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

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Gazman
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Re: GAZbuild Streets: Runaways & The Pride

Post by Gazman » Sun Aug 05, 2012 5:18 pm

Thorpacolypse wrote:It was, but you know Marvel and DC. If there's a chance to sell a book, they'll mish-mash whatever they can to work things into main continuity. Now The Runaways hang out at Avengers Academy and Alex Wilder was in the same afterlife as Jack of Hearts.
Aww. Thorp. :( After all the trouble I went to with giving away the face Alex dies in case somebody wants to read the book.

Just kidding! Anybody who bothers to read these builds probably either read the book already or isn't ever going to.

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Alice Hayes

Post by Gazman » Sun Aug 05, 2012 5:28 pm

Image
Alice Hayes - PL 9 Outcast

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

Advantages
Benefit 4: Wealthy Crime Boss, Connected, Defensive Roll, Equipment 1, Set-up, Teamwork

Skills
Deception 6 (+8), Expertise: Criminal 6 (+9), Expertise: Speech Therapy 8 (+11), Insight 6 (+8), Intimidation 4 (+6), Perception 6 (+8), Persuasion 4 (+6), Treatment 6 (+9)

Powers
Telepathic Powers
. . Mental Alteration: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception)
. . Mental Blast: Damage 9 (DC 24; Alternate Resistance: Will, Increased Range 2: perception)
. . Mind Control: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception)
. . Psychic Sedation: Cumulative Affliction 9 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception)
. . Telepathy
. . . . Communication: Mental Communication 3
. . . . Mind Reading: Mind Reading 9 (DC 19)

Equipment
Undercover Shirt

Offense
Initiative +1
Grab, +3 (DC Spec 11)
Mental Alteration: Cumulative Affliction 9 (DC Will 19)
Mental Blast: Damage 9 (DC Will 24)
Mind Control: Cumulative Affliction 9 (DC Will 19)
Mind Reading: Mind Reading 9 (DC Will 19)
Psychic Sedation: Cumulative Affliction 9 (DC Will 19)
Throw, +2 (DC 16)
Unarmed, +3 (DC 16)

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

Power Points
Abilities 30 + Powers 40 + Advantages 9 + Skills 23 (46 ranks) + Defenses 23 = 125

Complications
Prejudice: Mutie scum!
Relationship: Alice is married to Gene. She loves him and their daughter, Molly.
Responsibility: Alice is an important figure in organized crime, helping to run Los Angeles.
Secret: Alice is a criminal evil mutant, not the speech therapist she pretends to be.

Alice and Gene Hayes were the Pride token evil mutants. Not that all mutants are evil, but the evil mutant is a classic comic book villain. A creepy twist on the archetype is that the two of them share the exact same looks, the exact same powers, worry that they couldn't get pregnant, and refer to their relationship as a "pure blooded union." You can connect the dots on your own, I'm sure. Alice is an nasty selfish bitch. She sedates her own daughter and wipes her neighbors' minds so they won't interfere with her. She's capable of doing this because she hits her PL 9 caps with an array of various psychic mind messing powers. Alice also caps out on her saves, but remains under cost because she's not that impressive physically or skill wise. Still not one to be messed with. You can tell because even Emma Frost called the Hayeses monsters.

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Re: GAZbuild Streets: Runaways & The Pride

Post by Scrollreader » Sun Aug 05, 2012 5:59 pm

Thorpacolypse wrote:It was, but you know Marvel and DC. If there's a chance to sell a book, they'll mish-mash whatever they can to work things into main continuity. Now The Runaways hang out at Avengers Academy and Alex Wilder was in the same afterlife as Jack of Hearts.
Actually, they were never in a separate universe ... unless you consider the West Coast to be a separate universe from the main Marvel continuity (And for a while, it might as well have been). From as soon as they dealt with their parents, they were dealing with villains like Nazis made of Bees (not to mention the Evil Origins of Xavin and Victor). That being said, while I didn't mind the occasional meet up, the Runaways are at their best more or less on their own, in my opinion.

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Re: GAZbuild Streets: Runaways & The Pride

Post by Mike5000us » Tue Aug 07, 2012 8:27 pm

Hey GAZ since your building the Pride can you also build their creators the Gibborim (The Three Mythical Giants)
"Ah man, I guess I'm just going to have to kill you now!"

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Re: GAZbuild Streets: Runaways & The Pride

Post by Gazman » Tue Aug 07, 2012 9:31 pm

Mike5000us wrote:Hey GAZ since your building the Pride can you also build their creators the Gibborim (The Three Mythical Giants)
You know what? I'll try. I find myself having less and less time to do builds these days, but I will try.

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Tina Minoru

Post by Gazman » Thu Aug 09, 2012 5:37 pm

Image
Tina Minoru - PL 9 Magician

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

Advantages
Benefit 4: Wealthy Crime Boss, Connected, Equipment 1, Languages 1, Ranged Attack 4, Ritualist, Teamwork

Skills
Close Combat: Staff of One 4 (+7), Deception 6 (+8), Expertise: Criminal 6 (+9), Expertise: Magic 10 (+13), Expertise: Theology 4 (+7), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6)

Powers
Dark Arts
. . Cameleon Glamour: Morph 3 (+20 Deception checks to disguise; Broad group)
. . Elemental Blast: Damage 12 (DC 27; Increased Range: ranged, Variable Descriptor 2: broad group - Elemental)
. . Mystic Gate: Teleport Attack (+self) 7 (Carry 50 lbs., DC 17; Attack (+self): Dodge, Extended: 120 miles in 2 move actions, Portal; Limited to Extended)
. . Swarm of Bats: Summon 2 (Horde, Multiple Minions 5: 32 minions)
Staff of One (Easily Removable)
. . Safe Storage: Feature 1
. . Staff Spells: Variable 6 (Action 2: free; Limited: Only Spells Not Used Before, Unreliable (5 uses))
. . . . Staff Strike: Strength-based Damage 2 (Alternate; DC 18; Reach (melee): 5 ft.)
Staff's Master: Immunity 1 (Rare Descriptor: Staff of One's Powers)

Equipment
Undercover Shirt

Offense
Initiative +1
Elemental Blast: Damage 12, +6 (DC 27)
Grab, +3 (DC Spec 11)
Mystic Gate: Teleport Attack (+self) 7, +3 (DC Dog 17)
Staff Strike: Strength-based Damage 2, +7 (DC 18)
Throw, +6 (DC 16)
Unarmed, +3 (DC 16)

Defense
Dodge 9, Parry 7, Fortitude 5, Toughness 3, Will 13

Power Points
Abilities 30 + Powers 59 + Advantages 13 + Skills 21 (42 ranks) + Defenses 27 = 150

Complications
Accident: If Tina tries to cast a spell from the Staff of One that she has already cast it will do something weird and random instead.
Relationship: Tina is married to Robert. She loves him and their daughter Nico
Responsibility: Tina is an important figure in organized crime, helping to run Los Angeles.
Secret: Tina is actually a criminal dark wizard, not the nice Catholic house wife she pretends to be.
When Blood is Shed...: Tina must be bleeding to retrieve the Staff of One from its safe storage in her body.

Tina and Robert Minoru are the Pride's dark wizards. They helped with security, summoning demons and banishing interlopers from LA. Tina is pretty good wizard, hitting her PL 9 caps with some of her spells and able to get up to rank 12 effects out of the Staff of One when it was hers to command. She's a whole PL over cost because she's got a powerful weapon and her own magic array. The Minorus would often combine their powers to pull some crazy stunts like teleporting people across interstellar distances. It's funny that despite following the dark path of black magic they seemed to be conventionally religious and conservative people. Tina loves Oprah for instance. Funny old world. At least in comic books.

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Re: GAZbuild Streets: Runaways & The Pride

Post by Gazman » Mon Aug 13, 2012 6:30 pm

So I sit down to pound out a M&M build for the Gibborim and then get my next street level hero started and nope. Hero Lab keeps crashing on me. I don't know what's up with that, but it will probably keep me down and out from statting new characters up for a minute. Sorry. Sucks on this end too, because I was glad to finally have the time to indulge in one of my favorite hobbies.

EDIT: Got it working again. Gibborim are up next and then onto to some real street Gs.

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Gibborim

Post by Gazman » Sat Aug 18, 2012 8:45 am

Image
Gibborim - PL 12 Polydactyl Pious Progeny

Strength 14, Stamina 14, Agility 0, Dexterity 2, Fighting 8, Intellect 8, Awareness 4, Presence 6

Advantages
Accurate Attack, Assessment, Diehard, Extraordinary Effort, Ritualist

Skills
Expertise: Magic 6 (+14), Expertise: Theology 9 (+17), Insight 6 (+10), Intimidation 2 (+14), Perception 6 (+10), Persuasion 2 (+8), Ranged Combat: Mystic Power 5 (+7)

Powers
Biblical
. . Comprehend: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)
. . Immunity: Immunity 11 (Aging, Life Support)
. . Regeneration: Regeneration 1 (Every 10 rounds; Persistent)
Giant: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Innate; Permanent)
Mystic Power
. . Beget: Create 12 (Volume: 4000 cft., DC 22; Increased Duration: continuous, Innate, Subtle: look natural)
. . Dispelling: Nullify 17 (Counters: Magic, DC 27; Broad, Precise, Simultaneous)
. . Mystic Blast: Damage 17 (DC 32; Increased Range: ranged)
. . Mystic Move: Teleport Attack (+self) 12 (Carry 50 lbs., DC 22; Accurate, Attack (+self): Dodge, Extended: 4000 miles in 2 move actions, Increased Range 2: perception; Limited: to Gibborim on Attack, Limited to Extended)
. . Power of Life: Healing 12 (Energizing, Increased Range: ranged, Resurrection; Limited: Requires Fresh Soul)
. . Transform: Transform 10 (Affects: Anything, Transforms: 800 lbs., DC 20)

Offense
Initiative +0
Dispelling: Nullify 17, +7 (DC Will 27)
Grab, +8 (DC Spec 24)
Mystic Blast: Damage 17, +7 (DC 32)
Mystic Move: Teleport Attack (+self) 12 (DC Dog 22)
Throw, +2 (DC 29)
Transform: Transform 10, +8 (DC Dog 20)
Unarmed, +8 (DC 29)

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

Power Points
Abilities 64 + Powers 101 + Advantages 5 + Skills 18 (36 ranks) + Defenses 22 = 210

Complications
Obsession: The Gibborim are obsessed with clearing humanity from the Earth and returning it to the way it was in their youth.
Power Loss: The Gibborim only have power because the Rite of Thunder has the Pride feeding them a young, pure soul once a year.
Relationship: The Gibborim are looking to make their old man proud of them.

The Gibborim are a race of six fingered giants from back in the days of the Elder Gods. They're name checked in the Bible and implied to be sons of One Above All (Marvel's capital G God). Unfortunately since their days of ruling a Utopian Eden, the Gibborim have fallen on hard times. They're barely able to maintain an existence on the Earth plane, and only that because the Pride feeds them souls. Still, the power they have left is pretty impressive, clocking in as over cost PL 12s. These big guys hit caps with their saves and their magic array. That array can incinerate humans in an instant, teleport people mad far, change the world, and even raise the dead. Presumably if the Pride had kept up the Rites of Blood and Thunder for the whole quarter century, the Gibborim would have been even more powerful. Still, they can speak all the tongues of man, know tons of stuff about the hidden world, and have plot device empowerment abilities going. Too bad they're so clueless about what pops really wanted.

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Moon Knight

Post by Gazman » Sun Aug 19, 2012 9:17 am

Image
Moon Knight - PL 9 Lunar Legionnaire

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

Advantages
Agile Feint, All-out Attack, Benefit 3: Wealthy. Alternate ID, Close Attack, Daze (Intimidation), Diehard, Equipment 12, Evasion, Improved Critical: Crescent Darts: Strength-based Damage 1, Improved Critical: Unarmed, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 6, Startle, Takedown

Skills
Acrobatics 8 (+12), Athletics 8 (+12), Deception 6 (+9), Expertise: Business 4 (+7), Expertise: Mercenary 10 (+13), Expertise: Theology 2 (+5), Insight 6 (+8), Intimidation 10 (+13), Investigation 5 (+8), Perception 8 (+10), Ranged Combat: Throw 2 (+6), Sleight of Hand 2 (+6), Stealth 6 (+10), Technology 3 (+6), Vehicles 6 (+10)

Powers
Multiple Personalites: Immunity 20 (Very Common Descriptor: Mental; Limited - Half Effect)

Equipment
Arsenal
. . Bolas: Cumulative Affliction 4 (1st degree: Vulnerable and Hindered, 2nd degree: Defenless and Immobile, Resisted by: Strength, DC 14; Cumulative, Extra Condition, Increased Range: ranged; Diminished Range, Limited Degree)
. . Crescent Darts: Strength-based Damage 1 (DC 20, Advantages: Improved Critical; Increased Range: ranged [4 extra ranks], Multiattack [4 extra ranks]; Diminished Range)
. . Truncheon
. . . . Swing Line: Movement 1 (Swinging)
. . . . Truncheon Smack: Strength-based Damage 2 (DC 21, Advantages: Improved Disarm, Improved Trip; Reach (melee): 5 ft., Split: 2 targets)
Commlink
Mooncopter
Vestments
. . Armor: Protection 3 (+3 Toughness)
. . Cestus: Strength-based Damage 1 (DC 20)
. . Glider Cape: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Gliding)

Offense
Initiative +8
Bolas: Cumulative Affliction 4, +12 (DC Fort/Will 14)
Cestus: Strength-based Damage 1, +12 (DC 20)
Crescent Darts: Strength-based Damage 1, +12 (DC 20)
Grab, +12 (DC Spec 14)
Throw, +12 (DC 19)
Truncheon Smack: Strength-based Damage 2, +12 (DC 21)
Unarmed, +12 (DC 19)

Complications
Disability: Moon Knight is afflicted with multiple personalities, who can sometimes fight for control of his body.
Relationship: Moon Knight has lover in Marlene Alraune and a friend and occasional partner in Frenchie Duchamp.
Responsibility: Moon Knight is sworn to the service of the Egyptian god of the moon and vengence, Khonshu as his perfect paragon and representative on Earth.
Secret: Moon Knight is secretly soldier of fortune Marc Spector, and also millionaire financer Steve Grant, and also taxi driver Jake Lockley.


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

Power Points
Abilities 70 + Powers 10 + Advantages 33 + Skills 43 (86 ranks) + Defenses 19 = 175

Marc Spector was a prize fighter, and a US Marine, and a mercenary. He got involved with bad guy Raoul Bushman and realized that murdering innocent people in order to find ancient treasure wasn't really his thing. So Bushman murdered Spector. When Spector came back in the presence of a statue of the moon god Khonshu, he decided that Khonshu brought him back to be his servant in this world and Moon Knight was born. Luckily Spector invested his mercenary fees well and he came back to America rich. Spector used those riches to finance a war on crime with a moon themed helicopter, moon themed weaponry, and a really bad ass costume. Moon Knight is PL 9 with his gear, hitting caps with his club, his armor and his saves. He's also a fist fighter, a sharpshooter, a pilot, a detective, and a really scary SoB. Part of the scariness is his dissociative personality disorder. But since this is comic books, that will also give him some shielding against mental attack because disabilities are also super powers. In the end, Moon Knight is way over cost like any good Batman rip off should be.

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

Mooncopter - Strength 8, Defense -4, Toughness 11, Size Huge
Features: Navigation System 1, Remote Control
Powers
Cannons: Damage 6 (DC 21; Increased Range: ranged, Multiattack)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Offense: Cannons: Damage 6, +10 (DC 21)
Equipment Points: Abilities 2 + Powers 34 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 40

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Re: Shadowcat

Post by Tamaran » Mon Aug 20, 2012 3:12 am

Gazman wrote:Image
Shadowcat - PL 10 Intangible Girl Genius

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

Advantages
Close Attack 2, Defensive Roll 2, Equipment 1, Grabbing Finesse, Improved Disarm, Improved Initiative, Interpose, Languages 3, Minion 7, Move-by Action, Takedown, Teamwork

Skills
Acrobatics 6 (+9), Athletics 4 (+6), Close Combat: Unarmed 2 (+10), Expertise: Computing 10 (+14), Insight 2 (+5), Investigation 4 (+8), Persuasion 6 (+8), Stealth 8 (+11), Technology 8 (+12), Vehicles 4 (+7)

Powers
Phase Attacks
. . Force Phase: Insubstantial Attack 4 (Incorporeal, DC 14; Affects Corporeal 4, Attack: Parry, Precise, Subtle 2: looks normal; Grab-based)
. . Interpose Object: Damage 10 (DC 25; Affects Corporeal 10, Alternate Resistance: Fortitude; Limited: To Objects Toughness)
. . Scramble Electronics: Nullify 10 (Counters: Electronics, DC 20; Affects Corporeal 10, Simultaneous; Reduced Range: close)
. . Scramble Synapses: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Affects Corporeal 10)
Phasing
. . Enhanced Trait: Enhanced Trait 4 (Traits: Will +4 (+13))
. . Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Affects Others; Limited: To Airwalking)
. . Insubstantial: Insubstantial 4 (Incorporeal; Affects Others, Precise, Reaction: reaction, Subtle 2: looks normal)

Equipment
Commlink, Undercover Shirt

Offense
Initiative +7
Force Phase: Insubstantial Attack 4, +10 (DC Dog 14)
Grab, +10 (DC Spec 13)
Interpose Object: Damage 10, +10 (DC Fort 25)
Scramble Electronics: Nullify 10, +10 (DC Will 20)
Scramble Synapses: Affliction 10, +10 (DC Fort 20)
Throw, +3 (DC 17)
Unarmed, +12 (DC 17)

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 6/2, Will 13/9

Power Points
Abilities 54 + Powers 63 + Advantages 22 + Skills 27 (54 ranks) + Defenses 24 = 190

Complications
Prejudice: Jewey mutie scum!
Relationship: Loves Colossus. Best friends with Illyana. Like family to Wolverine, Storm, and Nightcrawler.
Responsibility: The X-men fight to protect a world that hates and fears them.
Rivalry: Emma Frost was the evil villain of Shadowcat's origin story. Now they just get catty at each other.
Weakness: Phasing though epically dense things like adamantium or the Breakworld can screw Shadowcat up.

Katherine "Kitty" Pryde was originally the audience avatar character. She was a nerdy little kid, confused about all the changes in her life who acted out emotionally and stuff. But she also helped save the day. Kitty does day saving at PL 10 offense. She's only PL 8 defensively , but that should be okay. Because nothing can touch her. Like bullets, fists, knives, energy blast, whatever. None of can scratch her. Shadowcat is so good at not getting touched, that's she trained her body to go insubstantial at the first sign of danger. She can walk through walls, walk on air, and even her thoughts don't interact easily with reality. Then she can stick a piece of something through your spine or pull you through the floor and leave you trapped in a cave. Kitty probably won't because she is as sweet as she is smart, but she could. All that plus scrambling electrical signals plus ninja training plus a purple cat-sized dragon equals Kitty Pryde is awesome.

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Lockheed - PL 6 Miniature Space Dragon

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

Advantages
All-out Attack, Power Attack

Skills
Acrobatics 2 (+6), Close Combat: Tiny Teeth: Strength-based Damage 2 2 (+8), Deception 6 (+7), Expertise: Alien Wanderer 4 (+6), Perception 4 (+6), Ranged Combat: Baby Blast: Damage 6 6 (+6), Technology 2 (+4)

Powers
Baby Blast: Damage 6 (DC 21; Increased Range: ranged)
. . Damage: Cone Area Damage 6 (Alternate; DC 21; Cone Area: 60 feet cone)
Lil Guy: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)
Psi Screen
. . Concealment: Concealment 2 (Other Sense Type: Mental)
. . Immunity: Immunity 2 (Uncommon Descriptor: Mind Reading)
Tiny Teeth: Strength-based Damage 2 (DC 17)
Widdle Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)

Offense
Initiative +4
Baby Blast: Damage 6, +6 (DC 21)
Damage: Cone Area Damage 6 (DC 21)
Grab, +6 (DC Spec 10)
Throw, +0 (DC 15)
Tiny Teeth: Strength-based Damage 2, +8 (DC 17)
Unarmed, +6 (DC 15)

Complications
Relationship: Partner/pet of Shadowcat
Responsibility: Secret agent of SWORD. Seriously.
Secret: Lockheed is actually an intelligent being, not the pet like creature Kitty and her friends think he is.

Languages
Native Language

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

Power Points
Abilities 38 + Powers 42 + Advantages 2 + Skills 13 (26 ranks) + Defenses 10 = 105
I love Shadowcat you did a great job on this one GAZ. :D

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Re: GAZbuild Streets: Runaways, Pride, Moon Knight

Post by Gazman » Tue Aug 21, 2012 4:27 pm

Tamaran wrote:
Gazman wrote:Image
Shadowcat - PL 10 Intangible Girl Genius
I love Shadowcat you did a great job on this one GAZ. :D
Thanks, Tamaran! I like Shadowcat a lot too and I'm glad a fan thinks I represented her well.

Also: Welcome to the Atomic Think Tank!

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Punisher

Post by Gazman » Tue Aug 21, 2012 4:41 pm

Image
Punisher - PL 10 Vicious Vigilante

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

Advantages
Assessment, Daze (Intimidation), Defensive Roll 2, Diehard, Equipment 9, Fearless, Improved Aim, Improved Critical: Firearms, Improved Critical: Knife: Strength-based Damage 1, Improved Critical: Sniper Rifle: Damage 5, Improved Initiative, Improvised Weapon, Power Attack, Precise Attack (Ranged, Concealment), Prone Fighting, Quick Draw, Ranged Attack 5, Skill Mastery: Expertise: Military, Startle, Takedown, Tracking, Uncanny Dodge

Skills
Athletics 6 (+9), Expertise: Military 12 (+14), Expertise: Streetwise 6 (+8), Insight 6 (+8), Intimidation 10 (+11), Investigation 4 (+6), Perception 8 (+10), Ranged Combat: Arsenal Array 4 (+8), Stealth 6 (+9), Treatment 2 (+4), Vehicles 6 (+10)

Equipment
Arsenal, Battle Wagon, Undercover Shirt
Arsenal Array
. . Assault Rifle: Damage 5 (DC 20; Accurate: +2, Increased Range: ranged, Multiattack)
. . Flash-bang Grenade: Burst Area Affliction 4 (1st degree: Impaired, Impaired, 2nd degree: Disabled, Disabled, 3rd degree: Unaware, Unaware, Resisted by: Fortitude, DC 14; Burst Area: 30 feet radius sphere, Extra Condition, Increased Range: ranged; Diminished Range)
. . Fragmentation Grenade: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, Increased Range: ranged; Diminished Range)
. . Heavy Pistols: Damage 4 (DC 19; Increased Range: ranged, Multiattack, Penetrating 4)
. . Knife: Strength-based Damage 1 (DC 19, Advantages: Improved Critical)
. . Rocket Launcher: Burst Area Damage 9 (DC 24; Burst Area: 30 feet radius sphere [5 ranks only], Increased Range: ranged; Inaccurate: -2)
. . Smoke Grenade: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, Attack: Dodge, Increased Range: ranged; Diminished Range)
. . Sniper Rifle: Damage 5 (DC 20, Advantages: Improved Aim, Improved Critical; Accurate: +2, Increased Range: ranged)

Offense
Initiative +7
Assault Rifle: Damage 5, +15 (DC 20)
Flash-bang Grenade: Burst Area Affliction 4 (DC Fort 14)
Fragmentation Grenade: Burst Area Damage 5 (DC 20)
Grab, +12 (DC Spec 13)
Heavy Pistols: Damage 4, +13 (DC 19)
Knife: Strength-based Damage 1, +12 (DC 19)
Rocket Launcher: Burst Area Damage 9 (DC 24)
Smoke Grenade: Cloud Area Concealment Attack 4 (DC Dog 14)
Sniper Rifle: Damage 5, +15 (DC 20)
Throw, +9 (DC 18)
Unarmed, +12 (DC 18)

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 8/4, Will 8

Power Points
Abilities 62 + Powers 0 + Advantages 32 + Skills 35 (70 ranks) + Defenses 21 = 150

Complications
Enemy: Every criminal is an enemy of the Punisher. Jigsaw is the only one who qualifies as a recurring foe, though.
Honor: Punisher will not kill cops, kids, innocents, or other non-criminals.
Obsession: Punisher is obsessed with his vendetta against criminals.
Reputation: Crazed vigilante killer.

Frank Castle was in the 'Nam. First as special forces then as black ops. When he got back, his family witnessed a gangland execution and was murdered to keep them quiet. Frank did not take this well and he decided to flip out out and use his military training to wage a war on all criminals. Now, as the Punisher Frank metes out lethal judgement on those who he feels merit his punishment. This means he kills lots of guys and he does it well as a PL 10 PC. Punisher is PL 8 with his knife and PL 9 with a gun or his saves. He'll hit caps when he wears his skull themed armor or picks up a rocket launcher or one of his laser sighted rifles (assault or sniper flavor). Punisher is a scary dude who just will not stop. Turn out the lights and he'll Precise Shot you, knock him down and he'll Prone Fight, run away and he'll Track you down. The Diehard and Fearless Punisher will go after the bad guy until one of them is dead.
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Battle Wagon - Strength 9, Defense -4, Toughness 10, Size Huge
Features: Hidden Compartments 1
Powers: Speed 5(Speed: 60 miles/hour, 900 feet/round)
Power Points: Abilities 3 + Powers 5 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

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Re: GAZbuild Streets: Runaways, Pride, Moon Knight, Punisher

Post by luketheduke86 » Tue Aug 21, 2012 10:30 pm

Nice job on the Runaways GAZ. Additional kudos for the Pride and Gibborim builds, since neither got a whole lot of "screen" time.

Your Moon Knight and Punisher builds are also really cool. The Punisher being so scary and yet staying at a playable level is great to see. Can't wait to see what else you have in store for us!
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.

Gazman
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Location: Jersey

Re: GAZbuild Streets: Runaways, Pride, Moon Knight, Punisher

Post by Gazman » Wed Aug 22, 2012 9:57 am

luketheduke86 wrote:Nice job on the Runaways GAZ. Additional kudos for the Pride and Gibborim builds, since neither got a whole lot of "screen" time.

Your Moon Knight and Punisher builds are also really cool. The Punisher being so scary and yet staying at a playable level is great to see. Can't wait to see what else you have in store for us!
Thanks, Luke! Those builds were kinda hard but kinda fun too. You get to guess and extrapolate to make something more your own, but have to try and fit into the official stuff without going too far out there. I hope I did good.

What's next is the one exemption to Punisher's kill them all rule.

Gazman
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Jigsaw

Post by Gazman » Wed Aug 22, 2012 10:07 am

Image
Jigsaw - PL 9 Mutilated Murderer

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

Advantages
All-out Attack, Benefit 3: Wealthy Crime Boss, Connected, Daze (Intimidation), Defensive Roll, Diehard, Equipment 4, Great Endurance, Improved Critical: Knife: Strength-based Damage 1, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 4, Startle

Skills
Athletics 4 (+7), Close Combat: Knife: Strength-based Damage 1 2 (+14), Deception 6 (+9), Expertise: Criminal 12 (+14), Insight 4 (+6), Intimidation 6 (+9), Investigation 2 (+4), Perception 6 (+8), Ranged Combat: Arsenal Array 2 (+6), Stealth 6 (+8), Vehicles 2 (+6)


Equipment
Arsenal Array
. . Assault Rifle: Damage 5 (DC 20; Increased Range: ranged, Multiattack)
. . Frag Grenade: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, Increased Range: ranged; Diminished Range)
. . Knife: Strength-based Damage 1 (DC 19, Advantages: Improved Critical)

Offense
Initiative +6
Assault Rifle: Damage 5, +10 (DC 20)
Frag Grenade: Burst Area Damage 5 (DC 20)
Grab, +12 (DC Spec 13)
Knife: Strength-based Damage 1, +14 (DC 19)
Throw, +8 (DC 18)
Unarmed, +12 (DC 18)

Defense
Dodge 13, Parry 13, Fortitude 12, Toughness 5/4, Will 6

Power Points
Abilities 64 + Powers 0 + Advantages 21 + Skills 26 (52 ranks) + Defenses 24 = 135

Complications
Enemy: Punisher hates Jigsaw for trying to murder him. Jigsaw hates Punisher for smashing his handsome face to bits.
Motivation: Greed: Jigsaw is a crime boss and an assassin, in it for the money.
Phobia: Jigsaw doesn't deal well with panes of glass like the one that tore him up.

Billy "The Beaut" Russo was the prettiest little hitman you ever did see. One day he took a job to clean up a mess that left an execution witness alive. So Russo killed the assassin who botched the first job and then went after the survivor, Frank Castle. Castle drove Russo's face through a plate glass window and destroyed the thing that meant most to the man, his good looks. Russo got sewn back together one little bit at a time, so he decided to call himself Jigsaw and make that a name to be feared. Jigsaw is pretty fearsome as far as street hoods go. He's world class at planning criminal enterprises, street fighting, and just being a HAM. Jigsaw is a PL 9 for PC points and he hits his caps on all three defenses and with knife attacks. He's also got gun, explosives, and connections to both the mob and the maggia. His Crime Boss benefit lets him use Expertise: Criminal for Connected instead of Persuasion. His rep as the only guy to walk away from facing down the Punisher probably doesn't hurt either.

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