Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Nov 17, 2017 9:16 pm

Image

Red Cap - PL 10

Strength 6/2, Stamina 5/2, Agility 4, Dexterity 2, Fighting 10, Intellect 2, Awareness 1, Presence 2

Advantages
Agile Feint, Defensive Roll, Equipment 3, Evasion, Improved Initiative, Move-by Action, Ranged Attack 6

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

Powers
Red Cap suit (Removable)
. . Electro-Gauntlets
. . . . Affliction: Affliction 6 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16)
. . . . Damage: Strength-based Damage 2 (Linked; DC 23)
. . Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
. . Madcap Gas: Enhanced Trait 14 (Traits: Strength +4 (+6), Stamina +3 (+5))
. . Pressurized Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Satchel of Bombs
. . . . Blackout Bomb: Burst Area Concealment 8 (All Visual Senses, Extra Ranks 4; Burst Area: 30 feet radius sphere, DC 18, Custom: Timed, Increased Range: ranged; Diminished Range 3)
. . . . Explosive Flechette Bomb: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Secondary Effect, Triggered: 1 use - Timed; Diminished Range 3)
. . . . Flesh Disintegrator Bomb: Burst Area Damage 8 (DC 23; Alternate Resistance: Fortitude, Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Triggered: 1 use - Timed; Diminished Range 3)
. . . . Knockout Bomb: Cumulative Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Cumulative, Increased Range: ranged, Triggered: 1 use - Timed; Diminished Range 3)
. . . . Madness Bomb: Progressive Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Progressive, Triggered: 1 use - Timed; Diminished Range 3, Limited: to going crazy)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Visor: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Flying Wing

Offense
Initiative +8
Affliction: Affliction 6, +10 (DC Fort 16)
Damage: Strength-based Damage 2, +10 (DC 23)
Explosive Flechette Bomb: Burst Area Damage 8 (DC 23)
Flesh Disintegrator Bomb: Burst Area Damage 8 (DC Fort 23)
Grab, +10 (DC Spec 16)
Knockout Bomb: Cumulative Burst Area Affliction 8 (DC Fort 18)
Madness Bomb: Progressive Burst Area Affliction 8 (DC Will 18)
Throw, +8 (DC 21)
Unarmed, +10 (DC 21)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10/9, Will 7

Power Points
Abilities 50 + Powers 66 + Advantages 14 + Skills 20 (40 ranks) + Defenses 15 = 165

Flying Wing - PL 9

Strength 0, Defense 0, Toughness 5, Size Medium

Features:
Remote Control

Powers
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Platform)
Wing Razor Edges: Damage 7 (DC 22)

Offense
Wing Razor Edges: Damage 7, +10 (DC 22)

Power Points
Abilities 0 + Powers 14 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Red Cap is a professional thief. Rather than raiding banks or other secure locations he prefers to go after private homes and social gatherings, attacking people with his bombs and then stripping them of their valuables. Women are favored targets due to the wealth in jewellery they wear. He disposes of his loot through the massive criminal underworld which trades much of it away offworld. Antique jewelry is especially valuable to him as it commands exceptional prices among offworld cultural collectors. Security guards are no match for him, while he has no superpowers himself he is well-equipped with a mixture of Earth and offworld technology. He often operates alone, relying on surprise and speed to conduct his smash and grab raids rather than trying to fight it out with security and outraged superheroes. If he does come under attack by a foe who is actually a threat to him he usually flees, tossing bombs all over the place to provide cover and diversions. His madness bomb is especially good for this as under its influence people become violent and a danger to themselves and others. Most superheroes will stop to try and save afflicted people over continuing the pursuit. He has connections to the many supervillains that congregate around the supervillain masterminds but keeps his distance from them usually. He isn't out to make war on the world, he just likes stealing from it and laughing as he makes a getaway leaving confusion and distress behind him.

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Nov 18, 2017 7:50 am

Image

Recluse - PL 10

Strength 7/2, Stamina 6/2, Agility 5, Dexterity 3, Fighting 11, Intellect 3, Awareness 2, Presence 0

Advantages
Agile Feint, Assessment, Equipment 2, Evasion, Favored Environment: Swinging, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Interpose, Inventor, Move-by Action, Power Attack, Ranged Attack 5, Takedown

Skills
Acrobatics 8 (+13), Athletics 8 (+15), Insight 6 (+8), Investigation 8 (+11), Perception 8 (+10), Ranged Combat: Cyber Spinnerettes 4 (+7), Sleight of Hand 6 (+9), Stealth 6 (+11), Technology 8 (+11)

Powers
Recluse Spider suit (Removable)
. . Body Armor: Protection 3 (+3 Toughness; Impervious)
. . Cyber Spinnerettes
. . . . Silk Shooter: Move Object 8 (6 tons, DC 23; Custom: Tether, Damaging, Multiattack; Limited Direction: Towards)
. . . . Silk Wrap: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cumulative, Extra Condition, Increased Range: ranged, Split: 2 targets; Limited Degree)
. . . . Web Blind: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 18; Alternate Resistance (Dodge), Cumulative, Custom: Overcome by Damage, Increased Range: ranged)
. . . . Web: Burst Area Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Increased Range: ranged, Triggered: 1 use - Contact; Limited Degree)
. . . . Webbing Mass: Create 8 (Volume: 250 cft., DC 18; Increased Duration: continuous, Innate)
. . Gauntlets: Strength-based Damage 2 (DC 24)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Spider Venin Injector: Enhanced Trait 18 (Traits: Strength +5 (+7), Stamina +4 (+6))
. . Spider Visor: Senses 7 (Extended: Vision 1: x10, Infravision, Low-light Vision, Radius: Vision, Tracking: Infravision 2: full speed, Ultravision)
. . Surface Adhesion Pads: Movement 2 (Wall-crawling 2: full speed)
. . Swing Line: Movement 1 (Swinging)

Equipment
Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Mini-tracer, Restraints, Toolkit (Basic)

Offense
Initiative +9
Gauntlets: Strength-based Damage 2, +11 (DC 24)
Grab, +11 (DC Spec 17)
Silk Shooter: Move Object 8, +12 (DC 23)
Silk Wrap: Cumulative Affliction 8, +12 (DC Fort/Will 18)
Throw, +8 (DC 22)
Unarmed, +11 (DC 22)
Web Blind: Cumulative Affliction 8, +12 (DC Dog/Fort/Will 18)
Web: Burst Area Affliction 8 (DC Fort/Will 18)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 10, Toughness 9, Will 7

Power Points
Abilities 56 + Powers 67 + Advantages 21 + Skills 31 (62 ranks) + Defenses 15 = 190

Recluse is a spider-themed superhero, but does not actually have spider-power enhancements himself, unlike many other spider superheroes. Instead all his powers come from his high-tech suit. As well as incorporating numerous gadgets it also directly injects a protein metabolism booster into his bloodstream which gives him super strength. He also has a high level of training and technical expertise which makes him one of the most all-round effective of the many spider heroes. Rather geeky by nature he doesn't say much, preferring to communicate in the field with electronic messages rather than speaking. His particular area of crime-fighting interest is theft of technology and dealing in offworld tech. Many of his opponents are criminals who use advanced personal equipment such as Blackguard, Disruptor, Hypershock, Pteranodon and Red Cap. He seeks not only to apprehend them but to impound their gear and see it returned to its rightful owners as most of these people have stolen their gear than invented it.

His own gear is all designed and built by himself, though he lacks the resources and talent to build a true battlesuit like Iridium. In his civilian life he is an engineering researcher at a university which is where he can access the necessary facilities. Many of his academic colleagues are themselves superheroes, though they all tend to pretend that they have secret identities. In practice of course they all know each others secrets, but the convention in the superhero community is that if a person maintains a 'secret' identity you respect that and don't call them by their codename in civil life, or by their real name when in costume (using someone's actual name when they are in costume is a really big superhero faux pas).

Gamebook
Posts: 3518
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Nov 18, 2017 8:07 am

Image

Red Gear - PL 10

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

Advantages
Ranged Attack 3, Skill Mastery: Technology

Skills
Athletics 4 (+5), Intimidation 4 (+4), Investigation 4 (+7), Perception 4 (+4), Ranged Combat: Cog Wheels 4 (+7), Sleight of Hand 4 (+7), Technology 8 (+11), Vehicles 4 (+7)

Powers
Cog Wheels
. . Gear Box: Create 10 (Volume: 1000 cft., DC 20; Movable, Selective)
. . Giant Cog Assembly: Move Object 10 (25000 ktons; Increased Mass 20)
. . Grinding Gears: Move Object 10 (25 tons, DC 25; Damaging, Multiattack)
. . Small Cogs: Burst Area Move Object 10 (25 tons; Burst Area: 30 feet radius sphere, DC 20, Selective)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Immunity: Immunity 5 (Environmental Conditions (All))

Offense
Initiative +2
Giant Cog Assembly: Move Object 10, +10 (DC 20)
Grab, +6 (DC Spec 11)
Grinding Gears: Move Object 10, +10 (DC 25)
Small Cogs: Burst Area Move Object 10 (DC 20)
Throw, +6 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 4, Toughness 11, Will 5

Power Points
Abilities 32 + Powers 84 + Advantages 4 + Skills 18 (36 ranks) + Defenses 14 = 152

Red Gear gained his powers offworld as a gear operator, providing the mechanical motion transmission for various massive pieces of moving machinery. Back on Earth he still mostly works in this field, helping to move immense objects such as crashed spacecraft or dead extradimensional monsters, which can weigh hundreds of thousands or even millions of tons and are damned awkward to boot. Massive stacks of slowly turning gears hoist them into the sky from where other superheroes can haul them off into space, or cram them through teleport gates to send them back where they came from. A patient and careful engineer he does regard many other superheroes as reckless and careless. During superfights he concentrates mostly on protection and damage limitation rather than attacking the enemy, shielding civilians and propping up damaged buildings.

Thorpocalypse
Posts: 625
Joined: Fri Nov 04, 2016 8:52 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Thorpocalypse » Sat Nov 18, 2017 7:42 pm

Love Recap, hs5ias. Might I take him for a spin in a playtest?

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

Post by Gamebook » Sat Nov 18, 2017 10:58 pm

Feel free to do whatever you like with any of my builds. What is it you like about Red Cap?

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Nov 19, 2017 7:50 pm

Image

Red Ninja - PL 10

Strength 2, Stamina 3, Agility 6, Dexterity 4, Fighting 12, Intellect 2, Awareness 3, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Chokehold, Close Attack 3, Defensive Attack, Defensive Roll 2, Equipment 9, Evasion, Hide in Plain Sight, Improved Critical 2: Sword, Improved Critical 2: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 6, Redirect, Skill Mastery: Acrobatics, Takedown, Trance, Uncanny Dodge

Skills
Acrobatics 8 (+14), Athletics 8 (+14), Deception 6 (+8), Insight 8 (+11), Intimidation 6 (+8), Investigation 6 (+8), Perception 8 (+11), Sleight of Hand 6 (+10), Stealth 8 (+14)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Throwing Knives: Strength-based Damage 1 (DC 18; Increased Range: ranged, Multiattack)

Equipment
Body Armor [Body Armor: Protection 3, +3 Toughness; Impervious], Camo Clothing, Flash Grenade, Flashlight, Knife, Nunchaku, Restraints, Smoke Grenade, Sword, Throwing Knives [Throwing Knives: Strength-based Damage 1, DC 18; Increased Range: ranged, Multiattack]

Offense
Initiative +10
Flash Grenade, +10 (DC Dog/Fort 14)
Grab, +15 (DC Spec 12)
Knife, +15 (DC 18)
Nunchaku, +15 (DC 19)
Smoke Grenade, +10 (DC 19)
Sword, +15 (DC 20)
Throw, +10 (DC 17)
Throwing Knives: Strength-based Damage 1, +10 (DC 18)
Unarmed, +15 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 8/3, Will 9

Power Points
Abilities 68 + Powers 0 + Advantages 43 + Skills 32 (64 ranks) + Defenses 16 = 159

The Red Ninja is a Japanese assassin. He kills people for his ninja clan, an organized crime group that dates back for nearly a millennium. It started out as a mutual protection society for a set of related families, but these days it operates numerous rackets. The sole concern of the clan is the welfare of the clan families, anything is acceptable so long as it increases their wealth and security. The members live outside the mainstream of Japanese society, having long since divorced themselves from all governmental control. They regard the Japanese government the same way they did the old feudal lords, as rapacious oppressors who only want to steal their livelihood with their taxes and send their young men off to die in wars and their daughters to be whores. They hate anyone who operates in any sort of official capacity and will not cooperate with any of them. None of their children ever goes to a state school and they avoid being legally registered as much as possible. In the past they avoided conscription during Japan's wars, bribing or killing any who sought to track them down. When Japan was under American occupation following WWII they thrived, supplying American servicemen with girls and drugs (the girls taken from starving and desperate families, not their own people) and brazenly defying the weakened legal authority of the Japanese state. For a few years Red Ninjas would swagger down main streets in their ninja costumes, only ducking out of sight if Americans appeared.

These days the Red Ninjas are still a powerful force in the Japanese underworld, but have to be a bit more circumspect. They are still pretty open about their operations in rough neighborhoods where they have many interests. In recent years they have gotten involved with the very lucrative business of selling people and cultural treasures to the alien crime syndicates. It is turning out to be much more profitable than their usual businesses of prostitution and extortion. The only problem is keeping up an adequate supply to the buyers. They have flogged off hundreds of poor people (mostly illegal foreign workers) and every antique they can steal from their neighborhoods. These low grade goods don't bring in the real money though. Talented people and priceless art treasures command the highest prices, so recently they have taken to kidnapping such people as artists, musicians and some of the few geisha's left in Japan, and raiding museums. This is making them huge profits, but also attracting a lot more heat from the authorities than they are used to. They have come up with a new plan to go abroad for their goods while keeping it quiet at home. Urban vigilantes in other countries may thus encounter red garbed ninjas conducting raids and abductions, and killing off contacts and middlemen once a deal is done in order to cover their tracks.

Gamebook
Posts: 3518
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Nov 19, 2017 8:08 pm

Image

Red Raven - PL 7

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

Advantages
Agile Feint, Assessment, Attractive 2, Benefit, Athletics Based on Agility, Benefit, Security Clearance: Intelligence, Close Attack 2, Connected, Contacts, Defensive Attack, Defensive Roll 2, Evasion, Improved Critical 2: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Luck, Power Attack, Ranged Attack 6, Redirect, Takedown, Taunt, Trance, Well-informed

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

Offense
Initiative +8
Grab, +12 (DC Spec 11)
Throw, +10 (DC 16)
Unarmed, +12 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 4/2, Will 9

Power Points
Abilities 62 + Powers 0 + Advantages 32 + Skills 41 (82 ranks) + Defenses 15 = 150

The Red Raven is a spy. What she spies on though is not criminals, terrorists, hostile foreign powers or supervillains, but superheroes. She joins superteams as an 'intelligence adviser' then sets about winning the members trust and/or seducing them. Once she is deep into their confidence (or lust) she can get them to confide secrets, or even better give her access to their secret files. She then selectively passes this information on to her own superiors.

The Red Raven though is a thoroughly duplicitous figure. She actually has no particular allegiance to any one organization, instead she pretends to answer to several. One of the ways she wins the trust of superteams is by telling them that she was sent to spy on them, but believes in their actions over her own organization and is willing to be a double agent. She then tells her organizations about this and functions as a triple agent. She passes information to several different intelligence organizations, each of which thinks they recruited and trained her but which in fact she set up contact with herself. Some of them think that she is also a double or triple agent with some of their rival intelligence organizations as well as with the superteams. That she keeps her elaborate web of lies straight is a miracle. Amid this tangled weave she passes information and disinformation around, all according to some shadowy controller who may be her real boss. Why she does this stressful job and for what purpose is impossible to tell without maybe invasive mind-reading, everything she says seems to be just another cover story or outright lie. On the few occasions she has been interrogated it has just uncovered many layers of deception all without ever getting to the truth.

For all this many superteams still happily let her accompany them. They can tell she isn't a bad person and just figure that it will all work out for the best in the end. Many superheroes are notoriously careless about this sort of thing, since all they really have faith in is their superpowers. So long as they can punch the gloating supervillain really hard then surely matters will turn out all right in the end. Some superheroes will sneakily admit they just want a sexy super-spy on the team and are hoping that she will target them for seduction.

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

Post by Gamebook » Sun Nov 19, 2017 8:31 pm

Image

Red Spider - PL 9

Strength 1, Stamina 2, Agility 6, Dexterity 4, Fighting 12, Intellect 3, Awareness 3, Presence 3

Advantages
Agile Feint, Assessment, Attractive, Contacts, Defensive Attack, Defensive Roll 2, Equipment 7, Evasion, Fascinate (Deception), Improved Critical 2: Unarmed, Improved Critical 2: Wrist Launchers, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Quick Draw, Ranged Attack 10, Takedown, Trance, Well-informed

Skills
Acrobatics 10 (+16), Athletics 8 (+9), Deception 8 (+11), Insight 8 (+11), Intimidation 6 (+9), Investigation 8 (+11), Perception 8 (+11), Persuasion 8 (+11), Sleight of Hand 6 (+10), Stealth 6 (+12), Technology 4 (+7), Vehicles 6 (+10)

Powers
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Wrist Launchers
. . Taser Dart: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
. . Tranquilizer Dart: Progressive Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Increased Range: ranged, Progressive; Resistible: Toughness)

Equipment
Knife, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Light Pistol, Smoke Grenade, Wrist Launchers [Wrist Launchers]

Offense
Initiative +10
Grab, +12 (DC Spec 11)
Knife, +12 (DC 17)
Light Pistol, +14 (DC 18)
Smoke Grenade, +14 (DC 19)
Taser Dart: Cumulative Affliction 3, +14 (DC Fort 13)
Throw, +14 (DC 16)
Tranquilizer Dart: Progressive Affliction 3, +14 (DC Fort/Tou )
Unarmed, +12 (DC 16)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 6/2, Will 9

Power Points
Abilities 68 + Powers 0 + Advantages 40 + Skills 43 (86 ranks) + Defenses 16 = 167

The Red Spider is yet another of the sexy female intelligence agents that hang around the superhero teams. At times they get so numerous that there is competition between them for a place on a prestigious superteam. You cannot have two sexy super-spies on a team, they can never get along. When two of them are trying to work their way onto the same team it turns into an epically vicious cat fight, with each trying to discredit the other to the bemused superheroes. If all else fails they just go at each other physically, figuring that if their rival is nursing a few broken things they will have to drop out of the competition. While some superheroes have stood around and watched as they punch and grapple with each other (even cheering them on and placing bets) most responsible superteam leaders will not put up with such nonsense. At times they have even installed booby-traps to catch their rival, which has resulted in furious reactions when the superheroes find out that a bomb has been placed in their supposedly secure HQ. It is impossible to get them to admit any wrongdoing, they always blame their rival and they are such good liars that it is really hard to tell which one did it and whether they really intended to harm their rival or it was just a ploy to blacken them by making the superheroes think their rival would do such a heinous thing. All this ridiculous behavior drives superheroes up the wall at times and some superteams have gone so far as to ban all sexy super-spies as being more trouble than they are worth. Even this does nothing to stop them as they just carry on their associations with love(lust)struck members of the superteam in secret, which if anything allows for even more spying opportunities.

The Red Spider says that she is a Russian intelligence agent who has defected and gone independent. Whether any of that is true is anybody's guess, but she is at least consistent with the story. She can switch accents at will but reverts to a slight Moscow one whenever possible. As a sexy super-spy she is more combative than many, preferring to impress superteams with her considerable abilities rather than just sleeping her way onto the team. At times she gets rather exasperated with the sexist behavior of some superheroes who assume that all operatives like her are easy. A dart from her wrist launchers in a certain place usually puts paid to any such notions they might be having. When on a team she does work hard to help them, she doesn't spend all her time rifling through their private business. Indeed the majority of what she and others like her do is just give an inside lead on the fast-paced and difficult to follow adventures of the superheroes. Civilians may look up and go 'ooh!' when a superhero streaks overhead, but they rarely have any notion of what they are up to now (unless they are fighting something that is trying to destroy the city obviously).

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

Post by Woodclaw » Sun Nov 19, 2017 8:55 pm

No purple ninja yet :D :P
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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

Post by Thorpocalypse » Sun Nov 19, 2017 9:10 pm

Gamebook wrote:
Sat Nov 18, 2017 10:58 pm
Feel free to do whatever you like with any of my builds. What is it you like about Red Cap?
I like the art, his backstory and the fact that Redcap is one my favorite lesser known mythical creatures. :)

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

Post by Ken » Sun Nov 19, 2017 9:39 pm

Thorpocalypse wrote:
Sun Nov 19, 2017 9:10 pm
Gamebook wrote:
Sat Nov 18, 2017 10:58 pm
Feel free to do whatever you like with any of my builds. What is it you like about Red Cap?
I like the art, his backstory and the fact that Redcap is one my favorite lesser known mythical creatures. :)
I don't know how the backstory compares, but the art is by ProdigyDuck's. All of these which say "JEB" in the signature (which go back to the beginning of September) are ProdigyDuck. His thread in the Art Room identifies him as Jacob Blackmon. I don't know what the "E" stands for. A lot of these characters are from the Super Powered Legends line that he's been doing for Rogue Genius Games.

Using a redcap (a type of goblin in Anglo-Scottish folklore) themed villain as a stand in for for the Green Goblin, to be an arch for or Recluse (the SPL Spider-Man) was ProdigyDuck, as well.

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Tattooedman
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Location: Ohio

Re: Gamebook's builds (hs5ias new thread)

Post by Tattooedman » Sun Nov 19, 2017 9:58 pm

Ken wrote:
Sun Nov 19, 2017 9:39 pm
Thorpocalypse wrote:
Sun Nov 19, 2017 9:10 pm
Gamebook wrote:
Sat Nov 18, 2017 10:58 pm
Feel free to do whatever you like with any of my builds. What is it you like about Red Cap?
I like the art, his backstory and the fact that Redcap is one my favorite lesser known mythical creatures. :)
I don't know how the backstory compares, but the art is by ProdigyDuck.
The back stories are completely different. PD's is influenced by the source material (short answer is corrupt CEO is secretly supervillain).

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

Post by Gamebook » Mon Nov 20, 2017 8:49 pm

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Red Steel - PL 8

Strength 6, Stamina 2, Agility 2, Dexterity 2, Fighting 8, Intellect 1, Awareness 1, Presence 0

Advantages
Ranged Attack 8, Teamwork

Skills
Athletics 6 (+12), Insight 4 (+5), Perception 6 (+7), Technology 4 (+5), Vehicles 6 (+8)

Powers
Red Steel battlesuit (Removable)
. . Armor: Protection 6 (+6 Toughness; Impervious)
. . Communication: Radio Cosmic Communication 1 (Subtle: encrypted)
. . Sealed Systems: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Servos: Enhanced Strength 4 (+4 STR)
. . Visor: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Radio, Tracking: Infravision 2: full speed, Ultravision)

Offense
Initiative +2
Grab, +8 (DC Spec 16)
Throw, +10 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

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

Power Points
Abilities 36 + Powers 36 + Advantages 9 + Skills 13 (26 ranks) + Defenses 12 = 106

The old Soviet Union had its own well-developed superhero corps. These were not supervillains, they did not commit terrorist acts. In fact they rarely left the territory of the USSR, the ruling communist party was always afraid of the possibility of defection and was suspicious of even its best people. Most of them did not have high-level superpowers, they were mainly equipped with simple battlesuits. The Red Steel brigade was an entire military force of battlesuited troopers. Their suits were by the standards of modern battlesuit users very cheap and simple, just an armored suit with mechanical servo assistance and a basic set of sensors and comms. They did not even have flight capability. In most ways they operated as just enhanced regular forces, moving about in helicopters and carrying conventional armaments like rifles and grenade launchers.

The opponents they fought were the alien raiders and supervillains that plagued other countries, but as was usual with the Soviet Union all news of these events was kept secret. Officially the USSR did not have any supercrime, that was a problem of the decadent and corrupt capitalist nations with their social divisions. On the few occasions supervillains made too much of a mess in the Soviet Union for it to be concealed they always claimed the supervillains came over from the west and blamed the western nations for not keeping them under control while darkly hinting that the entire event was a capitalist plot against the USSR. At times superheroes from the west got very frustrated with the secrecy and obstruction the communists placed in their way when operations had to be conducted in the territory controlled by them. To this day old supervillain bases are still being found across Siberia, built under the noses of the Russians who did not have adequate surveillance of their own territory (though to be fair finding a concealed base in the mountainous frozen hellscape of Siberia is still difficult today).

Gamebook
Posts: 3518
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Nov 20, 2017 9:21 pm

Image

Resplendent One - PL 12

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

Advantages
Attractive, Benefit, Status: Galactic Ruler, Contacts, Diehard, Eidetic Memory, Fascinate (Persuasion), Inspire 2, Leadership, Ranged Attack 8, Well-informed

Skills
Deception 8 (+16), Insight 8 (+16), Investigation 8 (+14), Perception 6 (+14), Persuasion 8 (+16), Sleight of Hand 4 (+8), Technology 6 (+12), Treatment 4 (+10), Vehicles 4 (+8)

Powers
Energy Prisms (Removable)
. . Auto-Scanners: Senses 16 (Danger Sense: Vision, Danger Sense: Hearing, Direction Sense, Distance Sense, Extended: Vision 2: x100, Extended: Hearing 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
. . Communication: Other Area Cosmic Communication Perception (Visual) Perception (One Sense) 4 (Sense Type: Hyper; Area, Perception (One Sense): Audio, Perception (Visual): Visual, Subtle: encrypted)
. . Energy Effect
. . . . Deflection: Deflect 12 (Increased Range: perception, Redirection, Reflect)
. . . . Disruptor Effect: Nullify 12 (Counters: Energy, DC 22; Broad, Effortless, Simultaneous)
. . . . Force Bolts: Move Object 12 (100 tons, DC 27; Damaging, Multiattack)
. . . . Force Fields: Create 12 (Volume: 4000 cft., DC 22; Impervious, Movable)
. . . . Holograms: Illusion 12 (Affects: Four Sense Types, Area: 4000 cft., DC 22)
. . . . Medical Effect: Healing 12 (Increased Range 2: perception)
. . . . Neural Override: Cumulative Affliction 12 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception)
. . . . Neural Paralysis: Cumulative Affliction 12 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 22; Cumulative, Increased Range: ranged, Multiattack)
. . . . Neural Penetration: Cumulative Effortless Mind Reading 12 (DC 22; Cumulative, Effortless)
. . . . Warp Jump: Teleport 16 (Carry 50 lbs.; Easy, Extended: 64000 miles in 2 move actions; Limited to Extended)
. . Levitate: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
. . Protection Field: Protection 12 (+12 Toughness; Impervious)
. . Universal Translator: Comprehend 4 (Languages - Understand All, Languages - You're Understood, Machines / Electronics)
Immunity: Immunity 2 (Aging, Disease)
Senses: Senses 2 (Darkvision)

Offense
Initiative +2
Disruptor Effect: Nullify 12, +12 (DC Will 22)
Force Bolts: Move Object 12, +12 (DC 27)
Grab, +8 (DC Spec 12)
Neural Override: Cumulative Affliction 12 (DC Will 22)
Neural Paralysis: Cumulative Affliction 12, +12 (DC Will 22)
Neural Penetration: Cumulative Effortless Mind Reading 12 (DC Will 22)
Throw, +12 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 16, Will 16

Power Points
Abilities 84 + Powers 116 + Advantages 18 + Skills 28 (56 ranks) + Defenses 18 = 264

The Resplendent One is the absolute ruler of a galactic empire not far from contemporary Earth (on a galactic scale). She did not seize power, was not born into it, was not even elected. Instead the people she rules made her to rule them, engineering her in a lab to be the perfect ruler. Her word sets the law in her domain and her subjects obey her without question. She is psychologically incapable of being a bad ruler, of using her power to enrich herself or abuse her subjects. Having been gestated in a vat she has no family to favor or defend, all the ministers she appoint is done solely on cold considerations of their competence and political necessity. She has been fashioned to look the part of a galactic empress, being tall, regal and stunning. She rules from a huge and splendid palace, dispensing wisdom from her towering throne while wearing magnificent but also sexy royal gowns. The two powerful devices that hover at her shoulders are weapons for her to defend herself and interrogate enemies.

The reality of life for the Resplendent One (her title, she does not actually have a personal name) is that she is a slave. She is not paid for the immense amount of stressful work she does, in fact she has no possessions of her own. All her power is to do with rulership, she cannot even take time off or order a meal for herself. She works most of the day before being allowed to go off to sleep for a few hours on a cot in a small room behind her throne room. She is fed on the same tasteless slop as the rest of the palace servants, standard fare for clone workers like her. When not in a royal gown she goes about naked, the same as all the other slaves. A pretense that she is rich and indulged is put on for visitors from other cultures who expect royalty to live like that. Observant guests at royal banquets may notice that she never touches the rich food or drink placed before her. She is forbidden to do so in case it upsets her finely engineered metabolism. The excuse given out if anyone does notice is that she has to watch her figure she attends so many banquets.

The genetic psychological conditioning of the Resplendent One is not as secure as her subjects think though. She has to be allowed a great deal of personal initiative to be an effective ruler and over the years as her experience grows she has developed her own personality. She yearns to be free, to lay down the huge burden of work and expectation placed on her, to see something outside of the royal palace and to speak to people as a free person, rather than giving orders from on high or prostrating herself as a slave. This feeling has grown over the years because some of her ministers have taken advantage of their private access to her to take personal liberties with her body, even while obeying all official orders. She is now giving out twisted orders which are raising tensions within her own domain and generating conflict with neighboring galactic empires. What she hopes to happen is that there will be a revolution of some sort that will see her deposed. If that does happen she is confident that her energy prisms will let her escape and seek sanctuary on some remote backwater world. The world she is most interested in for this is contemporary Earth, she is secretly sending messages to a powerful person on Earth promising rewards if they can help her. Being a bit naive in some ways she has not realized that this person is a supervillain mastermind who sees an opportunity to acquire a brilliant consort who can help him conquer the world and then be a splendid queen for him.

Thorpocalypse
Posts: 625
Joined: Fri Nov 04, 2016 8:52 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Thorpocalypse » Tue Nov 21, 2017 12:01 am

Tattooedman wrote:
Sun Nov 19, 2017 9:58 pm
Ken wrote:
Sun Nov 19, 2017 9:39 pm
Thorpocalypse wrote:
Sun Nov 19, 2017 9:10 pm


I like the art, his backstory and the fact that Redcap is one my favorite lesser known mythical creatures. :)
I don't know how the backstory compares, but the art is by ProdigyDuck.
The back stories are completely different. PD's is influenced by the source material (short answer is corrupt CEO is secretly supervillain).
I just liked the hitting parties angle. Reminds me of the Joker hitting the Wayne Fundraiser for Harvey Dent scene in The Dark Knight. And it's an angle you'd think you'd see more in comics and TV. They use it lot in police and detective shows but I haven't seen in much in the CW/Netflix, etc. stuff, although I haven't watched that much of it overall.

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