Where in all of your character write ups will go.
The Question - PL 10
Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 11, Intellect 3, Awareness 3, Presence 2
Connected, Contacts, Defensive Attack, Defensive Roll, Equipment 2, Evasion, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Ranged Attack 8, Trance, Weapon Bind
Acrobatics 4 (+7), Athletics 8 (+9), Deception 6 (+8), Expertise: Law Enforcement 8 (+11), Insight 6 (+9), Intimidation 6 (+8), Investigation 10 (+13), Perception 6 (+9), Sleight of Hand 2 (+5), Stealth 6 (+9), Vehicles 4 (+7)
Apokolips Blaster Pistol (Easily Removable)
. . Blast: Damage 8 (DC 23; Increased Range: ranged)
Cell Phone (Smartphone), Commlink, Flashlight, Mini-tracer, Multi-tool, Restraints
Blast: Damage 8, +11 (DC 23)
Grab, +11 (DC Spec 11)
Throw, +11 (DC 16)
Unarmed, +11 (DC 16)
Dodge 11, Parry 11, Fortitude 6, Toughness 3/2, Will 8
Abilities 56 + Powers 10 + Advantages 21 + Skills 33 (66 ranks) + Defenses 17 = 137
Renee Montoya is the Question, vigilante detective. She was originally a GCPD detective, a damn good one. She quit the force shortly before James Gordon was made commissioner, being too disgusted with the corruption and incompetence in the force. Her partner, an honest cop and family man, died after being betrayed by his own colleagues when an investigation of his started to threaten to uncover the criminal activities of a major Gotham crimelord and their own corrupt dealings with him. Renee risked her life to uncover the truth, but even so she would have died too if not for the intervention of the Batman.
For a while Renee worked as a Metropolis private investigator (she quit the city of Gotham as well as it's police force). At first she just did the usual photographs to catch cheating spouses and the like but was then hired by Superman to conduct a stakeout. He needed someone to keep watch on a run-down warehouse that had once been used as a storage depot for offworld artifacts by Intergang. Kal is a busy man and cannot afford to keep his attention riveted on one location for a prolonged period of time. Conducting a stakeout properly requires at least two people, and with Intergang they also needed someone who had superpowers in case they were spotted and the cultists of the religion of crime thought to eliminate any spying unbelievers. Renee found herself sharing a semi-derelict apartment with a succession of famous and not so famous superheroes. Mostly she found them decidedly goofy people and wondered how these colorful weirdos managed to protect the Earth from all its many menaces like they did.
She was sharing duties with Starfire one night, which was getting her decidedly hot under the collar in both senses as Kory was conducting her surveillance shift without bothering to wear clothes (Renee is a lesbian, which has caused trouble for her in the past with her more traditional family) and also it was hot in the Metropolis summer and Kory's naturally high body heat was making the poorly ventilated apartment even more stifling, when a bulky figure in an incongruous trenchcoat entered the building. Sneaking down to investigate the two of them encountered a man apparently without a face. He turned out to be known to the Justice League, when Kory checked her communicator, as the Question, a roving freelance investigator known for his work in uncovering official corruption. He was here on his own initiative, following up on tips from across the Metropolis underworld of sources of superpowered gear supplied for jobs by Intergang. He had been following another even bulkier figure in a trenchcoat which had just entered the building. Searching the apparently deserted structure for any sign of the mysterious figure Renee thought to check for secret doors despite the Question's skepticism. To his surprise and Kory's delight Renee found one, spotting it by the scuffed about dust leading up to it and finding a concealed button that caused a section of floor to swing aside.
Descending to investigate further they found a large cellar type area with bulky figures manhandling metal crates around. The figures screeched out alarms at seeing intruders and lurched over to attack them. Renee defended herself with her small pistol while the Question resorted to fighting hand-to-hand with the figures despite their greater size and strength. Fortunately with the powerful Starfire with them the figures were soon being blasted into oblivion by green firebolts. An errant shot blew open a crate and it spilled its contents across the floor. To Renee's surprise they turned out to be gun-like objects, but like something out of Star Wars. Grabbing one she opened fire on the creatures who had retreated from the raging Starfire and were now trying to hit her with their own blaster weapons as she zoomed around the ceiling rapidly picking them off. Renee's first hit blew one of the creatures into a spray of purple slime, so she decided to keep this powerful weapon.
After eliminating all resistance the Justice League came in to take over the investigation as this was now a superhero matter. Renee though didn't want to give up on her case, she had encountered the activities of the religion of crime in her time as a Gotham cop and could not stand aside while they were up to something that involved possibly an alien invasion. She was joined in this by the Question, he never gives up once he starts something either. They agreed to work together, and were further joined by the eager Kory who wanted to zap more aliens. The resulting adventure took them across the world and to some strange places and stranger foes. At the end of it Victor asked Renee if she would like to become the new Question. Under his mask he was getting too old for the life, having been active since the 1970's. She agreed and he put her through a regimen of advanced training under elite martial arts masters. He also gave her the secret of how to make the face-concealing skin masks he used.
As the Question Renee does a lot of detective work for the superhero community. They usually ensure that she has backup proportionate to what she might encounter, and as her own personal equalizer Renee has kept the Apokolips blaster pistol she picked up that night. She has worked with other women vigilantes such as the Huntress and Batwoman on more 'mundane' criminal cases, particularly against Intergang. For a while she and Kate Kane dated but their relationship didn't last due to their workaholic natures always keeping them too busy to see each other much, and Kate's habit of seeing someone new she likes or running into one of her many dubious old flames. After Kate accused Renee of having an affair with Helena (who is firmly straight) after working extensively with her and then renting an apartment with her, Renee lost her temper with Kate over her hypocrisy.
Last edited by Gamebook on Mon May 14, 2018 10:11 pm, edited 3 times in total.
That's embarrassing. It could cause someone to lose face.
After his success co-authoring a murder mystery w/James Patterson, Marvel is now talking to Bill Clinton about doing some comics writing: a revival of Steve Gerber's swamp monster hero. They expect Bill Clinton's 'Man-Thing' will be very popular.
Would you give it more than a Feature - featureless ? (Wow, that`s questionable wording.)
There's also Benefit: Enigma - giving a penalty (increasing the DC) to obtain information about the character.
I'd consider the skin to be more like those old Domino mask's some superheroes wear. Enough to obscure the features of the wearer to someone who doesn't know them at all, but no disguise against anyone who has ever met them. To give it game stats and a PP cost would mean I have to do the same for every hero or villain with any sort of disguise at all. The whole 'secret civilian identity' thing I think is more part of the whole superhero setting and a particular character's background.
Interestingly enough I checked the DC adaptation of M&M and looked up the Question and surprise Surprise unless I read the entries wrong they don't stat the pseudoderm either.Gamebook wrote: ↑Thu May 10, 2018 5:08 amI'd consider the skin to be more like those old Domino mask's some superheroes wear. Enough to obscure the features of the wearer to someone who doesn't know them at all, but no disguise against anyone who has ever met them. To give it game stats and a PP cost would mean I have to do the same for every hero or villain with any sort of disguise at all. The whole 'secret civilian identity' thing I think is more part of the whole superhero setting and a particular character's background.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare
Showdown at the Litterbox
Showdown at the Litterbox
The pseudoderm was just a cool mask effect/disguise.
The real "power" was the gas used to alter the color of Question's clothing instantly to disguise him, when the Question was originally Vic Sage.
"That's not Vic! Vic was wearing a Charcoal Gray suit. Question's wearing a Blue Pinstripe!"
The real "power" was the gas used to alter the color of Question's clothing instantly to disguise him, when the Question was originally Vic Sage.
"That's not Vic! Vic was wearing a Charcoal Gray suit. Question's wearing a Blue Pinstripe!"
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.
Just call me Doug.
That'd be Quick Change, still torn about the discussion of the pseudoderm. I get Gamebook's argument, but that's no domino mask. It completely covers the face and muffles the voice.
The Question - PL 7
Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 11, Intellect 3, Awareness 3, Presence 3
Connected, Contacts, Defensive Attack, Defensive Roll, Equipment 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Ranged Attack 3, Taunt, Trance, Weapon Bind
Acrobatics 4 (+7), Athletics 8 (+10), Deception 8 (+11), Insight 10 (+13), Investigation 10 (+13), Perception 6 (+9), Persuasion 6 (+9), Sleight of Hand 6 (+9), Stealth 6 (+9), Vehicles 4 (+7)
Binary Gas and Pseudoderm (Removable)
. . Blank face and change clothing color: Feature 1
Gloves: Strength-based Damage 1 (DC 18)
Cell Phone (Smartphone), Commlink, Flashlight, Gloves [Gloves: Strength-based Damage 1, DC 18], Mini-tracer, Multi-tool, Restraints
Gloves: Strength-based Damage 1, +11 (DC 18)
Grab, +11 (DC Spec 12)
Throw, +6 (DC 17)
Unarmed, +11 (DC 17)
Dodge 11, Parry 11, Fortitude 5, Toughness 3/2, Will 9
Abilities 60 + Powers 1 + Advantages 16 + Skills 34 (68 ranks) + Defenses 17 = 128
Victor Sage was the original Question who trained Renee Montoya. He may have latched onto the bitter and disillusioned Montoya who was sinking into depression and alcoholism after her traumatic experiences in the GCPD because he has a very similar background. Like her he is a former police officer who became cynical about the whole system after finding out the levels of corruption and violence in an organization supposed to protect people. From things he said to her and her own digging into his history Renee found out that he was framed for the crimes of others, being the one honest cop in a precinct notorious at the time even in 1970's Gotham for its corruption. The 1970's were a bad time for Gotham, even by its standards, with massive crime and official corruption. The police force in retrospect was little more than another street gang, more interested in extorting money and taking bribes than doing anything to enforce the law. Once you do some investigative work into what it was like back then you come to realize why when in the 1980's Batman was throwing police officers through windows the public were applauding him for it.
When not being the Question Vic made a living as a private detective. He was so good at it though that he still had plenty of spare time to fight crime his own way. He particularly targeted corrupt police officers and government officials, uncovering evidence of their crimes and bringing it to public attention when they were vulnerable to scandal, such as when they were up for promotion or re-election. A lot of his information he actually got from criminals, they were often eager to tell him all about their bad experiences with being shaken down for money or fixed up for crimes by the police and courts. Unlike Batman he never relied on violence or a high-tech arsenal to fight crime, mostly he just walked and talked and asked questions. Not that he couldn't handle himself in a fight, Vic is a practitioner of eastern martial arts disciplines which he apparently got into originally as a way to calm his anger. When out fighting crime he adopted a costume that was not an outlandish combat suit but just a civilian suit. He disguised himself with a mask made out of a plain face mask with flesh-colored tight material stretched over it, giving him a smooth, blank face. Simple but effective. He taught Renee the trick when she agreed to become the new Question. He could also change the color of his suit using a binary gas, which was adapted from a chemical dying process in the garment industry. The two different versions of the gas would switch the suit back and forth. This gave him enough of a disguise to preserve his anonymity from people who did not know him as Vic Sage.
His years of work across the eastern seaboard cities means that the Question is known to most superheroes and vigilantes who operate in the area. Vic often cooperated with Batman, the Green Arrow and other crimefighters, though he was always a challenging character to work with. He poses difficult questions about the ethics and effectiveness of what you are doing, voicing your inner doubts as to whether what you are doing is right and is making a positive difference, rather than just being an outlet for your frustrations or an ego trip. He made Renee confront some harsh truths about herself, her reluctance to confront GCPD corruption in the interests of her career and her persistent inability to reconcile with her own lesbianism. Only once she had worked through these was she able to put down the bottle and get back to really fighting crime. Though he has now retired as the Question Vic continues to needle Renee about being a masked crimefighter. She suspects that what he is trying to get her to understand is that she is still a cop at heart and it is time for her to consider rejoining the force now that Jim Gordon is commissioner and is finally really tackling the years of entrenched corruption. He will need experienced and honest cops like she was.
The Penguin - PL 10
Strength 0, Stamina 0, Agility 0, Dexterity 2, Fighting 6, Intellect 4, Awareness 3, Presence 3
Animal Empathy, Benefit, Wealth 4 (multimillionare), Connected, Contacts, Defensive Roll, Improved Aim, Improved Critical: Sword Blade: Strength-based Damage 3, Inventor, Ranged Attack 5, Well-informed
Deception 8 (+11), Expertise: Business 10 (+14), Insight 8 (+11), Intimidation 8 (+11), Investigation 8 (+12), Persuasion 4 (+7), Sleight of Hand 6 (+8), Technology 8 (+12), Vehicles 4 (+6)
Trick Umbrellas (Easily Removable)
. . Weapon Umbrellas
. . . . Acid Spray: Line Area Damage 5 (DC 20; Line Area: 5 feet wide by 30 feet long, DC 15, Secondary Effect)
. . . . Brelly-copter: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
. . . . Brelly-shield: Protection 5 (+5 Toughness; Impervious, Sustained)
. . . . Flamethrower: Line Area Damage 5 (DC 20; Line Area 2: 5 feet wide by 60 feet long, DC 15)
. . . . Gas: Cloud Area Affliction 7 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cloud Area: 15 feet radius sphere, DC 17)
. . . . Hypnosis: Perception Area Affliction 10 (1st degree: Entranced, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight; Limited Degree 2)
. . . . Laser: Blast 5 (DC 20; Penetrating 5)
. . . . Machine Gun: Blast 5 (DC 20; Multiattack)
. . . . Missile: Burst Area Blast 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15)
. . . . Sniper: Blast 5 (DC 20, Advantages: Improved Aim; Accurate: +2, Extended Range 2)
. . . . Sword Blade: Strength-based Damage 3 (DC 18, Advantages: Improved Critical; Reach (melee): 5 ft.)
Acid Spray: Line Area Damage 5 (DC 20)
Flamethrower: Line Area Damage 5 (DC 20)
Gas: Cloud Area Affliction 7 (DC Fort 17)
Grab, +6 (DC Spec 10)
Hypnosis: Perception Area Affliction 10 (DC Will 20)
Laser: Blast 5, +7 (DC 20)
Machine Gun: Blast 5, +7 (DC 20)
Missile: Burst Area Blast 5 (DC 20)
Sniper: Blast 5, +9 (DC 20)
Sword Blade: Strength-based Damage 3, +6 (DC 18)
Throw, +7 (DC 15)
Unarmed, +6 (DC 15)
Dodge 6, Parry 6, Fortitude 2, Toughness 6/0, Will 7
Abilities 36 + Powers 15 + Advantages 15 + Skills 32 (64 ranks) + Defenses 12 = 110
Oswald Cobblepot is from an old money family of Gotham, living up on the heights above the hoi polloi that infest the low lying city. He grew up the heir to a large family fortune, made from ruthless land grabbing and exploitation in the nineteenth century. The Cobblepots have a long tradition of swindling others out of their rightful property with legal tricks and brutally oppressing workers protesting about their derisory pay and terrible working conditions. Oswald had a massively indulged childhood and young manhood, living it up with his sybaritic friends around town. While personally short and ugly with a grating voice and vile personality to match Oswald has always found that people are willing to overlook this if you offer them enough money. Having never been liked for himself apart from a few old college buddies who thought his self-indulgence and sociopathy was hilarious he has come to be utterly cynical and brutal in his dealings with others.
About the time Oswald was expecting to come into his inheritance however he found that the money had run out. His parents had been even bigger spendthrifts than he was and their neglect had allowed the family fortune to be lost to bad business ventures and outright theft by those supposedly employed to manage it. It's a common story, able earlier generations establish a wealthy dynasty which is later squandered by dissolute idiot successors. With what little he had left Oswald went into business for himself, working in the areas which he did know something about, entertainment and manipulating people. He opened his own club, the Iceberg Lounge, which was a great success as a high-class Gotham night spot and just the beginning of a leisure empire across Gotham. To increase his income he also took to using his clubs, restaurants and hotels as a front for crime, dealing in drugs, prostitution and black market technology.
Cobblepot is both a pillar of Gotham society, a successful businessman and generous philanthropist, and one of its most powerful and ruthless crime bosses. He is hailed as a great redeveloper of run-down areas of the city, but he is so successful because he pays only nominal prices for the land. When he wants an area he hires criminal thugs to move in and trash the area and intimidate the locals into selling up cheaply rather than trying to get a big payout from him now that their land is actually desirable. The homes and business he opens up always have an arctic theme, he has become obsessed with ice and polar animals ever since the Iceberg Lounge rescued him from imminent poverty. He does not regard himself as a criminal however, the many laws he breaks he excuses as corrupt regulations put in place by city councilors just so they can extort money from honest entrepreneurs like himself. The many people he hurts and robs he dismisses as little people of no consequence compared to him and his rich friends. Why would anyone genuinely care about poor people, they are both boring and disgusting.
Oswald is an intensely jealous and possessive man. The slightest hint of anyone having taken something he considers belongs to him sends him into a rage. He has conducted bitter gang wars with other Gotham crime lords to keep them from muscling in on his business or extorting protection money from him. Mobsters who have thought to turn a restaurant or club of his into a hangout for themselves that they can take money from have found themselves drifting sadly in the currents at the bottom of the harbor with a large fish crammed down their throat, Oswald's signature method of disposing of people.
A highly intelligent man Oswald also makes extensive use of advanced technology. His homes and businesses are crammed with surveillance equipment, fitting his paranoid nature. Attempted bugging by the authorities who want to uncover evidence of his suspected crimes he soon detects and feeds them misinformation, or embarrasses them with revelations about illegal wiretapping. He has many enemies across Gotham and so always goes armed. His personal weapons are built into the old-fashioned umbrellas he always carries, Oswald likes to dress in deliberately archaic gentlemen's fashions, he thinks they suit his weighty build better. He has dealings with many Gotham criminals, including the more outlandish. He has often employed Catwoman to steal for him or spy on his enemies, though sometimes he just makes up jobs so he can get her to come and see him so he can drool over her. Selina finds him almost unbearably disgusting to be around, his money only just makes her able to stand it. Oswald has sought to bribe her into indulging his lusts with offers of diamonds or rare ancient artworks with a cat theme that he knows she finds irresistible. Rather than consent to touch him though Selina just steals them from him. When he sends thugs to take revenge on her for the theft and insult she easily deals with them and then pays him a personal visit to let him know not to annoy a cat, they have sharp claws.
The advent of Batman severely curtailed Oswald's expansion across the city. Many of his more successful criminal enterprises were exposed and shut down by the Bat. Even more damaging to his empire though was Bruce Wayne's revival of Waynetech. The two businessmen are rivals in the race to redevelop the reviving Gotham. Oswald regards Wayne as an upstart, coming in to steal the fruits of all the hard work he has put in. That he pays fair prices to people and runs resettlement programs for the poorer people displaced by his redevelopments just further annoys Cobblepot. Rather than seeing it as ethical business and common humanity his twisted mind sees it as currying favor with the city to get Wayne's projects favored over his. Seeing new Waynetech buildings going up where he wanted to build sends him into an apoplectic rage at this theft from him. All his attempts to use violence and intimidation to force people not to sell to Wayne or to hinder his building projects have failed and even gotten him into trouble with the law as the GCPD and city are no longer as rampantly corrupt as they used to be. The actions of Batman to foil many of these operations have gotten Cobblepot suspicious. Is the Batman in cahoots with Bruce Wayne, perhaps employed by him as an elite private enforcer? It would certainly make sense to him of Batman's war on crime and corruption. He is now considering getting his own masked vigilante to counter Batman and take out his criminal rivals.
Phantasm, The - PL 8
Strength 1, Stamina 2, Agility 4, Dexterity 2, Fighting 10, Intellect 2, Awareness 1, Presence 2
Benefit, Wealth 2 (independently wealthy), Close Attack 2, Defensive Roll, Equipment 12, Improved Critical: Blade Gauntlet: Strength-based Damage 3, Improved Critical: Blade Gauntlet: Strength-based Damage 3, Improved Initiative, Ranged Attack 4, Startle
Acrobatics 4 (+8), Athletics 6 (+7), Deception 6 (+8), Expertise: Business 6 (+8), Insight 4 (+5), Intimidation 6 (+8), Investigation 6 (+8), Perception 4 (+5), Persuasion 4 (+6), Sleight of Hand 4 (+6), Stealth 6 (+10), Technology 4 (+6), Vehicles 4 (+6)
Hallucination Gas Grenade: Cumulative Cloud Area Affliction 4 (1st degree: Impaired, Entranced, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Cumulative, Extra Condition, Increased Range: ranged; Diminished Range 3, Limited Degree)
. . Blade Gauntlet: Strength-based Damage 3 (piercing, slashing, DC 19, Advantages: Improved Critical)
. . Grapple Hook: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Grapple: Movement 1 (Swinging)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Mask: Senses 6 (Extended: Vision 1: x10, Infravision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Camo Clothing, Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Gas Mask, Hallucination Gas Grenade [Hallucination Gas Grenade: Cumulative Cloud Area Affliction 4, 1st degree: Impaired, Entranced, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Cumulative, Extra Condition, Increased Range: ranged; Diminished Range 3, Limited Degree], Mini-tracer, Multi-tool, Phantasm suit [Blade Gauntlet; Body Armor: Protection 3, +3 Toughness; Impervious; Mask: Senses 6, Extended: Vision 1: x10, Infravision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Restraints, Smoke Grenade
Blade Gauntlet: Strength-based Damage 3, +12 (DC 19)
Grab, +12 (DC Spec 11)
Grapple Hook: Move Object 3, +6 (DC 18)
Hallucination Gas Grenade: Cumulative Cloud Area Affliction 4 (DC Will 14)
Smoke Grenade, +6 (DC 19)
Throw, +6 (DC 16)
Unarmed, +12 (DC 16)
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 5
Abilities 48 + Powers 0 + Advantages 24 + Skills 32 (64 ranks) + Defenses 13 = 117
Andrea Beaumont was born to wealthy parents in Gotham and grew up in luxury and privilege. That all changed one night when she was targeted for a kidnapping. The criminals targeted her family when they were walking back to their car after a trip to the cinema one evening. They tried to snatch the little girl away but naturally her parents desperately fought back. You may not resist a mugger that is after your wallet, but you can never let them take your child. Alarmed at the noise and activity that threatened to draw attention the kidnappers shot down both of Andrea's parents and hauled the terrified child away. This was only the start of her ordeal, the kidnappers then sought to get the ransom money from her relatives. When they suspected that they were delaying matters and working with the police to try and locate them they cut off the little girl's right hand and sent it to them to let them know they were not to be messed with. Andrea was close to death when the Batman caught up to the kidnappers, beat them all senseless and rescued Andrea.
Doctors saved her life but Andrea grew up angry and bitter, hating the city that had taken everything from her. She became obsessed with the Batman, recalling over and over again her captors cries of fear and pain as the Batman attacked and beat them. At that moment when she had heard them being hurt and shouting that it was the Bat and to get the hell out she had gone from feeling helpless to experiencing a sense of power and revenge. Despite her injury she trained herself intensively in martial arts and detective work so she could be like her hero. When she was old enough she had a suit secretly made for her that was thematically similar to what she remembered seeing as he carried her to safety. The suit is designed to be even more intimidating than Batman's, since in her memory it is exaggerated in how grotesque and intimidating it was.
Andrea is now a new nocturnal vigilante in Gotham,the Phantasm. Rather than fighting crime though she is out for revenge. Her targets are those who kidnapped and tortured her all those years ago. After serving lengthy sentences they have now been paroled and are back on the streets of Gotham. That they have experienced their due punishment under the law makes no impression on Andrea, they should be tortured as they did to her, and then pay for their crimes against her with their lives. She is steadily tracking them down and gruesomely murdering them. Before she kills them she terrifies and mutilates them, using the vicious hooked weapon fitted in place of her stolen right hand. As well as her combat training she carries grenades loaded with a hallucinogenic gas that causes terrifying visions. It makes her intimidating suit even scarier while completely disorienting her foes. She got the scare gas from the Gotham supervillain the Scarecrow, paying him well for it.
In civilian life Andrea is a successful businesswoman and also runs charitable programs for underprivileged children. She always wears a prosthetic hand made from highly realistic silicone rubber in public that is fitted with sophisticated internal motors controlled by nerve impulses from her wrist. Many people do not realize that she is actually missing a hand, even after they have shaken hands with her, it is so realistic. Her company specializes in advanced prosthetics and she is making a fortune from their sale to people who have lost limbs to disease, accident or combat. A major goal of hers is to bring their price down so much that anybody in the world who needs them can have them fitted, currently they cost many thousands of dollars each and need considerable personal wealth or government funding to be affordable.
Andrea is a friend of Bruce Wayne's, they have much in common as business people and philanthropists. As Batman though he is concerned about this new revenge killer active in Gotham who seems to be thematically similar to his persona. He has had to stop such people before now, such as the Batwoman (this was before Kate Kane, and was actually three women sharing the persona) or the Dark Knight (Jean-Paul Valley). He suspects Andrea of having hired someone to do this or to be the Phantasm herself. He knows that she is a good person and so is concerned to stop her, but must capture the Phantasm or amass sufficient evidence to prove it is her. He sympathizes with her anger over what happened to her as a child but cannot allow her to get away with murder.
Last edited by Gamebook on Mon May 14, 2018 10:19 pm, edited 1 time in total.
Nice Phastasm. I was always surprised she never made it into the DCU proper considering the success of the movie. Although I guess it wasn't a great success at the box office when it came out, it's certainly become beloved by fans over the years.
Red Arrow - PL 10
Strength 3, Stamina 3, Agility 5, Dexterity 5, Fighting 11, Intellect 3, Awareness 4, Presence 3
Agile Feint, Assessment, Attractive, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 5, Evasion, Improved Aim, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Critical 3: Bow and Arrows, Improved Critical: Broadleaf Arrow: Strength-based Damage 3, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Quick Draw, Ranged Attack 9, Takedown, Trance
Acrobatics 8 (+13), Athletics 8 (+11), Insight 8 (+12), Investigation 6 (+9), Perception 8 (+12), Persuasion 8 (+11), Sleight of Hand 6 (+11), Stealth 6 (+11), Technology 4 (+7), Treatment 6 (+9), Vehicles 6 (+11)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gauntlets: Strength-based Damage 2 (DC 20)
Bow and Arrows (Easily Removable)
. . Kyujutsu
. . . . Bodkin Arrow: Strength-based Damage 3 (DC 21; Increased Range: ranged, Penetrating 3)
. . . . Bowel Raker Arrow: Strength-based Damage 3 (DC 21; Increased Range: ranged, Secondary Effect)
. . . . Broadleaf Arrow: Strength-based Damage 3 (DC 21, Advantages: Improved Critical; Extended Range, Increased Range: ranged, Split: 2 targets)
. . . . Silken Cord Arrow: Cumulative Affliction 3 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 13; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Silken Cord Arrow: Movement 1 (Swinging)
. . . . Smoke Arrow: Cloud Area Concealment 2 (Sense - Sight; Cloud Area: 15 feet radius sphere, DC 12, Extended Range, Increased Range: ranged)
. . . . Whistling Arrow
. . . . . . Arrow: Strength-based Damage 3 (Linked; DC 21; Increased Range: ranged)
. . . . . . Distracting Noise: Perception Area Affliction 3 (Linked; 1st degree: Dazed, Resisted by: Will, DC 13; Perception Area: DC 13 - Hearing, Increased Range: ranged; Limited Degree 2)
Goggles: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious; Gauntlets: Strength-based Damage 2, DC 20], Cell Phone (Smartphone), Commlink, Flashlight, Goggles [Goggles: Senses 7, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Knife, Mini-tracer, Multi-tool, Rebreather, Restraints
Arrow: Strength-based Damage 3, +14 (DC 21)
Bodkin Arrow: Strength-based Damage 3, +14 (DC 21)
Bowel Raker Arrow: Strength-based Damage 3, +14 (DC 21)
Broadleaf Arrow: Strength-based Damage 3, +14 (DC 21)
Distracting Noise: Perception Area Affliction 3 (DC Will 13)
Gauntlets: Strength-based Damage 2, +13 (DC 20)
Grab, +13 (DC Spec 13)
Knife, +13 (DC 19)
Silken Cord Arrow: Cumulative Affliction 3, +14 (DC Fort/Will 13)
Throw, +14 (DC 18)
Unarmed, +13 (DC 18)
Dodge 11, Parry 11, Fortitude 7, Toughness 8/3, Will 11
Abilities 74 + Powers 9 + Advantages 38 + Skills 37 (74 ranks) + Defenses 17 = 175
Connor Hawke is the son of Oliver Queen, the Green Arrow. His mother is Shado, the supreme samurai archer and Green Arrow's Japanese wife. He took his name by tracing his descent from Oliver's matrilineal lineage. Connor was raised in Japan by his mother, they had him before they married, he was the product of a brief union during an initial meeting and adventure when Oliver first ventured to Japan in pursuit of Yakuza criminals active in Star City. At the time Shado was the greatest archer superhero of Japan and so naturally wanted to meet and test the skill of the famous American archer hero. The excitement and stimulation of combat and adventure caused one thing to lead to another. At the time Oliver was unable to make a commitment to Shado, he had too much to do back in the US. They kept in touch over the years though and would eventually marry after the Black Canary turned down Oliver's proposal to her.
Connor is a samurai, he follows the code of Bushido, practicing the art of Kyujutsu. In history the bow rather than the sword was the principal weapon of the knights of Japan, indeed that is what Bushido means. Connor is no slouch at fighting hand-to-hand though, he is a master of Aikido. Connor is a Buddhist and eschews all worldly temptations. He leads a simple, ascetic life based around the study of personal mastery and the performance of righteous works. He grew up seeing his mother fight against the violent corruption of the Yakuza and other criminal elements in Japanese society and determined to always oppose evil. He harks back to an ancient and virtuous ideal of Japan, as a samurai he is more concerned with protecting the poor and honest than complete devotion to a master. Indeed he regards the fanatical tenets of obedience of the later samurai as a corruption of the true ways. He and Katana know of each other and to a certain extent each regard the other as a heretic in their interpretation of the sacred code of Bushido.
His Japanese-Caucasian heritage grants Connor an exotic beauty that has had women falling at his feet for much of his life. As a devoted Buddhist though Connor will not give in to such temptations and maintains his virtue. He is not celibate, he has not taken the vows of a monk, but intends to wait for marriage before making his commitment to a partner. He did not see much of his father growing up, just occasional visits, but maintains complete paternal fidelity. To him Oliver Queen is like a warrior hero of myth, wandering the land fighting evil and righting wrongs with no concern for his own glory or riches. That his father is a rather flawed man with a dubious past and not much better present does not bother him. Perfect virtue is a myth, even the Buddha himself laughed at the concept. As mortals they must strive to be good, but as mortals they will of course always fall short. The important thing is to strive towards the destination, for along the way you will do much good. It is hubris and self-satisfaction that lets men fall into evil ways.
As a superhero Connor divides his time between America and Japan. He is well known and highly-regarded by many in the superhero community, and has taken part in many team-ups and served on a number of superteams. As a new generation of superheroes arises, many of them the sons and daughters of veteran superheroes, he is becoming their premier archer hero.