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 »

CORSAIR Mk II

Image


Strength 8, Stamina 0, Agility 3, Dexterity 3, Fighting 3,
Intellect 3, Awareness 3, Presence 2

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

Skills
Athletics 2 (+10), Close Combat (Hand-to-Hand) 1 (+4),
Deception 1 (+3), Insight 2 (+5), Perception 3 (+6), 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 11 (Speed: 4000 miles/hour, 8 miles/round)
Orbital Adaptation: Environment 1 (Heat (Extreme),
Radius: 60 feet)
Orbital Booster: Movement 3 (Extra Ranks 3; Limited (One
Use Only) [1 extra rank])
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
(+8))
Terminator Pulse Laser: 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))
Swarm Missles: Burst Area Blast 8 (Alternate; DC 23;
Burst Area (30 feet radius sphere), Multiattack, Split 4 (5
targets))

Offense
Initiative +7
Grab, +3 (DC 23)
Mini-Mavs Missles: Burst Area Blast 10 (DC 25)
Swarm Missles: Burst Area Blast 8 (DC 23)
Terminator Pulse Laser: Blast 10 (DC 25)
Throw, +3 (DC 23)
Unarmed, +3 (DC 23)

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

Languages
English

Defense
Dodge 4, Parry 5, Fortitude 1, Toughness 10, Will 3

Power Points
Abilities 40 + Powers 104 + Advantages 9 + Skills 6 (12
ranks) + Defenses 4 = 163
____________________________________________________________

The Corsair project is the Air Force's venture into creating a personal combat system that would be able to function in the role of air superiority and also as 'infantry' on the ground. The other branches of the Armed Forces got involved shortly after the first public appearance of the Corsair suit. Each rushing to build their own battle suit.

As time progressed the Air Force set their eyes higher... Literally. The new suit was given upgraded weapons and more a powerful flight system. The hand-held 'minigun' was switched to a Gas Phase Pulse Laser. The GPPL technology allows for a highly-compact, yet powerful, weapon. The weapon now provides a slightly higher output in the same size as well as being able to operate in an atmospheric vacuum. This brings brought the neccesity for the second major change.

The flight systems were up-graded and partnered with a next-gen booster system. The new system can maintain a flight speed of @ 2500 mph, making the suit faster than almost any combat fighter in current production. The next addition was the 'super-thruster' on it's back. When the 'Super-Cruiser' mode is activated, the booster activates and propels the suit into escape velocity. The booster fuel is stored in a two (2) part solution that is inert until mixed. This allows the suit to remain a viable combat unit the booster is needed. This is allows the Corsair II to make trans-atmospheric flights. The Corsair can be deployed from anywhere on the planet, insert into orbit and then return to Earth, almost directly on-top-of the target area. The outer shell and the internal heat-synchs of the Corsair 2.0 have been re-designed to allow it to make re-entry through the Earth's atmosphere. The suit's heat synchs can actually recharge the suits batteries during re-entry. The only draw-back is that the booster is a one-use system and must be re-fueled before it can be used again. The Air Force is currently looking into other systems that would allow true globe-hopping.
Last edited by Emerald_Flame300 on Tue Jan 16, 2024 7:44 pm, edited 1 time in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Marine: Gladiator

Image

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

Advantages
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
U.S.M.C. Gladiator 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
_____________________________________________________________________________

:arrow: I would first like to say that I have upmost respect for the U.S.M.C. My brother-in-law is a Marine and I work with several Marines. I use the Marine logo for design and mean no offense!

:arrow: The Gladiator is the U.S.M.C.'s answer to the AIr Force's Corsair Combat Armor. When the Air Force proved that the Corsiar Armor was viable and a positive public relations tool, the Marine Corp opted to develop their own. Dubbed the Gladiator, but nick=named the Bulldog by it's designers, the suit follows the Marine philosophy. It is a heavy suit that can take a beating and deliver and even heavier beating in return.

:arrow: The Suit boasts some unique features that make it stand out. The suit can deploy a set of wheels, housed in the lower-leg assemblies that allow the unit to travel at speeds up to 50 Mph on road-surfaces. This allows for rapid maneuvering on a battle-field. This is paired with a series of small flight thrusters which grant limited flight abilities.
:arrow: The unit also carries an impressive weapons compliment. The primary weapon is a heavy machinegun. It also carries a "Plasma Lance" that is capable of punching armor at range. The next weapon in its arsenal is a cluster missle launcher. This system launches a salvo of long range missles that use an advanced target allocation system that in turn allows the missles to lock onto a target and then re-acquire if need be. This equates to a swarm of missles coming at you that will swarm over a target until they are destoryed or destroy the target. The last major unit that is carried is a battle field Electro-Magnetic Pulse generator. This unit is capable of pulsing and shutting down electronics in a 300 ft radius around itself. This can be used to shut down enemy forces or disrupt communications. The recharge time is a little lengthy, but well worth the wait. The suit itself is immune to the effects.

:arrow: All in all, this is a nasty combat monster that can deliver a considerable punch.
Last edited by Emerald_Flame300 on Tue Jan 16, 2024 7:44 pm, edited 1 time in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Navy: ECHO

Image

Strength 9, Stamina 0, Agility 3, Dexterity 3, Fighting 3,
Intellect 2, Awareness 2, Presence 2

Advantages
Benefit, Security Clearance 2 (Military Clearance, Rank),
Evasion 2, Favored Environment (Water), Improved Aim,
Improved Initiative, Languages 2, Leadership, Move-by Action,
Skill Mastery (Stealth), Teamwork

Skills
Acrobatics 2 (+5), Athletics 2 (+11), Close Combat (Hand-to-
Hand) 2 (+5), Deception 1 (+3), Insight 2 (+4), Intimidation 1
(+3), Perception 3 (+5), Ranged Combat (Battlesuit Weapons)
3 (+6), Stealth 2 (+5)

Powers
Naval Battle Suit (Removable)
Armored Hull: Protection 10 (+10 Toughness; Impervious)
Environmental Seals: Immunity 16 (Damage Effect: Nullify
Electronics, Environmental Condition: High Pressure, Life
Support)
Hydro-dynamic Propulsion: Swimming 9 (Speed: 250
miles/hour, 0.5 miles/round; Subtle (subtle))
Sensor Suite: Senses 12 (Technological, Communication
Link: Radio, Danger Sense: Visual, Darkvision, Detect:
Weakness 1, Direction Sense, Distance Sense, Infravision,
Radius (Type): Sonar (Auditory), Time Sense, Ultravision)
Stealth Design: Concealment 3 (Other Sense: Radar, Other
Sense: Sonar, Sense - Hearing)
Strength: Enhanced Trait 12 (Technological, Strength +6
(+9))
Torpedo: Burst Area Blast 10 (Technological, DC 25;
Homing (1 extra attempt), Burst Area (30 feet radius sphere))
Focused Green Laser: Blast 10 (Alternate; Technological,
DC 25)
Machine Gun: Blast 8 (Alternate; DC 23; Multiattack)
Micro-Mines: Burst Area Strike 10 (Alternate;
Technological, DC 25; Burst Area (30 feet radius sphere),
Triggered (2 uses - Touched by Target); Unreliable (5 uses))

Offense]/b]
Initiative +7
Focused Green Laser: Blast 10, +3 (DC 25)
Grab, +3 (DC 24)
Machine Gun: Blast 8, +3 (DC 23)
Micro-Mines: Burst Area Strike 10 (DC 25)
Throw, +3 (DC 24)
Torpedo: Burst Area Blast 10 (DC 25)
Unarmed, +3 (DC 24)

Complications
Honor
Motivation: Patriotism

Languages

English, German, Spanish

Defense
Dodge 3, Parry 4, Fortitude 3, Toughness 10, Will 2

Power Points
Abilities 36 + Powers 88 + Advantages 13 + Skills 9 (18
ranks) + Defenses 4 = 150
______________________________________________

:arrow: This is the Naval take on an advanced combat suit. As with the Gladiator suit, I have upmost respect for the U.S. Navy. I have a very military-rich family. My other brother-in-law is a Naval Lt. that has recently been deployed to the Gulf on his own ship.

:arrow: The E.C.H.O. is the Navy's answer to the Corsair Combat Armor. The different branches each entered a 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. (Enhanced Combat Hydro-Operations) a short time later. The Air Force proved that the advanced armor could be used as a public relations / recruiting tool. The Navy chose to create a suit that would excel in the water but also be able to function on land.

The E.C.H.O. was designed for high-speed underwater combat. The suit is propelled by two high-output electro-magnetic hydrodynamic propulsion engines that are mounted on the suits back. The suit's panels are modular to allow for optimized hydro-dynamics. This allows the suit to cruise at speeds around 250 mph while submerged.

The suit also packs a considerable punch in it's weapons selection. The primary weapon for the suit are mini-torpedoes. They are equipped with high-yield warheads that pack a considerable punch in a small package. They also are equipped with advanced guidance systems that allow them to track a target once fired. The secondary weapons include a Green-Phase laser, tuned for underwater operations. A large caliber machine-gun and a series of deployable mini-mines. As with the torpedoes, their small size does not lessen their destructive force.

The suit also is equipped with a broad selection of senors and enhancements that make it a very lethal underwater combatant. If needed, the suit is also designed for deep-sea submergance and is slated for testing in the near future in the Mariana Trench. The deepest part of the ocean. It is hoped that the suit will be able to function at those depths allowing the Navy to be able to function anywhere in the oceans.
Last edited by Emerald_Flame300 on Tue Jan 16, 2024 7:46 pm, edited 1 time in total.
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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.
Last edited by Emerald_Flame300 on Tue Jan 16, 2024 7:47 pm, edited 2 times in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Coast Guard: Trident

Image

Original Pic By Wastelander7 [Deviant Art] - Logo added by Emerald Flame

Strength 3, Stamina 0, Agility 3, Dexterity 3, Fighting 3,
Intellect 3, Awareness 3, Presence 2

Advantages
Benefit, Security Clearance 2 (Military Clearance, Rank),
Equipment 22, Evasion 2, Favored Environment (Water),
Improved Aim, Improved Initiative, Languages 3, Leadership,
Move-by Action, Power Attack, Skill Mastery (Vehicles),
Teamwork, Well-informed

Skills
Acrobatics 2 (+5), Athletics 2 (+5), Close Combat (Hand-to-
Hand) 2 (+5), Deception 1 (+3), Expertise (Water-borne
Operations) 2 (+5), Insight 2 (+5), Intimidation 1 (+3),
Perception 4 (+7), Ranged Combat (Battlesuit Weapons) 3
(+6), Stealth 2 (+5)

Powers
Trident Hazard Suit (Removable)
Armored Hull: Protection 10 (+10 Toughness; Impervious)
Environmental Seals: Immunity 16 (Damage Effect: Nullify
Electronics, Environmental Condition: High Pressure, Life
Support)
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round;
Aquatic)
Sensor Suite: Senses 14 (Technological, Communication
Link: Radio, Danger Sense: Visual, Darkvision, Detect:
Weakness 1, Direction Sense, Distance Sense, Extended:
Visual 1 (x10), Infravision, Radio, Radius (Type): Sonar
(Auditory), Time Sense, Ultravision)
Strength: Enhanced Trait 12 (Technological, Strength +6
(+9))

Equipment
Assault Rifle, Flash Grenade, Flash-bang, Grenade Launcher,
Machine Pistol
Mini-Inflatable Boat, Rebreather, SCUBA Gear,
Smoke Grenade, Stun Gun, Tear Gas Grenade

Offense
Initiative +7
Assault Rifle, +3 (DC 20)
Flash Grenade, +3 (DC Dog/Fort 14)
Flash-bang, +3 (DC Dog/Fort 14)
Grab, +3 (DC 18)
Grenade Launcher, +3 (DC 20)
Machine Pistol, +3 (DC 18)
Smoke Grenade, +3 (DC 19)
Stun Gun, +3 (DC Fort 15)
Tear Gas Grenade, +3 (DC Dog/Fort 14)
Throw, +3 (DC 18)
Unarmed, +3 (DC 18)

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

Languages
Chinese (Mandarin), English, Japanese, Korean, Spanish

Defense
Dodge 3, Parry 4, Fortitude 3, Toughness 0, Will 3
Power Points
Abilities 40 + Powers 57 + Advantages 38 + Skills 11 (21
ranks) + Defenses 4 = 150

Mini-Rescue Raft (Inflatable)
Strength 1, Defense 0, Toughness 5, Size Medium
Features:
Navigation System 1
Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 1 + Skills 0
(0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons &
Armor 0 (0 ep) = 2

Image
______________________________________________________

The Coast Guard were the last ones to jump on the idea of crafting their own "signature" battle suit. The Coast Guard did not want to sink the money into the research and development. Shortly after the other branches' suits were revealed, the mood changed and the Trident Project was started. The Coast Guard did not want a combat-specific unit and instead opted for a suit that could fill multiple roles. The Trident was not designated as a 'Battle Suit' and instead was given the designation as a 'Multi-Hazard' Suit. The suit is capable of performing water rescues in the worst of conditions and then working side-by-side with other crewmen on boat-boardings or aquatic interdictions.
The suit has numerous built-in systems that enable it to serve in various roles and also has external hardpoints that allow a myriad of add-ons to be attached.

Image
Last edited by Emerald_Flame300 on Tue Jan 16, 2024 7:50 pm, edited 2 times in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

GREEN LANTERN: Ardana

Image

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

Advantages
Attractive 2, Fearless, Improved Initiative, Languages 2, Power Attack, Ultimate Effort: WILL

Skills
Acrobatics 4 (+7), Athletics 3 (+3), Close Combat: Key Si 2 (+6), Deception 2 (+6), Expertise (PRE):
Dance/Perform 6 (+10), Expertise: Sense Motive 5 (+7), Insight 3 (+6), Investigation 4 (+6), Perception 8
(+11), Persuasion 2 (+6), Ranged Combat: RIng-Slinging 4 (+7), Sleight of Hand 4 (+7), Stealth 4 (+7),
Treatment 8 (+10), Vehicles 2 (+5)

Powers
Green Lantern Power Ring (Removable)
* A.I. and Database: Feature 2
* Communication: Senses 1 (Communication Link: Comm. Link to Central Battery)
* Flight
> Flight: Flight 12 (Linked; Speed: 8000 miles/hour, 16 miles/round)
> Movement: Movement 4 (Linked; Environmental Adaptation: Zero-G, Space Travel 3: other galaxies)
* Force Field
* Immunity: Immunity 10 (Linked; Life Support)
* Protection: Protection 10 (Linked; +10 Toughness; Impervious)
Force Manipulation Array
> Force Blaster: Damage 10 ([0 active, 0/31 PP, 3/r], DC 25; Increased Range: ranged, Multiattack)
> Force Bubble: Burst Area Immunity 10 (Life Support; Affects Others, Burst Area: 30 feet radius
sphere, Reach (ranged): 5 ft.)
> Force Constructs: Create 10 ([0 active, 0/31 PP, 2/r], Volume: 1000 cft., DC 20)
Lifting: Move Object 10 ([0 active, 0/31 PP, 2/r+1], 25 tons; Precise)
> MechSuit Construct
Armored Fists: Strength-based Strike 6 (Linked; DC 21)
Large Structure: Growth 8 (Linked; +8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active
defenses, +2 size categories, +1 speed ranks)
> Mobile Constructs: Create 10 ([0 active, 0/31 PP, 3/r], Volume: 1000 cft., DC 20; Movable)
>Slam-Hammer
Shockwave: Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Defenseless, 3rd degree:
Incapacitated, Resisted by: Fortitude, DC 18)
STRIKE!!.. You're OUT!!: Strength-based Strike 8 (Linked; DC 23)
> Scanning Beam: Senses 3 (Analytical: Auditory, Analytical: Chemical, Analytical: Visual)
> Universal Translator: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages -
Understand All, Languages - You're Understood)

Offense
Initiative +7
Armored Fists: Strength-based Strike 6, +4 (DC 21)
Force Blaster: Damage 10, +7 (DC 25)
Grab, +4 (DC Spec 10)
Lifting: Move Object 10, +7 (DC 20)
Shockwave: Affliction 8, +4 (DC Fort 18)
STRIKE!!.. You're OUT!!: Strength-based Strike 8, +4 (DC 23)
Throw, +7 (DC 15)
Unarmed, +6 (DC 15)

Complications
POWER LOSS: The power ring needs periodic recharging and issues a warning as its power runs low.
SECRET: She was a dancer at a crime lord's personal palace on an alien planet. She was able to escape
and make her way off-world. She was chosen to be a Green Lantern soon afterwards.
WEAKNESS: Power ring's FORCE MANIPULATION ARRAY is limited to ranks no greater than the
wearer's WILL rank, so these values will typically be less, as will the ring's overall cost for the wielder.

Languages
English
Lekku_Headtail langauge
Ryl (Native)

Defense
Dodge 8, Parry 8, Fortitude 3, Toughness 12, Will 11

Power Points
Abilities 42 + Powers 94 + Advantages 8 + Skills 31 (61 ranks) + Defenses 18 = 193
__________________________________________________________________________________

Real Name: Ardana Talki'na
Homeworld: Ryloth
Occupation: Former exotic dancer / Green Lantern
Identity: Secret
Other Aliases: None
Birthplace:
Marital Status: Single
Known Relatives: None
Group Affiliation: Green Lantern Corp
Base of Operations: Mobile, Ryloth
Distinguishing Characteristics: She has blue skin (Rutian Twi'Lek genom) and twin Lekku (Headtails).
________________________________________

Ardana was born to a farmer family on Ryloth. She lived a happy life, until her "teenage" years. She soon found herself kidnapped and sold into the slave trade due to her beauty. She was taught to be a courtisan and then sold to a local slave owner. She found herself being a dancer in the palace of a system crime lord. The crime lord appreciated beauty but did not tolerate not being entertained. If a dancer did not perform well for him, he would have them put to death.
Ardana bided her time. She was able to get a techie to deactivate her "slaver bond" that could be detonated if she left without permission. One evening, after her performance, she was able to sneak out of her room and out of the complex. She smuggled herself onto a spaceship that was heading off-world.
She made her way to a near-by spacestation and used the small amount of money that she had gotten to pay for the "slaver bond" to be removed from her body. She then headed back to Ryloth. Enroute to her homeworld, the ship that she was on was attacked by Raiders. She fought along side the crew. When all seemed lost, a small glowing light was seen flying towards the ship. A small green glowing ring presented itself to Ardana.

"Ardana Talki'na of Ryloth.. You have shown to have strong willpower and the ability to overcome great fear. Welcome to the Green Lantern Corp."

Ardana donned the ring and took up the mantle of a Green Lantern. With her new-found abilities, she was able to turn the tide of war and the raiders were driven back.

Ardana took up her role as protector and claimed Ryloth under her protection.
Last edited by Emerald_Flame300 on Tue Jan 17, 2017 3:03 pm, edited 2 times in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Image

Image

Pictures taken from Deviantart.com. Original piece not my creation

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

Advantages
Benefit, Wealth (well-off), Connected, Evasion, Fearless, Well-informed

Skills
Athletics 2 (+3), Close Combat: Defensive Tactics 2 (+5), Insight 2 (+5), Intimidation 2 (+5), Investigation 3
(+4), Perception 3 (+6), Ranged Combat: Ring Slinging 3 (+5), Technology 3 (+4), Treatment 2 (+3),
Vehicles 2 (+4)

Powers
Mystical Ring of the Green Knight (Removable)
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Force Constructs: Create 10 (Volume: 1000 cft., DC 20; Movable, Subtle: look natural)
[AP] Axe of the Green Knight: Strength-based Damage 10 (Alternate; DC 26; Affects Insubstantial: half
ranks, Penetrating)
[AP] Force Blast: Blast 10 (Alternate; DC 25; Affects Insubstantial: half ranks)
[AP] Force Bubble : Burst Area Immunity 0 (Alternate; Affects Others Only, Burst Area: 30 feet radius
sphere, Reach (ranged): 5 ft.)
[AP] Lifting: Move Object 10 (Alternate; 25 tons)
Life Support: Immunity 10 (Life Support)
Protection: Protection 10 (+10 Toughness; Impervious, Linked: Life Support: Immunity 10)
Spirit of the Ring / Mystical Knowledge: Feature 2 (alien, technological)
Superhuman Senses: Senses 6 (Analytical (Type): Visual, Analytical (Type): Auditory, Analytical
(Type): Chemical)
Universal Translator: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages -
Understand All, Languages - You're Understood)

Offense
Initiative +2
Axe of the Green Knight: Strength-based Damage 10, +3 (DC 26)
Force Blast: Blast 10, +5 (DC 25)
Grab, +3 (DC Spec 11)
Lifting: Move Object 10, +5 (DC 20)
Throw, +5 (DC 16)
Unarmed, +5 (DC 16)

Complications
Disability: The ring's output level is directly tied to the wearer's Willpower. The stronger the will... the
stronger the ring. ** No power can have a ranking greater than the wearer's WILL stat.
Quirk: The Ring of the Green Knight gives off a strong supernatural presense.
Secret: Nobody knows who this Green Knight is.
Weakness: Must recharge ring every 24 hrs

Languages
English
Gaelic

Defense
Dodge 8
Parry 6
Fortitude 8
Toughness 12
Will 10

Power Points
Abilities 34 + Powers 81 + Advantages 5 + Skills 8 (24 ranks) + Defenses 22 = 150

______________________________________________________________________________
Name: Carter Hargrieves

"An oath once spoken,
An oath not broken.
The power of might, shall shed the light
And test the right of each brave knight."

_____________________________________________________________________________
Carter was born into a family of money. His grandfather had started a small import/export company to ship in goods from England. He built the company and it slowly grew. Eventually the company passed to Carter's father. He continued to drive the company forward and it grew even larger. By the time Carter was ready to assume control, the company was very large and Hargreives International had grown from a small company to a major international corporation. Carter assumed the mantel of ownership and continued to move the company forward.
Growing up, Carter had always dreamed of doing adventurous things and being "the hero". His life would change when he was on vacation in England. Carter had been attending a trade convention and afterward had rented a car and decided to drive through the countryside. He needed to clear his head after an argument with a sales rep and so put the top down and drove through the winding roads of northern England. He was driving around the Lake District when he saw a guard rail which was smashed down. As he passed, he saw the rear of a car sticking out of the water below. Without thinking, he stopped and quickly made his way to the water below. The water was icy cold but Carter jumped in to try and help. He saw a man in the vehicle and so he pulled him through a shattered window and pulled him to the shore. The man started spitting out water and quickly regained consciousness. He was still groggy when he managed to get the word, "Lady" out. Carter thought that there was another person in the water and quickly dove back into the water. Carter searched in the murky water, when suddenly something glinted in the darkness. He swam over towards the glint, when he suddenly saw a woman floating near the bottom of the lake. He swam towards her and was instantly taken by her sheer beauty. He saw her raise her hand as if reaching out to him. As he swam towards her, he reached out to grab her hand. As he got within reach of her, a ring appeared in her hand. Carter reached for her hand but as he grabbed for it, her hand became like water and he only had hold of the ring. At that moment, he realized that had been underwater for too long and his breath was all but spent. He quickly swam towards the light of the surface. He started to black out and just as he was getting to the surface, he lost consciousness. He awoke on the shore of the lake, near the car. He was being attended by paramedics, who then transported him to a local hospital. The police later would tell him that he had done a very brave thing. He told the police of the woman he had tried to save, but they then told him that their dive teams had searched the area and that there was nobody else found. The woman was dismissed as a hallucination. Carter's mind could not figure it out and so he too believed it. When Carter was getting ready to leave the hospital, he was given a bag of his possessions. He took out his wallet and clothes... but then he found a green-metal ring lying in the bottom of the bag. It was intricately engraved with Celtic designs. It seemed to glow in the light, yet did not give off light. As he looked at ring, he suddenly got a flashback from the lake... the woman… the woman had handed him the ring!!!
When he arrived back home, Carter placed the ring on his desk. One evening he dreamed of the woman in the lake. He awoke standing in-front-of his desk... holding the ring. Finally, he decided to slip it on his finger. As the ring settled onto his finger, it ever-so-slightly changed, making itself perfectly sized for his finger. Carter was bombarded with images and ideas. He saw King Arthur…. He saw the betrayal of Lancelot. He saw a wooded grove… and a challenge… In a second, Carter realized that he was holding a powerful item… The Ring of the Green Knight. As his mind processed the information, he 'remembered' that he 'knew' that the fabled armor of the Green Knight was an energy construct of the ring. The ring could craft almost anything that the wearer dared to imagine. Carter smiled to himself as he realized that he had been chosen as the new Green Knight. He sat for most of the next day staring at the ring. That evening he came to a decision… he placed the ring onto his finger and imagined a suit of armor. After standing in front of a mirror for several minutes, trying different designs, he finally settled upon a design that he liked. He then started testing his powers. After a short time, when he felt that he had a good grasp of the ring's workings, he walked out onto his penthouse balcony and willed himself into the air…. The GREEN KNIGHT was reborn… With a shout of sheer joy, Carter willingly accepted his new role.
Hargrieves International recently purchased a new building, which is located in the port town of Bedlam. The old <Gorman Tower> was purchased and Carter decided to make this his new corporate headquarters.
___________________________________________________________________

:arrow: Hope you like this twist on a Green Lantern character. A mystical build with a tie into Arthurian legend.
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Emerald_Flame300
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Image

The SHADOW III - PL 10

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

Advantages
Accurate Attack, Assessment, Benefit, Ambidexterity, Benefit, Cipher, Benefit, Wealth 4 (multimillionare), Connected, Contacts, Daze (Deception), Defensive Attack, Diehard, Eidetic Memory, Equipment 4, Evasion, Hide in Plain Sight, Languages 1, Luck 2, Quick Draw, Ranged Attack 3, Takedown, Well-informed

Skills
Athletics 4 (+6), Deception 3 (+5), Expertise: Concentration 5 (+8), Expertise: Diplomacy 3 (+6), Expertise: Escape Artist 3 (+6), Expertise: Streetwise 4 (+7), Intimidation 5 (+7), Perception 4 (+7), Persuasion 3 (+5), Stealth 9 (+13), Technology 3 (+6), Vehicles 3 (+7)

Powers
* "Nothing but his Shadow": Concealment 4 (All Visual Senses; Limited: Leaves his Shadow)
* "The Shadow Knows": Mind Reading 10 (DC 20)
"See what I want you to": Illusion 4 (Alternate; Affects: Two Sense Types - Sight and Sound, Area: 15 cft., DC 14; Limited: Phantasms Only)

* Custom Handguns: Damage 6 (DC 21; Accurate 2: +4, Multiattack, Split: 2 targets)

Equipment
Car

Offense
Initiative +4
"The Shadow Knows": Mind Reading 10 (DC Will 20)
Custom Handguns: Damage 6, +10 (DC 21)
Grab, +6 (DC Spec 12)
Throw, +7 (DC 17)
Unarmed, +6 (DC 17)

Complications
Hunted: The Shadow is viewed as simply a vigilante and is hunted as one.
Motivation: Responsibility: Having seen the destruction wrought by the criminal element of the world, the Shadow feels he must use his abilities to fight ".. the bitter weed of crime.."
Reputation: The Shadow is rapidly gaining a reputation as a major threat to the criminal underworld.
Secret: The general population has no idea that Stephen Cranston is the Shadow.

Languages
(N) English,Chinese (Mandarin)

Defense
Dodge 8, Parry 7, Fortitude 4, Toughness 2, Will 8

Power Points
Abilities 52 + Powers 40 + Advantages 29 + Skills 17 (49 ranks) + Defenses 12 = 150



--------------------

Image

Shadowrunner - PL 10

Strength 5, Defense -2, Toughness 8, Size Large

Features:
Alarm 1, Caltrops, Navigation System 1, Oil Slick, Remote Control

Powers
Shadow Cloak: Concealment 2 (Sense - Sight)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 2 + Powers 10 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 18


****************************************************
Stephen was a normal guy... His life was uneventful, until a courier delivered a package to him, mailed from a man claiming to be his father. As far as he knew, his father had walked out on his mother and him when he was very young. His mother had never talked about his father. In the package was a ring set with a fire opal mounted in it. There was no return address and only a note saying, "Your legacy is now yours to explore". Signed... "S"

Stephen slipped the ring on his finger. A sudden rush of information bombarded his mind and as suddenly, he was knocked unconscious. It unlocked hidden potential within his mind. Suddenly, he knew what his legacy was... His great-grandfather had been Lamont Cranston... a self-styled vigilante.. a man known as the Shadow. His father had assumed the mantle from him and now, it was his legacy to carry on.
Stephen started to explore his powers and soon was able to cloak his presense and also reach into other people's minds and create illusions there. He donned the attire so readily known as the Shadow and took to the streets.
Unfortunately for Stephen, the "Shadow" comes with it's own problems. There is a legacy of people that have a grudge against the Shadow. Major mob families have been hurt by the Shadow and they have long memories. He has a reputation that is both an asset and liability. Criminals fear the Shadow but the authorities are hunting him.

When Stephen found his father's Sanctum and his other equipment the custom .45's were in a locked case. Stephen would later modify these famous pistols into machine pistols.
There was a bloody hand print on the glass case which housed the pistols.... Was it his father's blood? Was it somebody else's? It seemed that the mystery that is the Shadow existed on many levels.
Stephen also found that the Shadow has a network of contacts that only know that the Shadow saved them and now, they owed him their lives.
Last edited by Emerald_Flame300 on Wed Feb 21, 2024 3:39 pm, edited 3 times in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

HARD-LIGHT SHE-HULK

Image

Strength 16
Stamina 5
Agility 5
Dexterity 3
Fighting 2
Intellect 6
Awareness 3
Presence 3

Advantages
Attractive, Beginner's Luck, Benefit, Wealth 2 (indepently
wealthy), Close Attack, Defensive Attack, Defensive Roll 2,
Diehard, Eidetic Memory, Grabbing Finesse, Improved Critical
2 (Unarmed), Languages 4, Move-by Action, Power Attack,
Takedown 2, Weapon Break

Skills
Athletics 2 (+20/+18), Close Combat (Unarmed) 1 (+3),
Deception 1 (+4), Expertise (Tech Industries) 4 (+10), Insight 1
(+4), Intimidation 1 (+8/+4), Perception 3 (+6), Persuasion 1
(+4), Ranged Combat (Throw) 1 (+4), Stealth 2 (+7),
Technology 14 (+20), Treatment 4 (+10), Vehicles 2 (+5)

Powers
Hard Light Melee Armor (Removable)
Enhanced Stamina: Enhanced Stamina 5 (+5 STA)
Enhanced Toughness: Enhanced Trait 4 (Technological,
Toughness +4 (+11))
Ground Strike: Burst Area Affliction 8 (Technological, 1st
degree: Dazed, 2nd degree: Immobile, 3rd degree:
Incapacitated, Resisted by: Fortitude, DC 18; Burst Area (30
feet radius sphere); Check Required (DC 11 - Melee Strike))
Intimidating Size: Enhanced Trait 3 (Traits: Intimidation +4
(+8), Athletics +2 (+20))
Super-Strength: Enhanced Strength 15 (Technological, +15
STR)
Super-Strength: Power-lifting 10 (Technological, +10 STR
for lifting)

Offense
Initiative +5
Grab, +3 (DC 31)
Ground Strike: Burst Area Affliction 8 (DC Fort 18)
Throw, +4 (DC 31)
Unarmed, +4 (DC 31)

Complications
Identity: Dr. Tashiko Murohama
Relationship: Her father is the owner of Murohama electronics.

Languages
Chinese (Mandarin), English, French, Japanese, Korean,
Russian

Defense
Dodge 7, Parry 2, Fortitude 7, Toughness 11/5, Will 4

Power Points
Abilities 46 + Powers 58 + Advantages 22 + Skills 19 (37
ranks) + Defenses 5 = 150
___________________________________________________________
:arrow: Tashiko grew up in downtown Tokyo. Her father and mother were both highly educated professionals. Her mother worked at Tokyo University and her father worked for Takashima Technologies. Tashiko was tested early on in age and found to have a genius IQ.
She buried herself in books from an early age and absorbed information at an incredible rate. She graduated school four years ahead of her age-group. She was given a job at Takashima Technologies where she quickly made a name for herself. In a significant coup, she was given a position in which she ultimately was placed in charge of her own father. This created a huge rift in her family and she eventually became estranged from them. She got a small apartment in downtown Tokyo. She lives in the Harajuku area of Tokyo, about two blocks from Harajuku Train Station.
While working for Takashima Technologies, she accidentally discovered a process to project "hard light" and how to then sculpt it and move it into an design she wanted. Instead of going to her bosses with a half-thought out technology, she decided to gather more information. She slowly gathered the needed equipment to work on the process from her home.
As she was working on the hard light process, she slowly came to realize that there was a great potential for the technology in the area of personal defense. This came to light one evening when she was was walking home and was grabbed by a male. Her would-be attacker was startled by a local police officer and fled. Tashiko also ran home, sacred out of her mind. As she was sitting in her darkened apartment, trying to recover, an idea formed in her head.
She quickly started to work on armor made from hard-light. At the end of her work, she had created a suit of hard-light armor that not only provided protection but also greatly increased her physical strength and endurance through the use of micro force-field generators.
One evening, Toshiko donned her armor and went for a walk through the backstreets of Harajuku. A small gang of street thugs approached her and surrounded her. She activated her armor and started fighting. She loved the feeling of power and the ability to protect herself.
She realized that she needed to remain annonymous to protect her invention from the corporation for whom she worked and to protect herself from potential "enemies". The armor was redesigned to provide a curvy female form and the head area was enhanced with a facial design. It was crafted from scanning multiple super-models and creating a composite face. When the hard-light unit is activated, the wearer appears to be a voluputous woman with faintly glowing green skin. There is a faint outline of a person inside the form.
Tashiko loves the reactions that she gets from people who see the "Hard Light She-Hulk". Inside the armor, she has more confidence and is more outwardly-going. In a way the shroud created by the She-Hulk allows Tashiko's real personality to show, without the constraints of society.
Last edited by Emerald_Flame300 on Wed Feb 21, 2024 10:29 pm, edited 1 time in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

So these are some of my favorite builds. I will be adding more builds as I come up with them.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Red Lantern: Heather Combs

Image

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

Advantages
Fearless, Power Attack, Ritualist, Teamwork

Skills
Acrobatics 2 (+4), Athletics 3 (+4), Close Combat: Burning Blood 4 (+6), Insight 3 (+5), Investigation 1
(+3), Perception 2 (+4), Ranged Combat: Blood Fury 3 (+5), Stealth 1 (+3), Technology 1 (+3), Treatment
3 (+5), Vehicles 2 (+4)

Powers
Claws: Strength-based Damage 3 (DC 19)
Red Lantern Power Ring (Removable)
A.I. and Database Access: Feature 2
Burning Hatred_Light: Environment 1 (Light (Bright), Radius: 30 feet)
Communication: Senses 1 (Communication Link: To Central Power Battery)
Force Field
Immunity: Immunity 10 (Linked; Life Support)
Protection: Protection 10 (Linked; +10 Toughness; Impervious)
Power of Rage: Senses 2 (Acute: Detect: Emotion_RAGE, Detect: Emotion_RAGE 1)
Quick Change: Feature 1
Red Light of Rage
Burning Blood: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Reach
(ranged) 2: 10 ft.)
Force Blast: Damage 10 ([0 active, 0/32 PP, 1/r], DC 25)
Force Constructs: Create 10 ([0 active, 0/32 PP, 2/r], Volume: 1000 cft., DC 20)
Force Manipulation: Move Object 10 ([0 active, 0/32 PP, 2/r+1], 25 tons; Precise)
Force Minions: Summon 4 ([0 active, 0/32 PP, 8/r]; Multiple Minions 2: 4 minions, Type (Broad):
Variable Hard Light Constructs)
Force Weapons: Strength-based Damage 6 ([0 active, 0/32 PP, 1/r+5], DC 22, Advantages: Power
Attack; Accurate 2: +4, Reach (melee): 5 ft., Variable Descriptor: close group -
Bludgeoning/Piercing/Slashing)
Moveable Constructs: Create 10 ([0 active, 0/32 PP, 3/r], Volume: 1000 cft., DC 20; Movable)
Shapeable Force Blast: Shapeable Area Blast 8 ([0 active, 0/32 PP, 4/r], DC 23; Shapeable Area
2: 60 cft., DC 18)
Ring Flight
Flight: Flight 12 (Linked; Speed: 8000 miles/hour, 16 miles/round)
Movement: Movement 4 (Linked; Environmental Adaptation: Zero-G, Space Travel 3: other galaxies)
The Power of Hope: Feature 1
Universal Translator: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages -
Understand All, Languages - You're Understood)
Variable Scanning Beam: Variable 1 (Limited: Limited to Senses)

Offense
Initiative +2
Burning Blood: Burst Area Damage 10 (DC 25)
Claws: Strength-based Damage 3, +6 (DC 19)
Force Blast: Damage 10, +2 (DC 25)
Force Manipulation: Move Object 10, +5 (DC 20)
Force Weapons: Strength-based Damage 6, +6 (DC 22)
Grab, +2 (DC Spec 11)
Shapeable Force Blast: Shapeable Area Blast 8 (DC 23)
Throw, +5 (DC 16)
Unarmed, +6 (DC 16)

Complications
POWER LOSS: The power ring needs periodic recharging and issues a warning as its power runs low.

WEAKNESS: Power ring's FORCE MANIPULATION ARRAY is limited to ranks no greater than the
wearer's WILL rank, so these values will typically be less, as will the ring's overall cost for the wielder.

WEAKNESS: Red Lantern ring's power is greatly reduced by the presence of a Blue Lantern.

Languages
English

Defense
Dodge 6, Parry 5, Fortitude 4, Toughness 11, Will 10

Power Points
Abilities 28 + Powers 108 + Advantages 3 + Skills 13 (25 ranks) + Defenses 18 = 170

______________________________________________________________________

* Heather Combs was a character in one of the first games that I played with the group that I run with now. As a twist, I had her return later with an axe to grind with the group.
Last edited by Emerald_Flame300 on Wed Feb 21, 2024 10:44 pm, edited 2 times in total.
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Inspired by Bladewinds, Earth 218's Justice League Academy, I chose to make a "legacy character" for my favorite Green Lantern, Kyle Rayner. I created the son of Kyle Rayner and Jade. Thanks Bladewind for the inspiration.
____________________________________________________________________
Image[/url]


Emerald Flame - PL 9

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

Advantages
Assessment, Fearless, Power Attack, Ranged Attack, Ultimate Effort: WILL SAVE

Skills
Acrobatics 1 (+3), Athletics 1 (+2), Close Combat: Unarmed 2 (+4), Insight 2 (+3), Investigation 1 (+3),
Ranged Combat: Light Attacks 2 (+4), Stealth 1 (+3), Technology 1 (+3), Vehicles 1 (+3)

Powers

Control of the Emerald Flames: Damage 9 (DC 24; Increased Range 2: perception)
Dazzle: Cumulative Affliction 6 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree:
Unaware, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged; Limited: Sight)
Energy Weapons: Damage 9 (Alternate; DC 24; Increased Range: ranged, Variable Descriptor 2:
broad group - Melee and Blaster)
Energy Constructs: Create 6 (Alternate; Volume: 60 cft., DC 16; Tether)
Move Object: Move Object 10 (Alternate; 25 tons; Improvised Weapon, Precise)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Gift of the Emerald Flames: Healing 8 (Persistent)
Protected by the Emerald Flames
> Immunity: Immunity 10 (Life Support)
> Protection: Protection 10 (+10 Toughness; Sustained)
Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +2
Control of the Emerald Flames: Damage 9 (DC 24)
Dazzle: Cumulative Affliction 6, +3 (DC Fort 16)
Energy Blast: Damage 9, +5 (DC 24)
Grab, +2 (DC Spec 11)
Move Object: Move Object 10, +5 (DC 21)
Throw, +3 (DC 16)
Unarmed, +4 (DC 16)

Complications
Enemy: As the child of Kyle Rayner and Jennie-Lynn Hayden (daughter of the original Green
Lantern_Now Sentinel) Bryan has unfortunately adopted many of the enemies that fought his parents.
Secret Identity: Only a few people know that Emerald Flame is actually Bryan Rayner.

Languages
English

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 11, Will 9

Power Points
Abilities 26 + Powers 89 + Advantages 5 + Skills 6 (12 ranks) + Defenses 19 = 145

________________________________________________________________________

Bryan is the child of Kyle Rayner and Jennie-Lynn Hayden (AKA: Jade). After their relationship rekindled, following the Darkest Night incident, Kyle and Jennie had Bryan.
Bryan was born "normal" and at first both parents felt that their child would live a "normal" life. As Bryan grew, he started to exhibit abilities not unlike Jennie's Starheart abilities. He was able to manifest energy constructs and soon developed great powers. Apparently, the Starheart energies in Jennie passed along to Bryan.
Once they realized that Bryan had these abilities, Kyle and Jennie started training him. He quickly mastered control of his abilities and even manifested some that neither parent had, in the form of healing and regeneration. He seemed to have a level of control on the cellular level. In-stead-of donning a costume, Bryan opts to sheath himself in a layer of green flames. (Not unlike the Human Torch)
Bryan is slowly stepping up to take his place beside his parents.. to become a hero.
Last edited by Emerald_Flame300 on Wed Feb 21, 2024 10:33 pm, edited 2 times in total.
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Bladewind
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Re: Emerald Flame's Character Builds

Post by Bladewind »

Glad to offer inspiration ! GL characters are tough to build and play adequately IMO, but I am a sucker for legacy builds...
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document
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Emerald_Flame300
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 »

Bladewind wrote:Glad to offer inspiration ! GL characters are tough to build and play adequately IMO, but I am a sucker for legacy builds...
I find that to play a GL, the player really has to think in imaginative terms.. like a GL. The player has to describe the appearance of the power and such. The GL ring is a universal "Swiss Army knife" and the character needs a little more than just,,, "I blast the bad guy". Some GL's are more plain and others a little more showy. Hal Jordan was a basics kinda guy. Boxing gloves and catcher's mits. John Stewart was more technical and opted for mechanical /military constructs. Guy Gardner was more of a flashy loudmouth and his constructs matched that.... lots of fireworks and blasts. Kyle Rayner was an artist and so his constructs tended to be more artistic. Instead of a "energy blast" he might craft a cannon to fire a cannonball at the badguy or instead of a cage to trap a badguy, I remember him creating a flood of gremlins to swarm over his opponent and pin them down.

As such, each GL brought their own flair to the job and each player needs to find their own flair. Personally, I made a list of interesting constructs and what they might be used for. Eaxample:
Blast:
* Handgun (cowboy sixshooter)
* Cartoon handcannon (ala bugs bunny)
* Little elf running at target carrying a bomb with fuse.
* Crossbow firing a bolt.

There were more... but it allowed me to quickly think of what the effect was and added to the narrative.
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Re: Emerald Flame's Character Builds

Post by Bladewind »

I totally agree. But I was actually referring to the mechanics of a build. It's very easy to get caught up in the swiss army knife and yet have so much ability but be ineffective as you try and figure out what to use...
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document
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