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: New for the New 52 part 2 World's Fin

Postby hs5ias » Sun Apr 27, 2014 12:36 pm

Heh, yeah. Always a problem coming up with foes for the canonically most powerful superhero in the whole setting.

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

Postby Speed Monkey » Sun Apr 27, 2014 5:14 pm

Great Justice League builds. The only thing I don't like about them is that they make me sad that the real comics can't be that fun and inventive. Really cool stuff. Thanks.

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

Postby Thorpacolypse » Sun Apr 27, 2014 5:25 pm

hs5ias wrote:Heh, yeah. Always a problem coming up with foes for the canonically most powerful superhero in the whole setting.


That's a problem for Superman since the 60's, really. Same with Thor, Hulk, Captain Marvel, etc. The reason Spider-Man and Batman have such fantastic rogues' galleries is that it's easier to write challenges for heroes like that and give them better characterization.
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Re: Gamebook's builds: New for the New 52 part 2 Worlds' Fin

Postby hs5ias » Tue Apr 29, 2014 12:30 pm

Image

Desaad - PL 12

Strength 14, Stamina 10, Agility 2, Dexterity 4, Fighting 10, Intellect 7, Awareness 4, Presence 5

Advantages
Chokehold, Daze (Intimidation), Eidetic Memory, Fast Grab, Quick Draw, Ranged Attack 6, Speed of Thought, Ultimate Effort: Intimidation

Skills
Athletics 4 (+18), Deception 12 (+17), Expertise: Science 12 (+19), Insight 12 (+16), Intimidation 12 (+17), Investigation 12 (+19), Sleight of Hand 8 (+12), Stealth 8 (+10), Technology 12 (+19), Treatment 8 (+15), Vehicles 4 (+8)

Powers
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 11 (Aging, Life Support)
Regeneration: Regeneration 3 (Every 3.33 rounds)
Sadistic Will
. . Mind Control: Burst Area Mind Control 8 (DC 18; Burst Area: 30 feet radius sphere, Selective)
. . Vivisect: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 18; Cumulative, Increased Duration 3: continuous)
Senses: Senses 3 (Acute: Scent, Darkvision)
Torture Implements (Removable)
. . Array 1
. . . . Kill: Damage 14 (DC 29; Penetrating 14)
. . . . Maim: Broad Weaken 14 (Affects: Abilities, Resisted by: Fortitude, DC 24; Broad: Abilities)
. . . . Torture: Cumulative Affliction 14 (1st degree: Dazed, Entranced, 2nd degree: Stunned, Compelled, Resisted by: Will, DC 24; Cumulative, Extra Condition; Limited Degree)

Offense
Initiative +7
Grab, +10 (DC Spec 24)
Kill: Damage 14, +10 (DC 29)
Maim: Broad Weaken 14, +10 (DC Fort 24)
Mind Control: Burst Area Mind Control 8 (DC Will 18)
Throw, +10 (DC 29)
Torture: Cumulative Affliction 14, +10 (DC Will 24)
Unarmed, +10 (DC 29)
Vivisect: Cumulative Affliction 8, +10 (DC Fort 18)

Complications
Addiction: Desaad feeds on the fear of others. If he goes too long without provoking and witnessing fear he becomes weak.

Languages
Native Language

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

Power Points
Abilities 112 + Powers 92 + Advantages 13 + Skills 52 (104 ranks) + Defenses 18 = 287

Continuing with characters from Worlds' Finest we have the new look Desaad. He is a lot more menacing this time round, being larger and more inhuman, with a higher level of power and competence. He is no longer a coward, standing and fighting Power Girl and Huntress. Most of his powers derive from his techical skills, his ability to mind control people and transform them into monsters. He dispatches horrid beasts against the dynamic duo while targeting their businesses and friends for destruction. Like them he is desperate to get back to Earth 2 and Darkseid.

I've made his mind control powers lower rank because he doesn't use them on our heroines, though he routinely mind controls anyone who isn't a superhero. He can disguise himself to look normal, but that can be done as a power stunt or by simply mind controlling everyone in the vicinity.

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

Postby hs5ias » Tue Apr 29, 2014 12:33 pm

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Hakkou - PL 12

Strength 18, Stamina -, Agility 0, Dexterity 0, Fighting 6, Intellect 4, Awareness 0, Presence 0

Advantages
All-out Attack, Diehard, Ranged Attack 6

Skills
Expertise: Science 10 (+14), Intimidation 4 (+4), Investigation 4 (+8), Technology 6 (+10)

Powers
Growth: Growth 12 ([0 active, 12/12 PP, 1/r], +12 STR, +12 Tough, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ran; Fades)
. . Growth: Density Growth 12 (Alternate; [12 active, 12/12 PP, 1/r], +12 STR, +12 Tough, -3 speed ranks; Density; Fades)
Immunity: Immunity 30 (Fortitude Effects)
Protection: Protection 6 (+6 Toughness; Impervious [6 extra ranks])
Radiation Eyeblast: Blast 18 (DC 33)
Radioactive Heat: Damage 12 (DC 27; Reaction 3: reaction)
Regeneration: Regeneration 5 (Every 2 rounds)
Senses: Senses 11 (Acute: Radiation, Darkvision, Detect: Radiation 2: ranged, Extended: Radiation 2: x100, Penetrates Concealment: Vision)

Offense
Initiative +0
Grab, +6 (DC Spec 28)
Radiation Eyeblast: Blast 18, +6 (DC 33)
Radioactive Heat: Damage 12, +6 (DC 27)
Throw, +6 (DC 33)
Unarmed, +6 (DC 33)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 18, Will 4

Power Points
Abilities 22 + Powers 163 + Advantages 8 + Skills 12 (24 ranks) + Defenses 12 = 217

A radiation monster created by Desaad to attack Power Girl's technical projects. In his Forever Evil one-shot we find that Hakkou was once a man, taken and altered by Desaad into a weapon. My idea is that he is a Japanese nuclear scientist who sought technical secrets from Desaad and paid the price. Immensely powerful even Power Girl struggles to take him down. The design of the character is clearly inspired by the radiation monster in the opening episode of Justice League Unlimited and other big toxic monsters like Brimstone and Chemo.

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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 1:23 pm

Image

Batgirl - PL 10

Strength 2, Stamina 2, Agility 6, Dexterity 4, Fighting 12, Intellect 7, Awareness 5, Presence 3

Advantages
Agile Feint, Assessment, Attractive, Close Attack 4, Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 10, Evasion 2, Improved Aim, Improved Critical 3: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Jack-of-all-trades, Move-by Action, Power Attack, Quick Draw, Ranged Attack 10, Redirect, Skill Mastery: Acrobatics, Takedown 2, Throwing Mastery, Weapon Bind

Skills
Acrobatics 10 (+16), Athletics 10 (+12), Deception 8 (+11), Insight 8 (+13), Intimidation 4 (+7), Investigation 8 (+15), Perception 8 (+13), Sleight of Hand 8 (+12), Stealth 8 (+14), Technology 8 (+15), Vehicles 8 (+12)

Powers
Armour: Protection 4 (+4 Toughness; Impervious [2 extra ranks])
Batcape: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Gliding, Wings)
Gauntlets: Strength-based Damage 2 (DC 19)
Grapple Gun: Movement 1 (Swinging)

Equipment
Costume [Armour: Protection 4, +4 Toughness; Impervious [2 extra ranks]; Batcape: Flight 3, Speed: 16 miles/hour, 250 feet/round; Gliding, Wings; Gauntlets: Strength-based Damage 2, DC 19], Grapple Gun [Grapple Gun: Movement 1, Swinging], Utility Belt (Binoculars, Bolos, Cell Phone (Smartphone), Flash Grenade, Flash-bang, Flashlight, Gas Mask, Handcuffs, Multi-tool, Night Vision Goggles, Rebreather, Restraints, Shuriken, Sleep Gas Grenade, Smoke Grenade)

Offense
Initiative +10
Bolos, +14 (DC Dog 14)
Flash Grenade, +14 (DC Dog/Fort 14)
Flash-bang, +14 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +16 (DC 19)
Grab, +16 (DC Spec 12)
Shuriken, +14 (DC 17)
Sleep Gas Grenade, +14 (DC Dog/Fort 14)
Smoke Grenade, +14 (DC 19)
Throw, +14 (DC 18)
Unarmed, +16 (DC 17)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 8/2, Will 14

Power Points
Abilities 82 + Powers 0 + Advantages 50 + Skills 44 (88 ranks) + Defenses 19 = 195

The Batgirl of the New 52 is a brilliant person who was shattered into a million pieces and has not been put back together quite right. She is notably less confident and capable than her Earth 2 counterpart, Huntress. She gets emotionally involved with her enemies, letting them get to her, and struggles with life in general. It remains to be seen whether she will develop into the supreme mastermind that was her Oracle incarnation.

Batgirls skills are still formidable though, she sweeps mooks with high-speed ease, and has taken on entire gangs of metahuman attackers and stood them off. She doesn't have extraordinary computer skills as yet though, being much more directly physical. Her personal crimefighting resources are meagre, consisting of her batsuit, her bike and her laptop. She is chronically unemployed in the comic, making me wonder what she lives on. She flings batarangs with wild abandon and those things can't be cheap. The only conclusion is that Batman is subbing her, like he has done for so many others, or more likely the writers just haven't thought about it.
Last edited by hs5ias on Thu May 01, 2014 2:44 pm, edited 1 time in total.

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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 1:34 pm

Image

Firebug - PL 10

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

Advantages
Equipment 7, Evasion, Improved Aim, Ranged Attack 8, Skill Mastery: Technology

Skills
Athletics 8 (+10), Intimidation 4 (+4), Investigation 4 (+6), Perception 8 (+9), Stealth 4 (+5), Technology 8 (+10), Vehicles 4 (+6)

Powers
Firebug Suit (Removable)
. . Immunity: Immunity 5 (Damage Effect: Fire)
. . Protection: Protection 4 (+4 Toughness; Impervious)
. . Senses: Senses 3 (Extended: Vision 1: x10, Infravision, Low-light Vision)
. . Suit Flamers: Damage 6 (DC 21; Reach (ranged) 4: 20 ft.)

Equipment
Arsenal (Anti-Personnel Land Mines, Flamethrower, Fragmentation Grenade, Heavy Pistol, Knife, Rocket Launcher, Smoke Grenade)

Offense
Initiative +1
Anti-Personnel Land Mines (DC 20)
Flamethrower, +10 (DC 21)
Fragmentation Grenade, +10 (DC Dog 15)
Grab, +8 (DC Spec 12)
Heavy Pistol, +10 (DC 19)
Knife, +8 (DC 18)
Rocket Launcher, +10 (DC 25)
Smoke Grenade, +10 (DC 19)
Suit Flamers: Damage 6, +10 (DC 21)
Throw, +10 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

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

Power Points
Abilities 36 + Powers 21 + Advantages 18 + Skills 20 (40 ranks) + Defenses 14 = 109

A ruthless mercenary who will kill anyone for money, and who couldn't care less about collateral damage, cheerfully using military-grade weapons in a built-up area. An explosives expert he uses mines around his firing position. A rather different foe for Batgirl, who mostly fights enemies who are as traumatised and damaged as she is.

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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 1:47 pm

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Gretel - PL 10

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

Advantages
Equipment 2, Ranged Attack 4

Skills
Athletics 4 (+4), Deception 6 (+7), Insight 6 (+8), Investigation 6 (+8), Persuasion 6 (+7)

Powers
Hypnotic Implant: Cumulative Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: Hearing, Cumulative, Insidious, Triggered 4: 5 uses - Variable Trigger; Limited: target must be unaware of attack)

Equipment
Knife, Light Pistol

Offense
Initiative +2
Grab, +4 (DC Spec 10)
Hypnotic Implant: Cumulative Perception Area Affliction 10 (DC Will 20)
Knife, +4 (DC 16)
Light Pistol, +5 (DC 18)
Throw, +5 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 3, Toughness 1, Will 6

Power Points
Abilities 26 + Powers 25 + Advantages 6 + Skills 14 (28 ranks) + Defenses 8 = 79

A heroic young reporter who infiltrated the mob. Predictably it all went wrong and she ended up floating in Gotham harbour full of bullet holes. She survived and found out that being shot in the head had given her powers of hypnotic suggestion. She can implant mental control into people that they aren't aware of and that will trigger under circumstances of her choosing. The multiple ranks of trigger are there to make it a variable power. She now uses her power in a crusade against those she sees as evil and corrupt, but is so mentally fractured that she makes them go on suicidal rampages rather than say confessing their crimes and giving all their ill-gotten gains away. Her power doesn't work on any person who is aware that she is doing it though, she cannot use it in combat.

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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 1:54 pm

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Grotesque - PL 7

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

Advantages
Equipment 1, Ranged Attack 5, Startle, Taunt

Skills
Athletics 4 (+5), Deception 8 (+10), Insight 4 (+6), Intimidation 8 (+10), Investigation 4 (+7), Persuasion 4 (+6), Sleight of Hand 4 (+5), Technology 4 (+7)

Powers
Electricity Generation: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Immunity: Immunity 10 (Common Descriptor: Electricity)

Equipment
Warhammer

Offense
Initiative +1
Electricity Generation: Cumulative Affliction 8, +6 (DC Fort 18)
Grab, +6 (DC Spec 11)
Throw, +6 (DC 16)
Unarmed, +6 (DC 16)
Warhammer, +6 (DC 19)

Languages
Native Language

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

Power Points
Abilities 34 + Powers 34 + Advantages 8 + Skills 20 (40 ranks) + Defenses 12 = 108

A villain with a limited ability to generate electricity. He fancies himself a connoisseur and likes to steal works of art and fine things. He casually tortures and kills anyone who gets in his way, or just because he enjoys it. A talkative creep whose interactions with Batgirl make the skin crawl.

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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 1:57 pm

Image

Mirror - PL 10

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

Advantages
All-out Attack, Defensive Roll, Equipment 3, Improved Aim, Power Attack, Ranged Attack 8, Startle

Skills
Acrobatics 4 (+6), Athletics 8 (+12), Deception 8 (+11), Insight 4 (+7), Intimidation 8 (+11), Investigation 8 (+12), Perception 8 (+11), Sleight of Hand 4 (+6), Stealth 4 (+6), Technology 4 (+8), Vehicles 4 (+6)

Powers
Protection: Protection 4 (+4 Toughness)

Equipment
Brass Knuckles, Heavy Pistol, Knife, Mirror Costume [Protection: Protection 4, +4 Toughness]

Offense
Initiative +2
Brass Knuckles, +10 (DC 20)
Grab, +10 (DC Spec 14)
Heavy Pistol, +10 (DC 19)
Knife, +10 (DC 20)
Throw, +10 (DC 19)
Unarmed, +10 (DC 19)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 9/4, Will 7

Power Points
Abilities 64 + Powers 0 + Advantages 16 + Skills 32 (64 ranks) + Defenses 16 = 128

Batgirl's first opponent in her new series. Like many of her foes he has suffered a terrible trauma in his past that has left him unhinged and homicidal. While a normal man he is a former US federal agent and is very strong and highly-trained, a challenging foe for Batgirl.

hs5ias
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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 2:05 pm

Image

Ventriloquist - PL 5

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

Advantages
Fascinate (Intimidation), Ranged Attack 4

Skills
Deception 4 (+6), Insight 4 (+5), Intimidation 8 (+10), Perception 4 (+5), Sleight of Hand 4 (+5), Stealth 4 (+5)

Powers
Telekinesis
. . Deflect: Deflect 8 (Reflect)
. . Move Object: Move Object 5 (1600 lbs., DC 20; Damaging, Precise)
Telekinetic Animation
. . Animate Humanoid Figures: Summon 5 (Multiple Minions: 2 minions, Type (General): Humanoid Figures)
. . Ferdie: Summon 6 (Heroic, Mental Link)
Voice Mimicry: Feature 2

Offense
Initiative +1
Grab, +4 (DC Spec 10)
Move Object: Move Object 5, +5 (DC 20)
Throw, +5 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

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

Power Points
Abilities 20 + Powers 45 + Advantages 5 + Skills 14 (28 ranks) + Defenses 8 = 92


Ferdie - PL 6

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

Advantages
Close Attack 2, Daze (Intimidation), Improved Initiative, Taunt

Skills
Acrobatics 4 (+6), Athletics 4 (+6), Deception 4 (+4), Intimidation 4 (+4), Stealth 4 (+10)

Powers
Immunity: Immunity 30 (Fortitude Effects)
Palm Drills: Damage 4 (DC 19; Penetrating 6)
Protection: Protection 4 (+4 Toughness)
Shrinking: Shrinking 4 (+4 Stealth, +2 active defenses, -1 size category; Innate, Normal Strength; Permanent)

Offense
Initiative +6
Grab, +8 (DC Spec 12)
Palm Drills: Damage 4, +8 (DC 19)
Throw, +0 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

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

Power Points
Abilities 10 + Powers 57 + Advantages 5 + Skills 10 (20 ranks) + Defenses 8 = 90

A metahuman killer who was mentally twisted from childhood. Now lives the life of a Buffalo Bill style serial killer, turning people into participants in her murderous performances. She has telekinetic powers which she mostly uses to animate her doll Ferdie into a maniacal killer who keeps up a constant stream of creepy chatter, but in a pinch she will use them more directly, such as by deflecting a thrown batarang back at Batgirl. Emaciated, filthy and completely deranged there is nothing left of her to salvage, if there ever was.

hs5ias
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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 2:14 pm

Image

Knightfall - PL 7

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

Advantages
Benefit, Wealth 4 (multimillionare), Defensive Roll, Equipment 3, Fascinate (Deception), Leadership, Ranged Attack 6, Taunt

Skills
Acrobatics 4 (+7), Athletics 6 (+7), Deception 8 (+12), Insight 8 (+11), Intimidation 4 (+8), Investigation 4 (+7), Perception 4 (+7), Persuasion 8 (+12)

Powers
Protection: Protection 4 (+4 Toughness)

Equipment
Brass Knuckles, Knife, Knightfall Costume [Protection: Protection 4, +4 Toughness], Light Pistol

Offense
Initiative +3
Brass Knuckles, +8 (DC 17)
Grab, +8 (DC Spec 11)
Knife, +8 (DC 17)
Light Pistol, +8 (DC 18)
Throw, +8 (DC 16)
Unarmed, +8 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 6/1, Will 7

Power Points
Abilities 50 + Powers 0 + Advantages 17 + Skills 23 (46 ranks) + Defenses 12 = 102

A young woman who suffered a trauma similar to Batgirl, a home invasion by a murderous madman. She survived unharmed physically but what she saw has left her not right. She has set out on a crusade to fight crime in Gotham, but unlike Batgirl she aims to achieve it with as much killing as possible. Her own abilities are limited, her chief resource is money, she is one of the wealthiest people in Gotham. She hired her own team of mostly low-grade metahumans, which she calls The Disgraced. After Batgirl defeated them she put together a new team out of all the other foes Batgirl had defeated, getting them out of jail with bribery. A recurring foe of Batgirl she is in many ways the most dangerous because of her ability to hire so much muscle and weasel out of prosecution for her many crimes.

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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 2:19 pm

Image

Bleak Michael - PL 7

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

Skills
Expertise: Science 8 (+12), Investigation 4 (+8)

Powers
Acid Hands: Damage 8 (DC 23; Secondary Effect)

Offense
Initiative +0
Acid Hands: Damage 8, +6 (DC 23)
Grab, +6 (DC Spec 10)
Throw, +1 (DC 15)
Unarmed, +6 (DC 15)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 2, Toughness 0, Will 2

Power Points
Abilities 22 + Powers 16 + Advantages 0 + Skills 6 (12 ranks) + Defenses 10 = 54

A student who managed to nerve gas much of his school. It's not clear where he got his ability to secrete acid from his hands, whether it is a metahuman trait or one he gave himself. Being mostly a normal guy he soon goes down when Batgirl or some other hero can take a swing at him. He would be most dangerous using his chemical skills in a terrorist campaign. Knightfall is crazy enough to think she could clear Gotham neighbourhoods of crime by nerve-gassing all the occupants.

hs5ias
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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 2:23 pm

Image

Bonebreaker - PL 11

Strength 11/3, Stamina 10/4, Agility 2, Dexterity 0, Fighting 9, Intellect 0, Awareness 1, Presence 1

Advantages
All-out Attack, Chokehold, Fast Grab, Improved Hold, Power Attack, Prone Fighting, Startle

Skills
Athletics 8 (+19), Intimidation 8 (+9), Perception 4 (+5)

Powers
Enhanced Trait: Enhanced Trait 28 (Traits: Stamina +6 (+10), Strength +8 (+11))
Protection: Protection 2 (+2 Toughness; Impervious [6 extra ranks])

Offense
Initiative +2
Grab, +9 (DC Spec 21)
Throw, +0 (DC 26)
Unarmed, +9 (DC 26)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 14, Toughness 12, Will 4

Power Points
Abilities 40 + Powers 38 + Advantages 7 + Skills 10 (20 ranks) + Defenses 14 = 109

Another foe who lost her family and with them her mind. She is the strongest supporter of Knightfall and her crusade, the others are mercenaries or are there to indulge their own psychoses. A former wrestler her traits reflect this. She is quite a powerful metahuman and Batgirl struggles to even put a dent in her.

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Re: Gamebook's builds: New for the New 52 part 3 Batgirl

Postby hs5ias » Thu May 01, 2014 2:28 pm

Image

Katharsis - PL 6

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

Advantages
Agile Feint, Defensive Roll 2, Equipment 1, Move-by Action, Ranged Attack 7

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

Powers
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)

Equipment
Club

Offense
Initiative +3
Club, +9 (DC 18)
Grab, +9 (DC Spec 11)
Throw, +8 (DC 16)
Unarmed, +9 (DC 16)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 4, Toughness 3/1, Will 5

Power Points
Abilities 36 + Powers 4 + Advantages 12 + Skills 18 (36 ranks) + Defenses 12 = 82

A sort of Hawkgirl very-light, she just has wings and a spiked club. Batgirl soon gets her measure and takes her down. After the initial confrontation between Barbara and the DIsgraced she quits and goes off to join the Movement, appearing from then on in that comic. She is a former cop who meted out a particularly vicious act of vigilante justice, against what turned out to be an innocent man.


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