Gamebook's builds (hs5ias new thread)

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Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 05, 2019 6:57 am

Image

Green Lantern - PL 13

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

Advantages
Accurate Attack, Agile Feint, Assessment, Benefit, Galactic Authority, Eidetic Memory, Extraordinary Effort, Fearless, Improved Critical: Green Energy Drills: Move Object 14, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 8, Set-up, Teamwork, Trance, Well-informed

Skills
Acrobatics 6 (+10), Athletics 4 (+5), Insight 8 (+12), Intimidation 6 (+10), Investigation 6 (+10), Perception 6 (+10), Sleight of Hand 4 (+8), Technology 4 (+8), Treatment 4 (+8), Vehicles 4 (+8)

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
. . . . Conscript Green Lantern: Summon 14 (Controlled, Heroic, Type (General): Green Lantern candidate; Attitude: indifferent, Source: sentient being)
. . . . Geometric Shapes: Create 14 (Volume: 15000 cft., DC 24; Impervious, Movable, Stationary)
. . . . Green Energy Drills: Move Object 14 (400 tons, DC 29; Damaging, Multiattack, Precise)
. . . . Green Energy Fire: Cone Area Damage 13 (DC 28; Cone Area 2: 120 feet cone, DC 23, Extended Range 5, Increased Range: ranged)
. . . . Green Energy Seize: Burst Area Move Object 13 (200 tons; Burst Area: 30 feet radius sphere, DC 23, Extended Range 5, Selective)
. . . . Motivate: Burst Area Healing 11 (Burst Area: 30 feet radius sphere, DC 21, Extended Range, Increased Range: ranged, Selective, Stabilize)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Scanners: 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)
Immunity: Immunity 1 (Aging)

Offense
Initiative +8
Grab, +10 (DC Spec 11)
Green Energy Drills: Move Object 14, +12 (DC 29)
Green Energy Fire: Cone Area Damage 13 (DC 28)
Green Energy Seize: Burst Area Move Object 13 (DC 23)
Throw, +12 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 16, Will 15

Power Points
Abilities 66 + Powers 153 + Advantages 21 + Skills 26 (52 ranks) + Defenses 21 = 287

Katma Tui is from the race of beings genetically engineered by the Guardians of the Universe to use green lantern rings. Her homeworld is Korugar, a major green lantern training world populated by her kind where beings from all across the cosmos go to receive advanced training with their rings. Katma specializes in training other green lanterns in how to use their rings for things other than just blasting out raw green energy, which is what newbies tend to mostly do. Most of the green lanterns of Earth have spent time being trained by her.

As an artificial being Katma has a modular genetic structure that can mesh with most other organic beings. Her race often forms relationships with the many and varied beings that become green lanterns, partly because this lets the Guardians of the Universe take genetic samples for their own research and development purposes, and also just because they can. Katma and John Stewart developed a relationship when they worked together for a while and are now married. John is not Katma's first husband, she has had several down the years as she does not age, and in any case the life of a green lantern is dangerous and she has lost several to the fight to protect the universe,

Katma is a strict and disciplined person who is highly committed to the GLC, as she was made to be. She is of the opinion that any sentient being can become a green lantern with proper training, and that all civilizations in the cosmos need the protection of the corps. She can be pushy and impatient with struggling new recruits, all they need to do is concentrate and accept the strain of using the ring to see results. She is not impressed by how much raw energy they can push out, she demands focus and control. She gets annoyed and exasperated by civilizations that refuse to submit recruits or accept the protection offered by the corps. Imagining that you can live in peace with a determined commitment to pacifism, or by hiding your homeworld, is to her rank foolishness. There are plenty of rapacious piratical beings that are no respecters of your desire to live in peace, and any hiding place can be uncovered by a determined searcher. She has seen many cultured peoples brutally wiped out because they would not take steps to defend themselves. The whole point of the green lanterns project is to let everyone defend themselves without having to themselves become warlike or spend a fortune on armaments. Perhaps one day there will be universal peace and justice but that dream is a long way from being realized yet and for now effective action is needed.
Last edited by Gamebook on Sat Jun 08, 2019 10:16 pm, edited 3 times in total.

Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 05, 2019 7:37 am

Image

Green Lantern (Kilowog) - PL 16

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

Advantages
All-out Attack, Benefit, Galactic Reputation, Daze (Intimidation), Diehard, Fearless, Great Endurance, Inspire 2, Inventor, Leadership, Power Attack, Ranged Attack 8, Teamwork, Trance

Skills
Acrobatics 4 (+6), Athletics 8 (+14), Insight 6 (+9), Intimidation 8 (+15), Investigation 4 (+6), Perception 6 (+9), Technology 8 (+10), Treatment 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)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Force Field: Force Field 14 (+14 Toughness; Impervious)
. . Green Energy Constructs
. . . . Big Hammer: Move Object 14 (400 tons, DC 29; Damaging, Extended Range 7, Homing 4: 4 extra attempts, Indirect 4: any point, any direction)
. . . . Defense Weapons Battery: Damage 17 (DC 32; Extended Range 6, Increased Range: ranged, Multiattack)
. . . . Dreadnought Buster: Damage 22 (DC 37; Extended Range 5, Homing 4: 4 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction)
. . . . Green Energy shackles: Burst Area Move Object 11 (50 tons; Burst Area 2: 60 feet radius sphere, DC 21, Extended Range 2, Selective)
. . . . Green Lantern candidates: Summon 11 (Heroic, Multiple Minions: 2 minions, Type (General): Candidate Green Lanterns; Attitude: indifferent, Source: sentient beings)
. . . . Training Center: Create 14 (Volume: 15000 cft., DC 24; Impervious, Precise, Selective)
. . 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)
Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Immunity: Immunity 6 (Environmental Conditions (All), Starvation & Thirst; Limited - Half Effect)
Senses: Senses 3 (Acute: Scent, Extended: Scent 1: x10, Tracking: Scent 1: -1 speed rank)

Offense
Initiative +2
Big Hammer: Move Object 14, +10 (DC 29)
Defense Weapons Battery: Damage 17, +10 (DC 32)
Dreadnought Buster: Damage 22, +10 (DC 37)
Grab, +10 (DC Spec 16)
Green Energy shackles: Burst Area Move Object 11 (DC 21)
Throw, +10 (DC 21)
Unarmed, +10 (DC 21)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 10, Toughness 20, Will 15

Power Points
Abilities 66 + Powers 143 + Advantages 21 + Skills 26 (52 ranks) + Defenses 24 = 280

Kilowog is from the planet Bolovax Vik, a planet where his species are the only large form of native life. The planet is mostly desert with a hot saline sea and is so inhospitable that every other large animal went extinct over the last few million years. His species evolved to populate the entire world and eventually became sentient. They are naturally immensely tough and enduring, their genetics having been honed by a very long period of intense selection pressure to survive. Bolovaxians have very few deleterious genes and they are strongly oriented to communal cooperation to survive, the integrity of the group is extremely important to them. Bolovaxians make excellent green lanterns and their world has contributed many to the corps. They tend to view any friend as a member of the group and become fiercely protective of them. Their instinct is not to do violence to protect their comrades though but to shield them and ensure they have what they need to survive. Bolovaxians can be fierce fighters but will only do so when they absolutely have to, on their world losses from combat and investing resources in warmaking have historically been things they cannot afford. Warlike Bolovaxian civilizations tended to just end up starving themselves to death trying to pay for armies. Like many species they are not that good at inventing technology and most of their science is from offworld imports.

Kilowog is a typical member of his species and serves as a mentor to new green lanterns. He teaches them how to fight and survive and protects them while they are learning. Kilowog strongly dislikes the practice of errant green lantern rings just latching onto the first sentient being they detect and making them into a green lantern, recruits need to be carefully, selected, trained, nurtured. If he encounters a roving ring he will capture it and keep it until he can find someone he considers suitable. At any one time he usually has a few rings on him and always has an eye out for promising potential recruits. His protective, 'big brotherly' attitude means that he is beloved by many in the corps, despite his uncultured Bolovaxian ways. His species is direct and simple in their dealings, they lack the complex social graces that other races have. At times Kilowog can be coarse and blunt but he doesn't mean to offend, he just says what he thinks and what he thinks is brutally honest. He is also known as a big eater, he can consume and digest almost anything and can stow away an enormous amount, an adaptation to the harsh environment of his world. The human green lanterns who have encountered him have been astonished at how he can eat materials that humans do not regard as edible by anything. Kilowog when he has visited Earth to assist and train green lanterns has been seen happily eating plastic and rubber, which to him are like candy as his digestive system can break down the hydrocarbons and polymers of which they are made. Fortunately Kilowog is a civilized person and is capable of restraining himself from chewing on furniture and appliances, at least in public.

As a green lantern Kilowog is known for being able to channel far more green energy that he ought to be able to. Normally the willpower needed and the strain on the system set an upper limit, but Kilowog can bust straight through that with his iron endurance. When he needs to he can blast apart even space battleships with one shot. He is not too good at fine detail work however, the more sophisticated use of the green energy escapes him. Much to his chagrin he has never been able to master green energy healing, he cannot direct the energy at the microscopic level of detail needed to repair or replace damaged organic tissue. This has however made him less reliant on his ring to do everything for him and he often makes use of a lot of conventional technological equipment.

Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sat Jan 05, 2019 8:08 pm

Image

Image

Green Lantern - PL 14

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

Advantages
Benefit, Security Clearance: Police Officer, Daze (Intimidation), Eidetic Memory, Equipment 4, Improved Defense, Improved Disarm, Improved Initiative, Quick Draw, Ranged Attack 8, Trance, Well-informed

Skills
Athletics 6 (+8), Insight 4 (+6), Intimidation 6 (+9), Investigation 6 (+8), Perception 6 (+8), Persuasion 4 (+7), Ranged Combat: Green Energy Constructs 4 (+6), Technology 4 (+6), Vehicles 6 (+8)

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
. . . . Clear the Area Right Now!: Burst Area Move Object 10 (25 tons; Burst Area 2: 60 feet radius sphere, DC 20, Extended Range 7, Selective)
. . . . Emergency Medical Technicians: Burst Area Healing 11 (Burst Area: 30 feet radius sphere, DC 21, Extended Range, Increased Range: ranged, Selective, Stabilize)
. . . . Police Officers: Summon 4 (Controlled, Horde, Mental Link, Multiple Minions 5: 32 minions)
. . . . Station House: Create 14 (Volume: 15000 cft., DC 24; Impervious, Precise, Selective)
. . . . SWAT Team: Summon 7 (Controlled, Horde, Mental Link, Multiple Minions 2: 4 minions)
. . . . You're Coming With Me: Move Object 14 (400 tons, DC 29; Damaging, Extended Range 7, Homing 4: 4 extra attempts, Indirect 4: any point, any direction)
. . 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)

Equipment
Club, Commlink, Concealable Microphone, Flashlight, Handcuffs, Heavy Pistol, Mini-tracer, Multi-tool, Pepper Spray, Rebreather

Offense
Initiative +8
Clear the Area Right Now!: Burst Area Move Object 10 (DC 20)
Club, +10 (DC 19)
Grab, +10 (DC Spec 12)
Heavy Pistol, +10 (DC 19)
Pepper Spray, +10 (DC Dog/Fort 14)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)
You're Coming With Me: Move Object 14, +14 (DC 29)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 16, Will 12

Power Points
Abilities 54 + Powers 152 + Advantages 19 + Skills 23 (46 ranks) + Defenses 20 = 268

Simon Baz is a Lebanese-American who served tours in Iraq with the army. Upon returning to civilian life he had a hard time adjusting, suffering from PTSD which was treated with drugs rather than proper support and therapy. His friends and family got him to join a support group where he met the green lantern John Stewart, also a combat veteran. John was helping run the group not in his capacity as a green lantern but as a former marine. Simon and John went into action together when they found out that other veterans were being recruited by a supervillain organization which was using them as cannon fodder mooks or subjects for dangerous experiments to give them superpowers. The two of them investigated and uncovered their activities and helped bring them down. During this adventure John did not use his ring at all, he just acted as a citizen of Earth rather than as a green lantern. Impressed by Simon's courage and fortitude in overcoming his difficulties with past experiences to fight again John recruited him to be a green lantern.

As a green lantern Simon will not employ violence and destruction, he instead concentrates on providing protection and assistance and apprehending miscreants. He has seen enough of war and wants to do something different. Baz is also only a part-time green lantern, much of the time he lives a conventional life. He has joined the police and spends most of his time dealing not with supervillains or alien invaders but regular criminals, sorting out thieves, dealers and drunks. He is unusual in that he keeps his identity as a green lantern a secret, people who are not superheroes just know him as Officer Baz.

Simon normally operates as part of a team or pair, he doesn't like working alone as he sees himself as a supporter rather than a lead. For a while he served on the Justice League of America, the US branch of the Justice League, under the Martian Manhunter. Recently he has been training and protecting the new bearer of the Ring of Volthoom, Jessica Cruz. Both of them are emergency workers in their civil lives and so rather than fighting would-be galactic conquerors they work to repair the damage done by them. Simon also apprehends criminals who seek to take advantage of the chaos caused by the many wars and disasters that afflict the galaxy. Defeating an enemy is rarely enough by itself, even if they are thwarted the destruction they cause is often almost as bad as whatever nefarious objective they were pursuing.
Last edited by Gamebook on Sun Jan 20, 2019 10:26 pm, edited 2 times in total.

Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 06, 2019 9:00 am

Image

Power Ring - PL 14

Strength 0, Stamina 1, Agility 4, Dexterity 2, Fighting 8/0, Intellect 3, Awareness 3, Presence 2

Advantages
Attractive, Benefit, Galactic Reputation, Diehard, Eidetic Memory, Evasion, Fearless, Move-by Action, Power Attack, Ranged Attack 4, Startle, Well-informed

Skills
Acrobatics 4 (+8), Athletics 4 (+4), Insight 4 (+7), Investigation 4 (+11/+7), Perception 4 (+11/+7), Persuasion 6 (+8), Treatment 8 (+11)

Powers
Ring of Volthoom (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 Power
. . . . Dominate Will: Cumulative Cone Area Affliction 14 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Cone Area 2: 120 feet cone, DC 24, Cumulative)
. . . . Green Dragon: Summon 14 (Active, Controlled)
. . . . Green Inferno: Cone Area Damage 14 (DC 29; Cone Area 3: 250 feet cone, DC 24)
. . . . Imprison: Create 14 (Volume: 15000 cft., DC 24; Impervious, Movable)
. . . . Invade Mind: Cumulative Effortless Mind Reading 14 (DC 24; Cumulative, Effortless)
. . . . Pure Destruction: Damage 18 (DC 33; Extended Range, Increased Range: ranged, Multiattack, Precise)
. . . . Seize: Move Object 18 (6 ktons, DC 33; Damaging, Extended Range, Precise)
. . . . Serve me again: Healing 14 (Increased Range: ranged, Resurrection)
. . Green Light Penetration: Senses 18 (Counters All Concealment: Vision, Darkvision, Extended: Visual 4: x10k, Microscopic Vision 1: dust-size, Penetrates Concealment: Visual, Tracking: Visual 2: full speed)
. . Immunity: Immunity 10 (Life Support)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Speak my language!: Perception Area Comprehend 2 (Extra Ranks 1, Languages - Speak All; Affects Others, Perception Area: DC 12 - Sight)
. . The ring is in control: Enhanced Trait 49 (Traits: Intimidation +8 (+10), Investigation +4 (+11), Perception +4 (+11), Will +4 (+10), Fighting +8 (+8), Dodge +6 (+10), Ranged Combat +4 (+6), Advantages: Benefit, Galactic Reputation, Diehard, Eidetic Memory, Evasion, Fearless, Move-by Action, Power Attack, Ranged Attack 4, Startle, Well-informed)

Offense
Initiative +4
Dominate Will: Cumulative Cone Area Affliction 14 (DC Will 24)
Grab, +8 (DC Spec 10)
Green Inferno: Cone Area Damage 14 (DC 29)
Invade Mind: Cumulative Effortless Mind Reading 14 (DC Will 24)
Pure Destruction: Damage 18, +10 (DC 33)
Seize: Move Object 18, +10 (DC 33)
Throw, +6 (DC 15)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 10/4, Parry 8, Fortitude 3, Toughness 15, Will 10/6

Power Points
Abilities 30 + Powers 187 + Advantages 1 + Skills 17 (34 ranks) + Defenses 5 = 240

The rings of Volthoom are powerful artifacts that channel green light energy. They were created in a different universe by the 'Lords of the Universe' to equip their warriors so they could conquer their universe. This is another universe away across the multiverse where good and evil are reversed, with most of the superheroes common to the lower-numbered universes being evil and the supervillains that fight them being good. The Power Ring Corps has many members and they have recently been crossing over into other universes in the multiverse to scout them for future campaigns of conquest as the Lords of the Universe harbor ambitions of a multiversal empire. In this though they are blocked by the Monitors who are annoyed at their creations getting out of control like this and interfering with stories that are not their own. The Power Rings keep trying though, continually coming up with new schemes.

After their latest attempt on Earth-27 was thwarted by the Justice League the ring of Volthoom borne by the Power Ring of the Crime Syndicate killed its own host and sought out a native of Earth-27 instead. The rings of Volthoom need either a host with a very strong, evil will, or someone consumed by fear so that they can take them over. There are plenty of people on Earth who are very afraid so it didn't have to search for long, soon lighting on the exceptionally unfortunate Jessica Cruz. Jessica has been in self-imposed hiding ever since witnessing mobsters burying a body of someone they had murdered in Slaughter Swamp outside Gotham. Jessica had been in the swamp on a bird-watching expedition with a guy she was dating at the time and his sister. The mobsters, annoyed at being disturbed, pulled out guns and made Jessica and her friends come over to them. Jessica though twigged straight away what they were planning to do and instead of walking over ducked into the bushes and ran off as fast as she could, dumping her pack as she did so. She heard angry shouts, screams and then shots behind her. Jessica avoided all human contact for fear of them being more mobsters and made her way back to the city on foot. She did not even go back to her apartment, as she was afraid that they would be able to identify her from the contents of her dropped pack. For fear of the notoriously ruthless and violent Gotham mob she completely abandoned her old life, not even contacting her family and just not going back to her job. She rented a room for cash in a run-down area of Gotham and lived in complete isolation, speaking to no-one if she could help it. She could not get a job as this would put her in the system and make it possible to find her so she made a living mostly by shop-lifting. She went out on the streets as little as possible and always wore concealing clothes when she had to. For the ring of Volthoom she was delicious, her fear was not irrational anxiety caused by a brain disorder but a genuine fear reaction to extreme danger. The startled Jessica sought to flee the strange glowing object that approached her but it easily caught her and slipped onto her finger.

The personality of Jessica Cruz has now been overwhelmed by the ring of Volthoom. She has gone from an ordinary, pleasant woman into a malicious tyrant. The personality of the ring is influenced by all the previous hosts it has used and many of them were terrible villains, while the fear of other hosts manifests as acute paranoia. Power Ring is scouting out Earth-27 and its superheroes but as yet is avoiding confrontation, it needs the rest of the Power Ring Corps for a serious attempt at conquest and for that it needs to find out how to bring a large body of warriors across the multiverse. It has sought out and compelled to its service a number of minor Earth-27 supervillains, forming them into a new Crime Syndicate. Any person who has had contact with the Justice League is at risk from it as it seeks to kidnap them and invade their mind for information about the League. People like Jimmy Olsen and other friends of League members are being spied on and trailed as Power Ring builds up a database of information. When not plotting world domination Power Ring likes to relax and entertain itself with torture and debauchery. Inside herself Jessica is half-aware of what is going on and what is being done to her. Her mind is invaded with alien thoughts and memories and her emotions are not her own. Rather than directly speaking to you and dragging you around like a puppet a ring of Volthoom alters its host so they act the way they want it to. If the ring could be removed from her she would return to her normal self, though such an experience is going to permanently alter Jessica.

Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 06, 2019 9:34 am

Image

Image

Green Lantern - PL 14

Strength 0, Stamina 1, Agility 4, Dexterity 2, Fighting 6, Intellect 3, Awareness 3, Presence 2

Advantages
Agile Feint, Attractive, Benefit, Galactic Authority, Eidetic Memory, Evasion, Improved Defense, Interpose, Ranged Attack 4, Well-informed

Skills
Acrobatics 4 (+8), Athletics 4 (+4), Insight 8 (+11), Investigation 6 (+9), Perception 6 (+9), Persuasion 6 (+8), Ranged Combat: Green Energy Constructs 4 (+6), Treatment 8 (+11)

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 Aid: Burst Area Healing 11 (Burst Area: 30 feet radius sphere, DC 21, Increased Range: ranged, Selective, Stabilize)
. . . . Green Energy Catch: Move Object 18 (6 ktons; Extended Range 7, Homing 4: 4 extra attempts, Indirect 4: any point, any direction)
. . . . Green Energy Diagnosis: Healing 14 (Increased Range: ranged, Restorative, Stabilize)
. . . . Green Energy Lift: Burst Area Move Object 13 (200 tons; Burst Area: 30 feet radius sphere, DC 23, Extended Range 5, Selective)
. . . . Green Energy Reconstruction: Healing 14 (Increased Range: ranged, Resurrection, Stabilize)
. . . . Green Energy Shelter: Create 14 (Volume: 15000 cft., DC 24; Extended Range, Impervious, Selective)
. . 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 +4
Grab, +6 (DC Spec 10)
Green Energy Catch: Move Object 18, +10 (DC 28)
Green Energy Lift: Burst Area Move Object 13 (DC 23)
Throw, +6 (DC 15)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 6, Fortitude 4, Toughness 15, Will 14

Power Points
Abilities 42 + Powers 152 + Advantages 10 + Skills 23 (46 ranks) + Defenses 20 = 247

After Power Ring was defeated in the Ring Corps War the Green Lantern Corps was faced with the problem of how to get the ring of Volthoom off Jessica without it killing her. They wanted to destroy the ring now they had it restrained but it continually threatened to murder Jessica if they interfered with it. After some debate they hit on the idea of putting a green lantern ring onto Jessica. The green lantern ring fought the ring of Volthoom, matching its mastery of green energy against it. Eventually the green lantern ring forced the ring of Volthoom off of Jessica, helped by advice from Hal Jordan and the will of Jessica to be free and herself again. Green lanterns that were standing by promptly seized and destroyed the ring of Volthoom, preventing it from fleeing with all the secrets it had learned about the superheroes of Earth-27.

Jessica is now herself again, but not, as the experience of being the host of Volthoom has permanently altered her. She is now much more aggressive and brave than she was before, one of the first things she did once she was free was to inform the police of the event she witnessed in Slaughter Swamp. The body that was being buried and those of her friends have now been recovered and there is an ongoing investigation. Jessica now has to be a green lantern, she can never remove her ring. If she did the residual effects of the ring of Volthoom would take her over and set her to trying to contact the Power Ring Corps and get a new ring. Even now she is often bothered by intrusive thoughts and memories that she has to try and suppress. The Justice League and the GLC are not sure of her and have mandated that she is never left alone. Her usual partner is Simon Baz, he was willing to devote his time to looking after her where other green lanterns felt they did not have the time. Like Simon Jessica spends most of her time as a civilian, working in the same city as he does, though one who always wears a strange green ring and has bright green eyes. She has completed her college studies and now works as a trainee doctor. She is even dating again, though her extraordinary life experiences make seeing regular people difficult and she is more inclined to other superheroes who have some idea of what she is and can understand what she has been through (there are few superheroes who have not been mind-controlled at some point).

As a green lantern Jessica concentrates on protection and healing, she is discouraged from any acts of violence. Left to herself she would use her ring for combat but the GLC leadership has banned her from even learning any combat uses of her ring, they fear that it could cause the Volthoom parts of her mind to rise to dominate her. Jessica is not really the same person she was before she wore the ring of Volthoom, much of her is still Power Ring. She could never have been a Green Lantern before, she was in no way a suitable candidate as regular Jessica Cruz. Jessica inside herself is conflicted about having been Power Ring. In so many ways it was a terrible violation, but rather than something that was done to her it was something she was. At the time she did not feel fear and disgust at the invasion of her deepest self but rather intoxication and exultation at the power it brought her. For the first time in years she had felt no fear and was able to enjoy herself. She knows that if she ever ceased to be a green lantern she would feel compelled to seek out the Power Ring Corps to join them as she could not bear to be ordinary, powerless Jessica Cruz, weak and vulnerable, again.
Last edited by Gamebook on Sun Jan 13, 2019 12:26 am, edited 1 time in total.

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

Post by Gamebook » Sun Jan 06, 2019 9:59 am

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Hawkboy - PL 7

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

Advantages
Close Attack, Defensive Roll, Improved Critical: Gauntlets: Strength-based Damage 2, Power Attack, Ranged Attack 2, Startle

Skills
Acrobatics 4 (+6), Athletics 4 (+6), Insight 4 (+5), Intimidation 4 (+6), Perception 6 (+7), Persuasion 4 (+6)

Powers
Hawk Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
Thanagarian Gear (Removable)
. . Gauntlets: Strength-based Damage 2 (DC 19)
. . Hawk Visor: Senses 8 (Direction Sense, Extended: Sight 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
. . Jacket: Protection 1 (+1 Toughness)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)

Offense
Initiative +2
Gauntlets: Strength-based Damage 2, +9 (DC 19)
Grab, +9 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +9 (DC 17)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 4/3, Will 4

Power Points
Abilities 34 + Powers 16 + Advantages 7 + Skills 13 (26 ranks) + Defenses 12 = 82

Hawkboy is the son of Carter Hall by a Thanagarian hawk woman of Warworld. His name is Katar Hol, the pronunciation of Carter's name by the Thanagarians who were unfamiliar with English. Katar grew up on Warworld and had only intermittent contact with his father, just when he came back to Warworld on further adventures. Eventually though Carter wanted him to come to live on Earth permanently when it became clear the Thanagarian elders wanted to groom his son to be a future war leader. Carter has spent a lot of time and effort trying to get the people of Warworld to stop continually fighting among themselves and wasn't going to allow his son to become part of it. Katar is now living on Earth and trying to adjust to life in St Roche. He finds it a strange world and is surprised at the lack of fighting, there are only a few gunfights a night in the city. Finding that his father disapproves of people shooting in the street he has taken to patrolling the city skies and swooping down on anyone pulling a gun, beating them up and taking their gun away and throwing it in the river. For some reason his father also does not approve of this. As a young warrior of Thanagar though Katar is supposed to be rebellious and defiant of authority. He is finding his father not to be the rollicking warrior he thought he was, he is turning out to be a serious and responsible man whose main thought is for the welfare of others rather than his own glory. This is giving young Katar a new perspective and way to think about things.

Katar as a Thanagarian has natural wings rather than the harness Carter Hall as Hawkman wears. The wings allow him to fly despite his human form physiology. He has adopted human dress rather than the usual hawkman armor. Carrying a tomahawk is for some reason not allowed by his father so he uses a set of studded gauntlets for thumping St Roche crooks, it leaves them battered but not missing important parts like hands or their head.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jan 06, 2019 10:16 am

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Hawkgirl - PL 6

Strength 1, Stamina 1, Agility 3, Dexterity 0, Fighting 9, Intellect 1, Awareness 1, Presence 1

Advantages
Attractive, Defensive Roll 2, Equipment 1, Evasion, Improved Critical: Gauntlets: Strength-based Damage 2, Power Attack, Ranged Attack 2, Taunt

Skills
Acrobatics 4 (+7), Athletics 4 (+5), Deception 4 (+5), Insight 4 (+5), Investigation 4 (+5), Perception 6 (+7), Persuasion 4 (+5)

Powers
Hawk Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
Thanagarian Gear (Removable)
. . Gauntlets: Strength-based Damage 2 (DC 18)
. . Hawk Visor: Senses 8 (Direction Sense, Extended: Sight 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +3
Gauntlets: Strength-based Damage 2, +9 (DC 18)
Grab, +9 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +9 (DC 16)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 3, Toughness 3/1, Will 5

Power Points
Abilities 34 + Powers 15 + Advantages 10 + Skills 15 (30 ranks) + Defenses 12 = 86

Hawkgirl is a daughter of Kendra Saunders, the Hawkwoman. Kendra eventually went back to live on Warworld permanently among the Thanagarians where she married (or took as a mate in Thanagar terms) a hawk man. Recently young Shiera has come to live on Earth to gain some experience of the world her mother comes from, staying with Carter and his son in St Roche. She likes going out with Katar to beat up crooks and like him has adopted her own version of Earth dress. From things she has said she seems to have a number of younger siblings and will probably have some new ones by the time she goes back to Warworld. Carter is a bit suspicious of Shiera, he wonders if she has been sent to lure Katar back to Warworld. Since her arrival he tries to spend more time with his son, taking him with him on his adventures with the Justice League. He wants to build up Katar's commitment to Earth, he knows that just forbidding him from returning home or associating with other Thanagarians is neither possible nor fair. He hasn't been much of a father to the lad growing up, all Katar knew of him was as the warlord of Warworld. Shiera tags along on these adventures, she wants to take part in the action and Carter allows this because he fears she will get into trouble without him around to keep an eye on her. Recently Lois Lane has contacted him with a proposal for Hawkboy and/or Hawkgirl to join the new Young Justice team that Superman is forming around his daughter. Lois wants a few wild young superheroes on the team, not just the goody two-shoes that her husband seems intent on.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 07, 2019 8:41 pm

Image

Image

Hot Pursuit - PL 10

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

Advantages
Agile Feint, Benefit, Galactic Authority, Benefit, Security Clearance: D.E.O., Contacts, Defensive Roll 2, Equipment 15, Evasion, Evasion, Improved Initiative 2, Interpose, Move-by Action, Quick Draw, Ranged Attack 6, Takedown 2, Teamwork

Skills
Acrobatics 4 (+8), Athletics 4 (+5), Deception 4 (+6), Insight 6 (+9), Investigation 8 (+11), Perception 6 (+9), Persuasion 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+8), Technology 4 (+7), Vehicles 4 (+6)

Powers
Accelerated Healing: Regeneration 5 (Every 2 rounds)
High Speed Blur: Concealment 10 (All Senses; Limited: while moving at super-speed, Partial)
Impervious Defense: Impervious Dodge 12
Impervious Defense: Impervious Parry 12
Body Armor: Protection 4 (+4 Toughness; Impervious)
Environment Suit: Immunity 5 (Environmental Conditions (All))
Gloves: Strength-based Damage 1 (DC 17)
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 6 (Acute: Time Travel, Analytical: Time Travel, Awareness: Time Travel, Extended: Time Travel 2: x100, Radius: Time Travel; Dimensional 2: group - Past adn 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)
Pursuit Operations
. . Accelerated Strikes: Strength-based Damage 9 (DC 25; Affects Insubstantial 2: full rank, Multiattack)
. . Flash Throw: Strength-based Damage 7 (DC 23; Alternate Resistance: Fortitude, Increased Range: ranged)
. . Phase: Insubstantial 4 (Incorporeal; Precise)
. . Shear: Strength-based Damage 9 (DC 25; Affects Insubstantial 2: full rank, Penetrating 10)
. . Slow Down: Cumulative Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Cumulative)
. . Snatch Bullets: Burst Area Deflect 10 (Burst Area: 30 feet radius sphere, DC 20, Selective; Limited: to physical projectiles)
. . Strike Everybody: Strength-based Burst Area Damage 7 (DC 23; Burst Area: 30 feet radius sphere, DC 17, Selective)
. . Vibration Touch: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative)
Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)
Speed Between Worlds: Movement 5 (Dimensional: Alternate Realities 2: group, 50 lbs., Time Travel 3: any time, 50 lbs.)
Speed Enhancement: Enhanced Trait 13 (Traits: Defensive Roll 2 +1 (+2), Dodge +2 (+12), Parry +2 (+12), Advantages: Agile Feint, Evasion, Improved Initiative 2, Interpose, Move-by Action, Takedown 2)
Speed Running: Movement 4 (Wall-crawling 2: full speed, Water Walking 2; Limited: when moving at super-speed)
Speed: Speed 20 (Speed: 2 million miles/hour, 4000 miles/round)
Track Speed Force: Senses 4 (Acute: Speed Force, Awareness: Speed Force, Tracking: Speed Force 2: full speed; Dimensional 2: group - Time, Alternate Realities)

Equipment
Blaster Pistol, Concealable Microphone, Flashlight, Gas Mask, Handcuffs, Lock Release Gun, Mini-tracer, Police Uniform [Body Armor: Protection 4, +4 Toughness; Impervious; Environment Suit: Immunity 5, Environmental Conditions (All); Gloves: Strength-based Damage 1, DC 17; 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 6, Acute: Time Travel, Analytical: Time Travel, Awareness: Time Travel, Extended: Time Travel 2: x100, Radius: Time Travel; Dimensional 2: group - Past adn 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 +12
Accelerated Strikes: Strength-based Damage 9, +10 (DC 25)
Blaster Pistol, +8 (DC 20)
Flash Throw: Strength-based Damage 7, +8 (DC Fort 23)
Gloves: Strength-based Damage 1, +10 (DC 17)
Grab, +10 (DC Spec 11)
Shear: Strength-based Damage 9, +10 (DC 25)
Slow Down: Cumulative Affliction 10, +10 (DC Will 20)
Strike Everybody: Strength-based Burst Area Damage 7 (DC 23)
Throw, +8 (DC 16)
Unarmed, +10 (DC 16)
Vibration Touch: Cumulative Affliction 10, +10 (DC Fort 20)

Languages
Native Language

Defense
Dodge 12/10, Parry 12/10, Fortitude 6, Toughness 8/2, Will 8

Power Points
Abilities 54 + Powers 123 + Advantages 28 + Skills 26 (52 ranks) + Defenses 15 = 246

Patty Spivot is a Continuity Cop and an agent of the D.E.O.. Thanks to its superhero connections the D.E.O. has relations with many organizations that operate in other timelines and alternate realities or out in space. They too have a strong interest in preventing mad supervillains from conquering all of time and space or paradoxes causing the end of everything. Patty has speed powers from helping out the Flash with several cases that saw her travel through the Bleed, the interstitial dimension that holds the multiverse together. People who spend time in the Bleed tend to form a connection to the speed-force and gain superspeed powers. Going into the Bleed is extremely dangerous however, it is easy to get lost as it leads to every possible space and moment in time, plus there are many dangerous forces and entities lurking within it.

As Hot Pursuit Patty chases down criminals that are using the Bleed to hop through time, space and reality, stealing, killing and trying to take control of the multiverse. She has the recognized authority by agencies from multiple different universes to chase down such criminals when they try to hide out in other worlds. She has chased fugitives across dozens of strange realities. If she needs to she has the authority to deputize superheroes and agents from many worlds to assist her if necessary. Mostly she operates around Earth-27 and in the more conventional lower-numbered universes. Things get strange when you move to the more remote universes at the high numbers, the superheroes have different names and are increasingly different to the various iterations of the Justice League or those guys on that other superteam that is so common. On a few occasions Patty has even had to go beyond this multiverse and into the multiverse of other beings similar to the Monitors, such as the Observers or the Watchers. The number of multiverses out there may be as large or larger than the many different universes in the familiar multiverse run by the Monitors.

Patty comes from a family of police officers but joined the D.E.O. after her father was killed in the line of duty due to the supervillain Weather Wizard, one of the Flash's rogues. Weather Wizard did not directly kill her father, but his casting extreme weather over Central City resulted in a citywide blackout which resulted in other regular crooks taking the opportunity to go looting. Her father was fatally shot while pursuing these criminals. The Flash cooperates with the police quite openly, since he secretly works for the Central City PD. She took to helping the Flash as much as she could until she gained powers herself. As a superpowered police officer she was soon persuaded to move to working for the D.E.O. with its much greater resources and wider reach. As she sought to enforce the law across time and space she was in turn recruited by the Continuity Police. She still often works with the Flash, especially now that she can keep up with him, but also does a lot of work with other prominent D.E.O. officers and superheroes such as the Martian Manhunter and Supergirl. During his adventures in time Barry Allen has repeatedly found that he ends up in a relationship with Patty if anything disrupts his relationship with Iris West. Patty has actually helped him restore his timeline to normal even though it means that her own relationship to Barry will be made not to exist, she puts keeping the timelines straight ahead of her own personal considerations.
Last edited by Gamebook on Tue Jan 08, 2019 6:35 am, edited 1 time in total.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jan 07, 2019 9:11 pm

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Image

Hourman - PL 20

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

Advantages
All-out Attack, Benefit, Wealth 2 (independently wealthy), Close Attack 2, Defensive Roll, Equipment 4, Evasion, Improved Critical: Gauntlets: Damage 2, Power Attack, Ranged Attack 4, Takedown

Skills
Acrobatics 4 (+7), Athletics 6 (+8), Expertise: Science 8 (+12), Intimidation 4 (+5), Investigation 8 (+12), Perception 8 (+10), Stealth 4 (+7), Technology 6 (+10), Treatment 4 (+8), Vehicles 4 (+6)

Powers
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gauntlets: Damage 2 (DC 17)
Hourglass (Easily Removable)
. . See through time: Senses 4 (Postcognition; Limited: to events up to one hour ago)
. . Temporal Stasis: Progressive Burst Area Affliction 20 (3rd degree: Paralyzed, Unaware, Resisted by: Will, DC 30; Affects Objects, Burst Area 23: 16000 miles radius sphere, DC 30, Custom: Effect lasts up to one hour, Extra Condition, Insidious, Progressive; Custom 2: One use a day, Limited Degree (third only))
. . Turn back time: Movement 1 (Time Travel: One hour in the past 1: fixed point, 400 lbs.; Increased Mass 3; Custom 2: one use a day)

Equipment
Cell Phone (Smartphone), Commlink, Costume [Body Armor: Protection 3, +3 Toughness; Impervious; Gauntlets: Damage 2, DC 17], Flash Goggles, Flashlight, Gas Mask, Handcuffs, Lock Release Gun, Mini-tracer, Rebreather, Toolkit (Basic)

Offense
Initiative +3
Gauntlets: Damage 2, +12 (DC 17)
Grab, +12 (DC Spec 12)
Temporal Stasis: Progressive Burst Area Affliction 20 (DC Will 30)
Throw, +6 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 8

Power Points
Abilities 52 + Powers 305 + Advantages 18 + Skills 28 (56 ranks) + Defenses 16 = 419

Hourman carries a small amount of tachyons, subatomic particles that travel backwards through time. They can negate or turn back time for a very short duration, just one hour. When he uses them it takes a while for them to then reform in their containers that he carries. Rex Tyler obtained them from a future Hourman who inherited him from them. So where do they come from? Apparently nowhere, they exist only in a circular paradox. Rex theorizes that the particles are moving forward in time the same as everything else, they are just doing so in a looped or corkscrew movement rather than a straight line like everything else. By exploiting this peculiar temporal motion he can control and move through time. Future Hourman's will apparently learn how to make use of the wider loops the particles describe which will let them move much more widely through time. Currently Rex can only make use of the smallest loops the particles turn. He knows that he must work to develop the science behind them though so that one day it can be passed back to his earlier self. Failing to do so might cause the paradox loop to collapse and then Hourman will not only lose his powers, he will never have been at all.

Apart from being able to control time Rex as Hourman has no other powers. He can however stop time all across the Earth for everyone for up to one hour, and when the effect ends nobody but him will ever know it has happened. You can get a lot done in one hour when only you are moving in time. His ability to jump back in time a short way also lets him escape or avert many dangers to himself or others. Being able to see an hour into the past is also very significant if he arrives promptly at a crime scene. As a scientist and superhero Rex has sworn only to use the power of the tachyons for fighting crime, not for personal gain or commercial exploitation. Time travel is too dangerous for mass use, he cannot let people abuse it.

Rex's career as a superhero was contemporaneous with the older generation of superheroes such as Jay Garrick as the Flash or Alan Scott as Sentinel. As a time traveler and scientist he knew a lot about time travel and later in life suspected that several prominent superheroes have been moved forward in time to keep them active, such as Superman and Batman. Wonder Woman is just immortal and comes and goes as she wishes regardless of the passing years. He never did learn about the Monitors, they only became known to the superhero community after his time, though he suspected their existence from what he had learned about the nature of the universe and its history. The mantle of the Hourman is still in existence today as he has passed on the Hourglass tachyon containers to his son Rick.

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Re: Gamebook's builds (hs5ias new thread)

Post by Bladewind » Tue Jan 08, 2019 12:00 am

I see you got around to using the Hot Pursuit image ! :D
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jan 08, 2019 7:36 am

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Indigo Lantern - PL 15

Strength 12, Stamina 8, Agility 4, Dexterity 2, Fighting 15, Intellect 2, Awareness 5, Presence 4

Advantages
All-out Attack, Assessment, Benefit, Galactic Authority, Connected, Eidetic Memory, Extraordinary Effort, Fearless, Improved Critical 2: Stormbreaker: Strength-based Damage 3, Improved Critical: Stormbreaker: Strength-based Damage 3, Improved Disarm, Improved Initiative, Improved Trip, Interpose, Power Attack, Ranged Attack 8, Takedown, Trance, Well-informed

Skills
Acrobatics 4 (+8), Athletics 6 (+18), Insight 8 (+13), Intimidation 5 (+9), Investigation 4 (+6), Perception 8 (+13), Persuasion 6 (+10), Technology 4 (+6), Treatment 6 (+8), Vehicles 4 (+6)

Powers
Immunity: Immunity 7 (Aging, Disease, Environmental Conditions (All))
Indigo Lantern Ring (Removable (indestructible))
. . Comprehend: Comprehend 5 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Understand All, Languages - You're Understood)
. . Cosmic Communication: Other Cosmic Communication 5 (Rapid, Subtle: encrypted)
. . . . Communications Network: Radio Area Cosmic Communication 4 (Alternate; Area, Rapid, Subtle: encrypted)
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Immunity: Immunity 10 (Life Support)
. . Indigo Battle Armor: Protection 7 (+7 Toughness; Impervious, Sustained)
. . Indigo Light Energy
. . . . Control Light Energy: Nullify 18 (Counters: Lantern ring light energy, DC 28; Effortless, Precise, Reversible, Simultaneous)
. . . . Defend: Damage 18 (DC 33; Extended Range 2, Increased Range: ranged, Multiattack)
. . . . Feel Compassion: Cumulative Perception Area Affliction 14 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Perception Area: DC 24 - Sight, Cumulative, Increased Range: ranged)
. . . . Helpers: Summon 4 (Controlled, Horde, Multiple Minions 5: 32 minions)
. . . . Lift Up: Burst Area Move Object 14 (400 tons; Burst Area: 30 feet radius sphere, DC 24, Selective)
. . . . Light of Restoration: Perception Area Healing 14 (Perception Area: DC 24 - Sight, Restorative)
. . . . Rescue: Burst Area Teleport 14 (Carry 50 lbs.; Burst Area: 30 feet radius sphere, DC 24, Extended: 16000 miles in 2 move actions, Selective; Limited to Extended)
. . . . Restore: Healing 14 (Increased Range: ranged, Restorative)
. . . . Save: Burst Area Deflect 14 (Burst Area 2: 60 feet radius sphere, DC 24, Selective)
. . . . Shelters: Create 14 (Volume: 15000 cft., DC 24; Impervious, Selective)
. . Knowledge Database: Enhanced Trait 2 (Advantages: Eidetic Memory, Well-informed)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Sensors: Senses 19 (Acute: Mental, Counters All Concealment: Mental, Detect: Mental 2: ranged, Extended: Mental 5: x100k, Postcognition, Tracking: Mental 2: full speed)
. . Stormbreaker: Strength-based Damage 3 (DC 30, Advantages: Improved Critical, Improved Trip; Penetrating 15, Reach (melee): 5 ft.)
Senses: Senses 7 (Acute: Scent, Extended: Hearing 1: x10, Extended: Scent 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultra-hearing, Ultravision)

Offense
Initiative +8
Control Light Energy: Nullify 18, +10 (DC Will 28)
Defend: Damage 18, +10 (DC 33)
Feel Compassion: Cumulative Perception Area Affliction 14 (DC Will 24)
Grab, +15 (DC Spec 22)
Lift Up: Burst Area Move Object 14 (DC 24)
Stormbreaker: Strength-based Damage 3, +15 (DC 30)
Throw, +10 (DC 27)
Unarmed, +15 (DC 27)

Languages
Native Language

Defense
Dodge 15, Parry 15, Fortitude 12, Toughness 15, Will 15

Power Points
Abilities 104 + Powers 173 + Advantages 22 + Skills 28 (55 ranks) + Defenses 25 = 352

The Indigo Lanterns wield the light of compassion, the light that inspires pity and a desire to help others. As a mind-affecting light its use is very strictly controlled by the Guardians of the Universe, though it is not as dangerous in this regard as the blue light. The main restriction on the use of the light is its wielder's very strong desire to take action on others behalf. An indigo lantern feels such strong compassion that they cannot bear to see others suffering any sort of harm and will rush around healing all hurts and trying to protect everyone, from everything. This though moves their actions outside the accepted and set remit of the lanterns, to protect civilizations from interference by outsiders so they can develop on their own. A civilization that had an indigo lantern doing everything for them would have its development stunted, they would just come to rely on others to subsidize them and would never do any work or learn anything. To prevent this all indigo lanterns are nomadic, they move from place to place where they are needed most, such as areas afflicted by wars and natural disasters. They are permitted to repair the harm done by outside forces to a people but must then move on.

Beta Ray Bill was recruited to the indigo lantern corps because he was already going around fighting in defense of people. He claims to be a refugee from another multiverse. According to him his multiverse was shattered into pieces by several rival groups of powerful beings and then mostly recombined into a single universe by the most powerful supervillain in their multiverse who then ruled over it. Ultimately this composite universe proved unstable and decayed, splintering into pieces again. Many characters from his multiverse fell through the cracks during this fiasco and have ended up scattered across all of meta-reality. He states that he used to be a member of what he calls the 'Thor Corps', an organization somewhat similar to a lantern ring corps in that it had numerous members of diverse provenance who all carried powerful artifacts of the same type and enforced peace and justice. He still has his weapon that used to channel storms and lightning but it doesn't function in this multiverse. Though his own people and his comrades are lost to him he must still act to protect others, it is his purpose in life. The green lantern who first encountered Bill was impressed by this powerful being with his odd tale and took him to speak to the Guardians of the Universe to see if they could send him home or find a use for him.

The Guardians of the Universe considered making Bill a green lantern but decided that he would work even better as an indigo lantern since he has no inclination to stay in one place, he is a rover by nature. Bill is a fierce and powerful warrior but is fanatically devoted to protecting others, he is apparently an engineered being created specifically to do this by his own species. His physical strength is immense, far greater than any normal biological being could be. Scans of his body show that he has extensive advanced cybernetics throughout. While as an indigo lantern Bill has many powers of protection and healing he is rather inclined to deal with sources of harm by going up to them and beating them into flinders with his axe, an indigo light recreation of his trusty Stormbreaker. Currently the original heavy axe made of some strange metal resides in a vault on Oa. It is inert in this universe but examination of it by the Guardians of the Universe show that when it has access to its source of power it would be a weapon to rival a lantern ring.

Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Jan 09, 2019 10:15 pm

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Inza - PL 10

Strength 0, Stamina 0, Agility 1, Dexterity 2, Fighting 4, Intellect 5, Awareness 4, Presence 4

Advantages
Artificer, Assessment, Attractive, Connected, Defensive Roll, Equipment 1, Fascinate (Persuasion), Luck 2, Ranged Attack 2, Ritualist, Skill Mastery: Expertise: Magic, Taunt, Trance

Skills
Acrobatics 4 (+5), Deception 6 (+10), Expertise: Magic 8 (+13), Insight 6 (+10), Investigation 6 (+11), Perception 4 (+8), Persuasion 8 (+12), Sleight of Hand 4 (+6)

Powers
Armband of Set (Removable)
. . Eye of Set: Senses 1 (Danger Sense: Visual)
. . Uncoil and bite
. . . . Uncoil and bite: Progressive Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range 2: perception, Progressive, Subtle: subtle; Custom: moves towards target at 10' per round, Resistible: Toughness)
Collar of Horus (Removable)
. . Arrow Ward: Immunity 5 (Damage Effect: Arrows)
. . Spell Turning: Immunity 20 (Very Common Descriptor: Magic; Reflect; Limited - Half Effect)
Magic of Horus
. . Arrows fall from the sky: Burst Area Immunity 5 (Damage Effect: Physical projectiles; Burst Area 5: 500 feet radius sphere, DC 15)
. . Bring the flood: Move Object 10 (25000 ktons; Increased Mass 20; Limited Material: Water)
. . Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Broad, Increased Range: perception)
. . Healing Waters: Healing 10 (Increased Range: ranged, Persistent, Stabilize)
. . Protect us o gods!: Protection 10 (+10 Toughness; Affects Others, Impervious, Sustained)
. . Raise the desert sandstorm: Move Object 10 (25 tons, DC 25; Damaging, Multiattack; Limited Material: Sand)
. . Retrieve from the land of the dead: Healing 10 (Persistent, Resurrection, Stabilize)
. . Scry the surface of the river: Remote Sensing 16 (Affects: 2 Types, inc. Visual - Visual, Audio, Range: 250 miles; Medium: River surface)
. . Sending: Mental Communication Perception (Visual) 4 (Dimensional: dimension - Realm of the Egyptian gods, Perception (Visual): Visual)
. . Visions: Illusion 10 (Affects: Three Sense Types - Visual, Audio, Area: 1000 cft., DC 20; Insidious, Precise)
. . Walk the Sky River: Teleport 5 (Carry 50 lbs.; Accurate, Change Direction, Change Velocity, Dimensional: dimension - Realm of the Egyptian gods, Easy, Extended: 30 miles in 2 move actions, Portal; Limited to Extended)

Equipment
Knife

Offense
Initiative +1
Bring the flood: Move Object 10, +4 (DC 20)
Dispel Magic: Nullify 10 (DC Will 20)
Grab, +4 (DC Spec 10)
Knife, +4 (DC 16)
Raise the desert sandstorm: Move Object 10, +4 (DC 25)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)
Uncoil and bite: Progressive Affliction 10 (DC Fort/Tou )

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 2, Toughness 1/0, Will 12

Power Points
Abilities 40 + Powers 96 + Advantages 15 + Skills 23 (46 ranks) + Defenses 13 = 187

Inza is the wife of Kent Nelson, the current Dr Fate. She is not from this era but comes from the Nile delta civilization of over four thousand years ago, during the time of the Egyptian Old Kingdom. Her grandfather is Nabu, the wizard whose spirit resides in the Helm of Fate. Her looks are unknown in the world today, the original Egyptians having been much changed by successive waves of migrants from many regions. She is a powerful sorceress in her own right but is more inclined to chaos than order, to balance her husband who leans in the other direction. Her patron god is Set, the Egyptian god of storms, snakes and strangers i.e. dangerous things. She was an agent of the sky god Horus in her own time and uses his magic. She deals with many of the dubious characters in the magic scene, bargaining and cutting deals with them that the high and mighty Dr Fate cannot be seen to be involved with.

Inza has come forward to this to her far distant and very strange time because it is a crucial period, when many struggles will be resolved between good and evil, chaos and order. Every Sorcerer Supreme needs a loyal assistant and she is Nelson's. She first met Nelson not in her time but in his, though he did not know it was her back then. She was his subtle guide to finding the accoutrements of Dr Fate, appearing as weird old treasure-finders, mysterious shopkeepers, strange soothsayers and others he consulted on his quest. As well as him she tried out many other people, men and women, to find out if they had what it took to be the new Dr Fate, but none of them she or Nabu deemed suitable. Also she had to work hard to keep unscrupulous thieves of magic from getting their hands on the artifacts. She has allies of such magical or divine nature as Wonder Woman and SHAZAM who fought off the monsters and demons that were set on Nelson's trail.

Those who are admitted to the Tower of Fate will usually meet with Inza before they get to Dr Fate. If their intentions are nefarious or dishonest they will usually not get any further, and will only leave the Tower alive if they are very lucky. Inza's magic is mostly not directly confrontational, if she wants someone killed she usually has them eaten by a sphinx or crushed by a colossal animated statue. Coming from the far distant ancient world she is prepared to be quite violent and ruthless. Nelson knows what his wife is like and relies on her not only to guard him from his enemies but also to guard him from himself. She watches him to make sure that he never abuses the power of Fate for his own desires, if he ever did she would see to it that there would be an opening for a new Sorcerer Supreme. When not being a sinister spymaster she is a loving wife and mother to their children, who she sends to a regular modern school as she intends for them to lead a normal life. Being a wizard is a tremendous sacrifice and danger and she does not want her own children to be forced to take on the burdens that she and her husband have, they go through what they do so others don't have to.
Last edited by Gamebook on Sun Jan 20, 2019 10:49 pm, edited 1 time in total.

Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Jan 09, 2019 10:34 pm

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Iris West Allen - PL 3

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

Advantages
Connected, Contacts, Skill Mastery: Investigation, Taunt

Skills
Deception 6 (+8), Insight 4 (+6), Investigation 8 (+11), Perception 4 (+6), Persuasion 6 (+8)

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

Languages
Native Language

Defense
Dodge 2, Parry 0, Fortitude 1, Toughness 0, Will 5

Power Points
Abilities 12 + Powers 0 + Advantages 4 + Skills 14 (28 ranks) + Defenses 6 = 36

Iris West Allen is a reporter for GBS news in Central City and the wife of Barry Allen, the Flash. They met because she kept reporting on his crimefighting activities and insisting he stop for an interview rather than just rushing off. She has played a large part in turning the Flash from a mysterious vigilante into the accepted and legitimate protector of Central City. She is a clever and tenacious reporter but doesn't have the rashness that say the young Lois Lane had. She knows to keep herself out of danger and has never relied on Barry to get her out of trouble. In any case it is quite difficult to get involved in trouble with the Flash, by the time you have reached the scene of the action it has nearly always been resolved or moved a long distance away such is the nature of a super-speedster.

Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Jan 10, 2019 6:45 am

Image

Jacob Marlowe - PL 6

Strength -1, Stamina 0, Agility 0, Dexterity 2, Fighting 0, Intellect 6, Awareness 5, Presence 5

Advantages
Benefit, Cipher, Benefit, Galactic Reputation, Benefit, Wealth 5 (billionare), Connected, Contacts, Defensive Roll, Eidetic Memory, Equipment 1, Fascinate (Persuasion), Inventor, Leadership, Ranged Attack 2, Taunt, Well-informed

Skills
Deception 6 (+11), Expertise: Business 8 (+14), Insight 8 (+13), Investigation 8 (+14), Perception 4 (+9), Persuasion 8 (+13), Sleight of Hand 4 (+6), Technology 8 (+14), Treatment 4 (+10), Vehicles 4 (+6)

Powers
Short Person: Shrinking 2 (-1 Intimidate, +2 Stealth, +1 active defenses; Innate; Permanent)

Equipment
Cell Phone (Smartphone), Commlink

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

Languages
Native Language

Defense
Dodge 3, Parry 1, Fortitude 1, Toughness 1/0, Will 11

Power Points
Abilities 34 + Powers 5 + Advantages 19 + Skills 31 (62 ranks) + Defenses 9 = 98

Jacob Marlowe is the owner of the Halo Corporation, an advanced technology and space exploration company. He constantly introduces new technologies to the world that are transforming it, taking human development to a new level. Efficient electric cars, practical personal flight packs, reusable space rockets, safe nuclear reactors and many other technologies which have made him one of the richest people on Earth. He is currently putting together his own team of superheroes to fight for what he perceives as the future of the Earth. There are a lot of people who care nothing for the future prosperity of the Earth, they just want to get rich in the here and now and don't care about the long term damage they do to achieve it. Jacob aims not only to stop these people, to see them exposed and ruined for their crimes, but to invalidate their whole world view. It used to be thought of as noble and admirable to go conquering lands and peoples and now it is illegal and totally unacceptable, he wants to do the same for exploiting the world and other people.

Jacob has considerable connections to many strange characters and has gained their loyalty through helping them out or facilitating their missions. Some of his operatives are from the the future superhero organization, the successor to the Justice League, Stormwatch. Others he has offered sanctuary and support to people who have developed special powers or technology that have seen them controlled and used to commit crimes. All of his operatives have their own agenda, he cannot give them orders as he has no actual authority over them, they do what he wants only if he can persuade them of it. Agents of his include Void, Grifter, Zealot, the Engineer, Spartan.

Speaking to Jacob he is always outlining some vision of the future or other, he never wants to preserve the status quo. Even his business is just a means to an end, he would reform or abolish it in a heartbeat if he thought it necessary. He refuses to assume any political position, he despises getting people to do things by having authority over them. He is confident he can get people to do whatever he needs them to do by simply persuading them of how it is in their best interests. His agents find that dealing with him can be oddly infuriating at times, you always seem to end up going along with what he wants because it makes the most sense, even when you initially thought you should do something totally different. People can be contrary just because they want to make their own decisions but his agents are too intelligent and conscientious to do that, which is of course partly why he chose them.

Jacob is no fighter himself, he never takes the field, indeed he rarely even takes a hand in planning missions, he leaves that up to the experts. While not suffering from actual dwarfism he is a very short man, well under five foot, and is getting on a bit. He constantly sips very good scotch which he claims is medicinal and is rarely without a glass in his hand. Being permanently slightly inebriated doesn't seem to impair him any, he claims it loosens up his thoughts. Privately Jacob finds it a little worrying that none of his agents from the future drink at all and seem contemptuous of alcohol. He would like to know more about the mysterious Stormwatch and what happens in the future to make the superheroes of that time so severe and fanatical.

Gamebook
Posts: 4758
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Jan 10, 2019 1:06 pm

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Jason Bard - PL 6

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

Advantages
Benefit, Security Clearance: GCPD officer, Contacts, Defensive Roll, Equipment 4, Evasion, Quick Draw, Ranged Attack 7

Skills
Athletics 6 (+7), Deception 4 (+6), Insight 6 (+9), Intimidation 4 (+6), Investigation 6 (+9), Perception 6 (+9), Persuasion 4 (+6), Stealth 4 (+5), Vehicles 4 (+6)

Equipment
Cell Phone (Smartphone), Club, Commlink, Computer, Flashlight, Handcuffs, Light Pistol, Lock Release Gun, Mini-tracer, Multi-tool, Pepper Spray

Offense
Initiative +1
Club, +6 (DC 18)
Grab, +6 (DC Spec 11)
Light Pistol, +9 (DC 18)
Pepper Spray, +6 (DC Dog/Fort 14)
Throw, +9 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 7, Parry 6, Fortitude 4, Toughness 2/1, Will 8

Power Points
Abilities 38 + Powers 0 + Advantages 16 + Skills 22 (44 ranks) + Defenses 14 = 90

Jason Bard is a former marine and now a Gotham police detective. He was Barbara Gordon's main contact during the year that she was initially Batgirl, she didn't want to spend too much time in the costume around her father as he would be bound to recognize her eventually. Bard quit the force for a while after being shot in the knee by the hitman Tally Man, instead working as a private eye and then a special agent for hire. During the latter career he met Oracle's special agent Black Canary during a mission they were running in Reelasia. This led to Dinah and he dating for a while. After his knee had been restored with a new reconstructive surgery procedure he returned to the GCPD when Gordon was appointed commissioner and finally really cleared up the force. Gordon has him marked as a possible new head of the SCU if his campaign to become Deputy Mayor succeeds and he is able to appoint Maggie Sawyer, current SCU head, as the new GCPD commissioner. While back in Gotham he has also renewed his contact with Batgirl after she reappeared and started fighting crime again. This has in turn brought him back into contact with his old flame Dinah as the Black Canary often works with Batgirl. Dinah is less interested in him now though, she's never been a great one for cops, she feels that they've never understood her actions as Black Canary. With her attempted relationship with Dick Grayson going nowhere as he dates women other than her Barbara is taking a new level of interest in him herself though.

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