Gamebook's builds (hs5ias new thread): Transformers

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Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Mar 12, 2018 10:29 pm

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Enigma - PL 9

Strength 1, Stamina 2, Agility 3, Dexterity 5, Fighting 10, Intellect 6, Awareness 5, Presence 3

Advantages
Assessment, Benefit, Cipher, Connected, Contacts, Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 5, Evasion, Favored Environment: Crime Syndicate, Improved Critical 2: Fighting Hook Staff: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Inspire, Prone Fighting, Quick Draw, Ranged Attack, Redirect, Taunt, Trance, Well-informed

Skills
Acrobatics 4 (+7), Athletics 4 (+5), Close Combat: Fighting Hook Staff: Strength-based Damage 2 2 (+12), Deception 12 (+15), Insight 10 (+15), Investigation 12 (+18), Perception 8 (+13), Persuasion 6 (+9), Sleight of Hand 8 (+13), Stealth 6 (+9), Technology 10 (+16), Vehicles 6 (+11)

Powers
Fighting Hook Staff: Strength-based Damage 2 (bludgeoning, piercing, DC 18, Advantages: Improved Disarm, Improved Trip; Reach (melee): 5 ft.)
Parry: Enhanced Trait 2 (Traits: Parry +2 (+12))
Protection: Protection 2 (+2 Toughness; Impervious)

Equipment
Camo Clothing, Cell Phone (Smartphone), Commlink, Concealable Microphone, Fighting Hook Staff [Fighting Hook Staff: Strength-based Damage 2, bludgeoning, piercing, DC 18, Advantages: Improved Disarm, Improved Trip; Reach (melee): 5 ft.; Parry: Enhanced Trait 2, Traits: Parry +2 (+12)], Flash Goggles, Flashlight, Light Body Armor [Protection: Protection 2, +2 Toughness; Impervious], Mini-tracer, Rebreather, Restraints, Toolkit (Basic)

Offense
Initiative +7
Fighting Hook Staff: Strength-based Damage 2, +12 (DC 18)
Grab, +10 (DC Spec 11)
Throw, +6 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 12/10, Fortitude 5, Toughness 6/2, Will 11

Power Points
Abilities 70 + Powers 0 + Advantages 26 + Skills 44 (88 ranks) + Defenses 16 = 156

Enigma is the Edward Nigma from Earth-3, the version of Earth that is assailed by the maniacal Crime Syndicate. Ultraman, Owlman, Superwoman and their allies and cronies terrorize that world, extorting whatever they want from its hapless populace. These villainous versions of the Justice League are opposed by flipped versions of the villains that plague the superheroes of many other Earth's of the 52 realities of the multiversity.

Enigma has seen many of his friends and even family die at the hands of the Crime Syndicate for daring to defy their will. He has kept ahead of them only by his wits, using deception and misdirection rather than trying to oppose their overwhelmingly superior force. Even the evil genius of Owlman has not been able to catch him and he continually confounds them by exposing their schemes and giving warnings of their latest moves against the world of Earth-3. Recently though it has gotten too hot even for him as they have lost what little patience they had and have devoted a disproportionate amount of their time to finally tracking him down. He has fled across the worlds and has fetched up on Earth-27, a world that has not yet encountered the Crime Syndicate. Enigma intends to manipulate the powerful heroes of this world into fighting the Crime Syndicate and hopefully getting them to cross back to Earth-3 to liberate it from their league of evil. This is not the first time he has tried this, but last time it went badly. The Crime Syndicate was indeed drawn into a war against a Justice League and found itself losing and in imminent danger of being defeated and imprisoned, but they saved themselves by employing a secret weapon, a superbomb that sucked their entire planet into a vortex of destruction, taking all their enemies who had come to their world to fight them with it. They then crossed over into the world that had tried to defeat them and resumed their career of pillage and murder, making it the new Earth-3.

With his home world murdered Enigma has become obsessed with making the Crime Syndicate pay for their horrendous crime. As the sole survivor of the original Earth-3 who was not a member of the Crime Syndicate he is prepared to go to any lengths to destroy it, even it if takes the destruction of more worlds. To his grief distorted mind it would be a justified sacrifice to bring an end to the most evil and destructive force in the multiversity. He intends to make contact with the Justice League of Earth-27 and get them to fight the Crime Syndicate. If history plays out the same way again he has a last resort plan of his own this time. With the resources of this new world, particularly that of the Justice League, he intends to build a superbomb on Earth-27. If necessary if the Crime Syndicate tries the same trick again he will detonate his bomb, ensuring that they cannot escape destruction by being on either world. That this will also mean his own death he does not care about, Edward has been dead inside ever since the destruction of the original Earth-3.
Last edited by Gamebook on Thu Mar 15, 2018 9:05 pm, edited 1 time in total.

Thorpocalypse
Posts: 1069
Joined: Fri Nov 04, 2016 8:52 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Thorpocalypse » Tue Mar 13, 2018 1:54 am

I'm behind but that was a great power set for Kyle Rayner. I love the descriptions of his constructs. 8-)

Gamebook
Posts: 3976
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Mar 13, 2018 10:51 pm

Image

Image

Image

Firestorm - PL 10

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

Advantages
All-out Attack, Defensive Roll, Improved Initiative, Inventor, Move-by Action, Power Attack, Ranged Attack 6

Skills
Acrobatics 4 (+6), Athletics 6 (+7), Perception 4 (+4), Persuasion 4 (+5), Ranged Combat: Nuclear FIreballs: Damage 10 2 (+4), Technology 4 (+13/+9)

Powers
Firestorm (Activation: Move Action)
. . Atomic Editation: Transform 10 (Affects: Broad > Broad - Elements to elements, Transforms: 800 lbs., DC 20; Increased Range: ranged; Check Required 10: DC 19 - Science)
. . . . Absorb Radioactivity: Burst Area Nullify 10 (Alternate; Counters: Radiation, DC 20; Burst Area: 30 feet radius sphere, DC 20, Effortless, Simultaneous)
. . . . Deliquesce: Transform 10 (Alternate; Affects: Broad > 1 Thing - Solids to slurry, Transforms: 800 lbs., DC 20; Increased Range: ranged)
. . . . Disintegrate: Weaken 10 (Alternate; Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Increased Range: ranged, Multiattack)
. . . . Electromagnetic Pulse: Burst Area Nullify 10 (Alternate; Counters: Electrics, DC 20; Burst Area 3: 120 feet radius sphere, DC 20, Simultaneous; Reduced Range: close)
. . . . Fire Sweep: Cone Area Damage 10 (Alternate; DC 25; Cone Area 2: 120 feet cone, DC 20, Secondary Effect)
. . . . Non-Newtonian Fluid: Progressive Affliction 10 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Extra Condition, Increased Range: ranged, Progressive; Limited Degree)
. . . . Nuclear Detonation: Burst Area Damage 10 (Alternate; DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Increased Range: ranged)
. . . . Nuclear FIreballs: Damage 10 (Alternate; DC 25; Increased Range: ranged, Multiattack, Secondary Effect)
. . . . Nuclear Flash: Cumulative Perception Area Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight, Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Radiation Beam: Damage 10 (Alternate; DC 25; Alternate Resistance: Fortitude, Increased Range: ranged, Multiattack)
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . . . Nuclear Drill: Burrowing 10 (Alternate; Speed: 60 miles/hour, 900 feet/round; Penetrating)
. . Movement: Movement 1 (Space Travel 1: within solar system)
. . Nuclear Being: Immunity 30 (Common Descriptor: Fire, Common Descriptor: Radiation, Life Support)
. . Nuclear Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
. . Nuclear Reconstruction: Regeneration 10 (Every 1 round; Limited: when transforming into Firestorm)
. . Phasing: Movement 1 (Permeate 1: speed rank -2)
. . Professor Stein's Mind: Enhanced Trait 23 (Traits: Expertise +10 (+15), Insight +4 (+4), Investigation +6 (+11), Technology +4 (+13), Intellect +5 (+5), Advantages: Inventor)
. . Radiation Measurement: Senses 3 (Acute: Radiation, Analytical: Radiation, Detect: Radiation 1)
. . Venting: Environment 1 (Heat, Light, Radius: 30 feet; Permanent)

Offense
Initiative +6
Absorb Radioactivity: Burst Area Nullify 10 (DC Will 20)
Atomic Editation: Transform 10, +8 (DC Dog 20)
Deliquesce: Transform 10, +8 (DC Dog 20)
Disintegrate: Weaken 10, +8 (DC Fort 20)
Electromagnetic Pulse: Burst Area Nullify 10 (DC Will 20)
Fire Sweep: Cone Area Damage 10 (DC 25)
Grab, +6 (DC Spec 11)
Non-Newtonian Fluid: Progressive Affliction 10, +8 (DC Fort/Will 20)
Nuclear Detonation: Burst Area Damage 10 (DC 25)
Nuclear FIreballs: Damage 10, +10 (DC 25)
Nuclear Flash: Cumulative Perception Area Affliction 10 (DC Fort 20)
Radiation Beam: Damage 10, +8 (DC Fort 25)
Throw, +8 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 3, Toughness 12/1, Will 4

Power Points
Abilities 26 + Powers 157 + Advantages 11 + Skills 12 (24 ranks) + Defenses 12 = 218

Ronnie Raymond was a young mechanical fitter working as part of the service crew for a nuclear research project under the direction of Professor Martin Stein, a brilliant nuclear physicist. Prof Stein was attempting to construct a nuclear energy matrix, a new way to harness the immense power of the nuclear forces. It would allow not only the generation of limitless cheap, clean, safe energy but could also be used to synthesize any element desired, thus solving not only the energy shortage but also the materials shortages. Stein and his team were conducting a trial run of the equipment when it began to go wrong. The amount of energy the prototype was generating began to escalate wildly. The professor ran to the equipment to pull the main inductors to shut down the process and Ronnie came to assist him. They were thus standing next to each other when the nuclear matrix melted its way out of containment and slammed into them. The two were seemingly disintegrated on the spot and then the nuclear matrix flamed out.

Their friends, family and colleagues thought they were dead and funerals were held for them. Weeks later though lights began to flash around the half-melted ruins of the nuclear matrix equipment. Technicians and scientists who came to investigate were blinded by a massive flare of light and heat, and when they recovered they saw a figure of a naked man with brightly glowing skin floating above the spot where Ronnie and Stein had supposedly been killed. They spoke to the figure and it told them that it was Ronnie and Prof Stein, they had survived the accident and had reconstructed themselves. Months of scientific study followed which showed that the being was indeed a combination of the two men, they had blended into each other and had made themselves a new body of pure nuclear force. The dominant pattern of the body was that of the physical Ronnie, while the more intellectual Stein provided his advanced mind and knowledge.

Over the coming months the new being studied and developed its powers and how it had come to be. Ronnie/Stein learned how to project nuclear force and to propel themselves with nuclear jets. Ronnie's aggressive and adventurous mentality led him to take them out to perform superheroics, seeking to assist the Justice League. They became the superhero Firestorm, as the huge amounts of excess energy the being generates causes it to constantly emit intense heat. Flames perpetually arise from its body, though it contains them with a special suit it forms around itself, venting the flames out of the top of its head.

Firestorm was the nuclear man for several years until Prof Stein finally worked out how to separate the two of them. By intense concentration the two men split apart and were finally able to resume more normal lives. Ronnie was glad to have his old body back again, but still wanted to become Firestorm and be a superhero. Prof Stein was less enamored of adventure and danger and hanging out with superheroes, but he is still studying the event and so is willing to recombine to become Firestorm. When the two of them form Firestorm they are neither Ronnie or Stein, but a combination of the two men, one young and brash, the other older and a bit stodgy.

A number of people have subsequently tried to recreate Stein's work and make more Firestorms, but so far their success has been limited. Quite a lot of them have gotten themselves killed. Dabbling with such science is considered use of weapons of mass destruction and a major area of activity for Firestorm is keeping the science that made him out of the hands of the wrong people. Recently Prof Stein has theorized that it may be possible to extract the nuclear matrix from their bodies and even transmit it to other people. Ronnie though is very against being possibly induced to give up his powers, as far as he is concerned they belong to him. He secretly fears being replaced by some clever graduate student. He cannot go off by himself though, only Prof Stein understands the powers and how to make them work. When they combine Ronnie has access to his brilliant mind and years of learning without which he could not get the powers to work anywhere near as well as they do. Another area of concern is that Stein is much older than Ronnie, by some forty years, and may not be able to keep up with the strain of transforming into Firestorm much longer. So far though there can be no replacement for him as no-one else understands the science like he does.
Last edited by Gamebook on Sat Apr 28, 2018 6:50 pm, edited 1 time in total.

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

Post by Gamebook » Thu Mar 15, 2018 9:04 pm

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Grifter - PL 10

Strength 2, Stamina 3, Agility 5, Dexterity 7, Fighting 11, Intellect 3, Awareness 4, Presence 4

Advantages
Assessment, Connected, Daze (Deception), Defensive Attack, Defensive Roll 2, Equipment 7, Evasion 2, Improved Aim, Improved Critical 3: Twin VAD PP30's: Damage 5, Improved Critical: Gloves: Strength-based Damage 1, Improved Initiative, Luck 2, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 8, Second Chance: Treachery, Seize Initiative, Takedown, Taunt, Tracking, Uncanny Dodge

Skills
Acrobatics 6 (+11), Athletics 8 (+10), Deception 10 (+14), Insight 8 (+12), Investigation 8 (+11), Perception 10 (+14), Persuasion 6 (+10), Sleight of Hand 6 (+13), Stealth 8 (+13), Technology 6 (+9), Vehicles 6 (+13)

Powers
Gloves: Strength-based Damage 1 (DC 18)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Infrared Scope: Senses 3 (Infravision, Tracking: Infravision 2: full speed)
Twin VAD PP30's: Damage 5 (DC 20; Increased Range: ranged, Multiattack)

Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Gas Mask, Gloves [Gloves: Strength-based Damage 1, DC 18], Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Mini-tracer, Multi-tool, Rebreather, Restraints, Stun Ammo, Twin VAD PP30's [Infrared Scope: Senses 3, Infravision, Tracking: Infravision 2: full speed; Twin VAD PP30's: Damage 5, DC 20; Increased Range: ranged, Multiattack]

Offense
Initiative +9
Gloves: Strength-based Damage 1, +11 (DC 18)
Grab, +11 (DC Spec 12)
Throw, +15 (DC 17)
Twin VAD PP30's: Damage 5, +15 (DC 20)
Unarmed, +11 (DC 17)

Languages
Native Language

Defense
Dodge 13, Parry 11, Fortitude 7, Toughness 7/3, Will 10

Power Points
Abilities 78 + Powers 0 + Advantages 40 + Skills 41 (82 ranks) + Defenses 18 = 177

Cole Cash is the Grifter, mercenary gunman and spy. He comes from another Earth across the multiverse, but people from his universe often venture to other 'verse's having acquired alien technology that lets some of them traverse the Bleed, the interstitial spaces between the different iterations of reality. He and his compatriots have often done so to hunt what they call 'daemonites', alien creatures native to the Bleed that parasitize realities by possessing intelligent beings. The Flash's theorize that the Bleed is also the source (or actually is) the Speed Force that gives them their powers, and the daemonites may be related to or the same as the Paradox Reapers, dangerous entities formed from temporal anomalies that have often menaced Barry Allen and his friends.

Cash is a cynical man from years of special agent and black ops work. He has found that duplicity and treachery are far more dangerous than teams of enemy gunmen or crazed supervillains. No enemy he has taken on face-to-face has ever succeeded in tagging him but he has been shot or stabbed in the back a number of times. He now never turns his back on anyone, least of all his ostensible allies. During gunfights he takes care to always keep them covered. This paranoia has kept him alive where others who have tried to be less cynical have paid the price. A consummate liar himself he is invariably a double or more agent, working several agencies at once. His version of Earth is an incredibly duplicitous place where many powerful global spy agencies fight constant shadow wars against each other even as they cooperate to safeguard the planet from many horrendous threats. This has made the superheroes there a brutal and decadent lot compared to the noble paladins of the Justice League. Clashes between them and the League when they have met up during multiversal events have led to bad blood and now they are unwelcome visitors. Contacts between Cole's world and that of the Justice League are kept open through his connection to Batman. Grifter serves as a point of contact with the Bat, having known him for years. Cole also has dealings with Slade Wilson, the Terminator, a man who handles the ubiquitous lies of his world with practiced ease. Cash and Wilson have in the past even served in the same black ops military unit, Team 7, that operated across multiple realities (other former squad members include Dinah Lance, Amanda Waller and Jefferson Pierce).

Cole himself has no powers now, though at times in the past he had several different sets of superpowers, though none of them lasted very long. He prefers in any case to rely on a good pair of pistols, they are a known quantity that don't let him down so long as they are maintained and he conserves his ammo. His trademark guns are advanced weapons partially based on alien tech. Like Deadshot he treats bullets as the universal tool, he is quite capable of shooting anyone at any time. He isn't a psycho killer though, he has no compulsion to shoot people. Much of the time in fact he talks his way through situations, forever parlaying and cutting deals, dropping secrets and revelations to deflect those he is confronting from shooting him on the spot. If it does to come to drawing though he is pretty much faster than anyone without speed superpowers. Rather than gunning down everyone though he will shoot just enough people to make his opponents hesitate about continuing the gunfight and then he resumes talking. If he does fire on you though you are dead, he is no torturer and doesn't go for the wound. Multiple shots to the brain and heart are what you can expect.

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

Post by Gamebook » Sat Mar 17, 2018 6:05 pm

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Felix Faust - PL 10

Strength 0, Stamina 1, Agility 1, Dexterity 5, Fighting 7, Intellect 5, Awareness 5, Presence 3

Advantages
Connected, Defensive Roll, Equipment 3, Favored Foe: Demons, Improved Critical: Knife, Luck, Ranged Attack, Ritualist, Taunt, Trance

Skills
Deception 8 (+11), Expertise: Magic 12 (+17), Insight 6 (+11), Investigation 8 (+13), Perception 4 (+9), Persuasion 6 (+9), Ranged Combat: Dark Sorcery 4 (+9), Sleight of Hand 6 (+11)

Powers
Dark Sorcery
. . Consuming Destruction: Damage 10 (DC 25; Increased Range: ranged, Multiattack, Secondary Effect)
. . Deceptions: Illusion 10 (Affects: Four Sense Types, Area: 1000 cft., DC 20)
. . Disappear: Teleport 13 (Carry 50 lbs.; Change Velocity, Easy, Extended: 8000 miles in 2 move actions; Limited to Extended)
. . Disjunction: Broad Weaken 10 (Affects: Magic, Resisted by: Will, DC 20; Broad: Magic, Increased Range 2: perception)
. . Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Broad, Increased Range: perception, Simultaneous)
. . Holding Spell: Burst Area Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Increased Range 2: perception)
. . Scry: Remote Sensing 20 (Affects: Visual Senses - Visual, Range: 4000 miles)
. . Seance: Healing 10 (Custom 2: Target can have been dead for any length of time, Resurrection; Temporary)
. . Spell Turning: Deflect 10 (Increased Range: perception, Redirection, Reflect)
. . Summon Demon Lord: Summon 13 (Heroic; Attitude: indifferent)
. . Turn to Stone: Progressive Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, 3rd degree: Paralyzed, Unaware, Resisted by: Will, DC 20; Extra Condition, Increased Range: ranged, Progressive; Custom: target is now made of hard stone)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 1 (Aging)
Magical Wards: Force Field 10 (+10 Toughness; Impervious)
Poison Rings: Progressive Weaken 4 (Affects: Stamina, Resisted by: Fortitude, DC 14; Progressive, Subtle: subtle, Triggered: 1 use - Ingestion; Custom: Can only be Triggered)
Senses: Senses 4 (Acute: Magic, Analytical: Magic, Awareness: Magic, Radius: Magic)
Spell Warding: Immunity 20 (Very Common Descriptor: Magic; Limited - Half Effect)

Equipment
Knife, Poison Rings [Poison Rings: Progressive Weaken 4, Affects: Stamina, Resisted by: Fortitude, DC 14; Progressive, Subtle: subtle, Triggered: 1 use - Ingestion; Custom: Can only be Triggered]

Offense
Initiative +1
Consuming Destruction: Damage 10, +10 (DC 25)
Disjunction: Broad Weaken 10 (DC Will 20)
Dispel Magic: Nullify 10 (DC Will 20)
Grab, +7 (DC Spec 10)
Holding Spell: Burst Area Affliction 10 (DC Will 20)
Knife, +7 (DC 16)
Poison Rings: Progressive Weaken 4, +7 (DC Fort 14)
Throw, +6 (DC 15)
Turn to Stone: Progressive Affliction 10, +10 (DC Will 20)
Unarmed, +7 (DC 15)

Languages
Native Language

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

Power Points
Abilities 54 + Powers 87 + Advantages 12 + Skills 27 (54 ranks) + Defenses 15 = 195

Felix Faust is an occult magician from 18th-century Germany. He has maintained his life and youth to the present day by infernal pacts with the demon lords of Hell, promising to help bring about the final apocalypse on Earth when the world shall end. In reality he has no desire to see the end of the world, all Faust is interested in is prolonging his own miserable existence and he is prepared to go to any length and do any deed, no matter how vile, to that end. Like many dark magicians his ego is monstrous and all he cares about is himself, having long since gone past the point where friends or loved ones meant anything to him.

As an agent of dark masters Faust often finds himself in conflict with magical superheroes such as Wonder Woman. For all his mastery of magic Faust is a tremendous coward and his main concern is to trick or appease his demonic overlords. Rather than plot against or fight it out with someone as powerful and well-connected as Diana he prefers to cut deals with her. He betrays the plots of his masters and in return she arranges matters so that he gets away while preserving his power. Diana hates doing this, she knows of all the atrocious things Faust has done but he always puts her in a position where punishing him would mean a lot of innocent people would suffer if she does not accede to his latest scheme. Other magical superheroes such as Zatanna or John Constantine are less bothered by Faust being such a lizard and often work with him, though they don't trust him an inch. To curry favor with powerful demon lords Faust has betrayed ostensible allies, leaving them stranded in Hell facing vast hordes of fanged demons intent on rending them limb from limb for all eternity. When they manage to defeat them and escape Faust then points out that in doing so they have dealt a heavy blow to their enemies which if not for his treachery they would never have done. Somehow Faust always manages to save his own skin and escape any serious punishment, even while being a complete scumbag.

Faust is a genuinely powerful sorcerer in his own right, close to the level of Zatanna. Not that this coward would ever seek to match wits and will with such as her in a magical duel. He chiefly employs his magic against non-magical people, something that directly contravenes the laws of magic as laid down by Dr Fate. The only purpose of magic under the law is to protect the world against the supernatural and the unnatural, not for personal aggrandizement or advancement. Even Constantine never breaks that rule. Faust's magic mostly revolves around protecting himself and rendering others helpless. The most aggressive acts he ever carries out are the occasional poisoning and the ritual occult sacrifice of people to the demons and devils he bargains with. Faust has been the chief priest of a number of devil-worshiping cults, facilitating the ambitions of evil people to enjoy material success and gory gratification by plunging knives into innocent people on a profane altar. Faust himself regards such people as deluded fools, he knows what soon happens to those who consort with the demonic without the magical knowledge to protect themselves. Their souls are forfeit, and demons are not patient about obtaining those souls. He runs cults for as long as they are profitable but once the magical superheroes close in, or the devils get antsy, he betrays them and makes his escape.

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

Post by Gamebook » Sat Mar 17, 2018 9:53 pm

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Firefly - PL 7

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

Advantages
Agile Feint, Defensive Roll, Equipment 7, Move-by Action, Ranged Attack 2

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

Powers
Firefly harness (Removable)
. . Fire Resistant: Immunity 10 (Common Descriptor: Fire; Limited - Half Effect)
. . Flamethrower: Cone Area Damage 6 (DC 21; Cone Area 2: 120 feet cone, DC 16, Secondary Effect)
. . Heavy Armor: Protection 4 (+4 Toughness; Impervious)
. . Radio Comms: Radio Cosmic Communication 1 (Subtle: encrypted)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Turbofans: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Visor: Senses 7 (Direction Sense, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Incendiary Grenade: Cloud Area Damage 5 (DC 20; Cloud Area: 15 feet radius sphere, DC 15, Increased Range: ranged, Secondary Effect; Diminished Range 3)

Equipment
Fire Extinguisher, Flashlight, Fragmentation Grenade, Incendiary Grenade [Incendiary Grenade: Cloud Area Damage 5, DC 20; Cloud Area: 15 feet radius sphere, DC 15, Increased Range: ranged, Secondary Effect; Diminished Range 3], Toolkit (Basic)

Offense
Initiative +2
Flamethrower: Cone Area Damage 6 (DC 21)
Fragmentation Grenade, +4 (DC Dog 15)
Grab, +4 (DC Spec 11)
Incendiary Grenade: Cloud Area Damage 5 (DC 20)
Throw, +4 (DC 16)
Unarmed, +4 (DC 16)

Languages
Native Language

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

Power Points
Abilities 24 + Powers 58 + Advantages 12 + Skills 14 (28 ranks) + Defenses 11 = 119

Garfield Lynns is a professional arsonist. Rather than setting fires for fun he torches entire areas to drive out the local people and clear the way for cheap redevelopment by those who don't want to have to pay the real value of the land or go through the tiresome and inconvenient eviction process. Fire works particularly well for this as once it has really gotten hold there is no way to defy it. You can stand in front of bulldozers and chant "we shall not be moved" but the only thing you can do with a fire you cannot put out is flee. He wears a flying harness that allows him to swoop across rooftops spraying fire, which is difficult to stop as few cities have an effective air defense against a small, low-flying object. He lays down tracks of fire, targeting such flammable objects as dumpsters, in a pattern designed to make firefighting difficult by obstructing vehicle access and water sources. If firefighters do gain access and look like they are going to be able to do something he is prepared to dive on them and destroy their expensive and precious fire trucks, quite regardless of the horrendous danger that puts the whole area in. If he does meet effective resistance though he isn't brave or stubborn, he will make a quick escape.

Gotham is an old city with many of its buildings vulnerable to fire, endangering its inhabitants. When taking on Firefly Batman has to make choices between pursuing him before he sets more fires, using his resources to fight the fires, or rescuing people from burning buildings. Garfield exacerbates this by his tactic of torching the nearest building as a cover and distraction if attacked. Fortunately his equipment is complex and requires advanced materials such as turbine blades which make it possible to trace his activities. Batman often confronts his foes not when they are putting their plan into operation but preempts them by tracking the purchases and thefts they had to make for it. On a number of occasions he has actually been their contact and source in his persona of 'Matches' Malone, playing them along until he has ample evidence to catch and put away them and any associates.

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

Post by catsi563 » Sat Mar 17, 2018 11:06 pm

Garfield Lynns is a professional arsonist
Equipment
Fire Extinguisher,

Oh the Irony :lol:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories

Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Mar 18, 2018 1:00 pm

Image

Green Lantern - PL 15

Strength 2, Stamina 2, Agility 2, Dexterity 6, Fighting 10, Intellect 6, Awareness 5, Presence 4

Advantages
Accurate Attack, All-out Attack, Assessment, Benefit, Status: Green Lantern Corps Commander, Contacts, Eidetic Memory, Extraordinary Effort, Fearless, Improved Critical: Meteor Shower: Damage 18, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 6, Teamwork, Trance, Ultimate Effort: Will, Well-informed

Skills
Athletics 6 (+8), Expertise: Science 8 (+14), Insight 8 (+13), Investigation 8 (+14), Perception 8 (+13), Persuasion 4 (+8), Sleight of Hand 4 (+10), Technology 12 (+18), Treatment 4 (+10), Vehicles 8 (+14)

Powers
Green Lantern Ring (Removable (indestructible))
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communication: Other Cosmic Communication 5 (Rapid, Subtle: encrypted)
. . . . Communications Network: Other Area Cosmic Communication 4 (Alternate; Area, Rapid, Subtle: encrypted)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Eidetic Memory, Well-informed)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 18 (+18 Toughness; Impervious)
. . Green Energy Constructs
. . . . Control Ring Energy: Burst Area Deflect 16 (Burst Area: 30 feet radius sphere, DC 26, Extended Range 3, Redirection, Reflect, Selective; Limited: to power ring energy)
. . . . Depower Ring Technology: Nullify 18 (Counters: Power Rings, DC 28; Effortless, Extended Range 7, Homing 4: 4 extra attempts, Multiattack)
. . . . Grant Green Lantern Rings: Summon 13 (Heroic, Multiple Minions: 2 minions; Source: Suitable candidates)
. . . . Interstellar Freighter
. . . . . . Freighter: Move Object 18 (Linked; 400000 ktons; Extended Range 7, Increased Mass 16, Indirect 4: any point, any direction)
. . . . . . Interstellar: Movement 2 (Linked; Space Travel 2: other solar systems)
. . . . Meteor Shower: Damage 18 (DC 33; Extended Range 9, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . . . Oan Power Battery: Burst Area Healing 11 (Burst Area: 30 feet radius sphere, DC 21, Energizing, Increased Range: ranged, Selective, Stabilize)
. . . . Space Orbital: Create 22 (Volume: 4 million cft., DC 32; Movable, Precise)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Scanners: Senses 20 (Analytical (Type): Auditory, Analytical (Type): Visual, Analytical (Type): Chemical, Awareness: Chemical, Darkvision, Extended: Visual 5: x100k, Microscopic Vision 4: atom-size, Tracking: Chemical 2: full speed)
Immunity: Immunity 1 (Aging)

Offense
Initiative +6
Depower Ring Technology: Nullify 18, +12 (DC Will 28)
Freighter: Move Object 18, +12 (DC 28)
Grab, +10 (DC Spec 12)
Meteor Shower: Damage 18, +12 (DC 33)
Throw, +12 (DC 17)
Unarmed, +10 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 20, Will 18

Power Points
Abilities 74 + Powers 168 + Advantages 20 + Skills 35 (70 ranks) + Defenses 25 = 322

Abin Sur is the regional Green Lantern Corps commander. His region encompasses an entire segment of the galaxy, in which is Earth's solar system. He ratified and trained all the human Green Lanterns and is the one who issues them their orders and monitors them to ensure they are properly fulfilling their duty. He is responsible for hundreds of other inhabited worlds as well and so can only occasionally contact Hal Jordan and the other members of the corps who operate on Earth and in the surrounding area. Many of the settings of his ring are based around controlling other rings, he can cancel or control their powers at will. This is so he can bring to book any Green Lanterns who misuse their powers. If he needs to though he can produce the same range of effects as any Green Lantern, though usually at a higher level of power. A major concern of his is all the other ring corps out there that use other colors of the spectrum to power their rings. Abin Sur believes that it is fundamentally dangerous to use any other color than green, all the others are inherently uncontrollable. While this is clearly the case with the red power of rage the yellow power of fear and the orange power of greed, he also censures the violet power of love, the blue power of hope and the indigo power of compassion. His reasoning is that all these powers affect the minds of those who wield them, they become slaves to their artifacts of power. The green power of will by contrast just gives its user the will to do whatever they want to do, it does not affect what emotions they feel. If he detects anyone who uses a ring outside of those issued by the Green Lantern Corps he will nullify its power and take it from the wielder, then either destroy it or take it to Oa to be examined by the Guardians.

Abin Sur has been a Green Lantern for thousands of years, the civilization he comes from was one of the earliest signatories to the Guardians of the Universe's project. He was in fact genetically engineered to be a Green Lantern corpsman, his body naturally channels the green energy, it doesn't strain or damage him like it does most other wielders of the rings. He has no actual species as such, his genome is a hybrid of all sorts of alien and synthetic genes. There are many like him in the Corps, they are often used when a world needs protecting but the native inhabitants are not suitable to be corpsmen. Others like him directly serve the Guardians while having no homeworld of their own. Beings like him will often interbreed with species that have been found to be capable of wielding a Green Lantern Ring in order to acquire and disseminate any useful genes they may have. This is why beings like Katma Tui are willing and able to mate with humans.

Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Mar 19, 2018 11:48 am

Image

Image

Hawkman - PL 10

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

Advantages
Assessment, Benefit, Status: Hawklord, Close Attack 2, Defensive Roll, Equipment 5, Evasion, Improved Critical 2: Battleaxe, Improved Critical: Gloves: Strength-based Damage 1, Improved Initiative, Leadership, Power Attack, Ranged Attack 5, Startle, Takedown, Teamwork

Skills
Acrobatics 4 (+8), Athletics 4 (+8), Insight 6 (+9), Intimidation 8 (+12), Investigation 6 (+8), Perception 8 (+11), Persuasion 4 (+8)

Powers
Thanagarian Wings & Harness (Removable)
. . Body Armor: Protection 4 (+4 Toughness; Impervious)
. . Flight Suit: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Low Pressure, Suffocation: Low Pressure)
. . Gloves: Strength-based Damage 1 (DC 20)
. . Hawk Visor: Senses 8 (Direction Sense, Extended: Sight 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
. . Hawk Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)

Equipment
Battleaxe, Blaster Pistol, Cell Phone (Smartphone), Commlink, Flashlight, Gas Mask, Handcuffs, Mini-tracer, Multi-tool

Offense
Initiative +8
Battleaxe, +13 (DC 22)
Blaster Pistol, +7 (DC 20)
Gloves: Strength-based Damage 1, +13 (DC 20)
Grab, +13 (DC Spec 14)
Throw, +7 (DC 19)
Unarmed, +13 (DC 19)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 8, Toughness 9/8, Will 9

Power Points
Abilities 68 + Powers 22 + Advantages 25 + Skills 20 (40 ranks) + Defenses 17 = 152

Carter Hall was a St. Roch tough guy, making a living collecting debts and working security. That all changed when he went to an address to enforce a debt repayment that turned out to be an improvised laboratory. There he met the possibly mad Professor Saunders who in an effort to deflect him from repossessing the lab equipment in lieu of money explained that he had a theory that there was a concealed artificial planet out beyond the orbit of Neptune. It had entered the solar system just a few years ago and had been manipulating gravity waves to try and conceal its presence. His apparatus though had made measurements that proved its existence. He was nearly ready to present his findings to the world and convince world governments and the Justice League to take action. Carter wasn't interested in this to him lunatic rambling and just brushed aside the readouts the Professor was trying to explain. He started stacking up the lab equipment for removal, a surefire tactic for getting people to stop making excuses and come up with the money, At this point the Prof's daughter arrived and now he had two of them to argue with. Carter was starting to get annoyed with their persistence when a UFO landed outside. Armored alien warriors stormed out and burst through the door, zapping them with stun bolts before torching the place. Carter found himself transported off across the solar system to the artificial planet where he, the Professor and the Prof's daughter Shiera were dragged before it's ruler, Mongul the Merciless. Mongul's servants had been monitoring the Earth in preparation for an eventual invasion and had noticed the publication by Professor Saunders of his preliminary findings. They had acted quickly to capture him and destroy his work before he could alert his fellow Earthlings. Now Mongul wanted to know how the concealment of the gravity baffles had been penetrated. If they didn't tell him their secrets they would be tortured until they begged to confess. Carter was't having this, either the torture or his world being invaded, and took advantage of his guards confidence that he was still half-stunned and was in any case only a weak and unarmed Earthling to break loose with a sudden movement and grab a weapon. When the guards moved to subdue him with clubs he felled several of them. The audience hall where they were being interrogated was crowded with Mongul's subjects and his brave fight brought cheers and calls for clemency. When Mongul bellowed that the prisoner was to be executed immediately a riot broke out, everyone pulling out weapons and attacking Mongul or other, apparently rival, groups. In the confusion Carter dragged the Professor and Shiera out of there.

This began a wild adventure across the artificial planet, a place called by its inhabitants 'Warworld'. It was a vast spherical space station, so large it had its own atmosphere and gravity. Billions of people of myriad different alien races lived on it, most of them in a constant state of conflict with each other. Mongul was the most powerful warlord on Warworld but his rule was far from absolute, he constantly had to intimidate and manipulate his unruly subjects in order to maintain his authority. Carter and his companions found themselves caught up in a massive civil war against Mongul. In all this the Professor constantly maintained that they had to find a way to get a message to the Earth, or find some way to make Warworld's presence obvious. After many battles, capture, being forced to fight in an arena, escape and rallying half of Warworld to rise against the tyrant they finally managed to alert the Earth. Within hours the Justice League had arrived and overthrown Mongul. By this time Carter and Shiera were hawk soldiers and leading figures on Warworld, their struggle to survive and escape having lasted for several years.

Carter and the Saunders are for the time being back on Earth and trying to readjust to normal life after so long away and such extraordinary experiences. The inhabitants of Warworld, still furiously fighting among themselves, have abandoned the invasion planned by Mongul and taken their world off across the galaxy again. It is unlikely that Carter has seen the last of Warworld, he has a number of ardent admirers and bitter enemies still alive on it who have sworn to encounter him again, for revenge or to marry him. The one who worries him most is Mongal, the daughter of Mongul and on Warworld a sensational beauty. That is by their alien and pugilistic standards, to humans she looks like a feminine version of her huge brute of a father. She is intent on making him her mate or killing him if he refuses her.
Last edited by Gamebook on Wed Mar 21, 2018 8:06 pm, edited 2 times in total.

Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Mar 19, 2018 12:16 pm

Image

Image

Hawkwoman - PL 9

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

Advantages
Agile Feint, Attractive, Benefit, Status: Hawklady, Close Attack 2, Defensive Roll 2, Equipment 5, Evasion, Improved Critical: Mace: Strength-based Damage 3, Improved Initiative, Inspire 2, Power Attack, Ranged Attack 7, Takedown, Teamwork

Skills
Acrobatics 6 (+10), Athletics 6 (+8), Expertise: Science 8 (+12), Insight 6 (+9), Intimidation 6 (+8), Investigation 8 (+12), Perception 6 (+9), Persuasion 4 (+6), Sleight of Hand 4 (+7), Technology 8 (+12), Vehicles 4 (+7)

Powers
Mace: Strength-based Damage 3 (bludgeoning, piercing, DC 20)
Thanagarian Wings & Harness (Removable)
. . Body Armor: Protection 4 (+4 Toughness; Impervious)
. . Flight Suit: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Low Pressure, Suffocation: Low Pressure)
. . Gloves: Strength-based Damage 1 (DC 18)
. . Hawk Visor: Senses 8 (Direction Sense, Extended: Sight 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
. . Hawk Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)

Equipment
Blaster Pistol, Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Mace [Mace: Strength-based Damage 3, bludgeoning, piercing, DC 20], Mini-tracer, Restraints, Toolkit (Basic)

Offense
Initiative +8
Blaster Pistol, +10 (DC 20)
Gloves: Strength-based Damage 1, +12 (DC 18)
Grab, +12 (DC Spec 12)
Mace: Strength-based Damage 3, +12 (DC 20)
Throw, +10 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

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

Power Points
Abilities 60 + Powers 22 + Advantages 27 + Skills 33 (66 ranks) + Defenses 16 = 158

Shiera Saunders is the intelligent, fierce and physically athletic daughter of Professor Saunders. She wasn't intimidated by Carter's formidable size and build when she met him and was getting into his face when the UFO attack happened. Early on in their adventures Carter was mostly concerned with just escaping and surviving, by himself if necessary. It was she who kept her father going and prevented him from being left behind on many occasions. While a natural fighter Carter is mostly just a regular guy and the advanced science and technology of Warworld baffled him, leaving it up to Shiera to operate and if necessary repair devices they needed. She made Carter listen to the Professor and get him to take action to fight Mongul and find a way to alert the Earth. For all his annoyance with the Saunders for getting him dragged into this shit Carter is fundamentally too decent a person to just abandon them and eventually came round to their point of view. For her part Shiera found herself increasingly impressed by a man she at first thought was just a dumb thug but who turned out to be a person of courage and resource who could rally others even when the situation was desperate.

Of the three of them Shiera was the only one who was actually reluctant to leave Warworld. If not her father she might have chosen to stay to carry on with the fight alongside the hawk people that she had grown to love. Professor Saunders found Warworld fascinating but it was far too dangerous a place for a middle-aged man not in the best of health or fitness and with no experience or inclination to fighting and physical adventure. The Prof suffered a great deal from their many privations and from torture when he spent some time as a prisoner of Mongul before Carter and Shiera rescued him. Back on Earth he is now an invalid and Shiera has to nurse him, something she finds rather frustrating after having become accustomed to life as a resistance fighter and rebel warlord. The Professor is aware of this and feels guilty about tying his daughter down, especially as he thinks that the Earth needs her protection and that the menace of Mongul and Warworld is far from over. Most of the rest of the world now assumes that the problem is resolved and that Superman and Green Lantern will deter any future threats.

Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Mar 21, 2018 9:20 pm

Image

General Zod - PL 15

Strength 18, Stamina 12, Agility 2, Dexterity 4, Fighting 9, Intellect 6, Awareness 6, Presence 5

Advantages
All-out Attack, Benefit, Galactic Reputation, Eidetic Memory, Fascinate (Intimidation), Inspire 2, Leadership, Ranged Attack 8, Takedown

Skills
Athletics 6 (+24), Deception 8 (+13), Expertise: Military 12 (+18), Insight 8 (+14), Intimidation 12 (+17), Investigation 8 (+14), Perception 6 (+12), Persuasion 6 (+11), Sleight of Hand 4 (+8), Stealth 4 (+6), Technology 6 (+12), Vehicles 8 (+12)

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)
Eye Beam Link: Visual Cosmic Communication 3 (Rapid, Subtle: encrypted)
Flight: Flight 15 (Speed: 64000 miles/hour, 120 miles/round)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Movement: Movement 1 (Space Travel 1: within solar system)
Protection: Protection 6 (+6 Toughness; Impervious [7 extra ranks])
Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds; Persistent)
Senses: Senses 24 (Accurate: Hearing, Acute: Scent, Analytical: Hearing, Analytical (Type): Vision, Darkvision, Extended: Vision 3: x1k, Extended: Hearing 2: x100, Extended: Scent 2: x100, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing)
Super Powers
. . Energy Draining Exhalation: Cone Area Nullify 15 (Counters: Energy, DC 25; Cone Area: 60 feet cone, DC 25, Broad, Reversible, Simultaneous; Reduced Range: close)
. . Heat Bolts: Damage 18 (DC 33; Increased Range: ranged, Incurable, Multiattack)
. . Shockwave Shout: Cone Area Move Object 15 (800 ktons, DC 30; Cone Area 2: 120 feet cone, DC 25, Damaging, Increased Mass 10; Limited Direction: Away, Reduced Range: close)

Offense
Initiative +2
Energy Draining Exhalation: Cone Area Nullify 15 (DC Will 25)
Grab, +9 (DC Spec 28)
Heat Bolts: Damage 18, +12 (DC 33)
Shockwave Shout: Cone Area Move Object 15 (DC 30)
Throw, +12 (DC 33)
Unarmed, +9 (DC 33)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 15, Toughness 18, Will 12

Power Points
Abilities 72 + Powers 241 + Advantages 16 + Skills 44 (88 ranks) + Defenses 16 = 389

General Zod and his people are Kryptonians like Superman, but apparently from an earlier era of the world of Krypton. In Zod's time Krypton was the center of a galaxy-spanning empire, conquered with the immense might of the Kryptonian people. They ruled thousands of worlds and species with an iron fist, ruthlessly crushing all dissent. They tolerated no weakness among themselves, all Kryptonians were constantly subject to demanding tests of their abilities and commitment to the empire. Any who did not meet the exacting standards faced execution at the hands of their fellows to purge weakness from the race. If any of their subject peoples defied them in any way not only would they be killed, but their entire world might be subjected to complete genocide for harboring rebels.

This Kryptonian attempt to impose absolute control and order on the galaxy ultimately failed because of the intense resistance it provoked from people who had nothing to die for but their freedom. No one could stand against Kryptonians in battle but an alliance of scientists succeeded in inventing a substance that weakened and killed Kryptonians if brought into proximity to them by disrupting their own powers. Using this weapon a galactic union defeated Krypton in a long and costly war. Most of the Kryptonian race perished in this war, refusing to believe that they could possibly be defeated. Only when they were down to a handful of survivors did dissension against their bloody ways finally break the grip of their militaristic culture. General Zod was originally a senior general but when the Kryptonian ruling council decided to accept unconditional surrender to save the Kryptonian people he staged a coup with the support of radical hard-liners in the army and dragged an increasingly hopeless and futile war out to the bitter end. Only his personal defeat by the leader of those Kryptonians who wanted peace allowed the last remnant of the Kryptonians to save something for the future.

Zod and his last two surviving supporters were exiled permanently to the Phantom Zone, an extradimensional limbo where they would be punished for all eternity. No ordinary prison could be sure of holding a being such as a Kryptonian for ever, and the possibility of his escape in some far future time to menace the innocent peoples of the era was unacceptable. Zod might indeed have never been released but when Krypton was destroyed long after his time it sent ripples into the Phantom Zone. He was able to trace these back to their origin point and gain a fix onto the material world from the formlessness of the limbo he was exiled in. When Superman traveled up the time stream to witness the death of Krypton and try to find some clues to his origin Zod perceived the fellow Kryptonian and was able to follow him back down the timestream in parallel in the Phantom Zone. Time has no meaning in the Phantom Zone, those trapped in it exist in all times simultaneously, which is normally why they can never find their way out. With Superman as a guide point though Zod was able to break through onto Earth when Superman made landfall in his own time.

Zod immediately set about trying to re-establish Krypton and its people with a view to conquering a new empire in this era. He tried to recruit Superman to this cause but of course the Man of Steel refused and tried to stop him. To Zod this was a repeat of the betrayal that to him had destroyed Krypton. The two Kryptonians fought an epic battle across the Earth and out into space but eventually Superman was able to defeat Zod and force him back into exile in the Phantom Zone. Now though Zod knows how to find Earth and Superman has to keep a constant watch to see that he does not break out again.
Last edited by Gamebook on Wed Mar 21, 2018 10:03 pm, edited 1 time in total.

Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Mar 21, 2018 9:33 pm

Image

Non - PL 15

Strength 20, Stamina 14, Agility 4, Dexterity 0, Fighting 10, Intellect 1, Awareness 0, Presence 3

Advantages
All-out Attack, Benefit, Galactic Reputation, Daze (Intimidation), Fearless, Improved Initiative, Interpose, Power Attack, Ranged Attack 6, Takedown 2

Skills
Athletics 4 (+24), Intimidation 12 (+15), Perception 4 (+4), Technology 4 (+5), Vehicles 4 (+4)

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)
Eye Beam Link: Visual Cosmic Communication 3
Flight: Flight 15 (Speed: 64000 miles/hour, 120 miles/round)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Movement: Movement 1 (Space Travel 1: within solar system)
Protection: Protection 6 (+6 Toughness; Impervious [7 extra ranks])
Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds; Persistent)
Senses: Senses 15 (Acute: Scent, Darkvision, Extended: Vision 2: x100, Extended: Hearing 2: x100, Extended: Scent 1: x10, Microscopic Vision 3: molecule-size, Penetrates Concealment: Vision)
Super Powers
. . Disruptive Belch: Cone Area Nullify 15 (Counters: Energy, DC 25; Cone Area: 60 feet cone, DC 25, Broad, Randomize, Simultaneous; Reduced Range: close)
. . Eye Energy Torrents: Damage 18 (DC 33; Increased Range: ranged, Multiattack; Inaccurate: -2)
. . Mighty Roar: Cone Area Move Object 15 (200 ktons, DC 30; Cone Area 2: 120 feet cone, DC 25, Damaging, Increased Mass 8; Limited Direction: Away, Reduced Range: close)

Offense
Initiative +8
Disruptive Belch: Cone Area Nullify 15 (DC Will 25)
Eye Energy Torrents: Damage 18, +4 (DC 33)
Grab, +10 (DC Spec 30)
Mighty Roar: Cone Area Move Object 15 (DC 30)
Throw, +6 (DC 35)
Unarmed, +10 (DC 35)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 18, Toughness 20, Will 6

Power Points
Abilities 52 + Powers 224 + Advantages 15 + Skills 14 (28 ranks) + Defenses 16 = 321

Non was General Zod's personal bodyguard and executioner during his career and military dictatorship. In rank he was a mere NCO since by Kryptonian standards he is just a dumb thug. After Zod was initially defeated by Superman he sought out Non in the Phantom Zone and when they next succeeded in breaking out onto Earth Non was there to back his boss up. While Superman was able to defeat Zod he could not take on both of them at once without an unacceptable risk of defeat. In the end Clark defeated them both by using a weapon they were unaware of, Kryptonite. Thinking that the Phantom Zone was no longer a secure location for them Superman imprisoned them both in a pocket mirror dimension that was imbued with Kryptonite which kept their powers permanently drained.

Zod and Non have powers very similar to Superman's, but employ them in different ways. Superman uses his energy projection and dissipation powers more as tools than weapons, he mostly uses his heat vision for cutting and welding, his super-breath for clearing debris and neutralizing gases, and his freeze breath for cooling dangerous heat and making ice. Zod employs his powers as military weapons, blasting energy bolts from his eyes and countering the energy attacks of his foes with his energy dissipating breath. His super-breath rather than a gentle push he unleashes as a violent shout which comes out as a deadly shockwave. Non is similar but far less controlled, he crudely blasts out his powers in careless destruction.
Last edited by Gamebook on Wed Jun 13, 2018 8:04 pm, edited 2 times in total.

Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Mar 21, 2018 10:00 pm

Image

Ursa - PL 15

Strength 17, Stamina 12, Agility 4, Dexterity 4, Fighting 10, Intellect 4, Awareness 5, Presence 5

Advantages
All-out Attack, Benefit, Galactic Reputation, Eidetic Memory, Fascinate (Deception), Ranged Attack 8, Redirect, Takedown, Taunt, Teamwork

Skills
Acrobatics 4 (+8), Athletics 4 (+21), Deception 12 (+17), Insight 10 (+15), Intimidation 6 (+11), Investigation 10 (+14), Perception 8 (+13), Persuasion 8 (+13), Sleight of Hand 6 (+10), Stealth 6 (+10), Technology 4 (+8), Vehicles 6 (+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)
Eye Beam Link: Visual Cosmic Communication 3 (Rapid, Subtle: encrypted)
Flight: Flight 15 (Speed: 64000 miles/hour, 120 miles/round)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Movement: Movement 1 (Space Travel 1: within solar system)
Protection: Protection 6 (+6 Toughness; Impervious [7 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds; Persistent)
Senses: Senses 20 (Accurate: Hearing, Acute: Scent, Darkvision, Extended: Vision 3: x1k, Extended: Hearing 2: x100, Extended: Scent 2: x100, Microscopic Vision 3: molecule-size, Penetrates Concealment: Vision, Ultra-hearing)
Super Powers
. . Energy Leech: Broad Simultaneous Weaken 18 (Affects: Kryptonian Superpowers, Resisted by: Will, DC 28; Broad: Kryptonian Superpowers, Insidious, Simultaneous)
. . Heat Vision: Damage 18 (DC 33; Increased Range: ranged, Multiattack, Precise)
. . Vibrating Scream: Cone Area Weaken 15 (Affects: Stamina, Resisted by: Fortitude, DC 25; Affects Objects, Cone Area: 60 feet cone, DC 25)

Offense
Initiative +4
Energy Leech: Broad Simultaneous Weaken 18, +10 (DC Will 28)
Grab, +10 (DC Spec 27)
Heat Vision: Damage 18, +12 (DC 33)
Throw, +12 (DC 32)
Unarmed, +10 (DC 32)
Vibrating Scream: Cone Area Weaken 15 (DC Fort 25)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 15, Toughness 18, Will 11

Power Points
Abilities 70 + Powers 235 + Advantages 16 + Skills 42 (84 ranks) + Defenses 15 = 378

Ursa is Zod's mate, Kryptonians of his era did not marry, they mated to produce strong offspring according to genetic forecasts. She was an internal security agent, spying on her fellow Kryptonians to uncover any dissent. She rose in prominence under Zod's regime as he purged the old ruling elite and replaced them with people from his supporters. Ardently loyal only to him she was responsible for the deaths of many Kryptonians by accusing them of harboring doubts about the right of Krypton to rule the galaxy and the certainty that they would win the war. In the final days as everything fell apart and their enemies closed in with overwhelming superiority she urged Zod not to kill himself but to live on and defy his enemies, even at the cost of being humiliated with a trial and punishment by inferior beings. One day they would be free again and then all who had betrayed them would pay.

After Zod and Non were defeated and imprisoned by Superman Ursa missed them from the Phantom Zone. By tracing their path she was able to find the gateway to Earth they had crafted and come through herself. Rather than embarking on immediate conquest and destruction as Zod and Non had done she played a more subtle game. She pretended to be from another era of Krypton and to have never heard of General Zod and the Krypton empire. Superman monitored her closely for several years but she never faltered in her deception and managed to fool him. She became the Woman of Steel, Superwoman, and for a while they adventured as a duo. All the while though she was seeking to penetrate Kal's secrets and to uncover where Zod and Non were imprisoned. When she did eventually find them and work out how to free them the deception was thrown off and all three came at Superman. This time they knew about Kryptonite and were able to spot and avoid it. Faced with a coordinated attack in such strength by beings familiar with him Superman was defeated, being forced to flee to the one place they would not follow him, the Phantom Zone. No one else on Earth could stand against the three Kryptonian criminals and for a while they succeeded in conquering the Earth. Zod was drawing up plans for the purging and conversion of the planet when Superman returned and defeated them by temporarily empowering many of his friends and comrades with the powers of Kryptonians. Zod, Non and Ursa for the time being all reside in the mirror prison.

Superman's tactical victory though has come at a heavy price. It is now known that his powers are not inherent and exclusive to him, potentially anyone could have them. Up until now the only person he had ever empowered was Wonder Woman when she was in a relationship with him. When Diana for a while fell out with her gods and was exiled from the Amazons and Themyscira she lost her powers. As she was unable to give up superheroics Clark gave her the same powers as himself and Diana became Superwoman. Clark hoped that she would stay as Superwoman permanently, when she chose to relinquish them and become an Amazon again he was bitterly disappointed. She had been given a chance to live with him in the mortal world and had rejected it. That event was a major contribution to the end of their relationship. Superman now has to guard against weasels like Lex Luthor seeking to recreate what he did. Also he has faced calls from national leaders and the public for him to make his powers more widely available rather than keeping them all for himself.

Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Mar 23, 2018 8:21 am

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Big Barda - PL 14

Strength 12, Stamina 10, Agility 6, Dexterity 4, Fighting 12, Intellect 4, Awareness 4, Presence 6

Advantages
Accurate Attack, All-out Attack, Assessment, Attractive, Contacts, Defensive Roll 2, Diehard, Equipment 1, Favored Foe: Female Furies, Fearless, Great Endurance, Improved Critical 2: Mega-Rod, Improved Initiative, Improved Smash, Inspire 2, Interpose, Leadership, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 8, Startle, Takedown, Well-informed

Skills
Acrobatics 6 (+12), Athletics 8 (+20), Insight 8 (+12), Intimidation 10 (+16), Investigation 6 (+10), Perception 8 (+12), Persuasion 4 (+10), Sleight of Hand 4 (+8), Technology 6 (+10), Vehicles 4 (+8)

Powers
Aero Disks (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Platform)
Battle Armour (Removable)
. . Immunity: Immunity 5 (Environmental Conditions (All))
. . Protection: Protection 4 (+4 Toughness; Impervious [8 extra ranks])
Immunity: Immunity 2 (Aging, Disease)
Mega-Rod (Easily Removable (indestructible))
. . Mega Rod
. . . . Arming Halberd
. . . . . . Affliction: Cumulative Affliction 12 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Reach (melee) 2: 10 ft.)
. . . . . . Damage: Strength-based Damage 4 (Linked; DC 31, Advantages: Improved Critical, Improved Trip; Penetrating 14, Reach (melee) 2: 10 ft.)
. . . . Concussive Force Blasts: Move Object 12 (100 tons, DC 27; Damaging, Multiattack)
. . . . Concussive Strike
. . . . . . Affliction: Cumulative Affliction 16 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 26; Cumulative)
. . . . . . Damage: Strength-based Damage 4 (Linked; DC 31; Penetrating 12)
. . . . Gravity Field Manipulation: Burst Area Move Object 12 (100 tons; Burst Area: 30 feet radius sphere, DC 22, Selective)
. . . . Override Will Subliminals: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Cumulative, Feature: Array defaults to this when another alternate not in use, Insidious, Reaction 3: reaction, Subtle: subtle)
Mother-Box (Easily Removable (indestructible))
. . Analyze: Variable 2 (Limited: to the senses effect)
. . Box Powers
. . . . Boom Tube: Teleport 14 (Carry 50 lbs.; Change Direction, Change Velocity, Dimensional: dimension - Fourth World, Extended: 16000 miles in 2 move actions, Portal; Limited to Extended, Noticeable: Boom Tube)
. . . . Healing: Healing 14 (Persistent, Restorative, Resurrection, Stabilize)
. . . . Override: Progressive Affliction 14 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Contagious, Custom: Only works on machines/electronics, Progressive, Triggered 2: 2 uses - Time, signal)
. . . . Space Portal: Movement 3 (Space Travel 3: other galaxies; Portal)
. . Communication: Other Cosmic Communication 4 (Advantages: Contacts, Well-informed; Dimensional: dimension - Fourth World, Rapid, Subtle: encrypted)
Power-Lifting: Enhanced Strength 10 (+10 STR; Limited to Lifting)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)

Equipment
Cell Phone (Smartphone), Flashlight, Handcuffs, Toolkit (Basic)

Offense
Initiative +10
Affliction: Cumulative Affliction 12, +12 (DC Fort 22)
Affliction: Cumulative Affliction 16, +12 (DC Fort 26)
Concussive Force Blasts: Move Object 12, +12 (DC 27)
Damage: Strength-based Damage 4, +12 (DC 31)
Damage: Strength-based Damage 4, +12 (DC 31)
Grab, +12 (DC Spec 22)
Gravity Field Manipulation: Burst Area Move Object 12 (DC 22)
Override Will Subliminals: Cumulative Affliction 9, +12 (DC Will 19)
Override: Progressive Affliction 14, +12 (DC Will 24)
Throw, +12 (DC 27)
Unarmed, +12 (DC 27)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 14, Toughness 16/14, Will 14

Power Points
Abilities 116 + Powers 133 + Advantages 31 + Skills 32 (64 ranks) + Defenses 20 = 332

Big Barda is the former leader of Darkseid's elite fighting squad, the Female Furies. Her mother Big Breeda was her predecessor in leading the squad, being one of the lesser New Gods who was seduced away to follow Darkseid when he first rebelled against Highfather and tried to seize control of the Source. Barda was specifically conceived to be the ultimate Apokolips warrior and the personal guard of Darkseid. It is likely that Darkseid himself is her father. Her mother has her name because she has borne many mighty warriors for the service of Darkseid. Several of the other Female Furies are also daughters of Breeda, produced in consort with other powerful figures of Apokolips. Darkseid apparently does not permit Breeda to have any male children as they would be so mighty they could conceivably challenge even him.

Barda was raised under the harsh schooling of her mother and Darkseid's head teacher, gaoler and torturer Granny Goodness. She was taught nothing but combat and devotion to Darkseid. Barda did have several sisters growing up but she was the only one from her generation to survive all their trials. From things she has said it is likely that she killed at least one of her siblings as they were pitted against each other to see which was strongest and to break down any bonds of family affection. Her mother, like all people of Apokolips, sees even her own children as nothing but tools to advance her position in the service of Darkseid. If some of them die then it is good as the weak are winnowed out, and Big Breeda can easily just produce more.

Big Barda, named for her mother when she grew up and reached the same towering height as her, soon became one of the most feared Apokolips warriors. She was appointed commander of a new squad of Female Furies upon completing her training, being promoted over several other hopefuls for the position such as Bernadeth. This left her with a number of bitter rivals for her leadership position, though none of them dared to challenge her openly as that would be a criticism of Darkseid and Granny's decision, plus Barda would have killed on the spot any who disrespected her position. This internal conflict in the Furies was probably deliberate on Granny's part, no-one on Apokolips should feel secure in their position apart from Darkseid. While often sent raiding across the galaxy to bring back slaves and treasures for Darkseid the main role of the Furies is to fight other New Gods. Conventional troops and weapons such as Apokolips flame tanks and the hosts of parademons are useless against such mighty warriors as Orion or Lightray, they just cut through them like a knife through butter.

While she enjoyed high status on Apokolips Barda though was never content. For all her power she had no freedom, she was just another miserable slave, living in perpetual fear of demotion and punishment. She made no decisions for herself, the only consideration of her life was how to better serve Darkseid. She found her fellow Furies deeply boring, they had no interests other than fighting and torturing. In her heart her devotion to Darkseid secretly turned to hatred. She took to traveling all over Apokolips when things were quiet for the Furies, trying to find if there was anyone else on the planet that harbored resentment for their lord and god. All she discovered was slavish, near-mindless devotion, even among the most lowly. Darkseid's grip seemed absolute for all but her. She realized that one day her secret would be discovered and then she would be destroyed for being a traitor.

Things changed for Barda when Mister Miracle, Scott Free, the son of Highfather who had been raised on Apokolips as part of the peace deal with New Genesis, returned to Apokolips to infiltrate the asylum of Professor Bedlam. It is the power of Scott to see the gap, the flaw, in any form of imprisonment. When he secretly observed Barda dragging some unfortunates into that terrible place to have their minds broken he could immediately tell that she hated what she was doing and yearned to escape it. He broke into Barda's private quarters, overrode the security and alarm systems, and met her when she returned to rest. Barda at first assumed he was a spy sent by some other lord of Apokolips to try and get her to come in on some treacherous deal. Scott only had to say a few words about who he really was and why he was here to win her over to his side. She agreed to help him on his mission in return for him taking her with him when he escaped. Together she and Scott got into and out of the asylum and escaped Apokolips. To Barda's surprise he didn't take her back to New Genesis, but to a poor and remote backwater world called, very unimaginatively, 'Earth' by its primitive inhabitants. Normally Barda and her Furies would have ravaged such a place, dragging the healthiest back to the slave pits while stringing up the worthless. Here Scott set about socializing the huge brute he had brought back, teaching her about such things as not hitting people all the time, washing and dressing, cooking your food, how to hold a conversation rather than just barking orders. It took a while and Barda has never and probably will never master all the social graces but she can now behave herself in polite company. She really wants to be different to how she was brought up on Apokolips, which she now regards as being trained like a fighting dog.

Barda now operates as a superhero on Earth, and has even been permitted to make visits to New Genesis (under Scott's supervision and on his responsibility, with New Genesis guardians keeping a close eye on her). When not out bashing heads with the Justice League she keeps Scott's house for him while he is away with his escape artist tour. Barda fell in love with Scott when she first met him, though it took her a while to be able to understand what love is and to articulate it to him. Previously if she wanted someone she just grabbed them and took them. With Scott she just wants to be with him and to have him talk to her with affection, something which never happens on Apokolips where fear and isolation is the norm. The two of them married a while ago and Barda is fanatically devoted to him. Scott tries to calm down her devotion, recognizing it as being at least partially an effect of how she was indoctrinated to mindless obedience. Barda should be her own person, not live it entirely in the service of another. Their relationship is a partnership of equals, not master and slave. Barda is also trying to fit in on Earth, adopting what she understands as the proper behavior of a suburban housewife, getting most of her knowledge from Earth media. This means that she does a lot of cooking (she has gotten better after wrecking the stove and nearly burning down the house a few times), making curtains, volunteering at local schools, and even tried to arrange a wife-swapping party until Scott explained that that was only a thing in sleazy novels. The other mothers on the block regard Barda with bemusement, thinking that she must be some sort of circus woman as they wisely keep their true natures secret.
Last edited by Gamebook on Fri Apr 06, 2018 7:55 pm, edited 1 time in total.

Gamebook
Posts: 3976
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Mar 24, 2018 7:31 am

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Mister Miracle - PL 12

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

Advantages
Agile Feint, Benefit, Athletics Based on Agility, Contacts, Defensive Roll 4, Eidetic Memory, Evasion 2, Favored Environment: Bound or confined, Favored Foe: Granny Goodness, Fearless, Improved Defense, Improved Disarm, Instant Up, Inventor, Luck 3, Move-by Action, Prone Fighting, Ranged Attack 4, Second Chance: Traps, Skill Mastery: Sleight of Hand, Tracking, Trance, Ultimate Effort: Sleight of Hand, Uncanny Dodge, Well-informed

Skills
Acrobatics 12 (+22), Athletics 12 (+22), Deception 4 (+8), Insight 12 (+18), Investigation 8 (+14), Perception 12 (+18), Persuasion 8 (+12), Sleight of Hand 12 (+22), Stealth 8 (+18), Technology 12 (+18), Treatment 4 (+10), Vehicles 8 (+18)

Powers
Aero Discs (Easily Removable)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . . . Disc Throw: Blast 5 (Alternate; DC 20)
Gadget Costume (Removable)
. . Cling Pads: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Gas Jets: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Unreliable (5 uses))
. . . . Gas Pressure: Move Object 3 (Alternate; 400 lbs.; Limited Direction: Away, Unreliable (5 uses))
. . Hydrostatic Repulsion: Movement 1 (Water Walking 1: you sink if you are prone)
. . Magnetic Control: Burst Area Move Object 5 (1600 lbs.; Burst Area: 30 feet radius sphere, DC 15, Precise, Selective; Limited Material: Ferrous materials)
. . Parachute: Movement 1 (Safe Fall)
. . Senses: Senses 15 (Analytical: Hearing, Analytical (Type): Visual, Direction Sense, Extended: Visual 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
Immunity: Immunity 2 (Aging, Disease)
Mother Box (Easily Removable (indestructible))
. . Analyze: Variable 2 (Limited: to the senses effect)
. . Box Powers
. . . . Boom Tube: Teleport 14 (Carry 50 lbs.; Change Direction, Change Velocity, Dimensional: dimension - Fourth World, Extended: 16000 miles in 2 move actions, Portal; Limited to Extended, Noticeable: Boom Tube)
. . . . Healing: Healing 14 (Persistent, Restorative, Resurrection, Stabilize)
. . . . Override: Progressive Affliction 14 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Contagious, Custom: Only works on machines/electronics, Progressive, Triggered 2: 2 uses - Time, signal)
. . . . Space Portal: Movement 3 (Space Travel 3: other galaxies; Portal)
. . Communication: Other Cosmic Communication 4 (Advantages: Contacts, Well-informed; Dimensional: dimension - Fourth World, Rapid, Subtle: encrypted)
Multi-Cube (Easily Removable)
. . Multi-utilities
. . . . Corrosion Effect: Progressive Weaken 4 (Affects: Toughness, Resisted by: Fortitude, DC 14; Affects Objects Only, Progressive, Reach (ranged) 3: 15 ft.)
. . . . Cutting Laser: Damage 6 (DC 21; Penetrating 6, Reach (ranged) 3: 15 ft.)
. . . . Holograms: Illusion 7 (Affects: Two Sense Types - Visual, Area: 125 cft., DC 17; Precise)
. . . . Illumination: Environment 5 (Light (Bright), Radius: 500 feet; Selective)
. . . . Reveal Beam: Cone Area Nullify 7 (Counters: Invisibility, DC 17; Cone Area: 60 feet cone, DC 17, Effortless, Subtle: subtle; Reduced Range: close)
. . . . Sonic Lockpick: Move Object 3 (400 lbs., DC 18; Damaging, Indirect 4: any point, any direction, Precise)

Offense
Initiative +10
Corrosion Effect: Progressive Weaken 4, +14 (DC Fort 14)
Cutting Laser: Damage 6, +14 (DC 21)
Disc Throw: Blast 5, +14 (DC 20)
Gas Pressure: Move Object 3, +14 (DC 13)
Grab, +10 (DC Spec 16)
Magnetic Control: Burst Area Move Object 5 (DC 15)
Override: Progressive Affliction 14, +10 (DC Will 24)
Reveal Beam: Cone Area Nullify 7 (DC Will 17)
Sonic Lockpick: Move Object 3, +14 (DC 18)
Throw, +14 (DC 21)
Unarmed, +10 (DC 21)

Languages
Native Language

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

Power Points
Abilities 116 + Powers 111 + Advantages 31 + Skills 56 (112 ranks) + Defenses 20 = 334

Scott Free is the son of Izaya and Avia, the leaders of New Genesis. He was exchanged with the son of Darkseid as part of a peace deal, each being supposed to serve as a hostage to the preservation of the truce. In practice as soon as he had him Darkseid gave the boy into the 'care' of Granny Goodness. Granny was set to break Scott and turn him into another slave of Darkseid. Scott though is a son of New Genesis, not one of Darkseid's corrupted minions. He never admitted defeat and defied Granny throughout his childhood, always resisting her attempts at brainwashing and repeatedly escaping her 'orphanages'. Much of the time the only thing that brought him back to her was not her ability to catch him but rather that if he ever left the planet it would break the peace between New Genesis and Apokolips and bring about renewed war. Even though he longed to be free he could not do so at the cost of the lives of the thousands who would surely perish in such fighting. His ability as an escape artist is so prodigious that after a while it became impossible for Granny even to torture him, every device she strapped him into he slipped out of even before she could turn it on. He would wander about her facilities with complete impunity, impossible to confine or keep out of anywhere. It sent Granny into such paroxysms of fury that she suffered a sort of stroke and was confined to her bed for some time.

When Darkseid did eventually break the peace, as everyone always knew he would, Scott left Apokolips almost immediately. He took with him all sorts of intelligence on the planet's industries and defenses which he then provided to Highfather. During the following war he would repeatedly travel back to Apokolips as a spy for the New Genesis war effort. He even penetrated into Darkseid's inner sanctum and looked over his plans and prototypes, causing even the usually saturnine Darkseid to bellow with rage and place a colossal bounty on his head. Historians of the conflict reckon that Scott was the single most damaging weapon in Highfather's arsenal.

As a New God Scott is agile and dexterous to a superhuman degree. His talents are further enhanced by the numerous gadgets that he carries and wears. His suit is laced with all sorts of technology, most of it custom built by him. As well as a Mother Box he carries a utility device of his own creation, the Multi-Cube. This is a sort of Swiss army knife on steroids, with all sorts of useful functions. The Sonic Lockpick for example works by transmitting vibrations through substances, allowing Scott to pick even locks that are sealed from outside. Most locks on Apokolips are heavy mechanical things as Mother Boxes can override pretty much any form of electronics. He disdains technology that lets you pass through solid objects, to his reckoning there are far too many ways to disrupt or counter their effects. Using them would just expose you to attack while inside solid matter where you could not escape. Scott is a complete pacifist, he will never take violent action against anyone under any circumstances. He won't even trip or bind people, he hates such things from the many times he was beaten to the ground or locked up during his tortured childhood. While he can usually easily evade any attacks he is careful to ensure his foes do not hurt themselves or others as they flail at him. The most he will do is take weapons from their hands then quickly dispose of them.

Scott is married to Big Barda, something which his fellow New Gods regard as rather odd as being a prince and a war hero he could have had his pick of the greatest beauties of New Genesis. Scott felt responsible to Barda though as he was aware of her growing up and saw how her mighty spirit was battered and broken despite her attempts at defiance. He needed to make use of her help for a later mission to Apokolips to free war captives which he considered caused him to betray his pacifist principles by getting another person into danger. Having suborned her and gotten her to take part in treasonous action against her master she was now under sentence of death. To atone for this he is now responsible for her safety. He could not take her back to New Genesis, Highfather and his people would never tolerate the infamous Big Barda living on their world, so instead he settled with her on the world of some of his friends. Scott as an opponent of Apokolips has often aided the Justice League of Earth against Darkseid's attacks. He even has a secret identity as an Earth man where he performs as the world's greatest escape artist, showing off his talents to amuse and delight rather than in perilous adventures on a nightmare world. Looking after Barda is a lot of work but he has come to love her honesty and courage, especially as her spirit revives as she breaks free of her indoctrination and the baleful will of her former master. Because she loves him he married her, hoping this will help prevent her from ever being drawn back to Darkseid. To this day he continues to monitor her closely for any sign that he has any hold on her.

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