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

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Gamebook
Posts: 4154
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Apr 19, 2018 7:45 pm

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Mad Hatter - PL 10

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

Advantages
Defensive Roll, Inventor, Ranged Attack 4

Skills
Deception 4 (+5), Expertise: Science 10 (+14), Investigation 6 (+10), Sleight of Hand 4 (+8), Technology 10 (+14), Treatment 8 (+12)

Powers
Mad Hat (Removable)
. . Hat Control Broadcast: Radio Area Cosmic Communication 1 (Area, Subtle: encrypted; Limited: to mind control hats)
. . Neurological Subversion Broadcast: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Insidious, Selective, Subtle: subtle; Limited Degree)
Mind Control Hats (Removable)
. . Neurological Override Signal: Progressive Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Progressive; Noticeable: Subject is wearing a hat)
Special Tea (Removable)
. . Hallucinatory Drugs: Progressive Weaken 10 (Affects: Awareness, Resisted by: Will, DC 20; Progressive, Triggered: 1 use - Ingestion; Limited: to being triggered)

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Hallucinatory Drugs: Progressive Weaken 10, +0 (DC Will 20)
Neurological Override Signal: Progressive Affliction 10, +0 (DC Will 20)
Neurological Subversion Broadcast: Burst Area Affliction 10 (DC Will 20)
Throw, +8 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 4, Parry 0, Fortitude 1, Toughness 1/0, Will 3

Power Points
Abilities 18 + Powers 62 + Advantages 6 + Skills 21 (42 ranks) + Defenses 8 = 115

Jervis Tetch is a brilliant neurological researcher who invented mind control technology for the military to use in interrogating and controlling terrorists. Advanced neurological broadcast signals override the brain's normal motivational impulses and make the subject completely obedient to the commands broadcast from a master control device. To make it work however required massive surgical alteration and cybernetic implantation into a central control brain to produce the requisite brain override signals. Only a live human brain was capable of doing this, no computer can yet reproduce the signals which the brain uses in its operation.

In the finest scientific pioneering tradition Jervis had himself be the subject of his own work. At first it seemed to be a success and he could mentally control anyone wearing a neurological override cap. After a while though Jervis mind started to deteriorate. The implants and the act of broadcasting the signals were damaging his brain, causing delusions and hallucinations. What he broadcast to those he was controlling became stranger and not in the experiment parameters. He stopped the careful testing and started making them act out gross antics for his amusement. A scan of his brain showed massive internal scarring and the growth of new brain tissue around the implants. When the project was stopped and ways to treat to Jervis started to be discussed he did not take it well. Using direct broadcast signals he forced the other researchers and soldiers to don the mind control caps and then made his escape with their forced assistance.

Relocating to Gotham Jervis disappeared into the criminal underworld. He used his mind control technology to take over a number of gang members and formed his own criminal organization of mind-controlled pawns. They steal for him, sell drugs, and carry out hits, all while reduced to drones whose wills are not their own. Jervis himself is almost never seen, he does everything through his unwilling minions. If any of his enemies do start to come close to him he immediately flees using escape plans worked out well in advance. Personally he is a slight man and not at all a fighter. If possible he never meets anyone who is not mind-controlled by him, he now fears anyone who has a mind of their own. In his private lairs he has descended into grotesque fantasy, surrounding himself with people he has dressed up as characters from Lewis Carroll's classic Alice in Wonderland tales. He hosts a perpetual Mad Hatter's tea party where all sing his praises and do whatever he wants them to do. He often tries to create a woman like him, Alice, to be his companion in mind control. So far he has not succeeded in recreating the experiment which made his uniquely altered brain. In trying he has killed quite a number of young women, or reduced them to mindless drooling vegetables that not even his mind control tech can infuse motivation into. He has had a partial success with one Alice, though she can only control simple animals which is a disappointment. She is his chief personal companion, the only one not technically mind-controlled by him.

The Mad Hatter is a mysterious and infamous figure in Gotham responsible for a huge number of disappearances and kidnappings. Batman has freed many of his slaves and captured many example of his tech. He has developed counter-broadcast technology which prevents Jervis from mind-controlling the entire city and which protects him and can free others. Even so when you get close to the Mad Hatter and his special control hat the signal is powerful enough to override all but the strongest of wills. Jervis can directly broadcast signals from his brain using the electronics that line his eccentric top hat, but requires that affected subjects don their own hat to extend the control fully and maintain it permanently. You can always tell the Hatter's minions because they are always wearing headgear and never take it off. Freeing them is as simple as just yanking the hat off, though they will fight with complete disregard for their own safety to keep the hat on. Being controlled by the Hatter is traumatic, not just for the personal violation of your mind but often for the things he makes you do when he has you in his private chambers.

Batman did once catch the Hatter and he was incarcerated in Arkham Asylum but he was freed by his mind-controlled minions who infiltrated the place, mind-controlling guards to be able to smuggle him out. The Hatter only needs his hat to broadcast new commands to his minions, not to maintain their control, the hats do that. Batman now knows that he must dismantle the Hatter's entire organization to really take him out, which given how many people he could have as secret or sleeper agents around the city is a major task. The Hatter himself is always seeking to take control of members of the Bat-clan to turn his enemies against themselves. As well as his control hats the Hatter often doses potential victims with potent hallucinogenics which weaken their will and make it easier for his minions to get a hat on them and for it to override their volition. Never drink the tea at his tea parties.

Gamebook
Posts: 4154
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Thu Apr 19, 2018 8:34 pm

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Man-Bat - PL 7

Strength 5/0, Stamina 5/0, Agility 4/0, Dexterity -2/2, Fighting 8/0, Intellect -2/4, Awareness 0, Presence 0

Advantages
Defensive Roll, Fast Grab, Improved Initiative, Move-by Action, Power Attack, Startle

Skills
Expertise: Science 10 (+8), Investigation 4 (+2), Technology 6 (+4), Treatment 6 (+4)

Powers
Man-Bat Metamorphic Drug (Easily Removable)
. . Extraordinary Transformation (Activation: Standard Action)
. . . . Bat Sonar: Senses 4 (Accurate: Hearing, Extended: Hearing 1: x10, Ultra-hearing)
. . . . Bat-Shriek: Cumulative Perception Area Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude, DC 17; Perception Area: DC 17 - Hearing, Cumulative; Limited: to hearing, Limited Degree)
. . . . Enhanced Trait: Enhanced Trait 47 (Traits: Strength +5 (+5), Stamina +5 (+5), Agility +4 (+4), Fighting +8 (+8), Dodge +4 (+8), Athletics +4 (+9), Intimidation +6 (+6), Perception +8 (+8), Fortitude +4 (+9), Intellect -6 (-2), Dexterity -4 (-2), Advantages: Defensive Roll, Fast Grab, Improved Initiative, Move-by Action, Power Attack, Startle)
. . . . Fangs & Claws: Strength-based Damage 1 (piercing, DC 21)
. . . . Man-Bat: Morph 1 (+20 Deception checks to disguise; Single form)
. . . . On Leather Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
. . . . Regeneration: Regeneration 3 (Every 3.33 rounds)
. . . . Senses: Senses 2 (Acute: Scent, Low-light Vision)
. . Man-Bat Drug Injection (Alternate; Easily Removable)
. . . . Transform into a Man-Bat: Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 20; Progressive; Resistible: Toughness)

Offense
Initiative +8
Bat-Shriek: Cumulative Perception Area Affliction 7 (DC Fort 17)
Fangs & Claws: Strength-based Damage 1, +8 (DC 21)
Grab, +8 (DC Spec 15)
Throw, -2 (DC 20)
Transform into a Man-Bat: Progressive Affliction 10, +8 (DC Fort/Tou )
Unarmed, +8 (DC 20)

Languages
Native Language

Defense
Dodge 8/4, Parry 8, Fortitude 9/5, Toughness 6/5, Will 2

Power Points
Abilities 12 + Powers 44 + Advantages 0 + Skills 13 (26 ranks) + Defenses 2 = 71

Kirk Langstrom is a biological researcher specializing in bat physiology. Bats are remarkable creatures with many extraordinary features as flying nocturnal mammals with their their air-based sonar. Kirk was an awkward, shy and lonely man, the archetypal science nerd. When a beautiful young research student, Francine, came to work with him as his assistant and gushed over his work and him, he was putty in her hands. She got to him to massively extend his work into the evolutionary history of bats, how they became the way they are now, the transformations natural selection had to effect to turn them into their unique form. Secretly though his beloved was a member of the sinister Intergang, the religion of crime. Intergang is known for its devotes turning themselves into horrendous man-beast hybrids, using technology secretly supplied to them from Apokolips by the subjects of Darkseid. They wanted to develop a man-bat form for their members, and for that they needed to transmit detailed information about bats into their Father Box. Francine tricked him into standing before the Father Box, whereupon it directly stripped the information from his brain. Once they had enough from Kirk the box gave them the schematic for making a new version of the drug they take to trigger their transformations. This drug only works though on those who have been presented to the Father Box and been bathed in its transmuting rays. As he had been the agent of their latest apotheosis Kirk had the 'honor' of becoming the first Man-Bat. His will was overrode by the subliminal mind control signals coming from the Father Box and he became the latest slave of Darkseid.

Kirk is now leading a double life. During the day he continues his scientific work, while secretly transmitting his findings to his new masters for them to further refine the Man-Bat process. When they need him to though he injects himself with the Man-Bat drug and undergoes a horrendous transformation. In his bestial Man-Bat form he can wing his way across Gotham to steal or kill whatever Intergang want him to. Francine is still with him, keeping an eye on him to see that he does not regain any free will, while she plans her own schemes to turn all of Gotham into Man-Bats. A more powerful version of the drug can temporarily transform anyone into a Man-Bat but if they have not been brought to the Father Box they are not under Intergang's control and will just run wild. This does not bother her, she reckons that the utter chaos that will overtake Gotham will allow Intergang to seize control of the city and grant her great prestige and reward from the leaders of the religion of crime.

As the Man-Bat Kirk becomes much larger and stronger and a ferocious fighter. He loses most of his mind when he is transformed, forgetting that he is a progressive man of science and a pacifist and becoming a mad hunting beast. At all times he carries a hypodermic loaded with the Man-Bat drug. This is meant for himself, but if necessary he can use it as a weapon to transform someone else. He caught Batman by surprise this way once when Batman tracked the activities of Intergang back to his lab. The Batman became a literal Bat-Man. The will and intelligence of Batman is so great though that he was able to control himself and not descend into madness. Using his enhanced body Batman took down Francine and her Intergang masters and found the counter-drug to restore himself to normal. Kirk was confined to Arkham Asylum, but the reach of Intergang is long and they may want him back.

Gamebook
Posts: 4154
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Apr 22, 2018 6:26 am

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Manhunter - PL 10

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

Advantages
All-out Attack, Assessment, Benefit, Galactic Authority, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 7, Improved Critical: Electro Staves, Improved Critical: Unarmed, Improved Initiative, Improved Smash, Improved Trip, Power Attack, Ranged Attack 6, Startle, Takedown

Skills
Acrobatics 6 (+10), Athletics 6 (+12), Deception 6 (+9), Expertise: Law 10 (+14), Insight 8 (+11), Intimidation 8 (+11), Investigation 8 (+12), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat: Electro Staves 2 (+4)

Powers
Electro Staves (Easily Removable)
. . Electro Staves
. . . . Electric Arc: Cumulative Affliction 7 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged; Inaccurate: -2)
. . . . Electric Clash: Cumulative Burst Area Affliction 7 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Burst Area: 30 feet radius sphere, DC 17, Cumulative; Activation: move action)
. . . . Electro Levitation: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
. . . . Linked Staves
. . . . . . Affliction: Cumulative Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Reach (melee): 5 ft.)
. . . . . . Strike: Strength-based Damage 2 (Linked; DC 23; Reach (melee): 5 ft.)
. . . . Power Blast: Damage 10 (DC 25; Increased Range: ranged)
. . . . Twin Staves
. . . . . . Shock: Cumulative Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Split: 2 targets)
. . . . . . Strike: Strength-based Damage 2 (Linked; DC 23; Split: 2 targets)
. . Electrolev Retrieval: Feature 1 (flies to hand at will)
Manhunter suit (Removable)
. . Advanced Comms: Radio Cosmic Communication 2 (Subtle: encrypted)
. . Armor: Protection 6 (+6 Toughness; Impervious)
. . Auto-Med: Regeneration 3 (Every 3.33 rounds)
. . Electrostatic Adhesion: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Environmental Protection: Immunity 5 (Environmental Conditions (All))
. . Mask: Senses 11 (Direction Sense, Extended: Vision 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
. . Mental Bafflers: Immunity 10 (Common Descriptor: Mental; Limited - Half Effect)
. . Power Sheath: Enhanced Strength 4 (+4 STR)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . . . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . Stealth: Concealment 3 (Other Sense: Infravision, Other Sense: Radio, Other Sense: Mental)
. . Suit Lights: Environment 1 (Light, Radius: 30 feet; Selective)

Equipment
Cell Phone (Smartphone), Concealable Microphone, Flash Grenade, Flashlight, Gas Mask, Handcuffs, Lock Release Gun, Mini-tracer, Multi-tool, Rebreather, Restraints, Smoke Grenade

Offense
Initiative +8
Affliction: Cumulative Affliction 8, +12 (DC Fort 18)
Electric Arc: Cumulative Affliction 7, +8 (DC Fort 17)
Electric Clash: Cumulative Burst Area Affliction 7 (DC Fort 17)
Flash Grenade, +8 (DC Dog/Fort 14)
Grab, +12 (DC Spec 16)
Power Blast: Damage 10, +10 (DC 25)
Shock: Cumulative Affliction 8, +12 (DC Fort 18)
Smoke Grenade, +8 (DC 19)
Strike: Strength-based Damage 2, +12 (DC 23)
Strike: Strength-based Damage 2, +12 (DC 23)
Throw, +8 (DC 21)
Unarmed, +12 (DC 21)

Languages
Native Language

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

Power Points
Abilities 60 + Powers 73 + Advantages 29 + Skills 33 (66 ranks) + Defenses 15 = 210

Kate Spencer is a federal prosecutor, specializing in the prosecution of supervillains. Actually convicting supervillains is not hard, they don't tend to be subtle when committing their offenses. The main thing is getting them into the courtroom and then keeping them there in the face of their tendency to escape or be freed by their allies or minions. The Martian Manhunter is particularly conscientious about bringing the villains his organization captures to court, he is a great believer in the correct application of the law, he doesn't just do it all himself while bypassing Earth laws like other superheroes such as Superman or the Green Lanterns do. J'onn is a member of the Manhunters interstellar peacekeeping force which tracks down criminal fugitives across the galaxy (Green Lanterns enforce interplanetary peace, they rarely concern themselves with regular criminals). J'onn with all his martian powers doesn't need much in the way of equipment, it would only get in the way. As a Manhunter in good standing though he is entitled to draw whatever resources he needs from them and to create deputies from local people to assist him in his operations. He often chooses Kate to conduct the prosecutions of those he brings in, liking her toughness and fearlessness. When he needed an additional agent as the D.E.O. continued to expand its operations he thought of her. She is a martial arts and fitness fanatic and had often expressed a desire to personally go out and take down villains.

J'onn has deputized Kate into the Manhunters and fitted her out with the standard Manhunters combat rig. She wears an armored spacesuit with many functions built into it, and carries a pair of electro staves which are the standard weapon of the Manhunters. She is his ruthless agent who he can use for operations that he does not want to dispatch more scrupulous people like Supergirl on. She is willing to employ lethal force if necessary, though only against aliens as J'onn is not on this planet to pass judgment on its native inhabitants. There are just some foes who see anything less than being killed as an admission of weakness and who will not respect you if you don't, such as the Khunds or the Dominators. At times Kate has even travelled offworld to take part in greater Manhunter operations and to undergo advanced training. As a lawyer she is also learning about interstellar law and how to prosecute people under it.

While they both do work for the same boss Kate and Kara have never worked together, or met in anything but civilian life. Supergirl is unaware that Kate Spencer is the Manhunter as her suit is impenetrable to Kara's x-ray vision. She thinks that Kate is just the prosecutor the D.E.O. uses, someone she submits her reports and evidence to. Out in the field she has encountered the Manhunter a few times and she is unsure if she is an ally or an enemy. She appears, beats up the bad guys, then leaves again but doesn't say much. Kara has come across some brutal massacres or seen spacecraft blasted from the sky which she thinks may be the Manhunter's handiwork. J'onzz other agents are aware that Kate is the Manhunter but have been instructed not to tell Kara. This includes her adoptive sister Alex Danvers and her good friend Winslow Schott. As agents of the D.E.O. they know that they have to respect the chain of command and that J'onn's decision to keep things from Kara are for her own benefit, to keep her distanced from some of the more ruthless things the D.E.O. has to do. Kara works with the D.E.O. but she is not an official agent, she is not on the payroll. As a Kryptonian she has loyalties that supersede those to any Earth political organization. J'onn is determined not to put his friend in an impossible position where conflicting demands that she cannot meet are placed on her.

Gamebook
Posts: 4154
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Apr 23, 2018 6:51 am

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Dr Midnite - PL 9

Strength 3, Stamina 3, Agility 5, Dexterity 5, Fighting 11, Intellect 5, Awareness 6, Presence 3

Advantages
Agile Feint, Assessment, Chokehold, Close Attack 2, Defensive Attack, Defensive Roll, Equipment 13, Evasion, Improved Critical 4: Gauntlets: Strength-based Damage 2, Improved Disarm, Improved Initiative, Improved Trip, Leadership, Quick Draw, Ranged Attack 6, Takedown, Teamwork

Skills
Acrobatics 8 (+13), Athletics 8 (+11), Insight 8 (+14), Investigation 8 (+13), Perception 12 (+18), Persuasion 6 (+9), Sleight of Hand 6 (+11), Stealth 8 (+13), Technology 8 (+13), Treatment 12 (+17)

Powers
Altered Vision: Senses 9 (Infravision, Microscopic Vision 2: cell-size, Penetrates Concealment: Infravision, Tracking: Infravision 2: full speed)
H.O.O.T.I.E. (Easily Removable)
. . Cutting Laser: Damage 4 (DC 19; Extended Range 6, Increased Range: ranged, Indirect 4: any point, any direction, Penetrating 4, Precise)
. . . . Laser Sterilize: Shapeable Area Nullify 4 (Alternate; Counters: Disease, DC 14; Shapeable Area: 30 cft., DC 14, Extended Range 6, Indirect 4: any point, any direction, Simultaneous)
. . Drone cams: Remote Sensing 10 (Affects: 2 Types, inc. Visual - Audio, Visual, Range: 4 miles; Medium: Drone, Noticeable: Spy drone)
. . Drone: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Holographic Observation Owl-like Technology for Investigation and Emergency medicine services: Featu
. . Medical Analyzer: Healing 1 (Increased Range 2: perception, Restorative, Stabilize)
Body Armor: Protection 3 (+3 Toughness; Impervious)
Gauntlets: Strength-based Damage 2 (DC 20)
Goggles: Senses 1 (Extended: Vision 1: x10)
Medical Analyzer: Healing 1 (Restorative, Stabilize)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Sterile Suit: Immunity 1 (Disease)
Sterilisation Spray: Shapeable Area Nullify 4 (Counters: Disease, DC 14; Shapeable Area: 30 cft., DC 14, Effortless, Simultaneous; Reduced Range: close)
Thermal Stealth: Concealment 1 (Other Sense: Infravision)

Equipment
Cell Phone (Smartphone), Commlink, Concealable Microphone, Flash Grenade, Flashlight, Gas Mask, Midnite suit [Body Armor: Protection 3, +3 Toughness; Impervious; Gauntlets: Strength-based Damage 2, DC 20; Goggles: Senses 1, Extended: Vision 1: x10; Medical Analyzer: Healing 1, Restorative, Stabilize; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Sterile Suit: Immunity 1, Disease; Sterilisation Spray: Shapeable Area Nullify 4, Counters: Disease, DC 14; Shapeable Area: 30 cft., DC 14, Effortless, Simultaneous; Reduced Range: close; Thermal Stealth: Concealment 1, Other Sense: Infravision], Mini-tracer, Rebreather, Restraints, Smoke Grenade, Toolkit (Basic)

Offense
Initiative +9
Cutting Laser: Damage 4, +11 (DC 19)
Flash Grenade, +11 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +13 (DC 20)
Grab, +13 (DC Spec 13)
Laser Sterilize: Shapeable Area Nullify 4 (DC Will 14)
Smoke Grenade, +11 (DC 19)
Sterilisation Spray: Shapeable Area Nullify 4 (DC Will 14)
Throw, +11 (DC 18)
Unarmed, +13 (DC 18)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 7/3, Will 11

Power Points
Abilities 82 + Powers 45 + Advantages 38 + Skills 42 (84 ranks) + Defenses 15 = 222

Dr Charles McNider is a brilliant surgeon who has chosen to undergo a radical procedure in order to further enhance his skills. Recent developments in medical imaging technology let doctors see inside patients in realtime without having to conduct invasive probes with cameras on the end of wires. Unlike with x-rays they can use thermal imaging to produce a 3-D active map of a patient's flesh, not just snapshots of their skeleton. They can even track the progress of individual cells through the body. Dr McNider found that this technology was brilliant, especially when combined with a VR headset which let him work while looking at the patient rather than having to study a flat monitor and try to relate it to the body under his hands.

After a string of brilliant surgical successes though Charles began to experience sight problems due to an inborn genetic condition he had been unaware of until now. The focus and clarity of his vision was deteriorating, he could not pick out fine details and the world seemed perpetually shadowed. Before long he had to stop practicing surgery as he could not trust his eyesight any more. He looked into many different treatments but none offered any chance of recovering his sight sufficiently to let him practice again. Then he came up with a more radical alternative. In-ocular implants were now a medical reality and let a sightless person see again in a rather limited fashion. All they gave was a grainy, black-and-white image, enough to function in everyday life but not enough for fine work like surgery. He reckoned though that he could have ocular implants using the thermal imaging tech he was so expert with. This would grant him enormously acute vision, enough to conduct his previous brilliant surgeries again. As his medical colleagues pointed out though the downside would be that it would render him blind in normal visual light. The sensitive equipment gets flooded out by broad spectrum light, surgical theaters had to be almost totally blacked out for it to be used. He would only be able to see when doing surgery, the rest of the time he would become blind. His eyesight was poor now, but he could still see enough to function. Was he really willing to effectively blind himself to be able to continue to operate? There were many other ways he could continue his medical career.

For Charles though there was no choice, he knew that his purpose in this life was to save and restore lives on the operating table. He devised and then underwent the procedure. After rehabilitation and therapy he was indeed able to see again, but now only in infrared. In any light bright enough to let a normal human see his thermal imaging implants overload and it all goes black for him. To counter this he wears a special set of glasses that completely block visual light, allowing him to make his way along just using infravision. While enough to let him function at first he found it difficult to get around and function in normal life this way, as his thermal sight is so sensitive he routinely sees through walls and people. He bumped into a lot of things because he had focused through them. In time though he got more used to seeing this way, the human brain is an amazingly adaptable mechanism and can learn to do almost anything with enough practice. As he did so he found that in many ways his vision was much superior to regular human sight. He can see in any light conditions, and his vision is little hampered by opaque barriers. The downside is that he has trouble with very fine surface detail of unliving and thus thermally undifferentiated objects. He cannot generally read text on a page or perceive the picture on a monitor screen. This is a notable drawback for a doctor, requiring him to learn and use braille. When it comes to living organisms though, their massively complex thermal pattern as their body moves and functions lets him see them into them right down the cellular level. He can watch the neurons firing in a persons brain, see the waves of contractions of muscle cells as their heart pumps.

Currently though Charles has not been allowed to return to medical surgery. There are strict laws about the physical standards required of surgeons, and technically he does not meet them, since technically he is a blind man. Seeing him going about with his tinted glasses and a cane does not inspire many medical assessors to make an exception for him. It may require a change in the law to allow him to work in a surgical theater again, something which might not be done for just one man. Frustrated at having this enormous new talent but not being able to use it Charles has instead decided to use it for the benefit of people who might appreciate it without being obsessed with the legal niceties. As a successful and wealthy doctor Charles contributed his expertise free to a number of charitable hospitals providing medical care to the poor and homeless. This brought him into contact with the Batman and the rest of the Bat-clan. While they have limited medical skills themselves they really needed a true expert in case of serious injury to themselves and their allies. Charles has long been sympathetic to their fight against the chaos and misery that Gotham's massive crime rate causes. He has operated on many people injured in street clashes, seeking to undo the terrible internal harm of knife and bullet wounds. Many are innocent bystanders, children, mothers and old people who were being terrorized or just caught in crossfires. Charles asked to take his involvement to the next level, to receive training and equipment enough to let him be the nocturnal vigilante doctor.

Batman agreed to his request and he and his people taught Charles everything he would need to know. As a doctor Charles is accustomed to continual study and improvement and he learned quickly. It helped that he has always kept himself superbly physically fit and practices physical disciplines to let him control his body very precisely. While relatively old to be taking up the life he has soon become the equal of many of the other operatives that make up the loose affiliation that is the Bat-clan. His medical knowledge and altered sight make him uncannily effective in a fight, rather than having to hit or punch someone really hard to put them down, he just has to jab them somewhere really sensitive that will make them instantly collapse. He knows where all the sensitive tendons, blood vessels and nerves are in the human body, and what is more he can actually see them. While not a pacifist he is expert at defeating opponents with a minimum of harm to them. His talent has greatly impressed Batman and the two men have become friends in a way that he has hardly done with any of his other allies. The other members of the clan think that Batman finds in Charles another man of similar age to whom he can talk as an equal. While Batman has trained him in crimefighting and martial arts, Charles medical knowledge gives him a professional status that means he is clearly not another apprentice. He is still first and foremost a medical doctor, the crimefighting is a support to that.
Last edited by Gamebook on Mon Apr 23, 2018 6:47 pm, edited 1 time in total.

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

Post by Skaramine » Mon Apr 23, 2018 6:05 pm

The Owl drone needs to be names H.O.O.T.I.E.

Holographic Observation Owl-like Technology for Investigation and Emergency medicine services.
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.

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catsi563
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Re: Gamebook's builds (hs5ias new thread)

Post by catsi563 » Mon Apr 23, 2018 6:21 pm

Skaramine wrote:
Mon Apr 23, 2018 6:05 pm
The Owl drone needs to be names H.O.O.T.I.E.

Holographic Observation Owl-like Technology for Investigation and Emergency medicine services.
As long as it doesn't have a pair of detachable drones called the Blowfish :P


As an aside I love Doctor Midnight as a concept I'm curious though why Charles over Piotr?
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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

Post by Gamebook » Mon Apr 23, 2018 6:48 pm

Skaramine wrote:
Mon Apr 23, 2018 6:05 pm
The Owl drone needs to be names H.O.O.T.I.E.

Holographic Observation Owl-like Technology for Investigation and Emergency medicine services.
I can't let work on such an acronym go unused. Incorporated into the build.
catsi563 wrote:
Mon Apr 23, 2018 6:21 pm
As long as it doesn't have a pair of detachable drones called the Blowfish :P


As an aside I love Doctor Midnight as a concept I'm curious though why Charles over Piotr?
Because that's what's written on his white coat. As far as I can tell the two characters are functionally identical anyway.

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

Post by Ken » Mon Apr 23, 2018 6:57 pm

Skaramine wrote:
Mon Apr 23, 2018 6:05 pm
The Owl drone needs to be names H.O.O.T.I.E.

Holographic Observation Owl-like Technology for Investigation and Emergency medicine services.
BRILLIANT!!!
Does a Winnie poo in the 100-acre wood?

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

Post by Gamebook » Mon Apr 23, 2018 7:37 pm

Image

Image

Lock Up - PL 8

Strength 3, Stamina 3, Agility 2, Dexterity 0, Fighting 9, Intellect 1, Awareness 1, Presence 2

Advantages
Close Attack 2, Daze (Intimidation), Equipment 13, Favored Foe: Arkham Asylum inmates, Improved Critical: Taser Baton, Improved Disarm, Improved Trip, Leadership, Power Attack, Quick Draw, Ranged Attack 6, Takedown, Teamwork

Skills
Athletics 6 (+9), Deception 4 (+6), Intimidation 8 (+10), Investigation 4 (+5), Perception 4 (+5), Vehicles 4 (+4)

Powers
Gloves: Strength-based Damage 1 (DC 19)
Heavy Body Armor: Protection 4 (+4 Toughness; Impervious)
Taser Baton
. . Damage: Strength-based Damage 2 (Linked; DC 20)
. . Electroshock: Cumulative Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative)

Equipment
Cell Phone (Smartphone), Commlink, Flash Grenade, Flashlight, Gas Mask, Handcuffs, Lock Up uniform [Gloves: Strength-based Damage 1, DC 19; Heavy Body Armor: Protection 4, +4 Toughness; Impervious], Pepper Spray, Sleep Gas Grenade, Taser, Taser Baton [Taser Baton]

Offense
Initiative +2
Damage: Strength-based Damage 2, +11 (DC 20)
Electroshock: Cumulative Affliction 5, +11 (DC Fort 15)
Flash Grenade, +6 (DC Dog/Fort 14)
Gloves: Strength-based Damage 1, +11 (DC 19)
Grab, +11 (DC Spec 13)
Pepper Spray, +11 (DC Dog/Fort 14)
Sleep Gas Grenade, +6 (DC Dog/Fort 14)
Taser, +6 (DC Fort 15)
Throw, +6 (DC 18)
Unarmed, +11 (DC 18)

Languages
Native Language

Defense
Dodge 8, Parry 9, Fortitude 7, Toughness 7, Will 5

Power Points
Abilities 42 + Powers 0 + Advantages 31 + Skills 15 (30 ranks) + Defenses 14 = 102

Lyle Bolton is a senior guard at Arkham Asylum. He is a notoriously brutal guard who routinely beats and abuses the inmates, who are technically there for treatment and rehabilitation. Lyle regards them all with sneering contempt, as far as he is concerned they are scum who need to be beaten into submission, it is the only language they understand. That most of them are actually mentally ill does not arouse any sympathy in him, they are just stubborn and stupid to him and so need extra hard beatings to get through to them. His main interest in his work at Arkham is personal profit by extracting information from inmates about any stashes of money or gear they may have left on the outside before their capture. He and his cronies among the Arkham guard force then go and retrieve the loot and divvy it up between them. Inmates who have nothing to give him can expect repeat visits until they do come up with something.

Bolton gets away with his appalling crimes because most people who normally monitor and report on such violations are too afraid to visit Arkham Asylum. Several vicious riots and break-outs have marred the Asylum's history, with the worst of them seeing pitched gun battles that left the corridors littered with the dead. Many of the inmates are cunning psychopaths who have nothing left to lose and who possess endless time with which to fashion weapons and plot how to make a lunge for someone. Numerous professional visitors have been stabbed with improvised shivs for no other reason than that they are someone from the outside world. Even when the inmates are secured hearing them talk is an unnerving experience, their language is so sly and vicious. Many of them are very acute to people's feelings and moods and can sense how to press someone's buttons within a few seconds of meeting them. The worst of them, such as the Joker, have managed to provoke people to attempt suicide after just one talk with them.

When he is heading out to retrieve a stash whose location he has tortured out of someone Lyle wears an adapted version of his forced entry gear from the Asylum. He leaves off some of the bulkier plates to increase mobility, and carries a weapon of his own devising. It is a spiked, heavy-duty taser baton designed to both beat and electrocute at the same time. In a professional setting such a vicious device would never be allowed. Sometimes the supposed stash is gone as some associate or underling of the inmate has got to it first. In such a case to get his money Lyle is quite prepared to have someone tortured to death, tying them to a chair in the traditional Gotham manner and then setting about them with his taser baton. Once he has the money any dead bodies from his operation (or survivors who might blab) are disposed of in one of the usual body dumping grounds around Gotham where their deaths will be blamed on the usual Gotham crime.

With the recent promotion of Aaron Cash to captain of the Arkham Asylum guards an internal power struggle is in the offing. Both men are hard cases with loyal followings, but one is corrupt while the other is honest. Cash has higher rank, but Lyle has a hold over many guards from being the mastermind of their criminal activities. The supposedly united guard force is splitting down the middle as men are pressured by their peers to take one side or the other. Meanwhile their real enemy, the psychotic inmates of Arkham Asylum, are noticing the tensions within their guards ranks and are already seeking to exploit it.

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

Post by Gamebook » Mon Apr 23, 2018 8:10 pm

Image

Maxie Zeus - PL 4

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

Advantages
Benefit, Wealth (well-off), Connected, Daze (Deception), Equipment 1, Fascinate (Persuasion), Luck, Ranged Attack 3, Well-informed

Skills
Deception 8 (+11), Insight 8 (+11), Intimidation 6 (+9), Investigation 8 (+10), Perception 4 (+7), Persuasion 8 (+11), Sleight of Hand 4 (+5)

Powers
Car Battery and Jumper Clips: Cumulative Affliction 5 (1st degree: Dazed, 2nd degree: Compelled, Resisted by: Fortitude, DC 15; Cumulative; Limited Degree)

Equipment
Car Battery and Jumper Clips [Car Battery and Jumper Clips: Cumulative Affliction 5, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Fortitude, DC 15; Cumulative; Limited Degree]

Offense
Initiative +0
Car Battery and Jumper Clips: Cumulative Affliction 5, +2 (DC Fort 15)
Grab, +2 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)

Languages
Native Language

Defense
Dodge 4, Parry 2, Fortitude 1, Toughness 0, Will 5

Power Points
Abilities 22 + Powers 0 + Advantages 10 + Skills 23 (46 ranks) + Defenses 7 = 62

Maxie Zeus is a Greek drug dealer. Rather than selling little baggies of cut dope out of alleys, he caters to the wealthy and famous at Gotham's most exclusive parties and nite-spots. The stuff he deals in is the highest quality and sold pure so as to be safer to use. Many of Gotham's top citizens would never consider going anywhere but to him for all their narcotics needs. He constantly moves around the city all night, popping in and out to meet and greet, never staying long in any one place. He never carries any drugs or weapons himself, such things are only done by criminals. Instead he sees himself as a man with a wide circle of friends, who can hook up those he likes with what they fancy, and in return they show their gratitude. Maxie only sells to people he knows personally and conducts negotiations about what they want, in what quantity and for how much in well-rehearsed sets of code-phrases composed of bland euphemisms and corny flirtations. Delivery and payment is made by their people, Maxie's trusted carriers exchanging product for payment with the reliable personal servants of his rich buyers.

Before he takes on a new client they have to be associated with a well-established regular customer and be a keen consumer of his products. His methods have so far kept Maxie out of prison since he has never tried to sell to an honest cop or an upstanding citizen. His many customers also keep the cops off his back by sending him warnings about 'squares' who might be around. If Maxie got arrested they fear their involvement with him coming out, and besides getting a new dealer who is so reliable in his prices and product quality would be a nuisance.

Batman as Bruce Wayne is well aware of Maxie Zeus and has been a customer of his for a while now. As a rich playboy Maxie regards Bruce as being a natural client for him. What Batman wants from this subterfuge is not Maxie however, he is really just a small fish. Behind Zeus stretches an entire line of supply for very high end drugs that Batman wants to trace all the way back to its origin point, with all the side-branches mapped out too. Only when he is sure that he has the entire organization in the palm of his hand will he unleash his people to take it down in one go. Bruce encourages Maxie to stretch his organization by constantly demanding new and improved products. Every time he does this it sends ripples of contact up and down the chain as Maxie messages his suppliers, which Batman's surveillance taps can pick up on.

For all his charm and high-fashion clothes and contacts in finer society Maxie is still a criminal. He keeps control of his organization with the true Gotham methods of violence, intimidation and torture. Rather than beatings though which he finds can ruin a good suit with blood spatters he prefers electrocution. When one of his own is cheating on him, or someone is seeking to move in on his turf as the finest dealer in Gotham, he has them tied to a chair and then sets to work with a car battery and a pair of jumper clips. His fondness for electric torture is well-known enough among criminal circles that he alludes to it with electric spark tattoos.

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Re: Gamebook's builds (hs5ias new thread)

Post by Hoid » Mon Apr 23, 2018 11:08 pm

You know, I’ve always wondered how, canonically speaking, the DC Universe’s Greek deities view Maxie Zeus?

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Re: Gamebook's builds (hs5ias new thread)

Post by Davies » Tue Apr 24, 2018 1:19 am

Hoid wrote:
Mon Apr 23, 2018 11:08 pm
You know, I’ve always wondered how, canonically speaking, the DC Universe’s Greek deities view Maxie Zeus?
I don't think it's ever been addressed, and the last I heard the character had been killed off.

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Re: Gamebook's builds (hs5ias new thread)

Post by Batgirl III » Tue Apr 24, 2018 2:13 am

Hoid wrote:
Mon Apr 23, 2018 11:08 pm
You know, I’ve always wondered how, canonically speaking, the DC Universe’s Greek deities view Maxie Zeus?
Probably with a great deal of embarrassment, if they even bother to notice.

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Re: Gamebook's builds (hs5ias new thread)

Post by Yojimbo » Tue Apr 24, 2018 2:25 am

Hoid wrote:
Mon Apr 23, 2018 11:08 pm
You know, I’ve always wondered how, canonically speaking, the DC Universe’s Greek deities view Maxie Zeus?
Phil Jimenez used him during his Wonder Woman run, during a Gotham/Themyscira team-up adventure where the Joker got possessed by Deimos, Scarecrow by Phobos, and (I think) Ivy by Eris. Diana, Donna, and Cassie teamed up with Bruce, Dick, and Tim to deal with the situation. Maxie featured as the leader of a cult being manipulated by Joker/Deimos. Maxie was basically a patsy and dispensed with rather quickly.

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

Post by Gamebook » Tue Apr 24, 2018 5:01 am

Batman as a character and setting can be done without any superpowers or magic at all. Maxie Zeus is just another deluded madman with a theme in this case.

Even if you do have gods in the same universe they must long since be used to various fools ranting on in their name. I once saw a documentary about seven different men in the world today who each believe that they are the second coming of Jesus, many of them having followers who also totally believed it of them.

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