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

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Re: GAZbuild Streets: HYDRA, A.I.M., S.H.I.E.L.D., and Deadpool

Postby Gazman » Wed Oct 03, 2012 10:38 am

Thanks for the catch, JD. Its "Mental" and I'll fix that up right away.
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Spider-Man

Postby Gazman » Fri Oct 05, 2012 2:09 pm

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Spider-Man - PL 11 Friendly Neighborhood Web-head

Strength 9, Stamina 7, Agility 12, Dexterity 6, Fighting 9, Intellect 5, Awareness 4, Presence 2

Advantages
Agile Feint, Defensive Attack, Equipment 1, Evasion 2, Extraordinary Effort, Improved Initiative, Inventor, Move-by Action, Redirect, Takedown, Prone Fighting, Skill Mastery: Acrobatics, Taunt, Uncanny Dodge

Skills
Acrobatics 9 (+21), Close Combat: Unarmed 4 (+13), Deception 12 (+14), Expertise: Photojournalist 4 (+9), Expertise: Science 8 (+13), Insight 4 (+8), Investigation 4 (+9), Perception 4 (+14/+8), Persuasion 4 (+6), Ranged Combat: Web Slinging 7 (+13), Stealth 2 (+14), Technology 6 (+11)

Powers
Spider Movement (Advantages: Prone Fighting)
. . Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Movement: Movement 2 (Wall-crawling 2: full speed)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Spider Sense
. . Enhanced Trait: Enhanced Trait 14 (Traits: Dodge +3 (+15), Parry +3 (+15), Perception +6 (+14), Advantages: Evasion 2, Improved Initiative, Skill Mastery, Uncanny Dodge; Limited: Perception Limited to Spider Sense [3 ranks only])
. . Senses: Senses 9 (Counters All Concealment: Detect, Danger Sense: Mental, Detect: Danger (Mental 2: ranged, Radius: Detect)
Web Shooters (Removable)
. . Web Lines: Movement 1 (Swinging)
. . Web Slinging
. . . . Spins a Web: Affliction 9 (1st degree: Vulnerable, Hindered, 2nd degree: Defenseless, Immobile, DC 19; Alternate Resistance (Strength), Shapeable Area: 30ft, cubic, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Web Blind: Cumulative Affliction 9 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 19; Alternate Resistance (Strength), Cumulative, Increased Range: ranged; Limited: To Vision)
. . . . Web Objects: Create 9 (Volume: 500 cft., DC 19; Stationary, Tether; Permanent, Quirk: Lasts an Hour)
. . . . Web Snare: Cumulative Affliction 9 (1st degree: Vulnerable, Hindered, 2nd degree: Defenseless, Immobile, DC 19; Alternate Resistance (Strength), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Web Throw: Move Object 9 (12 tons)

Equipment
Automated Camera 2, Extra Web Fluid 1, Flashlight, Spider Tracer 1

Offense
Initiative +16
Grab, +9 (DC Spec 19)
Throw, +6 (DC 24)
Unarmed, +13 (DC 24)
Web Blind: Cumulative Affliction 9, +13 (DC Dog/Fort/Will 19)
Web Snare: Cumulative Affliction 9, +13 (DC Dog/Fort/Will 19)
Web Throw: Move Object 9, +13 (DC 19)

Defense
Dodge 15/12, Parry 15/12, Fortitude 10, Toughness 7, Will 12

Power Points
Abilities 108 + Powers 60 + Advantages 9 + Skills 34 (68 ranks) + Defenses 14 = 225

Complications
Enemy: The line starts behind Green Goblin, Venom, Doc Ock, and the Sinister Six and goes around the block.
Motivation: Responsibility: The kind that comes with great power.
Power Loss: Crazy genetic power ray disease mutation blast things hit Spider-Man all the time. When this happens Peter will loss all of spider powers and a bunch of his abilities. Even more commonly his web shooters will run out of fluid or jam up.
Regular Person: Peter Parker is a dude. He's got a job and bills to pay and usually more of the latter than the former. He gets sick and injured and has to deal with that stuff like a regular joe.
Relationship: Mary Jane, Aunt May, Harry Osbourne, Robbie Robinson, Flash Thompson, Betty Brant, Curt Conners, Black Cat, Johnny Storm, and more.
Reputation: Spider-Man: Threat or Menace?
Responsibility: Spider-Man is an Avenger and must help them save the world all the time.
Rivalry: With noted Spider-Hater J Jonah Jameson.
Secret: Spider-Man is really Peter Parker. *Gasp*

Peter Parker was his high school's nerdy outcast loser. The kind of kid with no friends who goes alone to science demonstrations on his own time. At one such demonstration he was bitten by a radioactive spider and gained the powers of a man sized arachnid. After losing the man who raised him to his own selfishness, Peter dedicated his life to using his great power to help people as the Amazing Spider-Man! Spidey has been to distant planets, met cosmic beings, and wielded the Unipower but mostly he sticks to the streets of New York as the most powerful street level hero. He makes PL 11 caps with his saves, his heightened defenses, his invented web shooter attacks, and his augmented instinctual fighting ability. If that's not enough he can get over on his huge stable of baddies with Agile Feint, Taunt, and Invention based devices. As the poster child for having all of the complications ever, he usually has plenty of HP to throw out there as well. And Peter will fight through every damn complication in the book if he has too because he is the Spectacular Spider-Man!
Last edited by Gazman on Wed Oct 10, 2012 10:15 pm, edited 1 time in total.
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Green Goblin

Postby Gazman » Mon Oct 08, 2012 7:10 pm

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Green Goblin - PL 10 Homicidal Halloweeny

Strength 8, Stamina 7, Agility 6, Dexterity 6, Fighting 8, Intellect 6, Awareness 2, Presence 4

Advantages
Benefit, Wealth 3 (millionare), Diehard, Equipment 8, Improved Critical: Razor Bats, Improved Initiative, Inventor, Move-by Action, Quick Draw, Ranged Attack 5

Skills
Close Combat: Unarmed 2 (+10), Deception 10 (+14), Expertise: Business 10 (+16), Expertise: Chemistry 9 (+15), Insight 8 (+10), Intimidation 8 (+12), Perception 4 (+6), Persuasion 8 (+12), Technology 9 (+15), Vehicles 4 (+10)

Powers
Bag of Tricks (Removable)
. . Anti-Spidey Gas Pumpkin: Cloud Area Nullify 6 (Counters: Spider-Powers, DC 16; Cloud Area: 15 feet radius sphere, Increased Duration 3: continuous; Diminished Range)
. . Explosive Pumpkin: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, Increased Range: ranged; Diminished Range)
. . Knockout Gas Pumpkin: Cloud Area Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, Increased Range: ranged; Diminished Range)
. . Razor Bats: Damage 5 (DC 20, Advantages: Improved Critical; Increased Range: ranged, Multiattack)
. . Rope Snare: Cumulative Affliction 9 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 19; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Diminished Range, Limited Degree)
. . Smoke Pumpkin: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, Attack: Dodge, Increased Range: ranged; Diminished Range)
Goblin Costume (Removable)
. . Armor: Protection 2 (+2 Toughness)
. . Electric Blast: Damage 9 (DC 24; Increased Range: ranged)
. . Goblin Mask: Immunity 2 (Uncommon Descriptor: Chemical)

Equipment
Goblin Glider

Offense
Initiative +10
Anti-Spidey Gas Pumpkin: Cloud Area Nullify 6 (DC Will 16)
Electric Blast: Damage 9, +11 (DC 24)
Explosive Pumpkin: Burst Area Damage 10 (DC 25)
Grab, +8 (DC Spec 18)
Knockout Gas Pumpkin: Cloud Area Affliction 10 (DC Fort 20)
Razor Bats: Damage 5, +11 (DC 20)
Rope Snare: Cumulative Affliction 9, +11 (DC Dog/Fort/Will 19)
Smoke Pumpkin: Cloud Area Concealment Attack 4 (DC Dog 14)
Throw, +11 (DC 23)
Unarmed, +10 (DC 23)

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

Power Points
Abilities 94 + Powers 45 + Advantages 21 + Skills 36 (72 ranks) + Defenses 19 = 215


Complications
Disability: Norman Osborn is completely and utterly loony tunes crazy face.
Hatred: The Green Goblin HATES Spider-Man so much.
Relationship: Norman occasionally gets fits of caring for his son Harry.
Reputation: Crooked businessman turned nutbag mass murderer.

Norman Osborn is arguably the big bad of what is possibly the greatest super hero rogue's gallery of all time. This guy started off as just a big jerk, ripping off his business partners and scientific colleagues. But when he tried to make a chemical formula that he took from his old mentor it kicked him up a notch. The so called goblin formula gave Norman enhanced physical attributes and bumped his brain from smart to real genius while also aggravating his narcissism and paranoia all the way to crazy town. Osbourn fixated on a creepy Halloween theme when he set out to become the greatest costumed villain of them all. He quickly ran afoul of Spider-Man and then things got personal. Discovered his true identity and killed his girlfriend personal. The Green Goblin is only PL 10 but he hits caps with all three defense pairings and a wide array of attacks from his goblin glider, goblin costume, or bag of tricks. What's more, he can also knock Spidey down a peg or two with his special spider sense nullifying bombs. Green Goblin is rich, powerful, crazy, dangerous, and has some of the strangest hair ever.


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

Goblin Glider - Strength 3, Defense 0, Toughness 8, Size Medium

Features:
Remote Control

Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Platform)
Weapons
. . Blades: Strength-based Damage 5 (DC 23; Penetrating 5)
. . Heat-Seeking Missiles: Burst Area Damage 9 (DC 24; Burst Area: 30 feet radius sphere [5 ranks only], Homing 2: 2 extra attempts, Increased Range: ranged)
. . Machine Guns: Damage 7 (DC 22; Increased Range: ranged, Multiattack)

Offense
Blades: Strength-based Damage 5, +8 (DC 23)
Heat-Seeking Missiles: Burst Area Damage 9 (DC 24)
Machine Guns: Damage 7, +11 (DC 22)

Power Points
Abilities 3 + Powers 33 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 40
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Re: GAZbuild Streets: Deadpool, Spider-Man, Green Goblin

Postby Uin » Tue Oct 09, 2012 6:37 am

Created an account just to say how much I enjoy your builds, Gaz. Spidey hasn't been stat'ed up in proper-expensive-solo-hero-style since the start of 3e and it's great to see him back. Plus, without a doubt the most killer Goblin build so far!
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Re: GAZbuild Streets: Deadpool, Spider-Man, Green Goblin

Postby Gazman » Tue Oct 09, 2012 6:55 pm

Wow! Thanks, Uin! I'm glad I made such an impression on you. I think part of the reason you haven't seen a "proper-expensive-solo-hero-style" Spidey since 3E first came out is that all of the other builders did their Spider-Man back then and I'm Johnny Come Lately. But I still really appreciate you taking the time out to register and tell me such nice things.

In other news: I'm kinda stuck on my Doctor Octopus build. I want him to be able to have different arms do different things at the same time. 3E has no Independent Extra. :( I could just make each tentacle a minion, but then Doc never beats Spider-Man, he just has his minions do it for him. Which is a small semantic nitpick, but it feels wrong to me. Maybe a dynamic array and some Quickness to represent multitasking outside of combat actions? I'll figure it out at some point.
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Re: GAZbuild Streets: Deadpool, Spider-Man, Green Goblin

Postby Thorpacolypse » Tue Oct 09, 2012 7:55 pm

You should check out Kerian Valentine's 2E build of Doc. He used the Sidekick feat which I thought was great and made him very formidable. I did the same, but I just copied his mechanic, really. I couldn't think of another good way to simulate the arm's independence. You could just multiattack strike, which is close, but I think the Sidekick/Minion route is better.
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Re: GAZbuild Streets: Deadpool, Spider-Man, Green Goblin

Postby Gazman » Wed Oct 10, 2012 6:57 pm

I tried doing Octopus both ways. And I realized two things. First is that it was much simpler and more elegant to have the arms be part of Otto rather than sidekicks he controls. Some of the benefits he gets by wearing them are really hard to explain by way of sidekicks and giving them all their own full set of stats makes for some weirdness. Second thing is that opening sentence came out a lot dirtier than I intended.
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Doctor Octopus

Postby Gazman » Wed Oct 10, 2012 7:10 pm

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Doctor Octopus - PL 12 Multiarmed Master Planner

Strength 10, Stamina 3, Agility 0, Dexterity 2, Fighting 4, Intellect 7, Awareness 3, Presence 4

Advantages
Accurate Attack, All-out Attack, Benefit 2: Wealthy Crime Boss, Chokehold, Defensive Roll 3, Equipment 1, Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Instant Up, Inventor, Power Attack, Precise Attack (Close, Cover), Prone Fighting, Startle, Takedown, Weapon Bind, Weapon Break

Skills
Close Combat: Waldo Harness 8 (+12), Expertise: Criminal 6 (+13), Expertise: Physics 9 (+16), Insight 2 (+5), Intimidation 8 (+12), Perception 4 (+7), Ranged Combat: Throw 6 (+8), Technology 8 (+15), Treatment 1 (+8)

Powers
Harness Bond: Remote Sensing 16 (Affects: 1 Type - Touch, Range: 250 miles; Medium: Waldo Harness)
Waldo Harness (Removable)
. . Arm Attacks
. . . . Arm Flail: Strength-based Burst Area Damage 2 (DC 27; Burst Area: 30 feet radius sphere [10 extra ranks])
. . . . Arm Smash: Strength-based Damage 2 (DC 27; Penetrating 10, Split 2: 3 targets)
. . . . Multiarm Attacks: Strength-based Damage 2 (DC 27; Multiattack [10 extra ranks])
. . Arm Fighting: Enhanced Trait 16 (Advantages: Accurate Attack, All-out Attack, Chokehold, Fast Grab, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Instant Up, Power Attack, Precise Attack (Close, Cover), Prone Fighting, Takedown, Weapon Bind, Weapon Break)
. . Arm Walk
. . . . Movement: Movement 4 (Sure-footed 2, Wall-crawling 2: full speed)
. . . . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Armored Harness: Protection 2 (+2 Toughness)
. . Four Arms: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
. . Interposing Arms: Enhanced Trait 24 (Traits: Dodge +12 (+16), Parry +12 (+16))
. . Long Arms: Elongation 2 (Elongation: 30 feet; Limited: Only Tentacles Elongate)
. . Multitasking Arms: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Physical, Quirk: Task Must Involve Tentacle Use)
. . Restricted And Remote Control: Feature 3
. . See By Arms: Senses 1 (Radius: Vision)
. . Strong Arms: Enhanced Strength 10 (+10 STR; Quirk 2: Must Use and Brace With Tentacles)

Equipment
Flash Goggles, Rebreather, Toolkit (Basic)

Offense
Initiative +8
Arm Flail: Strength-based Burst Area Damage 2 (DC 27)
Arm Smash: Strength-based Damage 2, +12 (DC 27)
Grab, +4 (DC Spec 20)
Multiarm Attacks: Strength-based Damage 2, +12 (DC 27)
Throw, +8 (DC 25)
Unarmed, +4 (DC 25)

Defense
Dodge 16/4, Parry 16/4, Fortitude 5, Toughness 8/5, Will 11

Power Points
Abilities 46 + Powers 86 + Advantages 8 + Skills 26 (52 ranks) + Defenses 14 = 180

Complications
Arrogance: Doc Ock think his big brain and master plans are so far superior to others that he can underestimate them.
Disability: Without his corrective lenses Doc Ock is rendered extremely light sensitive and nearly blind.
Enemy: Spider-Man, that accursed arachnid.
Motivation: Greed: Doc Ock wants money, power, and recognition.

Dr. Otto Octavius was always smart, pudgy, and weak. He was raised by an overbearing mother and an abusive father into a weird and awkward little scientific genius. When one of his radiation experiment fused the control harness for his remote manipulator arms to his body and mind he went from weird and awkward to crazy and evil. Now this eight limbed science freak is a PL 12 criminal badass. Doc Ock costs PC points and hits caps for active defenses and four different attacks so long he keeps his arms on. Should those arms be taken away, he can still feel them and remote control them from quite a distance, so that daunting. Under the arms he's still a genius with physics, technology, and crime capable of leading the Sinister Syndicate. Ridiculous haircut and glasses aside, Doctor Octopus is one villain who doesn't so much fight Spider-Man as beat him up.
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Venom

Postby Gazman » Thu Oct 11, 2012 2:52 pm

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Venom - PL 12 Spider Nemesis

Strength 10, Stamina 8, Agility 9, Dexterity 3, Fighting 10, Intellect 2, Awareness 3, Presence 2

Advantages
All-out Attack, Close Attack 2, Contacts, Daze (Intimidation), Evasion, Improved Critical: Claws and Fangs, Improved Initiative, Move-by Action, Power Attack, Prone Fighting, Startle, Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+15), Athletics 2 (+12), Deception 6 (+8), Expertise: Journalist 4 (+6), Expertise: Streetwise 5 (+7), Insight 4 (+7), Intimidation 12 (+14), Investigation 2 (+4), Perception 4 (+7), Ranged Combat: Symbiote Extension 7 (+10), Stealth 2 (+11)

Powers
Camouflage: Morph 2 (+20 Deception checks to disguise; Narrow group)
. . Concealment: Concealment 4 (Alternate; All Visual Senses; Blending)
Claws and Fangs: Strength-based Damage 2 (DC 27, Advantages: Improved Critical)
Immune to Spider-Sense: Concealment 1 (Other Sense: Spider-Sense; Increased Duration: continuous)
Impact Armor: Protection 2 (+2 Toughness)
Spider Movement (Advantages: Prone Fighting)
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Movement: Movement 2 (Wall-crawling 2: full speed)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Symbiote Extension
. . Web Line: Movement 1 (Swinging)
. . Web Snare: Cumulative Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Tendrils
. . . . . . Elongation: Elongation 2 (Elongation: 30 feet)
. . . . . . Extra Limbs: Extra Limbs 5 (5 extra limbs, Advantages: Improved Grab)
. . . . . . Strength Effect (Multiattack, Variable Descriptor: close group - Hand Weapons)
. . . . Web Blind: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: Vision Only)
. . . . Web Objects: Create 10 (Alternate; Volume: 1000 cft., DC 20; Stationary, Tether; Permanent, Quirk: Lasts A Few Hours)
. . . . Web Throw: Move Object 10 (Alternate; 25 tons)
Symbiotic Repair: Regeneration 2 (Every 5 rounds)
Venom Senses
. . Enhanced Trait: Enhanced Trait 9 (Traits: Dodge +3 (+14), Parry +3 (+14), Advantages: Evasion, Improved Initiative, Uncanny Dodge)
. . Senses: Senses 6 (Danger Sense: Mental, Detect: Symbiotes (Mental) 2: ranged, Postcognition (Limited): Previous Hosts, Radius: Vision; Resistible: Will [Detect only])

Offense
Initiative +13
Claws and Fangs: Strength-based Damage 2, +12 (DC 27)
Grab, +12 (DC Spec 20)
Throw, +3 (DC 25)
Unarmed, +12 (DC 25)
Web Blind: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Web Snare: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Web Throw: Move Object 10, +10 (DC 20)

Defense
Dodge 14/11, Parry 14/11, Fortitude 13, Toughness 10, Will 9

Power Points
Abilities 94 + Powers 81 + Advantages 9 + Skills 27 (54 ranks) + Defenses 14 = 225

Complications
Hatred: Venom hates Spider-Man, Carnage, all other symbiotes, and anybody who preys on the helpless.
Lethal Protector: Venom has decided that they will protect innocent people and only eat the brains of those who deserve it.
Power Loss: If you take away the alien symbiote from Eddie Brock, both halves of Venom will loose a lot of their power.
Weakness: Since the Venom symbiote comes from deep space it has no defenses against open flames or sonic attacks.

Eddie Brock always wanted to be a hero, but he kinda ended up a liar with a persecution complex. When he lost he job as a journalist, he ended up meeting the alien costume Spider-Man had just rejected. They realized they both were a little bit crazy and had a big hate-on for the webslinger they bonded. At the cellular level. And from that day forth, "We are Venom!". Venom is PL 12 dark reflection of Spidey. He's bulky rather than lanky, black instead of brightly colored, and crazy violent instead of responsible and defensive. Venom also comes with giant slavering fangs to help him reach his caps alongside his active defenses. Venom lacks a little bit of the webhead's speed, agility, and dexterity so some of his stats like ranged combat (PL 10) aren't as high. Despite that, Venom is every bit as expensive as his nemesis and quite capable of sneaking up on people and ripping them in half.
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Re: GAZbuild Street: Spider-Man, Green Goblin, Doc Ock, Venom

Postby scc » Thu Oct 11, 2012 3:38 pm

Great Doc Ock! I always liked him. Actually you can't go wrong with most of Spidey's villains.
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Re: GAZbuild Street: Spider-Man, Green Goblin, Doc Ock, Venom

Postby Gazman » Thu Oct 11, 2012 6:52 pm

Thanks, scc! I completely agree. Only Batman's comes close to having the quality and depth of Spider-Man's villain set.

With that in mind, here's another Spidey baddie for street villainy.
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Sandman

Postby Gazman » Thu Oct 11, 2012 7:04 pm

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Sandman - PL 11 Silicate Super

Strength 11, Stamina 11, Agility 1, Dexterity 2, Fighting 7, Intellect 0, Awareness 2, Presence 1

Advantages
All-out Attack, Close Attack 2, Diehard, Fast Grab, Improved Grab, Improved Hold, Power Attack, Prone Fighting

Skills
Deception 4 (+5), Expertise: Criminal 5 (+5), Intimidation 8 (+9), Ranged Combat: Sand Control 9 (+11), Stealth 4 (+5)

Powers
Made of Sand
. . Elongation: Elongation 4 (Elongation: 120 feet)
. . Immortality: Immortality 8 (Return after 4 hours; Custom: Source: Sand)
. . Immunity: Immunity 12 (Critical Hits, Life Support)
. . Immunity: Immunity 40 (Common Descriptor: Piercing, Common Descriptor: Slashing, Very Common Descriptor: Bludgeoning; Limited - Half Effect)
. . Movement: Movement 1 (Slithering)
. . Regeneration: Regeneration 8 (Every 1.25 rounds; Persistent; Source: Sand)
Rock Hard: Protection 4 (+4 Toughness; Impervious [7 extra ranks])
. . Shifting Sands
. . . . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Gliding)
. . . . Insubstantial: Insubstantial 2 (Gaseous; Increased Duration: continuous, Precise)
Sand Control
. . Sand Asphyxiation: Concentration Affliction 11 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Concentration)
. . Sand Blasting: Damage 11 (DC 26; Increased Range: ranged)
. . Sand Sculptures: Create 11 (Volume: 2000 cft., DC 21; Impervious, Increased Duration: continuous, Innate, Precise; Limited: Requires Sand, Reduced Range: close)
. . Sand Scultptures: Create 11 (Volume: 2000 cft., DC 21; Impervious, Increased Duration: continuous, Innate; Limited: Requires Sand, Reduced Range: close)
. . Sand Snare: Cumulative Affliction 11 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Disabled, DC 21; Alternate Resistance (Dodge), Cumulative, Extra Condition; Limited Degree)
. . Sand Storm: Environment 3 (Impede Movement (2 ranks), Visibility (-5), Radius: 120 feet)
. . Sand Stream: Line Area Damage 11 (DC 26; Line Area: 5 feet wide by 30 feet long)
. . Sand Weapons: Strength-based Damage 2 (DC 28; Affects Corporeal 13, Split: 2 targets, Variable Descriptor: close group - Hand Weapons)

Offense
Initiative +1
Grab, +9 (DC Spec 21)
Sand Asphyxiation: Concentration Affliction 11, +9 (DC Fort 21)
Sand Blasting: Damage 11, +11 (DC 26)
Sand Snare: Cumulative Affliction 11, +9 (DC Dog/Fort/Will 21)
Sand Stream: Line Area Damage 11 (DC 26)
Sand Weapons: Strength-based Damage 2, +9 (DC 28)
Throw, +2 (DC 26)
Unarmed, +9 (DC 26)

Defense
Dodge 7, Parry 7, Fortitude 15, Toughness 15, Will 7

Power Points
Abilities 70 + Powers 101 + Advantages 9 + Skills 15 (30 ranks) + Defenses 15 = 210

Complications
Enemy: When he's a villain, its Spider-Man. When he's a hero, its Doctor Octopus.
Relationship: Sandman has a young daughter and loves her dearly.
Reputation: Both heroes and villains can by wary of Sandman either for turning delinquent or going soft.
Weakness: As a man of sand, Sandman can be blown away, sloshed to mud, or baked to glass given sufficient wind, water, or heat.

Flint Marko was a petty criminal exposed to radiation on the beach. This added another "dangers of science" villain to Spider-Man's rogue gallery. He was great as a stupid mook with great powers on his own or with the Frightful Four or Sinister Six. Flint would eventually decide to redeem himself by joining up with Silver Sable and even the Avengers, but he'll also slide back down the slope to super crime. Sandman is an overpriced PL 11. He hits caps with some sand attacks, his saves, and his active defenses as long as he shifts his sand to rock hard. An alternate to Protection set up is Insubstantial, so this guy is really hard to hurt. Really really hard to hurt if you consider the fact that his body is always made out of particulate matter and impact attacks do next to nothing to him. Should Sandy be hurt or even killed, he can always reconstitute himself with more sand. Its almost cheating how tough Marko is. A fun power stunt is turning that Sand Control array into Growth and making him even more monstrously badass. Thank god for his crippling vulnerabilities to like 3/4 of the elements.
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Re: GAZbuild Streets: Green Goblin, Doc Ock, Venom, Sandman

Postby freeclint » Fri Oct 12, 2012 7:53 am

Man, I really love that Doc Ock build. Very nice job. Really makes me want to tear up some PL 10 heroes with him. Good job!
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My beginning character repository.
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freeclint
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Re: GAZbuild Streets: Green Goblin, Doc Ock, Venom, Sandman

Postby Gazman » Fri Oct 12, 2012 3:02 pm

Thanks, freeclint! Feel free to take him for a spin. Just let me know how it goes, okay?
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Electro

Postby Gazman » Fri Oct 12, 2012 3:18 pm

Image
Electro - PL 10 Galvanic Goon

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

Advantages
All-out Attack, Defensive Roll 2, Extraordinary Effort, Improved Aim, Improved Initiative, Power Attack, Precise Attack (Ranged, Cover)

Skills
Close Combat: Unarmed 2 (+8), Deception 5 (+6), Expertise: Criminal 5 (+6), Expertise: Electrical Lineman 6 (+7), Intimidation 6 (+7), Perception 2 (+3), Ranged Combat: Electrical Generation 5 (+8), Technology 1 (+2)

Powers
Current Riding: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: Along Electrical Wires)
Electrical Aura: Damage 6+6 ([Stacking ranks: +6], DC 27; Reaction 3: reaction)
Electrical Detection: Senses 3 (Acute: Detect, Detect: Electricity (Mental) 2: ranged)
Electrical Generation
. . Boosted Aura: Damage 6 (DC 21; Reaction 3: reaction, Stacks with: Electrical Aura: Damage 6+6)
. . Chain Lightning: Damage 8 (DC 23; Increased Range: ranged, Multiattack, Split: 2 targets)
. . Lightning Blast: Damage 12 (DC 27; Increased Range: ranged)
. . Lightning Burst: Damage 10 (DC 25; Burst Area: 30 feet radius sphere)
. . Short Out: Nullify 12 (Counters: Electrical, DC 22; Precise, Simultaneous)
. . Stun Bolt: Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Increased Range: ranged)
. . Stun Burst: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere)
. . Supercharge Body
. . . . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +2 (+4), Agility +2 (+4), Parry +2 (+10), Stamina +2 (+4), Fortitude +2 (+7))
. . . . Immunity: Immunity 2 (Disease, Starvation & Thirst)
. . . . Regeneration: Regeneration 2 (Every 5 rounds)
Human Capacitor: Immunity 10 (Common Descriptor: Electricity)
Ugly Costume (Removable)
. . Area Projections: Feature 2 Pays for Lightning Burst and Stun Burst Alternate Effects
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Improved Aim, Precise Attack (Ranged, Cover))
. . Protection: Protection 2 (+2 Toughness)

Offense
Initiative +6
Boosted Aura: Damage 6, +6 (DC 21)
Chain Lightning: Damage 8, +8 (DC 23)
Electrical Aura: Damage 6+6, +6 (DC 27)
Grab, +6 (DC Spec 12)
Lightning Blast: Damage 12, +8 (DC 27)
Short Out: Nullify 12, +8 (DC Will 22)
Stun Bolt: Affliction 12, +8 (DC Fort 22)
Throw, +3 (DC 17)
Unarmed, +8 (DC 17)

Defense
Dodge 10, Parry 8, Fortitude 5, Toughness 6/4, Will 5

Power Points
Abilities 36 + Powers 75 + Advantages 6 + Skills 16 (32 ranks) + Defenses 17 = 150

Complications
Enemy: Spider-Man.
Motivation: Greed: Electro is a professional criminal, out for money and power.
Power Loss: Electro needs to charge his powers to keep them at top level. His powers can also be blocked by grounding or insulating him.
Weakness: Electro is vulnerable to shorting out in water and the like. The risk goes up along with his level of power charge.

Max Dillion was a selfish and arrogant man with a secret inferiority complex. He worked as an electrical line repairman until he was struck by lightning while working with some broken high power lines. Since this happened in a comic book, he obviously gained electrical powers. Max has the ability to generate and store electrical power in his body and not enough smarts or willpower to use that ability to the top of his potential for the most part. He ends up a PL 10 for PC points. The only thing Electro hits regularly caps with are his powered attacks. However, he can use he powers to fuel his body with electrical charge to also bump his dodge defense up to caps. His pitiful Will means this mook with powers will never get his saves that high, but he does have ridiculous potential shown in his Extraordinary Effort. And hey turns out that the yellow parts (including the spikes) of Electro's famously bad costume actually help him guide, aim, and channel his powers. The more you know :)
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