Gamebook's builds (hs5ias new thread)

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

Post by Gamebook » Tue Dec 12, 2017 9:31 pm

Image

Diana - PL 7

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

Advantages
Agile Feint, Assessment, Defensive Roll, Equipment 21, Evasion, Improved Critical: Heavy Pistol, Improved Defense, Improved Initiative, Move-by Action, Quick Draw, Ranged Attack 7, Skill Mastery: Vehicles, Ultimate Effort: Vehicles

Skills
Athletics 4 (+4), Deception 4 (+6), Insight 8 (+11), Investigation 4 (+6), Perception 8 (+11), Persuasion 6 (+8), Sleight of Hand 6 (+9), Technology 6 (+8), Vehicles 10 (+13)

Powers
Grav-disks: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Levitation)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)

Equipment
Binoculars, Cell Phone (Smartphone), Commlink, Enhanced B-17 bomber, Enhanced P-51 fighter, Fire Extinguisher, Flash Goggles, Flashlight, Gas Mask, Grav-disks [Grav-disks: Flight 1, Speed: 4 miles/hour, 60 feet/round; Levitation], Handcuffs, Heavy Pistol, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Mini-tracer, Rebreather, Toolkit (Basic)

Offense
Initiative +6
Grab, +6 (DC Spec 10)
Heavy Pistol, +10 (DC 19)
Throw, +10 (DC 15)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 6, Fortitude 3, Toughness 4/1, Will 8

Power Points
Abilities 38 + Powers 0 + Advantages 39 + Skills 28 (56 ranks) + Defenses 15 = 120

Enhanced B-17 bomber - PL 10

Strength 13, Defense -8, Toughness 13, Size Colossal

Features:
Navigation System 1, Remote Control

Powers
Bombs: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Increased Range 2: perception; Limited: vertical drop, Unreliable (5 uses))
Defensive Turrets: Damage 6 (DC 21; Increased Range: ranged, Multiattack, Reaction 3: reaction)
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)

Offense
Bombs: Burst Area Damage 10 (DC 25)
Defensive Turrets: Damage 6, +10 (DC 21)

Power Points
Abilities 1 + Powers 73 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 76

Enhanced P-51 fighter - PL 9

(Alternate of Enhanced B-17 bomber)

Strength 10, Defense -4, Toughness 10, Size Huge

Features:
Navigation System 1, Remote Control

Powers
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Wings)
Machine Guns: Damage 6 (DC 21; Extended Range, Increased Range: ranged)
Rockets: Damage 8 (DC 23; Extended Range, Increased Range: ranged, Multiattack, Penetrating 8; Custom 3: One use only)

Offense
Machine Guns: Damage 6, +10 (DC 21)
Rockets: Damage 8, +10 (DC 23)

Power Points
Abilities 4 + Powers 35 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 42

Diana is a woman aircraft pilot from the Second World War. She was part of a special unit that conducted long-range missions deep into enemy territory. They bombed precise targets such as Axis prison camps to give the prisoners a chance to escape, dropped supplies and secret agents to resistance groups, sank ships and U-Boats carrying secret, ultra-high value cargoes such as nuclear research materials or jet engine parts. Many of their operations were conducted at night. To them the moon was their friend, giving them the light they needed to spot their targets. Normally Western women were not combat pilots, only being permitted to serve in a civilian role ferrying aircraft and the like. Her squadron was more heterogeneous though, being composed of all sorts of odd survivors and renegades from all over the world. There were even anti-Nazi Germans on their roster.

Diana was lost at the end of the war in Europe while bombing a Nazi secret weapons base. A huge pair of metal pylons had been built and a massive energy vortex was forming between them. This was a portal to a future reality, one where the Nazis won the war many years ago and now had a vast army equipped with weapons many decades in advance of anything the Allied armies of the time possessed. Diana while making a low-level attack run looked into the portal and saw a massive robot, tall as a building and marked with Axis symbols, about to step through the portal. She took her bomber right onto the target and dropped her bombs to shatter the portal. As the pylons collapsed the vortex span out control, sending up a spike of energy that veered to hit her plane. In a flash of light she, the crew and their entire craft just vanished. Their comrades thought them dead and held a funeral for them, inscribing their names on the roll of honor.

In reality though she and her comrades had been sent through to the alternate timeline that the Nazis had been accessing. Their plane was still operational and they were able to fly off to a remote location to escape immediate capture by the Nazi army that was assembled ready to go through the portal. She and her crew spent several years fighting alongside the various resistance movements on that oppressed future world. Eventually they got an opportunity to send someone through one of the time and alternate reality portals that the worlds Nazis were using to launch raids for materials and technologies to keep their crumbling regime going. Diana made the jump just before it closed, leaving her crew behind to make their escape back to the resistance. She was finally back on her own Earth. It was not her time though, she had only jumped realities, not back to her own time as well. She found herself on contemporary Earth, many decades after the end of the Second World War. Since then she has been working with various superhero groups to try to find a way back to the Nazi ruled world to rescue her crew and topple their evil rule.

To make better use of her skills the superhero groups that are interested in her story and are helping her have built new versions of the aircraft she is familiar with. She pilots a B-17 bomber and a P-51 fighter, both of which have massively more advanced weapons, engines and instruments than anything from her time. Her B-17 for example has automated gun positions and bomb aiming so she can operate it all by herself rather than needing the normal crew of ten. In place of a parachute she has anti-grav disks on her belt. With them she acts as air support for various superteams, airdropping them into action, bombing and strafing attacking supervillains or alien raiders.

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catsi563
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Re: Gamebook's builds (hs5ias new thread)

Post by catsi563 » Tue Dec 12, 2017 9:49 pm

Kodiaks one I like--and am yoinking :lol: -- Villians with a solid basic concept that can give Batman and Spider-Man types fits but get trounced when they try to step up in the world.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Dec 12, 2017 9:57 pm

Image

Lursk guard - PL 6

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

Advantages
Equipment 13, Ranged Attack 4, Teamwork

Skills
Athletics 4 (+9), Intimidation 4 (+4), Perception 4 (+4)

Powers
Adhesive boot soles: Movement 1 (Wall-crawling 1: -1 speed rank)
Anti-grav: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Levitation)
Battle armor: Protection 6 (+6 Toughness; Impervious)
Communication: Radio Area Cosmic Communication 1 (Area, Subtle: encrypted)
Immunity: Immunity 5 (Environmental Conditions (All))
Servos: Enhanced Strength 4 (+4 STR)
Senses: Senses 1 (Low-light Vision)
Stun: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative)
. . Club: Strength-based Damage 2 (Alternate; DC 22)

Equipment
Battle armor [Adhesive boot soles: Movement 1, Wall-crawling 1: -1 speed rank; Anti-grav: Flight 1, Speed: 4 miles/hour, 60 feet/round; Levitation; Battle armor: Protection 6, +6 Toughness; Impervious; Communication: Radio Area Cosmic Communication 1, Area, Subtle: encrypted; Immunity: Immunity 5, Environmental Conditions (All); Servos: Enhanced Strength 4, +4 STR], Blaster Pistol, Stunner Baton [Stun: Cumulative Affliction 8, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative]

Offense
Initiative +0
Blaster Pistol, +4 (DC 20)
Club: Strength-based Damage 2, +4 (DC 22)
Grab, +4 (DC Spec 15)
Stun: Cumulative Affliction 8, +4 (DC Fort 18)
Throw, +4 (DC 20)
Unarmed, +4 (DC 20)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 3, Toughness 7, Will 2

Power Points
Abilities 12 + Powers 1 + Advantages 18 + Skills 6 (12 ranks) + Defenses 8 = 45

The Lursk are a race of tough, brutish aliens that are roughly humanoid in shape. They are common across the galaxy as they are kept and bred as slave warriors by many galactic civilizations. Lursk are nearly all so combative that they have little fear of pain or death and throw themselves into battle with savage joy. On their home world they are still in the stone age, with only limited and primitive tools and agriculture. They are not very bright and struggle to invent anything but quickly pick up the use of simple weapons. Most commonly they are used as infantry, marched into battles where they suffer horrendous casualties. The survivors are not traumatized though but exalted and become even more fierce. So useful are these expendable grunts that they number in their billions in the armies of civilizations that prefer to spare their own people the horrors of combat, vastly outnumbering the few million that are preserved as a genetic reservoir on their native world. Their limited intellects mean that they never rebel and try to use their martial might to seize power for themselves. They can even be pitted against each other to clear out any weaklings and give them valuable combat experience, they don't mind this at all.

The Lursk guard above is typically used to control prisoners of war, or sometimes criminals or political prisoners from within its owning society. It is a strict and brutal guard, growling and howling at the unfortunates while beating them on with its stunner baton. Any defiance and it just blasts the prisoner dead with its pistol. While extremely violent Lursk can be so trained to obedience that they never abuse or rob the prisoners beyond what the regulations say to do. Bribing them is nearly impossible, they don't seem to understand the concept. Lursk do not really experience pleasure, they eat anything edible with indifference and do not require luxuries or leisure time. Only battle seems to excite them.

Image

Lursk assault - PL 7

Strength 7, Stamina 4, Agility 0, Dexterity 0, Fighting 5, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Equipment 7, Fast Grab, Fearless, Improved Hold, Ranged Attack 4, Teamwork

Skills
Athletics 6 (+13)

Powers
Adhesive boot soles: Movement 1 (Wall-crawling 1: -1 speed rank)
Anti-grav: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Levitation)
Battle armor: Protection 6 (+6 Toughness; Impervious)
Communication: Radio Area Cosmic Communication 1 (Area, Subtle: encrypted)
Immunity: Immunity 5 (Environmental Conditions (All))
Servos: Enhanced Strength 4 (+4 STR)
Growth: Growth 1 (+1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank; Innate; Permanent)
Senses: Senses 1 (Low-light Vision)

Equipment
Battle armor [Adhesive boot soles: Movement 1, Wall-crawling 1: -1 speed rank; Anti-grav: Flight 1, Speed: 4 miles/hour, 60 feet/round; Levitation; Battle armor: Protection 6, +6 Toughness; Impervious; Communication: Radio Area Cosmic Communication 1, Area, Subtle: encrypted; Immunity: Immunity 5, Environmental Conditions (All); Servos: Enhanced Strength 4, +4 STR]

Offense
Initiative +0
Grab, +5 (DC Spec 17)
Throw, +4 (DC 22)
Unarmed, +5 (DC 22)

Languages
Native Language

Defense
Dodge 3, Parry 4, Fortitude 7, Toughness 10, Will 2

Power Points
Abilities 22 + Powers 4 + Advantages 16 + Skills 3 (6 ranks) + Defenses 9 = 54

A Lursk assault trooper, it has been bred for much greater size, strength and fierceness than is normal even for the Lursk. It is nearly suicidal in its fearlessness, hurling itself headlong into the midst of the enemy. All it cares about is doing as much damage as quickly as possible before it is almost inevitably killed. While it can fight with just the gauntlets of it's suit it is typically equipped with huge melee weapons, or given a giant bomb to carry. Despite their best efforts a surprising number of these berserkers survive their battles, as they often manage to kill everyone in their vicinity or crawl out from under the rubble.

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

Post by Gamebook » Wed Dec 13, 2017 8:55 pm

Image

Fear - PL 10

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

Advantages
Daze (Intimidation), Equipment 4, Improved Disarm, Improved Trip, Inventor, Ranged Attack 6

Skills
Athletics 4 (+5), Expertise: Science 8 (+11), Intimidation 6 (+10/+8), Perception 4 (+4), Sleight of Hand 4 (+6), Technology 8 (+11), Vehicles 4 (+6)

Powers
Phantom of Fear costume (Removable)
. . Body Armor: Protection 3 (+3 Toughness; Impervious)
. . Chains: Strength-based Damage 2 (DC 18, Advantages: Improved Disarm, Improved Trip; Reach (melee) 3: 15 ft.)
. . Fright costume: Enhanced Trait 1 (Traits: Intimidation +2 (+10))
. . Gas
. . . . Counter Agent: Cloud Area Nullify 10 (Counters: Gas Effects, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Effortless, Simultaneous; Reduced Range: close)
. . . . LSD Aerosol: Cloud Area Progressive Weaken 10 (Affects: Awareness, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Progressive)
. . . . Nerve Toxin: Cloud Area Progressive Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Progressive)
. . . . Opaque Gas: Cloud Area Concealment 10 (Extra Ranks 6, Sense - Sight, Sense - Smell, Sense - Taste; Cloud Area: 15 feet radius sphere, DC 20)
. . . . Paralyzing Agent: Progressive Cloud Area Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Progressive)
. . . . Suggestibility Drug: Progressive Cloud Area Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Progressive)
. . . . Terrifying Hallucinations: Progressive Cloud Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Progressive)
. . Phantom of Fear: Morph 1 (+20 Deception checks to disguise; Single form; Permanent)
. . Sealed Suit: Immunity 4 (Disease, Poison, Suffocation (All))

Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Handcuffs, Light Pistol, Lock Release Gun, Mini-tracer, Rebreather, Restraints, Toolkit (Basic)

Offense
Initiative +2
Chains: Strength-based Damage 2, +8 (DC 18)
Counter Agent: Cloud Area Nullify 10 (DC Will 20)
Grab, +8 (DC Spec 11)
Light Pistol, +8 (DC 18)
LSD Aerosol: Cloud Area Progressive Weaken 10 (DC Fort 20)
Nerve Toxin: Cloud Area Progressive Weaken 10 (DC Fort 20)
Paralyzing Agent: Progressive Cloud Area Affliction 10 (DC Fort 20)
Suggestibility Drug: Progressive Cloud Area Affliction 10 (DC Fort 20)
Terrifying Hallucinations: Progressive Cloud Area Affliction 10 (DC Will 20)
Throw, +8 (DC 16)
Unarmed, +8 (DC 16)

Languages
Native Language

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

Power Points
Abilities 38 + Powers 55 + Advantages 12 + Skills 19 (38 ranks) + Defenses 14 = 138

Fear is a chemist and chemical warfare specialist. He became a supervillain because he was frustrated at never being able to use his concoctions in the field. Seeing people go mad or convulse in agony is hugely entertaining to him. Poison gas is a particularly feared weapon that can paralyze effective response by the authorities as they become focused on protection and decontamination over catching the villains. His gases are deployed from aerosol sprays mounted on his suit, which in turn protects him from their effects. If necessary he can also quickly counter them if they affect an ally or he wants to restore a captive to functioning. He mostly works by being hired by other supervillains to stage terrorist attacks as cover for their activities. Drifting gas clouds can incapacitate hundreds, creating chaos especially in crowded urban areas. As well as his suit he also often builds gas bombs, shells, missiles, arranges for it to be pumped into water or ventilation systems or mass contaminates food and drink products with it. After a number of spectacular incidents against civilians he is high on many police and superhero wanted lists.

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 13, 2017 9:15 pm

Image

Mako Shark - PL 9

Strength 6, Stamina 6, Agility 2, Dexterity 0, Fighting 10, Intellect 0, Awareness 2, Presence 0

Advantages
All-out Attack, Fast Grab, Favored Environment: Sea, Improved Critical 2: Shark's Bite: Strength-based Damage 2, Improved Initiative, Power Attack, Startle

Skills
Acrobatics 4 (+6), Athletics 6 (+12), Insight 6 (+8), Intimidation 8 (+9), Perception 10 (+12), Stealth 4 (+7/+3)

Powers
Blood in the water: Senses 5 (Acute: Scent, Extended: Scent 2: x100, Tracking: Scent 2: full speed)
Electro-receptors: Senses 6 (Accurate: Electricity, Acute: Electricity, Detect: Electricity 2: ranged, Radius: Electricity)
Fish: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks; Innate; Permanent)
Senses: Senses 1 (Low-light Vision)
Shark camouflage coloration: Enhanced Trait 2 (Traits: Stealth +4 (+7); Limited: to in the sea)
Shark's Bite: Strength-based Damage 2 (DC 23, Advantages: Fast Grab)
Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)
Tough Hide: Protection 4 (+4 Toughness; Impervious [2 extra ranks])

Offense
Initiative +6
Grab, +10 (DC Spec 16)
Shark's Bite: Strength-based Damage 2, +10 (DC 23)
Throw, +0 (DC 21)
Unarmed, +10 (DC 21)

Languages
Native Language

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

Power Points
Abilities 40 + Powers 41 + Advantages 7 + Skills 19 (38 ranks) + Defenses 14 = 121

Mako Shark is not a mutated human but a mutated shark. He originally comes from the waters around Atlantis where he and his kind were predatory bandits and raiders, hunting the livestock and indeed the other peoples of the various humanoid aquatic races. Eventually the local tribes banded together in a defensive confederacy and hunted his race down. Most of the shark people were killed and ended up as shark-fin soup. Atlantis paid little heed to this genocide, the petty warring of the sub-humans is of no consequence to them. A few anthropologists raised concerns but no-one in power was much sympathetic to a race of murderously voracious shark-men.

Fleeing persecution Mako Shark escaped to the seas of contemporary Earth. On Earth he is alarmed at the intensive overfishing which menaces shark-kind. It is not safe in the seas for him here either. Instead he has emerged onto land, at first just to raid for food. After a few incidents in the dark against stray animals and people out at night he was being pursued by the authorities and superheroes. The supervillains are always looking for new talent though and they offered this strange creature sanctuary. His new friends use him to raid ships and boats and sea, and set him to track down submersibles ferrying drugs across the Gulf of Mexico, pirating the product of the drug cartels. His senses are so acute that he can smell the cocaine in the water from many miles away. As an added bonus he neatly disposes of the bodies by consuming them. To improve his swimming he has taken to wearing a hi-tech Olympic swimming costume that further streamlines his form. It also means that his contacts do not have to deal with the sight of a full frontal from an upright man shark when he emerges from the water.

As he earns more money Mako Shark is setting up a private lair for himself on the coast of South America. He is stocking it with the finest breeding specimens from around the world as he plans to personally repopulate his species. These are not human women but Mako sharks. He is capable of mating with normal sharks and the resulting offspring are humanoid like him. He finds human women attractive, but only as food, much preferring them to men as they are softer and have more body fat.

Gamebook
Posts: 3603
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 13, 2017 9:38 pm

Image

Oracle - PL 9

Strength 0, Stamina 1, Agility 4, Dexterity 4, Fighting 14/10, Intellect 3, Awareness 3, Presence 0

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll, Defensive Roll 2, Eidetic Memory, Equipment 2, Evasion 2, Fearless, Hide in Plain Sight, Improved Aim, Improved Critical 2: Unarmed, Improved Critical 3: Bow, Improved Initiative, Inspire 3, Luck 3, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 11, Redirect, Takedown, Taunt, Trance, Uncanny Dodge, Well-informed

Skills
Acrobatics 6 (+10), Athletics 4 (+4), Deception 4 (+8/+4), Insight 6 (+13/+9), Investigation 6 (+13/+9), Perception 4 (+11/+7), Stealth 4 (+12/+8)

Powers
Accurate Precognition: Senses 19 (Accurate: Precognition, Acute: Precognition, Counters All Concealment: Precognition, Extended: Precognition 2: x100, Penetrates Concealment: Precognition, Precognition, Radius: Precognition)
Immediate Future Knowledge: Enhanced Trait 40 (Traits: Fighting +4 (+14), Dodge +4 (+14), Stealth +4 (+12), Investigation +4 (+13), Perception +4 (+11), Deception +4 (+8), Insight +4 (+13), Advantages: Agile Feint, Defensive Roll 2, Evasion 2, Fearless, Hide in Plain Sight, Inspire 3, Luck 3, Precise Attack (Ranged, Cover), Redirect, Taunt, Uncanny Dodge, Well-informed)

Equipment
Bow

Offense
Initiative +8
Bow, +15 (DC 18)
Grab, +14 (DC Spec 10)
Throw, +15 (DC 15)
Unarmed, +14 (DC 15)

Languages
Native Language

Defense
Dodge 14/10, Parry 14, Fortitude 4, Toughness 4/1, Will 8

Power Points
Abilities 50 + Powers 59 + Advantages 27 + Skills 17 (34 ranks) + Defenses 14 = 167

Oracle has been cursed with the gift of foresight. She always knows what is about to happen, constantly seeing the future with exact accuracy. It is so precise that she does not need sight anymore, she can navigate around with her eyes closed just relying on her knowledge of what is about to happen. In fact she finds it easier to keep her eyes closed, it reduces the strain on her of having to perceive and deal with the both the present and the future at the same time. Most of the time she thus wears an opaque eye mask. Under it her eyes are normal and functional, though rather sunken from lack of use.

Oracle is aware of the time, place and nature of her own death and so is totally fearless. Nothing can threaten her until her ordained time to perish arrives. She refuses to reveal the details to anyone of her death though. Constantly being aware of the fate of all those around her means that she makes little distinction between the living and the dead. From her perspective there is no passage of time, instead we are all living in a book that has already been written. The only difference between her and other people is that she can read ahead to the end.

With the power she has Oracle works as an assassin. She takes on all sorts of contracts by contacting the person who will want a killing done, often before they even know they want it done. For some jobs she has already done the murder in advance. With something like her nearly everyone pays up, they do not want to find out that they are destined to be shot by her because they did not pay her her perceived due. As the pre-emptive assassin she moves through the supervillain underworld with eerie grace. Nothing surprises her and she is always in the perfect place at the perfect time. Examinations of her by supervillain scientists can find no evidence of any emissions from her that would let her do what she does. Instead she seems to be perfectly remembering the future. It is possible she is some sort of time traveler, or has been temporally dislocated by an event. Speaking to her for too long is dangerous though, she can reveal things about your future that have resulted in people going mad, even killing themselves

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Dec 14, 2017 10:22 pm

Image

Mako Agent - PL 6

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

Advantages
Equipment 9, Ranged Attack 4, Teamwork

Skills
Athletics 6 (+7), Perception 4 (+4), Technology 4 (+4), Vehicles 4 (+4)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Immunity: Immunity 1 (Environmental Condition: Cold)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Visor: Senses 6 (Extended: Choose Sense 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Torpedo: Damage 8 (DC 23; Extended Range 5, Homing 3: 3 extra attempts, Increased Range: ranged; Limited: only underwater)
. . Missile: Damage 6 (Alternate; DC 21; Custom: can be fired from underwater, Extended Range 2, Homing: 1 extra attempt, Increased Range: ranged)
. . Torpedo on land: Damage 8 (Alternate; DC 23; Increased Range: ranged)

Equipment
Cell Phone (Smartphone), Commlink, Flashlight, Knife, Mako suit [Body Armor: Protection 3, +3 Toughness; Impervious; Immunity: Immunity 1, Environmental Condition: Cold; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Visor: Senses 6, Extended: Choose Sense 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Multi-tool, Rebreather, Restraints, SCUBA Gear, Torpedo Rifle [Torpedo: Damage 8, DC 23; Extended Range 5, Homing 3: 3 extra attempts, Increased Range: ranged; Limited: only underwater]

Offense
Initiative +0
Grab, +4 (DC Spec 11)
Knife, +4 (DC 17)
Missile: Damage 6, +4 (DC 21)
Throw, +4 (DC 16)
Torpedo on land: Damage 8, +4 (DC 23)
Torpedo: Damage 8, +4 (DC 23)
Unarmed, +4 (DC 16)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 4, Toughness 4, Will 2

Power Points
Abilities 12 + Powers 0 + Advantages 14 + Skills 9 (18 ranks) + Defenses 9 = 44

Mako is the army of a supervillain mastermind. Their genius leader prefers to operate from undersea bases, seeing mastery of the sea and the aquatic world as the key to world domination. The untapped resources of the seabed are his to mine, bringing up vast quantities of minerals that are rare or unknown on land. To supplement the profits from mining his minions raid shipping and naval facilities such as oil rigs, stealing equipment and kidnapping personnel. Pursuing them into the water is difficult, submarines sent after them are boarded and captured by deep-sea scuba troops and mini-subs. Aquatic superheroes are waging a war against Mako and the various supervillain mercenaries employed by them.

The Mako agent above is a typical basic trooper. He is wearing an armored diving suit that can have a set of scuba gear quickly attached to it. All Mako facilities have racks of such gear in all locations. Mako troops are trained to be able to survive hull breaches of their ships and bases. His torpedo rifle fires miniature torpedoes and missiles that can be used underwater and on land. The missiles can be fired underwater and then breach the surface to hit floating or flying targets or travel inland. The troopers are recruited from all over, many are disillusioned ex-military. Mako's ideology is basically fascist, centered around utter obedience to their leader. They often ally with other supervillain organizations, trading goods and information and working together on jobs. They don't anticipate becoming complete masters of the world, no power on Earth has ever achieved that, but they do aim to become one of its dominating forces.

Image

Mako Assault Trident - PL 7

Strength 5, Stamina 1, Agility 0, Dexterity 1, Fighting 6, Intellect 1, Awareness 0, Presence 0

Advantages
Fast Grab, Favored Environment: Underwater, Improved Critical: Tri-Blast: Damage 8, Improved Critical: Tri-Strike: Damage 8, Improved Grab, Ranged Attack 5, Teamwork

Skills
Athletics 6 (+11), Intimidation 4 (+4), Perception 4 (+4), Technology 4 (+5), Vehicles 4 (+5)

Powers
Assault Trident (Easily Removable)
. . Tri-Blast: Damage 8 (DC 23; Custom: functions underwater, Increased Range: ranged, Multiattack)
. . . . Tri-Strike: Damage 8 (Alternate; DC 23, Advantages: Fast Grab, Improved Critical, Improved Grab; Penetrating 8, Reach (melee) 2: 10 ft.)
. . . . Trident Base Stun Prod: Cumulative Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative)
Mako Aquatic Battlesuit (Removable)
. . Aquatic Propulsion: Swimming 4 (Speed: 8 miles/hour, 120 feet/round)
. . 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)

Offense
Initiative +0
Grab, +6 (DC Spec 15)
Throw, +6 (DC 20)
Tri-Blast: Damage 8, +6 (DC 23)
Tri-Strike: Damage 8, +6 (DC 23)
Trident Base Stun Prod: Cumulative Affliction 8, +6 (DC Fort 18)
Unarmed, +6 (DC 20)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 7, Will 3

Power Points
Abilities 20 + Powers 51 + Advantages 8 + Skills 11 (22 ranks) + Defenses 12 = 102

Assault Tridents are elite soldiers of Mako. They are equipped with battlesuits of Earth technology manufacture which can be turned out on a production line. As well as their tridents which are as much ceremonial as practical they use all sorts of other weapons, such as the torpedo rifles. Those promoted to this role are the more intelligent and enthusiastic members of Mako. They are fanatically committed to the organization, rarely letting themselves be taken prisoner.

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Heavy Mako - PL 8

Strength 5, Stamina 1, Agility 0, Dexterity 1, Fighting 6, Intellect 1, Awareness 1, Presence 0

Advantages
Eidetic Memory, Favored Environment: Underwater, Ranged Attack 6, Teamwork

Skills
Athletics 4 (+9), Insight 4 (+5), Investigation 4 (+5), Perception 4 (+5), Technology 4 (+5), Vehicles 6 (+7)

Powers
Heavy Mako suit (Removable)
. . Armor: Protection 6 (+6 Toughness; Impervious)
. . Communication: Radio Cosmic Communication 1 (Subtle: encrypted)
. . Enhanced Ability: Enhanced Strength 4 (+4 STR)
. . Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Sonar: Senses 6 (Accurate: Hearing, Acute: Hearing, Extended: Hearing 2: x100, Ultra-hearing)
. . Tri-Barrel Autocannon: Damage 8 (DC 23; Increased Range: ranged, Multiattack; Custom: functions underwater)
. . Turbofans: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Aquatic)
. . Visor: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Radio, Tracking: Infravision 2: full speed, Ultravision, Advantages: Eidetic Memory)

Offense
Initiative +0
Grab, +6 (DC Spec 15)
Throw, +7 (DC 20)
Tri-Barrel Autocannon: Damage 8, +7 (DC 23)
Unarmed, +6 (DC 20)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 7, Will 4

Power Points
Abilities 22 + Powers 73 + Advantages 8 + Skills 13 (26 ranks) + Defenses 12 = 128

Heavy Mako suits are flight capable as well as aquatic. They are sophisticated and expensive pieces of gear by contemporary Earth standards so Mako only has a small corps of them. They lead assaults using their high level of mobility to board ships and facilities in sudden attacks from underwater.

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 15, 2017 8:48 am

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Chaos Blade Agent brother - PL 10

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

Advantages
Defensive Roll, Ranged Attack 5, Teamwork

Skills
Athletics 4 (+5), Deception 4 (+5), Insight 4 (+5), Intimidation 4 (+5), Investigation 4 (+6), Perception 4 (+5), Persuasion 4 (+5), Ranged Combat: Twin Power 4 (+5), Sleight of Hand 4 (+5), Technology 4 (+6), Vehicles 4 (+5)

Powers
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained; Source: twin sister)
Twin Power
. . Energy Blasts: Damage 10 (DC 25; Increased Range: ranged, Multiattack; Source: twin sister)
. . Force Fields: Create 10 (Volume: 1000 cft., DC 20; Movable; Source: twin sister)
. . Stun Shock: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Source: twin sister)
. . Tractor Beam: Move Object 10 (25 tons, DC 25; Damaging; Source: twin sister)

Offense
Initiative +1
Energy Blasts: Damage 10, +10 (DC 25)
Grab, +4 (DC Spec 11)
Stun Shock: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +6 (DC 16)
Tractor Beam: Move Object 10, +10 (DC 25)
Unarmed, +4 (DC 16)

Languages
Native Language

Defense
Dodge 7, Parry 4, Fortitude 3, Toughness 12/1, Will 4

Power Points
Abilities 24 + Powers 33 + Advantages 7 + Skills 22 (44 ranks) + Defenses 11 = 97

Chaos Blade Agent sister - PL 10

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

Advantages
Defensive Roll, Ranged Attack 4, Teamwork

Skills
Athletics 4 (+4), Deception 6 (+8), Insight 6 (+8), Investigation 4 (+6), Perception 4 (+6), Persuasion 6 (+8), Ranged Combat: Twin Power 4 (+6), Sleight of Hand 4 (+6), Technology 4 (+6), Vehicles 4 (+6)

Powers
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained; Source: twin brother)
Twin Power
. . Energy Blasts: Damage 10 (DC 25; Increased Range: ranged, Multiattack; Source: twin brother)
. . Force Fields: Create 10 (Volume: 1000 cft., DC 20; Movable; Source: twin brother)
. . Stun Shock: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Source: twin brother)
. . Tractor Beam: Move Object 10 (25 tons, DC 25; Damaging; Source: twin brother)

Offense
Initiative +1
Energy Blasts: Damage 10, +10 (DC 25)
Grab, +4 (DC Spec 10)
Stun Shock: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +6 (DC 15)
Tractor Beam: Move Object 10, +10 (DC 25)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 7, Parry 4, Fortitude 3, Toughness 12/1, Will 6

Power Points
Abilities 28 + Powers 33 + Advantages 6 + Skills 23 (46 ranks) + Defenses 12 = 102

The Chaos Blades are a white supremacist group dedicated to spreading hate and undermining the existing social order. They fanatically believe in a coming race war which they are trying to bring about. They carry out frequent terrorist attacks which they then post videos of on the internet, along with screeds of their rantings. Unlike other supervillain organizations they are not in this for profit or to make themselves rulers of the world. The Chaos Blades see themselves as holy warriors sworn to fight and die for a sacred cause. They may perish but their martyrdom will inspire others to take up the fight. Needless to say they are regarded as a hate group and a huge menace to world peace. In many ways the authorities and superheroes are more worried about this small group of lunatics than technically far more powerful organizations like the offworld crime syndicates or the supervillain masterminds. People unite in defiance against the intrusions of foreigners but these characters threaten the moral basis of modern society. Most of their recruits come from within the very countries they carry out their atrocities within, the criminal and the disaffected.

The Chaos Blades have only a few superpowered people, they are small and poorly funded compared to the real supervillain powers in the world. The Agents are a set of twins that when they touch each other complete a circuit which gives them each superpowers. They are too valuable to be used on risky missions, their main function is protecting Chaos Blade goods and people. This is more against other supervillains than superheroes, a lot of supervillains dislike the Chaos Blades for their racism and will attack them if given the opportunity even when doing deals with them for money and armaments. The twins are powerful enough to give most supervillains pause, no one wants to get involved in a dangerous superfight if they can avoid it. The twins themselves were born into a Chaos Blade family and have been indoctrinated from birth with their hateful creed. As they become more aware of their importance and power within the organization though they are getting more interested in doing deals and making a profit over conducting risky terrorist operations. Given the nature of their powers they dislike ever getting further than arms reach from each other, even at the most intimate moments.

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Chaos Blade trooper - PL 5

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

Advantages
Equipment 11, Ranged Attack 5, Teamwork

Skills
Athletics 4 (+5), Perception 4 (+4), Technology 4 (+5), Vehicles 4 (+4)

Powers
Light Body Armor: Protection 2 (+2 Toughness; Impervious)

Equipment
Binoculars, Commlink, Flashlight, Fragmentation Grenade, Gas Mask, Knife, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Multi-tool, Restraints, Smoke Grenade, Submachine gun

Offense
Initiative +0
Fragmentation Grenade, +5 (DC Dog 15)
Grab, +4 (DC Spec 11)
Knife, +4 (DC 17)
Smoke Grenade, +5 (DC 19)
Submachine gun, +5 (DC 19)
Throw, +5 (DC 16)
Unarmed, +4 (DC 16)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 4, Toughness 3, Will 2

Power Points
Abilities 14 + Powers 0 + Advantages 17 + Skills 8 (16 ranks) + Defenses 9 = 48

A Chaos Blade trooper in full regalia. This is how they appear on their internet videos, when carrying out missions they mostly do them in civilian clothes as they are terrorist attacks rather than military operations. The design deliberately harks back to classic Fascist uniforms. As fighters go they hardly register on the scale of world superpowered activity, they are just men in body armor with machine guns. Any superhero or even competent urban vigilante could take out any number of them with ease. Their main effect is in how they look, the masked and helmeted soldier in a smart uniform is a figure of fear and hate across much of the world. Their pose and expression is carefully calculated to be intimidating. Even worse is that some morons are impressed by this and post gushing comments about how strong and disciplined they look.

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Chaos Blade commander - PL 5

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

Advantages
Assessment, Equipment 4, Inspire 2, Leadership, Ranged Attack 5, Teamwork

Skills
Athletics 4 (+5), Deception 4 (+5), Insight 6 (+8), Intimidation 4 (+5), Investigation 4 (+6), Perception 4 (+6), Persuasion 4 (+5), Technology 4 (+6), Vehicles 4 (+4)

Powers
Light Body Armor: Protection 2 (+2 Toughness; Impervious)

Equipment
Binoculars, Cell Phone (Smartphone), Commlink, Flashlight, Gas Mask, Knife, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Light Pistol, Multi-tool

Offense
Initiative +0
Grab, +4 (DC Spec 11)
Knife, +4 (DC 17)
Light Pistol, +5 (DC 18)
Throw, +5 (DC 16)
Unarmed, +4 (DC 16)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 4, Toughness 3, Will 6

Power Points
Abilities 22 + Powers 0 + Advantages 14 + Skills 19 (38 ranks) + Defenses 13 = 68

A higher ranking Chaos Blade with an even fancier uniform. Note the pimping cloak. At this level the members tend to be people of genuine talent and intelligence who have become twisted in their morals and thoughts. Dressing up is an essential part of the Chaos Blades, research into their history suggests that this is how they got started, as a sort of Fascist cosplay group. They would gather to show off homemade uniforms and compete to see who could make speeches that spewed the most bile and hatred. These meetings brought together people who were prepared to take it further, to carry out actual violent actions.

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Chaos Blademaster - PL 9

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

Advantages
Assessment, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 24, Evasion 2, Favored Foe: Pendragon, Improved Critical 2: Assault Rifle, Improved Critical 2: Sword, Improved Defense, Improved Initiative, Inspire 2, Leadership, Power Attack, Quick Draw, Ranged Attack 8, Startle, Takedown

Skills
Acrobatics 4 (+8), Athletics 10 (+13), Expertise: Military 4 (+5), Insight 8 (+11), Intimidation 8 (+10), Investigation 4 (+5), Perception 8 (+11), Sleight of Hand 4 (+8), Stealth 6 (+10), Technology 4 (+5), Vehicles 6 (+10)

Powers
Tactical Armor: Protection 3 (+3 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Visor: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Vision 2: full speed, Ultravision)

Equipment
Cell Phone (Smartphone), Commlink, Flash-bang, Flashlight, Fragmentation Grenade, Gas Mask, Heavy Pistol, Knife, Main Weapon (Assault Rifle, Flamethrower, Grenade Launcher, Special Ops SMG, Telescopic Rifle), Mini-tracer, Multi-tool, Rebreather, Restraints, Smoke Grenade, Sword, Tactical Armor [Tactical Armor: Protection 3, +3 Toughness; Impervious], Tear Gas Grenade, Visor [Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Visor: Senses 7, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Vision 2: full speed, Ultravision]

Offense
Initiative +8
Assault Rifle, +12 (DC 20)
Flamethrower, +12 (DC 21)
Flash-bang, +12 (DC Dog/Fort 14)
Fragmentation Grenade, +12 (DC Dog 15)
Grab, +12 (DC Spec 13)
Grenade Launcher, +12 (DC 20)
Heavy Pistol, +12 (DC 19)
Knife, +12 (DC 19)
Smoke Grenade, +12 (DC 19)
Special Ops SMG, +14 (DC 19)
Sword, +12 (DC 21)
Tear Gas Grenade, +12 (DC Dog/Fort 14)
Telescopic Rifle, +12 (DC 20)
Throw, +12 (DC 18)
Unarmed, +12 (DC 18)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 9

Power Points
Abilities 60 + Powers 0 + Advantages 54 + Skills 33 (66 ranks) + Defenses 16 = 163

Blademaster regards himself as the best fighter the Chaos Blades have. He is a weapons nut survivalist who was dishonorably discharged from his country's military for bad conduct and getting involved with hate groups. While he never attained any rank of note he considers himself an expert on military matters and the leader of the CB armed forces. He is a tough and brutal fighter who readily uses any number of dirty tricks to give himself an advantage in a fight. Whenever he thinks he might have to engage forces trying to stop his latest atrocity he always has bombs planted and hostages taken in advance. If those opposing him do not back off he will blow up schools or hospitals, or set torturers to work on innocents. Since the CB has a genocidal agenda they think nothing of murdering people. In their view any who oppose them is a traitor to the race and deserves to die too.

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Death Droid - PL 5

Strength 6, Stamina -, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Equipment 10, Ranged Attack 4

Skills
Athletics 4 (+10), Intimidation 4 (+4), Perception 4 (+4), Technology 4 (+4), Vehicles 4 (+4)

Powers
Communication: Radio Cosmic Communication 1 (Subtle: encrypted)
Heavy Machine Gun: Damage 6 (DC 21; Increased Range: ranged, Multiattack)
Immunity: Immunity 60 (Fortitude Effects, Will Effects)
Protection: Protection 6 (+6 Toughness; Impervious)
Senses: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Flamethrower, Grenade Launcher, Heavy Machine Gun [Heavy Machine Gun: Damage 6, DC 21; Increased Range: ranged, Multiattack]

Offense
Initiative +0
Flamethrower, +4 (DC 21)
Grab, +4 (DC Spec 16)
Grenade Launcher, +4 (DC 20)
Heavy Machine Gun: Damage 6, +4 (DC 21)
Throw, +4 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

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

Power Points
Abilities 10 + Powers 84 + Advantages 15 + Skills 10 (20 ranks) + Defenses 4 = 123

While they often talk about their willingness to make the ultimate sacrifice most CB members would still rather live. They carried out a few suicide attacks in their early days but that largely used up the supply of complete nutters who were prepared to go that far. As with most such organizations over time they are becoming more professional and profit-oriented as they realize their goals are not going to be attained quickly. To reduce the risk to their people they have contracted with a particularly unscrupulous supervillain to supply them with battle robots. These are fairly basic, just a bulky humanoid shape that operates conventional weaponry. They are effective but limited troops in the field, strictly following military protocols, but well-trained and imaginative troops can soon outfox them. While ultimately expendable they are expensive to buy and the CB tries not to get them destroyed, avoiding outright suicide missions with them.

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Iron Grip - PL 8

Strength 5, Stamina 1, Agility 1, Dexterity 2, Fighting 8, Intellect 2, Awareness 3, Presence 4

Advantages
Assessment, Benefit, Status: Commander, Chokehold, Defensive Roll, Equipment 2, Evasion, Fast Grab, Improved Critical: Hydraulic Grab: Strength-based Damage 2, Improved Grab, Improved Initiative, Inspire, Leadership, Power Attack, Ranged Attack 6

Skills
Athletics 6 (+11), Deception 6 (+10), Insight 4 (+7), Intimidation 8 (+12), Perception 6 (+9), Sleight of Hand 4 (+6), Stealth 4 (+5), Technology 4 (+6), Vehicles 6 (+8)

Powers
Mechanical Arm (Removable)
. . Enhanced Ability: Enhanced Strength 4 (+4 STR; Limited: to right arm)
. . Hydraulic Grab: Strength-based Damage 2 (DC 22, Advantages: Fast Grab, Improved Grab)
. . Immunity: Immunity 7 (Disease, Environmental Conditions (All), Poison; Limited: to right arm)
. . Protection: Protection 2 (+2 Toughness; Impervious)

Equipment
Light Pistol

Offense
Initiative +5
Grab, +8 (DC Spec 15)
Hydraulic Grab: Strength-based Damage 2, +8 (DC 22)
Light Pistol, +8 (DC 18)
Throw, +8 (DC 20)
Unarmed, +8 (DC 20)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 4/3, Will 9

Power Points
Abilities 44 + Powers 13 + Advantages 18 + Skills 24 (48 ranks) + Defenses 16 = 115

Iron Grip is one of the most senior figures in the Chaos Blades. He was instrumental in taking it from a group of people that just liked to dress up and talk to the world threat it is today. He lost his right arm in military service, although it was due to an accident while on a domestic posting rather than in battle. Investigations into his background reveal him to be an intelligent and charismatic man, but prone to delusions of grandeur. He claims to have had all sorts of fantastic adventures and experiences as a soldier and mercenary around the world, but most of it is lies. Even today he mostly commands from the rear, sending out the young and eager while working from a desk. The massive hydraulic arm fitted to him is a typical extravagance, he generally only uses it to crush objects in CB propaganda videos.

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Dec 23, 2017 1:46 pm

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Saffron - PL 7

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

Advantages
Attractive, Benefit, Security Clearance: British Intelligence, Defensive Roll, Equipment 7, Evasion, Improved Critical: Heavy Pistol, Quick Draw, Ranged Attack 7, Taunt

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

Powers
Light Body Armor: Protection 2 (+2 Toughness; Impervious)

Equipment
Brass Knuckles, Cell Phone (Smartphone), Commlink, Flashlight, Heavy Pistol, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Mini-tracer, Motorcycle, Multi-tool, Restraints, Stun Ammo

Offense
Initiative +2
Brass Knuckles, +8 (DC 16)
Grab, +8 (DC Spec 10)
Heavy Pistol, +10 (DC 19)
Throw, +10 (DC 15)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 8, Fortitude 3, Toughness 4/1, Will 7

Power Points
Abilities 42 + Powers 0 + Advantages 21 + Skills 30 (60 ranks) + Defenses 15 = 108

Saffron is a British special agent. She investigates criminal and terrorist conspiracies around the world under an independent roving brief, often working with special agents from other countries. Always clad in black leathers and an expert motorcycle rider she bluffs and bullies small-time crooks into spilling information on more important criminals. At times she has even worked with urban vigilantes and superheroes, finding them useful for their facility at beating people up if nothing else. She has a cover as a popular singer for a band. Her band-mates are all her support officers; experts in intelligence, gadgets, international relations and so forth. When she has helped uncover her latest targets the police forces move in to make the arrests, she isn't a peace officer. She goes armed but it is mostly for bluff and self-defense, she withdraws if confronted with dangerous opponents.

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Dec 23, 2017 4:40 pm

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Batman - PL 12

Strength 4, Stamina 4, Agility 6, Dexterity 6, Fighting 14, Intellect 6, Awareness 7, Presence 7

Advantages
Agile Feint, Assessment, Attractive, Benefit, Wealth 5 (billionare), Chokehold, Close Attack 4, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 25, Evasion, Extraordinary Effort, Great Endurance, Hide in Plain Sight, Improved Critical 3: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Improvised Tools, Instant Up, Inventor, Jack-of-all-trades, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Prone Fighting, Quick Draw, Ranged Attack 8, Seize Initiative, Skill Mastery: Acrobatics, Skill Mastery: Investigation, Startle, Takedown 2, Throwing Mastery 2, Tracking, Trance, Ultimate Effort: Toughness, Weapon Bind, Well-informed

Skills
Acrobatics 10 (+16), Athletics 12 (+16), Deception 8 (+15), Expertise: Business 8 (+14), Insight 10 (+17), Intimidation 12 (+19), Investigation 14 (+20), Perception 12 (+19), Sleight of Hand 8 (+14), Stealth 12 (+22/+18), Technology 8 (+14), Treatment 4 (+10), Vehicles 8 (+14)

Powers
Batarangs (Removable)
. . Explosive Batarang: Blast 3 (DC 18; Multiattack; Diminished Range 2)
. . . . Electro Batarang: Affliction 3 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Increased Range: ranged, Multiattack; Diminished Range 2)
Body Armor: Protection 4 (+4 Toughness; Impervious)
Cowl: Senses 16 (Accurate: Hearing, Analytical: Hearing, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory)
Enhanced Trait: Enhanced Trait 2 (Traits: Stealth +4 (+22); Limited: Urban)
Gauntlets: Strength-based Damage 2 (DC 21)
Glide Cape: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Grapple Gun
. . Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Grapple: Movement 1 (Swinging)

Equipment
Batcave, Batmobile, Batsuit [Body Armor: Protection 4, +4 Toughness; Impervious; Cowl: Senses 16, Accurate: Hearing, Analytical: Hearing, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory; Enhanced Trait: Enhanced Trait 2, Traits: Stealth +4 (+22); Limited: Urban; Gauntlets: Strength-based Damage 2, DC 21; Glide Cape: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings], Boomerang, Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Gas Mask, Grapple Gun [Grapple Gun], Handcuffs, Mini-tracer, Rebreather, Shuriken, Toolkit (Basic), Utility Belt (Bolos, Flash Grenade, Sleep Gas Grenade, Smoke Grenade, Tear Gas Grenade)

Offense
Initiative +10
Bolos, +14 (DC Dog 15)
Boomerang, +14 (DC 22)
Electro Batarang: Affliction 3, +14 (DC Fort 13)
Explosive Batarang: Blast 3, +14 (DC 18)
Flash Grenade, +14 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +18 (DC 21)
Grab, +18 (DC Spec 14)
Grapple Gun: Move Object 3, +14 (DC 18)
Shuriken, +14 (DC 18)
Sleep Gas Grenade, +14 (DC Dog/Fort 14)
Smoke Grenade, +14 (DC 19)
Tear Gas Grenade, +14 (DC Dog/Fort 14)
Throw, +14 (DC 21)
Unarmed, +18 (DC 19)

Languages
Other Language

Defense
Dodge 14, Parry 14, Fortitude 8, Toughness 10/4, Will 16

Power Points
Abilities 108 + Powers 6 + Advantages 87 + Skills 63 (126 ranks) + Defenses 21 = 285

Batman is the vengeance of the night in Gotham city. For twenty years he has terrorized its criminal element, beating them up, destroying their assets and exposing their activities to the police so their operations are broken up and they are arrested and convicted. As a city Gotham is known for the dominance of its criminal element. Before Batman the wise guys ran everything, the city being divided up between various crime families who had everything nicely arranged between them. They ran most of the city council operations, making a fortune out of city funds by defrauding it with overpriced and shoddy services for garbage collection, road construction and so on. The city was a major entrepot for drugs and tax-evaded goods, with customs officials bribed to look the other way. The police and politicians were in the pockets of the mob bosses, many of them actually being members of the families themselves. Across the city most people and businesses had to pay protection money, commonly disguised as 'insurance'. The cumulative economic drag of all this crime was causing the city to slowly sink, even the enormous wealth generated by Gotham business could not stand it and the city was beginning to decay and be abandoned. People with money and education were relocating to other cities and jobs were hemorrhaging as companies moved out.

The dark figure of the Bat has gradually turned all this around by breaking the grip of organized crime. Mainly by breaking its fingers. The law is no defense against Batman, he has no respect for private property, international boundaries, the rights of the person or anything else. If he thinks someone is a criminal he commonly abducts them and shakes the information he wants out of them. While he is known for his brutal interrogations he actually only does this to spread fear of himself. Before he moves on somebody he will have been observing them, hacking their computers, bugging their phones and hangouts for some time beforehand. He invariably knows everything about their business already. Often in fact he knows a lot more than they do, including who is cheating them and who intends to move against them. His interrogations are often mainly to impart information to the subject, letting them know just enough that they react the way Batman wants them to. He manipulates people to shut down their operations and flee, or move against their rivals, disrupting the criminal community and creating a chaos that he can further exploit. Over time he has steadily demolished the established crime families, sending most of them to prison for long stretches while progressively bankrupting them with ruinous crime wars he has tricked them into or by having their assets seized. In some cases he has just outright stolen their money, pulling off astonishing bank heists that have emptied entire vaults. They cannot get this money back under federal insurance as it was held illegally and they would be liable to tax and prosecution if they declared it.

With organized crime no longer paying the way it used to criminality in Gotham has devolved back down to the street level in recent years. Gangs of idiot thugs keep trying to set up their operations. The revival of the Gotham police force as an effective instrument of the law after years of underfunding, incompetence and corruption has limited this but it does worry Batman. To counter it he has recently been forming a new wave of vigilantes. He is also conscious that he cannot do this dangerous and demanding job forever, others will need to take over when he gets too old. Just who he will entrust with control of his fortune, his accumulated gear, and most especially all the many secrets he has uncovered down the years he has not yet decided.

As a person he is mostly humorless and undemonstrative, calmly assessing any situation no matter how dangerous or horrible. Even the most horrifying crime scene does not faze him, he just follows systematic investigation procedure. In combat he moves with brutal efficiency, striking hard and fast to put his targets down, often doing so by striking from ambush. He despises guns, often showing this by taking it off the person carrying it and using it to knock them out then dismantling it and breaking the pieces. He is not impressed by anything a criminal does, dismissing the little schemes they are so proud of as idiotic. When some villain starts boasting and threatening he cuts them off by hitting them, throwing something at their head, or interrupting their audio or visual feed. If he does keep someone talking it is because he is circling round behind them and the last thing he says to them will be from over their shoulder as he grabs them.

Batman is a mysterious figure even to those closest to him. A few people do know that he is Bruce Wayne, the playboy billionaire who was orphaned while young by a street mugger. His anger over that senseless crime is ostensibly what drives him on his one man crusade to eradicate crime in Gotham. Some of those who work with him who are more suspicious are doubtful of that explanation though. The young Bruce Wayne after the death of his parents was a slight, nervous boy with a pronounced stammer. His grades at school were poor and he spent a lot of his time with expensive therapists. At age 14 he disappeared abroad with his butler, returning ten years later a very different person. He was a lot bigger, 6' 4" and massively built, his stammer was gone and he was a hardheaded and aggressive businessman. In a few years he turned the Wayne Corporation around from a complacent fund for the middle management relying mostly on aging patents to earn money, into an innovative powerhouse that began to redevelop the city. Pictures of Bruce Wayne as a child are mysteriously hard to come by, but the few there are seem to show two different boys. Even the facial structure is at variance, maybe more than just puberty could account for. The adult Bruce Wayne physically little resembles either of his parents, neither of whom were tall people. Is it possible that Batman is not Bruce Wayne, but some other person, perhaps hired or recruited by the real Bruce Wayne when he inherited the residual wealth of the Wayne's? Many of the photos of him as a child could have been altered or replaced, especially as after age eight he was a virtual recluse. Confronting him with this now seems to those who have looked into this as pointless. Perhaps the only person who knows the truth is the butler, and as an English butler you will never get him to disclose matters about his employer that he holds in confidence.

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Dec 23, 2017 5:44 pm

Image

Image

Superman - PL 15

Strength 20, Stamina 14, Agility 6, Dexterity 6, Fighting 10, Intellect 9, Awareness 6, Presence 6

Advantages
Accurate Attack, All-out Attack, Connected, Eidetic Memory, Equipment 6, Extraordinary Effort, Improved Initiative 3, Inspire 3, Interpose, Inventor, Leadership, Move-by Action, Power Attack, Ranged Attack 4, Takedown 2, Ultimate Effort: Toughness

Skills
Acrobatics 4 (+10), Athletics 4 (+24), Expertise: Farmer 4 (+13), Expertise: Journalism 12 (+21), Expertise: Krypton 8 (+17), Expertise: Science 12 (+21), Insight 8 (+14), Investigation 12 (+21), Perception 12 (+18), Persuasion 8 (+14), Sleight of Hand 4 (+10), Technology 12 (+21), Treatment 4 (+13), Vehicles 4 (+10)

Powers
Comprehend: Comprehend 2 (Machines / Electronics)
Enhanced Ability: Enhanced Stamina 10 (+10 STA)
Enhanced Ability: Enhanced Strength 15 (+15 STR; Limited to Lifting)
Enhanced Ability: Enhanced Strength 16 (+16 STR)
Enhanced Trait: Enhanced Trait 6 (Advantages: Eidetic Memory, Improved Initiative 3, Move-by Action, Ultimate Effort: Toughness)
Eye Beam Link: Visual Cosmic Communication 3 (Rapid, Subtle: encrypted)
Flight: Flight 15 (Speed: 64000 miles/hour, 120 miles/round)
Heat Vision: Blast 18 (DC 33; Penetrating 18, Precise)
. . Freeze Breath: Cumulative Cone Area Affliction 15 (Alternate; 1st degree: Vulnerable, Hindered, 2nd degree: Defenseless, Immobile, DC 25; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 25, Cumulative, Extra Condition, Precise; Limited Degree)
. . Super Breath: Cone Area Move Object 15 (Alternate; 400 ktons; Cone Area 3: 250 feet cone, DC 25, Increased Mass 9, Precise; Limited Direction: towards and away, Reduced Range: close)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Movement: Movement 1 (Space Travel 1: within solar system)
Protection: Protection 6 (+6 Toughness; Impervious [14 extra ranks])
Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)
Senses: Senses 26 (Accurate: Hearing, Acute: Scent, Analytical: Hearing, Analytical: Vision, Extended: Hearing 3: x1k, Extended: Vision 4: x10k, Extended: Scent 3: x1k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing, Ultravision)

Equipment
Fortress of Solitude

Offense
Initiative +18
Freeze Breath: Cumulative Cone Area Affliction 15 (DC Dog/Fort/Will 25)
Grab, +10 (DC Spec 30)
Heat Vision: Blast 18, +10 (DC 33)
Super Breath: Cone Area Move Object 15 (DC 25)
Throw, +10 (DC 35)
Unarmed, +10 (DC 35)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 18, Toughness 20, Will 12

Power Points
Abilities 102 + Powers 252 + Advantages 23 + Skills 54 (108 ranks) + Defenses 14 = 445

Fortress of Solitude - PL 10

Toughness 20, Size Awesome

Features:
Communications, Computer, Concealed 2, Defense System, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Self-repairing 2

Power Points
Abilities 6 + Powers 0 + Advantages 0 + Features 17 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 30

Superman is the greatest superhero in the world, possibly the universe. He has been protecting the Earth now for over forty years but shows little signs of aging, just a little grey at the temples. Even that may be an affectation, something to show that he is human. Almost nothing is known about Superman other than what he has chosen to reveal, all attempts to investigate him run into him being something outside the context of contemporary human existence. No-one has any idea how his powers work, how he can channel such immense energies to perform the feats he does. From things he has said they seem to derive from the fantastic future technology of the world he claims to come from, the planet Krypton. He was sent back in time to Earth by his parents to save him from the destruction of his world. The Kryptonian people had apparently known about the coming end of their world for a long time and had been devoting all their resources to a project to alter history so that it did not happen. It took them thousands of years of collective effort but in the end they succeeded in sending back one representative of their race. Kal-El was the last son of Krypton, specifically conceived by the two most brilliant people on Krypton to be their last hope. A crystal ship bore him back all through the history of the human race, to the very beginning of recorded history. Here at the base of time it is his task to protect the human race for as long as it takes for Krypton to come into existence again. When that happens the time loop will have stabilized and Krypton and humanity will be saved. The Kryptonians were not aliens but humans, people from a future so remote that all the time between then and now makes history to date a mere eyeblink. Superman may well come from millions of years in the future. What it was that destroyed Krypton, the last sanctuary of the human race in all the universe, even Superman does not know. It seems incredible that anything could menace a world where all the people had powers comparable to his.

Superman grew up not knowing he was anything special or had superpowers, his ship disintegrated on impact and the people who found him abandoned in their cornfield and adopted him just thought he was an abandoned child, probably the son of some poor teenage girl who could not look after him. When he was close to adulthood though he began to develop his powers. For some time they were utterly mysterious to him and he sought to conceal them for fear of being treated as a freak. To help control them he took up meditation and it is from this that that he has uncovered the story behind his origin. He learned his true name and those of his birth parents, and saw visions of Krypton and its destruction. The memories he has recovered though are maddeningly incomplete, just snatches and glimpses of things, leaving out a great deal. He still has nagging doubts as to whether anything he has recalled is true, or whether it is just a fantasy he has made up based on all the science fiction and fantasy he read and watched growing up as an imaginative child. His powers are very real though and they must come from somewhere. He has spent years exploring them, testing their limits and developing uses for them.

As a person Superman is intelligent beyond the human norm, he constantly develops fantastic new technologies to aid him in protecting the Earth. Notable examples are his artificially intelligent robot Superman duplicates that he mans his secret base with, and occasionally uses as stand ins. His main base is a massive fortress built into the Arctic polar ice. It is the size of a small country and contains masses of equipment built by him or confiscated from supervillains. It is also the place he keeps his captured enemies imprisoned, most of them being far too powerful and dangerous to be containable by conventional prisons. The existence of this fortress is not commonly known, even to other superheroes, and very few of them have ever visited it. It is not a place designed for ordinary humans, being full of massive vertical shafts and dangerous phenomena. Many chambers are in vacuum, or contain gases at temperatures so low they would freeze an unprotected human solid in moments. Massive energies arc and flow between crystal pylons, capable of incinerating a person in a flash. Superman just glides casually through it all, operating it by sending pulsed signals with the heat-beams from his eyes.

Superman as a superhero is mostly passive and defensive. He is not here to take over and remake the world in his image, though he could probably do so easily. Instead he concentrates on defeating the most dangerous supervillains and hostile intruders from elsewhere in the universe. If there are no such threats against the Earth then generally he does nothing, living instead in his civilian life. It is not his responsibility to stop every crime and avert every disaster, that is a job for the science and industry of the human race. If he did everything for them they would never develop, they would just become dependent on him. That does not mean that he ignores the many problems facing the world. Instead he combats them as a regular person, in his job as a journalist. When he is caught up in his work and there are no major threats he can go for weeks or months without going out and being Superman. People have learned not to expect Superman to appear except when something really strange and frightening is occurring. Even much of his activity as Superman is done quietly, with many problems dealt with before they even touch down on Earth. Early warning systems he has installed throughout the solar system give him ample time to intercept many threats in the deeps of space where he can cut loose with his full power without fear of collateral damage.

His relationship with other superheroes is as a rather distant figure. He operates at a level far beyond most of them and prefers to do most things by himself. He is so powerful he tends to see even other people with superpowers as vulnerable and fragile. That doesn't mean he is standoffish, he loves superhero social gatherings. At every opportunity he organizes cook-outs and parties, gathering his friends and colleagues together to eat and talk and have fun. The persistent refusal of Batman to attend these is one of the few things that visibly annoys him. The two senior heroes respect each other but live and work in different worlds. He has actually had more dealings with the vigilante of Gotham as a journalist, reporting on crime stories the Bat has been involved in.
Last edited by Gamebook on Sun Jan 21, 2018 8:06 am, edited 3 times in total.

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Dec 23, 2017 6:44 pm

Image

Image

Image

Wonder Woman - PL 15

Strength 12/2, Stamina 10/3, Agility 8, Dexterity 6, Fighting 15, Intellect 4, Awareness 8, Presence 8

Advantages
Accurate Attack, Agile Feint, All-out Attack, Animal Empathy, Assessment, Attractive 2, Benefit, Status: Princess of Themyscira, Defensive Attack, Defensive Roll 2, Improved Critical 2: Unarmed, Improved Critical: Damage: Strength-based Damage 3, Improved Critical: Sword of Hera, Improved Defense, Improved Initiative 2, Inspire 2, Interpose, Languages 2, Leadership, Move-by Action, Power Attack, Ranged Attack 9, Takedown 2, Teamwork, Tracking, Ultimate Effort: Persuasion

Skills
Acrobatics 10 (+18), Athletics 8 (+20), Insight 12 (+20), Intimidation 6 (+14), Investigation 8 (+12), Perception 8 (+16), Persuasion 12 (+20), Sleight of Hand 6 (+12), Stealth 6 (+14), Treatment 6 (+10), Vehicles 6 (+12)

Powers
Amazon Armor (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious)
Amazon Bracelets (Removable (indestructible))
. . Deflect: Deflect 15 (Redirection, Reflect; Reduced Range: close)
. . Impervious Defense: Impervious Toughness 12 (Sustained)
Champion of the Gods
. . Enhanced Ability: Enhanced Strength 6 (+6 STR; Limited to Lifting)
. . Enhanced Trait: Enhanced Trait 34 (Traits: Strength +10 (+12), Stamina +7 (+10))
. . Flight: Flight 11 (Speed: 4000 miles/hour, 8 miles/round)
. . Immunity: Immunity 6 (Aging, Custom: Mind Control 5)
. . Senses: Senses 3 (Counters Illusion: Sight, Extended: Sight 1: x10)
. . Speak to animals: Comprehend 2 (Animals - Speak To, Animals - Understand)
Lasso of Truth (Easily Removable (indestructible))
. . Tell the Truth
. . . . Affliction: Concentration Cumulative Affliction 15 (Linked; 1st degree: Vulnerable, 2nd degree: Compelled, Resisted by: Will, DC 25; Concentration, Cumulative, Increased Range: ranged, Insidious; Limited: to telling the truth, Limited Degree)
. . . . Move Object: Move Object 15 (Linked; 800 tons; Custom: Tether)
. . . . Reveal the Truth
. . . . . . Move Object: Move Object 15 (Linked; 800 tons; Custom: Tether)
. . . . . . Nullify: Nullify 15 (Linked; Counters: Mental, DC 25; Effortless, Insidious)
Sword of Hera (Easily Removable (indestructible))
. . Damage: Strength-based Damage 3 (DC 30, Advantages: Improved Critical; Penetrating 15)
Tiara (Removable)
. . Throw Tiara (Increased Range: ranged, Indirect 4: any point, any direction)

Offense
Initiative +16
Affliction: Concentration Cumulative Affliction 15, +15 (DC Will 25)
Damage: Strength-based Damage 3, +15 (DC 30)
Grab, +15 (DC Spec 22)
Move Object: Move Object 15, +15 (DC 25)
Move Object: Move Object 15, +15 (DC 25)
Nullify: Nullify 15, +15 (DC Will 25)
Throw, +15 (DC 27)
Unarmed, +15 (DC 27)

Languages
English, Greek, Latin

Defense
Dodge 15, Parry 15, Fortitude 14, Toughness 15/13, Will 15

Power Points
Abilities 108 + Powers 178 + Advantages 39 + Skills 44 (88 ranks) + Defenses 18 = 387

Wonder Woman is the champion of the Amazons, the warrior women who guard Thanatos, the god of violent death (also commonly known as Ares). In ancient times gods were the personifications of many aspects of existence. War, violence and murder is one of these and so there was a god of such. The existence of a god of violence though meant that it constantly encouraged and demanded war from mortals, and punished them if they were reluctant to fight. From being an occasional grief war steadily became all-consuming, until all the efforts of mortals were bent to battling their rivals and neighbors. Crops were trampled or burned, cities pillaged, women and children massacred or carried off into slavery. Over all this the war god laughed and urged the combatants on. Eventually it became intolerable and the mortals pleaded with Zeus to restrain his bloody son. To raise a force of warriors to oppose Ares though would just be to strengthen him further. instead Zeus had his wife Hera and his daughter Athena raise a force of their own, one composed entirely of women. They recruited from the underworld the souls of all those women who had suffered at the hands of war, gave them bodies of great strength and weapons forged by Hephaestus himself, and marched them against the blood-drenched champions of Ares. After many long years of war the Amazons triumphed and defeated the war god himself, dragging his bound form before the throne of Zeus for judgement. Zeus' doom was that Ares would forever be imprisoned away from the mortals he had corrupted, and his guards would be the Amazons. As women the lure of the glory and reward of war meant nothing to them, they did not desire the rape of cities or to have beautiful captives to abuse.

The Amazons live in permanent exile on their island of Themyscira, keeping a perpetual guard against all those who would seek to free Ares, and his own escape attempts. Every time there is more war than usual in the mortal world it strengthens Ares and he rages against his imprisonment. At such times warriors receive crimson visions and messages from him. Then they set sail for the Amazons home and lay siege to it, storming the beaches and slinging great stones against the sea walls. The Amazons weather the siege and strike back, sinking and burning the enemy ships, luring the armies inland into traps in their narrow valleys where they are massacred by Amazon archers and hoplites. Slain Amazons are reborn by their comrades, mating with captives, visiting gods or nature spirits to conceive them.

The leading warrior of the Amazons traditionally bears the title of Wonder Woman. She is the greatest fighter of this embattled people and sets the standard for martial excellence among them. The title is passed on when the incumbent is slain, a sadly common occurrence, or when they acknowledge a mightier warrior. Diana is the current holder, which is unusual as she is the daughter of the reigning queen. It is not normal for two such important positions to be held by a single Amazon, for if she should be lost it could seriously disrupt the Amazon queendom. As she came of age though Diana proved herself such a redoubtable fighter that nobody could deny her the position. At the time the Amazons were also in the greatest crisis of their history as the most massive war in the mortal world ever brought warriors with new and powerful weapons to their shores. For the first time ever the Amazons were defeated and had to flee their home. Only the courage and wit of Diana saved the Amazons from destruction and prevented Ares from finally escaping his imprisonment.

The Wonder Woman has often gone out into the world as the special agent of the Amazons and Diana is no exception. She has left the island many times to investigate the agents of Ares at large in the world, as well as many other threats to the mortal world. The rise of superpowered activity in recent decades has necessitated many more such interventions by her. When Superman first appeared she fought at his side against some of his foes, during which time they developed a relationship. She saw him as a mighty mortal warrior, while he was young and brash and wanted to impress this beauty. In the end they separated when they realized how different they really were as people. Since then Diana has had relationships with a number of other mortals, by whom she has had several children, but has not settled into a permanent relationship. Being an immortal blessed with eternal youth who will be reborn if ever slain she is really more of a god than a human. Many of the concerns of mortals mean little to her, she is motivated by the mission from Zeus that created the Amazons. To her the ancient gods are real, though they have long since retreated from the world.

Diana is a compassionate and affectionate person, but she often finds the modern world baffling. The Amazons are not agents of women's liberation, rather they are holy warriors charged with a special purpose by their deities. To her the world is divided not into male and female but rather mortal and immortal. It is only since spending more time in the world of the mortals that she is learning about the notion that women should be equal to men. For most of their history the Amazons have not thought this way. They have thought it natural that mortal women should be subordinate to men, while immortal women enjoy power and independence. After all the goddesses were feared and revered by mortal men while they treated their own women little better than domesticated animals. To the Amazons it is all a question of power relationships, the strong obtain the submission and service of the weaker. Goddesses and Amazons are strong so have what they want, mortal women are weak and so live in servitude. She was attracted to Superman when she first came to the mortal world because he seemed like a demigod to her, the natural ruler of this world. She learned a lot from him about different ways of thinking about human relationships.
Last edited by Gamebook on Sun Jan 21, 2018 8:12 am, edited 4 times in total.

Jabroniville
Posts: 5519
Joined: Fri Nov 04, 2016 8:05 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Sat Dec 23, 2017 7:44 pm

Huh- well that's a blast from the past. You doing builds of MAINSTREAM characters again :). Though there are, as always, some variances in the history. I'm digging the Wayne mystery.

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 24, 2017 6:46 am

Image

Robin Dick Grayson - PL 9

Strength 1, Stamina 2, Agility 6, Dexterity 4, Fighting 12, Intellect 3, Awareness 4, Presence 3

Advantages
Agile Feint, Attractive, Close Attack 3, Defensive Attack, Defensive Roll 2, Equipment 8, Evasion, Improved Critical 2: Club, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ranged Attack 9, Redirect, Set-up, Skill Mastery: Acrobatics, Takedown 2, Tracking

Skills
Acrobatics 10 (+16), Athletics 8 (+9), Deception 4 (+7), Insight 8 (+12), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+9), Sleight of Hand 8 (+12), Stealth 8 (+14), Technology 6 (+9), Treatment 4 (+7), Vehicles 6 (+10)

Powers
Grapple Gun
. . Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Movement: Movement 1 (Swinging)
Gloves: Strength-based Damage 1 (DC 17)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Bolos, Boomerang, Cell Phone (Smartphone), Club, Commlink, Concealable Microphone, Grapple Gun [Grapple Gun], Mini-tracer, Rebreather, Restraints, Robin costume [Gloves: Strength-based Damage 1, DC 17; Light Body Armor: Protection 2, +2 Toughness; Impervious; Mask: Senses 8, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Toolkit (Basic)

Offense
Initiative +10
Bolos, +13 (DC Dog 13)
Boomerang, +13 (DC 17)
Club, +15 (DC 18)
Gloves: Strength-based Damage 1, +15 (DC 17)
Grab, +15 (DC Spec 11)
Grapple Gun: Move Object 3, +13 (DC 18)
Throw, +13 (DC 16)
Unarmed, +15 (DC 16)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 6/2, Will 10

Power Points
Abilities 70 + Powers 0 + Advantages 38 + Skills 41 (82 ranks) + Defenses 16 = 165

After some years of being Batman the dark knight took on an apprentice. Dick Grayson's is the son of circus acrobats, but his parents were murdered by Gotham criminals during a hold-up of the audience during a show. They literally shot them out of the air in the middle of a performance. Left alone and angry Dick made up a costume of his own and went out to extract revenge, thinking that his acrobatic skills would let him take on armed and dangerous criminals. If not for the intervention of Batman his career as a vigilante would likely have ended on its first night. Batman told him he was being foolish after he had rescued him from a mob bar where he had gone in and attacked the patrons. Dick angrily retorted that he wasn't going to stop and what he was doing was no different from him. Batman replied that wasn't what he meant, he understood and supported his desire for revenge on the criminals who had destroyed his life, what was foolish was trying to take them on without proper training and equipment. Dick then demanded that the Batman give him that, he clearly had the resources to do so. Batman surprisingly agreed and there then followed several years of intensive training before he made his debut as Robin, junior crimefighting sidekick of the Bat.

Batman's motives for taking on Dick remain obscure. He doesn't appear to have done it for company, outside of training and operations he almost never meets with him. It was many years before Dick was even aware that Batman was Bruce Wayne or saw the inside of the main Batcave. Much of the time Dick was left to his own devices, with just assigned missions and a never-ending training schedule he was expected to fulfill. The slightest slackness or failure to master the required skills and Batman would know and would appear to test him and drive him on. At the same time he was expected to attend school full-time and keep up his studies. It was all very demanding for a young teenage boy left alone in the world and Dick was often lonely.

In his late teens Dick began to become more his own person as his knowledge and skills expanded to the point that he could be trusted to operate on his own. Rather than just doing whatever training and missions Batman assigned him he began to formulate his own. During this time he formed the first incarnation of the Teen Titans out of various other teen heroes he knew. All of them wanted to get out from under the dominance of their mentors. In retrospect they now know that their mentors deliberately fostered this and wanted it to happen, they never wanted permanent control of them, they always knew they had to become independent if they were to achieve their full potential.

Dick's active career as Robin was not that long, just five years. By his early twenties he thought that the costume and name made him look like a kid and adopted a new one. By that time also he had long since ceased to be Batman's sidekick, operating nearly all the time on his own or with the Titans (who had dropped the Teen part as they got older). As Robin he changed constantly, how he was at the beginning was quite different to him at the end. The build above represents him at about the midpoint of his career, just before he founded the Teen Titans. Being a team leader made quite a few changes to him, bringing out his natural sociability that had been suppressed by the years of training in isolation.
Last edited by Gamebook on Sat Jan 06, 2018 5:37 am, edited 2 times in total.

Gamebook
Posts: 3603
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 24, 2017 7:23 am

Image

Image

Image

Nightwing - PL 10

Strength 3, Stamina 3, Agility 7, Dexterity 5, Fighting 13, Intellect 4, Awareness 5, Presence 5

Advantages
Agile Feint, Attractive 2, Close Attack 4, Connected, Contacts, Defensive Attack, Defensive Roll 2, Equipment 8, Evasion 2, Hide in Plain Sight, Improved Critical 3: Electro Scrima Sticks, Improved Initiative, Inspire 2, Leadership, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 11, Redirect, Seize Initiative, Set-up 2, Skill Mastery: Acrobatics, Skill Mastery: Investigation, Takedown 2, Tracking, Well-informed

Skills
Acrobatics 12 (+19), Athletics 10 (+13), Deception 6 (+11), Expertise: Law Enforcement 10 (+14), Expertise: Streetwise 10 (+14), Insight 10 (+15), Intimidation 8 (+13), Investigation 12 (+16), Perception 10 (+15), Persuasion 10 (+15), Stealth 10 (+17), Technology 8 (+12), Treatment 6 (+10), Vehicles 8 (+13)

Powers
Electro Scrima Sticks
. . Electrified Fighting Staff
. . . . Damage: Strength-based Damage 2 (Linked; DC 20; Reach (melee): 5 ft.)
. . . . Electroshock: Cumulative Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Reach (melee): 5 ft.)
. . Electrified Twin Clubs
. . . . Damage: Damage 2 (Linked; DC 17; Split: 2 targets)
. . . . Electroshock: Cumulative Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Split: 2 targets)
. . Thrown Club
. . . . Damage: Strength-based Damage 2 (Linked; DC 20; Increased Range: ranged; Diminished Range)
. . . . Electroshock: Cumulative Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged; Diminished Range 2, Side Effect: on failure - lost weapon)
Grapple Gun
. . Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Movement: Movement 1 (Swinging)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)

Equipment
Camo Clothing, Cell Phone (Smartphone), Commlink, Concealable Microphone, Electro Scrima Sticks [Electro Scrima Sticks], Grapple Gun [Grapple Gun], Mini-tracer, Nightwing costume [Light Body Armor: Protection 2, +2 Toughness; Impervious], Restraints, Toolkit (Basic)

Offense
Initiative +11
Damage: Damage 2, +17 (DC 17)
Damage: Strength-based Damage 2, +17 (DC 20)
Damage: Strength-based Damage 2, +16 (DC 20)
Electroshock: Cumulative Affliction 5, +17 (DC Fort 15)
Electroshock: Cumulative Affliction 5, +17 (DC Fort 15)
Electroshock: Cumulative Affliction 5, +16 (DC Fort 15)
Grab, +17 (DC Spec 13)
Grapple Gun: Move Object 3, +16 (DC 18)
Throw, +16 (DC 18)
Unarmed, +17 (DC 18)

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 7/3, Will 13

Power Points
Abilities 90 + Powers 0 + Advantages 55 + Skills 65 (130 ranks) + Defenses 18 = 228

In his early twenties Dick split away from Batman for some time, ceasing to work with him for several years. He had become increasingly worried about the brutal methods of the Bat and his often callous attitude to those his crusade on crime hurt. Not the criminals, they richly deserved the ruin and massive prison sentences Batman arranged for them. Rather the toll associating with him had taken on those who had become his apprentices. His own childhood had been lost to training and fighting, and he had seen several other youths have their minds and bodies broken. Barbara had nearly died and was now permanently in a wheelchair, Jason had been tortured and scarred and had now gone rogue. Batman didn't seem to care, dismissing their injuries as the cost of victory and just taking on new faces to replace them. When he confronted Batman about it he was just told that what they did was dangerous, that everything possible was done to reduce risk but that Barbara and Jason had gotten careless and ignored his training and direction. If they hadn't they wouldn't have suffered as they had. So it was their fault, not you getting them into it then he retorted. Batman pointed out that all his apprentices took to crime fighting by themselves, before he ever met them. Just how long did he himself think he would have survived on his own? All of them were angry and driven young people, and such tend to have a short life and meet a grim fate in many times and places. What he offered was a fighting chance to survive and accomplish some of what they wanted. Not all had proved strong enough to meet the challenge.

Parting in bitterness Dick created the new costumed identity of Nightwing and threw himself into his own crimefighting career, both solo and as the leader of a reformed superteam, the Titans. He wanted to prove that the cold and impersonal methods of Batman were not the only way. In this he was a failure, the Titans suffered a number of needless deaths and injuries due to him being unable to demand of them what they needed. He allowed onto the team several members who were patently unsuited to being costumed heroes despite their powers just because they made an emotional appeal. The team was infiltrated and betrayed by supervillains due to him not being suspicious enough of prospective new members. For a while the Titans disbanded and its members went their separate ways. It took years for him to recover from this and reform them with the original members from his youth.
Last edited by Gamebook on Sat Dec 30, 2017 7:36 am, edited 1 time in total.

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