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

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Re: GAZbuild: Atlanteans, Tiger Shark, Radioactive Man, Song

Postby Horsenhero » Tue Sep 17, 2013 1:50 pm

Songbird, much like Phoenix (with whom her costume shares many design aspects) simply demonstrates good costume design is about visual aesthetics...not skin. That isn't to say I didn't find Storm's original costume or Ms. Marvel/Warbird's costume appealing or dislike Emma Frost's skanktastic design, but I'm equally fond if not more fond of the designs for Songbird, Phoenix, Spider-Woman, Black Widow, Wasp and Firestar (red, black and gold 'Avengers' look).

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Re: GAZbuild: Atlanteans, Tiger Shark, Radioactive Man, Song

Postby Gazman » Sun Sep 22, 2013 7:20 pm

There is no doubt that Songbird is the real triumph of the Thunderbolts. Melissa had the biggest turn around in terms of competence, confidence, appearance, and importance.

I like when the costume reveals something about the character rather than just revealing the character. So it makes perfect sense for Emma Frost, early Storm, or Gammora to dress the way they do. Less so for Pyslocke or Ms. Marvel despite they hotness they present.

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Fixer

Postby Gazman » Sun Sep 22, 2013 7:39 pm

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Fixer - PL 10 High Tech Hoodlum

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

Advantages
Benefit, Wealth 2 (indepently wealthy), Inventor, Ranged Attack 4, Skill Mastery: Technology, Ultimate Effort: Choose Action

Skills
Deception 6 (+6), Expertise: Criminal 2 (+9), Intimidation 4 (+4), Perception 6 (+7), Technology 12 (+19), Vehicles 4 (+7)

Powers
Techno Armor (Removable)
. . Pressure Seals: Immunity 7 (Enviromental Conditions (All), Suffocation (All))
. . Super Sonic Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . Tech Armor: Protection 8 (+8 Toughness; Impervious [4 ranks only])
. . Tech Pack: Variable 6

Power Settings
. . . . Brain Wave Scanner (Powers: Mind Reading: Effortless Mind Reading 7, Senses: Senses 6)
. . . . . . Mind Reading: Effortless Mind Reading 7 (DC 17; Effortless)
. . . . . . Senses: Senses 6 (Accurate: Detect, Acute: Detect, Detect: Minds (Mental) 2: ranged, Radius: Detect)
. . . . Electro Knuckles (Powers: Electro Knuckles)
. . . . . . Electro Knuckles
. . . . . . . . Affliction: Cumulative Affliction 7 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Accurate: +2, Cumulative)
. . . . . . . . Damage: Strength-based Damage 6 (Linked; DC 22; Accurate: +2)
. . . . Gravity Clamp (Powers: Gravity Clamp: Cumulative Affliction 10)
. . . . . . Gravity Clamp: Cumulative Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Guided Missiles (Powers: Guided Missiles: Burst Area Damage 11)
. . . . . . Guided Missiles: Burst Area Damage 11 (DC 25; Accurate: +2, Burst Area: 30 feet radius sphere [6 ranks only], Homing: 1 extra attempt, Increased Range: ranged)
. . . . Jamming Device (Powers: Jamming Device: Burst Area Nullify 10)
. . . . . . Jamming Device: Burst Area Nullify 10 (Counters: Technological Detection, DC 20; Burst Area: 30 feet radius sphere, Effortless)
. . . . Laser Blaster (Powers: Laser Blaster: Damage 11)
. . . . . . Laser Blaster: Damage 11 (DC 26; Accurate: +2, Increased Range: ranged)
. . . . Mind Control Pods (Powers: Mind Control Pods: Progressive Affliction 7)
. . . . . . Mind Control Pods: Progressive Affliction 7 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Accurate: +2, Increased Range: ranged, Progressive)
. . . . Sonic Amplifier (Powers: Sonic Amplifier)
. . . . . . Sonic Amplifier
. . . . . . . . Affliction: Cumulative Cone Area Affliction 7 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 17; Cone Area: 60 feet cone, Cumulative; Limited: Hearing Only)
. . . . . . . . Damage: Cone Area Damage 7 (Linked; DC 22; Cone Area: 60 feet cone)

Offense
Initiative +3
Electro Knuckle Stun: Cumulative Affliction 7, +5 (DC Fort 17)
Sonic Amplifier Deafen: Cumulative Cone Area Affliction 7 (DC Fort 17)
Sonic Amplifier Damage: Cone Area Damage 7 (DC 22)
Electro Knuckle Damage: Strength-based Damage 6, +5 (DC 22)
Grab, +3 (DC Spec 11)
Gravity Clamp: Cumulative Affliction 10, +7 (DC Dog/Fort/Will 20)
Guided Missiles: Burst Area Damage 11, +9 (DC 25)
Jamming Device: Burst Area Nullify 10 (DC Will 20)
Laser Blaster: Damage 11, +9 (DC 26)
Mind Control Pods: Progressive Affliction 7, +9 (DC Will 17)
Mind Reading: Effortless Mind Reading 7 (DC Will 17)
Throw, +7 (DC 16)
Unarmed, +3 (DC 16)

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

Power Points
Abilities 40 + Powers 63 + Advantages 9 + Skills 17 (34 ranks) + Defenses 21 = 150

Complications
Motivation: Thrills: The Fixer becomes bored very easily and originally turned to super crime to assuage his boredom.
Obsession: Bert is obsessed with proving his intellectual superiority by condescending to everyone or by inventing unorthodox solutions to simple problems.
Reputation: Fixer has a rep as an arrogant ass willing to work for anyone and betray his team mates.

Paul Norbet Ebersol was born with an intuitive grasp of machinery and a silly name. What with building an electric car at 10 and a robot arm at 13, Bert became quite arrogant and bored taking on one odd job tech position after another. Eventually, the self educated Ebersol just decided to become a costumed villain for the challenge. Over the years, the Fixer worked for Mentallo, HYDRA, Baron Zemo, or just anybody willing to pay him enough to fix something for them. Fixer joined up with Zemo again when they disguised their Master of Evil team as the heroic Thunderbolts. Fixer was also the only jerk to stick with Zemo when it was time to go back to full time villainy. Whatever he's fighting for, Bert is a PL 10 for PC points. He and his multi-use Techno Armor hit caps for dodge defense and missile and laser attacks. Also listed above are several other common attacks of less power, but potentially more utility.

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Mach-V

Postby Gazman » Wed Oct 02, 2013 5:46 pm

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Mach-V - PL 10 Better Beetle Builder

Strength 8, Stamina 2, Agility 2, Dexterity 3, Fighting 6, Intellect 4, Awareness 2, Presence 1

Advantages
Improved Aim, Improvised Tools, Inventor, Precise Attack (Ranged, Cover), Ranged Attack 3, Teamwork

Skills
Close Combat: Unarmed 2 (+8), Deception 4 (+5), Expertise: Mechanic 8 (+12), Intimidation 4 (+5), Perception 4 (+6), Technology 8 (+12), Vehicles 6 (+9)

Powers
Mobile Armored Cyber-Harness (Removable)
. . Armored: Protection 10 (+10 Toughness; Impervious [5 ranks only])
. . Combat Computer: Enhanced Trait 7 (Traits: Parry +2 (+8), Dodge +2 (+8), Ranged Combat +2 (+5), Advantages: Improved Aim, Precise Attack (Ranged, Cover))
. . Coms: Radio Communication 3 (Subtle: encrypted)
. . Motor Muscles: Enhanced Strength 6 (+6 STR)
. . On-Board Cameras: Senses 7 (Analytical (Type): Visual, Extended: Vision 1: x10, Infravision, Low-light Vision, Radius (Type): Visual)
. . Sealed Environment: Immunity 10 (Life Support)
. . Weapon Systems
. . . . Electric Blasters: Damage 10 (DC 25; Accurate: +2, Increased Range: ranged, Split: 2 targets)
. . . . Homing Missiles: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere [5 ranks only], Homing: 1 extra attempt, Increased Range: ranged)
. . . . Machine Guns: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
. . . . Smoke Grenades: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, Attack: Dodge, Increased Range: ranged)
. . . . Tear Gas Grenades: Cloud Area Affliction 6 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, DC 16; Alternate Resistance (Dodge), Cloud Area: 15 feet radius sphere, Extra Condition, Increased Range: ranged)
. . Winged Jet Pack: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Wings [2 ranks only])

Offense
Initiative +2
Electric Blasters: Damage 10, +10 (DC 25)
Grab, +6 (DC Spec 18)
Homing Missiles: Burst Area Damage 10 (DC 25)
Machine Guns: Damage 8, +8 (DC 23)
Smoke Grenades: Cloud Area Concealment Attack 4 (DC Dog 14)
Tear Gas Grenades: Cloud Area Affliction 6 (DC Dog/Fort/Will 16)
Throw, +6 (DC 23)
Unarmed, +8 (DC 23)

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

Power Points
Abilities 44 + Powers 90 + Advantages 6 + Skills 18 (36 ranks) + Defenses 12 = 170

Complications
Motivation: Doing Good: After a bunch of pretending to be a good guy, Abe has sincerely reformed and dedicated to making right what he would once have set wrong.
Prejudice: Abe started off as a super villain and a Master of Evil, and then deceived the world into thinking he was a hero. There are trust issues.
Relationship: Mach-V is like super in love with Songbird and puts his heart into wooing her.

Abner "Abe" Jenkins started off as a Human Torch solo villain before getting passed around the Silver Age until he ended up in Spider-Man's rogues gallery. He was originally an aircraft mechanic before he decided to build suit of armor patterned after a beetle and decided to pick a fight with the Torch and the Thing for kicks. When Zemo called up his Masters of Evil to play at being the heroic Thunderbolts, the formed Beetle signed on as Mach-I. He has sincerely reformed since then and upgraded his suit sized fighter jet several times. This most recent version lets him hit PL 10 caps with ranged blasts, area explosions, and active defenses. It also allows for other lower level attacks and several nifty extras like limited space flight and 360 vision. Mach-V is of course over cost, like all fully loaded battlesuit users.

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Atlas

Postby Gazman » Sun Oct 06, 2013 5:45 pm

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Atlas - PL 12 Ionic Immensity

Strength 15/10, Stamina 15/10, Agility 2, Dexterity 2, Fighting 9, Intellect 0, Awareness 1, Presence 1

Advantages
Accurate Attack, Extraordinary Effort, Fast Grab, Improved Grab, Interpose, Power Attack, Ranged Attack 7, Takedown 2/1

Skills
Deception 4 (+5), Expertise: Criminal 6 (+6), Expertise: Military 6 (+6), Intimidation 6 (+12/+7), Perception 4 (+5), Stealth 4 (-4/+6)

Powers
Goliath Growth
. . Giant Combatant: Enhanced Trait 14 (Traits: Dodge +5 (+12), Parry +5 (+14), Advantages: Accurate Attack, Fast Grab, Improved Grab, Takedown)
. . Growing Invulnerability: Impervious Toughness 5
. . Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size categories, +1 speed ranks; Limited: No Ability Increases [5 ranks only])
Ionic Invulnerability: Impervious Toughness 10
Ionic Physiology: Immunity 16 (Aging, Fatigue Effects, Life Support)

Offense
Initiative +2
Grab, +9 (DC Spec 30)
Throw, +9 (DC 30)
Unarmed, +9 (DC 30)

Defense
Dodge 7, Parry 9, Fortitude 11, Toughness 15/10, Will 6

Power Points
Abilities 70 + Powers 63 + Advantages 11 + Skills 15 (30 ranks) + Defenses 11 = 170

Complications
Motivation: Doing Good: After a bunch of pretending to be a good guy, Erik has sincerely reformed and dedicated to making right what he would once have set wrong.
Relationship: Atlast is in love with Dallas Riordan enough to betray Zemo and become a hero OR share her body as one half and ionic powered being.
Prejudice: Erik started off as a super villain and a Master of Evil, and then decieved the world into thinking he was a hero. There are trust issues.

Erik Josten was a mercenary who joined the super villain game by exposing himself to ionic rays to team up with the Enchantress against the Avengers. The one time Power Man traded off partners for a while before deciding he would also like the change his name and power set a couple of times as well. Eventually he ended up on Zemo's Masters of Evil as Goliath. When the Thunderbolts showed up, Josten became Atlas. Atlas is seriously the T-Bolts big gun. He's a super strong being of ionic energy at human size and can grow to sixty feet tall on top of that. Josten is a trained combatant who explicitly gets tougher instead of more vulnerable as he grows. And when he's pissed and ready to use Extraordinary effort, he can grow very far past that 60ft "limit". Josten is under PC cost because he's only hitting caps with his combat pairs and nothing else. Still this born follower has the power to nearly kill Hercules.

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Moonstone

Postby Gazman » Tue Oct 15, 2013 6:35 pm

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Moonstone - PL 11 Super-powered Schemer

Strength 10, Stamina 10, Agility 3, Dexterity 3, Fighting 6, Intellect 3, Awareness 2, Presence 4

Advantages
Daze (Deception), Fascinate (Deception), Ranged Attack, Set-up, Skill Mastery: Deception, Taunt

Skills
Close Combat: Unarmed 2 (+8), Deception 12 (+16), Expertise: Psychiatry 10 (+13), Insight 8 (+10), Persuasion 6 (+10), Ranged Combat: Light Generation 6 (+9), Technology 2 (+5), Treatment 4 (+7)

Powers
Anti-gravity Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Intangibility: Insubstantial 4 (Incorporeal; Precise, Subtle: DC 20)
Invulnerability: Protection 2 (+2 Toughness; Impervious [5 extra ranks])
Light Generation
. . Blinding Flash: Cumulative Burst Area Affliction 11 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 21; Affects Corporeal 11, Burst Area: 30 feet radius sphere, Cumulative; Limited: To Vision)
. . Laser Blasts: Damage 12 (DC 27; Increased Range: ranged, Penetrating 9)
Quick Change: Feature 1

Offense
Initiative +3
Blinding Flash: Cumulative Burst Area Affliction 11 (DC Fort 21)
Grab, +6 (DC Spec 20)
Laser Blasts: Damage 12, +10 (DC 27)
Throw, +4 (DC 25)
Unarmed, +8 (DC 25)

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

Power Points
Abilities 82 + Powers 78 + Advantages 6 + Skills 25 (50 ranks) + Defenses 19 = 210

Complications
Motivation: Greed: Moonstone is always looking out for number one and trying to accrue the power and control she thinks she needs.
Obsession: Karla is seriously crazy about manipulating and playing with people to where she can't even deal straight with people she likes.
Reputation: That crazy manipulative career criminal bitch!
Weakness: Taking away Moonstone's moonstone will also take away her powers and will continue to weaken her until she dies 72 hours later.

Dr. Karla Sofen started off as a legitimate psychiatrist who trained under Doc Samson. She soon switched to Team Evil to continue working with bad guy Dr. Faustus to steal instead of having to actually provide care to patients. One of Dr. Sofen's patients was the original Moonstone, Lloyd Bloch. Desiring his Kree Gravity Stone, Karla f'ed up Bloch's head to the point that he rejected the stone and its power. Thus we gain this overpriced PL 11 version of Moonstone. With one Moonstone bonded to her, Karla becomes a low powered brick. Who can shoot laser beams that easily shear through steel and emit blinding flares and fly and turn intangible and who never runs out of ways to run people's emotions around. Moonstone killed her mom and burned down the house she grew up in.

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Re: GAZbuild: Songbird, Fixer, Mach-V, Atlas, Moonstone

Postby Jabroniville » Wed Oct 16, 2013 12:06 am

Hellz yeah! Nice Thunderbolts so far! It's a fun little book, and it's too bad that most of the characters have since disappeared- Zemo went back to being super-evil, Moonstone is a side villainess, and Atlas is God knows where.

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Baron Helmut Zemo

Postby Gazman » Sun Oct 20, 2013 9:29 am

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Baron Helmut Zemo - PL 11 Heinous Heir

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

Advantages
Benefit 4: Wealthy Baron, Defensive Attack, Defensive Roll, Equipment 2, Improved Aim, Improved Critical: Adamantium Sword, Improved Initiative, Inspire, Leadership, Precise Attack (Ranged, Cover), Ranged Attack 5, Taunt

Skills
Acrobatics 5 (+9), Athletics 6 (+9), Close Combat: Adamantium Sword 3 (+14), Deception 10 (+15), Expertise: Science 6 (+11), Expertise: Tactics 8 (+13), Insight 2 (+7), Perception 6 (+11), Ranged Combat: Guns (+6), Stealth 4 (+8), Technology 8 (+13), Vehicles 6 (+10)

Powers
Adamantium Sword (Removable)
. . Sword Strike: Strength-based Damage 3 (DC 21, Advantages: Improved Critical; Penetrating 6)
Fur-lined Costume (Removable)
. . Purple Padding: Protection 2 (+2 Toughness)
. . Shielding Circuits: Immunity 20 (Very Common Descriptor: Mental)
Spray Gun (Easily Removable)
. . Adhesive X: Cumulative Affliction 13 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 23; Alternate Resistance (Dodge), Contagious, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)

Equipment
Blaster Pistol

Offense
Initiative +8
Adhesive X: Cumulative Affliction 13, +9 (DC Dog/Fort/Will 23)
Blaster Pistol, +11 (DC 20)
Grab, +11 (DC Spec 13)
Sword Strike: Strength-based Damage 3, +14 (DC 21)
Throw, +9 (DC 18)
Unarmed, +11 (DC 18)

Defense
Dodge 13, Parry 13, Fortitude 8, Toughness 7/6, Will 12

Power Points
Abilities 82 + Powers 58 + Advantages 19 + Skills 33 (66 ranks) + Defenses 22 = 214

Complications
Disability: Helmut once fell into a vat of boiling Adhesive X, totally scarring him for life. Note that "life" may not extend to serial resurrection by means of consciousness transfer.
Enemy: Helmut has a serious hate-on for whomever is calling themselves Captain
America these days and will do just about anything to wreck Steve Roger's life. He also bears grudges against Hawkeye and Luke Cage for daring to control his Thunderbolts.
Motivation: Responsibility: Helmut strives to live up to the legacy of the Baron Zemo's who have come before him. Especially his daddy, Heinrich.

Helmut Zemo was the 13 Baron Zemo and son of Captain America's WWII enemy Baron Heinrich Zemo. Eventually, the younger Nazi nobleman decided to take on Cap in the modern day. He's done a great job so far, getting so far as running the Masters of Evil team that destroyed Avengers Mansion of fooled the world into believing they were the heroic Thunderbolts. Zemo is a mastermind villain, not as science savvy as his dad but with tactile insight and a will to rule backing that up. He's a PL 10 with swords, defenses, and saves. The family recipe of the world's stickiest substance in a spray gun is why Helmut gets PL 11 status; but his over cost nature comes courtesy of being a super competent super villain.

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Re: GAZbuild: Songbird, Fixer, Mach-V, Atlas, Moonstone

Postby Gazman » Sun Oct 20, 2013 9:33 am

Jabroniville wrote:Hellz yeah! Nice Thunderbolts so far! It's a fun little book, and it's too bad that most of the characters have since disappeared- Zemo went back to being super-evil, Moonstone is a side villainess, and Atlas is God knows where.


Thanks, Jab! I always liked the Thunderbolts, even when I wasn't always reading them. Last I saw Atlas, he was helping Wonder Man on his anti-Avengers crusade. But I also haven't been reading Marvel Now, so he may have done something more recently.

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Re: GAZbuild: Songbird, Fixer, Mach-V, Atlas, Moonstone, Bar

Postby Aerlwyn » Sun Oct 20, 2013 10:56 am

I thought immunity mental was 10 pp not 20 pp as they list it in one of the gadget guides as cost 10 pp or is it listed differently in the power profile?

"Mind Shield: Immunity 10 (mental powers) • 10 points"

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Re: GAZbuild: Songbird, Fixer, Mach-V, Atlas, Moonstone, Bar

Postby Super Nova » Sat Oct 26, 2013 9:48 pm

Gaz I really like your Baron Z, or Citizen V what a great character.

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"Strength.... Perseverance.... Patience.... Integrity"

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Re: GAZbuild: Songbird, Fixer, Mach-V, Atlas, Moonstone, Bar

Postby Gazman » Sun Oct 27, 2013 1:11 pm

Aerlwyn wrote:I thought immunity mental was 10 pp not 20 pp as they list it in one of the gadget guides as cost 10 pp or is it listed differently in the power profile?

"Mind Shield: Immunity 10 (mental powers) • 10 points"


I've always thought of mental powers as being as common as 20 point energy attacks. Especially on the Marvel Earth, where roughly every other mutant and every single Eternal has mental powers. Even SHIELD has an entire psy-ops division. All of my characters sporting immunity to mental descriptors are going to have to pay for it like its very common because I think it really is.

Super Nova wrote:Gaz I really like your Baron Z, or Citizen V what a great character.

Image


Thank you, Super Nova! I'm glad you approve.

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Sentinels

Postby Gazman » Sun Oct 27, 2013 1:23 pm

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Sentinels - PL 10 Racist Robots

Strength 12, Stamina -, Agility -2, Dexterity 2, Fighting 4, Intellect 0, Awareness 0, Presence -5

Advantages
Benefit: Strength For Intimidation, Eidetic Memory, Favored Foe: Mutants, Improved Grab, Improved Hold, Teamwork

Skills
Close Combat: Unarmed 4 (+8), Expertise: Mutant Hunter 6 (+6), Insight 2 (+2), Intimidation 0 (+12), Investigation 2 (+2), Perception 6 (+6), Ranged Combat: Mounted Weaponry 6 (+8), Technology 4 (+4)

Powers
Boot Jets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Giant Robot (Advantages: Improved Grab, Improved Hold)
. . Armored Construction: Protection 4 (+4 Toughness; Impervious)
. . Huge Size: Growth 10 (+10 STR, +10 Tough, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size categories, +1 speed ran; Innate; Permanent)
. . Mechanical Being: Immunity 50 (Fortitude Effects, Very Common Descriptor: Mental)
Mounted Weaponry
. . Capture Coils: Cumulative Affliction 9 (1st degree: Hindered, 2nd degree: Immobile, DC 19; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Knockout Gas: Cumulative Cloud Area Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cloud Area 2: 30 feet radius sphere, Cumulative)
. . Palm Blasters: Damage 12 (DC 27; Increased Range: ranged, Split: 2 targets, Variable Descriptor: close group - Force or Energy)
Radio Communication: Radio Communication 3 (Limited: to Sentinel Network)
TARGET ACQUIRED: Senses 5 (Acute: Detect, Detect: Mutants (Visual) 2: ranged, Extended: Detect 1: x10, Tracking: Detect 1: -1 speed rank)

Offense
Initiative -2
Capture Coils: Cumulative Affliction 9, +8 (DC Dog/Fort/Will 19)
Grab, +4 (DC Spec 22)
Knockout Gas: Cumulative Cloud Area Affliction 6 (DC Fort 16)
Palm Blasters: Damage 12, +8 (DC 27)
Throw, +2 (DC 27)
Unarmed, +8 (DC 27)

Defense
Dodge 4, Parry 6, Fortitude Immune, Toughness 14, Will 0

Power Points
Abilities -8 + Powers 136 + Advantages 4 + Skills 15 (30 ranks) + Defenses 18 = 165

Complications
Obsession: The core programming of all Sentinels is to hunt down Mutants.
Weakness: Sentinels' robotic construction makes them vulnerable to attacks involving magnetic force, electricity, wire gnawing squirrels, and similar.

The Sentinels are a series of robots initially built by Bolivar Trask to hunt down mutants. They fought the early X-Men and have reappeared many times with various upgrades over the years. These Sentinels are the Mark It-Doesn't-Really-Matter, built or purchased by whomever finds mutants exceptionally distasteful these days. The Sentinel is a PL 10 sporting capped out close and ranged attacks and a seriously rough grab attack. They get more effective when facing mutants as the long range sensors and favored enemy advantage come into play. Sentinels aren't really self aware, but they can think tactically and communicate among each other well to get more boni that way as well. What really makes Sentinels isn't their capture or kill load-out or their imposing size. It's their unrelenting pursuit of a minority based on the unreasoning hatred of humanity at large. Comic books can always use more purple armored social metaphors to throw around.

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Nimrod

Postby Gazman » Thu Oct 31, 2013 7:18 pm

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Nimrod - PL 12 Future-bot

Strength 13, Stamina -, Agility 2, Dexterity 4, Fighting 9, Intellect 4, Awareness 4, Presence -2

Advantages
Assessment, Eidetic Memory, Favored Foe: Mutants, Ranged Attack, Well-informed

Skills
Expertise: Mutant Hunter 8 (+12), Insight 6 (+10), Intimidation 12 (+10), Investigation 6 (+10), Perception 8 (+12), Ranged Combat: Mounted Weaponry 4 (+8), Technology 6 (+10)

Powers
Boot Jets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Future Robot
. . Armored Construction: Protection 13 (+13 Toughness; Impervious)
. . Mechanical Being: Immunity 50 (Fortitude Effects, Very Common Descriptor: Mental)
. . Repair Systems: Regeneration 4 (Every 2.5 rounds; Persistent)
Mounted Weaponry
. . Force Field: Create 12 (Volume: 4000 cft., DC 22; Impervious; Reduced Range: close)
. . Palm Blasters: Damage 13 (DC 28; Increased Range: ranged, Split: 2 targets, 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)
. . Shockweb: Cumulative Burst Area Affliction 6 (1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Paralyzed, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, Cumulative, Extra Condition, Increased Range: ranged)
. . Tractor Beam: Move Object 13 (200 tons)
Radio Communication: Radio Communication 3 (Limited: to Sentinel Network)
Reconfigure Appearance: Morph 4 (+20 Deception checks to disguise; Any form)
Reconfigure Systems: Variable 6 (Activation: move action, Quirk: Can Only React To Others' Power Usages)
TARGET ACQUIRED: Senses 6 (Acute: Detect, Analytical: Detect, Detect: Superbeings (Visual) 2: ranged, Extended: Detect 1: x10, Tracking: Detect 1: -1 speed rank)

Offense
Initiative +2
Grab, +9 (DC Spec 23)
Palm Blasters: Damage 13, +9 (DC 28)
Power Negation: Burst Area Nullify 8 (DC Will 18)
Shockweb: Cumulative Burst Area Affliction 6 (DC Fort 16)
Throw, +5 (DC 28)
Tractor Beam: Move Object 13, +9 (DC 23)
Unarmed, +9 (DC 28)

Defense
Dodge 9, Parry 9, Fortitude Immune, Toughness 13, Will 7

Power Points
Abilities 58 + Powers 207 + Advantages 5 + Skills 25 (50 ranks) + Defenses 10 = 305

Complications
Obsession: The core programming of all Sentinels is to hunt down Mutants.
Weakness: Sentinels' robotic construction makes them vulnerable to attacks involving magnetic force, electricity, wire gnawing squirrels, and similar.

Nimrod gets name checked in the Bible as a great hunter before the Lord. Totally appropriate to appropriate the name for this hunter/killer super robot from a post-apocalyptic future. If the basic Sentinels are the Terminator then this guy is the T-1000. He even comes with shape shifting ability to disguise himself! That ability to shift his components also lets Nimrod develop new powers to go with his capped out blast, shield, and move object. All these powerful attacks are aimed at whatever super beings oppose the Sentinels. Nimrod knows exactly what super beings those are as well thanks to his extensive database and ability to instantly scan superhuman capabilities. Nimrod is very scary and very expensive. I've been saying "him" instead of "it" because Nimrod once lived for months as a human dude in a New York apartment.

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JoshuaDunlow
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Re: GAZbuild: Thunderbolts, Sentinels, and Nimrod

Postby JoshuaDunlow » Sat Nov 02, 2013 11:28 pm

Awesome Stuff there. I love the old school Nimrod and Sentinels.


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