Gamebook's builds (hs5ias new thread)

Where in all of your character write ups will go.
Thorpocalypse
Posts: 620
Joined: Fri Nov 04, 2016 8:52 pm

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

Post by Thorpocalypse » Sat Aug 19, 2017 12:16 am

Thagomize. Love it.

Makes me miss the Far Size before Gary Larson ran out of ideas. 8-)

DominusExMachina
Posts: 3
Joined: Wed Aug 16, 2017 11:37 pm

Re: Gamebook's builds (hs5ias new thread)

Post by DominusExMachina » Sat Aug 26, 2017 6:24 pm

Hey, y'all! Long-time follower, first-time poster.

I'd absolutely LOVE to see Gamebook's builds for the following characters:

From DC Comics:

Lori Lemaris (including stats for generic Atlanteans (one from Poseidonis and one from Tritonis))

DNAngels
  • Cherub
  • Epiphany
  • Seraph
The Watchmen
  • Comedian (Edward Blake)
  • Ozymandias (Adrian Veidt)
  • Nite Owl II (Daniel 'Dan' Dreiberg) - including stats for the Owlship
  • Rorschach (Walter J. Kovacs)
  • Silk Spectre II (Laurel J. Juspeczyk a.k.a. Laurie Jupiter)
  • Doctor Manhattan (Jonathan 'Jon' Osterman)
Static (Milestone imprint)

And from other sources:

Ben 10 (Benjamin K. 'Ben' Tennyson) (Ben 10)

Team Tennyson (Ben 10)
  • Gwendolyn E. 'Gwen' Tennyson
  • Maxwell 'Max' Tennyson
  • Kevin 11 (Kevin E. 'Kev' Levin)
  • Rook Blonko
  • Julie Yamamoto & 'Ship'
Rex Salazar (Generator Rex)

Providence (Generator Rex)
  • White Knight (leader)
  • Dr. Rebecca Holiday
  • Agent Six
  • Bobo Haha
  • Robo Bobo
The Pack (Generator Rex)
  • Van Kleiss (leader)
  • Biowulf
  • Skalamander
  • Breach
  • Circe
  • I-Bol
  • Jungle Cat
  • Bouncer
That's all for now...more to follow.

Gamebook
Posts: 3463
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Aug 27, 2017 4:07 pm

Most of these characters I am not familiar with and so will not be posting. I only post builds of media I have seen, I don't do Wiki builds. Ben 10 and Generation Rex I see are modern kids comedy cartoons, a media I don't consume. What I do is mostly classical type superheroes, they are what most interests me.

The Watchmen characters have already been excellently done by other posters, I just don't think there is anything for me to add. I do plan to do their equivalent characters from the DC Multiverse (Earth-4 Pax Americana).

DominusExMachina
Posts: 3
Joined: Wed Aug 16, 2017 11:37 pm

Re: Gamebook's builds (hs5ias new thread)

Post by DominusExMachina » Sun Aug 27, 2017 6:30 pm

Gamebook wrote:
Sun Aug 27, 2017 4:07 pm
Most of these characters I am not familiar with and so will not be posting. I only post builds of media I have seen, I don't do Wiki builds.
Be thankful I didn't ask you to do builds for the NKVDemon (from the post-Flashpoint DC continuity) or Killer Moth/Charaxes...or for that matter, every member of the Global Guardians...

Speaking of Wiki-based builds, who around here does those?
Gamebook wrote:
Sun Aug 27, 2017 4:07 pm
Ben 10 and Generator Rex I see are modern kids' comedy cartoons, a media I don't consume. What I do is mostly classical type superheroes, they are what most interests me.
Whatever floats your boat, Gamebook. I just figured doing builds of obscure characters (a heading which DC Comics' DNAngels would definitely fall under), as well as characters from media other than comics, would make for a nice - perhaps even welcome - change of pace.
Gamebook wrote:
Sun Aug 27, 2017 4:07 pm
The Watchmen characters have already been excellently done by other posters, I just don't think there is anything for me to add. I do plan to do their equivalent characters from the DC Multiverse (Earth-4's Pax Americana).
Yeah, I've seen builds for the main characters from Watchmen (all six of which can be found here): I just wanted to see your take on them. As for Earth-4's Pax Americana, I'm looking forward to seeing your builds for them, along with those for the various heroes and villains from other Earths in the DC Multiverse (Earth-12's Justice League Beyond, Earth-39's Agents of W.O.N.D.E.R., and Earth-44's Metal League, for example).

Jabroniville
Posts: 4778
Joined: Fri Nov 04, 2016 8:05 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Sat Sep 02, 2017 1:40 am

Yeah, Wiki/Blind Builds are tough, and most guys won't do them. . Probably easier to just learn the system yourself and ask for advice along the way :). I think a few posters here have seen Ben 10, at least.

so what's next on the horizon, Gamebook? I've been missing your thread :).

Gamebook
Posts: 3463
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Sep 09, 2017 3:36 pm

Image

Abe-X - PL 9

Strength 4, Stamina 4, Agility 4, Dexterity 0, Fighting 8, Intellect 0, Awareness 2, Presence 1

Advantages
Agile Feint, Benefit, Ambidexterity, Defensive Roll, Evasion, Improved Critical: Cynernetic Arm Force Blasts: Damage 8, Improved Initiative, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 6

Skills
Acrobatics 6 (+10), Athletics 8 (+12), Insight 4 (+6), Intimidation 6 (+8), Perception 6 (+8), Ranged Combat: Cynernetic Arm Force Blasts: Damage 8 4 (+4), Stealth 6 (+8), Technology 4 (+4), Vehicles 4 (+4)

Powers
Cybernetic Eye: Senses 7 (Direction Sense, Distance Sense, Infravision, Time Sense, Tracking: Infravision 2: full speed, Ultravision)
Cybernetic Plating: Protection 4 (+4 Toughness; Impervious)
Cybernetic Arm Force Blasts: Damage 8 (DC 23; Increased Range: ranged)
. . Cybernetic Arm Strength: Enhanced Strength 8 (Alternate; +8 STR; Limited: to left arm)
Gorilla: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)

Offense
Initiative +8
Cynernetic Arm Force Blasts: Damage 8, +10 (DC 23)
Grab, +8 (DC Spec 14)
Throw, +6 (DC 19)
Unarmed, +8 (DC 19)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 9/8, Will 6

Power Points
Abilities 38 + Powers 37 + Advantages 14 + Skills 24 (48 ranks) + Defenses 15 = 128

Abe-X is a cybernetically enhanced gorilla. He was a project for one of the cyborg supervillain masterminds when they got into cyborgizing a wide variety of animals. Normally humans are much better subjects for becoming cyborgs due to their greater intelligence, manual dexterity and being far more plentiful and easier to kidnap. It is actually quite hard to get hold of gorillas or other exotic animals in numbers sufficient to manufacture an army out of them. Abe-X served as a sort of pet for his master, capering around his lair to amuse the dastard. When the supervillain's base was stormed in one of those periodic raids by superheroes he was found and liberated. Removing his cybernetics is not really possible, his entire left arm, eye and a good portion of his original brain matter is missing. Having had his intelligence raised to be equivalent to a human humane destruction was not an option either. Since then Abe-X has made a living serving on various superteams. Being a gorilla in a world of humans is not easy though, but he can no longer live with other gorillas either. Despite the best efforts of his friends he sometimes gets down and lonely.
Last edited by Gamebook on Sun Sep 10, 2017 8:20 pm, edited 1 time in total.

Gamebook
Posts: 3463
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Sep 09, 2017 4:01 pm

Image

Accursed - PL 9

Strength 9, Stamina 1, Agility 3, Dexterity 0, Fighting 9, Intellect 2, Awareness 2, Presence 1

Advantages
All-out Attack, Chokehold, Fast Grab, Improved Critical: Grab, Power Attack, Ranged Attack 2

Skills
Acrobatics 4 (+7), Athletics 4 (+13), Expertise: History 6 (+8), Intimidation 6 (+7), Investigation 6 (+8), Perception 4 (+6), Stealth 6 (+9)

Powers
Mummy Wrappings (Removable)
. . Enhanced Ability: Enhanced Strength 8 (+8 STR)
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Immunity: Immunity 11 (Aging, Life Support)
. . Protection: Protection 8 (+8 Toughness; Impervious)
. . Pyramid Power: Teleport 14 (Carry 50 lbs.; Accurate, Extended: 16000 miles in 2 move actions; Limited to Extended)
. . Regeneration: Regeneration 3 (Every 3.33 rounds)

Offense
Initiative +3
Grab, +9 (DC Spec 19)
Throw, +2 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

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

Power Points
Abilities 38 + Powers 72 + Advantages 7 + Skills 18 (36 ranks) + Defenses 15 = 150

The Accursed was a tomb robber in ancient Egypt. Most tombs of the pharaohs were looted soon after their interment. Tutankhamen's tomb was very unusual for still having a lot of its grave goods. In an attempt to prevent this all sorts of dreadful curses were laid on the tombs, all of which were casually ignored by the ignorant lowlifes who did the tomb-robbing. While magic does not usually work on the real world of Earth it does in the unreal magical otherworlds and some of this magic leaked through from a magical equivalent of ancient Egypt. A dead and mummified pharaoh reanimated when robbers broke into his tomb deep inside a massive pyramid and strangled several of them with his undead strength. The robbers managed to subdue the unliving abomination by beating it to dust and bone fragments with their cudgels. One of them subsequently took the bandages encasing the mummy, hoping to steal the magic for himself. He wound them round himself and found that he now had the strength and unliving vitality of a mummy!

Using this power for a while he became a terror of the Egyptian criminal underworld. Eventually though priests and soldiers chased him down. Holed up in a tomb he had been using as a secret lair he held them off for a while until they eventually sealed the entrance under hundreds of tons of stone. Unable to shift the great stone blocks placed across the entrance and unable to tunnel out through over a hundred feet of solid rock he was forced to sit and wait in the darkness for millennia. Magical sigils inscribed on the stone prevented him from teleporting out. With his mummy wrappings on he could not die or degenerate and he soon took to sleeping for years at a time. Eventually though archaeologists tunneled into his tomb, excited at what they might find in a tomb that had been so comprehensively sealed off. As sunlight struck him for the first time in nearly five thousand years he sat up and made his escape, flinging aside the astonished diggers.

Since then he has resumed his career as a criminal, using his pyramid power to teleport around to raid banks and museums or just to carry out hits. He is readily employed by the supervillain masterminds for this, Teleporters are always useful and he can handle himself in a fight as well. A few of them like to quiz him about life in ancient Egypt, though he now regards his old home as a dull and stifling place compared to the color and excitement of the modern world. Other supervillains who work for the supervillain masterminds have come to regard him as something of a leader as he is more intelligent than many of them and helps them plan jobs and negotiate for a better share of the proceeds.
Last edited by Gamebook on Sun Sep 10, 2017 8:20 pm, edited 1 time in total.

Gamebook
Posts: 3463
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Sep 09, 2017 4:16 pm

Image

Adonis - PL 10

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

Advantages
Attractive, Benefit, Wealth (well-off), Contacts, Ranged Attack 2

Skills
Deception 6 (+8), Insight 6 (+8), Investigation 6 (+9), Perception 4 (+6), Persuasion 6 (+8), Sleight of Hand 4 (+6)

Powers
Mind Control Pheromones: Cumulative Perception Area Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Smell, Cumulative, Reaction 3: reaction, Subtle: subtle; Permanent)

Offense
Initiative +0
Grab, +2 (DC Spec 10)
Mind Control Pheromones: Cumulative Perception Area Affliction 10 (DC Will 20)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 3, Toughness 1, Will 7

Power Points
Abilities 24 + Powers 81 + Advantages 5 + Skills 16 (32 ranks) + Defenses 13 = 139

Adonis was a professional con-man who was languishing in prison after his latest scheme went wrong when he was busted out during a raid by supervillains. Rather than serve out his sentence he chose to volunteer to go with them and enter the service of the supervillain mastermind they were operating for. His new master chose to give him experimental new powers in keeping with his dishonest personality. He was biologically altered such that he now gives off chemicals that cause anyone who absorbs them to be completely obedient to anything he says to them. A side effect of the procedure though is that his skin, hair and nails are now a golden color, making going around in public inconspicuously very difficult.

He now works mostly as a mercenary for the supervillain masterminds, controlling anyone they want controlled. In his private quarters he has a whole retinue of people he has kidnapped to serve him. Other supervillains are very wary of him as they are aware that he can order them to anything he wants at any time and it is very hard to resist. Most of those who consent to work with him are either immune to his powers or wear sealed suits that prevent the pheromones from reaching them. Mind control powers are far from unusual in the superpowered world and the superheroes have well-established protocols for dealing with them. Adonis himself is a tremendous coward and his first instinct is to flee whenever threatened, ordering others to cover his retreat. What he likes to do is saunter out from behind some massive supervillain and start ordering helpless civilians around.
Last edited by Gamebook on Sun Sep 10, 2017 8:21 pm, edited 1 time in total.

Gamebook
Posts: 3463
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Sep 09, 2017 4:39 pm

Image

Aftershock - PL 10

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

Advantages
Equipment 4, Extraordinary Effort, Ranged Attack 4

Skills
Athletics 4 (+5), Expertise: Science 4 (+5), Intimidation 6 (+7), Perception 4 (+4)

Powers
Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Slam: Strength-based Damage 2 (DC 18)
Visor: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Vibration Counterfield: Protection 10 (+10 Toughness; Impervious, Sustained)
Vibration Waves
. . Aftershocks: Burst Area Move Object 10 (25 tons, DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Damaging, Secondary Effect; Limited Direction: Up, Reduced Range: close)
. . Shockwave: Cone Area Move Object 10 (25 tons, DC 25; Cone Area 3: 250 feet cone, DC 20, Damaging; Limited Direction: Away, Reduced Range: close)
. . Vibrate: Cumulative Cone Area Affliction 10 (1st degree: Hindered, Impaired, 2nd degree: Prone, Disabled, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Extra Condition)
. . Vibration Wave
. . . . Damage: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20)
. . . . Weaken: Cone Area Weaken 10 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Cone Area: 60 feet cone, DC 20)

Equipment
Heavy Body Armor [Heavy Body Armor: Protection 4, +4 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Slam: Strength-based Damage 2, DC 18; Visor: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision]

Offense
Initiative +1
Aftershocks: Burst Area Move Object 10 (DC 25)
Damage: Cone Area Damage 10 (DC 25)
Grab, +6 (DC Spec 11)
Shockwave: Cone Area Move Object 10 (DC 25)
Slam: Strength-based Damage 2, +6 (DC 18)
Throw, +4 (DC 16)
Unarmed, +6 (DC 16)
Vibrate: Cumulative Cone Area Affliction 10 (DC Fort 20)
Weaken: Cone Area Weaken 10 (DC Fort 20)

Languages
Native Language

Defense
Dodge 7, Parry 6, Fortitude 4, Toughness 11, Will 3

Power Points
Abilities 22 + Powers 63 + Advantages 9 + Skills 9 (18 ranks) + Defenses 12 = 115

Aftershock is a former offworld quarry worker. His job was to shake loose stone from the walls of massive pit quarries. The scale of construction offworld is vast as all the space habitats that are built need stocking with water, earth and stone. Entire moons and planets are stripped of their crusts to provide materials. To protect him from flying stone he wears a regulation hard suit, though his principal protection comes from a field that surrounds him and repels any dangerous objects or energies. Since returning to Earth he has gotten involved in the business of illegal mining. His powers allow him to do the work of an entire crew of digging and blasting equipment while being much more compact and mobile. There are huge profits to be made in digging up valuable minerals that do not belong to you without regard for the environmental or safety consequences. He travels all around the world doing jobs in Mexico, Brazil, across Africa and many other places. If anyone objects or causes him trouble he turns his powers on them. At times he has also been employed to literally liquidate workers when they are no longer wanted by their crime lord employers who control them like slaves.

Gamebook
Posts: 3463
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Sep 09, 2017 5:11 pm

Image

Agent Christine Chase - PL 7

Strength 0, Stamina 1, Agility 2, Dexterity 3, Fighting 6, Intellect 3, Awareness 4, Presence 3

Advantages
Attractive, Benefit, Security Clearance: British Intelligence, Connected, Defensive Attack, Defensive Roll 2, Equipment 11, Evasion, Fascinate (Deception), Hide in Plain Sight, Inspire, Leadership, Luck, Quick Draw, Ranged Attack 6, Skill Mastery: Deception, Taunt, Ultimate Effort: Persuasion, Well-informed

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

Equipment
Binoculars, Flashlight, Fragmentation Grenade, Gas Mask, Knife, Multi-tool, Restraints, Smoke Grenade, Submachine gun, Suppressor Light Pistol (Light Pistol, Suppressor)

Offense
Initiative +2
Fragmentation Grenade, +9 (DC Dog 15)
Grab, +6 (DC Spec 10)
Knife, +6 (DC 16)
Smoke Grenade, +9 (DC 19)
Submachine gun, +9 (DC 19)
Suppressor Light Pistol, +9 (DC 18)
Throw, +9 (DC 15)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 6, Fortitude 3, Toughness 3/1, Will 10

Power Points
Abilities 44 + Powers 0 + Advantages 34 + Skills 34 (68 ranks) + Defenses 16 = 128

Agent Christine Chase was a British intelligence officer during the Second World War. She particularly worked with the French resistance, planning for the great resistance uprising during the Allied invasion of France and gathering intelligence on German V-weapons. She came from an aristocratic family, having been presented as a debutante to the British king and queen a few years before the war. Like many such women she used her family connections to get a prestigious role during the war. Her fluency in multiple European languages and time spent in Europe before the war saw her recruited for British Intelligence. When the American superpowered soldiers started to come over in 1942 she helped them understand conditions and how to operate in occupied Europe. When Britain embarked on its own supersoldier project she recommended an old school chum for the role. This friend became the superhero Pendragon.

Christine made many brief trips to occupied France before the Overlord operation and then went to operate with the resistance as the invasion got underway and the long-prepared French resistance came out into the open. After the liberation of France she went into occupied northern Holland from where V-2 ballistic rockets were being launched at London to gather information with the Dutch resistance. Learning from this that the Nazis had built an enormous super-rocket (slave laborers in the Haarz mountains subterranean factories had with tremendous courage smuggled out a message) she was parachuted ahead of onrushing Allied armored forces along with Pendragon and other superheroes onto the site. During the desperate battle that followed she saw her friend launched off into space as she boarded the rocket to try and apprehend the Nazis that were seeking to escape into space aboard it.

Left bereft Christine quit government service after the war, instead working with the nascent superhero community in the USA as they began to organize to combat the rising threat of supervillainy. What no one else knew (though some suspected) was that she and Pendragon had been lovers. They had gotten involved at school but had later tried to deny it. Once they met up again though all their old feelings came back. At that time though such things could not be admitted, despite the first glimmerings of gay liberation in the interwar period. Having lost her again she at first vowed never to love again, but after a while got involved with one of the early women superheroes. It was therefore something of a shock when Pendragon reappeared in 1964. Too much time had passed though and both women had to admit they could not go back. Christine lived to be over a hundred years old and died only a few years ago and remained friends with and often supported her immortal superhero friend through all that time.
Last edited by Gamebook on Mon Oct 30, 2017 9:49 pm, edited 1 time in total.

Gamebook
Posts: 3463
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Sep 09, 2017 6:18 pm

Image

Pendragon - PL 12

Strength 8/1, Stamina 8/3, Agility 5, Dexterity 3, Fighting 12, Intellect 2, Awareness 3, Presence 4

Advantages
Agile Feint, Assessment, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 2, Evasion 2, Improved Critical 2: Slam: Strength-based Damage 2, Improved Critical 2: Unarmed, Improved Initiative, Improved Trip, Inspire 2, Interpose, Leadership, Luck, Power Attack, Ranged Attack 7, Takedown 2, Teamwork

Skills
Acrobatics 8 (+13), Athletics 8 (+16), Insight 8 (+11), Investigation 4 (+6), Perception 8 (+11), Persuasion 6 (+10), Sleight of Hand 6 (+9), Stealth 6 (+11), Vehicles 6 (+9)

Powers
Enhanced Trait: Enhanced Trait 24 (Traits: Strength +7 (+8), Stamina +5 (+8))
Immunity: Immunity 2 (Aging, Disease)
Regeneration: Regeneration 2 (Every 5 rounds)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
St George shield (Easily Removable (indestructible))
. . Null Shield: Immunity 80 (Toughness Effects; Sustained; Check Required 10: DC 19 - Fighting)
. . Shield: Enhanced Trait 4 (Traits: Dodge +2 (+14), Parry +2 (+14))
. . . . Slam: Strength-based Damage 2 (Alternate; DC 25)

Equipment
Binoculars, Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Gas Mask, Mini-tracer, Multi-tool, Restraints

Offense
Initiative +9
Grab, +14 (DC Spec 18)
Slam: Strength-based Damage 2, +14 (DC 25)
Throw, +10 (DC 23)
Unarmed, +14 (DC 23)

Languages
Native Language

Defense
Dodge 14/12, Parry 14/12, Fortitude 12, Toughness 10/8, Will 11

Power Points
Abilities 66 + Powers 78 + Advantages 33 + Skills 30 (60 ranks) + Defenses 19 = 226

When the USA entered the Second World War it already had several superweapon projects in the pipeline. Many of these were actually the result of imported science and technology, with nuclear scientists from Germany and radio technology from the UK. As well there was fantastic stuff imported from offworld by the amateur science community in America. Some of this was used to create supersoldiers with enhancement drugs. At first only men of course were subject to the treatment but after experiencing a high rate of disastrous failure it was found that women took to the procedure rather better. As a result a mix of superpowered soldiers made their way across the Atlantic. Many of them carried special shields made from the hull of an alien spaceship that had crashed in the American desert.

Impressed by the wonder people from America the British determined to make their own. They got the US government to share the new technology by pointing out how much of their own they had already passed across despite it costing the UK a fortune in terms of future development of products (at the time the British were quite prepared to sell the family silver to keep fighting. Literally, there were plans to get the public to hand in their wedding rings, jewelry and plate if the financial situation reached terminal crisis). Motivated by this, and also by a desire to show the British that they were not dependent on them for everything and could develop their own superweapons, a UK supersoldier project was started. The result was Pendragon, a young woman from an impeccable family of long history. Naturally a big girl she was turned into an exceptionally towering Amazon. During the war she carried out many daring missions, parachuting into occupied Europe to raid radar stations, rescue downed aircrew and sabotage facilities vital to the German war effort. Not all of these missions went well but she always managed to survive and escape, climbing over mountain ranges and swimming across seas to evade her pursuers.

During this time she worked closely with Christine Chase, her main handler for all the intelligence work needed. The two women could not help but renew the relationship they had had during their school days. Unknown to Christine though Pendragon was also involved with one of the female American supersoldiers. She was still wondering how she could tell them about each other and persuade them that she loved them both and that they should all be together when the final crisis of the war arose. The Nazis had bought in a great deal of offworld technology during the war in their desperate search for superweapons that would avert their defeat. Unscrupulous offworld dealers had been quite willing to exchange it for art treasures looted from across Europe. Knowing that they faced the hangman's noose if they were caught a number of senior Nazi's developed a plan to escape offworld. They built a huge rocket that would carry them up into space and out to the spaceship of a contact of theirs who would take them to a new world as 'refugees from political persecution'. Pendragon and Christine at first though thought that the rocket was the fabled V-3, the weapon that could reach New York. Along with a squad of American superheroes they stormed its secret underground launch bay in the Haarz mountains. Once she realized that they were trying to escape Pendragon got on board to apprehend them, determined that they would be brought to justice. This resulted in her being blasted off into space along with them.

Though she was able to overwhelm her enemies on board the rocket Pendragon found herself helpless when the space pirates brought the rocket into their ship. The villains cheerfully sold her into galactic slavery. She was forced to suffer the taunts of her Nazi enemies as they boasted of how they would found a new Reich offworld and return to exact their revenge. This began a nearly twenty year odyssey across the galaxy as she became at first a slave soldier for a galactic empire, then won her freedom by her bravery and became the consort of its ruling queen, then lost it when the empire was destroyed by the galactic authorities and she was imprisoned as a war criminal. A brilliant lawyer who sympathized and took on her case for free cleared her name because she had been a victim rather than a perpetrator. It then took her many years to work her passage back across the galaxy to Earth. With no regular routes to such a remote and obscure backwater world she had to sign on with any ship going vaguely in the right direction. Eventually though she did succeed in returning home and was dropped off by a flying saucer as it stopped off to abduct a few people for a probulating.

Back on Earth she found it both similar and changed. The superhero community that had been in only a formative stage during the war was now developing rapidly, with a new generation of space superheroes arising. She was welcomed back as a legend and soon resumed her duties with British special forces. With a wider perspective from her cosmic adventures she always refused to do anything that would exacerbate the Cold War and at times this did cause falling outs with her more ardently patriotic American comrades. Her former partners had moved on with their lives and she had to build new relationships for herself.

Pendragon has adventured continuously ever since returning from space, a period now of more than fifty years. In all that time she has apparently not aged a day. She came out about herself many years ago and has had many relationships with other women. Most of them have been superheroes themselves. She favors younger partners, especially as she gets so much older that she has become timeless. Ever since her lost alien queen consort though she has never really wanted to just settle down with one person. To this day she remains the leader of the British superheroes and a significant figure in the international superhero community.
Last edited by Gamebook on Mon Oct 30, 2017 9:52 pm, edited 1 time in total.

Jabroniville
Posts: 4778
Joined: Fri Nov 04, 2016 8:05 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Sat Sep 09, 2017 11:30 pm

Pendragon is pretty neat. I like her backstory - very melancholy and sad. Plus she's a super-cougar!

Gamebook
Posts: 3463
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Sep 10, 2017 12:12 pm

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Alpha Knight: William Gullion - PL 7

Strength 1, Stamina 2, Agility 2, Dexterity 3, Fighting 6, Intellect 4, Awareness 3, Presence 1

Advantages
Benefit, Security Clearance: C.A.S.T.L.E., Contacts, Defensive Attack, Equipment 4, Fascinate (Expertise: Government Agent), Favored Foe: Current supervillain case, Inspire, Ranged Attack 6, Well-informed

Skills
Athletics 4 (+5), Deception 4 (+5), Expertise: Government Agent 6 (+10), Insight 8 (+11), Investigation 8 (+12), Perception 6 (+9), Stealth 4 (+6), Technology 6 (+10), Vehicles 4 (+7)

Equipment
Commlink, Light Pistol, Taser, Undercover Shirt

Offense
Initiative +2
Grab, +6 (DC Spec 11)
Light Pistol, +9 (DC 18)
Taser, +9 (DC Fort 15)
Throw, +9 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 5, Toughness 4, Will 9

Power Points
Abilities 44 + Powers 0 + Advantages 17 + Skills 25 (50 ranks) + Defenses 15 = 101

C.A.S.T.L.E. is one of the many acronymous intelligence agencies set up by various national governments to combat the supervillains and their activities. Their level of competence and how much cooperation they get from the superhero community varies widely. Corruption is generally rampant within them, with numerous agents subverted by the supervillain masterminds in return for pay or a privileged place when their master conquers the world. They also usually serve the interests of their controlling nation rather than world security, trying to secure offworld technology and superpowered people for their country quite regardless of how dangerous and illegal it is. Internal feuding is rampant, with agents constantly jockeying for position and priority for their pet projects. Many of their operations are sabotaged by their own people so resources can be diverted to other projects favored by factions within them. If any agent does by some miracle achieve any success they are usually promptly framed and betrayed by the jealous treachery of their supposed colleagues. Those who take over a successful operation invariably then sink it by their own incompetence or deliberately to discredit those who worked on it. Huge sums of money are spent to achieve no result other than getting a lot of innocent people killed in virtually random drone strikes.

All this means that superheroes tend to regard the intelligence agencies as an enemy scarcely less troublesome than the supervillain masterminds. Unlike the supervillains though you cannot just storm their headquarters and blow them up, that tends to cause international incidents (not that it hasn't happened in the past when the superheroes have really lost their temper over some outrageous thing they have done). C.A.S.T.L.E. is a bit better than most though in that there is a small thread of agents within it that secretly pass information to the superheroes and try to ameliorate the usual idiotic excesses and brutality of their agency. William Gullion is only a middle-ranking agent and keeps it that way, he doesn't want to draw too much attention to his activities from his corrupt superiors. For operations in the field he always makes sure that he has one or more superhero friends ready to back up his people, he actually acknowledges that going in with operatives armed just with conventional weapons is merely asking for casualties when you are confronting supervillains. He also never bothers to say 'stand down' since when does anyone take any notice of that order?

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

Post by Ken » Sun Sep 10, 2017 12:14 pm

Why does this feel like taking money away from Prodigy Duck?
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

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

Post by Gamebook » Sun Sep 10, 2017 12:19 pm

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Agent: Danica June - PL 8

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

Advantages
Assessment, Benefit, Security Clearance: C.A.S.T.L.E., Contacts, Defensive Attack, Defensive Roll, Equipment 5, Evasion, Improved Initiative, Quick Draw, Ranged Attack 7, Takedown, Teamwork

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

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

Equipment
Blaster Pistol, Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Camo Clothing, Cell Phone (Smartphone), Club, Commlink, Flashlight, Mini-tracer, Restraints

Offense
Initiative +8
Blaster Pistol, +11 (DC 20)
Club, +10 (DC 18)
Grab, +10 (DC Spec 11)
Throw, +11 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 6/2, Will 3

Power Points
Abilities 58 + Powers 0 + Advantages 22 + Skills 32 (64 ranks) + Defenses 10 = 122

Agent Danica is Gullion's principal field agent. She is the one who goes out and meets with the superheroes and is present when they take down the supervillains. Gullion spends most of his time in his office or in meetings trying to conceal what he is really doing or finding out what his colleagues are up to and then informing the superhero organizations who do all the real work of combating supervillainy. She is not supposed to get involved in combat but staying out of danger is not always possible. The superheroes do tend to evacuate her when things get really dangerous though, an unaugmented human simply cannot survive being too near a full-on superfight. She carries a blaster pistol she took as a trophy from an alien trooper she killed during an alien invasion.

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