Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Jan 05, 2018 7:43 am

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Miss Martian - PL 9

Strength 6, Stamina 6, Agility 4, Dexterity 3, Fighting 8, Intellect 3, Awareness 2, Presence 2

Advantages
Attractive, Diehard, Holding Back, Improved Critical: Telekinesis: Move Object 9, Improved Grab, Move-by Action, Power Attack, Ranged Attack 4, Takedown

Skills
Deception 4 (+6), Expertise: Science 4 (+7), Insight 4 (+6), Investigation 4 (+7), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: ???? 2 (+5), Stealth 4 (+8), Technology 4 (+7), Treatment 4 (+7), Vehicles 4 (+7)

Powers
Immunity: Immunity 14 (Aging, Critical Hits, Life Support, Sleep)
Impervious Defense: Impervious Will 10
Martian Body Control
. . Extra Limbs: Extra Limbs 3 (3 extra limbs, Advantages: Improved Grab)
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . Immunity: Immunity 14 (Aging, Critical Hits, Life Support, Sleep)
. . Morph: Morph 4 (+20 Deception checks to disguise; Any form)
. . Psychic Concealment: Concealment 10 (All Senses; Passive, Resistible: Will)
. . Toughened: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Martian Telepathy
. . Focused Mind Reading: Cumulative Mind Reading 9 (DC 19; Cumulative)
. . Mental Blast: Damage 7 (DC 22; Alternate Resistance: Will, Increased Range 2: perception)
. . Mental Illusions: Illusion 7 (Affects: All Sense Types, Area: 125 cft., DC 17; Limited to One Subject)
. . Mental Shielding: Burst Area Enhanced Trait 7 (Traits: Will +7 (+17); Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged, Selective)
. . Mind Control: Cumulative Affliction 7 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Cumulative, Increased Range 2: perception)
. . Mind Scan: Senses 12 (Accurate: Mental, Acute: Mental, Awareness: Mental, Detect: Mental 2: ranged, Extended: Mental 5: x100k, Radius: Mental)
. . Telekinesis: Move Object 9 (12 tons, DC 24; Damaging, Precise)
. . Telekinetic Shield: Create 8 (Volume: 250 cft., DC 18; Movable, Precise, Subtle 2: invisible)
. . Telepathy: Mental Area Communication 3 (Sense Type: Mental; Area, Selective, Subtle: encrypted)
Regeneration: Regeneration 3 (Every 3.33 rounds, Advantages: Diehard; Persistent)
Senses: Senses 3 (Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision)

Offense
Initiative +4
Focused Mind Reading: Cumulative Mind Reading 9 (DC Will 19)
Grab, +8 (DC Spec 16)
Mental Blast: Damage 7 (DC Will 22)
Mind Control: Cumulative Affliction 7 (DC Will 17)
Telekinesis: Move Object 9, +7 (DC 24)
Throw, +7 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

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

Power Points
Abilities 68 + Powers 144 + Advantages 10 + Skills 22 (44 ranks) + Defenses 14 = 258

M'gann Mor'zz (Megan Morse to humans), Miss Martian, says that she is a Green Martian and the cousin of J'onn J'onnz. Actually she is a renegade White Martian. As the White Martians got the upper hand in the war as their numbers grew while those of the Green Martians dwindled they herded thousands of captives into internment camps prior to their assimilation. M'gann was a young White Martian, newly created from an assimilated Green Martian. She found herself horrified by the sight of so many despairing, dying beings crowded together in squalor behind electro-fences. Before too long it became unbearable and she tried to help some Martian children escape into the wilderness. Being young and inexperienced though White Martian security detected this. The escapees were recaptured and she was placed under arrest as a defective and traitor. In White Martian prison she met others like her, those who had doubts about what their people had done. Was it necessary to drive the Green Martians to extinction, could a way not have been found to coexist? Together they planned an escape and to form an underground network to explore these new thoughts. Since the White Martians by this point ruled all of Mars there was nowhere to escape to, so instead they escaped into other White Martians. Using advanced mind control techniques learned from the Green Martians they took over the bodies of their White Martian guards, displacing and overwriting their minds. Their own abandoned bodies they had deliquesce, a form of White Martian suicide.

All the rebel White Martians are those who have been formed from assimilated Green Martians. They wonder if perhaps some elements of those they were created from still persist within them, which is why they are so different from the rest of their people. White Martians are normally a social race, they have no individual personalities but are like termites in a colony, slaves to the collective will. The rebels do their work but in their free time (they actually have a lot of this, when not needed for some job the hive mind of the White Martians just ignores its minions, leaving them to wander aimlessly) they salvage and study the ruins of the Green Martian civilization. From this they have developed their metamorphic bodies to have many of the same talents and techniques of the Greens. Some of them have come to regard themselves as Green Martians rather than White and spend as much time as they can morphed into their form. When the Green Martians made their last attack all around them White Martians died in agony but strangely most of them were left unharmed. By now they had effectively made themselves more Green Martian than White and the psychic virus did not attack them.

For a long time the existence of the rebels was kept secret. Eventually though their luck ran out. M'gann was discovered when she was absent for a long time because she had traveled to a destroyed Green Martian city far away from the White Martian fortresses. This anomalous behavior made the White Martian security forces suspicious and they moved to capture her. Realizing that if she was taken they might be able to wring everything out of her M'gann fought her way free and hid out in the wilderness. Realizing that Mars was now too hot for her she stole a ship and fled to Earth, a planet she had long monitored broadcasts from, as much for entertainment on her dreary world as anything else. She quickly disappeared into Earth's teeming masses but the White Martians were not done with her. Humans not being metamorphs they had never interested the White Martians but now a hunter was dispatched to Earth to find and retrieve her. This is the event that brought the Martian Manhunter back to Earth.

M'gann continued to hide out on Earth for some time after J'onn J'onnz disposed of her pursuer. The Martian Manhunter never gave up on trying to find out why a White Martian hunter had been on Earth and eventually he tracked her down. At first she tried to pass herself off as a fugitive Green Martian but it did not take J'onn long to penetrate this lie. She managed to talk him down from attacking her though and told him of her revelation and the existence of a White Martian rebellion. He agreed after much soul-searching to help her and her kind. As part of this he has trained her to be much more of a Green Martian again, with all sorts of advanced techniques. He is also educating her in Green Martian culture and history, the White Martians are a mostly mindless race themselves, caring for nothing but the strength of the collective and ignorant of learning. As part of turning her from a savage beast into a person he has had her adopt a human persona and learn to live among the humans as one of them as he has done. Up until this point she had just wandered about Earth, living by stealing and scavenging. She chose to become Megan Morse, based on a character from an Earth TV program that she had always loved even though she always had difficulty understanding much of it. To give her human company J'onn then placed her on the new Young Justice team along with all the other misfit young heroes that had been gathered together by the Justice League to put them somewhere safe they could be monitored. M'gann has thrown herself into being a proper human youth, intensively mimicking the TV persona of Megan Morse. A character from a teen comedy is not exactly a realistic take on a human being though and so she acts distinctly odd in the opinion of her teammates. They just put it down to her being an alien though.

M'gann has many of the same powers of J'onn J'onzz thanks to his training, though she still has a lot to learn about the more advanced techniques of the Green Martians. She also used to have different White Martian powers to do with draining strength and bodily assimilation but has chosen never to use those again. As far as she is concerned she is a Green Martian and she intends never to take the form of a White Martian again. As her powers and experience grow and she develops contacts and friendships on Earth she intends to one day return to Mars to contact the rebellion again and see how she can help them and teach them all the wonderful things she has learned. Her current main power as a superhero is her telekinesis, she lacks the density/intangibility powers that the Martian Manhunter favors. She also still has the ship she stole to flee to Earth and has brought it out of its hiding place to use as a transport for her team. All this open activity means that the White Martians are surely aware of her, but in the face of Superman and the rest of the Justice League they are apparently reluctant to make any move against Earth that might provoke retaliation.
Last edited by Gamebook on Fri Jan 05, 2018 8:16 pm, edited 1 time in total.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Jan 05, 2018 8:14 pm

Image

Image

Superboy - PL 11

Strength 15, Stamina 10, Agility 3, Dexterity 0, Fighting 7, Intellect 7, Awareness 3, Presence 3

Advantages
All-out Attack, Power Attack, Ranged Attack 4, Takedown

Skills
Acrobatics 6 (+9), Athletics 6 (+21), Intimidation 6 (+9), Perception 4 (+7), Technology 4 (+11)

Powers
Enhanced Ability: Enhanced Stamina 8 (+8 STA)
Enhanced Ability: Enhanced Strength 13 (+13 STR)
Immunity: Immunity 11 (Aging, Life Support)
Protection: Protection 5 (+5 Toughness; Impervious [10 extra ranks])
Senses: Senses 10 (Extended: Hearing 1: x10, Extended: Vision 2: x100, Microscopic Vision 2: cell-size, Penetrates Concealment: Vision, Ultra-hearing)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . Leaping: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)

Offense
Initiative +3
Grab, +7 (DC Spec 25)
Throw, +4 (DC 30)
Unarmed, +7 (DC 30)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 14, Toughness 15, Will 7

Power Points
Abilities 54 + Powers 89 + Advantages 7 + Skills 13 (26 ranks) + Defenses 12 = 175

Superboy is a creation of Lex Luthor, an attempt to recreate Superman's power in a human being. Lex has been obsessed with Superman for many years, ever since he first appeared when Lex was a young student. All his attempts to puzzle out what gave Superman his extraordinary powers though foundered on the limitations of contemporary Earth science. He could record, identify and quantify the enormous energies Superman was giving off but could not work out how he was doing it. There seems to be no energy source in Superman, no central point supplying the power. He also exhibits none of the usual side effects of energy generation such as waste heat, toxic waste products or exhaustion of fuel supply. It confounded all the fundamental laws of physics Lex knew so well. For years he sought to obtain biological samples of Superman, sending agents to try and recover hair and skin flake samples from his appearances. Despite these efforts he has never found anything that is different from the human norm, the samples turn out to be biologically identical to the regular human form. Al he can guess is that the quality only persists in Superman's living tissue and disappears when it is detached from him.

Lex finally got the chance to obtain living tissue from Superman when he was seemingly fatally injured in his battle with the monstrous Doomsday. Before Superman's robot whisked his body away to the Fortress of Solitude Lex's best men managed to collect a phial of blood from the gaping wound in his chest left by Doomsday's final attack. When he got it back to his lab, the blood having been kept alive by containment in an oxygen regulated environment, he was able to at last look at Superman's living cells. He saw a mass of tiny microcrystals permeating every living cell which were giving off fantastically complex energies. Even as he watched though these crystals were evaporating into nothingness. With time running out he went ahead with a scheme he had already devised and injected a sample of material from a blood cell into a fertilized ovum he had ready. As the ovum began to undergo mitosis the crystals stopped disappearing and started multiplying again. Lex was triumphant, he had discovered the source of Superman's powers. Now all he had to do was work out how they did what they did.

The fertilized ovum Lex had implanted into a surrogate mother who carried the resulting fetus to term. When the child was born he had the energy crystals throughout his body. As yet he displayed no superpowers but Lex was confident that one day he would as the crystals reached a critical level of density. The child was raised by Lex's people, nannies and tutors seeing to his care and education while Lex subjected him to an endless battery of tests. He did not allow the boy to leave his secured compounds, keeping his existence secret from the government. As he grew up the lad was told that he was a relative of Lex's and that his secluded life was normal for the child of a rich family, the outside world was full of dangers, kidnappers and assassins were everywhere.

When he was seventeen young Lionel's long anticipated powers finally manifested. Frightened and bewildered by suddenly becoming super-strong he appealed to Lex for help. Luthor's response though was to have him stunned and sealed into a containment chamber so he could closely study the power of Superman in a captive subject. Keeping someone so powerful subdued is not easy though, as his powers developed they overrode the drugs supposed to keep him in a coma and he woke up. He promptly went berserk, having been trapped in horrible nightmares by the intense neural disruption he had been subjected to to keep him quiescent. Lex's security forces tried to subdue him but he was unstoppable and started wrecking the lab complex he was being kept in. With fires raging and staff fleeing this event came to the notice of the Justice League, who keep an eye on Lex at all times. Wondering what he had done now Superman dispatched a team of young heroes to investigate. They preferred not to do it themselves due to long-running legal disputes between the League and Luthor over past clashes. This action formed the debut of the Young Justice team, setting a pattern for covert operations on their part. Breaking into Lex's labs they encountered a raging young superpowered person. By the time the team managed to calm him and get him out he had demolished the lab and set it on fire, destroying much of Lex's research so far.

The Justice League now had to work out what to do with this distressed young man. He had no experience of the outside world and everything he had known up to this point seemed to be a lie. Examination of him showed that he was Luthor's biological son, the ovum had been fertilized by material from Lex. Legally though Luthor had no claim on him as officially he did not exist. To keep him out of Lex's clutches and for his welfare it was decided to place him with the Young Justice team where he could be supervised and be among peers his age. When what happened was explained to him Lionel chose to utterly reject Luthor who had done nothing but abuse and betray him. After a while he came up with the new name for himself of Conner Kent, an amalgam of names of people he had encountered in his early adventures with his new friends and suggestions from them. Some of the Young Justice team know Superman's civilian identity and this was a knowing reference to the source of his powers.

As a superhero Conner has been styled on Superman as he has powers derived from him. They are much less than Superman's incredible level though, he is only about 1% as strong as the Man of Steel. This is still enough to make him one of the most powerful superheroes on Earth though. On the team he is the heavy muscle, he takes the hard knocks and lays downs the hammer. His enhanced senses are also very useful, particularly his x-ray vision. He can be moody and depressive at times, and expects a great deal of attention and indulgence due to his confined but pampered upbringing. At times this rather annoys many of the other members of the team but their mentors stress the need to reach out to him and tolerate his moods considering all he has been through recently. The person on the team he gets on best with is Miss Martian, she likes squealing and fussing over him, which he pretends to find tiresome but actually really likes. Megan for her part is indulging her notions of human teen relations, as shown on TV. The virtuous good girl wins over the troubled bad boy and they become the coolest couple. Conner is not sure about having a green-skinned alien with manic tendencies as a girlfriend but he doesn't have any experience with girls, or people in general really. All those he has ever known in his life were employees of Luthor, before he joined the team he had never had any friends, which is why he is so bad at it now.
Last edited by Gamebook on Sat Jan 13, 2018 1:18 pm, edited 1 time in total.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 06, 2018 6:40 am

Image

Robin Jason Todd - PL 9

Strength 2, Stamina 2, Agility 5, Dexterity 5, Fighting 11, Intellect 4, Awareness 3, Presence 3

Advantages
Assessment, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 13, Evasion, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Initiative, Improvised Tools, Inventor, Power Attack, Quick Draw, Ranged Attack 9, Startle, Takedown, Tracking

Skills
Acrobatics 6 (+11), Athletics 8 (+10), Deception 8 (+11), Insight 6 (+9), Intimidation 8 (+11), Investigation 8 (+12), Perception 8 (+11), Sleight of Hand 6 (+11), Stealth 6 (+11), Technology 8 (+12), Treatment 4 (+8), Vehicles 8 (+13)

Powers
Grapple Gun
. . Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Movement: Movement 1 (Swinging)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gauntlets: Strength-based Damage 2 (DC 19)
Mask: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Boomerang, Cell Phone (Smartphone), Commlink, Concealable Microphone, Flash Grenade, Grapple Gun [Grapple Gun], Handcuffs, Mini-tracer, Rebreather, Robin costume [Body Armor: Protection 3, +3 Toughness; Impervious; Gauntlets: Strength-based Damage 2, DC 19; Mask: Senses 8, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Shuriken, Smoke Grenade, Toolkit (Basic)

Offense
Initiative +9
Boomerang, +14 (DC 18)
Flash Grenade, +14 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +13 (DC 19)
Grab, +13 (DC Spec 12)
Grapple Gun: Move Object 3, +14 (DC 18)
Shuriken, +14 (DC 16)
Smoke Grenade, +14 (DC 19)
Throw, +14 (DC 17)
Unarmed, +13 (DC 17)

Languages
Native Language

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

Power Points
Abilities 70 + Powers 0 + Advantages 39 + Skills 42 (84 ranks) + Defenses 15 = 166

After Dick Grayson left to become Nightwing Batman recruited a new youth to be Robin, Jason Todd. Jason at the time was a young street punk who was always in trouble, but was notable for being brilliant rather than dumb. He had a tremendous facility for bypassing security systems and jacking cars. Bounced around foster homes for years after being taken away from his mother he rarely attended school and was the despair of social welfare officers. If he wanted to though he could rapidly excel at almost any subject he chose. Rather than running with a gang he preferred to be independent. Anyone who hassled him could expect a beating, he was a ferocious fighter and as good at it as he was everything else. Batman chose to offer him the chance to be the next Robin because he was already becoming a junior crimefighter. Jason hates bullies and had taken to donning a mask and going round beating up the worst local ones, targeting particularly those who robbed little kids of their lunch money and raided old people's homes for what little they had. The Batman and Robin were well known in Gotham by that time and Jason readily accepted the offer, eager for adventure and some proper training and equipment.

As Robin Jason learned very quickly, mastering martial arts and advanced technology as fast as Batman set it for him to learn. He was always much less obedient than Dick though, often going out on his own initiative right from the start to try out what he had learned. He customized his own Robin-mobile very early on as he didn't like running across the rooftops and using a swing line. He could do it, he just found it slow and undignified when Batman cruised around in the awesome Bat-mobile. In combat he was a much more brutal fighter than Dick ever was, hammering foes to their knees with blows and slashes from his heavy and vicious gauntlets. For him a fight was not just about putting your opponents down, it was a punishment for whatever they had done. If he thought Batman wasn't looking he would give unconscious crooks a few more to remember him by when they woke up.

Batman and Jason argued from the start of their association. Jason could never understand why they didn't make more use of guns, they could be fitted with non-lethal stun ammo. It was not as if either of them were at all gentle with those they fought, both of them handed out some pretty serious injuries to opponents at times. Batman always replied that guns were too dangerous and indecisive, stray rounds from protracted gunfights threatened bystanders and took too long to resolve. Fighting mostly in melee made their battles very quick and allowed them to control more what they did to targets. Relying on guns would make them lazy, taking the edge off their martial arts skills. Jason could sort of see Batman's point but he thought there were ways they could make use of firearms and avoid these problems. He began to devise his own martial art based on using twin pistols in melee combat, using them to pistol whip opponents and blasting them at point blank range. All the benefits of the range and hitting power of firearms without the drawbacks of engaging in firefights. In later years this would become his signature fighting style.

Json's tenure as Robin lasted for several years before coming to a tragic end. He and Batman had just foiled another of Joker's schemes but as ever the clown had got away by misdirection and fake-outs. Furious at another failure to get him Jason scoured the city for leads. Batman though warned him that anything he turned up was likely a plant that would only lead to a trap, that was how the Joker worked. By now Jason was getting cocky though, he had been so successful for so long as Robin that he was beginning to think he was infallible. He chose to follow up on a lead without checking with Batman, not wanting him to naysay it. In doing this he was breaking essential precepts of crimefighting that Batman had sought to drum into him for years. The lead was indeed a trap, Jason broke into a place only to find it locking down around him. A gloating Joker subdued him by pouring in gas and administering electrical shocks and throwing in stun grenades. Even this did not fully put him down and it took a dozen mooks a protracted battle to finally subdue and retrain him, taking a fair few lumps in the process. Once his battered crew had him tied down though the Joker was delighted beyond words, capering madly about. For a little while he debated what to do with his caged Robin. Interrogate him for the Bat's identity and the location of his secret base? Hold him as a hostage to keep the Bat off his back for once? Torture him to death for the fun of it? The last one, definitely the last one. For this night of special fun the Joker began to line up all the classic ingredients of a torture scene. The captive tied to a chair, the single hanging lamp, the medical trolley full of wicked-looking implements. He started with one of his favorites, a cutthroat razor, cutting and slashing at Jason's face. Just a warmup really. Then he bent a loop of wire into a capital 'J' and heated it with a blowtorch, before applying it to just under his left eye. Now Robin belonged to Joker forever, although that wouldn't be very long, just as long as the Joker could hold out. Jason replied that he could hold out forever. Laughing in his face Joker said he knew that, the only question was how long he could resist from killing him by going too far. He had never been too good on the old impulse control issue, as he well knew from all the jokes he had gone way too far with over the years.

Just as Joker was gearing up for some really nasty tortures Batman burst in. The Joker's mooks had thought they had stripped Robin of all his gear and had the place proofed against bugs and trackers but all they had managed to do was delay how long it had taken the Batman to find them. Caught in person for once the Joker shrieked and immediately fled through a secret door while setting off explosive charges to bring the building down, heedless of his own men still in the place. His readiness with a quick exit and a distraction is why the Joker has eluded capture all these years. Batman had not had time to lock the building down like he usually would have so the Joker got away but Jason was saved. The Joker's men either fled themselves or were quickly put down, if they hadn't been crushed by falling debris. Physically Jason was not in bad shape, he had taken a stunning and beating and been cut up a bit but nothing was broken and he had no internal injuries or concussion. Batman had long trained him in how to fake injury to get opponents to leave off you while you waited for an opening to strike back or escape. When Batman broke in Jason had already freed himself from his bonds by picking the lock on the standard issue handcuffs they had used and knew how to free his arms and legs from being tied to the chair. His plan had been to break out and hit the Joker as he moved in with a heavy torture implement then fight his way free. A desperate plan for a naked and bloody young man but all he had, and Jason might have been able to pull it off.

While he recovered from his physical wounds quickly the event significantly affected him. Outwardly he blamed Batman for not backing him up when he followed up the lead, and swore vengeance against the Joker. Inwardly though he knew that it had been his own fault, that his stupidity and arrogance had nearly gotten him a very unpleasant death. He tried to carry on as Robin but his heart wasn't in it. He didn't feel able to look Batman in the eye the same way, and being in the costume made him feel like a failure and a fraud. Eventually he quit being Robin and left Gotham, heading out into the world to find another way to be.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 06, 2018 10:49 am

Image

Robin Tim Drake - PL 8

Strength 1, Stamina 1, Agility 5, Dexterity 4, Fighting 11, Intellect 5, Awareness 2, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Close Attack 2, Contacts, Defensive Attack, Defensive Roll 2, Equipment 13, Evasion, Improved Critical 2: Strike: Strength-based Damage 2, Improved Initiative, Inventor, Power Attack, Quick Draw, Ranged Attack 8, Skill Mastery: Technology, Takedown, Tracking

Skills
Acrobatics 8 (+13), Athletics 6 (+11), Insight 6 (+8), Investigation 10 (+15), Perception 6 (+8), Persuasion 4 (+6), Sleight of Hand 6 (+10), Stealth 6 (+11), Technology 10 (+15), Treatment 6 (+11), Vehicles 8 (+12)

Powers
Fighting Staff
. . Brace: Enhanced Strength 1 (+1 STR; Limited to Lifting)
. . Parry: Enhanced Trait 2 (Traits: Parry +2 (+13))
. . Strike: Strength-based Damage 2 (DC 18; Reach (melee): 5 ft.)
. . Vault: Leaping 1 (Leap 15 feet at 4 miles/hour)
Grapple Gun
. . Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Movement: Movement 1 (Swinging)
Gloves: Strength-based Damage 1 (DC 17)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Boomerang, Cell Phone (Smartphone), Commlink, Concealable Microphone, Fighting Staff [Fighting Staff], Flash Grenade, Grapple Gun [Grapple Gun], Mini-tracer, Rebreather, Restraints, Robin costume [Gloves: Strength-based Damage 1, DC 17; Light Body Armor: Protection 2, +2 Toughness; Impervious; Mask: Senses 8, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Smoke Grenade, Toolkit (Basic)

Offense
Initiative +9
Boomerang, +12 (DC 17)
Flash Grenade, +12 (DC Dog/Fort 14)
Gloves: Strength-based Damage 1, +13 (DC 17)
Grab, +13 (DC Spec 11)
Grapple Gun: Move Object 3, +12 (DC 18)
Smoke Grenade, +12 (DC 19)
Strike: Strength-based Damage 2, +13 (DC 18)
Throw, +12 (DC 16)
Unarmed, +13 (DC 16)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 4, Toughness 5/1, Will 7

Power Points
Abilities 62 + Powers 0 + Advantages 40 + Skills 38 (76 ranks) + Defenses 14 = 154

After his failure with Jason Todd Batman held off on getting another Robin. He was now seriously doubtful about the project to train someone like him, neither of the first two had really measured up. The absence of Robin from his crimefighting adventures was noted by keen Bat-watchers though and there was a great deal of speculation in Gotham as to what had happened. The absence of Robin resulted in several people dressing up in homemade costumes and taking to the streets as the new Robin, hoping to be taken on by Batman. On inspection none of them seemed at all suitable and Batman had to warn them off. One was a martial-arts nut 'tough guy' with a known history of troublemaking. Batman put him off with a crushing demonstration of his own superior kung-fu. With her unerring sense of the inappropriate and personally offensive another one was Harley Quinn who did herself up as a sexy Robin. Batman nearly lost his temper with her over that. Another was an overweight, unfit Batman fanboy who up until now had been running a Bat-watch website dedicated to the caped crusader. He was unspeakably ridiculous as he puffed and flailed along. Batman dragged him back home to his mother.

Just when he thought he had dealt with the Robin problem Batman began getting anonymous messages from someone who incredibly had hacked into his supposedly secure communications. They weren't able to penetrate his files but they were able to send him messages. These contained interesting bits of clues and evidence of crimes around Gotham drawn from an extensive program of computer hacking of Gotham's networks. The messages were signed with the Robin symbol. Batman immediately set to track down this hacker/s. Whoever was doing it had privileged access to Waynetech networks which greatly narrowed it down. Only a restricted circle of employees and the best of the young students on Waynetech's internship program had such access. The culprit turned out to be a Timothy Drake, a child prodigy with technology who had managed to get in a lot further than he was supposed to in the network by exploiting lax adherence to security procedures on the part of those who were supposed to be educating him. He had found some very interesting programs that linked to an offsite mainframe setup, which he was able to identify as in fact the Bat-computer. He could not penetrate the firewalls, encryption and other defense systems around it but he could send it messages which it then dutifully relayed to Batman. A hobby of Tim Drake's was monitoring computer traffic around Gotham for evidence of crimes, which he had been sending as anonymous tips to the GCPD for several years. Now he had the chance to do the same with Batman, who he reckoned Waynetech was supplying equipment and maybe funding to. Even Tim though did not think that the head of the company was actually the Batman.

Such a talent would obviously be of use in the fight against crime. Tim's talent was such that there were things he could teach Batman about crimefighting with computers. Batman contacted Tim and offered to make him the new Robin. That was what Tim really wanted, he had been training himself for years in athletics and martial arts as well as his computer skills in the hope of becoming a crimefighter like Batman. When a vacancy for the position of Robin apparently opened up he fixated on that. Tim as Robin brings a new intellectual edge to the role. He is more cerebral and less physical than Dick or Jason, relying less on his acrobatics or fighting ability. Instead he fights crimes by solving crimes, finding out what the criminals are up to and gathering the necessary evidence to set the GCPD onto them. For combat where Batman favors the Bat-gauntlets and Dick uses escrima sticks he wields a fighting staff that is also a useful acrobatic aide.

Recently Tim has joined the newly formed Young Justice team. This team is something of a safe depository for troubled young superheroes where they can be protected and trained while also making good use of their considerable abilities. He is a bit younger than some of the other team members but his precocious intellect and being Batman's apprentice means that he is in many ways the most able of them. Tim is a well-adjusted young man, he doesn't need assistance like the rest of them, rather he is there to monitor them and make reports on their progress to Batman and the Justice League. Unlike many of the rest of the Bat-clan Tim is not an orphan, refugee, foster-child or anything else. He stays at his preparatory school during the academic year but goes home to his family during the holidays. His parents are pleasant, well-to-do people who have no idea of what their son gets up to during most of the year. Batman regards it as Tim's business what he tells his parents, but if he ever does tell them anything then he will never see Batman again. Children routinely conceal all sorts of things from their parents in any case, Tim knows secrets about his school friends that are if anything even worse than him being a nocturnal crimefighter.

Thorpocalypse
Posts: 682
Joined: Fri Nov 04, 2016 8:52 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Thorpocalypse » Sat Jan 06, 2018 6:18 pm

Ah, Tim Drake. The best Robin ever. Nice build.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 06, 2018 7:09 pm

Image

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The Joker - PL 8

Strength 1, Stamina 1, Agility 3, Dexterity 6, Fighting 10, Intellect 6, Awareness 5, Presence 5

Advantages
All-out Attack, Connected, Contacts, Daze (Deception), Defensive Roll 2, Equipment 34, Evasion 2, Fascinate (Intimidation), Improved Critical 2: Knife, Improved Initiative, Improved Trip, Inspire 3, Inventor, Leadership, Luck 3, Quick Draw, Ranged Attack 5, Redirect, Set-up, Startle, Taunt, Well-informed

Skills
Acrobatics 4 (+7), Athletics 4 (+5), Deception 12 (+17), Insight 8 (+13), Intimidation 12 (+17), Investigation 8 (+14), Perception 8 (+13), Persuasion 8 (+13), Sleight of Hand 8 (+14), Stealth 8 (+11), Technology 8 (+14), Vehicles 8 (+14)

Powers
Crowbar: Strength-based Damage 2 (DC 18; Inaccurate: -2)
. . Lever: Enhanced Strength 1 (Alternate; +1 STR; Limited to Lifting)
Exploding Present: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged, Subtle: subtle, Triggered: 1 use - Timed)
Gasoline Jerrycan: Shapeable Area Damage 6 (fire, DC 21; Shapeable Area: 30 cft., DC 16, Secondary Effect, Triggered: 1 use - Ignition)
Joker Venom Gas Canister
. . Die Laughing: Progressive Burst Area Affliction 6 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Progressive, Triggered 2: 2 uses - Timed / Signal)
. . Poison: Cloud Area Progressive Weaken 6 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 16; Cloud Area: 15 feet radius sphere, DC 16, Progressive, Triggered 2: 2 uses - Timed / Signal)
Joker Venom Spike Ring
. . Die Laughing: Progressive Affliction 6 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Progressive, Subtle: subtle; Resistible: Fortitude)
. . Poison: Progressive Weaken 6 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 16; Progressive, Subtle: subtle; Resistible: Toughness)
Joy Buzzer: Damage 3 (DC 18; Alternate Resistance: Fortitude, Subtle: subtle)
The Joker's Mooks: Summon 4 (Controlled, Horde, Multiple Minions 3: 8 minions, Sacrifice, Type (General): Humans; Source: The Joker's Gang)
Utterly Crazy Mind: Immunity 10 (Common Descriptor: Mental)

Equipment
Brass Knuckles, Crowbar [Crowbar: Strength-based Damage 2, DC 18; Inaccurate: -2], Exploding Present [Exploding Present: Burst Area Damage 6, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged, Subtle: subtle, Triggered: 1 use - Timed], Fragmentation Grenade, Gasoline Jerrycan [Gasoline Jerrycan: Shapeable Area Damage 6, fire, DC 21; Shapeable Area: 30 cft., DC 16, Secondary Effect, Triggered: 1 use - Ignition], Heavy Pistol, Hold-out Pistol, Joker Venom Gas Canister [Joker Venom Gas Canister], Joker Venom Ring Spike [Joker Venom Spike Ring], Joy Buzzer [Joy Buzzer: Damage 3, DC 18; Alternate Resistance: Fortitude, Subtle: subtle], Knife, Smoke Grenade

Offense
Initiative +7
Brass Knuckles, +10 (DC 17)
Crowbar: Strength-based Damage 2, +8 (DC 18)
Die Laughing: Progressive Affliction 6, +10 (DC Fort 16)
Die Laughing: Progressive Burst Area Affliction 6 (DC Fort 16)
Exploding Present: Burst Area Damage 6 (DC 21)
Fragmentation Grenade, +11 (DC Dog 15)
Gasoline Jerrycan: Shapeable Area Damage 6 (DC 21)
Grab, +10 (DC Spec 11)
Heavy Pistol, +11 (DC 19)
Hold-out Pistol, +11 (DC 17)
Joy Buzzer: Damage 3, +10 (DC Fort 18)
Knife, +10 (DC 17)
Poison: Cloud Area Progressive Weaken 6 (DC Fort 16)
Poison: Progressive Weaken 6, +10 (DC Fort/Tou )
Smoke Grenade, +11 (DC 19)
Throw, +11 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 4, Toughness 3/1, Will 12

Power Points
Abilities 74 + Powers 51 + Advantages 66 + Skills 48 (96 ranks) + Defenses 17 = 256

The Joker is Batman's most persistent and dangerous foe. He runs rackets all across Gotham, extorting money, shipping in guns and drugs, running girls and immigrant slave labor. In the city he is the man with the plan, the criminal genius who pulls the strings of organized crime. He is aware of most everything that goes down in Gotham and he always gets his cut, or you get cut. His criminal empire is notably brutal, with a reputation for torture and horrifying executions of those who oppose or cheat them. Bodies have been found dumped in the sea or buried in waste ground that seem to have been flayed or acid burned alive. The Joker is rumored to keep old rivals of his as pets, with ropes strung through their cheeks as bridles. He tosses them scraps of food or whips them as he chooses. A few survivors have attested that he likes to conduct torture sessions personally, and that throughout them he never stops joking and laughing even as the blood flows and the victim brokenly weeps for mercy.

Who the Joker really is Batman has never managed to find out. Many times he thought that he had caught the Joker only for it to turn out to be a lifelike mannequin or a made-up double. The Joker is a perfect liar, he never tells the truth under any circumstances. The best thing to do with the incessant chatter that he broadcasts is to ignore it, it is all misdirection. Batman has only ever encountered what he thinks was the real Joker a handful of times. When he has done so the Joker's reaction has always been to cut all the jokes and immediately flee. He seems to be deathly afraid of the Batman, perhaps realizing that here is a man with no sense of humor, at least for his gags. He is usually accompanied by numerous mooks who do his bidding. They are all loyal to him beyond what ordinary money would make them, often even sacrificing their lives for him. The Joker seems to have a knack for finding and exploiting the mentally disturbed and turning them into weapons for himself. If he is feeling in a bad mood he may send one of them to carry out a suicide bombing or mass shooting.

The Joker's reign of terror was in full swing when Batman first appeared. Half the GCPD was in his pocket, indeed many were employed to run his rackets for him. Everything was paved with lavish dispensations of criminal money. Over time Batman gradually penetrated and destroyed this network. As he did so the Joker became obsessed with the Bat, setting endless traps for him. Every one Batman evaded and turned back on the Joker, using them to counter-ambush him and capture his men. Towards the end the Joker was impoverished and desperate, deserted by nearly all his supporters and with any number of once loyal minions eager to sell him out. He eventually chose to give himself up without a fight and was duly carted off to Arkham Asylum for the criminally insane. Batman was suspicious of such an easy win and this proved to be the case. From within prison through corrupt guards and the secret network of the other inmates the now untouchable Joker rebuilt his empire. Try as he might Batman could not prevent the Joker taking control of organized crime again in Gotham. To try and contain him the Joker was moved to permanent solitary isolation with his only contact with the outside world the renowned hard-ass guard Captain Aaron Cash and his therapist Harleen Quinzel. Even this was not enough, he subverted his therapist, using her as a contact and to coordinate a breakout, his men storming the prison in a military style operation, gunning down all who opposed them. The operation was expertly timed to coincide with Batman being out of Gotham, criminals elsewhere in the world performing actions to draw the attention of the Bat. Batman was outraged at the escape and the death it left in its wake, he considered that he had neglected Gotham and the city had suffered for it. This would mark a renewal of the war between the Bat and the Joker, though this time the Joker had a better idea of what he was up against and would plan accordingly, aiming more to confound and evade the Bat rather than trying to take him out.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 06, 2018 11:48 pm

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Harley Quinn - PL 7

Strength 0, Stamina 1, Agility 4, Dexterity 4, Fighting 10, Intellect 3, Awareness 6, Presence 4

Advantages
Agile Feint, Attractive 2, Benefit, Athletics Based on Agility, Daze (Deception), Defensive Roll 2, Equipment 2, Improved Trip, Luck 2, Ranged Attack 2, Redirect, Skill Mastery: Insight, Taunt

Skills
Acrobatics 8 (+12), Athletics 6 (+10), Deception 4 (+8), Insight 10 (+16), Investigation 8 (+11), Perception 6 (+12), Persuasion 6 (+10), Sleight of Hand 4 (+8), Vehicles 4 (+8)

Powers
Giant Mallet: Strength-based Damage 4 (DC 19; Reach (melee): 5 ft.)

Equipment
Cell Phone (Smartphone), Giant Mallet [Giant Mallet: Strength-based Damage 4, DC 19; Reach (melee): 5 ft.]

Offense
Initiative +4
Giant Mallet: Strength-based Damage 4, +10 (DC 19)
Grab, +10 (DC Spec 10)
Throw, +6 (DC 15)
Unarmed, +10 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 4, Toughness 3/1, Will 10

Power Points
Abilities 64 + Powers 0 + Advantages 17 + Skills 28 (56 ranks) + Defenses 13 = 122

After she helped him break out of Arkham Asylum Harleen Quinzel became a certifiable loon herself. It is not clear if she always was crazy inside and had been hiding behind a mask of sanity, or if the Joker did something to her to make her the way she became. The Joker is known to do this to some of his mooks, injecting them with or immersing them in toxic chemicals, performing prefrontal lobotomies or just talking to them until their mind breaks. In any case she became Harley Quinn, gangster's moll to the Clown Prince of Crime. She was not the Joker's first squeeze, he usually has some dolly about the place to serve him drinks and give him the right look as a crime boss. Harley though was not prepared to share her man and the two women were deadly rivals from the start, glaring daggers and exchanging barbs. Literally, they used to throw icepicks and knives at each other. The Joker just ducked the flying cutlery and laughed. When they got into vicious, hair-pulling catfights he would cheer them on and place bets on the outcome. Harley took a few beatings early on but got better at fighting over time, intensively training herself in martial arts until she could match her hated rival. In the end she resolved the antagonism by slitting her rivals throat while she slept, having hidden in the ceiling space above her bed which she didn't think to check before retiring. The Joker in his usual fashion was not put out at all, he just congratulated Harley on her enterprise and determination.

Early on Harley was obsessed with being a clown, always dressing in a full body domino and doing clown type tricks like juggling and humorous acrobatics and pratfalls. After a few nasty incidents with the Joker's sudden temper she learned not to make any jokes herself while he was present, he hates not being the center of attention by someone else getting a laugh. She was his faithful sidekick, performing all sorts of jobs for him, mostly supervising members of his crew to make sure they didn't slack off or pinch things. As a minion while she was with the Joker she was never terribly competent, often getting confused by the Joker's complex schemes and doing the wrong thing. She was also easily distracted and rattled by Batman, he intimidates but also excites her. He would exploit this, getting her to try and put on bravado or flirt with him so he could get her talking whereupon she would let vital parts of the Joker's plans slip. After a few incidents of this the Joker got wise and began to misinform her so she would mislead the Bat. Several times the Joker got mad at her, or maybe just bored, and kicked her out of his gang. Other times when he had been especially mean or neglectful to her she ran out on him. It was always difficult to tell with this crazy couple though if they were really on the outs or just faking it, and they could get back together at any moment. The slightest sign of affection from the Joker and Harley always goes running back, blissfully, idiotically happy that he wants her again. This behavior is the despair of her friends Catwoman and Poison Ivy, but they don't care enough about to her to do more than tell her she is being an idiot. Privately they are convinced the Joker will kill Harley one day.

In recent years Harley has become more of a supervillain and operator in her own right, living separately from the Joker and doing jobs with the suicide squad. Recently her government work got her put on parole and she can now live in civil society. She still can't behave herself and is forever getting into bizarre and ridiculous adventures. She is careful now though to only kill people when she can get away with it, such as when they are armed gunmen trying to kill her, or she is on a planet in another dimension and out of the purview of the authorities and Batman. The Joker has become more secretive over time and it has been years since there was a confirmed sighting of him. He now seems to have lost all interest in Harley, certainly he never mentions her during his interminable maniacal monologues. For a time early on in their relationship he was very into her, having her appear with him on most occasions and be leaning over him or lying in his lap during the taunting videos he would send to Batman. He even went so far as to bust her out of prison with an armed raid, something he has never done for any of his other women when they have been caught.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 07, 2018 8:58 am

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Green Arrow - PL 11

Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 12, Intellect 4, Awareness 6, Presence 4

Advantages
Agile Feint, Assessment, Attractive, Benefit, Wealth 3 (millionare), Defensive Attack, Defensive Roll 2, Equipment 5, Evasion, Improved Aim, Improved Critical 3: Arrows, Improved Disarm, Improved Initiative, Luck, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 8, Takedown, Taunt, Tracking, Trance, Ultimate Effort: Aim

Skills
Acrobatics 8 (+14), Athletics 10 (+13), Deception 8 (+12), Expertise: Business 8 (+12), Insight 8 (+14), Investigation 8 (+12), Perception 12 (+18), Persuasion 8 (+12), Sleight of Hand 6 (+12), Stealth 8 (+14), Technology 4 (+8), Treatment 4 (+8), Vehicles 6 (+12)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Bow and Arrows (Easily Removable)
. . Arrows
. . . . Barbed Arrow: Strength-based Damage 3 (DC 21; Increased Range: ranged, Secondary Effect)
. . . . Bow Fighting Staff
. . . . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+14))
. . . . . . Strike: Strength-based Damage 2 (DC 20; 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)
. . . . Flight Arrow: Strength-based Damage 3 (DC 21; Accurate: +2, Extended Range, Increased Range: ranged, Precise)
. . . . Needle Arrow: Strength-based Damage 3 (DC 21; Increased Range: ranged, Penetrating 3)
. . . . Parachute Flare Arrow: Environment 4 (Light, Radius: 250 feet; Increased Duration: continuous, Selective; Unreliable (5 uses))
. . . . Sleep Gas Arrow: Cumulative Affliction 3 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
. . . . Smoke Arrow: Cloud Area Concealment 2 (Sense - Sight; Cloud Area: 15 feet radius sphere, DC 12, Extended Range, Increased Range: ranged)
. . . . Taser Arrow: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
Mask: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Camo Clothing, Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Gas Mask, Mask [Mask: Senses 8, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Mini-tracer, Rebreather, Restraints, Toolkit (Basic)

Offense
Initiative +10
Barbed Arrow: Strength-based Damage 3, +14 (DC 21)
Flash Arrow: Cumulative Perception Area Affliction 3 (DC Fort 13)
Flight Arrow: Strength-based Damage 3, +16 (DC 21)
Grab, +12 (DC Spec 13)
Needle Arrow: Strength-based Damage 3, +14 (DC 21)
Sleep Gas Arrow: Cumulative Affliction 3, +14 (DC Fort 13)
Strike: Strength-based Damage 2, +12 (DC 20)
Taser Arrow: Cumulative Affliction 3, +14 (DC Fort 13)
Throw, +14 (DC 18)
Unarmed, +12 (DC 18)

Languages
Native Language

Defense
Dodge 14, Parry 14/12, Fortitude 7, Toughness 8/3, Will 12

Power Points
Abilities 88 + Powers 10 + Advantages 40 + Skills 49 (98 ranks) + Defenses 18 = 205

Green Arrow is Oliver Queen, owner and head of Queen Industries. In his youth he was a notorious playboy, living it up around town with the family money. That all changed when his father was murdered by unknown assailants in his home. It was made to look like a burglary but the investigating detective confidentially stated to him that he thought it was a professional hit. While the rest of his family was distraught Oliver was angry and set to work to find out who had done this and why. He went through all his father's business dealing, under the maxim of 'follow the money'. To his shock he found all sorts of financial discrepancies, evidence of illegal trading and money laundering. The profitability of his family company had been founded on criminal behavior, with links to organized crime and terrorist groups. Doing this though made him a target as well and one night he was run off the road and captured by masked men. They took him to a secret location and began to torture him, wanting the passwords to the Queen family computer network and its secret files. At that time Oliver was not a brave man and after some initial bravado began to crack. At that point though another set of masked people broke in and beat up or killed the first set. They told him he was in great danger, no shit he thought, and had to come with them. After seeing them in action and what he had been through Oliver was not inclined to be defiant.

When they finally arrived at what they said was a safe house they finally answered some of his questions. His father had been involved in business dealings with what most of the world regarded as criminals, the League of Assassins as their enemies who had attacked him called them. The motivation for this had indeed been money, Queen Industries had been driven to the wall by competition with Lexcorp and Waynetech. His father's arrangements with them had let him get into new and profitable fields of business, saving the company and its thousands of employees from ruin. This confirmed what Oliver had suspected. He then said that Queen Industries had to be done with this, it was illegal and immoral and placed himself and his family in danger. The masked figures replied though that he had found out too much, and that only two choices remained to him. He could continue Queen Industries partnership with the League, or he could die. Oliver proposed a third option, they train him in in everything they knew and he would join them in their fight and be able to protect himself and his family from those he came under threat from. Amused they agreed and he was bundled off again.

When they finally took the hood off his head days later Oliver found himself on what they told him was a remote island, so there was no point in trying to escape. He was put through an intensive, unrelenting program of training by a variety of demanding tutors. Oliver was already a superb amateur athlete so coped with this. They found out that he was also an archery enthusiast and so made him into a bowman, a weapon suited to silent sniping and assassinations. When he was not being made to run or fight they lectured him relentlessly on the holy mission of the League and its revolutionary spirit. As an American Oliver has a critical mind, he nodded and agreed politely but inside always retained his own opinions. During this period Oliver met a number of people who would be significant in his later life, such as Lady Shiva, master martial artist of the League, and Merlyn Dark, the archery master. Eventually after several years of training during which he came first to equal and then surpass most his tutors the League pronounced him ready. Rather than let him go home though they sent him out on missions around the world for them. By this time Oliver was desperate to see his family again but dared not defy the League yet.

In operations across the world Oliver was the Black Arrow. He found out a lot about the League and the vast underworld of clandestine operations that goes on around the world. In time he made connections and deals that let him gain leverage over the League and make them do what he wanted rather than just being their puppet. He could have returned home at this time but chose to continue as the Black Arrow for a while to amass more intelligence. Only when had everything ready did he finally come back to his family, after five years away. Legally resurrecting himself from the dead took some time and much expensive work by the lawyers but in the end he was owner of Queen Industries, his father having left everything to him in his will. Using the skills and knowledge he had gained from his time with the League Oliver set about taking his company legitimate again while purging his city of its many criminal elements, seeing them as the cancer that had allowed the murder and corruption which had led to his father's death.

Oliver is now active in city politics and has become one of its leading citizens. His very murky past is kept covered up by his friends and associates, all of whom have interests in not letting the public know just how much goes on beneath the world they think they know about. He is aided in his fight by a number of other superheroes he has met down the years, and hindered by agents of the League of Assassins who still regard him as one of them and occasionally turn up in his city with their own agendas. Personally he has been involved with a number of women, some of them his friends and colleagues, others fellow superheroes, and others members of the League who tend to ignore any existing relationship he may have when they turn up and demand his attention. Many of them consider that he has commitment problems, he is forever breaking up and getting back together with his girlfriends. Oliver always regards this as caused by external problems and protests that he would like to settle down one day. With who exactly he is not as yet sure.

Jabroniville
Posts: 5513
Joined: Fri Nov 04, 2016 8:05 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Sun Jan 07, 2018 12:03 pm

Thorpocalypse wrote:
Wed Jan 03, 2018 11:48 pm
No doubt. That Phil Cho art is off the hizook, as the kids say. ;)

Loving the tweaks to their backgrounds, too. I had forgotten about the Earth-2 Lois Lane being Red Tornado for a while. The whole clone body this for Lois makes great sense, considering everything she's been through over the years.
He does have a really nice style. I find it odd that I've never heard of him before. The only unfortunate thing is that he doesn't vary is line width enough, so everyone has a very "cut-out picture" look to them.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 07, 2018 6:51 pm

Image

Image

Arsenal - PL 10

Strength 5, Stamina 4, Agility 6, Dexterity 4, Fighting 12, Intellect 4, Awareness 3, Presence 3

Advantages
Agile Feint, All-out Attack, Assessment, Attractive, Defensive Roll 2, Equipment 15, Fearless, Improved Aim, Improved Critical 2: Techno Arrows, Improved Critical: Unarmed, Improved Initiative, Inventor, Move-by Action, Power Attack, Quick Draw, Ranged Attack 10, Takedown, Tracking

Skills
Acrobatics 8 (+14), Athletics 8 (+13), Deception 6 (+9), Insight 6 (+9), Intimidation 8 (+11), Investigation 8 (+12), Perception 8 (+11), Persuasion 4 (+7), Sleight of Hand 6 (+10), Stealth 6 (+12), Technology 8 (+12), Vehicles 8 (+12)

Powers
Bionic Right Arm (Removable)
. . Enhanced Ability: Enhanced Strength 2 (+2 STR; Limited: to right arm)
. . Immunity: Immunity 7 (Disease, Environmental Conditions (All), Poison; Limited 2: to right arm)
. . Metal Arm: Protection 2 (+2 Toughness; Impervious, Sustained)
Bow and Arrows (Easily Removable)
. . Techno Arrows
. . . . Anaesthetic Arrow: Progressive Affliction 6 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 16; Increased Range: ranged, Progressive; Diminished Range, Resistible: Toughness)
. . . . Bow Fighting Staff
. . . . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+14))
. . . . . . Strike: Strength-based Damage 2 (DC 22; Reach (melee): 5 ft.)
. . . . Cable Arrow: Movement 1 (Swinging)
. . . . Enhanced Taser Arrow: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged; Diminished Range)
. . . . Override Arrow: Progressive Affliction 3 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 13; Affects Objects Only, Contagious, Increased Range: ranged, Progressive)
. . . . Plastic Foam Arrow: Progressive Affliction 3 (1st degree: Hindered, Impaired, 2nd degree: Immobile, Defenseless, DC 13; Alternate Resistance (Dodge), Contagious, Extra Condition, Increased Range: ranged, Progressive; Limited Degree)
. . . . Rocket Assisted Arrow: Damage 6 (DC 21; Extended Range 2, Homing: 1 extra attempt, Increased Range: ranged)
. . . . Shaped Charge Arrow: Damage 6 (DC 21; Increased Range: ranged, Penetrating 6; Diminished Range)
. . . . Spy Arrow: Remote Sensing 4 (Affects: 3 Types, inc. Visual - Visual, Audio, Radio, Range: 500 feet)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, Flash Grenade, Flashlight, Fragmentation Grenade, Gas Mask, Heavy Pistol, Knife, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Mask [Mask: Senses 7, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Mini-tracer, Rebreather, Restraints, Smoke Grenade, Stun Ammo, Toolkit (Basic)

Offense
Initiative +10
Anaesthetic Arrow: Progressive Affliction 6, +14 (DC Fort/Tou )
Enhanced Taser Arrow: Cumulative Affliction 6, +14 (DC Fort 16)
Flash Grenade, +14 (DC Dog/Fort 14)
Fragmentation Grenade, +14 (DC Dog 15)
Grab, +12 (DC Spec 15)
Heavy Pistol, +14 (DC 19)
Knife, +12 (DC 21)
Override Arrow: Progressive Affliction 3, +14 (DC Will 13)
Plastic Foam Arrow: Progressive Affliction 3, +14 (DC Dog/Fort/Will 13)
Rocket Assisted Arrow: Damage 6, +14 (DC 21)
Shaped Charge Arrow: Damage 6, +14 (DC 21)
Smoke Grenade, +14 (DC 19)
Strike: Strength-based Damage 2, +12 (DC 22)
Throw, +14 (DC 20)
Unarmed, +12 (DC 20)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/4, Will 9

Power Points
Abilities 78 + Powers 22 + Advantages 43 + Skills 42 (84 ranks) + Defenses 16 = 201

Roy Harper has had a long and varied career as a superhero. When he split from Green Arrow and left the Teen Titans he changed his codename to Red Arrow. While he would occasionally work with the other established superheroes he spent much of his time abroad in exotic locales, fighting international terrorism and supervillainy. It was during this period that he got heavily involved with the League of Assassins, having learned about them from his mentor Green Arrow. Oliver tried to warn him away from those dangerous fanatics but Roy has always been one of those contrary people who do the opposite of what everyone tells him. The League quickly appreciated his talents and cultivated him, assigning one of their most attractive female operatives to him to win him over to their cause. Once they learned just how deep he was in with the Assassins his old comrades in the Titans largely disowned him, even Donna Troy breaking off their relationship. In his usual bullish fashion Roy dismissed them and went his own way.

After Ra'S Al Ghul's death and the massive fallout from that event Roy became disillusioned with the League. It had become corrupt and violent in its long struggle and was now falling into the hands of factional crime lords since Batman had declined to take control of it. For a while he was on a team consisting of his girlfriend Jade 'Cheshire' Nguyen and other League elite fighters but in the end he fell out with them too as they would not perform altruistic superheroics, they always wanted an angle. He realized that in his heart he was not an assassin or a revolutionary but a superhero. After years away he reconnected with his old friends from his youth and together they formed the adult Titans team, all the old gang back together. For a while he even rekindled his relationship with Donna Troy. The League fractured though it was still had a hold on him through his daughter, a child he had had with Cheshire. He did his best to shield the child from the life he led, but as she got older it was hard to completely exclude the influence of her mother. Jade is fanatically committed to the memory of Ra'S Al Ghul and keeps on trying to draw him back to her and the struggle, and she is shameless enough to use her daughter as a weapon for this. Roy's inability to sever his ties to Jade and the League once again broke down his relationship with Donna, devoted though she was to his daughter. To try and distract himself Roy threw himself into a series of ill-starred affairs with a succession of superheroines. He deliberately went for women not looking for commitment and family. His teammates were a bit worried about his involvement with reckless warriors like Hawkgirl, Grace Choi and Power Girl.

Roy's life took a catastrophic turn when he tangled with the highly dangerous supervillain Prometheus. The Justice League warned him not to go after him alone but you can guess his reaction to that. When he caught up to the vengeful maniac he didn't wait for backup but charged straight in against him. Skilled as Roy is though he was outmatched and outgunned. Prometheus used his energy blade to sever Roy's right arm at the elbow. Even crippled like this though Roy was able to hold him off by fighting defensively until the approach of other superheroes prompted Prometheus to teleport away. Despite the Justice League's expertise in surgery the severed arm could not be reattached, the energy blade seared to ash both sides of the cut, causing nerve damage that necessitated further amputation work higher up the arm to prevent necrosis setting in.

Roy refused to believe that his superhero career was over and in the following months worked with the most advanced technologists of the JLA to fit himself with a bionic arm. With aid from his old friend Cyborg he received a new arm that was in some ways superior to his old one. It was just as dexterous while being much stronger and resilient. After a period of intensive training and practice he announced himself ready for action again. The JLA though declined to allow him back on operations, they wanted him to undergo more therapy and counseling for what had happened to him. Psychological profiles showed a dangerous increase in anger and recklessness in a personality already prone to those things. Rather than accept their concerned recommendations Roy lost his temper and stormed off. He has gone back to his old flame Cheshire and together they are seeking out Prometheus to extract revenge.

Gamebook
Posts: 3601
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 08, 2018 7:32 am

Image

Image

Starfire - PL 12

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

Advantages
Agile Feint, Assessment, Attractive 2, Benefit, Galactic Reputation, Improved Critical 2: Star Energy, Improved Initiative, Leadership, Move-by Action, Power Attack, Ranged Attack 6, Takedown, Teamwork

Skills
Acrobatics 4 (+8), Athletics 4 (+14), Insight 6 (+9), Investigation 6 (+9), Perception 8 (+11), Persuasion 8 (+12), Ranged Combat: Star Energy 4 (+6), Technology 6 (+9), Vehicles 6 (+8)

Powers
Flight: Flight 11 (Speed: 4000 miles/hour, 8 miles/round)
Immunity: Immunity 10 (Common Descriptor: Heat)
Immunity: Immunity 7 (Environmental Conditions (All), Suffocation (All))
Movement: Movement 2 (Space Travel 2: other solar systems)
Protection: Protection 2 (+2 Toughness; Impervious [10 extra ranks])
Regeneration: Regeneration 3 (Every 3.33 rounds)
Star Energy
. . Starbolts: Damage 12 (DC 27; Increased Range: ranged, Multiattack)
. . Starburn: Damage 12 (DC 27; Increased Range: ranged, Penetrating 12)
. . Starfire: Damage 12 (DC 27; Increased Range: ranged, Secondary Effect)
. . Starflare: Burst Area Damage 12 (DC 27; Burst Area: 30 feet radius sphere, DC 22, Increased Range: ranged)
. . Stargaze: Damage 12 (DC 27; Increased Range 2: perception)
. . Starwave: Cone Area Damage 12 (DC 27; Cone Area 2: 120 feet cone, DC 22)
. . Starwhirl: Cylinder Area Damage 12 (DC 27; Cylinder Area 2: 60 feet cylinder, DC 22)
Star Vision: Senses 8 (Darkvision, Extended: Vision 2: x100, Penetrates Concealment: Vision)
Universal Comprehension: Comprehend 2 (Languages - Speak All, Languages - Understand All; Quirk: requires physical contact to learn)

Offense
Initiative +8
Grab, +10 (DC Spec 20)
Starbolts: Damage 12, +12 (DC 27)
Starburn: Damage 12, +12 (DC 27)
Starfire: Damage 12, +12 (DC 27)
Starflare: Burst Area Damage 12 (DC 27)
Stargaze: Damage 12 (DC 27)
Starwave: Cone Area Damage 12 (DC 27)
Starwhirl: Cylinder Area Damage 12 (DC 27)
Throw, +8 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 13, Toughness 12, Will 9

Power Points
Abilities 92 + Powers 113 + Advantages 19 + Skills 26 (52 ranks) + Defenses 15 = 265

After the breakup of the second iteration of the Teen Titans following the Terra / Deathstroke affair Starfire went her own way for a while. By this point she was more powerful and confident and wanted to see more of the Earth and people beyond the close supervision of the Titans. She and Dick had been heavily involved during their time together on the Titans and for a while had been living together. Dick's bitterness about his failing the team drove a wedge between them, Kory has never been good at dealing with the unhappiness of others, she tries to distract and cheer them up rather than helping them with what is wrong. She and Dick had some nasty rows, with him accusing her of being self-centered and she just getting upset about how everybody was being so miserable. The final straw was when Kory thought she might be pregnant and Dick acted relieved rather than disappointed when it turned out to be a false alarm (Tamaraneans have an adaptive genetic structure and can crossbreed with nearly any DNA-based lifeform). This proved to Kory's mind that Dick was more interested in being a superhero than his relationship with her. From Dick's point of view they were far too young for a kid.

At that time Jason Todd was putting together his own team, the Outlaws, and on a whim she asked to join when she learned that Roy was on the team. She had heard a lot about the red archer from his former teammates on the new Teen Titans but had never met him. The two dangerous men were a bit surprised but agreed, they could certainly use her firepower. The three of them (Jason preferred to keep the team lean, in his opinion the new Teen Titans at seven members had been bloated and unwieldy) became a globetrotting squad, taking on some of the most sinister threats around the world. Kory got to see a new side of Earth, it's seedy underbelly, that up until now the Titans had protected her from. Unlike on the Titans Roy and Jason made no attempt to supervise her or tell her to put some clothes on. As far as they were concerned she was not their responsibility, the alien space princess with the awesome superpowers should be capable of looking after herself. They were a hit squad, not a support group. Given a lot of freedom very suddenly like this Kory acted rather like a stereotypical Earth teenager away from home for the first time. She partied and got involved with some dubious people, caring for little beyond having a good time. By now though she was more acute about humans and anyone who disrespected her came to regret it. She found both Roy and Jason attractive, and with no one to disapprove enjoyed herself with both of them, eventually persuading them to all share the same bed together. In battle Kory has always been way more ferocious than her ditzy personality might at first suggest but now she was prepared to use lethal force again, something that Dick had spent years discouraging her from. Most of the time though she found that she didn't need to go that far, her Starfire powers were increasing as she used them more and became physically larger and more developed. She could now take out most opponents with a single shot, blowing battle robots in two or flattening entire squads of gunmen.

The first Outlaws squad was crazy and inevitably it fell apart. Roy and Jason were both too dominant, Jason though it his team and expected obedience and control over what operations they did. Roy has never been good at taking orders and often disagreed with him, especially as he got more experienced. Jason was for a while prepared to put up with arguing with Roy, but when Kory started questioning his decisions he lost his temper with her. In rebuttal to her suggestions he let it slip that he thought of her as just a missile, a weapon to be pointed at his enemies. She was too scatterbrained in his opinion to be trusted with decisions on serious matters. This upset Kory, she knew she was intelligent and she had been well-trained by the Warlords of Okaara. Her suggestions were to help the team, how dare he suggest that she didn't take what they were doing seriously. Despite Roy playing peacemaker for once she left the team, and with that Roy quit as well. The Outlaws would rise again but for now Jason cursed them both and dropped off the map.

Left alone again Kory cried a bit for the hardness of life. She decided to take a break from superheroics and try to lead a more normal life among the humans. Nearly all the people she had ever known on Earth or off it spent their time traveling around and blowing stuff up, she was sure that was not normal life for most intelligent lifeforms. The Outlaws had been based on a small island off the Florida peninsula so she hopped the short distance to the first inhabited area that looked attractive to her. This was a resort town on an offshore island, one of many such but the first one she spotted. Touching down on the main drag she just walked along, thinking to herself about what she would need. She needed a place to stay and a job to earn money to buy clothes and food, that much she had learned from her time on Earth (on Tamaran such things are provided free as a matter of course by society, Tamaraneans work and fight for personal glory and fulfillment, they don't even have money). The local authorities naturally wanted to know what a tall, flame-haired, orange-skinned, green-eyed alien space goddess was doing in their peaceful little town, and whether they should consider evacuation if a supervillain was in the area. Kory assured them that she was just here looking to make a home, there was no trouble. By this time Kory had been on Earth for so long that she was famous and most people immediately recognized her and knew her name. All those TV adverts she had made when on the Teen Titans had helped a lot in this regard (those raised funds for their operations, and sold a lot of holidays, lingerie and ice cream). Under the political agreement by which she stays on Earth Kory has the right to live where she wants and so there was nothing they could do to bar her from settling locally.

Kory liked her new home and quickly adopted local dress and customs, at least as far as she understood them. There was a bit of a misunderstanding when she discovered the nearby nudist beach and thought that meant you didn't have to wear clothing anywhere around town. To keep an eye on her the local chief of police rented her attic apartment out to her at a very reasonable rate. She worked in a succession of jobs, initially as a waitress until the first time some guy slapped her bottom. Paying for the resulting damage used up the money she had earned. Then she operated as a lifeguard on the beach, but they had to ask her to leave because she was perpetually surrounded by admiring crowds in such a public place, all wanting to take pictures and generally squee or drool over her. Eventually she found a more suitable job in wildlife conservation, helping to rescue and rehabilitate dolphins. Kory's flight power does not work under water but she is an amazingly good swimmer with her superstrength and her space adaptations mean that she is unaffected by cold or water pressure and cannot drown. There was even room for some superheroics when a hurricane struck and she was able to avert damage and rescue people in danger at sea or from fallen debris. She has struck up a relationship with the younger brother of her friend the police chief, though she finds it hard to take someone who isn't a warrior seriously. The chief doesn't entirely approve, she considers that Kory is using him a bit, but he is young and a fling probably won't hurt.

So fierce a warrior spirit as her though could not be content with such a quiet life for long. When Superman and the Martian Manhunter contacted her with a proposal she was ready. They wanted her to head up a new team of junior superheroes as a highly experienced and powerful superhero. She agreed so long as she could have some other veteran superheroes along to back her up, she knew from her own days on a teen team how crazy things could get. It was agreed and Kory's old friends from her Teen Titans days, Raven and Beast Boy, were enrolled. Since no-one else wanted either of those two kooks on their team it worked out well. Kory is now supervising and training the next generation and has become a leader of substance, much different from the volatile youth she was when she first arrived on Earth. For advice and assistance she has gotten in contact with Dick now that he himself is back in the costume as Nightwing after a lengthy period away from it for various reasons (filling in as Batman, becoming a secret agent spy). This has led to them rekindling their old relationship, they are no longer kids and can be more mature about it. Recently Batman has had his son Damian, the new Robin, join the team so the boy will learn how to work with others. Damian's association with Superman's son Jon has also drawn him into adventures with the Teen Titans, though as yet Superman thinks Jon is still too young to be on a superteam. Kory was enchanted with Jon when she met him, and is starting to talk about the joys of children to Dick which is worrying him rather.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 08, 2018 7:33 pm

Image

Ace the Bat Hound - PL 7

Strength 2, Stamina 3, Agility 2, Dexterity -4, Fighting 8, Intellect -4, Awareness 4, Presence 0

Advantages
Animal Empathy, Defensive Roll 2, Fast Grab, Great Endurance, Improved Critical: Jaws: Strength-based Damage 2, Skill Mastery: Perception, Startle

Skills
Athletics 8 (+10), Insight 8 (+12), Intimidation 8 (+8), Perception 10 (+14), Persuasion 4 (+4), Stealth 6 (+8)

Powers
Jaws: Strength-based Damage 2 (DC 19, Advantages: Fast Grab)
Senses: Senses 7 (Acute: Scent, Extended: Scent 1: x10, Extended: Hearing 1: x10, Low-light Vision, Tracking: Scent 2: full speed, Ultra-hearing)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +2
Grab, +8 (DC Spec 12)
Jaws: Strength-based Damage 2, +8 (DC 19)
Throw, -4 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 5/3, Will 7

Power Points
Abilities 22 + Powers 12 + Advantages 7 + Skills 22 (44 ranks) + Defenses 13 = 76

Ace the Bat Hound is (surprise) Batman's dog. He is not just a pet, as you would expect of Batman he is a highly trained police dog. His particular skills are the classic dog ones of tracking and hunting. With his nose he can track down suspects and then use his powerful jaws to bring them down. Batman tends to use him for the less personally violent but more elusive criminals he has to face, people like Anarky or the Mad Hatter. He also serves as an excellent guard dog for Wayne Manor. Ace is extremely well-trained for a dog. He is highly suspicious of strangers and will not let them approach him and if they throw him food he will ignore it. His response to intruders is not to attack by himself but to evade while barking to raise the alarm. He can recognize opponents who have guns and will flee and take cover, even going silent to avoid being found until help can arrive. His collar incorporates tracking and monitor devices that will set off alarms if his heart rate rises above a certain level, indicating that he is alarmed or active. In the field he is utterly obedient to Batman, doing nothing without a command from him. Batman has developed a signal system for Ace that lets him issue commands to him with tiny body gestures or nearly inaudible subvocalizations. Around people he knows or with those who Batman indicates are friends he is a friendly and affectionate dog who never bites, snaps or growls or barks incessantly. His body and jaws are massive and other dogs tend to slink fearfully away when they encounter him and his fierce glare.
Last edited by Gamebook on Sat Jan 13, 2018 11:42 am, edited 1 time in total.

Gamebook
Posts: 3601
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 08, 2018 8:07 pm

Image

Alex Danvers - PL 8

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

Advantages
Assessment, Benefit, Security Clearance: D.E.O. senior agent, Contacts, Defensive Roll, Equipment 14, Evasion, Favored Foe: Illegal aliens, Improved Initiative, Inspire, Power Attack, Quick Draw, Ranged Attack 8, Teamwork

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

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

Equipment
Assault Rifle, Binoculars, Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Camo Clothing, Cell Phone (Smartphone), Club, Commlink, Flash Goggles, Flash Grenade, Flashlight, Gas Mask, Light Pistol, Mini-tracer, Multi-tool, Night Vision Goggles, Restraints, Stun Ammo, Tear Gas Grenade

Offense
Initiative +7
Assault Rifle, +11 (DC 20)
Club, +10 (DC 18)
Flash Grenade, +11 (DC Dog/Fort 14)
Grab, +10 (DC Spec 11)
Light Pistol, +11 (DC 18)
Tear Gas Grenade, +11 (DC Dog/Fort 14)
Throw, +11 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

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

Power Points
Abilities 58 + Powers 0 + Advantages 33 + Skills 38 (76 ranks) + Defenses 17 = 146

Alex Danvers is J'onn J'onnz right hand woman in the D.E.O.. He chose her over other more experienced agents as he could see her exceptional qualities and he wanted someone who was new and not burdened with preconceived notions of the extraordinary things they would be dealing with. Alex is also the adoptive sister of Supergirl, when Kara was first brought to Earth by Superman he had J'onn place her with Alex's parents who are also agents of the D.E.O.. No ordinary family could be expected to deal with a person who had the powers of a Kryptonian. The two women grew up together for a while, though Alex is apparently the older by several years. Alex chose to follow her parents into government special service, having gotten into plenty of adventures in her teenage years thanks to Kara's repeated use of her powers to perform superheroics despite Superman's reluctance to have her do this. Kara continues to be one of the superheroes who cooperates most with the D.E.O., in between her college studies.

Alex is a fierce and disciplined person, consciously so. Her work is her life and she is prepared to make any sacrifice in defense of the Earth against the many threats that assail it. He role means that she has worked with many different superheroes beyond her adoptive sister and her boss, she is often employed as a liaison to the superhero community. The cape and cowl brigade respect her and she is one the few regular humans capable of keeping up as they rush around on their often bizarre adventures. In her career she has been to the far side of the galaxy, found herself imprisoned on an alien warship and become stranded in an alternate reality where the Nazis won WWII, as well as having to help deal with a long succession of supervillains and alien monsters. She recently realized that she is a lesbian and is having to deal with this revelation and the new challenge of relationships, something which up until now she always thought she hadn't been interested in because her studies and her work was so all-consuming.

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

Post by Gamebook » Tue Jan 09, 2018 8:41 am

Image

Aqualad - PL 10

Strength 6, Stamina 6, Agility 4, Dexterity 3, Fighting 10, Intellect 3, Awareness 2, Presence 2

Advantages
Agile Feint, Defensive Roll 2, Evasion, Favored Environment: Aquatic, Improved Critical 2: Water Weapons: Strength-based Damage 4, Improved Initiative, Leadership, Power Attack, Ranged Attack 3, Takedown, Teamwork

Skills
Acrobatics 8 (+12), Athletics 8 (+14), Insight 6 (+8), Investigation 4 (+7), Perception 8 (+10), Persuasion 4 (+6), Ranged Combat: Water Pulses: Damage 5 4 (+7), Sleight of Hand 4 (+7), Stealth 4 (+8), Technology 4 (+7), Vehicles 4 (+7)

Powers
Electrocharge Coils
. . Electrify Pulses: Cumulative Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged, Linked: Electrify Pulses: Cumulative Affliction 5)
. . Electrify Wave: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Linked: Water Wave: Move Object 10)
. . Electrify Weapons: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Linked: Water Weapons: Strength-based Damage 4)
. . Scramble: Nullify 10 (Counters: Electrics, DC 20; Simultaneous)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Speed: Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)
Underwater Senses: Senses 3 (Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing; Limited: to underwater)
Water Motion Sense: Senses 7 (Acute: Water Motion, Detect: Water Motion 1, Extended: Water Motion 2: x100, Radius: Water Motion, Tracking: Water Motion 2: full speed)
Waterbearers (Easily Removable)
. . Hydrokinesis
. . . . Water Pulses: Damage 5 (DC 20; Increased Range: ranged)
. . . . Water Shapes: Create 10 (Volume: 1000 cft., DC 20; Reduced Range: close)
. . . . Water Wave: Move Object 10 (25 tons, DC 25; Damaging; Limited Material: Water, Reduced Range: close)
. . . . Water Weapons: Strength-based Damage 4 (DC 25; Reach (melee) 6: 30 ft.)
. . Parry & Block: Enhanced Trait 4 (Traits: Dodge +2 (+12), Parry +2 (+12))

Offense
Initiative +8
Electrify Pulses: Cumulative Affliction 5, +6 (DC Fort 15)
Electrify Wave: Cumulative Affliction 10, +10 (DC Fort 20)
Electrify Weapons: Cumulative Affliction 10, +10 (DC Fort 20)
Grab, +10 (DC Spec 16)
Scramble: Nullify 10, +6 (DC Will 20)
Throw, +6 (DC 21)
Unarmed, +10 (DC 21)
Water Pulses: Damage 5, +10 (DC 20)
Water Wave: Move Object 10, +10 (DC 25)
Water Weapons: Strength-based Damage 4, +10 (DC 25)

Languages
Native Language

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

Power Points
Abilities 72 + Powers 54 + Advantages 15 + Skills 29 (58 ranks) + Defenses 15 = 185

Kaldur'ahm was first introduced to the superheroes of the surface world when the new Young Justice team was formed. He was Aquaman's candidate for the group. On the team Kal quickly proved himself to be perhaps its most powerful member, and just as well-trained and prepared as Tim Drake. Early on in their adventures the team tended to look to Robin for leadership as the most knowledgeable of them with his experience and training by Batman. As Kal learned more about the surface world and his teammates though he assumed more responsibility and the focus of the team shifted to him. Tim encouraged this, doing all he could to support Kal and teach him things he needed to know about crimefighting. For Robin the YJ team is not and has never been the main focus of his crimefighting, his partnership with Batman has always remained preeminent. As Kal became the acknowledged team leader it was no longer even necessary for Tim to be there all the time, he could leave the team when he was busy with other commitments and be confident they would be fine.

Kaldur is an Atlantean warrior, trained in melee fighting with water shaping. His powers are technological rather than magical in origin, his waterbearer hilts control and shape water through ionic electrokinesis, exploiting the electrically conductive and motivational properties of seawater. Most water has sufficient ions dissolved in it to let him use it, but chemically pure water would be unusable for his purposes. De-ionized water is almost never encountered in nature though, even most tap water contains plenty of them. In addition he has tattoo designs across his body and arms that are more than just ink. They are electrical coils that generate sufficient voltage to stun most opponents, and he can channel the electrical potential through the hilts of his waterbearers to charge his water constructs. He does this when up against more dangerous foes that he wants to take down quickly. Against more routine opposition he often leaves out the electricity, not wanting to inflict more injury than necessary.

Kal is a very serious person who has trained to be a superhero for years under his mentor Aquaman. He knows and is friends with other Atlantean superheroes such as Garth, Dolphin and Tula. His father is the arch-enemy of Atlantis, the undersea pirate Black Manta. Some of Black Manta's followers are renegade Atlanteans, criminals and rebels who are on the run from Atlantean justice. Much of Black Manta's advanced aquatic technology comes from them and he is always trying to steal more. His mother is one such Atlantean fugitive who became the Manta's wife. Growing up he had two names, the Atlantean name given him by his mother, and Jackson Hyde, his name from his father. Black Manta's real name is unknown and it is not known for sure if this means his surname is Hyde. It was under his father that Kal received his weapons and tattoos and was trained to use them. Under his suit Manta apparently has similar tattoos which is what power the electrical attacks he often uses. The design of the tattoos suggest that Manta has Pacific islander heritage.

While raised to be a devoted warrior and enemy of Atlantis Jackson learned to love Atlantis from his mother. He doesn't like to talk about her but she seems to have been a political refugee exiled under the reign of King Atlan. It is possible that she was a member of the Atlantean royal family and thus that Aqualad is related to Arthur Curry. After taking part in a series of attacks on Atlantis Jackson was captured by Aquaman. Arthur often visited him in prison and what passed between them seems to have broken Black Manta's hold on his son. Jackson took to going by his Atlantean name and was paroled into Atlantean society. Kaldur seems to view his service on the Young Justice team as more than just going on adventures, but as a way to establish his identity as a superhero away from his upbringing and early career as a supervillain. This is part of what makes him take the team so very seriously.

Gamebook
Posts: 3601
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jan 09, 2018 9:41 am

Image

Image

Artemis - PL 9

Strength 1, Stamina 2, Agility 5, Dexterity 5, Fighting 10, Intellect 3, Awareness 5, Presence 2

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 2, Equipment 2, Evasion, Improved Aim, Improved Critical 2: Arrows, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ranged Attack 7, Takedown, Tracking, Trance

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

Powers
Bow and Arrows (Easily Removable)
. . Arrows
. . . . Bow Fighting Staff
. . . . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+12))
. . . . . . Strike: Strength-based Damage 2 (DC 18; Reach (melee): 5 ft.)
. . . . Cable Arrow: Movement 1 (Swinging)
. . . . Explosive Charge Arrow: Strength-based Damage 3 (DC 19; Increased Range: ranged, Penetrating 3)
. . . . 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)
. . . . Flight Arrow: Strength-based Damage 3 (DC 19; Accurate: +2, Extended Range, Increased Range: ranged, Precise)
. . . . Parachute Flare Arrow: Environment 4 (Light, Radius: 250 feet; Increased Duration: continuous, Selective; Unreliable (5 uses))
. . . . Sleep Gas Arrow: Cumulative Affliction 3 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
. . . . Smoke Arrow: Cloud Area Concealment 2 (Sense - Sight; Cloud Area: 15 feet radius sphere, DC 12, Extended Range, Increased Range: ranged)
. . . . Taser Arrow: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)

Equipment
Camo Clothing, Cell Phone (Smartphone), Commlink, Flashlight, Mini-tracer, Multi-tool, Rebreather, Restraints

Offense
Initiative +9
Explosive Charge Arrow: Strength-based Damage 3, +12 (DC 19)
Flash Arrow: Cumulative Perception Area Affliction 3 (DC Fort 13)
Flight Arrow: Strength-based Damage 3, +14 (DC 19)
Grab, +10 (DC Spec 11)
Sleep Gas Arrow: Cumulative Affliction 3, +12 (DC Fort 13)
Strike: Strength-based Damage 2, +10 (DC 18)
Taser Arrow: Cumulative Affliction 3, +12 (DC Fort 13)
Throw, +12 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 12, Parry 12/10, Fortitude 5, Toughness 4/2, Will 9

Power Points
Abilities 66 + Powers 11 + Advantages 25 + Skills 27 (54 ranks) + Defenses 14 = 143

Artemis Crock is the daughter of Lawrence Crock, the mercenary and assassin Sportsmaster. Her mother is of Vietnamese descent, from the Hmong people who emigrated to the US after the Vietnam War. Green Arrow is aware that her mother is the sister of Slade Wilson's Hmong wife who is the mother of Rose Wilson, the Ravager. The Hmong people have often been persecuted in their history and during the Vietnam War many were allies of the United States against the majority Vietnamese population. Artemis's mother was for a while the mercenary Huntress who adventured with her husband before she was seriously injured and rendered almost unable to walk. After this her husband lost interest in her and took up with a new warrior woman, the Tigress. Artemis spent most of her childhood split between her two parents, her mother trying to keep her away from Lawrence while her father was intent on training her. Furious rows and dire threats were common features of her upbringing, with her two ferocious parents using emotional blackmail on her and violent attacks on each other to try and get their way. Her mother may have to get about in a wheelchair but she remains skilled with all sorts of weapons.

As she got older Artemis was unable to bear it any longer and ran away from home. She stayed for a while with Jade Nguyen, her older sister who had taken up with the League of Assassins. It was during this period that she met Green Arrow and was awarded to him by the League as an apprentice (and concubine if he cared for it). Rather than exploit her though Oliver gave her the benefit of advanced training in his style of archery and offered her a chance to do some good rather than ending up as a killer like the rest of her family. Artemis accepted and joined the Young Justice team, along with the other former supervillains or children of supervillains on that team.

Artemis is a quiet young woman who is suspicious of and reserved around other people. She finds the youthful goofiness of some of her teammates hard to understand and exasperating at times. Many of them seem to her even more screwed up than she is, which actually makes her like them more to her surprise. Like Robin she regards her relationship to her mentor as more important than the YJ team and will occasionally leave for training or a mission with him. Her father has not given up on trying to get her back, he often offers her a partnership with him and the chance to travel the world, kill whoever they like and make a ton of money rather than hanging out with those superhero chumps. Likewise her sister tends to turn up to annoy her, often subverting YJ missions for her own duplicitous purposes. Artemis does not want to be enmeshed in the complex web of the League of Assassins, international mercenaries and superheroes that she was born into and is increasingly thinking of just walking it away from it all. She worries though that they will never let her go, her family, the League and Green Arrow all alike.
Last edited by Gamebook on Sat Jan 13, 2018 11:46 am, edited 2 times in total.

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