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Lois Lane - PL 10
Strength 0, Stamina 1, Agility 2, Dexterity 3, Fighting 8, Intellect 5, Awareness 5, Presence 5
Benefit: Press Pass, Benefit: Wife of Superman, Connected, Defensive Roll, Equipment 2, Evasion, Fascinate (Persuasion), Leadership, Ranged Attack 5, Taunt, Well-informed
Acrobatics 4 (+6), Athletics 4 (+4), Deception 8 (+13), Expertise: Journalism 8 (+13), Insight 12 (+17), Investigation 12 (+17), Perception 4 (+9), Persuasion 8 (+13), Sleight of Hand 4 (+7), Stealth 4 (+6), Technology 4 (+9), Vehicles 4 (+7)
Clark's Secret Protective Measure: Protection 10 (+10 Toughness; Impervious, Insidious)
Superman Signal (Removable)
. . Superman Signal: Senses 1 (Communication Link: Ultrasonic)
Camera, Cell Phone (Smartphone), Flashlight, Mini-tracer, Multi-tool
Grab, +8 (DC Spec 10)
Throw, +8 (DC 15)
Unarmed, +8 (DC 15)
Dodge 8, Parry 8, Fortitude 3, Toughness 12/11, Will 11
Abilities 58 + Powers 22 + Advantages 16 + Skills 38 (76 ranks) + Defenses 14 = 148
Lois Lane is the wife of Superman in his civilian identity of Clark Kent. They met while working as reporters, though their attraction took a while to develop. At first Clark was trying to maintain his high-school romance with Lana Lang, then he was involved with Diana the Wonder Woman for a while until they chose to end it, then he had an ill-advised rebound relationship with Cat Grant. Then there was that phase when alien warrior queens kept declaring him to be a suitable husband for themselves (Princess Maxima, Queen Lourdes) but by that time he had learned his lesson about getting involved with royal warrior women.
Lois and Clark are very different people in many ways, she is spiky and aggressive and can be very sharp. Clark is a mild-mannered nice guy who comes across as somewhat bumbling. Both though are dedicated and tenacious reporters, just in different ways. Lois gets in your face and persists with the most difficult and embarrassing questions, cutting through all evasions and misdirections. She once asked someone she was interviewing live on TV the same question fifteen times when he just wouldn't give a straight answer but didn't want to be caught out in a lie. Lying to Lois Lane is a very bad idea, she always knows and sees lies as an opening to really get at you and cause hideous embarrassment. People have had to resign from their positions when she has caught them out. Clark is just as persistent and discomfiting, but he does so by politely and innocently asking the one question that his subject really does not want to come up, then following up with an even worse one they had not even thought of. For a while the two had a professional rivalry going, but it was always friendly and they often worked together.
Lois did a lot of reporting on Superman when he first appeared, becoming over time his main press contact. Clark deliberately did this so he could control what the public knew about him instead of ill-informed speculation running rampant. Actually journalistically investigating Superman is impossible, there is no way to track him or compel him to disclose information. To this day hardly anyone even knows the Fortress of Solitude exists for example, just the members of the Justice League and that snake Lex Luthor (he never tells anyone though, Lex likes knowing things others don't). For years they never thought of each other romantically, when it did happen it surprised both of them. By that time Clark had long brought Lois into his secret, it was the next level in him trusting her to be his spokesperson to the world.
Lois is not as daring a reporter as in her youth, when she used to frequently get involved in confrontations with supervillains. Several times she gained superpowers herself, such as when Clark lost his and they passed into her and Lana Lang (Lana still has hers and adventures as Superwoman), or that time Brainiac turned her into a new version of himself, or that time her body was destroyed and Clark built her a robot body and she was the Red Tornado for a while until he managed to clone her a new human body. She gave up the crazy adventures when she and Clark decided to start a family. They now have a teenage daughter, Linda, and a ten year-old son, Jon. Both of them have inherited their father's powers, apparently without any dilution in effect. Being the wife of Superman is never without incident though and hazardous encounters with supervillains remain a feature of Kent family life. Despite being often sent flying into walls or scorched by blasts Lois inexplicably never takes any serious injury, often just suffering smudges of soot. Clark secretly installed protective materials into the new clone body he built for her a while back, he could never stand that happening to her again.
Last edited by Gamebook on Sat Apr 07, 2018 5:55 am, edited 1 time in total.
Catwoman - PL 10
Strength 1, Stamina 2, Agility 8, Dexterity 6, Fighting 14, Intellect 3, Awareness 4, Presence 4
Agile Feint, Animal Empathy, Attractive 2, Benefit, Athletics Based on Agility, Benefit, Wealth (well-off), Connected, Defensive Attack, Defensive Roll 2, Equipment 10, Evasion, Fascinate (Persuasion), Hide in Plain Sight, Improved Critical 2: Cat's Claws: Strength-based Damage 2, Improved Critical 2: Whip: Strength-based Damage 2, Improved Grab, Improved Initiative, Improved Trip, Improvised Tools, Instant Up, Luck 3, Move-by Action, Precise Attack (Close, Cover), Quick Draw, Ranged Attack 2, Redirect, Skill Mastery: Sleight of Hand, Takedown, Taunt
Acrobatics 12 (+20), Athletics 8 (+16), Deception 8 (+12), Insight 8 (+12), Investigation 6 (+9), Perception 8 (+12), Persuasion 8 (+12), Sleight of Hand 8 (+14), Stealth 8 (+16), Technology 6 (+9), Vehicles 4 (+10)
Whip: Strength-based Damage 2 (DC 18, Advantages: Improved Grab, Improved Trip)
. . Movement: Movement 1 (Alternate; Swinging)
Cat's Eye Goggles: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Cat's Claws: Strength-based Damage 2 (slashing, DC 18)
. . Cat Climbing: Movement 1 (Alternate; Wall-crawling 1: -1 speed rank)
Protective suit: Protection 2 (+2 Toughness)
Isis the Thieving Cat: Move Object 1 (100 lbs., DC 16; Damaging, Increased Range: perception, Indirect 4: any point, any direction; Check Required 7: DC 16 - Persuasion)
Bullwhip [Whip: Strength-based Damage 2, DC 18, Advantages: Improved Grab, Improved Trip], Camo Clothing, Cat's Eye Goggles [Cat's Eye Goggles: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Catsuit [Cat's Claws: Strength-based Damage 2, slashing, DC 18; Protective suit: Protection 2, +2 Toughness], Cell Phone (Smartphone), Flash Goggles, Flash Grenade, Flashlight, Mini-tracer, Restraints, Smoke Grenade, Toolkit (Basic)
Cat's Claws: Strength-based Damage 2, +14 (DC 18)
Flash Grenade, +8 (DC Dog/Fort 14)
Grab, +14 (DC Spec 11)
Isis the Thieving Cat: Move Object 1 (DC 16)
Smoke Grenade, +8 (DC 19)
Throw, +8 (DC 16)
Unarmed, +14 (DC 16)
Whip: Strength-based Damage 2, +14 (DC 18)
Dodge 14, Parry 14, Fortitude 6, Toughness 6/2, Will 11
Abilities 84 + Powers 1 + Advantages 42 + Skills 42 (84 ranks) + Defenses 17 = 186
No-one knows who Catwoman really is, not even herself. She has been stealing valuable items across the city of Gotham for years. She started out as part of an eastern European gang who raided the homes of the wealthy. She was a small child they had trained in acrobatics and contortion so she could slip in through chimneys, air vents and other tiny gaps, then disarm security systems and open locks to let the rest of the gang in. As she got older and stronger she did much of the stealing herself, wriggling in and out with small but very valuable items. The operation was highly lucrative for years and the gang was too skillful and careful to be caught by the police. In the end it was the Batman who got them after they tried to raid Wayne Manor. Bruce's security systems are military-grade, well above what can be bought from civilian security firms. The only member of the gang who got away was the girl cat burglar. Though he suspected it at the time it was not until years later that Batman got Selina to admit that she deliberately tripped an alarm just so that the gang would be caught. She had gotten fed up with how they were treating her, keeping all the money for themselves while she lived in poverty. Some of the gang members behavior had also started to get creepy as she got older and began to develop as a woman.
Free of her controllers Selina went independent. It was during this time that she developed the persona of Selina Kyle, studying high class ladies and comportment books and perfecting her accent. It is certainly not her real name, that she does not remember as no one in the gang ever called it her growing up, they just called her by various pet names, or 'bitch' if they were in a bad temper. Selina does not know for sure how old she is but thinks she may have been thirteen or fourteen when she gained her freedom. She knew of the Batman as he had been active for several years by this time and she had repeated encounters with him when he chased after her when she had pulled off a notable heist. She came to fixate on him rather as he was the one man who paid attention to her as an equal, other men just treated her as a child or a toy. Before too long she had stolen enough to make herself comfortable and then she started trying to win his favor with tip-offs and leaving stolen goods for him that she had taken from people who were holding them illegally such as smuggled art and antiquities. Batman is a pragmatic person and he soon started to exploit her talents, using his own information networks to get her to acquire items and gather evidence for him. For a long time he resisted her flirtations, not wanting to compromise their professional relationship.
Catwoman is mostly a thief, though she is also a very good fighter. These days she nearly always steals from wealthy criminals, of which there is no shortage in Gotham. They tend to rely on physical security more than alarms and locks so she has become more combative. Batman has devised advanced martial training schemes for her as he considers her one of his agents. She is not a superhero though, she will not stand and fight against superior forces and she also does work for and has extensive contacts with people who are on the wrong side of the law. Batman knows that she plays both sides, ill-defined as they are, and chooses to let her and indeed even encourages it. They have a rather tempestuous relationship as each constantly seeks to control and manipulate the other while refusing to make a stated commitment. In their world a normal partnership is scarcely possible. They have a young daughter together, Helena, which Selina wanted as someone in her life who would always be with her and love her unconditionally. Batman knew she wanted a child and to keep her with him allowed himself to be the father. She may have been just eighteen or nineteen when she had Helena and even now is probably only in her early twenties. Her life didn't really have a childhood, she has effectively been an adult since before she was ten.
Last edited by Gamebook on Thu Jul 26, 2018 6:45 am, edited 2 times in total.
Amanda Waller - PL 8
Strength 0, Stamina 0, Agility 0, Dexterity 2, Fighting 6, Intellect 5, Awareness 5, Presence 6
Benefit, Security Clearance: Intelligence, Connected, Contacts, Equipment 2, Fascinate (Intimidation), Leadership, Ranged Attack 6, Skill Mastery: Deception, Well-informed
Deception 12 (+18), Insight 10 (+15), Intimidation 10 (+16), Investigation 10 (+15), Perception 4 (+9), Persuasion 8 (+14), Technology 4 (+9), Vehicles 4 (+6)
Cell Phone (Smartphone), Commlink, Light Pistol
Grab, +6 (DC Spec 10)
Light Pistol, +8 (DC 18)
Throw, +8 (DC 15)
Unarmed, +6 (DC 15)
Dodge 7, Parry 6, Fortitude 2, Toughness 0, Will 12
Abilities 48 + Powers 0 + Advantages 15 + Skills 31 (62 ranks) + Defenses 16 = 110
Amanda Waller 'The Wall' is an exceptionally ruthless intelligence agent. She operates as a law unto herself, deciding what is in the national interest and then doing it regardless of moral considerations. All that matters to her is national security, and she is prepared to sacrifice anyone or anything to achieve it. In her youth she was on the legendary 'Team 7' when she was slim and lithe, but these days she rarely takes the field. She controls her own private army, the infamous Task Force X aka the 'Suicide Squad'. It is made up of convicted super criminals earning remission from their sentence by undertaking dangerous secret missions. She controls these dangerous maniacs in the field by having tiny bombs implanted in their heads which she would use to instantly decapitate them if they ever failed or betrayed her.
The whole criminals redeeming themselves and the brain bombs is just a cover story however, one she spins for the benefit of the people who authorize the existence and funding of her squad. In reality there is no remission program and none of her operatives have bombs in their heads. Brain bomb technology is not actually a thing that exists. Her super criminals are rather talented mercenaries she has pretend they are captured super villains to deceive the public, the superheroes and her own government. All the members of her squad are on it because they want to be, because Waller has something to offer them that they need. She expertly manages and manipulates everyone around her to advance her own agenda. Even those who know just how duplicitous she really is can rarely find any way to effectively oppose her so well-connected is she and how tightly she keeps her operations sewn-up.
Waller and her squad work hard to keep up the charade. Whenever higher-ups come to inspect them between missions they are always in their cells, acting surly and defiant like crooks do. Most of the time though they are free to come and go as they please, so long as they turn up promptly when Waller issues a mission directive. Since their identities are highly-classified government secrets to everyone except Waller and her top people and they wear distracting costumes when on missions they have little risk of being recognized. Few of them move in conventional society anyway and any inadvertent sightings are suppressed or explained away by saying they are on parole. Her core squad has been with her for some time, even though their missions are supposed to have a high casualty rate, as in reality they are highly trained and valuable assets that she takes care with.
Last edited by Gamebook on Tue Jan 15, 2019 8:20 pm, edited 2 times in total.
Deadshot - PL 11
Strength 3, Stamina 3, Agility 4, Dexterity 6, Fighting 10, Intellect 2, Awareness 4, Presence 2
Accurate Attack, Benefit, Ambidexterity, Defensive Roll 2, Equipment 19, Fearless, Improved Aim, Improved Critical 4: Wrist Guns: Damage 4, Improved Initiative, Improved Smash, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 11, Takedown, Ultimate Effort: Aim
Acrobatics 4 (+8), Athletics 8 (+11), Deception 4 (+6), Insight 8 (+12), Intimidation 8 (+10), Investigation 6 (+8), Perception 14 (+18), Stealth 6 (+10), Technology 6 (+8), Vehicles 6 (+12)
Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Targeter Eyepiece: Senses 8 (Distance Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Wrist Guns: Damage 4 (DC 19; Increased Range: ranged, Multiattack)
Pistol Special Shots (Free device, Easily Removable)
. . Pistol Special Shots
. . . . Hail Mary Shot: Damage 4 (DC 19; Extended Range, Increased Range: ranged)
. . . . Ricochet Shot: Damage 4 (DC 19; Increased Range: ranged, Ricochet: 1 bounce)
. . . . Trick Shot: Damage 4 (DC 19; Increased Range: ranged, Precise)
. . . . Vital Point Hit: Damage 4 (DC 19; Increased Range: ranged, Incurable)
. . . . Weak Point Hit: Damage 4 (DC 19; Increased Range: ranged, Penetrating)
Assault Rifle, Cell Phone (Smartphone), Combat Suit [Heavy Body Armor: Protection 4, +4 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Targeter Eyepiece: Senses 8, Distance Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision; Wrist Guns: Damage 4, DC 19; Increased Range: ranged, Multiattack], Commlink, Flashlight, Gas Mask, Heavy Pistol, Hold-out Pistol, Knife, Mini-tracer, Rebreather, Restraints, Smoke Grenade, Sniper Rifle, Toolkit (Basic)
Assault Rifle, +17 (DC 20)
Grab, +10 (DC Spec 13)
Hail Mary Shot: Damage 4, +17 (DC 19)
Heavy Pistol, +17 (DC 19)
Hold-out Pistol, +17 (DC 17)
Knife, +10 (DC 19)
Ricochet Shot: Damage 4, +17 (DC 19)
Smoke Grenade, +17 (DC 19)
Sniper Rifle, +17 (DC 20)
Throw, +17 (DC 18)
Trick Shot: Damage 4, +17 (DC 19)
Unarmed, +10 (DC 18)
Vital Point Hit: Damage 4, +17 (DC 19)
Weak Point Hit: Damage 4, +17 (DC 19)
Wrist Guns: Damage 4, +17 (DC 19)
Dodge 12, Parry 10, Fortitude 7, Toughness 9/3, Will 10
Abilities 68 + Powers 0 + Advantages 48 + Skills 35 (70 ranks) + Defenses 18 = 169
Floyd Lawton is an old colleague of Waller's who was her first recruit for the squad. Lawton is ex-military and intelligence who went freelance, but always kept up contacts with his old bosses. Those who work in the darkest areas of national security are not put off using his services by his numerous assassinations of foreign politicians, mob witnesses, crime bosses and other people whose continued living has become inconvenient for rich and powerful people. For quite a lot of these hits his clients were themselves government. Lawton like many in his murky field plays a dangerous game of keeping himself useful enough to enjoy at least partial immunity for all the crimes he has committed.
Lawton likes to be mysterious about his past, but investigation by those in the know shows it to have been utterly unremarkable, just the usual story of broken homes and petty adolescent crime. Having come from nothing he relies on no-one except himself and his guns and is obsessed with money. Over the years he has stashed away millions to fund his retirement. Lawton though is a psychopath who only really enjoys shooting people. It's not that he likes to see people suffer or die, he just finds the thrill of accomplishing difficult hits addictive. He firmly believes bullets are the universal tool and tends to use them to accomplish almost any task. His willingness to take on the most dangerous missions has given him the reputation of having a death wish, but again and again he emerges alive from gunfights where everyone else is dead (there are suspicions that in some such cases he has finished off surviving allies just so that he can be the last man standing). Despite his psychotic and socially disconnected behavior Lawton otherwise shows no sign of mental illness and when he can see her is a loving father to his young daughter.
Lawton is on the Suicide Squad because it pays well and is a challenge, and Waller has the connections to let him see his daughter without having to set it up to avoid the authorities. His role on the squad as well as general gunman is to be there to remind everyone that Waller is in charge and those who disobey her directives can expect a bullet from him between the eyes. Though he has known them all for years none of his colleagues doubt that he would shoot them without hesitation or remorse.
Harley Quinn - PL 10
Strength 1, Stamina 3, Agility 6, Dexterity 4, Fighting 12, Intellect 3, Awareness 6, Presence 4
Agile Feint, Attractive, Benefit, Athletics Based on Agility, Close Attack 3, Connected, Daze (Deception), Defensive Attack, Defensive Roll 3, Equipment 11, Evasion 2, Improved Critical 2: Giant Mallet: Strength-based Damage 4, Improved Critical: Unarmed, Improved Initiative, Improved Trip, Luck 2, Power Attack, Ranged Attack 8, Redirect, Set-up 2, Skill Mastery: Insight, Taunt
Acrobatics 10 (+16), Athletics 8 (+14), Deception 8 (+12), Insight 12 (+18), Intimidation 6 (+10), Investigation 8 (+11), Perception 8 (+14), Persuasion 8 (+12), Sleight of Hand 8 (+12), Stealth 6 (+12), Vehicles 4 (+8)
Giant Mallet: Strength-based Damage 4 (DC 20; Reach (melee): 5 ft.)
Light Body Armor: Protection 2 (+2 Toughness)
Cell Phone (Smartphone), Commlink, Flashlight, Giant Mallet [Giant Mallet: Strength-based Damage 4, DC 20; Reach (melee): 5 ft.], Heavy Pistol, Hold-out Pistol, Knife, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness], Machine Pistol, Mini-tracer, Multi-tool, Rebreather, Restraints, Smoke Grenade, Stun Ammo
Giant Mallet: Strength-based Damage 4, +15 (DC 20)
Grab, +15 (DC Spec 11)
Heavy Pistol, +12 (DC 19)
Hold-out Pistol, +12 (DC 17)
Knife, +15 (DC 17)
Machine Pistol, +12 (DC 18)
Smoke Grenade, +12 (DC 19)
Throw, +12 (DC 16)
Unarmed, +15 (DC 16)
Dodge 12, Parry 12, Fortitude 7, Toughness 8/3, Will 12
Abilities 78 + Powers 0 + Advantages 46 + Skills 43 (86 ranks) + Defenses 16 = 183
Harleen Quinzel 'Harley Quinn' is the on-again off-again girlfriend of psychotic crime boss 'The Joker'. Whenever she and her beloved have broken up or he is supposedly dead again she tends to turn up and rejoins the squad. Keeping her restrained is impossible, again and again she has escaped from supposedly maximum security facilities. Having her out in the field raising mayhem is actually safer than keeping her in prison. She has a nasty practice of subverting prison guards and whipping other prisoners up to riot, finishing up the chaos by burning down the very facility that she is supposed to be confined in. Whenever she is without the Joker for too long she tends to create her own out of some hapless idiot who is infatuated with her. She dresses him up, cakes him in makeup and has him perform insane stunts until his luck runs out and he is caught or gets himself killed. The real Joker is always much smarter and elusive than these imitation clowns.
Harley is on the squad as its psychologist and manipulator. She gives the dour Waller insight into the rest of the team. Not by making secret reports (Harley doesn't write things down, she prefers to scrawl graffiti) but by setting off their emotions which Waller can observe to learn about what they are secretly thinking and their inner motivations. She is very attractive and can be charming and flirtatious when she wants to be, which the men on the team often find hard to resist even though they know what she is (only Captain Boomerang never gets this treatment, much to his frustration. I mean, even that ugly bastard Croc gets a kiss at times). Her relationship with Waller is a battle of wits between these two women who are both master manipulators in different ways. Waller does tend to get her way the most, largely because Harley simply does not care much of the time. So long as there is something or someone amusing to do she is blissfully, psychotically happy.
When the squad is being boring by not going out on missions she usually disappears to visit friends and pull deranged stunts and jokes. She regards Catwoman and Poison Ivy as her best buds and often teams up with them, not to commit crimes (at least intentionally) but just to have fun. If they are busy or unavailable she finds someone else to harass into going along with her. Despite her association with the Joker she even on rare occasions works with Batman, though with a lot of distrust on his part. He uses her as a connection into the criminal underworld of Gotham, she can draw out people and get them to spill things to impress her that even in his secret persona of 'Matches' Malone he finds difficult to achieve. Batman has been the cause of a number of her breakups with the Joker when he has tricked or manipulated her into betraying or failing her beau and he has kicked her out in a rage. She has tried a few times to to humiliate the Bat in revenge but he always defeats her. Finding Batsy too difficult and dourly humorless she often bothers his associates in the 'Bat-Clan' instead, playing pranks and trying to seduce them.
Last edited by Gamebook on Thu Jul 26, 2018 6:45 am, edited 2 times in total.
Captain Boomerang - PL 8
Strength 0, Stamina 1, Agility 2, Dexterity 4, Fighting 10, Intellect 0, Awareness 1, Presence 0
Defensive Attack, Defensive Roll, Equipment 3, Improved Aim, Improved Critical 3: Razor-Sharp Boomerangs: Strength-based Damage 1, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 11, Takedown
Acrobatics 4 (+6), Athletics 4 (+4), Deception 4 (+4), Insight 4 (+5), Perception 8 (+9), Sleight of Hand 8 (+12), Stealth 6 (+8), Vehicles 4 (+8)
Razor-Sharp Boomerangs: Strength-based Damage 1 (DC 16; Homing: 1 extra attempt, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack)
Cell Phone (Smartphone), Commlink, Flashlight, Mini-tracer, Multi-tool, Razor-Sharp Boomerangs [Razor-Sharp Boomerangs: Strength-based Damage 1, DC 16; Homing: 1 extra attempt, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack], Restraints
Grab, +10 (DC Spec 10)
Razor-Sharp Boomerangs: Strength-based Damage 1, +15 (DC 16)
Throw, +15 (DC 15)
Unarmed, +10 (DC 15)
Dodge 10, Parry 10, Fortitude 4, Toughness 2/1, Will 4
Abilities 36 + Powers 0 + Advantages 23 + Skills 21 (42 ranks) + Defenses 14 = 94
Captain Boomerang is an Australian would-be supervillain. The only thing is that he is very bad at it. All his attempted heists ended in failure and capture followed by lengthy stays in Australian correctional facilities. His talent for throwing his trademark boomerangs is remarkable and if he had been a bit brighter he might have tried for a career in showbiz as a novelty act. When he got out on parole following his latest conviction and was faced with a distinct lack of prospects he was approached by Amanda Waller's people. They recruited him for the squad with promises of money and fixing things with his parole officer. Harkness is on the squad largely because he has no other options in life, poverty or jail is what awaits him if he gets kicked off the squad.
Boomerang's role on the squad is to be the guy everyone else hates. He is personally an abrasive, idiotic, vile jerk. While a complete idiot he has an enormous sense of entitlement and expects everyone else to cover and protect him, while he gets lavish awards for his minimal contribution to mission success. In practice everyone else leaves his ass out to dry whenever his inept blundering gets him into trouble, resulting in him whining and complaining. Several times the rest of the squad have rescued him just so that he will quit his annoying bleating. He constantly hits on the women on the squad, apparently unable to comprehend that they are all heavily-armed and psychotically violent killers who only don't slash his throat because Waller would disapprove. The main form of interaction the rest of the squad have with him is insulting him and hitting him somewhere painful. While apparently a useless load to bear Waller values him because he unites the rest of the squad. The members of the squad are not good at teamwork and tend to provoke each other. All of them hating on Harkness unites them, compared to him all the other members of the squad seem like friends. They will often cooperate with each other just to be able to exclude him.
Harkness takes all this with a complete lack of self-awareness. As far as he is concerned everyone else is just out to unfairly do him down. The only time he is happy is when Waller authorizes cash payouts for the squad. He snatches it and scuttles off to blow it on low living, drinking and hiring women until it is all (very soon) gone. Several times other members of the squad have either themselves or through their friends robbed him of his money by exploiting his lack of brain functioning around attractive women. They do this not so much because they want the money but because they want to get at him for being such a jerk and weasel on their last mission.
Last edited by Gamebook on Sat Dec 30, 2017 1:10 am, edited 1 time in total.
Killer Croc - PL 8
Strength 5, Stamina 5, Agility 2, Dexterity 0, Fighting 9, Intellect -1, Awareness 2, Presence 0
All-out Attack, Chokehold, Diehard, Fast Grab, Great Endurance, Improved Critical: Crocodile Jaws, Improved Hold, Power Attack, Startle
Athletics 6 (+11), Insight 6 (+8), Intimidation 8 (+8), Perception 8 (+10), Stealth 8 (+10)
. . Fangs: Strength-based Damage 2 (Linked; DC 22)
. . Toxic Bacteria: Progressive Weaken 7 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 17; Progressive)
Crocodile Senses: Senses 4 (Acute: Scent, Low-light Vision, Ranged: Touch, Tracking: Scent 1: -1 speed rank; Limited: to in water)
Immunity: Immunity 3 (Aging, Disease, Suffocation: Drowning; Limited - Half Effect)
Regeneration: Regeneration 5 (Every 2 rounds; Persistent)
Scaly Hide: Protection 2 (+2 Toughness; Impervious [2 extra ranks])
Swimming: Swimming 3 (Speed: 4 miles/hour, 60 feet/round)
. . Leaping: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour)
. . Speed: Speed 1 (Alternate; Speed: 4 miles/hour, 60 feet/round)
Fangs: Strength-based Damage 2, +9 (DC 22)
Grab, +9 (DC Spec 15)
Throw, +0 (DC 20)
Toxic Bacteria: Progressive Weaken 7, +9 (DC Fort 17)
Unarmed, +9 (DC 20)
Disability: Croc's mind is more like that of a reptile than a man. He is driven by strange urges, and will act on savage impulses. Never get in the water with him unless you're bigger than he is.
Prejudice: Killer Croc is a deeply freaky creature. In the past this used to bother him, and he wanted to prove himself as superior to normal people. Now he no longer cares, as he no longer sees himself as human. Going around in the open is completely impossible for him.
Dodge 8, Parry 9, Fortitude 9, Toughness 7, Will 5
Abilities 44 + Powers 48 + Advantages 9 + Skills 18 (36 ranks) + Defenses 13 = 132
Killer Croc is a bizarre and monstrous person. What he is and where he comes from is obscure, but he seems to be Australian. His voice is distorted and gurgling, coming from a throat not suited to human speech. He is on the squad as muscle that freaks the opposition out. Waller found him in her own back yard, he was hiding out in the Louisiana swamps in which Belle Reve prison is located. Local crime groups were employing him to dispose of people, he would kill and then eat them. When they found the bayou in which he was lairing there were multiple human bodies in various stages of decomposition that he had stashed at the bottom wedged under logs, ripening for later consumption. Rather than having this monster destroyed Waller recruited it, offering him all the meat he wanted and the opportunity to travel the world and eat interesting new people.
Croc is actually of mixed Native Australian heritage, although that is difficult to tell under all the fangs and green scales. He is the product of a union between a human mother and an Australian crocodile spirit. This evil mating produced Waylon Jones, the crocodile man. How much he is a crocodile and how much a man varies over time and is highly mutable. If he spends more time around people and interacts with them as a person rather than a voracious predator he becomes more human. His body shrinks and his crocodile snout recedes and he gains the powers of speech and reason. if he goes back into the wilderness or secludes himself in the sewers under a city though he alters, becoming far larger and crocodilian. At times he has had a full length croc jaw and even a tail. When he is like this he can barely speak and is even more dangerous than normal.
Part of his reasons for being on the squad is his desire to hold onto some humanity, there are so few people willing to associate with him. Even at his most human though Croc is incredibly dangerous. Never turn your back on him or get in the water with him, if he sees someone is vulnerable to attack his instincts take over and he lunges at them. He is the only one on the squad immune to Harley's manipulations, as a crocodile his primitive mind sees right through her. While he is tempted to eat most of the squad (particularly the deliciously plump Waller) he would never touch Harley. His Native Australian culture means that he fears absorbing her craziness should he consume her.
Last edited by Gamebook on Sat Apr 28, 2018 11:35 pm, edited 2 times in total.
Katana - PL 10
Strength 1, Stamina 2, Agility 5, Dexterity 3, Fighting 14, Intellect 1, Awareness 5, Presence 3
Accurate Attack, Agile Feint, Assessment, Benefit, Athletics Based on Agility, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Fearless, Improved Critical 2: Blade: Strength-based Damage 3, Improved Critical 3: Blade: Strength-based Damage 3, Improved Disarm, Improved Initiative, Instant Up, Precise Attack (Close, Concealment), Prone Fighting, Quick Draw, Ranged Attack 7, Takedown
Acrobatics 8 (+13), Athletics 8 (+13), Deception 6 (+9), Insight 8 (+13), Intimidation 8 (+11), Investigation 4 (+5), Perception 8 (+13), Sleight of Hand 6 (+9), Stealth 6 (+11)
Soultaker Sword (Easily Removable (indestructible))
. . Blade: Strength-based Damage 3 (DC 19, Advantages: Improved Critical 2; Affects Insubstantial 2: full rank, Penetrating 12, Reach (melee): 5 ft.)
. . Converse with souls: Comprehend 1 (Spirits - Communicate; Limited: to those in the sword spirit realm)
. . Parry: Enhanced Trait 2 (Traits: Parry +2 (+16))
. . Soul Take
. . . . Send into Spirit Realm: Movement Attack 10 (Linked; Dimensional: Sword Spirit Realm 1: one dimension, 50 lbs., Extra Ranks 9, DC 20; Attack: Will; Limited: to those slain by the Blade)
. . . . Take Soul: Progressive Affliction 10 (Linked; 3rd degree: Controlled, Resisted by: Will, DC 20; Progressive; Limited: to people slain by the Blade, Limited Degree (third only))
Bow, Shuriken, Sword
Blade: Strength-based Damage 3, +16 (DC 19)
Bow, +10 (DC 18)
Grab, +16 (DC Spec 11)
Send into Spirit Realm: Movement Attack 10, +16 (DC Will 20)
Shuriken, +10 (DC 16)
Sword, +16 (DC 19)
Take Soul: Progressive Affliction 10, +16 (DC Will 20)
Throw, +10 (DC 16)
Unarmed, +16 (DC 16)
Dodge 14, Parry 16/14, Fortitude 6, Toughness 4/2, Will 12
Abilities 68 + Powers 26 + Advantages 31 + Skills 31 (62 ranks) + Defenses 20 = 176
Tatsuya Yamashiro is a traditional samurai who fought crime within Japanese society, particularly the Yakuza and the ninja clans. She was sworn to a secret society of Japanese aristocrats who sought to preserve the ancient virtues of honor and loyalty. Repeated attempts by those crime groups whose operations she had hurt to get rid of her just resulted in bloody losses among their men. Eventually they managed to infiltrate and bribe those she was loyal to and she was betrayed. Her family was murdered in an attempt to break her spirit, but this only sent her on a suicidal rampage of fearless revenge. It only ended when all those responsible were dead in gruesome fashion (beheaded or disemboweled mostly). This left her a wanted renegade with the authorities, the crime groups and her former patrons all after her. According to her she fled Japan at this time and joined the suicide squad to be able to continue the fight against villains with people who could fund her and find her targets.
In reality Tatsuya's crusade did not end with her revenge. She carried on fighting by herself for some time in Japan, refusing with characteristic Japanese stubbornness to back down. Her mission was greatly aided at this time by her association with the Batman, who had been doing some work in Japan in relation to organized crime links back to Gotham. He heard of her and managed to track her down and meet her. After she had tested his resolve and skill she agreed to work with him, she providing knowledge of Japan's criminal underworld and her sword, while he supplied funding and international intelligence. Batman learned of the suicide squad project while it was still being formed, he has agents within government intelligence and the supervillain community who feed him news. It was at his suggestion that she traveled to America and contacted Waller, who was herself aware of the Japanese vigilante with the mystic sword and a death wish. As an unhinged killer she was from Waller's warped perspective a perfect recruit.
Katana is Batman's spy on the suicide squad. She reports back to him on all they do and seeks to subtly steer them to do what he wants. When not operating with the squad she often adventures with one of the other superteams that he funds and runs. She greatly admires Batman for his personal discipline and commitment to justice. Secretly she has fallen in love with him, these feelings overcoming even the grief over her lost husband and children that left her dead inside for years. She yearns for him to recognize this and seeks to display her affection and devotion at every opportunity. As a samurai he is her lord and she lives and dies at his command.
The infamous sword Katana carries is an ancient mystical artifact. Anyone she kills with its razor edge she can choose to trap the soul of. Their spirit is drawn into the sword where they find themselves living in a landscape reminiscent of medieval Japan. While confined to the sword Katana can observe them in the reflection of the sword's blade and compel them to answer her questions. She has dozens of people in there at any one time, most of them former foes of her she wanted information from. On very rare occasions she considers that someone has earned their freedom and releases them to their proper afterlife or whatever fate awaits them. In the strange other realm of the sword there are people who have been there for centuries and speak an archaic form of Japanese, victims from the long history of the weapon. Many of them fear being released from the sword, what awaits them next is hell rather than heaven. Among those trapped is her own husband who was murdered by another soul sword with the same power. She can communicate with him but not release him, something which leaves her conflicted. She wants her husband to be at peace but at the same time is loathe to let him go.
Last edited by Gamebook on Fri Apr 13, 2018 8:44 am, edited 1 time in total.
Rick Flagg - PL 9
Strength 3, Stamina 3, Agility 4, Dexterity 4, Fighting 10, Intellect 1, Awareness 4, Presence 2
Assessment, Defensive Attack, Defensive Roll, Equipment 17, Great Endurance, Improved Critical 2: Special Ops Assault Rifle, Improved Critical: Heavy Pistol, Improved Initiative, Inspire 2, Leadership, Quick Draw, Ranged Attack 9, Teamwork
Acrobatics 4 (+8), Athletics 8 (+11), Deception 6 (+8), Insight 8 (+12), Intimidation 6 (+8), Investigation 4 (+5), Perception 8 (+12), Sleight of Hand 4 (+8), Stealth 8 (+12), Technology 4 (+5), Vehicles 8 (+12)
Gloves: Strength-based Damage 1 (DC 19)
Partial Body Armor: Protection 4 (+4 Toughness; Impervious; Unreliable (roll))
Binoculars, Camo Clothing, Cell Phone (Smartphone), Club, Commlink, Flash Goggles, Flash Grenade, Flashlight, Fragmentation Grenade, Gas Mask, Gloves [Gloves: Strength-based Damage 1, DC 19], Heavy Pistol, Knife, Night Vision Goggles, Partial Body Armor [Partial Body Armor: Protection 4, +4 Toughness; Impervious; Unreliable (roll)], Rebreather, Restraints, Smoke Grenade, Special Ops Assault Rifle (Assault Rifle, Suppressor, Targeting Scope)
Club, +10 (DC 20)
Flash Grenade, +13 (DC Dog/Fort 14)
Fragmentation Grenade, +13 (DC Dog 15)
Gloves: Strength-based Damage 1, +10 (DC 19)
Grab, +10 (DC Spec 13)
Heavy Pistol, +13 (DC 19)
Knife, +10 (DC 19)
Smoke Grenade, +13 (DC 19)
Special Ops Assault Rifle, +13 (DC 20)
Throw, +13 (DC 18)
Unarmed, +10 (DC 18)
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 11
Abilities 62 + Powers 0 + Advantages 39 + Skills 34 (68 ranks) + Defenses 17 = 152
Rick Flagg is the straight man on the squad, the one professional soldier rather than a costumed crazy. It is his job to keep the squad on mission, they can get carried away when the fighting starts and get caught up with the delight of killing opponents. He often has to yell at them to leave off the mass slaughter and get a move on. As a patriot he has nothing but contempt for most of the rest of the squad, they are just criminals to him, but he has to grudgingly admit their talent. Before he was on the squad he was a superb trainer and leader of special forces troops and he tries hard to bring this to the squad. They chronically ignore everything he tries to teach them in favor of doing their own screwball thing. The squad accomplishes its missions mostly from the natural talent and sheer bloody-mindedness of its members rather than through the normal military methods of careful planning and honed teamwork.
Flagg is also Waller's superiors spy on the squad. He reports back on everything they do and all he is aware of what Waller is up to. Waller is of course well aware of this but chooses to keep him as a placed man is inevitable and at least Flagg is highly competent. The rest of the squad mock him relentlessly, taking advantage of his patriotism. They like to point up what a hypocrite he is for doing all the immoral and illegal things he has done while claiming to be fighting for freedom and justice. At least Waller is nakedly 'my country right or wrong', and they are admitted criminals and monsters. Many of the women of the squad persistently try to seduce him, doing it to tease him and offend his soldierly sensibilities. The one person on the squad he relies on is Katana, he thinks he has a close bond with her as comrades in arms. She actually thinks he is a bit of a fool but cultivates him as part of her work for Batman, of which he is quite unaware, thinking she is loyal to him.
Speedy - PL 9
Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 10, Intellect 3, Awareness 3, Presence 2
Agile Feint, All-out Attack, Attractive, Defensive Roll 2, Equipment 3, Improved Aim, Improved Critical 2: Arrows, Improved Critical: Unarmed, Improved Initiative, Inventor, Move-by Action, Power Attack, Quick Draw, Ranged Attack 8, Takedown, Tracking
Acrobatics 6 (+10), Athletics 6 (+8), Deception 4 (+6), Insight 4 (+7), Intimidation 4 (+6), Investigation 4 (+7), Perception 8 (+11), Sleight of Hand 4 (+7), Stealth 4 (+8), Technology 6 (+9), Vehicles 4 (+7)
Bow and Arrows (Easily Removable)
. . Arrows
. . . . Blunted Arrow: Strength-based Damage 3 (DC 20; Alternate Resistance: Fortitude, Increased Range: ranged)
. . . . Bow Fighting Staff
. . . . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+12))
. . . . . . Strike: Strength-based Damage 2 (DC 19; Reach (melee): 5 ft.)
. . . . Cable Arrow: Movement 1 (Swinging)
. . . . Flash Arrow: Cumulative Perception Area Affliction 3 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 13; Perception Area: DC 13 - Sight, Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Net Arrow: Cumulative Affliction 3 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 13; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Taser Arrow: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Cell Phone (Smartphone), Commlink, Flashlight, Gas Mask, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Mini-tracer, Rebreather, Restraints, Toolkit (Basic)
Blunted Arrow: Strength-based Damage 3, +11 (DC Fort 20)
Flash Arrow: Cumulative Perception Area Affliction 3 (DC Fort 13)
Grab, +10 (DC Spec 12)
Net Arrow: Cumulative Affliction 3, +11 (DC Fort/Will 13)
Strike: Strength-based Damage 2, +10 (DC 19)
Taser Arrow: Cumulative Affliction 3, +11 (DC Fort 13)
Throw, +11 (DC 17)
Unarmed, +10 (DC 17)
Dodge 12, Parry 12/10, Fortitude 6, Toughness 6/2, Will 8
Abilities 58 + Powers 8 + Advantages 27 + Skills 27 (54 ranks) + Defenses 17 = 137
After he had been active as Robin for a few years Dick Grayson formed a superteam of his own from various teen heroes, many of them the junior sidekicks of other established heroes like he was with Batman. The first person he recruited was his best friend who he had often discussed the concept with. Roy Harper was Speedy, the apprentice of Green Arrow, but was chafing under the command of his mentor who is a very different person to him. He wanted to do his own thing, to run operations according to his sensibilities. Roy can be a rather ruthless and violent person with a great liking for guns and explosives. He and Oliver Queen had fallen out over this and Roy was without a base and funding at the time. Joining up with Robin gave him access to Waynetech money and advanced equipment, superior even to what Queen Industries had. Later Roy strongly encouraged Dick to become Nightwing and go independent from Batman as he had done from his mentor.
On the new Teen Titans team Roy saw himself as the tech guy and was forever working on outfitting the base and building new armaments for the team. Of him and Dick he was always the one most enthusiastic about recruiting superpowered people to the team, getting Wonder Girl, Aqualad and Kid Flash to join. These five young people spent a lot of their later teenage years together, as much for the company as anything else. Being a teen superhero can be very lonely, your mentor is ever demanding and often distant, while you are divorced from your teenage peers by your secret and the experiences you have been through. With each other they could try to have something of a youth, distorted and warped though it was compared to normal life. They were a genuinely powerful superteam who gained some impressive victories but they did eventually break up as they got older and went their separate ways. The five of them remain friends to this day, despite a few falling outs and crises at times
As a teen hero Roy was cocky and brash, prone to showing off in front of people other than Green Arrow. While Dick spent his time mooning over Barbara Gordon as Batgirl, Roy fancied himself with the girls (a trait he has to this day). He and Wonder Girl dated for a while until they fell out later on over Roy getting involved with the League of Assassins. Roy always thought of himself as a dangerous character and this would lead him into some dubious associations later in his career as a superhero. In the field he readily resorted to the more damaging special arrows in his quiver, often seriously injuring his opponents. While Dick has been teetotal all his life Roy has always liked a drink, something he shared with Donna compared to their more straitlaced team-mates (as an Amazon Donna has drunk wine literally since she was off the teat). The two were rather the wild-child's of the teen superheroes, forever annoying their mentors with their misbehavior, though as teens it was petty stuff compared to the serious matters they would get into later as adults.
Last edited by Gamebook on Sun Jan 07, 2018 5:48 pm, edited 1 time in total.
There was some reference to it in the original run of Suicide Squad and in some appearences of the Rogues. The general feeling was that Digger was one of the most level-headed characters around (compared to say Deadshot, Killer Croc or the Trickster), making him the go-to guy to keep others in check ... to bad his personality often clashed with this role
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”
WareHouse W (main build thread for M&M)
WareHouse W (main build thread for M&M)
Wonder Girl - PL 11
Strength 8/0, Stamina 6/1, Agility 5, Dexterity 3, Fighting 11, Intellect 1, Awareness 2, Presence 3
Agile Feint, Assessment, Attractive, Defensive Attack, Defensive Roll 2, Improved Critical: Blade: Strength-based Damage 3, Improved Critical: Sword of Troy, Improved Critical: Unarmed, Improved Defense, Improved Initiative, Interpose, Power Attack, Ranged Attack 8, Takedown, Teamwork, Tracking
Acrobatics 6 (+11), Athletics 4 (+12), Insight 6 (+8), Perception 6 (+8), Persuasion 4 (+7), Stealth 4 (+9)
Amazon Armor (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious)
Amazon Bracelets (Removable (indestructible))
. . Deflect: Deflect 11 (Redirection, Reflect; Reduced Range: close)
. . Impervious Defense: Impervious Toughness 11 (Sustained)
Hero of the Gods
. . Enhanced Ability: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . Enhanced Trait: Enhanced Trait 26 (Traits: Strength +8 (+8), Stamina +5 (+6))
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . Immunity: Immunity 6 (Aging, Custom: Mind Control 5)
. . Senses: Senses 3 (Counters Illusion: Sight, Extended: Sight 1: x10)
Lasso of Persuasion (Easily Removable (indestructible))
. . Obey Suggestion
. . . . Affliction: Concentration Affliction 11 (Linked; 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 21; Concentration, Increased Range: ranged; Limited Degree)
. . . . Move Object: Move Object 11 (Linked; 50 tons)
Sword of Troy (Easily Removable (indestructible))
. . Blade: Strength-based Damage 3 (DC 26, Advantages: Improved Critical; Penetrating 10, Reach (melee): 5 ft.)
Affliction: Concentration Affliction 11, +11 (DC Will 21)
Blade: Strength-based Damage 3, +11 (DC 26)
Grab, +11 (DC Spec 18)
Move Object: Move Object 11, +11 (DC 21)
Throw, +11 (DC 23)
Unarmed, +11 (DC 23)
Dodge 11, Parry 11, Fortitude 9, Toughness 11/9, Will 8
Abilities 52 + Powers 126 + Advantages 23 + Skills 15 (30 ranks) + Defenses 15 = 231
Donna Troy is Wonder Girl, Diana's half-sister. Her mother is Hippolyta, queen of the Amazons and Diana's mother. She is an Amazon princess but cannot be heir to the throne because Zeus is not her father. Traditionally each queen of the Amazons lies with the ruler of the gods in order to conceive the next crown princess. Hippolyta conceived Donna in congress with the goddess Artemis, who is a patron of female virginity and so can never lie with a male. Gods can procreate however they wish though (showers of golden rain, through a bad headache or just from sheer bloody-mindedness). In honor of her paternal mother she was given the name Troy as Artemis supported the Trojans in the long-ago Trojan War. She was raised to be a great warrior, a possible future Wonder Woman who would serve Diana as Nubia served Hippolyta. When Diana became the Wonder Woman herself this left her without the future that had been set out for her. Frustrated at this she eventually left Themyscira for the mortal world in order to prove her worth and seek adventure.
Amazons have a different perspective on time and Donna only arrived in the mortal world a few years ago when she was in her teens (Amazons age only very slowly on the timeless island of Themyscira). She tried to be the sidekick of Diana for a while but Wonder Woman never much cared for a young hanger-on, she felt that Donna cramped her, she was worrying about her during battle rather than concentrating on the fight. Diana repeatedly encouraged Donna to return to Themyscira to complete her maturation and training. Donna though takes after her independent-minded goddess mother and instead went solo. When Dick Grayson and Roy Harper formed the Teen Titans they invited her to join and she gladly accepted, she could do with support and funding. In Roy she found an admirable man, brave and fierce, like the Greek heroes of old. When he later got involved with the sinister League of Assassins she felt betrayed and parted from him in some resentment.
Donna was often considered the most powerful of the Teen Titans, with her godly strength combined with her Amazon combat training along with the magic weapons she bore. Her outfit at first was just a version of Diana's traditional costume but she later changed it for a spangly leotard. People often mistook her for Wonder Woman early in her career, remarking that they didn't think she would be so young in person. In order to understand and fit in better with her friends and the mortal world she even attended school for several years, sitting in classes with Dick and Roy and the others at the San Francisco school they had all been enrolled in by their mentors to keep up their education while operating on the west coast. This experience during formative years has made her less 'Amazonian' than Diana or other Amazons who have lived all their long lives on Themyscira. She fits in with the mortal world much better and doesn't always act like she is a hero in an ancient Greek epic poem. It is rare for her to visit the place of her birth, she lives almost full time in the mortal world. Most of her friends are mortals, although admittedly most of them are superheroes. She is a proud and fierce woman who values her independence but at the same time is always searching for a place in the world for herself.
Last edited by Gamebook on Sat Aug 18, 2018 7:58 pm, edited 4 times in total.
Kid Flash - PL 10
Strength 0, Stamina 2, Agility 4, Dexterity 3, Fighting 14/8, Intellect 2, Awareness 3, Presence 2
Agile Feint, Defensive Roll 4, Eidetic Memory, Evasion 2, Improved Initiative 5, Instant Up, Interpose, Jack-of-all-trades, Move-by Action, Power Attack, Ranged Attack 5, Seize Initiative, Takedown 2, Taunt
Acrobatics 4 (+8), Athletics 8 (+8), Deception 4 (+6), Insight 4 (+7), Perception 4 (+7), Persuasion 4 (+6), Sleight of Hand 4 (+7), Stealth 4 (+8), Technology 4 (+6)
Accelerated Healing: Regeneration 10 (Every 1 round)
Can't Hit Me: Impervious Dodge 14
Can't Touch Me: Impervious Parry 14
Done in a flash: Quickness 20 (Perform routine tasks in -20 time ranks)
Faster than anybody: Enhanced Trait 36 (Traits: Dodge +6 (+14), Fighting +6 (+14), Advantages: Agile Feint, Defensive Roll 4, Evasion 2, Improved Initiative 5, Instant Up, Interpose, Move-by Action, Seize Initiative, Takedown 2)
Run across any surface: Movement 4 (Wall-crawling 2: full speed, Water Walking 2; Limited: while moving at super-speed)
. . Accelerated Punches: Strength-based Damage 5 (DC 20; Multiattack)
. . Accelerated Throw: Damage 3 (DC 18; Increased Range: ranged, Multiattack, Precise)
. . Air Spin: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, DC 20; Limited: Air, Reduced Range: close)
. . Air Vortex: Cone Area Move Object 10 (25 tons; Cone Area: 60 feet cone, DC 20; Limited: Air, Reduced Range: close)
. . Momentum Punch: Strength-based Line Area Damage 5 (DC 20; Line Area: 5 feet wide by 30 feet long, DC 15)
. . Spin Down: Burst Area Movement 1 (Safe Fall; Burst Area: 30 feet radius sphere, DC 11, Selective)
. . Vacuum Attack: Cumulative Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative)
. . Water Spin: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, DC 20; Limited: Water, Reduced Range: close)
Super-Speed: Speed 20 (Speed: 2 million miles/hour, 4000 miles/round)
Too fast to follow: Concealment 10 (All Senses; Limited: while moving at super-speed)
Vibrate Through: Movement 3 (Permeate 3: full speed)
Accelerated Punches: Strength-based Damage 5, +14 (DC 20)
Accelerated Throw: Damage 3, +8 (DC 18)
Air Spin: Cylinder Area Move Object 10 (DC 20)
Air Vortex: Cone Area Move Object 10 (DC 20)
Grab, +14 (DC Spec 10)
Momentum Punch: Strength-based Line Area Damage 5 (DC 20)
Throw, +8 (DC 15)
Unarmed, +14 (DC 15)
Vacuum Attack: Cumulative Affliction 5, +14 (DC Fort 15)
Water Spin: Cylinder Area Move Object 10 (DC 20)
Dodge 14/8, Parry 14, Fortitude 6, Toughness 6/2, Will 7
Abilities 48 + Powers 151 + Advantages 9 + Skills 20 (40 ranks) + Defenses 12 = 240
Wally West is the nephew of Barry Allen's fiance Iris West. He gained his speed powers when Barry took him through time when time enemies of his tried to destroy his legacy in the future by wiping out his family in the present. They killed Iris grandparents, causing her entire family line to vanish, which in turn would eliminate his son Bart Allen who had foiled their schemes in the future. Barry saw his girlfriend vanish into nonexistence before his eyes. The younger Wally was about to follow her, fading into transparency as his reality was undone, but as ever the Flash was faster and he snatched hold of him and ran him out of the timestream and into the speed force. For a while, while Barry defeated his enemies and undid what they had done, Wally existed only as a sustained paradox in the bleed between realities where the speed force runs. When the timelines had been restored and he could be safely returned to the real world he had been infused with the speed force in the same way as Barry.
Wally is a fun-loving kid and he immediately threw himself into becoming a superhero. Barry has taught him most of what he knows about using the speed force, as there is no way to remove it from Wally and it would be extremely dangerous for him to use it unguided. The one thing he holds back is the knowledge of how to travel through time and across alternate realities. Doing so is very dangerous even for Barry and he has forbidden Wally from ever doing it himself while he is still young. When Dick and Roy formed the Teen Titans Barry heard about it and volunteered Wally for the team, while secretly asking Dick to keep an eye on Wally and make sure he did not misuse his powers. Wally was very enthusiastic about joining a genuine superteam, like he is with most things to do with being a superhero. He is quite a bright lad but his speed powers make him much better at schoolwork as he can simply read up on whatever he wants to know whenever he needs to know it. In quizzes for example he takes the paper and runs off to the school library where he looks up all the answers and is back at his desk with his sheet filled in before anyone else in the class (apart from Dick and Roy with their training) realize he has left his seat. Later in his career as a junior superhero he adopted a new costume and codename, Impulse, as part of the general pattern of the members of the Teen Titans developing their own identities distinct from that of their mentors.
On the Teen Titans Wally was always the one who most acted his age i.e. he was a kid as he was the only one who had what could be considered a normal family life and upbringing. The others always acted like adults, being serious and focused with tremendous personal discipline. While this often made him goofy and rash at the time it is notable that he is the one who has adjusted to adult life best. All the others lead lives of violence and uncertainty but he enjoys a stable relationship and steady job. He still greatly enjoys superheroics but it is only part, not the whole of, his life.
Last edited by Gamebook on Mon Dec 10, 2018 8:44 pm, edited 2 times in total.