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

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Re: GAZbuild Marvel Non-Comic: Toad, Pyro, Iron Monger, Whip

Post by Gazman » Mon Nov 19, 2012 6:57 pm

Anyways, I think I'm done with my tour of the Marvel Universe. I think I've covered all the major points and facets of the setting. Now the only thing left is go do it again! I left out a bunch of big name, classics, or iconic characters out the first time and now I gotta go back and fill in those missing pieces.

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Crystal

Post by Gazman » Tue Nov 20, 2012 5:05 pm

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Crystal - PL 10 Peoples' Princess

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

Advantages
Attractive, Benefit 3: Inhuman Princess, Equipment 1, Teamwork

Skills
Acrobatics 2 (+6), Expertise: Civics 8 (+9), Perception 4 (+5), Persuasion 8 (+11), Ranged Combat: Elementalist 6 (+8), Technology 4 (+5), Treatment 6 (+7), Vehicles 4 (+6)

Powers
Air Lift: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Elemental Awareness: Senses 1 (Awareness: Elemental (Mental))
Elementalist
. . Elemental Blast: Damage 12 (DYN, DC 27; Increased Range: ranged, Precise, Variable Descriptor: close group - Any Elemental)
. . Elemental Bonds: Cumulative Affliction 12 (DYN, 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 22; Alternate Resistance (Dodge/Strength), Cumulative, Extra Condition, Increased Range: ranged, Variable Descriptor: close group - Earth/Ice; Limited Degree)
. . Elemental Control: Move Object 12 (DYN, 100 tons; Affects Insubstantial 2: full rank, Precise, Variable Descriptor: close group - Any Elemental; Quirk 2: Classical Elements Only)
. . Elemental Creations: Create 10 (DYN, Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate, Precise, Subtle: look natural, Variable Descriptor: close group - Solid Elements)
. . Elemental Environment: Environment 5 (DYN, Cold, Heat (Extreme), Impede Movement (2 ranks), Visibility (-2), Radius: 500 feet; Precise, Selective, Variable Descriptor: close group - Any Elemental)

Equipment
Inhuman Apparel [Immunity: Immunity 2, Environmental Condition: Cold, Environmental Condition: Heat; Protection: Protection 2, +2 Toughness; Subtle: subtle]

Offense
Initiative +4
Elemental Blast: Damage 12, +8 (DC 27)
Elemental Bonds: Cumulative Affliction 12, +8 (DC Dog/Fort/Will 22)
Elemental Control: Move Object 12, +8 (DC 22)
Grab, +5 (DC Spec 13)
Throw, +2 (DC 18)
Unarmed, +5 (DC 18)

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 6, Will 8

Power Points
Abilities 46 + Powers 57 + Advantages 6 + Skills 21 (42 ranks) + Defenses 20 = 150

Complications
Relationship: Mother to Luna. Sister to Medusa and thus bound to the Inhuman Royal Family. Loved Human Torch, Quicksilver, then Ronan.
Reputation: People tend to dismiss Crystal as either overly soft-hearted or slutty.
Responsibility: Crystal is a princess of the Inhuman/Kree Empire and has duties to them.
Weakness: As an Inhuman, Crystal quickly becomes sick when exposed to industrial toxins or pollution.

Crystal Amaquelin joined the Fantastic Four the first time Sue was pregnant. That's why she gets the first slot of me looking back over my collection of Fantastic Four characters. Initially she and Johnny Storm were two idiot kids who fell in love and then were sadly separated. Eventually they got to be together and it was boring. So Crystal has bounced around a lot men since then. One thing that has remained constant is her Inhuman talent of manipulating the four classical elements. Crystal does this as a PL 10 PC with more power than finesse. However the fact that her Terrigen Mist gifts work on the atomic level and on any combination or permutation of air, earth, fire, and water means that they come with Variable Descriptor and Precise in a big ole Dynamic Array. Beyond her powers, Crystal is something of a populist statesman with a bunch of Persuade alongside some Civics and Treatment. To top it all off, girl was once an Avenger.

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Lockjaw

Post by Gazman » Wed Nov 21, 2012 2:15 pm

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Lockjaw - PL 9 Teleporting Dog

Strength 11, Stamina 11, Agility 1, Dexterity 0, Fighting 7, Intellect -3, Awareness 2, Presence -1

Advantages
Daze (Intimidation), Diehard, Fast Grab, Great Endurance, Improved Critical: Unarmed, Improved Hold, Improved Trip, Power Attack, Teamwork

Skills
Expertise (AWE): Survival 6 (+8), Insight 4 (+6), Intimidation 8 (+8), Perception 6 (+8), Persuasion 4 (+3)

Powers
Canine Senses: Senses 6 (Acute: Scent, Extended: Hearing 1: x10, Extended: Scent 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
Canine Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
From Earth to the Moon: Burst Area Teleport 18 (1000 miles in a move action, carrying 50 lbs.; Accurate, Burst Area: 30 feet radius sphere, Change Velocity, Extended: 250000 miles in 2 move actions, Selective)
. . Dimensional Teleport: Burst Area Movement 3 (Alternate; Dimensional 3: any dimension, 50 lbs.; Burst Area: 30 feet radius sphere, Selective)
Huge Hound: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses; Innate; Permanent)
Psionic Smell: Senses 14 (Acute: Detect, Danger Sense: Scent, Detect: Person (Scent) 2: ranged, Extended: Choose Sense 10: x10bn; Dimensional 3: any dimension)
Super Jaws and Claws (Advantages: Improved Critical, Improved Hold; Penetrating 8 )

Offense
Initiative +1
Grab, +7 (DC Spec 21)
Throw, +0 (DC 26)
Unarmed, +7 (DC 26)

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

Power Points
Abilities 44 + Powers 152 + Advantages 7 + Skills 14 (28 ranks) + Defenses 13 = 230

Complications
Disability: Lockjaw is a dog and so lacks human vocal cords to speak and human hands to manipulate objects.
Relationship: Lockjaw is the pet of the Inhuman royal family and especially close to Crystal. He's also quite fond of the Thing.
Weakness: As an Inhuman, Lockjaw quickly becomes sick when exposed to industrial toxins or pollution.

Lockjaw is a giant bulldog looking animal that can transport people through and across dimensions. He is not a person, because that would make the Inhumans the biggest a-holes in the world for treating him like a pet dog. He's incredibly loyal and clever for an animal and comes with their standard feral senses. He also has extra psionic senses that let him smell people across distances and dimensional barriers that scent can't really cover. But Lockjaw can cover huge distances. His standard thing is teleporting anyone in the area from the far side of the moon to anyplace he wants on Earth, no problem. This makes him hugely over priced for his PL of 9. Being a humongous dog who dig through reinforced concrete and restrain the Thing he hits his close combat caps quite handily. Lockjaw is the leader of the Pet Avengers.

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Medusa

Post by Gazman » Fri Nov 23, 2012 9:20 pm

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Medusa - PL 11 Hirsute Monarch

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

Advantages
All-out Attack, Attractive, Benefit 4: Inhuman Queen, Benefit, Ambidexterity, Chokehold, Defensive Roll, Equipment 1, Fast Grab, Improved Critical: Whip/Spear, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Improvised Tools, Languages 1, Leadership, Precise Attack (Close, Cover)

Skills
Acrobatics 2 (+6), Close Combat: Hair Raising 6 (+14), Deception 4 (+8), Expertise: Statecraft 10 (+12), Insight 12 (+15), Intimidation 6 (+10), Perception 4 (+7), Persuasion 6 (+10), Ranged Combat: Throw 4 (+10), Sleight of Hand 2 (+8), Stealth 4 (+8), Technology 4 (+6)

Powers
Hair Raising
. . Catch: Deflect 14 (Reduced Range: close)
. . Fan: Cone Area Affliction 8 (1st degree: Hindered, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Cone Area: 60 feet cone; Limited Degree)
. . Multiattack Strands: Feature 8
. . Whip/Spear: Strength-based Damage 2 (DC 23, Advantages: Improved Critical; Penetrating 4, Variable Descriptor: close group - Piercing/Slashing)
Prehensile Hair (Advantages: Benefit, Ambidexterity, Chokehold, Fast Grab, Improved Disarm, Improved Hold, Improved Trip, Improvised Tools, Precise Attack (Close, Cover))
. . Elongation: Elongation 2 (Elongation: 30 feet; Limited: to Hair)
. . Enhanced Ability: Enhanced Strength 2 (+2 STR; Limited: to Hair)
. . Extra Limbs: Extra Limbs 5 (5 extra limbs, Advantages: Improved Grab)
. . Movement: Movement 2 (Sure-footed 1, Wall-crawling 1: -1 speed rank)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Equipment
Inhuman Apparel [Immunity: Immunity 2, Environmental Condition: Cold, Environmental Condition: Heat; Protection: Protection 2, +2 Toughness; Subtle: subtle]

Offense
Initiative +4
Fan: Cone Area Affliction 8 (DC Dog/Fort/Will 18)
Grab, +14 (DC Spec 18)
Throw, +10 (DC 21)
Unarmed, +8 (DC 21)
Whip/Spear: Strength-based Damage 2, +14 (DC 23)

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 8/5, Will 9

Power Points
Abilities 72 + Powers 33 + Advantages 10 + Skills 32 (64 ranks) + Defenses 18 = 165

Complications
Relationship: Medusa loves her husband Black Bolt, son Ahura, sister Crystal, and the rest of royal family.
Responsibility: Medusa is the Queen of Attilan and voice of King Black Bolt, she's got duties like whoah.
Weakness: As an Inhuman, Medusa quickly becomes sick when exposed to industrial toxins or pollution.

Medusalith Amaquelin-Boltagon is the queen of the Inhumans of Attilan. She didn't know this for a while she developed a very convenient case of amnesia just in time for the Wizard to recruit her into his first Frightful Four, where she was easily the most capable member at the time. That capability is what gets Medusa her PL 11 ranking with her hair. Medusa's hair is long and luxurious while also being tougher than steel and strong enough to restrain Iron Man or Blastaar. Medusa can catch, pierce, slash, or hold at full PL 11 caps and can multi-slam and defend at slightly lower levels. Combine all her nifty hair tricks with a capable ruler of an advanced society who with a (brief) history as a sneak thief and you get a full on PL 11 PC. Medusa "makes Raquel Welch look like a boy" and causes men to consider resigning from the human race.

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Triton

Post by Gazman » Sun Nov 25, 2012 4:21 pm

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Triton - PL 10 Inhuman Merman

Strength 10, Stamina 9, Agility 5, Dexterity 5, Fighting 10, Intellect 1, Awareness 2, Presence 1

Advantages
Agile Feint, Benefit: Inhuman Royal, Favored Environment: Aquatic, Move-by Action, Ranged Attack 5

Skills
Acrobatics 6 (+11), Expertise (AWE): Survival 6 (+8), Expertise: Military 6 (+7), Expertise: Science 4 (+5), Intimidation 6 (+7), Perception 8 (+10), Stealth 4 (+9), Technology 4 (+5), Vehicles 4 (+9)

Powers
Air Harness (Removable)
. . Water Circulation: Feature 1
Aquatic Adaptations
. . Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Movement: Movement 1 (Environmental Adaptation: Underwater)
. . Senses: Senses 1 (Low-light Vision)
Scales: Protection 1 (+1 Toughness; Impervious [4 extra ranks])
Webbed Limbs: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +5
Grab, +10 (DC Spec 20)
Throw, +10 (DC 25)
Unarmed, +10 (DC 25)

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

Power Points
Abilities 86 + Powers 19 + Advantages 9 + Skills 24 (48 ranks) + Defenses 12 = 150

Complications
Disability: Triton's Terrigenesis rendered him unable to breathe, rehydrate, or survive on land without a special device to ciruclate water over his body and past his gills.
Relationship: Triton is brother to Karnak and cousin to rest of the Inhuman royal family. He's also buddies with Namor.
Responsibility: Triton is a scout and defender or Attilan and leader of the New Inhuman Elite.
Weakness: As an Inhuman, Triton quickly becomes sick when exposed to industrial toxins or pollution.

Triton is the lamest member of team Inhuman. Sure he's super strong and super tough and he can look really cool under the right artist. But none of that matters much when you're dead within five minutes of showing up any place you actually find people. Triton underwent the Inhuman ritual of Terrigenesis as an infant and immediately had to be dumped into the ocean, away from his family. Eventually his cousin Maximus built him some special equipment for walking around on dry land and we got this Triton. He comes out as PL 10 PC mini brick with a crippling disability and only one point of removable power holding it at bay. A nice GM might let Triton's aquatic boni apply to floating around in space. At this point he grabs some Echo Weapons and a water filled starship, takes command of the New Inhuman Elite, and starts kicking alien ass. But that was only one story compared to 40 something years of Triton being kinda a loser.

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Karnak

Post by Gazman » Mon Nov 26, 2012 3:47 pm

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Karnak - PL 11 Macrocephalitic Martial Artist

Strength 6, Stamina 6, Agility 6, Dexterity 6, Fighting 12, Intellect 3, Awareness 6, Presence 0

Advantages
Accurate Attack, Agile Feint, Assessment, Benefit: Inhuman Royalty, Equipment 1, Improved Critical: Strike Weakness, Improved Critical: Unarmed, Improved Initiative, Improved Smash, Improved Trip, Power Attack, Takedown, Trance, Weapon Break

Skills
Acrobatics 8 (+14), Close Combat: Unarmed 2 (+14), Expertise: Military 8 (+11), Expertise: Theology 9 (+12), Insight 15 (+21), Perception 8 (+14), Sleight of Hand 6 (+12)

Powers
See Weakness: Senses 4 (Acute: Detect, Analytical: Detect, Detect: Weakness (Visual) 2: ranged)
Strike Weakness: Strength-based Damage 4 (DC 25, Advantages: Improved Critical; Penetrating 10; Quirk: Target Must Be Assessed or Have Weakness Seen)

Equipment
Inhuman Apparel [Immunity: Immunity 2, Environmental Condition: Cold, Environmental Condition: Heat; Protection: Protection 2, +2 Toughness; Subtle: subtle]

Offense
Initiative +10
Grab, +12 (DC Spec 16)
Strike Weakness: Strength-based Damage 4, +12 (DC 25)
Throw, +6 (DC 21)
Unarmed, +14 (DC 21)

Defense
Dodge 12, Parry 14, Fortitude 8, Toughness 8, Will 12

Power Points
Abilities 90 + Powers 18 + Advantages 13 + Skills 28 (56 ranks) + Defenses 16 = 165

Complications
Obsession: Karnak cannot help but point out the flaws in people and plans.
Relationship: Karnak is brother to Triton and cousin to the rest of the Inhuman royal family.
Responsibility: Karnak is a defender and the chief adviser of Attilan.
Weakness: As an Inhuman, Triton quickly becomes sick when exposed to industrial toxins or pollution.

Karnak is the only member of the Inhuman royal family who was never exposed to Terrigen mists in order to develop super powers. Karnak gets his super powers from study, practice, training, and good old fashioned eugenics. After his big brother Triton got hit hard with weaksauce weakness, the boys' parents pleaded not to have Karnak undergo the Rite of Terrigenesis. Instead he was shipped off to the Tower of Wisdom, an Inhuman monastery. It was there that Karnak first learned how to spot the flaws in anything and pummel that thing into dust. This rigorous training combined with his superior Inhuman physique makes our boy here a PL 11 badass. Karnak hits his caps with a melee attack, melee defense, Insight skill, and PC points. Aside from that he is a contortionist, military and spiritual adviser, and has a really big head.

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Gorgon

Post by Gazman » Mon Nov 26, 2012 3:58 pm

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Gorgon - PL 11 Beastly Butt-kicker

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

Advantages
All-out Attack, Benefit 2: Inhuman Commander, Diehard, Equipment 1, Great Endurance, Improved Critical: Stomp Kick, Improved Initiative, Instant Up, Interpose, Power Attack, Ranged Attack 6, Startle, Takedown

Skills
Athletics 4 (+13), Expertise (AWE): Survival 6 (+7), Expertise: Military 8 (+8), Intimidation 10 (+12), Perception 6 (+7), Persuasion 2 (+4), Technology 4 (+4), Vehicles 4 (+6)

Powers
Bestial Healing: Regeneration 2 (Every 5 rounds)
Bestial Senses: Senses 1 (Low-light Vision)
Bracing: Immunity 15 (Common Descriptor: Knockdown, Damage Effect: Falling; Limited - Half Effect [10 ranks only])
Seismic Stomp
. . Groundstrike: Burst Area Damage 11 (DC 26; Burst Area: 30 feet radius sphere; Limited: Gorgon and Targets Must Be Grounded)
. . Knockdown: Burst Area Affliction 11 (1st degree: Vulnerable, Dazed, 2nd degree: Prone, Stunned, DC 21; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Extra Condition; Limited: Gorgon and Targets Must Be Grounded, Limited Degree)
. . Stomp Kick: Strength-based Damage 3 (DC 27, Advantages: Improved Critical; Penetrating 6)
Stomp Jump: Leaping 6 (Leap 500 feet at 120 miles/hour)
Stomp Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Equipment
Inhuman Apparel [Immunity: Immunity 2, Environmental Condition: Cold, Environmental Condition: Heat; Protection: Protection 2, +2 Toughness; Subtle: subtle]

Offense
Initiative +7
Grab, +10 (DC Spec 19)
Groundstrike: Burst Area Damage 11 (DC 26)
Knockdown: Burst Area Affliction 11 (DC Dog/Fort/Will 21)
Stomp Kick: Strength-based Damage 3, +10 (DC 27)
Throw, +8 (DC 24)
Unarmed, +10 (DC 24)

Defense
Dodge 10, Parry 10, Fortitude 14, Toughness 12, Will 6

Power Points
Abilities 74 + Powers 35 + Advantages 18 + Skills 22 (44 ranks) + Defenses 16 = 165

Complications
Relationship: Gorgon is cousin to Black Bolt and the rest of the Inhuman royal family.
Responsibility: Gorgan is the commander of Attilan's Militia and Blackbolt's bodyguard.
Temper: Gorgon is a stubborn and angry man. This has only gotten worse since his secondary Terrigenesis.
Weakness: As an Inhuman, Gorgon quickly becomes sick when exposed to industrial toxins or pollution.

I'll admit it. I cheated a little bit to get Gorgon to PC points. The rest of the royal family fit in so easily and naturally, but classic Gorgon was under cost. So I said hey why not put him through secondary Terrigenesis like in Silent War and give him some of the bestial powers he's evidenced since then. And then I still had separate some powers that I would normally array together. I'm so ashamed. Anyway, Gorgon is King Black Bolt's cousin, bodyguard, military commander and general butt-kicker. Kicking is what gets Gorgon up to PL 11 standards because his original power was a set of super strength legs, capable of getting pretty high up on the Richter scale. Those leg muscles also prevent Gorgon from getting knocked down or hurt in a fall. Sadly, Gorgon is kinda limited past that point. He's got some military know how, but mostly he's just hairy and angry.

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Black Bolt

Post by Gazman » Tue Nov 27, 2012 3:14 pm

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Black Bolt - PL 15 Sonic Sovereign

Strength 7, Stamina 7, Agility 5, Dexterity 4, Fighting 9, Intellect 3, Awareness 5, Presence 4

Advantages
Assessment, Benefit 5: Inhuman King, Equipment 1, Extraordinary Effort, Fearless, Improved Initiative, Inspire, Languages 1, Leadership, Power Attack, Ranged Attack 5

Skills
Acrobatics 4 (+9), Close Combat: Unarmed 2 (+11), Expertise: Monarch 10 (+13), Insight 8 (+13), Intimidation 6 (+10), Perception 4 (+9), Persuasion 4 (+8), Ranged Combat: Electron Particle Mastery 4 (+8), Technology 4 (+7), Vehicles 2 (+6)

Powers
Electron Tuning Fork (Removable)
. . Anti-Gravitational Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Electron Particle Mastery
. . . . Channel Force: Enhanced Strength 4 (+4 STR)
. . . . Deny Electrons: Nullify 13 (Counters: Electromagnetic, DC 23; Broad)
. . . . Force Blast: Damage 13 (DC 28; Increased Range: ranged)
. . . . Force Constructs: Create 13 (Volume: 8000 cft., DC 23; Movable; Tiring)
. . . . Force Field: Protection 8 (+8 Toughness; Affects Others, Impervious, Sustained)
. . . . Master Blow: Strength-based Damage 8 (DC 30; Penetrating 8; Tiring)
Energy Detection: Senses 4 (Acute: Detect, Detect: Energy (Mental) 2: ranged, Extended: Detect 1: x10)
Harness Electrons: Immunity 10 (Common Descriptor: Electricity)
Quasi-Sonic Whisper: Cone Area Damage 15 (DC 30; Cone Area 6: 1800 feet cone)

Equipment
Inhuman Apparel [Immunity: Immunity 2, Environmental Condition: Cold, Environmental Condition: Heat; Protection: Protection 2, +2 Toughness; Subtle: subtle]

Offense
Initiative +9
Deny Electrons: Nullify 13, +13 (DC Will 23)
Force Blast: Damage 13, +13 (DC 28)
Grab, +9 (DC Spec 17)
Master Blow: Strength-based Damage 8, +11 (DC 30)
Quasi-Sonic Whisper: Cone Area Damage 15 (DC 30)
Throw, +9 (DC 22)
Unarmed, +11 (DC 22)

Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 15, Will 14

Power Points
Abilities 88 + Powers 157 + Advantages 19 + Skills 24 (48 ranks) + Defenses 22 = 310

Complications
Accident: Black Bolt's voice is so powerful that the smallest utterance can cause untold damage. He must be very very careful to never speak.
Illuminatus: Blackagar is part of a secret cabal dedicated towards saving the world from big scary problems and securing the Infinity Gems.
Power Loss: Black Bolt's qausi-sonic powers are dependent upon his ability to speak.
Relationship: Black Bolt loves his wife, Medusa and son Ahura. He's also close to the rest of the Inhuman royal family.
Responsibility: Black Bolt is the King of Attilan and leader of all Inhumans and Kree.
Weakness: As an Inhuman, Black Bolt quickly becomes sick when exposed to industrial toxins or pollution.

Blackagar Boltagon has been above and beyond the rest of the Inhumans since before he was born. He was exposed to the Terrigen Mists while still an embryo. Thus he has always had the ability to harness and control electron and particle interactions at a level above enough the Inhumans were prepared to deal with. Since this ability is centered in the speech center of his brain, even the least bit of speech could prove devastating. So he was locked away in a sound proof chamber for his entire childhood, learning how to control himself. Upon his release he single-handedly destroyed an invading Kree force (and most of the Inhuman ruling council) with his voice. Thus: King Black Bolt. Black Bolt starts out as an over pointed PL 13 using just the fraction of his powers that he channels through his tuning fork. BB hits caps those defensive caps with his saves and his force field. He gets PL 13 offense from his blasts, nullify, and the master blow: a punch that can knock the Hulk around. If Black Bolt open his mouth, a mere whisper blows way past those caps into PL 15 city destroying territory. Anything beyond a whisper is really bad news for whoever is on the receiving end and really a showing from extra effort. But, Black Bolt has Extraordinary Effort to really crank it up if he has to. That's the kind of thing that destroys planets.

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Maximus the Mad

Post by Gazman » Wed Nov 28, 2012 5:01 pm

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Maximus - PL 11 Unbalanced Usurper

Strength 4, Stamina 5, Agility 4, Dexterity 5, Fighting 6, Intellect 9, Awareness 2, Presence 2

Advantages
Daze (Deception), Equipment 1, Fascinate (Deception), Inventor, Ranged Attack 3, Taunt

Skills
Deception 10 (+12), Expertise: Science 8 (+17), Insight 4 (+6), Investigation 1 (+10), Perception 6 (+8), Persuasion 2 (+4), Sleight of Hand 1 (+6), Stealth 4 (+8), Technology 12 (+21), Vehicles 2 (+7)

Powers
Impose Thoughts
. . Brainwashing: Cumulative Affliction 11 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 21; Cumulative, Increased Duration 3: continuous, Increased Range: ranged, Subtle: subtle; Activation: move action, Distracting, Quirk 2: Short Range)
. . Induce Amnesia: Concentration Cumulative Affliction 11 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 21; Concentration, Cumulative, Increased Range 2: perception; Quirk 2: Short Range)
. . Mental Cloak: Concealment 11 (All Senses, Extra Ranks 1; Resistible: Will)
. . Mind Control: Concentration Cumulative Affliction 11 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Concentration, Cumulative, Increased Range 2: perception; Quirk 2: Short Range)


Equipment
Inhuman Apparel [Immunity: Immunity 2, Environmental Condition: Cold, Environmental Condition: Heat; Protection: Protection 2, +2 Toughness; Subtle: subtle]

Offense
Initiative +4
Brainwashing: Cumulative Affliction 11, +8 (DC Will 21)
Grab, +6 (DC Spec 14)
Induce Amnesia: Concentration Cumulative Affliction 11 (DC Will 21)
Mind Control: Concentration Cumulative Affliction 11 (DC Will 21)
Throw, +8 (DC 19)
Unarmed, +6 (DC 19)

Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 7, Will 11

Power Points
Abilities 74 + Powers 56 + Advantages 8 + Skills 25 (50 ranks) + Defenses 17 = 180

Complications
Enemy: He and his brother Black Bolt have been enemies for years.
Obsession: Maximus is obsessed with gaining control of Attilan and making Medusa his queen.
The Mad: Maximus is called "the Mad" because he is a crazy person. He can act irrationally at times. He can lose his powers in relation to his current level of sanity. And nobody in their right mind will trust him.
Weakness: As an Inhuman, Maximus quickly becomes sick when exposed to industrial toxins or pollution.

Maximus Boltagon is the Inhuman's built in villain. He really only has one story, but has played it out like a dozen times. Maximus starts acting sane and people trust him, but then he betrays everybody because he really really wants to be King. This lasts up until War of Kings, when he actually acts in the best interests of and at the direction of Black Bolt and Medusa. Crazy. Max's Terrigen mist given power is the ability to make people think how he wants them to. He is not a telepath, though his power is psionic. Maximus's mind control typically only works as long as concentrates on a person and he can only do it within a short range. However he has also demonstrated the power to make longer term, more subtle manipulations with more time and more concentration to play with. Either way, there's no need for a hit roll and Maximus perception range powers get him to PL 11. He also hits caps with his technology skill because this guy is extraordinarily inventive in addition to having an evil thought black thought monster for a brain.

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Mole Man

Post by Gazman » Thu Nov 29, 2012 10:04 pm

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Mole Man - PL 12 Subterranean Sovereign

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

Advantages
Benefit: King of the Mole People 2, Defensive Roll 2, Equipment 1, Favored Environment: Underground, Improved Defense, Improved Trip, Inventor, Ranged Attack 2

Skills
Athletics 2 (+4), Close Combat: Staff 6 (+12), Expertise: Science 7 (+13), Expertise: Subterranean King 8 (+14), Intimidation 6 (+5), Perception 6 (+8), Ranged Combat: Staff 6 (+8), Stealth 6 (+7), Technology 9 (+15)

Powers
Lord of Subterranea
. . Call Moloids: Summon 2 (DYN, Active, Horde, Multiple Minions 10: 1024 minions; Limited: In or Accessing Subterranea)
. . Call Monster: Summon 7 (DYN, Heroic, Type (General): Subterranean Monsters; Limited: In or Accessing Subterranea)
Staff (Easily Removable)
. . Radar: Senses 4 (Accurate: Radio, Danger Sense: Radio, Radio)
. . Restricted to Mole Man: Feature 2
. . Staff Attack
. . . . Energy Blast: Damage 10 (DC 25; Increased Range: ranged, Variable Descriptor 2: broad group - Any Energy)
. . . . Staff Smack: Strength-based Damage 2 (DC 19, Advantages: Improved Defense, Improved Trip; Reach (melee): 5 ft.)
. . . . Vibratory Knockdown: Burst Area Affliction 10 (1st degree: Vulnerable, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere; Limited: Mole Man and Targets are Grounded, Limited Degree)
Subterranean Senses: Senses 5 (Accurate: Hearing, Acute: Touch, Extended: Hearing 1: x10, Low-light Vision)

Equipment
Flash Goggle/Corrective Lenses 2

Offense
Initiative +1
Energy Blast: Damage 10, +10 (DC 25)
Grab, +6 (DC Spec 12)
Staff Smack: Strength-based Damage 2, +12 (DC 19)
Throw, +4 (DC 17)
Unarmed, +6 (DC 17)
Vibratory Knockdown: Burst Area Affliction 10 (DC Dog/Fort/Will 20)

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 6/4, Will 11

Power Points
Abilities 44 + Powers 72 + Advantages 9 + Skills 28 (56 ranks) + Defenses 27 = 180

Complications
Disability: Harvey's eyes are near sighted and extremely sensitive to bright light because duh, Mole Man.
Enemy: Mole Man hates the surface dwellers, particularly the Fantastic Four
Prejudice: Harvey Elder has always been an abrasive crackpot and a hideous dwarf. He doesn't have many fans.
Responsibility: Harvey takes his position as the King of Subterranea very seriously and tries to do the best for his subjects.

Harvey Rupert Elder was a nuclear engineer and explorer with a bunch of crazy ideas about how the Earth was hollow. Eventually he stumbled upon Monster Island and then into the underground realm of Subterranea. Finding a huge deposit of diamonds, the Moloid people, and a cache of Deviant technology Harvey re-dubbed himself the Mole Man and set himself up as king. Of course he attacked the surface world just as the Fantastic Four began their adventuring career and so became Marvel's first super villain in like 20 years. Mole Man rates as a PL 12 PC. But not because of any personal power. He tops out at PL 10 with his laser/flamethrower/force blast/whatever staff attacks or his saves. He only hits PL 8 with his active defenses and PL 5 with his top skill. No, the real power of the Mole Man is the power he commands. Mole Man can summon a PL 12 monster like Giganto, Tricephalous, or Megataur as long he's at least near a hole in the ground. If that doesn't work he can also call a bunch of Moloids. They suck, but there are seriously a lot of them. Like a lot a lot. That is why this half blind, midget geography buff spelunker rates as a big time Fantastic Four villain. Also, this:
Image

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Giganto - PL 12 Giant Monster

Strength 16, Stamina 16, Agility 0, Dexterity 0, Fighting 8, Intellect -4, Awareness 1, Presence -3

Advantages
All-out Attack, Chokehold, Diehard, Fast Grab, Fearless, Improved Grab, Interpose, Power Attack, Startle, Takedown

Skills
Expertise (AWE): Survival 4 (+5), Intimidation 8 (+13), Perception 4 (+5)

Powers
Gigantic: Growth 16 (+16 STR, +16 STA, +8 Intimidate, -16 Stealth, -8 active defenses, +4 size categories, +2 speed ranks; Innate; Permanent)
Monster Hide: Protection 4 (+4 Toughness; Impervious [6 extra ranks])
Tunnel: Burrowing 6 (Speed: 4 miles/hour, 60 feet/round)
Underground Monster: Senses 7 (Acute: Touch, Acute: Scent, Darkvision, Extended: Hearing 1: x10, Extended: Scent 1: x10, Ranged: Touch)

Offense
Initiative +0
Grab, +8 (DC Spec 26)
Throw, +0 (DC 31)
Unarmed, +8 (DC 31)

Defense
Dodge 4, Parry 4, Fortitude 19, Toughness 20, Will 5

Power Points
Abilities 4 + Powers 60 + Advantages 10 + Skills 8 (16 ranks) + Defenses 23 = 105



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Moloid - PL 3 Pathetic Wretch

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

Advantages
Equipment 1, Fast Grab, Interpose, Teamwork

Skills
Athletics 4 (+5), Expertise (AWE): Survival 4 (+3), Intimidation 6 (+3), Perception 4 (+3), Stealth 2 (+4)

Powers
Underground Adapted: Senses 2 (Darkvision)

Equipment
Club, Flash Goggles

Offense
Initiative +2
Club, +3 (DC 18)
Grab, +3 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +3 (DC 16)

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

Power Points
Abilities 6 + Powers 2 + Advantages 4 + Skills 10 (20 ranks) + Defenses 8 = 30
Last edited by Gazman on Wed Dec 05, 2012 4:31 pm, edited 1 time in total.

Gazman
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Puppet Master

Post by Gazman » Mon Dec 03, 2012 4:16 pm

Image
Puppet Master - PL 12 Master of Puppets (Pulling the strings)

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

Advantages
Equipment 1

Skills
Deception 4 (+6), Expertise: Biology 8 (+12), Expertise: Sculpture 14 (+18), Insight 4 (+8), Perception 6 (+10), Persuasion 4 (+6), Technology 3 (+7), Treatment 1 (+5)

Powers
Magical, Radioactive Clay (Easily Removable)
. . Puppet, Mastered: Cumulative Affliction 12 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Duration 3: continuous, Increased Range 2: perception; Check Required 6: DC 16 - Sculpting, Distracting)
. . . . Puppet, Transfered: Progressive Affliction 12 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 22; Increased Duration 3: continuous, Increased Range 2: perception, Progressive; Check Required 6: DC 16 - Sculpting, Limited: Requires Liddleville, Limited: Close Range Only)
. . Target Subject: Senses 9 (Accurate: Detect, Detect: Sculted Subject (Mental) 2: ranged, Extended: Detect 5: x100k)

Equipment
Apartment

Offense
Initiative +1
Grab, +2 (DC Spec 10)
Puppet, Mastered: Cumulative Affliction 12 (DC Will 22)
Puppet, Transfered: Progressive Affliction 12 (DC Will 22)
Throw, +3 (DC 15)
Unarmed, +2 (DC 15)

Defense
Dodge 6, Parry 6, Fortitude 2, Toughness 0, Will 12

Power Points
Abilities 32 + Powers 46 + Advantages 1 + Skills 22 (44 ranks) + Defenses 19 = 120

Complications
Enemy: Masters hates the Fantastic Four and is always trying to destroy them.
Power Loss: Masters must use some of his limited supply of clay each time he makes a puppet. When he runs out he needs to return to Transia.
Relationship: Masters loves his daughter, Alicia but can't stand that she loves a member of the Fantastic Four.

Philip Masters was a gifted biologist from the made up country of Transia, home of Wundagore Mountain. He moved to America as a kid, but was always an outcast. This led to him blowing up his partner and blinding the man's daughter. Masters married the widow and became step father to Alicia Masters. When his new wife died from complications resulting from the explosion, Philip went a little crazy. He found out his special clay from Transia could control people if he made puppets of them. The clay is both infused with magic AND mildly radioactive, because why not. Using the clay and passing a DC 16 skill check Masters becomes the PL 12 Puppet Master. If a puppet is accurate enough, Puppet Master can control them anywhere in the world. If he brings them to his crappy Manhattan apartment, he can stick their brain into one his puppets, also at PL 12. The powers are the only thing on this guy close to caps, so he is way under cost. Surprisingly adept at escaping injury, though.

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Apartment - Toughness 8, Size Small

Features:
Holding Cells, Secret 1, Workshop

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 3 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 4

scc
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Re: GAZbuild FF Foes: Maximus, Mole Man, Puppet Master

Post by scc » Tue Dec 04, 2012 5:04 pm

Really nice Mole Man and Puppet Master. I like the check required sculpting flaw on Puppet Master. As for Mole Man is his summon power an array? I am guessing so. Maybe he should be able to use both at the same time like the picture shows. Or maybe they can be dynamic. Of course he can always power stunt for a combination of minions.

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Re: GAZbuild FF Foes: Maximus, Mole Man, Puppet Master

Post by Gazman » Wed Dec 05, 2012 4:27 pm

Thanks, scc! If the dude has to use a skill to turn undifferentiated chunks of clay into highly detailed sculptures, that's pretty much the definition of "check required" isn't it?

Yeah, Mole Man's summons are an array. That's a good call on making them dynamic! He can trade off fewer moloids or less powerful monsters as the situation demands. I'll put that in. But don't discount his Benefit. King of the Mole People is probably worth some degree of backup even if Harvey is more focused on calling up one of his monsters.

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Mad Thinker and his Awesome Android

Post by Gazman » Wed Dec 05, 2012 4:48 pm

Image
Mad Thinker - PL 11 Archetypical Mad Scientist

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

Advantages
Beginner's Luck, Eidetic Memory, Equipment 2, Jack-of-all-trades, Ranged Attack 4, Sidekick 22, Skill Mastery: Expertise: Science, Skill Mastery: Technology, Well-informed

Skills
Deception 8 (+10), Expertise: Science 9 (+19), Insight 6 (+9), Investigation 4 (+14), Perception 4 (+7), Technology 11 (+21), Vehicles 4 (+6)

Powers
Calculate Probability: Senses 4 (Precognition; Check Required: DC 11 - Intellect)
Hypno-lens (Removable)
. . Mesmerizing: Cumulative Perception Area Affliction 11 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Perception Area, Cumulative)
Implanted Radio Link: Remote Sensing 16 (Affects: 2 Types, inc. Visual - Audio, Visual, Range: 250 miles; Limited: Mad Thinker's Own Robots, Medium: Robotic Sensors)

Equipment
Blaster Pistol

Offense
Initiative +1
Blaster Pistol, +6 (DC 20)
Grab, +3 (DC Spec 11)
Mesmerizing: Cumulative Perception Area Affliction 11 (DC Will 21)
Throw, +6 (DC 16)
Unarmed, +3 (DC 16)

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

Power Points
Abilities 48 + Powers 45 + Advantages 34 + Skills 23 (46 ranks) + Defenses 15 = 165

Complications
Enemy: The Mad Thinker is one of those FF foes out to prove they're smarter than Reed.
Power Loss: The Mad Thinker's ability to calculate probabilities and formulate elaborate master plots can be ruined by "x-factors" that he was unaware of.
Reputation: He's much rather prefer to be known as simply "The Thinker"

The Mad Thinker is pretty much the classic mad scientist. Every so often he shows up with some intricate plan to "show them all" and then he get defeated and sent to jail. And that's pretty much it. We know he has PhDs in computer science and engineering and that's pretty much it. We don't even know the guy's name. But we know he has a hate-on for Reed "Mr. Fantastic" Richards. The Mad Thinker is in Reed's intellectual weight class with his 10 Int and PL 11 caps for technology, but he can't really touch the champ. This is because the Mad Thinker lacks imagination and intuition. He's got high skill ranks, skill mastery, jack-of-all-trades, and can even program his own brain like a computer simulation. And while that's all very impressive, he doesn't have Ultimate Skill or Inventor. Everything the Mad Thinker makes is stolen or re-purposed from somebody else. Still this PC pointed mastermind comes up with some scary good plans, packs a capped out area affliction and comes with a big buddy. See below.

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Image
Awesome Android - Unstable Ape-Bot

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

Advantages
Fast Grab, Improved Grab, Improved Initiative, Interpose, Power Attack, Startle, Takedown

Skills
Intimidation 10 (+10)

Powers
Android: Immunity 12 (Aging, Life Support, Sleep)
Awesome: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
Strength Effect
. . Gale-Force Wind
. . . . Damage: Cone Area Damage 4 (Linked; DC 19; Cone Area: 60 feet cone)
. . . . Move Object: Cone Area Move Object 6 (Linked; 3200 lbs.; Cone Area: 60 feet cone; Custom 3: Reduced Duration (Instant), Limited Direction: Away, Reduced Range: close)
Unstable Mimicry: Variable 4 (Action 3: reaction; Limited: One Subject At A Time)

Offense
Initiative +7
Damage: Cone Area Damage 4 (DC 19)
Grab, +8 (DC Spec 20)
Move Object: Cone Area Move Object 6 (DC 16)
Throw, +3 (DC 25)
Unarmed, +8 (DC 25)

Defense
Dodge 6, Parry 6, Fortitude 11, Toughness 10, Will None

Power Points
Abilities 34 + Powers 58 + Advantages 7 + Skills 5 (10 ranks) + Defenses 6 = 110

Complications
Disability: The Awesome Android is mute and unable to communicate.
Weakness: The Android has a nerve bundle under its left armpit that acts as a shutdown switch.

The Awesome Android is based on notes by Reed Richards and constructed by the Mad Thinker. He made the thing by mixing unstable molecules with ape DNA. It is a "living android" with a constitution score, but no ability for independent thought. Andy is big, strong, and grabby at his most basic. Anytime it touches somebody it can mimic their physical attributes and potentially gain things like Iceman's armor, Thor's strength, or a violinist's nimble stringing skills.

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Re: GAZbuild FF Foes: Mole Man, Puppet Master, Mad Thinker

Post by Horsenhero » Wed Dec 05, 2012 5:08 pm

Gaz, I have a question. What exactly is the purpose of the Intellect check on the Mad Thinker's Precognition? He can't miss the check outside of rolling a 1 (automatic failure) and a 5% failure chance seems awful low to grant any sort of points benefit.

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