Where in all of your character write ups will go.
Mongul - PL 14
Strength 18, Stamina 14, Agility 4, Dexterity 4, Fighting 10, Intellect 4, Awareness 4, Presence 6
Accurate Attack, All-out Attack, Benefit, Status: Warlord of Warworld, Chokehold, Fast Grab, Improved Critical: Grab, Improved Critical: Unarmed, Improved Hold, Inspire 2, Leadership, Power Attack, Ranged Attack 6, Startle, Takedown
Acrobatics 4 (+8), Athletics 4 (+22), Deception 6 (+12), Insight 6 (+10), Intimidation 10 (+16), Investigation 6 (+10), Perception 8 (+12), Persuasion 4 (+10), Technology 6 (+10), Vehicles 6 (+10)
Battle Harness (Removable)
. . Armor: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
. . Energy Generators
. . . . Concussion Burst: Burst Area Move Object 14 (400 tons, DC 29; Affects Insubstantial: half ranks, Burst Area 2: 60 feet radius sphere, DC 24, Damaging; Limited Direction: Away, Reduced Range: close)
. . . . Disintegration Beams: Damage 14 (DC 29; Increased Range: ranged, Incurable, Multiattack)
. . . . Energy Barrier: Create 14 (Volume: 15000 cft., DC 24; Impervious, Selective, Tether; Reduced Range: close)
. . . . Power Shock: Cumulative Burst Area Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Burst Area: 30 feet radius sphere, DC 24, Cumulative, Triggered: 1 use - Mongul touched)
. . . . Warp Jump: Teleport 14 (60 miles in a move action, carrying 50 lbs.; Change Direction, Extended: 16000 miles in 2 move actions)
. . Gravity Pulse Comms: Other Area Cosmic Communication 3 (Sense Type: Gravity; Area, Subtle: encrypted)
. . Sensors: Senses 9 (Darkvision, Infravision, Penetrates Concealment: Vision, Tracking: Infravision 2: full speed)
. . Spacesuit: Immunity 4 (Disease, Poison, Suffocation (All))
. . Universal Translator: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
Immunity: Immunity 6 (Aging, Environmental Conditions (All))
Leaping: Leaping 10 (Leap 1 mile at 250 miles/hour in 12 seconds)
. . Speed: Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)
Protection: Protection 2 (+2 Toughness; Impervious [8 extra ranks])
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 3 (Acute: Scent, Low-light Vision, Ultra-hearing)
Concussion Burst: Burst Area Move Object 14 (DC 29)
Disintegration Beams: Damage 14, +10 (DC 29)
Grab, +10 (DC Spec 28)
Power Shock: Cumulative Burst Area Affliction 14 (DC Fort 24)
Throw, +10 (DC 33)
Unarmed, +10 (DC 33)
Dodge 10, Parry 10, Fortitude 18, Toughness 18, Will 10
Abilities 128 + Powers 112 + Advantages 20 + Skills 30 (60 ranks) + Defenses 16 = 306
Mongul is the most powerful warlord of Warworld, the artificial planetoid built to carry armies on voyages of galactic conquest. Mongul did not build Warworld, no one knows who built it, it was found abandoned long ago by various alien pirates and refugees. The original inhabitants, or at least the previous owners, had exterminated themselves in internecine warfare fighting for possession of it. Since then countless ambitious tyrants have vied for mastery of Warworld and its secrets. The constructed world is not a mass of molten magma or frozen rock and ice like most other planets. Instead it is composed of advanced machinery all the way down, right to the colossal energy generator at its core. Countless weapons systems are built into it, vast batteries of guns and missiles, armaments factories capable of turning out fleets of ships and tanks in a day. Its surface is protected by mighty energy shield generators that can deflect almost any bombardment. Most of it is barren machinery, bare metal with no native life, though a breathable atmosphere is maintained by life support systems. Many peoples live on Warworld, using its production facilities to make whatever they need. Weapons are super-abundant on Warworld because you can order armaments from dispensing machines in almost every part of the place. This has encouraged endless fighting for control of it, with every group in a constantly shifting pattern of alliances and enmities. Warfare on Warworld is quite different to fighting elsewhere as logistics are made so easy. Instead of needing a vast production and transport stream to supply the armies with weapons, fuel, food and all the other necessities for combat any force can simply pick up what they need from all the dispensers in the vicinity. These are situated literally every few meters. The only limitation on the battling is the supply of soldiers, and on Warworld almost everyone can be a soldier as no-one actually needs to do anything else, Warworld's automated systems provide all you can need. If Warworld is damaged by the fighting it repairs itself almost as quickly, combat can devastate an area but within a few hours you would never know any fighting had taken place.
Mongul and his family came to Warworld among the first settlers and he has spent all his time since trying to make himself the sole master of the place and to unlock its many secrets. For all the powerful weapons freely available on it he knows that there are vastly more powerful weapons still that are hidden away in impenetrable vaults or which exist only as blueprints stored encrypted in its immense computer network. He regards most of the weapons that the many factions of Warworld use for their battles as little more than small arms, suitable only for petty infighting between armed civilians. He wants to raise and equip armies of true soldiers armed for the conquest of entire worlds. To fuel his war effort Mongul needs a constant supply of new warriors to obey his commands. He takes recruits wherever he can find them, by force if necessary. Warworld can move around the galaxy under its own power and Mongul is continually taking it to raid inhabited worlds. When they find somewhere suitable the heterogeneous collection of mercenaries under his leadership descend to capture as many slaves as possible before the inhabitants rally sufficiently to drive them off. If the locals cannot adequately defend their world then Mongul will devastate the entire planet, then take the refugees on board Warworld. Here they will either establish themselves as a viable faction, or they will be murdered by their hostile neighbors. Only the strong survive the constant conflict on Warworld, the weak are trampled.
What species Mongul is from is not clear. He may well be an artificial being, constructed to wage war by some more advanced civilization. He is immensely strong and tough, so much so that few of the regular weapons of Warworld pose much threat to him. While the leader of armies that number in the millions he often takes to the front lines himself, inspiring his troops and enjoying himself with brutal combat. He wears a very powerful battle harness that he took from the mummified body of some ancient general in what may have been a tomb (or possibly a derelict command center) deep within Warworld. It grants him vastly greater power and protection and is fitted with potent weapons and can teleport him all around Warworld and off it at will. Mongul will sometimes win his wars by appearing before a rival leader and beating them to a pulp. If they will surrender and submit to his rule then he spares them and makes them another vassal of his. Those who defy Mongul can expect no mercy, he will kill them personally and make it painful.
Mongul has many children by all sorts of beings, and those who survive the harsh training of their childhoods are appointed to lead his armies. He is always interested in new life forms who may be able to bear him strong offspring and has one of the largest and most eclectic harems in the galaxy. No one gets to stay off the front lines on Warworld and even his wives are expected to fight. Over the ages Mongul has seen a great many of his wives and children slain in battle, to which he is indifferent. As he sees it the weak and unlucky perish, the strong and fortunate go on to greatness. Life on Warworld consists of nothing but war and training for war, all other interests a people may have tend to fall away due to the ceaseless pressure of the conflict and the lack of necessity to do any other work.
With its huge population and numerous superheroes Earth is very attractive to Mongul, he wants to pillage it for slaves and treasures. The internal fighting on Warworld sometimes gets so fierce that the place depopulates itself and needs restocking from outside sources. Warworld actually has very little to offer potential settlers other than an endless supply of weapons. Living facilities are military and spartan, with bare barracks to live in and tasteless synthetic rations to eat. What luxuries there are are bought or stolen from other worlds. Mongul lives in a fortress-palace from which he lords it over a complex web of vassal states. His garishly-decorated private chambers are stuffed with priceless artworks stolen from many worlds, all piled up in a random jumble by a being whose own artistic sense is almost non-existent. Vast heaps of treasure clutter the chambers and passageways, the personal loot of Mongul which he keeps around mostly because it makes him feel wealthy and powerful. He himself is an uncultured boor who knows about nothing but war and military politics. He often guzzles fine food and drink, though his sense of taste is dull and it all just gets shoveled down in a random and revolting way. Mongul's attempts to conquer Earth have all failed in the face of the Justice League and other superheroes. In particular Superman has handed out some severe beatings to him which have dented his power over Warworld as his subjects have lost confidence in his invincibility. This has driven Mongul into a black rage of hatred and he now devotes much of him time and resources to plotting revenge on the Earth.
Last edited by Gamebook on Thu Jul 26, 2018 11:13 am, edited 2 times in total.
Monitor - PL 15
Strength 14, Stamina 4, Agility 4, Dexterity 4, Fighting 10, Intellect 6, Awareness 6, Presence 6
Accurate Attack, All-out Attack, Benefit, Status: Monitor, Diehard, Eidetic Memory, Fascinate (Persuasion), Ranged Attack 6, Well-informed
Athletics 4 (+18), Deception 6 (+12), Expertise: Science 12 (+18), Insight 6 (+12), Intimidation 6 (+12), Investigation 8 (+14), Perception 8 (+14), Persuasion 6 (+12), Technology 8 (+14)
Armor of Qward (Removable (indestructible))
. . Auto-Heal: Regeneration 10 (Every 1 round, Advantages: Diehard; Persistent)
. . Energy Feed: Immunity 30 (Fortitude Effects)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Impenetrable Plate Armor: Protection 16 (+16 Toughness; Impervious [4 extra ranks])
. . Life Support: Immunity 10 (Life Support)
. . Pronouncement of Destiny: Mental Area Cosmic Communication 5 (Sense Type: Mental; Area)
. . Qward Strength: Enhanced Strength 10 (+10 STR)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Spaceflight: Movement 3 (Space Travel 3: other galaxies)
. . Universal Translator: Comprehend 3 (Languages - Read All, Languages - Understand All, Languages - You're Understood)
. . Visor: Senses 19 (Analytical (Type): Vision, Darkvision, Extended: Vision 4: x10k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vsion, Tracking: Infravision 2: full speed, Advantages: Eidetic Memory)
Conventional Appearance: Morph 2 (human men, +20 Deception checks to disguise; Narrow group)
Daunting Size: Growth 20 (+10 Intimidate, -20 Stealth, -10 active defenses, +5 size ranks, +2 speed ranks; Limited to Increasing Size Only)
Owner of the Universe
. . Cancel Motion: Cumulative Burst Area Affliction 15 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 25; Burst Area 2: 60 feet radius sphere, DC 25, Cumulative, Increased Range: ranged, Selective, Triggered: 1 use - Area)
. . Create New Character: Summon 14 (Heroic, Increased Duration: continuous, Insidious, Type (Broad): Humanoid)
. . Dimensional Panopt: Remote Sensing 33 (Affects: 2 Types, inc. Visual - Visual, Audio, Range: 32 million miles; Dimensional 2: group - Alternate universes)
. . Dimensional Stride: Teleport 24 (64000 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Dimensional 2: group - Alternate universes, Extended: 16 million miles in 2 move actions, Turnabout)
. . Gravity Control Area: Burst Area Move Object 15 (800 ktons, DC 30; Burst Area 2: 60 feet radius sphere, DC 25, Damaging, Increased Mass 10, Precise, Selective)
. . Gravity Control: Move Object 20 (12800000 ktons, DC 35; Damaging, Increased Mass 19, Multiattack, Precise, Subtle: subtle)
. . Nullify Energy: Nullify 20 (Counters: Energy, DC 30; Broad, Effortless, Multiattack, Precise, Simultaneous)
. . Power of Creation: Create 20 (Volume: 1 million cft., DC 30; Increased Duration: continuous, Innate, Movable, Precise, Subtle: look natural)
. . Power of Destruction: Burst Area Damage 15 (DC 30; Burst Area 4: 250 feet radius sphere, DC 25, Increased Range: ranged, Incurable)
. . Recreate: Healing 20 (Increased Range: ranged, Restorative, Resurrection)
. . Redirect Energy: Burst Area Deflect 20 (Burst Area: 30 feet radius sphere, DC 30, Redirection, Reflect, Selective)
. . Unlimited Power Blast: Damage 20 (DC 35; Contagious, Increased Range: ranged, Incurable, Multiattack, Secondary Effect)
. . Your Power Comes From Me: Broad Simultaneous Weaken 20 (Affects: Superpowers, Resisted by: Will, DC 30; Broad: Superpowers, Increased Range: ranged, Insidious, Multiattack, Simultaneous)
Cancel Motion: Cumulative Burst Area Affliction 15 (DC Fort 25)
Grab, +10 (DC Spec 24)
Gravity Control Area: Burst Area Move Object 15 (DC 30)
Gravity Control: Move Object 20, +10 (DC 35)
Nullify Energy: Nullify 20, +10 (DC Will 30)
Power of Destruction: Burst Area Damage 15 (DC 30)
Throw, +10 (DC 29)
Unarmed, +10 (DC 29)
Unlimited Power Blast: Damage 20, +10 (DC 35)
Your Power Comes From Me: Broad Simultaneous Weaken 20, +10 (DC Will 30)
Dodge 10, Parry 10, Fortitude Immune, Toughness 20, Will 15
Abilities 88 + Powers 298 + Advantages 11 + Skills 32 (64 ranks) + Defenses 19 = 448
The Monitor of Earth-27 claims to be the creator and owner of this universe within the wider multiverse. Everything within it, all the superheroes and supervillains, the galactic civilizations and organizations such as the Guardians of the Universe and the Green Lantern Corps, are according to him his creations and are here to amuse him and impress his fellows. The Monitors apparently constantly compete to use their ideas to tell stories within their respective universes which they present to their peers. Monitors who attract the interest of the Monitors of other universes within the Multiverse in their stories gain prestige and see their standing within their society elevated. They are then trusted to work on the more prestigious lower numbered universes. As the Monitor of Earth number 27 this Monitor is a middle-ranking one, struggling to move his universe up the rankings. To this end he constantly experiments with new ideas for concepts, characters and stories, often shamelessly copying from other Monitors in an attempt to emulate their success. This is why Earth-27 constantly sees new crises arising, there must always be something enthralling going on. New characters with superpowers gained from unlikely sources appear all the time, but most of them are failures and soon disappear from the scene.
Occasionally the Monitor will descend to his universe to meddle directly with it. Behind the scenes he is all powerful, but only in an indirect way. He has utter control of the universe but only within the established parameters of the stories. He can rewrite history, but has to make it tie-together or it will generate paradoxes for which other Monitors will mock him and downgrade the rating of his universe. The characters in his universe he needs to keep consistent and interesting, he cannot just direct them about at will because then they will lose their own motivations and personality and become mere puppets. Keeping an entire universe running is difficult and often the Monitor finds the stories he sets in motion spinning out of control as his characters follow their own ideas. Often he has to work desperately hard to keep the whole thing from falling apart into an indecipherable mess. When things are getting really bad and he loses his patience he will sometimes manifest in the Earth-27 universe as an avatar of himself. He generally appears as an elaborately garbed cosmic lord and starts demanding that the people of Earth-27 follow the stories he has set out for them rather than messing about or running off. Of course the superheroes and supervillains of the universe are little inclined to take much notice of these demands, they sound like the rantings of some deluded megalomaniac, and their world is full of them already. The Monitor though has the power to back it up, he can obliterate anyone who defies him and replace them with new people. The superheroes of Earth suspect that he has rebooted history several times and changed their world and personal natures.
The Monitor occasionally walks through his world anonymously, disguising himself as an ordinary mortal. His most common form is that of 'Bob', a guy in a long black coat and beard and worn jeans who can sometime be seen standing around looking bored in the background of superfights and cosmic apocalypses. His appearance some of the more perceptive superheroes have noted is a good sign that current matters are about to come to a surprisingly abrupt end, no matter how severe or complicated they appear at the time. When they do all the massive damage that may have occurred to the world by all the alien invasions, tidal waves and earthquakes, or the entirety of time being shattered is all undone and the world is apparently rebuilt overnight, all the debris cleared away and all the civilians back to normal with no memory or trauma from the recent apocalypse. It is difficult though for even superheroes to hold in their minds that their universe is not real, that it is all being made up by the Monitors, most of the time they act completely straight that they are living in a real world.
Nightwing - PL 9
Strength 1, Stamina 2, Agility 6, Dexterity 4, Fighting 12, Intellect 5, Awareness 5, Presence 3
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Close Attack, Contacts, Defensive Roll 2, Equipment 13, Evasion, Improved Critical 2: Electro Scrima Sticks, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Initiative, Improved Trip, Leadership, Luck, Quick Draw, Ranged Attack 8, Redirect, Skill Mastery: Deception, Takedown, Taunt, Teamwork, Throwing Mastery
Acrobatics 10 (+16), Athletics 8 (+14), Deception 8 (+11), Insight 8 (+13), Investigation 8 (+13), Perception 8 (+13), Persuasion 8 (+11), Sleight of Hand 8 (+12), Stealth 8 (+14), Technology 6 (+11), Treatment 4 (+9), Vehicles 6 (+10)
Electro Scrima Sticks
. . Electrified Fighting Staff
. . . . Damage: Strength-based Damage 2 (Linked; DC 18; Reach (melee): 5 ft.)
. . . . Electroshock: Cumulative Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Reach (melee): 5 ft.)
. . Electrified Twin Clubs
. . . . Damage: Strength-based Damage 2 (Linked; DC 18; Split: 2 targets)
. . . . Electroshock: Cumulative Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Split: 2 targets)
. . Thrown Club
. . . . Damage: Strength-based Damage 2 (Linked; DC 18; Increased Range: ranged; Diminished Range)
. . . . Electroshock: Cumulative Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged; Diminished Range 2, Side Effect: on failure - on failure - lost weapon)
Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Swing Line: Movement 1 (Alternate; Swinging)
Gauntlets: Strength-based Damage 2 (DC 18)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Cell Phone (Smartphone), Commlink, Concealable Microphone, Electro Scrima Sticks [Electro Scrima Sticks], Flash Goggles, Flash Grenade, Flashlight, Grapple Gun [Grapple Gun: Move Object 3, 400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards], Mini-tracer, Nightwing costume [Gauntlets: Strength-based Damage 2, DC 18; Light Body Armor: Protection 2, +2 Toughness; Impervious], Rebreather, Restraints, Smoke Grenade, Toolkit (Basic)
Damage: Strength-based Damage 2, +13 (DC 18)
Damage: Strength-based Damage 2, +13 (DC 18)
Damage: Strength-based Damage 2, +12 (DC 18)
Electroshock: Cumulative Affliction 5, +13 (DC Fort 15)
Electroshock: Cumulative Affliction 5, +13 (DC Fort 15)
Electroshock: Cumulative Affliction 5, +12 (DC Fort 15)
Flash Grenade, +12 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +13 (DC 18)
Grab, +13 (DC Spec 11)
Grapple Gun: Move Object 3, +12 (DC 18)
Smoke Grenade, +12 (DC 19)
Throw, +12 (DC 17)
Unarmed, +13 (DC 16)
Dodge 12, Parry 12, Fortitude 6, Toughness 6/2, Will 11
Abilities 76 + Powers 0 + Advantages 44 + Skills 45 (90 ranks) + Defenses 16 = 181
When Barbara Gordon regained her full mobility and decided to become Batgirl again she also told Stephanie Brown who she really was and thanked her for her work in keeping Batgirl alive. Stephanie was perfectly willing to relinquish the identity back to its originator, especially as she had her own ideas for the next stage in her career as a nocturnal vigilante. After Dick Grayson and Tim Drake each became Batman the identity of Nightwing was left vacant. Stephanie didn't want the Nightwing to not be flipping and bounding across the rooftops of Gotham, and she had been thinking of moving up her own identity as she moved into her early twenties and ceased to be a 'girl'. With Dick's blessing she has become the new Nightwing, adopting his costume but in her trademark purple colors. He has trained her in fighting with the electrified scrima sticks, though as yet she is not as expert with them as he is.
With the return of Tim to working in Gotham full time he and Stephanie rekindled their old relationship. Many women have thrown themselves at Tim but he has never availed himself of any of them. The only person he has ever really wanted is Steph. They formed a new crimefighting duo, this time as equals as Stephanie is no longer an apprentice in training but a fully capable vigilante in her own right. Around them a new generation of crimefighters is forming. Many of these new faces reflect Tim's predilection for technology over pure martial arts, they tend to wear heavy suits crammed with advanced gear. In this milieu Stephanie keeps alive the old practices of getting about the Gotham rooftops with grapple gun and your own muscle power and fighting opponents hand-to-hand and with thrown weapons rather than blasting them with heavy armaments.
With the departure of both Batman and Batwoman on missions of their own and Batgirl off with her own crew of heroes she is satisfyingly left with no one to tell her what to do anymore, now it is just her and Tim. The one thing she does really worry about is her friend Cassandra Cain. Cass has been in Hong Kong for a while now but her communications are becoming less and less frequent, and when they do she is as wooden as she was when they first met her. From things she has said Steph fears that Cass is being drawn into the business of the League of Assassins and is in confrontation with her deadly mother. The Bat-clan has worked for years to keep her past away from Cass and to try and turn her into a functional human being. Even if Cass can defeat Lady Shiva, and she is probably the only person in the world who may be able to do so, it could just end up with her becoming the new Lady Shiva and losing her soul as her mother has done. Steph wants to go and get Cass and bring her back to Gotham, even if it means bringing a disruptive element into the deepening relationship between her and Tim. She feels that they are on the verge of marriage but is willing to sacrifice that happiness to save her friend from the baleful legacy of her parents.
Mr Terrific - PL 8
Strength 2, Stamina 2, Agility 4, Dexterity 5, Fighting 10, Intellect 7, Awareness 3, Presence 2
Defensive Attack, Defensive Roll 2, Equipment 8, Evasion, Improved Critical: Gloves: Strength-based Damage 1, Improvised Tools, Inspire 2, Inventor, Power Attack, Ranged Attack 6, Teamwork
Acrobatics 6 (+10), Athletics 6 (+8), Expertise: Science 10 (+17), Insight 4 (+7), Investigation 8 (+15), Perception 8 (+11), Persuasion 4 (+6), Sleight of Hand 4 (+9), Stealth 4 (+8), Technology 10 (+17), Treatment 4 (+11), Vehicles 6 (+11)
Gloves: Strength-based Damage 1 (DC 18)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
. . Enhanced Visuals: Senses 11 (Analytical (Type): Vision, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Time Sense, Tracking: Infravision 2: full speed, Ultravision)
. . Interface: Comprehend 3 (Languages - Read All, Machines / Electronics)
. . Light Protection: Immunity 5 (Sensory Affliction Effects; Limited: to light-based)
. . Machine Invisibility: Concealment 10 (All Senses; Limited to Machines)
. . Laser Pulse Net: Other Area Cosmic Communication 1 (Sense Type: Laser; Area, Rapid, Subtle 2: undetectable; Limited: requires line of sight between T-Spheres)
. . Laser Scanners: Senses 6 (Danger Sense: Visual, Darkvision, Microscopic Vision 2: cell-size, Radius: Vision)
. . T-Sphere Lasers
. . . . Laser Beams: Damage 5 (DC 20; Increased Range: ranged, Indirect 4: any point, any direction, Multiattack, Precise)
. . . . Laser Cutters: Damage 5 (DC 20; Increased Range: ranged, Indirect 4: any point, any direction, Penetrating 5, Precise)
. . . . Laser Dazzle: Progressive Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Increased Range: ranged, Indirect 4: any point, any direction, Multiattack, Progressive; Limited: Visual, Sense-dependent: Visual)
. . . . Laser Grid: Shapeable Area Damage 5 (DC 20; Shapeable Area: 30 cft., DC 15, Increased Range: ranged, Indirect 4: any point, any direction, Triggered: 1 use - Area)
. . . . Laser Hologram: Illusion 5 (Affects: Two Sense Types - Visual, Area: 30 cft., DC 15; Independent, Indirect 4: any point, any direction, Precise)
. . T-Spy: Remote Sensing 10 (Affects: 2 Types, inc. Visual - Visual, Audio, Range: 4 miles)
Cell Phone (Smartphone), Commlink, Concealable Microphone, Flash Grenade, Flashlight, Gas Mask, Light Body Armor [Gloves: Strength-based Damage 1, DC 18; Light Body Armor: Protection 2, +2 Toughness; Impervious], Mini-tracer, Rebreather, Restraints, Smoke Grenade, Toolkit (Basic)
Flash Grenade, +11 (DC Dog/Fort 14)
Gloves: Strength-based Damage 1, +10 (DC 18)
Grab, +10 (DC Spec 12)
Laser Beams: Damage 5, +11 (DC 20)
Laser Cutters: Damage 5, +11 (DC 20)
Laser Dazzle: Progressive Affliction 5, +11 (DC Fort 15)
Laser Grid: Shapeable Area Damage 5 (DC 20)
Smoke Grenade, +11 (DC 19)
Throw, +11 (DC 17)
Unarmed, +10 (DC 17)
Dodge 10, Parry 10, Fortitude 6, Toughness 6/2, Will 8
Abilities 70 + Powers 78 + Advantages 25 + Skills 37 (74 ranks) + Defenses 15 = 225
Curtis Holt is a scientific and engineering genius who intends to revolutionize the world with a new wave of advanced technologies. His particular field of expertise is lasers, which are already vital to the modern world but which he intends to take to the next level. His great invention is the T-Sphere, a small, silvery sphere with a miniaturized magnetic lift generator and a pair of lasers with horizontal and lateral movement. These lasers can be used for a wide variety of tasks in communication and information display. Normally their lasers are set in such a way that they cannot cause eye damage, but his own personal spheres have much higher-end power supplies and can create lasers capable of cutting through metal. The power and versatility of his T-Spheres is such that they may come to replace mobile phones as the essential electronic gadget, making him potentially one of the wealthiest and powerful people on the planet. As yet though they are still too expensive and difficult to produce to be ready for affordable mass-production, but as ever with technology the price will soon drop precipitously.
Holt is also an agent of A.R.G.U.S., supplying them with bleeding-edge technology for their operations. While A.R.G.U.S. is the principal agency that deals with magical and supernatural threats it never actually employs magic itself if it can possibly help it. They know better than anyone how fantastically dangerous magic is and how its employment is best left to the true wizards rather than having ordinary mortals messing with it. Curtis himself finds it hard to believe in magic, to him any phenomena must ultimately be explicable in scientific terms, it cannot be logical that effects can happen without a consistent cause. The readings his T-Spheres give him of magical effects though never make any sense, they often say that there is nothing there when he can see it with his own eyes. He has tried to debate the nature of magic and the divine with Wonder Woman when they have worked together but her answers are impossibly vague and abstract to his concrete scientific mind.
In the field Curtis main employment is on combating advanced technological threats. Many supervillains employ incredible technologies and it is his job for A.R.G.U.S. to analyze them to find out what they are and how to stop them. The massive range of visual and scanning capabilities his T-Mask and T-Spheres give him let him detect the weak spots in almost any device which he can then direct his comrades to exploit. As a tech-wonk he has often been asked to assist Wonder Woman, the Amazon champion knows a lot about people and magic but is still woefully ignorant about the potentials of technology, knowing little more than the average modern person. Through her he has also met Superman, whose knowledge he finds to be on another level altogether. The enormous capabilities of Superman's vision powers are a major inspiration for his own work. For a self-professed atheist Holt often seems to spend a lot of time running into mages and gods that challenge his view of the world as at heart a rational place subject to systematic inquiry.
Mr Freeze - PL 8
Strength 8, Stamina 2, Agility 0, Dexterity 2, Fighting 6, Intellect 5, Awareness 0, Presence 0
Improved Aim, Inventor, Ranged Attack 6
Expertise: Science 10 (+15), Intimidation 8 (+8), Investigation 8 (+13), Perception 4 (+4), Sleight of Hand 4 (+6), Technology 10 (+15), Treatment 6 (+11), Vehicles 6 (+8)
Cryo suit (Removable)
. . Armor Plate: Protection 8 (+8 Toughness; Impervious)
. . Cold Gun
. . . . Cold Sweep: Cone Area Damage 8 (DC 23; Alternate Resistance: Fortitude, Cone Area: 60 feet cone, DC 18)
. . . . Create Ice: Create 8 (Volume: 250 cft., DC 18; Increased Duration: continuous)
. . . . Freeze Solid: Weaken 8 (Affects: Stamina, Resisted by: Fortitude, DC 18; Increased Range: ranged, Multiattack)
. . . . Hail of Icicles: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
. . . . Ice Surface: Cone Area Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 18; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 18, Extra Condition, Increased Range: ranged; Limited Degree)
. . Communication: Radio Area Cosmic Communication 1 (Area, Subtle: encrypted)
. . Coolant: Immunity 10 (Common Descriptor: Heat; Limited - Half Effect)
. . Freeze Adhesion: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Freeze Grenades
. . . . Chill: Burst Area Weaken 8 (Affects: Stamina, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Triggered: 1 use - Proximity; Diminished Range 2, Unreliable (5 uses))
. . . . Freeze Water: Create 8 (Volume: 250 cft., DC 18; Increased Duration: continuous; Diminished Range 2, Unreliable (5 uses))
. . . . Ice Over: Burst Area Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Prone, Defenseless, DC 18; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Increased Range: ranged, Triggered: 1 use - Proximity; Diminished Range 2, Limited Degree, Unreliable (5 uses))
. . Goggles: Senses 9 (Analytical (Type): Vision, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
. . Ice Cleats: Movement 1 (Environmental Adaptation: Icy Surfaces)
. . Refrigerator: Environment 1 (Cold, Radius: 30 feet; Reaction 3: reaction; Permanent)
. . . . Freezer: Environment 1 (Alternate; Cold (Extreme), Radius: 30 feet; Reaction 3: reaction; Limited: to confined spaces, Permanent)
. . Servos: Enhanced Strength 6 (+6 STR)
Cryonic Body: Immunity 16 (Common Descriptor: Cold, Disease, Poison, Sleep, Starvation & Thirst, Suffocation (All))
Chill: Burst Area Weaken 8 (DC Fort 18)
Cold Sweep: Cone Area Damage 8 (DC Fort 23)
Freeze Solid: Weaken 8, +8 (DC Fort 18)
Grab, +6 (DC Spec 18)
Hail of Icicles: Damage 8, +8 (DC 23)
Ice Over: Burst Area Affliction 8 (DC Dog/Fort/Will 18)
Ice Surface: Cone Area Affliction 8 (DC Dog/Fort/Will 18)
Throw, +8 (DC 23)
Unarmed, +6 (DC 23)
Dodge 6, Parry 6, Fortitude 5, Toughness 10, Will 5
Abilities 34 + Powers 98 + Advantages 8 + Skills 28 (56 ranks) + Defenses 14 = 182
Dr Victor Fries was a scientific researcher into live cryogenic preservation, how to freeze a living being to place them into stasis and then revive them alive and healthy later on. An accident at the lab though caused a massive spill of the supercooled preservative liquid. Victor rushed to save his colleague Dr Nora but both of them were doused in the stuff. Nora was completely submerged and froze solid, but in perfect preservation. Victor though was just splashed with the stuff and then swept aside. With the freezing process incomplete his body began to agonizingly alter, progressively freezing further while at the same time trying to thaw itself out. His biochemistry became cryogenic, making him immune to cold but now heat is terrifically painful for him. The only thing that can keep him alive and reduce the agony is keeping himself permanently refrigerated at low temperatures. Even so the natural heat of his body processes causes him constant pain, making him depressed and irritable. Painkilling drugs are useless for him, they no longer work on his drastically altered body.
Victor blamed the corporation he was working for for the accident and attempted to sue them. They sued him back though, seeking to pin the blame for the accident on him and Nora. In court their higher-priced lawyers won and Victor was ruined, all his patents and intellectual work were awarded to his former employers and he was bankrupted with costs. From now on any work he does in the field of cryogenics automatically belongs to them. Furious at this injustice Victor refused to hand over any of the secrets of his and Nora's work and absconded. This has earned him a conviction and jail sentence so now he is a fugitive from the law.
Using his knowledge Victor has weaponized his research, where once he was an idealistic pacifist. He intends to destroy those responsible for destroying his life, preferably by ironically freezing them to death. Being frozen alive is a particularly painful way to die as ice crystals form throughout the body, rupturing organs and blood vessels. He also wants to complete his research so he can revive Dr Nora from her cryogenic stasis. Victor has been secretly in love with his colleague for years, and actually of the two of them she was always the more brilliant and was the lead in their research. Victor's mind has been affected by his mental and physical trauma and he always was a rather otherwordly geek in any case. He has convinced himself that Nora is in a relationship with him, even that she is his wife. In reality she is married with children, who are desperate to get their mother back from the criminal madman they perceive Victor as now being. Victor though knows that only he can save her and keeps her securely hidden away.
Now operating under the name Mr Freeze Victor is a professional criminal, stealing whatever resources he needs to further his research and build the weapons to destroy his perceived enemies. His cryo armor and cold gun make him a powerful fighter himself, but he also employs large numbers of criminal thugs. He equips them with insulated clothing and cold guns and freeze grenades like the ones he wields. This makes them nearly unstoppable against conventional opponents like most police officers, and even the nocturnal vigilantes with all their training struggle against him and his crew. Only Victor knows how to build and maintain the weapons so going rogue with them is not possible for long. Captain Cold is the only person who has worked with him who was able to learn enough of the science to be able to maintain and reload his own weapons, and he prefers to keep the knowledge to himself.
Victor's need to keep himself cold means that he rarely takes his armored cryo suit off. The warmth of the world terrifies him and he always makes any environment he is in freezing cold as soon as he can. Most of his major heists are pulled off during the winter months when it is nearly always perishing cold in Gotham as the icy winds blow down from the north. His body is corpse-like, his blood blue beneath his nearly translucent skin. Personal contact with other people is impossible for him as he is icy cold to the touch. Not that he has ever had cause to touch anyone, he has always led an isolated and lonely life. Batman is aware of his story and sympathizes to an extent, but not so much that he is willing to overlook his crimes. As Bruce Wayne he is looking into challenging the legal verdicts against Victor, regaining control of his research and bringing those really responsible for the accident that caused the whole disaster to justice. For this to succeed though Victor will have to come in and face up to the consequences of his actions, and return Dr Nora to her family.
Last edited by Gamebook on Tue Jun 04, 2019 10:45 pm, edited 4 times in total.
Nocturna - PL 10
Strength 0, Stamina 0, Agility 2, Dexterity 1, Fighting 2, Intellect 2, Awareness 3, Presence 4
Attractive, Defensive Roll, Fascinate (Persuasion), Ranged Attack 3, Taunt
Acrobatics 4 (+6), Deception 8 (+12), Insight 8 (+11), Investigation 6 (+8), Perception 4 (+7), Persuasion 8 (+12), Sleight of Hand 4 (+5)
. . Delusions and Hallucinations: Illusion 10 (Affects: Four Sense Types, Area: 1000 cft., DC 20; Independent, Insidious; Limited: to subjects controlled by her hypnotism, Limited to One Subject)
. . Hypnotize: Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception, Insidious; Sense-dependent: Sight)
Grab, +2 (DC Spec 10)
Hypnotize: Cumulative Affliction 10 (DC Will 20)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)
Weakness: Nocturna is a light-sensitive albino. Bright light painfully dazzles her and prolonged exposure will cause her headaches.
Dodge 5, Parry 2, Fortitude 1, Toughness 1/0, Will 6
Abilities 28 + Powers 32 + Advantages 7 + Skills 21 (42 ranks) + Defenses 7 = 95
Natalia Mitternacht is a strange fish. She is an albino woman with distinctive red eyes. These eyes are hypnotic, anyone who looks into them will fall under her spell. Under this they will become highly suggestible to anything Natalia tells them, completely believing any story she makes up. Commonly Natalia tells her victims that they love her and will do anything for her. Under this delusion they will lavish her with money and gifts, allowing Natalia to enjoy a luxurious lifestyle. Her power is not true mind control, she cannot make anyone do anything they would not normally do. As a consequence she usually targets those who would fall for the deceptive charms of an attractive woman anyway, typically rich older men. Her power just lets her perform the trick of fooling and fleecing them a lot faster and easier. If Natalia has successfully affected a potential victim with her Deception or Persuasion skills they may take a minor or major penalty on their Will resistance test.
Natalia does not like to advertise in public that she is an albino and often disguises her mostly colorless appearance with skin cosmetics and black hair dye. While she can use colored contact lenses she prefers not to as that blocks her hypnotic power. She sometimes likes to pretend to be a vampire, since she looks like one and has their associated hypnotic powers. This actually makes some of her victims even more tied to her as they fall under the delusion that she is their vampiric queen. If she really wants someone to be bonded to her she may even tell them that they have become a vampire themselves after she has bitten them on the throat. Natalia does not of course drink human blood, but she is willing to bite hard enough to draw blood and leave marks in order to reinforce the deception. Under her hypnotic thrall the victim will try to act according to their understanding of being a vampire, and in this condition they can be quite dangerous as they commit acts of violence and bloodshed. The popularity of vampires in popular culture means that many people are actually willing to and even want to believe they have become an undead.
Natalia recently seduced Kate Kane, the Batwoman. She originally did this not to entrap Batwoman, but the wealthy Kate Kane. They met at a party where Natalia was scouting out a potential new sugar-daddy. Noticing that Kate was was entranced by her already and knowing that she was a lesbian Natalia decided to try something different and turned her power on Kate. If Kate has a failing it is that she is a sucker for an attractive woman, willing to overlook the fact they are blatantly evil. This is why she has several past girlfriends who were arms dealers or international mercenaries. Under Natalia's influence Kate started misusing her position as Batwoman to attack people who were causing Natalia trouble, such as a journalist who published scandal gossip about Natalia's gold-digging. Before long therefore Natalia found out that Kate was the Batwoman. Surprised and delighted at this Natalia began using Batwoman as her personal enforcer, intimidating and beating-up troublesome old boyfriends who were after her for all the money she had robbed them of. She could not get Kate to carry out any murders though, when hypnotized a person will not do anything they would not normally do.
To split Kate away from her friends and family and trap her in a world of delusion she used her vampire trick on her. Now believing that she was a vampire Kate became agitated and violent, suffering hallucinations that she was killing people and drinking their blood. In the end it took the intervention of her villainous sister Red Alice to break her out of her fugue state. Alice did this not because she much cared that her sister was being so abused but because Natalia had taken complete control of her when she was the one who wanted to subvert her sister. In the end Kate had to break out of a second layer of mind control when Red Alice 'freed' her by substituting her own influence for Natalia's. Currently Natalia is in Arkham Asylum but how long she will remain there with her powers remains to be seen.
Nightshade - PL 10
Strength 0, Stamina 1, Agility 2, Dexterity 3, Fighting 8, Intellect 3, Awareness 2, Presence 2
Benefit, Status: Nightshade Royalty, Connected, Defensive Attack, Defensive Roll, Move-by Action, Ranged Attack 3, Ritualist
Acrobatics 4 (+6), Deception 8 (+10), Expertise: Magic 8 (+11), Insight 4 (+6), Investigation 6 (+9), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat: Shadow Magic 4 (+7), Sleight of Hand 4 (+7), Stealth 4 (+6)
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Nightshader: Immunity 3 (Aging, Uncommon Descriptor: Shadows)
Senses: Senses 2 (Darkvision)
Shadow Field: Protection 10 (+10 Toughness; Impervious, Sustained)
. . Darting Shadows: Damage 10 (DC 25; Alternate Resistance: Will, Dimensional: dimension - Nightshade Dimension, Increased Range: ranged, Multiattack, Reversible)
. . Drawn Shadows: Burst Area Concealment 10 (Extra Ranks 8, Sense - Sight; Burst Area: 30 feet radius sphere, DC 20, Dimensional: dimension - Nightshade Dimension, Increased Range: ranged)
. . Fear of the Dark: Progressive Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Increased Range: ranged, Progressive; Limited: to fear)
. . Grasping Shadows: Move Object 10 (25 tons, DC 25; Affects Insubstantial: half ranks, Damaging, Multiattack, Precise)
. . Night's Rest: Cumulative Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception)
. . Shade: Burst Area Nullify 10 (Counters: Light, DC 20; Burst Area: 30 feet radius sphere, DC 20, Effortless, Simultaneous)
. . Shadow Giant: Summon 10 (Active, Controlled, Mental Link, Sacrifice)
. . Shadow Portal: Teleport 8 (Carry 50 lbs.; Accurate, Change Direction, Dimensional: dimension - Nightshade Dimension, Extended: 250 miles in 2 move actions, Portal; Limited to Extended)
. . Shadow Servants: Summon 8 (Controlled, Mental Link, Multiple Minions: 2 minions, Sacrifice)
Darting Shadows: Damage 10, +10 (DC Will 25)
Fear of the Dark: Progressive Perception Area Affliction 10 (DC Will 20)
Grab, +8 (DC Spec 10)
Grasping Shadows: Move Object 10, +10 (DC 25)
Night's Rest: Cumulative Affliction 10 (DC Will 20)
Shade: Burst Area Nullify 10 (DC Will 20)
Throw, +6 (DC 15)
Unarmed, +8 (DC 15)
Dodge 8, Parry 8, Fortitude 3, Toughness 12/1, Will 8
Abilities 42 + Powers 89 + Advantages 9 + Skills 27 (54 ranks) + Defenses 14 = 181
Eve Eden is a refugee from the Nightshade dimension, a magical alternate world based upon the fantasies of Earth people. There are a number of such around the world, places such as Skartaris, Themyscira, Tir na Nog and others. Reaching them is difficult, and leaving them again often even more difficult. Her family originally ruled a kingdom in the Nightshade lands until a popular revolution overthrew them and established a republic. The revolutionary leaders intended to murder her entire family to prevent them from becoming the focus of any royalist counterrevolution so to save her her mother took her into the real world. Coming from a place that is not even known about let alone politically recognized her mother was forced to work in unofficial menial jobs to support herself and her daughter, all while grieving for her lost husband and other children.
As she grew up Eve developed magical powers over shadows. Her mother also had these powers but never used them for fear of attracting attention to herself, worried that her enemies had assassins hunting for them. Eve though was tired of living in hiding and began to make contacts in the magical community to help protect her family. She soon came into contact with Dr Fate, the guardian of magic in the world. He agreed to bring her under his protection in return for her becoming his agent. With his help she uncovered the entity that had been stalking her mother and her for years, the Incubus, a shadow demon dispatched to Earth by those who wanted the Nightshade royal line wiped out. Eve banished it back to the Nightshade dimension but it has returned to menace her several times since. It has the dangerous ability to possess people, even powerful mages, and then gain control of their powers. In the end the only way she could finally put a stop to it was to trap it in the soul of a newly born young girl, Lori Zechlin. Eve and her allies have monitored Lori since then and worryingly she is displaying signs of manifesting a form of shadow magic based around stealing the magical powers of other mages.
As an agent of Dr Fate Eve has joined several different superteams in pursuit of the missions he sets her. Task Force X, the suicide squad run by Amanda Waller, makes use of magic whenever it can in order to combat supernatural threats. Eve has served as their team mage on several occasions, always of course with her own secret agenda. She is also part of the Shadowpact, an association of mages and magical beings who form task forces to deal with supernatural threats. She is a friend of Zatanna and through her has done work with the Justice League Dark, Zatanna's secret team of magical superheroes that covertly aids the regular Justice League. In all this her real master and controller is always Dr Fate, the Sorcerer Supreme. Ultimately nothing happens in the world of magic without his say so.
Eve is not Nightshade all the time, she has a civilian career as a reporter. Even in this though she furthers the mission of controlling magic. She works not to report on magic but to debunk it, exposing frauds and charlatans, even when they have some genuine magical power. Especially when they have genuine magic. Dr Fate or other mages remove their magic while she crafts stories for public consumption that explain away whatever effects they may have accomplished. There are always those who will believe in magic, but she completely confuses what they hear so that they can never accumulate any real magical knowledge, while keeping most people in a state of disbelief about it. Eve knows how dangerous magic can be for those not born to it like her or Zatanna, or who don't have the requisite proper training like Dr Fate. How that ignorant meddler John Constantine has survived all these years mystifies her.
Last edited by Gamebook on Wed May 22, 2019 5:54 am, edited 1 time in total.
Peacemaker - PL 9
Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 10, Intellect 1, Awareness 3, Presence 2
Assessment, Benefit, Security Clearance: A.R.G.U.S., Defensive Attack, Defensive Roll 2, Equipment 21, Evasion, Improved Critical 2: Scoped Assault Rifle, Improved Critical: Gloves: Strength-based Damage 1, Improved Initiative, Quick Draw, Ranged Attack 10, Takedown
Acrobatics 4 (+7), Athletics 8 (+10), Insight 6 (+9), Intimidation 4 (+6), Perception 8 (+11), Sleight of Hand 4 (+7), Stealth 6 (+9), Technology 4 (+5), Vehicles 6 (+9)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gloves: Strength-based Damage 1 (DC 18)
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)
Rocket Pack: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Cell Phone (Smartphone), Commlink, Flash-bang, Flashlight, Fragmentation Grenade, Gas Mask, Heavy Pistol, Knife, Mini-tracer, Multi-tool, Peacemaker gear [Body Armor: Protection 3, +3 Toughness; Impervious; Gloves: Strength-based Damage 1, DC 18; 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], Restraints, Rocket Pack [Rocket Pack: Flight 5, Speed: 60 miles/hour, 900 feet/round], Scoped Assault Rifle (Assault Rifle, Targeting Scope), Smoke Grenade, Stun Ammo
Flash-bang, +13 (DC Dog/Fort 14)
Fragmentation Grenade, +13 (DC Dog 15)
Gloves: Strength-based Damage 1, +10 (DC 18)
Grab, +10 (DC Spec 12)
Heavy Pistol, +13 (DC 19)
Knife, +10 (DC 18)
Scoped Assault Rifle, +13 (DC 20)
Smoke Grenade, +13 (DC 19)
Throw, +13 (DC 17)
Unarmed, +10 (DC 17)
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 8
Abilities 54 + Powers 0 + Advantages 43 + Skills 25 (50 ranks) + Defenses 16 = 138
The Peacemaker's are armed agents of A.R.G.U.S., their enforcers and assassins. Several different men have gone by the codename over the years, taking over when their predecessor has retired, been killed in action, or been retired for reasons of security. They are well-equipped enough fighting men, the current Peacemaker has an actual functional rocket-pack which can fly him short distances, making it very useful for insertions and withdrawals. In the end though they are just trained, ordinary people and could not stand up to a real powered superhero or villain. Their real asset is their ruthlessness, they are willing to take out whoever needs taking out to achieve A.R.G.U.S. objectives.
Of the many intelligence and spy agencies in the world A.R.G.U.S. is definitely the most secretive and sinister. It is under no direct governmental or multinational control, instead being run by breakaway factions and renegades from various military groups and other agencies. They dabble heavily in magic and supernatural threats, something even the D.E.O. and Checkmate prefer to avoid. Wonder Woman is known by those in the know to be a member, which fits as Diana while loving and compassionate can be very ruthless towards those who are willfully endangering innocents. It is likely that the real masters of A.R.G.U.S. are magical superheroes who are manipulating its personnel for their own agenda of protecting the Earth from the danger of the supernatural. It is notable that A.R.G.U.S. never attempts to do anything with all the alien and magical artifacts and entities it takes possession of, instead just locking them away in secure vaults. By contrast Checkmate is notorious for attempting to make use of whatever it captures, forcing superheroes on a number of occasions to have to force them to hand over things. There are indications though that the A.R.G.U.S. vaults are frequently perused by certain superheroes for anything of interest and use to them, the people who actually understand and can effectively operate them safely.
Last edited by Gamebook on Sat May 19, 2018 6:06 pm, edited 1 time in total.
Onslaught - PL 9
Strength 5/3, Stamina 6/4, Agility 3, Dexterity 1, Fighting 11, Intellect 1, Awareness 2, Presence 3
All-out Attack, Chokehold, Connected, Defensive Roll, Equipment 8, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Initiative, Power Attack, Ranged Attack 7, Startle, Takedown, Trance
Acrobatics 4 (+7), Athletics 8 (+13), Insight 4 (+6), Intimidation 8 (+11), Investigation 4 (+5), Perception 4 (+6), Stealth 4 (+7), Technology 4 (+5), Vehicles 4 (+5)
Gauntlets: Strength-based Damage 2 (DC 22)
. . Enhanced Trait: Enhanced Trait 8 (Traits: Stamina +2 (+6), Strength +2 (+5))
. . Regeneration: Regeneration 5 (Every 2 rounds)
Camo Clothing, Cell Phone (Smartphone), Commlink, Flashlight, Fragmentation Grenade, Gas Mask, Gauntlets [Gauntlets: Strength-based Damage 2, DC 22], Mini-tracer, Multi-tool, Rebreather, Restraints, Smoke Grenade
Fragmentation Grenade, +8 (DC Dog 15)
Gauntlets: Strength-based Damage 2, +11 (DC 22)
Grab, +11 (DC Spec 15)
Smoke Grenade, +8 (DC 19)
Throw, +8 (DC 20)
Unarmed, +11 (DC 20)
Dodge 11, Parry 11, Fortitude 10, Toughness 7/6, Will 7
Abilities 56 + Powers 10 + Advantages 26 + Skills 22 (44 ranks) + Defenses 17 = 131
Onslaught is a former lieutenant of Bane's. After the Batman took Bane down and sent him to Arkham Asylum to be weaned off the Venom Santa Prisca fell into civil war as his minions fought among themselves to inherit his position as dictator of the small island nation. Currently the island is divided into a number of separate fiefdoms caught up in a bewilderingly complex pattern of conflict, alliance and betrayal. The international community condemns all the fighting along with the endemic hostage-taking, looting, assassinations and torture that are tearing the country apart, but as usual no-one is willing to go in and get involved in such a snake-pit.
To fund her war Onslaught is seeking to revive the Venom distribution channels that were taken out by Batman. She herself is a very heavy user of the horrible stuff, making her enormously built for a woman. Unlike with testosterone Venom at least does not masculinize the user, but it can still be hard to tell her gender she is muscled so far outside the female human norm. Like most Venom warriors she rarely takes off her Venom gear, she feels vulnerable without it and coming down from Venom is a hell of a withdrawal process. The muscle spasms as the body shrinks back down can be so violent they tear muscles, fracture bones and even split the skin open. Few people are capable of withstanding the pain, and many do not survive at all. Once you are on Venom it is unlikely you will get away from it without permanent scars and injuries.
With Venom once again coming out of Santa Prisca the Bat-clan is moving to combat it. This time though the Venom gangs do not have the tight central control that Bane exerted. He ran his operation as an army, with established ranks and strict discipline. Nothing happened without authorization from him and all goods and profits were under his personal control. He did not permit third parties to distribute Venom and made gruesome examples of anyone who dealt it without being part of his organization. Onslaught does not have Bane's personal brilliance and has been unable to set up the complex chains of production, transport and retail that he did. Instead she just hawks her wares direct to the drug cartels, literally selling it off the Santa Prisca docks. The Venom is then haphazardly sold on according to wherever the dealers go with it. The volume and quality is less, but this method is harder to stop for the Bat-clan. Bane's operation pumped Venom into the underground drug economy in industrial quantities, but it was all one centralized system and Batman was able to take it out by taking out Bane, decapitating the system and leaving it open to being run down and captured intact by international law enforcement. Now there are innumerable little fish to chase after, and the Bat-clan does not have the manpower to pursue them all. Batman is thinking that he or some of his people are going to have to intervene in Santa Prisca. The Bat-clan though is not an army, it cannot wage an open war. Instead Batman is turning to his contacts in the superhero community to acquire the assistance of people who are capable of taking on an army. They need to wipe out the Venom production facilities once and for all and give the people of Santa Prisca a chance to establish an effective civil government that can keep them shut down.
Owlman - PL 11
Strength 4, Stamina 4, Agility 4, Dexterity 6, Fighting 12, Intellect 7, Awareness 6, Presence 5
Agile Feint, Assessment, Attractive, Benefit, Wealth 5 (billionare), Chokehold, Close Attack 4, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 38, Evasion, Extraordinary Effort, Fearless, Hide in Plain Sight, Improved Critical 3: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Improvised Tools, Instant Up, Inventor, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Prone Fighting, Quick Draw, Ranged Attack 8, Skill Mastery: Acrobatics, Skill Mastery: Investigation, Takedown 2, Taunt, Throwing Mastery 2, Tracking, Trance, Weapon Bind, Well-informed
Acrobatics 8 (+12), Athletics 10 (+14), Deception 10 (+15), Expertise: Business 8 (+15), Expertise: Science 8 (+15), Insight 8 (+14), Intimidation 10 (+15), Investigation 12 (+19), Perception 10 (+16), Sleight of Hand 8 (+14), Stealth 10 (+18/+14), Technology 10 (+17), Treatment 4 (+11), Vehicles 8 (+14)
. . Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Grapple: Movement 1 (Swinging)
. . Explosive Owlarang: Blast 3 (DC 18; Multiattack; Diminished Range 2)
. . . . Electro Owlarang: Affliction 3 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Increased Range: ranged, Multiattack; Diminished Range 2)
Body Armor: Protection 4 (+4 Toughness; Impervious)
Cowl: Senses 16 (Accurate: Hearing, Analytical: Hearing, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory)
Enhanced Trait: Enhanced Trait 2 (Traits: Stealth +4 (+18); Limited: Urban)
Gauntlets: Strength-based Damage 2 (DC 21)
Glide Cape: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Boomerang, Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Gas Mask, Grapple Gun [Grapple Gun], Handcuffs, Mini-tracer, Owl's Roost, Owlplane, Owlsuit [Body Armor: Protection 4, +4 Toughness; Impervious; Cowl: Senses 16, Accurate: Hearing, Analytical: Hearing, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory; Enhanced Trait: Enhanced Trait 2, Traits: Stealth +4 (+18); Limited: Urban; Gauntlets: Strength-based Damage 2, DC 21; Glide Cape: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings], Rebreather, Shuriken, Toolkit (Basic), Utility Belt (Bolos, Flash Grenade, Sleep Gas Grenade, Smoke Grenade, Tear Gas Grenade)
Bolos, +14 (DC Dog 15)
Boomerang, +14 (DC 22)
Electro Owlarang: Affliction 3, +14 (DC Fort 13)
Explosive Owlarang: Blast 3, +14 (DC 18)
Flash Grenade, +14 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +16 (DC 21)
Grab, +16 (DC Spec 14)
Grapple Gun: Move Object 3, +14 (DC 18)
Shuriken, +14 (DC 18)
Sleep Gas Grenade, +14 (DC Dog/Fort 14)
Smoke Grenade, +14 (DC 19)
Tear Gas Grenade, +14 (DC Dog/Fort 14)
Throw, +14 (DC 21)
Unarmed, +16 (DC 19)
Dodge 12, Parry 12, Fortitude 8, Toughness 10/4, Will 13
Abilities 96 + Powers 6 + Advantages 97 + Skills 62 (124 ranks) + Defenses 19 = 280
Owlman is an evil alternate universe counterpart to the usually heroic Batman. He comes from the original Earth-3 where he is an associate of the villainous Crime Syndicate of Amerika. On Earth-3 all the superheroes and supervillains are flipped, all the good are bad and all the bad are good. Unfortunately the superheroes have always been that bit more powerful than the supervillains across the many versions of Earth in the multiverse so on Earth-3 the world fell under the terrifying rule of the evil counterpart of the Justice League. They treated their world as a personal playground to loot and despoil as they wished. After the Enigma tried to destroy them they learned that there are many other versions of Earth across the multiverse. Their aim now is to conquer them all and kill every superhero who might oppose them.
Owlman is ostensibly Thomas Wayne, heir to the Wayne family fortune and businesses. His father was one of the best-regarded businessmen in the city, noted as a great philanthropist and patron of the arts. Their son though was shot outside his school by another child who was attempting to rob him. After that he and his wife lost all interest in Gotham and spent most of their time abroad looking after their now severely disabled child. Years later young Thomas Wayme returned to Gotham after the tragic early death of his parents, apparently entirely healed of his injuries by radical breakthroughs in reconstructive surgery. There are suspicions though that Thomas Wayne is not the real Thomas Wayne, and that the deaths of the Waynes were not an accident. With Thomas Wayne's known connections to the CSA and the immense wealth and power he controls though people are far too afraid to make an accusation.
Whoever Thomas Wayne really is he became Owlman and set about purging his city of all the elements he did not like. This was not only criminals, but anyone not under his control. Rival businesses, charities, poor people, the homeless, all were intimidated or forced into leaving by hostile takeovers or the violence of the Owlman. As Owlman Wayne likes to move through Gotham, beating up anyone who is not behaving as he thinks they should behave, Even as simple an act as helping someone across the street can result in an owlarang to the head. Owlman despises any human social transactions that are not based around money or meeting a personal self-interest and does all he can to force people to act as selfishly and mercenary as he does.
As Thomas Wayne Owlman corruptly controls the city of Gotham, running it as his personal fiefdom. Rather than directly robbing the population of the city though he instead exploits it as a perfect environment for corporate growth and power. As Thomas Wayne he is the owner and director of Waynetech, a technology company that seeks to establish a monopoly on many product areas. Central Gotham is entirely owned by it and under the guise of private security the islands have been sealed off from the outside world with barriers, gates and checkpoints. No one enters or leaves without clearance and after being thoroughly searched. Through intimidation by the CSA Owlman has had extensive contracts awarded to his company from which he makes huge profits. Waynetech does genuinely produce excellent products, its just that Thomas won't tolerate competition. With so much of the world's technology made by him he can directly control it, overriding any device he wants to with secretly installed codes. The CSA finds this immensely useful in keeping control of their world, they can shut down or manipulate the world economy and media as they wish.
Thomas main motivation is not personal wealth or gratification, he is himself as aesthetic, living a deliberately Spartan existence. Rather he is an absolute control freak, he wants to know everything and to have all things under his command. To him the rest of the CSA is just a means to an end in this regard. He regards them all as dumb thugs for him to use in bullying the world into submission. His inner desires can be seen in what he has done to the area of Gotham he controls, he has completely rebuilt it into a grid of meticulously arranged facilities. For those who cooperate and work well for him every luxury and indulgence is made available, for a price. Owlman considers ordinary people to be rats, interested only in their sordid little vices. He can buy and sell anyone he wants, he has never met anyone who is not for sale once enough is offered. To his irritation though the vestiges of civil government in Gotham continue to try and subvert this. They persist in honestly enforcing the law and providing public services rather than leveraging their position to enrich themselves by providing preferential treatment for the rich and well-connected. To Owlman's mind this is wasteful and nonsensical, and worse it is messing up his perfectly arranged city. He has tried combating this by placing corrupt people in control, but they turn out to be incompetent thieves and he has to get rid of them. It seems that you can have competent and altruistic, or selfish and incompetent, but not selfish and competent. This doesn't make sense to Owlman, surely rational actors who calculate their own optimal outcomes should be most effective, not idealistic do-gooders.
Last edited by Gamebook on Sun Jul 01, 2018 7:12 am, edited 1 time in total.
Perry White - PL 4
Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 3, Awareness 3, Presence 3
Benefit, Status: Daily Planet Editor, Connected, Contacts, Fascinate (Intimidation), Favored Foe: Clark Kent, Inspire 2, Leadership, Teamwork, Well-informed
Insight 8 (+11), Intimidation 6 (+9), Investigation 8 (+11), Persuasion 4 (+7)
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
Dodge 0, Parry 0, Fortitude 0, Toughness 0, Will 7
Abilities 18 + Powers 0 + Advantages 10 + Skills 13 (26 ranks) + Defenses 4 = 45
Perry White is the long-serving editor of the top Metropolis newspaper the Daily Planet. He was the boss of Lois Lane and Clark Kent in their early days before they went freelance. He still keeps in contact with them and occasionally runs pieces by them. Perry is an old-school journalist, obsessed with the importance of the press as the voice of truth and freedom. He finds it hard to acknowledge that print news is dead. What has killed it is not so much that people don't read newspapers, the money from the sale of the papers has only ever been a small part of their revenue. Instead it is the loss of advertising, and especially the small ads, to the online forums that has killed newsprint. He keeps the Daily Planet limping along on nostalgia with an ageing readership. Meanwhile his former employee Cat Grant rakes it in with her premium content website.
As a Metropolis newsman Perry's relationship to Superman has always been that if what he is doing is news, he reports it. He despises the ill-informed speculation and fear-mongering that has always surrounded the Man of Steel. Other, less reputable, papers often play up the danger of Superman turning bad and deciding to conquer the world or destroy everything. Perry slams down on his staff that the day Superman ever does anything like that he will report it, until then his newspaper will continue to report all the disasters he stops and supervillains he apprehends.
Personally Perry is overweight, aging and hugely overstressed. Clark worries about his old boss, he doesn't look good these days. He feels that he has gone from being a working editor to being a man who is on a personal crusade to save American journalism. As Superman his x-ray vision and super-hearing lets him monitor the parlous condition of Perry's heart. Secretly Clark would like him to quit the Planet and take some easier and better paid job, such as with Cat Grant who has been hinting to him for years that he should move with the times and come work with her. He did feel a bit guilty when he quit the Planet but his family and their welfare had to come first.
Last edited by Gamebook on Sat May 19, 2018 6:40 pm, edited 1 time in total.
Power Girl - PL 13
Strength 16, Stamina 10, Agility 4, Dexterity 3, Fighting 10, Intellect 7, Awareness 5, Presence 5
All-out Attack, Attractive 2, Benefit, Wealth 3 (millionare), Eidetic Memory, Improved Initiative 3, Leadership, Move-by Action, Power Attack, Ranged Attack 3, Startle, Takedown 2, Teamwork
Athletics 6 (+22), Deception 4 (+9), Expertise: Business 8 (+15), Expertise: Science 8 (+15), Insight 4 (+9), Intimidation 6 (+11), Investigation 6 (+13), Perception 8 (+13), Persuasion 4 (+9), Ranged Combat: Heat Vision: Blast 16 4 (+7), Technology 8 (+15)
Enhanced Ability: Enhanced Stamina 7 (+7 STA)
Enhanced Ability: Enhanced Strength 14 (+14 STR)
Enhanced Ability: Enhanced Strength 14 (+14 STR; Limited to Lifting)
Enhanced Trait: Enhanced Trait 5 (Advantages: Eidetic Memory, Improved Initiative 3, Move-by Action)
Eye Beam Link: Visual Communication 3 (Rapid, Subtle: encrypted)
Flight: Flight 13 (Speed: 16000 miles/hour, 30 miles/round)
Heat Vision: Blast 16 (DC 31; Precise)
. . Freeze Breath: Cumulative Cone Area Affliction 11 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Fortitude, DC 21; Cone Area: 60 feet cone, DC 21, Cumulative, Extra Condition; Limited Degree)
. . Super Breath: Cone Area Move Object 13 (Alternate; 25 ktons; Cone Area 2: 120 feet cone, DC 23, Increased Mass 7; Limited Direction: Towards or away, Reduced Range: close)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Movement: Movement 1 (Space Travel 1: within solar system)
Protection: Protection 6 (+6 Toughness; Impervious [10 extra ranks])
Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
Senses: Senses 25 (Accurate: Hearing, Acute: Scent, Analytical: Hearing, Analytical: Vision, Darkvision, Extended: Hearing 3: x1k, Extended: Vision 4: x10k, Extended: Scent 2: x100, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing)
Freeze Breath: Cumulative Cone Area Affliction 11 (DC Fort 21)
Grab, +10 (DC Spec 26)
Heat Vision: Blast 16, +10 (DC 31)
Super Breath: Cone Area Move Object 13 (DC 23)
Throw, +6 (DC 31)
Unarmed, +10 (DC 31)
Motivation: Doing Good: Power Girl is an altruist, and wants to do all she can to help humanity. Unlike her cousin Superman she is not afraid of her powers, but increasingly sees them as less important than what she can do in the world of business and technology.
Power Loss: Kryptonians lose their powers under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive then of their powers. Attacks using Red Sun Radiation ignore the Impervious modifier on Toughness. Power Girl is only affected by Red Sun Radiation from her original alternate reality of Earth-2 however, though she is still dependent on the power of the sun of Earth-1.
Reputation: Power Girl can be arrogant, though it has to be said that she can nearly always back up her attitude.
Her figure and rather revealing costume causes some prurient controversy.
Vulnerability: Kryptonians are as vulnerable to magic as anyone else. Power Girl's Toughness is not Impervious against magical attacks.
Weakness: Kryptonite. Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death. Power Girl is only affected by Kryptonite from her original alternate reality of Earth-2 however (at the present time there is no Earth-2 Kryptonite on Earth-1).
Dodge 10, Parry 10, Fortitude 14, Toughness 16, Will 12
Abilities 78 + Powers 203 + Advantages 15 + Skills 33 (66 ranks) + Defenses 17 = 346
Power Girl is Superman's 'cousin' Kara Zor-L from an alternate Earth in the multiverse. She originally came from the reality of Earth-2 but the Monitors shenanigans with melding and splitting the multiverse have left her orphaned from her home reality. The Earth she originally came from was rather different in its superheroes to Earth-27, where she finds herself now. Her cousin was not called Superman but Power Man and wore a costume thematically similar to hers. Her entire reality was destroyed when the supervillain Darkseid discovered the Anti-Life Equation that governed it. His early experiments with the power caused her entire reality to unravel in a nightmare of horror as it became a plaything of possibly the most evil entity in the entire extended multiverse. Darkseid himself exists outside the multiverse, traveling across it at will on his prison planet of Apokolips. There may be many versions of Superman but there is only ever one Darkseid.
The superheroes of Earth-2 fled their dying world as it dissolved into nonexistence as Darkseid pulled it apart to see how a phase of the multiverse works. The ordinary people of Earth-2 exist in many other realities across the cosmos and their existence continued without to them perceptible interruption. Superheroes though are generally unique to their world and had to make an escape or be erased. Her friends and colleagues in the Earth-2 superhero community were scattered across the multiverse, fetching up wherever the currents of the Bleed deposited them as they left Earth-2 by having the Flash fling them into the interstices of existence. A desperate measure but they were by then out of options to save themselves.
Living on Earth-27 Kara is actually one of the few people on the planet who is aware that the multiverse even exists. The Earth-27 Justice League knows but prefers to keep the knowledge quiet, even within the superhero community, for fear of alarming and upsetting people. Kara's existence as an alternative Supergirl is therefore something of a puzzle to some, who wonder why there is a variant Supergirl running around. So much of Superman and his nature is mysterious though that it is just regarded as one more wonder of his existence. Kara does miss her friends from Earth-2 though and has on a number of occasions set off on trips across the multiverse to try and find them. Traveling to the numbered alternate universes though is difficult to do, mostly she just gets lost in random and temporary realities that form out of the Bleed, having all sorts of strange adventures. One trip she ended up stranded in Skartaris for some time, though she did actually quite like the place.
Kara is of a different character to Superman or Supergirl. She is bullish, aggressive and arrogant, living up to her name. Her Kryptonian powers are not quite as great as theirs, but she does not share any of their weaknesses as the materials and energies of Earth-27 do not affect her. This has been a nasty surprise for a number of supervillain when their Kryptonite or Red Sun lasers have done nothing to her. Kara is a canny businesswoman with a knack for exploiting new technology products, operating under the civilian name Karen Starr. In this she does not use Kryptonian technology but sticks to developing contemporary Earth tech as this does not break Superman's enforcement of superheroes not coming to dominate the world. She agrees that the current human race must develop in its own way rather than having it done for it, but chooses to take part in this as one of them.
When not cutting business deals Kara has a distinct taste for luxury and indulgence compared to the home-oriented Clark who adores the simple life. She has a lavishly appointed mansion on a private island, among other homes, and throws wild parties with friends, though she keeps her identity as Power Girl strictly secret. Kara has had affairs with many notable superheroes, she likes to enjoy what she is attracted to. Superman keeps Supergirl, both his cousin and his daughter, away from Kara's private life. Kara is idolized by a huge number of people around the world as she is a very active superhero, fearlessly diving into the most dangerous confrontations. As one of the most powerful and prominent superheroes in the world she acts as a mentor to quite a number of junior superheroes, especially young women who she encourages to work in science and technology. Her proteges include Supergirl Kara Zor-El, Cyclone, Stargirl, Power Girl 2.0 and Terra. Several of them serve on her own team, the All-Stars, which she funds and runs.
Last edited by Gamebook on Sat Aug 11, 2018 6:35 pm, edited 3 times in total.
Parademon - PL 5
Strength 3, Stamina 2, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0
Daze (Intimidation), Equipment 4, Fearless, Ranged Attack 2
Intimidation 4 (+4), Perception 4 (+4)
Apokolips Native: Immunity 5 (Disease, Environmental Condition: Heat, Sleep, Starvation & Thirst, Suffocation: Toxic Fumes)
Dragonfly suit (Removable)
. . Armor: Protection 4 (+4 Toughness; Impervious)
. . Buzz Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Communication: Radio Cosmic Communication 1 (Subtle: encrypted)
. . Grip Claws: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Talons: Strength-based Damage 1 (slashing, DC 19)
. . Tracker Goggles: Senses 5 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed)
Blaster Rifle, +2 (DC 23)
Grab, +4 (DC Spec 13)
Talons: Strength-based Damage 1, +4 (DC 19)
Throw, +2 (DC 18)
Unarmed, +4 (DC 18)
Dodge 4, Parry 4, Fortitude 4, Toughness 6, Will 2
Abilities 18 + Powers 30 + Advantages 8 + Skills 4 (8 ranks) + Defenses 8 = 68
Parademons are the mindless spawn warriors of Apokolips. Darkseid does not trust most mortals to fight for him, even when they are mind-controlled, regarding them as inherently treacherous and cowardly. To his mind mortals are fit only to be cowed and worshipful slave workers. He prefers to use creatures formed in the chemical vats of the Apokolips spawning factories. Parademons are not living creatures, they are shaped from the bones of dead Apokolips workers and their flesh is a congealed purple slime. Workers in the factories clean and wire together the bones of their deceased friends and relatives into a bulky and monstrous form and then dip them in a succession of vats of slime which form a thick coating around the constructed skeleton. Cybernetic implants give them sight and a modicum of awareness and they are motivated directly by the evil will of Darkseid. This means that Parademons can literally never rebel, they are extensions of Darkseid himself. If they are ever cut off from him they immediately collapse insensible.
A Parademon is a tough creature but if damaged too much they will suddenly lose coherency and dissolve back into a puddle of noxious slime. To make them more capable warriors they are usually equipped with armor and weapons. The Parademon depicted is a standard warrior, wearing an armored flying suit and carrying a powerful blaster rifle. They are a challenging foe for regular human combatants but powerful superheroes can destroy them almost at will. The rulers of Apokolips sometimes fling screeching hosts of Parademons at their superhero enemies but often do not bother as it is usually just a pointless waste of troops who are needed elsewhere.
A major part of the Parademons role is guarding the billions of prisoners on Apokolips and tracking down escapees. They make effective prison warders as they cannot be bribed and do not feel any mercy. At the same time their mindless nature means they do not abuse the prisoners unless commanded to do so, thus preserving the unfortunate captives for the much more exquisite tortures awaiting them in the chambers of the rulers of Apokolips. Parademons do not even eat, their jaws are for speaking with and the fangs are weapons and for making them look intimidating. When a Parademon starts to run down it is returned to the factory for a recoating.
Last edited by Gamebook on Tue May 08, 2018 9:20 pm, edited 1 time in total.
Parasite - PL 14
Strength 20/4, Stamina 20/4, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0
All-out Attack, Diehard, Fast Grab, Improved Critical: Grab, Startle
Acrobatics 4 (+6), Athletics 4 (+24), Intimidation 8 (+8), Perception 8 (+8)
. . Immunity: Immunity 20 (Linked; Very Common Descriptor: Energy)
. . Temporary Enhancement: Enhanced Trait 64 (Linked; Traits: Strength +16 (+20), Stamina +16 (+20); Fades)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 2 (Aging, Disease)
Multiple Jaws (Advantages: Fast Grab; Secondary Effect)
. . Life Drain: Weaken 20 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 30; Custom: Proportionate, Grab-based)
. . Power Steal: Broad Simultaneous Weaken 20 (Linked; Affects: Powers, Resisted by: Fortitude, DC 30; Broad: Powers, Simultaneous; Custom: Proportionate, Grab-based)
. . Stolen Powers: Variable 12 (Linked; Fades, Source: Stolen Powers)
Senses: Senses 6 (Acute: Scent, Extended: Scent 2: x100, Low-light Vision, Tracking: Scent 2: full speed)
Grab, +8 (DC Spec 30)
Life Drain: Weaken 20, +8 (DC Fort 30)
Power Steal: Broad Simultaneous Weaken 20, +8 (DC Fort 30)
Throw, +0 (DC 35)
Unarmed, +8 (DC 35)
Dodge 8, Parry 8, Fortitude 24, Toughness 20, Will 4
Abilities 36 + Powers 170 + Advantages 4 + Skills 12 (24 ranks) + Defenses 14 = 236
Rudolph 'Rudy' Jones was a janitor at a university. He was cleaning out the biological sample archives when he knocked over a jar from the overloaded shelves. It shattered on the floor, sending formaldehyde everywhere. Muttering curses he went to clean it up when the small, black leech-like creature that had been floating in the jar and which therefore had to be dead and pickled suddenly sprang from the floor onto his face. It squirmed rapidly up his nose and into his sinuses before the startled Rudy could pull it off. Squeezing through into his brain cavity the creature coiled itself around his brain stem and began to alter him. He became hideously deformed, purple-skinned and covered in pulsating veins. He grew larger and heavier built and a second set of jaws formed outside his mouth. The parasitic creature had transformed him into a host for itself. Now no longer himself the strange and alien being that had been a human named Rudy roamed the college grounds seeking sustenance. He attacked several students, grasping them and sucking their life energy directly out of them and into himself which made him stronger. Finding an electrical outlet he ripped it open and sent many amps into himself, his alien physiology not being cooked by it but absorbing the energy and growing rapidly far stronger.
The Parasite's initial rampage left a trail of comatose people across the city of Metropolis until Superman swooped down to stop him. The energized Parasite leapt up to meet him and when they touched the power of the Man of Steel flowed into the Parasite. It rapidly became stronger than Superman and proceeded to thrash Kal up and down the city avenue, before dragging his unconscious form off to cache for further feeding later on. The hideous purple monster turned out to be one of Superman's most dangerous foes, requiring all of Kal's courage and wits to escape and defeat it. Even when he has escaped its clutches so far the Parasite has always managed to escape long term imprisonment.
What the Parasite is is still not known for sure. It may be an alien creature, but it is also theorized that it is a predatory organism from deep in the Earth's crust. It can directly absorb energy in an incredibly efficient way, perhaps an adaptation to a very low energy environment where life cycles that occur in minutes on the surface of the Earth take thousands of years to enact in the slow darkness of the deep rocks. When exposed to the high-energy environments of a modern human city it can just run wild, like an introduced organism in a habitat where there are no predators of it and the local food sources are not adapted to be able to evade it. This already dangerous attribute becomes potentially disastrous when it encounters the ultra-high energy concentration that a superpowered person represents. It's ability to parasitize a large and complex organism like a human may derive from it being a parasite of deep Earth organisms, some of which can be surprisingly large. The alterations to poor Rudy's body may be how it turns its host into a more efficient hunting machine to obtain energy for it.
Though the Parasite benefits most from directly absorbing energy from non-organic sources such as intense heat or electricity or superpowers it seems to prefer large living creatures, and humans at that. This may be what it is adapted to feed on and so finds most attractive and palatable. Even when it has a powerful superhero held captive for it to feed on it will still attack ordinary humans, even bringing them back to its current lair where it imprisons them and repeatedly drains their energy, leaving them weak and sick. The potency of its energy draining ability is proportional to the energy of its victim. A regular human is drained as severely and at the same rate as someone with as much power in them as Superman. The potential strength of the creature seems limitless, it can equal the Man of Steel if it drains him. Often it can even for a short time mimic the superpowers of those it drains, while the energy it drains from them is still in its original form. Fortunately it is not terribly bright, its intelligence seems to be limited to the distinctly mediocre brainpower of its current host. One fear is that it may occur to the organism lodged around Rudy's brain that it could gain more power by abandoning him and taking over the body of a powerful superhero. Whether it can even do that is still unknown though, it might be permanently bonded to Rudy.
The Parasite can speak but rarely does so, and seems to have no interests outside of hunting and feeding. When not out consuming some unfortunate it sleeps curled up in some inaccessible corner. It always prefers to keep its energy levels topped up and so is hard to catch in a vulnerable state. It consumes its energy reserves quickly during a superfight and so must drain the strength of its foes if it is to defeat them. This is about the only way to defeat it as when it goes into a fight it usually has immense strength and an assortment of stolen superpowers to employ, making it a match for even an entire team of superheroes. Another worry about the Parasite is its life cycle, which is yet another unknown about it. Invertebrate deep organisms like it are often semelparous, reproducing once at the end of their life in a shower of hundreds or thousands of young. The appearance of a great swarm of Parasite organisms could threaten the entire Earth.
Last edited by Gamebook on Thu Jul 26, 2018 1:56 pm, edited 2 times in total.