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  • Blade's Third Edition Builds

    Index of Builds/ Credits

    Credit where Credit is due


    The same preamble as my original character thread, although I find that 3rd Ed takes a little longer than 2nd Ed...

    * Any image posted by me in any thread is generally used without permission and will be removed or credited to the artist at their sole discretion. No disrespect is intended. If I used your image, it's because I felt that it represented the feel of what I was statting.

    * I tend to use HeroLab to check power construction and Ski's Character Sheet to set up my character stats...

    * Some of the links to come below point to other threads where I've posted characters instead of double posting. (Especially for game submissions.)

    * The micro heroes I use for some pics (and my avatar) are from Ze Ball Breaker Micro Heros Site

    Games I'm In
    Supergirl The Merge (Active)
    Nightwing (Robyn Drake) The Merge (Not currently active)
    Barda of New Genesis and Oa The Cosmic Merge
    Mask Tabula Rasa
    Superboy Myths and Legends (Tabletop)

    Completed Games
    Solon Darvin (Green Lantern)
    Ragnarok Comes (Team Delta)

    Current Applications

    Characters Inspired by Games
    Wildrider (Shattered Glass) The Merge
    Dr Fate - The Merge
    Bodyshop - The Merge
    Satele Shan The Merge Non Merge House Rules Version
    Bank Shot Twin Forks Defenders
    Gravity Master Twin Forks Defenders
    Maxine Lord Horsenhero's Injustice Games
    Sprint Heroes, Monsters and McGuffins
    Saturn Girl/ Ephiny The Merge: Cosmic Quandries
    Victoria Roth Justice League Academy
    Superman - Kaleb The Merge: Cosmic Quandries
    Corvette Inspired by the Merge, introduced in Justice League Academy
    Annika Hansen, White Raven The Merge: Cosmic Quandaries
    Starstream The Merge: Cosmic Quandaries

    "Sinister Six Redux" - The Web
    . Goblin Spider
    . Red Widow
    . Redback
    . Scorpion
    . Sandstorm
    . The Lizard

    Withdrawn Applications
    Daric Lysander Star Drift

    Passed Over Game Room Applications

    Gladius
    She-Ra Justice Legion Gone
    Aeneas/ Hephasteus Mugen No Odyssey
    Ming Tsung - Injustice: Gods Among Us
    Jaclyn Freedom's Reach (Meggan Braddock expy)
    Scarlet Scarab Time of Crisis
    Gladius PL9 Time of Vengeance
    Darkstar Cosmic DC Adventures

    Characters in Limbo

    Atalanta
    Firewall
    Sekhmet Young Injustice
    Turbine Transformers Game, (Construct Rules Version )
    Wynona Stalks-from-Shadows
    Cestoda - Down in the Underneath
    Stonewall Heroes, Monsters and McGuffins
    Sirocco Stronghold
    Guardian/ Gangbuster Fall of Metropolis
    Pinball The Fall of Metropolis
    Gladius Twin Forks Defenders
    Laura Belanger (Sheerfrost) Solstice
    Tamarind Wolfsbane Heroes of Old
    Goblin Spider "Spiderman Inc"
    Bladewind Welcome to Wonderland Variant
    Athene Polias - Are You a God?
    Sprint - DCU Armageddon
    Sophia Gargoyles
    Interceptor Save the World
    Aaron Bladewnd Welcome to Wonderland
    Air Lift Transformers - Wild Wild Delta Quadrant
    Mask Operation Pheonix
    Last edited by Bladewind; 10-17-2016, 08:47 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]

  • #2

    Bladeverse Builds

    Masquerade
    Myrmidon

    Voltron
    Black Center

    Earth 218 Builds

    Fantasy Builds

    Aelka Tahlketh - Ranger a la Thorpacolypse
    Aelka Tahlketh - Ranger/ Sorcerer
    Aelka Tahlketh - Arcane Archer

    My Transformers Notes
    Note, not all the builds below are made using these notes.

    Transformers Builds - Autobots
    Air Lift
    Warpshadow
    Stronghold

    Transformers Builds - Decepticons

    Witchcraft

    Transformers Builds - Neutrals
    Puncture
    Last edited by Bladewind; 03-12-2016, 07:51 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


    • #3
      Re: Blade's Third Edition Builds

      Sekhmet
      PL9


      Abilities
      Strength 9,
      Stamina 4,
      Agility 2,
      Dexterity 1,
      Fighting 4,
      Intellect 0,
      Awareness 4,
      Presence 3

      Powers
      Stamina of Shu: (32 points)
      Shu's Advantages: Enhanced Advantages 2 [Defensive roll 2],
      Protection 5,
      Immunity (Life Support): Immunity 10,
      Stamina: Enhanced Stamina 5,
      Fortitude: Enhanced Fortitude 5
      Swiftness of Heru: (24 points)
      Flight 7 [Dynamic]
      Alt: Quickness 6/ Speed 6: Quickness 6 [Linked to Speed at rank -1[/1]; Improved Initiative 2]
      Alt: Unstoppable: Burrow 7 [Penetrating]
      Heru's Advantages: Enhanced Advantages 3 [Interpose, Takedown 2], Enhanced Dodge 5
      Strength of Amon: (30 points)
      Enhanced Strength 9
      Alt: Thunderclap: Affliction 9 [Resisted by Fortitude, Overcome by Fortitude/ Dazed & Vulnerable, Defenseless & Stunned; Extra Condition, Burst Area; Limited Degree]
      Super-Strength: Power-Lifting 2,
      Unarmed Prowess: Enhanced Advantages 3 [Close Attack 3],
      Fighting Prowess: Enhanced Fighting 3
      Wisdom of Zehuti: (19 points)
      Enhanced Awareness 3,
      Zehuti's Advantages: Enhanced Advantages 3 [Assessment, Eidetic Memory, Jack-of-all-Trades],
      Gift of Tongues: Comprehend 3,
      Divine Presence: Enhanced Presence 2
      Courage of Mehen: (5 points)
      Enhanced Will 5

      Equipment

      Enhanced Advantages
      Assessment,
      Close Attack 3,
      Eidetic Memory,
      Improved Initiative 2,
      Interpose,
      Jack-of-all-Trades,
      Takedown 2,
      Power Attack,
      Fast Grab,
      All-Out Attack,
      Defensive Roll 2

      Skills
      Acrobatics 3 (+5),
      Athletics (+9),
      Close Combat: Unarmed 2 (+9),
      Deception (+3),
      Expertise: Mythology 1 (+1),
      Expertise: (Jack-of-All-Trades) (+0),
      Expertise (+0),
      Expertise (+0),
      Insight (+4),
      Intimidation (+3),
      Investigation (+0),
      Perception 1 (+5),
      Persuasion (+3),
      Ranged Combat: Throwing 6 (+7),
      Ranged Combat: (Jack-of-All-Trades) (+1),
      Sleight of Hand (+1), Stealth (+2),
      Technology (+0),
      Treatment (+0),
      Vehicles (+1)

      Offense
      Initiative +10
      Unarmed +9, Damage 9
      Throwing +7, Damage 9
      Thunderclap 9 (Afflicition, see powers)

      Defense
      Dodge 7,
      Parry 6
      Toughness 11 (Def Roll 2),
      Fortitude 9,
      Will 9

      Power Points
      Abilities 10 + Powers 110 + Advantages 5 + Skills 7 + Defenses 2 = Total 134

      Complications
      Like Father/ Like Daughter - Sekhmet has displayed temper issues
      Disability - Thea's mortal form is wheelchair bound
      Power Loss - She loses her powers and reverts to her mortal form when she speaks the name Black Adam
      Power Loss - When failing a Toughness check versus a Lightning Bolt or electrical attack of DC 25 or more
      Legacy - She wears the colors and bears more than a passing resemblence to the Black Marvel Family"

      Design Notes
      :arrow: Lack of travel to the Rock of Eternity is intentional
      :arrow: All of her advantages should technically be in the enhanced category, and for the sake of game play are. It's a spreadsheet issue (it's getting clunky by putting them in the powers).
      :arrow: Sekhmet is not dependant on any of the other Marvels (Black or otherwise) for her powers.
      :arrow: With Horsenhero's approval, I've banked that last PP.

      Background

      Theodora Adam is Black Adam's daughter. More accurately, she is Theo Adam's daughter.

      Just a few short months ago in our time, Mary Batson and her friend Theadora Adam, were accompanying Mary's parents on an archaeological dig in the modern day Khandaq where they had discovered the tomb of Shazam. Although forbidden from entering the site itself, Mary and Thea nonetheless followed the Batsons into the site where they were preparing to enter the seemingly unperturbed inner chamber. Compelled by some unknown force, Mary's father put his hand to a strange stylized lightning symbol, a glyph unknown in all of the Egyptian writings discovered until that point.

      Lightning flashed from somewhere - a huge static electric charge was Mr Batson's immediate thought - and the ceiling began to cave in. The Batsons were caught and immediately crushed, Thea instictively pushed Mary, saving her friend but was gravely injured in the process.

      Recovering months later, Mary would visit Thea daily in the hospital. Mary's brother Billy had since become Captain Marvel as Mary became Mary Marvel soon after. With all her power, Mary felt immense guilt over Thea's condition. Later, when Billy fought Black Adam the resemblence to Thea's father was evident but as the Black Adam persona become more prominent, the former champion saw his daughter more as an innocent bystander and outwardly ignored the family connnection.

      Or so it seemed. Someone was paying Thea's bills and ensuring her therapy and comfort...

      Finally, a package came to Mary, her parent's personal effects. She was showing pictures of the site in Khandaq to Thea, discoveries made by her late parents before the collapse of the tomb. One picture held Thea's attention, and she held Mary's hand with a strength not shown since before the accident... broken vocal chords fought to say three syllables as Mary looked on in amazement.

      Speaking the name Black Adam, Thea was transformed. Broken flesh was healed, damaged nerves restored, and memory of a past life as a champion of good corrupted by tragedy stood tall. Garbed in black, the lightning-glyph proudly displayed on her torso, Thea was reborn as Sekhmet...

      Although, with the help of the Wisdom of Zehuti, Thea knows Billy's and Mary's secret, it's one that she wisely chooses to keep to herself... for now she has not sought out her father or the rest of the so-called "Black Marvel Family" as she prefers to make her own name... But the confrontation is inevitable... and although her form as Sekhmet adds several years to her appearance, she is still Theo Adam's daughter and only time will tell what effect her abilities will have on her father...
      Last edited by Bladewind; 08-16-2017, 12:15 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


      • #4
        Re: Blade's Third Edition Builds

        Gladius
        PL10/ 150

        Abilities
        Strength 11,
        Stamina 5,
        Agility 2,
        Dexterity 2,
        Fighting 4,
        Intellect 1,
        Awareness 2,
        Presence 2

        Powers (27 points)
        Flight Array:
        Flight 13
        Alt: Speed 13
        Invulnerability: (10 points)
        Protection 5, Immunity 5 [Cold, Heat, Pressure, Radiation, Vacuum]
        Tactile-Telekinesis: (10 points)
        Tactile-Telekinesis: Feature 1 [Exert Strength without moving]
        Alt: Disassemble: Transform 4 [Assembled Object into Disassembled Objects; Continuous; Distracting, ; Precise]
        Alt: Shield Others: Create 10 [Subtle 2]
        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: Gravity Field: Move Object 10 [Burst Area; Limited to Pulling Downwards]
        Alt: Singularity: Move Object 10 [Burst Area 2, Damaging; Limited to pulling objects towards him. 1 rank for every ten foot increment. Full Round Action ]
        Alt: Gravitic Wave: Damage 11 [Cone Area]
        Alt: Gravitic Deflection: Deflect 10 [Burst Area]
        Alt: Gravitic Containment: Nullify 10 [Nullify Explosions]

        Equipment

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

        Skills
        Athletics (+11),
        Close Combat: Unarmed 5 (+9),
        Deception 4 (+6),
        Insight 4 (+6),
        Intimidation (+2),
        Investigation 2 (+3)
        Perception 6 (+8),
        Persuasion (+2),
        Ranged Combat: Gravity Powers 6 (+8),
        Stealth 1 (+3)

        Offense
        Initiative +2
        Unarmed +9, Damage 11
        Shockwave +4, Damage 10, Burst Area
        Gravitic Wave +8, Damage 11
        Thrown Object +2, Damage 11

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

        Power Points
        Abilities 58 + Powers 47 + Advantages 5 + Skills 14 + Defenses 26 = 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
        :arrow: This is 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.
        :arrow: Being a legacy of Centurion and not Superman, I was quite at ease to remove heat vision and the super-sensory array.
        :arrow: 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...
        :arrow: Everything in the Tactile TK section is an AP of his Strength score. (Except the feature...). I could, if necessary, move the Strength Score itself into an Enhanced Strength trait if people are more comfortable. Six of one, half-dozen of the other though...

        Gladius is a clone of an alternate reality Centurion. One that found his way to Earth in one of Dr Mayhem's schemes to find his own home. In time, as he fought to discover his own identity, the young hero eventually proved himself and earned the name that he goes by. He defeated Mayhem at the near cost of his life and was gifted with his current colors afterward.

        Since that moment, he goes by the name of Ryan Connors, and while in uniform by the name Gladius. Shortly after the events that forged him, Gladius began a relationship with his classmate Bankshot.

        Not long after that, the young hero was swept up into the events of the so-called Time of Crisis. Working alongside heroes and villains to save the multiverse, he discovered that his telekinetic ability was much more, and was actually gravitational in nature. He began to explore and develop powers that continue to deviate from that of his parent.

        Now, several years later he is a champion in his own right, turning to teams and allies when needed but mostly working on his own. He is still with Bankshot, but the cases that the two work together on tend to be somewhat rare as Gladius' abilities tend to call on him for larger scale threats. Still, they are few and far between the heroes that impress Gladius more than Bankshot.
        Last edited by Bladewind; 08-16-2017, 12:21 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


        • #5
          Re: Blade's Third Edition Builds

          "You were brave to climb Skydancer... you were wise to use the shield to outrun the spiked ball... you were swift in avoiding the cave in... agile in avoiding the falling rocks of the forbidden corner... and brave to risk entering the cavern of fire.
          And you did all this for a friend.

          Are these not the qualities of She-Ra?
          Try your sword Adora."


          "For the honor of Grayskull.... I AM SHE-RA !"

          She-Ra, Princess of Power
          PL10

          Abilities
          Strength 11, Stamina 4, Agility 0, Dexterity 8, Fighting 1, Intellect 0, Awareness 4, Presence 4

          Powers
          Sword of Protection:
          Removable (-5 points)
          Sword to…: Variable 4 [Limited to weapons and tools], Deflection: Deflect 8 [Reflect, Redirect], Sword: Damage 11 [Penetrating]
          (19 points)
          Princess of Power:
          Cracking the Whip: Affliction 10 [Resisted by Dodge, Overcome by Fortitude (Dazed & Vulnerable, Prone & Stunned); Line Area, Extra Condition; Limited Degree, Limited to targets on an Appropriate Surface; Line Area distance +2]
          Alt: Bracing: Immunity 10 [Being Move; Sustained]
          Alt: Massive Knockback: Move Object 8 [Targets that fail a Str Check vst effect rank are flung distance = Effect Rank - their mass rank; Linked to Strength Damage; Close, Limited to Flinging Targets Away]
          Super Leaping: Leaping 3
          Alt: Speed 3
          (18 points)
          Empathic Understanding:
          Animal Harmony: Feature 1 [Natural animals are favorably disposed towards her.], Speak with Animals: Comprehend 3 [Speak in normal language, understand and be understood by all animals; Subtle], Animal Summoning: Summon 1 [Broad Type (Animals), Horde, Multiple Minions 4 (16 animals); Self Powered]
          Alt: Healing 6
          (20 points)

          Equipment


          Advantages
          Animal Empathy, Assessment, Attractive 1, Close Attack 8, Defensive Attack, Defensive Roll 3, Fast Grab, Fearless, Instant Up, Inspire 4, Improved Disarm, Improved Grab, Takedown 2, Weapon Bind, Weapon Break

          Skills
          Acrobatics 6 (+6), Athletics (+11), Deception (+4), Expertise: Tactics 3 (+3), Insight 5 (+9), Intimidation 2 (+6), Investigation 4 (+4), Perception 8 (+12), Persuasion 3 (+7), Stealth (+0), Treatment 1 (+1)

          Offense
          Initiative +0
          "Unarmed +9, Damage 11
          Sword +9, Damage 11"

          Defense
          Dodge 11, Parry 9
          Toughness 7 (Def Roll 3), Fortitude 7, Will 8

          Power Points
          Abilities 64 + Powers 57 + Advantages 28 + Skills 16 + Defenses 26 = Total 191

          Complications
          Enemies - Hordak, the Horde
          Secrets - Was Force Captain Adora, is a princess of Eternia, She-Ra is Adora
          Motivation - Doing Good
          Motivation - Guilt - Looking to atone for her deeds as Force Captain
          Broadcast Standards - Not ""allowed"" to use sword as offensive weapon, cannot directly attack organic sentient beings

          Design Notes
          * Looking at trying to fit this into PL 10/ 150... and I haven't even included Swift Wind !
          * Hm, perhaps Swift Wind could be summoned via the Sword's Variable...
          * The Broadcast Standards complication is meant to force She-Ra to use her surroundings and indirectly fight her enemies.
          * The Sword has a few standard forms listed but would fit in the Variable.
          Last edited by Bladewind; 08-16-2017, 12:21 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


          • #6
            Re: Blade's Third Edition Builds

            updated for Bombaatu's JLA: Legacies reboot.

            credit to Bombaatu for the picture !

            Atalanta
            PL11

            Atalanta of Themiscyra

            Abilities
            Strength 12,
            Stamina 7,
            Agility 2,
            Dexterity 2,
            Fighting 7,
            Intellect 1,
            Awareness 5,
            Presence 3

            Powers
            Wisdom of Solomon: (18 points)
            Enhanced Advantages: Enhanced Trait 4 [See Adv list],
            Enhanced Awareness: 4,
            Gift of Tongues: Comprehend 3 [Speak/ Understand/ Write]
            Strength of Hercules: (25 points)
            Enhanced Strength 10
            Super-Strength: Power-Lifting 4 [Distracting; Feature 2 (Strongest there is. Mystical Strength)]
            Alt: Massive Knockback: Move Object 8 [If you successfully hit, and the target fails a Strength check against your effect rank, they are flung back a distance equal to your effect rank minus their mass rank.; Linked to Strength Damage; Close Range, Limited Direction (Flinging targets away)]
            Courage of Achilles: (13 points)
            Enhanced Fighting 4,
            Enhanced Will 5
            Power of Zeus: (7 points)
            Dyn: Lightning Strike: Blast 10 [(AP of Flight); Area; Distracting; Indirect x4]
            Quick Change: Feature 2 [Alter Clothing at will; Move Action],
            Divine Presence: Enhanced Presence 2
            Stamina of Atlas: (21 points)
            Protection 4,
            Enhanced Stamina 4,
            Super-Endurance: Immunity 10 [Immunity (Life Support); Limited to 45 minute bursts on Environmental conditions and Suffocation]
            Speed of Mercury: (28 points)
            Flight 12 [Dynamic],
            Dyn: Dimensional Travel: Movement 1 [(Rock of Eternity - Burst Area, Affects Others, Selective)]
            Alt: Quickness/ Speed: Quickness 12 [Speed]

            Equipment

            Advantages
            Assessment,
            Beginner's Luck,
            Eidetic Memory,
            Jack-of-all-Trades,

            Accurate Attack,
            Benefit 1 [Diplomatic Immunity],
            Interpose,
            Move-by Action,
            Power Attack,
            Takedown 2

            Skills
            Acrobatics 4 (+6),
            Athletics 1 (+13),
            Close Combat: Unarmed 3 (+10),
            Deception (+3),
            Expertise: Sports 1 (+2),
            Expertise: Mythology 1 (+2),
            Expertise (+1), Expertise (+1),
            Insight (+5),
            Intimidation (+3),
            Investigation (+1),
            Perception 1 (+6),
            Persuasion 1 (+4),
            Ranged Combat: Throwing 6 (+8),
            Sleight of Hand (+2),
            Stealth (+3),
            Technology (+1),
            Treatment (+1),
            Vehicles (+2)

            Offense
            Initiative +2
            Unarmed +10, Damage 12
            Throwing +8, Damage
            Lightning of Zeus +2, Damage 10, Area Effect (Dodge DC 20)

            Defense
            Dodge 9,
            Parry 11
            Toughness 11 (Def Roll 0),
            Fortitude 7,
            Will 12

            Power Points
            Abilities 30 + Powers 112 + Advantages 7 + Skills 9 + Defenses 12 = Total 170

            Complications
            Power Loss - She can lose powers if tricked into saying magic word or fails against a sufficiently powerful lightning strike
            Secret Identity - Atalanta is actually a 14 year old girl, perhaps wise for her age (even without powers). STR 2, STA 3, FGT 3
            Motivation - Doing good, living up to the legacies that she embodies"

            Design Notes
            * Not planning to move all of my builds here, just my faves...
            * I took the Captain Marvel build from the Hero's Handbook, scaled back some power levels and tweaked skills.
            * Advantages in italics are Enhanced Traits, paid for in the powers section.
            * I've always noticed that the "Power of Zeus" has been rarely defined... I always liked a few tricks used when Jerry Ordway was writing Shazam... at one point Billy "poses" as his father by using the magic word to become a bearded adult, and even gets a job as a dock worker... on another occasion, he alters his costume to a space suit for a trip to Venus... This is covered by the Quick Change feature (and the Super-Endurance).
            * I added Comprehend to my build, which is something that we don't see in most Marvel (or Black Marvel builds). I find it appropriate and in keeping with the level of Wisdom she is supposed to have (and being patronized by the god of messengers as well...)
            * I really wanted the Lightning strike and left it in for now. Here it's more akin to the powers demonstrated in the Justice League film Crisis on Two Earths by the Marvel Analogues... However, it may go the way of the dodo for the newest incarnation if someone needs a little niche protection.
            * Atalanta will wear bracers in her "civilian" identity, but is not fast enough to deflect bullets without the power of SHAZAM (where the ability would be redundant).
            * I still envision the second "A" as being silent, giving her name the pronunciation of the city...
            * I put in two traits from the Strength Power Profiles, Super-Endurance and Massive Knockback. The latter is sufficient to send a 200 lb person flying 120 feet and is an Alt Power of her Power Lifting (Super-Strength).
            * The original picture that I used was composed of twins, I cut out one of course. I am not sure who the artist is but it isn't me... I toyed with the black uniformed Jessica Alba that I used for Sekhmet, but this character needs to be more clearly linked to the bright colors of the legacies she embodies.
            * Hm, After consideration, I`ve come to realize that she only needs 3 ranks of indirect... (there`s a thread discussing it now.) This would mean can be called from anywhere, but must aim downwards. This in turn means that she can sacrifice her entire flight rank to the Lightning Strike, with only one point left in the array... The question remains though, if that`s legal in a Dynamic Array or must be paid for - it essentially means one rank of flight, limited to hovering... Wait... duh... The remaining point from the Flight Power is a linked Flight at Rank 1, limited to Hovering! Problem solved !

            Originally posted by Mortal Form
            PL6

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

            Powers

            Equipment

            Advantages
            Accurate Attack, Benefit 1 [Diplomatic Immunity], Interpose, Move-by Action, Power Attack, Accurate Attack, Takedown 1

            Skills
            Acrobatics 6 (+8), Athletics 2 (+4), Close Combat: Unarmed 3 (+6), Deception (+1), Expertise: Sports 1 (+2), Expertise: Mythology 2 (+3), Insight (+1), Intimidation (+1), Perception 1 (+2), Persuasion 1 (+2), Ranged Combat: Throwing 8 (+10), Stealth 1 (+3), Treatment 1 (+2)

            Offense
            Initiative +2
            Unarmed +6, Damage 2
            Throwing +10, Damage (per object thrown)

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

            Power Points
            Abilities 30 + Powers 0 + Advantages 7 + Skills 13 + Defenses 10 = Total 60

            Complications
            As primary form, above

            Design Notes
            :arrow: Mostly the above build with some traits brought down for sanity's sake.
            :arrow: She's still a beast when it comes to throwing things...
            Background
            Some years ago, there was a once fanatical group that lived on the isle of Dianata. They modelled themselves on the Amazons and the religion of Ancient Greece but realized that they could not continue to provide for their children in a safe environment given the political climate and constant scrutiny that they were subject to. Although none of it was true by this time, the Dianatians were often accused of many of the rituals and practices of the Ancient Greeks - true and otherwise - that are frowned upon by a modern society.

            Their leaders appealed to Queen Diana, and many of the women and children were accepted into Themiscyra, far from the eyes of those who would judge them, however incorrectly that judgment might be.

            Atalanta, a 16 year old girl with a gift for athletics (much like her namesake) and a wisdom beyond her years yearned to compete in the completion to choose the next Wonder Woman. Denied because of her age, she visited the temple of Athena for guidance, much like Diana herself once did when she had been denied entry into the very same contest.

            Athena herself did not appear, instead a powerful sorceress bade Atalanta to speak the word Shazam. Transformed into an adult, she joined the competition...

            Queen Diana raised an eyebrow when the contest ended and the decisive winner removed her helm. It was a face not completely familiar to the assembled Amazons and most wondered exactly who she was.

            Diana, for her part, saw more than a passing resemblance to a fallen Amazon who was much revered for her sacrifice in the protection of the long destroyed Doom`s Doorway... especially with the Amazonian Armour that she wore.

            "And who might you be, Champion?" Diana asked as she gestured for silence to the crowd. "Speak."

            Atalanta hesitated, looked to the dias where her queen waited, and spoke.

            "SHAZAM !"

            When the lightning cleared, Diana was surprised to see Atalanta, but knew from the wisdom that Athena had granted her as a child, just as Solomon would for the young woman before her, that the gods worked in mysterious ways.

            There was no choice but to allow the young woman to go into man's world as Themiscyra's ambassador.
            [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


            • #7
              Re: Blade's Third Edition Builds

              Masquerade
              PL10


              Abilities
              Strength 2, Stamina 6, Agility 5, Dexterity 4, Fighting 7, Intellect 2, Awareness 2, Presence 2

              Powers
              Mutant Physique:
              Ageless: Immunity 2 [Aging, Disease], Regeneration 8 [2/ 3 rounds; Persistent], Prehensile Tail: Extra Limbs 1 [Subtle], Wall Crawling: Movement 1, Shadow Blending: Concealment 2 [Visual; Blending], Enhanced Advantages 2 [See advantages]
              (26 points)
              Enhanced Senses:
              Extended Sight: Senses 1, Extended Hearing: Senses 1, Scent: Senses 3 [Tracking; Extended Accurate, Acute], Low Light Vision: Senses 2
              (7 points)
              Shape Shifting:
              Morph 3 [Humanoids; Dynamic]
              Dyn: Mimic: Variable 2 [Traits; Move Action]
              Voice Mimicry: Feature 1
              (19 points)
              Admantium Claws:
              Slashing: Damage 5 [Strength Based; Penetrating (5), Subtle]
              (11 points)
              Bamf Array:
              BAMF !: Teleport 7 [Change Direction, Change Velocity, Increased Mass (4), Turnabout]
              Alt: Rapid Attack Bamfs: Damage 7 [Blugeoning; Burst Area 2, Selective]
              Alt: Rapid Jab Bamfs: Damage 7 [Blugeoning; Burst Area 2, Selective]
              Alt: Rapid Slash Bamfs: Damage 7 [Slashing; Burst Area 2, Selective]
              Alt: Sickening Bamfs: Affliction 7 [Dazed/ Stunned/ Incapacitated; Alt Resistance (Fort), Cumulative]
              (25 points)

              Equipment
              Telepathic Earplugs
              Mind Shielding: Immunity 2 [Mind Reading], Enhanced Will 5 [Limited (Mental Effects)]Twin Light Machine Pistols
              Machine Guns: Damage 3 [Ballistic; Ranged, Multi Attack; Split]

              Advantages
              Diehard, Great Endurance, Equipment 5, Agile Feint, Attractive 1, Benefit 1 [No ID], Defensive Roll 3, Evasion 1, Grabbing Finesse, Jack-of-all-Trades, Languages 3 [English, French, Japanese, Spanish, Italian], Move-by Action, Precise Attack, Taunt, Well-Informed

              Skills
              Acrobatics 4 (+9), Athletics 6 (+8), Close Combat: Claws 4 (+11), Deception 5 (+7), Expertise: Computers 3 (+5), Expertise (+2), Expertise (+2), Expertise (+2), Insight 2 (+4), Intimidation 3 (+5), Investigation 5 (+7), Perception (+2), Persuasion 5 (+7), Sleight of Hand 5 (+9), Stealth 8 (+13), Technology 2 (+4), Treatment 2 (+4), Vehicles (+4)

              Offense
              Initiative +5
              Claws +7, Damage 7
              Bamf Attacks +, Damage 7

              Defense
              Dodge 11,
              Parry 7
              Toughness 9 (Def Roll 3),
              Fortitude 7,
              Will 9

              Power Points
              Abilities 60 + Powers 88 + Advantages 21 + Skills 27 + Defenses 14 = Total 210

              Complications
              Enemies : In addition to inheriting the enemies of her personas, Masquerade has run afoul of several other people…
              Identity: Masquerade is quite adept as assuming the roles of Mystique, Nightcrawler, X-23 and even Wolverine
              Reputation: Of the person she is masquerading as
              Vulnerable : Her claws make her slightly more vulnerable to magnetic attacks

              Design Notes
              * First, props to Thorp. I liberally pillaged his builds to create this pastiche and hella-fanboy character. The character is NOT strictly a conversion of my 2nd edition versions of her.
              * Project Raptor in my universe is a division of Weapon X, and a modern division at that. The Raptors are a team with variant/ legacy/ new versions of characters from the various Weapon Programs (including the Super Soldier program of World War II). I started them in 2nd Edition but never went very far.
              *Masquerade is a pastiche of Mystique/Nightcrawler/Wolverine (or X-23 if you prefer for the last). She can convincingly pass herself off as any of those four due to morphing abilities and her claws. In fact, the first real traces of her appearance are as Nightcrawler, shortly after Fuzzy`s death in mainstream MU. There is no telling how many times she has passed herself off as another hero or villain and kept her own identity secret.
              * I have an extra two alt powers on Thorp`s BAMF power set - representing powers she would be unlikely to use if passing herself off as Nightcrawler, but still well within her abilities - she can move in quickly and slash or jab at opponents instead of just punching them...
              Last edited by Bladewind; 08-16-2017, 12:21 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


              • #8
                Re: Blade's Third Edition Builds

                Maxine Lord
                PL9


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

                Powers
                Telepathy: (55 points)
                Telepathy: Mind Reading 5 [Linked to Mental Communication],
                Mental Communication: Communication 3 [Linked to Telepathy],
                Mental Awareness: Senses 5 [Acute, Radius, Ranged, Detect, Mental Awareness],
                Mind Control: Affliction 6 [Dazed, Compelled, Controlled; Perception, Cumulative; Resisted by Will]
                Alt: Mental Illusions: Illusion 6 [Selective; Feedback]
                Suit: (4 points)
                Suit: Protection 4 [Subtle, Removable (-1)]

                Telepathy (Mind Control) Stunts:
                - Knowledge Transplant: Variable 2 [Enhanced Skills and Languages; Affects Others, Free Action, Perception Range, Selective, Burst Area; Limited to Skills, Limited to a subjects Skill Rank, Sense Dependent (Mental Connection with subject)],
                - Emotion Control: Affliction 5 [Resisted/ Overcome by Will (Impaired, Dsabled, Incapacitated); Perception, Burst Area; Subtle, Variable Descriptor (Emotions)],
                - Mental Invisibility: Concealment 10 [Limited to Minds, Resisible by Will; +10 to Will DC],
                - Sleep Touch: Affliction 10 [Cumulative; Accurate 3, Alternate Resistance - Dodge, Subtle],
                - Telepathic Translation: Comprehend 3 [Affects Others, Burst Area]

                Equipment
                Cellphone
                Weapons
                Light Pistol: Damage 3 [Ranged; Subtle (Noise Suppressor)],
                Katana: Damage 3 [Strength Based, Slashing; Improved Critical (19-20)]

                Advantages
                Attractive 1,
                Benefit 3 [Wealth 2, Security Clearance],
                Defensive Roll 2,
                Evasion 1,
                Equipment 3
                Improved Initiative 1,
                Languages 1, (English, Japanese)

                Skills
                Athletics (+0),
                Close Combat: Swords 8 (+8),
                Deception 7 (+9),
                Insight 4 (+7),
                Intimidation (+2),
                Perception 3 (+6),
                Persuasion 3 (+5),
                Ranged Combat: Guns 4 (+6),
                Stealth 3 (+3)

                Offense
                Initiative +4
                Light Pistol +6, Damage 3
                Unarmed +0, Damage 0
                Katana +8, Damage 3, 19-20 Crit

                Defense
                Dodge 7,
                Parry 7
                Toughness 7 (Def Roll 2),
                Fortitude 5,
                Will 11

                Power Points
                Abilities 22 + Powers 59 + Advantages 12 + Skills 16 + Defenses 26 = Total 135

                Complications
                Appearance - Lord is not actually as she appears, instead using a fraction of her power for her appearance. She also covers the tattoos that cover her body with those same powers. (The image posted is her "real" face.)
                Motivation - Acceptance - Maxine wants to create her own identity, using what she feels is her real name but also coming out of her father's shadow
                Secret - Lord tends to not advertise her powers, working subtly to keep her telepathy a under wraps

                Design Notes
                * The Power Stunts section are meant for exactly that, stunts until she gets PP to pay for them. They are listed but did not contribute to cost.
                * This is one part Maxwell Lord, two parts GM kit and one part Power Profiles...
                * There was originally a device on the build that allowed her to essentially manipulate any device that uses an interface. I dropped it for flavour and to flesh out a few details.

                Background
                Born to Maxwell Lord and a Japanese mother, Maxine Lord was all but abandoned as a baby. She was taken in by a Yakuza Syndicate and raised as one of them. At puberty her powers manifested and she had flashes of the heroes of the world. She had always wanted to do more, to fulfil the part of the Yakuza philosophy of helping those that have nothing, but she knew that the life she lead in Japan would not let her...

                She faked a massive failure in the eyes of her obayan, and staged her own death secretly using the powers that she had been developing in hiding to facilitate the plan. With flashes and dreams of her father and the life that he lead as a further push towards becoming something more, Maxine finally took the name that she felt was her birthright and decided to redeem the family as Max Lord II.
                Last edited by Bladewind; 08-16-2017, 12:22 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


                • #9
                  Re: Blade's Third Edition Builds

                  Wynona Stalks-from-Shadow (Erica Clayton)
                  Homid Silent Strider Theurge
                  PL7/ 120 points


                  The solitary woman known as Stalks-from-Shadow has a certain quality about her. Her features at once speak of Native American, Asian, Latin and even Middle Eastern heritage. She is a striking young woman, carrying herself with more confidence than most males her senior. Her trench-coat, broken-in boots and well-worn Stetson suggests the attitude of a bounty hunter. But she is much more than that.

                  Wynona knows that there are other Garou out there - and in fact has met and even mentored a few of them - but she walks a solitary path in her search for knowledge and quest to protect people from the darkness that she has discovered.

                  Wynona Stalks-from-Shadows is the deed name of a relatively powerful werewolf shaman who seems to wander the frontier. She often appears from nowhere at just the right moment. In fact, most are unaware that the quiet and reserved woman travelling with them is in fact a werewolf of renown. The tales of her deeds are both sung in werewolf circles and told in human settlements to inspire courage against the things that go bump in the night.

                  Stalks-from-Shadows generally does not advertise her identity, preferring to remain in the shadows and often moving on before she attracts too much attention to herself. She will operate using any number of names, some of the more frequent being Erica Clayton, Patricia Owens and Jaimie Logan. Clayton is her preferred alias and the one she most commonly uses. She bears another name as per tribal tradition, the Egyptian name Kesi meaning "of a troubled father". In Garou circles, her proper name/ title is Kesi Stalks-from-Shadow.

                  The fact that she does not "advertise" who she is never seems to matter. Her deeds somehow get attributed to her, and in werewolf circles it seems that no matter what name she uses she is immediately known for who she is and what she has accomplished.

                  Born in a small town out in the frontier to a barmaid of the local watering hole, she didn't even know her who her father was. As she grow up, she felt a deep longing and desire to go somewhere and be something more than a simple townsperson with little to no prospects. At the age of fifteen, she finally gave in to her growing wanderlust and ran away. Sadly, she wasn't missed. Her First Change saved her from death at the hands of a Wyrm-infected animal.

                  She spent what felt like months, near death and delirious with thirst when an Owl appeared to her. It's mere presence cleared her mind and banished her hunger and thirst. It proceeded to lead her to a safe haven where others of her kind taught her who she was and what she had become. Here she was able to rest and recover. Soon after, a man claiming to be her father appeared. He explained that he was like her and that for this reason he was unable to remain with Wynona's mother, but Wynona did not quite believe him. She learned what she could from the man and moved on to carve a tale of her own.

                  In the scant years since, Wynona earned a deed name for her uncanny ability to appear from virtually nowhere at just the right moment to lend aid without stealing glory. She knows from experience how difficult the open road can be and tries to make it safer.

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

                  Powers
                  Garou Traits: (24 points)
                  Lupine Forms: Morph 2 [Lupine Forms; Metapmorph 2]
                  Alt: Wolf's Blood: Enhanced Trait 9 [Acute Smell, Low Light Vision, Scent, Ultra Hearing, Enhanced Skill (Intimidate) 2 (4 rks); Enhanced Advantage - Close Combat 1, Enhanced Fort 2, Enhanced Str 2]
                  Step Sideways: Movement 1 [Umbral Travel],
                  Enhanced Senses: Senses 4 [Detect Wyrm (2), Direction Sense, Tracking],
                  Spirit Speech: Comprehend 2 [Speak/ Understand],
                  Poison Immunity: Immunity 1
                  Human Form: (11 points)
                  Blissful Ignorance: Concealment 6 [(All Visual, Hearing); Limited to remaining still]
                  Alt: Staredown: Affliction 8 [Will Base - Dazed, Compelled to leave, Controlled (forced to leave); Sight Based]
                  Alt: Scent of Man: Affliction 7 [Forced to Leave Area; Burst Area 2; Limited Degree 2; Only versus animals]
                  Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
                  Owl Companion: Summon 2 [Check Required (Expertise: Magic as per Ritual Casting)]
                  Klaive: (8 points)
                  Easy to Lose (-2 points)
                  Damage 4 [Strength Based; Penetrating, Affects Incorporeal 2]

                  Equipment
                  Weapons
                  Six Guns: Damage 3 [Crit 20], Knife: Damage 2 [Piercing, Crit 19-20]

                  Advantages
                  Close Attack 1,

                  Assessment,
                  Beginner's Luck, .
                  Benefit 1 [Rank/ Renown]
                  Close Attack 5,
                  Defensive Roll 2,
                  Eidetic Memory,
                  Equipment 3,
                  Hide in Plain Sight,
                  Improved Initiative 1,
                  Languages 2 [Latin, Garou, Spanish (English)],
                  Ritualist,
                  Well-Informed,

                  Skills
                  Athletics (+3),
                  Close Combat: Klaive 2 (+9),
                  Deception (+1),
                  Expertise: Survival 4 (+4),
                  Expertise: Magic 7 (+7),
                  Insight 1 (+3),
                  Intimidation (+1),
                  Investigation 7 (+7),
                  Perception (+2),
                  Persuasion (+1),
                  Ranged Combat: Six Shooters 4 (+6),
                  Stealth 9 (+9)

                  Offense
                  Initiative +4
                  Unarmed +7, Damage 1
                  Klaive +9, Damage 5
                  Six Shooters +6, Damage 5

                  Defense
                  Dodge 8,
                  Parry 7
                  Toughness 4 (Def Roll 2),
                  Fortitude 9,
                  Will 5

                  Power Points
                  Abilities 18 + Powers 43 + Advantages 20 + Skills 17 + Defenses 22 = Total 120

                  Complications
                  Haunted - Attract the Restless Dead (ghosts). (Normally, in Werewolf, this is limited to when Stepping Sideways, but I leave the GM more latitude with it.)
                  Protector - Will go out of her way to protect runaways, hating to see people suffer who don’t deserve it."
                  Enemy - There are some particularily nasty wyrm creatures that are at the top of Shadow's list - a walking wasp swarm in a human body, , a vampire and a were-spider.
                  Restless - Stalks-from-Shadows is loathe to remain in one place for too long. She has a wanderlust that is often difficult to ignore.
                  Vulberable - Silver - None of Shadows' lupine-enhanced traits are effective versus silver. Merely holding the element can cause discomfort and sometime pain. The exception to this last is her klaive, an item that was attuned to her through a long and demanding ritual.
                  Primal Aura - Natural born animals - including horses - are skittish in her presence. This is to the point that she cannot ride a horse under normal circumstances. The complication can be mitigated with her Scent of Man gift.
                  Involuntary Transformation - Under the light of the crescent moon, Shadows assumes her wolf man form. She can spend one HP per hour to hold off the transformation or revert to human form.

                  Design Notes
                  * Created as an application to a Deadlands game on the forum, what I have here is an approximation of a Rank 3 Homid Silent Strider Theurge from Werewolf The Apocalypse. I've chosen to go with Morph at rank 2 (lupine forms) with Metamorph 2. For my own sanity, I'm putting the forms in different character sheets so that the bonuses stack and balance properly. I am working with notion that Crinos and Hispo (which I am calling Wolfman and Dire Wolf, respectively) are one form, Glabro (Near Man) is another and finally Lupus (Wolf Form) is the third. I do not, however, envision the character constantly shifting from one form to the other - likely staying in human form as much as possible. Further, I have chosen to forego Glabro completely.
                  * I have chosen to go with separate stat blocks to represent the various forms so that I have fully calculated and ready to play stats at all times. I believe that this is easier than a full-out shape-shift which would be more powerful (and skirt the edges of the already banned variable power...)
                  * Due to point constraints, she is missing some of the skills that I would have liked to give or enhance - Intimidation, Survival among others. However, given her powers of Staredown, Scent of Man and Messenger's Fortitude, these issues are well compensated for...
                  * I envision the notion of Partial Transformations to be a Power Stunt off the morph - Shapeshift, Limited to lupine traits. This might enable her to Power Stunt things like low-light vision, dog-like hearing, claws...
                  * She does not have a Glabro form
                  * The Crinos/ Hispo form has a Deathly Howl and the Lupus has Call of the Wyld. With the RAW there is nothing to "prevent" me from Power Stunting (and eventually paying) for the two forms to have those powers as AP. However, for flavor I really want to limit certain gifts to certain forms...
                  * The background needs a little more fleshing out, but the Garou-with-no-name sample character from the Silent Striders Tribe Book is really what I was going for, other than displaced a 120 years in time that is...

                  Originally posted by Wolfman/Dire Wolf forms
                  Abilities
                  Strength 5, Stamina 5, Agility 0, Dexterity 2, Fighting 1, Intellect 0, Awareness 2, Presence 1

                  Powers
                  Garou Traits: (24 points)
                  Lupine Forms: Morph 2 [Limited to Lupine Forms; Metapmorph 3],
                  Step Sideways: Movement 1 [Umbral Travel],
                  Enhanced Senses: Senses 2 [Detect Wyrm (2), ],
                  Spirit Speech: Comprehend 2 [Speak/ Understand],
                  Poison Immunity: Immunity 1,
                  Dedicated Clothing: Feature 2 [Clothing "adapts"" or disappears when shifting]
                  Wolfman/ Dire Wolf: (25 points)
                  Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
                  Wolf Man Form: Growth 2
                  Speed of Thought: Speed 5,
                  Super-Tracking: Senses 8 [Accurate, Acute, Direction Sense, Distance Sense, Extended 1, Tracking 2],
                  The Great Leap: Leaping 3 [60 feet],
                  Staredown: Affliction 8 [Will Base - Dazed, Compelled to leave, Controlled (forced to leave); Sight Based],
                  Alt: Deathly Howl: Affliction 8 [Resisted by Will (Dated & Impaired/ Disable & Stunned); Extra Condition, Perception Area; Limited Degree, Tiring, Distracting]

                  Klaive: (8 points)
                  Easy to Lose (-2 points)
                  Damage 4 [Strength Based; Penetrating, ; Affects Incorporeal 2]

                  Advantages
                  Assessment,
                  Close Attack 4,
                  Defensive Roll 6,
                  Languages 1 [Garou (English)],
                  Eidetic Memory,
                  All-out Attack,
                  Improved Initiative 1,
                  Ritualist,
                  Benefit 1 [Rank/ Renown],
                  Benefit 1 [Strength for Intimidation]

                  Skills
                  Athletics (+5),
                  Close Combat: Klaive 1 (+6),
                  Deception (+1),
                  Expertise: Survival 4 (+4),
                  Expertise: Magic 7 (+7),
                  Insight 1 (+3),
                  Intimidation: 3 (+9), Note: Perm Growth modifier included.
                  Investigation 1 (+1),
                  Perception (+2),
                  Persuasion (+1),
                  Stealth (+0)

                  Offense
                  Initiative +4
                  Unarmed +5, Damage 4
                  Klaive +6, Damage 8

                  Defense
                  Dodge 1,
                  Parry 3
                  Toughness 11 (Def Roll 6),
                  Fortitude 9,
                  Will 5

                  Power Points
                  Abilities 24 + Powers 58 + Advantages 18 + Skills 8 + Defenses 12 = Total 120

                  Complications
                  As per human form plus:
                  Rage Machine - The Wolf Man form exists to kill. It wants to fight.

                  Design Notes
                  * The metamorph modifier in action
                  * There are traits available in human form not available in wolf man form and vice versa. This simply makes sense to me.
                  * This form is perhaps more powerful than the human form but is less refined.
                  * She maintains the ability to cast Rituals in this form - indeed, I imagine some rituals require this form, but loses the ability to call her companion.
                  Originally posted by Wolf Form
                  Abilities
                  Strength 2, Stamina 3, Agility 2, Dexterity 0, Fighting 3, Intellect 0, Awareness 2, Presence -1

                  Powers
                  Garou Traits: (24 points)
                  Lupine Forms: Morph 2 [Limited to Lupine Forms; Metapmorph 3],
                  Step Sideways: Movement 1 [Umbral Travel],
                  Enhanced Senses: Senses 2 [Detect Wyrm (2), ],
                  Spirit Speech: Comprehend 2 [Speak/ Understand],
                  Poison Immunity: Immunity 1,
                  Dedicated Clothing: Feature 2 [Clothing ""adapts"" or disappears when shifting]

                  Wolf: Form (21 points)
                  Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
                  Speed of Thought: Speed 5,
                  The Great Leap: Leaping 3 [60 feet],
                  Bite/ Claws: Damage 2 [Strength Based]
                  Super-Tracking: Senses 8 [Accurate, Acute Smell, Direction Sense, Distance Sense, Extended 1, Tracking 2],
                  Alt: Call of the Wyld: Communication 3 [Linked to Comprehend Languages 3 (Speak/ Be understood, limited to providing Direction/ Current Location); Area; Increased Action (Move), Limited to Providing Direction and Current Location, Tiring]

                  Advantages
                  All-out Attack,
                  Assessment,
                  Benefit 1 [Rank/ Renown],
                  Benefit 1 [Strength for Intimidation],
                  Close Attack 4,
                  Defensive Attack,
                  Defensive Roll 5,
                  Eidetic Memory,
                  Favored Environment [Forest],
                  Improved Initiative 2,
                  Languages 2 [Garou, Wolf, Spanish (English)],
                  Set-Up 2
                  Teamwork,
                  Takedown 2,

                  Skills
                  Athletics (+2),
                  Close Combat: Bite/ Claw 2 (+9),
                  Expertise: Survival 8 (+8),
                  Expertise: Magic 7 (+7),
                  Insight 1 (+3),
                  Intimidation 3 (+5),
                  Investigation 2 (+2),
                  Perception 4 (+6),
                  Stealth 7 (+9)

                  Offense
                  Initiative +10
                  Unarmed +7, Damage 4
                  Bite/ Claws +9, Damage 5

                  Defense
                  Dodge 4, Parry 6
                  Toughness 8 (Def Roll 5), Fortitude 7, Will 5

                  Power Points
                  Abilities 22 + Powers 44 + Advantages 25 + Skills 17 + Defenses 12 = Total 120

                  Complications
                  As per human form, plus:
                  Hunted by Man - Wolves are not looked upon favorably and man tends to hunt them

                  Design Notes
                  * The Wolf form does not wield a weapon but is no less dangerous than the Crinos/ Hispo forms
                  * This form is meant to survive, track and do other "wolfie" things.
                  * As with the Crinos form, I gave her the "rite of talisman dedication" in the form of a 2 point feature that adapts her clothing to her form (i.e. Quick Change 2)
                  * Both Crinos/ Hispo and Lupus forms have an extra complication over the human form
                  * There is no point benefit or complication because she can shift to human form, but in wolf form she cannot speak any language other than wolf and Garou
                  * Although she maintains her Expertise: Magic in this form, she cannot cast Rituals (and so loses the advantage.)
                  Originally posted by Owl Companion
                  Abilities
                  Strength -2, Stamina -2, Agility 2, Dexterity -2, Fighting 1, Intellect -4, Awareness 2, Presence -3

                  Powers
                  Owl Traits: (24 points)
                  Flight 3 [Wings; Subtle],
                  Use Feet as Hands: Feature 1,
                  Shrinking 8 [Permanent; Innate],
                  Low Light Vision,
                  Ultra Vision: Senses 2
                  Spirit Traits: (6 points)
                  Spirit Speech: Comprehend 2,
                  Step Sideways: Movement 1 [Dimensional Movement]

                  Advantages
                  Benefit 1 (Spirit Guide - Provide Flashes of Insight to those who spend a HP), Inspire 1, Leadership

                  Skills
                  Athletics (+-2), Insight (+2), Perception 6 (+8), Stealth: 2 (+12) Note: Perm Shrinking mod included.

                  Offense
                  Initiative +2

                  Defense
                  Dodge 6, Parry 5,Toughness -2 (Def Roll 0), Fortitude 2, Will 3

                  Power Points
                  Abilities -12 + Powers 30 + Advantages 2 + Skills 4 + Defenses 5 = Total 30

                  Complications

                  Design Notes
                  * The Owl is the primary spirit/ being that teaches Stalks from Shadow her gifts and acts as spirit guide in times of need.
                  * Although the inspiration (not inspire) requires Shadow to spend a HP, it functions just like any benefit that allows a character to roll or spend a HP for a special bonus to understand a situation.
                  * The owl can also lend aid in the form of Inspiration (as per the Advantage), Leadership (using the name of the advantage even if the descriptor is slightly different.
                  Last edited by Bladewind; 08-16-2017, 12:22 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


                  • #10
                    Re: Blade's Third Edition Builds

                    Myrmidon
                    PL10


                    Abilities
                    Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 2, Intellect 8, Awareness 2, Presence 2

                    Powers
                    Myrmidon Battlesuits:
                    Iron Knight: Summon 10 [Heroic; Feedback, Limited (Requires all components to be present), Limited (Components vanish while combined)]
                    Alt: Iron Knights: Summon 10 [(Alternate versions of the primary armor); Heroic; Feedback, Limited (Requires all components to be present), Limited (Components vanish while combined)]
                    Alt: Iron Knights: Summon 10 [(Alternate versions of the primary armor); Heroic; Feedback, Limited (Requires all components to be present), Limited (Components vanish while combined)]
                    Alt: Iron Knights: Summon 10 [(Alternate versions of the primary armor); Heroic; Feedback, Limited (Requires all components to be present), Limited (Components vanish while combined)]
                    Alt: Iron Squire: Summon 10 [Put suit on someone else; General Type, Controlled; Limited to Available Subjects, Concentration, Distracting]
                    Alt: Iron General: Summon 10 [Active; Distracting, Tiring; Mental Link, Quirk (Shuts down if signal interupted)]
                    Iron Legion: Summon 5 [Ranged. Horde, Heroic, Multiple Minions (16 minions) 4, General Type, Continuous; Self Powered, (Additional Flaw); Mental Link, Quirk (Shuts down if signal interupted)]
                    (80 points)

                    Equipment

                    Advantages
                    Eidetic Memory, Equipment 3 [HQ], Improvised Tools, Inventor, Skill Mastery [Routine checks with Technology], Ultimate Effort [Spend HP for auto 20 on Technology], Well-Informed

                    Skills
                    Athletics (+0), Deception (+2), Expertise: Science 6 (+14), Insight 4 (+6), Intimidation (+2), Perception 4 (+6), Persuasion 4 (+6), Stealth (+1), Technology 8 (+16)

                    Offense
                    Initiative +1

                    Defense
                    Dodge 4,
                    Parry 4
                    Toughness 1 (Def Roll 0),
                    Fortitude 3,
                    Will 7

                    Power Points
                    Abilities 36 + Powers 80 + Advantages 9 + Skills 13 + Defenses 12 = Total 150

                    Complications


                    Design Notes
                    * I think this is the last of the builds that I want to transfer from the old Tank for now... been putting up my favourite creations from my old Build Thread...
                    * This build is something of an attempt to get the feel of Iron Man from the Iron Man 3 film.
                    * The name Myrmidon is from the ancient Greek warriors, named for essentially army ants. :shrugs:
                    * Iron Knight is the primary suit, Iron Knights are alternate suits, Iron Squire is putting the suit on someone else and Iron General is essentially a remote controlled suit.
                    * To be able to suit up, Myrmidon has to first summon the Legion. Since it's a continuous power, these PL 5 constructs remain to fight in the background even when Myrmidon is power up in a suit. It also allows for the changing of suits. With the General Type, the various constructs that appear can be varied ever so slightly to have specialities and thus provide the impetus for power stunting new Iron Knights.
                    * To complete the character at least three Battlesuits, the Remote control construct, and several PL 5 constructs need to be written up, but this was about the base character.
                    * I haven't really fleshed out a background for this character beyond being an Iron Man 3 build.
                    * Point considerations aside, I considered a Jarvis and really see that more as a feature at best, and possibly even just descriptor for abilities of the battlesuit(s).
                    :arrow: I highly doubt I'd allow any but an experienced player use such a character, but it was fun to build.
                    Last edited by Bladewind; 11-12-2015, 09:11 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


                    • #11
                      Re: Blade's Third Edition Builds



                      Warpshadow
                      PL12


                      Abilities
                      Strength 13, Stamina 11, Agility 2, Dexterity 3, Fighting 8, Intellect 5, Awareness 3, Presence 1

                      Powers
                      Cybertronian Physique:
                      Size: Growth 10 [Permanent; Innate],
                      Mechanoid: Immunity 10 [Life Support; Not versus Cybertronian disease and poison],
                      Alt Mode: Shapeshift 1 [Machines of comprable size and mass; Quirk - Assuming a new veh mode induces fatigued condition],
                      Language Databanks: Comprehend 3 [Speak, Understand, Read],
                      Machines Like Me: Feature 1,
                      Holographic Emitter: Summon 5 [Variable Type (Variant Department Protocols); Mental Link]
                      (60 points)
                      Spacewarp Technology:
                      Personal Warping Field: Teleport 7 [Extended, Easy; Change Direction, Change Velocicty, Increased Mass 4 (800 lbs)]
                      Alt: Flight 4 [Concentration]
                      Alt: Apportive Attack: Damage 11 [Perception Ranged]
                      Alt: Spatial Beacon: Enhanced Trait 3 [Movement (Space Travel); Portal; Limited to opening portal to his location; Quirk - portal links to space bridge or similar technology, Portal Size up to 1/2 mile]
                      (37 points)
                      Sensory Array:
                      Communication Link: Senses 1 [Cybertron],
                      Homing Senses: Senses 7 [Direction, Distance Sense, Darkvision, Infravision, Radio, Time Sense]
                      (8 points)

                      Equipment

                      Advantages
                      Assessment, Benefit 2 [Rank, Security Clearance], Close Attack 2, Eidetic Memory, Favored Environment [Space], Improved Aim, Interpose, Inventor, Jack-of-all-Trades, Move-by Action, Precise Attack 2, Weapon Bind, Weapon Break, Well-Informed

                      Skills
                      Acrobatics 4 (+6), Athletics (+13), Close Combat: Unarmed 1 (+11), Deception 6 (+7), Expertise: Cybertronian Lore 6 (+11), Expertise: Intergalatic Space Routes 3 (+8), Expertise: Spatial Anamolies 7 (+12), Expertise: Space Transport Technology 10 (+15), Insight 9 (+12), Intimidation: Note: Perm Growth modifier included. 2 (+8), Investigation 4 (+9), Perception 5 (+8), Persuasion 4 (+5), Sleight of Hand (+3), Stealth 8 (+10), Technology 17 (+22), Treatment 0 (+5), Vehicles (+3)

                      Offense
                      Initiative +2
                      Unarmed +11, Damage 13
                      Apportive Attack +3, Damage 12, Perception Ranged

                      Defense
                      Dodge 13,
                      Parry 11
                      Toughness 11 (Def Roll 0),
                      Fortitude 13,
                      Will 10

                      Power Points
                      Abilities 52 + Powers 105 + Advantages 17 + Skills 43 + Defenses 33 = Total 250

                      Complications
                      Vulnerable - Cold (Take extra degree of damage from cold)
                      Vulnerable - Magnetics (Take extra degree of damage from magnetics)
                      Size - He's a 32 foot robot. There are places he just can't go
                      "I've Lost Artoo !"" - Without the presence of Eject (R2-E9) Warpshadow cannot transform

                      Design Notes
                      * Designed using the same points and plan as Air Razor from Yeoman's Darkness in the Heavens campaign, Warpshadow is Air Razor's partner and sometimes ally. In fact, the two of them are currently assigned the LSS Scimitar, an Akira Class starship, but that's another story.
                      * Warpshadow has a few powers that make him stand out from other Transformers and he is akin to Skywarp in that he has teleportation abilities. He's also a master of Space Bridge technology.
                      * The holoemitter is an evolution from what Yeoman granted Air Razor in-game. He actually generates a single holographic pilot, and has a database to select from. He can generate a doctor, a pilot, a marine...

                      Originally posted by X-Wing Mode
                      Warpshadow
                      PL12


                      Abilities
                      Strength 10, Stamina 11, Agility 4, Dexterity 3, Fighting 2, Intellect 4, Awareness 4, Presence 1

                      Powers
                      Cybertronian Physique:
                      Size: Growth 10 [Permanent; Innate], Mechanoid: Immunity 10 [Life Support], Alt Mode: Shapeshift 1 [Limited to Machines of comprable size and mass; Quirk - Assuming a new veh mode induces fatigued condition], Language Databanks: Comprehend 3 [Speak, Understand, Read], Cockpit: Feature 1 [Can seat one person]
                      (44 points)
                      Weapons Array:
                      Laser Cannons: Damage 13
                      Alt: Proton Torpedos: Damage 10 [Penetrating; Activation; Extended Range 2, Homing]
                      Alt: Warp Signature Emitter: Illusion 13 [Radio, Mental; Limited to creating false Energy Signatures]
                      Alt: Cloaking Field: Concealment 10 [All Sesnses Other than Tactile; Activation (Move Action), Fades]
                      (16 points)
                      Sensors:
                      Sensory Array: Senses 1 [Communication Link - Cybertron; Complication - link to Cybertron happens at the speed of plot], Communication 4 [Concentration; Subtle 2]
                      (15 points)
                      Components:
                      Minicon: Summon 10 [Active; Side Effect - Cannot Transform when Minicon is active; Self-Powered, Feedback; Mental Link, Monitor], Holographic Emitter: Summon 5 [Variable Type (Variant Department Protocols); Mental Link]
                      (28 points)
                      Seeker Movement Mode:
                      Flight 17 [Dynamic]
                      Alt: Space Flight: Movement 3
                      Alt: Personal Warping Field: Teleport 7 [Extended, Easy; Change Direction, Change Velocicty, Increased Mass 4 (800 lbs)]
                      Alt: Spatial Beacon: Movement 3 [Movement (Space Travel); Portal; Limited to opening portal to his location; Quirk - portal links to space bridge or similar technology, Portal Size up to 1/2 mile]
                      Dyn: Redirecting Warp: Deflect 11 [Reflect, Redirect; Dynamic]
                      Alt: Singularity: Move Object 12 [Burst Area 2, Damaging; Limited to Pulling Objects Toward the Center, Tiring; Quirk - Effect cannot be shut down until three rounds have passed.]
                      (41 points)

                      Equipment

                      Advantages
                      Beginner's Luck, Benefit 2 [Rank, Security Clearance], Defensive Attack, Eidetic Memory, Favored Environment [Space], Jack-of-All-Trades, Improved Aim, Move-by Action

                      Skills
                      Acrobatics 6 (+10), Athletics (+10), Deception 2 (+3), Expertise: Cybertronian Lore 5 (+9), Expertise (+4), Expertise (+4), Expertise (+4), Insight 6 (+10), Intimidation: Note: Perm Growth modifier included. 1 (+7), Investigation 2 (+6), Perception 5 (+9), Persuasion (+1), Ranged Combat: Laser Cannon 8 (+11), Ranged Combat: Torpedo Launchers 11 (+14), Sleight of Hand (+3), Stealth 1 (+5), Technology 7 (+11), Treatment (+4), Vehicles (+3)

                      Offense
                      Initiative +4
                      Laser Cannon +11, Damage 13
                      Proton Torpedos +14, Damage 10

                      Defense
                      Dodge 13,
                      Parry 7
                      Toughness 11 (Def Roll 0),
                      Fortitude 13,
                      Will 10

                      Power Points
                      Abilities 38 + Powers 144 + Advantages 9 + Skills 27 + Defenses 32 = Total 250

                      Complications
                      As Robot mode.

                      Design Notes
                      * Metamorph on the robot, built for flight...
                      Originally posted by R2-E9/ Eject
                      Eject (R2-E9)
                      PL10


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

                      Powers
                      Cybertonian Physique:
                      Alt Mode: Morph 1, Plating: Protection 5, Mechanoid: Immunity 10 [Life Support], Language Databanks: Comprehend 3 [Understand All, Machines], Computer Mind: Quickness 8 [Limited to Mental Tasks], Electrical Discharge: Damage 5 [Ranged]
                      Alt: Claws/ Beak: Damage 4 [Strength Based; Penetrating; Split]
                      (41 points)
                      Airborne Style:
                      Winged Flight: Flight 5, Enhanced Dodge 8 [Limited to when flying]
                      (9 points)
                      Sensory Array:
                      Built in Functionality: Feature 3 [Audio/ Visual Record/ Playback; Holoprojector], Sensory Shield: Immunity 5 [Effects vs All Senses; Affects Others; Limited to Half Effect], Sensor Suite: Senses 13 [Distance/ Direction Sense; Low-Light Vision, Infra Vision, Ultra Vision, Accurate Radio (Radar), Radio; Spatial Awareness (Accurate, Radius, Ranged Mental), Rapid Vision 1]
                      Alt: Detect/ Determine Energon Signature: Senses 3 [Acute Detect (Determine Type of Eenrgy Signature); Ranged; Distracting; Extended Range 11 (-1 Perception/ 190 million miles)]
                      (27 points)

                      Equipment

                      Advantages
                      Assessment, Close Attack 4, Eidetic Memory, Improvised Tools, Jack-of-All-Trades, Well-Informed

                      Skills
                      Acrobatics 5 (+6), Athletics 1 (+1), Close Combat: Claws/ Beak 2 (+9), Deception 3 (+3), Expertise: Cyberton 3 (+5), Expertise (+2), Expertise (+2), Expertise (+2), Insight 2 (+5), Intimidation 3 (+3), Investigation 2 (+4), Perception 9 (+12), Persuasion (+0), Ranged Combat: Blast 8 (+8), Sleight of Hand (+0), Stealth 4 (+5), Technology 8 (+10), Treatment (+2), Vehicles 4 (+4)

                      Offense
                      Initiative +1
                      Electrical Discharge +8, Damage 4
                      Claws/ Beak +9, Damage 4, Split x1

                      Defense
                      Dodge 11,
                      Parry 4
                      Toughness 7 (Def Roll 0),
                      Fortitude 6,
                      Will 11

                      Power Points
                      Abilities 22 + Powers 77 + Advantages 9 + Skills 27 + Defenses 15 = Total 150

                      Complications


                      Design Notes
                      *Simple minion, a minicon that transfrorms to fit the Artoo Socket on an X-Wing.
                      Last edited by Bladewind; 10-08-2015, 06:05 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


                      • #12
                        Re: Blade's Third Edition Builds

                        Firewall
                        PL10


                        Abilities
                        Strength 0,
                        Stamina 0,
                        Agility 0,
                        Dexterity 0,
                        Fighting 6,
                        Intellect 8,
                        Awareness 4,
                        Presence 1

                        Powers
                        Ghost in the Machine: (9 points)
                        Absent Stamina, Strength, Dexterity, Fighting (-40 points)
                        Fortitude Immunity: Immunity 30,
                        Incorporeal: Insubstantial 4 [Continuous; Limited to Realspace, Permanent; Innate],
                        Cyberspace: Movement 1 [Dimensional Travel]
                        Deus Ex: (37 points)
                        Speed of Thought: Feature 1 [Intellect for Initiative],
                        Interface: Comprehend 2 [Machines],
                        Cyberpathy: Communication 4,
                        Processor: Quickness 10 [Limited to Mental Tasks],
                        Built in Functionality: Senses 3 [Infravision, Low Light Vision, Time Sense],
                        Computer Brain: Enhanced Intellect 4
                        Machine Control: (67 points)
                        Network Jump: Teleport 20 [Accurate, Extended ; Medium (Networks); Change Direction, Change Velocity]
                        Alt: Remote Sensing 20 [Audio/ Visual; Simultaneous; Medium - Webcams, ]
                        Alt: Machine Animation: Summon 10 [Controlled, General Type (Machines), Multiple Minions 2 (4 minions); Limited to animating machines within range; Mental Link]
                        Alt: Control Technology: Affliction 10 [Overcome by Tech Skill or Will; Affects Corporeal, Affects Object, Perception; Limited (3rd degree only), Limited (Technology)]
                        Alt: Deactivate Technology: Nullify 10 [Burst Area (30 ft radius), Broad (Technological), Simultaneous; Precise]
                        Alt: Technomorph Blast: Damage 10 [Affects Corporeal, Perception Range; Variable Descriptor 1. Indirect 2]
                        Cyberspace Skill: (17 points)
                        Fighting: Enhanced Fighting 6 [Limited to in Cyberspace],
                        Dodge: Enhanced Dodge 6 [Limited to in Cyberspace],
                        Parry: Enhanced Parry 4 [Limited to in Cyberspace],
                        Toughness: Enhanced Advantages 6 [Defensive Roll; Limited to in Cyberspace],
                        Toughness: Enhanced Advantages 6 [Defensive Roll; Limited to in Cyberspace]

                        Equipment

                        Advantages
                        Assessment, Beginner's Luck,
                        Connected,
                        Jack-of-All-Trades,
                        Skill Mastery [Expertise: Computers],
                        Well-Informed,
                        Defensive Roll 6

                        Skills
                        Acrobatics (+0),
                        Athletics (+0),
                        Deception (+1),
                        Expertise: Computers 10 (+18),
                        Expertise (+8),
                        Insight (+4),
                        Intimidation (+1),
                        Investigation 2 (+10),
                        Perception 4 (+8),
                        Persuasion 3 (+4),
                        Sleight of Hand (+0),
                        Stealth (+0),
                        Technology 10 (+18),
                        Treatment (+8),
                        Vehicles 6 (+6)

                        Offense
                        Initiative +8
                        Technomorphic Blast +0, Damage 10, (Perception Range)
                        Nullify Technology +0, Damage 10
                        Control Technology +0, Damage 10

                        Defense
                        Dodge 6,
                        Parry 10
                        Toughness 6 (Def Roll 6),
                        Fortitude 6,
                        Will 12

                        Power Points
                        Abilities 18 + Powers 130 + Advantages 6 + Skills 18 + Defenses 8 = Total 180

                        Complications
                        Cyberspace - When in cyberspace, Firewall often has to work alone. Further, being a computer realm, he runs the risk of discovery by Brainiac.
                        Motivation - Saving Humanity (He couldn't be there for his family because of a car accident… he WILL be there for everyone else.)"

                        Design Notes
                        * Originally posted for a game set in the DCUniverse Online universe, this is an idea I want to resurrect and enhance... posting it here so that I have a starting point.
                        * It`s also posted here to give ideas to Slasher over in another thread - some of the combos of powers and concepts here were statted by Belial666
                        Last edited by Bladewind; 11-12-2015, 09:11 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


                        • #13
                          Re: Blade's Third Edition Builds

                          Might does not make right. Right makes might.

                          Name: Turbine (I'm not entirely happy with this name and may still change it.)
                          Alt Modes: Off-road vehicle, hovercraft
                          Primary Function: Support/ Medic/ Search and Rescue

                          From the data tracks of Ten Four:
                          The irony with Turbine is that any lesser bot would have either had their Spark extinguished or would have become exactly what the Decepticons were trying to create – the next evolution in Decepticon warrior.

                          Sadly, most subjects that underwent the process that made Turbine what he is were extinguished. Thankfully, he made the decision early on that he would endure as much as possible and when the time was right he would find a way to join the Autobots and deliver the secrets that were his upgrades.

                          From Turbine’s debriefing log:

                          My name was Air Supply and I was once a Protectobot.

                          I served my role as medic well and when the Decepticons occupied my home, I was forced to service their wounded. I refused to service only Decpticons, also helping captured citizens. When they inflicted damage on me, it failed to dissuade me and I refused to work altogether when they isolated me from other prisonsers.

                          Amused, they threw me into a gladiator pit to watch me die. Somehow, I survived. When I had survived my third match, they decided to upgrade me. That’s when I decided that I would do everything I could to survive and then bring back my modifications and upgrades for scanning and use by the Autobots. No longer would I stand neutral in the war, the Decepticons way meant tyranny and oppression – not the freedom and autonomy they professed.

                          Matches grew more grueling, and upgrades more extensive. Soon, there was nothing left of my original alternate mode and my robot mode was significantly more powerful. Still, the Decepticons were not done with me. Imprisoned in a large arena with nearly two dozen others, we were forced to fight until only one would remain. That victor would become a Decepticon, regain their name or choose a new name, and would be subjected to the ultimate upgrade.

                          That upgrade turned out to be a second alt-mode.

                          I bided my time, allowing them to complete their work. I was surprised when they took it as written that my diagnostic arrays were offline as I had simply rerouted power when I had sustained damage in a battle and never reactivated them. The array was left in place when I was upgraded and I rerouted my internal power once again and was able to fulfill my primary function as well as look for my opportunity.

                          Using my land vehicle to my advantage, I was able to surrender to a group of Autobots led by Ten-Four and was taken back to Iacon under – understandable – heavy surveillance. I held my secrets until in the presence of those that could make good use of them.

                          To my surprise, once scans and data had been gathered I was offered the choice to join the Autobots and accepted. I also chose to keep the name I had taken when I had “graduated” from the arenas and gladiator pits as a reminder of why we fight.

                          Weapons/ Abilities: Turbine is capable of generating blasts of force. Although best described as concussive air, his weapons generate enough force on their own to not require an air supply and indeed will function in a vacuum. His alt modes also make use of this ability, generating powerful downdrafts and creating cover in the form of dust/ rust storms.
                          Turbine is a capable fighter possessed of an indomitable will. He will retreat when that is the best option, but he will also stand his ground and hold his position when the odds are fully against him or his situation.

                          Weaknesses
                          Turbine is first and foremost a medic and will treat those that can be saved or even help those not likely to survive to the detriment of his own well-being. This sentiment can be used against him even if he does have a large sense of self preservation.
                          Despite having survived Decepticon arenas and gladiator pits – or perhaps because of it – Turbine has a fear of being forced to fight allies or even harm allies in friendly cross fire.


                          PL10


                          Abilities
                          Strength 10,
                          Stamina NA,
                          Agility 0,
                          Dexterity 2,
                          Fighting 7,
                          Intellect 2,
                          Awareness 3,
                          Presence 1

                          Powers
                          Cybertronian Life Form: (27 points)
                          Wind Hearing: Feature 1 [Ignore wind effects on Perception checks to hear things],
                          Armored Plating: Protection 3,
                          Can use Extra Effort: Feature 3,
                          Specialized Compartments: Feature 1 [(Place to store weapons, and items in chassis)],
                          Triple Changer: Shapeshift 1 [Limited to Two Alt Modes, One Robot Modes and enhancing defined powerset],
                          Incredible Balance: Movement 4 [Sure Footed 3, Wall Crawling (Limited to Upright Movement) 2],
                          Fast: Speed 4
                          Weapons Array: (27 points)
                          Air Blast: Damage 10 [(Air Pressure); Ranged; Variable Descriptor (Compressed Air or Projectile Damage)]
                          Alt: Air Burst: Affliction 7 [Resisted and Overcome by Will (Dazed, Stunned, Incapacitated)]
                          Alt: Blinding Gust: Affliction 10 [Overcome by Toughness: Impaired, Disabled, Unaware; Ranged, Cumulative; Limited to Vision]
                          Alt: Flinging Gust: Move Object 12 [If hit target, target makes STR or DODGE check against rank check.; Target is flung back Effect Rank minus weight Rank]
                          Alt: Deflecting Winds: Deflect 12 [Burst Area; Limited to Physical Projectiles]
                          Alt: Wrist Blades: Damage 3 [Strength Based]
                          Alt: Energon Sword: Damage 10 [Linked to Weaken Toughness 10]
                          Sensor Array: (17 points)
                          Detect Decepticon Energy Signatures: [Ranged; Extended 3],
                          Darkvision,
                          Extended Vision 2,
                          Rapid Vision 2,
                          Ultravision,
                          Time Sense,
                          Distance Sense,
                          Direction Sense,
                          Radio
                          Alt: Diagnostic Array: Senses 11 [Rapid x2, Analytical Detect Spark Intenstity, Microscopic Vision 3, Acute, Analytical Ranged Detect Energon]
                          Cybertronian Physique: (37 points)
                          Size: Growth 8 [Permanent; Innate],
                          Robotic Lifeform: Immunity 30 [(Fortitude)],
                          Absent Stamina: Enhanced Stamina -5,
                          Toughness Modifier: Protection 5 (Modifier to Toughness in lieu of Stamina for Growth)

                          Equipment

                          Advantages
                          Close Attack 3,
                          Accurate Attack,
                          Assessment,
                          Defensive Attack,
                          Eidetic Memory,
                          Evasion 2,
                          Improved Aim,
                          Favored Foe [Decepticon Triple Changers],
                          Improved Disarm,
                          Improved Initiative 2,
                          Interpose,
                          Move-by Action,
                          Power Attack,
                          Quick Draw,
                          Takedown 2,
                          Ultimate Effort [Spend HP for effective 20 on Will],
                          Second Chance [Will],

                          Skills
                          Acrobatics 7 (+7),
                          Athletics 9 (+19),
                          Close Combat: Unarmed 0 (+10),
                          Close Combat: Wrist Blades 2 (+12),
                          Close Combat: Energon Sword (+10),
                          Deception (+1),
                          Expertise: Cybertronian Anatomy 8 (+10),
                          Insight (+3),
                          Intimidation: Note: Perm Growth modifier included. (+5),
                          Investigation 4 (+6),
                          Perception 8 (+11),
                          Persuasion (+1),
                          Ranged Combat: Weapons Array 8 (+10),
                          Sleight of Hand 3 (+5),
                          Stealth (+0),
                          Technology 10 (+12),
                          Treatment 12 (+14),
                          Vehicles 5 (+7)

                          Offense
                          Initiative +8
                          Air Blast +10, Damage 10
                          Unarmed +10, Damage 10
                          Wrist Blades +12, Damage 6, Penetrating
                          Energon Sword +10, Damage 10, Linked Weaken Toughness

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

                          Power Points
                          Abilities 34 + Powers 106 + Advantages 24 + Skills 38 + Defenses 24 = Total 226

                          Complications
                          Motivation - Justice. He seeks an end to the war and for those that brought suffering to be brought to justice
                          Motivation - Protecting his allies. Turbine has a genuine fear of hitting allies in crossfire or being forced to fight them.
                          Enemy - Shockwave. His ability to triple chance is both a blessing and a curse. Shockwave is responsible and will be brought down

                          Design Notes
                          * I noticed that other builds hover around the 215 power point mark so I went for that relative area.
                          * I chose Shapeshift with a rather oddly written flaw. I originally had Morph w/ Metamorph and an alt power of the same for the third form. Cost was the same and this, to me, more accurately represents the Transformers' ability to image on vehicles.
                          * In terms of abilities, he sits between Scientist and Soldier with leanings (in my mind) to Scientist/ Support.
                          * Bot form is the Toughest, Copter is the best at getting out of the way (Dodge) and the Land Vehicle sits in the middle of the two.
                          * I still want to find a better name... one that reflects his air-based abilities and works in both alt-modes.



                          Originally posted by Copter Mode
                          Abilities
                          Strength 10,
                          Stamina NA,
                          Agility 0,
                          Dexterity 2,
                          Fighting 7,
                          Intellect 2,
                          Awareness 3,
                          Presence 1

                          Powers
                          Cybertronian Life Form: (24 points)
                          Wind Hearing: Feature 1 [Ignore wind effects on Perception checks to hear things],
                          Can use Extra Effort: Feature 3,
                          Specialized Compartments: Feature 1 [(Place to store weapons, and items in chassis)],
                          Triple Changer: Shapeshift 1 [Limited to Two Alt Modes, One Robot Modes and enhancing defined powerset],
                          Flight 5 [Quirk - No Limbs (can't use melee attacks)]
                          Weapons Array: (26 points)
                          Air Blast: Damage 10 [(Air Pressure); Ranged; Variable Descriptor (Compressed Air or Projectile Damage)]
                          Alt: Air Burst: Affliction 7 [Resisted and Overcome by Will (Dazed, Stunned, Incapacitated)]
                          Alt: Blinding Gust: Affliction 10 [Overcome by Toughness: Impaired, Disabled, Unaware; Ranged, Cumulative; Limited to Vision]
                          Alt: Flinging Gust: Move Object 12 [If hit target, target makes STR or DODGE check against rank check.; Target is flung back Effect Rank minus weight Rank]
                          Alt: Deflecting Winds: Deflect 12 [Burst Area; Limited to Physical Projectiles]
                          Alt: Turbine Pull: Move Object 10 [Sustained; Limited to Pulling Towards Him]
                          Sensor Array: (17 points)
                          Detect Decepticon Energy Signatures: Senses 1 [Ranged; Extended 3], Darkvision, Extended Vision 2, Rapid Vision 2, Ultravision: Senses 11 [Time Sense, Distance Sense, Direction Sense, Radio]
                          Alt: Diagnostic Array: Senses 11 [Rapid x2, Analytical Detect Spark Intenstity, Microscopic Vision 3, Acute, Analytical Ranged Detect Energon]
                          Cybertronian Physique: (37 points)
                          Size: Growth 8 [Permanent; Innate], Robotic Lifeform: Immunity 30 [(Fortitude)], Absent Stamina: Enhanced Stamina -5, Toughness Modifier: Protection 5

                          Equipment

                          Advantages
                          Close Attack 3,
                          Accurate Attack,
                          Assessment,
                          Defensive Attack,
                          Eidetic Memory,
                          Evasion 2,
                          Improved Aim,
                          Favored Foe [Decepticon Triple Changers],
                          Improved Disarm,
                          Improved Initiative 2,
                          Interpose,
                          Move-by Action,
                          Power Attack,
                          Quick Draw, Takedown 2,
                          Ultimate Effort [Spend HP fot effective 20 on Will],
                          Second Chance [Will],

                          Skills
                          Acrobatics 7 (+7),
                          Athletics 9 (+19),
                          Close Combat: Unarmed 0 (+10),
                          Deception (+1),
                          Expertise: Cybertronian Anatomy 8 (+10),
                          Insight (+3),
                          Intimidation: Note: Perm Growth modifier included. (+5),
                          Investigation 4 (+6),
                          Perception 8 (+11),
                          Persuasion (+1),
                          Ranged Combat: Weapons Array 8 (+10),
                          Sleight of Hand 3 (+5),
                          Stealth (+0),
                          Technology 10 (+12),
                          Treatment 12 (+14),
                          Vehicles 1 (+3)

                          Offense
                          Initiative +8
                          Air Blast +10, Damage 10
                          Unarmed +10, Damage 10

                          Defense
                          Dodge 12,
                          Parry 9
                          Toughness 8 (Def Roll 0),
                          Fortitude NA,
                          Will 11

                          Power Points
                          Abilities 34 + Powers 101 + Advantages 25 + Skills 35 + Defenses 30 = Total 225

                          Complications
                          as primary build

                          Design Notes
                          * As primary build
                          * In Copter form, he doesn't have access to his melee attacks so I did not charge him for them.
                          * Not paid for, but should probable have "space to carry two medium size bots
                          * Flight speed is deliberately low to not step on Scythe's niche.
                          Originally posted by Vehicle Mode
                          Abilities
                          Strength 10,
                          Stamina NA,
                          Agility 0,
                          Dexterity 2,
                          Fighting 7,
                          Intellect 2,
                          Awareness 3,
                          Presence 1

                          Powers
                          Cybertronian Life Form: (22 points)
                          Wind Hearing: Feature 1 [Ignore wind effects on Perception checks to hear things],
                          Armored Plating: Protection 1,
                          Can use Extra Effort: Feature 3,
                          Specialized Compartments: Feature 1 [(Place to store weapons, and items in chassis)],
                          Triple Changer: Shapeshift 1 [Limited to Two Alt Modes, One Robot Modes and enhancing defined powerset],
                          Land Speed: Speed 5 [Quirk - No Limbs (can't use melee attacks)],
                          Leaping 5 [250 feet]
                          Weapons Array: (25 points)
                          Air Blast: Damage 10 [(Air Pressure); Ranged; Variable Descriptor (Compressed Air or Projectile Damage)]
                          Alt: Air Burst: Affliction 7 [Resisted and Overcome by Will (Dazed, Stunned, Incapacitated)]
                          Alt: Downdraft: Affliction 10 [Overcome by Toughness: Impaired, Disabled, Unaware; Ranged, Cumulative; Limited to Vision]
                          Alt: Updraft: Move Object 12 [Limited to pulling objects up]
                          Alt: Missiles: Damage 7 [Ranged, Burst Area]
                          Sensor Array: (17 points)
                          Detect Decepticon Energy Signatures: Senses 1 [Ranged; Extended 3], Darkvision, Extended Vision 2, Rapid Vision 2, Ultravision: Senses 11 [Time Sense, Distance Sense, Direction Sense, Radio]
                          Alt: Diagnostic Array: Senses 11 [Rapid x2, Analytical Detect Spark Intenstity, Microscopic Vision 3, Acute, Analytical Ranged Detect Energon]
                          Cybertronian Physique: (37 points)
                          Size: Growth 8 [Permanent; Innate],
                          Robotic Lifeform: Immunity 30 [(Fortitude)],
                          Absent Stamina: Enhanced Stamina -5,
                          Toughness Modifier: Protection 5

                          Equipment

                          Advantages
                          Close Attack 3,
                          Accurate Attack,
                          Assessment,
                          Defensive Attack,
                          Eidetic Memory,
                          Evasion 2,
                          Improved Aim,
                          Favored Foe [Decepticon Triple Changers],
                          Improved Disarm,
                          Improved Initiative 2,
                          Interpose,
                          Move-by Action,
                          Power Attack,
                          Quick Draw,
                          Takedown 2,
                          Ultimate Effort [Spend HP fot effective 20 on Will],
                          Second Chance [Will]

                          Skills
                          Acrobatics 7 (+7), Athletics 9 (+19)
                          Close Combat: Unarmed 0 (+10),
                          Deception (+1),
                          Expertise: Cybertronian Anatomy 8 (+10),
                          Insight (+3),
                          Intimidation: Note: Perm Growth modifier included. (+5),
                          Investigation 4 (+6),
                          Perception 8 (+11),
                          Persuasion (+1),
                          Ranged Combat: Weapons Array 8 (+10),
                          Sleight of Hand 3 (+5),
                          Stealth (+0),
                          Technology 10 (+12), Treatment 12 (+14),
                          Vehicles 1 (+3)

                          Offense
                          Initiative +8
                          Air Blast +10, Damage 10
                          Missiles +10, Damage 7, Ranged, Burst Area

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

                          Power Points
                          Abilities 34 + Powers 101 + Advantages 22 + Skills 35 + Defenses 29 = Total 221

                          Complications
                          as primary build

                          Design Notes
                          * As primary build
                          * In Land Vehicle form, he doesn't have access to his melee attacks so I did not charge him for them.
                          * Not paid for, but should probable have "space to carry two medium size bots
                          * I envision the vehicle form, if ever modelled on an Earth Vehicle, to be a modified Hummer with oversized back wheels.
                          Posted in this variation as I am converting to a Fortitude based version
                          Last edited by Bladewind; 08-16-2017, 12:23 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


                          • #14
                            Re: Blade's Third Edition Builds

                            .

                            With Olympian Active


                            Aeneas/ Hephaestus

                            Aeneas has perhaps a unique status among those who wield the power of the Olympians - his mother was bonded to Aphrodite.

                            Aeneas sided with his family and the Illions during the war, bring his considerable talents with technology to bear for whatever ship he was assigned to at any given time. In fact, so great were his abilities to repair and modify technology that he was brought before the commanders of the Illion fleet and assigned to be chief engineer to the entire armada. Coordinating the engineers and mechanics in the fleet, Aeneas quickly seized upon ideas great and small. He prioritized needs and allocation of resources with precision and passion earning him the respect and admiration of all whom he came in contact with.

                            As the war took a heavy toll on both sides, Aeneas eventually found himself on board the Remus, a powerful Illion ship and the lead ship in an Illion attack squadron. In attempting to bring the fleet to bear in defense of his sector, the Remus came under heavy fire and Aeneas was soon the highest ranking living officer. With nothing to be gained from fighting the losing battle, he ordered a retreat but was pursued relentlessly by the Athenian ship Aeoleus. Battered and heavily damage, Aeneas was left with little choice but to surrender. As boarding parties took his crew prisoner, the Cthons attacked both sides and in the confusion Aeneas gathered whomever he could and used one of the few remaining vessels - the Hector - to escape, eventually joining up with the Odyssey. Seeking refuge, Aeneas offered all of his ship's resources and supplies in exchange for the safety and asylum of his crew. He was the last to leave the ship as the Cthons caught up to them. He brought the Hector to bear, using his vast technological talents to do the work of several people.

                            Satisfied that he had saved all that he could, Aeneas set his ship on a collision course with the Cthon lead ship to buy the Odyssey time to leave the scene. It should have been his end, but the Olympian Hephaestus choose that moment to make himself known the Illion prince, and bonded with him. Debris and components flew at him from all sides, encasing what was already Hephasteus' armoured form, and Aeneas was suddenly as powerful as any five of the fleets attack fighters. And as large.

                            Pushing the Hector into a collision with the Cthons, he retreated towards the Oddysey, following the ship's energy trail and seeking sanctuary for himself, promising both the power of Hephaestus and his own engineering skills to the beleaguered survivors in their quest to return home... or to found a new colony.

                            Aeneas
                            PL12


                            Abilities
                            Strength 15,
                            Stamina 15,
                            Agility 0,
                            Dexterity 1,
                            Fighting 3,
                            Intellect 4,
                            Awareness 1,
                            Presence 2

                            Powers
                            Hephasteus:
                            Immunity - Life Support: Immunity 10,
                            Environmental Adaptation: Movement 1 [Zero G],
                            Passenger Space: Feature [Carry Objects up to size rank 3 less than your own],
                            Deus Ex Machina: Morph 3 [Any type of Vehicule],
                            Variable Size: Growth 12 [Dynamic]
                            Dyn: Bio Enhancement: Enhanced Trait 12 [Enhanced Strength 6, Enhanced Stamina 6, ]
                            Dyn: Gravity Driver Enhancement: Flight 12
                            Gravity Drivers: Flight 8 [500 MPH]
                            (67 points)
                            Tech Savant:
                            Machines Like Me: Feature 1 [Routine Breakdowns, crashes, and similar problems do not affect him or tech he operates],
                            Machine Mind: Immunity 10 [Mental Powers],
                            Display/ Heads Up Display: Feature 1,
                            Control Technology: Affliction 10 [Overcome by Technology Skill or Will; Affects Objects; Limited - Third Degree Only, Affects Objects Only, Limited to Technology],
                            Interface: Comprehend 2 [(Comprehend Machines)]
                            (20 points)
                            Weapons Systems:
                            Defense Parameter 1: Enhanced Parry 7 [Linked to Variable Size - Can only be used to offset Growth penalty],
                            Defense Parameter 2: Enhanced Dodge 7 [Linked to Variable Size - Can only be used to offset Growth penalty]
                            Alt: Proton Torpedoes: Damage 8 [Ranged; Alternate Effect of Gravity Drivers]
                            (13 points)

                            Equipment


                            Advantages
                            Accurate Attack,
                            All-Out Attack,
                            Improved Initiative 1,
                            Interpose,
                            Move-by Action,
                            Improvised Tools,
                            Inventor,
                            Ultimate Effort [Spend HP for auto 20 on Technology]

                            Skills
                            Athletics (+15),
                            Close Combat: Unarmed 6 (+9),
                            Deception (+2),
                            Expertise: Sciences 10 (+14),
                            Insight (+1),
                            Intimidation: Note: Perm Growth modifier included. (+8),
                            Perception 6 (+7),
                            Persuasion (+2),
                            Ranged Combat: Torpedoes 10 (+11),
                            Stealth (+0),
                            Technology 12 (+16),
                            Vehicles 8 (+9)

                            Offense
                            Initiative +4
                            Unarmed +9, Damage 15
                            Torpedo Array +11, Damage 8

                            Defense
                            Dodge 5, Parry 6
                            Toughness 15 (Def Roll 0),
                            Fortitude 17,
                            Will 5

                            Power Points
                            Abilities 34 + Powers 100 + Advantages 8 + Skills 26 + Defenses 12 = Total 180

                            Complications


                            Design Notes
                            * OK, as noted, work in progress.
                            * A lot of caps are missed here, but before I address that, let's talk concept:
                            . * The idea is that with Heph active, he can actually assume the form of any vehicle from his normal human size up to 60 feet in length.
                            . * The Bio Enhancement represent being able to assume smaller sizes but being just as strong
                            . * Defense Parameters are an ability to offset the slowness of his size (in terms of defenses)
                            . * The lot of these are meant to wave the need to be constantly recalculating the strength, stamina, parry and dodge traits.
                            * Some things I am trying to figure out
                            . * The Deus Ex Machina is simply the ability to assume any form of vehicle. From sports car to starfighter. With his Gravity Drivers he can fly or move along the ground as if driving.
                            . * Morph is hella expensive for what I'm using it for, but I felt a flaw of "signature colors" was cheesy. The more I think about it though, the more it makes sense
                            . * The Passenger Space feature has me vexed and determined the Growth rank. I wanted to have him be able to have 2-3 passengers at max size. Going by the Feature in the Hero's Handbook it doesn't quite work that way, but vehicle size suggests this is easily accomplished.
                            . * In terms of his size, his ability to fly is linked to how large he is. The closer to human size, the faster. Technically this means he can achieve rank 20 Flight but I will be unlikely to use that rank.
                            * He is meant to be the Engineer/ Tech Guy as opposed to the mobile weapons platform.

                            * Alternatively, is this build is too much, my Myrmidon build (Iron Man 3 tribute of sorts) is also a viable option but despite needing polish, this concept intrigues me.


                            Originally posted by version 2
                            Aeneas
                            PL12


                            Abilities
                            Strength 1,
                            Stamina 2,
                            Agility 0,
                            Dexterity 2,
                            Fighting 4,
                            Intellect 10,
                            Awareness 4,
                            Presence 0

                            Powers
                            Hephasteus: (66 points)
                            Immunity - Life Support: Immunity 10,
                            Environmental Adaptation: Movement 1 - Zero G,
                            Sensor Masking: Concealment 10 [All Senses; Limited to Technology],
                            Vulcan: Summon 7 [Controlled, Heroic, Variable Type]
                            Tech Savant: (21 points)
                            Machines Like Me: Feature 1 [Routine Breakdowns, crashes, and similar problems do not affect him or tech he operates],
                            Machine Mind: Immunity 10 [Mental Powers],
                            Display/ Heads Up Display: Feature 2,
                            Control Technology: Affliction 12 [Overcome by Technology Skill or Will; Affects Objects; Limited - Third Degree Only, Affects Objects Only, Limited to Technology],
                            Interface: Comprehend 2 [(Comprehend Machines)]

                            Equipment

                            Advantages
                            Beginner's Luck,
                            Eidetic Memory,
                            Jack-of-all-Trades,
                            Improvised Tools, Inventor,
                            Skill Mastery [Routine checks with Technology under any circumstance],
                            Ultimate Effort [Spend HP for auto 20 on Technology],
                            Ranged Attack 5

                            Skills
                            Acrobatics (+0),
                            Athletics (+1),
                            Close Combat: Unarmed 6 (+10),
                            Deception (+0),
                            Expertise (+10),
                            Expertise: Science 10 (+20),
                            Insight 4 (+8),
                            Intimidation (+0),
                            Investigation 5 (+15), Perception (+4),
                            Persuasion (+0),
                            Sleight of Hand (+2),
                            Stealth (+0),
                            Technology 12 (+22),
                            Treatment (+10),
                            Vehicles 9 (+11)

                            Offense
                            Initiative +0

                            Defense
                            Dodge 5,
                            Parry 6
                            Toughness 2 (Def Roll 0),
                            Fortitude 4,
                            Will 7

                            Power Points
                            Abilities 46 + Powers 87 + Advantages 12 + Skills 23 + Defenses 12 = Total 180

                            Complications


                            Design Notes
                            * Vulcan is a secondary aspect of the Hephasteus Olympian and is a sentient ship. There would be little deviation from the traits of vehicles as outlined in the Hero's Handbook
                            * Now he's more the Tech Guy of the group
                            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


                            • #15
                              Re: Blade's Third Edition Builds

                              Might does not make right. Right makes might.

                              Name: Turbine (I'm not entirely happy with this name and may still change it.)
                              Alt Modes: Off-road vehicle, hovercraft
                              Primary Function: Support/ Medic/ Search and Rescue

                              From the data tracks of Ten Four:
                              The irony with Turbine is that any lesser bot would have either had their Spark extinguished or would have become exactly what the Decepticons were trying to create – the next evolution in Decepticon warrior.

                              Sadly, most subjects that underwent the process that made Turbine what he is were extinguished. Thankfully, he made the decision early on that he would endure as much as possible and when the time was right he would find a way to join the Autobots and deliver the secrets that were his upgrades.

                              From Turbine’s debriefing log:

                              My name was Air Supply and I was once a Protectobot.

                              I served my role as medic well and when the Decepticons occupied my home, I was forced to service their wounded. I refused to service only Decpticons, also helping captured citizens. When they inflicted damage on me, it failed to dissuade me and I refused to work altogether when they isolated me from other prisonsers.

                              Amused, they threw me into a gladiator pit to watch me die. Somehow, I survived. When I had survived my third match, they decided to upgrade me. That’s when I decided that I would do everything I could to survive and then bring back my modifications and upgrades for scanning and use by the Autobots. No longer would I stand neutral in the war, the Decepticons way meant tyranny and oppression – not the freedom and autonomy they professed.

                              Matches grew more grueling, and upgrades more extensive. Soon, there was nothing left of my original alternate mode and my robot mode was significantly more powerful. Still, the Decepticons were not done with me. Imprisoned in a large arena with nearly two dozen others, we were forced to fight until only one would remain. That victor would become a Decepticon, regain their name or choose a new name, and would be subjected to the ultimate upgrade.

                              That upgrade turned out to be a second alt-mode.

                              I bided my time, allowing them to complete their work. I was surprised when they took it as written that my diagnostic arrays were offline as I had simply rerouted power when I had sustained damage in a battle and never reactivated them. The array was left in place when I was upgraded and I rerouted my internal power once again and was able to fulfill my primary function as well as look for my opportunity.

                              Using my land vehicle to my advantage, I was able to surrender to a group of Autobots led by Ten-Four and was taken back to Iacon under – understandable – heavy surveillance. I held my secrets until in the presence of those that could make good use of them.

                              To my surprise, once scans and data had been gathered I was offered the choice to join the Autobots and accepted. I also chose to keep the name I had taken when I had “graduated” from the arenas and gladiator pits as a reminder of why we fight.

                              Weapons/ Abilities: Turbine is capable of generating blasts of force. Although best described as concussive air, his weapons generate enough force on their own to not require an air supply and indeed will function in a vacuum. His alt modes also make use of this ability, generating powerful downdrafts and creating cover in the form of dust/ rust storms.
                              Turbine is a capable fighter possessed of an indomitable will. He will retreat when that is the best option, but he will also stand his ground and hold his position when the odds are fully against him or his situation.

                              Weaknesses
                              Turbine is first and foremost a medic and will treat those that can be saved or even help those not likely to survive to the detriment of his own well-being. This sentiment can be used against him even if he does have a large sense of self preservation.
                              Despite having survived Decepticon arenas and gladiator pits – or perhaps because of it – Turbine has a fear of being forced to fight allies or even harm allies in friendly cross fire.


                              PL10


                              Abilities
                              Strength 10,
                              Stamina 8,
                              Agility 0,
                              Dexterity 2,
                              Fighting 7,
                              Intellect 2,
                              Awareness 3,
                              Presence 1

                              Powers
                              Cybertronian Life Form: (45 points)
                              Wind Hearing: Feature 1 [Ignore wind effects on Perception checks to hear things],
                              Armored Plating: Protection 3,
                              Specialized Compartments: Feature 1 [(Place to store weapons, and items in chassis)],
                              Triple Changer: Shapeshift 1 [Limited to Two Alt Modes, One Robot Modes and enhancing defined powerset],
                              Incredible Balance: Movement 4 [Sure Footed 3, Wall Crawling (Limited to Upright Movement) 2],
                              Fast: Speed 4, Size:
                              Growth 8 [Permanent; Innate]
                              Immune to Aging, Suffocation, Sleep, Vacuum
                              Weapons Array: (27 points)
                              Air Blast: Damage 10 [(Air Pressure); Ranged; Variable Descriptor (Compressed Air or Projectile Damage)]
                              Alt: Air Burst: Affliction 7 [Resisted and Overcome by Fort (Dazed, Stunned, Incapacitated)]
                              Alt: Blinding Gust: Affliction 10 [Overcome by Fort Impaired, Disabled, Unaware; Ranged, Cumulative; Limited to Vision]
                              Alt: Flinging Gust: Move Object 12 [If hit target, target makes STR or DODGE check against rank check.; Target is flung back Effect Rank minus weight Rank]
                              Alt: Deflecting Winds: Deflect 12 [Burst Area; Limited to Physical Projectiles]
                              Alt: Wrist Blades: Damage 3 [Strength Based]
                              Alt: Energon Sword: Damage 10 [Linked to Weaken Toughness 10]
                              Sensor Array: (31 points)
                              Head Lights: Environment 2 (Reduce total concealment from darkness to partial or partial concealment to none (60 ft range)) Cone Area
                              Detect Decepticon Energy Signatures: Senses 1 [Ranged; Extended 3],
                              Darkvision,
                              Extended Vision 2,
                              Rapid Vision 2,
                              Ultravision:
                              Time Sense,
                              Distance Sense,
                              Direction Sense,
                              Radio
                              Diagnostic Array: Senses 11
                              Rapid x2, Analytical Detect Spark Intenstity,
                              Microscopic Vision 3,
                              Acute, Analytical Ranged Detect Energon

                              Equipment


                              Advantages
                              Close Attack 3,
                              Accurate Attack,
                              Assessment,
                              Defensive Attack,
                              Eidetic Memory,
                              Evasion 2,
                              Improved Aim,
                              Favored Foe [Decepticon Triple Changers],
                              Improved Disarm,
                              Improved Initiative 2,
                              Interpose,
                              Move-by Action,
                              Power Attack,
                              Quick Draw, Takedown 2,
                              Ultimate Effort [Spend HP fot effective 20 on Will],
                              Second Chance [Will]

                              Skills
                              Acrobatics 7 (+7),
                              Athletics 9 (+19),
                              Close Combat: Unarmed 0 (+10),
                              Close Combat: Wrist Blades 2 (+12),
                              Close Combat: Energon Sword (+10),
                              Deception (+1),
                              Expertise: Cybertronian Anatomy 8 (+10),
                              Insight (+3),
                              Intimidation: Note: Perm Growth modifier included. (+5),
                              Investigation 4 (+6),
                              Perception 8 (+11),
                              Persuasion (+1),
                              Ranged Combat: Weapons Array 8 (+10),
                              Sleight of Hand 3 (+5),
                              Stealth (+0),
                              Technology 10 (+12),
                              Treatment 12 (+14),
                              Vehicles 5 (+7)

                              Offense
                              Initiative +8
                              Air Blast +10, Damage 10
                              Unarmed +10, Damage 10
                              Wrist Blades +12, Damage 6, Penetrating
                              Energon Sword +10, Damage 10, Linked Weaken Toughness

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

                              Power Points
                              Abilities 34 + Powers 101 + Advantages 22 + Skills 38 + Defenses 25 = Total 220

                              Complications
                              Motivation - Justice. He seeks an end to the war and for those that brought suffering to be brought to justice
                              Motivation - Protecting his allies. Turbine has a genuine fear of hitting allies in crossfire or being forced to fight them.
                              Enemy - Shockwave. His ability to triple chance is both a blessing and a curse. Shockwave is responsible and will be brought down

                              Design Notes
                              * I noticed that other builds hover around the 215 power point mark so I went for that relative area.
                              * I chose Shapeshift with a rather oddly written flaw. I originally had Morph w/ Metamorph and an alt power of the same for the third form. Cost was the same and this, to me, more accurately represents the Transformers' ability to image on vehicles.
                              * Note that none of the forms have the five points spent from the rank of Shapeshift. I don't really see a need to assign them though.
                              * In terms of abilities, he sits between Scientist and Soldier with leanings (in my mind) to Scientist/ Support.
                              * Bot form is the Toughest, Copter is the best at getting out of the way (Dodge) and the Land Vehicle sits in the middle of the two.
                              * They all have lights to a certain extent, Bot with a 60 ft range, Land Vehicle have a 250 range, whereas Copter has full on Search Lights with a 500 ft range
                              * I still want to find a better name... one that reflects his air-based abilities and works in both alt-modes.



                              Originally posted by Copter Mode

                              PL10


                              Abilities
                              Strength 10,
                              Stamina 8,
                              Agility 0,
                              Dexterity 2,
                              Fighting 7,
                              Intellect 2,
                              Awareness 3,
                              Presence 1

                              Powers
                              Cybertronian Life Form: (39 points)
                              Wind Hearing: Feature 1 [Ignore wind effects on Perception checks to hear things],
                              Flight 5 [Quirk - No Limbs (can't use melee attacks)],
                              Size: Growth 8 [Permanent; Innate],
                              Specialized Compartments: Feature 1 [(Place to store weapons, and items in chassis)],
                              Triple Changer: Shapeshift 1 [Limited to Two Alt Modes, One Robot Modes and enhancing defined powerset]
                              Immune to Aging, Suffocation, Sleep, Vacuum
                              Weapons Array: (26 points)
                              Air Blast: Damage 10 [(Air Pressure); Ranged; Variable Descriptor (Compressed Air or Projectile Damage)]
                              Alt: Air Burst: Affliction 7 [Resisted and Overcome by Fort (Dazed, Stunned, Incapacitated)]
                              Alt: Blinding Gust: Affliction 10 [Overcome by Fort Impaired, Disabled, Unaware; Ranged, Cumulative; Limited to Vision]
                              Alt: Flinging Gust: Move Object 12 [If hit target, target makes STR or DODGE check against rank check.; Target is flung back Effect Rank minus weight Rank]
                              Alt: Deflecting Winds: Deflect 12 [Burst Area; Limited to Physical Projectiles]
                              Alt: Turbine Pull: Move Object 10 [Sustained; Limited to Pulling Towards Him]
                              Sensor Array: (24 points)
                              Searchlights: Environment 5 (Reduce total concealment from darkness to partial or partial concealment to none (500 ft range)) Cone Area
                              Detect Decepticon Energy Signatures: Senses 1 [Ranged; Extended 3],
                              Darkvision,
                              Extended Vision 5,
                              Rapid Vision 2,
                              Ultravision:
                              Time Sense,
                              Distance Sense,
                              Direction Sense,
                              Radio

                              Equipment

                              Advantages
                              Close Attack 3,
                              Accurate Attack,
                              Assessment,
                              Defensive Attack,
                              Eidetic Memory, Evasion 2,
                              Improved Aim,
                              Favored Foe [Decepticon Triple Changers],
                              Improved Disarm,
                              Improved Initiative 2,
                              Interpose,
                              Move-by Action,
                              Power Attack,
                              Quick Draw,
                              Takedown 2,
                              Ultimate Effort [Spend HP fot effective 20 on Will],
                              Second Chance [Will]

                              Skills
                              Acrobatics 7 (+7),
                              Athletics 9 (+19),
                              Close Combat: Unarmed 0 (+10),
                              Deception (+1),
                              Expertise: Cybertronian Anatomy 8 (+10),
                              Insight (+3),
                              Intimidation: Note: Perm Growth modifier included. (+5),
                              Investigation 4 (+6), Perception 8 (+11),
                              Persuasion (+1),
                              Ranged Combat: Weapons Array 8 (+10),
                              Sleight of Hand 3 (+5),
                              Stealth (+0),
                              Technology 10 (+12),
                              Treatment 12 (+14),
                              Vehicles 1 (+3)

                              Offense
                              Initiative +8
                              Air Blast +10, Damage 10
                              Unarmed +10, Damage 10

                              Defense
                              Dodge 12,
                              Parry 9
                              Toughness 8 (Def Roll 0),
                              Fortitude 8,
                              Will 11

                              Power Points
                              Abilities 34 + Powers 89 + Advantages 22 + Skills 35 + Defenses 30 = Total 210
                              Complications
                              as primary build

                              Design Notes
                              * As primary build
                              * In Copter form, he doesn't have access to his melee attacks so I did not charge him for them.
                              * Like Land Vehicle, Copter form does not have Diagnostic Array but does have greater extended vision.
                              * Not paid for, but should probable have "space to carry two medium size bots
                              * Flight speed is deliberately low to not step on Scythe's niche.
                              Originally posted by Vehicle Mode
                              Abilities
                              Strength 10,
                              Stamina 8,
                              Agility 0,
                              Dexterity 2,
                              Fighting 7,
                              Intellect 2,
                              Awareness 3,
                              Presence 1

                              Powers
                              Cybertronian Life Form: (40 points)
                              Wind Hearing: Feature 1 [Ignore wind effects on Perception checks to hear things],
                              Armored Plating: Protection 1,
                              Size: Growth 8 [Permanent; Innate],
                              Specialized Compartments: Feature 1 [(Place to store weapons, and items in chassis)],
                              Triple Changer: Shapeshift 1 [Limited to Two Alt Modes, One Robot Modes and enhancing defined powerset],
                              Land Speed: Speed 5 [Quirk - No Limbs (can't use melee attacks)],
                              Leaping 5 [250 feet]
                              Immune to Aging, Suffocation, Sleep, Vacuum
                              Weapons Array: (25 points)
                              Air Blast: Damage 10 [(Air Pressure); Ranged; Variable Descriptor (Compressed Air or Projectile Damage)]
                              Alt: Air Burst: Affliction 7 [Resisted and Overcome by Fortitude (Dazed, Stunned, Incapacitated)]
                              Alt: Downdraft: Affliction 10 [Overcome by Fortitude Impaired, Disabled, Unaware; Ranged, Cumulative; Limited to Vision]
                              Alt: Updraft: Move Object 12 [Limited to pulling objects up]
                              Alt: Missiles: Damage 7 [Ranged, Burst Area]
                              Sensor Array: (20 points)
                              Headlights: Environment 4 (Reduce total concealment from darkness to partial or partial concealment to none (250 ft range)) Cone Area
                              Detect Decepticon Energy Signatures: Senses 1 [Ranged; Extended 3],
                              Darkvision,
                              Extended Vision 2,
                              Rapid Vision 2,
                              Ultravision:
                              Time Sense,
                              Distance Sense,
                              Direction Sense, Radio

                              Equipment

                              Advantages
                              Close Attack 3,
                              Accurate Attack,
                              Assessment,
                              Defensive Attack,
                              Eidetic Memory,
                              Evasion 2,
                              Improved Aim, Favored Foe [Decepticon Triple Changers],
                              Improved Disarm,
                              Improved Initiative 2,
                              Interpose,
                              Move-by Action,
                              Power Attack,
                              Quick Draw, Takedown 2,
                              Ultimate Effort [Spend HP fot effective 20 on Will],
                              Second Chance [Will]

                              Skills
                              Acrobatics 7 (+7),
                              Athletics 9 (+19),
                              Close Combat: Unarmed 0 (+10), Deception (+1),
                              Expertise: Cybertronian Anatomy 8 (+10),
                              Insight (+3),
                              Intimidation: Note: Perm Growth modifier included. (+5),
                              Investigation 4 (+6),
                              Perception 8 (+11),
                              Persuasion (+1),
                              Ranged Combat: Weapons Array 8 (+10),
                              Sleight of Hand 3 (+5),
                              Stealth (+0),
                              Technology 10 (+12),
                              Treatment 12 (+14),
                              Vehicles 1 (+3)

                              Offense
                              Initiative +8
                              Air Blast +10, Damage 10
                              Missiles +10, Damage 7, Ranged, Burst Area

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

                              Power Points
                              Abilities 34 + Powers 81 + Advantages 22 + Skills 35 + Defenses 29 = Total 201

                              Complications
                              as primary build

                              Design Notes
                              * As primary build
                              * In Land Vehicle form, he doesn't have access to his melee attacks so I did not charge him for them.
                              * Not paid for, but should probable have "space to carry two medium size bots
                              * Made a change from the original version beyond inclusion of Fort: Vehicle Mode does not have access to the Diagnostic Array
                              * I envision the vehicle form, if ever modeled on an Earth Vehicle, to be a modified Hummer with oversized back wheels.
                              Last edited by Bladewind; 08-16-2017, 12:23 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]

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