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

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

Post by Arthur Eld » Wed Dec 05, 2012 5:20 pm

Actually, he'd need a 5 or better. You get access to a number of ranks of the effect equal to how many you beat the DC by. Since Precognition is an all or nothing effect, and its 4 ranks of Senses, the Thinker would need to get a 15 to beat 11 by 4. Check Required specifically states that if lesser ranks of the effect wouldn't do anything, its the same as failing the check.

Also, if his Intellect were to be diminished in any way, he'd only find the task more difficult. While this is perhaps unlikely, it could come up, and serves to distinguish him from other precogs.

Anyway, he's only getting one point back and its an NPC build.

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

Post by Gazman » Wed Dec 05, 2012 5:36 pm

Howdy, Horsenhero!The purpose of the check required flaw is mostly this:
Arthur Eld wrote:Also, if his Intellect were to be diminished in any way, he'd only find the task more difficult. While this is perhaps unlikely, it could come up, and serves to distinguish him from other precogs.
The Thinker doesn't see the future in visions or receive premonitions or anything like that. He puts all the known variables into his brain and then mostly likely comes up with an accurate representation of what will transpire. It is not 100% and it does rely on his brain being in top form and I wanted to make that clear in the build.

Thanks for covering those points for me, Arthur Eld!

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The Wizard

Post by Gazman » Sat Dec 08, 2012 7:20 pm

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The Wizard - PL 10 Wingless Wonder

Strength 1, Stamina 2, Agility 2, Dexterity 3, Fighting 5, Intellect 8, Awareness 3, Presence 3

Advantages
Inventor, Leadership, Ranged Attack 2, Skill Mastery: Expertise: Science, Skill Mastery: Technology, Speed of Thought, Teamwork, Ultimate Effort: Technology

Skills
Close Combat: Unarmed 3 (+8), Deception 8 (+11), Expertise (PRE): Stage Magician 6 (+9), Expertise: Criminal 1 (+9), Expertise: Science 8 (+16), Insight 4 (+7), Intimidation 4 (+7), Perception 4 (+7), Persuasion 4 (+7), Ranged Combat: Wizard Power 5 (+8), Sleight of Hand 6 (+9), Technology 10 (+18), Vehicles 5 (+8)

Powers
Wizard Suit (Removable)
. . Anti-Grav Discs: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Armor: Protection 6 (+6 Toughness)
. . Wizard Power
. . . . Anti-Grav Lift: Burst Area Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Affects Others Only, Burst Area: 30 feet radius sphere)
. . . . Directed Gravity Field: Enhanced Strength 9 (+9 STR)
. . . . Force Field: Create 10 (Volume: 1000 cft., DC 20; Impervious, Subtle 2: invisible; Reduced Range: close)
. . . . Gravity Control: Move Object 10 (25 tons; Increased Duration: continuous; Limited Direction: Up and Down)
. . . . Id Machine: Cumulative Affliction 5 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Cumulative, Increased Range 2: perception, Insidious, Subtle: subtle)
. . . . Typhoon Sphere: Concentration Cumulative Burst Area Affliction 5 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 15; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Concentration, Cumulative, Extra Condition, Increased Range: ranged; Instant Recovery, Limited Degree)
. . . . Wonder Glove Blast: Damage 10 (DC 25; Increased Range: ranged)

Offense
Initiative +8
Grab, +5 (DC Spec 11)
Gravity Control: Move Object 10, +10 (DC 20)
Id Machine: Cumulative Affliction 5 (DC Will 15)
Throw, +5 (DC 16)
Typhoon Sphere: Concentration Cumulative Burst Area Affliction 5 (DC Dog/Fort/Will 15)
Unarmed, +8 (DC 16)
Wonder Glove Blast: Damage 10, +10 (DC 25)

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 8, Will 7

Power Points
Abilities 54 + Powers 37 + Advantages 9 + Skills 34 (68 ranks) + Defenses 16 = 150

Complications
Enemy: The Wizard has a long time enemy in the Human Torch for kidnapping and framing him.
Obsession: The Wizard is obsessed with proving himself the superior mind to Reed Richards.
Responsibility: The Wizard is always gathering and leading different iterations of the Frightful Four.

Bentley Wittman was a genius inventor who became famous using his technological advances to perform magic acts. He grew intellectually bored and decided to embark on a life of crime, starting with the defeat of Johnny Storm. After a bad loss, he decided to team up with other Torch foes Sandman and Paste Pot Pete and the amnesiac Medusa to take on the whole Fantastic Four. And they actually successfully raided the Baxter Building. Since then, The Wizard has been gathering up Frightful Fours and Fives and going after the FF every so often. He's PL 10 team villain for PC points whether with his own guys or the Intelligencia. The Wizard hits offensive caps with his electrical blasts and gravity manipulations or defensive caps by hiding behind his force field. He's also got a Perception and an Area attack at lower levels to mess with people who think he doesn't always have a trick up his sleeve. Wittman always has a trick up his sleeve, whether slight of hand or technological trickery.

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Trapster

Post by Gazman » Sun Dec 09, 2012 8:28 pm

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Trapster - PL 10 Paste Pot Pete

Strength 2, Stamina 3, Agility 3, Dexterity 4, Fighting 6, Intellect 4, Awareness 1, Presence 0

Advantages
Improved Aim, Improved Disarm, Improved Hold, Inventor, Teamwork

Skills
Acrobatics 1 (+4), Athletics 2 (+4), Deception 6 (+6), Expertise: Chemistry 8 (+12), Expertise: Criminal 2 (+6), Perception 4 (+5), Ranged Combat: Glue Gun 4 (+8), Sleight of Hand 4 (+8), Stealth 4 (+7), Technology 5 (+9)

Powers
Trapster Costume (Removable)
. . Armor: Protection 2 (+2 Toughness)
. . Glue Gun
. . . . Engulfing Paste: Progressive Affliction 6 (1st degree: Hindered, Vulnerable, Dazed, 2nd degree: Immobile, Defenseless, Stunned, DC 16; Alternate Resistance (Dodge), Contagious, Extra Condition 2, Increased Range: ranged, Progressive; Limited Degree)
. . . . Flame Retardant Solvents: Nullify 12 (Counters: Fire or Sticky, DC 22; Broad, Simultaneous)
. . . . Paste Bomb: Cumulative Cloud Area Affliction 9 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 19; Alternate Resistance (Dodge), Cloud Area: 15 feet radius sphere, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Paste Line: Movement 1 (Swinging)
. . . . Paste Snare: Cumulative Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 22; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Solid Paste Shot: Damage 6 (DC 21; Increased Range: ranged, Multiattack)
. . . . Solidified Paste: Create 6 (Volume: 60 cft., DC 16; Increased Duration: continuous, Innate)
. . . . Solvent Slick: Shapeable Area Affliction 9 (1st degree: Hindered, Vulnerable, 2nd degree: Prone, Defenseless, DC 19; Alternate Resistance (Dodge), Shapeable Area: 30 feet, cubic, Extra Condition, Increased Range: ranged; Limited Degree, Quirk 2: Target Must Be On A Surface)
. . Slippery: Immunity 6 (Entrapment, Rare Descriptor: Own Powers)
. . Sticky Fingers: Movement 1 (Wall-crawling 1: -1 speed rank, Advantages: Improved Disarm, Improved Hold)

Offense
Initiative +3
Engulfing Paste: Progressive Affliction 6, +8 (DC Dog/Fort/Will 16)
Flame Retardant Solvents: Nullify 12, +8 (DC Will 22)
Grab, +6 (DC Spec 12)
Paste Bomb: Cumulative Cloud Area Affliction 9 (DC Dog/Fort/Will 19)
Paste Snare: Cumulative Affliction 12, +8 (DC Dog/Fort/Will 22)
Solid Paste Shot: Damage 6, +8 (DC 21)
Solvent Slick: Shapeable Area Affliction 9 (DC Dog/Fort/Will 19)
Throw, +4 (DC 17)
Unarmed, +6 (DC 17)

Defense
Dodge 9, Parry 9, Fortitude 6, Toughness 5, Will 6

Power Points
Abilities 46 + Powers 44 + Advantages 3 + Skills 20 (40 ranks) + Defenses 17 = 130

Complications
Motivation: Greed: Petruski is out for money and respect.
Reputation: Petruski has reputation as a loser and a joke villain named Paste Pot Pete. When reminded of this he can go nuts.

Peter Petruski was a research chemist who invented an extremely adhesive liquid. Like many brilliant comic book scientists with one good invention to their name, he decided to use his new "multi-polymer" to embark on a life of crime. He made himself a glue gun and called himself Paste Pot Pete and was quickly defeated by the Human Torch. He soon joined forces with the Wingless Wizard and then became a core member of the Frightful Four. Petruski eventually upped his game and renamed himself the Trapster. Trapster is a PL 10 who costs less than a starting PL 9 PC. Despite his limits, his glue gun array has a bunch of attacks including a capped out snare and a couple of area attacks. If that fails, Trapster can use his Inventor advantage to invent a new trap (usually affliction or damage with the triggered modifier). And if that fails he'll probably fall into a deep funk and end up in jail. That's what you get for starting out as a super villain named Paste Pot Pete wearing a dunce cap.

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Diablo

Post by Gazman » Mon Dec 10, 2012 5:55 pm

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Diablo - PL 11

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

Advantages
Artificer, Fascinate (Deception), Languages 2, Ranged Attack 3, Skill Mastery: Expertise: Alchemy

Skills
Deception 6 (+9), Expertise: Alchemy 16 (+21), Insight 2 (+5), Intimidation 4 (+7), Perception 4 (+7), Ranged Combat: Alchemy Effects: Variable 10 4 (+7), Sleight of Hand 6 (+9)

Powers
Alchemical Potions (Removable)
. . Alchemy Effects: Variable 10 (Action: move)
. . . . Acid Spray (Powers: Acid Spray)
. . . . . . Acid Spray
. . . . . . . . Damage: Damage 11 (Linked; DC 26; Accurate 2: +4, Reach (melee) 2: 10 ft.)
. . . . . . . . Weaken: Weaken 11 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 21; Accurate 2: +4, Affects Objects, Reach (melee) 2: 10 ft.)
. . . . Alchemical Blast (Powers: Alchemical Blast: Damage 11)
. . . . . . Alchemical Blast: Damage 11 (DC 26; Increased Range: ranged)
. . . . Animation Potion (Powers: Animate Objects: Summon 7)
. . . . . . Animate Objects: Summon 7 (Active, Horde, Multiple Minions: 2 minions, Type (General): Animated Objects)
. . . . Appearance Alteration (Powers: Appearance Alteration: Morph Attack (+self) 3)
. . . . . . Appearance Alteration: Morph Attack (+self) 3 (+20 Deception checks to disguise; Broad group, DC 13; Attack (+self): Fortitude)
. . . . Curative Potion (Powers: Curative Potion: Healing 10)
. . . . . . Curative Potion: Healing 10 (Restorative, Stabilize)
. . . . Element Control (Powers: Element Control: Move Object 11)
. . . . . . Element Control: Move Object 11 (50 tons, DC 26; Damaging, Variable Descriptor: close group - Elemental)
. . . . Emotion Control Gas (Powers: Emotion Control Gas: Cumulative Cloud Area Affliction 11)
. . . . . . Emotion Control Gas: Cumulative Cloud Area Affliction 11 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Cloud Area: 15 feet radius sphere, Cumulative, Increased Range: ranged, Insidious; Diminished Range)
. . . . Explosives (Powers: Explosives: Burst Area Damage 11)
. . . . . . Explosives: Burst Area Damage 11 (DC 26; Burst Area: 30 feet radius sphere, Increased Range: ranged; Diminished Range)
. . . . Nerve Gas (Powers: Nerve Gas: Cumulative Cloud Area Affliction 10)
. . . . . . Nerve Gas: Cumulative Cloud Area Affliction 10 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Paralyzed, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, Cumulative, Extra Condition, Increased Range: ranged; Diminished Range)
. . . . Susceptibility Potion (Powers: Susceptibility: Progressive Weaken 6)
. . . . . . Susceptibility: Progressive Weaken 6 (Affects: Awareness, Resisted by: Will, DC 16; Insidious, Progressive, Subtle 2: undetectable)
. . . . Teleportation Potion (Powers: Telportation Potion: Teleport 12)
. . . . . . Telportation Potion: Teleport 12 (16 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 4000 miles in 2 move actions)
. . . . Transmutation (Powers: Transmutation: Transform 10)
. . . . . . Transmutation: Transform 10 (Affects: Anything, Transforms: 800 lbs., DC 20)
Longevity Serum: Immunity 1 (Aging)

Offense
Initiative +2
Alchemical Blast: Damage 11, +10 (DC 26)
Appearance Alteration: Morph Attack (+self) 3, +6 (DC Fort 13)
Damage: Damage 11, +10 (DC 26)
Element Control: Move Object 11, +10 (DC 26)
Emotion Control Gas: Cumulative Cloud Area Affliction 11 (DC Will 21)
Explosives: Burst Area Damage 11 (DC 26)
Grab, +6 (DC Spec 12)
Nerve Gas: Cumulative Cloud Area Affliction 10 (DC Fort 20)
Susceptibility: Progressive Weaken 6, +6 (DC Will 16)
Throw, +6 (DC 17)
Transmutation: Transform 10, +6 (DC Dog 20)
Unarmed, +6 (DC 17)
Weaken: Weaken 11, +10 (DC Fort 21)

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

Power Points
Abilities 60 + Powers 65 + Advantages 8 + Skills 21 (42 ranks) + Defenses 21 = 175

Complications
Enemy: Diablo has made enemies of the Fantastic Four.
Motivation: Greed: Diablo wants to conquor the world. He's old school like that.
Phobia: Diablo fears to trust any other living creature, especially other alchemists.

Esteban Corazón de Ablo was a 9th century Spanish nobleman who traveled across Europe studying alchemy. In time he became the world's greatest authority on the subject, eventually formulating the means to even cheat death. Eventually he set himself up as Diablo, a terrifying despot in Transylvania. Like all terrifying despots he was deposed and then sealed into a tomb. Eventually he tricked the Thing into freeing him in exchange for restoring Grimm to his human form. Since then he has been a classic undercard Fantastic Four villain, clocking in at an over cost PL 11. Diablo is just short of caps on most of his aimed attacks, but makes up for it with his capped out area effects and the shear variety of powers his many alchemical concoctions can produce. The ones here are just some of the most common. He's got more. He can also use his Alchemy Expertise with his Artificer Advantage to make more stuff like elemental servants. Diablo also has a surprisingly high stamina and some skill as a hypnotist. Shame he gets no real respect as a modern super villain.

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Dragon Man

Post by Gazman » Tue Dec 11, 2012 5:34 pm

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Dragon Man - PL 12 Draconic Android

Strength 14, Stamina 14, Agility 1, Dexterity 0, Fighting 7, Intellect -3, Awareness 0, Presence -2

Advantages
All-out Attack, Diehard, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Power Attack, Startle, Takedown

Skills
Close Combat: Unarmed 2 (+9), Intimidation 11 (+12), Perception 4 (+4), Ranged Combat: Ignitable Methane Breath 9 (+9)

Powers
Android Physiology (Advantages: Diehard, Great Endurance)
. . Eat Anything: Feature 1
. . Immunity: Immunity 30 (Fortitude Effects; Limited - Half Effect)
. . Protection: Protection 3 (+3 Toughness; Impervious [7 extra ranks])
Anti-Grav and Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings [1 rank only])
Draconic Size: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size category; Innate; Permanent)
Draconic Tail
. . Extra Limbs: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Strength Effect (Reach (melee) 2: 10 ft.)
Ignitable Methane Breath
. . Fire Blast: Damage 14 (DC 29; Increased Range: ranged)
. . Fire Cone: Cone Area Damage 12 (DC 27; Cone Area: 60 feet cone)
. . Fire Line: Line Area Damage 12 (DC 27; Line Area: 5 feet wide by 30 feet long)
Strength Effect
. . Ground Pound: Burst Area Damage 12 (Alternate; DC 27; Burst Area: 30 feet radius sphere; Limited: Dragon Man and Target on Same Surface)
. . Knockdown: Burst Area Affliction 12 (Alternate; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 22; Burst Area: 30 feet radius sphere; Instant Recovery, Limited Degree)

Offense
Initiative +1
Fire Blast: Damage 14, +9 (DC 29)
Fire Cone: Cone Area Damage 12 (DC 27)
Fire Line: Line Area Damage 12 (DC 27)
Grab, +7 (DC Spec 24)
Ground Pound: Burst Area Damage 12 (DC 27)
Knockdown: Burst Area Affliction 12 (DC Fort 22)
Throw, +0 (DC 29)
Unarmed, +9 (DC 29)

Defense
Dodge 6, Parry 7, Fortitude 16, Toughness 17, Will 4

Power Points
Abilities 38 + Powers 86 + Advantages 6 + Skills 13 (26 ranks) + Defenses 17 = 160

Complications
Disability: Dragon Man is mute and incapable of communicating with people.
Relationship: Dragon Man is fan of the ladies and will either abduct or refuse to hurt pretty ladies.
Responsibility: Dragon Man will follow the instructions of his master, often Diablo.
Weakness: Dragon Man's construction makes him vulnerable to cold and hyper-sonic based attacks.

Dragon Man was an android designed by Empire State University scientist Professor GIlbert as an experiment. He was soon given life by Diablo and turned against the Fantastic Four. Since then Dragon Man has been like a super villain attack dog for Diablo, Aron the renegade Watcher, or whatever mad scientist happens to be around. He's not very bright, but Dragon Man is tough. He's PL 12 as a melee and ranged attacker and he hits his caps with close defense and area breath weapons. Since Dragon Man is one of those advanced synthetic physiology androids made of organic polymers and activated by magic, he does have a stamina score. But those advances mean that he's only half affected by Fortitude effects. Similarly, he only uses his wings for speed and control and gets lift out from anti-gravity generators, so only one rank of Flight has the Wings Flaw. In the end Dragon Man is a big, scary, fire breathing monster and that's his story.

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Re: GAZbuild FF Foes: Wizard, Trapster, Diablo, Dragon Man

Post by Thorpacolypse » Tue Dec 11, 2012 6:56 pm

Nice FF foes, Gaz. I loves me some Dragon Man. I also love the Wizard. I'm not a big fan of Diablo, but he's OK.
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Re: GAZbuild FF Foes: Wizard, Trapster, Diablo, Dragon Man

Post by Horsenhero » Tue Dec 11, 2012 7:08 pm

I wanna see my favorite side-flipper. I'm good. I'm bad. I'm an emotionally detached observer. Show me the schizophrenic genius....the High Evolutionary!!

BTW Gaz, the current build run has been pretty cool.

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Re: GAZbuild FF Foes: Wizard, Trapster, Diablo, Dragon Man

Post by Gazman » Tue Dec 11, 2012 8:08 pm

Thanks, guys!

Horse, I definitely want to get the High Evolutionary in here. But, he doesn't really fit in with the Fantastic Four flavored foes. Would you be willing to wait a bit on him?

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Re: GAZbuild FF Foes: Wizard, Trapster, Diablo, Dragon Man

Post by Horsenhero » Tue Dec 11, 2012 9:21 pm

Gazman wrote:Thanks, guys!

Horse, I definitely want to get the High Evolutionary in here. But, he doesn't really fit in with the Fantastic Four flavored foes. Would you be willing to wait a bit on him?
No problem. Actually, the first story I ever saw HE in was a FF Counter-Earth tale, where Galactus was going to eat Counter-Earth. Of course the High Evolutionary couldn't let Galactus eat his creation, so the pair threw down. High Evolutionary lost, but somehow, the Impossible Man found out and offered up Poppup as an alternative. Galactus agreed, ate Poppup, but since the inhabitants were never actually really alive, simply being mindless duplicates of Impy, Galactus started to die of "Cosmic Indigestion" (I'm not making this up). Spurred on by Reed Richards, HE saved Galactus by evolving him into a being of pure thought, beyond such petty concerns as eating.

Another writer wisely decided to completely ignore this story the next time they had Galactus show up. I love the '70's. :D

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Re: GAZbuild FF Foes: Wizard, Trapster, Diablo, Dragon Man

Post by Gazman » Thu Dec 13, 2012 3:50 pm

:shock: Sometimes I'm glad the "classics" of the Silver Age were before my time. But not right now, because I have another classic Fantastic Four Foe to post and this one screams goofy comics fun.

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Red Ghost and his Super Apes

Post by Gazman » Thu Dec 13, 2012 4:21 pm

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Red Ghost - PL 11 Communist Space Ghost

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

Advantages
Animal Empathy, Equipment 4, Inventor, Languages 1, Ranged Attack 4, Set-up, Sidekick 24, Sidekick 25, Sidekick 31, Teamwork

Skills
Deception 8 (+10), Expertise: Cosmonaut 4 (+12), Expertise: Science 9 (+17), Insight 4 (+7), Intimidation 4 (+6), Perception 5 (+8), Persuasion 4 (+6), Stealth 8 (+10), Technology 10 (+18), Vehicles 6 (+8)

Powers
Intangible Attacks
. . Force Phase: Insubstantial Attack 4 (Incorporeal, DC 14; Attack: Dodge, Custom 36: Extra Ranks, Increased Range: ranged, Subtle 2: looks normal)
. . Interpose Object: Damage 10 (DC 25; Alternate Resistance: Fortitude; Limited: to Object's Toughness)
Living Phantom
. . Air Walking: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Subtle: subtle; Limited: Only While Insubstantial)
. . Immunity: Immunity 3 (Starvation & Thirst, Suffocation (All); Sustained; Limited: Only While Insubstantial)
. . Intangible: Insubstantial 4 (Incorporeal; Precise, Subtle 2: looks normal)
. . Trackless: Movement 1 (Trackless: Visual 1; Limited: Only While Insubstantial)
. . Transparant: Concealment 4 (All Visual Senses)
Immunity: Immunity 1 (Environmental Condition: Cold)

Equipment
High Powered Blaster [Blast: Damage 8, DC 23; Increased Range: ranged], Santa Suit [Immunity: Immunity 1, Environmental Condition: Cold]

Offense
Initiative +2
Blast: Damage 8, +6 (DC 23)
Force Phase: Insubstantial Attack 4, +6 (DC Dog 14)
Grab, +6 (DC Spec 12)
Interpose Object: Damage 10, +6 (DC Fort 25)
Throw, +6 (DC 17)
Unarmed, +6 (DC 17)

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

Power Points
Abilities 56 + Powers 99 + Advantages 93 + Skills 31 (62 ranks) + Defenses 16 = 295

Complications
Enemy: The Red Ghost is long time enemy of Reed Richards and the Fantastic Four staring with the moon race.
Motivation: Greed: The Red Ghost wants money and recognition.
Relationship: The Red Ghost has a strange abusive but emotional partnership with the Super Apes.
Reputation: The Red Ghost is considered a renegade and a criminal even in his native Russia.

Ivan Kragoff was a communist rocket scientist when the USA and the USSR were in a heated race to get to the moon. When Reed Richards planned a trip to the moon's mysterious Blue Area, Kragoff decided to he would try to get there first. He took a crew of trained simians and ship that was designed to allow through cosmic radiation for his trip, planning to arrive with powers like the Fantastic Four's. It worked. Kragoff gained the ability to become as immaterial and immune to hardship as a specter. Combing this with his strict Leninist ideology, he became the PL 10 Red Ghost. Red Ghost is a genius inventor, a political expert, and completely immune to physical harm. He can also force people and things to become as incorporeal as he is as a capped out attack. He's waaaaay over cost in large part due to his sidekicks, the Super Apes (one is actually a monkey). Kragoff is listed as PL 11 because one of the apes, Mikhlo the gorilla hits those caps as a brick capable to standing up to Thing or She-Hulk and minions/sidekicks can't be a higher power level than their masters.

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

Igor the Baboon - PL 10 Shapeshifting Monkey

Strength 3, Stamina 3, Agility 4, Dexterity 2, Fighting 11, Intellect 0, Awareness 1, Presence -1

Advantages
Defensive Roll 2, Fast Grab, Improved Grab, Improved Initiative, Ranged Attack 8, Startle, Teamwork

Skills
Acrobatics 4 (+8), Athletics 6 (+9), Expertise: Space Ape 4 (+4), Intimidation 10 (+7), Perception 6 (+7), Vehicles 4 (+6)

Powers
Is A Baboon
. . Animal Senses: Senses 2 (Acute: Scent, Low-light Vision)
. . Small Animal: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)
. . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab; Innate)
. . Teeth: Strength-based Damage 1 (DC 19)
Shapshifting: Variable 6 (Action: move)

Power Settings
Blasting (Powers: Damage: Damage 10)
Grow Large (Powers: Growth: Growth 8 )

Offense
Initiative +8
Damage: Damage 10, +10 (DC 25)
Grab, +11 (DC Spec 13)
Teeth: Strength-based Damage 1, +11 (DC 19)
Throw, +10 (DC 18)
Unarmed, +11 (DC 18)

Defense
Dodge 13, Parry 13, Fortitude 6, Toughness 5/3, Will 5

Power Points
Abilities 48 + Powers 62 + Advantages 14 + Skills 17 (34 ranks) + Defenses 14 = 155

Complications
Disability: Igor is a baboon and limited to acting like a wild monkey despite his enhanced intelligence.
Motivation: Greed: Igor is a greedy monkey and wants food and territory like any other.

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Mikhlo the Gorilla - PL 11 Super-strong Ape

Strength 13, Stamina 11, Agility 2, Dexterity 2, Fighting 9, Intellect 0, Awareness 1, Presence -1

Advantages
All-out Attack, Chokehold, Diehard, Fast Grab, Improved Grab, Improved Hold, Improved Smash, Prone Fighting, Startle, Takedown 2, Teamwork

Skills
Expertise: Space Ape 4 (+4), Intimidation 10 (+9), Perception 4 (+5), Vehicles 2 (+4)

Powers
Is a Gorilla
. . Long Arms (Reach (melee): 5 ft.)
. . Senses: Senses 1 (Acute: Scent)
. . Thick Hide: Protection 2 (+2 Toughness)
Strength Effect
. . Groundpound: Burst Area Damage 11 (Alternate; DC 26; Burst Area: 30 feet radius sphere; Limited: Mikhlo and Targets on Same Surface)
. . Knockdown: Burst Area Affliction 11 (Alternate; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 21; Burst Area: 30 feet radius sphere; Limited Degree)
. . Thunderclap: Cloud Area Affliction 11 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 21; Cloud Area: 15 feet radius sphere; Limited Degree)
Super Tough: Impervious Toughness 11

Offense
Initiative +2
Grab, +9 (DC Spec 23)
Groundpound: Burst Area Damage 11 (DC 26)
Knockdown: Burst Area Affliction 11 (DC Fort 21)
Throw, +2 (DC 28)
Thunderclap: Cloud Area Affliction 11 (DC Fort 21)
Unarmed, +9 (DC 28)

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

Power Points
Abilities 74 + Powers 18 + Advantages 12 + Skills 10 (20 ranks) + Defenses 11 = 125

Complications
Disability: Mikhlo is a gorilla and limited to acting like a wild ape despite his enhanced intelligence.
Motivation: Greed: Miklo is a greedy ape and wants food and territory like any other.

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

Peotor the Orangutan - PL 10 Magneto-Ape

Strength 5, Stamina 5, Agility 3, Dexterity 3, Fighting 9, Intellect 0, Awareness 1, Presence -1

Advantages
Fast Grab, Improved Grab, Improved Hold, Ranged Attack 2, Takedown, Teamwork

Skills
Athletics 3 (+8), Expertise: Space Ape 5 (+5), Intimidation 2 (+1), Perception 4 (+5), Ranged Combat: Magnetic Control 2 (+5), Technology 2 (+2), Vehicles 4 (+7)

Powers
Is An Orangutan
. . Animal Senses: Senses 1 (Acute: Scent)
. . Brachiation: Movement 1 (Swinging)
. . Long Arms: Strength-based Damage 1 (DC 21; Reach (melee): 5 ft.)
. . Quadredexterity: Feature 1
. . Thick Pelt: Protection 1 (+1 Toughness)
Magnetic Control
. . Magnetic Deflection: Deflect 13 (Redirection, Reflect; Limited: Metal Attacks Only)
. . Magnetic Rays: Move Object 13 (200 tons; Limited Material: Metal)
. . Metal Snare: Cumulative Affliction 9 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 19; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree, Quirk: Requires Metal Objects)
. . Throw Metal: Damage 9 (DC 24; Increased Range: ranged; Quirk: Requires Metal Objects)

Offense
Initiative +3
Grab, +9 (DC Spec 15)
Long Arms: Strength-based Damage 1, +9 (DC 21)
Magnetic Rays: Move Object 13, +7 (DC 23)
Metal Snare: Cumulative Affliction 9, +7 (DC Dog/Fort/Will 19)
Throw, +5 (DC 20)
Throw Metal: Damage 9, +7 (DC 24)
Unarmed, +9 (DC 20)

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 6, Will 7

Power Points
Abilities 50 + Powers 36 + Advantages 7 + Skills 11 (22 ranks) + Defenses 16 = 120

Complications
Disability: Peotor is an orangutan and limited to acting like a wild ape despite his enhanced intelligence.
Motivation: Greed: Peotor is a greedy ape and wants food and territory like any other.

Horsenhero
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Re: GAZbuild FF Foes: Trapster, Diablo, Dragon Man, Red Ghos

Post by Horsenhero » Thu Dec 13, 2012 4:49 pm

Ah, villains with monster minions...where have you gone?

Seriously, in the old days lots of villains had monster/mutated beast/robot minions. these days they all want to be Magneto and lord it over lame teams of villains. :roll: I miss the good old days of monster minions.

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Re: GAZbuild FF Foes: Trapster, Diablo, Dragon Man, Red Ghos

Post by Thorpacolypse » Thu Dec 13, 2012 8:25 pm

Love the Red Ghost and the Super Apes. But I wondered about your Sidekick costs. Couldn't you just go with Sidekick 33, with 31 pts to account for Igor and the other 2 for Progression up to 5 Sidekicks, or is that just a 2E thing? I was never sure about that. I did it with Minions in 3E but that might be too much of a gamebreaker for Sidekicks.
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Re: GAZbuild FF Foes: Trapster, Diablo, Dragon Man, Red Ghos

Post by Gazman » Thu Dec 13, 2012 8:29 pm

That's just 2E. Everything for the Sidekick Advantage refers to "a" character or "the" sidekick with no provisions for more than one. I think you have to buy each and every sidekick independently, which is fair because they're full fledged heroic characters. They should be expensive. Especially if they're super powered.

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