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Kreuz Control: SHOCKMASTER!, Genesis, Apex

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848

Postby Kreuzritter » Fri Jan 12, 2007 6:05 pm

Image

"With my searing blades of righteousness, vengeance is mine!"

Crimson Phantom Vengeance, harbinger of blood red justice

PL: 10 (150)

abilities: (44)
STR 16 DEX 24 CON 20 INT 10 WIS 14 CHA 20

Combat: (32)
+11 init, +12/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/8 DMG (unarmed/blades)

saves: (11)
TOU +10/8/5 FORT +7 REF +12 WILL +6

Skills (20/80
acrobatics +12
climb +8
concentration +6
intimidate +12
knowledge: streetwise +6
notice +6
perform: drama +10
search +6
sense motive +6
stealth +8

feats (31)
acrobatic bluff, ambidexterity, assessment, attack focus: melee 4, defensive roll 2, diehard, distract: intimidate, dodge focus 2, evasion, fascinate: intimidate, fearless, fighting style 9 (accurate attack, defensive attack, improved block, improved disarm, improved trip, power attack, stunning attack, takedown attack 2), hide in plain sight, improved initiative, move-by action, startle, well-informed, uncanny dodge

Powers (16)
Device: phantom costume +4 (16)
- Protection +3 [3]
- supersenses +2 (darkvision) [2]
- Strike +5 (feat: mighty pen 3, improved critical 2, extra: pentrating +1) [15]

drawback (-4)
normal identity (full round) (-4)

costs
abilities 44 + combat 32 + saves 11 + skills 20/80 + feats 27 + powers 16 - drawback 4 = 150 pts

:arrow: An image superhero, CPV tried auditioning for a spot on wildguard, but failed to impress the judges with his dr. orpheus level melodramatic dialogue. and, while it looked like he eventually went bad, in truth he was simply a mind-controlled dupe of the show's real bad guy
Last edited by Kreuzritter on Sun May 20, 2007 12:13 pm, edited 2 times in total.
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Postby Kreuzritter » Fri Jan 12, 2007 6:10 pm

oh, and by this time next week, I bring you another ATT first, as I shall present the new rising star of DC comics

Image

Supernova!
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Postby Kreuzritter » Fri Jan 12, 2007 7:34 pm

Image

"Okay, so I'm not a Grand Thunder Mecha Man. But that doesn't make me any less a hero."

Strong-Bot

PL: 10 (150)

abilities: (22)
STR 30 DEX 14 CON n/a INT 14 WIS 14 CHA 10

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

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

Skills (12/48)
bluff +6
craft: mechanical +6
craft: electronic +6
disable device +6
knowledge: technology +6
notice +6
search +6
sense motive +6

feats (10)
assessment, attack focus: melee 2, dodge 2, improved initiative, improved grab, improved pin, inventor, power attack

Powers (71)
flight +3 (6)
immunity +40 (fort) (30)
immovable +2 (2)
protection +10 (extra: impervious +1) (20)
regeneration +5 (rec bonus +5) (5)
superstrength +4 (8)

drawbacks (-4)
vulnerable: magnetic attacks (uncommon, moderate) (-2)
vulnerable: power drains (uncommon, moderate) (-2)

costs
abilities 22 + combat 32 + saves 7 + skills 12/48 + feats 10 + powers 71 - drawbacks 4 = 150 pts

:arrow: Another Wildguard contestant, Strong-bot was the guy i rallied behind in the original vote, and depicted here in his true appearance
Last edited by Kreuzritter on Sun May 20, 2007 12:11 pm, edited 1 time in total.
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Postby Kreuzritter » Sat Jan 13, 2007 7:18 am

Image

Rabbot

PL: 10 (150)

abilities: (-22)
STR 30 DEX 14 CON n/a INT 2 WIS 10 CHA 2

Combat: (16)
+6 init, +0 ATK, +0 DEF (+ dodge, + flat-footed)
+10 DMG (unarmed)

saves: (0)
TOU +10 FORT n/a REF +2 WILL +0

Skills (3/12)
notice +6
sense motive +6

feats (2)
improved overrun, improved initiative

Powers (151)
deflect +10 (all ranged, extras: action +3, automatic +1, reflect +1) (70)
growth +10 (feat: innate, extra: continuous +1, flaw: permanent -1) (31)
immunity +30 (fort) (30)
impervious TOU +4 (4)
protection +6 (extra: impervious +1) (12)
snare "hairspray" +2 (4)

costs
abilities -22 + combat 16 + skills 3/12 + feats 2 + powers 151 = 150 pts

:arrow: debut foe of the Aqua Teen Hunger Force, the rabbot's prescence can still be felt throughout the first 3 seasons
Last edited by Kreuzritter on Sun May 20, 2007 12:10 pm, edited 1 time in total.
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Postby Kreuzritter » Sat Jan 13, 2007 7:42 am

Image

No, I love the liquid inside people. How many times I gotta tell you man, I'm insane! I eat people juice! Nobody's gonna hire a people juice eater!

MC P-Pants

PL: 4 (78)

abilities: (34)
STR 24 DEX 20 CON 24 INT 10 WIS 6 CHA 10

Combat: (0)
+5 init, +0 ATK, +0 DEF (+ dodge, + flat-footed)
+ DMG ()

saves: (0)
TOU +7 FORT +7 REF +5 WILL -2

Skills (8/32)
bluff +8
diplomacy +2
intimidate +12
notice +4
perform: rap +6

feats (3)
distrct: bluff, fascinate: bluff, startle

Powers (33)
regeneration +1 (res +1, feat: reincarnation, extra: true res +1) (3)
snare +8 (feat: tether) (17)
supermovement +1 (wall-crawling) (2)
supersenses +5 (darkvision, tremorsense) (5)
superstrength +3 (6)

costs
abilities 34 + skills 8/32 + feats 3 + powers 33 = 78 pts

:arrow: Gentelemen... BEHOLD! the single most persitant annoyance of the Aqua Teen Hunger Force, and a fair indicator of their campaign level, mwa-ha-ha-ha *hack* *cough* *wheeze*

:arrow: anyway, I'm pretty sure this covers the bases. he shows up, uses his hypnotic jams (Fiated, naturally), and waits down at an abandoned warehouse for them to show up so they can try to carry out his unbeleively ridiculous plan. unfortuntely for him, all he ever gets are Meatwad and Carl, and usually dies within the next two hours

:arrow: for the record, superstrength was for his swinging dr. weird around like a baseball bat
Last edited by Kreuzritter on Sun May 20, 2007 12:09 pm, edited 1 time in total.
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Postby Kreuzritter » Sat Jan 13, 2007 8:07 am

Image

"Spider-Man: Threat or Menace?"

J. Jonah Jameson

PL: 5 (99)

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

Combat: (16)
+1 init, +4 ATK, +4 DEF (+ dodge, + flat-footed)
+1 DMG (unarmed)

saves: (11)
TOU +0 FORT +5 REF +4 WILL +6

Skills (30/120)
bluff +8
computers +4
concentration +4
craft: writing +6
diplomacy +6
drive +4
gather info +10
intimidate +8
investigate +8
knowledge: business +6
knowledge: civics +4
knowledge: streetwise +8
knowledge: pop culture +8
notice +6
perform: bluster +8
profession: editor +10
profession: journalist +6
search +8
sense motive +8

feats (16)
assessment, benefit 5 (status: Press, wealth 4), contacts, connected, equipment 2, fascinate: bluster, inspire 2, leadership, master plan, well-informed

Equipment
headquarters: the Daily Bugle (size: huge, TOU 10, Features: communications, computers, fire prevention system, library, security system, workshop) [10]

costs
abilities 24 + combat 16 + saves 11 + skills 30/120 + feats 16 = 99 pts

:arrow: I said build 800 had a movie coming out, i never said he was the headliner.

:arrow: at any rate, ol JJJ here's ready to act as a walking complication for your games, complete with stats for the bugle. and while he may not look it, JJJ is actually pretty damn good at his job

:arrow: for a comical bent, I did actually consider giving Jameson something like luck or probability control, just so the PC's really do get an HP just from being in the room with brushtop
Last edited by Kreuzritter on Sun May 20, 2007 12:09 pm, edited 3 times in total.
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Postby Libra » Sat Jan 13, 2007 11:12 am

Don't forget his talent for heaping verbal abuse on Webslinging Superheroes. :D
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

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Postby Kreuzritter » Sun Jan 14, 2007 8:07 am

hence his perform, intimidate and fascinate
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Postby Kreuzritter » Sun Jan 14, 2007 7:22 pm

Image


Blacktop

PL: 10 (150)

abilities: (2)
STR 30 DEX 14 CON n/a INT 10 WIS 12 CHA 10

Combat: (32)
+2 init, +9/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10/10/7 DMG (unarmed/blast/corrosion)

saves: (6)
TOU +10 FORT n/a REF +5 WILL +4

Skills (7/28)
bluff +6
drive +4
intimidate +6
knowledge: pop culture +6
profession: athlete +6

feats (5)
attack focus: melee, dodge 2, improved overrun, power attack

Powers (105)
enhanced STR +14
blast +10 (20)
corrosion +7 (extra: aura +1, continuous +1, flaw: permanent -1) (21)
elongation +5 (5)
immunity +30 (fort) (30)
insubstantial +1 (5)
protection +10 (extra: impervious +1) (20)

drawback
vulnerable: cold (uncommon, major) (-3)

costs
abilities 2 + combat 32 + saves 6 + skills 7/28 + feats 6 + powers 5 - drawback 3 = 150 pts

:arrow: a wildguard foe, blacktop was a football player turned creature of living, burning tar in a freak accident, with emphasis on burning rather than tar
Last edited by Kreuzritter on Sun May 20, 2007 12:08 pm, edited 2 times in total.
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Postby Kreuzritter » Sun Jan 14, 2007 8:56 pm

Image

Mad Stan

PL: 10 (139)

abilities: (32)
STR 24 DEX 14 CON 24 INT 10 WIS 10 CHA 10

Combat: (32)
+6 init, +10 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/8/5/10 DMG (unarmed/blaster rifle/grenade/dynamite/plastique)

saves: (13)
TOU +10/7 FORT +10 REF +7 WILL +5

Skills (20/80)
bluff +4
computers +4
Craft: electronic +6
craft: chemical +6
demolitions +10
disable device +6
drive +6
intimidate +10
knowledge: streetwise +4
notice +6
pilot +6
sense motive +6
stealth +6

feats (42)
ambidexterity, assessment, attack spec: rifle, dodge 4, defensive roll 3, endurance, equipment 17, diehard, fighting style 10 (all-out attack, chokehold, defensive attack, elusive target, improved block, improved grab, improved grapple, improved overrrun, power attack, takedown attack), improved initiative, improvised tools, inventor, ultimate demolitions

equipment [85]
multi-tool [1]
blaster rifle (extra: autofire +1) [24]
dynamite [15]
plastic explosives [30]
frag. grenades [15]

costs
abilities 32 + combat 32 + saves 13 + skills 20/80 + feats 42 = 139 pts

:arrow: a recurring foe of Batman II, Mad Stan's a big guy and a grade-A nutjob. he could be trying to blow up city hall because he thinks they're in league with commies, or a department store because he couldn't return merchandise. if anything, he's more of a speed-bump foe, meant to be whupped quick in a fight, with disarming his bombs taking priority
Last edited by Kreuzritter on Sun May 20, 2007 12:08 pm, edited 2 times in total.
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Postby Jerks » Sun Jan 14, 2007 9:10 pm

In regards to the JJJ build

Perform: Bluster...

priceless
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Postby Kreuzritter » Mon Jan 15, 2007 9:29 am

Image

"Gentlemen... BEHOLD!"

Dr. Weird

PL: 5 (75)

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

Combat: (8)
+0 init, +0 ATK, +4 DEF (+2 flat-footed)
+5 DMG (trip)

saves: (10)
TOU +0 FORT +4 REF +2 WILL +4

Skills (15/60)
bluff +6
computers +4
craft: chemical +4
craft: electronic +4
craft: mechanical +4
disable device +4
knowledge: life sciences +4
knowledge: physical sciences +4
knowledge: streetwise +4
knowledge: technology +6
medicine +4
profession: superscientist +4
notice +4
sense motive +4

feats (7)
beginner's luck, equipment 3, master plan, inventor, minion

Powers (15)
Trip "super-breath" +5 (extra: knockback +1, area-cone +1, flaw: range -1) (15)

equipment [15]
headquarters: The Laboratory of Dr. Weird (Size large, TOU 15, Features: communications, computer, dock, fire prevention system, holding cells, infirmary, isolated, laboratory, library, living space, workshop) [15]

minion:
Steve (as scientist)

costs
abilities 20 + combat 8 + saves 10 + skills 15/60 + feats 7 + powers 15 = 75 pts

:arrow: No sampling of ATHF characters is complete without Dr. Weird, whose antics opened all the eps of the first 3 seasons
Last edited by Kreuzritter on Sun May 20, 2007 12:07 pm, edited 1 time in total.
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Postby Green Gremlin » Mon Jan 15, 2007 6:59 pm

"Gentlemen, Behold I call it TACO ISLAND!"
"None of you understand. I'm not locked up in here with you. You're locked up in here with me."
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Postby Kreuzritter » Tue Jan 16, 2007 9:19 pm

Image

Bi-Plane

PL: 10 (94)

abilities: (20)
STR 10 DEX 16 CON 12 INT 18 WIS 14 CHA 10

Combat: (16)
+11 init, +4 ATK, +15 DEF (+4 dodge, +6 fav. environment, +2 flat-footed)
+0 DMG (unarmed)

saves: (12)
TOU +5/1 FORT +5 REF +8 WILL +5

Skills (16/64)
bluff +6
craft: mechanical +8
craft: electronic +6
gather info +6
intimidate +4
knowledge: streetwise +6
knowledge: physical sciences +6
knowledge: technology +6
notice +6
pilot +12
sense motive +6

feats (22)
assessment, defensive attack, dodge 4, evasion 2, favored environment: flight 7, improved initiative 2, improved defense, inventor, Master Plan, move by action, well-informed

Powers (12)
device: Flight suit +3 (12)
- Flight +5 [10]
- Protection +4 [4]
- environmetal adaptation: high altitude +1 [1]

drawback (-4)
normal identity (full round) (-4)

costs
abilities 20 + combat 16 + saves 12 + skills 16/64 + feats 22 + powers 12 - drawback 4 = 94 pts

:arrow: an obvious homage to the vulture, Bi-plane's first and last appearance had him planning to destroy Denver with an atomic blast in a suicide run. Fortunately, this act was thwarted by The immortal, who proceeded to use Bi-Plane to demonstrate Kirkman's Law ("When in doubt, toss them into space.")
Last edited by Kreuzritter on Sun May 20, 2007 12:07 pm, edited 1 time in total.
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Postby Kreuzritter » Wed Jan 17, 2007 9:22 am

Image

"Leave us Morlocks alone, Or pay the price."

Marrow

PL: 10 (150)

abilities: (30)
STR 20 DEX 24 CON 24 INT 10 WIS 14 CHA 8

Combat: (32)
+11 init, +10/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/8 +2 DMG (unarmed/bone knives + sneak attack)

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

Skills (22/88)
acrobatics +12
bluff +4
climb +8
intimidate +10
notice +10
search +10
sense motive +6
stealth +8
survival +12
swim +8

feats (34)
acrobatic bluff, attack spec: bone knives, attack spec: throwing bones, ambidexterity, assessment, defensive roll 3, dodge 2, diehard, endurance, fighting style 18 (accurate attack, all-out attack, blind-fight, chokehold, defensive attack, evasion, improved block, improved disarm, improved grapple, improved pin, improved trip, power attack, quick draw, sneak attack, startle, stunning attack, takedown attack 2), move-by action, track, instant up, uncanny dodge

Powers (22)
create bones +1 (feat: innate, extra: duration +1) (4)
regeneration +5 (rec rate: B+1, U +1, I+1, S+1, D+1) (5)
supersenses +2 (darkvision) (2)
strike "Bone knives" +3 (feats: mighty, improved crit. 2, split attack, extra: penetrating +1) (11)
- AP: blast "throwing Bones" +3 (feat: ranged pin, extra: autofire +1) [10]

complications
enemy (Sentinels)
prejudice (mutant)
reputation (Terrorist)
responsibility (Callisto [mother figure], Morlocks [community])
rivalry (X-men, storm and wolverine in particular)
secret (location of Morlock lair)
temper

costs
abilities 30 + combat 32 + saves 10 + skills 22/88 + feats 21 + powers 21 = 150 pts

:arrow: Under very little provocation, I decided to stat Marrow. As once said by MDsnowman, she's basicly a poor man's wolverine, but Given her upbringing, i figured i'd differentiate her by putting the focus on her combat skills, and make her the ranger/barbarian to wolverine's fighter

:arrow: when I started this build, I wanted to give Marrow the weapon summoning power (since that's more or less how her bone powers work), but after looking it over, i decided to just build her powers as a respective strike and blast (since marrow has 'free' ammo for her throwing knives). the ranged pin on her knives are so she can stake somebody to the wall when she connects. and, since the attack is often depicte as a flurry, i felt that justified the autofire
Last edited by Kreuzritter on Sun May 20, 2007 12:06 pm, edited 2 times in total.
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