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Grace Choi - PL 12
Strength 12, Stamina 12, Agility 6, Dexterity 1, Fighting 12, Intellect 0, Awareness 2, Presence 4
All-out Attack, Attractive, Daze (Intimidation), Fast Grab, Improved Critical 2: Unarmed, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 2, Takedown
Acrobatics 6 (+12), Athletics 6 (+18), Deception 4 (+8), Insight 6 (+8), Intimidation 8 (+12), Perception 6 (+8), Persuasion 4 (+8), Sleight of Hand 4 (+5), Stealth 4 (+10)
Immunity: Immunity 2 (Aging, Disease)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 2 (Extended: Sight 1: x10, Low-light Vision)
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 22)
Throw, +3 (DC 27)
Unarmed, +12 (DC 27)
Dodge 12, Parry 12, Fortitude 16, Toughness 12, Will 8
Abilities 98 + Powers 11 + Advantages 12 + Skills 24 (48 ranks) + Defenses 16 = 161
Grace Choi is descended from Koreans who were sent out to labor for the Japanese military on occupied Pacific islands during WWII. At the end of the war most of them were repatriated back to Korea but as ever a few were missed. Grace's ancestor was a bastard child conceived with a native islander who was abandoned as their existence would have brought shame to the Korean side of the family. Her family line were social pariahs who scraped a living at the bottom of the social tree. Searching for a better life her family migrated to American controlled Guam where Grace was born. While she was still a child her family in turn migrated to the US mainland.
Grace might have grown up as just another poor person of limited education and colorful ethnic background. When she was a teenager however she manifested the incredible superpowers she has now. Why she has these powers she has never managed to fully find out, there are rumors and hints of her Pacific ancestors being divine warriors who defended the people from evil shark gods. It is possible there is some connection to far flung colonies of Atlantis in ancient times and the sinister shark god Kamohoalii of Hawaii. She once fought King Shark, whose real name is Nanaue, and he cursed her for murdering his ancestor. She has met Amazons a few times in her adventures as a superhero and they have bowed to her and called her a fellow divine warrior. What god gave her her powers and why though they do not know, they are unfamiliar with the far distant deities of the Pacific region.
After first getting her powers she made a living by beating people up, working for professional criminals as an unstoppable leg-breaker. Grace though never liked hurting innocent people so she shifted to less lucrative but more honest private security work, manning the doors of nightclubs and throwing out rowdies and drunks. It was there that she was recruited by Roy Harper, he knew her from being slung out onto the pavement by her when he had had one too many and had thought to demonstrate his martial arts mastery on some obnoxious meathead who was objecting to him chatting up a girl that they thought they were with. For all his skill at fighting Grace is a match for him and is vastly stronger so she just grabbed him and pitched him out the door. Roy got her to join the Outsiders by offering her far more money than she had ever had before and the opportunity to beat up some much more interesting opponents. From Grace's perspective most people are pathetic weaklings who are afraid of a fight, or are just inept twits who cannot throw a decent punch. She was getting completely bored when this red-headed bro-dude turned out to be a connected superhero.
On the Outsiders Grace is the mercenary, in it not to do good but to make money and enjoy some good fights. In this she rather clashes with some of the others on the team who are more idealistic. She gets on well with Anissa who has a true warrior spirit on her, and is also a handy impenetrable shield to duck behind. Grace isn't much bothered by bullets but digging them out of her hide after a battle is tiresome. She likes Roy, he has spunk, and she often insists on him entertaining her. He has mixed feelings about her treating him as a boy-toy, it is fun but also rather disturbing of his sexual identity. Grace herself is bisexual and has relationships with both men and women, often at the same time, in multiples. Anissa has found herself tempted by the wild stories Grace relates about her parties and has taken to attending them. She feels a bit guilty about this with her respectable upbringing, but she has been attracted to women since she was first aware of sex and is now exploring these feelings. Grace regards it as cool and sees it as no big deal to be sleeping with several different members of her team.The two women are becoming increasingly affectionate towards each other though, as superheroes with superpowers they share a connection and understanding that regular people cannot.
Last edited by Gamebook on Fri Jun 22, 2018 8:29 pm, edited 1 time in total.
Ultragirl - PL 14
Strength 18, Stamina 12, Agility 4, Dexterity 3, Fighting 6, Intellect 5, Awareness 3, Presence 5
All-out Attack, Attractive, Chokehold, Eidetic Memory, Equipment 1, Improved Initiative 3, Move-by Action, Power Attack, Ranged Attack 3, Startle, Taunt
Athletics 4 (+22), Deception 4 (+9), Expertise: Science 8 (+13), Insight 4 (+7), Intimidation 6 (+11), Investigation 4 (+9), Perception 4 (+7), Sleight of Hand 4 (+7), Technology 6 (+11)
Blue Kryptonite Gem (Removable)
. . Counter-Kryptonite: Immunity 10 (Common Descriptor: Kryptonite)
Enhanced Ability: Enhanced Stamina 10 (+10 STA)
Enhanced Ability: Enhanced Strength 12 (+12 STR; Limited to Lifting)
Enhanced Ability: Enhanced Strength 17 (+17 STR)
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)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Movement: Movement 1 (Space Travel 1: within solar system)
Protection: Protection 6 (+6 Toughness; Impervious [12 extra ranks])
Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
Senses: Senses 23 (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 Cooldown: Cone Area Nullify 14 (Counters: Heat, DC 24; Cone Area: 60 feet cone, DC 24, Precise, Simultaneous; Reduced Range: close)
. . Freeze Breath Make Ice: Create 14 (Volume: 15000 cft., DC 24; Increased Duration: continuous, Innate; Source: Water)
. . Freeze Breath: Cumulative Cone Area Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Extra Condition; Limited Degree)
. . Heat Vision (heat; Increased Range: ranged, Multiattack, Precise)
. . Super-Breath: Cone Area Move Object 14 (400 tons; Cone Area 3: 250 feet cone, DC 24, Precise; Limited Direction: Towards or away, Limited Material: Air, Reduced Range: close)
Cell Phone (Smartphone), Handcuffs, Mini-tracer, Toolkit (Basic)
Freeze Breath Cooldown: Cone Area Nullify 14 (DC Will 24)
Freeze Breath: Cumulative Cone Area Affliction 10 (DC Fort/Will 20)
Grab, +6 (DC Spec 28)
Super-Breath: Cone Area Move Object 14 (DC 24)
Throw, +6 (DC 33)
Unarmed, +6 (DC 33)
Dodge 10, Parry 6, Fortitude 16, Toughness 18, Will 9
Abilities 58 + Powers 220 + Advantages 10 + Skills 22 (44 ranks) + Defenses 16 = 326
Ultragirl is the evil version of Supergirl from the same version of Earth in the multiverse as Owlman. She was found out in space by Ultraman, their version of Superman, and brought to their Earth to be his lieutenant in his war to conquer the Earth. Ultraman does not actually gain anything by conquering the Earth, he can make for himself all that he needs, he just enjoys terrorizing the population who he regards as worthless ants. He trained Kara in all that he knew, but she turned out to be as evil as he is. She broke the encryption keys to the computers in his Fortress of Isolation and discovered his secret weakness, Kryptonite. She used the substance to defeat him and now keeps him her prisoner in a sealed chamber flooded with Kryptonite deep in the Fortress.
Aware that some of Ultraman's enemies know of his weakness and that as a Kryptonian she shared it she then devised a way to protect herself from the effects of Kryptonite. She produced a reversed version of Kryptonite whose emanations precisely counter the radiation that regular Kryptonite gives off that so harm Kryptonians. Rather than being a glowing green it is a bright blue. She permanently has a small gemstone of this substance placed at the center of her forehead so it can protect her. It is precisely placed and shaped so that it only protects her, its effect does not extend to any other Kryptonians who might come near her. Prolonged exposure to green Kryptonite, especially in larger masses, can overwhelm its protection so she does not routinely carry around green Kryptonite despite it being a useful potential weapon if she ever encounters another Kryptonian.
Now free of any master Ultragirl has abandoned Ultraman's campaign of conquest. Instead she hires herself out to wage wars and destroy things for whoever can pay her best. She carries on a non-stop party at the Fortress of Hedonism, enjoying herself with dozens of superpowered cronies and hundreds or thousands of attractive hangers-on. She has no civilian identity and has never lived among regular humans as one of them and has no interest in doing so. As far as she is concerned her powers are for her to enjoy herself with. She hires the most talented musicians and entertainers and stages lavish spectacles all in an effort to keep herself amused, but really much of the time she is rather bored. She makes no effort to protect her Earth from supervillains or other attackers unless she is hired to do so. Even then she is fundamentally a coward and will abandon the effort if she cannot quickly defeat her opponent. As a result she is actually a poor fighter and is getting worse as she sinks into complacency and idleness. Her enemies are reluctant to move against her though, she is still a Kryptonian, and one who has overcome their one vulnerability. Even more dangerously if she thought she was really in danger she might release Ultraman, she has threatened to do so in the past when the leaders of the free world on her Earth have protested to her against her latest mercenary act of destruction or murder.
Vandal Savage - PL 11
Strength 5, Stamina 5, Agility 4, Dexterity 0, Fighting 14, Intellect 0, Awareness 4, Presence 5
Accurate Attack, All-out Attack, Connected, Defensive Roll 2, Diehard, Equipment 2, Fascinate (Intimidation), Fearless, Great Endurance, Improved Critical 3: Sword, Improved Disarm, Improved Initiative, Improved Trip, Leadership, Power Attack, Ranged Attack 10, Takedown, Weapon Bind
Acrobatics 6 (+10), Athletics 10 (+15), Deception 8 (+13), Insight 8 (+12), Intimidation 12 (+17), Investigation 8 (+8), Perception 8 (+12), Persuasion 4 (+9), Sleight of Hand 6 (+6), Stealth 6 (+10), Vehicles 4 (+4)
Immortality: Immortality 15 (Return after 2 minutes)
Immunity: Immunity 2 (Aging, Disease)
Regeneration: Regeneration 5 (Every 2 rounds; Persistent)
Grab, +14 (DC Spec 15)
Knife, +14 (DC 21)
Sword, +14 (DC 23)
Throw, +10 (DC 20)
Unarmed, +14 (DC 20)
Dodge 14, Parry 14, Fortitude 9, Toughness 7/5, Will 12
Abilities 74 + Powers 42 + Advantages 31 + Skills 40 (80 ranks) + Defenses 22 = 209
Vandal Savage is reckoned to be over a hundred thousand years old, he may be as much as two hundred thousand or even more. He gained his immortality from a meteor that fell to Earth not far from where his tribe of proto-humans was living. As the mightiest male of his people he took the lead in investigating. He found a warm, glowing boulder at the bottom of a crater which he established an encampment around to enjoy the warmth it was giving off. What exactly he found is unclear, his memories of the event are distant and much distorted by time, and even more by his almost complete lack of knowledge at the time. It is possible that the meteor was an alien spacecraft and that he gained his immortality from experiments they performed on him. This is just speculation though, the entire story could be a later fabrication by him. Traveling so far back in time to see would be very difficult, and in addition the precise time and location of the event are unknown, you would have to search a large area of Afro-Eurasia over a time period of a hundred thousand years or more.
Vandal Savage himself is not the same as a contemporary human being, he seems to be from a now extinct race of humans, one taller and more robust than more gracile later evolutions. He is uncannily strong, having a greater density of muscle fiber than homo sapiens. Not only does he never age but any injury to him he recovers from very quickly, visibly regenerating. Seemingly nothing can kill him, he has been blown to pieces before now but soon reforms. All his life he has been a man of violence, taking what he wants from others by force. For the vast majority of his history he has been a tribal war leader, raiding other tribes for food and women. He never questioned his eternal life while all around him lead short and easily ended lives, he was unaware of the practice of self-reflection until modern times.
With the rise of agriculture Vandal did not change much, preferring to stay as a hunter and warrior out in the untamed lands. He despised those who lived in houses and ate crops. He wandered free and ate meat, for preference the flesh of his enemies. He was still like this up until the fall of Rome when he gleefully burned down civilization and massacred its people. While a powerful warrior Vandal has never been a great conqueror, it requires an appreciation of organization and command that he has never had. Vandal is incapable of leading anything beyond a small, personal warband. If they are not in his immediate purview he tends to forget about them and to get distracted by opportunities for personal reaving. This may be a limitation of his biology, the human brain he has is just not that sophisticated.
Surviving into modern times Vandal continues to take with force what he wants. Running a business or holding down a regular job is something he cannot do, instead he tends to form criminal gangs that make money with extortion and robbery. While he dresses in sophisticated clothes he often reverts to filthy savagery, daubing himself in mud and blood, when he gets into action. His most notorious trait is that he has never given up cannibalism. He comes from an age where the act of eating other humans had no religious or magical connotations as religion and magic had yet to be invented. To Savage humans that are not part of his group are just prey, to be eaten like any other animal he kills. Despite all the advances in civilization over the years there is still plenty of opportunity for men of expert and indiscriminate violence like him. Like a wild animal he has no moral sense, being willing to hurt literally anybody. Many people have been called baby-eating monsters by their enemies, with Vandal it is literally true.
Questioning Vandal about his past in an attempt to learn of human history is pointless. He isn't interested in discussing it, and in any case remembers hardly anything and understands even less. All he recalls is particularly good fights with skilled warriors, attractive women he has had, and how they tasted after he was finished with them. His lifespan is too vast and his intellect too limited for anything more. As a crime boss he is particularly troublesome for nocturnal vigilantes as in a fight he is such a skilled warrior from a near eternity of practice, and because no injury slows him down for long. If someone annoys him then he just goes off and kills them, Vandal has no fear of any opponent. His original name, if he ever had one, is long forgotten, he got his current name from the ancient Romans and has kept it ever since.
Last edited by Gamebook on Sat Jun 16, 2018 4:02 pm, edited 1 time in total.
Vicki Vale - PL 4
Strength -1, Stamina 0, Agility 1, Dexterity 1, Fighting 0, Intellect 3, Awareness 3, Presence 3
Attractive, Benefit: Press Pass, Connected, Equipment 1, Fascinate (Persuasion), Skill Mastery: Persuasion, Well-informed
Deception 6 (+9), Insight 6 (+9), Investigation 6 (+9), Perception 4 (+7), Persuasion 10 (+13), Sleight of Hand 4 (+5)
Cell Phone (Smartphone)
Grab, +0 (DC Spec 9)
Throw, +1 (DC 14)
Unarmed, +0 (DC 14)
Dodge 3, Parry 0, Fortitude 1, Toughness 0, Will 6
Abilities 20 + Powers 0 + Advantages 7 + Skills 18 (36 ranks) + Defenses 6 = 51
Vicki Vale is a Gotham reporter who mostly works on the society news. She reports all the latest gossip and relationship developments among the rich and famous of the city. Rather than conducting investigations so much like Lois Lane she mostly just persuades people to tell her things using her tremendous charm. The hottest guy in town at the moment is Bruce Wayne ever since he returned to the city a few years ago and began resurrecting the Wayne corporation and redeveloping the city. Bruce's antics as a playboy and host of many of the city's biggest events in lavish style provides excellent fodder for the gossip columns. As well as puff pieces though Vicki will tear people to shreds if she can catch them out in bad behavior, especially being a sleazy creep. She has coaxed admissions of being harassed from employees or hires of many people who were thought to be upstanding citizens, exposing their sordid record of using their wealth and power to impose their unwanted desires on others.
While Bruce Wayne has left a trail of broken hearts across the city she has found no evidence of any such behavior on his part, he is apparently always a true gentleman. Women get upset with him because he doesn't give in to their advances, not the other way around. Vicki has pointed out that most of the rumors about all the women he is supposed to have been involved with were actually started by the women themselves, who have been exaggerating the mildest of flirtations with him.
Vicki herself isn't much interested in the Batman. She did see him once when he took out an attack by the Joker's men on a benefit fundraiser that she was attending to report on. She found his massive black shape frightening and covered her eyes and ears to shut out the crunches and screams. Lois Lane may have been bold enough to importune Superman over in Metropolis but she doesn't want to get near whatever madman is under that grotesque costume.
Vixen - PL 10
Strength 5/1, Stamina 4/2, Agility 5, Dexterity 2, Fighting 12, Intellect 1, Awareness 2, Presence 4
Agile Feint, Attractive, Chokehold, Defensive Roll 2, Evasion, Fascinate (Persuasion), Fast Grab, Improved Initiative, Improved Trip, Luck, Power Attack, Takedown, Trance
Acrobatics 8 (+13), Athletics 6 (+11), Deception 4 (+8), Insight 4 (+6), Perception 6 (+8), Persuasion 8 (+12), Sleight of Hand 4 (+6), Stealth 4 (+9), Vehicles 6 (+8)
Tantu Totem (Removable (indestructible))
. . The Red: Variable 6 (Action: move)
. . . . Big Cat (Powers: Claws & Teeth: Strength-based Damage 2, Speed: Speed 3, Strength +4 (+5), Stamina +2 (+4), Advantages: Chokehold, Fast Grab)
. . . . . . Claws & Teeth: Strength-based Damage 2 (piercing, slashing, DC 22)
. . . . . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . . . . . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . . . . . . . Affliction: Progressive Affliction 5 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Progressive; Resistible: Toughness)
. . . . . . . . Weaken: Progressive Weaken 5 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 15; Progressive; Resistible: Toughness)
. . . . Primal Senses (Powers: Senses: Senses 5)
. . . . . . Senses: Senses 5 (Acute: Scent, Extended: Hearing 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
. . . . Regenerative Organism (Powers: Regeneration: Regeneration 5)
. . . . . . Regeneration: Regeneration 5 (Every 2 rounds)
Big Cat (Powers: Claws & Teeth: Strength-based Damage 2, Speed: Speed 3, Strength +4 (+5), Stamina +2 (+4), Advantages: Chokehold, Fast Grab)
Great Horned or Tusked Beast (Powers: Horn or Tusk: Strength-based Damage 2, Speed: Speed 2, Strength +6 (+11), Toughness +4 (+10))
Poisonous Strike (Powers: Linked Effects)
Porpoise (Powers: Immunity: Immunity 3, Sonar: Senses 5, Swimming: Swimming 5, Strength +3 (+8), Stamina +3 (+7))
Primal Senses (Powers: Senses: Senses 5)
Primate (Powers: Movement: Movement 1, Agility +1 (+6))
Raptor (Powers: Eagle Eye: Senses 1, Wings: Flight 4)
Regenerative Organism (Powers: Regeneration: Regeneration 5)
Shark (Powers: Bite: Strength-based Damage 2, Immunity: Immunity 3, Swimming: Swimming 4, Strength +4 (+9), Stamina +4 (+8))
Wall Crawler (Powers: Movement: Movement 2)
Affliction: Progressive Affliction 5, +12 (DC Fort/Tou )
Bite: Strength-based Damage 2, +12 (DC 22)
Claws & Teeth: Strength-based Damage 2, +12 (DC 22)
Grab, +12 (DC Spec 15)
Horn or Tusk: Strength-based Damage 2, +12 (DC 22)
Throw, +2 (DC 20)
Unarmed, +12 (DC 20)
Weaken: Progressive Weaken 5, +12 (DC Fort/Tou )
Dodge 12, Parry 12, Fortitude 8, Toughness 6/4, Will 7
Abilities 58 + Powers 39 + Advantages 12 + Skills 25 (50 ranks) + Defenses 16 = 150
Mari Jiwi McCabe is of mixed Zambesi and Scottish descent, legacy of her country's colonial past, giving her an astonishing beauty. While her parents were Christian religious leaders her family line have been practitioners of traditional magic within her tribe for many generations. Zambesi is a notoriously troubled nation with a history of internal conflict. Ethnic strife between the indigenous population and colonial settlers resulted in her mother being murdered and her father having to flee abroad since they were regarded as 'whites'. The family settled in their other 'ancestral homeland', Scotland. Mari never liked that cold and rainy northern country, though it did give her a charming Scots accent. The one memento she had of her mother growing up was the Tantu Totem, a fetish in the form of a fox's head carved from tooth that her mother always wore and that was found on her bloodied body after she was ambushed. Mari wore it habitually to keep her beloved lost mother close.
As she grew up she began to have strange dreams, of being an animal, stalking through the brush or soaring over the veldt. These dreams would even intrude on her when awake. While out to visit a friend one night she was attacked by agents of the Zambesi military junta that controlled the country. In her panic as they grabbed her and attempted to bundle her into a car she manifested the power of the Tantu Totem. She became as strong and well armed as a lion and ferociously mauled her attackers before leaping into the air and literally flying away. The Tantu Totem attunes the wearer to 'The Red', the magic generated by living animals, letting them manifest their strengths as magical powers. It only works though if you wear the amulet growing up, and are a woman. Her mother had been murdered all those years ago not out of ethnic hatred but because the revolutionary group that was fighting the existing colonial government wanted the Tantu Totem. The thugs they sent to do the job though were not told about the magic and as a result did not think to take the amulet, believing that it was purely an ethnic murder. By the time it was realized that they did not have it Mari and her father had already fled to the capital of Zambesi and then abroad. It had taken them years to organize this expedition against her.
News of this incident soon got out and resulted in a clampdown of British security on visitors from Zambesi. Now under police protection Mari experimented with the power of the Totem until she could control it at will. Studying biology and zoology helped her manifest the powers of many more animals. Now developing a career as a model she moved to New York, where she also wanted to use the Totem to be a superhero. Mari's mentor in her early years was Wonder Woman, who taught her about magic and divine power and how to fight. Mari is not the most powerful of superheroes out there but her abilities are diverse and adaptable. She has served on a number of different teams, including the Justice League. She has particular foes in the agents of the Grey, the force of unlife that drains the colors of life from which her power comes, and people in the Zambesi government who regard the Tantu Totem as belonging to the nation and keep trying to take it from her, by legal challenge or simple force.
Mari is a fierce and vivacious woman. She favors modelling natural, comfortable garments rather than the extravagant floaty things many designers favor. She is known for her biker grrl look and is herself a motorcycle enthusiast. She has even rode with the Black Canary in her biker gangs on occasion. While best known as a superhero to the public for being on the Justice League she more commonly works at the marginal, secretive edges of the superhero community. She is an ally of Wonder Woman and Zatanna, helping them against evil wizards and mad gods. A romantic she has had affairs with quite a number of men in the superhero community, but has a tendency to get caught up in love triangles. For now she isn't much interested in settling down, there are too many adventures to go on and parties to attend.
Last edited by Gamebook on Fri Jun 29, 2018 6:51 am, edited 1 time in total.
Veronica Cale - PL 4
Strength -1, Stamina 0, Agility 1, Dexterity 2, Fighting 4, Intellect 5, Awareness 2, Presence 4
Artificer, Attractive, Benefit, Wealth 4 (multimillionare), Connected, Contacts, Equipment 2, Fascinate (Persuasion), Inventor, Ranged Attack 4, Ritualist, Taunt
Acrobatics 4 (+5), Deception 8 (+12), Expertise: Magic 8 (+13), Expertise: Science 8 (+13), Insight 6 (+8), Investigation 8 (+13), Perception 4 (+6), Persuasion 8 (+12), Sleight of Hand 4 (+6), Technology 8 (+13), Treatment 4 (+9), Vehicles 4 (+6)
Cell Phone (Smartphone), Hold-out Pistol
Grab, +4 (DC Spec 9)
Hold-out Pistol, +6 (DC 17)
Throw, +6 (DC 14)
Unarmed, +4 (DC 14)
Dodge 4, Parry 4, Fortitude 1, Toughness 0, Will 6
Abilities 34 + Powers 0 + Advantages 18 + Skills 37 (74 ranks) + Defenses 8 = 97
The co-founder of Cale-Anderson Pharmaceuticals with her professional partner Leslie Anderson, Veronica Cale is a brilliant scientific researcher. Her company's development of new cancer treatments has saved thousands of lives. For all her wealth and success though Veronica is a greedy and envious person. She puts on a facade of humanitarianism and philanthropy but always makes sure her company is well-paid for their valuable drugs. She is obsessed with her own youth and beauty and has poured much of her company's profits into researching ways to prolong human life. This was given added urgency when one of the only two people in her life she loves, or indeed values at all, fell ill, her daughter. It is anathema to her that with all her wealth and scientific knowledge that she may not be able to save the life of her own loved one.
All Vernonica's research into human illness and aging is telling her though is that senescence and some illnesses are incontrovertibly part of human existence. We could not exist if they did not, they are a logical part of being alive. Refusing to accept this she is turning her intelligence and resources in another direction, that of magic and religion. The existence of people like Wonder Woman who suffer no mortal frailties proves to her that there are forces in the universe which can defy physical reality, and she wants that for herself and her family. She has managed to speak with Wonder Woman about this issue, but refused to comprehend Diana's explanation of why the Amazons have their eternal life and the heavy duties that make it necessary. It is not for their own gratification, it is a curse they have to endure to protect the world. You cannot bottle it and sell it, it only comes from serving a higher destiny.
Driven to desperation Veronica is meddling with dangerous forces beyond her comprehension. She is seeking to contact darker powers, those who grant worldly wishes to foolish mortals but take their bodies and souls in payment. So far she has spoken to people like Felix Faust who have had dealings with them and found some fragments of evidence about beings like Thanatos, Darkseid, Lord Satanus and other evil gods. There are a lot of them, but frustratingly no hard detailed evidence about what they are and how to invoke them. It is like somebody is deliberately hiding or destroying evidence of their existence. Veronica is seeking to find out how to exploit the power of mysticism and magic scientifically. If not stopped she may release some fantastically dangerous beings into the mortal world.
Victor Szasz - PL 7
Strength 2, Stamina 2, Agility 4, Dexterity 2, Fighting 10, Intellect 2, Awareness 2, Presence 2
All-out Attack, Close Attack, Daze (Intimidation), Defensive Roll 2, Equipment 1, Improved Critical 2: Knife, Power Attack, Precise Attack (Close, Concealment)
Acrobatics 4 (+8), Athletics 6 (+8), Deception 4 (+6), Intimidation 8 (+10), Investigation 4 (+6), Perception 4 (+6), Sleight of Hand 4 (+6), Stealth 6 (+10)
Grab, +11 (DC Spec 12)
Knife, +11 (DC 18)
Throw, +2 (DC 17)
Unarmed, +11 (DC 17)
Dodge 10, Parry 10, Fortitude 6, Toughness 4/2, Will 8
Abilities 52 + Powers 0 + Advantages 10 + Skills 20 (40 ranks) + Defenses 16 = 98
Victor Szasz comes from a wealthy family but has turned out to be pure evil. As a child he was always a maladjusted loner, living in a fantasy world of his own. His favorite pastime was torturing and killing any small animals he could catch. His parents sent him to a succession of therapists but none of them had much effect. Repelled by their strange and vicious child his parents ignored him as much as they could. The only time young Victor got any attention, that people talked to him and made a fuss of him, was therefore when he had done some terrible thing. Before he was ten he was in trouble for cutting other children and setting fires. As he got older though he seemed to calm down a bit, being less openly sadistic. This was Victor wising up however and better concealing his urges as he learned that indulging them too much brought punishments that were boring and inconvenient. He turned to gruesome fiction and true crime reporting to get his fix instead, increasingly seeking to learn about historic serial killers and how they had committed their crimes and gotten away with it and what had finally seen them caught.
As he came of age and got his trust fund Victor was at last ready to enact the murderous fantasies that he had been harboring for so long. The notion of not doing such things never crossed his mind. The first person he killed was a homeless person he had spotted and had been watching for some time. His first kill was hasty and messy, he just suddenly stabbed the poor person and then ran off. In the following months he gained in experience and confidence, stalking suitable victims. Szasz mostly targets homeless young men, many of them being gay or transgender and having been thrown out of their homes for this by their families. He found that he could easily chat them up and lure them to where he wanted them with offers of alcohol or drugs or just a bed for the night, hinting that they could pay for it with a sexual encounter. Victor himself has no interest in conventional sex acts, what gets him excited is knowing he has a knife ready for his next victim as they happily follow him back to his lair.
Every time he would kill someone Victor would follow it up not by mutilating the corpse but instead himself. Using the murder weapon he would cut short slashes into himself. He likes to claim that each scar signifies a murder, but this is reckoned to be a great exaggeration. Like most such people Szasz is a fantasist and lies constantly. Being fairly intelligent and careful in the selection of his victims Victor got away with it for some time. He would observe marks to make sure they really didn't have a home, family or friends, that they were truly isolated and thus vulnerable. Using his personal wealth he also moves around the country constantly, though he frequents Gotham a lot as it has many suitable stalking grounds for him. His choice of victims also works for him, the authorities are notoriously poor at investigating the murders of what are regarded as such marginal people.
It was Batman who caught Victor Szasz in the end by recruiting the very people he was preying on. Most people in Gotham are terrified of the Bat, he appears so suddenly and strikes with such violence. Unlike a police officer he doesn't shout warnings and demands for surrender, he just swoops down or bursts in and starts laying into people. He isn't moderate in his use of force, blood and teeth have been found sprayed across the walls and even the ceiling after he has been through a room. The suit makes him look massive and inhuman, a flickering black shape of thrashing spikes. To those most at risk of being victims of crime in Gotham though he is the dark avenger of the night, the creature that appears from the shadows to mete out something of what they experience from others on a daily basis. When he warned them of a serial killer and the methods he reckoned he used word spread though their irregular community to be wary of people making generous offers and to pass word back. Batman was able to sift out their often confused and garbled reports of the people who liked to come down to their areas to pick them up for clues as to what Victor looked and acted like. Eventually Victor was back in town but this time when he hit his usual cruising spots his potential victims were suspicious and reported him. Batman came across town and homed in fast enough to catch Victor in the act and trailed him back to his current apartment. Batman was actually standing directly behind Victor when he pulled the knife on his latest prospective victim, having slipped in after them without either Victor or the young man he had picked up noticing.
After Batman had gotten a confession out of Victor he was able to present the GCPD with sufficient evidence to see him convicted for enough murders that he will never be released from Arkham Asylum. In any other facility Szasz would be an outcast and be in danger of being stabbed for what he has done. In Arkham though the other inmates are instead impressed by his tally and like to get him to reminisce about particularly tasty murders, and offer him tips for next time when he manages to get out.
Last edited by Gamebook on Fri Jun 22, 2018 5:50 am, edited 2 times in total.
White Canary - PL 8
Strength 1, Stamina 2, Agility 5, Dexterity 3, Fighting 11, Intellect 1, Awareness 2, Presence 3
Agile Feint, Assessment, Attractive, Benefit, Athletics Based on Agility, Close Attack 2, Connected, Defensive Attack, Defensive Roll 2, Equipment 5, Evasion, Improved Critical 2: Staff: Strength-based Damage 2, Improved Critical: Gloves: Strength-based Damage 1, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Luck, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 4, Redirect, Takedown, Taunt
Acrobatics 8 (+13), Athletics 8 (+13), Deception 6 (+9), Insight 6 (+8), Investigation 4 (+5), Perception 6 (+8), Persuasion 6 (+9), Sleight of Hand 4 (+7), Stealth 4 (+9), Vehicles 4 (+7)
Parry: Enhanced Trait 2 (Traits: Parry +2 (+13))
Prop: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Staff: Strength-based Damage 2 (DC 18; Reach (melee): 5 ft.)
Twin Staves: Strength-based Damage 2 (DC 18; Split: 2 targets)
Vault: Leaping 1 (Leap 15 feet at 4 miles/hour)
Gloves: Strength-based Damage 1 (DC 17)
Cell Phone (Smartphone), Commlink, Concealable Microphone, Fighting Staff [Parry: Enhanced Trait 2, Traits: Parry +2 (+13); Prop: Enhanced Strength 1, +1 STR; Limited to Lifting; Staff: Strength-based Damage 2, DC 18; Reach (melee): 5 ft.; Twin Staves: Strength-based Damage 2, DC 18; Split: 2 targets; Vault: Leaping 1, Leap 15 feet at 4 miles/hour], Flash Goggles, Flashlight, Gloves [Gloves: Strength-based Damage 1, DC 17], Mini-tracer, Multi-tool, Rebreather, Restraints
Gloves: Strength-based Damage 1, +13 (DC 17)
Grab, +13 (DC Spec 11)
Staff: Strength-based Damage 2, +13 (DC 18)
Throw, +7 (DC 16)
Twin Staves: Strength-based Damage 2, +13 (DC 18)
Unarmed, +13 (DC 16)
Dodge 11, Parry 11, Fortitude 6, Toughness 4/2, Will 6
Abilities 56 + Powers 0 + Advantages 34 + Skills 28 (56 ranks) + Defenses 14 = 132
Sara Lance is the daughter of Dinah Lance and Oliver Queen, the Black Canary and the Green Arrow. She does not have her mother's Canary Cry sonic shriek power as that is a physiological implant rather than a natural organ. She is a superb martial artist and acrobat however, having trained with both of her parents and having spent some time with Talia Al Ghul and the League of Assassins. Her parents did not want her to be another vigilante like them, something which is common with superheroes and their children, but Sara has never wanted to do anything but fight, the inheritance from two ultra-combative parents meant that she was able to perform a strike and trip before she could walk. As a woman she has followed after her mother, becoming a new Canary, though she favors the fighting staff as a weapon over Dinah's preference for punching and kicking.
Sara never thought much of the idea of being a kid sidekick. Her father has had many apprentices but they have all been archers. Her mother by contrast usually works alone and has never had a sidekick and refuses to ever consider one. Sara does usually work as part of a team, serving as their resident martial artist. She is skillful enough that even teams with superpowered members find her useful. For a while she rebelled against the choices of her parents by joining the League of Assassins, but found that it was much changed from when it was under the control of Ra'S Al Ghul. Rather than being sent to kill people she was employed by them on bodyguard and police work, especially for their participation in democratic elections where she protected voters and voting officers. She certainly got to beat up a lot of people who were trying to disrupt the process but it somehow lacked the dark glamor of the stories she had heard growing up.
Sara is bisexual, though she favors women over men. She is a bit notorious as a skirt-chaser, hitting on attractive women whenever she gets the opportunity. She has occasionally assisted her teams operations specifically by seducing women, and at other times has embarrassed them by being found in bed with the female relations of their allies or even enemies. With her dangerous lifestyle, going up against murderous villains and taking on cosmos threatening powers with nothing but a long stick, she chooses always to seize the pleasure of the moment. It's not as if either of her parents were saints in this regard, both of them have a long list of partners and they are not married to or even in a relationship with each other anymore (Oliver did propose to Dinah after they found out she was pregnant but she ended up turning him down).
Wildcat - PL 10
Strength 4, Stamina 4, Agility 6, Dexterity 2, Fighting 14, Intellect 1, Awareness 3, Presence 3
Agile Feint, Assessment, Connected, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion, Improved Critical 3: Unarmed, Improved Defense, Improved Disarm, Improved Initiative, Luck, Power Attack, Skill Mastery: Close Combat, Startle, Takedown, Ultimate Effort: Toughness
Acrobatics 6 (+12), Athletics 10 (+14), Close Combat: Unarmed 2 (+16), Insight 8 (+11), Intimidation 8 (+11), Investigation 4 (+5), Perception 6 (+9), Persuasion 6 (+9), Sleight of Hand 4 (+6), Stealth 6 (+12), Vehicles 6 (+8)
Boxing Gloves (Alternate Resistance: Fortitude)
Boxing Gloves [Boxing Gloves, Alternate Resistance: Fortitude], Grant's Gym, Motorcycle
Grab, +14 (DC Spec 14)
Throw, +2 (DC 19)
Unarmed, +16 (DC 19)
Dodge 14, Parry 14, Fortitude 8, Toughness 6/4, Will 9
Abilities 74 + Powers 0 + Advantages 23 + Skills 33 (66 ranks) + Defenses 18 = 148
Grant's Gym - PL 3
Toughness 6, Size Medium
Abilities 1 + Powers 0 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 2
Theodore 'Ted' Grant is a former heavyweight boxing champion. The sport of boxing was made illegal after too many scandals over deaths in the ring, revelations of long term physiological damage, the financial exploitation of young athletes and society just evolving past wanting to see two men try to maim each other for the sake of entertainment. These days Grant makes a living running a boxing style gym, the latest fad for the exercise conscious, using the training techniques of those old-timey boxers in an authentic period setting. He teaches 'non-contact' boxing as a sport, though secretly he despises it and yearns for the days of old when the ring was an arena of combat where supreme athletes sought to outwit each other.
In his day Grant was a peerless boxer, an unstoppable wrecking ball who won every fight with a knock-out or count-out, usually in a number of rounds that could be counted on the fingers of one hand. He was on course to unite all the major boxing belts in one person for the first time in decades when the ban slammed down and ended the sport. Boxing enthusiasts still flock to his gym to see him and listen to his old stories, which he charges them for. Secretly he also trains those who still fight with their fists on the streets in the fundamentals of the sweet science. Many nocturnal vigilantes have studied under him in the art of throwing a punch, ducking a blow and sliding off a grab. This started some years ago when it was rumored in that secretive community that he had trained the man who became Batman. Ted has never been drawn on whether he knew Batman before he became Batman, or even went out to the desert where he may have been Khuffash. In the world of boxing people know not too inquire too closely into people's pasts.
Batgirl Nissa Al Ghul - PL 8
Strength 1, Stamina 2, Agility 6, Dexterity 3, Fighting 10, Intellect 4, Awareness 3, Presence 2
Agile Feint, Benefit, Athletics Based on Agility, Close Attack 3, Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 7, Evasion, Improved Critical 2: Fighting Staff: Strength-based Damage 2, Improved Critical: Gauntlets: Strength-based Damage 1, Improved Disarm, Improved Initiative, Improved Trip, Luck, Power Attack, Quick Draw, Ranged Attack 5, Takedown, Trance
Acrobatics 8 (+14), Athletics 8 (+14), Deception 4 (+6), Insight 6 (+9), Intimidation 4 (+6), Investigation 4 (+8), Perception 6 (+9), Sleight of Hand 4 (+7), Stealth 6 (+12), Technology 4 (+8), Vehicles 4 (+7)
Grapple Line: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Block: Enhanced Trait 3 (Alternate; Traits: Dodge +1 (+11), Parry +2 (+12))
. . Fighting Staff: Strength-based Damage 2 (Alternate; DC 18; Reach (melee): 5 ft.)
. . Swing Line Projector: Movement 1 (Alternate; Swinging)
. . Taser: Cumulative Affliction 3 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Reach (melee): 5 ft.)
. . Telescopic Brace: Enhanced Strength 3 (Alternate; +3 STR; Limited to Lifting)
. . Telescopic Vault: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Twin Staves: Strength-based Damage 2 (Alternate; DC 18; Split: 2 targets)
Cowl: Senses 9 (Extended: Hearing 1: x10, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory)
Gauntlets: Strength-based Damage 1 (slashing, DC 17)
Glide Cape: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Bat Staff [Grapple Line: Move Object 3, 400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards], Batsuit [Cowl: Senses 9, Extended: Hearing 1: x10, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory; Gauntlets: Strength-based Damage 1, slashing, DC 17; Glide Cape: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings; Light Body Armor: Protection 2, +2 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Commlink
Fighting Staff: Strength-based Damage 2, +13 (DC 18)
Gauntlets: Strength-based Damage 1, +13 (DC 17)
Grab, +13 (DC Spec 11)
Grapple Line: Move Object 3, +8 (DC 18)
Taser: Cumulative Affliction 3, +13 (DC Fort 13)
Throw, +8 (DC 16)
Twin Staves: Strength-based Damage 2, +13 (DC 18)
Unarmed, +13 (DC 16)
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 7
Abilities 62 + Powers 0 + Advantages 32 + Skills 29 (58 ranks) + Defenses 11 = 134
Nissa Al Ghul is the last child of Ra'S Al Ghul, conceived not long before he died. Her mother is Nyssa Al Ghul, also the mother of Talia Al Ghul. She was raised mostly by her older sister Talia who knew that as a daughter of the great Ra'S Al Ghul she would be a target for kidnapping or assassination by both her rivals and her allies in the League of Assassins. As a result she grew up mostly living at Wayne Manor with Talia and her husband Khuffash/Batman/Bruce Wayne? and his assorted servants, children and dubious associates. From an early age she knew who she was by birth and that her brother-in-law and his children were nocturnal vigilantes. All she has ever wanted to do herself is to wear the cape and cowl and fight crime as they have done, like her nephew Damien before her (he is actually rather older than her). She spent her childhood training, though unlike Talia and Damien she favors the staff rather than the sword as a weapon. When she was fifteen she made her debut as a vigilante, becoming the new Batgirl. By this time Barbara had retired again from the role and all the former incumbents of the title had developed new identities.
Nissa may be young but is already a prodigious fighter and acrobat. She is highly intelligent herself but not at the level of Barbara's genius, but then almost nobody is. Her physical conditioning for someone so young is astonishing though, her whipcord body being comparable to Cassandra Cain's extreme level of fitness when she donned the mask all those years ago. She is not at Cassandra's level of fighting skill, but overall is a good balance of the two facets of being Batgirl. She eschews a utility belt in favor of an improved version of the fighting staff, it has numerous gadgets built into it, being power-telescopic, able to fire a grappling hook, and having the ability to deliver taser blasts. She is operating under the guidance of Oracle, Barbara's Artificial Intelligence information broker.
As the only unmarried surviving female descendant of Ra'S Al Ghul Nissa is an object of desire for many powerful men in the League of Assassins. They have been warned off though by her sister, who has made it plain that she will not recognize any forced marriage they might kidnap her into and will make sure no one else does by killing the groom, the best man, and all of the wedding guests. Privately Nissa herself is thinking that she may actually prefer girls anyway, she has developed a crush on the White Canary after teaming up with her on an operation and learning that she likes girls. When she moves on from being Batgirl maybe she can become the new Batwoman, though that is getting a bit ahead of herself as she has only been Batgirl for a few months so far.
That is a kickin' take on Nissa. Cho's art and your imagination are a fine combination.
I liked that Grace, too. DC shouldn't have stopped her push, they could have done a lot with her as the mouthy female powerhouse of the DCU.
I liked that Grace, too. DC shouldn't have stopped her push, they could have done a lot with her as the mouthy female powerhouse of the DCU.
Thanks. I was always a big fan of Grace as well after reading her run in the Outsiders. I'm not surprised she never really broke out of that comic though, DC is overwhelmingly dominated by the old guard of characters.
Vigilante - PL 9
Strength 2, Stamina 3, Agility 4, Dexterity 3, Fighting 10, Intellect 2, Awareness 3, Presence 2
Defensive Roll, Equipment 21, Evasion 2, Favored Environment: Firefights, Improved Critical: Heavy Pistol, Improved Initiative, Move-by Action, Quick Draw, Ranged Attack 9, Takedown
Acrobatics 6 (+10), Athletics 8 (+10), Deception 6 (+8), Insight 6 (+9), Intimidation 8 (+10), Investigation 6 (+8), Perception 8 (+11), Sleight of Hand 4 (+7), Stealth 6 (+10), Vehicles 6 (+9)
Gloves: Strength-based Damage 1 (DC 18)
Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Visor: Senses 7 (Distance Sense, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Camo Clothing, Cell Phone (Smartphone), Combat Suit [Gloves: Strength-based Damage 1, DC 18; Heavy Body Armor: Protection 4, +4 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Visor: Senses 7, Distance Sense, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Commlink, Flash Grenade, Flashlight, Fragmentation Grenade, Gas Mask, Heavy Pistol, Knife, Laser-sighted Submachine Gun (Laser Sight, Submachine gun), Mini-tracer, Multi-tool, Rebreather, Restraints, Shotgun, Smoke Grenade, Stun Ammo
Flash Grenade, +12 (DC Dog/Fort 14)
Fragmentation Grenade, +12 (DC Dog 15)
Gloves: Strength-based Damage 1, +10 (DC 18)
Grab, +10 (DC Spec 12)
Heavy Pistol, +12 (DC 19)
Knife, +10 (DC 18)
Laser-sighted Submachine Gun, +14 (DC 19)
Shotgun, +12 (DC 20 )
Smoke Grenade, +12 (DC 19)
Throw, +12 (DC 17)
Unarmed, +10 (DC 17)
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 8
Abilities 58 + Powers 0 + Advantages 39 + Skills 32 (64 ranks) + Defenses 15 = 144
Dorian Chase was a special forces soldier with extensive tours of duty and a long list of awards for bravery and military accomplishment. He quit the military when his older brother Adrian was murdered by mobsters who were attempting to extort money from his business. His brother left behind a wife and two children who Dorian has taken over protection of. When the thugs who had killed his brother came back to try and get money from his grieving widow Dorian intercepted them in a heavy combat suit of his own design and wiped them out, killing all but one, who he then tortured into giving up information about the gang he was part of. Dorian then proceeded to the gang's place and killed everyone present, including those just hanging out with them. Since then Dorian has been waging a one man war on the various mobs, funded by his brother's business, which is now run by his widow. His sister-in-law supports this campaign of bloody revenge, the man she loved was tortured to death for being a good citizen by those animals. Even Dorian's practice of killing their hangers-on and molls doesn't bother her, anyone who knowingly associates with mobsters deserves to die in her opinion.
At first the mobs and the FBI who pursue them thought that it was a mob war, perhaps a team of hit-men. It took them a while to realize that it was a killer vigilante, most of those who don a costume and go out to fight crime do not use guns and kill. Whoever it is clearly has advanced military training, but that doesn't narrow it down much when there are thousands of such men in the country. Dorian locates his targets by finding out which business are being extorted from and then tracks the mobsters doing it until he has spotted all the local wiseguys and their favorite hangout. He then sets about systematically exterminating them with military precision, employing everything from fists, knives and small arms up to heavy-caliber weapons and explosives. Even hardened mob guys are shocked to find that someone is firing a .50 cal machine gun through their place of business. If he wants information he disables a bunch of guys and kills them one by one until someone tells him what he needs to know. Those who defy him, lie or just know nothing are shot to death or tossed off high buildings.
The Vigilante as he is known is a figure of sheer terror in the criminal underworld. Attempts to eliminate him by sending teams of hit-men after him have just resulted in a lot of dead guys. Someone with the talents of a nocturnal vigilante who uses them to kill is all but unstoppable by gun-wielding goons who have no training apart from what they have seen in the movies. Other nocturnal vigilantes who do not kill such as Batman do not approve of how he fights crime and have attempted to shut him down. Dorian does not fight other vigilantes though, if they get on his trail he disappears and goes off to pursue his vendetta in another city. Given how prevalent they are in Gotham he mostly stays out of that city, and also avoids Metropolis with its superpowered people.
Dorian covers his movements across the country by working as a traveling salesman for his brother's company. He is actually rather good at this, if a rather aggressive negotiator. Over time he and his sister-in-law are developing feelings for each other. Her anger is beginning to cool as time passes and the extent of the revenge they have taken sinks in. Dorian is good with her children and she is beginning to want him home with her and them more than pursuing further plans of vengeance. As a soldier though Dorian does not intend to stop until the operation is complete, you don't leave a campaign half-finished. Vigilante is aiming to do nothing less than wipe out the mob in America once and for all.
Whisper A'Daire - PL 9
Strength 3/1, Stamina 4/2, Agility 4, Dexterity 2, Fighting 10, Intellect 2, Awareness 2, Presence 3
Attractive, Benefit, Wealth 3 (millionare), Benefit: High Priestess of the Religion of Crime, Defensive Roll 2, Equipment 1, Fascinate (Deception), Improved Critical: Agonizing Pain: Concentration Cumulative Affliction 8, Improved Initiative, Leadership, Luck, Precise Attack (Close, Cover), Ranged Attack 2, Taunt
Acrobatics 6 (+10), Athletics 4 (+7), Deception 8 (+11), Insight 6 (+8), Intimidation 4 (+7), Investigation 6 (+8), Perception 6 (+8), Persuasion 6 (+9), Sleight of Hand 4 (+6), Stealth 4 (+8)
Energy Whips (Easily Removable)
. . Agonizing Pain: Concentration Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18, Advantages: Precise Attack (Close, Cover); Concentration, Cumulative, Reach (melee) 3: 15 ft.)
Gloves: Strength-based Damage 1 (DC 19)
Immunity: Immunity 1 (Aging)
Snake Woman (Activation: Free Action)
. . Enhanced Trait: Enhanced Trait 8 (Traits: Strength +2 (+3), Stamina +2 (+4))
. . Hypnotic Gaze: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Sense-dependent: Sight)
. . Poisoned Fangs
. . . . Affliction: Progressive Affliction 5 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Progressive; Resistible: Toughness)
. . . . Weaken: Progressive Weaken 5 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 15; Progressive; Resistible: Toughness)
. . Scales: Protection 2 (+2 Toughness; Impervious; Noticeable: Orange Scales)
. . Senses: Senses 4 (Acute: Scent, Extended: Scent 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank)
Cell Phone (Smartphone), Commlink, Gloves [Gloves: Strength-based Damage 1, DC 19], Mini-tracer
Affliction: Progressive Affliction 5, +10 (DC Fort/Tou )
Agonizing Pain: Concentration Cumulative Affliction 8, +10 (DC Fort 18)
Gloves: Strength-based Damage 1, +10 (DC 19)
Grab, +10 (DC Spec 13)
Hypnotic Gaze: Cumulative Affliction 8 (DC Will 18)
Throw, +4 (DC 18)
Unarmed, +10 (DC 18)
Weaken: Progressive Weaken 5, +10 (DC Fort/Tou )
Dodge 10, Parry 10, Fortitude 7, Toughness 8/6, Will 6
Abilities 52 + Powers 76 + Advantages 16 + Skills 27 (54 ranks) + Defenses 13 = 184
Whisper A'Daire comes from a wealthy and privileged family. Like most people born to wealth and privilege she is intensely jealous of it and always wants more, to have special treatment that the plebeian masses have no access to. Her search for the secrets of eternal life and perpetual youth led her to the Religion of Crime. All religions, no matter their nature, always seek out and cultivate the wealthy ahead of the impoverished legions who are just there to make up the numbers at the rallies. She was quickly brought into the inner circles of the Cult of Cain along a path of money laid down by her. Beautiful and charismatic she soon had her own devoted following within the cult. Where other young women were used, abused and turned into horrendous monsters she soon became a high-ranking priestess, deciding the fates of others. When the time came for her to undergo the blessing of transfiguration into an obscene and unnatural form pleasing to their god she was able to see that it was such that it 'enhanced' her beauty rather than made her a deformed freak. Whisper can shift at will into the form of a snake woman, but unlike others in the cult who do so she doesn't acquire a snake's head or tail. Instead she just becomes covered in fine orange scales and becomes even taller and leggier than before, along with slitted green eyes and a flickering forked tongue. In this form she is also much stronger and tougher, she has long and needle-sharp fangs that drip with poison, and her slitted gaze is hypnotic, reducing those who meet her eyes into her mindless slaves.
With these powers Whisper's vanity has scaled new heights. She now sees herself as the leader of the Cult of Cain, usurping the previous dominance of their prophet Bruno Mannheim. She has him under intermittent hypnosis during which she has him exalt her as the chosen of Cain and make prophecies about her. She actually finds his interminable ranting monologues about religion boring and meaningless but plays along with it as the rest of the cult members lap up the impressive sounding gibberish. She is intently studying the Father Box that is the focus of cult rituals in an attempt to understand what it is and how it operates. As the high priestess she can access it privately whenever she wants and she has been trying all sorts of things to stimulate it. Recently a dark and majestic voice has at times issued from it, telling her secrets of eternity and the cosmos. She is enamored of this voice and has offered herself to it, believing that it is God speaking directly to her. The voice is now instructing her in plans to let him manifest on Earth, when he will usher in his eternal kingdom and she will be enthroned alongside him as his immortal queen. This is of course Darkseid duping another mortal fool so he can open a boom tube to Earth and resume the campaign of conquest of the planet that was previously thwarted by the Justice League and their New Genesis allies. He does genuinely intend to marry Whisper and make her a queen however, she is a suitable vessel for more of his offspring and he will need a regent to rule the Earth while he rapes it of its people and resources. He hasn't seen the need to mention that he already has quite a few other wives.
Whisper is a capable fighter with a number of powers to attack with and considerable strength. She disdains getting her hands dirty though, if she is confronted by an opponent she will always attempt to hypnotize them. If they are resistant to that rather than engage them herself she will order in the hordes of monstrous minions that are always at her beck and call. They are fanatically devoted to her religiously and personally and will not hesitate to die at her command. While they engage she will seek to strike from behind if they cannot quickly defeat her opponent. The energy whips she carries are more ritual artifacts than weapons, they are more for carrying out ceremonial torture of cult devotees rather than to fight with. They inflict intense pain but cause little physical damage, allowing her to mercilessly flog cultists until they are in an ecstasy of agony. Once she has an opponent rendered helpless with them she will move in to administer her poisonous bite.
Wonder Girl - PL 11
Strength 9/1, Stamina 6/1, Agility 5, Dexterity 3, Fighting 11, Intellect 4, Awareness 5, Presence 5
Agile Feint, Assessment, Attractive, Defensive Attack, Defensive Roll 2, Equipment 2, Improved Critical 2: Unarmed, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Interpose, Power Attack, Ranged Attack 7, Takedown, Tracking, Trance
Acrobatics 8 (+13), Athletics 6 (+15), Deception 4 (+9), Insight 6 (+11), Intimidation 4 (+9), Investigation 6 (+10), Perception 6 (+11), Persuasion 4 (+9), Sleight of Hand 4 (+7), Stealth 4 (+9), Technology 4 (+8), Vehicles 4 (+7)
Amazon Armor (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious)
Amazon Bracelets (Removable (indestructible))
. . Deflect: Deflect 11 (Redirection, Reflect; Reduced Range: close)
. . Impervious Defense: Impervious Toughness 11 (Sustained)
Hero of the Gods
. . Enhanced Ability: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . Enhanced Trait: Enhanced Trait 26 (Traits: Strength +8 (+9), Stamina +5 (+6))
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . Immunity: Immunity 6 (Aging, Custom: Mind Control 5)
. . Senses: Senses 3 (Counters Illusion: Sight, Extended: Sight 1: x10)
. . Speak to animals: Comprehend 2 (Animals - Speak To, Animals - Understand)
Lasso of Truth (Easily Removable (indestructible))
. . Tell the Truth
. . . . Affliction: Concentration Cumulative Affliction 11 (Linked; 1st degree: Vulnerable, 2nd degree: Compelled, Resisted by: Will, DC 21; Concentration, Cumulative, Increased Range: ranged, Insidious; Limited: to telling the truth, Limited Degree)
. . . . Move Object: Move Object 11 (Linked; 50 tons; Custom: Tether)
. . . . Reveal the Truth
. . . . . . Move Object: Move Object 11 (Linked; 50 tons; Custom: Tether)
. . . . . . Nullify: Nullify 11 (Linked; Counters: Mental, DC 21; Effortless, Insidious)
Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Handcuffs, Mini-tracer, Multi-tool, Rebreather, Restraints
Affliction: Concentration Cumulative Affliction 11, +10 (DC Will 21)
Grab, +11 (DC Spec 19)
Move Object: Move Object 11, +10 (DC 21)
Move Object: Move Object 11, +10 (DC 21)
Nullify: Nullify 11, +10 (DC Will 21)
Throw, +10 (DC 24)
Unarmed, +11 (DC 24)
Dodge 11, Parry 11, Fortitude 10, Toughness 11/9, Will 10
Abilities 70 + Powers 123 + Advantages 26 + Skills 30 (60 ranks) + Defenses 15 = 264
The new Wonder Girl is Elissa Wayne, the daughter of Bruce Wayne and Diana of Themyscira. After his relationship with Diana broke up Superman went off into space for five years, seeking out the secrets of Krypton and his origin. In his absence Diana became the leader of the Justice League. She worked much more closely with Batman during this period as he helped her understand the modern world and how to champion justice in it. This led to a brief romantic relationship between them of which Elissa was the result. In the end though Bruce proved as unable to commit to her as Clark had been, albeit for very different reasons.
Elissa spent her early childhood rotating between her respective parents and the island of Themyscira. To become an Amazon and receive their powers though she had to commit herself to their sacred duty and accept the burdens that come with it. From the age of seven she rarely left the island, being intensively schooled in Amazon lore and combat training. When she was ready she was initiated as an Amazon champion and received one of their magic weapons. This was a lasso, Diana's own, the Lasso of Truth, the Golden Perfect. Diana felt that she had wielded it long enough, it was time for someone new to carry it. Diana's other children suspect that she is grooming Elissa to be the next Wonder Woman. None of Diana's children can be the next queen of Themyscira as she will one day be, the queen must be a daughter of Zeus and she has refused to lie with the ruler of the gods.
Elissa is a remarkable person, having inherited the traits of both of her parents. She is tall, highly intelligent, beautiful and fierce. She does not wield a sword though, in respect to her father she has sworn never to kill an opponent. Like him she is a keen detective, seeking to understand everything about her opponent so she can defeat them more with misdirection than raw power. She gets on well with her half-siblings Damien and Helena, alternately teaming up with them (Damien and Helena themselves are at an age where they just cannot get along, they always end up bickering angrily over whose plan they should be following). Her upbringing as an Amazon does distance her from them though, she will also always be a warrior of the ancient world as long as she stays an Amazon. She has already clashed with Ares, he has sought to kill her to dismay her mother. Elissa though is already a warrior of great skill and like her predecessors as Wonder Girl defeats his evil plots.