Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 26, 2018 9:09 am

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Chloe Sullivan - PL 2

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

Advantages
Connected, Equipment 1, Luck

Skills
Deception 4 (+5), Insight 4 (+5), Investigation 4 (+5), Perception 4 (+5), Persuasion 4 (+5), Sleight of Hand 4 (+5), Technology 4 (+5)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +0
Grab, +0 (DC Spec 9)
Throw, +1 (DC 14)
Unarmed, +0 (DC 14)

Languages
Native Language

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

Power Points
Abilities 6 + Powers 0 + Advantages 3 + Skills 14 (28 ranks) + Defenses 4 = 27

Chloe Sullivan is a recent hire by Perry White for the Daily Planet media group. She is Lois Lane's cousin and has become friends with her group along with Jimmy Olsen and Clark Kent. Jimmy has asked her out several times but has just gotten the brush off. Chloe has her sights set on Clark Kent instead, but he keeps giving her the brush off in turn. Lois just rolls her eyes at all this. As a young reporter Chloe particularly wants to interview some of Superman's foes, she is fascinated by what would motivate a person to go up against the Man of Steel. Clark with his super-hearing is aware of what she is up to as he can overhear her phone calls in the office and his ears pricked up when she dropped the names of several of his most dangerous enemies. He is going to have to keep an eye on her, the only time it is safe to talk to a genuine supervillain is when they are being held in a maximum security facility.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 26, 2018 12:18 pm

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Continuity Police - PL 9

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

Advantages
Benefit, Galactic Authority, Contacts, Defensive Roll, Eidetic Memory, Equipment 17, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Quick Draw, Ranged Attack 7, Well-informed

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

Powers
Cybernetic Arm: Enhanced Strength 2 (+2 STR, Advantages: Fast Grab, Improved Hold; Limited: to lower left arm)
Four Arms: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
Body Armor: Protection 4 (+4 Toughness)
Environment Suit: Immunity 5 (Environmental Conditions (All))
Eyepiece: Senses 13 (Analytical (Type): Vision, Direction Sense, Distance Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Tracking: Infravision 2: full speed, Ultravision)
Hi-Friction Pads: Movement 1 (Wall-crawling 1: -1 speed rank)
Stealth: Concealment 3 (Other Sense: Time Travel, Other Sense: Radio, Other Sense: Infravision)
Temporal Shifter: Movement 3 (Time Travel 3: any time, 50 lbs.)
Time Travel Scanner: Senses 8 (Acute: Time Travel, Analytical: Time Travel, Awareness: Time Travel, Extended: Time Travel 2: x100, Radius: Time Travel, Tracking: Time Travel 2: full speed; Dimensional 2: group - Past and future times)
Trans-temporal Radio: Radio Cosmic Communication 2 (Dimensional 2: group - Past & Future, Subtle: encrypted)
Universal Translator: Comprehend 3 (Languages - Read All, Languages - Understand All, Languages - You're Understood)
Two pairs of eyes: Quickness 1 (Perform routine tasks in -1 time ranks; Limited to One Task: Perception)
Vibro Blade (Easily Removable)
. . Damage: Strength-based Damage 3 (DC 22; Penetrating 10, Reach (melee): 5 ft.)

Equipment
Blaster Pistol, Concealable Microphone, Flash Goggles, Flashlight, Gas Mask, Handcuffs, Lock Release Gun, Mini-tracer, Police Uniform [Body Armor: Protection 4, +4 Toughness; Environment Suit: Immunity 5, Environmental Conditions (All); Eyepiece: Senses 13, Analytical (Type): Vision, Direction Sense, Distance Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Tracking: Infravision 2: full speed, Ultravision; Hi-Friction Pads: Movement 1, Wall-crawling 1: -1 speed rank; Stealth: Concealment 3, Other Sense: Time Travel, Other Sense: Radio, Other Sense: Infravision; Temporal Shifter: Movement 3, Time Travel 3: any time, 50 lbs.; Time Travel Scanner: Senses 8, Acute: Time Travel, Analytical: Time Travel, Awareness: Time Travel, Extended: Time Travel 2: x100, Radius: Time Travel, Tracking: Time Travel 2: full speed; Dimensional 2: group - Past and future times; Trans-temporal Radio: Radio Cosmic Communication 2, Dimensional 2: group - Past & Future, Subtle: encrypted; Universal Translator: Comprehend 3, Languages - Read All, Languages - Understand All, Languages - You're Understood], Rebreather, Toolkit (Basic)

Offense
Initiative +8
Blaster Pistol, +11 (DC 20)
Damage: Strength-based Damage 3, +10 (DC 22)
Grab, +10 (DC Spec 14)
Throw, +11 (DC 19)
Unarmed, +10 (DC 19)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 8/3, Will 8

Power Points
Abilities 60 + Powers 15 + Advantages 31 + Skills 21 (42 ranks) + Defenses 14 = 141

The Continuity Police are a cross-reality enforcement agency dedicated to resolving paradoxes caused by unauthorized time travel and reality hopping. Too much of that and the multiverse itself will start to break down, causality will be interrupted and the universes will begin to bleed into each other. Ultimately the Monitors, the creators and controllers of the multiverse, may decide to wipe the whole lot clear and start afresh, as they have done before. To avert a recurrence of such a disaster many organizations have signed a pact giving the Continuity Police wide powers. It is their responsibility to track down those damaging continuity and place them under arrest so that their actions can be stopped and appropriate penalties levied to deter or prevent any further occurrences. Signatories to this pact include the Justice League and the Guardians of the Universe. The CP officers themselves are principally detectives, they generally do not have superpowers themselves and so rely on assistance from superheroes if they have to apprehend supervillains. Much of the time though they deal with petty meddlers for whom the usual police equipment of a handgun or handcuffs are sufficient.

The depicted CP officer is fairly typical, being from a minor alien race. Much of his time is spent handing out tickets to those who have parked their time machine or reality-voyaging ship in the wrong reality or timeline. Time travelers sometimes come back to their time-bubble, waverider or police box to find a fixed penalty notice stuck to it, or even worse it has been clamped or towed away. Like all police officers arguing with him is futile, it is his job to enforce the law, not interpret it, and the law is the law. Attacking an officer of the law is as unwise as ever, he can summon back up in the form of additional officers, or if need be some of the most powerful superheroes in the multiverse. Superman himself assists in enforcing the laws of continuity, he has had far too much trouble with people in the past messing around with time and reality. A majority of the time though his role is helpful rather than obstructive, if you or someone you know has become lost in time it is best to ask a CP officer, they can nearly always find them.

Gamebook
Posts: 4346
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Dec 26, 2018 12:36 pm

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Crispus Allen - PL 5

Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 4, Intellect 1, Awareness 1, Presence 1

Advantages
Benefit, Security Clearance: GCPD, Contacts, Daze (Intimidation), Defensive Roll, Equipment 4, Quick Draw, Ranged Attack 5

Skills
Athletics 4 (+5), Deception 4 (+5), Insight 4 (+5), Intimidation 4 (+5), Investigation 6 (+7), Perception 4 (+5), Vehicles 4 (+5)

Equipment
Cell Phone (Smartphone), Club, Commlink, Flashlight, Handcuffs, Light Pistol, Lock Release Gun, Pepper Spray, Undercover Shirt

Offense
Initiative +1
Club, +4 (DC 18)
Grab, +4 (DC Spec 11)
Light Pistol, +6 (DC 18)
Pepper Spray, +4 (DC Dog/Fort 14)
Throw, +6 (DC 16)
Unarmed, +4 (DC 16)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 3, Toughness 4/1, Will 4

Power Points
Abilities 22 + Powers 0 + Advantages 14 + Skills 15 (30 ranks) + Defenses 10 = 61

Crispus Allen was an honest, competent and hard-working cop in Gotham city. He became a detective under Jim Gordon in his Special Crimes Unit and continued to serve when Gordon became commissioner and Maggie Sawyer from Metropolis took over. As someone who worked many of the stranger cases in the city he came into contact with some of the costumed loons that plagued the city. Regular police officers were badly outmatched by these psychopaths and he lost several colleagues to them. Allen knew that Gordon and then Sawyer made use of the Batman and his allies to fight crime in the city and never really approved, to his mind it was going outside of the law and he regarded that as corruption. He'd seen a lot of corrupt behavior by Gotham cops and it always turned out bad, even when they were trying to catch criminals by planting evidence and being rough during interrogations. Detective Allen was killed in the line of duty while investigating a detective colleague who he suspected of abusing his position, selling evidence such as the confiscated equipment of Gotham villains. To stop his relentless investigation when they found out he could not be bribed or intimidated they lured him into an ambush and shot him in the back, seeking to frame the Gotham villains for the murder.

His partner at the time was Renee Montoya and the inability of the GCPD to apprehend his killer, despite it being unofficially known who it was, caused her to quit the force in disgust. As the Question she would eventually find the evidence needed to convict Allen's killer but even then she found the resolution bitter. To attain justice for her partner she had had to do what he had always disliked, operate as a vigilante. He had always said that the law should be enforced by the law, not vigilantism. Now that his murderer is serving life though she is contemplating giving up being the Question and rejoining the force. Her friends Vic Sage, Helena Bertinelli and Kate Kane all support the idea, they all agree that the law in Gotham should only need the police, what they do should not be normal.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 28, 2018 7:26 pm

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Dr. Light - PL 10

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

Advantages
Agile Feint, Defensive Roll, Evasion, Extraordinary Effort, Favored Environment: Vega system, Ranged Attack 4

Skills
Expertise: Science 8 (+14), Intimidation 4 (+5), Investigation 4 (+10), Perception 6 (+9), Ranged Combat: Light Projection 4 (+6), Technology 6 (+12)

Powers
Glowing: Environment 1 (Light, Radius: 30 feet; Permanent)
Light Absorbing: Immunity 10 (Common Descriptor: Light)
Light Field: Protection 10 (+10 Toughness; Impervious)
Light Perception: Senses 14 (Analytical (Type): Vision, Extended: Vision 3: x1k, Infravision, Low-light Vision, Microscopic Vision 4: atom-size, Tracking: Infravision 2: full speed, Ultravision)
Light Pressure Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Darting Light Beam: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)
Light Projection
. . Blinding Lasers: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Multiattack; Limited: Sight, Sense-dependent: Sight)
. . Holograms: Illusion 10 (Affects: Two Sense Types - Visual, Area: 2000 cft., DC 20; Illusion Area)
. . Illumination: Environment 10 (Light (Bright), Radius: 2 miles; Selective)
. . Laser Beam: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
. . Light Beam
. . . . Blast: Damage 10 (Linked; DC 25; Increased Range: ranged)
. . . . Dazzle: Cumulative Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Sight, Sense-dependent: Sight)
. . Light Flash
. . . . Damage: Cone Area Damage 10 (Linked; DC 25; Cone Area: 60 feet cone, DC 20)
. . . . Dazzle: Cumulative Cone Area Affliction 10 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative; Limited: Sight, Sense-dependent: Sight)
. . Strobe Light: Cumulative Cone Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cone Area 3: 250 feet cone, DC 20, Cumulative; Limited: Sight, Sense-dependent: Sight)
. . Sunlight: Environment 10 (Heat, Light (Bright), Radius: 2 miles)
Light Support: Immunity 8 (Environmental Conditions (All), Starvation & Thirst, Suffocation (All))
Light: Environment 2 (Light (Bright), Radius: 60 feet; Selective)
Movement: Movement 2 (Space Travel 2: other solar systems)

Offense
Initiative +2
Blast: Damage 10, +10 (DC 25)
Blinding Lasers: Cumulative Affliction 10, +10 (DC Fort 20)
Damage: Cone Area Damage 10 (DC 25)
Dazzle: Cumulative Affliction 10, +10 (DC Fort 20)
Dazzle: Cumulative Cone Area Affliction 10 (DC Fort 20)
Grab, +6 (DC Spec 10)
Laser Beam: Damage 10, +10 (DC 25)
Strobe Light: Cumulative Cone Area Affliction 10 (DC Fort 20)
Throw, +6 (DC 15)
Unarmed, +6 (DC 15)

Complications
Phobia: Dr. Light is afraid of the dark.
Power Loss: Dr. Light's suit absorbs solar energy from the white star Vega. Without it her powers run out of energy and become unreliable. Intense use of her powers can burn out the nanocollectors in her suit and reduce its effectiveness.
Reputation: Kimiyo is known as a bit of a bitch. She's cold and spiky and not easy to get along with.

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 3, Toughness 12/11, Will 7

Power Points
Abilities 42 + Powers 121 + Advantages 9 + Skills 16 (32 ranks) + Defenses 12 = 200

Doctor of astronomy Kimiyo Hoshi gained her powers over light when she was investigating the white star Vega, perhaps the most intensively studied star by human astronomers. It is a complex star with many features not seen on our familiar sun. Dr Hoshi had a theory that the structure of this star had been interfered with by some advanced alien race in the past leading to its peculiar structure in the present. Until recently this would have been scoffed at as science fiction but with the arrival on Earth of various advanced alien races this theory has been taken seriously by at least some people.
Dr Hoshi recorded a complex pattern of energy emissions over time from Vega which she sequenced and used a powerful laser to replicate. When she did so the light suddenly leapt from the laser beam and began forming complex structures which moved towards her. Dr Hoshi backed quiclky away but this just caused them to move towards her faster, striking her hands as she instinctively sought to ward them off. When she came round in hospital she was told that the glowing shapes had touched her and then vanished in a flash. Bright light was now being emitted from her entire body by some means that baffled the medical doctors.

It took Dr Hoshi a while but she has learned how to control the light that her body constantly emits. The energy is channeled to her from the star Vega though subspace. There are similarities to how the powers of Superman and the rings of the Green Lanterns work, both of them channel energy from a source star (Superman can use any nearby star of a sufficiently high energy level to fuel his powers, while the Green Lanterns take all their energy from Oa, the Dyson sphere that surrounds a modified green star). Light technology is common across the cosmos and Vega seems to have been modified or even created by some now vanished civilization as a power source. Her decoding its signal sequence apparently directed its power to her. It may be possible for others to gain power from the star if they can decode the signal as well, though it has apparently changed to a new combination since so so far no other scientist has succeeded in replicating Dr Hoshi's feat.

While she continues her work as an astronomer Dr Hoshi now also adventures as the superhero Dr Light. She is an agent of A.R.G.U.S. and often works with Wonder Woman, being the scientist to compliment her supernatural powers. Dr Hoshi suspects that her powers are only a fraction of what they could be and is working to unlock more of the secrets of Vega. She has traveled to the Vega system several times to do research and she is always more powerful there. Her main enemies as a superhero are others who seek to steal the secrets of Vega for themselves. Superman often aids her on these expeditions into deep space and she and her children are friends with his family. Dr Hoshi herself is divorced since before she gained her powers, her husband got tired of her being married to her work over him.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Fri Dec 28, 2018 7:47 pm

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Dr Chase Meridian - PL 3

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

Advantages
Equipment 1, Fascinate (Deception), Favored Foe: Batman, Skill Mastery: Insight, Taunt

Skills
Deception 6 (+8), Expertise: Science 6 (+9), Insight 8 (+11), Investigation 8 (+11)

Equipment
Cell Phone (Smartphone), Pepper Spray

Offense
Initiative +0
Grab, +0 (DC Spec 9)
Pepper Spray, +0 (DC Dog/Fort 14)
Throw, +0 (DC 14)
Unarmed, +0 (DC 14)

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude 1, Toughness 0, Will 5

Power Points
Abilities 14 + Powers 0 + Advantages 5 + Skills 14 (28 ranks) + Defenses 3 = 36

Dr Chase Meridian works at Arkham Asylum as a psychologist. Unlike most of the other doctors working there however she is not fascinated by the pathology of the inmates, she is there because she wants to learn about the Batman. Since the Batman is a rather elusive figure she obtains information about him from those who have encountered him, the criminals he catches. Their testimony is biased, fanciful and subject to chronic distortion in their fractured minds but she reckons she has gained some insight into the mind of the man behind the mask. She has made diagnoses of megalomania, narcissism, delusion and various other psychological ailments. According to her Batman is a psychological wreck and is going to snap some day soon and is then likely to take drastic and self-destructive actions to try and suppress the effects of the disturbance of his mind. She sits on an advisory board to the city authorities about the costumed lunatics who treat the city as their playground and has advised them that Batman is the source of the mentally disturbed people who plague the city and that he should be taken in for his own and others safety. If that is done then all the costumed criminals who keep popping up will have no example for their neuroses to latch onto and they will disappear. Commissioner Gordon has pointed out that the Joker, the Scarecrow and several others were all active in the city before the Batman first appeared but she ignored this.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Dec 29, 2018 12:02 am

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Element Woman - PL 10

Strength 8, Stamina 8, Agility 2, Dexterity 2, Fighting 8, Intellect 4, Awareness 0, Presence 1

Advantages
Chokehold, Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Hold, Improved Trip, Interpose, Ranged Attack 4

Skills
Acrobatics 4 (+6), Athletics 4 (+12), Expertise: Science 8 (+12), Investigation 6 (+10), Perception 6 (+6), Ranged Combat: Chemical Effects 4 (+6), Sleight of Hand 4 (+6), Technology 4 (+8)

Powers
Alter Matter Consistency
. . Crystallize: Protection 8 (+8 Toughness; Impervious)
. . Deliquesce: Insubstantial 1 (Fluid; Precise)
. . Ionize: Insubstantial 3 (Energy; Precise)
. . Sublimate: Insubstantial 2 (Gaseous; Precise)
Anvil Hands: Strength-based Damage 2 (DC 25)
Chemical Effects
. . Acid Spray: Cone Area Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Cone Area: 60 feet cone, DC 20)
. . Catalyze: Transform 6 (Affects: Broad > Broad - Chemical to Chemical, Transforms: 50 lbs., DC 16; Increased Duration: continuous)
. . Crystal Spikes: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
. . Drug Synthesis: Cone Area Healing 10 (Cone Area: 60 feet cone, DC 20, Restorative, Selective; Limited 2: to restoration effect on drugs and poisons)
. . Knockout Gas: Cumulative Cone Area Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, DC 20; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 20, Cumulative)
. . Mannequins: Summon 4 (Controlled, Mental Link, Multiple Minions 2: 4 minions, Sacrifice)
. . Muscle Relaxant: Progressive Weaken 10 (Affects: Strength, Resisted by: Fortitude, DC 20; Progressive)
. . Neutralize: Cone Area Nullify 10 (Counters: Corrosives, DC 20; Cone Area: 60 feet cone, DC 20, Effortless)
. . Plasma Wave: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Secondary Effect)
. . Sticky Gobbet: 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; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Chemical Sense: Senses 6 (Acute: Olfactory, Analytical: Olfactory, Extended: Olfactory 2: x100, Tracking: Olfactory 2: full speed)
Control Body
. . Compress: Density Growth 8 (+8 STR, +8 STA, +8 mass ranks, -2 speed ranks; Density; Tiring)
. . Enlarge: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Tiring)
. . Reshape: Create 8 (Volume: 250 cft., DC 18; Precise, Subtle: look natural, Tether; Feedback, Reduced Range: close)
. . Sculpt: Morph 2 (humans, +20 Deception checks to disguise; Narrow group; Concentration)
. . Shed: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Custom: has to reabosrb matter to return to a larger size)
Elemental Body: Immunity 17 (Aging, Alteration Effects, Critical Hits, Disease, Environmental Conditions (All), Poison, Suffocation (All))
Locomotion
. . Bounce: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Brachiate
. . . . Movement: Movement 1 (Linked; Swinging)
. . . . Speed: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round)
. . Dig: Burrowing 4 (Speed: 1 mile/hour, 15 feet/round)
. . Flap: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
. . Float: Movement 2 (Water Walking 2)
. . Flow: Swimming 4 (Speed: 8 miles/hour, 120 feet/round)
. . Lollop: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Slough: Movement 2 (Slithering, Sure-footed 1)
. . Soak: Movement 2 (Permeate 2: speed rank -1)
. . Stick: Movement 2 (Wall-crawling 2: full speed)
Reconstitute: Immortality 1 (Return after 2 weeks)
Reform: Regeneration 10 (Every 1 round)
Spectral Vision: Senses 5 (Infravision, Low-light Vision, Microscopic Vision 3: molecule-size)
Stretch: Elongation 2 (Elongation: 30 feet, +2 to grab)
. . Extrude: Extra Limbs 2 (Alternate; 2 extra limbs, Advantages: Improved Grab)
Turn Odorless & Transparent: Concealment 6 (All Olfactory Senses, All Visual Senses; Blending, Passive)

Offense
Initiative +2
Acid Spray: Cone Area Weaken 10 (DC Fort 20)
Anvil Hands: Strength-based Damage 2, +8 (DC 25)
Catalyze: Transform 6, +8 (DC Dog 16)
Crystal Spikes: Damage 10, +10 (DC 25)
Grab, +10 (DC Spec 20)
Knockout Gas: Cumulative Cone Area Affliction 10 (DC Dog/Fort/Will 20)
Muscle Relaxant: Progressive Weaken 10, +8 (DC Fort 20)
Neutralize: Cone Area Nullify 10 (DC Will 20)
Plasma Wave: Cone Area Damage 10 (DC 25)
Sticky Gobbet: Cumulative Affliction 10, +10 (DC Fort/Will 20)
Throw, +6 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 8, Will 4

Power Points
Abilities 66 + Powers 131 + Advantages 12 + Skills 20 (40 ranks) + Defenses 12 = 241

Emily Sung is Chinese-American, sort of. She was formed when a young scientist accidentally spilled a small sample of material taken from the superhero Metamorpho on herself. This work was being done at the secretive Cadmus labs. They had heard of the creation of the temporary clone of Metamorpho which had thought it was him for a while before developing a personality of its own and becoming Shift. S.T.A.R. labs had taken extensive samples of Rex's clone while they too thought he was the original. Cadmus has spies within their rival laboratory and these smuggled out some of the samples. They then subjected them to various stimuli in an attempt to recreate the development of a Metamorpho clone. They hoped to gain a greater understanding from this of how Metamorpho's powers work, and even to learn how to create an army of Metamorpho clones under their control. For some time though nothing worked and the samples were steadily used up, lapsing into being ordinary, inert matter as the special power that permeates Metamorpho faded from them. With the project seemingly at a dead end most scientists were taken off it leaving just a few junior staff to make some last measurements and clear up. While doing this is when the accident happened.

To the surprise of the Cadmus staff the sample then began to grow and gradually form into a humanoid shape. As it developed it became clear it was a rough reproduction of the young scientist. It had imprinted on her and was now assuming her form, along with some of her personality and memories. None of the other samples had done this because following safety procedures none of them had ever been allowed to touch anyone's bare skin. They couldn't try it with anybody else as all the other samples were now inert. The new clone of Metamorpho developed into a person in just a few months, learning to speak and reason. It's mind is rather scattered though, it gets distracted easily and is usually preoccupied with its own notions and perceptions and has difficulty engaging closely with the world around it. Having never known what it is to be human gives it an unusual perspective as it treats its considerable powers as being normal.

Cadmus scientists dubbed the clone Emily Sung and sought to train it as a weapon and Cadmus agent. Emily though is reluctant to do anything harmful or nefarious. Sent out on missions she would ignore her directives and instead go off shopping or to the cinema. She has no sense of being different and casually moves among regular humans without concern for how they might regard her unusual appearance. Getting frustrated with their wayward creation Cadmus attempted to seal her away but it improved impossible to contain her in anything, she just altered her body to escape when she got bored. All this activity attracted the attention of S.T.A.R. labs agent the superhero Cyborg. He met up with Emily while she wandered through a shopping mall and got her story from her, after some patient questioning. He placed her under his and S.T.A.R. labs protection and guidance and has been working to integrate her into society, he feels that she shouldn't spend her existence locked in a laboratory containment tube as she is clearly a person with her own mind.

Cyborg tried Emily out for the Justice League as she increasingly mastered her powers but they found her not yet focused enough. She ended up joining the Doom Patrol for a while so Dr Niles Caulder could do more work on the nature of her powers and prevent her from suffering a physical breakdown. Currently she is dating Danny the Street as she can match her physical form to his, becoming one of his buildings (she's the comic shop).

Hoid
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Location: The Forever Tree

Re: Gamebook's builds (hs5ias new thread)

Post by Hoid » Sat Dec 29, 2018 1:20 am

...isn’t Danny gay? That presents a problem with a girl hooking up with him.

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

Post by Gamebook » Sat Dec 29, 2018 9:41 pm

Danny is gender non-conforming, liking to subvert human gender norms. His 'Peeping Tom's' cabaret is a drag revue. Emily Sung strikes me as just the sort of outside the norm person who would get along with him, and would actually be capable of having a physical relationship with a sentient street.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Dec 29, 2018 10:02 pm

Image

Felicity Smoak - PL 3

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

Advantages
Contacts, Inspire, Inventor, Ranged Attack 3, Second Chance: Computer Security

Skills
Deception 4 (+6), Insight 4 (+5), Investigation 8 (+13), Persuasion 4 (+6), Sleight of Hand 4 (+5), Technology 8 (+13), Vehicles 4 (+5)

Offense
Initiative +0
Grab, +2 (DC Spec 9)
Throw, +4 (DC 14)
Unarmed, +2 (DC 14)

Languages
Native Language

Defense
Dodge 4, Parry 2, Fortitude 1, Toughness 0, Will 4

Power Points
Abilities 20 + Powers 0 + Advantages 7 + Skills 18 (36 ranks) + Defenses 8 = 53

Felicity Smoak is Oliver Queen, the Green Arrow's, backroom tech support and information broker, serving much the same role as Oracle did for Batman and his allies. She occasionally goes by the codename Overwatch, taking the handle because she is secretly addicted to the game of the same name. She is a very smart woman who doesn't put up with Oliver's dashing theatrics, demanding he focus on the mission at hand and stop showing off. His tendency to wing it she counters with detailed plans and analyses and precisely timed operations. She originally worked in Queen Industries security concepts division but got into trouble and was kidnapped and nearly killed when she uncovered the corruption within the company shortly after Oliver returned to Star City and became the Green Arrow. He rescued her and she took to doing all she could to help him out by helping him uncover the dark secrets behind why he was shipwrecked and taken to the island. Eventually he admitted his secret identity to her, although she had already guessed it by then.

Oliver and Felicity got into a relationship after Dinah Lance turned his proposal of marriage down. They were themselves married for a while but the relationship faltered due to continued revelations from his past and the simple fact that very few ordinary people are capable of putting up with being in a relationship with a superhero. The danger and secrecy just gets to them after a while. Oliver tried to protect her from his life as Green Arrow, which she resented, but when he did allow her in she got into danger again. Lois Lane has many times nearly and technically actually been killed due to her association with Superman, and that's with the most powerful superhero on Earth protecting her. Even people as tough and ferocious as Barbara Gordon have suffered badly from joining the crusade of these obsessive people. Felicity away from a computer screen or electronic workbench is just an ordinary woman with no combat training.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Dec 29, 2018 10:50 pm

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Flash - PL 11

Strength 5/1, Stamina 5/1, Agility 4/2, Dexterity 8/4, Fighting 12/10, Intellect 3, Awareness 2, Presence 3

Advantages
Agile Feint, Defensive Roll 3, Evasion 2, Extraordinary Effort, Improved Critical: Speed Punch: Strength-based Damage 5, Improved Defense, Improved Disarm, Improved Initiative 3, Improved Trip, Instant Up, Move-by Action, Ranged Attack 5, Takedown 2, Teamwork

Skills
Acrobatics 4 (+12/+8), Athletics 6 (+11), Expertise: Science 6 (+9), Insight 6 (+8), Investigation 6 (+9), Perception 6 (+8), Persuasion 6 (+9), Sleight of Hand 6 (+18/+14)

Powers
Enhanced Trait: Enhanced Trait 55 (Traits: Dodge +4 (+14), Strength +4 (+5), Stamina +4 (+5), Agility +2 (+4), Fighting +2 (+12), Dexterity +4 (+8), Sleight of Hand +4 (+18), Acrobatics +4 (+12), Parry +2 (+14), Advantages: Agile Feint, Defensive Roll 3, Evasion 2, Improved Initiative 3, Instant Up, Move-by Action, Takedown 2)
Impervious Defense: Impervious Dodge 14
Impervious Defense: Impervious Parry 14
Movement: Movement 4 (Wall-crawling 2: full speed, Water Walking 2; Limited: to while running)
Quickness: Quickness 20 (Perform routine tasks in -20 time ranks)
Regeneration: Regeneration 10 (Every 1 round)
Speed Tricks
. . Air Spin: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, DC 20; Limited: Air, Reduced Range: close)
. . Catch Attacks: Burst Area Deflect 10 (Burst Area: 30 feet radius sphere, DC 20, Selective; Limited: physical missiles, Reduced Range: close)
. . Dimensional Push: Movement Attack (+self) 3 (Dimensional 3: any dimension, 400 lbs., DC 13; Attack (+self): Parry, Increased Mass 3)
. . High Speed Blur: Concealment 10 (All Senses; Limited: must be going at super-speed)
. . Quick Punches (Multiattack)
. . Speed Punch: Strength-based Damage 5 (DC 25)
. . Spin Down: Burst Area Movement 1 (Safe Fall; Affects Others, Burst Area: 30 feet radius sphere, DC 11, Selective)
. . Touch All (Burst Area: 30 feet radius sphere, DC 15, Selective)
Speed: Speed 20 (Speed: 2 million miles/hour, 4000 miles/round)
Summon Costume: Feature 1

Offense
Initiative +16
Air Spin: Cylinder Area Move Object 10 (DC 20)
Dimensional Push: Movement Attack (+self) 3, +12 (DC Dog 13)
Grab, +12 (DC Spec 15)
Speed Punch: Strength-based Damage 5, +12 (DC 25)
Throw, +13 (DC 20)
Unarmed, +12 (DC 20)

Languages
Native Language

Defense
Dodge 14/10, Parry 14/12, Fortitude 8, Toughness 8/5, Will 5

Power Points
Abilities 52 + Powers 155 + Advantages 11 + Skills 23 (46 ranks) + Defenses 12 = 253

Jay Garrick was the first Flash, back in the 1940's to the 1950's. He got his powers after being overcome by toxic chemicals while doing research into nuclear materials. While lying desperately ill in hospital he had what he thought was a vision of fictional comic book hero Whip Whirlwind who could run as fast as the wind. The Whirlwind told him he would have powers like him to fight for justice and touched his hand to his, then disappeared. The connection to the speed force that is the source of the power of nearly all speedsters is always passed on in this way from one person to another. With their power to travel across time, space and reality who the original super-speedster was or is is still unknown.

At first Jay used his powers to do good clandestinely, fighting crime at such a high speed that he could be perceived only as a brief flash by people. At first he just took out street muggers and mobsters shaking down businesses for protection money but he soon got caught up in fighting time traveling Nazi's. They came from a future where the Nazi's won the war because they had altered the timelines. Jay broke this circular paradox where they just came out of nowhere by breaking the loop by foiling them. Doing so made it so the future ruled by the Third Reich never happened. This battle took most of the war years for Jay and after this he was kept occupied by a new wave of supervillains, many of them Americans returning from Europe with all sorts of ancient artifacts and advanced Nazi science they used to become supervillains. These crooks became the first incarnation of the 'Rogues', an informal network of superpowered criminals that cooperate to fight the Flash and prevent him from thwarting their crimes.

Jay was a founding member of the Justice Society of America, an organization which sought to bring together all the active superheroes of the USA. He adventured alongside such greats as the Sentinel, the Sandman and Hourman, along with not such greats as the Atom. Most of the more successful superheroes of the era later joined for at least a period. The JSA was disbanded however when it came under investigation for any possible communist activities and sympathies during the 1950's. The members of the JSA were not prepared to reveal their identities and secrets or hand over their powers to the government, their mission was much bigger than the political paranoia of their nation. For a while Jay tried to retire, but again and again had to don his costume again to fight new threats to the Earth. Eventually the JSA reformed in the 1960's and enjoyed a renewed level of cooperation from the authorities and public who now appreciated how needed they were to fight supercrime.

Jay finally retired for good in the 1970's by which time he was in his late fifties and was finding that he tended to get puffed out when he ran at super-speed for any length of time. His wife insisted he hang up his helmet and hand over his responsibilities to younger superheroes before he got himself or other people hurt. Jay served as an elder statesman of superheroes for many years, seeing a new generation of super-speedsters arise. His powers never faded away, even in advanced old age he could still move at super-speed if he needed to. He actually had several new adventures when time-traveling supervillains such as the Reverse Flash went back in time to try and kill him and he ended up suddenly having memories of adventures he had had back when he was a young man that had not originally happened at that time. He passed away early in the new century but it is known that he traveled forward in time on multiple occasions during his long career in superheroism so it is unlikely the world has yet seen the last of the original Flash.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Dec 31, 2018 9:06 pm

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Freight Train - PL 12

Strength 16, Stamina 4, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 1, Presence 2

Advantages
All-out Attack, Attractive, Daze (Intimidation), Equipment 2, Fast Grab, Improved Hold, Interpose, Ranged Attack 2

Skills
Acrobatics 4 (+6), Athletics 6 (+22), Insight 4 (+5), Intimidation 8 (+10), Persuasion 4 (+6)

Powers
Absorb Kinetic Energy: Immunity 80 (Toughness Effects; Limited: to kinetic energy)
Freight Train
. . Kinetic Shock: Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22)
. . Kinetic Takeoff: Flight 12 (Speed: 8000 miles/hour, 16 miles/round; Limited: cannot change direction without landing)
. . Kinetic Thunderclap (Cone Area: 60 feet cone, DC 22)
. . Kinetic Wall: Protection 12 (+12 Toughness)
. . Release Kinetic Energy: Speed 12 (Speed: 8000 miles/hour, 16 miles/round)
. . Runaway (Line Area: 5 feet wide by 30 feet long, DC 22)
. . Suck Down Kinetic Energy: Nullify 12 (Counters: Movement, DC 22; Increased Duration: concentration; Reduced Range: close)
. . Transfer Kinetic Energy: Move Object 12 (100 tons, DC 27; Damaging; Limited Direction: Away, Reduced Range: close)
Kinetic Energy Boost: Enhanced Strength 12 (+12 STR; Fades, Source: Kinetic Energy)

Equipment
Binoculars, Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Gas Mask, Handcuffs, Rebreather

Offense
Initiative +2
Grab, +8 (DC Spec 26)
Kinetic Shock: Affliction 12, +8 (DC Fort 22)
Suck Down Kinetic Energy: Nullify 12, +8 (DC Will 22)
Throw, +2 (DC 31)
Transfer Kinetic Energy: Move Object 12, +8 (DC 27)
Unarmed, +8 (DC 31)

Complications
Power Loss: All of Freight Train's powers in his Freight Train array are limited to ranks equal to the current ranks of his Kinetic Energy Boost power.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness Immune, Will 5

Power Points
Abilities 42 + Powers 65 + Advantages 10 + Skills 13 (26 ranks) + Defenses 14 = 144

Freight Train is Eric Moran, a Canadian body builder and strongman. He has the power to absorb kinetic energy and use it to boost his personal strength, or expel it from his body to create a variety of effects. He cannot retain the energy for very long however, if he doesn't use it it soon bleeds away. Since all kinetic energy that impacts his body is absorbed by him however he seems to be pretty much impossible to harm by kinetic shock. Shots or crashing vehicles just boost his power and he strides forward laughing as bullets patter at his feet.

Eric got his powers from Simon Stagg, who after the Metamorpho incident constantly tries to obtain new superpowers in the hope of commercial applications. On one of his drilling expeditions Stagg found traces of a legendary material that absorbs all vibrational energy. Superheroes from an alternate universe had possessed weapons made of it when they visited Earth-27 once. Stagg had learned of this and reckoned that if there were deposits of the mineral on their Earth then there should be corresponding deposits on his Earth, since technically they are the same planet. So far though he has only found tiny traces, enough for some preliminary scientific studies but not enough for large-scale applications. Wanting to see what it would do to an experimental subject he had the substance formed into a chemical compound that could be absorbed by the human body and gave it to one of his personal bodyguards, the massive Eric Moran. He told Eric that he had discovered a new way to give someone superstrength and he thought he would be an excellent candidate for such powers. Eric was very eager to become a superstrong superhero and readily agreed to volunteer. With his usual lack of ethics Stagg didn't see a need to tell Eric that he had no real idea what the substance would do to him. In the event the substance imparted its qualities to Eric's entire body, he now absorbs kinetic energy.

At first Eric continued to work as Stagg's bodyguard but before long left Stagg's employment when he was ordered to fight superheroes during another plot of Stagg's to steal Metamorpho's powers. He wanted to be a superhero, not a hired thug. He has since joined up with several different teams where he prides himself on being the heavy muscle. Eric much prefers to operate with a team as he isn't too good at working out what to do by himself. Currently he is on a team made up of a mix of people who are former Outsiders or members of the now defunct Batman Inc.. While his power is contingent on circumstances he can be one of the most powerful people on Earth, approaching the levels of heroes such as Captain Marvel or Superman. Eric doesn't bother with a secret identity and enjoys being a Canadian superhero compared to the large numbers of American supers. Big, bluff and bold he can be rather naive, on his team he has fallen under the spell of Looker who is using him as a portable blood bank and oversize boytoy. She hasn't hypnotized him, she was easily able to just seduce him into servitude to her.

Gamebook
Posts: 4346
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Dec 31, 2018 9:49 pm

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Geo-Force - PL 12

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

Advantages
Accurate Attack, Benefit, Status: Prince of Markovia, Benefit, Wealth 3 (millionare), Equipment 2, Extraordinary Effort, Improved Critical: Avalanche: Move Object 15, Leadership, Ranged Attack 3

Skills
Athletics 4 (+6), Expertise: Science 8 (+12), Insight 4 (+6), Intimidation 4 (+6), Investigation 6 (+10), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Geokinesis 4 (+6), Sleight of Hand 4 (+6), Technology 4 (+8), Vehicles 4 (+6)

Powers
Earth Flow: Immunity 13 (Common Descriptor: Earth, Environmental Condition: High Pressure, Environmental Condition: Heat, Suffocation: Burial)
Earth Resurrection: Immortality 1 (Return after 2 weeks; Source: Earth's surface)
Earth Strength: Regeneration 10 (Every 1 round; Source: Earth's surface)
Earth Sustenance: Immunity 6 (Disease, Poison, Sleep, Starvation & Thirst, Suffocation (All); Source: Earth's surface)
Endurance of the Earth: Protection 10 (+10 Toughness; Impervious)
Floating Rocks: Burst Area Flight 5 (Speed: 60 miles/hour, 900 feet/round; Burst Area: 30 feet radius sphere, DC 15, Selective)
. . Burrowing: Burrowing 10 (Alternate; Speed: 60 miles/hour, 900 feet/round; Penetrating)
Geobonding: Movement 2 (Wall-crawling 2: full speed; Limited: to Earth)
Geokinesis
. . Avalanche: Move Object 15 (800 tons, DC 30; Damaging, Indirect 4: any point, any direction, Multiattack, Precise; Limited Material: Earth)
. . Churning Ground
. . . . Damage: Cylinder Area Damage 12 (Linked; DC 27; Cylinder Area 2: 60 feet cylinder, DC 22, Increased Duration: concentration, Increased Range: ranged; Limited: to a terrestrial surface)
. . . . Uneven Footing: Environment 2 (Linked; Impede Movement (2 ranks), Radius: 60 feet; Limited: to a terrestrial surface)
. . Control Gravity: Cylinder Area Move Object 12 (100 tons; Cylinder Area 2: 60 feet cylinder, DC 22, Selective; Limited Direction: Up or Down)
. . Earthquake
. . . . Topple: Cylinder Area Damage 12 (Linked; DC 27; Cylinder Area 4: 250 feet cylinder, DC 22; Limited: to buildings)
. . . . Vibrating Ground: Environment 4 (Linked; Impede Movement (2 ranks), Radius: 250 feet; Limited: to a terrestrial surface)
. . Eruption: Cylinder Area Move Object 12 (100 tons, DC 27; Cylinder Area 2: 60 feet cylinder, DC 22, Damaging; Limited Material: Earth)
. . Grasping Stone: Cylinder Area Move Object 12 (100 tons, DC 27; Cylinder Area: 30 feet cylinder, DC 22, Damaging, Selective; Limited Material: Earth)
. . Gravity Crush: Cylinder Area Move Object 12 (100 tons, DC 27; Cylinder Area: 30 feet cylinder, DC 22, Damaging, Selective; Limited Direction: Down)
. . Settle Earth: Cylinder Area Nullify 12 (Counters: Earth powers, DC 22; Cylinder Area: 30 feet cylinder, DC 22, Increased Range: perception, Simultaneous)
. . Shape Stone: Create 12 (Volume: 4000 cft., DC 22; Impervious, Increased Duration: continuous, Movable; Source: Earth)
. . Shift Earth: Move Object 12 (100000 ktons; Increased Mass 20, Increased Range: perception; Limited Material: Earth)
Senses: Senses 9 (Accurate: Earth, Analytical: Earth, Awareness: Earth, Extended: Earth 4: x10k, Radius: Earth)

Equipment
Cell Phone (Smartphone), Commlink, Flashlight, Mini-tracer, Multi-tool, Rebreather

Offense
Initiative +3
Avalanche: Move Object 15, +9 (DC 30)
Control Gravity: Cylinder Area Move Object 12 (DC 22)
Damage: Cylinder Area Damage 12 (DC 27)
Eruption: Cylinder Area Move Object 12 (DC 27)
Grab, +8 (DC Spec 12)
Grasping Stone: Cylinder Area Move Object 12 (DC 27)
Gravity Crush: Cylinder Area Move Object 12 (DC 27)
Settle Earth: Cylinder Area Nullify 12 (DC Will 22)
Shift Earth: Move Object 12 (DC 22)
Throw, +5 (DC 17)
Topple: Cylinder Area Damage 12 (DC 27)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 9, Parry 8, Fortitude 6, Toughness 12, Will 7

Power Points
Abilities 50 + Powers 135 + Advantages 13 + Skills 26 (52 ranks) + Defenses 15 = 239

Brion Markov is the ruling prince of Markovia, a tiny central European country, and Geo-Force, superhero and the occasional leader of the Outsiders, Batman's covert superhero team. His powers come from a rare mineral found in only one deposit located in Markovia. It was discovered during the Second World War during prospecting for sources of new minerals to feed the Markovian war effort. Like many countries in the region Markovia allied with Germany during the war because of its fear of communism and the Soviet Union. When the campaign in the east failed and the USSR set about conquering eastern Europe the rulers of Markovia took personal possession of the superpowers that were being researched by Markovian scientists. As they mastered the powers they were able to bury Red Army tanks and drag their airplanes out of the sky. Repeated efforts to invade Markovia were foiled and Markovia was left as an island of independence as the rest of the region fell under Soviet domination. For a while the Soviets attempted to blockade Markovia but Brion's grandfather who was the first man to use the powers just wrecked the surrounding troops with terrible earthquakes and eruptions until they got the message and allowed free access.

As an enclave in now communist eastern Europe Markovia became an outpost of the west, acting as a staging outpost for surveillance and subversion. Many dissidents were smuggled in and spies sent out. In return for this Markovia received massive western economic subsidies, mostly from the USA. This allowed the Markovian monarchy to retain absolute power rather than having to concede democratic rule. When Brion's grandfather became too old he passed on the secret of the powers to Brion's father who ruled in turn, abdicating as he did so as by now the powers had become identified with their rule. When Brion himself was given the powers and ascended to the throne however the Cold War had ended and thus so had the subsidies. The Markovian economy crashed in short order, plunging the nation into its biggest crisis since the Soviets had surrounded them. Prince Brion set about reforming the country, introducing democracy and modernizing the archaic economy. He reduced his absolute rule to that of a constitutional monarch, merely presiding over the country where once the Princes word had been law. Much of the time he now had free he has used in going abroad to use the powers to perform superheroics, aiming to benefit the entire world rather than selfishly keeping them just for the benefit of Markovia.

As Geo-Force Brion is a very powerful superhero. He was born to rule and has been trained in leadership all his life so when he is on the Outsiders he always assumes the role of team leader, not even considering that anyone else might do it. The Outsiders are funded and supplied with intelligence by Batman but they are not under his command, superheroes are not soldiers, they have no formal hierarchy and no way of enforcing discipline beyond personal persuasion. Brion runs his team as he sees fit and at times has disagreed with Batman, although most of the time he is content to respect the Bat's guidance. Brion does tend to treat superheroics as adventures for his amusement and glory. Where the rest of the Outsiders are often covert he operates quite openly in his actions and doesn't maintain a secret identity. It isn't actually public knowledge that he leads a team, most people think that he operates independently and just cooperates with other superheroes as needed. While as Geo-Force he does the ostentatious stuff people like Katana and Black Lightning sneak in the back.

One worry for the people of Markovia is that Prince Brion is still unmarried and has no heir. The royal advisers are pressuring him to propose to one of the many girlfriends he has had down the years. Brion though wants a woman he cannot get, Tatsuya Yamashiro, Katana. Tatsu loves him as a friend and comrade-in-arms but does not feel about him that way, or at least so she tells him. She has had a few moments with him which keeps him convinced that the relationship he wants is possible. Tatsu is finding herself privately torn between the unattainable Batman and the available Brion, who she also admires as a brave and capable man. If Brion does ever win Tatsu's heart though his socially conservative country may make trouble about his marrying a Japanese woman. There was an attempted coup a few years back involving Brion's young half-sister Terra. The leader of the aristocratic conspirators was exiled from Markovia but he is now concocting plots from abroad, calling himself Baron Bedlam and raising funds and gathering supervillain mercenaries for another attempt on the Markovian throne. Brion is aware of the divisions and conflicts within his country and they trouble him far more than any supervillain ever has.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jan 01, 2019 9:16 pm

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Green Lantern - PL 14

Strength 1, Stamina 2, Agility 6, Dexterity 2, Fighting 8, Intellect 2, Awareness 3, Presence 3

Advantages
Agile Feint, Attractive, Benefit, Galactic Authority, Eidetic Memory, Equipment 1, Evasion, Improved Initiative, Luck, Ranged Attack 8, Redirect, Taunt, Well-informed

Skills
Acrobatics 6 (+12), Athletics 4 (+5), Deception 6 (+9), Insight 6 (+9), Investigation 6 (+8), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat: Green Energy Constructs 4 (+6), Technology 4 (+6), Vehicles 4 (+6)

Powers
Green Lantern Ring (Removable (indestructible))
. . 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)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Eidetic Memory, Well-informed)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 14 (+14 Toughness; Impervious)
. . Green Energy Constructs
. . . . Green Energy Balls: Damage 14 (DC 29; Extended Range 7, Homing 4: 4 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . . . Green Energy Caress: Burst Area Healing 11 (Burst Area: 30 feet radius sphere, DC 21, Extended Range, Increased Range: ranged, Selective, Stabilize)
. . . . Green Energy Collar: Cumulative Affliction 14 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Cumulative, Extended Range 7, Homing 4: 4 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction)
. . . . Green Energy Lift: Move Object 14 (400 tons, DC 29; Damaging, Extended Range 7, Homing 4: 4 extra attempts, Indirect 4: any point, any direction)
. . . . Green Energy Starship: Create 11 (Volume: 2000 cft., DC 21; Extended Range, Impervious, Movable, Precise, Selective)
. . . . Green Energy Tangle: Cumulative Affliction 14 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 24; Cumulative, Extended Range 7, Extra Condition, Homing 4: 4 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction; Limited Degree)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Senses: Senses 20 (Analytical (Type): Auditory, Analytical (Type): Visual, Analytical (Type): Chemical, Awareness: Chemical, Darkvision, Extended: Visual 5: x100k, Microscopic Vision 4: atom-size, Tracking: Chemical 2: full speed)
Long-lived: Immunity 1 (Aging; Limited - Half Effect)
Senses: Senses 3 (Acute: Scent, Low-light Vision, Ultra-hearing)

Equipment
Concealable Microphone, Flashlight, Handcuffs, Mini-tracer, Toolkit (Basic)

Offense
Initiative +10
Grab, +8 (DC Spec 11)
Green Energy Balls: Damage 14, +14 (DC 29)
Green Energy Collar: Cumulative Affliction 14, +14 (DC Will 24)
Green Energy Lift: Move Object 14, +14 (DC 29)
Green Energy Tangle: Cumulative Affliction 14, +14 (DC Fort/Will 24)
Throw, +10 (DC 16)
Unarmed, +8 (DC 16)

Languages
Native Language

Defense
Dodge 12, Parry 8, Fortitude 5, Toughness 16, Will 14

Power Points
Abilities 54 + Powers 156 + Advantages 17 + Skills 26 (52 ranks) + Defenses 20 = 273

Arisia Rrab is from the planet designated Graxos IV, the fourth planet out from the star Graxos. Her species call it Rrab and themselves the Rrab though. They migrated to the planet some time ago after it was left abandoned by its former inhabitants. The Rrab as a race appear to have evolved from felinoid creatures, a common evolutionary path across the cosmos (see also the Tamaraneans). At some point in their history they seem to have been domesticated and kept as pets by some more advanced civilization which has left them with a chronically cute appearance. They either fled from or were abandoned by their former owners and now live as an independent civilization. They are keen participants in the Green Lantern Corps project and have contributed a relatively large number of green lanterns to protect their world and operate across the wider cosmos.

Arisia looks rather like a humanoid kitten, despite being over two hundred years old. Her species has suffered a lot of genetic meddling with its chromosomes which means their females remain rather juvenile looking throughout their lives, which have also been extended far beyond the norm for a species of their type.Thishas contributed to their success as green lanterns as they have a lot of time to master the use of their ring.

As an experienced lantern Arisia was assigned to assist Hal Jordan in his early days and ended up having an affair with him. There is nothing forbidding green lanterns from personal relationships with each other, although most as different alien species are not inclined to. Rrab though are attractive to humans and vice versa and the two species are physically compatible. The Rrab are peaceful among themselves so Arisia's green energy constructs have a playful appearance rather than the military hardware that the humans tend to favor. To human eyes she produces effects that look rather like cat toys. As a feline her mannerisms are also different to humans, she greets friends by rubbing her face against them to spread her scent onto them. Rrab have little concept of personal space and can be a bit over-affectionate for human tastes, a feature common to felinoids, though the Rrab are not as bad as the frankly over-amorous Tamaraneans (Koriand'r is actually rather modest and restrained by her species standards). For all her cute appearance and playful nature Arisia can be very fierce when aroused. She has participated in many of the GLC's greatest struggles, battling brutal space empires bent on galactic conquest or bizarre entities from the beyond.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Jan 02, 2019 11:37 pm

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Green Lantern - PL 16

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

Advantages
Assessment, Benefit, Galactic Reputation, Contacts, Diehard, Eidetic Memory, Evasion, Inventor, Ranged Attack 4, Skill Mastery: Technology, Trance, Well-informed

Skills
Acrobatics 4 (+8), Expertise: Science 6 (+12), Insight 4 (+6), Investigation 8 (+14), Perception 8 (+10), Persuasion 4 (+6), Ranged Combat: Green Energy Constructs 4 (+10), Sleight of Hand 6 (+12), Technology 8 (+14), Treatment 4 (+10), Vehicles 8 (+14)

Powers
Communication: Radio Cosmic Communication 1 (Rapid, Subtle: encrypted)
Comprehend: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
Cybernetic Senses: Senses 18 (Analytical: Hearing, Analytical (Type): Vision, Direction Sense, Distance Sense, Extended: Vision 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Rapid: Vision 1, Rapid: Hearing 1, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
Cyborg: Immunity 31 (Aging, Fortitude Effects; Limited - Half Effect)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Green Lantern Rings (Removable (indestructible))
. . Cosmic Communication: Other Cosmic Communication 5 (Rapid, Subtle: encrypted)
. . . . Communications Network: Other Area Cosmic Communication 4 (Alternate; Area, Rapid, Subtle: encrypted)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 14 (+14 Toughness; Impervious)
. . Green Energy Constructs
. . . . Archive Building: Create 14 (Volume: 15000 cft., DC 24; Impervious, Precise, Selective)
. . . . Calipers: Burst Area Move Object 11 (50 tons, DC 26; Burst Area: 30 feet radius sphere, DC 21, Damaging, Extended Range 2, Selective)
. . . . Counter-Energy: Nullify 17 (Counters: Energy, DC 27; Broad, Effortless, Extended Range 6)
. . . . Deflector Screens: Burst Area Deflect 13 (Burst Area: 30 feet radius sphere, DC 23, Extended Range 5, Redirection, Reflect)
. . . . Neural Disruption: Cumulative Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 24; Cumulative, Increased Range 2: perception, Reversible)
. . . . Pulse Beams: Damage 16 (DC 31; Extended Range 7, Increased Range: ranged, Multiattack, Split: 2 targets)
. . . . Servo Arm: Move Object 14 (400 tons, DC 29; Damaging, Extended Range 7, Homing 4: 4 extra attempts, Indirect 4: any point, any direction)
. . . . Solid Holograms: Illusion 14 (Affects: Four Sense Types, Area: 15000 cft., DC 24; Precise)
. . Green Energy storage batteries: Immunity 5 (Fatigue Effects; Unreliable (5 uses))
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Senses: Senses 20 (Analytical (Type): Auditory, Analytical (Type): Visual, Analytical (Type): Chemical, Awareness: Chemical, Darkvision, Extended: Visual 5: x100k, Microscopic Vision 4: atom-size, Tracking: Chemical 2: full speed)
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Radar: Senses 7 (Accurate: Radio, Analytical: Radio, Extended: Radio 3: x1k, Radio)
Regeneration: Regeneration 3 (Every 3.33 rounds)

Offense
Initiative +4
Calipers: Burst Area Move Object 11 (DC 26)
Counter-Energy: Nullify 17, +14 (DC Will 27)
Grab, +6 (DC Spec 10)
Neural Disruption: Cumulative Affliction 14 (DC Will 24)
Pulse Beams: Damage 16, +14 (DC 31)
Servo Arm: Move Object 14, +14 (DC 29)
Throw, +10 (DC 15)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 6, Fortitude 2, Toughness 14, Will 13

Power Points
Abilities 52 + Powers 247 + Advantages 14 + Skills 32 (64 ranks) + Defenses 19 = 364

Aya is the first recruit to the GLC to come from the Coluan race. The Coluans normally have no need to become Green Lanterns as they are already possibly the most powerful race in the galaxy, with every one of them a master of advanced science and technology and possessing many large spaceships. Conversely they are not inclined to protect anyone else, to a typical Coluan other people being massacred in genocidal pogroms is just interesting data to record. Aya is an unusual Coluan in that she has empathy, something most Coluans have dispensed with as unnecessary for their purpose of data acquisition. She volunteered to become a green lantern principally for the legal authority it grants, for her it is more a badge of office than her principal weapon. She actually wields two lantern rings as with her advanced mental capabilities she can operate them at the same time to produce more sophisticated effects than most green lanterns can achieve. If she needs to she can also employ Coluan weapons that rival or exceed her rings in their effects, but normally she uses the green energy as she is supposed to be a green lantern.

Aya is very focused on protecting information over the greatest quantity of people. To her Coluan mind a civilization with a few thousand members is worth almost as much as a gigantic one with billions of members, both are a unique set of information that must be preserved. The good of the many over the needs of the few doesn't make sense to her, what matters is the data, not the number of copies of it. At times she will prioritize savings artifacts and data over people, since people can generally quickly reproduce new copies of themselves while works of art and historical and scientific archives are often literally irreplaceable. The Guardians of the Universe appreciate that she does have a point, it is necessary to do more than just save peoples lives, their unique history and culture should also be protected.

Aya has visited Earth but to make observations and records rather than to train human green lanterns or help protect it. Many contemporary Earth superheroes are suspicious of a Coluan after their experiences with Brainiac and his attacks on Earth and other worlds that they know of. Aya will patiently explain that Brainiac is a mad renegade, normally the Coluans just observe, they don't steal and destroy. Those who know something of the Coluans may be aware that Brainiac is far from their only 'mad renegade' though. Aya genuinely wants to help protect the cosmos however, to make it a place where the data she lives on can become as rich as possible. Violence and war she has worked out destroys more data than it generates for all its temporary excitement. She is inclined to pacifism as a green lantern, always seeking a peaceful solution through the employment of science and technology.

Gamebook
Posts: 4346
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Jan 03, 2019 11:10 pm

Image

Image

Green Lantern - PL 14

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

Advantages
All-out Attack, Eidetic Memory, Fearless, Improved Critical: Piledriver: Strength-based Damage 15, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 10, Takedown, Teamwork, Well-informed

Skills
Acrobatics 4 (+8), Athletics 8 (+11), Expertise: Teacher 6 (+6), Insight 4 (+6), Intimidation 6 (+10), Perception 4 (+6)

Powers
Green Lantern Ring (Removable (indestructible))
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communication: Other Communication 5 (Rapid, Subtle: encrypted)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Eidetic Memory, Well-informed)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 14 (+14 Toughness; Impervious)
. . Green Energy Constructs
. . . . Adrenaline: Burst Area Healing 11 (Burst Area: 30 feet radius sphere, DC 21, Energizing, Increased Range: ranged, Selective, Stabilize; Temporary)
. . . . Defensive Line: Create 14 (Volume: 15000 cft., DC 24; Extended Range, Impervious, Selective)
. . . . Juggernaut: Move Object 14 (400 tons, DC 29; Damaging, Extended Range 7, Homing 4: 4 extra attempts, Indirect 4: any point, any direction)
. . . . Line Tackle: Burst Area Move Object 11 (50 tons, DC 26; Burst Area: 30 feet radius sphere, DC 21, Damaging, Extended Range 2, Selective)
. . . . Megaslam: Cumulative Burst Area Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Burst Area 2: 60 feet radius sphere, DC 24, Cumulative)
. . . . Piledriver: Strength-based Damage 15 (DC 33; Multiattack, Penetrating 15, Reach (melee) 3: 15 ft.)
. . . . Shotgun: Damage 16 (DC 31; Extended Range 5, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Senses: Senses 20 (Analytical (Type): Auditory, Analytical (Type): Visual, Analytical (Type): Chemical, Awareness: Chemical, Darkvision, Extended: Visual 5: x100k, Microscopic Vision 4: atom-size, Tracking: Chemical 2: full speed)

Offense
Initiative +8
Grab, +10 (DC Spec 13)
Juggernaut: Move Object 14, +10 (DC 29)
Line Tackle: Burst Area Move Object 11 (DC 26)
Megaslam: Cumulative Burst Area Affliction 14 (DC Fort 24)
Piledriver: Strength-based Damage 15, +10 (DC 33)
Shotgun: Damage 16, +10 (DC 31)
Throw, +10 (DC 18)
Unarmed, +10 (DC 18)

Complications
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Responsibility: Green Lanterns are members of the Green Lantern Corps. They must fulfil their duties as a member of the corps, and obey the orders of senior Green Lanterns and the Guardians of the Universe on Oa.
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 18, Will 14

Power Points
Abilities 54 + Powers 152 + Advantages 19 + Skills 16 (32 ranks) + Defenses 22 = 263

Guy Gardner is a former football player and now sports coach. He is the second human to become a green lantern. Earth had come under a massive assault by an alliance of aggressive alien races who had become annoyed by superheroes from Earth interfering in their businesses of slavery and genocide. Guy received his ring while he was beating up a huge Gordanian warrior who had dared to menace the students who were Guy's responsibility. At the time a great wave of green lantern rings had been released to seek out suitable candidates all across the Earth, creating a huge number of new green lanterns. They homed in on all those who had not given way to fear at being subject to an alien invasion but were trying to fight back or protect others. When the invasion was repelled most of the rings disappeared, they had not been physical objects but had been formed temporarily out of the green energy. In Guy's case though he was so enraged and wanted to fight that his sheer physical will sustained the normally transitory ring. Rather than a conventional ring Guy has this green energy ring, formed out of the very substance it channels. His ring is different in appearance to those familiar with them, it sparks and flashes and is slightly translucent rather than being metallic. Guy has an unconventional position in the GLC, he is an unofficial green lantern, a supposedly temporary recruit for a short duration emergency who has kept his power going. Guy's ring cannot be taken away from him by conventional means, there is nothing there to grasp at, it is insubstantial energy. If his ring were ever to be dispelled however he would not be able to reform it and his powers as a green lantern would be lost forever.

Where most green lanterns are modest and calm people who project intense control Guy is excitable and arrogant. His response to most threats is to crash into it full force, he is impatient of any diplomacy or making a plan. He regards himself as among the very elite of Earth's superheroes, up there with Superman and Wonder Woman. The Justice League are often a bit exasperated with him, regarding him as some regular joe who accidentally obtained superpowers he is not really capable of using properly. At times they have had to restrain him from some rash course of action. Frustrated at not being made a member of the Justice League Guy graphically let the JL's members know what he thought of them and then joined Maxwell Lord's Justice League International. He served with rough-edged distinction on that team, though he often got into arguments with Captain Atom or J'onn J'onzz since he always thought that as the most powerful member of the team he should be leader. He hit on Power Girl and Fire but when they emphatically turned him down he turned to Ice, and to everyone's astonishment she dated him for a while. Beatriz and the others wondered how Tora put up with his arrogance and incessant boasting. Tora always said though that behind the bluster he was sweet and kind, and that he was never coarse or hit on other women while he was with her. They did eventually split up though when the JLI imploded and she was stuck with him permanently by herself. Guy Gardner all the time proved too much for her, she couldn't work with him as he constantly demanded she obey his orders as he insisted he was the leader while at the same time relegating her to the sidelines while doing everything himself. Bea wouldn't spend any more time in his company than she had to and Tora couldn't bear to lose her friend.

Since the JLI Guy has nearly always operated by himself, he is just too abrasive to function well in a team. If he wants to as a former professional sports player he can function with superb coordination, it is just that always has to be in charge when being a superhero. He has done much of his best work offworld operating with the GLC. He is prepared to defer to other green lanterns as he acknowledges they are just as or more powerful than he is. While he cannot be trusted with anything diplomatic he functions well as additional firepower to back up green lanterns struggling to overcome foes and enforce the will of the Guardians of the Universe.

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