18)
Throw, +3 (DC 23)
Unarmed, +6 (DC 23)

Complications
Motivation: Thrills: Being a hero gives jason a feeling of "being alive"
Secret: Secret Identity: Jason Crane Owner of Crane Imports. An international company that
imports and exports technology and other materials.

Languages
English

Defense
Dodge 5, Parry 4, Fortitude 5, Toughness 12, Will 8/4

Power Points
Abilities 40 + Powers 109 + Advantages 17 + Skills 4 (16 ranks) + Defenses 5 = 175
___________________________________________________________
Rider

Strength 6
Stamina 2
Agility 8
Dexterity 6
Fighting 4
Intellect 5
Awareness 3
Presence 2

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

Skills
Close Combat: Sword 2 (+6), Expertise: Industry 3 (+8), Insight 2 (+5)
Perception 1 (+4), Ranged Combat: Suit-based weapons 2 (+12/+8), Technology 5
(+10), Treatment 1 (+6)

Powers

* Cyber-steed : Enhanced Trait 4 (Technological, Advantages: Minion
4)
* Horseman _UCM_Rider and Horse (Removable)
* Enhanced AGL: Enhanced Agility 4 (Technological, +4 AGL)
* Enhanced DEX: Enhanced Dexterity 3 (Technological, +3 DEX)
* Enhanced Synth_Muscle: Enhanced Strength 3 (Technological,
+3 STR)
* G.P.I.L. Laser System: Blast 8 (Technological, DC 23;
Penetrating, Precise)
> Anti-Personnel Weapon: Blast 6 (Alternate; Technological, DC
21; Split 4: 5 targets)
> Beam Saber: Strike 10 (Alternate; Technological, DC 25;
Penetrating)
> Poly-Steel Binders: Snare 6 (Alternate; Technological, DC 16)
> Stun Pulse System: Cumulative Affliction 1 (Alternate;
Technological, 1st degree: Dazed, 2nd degree: Disabled, 3rd degree:
Incapacitated, Resisted by: Fortitude, DC 11; Cumulative)

* I.C.H.I.B.O.D._On-Board Computer: Enhanced Trait 3
(Technological, Advantages: Minion 3)
* Kinetic-Reactive Armor: Protection 8 (Technological, +8
Toughness; Impervious)
* On-Board Computer: Enhanced Trait 1 (Technological, Ranged
Combat +4 (+12))
* Psi-Shielding: Enhanced Trait 4 (Technological, Will +4 (+8);
Limited: Only -vs- Mental Attacks/ Effects)
* Sensor Suite: Senses 10 (Technological, Danger Sense: Visual,
Detect: Visual 1, Direction Sense, Distance Sense, Extended: Visual 2:
x100, Infravision, Radio, Time Sense, Ultravision)

Offense
Initiative +12
Anti-Personnel Weapon: Blast 6, +6 (DC 21)
Beam Saber: Strike 10, +4 (DC 25)
G.P.I.L. Laser System: Blast 8, +6 (DC 23)
Grab, +4 (DC Spec 21)
Poly-Steel Binders: Snare 6, +6 (DC Dog 16)
Stun Pulse System: Cumulative Affliction 1, +4 (DC Fort 11)
Throw, +6 (DC 26)
Unarmed, +4 (DC 26)

Complications
Motivation: Doing Good
Secret: Jason Carter is a multi-millionaire, owner of Crane Industries.

Languages
Native Language

Defense
Dodge 9, Parry 4, Fortitude 2, Toughness 10, Will 8/4

Power Points
Abilities 62 + Powers 63 + Advantages 11 + Skills 4 (16 ranks) +
Defenses 2 = 142
___________________________________________________________
ICHIBOD CYBER STEED


Image


Strength 10
Stamina 9
Agility 3
Dexterity 1
Fighting 1
Intellect 1
Awareness 2
Presence 1

Advantages
Close Attack 2, Great Endurance

Skills
Athletics 2 (+12), Perception 2 (+4)

Powers
* Fleet of Hoof: Speed 5 (Technological, Speed: 60 miles/hour,
900 feet/round)
* Large Body: Growth 4 (Technological, +4 STR, +4 STA, +2
Intimidate, -4 Stealth, -2 active defenses, +1 size category;
Innate; Permanent)

Offense
Initiative +3
Grab, +3 (DC Spec 20)
Throw, +1 (DC 25)
Unarmed, +3 (DC 25)

Complications
Disability: Cybersteed is mute and has no hands.
Motivation: Responsibility: Cybersteed was built and
programmed to operate with the Rider Computer seat.

Languages
English (understands)

Defense
Dodge 2, Parry 0, Fortitude 9, Toughness 9, Will 2

Power Points
Abilities 40 + Powers 14 + Advantages 3 + Skills 1 (4 ranks)
+ Defenses 2 = 60
_________________________________________________________
I.C.H.I.B.O.D. On-Board Computer System
>> Accessible in Horseman and Rider configurations.

Strength 1
Stamina --
Agility 2
Dexterity 2
Fighting 1
Intellect 2
Awareness 5
Presence --

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

Skills
Athletics 2 (+3), Close Combat: ???? 1 (+2), Insight 1 (+6),
Perception 2 (+7), Ranged Combat: ???? 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 Jason is incapacitated, Limited: Only up
to the suit's STR)

Offense
Initiative +2
Grab, +1 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +1 (DC 16)

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

Power Points
Abilities -4 + Powers 34 + Advantages 4 + Skills 2 (8 ranks) +
Defenses 0 = 36
___________________________________________________________

Image

S.Q.U.I.R.e Integrated Remote System


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

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 Horseman)
* 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: Lnked to the Horseman combat suit. Cannot function
without the link.
Weakness: If the Horseman suit is destoryed or disabled, the
S.Q.U.I.R.e deactivates.

Languages
NA (does not speak)

Defense
Dodge 5, Parry 5, Fortitude Immune, Toughness 5, Will
Immune

Power Points
Abilities -28 + Powers 65 + Advantages 0 + Skills 2 (6 ranks)
+ Defenses 5 = 44
_________________________________________________________
SKY STABLE

Image

Toughness 14
Size Colossal

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

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

Power Points
Abilities 5 + Powers 1 + Advantages 0 + Features 8 + Skills 0
(0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 18

__________________________________________________________
Customized Skyscraper 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
_________________________________________________________
:arrow: Here is the latest incarnation of the Horseman. I opted to go back to the roots of the armor. A transforming Rider on a mechanical horse that can combine to form the Horseman!!! I took the latest version of the Horseman and tweaked / added the transformation abilities. This grants the best of both worlds.

I left some of my favorite features in place. The on-board computer system, dubbed I.C.H.I.B.O.D., has remained in the suit as well as the remote-controlled sensor platform, the S.Q.U.I.R.e. The difference is that now, the S.Q.U.I.R.e. is only accessible when in Horseman mode, while I.C.H.I.B.O.D. is accessible in either mode.
The weapon-systems are also different in the different modes. The Horseman has access to the full spectrum of weapons while the Rider has a restricted selection.
The Rider has access to:
* G.P.I.L. Laser System: (Gas Phase Iodine Laser)
* Anti-Personnel Weapon 5-Variable Targets)
* Beam Saber
* Poly-Steel Binders
* Stun Pulse System
The Horseman can access the full weapon selection:
* G.P.I.L. Laser System (Gas Phase Iodine Laser)
* Anti-Personnel Weapon (5-variable targets)
* Beam Saber
* Harpoon and Winch (1600 lbs. lift capacity)
* Kinetic-Energy Power Assist Power-lifting
* Kinetic Energy Shield
* Mini-Missles Launche
* Poly-Steel Binders
* Rapid-Pulse G.P.I.L.
* Stun Pulse System

:arrow: This suit is the latest version of the build and tops the scale at 175 pts. As with the original suit design, the Rider is built to be more of a street-level hero... with the Horseman being built to combat opponents on a higher threat level.

ENJOY!!
Last edited by Emerald Flame on Sun Jul 10, 2011 7:27 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Mon Jun 13, 2011 6:05 pm

As I have warned people in the past...

"...this thread will contain random characters (eventually) that I have designed. There may or may not be any rhyme or reason to the ones I post." <Me>

I was flipping through the channels a few days ago and I came across the Thunderbirds Movie (2004). After seeing a childhood favorite of mine raped before my eyes... A thought popped into my head. Being that I have a great fondness for Power Armor.... What about designing a series of suits that are based on the Thunderbords???

Based on descriptions I obtained about the original vehicles, I came up with these...
Thunderbird 1 – Hypersonic power armor with an advanced sensor suite for "rescue zone reconnaissance" and with an advanced communication suite that can accept and channel a multitude of communication channels which enables it to work as a mobile control base.
 Thunderbird 2 – Heavy supersonic transporter. This large-sized power-armor is a powerhouse that has various remote drones built into it. It is able to accept various "cargo pods" that enable it to transport equipment and personnel to an emergency.
 Thunderbird 3 – An advanced suit that is capable to orbital insertion and safe re-entry. The suit is optimized for space operations and carries a wide selection of tools for rescues in space.
 Thunderbird 4 – Small utility drone submersible for underwater rescue. This is usually carried by TB-2
 Thunderbird 5 – Earth-orbiting space station which monitors all broadcasts around the globe for calls for help and also manages communications within International Rescue.

I just thought that it would be a fun... "What If"

Any thoughts?
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Re: Emerald Flame's 3e Builds

Postby MorningKnight » Mon Jun 13, 2011 10:42 pm

Ask not. DO!

Thunderbird Power Armors would be incredible!

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Jun 14, 2011 3:12 am

MorningKnight wrote:Ask not. DO!


Hmm... Build them I can...

I will start to work on the builds and should have them posted soon.
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Re: Emerald Flame's 3e Builds

Postby cassius335 » Tue Jun 14, 2011 3:40 am

How big an "Armour" are you talking about here?

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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Tue Jun 14, 2011 3:56 am

cassius335 wrote:How big an "Armour" are you talking about here?


I easy thinking that TB-2 would be Size: Large. The others would be Size: Medium. I might bump them all up one size rating. Making TB-2 more akin to a small mecha.
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Re: Emerald Flame's 3e Builds

Postby Emerald Flame » Thu Jun 23, 2011 2:19 pm

Image

Buddhist Palm Master

Strength 4
Stamina 3
Agility 7
Dexterity 7
Fighting 10
Intellect 1
Awareness 5
Presence 2

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Daze
(Intimidation), Defensive Attack, Defensive Roll, Evasion,
Improved Critical 2: Unarmed, Improved Defense, Improved
Disarm, Improved Grab, Improved Initiative 2, Improved Smash,
Improved Trip, Improvised Weapon, Instant Up, Languages 1,
Move-by Action, Power Attack, Precise Attack (Close,
Concealment), Prone Fighting, Redirect, Seize Initiative, Skill
Mastery: Acrobatics, Takedown, Trance, Uncanny Dodge,
Weapon Break

Skills
Acrobatics 3 (+10), Athletics 2 (+6), Close Combat: Buddhist
Palm Technique 4 (+14), Deception 1 (+3), Insight 2 (+7),
Intimidation 3 (+5), Perception 2 (+7), Sleight of Hand 5 (+12),
Stealth 3 (+10), Treatment 2 (+3)

Powers
* Descending Palm Strike: Shapeable Area Blast 10
(Chi, Training, DC 25; Shapeable Area 2 (60 feet, cubic):
60 feet, cubic; Limited (Giant Palm shape): Giant Palm shape)

Image
* Palm blast on the bad guy.. the black figure is the bad guy

Image
* A three-story high palm blast that blew completely THROUGH the building.

* Golden Rain of Punches:
Strength-based Strike 6
(Alternate; Training, DC 25; Multiattack [3 extra ranks])

* The Toe Crusher
> Smashed toes: Affliction 6
(Linked; Training, 1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated,
Resisted by: Fortitude, DC 16)
> Toe Smash: Strength-based Strike 6 (Linked; Training,
DC 25; Penetrating; Limited (Toes Only): Toes Only)

Image
* Bad-guy goon's foot after being smashed into the concrete flooring.

Offense
Initiative +15
Descending Palm Strike: Shapeable Area Blast 10 (DC 25)
Golden Rain of Punches: Strength-based Strike 6, +10 (DC 25)
Grab, +10 (DC Spec 14)
Smashed toes: Affliction 6, +14 (DC Fort 16)
Throw, +7 (DC 19)
Toe Smash: Strength-based Strike 6, +14 (DC 25)
Unarmed, +10 (DC 19)

Complications
Honor
Motivation: Doing Good

Languages
Chinese (Mandarin), English

Defense
Dodge 7
Parry 10
Fortitude 3
Toughness 4/3
Will 5

Power Points
Abilities 78 + Powers 32 + Advantages 31 + Skills 9 (27 ranks) + Defenses 0 = 150
___________________________________________________________

I recently caught Kung Fu Hustle on TV the other evening and I liked it as much as the first time I saw it. Shaolin Soccer was also good.

The main star of the movie unleashes his Chi just in time for the final confrontation with the main bad guy.

He has several ki... err... key attacks that really stand out.

* Descending Palm Strike
He uses this power to create massive palm-shaped craters in the ground and also through a building.

* Golden Rain of Punches
This is a classic of martial arts movies. The ability to throw thousands of punches in a matter of a second. A blur of flying fists.

* The Toe Crusher
This is pretty much what you think. A "kick" that smashes a person's toes into the ground. It is pretty funny in the movie.

The movie is a little over the top at parts, but it is a fun ride.

SEE ALSO: The Beast_Master of Southern Toad Style

[EDIT]25-JUN-11 * Added pictures to help show the powers a little better. Hope it adds to the fun..
Last edited by Emerald Flame on Mon Apr 16, 2012 3:05 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Shadow Scarab)

Postby Emerald Flame » Sat Jun 25, 2011 7:01 pm

NEO-SCARAB_ Bio-Battler Psi-Carapace 3e

Image
Original picture Beetle Blazer-EX by ~skywarp-2
__________________________________________________________

Strength 9
Stamina 9
Agility 10
Dexterity 10
Fighting 2
Intellect 1
Awareness 1
Presence 1

Advantages
Assessment, Close Attack 2, Close Attack 4, Defensive Attack, Defensive Roll,
Eidetic Memory, Equipment 3, Evasion 2, Improved Critical 2: Gravity Blades:
Strength-based Strike 2, Improved Critical 2: Unarmed, Improved Defense,
Improved Trip, Instant Up, Minion 3, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 1 (+11), Athletics 2 (+11), Close Combat: Kung Fu Training 2 (+4),
Deception 1 (+2), Perception 2 (+3), Persuasion 1 (+2), Stealth 1 (+11), Vehicles 2
(+12)

Powers
Bio-Morpher "Bio-Crystal" (Removable)
* Shadow Scarab Battle Form
(Activation: Move Action, Advantages: Close Attack 2, Evasion 2)
* Alien Physiology: Immunity 12 (Alien, Biological, Critical Hits, Life Support)
* Alien Senses: Senses 7 (Alien, Biological, Danger Sense: Visual, Extended:
Visual 1: x10, Infravision, Low-light Vision, Radius (Type): Visual, Ultravision,
Advantages: Uncanny Dodge)
* Alien Stamina: Enhanced Stamina 8 (Alien, Biological, +8 STA)
* Combat Skills: Enhanced Trait 10 (Alien, Biological, Advantages: Close
Attack 4, Eidetic Memory, Improved Critical 2, Improved Critical 2, Power Attack)
* Enhanced Agility: Enhanced Agility 8 (Alien, Biological, +8 AGL)
* Enhanced Dexterity: Enhanced Dexterity 8 (Alien, Biological, +8 DEX)
* Enhanced Strength: Enhanced Strength 8 (Alien, Biological, +8 STR)
* Enhanced Trait: Enhanced Trait 3 (Advantages: Minion 3)
* Instant Change: Feature 1 (Alien, Biological)
* Universal Communicator: Comprehend 3 (Languages - Read All,
Languages - Speak All, Languages - Understand All)

Gravity Field Weapons

> Gravity Blades: Strength-based Strike 2 (Alternate; Alien, Biological, DC
26; Multiattack, Penetrating)
> Gravity Flight: Flight 5 (Alternate; Alien, Biological, Speed: 60 miles/hour,
900 feet/round)
> Gravity Shield: Force Field 10 (Alternate; Alien, Biological, +10
Toughness; Impervious)
> Gravity Shockwave: Line Area Affliction 10 (Linked; Alien, Biological, 1st
degree: Fatigued, Fatigued, 2nd degree: Exhausted, Exhausted, 3rd degree:
Incapacitated, Incapacitated, Resisted by: Fortitude, DC 20; Line Area (5 feet wide
by 30 feet long): 5 feet wide by 30 feet long, Extra Condition)
> Super-Strength: Power-lifting 5 (Alternate; Alien, Biological, +5 STR for
lifting)

Equipment
Cell Phone (Smartphone), Motorcycle

Offense
Initiative +10
Grab, +10 (DC Spec 19)
Gravity Blades: Strength-based Strike 2, +8 (DC 26)
Gravity Shockwave: Line Area Affliction 10 (DC Fort 20)
Throw, +10 (DC 24)
Unarmed, +10 (DC 24)

Complications
Motivation: Doing Good: Mathew realized quickly that the Kuuja battlesuit was a
tool that he could use to fight the problems that he saw in the world around him.
Motivation: Thrills: As much as Mathew would like to say that he fights the
badguys for the sake of "doing the right thing"... he knows deep down that it is an
incredible rush.
Prejudice: When in "Hero" form... his appearance is alien in nature and can be
frightning to some.

Languages
English

Defense
Dodge 10, Parry 2, Fortitude 9, Toughness 10/9, Will 2

Power Points
Abilities 22 + Powers 113 + Advantages 10 + Skills 4 (12 ranks) + Defenses 1 =
150
______________________________________________________________________

:arrow: Here is a 3e build of the Shadow Scarab.

:arrow: This design is very heavily inspired by the art of ~skywarp-2. He designed a character called Beetle Blazer. The art above was made for that character. A little Photo-Shop'ing later... and presesto!! The Shadow Scarab was born. All credit goes to ~skywarp-2 for the genesis of this character.

The concept is rather basic... a bio-armor suit that bonds to it's host/wearer (ala Guyver / Kamen Rider etc) and instead of giving the host a myriad of weapons.. the suit has the ability to manipulate gravity fields for offensive and defensive abilities.

____________________________________________________________
Last edited by Emerald Flame on Wed Sep 25, 2013 1:44 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Shadow Scarab 3e )

Postby Emerald Flame » Wed Jul 06, 2011 3:04 pm

Here is a fun little picture.. I recently re-watched the Tron: Legacy movie and I was inspired to do a little photo-editing....

Horseman S.A.A.R.C. System
Synaptic-Actuated Armored Recon Combat-suit

Image

I think it looks cool...

Not really much changes in this build except for the outer appearance and the inclusion of FEATURE: "Quick Change" that is a "Move Action"
Last edited by Emerald Flame on Wed Jan 18, 2012 7:34 pm, edited 2 times in total.
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Re: Emerald Flame's 3e Builds (The Horseman-Tron)

Postby Thorpacolypse » Wed Jul 06, 2011 8:33 pm

That is VERY cool. 8)

I like the Buddist Palm Master, too. It was funny, the same weekend I saw Kung Fu Hustle back 2005 (I think) was the same weekend I saw The Hitchhiker's Guide to the Galaxy movie. And who would have thought that Kung Fu Hustle would be the better movie?!?!?!? :shock:
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Re: Emerald Flame's 3e Builds (The Horseman-Tron)

Postby Emerald Flame » Thu Jul 07, 2011 2:47 am

Thorpacolypse wrote:That is VERY cool. 8)


Thanks... I like the design too. I envisioned the armor activating like the light cycles and light jets do in TRON: Legacies, where the parts seem to materialize and then rapidly form together. When I first saw that effect I was blown away.

Thorpacolypse wrote:I like the Buddist Palm Master, too. It was funny, the same weekend I saw Kung Fu Hustle back 2005 (I think) was the same weekend I saw The Hitchhiker's Guide to the Galaxy movie. And who would have thought that Kung Fu Hustle would be the better movie?!?!?!? :shock:


Glad you liked the Buddhist Palm Master.
I really enjoyed Kung Fu Hustle and I agree with you... it WAS the better of the two movies.
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