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Kreuz Control: SHOCKMASTER!, Genesis, Apex

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136

Postby Kreuzritter » Mon Jun 12, 2006 6:40 pm

Image

Galatea

Taking on the whole Justice League? sounds like fun.

PL: 10 (150)

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

Combat: (32)
+2 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+9 DMG (unarmed/blast)

saves: (7)
TOU +10 FORT +8 REF +6 WILL +5

Skills (8/32)
bluff +8
intimidate +8
knowledge: tactics +5
notice +5
sense motive +6

feats (15)
attack focus: melee 2, diehard, all-out attack, chokehold, dodge focus 2, improved block, improved grab, improved grapple, power attack, startle, taunt, tough, uncanny dodge (super-hearing)

Powers (83)
blast +8 (17)
AP: Super Senses +6 (extended sight +1, extended hearing +1, x-ray vision) [6]
enhanced STR +16 (16)
Enhanced con +16 (16)
flight +5 (10)
immunity +9 (life support) (9)
impervious toughness +8 (8)
superstrength +6 (12)

drawbacks (-11)
Power Loss/Weakness [blast, immunity, impervious, super strength when exposed to kryptonite PLUS also a Weakness when exposed to Green Kyrptonite; both effects are Uncommon, causes -1 drain on ability scores per round and can kill] (-11)

complication
hatred (supergirl)
temper

costs
abilities 16 + combat 32 + saves 9 + skills 8/32 + feats 13 + powers 83 - drawback 11 = 150 pts

:arrow: concluding our first foray into the Hall of Justice, Galatea is designed to be a 'heel' version of DC's power girl, a supergirl clone raised and trained to be a supposedly loyal supersoldier, meaning she knows some HTH skill (i was gonna give her Krav maga from the MaMa, but i needed to cut corners).

:arrow: in a fight, Tea is all business, going right for the jugular and not stopping until her foe is down (and even then, she's the sort to toy with them afterwards)
Last edited by Kreuzritter on Sun May 20, 2007 8:46 am, edited 3 times in total.
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Postby Kreuzritter » Mon Jun 12, 2006 7:18 pm

Okay, so, for this upcoming fight, the scene should be set

[---]

Night has fallen over Metropolis, and from his office in the Daily Planet, Perry White looks out uneasily over the city. true, the evening edition has gone out on time, but his mind now is to the crisis at hand.

earlier today, three godlike super-criminals destroyed a mission to the moon, toppled mount rushmore, demolished an entire army, and as it says in tonights paper, have no ground the whitehouse beneath their heel. all because no one was there to stop them.

"I can't understand it," he shouts, "Where is he? I mean, he shows up every time a cat gets stuck in a tree, and now he decides to pull a disappearing act?"

Across the room, cub photographer jimmy olsen fidgits with his camera

"Maybe we just don' t know his game plan?" he suggests, black humor in his words."

"Game plan? It's fourth down and long yardage, the two-minute warning sounded and the ball's deep in our territory! How brilliant do you have to be?!"

watching their exchange, Lois Lane wants to tell them, to let them know the secret, and why their champion is missing, but the news is too heavy to tell, especially after she saw him last.

Just then, the wall to the city room explodes into the office, as two figures in black stride in. the first is non, a brutish, silent monster, his beady eyes looking for something to smash. then comes Ursa, moving with the lethal grace of a lioness. they part, and their leader enters the room.

He is big, but not overly muscular, despite his seeming middle age. His hair as ebon as his black uniform. and with his peircing gaze and thin beard, this General Zod looks very much like the devil.

"You promised me the son of Jor-El!" shouts back to the fourth invader, a bald man in a dark suit, none other than Lex Luthor.

"You're right," Luthor says, "Your Eminence, Your Grace, oh Fullest One...But er -- what I've given you is the next best thing. You just hold on to that little lady and, er he'll be along. You see they have this relationship and she does all his Public Relations and he gives her every exclusive. They're the best of friends."

a pause, before Zod gestures to his fellow criminals. "She lives - for now. Kill the rest." he then points at Luthor. "Starting with him."

as Non looms, Luthor again tries to weasel his way out, when suddenly, the air of dread is broken by a clear, stentorian voice.

"Haven't you heard of Freedom of the press?"

as one, all 7 occupants whip their heads to the window, looking out to see Superman floating there, arms folded across his chest, unafraid of the escapees from the Phantom Zone, before flying off into the city

though thunderstruck, the general quickly finds his voice:

"Come to me, Son of Jor-El! KNEEL BEFORE ZOD!"

and as one, the phantom zone criminals fly out from the building to face the son of their jailer

[---]

Image

VS

Image

okay, it's exactly as it sounds. a re-enactment of the climactic fight scene from Superman II, with Bizarro and Galatea playing the parts of Non and Ursa. (or two Paragons, if mort wants to play up their roles second bananas, his choice)

I hope Mortarion picks a good superman for this, cuz this fight's gonna get ugly...
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Postby Kreuzritter » Mon Jun 12, 2006 8:12 pm

updated Travel Agent with a picture and flavor text.
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Postby Travel_Agent » Mon Jun 12, 2006 8:51 pm

Kreuzritter wrote:Image

"making a strip mall in cleveland your first strike at world domination isn't going to bring in the heavy hitters"

Travel Agent
real name: wallace danbury
occupation: travel agency owner, part time adventurer
base of operations: cleveland, Ohio

PL: 8

abilities: (4)
STR 8 DEX 10 CON 10 INT 12 WIS 14 CHA 10

Combat: (18)
+ init, +7/5 ATK, +5 DEF (+1 dodge, +2 flat-footed)
+ DMG (unarmed

saves: (10)
DMG +4 FORT +1 REF +4 WILL +2

Skills (7/28)
bluff +4
computers +4
diplomacy +4
concentration +6
notice +4
Profession: travel Agent +6
sense Motive +4

feats (3)
attack specialization: teleport, dodge focus

Powers (80)
Device: Power gloves +20 (80)
- Teleport +9 (feats: change direction, progressionx2, extras: accurate +1, Portal +2 [49]
- AP: Teleport +9 (extras: Attack (Ref save) +0, Range +1) {27}
- Deflect +8 (all ranged, extra: action +1, ranged +1, reflection +1, redirection +1) [48]

tradeoff
-1 atk/ +1 save

costs
abilities 4 + combat 18 + saves 10 + skills 7/28 + feats 3 + powers 80 = 120 pts

:arrow: Travel agent, for your approval. he's something of a one-trick pony, but he's got some pretty good powers at his disposal

:arrow: in combat, TA prefers foes with ranged attacks, using deflect to throw their powers back at them, then using his Teleport AP to send them very far away. where, uh, that's up to the GM.

:arrow: exactly what block's TA's teleport attack should also be up to the GM, as the book hasn't given him enough exposure on such matters


Woo hoo Stats for my Namesake!
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Postby Dreaming Psion » Mon Jun 12, 2006 11:56 pm

Kreuzritter wrote:[img]
The Wicked Witch of The West

"I'll get you, my pretty, and your little dog, too!"

PL: 10 (150)



This is something I thought I would never see. Pretty cool. On the mind control you have duration listed as a feat instead of an extra.
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Postby mortarion » Tue Jun 13, 2006 3:42 am

Kreuzritter wrote:okay, it's exactly as it sounds. a re-enactment of the climactic fight scene from Superman II, with Bizarro and Galatea playing the parts of Non and Ursa. (or two Paragons, if mort wants to play up their roles second bananas, his choice)

I hope Mortarion picks a good superman for this, cuz this fight's gonna get ugly...


Okay, I haven't actually seen Superman II *ducks flying rubbish and debris* So i'll definately be doing it my way. I think i'll go with MDSnowman's Superman, but I may reconsider later
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Postby BARON » Tue Jun 13, 2006 5:03 am

Kreuzritter wrote:Image

feats (15)
attack focus: melee 2, diehard, all-out attack, chokehold, dodge focus 2, improved block, improved grab, improved grapple, power attack, startle, taunt, tough, uncanny dodge (super-hearing)


I feel compelled to congratulate anyone who refrains from giving a female comic book character the attractive feat, but especially in this case! I mean she shows skin so 99% of people on this board would give her that feat, but you did the right thing and didn't.
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Postby Kreuzritter » Tue Jun 13, 2006 5:29 am

what can I say, I remembered your opinion that attractive should go to those that actually use it (wind dragon), or to those that would actually stand out in the superheroic crowd (giganta). in this case, tea's simply too much of a thug to have it
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Postby Kreuzritter » Tue Jun 13, 2006 6:04 am

mortarion wrote:
Kreuzritter wrote:okay, it's exactly as it sounds. a re-enactment of the climactic fight scene from Superman II, with Bizarro and Galatea playing the parts of Non and Ursa. (or two Paragons, if mort wants to play up their roles second bananas, his choice)

I hope Mortarion picks a good superman for this, cuz this fight's gonna get ugly...


Okay, I haven't actually seen Superman II *ducks flying rubbish and debris* So i'll definately be doing it my way. I think i'll go with MDSnowman's Superman, but I may reconsider later


eh, I just meant it was them vs clark in the metropolis equivalent of times square
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137

Postby Kreuzritter » Tue Jun 13, 2006 7:45 am

Image

There is no one else who can pilot the Evas. As long as they survive, that is what I'll have them do.

Gendo Ikari

Shinji's father and the person he fears most, 48 year old gendo Ikari is the commander of NERV and head of the Human Instrumentality Project. he's cold, ruthless, calculating and without fear. And while he treats everyone harshly and the Children like weapons, he is extremely confident in NERV's chances of stopping the Angels and communicates this to his subordinates, who fail to realize that gendo has an agenda of his own. At any rate, people who do not like being stepped on should stay as far away from this man as possible

PL: 10 (150)

abilities: (25)
STR 12 DEX 10 CON 14 INT 15 WIS 20 CHA 14

Combat: (24)
+4 init, +8/6 ATK, +8/6 DEF (+ dodge, + flat-footed)
+1/4 DMG (unarmed/heavy pistol)

saves: (12)
TOU +4/2 FORT +4 REF +5 WILL +10

Skills (23/92)
bluff +10
computers +4
concentration +6
diplomacy +2
gather info +10
intimidate +10
invesigate +8
knowledge: arcane lore +8
knowledge: history +8
knowledge: tactics +8
notice +8
sense motive +10

feats (65)
assessment, attack spec: pistol, challenge 6 (durable lie, discrete inquiry, forceful intimidation, mass intimidation, powerful intimidation, read situation) connected, contacts, benefit 2 (security clearance, status), defensive roll 2, diehard, dodge focus 2, eidetic memory, equipment 20, fascinate: intimidate, fearless, improved initiative, leadership, master plan, minions 20, startle, quick draw, well-informed

costs
abilities 25 + combat 24 + saves 12 + skills 23/92 + feats 65 = pts

design notes: the latest in a long line of diabolical masterminds, I didn't intend for gendo to come out as PL10, but with his point costs, I also think it suits him. note the crummy diplomacy score and the gobs of challenges: "positive reinforcement" is not in this man's vocabulary.

tactics: depending upon their status in game, there's a chance your players may never meet with gendo at all. if they do however, and they've given fair instances of their abilities, Gendo will use everything in his power to coerce them into becoming Agents of whatever organization you've put him in, or to grind them into the dust, and his power is vast.
Last edited by Kreuzritter on Sun May 20, 2007 8:47 am, edited 2 times in total.
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Postby mortarion » Tue Jun 13, 2006 8:30 am

Kreuzritter wrote:
mortarion wrote:
Kreuzritter wrote:okay, it's exactly as it sounds. a re-enactment of the climactic fight scene from Superman II, with Bizarro and Galatea playing the parts of Non and Ursa. (or two Paragons, if mort wants to play up their roles second bananas, his choice)

I hope Mortarion picks a good superman for this, cuz this fight's gonna get ugly...


Okay, I haven't actually seen Superman II *ducks flying rubbish and debris* So i'll definately be doing it my way. I think i'll go with MDSnowman's Superman, but I may reconsider later


eh, I just meant it was them vs clark in the metropolis equivalent of times square


S'all good :D I'll definately be using the Galatea and Bizzaro as Non and Ursa F.Y.I, I should have it rolled out by the end of tonight, whether I can post it is another thing [Stupid malfunctioning Internet :evil: ]
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Postby Libra » Tue Jun 13, 2006 1:34 pm

Ahem. Mortarion, it says Co-Arch Henchman to the Grin in your signature for a reason. Choose Baron's build of Superman or loose your privelages!

Kreuzritter, keep up the good work!
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138

Postby Kreuzritter » Tue Jun 13, 2006 2:34 pm

Image

"Behind destruction exists creation, and behind creation exists destruction. Destroy, then create... This is the law of the Universe!"

Major Alex Louis Armstrong
Also known as: The Strong Arm Alchemist, "Colonel Clean" (by the fans)

Major Alex Louis Armstrong is the Strong Arm Alchemist, named for his skill of using arm strength in his alchemy. He was born into an elite family of alchemists and has mastered his family's techniques. A very intimidating man at first sight, Armstrong is actually a sensitive man who frequently weeps, and his sentimentalism prevents him from being promoted. he also has a habit of randomly takes off his shirt and flexes his huge muscles to show off his "beautiful body" to great comic effect, such that it seems that he is only ever fully clothed for two and a half minutes at a time.


PL: 10 (150)

abilities: (38)
STR 24 DEX 12 CON 24 INT 12 WIS 14 CHA 12

Combat: (28)
+5 init, +10/8 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7 DMG (unarmed/)

saves: (9)
TOU +10/7 FORT +8 REF +5 WILL +6

Skills (15/60)
bluff +6
craft: structural +8
craft: chemical +6
intimidate +8
knowledge: alchemy +6
notice +6
profession: State Alchemist +6
search +6
sense motive +8

feats (31)
assessment, atk spec: gauntlets, beginner's luck, benefit 2 (status: state alchemist, wealth), diehard, defensive roll 3, distract: intimidate, dodge 4, fascinate: intimidate, fighting style: might of the Armstrong family 10 (all-out attack, chokehold, defensive attack, elusive target, improved block, improved grab, improved pin, improved overrun, power attack, takedown attack) improved initiative, interpose, Jack of all trades, quick change, ritualist, uncanny dodge

Powers (29)
device: Alchemic gauntlets +7 (feat: restricted-alchemists) (29)
- blast "rockfists" +10 (extra: area-line +0, extra: penetrating +1) [35]
- AP: Trip "groundswell" +10 (extra: area-cone +0, knockback +1) {30}
- AP: earth control +10 (extra: area-burst +0) {20}
- AP: shape matter "alchemy" +12 (feats: precise 2, extra: duration +1, flaw: equivalent exchange -1, limit-metal/stone -1, range -1) {28}
- AP: blast "flying spike" +5 (feat: mighty, improved crit 2, extra: penetrating +1) {18}
- AP: Strike "gauntlets" +3 (feats: mighty, improved crit, extra: penetrating +1) {8}

complications
Enemy (Zolf Kimblee, 7 Sins, Scar)
honor
responsibility (state alchemist, soldier, Armstrong family, friends)
rivalry (strongmen)
secret (knowledge of Homunculi conspiracy)

costs
abilities 38 + combat 28 + saves 9 + skills 15/60 + feats 31 + powers 29 = 150 pts

design notes: with limited access to the anime save for youtube videos that focussed on his powerposing, the major was something of a pain to develop, until the umpteenth video clip hit me over the head with a comparison between him and one of wilgar's builds. with that, it was a quick effort to get the variations on his powers down, before deciding that yes, he can lift about a ton as his max load

tactics: lacking accuracy, the major makes up for it by the fact that nearly all of his ranged attacks require a good ref save, and he's pretty good with his fists too. but, before combat, Alex will in order use quick change (strip to the waist), distract (pink sparkles), and fascinate(power-pose) to get in his trash talk and maybe give his enemies a chance to surrender. if not, then he gets started with bringing the smacketh down

:arrow: And a severe overhaul comes at last to the Strong-Armed alchemist, to better reflect his abilities and personality.
Last edited by Kreuzritter on Mon Aug 20, 2007 5:22 pm, edited 3 times in total.
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139

Postby Kreuzritter » Tue Jun 13, 2006 5:05 pm

Image

"it's bigger! It's Badder! it's TOO MUCH for Mr. Incredible to handle!"

Omnidroid 9000

PL: 12 (180)

abilities: (6)
STR 32 DEX 20 CON n/a INT 10 WIS 20 CHA n/a

Combat: (48)
+9 init, +12 ATK, +12 DEF (+ dodge, + flat-footed)
+11/10 DMG (unarmed/strike)

saves: (9)
TOU +12 FORT n/a REF +10 WILL +9

Skills (10/40)
climb +8
notice +12
search +12
sense motive +8

feats (21)
ambidexterity, fearless, fighting style 15 (accurate attack, all-out attack, chokehold, defensive attack, fast overrun, improved block, improved grab, improved grapple, improved overrun, improved throw, improved trip, instant up, move by action, power attack, takedown attack) improved initiative, master plan, uncanny dodge 2 (visual, hearing)

Powers (86)
additional limbs 2 (2)
growth +8 (feat: innate, flaw: permanent -1) (17)
protection +12 (extra: impervious +1) (24)
Strike +10 (feats: improved critical , extras: penetrating +1, autofire +2) (42)
superstrength +6 (12)

costs
abilities 6 + combat 48 + saves 9 + skills 10/40 + feats 21 + powers 86 = 180 pts

:arrow: From Disney/Pixar's "The Incredibles", the Omnidroid 9000 is in essence a gigantic, mechanical attack dog, programmed with incredible brute power, deadly drill/chopper/claws, and a bucketload of combat feats

:arrow: so, whether as a portable death trap, sentry drone, or classic giant robot on the rampage, this thing will hopefully have your players begging for mercy after it's done with their hero characters
Last edited by Kreuzritter on Sun May 20, 2007 8:48 am, edited 2 times in total.
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Postby Kreuzritter » Wed Jun 14, 2006 8:45 am

Image

Mother Brain, version 2.0

PL: 12 (220)

abilities: (56)
STR 30 DEX 14 CON 30 INT 30 WIS 22 CHA 14

Combat: (36)
+2 init, +12/10/8 ATK, +6 DEF (+ dodge, + flat-footed)
+10/9/12 DMG (unarmed/disintegrate/blast)

saves: (9)
TOU +15 FORT +14 REF +2 WILL +11

Skills (24/96)
computers +12
concentration +12
disable device +12
gatherinfo +8
investigate +8
knowledge: tactics +10
knowledge; technology +12
notice +8
search +8
sense motive +6

feats (15)
assessment, connected, contacts, eidetic memory, fearless, fearsome presence 3, leadership, inspire 3, power attack, well-informed

Powers (80)
blast +12 (feats: accurate, improved critical extra: autofire +1) (39)
- AP: Disintegration +9 (feats: accurate 2) [38]
growth +8 (feat: innate, flaw: permanent -1) (17)
immunity +9 (life support) (9)
impervious toughness +10 (10)
protection +5 (5)

costs
abilities 56 + combat 36 + saves 9 + skills 24/96 + feats 15 + powers 80 = 220 pts

:arrow: concluding my Metroid series for now, Mother brain 2.0 (aka "Monster Brain") is meant to provide a more satisfiying final boss

:arrow: while physicaly impressive, Mother brain relies more upon her eye beams for damage dealing
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