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.
User avatar
Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Re: GAZbuild: Thunderbolts, Sentinels, and Nimrod

Postby Gazman » Sat Nov 09, 2013 1:53 pm

I'm glad you like, JD. Here's another one.

User avatar
Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Master Mold

Postby Gazman » Sat Nov 09, 2013 2:09 pm

Image
Master Mold - PL 13 Walking Factory

Strength 17, Stamina -, Agility -1, Dexterity 1, Fighting 7, Intellect 6, Awareness 4, Presence -1

Advantages
Eidetic Memory, Favored Foe: Mutants, Improved Grab, Improved Hold, Inventor, Speed of Thought, Startle

Skills
Close Combat: Unarmed 2 (+9), Expertise: Mutant Hunter 2 (+8), Insight 2 (+6), Intimidation 4 (+11), Investigation 2 (+8), Perception 6 (+10), Ranged Combat: Mounted Weaponry 8 (+9), Technology 8 (+14)

Powers
Boot Jets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Brain Module: Immortality 1 (Return after 2 weeks; Limited: Requires Sufficient Metal)
Giant Robot (Advantages: Improved Grab, Improved Hold)
. . Armored Construction: Protection 3 (+3 Toughness; Impervious)
. . Colossal Size: Growth 16 (+16 STR, +16 Tough, +8 Intimidate, -16 Stealth, -8 active defenses, +4 size categories, +2 speed ran; Innate; Permanent)
. . Mechanical Being: Immunity 50 (Fortitude Effects, Very Common Descriptor: Mental)
Internal Assembly: Summon 11 (Active, Controlled, Sacrifice; Activation 2: standard action)
Mounted Weaponry
. . Knockout Beacon: Cumulative Perception Area Affliction 12 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 22; Perception Area, Cumulative)
. . Mind Control Ray: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Controlled, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception)
. . Missiles: Burst Area Damage 12 (DC 27; Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . Palm Blasters: Damage 15 (DC 30; Accurate: +2, Increased Range: ranged, Split: 2 targets, Variable Descriptor 2: broad group - Any Energy)
Radio Communication: Radio Communication 3
TARGET ACQUIRED: Senses 11 (Acute: Detect, Analytical: Detect, Detect: Super beings (Visual) 2: ranged, Extended: Detect 2: x100, Penetrates Concealment: Detect, Tracking: Detect 1: -1 speed rank)

Offense
Initiative +6
Grab, +7 (DC Spec 27)
Knockout Beacon: Cumulative Perception Area Affliction 12 (DC Fort 22)
Mind Control Ray: Cumulative Affliction 9 (DC Will 19)
Missiles: Burst Area Damage 12 (DC 27)
Palm Blasters: Damage 15, +11 (DC 30)
Throw, +1 (DC 32)
Unarmed, +9 (DC 32)

Defense
Dodge 3, Parry 7, Fortitude Immune, Toughness 19, Will 9

Power Points
Abilities 24 + Powers 209 + Advantages 5 + Skills 17 (34 ranks) + Defenses 25 = 280

Complications
Disability: Master Mold has been imprinted with human memory engrams and must try to reconcile two vastly different streams of consciousness. Or go crazy.
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.

Master Mold was originally built to be the Sentinel control system for use by Bolivar Trask or Stephen Lang or whomever. It quickly gained sentience and decided that the best way to control the mutant problem is to illuminate humanity and their ability to produce mutant offspring. While a self aware AI deciding to war against humanity is nothing new, Master Mold has the original spin of being absolutely huge enough to have a Sentinel assembly line in its belly. That and MM's programming core and protected by high tech PL 13 weapons and armor. Simply by dint of size, Master Mold is strong enough to hit its close combat caps and has a blast impact big enough to be "accurate". There's also PL 12 area effects, a last ditch mind control power, and (for some reason) Stephen Lang's memories and technical know how.

User avatar
Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Bastion

Postby Gazman » Mon Nov 18, 2013 7:57 pm

Image
Bastion - PL 14 Racist Robo-man

Strength 14, Stamina 10, Agility 2, Dexterity 4, Fighting 10, Intellect 6, Awareness 5, Presence 1

Advantages
Assessment, Benefit 3: Head "Human", Connected, Eidetic Memory, Favored Foe: Mutants, Inventor, Ranged Attack 6, Speed of Thought, Startle, Well-informed

Skills
Deception 8 (+9), Expertise: Mutant Hunter 8 (+14), Insight 2 (+7), Intimidation 10 (+11), Investigation 6 (+12), Perception 8 (+13), Technology 8 (+14)

Powers
Boot Jets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Mounted Weaponry
. . Energy Blasts: Damage 16 (DC 31; Accurate: +2, Increased Range: ranged, Split: 2 targets, Variable Descriptor 2: broad group - Any Energy)
. . Nanite Infusion: Progressive Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 22; Progressive)
. . Technopathic Control: Cumulative Affliction 12 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception; Limited: Computerized Systems)
Nanite Reconfigure: Variable 6 (Activation: move action, Quirk: Can Only React To Others' Power Usage)
Nanite Repair: Regeneration 8 (Every 1.25 rounds; Persistent)
Radio Communication: Radio Communication 3
Robo-esque Physiology
. . Immunity: Immunity 11 (Aging, Life Support)
. . Protection: Protection 8 (+8 Toughness; Impervious)
TARGET ACQUIRED: Senses 8 (Acute: Detect, Analytical: Detect, Detect: Super Beings (Visual) 2: ranged, Extended: Detect 2: x100, Radius: Detect, Tracking: Detect 1: -1 speed rank)
Telepathic Blank: Immunity 10 (Common Descriptor: Telepathic)

Offense
Initiative +6
Energy Blasts: Damage 16, +12 (DC 31)
Grab, +10 (DC Spec 24)
Nanite Infusion: Progressive Affliction 12, +10 (DC Fort 22)
Technopathic Control: Cumulative Affliction 12 (DC Will 22)
Throw, +10 (DC 29)
Unarmed, +10 (DC 29)

Defense
Dodge 10, Parry 10, Fortitude 17, Toughness 18, Will 11

Power Points
Abilities 104 + Powers 163 + Advantages 17 + Skills 25 (50 ranks) + Defenses 21 = 330

Complications
Hatred: Bastion has moved beyond his capacity in his enmity of mutants.
Secret: Bastion needs to hide the fact that he's a mystical sentinel/sentinel/human hybrid from his government buddies.
Weakness: Bastion is sorta still a robot and can still be harmed by some anti-roboty stuff.

Bastion is...complicated. Once upon a time, the X-Men were fighting Master Mold and having a hard time stopping it from rebuilding itself. Especially once it absorbed Nimrod and started trying to use it as a base to rebuild from. So the X-men shoved the Sentinels though a magic portal called the Siege Perilous, use of which had been granted to the X-Men by a cosmic entity. Anyway a some point a mystic amalgamation of Nimrod, Master Mold, and human being popped out the other end after a while. That thing was sorta a person that called himself Bastion and went to work for the anti-mutant Project: Wideawake. Awhile after that, Bastion upgraded himself with Celestial and TO virus tech and that's where this PL 14 monster comes in. Bastion has all the baseline abilities of a super sentinel like mutant detection, ultra-powerful blast, armor, and even Nimrod's adaptability. But Bastion also has a positive Presence score, access to some powerful resources, and the power to turn people in Sentinel Primes.

User avatar
HustlerOne
Zealot
Zealot
Posts: 1233
Joined: Wed Jan 06, 2010 1:39 pm

Re: GAZbuild: Sentinels, Nimrod, Master Mold, and Bastion

Postby HustlerOne » Tue Nov 19, 2013 12:17 pm

Hey Gaz, these have been some great sentinel builds lately. Will you be doing the prime sentinels since you mentioned them? There's a lot of roleplaying potential for cyborg sentinels.

User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
Posts: 7994
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Re: GAZbuild: Sentinels, Nimrod, Master Mold, and Bastion

Postby Thorpacolypse » Thu Nov 21, 2013 8:40 pm

Mad props on the Sentinel family there, Gaz. 8)
Shop J-Mart!

Service with a smilie! :)

Insurgent Phoenix
Supporting Cast
Supporting Cast
Posts: 102
Joined: Tue Nov 23, 2010 4:45 pm

Re: Bastion

Postby Insurgent Phoenix » Thu Nov 21, 2013 8:57 pm

Gazman wrote:Image
Bastion - PL 14 Racist Robo-man

Strength 14, Stamina 10, Agility 2, Dexterity 4, Fighting 10, Intellect 6, Awareness 5, Presence 1

Advantages
Assessment, Benefit 3: Head "Human", Connected, Eidetic Memory, Favored Foe: Mutants, Inventor, Ranged Attack 6, Speed of Thought, Startle, Well-informed

Skills
Deception 8 (+9), Expertise: Mutant Hunter 8 (+14), Insight 2 (+7), Intimidation 10 (+11), Investigation 6 (+12), Perception 8 (+13), Technology 8 (+14)

Powers
Boot Jets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Mounted Weaponry
. . Energy Blasts: Damage 16 (DC 31; Accurate: +2, Increased Range: ranged, Split: 2 targets, Variable Descriptor 2: broad group - Any Energy)
. . Nanite Infusion: Progressive Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 22; Progressive)
. . Technopathic Control: Cumulative Affliction 12 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception; Limited: Computerized Systems)
Nanite Reconfigure: Variable 6 (Activation: move action, Quirk: Can Only React To Others' Power Usage)
Nanite Repair: Regeneration 8 (Every 1.25 rounds; Persistent)
Radio Communication: Radio Communication 3
Robo-esque Physiology
. . Immunity: Immunity 11 (Aging, Life Support)
. . Protection: Protection 8 (+8 Toughness; Impervious)
TARGET ACQUIRED: Senses 8 (Acute: Detect, Analytical: Detect, Detect: Super Beings (Visual) 2: ranged, Extended: Detect 2: x100, Radius: Detect, Tracking: Detect 1: -1 speed rank)
Telepathic Blank: Immunity 10 (Common Descriptor: Telepathic)

Offense
Initiative +6
Energy Blasts: Damage 16, +12 (DC 31)
Grab, +10 (DC Spec 24)
Nanite Infusion: Progressive Affliction 12, +10 (DC Fort 22)
Technopathic Control: Cumulative Affliction 12 (DC Will 22)
Throw, +10 (DC 29)
Unarmed, +10 (DC 29)

Defense
Dodge 10, Parry 10, Fortitude 17, Toughness 18, Will 11

Power Points
Abilities 104 + Powers 163 + Advantages 17 + Skills 25 (50 ranks) + Defenses 21 = 330

Complications
Hatred: Bastion has moved beyond his capacity in his enmity of mutants.
Secret: Bastion needs to hide the fact that he's a mystical sentinel/sentinel/human hybrid from his government buddies.
Weakness: Bastion is sorta still a robot and can still be harmed by some anti-roboty stuff.

Bastion is...complicated. Once upon a time, the X-Men were fighting Master Mold and having a hard time stopping it from rebuilding itself. Especially once it absorbed Nimrod and started trying to use it as a base to rebuild from. So the X-men shoved the Sentinels though a magic portal called the Siege Perilous, use of which had been granted to the X-Men by a cosmic entity. Anyway a some point a mystic amalgamation of Nimrod, Master Mold, and human being popped out the other end after a while. That thing was sorta a person that called himself Bastion and went to work for the anti-mutant Project: Wideawake. Awhile after that, Bastion upgraded himself with Celestial and TO virus tech and that's where this PL 14 monster comes in. Bastion has all the baseline abilities of a super sentinel like mutant detection, ultra-powerful blast, armor, and even Nimrod's adaptability. But Bastion also has a positive Presence score, access to some powerful resources, and the power to turn people in Sentinel Primes.


....interesting

User avatar
Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Re: GAZbuild: Sentinels, Nimrod, Master Mold, and Bastion

Postby Gazman » Sat Nov 23, 2013 3:18 pm

HustlerOne wrote:Hey Gaz, these have been some great sentinel builds lately. Will you be doing the prime sentinels since you mentioned them? There's a lot of roleplaying potential for cyborg sentinels.


Thanks, HustlerOne! I hadn't planned on Prime Sentinels, but I can totally put them out for ya.

Thorpacolypse wrote:Mad props on the Sentinel family there, Gaz. 8)


8)

Insurgent Phoenix wrote: ....interesting


...thanks?

User avatar
Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Prime Sentinels

Postby Gazman » Sat Nov 23, 2013 3:18 pm

Image
Prime Sentinel - PL 9 Cyborg Sleeper Agents

Strength 11, Stamina 7, Agility 3, Dexterity 3, Fighting 7, Intellect 1, Awareness 1, Presence 0

Advantages
Eidetic Memory, Favored Foe: Mutants, Ranged Attack 2, Teamwork

Skills
Deception 6 (+6), Expertise: Mutant Hunter 6 (+7), Insight 4 (+5), Intimidation 6 (+6), Investigation 2 (+3), Perception 6 (+7), Technology 4 (+5)

Powers
Boot Jets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Cyborg: Immunity 10 (Life Support)
Force Field: Protection 4 (+4 Toughness; Impervious)
Human/Sentinel Switch: Morph 1 (+20 Deception checks to disguise; Single form)
Nanotech Repair: Regeneration 5 (Every 2 rounds; Persistent)
On Board Weaponry
. . Bio-Blasts: Affliction 11 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Accurate: +2, Increased Range: ranged, Variable Descriptor: close group - Biological)
. . Lasers: Damage 7 (DC 22; Accurate: +2, Increased Range: ranged, Penetrating 7)
. . Power Disrupter: Burst Area Nullify 6 (Counters: Mutant, DC 16; Burst Area: 30 feet radius sphere, Increased Duration: concentration, Simultaneous)
Radio Cummunication: 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 +3
Bio-Blasts: Affliction 11, +7 (DC Fort 21)
Grab, +7 (DC Spec 21)
Lasers: Damage 7, +7 (DC 22)
Power Disrupter: Burst Area Nullify 6 (DC Will 16)
Throw, +5 (DC 26)
Unarmed, +7 (DC 26)

Defense
Dodge 7, Parry 7, Fortitude 11, Toughness 11, Will 5

Power Points
Abilities 66 + Powers 85 + Advantages 5 + Skills 17 (34 ranks) + Defenses 12 = 185

Complications
Obsession: he core programming of all Sentinels is to hunt down Mutants. That includes brainwashed cyborg Sentinels.
Weakness: Prime Sentinels' cyborg construction makes them vulnerable to attacks involving magnetic force, electricity, wire gnawing squirrels, and similar.

The Prime Sentinels were part of Bastion's master plan. They were people pumped full of nanites from Days of the Future Past that could transform them into brainwashed sleeper agents chock full of Sentinel tech. At first there were volunteers, but then Operation: Zero Tolerance began kidnapping people or tricking the handicapped into undergoing the procedure. End result is an army of people who can bust out a surprise tech blast or force field that is also an army of Sentinels capable of thinking independently and intuitively. Prime Sentinels aren't as powerful as their big brothers, but are much more dangerous and costly what with the stealth capabilities and ability to adapt new tactics on the fly.

User avatar
HustlerOne
Zealot
Zealot
Posts: 1233
Joined: Wed Jan 06, 2010 1:39 pm

Re: GAZbuild: Sentinels, Nimrod, Master Mold, and Bastion

Postby HustlerOne » Tue Nov 26, 2013 12:15 pm

Hey Gaz, thanks for statting out the Prime Sentinels. I know you didn't have to do them.
They're turning out to be really deadly in my game when I tried them out. They're not as
powerful as good old regular sentinels. However they make up for it by being smarter and
blending in with the population much more easily.

When I think about it they end up being better than Giant Sentinels. They don't cause as much
terror to the civilian population they're supposed to be protecting. Not to mention the property
damage is much less than what a giant robot might do to a city.

scc
Zealot
Zealot
Posts: 1100
Joined: Sun Aug 15, 2004 9:24 am

Re: GAZbuild: Sentinels, Nimrod, Master Mold, and Bastion

Postby scc » Wed Nov 27, 2013 6:37 pm

Cool Sentinel builds. What does the Benefit Head Human mean for Bastion?

User avatar
Spectrum
Titan
Titan
Posts: 3831
Joined: Thu Jul 05, 2012 1:26 pm

Re: GAZbuild: Sentinels, Nimrod, Master Mold, and Bastion

Postby Spectrum » Wed Nov 27, 2013 7:40 pm

Was there much of a relationship between the Prime Sentinels and the more recent version OMAC?

User avatar
Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Re: GAZbuild: Sentinels, Nimrod, Master Mold, and Bastion

Postby Gazman » Fri Nov 29, 2013 12:16 pm

HustlerOne wrote:Hey Gaz, thanks for statting out the Prime Sentinels. I know you didn't have to do them.
They're turning out to be really deadly in my game when I tried them out. They're not as
powerful as good old regular sentinels. However they make up for it by being smarter and
blending in with the population much more easily.

When I think about it they end up being better than Giant Sentinels. They don't cause as much
terror to the civilian population they're supposed to be protecting. Not to mention the property
damage is much less than what a giant robot might do to a city.


You're welcome, Hustler. I don't have to do any of these, so doing one more because somebody asked nicely and made a reasonable request ain't no thang. On top of that, I'm really glad that you're getting some good use out of my build. It sounds like you're using them perfectly to sucker punch your heroes, which is totally what they're for. Have fun!

scc wrote:Cool Sentinel builds. What does the Benefit Head Human mean for Bastion?


Thanks, scc. I would say that Head "Human" is basically Security Clearance + Resources + ability to roll Mutant Hunter instead of Persuasion for Connected.

Spectrum wrote:Was there much of a relationship between the Prime Sentinels and the more recent version OMAC?


I really have no idea. I'd be surprised if whoever came up with the OMAC Project (Greg Rucka) had NEVER heard of Operation: Zero Tolerance. But then again, sleeper agent kidnappers/assassins, evil cyborgs, and nanotech were running around fiction long before either.

User avatar
Gazman
Hero
Hero
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Cameron Hodge

Postby Gazman » Fri Nov 29, 2013 12:36 pm

Image
Cameron Hodge - PL 12 Bionic Bigot

Strength 11, Stamina 11, Agility 2, Dexterity 0, Fighting 9, Intellect 3, Awareness 2, Presence 1

Advantages
All-out Attack, Benefit 4: Millionaire Leader of the Right, Fascinate (Intimidation), Improved Initiative, Power Attack, Ranged Attack 12, Startle, Takedown

Skills
Close Combat: Mounted Weaponry 1 (+10), Deception 6 (+7), Expertise: Anti-Mutant Crusader 6 (+9), Expertise: Advertising Exec 8 (+11), Expertise: Lawyer 4 (+7), Insight 4 (+6), Intimidation 8 (+11), Technology 4 (+7)

Powers
Big Ole Spider Body: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Cybernetic Organism
. . Immunity: Immunity 31 (Aging, Life Support, Very Common Descriptor: Mental)
. . Protection: Protection 4 (+4 Toughness; Impervious [11 extra ranks])
Demonic Pact: Immortality 5 (Return after 1 day)
Mounted Weaponry
. . Bolas Launchers: Cumulative Affliction 6 (1st degree: Hindered, 2nd degree: Immobile, DC 16; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged, Multiattack; Limited Degree)
. . Giant Blades: Strength-based Damage 3 (DC 29; Penetrating 6, Reach (melee) 2: 10 ft., Variable Descriptor: close group - Piercing/Slashing)
. . Molecular Adhesive Gun: Cumulative Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 22; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Plasma Blasters: Damage 12 (DC 27; Increased Range: ranged, Multiattack)
Phase Generator: Insubstantial 4 (Incorporeal; Precise; Limited: to Short Bursts Only)
Spider Legs
. . Movement: Movement 2 (Sure-footed 1, Wall-crawling 1: -1 speed rank)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +6
Bolas Launchers: Cumulative Affliction 6, +12 (DC Dog/Fort/Will 16)
Giant Blades: Strength-based Damage 3, +10 (DC 29)
Grab, +9 (DC Spec 21)
Molecular Adhesive Gun: Cumulative Affliction 12, +12 (DC Dog/Fort/Will 22)
Plasma Blasters: Damage 12, +12 (DC 27)
Throw, +12 (DC 26)
Unarmed, +9 (DC 26)

Defense
Dodge 9, Parry 9, Fortitude 14, Toughness 15, Will 8

Power Points
Abilities 62 + Powers 130 + Advantages 22 + Skills 21 (41 ranks) + Defenses 20 = 255

Cameron Hodge was the college roommate of Warren Worthington III, whom he resented for being richer and better looking. When Hodge found out Warren was also the high flying Angel, he decided to expand his secret hate to all mutants. Thus after starting out a lawyer before moving to PR and advertising, Hodge became one of the freaking cheapest cheater enemies the X-men have. And that's counting guys like Mr. Sinister and Shadow King. First, he sets up X-Factor and all human/mutant relations by getting them to start out with their idiotic professional mutant hunter thing. Then, he makes a deal with a powerful demon for immortality in case the mutants get wise to his plans. Then, when Hodge has to actually fight X-Factor he has ruby quartz armor to shut down Cyclops, their biggest offensive weapon. When Archangel finally cuts his head off, Hodge gets his immortal head attached to a robot exoskeleton that can freaking turn immaterial and block all mental assaults. Hodge would go on to became a transmode being after being infected by the Phalanx. He's also a big jerk; crippling Angel and Karma, torturing and killing Candy Southern, and helping run mutant slavery land Genosha.

Grayson
Compatriot
Compatriot
Posts: 494
Joined: Tue Jul 05, 2005 8:13 am

Re: GAZbuild: Sentinel Variety and Cameron Hodge

Postby Grayson » Sun Dec 01, 2013 4:41 am

I gotta admit, Cameron Hodge did kinda put the "D" in "douche."

Jabroniville
Cosmic Entity
Cosmic Entity
Posts: 8711
Joined: Sat Nov 04, 2006 1:12 am
Contact:

Re: GAZbuild: Sentinel Variety and Cameron Hodge

Postby Jabroniville » Sun Dec 01, 2013 12:57 pm

ugh- HODGE. I've gone into it before, but he's basically a walking pile of cheapness, and often sacrificed characterization and motivation for making a villain that was 100% unlikeable and annoying primarily because he was so crazy and cheesy.


Return to “Roll Call”



Who is online

Users browsing this forum: No registered users and 3 guests