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

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Kingpin

Postby Gazman » Thu Aug 23, 2012 9:15 am

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Kingpin - PL 10 Big Boss

Strength 6, Stamina 6, Agility 3, Dexterity 2, Fighting 11, Intellect 4, Awareness 4, Presence 5

Advantages
Benefit 6: Kingpin of Crime, Chokehold, Close Attack, Connected, Contacts, Defensive Roll 2, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Leadership, Power Attack, Ranged Attack 4, Takedown, Well-informed

Skills
Acrobatics 2 (+5), Athletics 2 (+8), Deception 6 (+11), Expertise: Business 8 (+12), Expertise: Criminal 16 (+20), Expertise: Current Events 4 (+8), Insight 6 (+10), Intimidation 6 (+11), Investigation 4 (+8), Perception 4 (+8), Persuasion 4 (+9), Ranged Combat: Laser Blast: Damage 7 3 (+5)

Powers
Large and in Charge
. . Big: Growth 1 (+1 STR, +1 STA, -1 Stealth; Innate; Permanent)
. . Bulky: Protection 1 (+1 Toughness; Impervious [5 extra ranks])
Trick Cane (Easily Removable)
. . Laser Blast: Damage 7 (DC 22; Increased Range: ranged; Unreliable (5 uses))
. . . . Cane Strike: Strength-based Damage 2 (Alternate; DC 23; Reach (melee): 5 ft.)
Trick Stickpin (Removable)
. . Sleeping Gas: Cumulative Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Cumulative, Reach (melee): 5 ft.; Limited: Only Two Uses, Unreliable (5 uses))

Offense
Initiative +7
Cane Strike: Strength-based Damage 2, +12 (DC 23)
Grab, +12 (DC Spec 16)
Laser Blast: Damage 7, +9 (DC 22)
Sleeping Gas: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +6 (DC 21)
Unarmed, +12 (DC 21)


Defense
Dodge 10, Parry 11, Fortitude 9, Toughness 9/7, Will 11

Power Points
Abilities 78 + Powers 18 + Advantages 24 + Skills 33 (65 ranks) + Defenses 17 = 170


Complications
Enemy: Aside from all the lesser crime lords looking to bump him off Kingpin also has to deal with Daredevil, Spider-Man, Punisher and all those guys.
Obsession: Kingpin is a megalomaniac focused on increasing his physical might, temporal power, and wealth.
Relationship: Kingpin is a slave to his beautiful wife, Vanessa.
Secret: Nobody is supposed to know that wealthy philanthrapist Wilson Fisk is really the Kingpin of Crime.

When you're talking about crime bosses, Wilson Fisk is the one name you need to know. This guy raised himself up from unpopular little child to the undisputed head of East Coast crime. He's never taken orders, from his first foray in criminal enterprise, Kingpin has been the boss. He's PL 10 and he maxes out his Criminal Expertise, planning perfect crimes and always staying a few steps removed. Kingpin never gets caught. He's also PL 10 because he hits caps beating the snot out of people with his cane and PL 9 unarmed. Kingpin is larger than life and its almost all muscle. He can wield a solid wood desk as a weapon and routinely beats up a half dozen expert martial artists as a workout. Kingpin has access to a huge amount of resources, contacts, information, and technology like his trick gadgets. And yes, he is a fatty fat fat fat fat.
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Daredevil

Postby Gazman » Fri Aug 24, 2012 9:57 am

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Daredevil - PL 10 Man Without Fear

Strength 3, Stamina 3, Agility 7, Dexterity 5, Fighting 12, Intellect 3, Awareness 7, Presence 3

Advantages
Agile Feint, Assessment, Attractive, Close Attack 3, Defensive Roll 3, Equipment 2, Evasion, Fearless, Hide in Plain Sight, Improved Critical: Billy Club, Improved Critical: Unarmed, Improved Initiative, Improved Trip, Languages 1, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 6, Skill Mastery: Acrobatics, Skill Mastery: Perception, Takedown, Ultimate Effort: Lawyer, Uncanny Dodge

Skills
Acrobatics 12 (+19), Athletics 10 (+13), Close Combat: Unarmed +1 (+13), Deception 6 (+9), Expertise: Lawyer 12 (+15), Expertise: Streetwise 8 (+11), Insight 8 (+15), Intimidation 8 (+11), Investigation 6 (+9), Perception 13 (+20), Persuasion 4 (+7), Ranged Combat: Club Toss 4 (+9), Sleight of Hand 2 (+7), Stealth 10 (+17)

Powers
Superhuman Senses: Senses 17 (Accurate (Type): Auditory, Acute: Touch, Acute: Scent, Analytical: Touch, Analytical: Scent, Analytical: Hearing, Extended: Hearing 1: x10, Penetrates Concealment: Hearing, Ranged: Scent, Tracking: Scent 1: -1 speed rank, Ultra-hearing, Advantages: Precise Attack (Close, Concealment), Precise Attack (Ranged, Concealment), Uncanny Dodge)


Equipment
Billy Club
. . Club Strike: Strength-based Damage 2 (DC 20)
. . Club Toss: Strength-based Damage 2 (DC 20; Increased Range: ranged [3 extra ranks], Ricochet: 1 bounce)
. . Grapple Line: Movement 1 (Swinging)

Offense
Initiative +11
Club Strike: Strength-based Damage 2, +15 (DC 20)
Club Toss: Strength-based Damage 2, +15 (DC 20)
Grab, +15 (DC Spec 13)
Throw, +10 (DC 18)
Unarmed, +15 (DC 18)

Defense
Dodge 14, Parry 14, Fortitude 8, Toughness 6/3, Will 12

Power Points
Abilities 86 + Powers 20 + Advantages 32 + Skills 53 (106 ranks) + Defenses 19 = 210

Complications
Disability: Daredevil is blind. Totally, completely blind.
Enemy: Kingpin and Bullseye are THE Daredevil enemies.
Motivation: Justice: Whether he's in a courtroom or a back alley, Daredevil always tries to serve Justice.
Relationship: Partner and best friend Foggy Nelson. Romantically involved with Black Widow, Elektra, Typhoid Mary, Echo, etc.
Secret: Daredevil is really Matt Murdock Esq.
Weakness: Daredevil's super senses are also super sensitive and can be overloaded easily.

Matt Murdock is the son of boxer who wanted his son to be better than an uneducated pug. So the neighborhood kids called Matt a coward and called him Daredevil as a joke. So Matt started training in boxing and martial arts. One day he saved a man from an oncoming truck, only to be covered in the radioactive waste it was transporting. Shortly thereafter Battlin' Jack Murdock was murdered for refusing to take a dive in a championship bout. So training + super powers + murdered parent = Superhero! Daredevil is a PL 10 street fighter whose expertise in boxing, ninjitsu, and every other damn thing out there lets him hit his caps with his stick attacks and all three defenses. His elite senses also mean DD's perception hits the PL cap while ramping up his Insight as well. Since those enhanced senses include the sense of balance, the Scarlet Swashbuckler is an amazing acrobat with Agile Feint, Move-By, and Takedown to really work it. Whether he's in devil may care or tortured loner mood, Daredevil is always an awesome defense lawyer and quite the pimp with the ladies.
Last edited by Gazman on Fri Jun 14, 2013 7:47 pm, edited 1 time in total.
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Bullseye

Postby Gazman » Mon Aug 27, 2012 3:15 pm

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Bullseye - PL 11 Murderous Marksman

Strength 3, Stamina 3, Agility 4, Dexterity 8, Fighting 10, Intellect 1, Awareness 2, Presence 1

Advantages
Accurate Attack, All-out Attack, Benefit, Wealth 2 (indepently wealthy), Daze (Deception), Defensive Roll 3, Equipment 1, Improved Aim, Improved Critical 2: Throw, Improved Initiative, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 7, Startle, Throwing Mastery 4, Ultimate Effort: Aim

Skills
Acrobatics 4 (+8), Athletics 4 (+7), Close Combat: Unarmed 3 (+13), Deception 6 (+7), Expertise: Assassin 8 (+9), Intimidation 12 (+13), Perception 8 (+10), Sleight of Hand 4 (+12), Stealth 8 (+12), Vehicles 1 (+9)

Powers
Adamantium Skeletal Reinforcements
. . Enhanced Ability: Enhanced Strength 1 (+1 STR)
. . Protection: Protection 1 (+1 Toughness)
Unerring Aim
. . Never Miss: Damage 5 (DC 20; Increased Range 2: perception, Innate, Ricochet 3: 3 bounces; Quirk: Requires throwable object)
. . Trick Shots (Advantages: Improved Critical 2; Innate, Multiattack [3 extra ranks], Penetrating 5, Ricochet 3: 3 bounces, Variable Descriptor 2: broad group - Ranged Weapons)

Equipment
Innocuous Throwing Ammo 2, Shuriken

Offense
Initiative +8
Grab, +10 (DC Spec 13)
Never Miss: Damage 5 (DC 20)
Shuriken, +15 (DC 20)
Throw, +15 (DC 22)
Unarmed, +13 (DC 18)

Defense
Dodge 15, Parry 13, Fortitude 8, Toughness 7/4, Will 7

Power Points
Abilities 62 + Powers 22 + Advantages 28 + Skills 29 (58 ranks) + Defenses 24 = 165

Complications
Enemy: Daredevil, Elektra, and Hawkeye all hate Bullseye
Raging Psychopath: Lester is not well. He loves killing people and needs to be heavilty medicated. This ain't exactly a secret, either.
Weakness: The adamantium attached to Bullseye's skeleton makes him susceptible to magnetic and electrical attacks.

Lester here is a remorseless killer. He got bored as a baseball pitcher with a perfect record and so he killed a batter who dared mock him. He really like that and he's been murdering people for fun ever since. He gets paid to do it, but the money is just a way to keep score, not the reason for what he does. And what he does is through stuff into and subsequently through people. That throwing is why Bullseye is PL 11. Using his natural talent of unerring aim and his ability to weaponize anything, Bullseye hits caps with thrown attacks using +15 Attack and up to +7 Damage with Ricochet, Penetrating, and Improved Crit. Or he can just say the hell with that and declare that he hit you as hard as a sniper rifle, end of story. This dangerous lunatic also hits caps with his dodge and rates as a PL 8 martial artist. Bullseye is sneaky, scary bastard and he only costs PC points. Look out.
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Re: GAZbuild Streets: Jigsaw, Kingpin, Daredevil, Bullseye

Postby Jabroniville » Mon Aug 27, 2012 4:50 pm

Daredevil builds are always interesting- he's got a metric ton of Skills, Advantages and sensory Powers, making him among the most-expensive human-level fighters you'll ever see. I don't think I've seen a single builder make him go below 190 points unless they were deliberately short-shrifting him to get a PC-level build.
Last edited by Jabroniville on Fri Aug 31, 2012 3:24 am, edited 1 time in total.
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Re: GAZbuild Streets: Jigsaw, Kingpin, Daredevil, Bullseye

Postby Gazman » Thu Aug 30, 2012 9:52 pm

Jabroniville wrote:Daredevil builds are always interesting- he's got a metric ton of Skills, Advantages and sensory Powers, making him among the most-expensive human-level fighters you'll ever seen. I don't think I've seen a single builder make him go below 190 points unless they were deliberately short-shrifting him to get a PC-level build.


Yeah. World class martial artist + acrobat + ninja + detective + lawyer + the best sensory array this side of Superman eats up a lot of points no matter how you slice it. Some guys fit into starting point recommendations and some don't. Daredevil don't.
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Re: GAZbuild Streets: Jigsaw, Kingpin, Daredevil, Bullseye

Postby Mike5000us » Sat Sep 01, 2012 12:25 am

Hmmm nice angels...so what's next are street level?
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Elektra

Postby Gazman » Tue Sep 04, 2012 7:03 pm

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Elektra - PL 10 Ninja Assassin

Strength 2, Stamina 3, Agility 6, Dexterity 6, Fighting 12, Intellect 2, Awareness 3, Presence 1

Advantages
Agile Feint, Attractive, Defensive Roll 3, Diehard, Equipment 2, Evasion, Grabbing Finesse, Hide in Plain Sight, Improved Critical: Ninja-To: Strength-based Damage 3, Improved Critical: Twin Sai: Strength-based Damage 2, Improved Critical: Unarmed, Improved Disarm, Improved Initiative, Languages 2, Move-by Action, Power Attack, Quick Draw, Ranged Attack 4, Skill Mastery: Expertise: Ninja Assassin, Skill Mastery: Stealth, Takedown, Tracking, Trance, Uncanny Dodge

Skills
Acrobatics 10 (+16), Athletics 8 (+10), Close Combat: Twin Sai: Strength-based Damage 2 4 (+16), Close Combat: Unarmed 2 (+14), Deception 4 (+5), Expertise: Ninja Assassin 12 (+14), Insight 8 (+11), Intimidation 8 (+9), Investigation 6 (+8), Perception 10 (+13), Ranged Combat: Shuriken: Damage 1 4 (+10), Sleight of Hand 4 (+10), Stealth 14 (+20)


Equipment
Ninja Weapons
. . Ninja-To: Strength-based Damage 3 (DC 20, Advantages: Improved Critical)
. . Shuriken: Damage 1 (DC 16; Increased Range: ranged, Multiattack)
. . Twin Sai: Strength-based Damage 2 (DC 19, Advantages: Improved Disarm; Split: 2 targets, Variable Descriptor: close group - Stab/Bash)

Offense
Initiative +10
Grab, +12 (DC Spec 16)
Ninja-To: Strength-based Damage 3, +12 (DC 20)
Shuriken: Damage 1, +14 (DC 16)
Throw, +10 (DC 17)
Twin Sai: Strength-based Damage 2, +16 (DC 19)
Unarmed, +14 (DC 17)

Defense
Dodge 14, Parry 14, Fortitude 8, Toughness 6/3, Will 12

Power Points
Abilities 70 + Powers 0 + Advantages 29 + Skills 47 (94 ranks) + Defenses 24 = 170

Complications
Enemy: Elektra and Bullseye are mortal enemies. Literally. He killed her once.
Relationship: Its complicated but there is a lot of love lost between Elektra and Daredevil.
Responsibility: Elektra has ties to the Hand and either works for them, runs them, or is targeted by them.

Elektra Natchios was the daughter of a powerful Greek diplomat and the college girlfriend of Matt Murdock. When daddy died, she ran away to Japan to study ninjitsu and beating people up. Elektra got tangled up with the Hand and became a freelance killer. She later came back to New York as the Kingpin's chief assassin, a job Bullseye would kill for. Dark magic later brought Elektra back to life because comic books. Comic books is where 130 pound women become the world's deadliest hand to hand combatants. Elektra isn't just a ninja, she's the ninjest. PL 10 with all three defenses and her sneak skill because this girl is sooo sneaky that she can get the drop on Daredevil. Then she pops out of nowhere with her capped out signature sai attack. Elektra is tough, fast, and capable of some weird ninja stuff like Trance and Hide in Plain Sight and she's completely "normal." No psychic powers here. At all. Just butt kicking in red.
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Hand Ninja

Postby Gazman » Sun Sep 09, 2012 2:43 pm

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Hand Ninja - PL 6 Ninja Mook

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

Advantages
Agile Feint, Defensive Roll 2, Equipment 3, Evasion, Hide in Plain Sight, Power Attack, Ranged Attack 4, Skill Mastery: Stealth

Skills
Acrobatics 6 (+9), Athletics 4 (+6), Close Combat: Unarmed 1 (+8), Deception 4 (+5), Expertise: Ninja 6 (+7), Insight 3 (+5), Intimidation 4 (+5), Perception 4 (+6), Stealth 8 (+11)

Equipment
Ninja Arsenal (Chain, Shuriken, Smoke Grenade, Sword)

Offense
Initiative +3
Chain, +7 (DC 19)
Grab, +7 (DC Spec 12)
Shuriken, +7 (DC 16)
Smoke Grenade, +7 (DC 19)
Sword, +7 (DC 20)
Throw, +7 (DC 17)
Unarmed, +8 (DC 17)

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 4/2, Will 7

Power Points
Abilities 42 + Powers 0 + Advantages 14 + Skills 20 (40 ranks) + Defenses 14 = 90

Complications
Reputation: The Hand are criminals and generally regarded as duplicitous backstabbing demon worshippers.
Responsibility: All hand ninjas have a responsibility to the Hand and its leaders.

The Hand were initially supposed to be a bastion of strength for the common man, using ninja skills to protect the people against the oppressive ruling class of feudal Japan. They were quickly co-opted by a society of demon worshipers who turned the hand into scary mercenary assassins. And that proud tradition carries on today in the form of PL 6 ninja henchmen types. They hit PC points and PL caps with sword attacks and all defenses. Normal people, cops, and even soldiers would get cut down in an instant by these sneaky SOBs, but Daredevil, Elektra, or Wolverine can return the favor just as easily. But Hide In Plain Sight and Stealth Skill Mastery means they'll probably get a few cheap shots in anyway.
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HYDRA Agent

Postby Gazman » Sun Sep 09, 2012 2:57 pm

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Hydra Agent - PL 5 Fascist Footsoldiers

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

Advantages
Equipment 4, Interpose, Ranged Attack 3, Teamwork

Skills
Athletics 4 (+5), Deception 4 (+4), Expertise: Terrorist 6 (+6), Perception 4 (+4), Stealth 3 (+4), Technology 4 (+4), Vehicles 3 (+5)

Powers
Force Blaster: Damage 5 (DC 20; Increased Range: ranged, Multiattack)
. . Fragmentation Grenade: Burst Area Damage 5 (Alternate; DC 20; Burst Area: 30 feet radius sphere, Increased Range: ranged)

Equipment
Arsenal [Force Blaster: Damage 5, DC 20; Increased Range: ranged, Multiattack], Commlink, Undercover Shirt

Offense
Initiative +1
Force Blaster: Damage 5, +5 (DC 20)
Fragmentation Grenade: Burst Area Damage 5 (DC 20)
Grab, +3 (DC Spec 11)
Throw, +5 (DC 16)
Unarmed, +3 (DC 16)

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

Power Points
Abilities 18 + Powers 0 + Advantages 9 + Skills 14 (28 ranks) + Defenses 14 = 55

Complications
Hail Hydra!: Agents of HYDRA are made to swear death-oaths of loyalty to HYDRA and its leaders.
Reputation: Disposable fanatic henchmen.

Hail, HYDRA! Immortal HYDRA! We shall never be destroyed! Cut off a limb, and two more shall take its place! We serve none but the Master—as the world shall soon serve us! Hail HYDRA! These guys arose out the defeat of the Axis Powers in World War II. Nazi commander Baron Strucker teamed up with the Hand to create a fascist new world order type group of terrorists. They went on to fight and lose against everybody from Nick Fury to Iron Fist. The basic HYDRA minion comes with a high tech blaster developed from alien technology Strucker found back in the big one. That lets them hit their PL 5 caps on offense. Training and brainwashing fill out the saves to caps, but active defenses fall 1 short. Because HYDRA agents are there to get beat up and sacrificed. That's why each and every one of them has Interpose. Only dangerous in numbers, but there are a lot of them with connections and plants everywhere.
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A.I.M. Goons

Postby Gazman » Sun Sep 09, 2012 3:07 pm

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A.I.M. Goon - PL 5 Mental Mook

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

Advantages
Equipment 4, Inventor, Ranged Attack 3, Teamwork

Skills
Athletics 2 (+3), Expertise: Science 6 (+9), Expertise: Terrorist 2 (+5), Perception 4 (+5), Technology 6 (+9), Vehicles 4 (+6)

Powers
Force Blaster: Damage 5 (DC 20; Increased Range: ranged, Multiattack)
. . Fragmentation Grenade: Burst Area Damage 5 (Alternate; DC 20; Burst Area: 30 feet radius sphere, Increased Range: ranged)

Equipment
Arsenal [Force Blaster: Damage 5, DC 20; Increased Range: ranged, Multiattack], Commlink, Undercover Shirt

Offense
Initiative +1
Force Blaster: Damage 5, +5 (DC 20)
Fragmentation Grenade: Burst Area Damage 5 (DC 20)
Grab, +3 (DC Spec 11)
Throw, +5 (DC 16)
Unarmed, +3 (DC 16)

Defense
Dodge 5, Parry 5, Fortitude 4, Toughness 4, Will 6

Power Points
Abilities 26 + Powers 0 + Advantages 9 + Skills 12 (24 ranks) + Defenses 13 = 60

Complications
Reputation: Disposable minions.
Responsibility: Agents of A.I.M. are there to work for A.I.M.

Advanced Idea Mechanics was HYDRA's R&D department, until they decided to split. Now they work as their own terrorist organization, but with loftier hiring standards. Even the lowliest A.I.M. goon has a Masters in science, math, or engineering if not a PhD. They're all Inventors with high tech weapons that get them up to PL 5 caps for offense and the mental conditioning to hit caps for saves. A.I.M. minions aren't as athletic as their HYDRA rivals but they more than make up for it with their savy and know how. But then they lose all of those points for looking like a beekeeper mated with a a school bus.
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Re: GAZbuild Streets:Daredevil, Bullseye, Elektra, Mooks

Postby Thorpacolypse » Sun Sep 09, 2012 6:56 pm

Those are some tough Hand Ninjas. I always go back and forth with their PL (heck, I go back and forth about just about everyone's PL, though :( ) because they have such a vicious rep, but generally go down and droves like any other mook. PL6 seems reasonable, though, especially if you have HYDRA and AIM goons at PL5. They should be able to take any of them in a mook on mook battle.
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Re: GAZbuild Streets:Daredevil, Bullseye, Elektra, Mooks

Postby Earth-Two_Kenn » Sun Sep 09, 2012 7:16 pm

But the real question is how would they do against an off-beat hero. For instance, what would happen if the Hand went up against the Man-Thing? That might end up a sticky mess. :twisted:
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Re: GAZbuild Streets:Daredevil, Bullseye, Elektra, Mooks

Postby Gazman » Tue Sep 11, 2012 12:24 pm

Thorpacolypse wrote:Those are some tough Hand Ninjas. I always go back and forth with their PL (heck, I go back and forth about just about everyone's PL, though :( ) because they have such a vicious rep, but generally go down and droves like any other mook. PL6 seems reasonable, though, especially if you have HYDRA and AIM goons at PL5. They should be able to take any of them in a mook on mook battle.


I figure HYDRA and AIM can run roughshod over the police, but would stalemate a legitimate army until they could bring their latest secret weapon or master plan into play. You throw a couple of dozen of them against Cap or Tony (like in those pictures) and things will generally go fine for our heroes.

The Hand are definitely a step up from that. Daredevil, Wolverine, etc give them respect and some heroes legitimately fear the Hand. Turn those dozen mooks from HYDRA to Hand and all of sudden its a real fight.

Earth-Two_Kenn wrote:But the real question is how would they do against an off-beat hero. For instance, what would happen if the Hand went up against the Man-Thing? That might end up a sticky mess. :twisted:


Hah. Swords and shurikens aren't generally known for their ability to split wood, so he could probably whoop on them for a while. But the Hand also has evil wizards in their employ and they could probably do something about Man-Thing's weakness to negative emotions. Maybe even bring him under their control. And then we have the beginning of Wolverine story ark that has him pull out a desperate win by channeling his noble samurai spirit or something.
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Viper (Madade HYDRA)

Postby Gazman » Tue Sep 11, 2012 12:41 pm

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Viper - PL 9 Sneaky Snake

Strength 2, Stamina 3, Agility 5, Dexterity 5, Fighting 10, Intellect 3, Awareness 4, Presence 4

Advantages
Attractive, Benefit 5: Madame Hydra, Chokehold, Connected, Contacts, Daze (Deception), Defensive Roll 3, Equipment 4, Fascinate (Deception), Improved Critical: Knife: Strength-based Damage 1, Improved Critical: Sword: Strength-based Damage 3, Improved Grab, Improved Trip, Languages 3, Leadership, Luck, Ranged Attack 5, Set-up, Skill Mastery: Deception, Taunt, Well-informed

Skills
Acrobatics 4 (+9), Athletics 4 (+6), Deception 10 (+14), Expertise: Criminal 8 (+11), Expertise: International Terrorist 12 (+15), Insight 4 (+8), Investigation 2 (+5), Perception 4 (+8), Persuasion 3 (+7), Ranged Combat: Assault Blaster: Damage 5 2 (+7), Sleight of Hand 4 (+9), Stealth 6 (+11), Technology 4 (+7), Vehicles 2 (+7)

Powers
Chthon Pact: Immunity 1 (Aging)
Controlled Exposure: Immunity 1 (Poison)
Prosthetic Fangs (Removable)
. . Deadly Poison: Progressive Weaken 8 (Affects: Stamina, Resisted by: Fortitude, DC 18; Progressive)
Teleport Ring (Removable)
. . Teleport: Teleport 16 (250 miles in a move action, carrying 50 lbs.; Accurate, Change Direction; Activation 2: standard action, Distracting)

Equipment
Arsenal
Assault Blaster: Damage 5 (DC 20; Increased Range: ranged, Multiattack)
Bullwhip: Strength-based Damage 1 (Alternate; DC 18, Advantages: Chokehold, Improved Grab, Improved Trip; Reach (melee) 3: 15 ft.)
Knife: Strength-based Damage 1 (Alternate; DC 18, Advantages: Improved Critical; Subtle: subtle)
Sword: Strength-based Damage 3 (Alternate; DC 20, Advantages: Improved Critical)

Offense
Initiative +5
Assault Blaster: Damage 5, +12 (DC 20)
Bullwhip: Strength-based Damage 1, +10 (DC 18)
Deadly Poison: Progressive Weaken 8, +10 (DC Fort 18)
Grab, +10 (DC Spec 12)
Knife: Strength-based Damage 1, +10 (DC 18)
Sword: Strength-based Damage 3, +10 (DC 20)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 6/3, Will 8

Power Points
Abilities 72 + Powers 46 + Advantages 31 + Skills 35 (69 ranks) + Defenses 16 = 200

Complications
Enemy: HYDRA has many enemies, Viper has some personal ones like Wolverine, Spider Woman, Captain America, and Nick Fury
Motivation: Thrills: Viper is really into devestation, destruction, nihilism, and other crazy stuff.
Power Loss: Viper's ability to remain ageless is dependent on her pact with the Elder God Chthon.
Responsibility: Viper is out for herself but this usually entails running HYDRA, the Serpent Society, or the island nation of Madripoor.

Ophelia Sarkissian was an Eastern European orphan in the 1920s. A Faustian bargain later she was ready to train alongside Wolverine under the Madripoor martial arts master Seraph. She later gets recruited into HYDRA and a long term career of master villainy. And despite her puny PL of 9, Viper is a full fledged 200 point master villain. She ranks PL 9 on offense with her blaster pistol and hits caps with the specially formulated poison she packs into the hollow fangs she wears on her canines. Viper also hits caps with her active defenses, but a fight against Viper is never just against Viper. It will usually include the Silver Samurai and a full squad of HYDRA agents at the very least. Viper is smart, lucky, and very very well connected. Also more than a little bit crazy.
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Baron Strucker

Postby Gazman » Thu Sep 13, 2012 3:46 pm

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Baron Strucker - PL 11 Nazi Noble

Strength 4/3, Stamina 4/3, Agility 3, Dexterity 3, Fighting 10, Intellect 5, Awareness 5, Presence 5

Advantages
Accurate Attack, Benefit 6: Supreme HYDRA, Connected, Contacts, Defensive Roll 2, Diehard, Equipment 3, Improved Initiative, Languages 2, Leadership, Ranged Attack 6, Startle, Well-informed

Skills
Athletics 6 (+10), Close Combat: Sword 3 (+13), Deception 6 (+11), Expertise: International Terrorist 12 (+17), Expertise: Military 6 (+11), Insight 4 (+9), Intimidation 8 (+13), Investigation 2 (+7), Perception 4 (+9), Persuasion 6 (+11), Ranged Combat: Firearms 3 (+6), Technology 4 (+9), Vehicles 2 (+5)

Powers
Death Spore Infusion (Advantages: Diehard)
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Immunity: Immunity 3 (Aging, Disease, Poison)
. . Regeneration: Regeneration 2 (Every 5 rounds; Persistent)
Death Spore Virus
. . Affliction: Cumulative Affliction 10 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Accurate: +2, Cumulative, Reach (melee) 2: 10 ft.)
. . Weaken: Weaken 5 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 15; Accurate: +2, Reach (melee) 2: 10 ft.)
Satan Claw (Removable)
. . Amplified Abilities: Enhanced Trait 4 (Traits: Strength +1 (+4), Stamina +1 (+4))
. . Claw Attacks
. . . . Electric Blast: Damage 8 (DC 23; Increased Range: ranged)
. . . . Electric Claw: Strength-based Damage 8 (DC 27; Penetrating 8 )

Equipment
Arsenal (Heavy Pistol, Sword), Undercover Shirt

Offense
Initiative +7
Affliction: Cumulative Affliction 10, +12 (DC Fort 20)
Electric Blast: Damage 8, +9 (DC 23)
Electric Claw: Strength-based Damage 8, +10 (DC 27)
Grab, +10 (DC Spec 14)
Heavy Pistol, +12 (DC 19)
Sword, +13 (DC 22)
Throw, +9 (DC 19)
Unarmed, +10 (DC 19)
Weaken: Weaken 5, +12 (DC Fort 15)

Defense
Dodge 12, Parry 13, Fortitude 9, Toughness 8/4, Will 11

Power Points
Abilities 74 + Powers 59 + Advantages 26 + Skills 33 (66 ranks) + Defenses 23 = 215

Complications
Enemy: HYDRA has many enemies, but its personal for Baron Strucker and Nick Fury and Captain America.
Motivation: Greed: Baron Strucker wants power for himself and for HYDRA and for the Nazi Party.
Responsibility: Baron Strucker is the Supreme HYDRA and he must run its worldwide web of evil facist terrorists.

Baron Wolfgang Von Strucker was a Prussian nobleman who fought for Germany in World War I. By the the time WW II came around he had risen through the ranks of the Nazi Party to work just under the Red Skull. After the war he formed HYDRA, fought Nick Fury, and died. After coming back he gained the Satan Claw weapon and had his DNA bonded with a death spore virus weapon. Those are the things that get him up to his PL 11 caps. Strucker was a Heidelberg University academic fencing champion so he also has dueling scars, a PL 10 sword attack, and an 11 parry. This guy has been around for a long time so he really knows his stuff as an evil mastermind, an actor, and general all around bad guy.
Last edited by Gazman on Mon Oct 08, 2012 7:12 pm, edited 1 time in total.
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