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

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Re: GAZbuild : Absorbing Man, Titania, Wrecking Crew, Mr. Hy

Post by scc » Fri Mar 15, 2013 4:00 pm

I am really enjoying these builds. Keep the jobbers coming. Hard to believe that Hyde and Cobra gave Thor a hard time. Grant you I don't have any comics where they fight him but I know they were enemies of his.

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Re: Mister Hyde

Post by Jabroniville » Fri Mar 15, 2013 11:39 pm

Gazman wrote:Image
Meth- NOT EVEN ONCE.


Good ol' Mr. Hyde- totally a generic villain to his core, but also a fairly strong threat that can't simply be one-shotted away.
Last edited by Jabroniville on Fri Sep 06, 2013 9:37 pm, edited 1 time in total.

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Re: GAZbuild : Absorbing Man, Titania, Wrecking Crew, Mr. Hy

Post by Gazman » Mon Mar 25, 2013 3:24 pm

scc wrote:I am really enjoying these builds. Keep the jobbers coming. Hard to believe that Hyde and Cobra gave Thor a hard time. Grant you I don't have any comics where they fight him but I know they were enemies of his.
Thanks, scc! I'm maaad busy these days, but I'll try and update as much as I can. True that, but Thor is pretty much the walking definition of "power creep," leaving so many of his old villains behind in the dust.
Jabroniville wrote:
Gazman wrote:Image
Meth- NOT EVEN ONCE.


Good ol' Mr. Hyde- totally a generic villain to his core, but also a fairly strong threat that can't simply be one-shotted away.
Hahaha! I legitimately laughed at the meth comment. Yep on characterizing our guy here. Generic mad scientist plus generic murderous brute plus I guess that's good enough equals Mr. Hyde.

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Klaw

Post by Gazman » Mon Mar 25, 2013 3:37 pm

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Klaw - PL 12 Solid Salmon Sound

Strength 7, Stamina -, Agility 3, Dexterity 3, Fighting 5, Intellect 4, Awareness 3, Presence 2

Advantages
Diehard, Power Attack, Ranged Attack 3

Skills
Deception 4 (+6), Expertise: Criminal 2 (+6), Expertise: Science 8 (+12), Insight 2 (+5), Intimidation 4 (+6), Investigation 4 (+8), Perception 6 (+9), Ranged Combat: Sonic Attacks 6 (+9), Technology 6 (+10), Vehicles 2 (+5)

Powers
Living Sound (Advantages: Diehard)
. . Immunity: Immunity 30 (Fortitude Effects)
. . Protection: Protection 12 (+12 Toughness; Impervious)
. . Regeneration: Regeneration 5 (Every 2 rounds; Persistent; Source: Sound)
Sound Converter (Removable)
. . Reconstitution: Immortality 5 (Return after 1 day)
. . Restricted: Feature 2
. . Sonic Attacks
. . . . Cohesive Sound Snare: Progressive Affliction 7 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 17; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . . . Deafening Blast: Cumulative Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 22; Cumulative, Increased Range: ranged; Limited: Hearing Only)
. . . . Deafening Wave: Cumulative Cone Area Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 22; Cone Area: 60 feet cone, Cumulative; Limited: Hearing Only)
. . . . Sonic Blast: Damage 12 (DC 27; Increased Range: ranged, Penetrating 6)
. . . . Sonic Construct: Create 7 (Volume: 125 cft., DC 17; Impervious, Movable, Precise, Stationary)
. . . . Sonic Summons: Summon 6 (Controlled, Multiple Minions: 2 minions)
. . . . Sonic Wave: Cone Area Damage 12 (DC 27; Cone Area: 60 feet cone, Penetrating 6)

Offense
Initiative +3
Cohesive Sound Snare: Progressive Affliction 7, +12 (DC Dog/Fort/Will 17)
Deafening Blast: Cumulative Affliction 12, +12 (DC Fort 22)
Deafening Wave: Cumulative Cone Area Affliction 12 (DC Fort 22)
Grab, +5 (DC Spec 17)
Sonic Blast: Damage 12, +12 (DC 27)
Sonic Wave: Cone Area Damage 12 (DC 27)
Throw, +6 (DC 22)
Unarmed, +5 (DC 22)

Defense
Dodge 9, Parry 8, Fortitude Immune, Toughness 12, Will 6

Power Points
Abilities 44 + Powers 98 + Advantages 4 + Skills 22 (44 ranks) + Defenses 12 = 180

Complications
Disability: Klaw has the use of only one of his hands, the other having been replaced with his sonic converter.
Enemy: Klaw has made an enemy of the Black Panther because he keeps attacking Wakanda to steal vibranium and killed King T'Chaka.
Weakness: As a creature of sonic vibrations Klaw can be harmed by vacuum, vibranium, or specific counter frequencies.

Ulysses Klaw was a physicist who developed a device capable of turning sound waves into physical mass. He needed rare vibranium for it to work and so he gathered some mercenaries to assault Wakanda and steal from the vibranium mound. This ended up with the death of the current Black Panther and the destruction of Klaw's hand. Of course he tried again later and ended up merging with his device to become a being of living sound waves. As a sonic being Klaw is a PL 12 PC villain and bright pink. Klaw hits his caps on offense with both ranged and area attacks in penetrating damage and deafening dazzles. His special tricks are the physical manifestations of sonic energy as snares, shapes, or even summons. He's barely PL 11 with one active defense but is still super hard to take down. Klaw is immune to fort effects, has completely impervious high toughness, and can put himself back together again should he come apart. Even if Klaw is completely shut down his energy signature goes into his converter and can be reconstituted or something silly comic booky like that. Funnily enough, I've never seen a reference to the man made out of sound having super hearing.

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Griffin

Post by Gazman » Tue Apr 16, 2013 6:29 pm

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Griffin - PL 10 Monster Man

Strength 12, Stamina 12, Agility 3, Dexterity 0, Fighting 7, Intellect -1, Awareness 2, Presence -1

Advantages
All-out Attack, Animal Empathy, Fast Grab, Improved Critical: Claws and Fangs, Improved Grab, Improved Hold, Improved Trip, Power Attack, Startle

Skills
Deception 6 (+5), Expertise: Criminal 6 (+5), Intimidation 10 (+10), Perception 4 (+6), Stealth 4 (+5)

Powers
Claws and Fangs: Strength-based Damage 1 (DC 28, Advantages: Improved Critical; Penetrating 7, Split: 2 targets)
. . Tail: Strength-based Damage 1 (Alternate; DC 28, Advantages: Improved Hold, Improved Trip; Reach (melee) 2: 10 ft.)
Griffin Hide: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Griffin Senses: Senses 5 (Acute: Scent, Extended: Hearing 1: x10, Extended: Vision 1: x10, Low-light Vision, Tracking: Choose Sense 1: -1 speed rank)
Griffin Size: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Permanent)
Griffin Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
Unstable Mutation: Variable 4 (Increased Duration: continuous; Limited: To Extreme Circumstances, Uncontrolled)

Offense
Initiative +3
Claws and Fangs: Strength-based Damage 1, +7 (DC 28)
Grab, +7 (DC Spec 22)
Tail: Strength-based Damage 1, +7 (DC 28)
Throw, +0 (DC 27)
Unarmed, +7 (DC 27)

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

Power Points
Abilities 60 + Powers 59 + Advantages 6 + Skills 15 (30 ranks) + Defenses 10 = 150

Complications
Disability: Griffin can loose his human self completely and become nothing but a mindless beast sometimes.
Prejudice: Griffin is super obviously a monstrous aberration and nobody likes him.

John Horton was a low end street tough who wanted more. He signed up with the Secret Empire, who promised to make him a super villain. The Griffin started off as Horton with eagle wings and lion mane and paws. But over the years he has become much more bestial and monstrous. Exactly how monstrous various because the procedure that turned Horton into the Griffin was unstable. When under great stress, Griffin can mutate and gain variable power. That power can include speed, additional super senses, or avian telepathy. Though Griffin is typically a capped out PL 10 PC, his uncontrolled variable has given him more growth and tougher scale armor in the past and he might break caps. That's okay because whether he's fighting Spider-Man and Beast or Wonder Man and Namor, the Griffin will always lose.

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Grey Gargoyle

Post by Gazman » Mon Apr 22, 2013 4:12 pm

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Grey Gargoyle - PL 11 Fossilizing Felon

Strength 9, Stamina 3, Agility 2, Dexterity 2, Fighting 5, Intellect 4, Awareness 2, Presence 1

Advantages
Accurate Attack, Benefit, Wealth (well-off), Defensive Attack, Languages 1

Skills
Acrobatics 2 (+4), Close Combat: Petrify Person: Affliction 15 2 (+7), Deception 4 (+5), Expertise: Chemistry 8 (+12), Expertise: Criminal 6 (+10), Insight 4 (+6), Intimidation 4 (+5), Perception 4 (+6), Stealth 4 (+6), Technology 4 (+8)

Powers
Stone Form (Activation: Standard Action)
. . Enhanced Ability: Enhanced Strength 8 (+8 STR)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 8 (+8 Toughness; Impervious [2 extra ranks])
Stone Touch
. . Petrify Objects: Transform 12 (Affects: Anything, Transforms: 3200 lbs., DC 22; Increased Duration: continuous; Limited: Only Into Stone)
. . Petrify Person: Affliction 15 (1st degree: Hindered, Hindered, 2nd degree: Immobile, Defenseless, 3rd degree: Paralyzed, Transformed, Resisted by: Fortitude, DC 25; Extra Condition, Increased Duration 3: continuous; Limited: Only Lasts One Hour)

Offense
Initiative +2
Grab, +5 (DC Spec 19)
Petrify Objects: Transform 12, +5 (DC Dog 22)
Petrify Person: Affliction 15, +7 (DC Fort 25)
Throw, +2 (DC 24)
Unarmed, +5 (DC 24)

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

Power Points
Abilities 40 + Powers 103 + Advantages 4 + Skills 21 (42 ranks) + Defenses 17 = 185

Complications
Motivation: Greed: Duval is always taking money from people or taking immortality from Asgardians. The point is he's a taker.
Power Loss: Duval's powers only work if he can touch the intended target with his right hand.

Paul Duval was a young chemist who accidentally spilled lab accident on his right hand. That hand quickly turned to stone, and so did everything else it touched. Duval found that the people he petrified returned to flesh after an hour and decided that would make him a terrific thief. He was so awesome as a thief that money quickly lost its appeal and Duval set his sights on the prize of immortality. Though not really a fighter, Grey Gargoyle is still an above average villain because of his huge effect. Duval's touch has affected Thor, Hulks, and Captain America's shield! He can accurate attack some of those ranks since it only takes a touch. Using his touch to ward off attackers can help make up for his undercapped defense, Grey Gargoyle is a super strong, super tough super-criminal with a super scary attack power AND he's French.

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Re: GAZbuild : Titania, Wrecking Crew, Mr. Hyde, Klaw, Griff

Post by luketheduke86 » Fri Apr 26, 2013 11:57 pm

It has been way to long since I posted on here! Very cool builds, but you may want to tone it down on all the mooks, Jab may feel his "King of Jobber Building" title is being threatened. :wink:
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.

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Re: GAZbuild : Titania, Wrecking Crew, Mr. Hyde, Klaw, Griff

Post by Gazman » Wed May 01, 2013 6:38 pm

luketheduke86 wrote:It has been way to long since I posted on here! Very cool builds, but you may want to tone it down on all the mooks, Jab may feel his "King of Jobber Building" title is being threatened. :wink:
No worries, luke. It has been way too long since I posted on here! Thanks for the compliment, but I don't think Jab has anything to fear. He puts up three or four builds a day compared to my new average of three or four a month. And talk about jobbers? Dude has losers I've never even heard of.

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Re: GAZbuild : Titania, Wrecking Crew, Mr. Hyde, Klaw, Griff

Post by Thorpacolypse » Sat Aug 17, 2013 10:09 am

Been awful quiet, Gaz...
Shop J-Mart!

Service with a smilie! :)

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Re: GAZbuild : Titania, Wrecking Crew, Mr. Hyde, Klaw, Griff

Post by Gazman » Fri Aug 30, 2013 6:08 pm

Thorpacolypse wrote:Been awful quiet, Gaz...
Heh. Yeah. I guess I have.

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Living Laser

Post by Gazman » Fri Aug 30, 2013 6:19 pm

Image
Living Laser - PL 10 Radiant Rogue

Strength 1, Stamina -, Agility 3, Dexterity 3, Fighting 5, Intellect 0, Awareness 2, Presence 0

Advantages
Improved Critical: Photon Projection, Ranged Attack 3

Skills
Deception 4 (+4), Expertise: Criminal 6 (+6), Expertise: Physics 7 (+7), Intimidation 6 (+6), Ranged Combat: Photon Projection 3 (+6), Technology 10 (+10)

Powers
Light Speed
. . Flight: Flight 20 (Speed: 2 million miles/hour, 4000 miles/round)
. . Movement: Movement 2 (Space Travel 2: other solar systems)
Photon Projection
. . Blinding Laser: Cumulative Affliction 11 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 21; Cumulative, Increased Range: ranged; Limited: To Vision)
. . Holographic Illusion: Illusion 10 (Affects: Two Sense Types - Visual, Area: 1000 cft., DC 20)
. . Laser Beam: Damage 11 (DC 26; Increased Range: ranged, Penetrating 5)
. . Refract Light: Concealment 4 (All Visual Senses)
Photonic Physiology
. . Immunity: Immunity 30 (Fortitude Effects)
. . Insubstantial: Insubstantial 3 (Energy; Precise; Permanent)
. . Protection: Protection 1 (+1 Toughness)

Offense
Initiative +3
Blinding Laser: Cumulative Affliction 11, +9 (DC Fort 21)
Grab, +5 (DC Spec 11)
Laser Beam: Damage 11, +9 (DC 26)
Throw, +6 (DC 16)
Unarmed, +5 (DC 16)

Defense
Dodge 11, Parry 9, Fortitude Immune, Toughness 1, Will 4

Power Points
Abilities 18 + Powers 121 + Advantages 4 + Skills 18 (36 ranks) + Defenses 14 = 175

Complications
Disability: Parks's transformation into a literal living laser started the deteriorating condition of his mental facilities,
Motivation: Recognition: Parks got into the business to get power for impressing women like the Wasp.

Arthur Parks was a brilliant scientist who developed an obsession with Janet "The Wasp" Van Dyne. So he decided to use his laser technology to kidnap her and then fight the Avengers. He kicked around as a career criminal and mercenary using implanted laser weapons for a while before being transformed into a being of coherent photons. This form is makes him a ridiculously unbalanced PL 10. He's permanently insubstantial, but super fragile if you can get around that. He hit caps with his attacks, but is nowhere close on defense or skills, since his transformation also scattered his mind (inconsistently written) in addition to his body. And thus the Marvel universe gained another dumb super powered mook. God bless.

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Volcana

Post by Gazman » Fri Aug 30, 2013 6:31 pm

Image
Volcana - PL 10 Fiery Fat Chick

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

Advantages
Power Attack, Ranged Attack 2

Skills
Close Combat: Plasma Sheath: Strength-based Damage 4+7 4 (+7), Deception 1 (+0), Expertise: Day Care 4 (+4), Insight 6 (+7), Perception 2 (+3), Persuasion 4 (+3), Ranged Combat: Plasma Form 4 (+5), Vehicles 1 (+2)

Powers
Plasma Form (Activation: Move Action)
. . Fire Blast: Damage 13 (DC 28; Increased Range: ranged, Penetrating 4)
. . . . Flaming Stream: Line Area Damage 10 (Alternate; DC 25; Line Area: 5 feet wide by 30 feet long, Penetrating 10)
. . . . Turn Up the Heat: Strength-based Damage 7 (Alternate; DC 24; Penetrating 2, Reaction 3: reaction, Stacks with: Plasma Sheath: Strength-based Damage 4+7)
. . Fireproof: Immunity 10 (Common Descriptor: Fire)
. . Heat Shield: Protection 10 (+10 Toughness; Impervious; Limited: to Physical Attacks)
. . Plasma Sheath: Strength-based Damage 4+7 ([Stacking ranks: +7], DC 28; Reaction 3: reaction)

Offense
Initiative +0
Fire Blast: Damage 13, +7 (DC 28)
Flaming Stream: Line Area Damage 10 (DC 25)
Grab, +3 (DC Spec 12)
Plasma Sheath: Strength-based Damage 4+7, +7 (DC 28)
Throw, +3 (DC 17)
Turn Up the Heat: Strength-based Damage 7, +3 (DC 24)
Unarmed, +3 (DC 17)

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

Power Points
Abilities 18 + Powers 67 + Advantages 3 + Skills 13 (26 ranks) + Defenses 19 = 120

Complications
Motivation: Acceptance: Marsha really wants to fit in and maybe be regarded as a hero, rather than a fat-ass loser.
Relationship: Marsha is in love with Owen "Molecule Man" Reece. She's lifelong best friends with Titania, Mary MacPherran.

Marsha Rosenburg was just living a crappy life in a small Denver suburb when it was pulled into space to form part of the Beyonder's Battleworld for the Secret Wars. There, she and her friend Mary joined up with Doctor Doom, who gave them super powers in exchange for their services. Marsha ended up with a PL 10 power to control plasma. As Volcana (note that her power has literally nothing to do with volcanoes) she can blast out nearly as much heat as the Human Torch and it also capable for burning off attacks to cap out her active defenses. Volcana isn't very skilled or strong willed, so combat is the only place she's close to her caps. But, when you're in co-dependent relationship with one the most powerful beings in reality, do you need much more?

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Superia

Post by Gazman » Fri Sep 06, 2013 9:49 am

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Superia - PL 12 Mighty Misandrist

Strength 11, Stamina 9, Agility 5, Dexterity 3, Fighting 9, Intellect 7, Awareness 3, Presence 4

Advantages
Attractive, Inspire, Inventor, Leadership, Power Attack, Ranged Attack 4, Well-informed

Skills
Acrobatics 2 (+7), Athletics 2 (+13), Close Combat: Unarmed 2 (+11), Deception 6 (+10), Expertise: Criminal 4 (+11), Expertise: Science 10 (+17), Insight 4 (+7), Intimidation 8 (+12), Investigation 2 (+9), Perception 4 (+7), Persuasion 6 (+10), Ranged Combat: Force Blasts: Damage 13 4 (+7), Technology 10 (+17), Treatment 4 (+11), Vehicles 4 (+7)

Powers
Force Blasts: Damage 13 (DC 28; Increased Range: ranged)
Force Field: Protection 5 (+5 Toughness; Impervious [3 extra ranks], Sustained)

Offense
Initiative +5
Force Blasts: Damage 13, +11 (DC 28)
Grab, +9 (DC Spec 21)
Throw, +7 (DC 26)
Unarmed, +11 (DC 26)

Defense
Dodge 10, Parry 10, Fortitude 13, Toughness 14, Will 11

Power Points
Abilities 102 + Powers 39 + Advantages 10 + Skills 36 (72 ranks) + Defenses 18 = 205

Complications
Arrogance: Superia thinks that women are well... superior to men and that she is the most superior of all women. Also that her idea of Femizonia is destined to succeed.
Hatred: Men. Dr. Wentworth is a misandrist of the highest calibre.
Motivation: Greed: Wentworth wants the power and prestige of ruling the world.

Dr. Deirdre Wentworth is a genius capable of building a machine that can travel time and return with relics of the other side. She sent one of her time probes to the future and it returned with a book all about the nation of Femizonia, where chicks rule and dudes drool. Wentworth immediately set out to create exactly that society. I don't know exactly how she got her powers of super physicality or energy projection, but she can use them at PL 11 and 12 respectively. Calling herself Superia, Wentworth went on to try and conquer the world with a group of female villains. Along the way she's fought Captain America and the New Avengers a few times each, but not really made as large an impact as a capable leader with super smarts, super strength, and super blasts could.

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Attuma

Post by Gazman » Fri Sep 06, 2013 10:02 am

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Attuma - PL 12 Sea-faring Savage

Strength 12, Stamina 12, Agility 3, Dexterity 3, Fighting 9, Intellect 2, Awareness 2, Presence 3

Advantages
All-out Attack, Benefit 2: Skara Chieftain, Equipment 2, Favored Environment: Underwater, Great Endurance, Power Attack, Ranged Attack 5, Startle, Takedown

Skills
Athletics 4 (+16), Close Combat: Unarmed 2 (+11), Deception 4 (+7), Expertise: Barbarian Warlord 8 (+10), Intimidation 8 (+11), Perception 6 (+8)

Powers
Super Atlantean
. . Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Movement: Movement 1 (Environmental Adaptation: Underwater)
. . Senses: Senses 1 (Low-light Vision)
. . Swimming: Swimming 7 (Speed: 60 miles/hour, 900 feet/round)

Equipment
Chain-mail, Trident Sword

Offense
Initiative +3
Grab, +9 (DC Spec 22)
Sword, +9 (DC 30)
Throw, +8 (DC 27)
Unarmed, +11 (DC 27)

Defense
Dodge 9, Parry 9, Fortitude 14, Toughness 15, Will 8

Power Points
Abilities 92 + Powers 13 + Advantages 15 + Skills 16 (32 ranks) + Defenses 14 = 150

Complications
Enemy: Namor, rightful king of Atlantis (see below).
Obsession: Attuma believes he is destined to conquer Atlantis (again) and typically stops at nothing to achieve this destiny.
Weakness: If Attuma dries up, so too do his powers and stats. This could kill him eventually.

Attuma, Lord of the Murky Depths was taken a slave after his mother and their tribe were slaughtered before him. It was foretold that a warrior would rise from the depths and take Atlantis by force, so the former ruler decided to cut that prophecy off at the source. It just made Attuma mad. Big blue here is Homo mermanus version of a super being. He is much stronger than the typical Atlantean and can survive out of water for extended periods. With his underwater arsenal, Attuma can rival his enemy Namor as a PL 12 combatant. Attuma has actually succeeded in conquering Atlantis a few times in the past and is always ready to try again.

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Atlanteans

Post by Gazman » Fri Sep 06, 2013 10:11 am

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Atlantean - PL 6 Marine Military

Strength 5, Stamina 6, Agility 2, Dexterity 2, Fighting 4, Intellect 1, Awareness 2, Presence 1

Advantages
Equipment 3, Favored Environment: Underwater, Ranged Attack 3

Skills
Athletics 4 (+9), Close Combat: Unarmed 3 (+7), Deception 4 (+5), Expertise: Aquatic Military 5 (+6), Perception 4 (+6)

Powers
Atlantean
. . Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Movement: Movement 1 (Environmental Adaptation: Underwater)
. . Senses: Senses 1 (Low-light Vision)
. . Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)

Equipment
Blaster Pistol, Spear

Offense
Initiative +2
Blaster Pistol, +5 (DC 20)
Grab, +4 (DC Spec 15)
Spear, +4 (DC 23)
Throw, +5 (DC 20)
Unarmed, +7 (DC 20)

Defense
Dodge 6, Parry 6, Fortitude 7, Toughness 6, Will 5

Complications
Enemy: Either Namor or his enemies, depending on who's ruling Atlantis this week. But also usually surface dwellers.
Weakness: Atlanteans above the waves are pretty much literally fish out of water, flopping about and gasping for breath.

Homor mermanus are the citizens of Atlantis. Their military are PL 6 like most alien invaders so long as they carry their spears in any invasion of the surface world. They also rock capped out defenses, being much tougher than a human being on account of all the crushing pressures and all. Atlantean technology is different from human and these guys can also fight at range with their weird PL 5 blasters. The people of Atlantis might be friend or foe depending on who sits their throne, but its unlikely they will ever amount to more than any other PL 6 mook.

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