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1273

Postby Kreuzritter » Sun Jul 29, 2007 6:37 am

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"Merry Christmas to all and to all... a Sweet Christmas!"

Nuclear Power Man

PL: 6 (90)

abilities: (10)
STR 26 DEX 14 CON 20 INT 12 WIS 14 CHA 10

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

saves: (9)
TOU +8 FORT +8 REF +5 WILL +5

Skills (10/40)
bluff +6
disable device +4
knowledge: pop culture +4
knowledge: technology +4
intimidate +6
notice +4
profession: nuclear plant worker +4
search +4
sense motive +4

feats (6)
all-out attack, diehard, improved initiative, power attack, takedown attack, teamwork

Powers (39)
enhanced STR +16 (16)
enhanced CON +10 (10)
immovable +2 (extra: unstoppable +1) (4)
impervious TOU +5 (5)
protection +3 (3)
superstrength +3 (6)

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

costs
abilities 10 + combat 16 + saves 9 + skills 10/40 + feats 6 + powers 39 = 90 pts

:arrow: When Carl was caught in a wash of nuclear waste, he gained superstrength and unbreakable skin. realizing in that moment that he could use this power to help others, he became Nuclear Power Man
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1274

Postby Kreuzritter » Sun Jul 29, 2007 6:44 am

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"Hey, wait up! I told you, this thing's heavy!"

Iron Foot

PL: 6 (90)

abilities: (22)
STR 14 DEX 20 CON 16 INT 10 WIS 12 CHA 10

Combat: (12)
+9 init, +6/0 ATK, +6 DEF (+3 flat-footed)
+2/6 DMG (unarmed/Iron Foot)

saves: (7)
TOU +6/3 FORT +6 REF +5 WILL +5

Skills (14/56)
acrobatics +4
bluff +10
disable device +4
knowledge: technology +4
intimidate +4
language +4 (mandarin, cantonese, Japanese, Korean)
knowledge: pop culture +10
notice +4
profession: nuclear plant worker +4
search +4
sense motive +4

feats (26)
assessment, all-out attack, attack focus: melee 6, defensive attack, defensive roll 3, elusive target, improved block, improved disarm, improved initiative, improved sunder, improved trip, instant up, improved throw, power attack, stunning attack, takedown attack, taunt, teamwork, uncanny dodge

Powers (13)
immovable +2 (2)
strike "Iron Foot" +4 (feats: mighty pen 2, improved crit, extra: penetrating +1) (11)

Drawback
disability: Iron Foot (max dodge bonus +3, 2/3 normal speed) (-4)

costs
abilities 22 + combat 12 + saves 7 + skills 11/44 + feats 25 + powers 13 - drawback 4 = 90 pts

:arrow: Lenny's life changed forever the night he decided to sit down and watch way too many kung fu movies than can possibly be healthy. not only did the accumulated chop-sockey know-how of those ovies become embedded in his mind, making him a master of martial arts, but the radioactive emissions from his TV rendered his foot like unto a thing of Iron. naturally, lenny decided to use these powers to fight crime, and alongside his best friend Carl, Aka Nuclear Power man, they are The Heroes For Rent!
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1275

Postby Kreuzritter » Sun Jul 29, 2007 7:25 am

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Squish Thing

PL: 8 (120)

abilities: (-6)
STR 30 DEX 12 CON n/a INT 10 WIS 10 CHA 6

Combat: (28)
+5 init, +6 ATK, +6 DEF (- 1 size, +3 flat-footed)
+10 DMG (unarmed)

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

Skills (9/36)
Climb +4
Intimidate +10
Profession (nuclear Plant tehnician) +2
knowledge: pop culture +4
notice +4
search +4
sense motive +4
Stealth 4

feats (6)
All-out Attack, Chokehold, improved grab, improved initiative, Power Attack, ultimate toughness

Powers (84)
enhanced STR +6 (6)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
insubstantial +1 (5)
immunity +30 (fort) (30)
protection +8 (8)
regeneration +16 (rec bonus +8, I +4, D +2, R+2 (feats: persistant, regrowth, extra: true res +1) (20)
superstrength +1 (2)

drawbacks (-8)
mute (-4)
vulnerable: fire (very common, moderate) (-4)

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

complications
addiction ("Mmmmm... Beer")
Enemy (Grimey jr., Mr. Burns, Sideshow Bob)
Obsession ("Mmmmm... Food.")
naive (GM can autofail homer's sense motive)
responsibility (Marge [wife])
rivalry ("stupid, sexy Flanders")
temper
The Boy

costs
abilities -6 + combat 28 + saves 7 + skills 9/36 + feats 6 + powers 84 - drawbacks 8 = 120 pts

:arrow: A Simpsons Send-up of Swamp-Thing, Squish Thing was born from Homer's attempts to successfully combine beer with Lime Squishy. the predictable of course occurred, and in the explosion Homer fell into what was left of the family pool, where the combination of chlorinated water, past experments and who knows what else turned Homer into the Syrup-saturated mockery of a man you see before you
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1276

Postby Kreuzritter » Sun Jul 29, 2007 8:33 am

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"I rule the world below! Now I come to conquer the surface realm and -- Bah! Why am I bothering to explain myself? Prepare to be enslaved, soft-bodied ones!"

Magmo, The Lava Man

PL: 10 (150)

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

Combat: (32)
+6 init, +8/7 ATK, +8 DEF (-1 size, +1 dodge, +4 flat-footed)
+12/12/4 DMG (unarmed/blast/aura)

saves: (9)
TOU +12 FORT +10 REF +5 WILL +5

Skills (7/28)
intimidate +10
Notice +6
search +6
sense motive +6

feats (6)
atk focus: range, all-out attack, diehard, dodge, improved initiative, power attack

Powers (66)
Blast +12 (24)
elemental aura +4 (extra: continuous +1, flaw: permanent -1) (12)
Growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immunity +10 (age, suffocation, heat, pressure, heat damage) (10)
protection +5 (5)
superstrength +1 (2)

drawback
vulnerable: cold (uncommon, major) (-4)

costs
abilities 34 + combat 32 + saves 9 + skills 7/28 + feats 6 + powers 66 - drawback 4 = 150 pts

:arrow: Another of Radioactive Man's rogues gallery, Magmo is your typicall superterranean lava man warlord out to add the surface world to his domain
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Postby Kreuzritter » Sun Jul 29, 2007 9:43 am

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"Aw, Don't worry, Honey. I'll hunt down our friends who murdered you, One by one."

Marge, The Shadow-Mom

PL: 10 (150)

abilities: (42)
STR 20 DEX 16 CON 20 INT 12 WIS 20 CHA 14

Combat: (32)
+7 init, +10/10/8 ATK, +8 DEF (+2 dodge, +4 flat-footed)
+5/10 DMG (unarmed/sword)

saves: (7)
TOU +10/5 FORT +7 REF +6 WILL +7

Skills (30/120)
bluff +4
craft: artistic +6
concentration +8
diplomacy +8
gather info +8
intimidate +10
knowledge: arcane +8
knowledge: current events +6
knowledge: history +6
knowledge: pop culture +6
perform: nagging +10
perform: drama +4
profession: home-maker +12
medicine +4
notice +6
ride +6
sense motive +8

feats (21)
all-out attack, assessment, attack spec: sword, diehard, dodge 2, fascinate: nagging, fearsome prescence 5, improved block, improved initiative, improved overrun, move-by action, power attack, startle, takedown attack 2, uncanny dodge

Powers (16)
Device: Flame Sword +3 (9)
- Strike +5 (feat: mighty, improved crit, extra: penetrating +1) [13]
- AP: Blast +10 (feat: accurate +1) {11}
Device: Armor of Darkness +2 (8)
- Protection +5 (extra: impervious +1)

costs
abilities 42 + combat 32 + saves 7 + skills 30/120 + feats 21 + powers 16 = 150 pts

:arrow: In the far off place of Earthland Realms, there lived a brutal tyrant known only as the Shadow-knight, who ravaged and pillaged the realms as he pleased. Ironicly, his reign of terror was not ended by brave heros, but through the indirect action of a passing stranger, which eventually led to an uprising of the citizenry and the Shadow-knight's disembowlment. The peasants rejoicd, but it was cut short when the Shadow-Mom appeared. None else but the mother of the late dread lord, The Shadow-Mom, also called Marge, has descended upon the Reallms to wreak cold, terrible, and bloody vengeance upon the slayers of Bart.

:arrow: with bart, homer and lisa getting writeups, I felt it only fair to give Marge a suitable persona, especially once i saw the ending of a particular episode. What can I say, the idea of Marge as a supervillain just feels... right.
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Postby Ares » Sun Jul 29, 2007 11:55 am

What episode did the Shadow-Mom appear in?
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Postby Kreuzritter » Sun Jul 29, 2007 12:12 pm

that would be the closing image from "Marge Gamer", an episode from april wherein Marge gets email, and joins the MMORPG "Everland Realms". marge's new character is never named, but i figure she'd take "Shadow-Mom" to let her victims know why she's about to use their heads like a hackey sack (as demonstrated with what's left of Moe).

the whole sequence is presently up on youtube, btw. i actually only stumbled upon it when I was trying to find a good screencap f Knightboat (the crime solving boat).

similarly, kicking moe's head around is the only thing the Shadow-Mom is seen doing, but with the similarities to bart's character, i figured she'd get all of Shadow-Knight's abilities.

and I gotta say, after 2 days of simpson writeups, i really wanna see them in action.

any takers? surely there's somebody who wants to try running the Heros For Rent?
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1278

Postby Kreuzritter » Sun Jul 29, 2007 12:59 pm

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Knightboat, the crime-solving boat

PL: 10 (113)

abilities [42]
STR 35 INT 16 WIS 14 CHA 12 SPD 5

combat [11]
ATK +12/6 DEF +11/8 TOU +9 SIZE: huge

skills [13/52]
bluff +6
intimidate +6
investigate +10
Notice +10
search +6
sense motive +8
stealth +6

feats: [19]
assessment, fearless, master plan, sidekick: dave 16

features: [7]
alt move-driving, communications. ejector seat, jumping jacks, navigation systems, nitro injectors, oil slick

power [21]
Blast "laser" +8 (16)
impervious TOU +5 (5)

costs
abilities 42 + combat 11 + skills 13/52 + feats 19 + features 7 + powers 21 = 113

Dave

PL: 6 (80)

abilities: (22)
STR 14 DEX 16 CON 16 INT 10 WIS 14 CHA 12

Combat: (16)
+3 init, +4 ATK, +4 DEF (+2 flat-footed)
+2 DMG (unarmed)

saves: (10)
TOU +6/3 FORT +7 REF +5 WILL +6

Skills (14/56)
bluff +6
climb +4
diplomacy +4
boating +10
gather info +4
intimidate +4
knowledge: streetwise +4
notice +6
search +4
sense motive +6
stealth +4
swim +4

feats (18)
all-out attack, attractive, combat pilot 9, defensive attack, defensive roll 3, elusive target, improved block, power attack, takedown attack

costs
abilities 22 + combat 16 + saves 10 + skills 14/56 + feats 18 = 80 pts


:arrow: and there you have it, knightboat. my attempt to try and build an intelligent vehicle per vehicle rules. not my proudest achivement

:arrow: to understand things, knightboat uses daves ref save, initiative, and uses dave's combat pilot to meet it's caps
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Re: 1270

Postby Troubleshooter » Sun Jul 29, 2007 1:20 pm

Kreuzritter wrote:Goggles (do nothing) [0]


I nearly missed this one. Brilliant!
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1279

Postby Kreuzritter » Sun Jul 29, 2007 6:15 pm

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"Duffman says a lot of things. Oh yeah!!!"

Duffman

PL: 4 (60)

abilities: (26)
STR 18 DEX 10 CON 18 INT 10 WIS 12 CHA 18

Combat: (0)
+0 init, +4/0 ATK, +4 DEF (+4 dodge, +0 flat-footed)
+4 DMG (unarmed)

saves: (4)
TOU +4 FORT +4 REF +2 WILL +3

Skills (10/40)
acrobatics +4
Bluff +4
diplomacy +4
knowledge: pop culture +6
perform: spokesman +6
perform: dance +4
notice +4
search +4
sense motive +4

feats (20)
attactive, ATK focus: melee 4, distract, dodge 4, equipment 2, fascinate, inspire 2, minions 4

equipment
Bus [8]
cell phone [1]
really cool shades (as flash goggles) [1]

minions
10 cheerleaders (as bystander)

costs
abilities 26 + saves 4 + skills 10/40 + feats 20 = 60 pts

:arrow: spokeshero for the Duff Beer corporation, Duffman traves across america, making sure people can't get enough off that wonderful Duff
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Re: 1275

Postby Servitor_2152 » Sun Jul 29, 2007 7:31 pm

Kreuzritter wrote:Image

Squish Thing

:arrow: A Simpsons Send-up of Swamp-Thing, Squish Thing was born from Homer's attempts to successfully combine beer with Lime Squishy. the predictable of course occurred, and in the explosion Homer fell into what was left of the family pool, where the combination of chlorinated water, past experments and who knows what else turned Homer into the Syrup-saturated mockery of a man you see before you


You forgot the part where he realizes that he's actually the Earth's Syrup Elemental, charged with maintaining the balance between sugar and water, and capable of traveling anywhere on Earth via the extradimensional realm known as the Sticky.

:wink:
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E
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Postby Kreuzritter » Sun Jul 29, 2007 8:10 pm

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Brain-O

PL: 10 (150)

abilities: (10)
STR 16/0 DEX 16/0 CON 10 INT 30 WIS 20 CHA 10

Combat: (0)
+10 init, +8/0 ATK, +6 DEF (+3 flat-footed)
+3/6/12 DMG (unarmed/disintegrate/blast)

saves: (3)
TOU +14/0 FORT +3 REF +3 WILL +7

Skills: (24/96)
Computers +10
Craft: Mechanical +10
Craft: Chemical +8
Craft: Electronic +10
Gather Info +8
intimidate +10
Knowledge: Life Sciences +8
Knowledge: Technology +10
Notice +6
Medicine +8
Sense Motive +8

feats (7)
assessment, diehard, Eidetic memory, improvised tools, inventor, master plan, speed of thought

Powers (111)
mind sheild +2 (2)
telepathy +10 (21)
- AP: telekinesis +9 (feat: precise) [19]
Device: Support Tank +22 (88)
- Blast "Xeno-Ray cannon" +12 [25]
- AP: disintegrate +6 {24}
- enhanced STR +16 [16]
- enhanced DEX +16 [16]
- ATK focus: range 8 [8]
- DEF +6 [12]
- immovable +3 [3]
- Immunity +9 (life support) [9]
- Protection +14 (feat: impervious +7) [21]

drawback
disability: disembodied Brain (-5)

costs
abilities 10 + saves 3 + skills 24/96 + feats 7 + powers 111 - drawback 5 = 150 pts

:arrow: another Deadly for of Radioactive man 9ad end-boss of Bartman meets radioactive man for the NES), Bran-O is an archetypal brain in a jar, albiet one designed more like a dalek than the one in the rulebook
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Postby Dreaming Psion » Sun Jul 29, 2007 9:37 pm

Excellent job with the conversions, keep up the good work. I think Hypno Hea deserves some ranks in disguise, seeing as how he passed himself off as the phone reverend even in front of Radioactive Man and Bleeding Heart.
Check out the anime/manga 3e thread
My new Oddballs reborn thread
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Postby Kreuzritter » Sun Jul 29, 2007 9:53 pm

thanks. i'd been working almost exclusively from the info provided by the super-simpsons handbook, which didn't include such info, which is why it'll be some time before ou see writeups for lure lass or plasmo the mystic

anyway, we're coming down to the end, so here's a quick recap of whom to expect

Dr. Crab
Radioactive Spider
Weasel Woman
Black Partridge
Stretch Dude
Clobber Girl
Plasmo the Mystic
Weasel Woman
Mr. Horrible Gelatinous Blob

after that, i think i'll be taking a well-deserved break from what few simpsons related supers are left, in order to get back to some of my other converts, lke the Huntsman, Metalhead, Kangaroo Commando and Eye of Newt
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Postby Kreuzritter » Mon Jul 30, 2007 5:38 am

Image

"I hope this whole scene doesn't turn into a bummer. The idea that superheroes could travel around the countryside doing relevant things and blending in unnoticed with ordinary people seems crazy now!"

Black Partridge

PL: 8 (120)

abilities: (28)
STR 16 DEX 18 CON 16 INT 10 WIS 14 CHA 14

Combat: (24)
+8 init, +13/7/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+3/8 +3 DMG (unarmed/nauseate + sneak attack)

saves: (9)
TOU +6/3 FORT +5 REF +7 WILL +6

Skills (14/56)
acrobatics +6
Bluff +6
diplomacy +6
gather info +6
knowledge: current events +4
knowledge: pop culture +6
knowledge: streetwise +6
notice +6
sense motive +6
stealth +4

feats (20)
all-out attack, atk focus: melee, atk spec: unarmed 3, assessment, defensive roll 3, dodge 4, evasion, improved block, improved initiative, improved trip, improved throw, power attack, takedown attack

Powers (25)
Nauseate +8 (feat: sedation, extras: alt. save- will +0, area-cone +1) (25)
- AP: Dazzle +8 (extras: alt. save- will +0, area-cone +1) [24]

tradeoffs
+5 ATK/-3 DMG
+2 DEF/-2 TOU

costs
abilities 28 + combat 24 + saves 10 + skills 14/56 + feats 20 + powers 25 = 120 pts

:arrow: a heroine from the bongoverse, black partridge's claim o fame is her ability to lay down groovy psychadelic waves to confound, disorient or outright subdue her enemies
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