Emerald Flame's Character Builds

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Emerald_Flame300
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

MAYHEM

Image

________________________________________________________________
PL 10

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

ADVANTAGES
Connected, Diehard, Evasion 2, Hide in Plain Sight, Luck 4, Uncanny Dodge, Well-informed

SKILLS
Athletics 1 (+2), Close Combat: ???? 2 (+3), Expertise: Insurance Business 6 (+9), Insight 3 (+6),
Investigation 1 (+4), Perception 1 (+4), Persuasion 3 (+6)

POWERS
"Did we notice who?": Concealment 4 (All Visual Senses; Blending, Partial, Uncontrolled)
"How could he survive that?": Immortality 7 (Return after 8 hours; Limited: Limited to circumstances of
plausible survival)
"How did he survive that fall?": Movement 1 (Safe Fall)
Catastrophe: Damage 10 (DC 25; Increased Range 2: perception, Indirect 4: any point, any direction,
Subtle 2: undetectable, Variable Descriptor: close group - "Accidents")
Find your weakness: Enhanced Trait 0 (Penetrating, Variable Descriptor 2: broad group - Attacks;
Quirk: Limited to lower of Attack or Extra's Rank)
Fortunate of him...: Nullify 8 (Counters: Effects that could be countered by Coincidence, DC 11;
Reaction 3: reaction; Decreased Range: Personal)
It's just a scratch / Defensive Luck: Protection 10 (+10 Toughness; Sustained)

OFFENSE
Initiative +2
Catastrophe: Damage 10 (DC 25)
Fortunate of him...: Nullify 1, +2 (DC Will 11)
Grab, +1 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +1 (DC 16)

LANGUAGES
English

DEFENSE
Dodge 9, Parry 8, Fortitude 5, Toughness 11, Will 9

POWER POINTS
Abilities 32 + Powers 64 + Advantages 11 + Skills 9 (17 ranks) + Defenses 24 = 165
_____________________________________________________________________________

Backstory:
Alex Jones was just another face in the insurance business. He had gotten his agent's license but after a short time, his supervisors realized that he was no cut out for the sales side of operations. Alex was moved to a position that was better suited for his gruff and sometimes callous demeanor.... Statistics.

Alex would spend the next several years working in the statisitical analysis division, calculating insurance coverages based on probabilities. As he worked in the office, he started to see odd little patterns. He started to research these patterns more and more and soon he started to realize that there was a connection. The more he studied, the more he learned.... The more he learned, the more indepth he started to see the patterns. One day, as he sat at his desk pouring through a stack of papers, a happenstance would occur that would change his life forever. A co-worker walked by and bumped a stack of papers that started an avalanche of events that upon their conclusion found Alex sitting in a pile of paperwork. As he looked around, the apparently hap-hazard scattering of paperwork suddenly revealed the final piece to his understanding. As if a switch was thrown, the world suddenly took on a whole new appearance. He could see "probablities" and even more than that... he could control them. There was a side-effect to this new found power however... the probability of somebody NOT noticing him increased dramatically. Suddenly people seemed to not notice him, even to the point that people could glance past him and not even notice him. He had become nearly invisible... just because of the probability of it happening.

As Alex grew more skilled at manipulating probablities, he started to use his abilities to deliver unlucky events on people and then moved up to full-on catastrophes. He initally targeted the people in his life that he felt had wronged him in some way... then he moved on to bigger things... actually committing crimes with his abilities.

He started calling himself Mayhem and now revels in the ability to cause others misery.


:arrow: Not sure what needs to be said here. I really like the Allstate ads with Mayhem causing all sorts of grief. I guess I am just a little sick. :lol: When I first saw the commercials, the idea popped into my head and it was not until I obtained the Power Profiles: Luck that I had the proper tools to play around with the design. In all honesty, the powers are almost cut-and-paste from the supplement, but they seemed to fit perfectly.
:arrow: The one power that I liked was the Uncontrolled Concealment: Blending that I added. He has this great ability, but the down-side is that people just don't see to notice him anymore.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

C.O.B.O.L.T.- T.H.B.P. (Trans-atmospheric Hypersonic Booster Pack)

Image

Hypersonic Thrusters
> Flight 4
> Stacks with Thrusters: Flight 8
> Total Flight Ranks = 12

Trans-Atmospheric Shielding
> Immunity: Environmental_Re-Entry
> Immunity: Environmental_Cold of Space

Point Cost: 10 pts
_____________________________________________________________________

:arrow: This is a little break from my "Peanuts from Hell" builds... (I'm working on more).

:arrow: This is actually an Add-On to the C.O.B.O.L.T.- U.C.M. Mk 1
This is a 10 pt add-on that could be equipped to the provide COBOLT with the ability to get anywhere on the planet rather quickly.

I more or less envision it as a backpack that COBOLT dons and then it opens up and engulfs the base suit to provide the needed protection and speed.

I found the picture on-line. It was originally a "alternative design" for Iron Man 3, I believe.. but I do not know the artist. I might be wrong and would willingly change the post if I can get the proper information.
Last edited by Emerald_Flame300 on Wed Feb 21, 2024 11:32 pm, edited 1 time in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

HARLIQUIN 2.0 (H.A.H.C.S.)
[Hyper-Mobility Armored Hard-Light Combat System]

Image
Image

_______________________________________________________

HARLIQUIN (Hard Light Combat System) - PL 10

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

ADVANTAGES
Accurate Attack, Agile Feint, All-out Attack, Assessment, Benefit, Security Clearance: Police Officer,
Defensive Roll 2, Equipment 4, Evasion, Improved Aim, Improved Grab, Languages 1, Move-by Action,
Precise Attack (Ranged, Concealment), Startle, Uncanny Dodge, Well-informed

SKILLS
Acrobatics 8 (+13), Athletics 4 (+14), Close Combat: Melee Attacks 3 (+7), Deception 2 (+4), Expertise:
Law Enforcement 2 (+4), Insight 1 (+3), Investigation 3 (+5), Perception 3 (+5), Ranged Combat: Suit
Weapons 5 (+10), Stealth 2 (+7), Technology 2 (+4)

POWERS
* Kinetic Manipulation Suit. (Removable)
> Enhanced Ability: Enhanced Strength 10 (+10 STR)
> Environmental Protection: Immunity 3 (Environmental Condition: Heat, Environmental Condition: Cold,
Suffocation: Breathing)
> Motion Blur: Concealment 5 (All Visual Senses, Sense - Hearing; Blending)
> Protective Field: Protection 10 (+10 Toughness; Impervious)
* Senses: Senses 4 (Darkvision, Infravision, Tracking: Visual 1: -1 speed rank)
* Tactical Computer: Enhanced Dexterity 5 (+5 DEX)

Veloci-Tech System: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
> Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
> Movement: Movement 1 (Alternate; Wall-crawling 1: -1 speed rank; Limited: Only when Stationary)
> Movement: Movement 1 (Alternate; Water Walking 1: you sink if stopped; Limited: Only when moving)
> Speed: Speed 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)

Hard-Light Weapon Array
> Energy Binders: Snare 10 (DC 20)
> Energy Cannon: Damage 10 (DC 25; Multiattack, Penetrating, Subtle: subtle)
> Energy Grenade: Burst Area Blast 8 (DC 23; Burst Area: 30 feet radius sphere)
> Energy Pistol: Damage 6 (DC 21; Increased Range: ranged)
> Energy Saber: Strength-based Strike 3 (DC 28; Penetrating)

EQUIPMENT
Car
Cell Phone (Smartphone)
Handcuffs
Light Pistol

OFFENSE
Initiative +5
Energy Binders: Snare 10, +10 (DC Dog 20)
Energy Cannon: Damage 10, +4 (DC 25)
Energy Grenade: Burst Area Blast 8 (DC 23)
Energy Pistol: Damage 6, +10 (DC 21)
Engery Saber: Strength-based Strike 3, +7 (DC 28)
Grab, +4 (DC Spec 20)
Light Pistol, +5 (DC 18)
Throw, +10 (DC 25)
Unarmed, +7 (DC 25)

COMPLICATIONS
Disability: Only one hand (left only)
Secret: Nobody knows the true identity of Harlequin as being Jessica Crane.

LANGAUGES
English (Native), Spanish

DEFENSE
Dodge 5, Parry 5, Fortitude 4, Toughness 15/13, Will 5

POWER POINTS
Abilities 36 + Powers 91 + Advantages 20 + Skills 18 (35 ranks) + Defenses 5 = 170
--------------------
Car - PL 10
Strength 5, Defense -2, Toughness 8, Size Large
Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Power Points
Ablities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0
ep) + Weapons & Armor 0 (0 ep) = 8
________________________________________________________

:idea: Before I say anything, I must stated that this build is HEAVILY influenced by Godfallen's builds, specifically Bumble Bee and Photonic. Thank You Godfallen for providing those great builds that inspired me.
__________________________________________________________________

This is the Harliquin (H.A.H.C.S.) [Hyper-Mobility Armored Hard-Light Combat System]. It is a combination of several different technologies that were melded together to create a new and potent combat system.

The base of the system is a series of Kinetic Manipualtion Modules (K.M.M.) mounted on a body harness that is worn by the operator. The harness consists of a back pack, a life-support module and a series of hard-light projectors positioned over the body. Also connected to the system is a an advanced sensor package that is mounted in a helemt. The backpack houses a state of the art system called Veloci-Tech. This system is based on the revolutionary designs of "Hyper-Wing" technology.* The Veloci-Tech system is capable of capturing, storing and manipulating kinetic energy through the K.M.M.'s. The wearer's movements provides the power supply for the system. The Veloci-Tech system can channel the energy into different forms of movement and even into offensive weapons. The Harliquin can perform sustained flight as-well-as manipulating kinetic energies to allow for enhanced leaping and movement at higher speeds. If the energy is focused onto specific K.M.M's, the suit is capable of sticking to walls and even moving across liquids. This is limited in that for the "wall crawling" the suit must be stopped prior to adhesion and for the "water walking" to function the suit must be moving. (* Hyper Wing is the design idea put forth by Godfallen.)

When activated the system projects a hard-light armor around the operator. A series of force-field projectors grant the operator protection as well as enhancing the operators abilities. On-board fuzzy-logic combat systems allow the operator to anticipate combat situations and also react more quickly when one comes up. The enhanced sensors grant the operator superb vision as well as interating a targeting system that improves the operator's ranged combat.

The entire suit is shrouded in a kinetic field that adds to the Hard-light armor to create a "fuzzy effect" to the armor. When moving at speed, the armor gets even more fuzzy. This provides a limited amount of concealment/blending and gives the operator a little more of an edge.

The suit is kept light-weight by NOT installing any weapon systems and instead utilizes a dedicated hard-light generator to manifest the needed weapon. The operator is also allowed to carry a small handgun that is encased by the armor. The H-L projectors, mounted in the fore-arms are the weapon deploymeny sites. There is one on each arm allowing for a "righty or a lefty" operator.

The suit is currently in the field-testing stages but Crane Technologies is confident that the suit will be fully functional shortly.
Last edited by Emerald_Flame300 on Thu Jan 18, 2024 2:47 am, edited 1 time in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

JOVIA

Image

Original pic from Deviant Art_ JamieFayX
Hair color changed by Emerald Flame
_______________________________________________________

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

ADVANTAGES
Move-by Action, Power Attack

SKILLS
Acrobatics 5 (+8), Athletics 2 (+14), Expertise: Geology 4 (+7), Insight 6 (+9), Perception 8 (+11),
Persuasion 6 (+9), Ranged Combat: Throw 3 (+6), Stealth 2 (+5), Technology 8 (+11)

POWERS
* Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
* Growth: Density Growth 2 (+2 STR, +2 STA, -1 active defenses; Density)
* Invulnerability
> Enhanced Ability: Enhanced Stamina 8 (Linked; +8 STA)
> Immunity: Immunity 12 (Linked; Critical Hits, Life Support)
> Impervious Defense: Impervious Toughness 10
* Superhuman Strength
> Enhanced Ability: Enhanced Strength 10 (Linked; +10 STR)
> Power-lifting: Power-lifting 2 (Linked; +2 STR for lifting)

OFFENSE
Initiative +3
Grab, +6 (DC Spec 22)
Throw, +6 (DC 27)
Unarmed, +6 (DC 27)

COMPLICATIONS
Motivation: Responsibility: Catherine views her newly found powers as a gift and believes that she has a responsibility to help people and protect those who cannot protect themselves.
Motivation: Thrills: Catherine finds that using her powers and fighting "bad guys" is exhillerating. She enjoys the thrills of the action.
Relationship: Catherine is involved in an on-again/off-again relationship with Carter Hargrieves. They dated before the accident and couple of times since.

LANGUAGES
English

DEFENSE
Dodge 6, Parry 5, Fortitude 12, Toughness 12, Will 6

POWER POINTS
Abilities 46 + Powers 76 + Advantages 2 + Skills 22 (44 ranks) + Defenses 7 = 153
________________________________________________________________________________

Jovia is a classic Paragon-Babe. She is based off of an adventure that I ran (Critical Mass by Vigilence Press). She gained her powers in the game and has only recently come to terms with her new-found abilities.

She was previously involved in an on-again/off-again relationship with Carter Hargrieves and so there is a little history there.

She was built as a standard Paragon build... nothing unique..
Last edited by Emerald_Flame300 on Mon Jan 15, 2024 6:59 pm, edited 1 time in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

DARKMOUNT

Image

_______________________________________________________

Strength 10
Stamina 6
Agility 10
Dexterity 8
Fighting 6
Intellect 3
Awareness 4
Presence 3

ADVANTAGES
All-out Attack, Chokehold, Close Attack 2, Defensive Attack,
Defensive Roll, Diehard, Fearless, Improved Critical 2 (Dark
Lance), Improved Critical 2 (Mono-Blade Axe: Strength-based
Strike 6), Instant Up, Languages 4, Move-by Action, Power
Attack, Quick Draw, Taunt, Uncanny Dodge

SKILLS
Acrobatics 4 (+14), Athletics 3 (+13), Close Combat (Mono-
Blade Axe: Strength-based Strike 6) 6 (+12), Deception 8
(+11), Expertise (Arcane Science) 6 (+9), Insight 4 (+8),
Intimidation 8 (+11), Perception 4 (+8 ), Ranged Combat (Dark
Lance) 4 (+12), Sleight of Hand 4 (+12), Stealth 4 (+14)

POWERS
Dark Armor (Removable)
* Enhanced AGIL: Enhanced Agility 8 (Mystic, +8 AGL)
* Enhanced DEX: Enhanced Dexterity 8 (Mystic, +8 DEX)
* Enhanced STR: Enhanced Strength 8 (Mystic, +8 STR)
* Life of Darkness: Immunity 12 (Critical Hits, Life Support)
* Nemesis Power: Variable 10 (Mystic; Limited (Must see power used))
* Protection of the Darkness: Protection 10 (Mystic, +10 Toughness; Impervious)

Dark Lance (Removable)
* Dark-Blast: Burst Area Blast 12 (Mystic, DC 27; Burst Area (30 feet radius sphere), Extended Range, Penetrating, Multiattack)
* [AP] Mono-Blade Axe: Strength-based Strike 6 (Technological, DC 31; Penetrating, Reach (melee) (5 ft.))

OFFENSE
Initiative +10
Dark-Blast: Burst Area Blast 12 (DC 27)
Grab, +14 (DC Spec 20)
Mono-Blade Axe: Strength-based Strike 6, +14 (DC 31)
Throw, +8 (DC 25)
Unarmed, +14 (DC 25)

COMPLICATIONS
Motivation: Greed: Quest for power
Secret: Darkmount is the latest person to wear the armor and
take the name.

LANGUAGES
Arabic, English, French, German, Japanese, Russian, Spanish

DEFENSE
Dodge 10, Parry 6, Fortitude 6, Toughness 17/16, Will 4

POWER POINTS
Abilities 52 + Powers 153 + Advantages 22 + Skills 28 (55
ranks) + Defenses 0 = 255
_______________________________________________________________

Darkmount is a name whispered in the dark circles of the criminal underworld. He is a shadow, whispered about but hardly ever seen. He operates behind the scenes and when he acts, it is with deadly efficiency.
Stories about Darkmount go back for multiple generations, leading people to believe that Darkmount is immortal or some supernatural force. In truth, there have been numerous people to wear the armor of Darkmount. The current wearer passes the armor to a successor or loses it to the successor.

The armor of Darkmount is an enigma in itself. Nobody, even the Darkmounts, know where the armor comes from or who created it. The armor is mystically empowered with remarkable powers. The armor can copy the powers of a person or allows the wearer to generate a power in response to an attacker. If the attacker is using fire-based attacks, the suit might generate a resistance to fire. This allows Darkmount to be able to combat anybody and be on their level.

Currently, Darkmount is heading a criminal network that spreads across the planet. He is quite possibly the most powerful person on Earth.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

ANKYLOSAUR 2.0

Image

_______________________________________________________

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

LANGAUGES
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 Character Builds (Deathwish)

Post by Emerald_Flame300 »

DEATHWISH

Image

Strength 2
Stamina 3
Agility 3
Dexterity 3
Fighting 7
Intellect 4
Awareness 6
Presence 2

ADVANTAGES
Close Attack, Connected, Contacts, Defensive Attack, Eidetic Memory, Fearless, Improvised Tools,
Inventor, Well-informed

SKILLS
Athletics 1 (+3), Close Combat: Hand-to-Hand 3 (+10), Deception 2 (+4), Expertise: Science 4 (+8),
Insight 3 (+9), Intimidation 1 (+3), Perception 2 (+8), Persuasion 1 (+3), Stealth 1 (+4), Technology 6
(+10), Treatment 2 (+6), Vehicles 3 (+6)

POWERS

* "Life" Eternal: Regeneration 10 (mutant, Every 1 round)
* Cheating Death: Immortality 18 (mutant, Return after 12 seconds)
* Speed of Thought: Quickness 4 (mutant, Perform routine tasks in -4 time ranks; Limited: Mental Only)
* Time means nothing: Immunity 1 (Aging)

OFFENSE
Initiative +3
Grab, +8 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +11 (DC 17)

COMPLICATIONS
Quirk: Dark, Gallows humor.
"You want to be trapped in an endless existential nightmare, forces to keep living, even when life is
meaningless and nothing matters?"

Secret: Inhuman ability to recover from any and all injury including death.

LANGUAGES
English

DEFENSE
Dodge 6, Parry 7, Fortitude 3, Toughness 3, Will 6

POWER POINTS
Abilities 60 + Powers 49 + Advantages 9 + Skills 15 (29 ranks) + Defenses 3 = 136

____________________________________________________________________

He was a student at Freedoom City University and was well on his way to receiving top honors when he befell an accident. He was a mechanical tinkerer and loved creating gadgets. From a young age he would take things apart, rework them, improve them and then reassemble them. This continued on through his school years and eventually landed him at FCU.
Towards 'Finals Week' at the school stress was running high and everybody was rushing to complete their projects. Jacob had gone ot one of the science-lab buildings to gather some supplies. There was an explosion in one of the other science labs and Jacob was caught in the blast. He intially thought that there was no problem, however he would later find out that he was not altogether 'fine'.
A few weeks later he slipped with a knife. He severed a finger-tip! Within seconds, the finger was healing and regrew completely. He was startled by this event but the 'scientist' in him pushed him to experiment. He stepped in front of a bus and was smashed. He got up and limped away... only to heal completely within a few minutes. In the ensuing chaos of the aftermath of the earthquake, he slipped into the background. So far he has been crushed, shot, electrocuted, stabbed and mauled by wild dogs. He reveled in the fact that he could not suffer any lasting injuries or die. After a short while, he realized the FULL implications of this. He started to fall into a depression as he realized that he was for all impressions immortal. He started to perform more and more extreme acts to push the limits of his regenerative abilities. There was apparently no limit.
Jacob now has a rather dark and jaded outlook on life and is very sarcastic. He now sees his life as something to be endured... not enjoyed. He periodically kills himself just to see if he can... "maybe the immortallity had worn off."
He continued to tinker with gadgets and soon realized that he could at least have some 'fun' in life. He started to run around and stop criminals. He used his gadgets and his immortality as his tools. He could easily jump off of a tall building or stand in-front-of bullets to protect someone. Even this started to lose it's appeal, but it was better than his normal life. He makes gadgets and tools for heroes that are able to convince him that it is worth it.
____________________________________________________________________

:arrow: Jacob, aka: DEATHWISH, is a character that I thought would be fun to play around with... He is effectively a one-trick-pony. He cannot be killed!! At least not permanently. He can regenerate from all injuries including dismemberment. He is capable of regrowing limbs and returning from the dead.
I got the inspiration for this character from Scamper in the Igor movie. He is immortal and he thinks it sucks!!! One of my favorite comments is...
Scamper: "You want to be trapped in an endless existential nightmare, forced to keep living, even when life is meaningless and nothing matters?"
Brain: "What did he say?"

He is sarcastic, and nihilistic with gallows humor. He is nice guy just so long as you can put up with him commenting about his immortality.
Last edited by Emerald_Flame300 on Sat Feb 24, 2024 4:13 pm, edited 2 times in total.
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Re: Emerald Flame's Character Builds (Spartan)

Post by Emerald_Flame300 »

SPARTAN_ Athena's Champion

Image

Original artwork by Spiderguile (Deviantart.com)
Tweaked by Emerald Flame (color switched, emblem changed and lantern removed)
The character image fits wonderfully and I have to credit Spiderguile for the original piece.
__________________________________________________________

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

ADVANTAGES
Accurate Attack, Assessment, Benefit, Wealth 3 (millionare), Eidetic Memory, Equipment 4, Improved
Initiative, Improvised Tools, Interpose, Inventor, Minion 4, Power Attack, Precise Attack (Ranged,
Concealment), Second Chance: Toughness Saves

SKILLS
Athletics 3 (+6), Close Combat: Unarmed 3 (+7), Deception 2 (+5), Expertise: Industry 4 (+8), Insight 4
(+7), Intimidation 2 (+5), Investigation 3 (+7), Perception 2 (+5), Ranged Combat: Ranged Weapons 3
(+7), Stealth 2 (+5), Technology 5 (+9), Treatment 1 (+5), Vehicles 2 (+6)

POWERS

Athenian Ring of Crafts (Removable)
* Enhanced Ability: Enhanced Agility 3 (+3 AGL)
* Enhanced Ability: Enhanced Dexterity 3 (+3 DEX)
* Enhanced Ability: Enhanced Strength 3 (+3 STR)
* Enhanced Senses: Senses 6 (Detect: Visual 1, Direction Sense, Distance Sense, Extended: Visual
1: x10, Radio, Time Sense)
* Enhanced Trait: Enhanced Trait 1 (Advantages: Second Chance: Toughness Saves)
* Enhanced Trait: Enhanced Trait 5 (Traits: Will +5 (+9); Limited: Only -vs- Mental Attacks/Effects)
Instant Change
* Instant Change : Feature 1
* Life Support: Immunity 12 (Linked; Critical Hits, Life Support; Increased Duration: continuous;
Limited: Does not Protect -vs- Starvation)
* Protection: Protection 10 (Linked; +10 Toughness; Impervious)

* On the Wings of Owls: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
* Spirit in the Ring: Enhanced Trait 4 (Advantages: Minion 4)

Force Manipulation Array
* Force Blast: Blast 12 ([10 active, 20/25 PP, 2/r], DC 25)
* Force Blast_Rapid Fire: Blast 8 ([0 active, 20/25 PP, 3/r+1], DC 23; Multiattack, Split: 2 targets)
* Force Bubble
> Life Support: Immunity 10 (Linked; Life Support; Affects Others Only; Limited: Does not protect -
vs- Starvation)
> Protective Bubble: Protection 10 (Linked; +10 Toughness; Affects Others Only)
* Force Constructs: Create 10 ([0 active, 20/25 PP, 2/r+1], Volume: 1000 cft., DC 20; Movable,
Precise; Limited: Simple Constructs Only (Walls, Barriers, Etc))
* Lifting and Moving: Move Object 10 ([0 active, 20/25 PP, 2/r+1], 25 tons; Precise)

Demi-God Racial Package
* Blessing of Asclepius: Regeneration 2 (Every 5 rounds)
* Combat Reflexes: Enhanced Agility 1 (+1 AGL)

EQUIPMENT
* SKY CHARIOT
* Skyscraper HQ

OFFENSE
Initiative +7
Force Blast: Blast 12, +7 (DC 25)
Force Blast_Rapid Fire: Blast 8, +7 (DC 23)
Grab, +7 (DC Spec 13)
Liting and Moving: Move Object 10, +4 (DC 20)
Throw, +4 (DC 18)
Unarmed, +7 (DC 18)

COMPLICATIONS
Motivation: Thrills: Being a hero gives Carter a feeling of "being alive". He grew up knowing that he was
"special" and now he has the tools and the knowledge to live up to his potential.

Relationship_Family: Carter has a a step-brother, Gabriel who he gets along with, but does not talk to
very often. Gabriel lived in the shadow of Carter and acted out in school. He does not attend many
functions, but a trust fund set up by their father provides him with a very comfortable life.
Carter's father Alexander, and his step-mother, Jessica, live in New York City in a penthouse suite. They
spend most of their lives traveling the world.

Secret: Secret Identity: Carter Hargrieves, Owner of Hargrieves Imports. An international company that imports and exports technology and other materials. The company was founded by Carter's father when
Carter was young. Carter would eventually take over the business when his father retired.

Secret: Carter is the child of Athena. He only knew that his mother had left shortly after his birth and his
father had raised him while he was growing up. Carter's father would eventually remarry and Carter
called her "mom", but he knew she was not his 'real' mother. Carter has a keen mind and a
photographic memory. He easily can master battle field tactics. He designed his battlesuit, to provide the
upmost in battlefield flexibility.

LANGUAGES
English

DEFENSE
Dodge 4, Parry 4, Fortitude 5, Toughness 12, Will 9/4

POWER POINTS
Abilities 32 + Powers 95 + Advantages 16 + Skills 9 (36 ranks) + Defenses 5 = 157
____________________________________________________________________

:arrow: This is a character concept that has developed over a period of time. Ironically enough, this idea developed from an Iron Man-esque build that I made.
In our current campaign, the characters are all the children of one of the Greek gods. (Heavily influenced by the Percy Jackson series... although not the same setting) This character (mine) is the child of Athena, while we also have a son of Zeus, a son of Poseidon and a son of Hephaestus.

:arrow: It is loosely based on the Green Lantern power-set, with some tweaks here and there. A big tweak is to remove the space flight ability. I also want to play with the 'Force Constructs' a little. I can see him calling forth a energy centurion to aid in battle.

I built it around the premise that Athena is known by multiple different names and was thought to be in the fore-front of battle.. HOWEVER... she uses her intelligence to fight a battle, unlike her brother Ares, who is more about brute strength and blood-shed. Athena is also credited with battle strategy and invention. The ring is based on Intelligence rather than Willpower. The wearer focuses on an item and "thinks" the item into existence. His 'force field' looks like a suit of Spartan Armor. The wearer can shoot blasts of energy and such.

The Athenian Ring of Crafting is bestowed upon a mortal who is favored by the god. The ring produces a costume of Celestial Bronze that provides protection and life-support functions. The ring also gives the wearer the ability to wield a small fraction of the power of 'creation' that is powered from the the heart of Olympus.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

WEAVER

Image

ImageImage

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

ADVANTAGES
All-out Attack, Attractive 2, Benefit, Cipher 4, Evasion 2, Favored Foe: Supernatural, Improved Critical:
Unarmed, Languages 4, Quick Draw, Ritualist, Takedown, Uncanny Dodge

SKILLS
Acrobatics 6 (+10), Athletics 3 (+6), Close Combat: Unarmed 5 (+10), Expertise: Arcane Law 8 (+11),
Expertise: Concentration 6 (+9), Expertise: Diplomacy 4 (+7), Expertise: History 6 (+9), Expertise: Theology
& Philosophy 8 (+11), Insight 6 (+9), Intimidation 2 (+5), Investigation 4 (+7), Perception 5 (+8),
Persuasion 2 (+5), Ranged Combat: Hand of Heshem: Move Object 6 4 (+8), Stealth 9 (+13), Treatment
2 (+5)

POWERS
* Supernatural Sense: Senses 1 (Awareness: Supernatural Energies)
* Timeless beauty: Immunity 1 (Aging)
Mystical Powers
* Bolt of Hesham: Damage 10 (mystic, DC 25; Increased Range: ranged)
* Hand of Heshem: Move Object 6 (mystic, 3200 lbs.)
* Heshem's Way: Movement 2 (mystic, Dimensional: Astral Realm 2: group, 50 lbs.; Portal)
* Holy Hearth: Progressive Burst Area Affliction 6 (mystic, 1st degree: Entranced, 2nd degree:
Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area: 30 feet radius sphere, DC 16,
Progressive; Limited: Evil Creatures, Limited: Holding at Bay)
* Holy Hosts of Heshem: Nullify 8 (mystic, Counters: Magic, DC 18; Broad)
* Hood of Heshem: Cloud Area Concealment Attack 4 (mystic, All Visual Senses, DC 14; Cloud Area:
15 feet radius sphere, DC 14, Attack: Dodge)
* Hook of Heshem: Strength-based Damage 8 (mystic, DC 26; Penetrating)
* Mystic Shield of Hesham: Protection 10 (mystic, +10 Toughness; Sustained)
* Portal of Hesham: Teleport 6 (1800 feet in a move action, carrying 1600 lbs.; Accurate, Change
Direction, Change Velocity, Increased Mass 5, Portal, Turnabout)

OFFENSE
Initiative +4
Bolt of Hesham: Damage 10, +8 (DC 25)
Grab, +5 (DC Spec 13)
Hand of Heshem: Move Object 6, +8 (DC 16)
Holy Hearth: Progressive Burst Area Affliction 6 (DC Will 16)
Holy Hosts of Heshem: Nullify 8, +4 (DC Will 18)
Hood of Heshem: Cloud Area Concealment Attack 4 (DC Dog 14)
Hook of Heshem: Strength-based Damage 8, +5 (DC 26)
Throw, +4 (DC 18)
Unarmed, +5 (DC 18)

COMPLICATIONS
Hatred: She has a burning hatred of all evil supernatural creatures.
Secret: Anna was born in 1332 AD, making her 680 y/o.

LANGUAGES
Chinese (Mandarin), English, French (N), German, Japanese, Portuguese, Romanian, Russian, Spanish

DEFENSE
Dodge 6, Parry 5, Fortitude 2, Toughness 2, Will 3

POWER POINTS
Abilities 54 + Powers 48 + Advantages 19 + Skills 27 (80 ranks) + Defenses 2 = 150
_________________________________________________________
* First let me say that I DO NOT take any credit for the powers that are listed here. I found them in the POWER PROFILES: MAGIC POWERS PDF that I had sitting around on my hard-drive. I was browsing the pdf looking for inspiration... At that time, I found something that just clicked. I quote..
"Heshem (heh-SHEM) She Who Is Three, The Hooded One, Triformus". I looked at the picture that I am using and <click> it fit!! Go ahead... take another look...

Image

Female....... CHECK
Hooded....... CHECK
TRIformus.... CHECK (IE: tri=3 = three orbs of power.)

Having said all of that.....
________________________________________________________

When Anna was 16 y/o (1348 AD), she was possessed by a demon bent on destroying an ancient text that had the power to banish demonkind. She was arrested and transported for her "final judgement". They were attacked and her life almost ended when three of the four knights assigned to escort her lost their lives. She left with a fourth knight, who protected her. It was not long before she realized that she was not aging and that she could heal from injuries rapidly. She lived with the knight, until he died of old-age.

She discovered that the time spent with the demon inside her left her, had left her with a latent magical sense. She could sense supernatural energies around her. She started to study and found that she could link with the an entity names Syricar She is not sure what the ultimate end-game is for Syricar, but until then, she will use the power it grants. She then started to travel the world researching arcane studies and abolishing demon threats to mankind.

In 1590, She traveled to the new world and tracked a monster to Roanoke Colony. She arrived too late and found a strange sickness spreading through the colony. She was able to convince the elders of the village to move from the location. She tracked the monster and eventually killed it. She then opted to return to England. It was in England, in 1666 AD, that she picked up the track of a nasty pyro-demon to London. After a short but brutal fight, the pyro-demon fled and a large portion of London burned.

In 1692, she returned to the 'Colonies', but this time found herself in the area of Salem. She was tracking a demonette. The demonette was working at corrupting the young girls in the area... drawing them in as slaves to her will. At this same time, a series of "Witch Trials" started that caused enough of a distraction that the demonette escaped.

Anna continued to hunt demons and banish them back to the infernal places that spawned them. After a while, she slowly drifted into retirement... occasionally hunting a supernatural entity but nothing significant. As the new age of 'supers' arose, she found herself again pulled into the fray.
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Re: Emerald Flame's Character Builds

Post by Jabroniville »

Emerald_Flame300 wrote: Sun Jan 29, 2017 11:12 pm MAYHEM

Image
heh- nice Mayhem. He's popular with OZ fans, because Dean Winter played Ryan O'Reilly for every season of that show. Despite the "Mary Sue" nature of the character (his brother was a Producer, leading some fans to crack jokes about why Ryan was always outsmarting everyone, and why his brother Cyril- also placed by a Winter brother- was so tough), O'Reilly was one of the major characters on that show, and had some pretty fun arcs as Oswald State's resident shit-disturber.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Finally was able to get around to posting Weaver.

Enjoy...
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Re: Emerald Flame's Character Builds (Kaiju)

Post by Emerald_Flame300 »

KAIJU

Image
Picture from/ inspired by Pacific Rim
________________________________
________________________

Strength 16
Stamina 18
Agility -2
Dexterity -2
Fighting 6
Intellect -1
Awareness -1
Presence 4

ADVANTAGES
Favored Environment: Aquatic, Improved Critical 3: Unarmed, Improved Smash, Power Attack

SKILLS
Acrobatics 2 (+0), Athletics 2 (+18), Close Combat: Unarmed 4 (+10), Insight 1 (+0), Intimidation 5 (+17),
Ranged Combat: "Atomic Burp": Damage 15 2 (+0)

POWERS
"Atomic Burp": Damage 15 (alien, radiation, DC 30; Increased Range: ranged)
* "Bellow of the Beast": Affliction 12 (Alternate; 1st degree: Dazed, 2nd degree: Disabled, 3rd degree:
Paralyzed, Resisted by: Will, DC 22)
Claws and Jaws: Strength-based Damage 8 (Alternate; DC 39; Multiattack, Penetrating 8)
"Its Friggin' Huge!!": Growth 16 (+16 STR, +16 STA, +8 Intimidate, -16 Stealth, -8 active defenses, +4
size ranks, +16 mass ranks, +2 ; Innate; Permanent)
"Scaly Hide":: Protection 3 (+3 Toughness; Impervious)
Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)

OFFENSE
Initiative -2
"Atomic Burp": Damage 15, +0 (DC 30)
"Bellow of the Beast": Affliction 12, +6 (DC Will 22)
Claws and Jaws: Strength-based Damage 8, +6 (DC 39)
Grab, +10 (DC Spec 26)
Throw, -2 (DC 31)
Unarmed, +10 (DC 31)

COMPLICATIONS
"AHHH!! ITS A GIANT MONSTER!!": 'Nuff said
Disability: Disturbing lack of communicative abilities

LANGUAGES
Kaiju-ian

DEFENSE
Dodge -5, Parry 0, Fortitude 22, Toughness 21, Will 7

POWER POINTS
Abilities 12 + Powers 77 + Advantages 6 + Skills 8 (16 ranks) + Defenses 19 = 122

_________________________________________________________

I have to admit that I am surprised by this build. It is rather simple and is powerful but does not cost ll that much. The biggest chunk of power seems to come from the Growth effects.

This is based on the Kaiju from Pacific Rim. Instead of crafting each different Kaiju, I figured that building a generic monster to smash the city apart would be just as much fun.

Enjoy
Last edited by Emerald_Flame300 on Mon Feb 20, 2017 9:40 pm, edited 2 times in total.
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Re: Emerald Flame's Character Builds (Long Horn)

Post by Emerald_Flame300 »

LONGHORN (Texas)

Image

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

ADVANTAGES
Assessment, Benefit, Wealth 2 (independently wealthy), Connected, Defensive Roll 2, Diehard, Eidetic
Memory, Evasion, Improved Smash, Move-by Action, Power Attack

SKILLS
Athletics 4 (+14), Close Combat: Horns: Strength-based Damage 2 2 (+6), Expertise: Electronics 6 (+10),
Expertise: Mechanical Engineering 8 (+12), Expertise: Physical Sciences 3 (+7), Insight 3 (+5), Intimidation
1 (+2), Investigation 2 (+6), Perception 4 (+6), Ranged Combat: ???? 2 (+5), Technology 8 (+12),
Treatment 1 (+5), Vehicles 2 (+5)

POWERS
Long Horn Combat Armor (Removable)
* Combat Computer System (Advantages: Assessment, Diehard, Evasion, Improved Smash, Move-by
Action, Power Attack)
* Enhanced Ability: Enhanced Stamina 5 (Linked; +5 STA)
* Enhanced Servos: Enhanced Strength 10 (+10 STR)
* Power-Lifting: Enhanced Strength 6 (Alternate; +6 STR; Limited to Lifting)
* Ground-Effect Thrusters: Speed 5 (Speed: 60 miles/hour, 900 feet/round; Limited: Skimming the
Ground)
> Bounding Thrusters: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
* Horns: Strength-based Damage 2 (DC 27; Penetrating 8)
* Shoulder-Mounted Autogun: Damage 5 (Alternate; DC 20; Increased Range: ranged)
* Environmental Seals: Immunity 8 (Critical Hits, Environmental Conditions (All), Suffocation: Breathing)
* Armor Plating: Protection 10 (+10 Toughness; Impervious)
* Radio System: Radio Communication 3 (Sense Type: Radio Link System)

OFFENSE
Initiative +3
Autogun: Damage 5, +3 (DC 20)
Grab, +6 (DC Spec 20)
Horns: Strength-based Damage 2, +6 (DC 27)
Throw, +3 (DC 25)
Unarmed, +6 (DC 25)

COMPLIATIONS
Disability: Walks with a pronounced limp when outside of the suit
Secret: Nobody knows that Charles Goodnight is LONGHORN

LANGUAGES
English (N)

DEFENSE
Dodge 9, Parry 8, Fortitude 6, Toughness 11/13, Will 6

POWER POINTS
Abilities 30 + Powers 74 + Advantages 6 + Skills 23 (46 ranks) + Defenses 17 = 150
_______________________________________________________
BACKGROUND

Charles "The Bull" Goodnight was a student at the University of Texas at Arlington (UTA) studying mechanical engineering and design. His college was being paid for by a football scholarship that he had gotten when he graduated from Lamar High School. Charles played the tackle position. It is doing this that he got the nickname of "the Bull".
His father was a very wealthy businessman who could have easily paid for Charles to go to the University, but his son wanted to stand on his own feet.

One evening, while he was studying in his apartment, two men came to his door. They rang the doorbell and then a few seconds later the door was kicked off of it's hinges. The two men were on top of Charles before he could react. The beating Charles received placed him in the hospital with numerous broken bones and a damaged spine. The doctors told him that he would never play football again.
During his rehabilitation, Charles laid in a bed, where his window over-looked a field where a farmer grazed his herds. Each morning, Charles was greeted by mooing of longhorn cattle. As his body healed, Charles continued to challenge his mind. He started redesigning/modifying a suit of powered armor that his father's company was working on. First the designs were hastily scribbled on a piece of paper or the back of a place mat. As the weeks stretched on, the design became more advanced and more capable.
During one of the many visits from his father, a bit of information slipped out. Charles found out that his father had several "shady" business partners. One of these "business partners" had sent the people to Charles' apartment to send a message to his father about a "deal" which was in the works.

When Charles was released from the hospital, he faced some major life changes. His right leg had been badly damaged and he now walked with a limp. Driven by a desire to get back at the men that had ended his promising football career, he dropped out of school and sunk his money, along with a large chunk of his father's money into building the prototype combat armor. Servo-compensators in the legs, eliminated his limp. Small thrusters built into his legs and back gave the suit the ability to skim the ground at high rates of speed or to make short bounding leaps. Taking inspiration from the longhorn cattle that had kept him company during his long rehabilitation, the upper torso, in particular the head, was built with heavy armor and reinforcements that would allow for high impact ram attacks. Two large horns protrude from the helmet. Charles donned the armor and took to the streets to fight back against those that had ended his career.
It was not long before he located the men responsible for the attack. A short time later, they met Longhorn.

TACTICS

Longhorn is not by any means a tactical person. The armor he wears is designed to take a beating and deliver the same. His favorite tactic is to pick a target and CHARGE!!!. The suit's thrusters propel Longhorn at high speeds at his target. He then slams into the target with a combination of heavy armor and high velocity. The horns are capable of ripping armored cars apart and penetrating tank armor. Strength-wise, he is able to max out his lifting at approx 52 tons.

APPEARANCE

Longhorn is a bulky build minotaur. The main body resembles a male in older-looking armor and the head is that of a bull with long horns protruding from its side. He stands approx 6' 8" tall and has a very solid build.

:arrow: Thank you very much for the artwork DMAC... You are da' man!!

:arrow: This was originally posted on the Statesmen thread, WAAYYYYY back in the Atomic Think Tank 2e days...but I wanted to bring it over and post all my characters in one place.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

LADY ANHK

Image

Image
_________________________________________________________

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

ADVANTAGES
Assessment, Attractive 2, Close Attack 2, Great Endurance, Improved Critical 2: Ankh of Nefertiti,
Improved Defense, Jack-of-all-trades, Languages 2, Ritualist, Seize Initiative, Uncanny Dodge, Weapon
Bind, Well-informed

SKILLS
Acrobatics 5 (+9), Athletics 5 (+12), Close Combat: ???? 2 (+7), Deception 1 (+3), Expertise: Egyptologist
8 (+11), Expertise: Magic Lore 6 (+9), Insight 4 (+7), Investigation 3 (+6), Perception 4 (+7), Sleight of
Hand 4 (+8), Treatment 2 (+5)

POWERS
Ankh of Nefertiti (Removable)
Light of Battle
* Ankh-sword: Strength-based Damage 5 (DC 27; Multiattack, Penetrating 5)
* Blaze of Light: Damage 10 (DC 25; Increased Range: ranged, Precise, Selective)
* Blinding Soul Light: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Disabled, 3rd
degree: Incapacitated, Resisted by: Will, DC 20; Cumulative)

> Enhanced Ability: Enhanced Stamina 5 (+5 STA)
> Enhanced Ability: Enhanced Strength 5 (+5 STR)
> Immunity: Immunity 10 (Common Descriptor: Magical Effects)
> Mystical Healing: Regeneration 5 (Every 2 rounds)
> Mystical Shield: Protection 5 (+5 Toughness; Impervious)

Helm of Nefrititi (Removable)
* Life Support: Immunity 12 (Life Support, Uncommon Descriptor: Visual Blinding)
* True Sight: Senses 9 (Analytical: Visual, Awareness: Visual / Magical Energies, Counters All
Concealment: Visual, Counters Illusion: Visual)

OFFENSE
Initiative +4
Ankh-sword: Strength-based Damage 5, +7 (DC 27)
Blaze of Light: Damage 10, +4 (DC 25)
Blinding Soul Light: Cumulative Affliction 10, +7 (DC Will 20)
Grab, +7 (DC Spec 17)
Throw, +4 (DC 22)
Unarmed, +7 (DC 22)

COMPLICATIONS
Enemy: Her role as the Defender of Nefrititi, she stands against the forces of darkness.
Motivation: Lady Ankh is sworn to defend the mortal realm from the forces of darkness.

LANGUAGES
(N) Arabic, Egyptian, English

DEFENSE
Dodge 10, Parry 10, Fortitude 6, Toughness 10, Will 12

POWER POINTS
Abilities 46 + Powers 86 + Advantages 17 + Skills 22 (44 ranks) + Defenses 21 = 192
_______________________________________________________

Lady Ankh is an Egyptologist who was working on a new dig site located in the tomb of King Tut. She was part of the team that was looking at the possibility of a secret tomb buried behind King Tut's tomb. One evening, she was working late in the tomb cleaning up. A tremor suddenly shook the chamber, the wall cracked and a panel opened. Behind the panel, she discovered a silver helm and an ornate ankh, When she picked up the ankh, she was flooded with energy and knowledge. She had in fact discovered the secret ancient tomb of Nefrititi.

After learning to control her powers, Lady Ankh made her appearance, on the super-hero stage, stopping a terrorist attack.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

MANHUNTERS (Green Lantern)


Image

Picture by miacabrera

________________________________________________________
Strength 10
Stamina -
Agility 0
Dexterity 5
Fighting 6
Intellect 2
Awareness 1
Presence 1

ADVANTAGES
Assessment, Eidetic Memory, Favored Foe: Green Lanterns, Teamwork, Tracking

SKILLS
Close Combat: Close Combat 4 (+10), Deception 8 (+9), Expertise: "Law" Enforcement 6 (+8), Insight 7
(+8), Investigation 4 (+6), Perception 4 (+5), Ranged Combat: Energy Blast: Damage 10 3 (+8)

POWERS

Robot Body
* Growth: Growth 4 (Linked; +4 STR, +4 Tough, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size
rank, +4 mass ranks)
* Immunity: Immunity 40 (Linked; Common Descriptor: Mental Effects, Fortitude Effects)
* Super-Senses: Senses 4 (Darkvision, Radio, Ultra-hearing)
* Universal Translator: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages -
Understand All, Languages - You're Understood)
* Armor Plating: Protection 10 (+10 Toughness; Impervious [5 ranks only])
* Flight Systems
Flight: Flight 11 (Linked; Speed: 4000 miles/hour, 8 miles/round)
Movement: Movement 4 (Linked; Environmental Adaptation: Zero-G, Space Travel 3: other galaxies)

Energy Staff (Easily Removable)
* Energy Blast: Damage 10 (DC 25; Increased Range: ranged)
S* trike: Strike 8 (DC 23; Multiattack, Penetrating, Reach (melee): 5 ft.)
Stun Blast: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree:
Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)

OFFENSE
Initiative +0
Energy Blast: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 20)
Strike: Strike 8, +12 (DC 23)
Stun Blast: Cumulative Affliction 8, +5 (DC Fort 18)
Throw, +5 (DC 25)
Unarmed, +10 (DC 25)

Complications
Self Destruct: Manhunters contain a deadly, nuclear-level self-destruct device to be employed as a
defense against capture. Using this ability destroys the Manhunter utterly. Burst Area 8 Damage 15,
Triggered (timer).

LANGUAGES
Biot
** See Universal Translator

DEFENSE
Dodge 10, Parry 10, Fortitude Immune, Toughness 10/14, Will 8

POWER POINTS
Abilities 32 + Powers 121 + Advantages 5 + Skills 18 (36 ranks) + Defenses 25 = 201

________________________________________________________

While the Green Lantern movie was not the greatest, the videogame that it spawned (for Xbox) was fun and the Manhunter robots that were shown were really cool. I found multiple pictures by miacabrera that really looked cool. I decided that since I am a huge Green Lantern fan, I might as well stat up some bad-guys.... Hope you enjoy it.
Last edited by Emerald_Flame300 on Wed Feb 21, 2024 11:45 pm, edited 1 time in total.
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