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Re: 778

Postby JoshuaDunlow » Tue Dec 26, 2006 5:16 pm

Kreuzritter wrote:Image



Oh i love image characters, keep it up.
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Postby Kreuzritter » Tue Dec 26, 2006 5:25 pm

Image

Tiger Shark

PL: 10 (137)

abilities: (22)
STR 34 DEX 18 CON 34 INT 10 WIS 14 CHA 12

Combat: (32)
+8 init, +8/7 ATK, +8 DEF (+1 dodge, -1 size, +3 flat-footed)
+10/8 DMG (unarmed/bite)

saves: (8)
TOU +10 FORT +10 REF +8 WILL +6

Skills (11/44)
bluff +6
sense motive +6
intimidate +6
search +6
survival +6
notice +6
swim +8

feats (15)
all-out attack, attack focus: melee, chokehold, dodge focus, diehard, endurance, fearless, power attack, takedown attack, startle, improved grab, improved pin, improved grapple, improved initiative, improved overrun

Powers (62)
enhanced STR +12 (12)
enhanced CON +16 (16)
Growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immunity +3 (cold, drowning, pressure) (3)
supersenses +4 (darkvision, scent, direction sense, track) (5)
superstrength +4 (8)
swimming +5 (5)

costs
abilities 22 + combat 32 + saves 8 + skills 11/44 + feats 15 + powers 62 = 150 pts

:arrow: long-time foe of the submariner, Tigershark's yo-yo'ed a couple of times, but i always rather prefered the hulking man-beast depicted here
Last edited by Kreuzritter on Sun May 20, 2007 2:35 pm, edited 1 time in total.
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Postby Kreuzritter » Tue Dec 26, 2006 6:23 pm

Image

The Melter

PL: 10 (150)

abilities: (30)
STR 14 DEX 14 CON 16 INT 12 WIS 14 CHA 12

Combat: (32)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+2/10/12 DMG (unarmed/disintegrate/blast)

saves: (9)
TOU +10/3 FORT +6 REF +5 WILL +5

Skills (13/52)
bluff +6
craft: electronic +8
computers +8
disable device +6
intimidate +6
knowledge: physical sciences +8
knowledge: streetwise +6
notice +6
sense motive +6

feats (16)
assessment, equipment 2, fascinate: intimidate, improvised tools, improved initiative, inventor, master plan, minions 7, seize initiative

Powers (48)
Device: Melter costume +12 (48)
- Disintegrate +10 (extra: area-cone +1) [51]
- AP: Blast +12 {24}
- Protection +7 [7]

flaw:
normal identity (full round) (-4)

costs
abilities 30 + combat 32 + saves 9 + skills 13/52 + feats 16 + powers 48 - drawback 4 = 150 pts

:arrow: an early marvel foe, the melter's schtick was that he made things melt. a one trick pony, yes, but when the tricks a cone-area disintegrate, that's a pretty good trick

:arrow: Melter's other claim to fame is that he's the most famous guy to get capped by the Scourge during that plotline
Last edited by Kreuzritter on Sun May 20, 2007 2:31 pm, edited 1 time in total.
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Postby Kreuzritter » Tue Dec 26, 2006 9:28 pm

Image

NFL Superpro

PL: 10 (130)

abilities: (18)
STR 30 DEX 24 CON 24 INT 10 WIS 14 CHA 12

Combat: (32)
+11 init, +12/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10 DMG (unarmed)

saves: (10)
TOU +10/7 FORT +10 REF +10 WILL +6

Skills (14/56)
acrobatics +4
bluff +6
diplomacy +4
gather info +6
intimidate +6
investigate +6
knowledge: current events +6
notice +6
search +6
sense motive +6

feats (17)
all-out attack, attack focus 2, assessment, contacts, defensive roll 3, dodge 3, fast overrun, improved initiative, improved overrun, power attack, takedown attack, well-informed

Powers (59)
device: super-suit +2 (feat: restricted-superpro) (10)
- immovable +1 [1]
- impervious TOU +7 [7]
- supermovement +1 (slow fall) [2]
enhanced STR +16 (16)
enhanced DEX +10 (10)
enhanced CON +10 (10)
leaping +4 (4)
speed +3 (3)
superstrength +2 (4)

costs
abilities 18 + combat 32 + saves 10 + skills 14/56 + feats 17 + powers 59 = 150 pts

:arrow: considered by a good number of people to be the single worst superhero comic of all time and utterly unworthy of being statted. not that this has stopped my before, but i just thought i'd put that out there

so, yeah, superpro, superhero with football theme, rides around in a newsvan solving mysteries. go wild.
Last edited by Kreuzritter on Sun May 20, 2007 2:31 pm, edited 2 times in total.
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Postby Pandaman » Wed Dec 27, 2006 5:05 am

Pandaman wrote:Aww man. When I saw Shaft on your Subject line, here I was hoping for Shaft, you know... hes one bad mothe..

Shut yer mouth!

Just talking about Shaft!

Okay then, I can dig it.


Yeah. Well I was still hoping for Shaft, not Shaft. hehe

And no. Its not a request. I don't want to get my head bitten off like that poor other guy. It was just Shaft was the first thing that came to mind when I saw yer subject line.

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Postby Kreuzritter » Wed Dec 27, 2006 6:54 am

the other guy got the big bolded letters because i had just given a posting that i was done with requests, and that the only other MP character that would get stats was the blackj knight. I, had just gone through a fairly rotten day, so he just tripped my last nerve.

but, if you want Shaft written up, your best bet is Tonpa
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Postby Kreuzritter » Wed Dec 27, 2006 2:45 pm

Image

Saurod

PL: 10 (139)

abilities: (34)
STR 18 DEX 24 CON 18 INT 10 WIS 14 CHA 10

Combat: (32)
+11 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+4/6/10 DMG (unarmed/stun/blast)

saves: (10)
TOU +10/8 FORT +7 REF +10 WILL +6

Skills (14/56)
bluff +6
climb +8
intimidate +10
notice +8
search +8
sense motive +6
survival +10

feats (13)
assessment, attack focus: range 2, accurate attack, defensive attack, defensive roll 2, dodge 2, improved initiative, track, move-by action, uncanny dodge

Powers (36)
additional limb +1 (1)
blast +10 (21)
- AP: Stun +6 (feat: sedation, extra: range +1) [19]
leaping +2 (2)
protection +4 (4)
supersenses +4 (scent, distance sense, direction sense, track) (4)
supermovement +2 (wall crawling 2) (4)

costs
abilities 34 + combat 32 + saves 10 + skills 14/56 + feats 13 + powers 36 = 139 pts

:arrow: Another bad guy from the he-man movie, Saurod didn't do much other than die, so i had to take some liberties in his design, adapting elements of the action figure and mini-comic. thus, he's got laser breath, sleep breath, and powers a lizard-cyborg might have
Last edited by Kreuzritter on Sun May 20, 2007 2:27 pm, edited 2 times in total.
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Postby Kreuzritter » Wed Dec 27, 2006 3:17 pm

Image

"Sorry, I'm kinda new at this."

Captain Marvel (mangaverse)

PL: 10 (140)

abilities: (12)
STR 10 DEX 16 CON 24 INT 10 WIS 14 CHA 12

Combat: (28)
+11 init, +8/6 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+0/12/12 DMG (unarmed/Cosmic control/dazzle)

saves: (11)
TOU +7 FORT +10 REF +8 WILL +6

Skills (7/28)
acrobatics +6
bluff +6
concentration +4
notice +6
sense motive +6

feats (16)
all-out attack, attack spec: Cosmic control, defensive roll 3, evasion, dodge 5, improved initiative, move by action, power attack, taunt

Powers (66)
enhanced CON +14 (14)
device: Nega-bands +11 (feat: restricted: captain marvel) (46)
- comprehend +3 (languages 3) [3]
- Cosmic energy control +12 [25]
- AP: Dazzle +12 {24}
- Flight +4 [8]
- Impervious TOU +7 [7]
- Immunity +9 (life support) [9]
- Space flight +3 [3]
immunity +6 (extreme heat, fire damage) (6)

tradeoffs
+2 DMG/-2 ATK
+3 DEF/-3 TOU

complications
enemy (Super-Skrull, Lava Men)
prejudice (minor)
responsibility (Kree Captain)

costs
abilities 12 + combat 28 + saves 11 + skills 7/28 + feats 16 + powers 66 = 140 pts

:arrow: From the short-lived marvel mangaverse, Marvin elwood was just your average all-american teenager until the day some bald alien singled him out as earth's only hope against a devourer of worlds
Last edited by Kreuzritter on Sun May 20, 2007 2:27 pm, edited 2 times in total.
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Postby Kreuzritter » Wed Dec 27, 2006 3:45 pm

Image

Attuma

PL: 10 (150)

abilities: (60)
STR 30 DEX 18 CON 30 INT 10 WIS 16 CHA 16

Combat: (30)
+8 init, +7 ATK, +8 DEF (+4 flat-footed)
+10/13 DMG (unarmed/sword)

saves: (5)
TOU +10 FORT +10 REF +6 WILL +6

Skills (11/44)
intimidate +8
knowledge: tactics +8
notice +6
sense motive +6
survival +8
swim +8

feats (28)
assessment, all-out attack, environmental adaptation (underwater), diehard, fearless, power attack, improved grab, improved grapple, improved pin, improved initiative, leadership, minions 15, inspire, startle

Powers (23)
Device: Atlantean Sword +1 (3)
- Strike +3 (feat: mighty, improved critical) [5]
device: Atlantean armor +1 (4)
- Protection +2 (extra: impervious +1) [4]
immunity +3 (cold, pressure, drowning) (3)
supersenses +3 (darkvision, direction sense) (3)
superstrength +3 (6)
swimming +4 (4)

drawback (-7)
weakness: waterbreather (uncommon, major, will kill, per minute) (-7)

minions
as needed

costs
abilities 60 + combat 30 + saves 5 + skills 11/44 + feats 28 + powers 23 - drawback 7 = 150 pts

:arrow: long-considered the Anti-Namor, the real threat Attuma poses to heros in a fight is that they normally have to fight him on his home turf, IE: in the ocean depths. naturally, this can make things interesting if they don't have some inherent means of life support. as a supervillain, Attuma gets access to the occasional fiat that lets him ignore his weakness and menace land-dwelling heros

:arrow: As a barbarian warlord, attuma has legions of followers at his back and call, and has a habit of taking over atlantis unopposed (until Namor comes home, then it's a 50/50 chance the public either continues supporting Attuma on the grounds he actually rules them instead of gallivanting ashore, or remember that Attuma is a psychotic barbarian despot and thus welcome their king back with open arms)
Last edited by Kreuzritter on Sun May 20, 2007 2:21 pm, edited 2 times in total.
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Postby Kreuzritter » Wed Dec 27, 2006 4:24 pm

Image

Turtle Titan II

PL: 10 (150)

abilities: (46)
STR 20 DEX 20 CON 20 INT 16 WIS 16 CHA 14

Combat: (36)
+9 init, +13/10 ATK, +13 DEF (+2 dodge, +3 sheild, +4 flat-footed)
+5/7/7/7 DMG (unarmed/strike/snare)

saves: (9)
TOU +7/5 FORT +7 REF +9 WILL +7

Skills (19/76)
acrobatics +8
bluff +6
craft: electronic +6
concentration +6
diplomacy +6
investigate +6
knowledge: technology +6
knowledge: streetwise +6
notice +8
search +6
sense motive +6
stealth +6

feats (24)
accurate attack, acrobatic bluff, connected, assessment, attack focus: range 3, defensive attack, equipment 4, defensive roll 2, dodge 2, evasion, improved initiative, inventor, master plan, move-by action, power attack, uncanny dodge, well-informed

Powers (20)
Device: Shell-suit +5 (20)
- Blast +7 (feats: ricochet, homing, improved crit.) [18]
- AP: Strike +2 (feat: mighty pen 5, improved critical, extra: penetrating) {10}
- AP: Snare +7 (feat: tether) {15}
- AP: supermovement +3 (slow fall, swinging, wall-crawling) {6}
- flight +2 [4]
- Sheild +3 [3]

drawback
normal identity (full round) (-4)

tradeoffs
+3 ATK/-3 DMG
+3 DEF/-3 TOU

costs
abilities 46 + combat 30 + saves 9 + skills 19/76 + feats 24 + powers 20 - drawback 4 = 150 pts

:arrow: From Ninja turtles: Fast Forward, Turtle Titan is the granson of the Silver Sentry, while inheiriting his grandfather's heroism and spirit, didn't get any of his powers. however, inspired by one such story, he took the legacy of the first turtle titan as his inspiration, and became a futuristic batman instead
Last edited by Kreuzritter on Sun May 20, 2007 2:20 pm, edited 2 times in total.
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Postby Kreuzritter » Wed Dec 27, 2006 4:40 pm

Image

"Wretched meatsacks, I am the ultimate virus!"

Viral

PL: 10 (150)

abilities: (32)
STR 24 DEX 24 CON n/a INT 20 WIS 14 CHA 10

Combat: (26)
+7 init, +7 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/13 DMG (unarmed/claws)

saves: (4)
TOU +10 FORT n/a REF +7 WILL +6

Skills (17/68)
bluff +6
computers +10
craft: electronics +10
disable device +10
gather info +10
intimidate +6
notice +6
sense motive +10

feats (11)
assessment, all-out attack, dodge 4, improvised tools, inventor, startle, taunt, well-informed

Powers (60)
datalink +10 (extra: machine control +1, flaw: touch -2) (5)
elongation +4 (4)
immunity +30 (fort) (30)
leaping +2 (2)
protection +10 (10)
strike +6 (feats: mighty, precise, improved critical) (9)

costs
abilities 32 + combat 26 + saves 4 + skills 17/68 + feats 11 + powers 60 = 150 pts

:arrow: Another face from Fast Forward, Viral is the result of putting a hyper-advanced computer virus into the body of a prototype combat android

:arrow: Viral's datalink is reduced to touch range as it's clearly spelled out that she lacks wireless capacity
Last edited by Kreuzritter on Sun May 20, 2007 2:19 pm, edited 2 times in total.
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Postby Kreuzritter » Wed Dec 27, 2006 7:59 pm

Image

Firebreather
AKA: Duncan xerxes Absalom Wu Fan Cassius Draco Draconus Quetzelcoatl Gondwana Mjral Khan Belloc-Rosenblatt Jr.

PL: 10 (150)

abilities: (58)
STR 30 DEX 24 CON 30 INT 10 WIS 14 CHA 10

Combat: (32)
+11 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/10 DMG (unarmed/firebreath)

saves: (3)
TOU +10 FORT +10 REF +7 WILL +5

Skills (9/36)
acrobatics +6
climb +6
intimidate +6
notice +6
sense motive +6
survival +6

feats (10)
acrobatic bluff, attack spec: firebreath, all-out attack, diehard, dodge 2, improved initiative, move-by action, power attack, uncanny dodge

Powers (38)
Blast "firebreath" +10 (20)
Flight +3 (6)
immunity +5 (fire damage) (5)
leaping +3 (3)
superstrength +2 (4)

complications
enemy (Belloc)
prejudice (monster)
responsibility (Jenna Swartzenbruder [girlfriend], margaret rosenblatt [mom])
temper

costs
abilities 58 + combat 32 + saves 3 + skills 9/36 + feats 10 + powers 38 = 150 pts

:arrow: Another recent Image superhero, Firebreather was originally pitched to marvel as the son of Fin Fang Foom.

:arrow: Anyway, Firebreather's relatively new to the hero game, but boy howdy is he gonna kick butt with some experience

:arrow: a marked plot point is that his costume supposedly has mystic properties to it, presumably for defense, but there's been no hints whatsoever as to what they entail
Last edited by Kreuzritter on Sun May 20, 2007 2:19 pm, edited 2 times in total.
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Postby Kreuzritter » Thu Dec 28, 2006 9:02 pm

Image

"I am a Death Dealer, sworn to destroy those known as the Lycans. Our war has waged for centuries, unseen by human eyes..."

Selene

PL: 10 (150)

abilities: (50)
STR 24 DEX 24 CON 24 INT 12 WIS 16 CHA 10

Combat: (32)
+11 init, +10/9/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+7/4 +3 DMG (unarmed/pistols + vs lycans)

saves: (10)
TOU +7 FORT 10 REF +10 WILL +7

Skills (19/76)
acrobatics +6
Climb +6
Drive +6
investigate +6
intimidate +8
knowledge: tactics +6
knowledge: streetwise +6
Notice +8
Search +8
Sense Motive +8
Stealth +8

feats (26)
assessment, attack Focus: range, attack spec: heavy pistol 2, diehard, dodge 5, eidetic memory, evasion, favored enemy: Lycans 3, accurate attack, defensive attack, equipment 2, fearless, improved initative, move-by action, power attack, startle, teamwork, uncanny dodge

Powers (23)
immunity +2 (age, disease) (2)
leaping +1 (1)
regeneration +12 (b+1, u +1, I+3, S+3, D+4) (12)
supermovement +2 (slow fall, wall crawling) (4)
supersenses +4 (darkvision, scent, track) (4)

drawbacks (-10)
weakness: must drink blood (common, minor) (-2)
weakness: sunlight (minor, per round, destroyed after 10 rounds) (-8)

equipment
custom paired Heavy pistols +4 (feats: split attack, improved critical) [10]

Tradeoffs
+3 ATK/-3 DMG
+3 DEF/-3 TOU

complications
enemy (Lycans, Kraven)
hatred (Lycans)
honor (avoids killing humans)
reputation (Death-Dealer)
responsibility (protect the coven)
secret (Vampire)

costs
abilities 34 + combat 32 + saves 7 + skills 14/56 + feats 20 + powers 53 - drawbacks 10 = 150 pts

:arrow: From the underworld film series, I chose to build Selene as she was for the majority of the films, and based her complications on the start of the first film. following the first film, replace kraven with vampires, add the word renegade to her reputation, her responsibility to micheal corvin, and lose the hatred

:arrow: yes, i know it's Kate Beckinsale in a leather/vinyl catsuit, but in the film, Selene has like rock-bottom charisma, relying on intimidate to take the offensive in interactions

:arrow: UPDATE: having been reminded of just how sucky underworld's vampire template was, Selene has been subjcted to major revisions. she now has a con score, meets her damage caps via favored enemy, and her regeneration now lets her recover quickly from things like car crashes or exposure to sunlight
Last edited by Kreuzritter on Sun May 20, 2007 2:18 pm, edited 4 times in total.
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Postby JoshuaDunlow » Thu Dec 28, 2006 9:57 pm

Not to rag on your build of selene, the vampires of underworld are not like the other undead creatures we are familiar with. In actuallity, the vampires of underworld are alive after a fashion. Just inflicted with a virus that sets them apart. True they have some simular weaknesses, but a Underworld vampire, does need to breath. And is not immune to all fortitude affects in my opinion. Just adding my own to cents, so i dont mean to but heads with anyone elses concepts here.
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Postby Kreuzritter » Thu Dec 28, 2006 10:25 pm

yeah, it's a tricky one, especially when under-vamps are easily the absolute suckiest vampires i've ever seen (yes, even more nerfed than buffy-vamps), and all i've had to jog my memory was having just gone through the U:E novelization.

thus, I erred on the side of traditionalism, as while under-vamps have a more biological background, they do still classify as undead.

on the plus side the sure-to come revisions will most assuredly shave off points
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