Gamebook's builds (hs5ias new thread)

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Nov 21, 2017 7:56 am

Image

Roach - PL 8

Strength 5, Stamina 5, Agility 4, Dexterity 0, Fighting 10, Intellect 0, Awareness 2, Presence 0

Advantages
Agile Feint, Chokehold, Defensive Attack, Defensive Roll, Evasion 2, Great Endurance, Hide in Plain Sight, Improved Initiative, Prone Fighting, Ranged Attack 4, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 8 (+13), Insight 6 (+8), Perception 8 (+10), Ranged Combat: Slime Spit 8 (+8), Sleight of Hand 6 (+6), Stealth 8 (+12)

Powers
Immunity: Immunity 2 (Environmental Condition: Radiation, Environmental Condition: Heat)
Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 3 (Acute: Scent, Low-light Vision, Tracking: Scent 1: -1 speed rank)
Slime Spit
. . Stick: Cumulative Affliction 4 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 14; Cumulative, Extra Condition, Increased Range: ranged; Diminished Range 3, Limited Degree)
. . Suffocate: Progressive Affliction 4 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Increased Range: ranged, Progressive; Diminished Range 3)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)

Offense
Initiative +8
Grab, +10 (DC Spec 15)
Stick: Cumulative Affliction 4, +12 (DC Fort/Will 14)
Suffocate: Progressive Affliction 4, +12 (DC Fort 14)
Throw, +4 (DC 20)
Unarmed, +10 (DC 20)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 6/5, Will 6

Power Points
Abilities 52 + Powers 27 + Advantages 15 + Skills 25 (50 ranks) + Defenses 14 = 133

The Roach is the product of some supervillain mastermind's experiments in human genetic alteration. He has been given some of the qualities of a cockroach, being much stronger, tougher and more resilient than a normal human. Rather than being an animal-man with a mixed physiology though his body shape is still human, but he has greenish skin and his body fluids are also green. He can hack up and spit a gluey substance to disable opponents, with which he is an uncannily good shot. He can pitch a gob to land over a person's mouth so they suffocate. Most of the time though he is not murderous and just uses it to stick people to the floor. His feeding habits are gross, he will eat almost anything, usually getting his food out of the trash, or snagging rats or birds with his slime spit which he then crunches down raw.

Why anybody would want such a gross minion is a mystery, but he may have been designed to survive a nuclear holocaust or similar disaster. He escaped or was abandoned early on and now makes a living as a minor supervillain, going on jobs with other more powerful supervillains as an additional hand. Even as a supervillain he is an outcast, the others never let him associate with them as he is too ugly and disgusting. He tends to live in the air-vents and other crawlspaces of a supervillain mastermind base, he doesn't like being out in the open or exposed to other people. At times he hides out in alleyways and trash heaps and assaults passersby, this being his only way of interacting with people beyond the occasional hissed reply when on a mission with other supervillains.

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Nov 21, 2017 8:15 am

Image

Roman - PL 12

Strength 12, Stamina 9, Agility 6, Dexterity 2, Fighting 12, Intellect 2, Awareness 2, Presence 4

Advantages
Agile Feint, All-out Attack, Animal Empathy, Attractive, Benefit, Status: Atlantean royalty, Chokehold, Fascinate (Persuasion), Improved Critical 2: Unarmed, Improved Disarm, Improved Initiative, Leadership, Luck, Power Attack, Ranged Attack 4, Takedown 2

Skills
Acrobatics 8 (+14), Athletics 8 (+20), Insight 4 (+6), Intimidation 8 (+12), Investigation 4 (+6), Perception 8 (+10), Persuasion 8 (+12), Sleight of Hand 4 (+6), Stealth 4 (+10), Technology 4 (+6), Vehicles 4 (+6)

Powers
Atlantean Bracers (Removable)
. . Protection: Protection 1 (+1 Toughness; Impervious [9 extra ranks], Sustained)
Communicate with sea creatures: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Sea creatures)
Flying Fish Sandals (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Aquatic)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
Protection: Protection 2 (+2 Toughness)
Regeneration: Regeneration 5 (Every 2 rounds)
Sea Call: Auditory Area Cosmic Communication 1 (Area)
Senses: Senses 4 (Extended: Hearing 2: x100, Low-light Vision, Ultra-hearing)
Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Speed: Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +10
Grab, +12 (DC Spec 22)
Throw, +6 (DC 27)
Unarmed, +12 (DC 27)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 13, Toughness 12, Will 8

Power Points
Abilities 98 + Powers 48 + Advantages 20 + Skills 32 (64 ranks) + Defenses 16 = 214

Roman is a prince of Atlantis. Not the crown prince, one of the junior ones. With numerous older siblings he is unlikely to ever inherit the throne so concentrates mainly on having a good time and defending Atlantis from its enemies. He has enhanced Atlantean strength and is a very skillful fighter, having been trained from an early age by the finest combat instructors. He conducts raids and sweeps against the monsters and bandit groups that exist on the fringes of Atlantean waters, and is active in opposing the supervillains who are preying on the primitive tribes of various altered aquatic peoples.

Recently he has taken to spending a lot more time on contemporary Earth, seeing numerous threats growing there from powerful supervilains that could potentially develop into a danger even to mighty Atlantis. Since he doesn't know much about Earth he deigns to accompany superteams, lending them his incomparable strength. After a few successful missions he is also enjoying the attention and adulation of the public and other superheroes. Being an exotic prince with superpowers he attracts plenty of admirers who he likes to entertain at the new house he has had built on the coast. Other Atlantean superheroes active on contemporary Earth have passed messages to him from his parents not to damage the reputation of Atlantis by getting caught up in any sordid scandals. By all means debauch the natives, a young prince should have his fun, but just see it to it that no-one ends up drowned in the pool or something. There is usually a competent Atlantean agent keeping a watch on things at his home at all times.

DominusExMachina
Posts: 10
Joined: Wed Aug 16, 2017 11:37 pm

Re: Gamebook's builds (hs5ias new thread)

Post by DominusExMachina » Tue Nov 21, 2017 6:44 pm

Gamebook wrote:
Tue Nov 21, 2017 8:15 am
Image

Roman - PL 12

Strength 12, Stamina 9, Agility 6, Dexterity 2, Fighting 12, Intellect 2, Awareness 2, Presence 4

Advantages
Agile Feint, All-out Attack, Animal Empathy, Attractive, Benefit, Status: Atlantean royalty, Chokehold, Fascinate (Persuasion), Improved Critical 2: Unarmed, Improved Disarm, Improved Initiative, Leadership, Luck, Power Attack, Ranged Attack 4, Takedown 2

Skills
Acrobatics 8 (+14), Athletics 8 (+20), Insight 4 (+6), Intimidation 8 (+12), Investigation 4 (+6), Perception 8 (+10), Persuasion 8 (+12), Sleight of Hand 4 (+6), Stealth 4 (+10), Technology 4 (+6), Vehicles 4 (+6)

Powers
Atlantean Bracers (Removable)
. . Protection: Protection 1 (+1 Toughness; Impervious [9 extra ranks], Sustained)
Communicate with sea creatures: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Sea creatures)
Flying Fish Sandals (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Aquatic)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
Protection: Protection 2 (+2 Toughness)
Regeneration: Regeneration 5 (Every 2 rounds)
Sea Call: Auditory Area Cosmic Communication 1 (Area)
Senses: Senses 4 (Extended: Hearing 2: x100, Low-light Vision, Ultra-hearing)
Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Speed: Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +10
Grab, +12 (DC Spec 22)
Throw, +6 (DC 27)
Unarmed, +12 (DC 27)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 13, Toughness 12, Will 8

Power Points
Abilities 98 + Powers 48 + Advantages 20 + Skills 32 (64 ranks) + Defenses 16 = 214

Roman is a prince of Atlantis. Not the crown prince, one of the junior ones. With numerous older siblings he is unlikely to ever inherit the throne so concentrates mainly on having a good time and defending Atlantis from its enemies. He has enhanced Atlantean strength and is a very skillful fighter, having been trained from an early age by the finest combat instructors. He conducts raids and sweeps against the monsters and bandit groups that exist on the fringes of Atlantean waters, and is active in opposing the supervillains who are preying on the primitive tribes of various altered aquatic peoples.

Recently he has taken to spending a lot more time on contemporary Earth, seeing numerous threats growing there from powerful supervilains that could potentially develop into a danger even to mighty Atlantis. Since he doesn't know much about Earth he deigns to accompany superteams, lending them his incomparable strength. After a few successful missions he is also enjoying the attention and adulation of the public and other superheroes. Being an exotic prince with superpowers he attracts plenty of admirers who he likes to entertain at the new house he has had built on the coast. Other Atlantean superheroes active on contemporary Earth have passed messages to him from his parents not to damage the reputation of Atlantis by getting caught up in any sordid scandals. By all means debauch the natives, a young prince should have his fun, but just see it to it that no-one ends up drowned in the pool or something. There is usually a competent Atlantean agent keeping a watch on things at his home at all times.
Is it just me, or does Roman look like a rip-off of Marvel's Namor the Sub-Mariner?

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Nov 21, 2017 6:55 pm

DominusExMachina wrote:
Tue Nov 21, 2017 6:44 pm
Is it just me, or does Roman look like a rip-off of Marvel's Namor the Sub-Mariner?
That's the whole idea behind the Superpowered Legends series. I'm just using the art to create my own builds.

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Nov 23, 2017 9:02 pm

Image

Ronin - PL 9

Strength 5, Stamina 2, Agility 2, Dexterity 2, Fighting 10, Intellect 3, Awareness 2, Presence 1

Advantages
All-out Attack, Assessment, Equipment 3, Improved Aim, Improved Critical 2: Sword, Improved Disarm, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 8, Startle, Takedown, Trance

Skills
Athletics 6 (+11), Insight 8 (+10), Intimidation 6 (+9/+7), Investigation 6 (+9), Perception 6 (+8), Technology 8 (+11), Vehicles 4 (+6)

Powers
Tosei-gusoku (Removable)
. . Gauntlets: Strength-based Damage 2 (bludgeoning, DC 22)
. . Kabuki: Enhanced Trait 2 (Traits: Intimidation +2 (+9), Advantages: Startle)
. . Plate armor: Protection 6 (+6 Toughness; Impervious)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Servos: Enhanced Strength 4 (+4 STR)
. . Visor: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Cell Phone (Smartphone), Commlink, Gas Mask, Mini-tracer, Rebreather, Restraints, Sword

Offense
Initiative +6
Gauntlets: Strength-based Damage 2, +10 (DC 22)
Grab, +10 (DC Spec 15)
Sword, +10 (DC 23)
Throw, +10 (DC 20)
Unarmed, +10 (DC 20)

Languages
Native Language

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

Power Points
Abilities 46 + Powers 34 + Advantages 22 + Skills 22 (44 ranks) + Defenses 15 = 139

Ronin is a Japanese urban vigilante. He battles crime thugs and Yakuza in the seedy underbelly of the sprawling, packed cities. Guns are not commonly used in Japanese crime and in any case like most urban vigilantes he does not use them as they are too noisy, attract too much attention and are lethal when he just wants to subdue targets. The sword he carries though is a real one and is genuinely razor sharp. He does not often cut people with it though, instead he prefers to use it to demonstrate his superiority by disarming opponents. Without a weapon few are prepared to try and take on someone wearing a servo-enhanced battlesuit like his. In any case most hand-held weapons are totally useless against his armor; clubs, blades and even bullets just bounce off. Underneath the armor he is quite a young man, an engineering student doing research into advanced cybernetic systems. He and his friends constructed the suit from parts they made themselves or ordered off the internet.

Urban vigilantes are not common in Japan but most of them tend to be very much ninja types, all agility and stealth and traditional weapons. They are not sure what to make of this powerful and direct warrior who just crashes through the front door while they are swinging in the skylight. At the least he does serve as a distraction and can safely draw enemy fire. He also proved to be very useful during a recent minor zombie apocalypse where his suit made him totally zombie proof and his sword an excellent weapon for taking out the shambling dead by decapitating them.

Gamebook
Posts: 3518
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Nov 23, 2017 9:25 pm

Image

Rose Thorn - PL 8

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

Advantages
All-out Attack, Attractive, Chokehold, Improved Critical: Grab, Power Attack, Ranged Attack 4

Skills
Athletics 6 (+14), Intimidation 6 (+8), Persuasion 4 (+6), Ranged Combat: Extending Vines: Move Object 4 4 (+4)

Powers
Enhanced Trait: Enhanced Trait 20 (Traits: Strength +6 (+8), Stamina +4 (+6))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Regeneration: Regeneration 2 (Every 5 rounds)
Rose Vines
. . Body Vines
. . . . Protection: Protection 2 (Linked; +2 Toughness)
. . . . Spikes: Strength-based Damage 2 (Linked; DC 25; Reaction 3: reaction; Grab-based)
. . Extending Vines: Move Object 4 (800 lbs., DC 19; Damaging)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)

Offense
Initiative +2
Extending Vines: Move Object 4, +8 (DC 19)
Grab, +8 (DC Spec 18)
Spikes: Strength-based Damage 2, +8 (DC 25)
Throw, +4 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 8, Will 4

Power Points
Abilities 32 + Powers 48 + Advantages 9 + Skills 10 (20 ranks) + Defenses 13 = 112

Rose Thorn and Bad Bitch are two close friends who are professional supervillain molls. They take up with supervillains who want some attractive female minion to make them look good. Her minor plant powers are from a stint with a plant-powers supervillain a while back. As weapons they are not that potent, she mainly uses them to threaten rival molls for her current bosses attention. If it comes to a real fight she is prepared to rough up civilians or battle an urban vigilante but will soon flee if an opponent proves genuinely competent or has high-end superpowers. What she wants is money and to stay out of jail. Several times she has pretended to have reformed but always soon slides back into her old ways.

Bad Bitch - PL 6

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

Advantages
Attractive, Defensive Roll, Diehard, Ranged Attack 4, Set-up, Skill Mastery: Persuasion, Teamwork

Skills
Acrobatics 6 (+8), Athletics 4 (+8), Deception 6 (+8), Insight 4 (+6), Perception 4 (+6), Persuasion 8 (+10), Sleight of Hand 6 (+8), Stealth 6 (+8)

Powers
Enhanced Trait: Enhanced Trait 10 (Traits: Strength +3 (+4), Stamina +2 (+3))
Regeneration: Regeneration 5 (Every 2 rounds, Advantages: Diehard)

Offense
Initiative +2
Grab, +8 (DC Spec 14)
Throw, +6 (DC 19)
Unarmed, +8 (DC 19)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 4/3, Will 6

Power Points
Abilities 36 + Powers 16 + Advantages 9 + Skills 22 (44 ranks) + Defenses 12 = 95

Bad Bitch is less powerful than her friend and relies on her to do much of the serious fighting. She is more keen on beating up the defenseless. As a minion she is less a supervillain footsoldier and more an amusing toy for her boss. Rose Thorn looks good but will not consent to be touched, and can enforce this. BB though is prepared to indulge almost any desire though she most enjoys anything which involves inflicting pain, on others or herself. Many of her bosses actually employ her more as a torturer and interrogator than a concubine. When it comes to extracting information by way of pain she has a particular knack for doing it without actually inflicting serious physical harm, what she does is more just pure pain and degradation. Her own powers are meant more for her to withstand injury than inflict it. To her extreme pain is just another sensation to be savored. When she does get into a genuine fight she seeks mostly to distract opponents by her ecstatic reaction to being hit, stabbed and even shot.

Gamebook
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Nov 23, 2017 9:45 pm

Image

Scarab - PL 8

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

Advantages
Defensive Roll, Improvised Tools, Inventor, Ranged Attack 8, Skill Mastery: Technology

Skills
Athletics 4 (+7), Investigation 4 (+6), Perception 6 (+6), Sleight of Hand 4 (+6), Technology 8 (+10), Vehicles 6 (+8)

Powers
Scarab armor (Removable)
. . Bug Eyes: Senses 7 (Extended: Vision 1: x10, Infravision, Low-light Vision, Radius: Vision, Tracking: Infravision 2: full speed, Ultravision)
. . Carapace: Protection 6 (+6 Toughness; Impervious)
. . Electron Blasters: Damage 6 (DC 21; Alternate Resistance: Fortitude, Increased Range: ranged, Multiattack)
. . Enhanced Ability: Enhanced Strength 2 (+2 STR)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Sealed Systems: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Shrinking: Shrinking 20 (-5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Atomic Size)
. . Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)

Offense
Initiative +2
Electron Blasters: Damage 6, +10 (DC Fort 21)
Grab, +8 (DC Spec 13)
Throw, +10 (DC 18)
Unarmed, +8 (DC 18)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 86 + Advantages 12 + Skills 16 (32 ranks) + Defenses 12 = 158

Scarab is a minor supervillain who operates a battlesuit he took from a dead alien warrior left lying on a heap of rubble in the aftermath of an alien invasion attempt. At least he thinks it is a battlesuit, he found that the dead alien inside it was soft and boneless and apparently grafted to the suit. He had to effectively cut the suit off it, taking a number of organs such as the large compound eyes with it. The suit is in fact a natural exoskeleton like that of an Earth arthropod that has been fitted with technological enhancements. Unknown to him the aliens were from the Nanoverse which is why the suit also has the power to shrink the wearer down to an extremely small size. So far he has not shrunk himself down enough to transition over to the Nanoverse, he isn't aware that he can.

He uses the suit to conduct petty robberies on stores and banks, using his ability to shrink down to insect size to bypass most security. The electron blasters can short out many electronic locks and sensors. By trade he is an electrician but never liked working for a meager living, crime pays way better. By now he also has an extensive working knowledge of security systems. While he can fight he prefers to avoid combat unless it is just incapacitating security guards. He has some links to the supervillain underworld as he uses them to fence some of his stolen goods, and has done jobs for them in obtaining certain items. If a real superfight does ever break out around him though he will be the first to hightail it. Only being cornered will make him stand and fight.

Gamebook
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Nov 23, 2017 10:45 pm

Image

Image

Grey Alien - PL 6

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

Advantages
Benefit, Athletics Based on Agility, Defensive Roll, Eidetic Memory, Hide in Plain Sight, Improvised Tools, Ranged Attack 2, Trance

Skills
Acrobatics 4 (+8), Close Combat: Alien Abilities 4 (+4), Deception 4 (+6), Insight 4 (+6), Investigation 4 (+8), Perception 4 (+6), Persuasion 4 (+6), Sleight of Hand 4 (+8), Stealth 4 (+10), Technology 4 (+8), Treatment 4 (+8), Vehicles 4 (+8)

Powers
Alien Abilities
. . Empathic: Mind Reading 3 (DC 13; Limited to Emotions)
. . Healing: Healing 3 (Empathic)
. . Hibernation: Immunity 12 (Aging, Life Support, Sleep; Activation: move action, Side Effect 2: always - Cocoon)
. . Invisibility: Concealment 2 (Sense - Sight; Check Required: DC 10 - Fortitude)
. . Permeate: Movement 1 (Permeate 1: speed rank -2; Affects Others)
. . Sleep: Cumulative Affliction 3 (3rd degree: Asleep, Resisted by: Will, DC 13; Cumulative; Limited Degree (third only))
. . Telekinesis: Move Object 1 (100 lbs.; Precise)
. . Telepathy: Mental Cosmic Communication 1 (Custom: must have met the person)
. . Teleport: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Tiring)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 2 (Low-light Vision, Ultravision)
Small: Shrinking 2 (-1 Intimidate, +2 Stealth, +1 active defenses; Innate; Permanent)

Offense
Initiative +4
Empathic: Mind Reading 3 (DC Will 13)
Grab, +0 (DC Spec 10)
Sleep: Cumulative Affliction 3, +4 (DC Will 13)
Telekinesis: Move Object 1, +6 (DC 11)
Throw, +6 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 9, Parry 5, Fortitude 4, Toughness 2/1, Will 7

Power Points
Abilities 34 + Powers 21 + Advantages 8 + Skills 24 (48 ranks) + Defenses 16 = 103

Grey Aliens as they are usually called are common visitors to Earth. They come here for all sorts of reasons, many of them illegal. Some trade in illegal goods, smuggling in superpowers and offworld technology in exchange for art, cultural treasures and even human slaves. Others just abduct people or animals and then subject them to strange treatment. One thing they don't do is mount major invasions, indeed they rarely get violent. When they do need to use force they prefer to employ much larger and stronger aliens or humans who are versed in combat.

The grey aliens themselves are not a distinct alien race. Rather they are the result of millions of years of genetic engineering and uncontrolled crossbreeding between races across the galaxy. After a while the mixing of so many strange genomes results in a sort of muddy genetic soup, bland and grey. They come in a variety of forms but the greys are usually small, hairless, roughly humanoid with large eyes and not much in the way of other features. Some are as big as a human, others no larger than a squirrel or other mid-size rodent. They do tend to be intelligent, and often have a range of minor powers inherited from their many and varied ancestors. The powers listed above are a sampling, most will not have so many power options and there are some greys with other powers or at higher rank. They rely heavily on advanced technology, riding around space in ships of many shapes and sizes, though saucer shaped ones are a perennial favorite for their versatility and adaptability. Populations of greys exist around the galaxy, often living among other races as a subordinate population used for fairly menial work. Others are nomads, wandering the cosmos making a living anyway they can. They do not often wear clothes as modesty is unnecessary for them and their ships are climate-controlled and comfortably appointed. If caught out on the surface of a world like Earth that has uncontrolled weather they are very vulnerable to the environment and can soon suffer from the effects of cold, heat, dehydration and abrasive surfaces.

Their bottom sump, bilge-water genetics mean that most greys are sterile, having no sexual characteristics and being unable to reproduce themselves. Instead they cultivate stem cells taken from their bodies into germ cells and artificially inseminate them into other beings. Their Lego-brick genomes can soon comprehend and mesh with almost any reproductive system. Most greys are telepathic and empathic and while developing they can absorb the knowledge and memories of their host. This allows them to be born with a lot of mental development already in place. Because of this many strains of grey favor sentient species to carry their young. Since their young also absorb genes from the host they also prefer them to be humanoid-ish and to be reasonably intelligent. As they are low down in the galactic social scale though they often have to take whatever they can get, most other civilized races are not prepared to let the greys have access to their minds, bodies and genomes in this way.

The predominant grey method of reproduction is why flying saucers have been kidnapping Earth people and animals and probulating them for some years. Greys take genetic samples to test Earth animals for suitability as hosts, and go on to inseminate some of them. Humans and their livestock are the most common victims as they make up the great majority of large animal life on Earth. Early attempts to reproduce with cows were not a great success, the resulting grey offspring were of very low intelligence and physical capability. Unwanted animals were just dumped at random after caesarean sections, which is why cattle mutilations were such a common phenomenon for a while. The greys had trouble telling human genders apart for a while which is why a number of startled men found themselves being unpleasantly violated, some of them on a repeat basis. The greys often try to wipe the memories of those they abduct, but not being powerful telepaths it is often only partial and leaves the victim with hazy memories and a sense that something wrong has been done to them. When they do succeed in achieving a result with a human woman they usually put her back so she can carry the grey fetus in her own social environment. Telepathic feedback from the growing grey often gives the unwilling and unwitting mother strange dreams and mental states. Shortly before term they abduct her again and remove the young grey, or at least that is the plan. Often things go wrong due to the complex nature of the business and the greys own natural incompetence.

All these shenanigans are of course highly illegal, so the greys have to conduct them illicitly for fear of the galactic authorities and offended natives. As the number of superheroes has increased over the years and they have become more powerful and knowledgeable about space and things like the greys it has become steadily harder for them to get away with it. Saucer abductions are now a relative rarity compared to the number of cases in the 1950's and 1960's. This has made the greys a bit more dangerous as they are prepared to dabble more in the slave trade. Normally they don't like to use slaves as hosts as the misery of the slave leeches into the developing grey and can cause them mental damage. There are ways round this such as mental simulators to keep the abductee unaware of what has happened to them but they are expensive and tricky to use. A lot of what probulating still does go on is done for the hell of it by errant grey joyriders. Being often empathic greys enjoy being near beings that are feeling pleasure and will artificially stimulate captives so they can leech off it. They almost never inflict pain themselves for the same reason, it hurts them as well and greys tend to be highly aversive to any pain, danger or fear. If they do need to have someone injured or killed they have their hired muscle take them away to do it.

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Ken
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Re: Gamebook's builds (hs5ias new thread)

Post by Ken » Fri Nov 24, 2017 2:03 am

Gamebook wrote:
Thu Nov 23, 2017 10:45 pm
Image
PHONE HOME!!!

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Nov 24, 2017 10:33 pm

Image

Scorpion - PL 9

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

Advantages
Agile Feint, Defensive Roll, Improved Critical: Scorpion Claws: Strength-based Damage 3, Improved Critical: Scorpion Claws: Strength-based Damage 3, Improved Critical: Scorpion Sting: Damage 7, Improved Initiative, Power Attack, Ranged Attack 4, Takedown

Skills
Acrobatics 8 (+12), Athletics 6 (+10), Deception 4 (+5), Insight 6 (+8), Intimidation 6 (+7), Investigation 4 (+5), Perception 6 (+8), Sleight of Hand 4 (+6), Stealth 4 (+8), Technology 4 (+5), Vehicles 4 (+6)

Powers
Scorpion suit (Removable)
. . Enhanced Ability: Enhanced Strength 2 (+2 STR)
. . Protection: Protection 4 (+4 Toughness; Impervious)
. . Scorpion Claws & Cybernetic Sting
. . . . Scorpion Claws: Strength-based Damage 3 (Linked; piercing, slashing, DC 22, Advantages: Improved Critical; Split: 2 targets)
. . . . Scorpion Sting: Damage 7 (Linked; DC 22, Advantages: Improved Critical; Reach (melee) 3: 15 ft.)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . 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; Wall-crawling 1: -1 speed rank)
. . Visor: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)

Offense
Initiative +8
Grab, +11 (DC Spec 14)
Scorpion Claws: Strength-based Damage 3, +11 (DC 22)
Scorpion Sting: Damage 7, +11 (DC 22)
Throw, +6 (DC 19)
Unarmed, +11 (DC 19)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 5, Toughness 7/6, Will 6

Power Points
Abilities 50 + Powers 40 + Advantages 10 + Skills 28 (56 ranks) + Defenses 14 = 142

Scorpion is a hunter, he tracks down and kills people. The targets he specializes in are urban vigilantes, he can take them on and kill them with his cybernetic suit. Criminal groups hire him for this purpose when they find some costumed crusader is making too heavy inroads into their business. The weapons on his suit are nothing special, they are just massive, heavy metal blades that he punches through people. He avoids confrontation with the authorities or superpowered heroes, he isn't equipped to take them on and in any case dislikes fighting anybody he hasn't been paid to do. As a hunter he is patient and careful, willing to track a target for days, learning their movement patterns before setting up an ambush. When he strikes he does so when his target is alone and cannot get away so easily. Confined spaces where he can get close and overwhelm an opponent with a barrage of strikes are a favorite. He isn't proud, if a fight starts to go against him he will readily withdraw and try again later. He also isn't stubborn, if he just cannot find or overcome a target he will give up and refund his clients their money, then go and try his luck against someone else. His overall success rate is far from 100% but he has killed quite a few vigilantes over the years. He started out as just another mob killer, he got an early version of his suit from a former boss who set him on a would-be vigilante. His first hunt was a success and he came to be a specialist in the field, gaining much more prestige and reward than as just another thug in a suit. He prefers to stick to the conventional criminal world mainly, avoiding associating with most other supervillains who he regards as crazy terrorists rather than honest crooks.

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Nov 24, 2017 11:05 pm

Image

Semiramis - PL 12

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

Advantages
Attractive 2, Benefit, Status: Priestess Queen, Contacts, Defensive Roll, Fascinate (Deception), Fascinate (Expertise: Magic), Fascinate (Persuasion), Luck 3, Ranged Attack 4, Ritualist, Trance

Skills
Deception 8 (+12), Expertise: Magic 10 (+14), Insight 8 (+11), Intimidation 8 (+12), Investigation 8 (+12), Perception 4 (+7), Persuasion 8 (+12), Sleight of Hand 6 (+8), Stealth 4 (+6)

Powers
Aegis: Protection 12 (+12 Toughness; Impervious, Sustained)
Ancient Magic
. . Appear: Teleport 12 (Carry 50 lbs.; Accurate, Easy, Extended: 4000 miles in 2 move actions; Limited to Extended)
. . Deform: Progressive Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 22; Increased Range: ranged, Progressive)
. . Dispel Magic: Nullify 12 (Counters: Magic, DC 22; Broad, Effortless, Simultaneous)
. . Enslave: Progressive Affliction 12 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Contagious, Progressive)
. . Healing: Healing 12 (Restorative, Resurrection)
. . Invoke Deity: Summon 12 (Heroic, Type (General): Deity from her pantheon; Attitude: indifferent)
. . Obliteration: Damage 12 (DC 27; Alternate Resistance: Fortitude, Increased Range 2: perception)
. . Plague: Progressive Weaken 12 (Affects: Stamina, Resisted by: Fortitude, DC 22; Contagious, Progressive)
. . Scry: Remote Sensing 24 (Affects: Visual Senses - Visual, Range: 64000 miles)
. . Sending: Other Area Cosmic Communication Perception (All Senses) 1 (Area, Perception (All Senses))
. . Skeletal Warriors: Summon 6 (Controlled, Horde, Multiple Minions 2: 4 minions)
. . Spell Turn: Deflect 12 (Increased Range: perception, Redirection, Reflect; Limited: to magic)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 2 (Aging, Disease)

Offense
Initiative +2
Deform: Progressive Affliction 12, +6 (DC Will 22)
Dispel Magic: Nullify 12, +6 (DC Will 22)
Enslave: Progressive Affliction 12, +4 (DC Will 22)
Grab, +4 (DC Spec 10)
Obliteration: Damage 12 (DC Fort 27)
Plague: Progressive Weaken 12, +4 (DC Fort 22)
Throw, +6 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 3, Toughness 14/1, Will 11

Power Points
Abilities 40 + Powers 87 + Advantages 17 + Skills 32 (64 ranks) + Defenses 14 = 190

Semiramis is an ancient queen from the history of the Assyrian peoples who became a mythological figure. Like most mythologies they have a presence in the magical otherworlds. In myth Semiramis became a sorceress, necromancer and evil tyrant so that is what she is in the magical otherworlds. Her mother is the fish-goddess Derketo who abandoned her at birth and then committed suicide, perhaps at a prophecy of what her child would grow up to do. Raised as a foundling she became a very beautiful woman, over which men went mad and killed each other or themselves. She developed powerful magics of her own and used them to make herself a ruling queen, controlling her empires through what were ostensibly her sons by conveniently deceased husbands. Her 'sons' were always weakling idiots though who could never take the throne and they would die once they got too old, whereupon she would take a new husband to create a new dynasty. Occasionally a noble hero inspired by the gods would overthrow her but she would always soon regain power somewhere else.When she is in charge of an empire though she always rules it very competently, reducing corruption and expanding and securing its borders.

Recently dabblers in ancient magic have succeeded in invoking the sorcerer queen and bringing her through to contemporary Earth. They want her to reunite the few remaining followers of the ancient faiths and lead them on a war to reconquer the ancient Assyrian empire from all the usurpers of the last few thousand years. With the Middle East in utter chaos at the moment they see it as the right time, with ancient prophecies of the overthrow of evil empires coming true. Semiramis is willing to do so, she desires an empire in the real world so that she can escape being trapped in the mythical cycles of the magical otherworlds that always see her overthrown eventually. She cannot do it alone though and is busy canvassing support from other deities and magical beings and bringing them through to contemporary Earth. Horrendous monsters from the myths of the ancient world are now stalking the land. Governments in the area are not up to opposing them and superheroes find it difficult to operate in the region due to political considerations. Magical superheroes are though being amassed by the cabal of mages that protects the world from supernatural threats to launch a strike to force her back out of the world. She is already secretly in contact with magical and divine superheroes and members of the cabal and is seeking to subvert them and win them over to her side. Quite a number of them, including some very powerful ones, are seriously considering it for various reasons. The cabal only has influence over the divine superheroes, not control like it does with the magical ones. A disastrous magical / divine war could be brought about, dangerously exposing the world to unreal forces. There are entities beyond the magical otherworlds far more dangerous than any wizard or even god and if the walls of reality are weakened they could force their way into the real world again.

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Nov 25, 2017 8:06 am

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Sho-Gan the Justiciar - PL 14

Strength 12, Stamina 10, Agility 4, Dexterity 2, Fighting 10, Intellect 4, Awareness 4, Presence 4

Advantages
All-out Attack, Assessment, Benefit, Galactic Authority, Contacts, Eidetic Memory, Favored Foe: Target of judgement, Improved Critical 2: Hammer Strike: Strength-based Damage 6, Power Attack, Ranged Attack 6, Takedown, Trance, Well-informed

Skills
Athletics 6 (+18), Expertise: Law 8 (+12), Insight 8 (+12), Intimidation 8 (+12), Investigation 8 (+12), Perception 6 (+10), Technology 4 (+8), Vehicles 6 (+8)

Powers
Armor of Righteousness (Removable)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Immunity: Immunity 4 (Disease, Poison, Suffocation (All))
. . Protection: Protection 8 (+8 Toughness; Impervious [6 extra ranks])
Hammer of Justice (Easily Removable)
. . Hammer Strike: Strength-based Damage 6 (DC 33; Penetrating 14)
. . . . Hammer Slam: Strength-based Burst Area Damage 2 (Alternate; DC 29; Burst Area 2: 60 feet radius sphere, DC 12, Penetrating 14)
Immunity: Immunity 5 (Environmental Conditions (All))
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 1 (Low-light Vision)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)

Offense
Initiative +4
Grab, +10 (DC Spec 22)
Hammer Slam: Strength-based Burst Area Damage 2 (DC 29)
Hammer Strike: Strength-based Damage 6, +10 (DC 33)
Throw, +8 (DC 27)
Unarmed, +10 (DC 27)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 14, Toughness 18, Will 12

Power Points
Abilities 100 + Powers 58 + Advantages 18 + Skills 27 (54 ranks) + Defenses 18 = 221

Sho-Gan is a Justiciar, an enforcer and judge of galactic law. He and his forces move around the galaxy in a regular circuit, checking that the collective edicts set up by the most powerful galactic civilizations are not being flouted. As far as he is concerned his legal writ runs everywhere in the galaxy and no-one can claim legal immunity from him. Attempting to do so is a serious crime in itself. When anyone shows defiance of his judgments and refuses to accept the rather harsh sentences he imposes he is quite prepared to subdue malefactors personally, knocking them senseless with his power hammer and dragging them to the holding cells.

A single person, unless really immensely powerful, cannot enforce order on an entire galaxy. He travels in a large spaceship that bristles with advanced weapons and is crammed with war machines and soldiers for justice. It is capable of waging a small space war by itself if necessary. His troops are recruited from many races or are specially made clone soldiers, and all are fanatically committed to upholding the law. They see themselves as the thin red line preserving order and peace across the galaxy, a mission that is bigger than any of them.

Contemporary Earth is on their established route and they regard it as a hotbed of criminality, what with all the smuggling, raiding and misuse of offworld technology. When he did make a visit to Earth a while back his troops descended from orbit and began destroying or confiscating all illegally held offworld tech while incarcerating anyone suspected of dealing with it in a terrifying purge. Thousands were arrested and deported offworld, including large numbers of superheroes and supervillains. Any resistance was ruthlessly crushed and those who offered it arrested for obstructing the course of justice and assaulting officers of the law. The superhero community was unable to make a concerted response as Sho-Gan is capable of disabling most superpowers through having access to the secret control codes included by the manufacturers. In any case a lot of superheroes rather agreed with what he was doing, especially those whose role it is to enforce control on superpowers such as Andromeda, Oath and Apex, Powerstone and others. They helped his forces out, providing local information on offenders and how to find and defeat them. This included some of their fellow superheroes they had known and fought alongside for years. The law though cannot show favoritism or mercy, its rule is absolute.

Sho-Gan is not completely inflexible, if a person can show they have been using a superpower they acquired accidentally in a lawful way for the protection of their society he is prepared to ratify their actions and make them a deputy. The aftermath of his raid has left lingering fear and resentment and an undercurrent of mistrust in sections of the superhero community and among the population at large. Andromeda and her supporters just regard this as ignorance and a lack of understanding and respect for the importance of maintaining the rule of law. Those who do not commit crimes have nothing to fear, galactic law is enforced perfectly without corruption or prejudice. Disagreeing with this is not up for debate, contemporary Earth is not in a position politically or intellectually to dispute the greater knowledge and wisdom of vastly more advanced civilizations.

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Nov 25, 2017 8:39 am

Image

Silver - PL 8

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

Advantages
Assessment, Connected, Defensive Attack, Defensive Roll 2, Equipment 1, Favored Foe: Vampires, Improved Critical 2: Revolver, Improved Critical 2: Sword, Improved Critical: Blade: Strength-based Damage 3, Improved Initiative, Luck, Power Attack, Quick Draw, Ranged Attack 7, Takedown, Tracking

Skills
Acrobatics 4 (+8), Athletics 6 (+7), Deception 6 (+8), Insight 6 (+8), Intimidation 6 (+8), Investigation 8 (+11), Perception 6 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+7), Stealth 4 (+8), Vehicles 6 (+9)

Powers
Dark Sight: Senses 2 (Darkvision)
Long Black Leather Coat: Protection 1 (+1 Toughness)
Revolver with Silver Bullets (Easily Removable)
. . Revolver
. . . . Bullet: Damage 4 (Linked; DC 19; Increased Range: ranged)
. . . . Silver: Weaken 4 (Linked; Affects: Vampire regeneration and immortality, Resisted by: Will, DC 14; Increased Range: ranged)
Silver Piercings: Immunity 10 (Common Descriptor: Vampire powers)
Silver Sword (Easily Removable)
. . Sword
. . . . Blade: Strength-based Damage 3 (Linked; DC 19, Advantages: Improved Critical)
. . . . Silver: Weaken 4 (Linked; Affects: Vampire regeneration and immortality, Resisted by: Will, DC 14)

Equipment
Long Black Leather Coat [Long Black Leather Coat: Protection 1, +1 Toughness]

Offense
Initiative +8
Blade: Strength-based Damage 3, +10 (DC 19)
Bullet: Damage 4, +10 (DC 19)
Grab, +10 (DC Spec 11)
Silver: Weaken 4, +10 (DC Will 14)
Silver: Weaken 4, +10 (DC Will 14)
Throw, +10 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 5/2, Will 8

Power Points
Abilities 54 + Powers 26 + Advantages 24 + Skills 31 (62 ranks) + Defenses 15 = 150

Silver is a professional vampire hunter, she was recruited for the role while serving time in prison for some minor offense. Her cellmate was an older woman who told her about the secret war being waged against the creatures of the night. Over long talks at night she came to believe in the crusade that was described to her and agreed to try out to become a vampire hunter. After she did so they were both released the next day and her mentor took her straight to a special safe house. There everything she had told her about ancient orders of vampire hunters and the existence of magic and the supernatural turned out to be true. She was told that now she had agreed to take up the fight she could never leave it, she knew too much to ever be allowed to go her own way again. The way the other vampire hunters fingered their weapons at this told her all she needed to know about the one sure way to leave the order.

After a period of intensive training Silver (her vampire hunter codename) was sent out on her first missions. She soon proved to be an excellent recruit, brave and skillful. She travels all over the world tracking down vampires and dispatching the undead fiends. They can arise anywhere, they do not have to be the spawn of other vampires, vampirism often manifests spontaneously. The life of a vampire hunter is often tragically short, the enemies they hunt are extraordinarily dangerous. The masters of her order reckon on a ratio of the life of one vampire hunter for every vampire destroyed. Over time vampire hunters tend to acquire personal enhancements to increase their chances of survival. Few take it quite as far as the infamous Bloodspill (who is on the verge of being declared a vampire herself) but any edge is welcome. Silver has had her eyes fitted with night vision by a special enchantment which used the eyes she cut out of the head of a still active (and kicking and screaming) vampire. All vampires can see perfectly in the dark and she was finding this to be a crippling disadvantage. As a more mundane form of protection she has taken to acquiring a large number of piercings done with silver rings. Her silver piercings are all over her fleshy body parts to protect her. Ears, brow, nose, lips, tongue, nipples, navel, clitoral hood, labia, perineum. This makes it nearly impossible for a vampire to grab her body and repels their hypnotic powers. Some vampire hunters drink collimations of silver but this can have toxic side-effects and turn you a funny color with years of use so she prefers this method. Perpetually dousing yourself in garlic and consuming great quantities of it also works but the smell is very unpleasant for others and she would like to go about without arousing attention and aversion.

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Nov 26, 2017 3:06 pm

Image

Princess Sthenia - PL 10

Strength 5/2, Stamina 5/3, Agility 5, Dexterity 3, Fighting 11, Intellect 1, Awareness 3, Presence 3

Advantages
Assessment, Attractive, Close Attack 2, Defensive Attack, Evasion, Improved Critical 2: Shield Bash: Strength-based Damage 2, Improved Defense, Improved Initiative, Interpose, Leadership, Power Attack, Takedown

Skills
Acrobatics 4 (+9), Athletics 8 (+13), Insight 8 (+11), Intimidation 4 (+7), Perception 6 (+9), Persuasion 8 (+11)

Powers
Aspis (Easily Removable (indestructible))
. . Immunity: Immunity 80 (Toughness Effects; Reflect, Sustained; Check Required 10: DC 19 - Fighting)
. . Shield: Enhanced Trait 4 (Traits: Parry +2 (+13), Dodge +2 (+13))
. . . . Shield Bash: Strength-based Damage 2 (Alternate; DC 22)
Bracers of Strength (Removable (indestructible))
. . Block: Protection 1 (+1 Toughness; Sustained)
. . Enhanced Trait: Enhanced Trait 10 (Traits: Strength +3 (+5), Stamina +2 (+5))
Helm of Flying (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Protection: Protection 1 (+1 Toughness)

Offense
Initiative +9
Grab, +13 (DC Spec 15)
Shield Bash: Strength-based Damage 2, +13 (DC 22)
Throw, +3 (DC 20)
Unarmed, +13 (DC 20)

Languages
Native Language

Defense
Dodge 13/11, Parry 13/11, Fortitude 9, Toughness 7, Will 9

Power Points
Abilities 62 + Powers 114 + Advantages 14 + Skills 19 (38 ranks) + Defenses 16 = 225

Princess Sthenia is an Amazon. She serves as the chief personal bodyguard of the Amazon queen, accompanying her on all occasions. Her equipment and training is oriented towards defense, with her enchanted hoplite shield able to repel any attack. She can often be seen standing right by her queen during meetings, at meals and even when she is sleeping. In battle she is her shieldbearer, always guarding her right side. If necessary she would be quite prepared to die to maintain her defense, as she sees it the fate of the Amazons depends on it. No threat or bribe will work on her, she already has all she wants after being granted the great honor she bears. In an effort to maintain her detachment she does not have close relations with any other Amazon, she fears developing personal attachments that could be used against her. Her only love must be the love of her duty.

Those who meet with the Amazon queen should be aware that she or a warrior like her is always close by and keeping watch, even during the most intimate moments. Such are the dangers of the life of a warrior monarch. The Amazons have many enemies, some of whom have powerful assassins at their disposal. Sthenia is a princess because she is the daughter of the previous Amazon queen, who was slain by an assassin while she was a child. After the Amazons elected a new leader she trained herself intensively for years to be the best possible guard for her (the Amazon monarchy is elective not hereditary).

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Nov 26, 2017 3:29 pm

Image

Slam - PL 8

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

Advantages
All-out Attack, Daze (Intimidation), Diehard, Equipment 1, Favored Environment: Urban, Power Attack

Skills
Athletics 6 (+14), Intimidation 6 (+6)

Powers
Enhanced Ability: Enhanced Strength 5 (+5 STR)
Regeneration: Regeneration 5 (Every 2 rounds, Advantages: Diehard)
Riveted Steel Plating: Protection 5 (+5 Toughness)
Smashing Charge (Line Area 4: 5 feet wide by 250 feet long, DC 18, Custom: Must move through area of effect, Split 3: 4 targets)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Equipment
Riveted Steel Plating [Riveted Steel Plating: Protection 5, +5 Toughness]

Offense
Initiative +2
Grab, +8 (DC Spec 18)
Throw, +0 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 54 + Advantages 5 + Skills 6 (12 ranks) + Defenses 14 = 111

Slam is a bodybuilder and thug who for years made a living by threatening and performing violence. He was never a crime boss himself, he never had the brains for it. Instead he always worked for someone else, whether it be the mob, or supervillains, or whoever. He isn't picky so long as he gets paid. While a legbreaker he isn't a thief himself, he never bothers to mug anybody or knock over a place. In fact in his private life he isn't even a violent man, he prefers to play it quiet. Given his size, build and local reputation he never needs to bully or bluster, no one is stupid enough to mess with him. Those who hire him appreciate his ability to keep his mouth shut and to stay out of unnecessary trouble. A lot of those he pays professional visits to are those who have failed to do just that.

Recently he has moved up a notch into being a semi-pro supervillain. A supervillain mastermind, or rather one of his middle managers, has equipped him to carry out unauthorized demolition work. He has been made superstrong with enhancement drugs (good ones, without the dangerous side effects of the bootlegs) and set to smashing apart people's houses so they can be cleared away for redevelopment. This is part of a massive land scheme which will potentially make hundreds of millions in profit. To protect himself from falling debris he and his cousin have fashioned a crude suit of armor for him, made out of the thickest steel plates they could get hold of and bend into shape. With it he can just put his head down and run clear through a row of houses, which shatter into piles of junk. The residents had better jump out of the way if they don't want to be smashed too. The supervillain mastermind's people have it all set up, once the area has been trashed they come in and buy up the land for far less than it's worth as it has been wrecked by supervillain attack. The house insurance turns out not to cover acts of supervillain as the mastermind owns the insurance company too. Local cops and legal officials have been bribed or intimidated into compliance.

Slam has been cut into the whole scam and stands to personally make millions. To him this is his big score at last and he will react ferociously to any superhero or urban vigilante seeking to derail it. If faced with an opponent capable enough to take him on he will seek aid from his bosses and from among the criminal fraternity. A whole collection of supervillains may turn up to help get rid of any do-gooders.

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