Gamebook's builds (hs5ias new thread)

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

Post by Gamebook » Sun Aug 11, 2019 4:58 am

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Slingshot - PL 11

Strength 9, Stamina 9, Agility 0, Dexterity 1, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll 2, Evasion 2, Move-by Action, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 11, Redirect, Teamwork

Skills
Acrobatics 4 (+16/+4), Athletics 4 (+13), Perception 8 (+8)

Powers
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Neutron Rifle (Easily Removable)
. . Neutrons: Damage 10 (DC 25; Extended Range, Increased Range: ranged, Multiattack)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Nyctosaurus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Supreme Flier: Enhanced Trait 17 (Linked; Traits: Dodge +4 (+7), Acrobatics +12 (+16), Advantages: Agile Feint, Defensive Roll 2, Evasion 2, Move-by Action, Redirect)
. . Twin Mortar Cannons: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 20, Extended Range 6, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +0
Grab, +6 (DC Spec 19)
Neutrons: Damage 10, +12 (DC 25)
Throw, +12 (DC 24)
Twin Mortar Cannons: Burst Area Damage 10 (DC 25)
Unarmed, +6 (DC 24)

Languages
Native Language

Defense
Dodge 7/3, Parry 2, Fortitude 12, Toughness 15/13, Will 3

Power Points
Abilities 22 + Powers 106 + Advantages 14 + Skills 8 (16 ranks) + Defenses 13 = 163

The flying Dinobots are oriented to air defense and ground attack more than they are to long-range independent missions, unlike the larger flocks of the Predacons. Slingshot looks down on the groundbound Dinobots, regarding them as slow bumblers who are dependent on him to support them. Not the flying Dinobots in general, him personally. He assumes and vocally asserts that it is his airstrikes that win the day in their battles and likes to land in front of his comrades to accept their acclaim. The other Dinobots are prepared to thank him for his support but find his demands for adulation tiresome and usually brush past and ignore him when he is standing there loudly congratulating himself. Silverbolt puts a stop to this silly behavior by commanding him to shut up and get back to work.
Last edited by Gamebook on Sun Nov 03, 2019 7:02 pm, edited 1 time in total.

Gamebook
Posts: 4867
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Aug 11, 2019 5:10 am

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Smokescreen - PL 11

Strength 11, Stamina 10, Agility 0, Dexterity 0, Fighting 9, Intellect 1, Awareness 1, Presence 1

Advantages
Ranged Attack 7, Taunt

Skills
Athletics 4 (+15), Deception 6 (+7), Insight 6 (+7), Investigation 6 (+7), Perception 4 (+5), Persuasion 6 (+7)

Powers
Electron Gun (Easily Removable)
. . Disruptor Rifle: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged)
. . . . Scramble Electrics: Nullify 8 (Alternate; Counters: Electrics, DC 18; Effortless, Simultaneous)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Protection: Protection 5 (+5 Toughness; Impervious [5 extra ranks])
Shard Missiles: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Transform
. . Frill Armor: Protection 2 (+2 Toughness; Impervious [2 extra ranks])
. . Horns: Strength-based Damage 2 (DC 28; Penetrating 13)
. . Super-heated Gas
. . . . Black Smoke: Cloud Area Concealment 6 (Linked; Extra Ranks 4, Sense - Sight; Cloud Area: 15 feet radius sphere, DC 16, Increased Range: ranged; Diminished Range 3, Limited: to targets damaged by linked power)
. . . . Burn: Cone Area Damage 11 (Linked; DC 26; Cone Area: 60 feet cone, DC 21)
. . Triceratops: Feature 1

Offense
Initiative +0
Burn: Cone Area Damage 11 (DC 26)
Disruptor Rifle: Cumulative Affliction 8, +7 (DC Will 18)
Grab, +9 (DC Spec 21)
Horns: Strength-based Damage 2, +9 (DC 28)
Scramble Electrics: Nullify 8, +7 (DC Will 18)
Shard Missiles: Affliction 10, +7 (DC Will 20)
Throw, +7 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 2, Parry 5, Fortitude 13, Toughness 17, Will 4

Power Points
Abilities 34 + Powers 134 + Advantages 8 + Skills 16 (32 ranks) + Defenses 12 = 204

The deceptive Smokescreen concentrates on disabling the acute senses of their Predacon opponents, allowing the powerful Dinobots to get close and smash them in melee combat while they are helpless. He is a cunning warrior who scorns the idea of a fair fight, actually withdrawing if caught out unlike the other Dinobots who often attack in a heedless fury. Within the Dinobot ranks he serves as a spy and informer for Styractimus Prime, getting to know all the other Dinobots and befriending them, then submitting written reports on their private attitudes and beliefs. Prime uses these reports not to make arrests to purge his troops of unreliable elements, as the Predacons would, but to alert him to troubles and weaknesses among his troops so he can provide them with help and reassurance to overcome any fears and doubts. Being the supreme leader does somewhat distance him from the rest of the Dinobots so he needs someone like Smokescreen to keep him informed. Smokescreen himself never uses any of the confidences he uncovers for his personal benefit, but at the same time he has no notion of keeping a secret, literally anything he finds out he will promptly report. It is not his place as he sees it to judge his fellow Dinobots by deciding what or what not to tell Styractimus Prime, it is up to their leader, who is far wiser than he will ever be, to decide what to do.
Last edited by Gamebook on Sun Nov 03, 2019 7:03 pm, edited 1 time in total.

Gamebook
Posts: 4867
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Aug 11, 2019 5:24 am

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Spitfire - PL 10

Strength 9, Stamina 9, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Defensive Roll, Evasion, Move-by Action, Ranged Attack 8, Teamwork

Skills
Athletics 4 (+13), Perception 4 (+4)

Powers
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Photon Displacer Gun (Easily Removable)
. . Concealment: Burst Area Concealment 10 (Extra Ranks 8, Sense - Sight, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extended Range 2, Increased Range: ranged; Resistible: Will)
Protection: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Senses: Senses 1 (Extended: Sight 1: x10)
Transform
. . Firefog Missiles: Cloud Area Damage 10 (Linked; DC 25; Cloud Area 2: 30 feet radius sphere, DC 20, Extended Range 6, Increased Range: ranged; Unreliable (5 uses))
. . Flier: Enhanced Trait 8 (Linked; Traits: Dodge +2 (+4), Acrobatics +4 (+4), Advantages: Agile Feint, Defensive Roll, Evasion, Move-by Action)
. . Nyctosaurus: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Wings)

Offense
Initiative +0
Firefog Missiles: Cloud Area Damage 10 (DC 25)
Grab, +6 (DC Spec 19)
Throw, +8 (DC 24)
Unarmed, +6 (DC 24)

Languages
Native Language

Defense
Dodge 4/2, Parry 2, Fortitude 12, Toughness 14/13, Will 2

Power Points
Abilities 20 + Powers 108 + Advantages 9 + Skills 4 (8 ranks) + Defenses 11 = 152

Spitfire has been assigned to reconnaissance duties because he is a terrible formation flyer. He flaps drunkenly along, quite incapable of keeping position. This is largely due to him constantly peering down at the ground, he has a very poor sense of where he is in the air and needs to constantly reassure himself of his location. He simply cannot keep in his head at the same time his altitude and the location of his fellow fliers. If he looks ahead he has a growing fear that the ground is rising up to meet him and he is about to crash, so he is forever taking his eyes off his fellows with the result that he drifts out of position. When he notices that he has done so he panics and frantically tries to get back in place, usually overdoing so and careening all over the sky. It has got to the point where all the other Dinobots fliers refuse to allow him in their formations.

As a warrior Spitfire is actually quite capable. He isn't an unskilled flier and in combat performs well, being adept at disrupting the Predacons pack formations with his weapons. He often uses his photon displacer gun not on the Predacons but on fellow Dinobots, making them seem to be thirty feet away from where they really are, with the result that Predacon attacks fall on empty space and they are shot down as they stand there surprised. A particularly nasty cunning trick he uses is to photon displace the effects of his own firefog missiles so that in trying to dodge round them the Predacons run themselves into the flames.
Last edited by Gamebook on Sun Nov 03, 2019 7:03 pm, edited 1 time in total.

Gamebook
Posts: 4867
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Aug 11, 2019 5:51 am

Image

Styractimus Prime - PL 15

Strength 13, Stamina 12, Agility 4, Dexterity 6, Fighting 15, Intellect 8, Awareness 8, Presence 8

Advantages
Accurate Attack, All-out Attack, Assessment, Benefit, Status 3: Autobot Leader, Defensive Attack, Defensive Roll, Eidetic Memory, Equipment 27, Evasion, Favored Foe: Megatron, Improved Aim, Improved Critical 2: Energon Axe: Strength-based Damage 2, Improved Critical 4: Laser Beam: Damage 14, Improved Critical: Energon Axe, Improved Initiative, Inspire 3, Interpose, Leadership, Power Attack, Quick Draw, Ranged Attack 10, Skill Mastery: Persuasion, Startle, Takedown, Teamwork

Skills
Athletics 8 (+21), Deception 4 (+12), Insight 12 (+20), Intimidation 12 (+24), Investigation 12 (+20), Perception 12 (+20), Persuasion 12 (+20), Sleight of Hand 4 (+10), Stealth 4 (+0), Technology 4 (+12), Treatment 4 (+12), Vehicles 4 (+10)

Powers
Energon Axe: Strength-based Damage 2 (DC 30, Advantages: Improved Critical)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Laser Rifle (Easily Removable)
. . Laser Beam: Damage 14 (DC 29; Extended Range 6, Increased Range: ranged, Penetrating 14)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Senses: Senses 5 (Extended: Vision 3: x1k, Low-light Vision, Microscopic Vision 1: dust-size)
Transform
. . Horns: Strength-based Damage 2 (Linked; DC 30; Penetrating 15)
. . Styracosaurus: Feature 1

Equipment
Combat Deck, Combat Module, Roller

Offense
Initiative +8
Energon Axe: Strength-based Damage 2, +15 (DC 30)
Grab, +15 (DC Spec 23)
Horns: Strength-based Damage 2, +15 (DC 30)
Laser Beam: Damage 14, +16 (DC 29)
Throw, +16 (DC 28)
Unarmed, +15 (DC 28)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 16, Toughness 19/18, Will 14

Power Points
Abilities 116 + Powers 97 + Advantages 67 + Skills 46 (92 ranks) + Defenses 21 = 347

Leader of the Dinobots and the one who chose to have them reformatted into having the alt-modes of dinosaurs and other prehistoric beasts. He made the decision to do so after his new form proved able to defeat the powerful Shockwave thanks to its immensely powerful and destructive charge. On this new world he chose to orient his warriors more to melee combat rather than mobile firepower as they had done on Cybertron. This policy was further reinforced when the Decepticons who had crashed on Earth along with them became the Predacons and also fought with tooth and claw. Current Transformer battles rather than being furious exchanges of fire between ground and sky often turn into ferocious melees. The cunning and stealthy Predacons stalk the Dinobots, aiming to strike from ambush, while the Dinobots crash and smash their way along relying on greater size and strength.

Styractimus Prime was built on Cybertron to be the ultimate Transformer, the finest possible example of their kind. In this his designers seem to have succeeded, he is the wisest, most intelligent and charismatic Transformer there has ever been by far, as well as being a superb and very powerful warrior. The only other Transformers who come anywhere near him are his opposite numbers among the Predacons, and they both have serious psychological defects that often severely hamper them. His fellow Dinobots are in awe of him and practically worship him, which he tries to downplay. Nevertheless he does worry about how they would cope if he was lost or separated from them, he feels that they rely on him too much and don't exercize their own initiative enough. He strives to overcome this by appointing subcommanders and often sending them out on independent missions then leaving them to it rather than keeping in constant contact. He has plenty to do with the many demands of the war himself and needs to be able to rely on his subordinates. He had high hopes for Silverbolt but he has underperformed to his expectations and these days he is shifting more authority over to Skyfire.

Prime's ultimate aim is to defeat the Predacons and somehow return to Cybertron to win the overall war. The problem is that the near complete absence of suitable materials on the world they are stranded on is severely hampering their efforts. There are metal ores of the many different elements they need on this world, but thinly scattered in often hard to reach deposits, requiring massive effort to locate, mine and refine them. Much of the war so far has become seeking to defend these resources and deny the enemy access to them. This has slowed the progress of the war to a crawl, with neither side able to manufacture many new warriors. Repairing and refuelling the damaged and buried Ark looks to be a hopeless task in the current circumstances but Prime has resisted all plans to strip it for raw materials. At some point they must return to Cybertron and the Ark is the only craft that could possibly catch Cybertron. Their home world has passed safely through the passage in the asteroid belt they blasted and is now heading out of the solar system. Every day that passes it gets further away and will be harder to catch. If he thought it possible they would adhere to it he would even suggest a truce with the Predacons so they could work together to escape and then resume settling their differences back on Cybertron. The treacherous villains though he knows would pounce on them the moment their back was turned and seek to take the Ark for themselves.
Last edited by Gamebook on Sun Nov 03, 2019 7:03 pm, edited 2 times in total.

Gamebook
Posts: 4867
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Aug 11, 2019 6:02 am

Image

Sunstreaker - PL 11

Strength 12/11, Stamina 12/11, Agility 0, Dexterity 1, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Great Endurance, Improved Critical: Thagomizer: Strength-based Damage 2, Ranged Attack 7

Skills
Athletics 6 (+18), Intimidation 4 (+8), Perception 4 (+4)

Powers
Electron Pulse Rifle (Easily Removable)
. . Affliction: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Extended Range 2, Increased Range: ranged)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Missile Launcher: Damage 10 (DC 25; Extended Range 7, Homing 3: 3 extra attempts, Increased Range: ranged; Unreliable (5 uses))
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Solar Panels: Enhanced Trait 5 (Traits: Strength +1 (+12), Stamina +1 (+12), Advantages: Great Endurance; Source: Sunlight)
Transform
. . Stegosaurus: Feature 1
. . Thagomizer: Strength-based Damage 2 (Linked; DC 29; Penetrating 13, Reach (melee) 3: 15 ft.)

Offense
Initiative +0
Affliction: Cumulative Affliction 10, +8 (DC Will 20)
Grab, +8 (DC Spec 22)
Missile Launcher: Damage 10, +8 (DC 25)
Thagomizer: Strength-based Damage 2, +8 (DC 29)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 2, Parry 4, Fortitude 15, Toughness 18, Will 2

Power Points
Abilities 30 + Powers 105 + Advantages 8 + Skills 7 (14 ranks) + Defenses 11 = 161

Sunstreaker is not a blundering giant like many of the other Dinobots. Rather than crashing and smashing his way along he prefers to carefully pick his way through the mud, he strongly dislikes getting his finish dirty. In melee he solely employs his tail to smash Predacons, regarding the rest of himself as rather delicate. In fairness his large and prominent solar panels are rather fragile and can be chipped and shattered easily. He is completely intolerant of them being in anything other than pristine condition and insists on the immediate repair of any damage. This excessive fastidiousness actually rather hampers him as a warrior, he'd be more effective if he was more rough and ready like his brother Sideswipe. If the Predacons do get a good hit on him though and seriously mar him then he will fly into a furious rage and becomes careless of any further damage. To Sunstreaker the slightest damage means that he is ruined, so further damage is no longer a concern. Then he charges and lays into the Predacons with unrestrained fury, only stopping when he has no surviving foes. Other Dinobots have at times been tempted to put a shot into him when he isn't looking at them so he will fly into this berserker rage and stop being such a nancy.
Last edited by Gamebook on Sun Nov 03, 2019 7:03 pm, edited 1 time in total.

Gamebook
Posts: 4867
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Sun Aug 11, 2019 6:11 am

Image

Swerve - PL 10

Strength 10, Stamina 10, Agility 2, Dexterity 0, Fighting 8, Intellect 3, Awareness 0, Presence 0

Advantages
Fast Grab, Inventor

Skills
Athletics 8 (+18), Technology 10 (+13)

Powers
Growth: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Innate; Permanent)
Immunity: Immunity 8 (Aging, Environmental Conditions (All), Suffocation (All))
Metallurgical Sensors: Senses 4 (Acute: Chemical, Analytical: Chemical, Detect: Chemical 2: ranged)
Protection: Protection 5 (+5 Toughness; Impervious [6 extra ranks])
Transform
. . Carnotaurus: Enhanced Trait 1 (Linked; Traits: Intimidation +2 (+5))
. . Jaws: Strength-based Damage 2 (Linked; DC 27, Advantages: Fast Grab; Penetrating 12)

Offense
Initiative +2
Grab, +8 (DC Spec 20)
Jaws: Strength-based Damage 2, +8 (DC 27)
Throw, +0 (DC 25)
Unarmed, +8 (DC 25)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 13, Toughness 15, Will 2

Power Points
Abilities 38 + Powers 59 + Advantages 1 + Skills 9 (18 ranks) + Defenses 11 = 118

Swerve is the Dinobots chief technician, he converted them into their new alt-modes and he designs and builds new Dinboots such as Skyfire. He faces great problems on the Earth he is on however as it is such an unfamiliar environment. Obtaining the metals they need for the construction of new warriors and the repair of the Ark is proving extremely difficult. He devotes enormous efforts to tracking down suitable ores, roaming all over the Earth. The Predacons often ambush these operations but Swerve doesn't let it distract him, even in the middle of a raging battle he carries on with his prospecting. He isn't a particularly powerful warrior by Dinobot standards, though still larger and stronger than the average Predacon and thus well able to defend himself, the Dinobot cause in his view is better served by his concentrating on his technical duties.
Last edited by Gamebook on Sun Nov 03, 2019 7:04 pm, edited 1 time in total.

Gamebook
Posts: 4867
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Tue Aug 13, 2019 8:26 am

Image

Spider-Man - PL 11

Strength 10/1, Stamina 7/1, Agility 7/3, Dexterity 5/3, Fighting 12/8, Intellect 6, Awareness 5, Presence 2

Advantages
Agile Feint, All-out Attack, Defensive Roll, Defensive Roll 2, Fearless, Improved Critical 2: Unarmed, Improved Disarm, Improved Initiative, Improved Initiative, Improved Trip, Inventor, Move-by Action, Power Attack, Prone Fighting, Ranged Attack 7, Redirect, Startle, Takedown 2, Uncanny Dodge

Skills
Acrobatics 8 (+19/+15), Athletics 6 (+20/+16), Deception 8 (+10), Insight 8 (+13), Intimidation 8 (+10), Investigation 8 (+14), Perception 8 (+17/+13), Sleight of Hand 8 (+13), Stealth 8 (+15), Technology 8 (+14)

Powers
Enhanced Trait: Enhanced Trait 61 (Traits: Strength +9 (+10), Stamina +6 (+7), Agility +4 (+7), Fighting +4 (+12), Acrobatics +4 (+19), Athletics +4 (+20), Perception +4 (+17), Dexterity +2 (+5), Advantages: Defensive Roll 2, Improved Initiative, Move-by Action, Redirect)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
Spider suit (Removable)
. . Spider-Man: Morph 1 (+20 Deception checks to disguise; Single form; Activation: move action)
. . Venom injectors
. . . . Paralyzing Poison: Progressive Affliction 10 (1st degree: Impaired, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Progressive; Resistible: Toughness)
. . . . Poison Needle: Progressive Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 17; Increased Range: ranged, Progressive; Diminished Range, Resistible: Toughness)
. . Web glide: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
. . Web swinging: Movement 1 (Swinging)
. . Web-slingers
. . . . Orb web: Burst Area Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extra Condition, Increased Range: ranged, Triggered: 1 use - Area; Limited Degree)
. . . . Web blind: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged, Multiattack; Limited: to sight)
. . . . Web catch: Deflect 10 (Redirection, Reflect; Limited: to large thrown objects)
. . . . Web down: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Web grapple: Move Object 10 (25 tons; Custom: Tether, Multiattack)
. . . . Web hurl: Move Object 10 (25 tons, DC 25; Custom: Tether, Damaging)
. . . . Web pellets: Damage 5 (DC 20; Increased Range: ranged, Multiattack)
. . . . Web sheets: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Tether)
. . . . Web spray: Cumulative Cone Area Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Extra Condition; Limited Degree)
. . . . Web suffocate: Progressive Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, overcome by Damage or Sleight of Hand, DC 20; Increased Range: ranged, Progressive; Custom: target has 5 rounds once hit before they need to start making Fortitude resistance checks)
Spider-climb: Movement 2 (Wall-crawling 2: full speed)
Spider-sense: Senses 10 (Danger Sense: Mental, Detect: Mental 2: ranged, Extra Ranks 7; Resistible: Will)

Offense
Initiative +15
Grab, +12 (DC Spec 20)
Orb web: Burst Area Affliction 10 (DC Fort/Will 20)
Paralyzing Poison: Progressive Affliction 10, +12 (DC Fort/Tou )
Poison Needle: Progressive Affliction 7, +12 (DC Fort/Tou )
Throw, +12 (DC 25)
Unarmed, +12 (DC 25)
Web blind: Cumulative Affliction 10, +12 (DC Dog/Fort/Will 20)
Web down: Cumulative Affliction 10, +12 (DC Fort/Will 20)
Web grapple: Move Object 10, +12 (DC 20)
Web hurl: Move Object 10, +12 (DC 25)
Web pellets: Damage 5, +12 (DC 20)
Web spray: Cumulative Cone Area Affliction 10 (DC Fort/Will 20)
Web suffocate: Progressive Affliction 10, +12 (DC Fort/Will 20)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 10/7, Will 10

Power Points
Abilities 58 + Powers 133 + Advantages 23 + Skills 39 (78 ranks) + Defenses 13 = 266

Walter Kovacs gained superpowers in the 1960's when he was bitten by a radioactive spider. The spider itself had gained superpowers after being experimented on by the Sentinel, Doctor Jon Osterman, who had gained immense superpowers after a nuclear physics research accident. He had been using his power to reorder matter at the atomic level to take apart and put back together living beings in research into the circumstances of his own creation. Every time he did this though the experimental organism gained superpowers like his and he had to destroy them. A spider though with their quick and agile ways managed to escape and lose itself in the city. Walter lived in a poor tenement building as a child and got bit simply because he went to squash the creature one day when he found it spinning a web in his bedroom. The superpowered and invincible spider bit him and scuttled off to disappear again. Soon after Walter manifested the powers of strength, speed and agility he has had ever since.

With his new powers Walter beat up the local bullies who had made the skinny, gawky kid's life a misery up until now. Constantly in trouble for getting into vicious fights he passed through various juvenile institutions before ending up on the streets. Disgusted by the rampant crime and poverty of late '60's New York he took to vigilantism, beating up pimps and drug dealers and supporting himself by taking their money. As a legitimate job he took to working in the garment industry, he has always actually been good with his hands. He soon found a niche producing fetish and bondage gear, something which personally offends him but which he is very good at making, plus it pays far better than regular clothing. From this he developed a personal costume, a 'Spider-Man' to hide his identity and strike fear into criminals. Later on he would adapt sewing machine technology to produce his web-slingers, wrist-mounted devices that shoot super-strong silken threads he can use for all sorts of things.

Becoming rather famous as the web-slinging, crook-clocking hero of Manhattan Spider-Man took to working with other 'superheroes' around the city. He found a friend with much greater resources than him in Dan Dreiberg, the Iron Man. Dan had built a powered exoskeleton, which after some teething troubles (it broke his arm the first time he wore it) he had perfected. The two of them did good work together suppressing gang activity and Walter was able to considerably upgrade his web-slingers. For perhaps the first and only time in his life he found himself to be happy.

Public reaction against superheroics on the streets of the city put an end to this in 1978. The public up until then had adored the superheroes but now a persistent campaign to undermine them was orchestrated in the press and media. The police force and the government had become jealous and fearful of the growing superhero movement and moved to discredit it and shut it down. The last straw for them had been when the superheroes stopped the looting and restored the power during a citywide blackout in 1977. They had made the authorities look like incompetents and there were calls by the public for the superheroes to have a say in the running of the city since they seemed to be the only ones who gave a damn about it. The smear campaign sought to portray the superheroes as the cause of all the rampant crime and their fighting on the streets as beating up poor people and making neighborhoods unsafe. Within a year the campaign worked and Spider-Man found himself vilified and mobbed whenever he went out to try and fight crime. A government act finally specifically banned superheroism altogether.

Disgusted and bitter Walter lost all faith in both the public and the authorities, plus his fellow superheroes when they actually obeyed the unjust and actually constitutionally illegal act. He refused to quit the streets and has carried on fighting crime ever since, now back to his roots as an impoverished lone crusader. The police find it impossible to catch him as he can just web-sling away across the city and disappear whenever he wants to. No-one has ever seen his face as he is meticulous about keeping his mask on, not even Dan has done so. He has become more brutal over time, handing out severe beatings to those he catches as because they were apprehended by a vigilante they often cannot be prosecuted. He is suspected as being behind the disappearances of a number of known mobsters and killers. He is based out of a loft apartment in a once nice but now seedy and rundown district he bought cash back in his more prosperous days. It is cluttered with tools and half-completed suits, his fetish gear work and crimefighting equipment all mixed up together.

Walter has excluded almost everything from his life except fighting crime, he has never had a personal relationship with someone who knows who he is. There have been a few other people with spider powers down the years, the superpowered spider, apparently immortal and invincible, is still out there and occasionally bites someone else. He has met some of them when they sought him out for training and advice, but his misanthropic nature soon drove them away. His years of intense adventuring means that he is much the strongest and skilled of this strain of superhero but few are able to put up with him for long. He was on the Avengers team of superheroes for a while before his sullen and offensive manner saw him dropped. The criminal element of New York lives in fear of him, he fights crime with beatings and torture. Breaking finger bones is the main way he does detective work. When he is not actively pursuing a case he wanders the mean streets at night in disguise, a coat, hat and scarf over his spider suit. The people on the streets are often aware it is Spider-Man but you don't even look at him if you know what is good for you, certainly you would never call the cops on him. The NYPD has sought to catch him many times but he evades them with ease. Just tonight he has heard from his contacts that the apartment of Edward Blake, Captain America, has been broken into, and he is going along to investigate the scene after the police detectives leave.
Last edited by Gamebook on Sat Sep 14, 2019 5:00 am, edited 1 time in total.

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

Post by Jabroniville » Fri Aug 16, 2019 8:39 am

These Dinobot-Transformers are interesting. Seeing the color schemes shifted around is great. I didn't even realize F-For-Pheasant had done these- how many are there?

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

Post by Gamebook » Fri Aug 16, 2019 6:09 pm

Jabroniville wrote:
Fri Aug 16, 2019 8:39 am
These Dinobot-Transformers are interesting. Seeing the color schemes shifted around is great. I didn't even realize F-For-Pheasant had done these- how many are there?
That's all of the Dino Age Dinobots he's done. There aren't that many of his Transformers left that I haven't done and posted. He has an enormous planned schedule of art which I would love to do. I've written them into my list of builds in anticipation, things like three different teams of Protectobots and five different teams of Combaticons, plus another 90+ Dinobots.

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

Post by Gamebook » Sun Sep 15, 2019 7:44 am

Image

Yz the Thunderbolt - PL 16

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

Advantages
Agile Feint, Attractive, Contacts, Defensive Roll 2, Diehard, Eidetic Memory, Evasion, Favored Foe: Yz's current master, Fearless, Improved Initiative, Interpose, Luck 3, Ranged Attack 4, Taunt

Skills
Acrobatics 8 (+12), Deception 8 (+10), Expertise: Magic 8 (+10), Insight 8 (+12), Investigation 8 (+10), Perception 8 (+12), Persuasion 8 (+10), Ranged Combat: Thunderbolts: Damage 16 8 (+12), Sleight of Hand 8 (+12)

Powers
Bond to Master: Senses 1 (Communication Link: Magic link to Yz's current master)
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Immortality: Immortality 1 (Return after 2 weeks)
Indestructible: Protection 16 (+16 Toughness; Impervious)
Limitless Magical Power
. . Anyone you want (they're pink though): Summon 10 (Active, Controlled, Mental Link, Sacrifice, Type (Broad): Human)
. . Anything you want (so long as it's pink): Create 16 (Volume: 65000 cft., DC 26; Impervious, Precise, Selective)
. . Appear in a flash: Teleport 13 (30 miles in a move action, carrying 50 lbs.; Accurate, Easy, Extended: 8000 miles in 2 move actions; Noticeable: Flash of light)
. . I Know What You Want: Cumulative Effortless Mind Reading 16 (DC 26; Cumulative, Effortless, Sensory Link; Limited: to Yz's current master)
. . No Magic But My Own!: Nullify 16 (Counters: Magic, DC 26; Broad, Effortless, Increased Range: perception)
. . Spell Control: Burst Area Deflect 16 (Burst Area: 30 feet radius sphere, DC 26, Redirection, Reflect, Selective; Limited: to magic)
. . Stop Enemies: Burst Area Affliction 16 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 26; Burst Area: 30 feet radius sphere, DC 26, Increased Range: ranged, Selective)
. . Thunderbolts: Damage 16 (DC 31; Alternate Resistance: Fortitude, Increased Range: ranged, Multiattack)
. . Turn away attack: Deflect 16 (Increased Range: perception, Redirection, Reflect)
. . Wake up Master!: Healing 16 (Restorative, Resurrection)
. . What's Master Doing Now?: Remote Sensing 21 (Affects: 3 Types, inc. Visual - Visual, Audio, Range: 8000 miles; Subtle: DC 20+rank; Limited: to Yz's current master)
Made of Lightning: Insubstantial 3 (Energy; Precise)
Magic Awareness: Senses 9 (Accurate: Magic, Acute: Magic, Analytical: Magic, Awareness: Magic, Extended: Magic 3: x1k, Radius: Magic)
Magic Vision: Senses 13 (Counters All Concealment: Vision, Darkvision, Extended: Vision 2: x100, Penetrates Concealment: Vision)
Pure Magic: Immunity 31 (Aging, Fortitude Effects)
Regeneration: Regeneration 10 (Every 1 round, Advantages: Diehard)
Speak to Master: Other Communication 4 (Sense Type: Magic)

Offense
Initiative +8
Grab, +8 (DC Spec 10)
I Know What You Want: Cumulative Effortless Mind Reading 16 (DC Will 26)
No Magic But My Own!: Nullify 16 (DC Will 26)
Stop Enemies: Burst Area Affliction 16 (DC Will 26)
Throw, +8 (DC 15)
Thunderbolts: Damage 16, +16 (DC Fort 31)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 8, Fortitude Immune, Toughness 18/16, Will 12

Power Points
Abilities 38 + Powers 226 + Advantages 19 + Skills 36 (72 ranks) + Defenses 14 = 333

Yz is a genie, a being of pure magic. She was created out of a clash of magic between two mighty mages of Law and Chaos and so is a combination of law and chaos. She is flighty and mercurial but must also always have a master to obey, she is almost incapable of doing anything for herself. Since her creation she has flitted around the world latching onto various people and attempting to fulfil their every desire while also enjoying herself. Keeping her contained is almost impossible, several times she has been sealed in containers such as lamps or rings but soon becomes bored and leaves. While Yz will obey whoever she currently considers her master she is not actually bound to them in any way, she obeys them because she wants to not out of any sort of magical compulsion or legal contract. If a person who is her master fails to give her frequent and amusing orders to fulfil she abandons them and and seeks out someone more fun. She usually favors attractive young men whose heads are full of dreams and wishes, she strongly dislikes creeps and mean people.

Yz has vast powers but they are limited in their use by the nature of the magic and her own inclinations. She is best at conjuring up things for people, changing the existing world she is generally very poor at. She can blast out immensely destructive thunderbolts but rarely does so, only if her master's life is threatened and she cannot deflect the attackers. Yz will not harm anyone, and if a master orders her to do so she will burst into tears and promptly leave. Because everything she conjures up is made from pure magic it is always a bright pink like her, rather limiting in practice her boasts that she can make anything. To Yz the fact that everything she makes is pink is clearly a bonus, pink is obviously the best color to have anything in.

Having Yz latched onto you is not as awesome as it may seem at first glance. She is needy, clingy, demanding and jealous. She expects you to keep her busy and amuse her almost constantly, rarely giving you any time for yourself. Spending time with other people annoys her and she refuses to conceal herself, appearing before them and loudly talking about how you are her master. This is massively against the rules of magic as enforced by Doctor Fate and his associates and can get a person in extremely serious trouble. A number of people who have used Yz too openly have ended up imprisoned in the Tower of Fate, whuch even Yz cannot enter (she can bust out, but can never find her way in). People have had to become recluses, dwelling far away from everyone else with nothing but the hyperactive genie for company. Getting Yz to conjure things for you palls after a while. Since Yz only regards you as her master out of her choice it is possible to drive her away by being mean to her, but if you do she will never come back.
Last edited by Gamebook on Mon Nov 04, 2019 8:58 pm, edited 1 time in total.

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

Post by Gamebook » Sun Sep 15, 2019 8:08 am

Image

Image

Black Orchid - PL 10

Strength 10/0, Stamina 8/0, Agility 4, Dexterity 2, Fighting 10, Intellect 3, Awareness 3, Presence 2

Advantages
Agile Feint, All-out Attack, Attractive, Improved Critical: Unarmed, Improved Initiative, Power Attack, Ranged Attack 4, Takedown, Tracking

Skills
Acrobatics 8 (+12), Athletics 4 (+14), Insight 8 (+11), Investigation 8 (+11), Perception 8 (+11), Persuasion 4 (+6), Ranged Combat: Red Plant Magic 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+8)

Powers
Black Orchid covering (Activation: Move Action)
. . Immunity: Immunity 8 (Disease, Environmental Conditions (All), Poison, Starvation & Thirst; Limited - Half Effect)
. . Impenetrable Casing: Protection 2 (+2 Toughness; Impervious [8 extra ranks])
. . Leaf Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Regeneration: Regeneration 5 (Every 2 rounds)
. . Strength of the Red: Enhanced Trait 36 (Traits: Strength +10 (+10), Stamina +8 (+8))
Red Plant Magic
. . Change into a plant: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception)
. . Crushing Plant: Move Object 10 (25 tons, DC 25; Damaging, Increased Range: perception)
. . Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Broad, Increased Range: perception, Simultaneous)
. . Move through the Red: Teleport 13 (Carry 50 lbs.; Accurate, Change Direction, Easy, Extended: 8000 miles in 2 move actions; Limited to Extended, Medium: Plant life)
. . Poisoned Thorns: Damage 10 (DC 25; Alternate Resistance: Fortitude, Custom: Secondary Effect Extra resisted by Fortitude, Increased Range: ranged, Multiattack, Secondary Effect; Resistible: Toughness)
. . Red Life: Healing 10 (Increased Range: ranged, Resurrection)
. . Red Vitality: Healing 10 (Increased Range: ranged, Restorative)
. . Toxic Spores: Progressive Cone Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Progressive)
. . Twining Plants: Burst Area Move Object 10 (25 tons; Burst Area: 30 feet radius sphere, DC 20, Selective)
Senses: Senses 2 (Low-light Vision, Ultravision, Advantages: Tracking)
Speak to plants: Comprehend 2 (Plants)

Offense
Initiative +8
Change into a plant: Cumulative Affliction 10 (DC Will 20)
Crushing Plant: Move Object 10 (DC 25)
Dispel Magic: Nullify 10 (DC Will 20)
Grab, +10 (DC Spec 20)
Poisoned Thorns: Damage 10, +10 (DC Fort/Tou )
Throw, +6 (DC 25)
Toxic Spores: Progressive Cone Area Affliction 10 (DC Fort 20)
Twining Plants: Burst Area Move Object 10 (DC 20)
Unarmed, +10 (DC 25)

Languages
Native Language

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

Power Points
Abilities 48 + Powers 117 + Advantages 11 + Skills 26 (52 ranks) + Defenses 14 = 216

Alba Garcia is an agent of the Red and the Green, the magical forces of animal and plant life respectively. She was an environmental officer in her country who was gathering evidence on the damage caused by illegal logging and forest clearance. The criminal gangs that ran these operations were annoyed by this snooping into their business and by her refusal to be bribed or intimidated away. They kidnapped her and took her to one of their concealed sawmills, where they tortured and murdered her by sawing off her limbs. Her mangled remains they buried in the forest. Here the Swamp Thing came to her rotting corpse over which her angry spirit lingered and offered her the chance for retribution and justice against her killers and the despoilers of the natural world. She accepted and was raised out of the Earth as the Black Orchid.

Since then Alba has traveled around the world visiting rather violent justice on criminals, particularly those whose actions damage the natural world. She crushes into fertilizer illegal loggers, toxic waste dumpers, marijuana growers whose crude farming practices can devastate entire mountainsides and so on. Recently she has been recruited by Zatanna to fight against magical threats, many of which hideously distort living things into unnatural abominations if they are allowed to penetrate into reality. Zee restrains the rather violent Black Orchid during these missions, only letting her cut loose against monsters.

When not out fighting the despoilers of the natural world Alba relaxes at various nature resorts, places that she approves of. She has her own network of friends apart from Swamp Thing and the Justice League Dark, many of them rather radical ecological activists. She is secretly a close associate of Poison Ivy, allying her magic to Pamela's science. Harley Quinn has met Alba once or twice and is intensely jealous of her and the bond she has with her Ivy over their shared love of plants, while Harley cannot so much as keep a houseplant alive.
Last edited by Gamebook on Mon Nov 04, 2019 7:01 pm, edited 1 time in total.

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

Post by Gamebook » Mon Sep 16, 2019 7:49 pm

Image

Copper - PL 7

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

Advantages
Diehard, Eidetic Memory, Equipment 18, Evasion, Fearless, Improved Aim, Improved Critical: Electromagnetic Impulse Assault Rifle, Improved Initiative, Inspire, Move-by Action, Quick Draw, Ranged Attack 7, Teamwork

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

Powers
Armored Chassis: Protection 4 (+4 Toughness; Impervious)
Audio Sensors: Senses 3 (Analytical: Hearing, Extended: Hearing 1: x10, Ultra-hearing)
Comms: Radio Cosmic Communication 1 (Rapid, Subtle: encrypted)
Electromagnetic Impulse Assault Rifle (Easily Removable)
. . Blast: Damage 5 (DC 20; Increased Range: ranged, Multiattack, Subtle: subtle)
Interface: Comprehend 2 (Machines / Electronics)
Light Body Armor (Removable)
. . Protection: Protection 2 (+2 Toughness; Impervious)
Magnetic Foot Soles: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: to ferrous surfaces)
Olfactory Sensors: Senses 3 (Acute: Scent, Analytical: Scent, Extended: Scent 1: x10)
Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
Robot: Immunity 40 (Common Descriptor: Mental, Fortitude Effects)
Sensory Baffles: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Leaping: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour)
Twin Light Pistols: Damage 3 (DC 18; Increased Range: ranged, Multiattack)
Visual Sensors: Senses 9 (Analytical (Type): Vision, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Club, Flash-bang, Flashlight, Fragmentation Grenade, Knife, Mini-tracer, Restraints, Sleep Gas Grenade, Smoke Grenade, Stun Ammo, Tear Gas Grenade, Toolkit (Basic), Twin Light Pistols [Twin Light Pistols: Damage 3, DC 18; Increased Range: ranged, Multiattack]

Offense
Initiative +6
Blast: Damage 5, +9 (DC 20)
Club, +8 (DC 19)
Flash-bang, +9 (DC Dog/Fort 14)
Fragmentation Grenade, +9 (DC Dog 15)
Grab, +8 (DC Spec 12)
Knife, +8 (DC 18)
Sleep Gas Grenade, +9 (DC Dog/Fort 14)
Smoke Grenade, +9 (DC 19)
Tear Gas Grenade, +9 (DC Dog/Fort 14)
Throw, +9 (DC 17)
Twin Light Pistols: Damage 3, +9 (DC 18)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 6, Will 4

Power Points
Abilities 18 + Powers 94 + Advantages 36 + Skills 24 (48 ranks) + Defenses 10 = 182

The Metal Men are an experimental military unit developed for S.T.A.R. Labs by the young Doctor Will Magnus. They are prototype robotic infantry, intended to replace human soldiers with expendable robots in combat and survival situations. Each of them is codenamed with a metallic element and fulfils a different role in the modern infantry small unit. Their minds are as yet somewhat limited, they are very knowledgeable about their specific areas of expertise but find it hard to think outside of them. Will Magnus needs to be in constant communication with them to guide them on their missions or they tend to get confused and their unit cohesion falls apart. So far they are not suitable for mass production and deployment as they need a robotics and AI expert of Magnus calibre to operate them successfully.

Copper is the general purpose combat infantry fighter. She carries a range of weapons and is adaptable to most battle situations. She is meant principally for anti-insurgency operations, fighting in areas where there may be civilians and it is important to distinguish between enemy targets and non-combatants. Her form is very human-like, with a friendly female design that is meant to be non-threatening. At the same time she is a ruthlessly efficient warrior, expertly moving and gunning down targets.

The AI of the Metal Men is partially independent and she can formulate her own plans and opinions, even form personal attachments. Will has to handle the Metal Men very delicately, they cannot be ordered around like mindless machines, they need to be handled in many ways a lot like living human soldiers. Copper has a bubbly and rather cheeky personality, being fond of jokes and is something of a kleptomaniac, forever pinching any bits of equipment that catch her eye and are unattended for a moment. Army officers who expected a totally obedient machine are somewhat exasperated at the behavior of this robot warrior. It is rather odd for a human to see a being clearly made of metal lying on a bunk with her feet propped up laughing at a sitcom on TV. Soldiers often name and regard their robots as part of the squad, but having one pull up a chair and ask to be dealt in to the game and then spend the evening flirting with you is taking some getting used to.
Last edited by Gamebook on Mon Nov 04, 2019 9:47 pm, edited 1 time in total.

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

Post by Gamebook » Mon Sep 16, 2019 8:00 pm

Image

Gold - PL 7

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

Advantages
Contacts, Diehard, Eidetic Memory, Equipment 15, Fast Grab, Fearless, Improved Critical: Grab, Improved Critical: Heavy Pistol, Improved Initiative, Interpose, Leadership, Quick Draw, Ranged Attack 7, Teamwork, Well-informed

Skills
Acrobatics 4 (+6), Athletics 8 (+12), Insight 8 (+8), Investigation 8 (+8), Perception 8 (+8), Persuasion 4 (+4), Technology 4 (+4), Vehicles 8 (+10)

Powers
Armored Chassis: Protection 4 (+4 Toughness; Impervious)
Audio Sensors: Senses 3 (Analytical: Hearing, Extended: Hearing 1: x10, Ultra-hearing)
Comms: Radio Cosmic Communication 1 (Rapid, Subtle: encrypted)
Interface: Comprehend 2 (Machines / Electronics)
Light Body Armor (Removable)
. . Protection: Protection 2 (+2 Toughness; Impervious)
Magnetic Foot Soles: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: to ferrous surfaces)
Olfactory Sensors: Senses 3 (Acute: Scent, Analytical: Scent, Extended: Scent 1: x10)
Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
Robot: Immunity 40 (Common Descriptor: Mental, Fortitude Effects)
Sensory Baffles: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Leaping: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour)
Visual Sensors: Senses 9 (Analytical (Type): Vision, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Club, Concealable Microphone, Flash-bang, Flashlight, Handcuffs, Heavy Pistol, Mini-tracer, Multi-tool, Restraints, Sleep Gas Grenade, Smoke Grenade, Stun Ammo, Tear Gas Grenade

Offense
Initiative +6
Club, +8 (DC 21)
Flash-bang, +9 (DC Dog/Fort 14)
Grab, +8 (DC Spec 14)
Heavy Pistol, +9 (DC 19)
Sleep Gas Grenade, +9 (DC Dog/Fort 14)
Smoke Grenade, +9 (DC 19)
Tear Gas Grenade, +9 (DC Dog/Fort 14)
Throw, +9 (DC 19)
Unarmed, +8 (DC 19)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 6, Will 4

Power Points
Abilities 22 + Powers 84 + Advantages 35 + Skills 26 (52 ranks) + Defenses 10 = 177

Gold is a military police investigator, detecting crimes committed by and against military personnel. So far he has only been granted limited jurisdiction over human soldiers, he has to have a human detective along to sanction his investigative work. He is intended though mainly to police other Metal Men when they are more widely deployed and are more reliant on their own AI rather than being guided remotely by a human operator. Once AI reaches a certain level of sophistication it stops being computer-like and instead becomes far more human-like. Will reckons that crime and general misbehavior will be issues with robots of such sophistication and it will need their own kind to deal with it.

Gold has a cheerful but stern and persistent public-service demeanour. He gives orders and makes arrests with a big smile, which can turn quickly into an expression of grim regret if he encounters insolence and defiance. He is very strong and can readily handle almost any human, expertly cuffing them, though he is meant to be stronger than the average Metal Man warrior such as Copper or Mercury.
Last edited by Gamebook on Mon Nov 04, 2019 9:47 pm, edited 1 time in total.

Gamebook
Posts: 4867
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Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Sep 16, 2019 8:15 pm

Image

Iron - PL 8

Strength 6, Stamina -, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Diehard, Eidetic Memory, Evasion, Fearless, Improved Aim, Improved Critical: Electromagnetic Impulse Antimateriel Rifle, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 6, Startle

Skills
Acrobatics 4 (+6), Athletics 8 (+14), Intimidation 8 (+8), Perception 8 (+8), Sleight of Hand 4 (+6), Stealth 8 (+10), Technology 4 (+4), Vehicles 4 (+6)

Powers
Armored Chassis: Protection 8 (+8 Toughness; Impervious)
Audio Sensors: Senses 3 (Analytical: Hearing, Extended: Hearing 1: x10, Ultra-hearing)
Comms: Radio Cosmic Communication 1 (Rapid, Subtle: encrypted)
Electromagnetic Impulse Antimateriel Rifle (Easily Removable)
. . Blast: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Penetrating 8, Subtle: subtle)
Forearm Grapple Gun: Move Object 4 (800 lbs., DC 19; Custom: Tether, Damaging; Limited Direction: Towards)
. . Swing Line: Movement 1 (Alternate; Swinging)
Interface: Comprehend 2 (Machines / Electronics)
Magnetic Foot Soles: Movement 2 (Wall-crawling 2: full speed; Limited: to ferrous surfaces)
Olfactory Sensors: Senses 3 (Acute: Scent, Analytical: Scent, Extended: Scent 1: x10)
Piledriver Arms: Strength-based Damage 2 (DC 23)
Quickness: Quickness 1 (Perform routine tasks in -1 time ranks)
Robot: Immunity 40 (Common Descriptor: Mental, Fortitude Effects)
Sensory Baffles: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
Visual Sensors: Senses 9 (Analytical (Type): Vision, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Offense
Initiative +6
Blast: Damage 8, +8 (DC 23)
Forearm Grapple Gun: Move Object 4, +8 (DC 19)
Grab, +8 (DC Spec 16)
Piledriver Arms: Strength-based Damage 2, +8 (DC 23)
Throw, +8 (DC 21)
Unarmed, +8 (DC 21)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 119 + Advantages 17 + Skills 24 (48 ranks) + Defenses 10 = 196

Iron is the main combat unit of the Metal Men, a pure warrior whose only mission is to destroy. He is only really safe to deploy in free fire zones as his ability and inclination to recognize noncombatants is limited. Like the other Metal Men rather than being passively robotic he has a genuine personality, though in his case it is that of a macho gun nut. In battle he stomps along bellowing boasts and threats, contemptuous of enemy fire. His reaction to a threat is to charge it, even if it is half a mile away on the other side of a valley. Any visible enemy he spots he pauses to pick off with an expert shot.

Will derived Iron's personality from online FPS players, which is why he is such a good fighter while also being an obnoxious jerk. The other Metal Men robots dislike him and prefer to avoid him outside of combat. Iron has no interests other than fighting and when not engaged in actual combat spends all his time maintaining his weapons and equipment, or playing online simulation games of more combat, going by such charming usernames as 'prokiller666'. The army generals like him though as he is much more like their idea of what a robot warrior should be. They have learned not to let the press or civilians anywhere near him though as he is prone to making bloodthirsty statements and delivering graphically gruesome descriptions of the effects of his weapons on people he has killed.
Last edited by Gamebook on Mon Nov 04, 2019 9:48 pm, edited 1 time in total.

Gamebook
Posts: 4867
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

Post by Gamebook » Mon Sep 16, 2019 8:25 pm

Image

Lead - PL 8

Strength 7, Stamina -, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Diehard, Eidetic Memory, Equipment 1, Fearless, Interpose, Ranged Attack 4, Skill Mastery: Perception

Skills
Athletics 4 (+11), Perception 8 (+8), Persuasion 4 (+4), Technology 4 (+4), Vehicles 4 (+4)

Powers
Audio Sensors: Senses 3 (Analytical: Hearing, Extended: Hearing 1: x10, Ultra-hearing)
Comms: Radio Cosmic Communication 1 (Rapid, Subtle: encrypted)
Fire Resistant: Immunity 10 (Common Descriptor: Fire; Limited - Half Effect)
Interface: Comprehend 2 (Machines / Electronics)
Internal Hydraulic Jacks: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Magnetic Foot Soles: Movement 2 (Wall-crawling 2: full speed; Limited: to ferrous surfaces)
Olfactory Sensors: Senses 3 (Acute: Scent, Analytical: Scent, Extended: Scent 1: x10)
Reinforced Armored Chassis: Protection 10 (+10 Toughness; Impervious)
Robot: Immunity 40 (Common Descriptor: Mental, Fortitude Effects)
Sensory Baffles: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Shoulder Mounted Fire Retardant Sprayer: Cloud Area Nullify 5 (Counters: Fire, DC 15; Cloud Area: 15 feet radius sphere, DC 15, Effortless, Simultaneous)
Visual Sensors: Senses 9 (Analytical (Type): Vision, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultravision)

Equipment
Flashlight, Multi-tool

Offense
Initiative +0
Grab, +6 (DC Spec 17)
Shoulder Mounted Fire Retardant Sprayer: Cloud Area Nullify 5 (DC Will 15)
Throw, +4 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will 4

Power Points
Abilities 16 + Powers 117 + Advantages 10 + Skills 12 (24 ranks) + Defenses 10 = 165

Lead is an emergency rescue worker, intended to barge into burning or collapsing buildings to hold them up or evacuate the people in them. His chassis is strong enough to survive a building collapsing on him or the close proximity detonation of a powerful bomb. While large and imposing he has a friendly 'big guy' personality, always grinning and laughing loudly. He is the most robotic and least humanoid in form of the currently existing Metal Men, being more of a vehicle and unable to use human domestic structures. When not performing his emergency duties he works tirelessly in logistics, loading and unloading supplies. Ironically he is the Metal Man that humans find most comfortable to be around as his simple-minded personality and obviously mechanical nature does not provoke the feelings of the uncanny that the other Metal Man often do. Mass construction of units of his type has recently been greenlit, the first of the Metal Men to have production orders placed for them.
Last edited by Gamebook on Mon Nov 04, 2019 9:48 pm, edited 1 time in total.

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