Where in all of your character write ups will go.
Supergirl - PL 13
Strength 18, Stamina 13, Agility 3, Dexterity 2, Fighting 8, Intellect 4, Awareness 3, Presence 3
All-out Attack, Eidetic Memory, Improved Initiative 2, Move-by Action, Power Attack, Ranged Attack 3, Takedown 2, Teamwork
Acrobatics 4 (+7), Intimidation 4 (+7), Perception 4 (+7), Persuasion 4 (+7), Ranged Combat: Heat Vision: Blast 16 4 (+6), Technology 8 (+12)
Enhanced Ability: Enhanced Stamina 13 (+13 STA)
Enhanced Ability: Enhanced Strength 12 (+12 STR; Limited to Lifting)
Enhanced Ability: Enhanced Strength 18 (+18 STR)
Enhanced Trait: Enhanced Trait 4 (Advantages: Eidetic Memory, Improved Initiative 2, Move-by Action)
Flight: Flight 13 (Speed: 16000 miles/hour, 30 miles/round)
Heat Vision: Blast 16 (DC 31; Precise)
. . Freeze Breath: Cumulative Cone Area Affliction 11 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 21; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 21, Cumulative, Extra Condition; Limited Degree)
. . Super Breath: Cone Area Move Object 13 (Alternate; 25 ktons; Cone Area 2: 120 feet cone, DC 23, Increased Mass 7; Limited Direction: Towards or away, Reduced Range: close)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Movement: Movement 1 (Space Travel 1: within solar system)
Protection: Protection 5 (+5 Toughness; Impervious [13 extra ranks])
Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
Senses: Senses 20 (Analytical: Hearing, Analytical: Vision, Extended: Hearing 3: x1k, Extended: Vision 4: x10k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing, Ultravision)
Freeze Breath: Cumulative Cone Area Affliction 11 (DC Dog/Fort/Will 21)
Grab, +8 (DC Spec 28)
Heat Vision: Blast 16, +9 (DC 31)
Super Breath: Cone Area Move Object 13 (DC 23)
Throw, +5 (DC 33)
Unarmed, +8 (DC 33)
Dodge 8, Parry 8, Fortitude 16, Toughness 18, Will 9
Abilities 46 + Powers 202 + Advantages 8 + Skills 14 (28 ranks) + Defenses 14 = 284
Supergirl is the teenage cousin of Superman. A few years ago he had a vision while meditating that there had been another like him, a Kryptonian sent back in time. She had been older and had been meant to look after and raise him, but she had never reached Earth. After this revelation he felt her absence and began to mount long range expeditions across space and time to try and find out what happened to her. Eventually he found her drifting in suspended animation in a crystal in a rift in space. He bought her back to Earth and revived her in the Fortress of Solitude. She was confused and remembered little of her previous life on Krypton, though it slowly came back to her as she discussed it with Kal-El. She has the same powers and is training to be a superhero like him. Superman also insists though that she attends school and learns to live in contemporary Earth culture, since they are going to be here for the indefinite future.
Superman is not entirely sure though that Supergirl is a real person. He has never been sure whether Krypton was real or not and her existence gives him doubts. Could his powers have created her because he wanted her to exist? Much of what he can do is still mysterious to him even after years of study. Her memories of Krypton are vague and she has to be prompted on a lot of it. She blames this on the long period spent in stasis but he is not so sure. He keeps his fears to himself, it doesn't matter where she came from, she is here now and he loves her and will protect her.
Supergirl is an active superhero but does not as yet often work alone. Superman insists that there are other people around her to keep watch on her and guide her actions. This is often him but she prefers the company of teens like her. She wants to be a member of the Teen Titans, as much to be close to the gorgeous Nightwing. The Green Lantern Hal Jordan is also a crush of hers, they had an adventure out in space together recently and she got a bit flirty. He kept in mind that a) she is technically underage and b) Superman is her guardian. In civil life she lives with a human family he has arranged to foster her, he thinks this better than living with his own family. He does not want her focusing too much on him and his activity as Superman, she should know what it is like to live as a native of Earth as he did growing up.
Wonder Woman Nubia - PL 15
Strength 12/2, Stamina 10/3, Agility 6, Dexterity 6, Fighting 15, Intellect 2, Awareness 6, Presence 4
Accurate Attack, Agile Feint, All-out Attack, Assessment, Benefit, Status: Champion of Themyscira, Defensive Attack, Defensive Roll 2, Improved Critical 2: Unarmed, Improved Critical 3: Spear of Hestia, Improved Disarm, Improved Initiative, Improved Trip, Inspire 3, Interpose, Languages 2, Leadership, Move-by Action, Power Attack, Ranged Attack 9, Set-up 3, Takedown 2, Teamwork, Tracking, Trance
Acrobatics 8 (+14), Athletics 8 (+20), Insight 8 (+14), Intimidation 8 (+12), Investigation 4 (+6), Perception 10 (+16), Persuasion 4 (+8), Sleight of Hand 6 (+12), Stealth 8 (+14), Treatment 6 (+8), Vehicles 8 (+14)
Amazon Armor (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious)
Amazon Bracelets (Removable (indestructible))
. . Deflect: Deflect 15 (Redirection, Reflect; Reduced Range: close)
. . Impervious Defense: Impervious Toughness 12 (Sustained)
Champion of the Gods
. . Enhanced Ability: Enhanced Strength 6 (+6 STR; Limited to Lifting)
. . Enhanced Trait: Enhanced Trait 34 (Traits: Strength +10 (+12), Stamina +7 (+10))
. . Flight: Flight 11 (Speed: 4000 miles/hour, 8 miles/round)
. . Immunity: Immunity 6 (Aging, Custom: Mind Control 5)
. . Senses: Senses 3 (Counters Illusion: Sight, Extended: Sight 1: x10)
Lasso of Strength Draining (Easily Removable (indestructible))
. . Lassitude
. . . . Affliction: Concentration Cumulative Affliction 15 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, Resisted by: Will, DC 25; Concentration, Cumulative, Increased Range: ranged; Instant Recovery, Limited Degree)
. . . . Move Object: Move Object 15 (Linked; 800 tons; Custom: Tether)
. . . . Weakness
. . . . . . Move Object: Move Object 15 (Linked; 800 tons; Custom: Tether)
. . . . . . Weaken: Concentration Weaken 15 (Linked; Affects: Strength, Resisted by: Fortitude, DC 25; Concentration)
Spear of Hestia (Easily Removable (indestructible))
. . Spear: Strength-based Damage 3 (DC 30; Penetrating 15, Reach (melee): 5 ft.)
. . . . Thrown Spear: Strength-based Damage 3 (Alternate; DC 30; Increased Range: ranged; Side Effect: on failure - Weapon lost)
. . Throw Tiara (Increased Range: ranged, Indirect 4: any point, any direction)
Affliction: Concentration Cumulative Affliction 15, +15 (DC Will 25)
Grab, +15 (DC Spec 22)
Move Object: Move Object 15, +15 (DC 25)
Move Object: Move Object 15, +15 (DC 25)
Spear: Strength-based Damage 3, +15 (DC 30)
Throw, +15 (DC 27)
Thrown Spear: Strength-based Damage 3, +15 (DC 30)
Unarmed, +15 (DC 27)
Weaken: Concentration Weaken 15, +15 (DC Fort 25)
English, Greek, Latin
Dodge 15, Parry 15, Fortitude 14, Toughness 15/13, Will 15
Abilities 88 + Powers 176 + Advantages 42 + Skills 39 (78 ranks) + Defenses 22 = 367
Nubia was the Wonder Woman before Diana; champion of the Amazons, leader of the nation levied, bodyguard of the queen. Like her she was gifted with immense powers and eternal life and youth, enough to let her stand forth and match arms against a god. She was more of a pure warrior than Diana is, coming from an earlier age of the Amazons when they were more isolationist and regarded all outsiders as enemies. She is armed with two of the magical weapons of the Amazons, the spear of Hestia and a magical lasso. Her lasso drains the strength of anyone she snares with it, rendering them helpless against her and easily captured. She held her position for a little over a century before choosing to give it up to Diana, being at the time too badly wounded to continue with the fight.
What brought the Amazons out of their estrangement was the global cataclysm of the First World War. As millions of men smashed each other to bloody ruin Ares grew strong and was able to raise new armies to send against Themyscira. All mortals slain in battle belong to the war god, he can snare their souls as they are killed and bind them to serve him. Intense fighting at the Dardanelles, the gateway to the Black Sea not far from the hidden island of Themyscira gave him warriors ready to hand. His evil power reached out from the sealed vault below the island to drag the dead from their graves and the bottom of the sea, and raise the battleships sunk by mine and torpedo when the British and French navies tried to force the straits against the Turks. The Amazons found themselves under assault by fire-belching 'sea dragons' and hordes of shambling corpses of drowned sailors clutching corroded rifles. The Amazons had old-fashioned muzzle-loading gunpowder cannons captured from previous assaults a century ago but nothing to match the 12-inch high explosive shells that tore through their walls and towers. As thousands of zombie soldiers stormed the beaches and poured a murderous fire into the Amazons Hippolyta gave the unprecedented order to abandon Themyscira. Nubia ran through the chaos of collapsing masonry to reach the temple where the most sacred weapons of the Amazons were kept. Even as she was retrieving the sword of Hera and several of the Amazons magical lassos the temple took a direct hit from a shell. Most of the Amazons with her were obliterated and she was terribly wounded. Diana dug her out of the rubble while others held off the attacking hordes. Nubia pressed the remaining weapons into her hands and urged the princess to leave her and flee. Diana though hoisted her onto her shoulders and ran for the slipways, her back shielded by other Amazons. By the time she reached the ships where her mother was supervising the evacuation of the island Diana was the only Amazon who set out for the temple still alive.
After the Amazon ships had slipped past the naval blockade of the island Nubia urged her queen to appoint Diana the Wonder Woman. She was the greatest warrior of the Amazons, there was no other choice if the Amazons were to defeat Ares.
Nubia survived her wounds and to this day continues to guard her queen and people. While no longer the Wonder Woman she is no less powerful than Diana, but she rarely leaves the island. She doesn't like Queen Hippolyta to be out of her sight, even sleeping in the same bed as her. The two women have been lovers for many years, such liaisons are normal, indeed expected among the Amazons. Contact with men is rare for the Amazons, it is dangerous for men to set foot on their island. Ares can affect the minds of men, making them much more violent and aggressive. Unless a man is very strong willed his evil influence will take them over and they will seek to free the imprisoned god. The Amazons have had to kill a number of visiting men who have gone crazy and so for their own safety if they catch any men on their shores they promptly take them to a small offshore island, little more than a rock sticking out of the sea, where they are less at risk. As soon as they can they deposit them back on the mainland. In recent years they have permitted some of the stronger mortal heroes to spend a bit of time on the island as they are resistant to the war gods' evil. Gaining the admiration of the Amazons is usually to be invited to mate, they are always looking for strong men to conceive the next generation of warriors. Most Amazons have been slain in battle and then later rebirthed by their sisters many times, the gods send their souls back into new bodies. Never being able to rest is a heavy burden to bear, but their duty takes priority.
Last edited by Gamebook on Sat Apr 14, 2018 11:08 am, edited 2 times in total.
I really like that alternate Wonder Woman, hs5ias, and the modified histories for your DC builds so far. Very much what I wanted to do before I got lazy with mine.
Me fail English? That's unpossible. - Ralph Wiggum
Deathstroke - PL 12
Strength 4, Stamina 4, Agility 6, Dexterity 6, Fighting 15, Intellect 5, Awareness 6, Presence 5
Agile Feint, Assessment, Close Attack 2, Connected, Contacts, Defensive Attack, Defensive Roll, Equipment 29, Evasion 2, Great Endurance, Improved Aim, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Critical 3: Sword, Improved Critical: Heavy Pistol, Improved Disarm, Improved Initiative, Improved Trip, Inspire 2, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Prone Fighting, Quick Draw, Ranged Attack 11, Skill Mastery: Deception, Takedown 2, Taunt, Tracking, Trance, Well-informed
Acrobatics 8 (+14), Athletics 10 (+14), Deception 12 (+17), Insight 10 (+16), Intimidation 8 (+13), Investigation 10 (+15), Perception 10 (+16), Sleight of Hand 6 (+12), Stealth 10 (+16), Technology 6 (+11), Treatment 4 (+9), Vehicles 6 (+12)
Gauntlets: Strength-based Damage 2 (DC 21)
Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
Optic Feed: Feature 1 (overcomes lack of right eye)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Visor: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Vision 2: full speed, Ultravision)
Assault Rifle, Cell Phone (Smartphone), Combat suit [Gauntlets: Strength-based Damage 2, DC 21; Heavy Body Armor: Protection 4, +4 Toughness; Impervious; Optic Feed: Feature 1, overcomes lack of right eye; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Visor: Senses 7, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Vision 2: full speed, Ultravision], Commlink, Flash-bang, Flashlight, Fragmentation Grenade, Gas Mask, Heavy Pistol, Knife, Mini-tracer, Rebreather, Restraints, Smoke Grenade, Sniper Rifle, Special Ops Submachine Gun (Submachine gun, Suppressor), Sword, Tear Gas Grenade, Toolkit (Basic)
Assault Rifle, +17 (DC 20)
Flash-bang, +17 (DC Dog/Fort 14)
Fragmentation Grenade, +17 (DC Dog 15)
Gauntlets: Strength-based Damage 2, +17 (DC 21)
Grab, +17 (DC Spec 14)
Heavy Pistol, +17 (DC 19)
Knife, +17 (DC 20)
Smoke Grenade, +17 (DC 19)
Sniper Rifle, +17 (DC 20)
Special Ops Submachine Gun, +17 (DC 19)
Sword, +17 (DC 22)
Tear Gas Grenade, +17 (DC Dog/Fort 14)
Throw, +17 (DC 19)
Unarmed, +17 (DC 19)
Dodge 15, Parry 15, Fortitude 8, Toughness 9/4, Will 14
Abilities 102 + Powers 0 + Advantages 75 + Skills 50 (100 ranks) + Defenses 21 = 248
Slade Wilson is a former special forces soldier who now works as a mercenary and assassin, going by the names of 'Deathstroke' or 'The Terminator'. While he is technically a criminal he seems to have some form of immunity from prosecution, being able to simply identify himself to walk away from almost any legal jurisdiction in the world. Several times heroes have thought they had him bang to rights only for him to be released immediately from custody, often without them even being informed of it. He is a sardonic and arrogant man who treats everyone around him with condescension or outright contempt.
Deathstroke exists in the murky world of vigilantism, black operations, international intelligence, organized crime and terrorism. All these things tend to blur into one another, since one factions terrorist is another's heroic agent. He has links to such operations as Task Force X, the League of Assassins, and the Batman. He has been a member of them or worked with them all on many occasions, and on others has clashed violently and even murderously. Often he is playing one internal faction off against others, often as part of a plan by some other organization. Dealing with Slade is to go down a rabbit hole of duplicity, double-crossing and nothing being as it seems. Even after an event is over it is rare for anyone to understand what actually happened and what it meant, and what Slade was trying to accomplish. He deliberately keeps all his affiliations and motives obscure and lies constantly, while being expert at manipulating people into doing whatever he wants. Young heroes are especially vulnerable to him and he has made them dance to his tune on many occasions, often without them even realizing it. He secretly controlled the Teen Titans for over a year, having placed an agent onto the team who fed him all the information he needed. The Titans conducted repeated missions to benefit his agenda, only finding out what they had been tricked into doing when his spy slipped up and was caught out. Even then Slade wriggled out of it and retrieved his agent safely. Since then despite what he did to them the Titans have had repeated dealings with him, as often they often need his abilities and contacts for their own missions.
Slade is also sort of an ally of the Batman, when they are not trying to kill each other. The two men are matched in wits and ruthlessness and each is prepared to deal with some very dangerous people. They are both involved with the League of Assassins, simultaneously fighting and manipulating that movement for their own purposes. At times they clash over what they want, though some of these conflicts may be feigned to deceive others while they secretly cooperate (and then in turn betray each other). Some people who know and work with both of them see them as scarcely distinguishable figures, though Slade's motivations for all his efforts are less clear than Batman's war on crime.
Like Batman Slade usually has a teenage apprentice at any one time. His though tend to be teenage girls, and rather than keep them at a distance they are his mistresses. Slade has a family, an ex-wife and several grown-up children, but seems to prefer young girls as partners. In keeping with his dominating and manipulative tendencies he reduces them to complete dependence on him, they come to obey his every command and emulate his ruthless ways. Once they get a bit older and start to become more skilled and independent he cuts them loose and gets someone new. Many of them remain devoted to him despite how he treated them, never realizing (or refusing to acknowledge) how they were abused, while others come to understand what he did to them and hate his guts. Like him and the Batman they are just normal people, only once did he take on a person with superpowers when he first infiltrated the Teen Titans. Never again, when she had a tantrum against him he barely survived.
Last edited by Gamebook on Mon Dec 25, 2017 4:33 pm, edited 1 time in total.
Lex Luthor - PL 9
Strength 0, Stamina 0, Agility 0, Dexterity 4, Fighting 6, Intellect 7, Awareness 3, Presence 4
Benefit, Wealth 5 (billionare), Connected, Contacts, Eidetic Memory, Inspire 4, Inventor, Ranged Attack 5, Set-up, Ultimate Effort: Technology, Well-informed
Deception 8 (+12), Expertise: Business 10 (+17), Expertise: Politics 6 (+13), Expertise: Science 12 (+19), Intimidation 4 (+8), Investigation 10 (+17), Perception 6 (+9), Persuasion 6 (+10), Sleight of Hand 4 (+8), Technology 12 (+19), Treatment 6 (+13), Vehicles 6 (+10)
Grab, +6 (DC Spec 10)
Throw, +9 (DC 15)
Unarmed, +6 (DC 15)
Dodge 6, Parry 6, Fortitude 4, Toughness 0, Will 14
Abilities 48 + Powers 0 + Advantages 21 + Skills 45 (90 ranks) + Defenses 21 = 135
Lex Luthor is the world's foremost businessman. It is estimated that his company, Lex Corp, controls a larger proportion of the world's economy than a fair size First World nation. He was born to a wealthy and well-connected family, his parents were themselves billionaires, but he has taken it to a new level. All attempts by rivals and those afraid of his dominance to trim his empire back have resulted in failure, and then the disgrace and ruin of those who tried as Lex exacts his revenge. His empire is built on identifying emergent technologies, building a much superior version of it compared to all his competitors, and then coming to utterly dominate the market. Much of the research he does personally, indeed some of his most advanced work is kept only in his head. Lex has nothing but contempt for those who try to make money by stealing and exploitation, from his perspective this is just snatching scraps from the table of the truly wealthy.
As much as he dominates any field of human endeavor he cares to get involved in Lex is baffled and infuriated by people with superpowers, above all Superman. They defy his comprehension and all his efforts to commercially develop them. He has repeatedly tried to capture Superman so he can study and understand his powers but the Man of Steel easily spots and avoids his traps. Lex is aware that Superman owns and can make all sorts of fantastic technologies far in advance of his own which sends him into a jealous rage. This is not out of fear for the human race, Lex is just incapable of accepting that he is not superior to everyone else. Various groups around the world consult with him on ways to combat superhumans and he constantly researches counters to their powers and ways to target their weaknesses. So far though he has not found anything that could even put a dent in Superman. The two powerful men have often clashed as Superman does not permit anyone on Earth other than him to have custody of extraterrestrial technology or superpowered beings, things which Lex is forever trying to obtain. Over the years he has created a number of dangerous supervillains thanks to his ill-advised meddling with such matters. He is convinced of his genius but they never work right and often escape his control and run amok, forcing Superman to restrain them. With his wealth and political connections securing a conviction against Lex is impossible, no matter how good the evidence it is always thrown out by people who are in his pocket. Superman could imprison him in the Fortress of Solitude and save himself a lot of wearisome trouble but he will not do that to a human of Earth, his prison is only for monsters and criminals of a cosmic scale. Lex sees himself as Superman's greatest foe, his arch-nemesis, but to the son of Krypton he is just a tiresome idiot who keeps making messes that he has to clear up.
Cheetah - PL 10
Strength 4/0, Stamina 4/1, Agility 7/3, Dexterity 2, Fighting 13/6, Intellect 5, Awareness 3, Presence 3
Agile Feint, Animal Empathy, Attractive, Connected, Defensive Roll 3, Evasion, Improved Critical 3: Claws & Teeth: Strength-based Damage 2, Improved Initiative, Improved Trip, Luck, Move-by Action, Power Attack, Ranged Attack 6, Redirect, Takedown 2
Acrobatics 4 (+15/+11), Athletics 4 (+12/+8), Deception 8 (+11), Expertise: History 8 (+13), Insight 6 (+9), Investigation 8 (+13), Perception 4 (+11/+7), Persuasion 6 (+9), Sleight of Hand 4 (+6), Vehicles 4 (+6)
Cheetah (Activation: Move Action)
. . Cat senses: Senses 4 (Acute: Hearing, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
. . Claws & Teeth: Strength-based Damage 2 (piercing, DC 21)
. . Enhanced Trait: Enhanced Trait 65 (Traits: Strength +4 (+4), Stamina +3 (+4), Fighting +7 (+13), Agility +4 (+7), Perception +4 (+11), Acrobatics +4 (+15), Athletics +4 (+12), Fortitude +2 (+8), Stealth +4 (+11), Intimidation +4 (+7), Advantages: Agile Feint, Animal Empathy, Defensive Roll 3, Evasion, Improved Critical 3, Improved Initiative, Improved Trip, Luck, Move-by Action, Power Attack, Redirect, Takedown 2)
. . Fastest land animal: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Humanoid Cheetah: Feature 1
. . Immunity: Immunity 1 (Aging)
Claws & Teeth: Strength-based Damage 2, +13 (DC 21)
Grab, +13 (DC Spec 14)
Throw, +8 (DC 19)
Unarmed, +13 (DC 19)
Dodge 13, Parry 13, Fortitude 8/6, Toughness 7/4, Will 9
Abilities 46 + Powers 76 + Advantages 8 + Skills 28 (56 ranks) + Defenses 14 = 172
Barbara Minerva is an archaeologist and enthusiast of ancient mysteries. She is obsessed with the gods and magic of the ancient world and has spent her professional career pursuing tangible evidence of them. The one location where they can definitely be found is on the legendary isle of Themyscira, home of the Amazons. After years of preparation she mounted an expedition to the island as historical expert and adviser to a force of mercenaries hired by unscrupulous supervillains to assault and plunder the magical treasures of the Amazons. While they were uncovered and attacked by the Amazons they did succeed in stealing a few items and getting away. One of these items was an animal totem that Barbara believed would give her the power of the cheetah and make her a mighty divine warrior, if she had translated the inscription correctly. It seemed to work and she was transformed into an animal person with great speed and strength. She now spends all her time as the cheetah, never transforming back to her human form if she can help it.
What Barbara did not know though was that she had gotten her translation wrong. Wonder Woman tracked her down to retrieve what she had stolen and told her what she had really become. The totem of the cheetah is not to create a warrior, but the ultimate hunting animal. A devotee of the queen of the Amazons would volunteer to become her hunter, chasing down fast-sprinting antelope for her. The practice of using cheetahs as hunting animals was developed by the Egyptians in the ancient world. Cheetahs are too wild to ever be domesticated but can be tamed so on their island the Amazons could not keep them. Instead they used magic to create a substitute, drawing on their own traditions of the ceremony of the hunt. Outraged at this Barbara attacked Diana but she knew the secret code phrases that control the Cheetah. For a while Diana kept Barbara as her hunting animal before Superman pointed out that it was not really ethical to treat a human being that way. Diana released Barbara but told her that now and forever she was bound to the Amazons.
The Cheetah is an agent of the Amazons, hunting on their behalf. She is commonly set to track down and recover mystical items from around the world and bring them back to Themyscira. Barbara chafes under this servitude and is always plotting to free herself of it. At a word from an Amazon though she loses all free will and becomes an obedient animal, purring and licking their hand. She is secretly getting involved with dark magicians in an attempt to break the spells that control her while still retaining the power of the cheetah.
Last edited by Gamebook on Tue Jan 09, 2018 11:07 pm, edited 1 time in total.
Aquaman - PL 14
Strength 13, Stamina 10, Agility 5, Dexterity 3, Fighting 12, Intellect 3, Awareness 5, Presence 5
All-out Attack, Animal Empathy, Assessment, Attractive, Benefit, Status: King of Atlantis, Defensive Roll 2, Equipment 1, Favored Environment: Aquatic, Improved Critical 2: Trident of Poseidon, Improved Critical: Unarmed, Improved Disarm, Improved Initiative, Inspire 2, Leadership, Power Attack, Ranged Attack 7, Takedown
Acrobatics 8 (+13), Athletics 8 (+21), Expertise: History 6 (+9), Insight 4 (+9), Intimidation 8 (+13), Investigation 8 (+11), Perception 8 (+13), Persuasion 8 (+13), Sleight of Hand 4 (+7), Stealth 4 (+9), Technology 4 (+7), Vehicles 4 (+7)
Atlantean armor: Protection 2 (+2 Toughness)
Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: marine life)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
. . Communication: Mental Area Communication 4 (Area, Selective; Limited: to marine life)
. . Mind Control: Perception Area Mind Control 12 (DC 22; Perception Area: DC 22 - Mental, Selective; Limited: to marine life)
. . Summon: Summon 5 (Horde, Mental Link, Multiple Minions 4: 16 minions, Type (General): marine life; Limited: to marine environments)
. . Summon: Summon 8 (Horde, Mental Link, Multiple Minions 2: 4 minions, Type (General): marine life; Limited: to marine environments)
Senses: Senses 7 (Acute: Mental, Awareness: Mental, Extended: Mental 5: x100k; Limited: to marine life)
Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Trident of Poseidon (Easily Removable (indestructible))
. . Parry & Block: Enhanced Trait 4 (Traits: Dodge +2 (+14), Parry +2 (+14))
. . Trident
. . . . Spear: Strength-based Damage 3 (DC 31, Advantages: Improved Disarm; Penetrating 15, Reach (melee): 5 ft.)
. . . . Throw: Strength-based Damage 3 (DC 31; Increased Range: ranged, Penetrating 14)
Underwater Senses: Senses 4 (Acute: Scent, Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision; Limited: to underwater)
Atlantean armor [Atlantean armor: Protection 2, +2 Toughness]
Grab, +12 (DC Spec 23)
Mind Control: Perception Area Mind Control 12 (DC Will 22)
Spear: Strength-based Damage 3, +12 (DC 31)
Throw, +10 (DC 28)
Throw: Strength-based Damage 3, +10 (DC 31)
Unarmed, +12 (DC 28)
Dodge 14/12, Parry 14/12, Fortitude 14, Toughness 14/10, Will 13
Abilities 112 + Powers 98 + Advantages 25 + Skills 37 (74 ranks) + Defenses 19 = 291
Arthur Curry is the Aquaman, the king of Atlantis. He is not a pure Atlantean though, his father was a human man. The kingdom of Atlantis is a deliberately isolated one, they have had little contact with the surface population for thousands of years. For most of that vast span of time this was easy to do, mainstream humanity had little ability to penetrate the aquatic world. Their little wooden ships were frail and limited craft and they could only dive as far as they could hold their breath. In their undersea home the Atlanteans continue many practices long abandoned on the surface, such as worshiping the ancient gods such as their patron deity Poseidon. They preserve in their sealed libraries many copies of texts thought lost, histories and lore so obscure surface historians are not even aware they ever existed. Among themselves the Atlanteans speak a language derived from ancient Greek, though so far removed that a modern speaker of the language would have great difficulty making anything out. The technology of Atlantis is fairly primitive, little more advanced than that attained by the late Roman empire, which is the last period when they still had regular contact with the surface.
What Atlantis runs on is magic, the force that enables them and their city to exist. They have many powerful wizards and schools of magic. They always fear that the people of the surface intend to steal this which is why they have become so isolationist over the years. In recent decades though as the technology of the surface world has leaped ahead their world is becoming less remote, advanced submarines can reach and potentially threaten Atlantis while intense fishing and pollution is damaging the resources and environment that the Atlanteans have long considered to belong to them. The Atlanteans are split over what to do about this. Some want to go to war, sinking ships and drowning the impudent drylanders. Many are horrified at the prospect of war though, and those who have some understanding of how the surface world has changed are aware that Atlantis would be hopelessly outmatched in a direct conflict. Another school of thought advocates abandoning the world's seas altogether and going to live in another dimension. A population of Atlanteans renegades did this several centuries ago and they have since thrived and become almost as numerous and strong as the Atlanteans.
These divisions over policy eventually led to an Atlantean civil war, which was only resolved when the reigning king Atlan married the princess of the other dimensional Atlanteans, Atlanna, and with the strength of their realm allied to his loyalists defeated his enemies. King Atlan and his bride had a son they named Orin, and in deference to his new allies named as the heir to the Atlantean throne. This infuriated the existing heir to the throne, Orm, the son of the king's previous Atlantean wife. He and his supporters who saw the true Atlantis being subverted by the treacherous incomers kidnapped the child. Even Orm though was reluctant to murder his own brother and spill royal blood. He had the child abandoned in cold northern waters where it would die of exposure. The infant though was already telepathic and called to the local sea life for aid. Dolphins rescued the boy and took him to the nearest humans, these being poor fisherfolk on a nearby island. Finding the child lying abandoned on the sea shore kindly locals assumed he had been abandoned by someone in their community and raised him as their own.
When he grew up the great powers that Atlantean royalty always have manifested in the young man. He was unaware that he was an Atlantean though and the Atlanteans themselves thought him lost long ago. In the aftermath of the kidnapping Orm had deposed King Atlan and exiled Queen Atlanna back to her own kingdom of Xebel. He ruled with an iron fist, suspicious of both those loyal to the previous royal couple and those who had fought against the throne in the civil war, while also hostile to the people of Xebel. With enemies on all sides Atlantis was made even more closed and secretive than before. Orin though knew nothing of this, he thought his powers were a gift from God and determined to use them to protect people. In his early career as a superhero he concentrated mostly on sea rescue, saving people from foundering ships or plucking them to safety when they got caught on the shoreline. In time he also got involved with fisheries protection, foiling illegal whalers and pirates. During this he was known to and cooperated with the authorities, becoming a respected figure similar to Superman in the city of Metropolis. He adopted the name Aquaman partly in order to stop people calling him 'Sea Superman'.
Seeking answers to who he was and why he had his powers Arthur embarked on a protracted search across the world, seeking clues in ruined temples and the archives of museums. It was during this period that he met and worked with many heroic characters from around the world. He uncovered a series of powerful Atlantean artifacts sealed away in various locations around the world, which he then gifted to his friends to form a superpowered team. They called themselves simply 'The Others'. The Brazilian jungle girl beauty Ya'Wara became his partner for a while, though their devotion to the different worlds of the Amazon rainforest and the open ocean meant that they could never fully commit to life together. He now strongly suspected that he was an Atlantean himself and began a search for the hidden undersea kingdom. His big break in this was a meeting with an exiled Atlantean, Vulko, former adviser to king Atlan and now fugitive from King Orm. Vulko had a good idea who Arthur really was and agreed to guide him through the baffles and misdirection spells that surround Atlantis. Upon his return at last to Atlantis Arthur was hailed by the secret underground resistance loyal to his father and mother as the long returned heir who would overthrow the usurper. Arthur though did not want to be a king, and was very reluctant to do anything that would plunge an entire nation into civil war. Win or lose many innocents would suffer. When he was offered the true crown of Atlantis, long kept hidden from Orm, he refused to be crowned and left Atlantis.
His visit to Atlantis had not gone unnoticed however. Agents of King Orm and Queen Atlanna had both infiltrated the resistance. Orm sent soldiers to capture Arthur, but he fought them off with his great strength and the aid of his superpowered friends. Queen Atlanna by contrast sent her best young mage, Mera, to speak with him. It is Mera's mission to seduce the young Arthur to take up his destined role and get him to form a personal alliance with Xebel. In this way Atlanna intends to see her son on the throne of Atlantis, with a Xebel queen. Factions and kingdoms maneuver against each other, all revolving around the reluctant Arthur.
Last edited by Gamebook on Mon Mar 19, 2018 6:25 pm, edited 5 times in total.
Flash - PL 12
Strength 2, Stamina 3, Agility 4, Dexterity 4, Fighting 10, Intellect 4, Awareness 3, Presence 2
Agile Feint, Contacts, Defensive Roll 5, Equipment 2, Evasion 2, Improved Critical 2: Fast Punches: Strength-based Damage 7, Improved Disarm, Improved Initiative 5, Improved Trip, Instant Up, Move-by Action, Ranged Attack 6, Skill Mastery: Investigation, Takedown 2, Teamwork
Acrobatics 6 (+10), Athletics 8 (+10), Expertise: Science 8 (+12), Insight 8 (+11), Investigation 8 (+12), Perception 6 (+9), Sleight of Hand 8 (+12), Technology 8 (+12)
Accelerated Healing: Regeneration 10 (Every 1 round)
Concealment: Concealment 10 (All Senses; Limited: to while moving at super-speed)
Cosmic Treadmill (Easily Removable)
. . Movement: Movement 5 (Dimensional: any alternate reality 2: group, 400 lbs., Time Travel 3: any time, 400 lbs.; Increased Mass 3)
Enhanced Trait: Enhanced Trait 31 (Traits: Dodge +8 (+16), Parry +6 (+16), Advantages: Agile Feint, Defensive Roll 5, Evasion 2, Improved Initiative 5, Instant Up, Move-by Action, Takedown 2)
Impervious Defense: Impervious Dodge 16
Impervious Defense: Impervious Parry 16
Movement: Movement 10 (Dimensional 3: any dimension, 50 lbs., Time Travel 3: any time, 50 lbs., Wall-crawling 2: full speed, Water Walking 2; Limited: to while running)
Quickness: Quickness 20 (Perform routine tasks in -20 time ranks)
. . Dimensional Vibration: Movement 5 (Dimensional: Any alternate reality 2: group, 50 lbs., Time Travel 3: any time, 50 lbs.)
. . Fast Punches: Strength-based Damage 7 (DC 24; Multiattack)
. . Fast Throw: Strength-based Damage 5 (DC 22; Increased Range: ranged, Multiattack)
. . Helicopter: Burst Area Movement 3 (Extra Ranks 2, Safe Fall; Burst Area: 30 feet radius sphere, DC 13, Increased Range: ranged)
. . Hit Everybody: Strength-based Burst Area Damage 5 (DC 22; Burst Area: 30 feet radius sphere, DC 15, Selective)
. . Lightspeed Punch: Strength-based Damage 12 (DC 29)
. . Maelstrom: Cylinder Area Move Object 12 (100 tons; Cylinder Area: 30 feet cylinder, DC 22; Limited Material: Water, Reduced Range: close)
. . Phase Through: Movement 3 (Permeate 3: full speed)
. . Pluck bulets out of the air: Burst Area Deflect 14 (Burst Area: 30 feet radius sphere, DC 24, Selective; Limited: to physical projectiles, Reduced Range: close)
. . Suffocation: Cumulative Burst Area Affliction 7 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 17; Burst Area: 30 feet radius sphere, DC 17, Cumulative; Instant Recovery)
. . Vibrate: Cumulative Affliction 14 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Cumulative; Instant Recovery)
. . Whirlwind: Cylinder Area Move Object 12 (100 tons; Cylinder Area: 30 feet cylinder, DC 22; Limited Material: Air, Reduced Range: close)
Speed: Speed 20 (Speed: 2 million miles/hour, 4000 miles/round)
Cell Phone (Smartphone), Commlink, Flashlight, Mini-tracer, Restraints, Toolkit (Basic)
Fast Punches: Strength-based Damage 7, +10 (DC 24)
Fast Throw: Strength-based Damage 5, +10 (DC 22)
Grab, +10 (DC Spec 12)
Hit Everybody: Strength-based Burst Area Damage 5 (DC 22)
Lightspeed Punch: Strength-based Damage 12, +10 (DC 29)
Maelstrom: Cylinder Area Move Object 12 (DC 22)
Suffocation: Cumulative Burst Area Affliction 7 (DC Fort 17)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)
Vibrate: Cumulative Affliction 14, +10 (DC Fort 24)
Whirlwind: Cylinder Area Move Object 12 (DC 22)
Dodge 16/8, Parry 16/10, Fortitude 7, Toughness 8/3, Will 10
Abilities 64 + Powers 166 + Advantages 15 + Skills 30 (60 ranks) + Defenses 15 = 290
Barry Allen is a police forensic scientist. The backlog of cases in forensic science is ludicrous, with thousands of samples sitting decaying on shelves because it takes so long to process them and the resources to do so are so limited. Barry was pulling yet another all-nighter trying to get through the most important ones that the city detectives needed urgently when a whirlwind swept through his lab. A blurry figure in yellow appeared before him and in a buzzing voice told him that he was from the future and that Barry was meant to be a great superhero. 'You mean like Superman?' Barry replied and the figure said yes, but his power would be different. He would have the power of super-speed and would have all the time he needed to accomplish everything he wanted. All he had to do was reach out and touch his hand to share his power. Acting on impulse Barry put out his hand, and just before contact was made an electric spark leaped across to him. Instantly the world slowed down, the items being thrown around the lab by the whirlwind slowing to a halt in mid-air. He could now clearly see the blurry figure in front of him, and to his shock it was himself, wearing a sort of yellow hooded jumpsuit. Before he could ask any questions though the figure suddenly disappeared in a flash of light, leaving Barry standing amid the debris of his lab, papers and sample bags fluttering down around him.
Since that day Barry has been able to move at speeds that can get up to the relativistic. He has systematically investigated his powers like the scientist he is and has developed many ways to use them. His main activity as a superhero is setting up and investigating crime scenes, he can search a location down to the microscopic level in a few seconds. If he pushes his powers he can leap to other times and into alternate realities, which he has at times used to help him solve crimes. He has also discovered that he is not the only super-speedster out there, he has colleagues and rivals. Some of them are future or alternate versions of himself and not all of them are friendly. As well he has clashed with hostile aliens, some of which appear to be intelligent time paradoxes that exist in the crimson bleed between realities. In terms of time and alternate reality travel he mostly sticks to times and events close to him, not venturing far abroad if he can help it. A few times he has been thrown far abroad due to accidents or in clashes with his enemies. Then he has ended up in fantastic or dystopic versions of the Earth, some of them in the far distant future. Getting back has involved repeated jumps across the multiverse to get back to his own time and reality. Or at least he thinks he has gotten back to his origin point, it seems close enough but at times he is not sure that he is still living in the reality he started out in.
Last edited by Gamebook on Fri Jun 29, 2018 6:49 am, edited 1 time in total.
I like the build for Aquaman, here. But, you make the same mistake the people at DC make. Curiously, the Justice League film people avoided it, by never naming the weapon. That pitchfork he's shown carrying is NOT a trident. Maybe a quindent, but certainly not a trident. Trident's are called tridents because they have three tines. We don't call a tricycle "bicycle". We call it "tricycle" because of the three wheels.Gamebook wrote: ↑Tue Dec 26, 2017 2:29 pm
Trident of Poseidon (Easily Removable (indestructible))
. . Trident
. . . . Spear: Strength-based Damage 3 (DC 32, Advantages: Improved Disarm; Penetrating 15, Reach (melee): 5 ft.)
. . . . Throw: Strength-based Damage 3 (DC 32; Increased Range: ranged, Penetrating 14)
Does a Winnie poo in the 100-acre wood?
True, but I don't think there is such a thing in reality as a five-tined trident. That would be more of a garden rake. I just take it as normal pop-culture exaggeration.Ken wrote: ↑Tue Dec 26, 2017 4:38 pmI like the build for Aquaman, here. But, you make the same mistake the people at DC make. Curiously, the Justice League film people avoided it, by never naming the weapon. That pitchfork he's shown carrying is NOT a trident. Maybe a quindent, but certainly not a trident. Trident's are called tridents because they have three tines. We don't call a tricycle "bicycle". We call it "tricycle" because of the three wheels.Gamebook wrote: ↑Tue Dec 26, 2017 2:29 pm
Trident of Poseidon (Easily Removable (indestructible))
. . Trident
. . . . Spear: Strength-based Damage 3 (DC 32, Advantages: Improved Disarm; Penetrating 15, Reach (melee): 5 ft.)
. . . . Throw: Strength-based Damage 3 (DC 32; Increased Range: ranged, Penetrating 14)
Green Lantern - PL 14
Strength 2, Stamina 2, Agility 2, Dexterity 5, Fighting 10, Intellect 3, Awareness 5, Presence 3
Accurate Attack, All-out Attack, Assessment, Attractive, Connected, Eidetic Memory, Fearless, Improved Initiative, Move-by Action, Precise Attack (Ranged, Cover), Ranged Attack 7, Teamwork, Ultimate Effort: Will, Well-informed
Athletics 8 (+10), Deception 4 (+7), Expertise: Military 8 (+11), Expertise: Science 4 (+7), Insight 8 (+13), Investigation 8 (+11), Perception 8 (+13), Persuasion 4 (+7), Sleight of Hand 4 (+9), Technology 8 (+11), Vehicles 12 (+17)
Green Lantern Ring (Removable (indestructible))
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communication: Other Cosmic Communication 5 (Rapid, Subtle: encrypted)
. . . . Communications 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 16 (+16 Toughness; Impervious)
. . Green Energy Constructs
. . . . Aircraft Carrier: Create 15 (Volume: 32000 cft., DC 25; Extended Range 2, Impervious, Movable, Precise)
. . . . B-2 Stealth Bomber Bombardment: Burst Area Damage 10 (DC 25; Burst Area 3: 120 feet radius sphere, DC 20, Extended Range 9, Increased Range: ranged, Indirect 4: any point, any direction)
. . . . Base Hospital: Burst Area Healing 12 (Burst Area: 30 feet radius sphere, DC 22, Extended Range 2, Increased Range: ranged, Selective, Stabilize)
. . . . C-17 Globemaster Cargo Lift: Move Object 16 (1600 tons; Extended Range 14, Indirect 4: any point, any direction, Split 13: 14 targets)
. . . . F-22 Raptor 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)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Scanners: 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)
B-2 Stealth Bomber Bombardment: Burst Area Damage 10 (DC 25)
C-17 Globemaster Cargo Lift: Move Object 16, +12 (DC 26)
F-22 Raptor Missile Strike: Damage 16, +12 (DC 31)
Grab, +10 (DC Spec 12)
Throw, +12 (DC 17)
Unarmed, +10 (DC 17)
Dodge 10, Parry 10, Fortitude 6, Toughness 18, Will 16
Abilities 64 + Powers 160 + Advantages 18 + Skills 38 (76 ranks) + Defenses 23 = 303
Hal Jordan is the senior Green Lantern of Earth and it's nearby region of space. While there are a number of human Green Lanterns only one of them is supposed to be on Earth at any one time. The others range widely across the galaxy and beyond on the business of the Corps, pursuing criminals, dispensing justice and waging wars, all in accord with the policies of the Guardians of the Universe. There are countless hostile forces in the universe, such as warlike alien races like the Khunds, the Dominators, the Gordanians and many others. Malevolent space tyrants such as Darkseid and Lady Styx send their armies out to plunder and despoil. As well there is also just a lot of criminality, with slaving, smuggling and piracy rampant. If not for the Green Lantern Corps the galaxy would be a wasteland endlessly fought over by brutal armies. They enable otherwise peaceful worlds to maintain a defense against hostile forces without needing to maintain large standing armies, with all the political and economic problems they cause.
Not everyone likes the GLC, such as the various hostile forces mentioned above. They take the opportunity to kill Green Lanterns whenever they can. The life expectancy of a new GL can be very short, many new recruits are pitched straight into combat with only a minimum of training. The longer a GL has to practice with their ring and gain field experience the more powerful they become. Indeed theoretically there is no limit to the amount of energy a GL ring can channel. The greatest GL's can conjure entire armies and battlefleets to fight for them and wage entire space wars by themselves. Much of the time though the ring is used as a detective tool with its extensive suite of scanning and analysis beams. GL's are forbidden from taking over their worlds, all they can do is enforce native laws and the wider policies of the Guardians. On Earth this mostly takes the form of combating supervillains. A GL who disobeys the rules can have their ring overridden by higher-ranking GL's or any Guardian. Using the ring requires intense concentration and can be tiring and painful at higher energy levels.
Hal is a former air force pilot and still fights as one. What a GL envisions determines the form of their green energy constructs. As a pilot Hal always thinks in terms of aircraft and military facilities. Most of his attacks take the form of fighters and bombers coming in to attack. He strongly dislikes fighting in confined spaces and will usually bust out of them and take to the air, moving at great speed while he conjures up massive bombers to lay down carpets of bombs and entire squadrons of fighters to fire swarms of missiles. He can also construct major facilities for conventional Earth military forces and to protect and aid civilians caught up in fighting. The level of detail can be astonishing, with all the ancillary personnel and equipment as well as the aircraft and buildings. Figures made out of green energy load cargo planes, medical personnel perform transfusions and operations, aircraft carriers can land and refuel and rearm entire squadrons. The green energy can take on the properties of almost any substance, even complex mechanical parts or flesh and blood. Even when he does have to fight on the ground Hal conjures up missiles and spitting gatling cannons as weapons.
Last edited by Gamebook on Sun Mar 18, 2018 12:11 pm, edited 3 times in total.
Mera - PL 10
Strength 1, Stamina 2, Agility 2, Dexterity 3, Fighting 8, Intellect 3, Awareness 3, Presence 3
All-out Attack, Attractive, Evasion, Favored Environment: Aquatic, Improved Critical 2: Water Jets: Move Object 10, Move-by Action, Power Attack, Ranged Attack 3, Ritualist, Taunt
Acrobatics 4 (+6), Athletics 4 (+5), Deception 8 (+11), Expertise: Magic 8 (+11), Insight 8 (+11), Investigation 8 (+11), Perception 8 (+11), Persuasion 8 (+11), Ranged Combat: Water Jets: Move Object 10 4 (+7), Sleight of Hand 4 (+7)
Flow: Immunity 5 (Damage Effect: Water)
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
Swimming: Swimming 7 (Speed: 60 miles/hour, 900 feet/round)
Underwater Senses: Senses 2 (Acute: Scent, Low-light Vision; Limited: to underwater)
. . Drowning: Progressive Cylinder Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cylinder Area: 30 feet cylinder, DC 20, Increased Range: ranged, Progressive; Source: Water)
. . Maelstrom: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, DC 20, Increased Range: perception, Selective; Limited Material: Water)
. . Sea Currents: Move Object 10 (25000 ktons; Increased Mass 20, Increased Range: perception; Limited Material: Water)
. . Superdense Water: Create 10 (Volume: 1000 cft., DC 20; Movable, Selective)
. . Water Jets: Move Object 10 (25 tons, DC 25; Damaging, Multiattack; Limited Material: Water)
Water Motion Sense: Senses 6 (Accurate: Water Motion, Acute: Water Motion, Detect: Water Motion 2: ranged, Radius: Water Motion)
Drowning: Progressive Cylinder Area Affliction 10 (DC Fort 20)
Grab, +8 (DC Spec 11)
Maelstrom: Cylinder Area Move Object 10 (DC 20)
Sea Currents: Move Object 10 (DC 20)
Throw, +6 (DC 16)
Unarmed, +8 (DC 16)
Water Jets: Move Object 10, +10 (DC 25)
Dodge 8, Parry 8, Fortitude 5, Toughness 12, Will 10
Abilities 50 + Powers 86 + Advantages 13 + Skills 32 (64 ranks) + Defenses 16 = 197
Mera is a Xebel magic student and related to Queen Atlanna's family (she is actually Arthur's distant cousin). The kingdom of Xebel was first founded by Atlantean exiles from one of their occasional internal conflicts (Atlanteans are a proud and argumentative lot). The cause of the split was political differences, the people of Xebel support a different branch of the royal family, one that counts its succession down the female rather than the male line. Xebel is a matriarchy, its rulers and political life is dominated by women. This came about because magic and religion in Atlantis is predominantly a female thing, with only small numbers of male mages and priests. The ancestors of Xebel wanted to increase the power of these fields relative to the throne and the Atlantean army. The result was a civil war when the Atlantean king moved to reassert his authority by making himself the exclusive controller of all appointments and positions in the temples and mage colleges. While a lot of Atlanteans supported this others were horrified at the attack on the traditions of centuries. The rebels tried to seize control of Atlantis and place a queen upon the throne but did not have enough support, even from within their own ranks. Their coup was defeated and they were given the choice of death or exile. Most chose exile, only a few being willing to martyr themselves. Since that day the power of men has increased in Atlantis while certain old cults that once wielded great influence such as the Oracle of the Widowhood have greatly declined. Now if the mages, priests or prophets say something the king does not like his warriors glower at them until they come up with something more pleasing.
This makes the growing bond of affection between Arthur and Mera worrying to many people in Atlantis. A Xebel queen could see a revival in the influence of magic and religion on Atlantean life. Some high-ranking army officers are prepared to do violence to see that does not happen. At the same time many in Xebel, including its ruthless ruler Queen Atlanna (who is Arthur's mother) see her as the instrument of just that. Mera though is being exposed to different cultures and different ways of thinking, not least Arthur's. She has fallen in love with the Aquaman and is beginning to think that a life on the surface with him would be preferable to one of political struggle and conflict. While she and Arthur may want to be free of Atlantis though it is very unlikely that Atlantis will ever truly let them go.
Mera is a charming beauty and a fierce warrior herself. She is not physically strong like her man, her power lies in her water magic. That does not mean she is weak and feeble though, she is fit and strong and can handle herself in a fight. She does not have the connection to sea life and the oceans in the same way as Arthur, but her knowledge of Atlantean magical lore is extensive. Having been raised away from his birthplace Arthur has large gaps in his knowledge about Atlantean culture and history and relies on her and his friend Vulko for a lot of it. He finds the divisions within Atlantean society confusing and disapproves of having a ruling monarchy. If he had his way he'd abolish the throne and turn Atlantis into a democracy. Even Mera finds this hard to accept and tends to change the subject when he states this. She finds his association with the Justice League alarming, the immensely powerful superheroes of the League frighten her, though she would never show it. The other members of the League are rather suspicious of Mera, since she came into his life Arthur has been drawn into Atlantean affairs much more and hardly spends any of his time with his friends and performing superheroics. Superman and Wonder Woman and the others are very hesitant about getting involved, they are aware they understand little of the complex issues involved and fear causing inadvertent political damage to Arthur by making him seem reliant on surface world support. They will not tolerate any Atlantean internal conflicts threatening the surface world though. Stern statements and action to break up recent incidents have been damaging to Arthur though, just as they feared. The majority of Atlanteans are appallingly ignorant of the surface world, seeing them as just a lot of barbarians who can be ignored or punished.
Last edited by Gamebook on Fri Apr 13, 2018 7:35 am, edited 2 times in total.