Emerald Flame's 3e Builds (COBOLT 3.0)

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Re: Emerald Flame's 3e Builds (MAYHEM)

Postby Spectrum » Mon Jan 21, 2013 8:24 am

I really like the Mayhem build. He's a nifty character and I can see working him into a game.

Is the origin story an original touch or do they actually go into it somewhere? That might be a fun read too.

As I was reading through, I was reminded of a fun little good/bad movie called Darwin Awards that plays with some similar themes.

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Re: Emerald Flame's 3e Builds (Green Lantern: Quinn)

Postby Emerald Flame » Sat Mar 30, 2013 7:10 pm

Green Lantern: Roberts - PL 10

Image
______________________________________________________
Strength 2
Stamina 1
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 2
Presence 2

Advantages
Equipment 4, Fearless, Improved Initiative, Power Attack, Ultimate Effort: WILL

Skills
Athletics 3 (+5), Close Combat: Key Si 3 (+7), Expertise: Law Enforcement 5 (+7), Insight 3 (+5),
Perception 2 (+4), Ranged Combat: RIng-Slinging 3 (+5), Stealth 1 (+3), Technology 1 (+3), Treatment 3
(+5), Vehicles 2 (+4)

Powers
Green Lantern Power Ring (Removable)
A.I. and Database: Feature 2
Communication: Senses 1 (Communication Link: Comm. Link to Central Battery)
Flight: Flight 14 (Linked; Speed: 32000 miles/hour, 60 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
* Baseball Bat
> 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 25)
* 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)
* Mobile Constructs: Create 10 ([0 active, 0/31 PP, 3/r], Volume: 1000 cft., DC 20; Movable)
* 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)

Equipment
Light Pistol, Motorcycle

Offense
Initiative +6
Force Blaster: Damage 10, +5 (DC 25)
Grab, +4 (DC Spec 12)
Lifting: Move Object 10, +5 (DC 20)
Light Pistol, +2 (DC 18)
Shockwave: Affliction 8, +4 (DC Fort 18)
STRIKE!!.. You're OUT!!: Strength-based Strike 8, +4 (DC 25)
Throw, +5 (DC 17)
Unarmed, +7 (DC 17)

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.

Languages
English

Defense
Dodge 6, Parry 8, Fortitude 7, Toughness 11, Will 10

Power Points
Abilities 34 + Powers 96 + Advantages 8 + Skills 13 (26 ranks) + Defenses 22 = 173/176
_____________________________________________________________________________
:arrow: Built at PL 10 / 17 pts per level. = 170 base points.

:arrow: A rather "standard" Green Lantern build. I tweaked the Force Constructs a little and of course the stats...

:arrow: The background is that he was a police officer that was injured in the line of duty. His injuries caused him to leave the police force, but shortly there-after, he was approached by a Green Lantern ring. Since that time, he is a full-time Green Lantern.
Last edited by Emerald Flame on Sat Oct 12, 2013 6:33 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Green Lantern Quinn)

Postby Emerald Flame » Sat Mar 30, 2013 7:23 pm

Green Lantern: Aala Sinn - PL 10

Image

Green Lantern: Aala Sinn - PL 10

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

Advantages
Attractive, Fearless, Power Attack, Ultimate Effort: WILL

Skills
Acrobatics 2 (+5), Athletics 3 (+5), Close Combat: Unarmed 3 (+7), Expertise: Street Survival 4 (+6),
Insight 2 (+4), Perception 4 (+6), Ranged Combat: RIng-Slinging 3 (+5), Stealth 1 (+4), Technology 1 (+3),
Treatment 3 (+5)

Powers

Sight Beyond the Veil: Senses 8 (Postcognition, Precognition; Distracting)

Green Lantern Power Ring (Removable)
* A.I. and Database: Feature 2
* Communication: Senses 1 (Communication Link: Comm. Link to Central Battery)
* Flight
> Flight: Flight 14 (Linked; Speed: 32000 miles/hour, 60 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)
* Mobile Constructs: Create 10 ([0 active, 0/31 PP, 3/r], Volume: 1000 cft., DC 20; Movable)
* 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 +3
Force Blaster: Damage 10, +5 (DC 25)
Grab, +4 (DC Spec 12)
Lifting: Move Object 10, +5 (DC 20)
Throw, +5 (DC 17)
Unarmed, +7 (DC 17)

Complications
Motivation: Acceptance: Aala grew up in a poor slums of her homeworld, she spent her childhood fighting
to survive. She grew up fast and hard. She was ridiculed and bullied due to her "witch sight".
When she was selected to be a Green Lantern, she jumped at
the opportunity, but she still feels people look at her as the little freaky street trash she was.
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: Her race does not handle heat well and without the protection of the ring, she suffers greatly
from heat-based effects. [takes an extra degree of effect from successful heat-based attacks]

Languages
Salurian

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 11, Will 10

Power Points
Abilities 36 + Powers 99 + Advantages 4 + Skills 13 (26 ranks) + Defenses 22 = 174

_______________________________________________________________________________

:arrow: I created this character as a possible NPC for my campaign.

:arrow: She has the unique gift of Pre- AND Post-cognition. For her Postcognition to work, she has to have physical contact with an item. This is also known as Psychometry. While either of her powers are active, she is left in a slight daze. She generally hides the fact that she has these abilities as she still feels the scorn and ridicule that she experienced as a child. She is not ashamed of her gifts, only that it is a complication she can do without.
Last edited by Emerald Flame on Mon Apr 29, 2013 7:50 am, edited 2 times in total.
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Re: Emerald Flame's 3e Builds (Green Lantern Quinn)

Postby Earth-Two_Kenn » Sat Mar 30, 2013 7:56 pm

Quinn looks mighty. I've not seen anything like him.

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Re: Emerald Flame's 3e Builds (Green Lantern Quinn)

Postby Spectrum » Sat Mar 30, 2013 8:32 pm

I'm so very.. glad? disappointed? that GL Quinn was not what I expected to see. For some reason I was picturing Harley Quinn as a GL and my mind was going sproing.

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Re: Emerald Flame's 3e Builds (Green Lantern Quinn)

Postby Narsil » Sun Mar 31, 2013 3:00 am

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'Oil, an emergency? About time the people who run this planet of yours realize that to be dependent upon a mineral slime just doesn't make sense.'
-The Fourth Doctor, Terror of the Zygons

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Re: Emerald Flame's 3e Builds (Green Lantern Quinn)

Postby Spectrum » Sun Mar 31, 2013 5:18 am

Sproing!

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Re: Emerald Flame's 3e Builds (Green Lantern Quinn)

Postby Emerald Flame » Sun Mar 31, 2013 6:02 am

I see your SPROING and raise it...

Sapphire Quinn

Image

Or her boyfriend...

Yellow Lantern Joker

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Re: Emerald Flame's 3e Builds (Green Lantern Quinn)

Postby Narsil » Sun Mar 31, 2013 6:08 am

At least have her wearing the proper uniform...

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Re: Emerald Flame's 3e Builds (Green Lantern Quinn)

Postby Goldar » Wed Apr 03, 2013 9:58 am

I really like your profiles of GLs Carter and Quinn. Looking forward to Aala's stats. All the pic choices are also amazing.

One GL I have never seen profiled is the one from Earth's 25th century. Are you familiar with him? He may make an interesting addition. He is bald, has bluish-greenish (teal?) skin, has pointy ears and is quite formidable in battle prowess with his ring and has quite the will to back it. If I remember correctly, Hal Jordan was a little afraid of fighting him. This GL was portrayed as quite clever. Not sure if he has any inherent superpowers (like super strength) but he was able to fight Zoom (in unseen encounters) and jail him. (This was at the time when anything yellow would negate the power ring's abilities).

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Re: Emerald Flame's 3e Builds (Green Lantern Sinn)

Postby Emerald Flame » Mon Apr 29, 2013 7:39 am

Posted the stats for Green Lantern: Aala Sinn ... Enjoy
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Re: Emerald Flame's 3e Builds (Green Lantern Sinn)

Postby Emerald Flame » Mon May 06, 2013 3:33 pm

Green Lantern: Ardana - PL 11

Image
Original art by Aeolus 06

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.

________________________________________________________

:arrow: A Twi'Lek Green Lantern? Sure!! Why not??
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Re: Emerald Flame's 3e Builds (Green Lantern Sinn)

Postby Emerald Flame » Wed May 08, 2013 6:31 pm

The Silent Ones - PL 10

Image

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

Advantages
Assessment, Connected, Defensive Roll, Diehard, Eidetic Memory, Evasion, Fearless, Hide in Plain Sight,
Jack-of-all-trades, Set-up 3, Speed of Thought, Trance, Well-informed

Skills
Deception 10 (+15), Insight 5 (+8), Intimidation 8 (+13), Investigation 5 (+9),
Perception 5 (+8), Stealth 5 (+8), Technology 5 (+9)

Powers
* Energy Absorption: Energy Absorption 10 (Absorbs: Energy, Boost: Damage; Noticeable: "Mouth"
forms)
* Energy Discharge: Damage 3 (DC 18; Contagious, Increased Range: ranged)

Memory Proof
* "I don't remember them": Cumulative Affliction 10 (Linked; 1st degree: Entranced, 2nd degree:
Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative)
* Post-Hypnotic Suggestion: Mind Control 10 (Linked; DC 20; Sense-dependent: Hearing)

Offense
Initiative +4
"I don't remember them": Cumulative Affliction 10, +2 (DC Will 20)
Energy Discharge: Damage 3, +3 (DC 18)
Grab, +2 (DC Spec 15)
Post-Hypnotic Suggestion: Mind Control 10 (DC Will 20)
Throw, +3 (DC 20)
Unarmed, +2 (DC 20)

Languages
Silence

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 4/3, Will 4

Power Points
Abilities 56 + Powers 78 + Advantages 15 + Skills 22 (44 ranks) + Defenses 9 = 180
_______________________________________________________
Borrowed from the Dr. Who Wiki
AMNESIA AND HYPNOTIC ABILITY
Silents remained hidden on Earth for hundreds of thousands of years, since the early Stone Age. They were uniquely "memory-proof"; anyone who saw them would instantly forget about them the moment they looked away - even if they saw a photograph of a Silent. Anyone looking at the Silents would recover their memories of previous sightings. Although any lifeform would forget the Silents when they weren't looking at them it was still possible to hear them, and people who knew they existed could listen for them in order to sense when they were nearby. The Silents were also impervious to at least some types of scanning devices.
The Silents influenced the actions of others by issuing commands to anyone looking at them. These orders would remain in a person's mind after they had forgotten the encounter with the Silent, acting like post-hypnotic suggestions. Any instruction spoken while a subject looked at a Silent, even a picture of one, would cause this effect.
The Silents can produce an electrical discharge. Silents could also absorb electricity, even the smallest amount of static electricity from the air into their bodies, increase the voltage a hundred-fold and fire it from their hands. These energy discharges could obliterate victims. When absorbing and discharging energy, a hole would appear on the Silent's face, under the skin, where a mouth would be.
The Silents were very strong, able to shatter reinforced glass by pushing on it. They could smash through barricaded doors with ease. One Silent took two direct hits from a handgun at point-blank range and survived, though it was unable to walk. However, Silents could be killed by enough gunfire; in an alternate timeline, Amy Pond killed three with a machine gun.
They could hang upside down from ceilings and lie in waiting, much like bats.
Last edited by Emerald Flame on Thu May 09, 2013 2:00 pm, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (The Silents)

Postby Arthur Eld » Wed May 08, 2013 7:07 pm

Transform doesn't work like that. I you want to affect something mental like memories, you should use Affliction, Resisted by Will, most likely with the third result being Compelled or Controlled-limited to commanding targets to forget. Really you could probably just call that part of their Post Hypnotic Suggestion, mechanically speaking.

Also, the fact that their mouth holes appear doesn't really seem like a Limitation to me.

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Re: Emerald Flame's 3e Builds (The Silents)

Postby Earth-Two_Kenn » Wed May 08, 2013 9:26 pm

Also, the Concealment vs Machines is wrong. They weren't unscannable (in fact, if they were invisible to machines then the Eye Drives wouldn't work, also the mechanics of their big defeat in "Day of the Moon" ... spoliers)

The reason why they seemed to be immune to being scanned is because the people who have used the scanners to scan them can't remember doing so.

And who were we talking about?
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