Gamebook's builds (hs5ias new thread): Dinobots

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

Post by Gamebook » Sun May 20, 2018 7:02 pm

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Ace - PL 10

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

Advantages
Leadership, Luck

Skills
Deception 4 (+6), Insight 6 (+10), Intimidation 4 (+6), Investigation 4 (+7), Perception 4 (+8)

Powers
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 6 (Aging, Environmental Conditions (All))
Reality Manipulator
. . Alter: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception, Precise, Reversible)
. . Compel: Cumulative Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Cumulative, Selective)
. . Creation: Create 20 (Volume: 1 million cft., DC 30; Precise, Subtle: look natural)
. . Erase: Damage 10 (DC 25; Alternate Resistance: Will, Increased Range 2: perception)
. . Hallucinations: Cumulative Perception Area Affliction 10 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Unaware, Paralyzed, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Cumulative, Extra Condition, Reversible)
. . Heal: Healing 10 (Increased Range 2: perception)
. . Madness: Concentration Weaken 10 (Affects: Awareness, Resisted by: Will, DC 20; Concentration, Increased Range 2: perception, Reversible)
. . Mind Reading: Cumulative Mind Reading 10 (DC 20; Cumulative, Sensory Link)
. . Monster Friend: Summon 8 (Controlled, Mental Link, Sacrifice, Type (Broad): Monsters)
. . Reanimate: Healing 10 (Increased Range 2: perception, Persistent, Resurrection, Reversible; Temporary)
. . Restore: Healing 10 (Increased Range 2: perception, Persistent, Restorative, Reversible; Tiring)
. . Resurrect: Healing 10 (Increased Range 2: perception, Persistent, Resurrection, Reversible; Tiring)
. . Vanish Away: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 1000 miles in 2 move actions)
See Reality: Senses 17 (Counters All Concealment: Vision, Extended: Vision 4: x10k, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision)

Offense
Initiative +0
Alter: Cumulative Affliction 10 (DC Will 20)
Compel: Cumulative Perception Area Affliction 10 (DC Will 20)
Erase: Damage 10 (DC Will 25)
Grab, +0 (DC Spec 10)
Hallucinations: Cumulative Perception Area Affliction 10 (DC Will 20)
Madness: Concentration Weaken 10 (DC Will 20)
Mind Reading: Cumulative Mind Reading 10 (DC Will 20)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 4, Parry 0, Fortitude 1, Toughness 10, Will 12

Power Points
Abilities 18 + Powers 99 + Advantages 2 + Skills 11 (22 ranks) + Defenses 13 = 143

Ace is the leader of a gang of teenage metahumans, people with superpowers. They are all runaways from abusive families or even more abusive research facilities who were seeking to exploit their powers for their own benefit. They became the new Royal Flush Gang, the latest incarnation of a team of superpowered criminals used by various crime bosses for their own ends. Ace was on the preceding iteration of the concept, one put together by the Joker to take on the Justice League when he got too annoyed by Batman teaming up with superpowered people. After the Justice League defeated them they were jailed or fled, but Ace was always too powerful and just disappeared. She has traveled across the world since, avoiding all the people who see her as a threat and want to imprison or destroy her. Along the way she picked up other fugitives like her and they have taken to following her as their leader. They support themselves by low-level crime, heisting goods and money and squatting in empty buildings. Ace cast them as the new Royal Flush Gang so she could remember who they were and what their powers were, and not erase or alter them in a fit of daydreaming.

Ace got her powers from an experimental cancer treatment. She was born with a genetic condition that meant she was doomed to a slow and agonizing death long before she reached adulthood. Doctors sought to save her by rewriting her DNA using temporal reversal fluid harvested from the Bleed. When super-speedsters and other reality warpers dash in and out of time and alternative universes they tear holes in the underlying membrane of the universe. The Bleed bleeds out through them, raw potentiality dripping into the universe. Cadmus Labs has been gathering this stuff up and seeking to find uses for it. When carefully applied it can cause the timeline of an object or creature to advance or reverse. They can create a past or future version of something. With Ace they rewound her life back to a pre-fertilized egg, then wound her forward again. The hope was that this time round her genetics would mesh properly and she would never have been ill in the first place. At first it seemed to work, the stunted and sickly version of Ace was replaced by a much taller and healthier child. There were signs though that Ace had been altered in other ways. Her eyes were now a glowing golden color, the same as the refined Bleed plasma she has been treated with. She was now a child of the Bleed, the interstitial force that holds the multiverse together and in some not well understood way defines it. All of reality was now subject to any of her whims, she could alter anything around her that she can perceive, and she can see anything. In their panic at having created this they sought to sedate her and lock her away. Ace went along with this for a while, she is naturally a placid and cooperative child, but after a while got bored and left. It was shortly after this that she met the Joker and was intrigued by this man to whom reality meant nothing. For a while the Joker succeeded in manipulating her into doing his bidding, but even he was afraid of her and she left him after a while. Not even the Justice League could prevent her from just disappearing at will.

What her real name is Ace does not say, she just goes by the codename the Joker came up with for her. There seem to be no records of her existence before she came for treatment at Cadmus Labs. Digging into Cadmus secret files by certain superheroes suggest that she may not be a regular person, but a clone with deliberately induced cancer so she could be experimented on without annoying parents or doctors harping on about the welfare of a child. She never refers to any family or life before becoming Ace, which is perhaps why she is so inclined to gather up other young people like her. As a person she is otherworldly and strange, seemingly disconnected from reality much of the time. With her powers she can largely redefine reality to be whatever she wants it to be. The only thing preventing her from becoming a terror is that she does not seem to really want anything beyond a few playmates. She is apparently content to sit and watch her friends lark about and argue with each other. Her current form is becoming more filled out and womanly compared to her previous emaciated condition. Even a prominent scar on her forehead, the legacy of a fall which tore her fragile skin when she was ill, has disappeared. About the only thing that will rouse her to really exert her powers is anyone attempting to take control of her and her friends, after her experiences with being experimented on and manipulated she does not trust any adults and refuses to cooperate with them. Ace does not go to school or have any legal guardian and arranges matters so her friends do not either.

The current Royal Flush Gang are not preoccupied with committing crimes. Most of their time in fact they spend playing in fantasy worlds conjured up by Ace. She acts as the master of the games, coming up with characters and stories for her friends to act out adventures with. Currently her small band of runaways are having a tremendous time, away from the parents and teachers who never did anything but make their lives a misery. Over time though they may begin to want to see other children, even to go to school again. How Ace will react to this is uncertain, she certainly has the power to compel them to stay, but she hates coercing other people. She may just replace any of the gang who want to leave with someone new. As she gets older though this eternal childish frolic may begin to wear and her interests may alter. What an adult Ace will be like is uncertain and worrying.

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

Post by Gamebook » Mon May 21, 2018 7:20 pm

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Jack - PL 10

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

Advantages
Defensive Roll, Equipment 3, Evasion 2, Improved Initiative, Luck, Skill Mastery: Investigation

Skills
Acrobatics 4 (+6), Investigation 6 (+8), Perception 4 (+4), Sleight of Hand 6 (+8), Technology 4 (+6)

Powers
Costume: Protection 1 (+1 Toughness)
Reflexive Teleport: Enhanced Trait 22 (Traits: Dodge +10 (+18), Parry +10 (+14), Advantages: Evasion 2)
Teleport
. . Blind Far Teleport: Teleport 10 (Carry 50 lbs.; Accurate, Extended: 1000 miles in 2 move actions; Check Required 6: DC 15 - Investigation, Limited to Extended)
. . Blind Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate; Check Required 6: DC 15 - Investigation)
. . Far Teleport: Teleport 11 (Carry 100 lbs.; Change Direction, Extended: 2000 miles in 2 move actions, Increased Mass; Limited to Extended)
. . Group Far Teleport: Teleport 10 (Carry 800 lbs.; Extended: 1000 miles in 2 move actions, Increased Mass 4; Limited to Extended)
. . Group Teleport: Teleport 10 (4 miles in a move action, carrying 800 lbs.; Increased Mass 4)
. . Speed Teleport: Teleport 10 (4 miles in a move action, carrying 100 lbs.; Change Direction, Change Velocity, Increased Mass, Turnabout)

Equipment
Binoculars, Cell Phone (Smartphone), Concealable Microphone, Costume [Costume: Protection 1, +1 Toughness], Flashlight, GPS Receiver, Lock Release Gun, Mini-tracer, Night Vision Goggles, Parabolic Microphone, Toolkit (Basic)

Offense
Initiative +6
Grab, +0 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 18/8, Parry 14/4, Fortitude 2, Toughness 2/0, Will 3

Power Points
Abilities 12 + Powers 51 + Advantages 7 + Skills 12 (24 ranks) + Defenses 15 = 97

Eduardo Dorado Jr is the son of a Cadmus Labs researcher into Zeta beams, those used by Adam Strange to travel to and from the alien world of Rann. Recently Jack has started to manifest teleportation powers, which his father is convinced are a direct result of his own exposure to Zeta radiation affecting his son's conception. Cadmus Labs early experiments with Zeta radiation featured grossly inadequate shielding as the beams pass right through all physical barriers, even dense materials like lead and gold. Rannian teleportation is done by using force fields to contain and direct the Zeta energy. Tests on Jack show that he constantly produces Zeta radiation, which manifests when he is stressed or alarmed.

For a while Jack was Cadmus latest experimental subject. Before long he got tired of being confined away from school and his friends. He had never seen much of his workaholic father growing up, and he was sick of his alcoholic mother (Jack's parents are divorced). His demands to leave were met with refusal however, and when he attempted to walk out he was physically restrained by security. Appeals to his father did nothing, he just told Jack it was for his own good. After that the experiments became more invasive and stressful as they sought to stimulate his powers into manifesting by frightening him and causing pain with electric shocks. As his powers developed though they gave Jack a way to get out. He was attempting to escape with a group of other kids like him who were being experimented on for their powers. It wasn't going well and they were about to be recaptured when Ace arrived and rescued them all. Ace had been aware for a while of what was going in Cadmus Labs, but had not been motivated to intervene until she saw that children like her wanted to leave but were being restrained.

The small gang are now followers of Ace, as much as she deigns to lead them. They are in awe of her powers, even though they have powers of their own. Since meeting her their powers have developed massively, they can now control and project them vastly more effectively. They are not sure though if this is their own natural progression, or Ace's doing. They rely on the slightly older and very versatile Ace to keep them hidden and provide for them.

Jack is the group's principal means of transport. Ace can teleport herself at will and to anywhere she likes, but Jack has to know where he is going or make an educated guess. Ace though never bothers to teleport anyone else, leaving it up to them to follow her if they want. Jack is in many ways the real leader of the group, he is the one who bothers to come up with practical concerns about what they need and formulates workable plans of how to get it rather than just pleading with Ace. He sees that they get regular meals and clean clothes and get some sleep at sensible times rather than eating snacks and playing Ace's games all the time. He always has a satchel in which he carries what he perceives to be useful items and tools. When they are raiding stores for food, clothes and toys he picks locks and disables alarms rather than just grabbing stuff and teleporting out. If not for the others he would probably have already left Ace's little group and struck out on his own. He doesn't want to leave his friends though and worries about how they would cope without him. He is afraid to canvass them about abandoning Ace as he knows how dependent they are on her powers, and also secretly fears Ace's reaction to any one or all of them leaving.

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

Post by Gamebook » Tue May 22, 2018 8:08 am

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King - PL 10

Strength 13, Stamina 13, Agility 1, Dexterity 0, Fighting 7, Intellect 0, Awareness 0, Presence 1

Advantages
Daze (Intimidation), Equipment 1, Interpose

Skills
Athletics 4 (+17), Intimidation 4 (+11)

Powers
Costume: Protection 1 (+1 Toughness)
Ethereal Giant, Maximum
. . Ethereal Giant, Lesser
. . . . Enhanced Trait: Enhanced Trait 8 (Linked; Traits: Strength +2 (+15), Stamina +2 (+15))
. . . . Growth: Growth 8 (Linked; +8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
. . . . Immunity: Immunity 5 (Linked; Environmental Conditions (All))
. . . . Protection: Protection 4 (Linked; +4 Toughness; Impervious [8 extra ranks])
. . Ethereal Giant, Minimum
. . . . Enhanced Trait: Enhanced Trait 24 (Linked; Traits: Stamina +6 (+19), Strength +6 (+19))
. . . . Immunity: Immunity 5 (Linked; Environmental Conditions (All))
. . . . Protection: Protection 4 (Linked; +4 Toughness; Impervious [8 extra ranks])
. . Ethereal, Major
. . . . Enhanced Trait: Enhanced Trait 16 (Linked; Traits: Strength +4 (+17), Stamina +4 (+17))
. . . . Growth: Growth 4 (Linked; +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
. . . . Immunity: Immunity 5 (Linked; Environmental Conditions (All))
. . . . Protection: Protection 4 (Linked; +4 Toughness; Impervious [8 extra ranks])
. . Growth: Growth 12 (Linked; +12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 )
. . Immunity: Immunity 5 (Linked; Environmental Conditions (All))
. . Protection: Protection 4 (Linked; +4 Toughness; Impervious [8 extra ranks])

Equipment
Cell Phone (Smartphone), Costume [Costume: Protection 1, +1 Toughness], Flashlight, Rebreather

Offense
Initiative +1
Grab, +7 (DC Spec 23)
Throw, +0 (DC 28)
Unarmed, +7 (DC 28)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 16, Toughness 17, Will 2

Power Points
Abilities 22 + Powers 48 + Advantages 3 + Skills 4 (8 ranks) + Defenses 11 = 88

Tye Longshadow is of the Apache Nation, descended from a historic line of chiefs. By concentrating he can manifest an enormous ethereal giant form around himself, a roughly humanoid figure of golden light. This power is a gift from beings who exist in the magical Overworld, an idealized version of this world. It is the source of light that casts the shadow that is the Nightshade Dimension, another magical realm. In the Overworld all people are giants and possess great beauty and power. Mostly they ignore the mundane world, seeing it as ugly and impoverished in the same way that the Nightshade Dimension seems dark and dreary to people from the normal world. Tye's ancestors though have some sort of connection to them, perhaps from having a legendary hero of the Apache once visit them in their realm and actually help them with a danger to them. Since then a succession of people have held the power of the 'Sun Giant'.

Tye was impounded by the government and sent to be tested in Cadmus Labs after using his powers to wreck a rival Apache faction's homes and businesses. He was made to do this by his father and grandfather. The power had passed over them but returned again in Tye and they saw this as an indication that they were meant to be the supreme chiefs. Naturally the rest of their community was disinclined to go along with this, especially those families who were wealthy and powerful. Tye was pressured into enforcing the righteous will of his clan, but hated doing this and ran away in distress after seeing what he had done, the crying women and children whose homes he had knocked over. When government forces came for him he was glad and did not resist, he wanted to be taken somewhere secure where he would not be allowed to hurt people.

Tye is a big lad for his age and into sports and fitness. While by far the most physically powerful of his little group he is not a bully, his instinct is always to protect and help. For a while he went along with Cadmus Labs, but over time he became suspicious and fearful of them. They kept insisting he learn how to fight with his power, and testing weapons against it to gauge the level of resistance it offered to increasingly powerful firearms. It seemed that they just wanted to exploit him like his own family, as a weapon for their own benefit. Tye though is determined not to be forced again into hurting innocents so others can profit. When Jack told them he was going to leave Cadmus he eagerly offered to go with him. He soon found out though that Cadmus had contingency plans against him if he ever attempted to use his powers to escape.

Tye is currently living with the rest of the Royal Flush Gang and has no wish to go back to the world of grown-ups after what he has been through. He loves playing Ace's games and not having any supervision or expectations. His power worries him, its size and potential for destruction. While the other members of the gang use their powers all the time he rarely manifests his. Even when they are out stealing things they need he prefers just to use the natural strength of his body, he feels that he is too obvious and noisy. A few times the gang has been caught out by security guards or police, and in that case he manifests his power but will not use it to attack. Instead he just tries to scare them off while acting as a gigantic and invulnerable shield for his friends while they prepare a getaway. If any of his friends do try to leave the group he will be disappointed, but will not try to restrain them.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue May 22, 2018 7:59 pm

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Queen - PL 10

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

Advantages
Defensive Roll, Equipment 1, Extraordinary Effort, Ranged Attack 4

Skills
Expertise: Science 4 (+6), Perception 4 (+4), Ranged Combat: Kinetic Force 4 (+6), Sleight of Hand 4 (+6), Technology 2 (+4)

Powers
Costume: Protection 1 (+1 Toughness)
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Kinetic DAR: Senses 10 (Accurate: Objects, Acute: Objects, Detect: Objects 2: ranged, Penetrates Concealment: Objects, Radius: Objects)
Kinetic Force
. . Kinetic Deflection: Burst Area Deflect 10 (Burst Area: 30 feet radius sphere, DC 20, Redirection, Reflect)
. . Kinetic Force Shield: Create 10 (Volume: 1000 cft., DC 20; Movable, Selective)
. . Kinetic Force Wall: Create 10 (Volume: 1000 cft., DC 20; Impervious, Movable)
. . Kinetic Manipulation: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, DC 20, Selective)
. . Kinetic Pulses: Move Object 10 (25 tons, DC 25; Damaging, Multiattack)
. . Kinetic Vortex: Cylinder Area Move Object 10 (25 tons, DC 25; Cylinder Area: 30 feet cylinder, DC 20, Damaging)
Kinetic Levitation: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Kinetic Seal: Immunity 5 (Environmental Conditions (All))

Equipment
Costume [Costume: Protection 1, +1 Toughness]

Offense
Initiative +2
Grab, +0 (DC Spec 9)
Kinetic Manipulation: Cylinder Area Move Object 10 (DC 20)
Kinetic Pulses: Move Object 10, +10 (DC 25)
Kinetic Vortex: Cylinder Area Move Object 10 (DC 25)
Throw, +6 (DC 14)
Unarmed, +0 (DC 14)

Languages
Native Language

Defense
Dodge 8, Parry 4, Fortitude 1, Toughness 11/0, Will 3

Power Points
Abilities 10 + Powers 96 + Advantages 7 + Skills 9 (18 ranks) + Defenses 14 = 136

Asami Koizumi is a young Japanese woman who has kinetic energy powers. They manifest as rings of violet energy that she can project or surround herself with. She has her powers because she is apparently from the future, having been thrown back in time by some event in her future Japan she was caught up in. In her time she seems to have actually been a teen superhero, part of a team. Cadmus gained custody of her from their Japanese branch and shipped to her their concealed facility in the deserts of the USA. They have been testing her powers and trying to puzzle out the future science behind them. Asami had been quiet and obedient, but it turned out she was just biding her time and waiting for a chance to escape. As soon as the others made a break for it she joined them.

Asami has problems on the team because she seems to speak hardly a word of English, and of course none of them speak any Japanese. They get by by miming what they want and Asami is picking up simple English words and phrases rapidly. She is quite smart and knowledgeable for a young teen and seems to have a better idea of how Cadmus operates and what they want. She always strongly urges them as best she can not to leave the group and the protection of Ace when they express doubt or homesickness. In action she is much the most aggressive and active of the gang, using her versatile power to protect her friends and fling away their enemies. When they are stealing things she also serves as their truck, as her power lets her pick up and move as much as they want. When she flies she can tow along the rest of the team who cannot teleport.

As the only other girl on the team apart from the strange and withdrawn Ace who mostly communicates by what she creates rather than speaking, Asami spends more time with their leader than any of the others. She is also the only one who does not seem to be afraid of Ace and to have some notion of what she is. She gets less caught up with their games than the boys, often spending time away by herself doing mysterious things with her powers. She spends hours drawing complex patterns of violet energy in the air and deeply pondering them. The boys find her almost as opaque as Ace and treat her with careful respect. Her bright green right eye is speculated by them to be a cosmetic affectation, a genetic oddity, or possibly a replacement synthetic eye. She never mentions any siblings or parents or seems to get homesick, which makes them think that she might possibly be a clone like Ace, or maybe her exaggerated self-control is just a product of being Japanese.
Last edited by Gamebook on Fri Jun 22, 2018 10:54 pm, edited 2 times in total.

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

Post by catsi563 » Tue May 22, 2018 8:04 pm

Interesting, taking the outsiders from Young Justice and making them the royal flush gang
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Gamebook's builds (hs5ias new thread)

Post by Scots Dragon » Tue May 22, 2018 8:11 pm

catsi563 wrote:
Tue May 22, 2018 8:04 pm
Interesting, taking the outsiders from Young Justice and making them the royal flush gang
They seem to have been based originally off of some of the characters from the Super Friends cartoon.

Asami/Queen's based on Samurai, Tye/King's based on Apache Chief, and Eduardo/Jack's based off of El-Dorado.

Ace is based off of the version in the DCAU Justice League series.
Formerly known as Narsil on the ATT and Ronin Army forums.

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

Post by catsi563 » Tue May 22, 2018 8:18 pm

Scots Dragon wrote:
Tue May 22, 2018 8:11 pm
catsi563 wrote:
Tue May 22, 2018 8:04 pm
Interesting, taking the outsiders from Young Justice and making them the royal flush gang
They seem to have been based originally off of some of the characters from the Super Friends cartoon.

Asami/Queen's based on Samurai, Tye/King's based on Apache Chief, and Eduardo/Jack's based off of El-Dorado.

Ace is based off of the version in the DCAU Justice League series.
Yep those too, Young Justice used them in the same regard
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Gamebook's builds (hs5ias new thread)

Post by MacynSnow » Tue May 22, 2018 8:31 pm

I like this version of The Royal Flush Gang,as they'd be perfect for a Hero High campaign.Now all we need us a couple of teen Version's of The Sinister Six,Kang the Conquer(though i'd use the Eric The Red one myself) and Dr.Destiny.....

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed May 23, 2018 4:49 am

MacynSnow wrote:
Tue May 22, 2018 8:31 pm
I like this version of The Royal Flush Gang,as they'd be perfect for a Hero High campaign.Now all we need us a couple of teen Version's of The Sinister Six,Kang the Conquer(though i'd use the Eric The Red one myself) and Dr.Destiny.....
Unfortunately this is a DC run of art, and the ones you mention are all Marvel. There are a few teen versions of DC characters done though and I'll get round to posting them up.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed May 23, 2018 5:54 am

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Ten - PL 9

Strength 10/-2, Stamina 10/-1, Agility 2/0, Dexterity 0, Fighting 8/0, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Daze (Intimidation), Diehard, Takedown

Powers
Venom Form (Activation: Move Action)
. . Enhanced Trait: Enhanced Trait 88 (Traits: Strength +12 (+10), Stamina +11 (+10), Fighting +8 (+8), Agility +2 (+2), Dodge +6 (+8), Fortitude +4 (+14), Will +4 (+4), Intimidation +8 (+8), Advantages: All-out Attack, Daze (Intimidation), Diehard, Takedown)
. . Grotesque adult: Morph 1 (+20 Deception checks to disguise; Single form; Permanent)
. . Immunity: Immunity 7 (Disease, Environmental Conditions (All), Poison)
. . Regeneration: Regeneration 10 (Every 1 round)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)

Offense
Initiative +2
Grab, +8 (DC Spec 20)
Throw, +0 (DC 25)
Unarmed, +8 (DC 25)

Languages
Native Language

Defense
Dodge 8/2, Parry 8, Fortitude 14/10, Toughness 10, Will 4/0

Power Points
Abilities -6 + Powers 113 + Advantages 0 + Skills 0 (0 ranks) + Defenses 0 = 107

Colin Wilkes was just another kid with a bad home life. His single mother had a succession of horrible boyfriends, who were usually neglectful and occasionally abusive of the boy. Many of them were drug dealers and used his mother's place to stash their supply. One of them was trafficking the enhancement drug Venom, and the young boy while hungrily searching for food found the plastic container of vivid green liquid. Thinking it was pop he glugged down a large quantity of it. Normally Venom has to be injected in small doses or it overstimulates the body with fatal effects. People have had their muscles swell up until they literally burst open. Hardly anyone has ever taken such a quantity of Venom, it would be like downing a glass of neat LSD. The elaborate rigs that Bane and his men sometimes wear recirculate Venom through their bodies in controlled fashion.

The huge Venom dose had a strange effect on the body of a child though. It caused his body to massively accelerate its growth, he expanded to the size of a big man in the space of a few minutes. This was incredibly physically painful for him and he went on a terrified rampage in his new form. His Venom adult form is still him, but with an adult's face and body, and then with the discoloration and distortion of the Venom no one recognized him as little Colin Wilkes at first. Police and superheroes succeeded in stopping his rampage by stunning him and he was shipped off to the custody of Cadmus Labs for investigation. After a while his Venom enhanced body reached its limit of sustaining his enlarged form and he shrank back down to being a child. Cadmus Labs had been studying Venom for a while, seeking to understand how it worked so they could control and exploit it, and he offered an exciting new avenue for research. Whenever he was angry or excited Colin would once again transform into his Venom adult form. It got to be much quicker, but always remained intensely painful during the transition. In his Venom form though he is immensely, unnaturally strong, and his supercharged body heals from almost any injury nearly instantly.

Colin was the unhappiest and least cooperative of the children under investigation by Cadmus. He hated being subjected to tests, which were often invasive and painful for him. The failure of his mother to come and visit him was a deep disappointment, but did not surprise him, he is used to his mother neglecting him for long periods. When in his adult Venom form he is not an enlarged child but an adult with the life experiences of a child. This makes him much more aggressive and he has more of an adult's interests, being attracted to women. As he accumulated more time in his adult form and learned how to use it he became an increasing danger to the Cadmus staff as he threatened them to try and get his way. When the rest of the children at Cadmus decided to break out he asked to come along. Never having met Colin when Venomed out they agreed at first. The stress and danger of the escape soon caused him to enlarge though and he threw a violent temper tantrum at being frustrated in their efforts. Alarmed at this the rest of the children were reluctant to have him along when Ace arrived to rescue them, but felt they could not leave what was really a younger child behind.

Living with Ace and the rest of the gang Colin is much the youngest of them, not being a teenager. None of the others are the parental type much and they offer him little proper supervision or the comfort of a parent. He is being left to run wild and indulge himself however he wishes. Half the time he is in his Venom form, which is about as much as he can sustain, liking the greater height and power it gives him. When he is a child Colin Wilkes is a daydreamer, loving to play imaginative games. As Venom Colin he still likes to play, but is much more physical and prefers leaping about and fighting monsters conjured up by Ace. Colin has never really had any friends and so does not know how to conduct himself around the others, he tends to play without regard to them. If they directly tell him to do something he usually does it, Colin has been hit too many times by the adults in his life to consider being stroppy, and in any case he looks up to and tries to emulate the older children. The rest of the gang have had to restrain him at times though when he has gotten overexcited during their raids for supplies. They try to be quiet and avoid trouble, but Venom Colin likes smashing things and making a mess. Worryingly he is also becoming aggressive towards women. Not the girls on the gang, but other adult women, recently when he has encountered attractive young women he has made grabs for them. Asami has had to exert her power to restrain him or move the person he was clutching for away. Privately she and Eduardo think that it may be necessary for Colin to be handed over to some adult authority where he can be helped. Maybe Ace could do something, but she doesn't seem aware of or interested in his problems. They don't want to let Cadmus have him again though, and don't trust the police not to hand him over to them. They are thinking that perhaps the Justice League could help, but don't know how to contact Superman and his friends.
Last edited by Gamebook on Sat Aug 11, 2018 6:29 am, edited 1 time in total.

Gamebook
Posts: 4053
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed May 23, 2018 8:14 pm

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Sarge Steel - PL 8

Strength 5, Stamina 2, Agility 1, Dexterity 2, Fighting 7, Intellect 4, Awareness 3, Presence 4

Advantages
Benefit, Ambidexterity, Benefit, Security Clearance 2: Director of the D.M.A., Chokehold, Defensive Roll, Equipment 2, Evasion, Fast Grab, Improved Hold, Inspire 2, Leadership, Ranged Attack 6, Well-informed

Skills
Athletics 4 (+9), Deception 6 (+10), Insight 8 (+11), Intimidation 6 (+10), Investigation 8 (+12), Perception 4 (+7), Persuasion 4 (+8), Sleight of Hand 4 (+6), Stealth 4 (+5), Technology 4 (+8), Vehicles 4 (+6)

Powers
Prosthetic Steel Hand (Removable)
. . Elongation: Elongation 2 (Elongation: 30 feet, +2 to grab; Limited: to left hand)
. . Enhanced Ability: Enhanced Strength 4 (+4 STR, Advantages: Benefit, Ambidexterity, Fast Grab, Improved Hold; Limited 2: to left hand)
. . Protection: Protection 4 (+4 Toughness; Impervious; Limited 2: to left hand)
. . Senses: Senses 1 (Analytical: Touch)

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

Offense
Initiative +1
Grab, +9 (DC Spec 17)
Throw, +8 (DC 20)
Unarmed, +7 (DC 20)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 5, Toughness 7/6, Will 9

Power Points
Abilities 48 + Powers 7 + Advantages 17 + Skills 28 (56 ranks) + Defenses 15 = 115

Sarge Steel is the director of the Department for Metahuman Affairs, a division of the Department of Extra-normal Operations. It is his job to keep track of and try to control the many superpowered people running around fighting crime. This is a thankless and frustrating task as almost none of them are inclined to cooperate with a national government department that is not headed by one of their own. It has to be said that J'onn J'onzz gets the cooperation he does because he is the Martian Manhunter and a member of the Justice League far more than that he is the head of the D.E.O.. Superheroes just do not take Sarge and his operatives seriously, they regard them as underpowered meddlers in matters they do not understand and cannot cope with. The idea that they might offer them direction strikes them as laughable. In any case superheroes regard themselves as international figures above any Earth factional interests and do not trust that they will not seek to turn their abilities to the benefit of narrow national interests.

The main job of the DMA thus turns out to be clearing up after those superfights that take place on their national soil and trying to puzzle out just what the hell happened. Some superheroes are inclined to be sympathetic and do try to explain what has been going on, but all too often it is too fantastic or terrifying for them to be able to make sense of it. Tales of time travel, splintering timelines and alternate realities, the reforming of the multiverse and the gods of abstract concepts walking the Earth is for people who think in terms of organized crime and terrorism an outside context problem, they have no common reference point to understand it.

Sarge Steel himself is an old school security director, stern and determined. He lost his left hand on active service, but dismisses it as a trivial price to pay for serving his country. Its replacement is an advanced prosthetic of great strength and dexterity. He has a grip with it that can crumple sheet steel but has fine enough control to pick up a sheet of paper without crumpling it. He does have a fleshlike rubber sleeve for it but prefers to leave it uncovered, it looks tough and impressive to do so. In former times he'd have chain-smoked cigars as well but the DMA has a non-smoking requirement for its operatives.
Last edited by Gamebook on Tue Jun 12, 2018 5:38 am, edited 1 time in total.

Gamebook
Posts: 4053
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed May 23, 2018 8:37 pm

Image

Sasha Bordeaux - PL 7

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

Advantages
Assessment, Close Attack, Contacts, Defensive Roll 2, Equipment 3, Improved Disarm, Improved Initiative, Improved Trip, Interpose, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 8, Skill Mastery: Insight

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

Equipment
Cell Phone (Smartphone), Commlink, Flashlight, Light Pistol, Mini-tracer, Restraints

Offense
Initiative +7
Grab, +11 (DC Spec 11)
Light Pistol, +11 (DC 18)
Throw, +11 (DC 16)
Unarmed, +11 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 4/2, Will 9

Power Points
Abilities 60 + Powers 0 + Advantages 23 + Skills 39 (78 ranks) + Defenses 15 = 137

Sasha Bordeaux is Bruce Wayne's head of security and personal bodyguard. She accompanies him everywhere and plans out his every movement with an eye to keeping him safe at all times. Rather than being a burly guy in a black suit she is a slender woman of average height, but with astonishingly piercing eyes. She has a tremendous facility for sussing out what people are up to, even in a crowded room. She almost instantly spots anyone acting in a suspicious manner and can subtly direct some of Bruce's small army of security guards onto them. Thanks to her efforts Bruce never gets accosted by anyone he doesn't want to be accosted by. She dislikes Bruce being out of her sight and keeps requesting to be allowed to stay at Wayne Manor. His aging butler and playboy friends are just not enough to keep him safe from a determined home invasion. Bruce though says that his home is his home, and she should go home to hers when she is off duty. The obsessive Sasha though spends her evenings going over reports and advance plans, her only 'recreation' being training at the gym and shooting range.

Sasha is French by birth and has done security work all around the world. She was running her own security firm when Bruce Wayne bought the entire thing so she and all her people could concentrate on keeping him safe. Sasha has seen the tremendous amount of work he is doing regenerating Gotham, transforming the lives of literally millions of people. To her mind he is a worthy person to devote her life and talents to. Out of professional pride and personal commitment she would be willing to take a bullet for him. She has sparred with him to teach him the basics of self-defense, but this has made her suspicious. He pretends to be no more than an amateur fighter, but with her insight she can tell that he is a lot more talented than he lets on. No matter what happens during their sessions, no matter how many times she trips him up and he pratfalls, she can tell that he is in absolute control at all times. At any moment he could flip it round and have her helpless, she can feel it from the tension in his muscles. She wonders what is the real story behind Bruce Wayne, and what secrets lie in the many areas of Wayne Manor even she has not been permitted to enter and inspect. As a professional though she will not make any attempt to find out, her employer has to have confidence in her discretion.

Gilliam
Posts: 284
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Location: New Zealand

Re: Gamebook's builds (hs5ias new thread)

Post by Gilliam » Thu May 24, 2018 9:57 am

I like Sasha "someone with discretion" :D

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat May 26, 2018 4:52 am

Image

Image

Image

Scarecrow - PL 8

Strength 0, Stamina 0, Agility 0, Dexterity 2, Fighting 6, Intellect 4, Awareness 4, Presence 3

Advantages
Defensive Roll, Equipment 1, Favored Foe: Batman, Ranged Attack 2, Skill Mastery: Insight, Taunt

Skills
Deception 6 (+9), Expertise: Science 8 (+12), Insight 8 (+12), Intimidation 6 (+9), Investigation 6 (+10), Perception 4 (+8), Sleight of Hand 4 (+6), Stealth 4 (+4), Technology 4 (+8), Treatment 4 (+8)

Powers
Fear Gas Canister (Easily Removable)
. . Fear Gas Canister: Progressive Burst Area Affliction 5 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Paralyzed, Unaware, Resisted by: Will, DC 15; Burst Area: 30 feet radius sphere, DC 15, Extra Condition, Progressive, Reaction 3: reaction, Triggered: 1 use - Timed; Unreliable (5 uses))
Fear Gas Grenades (Removable)
. . Fear Gas Grenade: Progressive Cloud Area Affliction 5 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Paralyzed, Unaware, Resisted by: Will, DC 15; Cloud Area: 15 feet radius sphere, DC 15, Extra Condition, Increased Range: ranged, Progressive, Triggered: 1 use - Timed; Diminished Range 3)
Fear Toxin Injector (Removable)
. . Fear Toxin
. . . . Debilitating Fear: Progressive Affliction 10 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Paralyzed, Unaware, Resisted by: Will, DC 20; Extra Condition, Progressive; Resistible: Toughness)
. . . . Nightmarish Hallucinations: Illusion 10 (Affects: All Sense Types, Area: 1000 cft., DC 20; Independent; Reduced Range 2: close, Resistible: Toughness)
. . . . Scarebeast: Summon 10 (DC 20; Controlled, Heroic; Custom: Resistible: Toughness, Resistible: Will)
. . . . Toxic Breakdown: Broad Progressive Weaken 10 (Affects: Abilities, Resisted by: Fortitude, DC 20; Broad: Abilities, Progressive; Resistible: Toughness)
Immunity: Immunity 1 (Rare Descriptor: Fear toxin)

Equipment
Cell Phone (Smartphone), Gas Mask, Restraints, Toolkit (Basic)

Offense
Initiative +0
Debilitating Fear: Progressive Affliction 10, +6 (DC Tou/Will )
Fear Gas Canister: Progressive Burst Area Affliction 5 (DC Will 15)
Fear Gas Grenade: Progressive Cloud Area Affliction 5 (DC Will 15)
Grab, +6 (DC Spec 10)
Throw, +4 (DC 15)
Toxic Breakdown: Broad Progressive Weaken 10, +6 (DC Fort/Tou )
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 2, Toughness 1/0, Will 10

Power Points
Abilities 38 + Powers 71 + Advantages 7 + Skills 27 (54 ranks) + Defenses 14 = 157

Dr Jonathan Crane was a researcher into anxiety and phobias, conditions which adversely affect the lives of millions of people. He sought to artificially stimulate such emotions using pharmacology in order to bring them out into the open, where they could then be treated. His treatments though just produced intense states of paranoia and irritability in his patients, leading to outbursts of violence against themselves and others as they sought to flee or fight back against the horrors they were hallucinating. Crane was struck off and his research banned and impounded for persisting with his experiments on people past ethical boundaries.

Crane was left bitter and angry, a state of mind exacerbated by long term exposure to his own chemicals. He is delusional and paranoid and seems to see other people as grotesque and threatening. This has removed all moral boundaries in his mind and he will now do anything to anyone. He is intent on revenge on the population at large by finding a way to mass dose them with his fear toxin. He has tried many schemes to do this, such as putting the toxin into the water supply, contaminating food, or just detonating gas bombs over the city using balloons. One of his most successful attacks was putting his toxin into the Gotham petroleum supply. Motor vehicles then spewed the stuff out in their exhausts, getting the contamination absolutely everywhere in aerosol form. The resulting 'city of fear' event caused complete chaos for days until the cause was discovered by Batman.

When not embarked on one of his misanthropic crusades Crane raises funds through theft and mercenary work. His fear toxin is so debilitating that it makes for a devastating nonlethal chemical weapon. Once introduced to an environment it quickly renders anyone who inhales it helpless. Gangs have worked with Crane to eliminate or fleece their rivals, or to conduct heists without any interference or resistance. For these operations Crane adopts the persona of the Scarecrow. His Halloween-like costume, while ridiculous in the light of day, is utterly terrifying to anyone under the effects of the fear toxin. Crane himself is not much of a combatant and generally flees from anyone who has protection against or is immune to his toxin. He can personally administer the toxin through an injection rig he wears on his hand, stabbing victims with multiple syringes. He can control what sort of fear and hallucinations affect subjects by varying the combination of syringes he injects them with. His fear gas is more generic, producing an uncontrolled fear reaction accompanied by violent hallucinations. He carries ampoules of the stuff in liquid form which he uses as grenades, it evaporates rapidly when exposed to the air. For larger operations he employs entire canisters of fear gas, often hidden beforehand and set to go off on a timer.

Apprehending the Scarecrow is not easy. He always has to have a base of operations where he can cook up his fear gas and such places are perpetually hazed with the stuff. Local people in the area become affected by it all the time and become fearful, suspicious and violent. Some of the worst areas of Gotham, the terrifying estates where people are attacked on sight by crazed gangsters and the police can only go in at the minimum twenty strong, are that way not because of poverty, unemployment, drug addiction and social marginalization, but because the Scarecrow is churning out gallons of fear toxin in a basement in the neighborhood and venting his waste gases straight onto the street. Once he is apprehended or moves on areas that have been the despair of Gotham city officials for years seemingly miraculously improve as the effects of the toxin wear off.

Studies suggest that Gotham's reputation for craziness, violence and irrational crime may actually be almost entirely due to the repeated exposure of its populace to Scarecrow's fear toxin. It is now known that the stuff lingers in and affects the body for years after an exposure event. Batman's conduct in his early years, his coldness, distance and hostility, may he suspects have been due to long-term aftereffects from an early confrontation with Crane when he thought he could overcome the effects of the toxin through sheer willpower. The lingering effects of the 'city of fear' event he now thinks is what caused the replacement of the traditional Gotham wiseguys by costumed sadistic maniacs. Decontaminating the city though will take years, almost every surface is now impregnated with traces of the horrible stuff and needs scrubbing with specialist chemicals to remove it. Getting the traces out of people's bodies will be even harder, Batman has had treatments devised but they are stressful on the body and mind. His massive project as Bruce Wayne to pull down great swathes of the city and replace it with new buildings is secretly motivated by the need to remove the toxin. Critics are decrying the wanton destruction of historic buildings but really they are now chemical disaster sites.

Gamebook
Posts: 4053
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun May 27, 2018 6:12 am

Image

Image

Silver Swan - PL 11

Strength 5/0, Stamina 5/1, Agility 6/2, Dexterity 2/0, Fighting 12/0, Intellect 4/2, Awareness 0, Presence 3/1

Advantages
Agile Feint, Assessment, Attractive, Defensive Roll 2, Improved Critical 2: Silver Claws, Improved Critical: Razor Edge Wings: Strength-based Damage 3, Improved Initiative, Move-by Action, Power Attack, Takedown

Skills
Deception 4 (+7), Perception 4 (+10/+4), Persuasion 6 (+9)

Powers
Enhanced Vision: Senses 3 (Extended: Vision 1: x10, Low-light Vision, Ultravision)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Low Pressure, Suffocation: Low Pressure)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Silver Claws
. . Invasive Nanobots: Progressive Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Progressive; Resistible: Toughness)
. . Knucks: Strength-based Damage 1 (Linked; DC 21)
Silver Scream
. . Destructive Scream
. . . . Deafen: Cumulative Cone Area Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative; Limited: to hearing, Sense-dependent: hearing)
. . . . Shockwave: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20)
. . Sonar: Senses 9 (Accurate: Hearing, Extended: Hearing 2: x100, Penetrates Concealment: Hearing, Ultra-hearing)
. . Stunning Scream: Cumulative Cone Area Affliction 10 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Extra Condition; Limited: to hearing, Sense-dependent: hearing)
Silver Swan Rig (Removable)
. . Silver Bodice: Protection 3 (+3 Toughness; Impervious)
. . Silver Wings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . . . Razor Edge Wings: Strength-based Damage 3 (Alternate; DC 23, Advantages: Improved Critical, Takedown; Reach (melee) 2: 10 ft.)
Symbiotic Circuitry: Enhanced Trait 99 (Traits: Agility +4 (+6), Strength +5 (+5), Stamina +4 (+5), Acrobatics +6 (+12), Fighting +12 (+12), Intellect +2 (+4), Technology +4 (+8), Perception +6 (+10), Dodge +6 (+12), Will +4 (+9), Dexterity +2 (+2), Will +4 (+9), Insight +6 (+6), Intimidation +6 (+9), Presence +2 (+3), Advantages: Agile Feint, Assessment, Defensive Roll 2, Improved Critical 2, Improved Initiative, Move-by Action, Power Attack)

Offense
Initiative +10
Deafen: Cumulative Cone Area Affliction 10 (DC Fort 20)
Grab, +12 (DC Spec 15)
Invasive Nanobots: Progressive Affliction 10, +12 (DC Tou/Will )
Knucks: Strength-based Damage 1, +12 (DC 21)
Razor Edge Wings: Strength-based Damage 3, +12 (DC 23)
Shockwave: Cone Area Damage 10 (DC 25)
Stunning Scream: Cumulative Cone Area Affliction 10 (DC Fort 20)
Throw, +2 (DC 20)
Unarmed, +12 (DC 20)

Languages
Native Language

Defense
Dodge 12/6, Parry 12, Fortitude 7, Toughness 10/8, Will 9/1

Power Points
Abilities 12 + Powers 172 + Advantages 1 + Skills 7 (14 ranks) + Defenses 3 = 195

Vanessa Kapatelis was rescued by Wonder Woman while a young girl, being saved from a child slavery ring run by the sinister Dr. Psycho. Diana would keep in touch with the girl for some years afterwards, as much as her busy schedule allowed her to. Having Wonder Woman as her friend was very important to Vanessa to keep at bay the fear and anxiety conditions caused by her ordeal. Later on when Darkseid discovered the Anti-Life Equation and mind-controlled the entire universe only the Amazons, with their immunity to mind-control, were left to resist him and his forces. With deeds of bravery and cunning to tax credulity Diana took on the entire universe by herself and won, discovering the disproof of the Anti-Life Equation and breaking the Omega Effect, the source of Darkseid's powers. During these cataclysmic events millions of Earth people were relocated to Apokolips by Boom Tube to labor in the slave pits. While most were freed with Darkseid's fall it was too late for many of them.

As someone personally known to a member of the Justice League Vanessa was singled out for special treatment, along with the friends and relations of other superheroes. Vanessa was just an ordinary girl, rather bright but not truly exceptional. As a result when she was delivered into the hands of Granny Goodness to be turned into a suitable warrior slave for Darkseid to be sent against Diana she was broken quickly. Standing over the sniveling wreckage that had been Vanessa Granny was faced with a problem, her master expected her to turn this broken reed into a sharp sword. Even Granny though can only do so much when the subject has no spirit or strength to work with. She decided that all she really needed from Vanessa was her memories of being Wonder Woman's friend so they could taunt her with it, the rest of her could be discarded. To this end she called on a favor from Desaad, Darkseid's master of alteration procedures. He has devised the weapons and powers of many of the Female Furies but now she needed an exceptional job. Desaad agreed, seeing an opportunity to impress his master with his skills and to put Granny in his debt. He infected Vanessa with invasive nanobots that overwrote her mind and strengthened her body. For weapons Granny fitted Vanessa with a suitably sexy and deadly array, featuring blades as she usually does. The nanobots in Vanessa's body have laced it with silver circuitry to create a suitable habitat for themselves. If she scratches someone with her silver claws nanobots will migrate through the wound and seek to mind control them for her.

As a result of this Vanessa was transformed into the Silver Swan and became the newest member of the Female Furies. Her principal weapon is a powerful ultrasonic projector which was surgically implanted in place of her voicebox. It was taken from the Black Canary, who was enslaved by Darkseid and being vivisected by Desaad at the time. The nanobots are programmed with elements taken from the personalities of several different Female Furies, principally Mad Harriet and Gilotina. They turn the normally mild and timid Vanessa into a giggling, shrieking killer who gleefully enjoys bursting opponents with her sonic shriek or cutting them into ribbons with the razor edges of her silver wings. While she can remember her former life she regards it with derision and glories in her new power and life of service to Darkseid. When dispatched to kill Wonder Woman during their confrontations she would recall happy memories of their past together, then obscenely mock them. Diana has slain several Female Furies over the years but would not hurt Vanessa, even with what she had become, as she sensed that her friend was still there underneath all the horrors that had been done to her. Occasionally brief flickers of the true Vanessa come through, trapped and terrified out of her mind. Diana suspects that Desaad deliberately engineered his alteration of her this way in order to taunt her.

With Darkseid's defeat Vanessa was captured and is now in containment, her weapons removed and powers suppressed while the Justice League tries to figure out a way to undo the damage the nanobots have done to her. Her little body is covered in scars where the Silver Swan rig was fastened onto her by barbed hooks on its interior surfaces. Her mind is still that of the Silver Swan though her strength enhancements and mind control powers have been suppressed and the ultrasonic cry removed and implanted back into Black Canary. Diana visits her often, trying to get through to her by talking, while Superman ponders scientific solutions.

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