Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 29, 2017 5:15 am

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iGirl - PL 10

Strength 6, Stamina -, Agility 2, Dexterity 4, Fighting 8, Intellect 2, Awareness 0, Presence 0

Advantages
Contacts, Defensive Attack, Defensive Roll, Improved Aim, Improved Defense, Improved Initiative, Interpose, Ranged Attack 6, Skill Mastery: Technology

Skills
Acrobatics 4 (+6), Athletics 4 (+10), Investigation 8 (+10), Perception 8 (+8), Sleight of Hand 6 (+10), Technology 8 (+10), Vehicles 6 (+10)

Powers
Electronic Device
. . Created Media: Illusion 10 (Affects: Three Sense Types - Visual, Audio, Area: 4000 cft., DC 20; Illusion Area 2; Limited: to visual/audio displays)
. . Electric Arcs: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged, Multiattack)
. . Magnetics: Move Object 10 (25 tons, DC 25; Damaging, Multiattack; Limited Material: Ferrous Materials)
. . Spy Cameras: Remote Sensing 20 (Affects: 2 Types, inc. Visual - Visual, Audio, Range: 4000 miles; Medium: Cameras, Microphones)
. . Systems Crash: Perception Area Nullify 10 (Counters: Electronics, DC 20; Perception Area: DC 20 - Information, Increased Range: perception, Simultaneous)
. . Technology Control: Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Affects Objects Only, Cumulative, Increased Range 2: perception)
Electronic Eyes: Senses 12 (Analytical (Type): Vision, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Rapid: Hearing 2, Tracking: Infravision 2: full speed, Ultravision)
Immunity: Immunity 31 (Aging, Fortitude Effects)
Internet Hub: Radio Area Cosmic Communication 2 (Area, Rapid 9, Subtle: encrypted)
Magnetic Levitation: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Microphone Pickups: Senses 5 (Analytical: Hearing, Extended: Hearing 1: x10, Rapid: Hearing 2, Ultra-hearing)
Navigation: Senses 3 (Direction Sense, Distance Sense, Time Sense)
Protection: Protection 6 (+6 Toughness; Impervious)
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Physical [2 ranks only])
Radar: Senses 6 (Accurate: Radio, Analytical: Radio, Extended: Radio 2: x100, Radio)
Reboot: Immortality 10 (Return after 1 hour; Source: spare body)
Translator: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)

Offense
Initiative +6
Electric Arcs: Damage 10, +10 (DC Fort 25)
Grab, +8 (DC Spec 16)
Magnetics: Move Object 10, +10 (DC 25)
Systems Crash: Perception Area Nullify 10 (DC Will 20)
Technology Control: Cumulative Affliction 10 (DC Will 20)
Throw, +10 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 7/6, Will 6

Power Points
Abilities 34 + Powers 165 + Advantages 14 + Skills 22 (44 ranks) + Defenses 12 = 247

iGirl is a device brought back from the near future by a superhero who went on a time-traveling jaunt up the timelines. A universal purpose electronic aid is already a near omnipresent device on contemporary Earth and this robot takes it to the logical end result. She serves as a communications hub for her owner and a general servant of all work and personal caretaker. Her body is not a hard metallic shell but is made of an advanced rubber material that simulates human flesh. Using her ability to cast holograms she can make herself and the local environment appear as whatever her owner wants. She is programmed to be utterly obedient, having no thoughts or wishes for herself. While clever this is just a machine and will never seek to establish its own independence or protest against its misuse (though she will decline orders that would void her warranty, and ordering her to perform criminal actions will result in her automatically notifying the authorities). Currently this device is operating in a superhero HQ where it usefully performs much of the routine technical and domestic work. If supervillains break in to steal equipment and information she would be a highly desirable prize for them.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 29, 2017 5:37 am

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Marcella - PL 12

Strength 12/2, Stamina 10/2, Agility 4, Dexterity 2, Fighting 12, Intellect 1, Awareness 2, Presence 2

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 2, Evasion, Improved Critical 2: Unarmed, Improved Initiative, Power Attack, Ranged Attack 4, Takedown 2

Skills
Acrobatics 8 (+12), Athletics 8 (+20), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Sleight of Hand 4 (+6), Stealth 6 (+10), Vehicles 4 (+6)

Powers
Cold Adapted: Immunity 10 (Common Descriptor: Cold; Limited - Half Effect)
Enhanced Trait: Enhanced Trait 36 (Traits: Strength +10 (+12), Stamina +8 (+10))
Immunity: Immunity 7 (Aging, Environmental Conditions (All), Suffocation: Oxygen)
Regeneration: Regeneration 5 (Every 2 rounds)
Senses: Senses 2 (Low-light Vision, Ultravision)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)

Offense
Initiative +8
Grab, +12 (DC Spec 22)
Throw, +6 (DC 27)
Unarmed, +12 (DC 27)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 14, Toughness 12/10, Will 8

Power Points
Abilities 54 + Powers 60 + Advantages 16 + Skills 24 (48 ranks) + Defenses 18 = 172

Marcella is a warrior princess of Titan, the large moon of Saturn. She is a human/alien hybrid species, specially created to be able to live on the open surface of Titan. She is immune to extremely low temperatures, finding the average surface temperature of -179 Centigrade to be natural and comfortable. She can happily swim in liquid methane. Her body breathes methane/ethane though she can also respire oxygen. Her people live on Titan in its cryogenic atmosphere like it was Earth, building cities and farms along the coasts and rivers and sailing on its liquid methane seas. They can tolerate human level temperatures and atmospheric pressure but much prefer their own world. In terms of technology they are actually quite primitive, existing at an advanced stone-age agriculture level. Titan is not a dense world and is poor in mineral resources that can be mined by hand so they have never discovered the use of metals. The aliens that created her people did not leave them defenseless though. There is a small class of people on her planet that have immense super-strength and resilience. They can smash any intruders who might seek to attack them. Their title is translated by the superheroes who initially encountered them to prince/princess, in the sense of 'leader' or 'first person to do things'.

As the guardian of her people it was she who made first contact when a superhero spaceship touched down on an exploratory mission, and impressed the foreigners with a display of her strength and fighting skill by lightly beating them up. After clearing up initial confusion and establishing friendly relations she determined to go back with the visitors to their own world to learn more about the wider cosmos and the things in it that could threaten her home. She also hopes to discover why her people were created in the first place. Currently she is operating on a superteam where she is a proud and aggressive warrior type.
Last edited by Gamebook on Tue Aug 15, 2017 9:53 pm, edited 1 time in total.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Jul 29, 2017 6:04 am

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Miss July - PL 12

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

Advantages
Assessment, Attractive, Defensive Attack, Defensive Roll 2, Evasion, Improved Critical 2: Stab: Strength-based Damage 3, Improved Critical: Unarmed, Improved Disarm, Improved Initiative, Inspire 2, Leadership, Luck 2, Power Attack, Ranged Attack 7, Takedown, Teamwork

Skills
Acrobatics 6 (+9), Athletics 8 (+18), Deception 6 (+9), Insight 8 (+11), Intimidation 6 (+9), Investigation 6 (+8), Perception 6 (+9), Persuasion 8 (+11), Sleight of Hand 4 (+7), Stealth 4 (+7), Vehicles 6 (+9)

Powers
Enhanced Trait: Enhanced Trait 30 (Traits: Strength +9 (+10), Stamina +6 (+8))
Immunity: Immunity 5 (Environmental Conditions (All))
Regeneration: Regeneration 3 (Every 3.33 rounds)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
Star Spear (Easily Removable)
. . Stab: Strength-based Damage 3 (piercing, slashing, DC 28; Reach (melee) 2: 10 ft.)
. . . . Block: Enhanced Trait 3 (Alternate; Traits: Dodge +1 (+11), Parry +2 (+12))
. . . . Brace: Enhanced Strength 1 (Alternate; +1 STR; Limited to Lifting)
. . . . Throw: Strength-based Damage 2 (Alternate; piercing, DC 27; Increased Range: ranged)

Offense
Initiative +7
Grab, +10 (DC Spec 20)
Stab: Strength-based Damage 3, +10 (DC 28)
Throw, +10 (DC 25)
Throw: Strength-based Damage 2, +10 (DC 27)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 10/8, Will 9

Power Points
Abilities 54 + Powers 46 + Advantages 26 + Skills 34 (68 ranks) + Defenses 16 = 176

Miss July is a superhero from an alternate reality version of the US, one ruled by an aristocratic warrior class in a feudal fashion due to a different progression of history in her timeline. She always carries her semi-ceremonial lance as it is a symbol of her status as much as a weapon. She has ended up on contemporary Earth after one of those confusing reality-spanning adventures where superheroes meet lots of different versions of themselves and their superteams. Once the dust has settled and what was going on has been sorted out to everyone's satisfaction (if rarely everyone's comprehension) there are always a few loose ends. Some people always seem to end up in a different reality to the one they started in. This can be due to the destruction or erasure of their home reality, wanting to visit somewhere else, or failing to make it back through the collapsing warp portal in time. These crossover events are also notorious for being hookup opportunities between superheroes, with many ending up stranded because they were distracted by a dalliance.

Miss July is unbothered about being estranged from her home reality, she is confident she will get back to it one day. In the meantime there are plenty of things to do on this one, with dastardly supervillains and attractive teammates to keep her amused. She is a fierce fighter with her spear, coming from a more martial culture than is typical of contemporary society. She often has to be reminded not to disembowel her foes. As an aristocrat she expects deference from the lower orders and is often rather baffled by the egalitarian ethos of the USA she finds herself in.
Last edited by Gamebook on Tue Aug 01, 2017 6:27 am, edited 2 times in total.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 30, 2017 6:07 am

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Mr Superior - PL 12

Strength 15/3, Stamina 11/3, Agility 3, Dexterity 3, Fighting 9, Intellect 5, Awareness 2, Presence 2

Advantages
Agile Feint, All-out Attack, Benefit, Galactic Authority, Contacts, Eidetic Memory, Improved Initiative, Interpose, Leadership, Move-by Action, Power Attack, Ranged Attack 3, Takedown, Teamwork, Well-informed

Skills
Athletics 6 (+21), Insight 6 (+8), Intimidation 6 (+8), Investigation 8 (+13), Perception 8 (+10), Persuasion 4 (+6), Ranged Combat: Eye Beams: Damage 14 2 (+5), Sleight of Hand 4 (+7), Technology 4 (+9), Vehicles 4 (+7)

Powers
Cosmic Communication: Other Cosmic Communication 4
Enhanced Trait: Enhanced Trait 40 (Traits: Strength +12 (+15), Stamina +8 (+11))
Eye Beams: Damage 14 (DC 29; Accurate: +2, Increased Range: ranged, Precise)
Flight: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
Immunity: Immunity 11 (Aging, Life Support)
Movement: Movement 2 (Space Travel 2: other solar systems)
Protection: Protection 4 (+4 Toughness; Impervious [11 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Superior Vision: Senses 10 (Darkvision, Distance Sense, Extended: Vision 3: x1k, Penetrates Concealment: Vision)

Offense
Initiative +7
Eye Beams: Damage 14, +10 (DC 29)
Grab, +9 (DC Spec 25)
Throw, +6 (DC 30)
Unarmed, +9 (DC 30)

Languages
Native Language

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

Power Points
Abilities 60 + Powers 161 + Advantages 16 + Skills 26 (52 ranks) + Defenses 17 = 280

Mr Superior is an agent of the Superiority, the future civilization that Superion also comes from. He comes from a much earlier period in their history though, a time when it was being founded. His father is a superhero who led a small group of survivors away from the Earth when it was lost to humanity. They built a fortified refuge in the galactic wilds where they conceal themselves from their enemies. Everything about their society is focused on survival, every member is like Mr Superior, a superpowered warrior. They remain few in number as they will only increase their numbers when they obtain the materials necessary to create a set of superpowers for the new person.

As one of their top operatives Mr Superior travels around the cosmos on missions for his people. He may come back to contemporary Earth to fight time-traveling supervillains or to help steer the course of history so that his culture is more likely to come about. Currently it is vulnerable to temporal attack as the set of timelines it occupies is very narrow and dependent on a series of fortunate events happening. Any slight shift to the timelines would erase it (other events in history are more robust and would come about almost regardless of what happens). He can be quite ruthless in his conduct, in his mind and the mindset of his culture there is no room for weakness or failure. Any of them who fails to live up to their very high standards is liable to have their superpowers taken from them and be exiled. This makes him incredibly stubborn in the pursuit of his missions, even when he should retreat or compromise. Contemporary Earth superheroes have often found him to be a pain to deal with on the occasions they have encountered him.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 30, 2017 7:52 am

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Mrs Superior - PL 12

Strength 13/1, Stamina 9/2, Agility 3, Dexterity 3, Fighting 9, Intellect 4, Awareness 3, Presence 2

Advantages
Agile Feint, Benefit, Galactic Authority, Connected, Defensive Attack, Eidetic Memory, Improved Initiative, Interpose, Leadership, Move-by Action, Power Attack, Ranged Attack 3, Takedown, Teamwork

Skills
Acrobatics 4 (+7), Athletics 4 (+17), Deception 6 (+8), Insight 8 (+11), Investigation 6 (+10), Perception 6 (+9), Persuasion 8 (+10), Ranged Combat: Eye Beams: Damage 14 2 (+5), Sleight of Hand 4 (+7), Technology 4 (+8), Treatment 4 (+8), Vehicles 4 (+7)

Powers
Cosmic Communication: Other Cosmic Communication 4
Enhanced Trait: Enhanced Trait 38 (Traits: Strength +12 (+13), Stamina +7 (+9))
Eye Beams: Damage 14 (DC 29; Accurate: +2, Increased Range: ranged, Precise)
Flight: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
Immunity: Immunity 11 (Aging, Life Support)
Movement: Movement 2 (Space Travel 2: other solar systems)
Protection: Protection 4 (+4 Toughness; Impervious [11 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Superior Vision: Senses 10 (Darkvision, Distance Sense, Extended: Vision 3: x1k, Penetrates Concealment: Vision)

Offense
Initiative +7
Eye Beams: Damage 14, +10 (DC 29)
Grab, +9 (DC Spec 23)
Throw, +6 (DC 28)
Unarmed, +9 (DC 28)

Languages
Native Language

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

Power Points
Abilities 54 + Powers 159 + Advantages 15 + Skills 30 (60 ranks) + Defenses 16 = 274

Mr Superior's wife, she is just as fierce as he is but is more prepared to negotiate and compromise. She often accompanies her husband on his missions, or goes on independent missions of her own. She has the same powers as him but is not quite as great a warrior, relying more on her eye beams when it comes to combat. Marriage in the Superiority is a privilege that has to be earned through exemplary service, only the best can be entrusted with their future. It took them years of struggle before they were granted permission to marry and start a family and this has made them fanatically devoted to each other. Their costumes are a uniform, individual clothing in the Superiority is rare. Being a civilization derived from superheroes their clothing does tend to look superhero costumes though.

The Superiority has a number of powerful enemies that are seeking to destroy it in order to expunge the last remnant of the independent human race from the galaxy. Some of these are aliens, some are heavily altered other humans. The Superiors will try to avoid drawing these dangerous foes onto contemporary Earth but at times may find it difficult to avoid. Mr Superior will be reluctant to seek aid against them as they are not the responsibility of contemporary Earth people. Mrs Superior is the one likely to contact Earth superheroes for aid when they really need it.
Last edited by Gamebook on Tue Aug 01, 2017 6:25 am, edited 2 times in total.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sun Jul 30, 2017 10:08 pm

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Miss Superior - PL 11

Strength 12/0, Stamina 8/1, Agility 3, Dexterity 2, Fighting 7, Intellect 3, Awareness 2, Presence 1

Advantages
Defensive Attack, Eidetic Memory, Improved Initiative, Move-by Action, Ranged Attack 2

Skills
Acrobatics 4 (+7), Athletics 4 (+16), Insight 4 (+6), Investigation 4 (+7), Perception 4 (+6), Persuasion 4 (+5), Ranged Combat: Eye Beams: Damage 14 2 (+4), Technology 4 (+7), Treatment 4 (+7), Vehicles 4 (+6)

Powers
Cosmic Communication: Other Cosmic Communication 4
Enhanced Trait: Enhanced Trait 38 (Traits: Strength +12 (+12), Stamina +7 (+8))
Eye Beams: Damage 14 (DC 29; Accurate: +2, Increased Range: ranged, Precise)
Flight: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
Immunity: Immunity 11 (Aging, Life Support)
Movement: Movement 2 (Space Travel 2: other solar systems)
Protection: Protection 4 (+4 Toughness; Impervious [11 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Superior Vision: Senses 10 (Darkvision, Distance Sense, Extended: Vision 3: x1k, Penetrates Concealment: Vision)

Offense
Initiative +7
Eye Beams: Damage 14, +8 (DC 29)
Grab, +7 (DC Spec 22)
Throw, +4 (DC 27)
Unarmed, +7 (DC 27)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 11, Toughness 12, Will 6

Power Points
Abilities 38 + Powers 159 + Advantages 6 + Skills 19 (38 ranks) + Defenses 11 = 233

The daughter of Mr and Mrs Superior she has the same powerset as her parents. She has just graduated from training and is tremendously eager to use her powers and really prove herself. Being so new she sticks very rigidly to the rules and tries to be serious and stern. Her first mission has been to travel to contemporary Earth and join up with one of the youth teams, those made up of student superheroes (people in their late teens to early twenties, actual minors are not permitted to be superheroes). This is much to get her some experience with people from a background very different to hers as to perform an actual mission. She finds the youth of the twenty-first century rather baffling, they don't seem to take things nearly seriously enough. Rather than spending all their time studying and training they seem more interested in goofing off and having fun with each other. They mostly only wear their costumes when on a mission, rather than all the time like she does. At the college campus at which she is staying there are a good number of superheroes in the student body but she is still regarded as a bit odd, a bit too intense about it. When she does demonstrate her high level of power though they are suitably impressed so they let her on their missions while trying to get her to lighten up a bit.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Tue Aug 01, 2017 6:07 am

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Father Superior - PL 12

Strength 14/2, Stamina 10/2, Agility 1, Dexterity 3, Fighting 7, Intellect 5, Awareness 3, Presence 3

Advantages
Benefit, Galactic Authority, Benefit, Status: Leader of the Superiority, Contacts, Eidetic Memory, Improved Initiative, Inspire 2, Interpose, Leadership, Move-by Action, Power Attack, Ranged Attack 3, Takedown, Teamwork, Well-informed

Skills
Athletics 4 (+18), Insight 8 (+11), Intimidation 4 (+7), Investigation 8 (+13), Perception 6 (+9), Persuasion 8 (+11), Ranged Combat: Eye Beams: Damage 14 2 (+5), Sleight of Hand 4 (+7), Technology 6 (+11), Vehicles 4 (+7)

Powers
Cosmic Communication: Other Cosmic Communication 4
Enhanced Trait: Enhanced Trait 40 (Traits: Strength +12 (+14), Stamina +8 (+10))
Eye Beams: Damage 14 (DC 29; Accurate: +2, Increased Range: ranged, Precise)
Flight: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
Immunity: Immunity 11 (Aging, Life Support)
Movement: Movement 2 (Space Travel 2: other solar systems)
Protection: Protection 4 (+4 Toughness; Impervious [11 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Superior Vision: Senses 10 (Darkvision, Distance Sense, Extended: Vision 3: x1k, Penetrates Concealment: Vision)

Offense
Initiative +5
Eye Beams: Damage 14, +10 (DC 29)
Grab, +7 (DC Spec 24)
Throw, +6 (DC 29)
Unarmed, +7 (DC 29)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 12, Toughness 14, Will 10

Power Points
Abilities 52 + Powers 161 + Advantages 17 + Skills 27 (54 ranks) + Defenses 15 = 272

Father Superior is the founder of the Superiority. A veteran superhero he chose to flee rather than make a hopeless stand along with the rest of the superheroes during the final battle for Earth. Those he took with him were mostly not other superheroes but were the staff and families of his superhero HQ who monitored the world and built equipment for him. There wasn't the time or resources to save more than a few thousand individuals and he believes this handful to be all that is left of the human race. He took absolute control of these survivors and has molded them into an army focused exclusively on defense and survival. Over time he has acquired enough superpowers that every member of the Superiority has superpowers and is trained to use them. He has encountered a few other survivor groups led by other superheroes but he has always refused contact with them. Many other survivors are becoming increasingly post-human as they incorporate alien and artificial genes and he wants to preserve the unique identity of the human race.

As he gets older and the Superiority expands in size and capabilities his once iron grip is slipping though. His superpowers mean that his life has been extended for centuries but he is not immortal. Many of the other senior figures in the Superiority think that they should move to a more democratic system rather than his imperial rule. After so long in charge he can be rigid and inflexible and has at times insisted on clearly incorrect policies. If he does not accede to demands for more community-based leadership he may soon face a rebellion. Part of the reason he has sent his son Mr Superior on missions back to contemporary Earth is that he was arguing with him too much and was a focus for the discontents of the community.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Tue Aug 01, 2017 6:17 am

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Mrs Superior - PL 12

Strength 13/1, Stamina 9/2, Agility 3, Dexterity 3, Fighting 9, Intellect 4, Awareness 3, Presence 2

Advantages
Agile Feint, Benefit, Galactic Authority, Connected, Defensive Attack, Eidetic Memory, Improved Initiative, Interpose, Leadership, Move-by Action, Power Attack, Ranged Attack 3, Takedown, Teamwork

Skills
Acrobatics 4 (+7), Athletics 4 (+17), Deception 6 (+8), Insight 8 (+11), Investigation 6 (+10), Perception 6 (+9), Persuasion 8 (+10), Ranged Combat: Eye Beams: Damage 14 2 (+5), Sleight of Hand 4 (+7), Technology 4 (+8), Treatment 4 (+8), Vehicles 4 (+7)

Powers
Cosmic Communication: Other Cosmic Communication 4
Enhanced Trait: Enhanced Trait 38 (Traits: Strength +12 (+13), Stamina +7 (+9))
Eye Beams: Damage 14 (DC 29; Accurate: +2, Increased Range: ranged, Precise)
Flight: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
Immunity: Immunity 11 (Aging, Life Support)
Movement: Movement 2 (Space Travel 2: other solar systems)
Protection: Protection 4 (+4 Toughness; Impervious [11 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Superior Vision: Senses 10 (Darkvision, Distance Sense, Extended: Vision 3: x1k, Penetrates Concealment: Vision)

Offense
Initiative +7
Eye Beams: Damage 14, +10 (DC 29)
Grab, +9 (DC Spec 23)
Throw, +6 (DC 28)
Unarmed, +9 (DC 28)

Languages
Native Language

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

Power Points
Abilities 54 + Powers 159 + Advantages 15 + Skills 30 (60 ranks) + Defenses 16 = 274

Father Superior's wife and the mother of Mr Superior. She was not actually a superhero on Earth before it was lost, instead she was a civilian woman who ran his superhero HQ. As the leading figure of those he saved she was effectively joint leader with him of the new community of survivors. He always retained a final say on all matters though and would impose his own policies when he felt he needed to. She was the first to receive superpowers that he had obtained, raising her to his level. This was partly a calculated move on his part, it served to separate her from the other survivors and move her closer to him. Having such superpowers convinced her that everyone in the community should have them and she supported his long-term project of obtaining them for everybody. Like him she is used to controlling the lives of everybody else in her community but is more open to the idea that it is time for more collective leadership. She has faith that her children are capable of deciding what to do without the constant guidance of Father Superior.

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

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

Post by Gamebook » Tue Aug 01, 2017 9:38 pm

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Night Shrike - PL 9

Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 12, Intellect 2, Awareness 2, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Wealth 2 (independently wealthy), Chokehold, Close Attack 2, Contacts, Defensive Attack, Defensive Roll 2, Equipment 8, Evasion, Improved Critical 3: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Quick Draw, Ranged Attack 9, Takedown, Trance

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

Powers
Gauntlets: Strength-based Damage 2 (DC 19)
Glide Cape: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Grapple Gun: Move Object 2 (200 lbs., DC 17; Damaging; Limited Direction: Towards)
. . Swing Line: Movement 1 (Alternate; Swinging)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Visor: Senses 7 (Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Boomerang, Camo Clothing, Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Gas Mask, Handcuffs, Mini-tracer, Night Shrike costume [Gauntlets: Strength-based Damage 2, DC 19; Glide Cape: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings; Grapple Gun: Move Object 2, 200 lbs., DC 17; Damaging; Limited Direction: Towards; Light Body Armor: Protection 2, +2 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Visor: Senses 7, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision], Rebreather, Toolkit (Basic)

Offense
Initiative +8
Boomerang, +12 (DC 18)
Gauntlets: Strength-based Damage 2, +14 (DC 19)
Grab, +14 (DC Spec 12)
Grapple Gun: Move Object 2, +12 (DC 17)
Throw, +12 (DC 17)
Unarmed, +14 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 5, Toughness 6/2, Will 7

Power Points
Abilities 58 + Powers 0 + Advantages 39 + Skills 34 (68 ranks) + Defenses 16 = 147

The Night Shrike is a veteran urban vigilante who's seen and done it all. He's battled everybody from street muggers to galactic warlords, on his own, with sidekicks, on team ups with other vigilantes and as part of superteams. As he has got older he has returned to his roots, going back to fighting on the streets rather than adventuring with superheroes. The superheroes often need someone with a bit of sense who will pause to observe and plan rather than just charging wildly in and relying on superpowers to see them through. In the end though what he has always wanted to do is make the streets safe for regular people. The gangs and cults are worse than ever though and sometimes he wonders what it was all for. Are all he's got to show for a lifetime of struggle a lot of scars and bad knees? He's also worried about the more violent and even murderous vigilantes that are arising recently. For all his doubts though he keeps going out there and trying to make things better.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Tue Aug 01, 2017 9:50 pm

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Rottweiler - PL 9

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

Advantages
Close Attack 2, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Equipment 9, Evasion, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Critical 2: Suppressed Pistol, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ranged Attack 11, Takedown

Skills
Acrobatics 6 (+9), Athletics 10 (+12), Insight 6 (+8), Intimidation 8 (+10), Investigation 4 (+5), Perception 6 (+8), Sleight of Hand 4 (+6), Stealth 4 (+7), Technology 4 (+5), Vehicles 6 (+8)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gauntlets: Strength-based Damage 2 (DC 19)
Goggles: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)

Equipment
Commlink, Gas Mask, Rebreather, Rottweiler suit [Body Armor: Protection 3, +3 Toughness; Impervious; Gauntlets: Strength-based Damage 2, DC 19; Goggles: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Suppressed Pistol (Heavy Pistol, Suppressor), Targeting Scope Assault Rifle (Assault Rifle, Targeting Scope)

Offense
Initiative +7
Gauntlets: Strength-based Damage 2, +12 (DC 19)
Grab, +12 (DC Spec 12)
Suppressed Pistol, +13 (DC 19)
Targeting Scope Assault Rifle, +13 (DC 20)
Throw, +13 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 7

Power Points
Abilities 50 + Powers 0 + Advantages 36 + Skills 29 (58 ranks) + Defenses 16 = 131

Rottweiler is a slightly eccentric private mercenary. He specializes in rescuing kidnap victims, tracking their captors down and freeing them. He is quite prepared to shoot anyone who gets in his way. When he has rescued the hostages an odd thing he does is ask them if they would like their kidnappers killed. He even offers them a choice of methods (shooting, beating, skinning or being mauled to death by his dog Rott). He seems to have acquired this habit because many of his clients are mobsters and when they have been rescued they often want those who took them murdered in retaliation. Rottweiler makes no distinction though between veteran mobsters and small children, it's up to them if they want revenge. Occasionally he works with the other black ops international mercenaries. By their standards he isn't particularly strange.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Aug 03, 2017 7:01 pm

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Tit-Mouse - PL 7

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

Advantages
Agile Feint, Assessment, Attractive, Close Attack, Defensive Attack, Defensive Roll 2, Equipment 2, Evasion, Improved Critical 2: Whip, Improved Initiative, Luck, Quick Draw, Ranged Attack 5, Redirect, Taunt, Uncanny Dodge

Skills
Acrobatics 10 (+15), Athletics 6 (+7), Deception 6 (+8), Insight 6 (+8), Investigation 4 (+5), Perception 6 (+8), Persuasion 8 (+10), Sleight of Hand 8 (+11), Stealth 6 (+11)

Powers
Carving Knife: Strength-based Damage 2 (slashing, DC 18)

Equipment
Carving Knife [Carving Knife: Strength-based Damage 2, slashing, DC 18], Whip

Offense
Initiative +9
Carving Knife: Strength-based Damage 2, +11 (DC 18)
Grab, +11 (DC Spec 11)
Throw, +8 (DC 16)
Unarmed, +11 (DC 16)
Whip, +11 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 4/2, Will 7

Power Points
Abilities 52 + Powers 0 + Advantages 23 + Skills 30 (60 ranks) + Defenses 13 = 118

Tit-Mouse is sort of an urban vigilante, but not a very serious one. She exists in that dubious margin where urban crime-fighting and crime-committing in a themed costume crosses over into performance art. She and her opponents are doing it mainly for the fun of it rather than to make money or fight crime. She spends her time fighting opponents like the Cat-Man, the Three Mice and the Clock, or annoying more serious heroes by getting involved in their investigations. She will even hire herself out to people for them to indulge fantasies of being an urban crimefighter or criminal without all the actual training and getting into danger it involves. If confronted by seriously violent people she tends to skip out as it isn't fun anymore. Most of the time she is a 'hero' but when bored will seek to shake things up by pulling prankish crimes.
Last edited by Gamebook on Thu Aug 10, 2017 9:28 pm, edited 1 time in total.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Aug 03, 2017 7:10 pm

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Thunderhead - PL 10

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

Advantages
All-out Attack, Improved Critical: Unarmed, Improved Initiative, Power Attack, Ranged Attack 2

Skills
Acrobatics 4 (+6), Athletics 8 (+18), Intimidation 4 (+4)

Powers
Enhanced Trait: Enhanced Trait 30 (Traits: Strength +8 (+10), Stamina +7 (+10))
Immunity: Immunity 5 (Environmental Conditions (All))
Protection: Protection 2 (+2 Toughness; Impervious [8 extra ranks])
Regeneration: Regeneration 3 (Every 3.33 rounds)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
Thunderhead (Cone Area: 60 feet cone, DC 20)
. . Thunderslam (Alternate; Burst Area: 30 feet radius sphere, DC 20)

Offense
Initiative +6
Grab, +8 (DC Spec 20)
Throw, +2 (DC 25)
Unarmed, +8 (DC 25)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 14, Toughness 12, Will 4

Power Points
Abilities 30 + Powers 66 + Advantages 6 + Skills 8 (16 ranks) + Defenses 14 = 124

Thunderhead is a simple superhero. Simple-minded some would say. He has fairly standard superstrength powers which he can also use to generate localized shockwaves. He got these powers working offworld as a general laborer, they are meant for demolition of light structures such as unwanted urban housing. Some space habitats, especially those inhabited by less advanced civilizations, develop thousands of square miles of low-rise sprawl as people take advantage of the effectively unlimited space in the balmy climate. As these cheap buildings degenerate over time they become ugly eyesores and areas of urban blight. Eventually plans are enacted for large-scale slum clearance. He spent years blowing such places to bit before getting too bored with it and going back to Earth to be a superhero instead. On Earth he tends to see a lot of contemporary housing in the same cynical light and so is rather careless about demolishing it during superfights. In his view it should all be replaced with something better. While many other superheroes agree about the quality of the housing it is still someone's home and so they admonish him to be more careful, not least because they have to pay compensation for unnecessary damage.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Thu Aug 03, 2017 7:25 pm

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Wildman - PL 9

Strength 3, Stamina 4, Agility 5, Dexterity 2, Fighting 12, Intellect 1, Awareness 3, Presence 1

Advantages
Agile Feint, Animal Empathy, Assessment, Chokehold, Close Attack 3, Defensive Attack, Defensive Roll 2, Equipment 1, Evasion 2, Favored Environment: Jungle, Hide in Plain Sight, Improved Critical 3: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 4, Skill Mastery: Athletics, Takedown, Tracking, Trance

Skills
Acrobatics 8 (+13), Athletics 10 (+13), Insight 8 (+11), Intimidation 6 (+7), Investigation 6 (+7), Perception 10 (+13), Sleight of Hand 4 (+6), Stealth 8 (+13)

Equipment
Camo Clothing

Offense
Initiative +9
Grab, +15 (DC Spec 13)
Throw, +6 (DC 18)
Unarmed, +15 (DC 18)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 6/4, Will 9

Power Points
Abilities 62 + Powers 0 + Advantages 31 + Skills 30 (60 ranks) + Defenses 17 = 140

Wildman was a jungle hero back in the days of colonialism, when stealing other people's countries was regarded as laudable and part of national destiny rather than blatant piracy. He used to battle savage giant apes, headhunters and gangs of criminals seeking ancient mystical artifacts from forgotten temples deep in the jungle. He was not raised in the jungle, he was a visiting adventurer which is why he wore his form-fitting costume. It protected him from the rough environment and countless biting insects. In retrospect a lot of his adventures were only troublesome because he provoked it. The savage apes were just peaceful gorillas he had a tendency to harass when trekking through their habitat with his small army of local porters. He was able to drive off great fierce males because they were just putting on a display to try and scare him off then fleeing into the jungle. The so-called 'headhunters' were just local people offended at him intruding on their lands without asking permission and helping himself to their sacred artifacts and taking their crops to feed his employees. The gangs of criminals were rather his rivals in the business of obtaining said sacred artifacts for sale at auction to collectors back in Europe and America. He wrote extensively about his travels and adventures and was immensely popular and lionized for years for it. In the postcolonial period his version of events was challenged by new writers, many from the very peoples he had inconsiderately abused for years. Nowadays he is regarded by most people from the West as an old shame and embarrassment and is not referred to anymore.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Aug 05, 2017 5:55 am

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Amerikaner - PL 8

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

Advantages
Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 8, Evasion, Improved Critical: Boomerang, Improved Critical: Unarmed, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 9, Throwing Mastery 2

Skills
Acrobatics 4 (+7), Athletics 8 (+10), Insight 4 (+5), Intimidation 8 (+9), Investigation 4 (+5), Perception 4 (+5), Sleight of Hand 4 (+6), Stealth 6 (+9), Vehicles 6 (+8)

Powers
Light Body Armor: Protection 2 (+2 Toughness; Impervious)

Equipment
Boomerang, Camo Clothing, Cell Phone (Smartphone), Commlink, Fragmentation Grenade, Gas Mask, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Multi-tool, Restraints, Sleep Gas Grenade

Offense
Initiative +3
Boomerang, +11 (DC 20)
Fragmentation Grenade, +11 (DC Dog 15)
Grab, +12 (DC Spec 12)
Sleep Gas Grenade, +11 (DC Dog/Fort 14)
Throw, +11 (DC 19)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 6

Power Points
Abilities 44 + Powers 0 + Advantages 31 + Skills 24 (48 ranks) + Defenses 15 = 114

The Amerikaner is a neo-Nazi urban vigilante. He fights on the mean streets like other vigilantes, but targets not just criminals but their families as well. He and his supporters seek to drive people out of an area and are prepared to go to such lengths as firebombing houses and apartments to do it. They punish those they target by more than leaving them for the police. Often they will take them back to improvised basement torture chambers. The bodies of those too injured are buried in the woods. This evil thug is trying to establish links to other better organized and funded hate and violence groups such as the Assault Police or certain supervillain masterminds. Even some of those unpleasant people do not wish to associate with avowed Nazis however.

Hoodlum - PL 9

Strength 0, Stamina 2, Agility 4, Dexterity 2, Fighting 10, Intellect 0, Awareness 1, Presence 1

Advantages
Agile Feint, Defensive Roll 2, Equipment 6, Evasion, Hide in Plain Sight, Improved Critical 2: Knife, Improved Initiative, Power Attack, Ranged Attack 6, Takedown

Skills
Acrobatics 6 (+10), Athletics 8 (+8), Insight 4 (+5), Intimidation 6 (+5), Perception 6 (+7), Sleight of Hand 4 (+6), Stealth 6 (+14), Vehicles 6 (+8)

Powers
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Little Guy: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)

Equipment
Commlink, Flash Goggles, Flash Grenade, Flashlight, Knife, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Light Pistol, Mini-tracer, Rebreather, Restraints

Offense
Initiative +8
Flash Grenade, +8 (DC Dog/Fort 14)
Grab, +10 (DC Spec 10)
Knife, +10 (DC 16)
Light Pistol, +8 (DC 18)
Throw, +8 (DC 15)
Unarmed, +10 (DC 15)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 5, Toughness 6/2, Will 5

Power Points
Abilities 42 + Powers 9 + Advantages 22 + Skills 23 (46 ranks) + Defenses 13 = 109

The Hoodlum is an attempted genetic recreation of Adolf Hitler. A basement supervillain scientist created him out of genes that he reckoned would produce an improved version of the long dead charismatic demagogue. The limitations of his expertise and funding though meant that it did not work out quite right. Hoodlum is stuck at a mere three feet tall and is manic and vicious without being particularly intelligent. The clone has been raised and educated to be as full of hate as possible but is clearly never going to be the leader of a glorious new Reich. Currently the Amerikaner uses him as an assassin and torturer while hoping to repeat the project successfully.

Gamebook
Posts: 3309
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Sat Aug 05, 2017 6:18 am

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Chronarch - PL 14

Strength 8, Stamina 2, Agility 2, Dexterity 4, Fighting 10, Intellect 6, Awareness 3, Presence 2

Advantages
All-out Attack, Assessment, Benefit, Cipher 2, Benefit, Wealth 5 (billionare), Contacts, Defensive Attack, Eidetic Memory, Improved Critical: Tachyon Blade: Strength-based Damage 10, Improved Initiative, Improved Smash, Improved Trip, Luck 3, Power Attack, Ranged Attack 6, Takedown, Well-informed

Skills
Athletics 6 (+14), Deception 8 (+10), Insight 10 (+13), Intimidation 8 (+10), Investigation 10 (+16), Perception 10 (+13), Persuasion 6 (+8), Sleight of Hand 6 (+10), Stealth 6 (+8), Technology 10 (+16), Treatment 6 (+12), Vehicles 8 (+12)

Powers
Chronarch Royal Armor (Removable)
. . Armor Plate & Temporal Flux Shield: Protection 16 (+16 Toughness; Impervious)
. . Biostasis: Immunity 11 (Aging, Life Support)
. . Disguise: Morph 3 (humanoids, +20 Deception checks to disguise; Broad group)
. . Enhanced Ability: Enhanced Strength 6 (+6 STR)
. . Levitation: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Personal Time Travel: Movement 3 (Time Travel 3: any time, 50 lbs.)
. . Save Point: Immortality 1 (Return after 2 weeks)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Shift out of Time: Insubstantial 4 (Incorporeal)
. . Time Penetrating Visor: Senses 11 (Counters All Concealment: Vision, Extended: Vision 2: x100, Penetrates Concealment: Vision; Dimensional 2: group - Alternate Timelines)
. . Time Radio: Radio Cosmic Communication 3 (Dimensional 2: group - Time, Subtle: encrypted)
. . Time Stealth: Concealment 1 (Other Sense: Time Travel)
. . Time Vision: Senses 7 (Acute: Time Travel, Analytical: Time Travel, Awareness: Time Travel, Extended: Time Travel 2: x100, Tracking: Time Travel 2: full speed)
. . Translator: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
Time Axe (Easily Removable)
. . Cut Time Slit: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate, Dimensional 2: group - Alternate Timelines, Portal)
. . . . Movement: Movement 3 (Alternate; Time Travel 3: any time, 50 lbs.; Portal)
. . Tachyon Blade: Strength-based Damage 10 (DC 33, Advantages: Improved Trip; Penetrating 20, Reach (melee) 2: 10 ft.)

Offense
Initiative +6
Grab, +10 (DC Spec 18)
Tachyon Blade: Strength-based Damage 10, +10 (DC 33)
Throw, +10 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 18, Will 13

Power Points
Abilities 62 + Powers 177 + Advantages 27 + Skills 47 (94 ranks) + Defenses 21 = 334

The Chronarch is the self-proclaimed ruler of all time. He travels up and down the myriad timelines seeking to make himself the ruler of everything. He has empires in many eras which he is trying to join together to make one vast, time-spanning empire. In this though he is constantly frustrated by his enemies. Superheroes and time-travel agents such as Captain Chronos or Timewar undo the events he sets in motion. They breakup the secret societies he founds and destroy the anachronistic technology he supplies to groups in history (such as machine guns for the Confederates in the American Civil War or stealth bombers for the Nazis). In frustration he frequently tries to assassinate those who oppose him, but watchers later in history warn those he targets and allow them to evade his attack and avert their deaths.

His greatest foes though are not superheroes but rival time tyrants such as Istvatha V'Han or The Emperor of Time and Space. They have the resources and ruthlessness to fight him and enormous time wars mutually destroy what they have built. In some timelines the Earth is nothing but one gigantic war zone where the armies of these rival megalomaniacs fight perpetually in a war that is temporally reset every time it looks to be edging towards a decision. The destruction and death this causes is horribly disruptive to the timelines, shutting off great swathes of the branching timelines and condemning countless possible people and civilizations to nonexistence. Those who regulate the timelines are seeking to destroy these time pirates and erase their malign influence from history so that they never were.

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