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 »

Martin Milliford

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

Advantages
Connected, Leadership

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

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

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

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

Languages
English

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

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

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

Post by Emerald_Flame300 »

Khatib


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

Advantages
Assessment, Attractive, Inspire

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

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

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

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

Languages
English

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

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

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

Post by Emerald_Flame300 »

FITNAH

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

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

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

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

Equipment
Assault Rifle, Bulletproof Vest, Heavy Pistol, Knife

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

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

Languages
French

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

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

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

Post by Emerald_Flame300 »

The Blanket - PL 10

Image


Strength -
Stamina -
Agility -
Dexterity -
Fighting -
Intellect 8
Awareness 10
Presence 10

Advantages
Assessment, Connected, Daze (Deception), Fascinate (Deception), Fearless, Redirect, Well-informed

Skills
Deception 8 (+18), Insight 8 (+18), Perception 8 (+18), Persuasion 8 (+18)

Powers
* Emotion Control: Affliction 10 (1st degree: Entranced, 2nd degree: Defenseless, 3rd degree:
Transformed, Resisted by: Will, DC 20)
* Immunity to Fortitude Effects
* Language of all...: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages -
Understand All, Languages - You're Understood)
* Mind Control: Mind Control 10 (DC 20; Extra Condition, Subtle 2: undetectable)
* Mind Reading: Effortless Mind Reading 10 (DC 20; Effortless, Sensory Link, Subtle 2: undetectable)

Offense
Initiative +0
Emotion Control: Affliction 10, +0 (DC Will 20)
Grab, +0 (DC Spec 10)
Mind Control: Mind Control 10 (DC Will 20)
Mind Reading: Effortless Mind Reading 10 (DC Will 20)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
Disability: The Blanket has no ability to move by himself... It can however influence those around him to carry him. The Blanket has been around for unknown time. It has influenced children through the ages... grooming them to eventually carry out it's bidding.
Motivation: Greed: The Blanket has one goal in mind... Control and Power.
Languages
All (See Powers)

Defense
Dodge None, Parry None, Fortitude Immune, Toughness 0, Will 10

Power Points
Abilities 6 + Powers 142 + Advantages 7 + Skills 16 (32 ranks) + Defenses 0 = 171
_______________________________________________________
:arrow: After some comments made after my posting of Linus... I thought of a funny twist on his blanket. Enjoy....


Not all is as it seems....

The Blanket is a force of nature that is from unknown origins. The blanket has been around for many many years.
The Blanket has no ability to move by itself and relies on others... It moves by influencing those around it to carry it around. Throughout history, it has influenced children... grooming them to eventually carry out it's bidding.
The Blanket finds the person that it wants and then inserts itself into their life. Once the child has accepted the Blanket.. it grooms the child by giving them a sense of comfort and slowly whispers in their ear... The Blanket slowly manipulates them until they are ready.

True evil is covered in goodness.....

:arrow: OK... Now tell me how many of you had a blankie?? :twisted:
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Image

MINDBOMB
AKA: Lucy van Pelt


_____________________________________________________________________

This is another character in my Snoopthulu line of characters. I wrote up several and then took a break. I was inspired to tackle Lucy now. Since I always seem to think of her in the little "The Doctor is in" booth... I envisioned her as having abilities based on some sort of mind-control. The head-gear that she wears utilizes advanced tech to manipulate peoples' minds. She has sadistic tendencies.... [See holding football for Charlie].
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Linus_Host of the Great Pumpkin

Image

_____________________________________________________________
Strength 2
Stamina 5
Agility 3
Dexterity 3
Fighting 6
Intellect 1
Awareness 2
Presence 3

Advantages
All-out Attack, Assessment, Close Attack 5, Defensive Attack, Fascinate (Intimidation), Fearless, Improved Critical 2: Deadly Scythe, Jack-of-all-trades, Move-by Action, Quick Draw, Uncanny Dodge

Skills
Acrobatics 2 (+5), Athletics 3 (+5), Close Combat: ???? 6 (+12), Deception 6 (+9), Expertise: Diplomacy 2
(+3), Intimidation 4 (+7), Perception 4 (+6), Ranged Combat: Throw 3 (+6), Stealth 1 (+4)

Powers
*Entangling Vines: Snare 11 (DC 21)
** Control the Vines: Move Object 10 (Alternate; 25 tons; Limited Material: Plants only)
** Hellfire Blast: Damage 10 (Alternate; DC 25; Penetrating)
* Feel FEAR!!!: Progressive Affliction 4 (1st degree: Entranced, 2nd degree: Defenseless, 3rd degree:
Incapacitated, Resisted by: Will, DC 14; Progressive)
* Inhuman Body: Immunity 25 (Aging, Common Descriptor: Cold, Common Descriptor: Fire, Disease,
Poison, Uncommon Descriptor: Electricity)
* Protection: Protection 6 (+6 Toughness; Impervious)
* Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
* Summon the Harvester: Summon 8 (Active, Controlled, Mental Link)
* The language of fear: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages -
Understand All)

Offense
Initiative +3
Control the Vines: Move Object 10, +3 (DC 20)
Entangling Vines: Snare 11, +3 (DC Dog 21)
Feel FEAR!!!: Progressive Affliction 4, +11 (DC Will 14)
Grab, +11 (DC Spec 12)
Hellfire Blast: Damage 10, +11 (DC 25)
Throw, +6 (DC 17)
Unarmed, +11 (DC 17)

Languages
Native Language (All)

Defense
Dodge 6, Parry 6, Fortitude 5, Toughness 11, Will 10

Power Points
Abilities 50 + Powers 146 + Advantages 16 + Skills 16 (31 ranks) + Defenses 11 = 239
____________________________________________
Harvester

Image

___________________________________________

The Pumpkin King is an ancient spirit that has been on Earth since the beginning of time. Over the ages, The Pumpkin King has gone by a variety of different names. The most common name used is Samhain.
In this epic mystical story, we introduce a young boy who for some unknown reason believed in the 'old ways'. Each Halloween, during the Festival of Samhain, he would create a small alter and prey for the spirit of Halloween to grant him a wish.

As the years passed, he was repeatedly ridiculed for his annual pilgrimage. His childhood girlfriend would eventually refuse to speak with him. As his teenage years came and went.. he slowly stopped following his ritual.

After high school, he went away to college to study history. One Halloween, he attended a party where some of his friends were playing with a Ouija board. As they were calling out different names of spirits that they wanted to contact.... they got their wish. There was a sudden blast of hot wind that seemingly blew from the middle of the Ouija board. The wind blew out candles and threw open doors. Standing in the middle of the wind storm a figure.. the young boy became the host of a powerful demon and everybody else at the party died.

Now the Pumpkin King is free to carve a bloody swarth across the countryside. As part of his union, the Pumpkin King is also periodically taking revenge on the people that taunted him about his beliefs.

Gone is the young man who sat in the pumpkin patch and now the Pumpkin King remains. From time to time, the young man, Linus van Pelt surfaces... but his personality is slowing being absorbed by the Pumpkin King.

________________________________________________________

:arrow: Like many of my builds, this one was inspired by a picture. I found this picture on-line (Sorry I don't know the origins) and it inspired me.
This is Linus van Pelt from Peanuts fame.... you know... This guy...

Image

Anybody familiar with Peanuts will remember the Great Pumpkin... This is a what-if, in which Linus has grown up and the Great Pumpkin has finally answered his call.

The second picture is of "The Harvester". It is a 'huge' construct that is a minion of the Pumpkin King. He can call upon it to destroy large areas of land and instill mass amounts of fear.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Snoopthulu

Image
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

The Beast

Image

Image
_____________________________________________________________

The Beast: "All I want is to kill you, or be killed by you"

The Beast: "In the world of kung fu, speed determines the winner."

"[Grabs pistol from gang member] Do they make these for men?

The Beast: "Child's play! I can stop bullets." [smash noise]
The Beast: "Whoa!" [looks down to see that Buddhist Palm crushed his toe]
________________________________________________________

Strength 4
Stamina 3
Agility 10
Dexterity 4
Fighting 12
Intellect 1
Awareness 5
Presence 2

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Chokehold, Daze (Intimidation), Defensive Attack,
Defensive Roll 3, Evasion, Improved Critical 2: Unarmed, Improved Defense, Improved Disarm, Improved
Grab, Improved Initiative 2, Improved Smash, Improved Trip, Instant Up, Move-by Action, Power Attack,
Precise Attack (Close, Concealment), Prone Fighting, Seize Initiative, Skill Mastery: Acrobatics, Takedown,
Trance, Uncanny Dodge

Skills
Acrobatics 10 (+20), Athletics 10 (+14), Close Combat: Toad Style 6 (+18), Expertise: Zen Philosophy 5
(+6), Insight 6 (+11), Intimidation 8 (+10), Perception 8 (+13), Stealth 6 (+16)

Powers
* Inhuman Reflexes: Enhanced Agility 4 (+4 AGL)
* Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
* Power Strike: Strength-based Strike 5 (DC 24)
* Ram Attack: Strength-based Damage 7 (DC 26; Increased Range: ranged
> Limited: Only when leaping,
> Limited: Limited to Leaping Range.)

Offense
Initiative +18
Grab, +12 (DC Spec 14)
Power Strike: Strength-based Strike 5, +12 (DC 24)
Ram Attack: Strength-based Damage 7, +4 (DC 26)
Throw, +4 (DC 19)
Unarmed, +18 (DC 19)

Complications
Infamy: "The Beast" is widely known as one of ... if not the world's greatest martial artist.
Motivation: Looking for a worth opponent: The Beast is constantly looking for opponent to test his skills
against..

Languages
Native Language: Chinese, English

Defense
Dodge 16, Parry 12, Fortitude 11, Toughness 6/3, Will 11

Power Points
Abilities 74 + Powers 21 + Advantages 30 + Skills 20 (59 ranks) + Defenses 20 = 165
_________________________________________________________
> Here is "The Beast", Master of the Southern Toad Style of Kung Fu, from Kung Fu Hustle. He is known as a brutal opponent and the archnemesis of the Buddhist Palm Master. He is feared by everybody and from what is seen in the movie... Justifyibale so.

> Toad Style seems to incorporate a lot of jumping and toughening of the body. He is kicked in the head by TWO masters and the SAME time and nothing happens.

> The build was created using the standard template of the "Martial Artist" with some "toadish" extras added as powers.

> I liked this guy as a bad guy for one basic reason. He was not evil, he simply wanted a worthy opponent.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Buddhist Palm Master

Image


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

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

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

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

Image

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

Image

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

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

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

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

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

Complications
Honor
Motivation: Doing Good

Languages
Chinese (Mandarin), English

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

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

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

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

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

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

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

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

The movie is a little over the top at parts, but it is a fun ride.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

ARMURE DE ROUAGE D'HORLOGE -or- CLOCKWORK ARMOR

Image

________________________________________________________________________
Strength 9
Stamina 5
Agility 3
Dexterity 3
Fighting 3
Intellect 4
Awareness 2
Presence 2

Advantages
Accurate Attack, Diehard, Improved Critical (Unarmed),
Improved Defense, Improved Smash, Improvised Tools,
Inventor, Power Attack, Precise Attack (Ranged, Concealment),
Second Chance 2 (TOUGH Saves)

Skills
Athletics 3 (+12), Close Combat (Unarmed) 1 (+4), Insight 1
(+3), Intimidation 1 (+5), Perception 2 (+4), Technology 2 (+6)

Powers
Clockwork Armor (Removable)
Enhanced AGL: Enhanced Agility 3 (+3 AGL)
Enhanced Dexterity: Enhanced Dexterity 3 (+3 DEX)
Enhanced Musculature: Power-lifting 4 (Technological, +4 STR for lifting)
Large Structure: Growth 4
(Technological, +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
Geared for Lifting: Power-lifting 5 (Technological, +5 STR for lifting)
Geared for Strength: Enhanced Trait 10 (Strength +5 (+9))
Metal Plate Armor: Protection 8 (+8 Toughness; Impervious)

Offense
Initiative +3
Grab, +3 (DC Spec 19)
Throw, +3 (DC 24)
Unarmed, +4 (DC 23)

Languages
French

Defense
Dodge 2, Parry 1, Fortitude 6, Toughness 10/13, Will 3

Power Points
Abilities 24 + Powers 45 + Advantages 11 + Skills 5 (10
ranks) + Defenses 3 = 88
________________________________________________________________________

Built by one of the worlds greatest clockmakers that nobody had heard of. Pierre Linden crafted clocks for the French Royal court amongst others. One afternoon, Pierre saw a man fighting with another man and in the back of his head the strange idea formed about using his clock-making skills to fashion a suit of armor.
He started drawing up plans for the armor, which he dubbed the Clockwork Golem. He started to experiment with smaller designs and perfected his work. Pierre was by all accounts a genius and the intricasy of his designs proved it.
Word of his work spread rapidly and soon the King of France approached him and asked about his work. He showed the King his prototypes. The King saw this 'Golem as a means to possibly squash the peasant revolt. He immediately had Pierre and his workshop moved to the royal palace where he could work and was provided with all the supplies he needed.

In a short time, the suit was finished. Pierre was the first to use the suit. The suit worked off of a complex set of wound springs, gears and cogs. It had a large dial in its back that had to be wound up peridically to provide the suit with it's power. Using intricate gearings, the suit could amplify the wearers own strength and provided them with protection. When in use, there was a near constant whir of gears and mechanisms.

The suit was used once to repel an attack on the royal palace and the King immediatley ordered an army of such suits to be made. Several nights later, a spy within the palace killed Pierre in his sleep. Pierre was the only person that knew how to operate the suit and so the King was unable to continue using the suit. Shortly afterwards, the palace was stormed and the King de-throned. When the revolutionaries discovered the Clock-work Golem, they realized that they did not know how to use the suit and instead destroyed it.

Only recently, a secret cache of designs and Pierre's personal diary were discovered. This showed his genius and the marvel of the suit.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

MUSTNER/DONAVAN STEAM-POWERED FIELD SUIT

Image

________________________________________________________________________
Strength 6
Stamina 2
Agility 0
Dexterity 0
Fighting 3
Intellect 2
Awareness 2
Presence 1

Advantages
Accurate Attack, Diehard, Improved Defense, Improved
Initiative, Improvised Tools, Inventor, Power Attack, Precise
Attack (Ranged, Concealment), Second Chance 2 (TOUGH
Saves)

Skills
Athletics 2 (+8), Insight 1 (+3), Intimidation 1 (+2), Perception
2 (+4), Ranged Combat (Suit Ranged Weapons) 2 (+5),
Technology 2 (+4)

Powers
Mustner/Donavan Steam-powered field suit (Removable)
Enhanced AGL: Enhanced Agility 3 (+3 AGL)
Enhanced Dexterity: Enhanced Dexterity 3 (+3 DEX)
Enhanced Musculature: Power-lifting 4 (Technological, +4
STR for lifting)
Fearsome Appearance: Affliction 1 (1st degree: Dazed, 2nd degree: Defenseless,
Resisted by: Will, DC 11; Limited Degree)
Gatling Gun: Blast 6 (Technological, DC 21; Multiattack)
Steam-Piston Strength: Enhanced Trait 10 (Technological,
Strength +5 (+6))
Steel-Plate Armor: Protection 8 (Technological, +8
Toughness; Impervious)

Offense
Initiative +7
Gatling Gun: Blast 6, +5 (DC 21)
Grab, +3 (DC Spec 16)
Throw, +3 (DC 21)
Unarmed, +3 (DC 21)

Complications
Disability: The suit is a slow and clunky (-2 for detailed/fine tasks)
Motivation: Manifest Destiny

Languages
English

Defense
Dodge 4
Parry 3
Fortitude 5
Toughness 8/10
Will 3
________________________________________________________________________

:arrow: Tweaked it a little bit and added "Fearsome Appearance". I could only imagine that seeing this thing lumbering towards you would be a little disconcerting to somebody.
________________________________________________________________________
The Mustner/Donavan steam-powered field suit first made it's appearance in the mid 1887. Donavan had been an apprentise with Charles Summerfield and had had a strong interest in making the steam engine smaller and use it for something other than pumping water. He met a like-minded soul in Jason Mustner. Mustner was an up-and-coming engineer that was looking for a project that would set him apart and make him famous. It was also advantagous that Mustner had a sizable bank account; thanks to his father, who had made millions on the railroads.

Donavan came to Mustner with a design for a steam engine that put out a lot of power while remaining small in size. Mustner had an idea of creating a "labor-assisting suit". The problem was that Mustner needed a power supply. When these two men met, all the pieces fell into place. Together, they worked long hours to craft a special frame that was powered by Donavan's steam-engine, nicknamed the 'Pigmy'. The frame was able to enhance the strength of the wearer, enabling them to lift heavy items. Both men envisioned the suit being used in building the new railroad and in construction in the new frontier. The vision changed when Mustner received a letter indicating that his best friend, an army officer, had been killed in a battle with a native indian tribe that they had been assigned to "relocate". With the "labor-assisting" suit almost ready, Donavan and Mustner went back to the drawing board and started to rework the design to incorporate armor and weapons. The "labor-assisting" suit soon chnaged into a combat suit.

The Mustner/Donavan steam-powered field suit was first debuted on May 15th, 1887. The "Field Suit" was an immediate hit. The biggest drawback to the suit was that the cost was very prohibitive. Several suits were built for the army and also several were built for private individuals who wanted to have heavy arms to protect them. The standard build had the newly designed gatling gun attached to the left arm. The suit was cumbersome and slow but it could withstand small-arms and rifle fire and could easily repel more primitive weapons.

Mustner and Donavan reveled in the success of their suit, however, they both died poor men. The suit was a success at first, but as newer weapons became available and the climate changed, the military did not reorder the suits and the porivate owners did not purchase multiple units.

Muster was found dead in the bed of his mistress and Donavan crawled inside a bottle and drank up until his death. Neither man viewed their work as a success. Donavan was quoted as saying that, "... there will never be a time when the world will want an iron man like this.."
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

ARMSTRONG ADVANCED COMBAT SUIT


Image

__________________________________________________________

Strength 6
Stamina 4
Agility 2
Dexterity 2
Fighting 5
Intellect 1
Awareness 1
Presence 1

Advantages
Assessment, Equipment 13, Favored Foe (Nazis / Japanese
(depending on theatre deployed in)), Ranged Attack 4

Skills
Athletics 4 (+10), Expertise (Soldier) 4 (+5), Expertise (Tactics)
4 (+5), Intimidation 2 (+3), Perception 2 (+3), Ranged Combat
(Suit Weapons) 2 (+4), Technology 2 (+3), Vehicles 2 (+4)

Powers
Armstrong Infantry Armor (Removable)
Advanced Electronics: Senses 3 (Distance Sense, Radio, Time Sense)
Armored Shell: Protection 6 (+6 Toughness)
Heavy Machinegun: Blast 6 (DC 21; Multiattack)
Extending Armblade: Strength-based Strike 2 (Alternate; DC 23; Penetrating)
Internal Air Supply: Immunity 1 (Suffocation: Internal Air Supply)
Metal-Shell Body: Enhanced Stamina 3 (+3 STA)
Piston Assisted Muscles: Enhanced Strength 5 (+5 STR)
Rocket-Assist Jumps: Leaping 5 (Leap 250 feet at 60 miles/hour)

Equipment
Assault Rifle, Assorted other equipment 17, Bulletproof Vest,
Rocket Launcher

Offense
Initiative +2
Assault Rifle, +6 (DC 20)
Extending Armblade: Strength-based Strike 2, +5 (DC 23)
Grab, +5 (DC Spec 16)
Heavy Machinegun: Blast 6, +8 (DC 21)
Rocket Launcher, +6 (DC 25)
Throw, +6 (DC 21)
Unarmed, +5 (DC 21)

Complications
Disability: Slow and Clunky. DEX and AGL checks at -2.
Hatred: This suit first made it's appearance during the
European operations. The pilot has a strong hatred for Nazis.

Languages
English

Defense
Dodge 6, Parry 5, Fortitude 4, Toughness 10, Will 2

Power Points
Abilities 28 + Powers 40 + Advantages 19 + Skills 11 + Defenses 5 = 103
_____________________________________________________________


The suit is named for Secretary of War John Armstrong, Jr. who granted Colonel Richard Mentor Johnson permission to raise two battalions of volunteer cavalry in 1813. His actions created the first Calvary unit.

_________________________________________

The Armstrong Infantry Armor saw limited deployment in the European theatre and even less in the Pacific Theatre.
The suit did not employ any integrated weapons and instead used heavier infantry weapons. The suit was capable of carrying a heavy machinegun (.50 cal) as a standard "rifle". The Armstrong could also carry rocket launchers or other heavy weapons, as needed.

The suit incorporated a series of heating and cooling systems, that were able to make the suit bearable but did not protect the wearer from more extreme temperatures. One of the nicknames given the suit was the sweatbox.

The original concept for the suit was conceived as an armored suit used to breach fortifications. Due to several design problems, the suit did not see battle until after D-Day. Once the suit was deployed it helped to reduce the lose of human life. The Germans quickly learned to keep their distance and use terrain to slow down the suits. Then a well-placed rocket or bazooka shot and the suit was destroyed. It is the lack of high-enough level of armor and the prohibitive cost that kept the suit from seeing more action.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

SLENDERMAN BATTLESUIT


Image

SLENDERMAN - PL 10

Strength 6/1
Stamina 2
Agility 4
Dexterity 4
Fighting 5
Intellect 2
Awareness 3
Presence 3

Advantages
Accurate Attack, Assessment, Benefit, Wealth 2 (independently wealthy), Improved Grab, Improved Initiative 2, Improvised Tools, Interpose, Inventor, Power Attack, Precise Attack (Ranged, Concealment), Ranged Attack 2, Second Chance: TOUGH Saves

Skills
Expertise: Industry 2 (+4), Insight 1 (+4), Perception 1 (+4), Technology 4 (+6), Treatment 1 (+3)

Powers
SLENDERMAN BATTLE SUIT (Removable)
* Back-mounted "Spider legs": Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab; Projection)
* Enhanced AGL: Enhanced Agility 3 (+3 AGL)
* Enhanced Dexterity: Enhanced Dexterity 2 (+2 DEX)
* Enhanced Musculature: Power-lifting 3 (technological, +3 STR for lifting)
* Environmental Protection: Immunity 12 (technological, Critical Hits, Life Support)
* Kinetic Blur: Concealment 2 (kinetic, technological, Sense - Sight; Limited to Machines)
* Kinetic Speed Manipulation (Advantages: Improved Initiative 2)
* Kinetic Jump: Teleport 6 (Alternate; kinetic, technological, 1800 feet in a move action, carrying 50
lbs.; Accurate, Change Direction, Change Velocity, Custom: Negates Distracting, Stacks with:
* Teleportation: Teleport 3+6, Turnabout)
* Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
* Quickness: Quickness 11 (kinetic, technological, Perform routine tasks in -11 time ranks)
* Rapid Strike: Strength-based Strike 4 (kinetic, technological, DC 25)
* Speed: Speed 11 (kinetic, technological, Speed: 4000 miles/hour, 8 miles/round)
* Kinetic-Reactive Armor: Protection 8 (technological, +8 Toughness; Impervious)
* Deflect: Deflect 4
* Myomer Musculature: Enhanced Trait 10 (technological, Strength +5 (+6))
* Sensor Suite: Senses 7 (technological, Detect: Visual 1, Direction Sense, Distance Sense, Infravision,
Radio, Time Sense, Ultravision)
* Thrusters: Flight 8 (technological, Speed: 500 miles/hour, 1 mile/round; Wings)
* Teleportation: Teleport 3+6 ([Stacking ranks: +6], mutant, 2 miles in a move action, carrying 50 lbs.;
Distracting)

WEAPON SYSTEMS:
* Plasma Cannon: Blast 10 (technological, DC 25)
* Flamethrower: Cone Area Blast 5 (Alternate; technological, DC 20; Cone Area: 60 feet cone,
Secondary Effect)
* Plasma Sniper Rifle: Blast 1 (Alternate; technological, DC 16, Advantages: Ranged Attack 2;
Extended Range 3, Penetrating, Precise)
* Rapid-Fire Mini-Gun: Blast 8 (Alternate; technological, DC 23; Multiattack [4 ranks only])
* Reaper Blades: Strength-based Strike 4 (Alternate; technological, DC 25; Penetrating)
* Rockets: Burst Area Blast 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere; Unreliable (5
uses))

Offense
Initiative +20
Flamethrower: Cone Area Blast 5 (DC 20)
Grab, +5 (DC Spec 16)
Plasma Cannon: Blast 10, +6 (DC 25)
Plasma Sniper Rifle: Blast 1, +6 (DC 16)
Rapid Strike: Strength-based Strike 4, +5 (DC 25)
Rapid-Fire Mini-Gun: Blast 8, +6 (DC 23)
Reaper Blades: Strength-based Strike 4, +5 (DC 25)
Rockets: Burst Area Blast 10 (DC 25)
Throw, +6 (DC 21)
Unarmed, +5 (DC 21)

Complications
Motivation: Power: Slenderman operates on 'his' own definition of "Justice" which means that you do what he tells you to. He will use whatever force is needed to bring a person that he had determined as guilty to "justice".
Secret: Secret Identity: Slenderman is actually a female, named Amanda Woodruff.

Languages
English

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 10, Will 5

Power Points
Abilities 38 + Powers 109 + Advantages 12 + Skills 5 (9 ranks) + Defenses 6 = 170
_____________________________________________________________________________________

:arrow: This is the first character that I have posted in a while. This is "SLENDERMAN". If you have seen pop-culture recently, then you have probably heard of the Slenderman <insert eerie music>. From what I have found out ... there are a lot reported sightings of an entity that was created in 2009.

:arrow: MY Slenderman is another in a long line of battlesuits that I have designed. My sons actually inspired me to make the character when we found the picture on-line. I took the concept of the Slenderman and decided to play around with it a little. Following the comic-trope of using a scary image to frighten the "cowardly, suspicious criminals..", I designed the character... but then I twisted it a little.
The character is a "not-so-good"guy.... verging on a badguy. AH... who am I kidding? This is a classic Iron Age dark anti-hero. Fear, intimidation and heavy weapons are the Slenderman's weapons. The other idea that I incorporated into the character is that the pilot is actually a female. Her quote is..."As a woman, people seem to think that I need saving... as SlenderMAN, I scare the crap out of them!" She uses the suit and the image of it to obtain what she feels that she deserves. He thin build allows her to fit into the "slender" battlesuit without giving away her gender.

I see this character running into the main heroes and getting into some fights just because of the way situations are handled. Eventually, I can see Slenderman become a major villain.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

ARMY: LANDRAIDER


Image

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

Advantages[/b]
Assessment, Benefit, Security Clearance 2 (Military Clearance,
Rank), Evasion, Improved Aim, Improved Initiative, Languages
1, Leadership, Move-by Action, Teamwork

Skills
Athletics 3 (+10), Close Combat (Hand-to-Hand) 3 (+6),
Deception 1 (+3), Insight 2 (+4), Intimidation 1 (+3), Perception
2 (+4), Ranged Combat (Battlesuit Weapons) 3 (+9), Stealth 2
(+5)

Powers
Army Landraider Battle Suit (Removable)
Armored Hull: Protection 10 (+10 Toughness; Impervious)
Enhanced Ability: Enhanced Dexterity 3 (+3 DEX)
Environmental Seals: Immunity 16 (Damage Effect: Nullify
Electronics, Environmental Condition: High Pressure, Life
Support)
Heavy Machine Gun: Blast 10 (Technological, DC 25;
Multiattack, Penetrating)
Mini-Missles: Burst Area Blast 10 (Alternate;
Technological, DC 25; Burst Area (30 feet radius sphere);
Unreliable (5 uses))
Multi-Terrain Boots: Speed 4 (Speed: 30 miles/hour, 500
feet/round)
Traction Spikes: Movement 2 (Alternate; Sure-footed 1,
Wall-crawling 1 (-1 speed rank); Limited (Only on surfaces
less than Vertical))
Sensor Suite: Senses 9 (Technological, Communication
Link: Radio, Darkvision, Detect: Weakness 1, Direction Sense,
Distance Sense, Infravision, Time Sense, Ultravision)
Stealth Design: Concealment 1 (Other Sense: Radar)
Strength: Enhanced Trait 8 (Technological, Strength +4
(+7))
Super-Strength: Power-lifting 3 (+3 STR for lifting)
Thrusters: Flight 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +7
Grab, +3 (DC 22)
Heavy Machine Gun: Blast 10, +6 (DC 25)
Mini-Missles: Burst Area Blast 10 (DC 25)
Throw, +6 (DC 22)
Unarmed, +3 (DC 22)

Complications
Honor
Motivation: Patriotism:

Languages
English, Spanish

Defense
Dodge 3, Parry 4, Fortitude 5, Toughness 12, Will 2
Power Points
Abilities 40 + Powers 87 + Advantages 10 + Skills 9 (17
ranks) + Defenses 4 = 150
_____________________________________________________________________

This is the Army's entry into the advanced combat suit arena. As with the other suits, I have upmost respect for the U.S. Army.

The Landraider is the Army's entry into the race to develop a next generation combat suit that would become their front-line combat unit. The Air Force started with the Corsair combat system. The Marines then unveiled their Gladiator combat system. The Navy deployed the E.C.H.O. suit and then finally, the Army unveilled the Landraider.
The Army took a slightly different appraoch to designing the Landraider. The Army focused on the concept that the suit would not be a stand-alone heavy-hitter, but that it would be part of a squad of such suits. The suit is not equipped with a large array of integrated weapons and so can simply be given standard weapons from the army's arsenal. The only integrated weapon systems are a small pack of mini-missles and a semi-attached heavy machinegun. (Not pictured) The ammo-drum mounts on the units back and the weapon itself is hand-held.

The suit was designed with numerous aids to the trooper on the battlefield. One of the biggest aspects of infantry is maneuvering on the battlefield. The Landraider is designed for this purpose also. The suit's legs are designed with reinforced actuators and shock-supression systems that allow the soldiers to walk or run greater distances with less fatigue and leg distress. The boots also house extendable blade-spikes that give it enhanced traction on rough surfaces. Also housed in the feet are a set of extendable wheels. The wheels can be activated allowing the suit to have the equivalent of motorized 'skates allowing for faster travel on road-like surfaces. The suit uses an enhanced nano-fiber musculature that grants the wearer greater strength and with the fuzzy-logic combat computer and gyro-compensators, the wearer is granted the equivalent of enhanced Dexterity.
The suit also sports an anti-missle counter-measures system that can deploy chaff and flares as needed to counter missle locks.

The suit was kept on the smaller.. leaner side as the Army believed that it was more important to have a suit that could fit into standard vehicles for purposes of transportation.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Image

CORSAIR
Pilot: Katrina Sholler

Corsair - PL 10
Strength 7, Stamina 0, Agility 3, Dexterity 3, Fighting 3, Intellect 3, Awareness 2, Presence 2

Advantages
Benefit, Security Clearance (Choose Clearance), Evasion, Favored Environment (Airbourne), Improved
Aim, Improved Initiative, Leadership, Move-by Action, Skill Mastery (Stealth), Teamwork

Skills
Athletics 2 (+9), Close Combat (Hand-to-Hand) 1 (+4), Deception 1 (+3), Insight 2 (+4), Perception 3 (+5),
Ranged Combat (Battlesuit Weapons) 2 (+5), Stealth 1 (+4)

Powers
Air-Supremecy Battle Suit (Removable)
Armored Hull: Protection 10 (+10 Toughness; Impervious)
Environmental Seals: Immunity 12 (Critical Hits, Life Support)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Rampage Mini-Gun: Blast 10 (DC 25; Precise, Multiattack, Accurate 2 (+4), Increased Range
(perception), Homing 2 (2 extra attempts))
Mini-Mavs Missles: Burst Area Blast 10 (Alternate; DC 25; Burst Area (30 feet radius sphere),
Accurate (+2), Homing 2 (2 extra attempts))
Salvo Missles: Burst Area Blast 8 (Alternate; DC 23; Burst Area (30 feet radius sphere),
Multiattack, Split 4 (5 targets))
Sensor Suite: Senses 10 (technological, Communication Link: Radio, 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 (+7))

Offense
Initiative +7
Grab, +3 (DC 22)
Mini-Mavs Missles: Burst Area Blast 10 (DC 25)
Rampage Mini-Gun: Blast 10 (DC 25)
Salvo Missles: Burst Area Blast 8 (DC 23)
Throw, +3 (DC 22)
Unarmed, +3 (DC 22)

Complications
Honor
Motivation: Patriotism: Air Force Officer who has dedicated her life to the Air Force.

Defense
Dodge 4, Parry 5, Fortitude 1, Toughness 10, Will 2

Power Points
Abilities 36 + Powers 95 + Advantages 9 + Skills 6 (12 ranks) + Defenses 4 = 150
________________________________________________________________________

:arrow: This character is the Air Force's attempt to take the next step in the future of combat. This is an air superiority combat suit, designed for high-speed / high maneuverability combat in the air.

:arrow: During Highschool, Katrina Sholler was told that she could be an actress or a model due to her looks, but her dreams were elsewhere. Katrina joined the Air Force right after high school graduation. She immediately showed a knack for piloting aircraft and quickly moved up and was eventually trained to become a pilot... her ultimate dream.
She found herself living her dream, or so she thought. One afternoon after a training flight, she was approached by a couple of "government guys" along with a high ranking Air Force officer. They explained that she had been selected to audition for a new aerial combat system. Katrina jumped at the thought of working on a new jet. She did not realize that the system was in fact a power-armor suit. She quickly mastered the systems and found that the freedom of flying in the suit FAR outreached any experience in a jet. Katrina quickly became the primary test pilot. The suit's development was maintained as ultra-top-secret until one fateful day that would change and Katrina's life would change forever.

A struggle between two super-humans was spreading out, endangering the innocent civilians around them. Katrina was in the area on a test flight when a report came in of an emergency at a local school. The building had been badly damaged and children were trapped. Katrina realized that she was close and so she flew in and rescued the some students. A local TV news station was able to get blurry pictures of the new suit. The public's reaction to the new suited hero was extremely positive and the Air Force viewed it as an opportunity to use this publicity to move them ahead. The suit was dubbed the Corsair and became the new spokeperson for the US Air Force. A suit born in secrecy ended up becoming the poster-child for the Air Force. Katrina was reprimanded for revealing the suit but then given the chance to pilot the suit full-time.

:arrow: Corsair is given the freedom to operate in the interest of the people. The Air Force sees this is a double-positive. Everytime Corsair helps out, it is positive publicity for the Air Force and also, when Corsair confronts the myriad of threats it is simply field-testing for the suit. The Air Force sees this as free testing.
Last edited by Emerald_Flame300 on Tue Jan 16, 2024 7:45 pm, edited 1 time in total.
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