Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 3758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jan 09, 2018 10:52 pm

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Wonder Woman Aresia - PL 15

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

Advantages
Accurate Attack, Agile Feint, All-out Attack, Attractive, Chokehold, Defensive Attack, Defensive Roll 2, Fearless, Improved Critical 2: Lasso of Death, Improved Critical: Sword of Hecate, Improved Critical: Sword of Hecate, Improved Critical: Unarmed, Improved Disarm, Improved Initiative, Inspire 2, Languages 2, Leadership, Move-by Action, Power Attack, Ranged Attack 9, Redirect, Set-up 2, Takedown 2, Tracking, Trance

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

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 2 (Extended: Sight 1: x10, Low-light Vision)
Lasso of Death (Easily Removable (indestructible))
. . Death
. . . . Agony
. . . . . . Move Object: Move Object 15 (Linked; 800 tons; Custom: Tether)
. . . . . . Torture: Affliction 15 (Linked; 1st degree: Dazed, Entranced, 2nd degree: Stunned, Compelled, Resisted by: Will, DC 25; Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Die: Weaken 15 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 25; Increased Range: ranged)
. . . . Move Object: Move Object 15 (Linked; 800 tons; Custom: Tether)
Sword of Hecate (Easily Removable (indestructible))
. . Sword: 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 +10
Die: Weaken 15, +13 (DC Fort 25)
Grab, +15 (DC Spec 22)
Move Object: Move Object 15, +13 (DC 25)
Move Object: Move Object 15, +13 (DC 25)
Sword: Strength-based Damage 3, +15 (DC 30)
Throw, +13 (DC 27)
Torture: Affliction 15, +13 (DC Will 25)
Unarmed, +15 (DC 27)

Languages
English, Greek, Latin

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

Power Points
Abilities 84 + Powers 174 + Advantages 38 + Skills 40 (80 ranks) + Defenses 22 = 358

Aresia is a renegade Amazon, an exile from the island of Themyscira. She was once the mightiest warrior of the Amazons and served as the Wonder Woman under Antiope, Hippolyta's predecessor as Amazon Queen. Her fall from grace was caused by the greatest of Greek sins, hubris. She was fierce in her defense of Themyscira and after repelling repeated assaults by armies of men came to see men as the creator of Ares and thus the source of all the evil in the world. She demanded that the Amazons cease their worship of all male deities and from now on kill all men who came to their island. This was heresy, the powers of the Amazons derive as much from the patronage of male as female deities and to condemn all men is to question the god-given order of the world. As the Wonder Woman though she had a lot of supporters and influence among the Amazon warriorhood, and the patronage of some of the more sinister female deities such as Hecate. When she was judged to have made herself unworthy of her position by dint of blasphemy and was ordered to step down as Wonder Woman she rebelled and raised her banner against the queen, proclaiming herself as the new queen and ruler of Themyscira. The Amazons split and civil war raged over Themyscira.

While Aresia's warriors were hardened veterans the loyalists were much more numerous and included the elite Queen's Guard. In the first few pitched battles Aresia scored several victories and seized key points on Themyscira and captured many of their magical weapons. As more and more loyalists came in from the outlying townships though and Antiope rallied her sisters the war turned against her. In a great battle Aresia's forces were overmatched by an army more than twice the size of her's. The rebel survivors from the battle who escaped capture fled into the uplands of Themyscira or barricaded themselves into temples and citadels. The rest of the war consisted of close sieges and fierce close-quarter fighting as the loyalists confined and then stormed the last holdouts. The later stages of the war were marked by notable savagery on both sides as Aresia ordered the killing of prisoners and hostages, including even juveniles, and the desecration of the fallen by stealing their weapons and armor to re-equip her forces. Treating the battle-gear of the dead in this way is a horrifying sacrilege to Amazons. In retaliation many captured rebels who had not surrendered when offered quarter after their defeat were executed by crucifixion by furious loyalists.

It took years to track down all of Aresia's followers in the mountains that cover much of Themyscira, which due to its magical nature is actually quite large. Eventually only Aresia herself remained alive and uncaptured of all those who had ever followed her. She could not flee Themyscira though as that would mean living among men in the mortal world and she would lose her immortality. She lived alone for centuries, bitter and half mad, but still too powerful and cunning to ever be caught despite the occasional expedition. If the Amazons had kept up the pressure on her by searching ceaselessly they would have caught her eventually but after the colossal tragedy and grief of the civil war they were not much inclined to do so. After finding no evidence of her for some years they concluded that she must have perished in the wilderness or committed suicide. Subsequent searching centered just on trying to find her bones and the magic weapons she had wielded.

When Themyscira was invaded by the armies of the fallen soldiers during the First World War Aresia saw what was happening and put aside her long enmity against the loyalists. She took up her magic weapons and came down from the mountains to defend Themyscira or die trying. By the time she arrived at the capital though the rest of the Amazons had evacuated Themyscira and only dead men milled about the sacred precincts. Aresia could not believe it, the Amazons were defeated and lost. Disgusted at this cowardice she descended to the lowest dungeons of Themyscira and opened the door that had never and should never be opened. She released Ares from his confinement and then bowed the knee to him and swore allegiance to the god that had defeated all she had ever believed in. Ares left Themyscira to fight Diana but before he did he accepted her submission and made her his regent on Themyscira. Soon after he left men started to arrive on the island, many of them deserters from the war who had offered their souls to the war god if only he would save their lives from the death all around them. By the time the Amazons were able to return to Themyscira when the war ended and Ares was banished they found their home rebuilt into a brutal fortress and the beaches held against them. From her new base and with her new army Aresia waged war against the Amazons and intervened in the violence of postwar politics in Europe and the Mediterranean and Near East. She did all she could to encourage continued fighting in the so-called postwar era, which was no less violent than the war that had preceded it. About the only difference the end of the First World War made to all the mayhem was that the Western Front was wound up. Everywhere else in the world the fighting was resumed with renewed intensity.

It took the Amazons years to retake their homeland, indeed it was not accomplished until after the Second World War. That conflict saw the Amazons drawn into extensive fighting against the Nazis who Aresia actually allied with in an act monstrous even for her. Allied victory in the Aegean region finally isolated Aresia from her own allies and the Amazons were able to blockade Themyscira to cut off her reinforcements after they gained naval superiority over her. A bloody assault landing was followed by equally costly fighting as the Amazons retook Themyscira street by street. In the end Aresia fled Themyscira and hid abroad. She was no longer an Amazon, her superhuman strength and eternal life now derived from her pact with the war god. He was not disappointed with her failure to retain Themyscira, in fact he was surprised at how long she had held out and was delighted with the toll she had taken on the Amazons.

Since those days Aresia has been Ares deadliest servant and the greatest enemy of the Amazons. Her villainous plots usually center around increasing the power of Ares and raising armies of the vilest warriors from around the world to fight for him. She often associates with international mercenaries, liking their dedication to war for profit rather an ideal. Such men and women desire war rather than peace and never tire of the fighting, unlike noble soldiers fighting to protect their people and restore peace. She also has the patronage of goddesses like Hecate and Eris who like her malevolent ways. She has long since abandoned her hostility to men, she now rather likes them and has had many mortal lovers. The surviving Amazons from the wars of the twentieth century all loathe her, including those she led into rebellion who recanted their heresy. By her actions she has betrayed everything the Amazons stand for and murdered tens of thousands of those who were once her sisters.
Last edited by Gamebook on Wed Jan 10, 2018 8:14 pm, edited 4 times in total.

Gamebook
Posts: 3758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Jan 10, 2018 8:31 am

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Ocean Master - PL 14

Strength 13, Stamina 10, Agility 4, Dexterity 3, Fighting 12, Intellect 3, Awareness 3, Presence 4

Advantages
All-out Attack, Benefit, Status: King of Atlantis, Favored Environment: Aquatic, Improved Critical 2: Seafire Bolts: Damage 14, Improved Initiative, Improved Trip, Inspire, Power Attack, Ranged Attack 7, Ritualist, Takedown

Skills
Acrobatics 4 (+8), Athletics 6 (+19), Deception 8 (+12), Expertise: Magic 8 (+11), Insight 6 (+9), Intimidation 8 (+12), Investigation 6 (+9), Perception 6 (+9), Ranged Combat: Seafire 4 (+7), Technology 4 (+7), Vehicles 4 (+7)

Powers
Atlantean Armor (Removable)
. . Protection: Protection 4 (+4 Toughness; Impervious)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Trident of Atlantis (Easily Removable (indestructible))
. . Parry & Block: Enhanced Trait 4 (Traits: Dodge +2 (+14), Parry +2 (+14))
. . Seafire
. . . . Seafire Bolts: Damage 14 (DC 29; Feature: functions underwater, Increased Range: ranged, Multiattack, Secondary Effect)
. . . . Seafire Sweep: Cone Area Damage 14 (DC 29; Cone Area 2: 120 feet cone, DC 24, Feature: functions underwater, Secondary Effect)
. . Trident
. . . . Spear: Strength-based Damage 3 (DC 31, Advantages: Improved Trip; Reach (melee): 5 ft.)
. . . . Throw: Strength-based Damage 3 (DC 31; Increased Range: ranged)
Underwater senses: Senses 3 (Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing; Limited: to underwater)
Water Magic
. . Drowning: Progressive Cylinder Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cylinder Area: 30 feet cylinder, DC 20, Increased Range: ranged, Progressive; Source: Water)
. . Maelstrom: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, DC 20, Increased Range: perception, Selective; Limited Material: Water)
. . Sea Currents: Move Object 10 (25000 ktons; Increased Mass 20, Increased Range: perception; Limited Material: Water)
. . Superdense Water: Create 10 (Volume: 1000 cft., DC 20; Movable, Selective)
. . Water Jets: Move Object 10 (25 tons, DC 25; Damaging, Multiattack; Limited Material: Water)

Offense
Initiative +8
Drowning: Progressive Cylinder Area Affliction 10 (DC Fort 20)
Grab, +12 (DC Spec 23)
Maelstrom: Cylinder Area Move Object 10 (DC 20)
Sea Currents: Move Object 10 (DC 20)
Seafire Bolts: Damage 14, +14 (DC 29)
Seafire Sweep: Cone Area Damage 14 (DC 29)
Spear: Strength-based Damage 3, +12 (DC 31)
Throw, +10 (DC 28)
Throw: Strength-based Damage 3, +10 (DC 31)
Unarmed, +12 (DC 28)
Water Jets: Move Object 10, +10 (DC 25)

Languages
Native Language

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

Power Points
Abilities 104 + Powers 105 + Advantages 17 + Skills 32 (64 ranks) + Defenses 19 = 277

Orm is the half-brother of Arthur Curry, the Aquaman. He is the older brother, the son of King Atlan's first Atlantean wife. He regards himself as the rightful heir of the Atlantean throne and his brother Orin as a bastard and usurper. Many in Atlantis share this view and for a long time he was king of Atlantis. With the support of Xebel, the realm ruled by his mother Atlanna, Arthur was able to overthrow Orm and assume the crown. He really did not want to do this but was driven to it because Orm had declared open war on the surface world. Atlantis is powerful enough to defeat the world's navies but Arthur's friends in the Justice League were threatening to take action if there was not an immediate cessation of Atlantean attacks on world shipping. The combined might of the JLA is great enough to overcome even Atlantis but the destruction and loss of life was potentially huge if they forced the League to fight. Arthur was given just a few days grace before Superman dropped onto Atlantis and dragged Orm off the throne and imposed a peace.

The resulting struggle was as much an internal Atlantean dispute over national policy as a battle between rival dynasties. Atlantean society was split between those who supported the war and those who opposed it. Many were horrified at committing Atlantis to such a massive and endless war and all the inevitable cruelties it would bring. Orm's appeals to patriotism worked on some but many Atlanteans did not see that the surface dwellers had ever done anything to them that would justify such hatred. Reports of drylanders left to drown after their ships were holed rather than exciting Atlantean bloodlust as Orm hoped instead aroused revulsion. Anti-war protests took place on the streets of the city, and when Orm's troops moved in to disperse them injuries to civilians generated further opposition. Many of the political elite in Atlantis in any case were very unhappy with Orm's manner of rule. He was increasingly ignoring the Atlantean councils and ruling by royal decree, powers which were supposed to be for emergencies only not a matter of routine. The needs of the war were being used by him as an excuse for all sorts of dictatorial and frankly illegal measures. Large numbers of people were being detained on vague charges of treason without being tried or allowed to defend themselves, and were often denied counsel and visitors. Plots formed in Atlantis to stage a coup and Arthur, the famous Aquaman, was increasingly considered to be a viable alternative. His appointment would undoubtedly end the war and through him the JLA could be used to obtain peace terms for Atlantis that would reduce any indemnities Atlantis might have to pay for her aggression as the price for peace. When Queen Atlanna of Xebel made contact with the plotters it was decided to go ahead as this gave the support of a large and powerful army to the planned rebellion.

Arthur was supposed to march into Atlantis at the head of the army of Xebel alongside his mother but he feared the outbreak of fighting between the Atlantean army and the Xebel soldiers as the Atlantean military instinctively moved to defend the city against invading foreigners. Instead he went on ahead by himself without telling the rest of the plotters and his supporters. He wanted to appeal to Orm to end the war and agree to rule without tyranny. Predictably though Orm instead ordered his guards to seize Arthur. Still pleading for peace Arthur did not resist and was imprisoned in the most secure vault beneath the royal palace. Here his hopes were finally dashed when Orm sent executioners to his cell to dispose of him. Knocking them senseless and escaping Arthur made contact with the Atlantean underworld and the resistance. To avert Atlantean civil war he worked with friends and some dubious people in the Atlantean criminal underworld to gain access to Orm and defeat him before the Xebel army could reach the city and lay siege to it. In this he was finally successful with Mera's help and bested Orm in personal combat, taking the Trident of Atlantis from him. This collapsed support for Orm's regime and the Xebel army entered Atlantis without resistance. The war was ended and civil war avoided. In the aftermath Arthur has had to reign as King Orin, but he plans one day to relinquish the crown and make Atlantis a democracy and retire with Mera. Orm is currently in an Atlantean prison while his trial drags on endlessly in a legal nightmare. He continually plots against Aquaman and there is still support for him among the bitterest and most anti-surface elements in Atlantis.
Last edited by Gamebook on Sat Apr 14, 2018 4:44 pm, edited 1 time in total.

Gamebook
Posts: 3758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Jan 10, 2018 9:07 pm

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Bane - PL 11

Strength 6/4, Stamina 6/4, Agility 5, Dexterity 3, Fighting 14, Intellect 4, Awareness 4, Presence 4

Advantages
All-out Attack, Assessment, Benefit, Status: Dictator of Santa Prisca, Benefit, Wealth 3 (millionare), Chokehold, Close Attack 2, Connected, Defensive Roll 2, Fast Grab, Fearless, Great Endurance, Improved Critical 2: Unarmed, Improved Hold, Inspire 2, Leadership, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 7, Startle, Takedown, Trance

Skills
Acrobatics 6 (+11), Athletics 8 (+14), Deception 6 (+10), Insight 8 (+12), Intimidation 8 (+12), Investigation 6 (+10), Perception 6 (+10), Persuasion 6 (+10), Sleight of Hand 4 (+7), Stealth 4 (+9), Technology 6 (+10), Vehicles 6 (+9)

Powers
Venom (Removable)
. . Enhanced Trait: Enhanced Trait 8 (Traits: Stamina +2 (+6), Strength +2 (+6))
. . Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +5
Grab, +16 (DC Spec 16)
Throw, +10 (DC 21)
Unarmed, +16 (DC 21)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 8/6, Will 10

Power Points
Abilities 84 + Powers 10 + Advantages 33 + Skills 37 (74 ranks) + Defenses 19 = 183

The international crime lord and mercenary soldier known as Bane was born Antonio Diego in a central American prison, the son of a prostitute and an unknown father. The prison was not run by the authorities, instead they just guarded the walls to make no sure no prisoners escaped and sent in food and supplies and otherwise left the prisoners entirely to themselves. A ruthless criminal regime controlled everything inside the walls, rationing out the supplies by gang rank and disposing of all rivals and anyone deemed useless. Antonio thrived in this dog-eat-dog world from an early age, bullying each successive age group as he grew up and making himself leader. Naturally huge and strong he was also brilliant and charismatic and knew how to win the loyalty of people and get the best out of them. By the age of sixteen he was the most powerful figure in the prison despite his youth. He was also well-educated, largely by his own efforts as he had books on all sorts of subjects smuggled in to him. In addition he had an extensive education on subjects taught in no school or college; how to wage guerilla war, run a drug cartel, foment a revolution and all the others crimes and sins of Latin America, all learned from the varied collection of criminals and political dissidents dumped in the prison.

Antonio was not content to be a big fish in such a small pond though, he wanted to see the outside world. He mounted a legal challenge against his imprisonment as being born in the prison he had committed no recorded crimes. After some wrangling his country's authorities could not keep him confined and had to release him upon his coming of age and not being a dependent of his still imprisoned mother (she was in for life for murdering her pimp). The young Antonio's prospects were not good on release, for all his power in prison he had little money and limited connections in the outside world. For someone like him though this did not last long, he immediately went to work for a drug cartel cum revolutionary group he had done deals with. Within a few years by a mixture of brilliance and extreme violence he was a lieutenant to the senior figures. He then staged a coup with a crew consisting of prison-born kids and disgruntled cartel footsoldiers. The old guys who had founded the outfit were betrayed and murdered and Antonio now had a small army and a fortune in drug and criminal money. Under his leadership his bandits went from strength to strength and eventually staged a coup and seized control of their island country of Santa Prisca. To the rest of the world it was just more of the same in the anarchic region and no action was taken against him. Instead Antonio was able to play for international support by doing deals in regard to fighting other drug cartels and revolutionary groups in the region. Now calling himself Bane he cared for nothing but his own position as dictator of Santa Prisca.

It was during this period that he discovered Venom. Where this drug comes from is still unknown but it may be a relic of the Cold War when a communist regime was in control of Santa Prisca for a while until a CIA sponsored counterrevolution ousted it. Soviet scientists apparently found an insect in the forests of Santa Prisca whose body fluids form the active ingredient. It cannot be ingested but needs to be injected, whereupon it gives a short-lived but massive boost to the recipients metabolism. They become much stronger and their wounds heal at a hyper-accelerated rate. The downside is its numerous side-effects of severe addiction, violent mood swings, paranoia, hallucinations, delusions, skin lesions and green urine. A primitive crime group like Bane's regime was not capable of researching and manufacturing such a drug, investigations by Batman suggest that this was done by First World governments who wanted it for use in their military's as a stimulant to give their elite soldiers an edge in combat. The canny Bane profited from harvesting the insect needed to make it but also did deals with supervillain scientists to have them make Venom for himself and his men. This they did, and being supervillains they went for maximum effectiveness while totally ignoring safety. The Venom Bane and his men use is far more potent than other versions in use around the world, it makes them inhumanly strong and their wounds heal at a visibly perceptible rate. In their battles with rival criminal groups and police forces it makes them nearly invincible as they can now shrug off bullet wounds.

Seeing additional opportunity for profit Bane has set up his own manufacturing base on Santa Prisca and is starting to sell a diluted version of his Venom all over the world. The rush it gives is incredible and many gang members take it for courage and strength. It has become the big new narcotics problem for law enforcement and is causing a renewed wave of crime across the world as people rob and steal for the money to buy it and rival dealers fight over selling pitches. A major entrepot for the drug into northern America is Gotham's notoriously corrupt docks and it is causing havoc on the streets of Gotham. Batman is working overtime to discover and shut down the supply lines and has taken down a good many of Bane's best men. The crime lord dictator has now traveled north to the city to see who is this silly fellow in a Halloween costume that is interfering with his business, and to pull out his spine for his insolence.
Last edited by Gamebook on Sat Mar 17, 2018 4:16 pm, edited 1 time in total.

Gamebook
Posts: 3758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Jan 12, 2018 7:59 pm

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Donna Troy - PL 14

Strength 11/2, Stamina 9/3, Agility 6, Dexterity 4, Fighting 14, Intellect 2, Awareness 3, Presence 4

Advantages
Agile Feint, Assessment, Attractive, Defensive Attack, Defensive Roll 2, Evasion, Improved Critical 2: Blade: Strength-based Damage 3, Improved Critical: Blade: Strength-based Damage 3, Improved Critical: Unarmed, Improved Defense, Improved Initiative, Inspire 2, Interpose, Languages 2, Leadership, Power Attack, Ranged Attack 8, Takedown, Teamwork, Tracking

Skills
Acrobatics 8 (+14), Athletics 6 (+17), Insight 8 (+11), Investigation 6 (+8), Perception 8 (+11), Persuasion 6 (+10), Sleight of Hand 4 (+8), Stealth 4 (+10), Vehicles 4 (+8)

Powers
Amazon Armor (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious)
Amazon Bracelets (Removable (indestructible))
. . Deflect: Deflect 14 (Redirection, Reflect; Reduced Range: close)
. . Impervious Defense: Impervious Toughness 10 (Sustained)
Hero of the Gods
. . Enhanced Ability: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . Enhanced Trait: Enhanced Trait 30 (Traits: Strength +9 (+11), Stamina +6 (+9))
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Immunity: Immunity 1 (Aging)
Lasso of Persuasion (Easily Removable (indestructible))
. . Obey Suggestion
. . . . Affliction: Concentration Affliction 13 (Linked; 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 23; Concentration, Increased Range: ranged; Limited Degree)
. . . . Move Object: Move Object 13 (Linked; 200 tons)
Sword of Troy (Easily Removable (indestructible))
. . Blade: Strength-based Damage 3 (DC 29, Advantages: Improved Critical; Penetrating 10, Reach (melee): 5 ft.)

Offense
Initiative +10
Affliction: Concentration Affliction 13, +12 (DC Will 23)
Blade: Strength-based Damage 3, +14 (DC 29)
Grab, +14 (DC Spec 21)
Move Object: Move Object 13, +12 (DC 23)
Throw, +12 (DC 26)
Unarmed, +14 (DC 26)

Languages
English, Greek, Latin

Defense
Dodge 14, Parry 14, Fortitude 13, Toughness 14/12, Will 11

Power Points
Abilities 76 + Powers 134 + Advantages 30 + Skills 27 (54 ranks) + Defenses 20 = 287

As they got older the original Teen Titans split up and the members went their separate ways for a while. Neither of Donna's youthful flings lasted, each of her men found new relationships with other women, albeit with varying degrees of success. They all retained a nostalgia for their adventures together though and the Titans have sought to reform on a number of occasions, though it has to be said none of these reunions have lasted very long. Garth became a married man but Donna has had brief encounters with Roy on a number of occasions as adults, usually when he is on the out with Cheshire and is looking for comfort. Her friends have warned her about doing this but when she sees him again she can never quite control herself.

As an adult superhero Donna just goes by her own name, she no longer wants to be Wonder Girl and corrects people when they call her that. For a short time she was the Wonder Woman of Themyscira when Diana was away but found that she could not act in the way that they wanted her to, she had become too much a part of the modern world. She retains her powers so long as she continues to be a superhero, but if she ever gave up the life they would fade away never to return and she would lose her immortality. She is aware of this and is somewhat conflicted about it. In her superhero career she has done a lot of good but it has come at a great personal price. She has never been able to establish a stable relationship, her boyfriends are either normal men who could not cope with the violence and danger of her life or superheroes who are not stable and reliable.

She has a successful career as a professional photographer, having gained experience and acclaim when she took to photodocumenting the Teen Titans adventures. Her main subject, the one that publishers keep asking for and which makes the big sales is still photos of superheroes. People with cameras are ten a penny but few of them have the connections to get the pictures that she has. Donna often uses this to publicize the exploits of less well-known superheroes, trying to avert Superman and Wonder Woman getting all the attention (good luck getting and keeping a clear photo of Batman, no one has succeeded so far). As a matter of principle she stays out of her own photos, she doesn't want people employing her just so that they can boast about having had a prominent superhero attend their wedding or movie premiere.

Donna usually adventures as part of a team, she is not a solo hero by nature. Diana does it all the time, indeed she does more by herself than with the Justice League. It's not that Donna is afraid or lacks confidence, she just finds it lonely. At times this has led to her associating with some real D-listers under the Titans name, though out of them she has raised some genuinely good superheroes such as Argent. Her favorite experience on a team was secretly not the Teen Titans but that period when she and Dick formed a new Justice League when all the old faces were absent. Being on a team with her girl friends, some unknowns and Dick was really fun, they were out from under the shadow of the old guard for once. The world was looking to them for protection instead of just crying out for Superman and her big sister like usual. Donna it has to be said has lived much of her life in the shade of Diana, both with the Amazons and the mortal world. People compare her to her and expect her to be like her, failing to recognize that she is her own person and is quite different to Diana.

Gamebook
Posts: 3758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Jan 12, 2018 8:47 pm

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Barracuda - PL 7

Strength 3, Stamina 4, Agility 5, Dexterity 0, Fighting 10, Intellect 0, Awareness 2, Presence 1

Advantages
Agile Feint, Animal Empathy, Favored Environment: Aquatic, Improved Critical: Fangs & Claws: Strength-based Damage 1, Improved Initiative, Power Attack, Skill Mastery: Perception, Uncanny Dodge

Skills
Acrobatics 6 (+11), Athletics 6 (+9), Insight 4 (+6), Intimidation 6 (+7), Perception 12 (+14), Stealth 8 (+13)

Powers
Fangs & Claws: Strength-based Damage 1 (piercing, slashing, DC 19)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
Swimming: Swimming 4 (Speed: 8 miles/hour, 120 feet/round)
Underwater senses: Senses 9 (Acute: Scent, Direction Sense, Extended: Hearing 1: x10, Extended: Scent 1: x10, Low-light Vision, Tracking: Scent 2: full speed, Ultra-hearing, Ultravision; Limited: to underwater)

Offense
Initiative +9
Fangs & Claws: Strength-based Damage 1, +10 (DC 19)
Grab, +10 (DC Spec 13)
Throw, +0 (DC 18)
Unarmed, +10 (DC 18)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 4, Will 6

Power Points
Abilities 50 + Powers 13 + Advantages 8 + Skills 21 (42 ranks) + Defenses 13 = 105

Barracuda is from the large population of mutated human and mutated sealife that form underclasses in Atlantean society. Millennia of extensive and often ignorant and inept use of magic has seen strange things happen to people and aquatic life. Humans have taken on the traits of fish, crustaceans and molluscs while they have gained arms and legs and approximately human-level intelligence. This cavalcade of weird entities have always been treated poorly by the mainstream population of Atlantis, who tend to regard them as simple-minded, clumsy and savage. If they are not driven out to the open ocean to fend for themselves as best they can they are restricted to low-grade menial jobs in the lower levels of the city. Much of the grunt work of mining coral and servicing the fish farms and kelp beds is done by these poor folk, in unsafe working conditions and for a pittance of pay. The benefits and public facilities of Atlantis are not allowed to them, those who try to claim them or seek to enter the opulent tiers of the upper city are dealt with by the Atlantean guards. In times past they were even hunted on occasion, for sport or for food and to make them aware of who were the masters and inspire terror of the authority of Atlantis. Under King Atlan the long oppressive policies were ameliorated somewhat and their conditions improved. Doing this though served to arouse a lot of discontent among Atlantean traditionalists who view them as no better than animals and resent not being allowed to kill them at will and serve them up at feasts.

When Orm came to throne one of the hateful policies he instituted was a savage resumption of oppression against them. The usual pattern of hunts and raids resumed on a scale unknown for many years, amounting to bloody pogroms that saw entire communities wiped out. Many of them resisted, only to be cut down by the ruthless application of superior Atlantean weaponry. Those allowed to live were reduced to slaves, laboring without rights and for no more than the bare minimum of their keep. Many chose to flee and hide in the vastness of the ocean, or in the endless coral labyrinth beneath Atlantis, the product of centuries of excavation and natural erosion. Barracuda was a thief in this desperate time, conducting daring raids on Atlantean food stocks to bring back fish and crab to her hungry community. If she was caught she could expect a slow and agonizing death as a public example, staked out for the crabs to pick to death.

When Aquaman infiltrated Atlantis to confront Orm he met Barracuda and she served often as his guide around the coral maze. Her underwater senses are amazing, even better than his. As well her alertness has been honed to a razor's edge by years of evading hunts and security patrols. Without her he would have been discovered many times. She recognized in him a chance for her people and took great risks on his behalf, which ultimately got her captured, the thing she has always feared the most. When Aquaman found her in the dungeons after Orm's defeat she had been extensively tortured to try and get her to tell what she knew about his movements. In an amazing display of courage she had held out even as they mutilated her. Arthur insisted on the very best care for her despite her being an aquatic mutate and in time her injuries were healed. In his democratic reforms before he abdicated the throne he granted all sentient beings of Atlantis equal rights, though making these laws effective in the face of entrenched Atlantean prejudice and mutate fear has proven difficult. Few of the mutates have had the courage to visit the upper tiers, mostly they just appreciate the much improved pay and conditions in the lower levels and the freedom to associate and travel to and from the city they now enjoy.

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Re: Gamebook's builds (hs5ias new thread)

Post by Woodclaw » Fri Jan 12, 2018 9:42 pm

Gamebook wrote:
Fri Jan 12, 2018 7:59 pm
Image


Donna Troy
Switch this one to a blue and silver design and you pretty much get the version of Donna from my Marvel/DC mixed setting.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 13, 2018 8:26 am

Image

Image

Atom, The Ray Palmer - PL 15

Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 6, Awareness 2, Presence 1

Advantages
Agile Feint, All-out Attack, Eidetic Memory, Equipment 2, Evasion, Improved Critical: Expansion Punch: Strength-based Damage 8, Improved Initiative, Inventor, Power Attack, Ranged Attack 6, Skill Mastery: Expertise: Science, Teamwork

Skills
Acrobatics 6 (+10), Athletics 6 (+8), Expertise: Science 12 (+18), Insight 4 (+6), Investigation 8 (+14), Perception 8 (+10), Sleight of Hand 6 (+10), Stealth 4 (+8), Technology 10 (+16), Treatment 6 (+12), Vehicles 6 (+10)

Powers
Atom Suit (Removable)
. . Atom Goggles: Senses 13 (Analytical (Type): Vision, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 4: atom-size, Tracking: Infravision 2: full speed, Ultravision, Advantages: Eidetic Memory)
. . Atom Powers Gauntlet
. . . . Atom Bomb: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Triggered: 1 use - Timed)
. . . . Atomic Freeze: Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Increased Range: ranged)
. . . . Atomic Transparency: Insubstantial 4 (Incorporeal)
. . . . Energy Blast: Damage 10 (DC 25; Increased Range: ranged)
. . . . Expansion Punch: Strength-based Damage 8 (DC 25; Subtle: subtle)
. . . . Interrupt Atomic Reaction: Nullify 10 (Counters: Energy, DC 20; Effortless)
. . . . Molecular Manipulation: Transform 5 (Affects: Broad > Broad - Molecules to Molecules, Transforms: 25 lbs., DC 15)
. . . . Mote Flurry Attacks: Strength-based Damage 4 (DC 21; Accurate 2: +4, Multiattack)
. . . . Strong Nuclear Force: Move Object 10 (25 tons)
. . Atomic Size Control Belt
. . . . Atomic Compaction: Shrinking 20 (+20 Stealth, +10 active defenses, -5 size ranks; Atomic Size, Normal Strength)
. . . . Atomic Reduction: Shrinking Attack 20 (-5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks, DC 30; Atomic Size, Attack: Dodge, Increased Range: ranged; Diminished Range)
. . . . Subatomic Particle Riding: Teleport Attack (+self) 20 (4000 miles in a move action, carrying 50 lbs., DC 30; Accurate, Attack (+self): Parry, Change Direction, Change Velocity, Extended: 1 million miles in 2 move actions; Medium: Energy flow)
. . Darting Mote: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: only when shrunk)
. . Environment Suit: Immunity 5 (Environmental Conditions (All))
. . Force Field: Protection 10 (+10 Toughness; Impervious)

Equipment
Cell Phone (Smartphone), Commlink, Flashlight, Mini-tracer, Rebreather, Restraints, Toolkit (Basic)

Offense
Initiative +8
Atom Bomb: Burst Area Damage 10 (DC 25)
Atomic Freeze: Affliction 10, +10 (DC Fort 20)
Atomic Reduction: Shrinking Attack 20, +10 (DC Dog 30)
Energy Blast: Damage 10, +10 (DC 25)
Expansion Punch: Strength-based Damage 8, +10 (DC 25)
Grab, +10 (DC Spec 12)
Interrupt Atomic Reaction: Nullify 10, +10 (DC Will 20)
Molecular Manipulation: Transform 5, +10 (DC Dog 15)
Mote Flurry Attacks: Strength-based Damage 4, +14 (DC 21)
Strong Nuclear Force: Move Object 10, +10 (DC 20)
Subatomic Particle Riding: Teleport Attack (+self) 20, +10 (DC Dog 30)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 12, Will 8

Power Points
Abilities 62 + Powers 111 + Advantages 17 + Skills 38 (76 ranks) + Defenses 16 = 244

Ray Palmer is a scientist who has fashioned himself an array of technology that lets hims control atomic forces. He can use his atom suit to shrink himself and others, to travel around as a subatomic particle, and many other amazing effects. In addition he frequently researches new ones to expand his options. The atom technology is built around two samples of a strange matter that is thought to have landed on Earth in a meteor fall millions of years ago. The first sample was collected on a geological expedition back in the 1950's and after basic classification was left to gather dust in a box on the archive shelves of a university along with countless other rocks. When he was a young grad student Ray's professor assigned him the task of searching through thousands of such samples to see if he could find anything unusual and potentially interesting. After weeks of fruitless and very boring searching Ray was thinking that all the good rocks in the archives had long since been found by earlier students. Then he picked up a nondescript orange, glassy rock and thought it unusual. Normally he can identify pretty much any mineral on sight but he couldn't place this one. While he expected it to turn out to be nothing special it's appearance was at least different and would need some work to discover what it was. When he got it back to the lab though none of his results turned out as he expected. All the readings from his instruments were completely bizarre, and what is more they weren't consistent. The rock appeared to change its properties from moment to moment. Checking and rechecking his equipment he could find no malfunction in it. Calling his professor in he was at first properly skeptical, but was soon as baffled as Ray.

Ray's entire academic and professional career has since been focused around the strange matter he found. When subjected to energies of various types it produces many effects, altering the matter and energies around it. With great daring Ray after years of preparation used it to become the first micronaut, shrinking down to observe the subatomic world first-hand. He has personally witnessed atomic interactions that have only been theorized about or inferred from results in particle acceleration experiments. This has done a great deal to advance physics and Ray has enjoyed international acclaim and numerous awards for his work. He got into superheroics when his scientific expertise and shrinking powers were requested by the Justice League to help them out a number of times. Ray is a particular opponent of those who misuse scientific advancements to commit crimes.

Ray's powers were greatly enhanced when he obtained a second sample of the substance. As a favor to him for all his help Superman worked with him to use his super-senses to scour the globe for any further samples of it. Cutting the existing sample into smaller pieces is impossible, it is quantum entangled with itself and always reforms as soon as it is partitioned, even transitioning through solid walls or across great distances to do so. This has led Ray to theorize that his sample may actually be a single subatomic particle of immense size (which is impossible, but then everything about it is impossible). Superman projected energies from his eyes that were attuned according to Ray's research to cause any samples they passed through to emit a distinctive energy signal. With his super-speed and flight Superman was able to scan deep into the Earth's crust and over large areas of the globe. After a lengthy search their persistence was rewarded by the finding of a second sample, identical to the first. Ray has built this second one into his suit and uses it to produce many of the effects he has researched over the years, giving him much greater capability as a superhero. There are possibly more samples out there, but Superman has been too personally or professionally busy since to embark on another search.

Ray is an active member of the Justice League, although for different reasons to the rest of them. He is not motivated so much by the fight for justice as to witness and record all the fantastic things the JL gets involved in. Other dimensions, alternate universes, time travel, metaphysical supervillains, planet-sized spaceships, it's all wonderful and fascinating to Ray. He is rarely afraid in action as he is so mesmerized by the awesome implications of what he is seeing. Superman is far more intelligent than him and knows much more advanced science than he does but will not use it except for the protection of the Earth. Ray as a regular contemporary human though is free to disseminate whatever he learns and he constantly publishes scientific papers to explain to the scientific community what crazy thing the members of the JL did to save the world last time. Other superheroes and national governments frequently call on him for scientific explanations of all the weird phenomena the Earth is afflicted with. As a natural workaholic Ray tries to meet all these demands, but is thinking that he should take on an assistant if he can find someone suitable.
Last edited by Gamebook on Sat Jan 13, 2018 10:31 am, edited 1 time in total.

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

Post by Jabroniville » Sat Jan 13, 2018 8:44 am

That top Donna pic is damn near PERFECT. Such a great amalgamation of the "Wonder Girl" '70s-looking design with a more modern, "Bad-Ass Wonder Woman" look.

Nice job capturing the weird "spot" Donna is in. And you side-stepped the whole Terry Long thing :).

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 13, 2018 11:29 am

Yeah, the Terry Long thing was just sleazy and weird when I read it. I have no objection to a superheroine having a relationship with a regular guy, but at least make the guy likeable. Having to bump off her family later because the character and story was so bad was painfully embarrassing to read.

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Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Sat Jan 13, 2018 12:23 pm

Gamebook wrote:
Sat Jan 13, 2018 11:29 am
Yeah, the Terry Long thing was just sleazy and weird when I read it. I have no objection to a superheroine having a relationship with a regular guy, but at least make the guy likeable. Having to bump off her family later because the character and story was so bad was painfully embarrassing to read.
He didn't come off SO bad at first (Who Is Donna Troy? makes him out to be likable and thoughtful, and their weddding was terrific), but a combination of THAT HAIR and his natural whininess just spiraled out of control, leading to later writers turning him into a nasty jerk, which eventually did a lot of damage and only added to Donna's backstory woes.

Though I see you've still given Donna a "bad relationship"- what seems to be an even more serious version of what went down in the comics (where, post-1998, Roy & Donna are seen as this "Star-Crossed Couple" because Devin Grayson wrote them as together in her otherwise-forgotten Titans series). I can dig your version of the backstory, however- a "Good Girl" going after a nasty "Bad Boy", even one with a bad backstory like that- but without shying away from the darker aspects of this kind of relationship.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 13, 2018 1:43 pm

Image

Al Sah-him - PL 10

Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 10, Intellect 4, Awareness 5, Presence 4

Advantages
Agile Feint, Assessment, Attractive, Defensive Roll 2, Equipment 2, Evasion, Improved Aim, Improved Critical 2: Arrows, Improved Disarm, Improved Initiative, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Quick Draw, Ranged Attack 6, Takedown, Tracking, Trance

Skills
Acrobatics 6 (+12), Athletics 8 (+11), Deception 4 (+8), Insight 6 (+11), Intimidation 6 (+10), Investigation 6 (+10), Perception 10 (+15), Persuasion 4 (+8), Sleight of Hand 6 (+12), Stealth 8 (+14), Technology 4 (+8), Treatment 4 (+8), Vehicles 4 (+10)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Bow and Arrows (Easily Removable)
. . Arrows
. . . . Barbed Arrow: Strength-based Damage 3 (DC 21; Increased Range: ranged, Secondary Effect)
. . . . Bow Fighting Staff
. . . . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+12))
. . . . . . Strike: Strength-based Damage 2 (DC 20; Reach (melee): 5 ft.)
. . . . Cable Arrow: Movement 1 (Swinging)
. . . . Flash Arrow: Cumulative Perception Area Affliction 3 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 13; Perception Area: DC 13 - Sight, Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Flight Arrow: Strength-based Damage 3 (DC 21; Accurate: +2, Extended Range, Increased Range: ranged, Precise)
. . . . Needle Arrow: Strength-based Damage 3 (DC 21; Increased Range: ranged, Penetrating 3)
. . . . Smoke Arrow: Cloud Area Concealment 2 (Sense - Sight; Cloud Area: 15 feet radius sphere, DC 12, Extended Range, Increased Range: ranged)

Equipment
Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Camo Clothing, Restraints, Toolkit (Basic)

Offense
Initiative +10
Barbed Arrow: Strength-based Damage 3, +12 (DC 21)
Flash Arrow: Cumulative Perception Area Affliction 3 (DC Fort 13)
Flight Arrow: Strength-based Damage 3, +14 (DC 21)
Grab, +10 (DC Spec 13)
Needle Arrow: Strength-based Damage 3, +12 (DC 21)
Strike: Strength-based Damage 2, +10 (DC 20)
Throw, +12 (DC 18)
Unarmed, +10 (DC 18)

Languages
Native Language

Defense
Dodge 12, Parry 12/10, Fortitude 7, Toughness 8/3, Will 11

Power Points
Abilities 82 + Powers 9 + Advantages 26 + Skills 38 (76 ranks) + Defenses 16 = 171

When he was training and operating with the League of Assassins Oliver Queen went by the name Al Sah-him ('The Arrow' in Arabic). He traveled around the world for years, getting involved in all sorts of adventures, most of which he will not talk about even today. As Green Arrow he is a rather different man, much more relaxed and joky and he likes to tease his opponents. The Arrow was a fierce, silent and sinister figure who let his bow do the talking. Batwoman thinks she may have met him during this period, and that he knew Batman before he became Batman. It is possible that Oliver knows who Batman really is, even whether or not he is really Bruce Wayne. Oliver's talents as a warrior have developed over time, he is better now than he was in those days and makes more use of technology. His time as head of Queen Industries have also seen him develop into a talented businessman and politician.

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Re: Gamebook's builds (hs5ias new thread)

Post by Woodclaw » Sat Jan 13, 2018 1:47 pm

Jabroniville wrote:
Sat Jan 13, 2018 12:23 pm
Gamebook wrote:
Sat Jan 13, 2018 11:29 am
Yeah, the Terry Long thing was just sleazy and weird when I read it. I have no objection to a superheroine having a relationship with a regular guy, but at least make the guy likeable. Having to bump off her family later because the character and story was so bad was painfully embarrassing to read.
He didn't come off SO bad at first (Who Is Donna Troy? makes him out to be likable and thoughtful, and their weddding was terrific), but a combination of THAT HAIR and his natural whininess just spiraled out of control, leading to later writers turning him into a nasty jerk, which eventually did a lot of damage and only added to Donna's backstory woes.

Though I see you've still given Donna a "bad relationship"- what seems to be an even more serious version of what went down in the comics (where, post-1998, Roy & Donna are seen as this "Star-Crossed Couple" because Devin Grayson wrote them as together in her otherwise-forgotten Titans series). I can dig your version of the backstory, however- a "Good Girl" going after a nasty "Bad Boy", even one with a bad backstory like that- but without shying away from the darker aspects of this kind of relationship.
Terry was, I think one of those characters that are particular to a single author/storyline and nobody knows how to handle them once it's over. It didn't help that he lacked any really significant feature (haircut aside). As a result instead of being a semi-credible reader-insert he quickly became the terrible whiny character everyone seem to remember.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 13, 2018 5:29 pm

Image

Image

Image

Alice - PL 10

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

Advantages
Attractive, Defensive Roll, Equipment 1, Fearless, Luck 2, Ranged Attack 4, Taunt, Throwing Mastery

Skills
Deception 8 (+10), Insight 4 (+5), Persuasion 6 (+8), Sleight of Hand 6 (+7)

Powers
Animal Control
. . Mind Control Animals: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Selective; Limited: to animals, Source: animals)
. . Summon Animals: Summon 2 (Controlled, Horde, Multiple Minions 3: 8 minions, Type (Broad): Animals; Source: Animals)
. . Talking Animals
. . . . Make Animals Intelligent: Enhanced Intellect 5 (Linked; +5 INT, DC 15; Affects Others Only; Limited: to animals, Resistible: Will)
. . . . Make Animals Talk: Progressive Affliction 10 (Linked; 3rd degree: Transformed, Resisted by: Will, DC 20; Progressive; Limited: to animals, Limited Degree (third only))

Equipment
Knife, Night Vision Goggles

Offense
Initiative +2
Grab, +6 (DC Spec 10)
Knife, +6 (DC 16)
Make Animals Talk: Progressive Affliction 10, +6 (DC Will 20)
Mind Control Animals: Burst Area Affliction 10 (DC Will 20)
Throw, +5 (DC 16)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 2, Toughness 1/0, Will 5

Power Points
Abilities 24 + Powers 24 + Advantages 12 + Skills 12 (24 ranks) + Defenses 10 = 82

Alice is a young woman who has been afflicted with mental illness all her life. She is prone to mania, delusions and hallucinations during which she inhabits a bizarre fantasy world. She should have gotten care and treatment for this but has instead received a lifetime of exploitation and abuse. She has heterochromatic eyes and an irregular pattern of pinkish discoloration over her skin. This is not the result of any injury but is a genetic condition she was born with. In Gotham city such things are attractive to some of its odder inhabitants. At a young age she was picked up by the Joker's men as a curio for their boss. The Joker knew just how to manipulate her psychoses to make something amusing for himself. His extensive knowledge of psychiatry suggests that the Joker is a man familiar with the inside of mental hospitals, as a staff member or a patient or quite possibly both. He turned Alice into a doll for himself, she would flop and jerk along like a marionette while saying strange and disturbing things. He also taught her the use of knives and the joy of torture.

Their sadomasochistic relationship (he was sadistic, she masochistic) lasted until he traded her to the Mad Hatter for a favor. Jervis Tetch if anything did even worse things to her, mind-controlling what little mind she had left despite her having almost no willpower and being willing to do anything he told her. The Hatter is obsessed with Lewis Carroll's classic tales and he often tries to turn women or girls into his version of 'Alice'. Mostly this destroys them as he conducts invasive brain experiments on them. With Alice though he enjoyed one of his rare successes, altering her brain so that she could mind control animals herself. Intelligent, talking animals are a feature of the Wonderland stories and he wanted her to be able to recreate this. She can temporarily transmute animals into intelligent versions of themselves. This is a limited power, the animals intelligence actually mostly runs off Alice's own brainpower which is telepathically transmitted to them. If she leaves the area they revert to normal. The animals speak in strangled yowls and squeaks as their limited vocal chords are forced to produce a version of human speech. Alice mostly uses this power to recreate scenes from the Wonderland books, particularly the Mad Hatter's tea party. If she needs to though she can set her controlled animals to attack foes.

These days Alice forms part of the Mad Hatter's entourage. She is unusual though in being the only one who is not mind controlled by him. As a result when he is defeated she isn't freed of her slavery to him but instead makes her escape and returns to one of his secret lairs to await his return. Her hopelessly distorted mind now exists permanently in Jervis deranged idea of Wonderland. She is always surrounded by animals, mostly Gotham alleycats, rats and pigeons. They steal money, valuables and food for her and warn her of any threats in the vicinity. This makes it difficult to catch her and many times she has evaded Batman's attempts to bring her in. Even when she is in Arkham Asylum she is trouble, with all sorts of critters flocking to her room window and trying to get in. The old building is a haven for rats and they have helped her escape by filching keys and shorting security systems by gnawing through wires. Alice is not entirely harmless either, if someone is not willing to play along with her she will produce a knife from beneath her dress and stab them while they are distracted by her animal friends going for their face and ankles. What Alice wants for herself is unknown, she long ago lost the ability to think or speak normally, all that is left in her scrambled brains is a dream of Wonderland.
Last edited by Gamebook on Sat Jan 13, 2018 5:37 pm, edited 1 time in total.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 13, 2018 5:30 pm

Image

Image

Batgirl - PL 8

Strength 0, Stamina 1, Agility 5, Dexterity 4, Fighting 11, Intellect 7, Awareness 4, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Close Attack 2, Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 9, Evasion, Improved Critical 2: Gloves: Strength-based Damage 1, Improved Initiative, Improved Trip, Inspire 2, Power Attack, Quick Draw, Ranged Attack 6, Redirect, Skill Mastery: Investigation, Takedown, Throwing Mastery

Skills
Acrobatics 8 (+13), Athletics 8 (+13), Deception 8 (+10), Expertise: Science 8 (+15), Insight 6 (+10), Investigation 8 (+15), Perception 10 (+14), Persuasion 6 (+8), Sleight of Hand 6 (+10), Stealth 8 (+13), Technology 8 (+15), Vehicles 6 (+10)

Powers
Costume: Protection 2 (+2 Toughness; Impervious)
Gloves: Strength-based Damage 1 (DC 16)
Grapple: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
Swing Line: Movement 1 (Swinging)

Equipment
Binoculars, Bolos, Boomerang, Cell Phone (Smartphone), Costume [Costume: Protection 2, +2 Toughness; Impervious; Gloves: Strength-based Damage 1, DC 16], Flashlight, Grapple Gun [Grapple: Move Object 3, 400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards; Swing Line: Movement 1, Swinging], Mini-tracer, Rebreather, Restraints, Smoke Grenade, Toolkit (Basic)

Offense
Initiative +9
Bolos, +10 (DC Dog 14)
Boomerang, +10 (DC 17)
Gloves: Strength-based Damage 1, +13 (DC 16)
Grab, +13 (DC Spec 10)
Grapple: Move Object 3, +10 (DC 18)
Smoke Grenade, +10 (DC 19)
Throw, +10 (DC 16)
Unarmed, +13 (DC 15)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 4, Toughness 5/1, Will 10

Power Points
Abilities 68 + Powers 0 + Advantages 37 + Skills 45 (90 ranks) + Defenses 15 = 165

The first Batgirl was Barbara Gordon, the daughter of GCPD officer James Gordon. In his early days the Batman was a cult hit across Gotham. People had endured so much for so long in the city that having someone deal out some rough justice to criminals was very popular with the public. Even as the police hunted the vigilante there were calls by victims rights groups for his actions to be legitimized. Though he did not intend to Batman inspired others to do what he did and take to the streets to fight crime. Barbara had gown up seeing her father constantly frustrated in his attempts to tackle crime by the corruption and incompetence of his colleagues and superiors. A prodigious overachiever in all fields she put together a costume she thought suitable for fighting crime and went out to make a difference. With her talent with computers and criminology she knew of all sorts of crimes going down in Gotham and had often attempted to anonymously warn the GCPD of them, most of which had been ignored (she was an inspiration for Tim Drake in his later endeavors in this area). Her first outing was scrappy and desperate but she managed to thwart an attempt by the villain Killer Moth to rob a benefit party. In the following weeks she went on to disrupt the activities of a number of Gotham's notorious villains. She soon learned that charging in was unwise and that surreptitious observance and reporting worked better.

Batman soon became aware of the activities of a new vigilante in a costume styled after his (mostly the cowl, which she got from a box full of all sorts of odd garments she found under her parents bed). He tried to warn her off but she refused to be intimidated, asserting that she knew what she was doing. In an attempt to exert some control over her without provoking teenage defiance he assigned Robin to accompany her whenever he could. Barbara was much more amenable to having Dick Grayson following her around and they became an informal crimefighting duo. Academically Barbara is leagues ahead of Dick, smart though he is himself, and she became the leading mind in their investigations. The teenage Dick soon had a crush on her but at that age she wasn't much interested in boys, being caught up with her studies and training and the nocturnal thrill of being Batgirl. One time they got locked in a safe together by a villain and were closely smooshed together. When Batman found and freed them it was a few minutes before Dick could respectably stand up straight in his rather tight costume.

Barbara was active as Batgirl for a little over a year before going away to college, at which point she hung up her costume in order to be able to concentrate on her studies. After a year of a more normal life she was inclined to look Dick up again and paid him a visit. His apartment door was answered though not by him but by Koriand'r, the alien princess Starfire of the new Teen Titans. In her absence Dick had been busy as he has bothered with formal education pretty much never as a circus brat. Kory was wearing a man's t-shirt (and apparently nothing else), rather strained over her broad shoulders and ample bust, that Barbara recognized as an old favorite of Dick's as it was one from Haley's circus. Before things could get really awkward she made her excuses and left even as Kory in all innocence and naivete invited her in. This has set a pattern repeated ever since, with Barbara thinking that she has a chance with Dick only for it to turn out that Kory has gotten there first, with Kory never being aware who Barbara is or her history with Dick (which by now is probably more prominent in Barbara's mind than his).
Last edited by Gamebook on Sun Apr 15, 2018 8:39 pm, edited 3 times in total.

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

Post by Gamebook » Sun Jan 14, 2018 12:15 pm

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Black Canary - PL 10

Strength 2, Stamina 3, Agility 7, Dexterity 3, Fighting 14, Intellect 2, Awareness 5, Presence 4

Advantages
Agile Feint, Assessment, Attractive 2, Benefit, Athletics Based on Agility, Connected, Defensive Attack, Defensive Roll 3, Equipment 3, Evasion, Favored Foe: Martial artists, Improved Critical 3: Steel-capped Gloves & Boots: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Ranged Attack 5, Redirect, Takedown 2

Skills
Acrobatics 10 (+17), Athletics 8 (+15), Close Combat: Steel-capped Gloves & Boots: Strength-based Damage 2 2 (+16), Deception 6 (+10), Expertise (PRE): Singer 8 (+12), Insight 10 (+15), Intimidation 6 (+10), Investigation 4 (+6), Perception 8 (+13), Persuasion 6 (+10), Sleight of Hand 6 (+9), Stealth 4 (+11), Vehicles 8 (+11)

Powers
Canary Cry
. . Deafening Scream: Cumulative Cone Area Affliction 10 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Extra Condition; Limited: to hearing, Sense-dependent: hearing)
. . Destructive Cry
. . . . Deafening Scream: Cumulative Cone Area Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Extra Condition; Limited: to hearing, Sense-dependent: hearing)
. . . . Shockwave: Strength-based Cone Area Damage 8 (Linked; DC 25; Cone Area: 60 feet cone, DC 18)
. . Sonar: Senses 10 (Accurate: Hearing, Acute: Hearing, Extended: Hearing 2: x100, Penetrates Concealment: CHearing, Ultra-hearing)
Robust Hearing: Immunity 5 (Sensory Affliction Effects; Limited: to hearing, Limited - Half Effect)
Steel-capped Gloves & Boots: Strength-based Damage 2 (DC 19)

Equipment
Motorcycle, Steel-capped Gloves & Boots [Steel-capped Gloves & Boots: Strength-based Damage 2, DC 19]

Offense
Initiative +11
Deafening Scream: Cumulative Cone Area Affliction 10 (DC Fort 20)
Deafening Scream: Cumulative Cone Area Affliction 10 (DC Fort 20)
Grab, +14 (DC Spec 12)
Shockwave: Strength-based Cone Area Damage 8 (DC 25)
Steel-capped Gloves & Boots: Strength-based Damage 2, +16 (DC 19)
Throw, +8 (DC 17)
Unarmed, +14 (DC 17)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6/3, Will 11

Power Points
Abilities 80 + Powers 40 + Advantages 32 + Skills 43 (86 ranks) + Defenses 17 = 212

The Black Canary gives her name as Dinah Laurel Lance, though this is not her true identity. She is a martial artist of extraordinary skill and makes a point of continually learning and improving, traveling all over the world to train with or match herself against other notables in the field. There are elements in her fighting style that suggest she has trained with the League of Assassins, perhaps their eastern affiliates. As well as her formidable fighting talent she also possesses a superpower, a powerful ultrasonic scream that she can stun and deafen opponents with, or if she makes a maximum effort generate a shockwave powerful enough to knock down a concrete block wall. She got this power early on in her career when she was recruited straight from school by IO (International Operations), a multinational agency that deals with superpowers. At the time they were running a program to create superpowered agents using various technologies impounded from supervillains or alien invaders or obtained from illicit channels. They enhanced her by implanting a new set of lungs, diaphragm, vocal chords and inner ears. This gives her a sonic shriek similar to that used by bats in their echolocation, but very much larger and more powerful. She is most well known for using it as a weapon but it is actually meant more for use as a sonar system. She can emit ultrasonic pulses and perceive the echoes well enough to accurately perceive the physical world around her. The pulses she gives off are powerful enough to penetrate most materials, she can echolocate right through walls. This use is subtle enough that most people do not realize that she can do this.

Dinah served initially in the elite Team 7, many of whom had superpowers themselves. She met and married her first husband Kurt Lance there, a special forces soldier. She later put him into a coma with her Canary Cry when he apparently betrayed the team while on a mission. It later turned out that he was a spy on the team, placed there by a younger Amanda Waller in an attempt to subvert the team's operations to US national interests. She quit the team when she came to realize that everyone on it was a spy for somebody else and were constantly seeking to steal the results of their missions for their own faction. In the end Team 7 came to an end when her revelations at a meeting prompted everyone to draw on everyone else and shoot it out. Since then the various former members of the team have worked as mercenaries, superheroes or for a variety of other agencies.While she still has connections back to those days she mostly hates those who recruited her and her former teammates, and her experiences with them when their paths have crossed since have not improved her opinion.

After that Dinah seems to have spent some time associating with the League of Assassins, though not as an actual member. The League does a lot of secret deals with western governments in their fight against terrorism and she is suspected to have been part of operations in this regard. She apparently encountered the men who would later become the Batman and Green Arrow, certainly others notice that they seem to have history with each other. As one of the few western women out in the desert Kate Kane noted her presence during her own adventures out there. A while later she turned up riding with all-female motorcycle gangs back in the US. It was at this time that she first started going by the codename Black Canary and dressing in her usual bikers gear. For the first time she was operating independently, fighting crime such as gun-running and forced prostitution that criminal gangs were involved in. She made a living largely it seems by taking their criminal money off of them, though she was also becoming known as a rock singer, a profession that she practices irregularly to this day.

In Gotham the Black Canary met up with Batgirl soon after she first returned to crimefighting after regaining the use of her legs. This meeting was in retrospect probably engineered by Batman in order to give Barbara some company and support as she wouldn't accept it from him and Dick was away (and the two had too much baggage between them in any case). The two women got on very well and soon formed an informal duo, that later expanded when they took on others, many of them lonely and damaged women like themselves. Their tendency to take in waifs and strays did cause Dinah and Babs a lot of trouble when they turned out to be escaped members of secret orders of terrorist killers, or 'reformed' supervillains that turned out not to be so reformed after all. Dinah's many dubious 'friends' from her past were also a worry when they turned up for their own reasons.

Dinah is also known for her frequent association with Green Arrow. The two have a history going back to before they were Green Arrow and Black Canary and respect each other as superheroes who have got to where they are the hard way. This relationship has often been personal but Dinah is too mercurial and prone to disappearing on her own adventures for Oliver to obtain the commitment from her that he would like. There are women in his life who are far more reliable and less mysterious but none quite as exciting as her. Even her besty Batgirl knows that she cannot truly depend on Dinah, there is no guarantee that she will be around when you need her. If she is present though she is brave and loyal to a fault, even if she is often impetuous and over aggressive in action. In battle Dinah mostly relies on her martial arts, only resorting to her Canary Cry if she is up against a powerful foe not amenable to hitting and kicking (which as she likes to points out is remarkably few). She feels that relying on her superpower could take the edge off her martial arts, she likes to challenge herself by taking on even very powerful or numerous opponents with just fists and feet. If she is really in a hurry or just gets bored if her foes are no challenge she will use the power to clear away inept thugs that are trying to hinder her and her friends in their mission.
Last edited by Gamebook on Tue Jan 16, 2018 11:56 pm, edited 1 time in total.

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