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

Where in all of your character write ups will go.
Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Dec 07, 2017 9:08 pm

Image

Image

Weapon Mistress - PL 9

Strength 1, Stamina 2, Agility 5, Dexterity 3, Fighting 11, Intellect 1, Awareness 3, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Close Attack 3, Defensive Attack, Defensive Roll 2, Equipment 13, Evasion, Improved Aim, Improved Critical 3: Bow, Improved Critical 3: Sword, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Quick Draw, Ranged Attack 11, Takedown, Weapon Bind

Skills
Acrobatics 6 (+11), Athletics 8 (+13), Insight 8 (+11), Intimidation 6 (+8), Investigation 4 (+5), Perception 8 (+11), Sleight of Hand 6 (+9), Stealth 6 (+11), Vehicles 6 (+9)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Visor: Senses 8 (Distance Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Bow, Camo Clothing, Cell Phone (Smartphone), Commlink, Flash Grenade, Flashlight, Gas Mask, Knife, Mini-tracer, Multi-tool, Rebreather, Restraints, Smoke Grenade, Stun Ammo, Sword, Visor [Visor: Senses 8, Distance Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision]

Offense
Initiative +9
Bow, +14 (DC 18)
Flash Grenade, +14 (DC Dog/Fort 14)
Grab, +14 (DC Spec 11)
Knife, +14 (DC 17)
Smoke Grenade, +14 (DC 19)
Sword, +14 (DC 19)
Throw, +14 (DC 16)
Unarmed, +14 (DC 16)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 6, Toughness 7/2, Will 8

Power Points
Abilities 56 + Powers 0 + Advantages 48 + Skills 29 (58 ranks) + Defenses 15 = 148

Weapon Mistress is a master of archaic weapons, things like swords, daggers and bows. She is a mercenary and assassin, killing almost anyone for money. Most of her hits are on criminals, removing rivals, debtors, loose ends and stoolies for various crime bosses. Many of those she hits are themselves low-level hitmen, those used as expendable pawns that can be disposed of to make the trail go cold (and avoid having to pay them). She steers clear of people with superpowers, she has no wish to make enemies in the superhero community. Urban vigilantes are a viable target though and she has taken several of them out. Her hits are like military missions, tracking targets through forests, deserts or the urban jungle. She has stalked cocaine gangs in South America and heroin runners in Afghanistan, and whacked people in neighborhoods in cities across the world. When not killing some poor chump she likes to associate with the people of the black ops mercenary underworld. The mercenaries share a mutual view of everyone else in the world being dumb sheep, there to be exploited by the ruthless and connected. Women are a minority in such a macho world but those who do live in it are treated with the respect due to a stone killer like she is.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Dec 07, 2017 9:40 pm

Image

WeißSchädel - PL 9

Strength 8/1, Stamina 7/2, Agility 2, Dexterity 4, Fighting 10, Intellect 3, Awareness 3, Presence 4

Advantages
Benefit, Status: SS Commander, Defensive Attack, Defensive Roll, Diehard, Equipment 3, Evasion, Fascinate (Intimidation), Improved Aim, Inspire 2, Leadership, Quick Draw, Ranged Attack 6, Well-informed

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

Powers
Enhanced Trait: Enhanced Trait 24 (Traits: Strength +7 (+8), Stamina +5 (+7))
Immunity: Immunity 7 (Aging, Custom: Pain: dazed and staggered conditions from damage effects 5, Disease)
Regeneration: Regeneration 10 (Every 1 round, Advantages: Diehard)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)

Equipment
Binoculars, Flashlight, Gas Mask, Handcuffs, Light Pistol, Multi-tool

Offense
Initiative +2
Grab, +10 (DC Spec 18)
Light Pistol, +10 (DC 18)
Throw, +10 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 8/7, Will 8

Power Points
Abilities 58 + Powers 46 + Advantages 20 + Skills 28 (56 ranks) + Defenses 16 = 168

WeißSchädel was an SS commander during the Second World War. He personally took part in countless terrible atrocities, overseeing mass shootings, the torture of suspected resistance fighters and savage suppression sweeps against partisans. He and his men left a swathe of mass graves, burning villages and broken people across Europe. In all this he was not a psychopath, he saw himself as just a soldier loyally doing a job to protect his country. A partisan's bomb hit his car one day and the vehicle caught fire, burning him terribly all over his body. The Nazis at that point were experimenting with all sorts of advanced weapons and he was subject to an experimental regeneration procedure using imported offworld technology. This saved his life by giving him super-regenerative powers. His damaged skin sloughed off him, leaving his body exposed underneath it. He does not die from this though as his body constantly regenerates. He also became immensely strong and tough and now feels little pain. With his new powers he has become even more aggressive than before, leading his men into action at every opportunity. He fearlessly strides through hails of bullets and shrugs off Molotov cocktails.

All this happened on an alternate timeline Earth where the Nazis won the war with their use of such offworld technology. Since his body never degenerates he is functionally immortal and has been terrorizing people for over seventy years now. Few others would be willing to make the sacrifice he has for such power. Not only is his appearance horrible but without a skin he cannot feel much sensation. His main source of pleasure is seeing the pain and terror of helpless people. During operations he will often reserve choice victims for himself, delighting in their horror as he shoots them into blood-filled pits. The Nazi regime on his world have recently begun infiltration operations into other realities, seeking resources to prop up their ailing empire as it sinks into economic decay and is beset with rebellion. He has established contacts on contemporary Earth but even among the supervillain underworld few of them are prepared to deal with genuine Nazis. Most of them rightly suspect that the Nazis would do them in as well if they ever got the chance. Nazism is not a universal creed like many religions or a political ideology like communism, it is particular and chauvinistic. There are always a few utterly amoral bastards willing to do anything for money though.
Last edited by Gamebook on Tue Dec 12, 2017 10:09 pm, edited 1 time in total.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 08, 2017 8:54 pm

Image

Wolverine - PL 9

Strength 2, Stamina 3, Agility 5, Dexterity 2, Fighting 11, Intellect 1, Awareness 3, Presence 2

Advantages
Agile Feint, Assessment, Close Attack 3, Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Hide in Plain Sight, Improved Critical 3: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 4, Takedown

Skills
Acrobatics 8 (+13), Athletics 8 (+10), Insight 8 (+11), Intimidation 6 (+8), Investigation 4 (+5), Perception 8 (+11), Sleight of Hand 6 (+8), Stealth 8 (+13), Vehicles 4 (+6)

Powers
Gauntlets: Strength-based Damage 2 (DC 19)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 2 (Extended: Vision 1: x10, Low-light Vision)

Equipment
Camo Clothing, Cell Phone (Smartphone), Commlink, Wolverine suit [Gauntlets: Strength-based Damage 2, DC 19; Light Body Armor: Protection 2, +2 Toughness; Impervious; Mask: Senses 2, Extended: Vision 1: x10, Low-light Vision]

Offense
Initiative +9
Gauntlets: Strength-based Damage 2, +14 (DC 19)
Grab, +14 (DC Spec 12)
Throw, +6 (DC 17)
Unarmed, +14 (DC 17)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 7/3, Will 9

Power Points
Abilities 58 + Powers 0 + Advantages 25 + Skills 30 (60 ranks) + Defenses 16 = 129

Wolverine is a no-frills urban vigilante. He uses simple equipment and a high level of martial skill to punch out criminals in his neighborhood. He confines his activity almost entirely to local street thugs, not being interested in pursuing higher level crime bosses. Rather than attack the problem of urban crime at the top he tackles it from below. His intention is to make crooks afraid to go out on the streets which makes it much more difficult for them to commit crimes. He knows that to a great extent he is driving them off to other areas of the city but figures there are other vigilantes in those areas as well. Under the mask he is nobody special, just a regular guy working for a living. It is at night that he dons his costume and heads out on patrol.

His activities do not attract that much attention from either the media or the police. There are so many urban vigilantes these days that they have to be much more flamboyant and aggressive to warrant serious investigation. So long as he doesn't overdo it when beating up people the cops are content to let him do his thing. Local people regard him as a hero and support him as the protector of their community. They generally refuse to cooperate with either the authorities or criminals if either of them show any interest in him.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 08, 2017 9:31 pm

Image

Xenos - PL 96

Strength 96, Stamina 96, Agility 0, Dexterity 8, Fighting 0, Intellect 8, Awareness 8, Presence 8

Advantages
Benefit, Galactic Reputation, Daze (Deception), Diehard, Eidetic Memory, Fearless, Ranged Attack 10

Skills
Deception 8 (+16), Expertise: Science 8 (+16), Insight 8 (+16), Intimidation 8 (+64), Investigation 8 (+16), Perception 12 (+20)

Powers
Consume (Burst Area 20: 2000 miles radius sphere, DC 106)
. . Eye Beams (Alternate; Burst Area 18: 500 miles radius sphere, DC 106, Extended Range 20, Increased Range: ranged)
. . Vomit (Alternate; Cone Area 20: 4000 miles cone, DC 106)
Control Planet: Environment 22 (Cold, Cold (Extreme), Heat, Heat (Extreme), Impede Movement (1 rank), Impede Movement (2 ranks), Visibility (-2), Visibility (-5), Radius: 8000 miles; Selective)
Control Surface
. . Eruptions: Burst Area Damage 10 (DC 25; Burst Area 22: 8000 miles radius sphere, DC 20, Selective)
. . Reshape Surface: Burst Area Move Object 10 (DC 25; Burst Area 22: 8000 miles radius sphere, DC 20, Damaging, Increased Mass 78, Precise, Selective; Reduced Range: close)
. . Toxic Gases: Cumulative Cylinder Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cylinder Area 22: 8000 miles cylinder, DC 20, Cumulative)
Cosmic Shout: Other Area Cosmic Communication 3 (Sense Type: Energy Wave; Area)
Extrude Golems: Summon 5 (Controlled, Horde, Mental Link, Multiple Minions 30: 1073741824 minions)
Gravity: Burst Area Move Object 1 (100 lbs.; Burst Area 22: 8000 miles radius sphere, DC 11, Innate, Reaction 3: reaction; Limited Direction: Towards, Permanent, Reduced Range: close)
Growth: Growth 96 (+96 STR, +96 STA, +48 Intimidate, -96 Stealth, -48 active defenses, +5 size ranks, +96 mass ranks, +; Innate; Permanent)
Habitable Planet: Burst Area Immunity 6 (Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Low Pressure, Starvation & Thirst, Suffocation: Vacuum; Affects Others Only, Burst Area 22: 8000 miles radius sphere, DC 16)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 11 (Aging, Disease, Environmental Conditions (All), Poison, Sleep, Suffocation (All))
Movement: Movement 3 (Space Travel 3: other galaxies)
Planetary Appearance: Morph 2 (+20 Deception checks to disguise; Narrow group)
Quickness: Quickness 16 (Perform routine tasks in -16 time ranks)
Senses: Senses 24 (Analytical: Hearing, Analytical (Type): Vision, Distance Sense, Extended: Vision 5: x100k, Infravision, Low-light Vision, Microscopic Vision 3: molecule-size, Penetrates Concealment: Vision, Radius: Vision, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)

Offense
Initiative +0
Eruptions: Burst Area Damage 10 (DC 25)
Grab, +0 (DC Spec 106)
Gravity: Burst Area Move Object 1 (DC 11)
Reshape Surface: Burst Area Move Object 10 (DC 25)
Throw, +18 (DC 111)
Toxic Gases: Cumulative Cylinder Area Affliction 10 (DC Fort 20)
Unarmed, +0 (DC 111)

Languages
Native Language

Defense
Dodge -48, Parry -48, Fortitude 96, Toughness 96, Will 48

Power Points
Abilities 64 + Powers 3301 + Advantages 15 + Skills 26 (52 ranks) + Defenses 40 = 3446

Xenos ('alien') is a massive living entity, literally the size of a planet. It wanders the cosmos, seeking out suitable planets to devour to fuel its molten insides. It needs to consume tectonically active rocky planets for the large quantities of radioactive materials they have in their interiors. Only this can provide the fuel it needs in the necessary quantities. Traveling the cosmos seeking out its food consumes vast quantities of energy so it must feed often, generally every few thousand years. The Sol system has a number of appetizing worlds, such as Earth, Venus and Io. That destroying Venus will completely upset the orbital balance of the inner solar system is of no concern to it. That the Earth has billions of sentient and even more non-sentient inhabitants worries it only in so far as it might encounter resistance to its actions. To such a huge living entity all other forms of life are mere bacteria, utterly inconsequential compared to it.

To assist Xenos in its feeding it allows entire civilizations to live on its surface. They get to scavenge the wreckage from its meals for materials, booty and slaves in return for sending out scouts to locate edible worlds. Xenos can control its surface to provide habitable environments for almost any lifeform. If they annoy it though it can eject them into space with a volcanic eruption, drop them into a molten pit or poison them with toxic emissions at will. There is a steady traffic of spaceships to and from its huge form and many pirate crews make their base on its rocky hide. So powerful is Xenos that even the space warships of the advanced galactic civilizations are hesitant to take it on. They can keep it out of their space by massing powerful fleets and focusing planet-breaker weaponry against it but have not yet been able to destroy it before it escapes using superliminal travel.

When Xenos moves in to consume a world it obliterates all resistance with it's eye beams or by vomiting up planetary debris left over from its last meal. It doesn't bother to prepare its food, just crunching down on the crust. There is horrifying footage of people looking up at a set of hemisphere-wide jaws descending on their world. All contemporary Earth's weaponry and superpowered people put together could not do more than raise a little dust on its face. If it does decide to feed in our system it would need the intervention of the greatest powers of the galaxy or mass evacuation offworld to save the human race from instant near extinction. Currently achieving either of those is a very doubtful proposition.

Offworld scientists have a number of theories as to what Xenos is and how it came to be. One is that it evolved naturally in the earliest eras of the current universe when the cosmos was much denser and more energetically active than it is now. Masses of matter roiled around, forming planets and protostars. Some of these became consistent enough to exhibit living behavior, taking in materials and growing larger, then splitting into two new entities. This formed the basis for a process of natural selection that gradually brought about more complex forms. In some ways Xenos does behave like a single-celled organism such as an amoeba, being quite structurally simple and only interested in feeding and survival. Xenos may be the last remaining example of this form of life left in our galaxy, certainly no others like it have ever been reported in records from the last few million years. The others likely starved, cannibalized each other, fell into black holes or otherwise perished over time. There is a movement to treat it as an endangered species and place it under a protection order. To do this though would necessitate shifting Xenos to some suitable location where there would be enough to eat and where it would not endanger other lifeforms. At the moment though there is no way to restrain it and no place to put it that local peoples would not object to having a planet-devouring monster running loose. Also what if it is a living organism and an abundant food supply lets it reproduce? The cosmos in its current form could not stand an entire population of such entities munching away at stellar objects.
Last edited by Gamebook on Sun Mar 25, 2018 9:41 pm, edited 2 times in total.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 08, 2017 9:48 pm

Image

Zap - PL 10

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 6, Intellect 3, Awareness 1, Presence 2

Advantages
Agile Feint, Attractive, Defensive Attack, Defensive Roll, Equipment 1, Extraordinary Effort, Improved Aim, Improved Critical: Electricity Generation, Power Attack, Ranged Attack 4

Skills
Acrobatics 4 (+6), Athletics 4 (+4), Expertise: Science 4 (+7), Insight 4 (+5), Investigation 4 (+7), Perception 6 (+7), Persuasion 6 (+8), Ranged Combat: Electricity Generation 4 (+6), Sleight of Hand 4 (+6), Technology 6 (+9)

Powers
Electricity Generation
. . Zap: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged, Multiattack)
. . Zazz: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight, Cumulative, Increased Range: ranged, Selective; Limited: Sight)
. . Zow: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Multiattack)
. . Zzak: Damage 10 (DC 25; Increased Range: ranged, Multiattack, Penetrating 10)
. . Zzt: Nullify 10 (Counters: Electrics, DC 20; Effortless, Multiattack, Simultaneous)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Immunity: Immunity 10 (Common Descriptor: Electricity)
Mask: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Voltmeter: Senses 4 (Acute: Electricity, Analytical: Electricity, Detect: Electricity 2: ranged)

Equipment
Flash Goggles, Mask [Mask: Senses 2, Extended: Vision 1: x10, Low-light Vision]

Offense
Initiative +2
Grab, +6 (DC Spec 10)
Throw, +6 (DC 15)
Unarmed, +6 (DC 15)
Zap: Damage 10, +10 (DC Fort 25)
Zazz: Cumulative Perception Area Affliction 10 (DC Fort 20)
Zow: Cumulative Affliction 10, +10 (DC Fort 20)
Zzak: Damage 10, +10 (DC 25)
Zzt: Nullify 10, +10 (DC Will 20)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 3, Toughness 12/1, Will 5

Power Points
Abilities 34 + Powers 94 + Advantages 13 + Skills 23 (46 ranks) + Defenses 12 = 176

Zap is a popular electric superhero. She got her powers working as a research student, contemporary Earth science being close to being able to manufacture their own electrical power enhancements. When not working in the lab she is an active superhero, having affiliations with several superhero organizations. As a person she is an excellent example of the workaholic overachiever, having been excellent in every academic field from a young age while also being a talented sportswoman and enjoying a high level of popularity with her peers and mentors. Since getting into the field of superheroics though she is finding that she is not quite as amazing as she thought she was, there are a lot of superheroes who are extraordinarily talented people.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 08, 2017 10:01 pm

Image

Zip - PL 10

Strength 1, Stamina 2, Agility 2, Dexterity 1, Fighting 12/8, Intellect 1, Awareness 2, Presence 2

Advantages
Agile Feint, Defensive Roll 4, Equipment 2, Evasion 2, Improved Critical: Unarmed, Improved Disarm, Improved Initiative 2, Improved Trip, Move-by Action, Power Attack, Ranged Attack 4, Takedown 2

Skills
Acrobatics 4 (+6), Athletics 8 (+9), Deception 4 (+6), Insight 4 (+6), Perception 6 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+5), Vehicles 4 (+5)

Powers
Electric Speed
. . Accelerated Punches: Strength-based Damage 6 (DC 22; Multiattack)
. . Catch Bullets: Burst Area Deflect 9 (Burst Area: 30 feet radius sphere, DC 19, Selective; Limited: to projectiles)
. . Electric Punches: Strength-based Damage 6 (DC 22; Alternate Resistance: Fortitude, Multiattack)
. . Strike Everybody: Strength-based Burst Area Damage 6 (DC 22; Burst Area: 30 feet radius sphere, DC 16, Selective)
Enhanced Trait: Enhanced Trait 24 (Traits: Dodge +4 (+12), Fighting +4 (+12), Advantages: Agile Feint, Defensive Roll 4, Evasion 2, Improved Initiative 2, Move-by Action, Takedown 2)
Goggles: Senses 5 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 1: -1 speed rank, Ultravision)
Impervious Defense: Impervious Dodge 12
Impervious Defense: Impervious Parry 12
Speed: Speed 14 (Speed: 32000 miles/hour, 60 miles/round)

Equipment
Flash Goggles, Goggles [Goggles: Senses 5, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 1: -1 speed rank, Ultravision]

Offense
Initiative +10
Accelerated Punches: Strength-based Damage 6, +12 (DC 22)
Electric Punches: Strength-based Damage 6, +12 (DC Fort 22)
Grab, +12 (DC Spec 11)
Strike Everybody: Strength-based Burst Area Damage 6 (DC 22)
Throw, +5 (DC 16)
Unarmed, +12 (DC 16)

Languages
Native Language

Defense
Dodge 12/8, Parry 12, Fortitude 6, Toughness 6/2, Will 6

Power Points
Abilities 38 + Powers 83 + Advantages 10 + Skills 20 (40 ranks) + Defenses 14 = 165

Zip is Zap's brother. He has never been quite as bright and eager for accomplishment in all fields as his sister. He is into his running, mostly middle-distance events. It was at her initiative that he got superpowers, she wanted to form an ace superhero duo which is why they have cute matching outfits and codenames. The two are not inseparable, joined-at-the-hip types though, much of the time they live apart and pursue their own careers. As a flying blaster and a speedster they are a welcome addition to most superhero teams and have never had trouble getting places with prestigious teams. They generally form teams with other student superheroes who are at their level and social group, though they have served with top name flying capes as well. At Zap's insistence they steer clear of the stranger side of the superhero community, the time-traveler's and mages. She is very uncomfortable with anything that is outside of her technical comprehension. Zip is more relaxed about such things, being willing to work with anybody who is cool.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Dec 09, 2017 7:22 am

Image

Zeus - PL 18

Strength 12, Stamina 12, Agility 4, Dexterity 4, Fighting 12, Intellect 6, Awareness 8, Presence 8

Advantages
All-out Attack, Assessment, Attractive, Benefit, Status 2: Ruler of the gods, Contacts, Eidetic Memory, Fascinate (Persuasion), Fearless, Improved Aim, Improved Initiative, Inspire 3, Leadership, Luck 3, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 10, Well-informed

Skills
Acrobatics 4 (+8), Athletics 8 (+20), Deception 8 (+16), Insight 8 (+16), Intimidation 8 (+16), Investigation 8 (+14), Perception 8 (+16), Persuasion 8 (+16), Sleight of Hand 4 (+8)

Powers
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
God of the Sky: Environment 22 (Cold, Impede Movement (1 rank), Impede Movement (2 ranks), Visibility (-2), Visibility (-5), Radius: 8000 miles; Selective)
Ichor: Regeneration 10 (Every 1 round)
Immortality: Immortality 5 (Return after 1 day)
Immunity: Immunity 8 (Aging, Disease, Environmental Conditions (All), Poison)
Impervious Defense: Impervious Toughness 12
Move Unseen: Concealment 10 (All Senses)
. . Any Form: Morph 4 (Alternate; +20 Deception checks to disguise; Any form)
Olympian Powers
. . Appear: Burst Area Teleport 14 (60 miles in a move action, carrying 200 lbs.; Accurate, Burst Area: 30 feet radius sphere, DC 24, Change Direction, Dimensional: dimension - Olympus, Easy, Extended: 16000 miles in 2 move actions, Increased Mass 2, Selective)
. . Grant godhood: Variable 15 (Affects Others Only)
. . Ruler of the gods: Cumulative Perception Area Affliction 18 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 28; Perception Area: DC 28 - Hearing, Cumulative, Increased Range 2: perception, Selective)
. . See the truth: Burst Area Cumulative Effortless Mind Reading 18 (DC 28; Burst Area: 30 feet radius sphere, DC 28, Cumulative, Effortless, Selective)
. . Thunderbolts: Damage 22 (DC 37; Alternate Resistance: Fortitude, Extended Range 10, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack)
. . Will into being: Create 22 (Volume: 4 million cft., DC 32; Extended Range 10, Increased Duration: continuous, Innate, Precise)
Senses: Senses 10 (Darkvision, Extended: Vision 4: x10k, Penetrates Concealment: Vision)

Offense
Initiative +8
Grab, +12 (DC Spec 22)
Ruler of the gods: Cumulative Perception Area Affliction 18 (DC Will 28)
See the truth: Burst Area Cumulative Effortless Mind Reading 18 (DC Will 28)
Throw, +14 (DC 27)
Thunderbolts: Damage 22, +14 (DC Fort 37)
Unarmed, +12 (DC 27)

Languages
Native Language

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

Power Points
Abilities 132 + Powers 376 + Advantages 31 + Skills 32 (64 ranks) + Defenses 20 = 591

Zeus is the ruler of the gods by the ineffable will of the universe. He is much more powerful than any of his peers in the Olympian pantheon and has powers which let him control all the others and decide who does and does not get to be a god. Like most of the other Olympians he has long since lost any interest in being worshiped by mortals, not that he ever had much to begin with. The gods exist for themselves, not for the benefit of mortals who really play only a marginal part in their lives. In the magical otherworlds where the gods are real many still do worship the Olympians but they only answer prayers and grant mortal entreaties in a very irregular way as it pleases or benefits them. They certainly do not offer personal salvation, what happens to mortal souls is their owners lookout and no responsibility of theirs.

Zeus main concern is keeping a check on his wayward subjects. He does not mind them debauching or punishing the odd mortal but draws the line at mass destruction or setting themselves up as direct rulers. Gods who overstep the bounds set down by him will be summoned to account for themselves before him. If he is especially displeased he has the power to strip a god of their godhood and reduce them to being mortal. He has done this a few times for offenses that strike at the proper order of heaven and earth, such as one of his gods having dealings with angels or demons or the undead, or raising favored mortals to godhood. Conversely he also has the power to make a mortal a god, though he has only done this a few times for children or spouses of the gods. If he needs a champion on Earth he prefers to settle for empowering a mortal to fight for them. Often he has one of his more powerful subjects do this for him, preferring to maintain a certain distance as befits his lofty position. The Amazon heroes gain their powers for example by the patronage of female goddesses such as Hera, Athena, Artemis, Themis. Currently his favored mortal is his young daughter Jupiter who does most of the work of striking down those his wrath has fallen upon.

Zeus is the sky god of many human cultures under many names and appearances and has other champions such as Astrapios who are named for other incarnations of his. He is not the ruler of all gods everywhere, there are a few ancient deities that do not owe him allegiance, such as Tiamat. He mostly maintains cordial relations with them unless they are unnatural abominations that are a menace to the world. With Tiamat he pays respectful visits to her to discuss matters of controlling the presence of gods and other divine beings in the mortal world. The ever jealous Hera is suspicious of that aging hussy, suspecting her of having designs on her man, but even a goddess as vengeful as Hera is not willing to make an enemy of as powerful a god as Tiamat.

On contemporary Earth Zeus is also a member of the inner circle of the cabal of mages that protects the Earth from supernatural forces. As ruler of the gods he occupies such an exalted position that he has no need for ambition or seeking power, his only interest is genuinely to protect the mortals of Earth. He regards most of the other members of the cabal as typical foolish mortals, meddling with powers beyond their comprehension in pursuit of their own blind ambition. They are useful and ultimately expendable tools for him to manipulate though. He has more sympathy for the agents that do most of the dangerous work of fighting the supernatural and a number of times has intervened to help them out with particularly difficult missions. Zeus can be harsh and hand down severe judgements but he is a friend and protector of mortals in the main. The one thing that does frighten him are the horrors that lie beyond reality, the Cthulhoid monstrosities that even his powers would be useless against if they broke fully into the real world. If that ever does happen his plan is to evacuate himself and his people to another reality and seal the way behind them. Concern for mortals can only go so far.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 10, 2017 7:35 am

Image

Ahosi - PL 10

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

Advantages
Assessment, Benefit, Galactic Reputation, Defensive Attack, Defensive Roll, Evasion, Improved Aim, Improved Critical: Blasts, Improved Initiative, Inspire, Leadership, Luck, Precise Attack (Ranged, Cover), Ranged Attack 8

Skills
Athletics 6 (+9), Insight 8 (+11), Investigation 6 (+8), Perception 8 (+11), Persuasion 6 (+8), Sleight of Hand 4 (+8), Technology 4 (+6), Vehicles 6 (+10)

Powers
Battle Armor (Removable)
. . Armor: Protection 6 (+6 Toughness; Impervious)
. . Communication: Radio Cosmic Communication 1 (Subtle: encrypted)
. . Deflectors: Immunity 10 (Common Descriptor: Energy blasts; Redirect, Reflect, Sustained; Check Required 10: DC 19 - Dodge)
. . Gauntlets: Strength-based Damage 2 (DC 20)
. . Gripper Boots: Movement 2 (Wall-crawling 2: full speed)
. . Myofibre Sheath: Enhanced Strength 2 (+2 STR)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Visor: Senses 8 (Extra Ranks 3, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision, Advantages: Improved Aim, Precise Attack (Ranged, Cover))
Blaster Rifle (Easily Removable)
. . Blasts
. . . . Anti-Orbital Blast: Damage 8 (DC 23; Extended Range 8, Increased Range: ranged)
. . . . Charged Blast: Damage 8 (DC 23; Increased Range: ranged, Penetrating 8)
. . . . Pulse Blasts: Damage 8 (DC 23; Increased Range: ranged, Multiattack)

Offense
Initiative +7
Anti-Orbital Blast: Damage 8, +12 (DC 23)
Charged Blast: Damage 8, +12 (DC 23)
Gauntlets: Strength-based Damage 2, +10 (DC 20)
Grab, +10 (DC Spec 13)
Pulse Blasts: Damage 8, +12 (DC 23)
Throw, +12 (DC 18)
Unarmed, +10 (DC 18)

Languages
Native Language

Defense
Dodge 11, Parry 10, Fortitude 6, Toughness 9/8, Will 9

Power Points
Abilities 54 + Powers 69 + Advantages 18 + Skills 24 (48 ranks) + Defenses 18 = 183

Ahosi is a defense trooper on a space habitat in the future. In her time the majority of the human race has left Earth for more accommodating and secure locations out in space. Her habitat is mostly settled by people from Nigeria. The protection of their home is performed by a military corps of women, a practice that was instituted to try and forestall any military coups. Women it is thought are more likely to have the benefit of the whole community in mind and not be tempted to seize power for themselves. It seems to have worked so far, the women soldiers are stern defenders of their state's constitution.

Ahosi is a well-equipped elite soldier. Her armor incorporates numerous extra systems for mobility and protection. The long rifle she carries is designed for combat on a space habitat, having a maximum effective range of nearly forty miles. This lets her shoot down the length of her world as the ring-shaped structure of the habitat curves upwards rather than down as on a planet. She can also use it to engage hostile spaceships that venture near the habitat surface. It is long and bulky and can be awkward when fighting in confined spaces though. She will always fight as part of a unit that incorporates a full range of military hardware.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 10, 2017 8:12 am

Image

Bad Bunny - PL 9

Strength 1, Stamina 4, Agility 6, Dexterity 0, Fighting 12, Intellect 0, Awareness 1, Presence 1

Advantages
Agile Feint, Attractive, Benefit, Athletics Based on Agility, Defensive Roll 2, Evasion, Improved Critical 2: Bunny Kick: Strength-based Damage 3, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 2, Takedown

Skills
Acrobatics 8 (+14), Athletics 8 (+14), Close Combat: Bunny Kick: Strength-based Damage 3 2 (+14), Insight 4 (+5), Perception 6 (+7), Persuasion 4 (+5)

Powers
Powerful Legs
. . Bunny Kick: Strength-based Damage 3 (DC 19; Reach (melee): 5 ft.)
. . Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Power-Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Sure-footed: Movement 1 (Sure-footed 1)

Offense
Initiative +10
Bunny Kick: Strength-based Damage 3, +14 (DC 19)
Grab, +12 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +12 (DC 16)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 6/4, Will 5

Power Points
Abilities 50 + Powers 9 + Advantages 14 + Skills 16 (32 ranks) + Defenses 14 = 103

Bad Bunny is a genetically-modified woman. Her supervillain mastermind creator rewrote her DNA so that she was born with the potential to develop legs outside the normal human range. Normally the legs account for about 45% of a person's height, but can vary from 40% to 50%. Hers are an astonishing 60% of her total height. When observed standing upright she gives an impression of being on stilts. Her legs are immensely powerfully muscled and have a very high twitch capacity. She can push off with enough force to match the speed of a car, jump over a building or kick a dent into a steel panel. The bones and joints throughout her body are also specially reinforced to be able to withstand such actions. All this enhanced physiology means that she needs to eat at least twice the normal amount of a regular human, which is why evolution didn't give human bodies such capabilities in the first place.

Her creation seems to have been mostly an exercise in genetic science, rather than any attempt to create a supersoldier or a superior race. Her creator has also made many other gene-altered humans, such as men with hugely oversized chests and arms to give them massive upper body strength. After an early life spent being observed and trained she was unceremoniously turfed out onto the streets in her early teens. Her master had lost interest in her and wasn't willing to pay for her support and education. She went from living in a high-tech facility where she was served by robots and clone-workers to struggling to survive. She always avoided the authorities, having been brought up under the control of a supervillain she thought of governments and their agents as the enemy. If they captured her she was convinced they would vivisect her for the technical secrets in her body. With her powers she became a burglar, leaping onto roofs and balconies to gain access to unsecured skylights and windows. Attempts to abuse and exploit her like so many other poor women and girls on the streets she avoided by kicking any would-be persecutor somewhere painful and then leaping off across the city.

As she has gotten older she has become a minor supervillain, increasingly doing work with the lower-grade supervillains. Her role is mobility, she leaps over fences, onto roofs, up liftshafts and so on. To look the part she has a cool themed costume. Her upbringing, abandonment and years of fighting to survive has left her self-centered and temperamental. She likes having powerful boyfriends but isn't good at sustaining a relationship, being easily distracted by someone new or something else to do. Placing any demands or expectations on her just results in her literally leaping away. The violent and chaotic life of a supervillain doesn't help with this, all she is learning about life is to take what you want and enjoy yourself in the here and now. When the superheroes finally catch her and send her to prison maybe she will get some professional help then. By now though a life of crime and a violent end when she catches an energy bolt or a building falls on her in a superfight is her most likely eventual fate.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 10, 2017 8:51 am

Image

Buck - PL 8

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

Advantages
Assessment, Connected, Defensive Attack, Defensive Roll, Equipment 3, Favored Foe: Vampires, Improved Critical 2: Machete, Improved Critical 2: Shotgun, Improved Initiative, Leadership, Luck, Power Attack, Quick Draw, Ranged Attack 8, Takedown, Teamwork, Tracking

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

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Shotgun with Silver Shot (Easily Removable)
. . Shotgun
. . . . Shot: Damage 5 (Linked; DC 20; Increased Range: ranged; Diminished Range)
. . . . Silver: Weaken 5 (Linked; Affects: Vampire regeneration and immortality, Resisted by: Will, DC 15; Increased Range: ranged; Diminished Range)
Silver Machete (Easily Removable)
. . Machete
. . . . Blade: Strength-based Damage 4 (Linked; DC 21)
. . . . Silver: Weaken 4 (Linked; Affects: Vampire regeneration and immortality, Resisted by: Will, DC 14)
Silver Stakes (Removable)
. . Silver Stake
. . . . Silver: Progressive Weaken 6 (Linked; Affects: Vampire regeneration and immortality, Resisted by: Will, DC 16; Progressive)
. . . . Stake: Strength-based Damage 2 (Linked; piercing, DC 19)

Equipment
Binoculars, Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Commlink, Flashlight, Mini-tracer, Night Vision Goggles, Toolkit (Basic)

Offense
Initiative +6
Blade: Strength-based Damage 4, +10 (DC 21)
Grab, +10 (DC Spec 12)
Shot: Damage 5, +11 (DC 20)
Silver: Progressive Weaken 6, +10 (DC Will 16)
Silver: Weaken 4, +10 (DC Will 14)
Silver: Weaken 5, +11 (DC Will 15)
Stake: Strength-based Damage 2, +10 (DC 19)
Throw, +11 (DC 17)
Unarmed, +10 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 9

Power Points
Abilities 52 + Powers 30 + Advantages 28 + Skills 25 (50 ranks) + Defenses 17 = 152

Buck is a professional vampire hunter, part of the same organization as Silver. He is a hoary old veteran with a long list of vampire kills under his belt. Being old school he doesn't use some of the odd enhancements the younger vampire hunters sometimes employ, choosing to rely on his natural human skills and willpower. All his weapons are silvered so can weaken vampires. The silver stakes in particular will rapidly drain a vampire's vitality the longer they are stuck in them. A vampire can be damaged by regular weapons but all this really does is disperse it and it soon reforms, on the spot or in its coffin. Vampires do not really have a physical form, they are just a cloud of smoke animated by an evil spirit. This is why they don't show up in mirrors and crumble to ashes when dispatched. Silver, existing both in this world and in the spirit realm, can impact and hurt the spirit of the vampire.

Buck became a vampire hunter many years ago when he was working as a bounty hunter retrieving bail jumpers. He had an encounter with a vampire that was operating as a crime lord and was the boss of one of his bounties. Vampires do everything they can to keep their existence and location a secret as they have many enemies but they often need mortal servants due to their inability to go out in the day. Unable to shake Buck his quarry went to his bosses house and asked his vampire lord to save him. Having never even suspected the supernatural was real before Buck found himself fighting a genuine vampire that was determined to kill him quickly. He managed to fend it off and evade it long enough for dawn to break. Shaken by this encounter he tried to report what had happened, but nobody of course believed that he had been attacked by a vampire and just asked what he was on. That evening though as he nervously watched the sun set while checking his weapons he was visited by people who claimed to believe him. They were armed with strange weapons and did look pretty tough. With nothing else to lose he agreed to let them help him and together they set an ambush for the vampire. When the vamp came flying in to kill him they promptly trapped and destroyed it. Impressed by this display of competence Buck asked how you became a vampire hunter. The person who had been sneaking up behind Buck with a garrotte to silence him was secretly signaled to stand down by the leader of the team and they took him to one of their secret bases to induct him and begin his training.

While an avid vampire hunter Buck has never been too keen on the keeping vampires and other supernatural phenomena secret business. He accepts that it has to be done as just knowing the supernatural is real is dangerous for ordinary people, it exposes them to manifestations and widens the cracks in reality that let the unnatural forces in. He prefers to just get the vampires, and leaves regretfully when the order's assassins move in to silence all those who have been exposed to them. Whenever possible he saves people's lives the only way he can, by inducting them into his order as a vampire hunter. This had made him one of the most prolific of vampire hunter trainers and he usually has an apprentice or two with him. If they don't make the grade or are compromised he will do the necessary deed himself, they are his responsibility and the burden of any failure is on him. Over the years he has lost or had to eliminate a fair few apprentices and he keeps a secret memorial to each one. As far as he is concerned they all died as heroes in a war.
Last edited by Gamebook on Mon Dec 11, 2017 9:28 pm, edited 4 times in total.

User avatar
Woodclaw
Posts: 683
Joined: Fri Sep 08, 2017 8:05 pm
Location: Como, Italy

Re: Gamebook's builds (hs5ias new thread)

Post by Woodclaw » Sun Dec 10, 2017 9:54 am

Gamebook wrote:
Sun Dec 10, 2017 7:35 am
Image

Ahosi - PL 10

Ahosi is a defense trooper on a space habitat in the future. In her time the majority of the human race has left Earth for more accommodating and secure locations out in space. Her habitat is mostly settled by people from Nigeria. The protection of their home is performed by a military corps of women, a practice that was instituted to try and forestall any military coups. Women it is thought are more likely to have the benefit of the whole community in mind and not be tempted to seize power for themselves. It seems to have worked so far, the women soldiers are stern defenders of their state's constitution.

Ahosi is a well-equipped elite soldier. Her armor incorporates numerous extra systems for mobility and protection. The long rifle she carries is designed for combat on a space habitat, having a maximum effective range of nearly forty miles. This lets her shoot down the length of her world as the ring-shaped structure of the habitat curves upwards rather than down as on a planet. She can also use it to engage hostile spaceships that venture near the habitat surface. It is long and bulky and can be awkward when fighting in confined spaces though. She will always fight as part of a unit that incorporates a full range of military hardware.
I'm not sure if the "future warrior" angle works for me, but that armor is one of the coolest designs I've seen in a while, a really well thought mix of futuristic technology and ancient design and patterns.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Dec 11, 2017 9:23 pm

Image

Rocker - PL 6

Strength -1, Stamina 0, Agility 1, Dexterity 2, Fighting 4, Intellect 5, Awareness 4, Presence 2

Advantages
Connected, Contacts, Defensive Roll, Equipment 1, Favored Foe: Vampires, Inspire 3, Luck 2, Ranged Attack 4, Taunt, Well-informed

Skills
Deception 8 (+10), Insight 8 (+12), Investigation 8 (+13), Perception 4 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+6), Vehicles 4 (+6)

Powers
Silver Piercings: Immunity 10 (Common Descriptor: Vampire powers)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +1
Grab, +4 (DC Spec 9)
Throw, +6 (DC 14)
Unarmed, +4 (DC 14)

Languages
Native Language

Defense
Dodge 7, Parry 4, Fortitude 2, Toughness 1/0, Will 9

Power Points
Abilities 34 + Powers 10 + Advantages 16 + Skills 21 (42 ranks) + Defenses 13 = 94

Rocker is a very smart cookie. She has always been into the paranormal but unlike most people she took it seriously rather than treating it as a way of making wishes. She sought out odd books and secretive practitioners from obsessively researched rumors. There is knowledge of the supernatural about despite the best efforts of the cabal of mages that protects the world from supernatural threats to suppress it. What she was into was ghosts and ghouls, vampires and wights and other undead. She was a member of a succession of ghost hunter groups but they never did find anything conclusive, or even suggestive really. Her own research though did convince her that a number of odd assaults were vampire attacks. She tracked down survivors and tried to interview them, but most of them had died or disappeared soon after they had been released from hospital. She also noticed that the attacks tended to follow a pattern, with a rash of attacks at first then coming to a sudden halt.

Staking out areas where attacks were happening to try and find out more she was grabbed from her car one night and bundled away in a van. Her kidnappers took her somewhere, tied her to a chair with a bag on her head and tried to interrogate her. She turned it back on them though, noting sounds and smells they were making and picking up clues from their accents and what they said. She rapidly concluded that her abductors were vampire hunters, which would explain why the vampire attacks always came to a sudden halt. Irritated at this smart ass they in return asked her what she thought happened to those who had survived attacks by vampires. She cheerfully replied that they must be doing away with them to stop the spread of vampirism and suppress public knowledge. They made threats that the same would happen to her if she continued to interfere in their business. Rather than being intimidated she complimented them on their rigor and determination and announced that she intended to become a vampire hunter herself. Without any assistance she had found out this much so she would be really good with some training. After a bit of whispered debate and a vote the vampire hunters decided to give her a shot.

Rocker is now a trainee probationary vampire hunter, assigned to the tough veteran Buck who may be able to keep her alive long enough to learn something. To his irritation she has declined to carry anti-vampire weaponry or attempt to confront any vamps directly. As she points out she weighs a hundred pounds and has the upper body strength of a wet noodle. No matter how well trained she will never be able to properly fight a fast and strong opponent. Instead she uses her clever mind to detect and locate vampires and guide the martially inclined onto them. In a few months she has become better than he is at predicting the occurrence and activity patterns of vampires. While she won't carry weapons (they would only uselessly weigh her down if she has to run for her life) she is sensible enough to take some protective measures. Impressed by a meeting with the vampire hunter Silver she has gone in for a full set of silver piercings like her, even the ones in the really intimate places. Rocking her new look she moves through the margins of society which vampires tend to prey on, quizzing drug users, petty criminals, bikers, truckers, transient and illegal workers and the like on anything or anybody really weird, even for them. Alongside her is the tall and powerful Buck who makes sure she doesn't experience trouble while he conducts his own less subtle investigations (Buck concentrates on finding the mortal weasels who work for the vampires and then beating the required information out of them).

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Dec 11, 2017 10:18 pm

Image

Deadeye - PL 10

Strength 2, Stamina 3, Agility 6, Dexterity 8, Fighting 12, Intellect 0, Awareness 3, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Ambidexterity, Benefit, Athletics Based on Agility, Defensive Attack, Defensive Roll 2, Equipment 5, Evasion 2, Improved Aim, Improved Critical 2: Shuriken, Improved Critical 2: Unarmed, Improved Critical 3: Throwing Knives: Strength-based Damage 1, Improved Critical: Throwing Knives: Strength-based Damage 1, Improved Defense, Improved Disarm, Improved Initiative, Improvised Weapon, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 7, Takedown, Throwing Mastery 3

Skills
Acrobatics 8 (+14), Athletics 8 (+14), Deception 4 (+6), Insight 8 (+11), Intimidation 6 (+8), Perception 8 (+11), Sleight of Hand 8 (+16), Stealth 6 (+12), Vehicles 4 (+12)

Powers
Catch and throw back: Deflect 10 (Redirection, Reflect; Limited: to physical projectiles, Reduced Range: close)
Impossible Throw
. . Death Throw ([0 active, 0/4 PP, 2/r]; Alternate Resistance: Fortitude, Increased Range: ranged)
. . Exact Throw ([0 active, 0/4 PP, 1/r+1]; Increased Range: ranged, Precise)
. . Far Throw ([0 active, 0/4 PP, 1/r+2]; Extended Range 2, Increased Range: ranged)
. . Fast Throw ([0 active, 0/4 PP, 2/r]; Increased Range: ranged, Multiattack)
. . Knock-on Throw ([0 active, 0/4 PP, 1/r+2]; Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . Penetrating Throw ([0 active, 0/4 PP, 1/r+2]; Increased Range: ranged, Penetrating 2)
. . Ricochet Throw ([0 active, 0/4 PP, 1/r+2]; Increased Range: ranged, Ricochet 2: 2 bounces)
. . Surreptitious Throw ([0 active, 0/4 PP, 1/r+1]; Increased Range: ranged, Subtle: subtle)
. . Throw through cracks in reality ([0 active, 0/4 PP, 1/r+2]; Dimensional 2: group - Any physical, Increased Range: ranged)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Throwing Knives: Strength-based Damage 1 (DC 18, Advantages: Improved Critical; Increased Range: ranged)

Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Gas Mask, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Lock Release Gun, Mask [Mask: Senses 2, Extended: Vision 1: x10, Low-light Vision], Mini-tracer, Multi-tool, Rebreather, Restraints, Shuriken, Throwing Knives [Throwing Knives: Strength-based Damage 1, DC 18, Advantages: Improved Critical; Increased Range: ranged]

Offense
Initiative +10
Grab, +12 (DC Spec 12)
Shuriken, +15 (DC 19)
Throw, +15 (DC 20)
Throwing Knives: Strength-based Damage 1, +15 (DC 18)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 7/3, Will 9

Power Points
Abilities 72 + Powers 31 + Advantages 42 + Skills 30 (60 ranks) + Defenses 16 = 191

Deadeye is an uncanny master of throwing objects as weapons. He favors aerodynamic sharp things but can turn almost any small object into a weapon. Beyond just throwing really well he can pull off all sorts of special throws to match the situation. He can then combine these special throws for even greater effect, such as a surreptitious death throw to kill someone without anyone noticing or leaving a mark on the body, or a knock-on ricochet throw that sets off a chain of bounces and falling objects to hit a target. His manual dexterity is unbelievable, he puts most professional magicians skills at legerdemain to shame. It is not clear if this ability is natural, a chance freak of nature, or if he has been enhanced or genetically engineered. He is reticent about his past, though he does like to drop hints that he killed his own family, even his pets, when he was developing his skills as a child.

As a person Deadeye is in practice a serial killer, he has a strong compulsion to kill people. This compulsion is its own reason, he does not have to hate or even dislike the person. All he needs is opportunity and for them to mean nothing to him. These killings are never accompanied by torture or sexual assault, he actually finds such things boring. He does like violence and sex, its just that he much prefers active partners. Its only fun for him if the person he is trying to kill is fighting back or trying to escape, or if the sex partner is willing or at least paid. As a man with talent he finds ready work with crime bosses and supervillain masterminds, pulling off quick, neat and quiet assassinations. This mostly satisfies his need to cause the death of others and allows him to pass for normal when he wants to. He doesn't have to kill everyone who crosses his path, he can restrain himself, even for quite long periods. In his head though he does at least visualize a killing throw against almost everyone he sees. In the supervillain community his proclivities are known but they are not generally held against him, they're not ones to judge being uniformly renegades against society themselves. It helps that once he has got to know and like, or at least respect, a person the temptation to kill them fades. He has a few old cronies he has known and worked with for years and they are quite safe from a random attack by him. Now if he was paid well enough, that would be a different matter. They'd do the same to him though, and whoever survived would toast the others memory.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Dec 11, 2017 10:41 pm

Image

Kodiak - PL 9

Strength 9/3, Stamina 8/3, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 1

Advantages
All-out Attack, Daze (Intimidation), Great Endurance, Improved Critical: Bear Claws: Strength-based Damage 1, Power Attack, Takedown

Skills
Athletics 6 (+15), Intimidation 6 (+7), Perception 6 (+6)

Powers
Bear Skin (Removable)
. . Bear Claws: Strength-based Damage 1 (slashing, DC 25)
. . Enhanced Trait: Enhanced Trait 22 (Traits: Strength +6 (+9), Stamina +5 (+8))
. . Immunity: Immunity 1 (Environmental Condition: Cold, Advantages: Great Endurance)
. . Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
. . Regeneration: Regeneration 3 (Every 3.33 rounds)
. . Senses: Senses 6 (Acute: Scent, Extended: Scent 2: x100, Low-light Vision, Tracking: Scent 2: full speed)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +2
Bear Claws: Strength-based Damage 1, +8 (DC 25)
Grab, +8 (DC Spec 19)
Throw, +0 (DC 24)
Unarmed, +8 (DC 24)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 10, Will 4

Power Points
Abilities 34 + Powers 37 + Advantages 5 + Skills 9 (18 ranks) + Defenses 14 = 99

Kodiak gets his powers from the magical bear skin suit he wears, which he uses to conduct raids and heists as a low grade working supervillain. The suit is an ancient artifact made long ago by a now destroyed Native American nation. The concept of changing your skin and becoming an animal, or man-animal hybrid, is a near ubiquitous feature of ancient human culture. There is evidence for it dating back 35,000 years to some of the oldest artwork ever found. What the beliefs and magic were of the people who made this suit is now lost but the artifact still works. Donning it gives the wearer the strength of the bears and their acute senses. Kodiak is strong enough to fling cars and tear through metal with the claws. Where he got the suit is unclear, but investigation traces it back to a secret vault of magical artifacts that was raided by supervillains some time back. He does not seem to be the first person to have owned the suit since it was stolen, superheroes who have encountered the Kodiak have reported different people wearing it. It is possible the suit gets shared around. The suit itself cannot easily be destroyed, it always regenerates from any damage it may sustain from a fight. Only undoing the magic within it would destroy it permanently. Various mages and other supernatural agents are seeking it to variously use it themselves or lock it back into a secure vault where it won't be a danger.

Gamebook
Posts: 4160
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Dec 12, 2017 8:57 pm

Image

Dandy Highwayman - PL 6

Strength 0, Stamina 0, Agility 1, Dexterity 2, Fighting 8, Intellect 1, Awareness 2, Presence 3

Advantages
Attractive, Daze (Deception), Defensive Roll, Equipment 4, Fascinate (Persuasion), Improved Critical: Light Pistol, Improved Initiative, Leadership, Quick Draw, Ranged Attack 7, Taunt

Skills
Athletics 4 (+4), Deception 8 (+11), Insight 6 (+8), Perception 4 (+6), Persuasion 8 (+11), Sleight of Hand 6 (+8), Vehicles 8 (+10)

Powers
Armor: Protection 3 (+3 Toughness; Impervious)

Equipment
Armor [Armor: Protection 3, +3 Toughness; Impervious], Knife, Light Pistol, Sword

Offense
Initiative +5
Grab, +8 (DC Spec 10)
Knife, +8 (DC 16)
Light Pistol, +9 (DC 18)
Sword, +8 (DC 18)
Throw, +9 (DC 15)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 2, Toughness 4/0, Will 6

Power Points
Abilities 34 + Powers 0 + Advantages 20 + Skills 22 (44 ranks) + Defenses 13 = 89

The Dandy Highwayman models himself on the myth of eighteenth to early nineteenth century English highwaymen. He and his crew of similarly dressed fops conduct armed robberies, going into banks to strip the tellers drawers or jacking armored cars on the highway. For all their odd appearance they are highly professional, moving quickly to secure the scene and get the cash, bullion or gems. Once away they quickly get out of their finery, wigs, false noses and makeup, without which they are almost unrecognizable. During their heists they are always extravagantly courteous, so long as everyone is cooperating. Make any attempt at defiance and they consider themselves to have been insulted and are likely to cut bits off such as fingers, ears or noses. After a string of successful jobs they have become criminal celebrities, with many members of the public being enthused at being involved in a robbery conducted by such cool and stylish people. Women especially want to pose for pictures with them, which they happily oblige if the robbery is otherwise running smoothly and they have a few seconds to spare.

The authorities are of course furious at this defiance of public order and a police task force is pursuing them. They are focusing their hunt in the subcultures which like to dress in archaic or highly stylized fashions. In this they will be unsuccessful, the crew only dress like they do for jobs, outside of it they deliberately stay away from any association with the cultures. It's not just a ruse, they are genuinely all enthusiasts for how they dress and act, it is just that they only do so when committing crimes. All their clothes are handmade by themselves and their friends and are thus untraceable. With the money they steal they live a life of wealthy idleness like proper gentlemen, drinking, gambling and generally partying all the time. The life they are leading is very high risk however, it would only take a single slip-up by one of them for the whole thing to unravel. An incautious appearance by one of them at a convention for such clothes could be the lead the investigating detectives need.
Last edited by Gamebook on Sun Mar 25, 2018 9:52 pm, edited 1 time in total.

Post Reply