Gamebook's builds (hs5ias new thread): Transformers

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

Post by Davies » Sun May 27, 2018 6:33 am

Congratulations. You managed to do worse things to Vanessa than two different official continuities did.

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

Post by Gamebook » Mon May 28, 2018 8:43 am

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Silver St. Cloud - PL 3

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

Advantages
Attractive, Benefit, Wealth (well-off), Connected, Fascinate (Expertise: Art History)

Skills
Acrobatics 4 (+5), Deception 4 (+6), Expertise: Art History 8 (+11), Insight 4 (+6), Investigation 6 (+9), Perception 4 (+6), Persuasion 8 (+10)

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

Languages
Native Language

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

Power Points
Abilities 16 + Powers 0 + Advantages 4 + Skills 19 (38 ranks) + Defenses 3 = 42

Silver St. Cloud is a Gotham art dealer and the current date of Bruce Wayne. They met through their mutual love of collecting art. He can afford to buy a lot more of it than she can but she knows more about it and can spot the real pieces from the countless fakes and forgeries. Bruce had her appraise the vast quantity of art gathering dust in Wayne Manor when he had it reopened and refurbished. She could scarcely believe the amount there was, and how many valuable pieces there were that had been thought lost. She had them restored and arranged to best effect in the redecorated manor, and improved the collection through judicious purchases, steering Bruce away from just buying up all the most expensive pieces on the market like some philistine. Wayne Manor now has many interesting pieces by less well known artists that have stimulated a renewed interest in their work through being seen by the many prestigious visitors to the manor. This has also considerably increased their value over the purchase price. Working so much together on this project Silver fell for Bruce, finding him to be more than just the rapacious businessman and playboy party animal he is known as around Gotham. Her having landed the most eligible bachelor in the city has been the hottest gossip in the city, which she finds rather tiresome.

Silver does not of course know that Bruce Wayne is actually Batman, let alone that he may not even be the real Bruce Wayne. This means that she also does not know about the other women in his life, or his children by them. Catwoman at this stage in their relationship does not know that Batman is Bruce Wayne, having not yet been to the Batcave or even seen him with his mask off despite having had a child with him. Selina is so into being Catwoman at this time though that she actually prefers it this way, finding it more exciting and preventing them from making any sort of conventional commitment. Talia Al Ghul does know that Batman is Bruce Wayne, and even suspects that he is not really Bruce Wayne. She regards Silver as a useful cover for her beloved, and a pretty toy to keep him amused while she is away. As a wanted international terrorist she can also hardly attend Gotham social functions with him, not that she cares to as she despises the wealthy of Gotham as corrupt, venal and deeply stupid and ignorant. What the motives and true feelings of the man behind the many masks are is as unknown as ever.

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

Post by Gamebook » Tue May 29, 2018 7:10 am

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Sin - PL 9

Strength 1, Stamina 2, Agility 5, Dexterity 5, Fighting 10, Intellect 2, Awareness 3, Presence 2

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 2, Equipment 5, Evasion, Improved Aim, Improved Critical 3: Arrows, Improved Initiative, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 7, Takedown, Throwing Mastery, Trance

Skills
Acrobatics 8 (+13), Athletics 8 (+9), Insight 8 (+11), Intimidation 6 (+8), Investigation 6 (+8), Perception 10 (+13), Sleight of Hand 4 (+9), Stealth 6 (+11), Technology 4 (+6), Vehicles 4 (+9)

Powers
Bow and Arrows (Easily Removable)
. . Arrows
. . . . Bow Fighting Staff
. . . . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+12))
. . . . . . Strike: Strength-based Damage 2 (DC 18; Reach (melee): 5 ft.)
. . . . Bowel Raker Arrow: Strength-based Damage 3 (DC 19; Increased Range: ranged, Secondary Effect)
. . . . Cable Arrow: Movement 1 (Swinging)
. . . . Flash Arrow: Cumulative Perception Area Affliction 3 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 13; Perception Area: DC 13 - Sight, Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Flight Arrow: Strength-based Damage 3 (DC 19; Accurate: +2, Extended Range, Increased Range: ranged, Precise)
. . . . Parachute Flare Arrow: Environment 4 (Light, Radius: 250 feet; Increased Duration: continuous, Selective; Unreliable (5 uses))
. . . . Sleep Gas Arrow: Cumulative Affliction 3 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
. . . . Smoke Arrow: Cloud Area Concealment 2 (Sense - Sight; Cloud Area: 15 feet radius sphere, DC 12, Extended Range, Increased Range: ranged)
. . . . Taser Arrow: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
Goggles: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
The Circle Into Hell
. . Awareness of the Sins: Senses 5 (Awareness: The Sins, Extended: The Sins 3: x1k, Radius: The Sins)
. . Magic Ward: Immunity 20 (Very Common Descriptor: Magic; Limited - Half Effect)
. . Vortex to the Circles: Movement 3 (Dimensional: Seven Circles of Hell 1: one dimension, 50 lbs., Extra Ranks 2; Increased Range: ranged, Linked: Bowel Raker Arrow: Strength-based Damage 3, Portal)
Throwing Knives: Strength-based Damage 1 (DC 17; Increased Range: ranged)

Equipment
Camo Clothing, Cell Phone (Smartphone), Commlink, Costume [Goggles: Senses 6, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision; Light Body Armor: Protection 2, +2 Toughness; Impervious], Flashlight, Mini-tracer, Multi-tool, Rebreather, Restraints, Throwing Knives [Throwing Knives: Strength-based Damage 1, DC 17; Increased Range: ranged]

Offense
Initiative +9
Bowel Raker Arrow: Strength-based Damage 3, +12 (DC 19)
Flash Arrow: Cumulative Perception Area Affliction 3 (DC Fort 13)
Flight Arrow: Strength-based Damage 3, +14 (DC 19)
Grab, +10 (DC Spec 11)
Sleep Gas Arrow: Cumulative Affliction 3, +12 (DC Fort 13)
Strike: Strength-based Damage 2, +10 (DC 18)
Taser Arrow: Cumulative Affliction 3, +12 (DC Fort 13)
Throw, +12 (DC 17)
Throwing Knives: Strength-based Damage 1, +12 (DC 17)
Unarmed, +10 (DC 16)

Languages
Native Language

Defense
Dodge 12, Parry 12/10, Fortitude 6, Toughness 6/2, Will 9

Power Points
Abilities 60 + Powers 41 + Advantages 30 + Skills 32 (64 ranks) + Defenses 17 = 180

After Green Arrow's death his most loyal apprentice the first Arrowette went on a quest to find a way to bring him back. After failing to find any technological solution she turned to mysticism. Despite warnings from others in the superhero community about the dangers she consulted with increasingly powerful wizards and priests of strange gods. Many of them refused even to see her, while most who did such as Zatanna or Madame Xanadu just advised her to give up on her quest. From some such as Jason Blood and Felix Faust she barely escaped with her life and soul as they sought to trap and enslave her. Frustrated at this she determined to go to the source, the Sorcerer Supreme, Dr Fate. From what little she had learned of the world of magic she knew that he often employed mortals as his agents. As soon as she set out to find the Tower of Fate she found it, it literally appeared in the park across from her apartment, though apparently only she could see it. Realizing that this meant Dr Fate must be aware of her and what she wanted she nerved herself and went up to the gigantic obelisk with its eye-watering sigils and pictograms. When she drew in a breath to shout for admittance a dark doorway faded into existence in the side of it. Readying her bow and arrows she stepped cautiously into the darkness.

When Suzanne emerged from the Tower of Fate she was a changed person, she looked older and harder and had a haunted look to her eyes. On her stomach was a large tattoo of a magical sigil, a mystic spiral. Dr Fate had agreed to do what she wanted, though normally retrieving a soul from the afterlife is an abomination. To balance the scales of fate she would have to perform a seemingly impossible service, to recapture and send back to Hell the Seven Deadly Sins, immensely powerful demonic spirits that had escaped some time ago when the Rock of Eternity where they had been contained was destroyed. If she could find and defeat each one of them then Dr Fate would resurrect Oliver Queen. If any of them defeated her she would be condemned to eternal torment in Hell under their talons. Even if she did succeed then she would have made immensely powerful enemies who would never cease to seek revenge. To balance the returning of a life to the world that had departed from it her own life was in its turn forfeit. She would be bound to the service of the Sorcerers Supreme, body and soul, forever. Even faced with these conditions and price Suzanne did not balk.

As is the way of such magical bargains there are ways to succeed, the narrative conventions of magic require that there be so. There is nothing preventing Suzanne from making use of any allies and weapons she can obtain to assist her in her quest. While there are plenty of powerful superheroes willing and able to take on supervillains or hostile aliens they are much more reticent though at messing with magical forces. The number of magic heroes inclined to help is much smaller, and many of them will want something from Suzanne as well for the risk they take in tackling the Seven Deadly Sins. Dr Fate has given her some aid for her quest, he does not intend for it to be suicidal. The mystic spiral on her stomach gives her arrows the power to banish a Sin back to Hell if she can wound them with them. As well the sigil gives her some measure of protection against magic and the ability to sense the Sins activity across quite some distance. Suzanne has had a list of the Sins tattooed on her arm and intends to have them crossed out as she defeats each one.

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

Post by Gamebook » Tue May 29, 2018 9:30 pm

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Snowflame - PL 8

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

Advantages
Benefit, Cipher, Benefit, Status: Cartel Head, Benefit, Wealth 3 (millionare), Connected, Ranged Attack 3

Skills
Deception 4 (+6), Insight 4 (+5), Intimidation 6 (+8), Investigation 4 (+5), Perception 4 (+5), Persuasion 4 (+6), Ranged Combat: Snowfire Gaze: Damage 8 4 (+5), Sleight of Hand 4 (+5), Vehicles 4 (+5)

Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Immunity: Immunity 5 (Damage Effect: Fire)
Protection: Protection 6 (+6 Toughness; Impervious)
Regeneration: Regeneration 2 (Every 5 rounds)
Snowfire
. . Snowfire Gaze: Damage 8 (DC 23; Increased Range: ranged, Multiattack, Secondary Effect)
. . Snowfireball: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Secondary Effect)
. . Snowflamethrower: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18, Secondary Effect)

Offense
Initiative +0
Grab, +2 (DC Spec 10)
Snowfire Gaze: Damage 8, +8 (DC 23)
Snowfireball: Burst Area Damage 8 (DC 23)
Snowflamethrower: Cone Area Damage 8 (DC 23)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)

Languages
Native Language

Defense
Dodge 6, Parry 2, Fortitude 1, Toughness 6, Will 4

Power Points
Abilities 14 + Powers 65 + Advantages 9 + Skills 19 (38 ranks) + Defenses 10 = 117

South American cocaine has a long history of being cut with other powerful and dangerous drugs to make it more pleasant to take them. Notable examples are the drugs Miraclo and Venom, both of which cause considerable physical pain, nausea and paranoid agitation as a side effect of their boosting the users muscular strength and metabolism. The latest substance to be cut with it is a version of the plasma energy that was used to give the Brazilian superhero Fire her powers. Along with a number of other substances it can be suspended in solid form, then when ingested it temporarily gives the user the power to generate and project flames from their body. The technique of how to produce it was developed by an unknown supervillain scientist, perhaps in order to raise funds for their next insane scheme.

At first snowflame as it is called was taken by drug cartel members as a weapon to use against their rivals and the authorities. Its use soon spread to the main buyers outside South America though, who use it more as a toy. Partygoers take small doses and show off to their friends by shooting white sparks from their hands and eyes. When ingested in great quantity though it becomes deadly, the user can blast out flames of a scale and intensity comparable to a military flamethrower. There have been serious incidents of locations being set on fire and people burned by careless use of this fantastically dangerous drug.

The main figure in producing and moving the stuff abroad is Mr Snowflame, as the authorities have dubbed the figure in a sharp suit who their surveillance suggests is the head of the cartel. The quantity and strength of the stuff he takes must be extreme as he can apparently blast out flames of an intensity approaching that of Fire herself, and also looks to have most of her other powers as well. The razing by fire of a number of other drug gang compounds may be his handiwork. The superhero Fire is furious at this misuse of the source of her powers and along with her friends is seeking to apprehend Mr Snowflame and his network, and find out who is responsible for this latest drug plague.

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

Post by Davies » Tue May 29, 2018 11:30 pm

OMG. :lol: :lol: :lol:

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

Post by Gamebook » Fri Jun 01, 2018 6:11 am

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Solomon Grundy - PL 13

Strength 18, Stamina -, Agility 0, Dexterity 0, Fighting 8, Intellect -2, Awareness 0, Presence 0

Advantages
All-out Attack, Daze (Intimidation), Diehard, Fast Grab, Fearless, Interpose, Power Attack

Skills
Intimidation 8 (+9)

Powers
Growth: Growth 2 (+2 STR, +2 Tough, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 10 (Leap 1 mile at 250 miles/hour in 12 seconds)
Protection: Protection 17 (+17 Toughness; Impervious [2 extra ranks])
Regeneration: Regeneration 5 (Every 2 rounds; Persistent)
Senses: Senses 1 (Low-light Vision)

Offense
Initiative +0
Grab, +8 (DC Spec 28)
Throw, +0 (DC 33)
Unarmed, +8 (DC 33)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude Immune, Toughness 19, Will 6

Power Points
Abilities 34 + Powers 94 + Advantages 7 + Skills 4 (8 ranks) + Defenses 14 = 153

Solomon Grundy is an incarnation of the Grey, the unliving force that animates dead things, in direct opposition to the colors of life such as the Red and the Green. The bodies of evil men that are dumped in Slaughter Swamp, an area of waterlogged waste land on the outskirts of Gotham, may be turned into a monstrous grey-skinned zombie that always calls itself Solomon Grundy, after the morbid children's rhyme. Once animated the semi-coherent undead creature carries on a grotesque parody of the crimes it committed in life, threatening and stealing, but with no purpose to it as Solomon Grundy does not need anything. It does not suffer from hunger or thirst, doesn't sleep or need rest, and is immune to discomfort and the environment. Its rotted mind is not really intelligent, rather it just holds echoes of its previous life without original thought. Grundy's never get bored, just going catatonic if they are not doing anything at the moment.

Most incarnations of this undead force are destructive, but they often have odd sentimental flashes. The bodies that are dumped in the swamp are usually of various Gotham crooks and gangsters, ruthless and selfish men. Nearly all mortal men have some good in them though, and this comes through in various degrees in Solomon Grundy. The monster is sometimes protective of women and children, shielding them from harm, even bringing them gifts of food, clothes and money. A few clever people have cultivated Solomon Grundy in this way, turning him into a terrifying and nearly unstoppable gangland enforcer. Slaying Grundy is almost impossible, no matter what is done to him he just shrugs it off, or soon rises back up again. Concentrated and determined action by superheroes in the past has destroyed incarnations of it, but before too long the evil forces in Slaughter Swamp just create another out of one of the many bodies dumped there over the years. Only undoing the power of the Grey would put an end to the curse of Solomon Grundy, but as a negative force no one knows how to do this.

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

Post by Gamebook » Fri Jun 01, 2018 9:56 am

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Spartan - PL 10

Strength 5/3, Stamina 5/3, Agility 6/4, Dexterity 3, Fighting 10, Intellect 2, Awareness 3, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Galactic Authority, Defensive Roll, Diehard, Equipment 3, Evasion, Fearless, Great Endurance, Improved Critical 2: Energy Blasts: Damage 10, Improved Critical: Unarmed, Improved Initiative, Inspire 2, Interpose, Leadership, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 7, Takedown, Tracking, Trance

Skills
Acrobatics 6 (+12), Athletics 8 (+13), Deception 4 (+6), Insight 8 (+11), Intimidation 6 (+8), Investigation 6 (+8), Perception 8 (+11), Sleight of Hand 4 (+7), Stealth 4 (+10), Technology 4 (+6), Vehicles 6 (+9)

Powers
Environment suit: Immunity 5 (Environmental Conditions (All); Limited - Half Effect)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Energy Shield
. . Energy Blasts: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
. . Energy Lash: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Selective)
. . Energy Shield: Protection 10 (+10 Toughness; Affects Others, Impervious, Sustained)
. . Refraction Shield: Immunity 20 (Very Common Descriptor: Energy; Redirect, Reflect; Check Required 10: DC 19 - Dodge or Parry, Limited: to maximum of 10 ranks)
Supersoldier Bioenhancements
. . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +2 (+5), Stamina +2 (+5), Agility +2 (+6), Advantages: Diehard, Fearless, Great Endurance, Trance)
. . Mental Encryption: Immunity 2 (Custom: Mind Reading 2)
. . Senses: Senses 4 (Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . . . Leaping: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour)

Equipment
Cell Phone (Smartphone), Combat suit [Environment suit: Immunity 5, Environmental Conditions (All); Limited - Half Effect; Light Body Armor: Protection 2, +2 Toughness; Impervious], Commlink, Flashlight, Mini-tracer, Multi-tool, Rebreather, Restraints

Offense
Initiative +10
Energy Blasts: Damage 10, +10 (DC 25)
Energy Lash: Burst Area Damage 10 (DC 25)
Grab, +10 (DC Spec 15)
Throw, +10 (DC 20)
Unarmed, +10 (DC 20)

Languages
Native Language

Defense
Dodge 12, Parry 10, Fortitude 9, Toughness 8/5, Will 11

Power Points
Abilities 60 + Powers 57 + Advantages 28 + Skills 32 (64 ranks) + Defenses 18 = 195

Spartan is an enhanced supersoldier from a future timeline, in this era on a secret mission. From things he has said it seems that his organization is a future version of the Justice League called Stormwatch and that his commander is a future version of Superman who calls himself Majestic. His mission is to protect certain people who are going to be crucially important in some future war, them or their descendants. The enemy Spartan is fighting in his own time keeps sending agents back in time to try and kill these people. Spartan has gathered together an eclectic group of other time travelers and contemporary superheroes to wage this war, constantly intercepting and eliminating the assassins. The form these killers takes varies enormously, some are powerful supervillains, others are combat androids, and some are shapeshifting parasitic aliens. Many of them bear a twisted resemblance to various contemporary superheroes and supervillains.

Spartan is mostly a human with extensive biological implants. He has strengthened muscles and bones and faster nerve impulses than he would otherwise have, along with enhanced senses and greater endurance. His brain has been encrypted such that he cannot be mind read, so no-one can gain knowledge of the possible future from him. Spartan is a codename, he will not reveal his real name, or even if he has one. He is a dour soldier, focused only on his mission, never letting himself get distracted by the sights and pleasure of early 21st century Earth. At the same time he is deeply protective of others, doing everything he can to avoid hurt to anyone in this era, not just those he is tasked to save. While he demands much of the teams he leads given the stakes of the operation they are engaged in, he does not regard them as expendable and will never make a sacrifice play.

Spartan's principal weapon is his ability to generate an energy shield. This crackling disc of energy can be used as a weapon, he can fling it at opponents and then generate a new one so fast he can fire them off like an autocannon. By raising it above his head he can also cause it to fling out arcing tendrils of energy that tear into any nearby targets he designates. As well as these offensive modes he can use it as a shield, forming a highly resistant barrier to attacks. He knows how to angle and modulate this shield so that it will refract energy that hits it, sending it back at the attacker or wherever he chooses, though it can only handle effects of so much power. A notable feature of this shield is that because he can constantly generate new ones when he releases one, he can give an energy shield to another person and they can then carry it and use it to protect themselves.

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

Post by Gamebook » Sat Jun 02, 2018 5:34 am

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Speedy - PL 9

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

Advantages
Agile Feint, Assessment, Attractive, Defensive Roll 2, Equipment 5, Improved Aim, Improved Critical 2: Arrows, Improved Critical: Unarmed, Improved Initiative, Inventor, Move-by Action, Power Attack, Quick Draw, Ranged Attack 8, Takedown, Teamwork, Tracking

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

Powers
Bow and Arrows (Easily Removable)
. . Arrows
. . . . Bow Fighting Staff
. . . . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+12))
. . . . . . Strike: Strength-based Damage 2 (DC 17; Reach (melee): 5 ft.)
. . . . Cable Arrow: Movement 1 (Swinging)
. . . . Flash Arrow: Cumulative Perception Area Affliction 3 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 13; Perception Area: DC 13 - Sight, Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Net Arrow: Cumulative Affliction 3 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 13; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Scrambler Arrow: Nullify 3 (Counters: Electrics, DC 13; Effortless, Simultaneous)
. . . . Taser Arrow: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Goggles: Senses 6 (Distance Sense, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 1: -1 speed rank, Ultravision)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)

Equipment
Cell Phone (Smartphone), Commlink, Flashlight, Gas Mask, Light Body Armor [Light Body Armor: Protection 2, +2 Toughness; Impervious], Mask [Goggles: Senses 6, Distance Sense, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 1: -1 speed rank, Ultravision; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Mini-tracer, Rebreather, Restraints, Toolkit (Basic)

Offense
Initiative +8
Flash Arrow: Cumulative Perception Area Affliction 3 (DC Fort 13)
Grab, +10 (DC Spec 10)
Net Arrow: Cumulative Affliction 3, +11 (DC Fort/Will 13)
Scrambler Arrow: Nullify 3, +11 (DC Will 13)
Strike: Strength-based Damage 2, +10 (DC 17)
Taser Arrow: Cumulative Affliction 3, +11 (DC Fort 13)
Throw, +11 (DC 15)
Unarmed, +10 (DC 15)

Languages
Native Language

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

Power Points
Abilities 52 + Powers 8 + Advantages 30 + Skills 30 (60 ranks) + Defenses 17 = 137

Mia Dearden is the new apprentice of Green Arrow after he placed Arrowette on the new Young Justice team. That makes her his fourth apprentice, after Roy, then Artemis, then Suzanne. Like all her predecessor's Mia has been training with weapons and shooting bows since she was a small child, you have to start early to really become as good as Green Arrow. Mia is an orphan who was bought by the Lady Shiva and placed into one of her training schools when very young. Shiva has recently opened one of her schools in Mexico, there is a demand for Executive Assistant Assassins of an ethnicity other than Chinese or Vietnamese. Mia was the first to graduate from the school, at the unusually early age of fourteen. She was rented out to crime bosses and corrupt politicians essentially as a teaser and sample of the merchandise soon to be on offer. The underage Mia was used both as a bodyguard and killer, and personally by her new masters.

She encountered Green Arrow when she was sent to kill him for interfering with the illegal businesses of her employers. While a skilled warrior she was no match for the veteran Oliver and he quickly defeated her. Upon questioning the child Oliver realized what she was and was alarmed to discover that the Executive Assistant scheme was spreading beyond the Far East. He mounted an assault upon the school along with some of his friends, only to find that it had already relocated. Shiva's schools require almost no equipment to function, just a few open areas for sparring, cheap classroom supplies that can be bought anywhere, and a basic tea set for learning etiquette. The girls are made to sleep in whatever covered space is available, regardless of how dismal it is. Oliver was not willing to let Mia go back to her schoolteachers, or torturers as he regarded them, but at this time her conditioning was so strong that she would die trying to do so. In order to save her he ended up having to buy her.

Mia has spent most of her life being trained to kill on command, or do whatever else her master wanted. She is not a dead-eyed killer like Cassandra Cain however, she was also intensively schooled in fine manners and seduction. She can instantly switch between being a focused warrior and a flirty teen. Oliver has extended her education and combat skills, in particular teaching her the use of advanced technology which she has taken to eagerly. He has forbade her from using any lethal arrows, she is entirely too ready to kill. He has also had to get his female friends to teach her about proper behavior, to treat herself with respect. Oliver wonders if he is ever going to free her completely of her years of conditioning.

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

Post by Gamebook » Sat Jun 02, 2018 7:40 pm

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Starro the Conqueror - PL 30

Strength 40, Stamina 40, Agility 0, Dexterity 2, Fighting 10, Intellect 2, Awareness 2, Presence 0

Advantages
Benefit, Galactic Reputation 3, Diehard, Fast Grab, Fearless, Improved Grab, Improved Hold

Skills
Insight 4 (+6), Investigation 4 (+6), Perception 20 (+22), Sleight of Hand 4 (+6)

Powers
Atmospheric Entry: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Levitation)
Distributed Nervous System: Immunity 10 (Common Descriptor: Mental; Limited - Half Effect)
Five Tentacles: Extra Limbs 3 (3 extra limbs, Advantages: Improved Grab)
Galactic Life: Movement 2 (Space Travel 2: other solar systems)
Great Eye: Senses 11 (Extended: Vision 6: x1m, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Internal Defenses
. . Giant Phagocytes: Summon 5 (Controlled, Horde, Multiple Minions 3: 8 minions)
. . Hydraulic Crushing Action: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Reaction 3: Being inside Starro)
. . Pressurized Water Flood: Cone Area Move Object 10 (25 tons, DC 25; Cone Area: 60 feet cone, DC 20, Damaging, Reaction 3: Being inside Starro; Limited Material: Water, Reduced Range: close)
. . Suffocating Slime: Cumulative Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Reaction 3: Being inside Starro)
Mental Assimilation: Burst Area Cumulative Mind Reading 15 (DC 25; Burst Area 8: 0.5 miles radius sphere, DC 25, Cumulative, Increased Duration: continuous, Sensory Link; Limited: to those controlled by a Starrocyte)
Mile-Wide Starfish: Growth 40 (+40 STR, +40 STA, +20 Intimidate, -40 Stealth, -20 active defenses, +5 size ranks, +40 mass ranks, +; Innate; Permanent)
Regrow: Regeneration 1 (Every 10 rounds; Persistent)
Starfaring Organism: Immunity 13 (Aging, Environmental Conditions (All), Interaction Skills, Suffocation (All))
Starrocytes: Progressive Burst Area Affliction 15 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 25; Burst Area 8: 0.5 miles radius sphere, DC 25, Contagious, Extended Range 3, Increased Range: ranged, Progressive)
Vast Distributed Mind: Quickness 10 (Perform routine tasks in -10 time ranks; Limited to One Type: Mental)

Offense
Initiative +0
Grab, +10 (DC Spec 50)
Hydraulic Crushing Action: Burst Area Damage 10 (DC 25)
Mental Assimilation: Burst Area Cumulative Mind Reading 15 (DC Will 25)
Pressurized Water Flood: Cone Area Move Object 10 (DC 25)
Starrocytes: Progressive Burst Area Affliction 15 (DC Will 25)
Suffocating Slime: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +2 (DC 55)
Unarmed, +10 (DC 55)

Languages
Native Language

Defense
Dodge -10, Parry -10, Fortitude 40, Toughness 40, Will 12

Power Points
Abilities 32 + Powers 559 + Advantages 7 + Skills 16 (32 ranks) + Defenses 20 = 634

Starro the Conqueror is the name given to a vast alien creature that resembles an impossibly enormous starfish. It is literally a mile wide, with a single massive eye set at the center of its grotesque, curling body. It appears to be a naturally evolved organism that preys on inhabited planets in a parasitic life cycle. When it espies a planet with large, active lifeforms on it the Starro organism travels across interstellar space into orbit around it, then slowly descends through the atmosphere onto the greatest concentration of large animals it can can see. It can naturally levitate in a gravity well and typically positions itself about a mile up, from where it can rain down its Starrocytes. These are miniature versions of the Starro organism, though expendable and mindless. They levitate up and down attempting to latch onto the central nerve nodes of large active organisms. If they do so they send out bioelectric impulses that override the will of their victim, turning them into a slave of the larger Starro organism. The victim retains all their intelligence and capabilities, it is just that they are entirely subsumed to the will of the Starro. The Starrocyte will often cover the main sensory modules of its target and use its own eye as a substitute, which allows the main Starro to see what their new slave is doing and issue appropriate command imperatives.

Though huge a Starro can only cover a small area of an entire planet at once. It will steadily sweep across the surface though sowing Starrocytes. Those who fall to its control will gather up those Starrocytes which missed and are flopping around on the ground and attempt to apply them to the faces of those around them to extend the will of Starro. If they encounter resistance they will become violent. In this way the Starro leaves an expanding trail of control that if not checked will quickly spread over a wider area. Once enough beings have fallen under its control they will began to gather foodstuffs to feed to Starro. If the Starro eats enough it will grow to a size where it can split itself in two by splitting off one or more arms which then develop into a new Starro. In doing this a planet's population will often reduce itself to mass starvation, even throwing themselves into the maw of the voracious being. When its offspring is developed enough to loft itself into space the Starro's will disperse across the galaxy in search of new feeding grounds, leaving behind a devastated world.

The Justice League has several times had to drive off a Starro, though they think it may have been the same Starro each time and that when it is forced to retreat before the immense firepower of the League it just withdraws to lurk out in the Kuiper belt. There it heals its wounds and waits for a new opportunity to strike. Starro's sense their prey using their incredible eyesight, they can literally see the surface of a planet from light years away in enough resolution to make out animals moving about. Journeying across interstellar space is immensely metabolically costly for them and once has a Starro has arrived at its destination it must feed if it is to survive. Though too large to easily destroy the League may be able to kill Starro by starving it to death.

Fighting Starro is a challenging prospect. Its sheer bulk makes it immune to almost all harm, even nuclear weapons do little more than scorch its surface. As a starfish it has strong regenerative powers and in time can grow new skin layers to replace those stripped away, and even form new limbs if any are severed. The most vulnerable points are the eye and the mouth/birthing canal on its underside where it spews its Starrocytes from. Penetrating inside Starro is the best way to attack it, going in via its ventral opening. There are numerous nerve nodes throughout its body that if destroyed can potentially cripple or kill it. Intruders though will face its numerous internal defenses. Starro's can crush foreign bodies with hydraulic action, encase them in suffocating slime, flood them out with pressurized water, or set giant predatory phagocytes on them.

Starro's are intelligent, though it is a broad rather than a deep intelligence. They are acute to the actions of their intended prey and can survey a wide area and keep track of an enormous number of moving objects. Their moral sense is that of an animal though, they cannot comprehend that their predatory ways are wrong or that other beings have the right to life. Starro's are solitary by nature and thus have no language, which in turn limits the complexity of their internal thoughts. On the rare occasions Starro's do encounter each other in deep space they will wrap their tentacles around each other and exchange genetic material, which they can preserve for later use almost indefinitely. Two Starro's almost never arrive to feed on the same planet, they deliberately avoid each other if they do not want to mate. The wider civilizations of the galaxy regard Starro's as dangerous predators and hunt them down whenever they can. Often though the hunter becomes the hunted as the Starro shrugs off the weapons of even space battleships as mere pinpricks, seizes the annoying gadfly in its tentacles and tears it open to make a snack of the crew.
Last edited by Gamebook on Sun Jul 01, 2018 7:04 am, edited 4 times in total.

Gamebook
Posts: 3979
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Jun 03, 2018 4:57 pm

Image

Steppenwolf - PL 16

Strength 13, Stamina 12, Agility 6, Dexterity 4, Fighting 15, Intellect 4, Awareness 4, Presence 6

Advantages
All-out Attack, Assessment, Benefit, Status 3: Darkseid's Commander, Contacts, Defensive Roll, Diehard, Evasion 2, Fearless, Great Endurance, Improved Critical 2: Electro-Sword, Improved Critical: Electrified Blade, Improved Disarm, Improved Initiative 2, Improved Trip, Inspire 2, Instant Up, Leadership, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 9, Startle, Takedown, Tracking, Uncanny Dodge, Well-informed

Skills
Acrobatics 4 (+10), Athletics 8 (+21), Deception 4 (+10), Insight 8 (+12), Intimidation 10 (+16), Investigation 8 (+12), Perception 8 (+12), Sleight of Hand 4 (+8), Stealth 6 (+12), Technology 4 (+8), Vehicles 8 (+12)

Powers
Battle Armour (Removable)
. . Immunity: Immunity 5 (Environmental Conditions (All))
. . Protection: Protection 4 (+4 Toughness; Impervious [4 extra ranks])
Cable Snare (Easily Removable)
. . Snare: Progressive Affliction 17 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 27; Extra Condition, Increased Range: ranged, Progressive; Limited Degree)
Electro-Sword (Easily Removable)
. . Electrified Blade
. . . . Affliction: Cumulative Affliction 17 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 27; Cumulative)
. . . . Damage: Strength-based Damage 4 (Linked; DC 32, Advantages: Improved Critical; Penetrating 12, Reach (melee): 5 ft.)
Father-Box (Easily Removable (indestructible))
. . Analyze: Variable 2 (Limited: to the senses effect)
. . Box Powers
. . . . Boom Tube: Teleport 14 (Carry 50 lbs.; Change Direction, Change Velocity, Dimensional: dimension - Fourth World, Extended: 16000 miles in 2 move actions, Portal; Limited to Extended, Noticeable: Boom Tube)
. . . . Healing: Healing 14 (Persistent, Restorative, Resurrection, Stabilize)
. . . . Override: Progressive Affliction 14 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Contagious, Custom: Only works on machines/electronics, Progressive, Triggered 2: 2 uses - Time, signal)
. . . . Space Portal: Movement 3 (Space Travel 3: other galaxies; Portal)
. . Communication: Other Cosmic Communication 4 (Advantages: Contacts, Well-informed; Dimensional: dimension - Fourth World, Rapid, Subtle: encrypted)
Immunity: Immunity 10 (Common Descriptor: Mental; Limited - Half Effect)
Immunity: Immunity 2 (Aging, Disease)
Impervious Defense: Impervious Toughness 8
Power-Lifting: Enhanced Strength 10 (+10 STR; Limited to Lifting)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)

Offense
Initiative +14
Affliction: Cumulative Affliction 17, +15 (DC Fort 27)
Damage: Strength-based Damage 4, +15 (DC 32)
Grab, +15 (DC Spec 23)
Override: Progressive Affliction 14, +15 (DC Will 24)
Snare: Progressive Affliction 17, +13 (DC Fort/Will 27)
Throw, +13 (DC 28)
Unarmed, +15 (DC 28)

Languages
Native Language

Defense
Dodge 15, Parry 15, Fortitude 16, Toughness 17/16, Will 13

Power Points
Abilities 128 + Powers 177 + Advantages 38 + Skills 36 (72 ranks) + Defenses 22 = 401

Steppenwolf is the former war god of Genesis, the world that came before the Fourth World of the New Gods. Even before Darkseid arose and attempted to steal the power of the Source for himself he was a rebel and an exile. Because he would not stop encouraging war among the peoples of Genesis the ruler of the gods at the time had him defeated, punished and imprisoned. A cult of all-female warriors were set to watch over him and keep him secure for all eternity as women are resistant to the appeal of war. When Darkseid rebelled he freed Steppenwolf and offered him the chance of revenge on those who had chained a god. With his power Darkseid corrupted the Furies, the women warriors who had been set to guard Steppenwolf, and turned them into his own minions.

When Darkseid was defeated and thrust bound out into the void Steppenwolf refused to surrender and went down fighting. He personally slew the ruler of the gods even as he himself was slain, which is the event that destroyed the Third World of the gods and brought about the prophesied Fourth World. As gods the New Gods enact mythical cycles rather than living out brief and blind lives like mortals do. When Darkseid returned to the material world and created his prison world of Apokolips he resurrected Steppenwolf and made him again the leader of his armies.

Steppenwolf is the greatest fighter on Apokolips and regards himself as the second of Darkseid. Darkseid treats him differently to all his other minions, never insulting and berating him. Steppenwolf is the closest person Darkseid has to a friend and equal and the two spend much time discussing their plans of conquest and reminiscing over their triumphs and defeats in old wars. He is the deadly enemy of Granny Goodness, who is his rival for the rulership of Apokolips after Darkseid, and because Granny in her youth before her corruption was the leader of the Furies that kept him imprisoned. She still likes to taunt him with this. That has not stopped them having several children together, as two very powerful beings the temptation of having powerful offspring is too great. The prolific Big Breeda is thought to be one of their daughters. That was long ago though, now they just try to kill each other on sight unless Darkseid is present.

Steppenwolf has responsibility for the sentient soldiers of Apokolips, the Dog Warriors. Darkseid personally controls those mindless spawn the Parademons, and the Furies belong to Granny Goodness. As a war god Steppenwolf insists on smartness and discipline, his warriors are not wild barbarians. He recruits from all the worst scum of the galaxy, offering them power, wealth and eternal life if they will fight for Darkseid. Once they have signed up they realize too late that they have sold their souls and are now damned for all eternity. Dog Warriors that are slain in battle are simply resurrected to fight again so that their valuable experience is not lost. Their existence becomes a hell of struggle and pain, with the only pleasure being the killing of enemies.

Steppenwolf bears many similarities to the Earth war god Ares, and some Amazon theologians theorize that they are the same being. In that case the Earth is actually the Third World and its destruction will usher in the Fourth World of the New Gods. How this can be is confusing to mortals, for time means nothing to gods, their eternal cycle of existence transcends such mundanities, they exist in all times at once. It may not be possible ever to defeat Darkseid and his cohorts, they are a fundamental and immutable part of the universe.

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Ken
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Location: DeKamore, IL, Earth-Two

Re: Gamebook's builds (hs5ias new thread)

Post by Ken » Sun Jun 03, 2018 5:35 pm

This guy is still bothering me.
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

Gamebook
Posts: 3979
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Jun 04, 2018 6:48 pm

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Star Spangled Kid - PL 8

Strength 8, Stamina 7, Agility 4, Dexterity 2, Fighting 8, Intellect 1, Awareness 2, Presence 1

Advantages
Agile Feint, Defensive Roll, Diehard, Equipment 2, Improved Trip, Ranged Attack 2, Takedown

Skills
Acrobatics 8 (+12), Athletics 4 (+12), Deception 4 (+5), Insight 4 (+6), Investigation 4 (+5), Perception 4 (+6), Persuasion 4 (+5), Ranged Combat: Star Power 2 (+4), Sleight of Hand 4 (+6), Stealth 4 (+8)

Powers
Cosmic Converter Belt (Removable)
. . Empower: Enhanced Stamina 6 (+6 STA)
. . Immunity: Immunity 10 (Life Support)
. . Regeneration: Regeneration 3 (Every 3.33 rounds, Advantages: Diehard)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
. . Star Power
. . . . Daze: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited Degree)
. . . . Dazzle: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Scramble: Nullify 8 (Counters: Electrics, DC 18; Simultaneous)
. . . . Super-Strength: Enhanced Strength 8 (+8 STR)
. . Universal Translator: Comprehend 2 (Languages - Understand All, Languages - You're Understood)

Equipment
Cell Phone (Smartphone), Commlink, Concealable Microphone, Flashlight, Gas Mask, Mini-tracer, Multi-tool, Restraints

Offense
Initiative +4
Daze: Cumulative Affliction 8, +6 (DC Fort 18)
Dazzle: Cumulative Affliction 8, +6 (DC Fort 18)
Grab, +8 (DC Spec 18)
Scramble: Nullify 8, +6 (DC Will 18)
Throw, +4 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

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

Power Points
Abilities 38 + Powers 42 + Advantages 8 + Skills 21 (42 ranks) + Defenses 9 = 118

Fourteen year old Courtney Whitmore was starting a new school in a new town with a new step-dad when she discovered that her fellow students were being secretly brainwashed into becoming part of a paramilitary cult that was coming to dominate the small town she was trapped in. From the usual small-town American geeks they were becoming goons in green facemasks chanting menacing slogans like something out of an old news-reel. Declining to go along with their fashion disaster she used her interest in martial arts to fight back when they came for her. She found an unexpected ally in her step-dad, who up until now she had rejected as someone interfering in her close relationship with her mother and as someone showing up her idealized memory of her long-absent father. It turned out that he was a superhero, basing his powers on his facility with constructing and using large mechanical batllesuits. Together the two of them took down the nascent attempt at creating a neo-fascist army in small-town America.

During the struggle Pat Dugan, her stepdad, gave her the Cosmic Converter Belt, a device that had belonged to an old friend of his, now deceased, the Star Spangled Kid. This was an alien device on a belt that contained a small spark of the primal cosmic force, the essence that had caused the creation of the universe. When brought close to a complex living being it empowers them as it strengthens the fundamental underlying physical forces of the material of which they are composed. This power can also be drawn out and projected from the belt buckle as a shower of disruptive sparks which disrupts electromagnetic activity.

As the town was cleared up and the authorities took away the ringleaders while deprogramming the brainwashed masses Pat offered Courtney the opportunity to become a superhero. She was a girl with unusual talent, being brave, quick-witted and naturally athletic and combative. If she lived in Gotham she might well have fallen in with the Bat-clan. Eager for adventure and excitement in her square and boring life she accepted. Since then the two have them have teamed up with several notable superheroes and fought to oppose the infiltration of supervillains into the lives and businesses of ordinary people.

Courtney is still a naive young girl in most ways. While she is rapidly learning all she can about being a superhero Pat is very much the brains of the operation. She fights the sort of supervillains that he takes on, paramilitary sorts based on the subversion of American life. She snarks about how all the people they fight have a snake theme, with names like Kobra, Cobra, V.I.P.E.R., the Cult of Set and so on ad nauseum. Pat is well-connected in the superhero community and often calls in powerful friends of his to help them out. His principal concern during adventures is not so much to defeat the bad guys as to protect and educate Courtney, he is grooming her to become the new Starman (or Stargirl/woman, whatever). He has more artifacts beyond the belt to give her, when she is ready. Other superteams like the Teen Titans are showing an interest in his protege, as are the dominating powers of the superhero movement, Superman and Wonder Woman.

Gamebook
Posts: 3979
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jun 05, 2018 11:36 am

Image

Image

S.T.R.I.P.E. - PL 9

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

Advantages
Improved Aim, Improved Initiative, Improvised Tools, Interpose, Inventor, Precise Attack (Ranged, Cover), Skill Mastery: Vehicles

Skills
Athletics 4 (+14), Investigation 4 (+9), Perception 6 (+7), Persuasion 4 (+5), Sleight of Hand 4 (+7), Technology 8 (+13), Vehicles 8 (+11)

Powers
S.T.R.I.P.E. battlesuit (Removable)
. . Armour: Protection 10 (+10 Toughness; Impervious)
. . Communication: Radio Area Cosmic Communication 1 (Area, Subtle: encrypted)
. . Gauntlet Heavy Blasters
. . . . Blast: Damage 8 (Linked; DC 23; Increased Range: ranged)
. . . . Blast: Damage 8 (Linked; DC 23; Increased Range: ranged, Split: 2 targets)
. . Jets: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Mecha
. . . . Growth: Growth 4 (Linked; +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank; Innate; Limited to Increasing Size Only, Permanent)
. . Radar: Senses 6 (Accurate: Radio, Extended: Radio 3: x1k, Radio)
. . Rocket Fists: Move Object 6 (3200 lbs., DC 21; Damaging)
. . Rocket Rack: Burst Area Damage 6 (DC 21; Burst Area 2: 60 feet radius sphere, DC 16, Extended Range 2, Increased Range: ranged)
. . Sealed System: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Self-Repair: Regeneration 2 (Every 5 rounds)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Servos: Enhanced Strength 9 (+9 STR)
. . Suit Lights: Environment 3 (Light, Radius: 120 feet; Selective)
. . Suit Optics: Senses 11 (Direction Sense, Distance Sense, Extended: Vision 2: x100, Infravision, Low-light Vision, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Improved Aim, Precise Attack (Ranged, Cover))
. . Taser Grip (Alternate Resistance: Fortitude)
. . Twin Autoblaster: Damage 6 (DC 21; Increased Range: ranged, Multiattack)

Offense
Initiative +6
Blast: Damage 8, +3 (DC 23)
Blast: Damage 8, +3 (DC 23)
Grab, +8 (DC Spec 20)
Rocket Fists: Move Object 6, +3 (DC 21)
Rocket Rack: Burst Area Damage 6 (DC 21)
Throw, +3 (DC 25)
Twin Autoblaster: Damage 6, +3 (DC 21)
Unarmed, +8 (DC 25)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 12, Will 6

Power Points
Abilities 46 + Powers 166 + Advantages 5 + Skills 19 (38 ranks) + Defenses 13 = 249

Pat Dugan was a retired superhero before teaming up with his stepdaughter. He was Stripesy, the traditional partner to the Star-Spangled Kid/Hero. There have been a succession of men who have donned the patriotic outfits to fight crime and enemies of their country. The first heroes just wore conventional cloth costumes, but over time their successor took to using body armor and then moved on to mechanical battlesuits as the power and danger of the superhero world ramped up. When Pat was active they were piloting small mecha, large robotic bodies with a cockpit in the chest. The S.T.R.I.P.E. suit stands nearly twelve feet tall and weighs some tons.

Pat met Courtney's mother when he fixed her car, he maintains a cover as a garage mechanic. It serves to usefully explain why he has a large premises full of heavy machinery and tools. Unknown to Courtney her own mother was a costumed adventurer when she was young, she retired from the life when she fell pregnant. Courtney hasn't seen much of her father growing up, just a few short visits when she was young. This is because her father was a supervillain, a high-tech thief who her mother was unable to stop herself from falling for his roguish charms. In the end though she had to bring him in, the alternative was breaking the law by failing to report his crimes. Her mother has always felt conflicted about this, she knows she did the right thing and tries to tell herself that she is not the one responsible for putting the father of her child in prison. He was paroled some time ago but she has always feared him being a bad influence on Courtney and so has never permitted him to see her as she gets older. She knew Pat when he was a young man in a suit of armor, he helped her defeat her old boyfriend. She recognized him when they met at his garage many years later. Her focus on work and being a parent meant that she had not dated in many years, so seeing a friend from her old life excited her. Pat was divorced at the time, his first wife had proven unable to cope with his dangerous and mysterious lifestyle (very common with superheroes and other adventurers such as professional soldiers). After a bit of work she got him to ask her out and things progressed from there. The two of them are now trying for a child, she has always wanted more kids but never felt herself to be in a position to do so before now. The fourteen year old Courtney naturally regards the prospect with horror.

Pat was retired from superheroics because of the death in action of the current Star-Spangled Hero. When he found out Courtney and her fellow students were being menaced though he could not stand by and refitted the S.T.R.I.P.E. suit. Since then he has remained in action to protect and train his stepdaughter who is the new Star-Spangled Kid. His wife has declined to don her suit again, that life is now long behind her and she doesn't want her daughter to know the full story until she is a bit older.

The S.T.R.I.P.E. suit is a mobile weapons battery, festooned with guns and offensive systems. Its guns and rockets can shred entire platoons of foes into bloody tatters. The huge mechanical hands can be fired out on remote-controlled rockets to fly across and grab targets, dragging them about or crushing them. The suit's power supply can also be routed into the palms of the hands to allow them to deliver a violent electrical jolt at a touch. Courtney regards Pat as her sidekick, but he possesses much greater strength and firepower than she does as well as being vastly more experienced. Most of the actual work of fighting the supervillains and investigating their schemes is done by him, he regards Courtney as mostly along to enjoy herself.

Gamebook
Posts: 3979
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jun 05, 2018 4:50 pm

Image

Image

Stargirl - PL 10

Strength 9, Stamina 8, Agility 6, Dexterity 2, Fighting 10, Intellect 3, Awareness 4, Presence 3

Advantages
Agile Feint, Attractive, Defensive Attack, Defensive Roll 2, Diehard, Equipment 2, Evasion, Improved Trip, Leadership, Move-by Action, Power Attack, Ranged Attack 4, Takedown

Skills
Acrobatics 8 (+14), Athletics 4 (+13), Deception 4 (+7), Insight 6 (+10), Investigation 6 (+9), Perception 6 (+10), Persuasion 6 (+9), Ranged Combat: Cosmic Staff 4 (+6), Ranged Combat: Star Power 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+10), Technology 6 (+9)

Powers
Cosmic Converter Belt (Removable)
. . Empower: Enhanced Stamina 6 (+6 STA)
. . Immunity: Immunity 10 (Life Support)
. . Regeneration: Regeneration 3 (Every 3.33 rounds, Advantages: Diehard)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
. . Star Power
. . . . Daze: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited Degree)
. . . . Dazzle: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Scramble: Nullify 8 (Counters: Electrics, DC 18; Simultaneous)
. . . . Super-Strength: Enhanced Strength 8 (+8 STR)
. . Universal Translator: Comprehend 2 (Languages - Understand All, Languages - You're Understood)
Cosmic Staff (Easily Removable)
. . Call to Self: Feature 1
. . Cosmic Power
. . . . Concussion Wave: Cumulative Cone Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative)
. . . . Cosmic Barrier: Protection 10 (+10 Toughness; Impervious, Increased Range: ranged, Sustained)
. . . . Cosmic Force: Move Object 10 (25 tons; Multiattack)
. . . . Cosmic Power Blasts: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
. . . . Cosmic Regeneration: Healing 10 (Increased Range: ranged)
. . . . Courtney Whitmore Only: Damage 10 (DC 25; Reaction 3: reaction; Limited: To people other than Courtney Whitmore trying to use the staff)
. . . . Staff Parry: Deflect 10 (Redirection, Reflect)
. . . . Star Flare: Cumulative Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight, Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Starport: Teleport 10 (Carry 50 lbs.; Accurate, Extended: 1000 miles in 2 move actions; Limited to Extended)
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Platform)
. . Movement: Movement 2 (Space Travel 2: other solar systems)

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

Offense
Initiative +6
Concussion Wave: Cumulative Cone Area Affliction 10 (DC Fort 20)
Cosmic Force: Move Object 10, +10 (DC 20)
Cosmic Power Blasts: Damage 10, +10 (DC 25)
Courtney Whitmore Only: Damage 10, +10 (DC 25)
Daze: Cumulative Affliction 8, +10 (DC Fort 18)
Dazzle: Cumulative Affliction 8, +10 (DC Fort 18)
Grab, +10 (DC Spec 19)
Scramble: Nullify 8, +10 (DC Will 18)
Star Flare: Cumulative Perception Area Affliction 10 (DC Fort 20)
Throw, +6 (DC 24)
Unarmed, +10 (DC 24)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 10/8, Will 9

Power Points
Abilities 62 + Powers 73 + Advantages 17 + Skills 31 (62 ranks) + Defenses 12 = 195

After her success as the Star-Spangled Kid Courtney was also made the new Starman, inheriting the Cosmic Staff. This makes her the legacy figure to two lines of succession of notable superheroes. Pat Dugan had been given the staff for safekeeping after the previous Starman had retired. He had never been inclined to use the mysterious alien artifact himself, he prefers known Earth technology that he can take apart with his own hands. While she is still learning all that the staff can do it has already turned Courtney from a spunky teen into a genuine superhero powerhouse.

While technically still at school Courtney now spends most of her day operating as a superhero. She considered joining one of the youth teams, the Teen Titans or Young Justice, but in the end went with Power Girl's All-Stars team. Karen Starr is a mentor and funder to a number of budding young superheroes, using her wealth, connections, technical resources and own immense superpowers. Rather than being a junior hero on the team Power Girl is cultivating Courtney as a leader, recognizing her immense natural qualities. In particular she needs her to guide some other less capable members of the team, such as Maxine Hunkel, Cyclone. Courtney finds Maxine to be a total dork, but also innocent and sweet and it brings out her own protective side, which is also helping her mature from a self-centered teen.

As she grows up Courtney is also coming to appreciate her step-father. She now sees how good he is for her mother, and what a brave and capable superhero in his own right. Far from her new little brother being a horrible imposition on her life she has fallen in love with him. The boys at her school she once thought were so cool now seem like children to her after all she has seen and done. Her own interest in boys now inclines towards superheroes. For a little while she dated Billy Batson, the mortal host of the power of SHAZAM, but he broke it off because he did not want to admit that the powerful superhero Captain Marvel is actually a teenage boy. This left her upset and disappointed that someone chose superpowers over her, not comprehending the colossal burden that Billy has to shoulder as the bearer of the power. Currently she tends to flirt with any young male superhero she encounters, which sends Maxine, who is usually at her shoulder, into a haze of embarrassment and secret jealousy at how she can just do that.
Last edited by Gamebook on Tue Jun 05, 2018 4:52 pm, edited 1 time in total.

Gamebook
Posts: 3979
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Jun 05, 2018 4:51 pm

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