GAZbuild: Mastermind, Blob, Destiny, Spiral, Sauron, Arcade

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.
Locked
John Snow
Supporting Cast
Supporting Cast
Posts: 104
Joined: Wed May 23, 2012 11:22 pm

Re: GAZbuild Goes Mystic: Dormammu, Ghost Rider, Mephisto

Post by John Snow » Wed May 23, 2012 11:54 pm

Best thread, Ever!

Keep it up.

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Re: GAZbuild Goes Mystic: Dormammu, Ghost Rider, Mephisto

Post by Gazman » Thu May 24, 2012 7:41 pm

John Snow wrote:Best thread, Ever!

Keep it up.
Thanks a ton, John Snow! I'm not sure I agree with that assessment, but I really appreciate the sentiment.

I know that my posting has gotten less frequent of late, but I don't intend to stop anytime soon.
Mike5000us wrote: Wow you created a viable Reality Warping power! Truly impressive and the implications are broad. The GM must exercise control with this one here. Thanks for the explanation!
I tried to at least. If I were GM, I wouldn't let a PC have it but Mephisto is pretty clearly NPC. You're welcome, of course.

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Blackheart

Post by Gazman » Wed May 30, 2012 5:13 pm

Image
Blackheart - PL 15 Demonic Scion

Strength 16, Stamina 16, Agility 4, Dexterity 2, Fighting 10, Intellect 6, Awareness 8, Presence 8

Advantages
All-out Attack, Benefit 5: Lord of Hell, Daze (Intimidation), Ranged Attack 2, Ritualist, Startle

Skills
Athletics 2 (+18), Deception 7 (+15), Expertise: Evil 19 (+25), Expertise: Magic 12 (+18), Insight 7 (+15), Intimidation 12 (+20), Perception 4 (+12), Ranged Combat: Magic Powers 7 (+9)

Powers
Demonically Unstoppable
. . Comprehend: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Immortality: Immortality 6 (Return after 16 hours; Limited: Reappears in Realm)
. . Immunity: Immunity 22 (Aging, Common Descriptor: Fire, Life Support, Sleep)
. . Impervious Defense: Impervious Toughness 16
. . Regeneration: Regeneration 6 (Every 1.66 rounds; Persistent)
Hell Lord
. . Controls the Borders: Nullify 15 (Counters: Dimensional, DC 25; Effortless, Increased Duration 2: sustained, Increased Range: perception, Precise, Simultaneous; Limited: to Within His Realm)
. . Decorates the Place: Movement Attack (+self) 15 (Dimensional: Variations of Hell 2: group, 50 lbs., Extra Ranks 13, DC 25; Attack (+self): Will, Increased Range 2: perception; Limited: to WIthin His Realm)
. . Rules the Magic: Nullify 13 (DC 23; Broad, Effortless, Increased Duration 2: sustained, Increased Range: perception, Precise, Simultaneous; Limited: to Within His Realm)
. . Takes Souls
. . . . +1 Soul: Feature 1
. . . . Movement: Movement Attack 13 (Dimensional: Hell 1: one dimension, 50 lbs., Extra Ranks 12, DC 23; Attack: Will, Increased Range 2: perception; Limited: Souls/Astral Selves)
. . . . Transform: Transform 10 (Affects: 1 Thing > 1 Thing - Dead Body > Soulless Body, Transforms: 800 lbs., DC 20; Increased Duration: continuous, Increased Range 2: perception; Limited: Those Who've Got It Coming)
Magic Powers
. . Dark Blast: Damage 19 (DC 34; Increased Range: ranged)
. . Dark Defenses: Deflect 14
. . Darkforce Passage: Teleport 12 (16 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 4000 miles in 2 move actions)
. . Darkforce Tendrils: Cumulative Burst Area Affliction 12 (1st degree: Fatigued, Hindered, Vulnerable, 2nd degree: Exhausted, Immobile, Defenseless, DC 22; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Cumulative, Extra Condition 2; Limited Degree)
. . Grow Large: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Affects Others, Increased Range: ranged)
. . Telekinesis: Move Object 19 (12 ktons)
. . Telepathy
. . . . Communication: Radio Communication 4 (Dimensional: dimension - Earth)
. . . . Mind Reading: Mind Reading 12 (DC 22; Dimensional: dimension - Earth)

Offense
Initiative +4
Controls the Borders: Nullify 15 (DC Will 25)
Dark Blast: Damage 19, +11 (DC 34)
Darkforce Tendrils: Cumulative Burst Area Affliction 12 (DC Dog/Fort/Will 22)
Decorates the Place: Movement Attack (+self) 15 (DC Will 25)
Grab, +10 (DC Spec 26)
Mind Reading: Mind Reading 12 (DC Will 22)
Movement: Movement Attack 13 (DC Will 23)
Rules the Magic: Nullify 13 (DC Will 23)
Telekinesis: Move Object 19, +11 (DC 29)
Throw, +4 (DC 31)
Transform: Transform 10 (DC Dog 20)
Unarmed, +10 (DC 31)

Complications
Daddy Issues: Its complicated. But it envolves fealty and missions and banishments and rebellions and take over bids and lots of emotions running hot.
Enemy: Ghost Rider.

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

Power Points
Abilities 140 + Powers 211 + Advantages 11 + Skills 35 (70 ranks) + Defenses 8 = 405

Blackheart is Mephisto's baby boy. Mephisto brewed up his demonspawn from the accumulated evil of Christ's Crown, NY and the Darkforce. He was supposed to tempt Daredevil and Spider-Man to evil, but he ends up fighting them because Blackheart isn't that good at tempting. Mephisto's son is more a physical kind of demon with higher physical scores, fighting, and intimidate. As lord of his own hell, Blackheart has crazy power while he's there, but is still generally less powerful than Mephisto. He's got all kinds of mystic powers but only rates his PL 15 with blast, telekinesis, and deflect. But if he uses his growth power on himself, he'll also hit caps with his unarmed and fort/will. He also hits caps with his understanding of Eeeeeeeeeeevil! Dude once tore apart a world with his TK.

Mike5000us
Zealot
Zealot
Posts: 1022
Joined: Fri Dec 02, 2005 10:49 pm
Location: Los Angeles, California
Contact:

Re: GAZbuild Goes Mystic: Ghost Rider, Mephisto, Blackheart

Post by Mike5000us » Wed May 30, 2012 8:53 pm

Oooo Nice Blackheart! So is an Elder God next on the list?
He also hits caps with his understanding of Eeeeeeeeeeevil! Dude once tore apart a world with his TK.
Interesting I am curious how would this happen in game terms?
"Ah man, I guess I'm just going to have to kill you now!"

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Re: GAZbuild Goes Mystic: Ghost Rider, Mephisto, Blackheart

Post by Gazman » Mon Jun 04, 2012 9:33 pm

Mike5000us wrote:Oooo Nice Blackheart! So is an Elder God next on the list?
He also hits caps with his understanding of Eeeeeeeeeeevil! Dude once tore apart a world with his TK.
Interesting I am curious how would this happen in game terms?
Thanks.

Honestly, I don't think I can do such a thing. I've never read a single appearance of an Elder God and I don't really get the characters. I can't really make myself want to do the build. I'm sorry, but that's the way it is.

I did see that Jab did an awesome build of an Elder God recently. :D

Some sort of big ole power stunt involving huge ranks of damage with limited and some other flaws on them, I'm sure.

I will try to get Blade and Dracula up before the end of the week.

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Blade

Post by Gazman » Wed Jun 06, 2012 7:29 pm

Image
Blade - PL 11 Vampire Hunter

Strength 5, Stamina 5, Agility 4, Dexterity 4, Fighting 11, Intellect 1, Awareness 3, Presence 1

Advantages
Defensive Roll, Equipment 7, Favored Foe: Vampires, Fearless, Great Endurance, Improved Critical: Glaive Throw, Improved Critical: Sword Strike, Improved Initiative, Languages 2, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 7, Takedown, Tracking, Uncanny Dodge

Skills
Acrobatics 3 (+7), Athletics 3 (+8), Close Combat: Blades 3 (+14), Expertise (PRE): Jazz Trumpeter 4 (+5), Expertise: Vampire Hunter 12 (+13), Insight 2 (+5), Intimidation 8 (+9), Investigation 4 (+5), Perception 8 (+11), Ranged Combat: Blades 3 (+7), Stealth 4 (+8), Vehicles 2 (+6)

Exploits Vampire Weaknesses: Feature 2
Healing Factor (Advantages: Great Endurance)
. . Immunity: Immunity 2 (Disease, Poison)
. . Regeneration: Regeneration 2 (Every 5 rounds)
Immortal: Immunity 1 (Aging)
Pretenatural Hunter: Senses 4 (Acute: Scent, Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision)
Sense Supernatural: Senses 3 (Detect: Supernatural (Olfactory) 2: ranged, Radius: Detect)
Supernatural Physicality (Advantages: Improved Initiative)
. . Enhanced Ability: Enhanced Strength 1 (+1 STR; Limited to Lifting)
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Vamp Free: Immunity 2 (Uncommon Descriptor: Vampiric)

Equipment
Blade's Arsenal (Acid Etched Titanium Sword [Strength-based Damage 3, DC 23, Advantages: Improved Critical; Penetrating 5], Crossbow, Flash Grenade, Fragmentation Grenade, Glaive [Strength-based Damage 2, DC 22, Advantages: Improved Critical; Increased Range: ranged [5 extra ranks], Ricochet: 1 bounce], Knife, Shotgun, Submachine gun), Bulletproof Vest, Motorcycle

Offense
Initiative +8
Crossbow, +11 (DC 18)
Flash Grenade, +11 (DC Dog/Fort 14)
Fragmentation Grenade, +11 (DC Dog 15)
Glaive Throw: Strength-based Damage 2, +14 (DC 22)
Grab, +11 (DC Spec 15)
Knife, +14 (DC 21)
Shotgun, +11 (DC 20 )
Submachine gun, +11 (DC 19)
Sword Strike: Strength-based Damage 3, +14 (DC 23)
Throw, +11 (DC 20)
Unarmed, +11 (DC 20)

Defense
Dodge 11, Parry 11, Fortitude 13, Toughness 10/5, Will 9

Power Points
Abilities 68 + Powers 21 + Advantages 24 + Skills 29 (58 ranks) + Defenses 21 = 165

Complications
Daywalker: Blade has vampire powers and lacks their weaknesses. He does have their blood thirst, their temper, and their undying enmity though.
Hatred: Vampires! Especially Deacon Frost.
Reputation: Crazy, remorseless, half-monster extremest with a sword and guns.

Eric Brooks is a dhampyr whose momma was bitten in childbirth. With that origin story how could he do anything other than use vampire powers to slay vampires. He does it at a playable PL 11 inhuman power and decades of combat training. He hits caps with his sword and all three defense pairings. Blade can also use a few different options at range including a glaive throw at 10.5. In addition to normal vampirish powers, Blade has two of his own special abilities: he can smell the supernatural and is completely resistant to vampire bites, hypnotism, etc. Blades vampire specialty also show up in his favored foe advantage and exploits... feature. That power means that all of Blade's equipment tuned to hit vampire weaknesses because its silver plated, smeared with garlic paste, carved from wood, charged with UV lights, or whatever. It also always him to crit the normally immune vampires he encounters. This makes him much scarier to a vampire opponent than his already above average combat prowess would suggest. Dude also comes with a motorcycle and smattering of solo hero skills.

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Dracula

Post by Gazman » Sun Jun 10, 2012 7:03 pm

Image
Image
Image
Dracula - PL 13 Lord of the Vampires

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

Advantages
Beginner's Luck, Benefit 4: Lord of the Vampires, Connected, Fascinate (Deception), Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Jack-of-all-trades, Languages 3, Ritualist, Takedown, Well-informed

Skills
Deception 6 (+14), Expertise: Magic 8 (+11), Expertise: Warfare 10 (+13), Insight 4 (+10), Intimidation 2 (+10), Investigation 2 (+5), Perception 4 (+10), Persuasion 4 (+12), Stealth 8 (+16)

Powers
Dark Power
. . Become Mist
. . . . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Insubstantial: Insubstantial 2 (Gaseous)
. . Call Creatures Of The Night: Summon 4 (Controlled, Horde, Multiple Minions 4: 16 minions, Sacrifice, Type (General): Wolves, rats, and bats)
. . Creature Morph: Morph 2 (+20 Deception checks to disguise; Narrow group)
. . Mental Link
. . . . Communication: Mental Communication 4 (Limited: Those Controlled)
. . . . Remote Sensing: Remote Sensing 10 (Affects: All Types, Range: 4 miles; Medium: Those Controlled)
. . Mighty Blow: Strength-based Damage 6 (DC 28)
. . Mesmerism: Cumulative Affliction 13 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 23; Cumulative, Increased Range 2: perception; Sense Dependent: Sight)
. . Weather Control: Environment 13 (Impede Movement (2 ranks), Visibility (-5), Radius: 16 miles)
Night Hunter
. . Claws (Penetrating 7)
. . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . Senses: Senses 4 (Acute: Scent, Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision)
The Vampire's Kiss
. . Drain Life: Broad Simultaneous Weaken 9 (Linked; Resisted by: Fortitude, DC 19; Broad: Abilities, Simultaneous; Grab-based)
. . Fangs: Strength-based Damage 2 (Linked; DC 24; Grab-based)
. . Blood Bond: Progressive Affliction 13 (Linked; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 23; Progressive; Grab-based)
Undead
. . Immortality: Immortality 10 (Return after 1 hour; Limited: Requires Blood)
. . Immunity: Immunity 32 (Critical Hits, Fortitude Effects)
. . Protection: Protection 12 (+12 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +12
Drain Life: Broad Simultaneous Weaken 9, +13 (DC Fort 19)
Fangs: Strength-based Damage 2, +13 (DC 24)
Grab, +13 (DC Spec 17)
Influence Mind: Progressive Affliction 13, +13 (DC Will 23)
Mighty Blow: Strength-based Damage 6, +13 (DC 28)
Mind Control: Cumulative Affliction 13 (DC Will 23)
Throw, +8 (DC 22)
Unarmed, +13 (DC 22)

Defense
Dodge 14, Parry 14, Fortitude Immune, Toughness 12, Will 13

Power Points
Abilities 96 + Powers 178 + Advantages 18 + Skills 24 (48 ranks) + Defenses 14 = 330

Complications
Relationship: Dracula has two sons in Xarus and Janus. He also has an unholy lust for Storm.
Responsibility: As Lord of the Vampires, Dracula is kinda responsible for the upkeep of his people. He is definietly beset by challengers to the throne on occasion.
Vampire: Dracula only lives because he feeds upon the blood of the living! He perfers a woman's "purer" blood to a man's. Also he needs a coffin lined with soil of his native land. Dracula will not create a reflection in the mirror. There's a whole bunch
Weakness: As a vampire, Dracula's $#!% is #@$&ed if should come into contact with sunlight, garlic, silver, or objects of religious signifance. Or stakes through the heart. But that's true of anybody.

Vlad Tepes is an undying warrior from the dark ages filled with dark power and endless thirst for human blood. He's kind of a badass. Dracula is PL 13 and an entire PC 9 over price for his level. Counting his immunity to fortitude, Dracula hits caps with all three defense pairings. His simplest offense is simply smacking people around hard enough to bat Colossus around. With several centuries of fighting, this hits 13 for offense. So too do his mind control abilities. Yeah, he has two separate and distinct means of controlling people at full on PL 13 effectiveness. Guy can put the whammy on even mental powerhouses the likes of Dr. Strange from time to time. A fun tactic is to use his ridiculous presence to fascinate somebody. That makes its easier to attempt mesmerism. That makes landing the grapple based bite and its progressive mind control pretty much guaranteed. This bloodsucker is also pretty good at just straight up grabbing people and going for the throat. He can also turn into and control animals, control the weather, become an evil cloud, touch the minds of his thralls, and fly.

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Baron Blood

Post by Gazman » Sat Jun 16, 2012 10:40 am

Image
Baron Blood - PL 10 Nazi Vampire

Strength 6, Stamina -, Agility 5, Dexterity 3, Fighting 8, Intellect 3, Awareness 3, Presence 2

Advantages
Benefit 3: Wealthy Lordling, Connected, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Languages 1, Startle

Skills
Close Combat: Unarmed 4 (+12), Deception 6 (+8), Expertise: Lording Britishly 6 (+9), Expertise: Vampire Lore 8 (+11), Insight 2 (+5), Intimidation 8 (+10), Perception 5 (+8), Stealth 5 (+10)

Powers
Dark Power
. . Become Mist
. . . . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Insubstantial: Insubstantial 2 (Gaseous)
. . Call Creatures Of The Night: Summon 4 (Controlled, Horde, Multiple Minions 2: 4 minions, Sacrifice, Type (General): Wolves, rats, and bats)
. . Mental Link
. . . . Communication: Mental Communication 4 (Limited: Those Controlled)
. . Mighty Blow: Strength-based Damage 6 (DC 27)
. . Mind Control: Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception; Quirk: Humans and "Creatures of the Night" only)
. . Weather Control: Environment 10 (Impede Movement (2 ranks), Visibility (-5), Radius: 2 miles)
Nazi Science: Feature 1
Night Hunter
. . Claws (Penetrating 6)
. . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . Senses: Senses 4 (Acute: Scent, Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision)
The Vampire's Kiss
. . Drain Life: Broad Simultaneous Weaken 8 (Linked; Resisted by: Fortitude, DC 18; Broad: Abilities, Simultaneous; Grab-based)
. . Fangs: Strength-based Damage 2 (Linked; DC 23; Grab-based)
. . Influence Mind: Progressive Affliction 10 (Linked; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Progressive; Grab-based)
Undead
. . Immortality: Immortality 3 (Return after 4 days; Limited: Requires Blood)
. . Immunity: Immunity 32 (Critical Hits, Fortitude Effects)
. . Protection: Protection 9 (+9 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +9
Drain Life: Broad Simultaneous Weaken 8, +8 (DC Fort 18)
Fangs: Strength-based Damage 2, +8 (DC 23)
Grab, +8 (DC Spec 16)
Influence Mind: Progressive Affliction 10, +8 (DC Will 20)
Mighty Blow: Strength-based Damage 6, +8 (DC 27)
Mind Control: Cumulative Affliction 10 (DC Will 20)
Throw, +3 (DC 21)
Unarmed, +12 (DC 21)

Defense
Dodge 11, Parry 11, Fortitude Immune, Toughness 9, Will 9

Power Points
Abilities 50 + Powers 148 + Advantages 10 + Skills 22 (44 ranks) + Defenses 15 = 245

Complications
Responsibility: Both his maker Dracula and Nazi high command have tasked him with wrecking havoc upon England.
Secret: Baron Blood is secretively John Falsworth, British aristocrat.
Vampire: Baron Blood only lives because he feeds upon the blood of the living! . Also he needs a coffin lined with soil of his native land. John will not create a reflection in the mirror. There's a whole bunch
Weakness: As a vampire, Baron Blood's $#!% is #@$&ed if should come into contact with sunlight, garlic, silver, or objects of religious significance. Or stakes through the heart. But that's true of anybody.

John Falsworth is the younger brother of Lord James Falsworth, the first Union Jack. When big bro received their family fortune and title, John went off to Transylvania to pursue his interest in vampire lore. It was there that he met Dracula, who promptly turned him and sent him back to England in revenge of the events of Bram Stoker's novel. As Baron Blood, Falsworth has a silly costume with giant ears and ribbed side wings. He's PL 10 because he fights WW2 era Cap and Namor rather than Dracula fighting entire teams of modern day super heroes. He hits his caps with his vampire mind whammy, his unarmed attacks, and his active defenses. Comparing him to his creator, Blood lacks mental power and the ability to see through the eyes of his victim, he has less control over animals and weather, but he flies faster. He's also less immortal, but dude has still come back from the dead at least three times already

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Vampires

Post by Gazman » Sat Jun 16, 2012 10:49 am

Image
Vampires - PL 8 Basic Bloodsuckers

Strength 5, Stamina -, Agility 4, Dexterity 2, Fighting 7, Intellect 2, Awareness 1, Presence 2

Advantages
Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Startle

Skills
Close Combat: Unarmed 2 (+9), Deception 4 (+6), Expertise: Vampire Lore 4 (+6), Insight 4 (+5), Intimidation 6 (+8), Perception 4 (+5), Stealth 4 (+8)

Powers
Dark Power
. . Become Mist
. . . . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Insubstantial: Insubstantial 2 (Gaseous)
. . Mental Link
. . . . Communication: Mental Communication 3 (Limited: Those Controlled)
. . Mighty Blow: Strength-based Damage 4 (DC 24)
. . Mind Control: Cumulative Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Quirk: Humans and "Creatures of the Night" only)
Night Hunter
. . Claws (Penetrating 5)
. . Senses: Senses 4 (Acute: Scent, Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
The Vampire's Kiss
. . Drain Life: Broad Simultaneous Weaken 7 (Linked; Resisted by: Fortitude, DC 17; Broad: Abilities, Simultaneous; Grab-based)
. . Fangs: Strength-based Damage 2 (Linked; DC 22; Grab-based)
. . Influence Mind: Progressive Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Progressive; Grab-based)
Undead
. . Immortality: Immortality 2 (Return after 1 week; Limited: Requires Blood)
. . Immunity: Immunity 32 (Critical Hits, Fortitude Effects)
. . Protection: Protection 7 (+7 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +8
Drain Life: Broad Simultaneous Weaken 7, +7 (DC Fort 17)
Fangs: Strength-based Damage 2, +7 (DC 22)
Grab, +7 (DC Spec 15)
Influence Mind: Progressive Affliction 8, +7 (DC Will 18)
Mighty Blow: Strength-based Damage 4, +7 (DC 24)
Mind Control: Cumulative Affliction 8 (DC Will 18)
Throw, +2 (DC 20)
Unarmed, +9 (DC 20)

Defense
Dodge 9, Parry 9, Fortitude Immune, Toughness 7, Will 7

Power Points
Abilities 36 + Powers 122 + Advantages 5 + Skills 14 (28 ranks) + Defenses 13 = 190

Complications
Responsibility: The typical vampire has to follow the teachings and advance the interest of their sect.
Vampire: These guys only live because he feeds upon the blood of the living! . Also they need a coffin lined with soil of his native land. They will not create a reflection in the mirror. There's a whole bunch
Weakness: As a vampire, these guys' $#!% is #@$&ed if should come into contact with sunlight, garlic, silver, or objects of religious significance. Or stakes through the heart. But that's true of anybody.

These are the little buggers who run around in groups after those Vampires who matter. They're only PL 8 and barely super strong. But they still are way over cost because they are lifeless night hunting monsters filled with dark power. Just less of it. They'll hit caps with their unarmed, their active defenses, and their mental powers, but they have fewer options than the big boys. Get enough of them attacking Utopia or something and they might even be minions.

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Charniputras

Post by Gazman » Sat Jun 16, 2012 10:57 am

Image
Charniptura - PL 9 Death Bats

Strength 6, Stamina -, Agility 4, Dexterity 0, Fighting 8, Intellect 1, Awareness 2, Presence 1

Advantages
Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Startle, Tracking

Skills
Deception 4 (+5), Expertise: Moutain Survival 6 (+7), Intimidation 8 (+9), Perception 4 (+6), Stealth 4 (+8)

Powers
Dark Power
. . Become Mist
. . . . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Insubstantial: Insubstantial 2 (Gaseous)
. . Mental Link
. . . . Communication: Mental Communication 3 (Limited: Those Controlled)
. . Mighty Blow: Strength-based Damage 4 (DC 25)
. . Mind Control: Cumulative Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Quirk: Humans and "Creatures of the Night" only)
Night Hunter
. . Claws: Strength-based Damage 2 (DC 23; Penetrating 8)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Senses: Senses 4 (Acute: Scent, Extended: Vision 1: x10, Extended: Hearing 1: x10, Low-light Vision)
The Vampire's Kiss
. . Drain Life: Broad Simultaneous Weaken 8 (Linked; Resisted by: Fortitude, DC 18; Broad: Abilities, Simultaneous; Grab-based)
. . Fangs: Strength-based Damage 2 (Linked; DC 23; Grab-based)
. . Influence Mind: Progressive Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Progressive; Grab-based)
Undead
. . Immortality: Immortality 2 (Return after 1 week; Limited: Requires Blood)
. . Immunity: Immunity 32 (Critical Hits, Fortitude Effects)
. . Protection: Protection 9 (+9 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +8
Claws: Strength-based Damage 2, +8 (DC 23)
Drain Life: Broad Simultaneous Weaken 8, +8 (DC Fort 18)
Fangs: Strength-based Damage 2, +8 (DC 23)
Grab, +8 (DC Spec 16)
Influence Mind: Progressive Affliction 8, +8 (DC Will 18)
Mighty Blow: Strength-based Damage 4, +8 (DC 25)
Mind Control: Cumulative Affliction 8 (DC Will 18)
Throw, +0 (DC 21)
Unarmed, +8 (DC 21)

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

Power Points
Abilities 34 + Powers 134 + Advantages 6 + Skills 13 (26 ranks) + Defenses 13 = 200

Complications
Responsibility: The typical vampire has to folow the teachings and advance the interest of their sect.
Vampire: These guys only live because he feeds upon the blood of the living! . Also they need a coffin lined with soil of his native land. They will not create a reflection in the mirror. There's a whole bunch
Weakness: As a vampire, these guys' $#!% is #@$&ed if should come into contact with sunlight, garlic, silver, or objects of religious signifance. Or stakes through the heart. But that's true of anybody.

These guys are one of the vampire sects. They're big gargoyle looking mothers from the Himalayan peaks. The Charniputra (charnel + chiroptera) are a step up from other breeds of vampire in combat ability because they are huge and have claws to match. They'll hit PL 9 caps with those claws and all three defense pairings due to strength, skill, and thick skin. The Charniputra aren't any more advanced magically so their mental powers stay at PL 8, but they can fly and hunt from the air. 'Cause they spend all their time up there. Creepy.

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Werewolf By Night

Post by Gazman » Tue Jun 19, 2012 12:38 pm

Image
Werewolf By Night - PL 10 Nocturnal Avenger

Strength 8/4, Stamina 7/5, Agility 6/4, Dexterity 3, Fighting 6/4, Intellect 2, Awareness 3, Presence 1

Advantages
All-out Attack, Close Attack, Daze (Intimidation), Diehard, Great Endurance, Languages 1, Ritualist, Takedown

Skills
Athletics 2 (+10), Expertise: Arcane Lore 6 (+8), Expertise: Drifter 6 (+8), Insight 7 (+10), Intimidation 6 (+11/+7), Perception 9 (+12), Stealth 4 (+10)

Powers
Basic Healing: Regeneration 5+5 ([Stacking ranks: +5], Every 1 round)
Werewolf Form (Activation: Standard Action)
. . Enhanced Healing: Regeneration 5 (Every 2 rounds; Stacks with: Basic Healing: Regeneration 5+5)
. . Fangs and Claws: Strength-based Damage 2 (DC 25; Penetrating 5)
. . Lycanthrope Senses: Senses 9 (Acute: Scent, Analytical: Infravision, Extended: Vision 1: x10, Extended: Hearing 1: x10, Extended: Scent 1: x10, Infravision, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultravision)
. . Lycanthrope Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
. . Lyncanthrope Traits: Enhanced Trait 28 (Traits: Strength +4 (+8), Fighting +2 (+6), Agility +2 (+6), Stamina +2 (+7), Intimidation +4 (+11), Dodge +2 (+10), Parry +2 (+10), Close Combat +2 (+8), Advantages: Daze (Intimidation))
. . Pelt: Protection 2 (+2 Toughness)

Offense
Initiative +6
Fangs and Claws: Strength-based Damage 2, +9 (DC 25)
Grab, +7 (DC Spec 18)
Throw, +4 (DC 23)
Unarmed, +7 (DC 23)

Defense
Dodge 10/8, Parry 10/8, Fortitude 11, Toughness 9, Will 8

Power Points
Abilities 52 + Powers 58 + Advantages 7 + Skills 20 (40 ranks) + Defenses 13 = 150


Complications
Addiction: The urge to change forms can become overwhelming for Jack during the full moon.
Disability: Sunlight is an irritant to Jack's skin.
Weakness: Silver.Its "mystic purity" will cut through Jack's protection and regeneration.

Jack Russel is a breed of really cute little dogs. I'm sorry, I mean Jack Russel is the legal name of Jacob Russoff, last descendant of cursed line. Long story (involving everything from the Darkhold to the High Evolutionary) short, Jack is a werewolf and he found out the night before his 18th birthday. He's a smart scrappy guy who has gained so much control of his curse that he can change his form with full power at any time of the day or night and retain his human mind. This Legion of Monsters mainstay is a PL 10 150 points. Except that while he is really strong and tough, he's not a trained fighter. So its actually PL 9.5 on claw attacks and all three defense pairings. On the other hand, Jack is a minor mage who retains some lesser powers in human form who has infravision so precise that he see people's emotions in their body heat. Guy has had team ups with everybody from Gambit to Doctor Strange and is now raising Wolfsbane's child.

Mike5000us
Zealot
Zealot
Posts: 1022
Joined: Fri Dec 02, 2005 10:49 pm
Location: Los Angeles, California
Contact:

Re: GAZbuild Goes Mystic: Dracula, Brn Blood, Vampires, Werewolf

Post by Mike5000us » Sat Jun 23, 2012 4:22 pm

OOOO VAMPIRES!!! So what's next on your list?
"Ah man, I guess I'm just going to have to kill you now!"

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Re: GAZbuild Goes Mystic: Dracula, Brn Blood, Vampires, Werewolf

Post by Gazman » Sat Jun 23, 2012 9:14 pm

Witches.

Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Agatha Harkness

Post by Gazman » Sat Jun 23, 2012 9:27 pm

Image
Agatha Harkness - PL 12 Old Lady

Strength -2, Stamina 2, Agility -1, Dexterity 2, Fighting 0, Intellect 6, Awareness 8, Presence 4

Advantages
Ritualist, Sidekick 27, Skill Mastery: Expertise: Magic, Ultimate Effort: Magic

Skills
Expertise: Governess/Nanny 6 (+12), Expertise: History 4 (+10), Expertise: Magic 16 (+22), Insight 6 (+14), Perception 4 (+12), Persuasion 4 (+8), Ranged Combat: Witchcraft 6 (+8)

Powers
Mystic Senses: Senses 1 (Awareness: Magic (Mental))
Psychic Link: Senses 1 (Communication Link: Mental to Ebony)
Really Really Old: Immunity 1 (Aging)
Witchcraft 60 Point Dynamic Array
. . Mystic Blast: Damage 14 (DYN, DC 29; Increased Range: ranged, Variable Descriptor: close group - Mystic Energies)
. . Mystic Illusions: Illusion 12 (DYN, Affects: All Sense Types, Area: 4000 cft., DC 22)
. . Mystic Levitation: Move Object 7 (DYN, 3 tons)
. . Mystic Passage: Teleport 12 (Carry 50 lbs.; Accurate, Extended: 4000 miles in 2 move actions, Portal; Limited to Extended)
. . Mystic Ward: Protection 14 (DYN, +14 Toughness; Affects Others, Impervious, Sustained)
. . Project Thoughts: Mental Communication 4

Offense
Initiative -1
Grab, +0 (DC Spec 8)
Mystic Blast: Damage 14, +8 (DC 29)
Mystic Levitation: Move Object 7, +8 (DC 17)
Throw, +2 (DC 13)
Unarmed, +0 (DC 13)

Defense
Dodge 6, Parry 6, Fortitude 5, Toughness 16, Will 19

Power Points
Abilities 38 + Powers 72 + Advantages 30 + Skills 23 (46 ranks) + Defenses 27 = 190

Complications
Disability: Agatha is an extremely senior citizen. She can get tired or hurt pushing herself.
Enemy: Her son, Nicholas Scratch hates his mother and wants to supplant her and have her executed in their home town.
Power Loss: If Agatha can't speak and gesture appropriately, then she can't cast her spells.
Relationship: Agatha is family friend to the Fantastic Four as Franklin's longtime governess. She is also close to former pupil, Scarlet Witch

Agatha Harkness is a witch. Has been for centuries. She was part of ye olde witche trials in Salem, Massachusetts before she and a bunch of other magic people went West to create New Salem, Colorado. Agatha was their wise and powerful grand dame before she went to work as a nanny. Agatha was nanny and later, governess to Reed and Sue Richards' son Franklin. She was also supposed to protect him with her magic if it came down to it. Agatha the magic wielder is an over cost PL 11. She gets to 22 with her potent blast and force field spells. She's really PL 12 though because she hits those caps with her deep and lifelong study of Expertise: Magic and her Will save. Agatha also comes complete with a Sidekick (a ridiculously expensive thing to buy) Ebony. Ebony is magic cat creature that can transform into a scary panther. Except that its easier to stat out a panther (thanks to Jab's animal builds) that can shrink down to a house cat. So that's what you get.

--------------------

Ebony - PL 8

Strength 4, Stamina 4, Agility 5, Dexterity 0, Fighting 8, Intellect 1, Awareness 3, Presence 0

Advantages
All-out Attack, Fast Grab, Improved Critical: Claws and Fangs: Strength-based Damage 2, Improved Grab, Improved Hold, Improved Initiative, Prone Fighting

Skills
Acrobatics 2 (+7), Athletics 6 (+10), Close Combat: Claws and Fangs: Strength-based Damage 2 2 (+10), Expertise: Magic 6 (+7), Expertise: Survival 6 (+7), Intimidation 6 (+6), Perception 6 (+9), Stealth 6 (+11)

Powers
Cat Disguise
. . Morph: Morph 1 (+20 Deception checks to disguise; Single form)
. . Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks)
Claws and Fangs: Strength-based Damage 2 (DC 21)
Feline Fast: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
Immortal Spirit Familiar
. . Immortality: Immortality 2 (Return after 1 week)
. . Regeneration: Regeneration 10 (Every 1 round)
Predatory Senses: Senses 4 (Acute: Scent, Extended: Hearing 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank)
Psychic Link: Senses 1 (Communication Link: Mental to Agatha)

Offense
Initiative +9
Claws and Fangs: Strength-based Damage 2, +10 (DC 21)
Grab, +8 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +8 (DC 19)

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

Power Points
Abilities 50 + Powers 46 + Advantages 7 + Skills 20 (40 ranks) + Defenses 12 = 135

Complications
Is a Cat: No talking, no hands, no nothin
Responsibility: Ebony is Agatha Harkness's familiar.

Goldar
Disciple
Disciple
Posts: 674
Joined: Thu Apr 28, 2011 7:58 am

Re: GAZbuild Goes Mystic: Vampires, Werewolf, Witch

Post by Goldar » Sun Jun 24, 2012 2:24 pm

Yay! Old Agatha Harkness! And Ebony too!

I remember reading old FF comics where Agatha was featured.

It has been a long time since we saw her, because, after all, she is dead these days. (Isn't she?)

I love the classic pic you used, Gaz, as well as both Agatha and Ebony's stats. They seem very on-target to me. I always thought Agatha had an iron will, and 19 would make her that indeed!

Locked