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Wilhelmina 'Billie' Lee - PL 7
Strength 3, Stamina 3, Agility 2, Dexterity 2, Fighting 10, Intellect 1, Awareness 2, Presence 2
Attractive, Defensive Roll, Equipment 3, Improved Critical: Pair of large calibre revolvers: Damage 4, Improved Critical: Unarmed, Improved Initiative, Quick Draw, Ranged Attack 8, Startle
Acrobatics 4 (+6), Athletics 8 (+11), Deception 4 (+6), Insight 4 (+6), Intimidation 8 (+10), Investigation 4 (+5), Perception 8 (+10), Persuasion 4 (+6), Sleight of Hand 4 (+6), Vehicles 4 (+6)
Pair of large calibre revolvers: Damage 4 (DC 19; Increased Range: ranged, Multiattack)
Knife, Pair of large calibre revolvers [Pair of large calibre revolvers: Damage 4, DC 19; Increased Range: ranged, Multiattack]
Grab, +10 (DC Spec 13)
Knife, +10 (DC 19)
Pair of large calibre revolvers: Damage 4, +10 (DC 19)
Throw, +10 (DC 18)
Unarmed, +10 (DC 18)
Dodge 10, Parry 10, Fortitude 7, Toughness 4/3, Will 6
Abilities 50 + Powers 0 + Advantages 18 + Skills 26 (52 ranks) + Defenses 16 = 110
Billie Lee is an old antagonist from Black Canary's biker days. She was a rural crime boss involved in all sorts of things. Rural areas with their large spaces, bored and impoverished people, and poor policing are even more crime ridden than the cities. While she mainly dealt in crystal meth she also sold guns, prostituted girls, stole farm machinery and rustled livestock. Her redneck goons were drunken, idiotic, vicious and heavily armed. Canary and her women's biker gang got into a nasty war with them over this, resolved by Canary using her Cry to one day bring her bar and base of operations down around her ears. The two pugilistic women then duked it out over the ruins and Dinah comprehensively thrashed her. After that Billie's support evaporated and her gang was broken up.
Billie should have gone to prison for a long time but she was soon released as she was only prosecuted for a fraction of her crimes due to a combination of the reluctance of local people to testify against her, bribery of corrupt officials, and the basic incompetence of the deadbeat cops and prosecutors assigned to her case. Once she had got herself back on her feet she went looking for Canary, wanting some serious payback. This time rather than meet such a superior fighter hand-to-hand she just attempted to gun her down in the street. Dinah though has been dodging bullets half her life and spotted the distinctive action of someone drawing a gun out of the corner of her eye. She not only evaded the shot but managed to close with Billie and then lay her out with one kick. The GCPD chose to interpret this incident as a shooting rampage and had the raging Billie sent off to Arkham Asylum. There Billie is meeting some very interesting people who know a lot about the a**holes who have ruined the nice life she had built for herself. She would really like to meet this 'Joker' character, he sounds like a man who knows the business.
Billie grew up poor and abused, a typical childhood for her locality. What she mainly had going for her was her freakish size and strength. She is huge, not just for a woman but by any standard. At 6' 1" she is taller than most men and is massively built with it. A keen strength athlete she prides herself on her ability to beat any person in a fist fight. The Black Canary was the first person to ever be able to defeat her, man or woman. She styles herself a cowgirl and so is also a gun enthusiast, usually wearing twin six-shooters with which she is as good as she is with her fists. She has trained herself to be able to shoot accurately from the hip with both guns at once, something which can actually be done with enough practice. In her days as a rural crime boss she killed a lot of people, mainly small-timers who sought to cheat her or rivals thinking they could take over her business. Many she gunned down but she prefers beating people's faces with her fists until they cave in. To show off to her crew she would often give those she intended to kill a 'chance' by taking her on in a bare-knuckle boxing match. Accepting was just a way to suffer a slower, more painful death as she beat them to a pulp. In the earliest days of her career as a criminal she made her seed money by beating local men in their illegal boxing match-ups. This so impressed them that even the irredeemably sexist good ol' boys of her county came to accept her as the boss.
Last edited by Gamebook on Wed May 09, 2018 7:45 pm, edited 3 times in total.
Black Manta - PL 10
Strength 3, Stamina 3, Agility 4, Dexterity 3, Fighting 12, Intellect 4, Awareness 2, Presence 2
Assessment, Benefit, Cipher, Defensive Attack, Defensive Roll, Eidetic Memory, Equipment 2, Evasion, Favored Environment: Aquatic, Favored Foe: Aquaman, Improved Critical: Suit Eye Lasers, Improved Critical: Sword, Improved Initiative, Inspire 2, Inventor, Power Attack, Ranged Attack 7, Trance
Acrobatics 4 (+8), Athletics 8 (+11), Deception 4 (+6), Expertise: Science 6 (+10), Insight 6 (+8), Intimidation 8 (+10), Investigation 6 (+10), Perception 8 (+10), Sleight of Hand 4 (+7), Stealth 4 (+8), Technology 8 (+12), Vehicles 8 (+11)
Black Manta armor (Removable)
. . Armor Plating: Protection 4 (+4 Toughness; Impervious)
. . Diving Suit: Immunity 6 (Disease, Environmental Condition: Cold, Environmental Condition: High Pressure, Poison, Suffocation (All))
. . Goggles: Senses 8 (Direction Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
. . Laser Scanners: Senses 4 (Darkvision, Distance Sense, Extended: Vision 1: x10)
. . Propulsion: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Shoulder-mounted rocket torpedo launcher: Damage 8 (DC 23; Extended Range 2, Feature: functions underwater, Homing 2: 2 extra attempts, Increased Range: ranged)
. . Sonar Array: Senses 7 (Accurate: Hearing, Analytical: Hearing, Extended: Hearing 3: x1k, Ultra-hearing, Advantages: Eidetic Memory)
. . Suit Eye Lasers
. . . . Blinding Flash: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight, Cumulative; Limited: Sight)
. . . . Focused Beam: Damage 10 (DC 25; Feature: functions underwater, Increased Range: ranged, Precise)
. . . . Scatter Beam: Damage 7 (DC 22; Feature: functions underwater, Increased Range: ranged, Multiattack)
. . . . Wide Setting Flare: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Feature: functions underwater)
. . VLF antenna: Senses 1 (Communication Link: Radio)
. . Electric Arc: Cumulative Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged)
. . Electric Grasp: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative)
Harpoon rifle (Easily Removable)
. . Harpoon Launcher
. . . . Harpoon Grapple: Movement 1 (Swinging)
. . . . Harpoon: Move Object 5 (piercing, 1600 lbs., DC 20, Advantages: Improved Aim; Custom: Tether, Damaging; Limited Direction: Towards)
Camo Clothing, Commlink, Knife, Mini-tracer, Rebreather, Sword
Blinding Flash: Cumulative Perception Area Affliction 10 (DC Fort 20)
Electric Arc: Cumulative Affliction 5, +10 (DC Fort 15)
Electric Grasp: Cumulative Affliction 8, +12 (DC Fort 18)
Focused Beam: Damage 10, +10 (DC 25)
Grab, +12 (DC Spec 13)
Harpoon: Move Object 5, +10 (DC 20)
Knife, +12 (DC 19)
Scatter Beam: Damage 7, +10 (DC 22)
Shoulder-mounted rocket torpedo launcher: Damage 8, +10 (DC 23)
Sword, +12 (DC 21)
Throw, +10 (DC 18)
Unarmed, +12 (DC 18)
Wide Setting Flare: Cone Area Damage 10 (DC 25)
Dodge 12, Parry 12, Fortitude 7, Toughness 8/7, Will 9
Abilities 66 + Powers 95 + Advantages 24 + Skills 37 (74 ranks) + Defenses 19 = 241
Black Manta started out hijacking cargo ships in the East China Sea, operating as part of a modern-day pirate crew. He later graduated to wreck-raiding, following salvage crews as they searched for ancient ships that went down with valuable cargoes of bullion or china, then stealing their finds out from under them. For these operations he was always in the market for more advanced technology to improve his capabilities, buying in equipment sold corruptly by the Russian navy and special forces for example. After King Atlan of Atlantis was overthrown and Orm came to the throne he was contacted by refugee Atlanteans. They wanted to employ him in a guerilla campaign against Orm's regime. Manta was interested, not out of any sympathy for their plight but because it gave him access to Atlantean aquatic technology which was far in advance of anything he had.
For a while Black Manta attacked Atlantean shipping and raided their outposts with guidance from those retaining his services. During this period he re-equipped himself and his crew with new underwater fighting suits instead of regular SCUBA gear and advanced submarines that could also travel at speed on the ocean surface and on land, and some could even fly. Orm fought back against him for a while, but when he realized what a formidable pirate he was chose to bribe Manta into betraying his existing employers. In return for substantial deliveries of military-grade Atlantean weaponry Manta captured and turned over most of the refugees. Soon Manta was raiding shipping for Orm and selling him large quantities of surface world goods to fuel his war effort. This made him a deadly enemy of Aquaman and his supporters who after they managed to depose Orm ended the war against the surface world for everyone except him. While Aquaman was king of Atlantis he led punitive campaigns against Manta, capturing his people and destroying his equipment. By the time Arthur was finished with him Manta was ruined, all his wealth lost and finally in custody on trial for all his years of brutal piracy. Manta swore eternal hatred and vengeance against the Aquaman for this humiliation.
Inevitably Manta escaped incarceration and fled to the depths of the sea where he was impossible to find. From leftover caches of money and equipment he has slowly built up his forces again, mostly raiding shipping lanes and ports far from Atlantis. Since Arthur's abdication from the throne the Atlantean government has been little interested in pursuing him so long as he does not operate too close to Atlantis. Lately Manta has been cutting deals with notable land-based supervillains to increase his resources in preparation for the day when he can strike directly against Atlantis. Lex Luthor has been very interested in Manta's knowledge of Atlantean technology and has been supplying him with huge quantities of funding and materials in exchange for it.
Black Manta is the father of Kaldur'ahm, the Aqualad, by one of the Atlantean refugees. His wife left him, or rather fled him, when he betrayed them to Orm. Learning the truth about this event and all the terrible things his father has done in his life seems to be what turned Kal against him. Manta's attitude towards his son is that he simply cannot believe that he is really on the side of the Aquaman and he keeps trying to persuade him to come back to his service. Manta is a psychopath who cannot understand that other people might find all his treachery and greed objectionable, to him other people are just chumps to be robbed at will. Who Manta really is is unknown, but he seems to be of mixed heritage, perhaps black and Samoan. He is a cold and calculating man who inspires loyalty among his crew by being generous with rewards from the many profitable piracy operations he runs. Like Captain Nemo his war on the surface world has made him the enemy of all the world and these days he and his crew never go ashore except on raids. They live underwater in domed bases that are often luxuriously fitted out and staffed with people they have kidnapped from the surface. Having nowhere else to go his people are very loyal to him, even when captured they refuse to talk and remain confident that their boss will free them.
Last edited by Gamebook on Fri Nov 02, 2018 7:53 pm, edited 1 time in total.
Cheshire - PL 10
Strength 2, Stamina 3, Agility 6, Dexterity 4, Fighting 12, Intellect 3, Awareness 3, Presence 3
Agile Feint, All-out Attack, Assessment, Attractive, Close Attack 2, Connected, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion, Improved Critical 2: Poisoned Talons, Improved Critical 2: Sai: Strength-based Damage 1, Improved Critical 2: Sword, Improved Critical: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Ranged Attack, Redirect, Skill Mastery: Acrobatics, Takedown, Taunt, Weapon Bind
Acrobatics 10 (+16), Athletics 8 (+10), Deception 8 (+11), Insight 6 (+9), Investigation 6 (+9), Perception 8 (+11), Persuasion 6 (+9), Ranged Combat: Throw 4 (+8), Sleight of Hand 8 (+12), Stealth 8 (+14), Treatment 8 (+11), Vehicles 6 (+10)
Outfit Plates: Protection 1 (+1 Toughness)
Poison Tolerance: Immunity 1 (Poison; Limited - Half Effect)
Poisoned Talons (Removable)
. . Death Poison (Alternate; Easily Removable)
. . . . Weaken: Progressive Weaken 5 (Affects: Stamina, Resisted by: Fortitude, DC 15; Progressive, Subtle: subtle, Triggered: 1 use - Ingestion)
. . Nausea Poison (Alternate; Easily Removable)
. . . . Affliction: Progressive Affliction 5 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Progressive, Subtle: subtle, Triggered: 1 use - Ingestion)
. . Poisoned Talons
. . . . Death Poison
. . . . . . Finger Talons: Strength-based Strike 1 (Linked; DC 18)
. . . . . . Weaken: Progressive Weaken 6 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 16; Progressive; Limited: to opponents damaged by Finger Talons)
. . . . Finger Talons: Strength-based Strike 1 (Linked; DC 18)
. . . . Nausea Poison: Progressive Affliction 6 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Progressive; Limited: to opponents damaged by Finger Talons)
Sai: Strength-based Damage 1 (piercing, DC 18, Advantages: Weapon Bind)
Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Knife, Mini-tracer, Outfit Plates [Outfit Plates: Protection 1, +1 Toughness], Rebreather, Restraints, Sai [Sai: Strength-based Damage 1, piercing, DC 18, Advantages: Weapon Bind], Sword
Affliction: Progressive Affliction 5, +14 (DC Fort 15)
Finger Talons: Strength-based Strike 1, +14 (DC 18)
Finger Talons: Strength-based Strike 1, +14 (DC 18)
Grab, +14 (DC Spec 12)
Knife, +14 (DC 18)
Nausea Poison: Progressive Affliction 6, +14 (DC Fort 16)
Sai: Strength-based Damage 1, +14 (DC 18)
Sword, +14 (DC 20)
Throw, +9 (DC 17)
Unarmed, +14 (DC 17)
Weaken: Progressive Weaken 5, +14 (DC Fort 15)
Weaken: Progressive Weaken 6, +14 (DC Fort 16)
Power Loss: Cheshire's poisons must enter the body in some way to take effect. She has many methods to deploy them however. She uses finger razors, artificial fingernails, her saliva, gases, powders, drops, impregnated materials, foods and drink. A reinforced hazmat suit is recommended when confronting her.
Dodge 12, Parry 12, Fortitude 7, Toughness 6/3, Will 9
Abilities 72 + Powers 14 + Advantages 34 + Skills 43 (86 ranks) + Defenses 16 = 179
Jade Nguyen is of mixed French and Vietnamese descent, from the days when the south-east Asian region was ruled as French Indochina. Her mother fled to America along with her family when the Vietnam War ended. When she grew up Jade was recruited by the CIA for covert operations in Laos, given extensive training by anti-communist guerilla forces still active in the country. After operating in the field for a while Jade went rogue and disappeared. She had become involved with the League of Assassins, who had recently penetrated the region. It is still unclear if this was something she did on her own initiative or was secretly sanctioned by her CIA handlers, who are known to have dealings with the League. Over the next few years Jade and her signature style of using poisons was active across much of Asia. It was during this time that Jade, still only in her teens, met the young Roy Harper who was operating independently as Red Arrow at the time. The League assigned her to him, to seduce him to become more committed to the League and to spy on him to find out what he was doing and how much contact he still had with other costumed American heroes. The always full of himself Roy was very taken with this exotic and deadly beauty, like something out of a James Bond movie he thought. It fitted in with his youthful romantic notions of secret operations in foreign lands. She soon had a child by him, possibly at the behest of the League. She was probably only 17 or 18 years old when she did this. Being a young family did not stop them being one of the most dangerous duos in the world. The two of them would storm insurgent encampments with their daughter strapped to their back. Jade was known to nurse her child while taking cover during firefights.
When Roy quit the League it split the previously happy couple up. Jade would not leave the League, while Roy had become disillusioned with it. Rather than raise her child alone Jade chose to hand her off to Roy to look after while she disappeared again. Over time Jade has become more extreme in her actions, gaining renown as an assassin. She gets close to targets using her looks and clever disguises, then kills them, usually with poison, making her escape while they are choking and thrashing to death. Some of these hits are for the League or their allies, while others are purely mercenary jobs for her own profit. As far as she is concerned she is still Roy's wife and will turn up unannounced at his home to see him and her daughter. It is impossible to hide from her, she always knows where both of them are. Roy suspects that certain colleagues in the superhero community keep her informed of his movements in exchange for her being a spy for them in the League. He is rather conflicted about his relationship with Jade, in his heart he still loves her but knows that she is living a life he cannot agree with. She for her part refuses all offers of his to be a Titan, even in the unlikely event of the rest of the team sanctioning an internationally wanted murderer joining. Roy's relationships with other women seem not to bother her, as they have always broken down in the end and he has gone back to her. On a couple of occasions she has met Donna Troy and took the opportunity to taunt her and mockingly flirt with her.
Jade's true loyalties are extremely murky, she is secretly working for so many different sides that it is usually only a matter of time before she will need to betray you to one or other of them. Even her betrayals are duplicitous, with many of them actually staged to mislead observers. Superheroes who have worked with her or fought her now realize that there is always an angle with her, and it is often coming from within their own side. Batman and Green Arrow are known to have deals with her, but there may be others as well. She is well-known in the marginal world of international mercenaries like Deathstroke, Deadshot and others, people who are not really supervillains but are hardly good guys. The lines between hero and villain are always broad and blurry in the real world, with only the most extreme being clearly heroes or villains. Most people like Jade refuse to recognize even the concept of heroism and villainy, to them there are just operatives all pursuing their own agendas.
Green Lantern - PL 14
Strength 3, Stamina 3, Agility 2, Dexterity 4, Fighting 10, Intellect 3, Awareness 4, Presence 4
Accurate Attack, All-out Attack, Eidetic Memory, Extraordinary Effort, Fearless, Improved Aim, Precise Attack (Ranged, Cover), Ranged Attack 8, Teamwork, Well-informed
Athletics 10 (+13), Expertise: Military 8 (+11), Insight 8 (+12), Intimidation 6 (+10), Investigation 6 (+9), Perception 8 (+12), Sleight of Hand 4 (+8), Stealth 6 (+8), Technology 6 (+9), Treatment 4 (+7), Vehicles 6 (+10)
Green Lantern Ring (Removable (indestructible))
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communication: Other Communication 5 (Rapid, Subtle: encrypted)
. . . . Communication Network: Other Area Cosmic Communication 4 (Alternate; Area, Rapid, Subtle: encrypted)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Eidetic Memory, Well-informed)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 14 (+14 Toughness; Impervious)
. . Green Energy Constructs
. . . . AAV-P7: Summon 8 ([0 active, 0/66 PP, 8/r+1]; Controlled, Horde, Mental Link, Multiple Minions 2: 4 minions)
. . . . AH-1 SuperCobra
. . . . . . Rocket Pods: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 2, Increased Range: ranged)
. . . . . . XM197 Cannon: Damage 10 (Linked; DC 25; Extended Range 2, Increased Range: ranged, Multiattack)
. . . . Base Hospital: Burst Area Healing 12 (Burst Area: 30 feet radius sphere, DC 22, Extended Range 2, Increased Range: ranged, Selective)
. . . . F/A-18 Missile Strike: Damage 16 (DC 31; Extended Range 7, Homing 4: 4 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . . . Fortified Base: Create 15 (Volume: 32000 cft., DC 25; Extended Range 2, Impervious, Precise, Selective)
. . . . M1A1 Tank Section: Summon 11 (Active, Controlled, Multiple Minions: 2 minions)
. . . . Marine Assault: Summon 4 ([0 active, 0/66 PP, 16/r+1]; Controlled, Horde, Mental Link, Multiple Minions 6: 64 minions)
. . . . MV-22 Osprey: Move Object 14 (400 tons, DC 21; Damaging [6 ranks only], Extended Range 12, Multiattack [6 ranks only], Split 14: 15 targets)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Senses: Senses 20 (Analytical (Type): Auditory, Analytical (Type): Visual, Analytical (Type): Chemical, Awareness: Chemical, Darkvision, Extended: Visual 5: x100k, Microscopic Vision 4: atom-size, Tracking: Chemical 2: full speed)
F/A-18 Missile Strike: Damage 16, +12 (DC 31)
Grab, +10 (DC Spec 13)
MV-22 Osprey: Move Object 14, +12 (DC 21)
Rocket Pods: Burst Area Damage 10 (DC 25)
Throw, +12 (DC 18)
Unarmed, +10 (DC 18)
XM197 Cannon: Damage 10, +12 (DC 25)
Dodge 10, Parry 10, Fortitude 7, Toughness 17, Will 16
Abilities 66 + Powers 163 + Advantages 15 + Skills 36 (72 ranks) + Defenses 24 = 304
John Stewart is a former US marine who was recruited to be a Green Lantern while fighting against a massive joint alien invasion of Earth masterminded by the evil Dominators and including such warlike races as the Khunds and the Durlans. He and his unit reached a Green Lantern who fell horrendously wounded from the sky. The dying alien pressed his ring upon Stewart, urging him to use it to save his world. John used it to create new troops and vehicles to replace the casualties the marines were suffering. The ring was able to create a ceaseless supply of reinforcements, as soon as one lot of green energy marines or tanks was destroyed John could just create new ones. Along with the rest of Earth's superheroes they fought through to final victory.
For a while John was a marine with a green lantern ring, though he could only ever use it to protect the Earth, not to wage wars for his nation. On taking his discharge he took the ring with him, it does not after all belong to him or the marine corps but to the Guardians of the Universe. He took up being a superhero full time, though he doesn't plan to do it forever and is studying for his eventual retirement from the GLC. As a foot slogger he has a different perspective on warfare to the pilot Hal Jordan. He does often call up rapid airstrikes to obliterate opposition but much of the time he prefers to create ground vehicles and troops to take and hold ground and swamp the enemy with numbers and firepower. Most of what he creates is the personnel and vehicles of the USMC as that is what he is familiar with. Even the green energy constructs bear a likeness to his old buddies from the corps. As a superhero he is serious and responsible to the point of being dour at times. He will systematically batter down opponents with sustained and relentless attack, he is known for being able to push himself to the point of extreme exhaustion with using his ring.
In general there is only one Green Lantern on Earth at any one time. Others who have served as Green Lanterns are retired, inactive or operating somewhere else in space. All planets who provide recruits to the GLC are expected to contribute to the separate Corps forces that wage intergalactic wars against the greatest threats in the universe. The Guardians of the Universe have opponents to deal with that are vastly greater than anything any superhero from Earth has ever encountered, even the most powerful ones like Darkseid. In general any extraterrestrial supervillain that would personally come to Earth is but a blip on the cosmic scale, as dreadful as they may seem to the human race.
Last edited by Gamebook on Sun Mar 18, 2018 12:13 pm, edited 1 time in total.
Huntress - PL 9
Strength 2, Stamina 3, Agility 6, Dexterity 4, Fighting 12, Intellect 3, Awareness 4, Presence 4
Agile Feint, All-out Attack, Close Attack 2, Defensive Attack, Defensive Roll 3, Equipment 7, Favored Foe: Mobsters, Improved Critical 2: Automatic Pistol Crossbow: Damage 3, Improved Critical 2: Fighting Staff: Strength-based Damage 2, Improved Critical: Unarmed, Improved Initiative, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Quick Draw, Ranged Attack 11, Takedown
Acrobatics 8 (+14), Athletics 8 (+10), Deception 6 (+10), Expertise: Teacher 8 (+11), Insight 6 (+10), Intimidation 8 (+12), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+10), Sleight of Hand 6 (+10), Stealth 6 (+12), Vehicles 6 (+10)
Automatic Pistol Crossbow: Damage 3 (piercing, DC 18; Increased Range: ranged, Multiattack)
. . Grapple Line: Move Object 3 (Alternate; 400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Swing Line: Movement 1 (Alternate; Swinging)
Fighting Staff: Strength-based Damage 2 (bludgeoning, DC 19; Reach (melee): 5 ft.)
Automatic Pistol Crossbow [Automatic Pistol Crossbow: Damage 3, piercing, DC 18; Increased Range: ranged, Multiattack], Binoculars, Camo Clothing, Cell Phone (Smartphone), Commlink, Fighting Staff [Fighting Staff: Strength-based Damage 2, bludgeoning, DC 19; Reach (melee): 5 ft.], Mini-tracer, Motorcycle, Night Vision Goggles, Rebreather, Restraints, Toolkit (Basic)
Automatic Pistol Crossbow: Damage 3, +15 (DC 18)
Fighting Staff: Strength-based Damage 2, +14 (DC 19)
Grab, +14 (DC Spec 12)
Grapple Line: Move Object 3, +15 (DC 18)
Throw, +15 (DC 17)
Unarmed, +14 (DC 17)
Dodge 12, Parry 12, Fortitude 7, Toughness 6/3, Will 10
Abilities 76 + Powers 0 + Advantages 38 + Skills 41 (82 ranks) + Defenses 16 = 171
The codename Huntress has been used by a number of superheroes and villains down the years. The current most prominent woman who goes by it is Helena Bertinelli. She is a member of the notorious Bertinelli Mafia crime family, the daughter of Franco Bertinelli, the former heir apparent to their criminal empire. He and his wife and young son were all gunned down at the dinner table, apparently by rival mobsters. Only young Helena was spared, left sitting there in shock with her family's blood, brains and teeth splashed over her. For a long time she thought that the Bertinelli's most hated enemies the Mandragoras were to blame but when she investigated the matter as an adult she found instead a web of deception, lust and idiocy. Franco's own brother had been having an affair with her mother and it was he who had engaged the Mandragoras to make the hit. The Mandragoras though are dumb thugs and their man had botched the hit. He had been supposed to spare her mother and her, but had thought it was just her. To cover his tracks and disenfranchise her Franco had cooked up a deception with Mandragora goon Santo Cassamento to make it out that Santo was her biological father, planting evidence that Helena's mother had been having an affair with him. When he revealed this deception the Bertinelli's disinherited her and she was locked out of the family and its money.
As a disgraced child she was sent away to Sicily to live with her mother's family. There her young cousin Sal took pity on the traumatized and orphaned child and began teaching her all he knew of martial arts and gun handling as a Mafia hit-man. Sal and his father were true professionals, their main job was not making the hits themselves, but engaging dumb teenage boys to do it and then later disposing of them. They also acted as bodyguards and private investigators for the family heads. Under his patient tuition Helena's grief turned to anger and then a desire for revenge. When she was fourteen though the authorities caught up to Sal and his father. The family heads threw them to the wolves to save their own necks and they went to prison for a long time. Left alone again Helena used what little family money she had left to put herself through a decent education at European finishing schools, favoring those schools with a lot of sports and martial arts on their curriculum. By the time she was eighteen she was flat broke and friendless but was a supreme warrior.
Arriving in Gotham Helena took a job as a trainee teacher at a private school (her European looks and languages swung her this) and began her war on crime, her target the massive crime families operating in Gotham. Like all vigilantes who try operating in Gotham she was soon confronted by the Batman. Helena was as little inclined to be intimidated by him as Barbara Gordon had been but she was prepared to take a swing at him for it. He easily demonstrated his fighting superiority, but was secretly impressed by her talent. He struck a deal with her, he would provide funding and training for her in her war against the Mafia, and in return she would follow his advice and guidance. Up until now Helena had just been wearing black for her nocturnal missions but now that she was working with Batman she decided that she should share in his mystique and terror. Every crook in Gotham seemed to get scared at the mere mention of the Bat. She was aware of Batgirl, but she seemed to have disappeared and Batman was reticent about what had happened to her. Using the resources he had made available to her Helena made her own Batgirl costume, modelling it very closely on his look at the time. For a while Helena worked quite closely with Batman, as at the time he was without a Robin after Dick's departure to become Nightwing. Gotham's criminals soon came to fear her almost as much as him, as she was crazy and vicious in a way that Barbara had never been. As Batgirl Barbara had been focused on sneaky investigations rather than crashing in and beating the hell out of the bad guys. Helena though preferred to conduct her investigations the old-fashioned way, catching someone she suspected and then beating them until they told her everything. In the mood he was in at the time Batman did not discourage this.
Batgirl - PL 8
Strength 2, Stamina 2, Agility 5, Dexterity 3, Fighting 10, Intellect 3, Awareness 3, Presence 3
Agile Feint, All-out Attack, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 7, Improved Critical 2: Bat-Gauntlets: Strength-based Damage 2, Improved Initiative, Power Attack, Ranged Attack 9, Takedown
Acrobatics 8 (+13), Athletics 6 (+8), Deception 4 (+7), Expertise: Teacher 4 (+7), Insight 4 (+7), Intimidation 4 (+7), Investigation 4 (+7), Perception 6 (+9), Persuasion 4 (+7), Sleight of Hand 4 (+7), Stealth 4 (+9), Vehicles 4 (+7)
Bat-Gauntlets: Strength-based Damage 2 (DC 19)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Binoculars, Bolos, Boomerang, Camo Clothing, Cell Phone (Smartphone), Commlink, Costume [Bat-Gauntlets: Strength-based Damage 2, DC 19; Light Body Armor: Protection 2, +2 Toughness; Impervious], Mini-tracer, Motorcycle, Night Vision Goggles, Rebreather, Restraints
Bat-Gauntlets: Strength-based Damage 2, +12 (DC 19)
Bolos, +12 (DC Dog 13)
Boomerang, +12 (DC 18)
Grab, +12 (DC Spec 12)
Throw, +12 (DC 17)
Unarmed, +12 (DC 17)
Dodge 10, Parry 10, Fortitude 6, Toughness 6/2, Will 8
Abilities 62 + Powers 0 + Advantages 28 + Skills 28 (56 ranks) + Defenses 14 = 132
Helena was forbidden from being Batgirl however when she attempted to actually murder the man who had carried out the hit on her family. Batman had to intervene to prevent the killing and after this he withdrew his support and told her to hand in the costume. Disgusted at his self-imposed limits Helena threw it at him and designed her own costume and adopted her own codename. She was able to fund herself now with money taken from the Mafia families she was hitting. Internally though she came to be glad Batman had stopped her, it would have meant crossing a line in her anger that she could never have gone back on. Instead she got the killer convicted and put away for some of his many crimes. Now more experienced and capable she went independent and began to operate outside of Gotham a lot more, chasing the Mafia and their connections all over the globe. She returned to Europe and Sicily to find out family secrets and confront the heads of the Bertinelli's. In doing so she exposed her uncle's deception and was able to take him down and find out what had happened to her rightful share of the Bertinelli family money. It had all been divvied up between the family heads, so Helena took them down as well and took their money as well. She then gave all the money away to charity and saw them arrested for a multitude of crimes. With the Bertinelli crime family gutted and bankrupted her revenge was complete and she returned to Gotham. Shortly afterwards she teamed up with Dick Grayson and for a short while they formed a crimefighting duo while carrying on a torrid affair as he was on the rebound from Koriand'r. It broke up after he cheated on her with another vigilante, Tarantula (Dick was not in a good place at the time).
Left a bit rootless Helena nearly stopped being the Huntress to concentrate on her career as a teacher. She ended up putting the costume back on though when she realized how much her pupils were being menaced and led astray by the many criminals of Gotham. She took to beating up and intimidating the gangs into leaving the kids alone. Acting tough and defiant to the Huntress, let alone insulting her or threatening those she is warning you off is a very bad idea. She won't kill you, but she will smash your big screen TV and your game consoles, flush all your drugs and break bones and knock out teeth until you are weeping for mercy. The neighborhood around the school where she taught soon emptied of gang activity. During this period she was contacted by the mysterious superhero information broker Oracle and offered a chance to take on bigger time criminals. She accepted and was soon traveling further afield on major new missions, often with other heroes Oracle provided information to. She got to know a lot more people in the superhero community thanks to this and became something less of a crazy lone wolf. When Barbara Gordon had her injury repaired and became Batgirl again she formed part of a new team with her and Black Canary, the three women having become good friends.
Last edited by Gamebook on Sun Apr 15, 2018 8:45 pm, edited 2 times in total.
Oracle - PL 9
Strength 1, Stamina 2, Agility 6, Dexterity 4, Fighting 12, Intellect 7, Awareness 4, Presence 3
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Benefit, Cipher 3, Benefit, Wealth 3 (millionare), Close Attack 2, Connected, Contacts, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion, Improved Critical 2: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Inspire 3, Leadership, Power Attack, Prone Fighting, Quick Draw, Ranged Attack 10, Redirect, Skill Mastery: Investigation, Takedown, Throwing Mastery 2, Well-informed
Acrobatics 8 (+14), Athletics 8 (+14), Deception 8 (+11), Expertise: Science 10 (+17), Insight 8 (+12), Investigation 12 (+19), Perception 8 (+12), Persuasion 6 (+9), Sleight of Hand 8 (+12), Stealth 8 (+14), Technology 12 (+19), Vehicles 6 (+10)
Club, +14 (DC 18)
Grab, +14 (DC Spec 11)
Throw, +14 (DC 18)
Unarmed, +14 (DC 16)
Dodge 12, Parry 12, Fortitude 5, Toughness 4/2, Will 12
Abilities 78 + Powers 0 + Advantages 49 + Skills 51 (102 ranks) + Defenses 17 = 195
During Batman's initial crusade against the Joker he was helped greatly by GCPD officer James Gordon. As his empire crumbled and his enemies closed in the Joker became angry and desperate. Towards the end all he wanted was revenge, he didn't care about the cost. He couldn't hurt the Bat directly, all his attempts to do so had ended in disaster. Instead he decided to hit someone he was sure was an ally and maybe a friend of the Bat. He still had a couple of really corrupt GCPD officers under his control with evidence of all the crimes they had committed down the years who hadn't been uncovered by internal investigations yet. He blackmailed them into escorting him into the supposedly secure apartment block where James Gordon and many other ranking officers lived. The Joker didn't disguise himself as a cop himself, that is not a good disguise as other cops are acutely conscious of their colleagues manner and dress and can spot the slightest discrepancy in uniform or just how they move. A good cop will become suspicious if another cop seen at a distance even feels unfamiliar. The Joker just wore nondescript, touristy clothes, the sort of thing that fades into the background.
Normally Barbara would check through the peephole on the security door every time even with cops on duty throughout the building. This one time she neglected to do so though as she was expecting a fellow student to arrive for a study session at exactly the time the Joker rang the bell. From his quizzing of his cops the Joker knew this and had had one of his stooges delay the girl a few minutes. As soon as she swung the door open the Joker blasted the figure in front of him full in the stomach with his revolver. Disappointed to find it was not James Gordon he took a few commemorative photos for the album and left. Over the next few days the Joker taunted Gordon by sending him copies of the photos with mocking comments scrawled over them. With his daughter fighting for her life in critical condition Gordon lost his normal cool. Ignoring commands to stay in the office under guard he went out alone to find the Joker. Checking the abandoned amusement park, an old haunt of the Joker's, he was ambushed by the Joker's more lunatic goons. They humiliated him and recorded it for a video to send to Batman. Batman though had already arrived, having been tracking Gordon. He had actually waited and observed events in the hope that the Joker himself would turn up. As their treatment of Gordon started getting out of hand though he had to move in and rescue him. During this he spotted what looked like the Joker and gave chase. Evading the Joker's tricks and booby traps he soon had the clown in hand. The Joker continued to taunt Batman with what he had done to Gordon and his daughter, so enraging Batman that he nearly snapped the Joker's neck there and then. Batman though is always in control, and he restrained himself and checked the Joker more carefully. It wasn't him, just another double trained to be a misdirection.
Barbara Gordon survived the attempt on her life, but was left almost totally paralyzed in the legs. While Dick visited her in hospital Batman never did. In fact he never sent so much as a note, but then he never communicates on a personal level. As soon as she was conscious and active again he resumed messaging her with information about crimes and requests for her to work on investigations as though nothing had happened. This proved to Barbara that he had known who she really was, not that this surprised her, Batman knows everything about everybody. She refused to reply and within a few days Batman's messages stopped coming and erased themselves. She chose to concentrate on her studies instead over the next few years, leaving Batgirl and crimefighting behind. Her studies in computer science though just made her more and more aware of how much she could do even confined to fighting crime from behind a desk. She began using her skills to find out about crimes and started sending tips to the Bat-computer. Batman replied and soon she was working with him again. By this time there was a new Batgirl, Helena Bertinelli, and in any case Batgirl had been a figure in a costume on a rooftop. Barbara needed something new for her new crimefighting career. She became Oracle, the online information broker to the superheroes. Not just Batman, but any hero who needed information about anything.
As she developed her tools and contacts though Barbara wanted her own field agent. Batman mostly did his own research for himself, Robin and Batgirl. She needed someone who was always available for her operations. After casting about for a bit she lit on the Black Canary. Dinah was a superb fighter but was mostly taking down fairly minor crooks at the time. Oracle could offer her a chance at much bigger fish. Though doubtful at first Dinah agreed after Barbara demonstrated what she could do for her. The two formed a highly effective pair for some time, taking down some of the nastiest criminals around and funding themselves by confiscating their illegal money. Eventually they became such friends that Barbara confided her true identity to Dinah and that she had been Batgirl. Barbara of course already knew all about Dinah's real past and identity, there are no secrets from Oracle. When Helena Bertinelli became the Huntress Barbara went on to recruit her as well, as much to prevent her from going off the rails as for her skills. The trio would eventually break up as their interests pulled them in different directions but by that time Barbara's life had taken a different turn again.
Last edited by Gamebook on Mon Jan 22, 2018 11:19 pm, edited 1 time in total.
Alexandra Kosov - PL 7
Strength 1, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 3, Awareness 3, Presence 2
Equipment 3, Improved Critical: Suppressed Pistol, Quick Draw, Ranged Attack 7
Acrobatics 4 (+8), Athletics 4 (+5), Deception 6 (+8), Insight 6 (+9), Intimidation 6 (+8), Investigation 6 (+9), Perception 8 (+11), Persuasion 4 (+6), Sleight of Hand 4 (+8), Vehicles 4 (+8)
Armored Bodice: Protection 2 (+2 Toughness; Impervious)
. . Photofilters: Immunity 5 (Environmental Conditions (All); Limited: to light-based attacks, Limited - Half Effect)
. . Video Link: Radio Communication Perception (Visual) 2 (Perception (Visual): Visual, Subtle: encrypted)
. . Visuals: Senses 13 (Analytical (Type): Vision, Direction Sense, Distance Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Rapid: Vision 1, Tracking: Vision 2: full speed, Ultravision, Advantages: Eidetic Memory, Improved Aim, Precise Attack (Ranged, Cover), Skill Mastery)
Gloves: Strength-based Damage 1 (DC 17)
Armored Bodice [Armored Bodice: Protection 2, +2 Toughness; Impervious], Gloves [Gloves: Strength-based Damage 1, DC 17], Knife, Suppressed Pistol (Light Pistol, Suppressor)
Gloves: Strength-based Damage 1, +10 (DC 17)
Grab, +10 (DC Spec 11)
Knife, +10 (DC 17)
Suppressed Pistol, +11 (DC 18)
Throw, +11 (DC 16)
Unarmed, +10 (DC 16)
Dodge 10, Parry 10, Fortitude 5, Toughness 4, Will 8
Abilities 58 + Powers 19 + Advantages 12 + Skills 26 (52 ranks) + Defenses 14 = 129
Alexandra Kosov is an agent of the Odessa mob in Gotham. The Russian-Ukrainian gangsters are noted for their violence and ruthlessness, which is saying something in a town like Gotham. She has risen in their hierarchy thanks to her icy intelligence and expertise with firearms. Alexandra has carried out many hits, being particularly adept at long-range pistol shots. Only one of her eyes is real, the left is cybernetic. Her cybernetic eye is stolen alien technology, taken from a Brainiac infiltrator droid during one of his many actions against Earth and its superheroes. When arms dealers brought it to the Odessa mob for sale she realized the benefits it could bring her. She voluntarily had her own healthy eye removed so it could be fitted by bribed doctors. It gives her a constant enhancement and information overlay on her vision, letting her spot almost any detail instantly, and she can record and transmit it at will. The device though is only partially under her control at times, on occasion it looks at things of its own accord and displays unintelligible alien script across her vision. It also often transmits information to unknown recipients. Alexandra chooses to just ignore this evidence of an alien presence in her body and whatever else it may be doing. Unknown to her it is also extending wires out into her brain and across the rest of her nervous system. This makes it more responsive and gives her new capabilities, but it is beginning to affect her, making her even more cold and strange than she naturally is. It is likely that Brainiac or some of his subsystems are aware of her and are subverting her to their own alien ends.
A.M.A. 2.0 - PL 9
Strength 8, Stamina -, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 0
Diehard, Eidetic Memory, Fearless, Power Attack, Ranged Attack 8
Acrobatics 4 (+6), Athletics 8 (+16), Investigation 4 (+4), Perception 12 (+12), Sleight of Hand 4 (+6), Technology 8 (+8), Vehicles 4 (+6)
Android: Immunity 40 (Common Descriptor: Mental effects, Fortitude Effects)
Armor Plating: Protection 10 (+10 Toughness; Impervious)
Black Lightning Powers
. . Antimatter Blast: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
. . Black Electron Touch: Damage 6 (DC 21; Alternate Resistance: Fortitude, Contagious, Secondary Effect)
. . Black Light Arc: Burst Area Concealment Attack 6 (All Visual Senses, Extra Ranks 2, DC 16; Burst Area: 30 feet radius sphere, DC 16, Attack: Will, Increased Range: ranged)
. . Black Lightning: Damage 4 (DC 19; Alternate Resistance: Fortitude, Contagious, Increased Range: ranged, Multiattack, Secondary Effect)
. . Cancel Electricity: Nullify 8 (Counters: Electricity, DC 18; Multiattack, Simultaneous)
. . Flash of Darkness: Cumulative Perception Area Affliction 6 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Unaware, Incapacitated, Resisted by: Fortitude, DC 16; Perception Area: DC 16 - Sight, Cumulative, Extra Condition, Increased Range: ranged; Limited: Sight)
Red Tornado Powers
. . Air Control: Cylinder Area Move Object 8 (6 tons; Cylinder Area: 30 feet cylinder, DC 18, Selective; Limited Material: Air)
. . Air Jet: Move Object 8 (6 tons, DC 23; Damaging, Multiattack; Limited Material: Air)
. . Storm: Environment 6 (Impede Movement (2 ranks), Visibility (-2), Radius: 900 feet; Selective)
. . Suffocation: Cylinder Area Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cylinder Area: 30 feet cylinder, DC 18, Increased Range: ranged)
. . Tornado: Cylinder Area Move Object 8 (6 tons, DC 23; Cylinder Area: 30 feet cylinder, DC 18, Damaging; Limited Material: Air)
. . Wind Wall: Cylinder Area Deflect 8 (Cylinder Area: 30 feet cylinder, DC 18, Selective)
Sensors: Senses 14 (Analytical (Type): Vision, Direction Sense, Extended: Vision 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
Air Control: Cylinder Area Move Object 8 (DC 18)
Air Jet: Move Object 8, +10 (DC 23)
Antimatter Blast: Damage 8, +10 (DC 23)
Black Electron Touch: Damage 6, +8 (DC Fort 21)
Black Light Arc: Burst Area Concealment Attack 6 (DC Will 16)
Black Lightning: Damage 4, +10 (DC Fort 19)
Cancel Electricity: Nullify 8, +10 (DC Will 18)
Flash of Darkness: Cumulative Perception Area Affliction 6 (DC Fort 16)
Grab, +8 (DC Spec 18)
Suffocation: Cylinder Area Affliction 8 (DC Fort 18)
Throw, +10 (DC 23)
Tornado: Cylinder Area Move Object 8 (DC 23)
Unarmed, +8 (DC 23)
Dodge 8, Parry 8, Fortitude Immune, Toughness 10, Will 4
Abilities 30 + Powers 136 + Advantages 12 + Skills 22 (44 ranks) + Defenses 10 = 210
A longstanding aim of S.T.A.R. labs has been to understand and replicate the powers of superheroes and supervillains, or metahumans as they call them. When they succeed they fit them onto androids and try to use them as auxiliary superheroes, ones that are fearless and expendable. At times they have built small armies of these droids to deploy under government direction. The superhero community does not like this replication of their powers and has mounted challenges both legal and physical against their use. A number of these androids and their technology have fallen into the wrong hands and been used for criminal and terrorist purposes, since they are after all just machines and will obey their programming absolutely regardless of what it directs them to do.
Active Metahuman Android version 2 is a major leap forward in the technology. Version 1 was never capable of operating independently, it always had to have a controller with a joystick and an array of buttons controlling it. Despite assistance algorithms to make it more fluid it was always rather slow and clumsy due to this, and if the feed was interrupted it was rendered nearly helpless as it lacked the intelligence to make adequate sense of its sensory inputs. By contrast the AI in version 2 is far more advanced and can operate without needing constant user input. All it requires is mission directives and then it can carry them out, even formulating its own plans and strategies. It has full sensory comprehension using passive sensors, even being capable of recognizing individual human faces. There are already many different versions of it, each having different sets of powers copied from various superheroes. The one shown above has powers from the Red Tornado android and the hero Black Lightning. The powers are never as potent as those the originals possess as they are just recreations but A.M.A. 2.0's often have several different power sets. This makes them powerful and versatile, especially when sent out in squads. The only limitation on these droids is the huge expense of building them, each one costs many millions of dollars.
Last edited by Gamebook on Sun Jul 01, 2018 7:11 am, edited 2 times in total.
Black Lightning - PL 12
Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 10, Intellect 4, Awareness 3, Presence 3
Close Attack 2, Connected, Defensive Attack, Equipment 2, Extraordinary Effort, Improved Critical 2: Black Lightning, Improved Initiative, Leadership, Power Attack, Ranged Attack 7
Acrobatics 6 (+10), Athletics 10 (+12), Expertise: Education 12 (+16), Insight 8 (+11), Investigation 8 (+12), Perception 6 (+9), Persuasion 8 (+11), Ranged Combat: Black Lightning 2 (+5), Sleight of Hand 4 (+7), Technology 6 (+10), Vehicles 4 (+7)
. . Antimatter Conversion: Damage 12 (DC 27; Contagious, Increased Range: ranged, Multiattack, Secondary Effect)
. . Black Electricity Wave: Cone Area Damage 12 (DC 27; Alternate Resistance: Fortitude, Cone Area 2: 120 feet cone, DC 22, Contagious, Secondary Effect)
. . Black Light Arc: Burst Area Concealment Attack 12 (All Visual Senses, Extra Ranks 8, DC 22; Burst Area: 30 feet radius sphere, DC 22, Attack: Will, Increased Range: ranged)
. . Black Lightning: Damage 12 (DC 27; Alternate Resistance: Fortitude, Contagious, Increased Range: ranged, Multiattack, Secondary Effect)
. . Cancel Electricity: Nullify 12 (Counters: Electricity, DC 22; Effortless, Multiattack, Simultaneous)
. . Flash of Darkness: Cumulative Perception Area Affliction 12 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Unaware, Incapacitated, Resisted by: Fortitude, DC 22; Perception Area: DC 22 - sight, Cumulative, Extra Condition, Increased Range: ranged; Limited: to sight)
Counter Energy FIeld: Protection 12 (+12 Toughness; Impervious, Sustained)
Goggles: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Immunity: Immunity 11 (Common Descriptor: Electricity, Rare Descriptor: Antimatter)
Lightning Ride: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
Voltmeter: Senses 4 (Acute: Electricity, Awareness: Electricity, Detect: Electricity 1, Radius: Electricity)
Goggles [Goggles: Senses 7, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect]
Antimatter Conversion: Damage 12, +12 (DC 27)
Black Electricity Wave: Cone Area Damage 12 (DC Fort 27)
Black Light Arc: Burst Area Concealment Attack 12 (DC Will 22)
Black Lightning: Damage 12, +12 (DC Fort 27)
Cancel Electricity: Nullify 12, +12 (DC Will 22)
Flash of Darkness: Cumulative Perception Area Affliction 12 (DC Fort 22)
Grab, +12 (DC Spec 12)
Throw, +10 (DC 17)
Unarmed, +12 (DC 17)
Dodge 10, Parry 10, Fortitude 6, Toughness 14, Will 11
Abilities 62 + Powers 140 + Advantages 19 + Skills 37 (74 ranks) + Defenses 18 = 276
Jefferson Pierce is not a native of the Earth everyone else comes from. He is instead from the antimatter Earth in the antimatter universe, the opposite charge of this universe. Just as subatomic particles have their oppositely charged counterparts, so does the entire universe, the two entities splitting apart at the moment of the Big Bang and heading off in opposite directions. The two universes are still linked however and occasionally signals pass between them, especially at highly energetic events. During the attempt by the Antimonitor (the Monitor from the antimatter universe) to destroy our universe so there would be only one a massive cross-universe vortex was created above the city of Metropolis. Matter from our universe was sucked up into it while it simultaneously spewed material from the antimatter universe into ours. Parts of buildings, trees, cars, animals and a few unfortunate bystanders were flung into another world. When the Justice League defeated the Antimonitor and stopped its crazed plan this material was left stranded as nobody thought to gather it up and send it back at the time, and afterwards no one knew how to open a portal to the antimatter universe.
One of the stranded bystanders was the young Jefferson Pierce, just a small boy at the time. Social services picked up the bewildered child during the cleanup and unable to identify him he was placed into foster care. Jefferson grew up in the Metropolis South Side, a declining dockside area that became known as Suicide Slums. Coming from a universe of antimatter his body is out of phase with ours. It mostly obeys our physical laws but clashes with our physics to produce opposite charge electricity, the 'black lightning'. If he concentrates, and especially if he exerts himself, Jeff can generate and project this strange energy from his body. It makes for a devastating weapon, far more so than normal electricity as it corrodes matter and energy from our universe. It actually emits darkness as the photon particles it gives off are opposite charged and when they come near conventional photons they cancel them out. When he makes a spark dance on his fingertips it darkens a room rather than lights it, a rather weird phenomenon. When he electrocutes a target this is incredibly damaging as the black electricity will not earth and instead persists in the body, rapidly breaking it down at the atomic level. Touching a body charged in this way results in the black electricity leaping into you. Jeff can also damage a target by converting its surface into antimatter. The antimatter reacts violently with the rest of the body, eating into it and making it energetically disintegrate. Just looking at black lightning for too long causes temporary blindness, disorientation, nausea and fainting. Jeff is unaffected by his own powers. Over the years he has learned to be very conservative with it around others, he only generates the dangerous phenomena when he really has to.
In his youth Jeff was a star athlete, competing and winning at the national, international and Olympic level. The physical discipline of athletics has always helped him control his powers. If they ever ran out of control they would be extremely dangerous, they could even open a portal to the antimatter universe by corroding a hole in our reality. He has been a superhero since he was a teenager when he first learned how to control his powers and generate the black lightning at will. Early on he fought crime in his neighborhood, taking down local thugs and driving out the gangs. Small jolts from his powers are very nasty, being intensely painful, while bullets just disintegrate when they impact the energy field he can generate around his body to protect himself. He was invited onto the Justice League soon after its foundation where he served under the codename Vulcan, an alternative name he used for a while in the past when he got tired of explaining that the black in 'Black Lightning' refers to the nature of his powers rather than his being a black man. These days he has gone back to Black Lightning.
After his retirement from competitive athletics Jeff went into education, becoming a teacher and progressing to being principal of his own school. He has always been passionate about helping young people and wanted to do so in better ways than sending forks of black lightning into them when they get out of line. He has never concealed his identity as a superhero and this helped him when he went further into politics with the aim of achieving educational reform. The height of his career was serving as Secretary of Education. Personally he is married with two daughters, both of whom have inherited powers from him as a result of his different physiology. His older daughter Anissa can increase the mass of the atoms in her body, becoming super strong, tough and heavy. His youngest Jennifer generates normal world electricity, though her control of it is as yet a bit shaky, she has a tendency to short out everything around her. He is still a member of the Justice League, one of its most experienced and dependable operatives. A particular role of his is to help young superheroes who have difficulty controlling their powers. Rather than meditation or relaxation, sitting there with your eyes closed trying to 'center yourself' he prefers to get them out there and get physical. Intensive use of their powers in a safe location, driving them to exhaustion with endless repetition of exercises is his way of teaching mastery. He didn't win his medals by sitting on his backside, he earned them by all the hours he spent out on track and field doing it over and over until it was ingrained into him. While not the supreme athlete he was as a young man he has kept himself in shape and is proud of his condition as he passes his fiftieth birthday.
Last edited by Gamebook on Fri Dec 07, 2018 10:03 pm, edited 3 times in total.
Blue Beetle - PL 8
Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 5, Awareness 2, Presence 1
Agile Feint, Benefit, Wealth 3 (millionare), Close Attack 2, Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 38, Evasion, Improved Disarm, Improved Initiative, Improved Trip, Inventor, Power Attack, Ranged Attack 7, Takedown
Acrobatics 6 (+10), Athletics 6 (+8), Expertise: Science 8 (+13), Insight 4 (+6), Investigation 8 (+13), Perception 6 (+8), Persuasion 4 (+5), Sleight of Hand 6 (+10), Stealth 4 (+8), Technology 10 (+15), Vehicles 8 (+12)
BB Gun (Easily Removable)
. . BB Gun
. . . . Compressed Air Jet: Move Object 5 (1600 lbs., DC 20; Damaging; Limited Direction: Away, Limited Material: Air)
. . . . Pressure Slam & Flash: Cumulative Affliction 5 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 15; Cumulative, Extra Condition, Increased Range: ranged)
. . . . Strobe: Cumulative Perception Area Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Perception Area: DC 15 - Sight, Cumulative; Limited: Sight)
Gloves: Strength-based Damage 1 (DC 18)
Goggles: Senses 10 (Analytical (Type): Vision, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision, Advantages: Eidetic Memory)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Scarabs: Move Object 1 (100 lbs., DC 16; Damaging, Extended Range 4, Indirect 4: any point, any direction)
. . Spy Scarab: Remote Sensing 6 (Affects: 3 Types, inc. Visual - Audio, Visual, Range: 1800 feet)
Beetle Costume [Gloves: Strength-based Damage 1, DC 18; Goggles: Senses 10, Analytical (Type): Vision, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision, Advantages: Eidetic Memory; Light Body Armor: Protection 2, +2 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Cell Phone (Smartphone), Commlink, Flashlight, Gas Mask, Mini-tracer, Rebreather, Restraints, The Bug, Toolkit (Basic)
Compressed Air Jet: Move Object 5, +11 (DC 20)
Gloves: Strength-based Damage 1, +12 (DC 18)
Grab, +12 (DC Spec 12)
Pressure Slam & Flash: Cumulative Affliction 5, +11 (DC Fort 15)
Scarabs: Move Object 1, +11 (DC 16)
Strobe: Cumulative Perception Area Affliction 5 (DC Fort 15)
Throw, +11 (DC 17)
Unarmed, +12 (DC 17)
Dodge 10, Parry 10, Fortitude 6, Toughness 6/2, Will 7
Abilities 60 + Powers 42 + Advantages 61 + Skills 35 (70 ranks) + Defenses 15 = 213
Ted Kord is a young technology entrepreneur. He has made a fortune in advanced drone technology. His drones can not only fly, they possess legs and can scuttle along the ground and up walls. This makes them useful for all sorts of jobs, from delivering parcels to performing complex internal maintenance and construction of buildings and machinery. His next project is a replacement for the helicopter, the dronecopter. A lot of his tech is beetle themed, as those insects possess many of the traits of his devices and served as an inspiration for him. His prototype vehicle is 'The Bug', which he has fitted out as an urban pacification and rescue vehicle. It can disperse crowds with nonlethal weaponry and put out fires with foam jets. Along with this large vehicle he also has advanced micro-drones, the scarabs. These are styled as palm-sized beetles that can scuttle about, fly and perform all sorts of task. They have video and audio links to his goggles and can be used for remote surveillance. They can also subdue targets by fastening onto them and extending their insect legs on long wires which then whip round a person and tie them up helplessly. Solid barriers do not stop them as they possess powerful, sharp jaws to chew their way through.
Ted is an an athlete and martial artist himself and he takes his technology out to fight crime and civil disturbance. As a superhero he is a strict pacifist, he will not use dangerous weapons or even strike a person. Instead he disarms and trips them and ties them up, often employing the scarabs attached to his costume. He carries a bulky pistol but this is another of his inventions, a proposed substitute for police firearms. The BB gun emits bright flashes and burst of compressed air which can blind and stun targets. Many superheroes find his commitment to pacifism and nonlethality admirable but think that there is still a need at times for maximum force to be exerted.
Barbara Gordon is a good friend of Ted's, having done freelance software design work for him while in college. He has repeatedly offered her a position with his company but she prefers to stay independent. He is one of the few people who is aware that she was Oracle. They even dated for a while. For a while he did missions with some of her operatives but always found women like Black Canary and Huntress rather alarming and was often horrified at their willingness to seriously injure people. When she regained her mobility and became Batgirl again he hoped that she might team up with him but she preferred to go back to kicking people in the head with her girl friends. Ted will still work with her when necessary and greatly admires her but if they do operate together she has to tone down the violence. Barbara is easily skilled enough to defeat most opponents without injuring them, Ted considers it is only the Batman's example that encourages her to hurt people. Privately he considers Batman to be a menace to Gotham and his actions to be exacerbating the conflict in the city.
Bizarro - PL 15
Strength 19, Stamina 14, Agility 0, Dexterity 0, Fighting 8, Intellect -2, Awareness -2, Presence 1
All-out Attack, Chokehold, Fearless, Interpose, Power Attack, Ranged Attack 4, Ultimate Effort: Toughness
Intimidation 8 (+9), Perception 8 (+6)
Cold Vision: Cumulative Affliction 19 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Fortitude, DC 29; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Fire Breath: Cone Area Damage 15 (Alternate; DC 30; Cone Area: 60 feet cone, DC 25, Secondary Effect)
. . Super Breath: Cone Area Move Object 15 (Alternate; 200 ktons; Cone Area 2: 120 feet cone, DC 25, Increased Mass 8; Limited Direction: towards or away, Reduced Range: close)
Enhanced Ability: Enhanced Stamina 10 (+10 STA)
Enhanced Ability: Enhanced Strength 15 (+15 STR)
Enhanced Ability: Enhanced Strength 15 (+15 STR; Limited to Lifting)
Enhanced Trait: Enhanced Trait 1 (Advantages: Ultimate Effort: Toughness)
Flight: Flight 15 (Speed: 64000 miles/hour, 120 miles/round)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Protection: Protection 6 (+6 Toughness; Impervious [14 extra ranks])
Quickness: Quickness 8 (Perform routine tasks in -8 time ranks; Limited to One Type: Physical)
Senses: Senses 19 (Analytical: Hearing, Analytical: Vision, Extended: Hearing 2: x100, Extended: Vision 4: x10k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing, Ultravision)
Cold Vision: Cumulative Affliction 19, +4 (DC Fort 29)
Fire Breath: Cone Area Damage 15 (DC 30)
Grab, +8 (DC Spec 29)
Super Breath: Cone Area Move Object 15 (DC 25)
Throw, +4 (DC 34)
Unarmed, +8 (DC 34)
Accident: Kryptonite and Red Sun Radiation do not drain Bizarro's powers. Instead they make him even more powerful, and even more bizarre! He becomes completely uncontrollable in such an event and goes on a deadly rampage.
Dodge 8, Parry 8, Fortitude 18, Toughness 20, Will 6
Abilities 26 + Powers 216 + Advantages 9 + Skills 8 (16 ranks) + Defenses 20 = 279
Bizarro is the result of an attempt by Lex Luthor to recreate Superman and his powers under his control. Try as he might he has been unable to unlock the secrets of how Superman's Kryptonian powers actually work. He suspects they exploit science far beyond current human comprehension and he may have to wait until more advanced theories of physics are developed before he can make progress on them. This does not mean that he is giving up however, there may be ways to get round the limitations he is laboring under. One method he has explored is exploiting the properties of alternate realities. There are many parallel realities across the multiverse, though many of them seem to be unstable and short-lived spinoffs of a more objectively real world. Lex theorized that if he created a temporary alternate reality around Superman it would create a duplicate of him, or at least a very similar copy. An opportunity to put this into practice came after Superboy Prime was defeated and his mad plan to destroy all but one world of the multiverse was thwarted. The vast machine he built to do this was wrecked, but Lex's people moved in to quickly seize key parts from it in the chaotic aftermath when Superman was away across the multiverse finding new homes for all the many different versions of himself that had come into existence. Lex used these parts and his own observations of trans-multiversal phenomena during the crisis event to build his own version of the machine. By the time Superman returned to our Earth he was ready. He targeted Superman and sent him crashing through the walls of existence, skidding away across the probability curve of reality. Clark was flung through a rapid succession of bizarre alternate realities, each disintegrating around him as he found a way out in his attempts to get back to the normal world. While the rest of the Justice League worked frantically to mount a rescue expedition for their friend Lex used the machine to pull through objects and people from the alternate realities that were forming around Superman as he cannoned through the stacks of potential alternate realities. Most of these were junk or bizarre entities that he had contained for later study. As Superman slowed his descent and rose back to the surface of reality Lex was at last successful, a figure with the distinctive symbol staggered out of the machine's portal.
What Lex got though was not quite his own Superman. Instead he has a quantum negative duplicate, a reversed version of Superman. It seems to be the afterimage left behind by Superman as he moved through the alternate realities, a reality echo of him generated by his wake. Not a terribly good one either, it is like a bad photograph, distorted and blurry. Apparently even the multiverse has difficulty recreating something of the power of Superman. At first it was so mentally deficient as to be near catatonic, it took patient teaching and some judicious brain surgery to make it capable of movement and speech. Even now it is fairly imbecilic and can only carry out the simplest of instruction. With training though Lex was able to use it as a weapon against Superman. For all it's bizarre nature it possesses immense power, enough to match the Man of Steel. Battles between the two threatened to destroy Metropolis until Superman worked out where this strange entity that was a crude mockery of him had come from. With the duplicate Superman running out of control as it became confused and excited he demanded that Lex shut it down. Lex too was alarmed and activated his emergency failsafe, a Kryptonite implant in a lead capsule that once opened would disable it. Being a reversed Superman though the Kryptonite had the opposite effect, supercharging the duplicate and sending it into a frenzied rampage. While Superman struggled to contain it Lex reworked his machine to reverse the process and send the duplicate back into the multiverse. With the advice of Superman he was successful and opened a portal to a reality that could hold the duplicate and Superman managed to trick it into flying into it. The bizarre duplicate was gone and Metropolis was saved.
In the aftermath of this disaster Superman confiscated the machine and made sure to destroy all Lex's notes on the subject. He could not do anything about the knowledge held in Lex's head however and Lex's lawyers got him out of prosecution yet again, even trying to pin all the blame on Superman for the fiasco. While Superman worked on trying to find a way to block people from traveling to alternate realities Lex built a new, refined version of the machine in his secret workshops. This time he searched for and brought through to our world an entire duplicate version of the Justice League, led by the bizarre duplicate Superman. The creatures were stupid and argumentative but Lex only needed them here temporarily, just long enough to destroy the real Justice League. They were inevitably defeated, crude copies are no match for the real thing, but when that happened Lex just sent them back to the reality they came from. This time he had installed effective failsafes to control them if they went wild or were captured. Since then the Bizarre Justice League has been an occasional menace to the JL and the Earth.
Giganta - PL 14
Strength 16, Stamina 17, Agility 4, Dexterity 2, Fighting 10, Intellect 4, Awareness 0, Presence 1
All-out Attack, Attractive, Defensive Roll, Equipment 2, Fascinate (Persuasion), Fast Grab, Improved Grab, Improved Hold, Startle, Takedown
Acrobatics 6 (+10), Athletics 4 (+20), Deception 4 (+5), Expertise: Education 4 (+8), Expertise: Science 10 (+14), Intimidation 8 (+17), Investigation 6 (+10), Perception 4 (+4), Persuasion 6 (+7), Ranged Combat: Throw 4 (+6), Sleight of Hand 4 (+6), Technology 6 (+10), Treatment 6 (+10), Vehicles 4 (+6)
Gauntlet & Boot Armor Plates: Protection 8 (+8 Toughness; Impervious; Custom: 2 ranks plus 2 ranks per size increase, Limited: to forearms and feet)
Gauntlets & Boots: Strength-based Damage 2 (DC 33)
Gigantic: Growth 16 (+16 STR, +16 STA, +8 Intimidate, -16 Stealth, -8 active defenses, +4 size ranks, +16 mass ranks, +2 )
. . Big
. . . . Enhanced Ability: Enhanced Stamina 6 (Linked; +6 STA)
. . . . Enhanced Ability: Enhanced Strength 6 (Linked; +6 STR)
. . . . Growth: Growth 4 (Linked; +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
. . Huge
. . . . Enhanced Ability: Enhanced Stamina 2 (Linked; +2 STA)
. . . . Enhanced Ability: Enhanced Strength 2 (Linked; +2 STR)
. . . . Growth: Growth 12 (Linked; +12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 )
. . Large
. . . . Enhanced Ability: Enhanced Stamina 4 (Linked; +4 STA)
. . . . Enhanced Ability: Enhanced Strength 4 (Linked; +4 STR)
. . . . Growth: Growth 8 (Linked; +8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
. . Strong
. . . . Enhanced Ability: Enhanced Stamina 8 (Linked; +8 STA)
. . . . Enhanced Ability: Enhanced Strength 8 (Linked; +8 STR)
Immunity: Immunity 5 (Environmental Conditions (All))
It's a hundred foot tall woman!: Perception Area Affliction 6 (1st degree: Entranced, Resisted by: Will, DC 16; Perception Area: DC 16 - Sight, Reaction 3: reaction; Limited Degree 2)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Giganta costume [Gauntlet & Boot Armor Plates: Protection 8, +8 Toughness; Impervious; Custom: 2 ranks plus 2 ranks per size increase, Limited: to forearms and feet; Gauntlets & Boots: Strength-based Damage 2, DC 33]
Gauntlets & Boots: Strength-based Damage 2, +10 (DC 33)
Grab, +10 (DC Spec 26)
It's a hundred foot tall woman!: Perception Area Affliction 6 (DC Will 16)
Throw, +6 (DC 31)
Unarmed, +10 (DC 31)
Dodge 2, Parry 2, Fortitude 20, Toughness 26/17, Will 4
Abilities 44 + Powers 62 + Advantages 11 + Skills 38 (76 ranks) + Defenses 13 = 168
Doris Zeul is a student who was a science grad for a scientist who theorized that the universe was expanding at all levels, not just on the scale of galaxies rushing away from each other. The universe today was vastly larger than in the past according to this, but we didn't notice because we had gotten bigger in the same proportions and everything is relative. It should be possible to exploit this phenomena to make objects shrink and grow at will. After a number of successful trials with small inanimate objects he decided to move on to human trials. Imagine having people twenty, fifty, a hundred feet tall! They could do the work of many hundreds in one person, an enormous saving of labor. His first subject was his mousy assistant Doris, being the subject of unethical and potentially dangerous experiments is what grad students are for after all. She was only supposed to gain a few inches but the process once turned on a large living being got into a runaway feedback loop. Doris had hoped to gain a few inches (maybe people would stop mistaking her for a twelve year old then) but instead she thrust upwards and through the ceiling of the lab, the ceilings of the floors above, and then out through the roof. When the mess was cleared up her professor was packed off to prison for the many laws he had broken and she was placed into an enormous D.E.O. containment cell specially built for her. She waited quietly for a while but eventually became impatient. Was she ever going to be released and get help for her condition? She needed her professor, only he could help her return to a more normal size. The other inmates, an assortment of monsters, mutants and aliens, gloomily informed her that nobody was ever released. They were not in prison, they were the property of the D.E.O. and had no rights. Refusing to accept being locked in a grey dungeon for the rest of her life Doris punched her way out and set off to retrieve the professor.
Over time Doris has learned to control her power under the continued guidance of the professor. She can now grow to any size she wants, up to about a hundred foot tall, and then shrink back down to her original size. She can even selectively control the size of her body parts and has made herself a bit better built than she was before the original experiment. For years both of them were wanted by the D.E.O. and had to hide, while Doris went out to steal supplies to support them and their continued work. Being on the run for years and spending much of her time a hundred foot tall has warped Doris perspective on the world. She now sees ordinary people as scurrying ants that can be brushed aside, though she refrains from mass murder by stomping on them. The professor who gave her her power spent years trying to recreate the experiment that made her but never did succeed. She abandoned him a while back and is now working by herself. What she would like is a reliable way to make more people like herself, a new race of gigantic superpeople. To this end she has consorted with a wide variety of genius supervillains such as Lex Luthor, T. O. Morrow and even such monstrous freaks as Professor Ivo or Gorilla Grodd. Being able to dwarf anybody at will means that she is little afraid of anything. Recently she has heard of the work of the Atom, Ray Palmer, and is excited at the appearance of reliable size-changing technology, even if it is going in the wrong direction. She has disguised herself as a student and has enrolled on his courses, and is further trying to get to him personally and seduce him so that he will share all his secrets with her.
At all sizes Giganta is very strong, the power of her body compresses when she only grows a little or not at all. Her true height is just 5' 1" so she is always a little enlarged, preferring a statuesque 5' 9". For combat she wears a jumpsuit that incorporates a pair of massive armored gauntlets and boots. Her hands and feet are the only really vulnerable parts of her when she is grown as the rest of her body is out of reach. Opponents often go for her toes, heels and fingers so she has them encased in steel plate. The metal is only 3mm thick at normal human size, but her size-enlarging power means that when she is at maximum growth it is nearly two inches thick and can repel cannon shells. It also gives her a nasty punch that many superheroes can attest to, even Superman has had to rub his jaw after being slugged by Giganta. Wonder Woman is a particular foe of hers as she keeps on appealing to her as an intelligent woman to give up her criminal ways. Doris though does not trust the authorities any more and will not cooperate.
Last edited by Gamebook on Sun Apr 15, 2018 8:58 pm, edited 1 time in total.
Booster Gold - PL 11
Strength 2, Stamina 2, Agility 4, Dexterity 2, Fighting 10, Intellect 1, Awareness 2, Presence 3
Attractive, Defensive Roll 2, Equipment 19, Evasion, Fascinate (Deception), Improved Initiative, Luck 2, Minion 10, Move-by Action, Power Attack, Ranged Attack 8, Taunt
Acrobatics 4 (+8), Athletics 8 (+10), Deception 8 (+11), Insight 4 (+6), Investigation 4 (+5), Perception 4 (+6), Persuasion 6 (+9), Sleight of Hand 4 (+6), Technology 4 (+5), Vehicles 4 (+6)
Booster Gold Suit (Removable)
. . Body Armor: Protection 8 (+8 Toughness; Impervious)
. . Environment Suit: Immunity 5 (Environmental Conditions (All))
. . Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Force Field projection: Create 10 (Volume: 1000 cft., DC 20; Impervious, Selective, Stationary)
. . Power Boost
. . . . Boost Strength: Enhanced Strength 10 ([0 active, 25/25 PP, 2/r], +10 STR)
. . . . Energy Blasters: Damage 12 ([12 active, 25/25 PP, 2/r+1], DC 27; Increased Range: ranged, Split: 2 targets)
. . Sensors: Senses 11 (Extended: Sight 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Radio, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Brainiac 5 Timesphere
Energy Blasters: Damage 12, +10 (DC 27)
Grab, +10 (DC Spec 12)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)
Dodge 10, Parry 10, Fortitude 6, Toughness 12/10, Will 6
Abilities 52 + Powers 96 + Advantages 48 + Skills 25 (50 ranks) + Defenses 14 = 235
Brainiac 5 Timesphere - PL 3
Strength 4, Defense 4, Toughness 7, Size Large
Alarm 2, Navigation System 2, Remote Control
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Pressurized: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
Radar: Senses 8 (Accurate: Radio, Analytical: Radio, Extended: Radio 4: x10k, Radio)
Time Protected: Immunity 1 (Rare Descriptor: Being made to not exist by disruption of the timelines)
Time Travel Alert: Senses 11 (Accurate: Time Travel, Acute: Time Travel, Awareness: Time Travel, Extended: Time Travel 4: x10k, Radius: Time Travel, Tracking: Time Travel 2: full speed, Advantages: Well-informed)
Timecraft: Movement 6 (Dimensional: Alternate Timelines 2: group, 3200 lbs., Space Travel 1: within solar system, Time Travel 3: any time, 3200 lbs.; Increased Mass 6)
Visuals: Senses 9 (Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Radius: Vision , Tracking: Infravision 2: full speed, Ultravision, Advantages: Eidetic Memory; Dimensional 2: group - Past and future)
Abilities 1 + Powers 79 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 6 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 91
Skeets - PL 6
Strength -1, Stamina -, Agility 2, Dexterity 2, Fighting 0, Intellect 0, Awareness 0, Presence 0
Eidetic Memory, Evasion, Move-by Action, Ranged Attack 7, Skill Mastery: Investigation, Well-informed
Investigation 8 (+8), Perception 8 (+8), Sleight of Hand 4 (+6), Technology 8 (+8), Vehicles 4 (+6)
Communication: Radio Communication 3 (Rapid 2, Subtle: encrypted)
Energy Projector: Move Object 3 (400 lbs., DC 18; Damaging, Precise, Split: 2 targets)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Historical Records: Senses 4 (Postcognition; Check Required 6: DC 15 - Investigation)
Language Database: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
Protection: Protection 4 (+4 Toughness; Impervious)
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: mental)
Robot: Immunity 40 (Common Descriptor: Mental, Fortitude Effects)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)
Energy Projector: Move Object 3, +9 (DC 18)
Grab, +0 (DC Spec 9)
Throw, +9 (DC 14)
Unarmed, +0 (DC 14)
Dodge 8, Parry 8, Fortitude Immune, Toughness 4, Will 4
Abilities -2 + Powers 112 + Advantages 12 + Skills 16 (32 ranks) + Defenses 14 = 152
Michael Jon Carter comes from five centuries in the future, around the year 2500. In his timeline this was the peak of Earth civilization before it fell down in disaster. Michael was a gifted young athlete with a promising career when the catastrophe happened and he saw his world literally collapse around him. Of all the world's inhabitants at the time he was the only one to survive, quite by chance. Visitors from even further up the timelines, the year 3000, had come back to observe the disaster happening. Scrambling across the crumbling rubble Michael saw their timesphere materialize and headed towards it, hoping they might be able to help him. When he got there the people from the future were floating in the air, observing what was happening. Afraid of alerting them in case they might be hostile Michael instead sneaked into their craft and pushed randomly at the controls. The visitors had left their craft's door open on case they needed to reboard quickly. His random actions caused the craft to default to its base command and it returned to its own time. Michael was brought by the ship to the headquarters of the 31st century Legion of Superheroes. He got out and went exploring, meeting an HQ tour guide robot who took him for a lost tourist and which was inquiring how it could help him when he was spotted and accosted by the legionnaires while inspecting a Legion spacesuit. Taking the suit with him he leapt back aboard the timecraft, closely followed by the robot which was imploring him to cooperate. Twisting the dials he set the timesphere to go to his own time a few years before it was destroyed. Arriving back in his own time he reckoned that he might be able to save the world when several timespheres full of legionnaires appeared around him. The legion was fully capable of tracking him through time and was intent on retrieving their property and seeing that he stayed in his own time. This began a furious chase through time as Michael had no intention of being sent back to his own time and being caught up in the disaster that had befallen it. Eventually he managed to lose the legion in a far distant time, around the year 2000.
Michael has stayed in this time because he is afraid of the legion picking him up if he goes any further forward. The robot that accompanies him has immensely detailed records of all human history and he uses it to keep himself informed of all events. The technology of the equipment he purloined is far in advance of anything even from his own time and is enough to make him a powerful superhero in this era. For Michael this time is rather like living in the Renaissance would be to us, there is some advancement and enlightenment but the people and conditions are still very primitive. His guide robot despite being stolen does all it can to help him with whatever he wants as that is what it has been programmed to do, it's only a simple machine with a rudimentary personality and intelligence. Michael's main interest now is in gathering as many creature comforts as possible, coming from an advanced and wealthy period he is accustomed to an easy life. He considered a sporting career but it looked rather competitive in this era, instead he decided to be a superhero. You can actually earn a lot of money as a superhero through accepting gifts and rewards from the many grateful people who you rescue and whose property you save. In addition many city governments will pay well to have an active superhero resident in their town in order to help protect it. Nobler superheroes like Superman and Wonder Woman and dark vigilantes like Batman don't do this but there are plenty who do.
For all his venality Michael, operating under the codename Booster Gold to make him sound dynamic, is an effective superhero. He has taken down many supervillains and routinely foils all sorts of villainous plots with his mysterious knowledge of what is going to happen next. So far none of his actions have seriously disrupted the timelines as the supervillains he has caught were never going to get away with their idiot schemes anyway. He can be seen on everything from infomercials to breakfast cereal boxes, taking every bit of endorsement money he can. His latest scheme is to put together his own superteam, he's seen the sort of publicity the Justice League gets without even trying. He's picked up several useful superheroes from the recently defunct team the Global Guardians (spiraling costs and poor results caused the D.E.O. to yank the plug on the project to create their own Justice League). To fund and run the team he has entered into a partnership with entrepreneur extraordinaire, the handsome and debonair Maxwell Lord. Being who he is Michael is inclined to staff the team with attractive superheroines and has so far taken on Fire, Ice, Power Girl, Black Canary and Doctor Light. Maxwell Lord has had to put his foot down and get some men on the team to stop it from looking like Booster is assembling a harem. He has brought in the Martian Manhunter, Blue Beetle, Captain Atom and the green lantern Guy Gardner. That makes a nice round ten with a fifty/fifty male/female split. Most of these people are on the team not only for the money but also for their own reasons, they want the team to succeed or want to keep tabs on other members of the team. Booster just wants to be seen flying into action at the head of his team. To his disappointment though the first thing the team did at their inaugural meeting was elect J'onn J'onzz as team leader. All decisions as to where to go and what to do are ultimately decided by the Martian Manhunter, in consultation with the more intelligent and responsible members of the team (J'onn rarely includes Michael on that list).
Batgirl Cassandra Cain - PL 10
Strength 1, Stamina 2, Agility 7, Dexterity 5, Fighting 13, Intellect 3, Awareness 8, Presence 1
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Close Attack 5, Defensive Attack, Defensive Roll 3, Equipment 5, Evasion 2, Improved Critical 4: Gloves: Strength-based Damage 1, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Ranged Attack 6, Redirect, Skill Mastery: Insight, Takedown 2, Trance, Uncanny Dodge
Acrobatics 10 (+17), Athletics 8 (+15), Insight 12 (+20), Investigation 4 (+7), Perception 10 (+18), Sleight of Hand 10 (+15), Stealth 10 (+17), Treatment 4 (+7)
Glide Cape: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Gloves: Strength-based Damage 1 (slashing, DC 17)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 7 (Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
Body Language Reading: Mind Reading 10 (DC 20; Reaction 3: reaction; Limited to Emotions, Limited to Surface Thoughts, Permanent)
Swing Line: Movement 1 (Swinging)
Batgirl costume [Glide Cape: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings; Gloves: Strength-based Damage 1, slashing, DC 17; Light Body Armor: Protection 2, +2 Toughness; Impervious; Mask: Senses 7, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Mini-tracer, Restraints, Swing Line [Swing Line: Movement 1, Swinging], Toolkit (Basic)
Body Language Reading: Mind Reading 10 (DC Will 20)
Gloves: Strength-based Damage 1, +18 (DC 17)
Grab, +18 (DC Spec 11)
Throw, +11 (DC 16)
Unarmed, +18 (DC 16)
Dodge 13, Parry 13, Fortitude 6, Toughness 7/2, Will 13
Abilities 80 + Powers 30 + Advantages 42 + Skills 34 (68 ranks) + Defenses 15 = 201
Cassandra Cain is the daughter of two of the League of Assassins most deadly operatives, Sandra Wu-San (Lady Shiva) and David Cain (Texas Dave). Like many of the martial artist killers in the US those two are a legacy of US Involvement in eastern Asia, she is descended from refugees from China and he is a veteran of the Vietnam War and postwar black ops in the region. They are both former CIA and League of Assassins, the two organizations heavily overlap in their operations. The two of them decided to have a child together as they reckoned they were the deadliest man and woman in the world and their offspring might turn out to be something truly exceptional. The result was a daughter which these two frankly psychotic people raised not as a person but as the ultimate martial artist. All their skill and knowledge of killing they poured into the child, hardly letting her learn anything else. She grew up supernally talented at fighting but sadly lacking in most other things, even her speech was stunted as they often forbade her to speak for long periods when young. She inherited her mother's incredible talent for reading other people along with her father's cold brutality, she would kill and torture without hesitation. By the time she was a teenager she was already one of the League's best operatives, her slight frame being smuggled into places in small containers or through tiny gaps where she could then slip out to track down and murder her target. A single deadly strike from her little hand was enough to kill even large, strong men.
Batman encountered Cassandra Cain in his dealings with the League. He saw for himself how deadly she was as an instrument of assassination but was disturbed at her cold, emotionless eyes and utter silence and stillness when not being ordered to do something by her parents. By this time Lady Shiva had moved on to other projects and David Cain was getting on a bit and considering retirement. To do that he needed one last big payoff but was reluctant to risk his neck again after dodging the reaper for so long. He'd seen too many old buddies go for one last score and bite it at the last hurdle. He didn't want to end up as one of those chumps. Noticing Batman's interest in the girl and him being an old comrade (Cain knew Batman when he was Khuffash) he offered to sell her to him. She'd be a great fighter for his war on crime and she could give him offspring that would be peerless warriors if rigorously trained. He could make assurances that she was a virgin and that her skin was still unmarked by bullet or blade. Batman told him to let the girl put her clothes back on and then named a price that was so high that Cain just accepted without further haggling, especially as there was a dangerous glint in Batman's eyes.
Taking Cassandra back to Gotham Batman started on her socialization into a human being. He enrolled her in school with her age group and set Tim Drake and his friends to look after her. It proved to be an uphill task, it's not that she acted out, she didn't act at all. She did well in all her lessons in a cold, mechanical way but made no friends on her own initiative. Despite being offered all the distractions and pleasures of a well-heeled modern American teenager she only showed enthusiasm for her training exercises that she would practice whenever she could, even getting up in the middle of the night to workout for several hours. Things like TV and movies utterly bored her, actors on a screen are to her about as interesting as watching paint dry as they have no real body language for her to read. The emotions and motives of all those around her are utterly transparent to her honed body language reading talents but she wasn't interested in their adolescent boredoms and crushes. It bewildered her that the people of Gotham were not trained warriors, she could not understand their shambling and slovenly stances. What she likes to look at is trained martial artists and acrobats, people who know how to move and who can conceal the motives of their bodies, to her they are interesting to read. The comparatively clumsy bumblings of the school cheerleading team though she just found comical. She was also baffled by Batman's treatment of her, she is his slave, he paid a high price for her, yet all he does is spend money on her. He has never ordered her to kill anyone for him, or to attend on him personally at his bath.
It was Tim Drake who realized that Cassandra was going stir crazy and that a completely 'normal' life was not suitable for her. To her fighting is how she expresses her worth and gains affection and praise. Not being allowed to fight was making her feel worthless and she was in danger of becoming depressed. He brought her a Batgirl costume adapted from one of Helena Bertinelli's (it had to be redone and taken in quite a bit to fit her) and took her out to fight crime on Gotham's mean streets. He impressed on her that she must not kill or seriously injure anyone, which she obeyed perfectly and unquestioningly as she always does. Tim reckons he is a pretty good fighter but he could not believe what he saw, she took down opponents faster than the eye could follow. Batman of course learned about this little escapade immediately but had to admit that Tim was right in his reasoning, Cassandra showed an immediate and marked improvement in her behavior, coming out of her shell and actually beginning to speak to other students at school. With his support she became the new Batgirl.
Knowing very little about the world Cassandra is heavily directed by others in the Bat-clan, though they are working to cram stuff into her head about life and improve her investigative skills. She eschews most of the gadgets the rest of the clan use, preferring to rely on her martial arts and athletics training. She doesn't even use the ubiquitous grapple gun, instead preferring to swing a length of line with a small grappling hook on the end. Her mother always taught her that equipment is a crutch, a weakness. A true martial artist needs only their own body. Once when she had a bone broken in her arm she refused to have it put in a cast or even a sling, choosing instead to just hold her arm physically still for a month until it healed. This turned out to be a faster way of healing with much less muscle wastage, but few other people could have stood the pain for so long (Cassandra never takes painkillers). Batman, Tim and their friends are gradually developing Cassandra into her own person, which is never going to be anything like normal but will be under her control and be someone special and unique.
Last edited by Gamebook on Sat Apr 14, 2018 5:54 am, edited 1 time in total.
Spoiler - PL 6
Strength 0, Stamina 1, Agility 4, Dexterity 3, Fighting 8, Intellect 3, Awareness 3, Presence 2
Defensive Roll 2, Equipment 6, Improved Critical: Gloves: Strength-based Damage 1, Luck, Quick Draw, Ranged Attack 5, Skill Mastery: Deception, Throwing Mastery
Acrobatics 6 (+10), Athletics 4 (+4), Deception 8 (+10), Insight 6 (+9), Investigation 6 (+9), Perception 6 (+9), Persuasion 4 (+6), Sleight of Hand 6 (+9), Stealth 6 (+10), Technology 4 (+7)
Caltrops: Burst Area Affliction 1 (1st degree: Hindered, Resisted by: Fortitude, DC 11; Burst Area: 30 feet radius sphere, DC 11, Triggered: 1 use - Area; Instant Recovery, Limited Degree 2)
Glue Pellet: Cumulative Affliction 1 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 11; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Sneezing Powder: Affliction 1 (1st degree: Impaired, Dazed, Resisted by: Will, DC 11; Extra Condition, Reach (ranged): 5 ft.; Limited Degree 2)
Smoke Bomb: Cloud Area Concealment Attack 2 (Sense - Sight, DC 12; Cloud Area: 15 feet radius sphere, DC 12, Attack: Will; Partial)
Gloves: Strength-based Damage 1 (DC 16)
Sturdy clothes: Protection 1 (+1 Toughness)
Stink Bomb: Cloud Area Affliction 1 (1st degree: Impaired, Resisted by: Fortitude, DC 11; Cloud Area: 15 feet radius sphere, DC 11, Increased Range: ranged; Limited Degree 2)
Binoculars, Bolos, Boomerang, Caltrops [Caltrops: Burst Area Affliction 1, 1st degree: Hindered, Resisted by: Fortitude, DC 11; Burst Area: 30 feet radius sphere, DC 11, Triggered: 1 use - Area; Instant Recovery, Limited Degree 2], Cell Phone (Smartphone), Flashlight, Glue Pellet [Glue Pellet: Cumulative Affliction 1, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 11; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree], Itching Powder [Sneezing Powder: Affliction 1, 1st degree: Impaired, Dazed, Resisted by: Will, DC 11; Extra Condition, Reach (ranged): 5 ft.; Limited Degree 2], Lock Release Gun, Restraints, Smoke Bomb [Smoke Bomb: Cloud Area Concealment Attack 2, Sense - Sight, DC 12; Cloud Area: 15 feet radius sphere, DC 12, Attack: Will; Partial], Spoiler costume [Gloves: Strength-based Damage 1, DC 16; Sturdy clothes: Protection 1, +1 Toughness], Stink Bomb [Stink Bomb: Cloud Area Affliction 1, 1st degree: Impaired, Resisted by: Fortitude, DC 11; Cloud Area: 15 feet radius sphere, DC 11, Increased Range: ranged; Limited Degree 2], Toolkit (Basic)
Bolos, +8 (DC Dog 14)
Boomerang, +8 (DC 17)
Caltrops: Burst Area Affliction 1 (DC Fort 11)
Gloves: Strength-based Damage 1, +8 (DC 16)
Glue Pellet: Cumulative Affliction 1, +8 (DC Fort/Will 11)
Grab, +8 (DC Spec 10)
Smoke Bomb: Cloud Area Concealment Attack 2 (DC Will 12)
Sneezing Powder: Affliction 1, +8 (DC Will 11)
Stink Bomb: Cloud Area Affliction 1 (DC Fort 11)
Throw, +8 (DC 16)
Unarmed, +8 (DC 15)
Dodge 8, Parry 8, Fortitude 4, Toughness 4/1, Will 6
Abilities 48 + Powers 0 + Advantages 18 + Skills 28 (56 ranks) + Defenses 10 = 104
Stephanie Brown is the daughter of Gotham crook the Cluemaster. Despite his name the Cluemaster does not really leave clues as to his crimes, his 'clues' are all red herrings designed to throw investigators off his track. He likes to present himself as the genius master planner of heists in Gotham, but his track record is patchy at best. Often times Batman has seen through his clues, not only knowing to disregard them but even drawing useful information from them as to what he is trying to conceal. Stephanie is a nosy girl by nature and as she got older she wanted to know what her father did for a living and why he was so often away from home, her mother was always very reluctant to discuss anything about him. She would hide in the family basement so she could eavesdrop on the meetings he held with strange people down there. From this she learned that her father was a professional crook. She was disgusted at this, she had been hoping he was secretly one of Gotham's costumed crimefighters like Batman. At the same time she was worried that he would get caught and be sent to prison for a long time. That would destroy her mother who adored her father, plus she didn't want to be yet another kid at school whose dad was in prison, there were far too many already. She took to sneaking out after him when he went out to set up his crimes and did what she could to spoil them. When he set up equipment she would steal or disable it, leave clues for the authorities and anything else she could think of that would disrupt his crime without him getting caught. Perhaps after a long string of failures he'd give up the whole crime thing. She improvised a costume for this to disguise herself, modeled on her vigilante heroes.
If Stephanie has a failing it is that she is not too good at thinking things through to their logical conclusion. While many of his crimes were indeed ruined and he didn't get caught, this still landed her father in trouble. The crooks who had brought him in to plan their heists were disappointed at his repeated failure and the suspicious causes of all the screw-ups. They began to suspect he was deliberately ripping them off, faking the job while pocketing the money they had given him for the operation expenses. Stephanie was horrified when her father was abducted at gunpoint and driven off. She had learned from gangster movies what could happen to those who got on the wrong side of crime lords. In desperation she went after him in her 'spoiler' costume, arming herself with improvised weapons (many of them adapted from trick novelties from joke shops). She managed to find him, sneaking into the safehouse they were keeping him in while they performed the preliminary beating and waited for a professional interrogator to arrive. Dousing the room with her weapons she was able to free her father and help him stumble towards the exit. They were nearly out the door when the crime thugs recovered from the surprise and caught up to them. Before the furious goons could beat them to the floor Batman and Robin burst in and laid them out. It turned out that Batman had known what she was doing all along and had played the situation deliberately for just this end. He would never have let her father be seriously hurt, but he had wanted to nab the person who had been coming to interrogate her father. The Cluemaster taking a few lumps didn't bother him, he'd given him a few himself in the past. At that point the person who had been hired to perform the interrogation arrived and took the opportunity to ambush them. This was the notorious Gotham supervillain the Scarecrow. They were all caught by his fear gas and were flung into terrifying hallucinations. Batman is highly resistant to these though and managed to drive the Scarecrow off, but he took the Cluemaster with him. Retrieving Stephanie's father and sorting the whole nightmare thus took rather longer than anticipated.
Despite all the trouble Batman marked Stephanie down as someone of youthful talent and interest for the future. Stephanie herself would continue to sneak out to act as Spoiler even as her father awaited trial, seeking to take down the crooks who were after him. She was greatly helped in this by Tim Drake who was Robin at the time, he provided her with training and proper equipment (and did most of the actual work it must be admitted). The two of them were soon sort of dating, despite their separation by class with him going to a prestigious private school and she going to a rather rough Gotham school. Another use for her Batman found was being a friend to Cassandra Cain, he set the assassin girl to train Stephanie. This was not so much to make Spoiler a better fighter as to give Cassandra the company of a normal girl while doing something that she was interested in and good at. Cassandra got on poorly with the other girls at her school, she found them boring and annoying. The only problem that would arise in the future out of this peculiar friendship is that no-one at the time knew that Cassandra had a crush on Tim. While she can perfectly read other people Cassandra has almost no body language herself, she is just stiff, not even Batman can read her. Concealing a relationship from Cassandra is not possible, she knew the first time Stephanie mentioned Tim in conversation after they started going out together.
Last edited by Gamebook on Wed Jul 25, 2018 8:31 pm, edited 1 time in total.