Gamebook's builds: New for the New 52 part 4 Suicide Squad

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
hs5ias
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Re: Gamebook's builds: Webcomic builds - Sidekick Girl

Postby hs5ias » Sat Apr 12, 2014 1:41 pm

Image

Wolf - PL 9

Strength 7/3, Stamina 7/3, Agility 3, Dexterity 1, Fighting 10, Intellect 0, Awareness 3, Presence 2

Advantages
Defensive Attack, Defensive Roll, Evasion, Great Endurance, Improved Critical: Fangs: Strength-based Damage 1, Improved Initiative, Improved Trip, Power Attack, Startle, Takedown

Skills
Acrobatics 4 (+7), Athletics 8 (+15), Insight 4 (+7), Intimidation 8 (+10), Investigation 4 (+4), Perception 8 (+11), Sleight of Hand 4 (+5), Stealth 4 (+7), Technology 8 (+8), Vehicles 8 (+9)

Powers
Werewolf (Activation: Standard Action)
. . Enhanced Trait: Enhanced Trait 17 (Traits: Stamina +4 (+7), Strength +4 (+7), Advantages: Great Endurance)
. . Fangs: Strength-based Damage 1 (DC 23)
. . Regeneration: Regeneration 3 (Every 3.33 rounds)
. . Senses: Senses 6 (Acute: Scent, Extended: Scent 1: x10, Extended: Hearing 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Wolfman: Morph 1 (+20 Deception checks to disguise; Single form; Permanent)

Offense
Initiative +7
Fangs: Strength-based Damage 1, +10 (DC 23)
Grab, +10 (DC Spec 17)
Throw, +1 (DC 22)
Unarmed, +10 (DC 22)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 8/7, Will 7

Power Points
Abilities 50 + Powers 32 + Advantages 9 + Skills 30 (60 ranks) + Defenses 15 = 136

Partner in crimefighting to Myst, he is a big, scary man who becomes an even bigger and scarier werewolf. Characters like this are often more intimidating than other superheroes who objectively are far more powerful, because you don't know what they might do. Or rather you do, which is why they're frightening. He is a mechanic and a car enthusiast outside of chewing villains.

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Re: Gamebook's builds: Webcomic builds - Sidekick Girl

Postby hs5ias » Sat Apr 12, 2014 1:59 pm

Image

Poison - PL 10

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

Advantages
Agile Feint, Assessment, Defensive Roll 2, Equipment 2, Evasion, Hide in Plain Sight, Improved Critical: Sword, Improved Disarm, Improved Initiative, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 8, Takedown, Teamwork, Tracking, Trance

Skills
Acrobatics 8 (+12), Athletics 8 (+11), Insight 8 (+11), Intimidation 8 (+10), Investigation 4 (+5), Perception 8 (+11), Sleight of Hand 8 (+10), Stealth 8 (+12), Technology 4 (+5), Vehicles 4 (+6)

Powers
Mental Awareness: Senses 6 (Accurate: Mental, Acute: Mental, Awareness: Mental, Extended: Mental 1: x10, Radius: Mental)
Telekinesis
. . Force Field: Force Field 10 (+10 Toughness; Affects Others, Impervious)
. . Move Object: Move Object 10 (25 tons, DC 25; Damaging)
Telepathy
. . Communication: Mental Communication 5 (Subtle: encrypted)
. . Mind Reading: Mind Reading 10 (DC 20; Subtle: subtle)

Equipment
Brass Knuckles, Knife, Shuriken, Sword

Offense
Initiative +8
Brass Knuckles, +10 (DC 19)
Grab, +10 (DC Spec 13)
Knife, +10 (DC 19)
Mind Reading: Mind Reading 10 (DC Will 20)
Move Object: Move Object 10, +10 (DC 25)
Shuriken, +10 (DC 16)
Sword, +10 (DC 21)
Throw, +10 (DC 18)
Unarmed, +10 (DC 18)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 5/3, Will 8

Power Points
Abilities 56 + Powers 59 + Advantages 26 + Skills 34 (68 ranks) + Defenses 15 = 190

Poison is one half of the Ninja Twins. As well as being highly-trained ninjas they also have considerable superpowers. Their arc is brief and tragic in the comic, but as concepts they were too cool not to do.

Poison is a telepath and telekinetic. His codename? No idea, he doesn't use the stuff, I think he must have been just going for sounding cool and deadly. Having two sets of abilities makes him expensive by the standards of this comic.

As characters go they rather clash with the rest of the colourful, classical type superheroes that populate the rest of the comic. With their swords and background they look like killers.
Last edited by hs5ias on Sun Apr 13, 2014 4:40 am, edited 2 times in total.

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Re: Gamebook's builds: Webcomic builds - Sidekick Girl

Postby hs5ias » Sat Apr 12, 2014 2:06 pm

Image
Ricochet - PL 10

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

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 2, Equipment 2, Evasion 2, Hide in Plain Sight, Improved Critical 2: Sword, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Quick Draw, Ranged Attack 7, Redirect, Takedown 2, Teamwork, Tracking, Trance

Skills
Acrobatics 10 (+15), Athletics 8 (+10), Deception 8 (+9), Insight 8 (+12), Investigation 8 (+10), Perception 8 (+12), Persuasion 4 (+5), Sleight of Hand 8 (+11), Stealth 10 (+15), Technology 8 (+10), Vehicles 8 (+11)

Powers
Force Fields
. . Force Field: Cylinder Area Force Field 10 (+10 Toughness; Cylinder Area: 30 feet cylinder, Impervious, Selective)
. . Force Lifting: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, Selective)
. . Force Walls: Create 10 (Volume: 1000 cft., DC 20; Impervious, Movable)
. . Ricochet: Deflect 10 (Redirection, Reflect)

Equipment
Brass Knuckles, Knife, Shuriken, Sword

Offense
Initiative +9
Brass Knuckles, +12 (DC 18)
Force Lifting: Cylinder Area Move Object 10 (DC 20)
Grab, +12 (DC Spec 12)
Knife, +12 (DC 18)
Shuriken, +10 (DC 16)
Sword, +12 (DC 20)
Throw, +10 (DC 17)
Unarmed, +12 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 5/3, Will 10

Power Points
Abilities 64 + Powers 43 + Advantages 32 + Skills 44 (88 ranks) + Defenses 17 = 200

Poison's sister. She gets killed after a few posts, which is a tragic waste of a cool character, but then the comic is about Val not her (see Darth Maul for this phenomenon writ large). I've made her even more powerful and skilled than her brother in compensation. Her codename is actually appropriate to what she does.

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Re: Gamebook's builds: Webcomic builds - Sidekick Girl

Postby hs5ias » Sat Apr 12, 2014 2:19 pm

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Break - PL 10

Strength -1, Stamina 0, Agility 3, Dexterity 3, Fighting 5, Intellect 3, Awareness 2, Presence 0

Advantages
Defensive Roll, Improved Critical 4: Hit Structural Weakness: Damage 15, Improved Defense

Skills
Acrobatics 6 (+9), Athletics 4 (+3), Investigation 6 (+9), Perception 8 (+10), Sleight of Hand 4 (+7), Technology 6 (+9)

Powers
Break Attacks: Weaken 15 (Affects: Objects, Resisted by: Will, DC 25; Reaction 3: reaction)
Detect Structural Weakness: Senses 4 (Acute: Structural Weakness, Analytical: Structural Weakness, Detect: Structural Weakness 2: ranged)
Hit Structural Weakness: Damage 15 (DC 30, Advantages: Improved Critical 4; Penetrating 15; Limited: to objects)

Offense
Initiative +3
Break Attacks: Weaken 15, +5 (DC Will 25)
Grab, +5 (DC Spec 9)
Hit Structural Weakness: Damage 15, +5 (DC 30)
Throw, +3 (DC 14)
Unarmed, +5 (DC 14)

Languages
Native Language

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

Power Points
Abilities 30 + Powers 91 + Advantages 2 + Skills 17 (34 ranks) + Defenses 6 = 146

A very young superheroine, she looks to be in her early teens. She comes to town to destroy a giant robot built by her arch-foe, Maker, a character like Toyboy from the Freedom Universe. Her power is similar to that of Karnak of the Inhumans, she detects weakness, although in her case it is just for structural weaknesses in objects. With it though she can shear the leg off a humongous mecha with her hands.

Her Break Attacks power affects any attack that uses an object to hit her. Bullets fragment harmlessly, shells and bombs fail to detonate and spin away, clubs and swords break. A robot would fall to bits if it struck her. Using your fists would be the most effective method of attack, if you were enough of a heel to hit a little girl (many supervillains are of course).

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Re: Gamebook's builds: Webcomic builds - Sidekick Girl

Postby hs5ias » Sat Apr 12, 2014 2:32 pm

Image

Centerfuge - PL 12

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

Advantages
Attractive, Defensive Attack, Improved Initiative, Power Attack, Ranged Attack 6

Skills
Athletics 4 (+5), Insight 4 (+5), Intimidation 4 (+5), Perception 4 (+5), Persuasion 4 (+5), Ranged Combat: Torque Power 6 (+6)

Powers
Fling Away: Move Object 10 (25 tons; Reaction 3: reaction; Limited: to trip, Reduced Range: close)
Force Field: Force Field 12 (+12 Toughness)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Burrowing: Burrowing 6 (Alternate; Speed: 4 miles/hour, 60 feet/round)
Torque Power
. . Centrifuge: Cylinder Area Move Object 12 (100 tons, DC 27; Cylinder Area: 30 feet cylinder, Damaging)
. . Deflect: Cylinder Area Deflect 12 (Cylinder Area: 30 feet cylinder, Redirection, Reflect)
. . Dizziness: Cumulative Cylinder Area Affliction 12 (1st degree: Dazed, Hindered, 2nd degree: Stunned, Immobile, Resisted by: Will, DC 22; Cylinder Area: 30 feet cylinder, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Gyrate: Move Object 12 (100 tons, DC 27; Damaging, Increased Duration: continuous)

Offense
Initiative +6
Centrifuge: Cylinder Area Move Object 12 (DC 27)
Dizziness: Cumulative Cylinder Area Affliction 12 (DC Will 22)
Fling Away: Move Object 10, +6 (DC 20)
Grab, +6 (DC Spec 11)
Gyrate: Move Object 12, +12 (DC 27)
Throw, +6 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

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

Power Points
Abilities 30 + Powers 100 + Advantages 10 + Skills 13 (26 ranks) + Defenses 16 = 169


Champion - PL 12

Strength 14/1, Stamina 10/2, Agility 3, Dexterity 0, Fighting 10, Intellect 3, Awareness 2, Presence 2

Advantages
Agile Feint, Assessment, Attractive, Defensive Attack, Improved Aim, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 6

Skills
Acrobatics 8 (+11), Athletics 4 (+18), Deception 4 (+6), Insight 8 (+10), Investigation 8 (+11), Perception 4 (+6), Persuasion 8 (+10), Ranged Combat: Light Control 6 (+6), Sleight of Hand 4 (+4), Technology 4 (+7)

Powers
Enhanced Trait: Enhanced Trait 42 (Traits: Strength +13 (+14), Stamina +8 (+10))
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Immunity: Immunity 5 (Damage Effect: Light)
Light Control
. . Flash: Burst Area Dazzle 12 (Affects Sense: Visual, Resisted by: Fortitude, DC 22; Burst Area: 30 feet radius sphere)
. . Laser: Blast 12 (DC 27; Multiattack)
. . Lightburst: Burst Area Blast 12 (DC 27; Burst Area: 30 feet radius sphere)
Protection: Protection 4 (+4 Toughness; Impervious [8 extra ranks])

Offense
Initiative +7
Flash: Burst Area Dazzle 12 (DC Fort 22)
Grab, +10 (DC Spec 24)
Laser: Blast 12, +12 (DC 27)
Lightburst: Burst Area Blast 12 (DC 27)
Throw, +6 (DC 29)
Unarmed, +10 (DC 29)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 14, Toughness 14, Will 8

Power Points
Abilities 46 + Powers 121 + Advantages 14 + Skills 29 (58 ranks) + Defenses 17 = 227

Illumina's parents, two very powerful and prominent superheroes. Her mother I have made a flying brick with light projection powers, somewhat similar to Carol Danvers. Her father was a bit more effort, I based his powers around the ability to exert rotational force telekinetically. His Gyrate power was inspired by the spell Phandaal's Gyrator from the classic Jack Vance story 'Mazirian the Magician' from the Dying Earth anthology. It allows him to pick something up and spin it around really fast until centrifugal force tears it apart. It can make an opponent sick or kill them gruesomely.

Mack's parents arouse Val's ire by their shabby treatment of their daughter. They demand that she be a superhero, despite her not being cut out for the life (in the comic she has almost no superpowers). Mack had an older brother who was powerful but he died, and now she feels obligated by guilt to obey their wishes. The comic has become noticeably more sympathetic to Mack over time, when it started out she was portrayed as a bimbo who had everything handed to her while Val did all the work (Val still does all the work, but at least she is now shown to be a nice person in herself).

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Re: Gamebook's builds: Webcomic builds - Sidekick Girl

Postby hs5ias » Sun Apr 13, 2014 1:09 pm

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Atrocitus - PL 15

Strength 18/4, Stamina 10/4, Agility 4, Dexterity 3, Fighting 12, Intellect 6, Awareness 6, Presence 6

Advantages
All-out Attack, Daze (Intimidation), Diehard, Fearless, Improved Initiative, Power Attack, Ranged Attack 7, Ritualist, Startle

Skills
Athletics 4 (+22), Deception 4 (+10), Expertise: Magic 12 (+18), Insight 8 (+14), Intimidation 16 (+22), Investigation 8 (+14), Perception 4 (+10), Persuasion 4 (+10), Technology 12 (+18), Vehicles 4 (+7)

Powers
Red Power Ring (Removable (indestructible))
. . Burning Blood Vomit
. . . . Affliction: Progressive Cone Area Affliction 15 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 25; Cone Area: 60 feet cone, Progressive)
. . . . Damage: Burst Area Damage 6 (Linked; DC 21; Burst Area: 30 feet radius sphere, Reach (ranged) 12: 60 ft., Secondary Effect; Limited: if target dies of Weaken when transformed)
. . . . Damage: Cone Area Damage 15 (Linked; DC 30; Cone Area: 60 feet cone, Secondary Effect)
. . . . Weaken: Progressive Weaken 15 (Linked; Affects: Stamina, Resisted by: Will, DC 25; Progressive; Limited: if target is transformed)
. . Communication: Mental Communication 5
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Enhanced Trait: Enhanced Trait 40 (Traits: Strength +14 (+18), Stamina +6 (+10))
. . Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . Heartless: Immunity 2 (Critical Hits; Limited - Half Effect)
. . Immunity: Immunity 12 (Aging, Life Support, Sleep)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Nightmare Mind: Damage 10 (when subject to mental attacks, DC 25; Alternate Resistance: Will, Reaction 3: reaction)
. . Protection: Protection 8 (+8 Toughness; Impervious [8 extra ranks])
. . Regeneration: Regeneration 4 (Every 2.5 rounds, Advantages: Diehard; Persistent)
. . Senses: Senses 20 (Acute: Rage, Analytical (Type): Auditory, Analytical (Type): Visual, Analytical (Type): Rage, Awareness: Rage, Darkvision, Detect: Rage 2: ranged, Extended: Visual 3: x1k, Extended: Rage 3: x1k, Tracking: Rage 2: full speed)

Offense
Initiative +8
Affliction: Progressive Cone Area Affliction 15 (DC Will 25)
Damage: Burst Area Damage 6 (DC 21)
Damage: Cone Area Damage 15 (DC 30)
Grab, +12 (DC Spec 28)
Nightmare Mind: Damage 10, +12 (DC Will 25)
Throw, +10 (DC 33)
Unarmed, +12 (DC 33)
Weaken: Progressive Weaken 15, +12 (DC Will 25)

Complications
Compulsion: As a red lantern Atrocitus must constantly seek out those who are consumed by rage and turn them into red lanterns.
Power Loss: The power ring has a power charge which will gradually run down over time. The ring can only be recharged by consuming the blood of a red lantern.
Weakness: If Atrocitus ring is ever taken off his blood will cause him to explode.

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 14, Toughness 18, Will 16

Power Points
Abilities 90 + Powers 304 + Advantages 14 + Skills 38 (76 ranks) + Defenses 22 = 468

A random post now. I've been reading Red Lanterns, which is interesting but not as mad and violent as I'd hoped it would be. I've written up my own history and nature of the Red Lanterns. To go with my ideas here's my version of Atrocitus. I've made him as much of a monstrous terror as I can.

His Burning Blood Vomit I have colossally upgraded from the official writeup. As well as doing secondary effect damage, it also infects anyone who survives and tries to turn them into a red lantern. If they get turned into a red lantern their blood turns to superheated acid and begins to destroy them if they have any hate at all in their soul. Only if they are already utterly consumed by hatred will they survive unless they can shake off the effect. If a victim dies from the Weaken Stamina effect they explode in a shower of burning blood.
Last edited by hs5ias on Tue Apr 15, 2014 1:51 pm, edited 2 times in total.

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Re: Gamebook's builds: Red Lantern Atrocitus

Postby Thorpacolypse » Sun Apr 13, 2014 6:27 pm

Wow. That's a nasty Atrocitus. Very interesting take. Now you have to do a Dex-Starr! 8)
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Re: Gamebook's builds: Rage of the Red Lanterns

Postby hs5ias » Tue Apr 15, 2014 1:39 pm

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Bleez - PL 14

Strength 14/2, Stamina 10/2, Agility 6, Dexterity 3, Fighting 14, Intellect 4, Awareness 4, Presence 5

Advantages
Agile Feint, All-out Attack, Assessment, Attractive 2, Diehard, Evasion, Fast Grab, Fearless, Improved Initiative, Inspire 2, Power Attack, Ranged Attack 7, Ritualist, Skill Mastery: Deception, Startle, Taunt

Skills
Acrobatics 8 (+14), Athletics 4 (+18), Deception 12 (+17), Expertise: Magic 8 (+12), Insight 12 (+16), Intimidation 12 (+17), Investigation 8 (+12), Perception 4 (+8), Persuasion 12 (+17), Sleight of Hand 4 (+7), Stealth 4 (+10), Technology 4 (+8), Vehicles 4 (+7)

Powers
Red Power Ring (Removable (indestructible))
. . Blood Kiss: Progressive Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 24; Increased Duration 3: continuous, Insidious, Progressive; Grab-based)
. . . . Burning Blood Vomit
. . . . . . Damage: Cone Area Damage 14 (Linked; DC 29; Cone Area: 60 feet cone, Secondary Effect)
. . . . . . Weaken: Cone Area Weaken 14 (Linked; Affects: Awareness, Resisted by: Will, DC 24; Cone Area: 60 feet cone)
. . Communication: Mental Communication 5
. . Comprehend: Comprehend 5 (Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Enhanced Trait: Enhanced Trait 40 (Traits: Strength +12 (+14), Stamina +8 (+10))
. . Flight: Flight 13 (Speed: 16000 miles/hour, 30 miles/round)
. . Heartless: Immunity 2 (Critical Hits; Limited - Half Effect)
. . Immunity: Immunity 12 (Aging, Life Support, Sleep)
. . Movement: Movement 3 (Space Travel 3: other galaxies)
. . Protection: Protection 4 (+4 Toughness; Impervious [10 extra ranks])
. . Regeneration: Regeneration 4 (Every 2.5 rounds, Advantages: Diehard; Persistent)
. . Senses: Senses 17 (Acute: Rage, Analytical (Type): Auditory, Analytical (Type): Visual, Analytical (Type): Rage, Awareness: Rage, Darkvision, Detect: Rage 2: ranged, Extended: Visual 2: x100, Extended: Rage 2: x100, Tracking: Rage 1: -1 speed rank)

Offense
Initiative +10
Blood Kiss: Progressive Affliction 14, +14 (DC Will 24)
Damage: Cone Area Damage 14 (DC 29)
Grab, +14 (DC Spec 24)
Throw, +10 (DC 29)
Unarmed, +14 (DC 29)
Weaken: Cone Area Weaken 14 (DC Will 24)

Complications
Hatred: Bleez hates all existence. Nothing deserves to exist after what was done to her.
Power Loss: The power ring has a power charge which will gradually run down over time. The ring can only be recharged by consuming the blood of a red lantern.
Weakness: If Bleez ring is ever taken off her blood will cause her to explode.

Languages
Native Language

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

Power Points
Abilities 80 + Powers 186 + Advantages 23 + Skills 48 (96 ranks) + Defenses 22 = 359

Bleez is on a one woman crusade to destroy everything. After what happened to her she wants to burn the universe. She is not doing this by mindlessly attacking everything in her path. For all the power the red lantern grants her she knows that is just a route to a quick death. Instead she makes full use of her extraordinary looks and charm in combination with her powers as a red lantern.

Bleez will disguise herself as an exotic space princess and go to a world where power factions and militarism make it vulnerable to her. There she will insinuate herself into the corridors of power, often by becoming the mistress of the most powerful political leader. She will then transform these world leaders using her blood kiss. Those subject to it become irrationally aggressive and prone to hatred. Under her sway and their fracturing minds they will start wars and purges, tearing their society apart. Bleez will manipulate them in to waging massive wars that burn worlds and massacre entire populations. When the fighting has raged for years and the populace is crazed by trauma and desperation she will find individuals who have lost everything and been consumed by rage and hatred, and convert them into red lanterns.

With the societies she has corrupted now falling apart she will reveal herself openly, taking her new red lanterns on a rampage of destruction, slaughtering and burning whatever remains. At the end most of the new red lanterns will die, destroyed by the expiation of their rage or their own weakness in feeling other emotions like disgust, pity or regret. Bleez will gorge herself on their blood as their will weakens and their burning blood runs out of control and explodes them. Fully charged and her rage renewed she will move on.

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Re: Gamebook's builds: Super! The Guild of Guardians

Postby hs5ias » Fri Apr 18, 2014 11:42 am

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Diamondback - PL 11

Strength 13, Stamina 3, Agility 2, Dexterity 0, Fighting 9, Intellect 1, Awareness 1, Presence 2

Advantages
All-out Attack, Daze (Intimidation), Diehard, Improved Smash, Interpose, Leadership, Power Attack, Ranged Attack 4

Skills
Athletics 8 (+21), Insight 4 (+5), Intimidation 8 (+10), Perception 4 (+5), Persuasion 4 (+6)

Powers
Diamond Body (Activation: Move Action)
. . Enhanced Ability: Enhanced Strength 10 (+10 STR)
. . Immunity: Immunity 10 (Life Support)
. . Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Protection: Protection 10 (+10 Toughness; Impervious)
. . Refraction: Immunity 10 (Common Descriptor: Light)

Offense
Initiative +2
Grab, +9 (DC Spec 23)
Throw, +4 (DC 28)
Unarmed, +9 (DC 28)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 13, Will 5

Power Points
Abilities 42 + Powers 63 + Advantages 11 + Skills 14 (28 ranks) + Defenses 15 = 145

Some more builds from Super!. I was going to hold out for a few more issues before doing more builds from this series as its only up to issue 3, but issue 4 is taking ages to come out and I've lost patience.

The G-o-G characters here were seen in the background in earlier issues, such as drinking in a bar full of supers. We encounter them laying down some rather excessive justice on a minor villain. There's only one really good pic of the team so I'll just point out who is who.

Diamondback is the team leader, the diamond woman front and centre. She's mostly just a brick, stomping along. I've given her the ability to scatter light-based attacks harmlessly from her body, but she hasn't demonstrated Prism's ability to focus light into an attack. For a woman she is very muscular so I've given her a high strength in her human form (I assume she is an alternate former). Like all characters in this comic she uses rather salty language.
Last edited by hs5ias on Fri Apr 18, 2014 12:26 pm, edited 2 times in total.

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Re: Gamebook's builds: Super! The Guild of Guardians

Postby hs5ias » Fri Apr 18, 2014 11:57 am

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El Fantasmo - PL 10

Strength 2, Stamina 3, Agility 4, Dexterity 1, Fighting 11, Intellect 0, Awareness 2, Presence 2

Advantages
Defensive Attack, Defensive Roll 2, Evasion, Improved Critical: Unarmed, Improved Disarm, Improved Initiative, Power Attack, Ranged Attack 4, Startle

Skills
Acrobatics 8 (+12), Athletics 8 (+10), Insight 8 (+10), Intimidation 8 (+10), Perception 8 (+10), Sleight of Hand 4 (+5), Stealth 8 (+12)

Powers
Fear: Perception Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 20; Perception Area: Sight, Reaction 3: reaction; Limited Degree)

Offense
Initiative +8
Fear: Perception Area Affliction 10 (DC Will 20)
Grab, +11 (DC Spec 12)
Throw, +5 (DC 17)
Unarmed, +11 (DC 17)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 5/3, Will 8

Power Points
Abilities 50 + Powers 40 + Advantages 13 + Skills 26 (52 ranks) + Defenses 17 = 146

The guy in a Latin-style skeleton costume. I've given him bad-ass normal acrobatic fighter skills, coupled with a perception area fear effect that works as a reaction, so any enemies fighting him will constantly be testing Will defense.
Last edited by hs5ias on Fri Apr 18, 2014 12:29 pm, edited 2 times in total.

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Re: Gamebook's builds: Super! The Guild of Guardians

Postby hs5ias » Fri Apr 18, 2014 12:02 pm

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Hardkore - PL 9

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

Advantages
All-out Attack, Diehard, Improved Smash, Power Attack, Ranged Attack 2, Takedown

Skills
Acrobatics 8 (+11), Athletics 8 (+17), Deception 4 (+6), Insight 4 (+5), Intimidation 8 (+10), Investigation 8 (+8), Perception 4 (+5), Ranged Combat: Throw 4 (+4), Sleight of Hand 4 (+4), Stealth 4 (+7)

Powers
Enhanced Trait: Enhanced Trait 32 (Traits: Strength +8 (+9), Stamina +8 (+9))
Immortality: Immortality 2 (Return after 1 week)
Immunity: Immunity 15 (Fatigue Effects, Life Support)
Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Speed: Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)
Regeneration: Regeneration 5 (Every 2 rounds, Advantages: Diehard)

Offense
Initiative +3
Grab, +9 (DC Spec 19)
Throw, +6 (DC 24)
Unarmed, +9 (DC 24)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 13, Toughness 9, Will 5

Power Points
Abilities 34 + Powers 61 + Advantages 6 + Skills 28 (56 ranks) + Defenses 14 = 143

This is the punk girl on the far right. She doesn't demonstrate any particular powers apart from punching. I've made her a Wolverine type, limited enhanced physicality but strong regeneration. Given her name my concept is that her schtick is that she can tough her way through anything.

hs5ias
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Re: Gamebook's builds: Super! The Guild of Guardians

Postby hs5ias » Fri Apr 18, 2014 12:09 pm

Image

Jungle Girl - PL 7

Strength 2, Stamina 2, Agility 5, Dexterity 2, Fighting 10, Intellect 0, Awareness 3, Presence 1

Advantages
Agile Feint, Defensive Attack, Defensive Roll 2, Equipment 2, Great Endurance, Improved Trip, Move-by Action, Power Attack, Ranged Attack 7, Tracking

Skills
Acrobatics 12 (+17), Athletics 8 (+10), Insight 4 (+7), Intimidation 4 (+5), Investigation 4 (+4), Perception 8 (+11), Sleight of Hand 4 (+6), Stealth 8 (+13)

Equipment
Weapons (Knife, Whip)

Offense
Initiative +5
Grab, +10 (DC Spec 12)
Knife, +10 (DC 18)
Throw, +9 (DC 17)
Unarmed, +10 (DC 17)
Whip, +10 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 4/2, Will 7

Power Points
Abilities 50 + Powers 0 + Advantages 18 + Skills 26 (52 ranks) + Defenses 13 = 107

Just a straight-up bikini jungle girl. No explanation as yet as to what she is doing in the city.

hs5ias
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Re: Gamebook's builds: Super! The Guild of Guardians

Postby hs5ias » Fri Apr 18, 2014 12:13 pm

Image

Shell Shock - PL 9

Strength 6, Stamina 0, Agility 1, Dexterity 2, Fighting 6, Intellect 5, Awareness 0, Presence 0

Advantages
Diehard, Improved Aim, Inventor, Ranged Attack 7, Teamwork, Tracking

Skills
Athletics 4 (+10), Expertise: Science 6 (+11), Perception 4 (+4), Sleight of Hand 4 (+6), Technology 10 (+15), Vehicles 8 (+10)

Powers
Battlesuit (Removable)
. . Armor Plate: Protection 8 (+8 Toughness; Impervious)
. . Communication: Radio Communication 3 (Subtle: encrypted)
. . Enhanced Trait: Enhanced Trait 3 (Advantages: Diehard, Improved Aim, Tracking)
. . Sealed: Immunity 9 (Disease, Enviromental Conditions (All), Poison, Suffocation (All))
. . Sensors: Senses 5 (Extended: Visual 2: x100, Infravision, Low-light Vision, Radio)
. . Servos: Enhanced Strength 6 (+6 STR)
. . Vector Jets: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Weapons
. . . . Grenade: Burst Area Blast 6 (DC 21; Burst Area: 30 feet radius sphere)
. . . . Laser: Blast 9 (DC 24)
. . . . Micro-Missile: Blast 7 (DC 22; Extended Range 3, Homing: 1 extra attempt)
. . . . Pulsers: Blast 6 (DC 21; Multiattack)

Offense
Initiative +1
Grab, +6 (DC Spec 16)
Grenade: Burst Area Blast 6 (DC 21)
Laser: Blast 9, +9 (DC 24)
Micro-Missile: Blast 7, +9 (DC 22)
Pulsers: Blast 6, +9 (DC 21)
Throw, +9 (DC 21)
Unarmed, +6 (DC 21)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 3, Toughness 8, Will 4

Power Points
Abilities 28 + Powers 76 + Advantages 9 + Skills 18 (36 ranks) + Defenses 14 = 145

The battlesuit on the far left. I haven't made this team too powerful, they seem to be a bunch of young heroes, not some of the big names. A fairly standard battlesuit wearer. My concept is that she is a young woman and this suit is an early effort so not that powerful.

hs5ias
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Re: Gamebook's builds: Super! The Guild of Guardians

Postby hs5ias » Fri Apr 18, 2014 12:17 pm

Image

Tsunami - PL 9

Strength 9/4, Stamina 9/4, Agility 1, Dexterity 0, Fighting 7, Intellect 0, Awareness 1, Presence 0

Advantages
Power Attack, Ranged Attack 2, Teamwork

Skills
Athletics 8 (+17), Intimidation 8 (+8), Perception 4 (+5), Ranged Combat: Throw 2 (+2)

Powers
Enhanced Trait: Enhanced Trait 20 (Traits: Strength +5 (+9), Stamina +5 (+9))
Immunity: Immunity 1 (Suffocation: Drowning)
Insubstantial: Insubstantial 1 (Fluid; Precise)
Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
Tidal Body (Cylinder Area: 30 feet cylinder, Selective)
Tsunami: Cone Area Element Control 10 (Element: Water, 25 tons; Cone Area: 60 feet cone)
. . Tidal Control: Element Control 1 (Alternate; Element: Water, 12500 ktons; Increased Mass 28)

Offense
Initiative +1
Grab, +7 (DC Spec 19)
Throw, +4 (DC 24)
Unarmed, +7 (DC 24)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 13, Toughness 9, Will 4

Power Points
Abilities 34 + Powers 82 + Advantages 4 + Skills 11 (22 ranks) + Defenses 13 = 144

A man of living water. Fights by flooding over enemies, giving him a selective area to his Strength ability. He can also control the movement of water. The Tidal Control ability allows him to control vast bodies of water, generating or turning back things like a tsunami.

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Re: Gamebook's builds: The White Rabbit

Postby hs5ias » Sat Apr 19, 2014 11:59 pm

Image

White Rabbit, The - PL 5

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

Advantages
Attractive, Fascinate (Persuasion), Skill Mastery: Deception

Skills
Athletics 2 (+2), Deception 8 (+11), Expertise (PRE): Acting 8 (+11), Insight 8 (+11), Investigation 8 (+10), Perception 2 (+5), Persuasion 8 (+11)

Powers
The White Rabbit
. . Illusion: Illusion 10 (Linked; Affects: All Sense Types, Area: 1000 cft., DC 20; Independent; Limited: to the White Rabbit)
. . Move Object: Move Object 1 (Linked; 100 lbs.; Increased Range: perception, Precise; Limited: through the White Rabbit illusion)
. . Remote Sensing: Remote Sensing 12 (Linked; Affects: All Types, Range: 16 miles; Simultaneous, Subtle: DC 20+rank; Custom: through the White Rabbit illusion)

Offense
Initiative +1
Grab, +2 (DC Spec 10)
Move Object: Move Object 1 (DC 11)
Throw, +1 (DC 15)
Unarmed, +2 (DC 15)

Languages
Native Language

Defense
Dodge 3, Parry 2, Fortitude 2, Toughness 0, Will 8

Power Points
Abilities 24 + Powers 114 + Advantages 3 + Skills 22 (44 ranks) + Defenses 9 = 172

A new 'villain' created for the New 52 for Batman. Exactly what her motivations are remain unclear, though Poison Ivy said that she works for money. After her initial early run in Batman The Dark Knight she has only ever appeared in background scenes punching people. I think she may actually be a secret ally of Batman, since she subtly betrays her employers to him.

Her method is to tease Batman and lure him into chasing her, she then leads him to whichever member of his rogues gallery wants to confront him. Despite the extraordinary outfit she wears she has no trouble keeping ahead of a very fit man in a combat suit over rough terrain. She has also demonstrated the power to teleport a small object into the cockpit of the batplane while it is in flight.

At the end of her first arc we find that she is some sort of alter ego of another woman who looks quite different. Given the dreamlike quality of the White Rabbit I have decided that she is a psychic projection. Batman cannot catch her because he is chasing something unreal. It is a very elaborate illusion, synthesised from several effects. The remote sensing power allows her creator to operate the illusion from across the city as though she were there while also being able to act normally, the illusion seems completely real and is a free action to use, and the precise move object gives it the ability to interact with the physical world. This runs up to an eye-poppingly expensive power, but cost doesn't matter for an NPC and it's a low-key power.


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