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Gazman
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Kang The Conqueror

Post by Gazman » Mon Oct 03, 2011 7:55 pm

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Kang - PL 14 Time Traveling Warlord

Strength 7, Stamina 3, Agility 2, Dexterity 4, Fighting 8, Intellect 8, Awareness 4, Presence 5

Advantages
Beginner's Luck, Benefit 6: Limitless Future Resources, Close Attack, Eidetic Memory, Equipment 20, Inventor, Jack-of-all-trades, Ranged Attack 7, Seize Initiative, Skill Mastery: Expertise: History, Skill Mastery: Expertise: Time Conqueror, Well-informed

Skills
Expertise: History 12 (+20), Expertise: Time Conqueror 16 (+24), Investigation 4 (+12), Perception 4 (+8), Persuasion 8 (+13), Technology 16 (+24), Vehicles 6 (+10)

Powers
40th Century Battle Armor (Removable)
. . Enhanced Ability: Enhanced Strength 4 (+4 STR)
. . Force Field: Protection 13 (+13 Toughness; Impervious)
. . Gauntlet Blasts: Damage 13 (DC 28; Increased Range: ranged)
. . Sealed Environment: Immunity 10 (Life Support)
. . Time Travel: Movement 3 (Time Travel 3: any time, 50 lbs.)
Weapon Summoning: Variable 8 (Action: move, Increased Duration: continuous; Quirk: Removable...ish)

Equipment
Damocles Base, Damocles Base

Offense
Initiative +2
Gauntlet Blasts: Damage 13, +11 (DC 28)
Grab, +9 (DC Spec 17)
Throw, +11 (DC 22)
Unarmed, +9 (DC 22)

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 16, Will 14

Power Points
Abilities 74 + Powers 132 + Advantages 44 + Skills 33 (66 ranks) + Defenses 27 = 310

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Damocles Base
Strength 10, Defense -4, Toughness 14, Size Huge
Powers
Flight: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
. . Alt Moves: Movement 8 (Alternate; Dimensional: Alternate Earths 2: group, 50 lbs., Space Travel 3: other galaxies, Time Travel 3: any time, 50 lbs.)
Giant F'n Gun: Damage 17 (DC 32; Increased Range: ranged)
Space Craft: Immunity 10 (Life Support)
Offense
Giant F'n Gun: Damage 17, +11 (DC 32)

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

Damocles Base
Toughness 14, Size Huge
Features:
Communications, Computer, Concealed 1, Defense System, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Security System 1, Temporal Limbo 1, Workshop

Complications
Enemy: Kang is a recurring and eternal foe of the Avengers.
Obsession: Kang the Conqueror is tots obsessed with conquering. He's out to get all time and space in his pocket.
Relationship: Kang loves Princess Ravona
Rivalry: On account of his whacky time traveling hijinks, Kang's greatest rivals are all himself. Doesn't matter if they're named Kang, Immortus, Rama-Tut, or just plain Nathaniel Richards, they're all the same dude and they're all in contention with each other.

Kang is another whole Avengers team threat. He might not look like it with his PL 13 defenses and 12 attacks. But that's only because you haven't factored in his ability to snap his fingers or reach into nowhere and pull out 40 points worth of whatever the F he wants. That'll hit his caps right quick, I think. His weapons can each be removed, but his ability to summon them can't so its a quirk rather than full on removable. Guy has centuries of experience studying history and then kicking its butt, so he gets full marks as a time conqueror as well as a technocrat. His headquarters and his vehicle are named the same thing because they are the same thing, a time traveling space ship full of dudes ready to do Kang's bidding with a huge gun on it. He lives there and rides around in it and its called Damocles because I love Earth's Mightiest Heroes. Kang does not. He hates them and will go to ridiculous lengths to crush them on his path to ruling everything ever.

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Loki

Post by Gazman » Tue Oct 04, 2011 8:14 pm

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Loki - PL 14 God of Mischief

Strength 11, Stamina 10, Agility 2, Dexterity 3, Fighting 7, Intellect 6, Awareness 6, Presence 9

Advantages
Artificer, Benefit 2: Lesser Prince of Asgard, Connected, Contacts, Daze (Deception), Diehard, Fascinate (Deception), Languages 2, Ritualist, Seize Initiative, Skill Mastery: Deception, Taunt, Well-informed

Skills
Close Combat: Asgardian Halberd 3 (+10), Deception 15 (+24), Expertise: Arcana 14 (+20), Insight 8 (+14), Investigation 2 (+8), Perception 6 (+12), Persuasion 1 (+10), Ranged Combat: Magic 9 (+12), Sleight of Hand 10 (+13), Stealth 6 (+8)

Powers
Asgardian
. . Finer Stuff: Protection 2 (+2 Toughness)
. . Mortal Concerns: Immunity 7 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Poison, Starvation & Thirst)
Asgardian Armor (Removable)
. . Asgardian Armor: Impervious Toughness 8
Asgardian Halberd (Removable)
. . Halberd Strike: Strength-based Damage 3 (DC 29; Reach (melee): 5 ft.)
Magic
. . Illusion: Illusion 12 (Affects: Three Sense Types - Audio, Visual, Area: 8000 cft., DC 22; Illusion Area, Independent)
. . Mysic Deflection: Deflect 16 (Redirection, Reflect)
. . Mystic Bolt: Damage 16 (DC 31; Dimensional 2: group - Mystic Dimensions, Increased Range: ranged)
. . Mystic Passage
. . . . Movement: Movement 2 (Dimensional: Mystic Dimensions 2: group, 50 lbs.)
. . . . Teleport: Teleport 14 (60 miles in a move action, carrying 50 lbs.; Accurate, Extended: 16000 miles in 2 move actions)
. . Mystic Transformation: Transform 12 (Affects: Anything, Transforms: 3200 lbs., DC 22)
. . Power Bestowal: Variable 10 (Affects Others Only; Slow)
. . Scrying: Remote Sensing 19 (Affects: 2 Types, inc. Visual - Audio Visual, Range: 2000 miles; Dimensional 3: any dimension)
. . Shapeshifting: Morph 4 (+20 Deception checks to disguise; Any form)

Offense
Initiative +2
Grab, +7 (DC Spec 21)
Halberd Strike: Strength-based Damage 3, +10 (DC 29)
Mystic Bolt: Damage 16, +12 (DC 31)
Mystic Transformation: Transform 12, +7 (DC Dog 22)
Throw, +3 (DC 26)
Unarmed, +7 (DC 26)

Defense
Dodge 14, Parry 10, Fortitude 11, Toughness 12, Will 15

Power Points
Abilities 108 + Powers 85 + Advantages 15 + Skills 37 (74 ranks) + Defenses 25 = 270

Complications
Motivation: Recognition: Loki wants them all to know that he is totally superior to that dolt Thor and that the throne of Asgard will one day be his.
Nemesis: His half brother, Thor.
Reputation: Literally everybody knows that Loki is not just a lying liar who lies, but that he is THEIR GOD!
Supreme Arrogance: Loki truly believes that he is totally superior to all the dolts, fools, buffoons, oafs, simpletons, and mere mortals out there.

"I am the mother of Odin's stallion, Sleipnir. I am the father of Fenrir Sun-Eater, and of Hel Half-Rotted and of Jormungund the World-Serpent. I am Loki Scar-Lip, Loki Skywalker, Loki Giant's Child, Loki Lie-Smith. I am Loki, who is fire and wit and hate. I am Loki." So sayeth a different comic book version of Loki. I think its still applicable to this PL 14 trickster. His deviousness hits caps on for deception skills, his mystic deflection defense, and mystic bolt attack. That deflection is only one of several powers in his 60 point magic array. Like his ability to give somebody nearby 50 points of whatever. If you want him to create another Absorbing Man or supercharged Hydro Man, that doesn't happen in the middle of a scene, where he's busting out area illusions, shapeshifting, or scrying around before he's forced to resort to force. He won't stand up to Thor in a fight, but if he is forced to get his hands dirty he's a respectable combatant with his Asgardian artifacts. He's a clever snake, but ultimately much much much less smart than he thinks he his.

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The Hood

Post by Gazman » Wed Oct 05, 2011 8:16 pm

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The Hood - PL 10 Possessed Meta-crimelord.

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

Advantages
Benefit 5: Billionaire Super Criminal Gang Leader, Connected, Contacts, Defensive Roll 2, Equipment 2, Improved Initiative, Inspire, Leadership, Move-by Action, Power Attack, Quick Draw, Ranged Attack 6, Taunt, Well-informed

Skills
Acrobatics 2 (+5), Deception 8 (+12), Expertise: Arcana 4 (+7), Expertise: Criminal 10 (+13), Insight 6 (+8), Intimidation 6 (+10), Perception 4 (+6), Persuasion 10 (+14), Ranged Combat: Firearms 2 (+6), Sleight of Hand 4 (+8), Stealth 6 (+9), Technology 2 (+5), Vehicles 4 (+8)

Powers
Red Demonic Hood (Removable)
. . Demonic Magics
. . . . Demonfire Gunfire: Damage 8 (DC 23; Affects Corporeal 8, Affects Insubstantial 2: full rank, Increased Range: ranged, Multiattack, Penetrating 8, Secondary Effect; Limited: Having Real Guns)
. . . . Demonic Form (Activation: Move Action)
. . . . . . Demonic Hide: Protection 2 (+2 Toughness)
. . . . . . Demonic Immunities: Immunity 8 (Disease, Enviromental Conditions (All), Poison, Starvation & Thirst)
. . . . . . Demonic Strength: Enhanced Strength 4 (+4 STR)
. . . . . . Mystic Blast: Damage 8 (DC 23; Accurate: +2, Increased Range: ranged)
. . . . . . Spikey: Strength-based Damage 2 (DC 23; Reaction 3: reaction)
. . . . Teleport: Teleport 12 (Carry 200 lbs.; Accurate, Change Direction, Change Velocity, Extended: 4000 miles in 2 move actions, Increased Mass 2; Limited to Extended)
. . Invisibility: Concealment 4 (All Visual Senses)
. . Levitation: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . Senses: Senses 4 (Awareness: Mystic, Counters Illusion: Visual, Low-light Vision)
. . Under The Hood
. . . . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+12), Parry +2 (+12))
. . . . Protection: Protection 2 (+2 Toughness)

Equipment
Heavy Pistol

Offense
Initiative +7
Demonfire Gunfire: Damage 8, +12 (DC 23)
Grab, +6 (DC Spec 16)
Heavy Pistol, +12 (DC 19)
Mystic Blast: Damage 8, +12 (DC 23)
Spikey: Strength-based Damage 2, +6 (DC 23)
Throw, +10 (DC 21)
Unarmed, +6 (DC 21)

Defense
Dodge 12/10, Parry 12/10, Fortitude 6, Toughness 8/6, Will 8

Power Points
Abilities 52 + Powers 53 + Advantages 25 + Skills 34 (68 ranks) + Defenses 21 = 185

Complications
Enemy: He's a criminal rival of the Kingpin and Mr. Negative. Hie brutalized Tigra and pissed off her students. He shot Wolverine in the junk. He jumped the New Avengers every other day for a while there. He ditched his boys after the fall of Asgard. Parker Robbins has no shortage of enemies.
Motivation: Greed: He wants money, but more than that he wants power. He wants all the power. He'll make deals with demons, Norman Osbourne, Loki, or Thanos to get or keep power.
Relationship: The Hood actually cares about his girlfriend Madame Masque, his comatose mother, his cousin John King, and his child. He doesn't really care much about anything else at all.

I think that The Hood is a cool character that got treated poorly for a bit. He's this selfish small timer tempted by power. Then he's this up and coming crime lord with the bright idea of the Serpent Society/Secret Society without the catchy alliterative name. The he gets over-pushed and loses focus and get's talked up without really doing much. Shame. He was the central antagonist for a good bit of the New Avengers so he gets a write up with the other BBEGs. While I do like him as a resourcefulness man driven to regain his power and his place in the criminal realm, the iconic Hood in my mind has demon power. PL 10 demon bullets at range or shifting into a creepy demon form for PL 10 defense and blast attack. He also shows up as a good enough bad guy and leader of other bad guys to sit at the big kids' table if a bad guy does the seating. Dude has connections to the Maggia, Hydra, AIM, and HAMMER and a frickin' fortune. He did once get get almost all of the Infinity Gems.
Last edited by Gazman on Sun Oct 21, 2012 4:08 pm, edited 1 time in total.

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Magneto

Post by Gazman » Fri Oct 14, 2011 5:00 pm

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Magneto - PL 14 Master of Magnetism

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

Advantages
Benefit 4: The Mighty Magneto, Mutant Messiah, Daze (Intimidation), Equipment 6, Extraordinary Effort, Fascinate (Persuasion), Inspire, Inventor, Languages 4, Leadership, Speed of Thought, Startle

Skills
Expertise: Mutant Leader 10 (+16), Expertise: Science 9 (+15), Insight 8 (+11), Intimidation 8 (+14), Perception 8 (+11), Persuasion 6 (+12), Technology 9 (+15)

Powers
Magnetic Awareness: Senses 16 (Accurate: Mental, Acute: Mental, Analytical: Mental, Awareness: Magnetic Mental, Detect: Metal Mental 2: ranged, Extended: Mental 4: x10k, Penetrates Concealment: Mental, Radius: Mental)
Magnetic Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Magnetic Force Field
. . Immunity: Immunity 10 (Life Support; Sustained)
. . Protection: Protection 14 (+14 Toughness; Impervious, Sustained)
Mastery of Magnetism
. . Diamagnetic Control: Move Object 12 100 tons, DC 27; Accurate 4: +8, Damaging)
. . E.M.P.: Burst Area Nullify 10 Counters: Electronic, DC 20; Burst Area 3: 120 feet radius sphere, Simultaneous)
. . Electro-Magnetic Blast: Damage 14 DC 29; Accurate 5: +10, Variable Descriptor: close group - Electro-Magnetic)
. . Floating Metal Everywhere: Environment 4 Impede Movement (2 ranks), Visibility (-2), Radius: 250 feet; Selective)
. . Magnetic Control: Move Object 14 50 ktons, DC 29; Damaging, Increased Mass 7, Increased Range: perception, Precise; Limited Material: Metals)
. . Manipulate Metal: Transform 8 Metal Things To Other Metal Things, Transforms: 100 tons, DC 18; Increased Duration: continuous, Increased Mass 10, Increased Range 2: perception, Precise)
. . Metallic Snare: Cumulative Affliction 18 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 28; Accurate 4: +8, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited: To Available Metals, Limited Degree)
. . Metallic Trap: Cumulative Burst Area Affliction 14 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 24; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Cumulative, Extra Condition, Increased Range: ranged; Limited: To Available Metal, Limited Degree)
. . Organic Iron Manipulation: Cumulative Affliction 12 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Increased Range 2: perception)
Mind Shielding Helmet (Removable)
. . Immunity: Immunity 20 (Very Common Descriptor: Mental)

Equipment
Asteroid M
Toughness 20, Size Awesome
Features:
Combat Simulator, Communications, Computer, Deathtraps, Fire Prevention System, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop

Offense
Initiative +6
Diamagnetic Control: Move Object 12, +10 (DC 27)
E.M.P.: Burst Area Nullify 10 (DC Will 20)
Electro-Magnetic Blast: Damage 14, +14 (DC 29)
Grab, +4 (DC Spec 12)
Magnetic Control: Move Object 14 (DC 29)
Manipulate Metal: Transform 8 (DC Dog 18)
Metallic Snare: Cumulative Affliction 18, +10 (DC Dog/Fort/Will 28)
Metallic Trap: Cumulative Burst Area Affliction 14 (DC Dog/Fort/Will 24)
Organic Iron Manipulation: Cumulative Affliction 12 (DC Fort 22)
Throw, +2 (DC 17)
Unarmed, +4 (DC 17)

Defense
Dodge 10, Parry 8, Fortitude 12, Toughness 18, Will 16

Power Points
Abilities 58 + Powers 158 + Advantages 22 + Skills 29 (58 ranks) + Defenses 33 = 300

Complications
Holocaust Survivor: Max Eisenhardt and his family were taken by the Nazis to Auschwitz. Only Max left. Since then he's hated humanity and sworn that his people will never suffer such horrors again.
Mutant Supremacy Now!: He wants it.
Power Loss: Magneto can lose his powers if he is cut off from the Earth's magnetic field.
Prejudice: Mutant Scum!
Relationship: Been in a best buds/worst enemies thing with Xavier for decades. Domineering father of Quicksilver, the Scarlet Witch, and Polaris.
Reputation: Magneto is generally regarded as a mutant terrorist who sometimes gets stuck in the heel/face revolving door.
Responsibility: Either he's leading The Brotherhood, Xavier's School, The Hellfire Club, or The Acolytes.

So, speaking of big bads: this one is my favorite. Magneto is the X-Men's first and best enemy. He's uber-powerful, really smart, incredibly charismatic, and he just might be right. Whether he goes by Max Eisenhardt, Erik Lehnsherr, Magnus, or The Master of Magnetism he's a PL 14 team wrecker. Dude draws his power from the earth's magnetic field and what power it is. He can sense metal at distance and then control hundreds of tons of it with no effort. He can lift it, throw it at you, wrap you up in it, or rip it apart and turn it into whatever his genius brain can think of. Or all of those things at once, since his HUGE offensive array is dynamic. And then he can do it IN SPACE because not only can his force field withstand nukes it also gives him life support. Space is also where you find Magneto's mutant pimp crib, Asteroid M. He hits PL 14 caps on offense, ranged D, fort/will while still being a really impressive scientist and leader of men. He's been re-youthified a few times, so he's still in good shape for a man in his chronological 80s. Magneto is just awesome.

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Apocalypse

Post by Gazman » Fri Oct 14, 2011 5:23 pm

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Apocalypse - PL 14 Ageless Evil

Strength 14, Stamina 14, Agility 3, Dexterity 3, Fighting 10, Intellect 8, Awareness 7, Presence 7

Advantages
Beginner's Luck, Benefit, Wealth 4 (multimillionare), Diehard, Eidetic Memory, Equipment 4, Great Endurance, Inventor, Languages 1, Leadership, Ranged Attack 3

Skills
Expertise: Genetics 16 (+24), Expertise: History 12 (+20), Expertise: Military 4 (+12), Intimidation 8 (+15), Ranged Combat: Energy Control 6 (+9), Technology 16 (+24), Vehicles 4 (+7)

Powers
Energy Control
. . Energy Blast: Damage 16 (DC 31; Increased Range: ranged)
. . Mental Blast: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range 2: perception)
. . Telepathy
. . . . Communication: Mental Communication 3
. . . . Mind Reading: Mind Reading 10 (DC 20)
. . Teleport: Teleport 13 (Carry 3200 lbs.; Extended: 8000 miles in 2 move actions, Increased Mass 6; Limited to Extended)
Immortal Mutant
. . Immunity: Immunity 11 (Aging, Life Support)
. . Impervious Defense: Impervious Toughness 14
. . Regeneration: Regeneration 1 (Every 10 rounds)
Shapshifting
. . Morph: Morph 3 (+20 Deception checks to disguise; Broad group)
. . Variable: Variable 5

Equipment
Celestial Vessel
Toughness 20, Size Large
Features:
Communications, Computer, Defense System, Infirmary, Laboratory, Library, Living Space, Power System, Workshop
Powers
Healing Chamber: Regeneration 10 (Every 1 round; Persistent)
Spacecraft
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Movement: Movement 3 (Space Travel 3: other galaxies)

Offense
Initiative +3
Energy Blast: Damage 16, +12 (DC 31)
Grab, +10 (DC Spec 24)
Mental Blast: Damage 8 (DC Will 23)
Mind Reading: Mind Reading 10 (DC Will 20)
Throw, +6 (DC 29)
Unarmed, +10 (DC 29)

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

Power Points
Abilities 132 + Powers 111 + Advantages 18 + Skills 33 (66 ranks) + Defenses 11 = 305

Complications
Enemy: Archangel hates him for turning him into the horseman of death. Cable hates him for brutally ruling the world he grew up in and for infecting him with the TO virus.
Social Darwinist: En Sabah Nur's creed has always been that the strong shall survive.
Weakness: After a couple thousand years of rampages, a guy needs to take a break. If Apocalypse doesn't get a break in his ship every so often he turns into tired, frail, little biotch.

The first mutant ever En Sabah Nur has spent thousands of years studying genetics, playing with Celestial technology, and trying to take of the world. All of that has turned him into a PL 14 monster. Aside from key skills, he only hits caps on parry and his blast, but has enough variable power to make up the difference. I've seen him use it for growth, strength based damage, elongation, deflection, and boosting his existing powers. Since he was raised by a harsh desert tribe to believe that only the strong deserve to live and his mutant power/Celestial tech combo makes him pretty darn strong En Sabah Nur pretty much runs rampant on everybody. In my mind, he's also spouting out ridiculous evil proclamations like in the 90s cartoon. "I am the rocks of the eternal shore; crash against me and be broken!" "Look upon the future...and tremble!" And so on. There are universes (plural!) where this guy rules the world.
Last edited by Gazman on Fri Oct 14, 2011 6:02 pm, edited 1 time in total.

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Mr. Sinister

Post by Gazman » Fri Oct 14, 2011 5:39 pm

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Mr. Sinister - PL 13 Twisted Geneticist

Strength 8, Stamina 10, Agility 2, Dexterity 2, Fighting 8, Intellect 8, Awareness 4, Presence 4

Advantages
Benefit, Wealth 3 (millionaire), Daze (Deception), Equipment 3, Improved Initiative, Inventor, Jack-of-all-trades

Skills
Deception 10 (+14), Expertise: Genetics 15 (+23), Expertise: History 5 (+13), Insight 4 (+8), Intimidation 6 (+10), Ranged Combat: Power Splices 8 (+10), Technology 10 (+18), Treatment 12 (+20)

Powers
Immortal Shapeshifter
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Immunity: Immunity 3 (Aging, Critical Hits)
. . Morph: Morph 3 (+20 Deception checks to disguise; Broad group)
. . Protection: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds; Custom: Complete Regrowth)
Power Splices
. . Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Force Field: Protection 6 (+6 Toughness; Impervious 10, Sustained)
. . Power Blast: Damage 16 (DC 31; Increased Range: ranged; Distracting)
. . Telekinesis: Move Object 8 (6 tons)
Psionic Power
. . Astral Projection: Remote Sensing 13 Affects: 2 Types, inc. Visual - Audio/Visual, Range: 30 miles; Subtle: DC 20+rank; Limited: Physical Body is Helpless)
. . Mental Blast: Damage 13 DC 28; Alternate Resistance: Will, Increased Range 2: perception)
. . Mind Alteration: Cumulative Affliction 13 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 23; Cumulative, Increased Range 2: perception)
. . Mind Control: Cumulative Affliction 13 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 23; Cumulative, Increased Range 2: perception)
. . Nullify: Nullify 13 Counters: Mutant Powers, DC 23; Broad, Increased Duration 2: sustained, Simultaneous; Reduced Range: close)
. . Telepathy
. . . . Communication: Mental Communication 3
. . . . Mind Reading: Mind Reading 13 DC 23)

Equipment
Headquarters
Toughness 12, Size Large
Features:
Computer, Concealed 1, Defense System, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System
Powers
Mutant Detection: Senses 11 (Detect: Mutants 2: ranged, Extended: Detect 8: x100m, Radius: Detect)

Offense
Initiative +6
Grab, +8 (DC Spec 18)
Mental Blast: Damage 13 (DC Will 28)
Mind Alteration: Cumulative Affliction 13 (DC Will 23)
Mind Control: Cumulative Affliction 13 (DC Will 23)
Mind Reading: Mind Reading 13 (DC Will 23)
Nullify: Nullify 13, +8 (DC Will 23)
Power Blast: Damage 16, +10 (DC 31)
Telekinesis: Move Object 8, +10 (DC 18)
Throw, +2 (DC 23)
Unarmed, +8 (DC 23)

Complications
Obsession: Sinister has spent centuries obsessing over genetics and breeding while stalking Greys and Summerss? Summerses? Summeri?
Responsibility: Sinister is the leader of the Marauders: giving them room and board, sending them on missions, and cloning them when they die.
Secret: Secret? Sinister is full of them. He's old, he's manipulative, and he's backstabby. He'd prefer some of that didn't get out.

Defense
Dodge 8, Parry 8, Fortitude 13, Toughness 18, Will 13

Power Points
Abilities 92 + Powers 110 + Advantages 10 + Skills 35 (70 ranks) + Defenses 18 = 265

Sinister is weird. He looks like he just stepped brand new out of an 80s villains-r-us super store but he's really from the 1800s. He's powerful beyond almost every X-man there is, but he always lets others fight for him. Dude isn't a mutant but has more powers than he knows what to do with. Speaking of power, he hits PL 13 caps with his genetics skills, his telepathy array, and his fort/will. Using the random powers he spliced into his genetic code he can also reach caps with an offensive blast OR a defensive shield. Despite his fixation on the lamest of the X-men (Red and Slim) he can be pretty scary. Because of his morph and immortality powers you never know when you'll see him or when he'll return.

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Thorpacolypse
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Re: GAZbuild Loki, Hood, Magneto, Apocalypse, Sinister

Post by Thorpacolypse » Fri Oct 14, 2011 8:45 pm

Nice X-Villains, Gaz. Always been a fan of Sinister, even if he powerset is...well, pretty much everything. :wink:

And that's a nice take on The Hood as well. I always thought he had great potential as a villain and I'm glad Marvel keeps working him in whenever they can.
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Re: GAZbuild Loki, Hood, Magneto, Apocalypse, Sinister

Post by Gazman » Sat Oct 15, 2011 10:09 am

Thorpacolypse wrote:Nice X-Villains, Gaz. Always been a fan of Sinister, even if he powerset is...well, pretty much everything. :wink:

And that's a nice take on The Hood as well. I always thought he had great potential as a villain and I'm glad Marvel keeps working him in whenever they can.
Thanks, Thorpacolypse! I really appreciate that one of the roll call big names came down to my little newb thread with nice things to say. The X-men were always my favorites, so I like to think I really have the feel of them and their villains down. More X-baddies on the way, too.

Thanks! I didn't see lots of The Hood builds around so I was really just winging it, but since I have the entire New Avengers line, I couldn't not do one.

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Sebastian Shaw

Post by Gazman » Sat Oct 15, 2011 10:29 am

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Sebastian Shaw (Black King) - PL 13 Evil Mutant Industrialist
Strength 16/2, Stamina 16/4, Agility 6/2, Dexterity 2, Fighting 8, Intellect 4, Awareness 4, Presence 4

Advantages
All-out Attack, Benefit, Wealth 5 (billionare), Connected, Contacts, Fast Grab, Leadership, Takedown, Well-informed

Skills
Close Combat: Unarmed 2 (+10), Expertise: Business 12 (+16), Expertise: Hellfire 10 (+14), Insight 6 (+10), Intimidation 8 (+12), Perception 4 (+8), Persuasion 10 (+14), Technology 6 (+10)

Powers
Energy Absorption
. . Immunity: Immunity 20 (Very Common Descriptor: Bludgeoning)
. . Immunity: Immunity 60 (Very Common Descriptor: Piercing, Very Common Descriptor: Slashing, Very Common Descriptor: Energy; Limited - Half Effect)
Energy Expenditure
. . Enhanced Trait: Enhanced Trait 62 (Traits: Strength +14 (+16), Stamina +12 (+16), Agility +4 (+6), Parry +2 (+10); Fades)
. . Immunity: Immunity 2 (Sleep, Starvation & Thirst; Fades)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Fades)

Offense
Initiative +6
Grab, +8 (DC Spec 26)
Throw, +2 (DC 31)
Unarmed, +10 (DC 31)

Defense
Dodge 10, Parry 10/8, Fortitude 16, Toughness 16, Will 10

Power Points
Abilities 60 + Powers 84 + Advantages 12 + Skills 29 (58 ranks) + Defenses 10 = 195

Complications
Absorption Overload: Should Shaw take a shot from a really powerful attack, his absorption gets overwhelmed and he gets knocked out.
Black King: Sebastian has a responsibility as leader of the Hellfire Club and its Inner Circle. This position also makes him a tempting target to those looking to be leader of the Hellfire Club and its Inner Circle.
Secret: Sebastian Shaw is supposed to be a philanthropic industrialist, not a criminal mastermind with an oddly dressed gang of billionaire bad guys.

Sebastian Shaw is study in contrasts. He is a ponce and yet he is also a baddass. I don't know how he does it, but it works. It works because just standing there he's PL 6 and mostly immune to damage. If you try to damage him it might 'cause a few bruises, but it definitely will pump him up. He can get pumped all the way up to PL 13 with punching and all his defenses. He can also use his absorbed energy to make himself faster and tireless in addition to stronger and tougher. Dude also has mad skills in social situations and in knowing dark secrets, secret signs, hidden resources, etc. (his Hellfire expertise). All of this for PC proper points cost! Assuming your PCs are PL 13 super villains. Sebastian Shaw is one of the few people I can think of who are more dangerous after you throw them out of a plane.

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Omega Red

Post by Gazman » Sat Oct 15, 2011 10:42 am

Image
Omega Red - PL 12 Soviet Super Soldier

Strength 7, Stamina 8, Agility 4, Dexterity 2, Fighting 12, Intellect 2, Awareness 1, Presence 2

Advantages
Accurate Attack, All-out Attack, Chokehold, Defensive Roll, Diehard, Equipment 1, Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Language, Power Attack, Precise Attack (Close, Concealment), Startle, Takedown

Skills
Acrobatics 2 (+6), Athletics 4 (+11), Deception 6 (+8), Expertise: Criminal 6 (+8), Expertise: Soviet Operative 6 (+8), Intimidation 10 (+12), Investigation 2 (+4), Perception 8 (+9), Stealth 6 (+10), Technology 4 (+6), Vehicles 6 (+8)

Powers
Armor: Protection 3 (+3 Toughness)
Carbonadium Coils (Advantages: Chokehold, Fast Grab, Improved Disarm, Improved Hold, Improved Smash, Improved Trip)
. . Reach 2 on Close Powers: Feature 4
. . Two Coils: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
. . Whipped: Strength-based Damage 1 (DC 23)
Death Pheremones
. . Affliction: Cumulative Cloud Area Affliction 6 (Linked; 1st degree: Dazed, Fatigued, 2nd degree: Stunned, Exhausted, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 16; Cloud Area 2: 30 feet radius sphere, Cumulative, Extra Condition, Reaction 3: reaction; Sense-dependent: Scent)
. . Weaken: Cloud Area Weaken 6 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 16; Cloud Area 2: 30 feet radius sphere, Reaction 3: reaction; Sense-dependent: Scent)
Life Theft
. . Regeneration: Regeneration 6 (Every 1.66 rounds; Source: Weakend Stamina)
. . Weaken: Weaken 12 (Affects: Stamina, Resisted by: Fortitude, DC 22)

Equipment
Armor [Armor: Protection 3, +3 Toughness]

Offense
Initiative +8
Affliction: Cumulative Cloud Area Affliction 6 (DC Fort 16)
Grab, +12 (DC Spec 17)
Throw, +2 (DC 22)
Unarmed, +12 (DC 22)
Weaken: Cloud Area Weaken 6 (DC Fort 16)
Weaken: Weaken 12, +12 (DC Fort 22)
Whipped: Strength-based Damage 1, +12 (DC 23)

Defense
Dodge 11, Parry 12, Fortitude 11, Toughness 12/8, Will 9

Power Points
Abilities 76 + Powers 100 + Advantages 11 + Skills 30 (60 ranks) + Defenses 18 = 235

Complications
Hatred: Wolverine, Sabertooth, and Marverick hid his precious C-Synth away. Omega Red will surely make them pay.
Obsession: Omega Red is all about getting his hands on the "Carbonadium Synthezier", to stop his "Radioactive Cyborg Implants" from turning his "Mutant Deathspore Powers" against him without being a "Lifeforce Vampire."
Weakness: He actually will succumb to his own powers unless he uses them on others.

Omega Red is the end result of long process. First you have a mutant whose pheromones cause unconsciousness and possibly death. Then you train him in the Spetsnaz. Then you make him an evil rapist. Then instead of executing him you give him radioactive cyborg implants. Then you get Jim Lee to draw him. Then you have an awesome bad guy. PL 12 is tougher than most of the X-men and he hits those caps with his Life Theft power and his close defense. Everything else is lower level, but just being near him is enough to start killing you, so that's still badass. His whip and life thief powers can reach up to 10 feet away and he's got skill enough to make it as a special forces op or as a street criminal. He's a kinda ridiculous relic of the cold war, but he's still a very scary man.

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Mystique

Post by Gazman » Sat Oct 15, 2011 10:55 am

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Mystique - PL 10 Tricksy Metamorph

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

Advantages
Assessment, Attractive, Beginner's Luck, Benefit, Alternate Identity: Many, Benefit, Ambidexterity, Daze (Deception), Defensive Roll 2, Equipment 5, Improved Aim, Languages 4, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 7, Skill Mastery: Deception, Taunt, Well-informed

Skills
Acrobatics 4 (+9), Athletics 6 (+9), Close Combat: Unarmed 6 (+13), Deception 16 (+20), Insight 10 (+13), Investigation 6 (+9), Perception 6 (+9), Ranged Combat: Firearms 1 (+6), Sleight of Hand 8 (+13), Stealth 8 (+13), Technology 4 (+7), Vehicles 4 (+9)

Powers
Metamorphic Impersonation
. . Morph: Morph 3 (+20 Deception checks to disguise; Broad group; Precise)
. . Voice Mimicry: Feature 1
. Metamorphic Rearrangement: Variable 2 (Alternate; Action: move)
Retarded Aging: Immunity 1 (Aging)

Equipment
Blaster Rifle, Machine Pistol

Offense
Initiative +5
Blaster Rifle, +12 (DC 23)
Grab, +7 (DC Spec 13)
Machine Pistol, +13 (DC 18)
Throw, +12 (DC 18)
Unarmed, +13 (DC 18)

Defense
Dodge 13, Parry 13, Fortitude 10, Toughness 7/5, Will 10

Power Points
Abilities 70 + Powers 19 + Advantages 30 + Skills 40 (79 ranks) + Defenses 26 = 185

Complications
Prejudice: She's a mutant so regular people hate her. She's a lying shapeshifter so regular mutants do too.
Relationship: Lover of Destiny. Mother of Rogue, Nightcrawler, and Graydon Creed.
Reputation: Mystique has a well deserved rep as a conniving, lying, backstabbing, complete and utter biotch.

Hey look! Its another X-villain who changes shape and doesn't age. But this one's a foxy blue lady. Mystique is PL 10 but only with her amazing deception skill and defenses unless she's packing a big ole sci-fi gun that she probably stole from DARPA. Where she used to work. Because Mystique actually used to be a government agent. Mystique used to be a lot of things, which is why she has sooo many skills and beginner's luck. Her power lets her re-arrange every cell in body until she perfectly matches any person around (including their clothes and voice) OR do some crazy stuff like grow claws, wings, or secret compartments in her gut. Mystique is a true sociopath who ruins every single relationship she ever has, but she's survived a long long time despite (because of?) that.
Last edited by Gazman on Fri Nov 04, 2011 11:06 am, edited 1 time in total.

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Mojo

Post by Gazman » Mon Oct 17, 2011 7:02 pm

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Mojo - PL 10 Network Exec

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

Advantages
Benefit 6: Executive Producer of the Mojoverse, Chokehold, Close Attack 4, Connected, Fast Grab, Improved Critical: Tail Strike: Damage 10, Improved Grab, Improved Hold, Ranged Attack 6, Taunt, Well-informed

Skills
Close Combat: Otherworldly Magic 2 (+6), Deception 6 (+11), Expertise: Arcane Lore 4 (+9), Expertise: Pop Culture 10 (+15), Expertise: Television Executive 8 (+13), Intimidation 4 (+9), Perception 4 (+6), Persuasion 4 (+9), Ranged Combat: Otherworldly Magic 2 (+4), Technology 6 (+11), Vehicles 4 (+6)

Powers
Fat Sack of Lard: Protection 3 (+3 Toughness)
Immunity: Immunity 1 (Rare Descriptor: Rogue's Powers)
Mechanical Walker (Removable)
. . Mechanical Arms: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
. . Scorpion Tail
. . . . Tail Blast: Damage 10 (DC 25; Increased Range: ranged)
. . . . Tail Strike: Damage 10 (DC 25, Advantages: Improved Critical; Penetrating 4, Reach (melee): 5 ft.)
. . Scuttling Legs: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Otherworldly Magic
. . Life Drain: Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20)
. . Magic Blast: Damage 10 (DC 25; Increased Range: ranged)
. . Mind Control: Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception)
. . Source of Death and Corruption
. . . . Affliction: Cumulative Burst Area Affliction 1 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 11; Burst Area 9: 1 mile radius sphere, Cumulative, Reaction 3: reaction)
. . . . Weaken: Burst Area Weaken 1 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 11; Burst Area 9: 1 mile radius sphere, Reaction 3: reaction)

Offense
Initiative -2
Affliction: Cumulative Burst Area Affliction 1 (DC Fort 11)
Grab, +8 (DC Spec 16)
Life Drain: Weaken 10, +10 (DC Fort 20)
Magic Blast: Damage 10, +10 (DC 25)
Mind Control: Cumulative Affliction 10 (DC Will 20)
Tail Blast: Damage 10, +8 (DC 25)
Tail Strike: Damage 10, +8 (DC 25)
Throw, +8 (DC 21)
Unarmed, +8 (DC 21)
Weaken: Burst Area Weaken 1 (DC Fort 11)

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

Power Points
Abilities 54 + Powers 66 + Advantages 22 + Skills 27 (54 ranks) + Defenses 21 = 190

Complications
Enemies: Longshot and Dazzler led a rebellion against Mojo's rule. The X-Men are his biggest hits but they refuse to work with him.
Obsession: Mojo sees everything in terms of his obsession, television. His world only works in terms of casting, costumes, demographics, and the all important ratings.
Power Loss: Mojo can lose his magical mojo if his ratings fall too low. Seriously, he gains power from viewers of his programming.
Spineless: Should Mojo ever be deprived of his walker, he won't be able to move.

Mojo is a big fat blob with no spine that evolved on world being bombarded by Earth's television broadcasts. He became ruler of this world and a PL 10 magic user by being its greatest television producer. He's pretty much only PL 8 in any other measure, but is so foul, that he actually warps and kills the world for a mile around him. The challenge of facing Mojo isn't in beating his sallow yellow ass, its in surviving and then escaping from his super high-tech sound-stages, getting past his legion of guards and his elite minions (Spiral and Magog), and hoping he has scuttled off yet. As the ruler of an entire dimension, Mojo enjoys a big benefit and has become quite adept at lying, wheedling, cajoling, cadging, begging, pleading, threatening, and browbeating. He knows more about pop culture than can possibly be healthy and it shows. Mojo invented the X-babies.

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The Juggernaut

Post by Gazman » Mon Oct 17, 2011 7:36 pm

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Juggernaut - PL 12 Memetastic Unstoppable Force

Strength 16, Stamina 16, Agility 1, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 1

Advantages
All-out Attack, Diehard, Power Attack, Startle, Takedown 2

Skills
Close Combat: Unarmed 2 (+8), Expertise: Criminal 6 (+6), Expertise: Military 4 (+4), Intimidation 8 (+11), Stealth 4 (+1)

Powers
A Human Juggernaut: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Indestructible
. . Immunity: Immunity 12 (Aging, Life Support, Sleep)
. . Immunity: Immunity 80 (Toughness Effects; Limited - Half Effect)
. . Protection: Protection 4 (+4 Toughness; Impervious [16 extra ranks])
Juggernaut Helmet (Removable)
. . Helmet Smash: Strength-based Damage 2 (DC 33; Inaccurate: -2)
. . Immunity: Immunity 20 (Very Common Descriptor: Mental)
Strength Effect
. . Groundstrike: Burst Area Damage 12 (Alternate; DC 27; Burst Area: 30 feet radius sphere; Limited: To Those On The 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: To Those On The Same Surface, Limited Degree)
. . Thunderclap: Burst Area Affliction 12 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 22; Burst Area: 30 feet radius sphere; Limited: To Hearing)
Unstoppable
. . Burrowing: Burrowing 6 (Speed: 4 miles/hour, 60 feet/round)
. . Enhanced Ability: Enhanced Strength 8 (+8 STR; Custom: To Pushing Forward)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +1
Grab, +6 (DC Spec 26)
Groundstrike: Burst Area Damage 12 (DC 27)
Helmet Smash: Strength-based Damage 2, +4 (DC 33)
Knockdown: Burst Area Affliction 12 (DC Dog/Fort/Will 22)
Throw, +0 (DC 31)
Thunderclap: Burst Area Affliction 12 (DC Fort 22)
Unarmed, +8 (DC 31)

Defense
Dodge 4, Parry 4, Fortitude 16, Toughness 20, Will 4

Power Points
Abilities 64 + Powers 119 + Advantages 6 + Skills 12 (24 ranks) + Defenses 9 = 210

Complications
Hatred: Cain has always hated his smarter and more successful step brother Charles Xavier.
Relationship: The Juggernaut is always chilling with and playing the brawn to the brain of Black Tom Cassidy
Reputation: The Unstoppable Juggernaut seems to have developed a bit of a rep as dangerous and destructive criminal.
Unstoppable: Juggy is arrogant blowhard who believes nothing can really get over on him. He's put a lot of psychological eggs in the overconfidence basket in just that vein.

Cain Marko is the bigger dumber step brother of Charles "Professor X" Xavier and he's hated pretty much every second of it. They went to war together and Cain came back with the power of The Crimson Bands of Cyttorak by virtue of reading an old tablet next to a red rock. Since that point Cain has been capable of walking through pretty anything he wants including the ocean, a mountain, a cityscape, the void of space, the X-men, and a nuclear bomb. He's not impossible to injure, but the Hulk would have to power attack for their to be the slightest chance of scratching Juggy. Luckily for the world at large, Cain has crap active defenses and will. Luckily for him, his helmet is mental descriptor proof in addition to being the fashionable hat/battering-ram mankind has always longed for. Despite all of that, he really only is PL 12 because as a combatant he's not that better than Colossus, Wolverine, or Spider-Man (all at PL 11). Nothing stops the Juggernaut.

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Re: GAZbuild X-Villains Galore

Post by luketheduke86 » Tue Oct 18, 2011 1:55 pm

Hey I just wanted to stop in and tell you that you're doing an awesome job here. I've been enjoying your builds immensely and I particularly like your playable Hank Pym. I was very happy with his portrayal in the Avenger's cartoon and your build really seems to channel that. Keep up the good work!
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 X-Villains Galore

Post by scc » Tue Oct 18, 2011 3:53 pm

I really enjoyed your builds. Just got through reading this thread. I am glad to see Mr Fantastic at PL 14. He can reach those caps with inventions that is for sure. And the reaction damage on Luke Cage is nice. You don't see that in too many builds. I admit I always miss the grapple part for PL but I think Mr Fantastic does not end up at PL 11 for grappling. 5(Ag) + 4(Fgt) + 8(Elog)=17/2-8.5. Unless I am missing something. I like the skill imaginaut for the FF too. Maybe Magneto should have a force field that affects others too. Though he could always power stunt that I guess. Looking forward to more of your builds.

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