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Red Hood - PL 10
Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 11, Intellect 4, Awareness 3, Presence 3
Assessment, Close Attack 3, Connected, Defensive Attack, Defensive Roll 2, Equipment 13, Evasion, Improved Aim, Improved Critical 2: Gloves: Strength-based Damage 1, Improved Critical 2: Pistol Whip: Strength-based Damage 2, Improved Critical 2: Rapid Fire: Damage 4, Improved Initiative, Improvised Tools, Inventor, Move-by Action, Power Attack, Quick Draw, Ranged Attack 11, Startle, Takedown 2, Tracking, Well-informed
Acrobatics 8 (+13), Athletics 8 (+11), Deception 8 (+11), Insight 8 (+11), Intimidation 8 (+11), Investigation 8 (+12), Perception 8 (+11), Sleight of Hand 6 (+11), Stealth 6 (+11), Technology 8 (+12), Treatment 4 (+8), Vehicles 8 (+13)
. . Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Grapple Line: Movement 1 (Swinging)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gloves: Strength-based Damage 1 (DC 19)
Hood: Senses 8 (Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)
Rebreather: Immunity 2 (Suffocation (All))
Sealed Helmet: Immunity 2 (Disease, Poison; Limited: to respired effects)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Twin Custom Pistols (Removable)
. . Twin Custom Pistols
. . . . Pistol Whip: Strength-based Damage 2 (DC 20; Split: 2 targets)
. . . . Rapid Fire: Damage 4 (DC 19; Multiattack)
Cell Phone (Smartphone), Commlink, Concealable Microphone, Flash Grenade, Grapple Gun [Grapple Gun], Mini-tracer, Red Hood gear [Body Armor: Protection 3, +3 Toughness; Impervious; Gloves: Strength-based Damage 1, DC 19; Hood: Senses 8, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision; Rebreather: Immunity 2, Suffocation (All); Sealed Helmet: Immunity 2, Disease, Poison; Limited: to respired effects; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Restraints, Smoke Grenade, Stun Ammo, Toolkit (Basic)
Flash Grenade, +16 (DC Dog/Fort 14)
Gloves: Strength-based Damage 1, +14 (DC 19)
Grab, +14 (DC Spec 13)
Grapple Gun: Move Object 3, +16 (DC 18)
Pistol Whip: Strength-based Damage 2, +14 (DC 20)
Rapid Fire: Damage 4, +14 (DC 19)
Smoke Grenade, +16 (DC 19)
Throw, +16 (DC 18)
Unarmed, +14 (DC 18)
Dodge 11, Parry 11, Fortitude 8, Toughness 9/4, Will 8
Abilities 76 + Powers 7 + Advantages 51 + Skills 44 (88 ranks) + Defenses 15 = 193
After he quit being Robin Jason continued to fight crime, funding himself from the cash he confiscated from those he took down. Batman left funding accounts and equipment caches for him but he has always been very reluctant to use them, he prefers to keep his distance from his former mentor. Jason is still loyal to Batman but feels that he failed his teacher and should not threaten to screw up his operations any more by working with him. To get away further Jason left Gotham for the first time and traveled around the world, meeting many people and either teaming up with them or beating them up. Inevitably he came into contact with the League of Assassins, they of course were always aware of who he was. For a time he even joined the League and fought with them. It was during this time that he took to using the guns and explosives for which he would later become known. While Batman employs all sorts of weapons he has always declined to use military equipment designed only for killing. Jason though has always loved such things and now he had the opportunity to learn how to use them. In combat zones around the world he became known as a gunfighter and bomb maker, professions that normally have a very short life expectancy. Ever since his experience with the Joker Jason has always been reckless, harboring a death wish to atone for the failure that left him branded by his enemy.
To hide his face and conceal the shame of his scar Jason took to always wearing masks that totally covered his face. Eventually he developed this into a full, head-enclosing helmet and became the Red Hood. There are rumors that the Joker was originally a petty Gotham crook named the Red Hood and Jason also did this in mockery, defiance and provocation of the Joker. As the Red Hood Jason is a killer vigilante, rather than seeking to apprehend crooks and gather the evidence necessary for their prosecution he just shoots them dead. Most of those he goes after are in countries where securing a conviction even with ample evidence would still be impossible due to corruption and an absence of the effective rule of law. The Red Hood's violent methods are not appropriate in Gotham and Batman has made it clear on the few occasions he and Jason have encountered each other again that he will not tolerate executions in his city. Jason concedes to his old boss on this, loading nonlethal rounds into his guns and refraining from the use of explosives when he has to go to Gotham.
In his operations around the world Jason has formed his own team, the Outlaws. Initially it consisted of his friend Roy Harper who had also broken with his mentor and wanted to play with guns and explosives, and the alien power princess Koriand'r. They were an odd but effective team for a while but eventually fell apart due to Jason's poor leadership skills. He has never been diplomatic and is prone to using deceit and manipulation to get his way with people rather than confiding in them and working collaboratively with them. Jason is incapable of trusting anybody and never likes to reveal any more than he has to, which has often resulted in him not telling his colleagues things that they do really need to know about what the team is doing and why. Both he and Roy being romantically involved with Kory at the same time did not help cool the emotions on the team, it all became too personal.
Jason operated solo for a while after the breakup of his team, but then formed a new association out of people he met on his adventures. This new lineup of the Outlaws is even more bizarre than the last. He has teamed up with the Amazon Artemis, the Requiem, a former candidate for the position of the Wonder Woman. Kory was crazy and dangerous but she was sweet and kind, Artemis is just as aggressively violent but is mean with it. Jason is aware that he has to watch himself around her, she would not hesitate to turn on him if she thought it necessary to further her own mission. The other person on the team is Lex Luthor's monster, Bizarro. Over time Bizarro has become a little more intelligent and coherent and is not as wild and uncontrolled as he was. The more he develops the more good he becomes, he is after all a duplication of Superman and so is at heart a good person. Bizarro needs to stay on Earth-27 to continue to become less bizarre, if he goes back to the bizarro universe where he and the rest of the Bizarro JL are usually kept he will revert to being bizarre. After Jason and Artemis encountered him he latched onto them and took to following them around. Much of what Bizarro does is a bizarre aping of Superman's actions, so he seems to interpret the Red Hood and Artemis as equivalents to Batman and Wonder Woman, so with them he is replicating the core trinity of the Justice League. He is even beginning to dress neatly and speak in proper sentences.
The new Outlaws team is thus riddled with private motivations and agendas. Complicating matters a new romantic triangle is forming as Jason and Artemis are attracted to each other, while Bizarro seems to be getting sweet on Artemis. Worryingly though as Bizarro gets less bizarre he is suffering strange blackouts. Consulting Lex Luthor about what is wrong with his teammate Jason has been told that it is Bizarro's bizarre nature that lets him exist distinct from Superman. If he spends too long on Earth-27 and ceases to be bizarre enough the alternate reality waveform that created him will collapse and he will simply disappear as his reality melds back into that of the real Superman. This presents Jason with a difficult quandary, Bizarro is becoming a person instead of a monster, but his development threatens his life. As Bizarro increasingly turns into Superman and his intelligence soars he is going to realize this himself and will have to choose whether to continue on this path and fade away, or go back to the living nightmare of being a permanently confused monster.
Last edited by Gamebook on Mon Nov 04, 2019 8:32 pm, edited 3 times in total.
Professor Pyg - PL 6
Strength 1, Stamina 0, Agility 0, Dexterity 2, Fighting 8, Intellect 3, Awareness 0, Presence 2
All-out Attack, Equipment 1, Fascinate (Deception), Ranged Attack 6
Deception 4 (+6), Expertise: Singer 4 (+7), Intimidation 8 (+10), Investigation 4 (+7), Sleight of Hand 6 (+8), Technology 6 (+9), Treatment 8 (+11), Vehicles 4 (+6)
Dollotrons: Summon 4 (Controlled, Horde, Multiple Minions 3: 8 minions; Source: Dollotron racks)
Club, +8 (DC 18)
Grab, +8 (DC Spec 11)
Knife, +8 (DC 17)
Throw, +8 (DC 16)
Unarmed, +8 (DC 16)
Dodge 6, Parry 8, Fortitude 1, Toughness 0, Will 4
Abilities 32 + Powers 36 + Advantages 9 + Skills 22 (44 ranks) + Defenses 11 = 110
Dollotron - PL 4
Strength 2, Stamina 0, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0
Equipment 1, Fearless
Doll: Immunity 5 (Interaction Skills)
Feel No Pain: Immunity 5 (Custom: Staggered and Dazed conditions from Damage effect 5)
Club, +4 (DC 19)
Grab, +4 (DC Spec 12)
Knife, +4 (DC 18)
Throw, +0 (DC 17)
Unarmed, +4 (DC 17)
Dodge 4, Parry 4, Fortitude 1, Toughness 0, Will 0
Abilities 12 + Powers 10 + Advantages 2 + Skills 0 (0 ranks) + Defenses 5 = 29
Doctor Lazlo Valentin is a failure who thinks he is a genius. He started out as a facial plastic surgeon but was sued into bankruptcy and struck off for repeated horrendous botching of procedures. Rather than following established methodologies he was always experimenting on his patients, convinced that he knew better than the medical establishment. While he had some good ideas they were not properly worked out and suffered from crippling flaws. People he had worked on saw their faces literally fall apart as sutures and grafts came loose.
With no other options Valentin disappeared into the Gotham criminal underworld as an illegal sawbones. There is always a need for off-the-books medical treatment in the notoriously violent Gotham. He specialized in reconstructive surgery of those who had had their faces shattered by bullets, blows, car crashes and the many other violent incidents of the Gotham criminal life. It was during this period that he started doing work for the Mad Hatter. Jervis Tetch can be appallingly careless with the lives of those he mind controls, routinely getting them severely injured. Valentin stitched them back together so they could be used again. This gave him the opportunity to examine the mind control hats used to sustain Jervis control over his minions. With the assistance of some other technical experts in the criminal underworld he was able to reproduce a crude version of what Jervis had done. By surgically grafting cybernetic frames onto a person's head he can render them completely open to suggestions by an imprinted voice. He used a version of his own voice, made deliberately singsong and falsetto so it is very difficult to imitate.
By now slipping into his own insanity Valentin has been turning anyone he can get his hands on into 'Dollotrons', regarding himself as a puppet master. He commands his mind-controlled unfortunates with grunted and squealed orders, in between snatches of singing opera. Seeing his victims shuffle forwards clad only in tattered surgical gowns and with bloody bandages still on their heads while Lazlo makes his bizarre noises in the background is a disturbing experience even for Gotham. With their wills removed his minions are unnaturally strong, intensely exerting themselves with no regard for pain and not reacting to injury. As the number under his control grows he is sending them out to procure more subjects. He earns additional money by renting his Dollotrons out as cheap labor for dangerous menial work, such as cooking meth. Life as a Dollotron tends to be short as the people subject to such ill-treatment eventually collapse from infected wounds or lack of rest, food and water.
Valentin has taken to calling himself 'Professor Pyg' and wearing a grotesque mask as he descends into deranged fantasy. It is only a matter of time before the Bat-clan catches up to him. While his Dollotrons can overwhelm most ordinary people by sheer weight of their fearless numbers they will be no match for a real fighter. Pyg is a coward at heart and will attempt to flee if his Dollotrons look to be losing a battle.
Last edited by Gamebook on Tue Nov 05, 2019 8:36 pm, edited 1 time in total.
Yeah, in superhero genre terms, there's no practical difference between the Question's pseudoderm and Spider-Man's full face mask with the opaque lenses, Daredevil's cowl, or even Green Arrow's puny little domino mask and Robin-Hood hat; they all "somehow" conceal their wearer's true identities just about equally well somehow.Gamebook wrote: ↑Thu May 10, 2018 5:08 amI'd consider the skin to be more like those old Domino mask's some superheroes wear. Enough to obscure the features of the wearer to someone who doesn't know them at all, but no disguise against anyone who has ever met them. To give it game stats and a PP cost would mean I have to do the same for every hero or villain with any sort of disguise at all. The whole 'secret civilian identity' thing I think is more part of the whole superhero setting and a particular character's background.
If anything a 2 pt Feature (Quick Change, and the pseudoderm can't be easily removed if Question is tied up/knocked out), with a 1 pp cost because the mask and gas canister are a gadget pair.
All my best!
Queen Bee - PL 10
Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 8, Intellect 3, Awareness 3, Presence 4
Attractive, Benefit, Status: Queen of Bialya, Connected, Defensive Roll, Fascinate (Persuasion), Leadership, Ranged Attack 6, Taunt
Deception 8 (+12), Expertise: Science 8 (+11), Insight 6 (+9), Investigation 6 (+9), Perception 4 (+7), Persuasion 10 (+14), Sleight of Hand 4 (+6)
Built Up Resistance: Immunity 1 (Rare Descriptor: Mind Control Pollen)
Hypnotic Eyes and Voice: Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception; Limited: to anyone ever exposed to the pollen, Sense-dependent: Sight or hearing)
Mind Control Pollen (Removable)
. . Mind Control Pollen
. . . . Blow Pollen Dust: Progressive Cloud Area Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Progressive)
. . . . Feed Honey: Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Progressive, Subtle: subtle, Triggered: 1 use - Ingestion)
Blow Pollen Dust: Progressive Cloud Area Affliction 10 (DC Will 20)
Feed Honey: Progressive Affliction 10, +8 (DC Will 20)
Grab, +8 (DC Spec 10)
Hypnotic Eyes and Voice: Cumulative Affliction 10 (DC Will 20)
Throw, +8 (DC 15)
Unarmed, +8 (DC 15)
Dodge 8, Parry 8, Fortitude 3, Toughness 2/1, Will 8
Abilities 46 + Powers 54 + Advantages 13 + Skills 23 (46 ranks) + Defenses 13 = 149
Zazzala is the former concubine of the military dictator of the Middle Eastern nation of Bialya and now its ruling queen. She overthrew her master when she discovered that a small desert flower that grows in the country produces a pollen that renders anyone who ingests it, by consumption or breathing it in, highly open to suggestion. Pre-Islamic shamans of the region used it to enslave enemies of their tribes and turn them into docile slaves. The secret was lost long ago but old stories persisted among the tribespeople of the desert of the powers of the ancient magicians. A botanist by education Zazzala followed up on these stories and found that they were true. After working out how to use it she was able to first mind control and then dispose of her lover and his chief cronies and seize power for herself. She now has an entire harvesting operation dedicated to producing and refining the pollen. She uses it liberally to control the population of Bialya, dusting it into the air above the cities and lacing their food products with it. This makes them all open to her suggestions which she frequently broadcasts to her enslaved nation. As a result of this Bialya has none of the internal unrest common to the nations of the region, all are in thrall to their beloved queen regardless of their many other religious and ethnic divisions.
Zazzala has had herself surgically altered to be able to make better use of the pollen. Normally those subject to it become open to suggestion from anyone, they obey any order put to them. Zazzala's refined version requires a certain look and voice to make it work, which only she can produce. Her eyes now have yellow hexagonal irises and her voice is low and buzzing. Anyone who has succumbed to her pollen at any time will be vulnerable to her gaze and voice even if they have otherwise broken free of its effects.
With the country saturated with the stuff even traveling into Bialya is dangerous. Natural immunity to biological contamination or a sealed suit is required not to fall prey to it. Prevailing winds sometimes carry the pollen into neighboring countries, causing problems as if they listen to Bialyan broadcasts they fall under Queen Zazzala's spell. This has increased tensions in the region and there are threats of war and invasion of Bialya by several of its neighbors. So far Zazzala has subverted these dangers by meeting with the leaders of hostile nations and personally seducing them. She dusts her skin with the pollen and uses honey in intimate ways to get the fools to ingest it, and then she has their minds. With her seductive grip spreading beyond her borders the international community is also getting concerned and the Justice League is considering that this is now a supervillain issue and that they need to get involved. Normally the predominantly American heroes of the JL try to stay out of the volatile Middle East where their presence tends to cause alarm and offense. Zazzala will have to be approached with care, both to avoid the powerful superheroes of the League falling to her mind control, and also because her abrupt removal could cause a widespread outbreak of war and civil war in the region.
Last edited by Gamebook on Tue Nov 05, 2019 8:37 pm, edited 2 times in total.
Ravager - PL 9
Strength 1, Stamina 2, Agility 6, Dexterity 5, Fighting 12, Intellect 3, Awareness 4, Presence 3
Agile Feint, Assessment, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 11, Evasion 2, Great Endurance, Improved Aim, Improved Critical 2: Sword, Improved Critical: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Quick Draw, Ranged Attack 7, Takedown 2, Taunt, Tracking, Trance
Acrobatics 8 (+14), Athletics 8 (+9), Deception 4 (+7), Insight 6 (+10), Intimidation 6 (+9), Investigation 4 (+7), Perception 8 (+12), Persuasion 4 (+7), Sleight of Hand 4 (+9), Stealth 6 (+12), Technology 4 (+7), Vehicles 4 (+9)
Gauntlets: Strength-based Damage 2 (DC 18)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Vision 2: full speed, Ultravision)
Optic Feed: Feature 1 (overcomes absence of left eye)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Cell Phone (Smartphone), Combat suit [Gauntlets: Strength-based Damage 2, DC 18; Light Body Armor: Protection 2, +2 Toughness; Impervious; Mask: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Vision 2: full speed, Ultravision; Optic Feed: Feature 1, overcomes absence of left eye; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Commlink, Flash Grenade, Flashlight, Gas Mask, Knife, Mini-tracer, Multi-tool, Rebreather, Restraints, Smoke Grenade, Sword
Flash Grenade, +12 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +14 (DC 18)
Grab, +14 (DC Spec 11)
Knife, +14 (DC 17)
Smoke Grenade, +12 (DC 19)
Sword, +14 (DC 19)
Throw, +12 (DC 16)
Unarmed, +14 (DC 16)
Dodge 12, Parry 12, Fortitude 6, Toughness 6/2, Will 9
Abilities 72 + Powers 0 + Advantages 44 + Skills 33 (66 ranks) + Defenses 15 = 164
Rose Wilson is one of Slade Wilson's children by his Hmong wife (he has several wives, plus a long list of other lovers). She grew up in America where she was trained in combat and survival by both her father and her mother. Her mother helps run a secret national movement of the Hmong people which resists cultural assimilation and political subjugation by the dominant ethnic groups of the regions that they live in. She wants Rose to become an operative of theirs. Her father just wanted her to be strong and independent and be able to make a living and survive by herself rather than being another dumb chump like all the other people he exploits and kills. Rose has always preferred her father over her mother, liking how although he is very demanding in his training of her, that is all the demand he makes on her life. Slade makes no attempt to tell her what to do with her life, after all he has never taken any notice of others attempts to make demands of him (which is why he is usually estranged from most of his partners and children). He honestly does not care if she is a hero or a villain, he does not distinguish between the two. When they are operating together he has let her experiment with sex, alcohol and drugs without any supervision from him, but also no assistance if she gets into trouble.
Feeling a need for some structure and purpose in her life beyond amoral killing and self-indulgence Rose joined up with the Teen Titans for a while. Tim Drake was the leader at the time and chose to allow her on the team. He saw it as an opportunity to redeem a person and steer them away from the life of a supervillain like her father. The rest of the team were rather askance at this, they knew about the disastrous outcome from a previous incarnation of the Teen Titans when a supervillain linked to Slade got on the team, the Terra affair. In this case though Tim argued that they knew who and what Rose was, it wasn't a deception like with Terra. The rest of the team were still very suspicious though and kept her under close surveillance for the entire period she was on the team. Rose turned out to be a very effective operator, a deadly fighter and skilled in many areas. She had to be reminded not to kill her opponents however, which she found limiting and frustrating given her fondness for fighting with swords.
Rose left the Teen Titans after a while, ostensibly because they would never drop their suspicions of her despite all the adventures she had been on with them. Actually she didn't care about that, she rather liked being so feared by powerful superheroes when she is just a well-trained normal girl. The real reason was that Tim Drake rejected her advances towards him, even when she appeared naked in his bed. Heartbroken and trying not to show it she went back to her father. Attempting to prove herself a great warrior (to herself, her father and also Tim if he was monitoring her as she secretly hoped) she became increasingly reckless, eventually getting into a fight with Lady Shiva. The master martial artist regarded her with amused contempt, not even granting her the honor of a death by her hand. Instead she mocked her by making her like her father by plucking an eye out of her head. While recovering from this injury Tim visited her and asked her to come back to the Teen Titans, she was killing herself trying to be like her father. Convinced that this meant that he loved her Rose rejoined the Titans.
Currently Rose is back on a team with her father, seemingly drawn into his orbit yet again after the Teen Titans underwent another reform. Actually she is spying on her father and the rest of the team he has put together, reporting back to Tim Drake. She is doing this independently of Artemis Crock, who is reporting back to Green Arrow. Really half of Slade's new team is there as a spy for somebody else, he lives in that sort of world. Rose's hopes for making more of her friendship with Tim have never gotten anywhere, he has some other girlfriend in Gotham he is devoted to. She consoles herself with a string of other brief relationships. For all her attempts at being good she is very much her father's daughter. Not in being loyal to him, there is no such thing as loyalty among the Wilson clan, but in being as selfish and duplicitous as he is.
Last edited by Gamebook on Tue Nov 05, 2019 8:38 pm, edited 3 times in total.
Artemis - PL 14
Strength 12/2, Stamina 10/3, Agility 6, Dexterity 5, Fighting 13, Intellect 2, Awareness 6, Presence 4
Agile Feint, All-out Attack, Assessment, Attractive, Defensive Roll 2, Equipment 2, Improved Aim, Improved Critical 2: Bow of Artemis, Improved Critical 2: Sword of Artemis, Improved Critical: Damage: Strength-based Damage 3, Improved Defense, Improved Initiative, Inspire 2, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 8, Takedown 2, Tracking
Acrobatics 8 (+14), Athletics 8 (+20), Deception 4 (+8), Insight 8 (+14), Intimidation 8 (+12), Investigation 4 (+6), Perception 8 (+14), Sleight of Hand 4 (+9), Stealth 4 (+10), Vehicles 4 (+9)
Amazon Armor (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious)
Bow of Artemis (Easily Removable)
. . Damage: Strength-based Damage 3 (DC 30; Increased Range: ranged, Penetrating 15)
Hero of the Gods
. . Enhanced Ability: Enhanced Strength 6 (+6 STR; Limited to Lifting)
. . Enhanced Trait: Enhanced Trait 34 (Traits: Stamina +7 (+10), Strength +10 (+12))
. . Flight: Flight 11 (Speed: 4000 miles/hour, 8 miles/round)
. . Immunity: Immunity 6 (Aging, Custom: Mind Control 5)
. . Senses: Senses 3 (Counters Illusion: Sight, Extended: Sight 1: x10)
Sword of Artemis (Easily Removable (indestructible))
. . Damage: Strength-based Damage 3 (DC 30, Advantages: Improved Critical; Penetrating 15)
Binoculars, Cell Phone (Smartphone), Flashlight, Gas Mask, Handcuffs, Mini-tracer, Multi-tool, Rebreather, Restraints
Damage: Strength-based Damage 3, +13 (DC 30)
Damage: Strength-based Damage 3, +13 (DC 30)
Grab, +13 (DC Spec 22)
Throw, +13 (DC 27)
Unarmed, +13 (DC 27)
Dodge 13, Parry 13, Fortitude 14, Toughness 15/13, Will 14
Abilities 82 + Powers 101 + Advantages 31 + Skills 30 (60 ranks) + Defenses 19 = 263
Artemis is an Amazon from the Bana-Mighdall tribe, the original Amazon people from which the Amazons of Themyscira were derived. Their homeland was in Africa, in what is now Libya. Over a period of centuries the Amazons steadily migrated around the shores of the eastern Mediterranean and Black Sea, eventually founding their permanent home on the Themyscira plain along the banks of the river Thermodon on what is now the northern coast of Turkey. They left a chain of abandoned cities and temples on their long journey, most of which were hidden by their patron gods in the sands or under the waters when they left them. All along the way small groups of Amazon split off or were left behind, so in history there were many different Amazon peoples. Most of them disappeared long ago, absorbed into other cultures, wiped out by war or slaving, or relocated to Themyscira to join the main Amazon nation.
Deep in Libya though the original Amazons still reside. Their city and its lands are hidden by a perpetually whirling sandstorm that confuses and redirects all travelers in the area and those seeking the legendary tribe. Here they worship the ancient gods of the Amazons, deities that predate Zeus and the Olympian pantheon. These gods are not necessarily different or rival to the more familiar Greco-Roman gods, ancient religious syncretism means that they are in a sense the same gods, but with different names and rites and delineations of powers and responsibilities. There has not been much contact between the Themysciran Amazons and the Bana-Mighdall down the centuries, they have been too remote from each other and reclusive from the world. Culturally they still have much in common, though they do not speak the same language. The Themyscirans adopted the Greek language when they moved into that country (the Asia Minor coastal regions were part of the Greek world in ancient times). The Bana-Mighdall also have the patronage of the gods to make them immortal warriors, for they too guard dark powers that must not be unleashed into the world. In their case it is the jackal god Set, enemy of the god Horus, usurper and murderer. Like the war god Ares he grants courage and strength to fight against ones enemies, but encourages violence and disorder, the fundamental dichotomy of the warrior. To prevent him from returning and causing more misery Horus had him imprisoned under the desert sands and set the desert warrior women to guard him forever. Though the world has changed much since then the Bana-Mighdall still keep their vigil, like their sisters on Themyscira.
Artemis is the Wonder Woman of her tribe of Amazons, their preeminent warrior, also called the Shim'Tar. Recently she has been sent out into the world by her own ruling queen to investigate suspicions that Set's evil influence is spreading out into the world, making people treacherous and ambitious and inclined to aggressive sexuality. What she has seen going on in the modern world has alarmed Artemis, the poison of Set seems widespread. She is seeking to hunt down the secret cults that must be spreading the evil. Like Diana before her though she may be underestimating the capacity for humanity to behave badly without any encouragement from gods. It was for example the First World War that freed Ares and brought near destruction to the Themyscirans, not the war gods influence that created that war.
Artemis is a very fierce fighter but lacks the tact and diplomacy of Diana. She grew up battling the demons that the imprisoned Set is forever ejaculating into the desert sands to try and free himself. As well repeated assaults by all sorts of people against their city has made them insular and suspicious of foreigners, who they regard as the minions of Set, who was historically in Egypt the god of foreigners. Artemis traveled to Themyscira to meet with and seek aid from the great Amazon nation which is a legend in Bana-Mighdall. She found the wealth and numbers of the Amazons of Themyscira to be vastly greater than her own small, poor desert tribe in their tents and mud-brick houses. Hippolyta granted her an audience and agreed to help her, having her trained in the advanced fighting skills of her Amazons and re-equipping her with some of their magical weapons. Artemis is not her original name, that is a Themysciran name she adopted in her new home. Under Diana's guidance she fought evil supernatural forces around the world. For a while she even served as the Wonder Woman of Themyscira while Diana was away.
Recently Artemis has joined the Red Hood's team, the Outlaws. Artemis mostly works alone but she has found common cause with this aggressive mortal. She is intent on retrieving a number of powerful ancient weapons of the Bana-Mighdall that were stolen during invasions of their lands by foreigners long ago. Their return would strengthen her nation and let them battle the minions of Set better. She appreciates Jason's knowledge of the modern world and his contacts in its seedy and dangerous underside. Bizarro she regards as a pitiful monster, a misbegotten creation of the insane science that rules and corrupts the modern world. For now though they serve as useful assistants in her quest.
Last edited by Gamebook on Mon Nov 04, 2019 8:56 pm, edited 7 times in total.
Rocket - PL 10
Strength 0, Stamina 1, Agility 4, Dexterity 2, Fighting 6, Intellect 3, Awareness 2, Presence 2
Agile Feint, Defensive Roll, Equipment 2, Improved Initiative, Move-by Action, Ranged Attack 4
Acrobatics 6 (+10), Athletics 4 (+4), Expertise: Writer 6 (+9), Insight 4 (+6), Investigation 6 (+9), Persuasion 4 (+6), Ranged Combat: Kinetic Redirection 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+8)
Goggles: Senses 7 (Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Vision 2: full speed, Ultravision)
Inertia Winder (Removable)
. . Inertia Shield: Force Field 10 (+10 Toughness; Impervious; Limited: to kinetic energy)
. . . . Inertia Field: Burst Area Force Field 10 (Alternate; +10 Toughness; Burst Area: 30 feet radius sphere, DC 20; Limited: to kinetic energy)
. . Kinetic Flight: Burst Area Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Burst Area: 30 feet radius sphere, DC 16, Selective)
. . Kinetic Redirection
. . . . Inertialess Field: Cumulative Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged)
. . . . Kinetic Blast: Blast 10 (DC 25; Multiattack)
. . . . Kinetic Drain: Weaken 10 (Affects: Speed, Resisted by: Fortitude, DC 20; Affects Objects, Increased Range: ranged)
. . . . Kinetic Intercept: Burst Area Deflect 10 (Burst Area: 30 feet radius sphere, DC 20, Selective; Limited: to kinetic energy)
. . . . Kinetic Shift: Move Object 10 (25 tons, DC 25; Damaging)
Cell Phone (Smartphone), Flash Goggles, Goggles [Goggles: Senses 7, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Vision 2: full speed, Ultravision]
Grab, +6 (DC Spec 10)
Inertialess Field: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Kinetic Blast: Blast 10, +10 (DC 25)
Kinetic Drain: Weaken 10, +10 (DC Fort 20)
Kinetic Shift: Move Object 10, +10 (DC 25)
Throw, +6 (DC 15)
Unarmed, +6 (DC 15)
Dodge 8, Parry 6, Fortitude 3, Toughness 12/1, Will 7
Abilities 40 + Powers 55 + Advantages 10 + Skills 21 (42 ranks) + Defenses 11 = 137
Raquel Ervin is the girl who provoked Augustas Freeman into abandoning his seclusion and becoming the superhero Icon. She also demanded to be his junior crimefighting sidekick, she is an athletic girl with a talent for acrobatics and wants to make a difference to her afflicted community. While the Robins can, just barely, keep up with Batman, it was clearly impossible for a normal human to accompany the immensely powerful Icon. Acknowledging that he needed her community knowledge to operate effectively Augustus improvised some superpowers for her. He adapted an inertia winder into a weapon and protective device for her. Originally fitted to Cooperative spacecraft it absorbs and releases kinetic energy to compensate for the enormous G-forces generated when accelerating maneuvering at high velocities. He had built it as part of his ongoing project to construct a craft capable of carrying him back to his own world and time, but chose to give it to her instead. He can always build another, it will just delay his eventually leaving Earth.
Raquel dubbed herself Rocket and is wildly enthusiastic about being a superhero. Her device is particularly well-suited to shutting down gunfire and gun battles, which are major problems in her crime-ridden neighborhood and partly why Icon chose this as a power for her. She can stop bullets in their tracks, forcing clashing gangers to stop fighting. She is an amateur writer and journalist and constantly extols Icon's accomplishments in clearing the supervillains out of the city in whatever publications she can get her work into. People like to be paranoid about superheroes even when they do nothing but protect them and in no way interfere in their lives. Raquel is working hard to foster trust in Icon among her people. The raging hostility of some people towards a powerful black superhero she regards with utter contempt. It does worry her though, she knows from conversations with him how lifetimes of experiencing entrenched racism caused Augustus to become a recluse. She considers that the world needs Icon and is desperate to prevent him from becoming offended and despondent again at the failings of Earth society and just withdrawing from it.
Raquel does not maintain a secret identity but respects Icon's decision to keep his Augustus Freeman identity private. Like Lois Lane before her she instead talks about him as Arnus of Terminia, the man from the future. What Arnus has told her about the Cooperative fascinates her, a society without racism or injustice. It proves to her that things can get better, that it doesn't always have to be this way on her world. Now that she has Icon active as a superhero she wants him to make contact with other superheroes, including the famed Justice League. She considers that he is totally as good as Superman and that a team up by them would be beyond awesome. Arnus is more reluctant, he doesn't want to get too involved in this world that he plans to leave one day. He is already worried about his attachment to Raquel, he is finding it hard to contemplate leaving her behind. He ponders whether she would like to come with him, but thinks that she may never be willing to leave her community. If she does come to the future with him the laws of time travel as enforced by powerful trans-temporal authorities (the time masters and others) would never let her return for fear of any future knowledge she acquires altering the timelines.
Last edited by Gamebook on Mon Nov 04, 2019 9:39 pm, edited 2 times in total.
Red Claw - PL 8
Strength 1, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 3, Awareness 4, Presence 4
Assessment, Benefit, Status: Wife of Ra's al Ghul, Connected, Defensive Roll, Equipment 2, Evasion, Improved Aim, Improved Critical 2: Bow and Arrows, Improved Critical: Bracers: Strength-based Damage 1, Improved Critical: Flight Arrow: Strength-based Damage 3, Improved Initiative, Inspire 2, Leadership, Quick Draw, Ranged Attack 8, Takedown, Tracking, Trance
Acrobatics 6 (+10), Athletics 6 (+7), Deception 4 (+8), Insight 8 (+12), Intimidation 6 (+10), Investigation 6 (+9), Perception 8 (+12), Persuasion 4 (+8), Sleight of Hand 4 (+8), Stealth 6 (+10), Vehicles 4 (+8)
Bow and Arrows (Easily Removable)
. . Arrows
. . . . Bleeder Arrow: Strength-based Damage 3 (DC 19; Increased Range: ranged, Secondary Effect)
. . . . Flight Arrow: Strength-based Damage 3 (DC 19, Advantages: Improved Critical; Extended Range, Increased Range: ranged)
. . . . Needle Arrow: Strength-based Damage 3 (DC 19; Increased Range: ranged, Penetrating 3)
. . . . Poisoned Arrow
. . . . . . Arrowhead: Strength-based Damage 3 (Linked; DC 19; Increased Range: ranged)
. . . . . . Poison: Weaken 3 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 13; Increased Range: ranged; Limited: to those damaged by the arrowhead effect)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Bracers: Strength-based Damage 1 (slashing, DC 17)
Suit [Body Armor: Protection 3, +3 Toughness; Impervious; Bracers: Strength-based Damage 1, slashing, DC 17]
Arrowhead: Strength-based Damage 3, +12 (DC 19)
Bleeder Arrow: Strength-based Damage 3, +12 (DC 19)
Bracers: Strength-based Damage 1, +10 (DC 17)
Flight Arrow: Strength-based Damage 3, +12 (DC 19)
Grab, +10 (DC Spec 11)
Needle Arrow: Strength-based Damage 3, +12 (DC 19)
Poison: Weaken 3, +12 (DC Fort 13)
Throw, +12 (DC 16)
Unarmed, +10 (DC 16)
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 10
Abilities 64 + Powers 8 + Advantages 27 + Skills 31 (62 ranks) + Defenses 15 = 145
Nyssa al Ghul is the wife of the infamous Ra's al Ghul and the mother of Talia al Ghul. Before marrying the Head of the Demon she was a rebel leader, fighting against corrupt and brutal governments and rival terrorist groups. She was converted to supporting Ra's by his support for her revolutionary ideals. He turned her from little more than a bandit chieftain with a small and ragged band of skinny youths for supporters into the feared Red Claw, leader of a small army of fanatics dedicated to the radical overthrow of the corrupt existing order. She has often acted as Ra's personal assassin and executioner, particularly against his perceived enemies within the League of Assassins itself. She is something of an outsider to the main body of the League, not having grown up in the movement. Her loyalty is personally to Ra's, more than to the historic mission of the League or their religious faith. She and her mostly female archer corps have massacred entire rival factions within the League at his behest. Her appellation 'Red Claw' comes from her being regarded as the bloody paw of the lion.
Nyssa has borne her husband other children besides Talia, but only her daughters now remain alive, all her sons having been killed in action or executed by her husband. She may have executed at least one of them herself. Nyssa has always favored her daughters in any case, grooming them for leadership of the League. She is cynical about men, seeing how easily they can be corrupted by power and luxury. Her main interest now is her grandson, Damian Wayne, the son of her elder daughter and the legendary desert warrior Khuffash. Now he is a teenager she is giving thought to who would be a suitable marriage match for him. One interesting possibility is the teenage daughter of her 'friend', Sandra Wu-San, the Lady Shiva. Nyssa has long supported the supreme martial artist, who is also an outsider though she has long associated with the League. She knows of Cassandra and her prodigious fighting ability, and wants that for her future descendants. Even Ra's cannot live forever and the dynasty she has founded with him will need exceptional leadership to hold the League together when their prophet ascends to join God at last.
Last edited by Gamebook on Tue Nov 05, 2019 8:39 pm, edited 1 time in total.
The Riddler - PL 8
Strength 0, Stamina 1, Agility 2, Dexterity 4, Fighting 10, Intellect 5, Awareness 3, Presence 2
Benefit, Cipher 2, Connected, Contacts, Defensive Roll, Eidetic Memory, Equipment 2, Evasion, Improved Critical: Stick Fighting: Strength-based Damage 2, Improved Disarm, Improved Trip, Improvised Tools, Inventor, Ranged Attack 4, Taunt, Well-informed
Acrobatics 4 (+6), Athletics 4 (+4), Deception 6 (+8), Insight 8 (+11), Investigation 10 (+15), Perception 6 (+9), Sleight of Hand 6 (+10), Technology 10 (+15), Vehicles 4 (+8)
Riddle Cane (Easily Removable)
. . Gadgets
. . . . Cell Jammer: Perception Area Nullify 5 (Counters: Cellphones, DC 15; Perception Area: DC 15 - Cellphone pickups)
. . . . Electronic Lockpick: Nullify 5 (Counters: Electronics, DC 15; Increased Range: perception)
. . . . Interference: Illusion 5 (Affects: One Sense Type - Radio, Area: 30 cft., DC 15; Independent)
. . . . Radio Antennae: Radio Communication 2 (Rapid, Subtle: encrypted)
. . . . Smoke: Cloud Area Concealment 2 (Sense - Sight; Cloud Area: 15 feet radius sphere, DC 12)
. . . . Taser: Cumulative Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative)
. . Stick Fighting: Strength-based Damage 2 (DC 17, Advantages: Improved Disarm, Improved Trip; Reach (melee): 5 ft.)
Cell Phone (Smartphone), Concealable Microphone, Flash Goggles, Flashlight, Mini-tracer, Restraints
Cell Jammer: Perception Area Nullify 5 (DC Will 15)
Electronic Lockpick: Nullify 5 (DC Will 15)
Grab, +10 (DC Spec 10)
Stick Fighting: Strength-based Damage 2, +10 (DC 17)
Taser: Cumulative Affliction 5, +10 (DC Fort 15)
Throw, +8 (DC 15)
Unarmed, +10 (DC 15)
Dodge 10, Parry 10, Fortitude 3, Toughness 2/1, Will 8
Abilities 54 + Powers 12 + Advantages 18 + Skills 29 (58 ranks) + Defenses 15 = 128
Edward Nygma, E Nygma, really Edward Nash (maybe), is a professional kidnapper. He employs thugs to abduct people and then keeps his victims in elaborate deathtraps while sending their loved ones maddening riddles about where they are and how to free them. Contact the police or outside assistance and they die gruesomely. His aim is to make people try to puzzle their way through one of his elaborately set up dungeons, either to escape or to get in and free someone. A particularly hilarious trick he likes to play is that one person can only be freed by another person becoming trapped themselves. Fail at any point and you suffer an agonizing death as you are electrocuted, shredded by revolving blades, incinerated or blown up. To further his persona as the master of riddles he often places puzzles around the city that can be accessed by solving brainteasers or performing skillful physical feats. Once again the penalty for failure is being maimed or killed as it explodes, shoots, zaps or gases you. He always makes his riddles genuinely solvable though, he isn't like the Joker who delights in 'heads I win, tails you lose' and placing his victims in impossible situations. His riddles have to be beatable so that when people fail to solve them he can crow about their stupidity and his own superiority at outwitting them.
Over the years Nygma has extorted millions in ransom money from his victims, but spends most of it on ever more elaborate set-ups for his puzzle deathtraps. He himself is rarely ever encountered, he dislikes personal confrontation, preferring to remain an enigma. He conducts all contact through video screens and projectors set up around his deathtraps or by broadcasting to the cellphones or comms systems of his opponents. Who he actually is is unknown, he has successfully erased or corrupted all records of his early life, even from federal databases. He employs many crooks around Gotham, often those who work for other gangs, subverting them with bribery. While it is thought that he has been caught a number of times it has always turned out to be a double, someone dressed up as him.
Batman is the Riddler's most successful opponent. He has an extraordinary knack for seeing right through his riddles, as much through insight into how Nygma's mind works as being able to solve the puzzles. Often in fact he gets a better idea of what Nygma is up to by the puzzles he is employing than the Riddler ever intended him to, allowing him to anticipate and counter his plans. Nygma finds being outwitted like this maddening and has tried all sorts of things to find out about Batman and destroy him with his traps. To his fury and alarm Batman has often bypassed his entire clever schemes and gone straight for him, forcing him to make a hasty and undignified exit and abandon a fortune in facilities and equipment. As his reserve funds dwindle and he becomes obsessed with Batman Nygma is becoming less clever and rational, resorting to crude bombs that rely on sheer explosive force. Sensing that Nygma is losing it Batman knows that he has to close in on him fast to prevent him doing something disastrous.
Last edited by Gamebook on Tue Nov 05, 2019 8:40 pm, edited 3 times in total.
Cyborg - PL 11
Strength 8, Stamina -, Agility 4, Dexterity 4, Fighting 10, Intellect 6, Awareness 3, Presence 3
Assessment, Benefit, Wealth 3 (millionare), Defensive Roll, Eidetic Memory, Fast Grab, Fearless, Improved Critical: Melee Implement: Strength-based Damage 4, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Improvised Tools, Inspire 2, Inventor, Leadership, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 8, Skill Mastery: Technology, Takedown, Well-informed
Acrobatics 4 (+8), Athletics 8 (+16), Expertise: Science 8 (+14), Insight 6 (+9), Intimidation 4 (+7), Investigation 8 (+14), Perception 8 (+11), Sleight of Hand 6 (+10), Technology 10 (+16), Vehicles 6 (+10)
. . Auto Assembly: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Type: Physical)
. . Deflection Shield
. . . . Deflect: Deflect 11 (Linked; Redirection, Reflect; Reduced Range: close)
. . . . Shield: Enhanced Trait 4 (Linked; Traits: Dodge +2 (+12), Parry +2 (+12))
. . . . . . Slam: Strength-based Damage 2 (Alternate; DC 25)
. . Extendible Limbs: Elongation 2 (Elongation: 30 feet, +2 to grab)
. . Hack Technology: Cumulative Affliction 11 (3rd degree: Controlled, Resisted by: Will, DC 21; Affects Objects, Cumulative, Increased Range 2: perception; Limited: to technological targets, Limited Degree (third only))
. . Hydraulic Jack: Enhanced Strength 3 (+3 STR; Limited to Lifting)
. . Melee Implement: Strength-based Damage 4 (DC 27, Advantages: Fast Grab, Improved Critical, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip; Penetrating 10, Reach (melee) 3: 15 ft., Variable Descriptor: close group - Any physical)
. . Micro-Missiles: Blast 9 (DC 24; Extended Range 4, Homing 2: 2 extra attempts, Multiattack)
. . Pulser: Blast 10 (DC 25; Affects Insubstantial: half ranks, Extended Range, Multiattack, Precise)
. . Scramble Technology: Nullify 11 (Counters: Technological, DC 21; Broad, Increased Range: perception)
. . Shockwave: Cone Area Damage 11 (DC 26; Cone Area 2: 120 feet cone, DC 21)
. . White Noise Generator: Cumulative Cone Area Affliction 11 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Cone Area 2: 120 feet cone, DC 21, Cumulative; Sense-dependent: Hearing)
Cyborg: Immunity 30 (Fortitude Effects)
Data Link: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
Mental Processor: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Type: Mental)
Molybdenum Steel Plating: Protection 11 (+11 Toughness; Impervious)
Radio Broadcast: Radio Cosmic Communication 1 (Rapid 3, Subtle: encrypted)
Reboot: Immortality 1 (Return after 2 weeks)
Self-repair: Regeneration 3 (Every 3.33 rounds; Source: technology)
Sensors: Senses 25 (Accurate: Radio, Analytical: Vision, Analytical: Hearing, Analytical: Radio, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Vision 2: x100, Extended: Radio 3: x1k, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Radio, Rapid: Visual 1, Rapid: Radio 1, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
Grab, +12 (DC Spec 20)
Hack Technology: Cumulative Affliction 11 (DC Will 21)
Melee Implement: Strength-based Damage 4, +10 (DC 27)
Micro-Missiles: Blast 9, +12 (DC 24)
Pulser: Blast 10, +12 (DC 25)
Scramble Technology: Nullify 11 (DC Will 21)
Shockwave: Cone Area Damage 11 (DC 26)
Slam: Strength-based Damage 2, +10 (DC 25)
Throw, +12 (DC 23)
Unarmed, +10 (DC 23)
White Noise Generator: Cumulative Cone Area Affliction 11 (DC Fort 21)
Dodge 10, Parry 10, Fortitude Immune, Toughness 12/11, Will 9
Abilities 66 + Powers 149 + Advantages 25 + Skills 34 (68 ranks) + Defenses 12 = 286
After supporting Dick Grayson in the Teen Titans for years Victor was disappointed when the team broke up. For a while he adventured as a solo superhero, principally fighting technological opponents. Indeed many of his enemies had no physical existence at all, they were rogue programs operating in cyberspace. Hackers Victor can deal with easily, he can trace down almost any internet user and go and confront them physically, hauling their dumb asses that think they are so smart off to jail. He pretty much singlehandedly put an end to SWATting by making it a personal point to trace and arrest every person who ever did it and ensure that they received a prison sentence. While in pursuit of advanced illegal technology being used by supervillains he found that it was coming from a future Gotham and followed them through time into the future where he met a future version of Batman in a technologically advanced Batsuit. He adventured with future versions of many superheroes from this time or their descendants and successors before choosing to return to his own time. Recently he has been asked to join a new incarnation of the Justice League, consisting of most of the old greats but minus the Martian Manhunter. Victor is specifically J'onn's replacement, the guiding intelligence and adaptable superhero capable of coming up with a solution to most problems.
Victor is a now a mature man with a much more extensive education. His organic parts have visibly aged despite their truncated state. The rest of his body has been replaced too with upgraded versions of his old hardware. He doesn't quite have the immense power of some of the rest of the League with their alien, future or divine powers but actually much prefers and takes pride in the contemporary human technology from which he is built. Despite his unusual condition he remains determinedly positive, he will not bemoan his existence, it cannot be changed and in many ways it has given him an extraordinary life. His partially cybernetic brain in any case means that his outlook is not entirely human, it regards an entirely flesh body as weak and limited and at times Victor finds it baffling how ordinary people can just go about so blind, deaf and weak and be happy about it. He at times thinks that even if the accident hadn't happened he would have wanted to become a cyborg. There are other people around the world who think the same, or believe that they do, and some have even tried implementing such desires upon themselves. Currently deliberately creating cyborgs as extensive as Victor electively is illegal so they rarely have access to the necessary technology and expertise and so are usually unable to do so. Amateur attempts though have at times resulted in serious injury to themselves. Victor himself obeys the law and will not create any cyborgs remotely like him.
As a superhero Victor is popular with and well-connected to the established authorities. They too like how he is a contemporary human hero whose powers are a (mostly) known quantity. He is often called upon to conduct operations that are politically sensitive. Victor places limits on what he will do though, he is not a soldier and will not take part in military operations or fight in wars. His most common action is to destroy or capture dangerous technology that has gotten into the hands of supervillains, terrorists or rogue states. While he will return stolen technology to its rightful owners he always insists on knowing what it is and where it comes from, he will not deliver dangerous devices from being illegally held by one group to being illegally held by another group. If he judges what he has retrieved should not be in anyone's hands he will impound it under Justice League authority and see to its securing or disposal himself. At times this has severely annoyed those he is ostensibly conducting the operation for. Victor's true loyalty, like all genuine superheroes, is to the Earth as a whole and not to any one faction on it.
Last edited by Gamebook on Mon Nov 04, 2019 7:20 pm, edited 1 time in total.
Rocket Red - PL 9
Strength 6, Stamina 2, Agility 2, Dexterity 3, Fighting 8, Intellect 3, Awareness 1, Presence 2
Evasion, Improved Critical: Dual Twin Autocannons, Improved Initiative, Improvised Tools, Move-by Action, Power Attack, Ranged Attack 9, Skill Mastery: Technology, Teamwork
Athletics 4 (+10), Intimidation 6 (+8), Investigation 4 (+7), Perception 4 (+5), Persuasion 4 (+6), Sleight of Hand 4 (+7), Technology 8 (+11), Vehicles 8 (+11)
Red Rocket suit (Removable)
. . Armor Plate: Protection 8 (+8 Toughness; Impervious)
. . Dual Twin Autocannons
. . . . Twin Autocannons: Damage 6 (Linked; DC 21; Extended Range 2, Increased Range: ranged, Multiattack)
. . . . Twin Autocannons: Damage 6 (Linked; DC 21; Extended Range 2, Increased Range: ranged, Multiattack)
. . Radio Comms: Radio Area Cosmic Communication 1 (Area, Subtle: encrypted)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Senses: Senses 18 (Accurate: Radio, Analytical: Hearing, Analytical: Sight, Analytical: Radio, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Sight 1: x10, Extended: Radio 2: x100, Infravision, Low-light Vision, Radio, Time Sense, Tracking: Infravision 2: full speed, Ultravision)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Servos: Enhanced Strength 4 (+4 STR)
. . Solid Fuel Twin Thrust Rocket Pack: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Grab, +8 (DC Spec 16)
Throw, +12 (DC 21)
Twin Autocannons: Damage 6, +12 (DC 21)
Twin Autocannons: Damage 6, +12 (DC 21)
Unarmed, +8 (DC 21)
Dodge 8, Parry 8, Fortitude 6, Toughness 10, Will 6
Abilities 46 + Powers 93 + Advantages 17 + Skills 21 (42 ranks) + Defenses 15 = 192
Dmitri Pushkin is the last Rocket Red who still flies in the old colors, having inherited the suit from his father. The original Rocket Reds were a corps of power armor suited Soviet soldiers during the last few years of the Cold War. They were built using the most advanced technology of the day, with money the Soviet Union strictly speaking did not have at that point in its terminal decay. Their role was to fight supervillain activity across the communist world without having to rely on superheroes, who were mostly seen as American stooges. Non-Russian peoples just saw them as another tool of oppression however as they streaked over their skies in their communist colors.
After the implosion of the Soviet Union the parlous state of Russian finances saw the Rocket Red force grounded. The once top-secret suits were mostly later sold off by corrupt army officers, some to make themselves rich, others just to be able to buy their men bread. The suits popped up in various Middle Eastern and African countries in the hands of dictators and warlords. Keeping such advanced and delicate equipment running though is difficult and over time the suits steadily broke down and were discarded or scrapped for parts. Arms manufacturers in many other countries had stolen the design innovations behind them and produced a new generation of much superior suits. Russia recently reformed the Rocket Red squadron as a nostalgic throwback to the perceived days of powers of the USSR, but now in Russian national colors and using imported foreign suits.
Dmitri regards the Rocket Reds as having been betrayed and Russia as having fallen into the hands of thieves and tyrants. His father was an associate of the Justice League in the late eighties as part of the opening up of the Soviet Union. His personal suit was heavily upgraded with League technology and was much superior to the other suits. He went independent and fought supervillains for years even after he was officially discharged from military service. When he got too old to keep up with the arduous physical demands of piloting the suit he passed it to his son. Dmitri keeps the legacy of the heroic Rocket Red going, repairing and upgrading the suit personally.
As battlesuits go Dmitri's Rocket Red suit is quite powerful for an Earth made suit, though nowhere near the sort of capabilities of the most advanced suits such as those worn by John Henry Irons, the superhero Steel. It is capable of true rocket powered flight, where most suits are only capable of a sort of powered jump. Relying on solid fuel rockets gives it the thrust necessary to fly what is basically a solid lump, but the suit's flight range is very short and the rocket backpack needs to be swapped out or taken apart to refuel it. For weapons it has four autocannon barrels, Dmitri has removed the outlandish weapons such as plasma casters or electro-nets that the original suits had. They never really worked as well as conventional firearms, drained the batteries at an alarming rate, and in the case of the net were always misfiring and tangling up the user rather than the target. He wears his father's old hammer and sickle amulet out of respect for the old man, but doesn't believe in communism himself. What he believes in is fighting for justice, a mindset based more on inspiration from the Justice League than anything else.
Currently Dmitri is assisting the Justice League International in investigating an international conspiracy to import and use advanced offworld technology. They suspect that it is mind control tech from Apokolips, mixed with the mind control tech of people like Jervis Tetch. As they follow the trail around the world they are starting to realize that the person behind it is none other than their own boss, Maxwell Lord. His power and influence has only become more extensive since he helped found the multinational intelligence organization Checkmate. What does he want mind control technology for? They fear given Max's ambitious and controlling ways that it cannot be good. They allied with Dmitri as a lot of the import work is being done in Russia where superhero activity is still weak and regarded with hostility by its national government.
Last edited by Gamebook on Mon Nov 04, 2019 9:39 pm, edited 1 time in total.
Roulette - PL 10
Strength 0, Stamina 1, Agility 4, Dexterity 4, Fighting 10, Intellect 3, Awareness 4, Presence 5
Attractive 2, Benefit, Wealth 3 (millionare), Connected, Contacts, Defensive Roll 2, Fascinate (Persuasion), Grabbing Finesse, Luck, Ranged Attack 4, Taunt, Well-informed
Deception 8 (+13), Insight 8 (+12), Investigation 8 (+11), Perception 4 (+8), Persuasion 12 (+17), Sleight of Hand 6 (+10), Technology 8 (+11), Vehicles 4 (+8)
Mind Control Tech (Removable)
. . Mind Control Bud: Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Progressive; Grab-based)
Supervillains: Summon 10 (Heroic, Multiple Minions: 2 minions, Type (Broad): Supervillains; Source: Hired goons)
Grab, +10 (DC Spec 14)
Mind Control Bud: Progressive Affliction 10, +10 (DC Will 20)
Throw, +8 (DC 15)
Unarmed, +10 (DC 15)
Dodge 10, Parry 10, Fortitude 3, Toughness 3/1, Will 9
Abilities 62 + Powers 86 + Advantages 18 + Skills 29 (58 ranks) + Defenses 13 = 208
Veronica Sinclair, 'Roulette', is the owner and manager of the illegal underground fight club 'Meta-Brawl'. In it superpowered opponents beat each other to a pulp in armored arenas in front of a baying crowd that bets heavily on the outcome. These battles are far more spectacular and dangerous than any boxing match or ultimate fighting championship. Fighters with superstrength and energy blasts go at each other like a small war, with explosions and flying debris. Like all such fights they are largely staged, with the fighters being mostly concerned to put on a good show. Veronica arranges the matchups for maximum profitability, weaving entire narratives about rivalries and grudge matches. The fights that bring in the biggest audience and the heaviest bets are the genuine ones though with famous names from the worlds of supervillains and superheroes battling it out. Then the really high rollers come in and lay down bets in the millions of dollars. Most superheroes of course will not consider taking part in such contests, no matter the paycheck, so to get the contestants her punters want to see Veronica resorts to kidnapping and brainwashing with technology supplied by Jervis Tetch, the Mad Hatter. While she has abducted a number of prominent superheroes she never keeps them long, generally for just one fight and then she puts them back. The last thing she wants is a war with the Justice League, her only interest is in profit and glamor.
The world of superheroes and supervillains is murkier and less clear-cut than the Justice League likes to make out though. A number of superheroes actually regularly take part in Meta-Brawl, for a variety of reasons. Some are looking for a challenge for their fighting skills. Others want to take the opportunity to see who is active in the supervillain underworld as Roulette's gambling pits are such a draw that they bring out supervillains who are normally reclusive or in hiding. A few even do it for the money, there are big payouts for drawing a good high-spending crowd. Veronica has very extensive connections with many powerful figures in business and politics who like what she provides and protect her from any interference by the conventional authorities. The only people Roulette has to fear are the more ideologically committed superheroes who care nothing for her money and influence and just want to take her down. Though she has been busted and imprisoned a number of times no charges have so far stuck on her and she is soon free and clear and able to resume her career in illegal fights and gambling.
Roulette is an entirely self-made woman, she came from nothing, in her youth she was a prostitute. She got into the superpowered fight scene through an old boyfriend, he had some low-end powers and used to take part in underground boxing matches when he was short of money. Seeing how many more people turned up and how much more they bet when a superhuman was on the schedule for the night got her thinking. She sought out and cultivated superpowered people, arranging matches for them and publicizing them to her clients. Soon she was fully occupied as a tournament arranger rather than having to sell herself.
Since she can get them easy money, women, drugs, adulation, anything they want, Roulette is very popular with many supervillains. At any one time she has a few of them around to keep order and enforce her desires. To win her favor they will even battle interfering superheroes. Roulette is obsessed with money and will do almost anything to obtain more of it, including exerting her very enticing personal charms. Men (and women) who are her lovers she finds tend to be far more committed to doing what she wants than those who are just paid cash. She herself cares for nobody, they are all just fodder for the arena as far as she is concerned. If she has the time she will expand her operations from a simple fighting ring into an entire arena with set-up terrain and deathtraps to liven up the battles. She surrounds the main attraction with gambling tables, drug kiosks, brothel rooms and every other conceivable vice. Senior superheroes who are mentoring apprentices don't like to let their young wards even see inside her palaces of sin.
Currently Roulette is operating outside of the continental US, having been forced out by too much pressure from the superheroes. This greatly annoys her as it reduces her opportunity for profit. She is continually seeking connections to let her move back in. She has been lavishly entertaining the members of the burgeoning supervillain organization, the Legion of Doom, in an effort to get in with some really powerful people who normally regard her as beneath their notice. In place of her usual losers she is now associating with people who are dangerous beyond her comprehension, such as Lex Luthor, Circe and the Joker. These people either have so much money that all her wealth is pocket change to them, they are literally gods, or they are so crazy that what she offers isn't what they are really interested in. She is deluding herself if she thinks that she has any real personal influence over them.
Last edited by Gamebook on Tue Nov 05, 2019 8:40 pm, edited 2 times in total.
Roxy Rocket - PL 8
Strength 0, Stamina 1, Agility 2, Dexterity 4, Fighting 0, Intellect 3, Awareness 1, Presence 1
Agile Feint, Attractive, Defensive Roll 2, Equipment 10, Evasion, Improved Initiative, Luck, Move-by Action, Redirect, Skill Mastery: Vehicles
Deception 4 (+5), Insight 4 (+5), Investigation 4 (+7), Perception 6 (+7), Persuasion 4 (+5), Sleight of Hand 4 (+8), Technology 6 (+9), Vehicles 12 (+16)
Paraglider: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Gliding, Wings)
Skilled Pilot: Enhanced Trait 11 (Traits: Dodge +4 (+12), Advantages: Agile Feint, Defensive Roll 2, Evasion, Improved Initiative, Move-by Action, Redirect; Limited: while on her rocket cycle)
Cell Phone (Smartphone), Commlink, Flash Goggles, Multi-tool, Paraglider [Paraglider: Flight 2, Speed: 8 miles/hour, 120 feet/round; Gliding, Wings], Rebreather, Rocket Cycle
Grab, +0 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +0 (DC 15)
Dodge 12/8, Parry 4, Fortitude 3, Toughness 3/1, Will 4
Abilities 24 + Powers 6 + Advantages 13 + Skills 22 (44 ranks) + Defenses 15 = 80
Rocket Cycle - PL 3
Strength 4, Defense 12, Toughness 7, Size Large
Cargo: Enhanced Strength 4 (+4 STR; Limited to Lifting)
Rocket Powered: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Wind Shield: Immunity 2 (Environmental Condition: Cold, Environmental Condition: High Pressure)
Abilities 1 + Powers 26 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 14 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 41
Roxy was an underground motorcycle street racer who got the opportunity to pilot a genuine rocket cycle. Her employers were an international criminal outfit specializing in daring robberies. They needed someone to act as a getaway driver that could outrun even flying superheroes. The vehicle Roxy rides is basically a large surface-to-air missile fitted with a saddle and an ablative wind shield. It takes someone with astonishing nerve and skill to pilot it, the scenery flashes past at a blur when it has cycled up to full speed. Apart from Roxy herself it has enough carrying capacity for one other person and a moderate sized bag of loot. Typically on a heist Roxy keeps the cycle ready while an operative makes the entry and snatches the desired item, usually some small but very valuable object such as a painting, jewel, or electronic drive full of secret information. As soon as they leap on behind her she rockets off at over Mach 4. No other aircraft in the sky can come anywhere close to that, and only a few of the most powerful superheroes can push it up to those sort of speeds.
Roxy does this dangerous job more for the thrill of it than for the money. She is not even fully aware of who her mysterious employers are, they prefer to keep their true identity and agenda secret from her, not that she cares. When not planning or conducting a heist Roxy spends her time working on her collection of motorcycles and competing in street races. Before she was Roxy Rocket she was already a known criminal in Gotham and Metropolis for her illegal racing and work as a getaway driver. She herself is nonviolent though, she does not risk her life and health in fights and gun battles, she never goes armed. If she cannot get on a vehicle to speed away from an authority figure trying to arrest her she will just surrender.
For someone without superpowers or even weapons Roxy has been a consistent annoyance to Batman and Superman. On the streets of Gotham she has sped away from the Batmobile many times, evading it by using the smaller size of her motorbike. Even Nightwing cannot match her skill on two wheels, and at times she has provoked the Bat-clan just so they will race her through the streets of Gotham. She regards the Bats as a motorcycle gang and at times has even asked to join them. This has foundered though on Batman insisting that she has to go to prison for all the crimes she has committed before he will consider her reformed. Roxy considers that being confined would kill her, she must be free to chase the horizon. In Metropolis she is one of the few villains that is actually capable of getting away from Superman, so long as she can get a decent head start on him. By the time he is in position and up to speed to chase her down (Superman can fly at pretty much any speed he wants to) she has already reached her hideout and her gang have switched to moving with stealth and misdirection to foil his super-senses.
Last edited by Gamebook on Tue Nov 05, 2019 8:41 pm, edited 1 time in total.
Sandman - PL 8
Strength 2, Stamina 2, Agility 2, Dexterity 3, Fighting 8, Intellect 4, Awareness 3, Presence 2
Connected, Defensive Roll 2, Equipment 5, Improved Critical: Sandblast: Progressive Affliction 5, Improved Disarm, Improved Initiative, Luck, Quick Draw, Ranged Attack 8, Trance
Acrobatics 4 (+6), Athletics 6 (+8), Deception 6 (+8), Insight 8 (+11), Investigation 8 (+12), Perception 6 (+9), Persuasion 6 (+8), Sleight of Hand 6 (+9), Stealth 4 (+6), Technology 6 (+10), Vehicles 4 (+7)
Goggles: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Vision 1: -1 speed rank, Ultravision)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Gloves: Strength-based Damage 1 (DC 18)
Sand Gun (Easily Removable)
. . Sandblast: Progressive Affliction 5 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 15; Increased Range: ranged, Progressive)
. . . . Sandspray: Progressive Cone Area Affliction 5 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 15; Cone Area: 60 feet cone, DC 15, Progressive)
Underarmor: Protection 2 (+2 Toughness; Impervious, Subtle: subtle)
Cell Phone (Smartphone), Commlink, Concealable Microphone, Facemask [Goggles: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Vision 1: -1 speed rank, Ultravision; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Flashlight, Gas Mask, Gloves [Gloves: Strength-based Damage 1, DC 18], Mini-tracer, Multi-tool, Restraints, Underarmor [Underarmor: Protection 2, +2 Toughness; Impervious, Subtle: subtle]
Gloves: Strength-based Damage 1, +8 (DC 18)
Grab, +8 (DC Spec 12)
Sandblast: Progressive Affliction 5, +11 (DC Fort 15)
Sandspray: Progressive Cone Area Affliction 5 (DC Fort 15)
Throw, +11 (DC 17)
Unarmed, +8 (DC 17)
Dodge 10, Parry 8, Fortitude 5, Toughness 6/2, Will 8
Abilities 52 + Powers 13 + Advantages 22 + Skills 32 (64 ranks) + Defenses 16 = 135
Wesley Dodds is a private investigator and amateur crimefighter. He is the latest of a long line of such sleuths, the persona of the Sandman has been around since the 1940's. Every time the current Sandman retires after a while someone new takes up the mask and sleep sand gun. The look of this hero is deliberately old-fashioned, it appeals to nostalgic fans of the gentleman adventurers in nice suits of the era before people in colorful costumes or dark body armor took over. Rather than having extensive powers Dodds just has a few basic pieces of equipment, and his special sand gun. This shoots out a spray of fine particles that causes progressive sleepiness in anyone who breathes them in. He can adjust the nozzle of the gun so it shoots out a thin stream at high pressure, or widen the aperture so it mists an entire area with sand. This nonlethal weapon is his preferred way of dealing with hostility, he can handle himself in a fight but prefers not to get involved in them.
The Sandman is particularly known for dealing with crimes involving children, often rescuing kidnapped children. Back when the first Sandman took to the streets poor children being kidnapped for slave labor in illegal sweatshops was a common problem on the crowded and badly policed streets of Gotham. The gangs involved tended to especially target children from poor recent immigrant families whose members did not speak English. This made it much more difficult for them to seek help from the community and the authorities. The authorities in particular tended to dismiss such incidents as fake pleas for sympathy, or the child just having run off to escape a bad home life. Investigations were rare, the successful return of the lost children rarer, and the effective prosecution of the gangs involved almost never. The Sandman broke this cycle of abuse and incompetence by finding and retrieving the children and exposing the forced labor workshops, still littered with snoozing crooks. Eventually higher society took notice and it became a scandal and the police were forced to make an effort and clear up the criminal networks.
The Sandman is still needed today, for children are still being taken. This is not so much local children now though, but the trafficking of children from abroad. They are not used to work at sewing machines or hammering shoes, such work can more easily and profitably be outsourced abroad these days. Instead they are brought in for the underage sex trade. In the darkest parts of cities there are entire brothels whose sex workers are all children. They are subject to horrifying abuse and mistreatment and many die, or are disposed of when they become too injured or traumatized to be forced to perform any more. Dodds has made it his mission in life to shut down this exceptionally evil business. Those involved in it though, both the traffickers and the rapists who pay for it, are willing to do anything or kill anybody to protect themselves, knowing the penalties they would face if caught and convicted. Faced with this Dodds is seeking the assistance of more powerful heroes, including even ones with superpowers. Normally people like Superman rarely get involved with civil crime, but they may make an exception for this if Dodds can produce valid leads for them to act on.
Last edited by Gamebook on Mon Nov 04, 2019 9:37 pm, edited 1 time in total.
Say your prayers little one
Don't forget, my son
To include everyone
I tuck you in
Keep you free from sin
Until the Sandman he comes