Gamebook's builds (hs5ias new thread)

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

Post by Gamebook » Thu Jan 10, 2019 3:43 pm

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James Gordon - PL 6

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

Advantages
Benefit, Status: Deputy Mayor, Connected, Contacts, Defensive Roll, Equipment 3, Favored Foe: Batman, Inspire 2, Leadership, Ranged Attack 7

Skills
Athletics 4 (+5), Deception 8 (+11), Expertise: Law Enforcement 8 (+11), Expertise: Politics 6 (+9), Insight 10 (+14), Investigation 10 (+13), Perception 6 (+10), Persuasion 6 (+9), Vehicles 4 (+5)

Equipment
Cell Phone, Commlink, Flashlight, Handcuffs, Light Pistol, Lock Release Gun

Offense
Initiative +1
Grab, +6 (DC Spec 11)
Light Pistol, +8 (DC 18)
Throw, +8 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 7, Parry 6, Fortitude 3, Toughness 2/1, Will 8

Power Points
Abilities 40 + Powers 0 + Advantages 18 + Skills 31 (62 ranks) + Defenses 12 = 101

After his success as GCPD commissioner James Gordon looked to do the same for Gotham as a whole. The city has enormous resources, all its problems stem from the fact that most of its immense public wealth is stolen or wasted by a corrupt political system that is in bed with organized crime. As Batman broke the grip of organized crime it became possible to clear up the criminals. Now it is up to Gordon to reform Gotham's political system, something that Batman cannot do. Mob bosses can be beaten and fixed up, crooked officials exposed and convicted, but the entire way the city goes about organizing its politics, right down to campaign funding and voting districts, needs to be fixed. While he has extensive experience in city politics from his position as commissioner Gordon lacks the political connections needed to be able to immediately move into the top political position of the city. He has allied with Quincy Sharp, former director of Arkham Asylum and veteran city councilman, and together they have secured the mayor's office. Batman has apparently been waiting for this development, he has been handing Jim a staggering amount of evidence about all the appalling things Gotham's politicians have been getting up to over the years.

As the city streets begin to be cleared of crime, graffiti and violence Batman is being seen less and less often. It used to be the case that many areas were almost off limits to the police, the only crimefighting car that drove along them was the Batmobile. The gangs are now broken up, their members in prison or reformed into honest lives. Some people assert that Batman now gets about in a silenced black helicopter, but most dismiss this as more fanciful tales about the Bat. The most notorious and colorful rogues such as the Joker, the Mad Hatter, Two-Face etc. are in top-security prison or known to be dead, or haven't been heard from in years. What Batman is up to now Jim has no idea, he seems to leave crimefighting in Gotham now almost entirely to his allies. He hasn't seen him in so long that he is wondering if he has left Gotham entirely.
Last edited by Gamebook on Mon Nov 04, 2019 8:03 pm, edited 1 time in total.

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

Post by Gamebook » Thu Jan 10, 2019 5:06 pm

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John Constantine - PL 8

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

Advantages
Artificer, Attractive, Benefit, Cipher 2, Connected, Daze (Deception), Defensive Roll, Eidetic Memory, Equipment 4, Fascinate (Deception), Favored Foe: Demons, Inspire 2, Luck 4, Quick Draw, Ranged Attack 4, Ritualist, Set-up, Skill Mastery: Deception, Speed of Thought, Taunt, Trance, Well-informed

Skills
Athletics 4 (+5), Deception 10 (+15), Expertise: Magic 8 (+13), Insight 8 (+12), Intimidation 6 (+11), Investigation 10 (+15), Perception 6 (+10), Persuasion 8 (+13), Sleight of Hand 8 (+12), Stealth 4 (+6), Vehicles 4 (+8)

Powers
Every Form of Magic
. . Cursing: Progressive Affliction 4 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 14; Increased Range 2: perception, Progressive; Limited Degree, Sense-dependent: Hearing)
. . Divination: Senses 12 (Acute: Magic, Awareness: Magic, Counters Illusion: Vision, Postcognition, Precognition)
. . Golemancy: Summon 4 (Controlled)
. . Hard luck mate: Luck Control 2 (Force a Re-roll, Negate Luck; Insidious, Subtle: subtle)
. . Illusion: Illusion 4 (Affects: Three Sense Types - Visual, Audio, Area: 15 cft., DC 14)
. . Necromancy: Healing 12 (Resurrection; Limited: to resurrection, Temporary)
. . Scry round the corner: Remote Sensing 6 (Affects: Visual Senses - Visual, Range: 1800 feet)
. . Sending: Mental Communication 3
. . Speak in tongues: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
. . Summon Minor Demon: Summon 4 (Type (Broad): Demons; Attitude: indifferent)
. . Vivimancy: Summon 3 (Type (Broad): Humans)
Extended Life: Immunity 1 (Aging; Limited - Half Effect)
Occlumancy: Immunity 2 (Uncommon Descriptor: Mind Reading)
Talk his way out of hell: Immortality 5 (Return after 1 day; Check Required 10: DC 19 - Deception)

Equipment
Brass Knuckles, Cell Phone (Smartphone), Flash Goggles, Flashlight, Heavy Pistol, Knife, Mini-tracer, Multi-tool, Restraints

Offense
Initiative +5
Brass Knuckles, +8 (DC 17)
Cursing: Progressive Affliction 4 (DC Will 14)
Grab, +8 (DC Spec 11)
Heavy Pistol, +8 (DC 19)
Knife, +8 (DC 17)
Throw, +8 (DC 16)
Unarmed, +8 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 3, Toughness 2/1, Will 12

Power Points
Abilities 60 + Powers 26 + Advantages 32 + Skills 38 (76 ranks) + Defenses 16 = 172

John Constantine has been dabbling in magic since his teens but has never gotten very good at it. He can work an enormous variety of magical effects but only because he has stolen magic from almost every spellcaster in this world and beyond. His coat pockets are full of all sorts of odd fetishes that he can employ to work his magic, trinkets pocketed whenever he has the chance. John got into magic initially for much the same reasons most minor dabblers do, wealth and power. Rather than working hard he just wanted to conjure up riches and popularity. Most people who try this fail completely, in the sense that they never evoke any magic at all. Their rituals neither summon demons to do their bidding, nor see them dragged down to hell by treacherous devils. After a while most people grow out of it. Early on though John got involved with a real dark wizard who needed an expendable assistant and was involved in enacting several magical rituals. This has left John with a permanent small capacity for magic, though as he is not himself a magical being it is extremely limited.

John's early flirtation with magic ended badly when the cabal he was part of was torn apart and thrown into the pit of hell by a demon they had summoned but couldn't control. John only escaped by abandoning everyone else to their fate by taking off running as soon as he realized the spell was going wrong, then shutting and locking the door to the summoning chamber so the demon would not be deprived of its feast and break out and go on the rampage. His guilt over saving his life and soul at the expense even of a bunch of selfish idiots is what has driven him ever since to try and prevent supernatural incursions into the world. He usually does this by trickery and deception, joining nascent cults then sabotaging all their rituals in order to protect them while sowing dissension and disillusionment. What he tries to do is convince people that magic and demons and devils and all that are not actually real, just people's fantasies.

John Constantine is not his real name, he can never utter or write down his real name again as doing so would alert the demon he helped summon long ago to his location. It has been thirsting for his blood ever since that night and will never stop pursuing him, he summoned it so his body and soul is forfeit to it. It is not even clear that he is English as he makes himself out to be, some of the other wizards who have worked with him suspect that it is all an act. There are magical rituals than can cause all the people in the world to forget the existence of a person and he may have enacted one of them. It wouldn't be too hard if you were not famous and were known only to a handful of friends and family. If anyone does remember there is also the mundane way of making sure no one ever talks.

As a minor magical dabbler John cannot go head-to-head with powerful supernatural beings when they break into the real world. He usually assembles a small team around him when he fears he may actually have to get into it, a mix of other wizards and capable fighters. The so-called Justice League Dark is as much his creation as Zatanna's and she is his most common collaborator. The only trouble he finds with Zatanna is that she knows a sight too many superheroes and keeps bringing them along whereupon they make a hell of a racket. John prefers to resolve situations by lying through his teeth as much possible. He can also be treacherous, at times he has assembled an alliance or team of minor wizards specifically just to betray them so they will lose their magic or even meet a horrific fate. To his thinking this is necessary to protect them and the world, or they were evil bastards who got what was coming to them for what they had done. John is not bothered about sending people to hell for all eternity, he's been there many times and it's not that bad, plus a person can only go to hell if they are themselves utterly evil and unrepentant, a good person cannot be admitted to hell.

Some force certainly seems to be watching out for John as again and again he is saved by some clever trick or the sudden appearance of an ally when he seems about to be torn apart or incinerated by angry dark wizards or raging demons. John himself ascribes his survival to being clever and prepared rather than a protector of some sort. In his experience other people are never reliable, they always let you down at the crucial moment, the only person you can trust is yourself (and maybe Zatanna).
Last edited by Gamebook on Mon Nov 04, 2019 8:03 pm, edited 1 time in total.

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

Post by Jabroniville » Fri Jan 11, 2019 11:48 am

Inza has a great look, here. Has the original character been made Egyptian lately, or was she always kinda like that? She looked vaguely ethnic on JLU back in the day.

Hot Pursuit looks TERRIFIC- is that an OC of the artist? It's this wonderful combination of superhero & cop.

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

Post by Woodclaw » Fri Jan 11, 2019 2:53 pm

Jabroniville wrote:
Fri Jan 11, 2019 11:48 am
Inza has a great look, here. Has the original character been made Egyptian lately, or was she always kinda like that? She looked vaguely ethnic on JLU back in the day.

Hot Pursuit looks TERRIFIC- is that an OC of the artist? It's this wonderful combination of superhero & cop.
Inza was always implied being of North African/Middle Eastern origin.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)

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

Post by Tattooedman » Fri Jan 11, 2019 3:05 pm

Woodclaw wrote:
Fri Jan 11, 2019 2:53 pm
Jabroniville wrote:
Fri Jan 11, 2019 11:48 am
Inza has a great look, here. Has the original character been made Egyptian lately, or was she always kinda like that? She looked vaguely ethnic on JLU back in the day.

Hot Pursuit looks TERRIFIC- is that an OC of the artist? It's this wonderful combination of superhero & cop.
Inza was always implied being of North African/Middle Eastern origin.
Yep, it's just lately that the art has started show it.

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Re: Gamebook's builds (hs5ias new thread)

Post by Ken » Fri Jan 11, 2019 3:44 pm

Jabroniville wrote:
Fri Jan 11, 2019 11:48 am
Inza has a great look, here. Has the original character been made Egyptian lately, or was she always kinda like that? She looked vaguely ethnic on JLU back in the day.
Inza Neson (nee Cramer) was a ginger from 1940 until at least 1990, so back then, no, she wasn't Egyptian. No more than the blue-eyed blond Kent Nelson was. They were archaeologists, not locals.

This version of Inza basically is Taia from the Ibis the Invincible strip with a name change.
...

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

Post by Tattooedman » Fri Jan 11, 2019 4:01 pm

Ken wrote:
Fri Jan 11, 2019 3:44 pm
Jabroniville wrote:
Fri Jan 11, 2019 11:48 am
Inza has a great look, here. Has the original character been made Egyptian lately, or was she always kinda like that? She looked vaguely ethnic on JLU back in the day.
Inza Neson (nee Cramer) was a ginger from 1940 until at least 1990, so back then, no, she wasn't Egyptian. No more than the blue-eyed blond Kent Nelson was. They were archaeologists, not locals.

This version of Inza basically is Taia from the Ibis the Invincible strip with a name change.
I could of swore Inza was a local who was loosely tied to Nabu & was, at first, an assistant to Kent before they became a couple. Oh well, I blame old age.

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

Post by Gamebook » Fri Jan 11, 2019 4:10 pm

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Jonathan Kent - PL 6

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

Advantages
Equipment 2, Inventor, Ranged Attack 6, Skill Mastery: Expertise: Farmer

Skills
Expertise: Farmer 8 (+9), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6), Technology 4 (+5), Vehicles 4 (+5)

Equipment
Shotgun

Offense
Initiative +0
Grab, +2 (DC Spec 11)
Shotgun, +7 (DC 20 )
Throw, +7 (DC 16)
Unarmed, +2 (DC 16)

Languages
Native Language

Defense
Dodge 2, Parry 2, Fortitude 2, Toughness 0, Will 6

Power Points
Abilities 18 + Powers 0 + Advantages 10 + Skills 14 (28 ranks) + Defenses 8 = 50

Jonathan Kent is the foster father of Kal-El, Superman. They named him Clark Kent when they found him in their cornfield. The Kent's determined to adopt the foundling because they were an older couple who had been trying for a child for years but because of fertility problems had been unable to have any. After five years of saving they had managed to afford a course of IVF but it was unsuccessful, leaving Jonathan's wife in a state of extreme distress at her own perceived failure. They found the young Kal in their cornfield when Jonathan noticed smoke rising from where the impact of the crystal pod had set fire to the corn. He extinguished the fire but as he did so found a baby, just abandoned in the cornfield. The Kent's figured that the child must have been left by a young mother unable to look after her baby, who maybe set the fire to attract attention. They informed family services in their area but the birth parents were never traced. After some wrangling the Kent's managed to adopt the child and raised him as their own.

Jonathan Kent is a corn farmer, not a rich man by any means. When Clark was growing up he never suspected that his son may be from the far future or that he has incredible superpowers as he never exhibited any. When Clark's powers manifested his parents were the only people he told and demonstrated them to. Jonathan has always been at a loss as to how to advise his son how to use his powers, where they might come from or what they are for. All he can do is reiterate what he taught him about being a good man growing up. He has always been very against Clark openly revealing his identity and past, he fears how the rest of the world would react to him as his son. He strongly dislikes any duplicity or concealment but is desperate not to have their family life disrupted, the life he has built for his family is everything to him. He also doesn't want his son to change the world, he's not sure of these powers but thinks that they should not be used to impose on others, even with good intentions. Too many times the best of intentions have ended up causing the worst of disasters, and Clark's powers are such that mistakes could be catastrophic. It is in discussions with his father that Clark developed his philosophy of only using his powers to protect the world from superpowered threats that it could not cope with by itself.

Jonathan is proud of his son's education and intelligence and his successful career in big city journalism but is a bit sad that it looks like he will have to sell up the family farm when he retires from farming. Clark enjoyed growing up on a farm and knows all about how to run it but has always wanted to live in Metropolis and write at a desk rather than drive a tractor. Perhaps if he'd had more children of his own one of them would have wanted to take over, but he knows it's no use thinking about might-have-been's. Their grandchildren are a great joy to him and his wife, although he secretly would have preferred it if they had not inherited their father's powers. Incredible superpowers are just something that a down-to-Earth man like Jonathan has never wanted in his life. He has never once asked Clark to use his powers to help him out in any way, in fact if he does start employing superspeed or superstrength to help out with farm work when visiting he tells him to just do it the regular way. To please his father Clark even visits Smallville not by flying himself and his family but just takes the plane and a hire car like every other American traveler. When they are together Clark and Jonathan almost never talk about his adventures as Superman but rather about the farm, his career in the city and family life.
Last edited by Gamebook on Mon Nov 04, 2019 8:04 pm, edited 1 time in total.

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

Post by Gamebook » Fri Jan 11, 2019 4:22 pm

Jabroniville wrote:
Fri Jan 11, 2019 11:48 am
Inza has a great look, here. Has the original character been made Egyptian lately, or was she always kinda like that? She looked vaguely ethnic on JLU back in the day.
This Inza, like my Dr. Fate, is based on the JLU cartoon where she was definitely of non-NW European origin and was a magical adept herself.

The artwork I have used for her is not actually intended to depict her, it is a commissioner's OC. I could not have gotten a more perfect depiction of the character I wanted to portray Inza as if I had paid for it myself however.

Hot Pursuit looks TERRIFIC- is that an OC of the artist? It's this wonderful combination of superhero & cop.
I don't read Flash comics myself or watch the TV show much, I only know the character from Justice League stuff. Patty Spivot is in the comics in that costume but has a different background and powers.

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

Post by Gamebook » Fri Jan 11, 2019 8:53 pm

Image

Image

Jonni DC - PL 15

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

Advantages
Benefit, Galactic Authority 2, Connected, Contacts, Defensive Roll, Eidetic Memory, Equipment 15, Evasion, Quick Draw, Ranged Attack 6, Teamwork, Well-informed

Skills
Athletics 6 (+7), Deception 6 (+9), Insight 6 (+11), Investigation 8 (+13), Perception 6 (+11), Persuasion 6 (+9), Sleight of Hand 4 (+6), Stealth 4 (+6), Technology 6 (+11), Vehicles 6 (+8)

Powers
Continuity Awareness: Senses 8 (Postcognition, Precognition; Dimensional 3: any dimension)
Control Reality
. . Cancel Attacks: Burst Area Deflect 15 (Burst Area: 30 feet radius sphere, DC 25, Increased Range: perception, Reversible, Selective)
. . Delete Effect: Burst Area Nullify 15 (Counters: Effects, DC 25; Burst Area: 30 feet radius sphere, DC 25, Broad, Selective, Simultaneous)
. . Erase from continuity
. . . . Erase Form: Damage 15 (Linked; DC 30; Alternate Resistance: Will, Increased Range: ranged)
. . . . Erase Memory: Perception Area Affliction 15 (Linked; 3rd degree: Transformed, Resisted by: Will, DC 25; Perception Area: DC 25 - Memory, Increased Range: ranged; Limited Degree (third only))
. . Panel Step: Teleport 18 (Carry 50 lbs.; Accurate, Change Direction, Change Velocity, Easy, Extended: 250000 miles in 2 move actions, Turnabout; Limited to Extended)
. . Remove Objects: Burst Area Damage 15 (DC 30; Burst Area: 30 feet radius sphere, DC 25, Increased Range 2: perception, Selective)
. . Send Off-panel: Burst Area Concealment 10 (All Senses, DC 20; Burst Area 3: 120 feet radius sphere, DC 20, Increased Range 2: perception, Selective; Resistible: Will)
. . Summon Character: Summon 15 (Heroic, Type (Broad): Characters; Attitude: indifferent)
Cross-Continuity: Movement 6 (Dimensional 3: any dimension, 800 lbs., Time Travel 3: any time, 800 lbs.; Increased Mass 4)
Exist by fiat: Immunity 2 (Uncommon Descriptor: Being erased from reality)
Body Armor: Protection 4 (+4 Toughness; Impervious)
Environment Suit: Immunity 5 (Environmental Conditions (All))
Gloves: Strength-based Damage 1 (DC 17)
Hi-Friction Pads: Movement 1 (Wall-crawling 1: -1 speed rank)
Stealth: Concealment 3 (Other Sense: Time Travel, Other Sense: Radio, Other Sense: Infravision)
Temporal Shifter: Movement 3 (Time Travel 3: any time, 50 lbs.)
Time Travel Scanner: Senses 6 (Acute: Time Travel, Analytical: Time Travel, Awareness: Time Travel, Extended: Time Travel 2: x100, Radius: Time Travel; Dimensional 2: group - Past adn future times)
Trans-temporal Radio: Radio Cosmic Communication 2 (Dimensional 2: group - Past & Future, Subtle: encrypted)
Universal Translator: Comprehend 3 (Languages - Read All, Languages - Understand All, Languages - You're Understood)
Reality Shifting Awareness: Senses 7 (Awareness: Reality Shifting, Extended: Reality Shifting 3: x1k, Radius: Reality Shifting, Tracking: Reality Shifting 2: full speed)
Time Travel Awareness: Senses 7 (Awareness: Time Travel, Extended: Time Travel 3: x1k, Radius: Time Travel, Tracking: Time Travel 2: full speed)
Trans Reality: Insubstantial 4 (Incorporeal)

Equipment
Blaster Pistol, Concealable Microphone, Flashlight, Gas Mask, Handcuffs, Lock Release Gun, Mini-tracer, Police Uniform [Body Armor: Protection 4, +4 Toughness; Impervious; Environment Suit: Immunity 5, Environmental Conditions (All); Gloves: Strength-based Damage 1, DC 17; Hi-Friction Pads: Movement 1, Wall-crawling 1: -1 speed rank; Stealth: Concealment 3, Other Sense: Time Travel, Other Sense: Radio, Other Sense: Infravision; Temporal Shifter: Movement 3, Time Travel 3: any time, 50 lbs.; Time Travel Scanner: Senses 6, Acute: Time Travel, Analytical: Time Travel, Awareness: Time Travel, Extended: Time Travel 2: x100, Radius: Time Travel; Dimensional 2: group - Past adn future times; Trans-temporal Radio: Radio Cosmic Communication 2, Dimensional 2: group - Past & Future, Subtle: encrypted; Universal Translator: Comprehend 3, Languages - Read All, Languages - Understand All, Languages - You're Understood], Rebreather, Toolkit (Basic)

Offense
Initiative +2
Blaster Pistol, +8 (DC 20)
Delete Effect: Burst Area Nullify 15 (DC Will 25)
Erase Form: Damage 15, +8 (DC Will 30)
Erase Memory: Perception Area Affliction 15 (DC Will 25)
Gloves: Strength-based Damage 1, +8 (DC 17)
Grab, +8 (DC Spec 11)
Remove Objects: Burst Area Damage 15 (DC 30)
Throw, +8 (DC 16)
Unarmed, +8 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 7/2, Will 11

Power Points
Abilities 56 + Powers 144 + Advantages 31 + Skills 29 (58 ranks) + Defenses 15 = 275

Jonni DC is the chief of the Continuity Cops. She has absolute power to enforce the continuity of the Earth-27 universe, she doesn't allow any inconsistencies or contradictions to persist. If some character gets out of character or their story becomes confused she brings them in to get it sorted out. As a metaphysical character herself she has the power to control the reality of Earth-27, this authority coming from the creators and controllers of the entire multiverse, the Monitors. While she often has to erase characters this is to enforce the continuity and thus continued existence of this universe. As a police officer it is her job to keep the peace and uphold the law, without the order of continuity the universe would collapse into disconnected chaos, its many characters would no longer be able to share their existence, they would become isolated one from another as they diverged more and more. Eventually the inconsistencies would grow to the point that the entire setting would collapse in another crisis. Jonni is determined to see that that does not happen again any time soon, so much is lost every time there is a reboot.

Certain characters are on some level aware that they are fictional characters and exploit that to get away with actions that would be impossible in a universe with natural continuity. Breaking your own continuity is a serious offense and is punishable by alterations to make you conform by erasing you, or at least stories featuring you, from reality. The inhabitants of Earth-27 rarely notice Jonni's work as her erasing of events and characters covers its own tracks. No one can remember them once they are gone as they now never actually existed. Being erased from existence is the ultimate sanction however, most minor offenders get away with a warning or some time out of the continuity of Earth-27. Jonni herself is a metaphysical character, her nature can best be described as an editorial tool, she is an avatar that represents a decision by the ultimate controllers of the story.
Last edited by Gamebook on Mon Nov 04, 2019 8:04 pm, edited 4 times in total.

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

Post by Gamebook » Sat Jan 12, 2019 7:56 am

Image

Jor El - PL 17

Strength 22, Stamina 14, Agility 6, Dexterity 6, Fighting 12, Intellect 10, Awareness 9, Presence 9

Advantages
Benefit, Status: Leader of Krypton, Eidetic Memory, Improved Initiative, Inventor, Leadership, Move-by Action, Ranged Attack 6, Tracking, Ultimate Effort: Science, Ultimate Effort: Toughness

Skills
Athletics 4 (+26), Expertise: Science 12 (+22), Insight 8 (+17), Investigation 8 (+18), Perception 8 (+17), Persuasion 6 (+15), Sleight of Hand 4 (+10), Technology 12 (+22), Treatment 8 (+18), Vehicles 8 (+14)

Powers
Enhanced Ability: Enhanced Stamina 12 (+12 STA)
Enhanced Ability: Enhanced Strength 20 (+20 STR)
Enhanced Trait: Enhanced Trait 4 (Advantages: Eidetic Memory, Improved Initiative, Move-by Action, Ultimate Effort: Toughness)
Immunity: Immunity 11 (Aging, Life Support)
Protection: Protection 8 (+8 Toughness; Impervious [14 extra ranks])
Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)
Regeneration: Regeneration 5 (Every 2 rounds; Persistent)
Senses: Senses 24 (Accurate: Hearing, Acute: Scent, Darkvision, Extended: Hearing 3: x1k, Extended: Vision 4: x10k, Extended: Scent 3: x1k, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing)
Superpowers
. . Flight: Flight 16 ([0 active, 0/33 PP, 2/r+1], Speed: 125000 miles/hour, 250 miles/round; Subtle: subtle)
. . Freeze Breath I : Cumulative Cone Area Affliction 11 ([0 active, 0/33 PP, 3/r], 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 21; Cone Area: 60 feet cone, DC 21, Cumulative, Extra Condition; Limited Degree)
. . Freeze Breath II: Cumulative Affliction 11 ([0 active, 0/33 PP, 3/r], 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 21; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Freeze Breath III Create Ice: Create 16 ([0 active, 0/33 PP, 2/r+1], Volume: 65000 cft., DC 26; Increased Duration: continuous, Innate; Source: Water)
. . Freeze Breath IV Cooling: Cone Area Nullify 16 ([0 active, 0/33 PP, 2/r+1], Counters: Heat, DC 26; Cone Area 2: 120 feet cone, DC 26, Precise; Reduced Range: close)
. . Heat Vision: Damage 16 ([0 active, 0/33 PP, 2/r+1], DC 31; Increased Range: ranged, Precise)
. . Power-Lifting: Enhanced Strength 16 ([0 active, 0/33 PP, 1/r], +16 STR; Limited to Lifting)
. . Super-Breath: Cone Area Move Object 16 ([0 active, 0/33 PP, 2/r+1], 1600 tons; Cone Area 2: 120 feet cone, DC 26, Precise; Limited Direction: Towards or away, Reduced Range: close)

Offense
Initiative +10
Freeze Breath I : Cumulative Cone Area Affliction 11 (DC Fort 21)
Freeze Breath II: Cumulative Affliction 11, +12 (DC Fort 21)
Freeze Breath IV Cooling: Cone Area Nullify 16 (DC Will 26)
Grab, +12 (DC Spec 32)
Heat Vision: Damage 16, +12 (DC 31)
Super-Breath: Cone Area Move Object 16 (DC 26)
Throw, +12 (DC 37)
Unarmed, +12 (DC 37)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 18, Toughness 22, Will 16

Power Points
Abilities 112 + Powers 199 + Advantages 11 + Skills 39 (78 ranks) + Defenses 17 = 378

Jor El is the father of Kal El, Superman. Since he was sent to Earth soon after his birth Kal has no memory of him, indeed no physical evidence of his existence at all. Everything he knows about his parents and their world comes from visions he has had while meditating on his powers. Often in these visions his father speaks to him, telling him about his origin and purpose, how to use his powers, and the science and learning of Krypton. Clark is still not completely sure that these visions are of an objectively real thing, they can be inconsistent, with the appearance and history of Krypton changing slightly from one vision of it to the next. Several times Clark has made long voyages into space seeking the location of Krypton but has not yet managed to find it. Jor El wears the same symbol as Superman but claims that it is not the letter S but the symbol of the house of El, his family crest. Clark is aware that his costume was designed and made by the Legion of Super-Heroes in the 31st century and that the S does indeed stand for Superman, so this is another puzzling contradiction. Are Krypton and Jor El real, or is he just dreaming the whole thing?

Jor El often demonstrates super powers to Clark and after that he manifests them himself. The level of the powers Jor El displays was at first much greater than what Clark could muster but over time he has grown in power and is now close to achieving what he sees his father being able to do.The fantastic science that Clark knows he mostly learns from lessons from Jor El. In his visions Jor El is usually grave and sad, he rarely speaks personally to Clark, he is more like a scripted recording that plays back to Clark in response to his questions. Jor El says that the knowledge he has about Krypton does not come from outside but was implanted into the young Kal's subconscious memories before he left Krypton, his meditation lets him access that knowledge. The Jor El that he speaks to is a ghost, an echo of a man who does not exist.
Last edited by Gamebook on Mon Nov 04, 2019 8:04 pm, edited 1 time in total.

Gamebook
Posts: 4826
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 12, 2019 8:33 am

Image

Julie Madison - PL 2

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

Advantages
Attractive, Equipment 1, Fascinate (Expertise: Singer)

Skills
Expertise (PRE): Singer 8 (+10), Insight 4 (+5), Perception 4 (+5), Persuasion 6 (+8)

Equipment
Cell Phone (Smartphone), Pepper Spray

Offense
Initiative +1
Grab, +0 (DC Spec 9)
Pepper Spray, +0 (DC Dog/Fort 14)
Throw, +0 (DC 14)
Unarmed, +0 (DC 14)

Languages
Native Language

Defense
Dodge 1, Parry 0, Fortitude 1, Toughness 0, Will 2

Power Points
Abilities 6 + Powers 0 + Advantages 3 + Skills 11 (22 ranks) + Defenses 2 = 22

Julie Madison was the first love interest of Batman, though not of the current Batman active in Gotham. A singer and amateur artist she apparently knew the man who was the first Batman, being the girlfriend of whoever he was in his civil identity. She may be part of the reason the first Batman apparently quit, he chose to be with her instead of fighting on the streets of the city. She moved away from Gotham several years ago but recently returned to visit Alfred. She needed his help, and that of the current Batman whoever is under that mask. Old enemies had targeted them, somehow they suspected that her now husband was or may have been Batman. Her husband had disappeared and she needed protection and help in finding him. Batman agreed to help her, not that Alfred would have stood for anything else. Julie does not know that Bruce Wayne is Batman, but she does know that there is a connection between them due to Alfred's involvement with the Batman which she does know about. Batman has to find out what has happened to the original Batman both for his and Julie's sake, and because if his enemies get hold of him they could uncover dangerous information about his origin and operations. How far Batman will go to protect his secrets is unclear, he never kills when fighting crime but things may be different when dealing with matters of internal security.
Last edited by Gamebook on Mon Nov 04, 2019 8:05 pm, edited 1 time in total.

Gamebook
Posts: 4826
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 12, 2019 4:33 pm

Image

Kelex - PL 10

Strength 4, Stamina -, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Benefit, Security Clearance: Fortress of Solitude, Contacts, Diehard, Eidetic Memory, Favored Environment: Fortress of Solitude, Inventor, Ranged Attack 6, Well-informed

Skills
Expertise: Science 8 (+8), Investigation 6 (+6), Perception 8 (+8), Persuasion 4 (+4), Sleight of Hand 4 (+6), Technology 8 (+8), Treatment 4 (+4), Vehicles 4 (+6)

Powers
Armored Chassis: Protection 6 (+6 Toughness; Impervious)
Communication: Radio Area Cosmic Communication Perception (Visual) 1 (Area, Perception (Visual): Visual, Rapid, Subtle: encrypted)
Comprehend: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
Functions
. . Alert Superman Robots: Summon 10 (Controlled, Mental Link)
. . Cutting Laser: Damage 10 (DC 25; Increased Range: ranged, Penetrating 10, Precise)
. . Holographic Projector: Illusion 10 (Affects: Three Sense Types - Visual, Audio, Area: 1000 cft., DC 20; Feature: Playback)
. . Neural Disruptor: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Increased Range 2: perception, Reversible)
. . Stun Blasts: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Split: 2 targets)
. . Tractor Beam: Move Object 10 (25 tons, DC 25; Damaging, Precise)
Levitation: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
Robot: Immunity 40 (Common Descriptor: Mental effects, Fortitude Effects)
Sensors: Senses 21 (Acute: Scent, Analytical: Hearing, Analytical: Scent, Analytical: Touch, Analytical (Type): Vision, Direction Sense, Distance Sense, Extended: Vision 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Rapid: Visual 1, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)

Offense
Initiative +2
Cutting Laser: Damage 10, +8 (DC 25)
Grab, +6 (DC Spec 14)
Neural Disruptor: Affliction 10 (DC Will 20)
Stun Blasts: Cumulative Affliction 10, +8 (DC Fort 20)
Throw, +8 (DC 19)
Tractor Beam: Move Object 10, +8 (DC 25)
Unarmed, +6 (DC 19)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 6, Will 0

Power Points
Abilities 18 + Powers 138 + Advantages 13 + Skills 23 (46 ranks) + Defenses 4 = 196

Kelex, simply meaning 'robot' in the Kryptonian language, is an automated worker drone that assists Superman in running his Fortress of Solitude. It has only a simple computer brain, little more than a communications module, as its AI runs off the Fortress mainframe. As a consequence Kelex cannot go far from the Fortress before signal lag begins to degrade his performance.

Kelex has a cheerful and helpful personality, assuming that anyone it meets in the Fortress is a friend who may need its assistance. It has only a limited imagination however, it deals mainly with technical questions and tends to be stumped by anything personal or subjective. If it is attacked it will retreat and summon the guardians of the Fortress, Kelex itself is programmed never to become violent under any circumstances. It will seek to capture misbehaving visitors to the Fortress using its stunners, disruptors or tractor beam but will never cause them actual physical harm and if it renders someone incapacitated it will convey them immediately to a Fortress medical bay. Destroying Kelex in any case is pretty pointless as the Fortress has dozens of reserve bodies and can build further ones as needed. Kelex will try as best it can to reason with any attacker, informing them that if they will cease their destructive activity Superman will be along shortly to assist them.

Lex Luthor has a captured Kelex body in his robotics laboratories, stolen from the Fortress during the period when Superman was temporarily 'dead' after his battle with Doomsday. He has only been able to understand a little of the science behind such an advanced piece of technology but what he has puzzled out has given him valuable insights into the future of robotics engineering and Superman's technical resources.
Last edited by Gamebook on Mon Nov 04, 2019 8:06 pm, edited 3 times in total.

Gamebook
Posts: 4826
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 12, 2019 10:59 pm

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Kiana Barnes - PL 3

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

Advantages
Defensive Roll, Equipment 1, Improved Defense, Improved Initiative, Skill Mastery: Treatment

Skills
Expertise: Science 4 (+6), Insight 6 (+8), Persuasion 4 (+5), Treatment 8 (+10)

Equipment
Commlink

Offense
Initiative +4
Grab, +0 (DC Spec 9)
Throw, +1 (DC 14)
Unarmed, +0 (DC 14)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 1, Toughness 1/0, Will 4

Power Points
Abilities 10 + Powers 0 + Advantages 5 + Skills 11 (22 ranks) + Defenses 11 = 37

Kiana Barnes is a nurse working at Arkham Asylum. She provides medical care for the patients there, a risky occupation given that it includes such complete psychos as Victor Zsasz or the Calendar Man who will attack anyone they can. Despite the danger she is committed to her job because even such unrepentant monsters must receive medical care. For Kiana being a nurse is a calling not just a job. She believes that she keeps herself safe by understanding her patients and letting them know that she cares for them. In reality for those sadistic maniacs that would just make doing something gruesome to her even more transgressive and thus thrilling for them. What really keeps her safe more than anything else is the fear that Batman has put into them. If any of them ever step too far out of line while in Arkham Asylum then he will take them back to the secret prison cells he has in the Batcave. No one wants to spend any more time in them, not even the Joker was able to stand it. They may not be good at self-control but when you have nightmares every night about that terrible place you will do anything to avoid them. Kiana has at times attempted to assure her patients that they are safe in Arkham Asylum, no-one can get to them here, even the Batman. They just laugh hollowly at that, everyone knows that the Batman can get in anywhere and to any person he wants to.
Last edited by Gamebook on Mon Nov 04, 2019 8:06 pm, edited 1 time in total.

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Bladewind
Posts: 2513
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Re: Gamebook's builds (hs5ias new thread)

Post by Bladewind » Sun Jan 13, 2019 12:02 am

Rather like that version of Kelex - the Summon is a nice touch.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

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