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

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hs5ias
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Re: Gamebook's builds: Critter Universe

Postby hs5ias » Mon Apr 21, 2014 9:03 am

Image
Tidepool - PL 12

Strength 14, Stamina -, Agility 2, Dexterity 0, Fighting 10, Intellect 5, Awareness 5, Presence 4

Advantages
All-out Attack, Chokehold, Daze (Intimidation), Diehard, Eidetic Memory, Fast Grab, Improved Critical: Grab, Improved Grab, Improved Hold, Improved Initiative, Inventor, Power Attack, Ranged Attack, Startle

Skills
Acrobatics 4 (+6), Athletics 4 (+18), Deception 4 (+8), Expertise: Science 8 (+13), Insight 4 (+9), Intimidation 12 (+18), Investigation 8 (+13), Perception 8 (+13), Stealth 4 (+2), Technology 12 (+17)

Powers
Armoured Shell: Protection 16 (+16 Toughness; Impervious)
Chum Vomit: Cone Area Snare 12 (DC 22; Cone Area: 60 feet cone)
. . Marine Subjugation: Burst Area Mind Control 12 (Alternate; DC 22; Burst Area: 30 feet radius sphere; Limited: to marine life)
. . Teleportals: Teleport 12 (Alternate; Carry 50 lbs.; Extended: 4000 miles in 2 move actions, Portal; Limited to Extended)
Duplication: Duplication 10 (Controlled, Horde, Mental Link, Multiple Minions 2: 4 minions)
Growth: Growth 4 (+4 STR, +4 Tough, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
Immortality: Immortality 10 (Return after 1 hour)
Immunity: Immunity 30 (Fortitude Effects)
Senses: Senses 7 (Acute: Scent, Extended: Scent 2: x100, Low-light Vision, Ranged: Touch, Tracking: Scent 2: full speed)
Swimming: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
Telepathy: Mental Area Communication 4 (Area, Subtle: encrypted; Limited: to marine life)

Offense
Initiative +6
Chum Vomit: Cone Area Snare 12 (DC Dog 22)
Grab, +10 (DC Spec 24)
Marine Subjugation: Burst Area Mind Control 12 (DC Will 22)
Throw, +1 (DC 29)
Unarmed, +10 (DC 29)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 16, Will 12

Power Points
Abilities 62 + Powers 264 + Advantages 14 + Skills 34 (68 ranks) + Defenses 19 = 393

The big bad of the first major conflict arc, High Tide. An evil spirit of some sort that inhabits suits of armour, he appears early on in Critter's career and takes some time and literally the entire superhero community to defeat. He's like Ocean Master crossed with Darkseid.

The comic does a good job of putting Cassie in context. In the setting there are lots of superheroes, operating all over the country. Cassie is good, but is just one of many and it takes a real joint effort to win. We see some of the other heroes during the climax of the arc, and its interesting to see how the heroes are themed to their locations, with the dark vigilantes of New York being all guns and blades in comparison to the brightly coloured heroes of LA and Florida or the cowboy styled heroes from Texas.
Last edited by hs5ias on Tue Apr 22, 2014 11:44 am, edited 1 time in total.

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Re: Gamebook's builds: Critter Universe

Postby hs5ias » Mon Apr 21, 2014 9:14 am

Image

Yellowjacket - PL 10

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

Advantages
Defensive Roll 2, Evasion, Improved Critical: Damage: Strength-based Damage 2, Improved Initiative, Power Attack, Ranged Attack 4, Startle

Skills
Acrobatics 6 (+9), Athletics 6 (+14), Deception 4 (+7), Insight 4 (+6), Intimidation 6 (+9), Perception 6 (+8), Ranged Combat: Damage: Strength-based Damage 2 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+7)

Powers
Body Spikes
. . Damage: Strength-based Damage 2 (DC 25, Advantages: Improved Critical; Secondary Effect)
. . Damage: Strength-based Damage 2 (DC 25; Increased Range: ranged, Multiattack)
Body Spines: Damage 3 (DC 18; Reaction 3: reaction, Secondary Effect)
Enhanced Trait: Enhanced Trait 16 (Traits: Strength +4 (+8), Stamina +4 (+8))
Regeneration: Regeneration 5 (Every 2 rounds)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Leaping: Leaping 1 (Alternate; Leap 15 feet at 4 miles/hour)

Offense
Initiative +7
Body Spines: Damage 3, +10 (DC 18)
Damage: Strength-based Damage 2, +10 (DC 25)
Damage: Strength-based Damage 2, +10 (DC 25)
Grab, +10 (DC Spec 18)
Throw, +6 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

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

Power Points
Abilities 56 + Powers 45 + Advantages 10 + Skills 22 (44 ranks) + Defenses 17 = 150

A rather loopy villain who wanders the city back-alleys, muttering to himself and occasionally murdering people. He can extrude spikes from his body, and uses them with sadistic glee. After an encounter with Critter he rather fixates on her and follows her around in order to randomly attack her. A real creep.

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Re: Gamebook's builds: Critter Universe

Postby scc » Mon Apr 21, 2014 3:14 pm

The Critter universe looks like they have fun characters. I noticed many of them have super-strength. Looking forward to more.

hs5ias
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Re: Gamebook's builds: Critter Universe

Postby hs5ias » Mon Apr 21, 2014 11:37 pm

Image

Sahira - PL 4

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

Advantages
Attractive, Fascinate (Persuasion)

Skills
Expertise: Science 6 (+9), Insight 6 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+6)

Powers
Power Mimicry: Variable 10

Offense
Initiative +0
Grab, +4 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

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

Power Points
Abilities 26 + Powers 70 + Advantages 2 + Skills 11 (22 ranks) + Defenses 9 = 118

Heather's best friend and long-standing room-mate, Sahira is a fellow biology student. Unlike pre-infusion chamber Heather, Sahira is sexy and outgoing. Heather's transformation into Spinnerette makes her deeply concerned about her friend's well-being, even as she reluctantly helps her out by covering for her and making her costumes and disguises. She is also concerned about Heather's life in general, in particular trying to help her with the disaster that is her love life.

After a few chapters we find that, for still unexplained reasons, Sahira also has superpowers. She mimics the powers of anyone she touches, regardless of what they are. She can pick up powers even through gloves. Even contact with something that another person has touched is enough, she can mimic Spinnerette's powers by simply hugging Heather's favourite plush toy.

Unlike Heather Sahira does not want to be a superhero and only rarely has ever done anything superheroic in all the chapters since. She could easily be one however as her power is really quite potent, she can mimic any type of power, being able to emulate Spinnerette or Greta Gravity's science-based powers and Tiger and London's mystical powers. She can also acquire multiple power sets at the same time, on one occasion having the powers of Spinnerette, Tiger and London at the same time.

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Re: Gamebook's builds: Critter Universe

Postby hs5ias » Mon Apr 21, 2014 11:45 pm

Image

Benjamin Franklin - PL 8

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

Advantages
Benefit, Security Clearance 3: Head of the A.S.A., Connected, Contacts, Extraordinary Effort, Inspire 2, Inventor, Leadership, Luck 3, Ranged Attack 7

Skills
Athletics 4 (+5), Deception 4 (+7), Expertise: Science 12 (+18), Insight 8 (+11), Investigation 8 (+14), Perception 4 (+7), Persuasion 8 (+11), Technology 8 (+14), Vehicles 4 (+7)

Powers
Immunity: Immunity 100 (Custom: Harm 100)

Offense
Initiative +0
Grab, +6 (DC Spec 11)
Throw, +10 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 5, Toughness 2, Will 10

Power Points
Abilities 48 + Powers 100 + Advantages 20 + Skills 30 (60 ranks) + Defenses 16 = 214

This is not a hero who has styled himself on Benjamin Franklin but the actual Benjamin Franklin, pulled forward in time. Being a man of extraordinary talent he adapted quickly to the 21st century and has become the head of the American Superhero Association. He is destined to go back in time to where he left and live out the rest of his life according to the history books. This means that he cannot die in this time, so the universe does not allow any harm to come to him. No form of attack can possibly hurt him, they all inexplicably fail at some point.

He is a supporting character in the comic, usually seen on a monitor screen. He can be stern but is genuinely protective of his heroes, providing support and training to Mecha-Maid and Spinnerette.

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Re: Gamebook's builds: New for the New 52 part 1

Postby hs5ias » Sat Apr 26, 2014 2:04 am

Image

Anguish - PL 10

Strength 15/0, Stamina 12/1, Agility 2, Dexterity 1, Fighting 5, Intellect 1, Awareness 0, Presence 1

Advantages
All-out Attack, Power Attack, Ranged Attack 2

Skills
Athletics 4 (+19), Deception 4 (+5), Intimidation 4 (+5)

Powers
Concealment: Concealment 10 (All Senses; Passive)
Enhanced Trait: Enhanced Trait 52 (Traits: Strength +15 (+15), Stamina +11 (+12))
Immunity: Immunity 10 (Life Support)
Insubstantial: Insubstantial 4 (Incorporeal; Precise, Subtle 2: looks normal)
Protection: Protection 3 (+3 Toughness; Impervious [9 extra ranks])
Senses: Senses 3 (Darkvision, Extended: Vision 1: x10)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)

Offense
Initiative +2
Grab, +5 (DC Spec 25)
Throw, +3 (DC 30)
Unarmed, +5 (DC 30)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 15, Toughness 15, Will 2

Power Points
Abilities 22 + Powers 118 + Advantages 4 + Skills 6 (12 ranks) + Defenses 8 = 158

The New 52 has seen a number of new characters. Most of them are of course monsters that get destroyed by the heroes, plot devices rather than personalities. There are some that have some story and characterisation who we may see again, so I thought I'd trawl through and post up some of those that caught my attention.

Starting with the Superman titles, here is Anguish, a young woman who randomly gained superpowers and is on the rampage. Like many Superman opponents she is very powerful and has a power set designed to allow her to not be flattened by the Man of Steel in 0.5 of a second. Her other skills and attributes are low though as this is her first adventure. She's reckless and damaged, destroying and threatening in her fury, but by the end of her appearance Superman has already had a calming influence on her by listening to her and talking to her.

Note: Originally she was supposed to be called Masochist, but they changed it. I suppose superhero comics are already fetishy enough.
Last edited by hs5ias on Sat Apr 26, 2014 4:57 am, edited 2 times in total.

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Re: Gamebook's builds: New for the New 52 part 1

Postby hs5ias » Sat Apr 26, 2014 2:14 am

Image

Traveler - PL 15

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

Advantages
Agile Feint, Assessment, Defensive Roll 2, Eidetic Memory, Evasion 2, Improved Critical 2: Punch Knives: Strength-based Damage 6, Improved Disarm, Improved Grab, Improved Initiative, Inventor, Move-by Action, Power Attack, Ranged Attack 8, Trance

Skills
Acrobatics 8 (+12), Athletics 8 (+20), Expertise: Science 8 (+12), Insight 8 (+12), Investigation 8 (+12), Perception 8 (+12), Sleight of Hand 8 (+12), Stealth 8 (+12), Technology 8 (+12)

Powers
Helmet (Removable)
. . Immunity: Immunity 2 (Suffocation (All))
. . Senses: Senses 8 (Darkvision, Extended: Vision 2: x100, Infravision, Radio, Tracking: Vision 2: full speed)
Immunity: Immunity 1 (Aging)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . Leaping: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)
Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Universal Translator (Removable)
. . Comprehend: Comprehend 2 (Languages - Understand All, Languages - You're Understood; Affects Others)
Weapons (Removable)
. . Punch Knives: Strength-based Damage 6 (DC 33; Penetrating 20)
. . Shuriken: Blast 14 (DC 29; Multiattack, Penetrating 12)
. . Thermal Detonator: Blast 18 (DC 33; Penetrating 18)

Offense
Initiative +8
Grab, +12 (DC Spec 22)
Punch Knives: Strength-based Damage 6, +12 (DC 33)
Shuriken: Blast 14, +12 (DC 29)
Thermal Detonator: Blast 18, +12 (DC 33)
Throw, +12 (DC 27)
Unarmed, +12 (DC 27)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 14, Toughness 12/10, Will 10

Power Points
Abilities 104 + Powers 133 + Advantages 23 + Skills 36 (72 ranks) + Defenses 18 = 314

An alien warrior/hunter pulled into our dimension by ill-advised Russian scientists. He goes on the rampage to defend himself against those trying to capture him and to gain the resources to build a portal to his home dimension. A skilful warrior with weapons powerful enough to stun even Superman, he regards the death and destruction he causes as self-defense against those who attacked him.

In the New 52 Superman does seem to spend a lot of time fighting against beings and creatures from other timelines and dimensions, who are variously refugees, would-be conquerors or just people who want to kill him. I suppose creating a lot of Earthbound villains who could challenge Superman would strain credulity even for comics.

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Re: Gamebook's builds: New for the New 52 part 1

Postby hs5ias » Sat Apr 26, 2014 2:18 am

Image

Queen Lourdes, Lady of the Pax Galactica - PL 14

Strength 8, Stamina 6, Agility 7, Dexterity 5, Fighting 13, Intellect 4, Awareness 4, Presence 3

Advantages
All-out Attack, Assessment, Attractive, Defensive Roll, Diehard, Evasion, Improved Critical: Enchanted Blade, Improved Initiative, Inspire, Move-by Action, Power Attack, Ranged Attack 8, Ritualist

Skills
Acrobatics 8 (+15), Athletics 8 (+16), Expertise: Magic 8 (+12), Insight 8 (+12), Intimidation 8 (+11), Investigation 8 (+12), Perception 8 (+12), Persuasion 8 (+11), Sleight of Hand 4 (+9), Stealth 4 (+11), Treatment 4 (+8)

Powers
Enchanted Blade (Easily Removable)
. . Damage: Damage 15 (DC 30; Penetrating 15)
. . . . Blast: Blast 10 (Alternate; DC 25; Multiattack)
. . . . Blast: Blast 15 (Alternate; DC 30)
. . . . Blast: Burst Area Blast 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere)
. . Movement: Movement 2 (Space Travel 2: other solar systems)
Knight Armour (Removable)
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 6 (+6 Toughness; Impervious [8 extra ranks])

Offense
Initiative +11
Blast: Blast 10, +13 (DC 25)
Blast: Blast 15, +13 (DC 30)
Blast: Burst Area Blast 10 (DC 25)
Damage: Damage 15, +13 (DC 30)
Grab, +13 (DC Spec 18)
Throw, +13 (DC 23)
Unarmed, +13 (DC 23)

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 10, Toughness 13/12, Will 12

Power Points
Abilities 100 + Powers 63 + Advantages 20 + Skills 38 (76 ranks) + Defenses 18 = 239

Leader of a small group of magic space knights Superman encounters fighting a huge monster on the moon. After the usual initial misunderstanding and fighting they work together and Superman kills the monster. Having fulfilled their quest for them Queen Lourdes and her knights promptly all swear eternal servitude to Superman. He just tells them to go home. Plenty of potential for them to reappear to either help Superman or ask for his aid.

We see enough of the knights to know that they are very powerful and their powers are magical in nature. I've made Lourdes the best fighter of the group with the widest array of skills and advantages. Her knights are fanatically devoted to her, expressing outrage at Superman talking to her or daring to lay hands on her, despite them treating Clark like he is their prisoner or slave. Once Superman knocks some respect into them she drops her privileged majesty routine. If Wonder Woman ever meets her they'll either become good friends immediately or fur will fly.
Last edited by hs5ias on Sun Apr 27, 2014 10:54 am, edited 1 time in total.

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Re: Gamebook's builds: New for the New 52 part 1

Postby hs5ias » Sat Apr 26, 2014 2:39 am

Image

Straith, First Knight of the Pax Galactica - PL 13

Strength 14, Stamina 8, Agility 2, Dexterity 2, Fighting 10, Intellect 2, Awareness 3, Presence 2

Advantages
All-out Attack, Daze (Intimidation), Diehard, Improved Smash, Power Attack, Ranged Attack 8, Ritualist

Skills
Acrobatics 4 (+6), Athletics 8 (+22), Expertise: Magic 4 (+6), Intimidation 8 (+10), Perception 8 (+11)

Powers
Knight Armour (Removable)
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 6 (+6 Toughness; Impervious [8 extra ranks])
Nova-Slammer (Easily Removable)
. . Damage: Damage 15 (DC 30; Penetrating 15)
. . . . Blast: Blast 10 (Alternate; DC 25; Multiattack)
. . . . Blast: Blast 15 (Alternate; DC 30)
. . . . Blast: Burst Area Blast 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere)
. . Movement: Movement 2 (Space Travel 2: other solar systems)

Offense
Initiative +2
Blast: Blast 10, +10 (DC 25)
Blast: Blast 15, +10 (DC 30)
Blast: Burst Area Blast 10 (DC 25)
Damage: Damage 15, +10 (DC 30)
Grab, +10 (DC Spec 24)
Throw, +10 (DC 29)
Unarmed, +10 (DC 29)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 14, Will 9

Power Points
Abilities 86 + Powers 63 + Advantages 14 + Skills 16 (32 ranks) + Defenses 18 = 197

Lourdes top man, possibly a relative of hers as he is of the same species. He's bombastic and boastful with that butchered olde english style of speaking, the sort of character that typically wields a version of Mjolnir in the Marvel universe. Superman tries to talk him but at first he is too proud and disdainful to see Superman as anything than some local peasant.

I've made him the most physically powerful of the knights, able to affect Superman with a punch, though once Superman starts fighting in earnest he is no match for him. All the knights rely heavily on their enchanted weapons for their firepower, their PL drops by 1 or 2 if they lose them. Presumably all the knights have names for their weapons, but only Straith mentions his.

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Re: Gamebook's builds: New for the New 52 part 1

Postby hs5ias » Sat Apr 26, 2014 2:40 am

Image

Seamus, Knight of the Pax Galactica - PL 13

Strength 10, Stamina 8, Agility 4, Dexterity 1, Fighting 10, Intellect 1, Awareness 4, Presence 2

Advantages
Agile Feint, All-out Attack, Diehard, Power Attack, Ranged Attack 8, Ritualist, Tracking

Skills
Acrobatics 10 (+14), Athletics 8 (+18), Expertise: Magic 4 (+5), Intimidation 8 (+10), Perception 12 (+16), Stealth 8 (+12)

Powers
Enchanted Axe (Easily Removable)
. . Damage: Damage 15 (DC 30; Penetrating 15)
. . . . Blast: Blast 10 (Alternate; DC 25; Multiattack)
. . . . Blast: Blast 15 (Alternate; DC 30)
. . . . Blast: Burst Area Blast 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere)
. . Movement: Movement 2 (Space Travel 2: other solar systems)
Knight Armour (Removable)
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 6 (+6 Toughness; Impervious [8 extra ranks])

Offense
Initiative +4
Blast: Blast 10, +9 (DC 25)
Blast: Blast 15, +9 (DC 30)
Blast: Burst Area Blast 10 (DC 25)
Damage: Damage 15, +10 (DC 30)
Grab, +10 (DC Spec 20)
Throw, +9 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 14, Will 10

Power Points
Abilities 80 + Powers 63 + Advantages 14 + Skills 25 (50 ranks) + Defenses 16 = 198

Seamus is the guy on the left built like Beast of the X-Men with the helmet. I've made him the tracker of the group. With the knights I haven't given any of them powers beyond high physical and mental stats as they clearly rely on the magic armour and weapons they carry.


Ordling, Knight of the Pax Galactica - PL 13

Strength 8, Stamina 6, Agility 1, Dexterity 3, Fighting 10, Intellect 4, Awareness 2, Presence 1

Advantages
Eidetic Memory, Improved Critical: Enchanted Spear, Move-by Action, Power Attack, Ranged Attack 8, Ritualist

Skills
Acrobatics 8 (+9), Athletics 8 (+16), Expertise: Magic 8 (+12), Insight 4 (+6), Intimidation 4 (+5), Investigation 8 (+12), Perception 8 (+10), Sleight of Hand 8 (+11), Stealth 4 (+5), Technology 4 (+8)

Powers
Enchanted Spear (Easily Removable)
. . Damage: Damage 15 (DC 30; Penetrating 15)
. . . . Blast: Blast 10 (Alternate; DC 25; Multiattack)
. . . . Blast: Blast 15 (Alternate; DC 30)
. . . . Blast: Burst Area Blast 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere)
. . Movement: Movement 2 (Space Travel 2: other solar systems)
Knight Armour (Removable)
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 6 (+6 Toughness; Impervious [8 extra ranks])

Offense
Initiative +1
Blast: Blast 10, +11 (DC 25)
Blast: Blast 15, +11 (DC 30)
Blast: Burst Area Blast 10 (DC 25)
Damage: Damage 15, +10 (DC 30)
Grab, +10 (DC Spec 18)
Throw, +11 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

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

Power Points
Abilities 70 + Powers 63 + Advantages 13 + Skills 32 (64 ranks) + Defenses 19 = 197

The tall, thin blue-skinned fellow on the right. The intellectual of the group, and the only knight I've made who has some understanding of technology, acquired on their quest across the cosmos. Like Seamus he is of a different species to his Queen, but is no less devoted to her for that.

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Re: Gamebook's builds: New for the New 52 part 1

Postby hs5ias » Sat Apr 26, 2014 9:32 am

Image

Goldrush - PL 10

Strength 12/0, Stamina 1, Agility 3, Dexterity 1, Fighting 8, Intellect 1, Awareness 1, Presence 2

Advantages
Defensive Roll, Evasion, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 3, Takedown 2

Skills
Acrobatics 4 (+7), Athletics 6 (+18), Deception 6 (+8), Insight 4 (+5), Perception 4 (+5), Persuasion 6 (+8), Ranged Combat: Throw 4 (+5), Sleight of Hand 4 (+5)

Powers
Goldrush (Activation: Move Action)
. . Enhanced Trait: Enhanced Trait 29 (Traits: Strength +12 (+12), Advantages: Evasion, Improved Initiative, Move-by Action, Takedown 2)
. . Immunity: Immunity 7 (Disease, Enviromental Conditions (All), Poison)
. . Protection: Protection 10 (+10 Toughness; Impervious)
. . . . Leaping: Leaping 10 (Alternate; Leap 1 mile at 250 miles/hour in 12 seconds)
. . Quickness: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Physical)
. . Speed: Speed 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Superspeed Strength (Multiattack)
. . . . Burst Area Strength Effect 10 (Alternate; Burst Area: 30 feet radius sphere, Selective)

Offense
Initiative +7
Grab, +8 (DC Spec 22)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

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

Power Points
Abilities 34 + Powers 79 + Advantages 5 + Skills 19 (38 ranks) + Defenses 13 = 150

One of the potential new recruits seen in Justice League issues 16 and 18, and only seen in those issues. Evidently she didn't make the cut. She comes on to Barry Allen and then gets KO'd in one shot when a fight breaks out.

I've done her as a superstrong speedster. Her speed powers are limited as she doesn't warp space and time like the Flash, she just physically moves very fast.

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Re: Gamebook's builds: New for the New 52 part 1

Postby hs5ias » Sun Apr 27, 2014 1:38 am

Image

Huntress - PL 11

Strength 2, Stamina 3, Agility 6, Dexterity 6, Fighting 13, Intellect 6, Awareness 6, Presence 4

Advantages
Agile Feint, Assessment, Attractive, Close Attack 5, Defensive Attack, Defensive Roll 2, Equipment 12, Evasion 2, Improved Aim, Improved Critical 3: Crossbow Bolts, Improved Critical 3: Gauntlets: Strength-based Damage 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 8, Redirect, Skill Mastery: Acrobatics, Takedown 2, Throwing Mastery 2, Tracking, Trance

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

Powers
Costume: Protection 4 (+4 Toughness; Impervious [2 extra ranks])
Crossbow Bolts
. . Catch Bolt: Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Prone, Defenseless, DC 18; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Diminished Range, Limited Degree)
. . Concussion Bolt: Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, Increased Range: ranged; Diminished Range, Limited Degree)
. . Fire Retardant Bolt: Nullify 8 (Counters: Fire, DC 18; Effortless; Diminished Range)
. . Foam Bolt: Movement 1 (Safe Fall)
. . Grapple Line: Movement 1 (Swinging)
. . Hunting Bolt: Blast 4 (DC 19)
. . Shaped Charge Bolt: Blast 8 (DC 23; Diminished Range)
. . Taser Bolt: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged; Diminished Range)
Gauntlets: Strength-based Damage 2 (DC 19)

Equipment
Binoculars, Camo Clothing, Cell Phone (Smartphone), Costume [Costume: Protection 4, +4 Toughness; Impervious [2 extra ranks]], Crossbow [Crossbow Bolts], Gauntlets [Gauntlets: Strength-based Damage 2, DC 19], Mini-tracer, Motorcycle, Night Vision Goggles, Rebreather, Restraints, Shuriken, Toolkit (Basic)

Offense
Initiative +10
Catch Bolt: Affliction 8, +14 (DC Dog/Fort/Will 18)
Concussion Bolt: Burst Area Affliction 8 (DC Fort 18)
Fire Retardant Bolt: Nullify 8, +14 (DC Will 18)
Gauntlets: Strength-based Damage 2, +18 (DC 19)
Grab, +18 (DC Spec 12)
Hunting Bolt: Blast 4, +14 (DC 19)
Shaped Charge Bolt: Blast 8, +14 (DC 23)
Shuriken, +14 (DC 18)
Taser Bolt: Affliction 8, +14 (DC Fort 18)
Throw, +14 (DC 19)
Unarmed, +18 (DC 17)

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 9/3, Will 15

Power Points
Abilities 92 + Powers 0 + Advantages 57 + Skills 56 (112 ranks) + Defenses 20 = 225

The Huntress from Earth 2 of the New 52, Helena Wayne. The daughter of Batman and Catwoman from that reality she is depicted as being a lot like Hit-Girl, given a training-from-hell childhood by her parents. She has typical high-end bad-ass normal skills, with the addition of her signature crossbow which also gives her the capabilities of an archer with all the trick crossbow bolts she has.

In character she is smart and severe, but not as grim and driven as her father. She loves her best friend Kara but is often exasperated by her high-speed recklessness. Of the two she is actually the less technologically adept one, though she is no slouch in that area, but tends towards the immediately practical world of internet searching and personal equipment and weapons rather than the futuristic science projects Kara does. She is like her mother, relying on her personal abilities more and focusing less on hi-tech vehicles, computer networks and associates and apprentices. She is intensely secretive, shunning any human contact other than Karen. Her age seems to be about 23 as of the start of the Worlds' Finest series.
Last edited by hs5ias on Fri May 02, 2014 12:20 pm, edited 2 times in total.

hs5ias
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Re: Gamebook's builds: New for the New 52 part 1

Postby hs5ias » Sun Apr 27, 2014 1:51 am

Image

Power Girl - PL 14

Strength 18, Stamina 12, Agility 6, Dexterity 6, Fighting 10, Intellect 6, Awareness 5, Presence 5

Advantages
Accurate Attack, All-out Attack, Attractive 2, Eidetic Memory, Extraordinary Effort, Fascinate (Persuasion), Improved Initiative 3, Interpose, Inventor, Move-by Action, Power Attack, Ranged Attack 4, Takedown 2, Ultimate Effort: Toughness

Skills
Acrobatics 4 (+10), Athletics 4 (+22), Deception 4 (+9), Expertise: Business 12 (+18), Expertise: Science 8 (+14), Insight 8 (+13), Investigation 4 (+10), Perception 12 (+17), Persuasion 8 (+13), Sleight of Hand 4 (+10), Technology 8 (+14), Treatment 4 (+10), Vehicles 4 (+10)

Powers
Comprehend: Comprehend 2 (Machines / Electronics; Limited: to Kryptonian technology)
Enhanced Ability: Enhanced Stamina 9 (+9 STA)
Enhanced Ability: Enhanced Strength 14 (+14 STR; Limited to Lifting)
Enhanced Ability: Enhanced Strength 16 (+16 STR)
Enhanced Trait: Enhanced Trait 6 (Advantages: Eidetic Memory, Improved Initiative 3, Move-by Action, Ultimate Effort: Toughness)
Eye Beam Link: Visual Communication 5 (Rapid, Subtle: encrypted; Limited: to other Kryptonians)
Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
Heat Vision: Blast 16 (DC 31; Penetrating 16, Precise)
. . Freeze Breath: Cumulative Cone Area Affliction 14 (Alternate; 1st degree: Vulnerable, Hindered, 2nd degree: Defenseless, Immobile, DC 24; Alternate Resistance (Dodge), Cone Area: 60 feet cone, Cumulative, Extra Condition, Precise; Limited Degree)
. . Super Breath: Cone Area Move Object 14 (Alternate; 25 ktons; Cone Area 3: 250 feet cone, Increased Mass 6, Precise; Limited Direction: towards and away, Reduced Range: close)
Immunity: Immunity 12 (Aging, Life Support, Sleep)
Movement: Movement 1 (Space Travel 1: within solar system)
Protection: Protection 6 (+6 Toughness; Impervious [12 extra ranks])
Quickness: Quickness 7 (Perform routine tasks in -7 time ranks)
Senses: Senses 26 (Accurate: Hearing, Acute: Scent, Analytical: Hearing, Analytical: Vision, Extended: Hearing 3: x1k, Extended: Vision 4: x10k, Extended: Scent 3: x1k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing, Ultravision)

Offense
Initiative +18
Freeze Breath: Cumulative Cone Area Affliction 14 (DC Dog/Fort/Will 24)
Grab, +10 (DC Spec 28)
Heat Vision: Blast 16, +10 (DC 31)
Super Breath: Cone Area Move Object 14 (DC 24)
Throw, +10 (DC 33)
Unarmed, +10 (DC 33)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 16, Toughness 18, Will 11

Power Points
Abilities 86 + Powers 239 + Advantages 15 + Skills 42 (84 ranks) + Defenses 14 = 396

The Supergirl of Earth 2 now stranded on Earth 1. She is fiercely determined to get back to her original world, feeling responsible for it and wanting revenge on her enemies. Despite this she has made much more of a life for herself than Helena has. All Helena does is travel the world to fight crime, Kara has created an established civilian persona, Karen Starr, founded a major technology innovation company and had a lot of fun. She loves technology, business deals and attractive men and makes sure she always has plenty of each.

In character she is a bit different to the Power Girl of the late era pre-reboot. That Power Girl was older and a pillar of the superhero establishment, leading teams and mentoring younger heroes like Stargirl and Terra. Kara in Worlds' Finest is brash and wild, charging recklessly about, grabbing whatever she wants with both hands. Power Girl was always like that but they've definitely made it more of her character. She also doesn't suffer any of the 'who am I?' stuff since she now has a well-established background at last. She has reverted back to her old costume, but the chest hole is there not because of some lame notion of not having a symbol, but just because she likes showing off what she's got.
Last edited by hs5ias on Fri May 02, 2014 12:19 pm, edited 3 times in total.

hs5ias
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Re: Gamebook's builds: New for the New 52 part 2 World's Fin

Postby hs5ias » Sun Apr 27, 2014 9:50 am

Image

Tats - PL 10

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

Advantages
Agile Feint, Defensive Roll, Evasion, Improved Initiative, Ranged Attack 4

Skills
Acrobatics 8 (+12), Athletics 8 (+8), Deception 4 (+5), Insight 4 (+6), Perception 4 (+6), Ranged Combat: Shadow Tattoos 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+8)

Powers
Movement: Movement 1 (Swinging)
Shadow Shield: Force Field 10 (+10 Toughness; Impervious)
Shadow Tattoos
. . Shadow Daggers: Blast 10 (DC 25; Multiattack)
. . Shadow Dragon: Summon 10 (Controlled)
. . Shadow Limbs: Burst Area Move Object 6 (3200 lbs., DC 21; Burst Area: 30 feet radius sphere, Damaging, Selective)
. . Shadow Power: Move Object 10 (25 tons, DC 25; Damaging)

Offense
Initiative +8
Grab, +6 (DC Spec 10)
Shadow Daggers: Blast 10, +10 (DC 25)
Shadow Limbs: Burst Area Move Object 6 (DC 21)
Shadow Power: Move Object 10, +10 (DC 25)
Throw, +6 (DC 15)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 4, Toughness 12/1, Will 5

Power Points
Abilities 32 + Powers 55 + Advantages 8 + Skills 20 (40 ranks) + Defenses 10 = 125


Shadow Dragon - PL 10

Strength 14, Stamina -, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 0

Powers
Blind: Burst Area Concealment Attack 10 (All Visual Senses, Extra Ranks 6, DC 20; Burst Area: 30 feet radius sphere, Attack: Will)
Growth: Growth 8 (+8 STR, +8 Tough, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size categories, +1 speed ranks)
Immunity: Immunity 0 (Limited - Half Effect)
Immunity: Immunity 30 (Fortitude Effects)
Protection: Protection 6 (+6 Toughness)
Regeneration: Regeneration 10 (Every 1 round)
Shadow Smother (Burst Area: 30 feet radius sphere, Selective)

Offense
Initiative +2
Blind: Burst Area Concealment Attack 10 (DC Will 20)
Grab, +6 (DC Spec 24)
Throw, +0 (DC 29)
Unarmed, +6 (DC 29)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 14, Will 7

Power Points
Abilities 20 + Powers 112 + Advantages 0 + Skills 0 (0 ranks) + Defenses 18 = 150

A foe of PG and H who appears in issues #16 and #18. She firebombs various New York fashion meets, apparently as revenge for some past injustice. She gained her powers from worshipping some ancient dark god who has a small shrine set up in an old warehouse by a cult-leader type priest. Only she is now regretting the deal, as those who deal with dark gods often do, as the powers affect her mind and soul.

Her power is shadow based, a common and diverse powerset in the DC universe. As the Lanterns use the power of light, there exists its shadow the power of darkness. Nightshade, Nightmaster, Obsidian, the Black Lanterns, Eclipso, all draw their power from the phenomenon of the nightshade dimension. Her's manifests itself principally around the Move Object power effect, with the additional power of summoning a dragon creature from a large picture tattoo on her back.

An amusing little run in the comic, especially the scene in the tattoo parlour where Kara tries to get a tattoo and we see the cat-and-bat tattoo Helena has on her hip.

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Re: Gamebook's builds: New for the New 52 part 1

Postby danelsan » Sun Apr 27, 2014 11:45 am

hs5ias wrote:Image

So, this guy is basically the Predator upgraded to "can go one-on-one with Superman" levels, right?
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