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Kreuz Control: SHOCKMASTER!, Genesis, Apex

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Postby Dread Lord » Sun Jul 22, 2007 2:46 am

Alex "Juggernaut" DuValle is just damn cool. Did you come up with his history or did the player? I wish my players' characters had historys as cool. Also, where you get the picture? it looks sorta like it might have come from CoH, but I can't tell.
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Postby Kreuzritter » Sun Jul 22, 2007 3:17 am

duvalle's background and picture came from his player, i just embellished it with WoF elements.
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Postby Kreuzritter » Sun Jul 22, 2007 3:23 am

Dreaming Psion wrote:Sweet! That's an awesome Sweet Tooth build, although I seem to remember him having a gnarly Death Cone homing special move or something similiar to that, at least in the first two games. Alex is pretty awesome too, although you might want to go back and check his powers section, Growth costs 3 pp/rank and his immunities are off- suffocation is Immunity two and Fatigue is Immunity 5, IIRC.


4 x 3 + 1 = 13. nothing's wrong about Alex's growth

as for the immunity, because his design is a customized powerhouse archetype, fatigue is just one point. (powerhouse archetype has immunity 12, and the wording states cold and heat damage. damae immnity is 5 pp, so that version is 1 pp )

good catch on suffocation
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Postby Kreuzritter » Sun Jul 22, 2007 4:55 am

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"A man's dreams are all that he has, and they tried to take mine from me! When they fired me from my job as an architect, they crushed my vision. They took my tower! Well no more! When I win this contest, Simon Whittlebone is fighting back!"

Mr. Slam

PL: 10 (150)

abilities: (6)
STR 40 DEX 18 CON n/a INT 10 WIS 12 CHA 10

Combat: (30)
+8 init, +5 ATK, +8 DEF (-4 size, +6 dodge, +2 flat-footed)
+14/6/6 DMG (unarmed/machine guns/rockets)

saves: (4)
TOU +10 FORT n/a REF +5 WILL +4

Skills (10/40)
craft: structural +6
drive +4
intimidate +6
knowledge: physical sciences +6
notice +6
search +6
sense motive +6

feats (15)
all-out attack, dodge 6, improved intiative, fast overrun, improved overrun, improved pin, move-by action, power attack, takedown attack, uncanny dodge

Powers (93)
Growth +12 (feat: innate, extra: continuous +1, flaw: permanent -1) (37)
immovable +3 (extra: unstoppable +1) (6)
immunity +30 (fort) (30)
protection +6 (6)
regeneration +8 (rec bonus +8) (8)
speed +3 (3)
superstrength +1 (feats: groundstrike) (3)

drawbacks
disability (no hands) (-5)
vulnerable: magnetics (uncommon, major) (-3)

costs
abilities 6 + combat 28 + saves 4 + skills 10/40 + feats 15 + powers 93 - drawback 8 = 150 pts

:arrow: another Twisted Metal contestant, Mr. Slam is based on his TM: head-on version, wherin the machine is posessed by the ghost of Simon Whittlebone, a megalomaniacal architect with delusions of grandeur.

:arrow: while in game, Slam gets the standard TM weapons array, i felt that for M&M, simply being able to pick up and throw the other cars would be enough. besides, i was running out of points. and that, I blame on noticing just how big it is in the picture there.
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Postby Kreuzritter » Sun Jul 22, 2007 5:30 am

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Minion

PL: 10 (120)

abilities: (40)
STR 24 DEX 16 CON 24 INT 10 WIS 14 CHA 12

Combat: (20)
+7 init, +11/5 ATK, +8/5 DEF (+4/2 flat-footed)
+7/9/9 DMG (unarmed/main gun/rocket/autcannon)

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

Skills (15/60)
bluff +8
craft: mechanical +6
Drive +8
intimidate +10
knowledge: arcane +6
notice +6
search +8
sense motive +8

feats (25)
all-out attack, assessment, combat driver 6, diehard, equipment 12, improved initiative, power attack, takedown attack, uncanny dodge

Powers (13)
immunity +10 (age, life support) (9)
superstrength +2 (4)

equipment
Tank [57]
STR 50, SPD 5, DEF 8, TOU 12, SIZE Huge. {14}
Features: alarm, navigation system, nitro injectors, off-road movement, radio, remote control, snow movement {7}
powers: {36}
hellfire control "main gun" +9 (extra: penetrating +1)
- AP: "rockets" +9 (area: explosion +1)
- AP: "autocannon" +9 (extra: autofire +1)
impervious TOU +7

costs
abilities 40 + combat 20 + saves 7 + skills 15/60 + feats 25 + powers 13 = 120 pts

:arrow: the end-boss of the first twisted Metal, Minion is nothing less than a demon from the pits of hell, forced into servitude by Calypso. Minion doesn't like this arrangement. in fact, he hates earth. given the chance, he'd like to kill Calypso, take back his full demonic might, before returning to hell and not coming back until armageddon.
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Postby Kreuzritter » Sun Jul 22, 2007 6:41 am

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"So he says to me, 'You gotta do something smart, baby. Something BIG!' He says, 'You wanna be a super villain, right?' And I go yeah, baby, YEAH! YEAH! WHAT DO I GOTTA DO? He says, 'You got bombs, blow up the comet club, it's packed with super heroes, you'll go down in SUPER VILLAIN HISTORY!' And I go YEAH BABY! 'cause I'm..."

The Evil Midnight Bomber What Bombs At Midnight!

*Maniacal laughter*

PL: 5 (75)

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

Combat: (16)
+4 init, +4 ATK, +4 DEF (+2 flat-footed)
+0/5 DMG (unarmed/explosives)

saves: (11)
TOU +0 FORT +3 REF +4 WILL +4

Skills (17/68)
bluff +6
craft: chemical +4
craft: electonics +6
craft: strctural +6
concentration +6
demolitions +10
disable device +6
drive +4
knowledge: physical sciences +4
notice +4
search +4
sense motive +4
stealth +4

feats (20)
equipment 14, improved initiative, improvised tools, inventor, master plan, taunt, seize initiative

equipment
multi tool [1]
demolitions kit [1]
frag grenade [15]
dynamite [15]
tear gas [18]
smoke bomb [4]
flash bang [16]
mid-size car [7]

costs
abilities 10 + combat 16 + saves 11 + skills 13/52 + feats 20 = 74 pts

:arrow: among the people to try and kill The Tick, The Bomber probably came closest during season 1, and is easily the most memorable. yeah, i know bomber shouldn't be able to fight his way out of a rice-paper bag, but i hate seeing points go to waste
Last edited by Kreuzritter on Sun Jul 22, 2007 9:41 pm, edited 1 time in total.
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Postby Kreuzritter » Sun Jul 22, 2007 8:07 am

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Scorcher

PL: 10 (150)

abilities: (26)
STR 16 DEX 14 CON 16 INT 16 WIS 14 CHA 10

Combat: (28)
+7 init, +10/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/5/10 DMG (unarmed/aura/blast)

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

Skills (19/96)
Bluff +6
climb +4
craft: chemical +8
craft: electronic +6
craft: mechanical +6
computers +4
disable device +8
intimidate +8
gather info +6
knowledge: physical sciences +8
knowledge: streetwise +6
knowledge: technology +8
notice +6
sense motive +6
search +6

feats (13)
all-out attack, assessment, attack focus: range 4, diehard, dodge 2, equipment 2, improved initiative, improvised tools, inventor, power attack

Powers (56)
device: scorcher-suit +14 (56)
- Blast +10 [20]
- Elemental aura +5 (extra: continuous +1) [25]
- flight +2 [4]
- Immunity +14 (heat damage, life support) [14]
- protection +7 [7]

drawback
normal identity (full round) (-4)

equipment
abandoned warehouse HQ [10]

costs
abilities 26 + combat 28 + saves 9 + skills 19/76 + feats 13 + powers 56 - drawback 4 = 150 pts

:arrow: A forer chemist, the Scorcher turned to arson-related supervillainy after his company went under, becoming an unwitting enforcer for the illicit activities of Norman Osborn. later, after dwelling in a relative obscurity and a stint in the Masters of Evil, Scorcher turned states evidence and helped bust upen a latverian criminal conspiracy.
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Postby Kreuzritter » Sun Jul 22, 2007 8:26 am

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Shatterfist

PL: 7 (105)

abilities: (20)
STR 16 DEX 14 CON 16 INT 10 WIS 12 CHA 12

Combat: (16)
+6 init, +6/4 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+3/8 DMG (unarmed/powergloves)

saves: (11)
TOU +/3 FORT +6 REF +6 WILL +5

Skills (15/60)
Bluff +6
climb +4
disable device +4
intimidate +8
gather info +6
knowledge: streetwise +8
notice +6
sense motive +6
search +6
stealth +6

feats (19)
all-out attack, assessment, attack focus: melee 2, dodge 2, diehard, distract (intimidate), fascinate (intimidate), elusive target, improved initiative, improved block, improved overrun, luck, power attack, seize initiative, stunning attack, takedown attack, startle,

Powers (24)
device: Force Feild belt +3 (12)
- force feild +5 (extras: continuous +1, impervious +1) [15]
device: power-gloves +3 (12)
- Strike +5 (feats: mighty pen 3, improved critical 2, extra: penetrating +1) [15]

costs
abilities 20 + combat 16 + saves 11 + skills 15/60 + feats 19 + powers 24 = 105 pts

:arrow: another almost forgettable marvel villain, Shatterfist was one of the few enemies Thunderstrike could call his own. he later signed on with the Masters of Evil, but ironicly never saw action that time, instead being ambushed by the Thunderbolts as part of their plan to infiltrate the base.
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Postby Geraturatu » Sun Jul 22, 2007 10:39 pm

Twisted Metal? Good god, when I played one of the later games, I got a headache ten minutes in (still not sure why though).
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Postby Dreaming Psion » Mon Jul 23, 2007 12:33 am

Geraturatu wrote:Twisted Metal? Good god, when I played one of the later games, I got a headache ten minutes in (still not sure why though).

The first two games were more to my liking. IIRC, the later games (3-4) had different developers or something to that effect. Anyway, the gameplay ending up chanig substantially.
Check out the anime/manga 3e thread
My new Oddballs reborn thread
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Postby Kreuzritter » Mon Jul 23, 2007 6:27 am

Dreaming Psion wrote:
Geraturatu wrote:Twisted Metal? Good god, when I played one of the later games, I got a headache ten minutes in (still not sure why though).

The first two games were more to my liking. IIRC, the later games (3-4) had different developers or something to that effect. Anyway, the gameplay ending up chanig substantially.


that it did, in fact, once the original team was brouht back for TM: black, they removed TM 3 and 4 from the canon

the real twisted metal 3 is Twisted Metal: head-on for the PSP.
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Postby Kreuzritter » Mon Jul 23, 2007 7:01 am

Image

Awesome Andy

PL: 10 (150)

abilities: (16)
STR 30 DEX 14 CON 24 INT 10 WIS 12 CHA 10

Combat: (32)
+6 init, +6 ATK, +6 DEF (-2 size, +3 flat-footed)
+10/12 DMG (unarmed/hammer-hands)

saves: (6)
TOU +7 FORT +7 REF +4 WILL +6

Skills (11/44)
intimidate +10
knowledge: civics +4
knowledge: current events +4
knowledge: technology +4
notice +6
profession: intern +4
search +6
sense motive +6

feats (11)
all-out attack, assessment, chokehold, diehard, equipment, improved grapple, improved initiative, improved overrun, improved pin, interpose, power attack

Powers (82)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +10 (age, life support) (10)
impervious TOU +6 (6)
mimic +12 (all traits, drawback: overload-stunned -1, tainted -1) (37)
regeneration +2 (rec rate: B +1, I +1, feat: regrowth) (3)
superstrength +1 (feat: superbreath) (4)
- AP: Strike +2 (feat: mighty) [3]

equipment
E-Chalkboard PDA [1]
cell phone [1]

drawbacks (-8)
disability: mute (very common, moderate) (-4)
disabled (when left armpit is struck, uncommon, major) (-3)
weak point: left armpit (-1)

costs
abilities 16 + combat 32 + saves 6 + skills 11/44 + feats 11 + powers 82 - drawbacks 8 = 150 pts

:arrow: Like the She-Hulk said, say hello to the artillect formerly known as the Mad Thinker's Awesome Android. The full trait mimic was a new feature the Thinker wanted to try out on his creation, and so he pit it against Thor. The android did as expected, and in the fight copied not only Thor's skills, but his sense of self, goodness and nobility. and thus, after 40-someodd years, the newly dubbed Awesome Andy finally rebelled against his master. Since then, Andy's become a valued intern at She-Hulk's law firm (and sometime security when clients get too rowdy), gotten Mr. Fantastic legally recognized as his maker (more the firm threatened to sue the pants off reed if he refused to save andy's life), and is now a die-hard fan of the New York Mets

:arrow: as you can see, Andy's deliberately undercapped in order to make full use of his mimicry, and thus most of the time he's more in the PL 7-8 range.
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Postby Geraturatu » Mon Jul 23, 2007 9:03 am

TM: Black is the one I think I played actually.
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Postby Geraturatu » Mon Jul 23, 2007 9:24 am

Oh yeah, Kreuz, did you do anything in that fight while I was off?
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Postby Kreuzritter » Tue Jul 24, 2007 2:45 pm

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"I do not choose a victor; I simply act when one side is willing to do its worst, and unleash the Beast of War."

Ares

PL: 10 (150)

abilities: (42)
STR 24 DEX 14 CON 24 INT 10 WIS 16 CHA 14

Combat: (32)
+10 init, +10/8 ATK, +8 DEF (+4 flat-footed)
+7/10/12 DMG (unarmed/sword/axe)

saves: (10)
TOU +12/7 FORT +10 REF +6 WILL +6

Skills (18/72)
bluff +6
climb +4
intimidate +10
knowledge: occult +6
knowledge: tactics +10
knowledge: history +10
notice +8
search +6
sense motive +6
survival +6

feats (16)
all-out attack, ambidexterity, assessment, attack spec: sword, diehard, fearless, improved block, improved initiative 2, improved overrun, move-by action, power attack, startle, takedown attack 2, uncanny dodge

Powers (32)
Device: Phobos Axe +3 (9)
- Strike +5 (feat: critical strike, mighty, extend reach, imp. crit 2, extra: penetrating +1)[15]
Device: Deimos blade +2 (6)
- Strike +3 (feats: critical strike, mighty, imp. crit 2, extra: penetrating +1) [10]
Device: Armor of mars +2 (8)
- Protection +5 (extra: impervious +1) [10]
immunity +1 (age) (1)
impervious TOU +4 (4)
Superstrength +2 (4)

tradeoffs
+2 TOU/-2 DEF

complications
Enemy (Hades, Typhon, Mikaboshi)
hatred (Olympus)
reputation (God of War)
responsibility (Alexander [son])
rivalry (Hercules, Thor, other war gods)
temper

costs
abilities 42 + combat 32 + saves 10 + skills 18/72 + feats 20 + powers 28 = 150 pts

:arrow: Formerly a longstanding threat to the marvel universe, in 2006 the God of War got himself a severe revamp, attempting to abandon his post and the jeers of his fellow gods to try and raise a son. but, he was called forth again to fend off an invasion by the Japanese pantheon, before turning his back on olympus once more, only to be pressganged into serving on the Mighty Avengers. the transition has not been... smooth, ths far.

:arrow: unsurprisingly, this Ares is based heavily upon my Kratos design, and geared towards being a combination tank/scrapper with a focus on goon sweeping. I did want to give him fearsome prescence, but elected to use those remaining 4 points towards greater imperviousness.

:arrow: update: took a page from the core rules, in that the weapons of Ares can now score crits vs constructs, only needing an HP from him to take effect
Last edited by Kreuzritter on Tue Jul 24, 2007 4:30 pm, edited 2 times in total.
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