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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

The Lizard

Postby Gazman » Mon Oct 15, 2012 2:11 pm

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The Lizard - PL 11 Cold-Blooded Killer

Strength 10, Stamina 10, Agility 8, Dexterity 0, Fighting 9, Intellect 0, Awareness 3, Presence 0

Advantages
Agile Feint, All-out Attack, Chokehold, Close Attack, Daze (Intimidation), Diehard, Evasion, Fast Grab, Improved Critical: Claws and Fangs: Strength-based Damage 2, Improved Grab, Improved Initiative, Power Attack, Prone Fighting, Startle, Takedown, Tracking

Skills
Acrobatics 8 (+16), Athletics 8 (+18), Intimidation 12 (+12), Perception 6 (+9), Stealth 4 (+12)

Powers
Lizard Brain Array
. . Reptile Control
. . . . Affliction: Affliction 11 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Increased Range 2: perception; Limited: Reptiles Only)
. . . . Communication: Mental Communication 2 (Limited: Only Reptiles)
. . . . Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Reptiles)
. . Unleash Lizard Brain: Burst Area Affliction 5 (1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 15; Burst Area 9: 1 mile radius sphere; Limited: Only Primal Impulses, Limited Degree, Sense-dependent: Scent)
Lizard Movement
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Movement: Movement 2 (Wall-crawling 2: full speed)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Lizard Senses: Senses 2 (Acute: Scent, Low-light Vision)
Natural Weapons Array
. . Claws and Fangs: Strength-based Damage 2 (DC 27, Advantages: Improved Critical)
. . Tail Grasp
. . . . Elongation: Elongation 1 (Elongation: 15 feet)
. . . . Extra Limbs: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Tail Whip: Strength-based Damage 2 (DC 27; Reach (melee): 5 ft.)
Regrowth: Regeneration 2 (Every 5 rounds; Persistent)
Scaly Hide: Protection 3 (+3 Toughness; Impervious [3 extra ranks])

Offense
Initiative +12
Affliction: Affliction 11 (DC Will 21)
Claws and Fangs: Strength-based Damage 2, +10 (DC 27)
Grab, +10 (DC Spec 20)
Tail Whip: Strength-based Damage 2, +10 (DC 27)
Throw, +0 (DC 25)
Unarmed, +10 (DC 25)
Unleash Lizard Brain: Burst Area Affliction 5 (DC Will 15)

Defense
Dodge 9, Parry 9, Fortitude 13, Toughness 13, Will 9

Power Points
Abilities 80 + Powers 67 + Advantages 14 + Skills 19 (38 ranks) + Defenses 10 = 190

Complications
Disability: The Lizard's unstable mutation and unwilling host mean that sometimes its smarter or dumber or more savage or more cultured or whatever.
Identity: The Lizard is also Dr. Curt Connors, a one armed biology genius. One will sometimes transform into the other involuntarily.
Relationship: Dr. Curt Connor loves his wife and son Martha and Billy. Sometimes the Lizard cares. Sometimes it hates them extra much.
Weakness: The Lizard is an ectotherm and thus vulnerable to cold attacks and environments.

Curt Connors was a doctor and scientist who lost his arm. He decided that using the DNA of lizards that can regrow lost limbs to genetically alter himself was a good way to get that arm back. What he got instead was a crazy case of split personalities complete with a new body to host the persona of The Lizard. The Lizard is a classic Spidey villain, hitting most of the high notes. Somebody Peter knows, an animal theme, the dangers of misapplied scientific advancement, and a built in weakness. This is good because Lizzie is also on par with Spider-Man physically being just as fast, a sticky climber, super agile, and even stronger than our hero. The Lizard is a hard PL 11 with all three defense pairs and two natural weapon attacks. Like many Spider-Man villains its also an accomplished grappler hitting PL 10.5. As a secret weapon the Lizard can also control the minds of other reptiles in the area or unleash the primitive "lizard brain" of all the humans in the area. Vicious.
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Re: GAZbuild Streets: Doc Ock, Venom, Sandman, Electro, Lizard

Postby freeclint » Tue Oct 16, 2012 6:02 am

OOoooh! Lizard! More spidey rogue goodness.
That's a pretty dangerous lizard, I like it!!
(really, really contemplating running a playtest of Doc Ock vs 4 random Sentinels)
Christian, husband, father and gamer.
My beginning character repository.
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Re: GAZbuild Streets: Doc Ock, Venom, Sandman, Electro, Lizard

Postby Gazman » Wed Oct 17, 2012 2:07 pm

I'm glad you like, freeclint. 'cause there's more on the way. :)

Please do play out Doc Ock versus anybody. The only RPing I do these days is play by post on the Think Tank. I'd really like to see how some of these builds play in actual play.
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Rhino

Postby Gazman » Wed Oct 17, 2012 2:19 pm

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Rhino - PL 10 Horned Henchman

Strength 12, Stamina 11, Agility 2, Dexterity 1, Fighting 6, Intellect -1, Awareness -1, Presence 0

Advantages
All-out Attack, Improved Trip, Languages 1, Power Attack, Takedown 2

Skills
Close Combat: Unarmed 2 (+8), Expertise: Criminal 5 (+4), Insight 4 (+3), Intimidation 9 (+10)

Powers
Gamma Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Permanent)
Inpenetratrable Hide
. . Immunity: Immunity 5 (Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure, Uncommon Descriptor: Own Charge)
. . Protection: Protection 4 (+4 Toughness; Impervious [4 extra ranks])
Rhino Charge: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Rhino Horn: Strength-based Damage 2 (DC 29; Penetrating 14)

Offense
Initiative +2
Grab, +6 (DC Spec 22)
Rhino Horn: Strength-based Damage 2, +6 (DC 29)
Throw, +1 (DC 27)
Unarmed, +8 (DC 27)

Defense
Dodge 5, Parry 5, Fortitude 13, Toughness 15, Will 5

Power Points
Abilities 52 + Powers 40 + Advantages 6 + Skills 10 (20 ranks) + Defenses 12 = 120

Complications
Enemy: Spider-Man and the Hulk.
Permanent Press: Rhino's costume is permanently bonded to his body and cannot be removed, even he'd like to.
Relationship: Rhino loves his wife, Oksana.
Reputation: Destructive dimwit.

Ah. God ole barely competent Rhino. Alexsei Sytsevich was a Russion mob thug who was hard up for money. His impressive musculature and lack of introspection got him recruited for an experimental weapons program. He was given chemical and radiation treatments and then sealed into an animal themed onesie. Thus the birth of Rhino: super criminal for hire. Rhino is PL 10 because despite his failings, he is quite accomplished at both smashing and resisting retaliatory smashes. Even with the missing PL, Rhino gives the defense/accuracy shifted Spider-Man plenty of trouble with his big DC and impervious toughness. Rhino only costs what a PL 8 starting hero would because smashing is pretty much the extent of his skill set. He only rates PL 9 on saves and barely PL 0 on skills. Still, that's not why you hire the Rhino. The captions in that picture pretty much spell it out.
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Scorpion

Postby Gazman » Sat Oct 20, 2012 1:58 pm

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Scorpion - PL 10 Arachnid Adversary

Strength 10, Stamina 9, Agility 7, Dexterity 0, Fighting 6, Intellect 1, Awareness 0, Presence 1

Advantages
All-out Attack, Evasion, Fast Grab, Improved Critical: Tail Strike, Improved Grab, Improved Hold, Power Attack

Skills
Acrobatics 2 (+9), Close Combat: Tail Attacks 2 (+8), Expertise: Streetwise 3 (+4), Insight 4 (+4), Intimidation 6 (+7), Investigation 4 (+5), Perception 4 (+4), Ranged Combat: Tail Attacks 9 (+9), Stealth 2 (+9)

Powers
Scorpion Movement
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 2 (Wall-crawling 2: full speed)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Scorpion Pinch: Strength-based Damage 1 (DC 26, Advantages: Fast Grab, Improved Hold)
Scorpion Suit (Removable)
. . Armor: Protection 3 (+3 Toughness; Impervious [3 extra ranks])
. . Cybernetic Tail
. . . . Elongation: Elongation 1 (Elongation: 15 feet)
. . . . Extra Limbs: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Tail Attacks
. . . . Acid Spray
. . . . . . Damage: Damage 9 (Linked; DC 24; Increased Range: ranged)
. . . . . . Weaken: Weaken 6 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects, Increased Range: ranged)
. . . . Tail Strike: Strength-based Damage 2 (DC 27, Advantages: Improved Critical; Penetrating 10, Variable Descriptor: close group - Piercing/Bludgeoning)

Offense
Initiative +7
Damage: Damage 9, +9 (DC 24)
Grab, +6 (DC Spec 20)
Scorpion Pinch: Strength-based Damage 1, +6 (DC 26)
Tail Strike: Strength-based Damage 2, +8 (DC 27)
Throw, +0 (DC 25)
Unarmed, +6 (DC 25)
Weaken: Weaken 6, +9 (DC Fort 16)

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

Power Points
Abilities 68 + Powers 49 + Advantages 3 + Skills 18 (36 ranks) + Defenses 12 = 150

Complications
Disability: Mac's scorpion mutation is unstable and he needs the scorpion suit to hold it in check. Besides that, he's also completely crazy.
Enemy: Spider-Man
Hatred: Scorpion hates J. Jonah Jameson for getting him tied up in the whole unstable-mutation-with-damaged-brain-super-villain-thing in the first place.

MacDonald "Mac" Gargan was a crummy PI hired by J. Jonah Jameson to spy on Peter Parker to find out what his connection to Spider-Man was. He failed miserably and so Jameson decided to up the stakes and hire Mac to be the subject of an experimental science procedure. Mac was endowed with the powers of a scorpion, a bigger, nastier, more predatory arachnid than a spider. Thus we get another animal themed Spidey villain with wall crawling, super agility, and more strength than our hero. Mac is PL 10 for PC points. He gets up to level with his grapple (another common Spidey rogue theme) and hits caps with his tail melee and active defenses. He can also attack at range and save as a PL 9. Beyond that Mac is kinda a joke. He always complains about sucking and can barely qualify as an investigator. A nice street level villain.
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Re: GAZbuild Streets: Sandman, Electro, Lizard, Rhino, Scorpion

Postby Severance » Sat Oct 20, 2012 2:21 pm

Love the Spider-Man villains! Always thought he had one of the best rogue galleries in comics next to Batman and Flash. (Maybe they should switch villains in a crossover?)
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Re: GAZbuild Streets: Sandman, Electro, Lizard, Rhino, Scorpion

Postby Gazman » Sun Oct 21, 2012 3:03 pm

Thanks for the compliment, Severance! I would love to see Spider-Man have to deal with the Joker, Clayface, or Poison Ivy or Batman take on the Green Goblin, Lizard, or Sandman. I am gonna have to disagree with you, though.

I think Spider-Man and Batman definitely have the best rogues. Most Flash villains fall kinda flat on their own. The thing that saves the likes of Heatwave, Trickster, and The Top from absolute loserdom is the Rogues gang itself. Their code of behavior and honor and their comradery are what set them apart from all the other gimmicky tech based criminals out there.
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Vulture

Postby Gazman » Sun Oct 21, 2012 3:10 pm

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Vulture - PL 9 Elderly Avian

Strength 4/0, Stamina 5/1, Agility 5/1, Dexterity 2, Fighting 8, Intellect 4, Awareness 3, Presence 1

Advantages
Agile Feint, All-out Attack, Evasion, Favored Environment: Airborne, Improved Critical: Feather Projectiles, Improved Critical: Wing Slash, Improved Initiative, Inventor, Move-by Action, Ranged Attack 3

Skills
Acrobatics 1 (+14/+6), Close Combat: Wing Attacks 3 (+11), Deception 4 (+5), Expertise: Criminal 4 (+8), Expertise: Science 4 (+8), Intimidation 6 (+7), Perception 4 (+7), Ranged Combat: Wing Attacks 6 (+8), Stealth 2 (+7), Technology 6 (+10)

Powers
Vulture Flight Harness (Removable)
. . Augmented Physicality: Enhanced Trait 24 (Traits: Strength +4 (+4), Stamina +4 (+5), Agility +4 (+5))
. . Light Armor: Protection 1 (+1 Toughness)
. . Silent Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Subtle: subtle; Wings)
. . Superior Manuverability: Enhanced Trait 16 (Traits: Acrobatics +8 (+14), Dodge +4 (+12), Parry +4 (+12), Advantages: Agile Feint, Evasion, Improved Initiative, Move-by Action; Limited: Only While Airborne)
. . Wing Attacks
. . . . Feather Projectiles: Damage 3 (DC 18, Advantages: Improved Critical; Increased Range: ranged, Multiattack)
. . . . Wing Slash: Strength-based Damage 3 (DC 22, Advantages: Improved Critical; Reach (melee): 5 ft., Split: 2 targets, Variable Descriptor: close group - Slashing/Bludgening)

Offense
Initiative +9
Feather Projectiles: Damage 3, +11 (DC 18)
Grab, +8 (DC Spec 14)
Throw, +5 (DC 19)
Unarmed, +8 (DC 19)
Wing Slash: Strength-based Damage 3, +11 (DC 22)

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

Power Points
Abilities 40 + Powers 41 + Advantages 6 + Skills 20 (40 ranks) + Defenses 13 = 120

Complications
Disability: Vulture is an old man and suffers old man ailments like strokes, cancer, and fatigue.
Enemy: Spider-Man.
Motivation: Recognition: Vulture wants to be recognized as an inventive genius and paid accordingly.

Adrian Toomes was an engineer and partner in Bestman and Toomes Electronics. When his partner stole Adrian's share of their profits, Toomes confronted Bestman with his new pet project an electromagnetic flying harness. Toomes' threats fell flat and so he used his invention to start a new career as the costumed criminal, the Vulture. Old man Vulture was actually the first costumed super villain Spider-Man had to face, but he's sadly been kinda left behind in the intervening years. He gets occasional pushes, but the Vulture is really only PL 9 and that's only with his harness and taking to the sky. He costs what a PL 8 would and only hits caps with his wing slash and active defenses. But Vulture can bump that up with Favored Environment and Agile Feint/All-Out Attack to hit even the super defensive Spider-Man. It adds up to a pretty classic under card bad guy and good addition to any iteration of the Sinister Six.
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Re: GAZbuild Streets: Electro, Lizard, Rhino, Scorpion, Vulture

Postby Gazman » Mon Oct 22, 2012 5:40 pm

And now for something different. The next bunch of builds are still going to be Marvel characters. Heck, the first several will still be street level villains best known for fighting Spider-Man. The difference is that I'm not going to be doing the comic book version. These are characters that I feel came out better or cooler or whatever in some other media. It might not be everybody's first choice for interpreting this character or that character, but it is mine. I hope anybody reading still likes.
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Shocker

Postby Gazman » Mon Oct 22, 2012 5:53 pm

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Shocker - PL 9

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

Advantages
Accurate Attack, Connected, Inspire, Leadership, Power Attack, Ranged Attack 3, Teamwork

Skills
Deception 6 (+8), Expertise: Mercenary 8 (+11), Insight 4 (+7), Perception 6 (+9), Persuasion 6 (+8), Ranged Combat: Vibration Genaration 3 (+6), Technology 1 (+4), Vehicles 4 (+7)

Powers
Shocker Suit (Removable)
. . Vibration Genaration
. . . . Focused Vibrations: Damage 9 (DC 24; Increased Range: ranged, Penetrating 9)
. . . . Shockwaves: Cone Area Damage 9 (DC 24; Cone Area: 60 feet cone, Increased Duration: concentration)
. . . . Stunning Shocks: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged)
. . Vibrational Field
. . . . Immunity: Immunity 15 (Common Descriptor: Vibrational, Entrapment)
. . . . Protection: Protection 8 (+8 Toughness; Impervious; Limited: Physical Attacks [2 ranks only])

Offense
Initiative +2
Focused Vibrations: Damage 9, +9 (DC 24)
Grab, +6 (DC Spec 12)
Shockwaves: Cone Area Damage 9 (DC 24)
Stunning Shocks: Cumulative Affliction 9, +9 (DC Fort 19)
Throw, +6 (DC 17)
Unarmed, +6 (DC 17)

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 10, Will 7

Power Points
Abilities 46 + Powers 46 + Advantages 9 + Skills 19 (38 ranks) + Defenses 15 = 135

Complications
Enemy: Spider-Man. "Squash the bug!"
Professional: Shocker is a pro. He won't make moves without plans, he won't leave ends untied, and he won't work with amateurs.
Responsibility: Shocker is employed by the Big Man and answers up to Hammerhead.

Jackson "Montana" Brice is the leader of the Enforcers, a mercenary gang of criminals for hire. They fought and lost against Spider-Man as highly trained and professional men. Montana was the first one to get an upgrade as the Shocker. The Spectacular Spider-Man version is better than the comics version because his professional attitude and tactics make him a much more credible threat than one more guy who happens to invent one more tech gimmick. The power up from the Shocker suit also elevates Montana from the perpetual loser status built into the comic book Enforcers. Plus: a guy named Herman Schultz wrapped up in a quilt? Come one. Shocker is PL 9 for PC points. He can lead a gang, plan a job, and hit caps with active defenses, an aimed attack, and an area attack. He's legit.
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New Enforcers (Ox and Fancy Dan/Ricochet)

Postby Gazman » Mon Oct 22, 2012 6:06 pm

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Ox - PL 8 Big Enforcer

Strength 8, Stamina 5, Agility 2, Dexterity 1, Fighting 7, Intellect 1, Awareness 1, Presence 1

Advantages
All-out Attack, Chokehold, Fast Grab, Improved Grab, Improved Hold, Power Attack, Teamwork

Skills
Athletics 4 (+12), Close Combat: Unarmed 1 (+8), Expertise: Mercenary 8 (+9), Intimidation 8 (+9), Perception 4 (+5), Ranged Combat: Throw 5 (+6), Technology 6 (+7), Vehicles 4 (+5)

Powers
Ox Suit (Removable)
. . Enhanced Ability: Enhanced Strength 3 (+3 STR)
. . Immunity: Immunity 2 (Suffocation (All))
. . Protection: Protection 3 (+3 Toughness)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +2
Grab, +7 (DC Spec 18)
Throw, +6 (DC 23)
Unarmed, +8 (DC 23)

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

Power Points
Abilities 46 + Powers 10 + Advantages 7 + Skills 20 (40 ranks) + Defenses 12 = 95

Complications
Enemy: Spider-Man. Even though the theme song is catchy.
Professional: Ox is a pro. He won't make moves without plans, he won't leave ends untied, and he won't work with amateurs.
Responsibility: Ox is employed by the Big Man and answers to Montana.

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

Ricochet - PL 8 Fast Enforcer

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

Advantages
Agile Feint, Defensive Attack, Defensive Roll, Evasion, Improved Defense, Improved Initiative, Improved Trip, Move-by Action, Precise Attack (Close, Concealment), Set-up, Takedown 2, Teamwork

Skills
Acrobatics 6 (+9), Athletics 4 (+6), Close Combat: Unarmed 4 (+12), Expertise: Mercenary 8 (+9), Perception 4 (+6), Technology 4 (+5), Vehicles 4 (+6)

Powers
Ricochet Suit (Removable)
. . Kinetic Absorpsion
. . . . Immunity: Immunity 2 (Uncommon Descriptor: Own Slam)
. . . . Protection: Protection 4 (+4 Toughness; Impervious; Limited: Physical Attacks Only [2 ranks only])
. . Kinetic Boost: Strength-based Damage 4 (DC 21; Accurate: +2, Ricochet 2: 2 bounces; Limited: Only While Slamming)
. . Kinetic Bounce: Leaping 4 (Leap 120 feet at 30 miles/hour, Advantages: Move-by Action, Takedown 2)

Offense
Initiative +7
Grab, +8 (DC Spec 12)
Kinetic Boost: Strength-based Damage 4, +10 (DC 21)
Throw, +2 (DC 17)
Unarmed, +12 (DC 17)

Defense
Dodge 9, Parry 9, Fortitude 4, Toughness 7/6, Will 8

Power Points
Abilities 42 + Powers 16 + Advantages 10 + Skills 17 (34 ranks) + Defenses 15 = 100

Complications
Enemy: Spider-Man.
Professional: Ricochet is a pro. He won't make moves without plans, he won't leave ends untied, and he won't work with amateurs.
Responsibility: Ricochet is employed by the Big Man and answers to Montana.

Raymond Bloch and Daniel Brito are the other two Enforcers. One is strong enough to hold Spider-Man and the other is fast enough to hit him. They're pros, just like their leader Montana. The versions seen on The Spectacular Spider-Man get elevated above the comic book version because the basic Enforcers are some of the lamest jobbers around. These guys get equipped with super science suits built by the Tinkerer and all of sudden they don't just fight Spider-Man, they register as credible threats. The two of them are both under cost PL 8s because even in their best showings, they're still glorified henchmen. But that's more glory than you ever see un-augmented Enforcers getting. They hit caps with at least one attack and one difference meet PL 6 standards for saves and have Teamwork and at least one more advantage to make trouble for whomever they're teaming up on. It's something.
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Hammerhead

Postby Gazman » Wed Oct 24, 2012 6:03 pm

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Hammerhead - PL 9 Hardheaded Hood

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

Advantages
All-out Attack, Benefit 3: Big Man's Lieutenant, Close Attack 2, Connected, Contacts, Defensive Roll 2, Equipment 5, Improved Critical: Super Headbutt, Improved Initiative, Leadership, Power Attack, Ranged Attack 4

Skills
Athletics 2 (+6), Close Combat: Brass Knuckles 1 (+9), Expertise: Criminal 10 (+12), Insight 6 (+9), Intimidation 8 (+11), Perception 4 (+7), Persuasion 6 (+9), Ranged Combat: Firearms 2 (+5), Vehicles 2 (+5)

Powers
Hard Headed
. . Enhanced Trait: Enhanced Trait 2 (Traits: Dodge +1 (+10), Parry +1 (+12))
. . Immunity: Immunity 2 (Critical Hits; Reflect; Unreliable (roll))
. . Impervious Defense: Impervious Toughness 6
Super Headbutt
. . Ramming: Strength-based Damage 4 (DC 23; Penetrating 4; Limited: Charging Only)
. . Standing: Strength-based Damage 3 (DC 22; Penetrating 3)

Equipment
Tommy Gun (Assault Rifle), Brass Knuckles, Limousine

Offense
Initiative +6
Tommy Gun, +9 (DC 20)
Brass Knuckles, +11 (DC 20)
Grab, +10 (DC Spec 14)
Ramming: Strength-based Damage 4, +10 (DC 23)
Standing: Strength-based Damage 3, +10 (DC 22)
Throw, +7 (DC 19)
Unarmed, +10 (DC 19)

Defense
Dodge 10/9, Parry 12/11, Fortitude 9, Toughness 6/4, Will 9

Power Points
Abilities 58 + Powers 17 + Advantages 23 + Skills 21 (41 ranks) + Defenses 21 = 140

Complications
Enemy: Spider-Man and the other crime bosses of New York.
Motivation: Greed: Hammerhead wants money, power, and maybe the prestige of being the Big Man.
Responsibility: For now, Hammerhead works for the Big Man and does what he's told.

Hammerhead is a no-real-name-given gangster in the classic mold. In the Spectacular Spider-Man is the go to guy number two for the Big Man of Crime. I pick this version of the comic book one for a couple of reasons. Number one he doesn't look like a reject from Dick Tracy. Number two he's less superfluous. Here Hammerhead is indispensable as a second in command rather than added on as yet another wannabe Kingpin second only to every other character else with the same motivation. When he does try for the number one spot, its evident he overreached himself. He's still got the skull plate gimmick which yields Hammy several nice features. He can block with it like a mini shield to increase his active defenses and gain some impervious to small attacks. Half the time you get a crit on him, it just bounces right back off of his skull. (The other half he gets it in the viscera) Hamster rocks a full on overcost PL 9 villain build hitting caps with a devastating charge his melee defense and the saves.

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

Limousine - Strength 9, Defense -4, Toughness 9, Size Huge

Features:
Caltrops

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 3 + Powers 5 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9
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Tombstone

Postby Gazman » Wed Oct 24, 2012 6:14 pm

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Tombstone - PL 10 Abnormal Albino

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

Advantages
Benefit 5: Big Man of Crime, Chokehold, Close Attack 2, Connected, Contacts, Daze (Intimidation), Defensive Roll 2, Fast Grab, Improved Critical: Unarmed, Improved Initiative, Inspire, Leadership, Power Attack, Ranged Attack 5, Well-informed

Skills
Acrobatics 2 (+7), Athletics 6 (+11), Close Combat: Unarmed 2 (+13), Deception 8 (+12), Expertise: Business 8 (+12), Expertise: Criminal 14 (+18), Insight 6 (+10), Intimidation 10 (+14), Perception 4 (+8), Persuasion 6 (+10)

Offense
Initiative +9
Grab, +13 (DC Spec 15)
Throw, +10 (DC 20)
Unarmed, +15 (DC 20)

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

Power Points
Abilities 86 + Powers 0 + Advantages 25 + Skills 33 (66 ranks) + Defenses 21 = 165

Complications
Disability: As an albino, Tombstone is very sensitive to bright light.
Enemy: Spider-Man and the other crime bosses of New York.
Responsibility: Tombstone has a big business and a criminal empire to run. He always has to stay on top to remain Big Man.
Secret: L. Thompson Lincoln, high society fancy man and philanthropist is really Tombstone, the Big Man of Crime.

Yes, Spectacular Spider-Man only used Tombstone because they weren't allowed Kingpin and so they kinda turned Thompson into Fisk. This version is still cooler than the comic version. Nobody calls him Lonnie, he doesn't have a backstory involving school age extortion, he gets to be his own man instead of somebody's henchman, and there's no weird power up because this version is a very scary bad man from the word go. This Tombstone is freakishly strong, freakishly fast, freakish looking, and easily capable of stomping his reality's Spider-Man. He's rich and cultured like Kingpin, but still down and dirty like original recipe Tombstone. PL 10 and a whole 15 over on points. The Big Man hits his caps attacking and on all three defenses. He's a little bit shy of the real Kingpin on his skills and Presence but makes up for it by filling his teeth down to points.
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Grim Reaper

Postby Gazman » Wed Oct 31, 2012 11:10 pm

Image
Grim Reaper - PL 11 Evil Emissary

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

Advantages
Agile Feint, All-out Attack, Benefit 4: HYDRA High Command, Contacts, Defensive Roll, Equipment 1, Improved Critical: Scythe Slash , Improved Critical: Spinning Scythe , Improved Initiative, Improved Smash, Power Attack, Startle, Takedown, Weapon Break

Skills
Acrobatics 4 (+10), Athletics 6 (+11), Close Combat: Scythe Attacks 2 (+13), Expertise: Terrorist 10 (+12), Intimidation 8 (+10), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Scythe Attacks 5 (+11), Sleight of Hand 3 (+9), Stealth 4 (+10), Technology 2 (+4), Vehicles 4 (+10)

Powers
Scythe Attacks
. . Force Blast: Damage 7 (DC 22; Increased Range: ranged)
. . Knockout Gas Pellets: Cloud Area Affliction 5 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 15; Cloud Area: 15 feet radius sphere, Increased Range: ranged; Diminished Range)
. . Scythe Slash: Strength-based Damage 4 (DC 24, Advantages: Improved Critical; Penetrating 9)
. . Spinning Scythe: Damage 4 (DC 19, Advantages: Improved Critical; Multiattack, Penetrating 4)
. . Spinning Shield: Immunity 10 (Common Descriptor: Small Projectiles; Sustained)
. . Stun Shock: Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19)
Shielding Scythe: Enhanced Trait 4 (Traits: Dodge +2 (+14), Parry +2 (+13))

Equipment
Commlink, Undercover Shirt

Offense
Initiative +10
Force Blast: Damage 7, +11 (DC 22)
Grab, +11 (DC Spec 15)
Knockout Gas Pellets: Cloud Area Affliction 5 (DC Fort 15)
Scythe Slash: Strength-based Damage 4, +13 (DC 24)
Spinning Scythe: Damage 4, +13 (DC 19)
Stun Shock: Affliction 9, +13 (DC Fort 19)
Throw, +6 (DC 20)
Unarmed, +11 (DC 20)

Defense
Dodge 14/12, Parry 13/11, Fortitude 10, Toughness 8/5, Will 6

Power Points
Abilities 78 + Powers 23 + Advantages 15 + Skills 29 (58 ranks) + Defenses 15 = 160

Complications
Power Loss: All of the Reaper's powers are dependent upon his cybernetic implants which can be broken or shorted out or whatever.
Relationship: Eric Williams is the brother of Wonder Man, Simon Williams.
Responsibility: The Grim Reaper is a high ranking HYDRA lieutenant.

Eric Williams is the emissary and enforcer for Baron Strucker in The Avengers: Earth's Mightiest Heroes. He's a creepy cloaked figure with cyborg components. I think that this is much better than a weirdo in a skull and crossbones onesie with a stump scythe. The Grim Reaper is good enough to storm a SHIELD facility with Nick Fury on hand, powerful enough to secure the Wakandan Vibrainium Mount, and brazen enough to meet with MODOC on a public pier in broad daylight. Also, this version is responsible for brother Simo's transformation to an ionic energy being instead of just responding to Wonder Man's "death." Kinda makes him a little more evil and scary that way. Anyways, Reapers's shtick is of course his scythe, a high tech cybernetic implant that lets him slice and dice all the way up to PL 11 caps. The scythe can swing to block Reaper from attack and can even simply cut all hand weapon fire out of the air. I lifted a few of the alternate attacks for the comics because when you already have a built in blaster there's no reason to stop. Reaper is unfortunately under capped on his saves and doesn't meet PC point costs, because even the Earth's scariest henchman is still a henchman.
Last edited by Gazman on Wed Oct 31, 2012 11:12 pm, edited 1 time in total.
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Re: GAZbuild Marvel Non-Comics: Enforcers, Hammerhead, Tombstone

Postby Gazman » Wed Oct 31, 2012 11:11 pm

So that was a hurricane. Good to know.
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