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  • #16
    Re: Blade's Third Edition Builds

    Ming Tsung

    Ming Tsung is the current name of a child of Shang Tsung.

    Nearly 250 years old, Ming was born to a Yakuza oyabun with ties to Shang Tsung. They were rivals of the Lin Kuei and bred warriors to counter the Wu Shi Academy. Ming’s path was predestined and a foregone conclusion. She was to advance to a leadership role and assassinate the best warriors that the Earthrealm could offer with the intention that the Tournaments would be lost and her father and master would in turn be able to hand over the Realm to his Master Shao Khan.

    Ming was instrumental in the defeat of several prominent warriors who would have been chosen by Raiden to represent Earthrealm and in this way she served her father’s plans well over four Tournaments. In the fifth, a warrior she failed to notice proceeded to win the Tournament, undoing centuries of effort on Shang Tsung’s part.

    This failure to prevent Liu Kang from competing was a direct result of the influence of Superman. The interference in her activities by capes was something that Ming was accustomed to, but Superman had changed. With the destruction of Metropolis at the hands of the Joker, Superman had lost his moral compass and established a new world order as the High Counciller. A war ensued between the forces of Superman's Regime and those allied with Batman's Insurgency. Five years into the war, the Insurgency discovered the Justice League's universe where the Joker's plan did not succeed and transported several of its super heroes to their world in order to help them defeat the Regime. With the eventual defeat of her world’s Superman, Ming was able to put her plans back into motion with more freedom of movement and without fear of interference.

    Originally posted by If Earth Injustice and Earth Kombat are separate
    Her failure to prevent Lui Kang from competing in the first tournament was due to direct intervention and protection from the god Raiden. Tsung vowed to begin again, amassing the Victories needed to merge the realms, but her plan was interrupted by the events leading to the temporary creation of Dark Khan. With him defeated and the barrier between worlds restored, Ming Tsung found herself on Earth Injustice. Seeing the opportunity to sow the seeds of chaos needed to eventually break down the barrier between this realm and Outworld, she became the Shikome.

    As Shikome she has woven the illusion that she fought against the High Councillor's regime and for the good of many while in fact assuming multiple identities and roles to amass a personal fortune and power base to implement the next stage of her plans. In fact, she has even made an allegiance with this world's Brother Blood to help them in their goals related to the demon Trigon.
    She recently discovered that heroes are coming together to maintain order and clean up the mess left in the wake of the removal of the High Councillor. It amuses and suits Ming’s goals to ally with such groups as it enables her to redirect them away from her own extensive operations as well as eliminate potential threats.

    To that end, Ming has several aliases at her disposal. Many of these are complete identities that enable the Outworlder to pass as hero, bystander, person of influence or face in the crowd. Her so-called heroic identity is known as Shikome, and in this guise she looks much like a ninja with a tiger motif face mask concealing her features.

    With her powers she can be anyone, and although her normal form is that of an attractive oriental woman with tattoos of her station and status in the Clan, she more often than not conceals these so that her ties and allegiance are not readily evident. Her powers are developed to such an extent that she is immune to mind reading that would betray her current role. Instead, memories and knowledge that would be in-congruent with her current identity is either buried or “rewritten” to something that her current persona would know.

    Her power and influence have been such that she now goes where she pleases, as often as not a lower ranking member of whatever organization she is using to further her ends.

    Ming Tsung
    PL9


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

    Powers
    Outworlder: (35 points)
    Long Lived: Immunity 2 [Aging, Need for Sleep],
    Deathless: Immortality 5 [Limited - returning remains to Outworld/if dead in Outworld],
    Alter Appearance: Morph 3 [Humanoids],
    Master Linguist: Comprehend 3 [Speak, Understand, Read all Languages],
    Mystic Awareness: Senses 4 [Accurate, Acute Awareness (Magic)], Mind Shield:
    Immunity 5 [Mind Reading; Limited to maintaining assumed identies]
    Dark Magic: (31 points)
    Soulfire: Damage 10 [Ranged, Alternate Resistance (Will); Precise, Variable Descriptor (Different Visual Effects)]
    Alt: Mindfire: Damage 10 [Resisted by Will, Ranged; Precise, Variable Descriptor (Different Visual Effects)]
    Alt: Ghost Hands: Move Object 10 [Subtle, Precise]
    Alt: Light Control: Environment 10 [Precise]
    Alt: Mystic Shield: Create
    Alt: Passage Home: Movement 1 [Dimensional Travel (Pocket Realm/ HQ)]
    Alt: Invisibility: Concealment 10 [Passive, Resistable; Precise]
    Alt: Mystic Passage: Teleport 3 [250 ft/ 8 miles; Extended, Easy, Portal]
    Alt: Apparition: Insubstantial 4 [Incorporeal; Linked to Immunity (Suffocation)]
    Alt: Vampiric Healing: Healing 10 [Energizing; Limited - Source (Must draw energy from the living, Self only; Linked to Damage 10 (Resisted by Will), Persistent, Stabalize ]

    Equipment
    Weapons
    Katana: Damage 3 [Strength Based, Slashing; Dangerous (Improved Crit 19-20)]
    Alt: Garrote: Enhanced Advantages 2 [No Damage, Chokehold]
    Alt: Knife: Damage 1 [Piercing; Improved Crit (19-20)]
    Alt: Sash Whip: Damage 1 [Diasrming, Grabbing, Reach]

    Headquarters:
    Toughness 6, Isolated, Laboratory, Power System, Personnel, Library, Sealed, Workshop

    Rituals/ Spellbook
    Decoys: Concealment 4 [All Visual Senses - Design = 16 hours, Casting = 40 minutes; Limited to Decoy Images],
    Pretty Boys: Summon 7 [Design = 32 hours, Casting = 80 minutes Design Check = 18; Multiple Minions, Controlled, ; Limited to Available Subjects; Sacrifice],
    Ensorcel and Empower: Summon 7 [Design = 32 hours, Casting = 80 minutes Design Check = 18; Limited to Available Subjects; Sacrifice],
    Alter Appearance: Morph 2 [Design Time 48 hrs, casting 120 minutes, Check DC 22; Humanoids; Attack]
    Baneful Transformation: Affliction 7 [Design = 56 hours, Casting = 140 minutes (2 hours 20 minutes) Design Check = 24; Ranged, Cumulative, Limited Degree: Resisted and Overcome by Will; Stunned, Transformed]
    Metamorphic Minions: Summon 2 [Design = 76 hours, Casting = 190 minutes (3 hours 10 minutes) Design Check = 29; Controlled, Horde, Multiple Minions 3 (Up to 10 minions), Limited to Available Subjects)

    Advantages
    Hide in Plain Sight,
    Improved Initiative 2,
    Defensive Roll 7,
    Takedown 1,
    Instant Up
    Contacts,
    Connected,
    Well-Informed,
    Close Attack 2,
    Equipment 3,
    Benefit 3 [Millionaire],
    Benefit 1 [Established Identities],
    Artificer,
    Ritualist

    Skills
    Acrobatics 4 (+5),
    Athletics 4 (+7),
    Close Combat: Unarmed 2 (+10),
    Deception 8 (+9),
    Expertise: Arcane Lore/ Magic 11 (+13),
    Expertise: Mythology 3 (+5),
    Expertise: Biology 8 (+10),
    Insight 5 (+8),
    Intimidation 6 (+7),
    Perception 6 (+9),
    Persuasion (+1),
    Ranged Combat: Magic Array 3 (+8),
    Sleight of Hand 1 (+6),
    Stealth 3 (+4),
    Treatment 4 (+6)

    Offense
    Initiative +9
    Dark Magic Array +8, Damage 10
    Katana +8, Damage 7
    Unarmed +10, Damage 3

    Defense
    Dodge 8,
    Parry 8
    Toughness 10 (Def Roll 7),
    Fortitude 7,
    Will 11

    Power Points
    Abilities 48 + Powers 66 + Advantages 267 + Skills 34 + Defenses 21 = Total 195
    Complications
    Outworlder - Whatever pretense she currently uses, Ming's ultimate goal is to enable Shao Khan to gain control of the Earth Realm.
    Honor - Personal criminal code, bound by the rules of the Tournament
    Dependence - She must feed on lifeforce or weaken

    Current Identities
    Shikome - Superhero identity
    Alexandra Minos - Wealthy Greek heiress
    Eric Molson - Canadian businessman
    Damon Sykes - Gang member
    Sheldon Karlysle - Crime Lord

    Design Notes
    * Nothing in her build reflects her criminal ties or potential for minions. This was intentional as she would not really be able to use them in this game and the fact that many of the masterminds builds in the DCA books don't have minions beyond the implied influence their stats provide.
    * She's quite effective in terms of a build, but to pay for what I was going for, I needed the extra points. To compensate, I damage shifted most of her attacks to the PL 10 range.
    * The Variable Descriptor on her Dark Magic blasts is meant as a visual descriptor. She can use her father's flaming skulls, heat vision, give the appearance of shooting ice, etc... in the end though the power is the same.
    * I toyed yet again with points to rearrange skills. I wanted to give her some biology knowledge, so that like her father she can do some genetic/ mystical modifications. Not listed here, but it's likely that she would be able to create minions at one point. I was thinking "male versions" of Mileena. Perfect specimens, muscular, beefcake types... but hiding massive teeth...
    * I toyed with immunity to starvation and thirst to replace them with the need to consume souls, I think the complication is enough though.
    * As pointed out, I technically need to free up 5 pts (!) to pay for her alternate identities, although Shikome would thus have an alternate identity and cover story beyond the superhero name unless I just freed up 4 pts. One point easily freed would be to not charge for the Vampiric Healing, using it instead as a Power Stunt (which fits in more with the present concept).
    * Rituals/ Spellbook are things she might do with her ritualist advantage
    Last edited by Bladewind; 11-12-2015, 09:12 AM.
    [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

    [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
    [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

    [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
    [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

    Comment


    • #17
      Re: Blade's Third Edition Builds

      (It occurs to me that the S is not prominent enough on the burgundy jacket for the effect that I want. This color variant is a better fit:

      Originally posted by Exerpt from an interview
      Call myself? He thought to himself, I call myself Lance Goodthrust, but I doubt my handler would like that too much…

      “Y’know,” He responded aloud, “I haven`t actually found a handle that I like. Kent is as good a name as any for me to respond to. I also answer to ‘Dinnertime,’ ‘Help,’ and ‘Hey you.'"

      Waiting for the small laughter and chuckles to subside, he flashed a winning smile.

      “Why do I wear this shield?” He glanced down at the leather jacket with the large S-Shield embossed prominently on the front. “Well, remember the other day when that bus lost control?”

      It was clear that he was trying to talk more about other people than himself as he described the situation.

      “I was wearing a T-shirt – the kind that you can get at just about any store these days – with the logo. Since it was pretty much a given that the logo and I were going to be associated in the press, the owners of the character stepped in with an offer. Part of the offer included a supply of these jackets.

      “I have to admit… it`s actually quite a bit to live up to.”
      Stonewall
      PL12


      Abilities
      Strength 15,
      Stamina 15,
      Agility 0,
      Dexterity 0,
      Fighting 6,
      Intellect 0,
      Awareness 1,
      Presence 2


      Powers
      Tough as Nails: (40 points)
      Super Stamina: Enhanced Stamina 10, Resistant: Immunity 10 [Bullets, Fire],
      Stonewall: Damage 3 [Reaction (Being hit);
      Limited to Effect Rank or incoming Damage rank],
      Protective Aura: Feature 1 [Clothes are just as resilient]
      Strong as an Ox: (30 points)
      Strongest There Is: Feature 1 [In contests of strength, the character wins rather than ties in equal Strength rank],
      Finger Flick: Feature 1 [Subtle on Strength Damage],
      Super Strength: Enhanced Strength 10,
      Super-Lifting: Power-Lifting 2,
      Massive Knockback: Move Object 12 [On successful hit, target must make Strength check or be flung Effect Rank - their mass; Close, Limited to flinging targets away; Linked to Strength Damage]
      Alt Effects of Strength Damage: (3 points)
      Alt: Foot Stomp: Damage 15 [Line Area, Target and character must be in contact with the ground]
      Alt: Cracking the Whip: Affliction 13 [Resisted by Dodge, Overcome by Fort. (Dazed & Vulnerable, Prone & Stunned); Line Area, Extra Condition; Limited Degree, Limited to targets on appropriate surface; Distance Increase 2]
      Alt: Super Breath: Move Object 9; Cone Area; Close, Limited to moving target away; Linked to Cone Area Unreliable Damage 6]
      Movement: (19 points)
      Makeshift Handholds (Wall Crawling): Movement 1 [Limited to surfaces with Toughness less than Strength Rank],
      Leaping: Flight 12 [Cannot stay aloft]
      Alt: Bracing: Immunity 10 [Being Moved; Sustained]
      Fast: Speed 5
      The Clark Kent effect: (1 points)
      Unrecognizable: Feature 1 [The S Shield and the Shades… people just don't recognize him in civilian clothes.]
      Potential Power Stunts: (0 points)
      Cut Loose: Penetrating on Strength Damage 15
      Bullet Toss: Damage 6 [Ranged; Quirk - Requires objects to throw],
      Unstoppable: Burrow 3 [Penetrating]

      Equipment

      Advantages
      Power Attack,
      Takedown 2,
      Extraordinary Effort,
      Interpose,
      Ultimate Effort [Spend HP for auto 20 on Toughness],
      Accurate Attack,
      All-out Attack,
      Connected, Benefit 1 [Government sanctioned],
      Contacts,
      Grabbing Finesse,
      Attractive 1,
      Well-Informed,
      Jack-of-All-Trades,

      Benefit -3 [Compensate for Presence Advantages]


      Skills
      Acrobatics 2 (+2),
      Athletics 7 (+22),
      Close Combat: Unarmed 3 (+9),
      Deception (+2),
      Expertise: Streetwise 4 (+4),
      Expertise: Current Events 1 (+1),
      Expertise: Police Officer 1 (+1),
      Expertise: Art 2 (+2),
      Insight 4 (+5),
      Intimidation 5 (+7),
      Investigation 2 (+2),
      Perception 3 (+4),
      Persuasion (+2),
      Ranged Combat: Throwing 4 (+4),
      Ranged Combat: Firearms 1 (+1),
      Sleight of Hand (+0),
      Stealth (+0),
      Technology (+0),
      Treatment 2 (+2),
      Vehicles 1 (+1)

      Offense
      Initiative +0
      Unarmed +9, Damage 15

      Defense
      Dodge 5,
      Parry 9
      Toughness 15 (Def Roll 0),
      Fortitude 15,
      Will 9

      Power Points
      Abilities 38 + Powers 93 + Advantages 12 + Skills 21 + Defenses 16 = Total 180

      Complications
      * Under Contract: Stonewall (Contractual name, he's still looking for a better one) had the misfortune (or fortune) to be wearing Superman clothing when he stepped into the public eye/. He now has a contract enabling him to wear the jacket but he's expected to act a certain way...
      * Motivation: Doing Good/ Living up to the hype. Stonewall wears teh S-Shield and feels that while he does so, he should behave a certain way. Coupled with a genuine desire to do good, this makes him willing to step up when the chips are down
      * Motivation: Thrills. He can withstand being hit by a car, leap tall buildings in a single bound… finding a challenge if fun and exciting.
      * Responsibility: Family. Stonewall, his mother and sister all find themselves in the campaign city following...

      Design Notes
      • Stonewall is a working name, and probably one he would not want to use. As a result, it may be the name I stick him with.
      • Pretty straightforward in terms of a brick type. A few of the alt powers are little off from typical smash and lift, but I wanted a little diversity without making either a paragon or direct Superman copy.
      • The idea behind Stonewall is that he was a good egg in a bad situation. He could easily have become Hancock rather than Superman if he`d had made a different choice of clothes one morning…
      • I used the Feature from Princess from the Hero's Handbook pretty much whole cloth, but in this instance it kicks in when he wears a Superman top. He tends to wear raglan t-shirts under his clothes for when the jacket is out of reach...
      • I posted this updated version which is, now a few points over rather than under. I'm getting there... there are a few little details to trim... Before I do so, the plan is to make sure there are no glaring math or power errors... Having said that, he could probably use a few ranks of equipment for a cell phone and the like...
      • Something else added is that his civilian identity has training in line with a police officer - or perhaps low level federal officer.
      • It is intentional that he is undercap for Dodge. He can Parry well, and it's not that he can't get out of the way, he just doesn't. He's the guy who will take the hit instead of getting out of the way or risking someone else being hurt...
      • Added two extra advantages per House Rule for Presence. Also removed a point of Dodge in favor of Well Informed. This is represented by the Benefit. It sits at -3 because the sheet I use recognizes a blank or a 1 as 1 pt. So if I put -2 I'm still paying for the advantage in the math.
      • Took some of the points freed up by Belial's suggestion and put some into a small talent to draw and rounded skills out a little more.


      Background


      Kent Danvers was born into a poor family without too much in the way of prospects. Despite this, his parents tried to raise him with values and a sense of pride. He did okay in school, might have done better with better opportunities, but he managed to do well enough.

      During his high school years, he joined a gang more as a matter of survival than anything else. And then his powers started manifesting. He hid them for fear of being manipulated by the gang into doing worse and worse acts. This likely would have continued had he not been captured on camera and then approached by a government official.

      He understandably reacted with suspicion, but it turns out that the agent was on the level and new opportunities for both him and his family. They were given new identities and new homes, and he suggested Kent Danvers as his new public name to blend the Superman and Supergirl alter egos… Further displaying his enjoyment of the comics, he took to wearing Superman paraphernalia now that his family was able to afford more… As part of the deal he made with the government, his family was relocated to Chicago and he started studying Police Tech. He qualifies as a police officer these days, and officially is answerable to Homeland Security.

      Then, about two months after graduating the academy it happened. The bus lost control, brake failure or some such, and he reacted without thinking. Wearing a Superman shirt and tearing apart the side of a bus like tissue paper while saving people landed an immediate connection. He dismissed it and disappeared into the crowd, covering his shirt with a jacket and blending back into the crowd. But the damage was done. People had seen him, stories of a guardian angel on the streets began to circulate... and he found that he liked the feeling of openly using his strength to help others.

      Helping people became a hobby, and he continued to wear the S-Shield while doing so. Eventually, his government handler came forward with an offer to license the shield from the company that owned the character, but not the name of the character. He was fine with that. There were other details, but the leather jacket pretty much sealed the deal. He didn't like the name that they suggested, but the contract allowed him to come up with his own.

      He’s still working on that.
      Last edited by Bladewind; 11-12-2015, 09:13 AM.
      [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

      [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
      [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

      [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
      [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

      Comment


      • #18
        Re: Blade's Third Edition Builds



        Sprint
        Laurel Danvers
        PL12


        Abilities
        Strength 0,
        Stamina 1,
        Agility 4,
        Dexterity 5,
        Fighting 4,
        Intellect 0,
        Awareness
        Presence 2

        Powers
        Speed Features: (6 points)
        Blurred: Feature 1 [Subtly vibrate features to make recognition difficult at best.],
        Determine Speed: Feature 1 [Determine speed by looking at an object],
        Inertial Immunity: Immunity 1 [You and anything you are carrying are immune to the effects of moving at high speed],
        Unrecognizable: Feature 1 [The S Shield and the Shades… people just don't recognize her in civilian clothes.],
        Air Cushion (Safe Fall): Movement 1 [Affects Others, Burst Area]
        Super Speed: (25 points)
        Speed: Flight 15 [Limited to moving along the surface],
        Quick: Quickness 10
        Speed Array: (30 points)
        Disruption: Damage 10 [Penetrating; Accurate 2]
        Alt: Rapid Attack: Damage 7 [Burst Area, Selective; Accurate 1]
        Alt: Sonic Boom: Damage 11 [Burst Area]
        Alt: Phase Shift: Insubstantial 4
        Alt: Super Sonic Punch: Damage 11 [Strength Based (Momentum)]
        Alt: Lightning Disarm: Burst Area Enhanced Strength 11; Limited to Disarming
        Alt: Throwback: Deflect 11 [Reflect, Redirect; Limited to Projectiles]
        Alt: Air Control: Move Object 11 [Cone Area (Behind the character); Close]
        Alt: Flattening Wake: Affliction 11 [Resisted by Dodge: Dazed, Prone; Line Area (Behind the character), Reaction (Moving at high speeds); Instant Recovery, Limited Degree, Limited to Directly Behind You]
        Elusive Target: (22 points)
        Enhanced Dodge 11,
        Enhance Parry:
        Enhanced Parry 11

        Equipment


        Advantages
        Beginner's Luck,
        Connected,
        Contacts,
        Eidetic Memory,
        Fearless,
        Grabbing Finesse,
        Hide in Plain Sight,
        Improved Disarm,
        Inspire 1,
        Jack-of-All-Trades,
        Startle,

        Speed Enhanced Advantages
        Defensive Roll 5,
        Evasion 2,
        Great Endurance,
        Improved Initiative 4,
        Instant up,
        Move-by Action,
        Seize Initiative,
        Takedown 2,

        Benefit -3 [2 Presence Based Advantages]

        Skills
        Acrobatics 3 (+7),
        Athletics 7 (+7),
        Close Combat: Close Combat 8 (+12),
        Deception 4 (+6),
        Expertise (+0),
        Insight 3 (+4),
        Intimidation (+2),
        Investigation (+0),
        Perception 6 (+7),
        Persuasion 4 (+6),
        Sleight of Hand (+5),
        Stealth 7 (+11),
        Technology (+0),
        Treatment (+0),
        Vehicles (+5)

        Offense
        Initiative +20

        Unarmed +12, Damage 1
        Disruption +14, Damage 10, Penetrating
        Rapid Attack +13, Damage 7, Burst Area, Selective
        Sonic Boom +5, Damage 11, Burst Area
        Super Sonic Punch +12, Damage 12
        Disarm +12, Damage 11, Burst Area

        Defense
        Dodge 17,
        Parry 15
        Toughness 6 (Def Roll 5),
        Fortitude 8,
        Will 9

        Power Points
        Abilities 34 + Powers 83 + Advantages 25 + Skills 21 + Defenses 17 = Total 180

        Complications
        Under Contract: Sprint has gotten herself added to her brother's contract. She has a little more leeway to act, but is expected to stay out of the spotlight as much as possible
        Motivation: Doing Good/ Living up to the hype. Sprint also wears the S-Shield and feels that while she does so, he should behave a certain way. She also wants to live up to the standard her brother is setting
        Motivation: Thrills.When you can have lunch in Paris and be home in time for dinner… finding a challenge if fun and exciting.
        Secret: Witness Protection - Family. Sprint, mother and brother all find themselves in the campaign city following an incident

        Design Notes
        • I present, Stonewall's sister... a speedster with much of the same inspiration.
        • Instead of Speed with Movement ranks for Wall Crawling, Water Walking and Perfect Balance (from the Talent Powers Profile) I went with a limited Flight. Min/ Maxing and slightly cheesy, but a total of 5 points saved...
        • I divided her Advantages into two sections - the Speed Enhanced Advantages are just that, I kept them with the main Advantages for simplicity on the character sheet. There are a few Advantages that could be moved into this category, but I left them out to suggest some measure of martial skill outside of her speed array.
        • With her Blur Feature, she doesn't really need the Unrecognizable Feature but I put it in to give them something in common.
        • Also, even though she has the benefits of the same contract as her brother, she doesn't often actually display the S-Shield. In fact, she rarely sits still long enough to be seen.
        • Arguably, more of her Advantages belong in her Powers, but I did it this way to make it easier to keep track and do the math.
        • Added two extra advantages per House Rule for Presence. Also removed a point of Dodge in favor of Well Informed. This is represented by the Benefit. It sits at -3 because the sheet I use recognizes a blank or a 1 as 1 pt. So if I put -2 I'm still paying for the advantage in the math.
        Last edited by Bladewind; 08-25-2014, 08:35 PM.
        [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

        [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
        [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

        [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
        [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

        Comment


        • #19
          Re: Blade's Third Edition Builds

          Stonewall and Sprint Are fighting in an urban setting vs three Mini Hulksas created by belial666
          I am using downtown Montreal for a visual reference, specifically Ste Catherine St. I am not accounting for the underground city in the area of the fight.
          Stonewall is wearing the burgundy jacket. Sprint does not have a superhero outfit on (she's in her civvies).
          About five minutes ago, three hulking brutes arrived and started wreaking havoc in the downtown core. The closest hero to the area is Stonewall, and he responds as quickly as possible.

          Grabbing his jacket and sunglasses, Danvers drops from the 15th floor window of his apartment and lands safely at the base of the building in a low crouch. Looking up to make sure he had a clear path, he smiled at someone who was pointing at him and with a polite “excuse me” took off at a dash down the street. With a mighty leap that all but defied the laws of physics, he was aloft and headed for the source of the destruction.

          Landing in the same general area as the near mindless brutes in a crouch similar to the one a moment earlier he rose. His face was devoid of pleasantries and all business as he called out.

          “So, is there a point to this? If you’re about done, I have real emergencies to deal with.”

          He quickly scanned the area for bystanders, and two of the grey behemoths took advantage of that moment to hurl cars at him.

          ROUND ONE
          Originally posted by Init
          Sprint: 1d20+20=21
          Mini Hulk 3: 1d20=19
          Mini Hulk 2: 1d20=17
          Stonewall Init (1d20=11)
          Mini Hulk 1: 1d20=4
          Meanwhile, some hundred miles away, Laurel Danvers set her coffee down and quietly shut her laptop. She was staring intently at a news report in the student lounge. People were reacting with concern and some fear, but these sorts of attacks were almost commonplace these days. She couldn’t help but smile as people around her cheered when Stonewall arrived on the scene. Thankfully she was studying alone that morning, so no one really noticed when the spot she’d been occupying was suddenly replaced with a gust of wind… A second later, her belongings safely secured in her room, she was headed east in less time than it takes to explain.

          “I’m on my way, bro.” She thought to herself as she picked up speed, weaving in and out of traffic; around, over and sometimes even through vehicles as if they weren’t even there…

          Meanwhile, two police cruisers, abandoned by the officers assigned their use came hurtling towards Stonewall.

          Originally posted by Mini Hulk 3, Mini Hulk 2 throwing cars
          Bracing himself on instinct, Stonewall barely had a moment to swear under his breath before the first car hit him.

          Originally posted by Brute Attacks
          Cars have a toughness of 7, so I am working with that, maxing it at 6 to balance vs the attack bonus.

          Toughness vs Car 1 (1d20+15=34)
          Toughness vs Car 2 1d20+15=34
          The cars slammed into him with a sickening crunch, the second one seeming to hammer him into the ground. However, when the sirens gave their last pitiful gasp, the man beneath shrugged of the debris. His sunglasses weren’t even scratched. It didn’t even look like he’d been moved. The brutes, however, were far less impressed than the few straggling bystanders.

          Taking a deep breath, the man with the S-Shield on his jacket dropped to the ground and sunk his fingers into the already damaged pavement. Pulling up, the street was suddenly a carpet, buckling and rippling… After having cars thrown at him, the superhero knew that this was obviously not a good time to hold back…

          The three brutes were unprepared for the attack and all lost their footing, crashing to the ground.

          Originally posted by Stonewall attacks
          Was going to go with Super Breath but there’s little point. He needs to drop them all, fast.
          (That’s why there’s an unmodified D20 roll for Stonewall on IC.)

          Instead, Cracking the Whip. Dodge DC 23 followed by Fort DC 23

          1d20-2=2, 1d20-2=3, 1d20-2=6 Dodge vs DC 23
          1d20+14=18, 1d20+14=18, 1d20+14=25 Fort vs DC 23

          The first two are Dazed/ Vulnerable and Prone/ Stunned, the third is Dazed/ Vulnerable
          ROUND TWO

          Sprint arrived on the scene, having covered most of the distance in an intangible state nothing had followed in her wake. She arrived just in time to see Stonewall drop the three brutes. One seemed to be recovering a little faster than the other two and she ran through him, shifting her vibrational frequency as she did. The beast roared in pain and rage, swinging at the partially solidified heroine.

          She was far faster than he was though, and was completely insubstantial again before he had even begun swinging.

          Originally posted by Sprint attack
          Disruption (1d20+14=26)

          DC 25 (1d20+14=24)
          Mini Hulk is at -1 Toughness (but regains it at the end of the round.)

          Toughness (1d20+14=28)
          Toughness (1d20+14=18)

          Hulks 1 and 2 shake off the effects of the 2nd Degree but are still Dazed and Vulnerable.
          Hulk 3 remains Dazed and Vulnerable

          1d20+6=18 Hulk 3 vs Sprint
          Sprint Dodge (1d20+17=37) (she dodges so well, I had her go ghost for descriptor.
          ROUND THREE

          Mini Hulks are all Dazed and Vulnerable
          The one damaged by the attack recovers from the Toughness penalty.

          Stonewall and Sprint are unharmed
          Stonewall hadn’t noticed his sister’s arrival, his attention held by his three opponents. They each got to their feet and growled as they stared at him. They started to advance menacingly as Sprint began pulling the air from the one that she had targeted on arrival.

          Power Stunt: Suffocation 11 (Cumulative Affliction (Res/ Overcome by Fort; Fatigued, Exhausted, Incapacitated) (DC 21)

          Brute 3 – Fort Saves: 1d20+14=27, 1d20+14=30 No effect.
          As if sensing the area where the air was being pulled, the brute lashed out by slamming his hands together and sending a wave of concussive force towards the source.

          The second one follows suit in the same direction.

          Thunderclap (Toughness DC 29)
          Sprint Toughness roll: 1d20+6=23 (2 degrees)
          Sprint 2nd roll: 1d20+6=25 (1 degree failure)
          Sprint is Dazed until the end of the next round and at -2 Toughness)
          Momentarily perplexed at the sudden distraction of two of his three opponents, Stonewall wasted no time in renewing his assault. It was clear that brute force was not going to fell them any more than it would him.

          Trying the same trick as before, he lined himself up from a different angle and ripped up more pavement. The effects were largely the same as the first time around, but Stonewall knew that this was not something he could keep doing. Right now though, it was containment and it would do.

          Dodge DC 23/ Fort DC 23
          Dodge (1d20-2=3, 1d20-2=2, 1d20-2=5), Fort (1d20+14=17). Fort (1d20+14=20, 1d20+14=33)

          Fort DCs from previous effects:
          1d20+14=33, 1d20+14=33, 1d20+14=33 They shrug off the first effect only to be nailed again. (The first 33 is a 17, but I oopsed and only requested one roll instead of 3. Stonewall gets no HP for the reroll)

          Sprint is at -2 Toughness and is Dazed.
          Stonewall is Normal
          Mini Hulk 1 is Dazed & Vulnerable / Prone & Stunned
          Mini Hulk 2 is Dazed & Vulnerable / Prone & Stunned
          Mini Hulk 3 is Dazed & Vulnerable
          ROUND FOUR

          Her ears ringing and messing with her equilibrium, Sprint backed away from the fight, turning and running away…

          The only beast capable of movement at this point swung at Stonewall. The powerhouse pulled back in turn with all of his might in an effort to bring it down…

          Sprint takes her standard action and hightails it out of there, at least for now.

          Mini Hulk attack roll: 1d20+6=11 miss!

          Stonewall swings at Mini Hulk 3, Damage DC is 34 (Power attack -5 /+5)
          1d20+9-5=20 Stonewall attack roll
          1d20+14=22 Damage saves

          1d20+14=16, 1d20+14=19, 1d20+14=20 The brutes remain as they were per previous round.

          Stonewall’s attack staggers the brute.
          ROUND FIVE

          The gust of wind, the strange almost unnoticeable assistance… Stonewall suddenly put two and two together… he was not in this alone. However, he knew that it was in her nature to not announce her presence, but rather to provide an almost invisible assist to whoever needed it. He was instantly grateful that she was there and started rethinking his strategy to include her.

          Only one of the brutes still had the wherewithal to attack, and slammed his hands together. Stonewall instinctively raised his arm to shield himself from the shockwave. He flinched but held his ground. Responding with a charge and slamming his hand into the brute’s chest.

          Stonewall, Perception Check 1d20+4=18

          The three brutes still fail to shake off the effects of being knocked off their feet… 1d20+14=18, 1d20+14=16, 1d20+14=17

          Also, have not forgotten, Sprint is Fatigued so is at Speed 14
          She is taking this round to recover from being Dazed and is at -2 Toughness.

          1d20+15=26 Stonewall Fort save DC 29 Stonewall is at -1 Toughness

          1d20+9=27 Stonewall to hit with Massive Knockback
          Mini Hulk 3 Toughness DC 29 (Linked Strength Damage) 1d20+14=34

          Resisted Strength check:
          1d20+15=22 Stonewall
          1d20+15=32 HP Reroll
          1d20+14=18 Mini Hulk

          Assuming a mass of 400 lbs on the mini hulk, the Massive Knockback sends him flying two miles!

          Sprint still has her HP for starting the fight, Stonewall has spent his.
          ROUND SIX

          Sprint came charging back into the fray, dragging debris behind her. Letting it drop on the two prone brutes, she charged forward in the direction that her brother had hurled his opponent, just as he had hoped she would.

          Moving to take one of the prone brutes out of the fight, Stonewall dropped and hit him with everything he had three times... The shattered pavement cracked and sagged as the behemoth was reduced to an unconscious mass.

          Sprint uses Flattening Wake, Move-by Action and then Air Control to pick up the Brute and drag him behind her as she leaves town... Spending her HP for extra effort and moving 250 miles north into the middle of nowhere...

          1d20-2=16 Mini Hulk 3 Dodge check to get out of the way of Sprint’s Air Control.

          Stonewall is Fatigued, using Extraordinary Effort to get two benefits from the extra effort, and thus two extra attacks. 1d20+9=12, 1d20+9=24, 1d20+9=19

          DC 30 Toughness Saves: 1d20+14=31, 1d20+14=25, 1d20+14=15 He shrugs off the first, takes a -1 Toughness on the second, and then the final punch (which is a 14 because of the -1) renders him Incapacitated.

          1d20+14=27, 1d20+14=33, 1d20+14=23 The two prone brutes shake off their Proned/ Stunned Condition, the brute being dumped on the countryside shakes off his Dazed and Vulnerable condition.

          Mini Hulk 2 is Staggered but at -1 because of his Regeneration.
          ROUND SIX

          As he turned to face the final opponent, Stonewall was aware of a shadow draping across him. Taking a second to look up against his own better judgment, the hero was relieved to see three familiar faces.

          “About time.” He said, adding a smile outwardly, but inwardly the comment was dripping with sarcasm even though it had been less than 30 seconds that he had been at it.

          Floating out of a large rift in the air that mostly for show, his three mystic allies bound the two remaining brutes even as Sprint returned to the scene. She spoke softly from her vantage point just out of the spotlight and one of the mages nodded, returning through the portal.

          There was extensive damage all around, and despite Stonewall’s attempts to drop his opponents he had not contributed the most destruction… the only question remained as to what the three brutes wanted and who had sent them…

          Notes:
          · Irresistible Force vs Immovable object… that was fun…
          · With the mini hulks suffering from Cracking the Whip, I didn’t get the chance I wanted to try out some Grappling and tag teaming on Stoney.
          · I am fairly certain that their Regen should have worked on the Affliction conditions as well, but had I done that this would never have advanced…
          · Massive Knockback didn’t work quite as written. Once I got to using it in this fight, it occurred to me that a Resisted Strength check made more sense.
          · I brought in the cavalry at the end of round five mostly because this could have gone on forever…
          [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

          [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
          [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

          [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
          [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

          Comment


          • #20
            Re: Blade's Third Edition Builds

            Jaclyn
            PL10


            Abilities
            Strength 4, Stamina 6, Agility 4, Dexterity 3, Fighting 3, Intellect 0, Awareness 2, Presence 2

            Powers
            Shapeshifter: (68 points)
            Shapeshifting: Morph 4
            Alt: Cthulian Forms: Morph 4 [+20 circumstance bonus to Intimidation]
            Increased Size (18 points)
            Alt: Decreased Size (1 points)
            Beast Speech: Comprehend 2
            Animal Senses: Variable 2 [Limited to senses; Quirk - Assumes animal traits, Dynamic]
            Dyn: Winged Flight: Flight 3 [Wings]
            Dyn: Natural Weapons: Damage 8 [Strength Based]
            Dyn: Swimming 9
            Dyn: Quills: Damage 2 [Reaction (Being Touched)]
            Dyn: Environmental Adaptation: Variable 1 [Limited to variants on Movement 1 (Environmental Adaptation)]
            Dyn: Land Speed: Speed 4

            Alt Effects of Strength: (2 points)
            Alt: Foot Stomp: Affliction 10 [Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stone and Proned; Extra Condition, Burst Area; Limited Degree, Limited to Targets on the ground]
            Alt: Constriction: Affliction 9 [Resisted and Overcome by Fortitude; Dazed/ Stunned/ Incapacitated; Progressive,; Grab Based]

            Equipment

            Advantages
            Animal Empathy,
            Chokehold
            Improved Grab,
            Improved Trip,

            Skills
            Athletics 3 (+7),
            Close Combat: Unarmed 5 (+8),
            Deception (+2),
            Insight 2 (+4),
            Intimidation (+2),
            Perception 6 (+8),
            Persuasion (+2),
            Stealth 6 (+10)

            Offense
            Initiative +4
            Natural Weapons +8, Damage 8, (Can go as high as 12 damage with Strength)
            Foot Stomp (Elephant Form)
            Sleeper Hold (Snake Constriction)

            Defense
            Dodge 9,
            Parry 3
            Toughness 6 (Def Roll 0),
            Fortitude 11,
            Will 9

            Power Points
            Abilities 48 + Powers 70 + Advantages 4 + Skills 11 + Defenses 17 = Total 150

            Complications
            Nightmares - the truth about her origins may be hidden, but Jaclyn's subconscious remembers and sleep can be pretty intense…
            Empathic - There are times when the emotions and preconceptions of others cause her powers to slip, making her look like what they expect (or want) her to look like
            Prejudice - Hers are powers normally associated with demons. In fact, if ever anyone realized that her powers were spawned by Unitas…
            Enemy - Unitas. The cult of G'rru"

            Design Notes
            • First attempt at a cross between Changeling (Freedom City), Meggan Braddock and Raven (Titans)
            • Jaclyn is a nod to Changeling in terms of pronunciation. If you say it fast, read it with one eye shut while cocking your head to the left.
            • I have a lot of alt effects in their, but essentially I built what I wanted her to be able to do without using variable for everything.
            • Variable Senses... I could have just chosen the twelve that come up and are appropriate to animals...
            • Environmental Adaptation.... Same thing. In the dynamic array I could have something like six environments that could be available...
            • Depending on relevance, I need to free up some points to have some court skills... Dancing, Current Events, Heraldry....
            • Background is pretty close to being finished...
            Last edited by Bladewind; 11-12-2015, 09:13 AM.
            [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

            [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
            [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

            [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
            [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

            Comment


            • #21
              Re: Blade's Third Edition Builds


              Voltronus Prime
              PL18


              Abilities
              Strength 27,
              Stamina 20,
              Agility 1,
              Dexterity 4,
              Fighting 8,
              Intellect -3,
              Awareness 2,
              Presence 2

              Powers
              Black Center:
              Size: Growth 19 [Permanent; Innate], (112 points)
              Immunity - Will Saves: Immunity 30 [Permanent; Innate],
              Sensory Array: Senses 16 [Analytical Vision, Communication Link with Cat's Lair, Darkvision, Direction Sense; Distance Sense, Extended Vision 4, Radio, Rapid Vision 2, Time Sense, Ultravision],
              Cockpit: Feature 4 [Computer, Life Support (Crew), Passengers, IFF Transponder (Autobot signature)]
              Flight 10
              Alt: Spave Travel 3
              Weapons Array:
              Blazing Sword: Weaken 27 [Toughness; Affect Objects,; Incurable, Linked to Strength Damage] (57 points)
              Alt: Four Lion Attack: Damage 26 [Ranged; Split attack 4]
              Alt: Foot Launched Missiles: Damage 16 [Ranged, Multi Attack]
              Alt: Electro Force Cross: Affliction 27 [Dazed, Defenseless; Alternate Resistance - Toughness, Progessive; Limited Degree]

              Equipment

              Advantages
              Inspire 5,
              All-Out Attack,
              Improved Initiative 2,
              Assessment,
              Eidetic Memory,
              Accurate Attack,
              Defensive Attack,
              Favored Foe [Robeast],
              Improved Aim,
              Improved Smash,
              Weapon Bind,
              Weapon Break

              Skills
              Athletics (+27),
              Close Combat: Unarmed (+8),
              Deception (+2),
              Expertise (Space Lanes) 9 (+6)
              Insight 10 (+12),
              Intimidation: (+11), Note: Perm Growth modifier included.
              Investigation 8 (+5),
              Perception 18 (+20),
              Persuasion (+2),
              Stealth (+1)

              Offense
              Initiative +9
              Unarmed +8, Damage 27
              Blazing Sword

              Defense
              Dodge 10, Parry 16
              Toughness 20 (Def Roll 0), Fortitude 22, Will 2

              Power Points
              Abilities 46 + Powers 167 + Advantages 17 + Skills 23 + Defenses 37 = Total 290

              Complications
              Weakness - Haggarium (Power Levels drain leaving Voltron Impaired, Disabled and eventualyl Debilitated in terms of Strength and power Effects
              Power Loss - Voltron is a machine and requires energy. This is normally Energon but other sources can replenish power albeit less efficiently

              Design Notes
              - Toughest thing about this kind of build is making it distinct from the others to come.
              - Voltronus Prime is Black Center Voltron
              - Technically designed to be a Mecha style character, I'm going with the notion that game play is easier the simpler the mechanic.

              Background
              Forthcoming
              [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

              [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
              [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

              [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
              [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

              Comment


              • #22
                Re: Blade's Third Edition Builds

                (I'll get around to formatting asap)



                Gangbuster (Guardian)
                PL7



                Abilities
                Strength 5,
                Stamina 2,
                Agility 0,
                Dexterity 4,
                Fighting 5,
                Intellect 2,
                Awareness 2,
                Presence 0


                Powers
                Guardian Armor: (1 points)
                Gangbuster Protocol: Feature 1 [Quickchange - Gangbuster Uniform]
                Prowess: (10 points)

                Super Leaping: Flight 2 [Limited - Must be in contact with surface/ building ledge/ etc and be able to land at end of round.]
                Alt: Speed 2
                Safe Fall: Movement 1,
                Impassive: Immunity 5 [Emotion Effects]

                Equipment

                Advantages
                Agile Feint,
                Evasion 1,
                Improved Initiative 1,
                Power Attack,
                All-Out Attack,
                Improved Critical 1 [19-20 Crit Unarmed],
                Prone Fighting,
                Great Endurance,
                Equipment 2 [Motorcycle],
                Well-Informed,
                Move-by Action,
                Assessment,
                Defensive Roll 2,
                Takedown 2,
                Close Attack 4,
                Daze 1 [Intimidation to daze opponent],
                Startle

                Skills
                Acrobatics 8 (+8),
                Athletics 6 (+11),
                Deception (+0),
                Insight 3 (+5),
                Intimidation 6 (+6),
                Investigation 4 (+6),
                Perception 4 (+6),
                Persuasion (+0),
                Ranged Combat: Thrown Weapons 4 (+8)
                Stealth 2 (+2),
                Vehicles 1 (+5)

                Offense
                Initiative +4
                Unarmed +9, Damage 5
                Thrown Weapons +8, Damage

                Defense

                Dodge 4,
                Parry 5
                Toughness 9 (Def Roll 2),
                Fortitude 5,
                Will 7


                Power Points
                Abilities 40 + Powers 11 + Advantages 23 + Skills 19 + Defenses 12 = Total 105

                Design Notes
                * This is a simple thug build. I was kind of inspired by the idea way back when where Superman kind of went a little nuts and became Gangbuster.
                * I will repeat what I though I had posted elsewhere... This idea works a little better when you take a more powerful character and have them ignore much of their powers... As in Supes to Buster for instance. Guardian and Gangbuster are too similiar to work as well...
                Last edited by Bladewind; 11-12-2015, 09:14 AM.
                [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                Comment


                • #23
                  Re: Blade's Third Edition Builds

                  Here's how I refined Gangbuster's concept:

                  The current Gangbuster is actually one of many in a series of clones of Jim Harper, also known as the Guardian. This particular clone has some enhancements that were introduced to the program by Lex Luthor and an iteration of his Everyman Program and Cadmus' eventual desire to clone Superman. This resulted in a Guardian just has fast, just as resourceful and just as good as the original in almost every way.

                  The hiccough is that Luthor also planted the Gangbuster persona into the mix. When Guardians' methods don't get the results or when other prearranged triggers occur, Guardian leaves the scene and Gangbuster arrives. Gangbuster, while ostensibly a good guy, is more prone to violence and is far more brutal than the average superhero, vigilante or other.

                  Note, this essentially means that the character has two personalities and two costumes, and each actually has slightly different power and skill sets... The Gangbuster persona is largely plot driven and is an NPC.



                  Gangbuster (Guardian)
                  PL7


                  Abilities
                  Strength 3,
                  Stamina 2,
                  Agility 1,
                  Dexterity 4,
                  Fighting 7,
                  Intellect 2,
                  Awareness 3,
                  Presence 1

                  Powers
                  Guardian Armor:
                  Golden Shield: Protection 5 [Check Required (Athletics DC 11); Removable (-1)]
                  Alt: Shield Bash: Damage 4 [Strength Based]
                  Gangbuster Protocol: Feature 1 [Quickchange - Gangbuster Uniform]
                  (4 points)
                  Athletic Prowess:
                  Super Leaping: Flight 2 [Limited - Must be in contact with surface/ building ledge/ etc and be able to land at end of round.],
                  Safe Fall: Movement 1,
                  Speed 2
                  (6 points)

                  Equipment


                  Advantages
                  Agile Feint,
                  Assessment
                  Equipment 2 [Motorcycle],
                  Evasion 1,
                  Great Endurance,
                  Improved Initiative 1,
                  Improvised Weapon 2,
                  Interpose,
                  Leadership,
                  Move-by Action
                  Prone Fighting,
                  Well-Informed

                  Skills
                  Acrobatics 8 (+9),
                  Athletics 6 (+9),
                  Close Combat: Unarmed 3 (+10),
                  Deception (+1),
                  Insight 5 (+8),
                  Intimidation (+1),
                  Investigation 4 (+6),
                  Perception 4 (+7),
                  Persuasion 4 (+5),
                  Ranged Combat: Thrown Weapons 4 (+8),
                  Stealth 3 (+4),
                  Vehicles 3 (+7)

                  Offense
                  Initiative +5
                  Unarmed +10, Damage 3
                  Thrown Weapons +8, Damage
                  Shield Bash +7, Damage 7

                  Defense
                  Dodge 6,
                  Parry 7
                  Toughness 7 (Def Roll 0), (3 without shield)
                  Fortitude 6,
                  Will 7

                  Power Points
                  Abilities 46 + Powers 10 + Advantages 13 + Skills 22 + Defenses 14 = Total 105Complications
                  Gangbuster Protocol - certain mental conditioning can cause Harper to become Gangbuster. Gangbuster gets results but his methods are frowned upon.
                  Responsibility - Harper views Metropolis as something worthy of protection and is willing to put himself at risk to defend its interests.
                  Manchurian Candidate - Harper actively disapproves of Gangbuster and his methods and will go lengths to stop him. Mental blocks however, will cause him to ignore or misinterpret evidence on the subject.

                  Design Notes
                  * The other half of Gangbuster...
                  Last edited by Bladewind; 11-12-2015, 09:14 AM.
                  [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                  [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                  [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                  [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                  [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                  Comment


                  • #24
                    Re: Blade's Third Edition Builds



                    Gladius

                    PL10
                    Abilities
                    Strength 0 (11),
                    Stamina 5,
                    Agility 2,
                    Dexterity 2,
                    Fighting 4,
                    Intellect 1,
                    Awareness 2,
                    Presence 2

                    Powers
                    Flight Array: (27 points)
                    Flight 13
                    Alt: Speed 13
                    Invulnerability: (12 points)
                    Protection 5, Immunity 5 [Cold, Heat, Pressure, Radiation, Vacuum], Gravitic Immunity: Immunity 2 [Gravity Effects]
                    Gravitic Array: (29 points)
                    Gravitic Strength: Enhanced Strength 11, Tactile-Telekinesis: Feature 1 [Exert Strength without moving]
                    Alt: Gravikinesis: Move Object 10 [Precise, Subtle]
                    Alt: Shield Others: Create 10 [Movable, Proportionals, Precise, Subtle 1]
                    Alt: Shockwave: Affliction 10 [(Resisted by Fortitude; Dazed and Vulnerable, Stunned and Defenseless); Burst Area, Extra Condition; Limited - Gladius and targets must be touching the ground]
                    Alt: Cracking the Whip: Affliction 10 [ (Resisted by Dodge,Overcome by Fortitude; Dazed and Vulnerable, Prone and Stunned); Extra Condition, Line Area; Limited Degree, Limited to targets on an appropriate surface ]
                    Alt: Gravitic Wave: Damage 11 [Cone Area]
                    Alt: Gravity Field: Move Object 10 [Burst Area; Limited to Pulling Towards a surface; Precise]

                    Gravitic Power Stunts:
                    Singularity: Move Object 10 [Burst Area 2, Damaging; Limited to pulling objects towards him. 1 rank for every ten foot increment. Full Round Action ],
                    Disassemble: Transform 4 [Assembled Object into Disassembled Objects; Continuous; Distracting, ; Precise],
                    Gravitic Containment: Nullify 10 [Nullify Explosions],
                    Directional Pull: Movement 3 [Alter pull of gravity enabling anyone in the range to alter the direction of "down" - Wall Crawling 3; Burst Area; Linked to Artificial Gravity (Environment 5 - negate impeded movement due to Gravity)][/TD]

                    Equipment

                    Advantages
                    All-Out Attack,
                    Connected
                    Extraordinary Effort,
                    Improved Initiative 2
                    Move-by Action,
                    Second Chance 1 [Re-roll against Mind Control],
                    Well-Informed,

                    Presence Advantages
                    Inspire 1,
                    Startle,

                    Skills
                    Athletics (+11),
                    Close Combat: Unarmed 4 (+8),
                    Deception 4 (+6),
                    Expertise: Current Events 4 (+5),
                    Expertise: History 2 (+3),
                    Insight 4 (+6),
                    Intimidation 4 (+6),
                    Investigation 2 (+3),
                    Perception 5 (+7),
                    Persuasion 2 (+4),
                    Ranged Combat: Gravity Powers 6 (+8),
                    Stealth (+2)

                    Offense
                    Initiative +10
                    Unarmed +8, Damage 11
                    Shockwave +4, Damage 10, Burst Area
                    Thrown Object +2, Damage 11

                    Defense
                    Dodge 10,
                    Parry 8
                    Toughness 10 (Def Roll 0),
                    Fortitude 9,
                    Will 11

                    Power Points
                    Abilities 36 + Powers 68 + Advantages 7 + Skills 14 + Defenses 25 = Total 150

                    Complications
                    Motivation: Responsibility. Gladius truly believes that his power and origin are a gift that he must use to help others.
                    Stepping Up: Gladius is a clone of the Centurion. He's not as powerful, but he wears the colors and works to be worthy of the mantle one day. He will step up despite the risk.
                    Relationship: Gladius and Bankshot have a relationship that has not become common knowledge.

                    Design Notes
                    * This was originally an excuse to play the 90s style Superboy's powerset if not the personality. As such, I tweaked the DCA build. His powers are telekinetic at their base, but developed into gravitic in nature.
                    * Being a legacy of Centurion and not Superman, I was quite at ease to remove heat vision and the super-sensory array.
                    * I added Precise into the Transform ability - otherwise it`s pretty useless. This way, it can transform any assembled item into any disassembled item (or at least its component parts). So... I envision pulling a door out of its jam without taking apart the whole building..
                    * I have made an alteration to the build in that his Enhanced Strength is the focus of his Gravity Powers - it's a personal gravitational field allowing him to lift 50 tons. Arguably having the full fledged gravikinesis (telekinesis) is a moot point and a waste of a point. However, I see him mostly using his powers to appear to be a paragon more than telekinetic.
                    * Power Stunt section is to have some stunts on standby. Some things that he can do, but that require extra effort.
                    * House Rules in play: Skills 3:1 (except for Combat (close and ranged 2:1), 1 extra social feat per rank of Presence

                    Background
                    Gaius Aurelius, Ryan Connors, Orion, Gladius... All the same person, and yet none of them should exist in our world. Just ask Dr. Mayhem.


                    Desperate to restore his timeline and his identity, the villain known as Dr Mayhem hatched a plot to find the Gladius of his world. His latest device sought out parallel worlds that most resembled the one that he remembered, the one where he belonged. In the process, about a dozen young heroes appeared with uniforms strikingly similar to that of the long deceased hero Centurion. Each was puzzled by the world that they had arrived on, but none more so than Gaius Aurelius. Of all the duplicates, he was the only to not use the familiar gold white and blue of his alleged father.


                    Freedom City rolled its eyes at all these newcomers – after all the presence of the Alpha Centurion had dashed their hopes of ever seeing their beloved hero again and made them suspicious of all who might wear his colors.


                    So it was that when the crisis of duplicates was resolved, Gaius faded into the background and managed to remain on Earth Prime. Taking the name Ryan Connors he enrolled at Claremont Academy, having a referral from Lady Liberty certainly helped his case.


                    Quiet and reserved, he remained in his black and gold uniform, his slightly different powerset drawing absolutely no attention to his potential origin. A few of the girls noted that he looked like a young Centurion, but he dismissed it. He even went so far as to dye his hair black.


                    He dedicated his free time to playing the guitar – something that he truly excelled at, perhaps due to his powers – and to reading and watching all things about Centurion.


                    The truth is, he wishes that Centurion was his father. Although this is closer to truth than outright falsehood, the fact of the matter is that the Centurion of Gaius’ world was anything but the benevolent hero of Earth Prime. Still, he was no villain, perhaps more akin to the Superman of the JLA animated episodes “A Better World.” He was Marcus Aurelius, and he called himself the Alpha Centurion*. And this was another reason why Ryan cringed at revealing his origins. Gaius was supposed to be next in line to take his father’s place as leader of the Myrmidons (his world’s equivalent to the Freedom League). He had been "grown" as one of the receptacles that could take on the mind and mantle of the Alpha Centurion in case of his death. A guarantee of immortality. A crown prince who would never assume the throne.

                    On this Earth, Gaius liked the new name - Ryan Connors - that Lady Liberty had given him, and Gaius Aurelius and all that he was began to fade into a distant memory and he treated it as a nightmare best forgotten. He even assumed the codename of Orion to distance himself a little more from his legacy.


                    Dr. Mayhem discovered the youth, and determined to prove exactly what Ryan wanted so desperately to believe – that he was no scion of Centurion and that was not worthy of the name. They clashed repeatedly, leaving Ryan shaken to the core on several occasions and losing his sense of self. It was one such encounter that actually finally determined once and for all who the young man was, is, and will be.


                    Ryan had developed friends outside of Claremont, and Mayhem discovered them. In a ruthless plan he attempted to destroy them one at a time in order to weed out the “False Gladius.” Orion appealed to the Alterni-Teens for help and his friends were rescued. In the ensuing confrontation with Mayhem, Orion’s uniform was shredded and the hero was very near total defeat at the hands of the madman. As Dauntless moved to help, Lady Liberty appeared and gently held him back. She told the team that this was Orion’s fight and there was far more than a loss at the hands of Mayhem at stake for the young man.


                    Mayhem’s final trap proved the end of Orion. But not in the way that he had intended. Thrown into a burning building, his friends could no longer stand by and watch. Despite Liberty’s plea, they subdued Mayhem, Dauntless and Magni Thorson attempted to destroy his Battlesuit. The others turned to help Orion, but in that second a rebirth happened. Mayhem held his own against the team, apparently having been toying with Orion until this point. Behind the battle, the building collapsed just as Orion exploded from the roof, holding the hands of the two people that the Alterni-Teens had had not been able to find. His protective powers extended over them he touched down next to Relentless, his costume barely hanging on to his battered body.


                    His face, strangely bereft of emotion, he turned to face Mayhem. As if sensing him behind them, the Teens moved aside. Orion’s hand clamped down on the armour, and the battlesuit flew apart in pieces. In shock, Mayhem was defeated while Orion returned to the Academy to recover from the battle. He was quiet for days, the only sounds coming from his room the riffs he would play on the guitar. He refused to talk to anyone, he refused to acknowledge or respond to when addressed by name. He also refused to accept a replacement uniform.


                    Lady Liberty paid a visit to the Academy about a week later, a box under her arm. She nodded and smiled to all that greeted her, but proceeded to Ryan’s door. She opened it, not bothering to knock and the teen didn’t bother to look up. Putting the box down, she asked a simple question. “Who are you?” Startled, he actually looked up. Answering her own question before he could say anything, she told him what she thought. “You are Ryan Connors. Who you were or what you think you were before arriving in Freedom City is irrelevant. A week ago, you should us courage, strength, wisdom and compassion. You showed us that we can count on our friends and to ask for help when it is needed. You showed us what it means to be a hero. You may have been created to be something or someone in another reality. On this world, you are very much more than that. When you’re ready, open the box.”


                    Liberty left, not waiting for a reply, pausing to talk to the Alterni-Teens. As she prepared to return to Freedom Hall, the assembled students stopped talking one at a time and their gazes fell on the figure of Orion. The uniform he now wore was gold and blue with white highlights. The resemblance to Centurion’s costume was there, but it was not a copy. Liberty smiled and asked, “And, what is your answer?”


                    “I am Ryan Connors. I am Gladius.”
                    Last edited by Bladewind; 01-09-2015, 07:06 AM.
                    [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                    [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                    [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                    [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                    [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                    Comment


                    • #25
                      Re: Blade's Third Edition Builds


                      Scirocco
                      The Storm of Horus
                      Hesira Isis (Rehenna Amunet)
                      PL14/ 225 pts

                      Concept Godborn Child of Horus - Philanthropist in this lifetime…
                      Current Name Rehenna Amunet
                      Origin Mystical
                      Allegiance Ethical Philosophy
                      Motivation Responsibility
                      Gender Female
                      Age 6225 (29)
                      Height 5'10"
                      Weight 124 lbs
                      Hair Red
                      Eyes Green
                      Size Medium

                      Quote

                      Occupation Philanthropist/ Archeologist/ Goddess of Protection
                      Citizenship Heliolopian

                      Power Loss - if immersed in water
                      Weakness - Water Effects (Neutralizes all Elemental Power Ranks by degree of failure, must rest or spend HP to gain back ranks)
                      Motivation - Responsibility (Avenging Wrongs/ Justice; Protecting Artifacts of the past)

                      Abilities
                      Strength 6,
                      Stamina 1,
                      Agility 1,
                      Dexterity 3,
                      Fighting 4,
                      Intellect 4,
                      Awareness 3,
                      Presence 5

                      Powers
                      Demigoddess: (42 points)
                      Immortal: Immortality 1 [1 Month],
                      Master Linguist: Comprehend 3 [Speak, Read, Understand All Languages],
                      Air Form: Insubstantial 1 [Linked to Concealment 4 (Visual) Flight 1]
                      Alt: Earth Form: Insubstantial 1 [Linked to Flight 1, Immunity 10 (Life Support)]
                      Alt: Malleable Form: Morph 3 (Humanoids)
                      Alt: Storm of Horus: Insubstantial 2, Linked to Morph 1 (Metamorph)
                      Earth Sight: Senses 4 [Vision Penetrates Concealment; Limited to Earthen Materials],
                      Air Bubble: Immunity 2 [Immunity to Suffocation; Affects Others, Cloud Area, Sustained],
                      Ageless: Immunity 3 (Aging, Disease, Poison)

                      Earth and Air Control: (39 points)
                      Mold Earth: Transform 14 [Earth and stone from one form to another; Dynamic]
                      Alt: Earthen Constructs/ Solid Air: Create 13 [Variable Descriptor (Air or Stone), Dynamic]
                      Dyn: Dust Storm: Environment 14 [-5 Visibility; Dynamic]
                      Dyn: Elemental Blast: Damage 13 [Ranged; Variable Descriptor - Wind and Earth Effects, Dynamic]
                      Alt: Deflecting Winds: Deflect 14 [Burst Area; Limited to Physical Projectiles; Dynamic]
                      Alt: Stone Strike: Damage 8 [Strength Based; Penetrating; Variable Descriptor 1 (Stone Weapons)]
                      Alt: Aerokinesis: Move Object 14 [Dynamic]
                      Dyn: Wind Rider: Flight 10 [Wings; Dynamic]

                      Elemental Power Stunts: (0 points)
                      Stone Grip: Affliction 14 [Hindered/Vulnerable, Defenseless/Immobilized; Resisted by Dodge, Overcome by Strength; Extra Condition, Ranged; Limited Degree; Dynamic],
                      Tornado: Move Object 9 [Cylinder, Damaging; Distracting],
                      Suffocate: Affliction 7 [Resisted by Dodge, Overcome by Fortitude; Fatigued/ Exhausted/ Incapacitated; Ranged, Progressive; Dynamic]

                      Equipment
                      24/ 25 pts spent

                      HQ – Skyscraper (22 pts)
                      Size: Gargantuan (Sky Scraper) – 4 pts
                      Toughness: 20 (+7 EP)
                      Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Infirmary, Laboratory, Power System, Personnel, Pool, Secret, Security System

                      Alternate HQ – Sanctum Sanctorum (19 pts) – 1 pp (Alternate)
                      Size: Huge (Castle Equivalent) – 3 pts
                      Toughness: 15 (+6 EP)
                      Features: Defense System, Grounds (Awesome Size – Small town in size), Laboratory, Library, Living Space, Personnel, Security System, Sealed, Temporal Limbo (Sped up at 2x normal flow of time), Workshop

                      Alternate HQ – Satellite (9 pts) – 1 pp (Alternate)
                      Size: Diminutive (-4 Base Cost)
                      Toughness: 4
                      Features: Commlink (with Skyscraper), Computer, Isolated, Fire Prevention System, Power System, Security System, Self Repairing 2, Sealed, Isolated, Secret, Living Space, Teleport (Limited to point of origin) , Mapping Technology (Remote Sensing - equivalent of Google Earth/ Street View)

                      Advantages
                      Benefit 4 [Wealth],
                      Close Attack 8,
                      Artificer,
                      Attractive 2,
                      Benefit 1 [Feature - Always Clean], (This is actually a feature of her Earth Powers - dirt doesn't stick to her.)
                      Equipment 5 [HQ - Top five floors of skyscraper/ pocket dimension],
                      Connected,
                      Defensive Roll 5

                      Skills
                      Athletics (+6),
                      Close Combat: Stone Strike 3 (+15),
                      Deception 4 (+9),
                      Expertise: History 5 (+9),
                      Expertise: Arcane Lore 9 (+13),
                      Expertise: Civics 5 (+9),
                      Insight 9 (+12),
                      Intimidation 8 (+13),
                      Perception 9 (+12),
                      Persuasion (+5), Ranged Combat: Own Powers 12 (+15),
                      Ranged Combat: Archery 6 (+9),
                      Sleight of Hand 4 (+7),
                      Stealth 6 (+7),
                      Treatment 5 (+9)

                      Offense
                      Initiative +1
                      Stone Strike +14, Damage 14
                      Archery +9, Damage
                      Elemental Blast +15, Damage 13
                      Unarmed +12, Damage 6

                      Defense
                      Dodge 9,
                      Parry 12
                      Toughness 6 (Def Roll 5),
                      Fortitude 11,
                      Will 17

                      Power Points
                      Abilities 54 + Powers 81 + Advantages 29 + Skills 21 + Defenses 40 = Total 225

                      Complications
                      Power Loss - if immersed in water
                      Motivation - Responsibility (Avenging Wrongs/ Justice; Protecting Artefacts of the past)
                      Weakness - Water Effects (Neutralizes all Elemental Power Ranks by degree of failure, must rest or spend HP to gain back ranks)

                      Originally posted by Storm of Horus
                      Yes, this is essentially what she can become.
                      • Abilities: STR -, STA -, AGI 0, DEX -, FGT 0, INT 4, AWA 14, PRE 0 [6pp]
                      • Defenses: Dodge -14, Parry -14, Toughness 14, Fortitude -, Will 17 [3pp]
                      • Skills: Insight (+14), Intimidation 12 (+24), Perception (+14), Stealth (-24) [6pp]
                      • Advantages: Accurate Attack, All-Out Attack, Daze (Intimidation), Extraordinary Effort, Fast Grab, Improved Initiative 2, Inspire 2, Power Attack, Precise Attack 2 [Close vs. Concealment & Cover], Skill Mastery [Intimidation], Takedown [14pp]
                        Powers: Magical Alternate Form; [Morph 1; Metamorph 1; 6pp, added to normal form]
                      • Immunity 30; Fortitude effects, crits [32pp]
                      • Morph 1; Metamorph [normal form] [6pp]
                      • Protection 14 [14pp]
                      • Growth 28; 1,000' tall, limited [excludes STR & STA boosts], +7 size, +7 Reach, -14 Active defense, -28 Stealth, +14 Intimidation, +3 Speed [28pp]
                      • Damage 16; accurate 6, affects corporeal [23pp]
                      • Alt: Move Object 11
                      • Environment 1; 30' radius, Impede Movement 2, Visibility 2, affects corporeal (both), effects linked [6pp]
                      • Insubstantial 2; absent STR [9pp]
                      • Speed 2; 60 MPH/1,000' per round (+3 size bonus) [2pp]
                      Design Notes
                      • For space on the sheet, there are a few benefits that really should be listed as Features (Quick Change, among others)
                      • I probably do not need the multiple Established Identities, I'm still pondering on that one.
                      • One power to scrutinize is an alternate of her two elemental forms - reaction insubstantial to being hit by physical objects. It should technically be the first power in the list of those (Wisps/ Air Form/ Earth Form) but it makes little mechanical difference unless the Earth form is first...
                      • The defenses do not hit caps, but this is done on purpose. Again, see the Wisps of Earth and Air comment, but apart from that the only Defense I would work on increasing would be her Toughness.
                      • The image has a staff, but I did not include one..
                      • I added a Malleable Form to her stats as an AP of her Air and Earth forms. Being a demigoddess, being able to assume a form essentially of wind and dust particles lead me to think it'd be a good fit. I reduced her Aerokinesis to a regular AP instead of DAP.
                      • A note on some of the alternate effects in her array. Some are listed Dynamic and others not. To complicate further, I actually paid for dynamic in most of the powers. This is because I did not have enough points to make all the powers Dynamic but may eventually want to...


                      Background
                      [I]In the years nearing pre-history, Egypt was a land blessed and cursed by the gods.

                      Cults and worshipers prayed to these gods for favor, favors and to placate their wrath. One such cult was that of the goddess Isis. A young priestess named Hesira rose quickly to prominence, and was rewarded with the title/ name of Hesira Isis. The reason for her rapid rise in the ranks, unknown to most, was that she was in fact the grand-daughter of Isis, daughter of Horus…


                      She led the cult for decades, even after the gods retreated Hesira Isis remained on Earth to aid those who still followed her. Her abilities took her from place to place, often out of the spotlight or positions of direct influence. She was instrumental in defeating a demonic incursion in Norway, standing alongside a chosen of Thor to do so… She stood side by side on the battlefield with the Amazons, defending their city in antiquity. Throughout history, she appeared multiple times, sometimes directly and other times behind the scenes.

                      To this day, she establishes at least two identities, a practice made more relevant in this era than in any that came before.

                      In 2015, Hesira Isis primarily uses the name of Rehenna Amunet and operates her own company. She has other identities, and these are easily switched to with her gift of languages…


                      Originally posted by notes from a previous edition build
                      Rehenna Amunet is, in the Bladeverse, the daughter of Horus, and thus the granddaughter of Isis. I chose to make her a demi-goddess, even though I could easily have gone for lesser goddess instead. I envision having much of her grandmother’s knowledge and mystical savvy. A variant on this character had another spell in her repertoire that included an ability to boost combat ability, a nod to her father.

                      The character itself has been converted from a different game. She was originally a character from White Wolf’s Mummy and then Mummy 2nd Edition. She was then in an MnM 2nd Ed. rpol.net campaign until time constraints pulled me from the game… In any event the character was a priestess of Isis in her lifetime.

                      On many levels, she is an opposite number to the Mummy film-franchise version of Imhotep. Save perhaps, that she didn’t have to go through a ritual to be Reborn… In the modern world, she influences the archaeology world with her knowledge of history.

                      The Time Control power on her sanctum is actually simply that time flows differently within its walls… the sanctum itself is an Egyptian-style palace in the middle of the desert. The dimension that contains it is not large, and the furthest edges beyond the palace are a great sandstorm.
                      Last edited by Bladewind; 12-18-2016, 08:59 PM.
                      [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                      [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                      [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                      [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                      [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                      Comment


                      • #26
                        Re: Blade's Third Edition Builds

                        Nightwing (Robyn Drake)
                        PL10


                        Abilities
                        Strength 8,
                        Stamina 7,
                        Agility 1,
                        Dexterity 4,
                        Fighting 7,
                        Intellect 2,
                        Awareness 2,
                        Presence 2

                        Powers
                        Spider-like Abilities: (9 points)
                        Wall Crawling: Movement 2
                        Alt: Leaping 4 [120 ft]
                        Alt: Swinging: Movement 1
                        Toxin Immunity: Immunity 2 [Must be exposed to toxin at least once],
                        Tremorsense: Senses 3 [Tactile; Extended 2; Target and Nightwing must be in touch with the same surface]

                        Yeah, A Spider Does That: (31 points)
                        Web Spinning: Create 8 [Continuous, Stationary; Permanent; Quirk - must be anchored to something, Flat - Tether]
                        Alt: Web Spinning: Create 8 [Continuous, Stationary; Permanent; Quirk - must be anchored to something, Flat - Tether]
                        Alt: Web Throwing: Move Object 8
                        Alt: Webbing Over the Eyes: Affliction 11 [Resisted by Dodge, Overcome by Strength/Damage; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware; Continuous, Ranged, Cumulative; Limited to One Sense (Vision), Fades]
                        Alt: Web Nets (Safe Fall): Movement 1 [Ranged (Shapeable), Burst Area 2, Affects Others, Attack; Quirk - Requires Anchor]
                        Alt: Oh Shut Up: Affliction 11 [Resisted by Dodge, Overcome by Strength/Damage; 1st: Speech Impaired, 2nd: Speech Disabled; Continuous, Ranged, Cumulative; Limited to One Sense (Vision), Fades, Limited Degree]
                        Alt: Venom Blast: Damage 10 [Bio-Electric Energy; Ranged]
                        Alt: Stun Blast: Affliction 10 [(Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated)]

                        Equipment
                        Cowl
                        Darkvision: Senses 2,
                        Telescopic Lenses: +5 Equipment Bonus to overcome penalty for distance on perception checks

                        Utility Belt
                        Flashbang Grenades: Affliction 4 [Resisted by Fortitude: Visual and Auditory Impaired, Visual and Auditory Disabled, Visual and Auditory Unaware; Burst Area, Ranged, Extra Condition]
                        Alt: Smoke Bombs: Concealment 4 [Attack, Cloud Area (Visual - All)]
                        Alt: Batarangs: Damage 1 [Strength Based; Ranged, Multi-Attack; Ricochet 2]
                        Alt: Tear Gas Pellets: Affliction 4 [Resisted by Fortitude: Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated; Cloud Area, Progressive, Extra Condition; Sense Dependent (sight)]
                        Alt: Sleep Gas Pellets: Affliction 5 [Resisted by Fortitude; Fatigued, Exhausted, Asleep; Cloud Area, Ranged]

                        Standard Equipment

                        Rebreather (Limited Immunity: Suffocation) (1 ep)
                        Flashlight (1 ep)

                        Advantages
                        Agile Feint,
                        All-Out Attack,
                        Defensive Roll 2,
                        Equipment 5,
                        Evasion 1,
                        Hide in Plain Sight,
                        Improved Defense,
                        Improved Hold,
                        Improved Initiative 2,
                        Instant Up,
                        Jack-of-all-Trades,
                        Move-by Action,
                        Power Attack,
                        Ranged Attack 4,
                        Set-Up 1,
                        Takedown 2,
                        Well-Informed,

                        Presence Advantages

                        Assessment,
                        Benefit 1 [Cipher: Investigation checks at -5 concerning her]

                        Skills
                        Acrobatics 14 (+15),
                        Athletics 3 (+11),
                        Close Combat: Unarmed 4 (+11),
                        Deception 8 (+10),
                        Expertise: Computers 10 (+12),
                        Expertise: Streetwise 3 (+5),
                        Expertise (+2),
                        Expertise (+2),
                        Insight 5 (+7),
                        Intimidation 4 (+6),
                        Investigation 10 (+12),
                        Perception 5 (+7),
                        Persuasion 5 (+7),
                        Ranged Combat: Web/Venom 1 (+9),
                        Sleight of Hand 5 (+9),
                        Stealth 7 (+8),
                        Technology 3 (+5),
                        Treatment (+2),
                        Vehicles (+4)

                        Offense
                        Initiative +9
                        Venom Blast +9, Damage 10
                        Unarmed +11, Damage 8
                        Batarangs +8, Damage 9, Ricochet 2

                        Defense
                        Dodge 11,
                        Parry 10
                        Toughness 9 (Def Roll 2),
                        Fortitude 8,
                        Will 9

                        Power Points
                        Abilities 66 + Powers 40 + Advantages 27 + Skills 29 + Defenses 21 = Total 183

                        Complications
                        Motiviation: Responsibility - with great power... Yeah Right ! Do you have any clue what a thrill jumping off buildings with nothing to stop you but a thin stream of liquid that turns to a string on contact with air? Hell yes !
                        Identity: Thrillkiller Batgirl - Partly on purpose, partly by chance, Nightwing's current costume is based on an Elseworld`s Batgirl with just a slightly darker tone. She uses this to her advantage on occasion. She considered the Spider Gwen costume when she got here, but ran into Peter Parker and thought that would be tactless.
                        Relationships: She has a soft spot for anything Bat or Spider related, and if proven to be genuine she'll go out of her way to protect them. (Someone in a Batsuit isn`t automatically going to garner her respect, but proven links to the clan and their motivations is another matter.)
                        Acceptance/ Justice: Having her parents walk the line between registration and anti-registration, and practicaly being raised in the Bat-Cave for that matter, Robyn has an interesting view of Justice. She aspires to be like Captain America or Superman but sees the need for Batman and Daredevil...

                        Background
                        In the mid-nineties, the Justice League and the Avengers were at odds. Members from each team had defected to the other and it was among the first times that Batman and Captain America agreed directly. They`d worked together before, but each had issues with the other`s style and methods. But Captain America and Batman both stood against the government this time, right alongside the Man of Steel. They were at odds with friends like Iron Man, the Flash, the Atom, Spiderman… The Registratrion Act had truly divided heroes.

                        During that paranoia, SHIELD deployed Spider Woman to Gotham to gather secrets and information on the Bat Family. Knowing full well that Batman would not trust her, Fury had sent Drew in more as a smokescreen and diversion than anything else. But during the intrigue and the drama something unexpected happened… Red Robin and Spider Woman started a relationship!

                        In 2012, the latest incarnation of the Batman had a new partner. Named Robyn originally in jest, she chose the name of Nightwing and quickly made a name for herself.

                        Now, a new world, new challenges... Some of the big brains are trying to determine if there's a way to fix things. In the meantime, Robyn is working to defend those that are here.


                        Design Notes
                        • PL 11/165 PP (10/180); 1 Social Advantage/ Rank of Presence; All skills at 3 ranks/ PP
                        • This build starts with a Thorpocalypse Spider Woman, some Thorpocalypse Spiderman and adds skills from Red Robin and various equipment from the Bat Clan
                        • In the "Yeah, A Spider Does That" array, not all of the powers cap out or use all available points. This is on purpose. For instance, the Web Throwing shouldn't be higher than her strength score...
                        • Fades on Webbing Over the Eyes and Oh Shut Up is meant to represent that the web evaporates a bit every round, even if the target continues to be afflicted.
                        • Note, the webs are not devices and that I moved Swinging from EP to PP.
                        Last edited by Bladewind; 11-12-2015, 09:15 AM.
                        [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                        [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                        [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                        [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                        [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                        Comment


                        • #27
                          Re: Blade's Third Edition Builds

                          Awesome take on the Bat and Spider stories!

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                          • #28
                            Re: Blade's Third Edition Builds

                            TY !
                            [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                            [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                            [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                            [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                            [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                            Comment


                            • #29
                              Re: Blade's Third Edition Builds

                              Posting from my application to Jemal's Solstice game, this is her background from Age of Ice (a campaign I once played in).


                              Shield is seriously not working for me. I had him at one point as an Invisible Woman expy, but felt meh about it.
                              Then I was going through some old builds and found one that (with tweaks to the background as noted below) I thought might be interesting.

                              Only problem is that she steps on digitalangel's niche and to a lesser extent Neo-Paladin's, if that's being protected here. There are differences, but I still feel like I'm stomping around...

                              Although, as noted, background to be altered, her day would be February 2nd.


                              Anyhoo:



                              Sheerfrost
                              PL10

                              Abilities
                              Strength 0,
                              Stamina 1,
                              Agility 1,
                              Dexterity 0,
                              Fighting 2,
                              Intellect 3,
                              Awareness 2,
                              Presence 4

                              Powers
                              Jotun Blood:
                              Cold/ Cold Effect Immunity: Immunity 10,
                              Blue Skin: Feature 1 [(Act of will to return to "normal")],
                              Create Ice: Create 10 [Continuous; Precise](46 points)
                              Alt: Water Control: Move Object 10 [25 tons; Perception Ranged; Limited to Water]
                              Alt: Extreme Cold/ Impede Movement: Environment 10 [Cold 2, Impede 2; Selective; Precise]
                              Alt: Cold Control: Damage 10 [Perception Range; Precise]
                              Alt: Liquids/ Gasses to Ice: Transform 10 [Precise]
                              Scion of Hermod: (49 points)
                              Messenger: Teleport 10 [Increased mass 7 (3 tons), Change Direction, Change Velocity, Turnabout, Base Cost]
                              Alt: Super-Speed: Speed 7 [Speed 7, Quickness 7]
                              Darkvision: Senses 2, Extended Vision: Senses 2 [(-1 per 100 ft)],
                              Direction Sense: Senses 1,
                              Distance Sense: Senses 1

                              Equipment

                              Advantages
                              Assessment,
                              Benefit 2 [Resources/ Wealth],
                              Connected 1 [Status],
                              Defensive Roll 6
                              Languages 1 [English (Base: French)],
                              Well-Informed,
                              Attractive 1,

                              Skills
                              Athletics 2 (+2),
                              Deception (+4),
                              Expertise: Survival 6 (+9),
                              Expertise: Current Events 1 (+4),
                              Expertise: Civics 3 (+6),
                              Insight (+2),
                              Intimidation 6 (+10),
                              Perception 4 (+6),
                              Persuasion 4 (+8),
                              Stealth (+1)

                              Offense
                              Initiative +1
                              Unarmed +2, Damage 0
                              Cold Control +0, Damage 10, (Perception Ranged)

                              Defense
                              Dodge 11,
                              Parry 7
                              Toughness 7 (Def Roll 6),
                              Fortitude 9,
                              Will 6

                              Power Points
                              Abilities 26 + Powers 85 + Advantages 9 + Skills 13 + Defenses 27 = Total 160

                              Complications
                              Vulnerable/ Weakness - Fire, Extreme Heat

                              Design Notes
                              - She would rely on her Create Powers for defense, but still needs major retweaking to meet caps. Still, I would want Dodge or Parry to stay low...
                              - I used the rules as modified for Teleport and think I got it right. Her max distance as is would be 30 miles.
                              - I didn't see any rules for Speed so built it RAW.
                              - Advantages in italics are Presence Freebies.

                              Background
                              Laura Laflamme-Belanger, should she be inclined, would tell you that she is the daughter of Jacques Laflamme and Linda Belanger, average Quebec people who before the first Solstice had average jobs. Laura had grown to become a moderately successful business woman on her own. After February 2nd, however, she suddenly found herself with two sets of memories, each as valid and vivid as the other. On the one hand, a normal human woman from normal human parents. On the other, she was the daughter of Hermod and an unnamed Frost Giant. A “fact” that she does not advertise overtly, for fear of being branded crazy or worse.

                              On February 2nd, Montreal was gripped in a massive Ice Storm on the magnitude of the one that had crippled the province in 1998. Sheets of ice were cascading down and a water main burst, flooding the streets in icy water several feet deep. Laura was among the general populace, walking to a meeting. The ground beneath her feet went white in a spidery pattern of frozen pavement as water gushed towards her, the air around her dropped nearly fifteen degrees in a matter of seconds, and her skin took on a hue of deep blue and her eyes went ice blue. Her breath steaming in front of her, she clenched her fists tightly. A wall of air spanning the streetbegan to thicken and swirl as gusts of wind became floating currents of ice. Barely audible above the din of the oncoming surge of water, ice crystals fell to the ground and shattered even as the wall continued to form. As the water hit, parts instantly froze and formed an extra barrier along the protective shield and the rest of the water simply bounced back. Glancing around, Laura counted twenty people and concentrated again. The small group of people saved by her intervention were saved a second time in as many minutes as they all reappeared in Laura’s office some fifteen stories above the city streets… Returning to the scene, she began working on containing the water, pushing it back into the main, freezing water just below to allow for temporary repairs.

                              No small wonder, she found herself no longer fearing the specter of the dual memories competing for her identity, and became Sheerfrost...

                              Description: Laura is a fairly attractive woman with deep black hair, pale skin – under other circumstances she might be “accused” of being a vampire – and light blue eyes with no discernible irises or pupils. Until the Solstice, she hid her eyes behind contact lenses and sunglasses. Although she generally does not alter it anymore, Laura also has the ability to shift her skin color from blue to the normal pinkish white of a Caucasian female. Despite the chosen image, she prefers more conservative clothes.

                              Powers: Laura’s powers are Psychoportive and Cryokinetic in nature. A prime example of how there is no duplication of gods in the new order, she instead believes herself to be the daughter of a god… Her teleportation abilities are confined to a city-sized area. She also has the ability to manipulate and change the form and density of ice and snow, coupled with the purportedly ability to burrow through and walk on snow as easily as one walks on pavement (those'll be power stunts even though they fit the concept as they probably wont come up often. I'll add them with earned PP as needed.)
                              Last edited by Bladewind; 01-14-2015, 05:31 AM.
                              [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                              [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                              [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                              [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                              [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                              Comment


                              • #30
                                Re: Blade's Third Edition Builds



                                Mask/ Network
                                Brandon Holmes
                                PL 7/130 PP


                                Abilities
                                Strength 1,
                                Stamina 3,
                                Agility 1,
                                Dexterity 1,
                                Fighting 3,
                                Intellect 0,
                                Awareness 0,
                                Presence 2

                                Powers
                                Shapeshifting Metamorph: (58 points)
                                Mask of a 1000 Faces: Morph 3, Duplication: Summon 7 [Active, Multiple Minions 1 (2 minions), Survival*; Mental Link], Survival: Immortality 7 [Limited to active duplicate]

                                Power Stunts:
                                Regenerative Shapeshifting: Healing 6 [Restorative; Limited to Self; Persistent, Stabalize]

                                Equipment
                                Weapons
                                Blaster Pistol: Damage 5 [Ranged; Laser Sight: (Accurate 1)]
                                Alt: Taser: Affliction 5 [Daze/ Stun/ Incapacitated; Fort DC 15; Ranged]
                                Other Equipment
                                Smartphone: Feature 3 [Cellphone, Computer, Camera]"

                                Advantages
                                Equipment 3,
                                Defensive Roll 3,
                                Evasion 1
                                Hide in Plain Sight
                                Benefit 2 [Established Identities],

                                Skills
                                Athletics (+1),
                                Close Combat: Unarmed 5 (+8),
                                Deception 4 (+6),
                                Expertise: Current Events 1 (+1),
                                Expertise: Demolitions 4 (+4),
                                Insight (+0),
                                Intimidation 3 (+5),
                                Perception (+0),
                                Persuasion (+2),
                                Ranged Combat: Handguns 4 (+5),
                                Stealth 7 (+8),
                                Technology 4 (+4),
                                Treatment 2 (+2),
                                Vehicles 4 (+5)

                                Offense
                                Initiative +2
                                Unarmed +3, Damage 1
                                Handguns +5, Damage 5

                                Defense
                                Dodge 8,
                                Parry 8
                                Toughness 6 (Def Roll 3),
                                Fortitude 8,
                                Will 6

                                Power Points
                                Abilities 22 + Powers 58 + Advantages 8 + Skills 19 + Defenses 23 = Total 130

                                Complications


                                Design Notes
                                * I haven't decided on a code-name yet, Mask or Network are both appropriate. I also need to add his two established Identities...
                                * And since the base concept is a Rule 63 Mystique... I even went to the extent of finding a name whose etymology is Raven and shortened Darkholme to Holmes.
                                * I could move Survival into its own slot, but I made it an extra of the Duplication to link it in. Essentially, if he dies and had a Duplicate active the Duplicate becomes him. There is a flaw in that as Summon is sustained, but I figure that the Duplicates don't automatically vanish, instead going inert. (Hmmmm was somebody re-watching a certain episode of the Flash?). I am attempting to recreate the 2nd Ed extra from Duplication of the same name (Survival).
                                * Technically, you did want a PL 3 character as a base. Although I did not write it that way, all Defenses are easily attributable to whatever process gave him his powers. Ditto for some of his advantages.
                                * The Italicized Advantages are from Presence.
                                * And despite that the pic is that of a Rule 63 Mystique, he always has pants if he assumes the form that his powers default to.

                                Background/ Power Origins
                                Background is coming, as mentioned originally he's a cop.
                                Power Source/ Descriptor is going to be Augmentation.
                                [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                                [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                                [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                                [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                                [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

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