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

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Thorpacolypse
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Re: GAZbuild : Skull, Mandarin, Abomination, Leader, Purple

Post by Thorpacolypse » Fri Jan 18, 2013 8:42 pm

Earth-Two_Kenn wrote:Didn't Purple Man get killed in "Emperor Doom", or did his regeneration save him?
Yep and I'm not completely sure, but I believe so, and if not, it will. :wink:
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Re: GAZbuild : Skull, Mandarin, Abomination, Leader, Purple

Post by Gazman » Sat Jan 19, 2013 6:09 pm

Earth-Two_Kenn wrote:Didn't Purple Man get killed in "Emperor Doom", or did his regeneration save him?
I think it was one of those comic book "apparent" deaths. Before they were saying he had regen.
Horsenhero wrote:Doesn't the Leader also have an army of little pink, plastic, humanoid robots?

Also, Jabroniville brought this up, but it bears repeating...Killgrave is a much better villain name than "The Purple Man". It kind of makes you wonder what the heck the writers were thinking when he was created.

Of course having taken 5 years of Russian way back in the day, I can tell you with absolute certainty that Zebediah Killgrave isn't a Russian name. Not even a little bit.
Yeah, he's got robots. But I don't like doing minions or sidekicks unless they're really essential to the character. Its easy to say that there's an army of robots between you and the Leader. But they don't matter that much when you're actually face to face with Sterns.

I think Killgrave is from a non-Russian Eastern Bloc nation. Yugoslavia maybe?

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Absorbing Man

Post by Gazman » Sat Jan 19, 2013 6:20 pm

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Absorbing Man - PL 14 Mimicking Mook

Strength 16/4, Stamina 4, Agility 1, Dexterity 0, Fighting 8, Intellect -2, Awareness -1, Presence -1

Advantages
All-out Attack, Improved Disarm, Improved Smash, Improved Trip, Power Attack, Ranged Attack 4, Startle

Skills
Athletics 2 (+24/+60), Close Combat: Ball and Chain 2 (+10), Expertise: Criminal 6 (+4), Intimidation 8 (+13), Perception 2 (+1), Ranged Combat: Throw 4 (+4)

Powers
Ball and Chain (Easily Removable (indestructible))
. . Ball Attacks
. . . . Ball Swing: Damage 2 (DC 17, Advantages: Improved Disarm, Improved Trip; Reach (melee): 5 ft.)
. . . . Ball Throw: Strength-based Damage 2 (DC 39; Increased Range: ranged [4 extra ranks])
Mimicry: Variable 20 (Action 3: reaction; Limited: Limited to Traits of Things Touched, Side Effect 2: always - Takes On Negative Traits)
Repairs: Healing 8 (Resurrection; Distracting, Limited: Self Only, Limited: Must Deactive Mimicry)

Power Settings
. . Adamantium (Powers: Enhanced Ability: Enhanced Strength 12, Immunity: Immunity 10, Protection: Protection 16)
. . . . Enhanced Ability: Enhanced Strength 12 (+12 STR)
. . . . Immunity: Immunity 10 (Life Support)
. . . . Protection: Protection 16 (+16 Toughness; Impervious [4 extra ranks])
. . Fire (Powers: Damage: Damage 8, Damage: Strength-based Damage 4, Immunity: Immunity 10, Insubstantial: Insubstantial 3)
. . . . Damage: Damage 8 (DC 23; Increased Range: ranged)
. . . . Damage: Strength-based Damage 4 (DC 35; Reaction 3: reaction)
. . . . Immunity: Immunity 10 (Common Descriptor: Fire)
. . . . Insubstantial: Insubstantial 3 (Energy)
. . Rock (Powers: Enhanced Ability: Enhanced Strength 4, Immunity: Immunity 10, Protection: Protection 8 )
. . . . Enhanced Ability: Enhanced Strength 4 (+4 STR)
. . . . Immunity: Immunity 10 (Life Support)
. . . . Protection: Protection 8 (+8 Toughness; Impervious)
. . Skyscraper (Powers: Growth: Growth 12, Immunity: Immunity 10, Protection: Protection 2)
. . . . Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks)
. . . . Immunity: Immunity 10 (Life Support)
. . . . Protection: Protection 2 (+2 Toughness; Impervious [4 extra ranks])
. . Steel (Powers: Enhanced Ability: Enhanced Strength 6, Immunity: Immunity 10, Protection: Protection 10)
. . . . Enhanced Ability: Enhanced Strength 6 (+6 STR)
. . . . Immunity: Immunity 10 (Life Support)
. . . . Protection: Protection 10 (+10 Toughness)
. . Titanium (Powers: Enhanced Ability: Enhanced Strength 8, Immunity: Immunity 10, Protection: Protection 12)
. . . . Enhanced Ability: Enhanced Strength 8 (+8 STR)
. . . . Immunity: Immunity 10 (Life Support)
. . . . Protection: Protection 12 (+12 Toughness; Impervious)
. . Uru (Powers: Enhanced Ability: Enhanced Strength 12, Immunity: Immunity 10, Lightning Blast: Damage 15, Protection: Protection 16)
. . . . Enhanced Ability: Enhanced Strength 12 (+12 STR)
. . . . Immunity: Immunity 10 (Life Support)
. . . . Lightning Blast: Damage 15 (DC 30; Increased Range: ranged)
. . . . Protection: Protection 16 (+16 Toughness; Impervious [4 extra ranks])

Offense
Initiative +1
Ball Swing: Damage 2, +10 (DC 33)
Ball Throw: Strength-based Damage 2, +8 (DC 33)
Grab, +8 (DC Spec 26)
Lightning Blast: Damage 15, +4 (DC 30)
Throw, +8 (DC 31)
Unarmed, +8 (DC 31)

Defense
Dodge 6, Parry 8, Fortitude 8, Toughness 20, Will 4

Power Points
Abilities 26 + Powers 150 + Advantages 8 + Skills 12 (24 ranks) + Defenses 14 = 210

Complications
Enemy: Thor and the Hulk
Relationship: Creel is married to and loves Titania, Mary "Skeeter" McPheran.
Reputation: The word "palooka" is thrown around a lot when people discuss Creel.

Carl "Crusher" Creel was a boxer and small time hood in jail for assault and racketeering when Loki hand picked him for a new evil scheme. He gave Creel a magic potion that imbued him with the power to gain the attributes of anything he touches. He quickly used his power to escape prison and begin a life as a PC pointed supervillain. As the Absorbing Man, Creel can reach crazy heights of power. But since it's a limited Variable he might not get all the way up to PL 14 every time. Absorbing Man typically goes for the nearest solid object and gains Enhanced Strength, Protection, and Life Support this can go from PL 10 rock to 11 steel, 12 titanium, or 14 adamantium (I couldn't think of anything at PL 13). If his enemy Thor tries to bring Mjolnir into play, Absorbing Man can max out his variable points to gain PL 14 stats and a rank 15 lightning blast. But Creel isn't limited to solids. He's absorbed things as esoteric as light, the Hulk's rage, and very essence of Asgard. The thing thing limiting the Absorbing Man is his mind. Crusher Creel is the dumbest hood there ever was, even the Rhino looks down on him. But he does have an amazonian hottie for a wife.

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Titania

Post by Gazman » Sun Jan 20, 2013 6:50 pm

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Titania - PL 12 Brutish Babe

Strength 14, Stamina 13, Agility 3, Dexterity 2, Fighting 10, Intellect 1, Awareness 0, Presence 2

Advantages
All-out Attack, Attractive, Chokehold, Fast Grab, Improved Critical: Unarmed, Improved Grab, Improved Smash, Power Attack

Skills
Athletics 2 (+16), Deception 4 (+6), Expertise: Criminal 4 (+5), Intimidation 6 (+9), Perception 4 (+4)

Powers
Strength Effect
. . Groundpound: Burst Area Damage 12 (Alternate; DC 27; Burst Area: 30 feet radius sphere; Limited: Titania and Targets on Same Surface)
. . Knockdown: Burst Area Affliction 12 (Alternate; 1st degree: Vulnerable, 2nd degree: Prone, DC 22; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere; Instant Recovery, Limited Degree)
Titanic Build: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Permanent)
Toughened Up
. . Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure)
. . Protection: Protection 1 (+1 Toughness; Impervious [12 extra ranks])

Offense
Initiative +3
Grab, +10 (DC Spec 24)
Groundpound: Burst Area Damage 12 (DC 27)
Knockdown: Burst Area Affliction 12 (DC Dog/Fort/Will 22)
Throw, +2 (DC 29)
Unarmed, +10 (DC 29)

Defense
Dodge 8, Parry 10, Fortitude 13, Toughness 14, Will 5

Power Points
Abilities 82 + Powers 23 + Advantages 8 + Skills 10 (20 ranks) + Defenses 12 = 135

Complications
Enemy: She-Hulk
Phobia: Titania has been scared of Spider-Man ever since he gave her an epic whupping at their first meeting.
Relationship: Titania is married to and for some reason loves the Absorbing Man, Carl "Crusher" Creel. She's lifelong best friends with Volcana, Marsha Rosenberg.
Temper: Titania grew up as skinny little loser Mary "Skeeter" MacPherran. She will get really angry when reminded of this.

Mary "Skeeter" MacPherran grew up scrawny and awkward, bullied by all the other girls. She only had one friend and a heap of tormentors. That changed when her Denver suburb was pulled into the the Beyonder's Battleworld during the Secret War. Mary and her friend Marsha joined up with Dr. Doom's forces and he gave them power in exchange. Mary ended up with super human strength and durability, going from a scrawny loser to a buxom giantess. Since then Skeeter has gone as Titania, a PL 12 super villain. Titania is under cost because she's just a simple strength based unarmed combatant, but she's still dangerous. Titania doesn't quite have hulk strength, but she's only one notch off and she makes up for it with ferocity and some nasty street fighting tricks like chokehold and improved crit.

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Re: GAZbuild : Abomination, Leader, Purple Man, Absorbing Ma

Post by Aerlwyn » Sun Jan 20, 2013 6:54 pm

Loved the look of Titania but they never seemed to do much to expand on her over all. Hope to see more of your designs.

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Re: GAZbuild : Leader, Purple Man, Absorbing Man, Titania

Post by Jabroniville » Mon Jan 21, 2013 4:51 am

Titania is a classically-simple character, in my opinion- a simple Powerhouse fighter, known more for being nasty and brutish as much as anything, despite her attractive appearance. Her overall PL is ridiculously hard for me to determine, though, as she's a classic Jobber Villain to some people, but is a rival of the fairly-powerful She-Hulk. Back in the '80s & '90s, she was clearly a PL 10-type fighter (below Spidey and many others), but with the Power Creep that often affects the Marvel Universe, she can be a royal pain to figure out these days, because you KNOW someone gave her a Wrecking Crew Power-Up (tm) to boost her power, only to have her job in her next appearance to somebody.

Carl Creel here, whose build is always interesting to see- there's a lot of potential things you can do with Object Mimicry, and it's tricky to figure out what's a Complication and what's a Flaw (though I think the M&M people have now thrown up samples for the power), is nice to see too. Her & Titania are the basic "Simple Villains" who rob & roughhouse and little else. They remind me of their comrades-in-Jobbing, the magical Wrecking Crew. If I may be so bold, may I ask, nay, DEMAND, to see such builds from you :)?

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Re: GAZbuild : Leader, Purple Man, Absorbing Man, Titania

Post by Aerlwyn » Mon Jan 21, 2013 6:19 pm

Borrowed some ideas from your Sersi character for a build i was wanting to sort out. Looking forward to reading more of your builds in the future.

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Re: GAZbuild : Leader, Purple Man, Absorbing Man, Titania

Post by Gazman » Thu Jan 24, 2013 6:51 pm

Jab, I totally get you on Titania. But in the end she's supposed to be a legitimate and equal ish rival to the PL 12 She-Hulk. I tried to show her brutishness with her lack of persuasion, choice of advantages, and the high fighting score in place of unarmed skill. Creel is a tricky one to build but I figure side effect 2 says that he will always take on the negative traits of whatever he mimics sans compensation. Because he's dumb.

The Wrecker is next. But he might be my last build for a while. I have just this week encountered heretofore unknown levels of "busy". I just started a very demanding job that isn't really the opportunity I was promised. So now I have lots of work and a job search on top of it eating like all of my time.

Aerlwyn, thanks for the nice words! Sorry to disappoint if I can't get more characters up. But you're more than welcome to borrow any ideas I've got up here. That's why I post this stuff in public. And I'd hardly call Sersi "my character".

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The Wrecker

Post by Gazman » Thu Jan 24, 2013 7:06 pm

Image
Wrecker - PL 11 Enchanted Eradicator

Strength 12, Stamina 12, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness 1, Presence 1

Advantages
All-out Attack, Improved Critical: Crowbar Smash, Improved Smash, Power Attack, Ranged Attack 2, Takedown, Teamwork

Skills
Close Combat: Crowbar 2 (+8), Expertise: Criminal 6 (+6), Expertise: Demolition 8 (+8), Intimidation 8 (+9), Perception 4 (+5), Ranged Combat: Crowbar 2 (+4)

Powers
Asgardian Empowerment: Immunity 5 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure, Poison)
Magic Crowbar (Easily Removable (indestructible))
. . Crowbar Magic
. . . . Crowbar Smash: Strength-based Damage 2 (DC 29; Penetrating 14)
. . . . Crowbar Throw: Strength-based Damage 2 (DC 29; Increased Range: ranged [12 extra ranks])
. . . . Earthquake
. . . . . . Groundpound: Burst Area Damage 11 (Linked; DC 27; Burst Area: 30 feet radius sphere; Limited: Wrecker and Targets On Same Surface)
. . . . . . Knockdown: Burst Area Affliction 11 (Linked; 1st degree: Vulnerable, 2nd degree: Prone, DC 22; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere; Instant Recovery, Limited: Wrecker and Targets On Same Surface, Limited Degree)
. . . . Energy Absorpsion: Immunity 20 (Very Common Descriptor: Energy; Reflect, Sustained; Concentration)
. . . . Force Field: Protection 2 (+2 Toughness; Impervious [13 extra ranks], Sustained)
. . . . Teleport: Teleport 6 (Carry 3200 lbs.; Extended: 60 miles in 2 move actions, Increased Mass 6; Limited to Extended)
Mystic Link: Affliction 5 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Increased Range 2: perception; Limited: To Those Holding Crowbar)

Offense
Initiative +2
Crowbar Smash: Strength-based Damage 2, +8 (DC 29)
Crowbar Throw: Strength-based Damage 2, +6 (DC 29)
Grab, +6 (DC Spec 22)
Groundpound: Burst Area Damage 11 (DC 26)
Knockdown: Burst Area Affliction 11 (DC Dog/Fort/Will 21)
Mystic Link: Affliction 5 (DC Will 15)
Throw, +4 (DC 27)
Unarmed, +6 (DC 27)

Defense
Dodge 7, Parry 8, Fortitude 15, Toughness 14, Will 5

Power Points
Abilities 72 + Powers 31 + Advantages 8 + Skills 15 (30 ranks) + Defenses 14 = 140

Complications
Enemy: Thor
Motivation: Thrills: Sure Dirk likes money and power. But his true love is smashing, hurting, destroying, and general wrecking.
Power Loss: If he loses his crowbar the Wrecker and his Wrecking Crew may lose their powers
Reputation: Chief of the job squad.

Dirk Garthwaite was fired from his demolition job for his violent tendencies. So he decided to use his talent for destruction to commit crimes as the costumed Wrecker. Wrecker actually mugged Loki while he was summoning the Norn Queen Karnilla for a boon of power. Dirk was trying on Loki's hat when the summoning was completed and so Karnilla bestowed a heap of Asgardian power on the Wrecker. That powered our boy up to the point where he could legitimately fight Thor. That was a long time ago. Since then the Wrecker has split his power down to a quarter of its previous levels in order to empower a bunch of hoods he dubbed his Wrecking Crew. Now Dirk is a PL 11, barely above the good guys who regularly beat the snot out of his team. Wrecker makes his caps on offense with a melee and an area attack, both courtesy of the greatest magical talisman in all of fiction: his enchanted crowbar. His crowbar also lets him hit parry caps because of the force field and has so other nice effects on it. Dirk is bonded to the thing and can actually control others who try to use it so long as they're of really weak will.

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Re: GAZbuild : Purple Man, Absorbing Man, Titania, Wrecker

Post by Jabroniville » Fri Jan 25, 2013 6:07 am

Hellz yeah! Dirk may be the Patron Saint of Jobber Villains, because while he often jobs out, he has the option to retain tons of power himself and challenge entire teams of guys. That means this guy is SO DEVOTED to jobbing, that he willingly lowers his power just to hang out with his Jobber Buddies.

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The Wrecking Crew

Post by Gazman » Sun Mar 10, 2013 3:57 pm

Image
Bulldozer - PL 9 Rammin' Wrecker

Strength 10, Stamina 10, Agility 1, Dexterity 2, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Close Attack 2, Great Endurance, Improved Critical: Headbutt: Strength-based Damage 2, Improved Trip, Move-by Action, Power Attack, Ranged Attack 2, Takedown 2

Skills
Athletics 4 (+14), Expertise: Criminal 4 (+4), Expertise: Military 6 (+6), Intimidation 8 (+8), Perception 4 (+4)

Powers
Asgardian Empowerment: Immunity 5 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure, Poison)
Bulldozer Brace (Removable)
. . Armored: Protection 2 (+2 Toughness; Impervious)
. . Bracing: Immunity 2 (Uncommon Descriptor: Own Slam)
. . Headbutt: Strength-based Damage 2 (DC 27, Advantages: Improved Critical; Inaccurate: -2)
Empowered Legs: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +1
Grab, +8 (DC Spec 20)
Headbutt: Strength-based Damage 2, +6 (DC 27)
Throw, +4 (DC 25)
Unarmed, +8 (DC 25)

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

Power Points
Abilities 58 + Powers 12 + Advantages 11 + Skills 13 (26 ranks) + Defenses 11 = 105

Complications
Motivation: Thrills: Sure Henry likes money and power. But his true love is smashing, hurting, destroying, and general wrecking.
Power Loss: The Wrecking Crew can lose their power if the Wrecker takes it away or if he loses his crowbar.
Reputation: The Wrecking Crew are regarded as the super strong losers and job squad of the Marvel Universe.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Piledriver - PL 9 Wrasslin' Wrecker

Strength 10, Stamina 10, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness 0, Presence 1

Advantages
All-out Attack, Improved Critical: Mega Mitts: Strength-based Damage 1, Improved Grab, Improved Hold, Improved Smash, Power Attack, Takedown

Skills
Athletics 1 (+11), Close Combat: Unarmed 1 (+7), Deception 4 (+5), Expertise: Criminal 4 (+4), Expertise: Farming 4 (+4), Intimidation 6 (+7), Perception 4 (+4), Ranged Combat: Throw 2 (+4)

Powers
Asgardian Empowerment: Immunity 5 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure, Poison)
Mega Mitts: Strength-based Damage 1 (DC 26, Advantages: Improved Critical, Improved Grab, Improved Hold, Improved Smash)

Offense
Initiative +2
Grab, +6 (DC Spec 20)
Mega Mitts: Strength-based Damage 1, +6 (DC 26)
Throw, +4 (DC 25)
Unarmed, +7 (DC 25)

Defense
Dodge 7, Parry 7, Fortitude 12, Toughness 10, Will 4

Power Points
Abilities 62 + Powers 10 + Advantages 3 + Skills 13 (26 ranks) + Defenses 12 = 100

Complications
Motivation: Thrills: Sure Brian likes money and power. But his true love is smashing, hurting, destroying, and general wrecking.
Power Loss: The Wrecking Crew can lose their power if the Wrecker takes it away or if he loses his crowbar.
Reputation: The Wrecking Crew are regarded as the super strong losers and job squad of the Marvel Universe.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thunderball - PL 9 Wired Wrecker

Strength 10, Stamina 10, Agility 1, Dexterity 1, Fighting 5, Intellect 4, Awareness 2, Presence 0

Advantages
Accurate Attack, Improved Critical: Wrecking Ball, Improved Smash, Improved Trip, Improvised Tools, Inventor, Power Attack, Takedown

Skills
Deception 4 (+4), Expertise: Criminal 2 (+6), Expertise: Science 10 (+14), Insight 2 (+4), Intimidation 6 (+6), Perception 4 (+6), Ranged Combat: Throw 4 (+5), Technology 8 (+12)

Powers
Asgardian Empowerment: Immunity 5 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure, Poison)
Wrecking Ball (Easily Removable)
. . Ball Swing: Strength-based Damage 3 (DC 28, Advantages: Improved Smash, Improved Trip; Penetrating 10, Reach (melee): 5 ft.)
. . Ball Toss: Strength-based Damage 3 (DC 28; Increased Range: ranged [10 extra ranks])
. . Ball Twirl: Enhanced Trait 4 (Traits: Dodge +2 (+8), Parry +2 (+8))
. . Earthquake
. . . . Groundpound: Burst Area Damage 9 (Linked; DC 24; Burst Area: 30 feet radius sphere; Limited: Thunderball and Targets on Same Surface)
. . . . Knockdown: Burst Area Affliction 9 (Linked; 1st degree: Vulnerable, 2nd degree: Prone, DC 19; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere; Instant Recovery, Limited: Thunderball and Targets on Same Surface, Limited Degree)

Offense
Initiative +1
Ball Swing: Strength-based Damage 3, +5 (DC 28)
Ball Toss: Strength-based Damage 3, +1 (DC 28)
Grab, +5 (DC Spec 20)
Groundpound: Burst Area Damage 9 (DC 24)
Knockdown: Burst Area Affliction 9 (DC Dog/Fort/Will 19)
Throw, +5 (DC 25)
Unarmed, +5 (DC 25)

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

Power Points
Abilities 66 + Powers 16 + Advantages 6 + Skills 20 (40 ranks) + Defenses 12 = 120

Complications
Motivation: Recognition: Dr. Franklin has a huge ego and he needs to feel like he's being given his due. That's why he sometimes pushes for leadership of the Crew.
Motivation: Thrills: Sure Elliiot likes money and power. But his true love is smashing, hurting, destroying, and general wrecking.
Power Loss: The Wrecking Crew can lose their power if the Wrecker takes it away or if he loses his crowbar.
Reputation: The Wrecking Crew are regarded as the super strong losers and job squad of the Marvel Universe.

Henry Camp, Brian Calusky, and Dr. Elliot Franklin are the Wrecking Crew. They started out as an army master sergeant, a farm hand, and a gamma physicist but eventually turned to crime. They wound up in the same prison as Dirk "The Wrecker" Garthwaite and became buds. Franklin convinced Dirk to bust out and retrieve an experimental gamma bomb of Franklin's design in order to hold New York for ransom. After the breakout Dirk got back his crowbar and had his new friends hold it during a thunder storm. Next thing Camp, Calusky, and Franklin all had lesser variations of the Wrecker's powers and they became the Wrecking Crew. The Crew are the most glorious jobbers in the world. They can hit hard enough to make a god feel it but they can also suck hard enough to get beat up by teenagers. Whenever superheroes need a semi-legit threat to get over on, the Wrecking Crew will be there.

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Re: GAZbuild : Purple Man, Absorbing Man, Titania, Wrecking

Post by Jabroniville » Mon Mar 11, 2013 1:12 am

WOOOOOOOOO SWEET WRECKING CREW JOBBERY GOODNESS!!!

Thanks- the Crew are always fun to see, since they fit that "never win, but are always a challenge" character type so very well.

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Re: GAZbuild : Purple Man, Absorbing Man, Titania, Wrecking

Post by Horsenhero » Tue Mar 12, 2013 8:34 am

My personal opinion is if the Wrecking Crew ever win one they're going to pass out from shock. :wink:

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Re: GAZbuild : Purple Man, Absorbing Man, Titania, Wrecking

Post by Gazman » Wed Mar 13, 2013 3:59 pm

The best thing about them is that its really reasonable for anybody to get into a semi-fair fight with the Crew and then win. You have to be wary of the Asgardian strength levels and all-out swings or power attack hits, but real finesse fighters or true powerhouses would outclass the Crew enough to either wear them down or knock them out after a little back and forth.

And while we're on the subject of super strong jobbers who used to regular Thor villains...

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Mister Hyde

Post by Gazman » Wed Mar 13, 2013 4:11 pm

Image
Mister Hyde - PL 10 Scientific Savage

Strength 12, Stamina 12, Agility 2, Dexterity 1, Fighting 7, Intellect 6, Awareness 2, Presence 2

Advantages
All-out Attack, Chokehold, Close Attack, Daze (Intimidation), Diehard, Fascinate (Intimidation), Fast Grab, Improved Critical: Unarmed, Improved Grab, Power Attack, Startle

Skills
Deception 4 (+6), Expertise: Criminal 2 (+8), Expertise: Science 8 (+14), Insight 4 (+6), Intimidation 10 (+13), Perception 4 (+6), Technology 4 (+10), Treatment 10 (+16)

Powers
Hormonal Healing Factor: Regeneration 4 (Every 2.5 rounds)
Hyde Hide
. . Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure)
. . Protection: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Hyde Size: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Permanent)

Offense
Initiative +2
Grab, +8 (DC Spec 22)
Throw, +1 (DC 27)
Unarmed, +8 (DC 27)

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

Power Points
Abilities 80 + Powers 20 + Advantages 11 + Skills 23 (46 ranks) + Defenses 11 = 145

Complications
Addiction: Zabo is addicted to his transformative serum.
Motivation: Thrills: Zabo is driven by the excitement of developing new chemicals and seeing their effects on human subjects.
Power Loss: If he is deprived of his serum, big burly Mister Hyde will revert back to lil Calvin Zabo.

Calvin Zabo was a brilliant biochemist liked stealing from his workplaces in order to fund his crazy experiments. When Dr. Donald Blake would have none of this nonsense, Zabo vowed revenge. He eventually got a formula based on his favorite book - The Curious Case of Dr. Jekyll and Mr. Hyde - to work. Zabo took the chemical hormone mixture and unleashed his own super strong wild side and fought Thor for a bit. Thor's rapid power ups quickly left Hyde in the dust. He's still strong enough to rend steel but he'll loose to guys like Daredevil and Batroc rather than tangle with Hulk or Thor on a even keel. And don't mid-level guys deserve super strong, super smart, but ultimately ineffective bad guys to beat up on too? Of course they do, and so we will always have Mister Hyde.

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