Emerald Flame's 3e Builds (COBOLT 3.0)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Emerald Flame's 3e Builds (COBOLT 3.0)

Postby Emerald Flame » Mon Oct 25, 2010 6:27 am

Welcome to my new thread.

The title pretty much says it all... This thread will be for my 3e builds. I am starting the thread ironically enough with the same character that pretty much launched my 2e thread.... THE HORSEMAN!!

As with my first thread... this thread will contain random characters (eventually) that I have designed. There may or may not be any rhyme or reason to the ones I post. For the most part, the characters will be part of my on-going campaign that I am running.

SO.. without further ado....

CHARACTERS:


Saturday Knights

Cybernetic Offensive Battlefield Operations Logistics Trooper
C.O.B.O.L.T. 1.0
C.O.B.O.L.T. 2.2
C.O.B.O.L.T. 3.0_God Machine Configuration

Jovia
__________________________________________________________
TOP COW COMING SOON

Cyberforce
Ballistic
Cyblade
Heatwave
Impact
Ripclaw
Stryker
Velocity

Codename: Strykeforce

Black Anvil
Bloodbow
Killrazor
Stryker
Tempest
__________________________________________________________
Snoop-ocalypse

Blanket, The -AKA Blankie
Pumpkin King/Linus van Pelt
Snoopthulu
__________________________________________________________
The Good Guys (and Gals)

Deathwish
Eros (Cupid)
Generator Rex
Green Knight (2012)
Green Lantern: Ardana
Green Lantern: Quinn
Green Lantern: Roberts
Green Lantern: Sinn
Guyver
"Guyver-Like Thingy"
Hard Core
Hardlight She-Hulk
Harlequin 2.0
Iron Guardian
Myror
Shadow III
S.P.A.R.T.A.N. Battle Armor
Shadow Scarab
T.A.R.D.I.S. (Tactical Advanced Rapid Deployment Incident Suit)
Whitestar_Young Justice

__________________________________________________________

The Not-So-Good Guys (and Gals)

Justicar
Slenderman

__________________________________________________________

The Bad Guys (and Gals)

Ankylosaur II
Blitzkrieg
Darkmount
Interface: The self-styled god of cyber-space
Lady Sting 3e
Mayhem
Medusa: The Cyber Gorgon
Mist-K: Jason Starr
Panzerfaust
Pharoah
Redemption: The Anti-Hero??
Silents, The
Vali: God of the Battlefield
Wraith: Advanced Stealth Combat System

_________________________________________________________

Kung Fu Hussle

Beast, The_Master of Southern Toad Style
Buddhist Palm Master
_________________________________________________________

In the Playground with the Children of the Gods.

Hunter of Artemis
Red
Spartan_Athenian Guardian
Warriors of Ares

________________________________________________________

PALADIN Battle Suit

Paladin Battle Suit v1.3
Paladin Battle Suit v2.0
Paladin Battle Suit v2.44
Paladin Rapid Deployment System
Paladin Heavy Weapons Platform
Paladin 3.0 - T.A.R.D.I.S. configuration
__________________________________________________________

Horseman 3E

Horseman Background (Slight Retcon)
Rider and Cybersteed
Horseman 1.0
Horseman 2.0
Horseman 3.0
Horseman 3.1
Horseman 4.1 Horseman w/Rider and Horse

Horseman_Rider Variant
Ichibod D. Horse
Horseman_Witchstone
Horseman_Witchstone 3.0
Stable / Sky Stable

WHAT IF'S

Horseman 4.1_S.A.A.R.C.

______________________________________________________

Centurions


Image

Centurion_Base Soldier

LAND OPERATIONS

* Awesome Auger
* Detonator
* Fire Force
* Hornet
* Swing Shot
* Wild Weasel


SEA OPERATIONS

* Cruiser
* Depth Charger
* Fatham Fan
* Sea Bat
* Tidal Blast


AIR OPERATIONS

* Orbital Interceptor
* Sky Knight (Coming Soon)
* Skybolt (Coming Soon)
* Strato Strike (Coming Soon)

ENERGY SPECIALIST OPERATIONS

* Electro-Charger (Coming Soon)
* Gatling Guard (Coming Soon)

COVERT OPERATIONS

* Silent Arrow (Coming Soon)
* Thunder Knife (Coming Soon)

FORCES OF EVIL

* Doc Terror (AKA: Generic Cyborg Villian)
* Doom Drone Strafer
* Doom Drone Traumatizer

The Coming Darkness
* Amber
> Vampyre
> Barracuda
> Mongoose

________________________________________________________
Gadgets and Devices

Golden Treasures of Amset-Ra
_________________________________________________________

Project T.O.M.C.A.T.s 3e
Tactical Operations Modular Cybernetics Assault Team

Intro

Knockout (Team Leader)
Steadfast (Team "Brick")
Electrilad (Team "Blaster")

Dr. Caitlyn Hennessey
Captain John Lancaster
Martin Milliford (Coming Soon)

Fitnah (Villain)
Khatib (Villian)
____________________________________________________________________

Historic Battlesuits

[1790's] Clockwork Battle Armor
[1890's] Mustner/Donavan steam-powered field suit
[1944] Armstrong Battlesuit [WW2]

__________________________________________________________

Legion_Bio-Morpher 3E

Legion_3E

__________________________________________________________

Armed Forces Battle Suits

Corsair (Air Force Battle Suit)
Corsair Mk II (Air Force Battle Suit)
Gladiator (U.S.M.C. Battle Suit)
E.C.H.O. (Navy Battle Suit)
Landraider (Army Battle Suit)
Trident (Coast Guard Hazard Suit)

__________________________________________________________

Fights

Horseman -vs- Corsair
Last edited by Emerald Flame on Fri May 02, 2014 2:15 pm, edited 231 times in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Mon Oct 25, 2010 6:28 am

BACKGROUND (retcon'd)

Jason Crane is actually the direct descendant of Ichibod Crane that is depicted in the Washington Irving story. There is much speculation as to factual basis of the story, but the facts are that there really was a Hessian soldier and you can still visit the grave to this date.

Image


Jason grew up in New York City and still holds a residence there. His father was a doctor in a small practice. They lived like most average middle-class families. Jason was blessed with an above-average intelligence. His life was normal for the most part. He started tinkering with electronics and mechanics at a young age and he seemed to be able to design in 3-D on an instinctual basis. He graduated high-school two-years ahead of schedule. He attended medical school but his true calling was not in the medical field. He applied to M.I.T. and was able to obtain his Master’s Degree in three years. After college, he started a small bio-technology R&D firm. He worked on proto-type designs as well as creating new original designs, including bio-medical applications. This allowed him to life comfortably even in the NYC area. Then one morning his normal life was turned upside down.
The morning was September 11th, 2001. The country reeled from the terror attack and so did Jason. Sitting in his apartment watching the horror, Jason realized that he had a burning desire to do something to help. He quickly made his way to his R&D firm and donned an advanced prototype exo-suit. The suit was designed to help people with spinal injuries walk again. The suit also could augment the wearer's natural abilities and grant the wearer enhanced senses through a cluster of sensors. Having donned the suit, he made his way to the site of the towers to help out.
As he helped to dig through the rubble, he realized that he felt alive for the first time in a long time. He returned home and started to think. Jason started to work on plans for the exo-suit to be modified to be used in a more combat-oriented role. He had the available tools thanks to his company but now he wanted a motif. Something that could be used for the psychological edge. His own personal calling card as it were.
The answer came in an email. Jason's sister had just been sworn in as a police officer in the village of Sleepy Hollow, in upstate New York. She sent a picture to Jason as a sort of tongue-in-cheek joke about a Crane being back in Sleepy Hollow. As he looked at the picture, he took note of the arm patch on her uniform. A headless horseman rearing back on a steed. It was at this time that Jason had his answer. He started to work on the tools that he would use to craft his armor. He purchased new equipment and components through his company and then diverted them to his own workshop. As he assembled the components, his vision started to take form. The idea was simple. He designed a battlesuit out of the exo-suit that he had first used. He then incorporated a crystal lattice matrix cloaking layer on the helmet that could render the head invisible. This would give the visage of a headless warrior.
Next he created a large cyber-steed which he nicknamed 'Ichibod'. He knew that a regular horse would be vulnerable and a liability in combat. The tactic of taking out the rider’s horse was used since the advent of mounted combat. The mechanical horse allowed him to be able to ride at high speeds through the streets without having to worry about a real animal getting hurt. With all the pieces in place, he took to the streets fighting against street-level criminals, and took the name, the Rider. He started to make a name for himself and started to get the feeling that he was unbeatable. One evening, Jason came up against a super-powered criminal that quickly obliterated those feelings. The fight was over quickly and Jason limped away to lick his wounds and his ego. Jason returned to the drawing board and redesigned the Horseman Armor.

The first time that the Horseman made his appearance as a hero in Freedom City was after a massive earthquake had severely damaged the city. A group of heroes remained behind to protect those citizens that remained. The Horseman showed up and helped fight the criminals and super-criminals that had come to the area.

Secretly, Jason Crane had moved the headquarters of Crane Industries into Freedom City, leaving a branch in New York. He has been covertly funneling money into the rebuilding of the city.
Last edited by Emerald Flame on Mon Oct 25, 2010 11:25 am, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Mon Oct 25, 2010 6:29 am

Image

Rider and Cybersteed
PL10


Abilities
Strength 8, Stamina 2, Agility 2, Dexterity 2, Fighting 3, Intellect 4, Awareness 2, Presence 2

Powers
"Horseman Weapon System:
GPIL Weapon: Blast 10 [Gas Phase Iodine Laser]
Alt: Sword of the Horseman: Strike 6 [Penetrating; Mighty]
Alt: Light Anti-Personnel Weapon: Blast 8 [Small caliber anti-personnel weapon; Split Attack]
(18 points)
Horseman Battle Suit:
Enhanced Synthetic Musculature: Enhanced Strength 5, Combat Computer: Feature 3 [Onboard combat computer (Assessment, Evasion, Improved initiative)], Next-Gen Carapace Armor: Protection 5 [Advanced armor plating], Sensor Suite: Senses 5 [Detect Weakness (Visual, Ranged, Acute, Analytical), Infravision, Ultravision, Radio, Ladar)], REMOVABLE (-36 points)
Cybersteed (Device) (42 points)

(26 points)
Horseman V.C.S.:
Variable Configuration System: Morph 4 [Metamorph]
(21 points)"

Equipment
"CYBER STEED
E-quine Sensor Suite: Senses 2 [Accurate: Hearing, Low-light], E-quine Sensor Suite: Senses 2 [Accurate: Hearing, Low-light], E-quine mobility: Speed , E-Quine Heuristic Processor: Feature 10 [Attack Focus: Melee +3, Dodge Focus +2, Endurance, Fast Overrun, Imprived Crit, Takedown Attack, Improved Overrun], E-Quine Heuristic Skills Processor: Feature 1 [Notice +4], E-Quine Physical Structure (27 points)
E-Quine Combat Systems (0 points)
"

Advantages
Accurate Attack, Benefit 6 [Wealth], Improvised Tools, Interpose, Inventor, Power Attack, Precise Attack 1 [With Ranged Weapons], Second Chance 1 [TOUGHNESS Saves], Assessment, Evasion 1, Improved Initiative 2

Skills
Athletics 0 (+8), Close Combat: Unarmed 4 (+7), Close Combat: Sword 3 (+6), Close Combat: Axe 3 (+6), Deception (+2), Expertise: Corporation 2 (+6), Expertise: Electronics 4 (+8), Expertise: Mechanical 4 (+8), Insight 2 (+4), Intimidation (+2), Perception 3 (+5), Persuasion 2 (+4), Ranged Combat: Combat Suit Weapons 3 (+5), Ranged Combat: Pistol / Handgun 1 (+3), Stealth 2 (+4), Technology 5 (+9), Treatment 1 (+5), Vehicles 1 (+3)

Offense
Initiative +10
"GPIL (Gas Phase Iodine Laser) +5, Damage 8
Sword of the Horseman +6, Damage 6, Penetrating, Mighty
Light Anti-Personnel Weapon +5, Damage , Split Attack"

Defense
Dodge 4, Parry 3
Toughness 7 (Def Roll 0), Fortitude 5, Will 5

Power Points
Abilities 40 + Powers 65 + Advantages 17 + Skills 20 + Defenses 8 = Total 150

Complications
"Secret Identity: Unknown Operator of the Horseman Armor
Dependant: Sister is a Police Officer in Sleepy Hollow, NY"

Design Notes
"Who am I? I'm the Horseman! I am Hell's Bounty Hunter.. the right hand of vengeance, and the armored boot that is gonna kick your sorry ass all the way back to your little hole. "
__________________________________________________________________________

I opted to "retcon" the Horseman for 3E... In the 2E, the Horseman suit had evolved and became a power-house. I have decided to play the Horseman in our on-going campaign. The character has been returned to the original design of a rider that can merge with a robotic horse to form a larger battlesuit, dubbed the HORSEMAN!!

The picture of this shows the Rider armor and the cyber-steed, dubbed Ichibod.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Mon Oct 25, 2010 6:29 am

Image


Horseman 1.0
PL10


Abilities
Strength 19, Stamina 4, Agility 3, Dexterity 2, Fighting 4, Intellect 2, Awareness 2, Presence 2

Powers
"Horseman Weapon System:
GPIL Weapon: Blast 10 [Gas Phase Iodine Laser]
Alt: Sword of the Horseman: Strike 10 [Penetrating]
Alt: Mini-Rocs: Blast 10 [Mini Rocket/Torpedoes; Blast: Explosion; Unreliable (6 Shots)]
Alt: Focuses Plasma Grenades: Blast 10 [""Pumkin Grenades""; Area: Explosion; Range: Thrown]
Alt: Minigun: Blast 8 [Classic rapid-fire cannon]
Alt: Light Anti-Personnel Weapon: Blast 8 [Small caliber anti-personnel weapon; Split Attack]
(25 points)
Horseman Battle Suit:
Enhanced Synthetic Musculature: Enhanced Strength 10, Combat Computer: Feature 3 [Onboard combat computer (Assessment, Evasion, Improved initiative)], Thrusters: Flight 5 [Vectored thrust systems.]
Alt: Super-Strength: Enhanced Strength 5
Life Support Systems: Immunity 10 [Life Support, Critical Hits], Next-Gen Carapace Armor: Protection 10 [Advanced armor plating], Sensor Suite: Senses 5 [Detect Weakness (Visual, Ranged, Acute, Analytical), Infravision, Ultravision, Radio, Ladar)]
(10 points)
Horseman V.C.S.:
Variable Configuration System: Morph 4 [Metamorph]
(21 points)"

Equipment


Advantages
Accurate Attack, Benefit 6 [Wealth], Improvised Tools, Interpose, Inventor, Power Attack, Precise Attack 1 [With Ranged Weapons], Second Chance 1 [TOUGHNESS Saves], Assessment, Evasion 1, Improved Initiative 2

Skills
Athletics 0 (+19), Close Combat: Unarmed 4 (+8), Close Combat: Sword 3 (+7), Close Combat: Axe 3 (+7), Deception (+2), Expertise: Corporation 2 (+4), Expertise: Electronics 4 (+6), Expertise: Mechanical 4 (+6), Insight 2 (+4), Intimidation (+2), Perception 3 (+5), Persuasion 2 (+4), Ranged Combat: Combat Suit Weapons 3 (+5), Ranged Combat: Pistol / Handgun 1 (+3), Stealth 2 (+5), Technology 5 (+7), Treatment 1 (+3), Vehicles 1 (+3)

Offense
Initiative +11
"GPIL (Gas Phase Iodine Laser) +5, Damage 10
Sword of the Horseman +7, Damage 10, Penetrating
Mini-Rocs +5, Damage 10, Limited to 6 Shots (Area: Blast-Explosion)
Focused Plasma Grenade +5, Damage 10, Range: Thrown (Area: Blast-Explosion)
Mini-Gun +5, Damage 8, Autofire +2
Light Anti-Personnel Weapon +5, Damage 8, Split Attack"

Defense
Dodge 5, Parry 4
Toughness 14 (Def Roll 0), Fortitude 9, Will 5

Power Points
Abilities 46 + Powers 56 + Advantages 17 + Skills 20 + Defenses 10 = Total 149

Complications
"Secret Identity: Unknown Operator of the Horseman Armor
Dependant: Sister is a Police Officer in Sleepy Hollow, NY"

Design Notes
"Who am I? I'm the Horseman! I am Hell's Bounty Hunter.. the right hand of vengeance, and the armored boot that is gonna kick your sorry ass all the way back to your little hole. "

_______________________________________________________________________

This is the combined form of the Rider and the Cybersteed.

The concept I wanted to use is that the Rider and Cybersteed are a street-level hero and the Horseman is a classic PL 10 hero.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Mon Oct 25, 2010 6:30 am

Image

Horseman
PL10


[Strength 8, Stamina 0, Agility 3, Dexterity 3, Fighting 4, Intellect 5,
Awareness 3, Presence 2

Advantages
Accurate Attack, Assessment, Benefit, Wealth 3 (millionare), Equipment
4, Evasion, Improved Initiative, Improvised Tools, Interpose, Inventor,
Minion 9, Power Attack, Precise Attack (Ranged, Concealment),
Second Chance (TOUGH Saves)

Skills
Expertise (Industry) 2 (+7), Perception 1 (+4), Technology 4 (+9),
Treatment 1 (+6)

Powers
Horseman U.C.M. (Removable)
Enhanced Musculature: Power-lifting 5 (Technological, +5 STR for
lifting)
Environmental Protection: Immunity 12 (Technological, Critical
Hits, Life Support)
G.P.I.Laser: Blast 10 (Technological, DC 25)
Anti-Personnel Weapon: Blast 8 (Alternate; DC 23; Split 4 (5
targets))
Mini-Rockets: Burst Area Blast 10 (Alternate; DC 25; Burst Area
(30 feet radius sphere); Unreliable (5 uses))
Plasma Grenades: Burst Area Blast 10 (Alternate; DC 25; Burst
Area (30 feet radius sphere); Reduced Range (close))
Poly-Steel Binders: Snare 6 (Alternate; Technological, DC 16)
Rapid-Fire Mini-Gun: Blast 8 (Alternate; Technological, DC 23;
Multiattack [4 ranks only])
Sword of the Horseman: Strength-based Strike 1 (Alternate;
Technological, DC 24; Penetrating)
Kinetic-Reactive Armor: Protection 10 (Technological, +10
Toughness; Impervious)
Myomer Musculature: Enhanced Trait 12 (Technological, Strength
+6 (+8))
Sensor Suite: Senses 7 (Technological, Detect: Visual 1, Direction
Sense, Distance Sense, Infravision, Radio, Time Sense, Ultravision)
Thrusters: Flight 5 (Technological, Speed: 60 miles/hour, 900
feet/round)
Equipment
Sky Stable , Skyscraper (5 floors)
Offense
Initiative +7
Anti-Personnel Weapon: Blast 8, +3 (DC 23)
G.P.I.Laser: Blast 10, +3 (DC 25)
Grab, +4 (DC 23)
Mini-Rockets: Burst Area Blast 10 (DC 25)
Plasma Grenades: Burst Area Blast 10 (DC 25)
Poly-Steel Binders: Snare 6, +3 (DC Dog 16)
Rapid-Fire Mini-Gun: Blast 8, +3 (DC 23)
Sword of the Horseman: Strength-based Strike 1, +4 (DC 24)
Throw, +3 (DC 23)
Unarmed, +4 (DC 23)

Complications
Motivation: Thrills: Being a hero gives Jason a feeling of "being alive"
Secret: Secret Identity: Jason Crane Owner of Crane Technologies...
A think-tank for prototyping and developing new technologies.
Secret: His cousin is a police officer in the village of Sleepy Hollow.

Languages
English

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

Power Points
Abilities 44 + Powers 74 + Advantages 26 + Skills 4 (8 ranks) +
Defenses 5 = 153

Design Notes
"Who am I? I'm the Horseman! I am Hell's Bounty Hunter.. the right hand of vengeance, and the armored boot that is gonna kick your sorry ass all the way back to your little hole. "
Last edited by Emerald Flame on Wed Oct 27, 2010 7:45 am, edited 3 times in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Mon Oct 25, 2010 6:31 am

Image


Ichibod
PL9


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

Powers
"Artificial Body:
ARMORED: Protection 10 [Armored housing; Impervious (5)], Synthetic Construct: Immunity 30 [Immunity: FORT Effects], Sensor Suite: Senses 2 [Accurate: Hearing , Low-light], Alternate Form: Morph 3 [Transformation from Horse to Humanoid; Metamorph]
(65 points)
Weapon Systems:
Alt: Assault Cannon: Blast 10 [Mounted Assault Cannon; Multiattack]
Mini-Rocs: Blast 8 [Mini Rocket/Torpedoes; Blast: Explosion]
(25 points)"

Equipment


Advantages
All-out Attack, Diehard, Eidetic Memory, Fearless, Close Attack 1, Improved Critical 1, Assessment, Takedown 1

Skills
Athletics 1 (+5), Close Combat: Hand/Hoove to Hand 2 (+6), Deception (+0), Insight (+2), Intimidation (+0), Perception 3 (+5), Persuasion (+0), Ranged Combat: Ranged Weapons 2 (+4), Stealth (+2), Technology 2 (+4)

Offense
Initiative +2
"Assault Cannon +4, Damage 10, Multi-attack
Mini-Rockets +4, Damage 10"

Defense
Dodge 6, Parry 3
Toughness 3 (Def Roll 0), Fortitude 0, Will 3

Power Points
Abilities 30 + Powers 90 + Advantages 8 + Skills 5 + Defenses 2 = Total 135

Complications
"Robotic Construct
Limited Cognitive abilities"
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Mon Oct 25, 2010 6:31 am

HORSEMAN -WITCH STONE ARMOR
PL: 10 (150 pp)

Image

Horseman - Witchstone Armor

Abilities
Strength 18, Stamina 4, Agility 3, Dexterity 3, Fighting 4, Intellect 2, Awareness 2, Presence 2

Powers
"Horseman Weapon System:
Spirit Binders: Snare 7 [tether]
Alt: Spirit Bolt: Blast 10 [Affects Insubstantial]
Alt: Planar Gateway (Spirit Realm): Movement 1 [Medium: Gateway ; Increased Mass (400 lbs)]
Alt: Spirit Shield: Force Field 10 [Area: Burst , Affects others; Only Against Supernatural Threats]
(25 points)
Horseman Battle Suit:
Enhanced Synthetic Musculature: Enhanced Strength 10, Combat Computer: Feature 3 [Onboard combat computer (Assessment, Evasion, Improved initiative)], Thrusters: Flight 5 [Vectored thrust systems.]
Alt: Super-Strength: Enhanced Strength 5
Life Support Systems: Immunity 10 [Life Support, Critical Hits], Next-Gen Carapace Armor: Protection 10 [Advanced armor plating], Sensor Suite: Senses 6 [Detect Weakness (Visual, Ranged, Acute, Analytical), Infravision, Ultravision, Radio, Ladar), Detect Supernatural]
(11 points)"


Standard Equipment
Horseman's Stables (HQ) (19 ep), Communications, Computer, Concealed, Defense System, Fire Prevention System, Garage, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop. ( ep)"

Advantages
Accurate Attack, Benefit 3 [Wealth: Millionaire], Improvised Tools, Interpose, Inventor, Power Attack, Precise Attack 1 [With Ranged Weapons], Second Chance 1 [TOUGHNESS Saves], Sidekick 27 [135 pts Sidekick: Ichibod], Assessment, Evasion 1, Improved Initiative 1, Equipment 4 [(20 pts) Headquarters]

Skills
Athletics 0 (+18), Close Combat: Unarmed 4 (+8), Close Combat: Sword 3 (+7), Close Combat: Axe 3 (+7), Deception (+2), Expertise: Corporation 2 (+4), Expertise: Electronics 4 (+6), Expertise: Mechanical 4 (+6), Insight 2 (+4), Intimidation (+2), Perception 2 (+4), Persuasion 2 (+4), Ranged Combat: Combat Suit Weapons 3 (+6), Ranged Combat: Pistol / Handgun 2 (+5), Stealth 2 (+5), Technology 5 (+7), Treatment 1 (+3), Vehicles 1 (+4)

Offense
Initiative +7
"Spirit Bolt +6, Damage 10, Affects Insubstantial
Spirit Binders +6, Damage 7, Tethered
Planar Doorway +6, Damage 1, Spirit Realm Only
Spirit Shield +6, Damage 10, Force Field, Burst, Supernatural only"

Defense
Dodge 5, Parry 4
Toughness 14 (Def Roll 0), Fortitude 7, Will 4

Power Points
Abilities 46 + Powers 36 + Advantages 44 + Skills 20 + Defenses 7 = Total 153

Complications
"Secret Identity: Unknown Operator of the Horseman Armor
Dependant: Sister is a Police Officer in Sleepy Hollow, NY
Suit emits very strong magical aura"

Design Notes

This suit is VERY specifically designed. Other than the physical strength, all the Offensive systems are only effecting against Supernatural entities. It was built with the idea of fighting ghosts and goblins. This is a major flaw in the suit. Future updates (when I get the points) will add "mortal" weapons as well.


______________________________________________________________________

Dr. Fate made contact with Jason Crane about a suit of armor that had appeared to him in a vision. Jason was instructed to build a suit of armor from specifications that Dr. Fate provided. Together they worked on what would become the next major step in the evolution of the Horseman’s armor. This new armor was dubbed the Witch Stone Armor because of the gem-like stone mounted on the chest-plate. The Witch Stone Armor was designed because of the fear that a time when a powerful magic-user could / would rise up and the ensuing battle would require might AND magic.
The Witch Stone Armor looks different than the usual Horseman Armor. But still retains many of the function of the original suit. Although both suits of armor incorporate many of the same operational systems, the Witch Stone Armor differs the most in the weapons it can employ.
The Witch Stone suit is designed to fight super-natural foes rather than conventional ones. The suit’s GPIL is replaced by a magical array that can project “Spirit Bolts”. It can also cast a large “web” of sorts that is capable of snaring ethereal creatures. One of the biggest advantages that the Witch Stone Armor has is its ability to manifest a “Planar Door” that allows it to travel from one plane of existence to another. This doorway is generated at the expense of offensive abilities. The other major advantage that the Witch Stone Armor has is its “Spirit Field”. The armor generates a powerful force field that is only effective against supernatural energies.

:arrow: I got the picture from the Deviant Art website. It was orginally called Atlantean Armor. A variant take on Iron Man.
Last edited by Emerald Flame on Mon Oct 25, 2010 11:20 am, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Mon Oct 25, 2010 7:48 am

DEATHWISH

Image

Deathwish - v2.0
PL 8


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

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

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

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

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

Complications
Quirk: Dark, Gallows humor.
"You want to be trapped in an endless existential nightmare, forces to keep living, even when life is
meaningless and nothing matters?"
Secret: Inhuman ability to recover from any and all injury including death.

Languages
English

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

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

____________________________________________________________________

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

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

He is sarcastic, and nihilistic with gallows humor. He is nice guy just so long as you can put up with him commenting about his immortality.
Last edited by Emerald Flame on Mon Dec 02, 2013 7:20 am, edited 1 time in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Thorpacolypse » Mon Oct 25, 2010 8:16 pm

Ah, the Horseman in 3E. Nice to see you working it again, Emerald. I like the Deathwish character a lot as well.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Tue Oct 26, 2010 2:54 am

Other seems that the Horseman haunts me. ;-). It is a character that I really enjoy and I now that I am playing in an on-going campaign... I can finally run.

Stay tuned here. As I hope to bring much of the Horseman's world to 3e.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Tue Oct 26, 2010 6:05 am

Image
(Orignal artwork by ~polarlex on Deviant Art)

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.

:arrow: Many thanks to semi-autogyro for his build that helped me make Corsair.
Last edited by Emerald Flame on Fri Oct 29, 2010 7:50 am, edited 5 times in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Tue Oct 26, 2010 6:07 am

CORSAIR 2.0 - T.A.C.U. (Trans-atmospheric Combat Unit)

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 Flame on Wed Oct 27, 2010 9:56 am, edited 3 times in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Tue Oct 26, 2010 6:09 am

U.S.M.C. 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

[b]Power Points[/b]
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 Flame on Mon May 23, 2011 3:46 pm, edited 4 times in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Tue Oct 26, 2010 6:13 am

NAVAL E.C.H.O.

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)

[b]Complications

Honor
Motivation: Patriotism

Languages[/b]
English, German, Spanish

[b]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 Flame on Wed Oct 27, 2010 7:58 am, edited 4 times in total.
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Re: Emerald Flame's 3e Builds (Horseman Saga)

Postby Emerald Flame » Tue Oct 26, 2010 6:14 am

ARMY LANDRAIDER COMBAT ARMOR

Image
Original picture by Novafox

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

[b]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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Emerald Flame's 2e Misc. Builds

The ultimate measure of a person is not where they stand in moments of comfort, but where they stand at times of challenge and controversy. -Martin Luther King, Jr.-


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