Gamebook's builds (hs5ias new thread)

Where in all of your character write ups will go.
Gamebook
Posts: 4790
Joined: Mon Nov 07, 2016 7:34 am

Re: Gamebook's builds (hs5ias new thread)

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

Image

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.

Gamebook
Posts: 4790
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

Image

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.

Gamebook
Posts: 4790
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

Image

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.

Gamebook
Posts: 4790
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 ampng 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.

Gamebook
Posts: 4790
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.

Gamebook
Posts: 4790
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.

Gamebook
Posts: 4790
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 curcumstances 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, apparerently 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.

Jabroniville
Posts: 11766
Joined: Fri Nov 04, 2016 8:05 pm

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
Posts: 4790
Joined: Mon Nov 07, 2016 7:34 am

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.

Post Reply