Gamebook's builds (hs5ias new thread)

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

Post by Bladewind » Fri Apr 13, 2018 10:55 pm

Sorry for not checking as it was obviously an easy find. Your builds and write ups are always well done. :D
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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

Post by Gamebook » Sat Apr 14, 2018 6:44 am

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Bronze Tiger - PL 10

Strength 3, Stamina 4, Agility 6, Dexterity 2, Fighting 12, Intellect 1, Awareness 5, Presence 3

Advantages
Agile Feint, All-out Attack, Assessment, Close Attack 2, Connected, Defensive Attack, Defensive Roll 2, Equipment 2, Improved Critical 3: Fighting Claws: Strength-based Damage 3, Improved Initiative, Power Attack, Ranged Attack 4, Seize Initiative, Startle, Takedown 2, Tracking, Trance

Skills
Acrobatics 6 (+12), Athletics 8 (+11), Insight 8 (+13), Intimidation 8 (+13/+11), Investigation 4 (+5), Perception 8 (+13), Persuasion 6 (+9), Sleight of Hand 4 (+6), Stealth 6 (+12), Vehicles 4 (+6)

Powers
Bronze Facemask: Enhanced Trait 1 (Traits: Intimidation +2 (+13))
Fighting Claws: Strength-based Damage 3 (piercing, slashing, DC 21)
Padded Jacket: Protection 2 (+2 Toughness)

Equipment
Bronze Tiger costume [Bronze Facemask: Enhanced Trait 1, Traits: Intimidation +2 (+13); Fighting Claws: Strength-based Damage 3, piercing, slashing, DC 21; Padded Jacket: Protection 2, +2 Toughness]

Offense
Initiative +10
Fighting Claws: Strength-based Damage 3, +14 (DC 21)
Grab, +14 (DC Spec 13)
Throw, +6 (DC 18)
Unarmed, +14 (DC 18)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/4, Will 10

Power Points
Abilities 72 + Powers 0 + Advantages 26 + Skills 31 (62 ranks) + Defenses 15 = 144

Benjamin Turner is of mixed parentage, an African-American father and a Thai mother. His parents met at a secret international fighting tournament where all sorts of exotic fighters in outlandish costumes met to test their skills against each other. He never had a conventional home life, one or both of his parents taking him around the world to participate in more fighting tourneys or just beating up people for money. When he was ten his parents apprenticed him to the O-Sensei, master trainer of future martial arts masters. Other former students of his include Lady Shiva and the Black Canary. Ben endured the harsh training for years, becoming the O-Sensei's finest pupil of his class. When there was no more he could learn at the dojo his master set him to walk the world and acquire the experience he would need to further extend his skills.

Ben became the Bronze Tiger several years later when he defended an ancient monastery (with just one elderly monk left in it) from being destroyed by the bully boys of a corrupt and brutal regime. In the end he could not save it when its persecutors returned with backup from soldiers. The old monk preferred to die in his temple but bade him take the last sacred artifact it held, the bronze mask of the tiger. Since then Ben has made it a point to defend the innocent and vulnerable from persecution, especially those who are holding to their faith. Ben himself is a devout Buddhist, having been raised in the faith by his mother.

Having traveled all over the world and worked with many people Ben is well connected in the martial arts world. There are greater fighters than him, but not many. Ben is notable for using his martial skills for more than just showing off in tournaments, most of the time he is fighting for justice rather than a payday. Instead of being flashy his fighting style is direct and brutal, based on the ferocious attack of the tiger. He moves in suddenly and strikes hard, aiming to end the fight with a single stroke. Unlike many fighters he dislikes the riposte, considering that it hands the initiative to the enemy. Ben can smash his way through an entire gang of opponents in seconds, sending out a barrage of crippling blows. The common sight of warriors circling each other, sizing their opponent and essaying trial feints is not his way at all. If he decides to fight you he will be in your face in an instant. He usually wears fighting claws to increase his striking power, and these are not little spikes either but long, wickedly-sharp talons. Wounds from them are often fatal as he punches them into throats and abdomens. The Bronze Tiger has a fearsome reputation and many of his opponents who know of him will flee or surrender rather than fight him.

Ben has worked with superheroes at times, but most of them find him to be too violent to be able to collaborate with. Amanda Waller has employed him on Task Force X, she isn't bothered by the bloody trail he tends to leave. For a short time he was on a Justice League special task force where had an affair with the superhero Gypsy, but he clashed too much with the other young heroes on the team over the level of force he was using. At times he has joined impromptu gatherings of martial arts heroes to take on a particular foe, such as when Black Canary assembled the Twelve Champions to take on the Twelve Brothers in Silk. He gets on better with the people who exist at the margins of the superhero community, those with dubious pasts and not much better presents. While he has never been a member of the League of Assassins he knows a lot of people from it and their associates, having fought with or against most of them at some point.

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

Post by Gamebook » Sat Apr 14, 2018 11:05 am

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Bumblebee - PL 10

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

Advantages
Agile Feint, All-out Attack, Defensive Roll, Equipment 1, Evasion 2, Improved Critical: Bee Stings, Improved Initiative, Inventor, Move-by Action, Ranged Attack 5, Teamwork

Skills
Acrobatics 4 (+8), Athletics 4 (+1), Insight 4 (+5), Investigation 6 (+10), Perception 4 (+5), Persuasion 6 (+8), Ranged Combat: Bee Stings 2 (+5), Sleight of Hand 4 (+7), Stealth 4 (+16), Technology 8 (+12), Vehicles 4 (+7)

Powers
Bumblebee suit (Removable)
. . Bee Girl: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks)
. . Bee Goggles: Senses 6 (Danger Sense: Vision, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
. . Bee Stings
. . . . Destructive Blasts: Damage 4 (DC 19; Increased Range: ranged, Multiattack)
. . . . Painful Stings: Affliction 4 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Increased Range: ranged, Multiattack)
. . Bee Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
. . Environment suit: Immunity 5 (Environmental Conditions (All))
. . Exoskeleton: Protection 4 (+4 Toughness; Impervious)
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)

Equipment
Cell Phone (Smartphone), Commlink

Offense
Initiative +8
Destructive Blasts: Damage 4, +10 (DC 19)
Grab, +6 (DC Spec 7)
Painful Stings: Affliction 4, +10 (DC Fort 14)
Throw, +8 (DC 12)
Unarmed, +6 (DC 12)

Languages
Native Language

Defense
Dodge 14, Parry 10, Fortitude 3, Toughness 6/5, Will 5

Power Points
Abilities 40 + Powers 44 + Advantages 16 + Skills 25 (50 ranks) + Defenses 12 = 137

Karen Beecher is a young technology student and superhero enthusiast. She is attending Metropolis U with Kara Zor-El, Supergirl, Cassandra Sandsmark, Wonder Girl and Stephanie Brown, Nightwing. The three young women superheroes have formed their own informal superteam while on campus, replicating the legendary trinity of superheroes that dominate the movement. As well as those three there are also a number of other superheroes of varying levels of power currently attending to study, the college being a very common place for those with powers to go for their education due to its links with S.T.A.R. labs and being in the city of Superman. Karen has always dreamed of being a superhero herself and when she got access to the superb facilities at MU she built the suit she had been designing for years. It is a close-fitting rig that utilizes shrinking technology derived from the brilliant work of Dr Ray Palmer. It has a cute bee theme, with buzzing wings to propel her in flight (the suit gains lift through antigrav tech) and energy stingers for tackling crooks.

Karen made her debut as Bumblebee buzzing along to help the student trinity in their operations on the streets of Metropolis, fighting rampaging alien or battle robots. With her x-ray vision Kara was able to identify her under her mask as a friend of theirs from college. Impressed with her skills and especially with the advanced suit they brought her onto their little team. Karen has turned a lark between friends into a proper superteam, with a secret HQ (in a disused MU attic), team logo, monitor banks, training room and everything the modern superhero needs, though admittedly all done on a very limited budget. The energetic to the point of being hyper Karen is now seeking to expand the group with suitable new recruits and is canvassing the campus for other students who may be superheroes.

As a superhero Karen is rather low level, certainly compared to powerhouses like Supergirl or Wonder Girl, and doesn't have Stephanie's years of experience and training. Her friends keep an eye out for her during superfights and make sure she doesn't get into trouble. Both Kara and Stephanie are also tech geeks and all three are continually coming up with new devices to combat crime with. Cassandra rolls her eyes at them staying in for yet another evening to debug a program or solder metal when there are so many parties to attend. Karen rather envies her friends for having experienced mentors to guide them, while her friends envy her for not having an overbearing mentor always monitoring their actions.
Last edited by Gamebook on Wed Jun 13, 2018 7:10 am, edited 2 times in total.

Jabroniville
Posts: 8802
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Re: Gamebook's builds (hs5ias new thread)

Post by Jabroniville » Sat Apr 14, 2018 8:15 pm

As a kid, I thought Killer Moth was legitimately awesome after reading his appearance in Who's Who. I thought his costume, complete with leg orange stripes, was awesome :).

Gotta love Bullock- such a great character, and under-used in the comics. Batman: The Animated Series featured him CONSTANTLY as a background guy. He had a lot of character to him.

Bumblebee's a good example of a nothing character who continued to be nothing... until someobody realized that DC had no prominent black women, and suddenly she started showing up in all the supporting media (Teen Titans cartoon, DC SuperHero Girls doll line & series) as if she were a major part of the universe. Now you see her from time to time in actual comics, instead of just "Mal Duncan's girlfriend/retired superhero".

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

Post by Gamebook » Sun Apr 15, 2018 11:53 am

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Klarion the Witchboy - PL 8

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

Advantages
Favored Foe: Tempters, Luck 3, Ritualist, Taunt

Skills
Deception 6 (+9), Expertise: Magic 8 (+14), Investigation 4 (+10), Perception 4 (+6), Persuasion 4 (+7), Ranged Combat: Witch Magic 4 (+8), Sleight of Hand 6 (+10)

Powers
Converse with the unseen: Comprehend 1 (Spirits - Communicate)
Forever a boy: Immunity 2 (Aging, Disease)
Made of magic: Immunity 20 (Very Common Descriptor: Magic; Limited - Half Effect)
Mortals ignore me: Morph 1 (+20 Deception checks to disguise; Single form; Limited: does not work against magical senses)
Not really alive: Immortality 1 (Return after 2 weeks)
Runaway: Movement 2 (Dimensional: Magical 2: group, 50 lbs.)
Uncanny Ward: Protection 8 (+8 Toughness; Impervious, Sustained)
Witch Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Witch Magic
. . Blue Ruin: Move Object 8 (6 tons, DC 23; Affects Insubstantial: half ranks, Damaging, Precise)
. . Hellfire Bolts: Damage 8 (DC 23; Affects Insubstantial 2: full rank, Increased Range: ranged, Secondary Effect)
. . Magical Escape: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Accurate)
. . Remarry Soul: Healing 8 (Resurrection)
. . Steal Magic: Weaken 8 (Affects: Magic powers, Resisted by: Will, DC 18; Increased Range 2: perception, Insidious, Reversible)
. . Suppress Magic: Nullify 8 (Counters: Magic, DC 18; Broad, Increased Range: perception, Reversible)
. . The Horigal
. . . . Enhanced Trait: Enhanced Trait 16 (Linked; Traits: Strength +4 (+7), Fighting +4 (+6))
. . . . Growth: Growth 4 (Linked; +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
. . . . Regeneration: Regeneration 2 (Linked; Every 5 rounds)
. . Trickery: Illusion 8 (Affects: Three Sense Types - Visual, Magical, Area: 250 cft., DC 18)
. . Twist Magic: Deflect 8 (Increased Range: perception, Redirection, Reflect, Triggered 2: 2 uses - Affects himself or object; Limited: to magic)
Witch Sight: Senses 3 (Acute: Magical, Awareness: Magical, Low-light Vision)

Offense
Initiative +2
Blue Ruin: Move Object 8, +8 (DC 23)
Grab, +6 (DC Spec 17)
Hellfire Bolts: Damage 8, +8 (DC 23)
Steal Magic: Weaken 8 (DC Will 18)
Suppress Magic: Nullify 8 (DC Will 18)
Throw, +4 (DC 22)
Unarmed, +6 (DC 22)

Complications
Enemy: Everyone he meets: Wherever he goes Klarion always has people trying to trick and exploit him for their own ends. No one ever deals with him honestly or has good intentions towards him.
Quirk: The perpetual runaway: Klarion exists in a perpetual cycle of running away from home and then returning again.
Weakness: Familiar: Klarion's familiar is his link to the physical world. Any injury to the cat hurts him, and Teekl is no stronger, smarter or tougher than any regular cat.

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 5, Toughness 12, Will 8

Power Points
Abilities 36 + Powers 85 + Advantages 6 + Skills 18 (36 ranks) + Defenses 11 = 156

Klarion is a Sheeda, a type of magical elf that infest any odd magical places that have been abandoned by more powerful entities. Essentially they are made out of magic itself, being a living, self-replicating spell. They take on the characteristics of whatever magic they are parasitizing, forming debased versions of historical cultures that practiced the magic. They generally look like devilish or impish versions of humans, with skin of various bright colors such as blue or pink, and black, white or violet hair. Minor demonic features are also common, with small horns, cloven hooves, forked tongues and so on. When they use or are subjected to magic or just become excited or agitated these features often become larger and more prominent.

Not being mortal creatures they do not grow, age or breed. New Sheeda just manifest out of the raw magical potential of their environment when there are other Sheeda present in it. They can be born as children or adults, and once born they rarely change for the rest of their existence. They do not even have real minds or memories, instead enacting archetypal stories over and over again in a perpetual cycle. Most of the time they are reclusive and have little interest in the real world since they have no ambition for knowledge or power. Sheeda can be spread to a new environment if one or more individuals are displaced to it, but they have no desire to do so. Many Sheeda infestations just happen spontaneously, they seem to be a common outcome of magic left untended to degenerate and go wild.

Klarion is an unusual type of Sheeda in some ways. He is continually driven to leave their closed and repetitive communities and venture into the outside world. There he invariably gets caught up with all sorts of evil or self-righteous magical entities who seek to control and exploit him for their own ends. They always try to do this with trickery and deception, seeking to get him to go along with whatever bizarre scheme they have going on. Trying to capture something like Klarion by force is pointless, he will just dissolve and return to wherever he came from. Klarion though always turns out to be more cunning than them and escapes their clutches in such a way that he also ruins all they were trying to do. Like most spirits Klarion brings bad luck, those who are wise avoid him. Once his latest adventure is over Klarion always trails back home for a while, until the next time he is compelled by the magic to run away from home.

Klarion never remembers any previous escapade he has been on, even if other people recognize him. He has been around for decades but has not aged a day in all that time, as a Sheeda he does not age or learn. As a mage he is quite skillful, though not that powerful. Much of his magic is based around manipulating the magic of others, he is a master at turning others spells back on them or using it for his own purposes. A genuinely powerful mage can override this however. If necessary he can exert magical force to defend himself, though he almost never uses it against mortals, which is hardly necessary in any case given his powers. Most mortals cannot perceive his distinctive Sheeda nature, just seeing him as some typical boy from their locality. Those who have the mage sight can readily discern his true nature, it's not a concealment but a matter of perception. Powerful mages like Zatanna or Dr Fate regard him as some odd imp and mostly ignore him, though occasionally they will track what he has gotten involved in now to see if he is mixed up with any mages or demons they want to foil. Left to himself though Klarion is quite capable of messing up their best laid plans.

To be able to venture into the material world Klarion must have an anchor, and for him it is cats. When he travels to a real world he will always adopt some local moggy and dub it Teekl. If the cat is physically destroyed Klarion will be banished. The cat does not need to be alive, a dead one will do just as well. Klarion tries to keep the cats alive though, that way they don't decay on him and can run away from any danger. When one is spirit bonded to him he largely controls it, though most of the time it will behave like a normal cat, eating, sleeping and grooming. It is generally at his side or perched on his shoulders, but at times he has carried one around preserved in a jar or stuffed and mounted. If he really needs to Klarion can merge his magic with the cat's body and transform into the Horigal, a huge and fearsome cat monster that lets him tear apart his enemies. He may be small, funny and goofy but do not get on Klarion's bad side.

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

Post by Gamebook » Sun Apr 15, 2018 1:28 pm

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Lady Shiva - PL 11

Strength 1, Stamina 3, Agility 8, Dexterity 6, Fighting 14, Intellect 2, Awareness 8, Presence 4

Advantages
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Close Attack 6, Defensive Attack, Defensive Roll 4, Equipment 1, Evasion 2, Improved Critical 4: Gloves: Strength-based Damage 1, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Ranged Attack 6, Skill Mastery: Insight, Takedown 2, Trance, Uncanny Dodge

Skills
Acrobatics 12 (+20), Athletics 8 (+16), Deception 6 (+10), Insight 12 (+20), Intimidation 8 (+12), Investigation 6 (+8), Perception 10 (+18), Sleight of Hand 8 (+14), Stealth 8 (+16), Treatment 8 (+10), Vehicles 4 (+10)

Powers
Body Language Reading: Mind Reading 11 (DC 21; Reaction 3: reaction; Limited to Emotions, Limited to Surface Thoughts, Permanent)
Gloves: Strength-based Damage 1 (DC 17)
Padded Jacket: Protection 1 (+1 Toughness)

Equipment
Cell Phone (Smartphone), Commlink, Martial art suit [Gloves: Strength-based Damage 1, DC 17; Padded Jacket: Protection 1, +1 Toughness]

Offense
Initiative +12
Body Language Reading: Mind Reading 11 (DC Will 21)
Gloves: Strength-based Damage 1, +20 (DC 17)
Grab, +20 (DC Spec 11)
Throw, +12 (DC 16)
Unarmed, +20 (DC 16)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 8/3, Will 14

Power Points
Abilities 92 + Powers 33 + Advantages 39 + Skills 45 (90 ranks) + Defenses 16 = 225

Sandru Wu-San is the Lady Shiva, the goddess of death. She is of mixed Vietnamese descent, being the daughter of an American serviceman and a young Vietnamese woman from the days of the Vietnam war. She has a peculiar ability that seems to derive from a developmental disorder, she can infallibly read the body language of others. Conversely her linguistic ability is poor, she speaks in stilted, clipped sentences and has great difficulty following a complex conversation and is only capable of reading at a very low level. She was raised largely by her mother after her father committed suicide due to unresolved post-traumatic stress disorder from his wartime service. Often bullied by other children the one area she did excel in was martial arts where she was unbelievably good. She was able to best anyone she met, student or master, by the age of ten despite her lack of size and strength at that age. No-one could touch her as she flowed effortlessly aside from their blows while she struck them at will. Her mother carted her around the country to show her off as a child prodigy, seeking to make money and to develop a showbiz career for her. This ambition foundered on her strangeness and tendency to blank everyone she met. Angered at her odd child her mother would beat her, which she made no effort to resist, not even turning aside the blows. If her mother wanted her hurt then it was her duty as a child to be hurt. In the end the thin, bruised child was taken into care and placed in a succession of foster homes. It was soon found though that Sandra did not play well with others. They were not her parent, she had no duty to obey them. Anybody who tried to bully her instantly regretted it very much as her hands and feet snapped out towards them. The local thugs soon found a use for this weird girl who could fight like nobody else though, they paid her to beat people up for them. Sandra had no sense of right or wrong in this, if she was given money to hurt someone she did not question their motives or the guilt or innocence of the victim.

As she got older it did not take long for Sandra to end up in a correctional institution. Here a guard recognized her for what she was, a fighting prodigy. He made a few calls to people he knew and soon she was released early and was taken away by powerfully built men and women in large, expensive cars. She had been bought by the League of Assassins and they set to work to fully develop her natural talents, apprenticing her to a succession of martial arts masters. Not only did she learn from them at a tremendous rate, after a few months she was better than them and had taken their techniques further than they had ever imagined possible. Within a year she was being dispatched on assassination missions, specializing in conducting killings without needing weapons. Sandra is such a deadly fighter that she can take out an entire force of armed men while unarmed. Often she posed as a prostitute or other inoffensive female to get close to her target. Burly mobsters and security guards can never believe that this skinny woman of average height could possibly be any threat after they have thoroughly searched her for concealed assassination devices and there are guys right outside the room.

Sandra's handler in the League was David Cain, 'Texas Dave', who paid a pretty price for the right to use her. Cain is a master martial artist himself and also an expert in guns, vehicles and explosives. Sandra has never been any good with technology, she seems unable to comprehend it. Even getting her to use her phone is difficult. Cain ran an entire stable of martial arts girls along with his brother, each with a different fighting talent. Sandra was the unarmed one, the 'empty hand'. The group broke up after his brother ran off with one of the girls and Sandra was sent by Cain to hunt them down and kill them in revenge, which she dutifully did. The other girls to this day live in fear of their old boss's dead-eyed killer being sent after them, though as she has never been paid or ordered to do so Sandra has never shown any interest in them.

Not long after this Cain fathered a child on Sandra, since she wanted a child to raise to be the ultimate fighter. While Sandra has trained intensively all her life she feels that her early years were wasted by only receiving low-grade training and inadequate nutrition from her abusive mother. A properly raised child could be molded into the perfect weapon. The result was her daughter Cassandra, the only known child she has ever born. The result of this psychotic woman having control of a child was as awful and unnatural as would be expected. Cassandra is Sandra concentrated, all her strange and inhuman traits magnified while everything else was ignored or suppressed. Try as she might though Sandra could not comprehend her child, Cassandra is not as naturally stunted as she is and does have empathy and sympathy for others. In the end her annoyance at her child wanting to play with other children, to have books to read and to look at bright colors caused her to abandon her to her father. Cain promptly sold the child to Batman to pay for his retirement.

Sandra continues to travel the world working as an assassin. She always has a support crew to do all the tedious work of arranging contracts and setting up missions, usually hired from the League of Assassins. Much of her work these days is more advertising than anything else, to keep up her reputation of being the world's deadliest assassin. Many people pay her well to train them and their people in her martial arts. Sandra continues to train to try and become an ever better fighter, never being satisfied with her own skills. She runs several assassin schools around the world where young girls are trained to become like her. The regime they are put through is insanely ferocious and many of the girls perish. No-one cares though as the girls are sold to the schools by their impoverished parents, being surplus and unwanted daughters from societies that value boys more. Those who survive and pass their training requirements are contracted out to people like mob bosses and corrupt politicians who need such deadly assassins as assistants.

The one thing that really interests Sandra is the prospect of fighting a talented martial artist. She will seek out and provoke those she has heard are good in order to see if they have anything that can challenge her and she can learn from. In her warped mind talent at martial arts is the fount of all power and wealth, it is what got her away from her terrible childhood and has made her rich and independent. The colossal personal cost she is incapable of even perceiving, human warmth and love mean pretty much nothing to her. Her unequaled reputation means that even some superheroes have trained with her, such as Batman and Green Arrow and many of their associates. She has recently taken an interest in her long-abandoned daughter, taking her on in a fight. This was not to see how she is doing or to teach her anything, she just wanted to see if Cassandra had picked up any interesting skills. The result was the first time in her life that Sandra has ever lost a fight, though it was a very close thing. Cassandra does not kill, even someone who has so much blood on her hands and who has made her own life an inescapable hell through destroying her as a child. Sandra is now the second-best fighter in the world and is pushing herself harder than ever to try and become better than what she faced in her daughter.

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

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Apr 16, 2018 8:29 pm

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Judomaster - PL 9

Strength 1, Stamina 2, Agility 5, Dexterity 5, Fighting 11, Intellect 2, Awareness 3, Presence 2

Advantages
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Chokehold, Close Attack 2, Defensive Attack, Defensive Roll 3, Equipment 2, Evasion, Fast Grab, Grabbing Finesse, Improved Critical 2: Grab, Improved Critical 2: Wield Kunai Daggers: Strength-based Damage 1, Improved Critical: Unarmed, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Prone Fighting, Quick Draw, Ranged Attack 8, Redirect, Takedown, Throwing Mastery 2

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

Powers
Throw Kunai Daggers: Strength-based Damage 1 (DC 17; Increased Range: ranged, Split: 2 targets; Diminished Range)
. . Kunai Climbing Spikes: Movement 1 (Alternate; Wall-crawling 1: -1 speed rank)
. . Kunai Cord Snare: Cumulative Affliction 1 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 11; Cumulative, Extra Condition, Increased Range: ranged; Diminished Range, Limited Degree)
. . Kunai Grappling Spikes: Movement 1 (Alternate; Swinging)
. . Swing Kunai Dagger (Alternate; Reach (melee) 2: 10 ft.)
. . Wield Kunai Daggers: Strength-based Damage 1 (Alternate; DC 17; Split: 2 targets)

Equipment
Kunai Daggers [Throw Kunai Daggers: Strength-based Damage 1, DC 17; Increased Range: ranged, Split: 2 targets; Diminished Range]

Offense
Initiative +9
Grab, +13 (DC Spec 15)
Kunai Cord Snare: Cumulative Affliction 1, +13 (DC Fort/Will 11)
Throw, +13 (DC 18)
Throw Kunai Daggers: Strength-based Damage 1, +13 (DC 17)
Unarmed, +13 (DC 16)
Wield Kunai Daggers: Strength-based Damage 1, +13 (DC 17)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 6, Toughness 5/2, Will 8

Power Points
Abilities 62 + Powers 0 + Advantages 39 + Skills 34 (68 ranks) + Defenses 15 = 150

Sonia Sato is the Judomaster, the latest in a long line of such. The Judomasters started out as the crime-fighting assistants of masked adventurers, during the nascent days of superheroism when most of them did not have superpowers and went out to fight crime in a smart suit and a domino mask. 'Superheroes' were more like private detectives back then and relied on service pistols kept from their armed forces days and good old fisticuffs to deal with miscreants and villainous foreigners. At the time there was a popular fad for having men and women from the Far East as assistants with their then exotic martial arts skills. Often they also served as chauffeurs and valets, as a gentleman did not drive or dress himself.

While the old masked adventurers are long gone, having been replaced by cowled vigilantes who can do their own martial arts, there is still a need for skilled drivers and personal bodyguards. Sonia works mostly for celebrities who have been having trouble with dangerous stalkers. There is an entire industry based around stopping people from harassing the stars and they employ many talented people. In some areas of the world celebrities are at serious risk of being kidnapped for ransom, which can result in bits of them being mailed back to induce payment, and often them not being returned at all even if the ransom has been paid. Sonia as a judo expert is expert at stopping people lunging for her client by tackling and pinning them. This maintains public relations better than shooting some overeager fan who just wants an autograph or a selfie.

If she does need to employ deadly force she has braces of kunai daggers strapped to each thigh with which she is as equally lethally expert. She can throw them from each hand with enough accuracy to take two people in the eye or throat. They can have cords tied to their ring pommels which let her throw them and promptly yank them back to use again. The cord can also be used to tie up or trip opponents. The daggers are made of wedges of soft iron with only the tips sharpened so can also be used as digging tools without wrecking like them it would a knife blade. They can be dug into surfaces to act as pitons which lets Sonia climb or swing from them. When in pursuit of a suspect she can go up the side of a building and across gaps at speed. Most of the time though Sonia is just a chauffeur, driving the car and keeping watchful eyes on everything going on. She became a Judomaster because it is an old family business and she was eager to uphold family traditions when it involves such interesting and exciting work. She gets to travel the world, fight crooks and crazies, protect people and be well paid for it all.
Last edited by Gamebook on Mon Apr 16, 2018 10:01 pm, edited 1 time in total.

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Re: Gamebook's builds (hs5ias new thread)

Post by Batgirl III » Mon Apr 16, 2018 9:50 pm

Oh my god, I want that sweater.
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Apr 16, 2018 9:59 pm

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Image

Lady Blackhawk - PL 9

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

Advantages
Agile Feint, Assessment, Attractive, Defensive Attack, Defensive Roll 2, Equipment 3, Evasion 2, Favored Environment: Aerial Combat, Favored Foe: Fighter Pilots, Improved Initiative, Move-by Action, Quick Draw, Ranged Attack 9, Skill Mastery: Vehicles

Skills
Athletics 4 (+4), Insight 8 (+11), Perception 8 (+11), Persuasion 6 (+9), Sleight of Hand 4 (+8), Technology 6 (+8), Vehicles 12 (+16)

Powers
Ace Pilot: Enhanced Trait 18 (Traits: Dodge +4 (+12), Acrobatics +12 (+14), Advantages: Agile Feint, Assessment, Defensive Roll 2, Evasion 2, Improved Initiative, Move-by Action; Limited: when piloting a vehicle)
Bottle Fairy: Immunity 1 (Poison; Limited: to alcohol)

Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, Flashlight, Heavy Pistol, Toolkit (Basic)

Offense
Initiative +6
Grab, +6 (DC Spec 10)
Heavy Pistol, +13 (DC 19)
Throw, +13 (DC 15)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 12/8, Parry 6, Fortitude 3, Toughness 3/1, Will 8

Power Points
Abilities 42 + Powers 10 + Advantages 18 + Skills 24 (48 ranks) + Defenses 13 = 107

Zinda Blake was a member of the Blackhawks, a multinational fighter squadron formed from pilots in exile from occupied European countries during the Second World War who were not numerous enough to form their own national squadrons. Most of them came from the smaller countries that lacked large modern air forces and thus had only a handful of pilots well-trained enough to handle contemporary aerial combat. There were Norwegians, Dutch, Belgians, Czechs, Slovaks, Greeks, Yugoslavians as well as a number of anti-Fascists from Axis or Axis friendly countries such as Spain, Italy, Hungary, Romania and Bulgaria. After a while there were even some exiled or defecting Germans, who were often the most desperately fierce anti-Nazis of all. Along with this disparate crew there were also British and American pilots to serve as links to the RAF and later USAAF that the squadron served under.

Zinda started out as a ferry pilot for the squadron, an American woman and keen amateur flier who volunteered for the role. What she really wanted to do though was fly combat missions. During the Second World War only the Red Air Force used women fliers in combat roles, in the western airforces they were confined to support roles. The Blackhawks always were a bunch of mavericks though, they had little patience for rules, all they wanted to do was kill Fascists so they could free their countries. Later in the war the airforce commanders of Britain and American were inclined to wind up the Blackhawk squadron and reassign its pilots to the new national squadrons that were being formed out of various free forces or just absorb them into the regular squadrons. They had gotten tired of the independent attitude of the Blackhawks as the war became more professional and systematic rather than the desperate scramble of the early days. The Blackhawks resisted or evaded being disbanded but without replacements being assigned to them their numbers steadily dwindled. The Blackhawks always did suffer a high rate of attrition in combat due to their ardent ferocity in pressing their attacks. In the end the situation got so bad that the squadron commander secretly let Zinda fly with them, passing her off as some other male pilot who was actually getting a chance for some rest from their usually hectic pace of operations.

Zinda soon proved herself an outstanding pilot, with a brilliant mix of daring, cunning and sensible caution. In a succession of aircraft types both British and American she racked up an impressive tally of air and ground kills. She finished the war flying sweeps over Germany in a P-51 Mustang, shooting up trucks and trains as Allied tanks rolled in to occupy the shattered nation. During one sweep right at the end she hared off by herself after a call was made that German jet aircraft had been sighted (by this point in the war there was hardly anything German flying for Allied fighter pilots to shoot down so there was fierce competition for aerial victories). Zinda really wanted to get herself a Me-262. She never returned from this action, her aircraft and she herself were never seen again. Her squadron mates greatly mourned her, being only able to presume that her aircraft had gone down in a lake or river where it would not be found. Intensive investigation never did turn up anything and it became one more mystery of the war.

What actually happened to Zinda was that she and her aircraft were pulled forward in time during the Zero Hour event when the Monitors decided to abolish the Multiverse. The time-traveling and manipulating supervillain Extant took advantage of this process to try and destroy the new singular universe and then rewrite it's history so he would be the lord of it for all time. Superheroes from times past, present and future had to band together to save time itself. During this prolonged struggle at one point a time-controlling hero assembled an army drawn from across time of the greatest heroes to oppose an army of the greatest villains of all time. Multi-historical armies are an inevitable part of such time crises, with Mongol hordes and Roman legions going into action alongside or against Napoleonic musketeers and World War Joes. Zinda and her plane were pulled straight from the skies of Nazi Germany and she found herself battling starfighters from the far future and lizardmen riding giant pterosaurs from the age of the dinosaurs. She was informed of what was going on by telepathic messages and did her best to shoot down as much of the enemy as possible. During the chaos she was shot down by an an energy bolt and parachuted down to fight on the ground alongside Superman, Captain Atom and other greats. There were so many people around and such confusion reigned that the superheroes missed sending her home. By the time they realized that she should have been sent back to WWII the timelines had been sealed and it was now an established fact that she had disappeared in the war. The time masters were not prepared to suffer any more disruption for the sake of one obscure warrior after they had just gotten matters settled and announced that she would just have to make the best of it. From their perspective she was only displaced a little way out of her own time and should be able to cope.

Zinda always was a woman ahead of her time and soon adapted to life in the 21st century. She trained on the new aircraft, from jets to helicopters, soon mastering them all, and became a pilot to the superheroes. Not all superheroes can fly round the planet at will and they prefer not to use commercial travel when on duty. While many are perfectly capable of flying an aircraft it is useful to have a dedicated pilot who also has extensive combat experience. She can be the one who stays with the plane and keeps it ready while the superheroes head out on their mission. Zinda can handle herself in a fight on the ground but is not really able to keep up with genuine superheroes.

When not soaring into danger Zinda is a fun-loving girl. Despite having been born nearly a century ago she is still only in her early twenties and has the reckless, 'live for the day for tomorrow you may be dead' attitude common to front line combatants of her era. Her time with the Blackhawks instilled a deep love of alcohol in her as the pilots would often drink themselves insensible every time they didn't have missions tomorrow in order to blot out the grief over dead friends and the knowledge that their death was almost certainly only a matter of time, and a short time too. She can speak a little bit of many European languages, though it is mostly aircraft terms, cuss words and how to order drinks. Wherever she goes she soon sets up a private bar stocked with an extraordinary variety of European spirits, from Norwegian akevitt to Balkan slivovitz, all of which she got a taste for from her multinational comrades. The ability of this slim girl to chug neat spirits is incredible, you wouldn't think she could down that much and live. A lot of superheroes are teetotal, even such hard and dangerous people as the Red Hood or Black Canary, since they treat their bodies as a temple. Other superheroes with enhanced bodies are not affected by alcohol, such as the Kryptonians who simply cannot get drunk. Zinda's best drinking buddy is actually Lois Lane, who she often acts as a private pilot and bodyguard for. Even Lois though cannot come close to keeping up with her, being still sipping her first of whatever insane brew has been poured for her while Zinda covers the table in empty glasses.
Last edited by Gamebook on Thu Jul 26, 2018 10:40 am, edited 1 time in total.

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Re: Gamebook's builds (hs5ias new thread)

Post by Bladewind » Mon Apr 16, 2018 10:31 pm

Trying to find the reference, but IIRC, Zinda was able to order beer in any language. That is a super power in its own right ! :lol:
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Bladewind's 3ed M&M Builds

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Apr 17, 2018 7:38 pm

Image

Lilith - PL 7

Strength 0, Stamina 1, Agility 4, Dexterity 3, Fighting 10, Intellect 1, Awareness 2, Presence 2

Advantages
Agile Feint, Benefit, Athletics Based on Agility, Defensive Roll 2, Equipment 1, Improved Critical: Fangs: Strength-based Damage 1, Move-by Action

Skills
Acrobatics 8 (+12), Athletics 6 (+10), Insight 4 (+6), Intimidation 6 (+8), Perception 4 (+6), Persuasion 4 (+6), Sleight of Hand 4 (+7), Stealth 6 (+10)

Powers
Padded Jacket: Protection 1 (+1 Toughness)
Snake Fangs Bracer (Removable)
. . Bracer: Protection 1 (+1 Toughness; Impervious [1 extra rank], Sustained [1 extra rank])
. . Poisoned Fangs
. . . . Creeping Paralysis: Progressive Affliction 4 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 14; Progressive; Limited: to those damaged by the fangs)
. . . . Deadly Poison: Progressive Weaken 4 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 14; Progressive; Limited: to those damaged by the fangs)
. . . . Fangs: Strength-based Damage 1 (Linked; DC 16)

Equipment
Padded Jacket [Padded Jacket: Protection 1, +1 Toughness]

Offense
Initiative +4
Creeping Paralysis: Progressive Affliction 4, +10 (DC Fort 14)
Deadly Poison: Progressive Weaken 4, +10 (DC Fort 14)
Fangs: Strength-based Damage 1, +10 (DC 16)
Grab, +10 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +10 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 4, Toughness 4/1, Will 6

Power Points
Abilities 46 + Powers 16 + Advantages 7 + Skills 21 (42 ranks) + Defenses 13 = 103

Before she went freelance and became the killer for hire Copperhead Larissa Diaz served some time with the League of Assassins under the codename Lilith. Even then she was developing her snake-themed persona, drawing on the mythical traditions of the assassins. There are innumerable sub-cults within the League as it is more of a broad movement than a centrally controlled army. Ra's Al-Ghul is it's prophet and most powerful and influential figure, not a commanding general. Snakes have a prominent place in the archaic religious faith of the assassins and Larissa appears to have been a mystical figure during her time with them, serving as a priestess of sorts. This is when she began to get the prominent tattoo device she has now, and the forked tongue and altered eyes she sports. It seems that she left the League so she could keep all the money from her hits for herself, the League does make heavy demands of its members. Copperhead is known to be greedy as well as sadistic, always trying to wheedle or extort more money from her employers. While she loves to kill she always much prefers to be well paid for it, a free kill is a wasted kill in her opinion.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Apr 17, 2018 8:31 pm

Image

Lobo - PL 12

Strength 12, Stamina 10, Agility 4, Dexterity 2, Fighting 10, Intellect 2, Awareness 4, Presence 6

Advantages
All-out Attack, Benefit, Galactic Reputation, Diehard, Equipment 16, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Critical 2: Hook and Chain, Improved Critical: Unarmed, Improved Grab, Improved Initiative, Improved Trip, Luck 2, Power Attack, Ranged Attack 8, Startle, Takedown, Tracking, Well-informed

Skills
Acrobatics 4 (+8), Athletics 8 (+20), Deception 4 (+10), Insight 8 (+12), Intimidation 12 (+18), Investigation 8 (+10), Perception 8 (+12), Sleight of Hand 4 (+6), Stealth 4 (+8), Technology 6 (+8), Vehicles 10 (+12)

Powers
Armored Cybernetic Left Arm: Protection 4 (+4 Toughness; Impervious, Sustained)
Hook and Chain (Easily Removable)
. . Hook and Chain: Strength-based Damage 2 (piercing, DC 29, Advantages: Fast Grab, Improved Grab, Improved Trip; Reach (melee) 3: 15 ft.)
. . . . Grapple: Movement 1 (Alternate; Swinging)
Immunity: Immunity 6 (Aging, Environmental Conditions (All))
Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Red Eyes: Senses 1 (Low-light Vision)
Regeneration: Regeneration 3 (Every 3.33 rounds)

Equipment
Space Hog

Offense
Initiative +8
Grab, +10 (DC Spec 22)
Hook and Chain: Strength-based Damage 2, +10 (DC 29)
Throw, +10 (DC 27)
Unarmed, +10 (DC 27)

Languages
Native Language

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

Power Points
Abilities 100 + Powers 28 + Advantages 41 + Skills 38 (76 ranks) + Defenses 16 = 223

Lobo is a Czarnian, a minor alien race known for being rather conservative and unimaginative. Though they were contacted by the wider galaxy a long time ago they have never spread much beyond their home planet, where everything is ordered just how they like it. All their technology derives from foreign imports, they themselves have never invented anything past the stone age tech they had upon first contact. In galactic guidebooks they are reckoned to be some of the most boring people in the galaxy and Czarnia gets one star for tourist visits. The favorite pastime on Czarnia is tidying the house until it is spotless and then sitting quietly in it, all evening. Those few who bother to know anything of it often call it 'the grey planet' as the Czarnians have over time steadily cleared away what colorful native life there was and replaced it with low-rise urban sprawl and industrial factory farms.

Lobo is a renegade from Czarnia as he is in every way the total opposite of what a Czarnian should be according to their dreary and conformist culture. He was born a typical skinny and plain-faced Czarnian but growing up always wanted to be different. During his youth he was forever in trouble for fighting, stealing and setting fire to things. He was the despair of his parents and the authorities who were not used to someone being so wild and violent. Normally Czarnians are terrified of being thought unconventional or disruptive in any way, while young Lobo did not care what anyone thought of him. When he was old enough he left Czarnia and signed up with whoever would get him off the planet and show him some excitement.

Lobo served with a number of notorious galactic warlords and pirates, steadily increasing his capabilities through gifts of power from his masters. Lobo has never been any good at taking orders though and he always deserted sooner or later. The high level of power he has now appears to derive from some ancient artifacts he murdered quite a few folks for. He is now strong and tough enough to beat up almost anybody he cares to beat up. With this he no longer needs to work for someone else and has gone freelance as a bounty hunter, tracking down absconding crooks or escaped fugitives. Why the person he is after needs bringing back Lobo really does not care. He will as blithely drag back escaped slaves or fleeing dissidents as bail jumpers or wanted criminals. Since he has to bring back people alive if not necessarily undamaged he has made a large hook and chain his favored weapon/tool. It is ideal for flinging at someone to stab into their flesh and then they can be dragged off screaming.

Like all self-respecting barbarians Lobo soon blows all the money he earns on wasteful entertainments and parts for his beloved space hog. When not on a job he can be found drinking bars dry and boasting of his violent exploits to admirers, engaging in wild illegal races on his space bike, or maiming some fool in an underground fighting ring. As a professional working man Lobo's word is his bond when on a job, but the rest of the time he is a notorious liar and intimidator, often extorting money from his victims to let them go, then going back on what he just said and taking them in. As far as Lobo is concerned if you are not hiring him then you are a chump and fair game.

Lobo has been back to Czarnia a few times, as he has an ongoing project of murdering everyone on the planet. Rather than employing weapons of mass destruction he aims to do everyone in personally, with blaster gun, his hook or just his bare hands. If he is feeling in a playful mood he will set up gruesome murder machines and shovel people into them to be ground, impaled, shredded or incinerated. Czarnia does not have a green lantern and has no allies or patrons who care anything about trying to stop Lobo from doing this. He generally does it until he gets bored and then leaves the survivors to clear up the mess while he goes back to tearing up the galaxy.

Lobo has visited Earth a bunch of times in pursuit of bounties. He holds licenses from a number of different authorities around the galaxy and can usually present some warrant or other to legally justify his presence. He is brazen enough to actually demand that organizations like the Justice League help him out in locating those he is after. The League find this killer disgusting and extend their cooperation only so far as it will get him off the planet quicker. Lobo likes Earth however and sometimes spends some time hanging around its more lawless spots, enjoying himself by guzzling the local booze and showing off to the natives. Lobo does not take Earth's struggles with supervillains and cosmic crises at all seriously and when they are going on he will often set up a chair and eat snacks while cheering on both sides and laughing uproariously at all the death and destruction.

Lobo's left arm is missing from above the elbow, souvenir of an old war wound. While tough Lobo is not indestructible and he will probably get himself killed one day. He is one of those people though for whom adventure and excitement completely trumps the fear of pain or death. If he goes down in a blaze of fragging bastich's who had it coming then he will die happy. Until then he grabs life by the balls.
Last edited by Gamebook on Wed Apr 18, 2018 5:52 am, edited 1 time in total.

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Re: Gamebook's builds (hs5ias new thread)

Post by Thorpocalypse » Wed Apr 18, 2018 2:37 am

Gamebook wrote:
Tue Apr 17, 2018 8:31 pm
Image

Lobo - PL 12

While tough Lobo is not indestructible and he will probably get himself killed one day. He is one of those people though for whom adventure and excitement completely trumps the fear of pain or death. If he goes down in a blaze of fragging bastich's who had it coming then he will die happy. Until then he grabs life by the balls.
Behold The 'Bo in all his glory. Feetal's Gizzards, that's a great Fraggin' take on the Main Man! 8-)
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Apr 18, 2018 8:39 pm

Image

Image

Image

Image

Red Hood 2.0 - PL 9

Strength 1, Stamina 2, Agility 6, Dexterity 6, Fighting 10, Intellect 5, Awareness 4, Presence 3

Advantages
Agile Feint, Assessment, Benefit, Athletics Based on Agility, Defensive Attack, Defensive Roll, Equipment 21, Evasion, Improved Aim, Improved Critical 3: Twin Arsenal Pistols: Damage 5, Improved Critical: Gloves: Strength-based Damage 1, Improved Critical: Pistol Whip: Strength-based Damage 2, Improved Disarm, Improved Initiative, Inventor, Luck 2, Move-by Action, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 7, Takedown, Teamwork, Trance

Skills
Acrobatics 8 (+14), Athletics 8 (+14), Deception 4 (+7), Insight 8 (+12), Intimidation 4 (+7), Investigation 6 (+11), Perception 10 (+14), Persuasion 6 (+9), Sleight of Hand 6 (+12), Technology 8 (+13), Vehicles 8 (+14)

Powers
Bodyglove: Protection 3 (+3 Toughness; Impervious)
Communication: Radio Cosmic Communication 1 (Subtle: encrypted)
Environment Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
Gloves: Strength-based Damage 1 (DC 17)
Interface: Comprehend 2 (Machines / Electronics)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Visor: Senses 7 (Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision)
Twin Arsenal Pistols: Damage 5 (DC 20; Increased Range: ranged, Multiattack, Penetrating 5)
. . Pistol Whip: Strength-based Damage 2 (Alternate; DC 18)

Equipment
Cell Phone (Smartphone), Concealable Microphone, Flash Grenade, Flashlight, Handcuffs, Hold-out Pistol, Mini-tracer, Red Hood bodysuit [Bodyglove: Protection 3, +3 Toughness; Impervious; Communication: Radio Cosmic Communication 1, Subtle: encrypted; Environment Suit: Immunity 9, Disease, Environmental Conditions (All), Poison, Suffocation (All); Gloves: Strength-based Damage 1, DC 17; Interface: Comprehend 2, Machines / Electronics; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect; Visor: Senses 7, Extended: Vision 2: x100, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultravision], Restraints, Sleep Gas Grenade, Smoke Grenade, Stun Ammo, Twin Arsenal Pistols [Twin Arsenal Pistols: Damage 5, DC 20; Increased Range: ranged, Multiattack, Penetrating 5]

Offense
Initiative +10
Flash Grenade, +13 (DC Dog/Fort 14)
Gloves: Strength-based Damage 1, +10 (DC 17)
Grab, +10 (DC Spec 11)
Hold-out Pistol, +13 (DC 17)
Pistol Whip: Strength-based Damage 2, +10 (DC 18)
Sleep Gas Grenade, +13 (DC Dog/Fort 14)
Smoke Grenade, +13 (DC 19)
Throw, +13 (DC 16)
Twin Arsenal Pistols: Damage 5, +13 (DC 20)
Unarmed, +10 (DC 16)

Languages
Native Language

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

Power Points
Abilities 74 + Powers 0 + Advantages 51 + Skills 38 (76 ranks) + Defenses 16 = 179

Lian Harper is the daughter of Roy Harper and Jade Nguyen. A little sweetie of a tyke when growing up, her father wanted her to become a civilian and make a living in an office or an artists studio. Lian though kept meeting superheroes and supervillains throughout her childhood and so inevitably grew up thinking that being one was a viable career choice. The prospect of working in a room all day when so much exciting stuff was happening in the world horrified her. When she graduated high school instead of going off to college she instead ran off with her father's old teammate from the Outlaws, Jason Todd, the Red Hood. In Roy's opinion she could hardly have picked anyone worse, except possibly her mother. Jason has been a law unto himself ever since he quit being Robin all those years ago. For thirty years he has been one of the few vigilantes prepared to use guns and kill, waging a bloody war on crime, with the Bat-clan if necessary but half the time against it. Most of his teammates have been at the margins of being superheroes, people equally as damaged and dangerous as he is.

Jason had never been one for apprentices or other junior heroes, not after what happened to him. He took on Lian because she was eighteen at the time, not a kid (just), and her background is as screwy as his so she fit right in with his methods and people. Also he was genuinely worried about the sinister Jade getting her hooks into her daughter after Roy had spent a lifetime keeping her off the child. He and Roy haven't seen much of each other since their brief stint together on the first incarnation of the Outlaws, Jason works with a different sort to those Ray associates with, but he knows of his deeds and would never want to see his daughter get hurt or fall in with a worse crowd than he is. Lian knew about Jason and how to find him from an old girlfriend of her father's, Hawkgirl. While their relationship didn't last that long Shayera has always kept in touch with Lian out of love for the girl. Hawkgirl didn't recommend the dangerous Red Hood or anything, Lian chose to go to him because he sounded like a man who knew the business and who wasn't a close associate of her father's who would drag her straight back home.

Lian has grown up handling guns and doing martial arts training with her father, out of her own enthusiasm for it and her father's desire to share the focus of his life with his daughter. Roy is a pretty rough customer himself but with Jason she has found a new insight into the dark underbelly of crimefighting. Jason never bothers to hold anything back or protect her from anything, he isn't responsible for her life. If she can't look after herself she has no business taking it to the streets. Lian learned rapidly and it wasn't long before she was operating independently. She has chosen to be the Red Hood as well, Jason isn't precious about his name and look. A thousand people imitate Batman so why should he care if some girl runs around in a version of his costume?

As a superhero Lian operates with a shifting group of friends, most of them junior crimefighters like herself. Many of them are the children of senior superheroes themselves who have chosen the life in defiance of their parents who wanted them to be normal civilians. Others are the children of supervillains who have seen the sad career of being foiled and suffering incarceration of their parents and have rejected a life of crime. Being raised by supervillains though means that they often have little idea of how to be good. To them Lian seems like a paragon of goodness and they are increasingly looking to her for leadership, or at least to set an example. Lian is still too young and caught up in her own rebellion to be much concerned about others, and in any case concern for the fate of other people is not the Red Hood way, you are supposed to be callous and ruthless. Being the son of a genuine superhero though Lian is not a casual killer, she mostly fires rubber bullets from her guns and only resorts to lethal shots against really dangerous and evil people. Her father like most archer heroes has never had a strict code against killing, they carry a weapon of war and are not afraid to use it when they must. 'Superheroes don't kill' as a perception by the public actually derives mostly from Batman and Superman rather than the mass of superheroes in general. Wonder Woman is a warrior and has slain many enemies on the field of battle, while many other heroes are quite prepared to blow apart or incinerate opponents if they are resisting with lethal force. Batman doesn't kill because he is fighting crime, not waging war. Outside of the streets of Gotham though the Bat has obliterated plenty of opponents. Superman doesn't kill because he is so powerful that it is unnecessary for him, he can subdue and restrain almost anybody. Even the Man of Steel has exceptions though, he has had to or tried to kill his most dangerous foes whose existence just threatens too many lives.

Other superheroes won't take Lian back to her father, she is an adult now and they have no authority to do so. Roy would like his daughter to give up being the Red Hood, and is prepared to let her be the next Speedy or Red Arrow if she will only do so. Lian though is enjoying being a dangerous renegade and says she prefers guns to bows. How much this is teenage contrariness and an attempt to become her own person away from her rather overwhelming father only time will tell. Former sidekicks who also broke with their mentors have seen this sort of thing before, you break away to develop yourself then reconcile with them once you have done so and can treat with them as an equal rather than the junior assistant.
Last edited by Gamebook on Sun Apr 22, 2018 7:42 am, edited 1 time in total.

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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Wed Apr 18, 2018 10:49 pm

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Maggie Sawyer - PL 8

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

Advantages
Benefit, Status 2: Police Captain, Connected, Contacts, Defensive Roll 2, Equipment 5, Improved Disarm, Improved Initiative, Improved Trip, Inspire 2, Leadership, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 9

Skills
Acrobatics 4 (+8), Athletics 8 (+9), Deception 6 (+9), Expertise: Law Enforcement 8 (+12), Insight 8 (+11), Intimidation 6 (+9), Investigation 8 (+12), Perception 6 (+9), Persuasion 6 (+9), Sleight of Hand 4 (+8), Stealth 4 (+8), Vehicles 6 (+10)

Equipment
Cell Phone (Smartphone), Club, Commlink, Flashlight, Handcuffs, Hold-out Pistol, Light Pistol, Pepper Spray, Stun Ammo, Undercover Shirt

Offense
Initiative +8
Club, +10 (DC 18)
Grab, +10 (DC Spec 11)
Hold-out Pistol, +13 (DC 17)
Light Pistol, +13 (DC 18)
Pepper Spray, +10 (DC Dog/Fort 14)
Throw, +13 (DC 16)
Unarmed, +10 (DC 16)

Languages
Native Language

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

Power Points
Abilities 62 + Powers 0 + Advantages 28 + Skills 37 (74 ranks) + Defenses 15 = 142

Police Captain Maggie Sawyer has worked with superheroes all of her professional career. She started out in Metropolis where she first became a detective. She often saw Superman as she arrived on the scene to investigate his latest tussle with some crazed supervillain. Clark took a liking to this no-nonsense woman. Rather than gushing over him like the civilians or trying to arrest him like other police officers she was more interested in getting his statement about what had happened here. Maggie has always a been a completely pragmatic realist and recognized that something like Superman was outside the context of normal human society. He would drop in to combat the extraordinary threats that the MPD could not cope with and then either leave the legal cleanup to them as their job, or take it away so it wouldn't endanger anyone else. Trying to impose their legal authority on him would be like legislating control of God, his concerns and understanding simply operated at a level far beyond them.

Most of the time the MPD had to operate without Superman, his appearances are sporadic, dictated by what he thinks is important. Maggie herself reckoned that if anything could be left to regular humans then he would do so. She agrees with this, people should not expect to be bailed out by someone with superpowers for something they could resolve themselves if they really tried. She has always had faith in herself and her fellow officers to protect the city and its inhabitants.

In order to achieve promotion Maggie transferred over to Gotham, replacing Jim Gordon as head of the SCU, the Special Crimes Unit that investigates all the weird crimes that Gotham is so infamous for. This meant dealing with a lot of people in bizarre costumes who have unnerving neuroses. Maggie has found that the superheroes of Gotham are far more intrusive of police work matters than the Man of Steel ever was. They conduct their own investigations and stakeouts without reference to the police, only bringing in the GCPD when they have all the evidence needed for a conviction and have run down the suspect and want the police to make it legal. Their presence means that many more crimes are solved than would be otherwise and they have often saved the lives of officers when they have been confronted by the more homicidal of them, but Maggie has never liked how they are necessary to keep the city safe. The GCPD should be all the city needs to keep order and enforce the law. She's seen the true crime and manpower figures that are kept secret by the mayor's office though and the real situation of the city is chilling. If not for Batman and his people the criminals would run the city. Indeed until recently they did. She finds that veteran officers speak bitterly of the old days, the undermanning, poor pay and equipment, and the rampant corruption with half the cops worse than the crooks they were supposed to be chasing. Jim Gordon has worked miracles resurrecting the GCPD from the bad joke it used to be. The recent economic regeneration of the city kickstarted by Bruce Wayne has seen city budgets expand to the point of being able to pay its own way again and the GCPD is being refurbished with new recruits, gear and even buildings.

Maggie has thus swallowed her distaste for interfering vigilantes and like Jim Gordon before her takes advantage of the Bat-clan and its activities. You just can't be too fussy when the unsolved cases are piling up and dangerous criminals are out there on the streets. Her main point of contact with them is not the Batman himself, he still mostly only speaks to Gordon, instead she meets with someone who seems to be a major figure in whatever his organization is, Batwoman. Though she acts mysterious and sinister like a proper Bat, Maggie reckons that whoever is under that mask has military training, the manner in which she speaks and holds herself gives it away even when she is crouched on a Gotham gargoyle. Maggie has encountered Batman and he seems more animal, more wild, not ever used to holding himself under the gaze of authority.

Maggie is a lesbian. She split with her former longtime partner when she moved to Gotham, it was the last straw in the relationship which was already collapsing under the strain of her workaholic nature and the excessively long hours she works. Recently at one of the innumerable public fundraisers that Gothamites seem so fond of she met noted socialite Kate Kane. To her surprise Kate chose to speak to her, even though she had hardly made the effort to dress up for an occasion which she felt was just wasting her time when she had cases to get her people to work on. For a woman she had heard of as a party girl and notorious hellraiser she was surprisingly intelligent and intense. They spent all evening talking and then agreed to meet again later. This has developed into an affair between the two women. Maggie finds Kate to be more mysterious the more she gets to know her. Her body has scars on it which she knows are knife, gunshot and shrapnel wounds. Checking her military record though she sees that Kate never saw actual combat for the entire truncated period of her military service. With her investigative skills Maggie can see that there are large gaps in Kate's earlier life, periods where her location and activities are unrecorded. At times Kate seems to want to tell her something, but then bites it back and says something else instead. Lately Batwoman has also become more reticent, seeing her less often and not coming close like she did before. Maggie is developing her suspicions, but finds it hard to believe that a member of the ultra-secretive Bat-clan would become the girlfriend of her police contact. She is considering just asking Kate direct, but fears disrupting the balance of their relationships. While honesty in a relationship is normally essential this is hardly a conventional situation. Perhaps an unspoken understanding will work better, then if necessary she could still have effective deniability if she is ever put on the spot by her superiors to say if she knows the identities of any of the Bat-clan.

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