Emerald Flame's 3e Builds (COBOLT 3.0)

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Re: Emerald Flame's 3e Builds (The Horseman_S.A.A.R.C.)

Postby Emerald Flame » Sun Jul 10, 2011 6:47 pm

I edited the Horseman_S.A.A.R.C. System

As I note... the actual inner workings of the suit have not changed (ie: in the build)

The biggest changes are in the outer appearance and the inclusion of FEATURE: "Quick Change" that is a "Move Action".

After watching TRON: Legacy, I loved the way the light cycles and light jets "rezzed" into being. for a few seconds, you can actually see the inner workings, as they assemble around the person.

Image

ANYWAY.... I incorporated this tech into the Horseman... and the S.A.A.R.C. system is in place.


I hope to post the "not too much different" stats here soon.
Last edited by Emerald Flame on Mon Jul 11, 2011 5:53 am, edited 2 times in total.
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Re: Emerald Flame's 3e Builds (The Horseman_S.A.A.R.C.)

Postby Emerald Flame » Sun Jul 10, 2011 7:26 pm

Horseman 4.1_ S.A.A.R.C.*

Synaptic-Actuated Armored Recon Combat-suit

Yes... S.A.A.R.C. Let's see how many people catch that reference.

Image


Strength 6
Stamina 1
Agility 3
Dexterity 3
Fighting 2
Intellect 4
Awareness 2
Presence 1

Advantages
Accurate Attack, Assessment, Benefit, Wealth 2 (indepently wealthy), 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 (+4), Expertise: Industry 3 (+7), Insight 2 (+4), Perception 1 (+3),
Ranged Combat: Suit Ranged Weapons 2 (+9/+5), Technology 4 (+8), Treatment 1 (+5)

Powers

Nanite Infused Body
> Nanite Infused Body
* Machine Interface: Mental Communication 2
(Linked; Technological, Sense Type: Machine Interface)
* Nano-Surgeons: Regeneration 5 (Linked; Technological, Every 2 rounds)

Horseman_S.A.A.R.C._4.1(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)
> 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; Advantages: Improved Grab; Increased Range: ranged, Penetrating)
>> 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) (SEE BELOW)
* 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 (+7); Limited: Only -vs- Mental Attacks/Effects)
* Quick Change-Into Armor: Feature 1 (Technological)

* S.Q.U.I.R.e: Enhanced Trait 3 (Technological, Advantages: Minion 3)
> Sensor Suite: Senses 8
(Technological, Detect: Visual 1, Direction Sense, Distance Sense, Extended: Visual 2: x100, Infravision, Radio, Time Sense)
> Thrusters: Flight 6 (Technological, Speed: 120 miles/hour, 1800 feet/round)

Equipment
Sky Stable
Skyscraper HQ

Offense
Initiative +7
Anti-Personnel Weapon: Blast 8, +9 (DC 23)
Beam Saber: Strike 10, +4 (DC 25)
G.P.I.L. Laser System: Blast 10, +9 (DC 25)
Grab, +4 (DC Spec 16)
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 21)
Unarmed, +4 (DC 21)

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 4
Parry 2
Fortitude 4
Toughness 11, Will 7/3

Power Points
Abilities 22 + Powers 103 + Advantages 15 + Skills 4 (15 ranks) + Defenses 5 = 149
__________________________________________________________
__________________________________________________________
ICHIBOD On-Board Computer System
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: 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 Horseman_S.A.A.R.C. armor
Responsibility: Designed to assist Jason Crane

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
(Super-Quiet Untethered Information Retriever)

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_S.A.A.R.C.)

* 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_S.A.A.RC. combat suit. Cannot function
without the link.
Weakness: If the Horseman_S.A.A.R.C. suit is destoryed or disabled, the S.
Q.U.I.R.e deactivates.

Languages
N/A

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
(Alternate of Skyscraper HQ)
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 - - Custom Headquarters -

Toughness 10
Size Huge

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

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 13 + Skills
0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 18
__________________________________________________________
Motorcycle

Strength 1
Defense 0
Toughness 8
Size Medium

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

Power Points
Abilities 1 + Powers 7 + Advantages 0 + Features 0 + Skills 0
(0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 11
__________________________________________________________
Here is the latest version in the HORSEMAN line of battle suits. Very little has changed since the last incarnation. The biggest changes are the outer appearance and the the Feature: "Quick Change".

This is also the version of the HORSEMAN that is going to the played in our new campaign.

Hope you enjoy....
Last edited by Emerald Flame on Tue Jan 03, 2012 4:04 pm, edited 3 times in total.
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Re: Emerald Flame's 3e Builds (The Horseman_S.A.A.R.C.)

Postby Emerald Flame » Fri Jul 15, 2011 8:44 am

MYROR
Pronounced: Mirror

Image
Actress: Peyton List
__________________________________________________________
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 2
Awareness 2
Presence 2

Advantages
Attractive, Daze (Deception), Eidetic Memory, Jack-of-alltrades,
Set-up, Taunt, Teamwork

Skills
Expertise: Current Events 3 (+5), Expertise: Popular Culture 4
(+6), Insight 6 (+8), Investigation 4 (+6), Persuasion 4 (+6)

Powers
Nemesis : Variable 8
(Action 2: free, Increased Duration: continuous)
Polymath: Variable 2
(Increased Duration: continuous, Innate; Limited: Skills Only)

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

Complications
Disability: Myror has NO memory of her life before, waking up
in the backseat of a car in the parking lot of drive-in theatre.
She has total amnesia. Her combat abilities seem to be an
innate ability.
Motivation: Acceptance: Myror has a strong feeling that she
does not have a true identity of her own. Because of this, she
has a drive to be accepted by those around her.

Languages
English

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

Power Points
Abilities 32 + Powers 95 + Advantages 7 + Skills 7 (21 ranks)
+ Defenses 9 = 150
___________________________________________________________

Myror (pronounced mirror) is a stunning brunette who is an enigma to even herself. The beginning of her life, as she knows it now, began when she awoke in the back seat of a car in the middle of an empty drive-in movie parking lot. She had no ID on her and the car she had been found in was reported stolen. She was dressed with no signs of assault. She has no idea of her name or any other aspect of her previous life. Myror's powers are also a mystery. Her powers are unconscious and react to her situation without Myror actually having control over them.
She can adapt her powers to almost any situation or opponent.. If she is confronted by an opponent, her powers change to mirror theirs. She gains heat powers when fighting a cold user.. etc. This effectively makes her able to battle any foe with the most effective power.
Myror also can manifest skills to deal with a situation. It is unknown how she does this as she can gain knowledge and abilities that she apparently never learned or previously had.

_____________________________________________________________

:arrow: This was a quick character that I generated using the Quickstart Character Generator. I tweaked the build a little bit once the design started to come together. I think that it is an interesting design and I like how it came out.

:arrow: I see her a being a sweet girl that doesn't really understand the world that she is in, mostly because of her amnesia. She does not understand her powers or how they work, she only knows that they do work.
Last edited by Emerald Flame on Tue Jan 03, 2012 4:08 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Myror, The Horseman_S.A.A.R.C.)

Postby Emerald Flame » Sun Jul 17, 2011 4:00 pm

Image


THUNDERBIRDS ARE... Shelved
* I take or infer no ownership of the Thunderbirds or any intellectual property there of.

Growing up in England, I remember watching Thunderbirds at Christmas time. I was young, but I remembered that it was really cool.

In 2004, a new movie was brought out and my childhood memories were raped. :( The movie was (and I quote Gerry Anderson),.. "the biggest load of cr*p I have ever seen in my life." I recently saw it on TV and even though it was bad, it did give me an interesting idea. In classic Emerald Flame style... I thought that instead of vehicles, the different Thunderbirds could be battlesuits/exo-armors. Each suit would be designed as a battlesuit version of the original vehicles. So without further ado... THE THUNDERBIRDS...suits!!!
Last edited by Emerald Flame on Tue Dec 27, 2011 6:51 am, edited 2 times in total.
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Re: Emerald Flame's 3e Builds (Thunderbirds!!, Myror)

Postby cassius335 » Sun Jul 17, 2011 5:38 pm

I dunno. Maybe I'm thinking of Iron Man too much, but the concept of an exo-suit capable of carrying even small vehicles makes my head hurt. Plus there's nothing to stop Thunderbird 4 from being an exo-suit in it's own right, rather than a mini-vehicle.

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Re: Emerald Flame's 3e Builds (Thunderbirds!!, Myror)

Postby Emerald Flame » Sun Jul 17, 2011 5:44 pm

cassius335 wrote:I dunno. Maybe I'm thinking of Iron Man too much, but the concept of an exo-suit capable of carrying even small vehicles makes my head hurt. Plus there's nothing to stop Thunderbird 4 from being an exo-suit in it's own right, rather than a mini-vehicle.


I debated having Thunderbird 4 being it's own suit... and I still might. The "mini vehicles" are literally that... small vehicles. Thunderbird 2 is going to be built on a Large frame and the Mini-Vehicles are going to be the size of a mid-sized dog.

As I sit here and think about it more... I think that I might re-work TB-2 and make it have a bunch of "tool arms" and not mini-vehicles.
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Re: Emerald Flame's 3e Builds (Thunderbirds!!, Myror)

Postby Emerald Flame » Sun Jul 17, 2011 6:14 pm

Thunderbird #1 Exo-suit
(Removable) [77 pt build]

* Armored Hull: Protection 10
(+10 Toughness; Impervious)
* Communications Suite: Senses 5
(Analytical (Type): Auditory, Communication Link: Radio, Extended: Radio 1: x10,
Radius: Radio_Auditory)

* Environmental Seals: Immunity 12
(Critical Hits, Life Support)
* Flight: Flight 12
(Speed: 8000 miles/hour, 16 miles/round)
* Rescue Tools: Variable 2
(Limited: Rescue Tools only)
* Sensor Suite: Senses 9
(Technological, Danger Sense: Visual, Darkvision, Detect: Weakness 1, Direction Sense,
Distance Sense, Infravision, Time Sense, Ultravision)

* Stealth Design: Concealment 2
(Other Sense: Radar, Other Sense: Infravision - Sense: Sight)
* Strength: Enhanced Trait 10
(Technological, Strength +5 (+5))
___________________________________________________________

:arrow: I opted here to post only the suit. This will allow any character to use the suit. Obviously, this is designed for the Thunderbirds and are not a commercial item, but I didn't want to turn around and stat out all the different characters.

:arrow: I gave the suit a "Rescue Tools" power. This represents a wide selection of cutting tools, air tanks, grapple lines, etc etc that might have been built into the suit. A player can just say... of course there is a floodlight.. all rescue vehicles have them... or YES.. it has a winch. GM's should watch this to make sure that a player isn't trying to convince you that a bazooka is a rescue tool.

:arrow: The most outstanding aspect of this suit is the flight speeds. @ 8000 mph which roughly equates to a little over Mach 10. :shock: That guy can MOVE!!!! At that speed TH-1 could fly around the whole equator of the Earth in a little over 3 hours. Or another aspect is going from New York to Los Angeles in about 20 minutes.
Granted, I think some of the other supers have faster speeds... but this is a suit of armor.... not Superman. :wink:

Enjoy
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Re: Emerald Flame's 3e Builds (Thunderbirds!!, Myror)

Postby Emerald Flame » Fri Jul 29, 2011 8:16 am

Golden Treasures of the Pharoahs

Image
Golden Crystal (Removable (indestructible))
Communication: Mental Communication 3
(Sense Type: Communicate with Desert Animals)
Mind Control: Mind Control 10
(DC 20; Limited: Desert Animals Only)
__________________________________________________________
Image
Golden Nemes of Amset-Ra (Removable (indestructible))
Seeing the Future: Senses 4 (Precognition)
__________________________________________________________
Image

Golden Scarab Shield (Removable (indestructible))
Enhanced Trait: Enhanced Trait 1
(Advantages: Second Chance: Toughness Saves)
Protection: Protection 10
(+10 Toughness; Impervious)
__________________________________________________________
Image

Golden Staff (Removable (indestructible))
Empowering the Minions
Enhanced Ability: Enhanced Stamina 5
(Linked; +5 STA; Affects Others Only)
Enhanced Ability: Enhanced Strength 5
(Linked; +5 STR; Affects Others Only)
__________________________________________________________
Image

Soul Diamond (Removable (indestructible))
Mirages of the Pharoah: Illusion 10
(Affects: All Sense Types, Area: 15000 cft., DC 20; Illusion Area 4)
__________________________________________________________
Image

Sword of the Pharoah (Removable (indestructible))
Enhanced Trait: Enhanced Trait
(Traits: Close Combat +4 (+4), Advantages: Improved Critical)
Strength-based Strike 5 (Mystic, DC 25; Multiattack, Penetrating)
> Improved Critical: Sword of the Pharoah:
Strength-based Strike 5
> Second Chance: Toughness Saves Powers

________________________________________________________________________

OK... First let me say that this is a series of builds requested by my son. He is a LEGO-maniac. There is a series of LEGO called, Pharoahs Quest. In the series, there are six (6) mystical golden treasures. He wanted to see them in M&M... SOOO... I have toiled to craft these treasures.
* These items are the intellectual property of LEGO and I claim no rights to these items.

As I was building these, I actually started to think that these might be fun items to actually play with in a real game. They have some potential fun value and I was playing around with a time-travel adventure at one point. Who knows... maybe the characters will meet Amset-Ra... The evil mummy-lord!!! <insert lightning and evil laughter!!>


Built for fun.
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Re: Emerald Flame's 3e Builds (On Hiatus)

Postby Emerald Flame » Tue Dec 27, 2011 6:56 am

It has been a while since I posted anything in this thread.

First let me say....

MERRY CHRISTMAS and HAPPY NEW YEAR!!!

Now....

My gaming group fell apart in 2011 and I got back into Warhammer40K (those crack.... I mean miniatures dealers always pull me back :shock: )

I would like to try and get a group started for 2012 as I still love the system and I think that I have some fun ideas yet to explore.

See you around.
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Re: Emerald Flame's 3e Builds (Slowly Returning)

Postby Emerald Flame » Fri Jan 06, 2012 8:04 am

BLANK BY DESIGN
Last edited by Emerald Flame on Fri Jan 06, 2012 11:16 am, edited 1 time in total.
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Postby Emerald Flame » Fri Jan 06, 2012 8:30 am

THE WITCH STONE 3.0 ARMOR (3e)
PL: 10 (217 pp)

Image


WITCHSTONE 3.0 (3 ed) - PL 10
Strength 7
Stamina 1
Agility 3
Dexterity 3
Fighting 2
Intellect 5
Awareness 2
Presence 1

Advantages
Accurate Attack, Benefit, Wealth 2 (indepently wealthy), Equipment 7, Improved Grab, Improved Initiative,
Improvised Tools, Interpose, Inventor, Languages 3, Minion 3, Minion 3, Power Attack, Second Chance:
TOUGH Saves

Skills
Close Combat: Unarmed 2 (+4), Expertise: Industry 3 (+8), Insight 2 (+4), Perception 1 (+3), Ranged
Combat: Suit Ranged Weapons 2 (+9/+5), Technology 4 (+9), Treatment 1 (+6), Vehicles 4 (+7)

____________________________________________________________________

Powers
Horseman_Witchstone 3.0 (Removable)
* Enhanced AGL: Enhanced Agility 3 (+3 AGL)
* Enhanced Dexterity: Enhanced Dexterity 3 (+3 DEX)
* Enhanced Synth_Muscles: Enhanced Strength 6 (technological, +6 STR)
* Enviromental Adaptation System: Variable 1
(technological; Reaction 3: reaction; Limited: Limited toenvironmental effects, Limited: Must encounter
effect before change)
* 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)
* Nemesis Ability: Variable 8 (mystic; Action 2: free, Increased Duration: continuous)
* On-Board Tactical Computer: Enhanced Trait 1 (technological, Ranged Combat +4 (+9))
* Psi-Shielding: Enhanced Trait 4 (technological, Will +4 (+7); Limited: Only -vs- Mental Attacks/Effects)
* S.Q.U.I.R.e: Enhanced Trait 3 (technological, Advantages: Minion 3)
* Sensor Suite: Senses 8 (technological, Detect: Visual 1, Direction Sense, Distance Sense, Extended:
Visual 2: x100, Infravision, Radio, Time Sense)
* Spirit Bolt: Blast 10 (mystic, DC 25; Extended Range 2, Penetrating, Precise)
> Spirit Binders: Snare 7 (Alternate; mystic, DC 17; Custom: Tethered to Witchstone)
> Harpoon and Winch
Harpoon Launcher: Strike 8
(Linked; choose descriptor, technological, DC 23, Advantages: Improved Grab; Increased Range: ranged,
Penetrating)
> 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)
> Planar Gateway: Movement 2 (Alternate; Dimensional: Mystical Realms 2: group, 50 lbs.)
> Rapid-Pulse K-Weapon: Blast 8 (Alternate; technological, DC 23; Multiattack [4 ranks only])
> Spectral Shield: Burst Area Force Field 10
(Alternate; +10 Toughness; Burst Area: 30 feet radius sphere [1 rank only]; Limited: Only -vs-
Supernatural)
> Spirit Saber: Strike 10 (Alternate; technological, DC 25; Affects Insubstantial: half ranks, Penetrating)
> 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)

* Thrusters: Flight 6 (technological, Speed: 120 miles/hour, 1800 feet/round)

Nanite Infused Body
* Machine Interface: Mental Communication 1 (Linked; technological, Sense Type: Machine Interface)
* Nano-Surgeons: Regeneration 5 (Linked; technological, Every 2 rounds)
_____________________________________________________________________

Equipment
Cell Phone (Smartphone)
Custom Motorcycle
SKY STABLE
Skyscraper HQ

Offense

Initiative +7
Spirit Binders: Snare 7, +9 (DC Dog 17)
Grab, +4 (DC Spec 17)
Harpoon Launcher: Strike 8, +9 (DC 23)
Power Winch: Move Object 5, +3 (DC 15)
Rapid-Pulse K-Weapon: Blast 8, +9 (DC 23)
Spirit Bolt: Blast 10, +9 (DC 25)
Spirit Saber: Strike 10, +4 (DC 25)
Stun Pulse System: Cumulative Affliction 8, +9 (DC Fort 18)
Throw, +3 (DC 22)
Unarmed, +4 (DC 22)

Complications
Disability: The Witchstone is an ancient and VERY powerful mystical item. It constantly sends out an
aura field that can be detected by supernatural creatures. This means that the suit cannot sneak up on
a creature with "mystical senses".
Motivation: Thrills: Being a hero gives jason a feeling of "being alive"
Secret: Secret Identity: Jason Crane Owner of Crane Technologies. An international company that
spearheads technology developments.

Languages
English, German, Russian, Spanish

Defense
Dodge 4, Parry 2, Fortitude 4, Toughness 11, Will 7/3

Power Points
Abilities 24 + Powers 164 + Advantages 19 + Skills 5 (19 ranks) + Defenses 5 = 217

________________________________________________________________________
:arrow: First of all... Here is my conversion of the Witchstone Armor II from 2e to 3e and also updating it a little.. so technically, it becomes... WITCHSTONE III. (ta da!!)

:arrow: I used the same picture again, since is really just seems to fit the armor and as I said before... nobody accused magic-users on being big on updating their image. :wink:

I got the picture from the Deviant Art website. It was orginally called Atlantean Armor. A variant take on Iron Man.


:arrow: The original concept for the Witch Stone armor stays the same. The only difference is that the main magically powerhouse behind the project changes from Dr. Adrian Eldrich to Dr. Fate.
As before, Horseman and Dr. Fate worked together to create a suit of armor capable of fighting supernatural threats. Version III differs little from this. Again, the major changes are in the "tools" that he suit has.

I took a standard Horseman 4.0 built and tweaked the suit to incorporate the mystic aspects, while keeping the cool little toys that have crept into the suit. The primary one being the S.Q.U.I.R.e.
I won't go through all the changes, but rest assured that the Horseman now has the ability to field both physical and supernatural damage on the battlefield.

I added a "Disability" to the suit that was mentioned to me by a friend. The Witchstone, that is mounted in the chest of the armor is supposed to be a very powerful, ancient artifact that was "gifted" to the Horseman, by Dr. Fate (or whomever you may choose) to incorporate into the armor as a power-supply for the suit and source of it's mystical powers. As such the stone radiates a strong magical aura. This aura is like a spotlight shining down on the suit in the mystical realm. Because of this, the Horseman cannot hide his presence from mystically-aligned creatures. The Witchstone armor is a liability for a covert operation if mystics are involved.

My first major post since my hiatus..... I'M BACK!!! With more to come.




:arrow: There is not much more I can do to the armor at this point. If I up'ed the PL, I could increase the weapons damage but that's about it. I was debating about giving the suit the Summon Minion power and have it summon a large "Nightmare" or black horse with flames coming out of it's nose. This seemed a little weird and so I opted to pay the points for teleport.
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Re: Emerald Flame's 3e Builds (Witchstone 3.0)

Postby Emerald Flame » Fri Jan 06, 2012 9:29 am

ANKYLOSAUR

Image

PL: 10 (161 pp)

Strength 11
Stamina 2
Agility 3
Dexterity 5
Fighting 3
Intellect 2
Awareness 2
Presence 2

Advantages
Accurate Attack, All-out Attack, Close Attack 2, Diehard, Evasion, Improved Critical: Unarmed, Improved
Grab, Improved Smash, Second Chance: Choose Hazard

Powers
Ankylosaur Combat Armor Mk 2 (Removable)
* Armor Plating: Protection 10 (+10 Toughness; Impervious)
* Enhanced DEX: Enhanced Dexterity 4 (+4 DEX)
* Enhanced STR: Enhanced Strength 6 (+6 STR)
* Enhanced Trait: Enhanced Trait 9 (Advantages:
Accurate Attack
All-out Attack
Close Attack 2
Diehard
Evasion
Improved Critical
Improved Smash
Second Chance: (TOUGH Saves)
* Large Frame: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses)
* Life Support Systems: Immunity 10 (Life Support)
* Sensor Suite: Senses 12
(Acute (Type): Visual, Analytical: Visual, Detect: Visual 1, Direction Sense,
Distance Sense, Extended: Visual 2: x100, Infravision, Low-light Vision, Ultra-hearing, Ultravision)
* Stealth Coverings: Concealment 1 (Other Sense: Radar / Sonar)
* Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
* Thrusters: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
* Power-lifting: Power-lifting 6 (Alternate; +6 STR for lifting)

Weapon Systems
> Rocket Launcher: Burst Area Blast 10
(DC 25; Burst Area: 30 feet radius sphere, Extended Range 2, Homing 2: 2 extra attempts, Multiattack;
Unreliable (5 uses))
> Autocannon: Blast 10 (Alternate; DC 25; Multiattack)
> Flamethrower: Line Area Damage 8
(Alternate; DC 23; Line Area: 5 feet wide by 30 feet long, Contagious, Reach (ranged) 3: 15 ft.)
> Kinetic Strike Plates: Strength-based Strike 4 (Alternate; DC 30; Penetrating)
> Tail Spikes: Strike 8 (Alternate; DC 23; Penetrating)

Offense
Initiative +3
Autocannon: Blast 10, +5 (DC 25)
Flamethrower: Line Area Damage 8 (DC 23)
Grab, +5 (DC Spec 21)
Kinetic Strike Plates: Strength-based Strike 4, +5 (DC 30)
Rocket Launcher: Burst Area Blast 10 (DC 25)
Tail Spikes: Strike 8, +5 (DC 23)
Throw, +5 (DC 26)
Unarmed, +5 (DC 26)

Complications
Enemy: Ankylosaur is one of the world's most wanted criminals. Many international agencies have active
warrants on her.
Identity: Ankylosaur is a "battlesuit-for-hire" in the global mercenary market. What is not known is that
the pilot is a woman, Jennifer Carter.
Motivation: Greed: Carter is driven by a desire for power and money

Languages
English

Defense
Dodge 2
Parry 2
Fortitude 2
Toughness 12
Will 2

Power Points
Abilities 32 + Powers 129 + Advantages 0 + Skills 0 (0 ranks) + Defenses 0 = 161
________________________________________________________________________
:arrow: This is one of my favorite characters from my 2e builds.

:arrow: Ankylosaur is a major mover in the Mercenary-for-higher circle. The pilot, Jennifer Carter is a former CEO of Lakee Arms out of the United Kingdom. (Lakee- pronounced lake). Jennifer was known as the "Lady" of the Lake, but those who knew her called her the "Bitch" of the Lake. She had a thirst for power that frightened many who worked with her. She eventually was out-manuevered by another up-and-coming executive. She was "let go" and her office cleaned out in record time.

Jennifer had a trump card though. She had made a copy of files that were being used to design a new battle suit. A mysterious virus then corrupted all of the files for the designs. This set Lakee Arms back back months, if not years.

Using personal funds that she had saved up over the years, she bank-rolled the construction of the Ankylosaur Battle Suit. Her first test of the suit came when she attacked the corporate offices of Lakee Arms. A "stray" missle volley reduced her former office to rumble, along with her replacement. She attacked several other offices to try to shift suspicion away from her. It was not long however, before the authoritites figured it out. Jennifer fled to the United States to hide out and to continue using her suit for the gaining of wealth.

:arrow: Ankylosaur is really designed to wade in and smash things. The weapons include an autocannon, a kinetic pulse weapon, rocket launchers, a flamethrower, a tail spike and kinetic field generator plates on the hands to create powerful energy fields to smash the target(s) in hand-to-hand combat.

:arrow: This is the 3e update of Ankylosaur. I opted to just do a straight-forward conversion. I did not update the systems, other to add 2 levels of "Growth" to make up for the fact that the suit is supposed to be a hulking massive suit.
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Re: Emerald Flame's 3e Builds (Updated characters from 2e)

Postby Emerald Flame » Sun Jan 08, 2012 9:05 am

Image

Horseman 3.1
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_3.1 (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-3.1

.. I am in the process of getting ready to start a new game so I decided to go back to a more basic design of the Horseman. I think that this the prime design for the suit / character.
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Re: Emerald Flame's 3e Builds (Updated characters from 2e)

Postby Emerald Flame » Mon Jan 16, 2012 8:59 am

Image Image


Panzerfaust - PL 10

Strength 12
Stamina 9
Agility 3
Dexterity 3
Fighting 6
Intellect 3
Awareness 2
Presence 2

Advantages
All-out Attack, Defensive Attack, Defensive Roll, Improved Critical: Unarmed, Languages 1, Move-by
Action, Power Attack

Skills
Acrobatics 1 (+4), Athletics 4 (+16), Close Combat: Hand-to-Hand 2 (+8), Expertise: Tactics 5 (+8), Insight
5 (+7), Intimidation 7 (+9), Perception 5 (+7), Ranged Combat: Throw 5 (+8)

Powers
* Energy Absorption:
> Energy Absorption 10 (Absorbs: Physical and Energy, Boost: Enhanced Ability)

* Groundstrike: Affliction 10 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Fortitude, DC
20; Instant Recovery, Limited: Both Powerhouse and Targets must be in contact with ground, Limited
Degree)
* Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
* Shockwave: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere; Limited: Both Powerhouse and targets must be in contact with ground)

* Superhuman Physique
> + STA: Enhanced Stamina 8 (Linked; +8 STA)
* Immunity: Immunity 8 (Linked; Environmental Condition: Cold, Environmental Condition: Heat,
Environmental Condition: Pressure, Fatigue Effects)
* Impervious Defense: Impervious Toughness 10

* Superhuman Strength
> + STR: Enhanced Strength 8 (Linked; +8 STR)
* Power-lifting: Power-lifting 5 (Linked; +5 STR for lifting)

Offense
Initiative +3
Grab, +6 (DC Spec 22)
Groundstrike: Affliction 10, +6 (DC Fort 20)
Shockwave: Burst Area Damage 10 (DC 25)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Complications
Motivation: Patriotism: Driven to bring back the 4th Reich
Prejudice: Dislikes the Jewish people

Languages
English, German (Native)

Defense
Dodge 3, Parry 6, Fortitude 9, Toughness 10/9, Will 2

Power Points
Abilities 48 + Powers 83 + Advantages 7 + Skills 12 (34 ranks) + Defenses 0 = 150
_____________________________________________________________

Name: Annemarie Eisenberg
Concept: Brick/Powerhouse

Panzerfaust (roughly translated as Armored Fist) is the older sister of Blitzkrieg. Growing up, their parents died in an auto accident and they were taken in by an uncle. The uncle was a Neo-Nazi who was working with a group of like-minded scientists who were trying to bring about an army of Übermensch.. 'supermen'. The children were indoctrinated into the mind-set of the Neo-Nazis and then they willingly subjected themselves to a chemical treatments that gave them super-human abilities.

Panzerfaust gained super-human strength and the ability to absorb damage and use that energy to boost her already remarkable strength. She is nearly impervious to damage and is able to resist heat, cold and high pressure conditions. She uses her strength to beat her opponents to a bloody pulp.
She is not a mindless brute however. She went to college and regularly studies historical battles to help her own battlefield tactics.

Her brother, Blitzkrieg, gained super-human speed. Combined they have created tactics that compliment each others' abilites.

Image
____________________________________________________________

:arrow: This character is built using the 'Powerhouse' template with a few tweaks. She is a tag-team member with her brother, Blitzkrieg.
Last edited by Emerald Flame on Mon Jan 16, 2012 9:27 am, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Updated characters from 2e)

Postby Emerald Flame » Mon Jan 16, 2012 9:26 am

Image Image

Blitzkrieg - PL 10

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

Advantages
Assessment, Close Attack 3, Defensive Roll 2, Improved Initiative, Instant Up, Languages 1, Move-by
Action

Skills
Acrobatics 4 (+8), Athletics 8 (+10), Close Combat: Unarmed 6 (+11), Deception 5 (+7), Expertise: Tactics
6 (+8), Perception 8 (+10), Ranged Combat: Throw 8 (+11), Technology 5 (+7)

Powers
* Armored Bodysuit: Protection 3 (+3 Toughness; Impervious)
* Fast Attack: Strength-based Damage 8 (DC 25; Multiattack, Selective)
* Whirling-Dervish Attack: Strength-based Burst Area Damage 8 (Alternate; DC 25; Burst Area: 30 feet radius
sphere, Selective)
* Fast Defense: Enhanced Trait 10 (Traits: Dodge +5 (+10), Parry +5 (+10))
Super-Speed
* Quickness: Quickness 10 (Linked; Perform routine tasks in -10 time ranks)
* Run on Water: Movement 1 (Linked; Water Walking 1: you sink if stopped; Limited: Only while
running)
* Run Up the Walls: Movement 1 (Linked; Wall-crawling 1: -1 speed rank; Limited: Only while running)
* Speed: Speed 15 (Linked; Speed: 64000 miles/hour, 120 miles/round)
* Super-Speed: Enhanced Trait 1 (Linked; Advantages: Improved Initiative)

Offense
Initiative +8
Area Attack: Strength-based Burst Area Damage 8 (DC 25)
Fast Attack: Strength-based Damage 8, +8 (DC 25)
Grab, +8 (DC Spec 12)
Throw, +11 (DC 17)
Unarmed, +14 (DC 17)

Complications
Motivation: Patriotism
Prejudice

Languages
English, German

Defense
Dodge 10/5, Parry 10/5, Fortitude 7, Toughness 9/7, Will 5

Power Points
Abilities 48 + Powers 69 + Advantages 9 + Skills 17 (50 ranks) + Defenses 7 = 150
_________________________________________________________

Name: Hans Eisenberg
Concept: Speedster

Blitzkrieg (roughly translated as Lightning Attack) is the younger brother of Panzerfaust. Growing up, their parents died in an auto accident and they were taken in by an uncle. The uncle was a Neo-Nazi who was working with a group of like-minded scientists who were trying to bring about an army of Übermensch.. 'supermen'. The children were indoctrinated into the mind-set of the Neo-Nazis and then they willingly subjected themselves to a chemical treatments that gave them super-human abilities.

Blitzkrieg gained super-human speed, granting him the ability to move and subsequently think at super-human speeds. When running, Blitzkrieg is able to run over water and up walls. He is able to pepper his enemy with a flurry of attacks or attack a group of targets in an area.

He is a little hot-headed and easily flies into a rage if the Aryan race is put down or their dominance questioned.

His sister, Panzerfaust, gained super-human strength. Combined they have created tactics that compliment each others' abilites.
Image
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