Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 3749
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 19, 2017 6:56 am

Image

Bobcat - PL 7

Strength 3, Stamina 3, Agility 5, Dexterity 0, Fighting 10, Intellect 0, Awareness 2, Presence 0

Advantages
Agile Feint, Defensive Roll, Favored Environment: Forest, Great Endurance, Improved Critical: Claws & Teeth: Strength-based Damage 1, Improved Initiative, Luck

Skills
Acrobatics 8 (+13), Athletics 8 (+11), Insight 6 (+8), Perception 10 (+12), Sleight of Hand 6 (+6), Stealth 8 (+13)

Powers
Claws & Teeth: Strength-based Damage 1 (piercing, slashing, DC 19)
Senses: Senses 6 (Acute: Scent, Danger Sense: Hearing, Extended: Hearing 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)

Offense
Initiative +9
Claws & Teeth: Strength-based Damage 1, +10 (DC 19)
Grab, +10 (DC Spec 13)
Throw, +0 (DC 18)
Unarmed, +10 (DC 18)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 4/3, Will 6

Power Points
Abilities 46 + Powers 10 + Advantages 7 + Skills 23 (46 ranks) + Defenses 13 = 99

Bobcat is like a number of other animal people, he comes from an alternate reality Earth where evolution took a different path. He is an intelligent upright bobcat. His kind are native to the North American continent but are spreading rapidly across his world. They possess only a stone-age technology, fashioning simple tools from naturally occurring materials. They rely on their claws and teeth a lot more than humans do.

Some people find beings like Bobcat cute and attractive and want them for pets. Where there is demand there is supply and small groups of supervillains have used alternate reality portals to raid his world and kidnap them for sale in the exotic pet trade. Their owners either keep them in small cages as decorations or 'train' them with torture and coercion into obeying them. Since they are not human they do not have the legal protection that humans do, being under the law able to only be treated as an animal, despite their being sentient and able to talk. The laws in many countries and regions are grossly inadequate to protect animals so even if their abuse is uncovered it may not be possible to legally do anything. Many superheroes though are not people capable of just standing by and ignoring a desperate entreaty from a tormented slave so they may free them first and worry about the legalities later. Getting them to understand that not all humans are hostile and that they will be returned home will be difficult, the bobcat people have no comprehension of the nature of contemporary Earth.

Gamebook
Posts: 3749
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 19, 2017 7:33 am

Image

Bride of Frankenstein - PL 10

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

Advantages
Agile Feint, Assessment, Attractive, Connected, Defensive Roll 2, Diehard, Evasion, Improved Critical 2: Electricity Sword: Strength-based Damage 2, Improved Critical: Electricity Sword: Strength-based Damage 2, Improved Initiative, Power Attack, Ranged Attack 8

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

Powers
Electric Eyes: Strength-based Damage 1 (DC 24; Alternate Resistance: Fortitude, Increased Range: ranged, Multiattack)
Electricity Control
. . Electric Supercharge: Enhanced Trait 16 (Traits: Strength +4 (+8), Stamina +4 (+8); Affects Others, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Source: the open sky)
. . Live Again: Healing 10 (Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Resurrection; Source: the open sky)
. . Summon Lightning Bolt: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Source: the open sky)
Electricity Sword: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Alternate Resistance: Fortitude, Reach (melee): 5 ft.)
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Reanimated cadaver: Immunity 31 (Aging, Fortitude Effects; Limited - Half Effect)

Offense
Initiative +8
Electric Eyes: Strength-based Damage 1, +10 (DC Fort 24)
Electricity Sword: Strength-based Damage 2, +10 (DC Fort 25)
Grab, +10 (DC Spec 18)
Summon Lightning Bolt: Damage 10, +10 (DC Fort 25)
Throw, +10 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

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

Power Points
Abilities 64 + Powers 75 + Advantages 20 + Skills 34 (68 ranks) + Defenses 16 = 209

One of the earliest dabblers in offworld technology was the German doctor Victor Frankenstein. Fascinated by the new technology of electricity and how it affected living and recently dead bodies he experimented with using it to try and create life. While he could make corpses and severed limbs jump and twitch he could not make them live again. From one of his many dubious suppliers of materials though he then got some new components for his electrical machinery. His efforts were then successful and he made a man, or at least a man-like figure. He was however horrified at his ugly and cadaverous creation and abandoned it, then when it went independent and educated itself he became afraid of it. In negotiation with the monster he agreed to make it a mate, but destroyed the project when he thought about the creatures breeding. He then had to flee the wrath of his monster as it became determined to make him fulfill the deal or kill him in vengeance. In the end the two would destroy each other.

Once something has been discovered though it is very hard to put the genie back in the bottle. Victor had many scientific colleagues who knew of his work and they sorted through his estate looking for his notes and equipment. From the few scraps they found several of them succeeded in recreating his work. The most successful was the one who found his laboratory on the Orkney islands, collecting up the remnants of his project to make the monster a bride. Victor's monster had really just been a crude prototype, it was oversized and ugly due to his limited skills in physiology and surgery. Most of his successors made creatures who were pitifully deformed and did not live long, but a few persisted. They made sure to destroy their early attempts after assessing them and learning from their mistakes though. In the end the one working on the female creation achieved success, making a human-sized female figure of perfect proportions. She was still pale-skinned and rather tall and strong but he considered that he had done it, he had created beautiful new life.

The Bride of Frankenstein as he called his creation turned out to be a singular event though. She learned rapidly and exhibited many powers beyond those he had intended, possessing control of electricity as well as great strength and unnatural vitality. She read Victor's narrative as recounted when he was rescued while pursuing his monster and concluded that things like her should indeed not exist. She destroyed the laboratory where she was made and threatened her creator with death should he ever make more, then set out into the world to make sure no-one else did what he and Victor had done. Her efforts for a while prevented the Earth being plagued with such monstrous abominations, but in the end it became hopeless. Science and technology advanced too far and now mad supervillain scientists can make any monstrosity they want in their genetics vats.

Being not really alive the Bride has adventured continuously since her creation. Whenever she starts to wear down a quick blast of electricity rejuvenates her. Her electricity also works on other living creatures, she can heal or revive people by calling down the lightning into them. Since the rise of superheroes during and after the Second World War she has operated more openly, often joining superteams where she is an attractive but always somehow unnerving comrade. Her physical qualities are very close to human, but are all a little off. Her skin is too pale and cool, her breath tainted with electricity and chemicals. That has not prevented her from having many lovers, though she cannot have children as she cut that part of her out of herself a long time ago. Several times she has met up with the original monster, he did not die out on the ice after all. He is different to her in many ways, being larger, stronger and tougher. She will not destroy him as he is a sentient being, but she will never let him make more like them. That is not much of a worry though, he shares her view that things like him should not exist, all they experience is isolation and misery. She has had a rather enjoyable existence in many ways but does not contradict him on the last point, there's no need to make him feel worse.

Gamebook
Posts: 3749
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 19, 2017 7:17 pm

Image

Calculator - PL 10

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

Advantages
Eidetic Memory, Inspire 5, Inventor, Ranged Attack 6, Skill Mastery: Investigation, Speed of Thought, Taunt

Skills
Deception 8 (+10), Expertise: Science 8 (+16), Insight 8 (+14), Investigation 12 (+20), Perception 4 (+10), Sleight of Hand 4 (+6), Technology 8 (+16), Vehicles 4 (+6)

Powers
Digitally Enhanced Brain: Quickness 8 (Perform routine tasks in -8 time ranks; Limited to One Type: Mental)

Offense
Initiative +8
Grab, +4 (DC Spec 10)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 1, Toughness 0, Will 12

Power Points
Abilities 44 + Powers 4 + Advantages 16 + Skills 28 (56 ranks) + Defenses 11 = 103

The Calculator is a brilliant woman who has altered her own brain using offworld technology. She now has the information processing capabilities of a digital computer allied to the heuristic parallel processing of the organic brain. This lets her think in ways not normal to a human, being able to take in and perform consciously numerical operations that are normally rather implicit in the brain's operation. Rather than needing computers as an information processing tool she now just does it all in her head. To her all other humans now seem impossibly dull and slow which has made her arrogant and superior. She considers that she should be put in charge of everything and with her superior brain solve all the world's problems. The trouble is that the drastic alterations she has done to herself have upset the balance of her mind. She has lost all empathy and now just sees other people as things, points of data to be efficiently processed. When others point out that you cannot treat people as identical units which can be assigned and disposed of at will she just dismisses them as primitive fools.

To evade the obsolete moral constraints of sentimental idiots the Calculator now prefers to work with the supervillain masterminds. Rather than being employed by them she instead collaborates with them on their projects, often indeed doing much of the intellectual lifting for them. While talented at science and technology her favorite area is devising political and social plans which she believes if implemented would achieve utopia. They are named things like 'neo-anarchic-syndicalism' and are so abstruse that other people find it impossible to comprehend them let alone implement or refute them. The supervillain masterminds humor her about this while getting her to work on what is really valuable to them, predicting economic trends, political developments, military actions and similar things. She has an uncanny ability to understand and forecast what is going to happen next in the world. This ability extends down to the lowest level, she can predict what those around her will do in the next few seconds with lightning accuracy. In combat she can direct her forces in the exact way to cause maximum effect against her opponents.

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Cybernaught - PL 8

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

Advantages
Diehard, Eidetic Memory, Ranged Attack 6

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Perception 8 (+8), Technology 4 (+4), Vehicles 4 (+6)

Powers
Communication: Radio Cosmic Communication 1 (Subtle: encrypted)
Immunity: Immunity 60 (Fortitude Effects, Will Effects)
Mimic: Variable 8 (Action: move)
Protection: Protection 8 (+8 Toughness; Impervious)
Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
Senses: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)

Offense
Initiative +2
Grab, +4 (DC Spec 18)
Throw, +8 (DC 23)
Unarmed, +4 (DC 23)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 158 + Advantages 8 + Skills 12 (24 ranks) + Defenses 6 = 206

The Cybernaught robots are the Calculator's personal bodyguards and enforcers. While massively intellectually superior to all around her she knows that is no defense against some overmuscled throwback of a superhero who is determined to put a stop to her latest social experiments. Her weapon is of course superior to all possible opponents as it can mimic the powers of any superhero it encounters and use them to counter their attacks. It does this by a form of energy mirroring, the person whose powers are being mimicked has to be present and using their powers for her robot to copy them. It cannot copy powers and then later use them at will.

As well as acting as her defense the Cybernaughts operate the various social experiments she likes to run. To test out her social-political theories she kidnaps people and traps them in a specially prepared environment in some location they cannot escape from, such as a remote island, undersea base or tunnel network. Here she insists they organize themselves according to her theories while she observes them for how well things turn out in practice. The Cybernaughts strictly enforce all the rules, even in the scenarios where there are no rules. Those who refuse to cooperate are starved or tortured until they comply. The Calculator will make people enjoy the carefree utopia she has devised for them, despite their ignorant opposition to what is good for them.
Last edited by Gamebook on Mon Oct 30, 2017 10:43 pm, edited 1 time in total.

Gamebook
Posts: 3749
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 19, 2017 7:33 pm

Image

Canadienne - PL 10

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

Advantages
Agile Feint, All-out Attack, Improved Initiative, Leadership, Move-by Action, Power Attack, Ranged Attack 6, Takedown

Skills
Insight 8 (+11), Investigation 6 (+8), Perception 6 (+9), Persuasion 8 (+10)

Powers
Enhanced Trait: Enhanced Trait 44 (Traits: Strength +12 (+12), Stamina +10 (+10))
Eye Beams (Increased Range: ranged)
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
Immunity: Immunity 5 (Environmental Conditions (All))
Protection: Protection 2 (+2 Toughness; Impervious [10 extra ranks])
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 8 (Darkvision, Extended: Vision 2: x100, Penetrates Concealment: Vision)

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

Languages
Native Language

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

Power Points
Abilities 38 + Powers 104 + Advantages 13 + Skills 14 (28 ranks) + Defenses 13 = 182

Canadienne got her powers from an unusual source, she inherited them. Her father was a superhero but he never anticipated the powers he had been granted getting passed on to his offspring. When she was in her early teens these powers manifested when she suddenly became superstrong, flew into the air and started firing heat beams from her eyes. While her schoolfriends fled into terror she nearly burnt down the school gymnasium as she passed her gaze across the floor and walls in panic. It was a miracle no-one was killed or seriously hurt and she was confined at a superhero HQ while they stabilized her powers. She soon mastered her flying and superstrength but her eye beams were more of a problem. For much of her teens she could only intermittently control them and had to wear a special pair of goggles all the time to avoid accidentally incinerating someone. As she got older though her powers eventually came under her control. Even so she still wears her goggles whenever she thinks she is going to have to use her eye beams as she sometimes finds it difficult to shut them off once they get going. Fortunately for her family all the power passed just to her and her younger brother has never shown any sign of having superpowers.

As a responsible young Canadian she has become a notable patriotic superhero of that country. The worst criticism that can be leveled at her is that she is a bit conventional and boring in her name and appearance. That is what happens when you let a government committee come up with your superhero codename and costume, they never go for anything different or daring.
Last edited by Gamebook on Sat Sep 30, 2017 4:41 pm, edited 1 time in total.

Gamebook
Posts: 3749
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Sep 19, 2017 10:03 pm

Image

Cannonfire - PL 9

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

Advantages
Benefit, Ambidexterity, Defensive Roll, Evasion, Improved Aim, Improved Critical 2: Twin Autocannons: Damage 8, Improved Initiative, Precise Attack (Ranged, Cover), Ranged Attack 7

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

Powers
Cannonfire suit (Removable)
. . Gauntlets: Strength-based Damage 2 (DC 19)
. . Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Twin Autocannons: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
. . Visor: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision, Advantages: Benefit, Ambidexterity, Improved Aim, Precise Attack (Ranged, Cover))

Offense
Initiative +6
Gauntlets: Strength-based Damage 2, +8 (DC 19)
Grab, +8 (DC Spec 12)
Throw, +10 (DC 17)
Twin Autocannons: Damage 8, +10 (DC 23)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 11, Parry 8, Fortitude 5, Toughness 7/6, Will 6

Power Points
Abilities 40 + Powers 38 + Advantages 12 + Skills 15 (30 ranks) + Defenses 16 = 121

Cannonfire is a mercenary and assassin, part of the black ops mercenary underworld. Not all the mercenaries have superpowers, many are just regular guys using conventional armaments. He uses a prototype combat suit that has integrated twin autocannons giving him a lot of firepower for a foot soldier. His weaponry is entirely Earth made so he has little difficulty in keeping it running. The trouble with advanced battlesuits and other offworld weaponry is that it is hard to obtain and even harder to maintain. Spare parts are rarely available and even if you can get them working out how to use them to repair your gear is often baffling. Many a mercenary's career as a supersoldier has been derailed by simple logistical issues. He is Russian in origin, having stolen his gear and absconded from military service years ago. Like many of the mercenaries he principally resides in South America where the weather is pleasant and the laws are lax.

Gamebook
Posts: 3749
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 20, 2017 7:27 pm

Image

Captain Cosmic - PL 10

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

Advantages
Agile Feint, All-out Attack, Benefit, Galactic Reputation, Improved Critical: Unarmed, Improved Initiative, Interpose, Leadership, Move-by Action, Power Attack, Ranged Attack 6, Takedown

Skills
Athletics 6 (+18), Insight 6 (+8), Intimidation 6 (+8), Investigation 8 (+11), Perception 8 (+10), Persuasion 6 (+8), Technology 4 (+7), Vehicles 4 (+6)

Powers
Enhanced Trait: Enhanced Trait 36 (Traits: Strength +10 (+12), Stamina +8 (+10))
Eye Beams: Damage 10 (DC 25; Extended Range 4, Increased Range: ranged)
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Immunity: Immunity 10 (Life Support)
Movement: Movement 3 (Space Travel 3: other galaxies)
Protection: Protection 2 (+2 Toughness; Impervious [10 extra ranks])
Senses: Senses 9 (Darkvision, Extended: Vision 3: x1k, Penetrates Concealment: Vision)

Offense
Initiative +6
Eye Beams: Damage 10, +8 (DC 25)
Grab, +8 (DC Spec 22)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 13, Toughness 12, Will 7

Power Points
Abilities 46 + Powers 119 + Advantages 16 + Skills 24 (48 ranks) + Defenses 14 = 219

Captain Cosmic is a space adventurer from the space-race days of superheroism. After the catastrophic failure of the atomic superheroes of the 1950's the world was ready for a new type of superhero. Just as aviators had been the fad back in the interwar years now astronauts were the coming thing. Captain Cosmic gained his powers when his space capsule fell through a warp portal left behind after an alien ship had just made a warp jump out of Earth orbit, where it had been monitoring the Earth under radar and visual concealment. Thrown out at random into space in the wake of the warp transiting ship he was rescued by the inhabitants of a nearby space habitat who thought that his tiny, primitive craft was an emergency escape pod. He found that the locals were being enslaved and oppressed after a military coup by a small force of mercenaries that they had initially hired to protect them from regional space pirates. He led an underground resistance that eventually succeeded in defeating the villains and bringing them to justice. He was subsequently acclaimed as the protector of the community by the grateful locals. When contact was reestablished with the galactic authorities they commended him for his brave and selfless actions and granted him suitable powers to protect the space habitat and its peoples from then on. This presented him with a dilemma though. He now had the power to return to Earth but the people he had saved were now expecting him to stay with them and be their guardian. Out of adoration the locals had themselves reconfigured from their decidedly non-human forms into fairly close approximations of human beings (if rather more colorful and with added fins, streamers, rays and so forth for decoration of a rather plain basic form). There was still a lot of rebuilding to do and he was needed more than ever to provide leadership to a set of peoples who tended to be rather laid back and easygoing.

It was months before the Captain was able to safely leave his adopted home and return to Earth. There he provided a full account of what had happened to him out in space. Initially he thought that he could be a superhero on Earth but he found that his powers were rapidly fading out. They only functioned when he was acting a protector out in space, they turned themselves off if he lived peacefully on Earth. Many years passed and his adventure became just a memory. Then one day a spaceship landed in his back yard and an alien who rather resembled him as a boy got out. The visitor explained that he was his son and that he was needed to come back and save the world again. Without a protector space pirates had conquered the space habitat and were terrorizing the peoples. After he had explained to his wife about the affair he had had with an exotic space beauty, which was back before he met her, he consented to return. Once out in space his powers returned and he was able to make short work of the pirates. Since then he has mostly still lived on Earth but it is known that any oppressed peoples from out in space can journey to visit him and he will help them regain their freedom.
Last edited by Gamebook on Sat Sep 30, 2017 4:42 pm, edited 1 time in total.

Gamebook
Posts: 3749
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 20, 2017 7:41 pm

Image

Cardinal - PL 8

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

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 2, Equipment 10, Evasion, Improved Critical: Gauntlets: Strength-based Damage 2, Precise Attack (Ranged, Cover), Ranged Attack 9, Takedown

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

Powers
Gauntlets: Strength-based Damage 2 (DC 18)
Goggles: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Wrist Darters
. . Anaesthetic Needle: Progressive Affliction 3 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 13; Increased Range: ranged, Progressive; Resistible: Toughness)
. . Taser Needle: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)

Equipment
Cardinal suit [Gauntlets: Strength-based Damage 2, DC 18; Goggles: Senses 7, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision; Light Body Armor: Protection 2, +2 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Wings: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings; Wrist Darters], Cell Phone (Smartphone), Commlink, Flash Grenade, Flashlight, Lock Release Gun, Mini-tracer, Multi-tool, Restraints

Offense
Initiative +4
Anaesthetic Needle: Progressive Affliction 3, +12 (DC Fort/Tou )
Flash Grenade, +12 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +10 (DC 18)
Grab, +10 (DC Spec 11)
Taser Needle: Cumulative Affliction 3, +12 (DC Fort 13)
Throw, +12 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 8

Power Points
Abilities 54 + Powers 0 + Advantages 28 + Skills 29 (58 ranks) + Defenses 14 = 125

Cardinal is an urban vigilante who rather than use grappling hooks and beat up criminals with fist and club prefers to glide over the rooftops and disable her targets with dart guns. She can handle herself in close perfectly well, but generally only moves in when opponents have already been weakened by a dart or two. Her suit is not anything amazing, it's basically a lightweight glider made of a special fabric with stiffening rays like feathers rather than being stretched over a rigid frame. She can provide extra lift when needed by flapping, or just kicking off from rooftops, watertowers, masts and other projections. Her wings can fold away to a compact block on her back that doesn't impede her from moving on foot. She is sociable for an urban vigilante and often works in loose confederation with others in her area. Urban vigilantes almost never form the organized teams that superheroes do, they are much more loners.

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

Post by Gamebook » Wed Sep 20, 2017 8:00 pm

Image

CBL Armor - PL 10

Strength 7, Stamina 2, Agility 2, Dexterity 2, Fighting 10, Intellect 2, Awareness 2, Presence 0

Advantages
Improved Critical: Vibro Blade: Strength-based Damage 3, Improved Critical: Vibro Blade: Strength-based Damage 3, Improved Initiative, Power Attack, Ranged Attack 8, Takedown

Skills
Athletics 6 (+13), Insight 4 (+6), Perception 6 (+8), Technology 4 (+6), Vehicles 6 (+8)

Powers
CBL Armor (Removable)
. . Armor Plating: Protection 8 (+8 Toughness; Impervious)
. . Communication: Radio Cosmic Communication 1 (Subtle: encrypted)
. . Navigation & Rangefinder: Senses 3 (Direction Sense, Distance Sense, Time Sense)
. . Sealed Systems: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Servos: Enhanced Strength 6 (+6 STR)
. . Shoulder-Mounted Grenade Launcher
. . . . Anti-Armor Grenade: Damage 8 (DC 23; Increased Range: ranged, Penetrating 8)
. . . . Anti-Personnel Grenade: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Smoke Grenade: Cloud Area Concealment 8 (Extra Ranks 6, Other Sense Type: Sight; Cloud Area: 15 feet radius sphere, DC 18, Increased Range: ranged; Partial)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
. . Vibro Blade: Strength-based Damage 3 (DC 25, Advantages: Improved Critical; Penetrating 10)
. . Visor: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)

Offense
Initiative +6
Anti-Armor Grenade: Damage 8, +10 (DC 23)
Anti-Personnel Grenade: Burst Area Damage 8 (DC 23)
Grab, +10 (DC Spec 17)
Throw, +10 (DC 22)
Unarmed, +10 (DC 22)
Vibro Blade: Strength-based Damage 3, +10 (DC 25)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 10, Will 6

Power Points
Abilities 42 + Powers 78 + Advantages 12 + Skills 13 (26 ranks) + Defenses 16 = 161

The CBL Armor is a prototype battlesuit of French manufacture that is operated by that country's notoriously independent and violent special forces. They use it to carry out their own private black ops, often without the knowledge or explicit consent of their government. Other nations suspect that it is all done with the connivance of French leaders but there is never any trail of hard evidence leading back to them. The suit is mostly made with Earth technology with only a few pieces of offworld tech to overcome the power generation issues. It is generally used in remote locations, mainly in North Africa where France has long had major interests. The operators of the suit never speak and always keep the visor down and there are no national markings anywhere on it to ensure plausible (or at least not easily disproved) deniability.

Gamebook
Posts: 3749
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 20, 2017 8:19 pm

Image

Celestial - PL 9

Strength 10/1, Stamina 8/1, Agility 1, Dexterity 1, Fighting 7, Intellect 0, Awareness 1, Presence 2

Advantages
Agile Feint, Attractive, Move-by Action, Ranged Attack 5

Skills
Athletics 4 (+14), Insight 4 (+5), Perception 4 (+5), Persuasion 6 (+8), Ranged Combat: Light Blast 2 (+3)

Powers
Enhanced Trait: Enhanced Trait 32 (Traits: Strength +9 (+10), Stamina +7 (+8))
Environment: Environment 1 (Light (Bright), Radius: 30 feet)
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Immunity: Immunity 7 (Environmental Conditions (All), Suffocation (All))
Light
. . Light Blast
. . . . Blast (Linked; Increased Range: ranged, Multiattack)
. . . . Light: Cumulative Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Multiattack; Limited: Sight, Sense-dependent: Sight)
. . Light Burst
. . . . Burst Area Strength Effect 10 (Linked; Burst Area: 30 feet radius sphere, DC 20)
. . . . Dazzle: Cumulative Perception Area Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight, Cumulative; Limited: Sight)
. . Sunlight: Environment 13 (Heat, Light (Bright), Radius: 16 miles; Precise)
Movement: Movement 2 (Space Travel 2: other solar systems)
Protection: Protection 2 (+2 Toughness; Impervious [8 extra ranks])
Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)

Offense
Initiative +1
Dazzle: Cumulative Perception Area Affliction 10 (DC Fort 20)
Grab, +7 (DC Spec 20)
Light: Cumulative Affliction 10, +8 (DC Fort 20)
Throw, +6 (DC 25)
Unarmed, +7 (DC 25)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 11, Toughness 10, Will 5

Power Points
Abilities 28 + Powers 121 + Advantages 8 + Skills 10 (20 ranks) + Defenses 13 = 180

Celestial gained his powers working in interstellar communications. He travels down hyperspace optic fibers firing off light pulses to act as signal boosters for galactic comm traffic. An easy and safe job but what he has always wanted to be is a film star. In between shifts he zips back to Earth and goes through rounds of auditions set up for him by his agent. Having superpowers is not enough to make you stand out these days though, not when there are literally thousands of people with amazing powers all making the news. He tries to raise his profile by performing superheroics but often finds himself just part of a crowd scene. The only people who notice his contribution seem to be those geeks who obsessively catalogue every appearance of every superhero ever. When he makes celebrity appearances people either go 'who?' or mistake him for some other superhero with a similar name or costume. He did kids parties at the urging of his agent for a little bit but always hated the screaming brats and gave them up when he was nearly indecently assaulted by a bunch of mom's who got him alone. Despite all this he plugs away, waiting and hoping like so many others for when he'll get his big break with a successful audition or saving the world.

Gamebook
Posts: 3749
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 20, 2017 8:36 pm

Image

Checks - PL 7

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

Advantages
Assessment, Benefit, Cipher, Connected, Contacts, Defensive Attack, Defensive Roll 2, Equipment 3, Improved Critical 2: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 4, Takedown, Well-informed

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

Powers
Grapple Gun: Move Object 2 (200 lbs., DC 17; Custom: Tether, Damaging; Limited Direction: Towards)
Grapple Gun: Movement 1 (Swinging)

Equipment
Cell Phone (Smartphone), Concealable Microphone, Flashlight, Grapple Gun [Grapple Gun: Move Object 2, 200 lbs., DC 17; Custom: Tether, Damaging; Limited Direction: Towards; Grapple Gun: Movement 1, Swinging], Lock Release Gun, Mini-tracer, Restraints

Offense
Initiative +6
Grab, +10 (DC Spec 11)
Grapple Gun: Move Object 2, +6 (DC 17)
Throw, +6 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 3, Toughness 3/1, Will 9

Power Points
Abilities 50 + Powers 0 + Advantages 22 + Skills 30 (60 ranks) + Defenses 16 = 118

Checks is an urban vigilante who eschews the usual 'commando with a bird theme' get-up that so many of them use. Instead he always wears an immaculate grey suit and hat with black-and-white check decorations. He walks and talks through the city, conducting investigations by simply persuading people to tell him things. He is expert at finding those who have got themselves into a jam with the criminal underworld through indebtedness, getting arrested, having cheated their boss or similar and convincing them that they can get out of this mess by letting him and his friends deal with it. Once he has the necessary information he lets his more physically aggressive colleagues in the unregulated crimefighting profession do the actual takedowns. If he needs to though he is perfectly capable of dealing with boorish thugs himself. His style of vigilantism means that he knows and has relations with urban vigilantes all over the place, but he often has favorites he particularly likes and trusts.

Gamebook
Posts: 3749
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Sep 20, 2017 8:58 pm

Image

Chipmunk - PL 8

Strength 4/0, Stamina 3/0, Agility 6/3, Dexterity 2, Fighting 10, Intellect 1, Awareness 4, Presence 2

Advantages
Agile Feint, Animal Empathy, Close Attack 2, Defensive Roll 3, Improved Critical: Unarmed, Improved Defense, Improved Initiative, Improved Trip, Luck, Move-by Action, Power Attack, Prone Fighting, Redirect, Takedown, Teamwork

Skills
Acrobatics 8 (+14), Athletics 6 (+10), Deception 4 (+6), Insight 8 (+12), Investigation 4 (+5), Perception 8 (+12), Persuasion 6 (+8), Sleight of Hand 4 (+6), Stealth 6 (+12)

Powers
Chipmunk friends
. . Aww Cute!: Perception Area Affliction 4 (1st degree: Entranced, Resisted by: Will, DC 14; Perception Area: DC 14 - Sight, Increased Range 2: perception; Limited Degree 2)
. . Confounded Rodents!: Cumulative Burst Area Affliction 2 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 12; Burst Area: 30 feet radius sphere, DC 12, Cumulative, Increased Range: ranged, Selective; Limited Degree)
. . Scampering Spies: Remote Sensing 2 (Affects: 2 Types, inc. Visual - Audio, Hearing, Range: 120 feet; No Conduit, Simultaneous; Medium: Chipmunks)
. . Thieving Varmints: Move Object 1 (100 lbs.; Increased Range: perception, Indirect 4: any point, any direction, Precise)
Chipmunk girl: Enhanced Trait 20 (Traits: Strength +4 (+4), Stamina +3 (+3), Agility +3 (+6))
Climbing Claws: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Burrowing: Burrowing 2 (Alternate; Speed: 1800 feet/hour, 3 feet/round)
Senses: Senses 4 (Acute: Scent, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
Talk to chipmunks: Comprehend 2 (Animals - Speak To, Animals - Understand; Narrow Type: Chipmunks)

Offense
Initiative +10
Aww Cute!: Perception Area Affliction 4 (DC Will 14)
Confounded Rodents!: Cumulative Burst Area Affliction 2 (DC Will 12)
Grab, +12 (DC Spec 14)
Thieving Varmints: Move Object 1 (DC 11)
Throw, +2 (DC 19)
Unarmed, +12 (DC 19)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/3, Will 9

Power Points
Abilities 44 + Powers 42 + Advantages 18 + Skills 27 (54 ranks) + Defenses 11 = 142

Chipmunk has the power to talk to chipmunks and persuade them to do things for her. Under her direction the scampering little rodents can perform actions normally beyond their rather limited intelligence and even against their naturally timid instincts. She is always very careful of her furry friends lives though and will have them flee and hide if they are seriously endangered. She herself is part chipmunk, having been born as a genetic experiment by a supervillain mastermind into creating people who have the power to control animals. She was just a test run, along with others who could control rats, pigeons, squirrels and other small critters. Later people had the powers of and control over big, impressive animals like lion, tigers and bears. After their creator suffered a defeat most of his animal people dispersed across the world, becoming superheroes or supervillains according to their inclinations.

Chipmunk uses her little friends to do good in a small way. She is studying at college at the moment, having managed to get her human rights recognized with the aid of some sympathetic superheroes. Across the campus grounds numerous chipmunks keep an eye on things and alert her if any crimes happen. This is mostly petty stuff like vandalism and breaking into cars. She has her chipmunks delay and distract the perpetrators while she leaps and scampers over, followed by campus security. Her friends in the superhero community occasionally invite her over to their HQ's, not really for missions but because she is their friend and so that they can look at all the cute chipmunks. They would never consider pitting her against a really dangerous supervillain but they do take her out against those supervillains who are so weak they are a joke. Nothing is more humiliating for a would-be supervillain than being taken down by chipmunks.

Gamebook
Posts: 3749
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Sep 21, 2017 8:29 pm

Image

Chuck Mallard - PL 4

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

Advantages
Connected, Defensive Roll 2, Evasion 2, Improved Defense, Luck, Ranged Attack 4, Redirect, Taunt

Skills
Athletics 4 (+3), Deception 6 (+8), Insight 4 (+5), Investigation 6 (+8), Perception 4 (+5), Persuasion 6 (+8)

Powers
Acute Vision: Senses 1 (Extended: Vision 1: x10)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)
Waterbird: Movement 2 (Water Walking 2)
. . Fly in a pinch: Flight 4 (Alternate; Speed: 30 miles/hour, 500 feet/round; Check Required: DC 10 - Athletics, Wings)

Offense
Initiative +0
Grab, +4 (DC Spec 9)
Throw, +4 (DC 14)
Unarmed, +4 (DC 14)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 1, Toughness 2/0, Will 5

Power Points
Abilities 18 + Powers 15 + Advantages 13 + Skills 15 (30 ranks) + Defenses 9 = 70

Chuck Mallard is from an alternate reality Earth where intelligent life was made up of duck people. Such a world is a very unlikely reality and after it came into being it stayed in existence only very briefly. It was created as part of an explosion of short-lived alternate realities during a cosmic crisis event. Chuck was the only duck person left in existence at the end of this event, having been pulled through to contemporary Earth in the wake of a bunch of superheroes passing through his world.

Now stranded with no home to return to Chuck has had to make the best of life. His world of origin was a bizarre parody of contemporary Earth, like it in almost every way except that everybody was a roughly humanoid duck. It was a rather cartoonish, farcical world where nothing ever went right in its brief existence. In extent it consisted of a small area of a city, a few square blocks. This was the area that was affected by a temporary reality shift, duck world was never an entire populated planet. Chuck's memories are hazy for the 'time' before duck world came into existence. His own existence is based on a regular human guy who lived in the area affected on contemporary Earth. Chuck has even met the human he is derived from, but they just managed to annoy and offend each other and so never meet up.

For all his waterfowlish appearance Chuck mostly thinks and acts like a human being, though he doesn't like to admit that. He has taken a variety of jobs, whatever he can persuade people to give him money for. The one thing he hates and will not stoop to is just exhibiting himself as a talking duck. He always tries to dress nattily, though this is expensive as he has to have his clothes custom made. He has worked as a journalist, writer, cab driver, stand-up comic, actor, security guard and a bunch of other stuff he forgets (or tries to). His personal reality is fundamentally unstable due to the peculiar nature of his origin and anything weird from the countless alternate realities that manages to manifest often does so near him. He is forever being accosted and inconvenienced by bizarre monstrosities and getting caught up in the adventures of the superheroes. He does not regard himself as a superhero and often gets exasperated by their tendency to insist on dragging him along on their missions under the impression that he is in some way connected to whatever weird thing is going on now.

Chuck is currently working as a private investigator, specializing in dealing with bizarre cases where people have disappeared, altered strangely or have encountered odd things. He figures that if you can't escape the weirdness, make a buck out of it. Since he has no appreciable combat ability he employs various junior superheroes as his sidekicks. He pays them very badly, not at all if he can help it, but most of them are just along for the chance at adventure so they can make their name as superheroes. Most of his sidekicks are women or gay men, the young macho male superheroes don't like to be seen working with a talking duck, they fear that it will hurt the tough reputation they are trying to build. More veteran and self-assured superheroes don't have such ridiculous little egos and regard Chuck as a brave fellow who may complain ceaselessly but will always do the right thing in a pinch.

For all his odd appearance Chuck has never had trouble attracting the ladies. He is attracted to humans rather than ducks, another feature of his schizophrenic existence. His girlfriends tend to be the kooky type unsurprisingly and his relationships thus tend to be rather volatile. He is forever breaking up with his girls as he gets too exasperated with them and throws them out, or they get overwhelmed by the weirdness. There are several superheroines who find him super cute and could maybe cope with being around him, but he finds that he cannot cope being around superheroes for long. There are too many fights and explosions and they always drive him nuts with their penchant for running into extreme danger and dragging him along. What he pines for is a more nice and normal girl, but he can never persuade them to stay for long. They might just put up with being kidnapped by a crazed supervillain once, but not a second time.

Gamebook
Posts: 3749
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Sep 21, 2017 8:48 pm

Image

Constantia - PL 10

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

Advantages
Connected, Defensive Roll 2, Evasion, Inspire 3, Luck 3, Ranged Attack, Ritualist, Taunt, Trance, Well-informed

Skills
Deception 8 (+12), Expertise: Magic 8 (+12), Insight 8 (+11), Investigation 8 (+12), Perception 4 (+7), Persuasion 6 (+10), Sleight of Hand 6 (+9), Stealth 4 (+5), Vehicles 4 (+7)

Powers
Anti-Magic
. . Disjunction: Weaken 10 (Affects: Magic powers, Resisted by: Will, DC 20; Increased Range 2: perception)
. . Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Broad, Increased Range: perception)
. . Magic Null Zone: Burst Area Nullify 10 (Counters: Magic, DC 20; Burst Area: 30 feet radius sphere, DC 20, Broad, Simultaneous; Distracting)
. . Spell Mirror: Immunity 10 (Common Descriptor: Magic; Affects Others, Reflect)
. . Spell Turn: Deflect 10 (Increased Range: perception, Redirection, Reflect; Limited: to magic)

Offense
Initiative +1
Disjunction: Weaken 10 (DC Will 20)
Dispel Magic: Nullify 10 (DC Will 20)
Grab, +6 (DC Spec 10)
Magic Null Zone: Burst Area Nullify 10 (DC Will 20)
Throw, +4 (DC 15)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 7, Parry 6, Fortitude 2, Toughness 2/0, Will 11

Power Points
Abilities 42 + Powers 34 + Advantages 15 + Skills 28 (56 ranks) + Defenses 16 = 135

Constantia is an agent of the cabal of mages that protects the world from supernatural threats. She does not regard herself as one of them though, she is an independent contractor who just happens to take most of her work from them. Her power is that she is an anti-mage, she can undo and destroy magic. This power derives from her being a metaphysical constant, she has fixed her existence in reality and her essence cannot be changed by the unnatural force of magic. Any magic directed at her she can just will away, indeed right back on to the person who cast it at her or anywhere she chooses. Her presence when she concentrates disrupts and distorts magic. Anyone who uses magic or is magical finds being near her very unpleasant as their magic warps and weakens. She can suppress the effect but it is always slightly there.

This makes her a perennial outcast. She can never talk to any mundane person about what she does, it is dangerous for the non-magical to even know that magic exists and it would arouse the ire of the cabal who try to keep magic secret. At the same time the magical community won't associate with her and many hate her as an abomination. She walks a lonely road, her main companion in life being the bottle. Who she is and why she does what she does she keeps secret, she has far too many enemies who are searching for a way to harm her and in magic knowledge about a person is power over them.

When investigating dangerous magical phenomena she is always accompanied by one or more magical superheroes for armed backup as she has no real offensive powers and no special protection from non-magical threats. They always tend to stand well away from her though. During fights she concentrates on nullifying magic, or just getting on with the investigation while people and monsters get beaten up. Cynical and caustic she regards magic as inherently ridiculous, but dangerous and something the world needs protecting from. Just to annoy them she is forever mocking those around her, even her own allies.

Gamebook
Posts: 3749
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Sep 22, 2017 6:11 am

Image

Count Khabal - PL 10

Strength 1, Stamina -, Agility 0, Dexterity 2, Fighting 6, Intellect 5, Awareness 1, Presence 2

Advantages
All-out Attack, Luck, Ranged Attack 2, Ritualist

Skills
Deception 6 (+8), Expertise: Magic 8 (+13), Insight 4 (+5), Intimidation 6 (+8), Investigation 6 (+11), Perception 4 (+5), Persuasion 4 (+6), Sleight of Hand 4 (+6)

Powers
Float: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 32 (Aging, Fortitude Effects, Sleep)
Magical Awareness: Senses 5 (Acute: Magic, Analytical: Magic, Awareness: Magic, Extended: Magic 1: x10, Radius: Magic)
Movement: Movement 1 (Dimensional: Astral 1: one dimension, 50 lbs.)
Protection: Protection 10 (+10 Toughness)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 2 (Darkvision)
Specter Magic
. . Astral Vision: Remote Sensing 19 (Affects: Visual Senses, Range: 2000 miles; Dimensional: dimension - Astral Plane, Subtle: DC 20+rank)
. . Astral Walk: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate, Extended: 1000 miles in 2 move actions)
. . Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Affects Corporeal 10, Broad, Increased Range: perception)
. . Draw into Spectral World: Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 20; Affects Corporeal 10, Progressive)
. . Obliteration: Damage 10 (DC 25; Affects Corporeal 10, Increased Range 2: perception)
. . Paralyze: Burst Area Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Affects Corporeal 10, Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . Poltergeist: Move Object 10 (25 tons, DC 25; Affects Corporeal 10, Damaging)
. . Spectral Shroud: Burst Area Concealment Attack 10 (All Senses, DC 20; Burst Area: 30 feet radius sphere, DC 20, Attack: Will, Selective)
. . Specters: Illusion 10 (Affects: Two Sense Types - Visual, Area: 2000 cft., DC 20; Illusion Area, Independent)
. . Spell Turning: Deflect 10 (Affects Corporeal 10, Increased Range: perception, Redirection, Reflect; Limited: to magic)
Specter: Concealment 10 (All Senses)
Specter: Insubstantial 4 (Incorporeal; Permanent)

Offense
Initiative +0
Dispel Magic: Nullify 10 (DC Will 20)
Draw into Spectral World: Progressive Affliction 10, +6 (DC Will 20)
Grab, +6 (DC Spec 11)
Obliteration: Damage 10 (DC 25)
Paralyze: Burst Area Affliction 10 (DC Will 20)
Poltergeist: Move Object 10, +4 (DC 25)
Spectral Shroud: Burst Area Concealment Attack 10 (DC Will 20)
Throw, +4 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will 9

Power Points
Abilities 24 + Powers 147 + Advantages 5 + Skills 21 (42 ranks) + Defenses 14 = 211

Count Khabal is a former voodoo priest who has managed to return from the dead. When he was alive he was one of the most feared drug-lords and zombie slavemasters in the Caribbean. He was known for his distinctive look of being painted with black and white body paint to look like a skeleton. In the end he was killed in a magical duel with the head of the cabal of mages that protects the world from supernatural threats, having gotten just too ambitious and dangerous.

Being slain by magic though had a strange effect. His spirit wandered the plains of limbo, a place he had often visited spiritually when living. Rather than passing on to whatever afterlife was appropriate to him he chose to find the doorway back to life. He had learned this magic in forbidden lore from the corpse of an ancient voodoo master that he had exhumed and spiritually tortured. He now walks the Earth as a disembodied spirit, a specter. This has made him more powerful than ever and he is rapidly rebuilding his old criminal organization. Those who have taken it over after his death are being terrorized into working for him again.

He appears as a sinister shadow of his voodoo priest look, being not quite there, flickering in and out of perception. He can appear and disappear at will by stepping in and out of the astral plane. The earthly pleasures of drugs and women, torture and murder do not stimulate him any more as he has no body to experience such things. All he feels is the dark and the cold which he cannot yet find any way to drive away. His existence is a perpetual torment, a grotesque parody of life as he is reduced to a shadow on the wall that thinks it is still a living man. The spirit of the old voodoo master warned him of the consequences of returning from the dead but as ever he never listened to other people.

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

Post by Gamebook » Fri Sep 22, 2017 7:07 am

Image

Count Orlok - PL 10

Strength 6, Stamina -, Agility 6, Dexterity 3, Fighting 12, Intellect 3, Awareness 3, Presence 5

Advantages
Agile Feint, Benefit, Wealth 3 (millionare), Connected, Defensive Attack, Defensive Roll 2, Fast Grab, Favored Environment: Castle Orlok, Fearless, Improved Critical 2: Talons: Strength-based Damage 2, Improved Initiative, Luck, Power Attack, Prone Fighting, Startle

Powers
Change Form
. . Bat
. . . . Flight: Flight 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Wings)
. . . . Shrinking: Shrinking 8 (Linked; -2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks)
. . Mist Form
. . . . Flight: Flight 4 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . . . Immunity: Immunity 2 (Linked; Critical Hits)
. . . . Insubstantial: Insubstantial 2 (Linked; Gaseous)
. . Wolf
. . . . Fangs: Strength-based Damage 2 (Linked; DC 23)
. . . . Speed: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round)
Immortality: Immortality 4 (Return after 2 days)
Immunity: Immunity 31 (Aging, Fortitude Effects)
Movement: Movement 2 (Wall-crawling 2: full speed)
Protection: Protection 6 (+6 Toughness)
Regeneration: Regeneration 5 (Every 2 rounds)
Senses: Senses 6 (Acute: Scent, Darkvision, Extended: Scent 1: x10, Tracking: Scent 2: full speed)
Talons: Strength-based Damage 2 (slashing, DC 23)
Vampire Bite
. . Blood Drain: Concentration Weaken 8 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 18; Concentration; Grab-based)
. . Transform into a vampire thrall: Cumulative Affliction 8 (Linked; 1st degree: Dazed, Entranced, 2nd degree: Stunned, Compelled, 3rd degree: Transformed, Controlled, Resisted by: Will, DC 18; Cumulative, Extra Condition; Grab-based)
Vampiric Will
. . Creatures of the Night: Summon 3 (Controlled, Horde, Multiple Minions 2: 4 minions, Type (Broad): Bats, Cats, Wolves)
. . Mesmerizing Gaze: Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception; Sense-dependent: Sight)
. . Stormy Weather: Environment 10 (Cold, Impede Movement (1 rank), Visibility (-2), Radius: 2 miles)

Offense
Initiative +10
Blood Drain: Concentration Weaken 8, +12 (DC Fort 18)
Fangs: Strength-based Damage 2, +12 (DC 23)
Grab, +12 (DC Spec 16)
Mesmerizing Gaze: Cumulative Affliction 10 (DC Will 20)
Talons: Strength-based Damage 2, +12 (DC 23)
Throw, +3 (DC 21)
Transform into a vampire thrall: Cumulative Affliction 8, +12 (DC Will 18)
Unarmed, +12 (DC 21)

Languages
Native Language

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

Power Points
Abilities 66 + Powers 140 + Advantages 18 + Skills 0 (0 ranks) + Defenses 12 = 236

Count Orlok is an old east European nobleman who became a vampire. In life he was one of the most evil men in the land, cruelly oppressing his feudal subjects with taxes and unjust laws. His servants brought countless innocent peasant girls to his castle for him to torment. The agonized screams from their torture drove most of his family and servants away, leaving only a small band of the worst brutes. Despite his abominable behavior he was never brought to justice for it, as a feudal nobleman he could do whatever he liked with the serfs whose land and lives he owned completely. The other nobles would never allow one of their own to be imprisoned or deprived by the commoners. Over time though most of his serfs fled his lands which became empty and desolate. He lived almost alone in his decaying castle, shuffling along dusty rooms past rotting tapestries.

What brought him down was not any crusader for justice but the treachery of those he considered his peers. Other nobles saw an opportunity to acquire his land cheap and brought notice to the king that he had failed to pay his taxes and report for royal service. A king's messenger brought notice for him to pay immediately and in full all that was owed and to attend on his king at court. Count Orlok had the man whipped and chased away. This offense to the royal authority could not be tolerated and a troop of soldiers gathered from the locality was sent to arrest him. Several noblemen he had known since he had been a boy gathered at his gates and called for him to come out and face the king's justice. Enraged at this betrayal he spat at them from the battlements. They set ladders up and began to climb the walls. While most of his servants fled out a back way to save their own skins he and a few of the most loyal set fire to the castle. He died seated on his high chair while burning beams crashed down around him.

His peers sifted through the ruins after the embers had cooled, unearthing a few valuables worth saving. They found much evidence of his crimes, with human skeletons still chained up in the dungeons or strapped into torture devices in his private rooms. His racks and chairs and cages were cleaned down and carted away for use in their own dungeons, most of the rest being abandoned to more lowly scavengers. The castle was left derelict, no one wanted the antiquated old pile. His lands were taken into royal possession and quickly sold cheap to those who had betrayed him.

While that was the end of the Count and indeed his entire line many lurid stories would circulate about him for years afterwards. As the tales grew in the telling he became a vampire who would drink the blood of his victims to unnaturally prolong his life, being centuries old when he died. Soon it was said that he rose on many nights from where he was buried under the ashes of his castle to seek out new victims. Local people often scared themselves silly on long winters nights with these ghost stories. In time though as magic leaked into the world they began to take effect. Under the decades cold ashes something stirred. Dripping ash and still clad in the singed old clothes he had died in Count Orlok arose, transformed into a bestial vampire. He stalked the local area, preying on travelers and tramps or anyone out at night. As people were found in the morning dazed and sick with strange bite marks on their necks the locals became afraid for real. Led by their priest they investigated the old ruins of the castle but were unable to find the Count's body. Soon the local area again began to empty as people moved away for fear of the vampire. Several would-be vampire hunters arrived to hunt the undead abomination but most found nothing and a few mysteriously disappeared.

The curse of the Count returned again and again down the centuries. Like all vampires he reenacted his evil life, kidnapping young women and taking them back to his castle for torment and death. The lands surrounding the castle were abandoned by all but the most crazy and desperate for fear of him. They became heavily wooded and overgrown, the haunt of wild beasts, many of which were spies and hunters for the Count. While the Count hated to leave his castle and lands he was often forced to do so to find new victims since every sane living person gave the area a wide berth. He actually welcomed vampire hunters as it was nice to have meals come to him for a change. As the Count ranged more widely though he attracted more attention until eventually the national government decided that enough was enough. They would put an end to this silly superstition and whatever foul local cult was pretending to be vampires. Their solution was simple, they just blew up the Count's castle with several tons of gunpowder.

The Count's spirit was tied to the castle as his place of death and grave and with it obliterated he could no longer rise again. Many years passed and the area redeveloped and the legend of the Count became fodder for modern vampire fiction. A vampire cult association recently traveled to the area and bribed local officials into letting them dig up the buried ruins of the castle. They were not archaeologists, indeed they badly damaged the site. what they were after was the body of the Count. After much effort they finally found it and took it back with them secretly. In forbidden rites they immersed the Count in blood and the ancient vampire rose again. Count Orlok is now operating in the modern world, concealed and sustained by his new mortal servants. In return for their aid he uses his vampire powers to destroy their enemies, becoming a sort of vampire assassin. He still wears the same old clothes and stinks of burning, decay and blood. Being dead vampires cannot grow or change, they always remain the same however long they manage to persist.

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