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Kreuz Control 3: The Imperfects (brigade, Johnny Ohm)

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Re: Kreuz Control 3: The Hellfire Club - Pyro, longshot

Postby Kreuzritter » Sat Sep 11, 2010 9:13 am

Image

Quicksilver
Created By: Stan Lee & Jack Kirby
First Appearance: X-men: misfits #1
Role: the spaz
PL: 7 (91)

Abilities (22)
STR 2 STA 2 AGI 4 FIGHT 4
DEX 3 INT 0 AWA 2 PRE 2

Skills (9/18)
athletics +6
perception +6
atk focus: unarmed +6

Advantages (6)
agile feint, def roll 2, attractive, evasion, move-by action

Powers (48)
enhanced DEF +12 (dodge 6, parry 6) (12)
movement +2 (wall run, water run) (3)
superspeed +7 (21)
strike "rapid attack" +2 (str based [2], extras: multiattack +1, selective +1) (12)

Offense
Melee +10 (+2/4 Damage), Initiative +32

Defenses (6)
Dodge +10, Parry +10, TOU +4/2, Fort +5, Will +5

Complications
prejudice: mutant
quirk: big eater. because of his superfast metabolism, Quicksilver winds up eating a lot morethan most people, and isn't above nicking stuff from other people's plates
quirk: short attention span. with quicksilver, life's to be lived a mile a second, so he gets bored pretty easy
relationship: Magneto. Quicksilver admires his father, and supports his pro-mutant philosophy, albeit in a more laid-back fashion
relationship: the hellfire club are Quicksilver's closest freinds
reputation: the Hellfire club have a reputation as a bunch of elitist snobbish jerks.

costs
Abilities 22 + Skills 9/18 + advantages 6 + Powers 48 + Defenses 6 = 91

:arrow: next up is Quicksilver, who doesn't get much characterization in the book, so i can't really comment. rp wise, he's pretty much your classic hyperactive spaz of a teen speedster
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Re: Kreuz Control 3: The Hellfire Club - Pyro, longshot

Postby Kreuzritter » Sat Sep 11, 2010 9:21 am

okay, that leaves two of the club to be statted, that being Havok and Forge, but I think they can wait a bit. mostly because a) there's not much difference between havok and pyro, and b) forge doesn't really get a chance to do anything.

so, X-men misfits is on hold for a spell, while I go looking for some other folks to build.

and, for the record, i won't be statting any DC characters, at least, not the ones you'd expect to see in the upcoming "heroes & villains" sourcebooks
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Re: Kreuz Control 3: Hellfire Club - Pyro, longshot, Quicksilver

Postby Kreuzritter » Sat Sep 11, 2010 10:37 am

Image

All-Star
Created By: Dan Slott & Min S. Ku
First Appearance: Justice League Adventures #13
Role: the rookie
PL 8 (120)

Abilities (32)
STR 1 STA 2 AGI 4 FIGHT 2
DEX 4 INT 0 AWA 2 PRE 1

Skills (14/28)
athletics +4
deception +4
insight +4
intimidation +4
perception +6
persuasion +4
ranged attack: Star-Charm +2

Advantages (7)
beginner's luck, diehard, evasion, improved initiative, luck, move-by action, teamwork

Powers (52)
Device: Star Charm (flaw: removable) (52)
- Comprehend +1 (languages) [2]
- Energy Control +10 [21]
- ap: move-object +10 {20}
- flight +12 (Advantage: agile feint) [25]
- force feild +4 [4]
- immunity +9 (life support) [9]
- movement +2 (environmental adaptation-zero gravity, space travel) [4]

Offense
Melee +1 (+1 Damage), Ranged +6/4 (+10 Damage), Initiative +8

Defenses (15)
Dodge +10, Parry +4, TOU +6/2, Fort +5, Will +6

Complications
secret identity: Olivia Dawson
motivation: doing good
responsibility: high school student

costs
Abilities 32 + Skills 14/28 + advantages 7 + Powers 52 + Defenses 15 = 120

:arrow: and here we have all-star, a one shot heroine from the DCAU comic book tie-ins, whose 'star charm' is a lost alien artifact that basicly makes her GL-lite.
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Re: Kreuz Control 3: Pyro, Longshot, Quicksilver, All-Star

Postby Kreuzritter » Sun Sep 12, 2010 8:26 am

So, for my next trick, i figure I'll be updating some of my older builds to 3rd ed, and that means the return of

The Imperfects

Image
yeah, this is the only actual group shot of them i could find.

The Roster
working left to right, we have

Hazmat
The Wink
Brigade
Dr. Niles Van Roekel
Johnny Ohm
Solara
Fault Zone
Paragon (not pictured)

The backstory

Our story begins with mad scientist Dr. Niles Von Roekel, who happens to be in charge of an alien super-soldier program. as his race is currently losing the war with another group of aliens, Van Roekel decides to correct the failures of his project by using superior experimental Stock, IE: humans.

After kidnapping and brainwashing some local superheroes to fight each other to test his theories, Van Roekel then brings in a batch of normal humans which he uplifts into vicious super-powered fighting machines, and we all know how that sort of thing turns out...

..oh, and those aliens his homeworld's at war with decide to invade earth.

the real world history

Back in 2004, Electronic Arts managed to snag the Marvel Liscence to create a multi-platform Fighting game Marvel Nemesis: Rise of The Imperfects, which also had a beat-em-up Story Mode, and the imperfects were created as batch of original characters to play the bad guys.

Unfortunately, Nemesis was a complete mess, with mediocre graphics, unbalanced, button-mashing gameplay, and other problems that resulted in the reputation of being one of the worst fighting games of the 21st century. it certainly didn't help that the game's tie in comic came out a whole year after its release.

that said, while the game sucked like a depressurized airlock, the character designs and backstory weren't exactly that bad, especially if one reads the tie-in book, an early effort by marvel's Greg Pak (writer of planet hulk and incredible hercules)
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Re: Kreuz Control 3: Rise of The Imperfects

Postby Kreuzritter » Sun Sep 12, 2010 9:54 am

Image

Brigade
real name: Sgt. Rick Landau, among others...
Created By: xxxxx
First Appearance:
Role: the big guy, the crazy one
PL 10 (150)

Abilities (60)
STR 14 STA 10 AGI 0 FIGHT 2
DEX 2 INT 0 AWA 1 PRE 1

Skills (11/22)
Athletics +4
close combat: unarmed +4
Expertise: Soldier +4
Intimidation +6
Perception +2
ranged combat:armcannons +4
Vehicles +2

Advantages (5)
all-out attack, diehard, improved hold, improved initiative, teamwork

Powers (64)
blast "arm cannons" +7 (14)
impervious TOU +14 (14)
immunity "zombie cyborg" +30 (fort) (30)
leaping +2 (2)
protection +4 (4)

Offense
Melee +6/2 (+14 Damage), Initiative +

Defenses (10)
Dodge +6, Parry +2, TOU +14, Fort n/a, Will +5

Complications
MPD: being made from the remains of a hundred man platoon, Brigade has each of their memories/personalities sounding off in his head, leading him to seize up under stressful situations...or go berserk
addiction: Like the other imperfects, brigade is wholly addicted to the "Perfection" nanoserum

costs
Abilities 60 + Skills 11/22 + advantages 5 + Powers 64 + Defenses 10 = 150

:arrow: one of the first imperfect revealed in preveiws of the game, Brigade's the resident powerhouse, the amalgamation of 100 dead US army soldiers killed in a botched black ops mission into a cybernetic zombie frankenstein's monster.

:arrow: naturally, I started with Brigade because powerhouses tend to be the simplest to build, and much of his design is owed to the DCA writeup for solomon grundy
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Re: Kreuz Control 3: Rise of The Imperfects

Postby Kreuzritter » Sun Sep 12, 2010 9:58 am

incidently, can anybody ID the artist for Brigade's picture?

i know he's drawn more of the imperfects, and i like their style better than jae lee's

UPDATE: never mind, turns out it and other pics are by noted comics celeb Terry Dodson
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Re: Kreuz Control 3: Rise of The Imperfects

Postby Kreuzritter » Sun Sep 12, 2010 1:29 pm

Image

Johnny Ohm
Real name: Johnny Ostrum
Role: the old-timer
PL 10 (147)

Abilities (42)
STR 6/2 STA 4 AGI 6/3 FIGHT 4
DEX 4 INT 0 AWA 2 PRE 2

Skills (25/50)
athletics +6
close combat: unarmed +4
deception +6
expertise: streetwise +4
intimidate +6
insight +4
persuasion +4
perception +6
ranged combat: electric control +6
vehicles +4

Advantages (11)
all-out attack, diehard, evasion, improved initiative, move-by action, power attack, precise shot 2, startle, taunt, uncanny dodge

Powers (56)
Electric control +10 (11)
- ap: move object "magnetic control" +5 [10]
electric aura +4 (16)
Enhanced STR +4 (8)
Enhanced AGI +3 (6)
flight +3 (6)
immunity +6 (age, electric damage) (6)
protection +4 (4)

Offense
Melee +6/4 (+6 Damage), ranged 10/4 (+10 damage) Initiative +10

Defenses (15)
Dodge +12, Parry +6, TOU +7/4, Fort +7, Will +6

Complications
addiction: Like the other Imperfects, Johnny is wholly addicted to the "Perfection" nanoserum
reputation: Johnny's an escaped death-row inmate.
Temper: ever since his first go at being young, Johnny's always been getting into fights. this isn't johnny change now that he's got the power to back up his big mouth.

costs
Abilities 42 + Skills 25/50 + advantages 11 + Powers 57 + Defenses 15 = 150

:arrow: Johnny Ostrum was gonna die for being in the wrong place at the wrong time, framed for double homocide by corrupt cops. not by the Chair (took em 3 tries, no dice), but rather the crushing weight of 40+ years behind bars. then he got picked up by Von Roekel, who gave him back not only his lost youth and vitality, but the power to light up anybody who gets in his way from now on.

:arrow: Johnny's one of the game's balanced characters, so i gave him a nice rounded build to match, albiet one favoring ranged combat over melee
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