Gamebook's builds (hs5ias new thread)

Where in all of your character write ups will go.
Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Sep 25, 2017 9:09 pm

Image

Death's Head - PL 8

Strength 5/2, Stamina 6/3, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 1, Presence 2

Advantages
All-out Attack, Defensive Roll, Diehard, Equipment 1, Improved Critical: Extensible Metal Claws: Strength-based Damage 3, Improved Critical: Extensible Metal Claws: Strength-based Damage 3, Improved Initiative, Power Attack, Ranged Attack 2, Startle, Takedown

Skills
Athletics 6 (+11), Deception 4 (+6), Intimidation 8 (+10), Perception 4 (+5)

Powers
Enhanced Trait: Enhanced Trait 12 (Traits: Strength +3 (+5), Stamina +3 (+6))
Extensible Metal Claws: Strength-based Damage 3 (DC 23, Advantages: Improved Critical; Split: 2 targets)
Leathers: Protection 1 (+1 Toughness)
Regeneration: Regeneration 10 (Every 1 round, Advantages: Diehard)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Leaping: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour)

Equipment
Leathers [Leathers: Protection 1, +1 Toughness]

Offense
Initiative +6
Extensible Metal Claws: Strength-based Damage 3, +8 (DC 23)
Grab, +8 (DC Spec 15)
Throw, +2 (DC 20)
Unarmed, +8 (DC 20)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 8/6, Will 5

Power Points
Abilities 36 + Powers 30 + Advantages 10 + Skills 11 (22 ranks) + Defenses 14 = 101

Death's Head is an outlaw biker who has progressively overdosed himself with the illegal offworld enhancement drugs that are such a problem on contemporary Earth. These have now had a permanent effect on him such that he is biologically supercharged. As well as being very strong any injuries he takes heal almost instantly. To take further advantage of this he has forced two long metal claws into his hands. By flexing the muscles of his hands he can make them pop out at will. They are held in place by metal crosspins. He loves how badass they are and uses them in preference to other weapons, walking through gunfire so he can go up to his enemies and slash them up. His gang regard him as mad but useful, they sic him on anyone they really want messily dead.

Jabroniville
Posts: 5078
Joined: Fri Nov 04, 2016 8:05 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Mon Sep 25, 2017 11:32 pm

Daeanara has such a fun origin- the idea of this regular girl going all Super-Busty-Amazon is great, and her reasoning is tremendous. I can kind of see both points in the relationship, too. That seems more true-to-life and rather fascinating. I dig the silliness of the villain's plan, and how you describe it- I kind of go for that sort of humor in my own OC-posts.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 26, 2017 7:47 pm

Image

Decibel - PL 10

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

Advantages
Defensive Roll, Improvised Tools, Ranged Attack 4, Skill Mastery: Technology

Skills
Athletics 4 (+5), Investigation 4 (+7), Perception 4 (+4), Sleight of Hand 4 (+6), Stealth 4 (+6), Technology 8 (+11), Vehicles 4 (+6)

Powers
Decibel suit (Removable)
. . Ablative Field: Protection 10 (+10 Toughness; Impervious, Sustained)
. . Sonar: Senses 6 (Accurate: Objects, Acute: Objects, Detect: Objects 2: ranged, Extended: Objects 1: x10)
. . Sonic Counters: Immunity 5 (Sensory Affliction Effects; Limited: Loud noises)
. . Very High Volume Sound
. . . . Acoustic Shockwave
. . . . . . Damage: Cone Area Damage 10 (Linked; DC 25; Cone Area 2: 120 feet cone, DC 20)
. . . . . . Deafen: Cumulative Cone Area Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cone Area 2: 120 feet cone, DC 20, Cumulative; Limited: Hearing, Sense-dependent: Hearing)
. . . . Infrasound: Cumulative Perception Area Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Perception Area: DC 18 - Hearing, Cumulative, Reaction 3: reaction, Subtle: subtle)
. . . . Max Volume: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Hearing, Cumulative, Reaction 3: reaction; Limited: Hearing)
. . . . Ultrasound: Burst Area Weaken 10 (Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Burst Area 3: 120 feet radius sphere, DC 20, Subtle: subtle)
. . Volume Burst: Leaping 6 (Leap 500 feet at 120 miles/hour)

Offense
Initiative +2
Damage: Cone Area Damage 10 (DC 25)
Deafen: Cumulative Cone Area Affliction 10 (DC Fort 20)
Grab, +4 (DC Spec 11)
Infrasound: Cumulative Perception Area Affliction 8 (DC Fort 18)
Max Volume: Cumulative Perception Area Affliction 10 (DC Fort 20)
Throw, +6 (DC 16)
Ultrasound: Burst Area Weaken 10 (DC Fort 20)
Unarmed, +4 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 4, Fortitude 3, Toughness 12/1, Will 4

Power Points
Abilities 26 + Powers 70 + Advantages 7 + Skills 16 (32 ranks) + Defenses 12 = 131

The Decibel suit was created as a military non-lethal weapon, to pacify or drive off unruly locals during peacekeeping operations on land and sea. It proved so effective that one of its operators stole it and went rogue and rented his use of it to various political tyrants to aid them in breaking up demonstrations. Tempting as it is to just let rip with machine-guns against peaceful protesters doing so tends to attract too much international opprobrium for any but the most powerful nations. The agonizing noise Decibel puts out causes most people to immediately flee desperately. People can defy water cannons and tear gas but there is no effective defense against very loud sound. It also on TV just looks like everyone is just running off and dispersing and doesn't wreck up the city streets. If he needs to though Decibel can turn up the output to the point that it goes past beyond being a loud noise and becomes a shockwave as from an explosion. Unprotected people just burst on being hit by it. The operator of the suit enjoys lavish reward and political protection from his clients, living it up in presidential palaces. He has also taken to doing jobs with other supervillains, having long gone past caring about the consequences of his actions.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 26, 2017 8:00 pm

Image

Disruptor - PL 10

Strength 5, Stamina 1, Agility 0, Dexterity 2, Fighting 4, Intellect 3, Awareness 0, Presence 0

Advantages
Inventor, Ranged Attack 4

Skills
Investigation 4 (+7), Ranged Combat: Disruption Ray 4 (+6), Sleight of Hand 4 (+6), Technology 8 (+11), Vehicles 4 (+6)

Powers
Disruptor Armor (Removable)
. . Armor: Protection 6 (+6 Toughness; Impervious)
. . Disruption Field: Immunity 80 (Toughness Effects; Limited - Half Effect)
. . Disruptors
. . . . Disruption Pulse
. . . . . . Damage: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20)
. . . . . . Weaken: Burst Area Weaken 10 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Burst Area: 30 feet radius sphere, DC 20)
. . . . Disruption Ray
. . . . . . Blast: Damage 10 (Linked; DC 25; Increased Range: ranged)
. . . . . . Weaken: Weaken 10 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Increased Range: ranged)
. . . . Disruption Sheath: Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Reaction 3: reaction)
. . Enhanced Ability: Enhanced Strength 4 (+4 STR)
. . Surface Bonding: Movement 2 (Wall-crawling 2: full speed)

Offense
Initiative +0
Blast: Damage 10, +10 (DC 25)
Damage: Burst Area Damage 10 (DC 25)
Disruption Sheath: Weaken 10, +4 (DC Fort 20)
Grab, +4 (DC Spec 15)
Throw, +6 (DC 20)
Unarmed, +4 (DC 20)
Weaken: Burst Area Weaken 10 (DC Fort 20)
Weaken: Weaken 10, +10 (DC Fort 20)

Languages
Native Language

Defense
Dodge 8, Parry 4, Fortitude 3, Toughness 7, Will 3

Power Points
Abilities 22 + Powers 93 + Advantages 5 + Skills 12 (24 ranks) + Defenses 13 = 145

The Disruptor made his suit from a repurposed materials processing gear that had been imported from offworld to work with very hard materials. His employer was not a legitimate company though but a supervillain mastermind and he was supposed to be using the tech to work on crafting new armor plates for his boss's battle robots. He was fed up slaving away in the depths of the secret base though, he wanted to be a supervillain too. They got all the fun, the big rewards, the hot chicks and most of all they got to leave the base whenever they liked. He donned his suit and tagged along when the mercenary supervillains went on a mission, pretending to be a new hire. They didn't even bother to check his credentials, mostly because they never carry out any such formal procedures. Supervillains are notoriously reckless and careless, regarding themselves as above all rules and regulations. He enjoyed himself tremendously on the outing, blowing up stuff left and right, and then he got to party with the cool guys back at base. Now all he has to do is catch up with his work and hope his boss doesn't get mad at him for all this.
Last edited by Gamebook on Sat Sep 30, 2017 5:38 pm, edited 1 time in total.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 26, 2017 8:20 pm

Image

Doctor Ductile - PL 10

Strength 5/1, Stamina 5/1, Agility 6/2, Dexterity 8/4, Fighting 10, Intellect 7, Awareness 3, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Wealth 3 (millionare), Chokehold, Defensive Attack, Defensive Roll 3, Eidetic Memory, Evasion, Fascinate (Expertise: Science), Fast Grab, Improved Critical 2: Grab, Improved Disarm, Improved Grab, Improved Trip, Inventor, Leadership, Power Attack, Quick Draw, Ranged Attack 6, Redirect, Skill Mastery: Technology, Ultimate Effort: Science, Well-informed

Skills
Acrobatics 4 (+10), Athletics 4 (+9), Expertise: Science 10 (+17), Insight 6 (+9), Investigation 8 (+15), Perception 6 (+9), Sleight of Hand 6 (+14), Stealth 4 (+10), Technology 10 (+17), Treatment 6 (+13), Vehicles 8 (+16)

Powers
Elongation: Elongation 2 (Elongation: 30 feet, +2 to grab)
Enhanced Trait: Enhanced Trait 35 (Traits: Strength +4 (+5), Stamina +4 (+5), Agility +4 (+6), Dexterity +4 (+8), Advantages: Defensive Roll 3)
Immunity: Immunity 20 (Very Common Descriptor: Bludgeoning)
Insubstantial: Insubstantial 1 (Fluid; Precise, Subtle: DC 20)
Longstriding: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Bouncing: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Sweeps: Swimming 3 (Alternate; Speed: 4 miles/hour, 60 feet/round)
Movement: Movement 5 (Safe Fall, Slithering, Swinging, Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if you are prone)
Regeneration: Regeneration 5 (Every 2 rounds)
Rubber Band: Enhanced Strength 10 (+10 STR; Limited: to holding, Limited to Lifting)
Rubber Tricks
. . Body Origami: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate, Precise, Tether; Reduced Range: close)
. . Glider Parachute: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
. . Wrap Around: Cumulative Burst Area Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Burst Area: 30 feet radius sphere, DC 20, Cumulative, Extra Condition, Selective; Limited Degree)

Offense
Initiative +6
Grab, +12 (DC Spec 17)
Throw, +14 (DC 20)
Unarmed, +10 (DC 20)
Wrap Around: Cumulative Burst Area Affliction 10 (DC Fort/Will 20)

Languages
Native Language

Defense
Dodge 12, Parry 10, Fortitude 8, Toughness 8/5, Will 9

Power Points
Abilities 60 + Powers 131 + Advantages 30 + Skills 36 (72 ranks) + Defenses 15 = 272

Doctor Ductile is the founder and head of the Challenger Foundation, a superteam dedicated to exploration and scientific research. Unlike other superteams they tend to avoid combat as much as possible during superfights, concentrating on investigating what is going on and finding a scientific or technical solution. Often this involves them going off on lengthy voyages of exploration to find the source of whatever is attacking Earth now. The core team of the Doctor, Veil, Flame and the Rock are often supplemented by other superheroes who the Doctor has identified as having powers or skills needed for the current mission, though they don't have to wear the team uniform unless they want to.

The Foundation is also an educational institution and there are many grad students and junior prodigies studying at their lavishly equipped base. Many of them are given superpowers by the Doctor so they can use them with the energy and optimism of youth. The Doctor's own powers are an invention of his, he takes a regular dose of a special substance that makes his body super elastic. Over the years he has tried out many other superpowers as well but he keeps coming back to the stretchy powers, they are fun and very useful when working around the lab. If the Doctor has a failing it is that he can get buried in his work for weeks at at time, scarcely leaving his lab and neglecting his duties to his friends, his students, his clients and his wife.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 26, 2017 8:48 pm

Image

Veil - PL 10

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 8, Intellect 4, Awareness 4, Presence 3

Advantages
Attractive, Benefit, Wealth 3 (millionare), Defensive Roll, Evasion, Improved Disarm, Improved Initiative, Leadership, Power Attack, Ranged Attack 8, Teamwork

Skills
Acrobatics 4 (+6), Athletics 4 (+4), Deception 6 (+9), Expertise: Business 8 (+12), Insight 8 (+12), Investigation 8 (+12), Perception 6 (+10), Persuasion 6 (+9), Sleight of Hand 4 (+6), Vehicles 4 (+6)

Powers
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Force Fields
. . Cloaking Effect: Burst Area Concealment 8 (All Visual Senses, Extra Ranks 4; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Selective)
. . Expanded Field: Create 20 (Volume: 1 million cft., DC 30; Movable, Subtle 2: invisible; Proportional)
. . Force Bolts: Move Object 10 (25 tons, DC 25; Damaging, Multiattack, Precise, Subtle: subtle)
. . Hardened Field: Create 10 (Volume: 1000 cft., DC 20; Impervious, Movable, Subtle 2: invisible)
. . Lifter Field: Move Object 10 (25 ktons; Increased Mass 10, Increased Range: perception)
. . Selective Field: Create 10 (Volume: 1000 cft., DC 20; Impervious, Movable, Subtle 2: invisible)
Force Lift: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Insulating Sheath: Immunity 5 (Environmental Conditions (All))
Invisibility: Concealment 4 (All Visual Senses; Precise)

Offense
Initiative +6
Force Bolts: Move Object 10, +10 (DC 25)
Grab, +8 (DC Spec 10)
Lifter Field: Move Object 10 (DC 20)
Throw, +10 (DC 15)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 12/1, Will 10

Power Points
Abilities 48 + Powers 101 + Advantages 19 + Skills 29 (58 ranks) + Defenses 15 = 212

Veil is married to the Doctor, they met as doctoral students. She made it her mission to marry this brilliant man. While a very intelligent person herself she is not quite at the unearthly genius level he is but is an able assistant to his work, able to solve many of the practical problems leaving him to concentrate on the most difficult aspects. She also does most of the work of actually running the Challenger Foundation, being far better at being able to talk business and administration. The Doctor tries to stay on topic during meetings about such things but within a few words veers off into explaining about his latest breakthrough and how exciting it is.

Her own powers she has had for years, concentrating on refining and perfecting them. She has developed them with an eye on pure practicality, she has maximized her protection, mobility, firepower and concealment. She blasts or traps enemies while flying about at high speed while invisible, making her a very difficult opponent to counter. While she can use them for destruction she mostly uses them for practical mechanical tasks or to hide the team. Direct attack is not the CF way.

Veil has a dark aspect to her past. The Doctor is not her first supergenius boyfriend, that was another doctor, Doctor Destroyer. She is a former follower of the greatest supervillain in the world, having thought he was the genius who would save the world. The Destroyer has many otherwise very intelligent people who believe this. For a while she was even personally involved with him. She had the sense though to see past his undeniably extraordinary mind to see the unbridled egotism and contempt for others that rule him. As she learned more about his many schemes she saw that they would not create a utopia but hell on Earth where all people would be reduced to slaves under the Destroyer's sole direction.

Though she left him many years ago Veil still has occasional contact with the Destroyer. He doesn't want her back, love is not an important emotion to him. Rather he just wants to know if Doctor Ductile has been working on anything interesting lately. Veil would defend her husband's brilliance against anyone, but having worked closely with both she knows that of the two the Destroyer is the greater genius. She acts as an intermediary between the two Doctor's, allowing them to review each other's work. Doctor Ductile knows that keeping his research from the Destroyer could endanger the Foundation as the Destroyer tends to come and take what he wants if denied, and he reckons that the benefit of what he learns outweighs the danger of what the Destroyer learns from him. He trusts his wife that she has no thought of going back to him, she has described to him often enough of the monstrous things the Destroyer has done and the far worse things he has planned.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 26, 2017 9:06 pm

Image

Rock, The - PL 11

Strength 12, Stamina 10, Agility 2, Dexterity 2, Fighting 10, Intellect 2, Awareness 2, Presence 2

Advantages
All-out Attack, Assessment, Diehard, Fast Grab, Great Endurance, Improved Critical 2: Unarmed, Improved Grab, Interpose, Power Attack, Ranged Attack 8, Skill Mastery: Vehicles, Takedown

Skills
Athletics 6 (+18), Insight 8 (+10), Intimidation 4 (+8), Perception 8 (+10), Persuasion 4 (+6), Technology 6 (+8), Vehicles 10 (+12)

Powers
Growth: Density Growth 4 (+4 STR, +4 STA, +4 mass ranks, -1 speed ranks; Density; Permanent)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Permanent)
Immunity: Immunity 7 (Disease, Environmental Conditions (All), Poison)
Regeneration: Regeneration 3 (Every 3.33 rounds, Advantages: Diehard)
Senses: Senses 6 (Extended: Vision 3: x1k, Microscopic Vision 2: cell-size, Ultravision)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
Stone Skin: Protection 4 (+4 Toughness)

Offense
Initiative +2
Grab, +10 (DC Spec 22)
Throw, +10 (DC 27)
Unarmed, +10 (DC 27)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 13, Toughness 14, Will 7

Power Points
Abilities 52 + Powers 40 + Advantages 19 + Skills 23 (46 ranks) + Defenses 16 = 150

The Rock is Doctor Ductile's half-brother, they have the same father. Of the two the Rock is the older, his parents divorced when he was a teenager and his father remarried, to the Doctor's mother. The Rock is a soldier, pilot and astronaut with a long record of service to his country. When his younger brother turned out to be a genius he came to work with him as a test pilot for his experimental vehicles and spaceships.

The Rock is so called because he is coated in a thick layer of metallic rock, the sort of material that asteroids are composed of. He underwent the procedure to become like this voluntarily, it was a way to gain superpowers that did not have to be imported from offworld. For all the Doctor's genius he is not yet able to make on Earth the sort of high-end superpowers that many superheroes have. Unlocking the secret of doing so is a major area of research of contemporary Earth science. Such things are ubiquitous and routine in the advanced civilizations of the galaxy and the scientists and engineers of Earth are working furiously to catch up and prove that Earth should be included as an equal in galactic civilization.

The powers grant him tremendous strength and resilience but are rather awkward to live with, he has to cautiously edge his enormous bulk around to avoid crushing furniture, vehicles and people. He stays in his specially adapted quarters most of the time, only going out on missions. He much prefers being around superheroes, they can take an accidental bump from him, ordinary people he has come to regard as being made out of tissue paper. Many people ask him why he doesn't just get a proper set of powers but he replies that it is a point of pride. Sometimes when it gets too much though he does have the Doctor revert him to normal for a bit. Doing so is a lengthy and involved procedure so he doesn't do this often. By now he also feels small, vulnerable and fragile when not a giant rock man and before too long wants to go back to being the Rock.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 26, 2017 9:20 pm

Image

Flame - PL 10

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

Advantages
Agile Feint, All-out Attack, Attractive, Diehard, Evasion, Improved Critical: Flames, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 4

Skills
Deception 4 (+5), Expertise: Science 6 (+9), Intimidation 4 (+5), Investigation 5 (+8), Persuasion 4 (+5), Ranged Combat: Flames 2 (+4), Technology 4 (+7)

Powers
Fire Body and Heat Aura
. . Damage: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20 [5 ranks only], Reaction 3: reaction)
. . Environment: Environment 1 (Linked; Heat (Extreme), Light (Bright), Radius: 30 feet; Permanent)
Flames
. . Cutting Torch: Damage 10 (DC 25; Increased Range: ranged, Multiattack, Penetrating 10)
. . Fire Bolts: Damage 10 (DC 25; Increased Range: ranged, Multiattack, Secondary Effect)
. . Fireball: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Secondary Effect)
. . Flamethrower: Cone Area Damage 10 (DC 25; Cone Area 2: 120 feet cone, DC 20, Secondary Effect)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Immunity: Immunity 11 (Common Descriptor: Fire, Environmental Condition: Cold)
Protection: Protection 10 (+10 Toughness; Impervious)
Regeneration: Regeneration 5 (Every 2 rounds, Advantages: Diehard)

Offense
Initiative +6
Cutting Torch: Damage 10, +8 (DC 25)
Damage: Burst Area Damage 10 (DC 25)
Fire Bolts: Damage 10, +8 (DC 25)
Fireball: Burst Area Damage 10 (DC 25)
Flamethrower: Cone Area Damage 10 (DC 25)
Grab, +4 (DC Spec 10)
Throw, +6 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 9, Parry 4, Fortitude 4, Toughness 11, Will 4

Power Points
Abilities 26 + Powers 145 + Advantages 12 + Skills 15 (29 ranks) + Defenses 14 = 212

Flame is one of the Doctor's grad students and the subject of his most successful experiments into superpowers yet. He has managed to grant a volunteer fire powers, a common and simple power set but still very powerful and useful. Grad students are the usual subjects of such procedures, the doctoral students are too valuable to risk and the junior prodigies are minors. He's lost a few grad's down the years but they knew the risks. Her powers are not all that well controlled as yet, whenever she uses them she bursts into flame and radiates massive heat, destroying everything around her not heatproofed. While he works on fine tuning the controls she delights in the powers and goes on every mission she can. She has been neglecting her studies recently in favor of getting involved in superfights and partying with famous and glamorous superheroes. Veil has talked to her about this but then the Doctor has contradicted his wife by encouraging her to use her powers, there's plenty of time to complete her studies now that she has a career as a successful superhero. With the course credits he keeps awarding her she's going to breeze her master's anyway.

User avatar
Scots Dragon
Posts: 115
Joined: Mon Jul 24, 2017 9:08 pm
Location: Trapped in England

Re: Gamebook's builds (hs5ias new thread)

Post by Scots Dragon » Wed Sep 27, 2017 5:41 am

Certainly a foursome of fantastical heroes.

*cough*
Formerly known as Narsil on the ATT and Ronin Army forums.

Gilliam
Posts: 240
Joined: Fri Nov 04, 2016 8:28 pm
Location: New Zealand

Re: Gamebook's builds (hs5ias new thread)

Post by Gilliam » Wed Sep 27, 2017 10:45 am

Nicely done :D

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 27, 2017 5:13 pm

Image

Dragon Fist - PL 10

Strength 2, Stamina 3, Agility 6, Dexterity 3, Fighting 14, Intellect 1, Awareness 4, Presence 2

Advantages
Agile Feint, Assessment, Close Attack 2, Defensive Attack, Defensive Roll 3, Evasion, Fearless, Improved Critical 4: Dragon Fist Punch: Strength-based Damage 8, Improved Critical 4: Dragon Ghost Punch: Strength-based Damage 6, Improved Critical 4: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Luck, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Ranged Attack 5, Redirect, Takedown 2, Trance

Skills
Acrobatics 10 (+16), Athletics 8 (+10), Insight 8 (+12), Investigation 4 (+5), Perception 8 (+12), Persuasion 4 (+6), Sleight of Hand 6 (+9), Stealth 6 (+12)

Powers
Chi Focus
. . Chi Healing: Healing 8
. . Dragon Fist Punch: Strength-based Damage 8 (DC 25, Advantages: Improved Critical 4; Penetrating 8; Inaccurate 4: -8)
. . Dragon Fist Slam: Strength-based Cone Area Damage 8 (DC 25; Cone Area: 60 feet cone, DC 18)
. . Dragon Ghost Punch: Strength-based Damage 6 (DC 23, Advantages: Improved Critical 4; Affects Insubstantial 2: full rank, Penetrating 6; Inaccurate 2: -4)
Immortality: Immortality 1 (Return after 2 weeks)
Mystical Awareness: Senses 1 (Awareness: Mystical)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
. . Movement: Movement 1 (Alternate; Safe Fall)

Offense
Initiative +10
Dragon Fist Punch: Strength-based Damage 8, +8 (DC 25)
Dragon Fist Slam: Strength-based Cone Area Damage 8 (DC 25)
Dragon Ghost Punch: Strength-based Damage 6, +12 (DC 23)
Grab, +16 (DC Spec 12)
Throw, +8 (DC 17)
Unarmed, +16 (DC 17)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6/3, Will 10

Power Points
Abilities 70 + Powers 26 + Advantages 30 + Skills 27 (54 ranks) + Defenses 18 = 171

The Dragon Fist is a mystical warrior who protects the world from evil dragons. As supernatural creatures dragons can take many forms and they are often embodiment's of powerful forces. Some are good, some are indifferent to humanity, and some are malevolent. While they can manifest as huge, snaking, lizard-like beasts they more commonly move among people in disguise. The good ones tend to be poor hermits, dispensing advice to those who seek them out. Indifferent ones are usually wild animals or weather, active and potentially dangerous but not hostile. The evil dragons are often wandering thieves and killers, or man-eating tigers, or pose as the advisers of rulers and steer them into cruel and ruinous policies. The order of the Dragon Fists seeks out the evil ones and forced them to leave humanity alone. A dragon cannot be killed but it can be forced to shed its disguise and flee back into the wilderness.

The Dragon Fist shown here is a western man who traveled to a remote location in China to train. There are a number of Fists at any one time and they operate all over the world. With globalization the dragons no longer confine themselves to Ch'in, especially the evil ones who seek new lands where they and their malicious ways are unknown. To help combat them the order has been recruiting more widely in recent years, seeking out the talented and the brave who are prepared to devote themselves to a secret war for which there is no reward and which never ends. For all the danger there are always people willing to do it, seeking adventure and to learn some of the ancient mystical secrets that are normally kept hidden. If one of them is slain, as they often are, then the Chi leaves their body and becomes available to a new recruit. A few weeks later the Dragon Fist is replaced. It is often said that the Dragon Fist's are immortal, and they are, but not the individual mortals who make up their ranks.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 27, 2017 5:37 pm

Image

Earthcore - PL 8

Strength 8, Stamina -, Agility 0, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Diehard, Fast Grab, Fearless

Skills
Athletics 4 (+12), Intimidation 4 (+4), Perception 4 (+4)

Powers
Geologic
. . Crystal Shards: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
. . Crystallize: Progressive Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Progressive)
. . Lava Spray: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18, Secondary Effect)
Glowing Cracks: Environment 1 (Light, Radius: 30 feet; Innate; Permanent)
Ground Meld: Movement 3 (Permeate 3: full speed; Limited: to earth)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 40 (Common Descriptor: Heat, Fortitude Effects)
Lava Hot (Reaction 3: reaction)
Melt: Insubstantial 1 (Fluid; Precise; Absent Strength)
Movement: Movement 2 (Slithering, Wall-crawling 1: -1 speed rank)
Protection: Protection 8 (+8 Toughness)
Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +0
Crystal Shards: Damage 8, +0 (DC 23)
Crystallize: Progressive Affliction 8, +8 (DC Fort 18)
Grab, +8 (DC Spec 18)
Lava Spray: Cone Area Damage 8 (DC 23)
Throw, +0 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 6, Parry 8, Fortitude Immune, Toughness 8, Will 4

Power Points
Abilities 22 + Powers 107 + Advantages 4 + Skills 6 (12 ranks) + Defenses 10 = 149

Earthcore is not a human being with powers, he is a purely geological creature. The basis of his existence is a structured energy matrix that animates molten rock and forms crystals out of the local environment. Creatures like him sometimes evolve deep in the crust of rocky planets, using the abundant energy and materials there. It is not clear whether he is native to Earth or somehow arrived here from offworld. These beings sometimes get scattered across the cosmos when their native planets are shattered by astral collisions or violent supernovas and they are flung out into space. In the cold vacuum they freeze but this rarely kills them. Instead they lie dormant, for millions or even billions of years, until they land on a new world. If they survive the friction of reentry they can sink into the ground and establish an entire new population. So resilient are they that often only tiny fragments need reach the surface, their bodies soon regrow themselves.

Most of the time a being like Earthcore would dwell so deep in the ground that their presence would not be noticeable to the quite different creatures living on the surface. They can be brought up though by volcanic eruptions, tectonic movement or deep mining operations. Their understanding of the surface world is very limited, they tend to regard organic life as a sort of fog. They just walk casually through it, heedless of the destruction they are causing. Wood and flesh to them are insubstantial stuff to be brushed aside. The best way to deal with them is to redirect them back underground, they are attracted to deep cracks and glowing lava.

Some supervillains have made use of them, controlling them with harmonic vibrations, infrared patterns or self-replicating crystal infections. A wave of them can cause immense if unfocused destruction. Since they are not intentionally malicious and rarely know what is really going on it is considered unethical to simply blast them to pieces. Destroying individuals also tends to make any others nearby agitated as they try to fight back against whatever is hurting them, causing more damage as they thrash around. Few of them are even capable of accurately perceiving organic life, we are too cold and formed of alien substances.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 27, 2017 9:02 pm

Image

Eclipse - PL 11

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

Advantages
Agile Feint, Assessment, Evasion, Fearless, Improved Critical 2: Blade: Strength-based Damage 8, Improved Initiative, Power Attack, Ranged Attack 6, Takedown

Skills
Acrobatics 6 (+10), Athletics 6 (+10), Insight 8 (+11), Intimidation 6 (+8), Investigation 4 (+6), Perception 8 (+11), Sleight of Hand 4 (+8), Technology 6 (+8), Vehicles 8 (+12)

Powers
Immunity: Immunity 7 (Environmental Conditions (All), Suffocation (All); Limited - Half Effect)
Swordblaster (Easily Removable)
. . Swordblaster
. . . . Blade: Strength-based Damage 8 (DC 27; Penetrating 8)
. . . . Blaster: Damage 8 (DC 23; Increased Range: ranged)
Wrist Power Generators
. . Power Beam: Move Object 8 (1600 tons; Increased Mass 8)
. . Power Field: Create 8 (Volume: 250 cft., DC 18; Movable)
. . Power Shield: Protection 8 (+8 Toughness; Impervious)

Offense
Initiative +8
Blade: Strength-based Damage 8, +10 (DC 27)
Blaster: Damage 8, +10 (DC 23)
Grab, +10 (DC Spec 14)
Power Beam: Move Object 8, +10 (DC 18)
Throw, +10 (DC 19)
Unarmed, +10 (DC 19)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 12, Will 8

Power Points
Abilities 66 + Powers 41 + Advantages 15 + Skills 28 (56 ranks) + Defenses 14 = 164

Eclipse is a modified human clone with enhanced strength and resilience. She was manufactured as a personal bodyguard, suitable for light urban use. While not fitted out for serious military combat she can well spot and take down muggers, assassins and other such threats. Her buyers tend to be businessmen in areas prone to kidnappings, celebrities bothered by stalkers and crime lords threatened by rivals. While sentient she is regarded as an object rather than a person as she has been obedience conditioned to follow any order given to her by her owner. Hired personal guards have a poor reputation as they keep getting bribed or just choose to flee when confronted by unfavorable odds and robots are all too easily hacked or disabled by anyone with any technical facilities. Superheroes may look askance at the ethics of treating a living being like this but such matters are more flexible out in the wider galaxy. There is no way to free her, her ownership protocols are hard coded into her genes. If anyone does manage to kill her owner she will pursue the assassin relentlessly, for as long as it takes to exact retribution. This feature is a notable selling point of the model as it makes people who are aware of them very wary about having such a ruthless killer on their trail.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 27, 2017 9:12 pm

Image

El Diablo Toro - PL 10

Strength 6, Stamina 6, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 2, Presence 2

Advantages
All-out Attack, Defensive Roll, Diehard, Improved Critical: Horns: Strength-based Damage 2, Improved Initiative, Improved Trip, Luck

Skills
Athletics 6 (+12), Deception 4 (+6), Insight 4 (+6), Intimidation 8 (+11), Perception 6 (+8), Persuasion 4 (+6)

Powers
Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Horns: Strength-based Damage 2 (piercing, DC 23)
Hypnotic Gaze: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception; Sense-dependent: Sight)
Immunity: Immunity 2 (Aging, Disease)
Regeneration: Regeneration 5 (Every 2 rounds, Advantages: Diehard)
Senses: Senses 5 (Acute: Scent, Extended: Scent 1: x10, Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing)
Tough Hide: Protection 2 (+2 Toughness)

Offense
Initiative +6
Grab, +8 (DC Spec 16)
Horns: Strength-based Damage 2, +8 (DC 23)
Hypnotic Gaze: Affliction 10 (DC Will 20)
Throw, +0 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 10, Toughness 9/8, Will 6

Power Points
Abilities 44 + Powers 42 + Advantages 6 + Skills 16 (32 ranks) + Defenses 14 = 122

The Devil Bull is a lesser devil from some circle of hell. It can be readily summoned by those who possess some knowledge of demonology. It is a fairly powerful fighter but its main power is its hypnotic gaze. Its evilly glowing red eyes can possess the will of anyone foolish enough to look into them. Once it has control of someone the person who summoned it can instruct it to make them do whatever they want. This usually involves exploiting or destroying them, people have their lives and careers ruined, their wealth stolen and their bodies abused. Using this power for good, such as making people confess to crimes, give ill-gotten gains back or spend it on charity, or just reform as a person, does not work. As a devil this being can only do evil, if you order it to do good it will twist the intent of the order, and persisting will cause the spell to break. The beast will then be free to flee or attack you. If left to its own devices it will cause as much misery and destruction as it can before it is banished or the magic keeping it in the mortal world fades. Having no real intelligence or imagination it usually just reenacts horrible things previous summoners have ordered it to do.

Gamebook
Posts: 3517
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Sep 28, 2017 7:38 pm

Image

Energize - PL 10

Strength 12, Stamina 2, Agility 2, Dexterity 2, Fighting 8, Intellect 3, Awareness 0, Presence 0

Advantages
All-out Attack, Inventor, Ranged Attack 2, Takedown

Skills
Athletics 4 (+16), Expertise: Science 6 (+9), Investigation 4 (+7), Sleight of Hand 4 (+6), Technology 8 (+11), Vehicles 4 (+6)

Powers
Energizer suit (Removable)
. . Energetic: Enhanced Strength 10 (+10 STR)
. . . . Eye Beams: Damage 10 (Alternate; DC 25; Increased Range: ranged)
. . Immunity: Immunity 10 (Environmental Conditions (All), Fatigue Effects)
. . Protection: Protection 10 (+10 Toughness; Impervious)
. . Regeneration: Regeneration 10 (Every 1 round)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)

Offense
Initiative +2
Eye Beams: Damage 10, +4 (DC 25)
Grab, +8 (DC Spec 22)
Throw, +4 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 12, Will 4

Power Points
Abilities 38 + Powers 52 + Advantages 5 + Skills 15 (30 ranks) + Defenses 13 = 123

Energize is a researcher into developing superpowered enhancements that can be made on contemporary Earth. So far a major problem has been working out how to control the enormous power flows around the body. So much waste heat is generated that a human would be cooked alive by their own superpowers with current Earth superpower technology. Somehow offworld superpower enhancements have solved the waste heat problem, usually generating no measurable excess heat at all. The team Energizer is on are developing a workaround, a suit that holds the superpowers and feeds them into the human body. The suit is not a battlesuit, it has no armor plating, weapons systems or mechanical servos. The wearer of the suit instead gains powers of strength, invulnerability and energy projection. A crystal set in the chest is the power source, feeding power around the suit with a network of energy conduits. The crystal is a shard from a Power Stone, the artifacts that empower superheroes like Powerstone. Currently Energizer is taking the suit out for field testing to gather data from it for further development work.

Post Reply