Gamebook's builds (hs5ias new thread): Dinobots

Where in all of your character write ups will go.
Thorpocalypse
Posts: 1143
Joined: Fri Nov 04, 2016 8:52 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Thorpocalypse » Wed Jun 06, 2018 12:25 pm

Gamebook wrote:
Tue Jun 05, 2018 4:51 pm
.
Easy for you to say. :)

That's a great take on Starro.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Jun 07, 2018 5:53 am

Image

Image

Ventriloquist and Scarface - PL 6

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

Advantages
Fascinate (Intimidation), Favored Foe: Wiseguys, Skill Mastery: Deception

Skills
Deception 8 (+10), Insight 6 (+8), Investigation 8 (+11), Perception 6 (+8), Sleight of Hand 6 (+8)

Powers
Bad Ventriloquism: Illusion 3 (Affects: One Sense Type - Hearing, Area: 8 cft., DC 13)
Scarface Doll (Easily Removable)
. . Sicilian Mobster Persona: Enhanced Trait 17 (Traits: Intimidation +8 (+10), Presence +2 (+2), Ranged Combat +6 (+8), Will +5 (+7), Advantages: Fascinate (Intimidation))
. . Submachine Gun: Damage 4 (DC 19; Increased Range: ranged, Multiattack)

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Submachine Gun: Damage 4, +8 (DC 19)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 6, Parry 0, Fortitude 0, Toughness 0, Will 7/2

Power Points
Abilities 14 + Powers 20 + Advantages 2 + Skills 17 (34 ranks) + Defenses 6 = 59

In a city known for bizarre criminals the Ventriolquist and Scarface were two of the oddest. The double act started out as a mob hit-man, gunning down targets or arranging for them to be dumped in the harbor with their feet set in concrete. Arnold Wesker is not a good ventriloquist, his pronunciation is poor and you can see him working his mouth and throat as Scarface 'talks', but the level of commitment he brings to pretending that the Scarface doll is in control makes it believable. Mob wiseguys, who thought it was a funny joke at first, found themselves talking to and being intimidated by the doll. Over time Wesker's ruthlessness and smarts when operating the doll saw him form his own mob and rise to become a major player in Gotham crime before the advent of Batman. After a while if you pointed out that Scarface was just a small, wooden doll mobsters would look at you in surprise.

Batman dismantled Wesker's crime empire like he did all the others. As he did so the mystique of Scarface began to fade and Wesker was rejected by the Gotham criminal underworld as some kook. He spent some time in Arkham Asylum where the doll was burnt before his eyes in a rather harsh attempt to break him out of the Scarface persona. When he was pronounced cured and released though he just made a new doll and tried to return to crime. This time though Wesker was whacked in a hit ordered by the Great White Shark, the Atlantean mobster who was part of the new wave of organized crime in Gotham that rose up to replace the destroyed old families. Warren White personally crushed the doll's head under his heel then left the creepy thing on the floor next to the dead Wesker, though he took Scarface's tommy gun as a souvenir.

Batman's investigations into Wesker's background reveal that he was a failed stage act who took up work as a mob bagman to pay the bills. The doll made a convenient hiding place for cash and illicit goods. The Scarface character amused the mobsters and he used to talk to them exclusively using the doll. If he ever used his real voice they just told him to shut up. Alone and rejected personally and professionally by all, Wesker apparently had some kind of psychotic break and took his act to the next level. Scarface gave him a mask that let him disassociate himself from his own weakness and timidity, becoming aggressive and fearless. Years of quietly observing mobsters taught him a lot about how they operate and he was able to manipulate them. Secret surveillance of Wesker by Batman shows that he never dropped the act, even in private. When he had women sent to his room, they were for Scarface rather than him. Arkham psychiatrists thought that the doll was the key and that removing it would cure him, but the doll really existed in his head and could easily be replaced. Batman noted that he had an entire collection of doll bodies and would often swap them about.

Gamebook
Posts: 4053
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Jun 07, 2018 6:22 am

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Sugar and Scarface - PL 8

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

Advantages
Attractive, Daze (Deception), Defensive Roll, Evasion, Fascinate (Intimidation), Ranged Attack 4

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

Powers
Scarface Doll (Easily Removable)
. . Sicilian Mobster Act: Enhanced Trait 5 (Traits: Intimidation +8 (+11), Advantages: Fascinate (Intimidation))
. . Submachine Gun: Damage 4 (DC 19; Increased Range: ranged, Multiattack)
. . . . Doll Bomb: Burst Area Damage 8 (Alternate; DC 23; Burst Area: 30 feet radius sphere, DC 18, Subtle: subtle, Triggered 3: 3 uses - Timed, motion, triggered; Custom: Destroys the doll)
Ventriloquism: Illusion 10 (Affects: One Sense Type - Hearing, Area: 1000 cft., DC 20)

Offense
Initiative +2
Doll Bomb: Burst Area Damage 8 (DC 23)
Grab, +2 (DC Spec 10)
Submachine Gun: Damage 4, +6 (DC 19)
Throw, +6 (DC 15)
Unarmed, +2 (DC 15)

Languages
Native Language

Defense
Dodge 8, Parry 2, Fortitude 2, Toughness 1/0, Will 8

Power Points
Abilities 28 + Powers 20 + Advantages 8 + Skills 25 (50 ranks) + Defenses 13 = 94

Some years after the death of Arnold Wesker a new Scarface with a new ventriloquist appeared on the Gotham scene. This one conducted several heists against other criminals, targeting the Italian and Irish mobs money. A collection of out-of-work henchmen quickly gathered around this new Scarface, mostly mob veterans who remembered Wesker and his act and were nostalgic for the good old days when they ran the city. The fact that the person holding and voicing him was a woman was less of an issue than you might think, they focused on the doll and its voice. There was a persistent rumor in the Gotham underworld among the superstitious crooks that the doll was cursed or enchanted or something and possessed anyone who touched it. The resurrected Scarface referred to the attractive blonde holding him as his 'Sugar' and treated her like a gangster's moll, alternating between cooing over her and berating and hitting her. Before too long a new mob formed and began a gang war to push out the ailing old families.

Batman's investigations uncovered that 'Sugar' was Peyton Riley, daughter of the now deceased Irish mob head Sean Riley. This mob princess had been married off against her will to the son of a rival Italian mob in an attempt to broker peace between them. This failed spectacularly when Batman bankrupted the Irish mob and the Italians decided the time was ripe to get rid of their old rivals when they were weak and vulnerable. A small army of hired hit-men tried to wipe out the Irish before Batman and the GCPD put a stop to this war. Peyton's Italian husband had meanwhile decided to clear up a loose end by disposing of his Irish wife, he didn't fancy an embarrassing and potentially expensive divorce. He dragged her off to an old safe house and shot her in the head. Before he could finish the job and have his men dispose of the body Batman burst in and took everyone down. Peyton was rushed off to hospital where doctor's saved her life, though she lost her right eye and suffered brain damage to her frontal lobe.

Peyton was left impoverished and ruined by the actions of Batman and the mob war. She was made aggressive and impulsive by the brain damage she had suffered and wanted revenge for the abuse she had suffered at the hands of the mobsters. From her time in the Italian mob she had heard about old Scarface and decided that it would be her method of becoming a mobster. If a pudgy nudnik like Wesker could do it, so could she. She learned ventriloquism, for which she found she had a talent, and had new dolls crafted. Unlike Wesker she is not suffering a psychotic delusion, she knows that Scarface is just a doll and that this is all an act. She is just as crazy as he was, but in a different way. Even if she doesn't have her doll she is still clever and ruthless, where Wesker would collapse if he lost Scarface. Her dolls are all rigged up as bombs, she will let opponents disarm her of the doll then blow them up. Under her act Scarface is more sardonic and witty, and has a notably smoother voice. Her methods are even more brutal than the old Scarface, she concentrates not on running rackets and trafficking goods but instead on straight-up theft. She isn't afraid to hire the kookier element of Gotham either, even employing people who used to work for the Joker. Batman has marked her as a dangerous new player and intends to take her down.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Jun 07, 2018 9:21 pm

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Steel - PL 12

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

Advantages
Benefit, Wealth 4 (multimillionare), Connected, Defensive Roll, Eidetic Memory, Improvised Tools, Interpose, Inventor, Leadership, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 7, Skill Mastery: Technology

Skills
Athletics 8 (+18), Expertise: Science 8 (+14), Insight 4 (+7), Intimidation 6 (+9), Investigation 6 (+12), Perception 6 (+9), Persuasion 6 (+9), Sleight of Hand 4 (+7), Technology 12 (+18), Vehicles 8 (+11)

Powers
Electromagnetic Hammer (Easily Removable)
. . Electromagnetic Sensors: Senses 5 (Acute: Electromagnetism, Analytical: Electromagnetism, Detect: Electromagnetism 2: ranged, Radius: Electromagnetism)
. . Hammer Attack
. . . . Electrical Discharge: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged, Multiattack)
. . . . Electrified Hammer Blow
. . . . . . Electric Strike: Cumulative Affliction 14 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Cumulative, Reach (melee): 5 ft.)
. . . . . . Hammer Strike: Strength-based Damage 4 (Linked; DC 29; Penetrating 6, Reach (melee): 5 ft.)
. . . . Electromagnet: Move Object 13 (200 tons, DC 28; Damaging, Multiattack, Precise; Limited Material: Ferrous materials)
. . . . Electromagnetically Propelled Hammer
. . . . . . Controlled Hammer Flight: Strength-based Damage 4 (Linked; DC 29; Extended Range 3, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . . . . . Electric Strikes: Cumulative Affliction 4 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cumulative, Extended Range 2, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . . . EMP: Burst Area Nullify 10 (Counters: Electrics, DC 20; Burst Area: 30 feet radius sphere, DC 20, Effortless, Simultaneous)
. . Remote Control: Feature 1
Man of Steel Armour (Removable)
. . Armor Plate: Protection 10 (+10 Toughness; Impervious)
. . Gauntlet Cannons
. . . . Rubber Bullets: Cumulative Affliction 5 (bludgeoning, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged, Multiattack; Resistible: Toughness)
. . . . Sonic Concussion Grenades: Cumulative Perception Area Affliction 5 (sonic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 15; Perception Area: DC 15 - Hearing, Cumulative, Extra Condition, Increased Range: ranged; Limited: Impaired/Disabled to hearing, Limited Degree)
. . . . Steel Spikes: Damage 5 (piercing, DC 20; Increased Range: ranged, Multiattack)
. . Jet Boots: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Radio Comms: Radio Area Cosmic Communication 1 (Area, Rapid, Subtle: encrypted)
. . Sealed Suit: Immunity 10 (Life Support)
. . Sensors: Senses 19 (Accurate: Radio, Analytical: Hearing, Analytical: Sight, Analytical: Radio, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Vision 1: x10, Extended: Radio 2: x100, Infravision, Low-light Vision, Radio, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory, Precise Attack (Ranged, Cover))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Servos: Enhanced Strength 7 (+7 STR)

Offense
Initiative +3
Controlled Hammer Flight: Strength-based Damage 4, +10 (DC 29)
Electric Strike: Cumulative Affliction 14, +10 (DC Fort 24)
Electric Strikes: Cumulative Affliction 4, +10 (DC Fort 14)
Electrical Discharge: Damage 10, +10 (DC Fort 25)
Electromagnet: Move Object 13, +10 (DC 28)
EMP: Burst Area Nullify 10 (DC Will 20)
Grab, +10 (DC Spec 20)
Hammer Strike: Strength-based Damage 4, +10 (DC 29)
Rubber Bullets: Cumulative Affliction 5, +10 (DC Fort/Tou )
Sonic Concussion Grenades: Cumulative Perception Area Affliction 5 (DC Fort 15)
Steel Spikes: Damage 5, +10 (DC 20)
Throw, +10 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 14/13, Will 9

Power Points
Abilities 68 + Powers 117 + Advantages 19 + Skills 34 (68 ranks) + Defenses 17 = 255

John Henry Irons, named for the African-American folk hero, owns and runs one of the largest and most successful technology companies in Metropolis, specializing in advanced machine tools. John is a renowned engineering genius and has studied abroad in Germany and Japan (his wife is Japanese). He used to do work for armaments companies before he founded his own company but disagreed with the design ethics of the weapons they were devising. He favored close-in, highly controllable weapons systems that would avoid collateral damage, while they just wanted ever more destructive area denial weapons. He was building his own suit designed to create the ultimate infantryman, capable of taking on and defeating all opposition without blowing up entire districts, when Doomsday attacked and fought with Superman. Donning his prototype suit he attempted to help the Man of Steel against the Kryptonian monster. His electromagnetically augmented hammer mostly bounced off the nearly invulnerable beast but repeatedly battering it about the head distracted it and let Superman get in some good hits. After the battle and Superman's supposed death he decided that he must take his place as the new 'Man of Steel'. He took the codename Steel and adopted Kal's distinctive symbol for his own armor.

As the new protector of Metropolis John was always a public figure, never hiding his identity. Like Superman he mostly battled the superpowered foes that regular law enforcement could not cope with. While not as near-omnipotently powerful as Superman he does have the best suit of powered armor on Earth and proved well more than a match for those who thought they could take advantage of the absence of Superman. For a while he even took Kal's place on the Justice League. When Superman returned he did not hang up his hammer but continued to be a superhero, though he was now able to take a bit more time to attend to his company.

John is a humble and hard-working man despite his success and wealth. He paid his way while drawing up his designs for his intended company working construction, doing electrical work on the outside of new Metropolis skyscrapers. This gave him a real appreciation for the lot of the working man. While he will wear a business suit if he really has to his preferred attire at all times is workman's gear, tough and practical with plenty of pockets for the masses of tools he is always carrying. His personal home is a model of elegance, but that is all his wife's doing. Left to himself he spends his days in a cluttered workshop with sports blaring from the TV while he is buried in his latest project. Half the time when he takes his Steel suit out it is still streaked with oil and discolored with unpolished sections from the latest welding work.

John is a pacifist and will not employ his suit violently against human beings, reserving that for robots, monsters and alien invaders. The steel spikes he can shoot from his suit gauntlets are not usually used as weapons but are employed to pin sheets and girders in place for example. He does not get on with Batman, regarding his martial arts violence and dark, secretive ways with distaste. Wonder Woman he is wary of, he distrusts the supernatural and is alarmed by her ancient warrior ways. His closest comrades on the Justice League are rather the Flash, Green Lantern and the Martian Manhunter, whose humanist philosophy accords more closely with his views. As John Irons though he gets on very well with Bruce Wayne, admiring his business acumen and architectural vision, and his company, Steelworks, does much business with Waynetech. Superman himself is a mysterious figure to him, as he is to everyone. The two men are firm friends but John knows almost nothing about him or his nature except what Superman has chosen to reveal to the public through his interviews with Lois Lane. Even having closely observed him in action for years John has still not managed to definitively quantify just how much he is capable of, every time he thinks he has seen Superman at his limit he turns out to have more in him.
Last edited by Gamebook on Sat Jun 16, 2018 3:31 pm, edited 2 times in total.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Jun 08, 2018 6:38 am

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Steve Trevor - PL 7

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

Advantages
Attractive, Benefit, Security Clearance: A.R.G.U.S., Contacts, Defensive Attack, Defensive Roll, Equipment 4, Evasion, Improved Disarm, Improved Initiative, Inspire, Leadership, Luck, Quick Draw, Ranged Attack 7

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

Equipment
Binoculars, Cell Phone (Smartphone), Club, Commlink, Flashlight, Heavy Pistol, Mini-tracer, Multi-tool, Rebreather, Restraints, Stun Ammo

Offense
Initiative +8
Club, +10 (DC 19)
Grab, +10 (DC Spec 12)
Heavy Pistol, +10 (DC 19)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 4/3, Will 7

Power Points
Abilities 64 + Powers 0 + Advantages 23 + Skills 40 (80 ranks) + Defenses 14 = 141

Colonel Steve Trevor is Wonder Woman's handler at A.R.G.U.S., being her permanent contact to let her know what the agency is doing, how it can help, and what she needs from them. When the agency was first formed they tried to understand the supernatural world in which Diana and other magical heroes operate, but gave up when they could not make sense of it and it started to affect those assigned to it. Now they realize they just have to trust Diana and the others and have faith in their friends and allies.

Steve is a soldier and spy, equally at home in a firefight and charming people at a party. While a highly capable fighter he has never been able to come anywhere near Diana's level. She effortlessly beats him every time they spar, even without employing her super-strength. During superfights they are both involved in he concentrates on accomplishing the mission, leaving the demolition of the enemy to her. His princess never fails to defeat whatever foe they are up against, even bombastic supervillains or raging giant monsters. One area where he is very useful to her is as a skilled pilot, this lets her take her special invisible jet into action without having to worry about when she wants to bail out and attack with her sword instead. He frequently flies air support for Diana, evacuating people or bringing in supplies or personnel, or just blowing up targets with airstrikes. He is a better liar than Diana, she strongly dislikes practicing any deception or not openly proclaiming who she is. Often he functions as her inside man during an operation, having done such risky things as infiltrating the notorious Kobra cult.

Diana and Steve have been lovers for years, she took up with him not long after deciding that she needed mortal assistance in her operations in the world outside Themyscira and got the Martian Manhunter to connect her to A.R.G.U.S.. Diana has had many mortal and immortal lovers down the years, by whom she has several children. With Steve though she has had her first son, Jason, her previous three children were all daughters. The other three are Amazons and reside on Themyscira. Her youngest daughter, the one she had with Kal-El when they were lovers for a while, has recently been initiated as a full Amazon warrior and is afire to be a superhero, planning to go by the codename 'Fury'.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jun 09, 2018 5:54 am

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Swamp Thing - PL 14

Strength 9, Stamina 9, Agility 0, Dexterity 3, Fighting 7, Intellect 4, Awareness 5, Presence 4

Advantages
Daze (Intimidation), Diehard, Eidetic Memory, Fast Grab, Favored Environment: Dense Plant Life, Fearless, Improved Grab, Improved Hold, Interpose, Tracking

Skills
Expertise: Science 10 (+14), Insight 8 (+13), Intimidation 6 (+10), Investigation 8 (+12), Perception 8 (+13), Persuasion 8 (+12), Sleight of Hand 4 (+7), Stealth 8 (+8)

Powers
Grow: Growth 4 ([0 active, 0/8 PP, 2/r], +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
. . Enlarge: Growth 16 (Alternate; [0 active, 0/8 PP, 1/2r], +8 Intimidate, -16 Stealth, -8 active defenses, +4 size ranks, +2 speed ranks; Limited to Increasing Size Only)
Plant Control
. . Blend into the trees: Concealment 10 (All Senses; Blending, Limited: to areas with plants)
. . Minister of the Green: Weaken 14 (Affects: Plant Powers, Resisted by: Will, DC 24; Increased Duration 3: continuous)
. . Nutritious Fruits
. . . . Healing: Healing 14 (Linked; Restorative)
. . . . Immunity: Immunity 3 (Linked; Disease, Poison, Starvation & Thirst; Affects Others Only)
. . Overgrow Buildings and Vehicles: Burst Area Weaken 14 (Affects: Toughness, Resisted by: Fortitude, DC 24; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 24, Increased Range: ranged, Selective)
. . Plant Irritants: Progressive Burst Area Affliction 14 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 24; Burst Area: 30 feet radius sphere, DC 24, Extra Condition, Increased Range: ranged, Progressive; Limited: requires plants, Limited Degree)
. . Plant Psychotropics: Illusion 14 (Affects: Four Sense Types, Area: 15000 cft., DC 24; Independent; Resistible: Fortitude)
. . Spreading Forest: Environment 14 (Impede Movement (1 rank), Visibility (-2), Radius: 30 miles; Increased Duration: continuous, Selective)
. . Summon Angry Bees
. . . . Poison: Burst Area Progressive Weaken 7 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 17; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged, Progressive, Selective; Resistible: Fortitude, Source: Bees)
. . . . Stings: Progressive Burst Area Affliction 7 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged, Progressive, Selective; Resistible: Toughness, Source: Bees)
. . Travel Through the Green: Teleport 13 (30 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Easy, Extended: 8000 miles in 2 move actions, Turnabout; Medium: Plants)
. . Writhing Limbs: Burst Area Move Object 14 (400 tons, DC 29; Burst Area: 30 feet radius sphere, DC 24, Damaging, Selective; Limited Material: Plants)
Plant Elemental
. . Absorb Plants: Regeneration 10 (Every 1 round; Source: Plants)
. . . . Regrow: Regeneration 5 (Alternate; Every 2 rounds)
. . Burrowing: Burrowing 4 (Speed: 1 mile/hour, 15 feet/round)
. . . . Swimming: Swimming 4 (Alternate; Speed: 8 miles/hour, 120 feet/round)
. . Comprehend: Comprehend 2 (Plants)
. . Elongation: Elongation 2 (Elongation: 30 feet, +2 to grab)
. . Floats on water: Movement 2 (Water Walking 2)
. . Glide through the environment: Movement 9 (Permeate 3: full speed, Slithering, Swinging, Trackless: Visual, Olfactory 2, Wall-crawling 2: full speed; Limited: to areas with plants)
. . Plant Physiology: Immunity 13 (Aging, Critical Hits, Disease, Fatigue Effects, Poison, Sleep, Suffocation (All))
. . Plant Sending: Other Area Cosmic Communication 2 (Area; Source: Plants)
. . Plant Senses: Senses 9 (Acute: Scent, Analytical: Scent, Extended: Scent 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Tracking: Scent 2: full speed)
. . Regrow: Immortality 1 (Return after 2 weeks)
Sense the Green: Senses 7 (Acute: Plants, Analytical: Plants, Awareness: Plants, Extended: Plants 3: x1k, Radius: Plants)

Offense
Initiative +0
Grab, +9 (DC Spec 21)
Minister of the Green: Weaken 14, +7 (DC Will 24)
Overgrow Buildings and Vehicles: Burst Area Weaken 14 (DC Fort 24)
Plant Irritants: Progressive Burst Area Affliction 14 (DC Fort 24)
Poison: Burst Area Progressive Weaken 7 (DC Fort 17)
Stings: Progressive Burst Area Affliction 7 (DC Fort/Tou )
Throw, +3 (DC 24)
Unarmed, +7 (DC 24)
Writhing Limbs: Burst Area Move Object 14 (DC 29)

Languages
Native Language

Defense
Dodge 6, Parry 7, Fortitude 11, Toughness 9, Will 13

Power Points
Abilities 82 + Powers 145 + Advantages 10 + Skills 30 (60 ranks) + Defenses 16 = 283

Swamp Thing is the avatar of the power of the Green on Earth, the magical forces that are generated by plant life. When he first arose in the swamps he thought he was a biological scientist named Alec Holland and that somehow he had been buried in the swamp. Making his way back to civilization he attempted to find out what had happened to him and his family. When he finally sneaked up to his old house and peered in through a lit window though he had a tremendous shock. Alec Holland, himself, was alive and well, living happily with his wife and children. On his hand was a bandage, and seeing that brought back the last memory which explained Swamp Thing's existence. Alec had a few days previously cut his hand while slicing up plant samples, and a drop of his blood had fallen into the plant fermentation vat. The company he worked for was researching new ways to produce super-fertilizers using plant mulch. The batch had been spread on fields adjoining the swamp and residual run-off had been washed by rain into the swamp. There it had mixed with the tangle of fetid plant life in the waterlogged ground and given rise to the Swamp Thing. He was a sort of clone of Alec Holland, with a patchwork of his memories.

Gloomily accepting his monstrous nature Swamp Thing retreated back to his swamp. Exploring his powers he found that all of plant life was his to control. He now also had an urge to protect it. Finding out the true secrets of his powers and existence would take Swamp Thing years and travel all across the world and beyond. During this time he would fight many foes, both mundane and supernatural, that threatened the Green and plant life on Earth. He had contacts with and came to know the Justice League, had an ill-starred relationship with Poison Ivy for a while, and shared his powers with another, Alex Woodrow, who became the Floronic Man, only to be betrayed and imprisoned by him. He found that he was in part a mystical being, a hybrid of ancient powers and modern science, and so got involved with the masters of magic, Doctor Fate, Zatanna and even John Constantine.

Of all the powers of the Green on Earth Swamp Thing is much the most powerful. He exerts control over others with plant superpowers, preventing them from going too far in their efforts to protect the Green. When the Floronic Man teamed up with Poison Ivy to try and develop a reverse-engineered formula that would reproduce the incident that created him so they could transform the entire world into plant people, he assisted Batman in stopping him by stripping Woodrow of his power over the Green, allowing Batman and his allies to defeat him and Harley Quinn to talk Ivy down from such a drastic course of action. One weakness he has is that he still 'remembers' life as Alec Holland and occasionally sneaks back to see how he and his family are doing. Alec's daughter Abby spotted him on one visit but instead of being scared sought to befriend the monster. She is grown up now and has become a scientist herself. The two of them often work together, she assisting him on his adventures and struggles.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jun 09, 2018 7:08 am

Image

Tanga - PL 10

Strength 12, Stamina 10, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 2

Advantages
All-out Attack, Attractive, Evasion, Move-by Action, Power Attack, Ranged Attack 2

Skills
Acrobatics 4 (+6), Perception 4 (+4), Persuasion 4 (+6), Ranged Combat: Energy Control 4 (+6), Sleight of Hand 4 (+6), Vehicles 4 (+6)

Powers
Energy Control
. . Energy Beam (Increased Range: ranged)
. . Energy Flare (Burst Area 2: 60 feet radius sphere, DC 16)
. . Scatter Beams (Increased Range: ranged, Multiattack)
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Immunity: Immunity 10 (Life Support)
Movement: Movement 2 (Space Travel 2: other solar systems)
Protection: Protection 2 (+2 Toughness; Impervious [10 extra ranks])
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 5 (Darkvision, Extended: Vision 1: x10, Extended: Hearing 1: x10, Ultra-hearing)
Universal Translation: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)

Offense
Initiative +2
Grab, +8 (DC Spec 22)
Throw, +4 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 13, Toughness 12, Will 3

Power Points
Abilities 72 + Powers 76 + Advantages 7 + Skills 12 (24 ranks) + Defenses 12 = 179

Tanga is a cosmic wanderer of unknown origins and powers. She has appeared and caused trouble on a number of different worlds. It is not that she is a thief or conqueror, rather she is not too bright or aware and tends to be easily fooled into doing work for unscrupulous types. Before too long this gets her run out of town for blowing up the wrong thing. Her superpowers do not extend to a navigational system so she tends to get lost in deep space, in which case she will latch on to anyone going anywhere. For a while she ran with the infamous bounty hunter Lobo but reportedly fell out with him over his cruel ways. Tanga can be careless and destructive but she isn't malicious.

Tanga recently found her way to Earth, tracing the numerous comings and goings from that planet. She was apprehended by Green Lantern as she entered the solar system and interned by the Justice League. Unlike most other people she has encountered they are easily capable of containing her and preventing her from running off into trouble again. Listening to her tales of loneliness and exile Superman was inclined to give her a break and offer her sanctuary on Earth, under the supervision of the League. There is ample precedent for this with a number of alien refugees on Earth, some of whom act as superheroes. Investigation by the League into her history didn't turn up anything, even a mind probe by the Martian Manhunter found that she either never knew or had completely forgotten her own origins. She may be an engineered clone or constructed being as she does not appear to be able to retain memories for more than a few years. J'onn has seen such things before, in the slave warriors of distant and immense galactic empires. Their lack of a truly long-term memory prevents them from ever developing much of an identity and rebelling against their masters.

Tanga is a rather ditzy girl, with little thought for the future or even immediate consequences. What she likes is enjoying herself, drinking and flying about and making out with anyone she finds attractive. They had to prise her off Superman when she first laid eyes on him. To keep her under control she has been placed under the authority of the Martian Manhunter and is now working for the D.E.O.. Supergirl has been assigned to train her and teach her about Earth life and customs, and how to live among humans when you have immense superpowers and they don't. She is currently dating Supergirl's friend and D.E.O. technical agent Winslow Schott (the son of the now deceased Superman villain Toyman). He has had a crush on Kara for years but she doesn't feel that way about him. Tanga though finds him cute, if rather delicate. In an attempt to impress her as a superhero himself he is secretly building a small, pilotable mecha suit, inspired by Pat Dugan's S.T.R.I.P.E.. What Kara and J'onn will say about it when they see it is another matter.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jun 11, 2018 6:44 am

Image

Image

Terra - PL 10

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

Advantages
Accurate Attack, Attractive, Equipment 3, Evasion, Improved Critical: Avalanche: Move Object 13, Ranged Attack, Taunt

Skills
Athletics 4 (+4), Deception 6 (+8), Expertise: Science 4 (+7), Insight 4 (+6), Investigation 4 (+7), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: Geokinesis 4 (+6), Sleight of Hand 4 (+6)

Powers
Earth Flow: Immunity 13 (Common Descriptor: Earth, Environmental Condition: High Pressure, Environmental Condition: Heat, Suffocation: Burial)
Endurance of the Earth: Protection 10 (+10 Toughness; Impervious)
Floating Rocks: Burst Area Flight 5 (Speed: 60 miles/hour, 900 feet/round; Burst Area: 30 feet radius sphere, DC 15, Selective)
. . Burrowing: Burrowing 10 (Alternate; Speed: 60 miles/hour, 900 feet/round; Penetrating)
Geobonding: Movement 2 (Wall-crawling 2: full speed; Limited: to Earth)
Geokinesis
. . Avalanche: Move Object 13 (200 tons, DC 28; Damaging, Indirect 4: any point, any direction, Multiattack, Precise; Limited Material: Earth)
. . Churning Ground
. . . . Damage: Cylinder Area Damage 10 (Linked; DC 25; Cylinder Area 2: 60 feet cylinder, DC 20, Increased Duration: concentration, Increased Range: ranged; Limited: to a terrestrial surface)
. . . . Uneven Footing: Environment 2 (Linked; Impede Movement (2 ranks), Radius: 60 feet; Limited: to a terrestrial surface)
. . Earthquake
. . . . Topple: Cylinder Area Damage 10 (Linked; DC 25; Cylinder Area 4: 250 feet cylinder, DC 20; Limited: to buildings)
. . . . Vibrating Ground: Environment 4 (Linked; Impede Movement (2 ranks), Radius: 250 feet; Limited: to a terrestrial surface)
. . Eruption: Cylinder Area Move Object 10 (25 tons, DC 25; Cylinder Area 2: 60 feet cylinder, DC 20, Damaging; Limited Material: Earth)
. . Grasping Stone: Cylinder Area Move Object 10 (25 tons, DC 25; Cylinder Area: 30 feet cylinder, DC 20, Damaging, Selective; Limited Material: Earth)
. . Settle Earth: Cylinder Area Nullify 10 (Counters: Earth powers, DC 20; Cylinder Area: 30 feet cylinder, DC 20, Increased Range: perception, Simultaneous)
. . Shape Stone: Create 10 (Volume: 1000 cft., DC 20; Impervious, Increased Duration: continuous, Movable; Source: Earth)
. . Shift Earth: Move Object 10 (25000 ktons; Increased Mass 20, Increased Range: perception; Limited Material: Earth)
Goggles: Senses 7 (Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
Senses: Senses 9 (Accurate: Earth, Analytical: Earth, Awareness: Earth, Extended: Earth 4: x10k, Radius: Earth)

Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Goggles [Goggles: Senses 7, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Mini-tracer, Multi-tool, Rebreather

Offense
Initiative +3
Avalanche: Move Object 13, +7 (DC 28)
Damage: Cylinder Area Damage 10 (DC 25)
Eruption: Cylinder Area Move Object 10 (DC 25)
Grab, +6 (DC Spec 10)
Grasping Stone: Cylinder Area Move Object 10 (DC 25)
Settle Earth: Cylinder Area Nullify 10 (DC Will 20)
Shift Earth: Move Object 10 (DC 20)
Throw, +3 (DC 15)
Topple: Cylinder Area Damage 10 (DC 25)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 9, Parry 6, Fortitude 5, Toughness 11, Will 7

Power Points
Abilities 38 + Powers 116 + Advantages 9 + Skills 19 (38 ranks) + Defenses 15 = 197

Tara Markov is descended from the royal family of Markovia. A unique mineral found only on Markovian territory produces a radiation that gives those exposed to it immense power to control the Earth. At will they can cause earth and stone to shift about and reform, or fling it at their enemies as a deadly attack. Markovian scientists exploited this to give the rulers of Markovia superpowers, letting them defend the small mountain kingdom from outside interference. During the Cold War Markovia formed a small enclave within communist-dominated eastern Europe that still retained its monarchy and traditional social system of feudal nobility. All attempts at Soviet infiltration were foiled by the strict Markovian police and overt attacks were demolished by the powers of the rulers. Its position made it a useful outpost for US activity against the communists and Markovia was kept economically afloat for decades by American subsidies. The end of the Cold War and the democratization of eastern Europe removed the special status of Markovia and the money and special favors from the west promptly disappeared. The noncompetitive economy quickly crashed and a long-suppressed popular revolution broke out demanding an end to the aristocratic monopoly on power and free elections. A short civil war followed which was ended when the current ruler of Markovia, Prince Brion Markov, agreed to reform Markovia into a constitutional monarchy with a ruling parliament open to all free adults.

Tara is Brion's half-sister, by a palace servant his father used. As a bastard child she was confined to the backstairs during her childhood, treated as just another servant child. She was in her teens before her mother admitted to her who her father really was. She was urged never to mention this, a scandal could weaken the position of the monarchy and contribute to the still ongoing social tension within the country between the commoners and the aristocratic families. Disgruntled elements of the army and aristocracy though learned of Tara's existence and worked on her. They promised her the superpowers, wealth and rulership that were her birthright as a Markov. Their intention was to replace Prince Brion with this naive child, and roll back the political and social reform of the last two decades, restoring Markovia to its right and glorious past. To this end they recruited the international mercenary Deathstroke and had Tara placed with him for training and indoctrination. Slade would turn her into a ruthless killing machine with no concern for the rights of uppity peasants.

Slade though was more interested in having a superpowered apprentice. He regarded the plans of the aristocratic plotters in Markovia as doomed to failure, they were a tiny minority in a country that was preferring to push ahead with social progression. Staging their coup would just see them crushed in short order, literally when Prince Brion found out about it. He turned Tara instead with promises of independence and wealth rather than always being told what to do by other people. Tara soon came to prefer a life of indulgence in America to old and stuffy Markovia. To make use of her superpowers Slade infiltrated her onto the Teen Titans team run at the time by Nightwing, getting her onto it with a calculated mix of lies and truth. He kept his own involvement secret but the rest of the story he had her tell was all based on her real history. The Titans were inclined to be sympathetic and helped her gain the status of a political refugee, then impressed by her powers recruited her for the team.

Slade now had a spy on the Teen TItans, and thus within the entire superhero community. Their internal security procedures were a joke, Tara was repeatedly able to look at their plans and the disposition of their resources. Slade did not intend to use this to destroy the superheroes, whatever for, but to warn him of any possible interference in his own operations and to manipulate them for his own advantage. He kept Tara committed to him by expertly manipulating her into falling in love with him and promising her that soon they would form their own super-team. Secretly Tara began to sound out other members of the Teen Titans about leaving to join her in founding a new team.

Slade's insidious plan fell apart though when Tara got caught in her spying. Nightwing at last noticed what she was doing and counter-spied on her, finding out that she was an agent of the infamous international mercenary Deathstroke. When the Titans confronted her she used her powers to knock them back and escape. Running back to Slade she found though that he had already cut a deal, the Justice League were waiting for her. He had agreed to hand her over to their custody in return for his own immunity. Tara was left abandoned and betrayed with everyone against her. She spent some time in prison for her offenses in getting superheroes to conduct actions damaging to the public interest. There she got steadily angrier and angrier until she lost her temper and burst out of confinement, tearing past even the massive restraints put in place to hold her in her cell. She tracked down and attacked Slade, swearing to kill him. Her mistake though was in talking to him, tearfully demanding an explanation and apology for what he had done to her. With his usual cunning Slade was soon able to talk her down, convincing her that he had done what he did to save her from worse and keep himself free. He laid out a roadmap of how they were going to resolve this situation and be together again, just so long as she was patient. She ended her attempt to kill him by hugging him while sobbing and begging his forgiveness.

Tara goes by the codename Terra, the Earth, as a superhero/villain. Someone with powers like hers is too useful to rot in prison and before long she had been recruited for clandestine operations by Amanda Waller, serving on Task Force X, the suicide squad. With her level of power the missions they went on were not particularly dangerous, she used to giggle as she threw hapless terrorists about. Recently Slade has indeed brought her back as he has formed a new super-team out of superhero sidekicks and his own children. Terra went running back, convinced that Slade was keeping his promises to her. The superheroes on the team find it disturbing that an underage girl who he so exploited wants to be with him again. In other ways Terra is a sharp and ruthless person, but she has a definite blind spot with Slade, unable to see that everything he says is a lie and a deception designed to manipulate others while concealing his motives and protecting himself. On the team Terra is arrogant but also jealous, convinced that she is the most powerful on the team (which may be true) while also being worried that other attractive young women on the team such as Tigress (the former Young Justice superheroine Artemis), Power Girl (2.0) or Miss Quick are getting more attention than her from him. What Slade's motive is in forming his own super-team and what deals he has done with the superhero community are opaque, and knowing him will likely never be fully explained.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jun 12, 2018 5:25 am

Image

Image
Texas Dave - PL 10

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

Advantages
Agile Feint, Assessment, Close Attack 2, Connected, Defensive Attack, Defensive Roll 2, Equipment 12, Evasion 2, Hide in Plain Sight, Improved Critical 2: Suppressed Pistol, Improved Critical 3: Scoped Sniper Rifle, Improved Critical: Knife, Improved Critical: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 10, Skill Mastery: Perception, Skill Mastery: Stealth, Takedown, Tracking, Trance, Ultimate Effort: Aim

Skills
Acrobatics 6 (+11), Athletics 8 (+10), Deception 6 (+8), Insight 8 (+13), Intimidation 6 (+8), Investigation 6 (+9), Perception 10 (+15), Sleight of Hand 6 (+11), Stealth 10 (+15), Technology 6 (+9), Vehicles 6 (+11)

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

Equipment
Binoculars, Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Camo Clothing, Cell Phone (Smartphone), Club, Commlink, Flashlight, Gas Mask, Hold-out Pistol, Knife, Mini-tracer, Multi-tool, Rebreather, Restraints, Scoped Sniper Rifle (Sniper Rifle, Targeting Scope), Smoke Grenade, Stun Ammo, Suppressed Pistol (Heavy Pistol, Suppressor)

Offense
Initiative +9
Club, +13 (DC 19)
Grab, +13 (DC Spec 12)
Hold-out Pistol, +15 (DC 17)
Knife, +13 (DC 18)
Scoped Sniper Rifle, +15 (DC 20)
Smoke Grenade, +15 (DC 19)
Suppressed Pistol, +15 (DC 19)
Throw, +15 (DC 17)
Unarmed, +13 (DC 17)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 8/3, Will 11

Power Points
Abilities 72 + Powers 0 + Advantages 53 + Skills 39 (78 ranks) + Defenses 16 = 180

David Cain is a former soldier turned mercenary and assassin. He served extensively in the Vietnam War and subsequently in many black operations in the South-East Asia region. As US involvement in the area wound down in the later 1970's he got tired of the high level of risk for paltry reward that was the lot of the regular Joe. The Generals made sure that they themselves were amply compensated for their service with promotion, medals, pay and generous pensions. Taking his skills he started hiring himself out to drug cartels, local political leaders and anyone else who would pay well to have their enemies killed. As the League of Assassins began to penetrate into the region during this period a lot of his missions were against them. After several of their best operatives were killed the League was impressed by this fellow and sought to recruit him by making him better offers. Cain joined up with them because they offered even more money and also they had secret political connections to the CIA that allowed him to negotiate immunity for prosecution for being an international hit-man so long as he took jobs against communist or religious revolutionary groups.

Cain is a sniper by trade, taking out targets with a high-powered rifle from a great distance. He has great patience, being willing to spend days infiltrating a position then waiting days more for a window of opportunity of a couple of seconds. When he does make a shot he never misses. Over the years he has killed hundreds of people, and has no qualms about whoever his target is, even innocents like children are not safe from him. If someone has offered enough money or incentives to him then he does the job. He is also an expert gunfighter and is skilled in hand-to-hand combat, often he has had to fight his way out of a position after making a kill. If a target is being particularly careful and not exposing themselves to sniper fire then he is also prepared to move in close and do the job with pistol or even knife. Cain is known for his relentlessness once he has accepted a contract, making attempt after attempt until he succeeds. His stealthiness means that often his target is not even aware that Cain is stalking them.

Cain is the father of Cassandra Cain, the new Batgirl. This soulless killer has children by a number of different women, most of them from South-East Asian countries, but with Lady Shiva he deliberately conceived her to be raised as a warrior for rental or sale. He has no fatherly feeling for the child, his relationship to her is that of trainer to recruit. As well it was an intellectual exercise, he had heard of children being raised as chess or music prodigies by using their entire childhood for the purpose and wanted to see if this also applied to the art of killing. The project was successful and between the two of them Cain and Shiva turned a little girl into perhaps the deadliest fighter in the world. As the father Cassandra belonged to Cain, and for a while he did use her as an assassin before selling her to Batman when he wanted to retire. He got more from that than he had earned in his entire twenty-year career of contract hits.

Texas Dave has been retired for a while now and keeps a distance from his old life. He doesn't want to be tempted out 'for one last job' and get himself killed. As he expected when he first retired several assassins were sent after him to eliminate him as a loose end. He sent bits of them back to those he knew had sent them. After that a tacit peace has prevailed between him and his old employers. Nowadays he lives comfortably on his own ranch, a nice open space where he can see enemies coming and he has plenty of space for his firing ranges. Unlike Lady Shiva he has never bothered to contact his daughter and in fact has almost forgotten her, distracted by a new family who know nothing of his violent past. If Cassandra ever did attempt to connect with him his reaction would be to try and eliminate her, he does not want any interference from the old days in his retirement. Shiva he has not seen since before he sold Cassandra, though he is aware that she has turned the process they developed to create Cassandra into a system of schools to turn out people like her on a near production line basis. His only response to that is admiration for his old girlfriend's talent for turning her skills into a profitable enterprise.
Last edited by Gamebook on Fri Jun 15, 2018 6:49 pm, edited 1 time in total.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jun 12, 2018 7:08 am

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Superman 2.0 - PL 13

Strength 15, Stamina 10, Agility 4, Dexterity 2, Fighting 11, Intellect 7, Awareness 3, Presence 3

Advantages
Agile Feint, All-out Attack, Improved Critical 2: Unarmed, Improved Initiative, Interpose, Leadership, Power Attack, Ranged Attack 6, Takedown

Skills
Acrobatics 6 (+10), Athletics 6 (+21), Expertise: Science 8 (+15), Insight 6 (+9), Intimidation 4 (+7), Investigation 6 (+13), Perception 8 (+11), Persuasion 6 (+9), Sleight of Hand 4 (+6), Technology 8 (+15), Vehicles 4 (+6)

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

Offense
Initiative +8
Grab, +11 (DC Spec 25)
Throw, +8 (DC 30)
Unarmed, +11 (DC 30)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 14, Toughness 15, Will 9

Power Points
Abilities 68 + Powers 89 + Advantages 15 + Skills 33 (66 ranks) + Defenses 17 = 222

Connor Kent becomes the new Superman in a future version of the Justice League, along with Tim Drake as Batman and his wife, Cassandra Sandsmark, as the next Wonder Woman. He is no longer the petulant child of his Young Justice days but a mature and capable superhero. Physically he has not changed much, his Kryptonian heritage means that once he has attained adulthood he ages only very slowly. While his superpowers have not altered he has greatly increased his skill in using them, having extended his education and taken advanced Amazon combat training. While the original Batman has become really too old to carry on as a superhero, being only a mortal man, the original Superman and Wonder Woman are of course both immune to the effects of time. In his era the number of superheroes has grown steadily to the point that the old guard no longer need to do everything themselves. There are in fact many teams operating under the Justice League umbrella, composed of new heroes, bearers of the legacy of past heroes, and the children of heroes who have been trained or inherited their powers from their parents.

Connor has had cause to come back to the contemporary era using the time-warping powers of the Flash in order to pursue criminals or heroes from his own time who are trying to meddle with the timelines. There are myriad possible future timelines, as well as an equal number of alternate past histories. The biggest danger with time travel is not altering the past, it is flexible and mutable, but rather getting lost and being unable to find your own timeline again. The more you alter the past the more you will cause branching of the timelines until finding an appropriate timeline to go back to becomes very difficult. It is like copying and pasting sections from a book, done carelessly you get nonsense, but unlike a book the timeline will dynamically alter to accommodate paradoxes. Time travelers usually end up partially adrift from normal causality, remembering events that never happened and having had personal histories that do not accord with how they are now. To prevent confusion it is usually best to keep trips to a minimum and not tell anyone of the future or of alternate universes.
Last edited by Gamebook on Thu Jul 26, 2018 8:39 pm, edited 1 time in total.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jun 12, 2018 7:11 pm

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Tobias Gervais 'The Whale' - PL 6

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

Advantages
Benefit, Wealth 2 (independently wealthy), Chokehold, Connected, Equipment 3, Fast Grab, Improved Critical: Grab, Ranged Attack 4, Startle, Taunt

Skills
Deception 6 (+9), Insight 4 (+6), Intimidation 8 (+11), Investigation 6 (+8), Persuasion 4 (+7)

Powers
Growth: Growth 1 (+1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank; Innate; Permanent)
The 100: Summon 4 (Horde, Multiple Minions 6: 64 minions; Source: Gang members)
Thick Blubber: Protection 2 (+2 Toughness)

Equipment
Cell Phone (Smartphone), Heavy Pistol, Hold-out Pistol

Offense
Initiative +0
Grab, +8 (DC Spec 14)
Heavy Pistol, +4 (DC 19)
Hold-out Pistol, +4 (DC 17)
Throw, +4 (DC 19)
Unarmed, +8 (DC 19)

Languages
Native Language

Defense
Dodge 5, Parry 7, Fortitude 5, Toughness 5, Will 6

Power Points
Abilities 40 + Powers 61 + Advantages 15 + Skills 14 (28 ranks) + Defenses 12 = 142

Tobias Gervais, generally called 'The Whale' on account of his immense size and obesity, is an albino black man. He is a notorious crime boss, dealing in hard narcotics in industrial quantities. To run his operation his gang is unusually large, which is why it is generally called 'The 100' as that is how many of them he can summon up to enforce his will. They are also exceptionally heavily armed, carrying not only the usual pistols and carbines but also machine guns, sniper rifles and even grenade launchers and RPG's. They keep armored battlewagons in secret garages made out of civilian humvees with large steel plates welded over them that carry heavy machine guns, autocannons and recoilless rifles. If any other gang seeks to operate in his area, which encompasses multiple states, he assembles his private army and obliterates them. One thing he does not do is fight the authorities, his forces disperse and conceal their numbers and massive weaponry when not needed. Tobias wants to corner all the immense profits of the drug trade not start a revolution, he regards idealists as idiots.

Tobias main opponents are black superheroes, he has long since bribed most law enforcement, or they just don't care about the immense harm he is doing to the black community by flooding it with cheap narcotics. Actually Tobias regards the black community almost as a loss leader, he spreads his drugs around them mostly in order to attract recruits and establish networks of dealers. The real profits are to be had in selling high-class drugs to rich white people. He palms his black customers off with little baggies of low grade dope cut with all sorts of crap while providing powder pure as the driven snow to his prestige dealers. He is the main supplier to Maxie Zeus for example. Black Lightning is directly fighting his malicious influence in black neighborhoods but the one to take him down is likely to be Batman who is patiently tracing out his networks of supply and dealership all the way back to the foreign warzones where the drug base plants are grown.

Personally 'The Whale' is gross and lascivious. He has a huge appetite for food and sex, just like his namesake. He eats continually when meeting with people, gulping down plate after plate of his favored fare, seafood. His mistresses have to wrestle with his straining blubber to please him, his bulk and weight is crushing and suffocating. He often offers to cut deals with female costumed crimefighters in exchange for sexual favors, offering evidence and legal testimony against his criminal rivals if they will disrobe and endeavor to pleasure him. People like the Huntress and the Black Canary respond by telling him exactly how much he disgusts them and how they see through his transparent attempts to get them to work for his interests. Tobias just enjoys grossing such do-gooders out while taunting them with his knowledge and connections. Securing a conviction against him is difficult, he is so protected by his layers of intermediaries.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Jun 13, 2018 6:00 am

Image

Image

Two-Face - PL 6

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

Advantages
All-out Attack, Connected, Equipment 3, Inspire 2, Leadership, Luck 3, Ranged Attack 6, Startle, Well-informed

Skills
Athletics 4 (+5), Deception 6 (+9), Expertise: Law 8 (+12), Insight 6 (+9), Intimidation 8 (+11), Investigation 8 (+12), Perception 4 (+7), Persuasion 4 (+7), Sleight of Hand 4 (+6), Vehicles 4 (+6)

Powers
'Lucky' coin (Easily Removable)
. . Flip of a coin: Luck Control 2 (Force a Re-roll, Negate Luck, Advantages: Luck 3)
Split Mind: Immunity 10 (Common Descriptor: Mental; Limited - Half Effect)

Equipment
Cell Phone (Smartphone), Heavy Pistol, Restraints, Stun Ammo

Offense
Initiative +1
Grab, +7 (DC Spec 11)
Heavy Pistol, +8 (DC 19)
Throw, +8 (DC 16)
Unarmed, +7 (DC 16)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 3, Toughness 1, Will 9

Power Points
Abilities 44 + Powers 10 + Advantages 16 + Skills 28 (56 ranks) + Defenses 14 = 112

Harvey Dent is the former district attorney of Gotham. He became Two-Face after he was kidnapped and extensively tortured by the mob for seeking to clean up Gotham. They wanted him to accommodate their crime in the same way as his corrupt predecessor. He was intent though on cleaning up Gotham and defied them. They responded by slowly forcing his head into a vat of acid. He was straining to keep his head out of the caustic fluid but was half-submerged when Batman burst in and rescued him. The traumatic incident left him hideously scarred, with the skin and flesh on the left side of his head reduced to a chemically burnt ruin. Not even skin grafts would help as the underlying muscle was also damaged. He was left with a madly staring eye and a permanent rictus grimace. Once a handsome man Harvey was unable to bring himself to go out in public, he evoked such reactions of horror and disgust. Embittered and angry to the point of mental disturbance he acquired a gun and went out to take revenge on those responsible for his condition. With his knowledge of the criminal underworld and corruption in the GCPD he was able to murder several of those he suspected were connected with the action against him. Pursued by the police for these crimes Harvey dropped out of sight in the Gotham underworld.

Two-Face as he was soon nicknamed became a schizophrenic mob boss. He is pursuing a war against crime in Gotham, but funds himself by robbery and extortion. To assist him he has recruited a crew made up of mobsters he once prosecuted and corrupt former cops who were sacked by Jim Gordon. These men are now pariahs from both sides of the law and follow Harvey because he offers leadership. The injuries he sustained cause Harvey constant pain which makes him irritable and temperamental. When he is in a particularly black mood he will gather up his men and go to war, breaking into mob hangouts and gunning down every crook present, then leave his men to loot the place. In his now deranged mind all the crimes he commits are justified for the purpose of wiping out wider crime in Gotham. His nickname Two-Face refers more to this hypocritical behavior than his scars.

A nervous tic of Harvey's is his habit of flipping a coin to decide between courses of action, or the guilt or innocence of someone he has decided to put on 'trial'. He has lost faith in reason and justice after his experiences and now delights in leaving human fate up to luck. The coin he uses is a special double-sided one, an old joke of his he used to carry to prank people. He dropped the coin while being tortured and it landed in a puddle of acid, scarring one side. If the coin lands scarred side he gets to take revenge on you, while the clean side means he has to enact justice. Either way his victim usually dies.

Batman put a stop to Harvey's rampage and had him sent to Arkham Asylum where therapists are trying to reach him. Though they have taken his coin away he persists in finding any random event in his local environment to make decisions. This keeps him disassociated from responsibility for his choices and actions and their consequences, facilitating his desire for revenge and to give free reign to his anger. He regards Batman as both an ally and an enemy, they are both operating outside of the law and taking extreme measures to stop crime, but he has also obstructed his personal crusade.
Last edited by Gamebook on Thu Jul 26, 2018 8:43 pm, edited 1 time in total.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Jun 13, 2018 6:54 pm

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Tarantula - PL 8

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

Advantages
Agile Feint, Attractive, Benefit, Security Clearance: F.B.I., Close Attack, Contacts, Defensive Attack, Defensive Roll, Equipment 5, Evasion, Improved Critical: Escrima Sticks: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Luck, Ranged Attack 3, Takedown, Taunt

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

Powers
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Escrima Sticks: Strength-based Damage 2 (DC 18; Split: 2 targets)
Mask: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Cell Phone (Smartphone), Commlink, Concealable Microphone, Costume [Light Body Armor: Protection 2, +2 Toughness; Impervious], Escrima Sticks [Escrima Sticks: Strength-based Damage 2, DC 18; Split: 2 targets], Flash Goggles, Flashlight, Mask [Mask: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Mini-tracer, Multi-tool, Pepper Spray, Rebreather, Restraints

Offense
Initiative +9
Escrima Sticks: Strength-based Damage 2, +12 (DC 18)
Grab, +12 (DC Spec 11)
Pepper Spray, +12 (DC Dog/Fort 14)
Throw, +6 (DC 16)
Unarmed, +12 (DC 16)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 6, Toughness 5/2, Will 6

Power Points
Abilities 56 + Powers 0 + Advantages 23 + Skills 27 (54 ranks) + Defenses 14 = 120

The Tarantula is a new mask among the nocturnal vigilantes of Gotham. Though new she is already an impressive operator, skilled in martial arts and a good detective. Her equipment is of excellent quality and she seems well supported and with her own network of contacts in law enforcement. She has been eager to meet up and work with members of the Bat-clan and their allies. Nightwing took on the job of finding out about her and testing her skills and she has made a highly favorable impression on him. After working together on several operations they have become personally involved, though so far they have both kept their masks on. After his break-up with Kory upon the disbandment of the Titans and with Barbara out of the life Dick was feeling lonely and looking for comfort. Tarantula is an attractive woman he doesn't have to lie to about the dangerous double life he leads, she revels in it in and can keep up with him both personally and physically.

Batman is of course much more suspicious of newcomers and has more extensive resources to research their backgrounds than his former apprentice. Dick never does doubt people enough. Batman has found out that the Tarantula is not a nocturnal vigilante at all, she is actually an F.B.I. agent who has volunteered to go undercover to infiltrate the Bat-clan. Federal law enforcement wants to find out how many and who is in the Bat-clan, and how extensive their resources are and the nature of their links to the GCPD. They don't necessarily intend to shut them down, rather they want to make use of the vigilantes themselves. Their access to GCPD records, even the confidential ones, means that they have a good idea how instrumental Batman and his associates have been in the breaking down of the grip of organized crime in Gotham and beyond. They want a piece of that action, the information that Batman must hold and the opportunity to make prestigious arrests.

The Bat-clan is not going to do anything to Cataline Flores, she is after all a legally appointed government agent. Even beyond being a Fed though she is an outsider to the Bat-clan. The only way to be admitted to the inner circles of Batman's people is to join up as a child or to have known him from the days out in the desert. If you have any prior loyalties or commitments that could cause you to possibly tell someone else about other members of their association then you will never be part of the clan. Batman has informed Dick of all this and is now having him manipulate Cataline into thinking she is getting in deeper while feeding her misinformation about themselves. In turn though they are using her as a line to the F.B.I., informing them of crimes and evidence that they can use to make effective arrests with their federal resources and authority. To Batman this has been just another opportunity to extend his contacts and influence, but Dick regards it with chagrin. Once again the life he chose to embark on as a child is affecting his freedom to live as a human being. He is considering telling Cataline that he knows all about her and the operation she is on and just asking her to keep on being the Tarantula, and his girlfriend. Can he ever reveal his true identity to a sworn public servant however? If he did so he knows that the Bat-clan would have to disown him, he would never see or work with any of them again. Dick is torn between continuing in the life, and maybe going legit and becoming a federal agent.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Jun 14, 2018 12:25 pm

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Thunder - PL 10

Strength 12/0, Stamina 10/1, Agility 2, Dexterity 1, Fighting 8, Intellect 3, Awareness 1, Presence 1

Advantages
All-out Attack, Equipment 4, Interpose, Power Attack, Ranged Attack 2

Skills
Acrobatics 4 (+6), Athletics 4 (+16), Insight 4 (+5), Intimidation 4 (+5), Investigation 4 (+7), Perception 4 (+5), Persuasion 4 (+5), Treatment 4 (+7)

Powers
Density Tricks
. . Immovable Object: Nullify 12 (Counters: Movement, DC 22; Reaction 3: reaction; Grab-based, Reduced Range: close)
. . Shatterkick
. . . . Knock Over: Cumulative Line Area Affliction 8 (Linked; 1st degree: Hindered, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Line Area: 5 feet wide by 30 feet long, DC 18, Cumulative; Limited Degree)
. . . . Tear (Linked; Line Area: 5 feet wide by 30 feet long, DC 18)
. . Sink into the ground: Burrowing 12 (Speed: 250 miles/hour, 0.5 miles/round; Reaction: reaction)
. . Thunderstomp
. . . . Shockwave (Linked; Burst Area: 30 feet radius sphere, DC 18)
. . . . Thunder: Cumulative Burst Area Affliction 8 (Linked; 1st degree: Hindered, Impaired, 2nd degree: Prone, Disabled, DC 18; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 18, Cumulative, Extra Condition; Limited: Impaired/Disabled limited to hearing, Limited Degree)
. . Vertical Drop (Custom: Unlimited range but only straight down, Increased Range: ranged)
Senses: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Increase Personal Density
. . Enhanced Trait: Enhanced Trait 42 (Linked; Traits: Strength +12 (+12), Stamina +9 (+10))
. . Immunity: Immunity 5 (Linked; Environmental Conditions (All))
. . Super-Hardened: Protection 2 (Linked; +2 Toughness; Impervious [10 extra ranks])
. . Unyielding: Immunity 80 (Linked; Toughness Effects; Reflect; Limited: reflect limited to melee strikes, Limited - Half Effect)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)

Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Goggles [Senses: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Mini-tracer, Multi-tool, Rebreather, Restraints, Suit [Light Body Armor: Protection 2, +2 Toughness; Impervious]

Offense
Initiative +2
Grab, +8 (DC Spec 22)
Immovable Object: Nullify 12, +8 (DC Will 22)
Knock Over: Cumulative Line Area Affliction 8 (DC Dog/Fort/Will 18)
Throw, +3 (DC 27)
Thunder: Cumulative Burst Area Affliction 8 (DC Dog/Fort/Will 18)
Unarmed, +8 (DC 27)

Languages
Native Language

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

Power Points
Abilities 34 + Powers 129 + Advantages 9 + Skills 16 (32 ranks) + Defenses 11 = 199

Anissa Pierce is the elder daughter of Jefferson Pierce, the superhero Black Lightning. Her body incorporates a small amount of physical material from him which has propagated through her body as she has grown up with peculiar physical effects. She can at will massively increase her personal density, becoming much heavier than lead and so hard as to be nearly indestructible. These two effects are actually independent of each other, which is what stops her from sinking into the ground or crashing through the floor every time she uses her power. Her ability to match her mass to the strength she is exerting lets her perform stunts that some others with superstrength powers cannot. She doesn't kick herself off a surface when she strikes it, allowing her to transmit all the force of a blow into it. This produces a massive shockwave effect, which devastates the immediate area and can knock people over and temporarily impair their hearing. She can function as an anchor, grabbing hold of objects and arresting their movement with her tremendous mass. She can kick a section of the surface she is standing on through itself, producing a line of tearing surface shooting away from where she is standing. By super-increasing her density she can sink into solid earth like it was water, then return to the surface by turning it off and using her super-strength to pull herself up and out. A favored opening attack of hers is simply being dropped from a great height and landing on a target.

Jefferson wanted his daughter to be something other than a superhero and encouraged (she might say pressured) her into studying for a profession. Anissa is a bright young woman and did well at medical school and is now working as an intern. With the gift of her powers though she doesn't see how she can not be a superhero. She agreed with her father that she would concentrate on her studies until graduation, but as soon as she had graduated she had a costume made up for herself and set out to fight crime. At first she just took on local thugs, letting them hurt themselves against her invulnerable body when they thought to slap or punch her. When using her power her body becomes hard and immobile, such that punching her is like hitting a fixed steel plate and you break your own hand. Almost no attack, no matter how powerful, can so much as scratch her. She is vulnerable to less direct attacks however, her power does not protect her mind. Wanting to fight bad guys she could really cut loose on she made it known she was available for recruitment to a super-team. The Justice League offered her associate status, but she guessed that had been arranged by her father and instead preferred to go with another offer, that from Roy Harper, the red archer. He was putting together his own team, the Outsiders. This group of semi-renegade superheroes is secretly funded by Batman and carries out operations that the more upright Justice League might not consider. A previous iteration of the team had been disbanded some while ago as its members left or got involved with other missions, but now Batman needed this force again.

Though young Anissa is not idealistic about being a superhero, she likes to view it as a hard and dirty job that has to be done. In combat she can be a very destructive fighter, often smashing up the scenery to affect her opponents. She often insists on being the first into any dangerous situation as she is the most nearly indestructible of the current team. She can be distracted by injured or endangered civilians, as a trainee doctor she sees them as her special responsibility and herself as ideally suited to shield them from harm.

Gamebook
Posts: 4053
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Jun 14, 2018 4:22 pm

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Lightning - PL 10

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

Advantages
Attractive, Defensive Roll, Move-by Action, Ranged Attack 3

Skills
Acrobatics 4 (+6), Athletics 4 (+4), Expertise: Science 4 (+8), Perception 4 (+4), Persuasion 4 (+5), Ranged Combat: Lightning 6 (+7)

Powers
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Immunity: Immunity 10 (Common Descriptor: Electricity)
Lightning
. . Absorb Lightning: Nullify 10 (Counters: Electricity, DC 20; Effortless, Increased Range: perception, Simultaneous)
. . Blinding Lightning: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight, Cumulative, Increased Range: ranged; Limited: Sight)
. . Lightning Bolts: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged, Multiattack)
. . Lightning Flash: Environment 10 (Light (Bright), Visibility (-2), Radius: 2 miles; Selective)
. . Overload: Nullify 10 (Counters: Electrics, DC 20; Effortless, Multiattack, Simultaneous)
. . Tase: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Multiattack)
Lightning Blue: Cumulative Affliction 4 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Cumulative, Reach (melee): 5 ft., Reaction 3: reaction, Selective)
Lightning Eyes: Senses 5 (Accurate: Electricity, Acute: Electricity, Detect: Electricity 2: ranged)

Offense
Initiative +2
Absorb Lightning: Nullify 10 (DC Will 20)
Blinding Lightning: Cumulative Perception Area Affliction 10 (DC Fort 20)
Grab, +4 (DC Spec 10)
Lightning Blue: Cumulative Affliction 4, +4 (DC Fort 14)
Lightning Bolts: Damage 10, +10 (DC Fort 25)
Overload: Nullify 10, +10 (DC Will 20)
Tase: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 8, Parry 4, Fortitude 3, Toughness 12/1, Will 3

Power Points
Abilities 26 + Powers 123 + Advantages 6 + Skills 13 (26 ranks) + Defenses 11 = 179

Jennifer Pierce is the younger daughter of Jefferson Pierce. From her father she has inherited his lightning powers, but hers are of the electricity of her universe rather than the antimatter universe. When she exerts her power her entire body become suffused with electrical power, which she can shock nearby people with at will as well as throwing out great arcs of lightning. Her power never entirely goes away, it is always at least present in her grey eyes (inherited from her mixed race mother) which perpetually sparkle with blue light.

She and her sister are rather different people in both their powers and character. Anissa has always been a tomboy, interested in sports and combat, while Jennifer is more feminine, though she is a science enthusiast. She is studying to get into a top college and is already planning to do a physics PhD one day on how her own powers work. She is sure that there must be profound insights into such things as room temperature superconductivity hidden within her given the amount of electrical power that she is able to generate.

After her sister became a superhero and joined up with a team of dubious characters her father talked to her and said that if she wanted to be a superhero as well he would support her in this. Jennifer is keen on using her powers in the field to do good so she has adopted her own cool costume and codename, matching it to her sister's, though they do not form a duo. Instead she has been placed on Power Girl's All-Stars team along with a number of other young superheroines (and a few veteran heroes and young superheroes). Jefferson trusts Karen to look after his daughter, he has worked with her in the past and knows how intelligent and powerful she is. Jennifer enjoys being part of a girls gang with all the other teenage girls on the team. She particularly likes Power Girl 2.0 as another black girl science geek.
Last edited by Gamebook on Fri Jun 22, 2018 9:09 pm, edited 1 time in total.

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