Gamebook's builds (hs5ias new thread)

Where in all of your character write ups will go.
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Re: Gamebook's builds (hs5ias new thread):Transformers Minibots

Post by Gamebook » Mon Dec 03, 2018 7:13 pm

Jabroniville wrote:
Mon Dec 03, 2018 12:40 pm
did you miss Smash & Beachcomber before, or are they new drawings?
There's always one I miss in any run of builds, just to mess up the neatness of the posting :( .

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

Post by Gamebook » Tue Dec 04, 2018 9:30 am


Superman - PL 10

Strength 14, Stamina 8, Agility 3, Dexterity 3, Fighting 6, Intellect 6, Awareness 3, Presence 3

Accurate Attack, All-out Attack, Eidetic Memory, Equipment 6, Extraordinary Effort, Improved Initiative, Interpose, Inventor, Move-by Action, Power Attack, Ranged Attack 3, Tracking, Ultimate Effort: Toughness

Athletics 4 (+18), Deception 6 (+9), Expertise: Farmer 4 (+10), Expertise: Journalism 4 (+10), Expertise: Krypton 4 (+10), Expertise: Science 6 (+12), Insight 6 (+9), Investigation 6 (+12), Perception 8 (+11), Persuasion 6 (+9), Sleight of Hand 4 (+7), Technology 6 (+12), Treatment 4 (+10)

Enhanced Ability: Enhanced Stamina 6 (+6 STA)
Enhanced Ability: Enhanced Strength 12 (+12 STR)
Enhanced Trait: Enhanced Trait 4 (Advantages: Eidetic Memory, Improved Initiative, Move-by Action, Ultimate Effort: Toughness)
Immunity: Immunity 7 (Disease, Environmental Conditions (All), Poison)
Protection: Protection 6 (+6 Toughness; Impervious [14 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds; Persistent)
Senses: Senses 19 (Accurate: Hearing, Acute: Scent, Darkvision, Extended: Hearing 2: x100, Extended: Vision 3: x1k, Extended: Scent 2: x100, Microscopic Vision 2: cell-size, Penetrates Concealment: Vision, Ultra-hearing)
. . Flight: Flight 10 ([0 active, 0/21 PP, 2/r+1], Speed: 2000 miles/hour, 4 miles/round; Subtle: subtle)
. . Freeze Breath I : Cumulative Cone Area Affliction 7 ([0 active, 0/21 PP, 3/r], 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 17; Cone Area: 60 feet cone, DC 17, Cumulative, Extra Condition; Limited Degree)
. . Freeze Breath II: Cumulative Affliction 7 ([0 active, 0/21 PP, 3/r], 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 17; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Freeze Breath III Create Ice: Create 10 ([0 active, 0/21 PP, 2/r+1], Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate; Source: Water)
. . Freeze Breath IV Cooling: Burst Area Nullify 10 ([0 active, 0/21 PP, 2/r+1], Counters: Heat, DC 20; Burst Area: 30 feet radius sphere, DC 20, Precise)
. . Heat Vision: Damage 10 ([0 active, 0/21 PP, 2/r+1], DC 25; Increased Range: ranged, Precise)
. . Power-Lifting: Enhanced Strength 10 ([0 active, 0/21 PP, 1/r], +10 STR; Limited to Lifting)
. . Super-Breath: Cone Area Move Object 10 ([0 active, 0/21 PP, 2/r+1], 25 tons; Cone Area 2: 120 feet cone, DC 20, Precise; Limited Direction: Towards or away, Reduced Range: close)

Fortress of Solitude

Initiative +7
Freeze Breath I : Cumulative Cone Area Affliction 7 (DC Fort 17)
Freeze Breath II: Cumulative Affliction 7, +6 (DC Fort 17)
Freeze Breath IV Cooling: Burst Area Nullify 10 (DC Will 20)
Grab, +6 (DC Spec 24)
Heat Vision: Damage 10, +6 (DC 25)
Super-Breath: Cone Area Move Object 10 (DC 20)
Throw, +6 (DC 29)
Unarmed, +6 (DC 29)

Native Language

Dodge 6, Parry 6, Fortitude 11, Toughness 14, Will 9

Power Points
Abilities 56 + Powers 138 + Advantages 16 + Skills 34 (68 ranks) + Defenses 12 = 256

Clark Kent first started performing superheroics on Earth when he moved to Metropolis and started work at the Daily Planet. By then he was already an experienced superhero however due to many adventures with the Legion of Superheroes from the 31st century. The legionnaires knew about his adventures as Superman from their historical records. They went back in time and contacted him because they knew that when young he had gone forward in time to help them and the period when he had done so was now their present. It was the legion who designed and made his distinctive costume and their advanced materials are why it does not get destroyed when he is hit by blows and blasts. The stylized capital S on the front simply stands for 'Superman'. Its bright, bold colors are typical of legion costumes. When adventuring with the legion he did wear one of their legion flight rings, but only for its communication and information services, he already has the flight and invulnerability powers. Since he went to and from the 31st century by time travel he could leave and then come back to his own time just seconds after he left, allowing him to spend as much time as he needed in the future without it causing a problem with his home life on the Kent farm.

Though growing up a farmer's son and loving country life Clark decided to pursue a career in writing in the big city, its complete opposite. Clark has always been a mass of personal contradictions, a modest, unassuming man who performs flashy heroics, a genial bumbler who is a focused genius. His overriding drive has always been to protect the world and all its people, while he still does not know why he has his powers or all that they can do he is sure that they are meant for helping others. In his early career in Metropolis he operated very publicly, saving people in broad daylight and even stopping to speak with them. Supervillainy at the time was reaching crisis point in Metropolis, all sorts of criminals with weird and definitely dangerous powers running amok in the city, stealing, extorting and kidnapping. The regular police were hopelessly outgunned and could do little more than clean up the mess. In the space of about a year Superman apprehended most of them and saw them locked away in secure facilities, to the point where supervillains avoided Metropolis. The world's reaction to Superman was mostly relief that someone with superpowers was actually using them to fight crime rather than commit it. That he was a human from the far distant future gifted with incredible powers did not cause too much of a stir, many of the superpowered people already active on Earth by that time had much stranger origin stories. The incidence of superpowers has been rising since before the Second World war, driven by the development of technology, alien contact, the awakening of ancient powers and other phenomena.

It was Clark who first attempted to form an association of superheroes, what would one day become the Justice League. He was inspired to do this by his natural sociability and his being accustomed to working as part of a team with the Legion of Superheroes. To avoid having knowledge of the future Clark always had his memories of his adventures with the legion wiped before he returned to his own time, then when they needed him for another adventure they would restore those memories. While in our time Clark never knows that he has been to the 31st century and has no knowledge of the existence of the legion. His experience is still with him though, knowing how to use his powers and to act in coordination with other superheroes. The other notable superheroes of the period were not much inclined to work together after what happened to the Justice Society back in the 1950's. A series of major crises however which necessitated their cooperation brought them together and Clark worked to make their association more permanent, not least by building a series of superhero headquarters.

As a superhero Clark is endlessly noble, brave and patient. His powers get slightly greater each passing year, he can lift more, fly faster, see further. He wonders at what point they will level off and keeps detailed track of them, testing himself and plotting the results on graphs. Surely there must be a limit, he cannot go on getting more powerful indefinitely? The immense power he has worries him and he has a range of measures in place in case he is ever subverted or mind-controlled. He lives a modest life himself, almost never using his superpowers for mundane tasks. Much of the time he lives in a regular, i.e. cramped, Metropolis apartment that he shares with his friends Jimmy Olsen and Lois Lane. His Fortress of Solitude at this point in his early career as Superman is little more than a big hole in the arctic ice he uses to store stuff. His roommates are unaware that he is Superman, with the powers he has it is not hard to keep this concealed from them. In any case the people of Metropolis do not even know that he has a secret identity as one of them, they think Superman is Superman all the time. Not wearing a mask when in costume greatly helps with this. As Clark he deliberately cultivates a completely different persona with different voice, posture, movement and mannerisms. It will be years before he tells anyone that he is Superman, at this point in time even his own adoptive Earth parents do not know that he has superpowers.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 05, 2018 11:14 pm

Wonder Woman - PL 10

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

Accurate Attack, Agile Feint, Animal Empathy, Assessment, Attractive 2, Benefit, Status: Princess of Themyscira, Close Attack 2, Defensive Attack, Defensive Roll, Improved Critical 2: Sword of Hera, Improved Critical: Damage: Strength-based Damage 3, Improved Critical: Unarmed, Improved Defense, Improved Initiative, Interpose, Languages 2, Move-by Action, Power Attack, Ranged Attack 7, Takedown, Teamwork, Tracking

Acrobatics 4 (+8), Athletics 4 (+11), Insight 6 (+10), Intimidation 6 (+10), Investigation 4 (+6), Perception 6 (+10), Persuasion 6 (+10), Sleight of Hand 4 (+7), Stealth 4 (+8), Treatment 4 (+6), Vehicles 4 (+7)

Amazon Armor (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious)
Amazon Bracelets (Removable (indestructible))
. . Deflect: Deflect 10 (Redirection, Reflect; Reduced Range: close)
. . Impervious Defense: Impervious Toughness 7 (Sustained)
Amazon Shield (Removable (indestructible))
. . Shield: Enhanced Trait 5 (Traits: Dodge +2 (+10), Parry +2 (+10), Advantages: Improved Defense)
. . . . Mirrored Inner Surface: Immunity 10 (Alternate; Common Descriptor: Visual Perception effects; Distracting)
. . . . Slam: Strength-based Damage 2 (Alternate; DC 24)
Champion of the Gods
. . Enhanced Ability: Enhanced Strength 3 (+3 STR; Limited to Lifting)
. . Enhanced Trait: Enhanced Trait 18 (Traits: Strength +5 (+7), Stamina +4 (+6))
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Immunity: Immunity 6 (Aging, Custom: Mind Control 5)
. . Senses: Senses 3 (Counters Illusion: Sight, Extended: Sight 1: x10)
. . Speak to animals: Comprehend 2 (Animals - Speak To, Animals - Understand)
Lasso of Truth (Easily Removable (indestructible))
. . Tell the Truth
. . . . Affliction: Concentration Cumulative Affliction 10 (Linked; 1st degree: Vulnerable, 2nd degree: Compelled, Resisted by: Will, DC 20; Concentration, Cumulative, Increased Range: ranged, Insidious; Limited: to telling the truth, Limited Degree)
. . . . Move Object: Move Object 10 (Linked; 25 tons; Custom: Tether)
. . . . Reveal the Truth
. . . . . . Move Object: Move Object 10 (Linked; 25 tons; Custom: Tether)
. . . . . . Nullify: Nullify 10 (Linked; Counters: Mental, DC 20; Effortless, Insidious)
Sword of Hera (Easily Removable (indestructible))
. . Damage: Strength-based Damage 3 (DC 25, Advantages: Improved Critical; Penetrating 10, Reach (melee): 5 ft.)
Tiara (Removable)
. . Throw Tiara (Increased Range: ranged, Indirect 4: any point, any direction)

Initiative +8
Affliction: Concentration Cumulative Affliction 10, +10 (DC Will 20)
Damage: Strength-based Damage 3, +10 (DC 25)
Grab, +10 (DC Spec 17)
Move Object: Move Object 10, +10 (DC 20)
Move Object: Move Object 10, +10 (DC 20)
Nullify: Nullify 10, +10 (DC Will 20)
Slam: Strength-based Damage 2, +10 (DC 24)
Throw, +10 (DC 22)
Unarmed, +10 (DC 22)

English, Greek, Latin

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

Power Points
Abilities 58 + Powers 126 + Advantages 30 + Skills 26 (52 ranks) + Defenses 13 = 253

The first time that Diana fought alongside other superpowered people was when a truly world-threatening event happened which prompted all of the most powerful superheroes to turn up to fight it. This was not a planned team-up, they all came of their own accord and at first were more inclined to doubt the ability of the other superheroes and to tell them to leave the crisis for them to deal with. After some bickering and lack of cooperation they began to pull together though. This impromptu alliance set the scene for the eventual formation of the Justice League, though that would take some time to happen. Diana was very impressed by Superman in these early meetings, he was clearly the strongest it seemed to her. She began to work with him on a number of adventures, particularly ones featuring magical or otherwise supernatural foes which Superman has always been weak against. During this time she adopted a costume that was less like an ancient suit of armor and more like his outfit. Diana's persistent attraction to Superman eventually saw them involved in a relationship for a while, but it was always an ill-assorted match as their lives and personalities are too different in many ways.

At this time Diana was much less expert and powerful than she would later become. The champion of the Amazons, the Wonder Woman, is granted greater and greater gifts by her gods as she wins their favor through brave deeds and victories. A poor Wonder Woman will find her powers dwindling until she has to resign the role, while one who is successful will eventually become very powerful indeed. The previous holders of the title may retain their power if they continue to use it to defend Themyscira, but as always with the gifts of the gods they are fickle, hard-won and easily lost. A number of times in her career Diana has had her powers reduced or removed for various reasons but has always regained them in the end, though she would describe it more as taking up the burden once again. Being the Wonder Woman is a hard and dangerous life, she must fight against many foes, even against gods themselves. Many previous champions have fallen in battle against immensely powerful foes or overwhelming numbers.

As a superhero Diana has never made a mystery of who she is. She proudly tells anyone who will listen her name, title and duties. Any sort of subterfuge is repugnant to her, she only very unwillingly has ever adopted a disguise, even when it has been really necessary. Her idea of opposing evildoers is to stand on a prominent location, stick out her ample chest, and challenge them to surrender or fight her. She knows that many of her superhero colleagues maintain secret identities and often found it baffling. It was a constant source of misunderstanding between her and Clark that he maintained what was to her the charade of being a regular human being. She viewed it as dishonest and being ashamed of who he was, she wouldn't accept his reasoning as to why he did it. With the Flash she just found it ridiculous, as if anyone would care who he really was. She did learn Barry's real identity once by accident, but regarded it as so unimportant that some time later when he had to unmask in front of her she had forgotten that she had once done so and he had to remind her. Diana is the member of the League who refers to the others by their codenames the most, almost never using their real names when they are in costume. Coming from a classical epic hero like her it somehow sounds less silly than it can do from other people.

As an Amazon Diana almost never lies and so at times can seem a bit blunt and pushy as she forthrightly states her views and what she wants from other people. As a royal princess and warrior knight she is also rather proud and touchy and can be offended rather easily by what seems to her to be rude or crass behavior. She has a great ability to see right through people and make them feel very small indeed with a few precise remarks that expose their inadequacies as a person. As the only female member of the original line-up of the Justice League she attracted some prurient interest, which she responded to with disdain. Her personality and physical presence is so overwhelming when people actually meet her face-to-face that it soon silences any impertinence. People instinctively fall silent and just watch her warily when she first arrives, it is like a lioness entering the room. When she wants to though she can instantly put people at ease, and is amazingly good with children. As someone without a secret identity she is the only member of the League who will meet with the public in costume as a superhero, for various reasons none of the others will. She has even been interviewed on TV shows, sitting across from the host in full Wonder Woman regalia. Interviewers who have faced down formidable politicians and celebrities have had to struggle not to show how intimidated by her they are. It's a hell of a thing to know that you are sitting just a few feet from a person who has slain a demon god live on national television. Diana if she likes them soon has them relaxed however.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 07, 2018 9:36 pm




Animal Man - PL 10

Strength 6, Stamina 3, Agility 4, Dexterity 1, Fighting 10, Intellect 1, Awareness 3, Presence 2

Agile Feint, Defensive Roll 2, Evasion, Improved Defense, Improved Initiative, Improved Trip, Ranged Attack 5

Acrobatics 8 (+12), Athletics 8 (+14), Expertise: Zoology 8 (+9), Insight 4 (+7), Perception 8 (+11), Ranged Combat: Bizarre Animal Powers 4 (+5), Sleight of Hand 4 (+5), Stealth 4 (+8), Vehicles 4 (+5)

Animal Enhancements: Variable 3
. . Gorilla's Chest (Powers: Gorilla's Chest: Enhanced Strength 4)
. . . . Gorilla's Chest: Enhanced Strength 4 (+4 STR)
Bizarre Animal Powers
. . Acid Spray: Damage 10 (DC 25; Contagious, Increased Range: ranged, Secondary Effect)
. . Dissolve Flesh: Damage 10 (DC 25; Alternate Resistance: Fortitude, Contagious, Secondary Effect)
. . Explosive Spray: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Increased Range: ranged)
. . Firefly Flash: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight, Cumulative; Limited: Sight)
. . Poison
. . . . Affliction: Progressive Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Progressive; Resistible: Fortitude)
. . . . Weaken: Progressive Weaken 10 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 20; Progressive; Resistible: Toughness)
. . Spin Silk: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate, Tether)
. . Sticky Spray: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Contagious, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Swarm: Summon 4 (Controlled, Mental Link, Multiple Minions 3: 8 minions, Sacrifice)

Power Settings
Adaptive Immunity (Powers: Adaptive Immunity: Immunity 2)
Bat's Ears (Powers: Bat's Ears: Senses 4)
Bee's Ultravision (Powers: Bee's Ultravision: Senses 2)
Beetle's Carapace (Powers: Beetle's Carapace: Protection 4)
Cat's Fall (Powers: Cat's Fall: Movement 1)
Cheetah's Sprint (Powers: Cheetah's Sprint: Speed 4)
Dog's Nose (Powers: Dog's Nose: Senses 4)
Eagle's Eye (Powers: Eagle's Eye: Senses 1)
Fish's Gills (Powers: Fish's Gills: Immunity 1)
Flea's Legs (Powers: Flea's Legs: Leaping 4)
Flight (Powers: Flight: Flight 4)
Gibbon's Arms (Powers: Gibbon's Arms: Movement 1)
Gorilla's Chest (Powers: Gorilla's Chest: Enhanced Strength 4)
Howler Monkey's Cry (Powers: Howler Monkey's Cry: Auditory Area Communication 2)
Mole's Tunneling (Powers: Mole's Tunneling: Burrowing 5)
Mountain Goat's Hooves (Powers: Mountain Goat's Hooves: Movement 1)
Owl's Vision (Powers: Owl's Vision: Senses 1)
Pond Skater (Powers: Pond Skater: Movement 2)
Porpoise's Tail (Powers: Porpoise's Tail: Swimming 4)
Salamander's Regeneration (Powers: Salamander's Regeneration: Regeneration 5)
Slime Mould (Powers: Slime Mould: Insubstantial 1)
Snake's Heat Sensor Pits (Powers: Senses: Senses 3)
Snake's Slither (Powers: Snake's Slither: Movement 1)
Spider's Climb (Powers: Spider's Climb: Movement 2)

Initiative +8
Acid Spray: Damage 10, +10 (DC 25)
Affliction: Progressive Affliction 10, +10 (DC Fort 20)
Dissolve Flesh: Damage 10, +10 (DC Fort 25)
Explosive Spray: Burst Area Damage 10 (DC 25)
Firefly Flash: Cumulative Perception Area Affliction 10 (DC Fort 20)
Grab, +10 (DC Spec 16)
Sticky Spray: Cumulative Affliction 10, +10 (DC Fort/Will 20)
Throw, +6 (DC 21)
Unarmed, +10 (DC 21)
Weaken: Progressive Weaken 10, +10 (DC Fort/Tou )

Native Language

Dodge 10, Parry 10, Fortitude 7, Toughness 5/3, Will 8

Power Points
Abilities 52 + Powers 68 + Advantages 12 + Skills 26 (52 ranks) + Defenses 15 = 173

Buddy Baker has the power to reproduce the effect of the natural abilities of any animal. He doesn't actually morph into the animal in question, he can just generate the effect it normally produces with its adapted physiology. He can fly without having to create and flap wings for example. There seems to be no limit to the animals he can mimic in this way, he has even used the abilities of alien creatures. Once Buddy has encountered an animal and seen it use its power he can remember and reproduce the effect at any time later, even after years. Given the immense range of abilities evolution has come up with over billions of years of adaptation his power is immensely versatile. He can also combine many of these powers to create unique effects not seen on any animal in nature.

Buddy is a professional movie stunt-man by trade. He got his power during a filming trip to a remote island far out in the ocean. Normally the island is off-limits to everybody as the native people of the island ferociously attack and try to kill any outsider they see. Past intrusions and slave raids are theorized to be the reason for their extreme hostility to foreigners. The crazy film-maker who hired him was determined though to get footage of the forbidden island and its people. Along with the filming crew on their ship Buddy encountered a company of mean-looking men and women with disturbing tattoos. He spoke to the director only to be told they were 'security' for the visit. Fearing a violent confrontation he tried to contact the authorities only to find all communications were locked down. When they reached the island it turned out as he had come to suspect, the native people came out with their bows and arrows when boatloads of foreigners were seen to be motoring towards their shores only to be driven back by rubber bullets and tear gas. The 'security company' then progressed through the island forest with bulldozers and chainsaws, cutting a broad path of destruction. The natives attempted ambushes and traps but these were of no avail against radar sets and night-vision goggles. Soon parties of the local people had been rounded up and were made to perform for the cameras at gunpoint, resistance being met with beatings.

Forced to push further inland Buddy found out the real reason for the director's crazed persistence. On the other side of the rim of a volcanic crater was a 'lost world' of fantastic beasts, including many animals that had not been seen on Earth for thousands or even millions of years. Shooting footage all the while they pressed on to a gleaming peak that could be seen in the distance, the mercenaries doing their own shooting with their guns to drive off curious and hungry dinosaurs and saber-toothed tigers. The gleaming object turned out to be a flying saucer, a crashed alien spacecraft embedded in a spire of rock. From an opening in its side periodically issued forth some new archaic beast to join the wailing menagerie that thronged the forest. Venturing within, the reluctant Buddy prodded along with a gun at his back, they found alien machinery generating creatures in huge tubes of liquid nutrient. Skeletons were precipitating out of solution as muscles and organs formed around them. It all looked automatic and who knows how long it had been in operation. The director just wanted to get footage of it all, but the mercenaries suddenly started looting the interior of the spacecraft. When the director ordered them to stop ruining his set they just shot him dead, then turned their guns on the rest of the film crew. That was when Buddy recalled where he had seen their tattoos before, on a creepy guy he had once worked with who had tried to recruit him for the KOBRA cult. These terrorist maniacs would kill everybody and take the priceless alien technology to further their own crazed agenda, which would certainly involve something to do with snakes.

Fleeing into the depths of the spacecraft Buddy came to a smaller chamber where he found another set of smaller tubes containing creatures that he did not reckon had ever been from Earth. Their hairless yellow skins and bizarre physiology made him suspect that these were aliens, perhaps even the owners of this craft. He touched the side of the tubes and asked for their help as he could hear the terrorists approaching to finish him off. As he did so the yellow aliens eyes flicked open and glared into his. Buddy was suddenly flooded with extraordinary knowledge, all the evolutionary history of animals on Earth, millions of years of it, and how to reproduce and use it himself. Turning he met the KOBRA cultists as they entered the chamber with sprays of sticky goop and strands of silk that rapidly immobilized them. Leaving the craft he used his new powers to defeat the rest of them, blasting them back through the forest. In the end the survivors fled aboard the ship, leaving Buddy stranded. The native peoples seemed now in awe of him, regarding him as an avatar of their gods. As he mastered his powers further Buddy was able to escape the island by mimicking the powers of flying and aquatic creatures, traveling on sea and in the air and navigating by the senses of migratory birds and whales.

Back on the mainland Buddy reported his extraordinary adventure and the UN and Justice League agreed to set a permanent watch on the island to see that no other terrorist groups or supervillains interfered with the island, its inhabitants or the alien spacecraft. The League was reluctant to interfere with the ship themselves, it could create an incident with a spacefaring civilization. Until they know more about who placed the ship there the site is under embargo.

With his new powers Buddy has become a superhero and a member of the Justice League. He still works as a movie stunt-man, now even better than before. He often does the stuntwork in movies about superheroes as he can take a leap and a fall better than any regular human. He doesn't bother with a secret identity, being well known as 'Animal Man'. His power doesn't give him any special empathy with animals, in fact Buddy doesn't even have a pet, he has never been interested in animals until he got his powers. He currently has the alien superheroine Starfire, Koriand'r, staying at his home acting as the family au-pair. His work often takes him away from home for extended periods and his wife wanted help with the children so she could have some time to continue her own career as a painter. Buddy made the offer when the League was musing on what to do with their alien refugee escaped slave warrior princess. His wife Ellen is a little askance at the statuesque orange alien woman and has set about teaching her about contemporary American social mores, such as wearing clothes when in public and killing and cooking your food before eating it (their next door neighbor's cat had a lucky escape that time).

Posts: 4260
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 09, 2018 12:14 am



Blue Devil - PL 9

Strength 7, Stamina 7, Agility 3, Dexterity 1, Fighting 8, Intellect 1, Awareness 1, Presence 2

Agile Feint, Connected, Defensive Roll, Fast Grab, Fast Grab, Improved Critical: Trident Strike: Strength-based Damage 3, Improved Grab, Luck, Ranged Attack 7, Redirect, Taunt

Acrobatics 4 (+7), Athletics 4 (+11), Deception 6 (+8), Expertise: Magic 4 (+5), Insight 4 (+5), Intimidation 6 (+8), Investigation 4 (+5), Perception 4 (+5), Persuasion 4 (+6), Sleight of Hand 4 (+5)

Devil Girl's Armor (Removable)
. . Protection: Protection 2 (+2 Toughness; Impervious)
Devil of Hell: Immunity 18 (Aging, Common Descriptor: Heat, Disease, Environmental Conditions (All), Poison)
Devil Senses: Senses 4 (Darkvision, Extended: Hearing 1: x10, Extended: Scent 1: x10)
Devil Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Speed: Speed 2 (Alternate; Speed: 8 miles/hour, 120 feet/round)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Sent Back Up from Hell: Immortality 1 (Return after 2 weeks)
Trident of Lucifer (Easily Removable (indestructible))
. . Feature: Feature 1 (summoning)
. . Locate Demons: Senses 4 (Detect: Demonic 1, Extended: Demonic 2: x100, Ranged: Demonic)
. . Powers
. . . . Appear: Teleport 10 (Carry 50 lbs.; Change Direction, Easy, Extended: 1000 miles in 2 move actions; Limited: to teleporting to demons, Limited to Extended)
. . . . Banish to Hell: Movement Attack (+self) 10 (Dimensional: Hell 1: one dimension, 50 lbs., Extra Ranks 9, DC 20; Attack (+self): Will, Reaction: reaction; Grab-based)
. . . . Infernal Flame: Cone Area Damage 7 (DC 22; Cone Area: 60 feet cone, DC 17, Secondary Effect)
. . . . Infernal Light: Damage 10 (DC 25; Affects Insubstantial: half ranks, Increased Range: ranged)
. . . . Trident Strike: Strength-based Damage 3 (DC 25, Advantages: Fast Grab; Affects Insubstantial 2: full rank, Penetrating 10, Reach (melee) 2: 10 ft.)
. . . . Trident Throw: Strength-based Damage 3 (DC 25, Advantages: Fast Grab; Affects Insubstantial 2: full rank, Increased Range: ranged, Penetrating 10)

Initiative +3
Banish to Hell: Movement Attack (+self) 10, +8 (DC Will 20)
Grab, +8 (DC Spec 17)
Infernal Flame: Cone Area Damage 7 (DC 22)
Infernal Light: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Trident Strike: Strength-based Damage 3, +8 (DC 25)
Trident Throw: Strength-based Damage 3, +8 (DC 25)
Unarmed, +8 (DC 22)

Native Language

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

Power Points
Abilities 60 + Powers 54 + Advantages 14 + Skills 22 (44 ranks) + Defenses 12 = 162

Danielle Cassidy was part of an amateur witches coven at school during the '90's. Messing about with dark magic normally does nothing, it is nearly impossible to work magic if you are not a magical being yourself. There are evil wizards though who would like to create such magical beings, which is how such abominations as Rachel Roth, Raven of the Titans, came to be. Planning to have her conceive a devil child in unnatural union with a demon of hell, which is the normal method, her coven master summoned up the Blue Demon. Danielle had been into the coven not out of any real belief in magic but just because she wanted to lark around and scare herself silly. When the towering form of the scaly, horned, fork-tongued monster appeared in a cloud of smoke out of their pentagram she turned to run. It seized her in a massive talon and drew the frantic girl to her. Before it could do anything to her though several magical superheroes burst in and attacked the Blue Demon and the master of the coven. Reluctant to give up its prize however the Blue Demon immediately retreated to hell, taking Danielle with it!

It took years for the lawful mages of the world to free Danielle from her imprisonment in hell. Eventually an expedition succeeded in finding her and brought her out of the infernal realm. By now though she was more devil than girl, hell twists and alter those unfortunate souls trapped in it. Extensive work was needed to restore some memory of who she was and convince her that she had once been a mortal girl. Reversing what had been done to her though was now no longer possible. Doctor Fate succeeded in keeping her from having to go back to hell by winning a legal case against Lucifer himself, Danielle should never have been taken down to hell, she had made no bargain to sell her soul and she was not the soul of a dead sinner, so hell had no claim on her. The Prince of Lies tried to keep her but in the end found it more trouble than she was worth to get into a dispute with the Sorcerer Supreme and a Lord of Order.

Danielle tried visiting her family but she had been away so long they were mostly convinced that she was dead. Turning up on their doorstep as a scaly blue devil did not help, they refused to acknowledge her as their daughter and drove her away. Left alone Danielle tried to go back to hell but found herself barred from the netherworld too. She is now stranded as a devil on Earth, a place she should not be either. She lives at the Tower of Fate, its magical limbo space is safe for her to exist in, and works as one of Doctor Fate's magical agents. He dispatches her on missions, usually as part of the Shadowpact, a superhero team that he sponsors. At other times she has been part of the Justice League Dark with Zatanna, or teamed up with other magical superheroes such as Wonder Woman or Captain Marvel. When Rachel Roth left the Teen Titans for a while she even joined that team to be their magical member.

Even when a mortal Danielle was a wild and crazy girl, always getting into trouble and dabbling in anything weird she could get involved with. As the Blue Devil she is aggressive and combative, always eager for a fight. She carries a Trident of Lucifer, a traditional devil's weapon. It is meant for sending damned souls down to hell and then tormenting them when they are there. Danielle though mostly uses it to fight rogue devils and demons and other supernatural threats. She is very strong and resilient, and cannot really be killed as if she is destroyed she ends up back in hell from where she is sent straight back to the mortal world. On the superhero teams she joins she tries to be the bad girl, trying to flirt and taunt and behave badly. In this though she is usually outmatched by the other female members of the team. She drinks and pouts and tries to seduce other girl's boyfriends while people like Raven or Enchantress are ushering in the final apocalypse while sending their teammates souls down to hell. To her irritation she is often treated like an irresponsible teenager, which is really what she is as she never aged or learned anything during her years in the timeless limbo of hell. The Teen Titans even insisted that she attend school again, resulting in the bizarre sight of her sitting in class. It is unclear if she will ever grow up, or even really change. Growth and development are something mortals do, she may be frozen forever at the moment she was dragged down to hell.

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