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

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Re: GAZbuild: Sentinel Variety and Cameron Hodge

Postby Gazman » Mon Dec 09, 2013 7:10 pm

I dunno, I think Hodge has been written fairly consistently. He's a major league, grade A douche bag who has been slipped further and further into his ego-born obsession with destroying mutants. I think that also fits with the cheap tactics and super cheesy powers. Every time Hodge shows up, I actively root against him because he is so despicable on several levels. That might be a cheap tactic by the authors, but it works on me...

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The Right Smileys

Postby Gazman » Mon Dec 09, 2013 7:25 pm

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The Right Smileys - PL 8 Ironclad Extremists

Strength 1/7, Stamina 2, Agility 1, Dexterity 2, Fighting 5, Intellect 0, Awareness 0, Presence 0

Advantages
Favored Foe: Mutants, Ranged Attack 4, Startle, Teamwork

Skills
Deception 4 (+4), Expertise: Anti-Mutant Crusader 6 (+6), Insight 2 (+2), Intimidation 6 (+6), Technology 4 (+4), Vehicles 4 (+6)

Powers
Smiley Face Armor (Removable)
. . Armor Plating: Protection 8 (+8 Toughness; Impervious [4 ranks only])
. . Motor Muscles: Enhanced Strength 6 (+6 STR)
. . Mounted Weapons
. . . . Laser Guided Auto-Cannons: Damage 8 (DC 23; Accurate: +2, Increased Range: ranged, Multiattack)
. . . . Missiles: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . Rocket Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Un-nerving Smile: Enhanced Trait 1 (Advantages: Startle)

Offense
Initiative +1
Grab, +5 (DC Spec 17)
Laser Guided Auto-Cannons: Damage 8, +8 (DC 23)
Missiles: Burst Area Damage 8 (DC 23)
Throw, +6 (DC 22)
Unarmed, +5 (DC 22)

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 10, Will 6

Power Points
Abilities 22 + Powers 50 + Advantages 6 + Skills 13 (26 ranks) + Defenses 14 = 105

Complications
Hatred: The Right hates mutants enough to join up with a paramilitary force dedicated to their extermination.
Responsibility: Members of The Right are answerable to their higher-ups in the paramilitary structure and ultimately to Cameron Hodge.

The Right is a secret army founded by Cameron Hodge (and partially funded by stolen Worthington money) that hunts down mutants. Those members who prove themselves as soldiers of the cause will be armed with high-tech battlesuits and sent out to kill. Smileys (so named for their creepy-ass paint job) are something between faceless mooks and real super villains. They hit PL 8 caps in their suits because their high tech war machines. They go no higher because they're packed with non-super conventional weapons and piloted by trained but normal dudes. A squad or two of these dudes should be a fair fight for a small mutant strike force.

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Purifiers

Postby Gazman » Mon Dec 09, 2013 7:40 pm

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Purifier - PL 5 Religious Racists

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

Advantages
Equipment 5, Favored Foe: Mutants, Interpose, Ranged Attack 3, Teamwork

Skills
Athletics 4 (+5), Deception 4 (+5), Expertise: Anti-Mutant Activist 6 (+7), Expertise: Theology 4 (+5), Intimidation 4 (+5), Perception 4 (+5), Persuasion 4 (+5), Stealth 3 (+4), Technology 4 (+5), Vehicles 3 (+5)

Equipment
Assault Rifle: Damage 5 (DC 20; Increased Range: ranged, Multiattack, Penetrating 5)
. . Flame Thrower: Line Area Damage 5 (Alternate; DC 20; Line Area: 5 feet wide by 30 feet long, Increased Duration: concentration, Secondary Effect)
. . Fragmentation Grenade: Burst Area Damage 5 (Alternate; DC 20; Burst Area: 30 feet radius sphere, Increased Range: ranged, Penetrating 5), Commlink, Undercover Shirt

Offense
Initiative +1
Assault Rifle: Damage 5, +5 (DC 20)
Flame Thrower: Line Area Damage 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 6, Parry 6, Fortitude 4, Toughness 4, Will 6

Power Points
Abilities 24 + Powers 0 + Advantages 11 + Skills 20 (40 ranks) + Defenses 15 = 70

Complications
Hatred: Purifiers hate mutants enough to join up with a paramilitary force dedicated to their extermination.
Responsibility: Members of the Purifiers are answerable to their higher-ups in its paramilitary structure and ultimately to Reverend Stryker.

The Purifiers are pretty much evil mooks along the lines of HYDRA or AIM with a few small differences. Purifiers learn about and practice "cleansing" mutants and so are more effective against them. They also claim to have faith in God and a higher power, so they were churchy looking armor and have a slightly higher will save. And lastly, they have access to vibranium weapons which they use to break past mutant power defenses.

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William Stryker

Postby Gazman » Mon Dec 09, 2013 8:05 pm

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William Stryker - PL 10 Dogmatic Demagogue

Strength 1, Stamina 2, Agility 0, Dexterity 2, Fighting 7, Intellect 2, Awareness 3, Presence 4

Advantages
Benefit 2: Fame and Influence, Connected, Contacts, Daze (Deception), Equipment 1, Fascinate (Expertise), Inspire, Leadership, Ranged Attack 5, Set-up, Taunt

Skills
Athletics 4 (+5), Deception 6 (+10), Expertise (PRE): Preacher 10 (+14), Expertise: Military 8 (+10), Insight 6 (+9), Intimidation 4 (+8), Investigation 4 (+6), Perception 4 (+7), Persuasion 8 (+12), Stealth 2 (+2)

Powers
Mental Implant (Removable)
. . Immunity: Immunity 20 (Very Common Descriptor: Mental)
Nimrod Arm (Removable)
. . Future Memory Banks: Feature 1
. . Mounted Weaponry
. . . . Force Field: Create 10 (Volume: 1000 cft., DC 20; Impervious; Reduced Range: close)
. . . . Palm Blaster: Damage 13 (DC 28; Increased Range: ranged, Variable Descriptor 2: broad group - Any Energy)
. . . . Power Negation: Burst Area Nullify 8 (Counters: Metahuman, DC 18; Burst Area: 30 feet radius sphere, Broad, Simultaneous)
. . . . Reconfigure Systems: Variable 5 (Activation 2: standard action, Quirk: Can Only React to Other's Power Usage)
. . . . Shockweb: Cumulative Burst Area Affliction 6 (1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Paralyzed, DC 16; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Cumulative, Extra Condition, Increased Range: ranged)
. . . . Tractor Beam: Move Object 13 (200 tons)
. . Shield: Enhanced Trait 2 (Traits: Dodge +1 (+8), Parry +1 (+8))

Equipment
Cell Phone (Smartphone), Undercover Shirt

Offense
Initiative +0
Grab, +7 (DC Spec 11)
Palm Blaster: Damage 13, +7 (DC 28)
Power Negation: Burst Area Nullify 8 (DC Will 18)
Shockweb: Cumulative Burst Area Affliction 6 (DC Dog/Fort/Will 16)
Throw, +7 (DC 16)
Tractor Beam: Move Object 13, +7 (DC 23)
Unarmed, +7 (DC 16)

Defense
Dodge 8/7, Parry 8/7, Fortitude 4, Toughness 4, Will 10

Power Points
Abilities 42 + Powers 48 + Advantages 16 + Skills 28 (56 ranks) + Defenses 16 = 150


Complications
Fame: Stryker was an incredible popular televangelist who may still be recognized when he'd rather go low profile.
Hatred: Stryker hates mutants a lot. Like a lot a lot. Like his back story is seriously messed up a lot.
Responsibility: Stryker is the leader of the Purifiers and is responsible for their work and their lives.
Secret: Stryker was involved in the Weapon x Project in some mysterious capacity back in the day.

Reverend William Stryker was once Sargent William Stryker a US soldier tasked to the Weapon X Project. When his wife gave birth to a mutant child, Sgt. Stryker snapped. He killed the baby, killed his wife, and tried to kill himself. Eventually Stryker put himself back together after his failed suicide and subsequent alcoholism. William claimed that he found the Lord and that his holy message is to preach the end of mutants. As a really charismatic and word wise guy, Stryker found enough followers to successfully kidnap Charles Xavier and some of his X-Men. After getting out of prison, Stryker re-booted his Purifier army and set out to kill a whole bunch of mutants and ex-mutants. He got killed and then resurrected as the glorious martyr of anti-mutant jerks everywhere. If you want to be one of the top anti-mutant jerks anywhere, Stryker qualifies as a PL 10 PC. He hits offensive caps thanks to to a salvaged piece of Nimrod tech. Information on a Nimrod memory chip also lets Rev Stryker know a bit of the future so that he can plan "miracles" to save potential new recruits.

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Predator X

Postby Gazman » Sat Dec 14, 2013 8:33 am

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Predator X - PL 11 Predatory Monster

Strength 12, Stamina 12, Agility 4, Dexterity 0, Fighting 8, Intellect -4, Awareness 2, Presence -2

Advantages
All-out Attack, Diehard, Fast Grab, Great Endurance, Improved Critical: Claws and Fangs, Improved Grab, Improved Hold, Improved Initiative, Startle, Takedown

Skills
Athletics 2 (+14), Intimidation 10 (+11), Perception 12 (+14), Stealth 8 (+6)

Powers
Claws and Fangs: Strength-based Damage 2 (DC 29, Advantages: Improved Critical; Penetrating 8, Split: 2 targets)
Evolving Immunity: Immunity 20 (Very Common Descriptor: Mutant; Limited - Half Effect, Quirk 2: Only Against Attacks Already Effective)
Liquid Metal Repair: Regeneration 10 (Every 1 round, Advantages: Diehard)
Metal Skin: Protection 2 (+2 Toughness; Impervious [12 extra ranks]; Quirk 2: Impervious To Physical Attacks Only)
Monstrously Large: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size category; Innate; Permanent)
Mutant Hunter: Senses 9 (Detect: Mutants (Olfactory) 1, Extended: Detect 2: x100, Postcognition, Tracking: Detect 2: full speed; Limited: To Blood of Mutants)
Predatory Senses: Senses 5 (Acute: Scent, Extended: Hearing 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
Predatory Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Tireless Hunter: Immunity 6 (Environmental Conditions (All), Sleep, Advantages: Great Endurance)

Offense
Initiative +8
Claws and Fangs: +8 (DC 29)
Grab, +8 (DC Spec 22)
Throw, +0 (DC 27)
Unarmed, +8 (DC 27)

Defense
Dodge 8, Parry 8, Fortitude 13, Toughness 14, Will 3

Power Points
Abilities 40 + Powers 80 + Advantages 7 + Skills 16 (32 ranks) + Defenses 12 = 155

Complications
Addiction: Predator X is dependent on mutant DNA, with an insatiable craving for mutant blood, bone, muscle and flesh. It craves its next meal even while finishing its current fare. The more it eats, the hungrier it gets.
Power Loss: Predator X's protection and regeneration comes from its skin. You can get around those powers by attacking its insides.

Predator X are the product of some extreme genetic engineering and horrific medical experimentation. The first of these beasts was bred into existence at the request of William Stryker. Then its creators decided to kidnap New X-man Mercury for her metal skin and really turn up horror level on this thing. Predator X is basically a living Sentinel. It has basically no desires beyond consuming mutants. Predator X obviously has some tricked out predatory senses to hunt down mutants, but if it comes into contact with the blood of a mutant, something really ridiculous happens. The Predator will get a flash of that mutant's memory and then be able to track him or her lickety spit. That's when the pouncing and rending start. Should a mutant survive a conflict with Predator X, the monster will just heal up and come back with an evolving resistance to whatever power struck it down before. One time, Wolverine had to claw his way out of one of these from the inside just to survive the fight.

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Graydon Creed

Postby Gazman » Sat Dec 14, 2013 8:44 am

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Graydon Creed - PL 6 Prejudiced Politician

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

Advantages
Benefit 4: Wealth and Influence, Connected, Contacts, Equipment 3, Ranged Attack 2, Well-informed

Skills
Deception 6 (+10), Expertise: Politics 8 (+10), Insight 4 (+6), Investigation 2 (+4), Persuasion 5 (+9), Ranged Combat: Firearms 3 (+5), Technology 2 (+4)

Powers
Tribune Suit (Removable)
. . Armor: Protection 4 (+4 Toughness; Impervious)
. . Motors: Enhanced Strength 4 (+4 STR)

Equipment
Assault Rifle

Offense
Initiative +1
Assault Rifle, +7 (DC 20)
Grab, +6 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +6 (DC 21)

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 6, Will 8

Power Points
Abilities 42 + Powers 13 + Advantages 12 + Skills 15 (30 ranks) + Defenses 13 = 95

Complications
Fame: Graydon is a legitimate candidate for President of the United States, he is beyond famous. At least for this election cycle.
Hatred: Graydon channeled his hate for mommy and daddy into hating mutants enough to found a nationwide mutant hater club and use that a base for a presidential run.

Graydon Creed is the son of Victor "Sabertooth" Creed and Raven "Mystique" Darkholm. Obviously, neither of those two winners was gonna do a stand up job of raising a kid. Mystique dumped Graydon as soon as she found out he was a plain ole human. When Graydon found out his parents were mutants who had abandoned him, he decided to hate all mutants and form the Friends of Humanity to oppose them. Since the FoH are basically just bystanders or thugs rather than highly equipped paramilitary units, Graydon has the weakest anti-mutant force going on. But since they seem less extreme, Creed is able to operate as a respectable, public face of racism and generate enough clout to mount a run for the Presidency of the United States of America. Creed is an ally of Bastion's Operation: Zero Tolerance and as super crappy supervillain "Tribune" a member of super crappy supervillain club: The Upstarts.

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Fabian Cortez

Postby Gazman » Sun Dec 22, 2013 12:32 pm

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Fabian Cortez - PL 11 Meta-Powered Manipulator

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

Advantages
Benefit 3: Rich Acolyte Leader, Daze (Deception), Defensive Roll 3, Equipment 3, Inspire, Ranged Attack 5, Set-up, Taunt, Ultimate Effort: Choose Action

Skills
Close Combat: Unarmed 2 (+10), Deception 10 (+14), Expertise: Life Sciences 4 (+7), Expertise: Mutant Leader 8 (+11), Insight 6 (+8), Intimidation 6 (+10), Investigation 2 (+5), Perception 4 (+6), Persuasion 4 (+8), Ranged Combat: Blaster Pistol 2 (+5), Technology 2 (+5), Treatment 4 (+7), Vehicles 2 (+5)

Powers
Mutant Power Control
. . Mutant Debilitation: Damage 7 (DC 26; Insidious, Penetrating 7, Subtle: subtle; Quirk 2: Mutants Only)
. . Mutant Revivification: Healing 7 (Energizing, Subtle: subtle; Quirk 2: Mutants Only)
. . Power Boost: Variable 4 (Affects Others Only, Custom: Going Over PL Caps OK, Increased Range 2: perception; Fades, Limited: to Boosting Existing Power Only, Quirk 2: Mutants Only, Side Effect 2: always - Burnout)
. . Power Override: Affliction 11 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Fortitude, DC 21; Increased Range 2: perception; Limited: To Power Usage Only, Quirk 2: Only Mutants)
Mutant Siblings: Immunity 1 (Rare Descriptor: Ann-Marie Cortez's Power)

Equipment
Blaster Pistol, Gigantic Acolyte Radio Headband Thingy 1, Undercover Shirt

Offense
Initiative +3
Blaster Pistol, +10 (DC 20)
Grab, +8 (DC Spec 12)
Mutant Debilitation: Damage 7, +8 (DC 22)
Power Override: Affliction 11 (DC Fort 21)
Throw, +8 (DC 17)
Unarmed, +10 (DC 17)

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 8/3, Will 9

Power Points
Abilities 56 + Powers 24 + Advantages 19 + Skills 28 (56 ranks) + Defenses 18 = 145

Complications
Mutant Supremacy Now!: He wants it.
Prejudice: Mutie scum!
Responsibility: Fabian is either second in command or leader of the Acolytes and needs to be on top of that and...
Secret: Totally killed Magneto to score points in a stupid game. And also to make him a martyr and rallying figure for now Cortez led Acolytes.

Fabian Cortez was some kind of rich Spanish noble who got bored with lame old human existence. He gathered a group of mutants to follow Magneto to dominion of the Earth and whatnot. Cortez was super racist, always calling humans "flatscans" and goading Magneto into attacking us. He eventually sets everything up for the destruction of Asteroid M and the death of Magneto and his Acolytes. This scored Cortez many points in the Upstarts' killing mutants for fun and prizes thing. Cortez actually had a really cool power, power over mutant power. He could boost the abilities of other mutants with a pool of effects others variable. This power has a custom extra to let the bonus push a character over their PL temporally, like extra effort. And like extra effort, the character using the boost will be drained afterwards and may even burn out their mutant power forever. This control can be turned against enemies as well, by forcing the usage of mutant powers. And somehow Cortez can send mutant power through mutant bodies to heal OR secretly harm them. This means Cortez (who really should have mutant codename) is basically at caps with only one power but can mess people up or support them form outside the heavy fighting because that's totally what this slime ball does.

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Re: GAZbuild:Upstarts, Graydon Creed and Fabian Cortez

Postby HustlerOne » Wed Dec 25, 2013 1:03 pm

I mostly remember Graydon Creed and Fabian Cortez from the old 90's Xmen cartoon. In both cases
they both got what they deserved in the end. Creed had a family reunion with his dad courtesy of
the friends of humanity. While Cortez found the "perfect" unwilling human sacrifice to bring back
Apocalypse. I'm going to enjoy beating the hell out of these racist slimebags in my Xmen adventure. :lol:

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Re: GAZbuild:Upstarts, Graydon Creed and Fabian Cortez

Postby Voltron64 » Wed Dec 25, 2013 4:20 pm

Graydon Creed and Fabian Cortez, now there are some guys whose nuggets I'd like to smash with a rope.

:twisted:
Power doesn't corrupt. Power appeals to the corrupt. - Charles Phipps

Certainly it would be a better world if bigotry were rewarded with a straightjacket and a padded cell more often. - Libra

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Re: GAZbuild:Upstarts, Graydon Creed and Fabian Cortez

Postby Gazman » Wed Dec 25, 2013 9:44 pm

HustlerOne wrote:I mostly remember Graydon Creed and Fabian Cortez from the old 90's Xmen cartoon. In both cases they both got what they deserved in the end. Creed had a family reunion with his dad courtesy of
the friends of humanity. While Cortez found the "perfect" unwilling human sacrifice to bring back
Apocalypse. I'm going to enjoy beating the hell out of these racist slimebags in my Xmen adventure. :lol:


I loved that show and that's mostly how I remember Creed as well. The reason I built Graydon as his comic version rather than cartoon, is that his political reach and physical power make him more of threat to PCs that way.

Voltron64 wrote:Graydon Creed and Fabian Cortez, now there are some guys whose nuggets I'd like to smash with a rope.

:twisted:


Hah! Well, I hope you're ready for some more really awful people/X-men baddies to hate.

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Siena Blaze

Postby Gazman » Wed Dec 25, 2013 9:57 pm

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Siena Blaze - PL 10 Overpowered Hoodlum

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

Advantages
Defensive Roll 2, Equipment 1, Improved Critical: Electromagnetic Field Distortion, Power Attack, Ranged Attack 2, Taunt

Skills
Deception 6 (+7), Expertise: Criminal 4 (+5), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+6)

Powers
Electromagnetic Field Distortion
. . EM Blast: Damage 14 (DC 29; Increased Range: ranged, Penetrating 7, Split: 2 targets)
. . EM Burst: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, Penetrating 5)
. . EM Wave: Cone Area Damage 10 (DC 25; Cone Area 2: 120 feet cone, Penetrating 5)
Magnetic Levitation: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . EM Field Ride: Teleport 4 (Alternate; 500 feet in a move action, carrying 50 lbs.; Extended: 16 miles in 2 move actions)

Equipment
Commlink, Undercover Shirt

Offense
Initiative +2
EM Blast: Damage 14, +6 (DC 29)
EM Burst: Burst Area Damage 10 (DC 25)
EM Wave: Cone Area Damage 10 (DC 25)
Grab, +5 (DC Spec 11)
Throw, +6 (DC 16)
Unarmed, +5 (DC 16)

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 6/2, Will 6

Power Points
Abilities 32 + Powers 51 + Advantages 8 + Skills 11 (22 ranks) + Defenses 18 = 120

Complications
Accident: Siena doesn't so much control electromagnetic fields as tear them apart. Using her powers can cause series problems ranging from EMP to explosions to eventually tearing the Earth apart.
Motivation: Thrills: Siena doesn't really care about her other complication because its fun to use her overwhelming power to steal and to hunt other mutants.

Siena Blaze was a regular teenage girl who found out she was a super powerful mutant. She decided to become a powered criminal for fun and profit and was thus recruited by Trevor Fitzroy into the Upstarts. Siena fought a couple of X-mutant teams to a draw a couple of times and that is pretty much her entire run in comics. This is despite being powerful enough to stalemate Storm or injure Cannonball. Now she's dead without having ever even learned real control of her powers or any kind of real skill.

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Fenris

Postby Gazman » Fri Dec 27, 2013 12:54 pm

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Fenris - PL 10 Twincesty Terrorists

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

Advantages
Accurate Attack, Benefit, Wealth 3 (millionaire), Connected, Contacts, Defensive Roll 2, Equipment 2, Languages 1, Ranged Attack 4, Set-up, Teamwork

Skills
Deception 6 (+9), Expertise: Business 6 (+8), Insight 4 (+5), Intimidation 4 (+7), Perception 4 (+5), Persuasion 4 (+7), Ranged Combat: Bio-Electric Fury of Fenris! 2 (+5), Vehicles 4 (+7)

Powers
Bio-Electric Fury of Fenris!
. . Andrea Blast
. . . . Damage: Damage 11 (Linked; DC 26; Increased Range: ranged; Limited: to when in contact with Andreas)
. . . . Weaken: Weaken 11 (Linked; Resisted by: Fortitude, DC 21; Affects Objects, Increased Range: ranged; Limited: to when in contact with Andreas)
. . Andreas Blast: Damage 11 (DC 26; Increased Range: ranged, Multiattack, Penetrating 11; Limited: to when in contact with Andrea)
Fenris Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Limited: to when in contact with sibling.)

Equipment
Heavy Pistol, Undercover Shirt

Offense
Initiative +3
Andreas Blast: Damage 11, +9 (DC 26)
Damage: Damage 11, +9 (DC 26)
Grab, +8 (DC Spec 12)
Heavy Pistol, +7 (DC 19)
Throw, +7 (DC 17)
Unarmed, +8 (DC 17)
Weaken: Weaken 11, +9 (DC Fort 21)

Defense
Dodge 10, Parry 8, Fortitude 6, Toughness 6/2, Will 6

Power Points
Abilities 48 + Powers 37 + Advantages 17 + Skills 17 (34 ranks) + Defenses 16 = 135

Complications
Hatred: The Strucker twins were raised as good ole fashioned Nazis and tend to hate on all those "lesser" peoples Nazis typically hate.
Motivation: Greed: Like many rich and powerful people, the Strucker twins want to be MORE rich and powerful.
Relationship: Each other. Its way creepy.

Andrea and Andreas von Strucker are the kids of noted Nazi and head HYDRA, Baron Wolfgang von Strucker. This means that they are rich, blonde, and evil. They are also super powered mutates, having been genetically engineered in-utero. Andrea has a powerful disintegration beam while Andreas has equally powerful bolts of concussive force. Both can fly. But these powers are limited in that they cannot be used except when the twins are in direct skin to skin contact. However observing the Struckers, one gets the impression that they'd be touching each other a lot anyway. The twins called themselves Fenris and largely made trouble by founding and funding a similarly named para-military force and then by attacking Magneto's crimes against humanity trial. As really vile people with an interest in showing people up, these incestuous Nazis of course joined the Upstarts. They succeeded in capturing Magma, but were apprehended by X-Factor. Off-panel. That was pretty much it for Fenris until she died and he became the new Swordsman. And then died. One time while on safari, Andrea shot Storm in the head.

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Re: GAZbuild:Upstarts, Creed, Cortez, Siena Blaze, and Fenri

Postby Jabroniville » Fri Dec 27, 2013 4:33 pm

Nice builds of the Upstarts. Talk about a failed attempt at creating a new "Hellfire Club" for Marvel in the 1990s. When people bash that period, I think stuff like this is even more relevant than the stuff Image was churning out at the same time. Here we had the X-books- at one point the bastions of quality for Marvel Comics- being filled with forgettable wannabes while great villains like Sebastian Shaw & Emma Frost lay "dead" or comatose for years and years.

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Re: GAZbuild:Upstarts, Creed, Cortez, Siena Blaze, and Fenri

Postby Gazman » Sun Jan 05, 2014 9:58 pm

Thanks for the compliment and the comments. I agree one hundred percent. There's nothing wrong with trying something new, but it doesn't have to be instead of everything old. Maybe the Upstarts could have been cool (not really) but promoting them at the expense of proven winners like Magneto or the Lords Cardinal just makes like look like they're stealing the spot light without having really earned it. See Hulk, Red.

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Trevor Fitzroy

Postby Gazman » Sun Jan 05, 2014 10:15 pm

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Trevor Fitzroy - PL 10 Chronal Criminal

Strength 2/11, Stamina 1, Agility 1, Dexterity 2, Fighting 6, Intellect 3, Awareness 2, Presence 3

Advantages
Benefit 3: Future Wealth, Close Attack 3, Connected, Contacts, Improved Initiative, Sidekick 8, Taunt

Skills
Deception 6 (+9), Expertise: Criminal 6 (+9), Expertise: Future History 5 (+8), Insight 4 (+6), Investigation 2 (+5), Perception 4 (+6), Persuasion 4 (+7), Stealth 2 (+3), Technology 5 (+8)

Powers
Mutant Powers
. . Drain Lifeforce: Weaken 11 (Affects: Stamina, Resisted by: Fortitude, DC 21; Incurable)
. . Spacial Portal: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Easy, Extended: 1000 miles in 2 move actions, Portal; Limited: Requires Lifeforce Energy, Uncontrolled)
. . Temporal Portal: Movement 3 (Time Travel 3: any time, 50 lbs.; Custom 2: Portal; Limited: Requires Lifeforce Energy, Uncontrolled)
Omnium Mesh Bio-Armor (Removable)
. . Armored: Protection 13 (+13 Toughness; Impervious [1 extra rank])
. . Cloaking: Concealment 4 (All Visual Senses)
. . Motor Muscles: Enhanced Strength 9 (+9 STR)

Offense
Initiative +5
Drain Lifeforce: Weaken 11, +9 (DC Fort 21)
Grab, +9 (DC Spec 21)
Throw, +2 (DC 26)
Unarmed, +9 (DC 26)

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 14, Will 8

Power Points
Abilities 40 + Powers 84 + Advantages 18 + Skills 19 (38 ranks) + Defenses 14 = 175

Complications
Enemy: Fitzroy, mutant criminal of the future is the nemesis of Bishop, mutant cop of the future.
Motivation: Greed: Fitzroy is always looking out for number one and for number one's cash flow and status position.
Power Loss: Fitzroy must make direct skin contact for his life stealing power to work.
Prejudice: Green-haired, crystal-handed mutie scum!

Trevor Fitzroy was (will be?) the illegitimate son of one of Sebastian Shaw's descendants in Bishop's future. He was a self-important jerk who killed his half-brother in a ploy to gain favor from his father and his girlfriend, Bishop's sister Shard. He ran a gang of criminal Hellions until Bishop and the X.S.E. put him in jail. It was there that he escaped into the past using his time portals. Fitzroy showed up being just as big a criminal jackass as he was the future and like all evil jackasses at the time, joined the Upstarts. Fitzroy is a PL 10 with one very scary power, the capped out ability to steal others' life force. He can then channel that ability into forming portals through time and space. And if that doesn't work, he also has a suit of future battle armor to get him to caps. Fitzroy comports himself as a dandy and a ponce and so he eventually ends up in the modern day Hellfire Club. Finally, he comes with a midget sidekick, Bantam who can stabilize the uncontrollable nature of Trevor's portals. At least until he becomes the Lord of Time (to my shame, I read Bishop: The Last X-Man)

Bantam - PL Midget Minion

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

Advantages
Defensive Roll, Set-up, Teamwork

Skills
Deception 4 (+4), Expertise: Lackey 4 (+6), Perception 6 (+7), Technology 4 (+6)

Powers
Little Guy: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Permanent)
Senses: Senses 6 (Accurate: Choose Sense, Acute: Detect, Detect: Temporal Energy 2: ranged, Time Sense)
Temportal Anchor: Feature 1

Offense
Initiative +1
Grab, +1 (DC Spec 9)
Throw, +0 (DC 14)
Unarmed, +1 (DC 14)

Defense
Dodge 3, Parry 3, Fortitude 2, Toughness 1/0, Will 2

Power Points
Abilities 10 + Powers 15 + Advantages 3 + Skills 9 (18 ranks) + Defenses 3 = 40

Complications
Prejudice: Tiny yellow mutie scum!
Responsibility: Bantam is totally Fitzroy's biatch.


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