Emerald Flame's Character Builds (Jovian Chronicles Builds)

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Emerald_Flame300
Posts: 341
Joined: Tue Nov 08, 2016 12:53 pm

Emerald Flame's Character Builds (Jovian Chronicles Builds)

Post by Emerald_Flame300 » Tue Nov 08, 2016 3:10 pm

EMERALD FLAME'S CHARACTER BUILDS



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Brimstone
Cereberus
Pathfinder
Syreen Coming Soon


GREEN LANTERN CORP

Emerald Flame (Legacy)
Green Lantern: Aala Sinn
Green Lantern: Ardana
Green Lantern: Avra (Emerald Knights)
Green Lantern: Laira (Emerald Knights)
Green Lantern: Rov'Rr


GOOD GUYS

Blue Lantern: Quinn
C.O.B.O.L.T.
C.O.B.O.L.T. Transorbital Hypersonic Booster Pack
Deathwish
Green Knight
Gryffon
Hard-light She-Hulk
HARLIQUIN (Hard Light Combat System)
Hunter of Artemis
Jovia
Lady Ankh
Long Horn
Myror
Order of Anubis Ring-bearer
Paladin Combat Armor
Red
RGM-79N GM Gundam
Shadow III
Spartan_Guardian of Athena
Templar
Ultraman
Weaver of Heshem

BAD GUYS

Ankylosaur 2.0
Gazebo, The
Jester: Mistress of Insanity
Kaiju Monster
MANHUNTERS
* Manhunter Highmaster
* Manhunter Mantaship
* Manhunter Trooper
* Manhunter Ultra (Level 2 Trooper)
* Manhunter Willhunter
Mayhem
Medusa Cybernetic Battlesuit
Nynja: An Army of One
Reaper, The
Red Lantern: Heather Combs
Septi-Con "Gump"
Sinestro Corp: Silent One
Slenderman
Vali_Nordic God of War

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Ballistic
Cyblade
Heatwave
Impact
Ripclaw
Stryker
Velocity

Buzzcutt
Killjoy
Megawatt
Mindgame
Mother-May-I


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Black Anvil
Blood Bow
Kill Razor
Morgan Stryker
Tempest

BIO-BOOSTER ARMOR GUYVER

Bio-Booster Armor: Guyver Character
Bio-Booster Armor: Guyver (Just Armor)
Bio-Booster Armor: Guyver (Stephanie Carter) Oringinal Character
Bio-Booster Armor: Guyver Zero

ZOANOIDS

AERIAL TYPE
* Zoanoids optimized for air combat

Brelimos
Devold
Gepatolls
Gernold
Valvatos

AQUA TYPE
* Adapted for underwater combat

Cadan
Golvarun
Nealcos

BIO-BLASTER TYPE
* Physically weaker than the power types, but are equipped with the ability to fire lasers that are biologically generated within their bodies

Delcasse
Grimmel
Menzel
Vamore

HYPER-MUSCLE TYPE
* Enhanced-muscle class Zoanoids are the most common zoaforms and are typically used as Cronos's ground troops

Bonga
Bresnel
Broiz
Bystoma
Casvarius
Curvill
Dail
Diegel
Eltopo
Eurenorm
Geefog
Gergoile
Gezz
Giles
Gobilva
Granza
Gregole
Hodluff
Lu-Kill
Neagle
Oranganann
Ramotith
[/color]788#p20788]Valvas
Ziatt

HYPER-ZOANOIDS
* Advanced zoaforms created by Cronos. These advanced Zoanoids are all one-of-a-kind optimized specimens.

Bilfinger
Billbo-Negg
Borzel
Branchai
Danaplus
Derzerb
Elegan
Gapteyn
Gastal
Gaster
Gavein
Gustav
Gusyphus
Minodlius
Myumelzee
Noskov
Panadyne
Thancrus
Zanngallo
Zencrebe
Zerbebuth
ZX-Tole

LOST NUMBERS
* Lost Numbers are experimental Zoanoid that are considered over-optimized defective prototypes.

Aptom
Bio-Freezer
Dyme
Gelpess
Somlum

SCOUT TYPE
* Weaker Zoanoids that specialize in reconnaissance and observation

Citiciss
Razell
Rocies

VARIOUS OTHERS

Libertus]
Marmot
Malcult
Synevite
Tabross
Unas

++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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Ken, the Eagle
Joe, the Condor
Jun, the Swan
Jinpei, the Swallow
Ryu, the Owl

Berg Katse
Galactor Soldier

Red Impulse
Red Impulse Team Pilot


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Ronin Warriors:
* Ryu of Wildfire
* Cye of Torrent
* Kento of Hardrock
* Sage of Halo
* Rowen of Strata

* The Ancient One

Dark Warlords:
* Anubis, the Dark Warlord of Cruelty
* Cale, the Dark Warlord of Corruption
* Dais, the Dark Warlord of Illusion
* Sekhmet, the Dark Warlord of Venom
* Lady Kayura

* Badamon, the Lord of Talpa's Nether Spirits
* Dynasty Soldiers


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ANIMECHS

Jaunt


EXILES
Mai Pad

TYRANTS
Deadringer
Gravesite and Tombstone


JUSTICE GUILD OF AMERICA

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Black Siren
Cat-Man
Green Guardsman
Streak, The
Tom Turbine

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Freakazoid

Candle Jack
Deadpan
Lobe, The
Mary Beth


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Claymore
Dane
Dozer
Flattop
Grail
Jester
Mother-One
Pilgrim

LEGION 3e: Bio-Morpher

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Bryan Carson / Legion
* Dansheen (Heavy Combat)
* Neptanus (Aquatic Combat)
* Velotis (High-Speed Combat)
* Zarmett (Ranged Combat)

GOD MARS

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Please Read First

GOD MARS (Combined Unit)
* Gaia (Core of the Robot)
* Sphinx (Torso & Head) Coming Soon
* Uranus (Right Arm) Coming Soon
* Titan (Left Arm) Coming Soon
* Ra (Left Leg) Coming Soon
* Shin (Right Leg) Coming Soon

THE PROTECTORS OF THE CROWN

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Green Knight, The
Lady Britania (Leader)
Lionheart
Shaylee
Spitfire
Stonehenge

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

T.O.M.C.A.T.s Intro

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

Dr. Caitlyn Hennessey
Captain John Lancaster
Martin Milliford

Khatib (Villain)
Fitnah (Villian)


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CENTURIONS_Base Soldier

Write-up of weapon systems

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
* Skybolt
* Strato Strike

ENERGY SPECIALIST OPERATIONS

* Electro-Charger
* Gatling Guard

COVERT OPERATIONS

* Silent Arrow
* Thunder Knife

FORCES OF EVIL

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

The Coming Darkness_Fan Fic

Amber Terror

> Barracuda
> Mongoose
> Vampyre

SNOOP-OCALYPSE

Blanket, The -AKA Blankie
Mindbomb/Lucy van Pelt
Pumpkin King/Linus van Pelt
Snoopthulu

KUNG-FU HUSSLE

Beast
Buddhist Palm Master

HISTORIC ARMOR

Clockwork Armor [1790's]
Mustner/Donavan Steam-powered field suit [1880's]
Armstrong Advanced Combat Suit [1944]

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)
Last edited by Emerald_Flame300 on Thu Oct 18, 2018 1:40 am, edited 350 times in total.

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Tattooedman
Posts: 1067
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Re: Emerald Flame's Character Builds

Post by Tattooedman » Tue Nov 08, 2016 3:43 pm

Let me be the first to welcome you to the new forum & say that I'm looking forward to seeing what you share.

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Emerald_Flame300
Posts: 341
Joined: Tue Nov 08, 2016 12:53 pm

Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Tue Nov 08, 2016 9:12 pm

Thanks for the greetings....

As with my other thread... I will be posting characters that I build. I'm not into mass conversions and so I won't have a lot of characters, but I will have some fun ones.

STAY TUNED!!!

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Emerald_Flame300
Posts: 341
Joined: Tue Nov 08, 2016 12:53 pm

Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:19 pm

C.O.B.O.L.T. Battle Armor System

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_____________________________________________________________
by_aztlann-d5xnfik from DeviantArt

C.O.B.O.L.T. A.C.F.. v-3.0 - PL 10

Strength 11
Stamina 4
Agility 1
Dexterity 1
Fighting 3/1
Intellect 4
Awareness 2,
Presence 2

Advantages
Benefit, Wealth 3 (millionare), Equipment 4, Great Endurance, Improved Initiative, Improvised
Tools, Inventor, Minion 3, Power Attack, Ranged Attack 3

Skills
Athletics 1 (+12), Close Combat: Key Si 1 (+4), Expertise: History 3 (+7), Expertise: Industry 3
(+7), Insight 1 (+3), Perception 1 (+3), Technology 8 (+12)

Powers
"God-Tech" Upgrades
* Enhanced Ability: Enhanced Intellect 1 (Linked; Alien, +1 INT)
* Enhanced Body: Enhanced Trait 3 (Linked; Traits: Fortitude +2 (+9), Advantages: Great
Endurance)
* Enhanced Fortitude: Immunity 3 (Linked; Alien, Aging, Poison, Sleep; Limited - Half
Effect)
* Enhanced Senses: Senses 3 (Linked; Acute: Sight, Acute: Sound, Acute: Smell)
* One with the Machine Mind: Comprehend 2 (Linked; Machines / Electronics)
* Quickness: Quickness 2 (Linked; Alien, Perform routine tasks in -2 time ranks; Limited to
One Type: Mental tasks only)

C.O.B.O.L.T. A.C.F. [Advanced Combat Frame] (Removable)
* Comm System: Radio Communication 3
* Enhanced Sensor Array
> Chemical Analyzer: Senses 3 (Acute: Detect Chemical Compounds, Analytical: Detect
> Chemical Compounds, Detect: Chemical Compounds 1)
> Optical Enhancement: Senses 4 (Danger Sense: Visual, Detect: Visual 1, Distance
Sense, Extended: Visual 1: x10)
> Spectrum Frequency Scanner: Senses 8 (Counters Illusion: Visual, Darkvision, Direction
> Sense, Distance Sense, Infravision, Ultravision)

* Flight Turbines: Flight 8 (Technological, Speed: 500 miles/hour, 1 mile/round)
* Force-Field Enhanced Armored Exo-Skeleton
* Armor Plates: Protection 4 (Linked; Technological, +4 Toughness)
Conceals Identity: Concealment 4 (Linked; Technological, All Visual Senses)
* Enhanced Stamina: Enhanced Stamina 4 (Linked; Technological, +4 STA)
* Force-Field Support: Impervious Toughness 8 (Linked; Technological)

G.P.I.L. Laser Array: Blast 10 (Technological, DC 25; Extended Range 2, Penetrating,
Precise)
> Bunker Buster "Ex-Wife": Line Area Damage 9 (Alternate; DC 24; Line Area: 5 feet
wide by 30 feet long, Increased Range: ranged, Penetrating 5; Tiring, Unreliable (5 uses))
> Cutting Laser
Damage: Damage 7 (Linked; DC 22; Penetrating)
Weaken: Weaken 4 (Linked; Affects: Toughness of material being cut, Resisted by:
Fortitude, DC 14)
> Cybernetic Musculature: Enhanced Strength 10 (Alternate; +10 STR)
> Fire Supression System: Burst Area Nullify 5 (Alternate; Counters: Fire , DC 15; Burst
Area: 30 feet radius sphere, Simultaneous)
> Flares/Chaff: Cloud Area Concealment 4 (Alternate; All Visual Senses; Cloud Area: 15
feet radius sphere, Reaction: reaction; Limited to Machines, Unreliable (5 uses))
> Harpoon and Winch
Harpoon Launcher: Strike 8 (Linked; Technological, DC 23; Increased Range: ranged,
Penetrating)
Power Winch: Move Object 5 (Linked; Technological, 1600 lbs.; Limited: Pulls towards
only)
> Micro Missle System: Blast 7 (Alternate; DC 22; Multiattack)
> Multi-Target Anti-Personnel Weapon: Blast 8 (Alternate; Technological, DC 23; Split 4:
5 targets)
> Poly-Steel Binders: Snare 7 (Alternate; Technological, DC 17)
> Reinforced Fists: Strength-based Strike 4 (Alternate; DC 30)
> Super-Cruiser Mode: Flight 6 (Alternate; Technological, Speed: 120 miles/hour, 1800
feet/round; Stacks with: Flight Turbines: Flight 8 )

* Life Support: Immunity 13 (Technological, Environmental Condition: High-Pressure, Life
Support, Uncommon Descriptor: EMP Pulse)
* O.R.A.C.L.E. On-Board Computer: Enhanced Trait 3 (Technological, Advantages: Minion
3)
* Psi-Shielding: Enhanced Trait 4 (Technological, Will +4 (+7); Limited: Only -vs- Mental
Attacks/Effects)
* Targeting Computer: Enhanced Trait 9 (Technological, Fighting +2 (+3), Advantages:
Improved Initiative, Power Attack, Ranged Attack 3)

Equipment
Car, Rapid Deployment Backpack 2, Skyscraper HQ

Offense
Initiative +5
Bunker Buster "Ex-Wife": Line Area Damage 9 (DC 24)
Damage: Damage 7, +3 (DC 22)
Fire Supression System: Burst Area Nullify 5 (DC Will 15)
G.P.I.L. Laser Array: Blast 10, +4 (DC 25)
Grab, +4 (DC Spec 21)
Harpoon Launcher: Strike 8, +4 (DC 23)
Micro Missle System: Blast 7, +4 (DC 22)
Multi-Target Anti-Personnel Weapon: Blast 8, +4 (DC 23)
Poly-Steel Binders: Snare 7, +4 (DC Dog 17)
Power Winch: Move Object 5, +4 (DC 15)
Reinforced Fists: Strength-based Strike 4, +3 (DC 30)
Throw, +4 (DC 26)
Unarmed, +5 (DC 26)
Weaken: Weaken 4, +3 (DC Fort 14)

Complications
Motivation: Thrills: Being a hero gives Carter Hargrieves a feeling of "being alive" He tends
to risk things a little more than maybe he should and he constantly strives to improve the suit
to allow him to push it AND himself further.
Relationship: Carter is involved in an on-again/off-again relationship with Catherine Peterson
(AKA Jovia). They dated before her accident and couple of times since.
Responsibility: CEO of Hargieves International, a tech-driven corporation that helps design
and develop new and advanced technologies.
Secret: Secret Identity: Carter Hargrieves is the CEO of Hargrieves International... A thinktank
for prototyping and developing new technologies. Nobody in the general public knows
that Carter is the person in the C.O.B.O.L.T. Suit

Languages
English

Defense
Dodge 8, Parry 7, Fortitude 9/7, Toughness 8, Will 7/3

Power Points
Abilities 22 + Powers 117 + Advantages 9 + Skills 9 (18 ranks) + Defenses 15 = 172

_______________________________________________________________________

Here is the next evolution in the design of the C.O.B.O.L.T. battle system. The C.O.B.O.L.T. battle system is the suit that I mostly play as a character. The Horseman was a fun character but it was always more of a solo character than a team player. I built the C.O.B.O.L.T. battle system as an example of a more mainstream Iron Man clone. The suit... the build and the character are all more team friendly.

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Emerald_Flame300
Posts: 341
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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:21 pm

BLUE LANTERN QUINN

Image

Image

___________________________________________________________

Blue Lantern: Brother Quinn - PL 10

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

ADVANTAGES
Equipment 2, Fearless, Power Attack, Teamwork, Ultimate Effort: WILL

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

POWERS
Blue Lantern Power Ring (Removable)
* A.I. and BL Database Access: Feature 2

* Blue Lantern''s 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)

* Force Manipulation
> Force Blast: Damage 10 ([0 active, 0/32 PP, 1/r], DC 25)
> Force Bubble: Burst Area Immunity 10 ([0 active, 0/32 PP, 3/r], Life Support; Affects Others Only,
Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
> 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 23, Advantages: Power
Attack; Accurate 2: +4, Reach (melee): 5 ft., Variable Descriptor: close group -
Bludgeoning/Piercing/Slashing)
> Hope Burns Bright: Nullify 10 ([0 active, 0/32 PP, 1/r], Counters: Orange, Red or Yellow RIng
Effects, DC 20)
> Moveable Constructs: Create 10 ([0 active, 0/32 PP, 3/r], Volume: 1000 cft., DC 20; Movable)
> Revitalize: Healing 12 ([0 active, 0/32 PP, 2/r])
> Shapeable Force Blast: Shapeable Area Blast 8 ([0 active, 0/32 PP, 4/r], DC 23; Shapeable Area
2: 60 cft., DC 18)

* Quick Change: Feature 1

* 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)

EQUIPMENT
Motorcycle

OFFENSE
Initiative +2
Force Blast: Damage 10, +3 (DC 25)
Force Manipulation: Move Object 10, +2 (DC 20)
Force Weapons: Strength-based Damage 6, +7 (DC 23)
Grab, +3 (DC Spec 12)
Hope Burns Bright: Nullify 10, +2 (DC Will 20)
Shapeable Force Blast: Shapeable Area Blast 8 (DC 23)
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 5, Parry 5, Fortitude 4, Toughness 11, Will 10

POWER POINTS
Abilities 32 + Powers 107 + Advantages 5 + Skills 13 (26 ranks) + Defenses 16 = 173
—————
Motorcycle - PL 10
Strength 1, Defense 0, Toughness 8, Size Medium
Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0
ep) + Weapons & Armor 0 (0 ep) = 10
p2


___________________________________________________________

* This is a character that is going to be part of our Emerald City campaign. We have recently decided to insert the Emerald City setting into the DC Universe. I have a great love of the DC Universe and we have been having great fun playing through the Emerald City campaign... so... we add the two together.

* HISTORY:

Growing up in a fairly low end family of third generation Irish Immigrants in Boston, Mass. with two (2) other siblings, Jared knew he had little money for a proper education, which presented itself as an obstacle to his dreams. However, there was one path which seemed to make itself available to him, and that was by working in the armed forces , which were more than willing to pay his way through college in exchange for a few years of service. It seemed a fair enough trade, so when he turned 18, Jared went to the recruiting center, and signed on to the U.S. Army.
Not exactly a prime specimen, Jared wasn't expected to make it through boot camp, however, he had a great fire inside him and a drive which far exceeded others, which allowed him to dig deeper and push himself harder than any of the other recruits. He also displayed a knack for medicine, and began training as a field medic. While his first two years of service were fairly quiet, mostly consisting of training exercises or aiding in disaster relief, his number came up in his third year of service, and he was deployed to an active combat zone. Working alongside his brothers-in-arms, Jared received several awards for distinguished service, going above and beyond the call of duty to assist those injured in battle.

His bravery was commendable, but it wasn't a bulletproof shield, and he got the bad luck of taking a hail of gunfire while attempting to extract a wounded officer from the line of fire. The bullet damaged his spinal cord and shattered his knee, rendering him paralyzed from the waist down. That marked the end of his combat carrier, as he was deemed no longer fit for duty, and returned stateside to begin physical therapy. The doctors and surgeons and all manner of professionals informed Jared that the damage was simply to severe, and that he'd never recover. Jared, in turn, told them to shut up, and would listen to none of it. Two years passed, without sign of any progress, yet he continued to grit his teeth and insist that he'd walk again. Despite all the evidence suggesting that it was impossible, Jared turned out to be correct, as the damage to his spin began to heal, his ironclad resolve seeming to fly in the face of modern medicine, his body refusing to give up and accept anything less than a complete recovery. At the same time as he was undergoing physical therapy, Jared was also studying, and received a full degree in Criminal Justice, as well as a minor in psychology. He planned to join the Boston Police Department after being cleared. He wanted to join his brother and father on the force. This all changed abruptly when he received news that there had been a bad traffic accident and that his older brother, Matthew had been killed. This crushed Jared, but also spurred him on. His back healed but his knee did not, leaving him with a slight limp. This all but ended his hopes of joining the police force.
One Night, while he was walking home, A bluish-white light came hurtling down out of the sky. As if drawn to him, the light honed in on Jared's position, coming to rest not 10 feet in front of him. As the blue glow faded, he saw that the source of the light was a glowing blue ring. It…spoke to him. There's no other way to describe it. "Jared Quinn of Earth.. You have have strong Hope in your heart . You have been chosen to become one with the Blue Lantern Corp. "
It told him that it had come seeking someone with exceptional Hope for the future, and that he was such a person. It asked if he would take up the mantle of the Blue Lanterns, and serve as a protector of the weak and "Bringer of Hope". Though part of him feared this strange, alien force, he knew that this was an opportunity which would never again present itself to him. He agreed, and the Ring affixed itself to his hand, flooding him with its power and knowledge. He found himself being propelled through the air, away from Earth and into the depths of space.

He arrived on Odym, where he was presented before Ganthet and Sayd, two former Guardians, whom would judge if he was worthy of wielding the Light of the Blue Lantern. For whatever reason, perhaps agreeing with Jared's testimony of merit, perhaps sensing that he had great potential, but whatever the case, they agreed, and he was taken into training.
In many ways, learning to harness the power of the Blue Lantern Ring was like the boot camp he'd received when joining the Army. However, this was far more difficult. Not only did it demand a great amount of physical resilience, but also a great level of focus and concentration. He was instructed to shape his thoughts through the ring, to give the white light form and shape and also power. In time, he became proficient at wielding the blue light, making it at once a tool and an ally.
Now a Blue Lantern in full, He was able to return home, Jared had a pension from the military and also a side job consulting with police departments, primarily the Boston PD. He walked with a slight limp when in normal clothes, but when he "suits up" the limp is compensated for by the suit and he can move normally. He started acting as an agent of justice, bringing criminals and lawbreakers to bear punishment for their actions, both on Earth and on distant and alien worlds.
Recently, Jared's father died of a heart attack. Jared's older sister, Amanda has taken it upon herself to keep an eye on their mother, Jennifer who now lives alone. Whenever Jared is free, he flies home to Boston and visits.

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Emerald_Flame300
Posts: 341
Joined: Tue Nov 08, 2016 12:53 pm

Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:23 pm

Green Lantern: Aala Sinn - PL 10

Image

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 her ring,she suffers greatly

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

_______________________________________________________________________________

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

* 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.

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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:25 pm

ORDER OF ANUBIS RING BEARER

Image [URL=http://s216.photobucket.com/user/Keikan ... a.jpg.html]Image
Image[/URL]

____________________________________________________________

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

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

Skills
Athletics 2 (+4), Close Combat: Key Si 3 (+6), Expertise: Law Enforcement 3 (+5), 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

Order of Anubis 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
*Battle Anhk
>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, DC 20, 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, +3 (DC Spec 12)
Lifting: Move Object 10, +5 (DC 20)
Light Pistol, +2 (DC 18)
Shockwave: Affliction 8, +3 (DC Fort 18)
STRIKE!!.. You're OUT!!: Strength-based Strike 8, +3 (DC 25)
Throw, +5 (DC 17)
Unarmed, +6 (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.

DISTURBING APPEARANCE: As an Avatar of Anubis, the ring-bearer takes on a Jackal-headed visage which some people find disturbing. The face of the Jackal speaks with it's mouth in true animorphic style.

Languages
English

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

Power Points
Abilities 32 + Powers 96 + Advantages 8 + Skills 12 (23 ranks) + Defenses 22 = 170
--------------------
Motorcycle - PL 10
Strength 1, Defense 0, Toughness 8, Size Medium
Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0
ep) + Weapons & Armor 0 (0 ep) = 10

____________________________________________________________
* This is a build based on something that I stumbled across while mindlessly surfing the web. It is was based on a Green Lantern Corp-esque group. A group that is sworn to Anubis. Their oath is....

"When darkness smothers out the light,
in bleakness of the dimmest night.
When other heroes run in fright,
we step forth, to carry the fight!"

Being a huge Green Lantern fan, I was inspired. I had also found some really cool pictures online of Anubis... I settled on a pic (see above) by kheleksul on Deviantart. I flipped the picture and added the golden light of the Anubis power ring.

I envisioned that when the wearer activates the ring, they are shrouded in a "costume" that makes them appear to be jackal-headed warrior. Plug in the powers of a "ring bearer" and you have an interesting character.

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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:27 pm

Jester; Mistress of Insanity - PL 11

Image
*Picture from DC's Comics Joker's daughter. Yellow glow added by me


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

ADVANTAGES
Equipment 2, Fearless, Languages 1, Power Attack, Speed of Thought, Ultimate Effort: WILL Save

SKILLS
Acrobatics 5 (+9), Athletics 1 (+3), Close Combat: Unarmed 1 (+5), Deception 3 (+6), Expertise: History 5
(+6), Expertise: Psychology 8 (+9), Expertise: Therapy 8 (+9), Insight 3 (+5), Intimidation 4 (+7),
Investigation 1 (+2), Perception 1 (+3), Ranged Combat: Ring Slinging 3 (+7), Sleight of Hand 4 (+8),
Technology 2 (+3), Treatment 2 (+3)

POWERS
* "You don't want to look in my head!": Enhanced Trait 5 (Traits: Will +5 (+15); Limited: Only -vs-
Mental Power Saves)

* Ring of the Fractured Mind (Removable)
Communication Link: Senses 1 (Communication Link: Sub-space radio)

Energy Manipulation
> Force Blast: Damage 10 ([0 active, 0/40 PP, 2/r+1], DC 25; Feature: Extraoridnary Effect for +2
ranks, Increased Range: ranged)
> Force Bubble
> Force Sphere: Create 10 (Linked; [0 active, 0/40 PP, 2/r], Volume: 1000 cft., DC 20; Increased
Range: perception; Limited: Limited to Spherical Objects) [Linked w/ Immunity]
Immunity: Burst Area Immunity 7 (Linked; [0 active, 0/40 PP, 2/r], Custom: AIrbourne Toxins 1,
> Environmental Conditions (All), Suffocation: Breathing; Burst Area: 30 feet radius sphere, DC 17)
> Force Constructs: Create 10 ([0 active, 0/40 PP, 2/r], Volume: 1000 cft., DC 20)
> Force Lifting: Move Object 10 ([0 active, 0/40 PP, 2/r+1], 25 tons; Precise)
> Force Minions: Summon 4 ([0 active, 0/40 PP, 6/r]; Multiple Minions: 2 minions, Type (Broad): Hardlight
Constructs)
> Force Weapons: Strength-based Damage 6 ([0 active, 0/40 PP, 1/r+4], DC 23, Advantages: Power
Attack; Accurate: +2, Reach (melee): 5 ft., Variable Descriptor: close group - Melee Weapons Only)
> Moveable Construct: Create 10 (Volume: 1000 cft., DC 20; Movable)
> Shapeable Force Blast: Shapeable Area Damage 10 (DC 25; Shapeable Area 2: 60 cft., DC 20,
Increased Range: ranged)
> Field of Insanity: Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Defenseless, 3rd degree:
Incapacitated, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere, DC 18)
> Flight of Fancy: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Space Flight
> Movement: Movement 4 (Linked; Environmental Adaptation: Zero-G, Space Travel 3: other
galaxies)
> Use WILL (DC-20) to increase Flight speed of Flight): Feature 1
> Light of Insanity: Environment 2 (Light (Bright), Radius: 60 feet)
> Personal Force Field
Immunity: Immunity 10 (Linked; Life Support)
Protection: Protection 9 (Linked; +9 Toughness; Impervious, Sustained [6 ranks only])
> Quick-Change (Clothes to Costume): Feature 1
> Scanning Beam: Variable 1 (Limited: Limited to senses)
>Universal Translator: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages -
Understand All, Languages - You're Understood)

EQUIPMENT
Car

OFFENSE
Initiative +4
Field of Insanity: Burst Area Affliction 8 (DC Will 18)
Force Blast: Damage 10, +10 (DC 25)
Force Lifting: Move Object 10, +10 (DC 20)
Force Weapons: Strength-based Damage 6, +6 (DC 23)
Grab, +4 (DC Spec 12)
Shapeable Force Blast: Shapeable Area Damage 10 (DC 25)
Throw, +7 (DC 17)
Unarmed, +5 (DC 17)

COMPLICATIONS
Disability: Jester is by definition "Mentally Ill".... others might say, "Batsh*t crazy". She has bouts of paranoia and delusions. She hears
voices and even has visual hallucinations from time to time.
Enemy(ies): Jester is the enemy of the "Up-tight party-poopers" but she is also not on a friendly basis with the
Schattenfaust corp.

LANGUAGES
English (Native)

DEFENSE
Dodge 8, Parry 7, Fortitude 6, Toughness 10, Will 15/10

POWER POINTS
Abilities 42 + Powers 113 + Advantages 6 + Skills 26 (51 ranks) + Defenses 20 = 207
—————
Car - PL 4
Strength 5, Defense -2, Toughness 8, Size Large
Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0
ep) + Weapons & Armor 0 (0 ep) = 8

_____________________________________________________________________________________________________________

Jester is a character that popped into my head while I was working on my White Star and Schattenfaust builds.

Jester is/was Dr. Samantha Jones, who worked in the field doing research on criminal behavior in mentally ill individuals. She claimed to be putting together the definitive work on the "cause of all things evil". During an attack on the facility she was working at, she saw a Blackstar* (from Freedom City) use his Shadowbands. Somewhere in the back of her mind, that was highly traumatized by the attack and her own injuries, she "suddenly realized" that a power ring was what she needed. She silently preyed to a higher power for a ring that could give her the power to help people. At that time, Mr. Infamy* arrived and bestowed upon her the RING OF INSANITY!!!
As with all of Mr. Infamy's "gifts" there was a catch. The ring's energies further fractured Dr. Jones' mind and pushed her over the edge.... Jester was born.

The ring functions by warping reality to match the user's mind. She wants a giant hand to grab something, then a giant hand appears. In this regard it is very much a standard power-ring archtype. However it also has generates a field of "Chaos Energies" that affect the minds of those around it. Anybody getting to close to her gets to share in her own style of 'reality'.

* I take no ownership of the characters of Blackstar and Mr. Infamy as they are being used as back-story and are the sole property of Green Ronin Games.

** As an extra aside... I initially used the color yellow as it has long been associated with insanity and mental illness. If you borrow the character and want to insert it into a campaign in the DC Universe (or at least one that has the spectrum-o-rings) then just leave the color as yellow and insert the yellow lantern ring powers.

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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:29 pm

Image

Sinestro Corp_ Silent One - PL 12

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

ADVANTAGES
Fearless, Power Attack, Ultimate Effort: WILL

SKILLS
Acrobatics 2 (+5), Athletics 3 (+8), Close Combat: Unarmed 3 (+6), Expertise: Street Survival 4 (+6),
Insight 2 (+5), Perception 4 (+7), Ranged Combat: RIng-Slinging 3 (+5), Stealth 1 (+4), Technology 1 (+3),
Treatment 3 (+5)

POWERS
* Electrical Manipulation
> Electrical Absorption: Enhanced Trait 1 (Linked; Traits: Ranged Combat +2 (+4); Fades, Limited:
lesser of effect rank or aborbed energy rank)
> Electrical Discharge: Damage 5 (Linked; DC 20; Increased Range: ranged)

* Silence Falls_Forget what/who you saw: Affliction 8 (3rd degree: Unaware, Resisted by: Will, DC 18; Increased Range 2:
perception, Reaction 3: reaction, Selective; Check Required: DC 11 - Deception (DC:18), Limited Degree
(third only))

Sinestro Corp Power Ring (Removable)
* A.I. and Database: Feature 2
* Communication: Senses 1 (Communication Link: Comm. Link to Sinestro Corp)
* 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, DC 20, 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
Electrical Discharge: Damage 5, +4 (DC 20)
Force Blaster: Damage 10, +5 (DC 25)
Grab, +3 (DC Spec 15)
Lifting: Move Object 10, +5 (DC 20)
Silence Falls: Affliction 8 (DC Will 18)
Throw, +5 (DC 20)
Unarmed, +6 (DC 20)

COMPLICATIONS
Enemy: Enemy of the Green Lantern Corp
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.

LANGUAGE
Silence

DEFENSE
Dodge 8, Parry 7, Fortitude 10, Toughness 15, Will 11

POWER POINTS
Abilities 50 + Powers 153 + Advantages 4 + Skills 13 (26 ranks) + Defenses 22 = 242
___________________________________________________________________________________________

The Silence is a creature that was part of the Doctor Who universe. They are a secretive race, that are part of the Silence. They have a unique psychic ability that makes the person who sees them and then looks away forget them. The race have been around for untold years and have been manipulating the development of our world. They also are able to absord, amplify and redirect electricity in the form of an energy attack.
I thought that this would make a perfect recruit for the Sinestro Corp.

The Silent One was recruited by Sinestro himself. Sinestro saw great potential in his abilities. The fact that he can move around without people remembering that he was there... allows him to sow fear throughout worlds.
Last edited by Emerald_Flame300 on Tue Jan 17, 2017 3:08 pm, edited 2 times in total.

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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:34 pm

A while ago, I converted a 1e supplement by Blue Devil Games called T.O.M.C.A.T.s (Tactical Operations_Modular Cybernetics Assault Team)

I purchased the supplement when it first came out and I really liked it. I never got much use out of it in the 2e, due to the character that I was playing (the Horseman). I pulled it out and decided to convert the characters over to 3e. I posted these conversions originally in my Atomic Think Tank thread, but I have re-posted them here. My group is currently working on a new campaign set in the Iron Age and this supplement has come back to the forefront.

Before I go any further, I am not claiming any rights to the material. Blue Devil Games created the material and as far as I know they still hold the rights. They no-longer advertise the product for sale so I do not know what the status is. I did contact Blue Devil Games and obtained their permission to post the conversions. (Thanks for that)

The first part of the conversions was (re)creating the special ability.... namely... MODULAR CYBERNETICS.

I achieved this by using the Variable power... As follows.

Modular Cybernetics: 5 pts/rank
Variable (Technological)
* Limited (Cybernetic implants only)
* Limited (Only Change at HQ)


Not too complex... but I think that a player should generate a list of powers/abilities that they want and have the GM approve them. This will help game play and also keep things balanced.

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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:37 pm

KNOCKOUT_ T.O.M.C.A.T.s Team Leader

Image
________________________________________________________________________

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

ADVANTAGES
Agile Feint, All-out Attack, Benefit, Security Clearance 2 (T.O.M.C.A.T.
S.), Close Attack, Connected, Defensive Roll 2, Equipment 3, Improved
Aim, Languages 3, Leadership, Quick Draw, Ranged Attack 2

SKILLS
Acrobatics 4 (+7), Deception 3 (+6), Expertise (Disguise) 2 (+6),
Expertise (Forgery) 1 (+5), Insight 3 (+6), Intimidation 2 (+5),
Investigation 5 (+9), Perception 3 (+6), Ranged Combat (Cybernetic
Weapons) 4 (+7), Stealth 3 (+6), Technology 4 (+8), Treatment 2 (+6),
Vehicles 3 (+6)

POWERS
Modular Cybernetics: Variable 9 (Technological; Limited (Cybernetic implants only)
> Limited (Only Change at HQ))
Cybernetic Implants
* Flight Thrusters (Legs): Flight 6 (Technological, Speed: 120 miles/hour, 1800 feet/round)
* Ion Blaster (R-Arm): Blast 10
* Nanite Healing (Torso): Regeneration 5
* Neural Implant: Mental Protection: Protection 5
* Sensory Booster: Enhanced Trait 2, Sensory Booster_2: Senses 1
* Tentacle Arm Sensory Booster_2: Senses 1 (Technological, Detect:
Smell_Explosives 1)
* Tentacle Arm
> Extending Tendrils: Elongation 2 (Linked; Technological, Elongation: 30 feet; Limited (Left Arm Only), Limited (No Escape bonus))
> Tendril Snare: Snare 6 (Linked; Technological, DC 16; Grabbased)

EQUIPMENT
Blaster Pistol
Bulletproof Vest

OFFENSE
Initiative +3
Blaster Pistol, +5 (DC 20)
Grab, +6 (DC Spec 11)
Ion Blaster (R-Arm): Blast 10, +9 (DC 25)
Tendril Snare: Snare 6, +5 (DC Dog 16)
Throw, +5 (DC 16)
Unarmed, +6 (DC 16)

COMPLICATIONS
Motivation: Responsibility: Work for the international T.O.M.C.A.T.s
team. (TacOps_Modular_Cybernetics_Assault_Team)
Prejudice: Obvious Cybernetics: Obvious cybernetic implants. Both
Arms and legs.

LANGUAGES
English, Farsi, French, Hindi

DEFENSE
Dodge 5, Parry 5, Fortitude 2, Toughness 9/7, Will 3

ADVANTAGES
Abilities 46 + Powers 45 + Advantages 19 + Skills 20 (39 ranks) +
Defenses 2 = 132
________________________________________________________________________

Knockout is the leader of the T.O.M.C.A.T.s team. Team 1 as I like to refer to them. T.O.M.C.A.T.s is the acronym for (Tactical Operations_Modular Cybernetics Assault Team) .
Knockout is a skilled combatant and a good leader. She was recruited to join T.O.M.C.A.T.s out of an espionage career. He knowledge of covert operations makes her a good resource for sneaking into places. T.O.M.C.A.T.s operate as more or less commandos performing surgical strikes rather than waging open warfare. Cordelia is a highly organized and prepared person. Her living quarters, her workout room, her bookshelf. All are testaments to a structured means of dealing with, what she perceives to be, a chaotic world. She doesn’t like untidiness in manner, culture, or demeanor. She’s not rigid and does not succumb to obsessive-compulsive patterns. She simply likes things to be arranged “just so.” A comprehensive plan with several means of achieving the goal will fascinate her.
She’s not overly concerned with material things and prefers a quiet night of discussion to a wild night on the town. She’s not involved romantically at the moment, though she has been in the past. Specifically, her relationship with Jake Ellison (Redblade) and his subsequent betrayal has left her emotionally scarred.

The T.O.M.C.A.T.s are a team of operatives that utilize a new tech, Modular Cybernetics, that allows them to tailor their equipment to mission-specific needs. This equates to a character that can have his/her abilities switched around as the mission/adventure calls for. This allows for a flexible character without making them overly powerful. It also gives the player a chance to device their own "usuals list". The build here is the usual list for Knockout. She can take other equipment as needed though.

This product was published by Blue Devil Games back in the days of M&M-1e. I snatched up the PDF when I saw it and I have had it sitting around since then. I had toyed with the idea of converting it over to 2e then I heard of 3e and so I finally opted to make the conversions. I contacted Blue Devil Games and obtained permission to post the conversions.

If you have a problem and you can find them... maybe you can hire the T.O.M.C.A.T.s!! <cue music> (Yeah.. I know... A-Team reference)

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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:38 pm

STEADFAST

Image
____________________________________________________________________
Strength 5
Stamina 7
Agility 1
Dexterity 1
Fighting 5
Intellect 2
Awareness 0
Presence 1

ADVANTAGES
Benefit, Security Clearance 2 (T.O.M.C.A.T.S.), Chokehold, Equipment
2, Improved Critical 2 (Strike: Cyber-arm), Languages 1, Power Attack,
Takedown, Teamwork

SKILLS
Athletics 2 (+7), Close Combat (Implanted Weapons) 1 (+6),
Deception 3 (+4), Expertise (Demolitions) 2 (+4), Expertise (Disable
Device) 1 (+3), Insight 2 (+2), Intimidation 1 (+2), Perception 3 (+3),
Ranged Combat (Cybernetic Weapons) 4 (+5), Stealth 2 (+3),
Technology 2 (+4), Treatment 1 (+3), Vehicles 10 (+11)


POWERS
Armor (Removable)
Protection: Protection 5 (+5 Toughness)
Modular Cybernetics:
> Variable 10 (Technological; Limited (Cybernetic implants only)
> Limited (Only Change at HQ))
Cybernetic Implants (Powers: Enhanced Cyber-legs: Leaping 6,
* Enhanced Fortitude: Enhanced Trait 6
* Left Arm_Cybernetic: Strength based Strike 8
* Super-Strength (Torso): Power-lifting 6)
* Enhanced Cyber-legs: Leaping 6 (Technological, Leap 500 feet at 120 miles/hour)
* Enhanced Fortitude: Enhanced Trait 6 (Technological, Stamina +3 (+7))
* Left Arm_Cybernetic: Strength-based Strike 8 (Technological, DC 28)
Super-Strength (Torso): Power-lifting 6 (Technological, +6 STR for lifting)

Tech-Specs (Removable)
* Immunity: Immunity 10 (Common Descriptor: Dazzle Effects; Limited (Visual Only))
* Sensory Enhancement: Senses 4 (Counters Concealment: Invisibility, Darkvision)

Power Settings
Cybernetic Implants (Powers: Enhanced Cyber-legs: Leaping 6, Enhanced Fortitude: Enhanced Trait 6, Left Arm_Cybernetic: Strengthbased Strike 8, Super-Strength (Torso): Power-lifting 6)


EQUIPMENT
Blaster Pistol

OFFENSE
Initiative +1
Blaster Pistol, +1 (DC 20)
Grab, +5 (DC Spec 15)
Left Arm_Cybernetic: Strength-based Strike 8, +5 (DC 28)
Throw, +1 (DC 20)
Unarmed, +5 (DC 20)


COMPLICATIONS
Motivation: Responsibility: Work for the international T.O.M.C.A.T.s
team. (TacOps_Modular_Cybernetics_Assault_Team)
Prejudice: Obvious Cybernetics: Obvious cybernetic implants. Both
Arms and legs.
Weakness: Vulnerable to Magnatism


LANGUAGES
English, Polish

DEFENSE
Dodge 3, Parry 5, Fortitude 7, Toughness 12, Will 0


POWER POINTS
Abilities 38 + Powers 61 + Advantages 11 + Skills 17 (34 ranks) +
Defenses 2 = 129
____________________________________________________________________

Marius Bratiano was a career military man in the UN peacekeeping forces until an accident destroyed much of his body. Born in Poland to a military commander, Marius had followed in his father’s footsteps.
An astonishingly bright youth, he graduated from Warsaw University at nineteen and entered military service. When Poland joined NATO in 1999, he was among the “exchange students” that went to study military theory in the West. By the time he was 23, he was serving as part of Poland’s contribution to the UN’s Current Military Operations Service. In late 2003, he was part of a group that was deployed to the United Nations Mission in Liberia (UNMIL). Due to his advanced training, he was part of the group designated to reform Liberia’s military complex. Soon after starting his tour of duty he encountered agents of THREAT, a worldwide espionage/assassination organization. THREAT wanted to keep the African states in as much chaos as possible in order to strip resources (specifically diamonds) from the entire continent and fund their subversive activities.
Marius attempted to deal with the agent cell he discovered but he and his team were overwhelmed by unexpected THREAT superhuman forces. He was badly burned over most of his body, so much so that he was not expected to live. He was airlifted via UN suborbital to the TOMCATS base, where Dr. Hennessey saved his life and gave him a new role: superhuman soldier.

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Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:39 pm

ELECTRILAD

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

Advantages
Attractive, Beginner's Luck, Benefit, Security Clearance 2 (T.O.
M.C.A.T.S.), Equipment 1, Improved Critical (Electricity Control:
Energy Control 8 ), Languages 1, Precise Attack (Ranged,
Concealment), Ranged Attack 2, Teamwork

Skills
Acrobatics 2 (+9), Athletics 2 (+5), Close Combat (Implanted
Weapons) 3 (+8 ), Deception 1 (+5), Insight 4 (+7), Investigation
2 (+4), Perception 1 (+4), Ranged Combat (Cybernetic
Weapons) 2 (+6), Stealth 2 (+9), Technology 5 (+7), Vehicles
5 (+9)

Powers
* Cybernetic Camouflage: Concealment 2 (Sense - Sight; Limited (Conceal true nature of Cybernetics))
* Electricity Control: Energy Control 8 (DC 23)
(AP) Electical Aura: Energy Aura 4 (Alternate; DC 19)
(AP) Flight: Flight 8 (Alternate; Speed: 500 miles/hour, 1 mile/round)
(AP) Static Barrier: Force Field 8 (Alternate; +8 Toughness; Impervious)
(AP) Immunity to Electricity: Immunity 10 (Common Descriptor: Electricity)
Modular Cybernetics: Variable 5 (Technological; Limited (Cybernetic implants only)
Limited (Only Change at HQ))
Cybernetic Implants:
> Protection (Head): Protection 5
> Reflex Booster (Torso): Enhanced Agility 5

Advantages:
Precise Attack (Ranged, Concealment), Ranged Attack 2)
Protection (Head): Protection 5 (+5 Toughness)
Reflex Booster (Torso): Enhanced Agility 5 (+5 AGL)
Power Settings
Cybernetic Implants
(Powers: Protection (Head): Protection 5, Reflex Booster (Torso): Enhanced Agility 5, Advantages:
Precise Attack (Ranged, Concealment), Ranged Attack 2)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +7
Electical Aura: Energy Aura 4, +5 (DC 19)
Electricity Control: Energy Control 8, +6 (DC 23)
Grab, +5 (DC Spec 13)
Throw, +6 (DC 18)
Unarmed, +8 (DC 18)

Complications
Disability: Missing Arm Port, Missing Leg Port, Missing Sensory Port.
Motivation: Responsibility: Work for the international T.O.M.C.
A.T.s team. (TacOps_Modular_Cybernetics_Assault_Team)

Languages
English, German

Defense
Dodge 9, Parry 5, Fortitude 5, Toughness 8, Will 3

Power Points
Abilities 52 + Powers 56 + Advantages 8 + Skills 15 (29
ranks) + Defenses 4 = 135
____________________________________________________________________
Jae-Eun San is the son of a naturalized Korean businessman and an American writer. His early
life was remarkable only in that he traveled a great deal with his father and learned a smattering of different
languages. By the time he was in middle school, his father had a job that did not require him to travel so
much, and the family settled in a quiet town on the Pacific Coast.
Jae was very bright for his age, and his local school wasn’t up to challenging him. He became bored and
that quickly led to a reputation as a troublemaker.
Although it was mostly unearned, he was behind some very memorable pranks. As he grew older, though, he
fell in with rougher and meaner kids. His rep as an outsider pushed him to the fringes of the school’s
social circles, and soon he found himself hanging around with gang members. Jae realized they were
trouble, but he also wanted friends—even if they were temporary ones.
Ultimately, that was his undoing. The petty crimes rapidly escalated. His “friends” became affiliated with a
Crips spin-off, called The 67th Kings. They were employed as scouts, lookouts, mules, and worse.
Finally, Jae realized the element he had allied with, and he decided he had to walk away. He found out the hard
way that it’s not that simple. Five of the Kings kidnapped him and tortured him for days before finally
dumping his body in a place where he was sure to be found—an example to others. Jae barely lived through
the ordeal, but he was paralyzed from the neck down by the severe trauma he’d endured.
The specifics of his injuries were put into the hospital database in the hopes of finding sufficient donors for
nerve crafting therapy. The information found its way to Caitlyn Hennessey as she was ready to start field-testing her second-generation cybernetic replacements. Jae was perfect for her research needs, and the replacements would allow him to walk again. Arrangements were made.
Jae’s parents were contacted by a “private clinic” that “one order of fried bad guy, coming up!”
T.O.M.C.A.T.S — 12 offered to accept Jae in a human trial of their experimental procedures. All agreed it was the best chance. Jae arrived in Oregon full of hope, and soon saw those hopes realized in ways he’d never imagined. The procedure required weeks of preparation. During that time, Jae ferreted out much of the facility’s real nature. The main operation replacing Jae’s spine took two days of human and robotic labor. It was a success and paved the way for the secondary and tertiary operations that rebuilt the boy’s motor controls and nervous system. Unfortunately, there was an unforeseen side-effect once Jae was disconnected from the main power system: He spontaneously generated electrical power far in excess of what was required for his nervous system to pass signals and to power the internal equipment. Unable to reduce the effect without condemning the boy to life as a paraplegic, the project staff eventually concluded that they could either have a new member for the TOMCATS team or an uncontrolled, super-powered security risk. It wasn’t much of a choice.

User avatar
Emerald_Flame300
Posts: 341
Joined: Tue Nov 08, 2016 12:53 pm

Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 9:40 pm

Dr. Caitlyn Hennessey

Image
________________________________________________________________________
Strength 1
Stamina 1
Agility 3
Dexterity 2
Fighting 3
Intellect 5
Awareness 3
Presence 2

Advantages
Diehard, Eidetic Memory, Great Endurance, Minion 4

Skills
Athletics 1 (+2), Close Combat (????) 1 (+4), Expertise
(Cybernetics) 12 (+17), Insight 5 (+8), Investigation 5 (+10),
Perception 12 (+15), Technology 12 (+17), Treatment 12 (+17),
Vehicles 5 (+7)

Powers
* Cybernetic Linkage: Other Communication 5 (Sense Type: Datalink)
* Rapid Healing: Regeneration 5 (Every 2 rounds)

Offense
Initiative +3
Grab, +3 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +3 (DC 16)

Complications
Motivation: Responsibility: Works for International T.O.M.C.A.T.
s team. Designer of all of T.O.M.C.A.T.s equipment.
Obsession: Designing and improving cybernetic designs

Languages
English

Defense
Dodge 3, Parry 3, Fortitude 1, Toughness 1, Will 3

Power Points
Abilities 40 + Powers 25 + Advantages 7 + Skills 33 (65
ranks) + Defenses 0 = 105
________________________________________________
GREASE MONKEY
Strength 2
Stamina 0
Agility 6
Dexterity 6
Fighting 4,
Intellect 0
Awareness 2
Presence 0

Advantages
Improved Grab

Skills
Acrobatics 8 (+14), Athletics 6 (+8)

Powers
* Immunity to Fortitude Effects
* Movement: Movement 4
> Safe Fall
> Sure-footed 1, Swinging,
> Wall-crawling 1 (-1 speed rank))
* Prehensile Tale: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +6
Grab, +4 (DC Spec 12)
Throw, +6 (DC 17)
Unarmed, +4 (DC 17)

Complications
Disability: Limited mental processing ability.
Prejudice: Small robotic monkey

Languages
English

Defense
Dodge 6, Parry 4, Fortitude Immune, Toughness 0, Will
Immune

Power Points
Abilities 10 + Powers 43 + Advantages 0 + Skills 7 (14 ranks)
+ Defenses 0 = 60
________________________________________________________________________

Caitlyn was born in a suburb of Dublin to a mechanic and his wife, a teacher. She was the youngest
of five siblings. All of the children showed signs of being very intelligent and inventive, even at early ages. Her
older sister, Amanda, patented a new process for film development that made the family quite wealthy; her
brother wrote songs that sold regularly to worldrenowned recording artists; and the rest of her siblings
did almost as well.
Caitlyn became interested in mechanics and later physics through working with her father. She was
rebuilding car engines by the time she was in grammar school. Before high school, she was getting offers from
major universities to come study there. During her high-school years, she entertained a brief career as a
superheroine—“Magda, Mistress of Magnetism”— based on her invention of a magnetic repulsion-field
generator. The basis for that invention would later show up in her early cybernetic designs.
“Magda”’ was sidelined for two years after a neardeath encounter with the supervillain, Pyre. Caitlyn
became very withdrawn for a time as a result of her trauma and retreated into a world of computer games
and online fantasies. Only her brother Ian’s loving intervention pulled her back from the brink, when she
had become trapped inside a cyberspace reality. She became more cynical and abrupt. She rebuffed
overtures by several well-known superheroes to serve as a lead technician. She would have nothing to do with
their kind.
Eventually, she turned down other roads of scientific inquiry; she earned her medical license before turning 21
and was certified as a neurosurgeon a year later. Just after she turned 25, she immigrated to America to pursue her various study interests. She took residence in the Oregon wilds to avoid corporate headhunters wanting to enlist her services. For more than 10 years, she lived in almost complete isolation and declared to her family that she wanted nothing more to do with the world, that it could just go “hang all” for all she cared.
She changed her mind years later, when she struck up a long-distance relationship with a young and
eccentric genius named Darin Beeks. Beeks drew her out of her shell with his wild ideas and his apparent ability to realize them. They traded information back and forth for years before she found out he worked for the US
government. By that time, agents were already watching her. When Beeks demonstrated technology
they’d worked on and casually mentioned her involvement, she was brought in for “questioning.”
Given a choice between life in prison and a chance to develop new technologies with the latest in hardware
and software…. Well, it didn’t take her 171 I.Q. to come up with an answer. She came out of her selfimposed
isolation and now finds herself much more involved with the real world than she has been in years.

Personality: Caitlyn is brusque while she’s dealing with a problem or researching a new idea. She’s been
known to ignore people in the same room with her until she bumps into them. She’s not being rude; she just
gets so absorbed in what she’s doing that she forgets the social niceties from time to time. A true challenge
will see her forgetting to eat or sleep for days on end. In more relaxed settings, she unwinds a bit and
has been known to spin tales about her childhood in Ireland or about her many, many relatives. (They all
seem to have a major eccentric streak, especially her dozen aunts; compared to them, going to work in a
secret base and being surrounded by robot monkeys is positively normal.) Even in private, she’s quite
comfortable being blunt and forthright even to her superiors. Caitlyn lived alone for many years until she was
recruited into what became the TOMCATS project. She’s still adjusting to life outside her home and lab, even
though she stays glued to a terminal ten hours or more a day.
____________________________________________________________________

User avatar
Emerald_Flame300
Posts: 341
Joined: Tue Nov 08, 2016 12:53 pm

Re: Emerald Flame's Character Builds

Post by Emerald_Flame300 » Wed Nov 16, 2016 10:03 pm

Captain John Lancaster

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

Advantages
Equipment 5, Leadership

Skills
Athletics 2 (+4), Close Combat (Cloase Combat training) 2
(+5), Deception 4 (+6), Expertise (Diplomacy) 7 (+9), Expertise
(Profession: Military Officer) 8 (+10), Intimidation 6 (+8),
Investigation 4 (+6), Ranged Combat (Small Arms Training) 2
(+4), Technology 3 (+5), Vehicles 5 (+7)

Equipment
Assault Rifle, Heavy Pistol, Undercover Shirt

Offense
Initiative +2
Assault Rifle, +2 (DC 20)
Grab, +3 (DC Spec 12)
Heavy Pistol, +4 (DC 19)
Throw, +2 (DC 17)
Unarmed, +5 (DC 17)

Complications
Motivation: Responsibility: Capt in the U.S. Army and military
liason with T.O.M.C.A.T.s
Secret: Capt. Lancaster knows where "the bodys are buried"
and knows enough dirt on enough people that he can get
things done.

Languages
English

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

Power Points
Abilities 30 + Powers 0 + Advantages 6 + Skills 22 (43 ranks)
+ Defenses 2 = 60
________________________________________________________________________
Capt. Lancaster is a career military man, born into a military family and raised on tales of bravery and
service all his life. He never wanted to be anything else. As a young man, he served in the Air Force as a fighter pilot, but he was forced out when an injury slightly damaged his eyesight. (He wears contacts to correct
his vision.) He went through a time of severe depression but managed to come through it and move
on with his career. His ability to cut through red-tape and hurdle bureaucratic barriers impressed his
commanders even as it drove them to distraction with his disregard for rules. If it weren’t for his completely
impeccable integrity, he would have been courtmartialed years ago.
Several well-publicized events made Lancaster too high-profile to have him quietly shuffled off to a minor
base or swept under the rug. Most notably, his testimony destroyed the career of a prominent senator,
who had a hand in diverting American military technology to private concerns and foreign governments. Although he did the right thing, the manner in which he did it rubbed some the wrong way.
The Pentagon had to do something with him. When the political firestorm over “Green Mountain” settled down, Lancaster assumed permanent command over the base site and served as the U.S. Liaison to the project.
Personality: Capt. Lancaster is a man who knows how to get things done, regardless of the rules or regulations.
He concentrates on the goal and uses whatever means—within the strictures of his own moral code—to achieve
that goal. He’s completely committed to seeing his team succeed on the world stage. He’s very proud of his
country, and it doesn’t take much to make him agree to something if it can be tied into “America’s honor.” He is an utterly, sometimes brutally, fair man with high standards of integrity; he has no qualms about destroying his own career if it means righting a wrong or undoing an injustice. In many ways he is the moral center of the entire operation. He dislikes and distrusts Milliford, finds himself attracted to Dr. Hennessey, and he feels nothing but pride for the superhumans assigned to the team.

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