Gamebook's builds (hs5ias new thread)

Where in all of your character write ups will go.
Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Mon Dec 03, 2018 7:13 pm

Jabroniville wrote:
Mon Dec 03, 2018 12:40 pm
did you miss Smash & Beachcomber before, or are they new drawings?
There's always one I miss in any run of builds, just to mess up the neatness of the posting :( .

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

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

Post by Gamebook » Tue Dec 04, 2018 9:30 am

Image

Superman - PL 10

Strength 14, Stamina 8, Agility 3, Dexterity 3, Fighting 6, Intellect 6, Awareness 3, Presence 3

Advantages
Accurate Attack, All-out Attack, Eidetic Memory, Equipment 6, Extraordinary Effort, Improved Initiative, Interpose, Inventor, Move-by Action, Power Attack, Ranged Attack 3, Tracking, Ultimate Effort: Toughness

Skills
Athletics 4 (+18), Deception 6 (+9), Expertise: Farmer 4 (+10), Expertise: Journalism 4 (+10), Expertise: Krypton 4 (+10), Expertise: Science 6 (+12), Insight 6 (+9), Investigation 6 (+12), Perception 8 (+11), Persuasion 6 (+9), Sleight of Hand 4 (+7), Technology 6 (+12), Treatment 4 (+10)

Powers
Enhanced Ability: Enhanced Stamina 6 (+6 STA)
Enhanced Ability: Enhanced Strength 12 (+12 STR)
Enhanced Trait: Enhanced Trait 4 (Advantages: Eidetic Memory, Improved Initiative, Move-by Action, Ultimate Effort: Toughness)
Immunity: Immunity 7 (Disease, Environmental Conditions (All), Poison)
Protection: Protection 6 (+6 Toughness; Impervious [14 extra ranks])
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Regeneration: Regeneration 3 (Every 3.33 rounds; Persistent)
Senses: Senses 19 (Accurate: Hearing, Acute: Scent, Darkvision, Extended: Hearing 2: x100, Extended: Vision 3: x1k, Extended: Scent 2: x100, Microscopic Vision 2: cell-size, Penetrates Concealment: Vision, Ultra-hearing)
Superpowers
. . Flight: Flight 10 ([0 active, 0/21 PP, 2/r+1], Speed: 2000 miles/hour, 4 miles/round; Subtle: subtle)
. . Freeze Breath I : Cumulative Cone Area Affliction 7 ([0 active, 0/21 PP, 3/r], 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 17; Cone Area: 60 feet cone, DC 17, Cumulative, Extra Condition; Limited Degree)
. . Freeze Breath II: Cumulative Affliction 7 ([0 active, 0/21 PP, 3/r], 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 17; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Freeze Breath III Create Ice: Create 10 ([0 active, 0/21 PP, 2/r+1], Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate; Source: Water)
. . Freeze Breath IV Cooling: Burst Area Nullify 10 ([0 active, 0/21 PP, 2/r+1], Counters: Heat, DC 20; Burst Area: 30 feet radius sphere, DC 20, Precise)
. . Heat Vision: Damage 10 ([0 active, 0/21 PP, 2/r+1], DC 25; Increased Range: ranged, Precise)
. . Power-Lifting: Enhanced Strength 10 ([0 active, 0/21 PP, 1/r], +10 STR; Limited to Lifting)
. . Super-Breath: Cone Area Move Object 10 ([0 active, 0/21 PP, 2/r+1], 25 tons; Cone Area 2: 120 feet cone, DC 20, Precise; Limited Direction: Towards or away, Reduced Range: close)

Equipment
Fortress of Solitude

Offense
Initiative +7
Freeze Breath I : Cumulative Cone Area Affliction 7 (DC Fort 17)
Freeze Breath II: Cumulative Affliction 7, +6 (DC Fort 17)
Freeze Breath IV Cooling: Burst Area Nullify 10 (DC Will 20)
Grab, +6 (DC Spec 24)
Heat Vision: Damage 10, +6 (DC 25)
Super-Breath: Cone Area Move Object 10 (DC 20)
Throw, +6 (DC 29)
Unarmed, +6 (DC 29)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 11, Toughness 14, Will 9

Power Points
Abilities 56 + Powers 138 + Advantages 16 + Skills 34 (68 ranks) + Defenses 12 = 256

Clark Kent first started performing superheroics on Earth when he moved to Metropolis and started work at the Daily Planet. By then he was already an experienced superhero however due to many adventures with the Legion of Superheroes from the 31st century. The legionnaires knew about his adventures as Superman from their historical records. They went back in time and contacted him because they knew that when young he had gone forward in time to help them and the period when he had done so was now their present. It was the legion who designed and made his distinctive costume and their advanced materials are why it does not get destroyed when he is hit by blows and blasts. The stylized capital S on the front simply stands for 'Superman'. Its bright, bold colors are typical of legion costumes. When adventuring with the legion he did wear one of their legion flight rings, but only for its communication and information services, he already has the flight and invulnerability powers. Since he went to and from the 31st century by time travel he could leave and then come back to his own time just seconds after he left, allowing him to spend as much time as he needed in the future without it causing a problem with his home life on the Kent farm.

Though growing up a farmer's son and loving country life Clark decided to pursue a career in writing in the big city, its complete opposite. Clark has always been a mass of personal contradictions, a modest, unassuming man who performs flashy heroics, a genial bumbler who is a focused genius. His overriding drive has always been to protect the world and all its people, while he still does not know why he has his powers or all that they can do he is sure that they are meant for helping others. In his early career in Metropolis he operated very publicly, saving people in broad daylight and even stopping to speak with them. Supervillainy at the time was reaching crisis point in Metropolis, all sorts of criminals with weird and definitely dangerous powers running amok in the city, stealing, extorting and kidnapping. The regular police were hopelessly outgunned and could do little more than clean up the mess. In the space of about a year Superman apprehended most of them and saw them locked away in secure facilities, to the point where supervillains avoided Metropolis. The world's reaction to Superman was mostly relief that someone with superpowers was actually using them to fight crime rather than commit it. That he was a human from the far distant future gifted with incredible powers did not cause too much of a stir, many of the superpowered people already active on Earth by that time had much stranger origin stories. The incidence of superpowers has been rising since before the Second World war, driven by the development of technology, alien contact, the awakening of ancient powers and other phenomena.

It was Clark who first attempted to form an association of superheroes, what would one day become the Justice League. He was inspired to do this by his natural sociability and his being accustomed to working as part of a team with the Legion of Superheroes. To avoid having knowledge of the future Clark always had his memories of his adventures with the legion wiped before he returned to his own time, then when they needed him for another adventure they would restore those memories. While in our time Clark never knows that he has been to the 31st century and has no knowledge of the existence of the legion. His experience is still with him though, knowing how to use his powers and to act in coordination with other superheroes. The other notable superheroes of the period were not much inclined to work together after what happened to the Justice Society back in the 1950's. A series of major crises however which necessitated their cooperation brought them together and Clark worked to make their association more permanent, not least by building a series of superhero headquarters.

As a superhero Clark is endlessly noble, brave and patient. His powers get slightly greater each passing year, he can lift more, fly faster, see further. He wonders at what point they will level off and keeps detailed track of them, testing himself and plotting the results on graphs. Surely there must be a limit, he cannot go on getting more powerful indefinitely? The immense power he has worries him and he has a range of measures in place in case he is ever subverted or mind-controlled. He lives a modest life himself, almost never using his superpowers for mundane tasks. Much of the time he lives in a regular, i.e. cramped, Metropolis apartment that he shares with his friends Jimmy Olsen and Lois Lane. His Fortress of Solitude at this point in his early career as Superman is little more than a big hole in the arctic ice he uses to store stuff. His roommates are unaware that he is Superman, with the powers he has it is not hard to keep this concealed from them. In any case the people of Metropolis do not even know that he has a secret identity as one of them, they think Superman is Superman all the time. Not wearing a mask when in costume greatly helps with this. As Clark he deliberately cultivates a completely different persona with different voice, posture, movement and mannerisms. It will be years before he tells anyone that he is Superman, at this point in time even his own adoptive Earth parents do not know that he has superpowers.

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 05, 2018 11:14 pm

Image

Wonder Woman - PL 10

Strength 7/2, Stamina 6/2, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 4

Advantages
Accurate Attack, Agile Feint, Animal Empathy, Assessment, Attractive 2, Benefit, Status: Princess of Themyscira, Close Attack 2, Defensive Attack, Defensive Roll, Improved Critical 2: Sword of Hera, Improved Critical: Damage: Strength-based Damage 3, Improved Critical: Unarmed, Improved Defense, Improved Initiative, Interpose, Languages 2, Move-by Action, Power Attack, Ranged Attack 7, Takedown, Teamwork, Tracking

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

Powers
Amazon Armor (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious)
Amazon Bracelets (Removable (indestructible))
. . Deflect: Deflect 10 (Redirection, Reflect; Reduced Range: close)
. . Impervious Defense: Impervious Toughness 7 (Sustained)
Amazon Shield (Removable (indestructible))
. . Shield: Enhanced Trait 5 (Traits: Dodge +2 (+10), Parry +2 (+10), Advantages: Improved Defense)
. . . . Mirrored Inner Surface: Immunity 10 (Alternate; Common Descriptor: Visual Perception effects; Distracting)
. . . . Slam: Strength-based Damage 2 (Alternate; DC 24)
Champion of the Gods
. . Enhanced Ability: Enhanced Strength 3 (+3 STR; Limited to Lifting)
. . Enhanced Trait: Enhanced Trait 18 (Traits: Strength +5 (+7), Stamina +4 (+6))
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/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 10 (Linked; 1st degree: Vulnerable, 2nd degree: Compelled, Resisted by: Will, DC 20; Concentration, Cumulative, Increased Range: ranged, Insidious; Limited: to telling the truth, Limited Degree)
. . . . Move Object: Move Object 10 (Linked; 25 tons; Custom: Tether)
. . . . Reveal the Truth
. . . . . . Move Object: Move Object 10 (Linked; 25 tons; Custom: Tether)
. . . . . . Nullify: Nullify 10 (Linked; Counters: Mental, DC 20; Effortless, Insidious)
Sword of Hera (Easily Removable (indestructible))
. . Damage: Strength-based Damage 3 (DC 25, Advantages: Improved Critical; Penetrating 10, Reach (melee): 5 ft.)
Tiara (Removable)
. . Throw Tiara (Increased Range: ranged, Indirect 4: any point, any direction)

Offense
Initiative +8
Affliction: Concentration Cumulative Affliction 10, +10 (DC Will 20)
Damage: Strength-based Damage 3, +10 (DC 25)
Grab, +10 (DC Spec 17)
Move Object: Move Object 10, +10 (DC 20)
Move Object: Move Object 10, +10 (DC 20)
Nullify: Nullify 10, +10 (DC Will 20)
Slam: Strength-based Damage 2, +10 (DC 24)
Throw, +10 (DC 22)
Unarmed, +10 (DC 22)

Languages
English, Greek, Latin

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

Power Points
Abilities 58 + Powers 126 + Advantages 30 + Skills 26 (52 ranks) + Defenses 13 = 253

The first time that Diana fought alongside other superpowered people was when a truly world-threatening event happened which prompted all of the most powerful superheroes to turn up to fight it. This was not a planned team-up, they all came of their own accord and at first were more inclined to doubt the ability of the other superheroes and to tell them to leave the crisis for them to deal with. After some bickering and lack of cooperation they began to pull together though. This impromptu alliance set the scene for the eventual formation of the Justice League, though that would take some time to happen. Diana was very impressed by Superman in these early meetings, he was clearly the strongest it seemed to her. She began to work with him on a number of adventures, particularly ones featuring magical or otherwise supernatural foes which Superman has always been weak against. During this time she adopted a costume that was less like an ancient suit of armor and more like his outfit. Diana's persistent attraction to Superman eventually saw them involved in a relationship for a while, but it was always an ill-assorted match as their lives and personalities are too different in many ways.

At this time Diana was much less expert and powerful than she would later become. The champion of the Amazons, the Wonder Woman, is granted greater and greater gifts by her gods as she wins their favor through brave deeds and victories. A poor Wonder Woman will find her powers dwindling until she has to resign the role, while one who is successful will eventually become very powerful indeed. The previous holders of the title may retain their power if they continue to use it to defend Themyscira, but as always with the gifts of the gods they are fickle, hard-won and easily lost. A number of times in her career Diana has had her powers reduced or removed for various reasons but has always regained them in the end, though she would describe it more as taking up the burden once again. Being the Wonder Woman is a hard and dangerous life, she must fight against many foes, even against gods themselves. Many previous champions have fallen in battle against immensely powerful foes or overwhelming numbers.

As a superhero Diana has never made a mystery of who she is. She proudly tells anyone who will listen her name, title and duties. Any sort of subterfuge is repugnant to her, she only very unwillingly has ever adopted a disguise, even when it has been really necessary. Her idea of opposing evildoers is to stand on a prominent location, stick out her ample chest, and challenge them to surrender or fight her. She knows that many of her superhero colleagues maintain secret identities and often found it baffling. It was a constant source of misunderstanding between her and Clark that he maintained what was to her the charade of being a regular human being. She viewed it as dishonest and being ashamed of who he was, she wouldn't accept his reasoning as to why he did it. With the Flash she just found it ridiculous, as if anyone would care who he really was. She did learn Barry's real identity once by accident, but regarded it as so unimportant that some time later when he had to unmask in front of her she had forgotten that he had once done so and he had to remind her. Diana is the member of the League who refers to the others by their codenames the most, almost never using their real names when they are in costume. Coming from a classical epic hero like her it somehow sounds less silly than it can do from other people.

As an Amazon Diana almost never lies and so at times can seem a bit blunt and pushy as she forthrightly states her views and what she wants from other people. As a royal princess and warrior knight she is also rather proud and touchy and can be offended rather easily by what seems to her to be rude or crass behavior. She has a great ability to see right through people and make them feel very small indeed with a few precise remarks that expose their inadequacies as a person. As the only female member of the original line-up of the Justice League she attracted some prurient interest, which she responded to with disdain. Her personality and physical presence is so overwhelming when people actually meet her face-to-face that it soon silences any impertinence. People instinctively fall silent and just watch her warily when she first arrives, it is like a lioness entering the room. When she wants to though she can instantly put people at ease, and is amazingly good with children. As someone without a secret identity she is the only member of the League who will meet with the public in costume as a superhero, for various reasons none of the others will. She has even been interviewed on TV shows, sitting across from the host in full Wonder Woman regalia. Interviewers who have faced down formidable politicians and celebrities have had to struggle not to show how intimidated by her they are. It's a hell of a thing to know that you are sitting just a few feet from a person who has slain a demon god live on national television. Diana if she likes them soon has them relaxed however.
Last edited by Gamebook on Sat Mar 09, 2019 10:07 pm, edited 2 times in total.

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 07, 2018 9:36 pm

Image

Image

Image

Animal Man - PL 10

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

Advantages
Agile Feint, Defensive Roll 2, Evasion, Improved Defense, Improved Initiative, Improved Trip, Ranged Attack 5

Skills
Acrobatics 8 (+12), Athletics 8 (+14), Expertise: Zoology 8 (+9), Insight 4 (+7), Perception 8 (+11), Ranged Combat: Bizarre Animal Powers 4 (+5), Sleight of Hand 4 (+5), Stealth 4 (+8), Vehicles 4 (+5)

Powers
Animal Enhancements: Variable 3
. . Gorilla's Chest (Powers: Gorilla's Chest: Enhanced Strength 4)
. . . . Gorilla's Chest: Enhanced Strength 4 (+4 STR)
Bizarre Animal Powers
. . Acid Spray: Damage 10 (DC 25; Contagious, Increased Range: ranged, Secondary Effect)
. . Dissolve Flesh: Damage 10 (DC 25; Alternate Resistance: Fortitude, Contagious, Secondary Effect)
. . Explosive Spray: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Increased Range: ranged)
. . Firefly Flash: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight, Cumulative; Limited: Sight)
. . Poison
. . . . Affliction: Progressive Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Progressive; Resistible: Fortitude)
. . . . Weaken: Progressive Weaken 10 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 20; Progressive; Resistible: Toughness)
. . Spin Silk: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate, Tether)
. . Sticky Spray: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Contagious, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Swarm: Summon 4 (Controlled, Mental Link, Multiple Minions 3: 8 minions, Sacrifice)

Power Settings
Adaptive Immunity (Powers: Adaptive Immunity: Immunity 2)
Bat's Ears (Powers: Bat's Ears: Senses 4)
Bee's Ultravision (Powers: Bee's Ultravision: Senses 2)
Beetle's Carapace (Powers: Beetle's Carapace: Protection 4)
Cat's Fall (Powers: Cat's Fall: Movement 1)
Cheetah's Sprint (Powers: Cheetah's Sprint: Speed 4)
Dog's Nose (Powers: Dog's Nose: Senses 4)
Eagle's Eye (Powers: Eagle's Eye: Senses 1)
Fish's Gills (Powers: Fish's Gills: Immunity 1)
Flea's Legs (Powers: Flea's Legs: Leaping 4)
Flight (Powers: Flight: Flight 4)
Gibbon's Arms (Powers: Gibbon's Arms: Movement 1)
Gorilla's Chest (Powers: Gorilla's Chest: Enhanced Strength 4)
Howler Monkey's Cry (Powers: Howler Monkey's Cry: Auditory Area Communication 2)
Mole's Tunneling (Powers: Mole's Tunneling: Burrowing 5)
Mountain Goat's Hooves (Powers: Mountain Goat's Hooves: Movement 1)
Owl's Vision (Powers: Owl's Vision: Senses 1)
Pond Skater (Powers: Pond Skater: Movement 2)
Porpoise's Tail (Powers: Porpoise's Tail: Swimming 4)
Salamander's Regeneration (Powers: Salamander's Regeneration: Regeneration 5)
Slime Mould (Powers: Slime Mould: Insubstantial 1)
Snake's Heat Sensor Pits (Powers: Senses: Senses 3)
Snake's Slither (Powers: Snake's Slither: Movement 1)
Spider's Climb (Powers: Spider's Climb: Movement 2)

Offense
Initiative +8
Acid Spray: Damage 10, +10 (DC 25)
Affliction: Progressive Affliction 10, +10 (DC Fort 20)
Dissolve Flesh: Damage 10, +10 (DC Fort 25)
Explosive Spray: Burst Area Damage 10 (DC 25)
Firefly Flash: Cumulative Perception Area Affliction 10 (DC Fort 20)
Grab, +10 (DC Spec 16)
Sticky Spray: Cumulative Affliction 10, +10 (DC Fort/Will 20)
Throw, +6 (DC 21)
Unarmed, +10 (DC 21)
Weaken: Progressive Weaken 10, +10 (DC Fort/Tou )

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 5/3, Will 8

Power Points
Abilities 52 + Powers 68 + Advantages 12 + Skills 26 (52 ranks) + Defenses 15 = 173

Buddy Baker has the power to reproduce the effect of the natural abilities of any animal. He doesn't actually morph into the animal in question, he can just generate the effect it normally produces with its adapted physiology. He can fly without having to create and flap wings for example. There seems to be no limit to the animals he can mimic in this way, he has even used the abilities of alien creatures. Once Buddy has encountered an animal and seen it use its power he can remember and reproduce the effect at any time later, even after years. Given the immense range of abilities evolution has come up with over billions of years of adaptation his power is immensely versatile. He can also combine many of these powers to create unique effects not seen on any animal in nature.

Buddy is a professional movie stunt-man by trade. He got his power during a filming trip to a remote island far out in the ocean. Normally the island is off-limits to everybody as the native people of the island ferociously attack and try to kill any outsider they see. Past intrusions and slave raids are theorized to be the reason for their extreme hostility to foreigners. The crazy film-maker who hired him was determined though to get footage of the forbidden island and its people. Along with the filming crew on their ship Buddy encountered a company of mean-looking men and women with disturbing tattoos. He spoke to the director only to be told they were 'security' for the visit. Fearing a violent confrontation he tried to contact the authorities only to find all communications were locked down. When they reached the island it turned out as he had come to suspect, the native people came out with their bows and arrows when boatloads of foreigners were seen to be motoring towards their shores only to be driven back by rubber bullets and tear gas. The 'security company' then progressed through the island forest with bulldozers and chainsaws, cutting a broad path of destruction. The natives attempted ambushes and traps but these were of no avail against radar sets and night-vision goggles. Soon parties of the local people had been rounded up and were made to perform for the cameras at gunpoint, resistance being met with beatings.

Forced to push further inland Buddy found out the real reason for the director's crazed persistence. On the other side of the rim of a volcanic crater was a 'lost world' of fantastic beasts, including many animals that had not been seen on Earth for thousands or even millions of years. Shooting footage all the while they pressed on to a gleaming peak that could be seen in the distance, the mercenaries doing their own shooting with their guns to drive off curious and hungry dinosaurs and saber-toothed tigers. The gleaming object turned out to be a flying saucer, a crashed alien spacecraft embedded in a spire of rock. From an opening in its side periodically issued forth some new archaic beast to join the wailing menagerie that thronged the forest. Venturing within, the reluctant Buddy prodded along with a gun at his back, they found alien machinery generating creatures in huge tubes of liquid nutrient. Skeletons were precipitating out of solution as muscles and organs formed around them. It all looked automatic and who knows how long it had been in operation. The director just wanted to get footage of it all, but the mercenaries suddenly started looting the interior of the spacecraft. When the director ordered them to stop ruining his set they just shot him dead, then turned their guns on the rest of the film crew. That was when Buddy recalled where he had seen their tattoos before, on a creepy guy he had once worked with who had tried to recruit him for the KOBRA cult. These terrorist maniacs would kill everybody and take the priceless alien technology to further their own crazed agenda, which would certainly involve something to do with snakes.

Fleeing into the depths of the spacecraft Buddy came to a smaller chamber where he found another set of smaller tubes containing creatures that he did not reckon had ever been from Earth. Their hairless yellow skins and bizarre physiology made him suspect that these were aliens, perhaps even the owners of this craft. He touched the side of the tubes and asked for their help as he could hear the terrorists approaching to finish him off. As he did so the yellow aliens eyes flicked open and glared into his. Buddy was suddenly flooded with extraordinary knowledge, all the evolutionary history of animals on Earth, millions of years of it, and how to reproduce and use it himself. Turning he met the KOBRA cultists as they entered the chamber with sprays of sticky goop and strands of silk that rapidly immobilized them. Leaving the craft he used his new powers to defeat the rest of them, blasting them back through the forest. In the end the survivors fled aboard the ship, leaving Buddy stranded. The native peoples seemed now in awe of him, regarding him as an avatar of their gods. As he mastered his powers further Buddy was able to escape the island by mimicking the powers of flying and aquatic creatures, traveling on sea and in the air and navigating by the senses of migratory birds and whales.

Back on the mainland Buddy reported his extraordinary adventure and the UN and Justice League agreed to set a permanent watch on the island to see that no other terrorist groups or supervillains interfered with the island, its inhabitants or the alien spacecraft. The League was reluctant to interfere with the ship themselves, it could create an incident with a spacefaring civilization. Until they know more about who placed the ship there the site is under embargo.

With his new powers Buddy has become a superhero and a member of the Justice League. He still works as a movie stunt-man, now even better than before. He often does the stuntwork in movies about superheroes as he can take a leap and a fall better than any regular human. He doesn't bother with a secret identity, being well known as 'Animal Man'. His power doesn't give him any special empathy with animals, in fact Buddy doesn't even have a pet, he has never been interested in animals until he got his powers. He currently has the alien superheroine Starfire, Koriand'r, staying at his home acting as the family au-pair. His work often takes him away from home for extended periods and his wife wanted help with the children so she could have some time to continue her own career as a painter. Buddy made the offer when the League was musing on what to do with their alien refugee escaped slave warrior princess. His wife Ellen is a little askance at the statuesque orange alien woman and has set about teaching her about contemporary American social mores, such as wearing clothes when in public and buying food from the store rather than killing and cooking it yourself (their next door neighbor's cat had a lucky escape that time).
Last edited by Gamebook on Fri Dec 14, 2018 9:20 pm, edited 1 time in total.

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 09, 2018 12:14 am

Image

Image

Blue Devil - PL 9

Strength 7, Stamina 7, Agility 3, Dexterity 1, Fighting 8, Intellect 1, Awareness 1, Presence 2

Advantages
Agile Feint, Connected, Defensive Roll, Fast Grab, Fast Grab, Improved Critical: Trident Strike: Strength-based Damage 3, Improved Grab, Luck, Ranged Attack 7, Redirect, Taunt

Skills
Acrobatics 4 (+7), Athletics 4 (+11), Deception 6 (+8), Expertise: Magic 4 (+5), Insight 4 (+5), Intimidation 6 (+8), Investigation 4 (+5), Perception 4 (+5), Persuasion 4 (+6), Sleight of Hand 4 (+5)

Powers
Devil Girl's Armor (Removable)
. . Protection: Protection 2 (+2 Toughness; Impervious)
Devil of Hell: Immunity 18 (Aging, Common Descriptor: Heat, Disease, Environmental Conditions (All), Poison)
Devil Senses: Senses 4 (Darkvision, Extended: Hearing 1: x10, Extended: Scent 1: x10)
Devil Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Speed: Speed 2 (Alternate; Speed: 8 miles/hour, 120 feet/round)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Sent Back Up from Hell: Immortality 1 (Return after 2 weeks)
Trident of Lucifer (Easily Removable (indestructible))
. . Feature: Feature 1 (summoning)
. . Locate Demons: Senses 4 (Detect: Demonic 1, Extended: Demonic 2: x100, Ranged: Demonic)
. . Powers
. . . . Appear: Teleport 10 (Carry 50 lbs.; Change Direction, Easy, Extended: 1000 miles in 2 move actions; Limited: to teleporting to demons, Limited to Extended)
. . . . Banish to Hell: Movement Attack (+self) 10 (Dimensional: Hell 1: one dimension, 50 lbs., Extra Ranks 9, DC 20; Attack (+self): Will, Reaction: reaction; Grab-based)
. . . . Infernal Flame: Cone Area Damage 7 (DC 22; Cone Area: 60 feet cone, DC 17, Secondary Effect)
. . . . Infernal Light: Damage 10 (DC 25; Affects Insubstantial: half ranks, Increased Range: ranged)
. . . . Trident Strike: Strength-based Damage 3 (DC 25, Advantages: Fast Grab; Affects Insubstantial 2: full rank, Penetrating 10, Reach (melee) 2: 10 ft.)
. . . . Trident Throw: Strength-based Damage 3 (DC 25, Advantages: Fast Grab; Affects Insubstantial 2: full rank, Increased Range: ranged, Penetrating 10)

Offense
Initiative +3
Banish to Hell: Movement Attack (+self) 10, +8 (DC Will 20)
Grab, +8 (DC Spec 17)
Infernal Flame: Cone Area Damage 7 (DC 22)
Infernal Light: Damage 10, +8 (DC 25)
Throw, +8 (DC 22)
Trident Strike: Strength-based Damage 3, +8 (DC 25)
Trident Throw: Strength-based Damage 3, +8 (DC 25)
Unarmed, +8 (DC 22)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 10/9, Will 6

Power Points
Abilities 60 + Powers 54 + Advantages 14 + Skills 22 (44 ranks) + Defenses 12 = 162

Danielle Cassidy was part of an amateur witches coven at school during the '90's. Messing about with dark magic normally does nothing, it is nearly impossible to work magic if you are not a magical being yourself. There are evil people though who would like to create such magical beings, which is how such abominations as Rachel Roth, Raven of the Titans, came to be. Planning to have her conceive a devil child in unnatural union with a demon of hell, which is the normal method, her coven master summoned up the Blue Demon. Danielle had been into the coven not out of any real belief in magic but just because she wanted to lark around and scare herself silly. When the towering form of the scaly, horned, fork-tongued monster appeared in a cloud of smoke out of their pentagram she turned to run. It seized her in a massive talon and drew the frantic girl to her. Before it could do anything to her though several magical superheroes burst in and attacked the Blue Demon and the master of the coven. Reluctant to give up its prize however the Blue Demon immediately retreated to hell, taking Danielle with it!

It took years for the lawful mages of the world to free Danielle from her imprisonment in hell. Eventually an expedition succeeded in finding her and brought her out of the infernal realm. By now though she was more devil than girl, hell twists and alter those unfortunate souls trapped in it. Extensive work was needed to restore some memory of who she was and convince her that she had once been a mortal girl. Reversing what had been done to her though was now no longer possible. Doctor Fate succeeded in keeping her from having to go back to hell by winning a legal case against Lucifer himself, Danielle should never have been taken down to hell, she had made no bargain to sell her soul and she was not the soul of a dead sinner, so hell had no claim on her. The Prince of Lies tried to keep her but in the end found it more trouble than she was worth to get into a dispute with the Sorcerer Supreme and a Lord of Order.

Danielle tried visiting her family but she had been away so long they were mostly convinced that she was dead. Turning up on their doorstep as a scaly blue devil did not help, they refused to acknowledge her as their daughter and drove her away. Left alone Danielle tried to go back to hell but found herself barred from the netherworld too. She is now stranded as a devil on Earth, a place she should not be either. She lives at the Tower of Fate, its magical limbo space is safe for her to exist in, and works as one of Doctor Fate's magical agents. He dispatches her on missions, usually as part of the Shadowpact, a superhero team that he sponsors. At other times she has been part of the Justice League Dark with Zatanna, or teamed up with other magical superheroes such as Wonder Woman or Captain Marvel. When Rachel Roth left the Teen Titans for a while she even joined that team to be their magical member.

Even when a mortal Danielle was a wild and crazy girl, always getting into trouble and dabbling in anything weird she could get involved with. As the Blue Devil she is aggressive and combative, always eager for a fight. She carries a Trident of Lucifer, a traditional devil's weapon. It is meant for sending damned souls down to hell and then tormenting them when they are there. Danielle though mostly uses it to fight rogue devils and demons and other supernatural threats. She is very strong and resilient, and cannot really be killed as if she is destroyed she ends up back in hell from where she is sent straight back to the mortal world. On the superhero teams she joins she tries to be the bad girl, trying to flirt and taunt and behave badly. In this though she is usually outmatched by the other female members of the team. She drinks and pouts and tries to seduce other girl's boyfriends while people like Raven or Enchantress are ushering in the final apocalypse while sending their teammates souls down to hell. To her irritation she is often treated like an irresponsible teenager, which is really what she is as she never aged or learned anything during her years in the timeless limbo of hell. The Teen Titans even insisted that she attend school again, resulting in the bizarre sight of her sitting in class. It is unclear if she will ever grow up, or even really change. Growth and development are something mortals do, she may be frozen forever at the moment she was dragged down to hell.

Gamebook
Posts: 4717
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 23, 2018 12:42 pm

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Ambush Bug - PL 10

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

Advantages
Beginner's Luck, Benefit, Cipher 2, Contacts, Eidetic Memory, Equipment 1, Fascinate (Expertise: Popular culture), Fearless, Inspire 3, Luck 5, Ranged Attack 2, Redirect, Set-up 2, Taunt, Well-informed

Skills
Deception 8 (+9), Expertise: Popular culture 8 (+11), Investigation 4 (+7), Sleight of Hand 4 (+6)

Powers
Appear anywhere in DC Comics publication history: Movement 3 (Time Travel 3: any time, 400 lbs.; Increased Mass 3; Limited: to DC comics history)
Cannot be affected by fiction: Immunity 140 (Fortitude Effects, Toughness Effects, Will Effects; Limited: to comic book fiction)
Confuse with Fourth-Wall breaking references: Perception Area Affliction 10 (1st degree: Entranced, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing, Selective; Limited: only affects DC comics characters, Limited Degree 2)
POP!: Teleport 14 (60 miles in a move action, carrying 400 lbs.; Accurate, Change Direction, Change Velocity, Dimensional 2: group - DC multiverse, Easy, Extended: 16000 miles in 2 move actions, Increased Mass 3, Turnabout; Limited: to within DC comic books)
Read about what is going on elsewhere in the DC universe: Remote Sensing 22 (Affects: 2 Types, inc. Visual - Visual, Audio (speech bubbles), Range: 16000 miles; Dimensional 2: group - DC multiverse, No Conduit, Subtle 2: looks normal; Limited: to events depicted in DC comics)
Reads everything DC publishes: Senses 8 (Postcognition, Precognition; Limited: to DC comics)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +1
Confuse with Fourth-Wall breaking references: Perception Area Affliction 10 (DC Will 20)
Grab, +0 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 5, Parry 2, Fortitude Immune, Toughness Immune, Will Immune

Power Points
Abilities 14 + Powers 219 + Advantages 23 + Skills 12 (24 ranks) + Defenses 12 = 280

Ambush Bug wishes you all, readers and characters of Earth-27, a merry Christmas and a happy New Year! (if you're reading this at a later date than the original posting, just assume it is for next Xmas, even if it is April or something).

Irwin Schwab is a mystery to the inhabitants of Earth-27. He appears and disappears seemingly at random, there one moment and gone the next. He never actually does anything to hinder or help anyone, instead just making comments about whatever crazy events are happening at the moment. He acts as though everything that is going on is just a story or a game. He is usually carrying some form of reference book or a comic and often leafs through it to identify characters or read ahead in the story. Nobody can affect or constrain him in any way, even the most potent characters can do nothing to him.

Ambush Bug appears most often with the odder superheroes of Earth-27, those already at the margins of their loose community. He has been a member of the Doom Patrol and has accompanied the Inferior Five. He also has something of a fixation with Superman and Darkseid as the most powerful hero and most powerful villain, occasionally turning up during their adventures and clashes just to tell them what a big fan he is.

He seems to be in a relationship with Tough Bunny of the Inferior Five. Whoever is playing Ambush Bug seems to be a complete DC comics geek, knowing every character and storyline. Tough Bunny seems to be his girlfriend's character, and she apparently has only a vague knowledge of comics and the DC universe, or the game mechanics of DC Adventures, which is why she seems so ditzy to the other characters in the Earth-27 setting. They play what adventures they do get into for laughs, fighting silly foes alongside equally silly allies, while meeting (and annoying) many famous DC superheroes and villains.
Last edited by Gamebook on Sun Jan 20, 2019 9:37 pm, edited 1 time in total.

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 23, 2018 1:11 pm

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Atom, The Ryan Choi - PL 10

Strength 1, Stamina 1, Agility 3, Dexterity 3, Fighting 8, Intellect 6, Awareness 1, Presence 0

Advantages
Agile Feint, Eidetic Memory, Equipment 2, Inventor, Luck, Ranged Attack 6, Ultimate Effort: Science

Skills
Acrobatics 6 (+9), Athletics 4 (+5), Expertise: Science 8 (+14), Insight 4 (+5), Investigation 6 (+12), Perception 6 (+7), Sleight of Hand 4 (+7), Stealth 4 (+7), Technology 6 (+12), Treatment 4 (+10), Vehicles 4 (+7)

Powers
Atom Suit (Removable)
. . Atom Goggles: Senses 13 (Analytical (Type): Vision, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 4: atom-size, Tracking: Infravision 2: full speed, Ultravision, Advantages: Eidetic Memory)
. . Atomic Size Alteration Belt
. . . . Atomic Compaction: Shrinking 20 (+20 Stealth, +10 active defenses, -5 size ranks; Atomic Size, Normal Strength)
. . . . Atomic Reduction: Shrinking 20 (-5 STR, -10 Intimidate, +20 Stealth, +10 active defenses, -5 size ranks, -2 speed ranks; Atomic Size, Increased Range: ranged; Diminished Range)
. . . . Subatomic Particle Riding: Teleport 20 (4000 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 1 million miles in 2 move actions; Medium: Energy flow)
. . Darting Mote: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: only when shrunk)
. . Environment Suit: Immunity 5 (Environmental Conditions (All))
. . Force Field: Protection 10 (+10 Toughness; Impervious)
Dipole Rod (Easily Removable)
. . Electrics
. . . . Electric Arc: Damage 7 (DC 22; Alternate Resistance: Fortitude, Increased Range: ranged)
. . . . Electric Strike: Strength-based Damage 9 (DC 25; Alternate Resistance: Fortitude, Reach (melee): 5 ft., Split: 2 targets)
. . . . Electromagnet: Move Object 7 (3 tons, DC 22; Damaging, Multiattack; Limited Material: Ferrous materials)
. . . . Overload: Nullify 7 (Counters: Electrics, DC 17; Effortless, Simultaneous)
. . Electromagnetic Conveyance: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Platform)

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

Offense
Initiative +3
Electric Arc: Damage 7, +9 (DC Fort 22)
Electric Strike: Strength-based Damage 9, +8 (DC Fort 25)
Electromagnet: Move Object 7, +9 (DC 22)
Grab, +8 (DC Spec 11)
Overload: Nullify 7, +9 (DC Will 17)
Throw, +9 (DC 16)
Unarmed, +8 (DC 16)

Languages
Native Language

Defense
Dodge 9, Parry 8, Fortitude 3, Toughness 11, Will 5

Power Points
Abilities 46 + Powers 103 + Advantages 12 + Skills 28 (56 ranks) + Defenses 12 = 201

Ryan Choi is the grad student of Professor Ray Palmer. While Ray has not found any more samples of the substance that makes his suit's power possible he has developed a way to share them with others using a companion suit. Ryan's suit can reproduce many of the effects of the Atom suit due to being quantum entangled with it. Currently Ray can only do this for one other suit due to the geometry of his powers but thinks that it may be possible to expand it to an additional set of angles that would let him construct many more suits.

Ryan is very enthusiastic about being a superhero and the Professor's assistant. A tremendously earnest geek Ray usually assigns him to accompany some junior team such as the Teen Titans or Young Justice. This is to Ray not so much to help those teams in their superheroic adventures but to observe and record any fantastic phenomena that they encounter. He is still a very useful member of the team to have along though with his scientific expertise and powers.

Choi has a particular concern with various microverses, pocket of miniaturized space formed by a number of different events. At very small physical scales there is a perception that time passes much more quickly as the speed of light is relatively faster. These pockets tend to be cramped and unstable, with their inhabitants subject to many stresses. Choi has encountered entire races of what at first seem to be alien beings but later turn out to be advanced life forms evolved from micro-organisms caught up in the shrinking event and trapped in the microverse. Other microverses have substantial human populations descended from people caught in them. Ryan seeks to help these peoples get to a new home and overcome their own internal conflicts and problems.

To deal with hostile encounters Ryancarries an electricity generating dipole rod. Like his supervisor Professor Ray Ryan is a pacifist and will not hurt sentient beings, though he is not as strict about it and is quite prepared to tase those who offer him or others violence. Ryan is less detached than Ray and chooses to get involved and help where Ray often confines himself to observations.

Gamebook
Posts: 4717
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 23, 2018 1:47 pm

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Azrael - PL 11

Strength 3, Stamina 3, Agility 5, Dexterity 3, Fighting 13, Intellect 1, Awareness 3, Presence 3

Advantages
Agile Feint, Assessment, Close Attack 3, Connected, Daze (Deception), Defensive Attack, Defensive Roll 2, Equipment 14, Evasion, Fearless, Improved Critical 2: Combat Gauntlets: Strength-based Damage 3, Improved Critical 2: Sword, Improved Disarm, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 7, Takedown, Trance

Skills
Acrobatics 8 (+13), Athletics 8 (+11), Deception 4 (+7), Insight 8 (+11), Intimidation 8 (+11), Investigation 6 (+7), Perception 6 (+9), Sleight of Hand 4 (+7), Stealth 4 (+9), Vehicles 4 (+7)

Powers
Combat Gauntlets: Strength-based Damage 3 (DC 21)
Glide Cape: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
Mask: Senses 6 (Extended: Choose Sense 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards)
. . Grapple: Movement 1 (Alternate; Swinging)

Equipment
Angel of Death armor [Combat Gauntlets: Strength-based Damage 3, DC 21; Glide Cape: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings; Heavy Body Armor: Protection 4, +4 Toughness; Impervious; Mask: Senses 6, Extended: Choose Sense 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Cell Phone (Smartphone), Commlink, Flash Grenade, Flashlight, Gas Mask, Grapple Gun [Grapple Gun: Move Object 3, 400 lbs., DC 18; Custom: Tether, Damaging; Limited Direction: Towards], Handcuffs, Mini-tracer, Rebreather, Smoke Grenade, Sword, Toolkit (Basic)

Offense
Initiative +9
Combat Gauntlets: Strength-based Damage 3, +16 (DC 21)
Flash Grenade, +10 (DC Dog/Fort 14)
Grab, +16 (DC Spec 13)
Grapple Gun: Move Object 3, +10 (DC 18)
Smoke Grenade, +10 (DC 19)
Sword, +16 (DC 21)
Throw, +10 (DC 18)
Unarmed, +16 (DC 18)

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 9/3, Will 9

Power Points
Abilities 68 + Powers 0 + Advantages 43 + Skills 30 (60 ranks) + Defenses 18 = 159

Michael Lane was not the first Azrael, before him the costume was worn by a Jean-Paul Valley. This was some years earlier, during the time of the first Batman. He was a very violent vigilante, frequently killing criminals, especially when the Batman from that time disappeared and there was no one to guide or restrain him. An early action of the current Batman was to take him down, exposing his identity and sending him to prison, along with his sponsors, an association of Gotham's wealthy who were using him as a weapon to retaliate against organized crime in Gotham. Batman would go on to take down organized crime in Gotham, but by breaking up their criminal empires and seeing them convicted, not beheaded in their own homes.

Jean-Paul spent years in prison, where he was a notably violent inmate who terrorized the other prisoners into behaving themselves. This seems to have been done with the connivance of the prison staff, who used him the way his former sponsors had. Despite cover-ups Valley is suspected to have been involved in the murder of a number of prisoners, and possibly even a guard or two. Eventually he was freed on appeal thanks to technicalities over his conviction due to the involvement of Batman. Batman was the first person to greet him on his release, appearing at his rented room and warning him not to return to the life of a vigilante, it had cost him too much already. He had been given a second chance at life, he shouldn't waste it. Unsurprisingly though the first thing Jean-Paul did was to become Azrael again, finding new sponsors to fund him and provide leads and contacts.

Jean-Paul has a new design of suit for his new crusade against crime and carries both his original blade and that of his successor Michael Lane. Batman had to take down Lane after he crossed the line in his actions. Jean-Paul is planning to break Michael out of prison and unite both Azraels. When he does that he reckons that he will have the might needed to take down the Batman, who he now regards as an enemy standing in the way of true righteous justice being visited on Gotham. Jean-Paul is as naive as ever though, his main sponsor these days is actually a faction of the League of Assassins. Radical elements opposed to Talia Al Ghul and Batman taking over the League have recruited him to destroy them. They reckon the two Azraels are some of the few people in the world who might be capable of the job. His new costume is an adapted League of Assassins suit and they are steadily bending him to their doctrine.

Gamebook
Posts: 4717
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 23, 2018 2:19 pm

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Batwing - PL 10

Strength 2, Stamina 3, Agility 4, Dexterity 3, Fighting 10, Intellect 5, Awareness 2, Presence 2

Advantages
Benefit, Wealth (well-off), Close Attack 2, Defensive Roll, Eidetic Memory, Equipment 17, Improved Critical 2: Gauntlets: Strength-based Damage 2, Improved Critical: Bat-knucks: Strength-based Damage 2, Improved Initiative, Inventor, Power Attack, Ranged Attack 7, Takedown

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

Powers
Bat-knucks: Strength-based Damage 2 (DC 19, Advantages: Improved Critical)
. . Thrown Bat-knuck: Strength-based Damage 2 (Alternate; DC 19; Increased Range: ranged; Diminished Range)
Batwing suit (Removable)
. . Armor Plate: Protection 6 (+6 Toughness; Impervious)
. . Auto-Medic: Healing 3 (Stabilize, Triggered: 1 use - Being injured)
. . Batwings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
. . Electrify Suit: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative; Unreliable (5 uses))
. . Gauntlets: Strength-based Damage 2 (DC 19)
. . Radio Comms: Radio Communication 3 (Rapid, Subtle: encrypted)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Stealth: Concealment 2 (Other Sense: Infravision, Other Sense: Radio)
. . Strength Augmentation: Enhanced Strength 2 (+2 STR)
. . Translator: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Visor: Senses 18 (Analytical: Hearing, Analytical (Type): Vision, Direction Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Penetrates Concealment: Infravision, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory)
Grapple Gun: Move Object 3 (400 lbs., DC 18; Custom: Towards, Damaging; Limited Direction: Towards)
Grapple: Movement 1 (Swinging)

Equipment
Bat-knucks [Bat-knucks: Strength-based Damage 2, DC 19, Advantages: Improved Critical], Bolos, Boomerang, Concealable Microphone, Fire Extinguisher, Flash Grenade, Flashlight, Grapple Gun [Grapple Gun: Move Object 3, 400 lbs., DC 18; Custom: Towards, Damaging; Limited Direction: Towards; Grapple: Movement 1, Swinging], Handcuffs, Mini-tracer, Pepper Spray, Shuriken, Sleep Gas Grenade, Smoke Grenade, Tear Gas Grenade, Toolkit (Basic)

Offense
Initiative +8
Bat-knucks: Strength-based Damage 2, +12 (DC 19)
Bolos, +10 (DC Dog 13)
Boomerang, +10 (DC 18)
Electrify Suit: Cumulative Affliction 6, +12 (DC Fort 16)
Flash Grenade, +10 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +12 (DC 19)
Grab, +12 (DC Spec 12)
Grapple Gun: Move Object 3, +10 (DC 18)
Pepper Spray, +12 (DC Dog/Fort 14)
Shuriken, +10 (DC 16)
Sleep Gas Grenade, +10 (DC Dog/Fort 14)
Smoke Grenade, +10 (DC 19)
Tear Gas Grenade, +10 (DC Dog/Fort 14)
Throw, +10 (DC 17)
Thrown Bat-knuck: Strength-based Damage 2, +10 (DC 19)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 10/9, Will 6

Power Points
Abilities 58 + Powers 74 + Advantages 34 + Skills 26 (52 ranks) + Defenses 14 = 206

Luke Fox is the son of Lucius Fox, the CEO of Wayne Industries. A brilliant engineer himself he determined to emulate the Batman by building himself a suit that would enhance his abilities and let him fight crime across the city. In this he had no idea his own father designed and built much of Batman's equipment while running his company for him, he arrived at the idea independently. Since he made use of Waynetech equipment and parts to build his suit however his father and Batman knew all about it well before the first time he stepped out as Gotham's newest bat, Batwing. Lucius is understandably concerned for his son and Batman has agreed to assist and guide Luke in his vigilante career.

Luke's suit is something that the Bat-clan has been moving towards for a while now. Tim Drake, the Red Robin, was very impressed with it and is designing a future batsuit that incorporates lessons from it. The eventual culmination of this will be the suit that Terry McGinnis uses many years from now. Batman himself could build something like it but considers it to be too bulky and heavy, he prefers a lighter suit that lets him fit inside the vents and crawlspaces of Gotham's buildings. As Batwing Luke has to have more room to operate, he busts in through the door or window and smashes through opponents rather than taking them down from ambush like Batman does.

The recent expansion of the Bat-Clan and their growing capability has Batman considering that he is no longer needed to fight crime in Gotham. He can entrust Tim, Kate and Luke to lead the fight along with their allies. This leaves him free to embark on resolving other concerns of his, so he has left Gotham along with Selina Kyle, the Catwoman. What Batman has gone off to do none of his allies know, Alfred and Damian may know but they are not saying. Luke has thus only encountered the Batman a handful of times and does not know his secret identity of Bruce Wayne.

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

Post by Gamebook » Sun Dec 23, 2018 10:30 pm

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Blue Lantern - PL 14

Strength 0, Stamina 0, Agility 2, Dexterity 3, Fighting 4, Intellect 3, Awareness 3, Presence 5

Advantages
Benefit, Galactic Authority, Leadership, Ranged Attack 3, Skill Mastery: Treatment, Ultimate Effort: Persuasion

Skills
Athletics 4 (+4), Expertise: Science 8 (+11), Insight 8 (+11), Investigation 6 (+9), Perception 4 (+7), Persuasion 8 (+13), Ranged Combat: Blue Energy Powers 4 (+7), Sleight of Hand 4 (+7), Treatment 8 (+11)

Powers
Blue Lantern Ring (Removable (indestructible))
. . Blue Energy Powers
. . . . A New Hope: Teleport 14 ([0 active, 0/57 PP, 4/r+1], Carry 50 lbs.; Change Direction, Extended: 16000 miles in 2 move actions, Portal; Limited to Extended)
. . . . Beacon of Healing: Perception Area Healing 14 ([0 active, 0/57 PP, 4/r+1]; Perception Area: DC 24 - Sight, Selective, Stabilize)
. . . . Carry Away: Move Object 18 ([0 active, 0/57 PP, 2/r+21], 50000 ktons; Extended Range 7, Increased Mass 13, Precise)
. . . . Hope Overcomes: Perception Area Nullify 14 ([0 active, 0/57 PP, 4/r], Counters: Mind Control, DC 24; Perception Area: DC 24 - Sight, Increased Range: perception, Selective)
. . . . Hope Protects: Create 14 ([0 active, 0/57 PP, 4/r+1], Volume: 15000 cft., DC 24; Impervious, Movable, Precise)
. . . . Hope Restores: Healing 14 ([0 active, 0/57 PP, 4/r]; Increased Range: ranged, Restorative)
. . . . Hope Sustains: Burst Area Immunity 10 ([0 active, 0/57 PP, 5/r+7], Life Support; Burst Area 3: 120 feet radius sphere, DC 20, Extended Range 7, Increased Range: ranged)
. . . . Hope Triumphs: Healing 14 ([0 active, 0/57 PP, 4/r+1]; Increased Range: ranged, Resurrection, Stabilize)
. . . . Light of Hope: Cumulative Perception Area Affliction 14 ([0 active, 0/57 PP, 4/r+1], 3rd degree: Controlled, Resisted by: Will, DC 24; Perception Area: DC 24 - Sight, Cumulative, Increased Range 2: perception, Insidious, Selective; Limited: to hoping, Limited Degree (third only))
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communication: Other Cosmic Communication 5 (Rapid, Subtle: encrypted)
. . . . Communications Network: Other Area Cosmic Communication 4 (Alternate; Area, Rapid, Subtle: encrypted)
. . Detect Despair: Senses 13 (Detect: Despair 2: ranged, Extended: Despair 10: x10bn, Radius: Despair)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 14 (+14 Toughness; Impervious)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Senses: Senses 7 (Darkvision, Extended: Visual 5: x100k)

Offense
Initiative +2
Carry Away: Move Object 18, +10 (DC 28)
Grab, +4 (DC Spec 10)
Hope Overcomes: Perception Area Nullify 14 (DC Will 24)
Light of Hope: Cumulative Perception Area Affliction 14 (DC Will 24)
Throw, +6 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 4, Toughness 14, Will 11

Power Points
Abilities 40 + Powers 160 + Advantages 7 + Skills 27 (54 ranks) + Defenses 20 = 254

The Blue Lantern Corps channels the blue light of hope. This is a very dangerous color of light energy that should only be used by the most responsible people. In the wrong hands it can be used to give people false hope, which can lead entire populations to make disastrous decisions because they think some drastic action will make matters better. In reality of course any drastic step is far more likely to make things worse than improve them. Devastating wars and bloody pogroms have resulted from misusing blue light energy because people are filled with hope which makes them confident and dismissive of problems and limitations. Those who raise objections are seen as attacking hope itself and can be severely mistreated.

Because of all this the Guardians of the Universe limit the Blue Lantern Corps to an extremely small size, just a handful of Blue Lanterns. The requirements to become a Blue Lantern are extremely strict, with prospective candidates being interviewed and tested for several years before they are even allowed to see the Blue Power Battery and put on a power ring. All Blue Lanterns are strict pacifists, they may not use the power of hope to incite or condone any form of violence. The commonly used green light energy is motivated by the wielder's willpower, it does not affect their own mood or motivations, but blue light energy can affect the hope of all who come into contact with it. A Blue Lantern must be entirely dispassionate, they cannot allow their own hope to affect the use of their ring.

The way Blue Lanterns usually bring hope to others is not by directly altering their mood, that is mind control and is to be employed only under the most dire circumstances. Instead they strive to give people a good reason to hope again, principally by protecting and healing. In the aftermath of a war the victors or survivors are often scarcely less miserable than the defeated or dead. While Green Lanterns defeat and drive off attackers the Blue Lanterns repair the damage done to people, healing their wounds and even raising their dead. The soothing blue light eases their torment and gives people a chance to heal and rebuild.

Irie Morgan is currently the only Blue Lantern to have been recruited from Earth. She is a young Jamaican woman who migrated to the USA to study medicine with the aim of becoming a researcher in medical science. She was born with spina bifida which means that when not using her Blue Lantern ring to move herself around she has to employ crutches and wear leg braces. Despite her condition she has a very strong sense of hope, that is tempered by a healthy dose of realism. She neither accepts the condition or just wishes to be better, she is actively and positively working to find a permanent solution so others do not have to suffer as she has. She also does not try to view her condition as anything other than a painful and inconvenient disability, one that she would have preferred to do without. She does not consider that it gave her 'motivation', she would have worked and striven for success with or without a medical condition, and so would everybody else in her opinion.

Irie received the offer to become a Blue Lantern from the Green Lantern corpsmen active on Earth. They had been instructed to check their planet for suitable candidates and they found her. While there are many people of strong, positive character like her she was the best match to the requirements and was willing to spend several years offworld undergoing the testing. As much as she has responsibilities on Earth the need for Blue Lanterns across the cosmos is even greater, and she could see how much good she could do for the people of Earth with the powers a Blue Lantern ring would grant her. She successfully passed her testing and training and has recently arrived back on Earth to commence her duties.

The superhero's battles with supervillains and other threats often result in appalling devastation and loss of life. Superman and the other members of the Justice League repair as much damage as quickly as they can, and Batman often provides financial aid and medical care to the victims of Gotham's lunatic costumed criminals, but they cannot make good all the suffering that results. Blue Lantern Amity can heal almost any wound however, even bringing back the dead if she can get to them quickly enough. She limits the use of her powers to this work however, for the normal toll of injuries and illnesses of life on Earth people have to fend for themselves. A Blue Lantern has a role similar to a Green Lantern, they protect their assigned planet against outside threats the inhabitants cannot cope with. They are not there to substitute for hard work and development however, that is the responsibility of the population to itself. In addition like all corps members she spends a lot of time offworld in space, aiding worlds which don't have permanent corps protection or carrying out the directives of the Guardians of the Universe as they strive to live up to their name.

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Dec 23, 2018 11:16 pm

Image

Blue Lantern - PL 14

Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 6, Intellect 5, Awareness 3, Presence 3

Advantages
Benefit, Galactic Authority, Equipment 3, Improved Grab, Inventor, Ranged Attack 3, Teamwork

Skills
Athletics 4 (+5), Expertise: Science 8 (+13), Insight 4 (+7), Investigation 6 (+11), Perception 6 (+9), Persuasion 4 (+7), Ranged Combat: Blue Energy Powers 4 (+7), Technology 8 (+13), Treatment 4 (+9)

Powers
Blue Lantern Ring (Removable (indestructible))
. . Blue Energy Powers
. . . . A New Hope: Teleport 14 ([0 active, 0/57 PP, 4/r+1], Carry 50 lbs.; Change Direction, Extended: 16000 miles in 2 move actions, Portal; Limited to Extended)
. . . . Beacon of Healing: Perception Area Healing 14 ([0 active, 0/57 PP, 4/r+1]; Perception Area: DC 24 - Sight, Selective, Stabilize)
. . . . Carry Away: Move Object 18 ([0 active, 0/57 PP, 2/r+21], 50000 ktons; Extended Range 7, Increased Mass 13, Precise)
. . . . Hope Overcomes: Perception Area Nullify 14 ([0 active, 0/57 PP, 4/r], Counters: Mind Control, DC 24; Perception Area: DC 24 - Sight, Increased Range: perception, Selective)
. . . . Hope Protects: Create 14 ([0 active, 0/57 PP, 4/r+1], Volume: 15000 cft., DC 24; Impervious, Movable, Precise)
. . . . Hope Restores: Healing 14 ([0 active, 0/57 PP, 4/r]; Increased Range: ranged, Restorative)
. . . . Hope Sustains: Burst Area Immunity 10 ([0 active, 0/57 PP, 5/r+7], Life Support; Burst Area 3: 120 feet radius sphere, DC 20, Extended Range 7, Increased Range: ranged)
. . . . Hope Triumphs: Healing 14 ([0 active, 0/57 PP, 4/r+1]; Increased Range: ranged, Resurrection, Stabilize)
. . . . Light of Hope: Cumulative Perception Area Affliction 14 ([0 active, 0/57 PP, 4/r+1], 3rd degree: Controlled, Resisted by: Will, DC 24; Perception Area: DC 24 - Sight, Cumulative, Increased Range 2: perception, Insidious, Selective; Limited: to hoping, Limited Degree (third only))
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communication: Other Cosmic Communication 5 (Rapid, Subtle: encrypted)
. . . . Communications Network: Other Area Cosmic Communication 4 (Alternate; Area, Rapid, Subtle: encrypted)
. . Detect Despair: Senses 13 (Detect: Despair 2: ranged, Extended: Despair 10: x10bn, Radius: Despair)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 14 (+14 Toughness; Impervious)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Senses: Senses 7 (Darkvision, Extended: Visual 5: x100k)
Goggles: Senses 10 (Analytical (Type): Vision, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Tracking: Infravision 2: full speed, Ultravision)
Head Tentacles: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Immunity: Immunity 3 (Environmental Condition: Choose Condition, Environmental Condition: Choose Condition, Suffocation: Choose Type)
Natural Mathematician: Quickness 3 (Perform routine tasks in -3 time ranks; Limited to One Task: Mathematics)
Regeneration: Regeneration 2 (Every 5 rounds)
Senses: Senses 1 (Low-light Vision)
Swimming: Swimming 3 (Speed: 4 miles/hour, 60 feet/round)

Equipment
Goggles [Goggles: Senses 10, Analytical (Type): Vision, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Tracking: Infravision 2: full speed, Ultravision], Toolkit (Basic)

Offense
Initiative +3
Carry Away: Move Object 18, +10 (DC 28)
Grab, +6 (DC Spec 11)
Hope Overcomes: Perception Area Nullify 14 (DC Will 24)
Light of Hope: Cumulative Perception Area Affliction 14 (DC Will 24)
Throw, +6 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 9, Parry 6, Fortitude 5, Toughness 16, Will 12

Power Points
Abilities 52 + Powers 171 + Advantages 9 + Skills 24 (48 ranks) + Defenses 18 = 274

Two-Six is a young woman from Numericon Prime, a planet whose native sentient inhabitants evolved from a squid-like amphibious creature. Her species has a naturally strong aptitude for mathematics and almost all their intellectual life is framed in mathematical terms. As a race they are not exceptionally good nor evil, they have the wide range of temperaments common to sentient beings. She was originally a Green Lantern before choosing to transfer to the Blue Lantern corps, she was tired of fighting and felt that she could do more good in another way. Her name of two simple numerals is a common female name in her culture, it means 'perfection'. It refers to the first perfect number and the Mersenne prime which produces it.

As a Blue Lantern Two-Six is very precise and controlled, carefully working out exactly what is best for her to do. She can seem quite ruthless at times, for example refusing aid to soldiers left wounded or crippled by a war on a planet. She can mathematically work out that healing a group of soldiers will actually cause more death and suffering in the long run by enabling the war to continue. She will present proofs of her work to those who complain, though a lot of species in the cosmos are not very mathematically inclined and just get angry at her. Whenever this gets her down she restores her spirits by doing math, which affirms to her that she is doing the right thing. Quite why her species are like this is subject to debate, with one theory being that since their brain is distributed throughout much of their body they think sequentially rather than holistically. The calculations that say a human brain does unconsciously to work out its actions and responses thus have to be done deliberately by them.

Two-Six spends much of her time with other Green Lanterns, protecting and healing them rather than aiding the civilians that say Blue Lantern Amity concentrates on. She has worked out that keeping the Green Lanterns at full fighting efficiency by healing and resurrecting them does more for the peoples of the cosmos than any other action. Healing sick and injured innocents is obviously good, and there is a moral imperative to help anyone in distress, but she can best prevent people being hurt in the first place by empowering the Green Lanterns to stop villains before they can do more harm.

Personally she is an affectionate young woman, with the strong tactile sense common to her species. Her head tentacles literally have a mind of their own, each one has its own small brain and tends to follow its own inclinations. She has to concentrate or look at them to know what they are doing. They do things like pick up food for her to sample, or interesting objects to examine. If she is close to someone she likes or wants to comfort they will reach over and stroke them. She always carries writing materials and calculators to do math with now she doesn't have a Green Lantern ring. Blue Lantern rings are limited at exerting force, forming constructions or processing information, they can do so but only in a simple and direct fashion. As a Numericon she needs to do math in order to be able to think, without it she would become confused and bewildered.

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Dec 25, 2018 9:59 pm

Image

Blue Lantern - PL 14

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

Advantages
Benefit, Galactic Authority, Benefit, Status: Leader of the Blue Lantern Corps, Connected, Diehard, Improved Grab, Leadership, Ranged Attack 2, Trance, Well-informed

Skills
Athletics 4 (+6), Insight 12 (+18), Investigation 8 (+11), Perception 8 (+14), Persuasion 8 (+14), Ranged Combat: Blue Energy Powers 4 (+8), Sleight of Hand 4 (+8), Treatment 8 (+11)

Powers
Blue Lantern Ring (Removable (indestructible))
. . Blue Energy Powers
. . . . A New Hope: Teleport 14 ([0 active, 0/57 PP, 4/r+1], Carry 50 lbs.; Change Direction, Extended: 16000 miles in 2 move actions, Portal; Limited to Extended)
. . . . Beacon of Healing: Perception Area Healing 14 ([0 active, 0/57 PP, 4/r+1]; Perception Area: DC 24 - Sight, Selective, Stabilize)
. . . . Calming Light: Nullify 18 ([0 active, 0/57 PP, 3/r+3], Counters: Other types of ring energy, DC 28; Broad, Extended Range 2, Precise, Simultaneous)
. . . . Carry Away: Move Object 18 ([0 active, 0/57 PP, 2/r+21], 50000 ktons; Extended Range 7, Increased Mass 13, Precise)
. . . . Hallow Friend: Summon 14 (Heroic, Type (General): Blue Lantern; Source: suitable candidate)
. . . . Hope Overcomes: Perception Area Nullify 14 ([0 active, 0/57 PP, 4/r], Counters: Mind Control, DC 24; Perception Area: DC 24 - Sight, Increased Range: perception, Selective)
. . . . Hope Protects: Create 14 ([0 active, 0/57 PP, 4/r+1], Volume: 15000 cft., DC 24; Impervious, Movable, Precise)
. . . . Hope Restores: Healing 14 ([0 active, 0/57 PP, 4/r]; Increased Range: ranged, Restorative)
. . . . Hope Revitalizes: Perception Area Healing 14 ([0 active, 0/57 PP, 4/r]; Perception Area: DC 24 - Sight, Energizing, Selective; Limited: to energizing)
. . . . Hope Sustains: Burst Area Immunity 10 ([0 active, 0/57 PP, 5/r+7], Life Support; Burst Area 3: 120 feet radius sphere, DC 20, Extended Range 7, Increased Range: ranged)
. . . . Hope Triumphs: Healing 14 ([0 active, 0/57 PP, 4/r+1]; Increased Range: ranged, Resurrection, Stabilize)
. . . . Light of Hope: Cumulative Perception Area Affliction 14 ([0 active, 0/57 PP, 4/r+1], 3rd degree: Controlled, Resisted by: Will, DC 24; Perception Area: DC 24 - Sight, Cumulative, Increased Range 2: perception, Insidious, Selective; Limited: to hoping, Limited Degree (third only))
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communication: Other Cosmic Communication 5 (Rapid, Subtle: encrypted)
. . . . Communications Network: Other Area Cosmic Communication 4 (Alternate; Area, Rapid, Subtle: encrypted)
. . Detect Despair: Senses 13 (Detect: Despair 2: ranged, Extended: Despair 10: x10bn, Radius: Despair)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 14 (+14 Toughness; Impervious)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Senses: Senses 7 (Darkvision, Extended: Visual 5: x100k)
Cranial Tentacle: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Empath: Cumulative Mind Reading 14 (DC 24; Cumulative; Feedback, Limited to Emotions)
Immunity: Immunity 1 (Aging)

Offense
Initiative +4
Calming Light: Nullify 18, +10 (DC Will 28)
Carry Away: Move Object 18, +10 (DC 28)
Empath: Cumulative Mind Reading 14 (DC Will 24)
Grab, +6 (DC Spec 12)
Hope Overcomes: Perception Area Nullify 14 (DC Will 24)
Light of Hope: Cumulative Perception Area Affliction 14 (DC Will 24)
Throw, +6 (DC 17)
Unarmed, +6 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 8, Fortitude 6, Toughness 16, Will 16

Power Points
Abilities 66 + Powers 180 + Advantages 9 + Skills 28 (56 ranks) + Defenses 22 = 305

Bro'Dee was the first Blue Lantern and for a long time was the only one. His species is naturally empathic, they evolved to read each others emotions as a form of communication and sociality. Their ability to feel others pain as their own made them an instinctively pacifistic species and their world was peaceful and cooperative. Unfortunately their lack of competition meant that they developed only slowly compared to more selfish and aggressive species such as the Khunds, Gordanians, Durlans, Dominators and others. Before the Guardians of the Universe came into being their world was ravaged and despoiled, the inhabitants all murdered or enslaved. Bro'Dee was rescued by the Guardians early agents and given sanctuary on one of their worlds. Despite what happened to him and his people he has never desired revenge, his species just does not feel hate for others. After the Green Lantern Corps had been set up and was successful the Guardians debated whether to make use of the other lights of the emotional spectrum. As a trial they found suitable candidates for several of the lights, and one of these was the blue light of hope. The Guardians of the Universe are not the first people in the cosmos to make use of the emotional spectrum and they were wary of the disasters that had befallen earlier users. Bro'Dee was chosen because he would not use the power of hope to gain control or enact vengeance. All Bro'Dee has ever wanted to do is help others.

Bro'Dee is not the leader of the Blue Lanterns, unlike the Green Lanterns they have no hierarchy or command structure. The best description of his role is that he is a guru, he teaches wisdom and understanding of the blue light. He is the only person who can create a new Blue Lantern, their rings do not automatically seek out new candidates if the current bearer is killed. Most Blue Lanterns have served for a very long time, Bro'Dee has been one for several million years now. The rings prolong their bearers lives, and in any case his species was extraordinarily long-lived as they had a very low mortality rate in their peaceful society and so evolved long lifespans. Every prospective Blue Lantern spends several years in his company as his student, accompanying him on missions around the cosmos and learning from him. He is a very challenging master as he can see through all lies and self-delusions and challenges his pupils to examine their true motives. Many of those who have thought themselves selfless and devoted to others have found that they are really selfish and doing it for their own regard. To safely wield the power of the blue light you must be truly only interested in the welfare of others for their sake, not for your own ego or aggrandizement. Though most of his pupils fail their studentship he never ceases to seek out people who could potentially be Blue Lanterns. When even such primitive and brutish races as humans can rise to the challenge he has hope for the many diverse species across the cosmos.

Thorpocalypse
Posts: 1617
Joined: Fri Nov 04, 2016 8:52 pm

Re: Gamebook's builds (hs5ias new thread)

Post by Thorpocalypse » Wed Dec 26, 2018 2:44 am

Loving the Blue Lanterns. I plan on hitting the Lantern Corps again myself in the new year.

I also love the Year One Trinity. It's always good to see lower level versions of the established heroes.
Me fail English? That's unpossible. - Ralph Wiggum

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 26, 2018 8:30 am

Image

Image

Captain Hollywood - PL 9

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

Advantages
Attractive, Benefit, Wealth 3 (millionare), Close Attack 2, Connected, Defensive Roll, Equipment 14, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 8, Takedown

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

Powers
Gauntlets: Strength-based Damage 2 (DC 20)
Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
Mask: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Sensory Protection: Immunity 5 (Sensory Affliction Effects)
Strobe Lights: Cumulative Perception Area Affliction 3 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 13; Perception Area: DC 13 - Sight, Cumulative, Reaction 3: reaction; Limited: Sight, Limited Degree)
Electromagnet Staff (Easily Removable)
. . Electromagnet
. . . . Bullet Deflection: Burst Area Immunity 5 (Damage Effect: Bullets; Burst Area: 30 feet radius sphere, DC 15, Selective)
. . . . Electromagnetic Beam: Move Object 7 (3 tons, DC 22; Damaging, Precise; Limited Material: Ferrous materials)
. . . . Electromagnetic Clamp: Movement 1 (Wall-crawling 1: -1 speed rank)
. . . . Electromagnetic Disruption: Nullify 7 (Counters: Electrics, DC 17; Effortless, Precise)
. . . . Electromagnetic Field: Senses 9 (Accurate: Electromagnetic, Detect: Electromagnetically reactive objects 2: ranged, Penetrates Concealment: Electromagnetic, Radius: Electromagnetic)
. . . . Electromagnetic Propulsion: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Platform)
. . . . Electromagnetic Shield Spin: Protection 7 (+7 Toughness; Impervious, Sustained)
. . . . Voltage Stun: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Reach (melee) 2: 10 ft.)
. . Staff
. . . . Brace: Enhanced Strength 1 (+1 STR; Limited to Lifting)
. . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+12))
. . . . Strike: Strength-based Damage 2 (DC 20; Linked: Voltage Stun: Cumulative Affliction 6, Reach (melee): 5 ft.)
. . . . Vault: Leaping 1 (Leap 15 feet at 4 miles/hour)
Escrima Sticks: Strength-based Damage 2 (DC 20; Split: 2 targets)
Shot
. . Birdshot: Damage 5 (DC 20; Accurate: +2, Increased Range: ranged; Diminished Range)
. . Rubber Slug: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged; Diminished Range, Inaccurate: -2, Resistible: Toughness)
. . Solid Shot: Damage 6 (DC 21; Increased Range: ranged; Diminished Range, Inaccurate: -2)

Equipment
Cell Phone (Smartphone), Concealable Microphone, Costume [Gauntlets: Strength-based Damage 2, DC 20; Heavy Body Armor: Protection 4, +4 Toughness; Impervious; Mask: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision; Sensory Protection: Immunity 5, Sensory Affliction Effects; Strobe Lights: Cumulative Perception Area Affliction 3, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 13; Perception Area: DC 13 - Sight, Cumulative, Reaction 3: reaction; Limited: Sight, Limited Degree], Escrima Sticks [Escrima Sticks: Strength-based Damage 2, DC 20; Split: 2 targets], Flashlight, Gas Mask, Handcuffs, Mini-tracer, Rebreather, Shotgun Pistol [Shot], Smoke Grenade, Toolkit (Basic)

Offense
Initiative +7
Birdshot: Damage 5, +13 (DC 20)
Electromagnetic Beam: Move Object 7, +11 (DC 22)
Electromagnetic Disruption: Nullify 7, +11 (DC Will 17)
Escrima Sticks: Strength-based Damage 2, +12 (DC 20)
Gauntlets: Strength-based Damage 2, +12 (DC 20)
Grab, +12 (DC Spec 13)
Rubber Slug: Cumulative Affliction 6, +9 (DC Fort/Tou )
Smoke Grenade, +11 (DC 19)
Solid Shot: Damage 6, +9 (DC 21)
Strike: Strength-based Damage 2, +12 (DC 20)
Strobe Lights: Cumulative Perception Area Affliction 3 (DC Will 13)
Throw, +11 (DC 18)
Unarmed, +12 (DC 18)
Voltage Stun: Cumulative Affliction 6, +12 (DC Fort 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 7

Power Points
Abilities 58 + Powers 16 + Advantages 34 + Skills 34 (68 ranks) + Defenses 16 = 158

Captain Hollywood operates in the west coast National City, fighting crime in the bright sunshine of California rather than the bleak gloom of Gotham. In civilian life he is a successful film actor, doing mostly action movies as he is really only a passable actor. Notable film credits include Run and Shoot IV, Angry, Drunken Cop II and Gladiator Something. The revenues from this schlock he uses to make money to fund his real obsession. National City is as crime ridden as any other major American city, Gotham if anything has a lower than average crime rate, especially these days after the prolonged crusade of Batman and his allies.

National City is known especially for its gun-toting gangs, firefights on the streets occurring with some frequency in parts of the city. Cap Hollywood uses a short-barreled shotgun to take down gangbangers, stunning them with heavy rubber slugs, rather than striking from ambush. National City is mostly low-rise sprawl rather than the crammed together multi-storey tenements of Gotham so there is much less scope for dropping down from above and no gargoyles to lurk on. His electromagnet staff lets him stop bullets in flight all around him so he can move through a firefight quite openly striking down all those involved in it. Like most criminals those he fights have never learned proper combat techniques, having rotten aim, no idea of positioning, cover or mutual support, and carry poorly-maintained and unreliable weapons. He can beat up several dozen gang members in the space of a few minutes. His real objectives though are those running in the drugs and guns that fuel the crime and violence in the city. Many of them are wealthy and well-connected, with patronage and connections from politicians and big business in the city, including his own profession of acting that is riddled with drug abuse. He pretends to be a heavy coke user so dealers will approach him, who he can then later track down as Captain Hollywood and beat information on their suppliers out of.

He has encountered Supergirl a few times since she moved out to National City and became its resident superhero. Her move here was to get into media publishing at Cat Grant's new west coast offices. The two of them do not like each other, she is horrified at how violent he is, his use of guns and advanced weapons, while he regards her getting involved with human crime as outside of her experience. When she has confronted him he has quite openly told her to stick to fighting space aliens and leave human affairs to him. His suit has a lead foil lining which blocks her x-ray vision and he is expert at vanishing into the teeming city. His car is not an ostentatious bat-themed armored car like Batman uses but is a disguised regular vehicle. Even Supergirl cannot pick it out of the millions of vehicles cramming the roads of National City in its infamous traffic. She has recently interviewed him in real life for her job and has actually started dating him! Currently both of them are unaware that the other person is a superhero. The idea that Supergirl even has a secret identity as a regular civilian is unknown to almost all people, the public just assumes that she goes off to some space base such as the Justice League Watchtower when not saving the city. Similarly the urban legend of Captain Hollywood is not thought to secretly be some famous person, most people would scoff at the idea, which is also of course how Bruce Wayne gets away with it.

Gamebook
Posts: 4717
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 26, 2018 8:52 am

Image

Catherine Cobert - PL 2

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

Advantages
Attractive, Benefit, Security Clearance: A.R.G.U.S., Contacts, Equipment 1, Fascinate (Persuasion), Well-informed

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

Equipment
Cell Phone (Smartphone)

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

Languages
Native Language

Defense
Dodge 1, Parry 0, Fortitude 1, Toughness 0, Will 3

Power Points
Abilities 8 + Powers 0 + Advantages 6 + Skills 11 (22 ranks) + Defenses 4 = 29

Catherine Cobert is a former model who became a worker with the UN, then was recruited by Maxwell Lord to be a UN liaison and public relations officer for his Justice League International. She specializes in relating superheroic activity to the public and politicians, who are often alarmed at these colorful characters zooming around doing extraordinary things to save the world from invaders from space or other dimensions. During her time with the JLI she was in a brief relationship with Captain Atom, but that ended when he left her for Power Girl. After the JLI imploded with the revelations about Max's involvement in the misuse of superpowers during the 'Everyman' project her career was under a cloud for a while. She was recruited by ARGUS who didn't care about a few murky things in her past. Her role now is to lie to people on Wonder Woman's behalf, the Amazon princess can almost never bring herself to utter a falsehood but many of the events she gets involved in are not things that ordinary i.e. non-magical people should know about. Catherine has no idea of the true stories and doesn't want to know, she composes mundane explanations for why the sky was raining blood or the dead were walking through the city center.

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