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Kreuz Control - DOOM!, Hydra, Azazel, Angel, Juggernaut

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Re: Kreuz Control: Buff, Stan Lee, Atlantitan

Postby Setothes » Sun Sep 09, 2012 3:09 am

Aquaman as Ultraman? That crosses the line between mad and genius so many times that my brain just broke. Love it!
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Postby Kreuzritter » Tue Oct 09, 2012 7:45 am

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Tetrominov

"I am the man who arranges the blocks..."

PL 7

abilities (30)
STR 2 AGI 2 FIT 2 AWA 3
STA 2 DEX 3 INT 0 PRE 1

powers (49)
building blocs - create +8 (extra: continuous +1, impervious +1) (33)
- bloc drop - ranged damage +7 [14]
blochead - protection +8 (extra: impervious +1) (16)

Advantages (7)
diehard, evasion 2, improved initiative, skill mastery: expertise, languages (english, russian native), move-by action

Skills (7/14)
expertise: construction +4, insight +3, perception +4, ranged combat: blocks +3

Offense
+6 bloc drop +8 ranged damage
+2 unarmed +2 close damage

Defense (12)
TOU +10 dodge +4, fort +6 Parry +4 will +6

Total
abilities 30 + powers 49 + advantages 7 + skills 7/14 + defenses 12 = 105

:arrow: a quickly done 3rd ed character based on Pig With The Face of a Boy's "Complete History of The Soviet union".
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Postby Kreuzritter » Mon Oct 15, 2012 1:24 pm

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General Gongen

PL 11

Abilities (30)
STR 16 AGI 2 FIT 5 AWA 3
STA 16 DEX 2 INT 0 PRE 3

Powers (98)
eyes like an eagle: extended sight 1 (1)
Great Stone Colossus: Growth +16 (extras: continuous +1, impervious TOU +1), Immunity 10 (life support) (74)
Sweeping arm strike: Area cone damage +11 (23)
- thunderclap: burst area Auditory dazzle +11 [22]

Advantages (15)
benefit 4 (diplomatic immunity, wealth 2, status: General), connected, diehard, fast grab, improved grab, improved hold, improved initiative, inspire 3, languages (english, high lemurian native), leadership, move by action

Skills (12/24)
athletics +4 (20)
expertise: Singing +4 (7)
intimidation +4 (15)
insight +4 (+7)
Perception +4 (7)
persuasion +4 (7)

Offense
Initiative +6
Sweeping arm strike Cone Area dmage +11
thunderclap burst area, affliction +11
unarmed, close, Damage +16

Defenses (10)
TOU +16 dodge +6, fort +16 Parry +6 will +6

Total
abilities 30 + powers 98 + advantages 15 + skills 12/24 + defenses 10 = 165

:arrow: A potential Crinoverse NPC, General Gongen is one of the Evo-Lutionaries of High Lemuria, a city-state of supermen that until a couple of years ago, had been trapped in a chaos dimension where they had been at war with endless kirby-esque alien horrors. When their home asteroid became an island a few hundred miles off the coast of Hawaii, these smug, xenophobic arrogant jerkfaces who were being led by an insane tyrant Nearly went to war with the USA before peace was brokered.

For his part in the conflict, Gongen had personally led an attack on the Hawaiin Islands, only demonstrate beyond a shadow of a doubt that fighting unknowable horrors from beyond is a far different matter from fighting human military forces (and a few superheroes whose vacations were rudely interrupted), resulting in their defeat and capture. Since then, Gongen's defeat and tactical incompetance has made him a laughing stock amongst his people. Oddly enough, Gongen has not let this shame get him down, and is an advocate for the Evo-Lutionaries to interact with the rest of humanity, if only because the 'mere mortals' advances in entertainment and food service industries far outstrip High Lemuria's own.

Gongen's other concern is for Durga, his teenaged daughter, who last year suffered similar humiliation when she failed to keep a member of the high lemurian Aristocracy from being 'kidnapped' (read: ran away from High Lemuria to experience the outside world), and to that end has supported Durga's choice to petition for Envoyship into the outside world

:arrow: originally, Gongen was going to just actually be Wyzen from Asura's wrath, a quick namedrop in the backstory of Durga. But, as I worked on said backstory, that changed to not only make him not an oversized henchthug, but a sympathetic character in the vein of Volstagg from Marvel comics, Star Trek: Deep Space 9's Kor, or Miles Gloriosus from "A Funny Thing Happened on The Way to The Forum".

:arrow: to that end, I built Gongen as-is, a powerful warrior/abomination-killing demigod, who can liven up any party he goes to and can rally the spirits of those under his command, but couldn't march an army of lemmings off a cliff
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Postby Kreuzritter » Tue Oct 23, 2012 7:21 pm

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The Songbird

PL 10

Abilities (54)
STR 12 AGI 5 FIT 6 AWA 2
STA 13 DEX 3 INT 0 PRE 2

Powers (54)
Beast of America: growth +8 (innate, permanent +0), immunity (cold, poison, disease, suffocation), impervious +8 (38)
Creature of the Sky : Flight +6 (12)
Watchful Eye: senses +3 (direction sense, distance sense, extended vision), feature +1 (headlights) (4)

Advantages (12)
chokehold, diehard, fast grab, fearless, improved grab, improved hold, improved initiative, interpose, move-by action, seize initiative, takedown, tracking

Skills (15/30)
acrobatics +6 (+11)
athletics +6 (+18)
close combat: unarmed +2 (+8)
intimidation +8 (+10)
perception +8 (+8)

Defenses (15)
TOU +13 Dodge +7 Fort +13 Par +7 Will +7

Total
abilities 54 + powers 54 + advantages 12 + skills 15/30 + defenses 15 = 150

:arrow: the signature monster of the upcoming game Bioshock Infinite, the Songbird is the ever watchful guardian/symbol of the airship city of Columbia, and until you find her, the guardian, jailer and sole freind of Elizabeth, the mysterious young woman you're sent in to rescue. Good news is there's only one Songbird in the game. Bad news is that it feels personally betrayed by Elizabeth's escape, and will stop at nothing to get her back, chasing you across the entire game until you are dead and she's back in the Songbird's gilded cage

:arrow: mechanicly, the songbird was pretty easy to figure out from only a few moments of in game footage from the various trailers, in that its basicly King Kong as a flying monkey, a monstrous juggernaut that needs no weapon other than its horse-sized fists. odds are this is a slightly scaled up version from what you'll actually fight in-game, geared more for fighting superheroes than disgraced pinkerton agents
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Re: Kreuz Control: Atlantitan, tetrominov, Gongen, Songbird

Postby Thorpacolypse » Wed Oct 24, 2012 5:35 pm

Wait a minute...these last few builds are in 3E...

Hast though been converted? :shock:
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Re: Kreuz Control: Atlantitan, tetrominov, Gongen, Songbird

Postby Kreuzritter » Thu Oct 25, 2012 5:26 am

not quite yet, but some of the games that are coming up in the crinoverse are going to be 3rd ed, so I figured I should get myself in the swing of things

that, and I do enjoy the names we can put to the powers now
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Postby Kreuzritter » Thu Oct 25, 2012 8:11 am

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Skeleton Key Joni

PL 8

Abilities (40)
STR 1 AGI 5 FIT 3 AWA 3
STA 3 DEX 3 INT 0 PRE 2

Powers (37)
feature: Skeleton Key (open/close any lock) [1]
Keymaster: array (37)
- emergency exit: Teleport +8 (extras: accurate +1, portal +2, flaw: Medium-doorways -1) [32]
- Gatekeeper: Nullify (dimensional effects, concentration +1, area +1, simultaneous +1) [32]
- Micro-gate: blast +8 (variable-any environmental descriptor) [18]
- Dimension Door: Movement +3 (Dimension Travel 3: Any Dimension, extras: Increased Mass 2, Portal +2, flaw: medium-doorways -1) [11]
- summoned Scooter: Speed +5

equipment
sword +3 (str-based, improved crit) [10]
blaster pistol +5 [10]
smartphone [1]

Advantages (9)
equipment 3, def roll 3, improved initiative, languages (english, japanese native) move-by action

Skills (19/38)
athletics +5
insight +5
close combat: sword +4
expertise: dimensions +4
perception +5
ranged combat: pistols +4
ranged combat: microblast +5
stealth +4

offense
unarmed +3 +1 close dmg
sword +7, +4 close dmg
blaster pistol +7, +5 ranged dmg
microgate: +8 +8 ranged dmg

Defenses (15)
TOU +6/3 DODGE +10 FORT +5 PARRY +8 WILL +6

Total
abilities 40 + powers 37 + advantages 9 + skills 19/38 + defenses 15 = 120 pts

:arrow: the cover girl to BESM (big Eyes, Small Mouth) 3rd edition, Joni is a Skeleton Key, a being born with a special affinity to all doorways and locks, be they real (such as a door) or metaphorical (such as a computer password), and even those between dimensions. Skeleton Keys are very rare, and by their nature highly sought after across the multiverse, thus they quickly adopt a life on the run.

:arrow: in her case, Joni is a newly awakened Key, barely aware of what she's capable of. as an example, a last minute change was the summoned scooter ability, wherin she pulls out her transportation from a dimensional 'storage locker'. with xp, she can buy create to simulate being a dimensional packrat, allowing her to summon any peice of equipment she's been able to get her hands on, an ability best discussed with one's GM first, thus why she gets the scooter. A more experienced Skeleton Key would undoubtedly resemble Vortex from the Emerald City Sentinels
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Postby Kreuzritter » Thu Oct 25, 2012 5:32 pm

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MOEDOK

PL 8

Abilities (40)
STR 0 AGI 0 FIT 0 AWA 4
STA 2 DEX 2 INT 10 PRE 2

Powers (48)
Hover-throne Armor: container (flaw: removable) (48)
- gravitic generator: flight +5, enhanced Dodge +6 [16]
- Kendrium chassis: Protection +8 [8]
Biotic Amplifier: array [34]
- Direct Control: Mind Control +8 {32}
- Brain-scan: Mind reading +8 (extra: cumulative +1, subtle) {25}
- Directed Mass Field: Move object +8 (extras: perception +1, precise) {25}
- Mento-blast: Blast +8 (extras: resisted by will +1, perception +1) {32}
- Stasis beam: Affliction +8 (resisted by Will, hindered and immobile, extra: Perception +2) [32]

Advantages (7)
eidetic memory, diehard, improved initiative, improvised tools, inventor, language (english, Japanese native), move-by action

Skills (15/30)
expertise: Engineering +4 (14)
Expertise: Science +6 (16)
insight +4 (8)
investigation +4 (14)
Perception +4 (8)
persuasion +4 (6)
technology +4 (10)

Offense
unarmed +0, Close, damage +0
mento blast, perception dmg +8 (resisted by will)
stasis beam, Perception affliction +8, hindered/immobile, (resisted by will)

Defenses (10)
TOU +10 DODGE +6 FORT +6 PARRY +0 WILL +10

complications
Invalid: If MODEK is removed from her armor, her head will be too great for her body to support, leaving her helpless as a baby

Total
abilities 40 + powers 48 + advantages 7 + skills 15/30 + defenses 10 = 120 pts

:arrow: no idea what MOEDOK stands for, and I'm not sure I even want to contemplate her origin, I originally snagged MOEDOK's picture for my Erzatz moon project, and the basic design concept was MODOK as a teenaged japanese MoeBlob. then as I was writing up her abilities, I started borrowing terms from Mass Effect i've learned via osmosis, and so MOEDOK is now a potent Biotic in training ready to be dropped into any hero high setting
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Postby Kreuzritter » Mon Oct 29, 2012 7:49 am

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Buzz

PL 7

Abilities (24)
STR 0 AGI 3 FIT 1 AWA 2
STA 2 DEX 0 INT 3 PRE 1

Powers (54)
swarm form: container +10 (50)
- stinging swarm: cumulative affects corporeal selective burst affliction +6 (resisted by fort, dazed, stunned, incapacitated) [30]
- cloud of bugs: Insubstantial +2, protection +2 [12]
- float like a butterfly: flight +3, enhanced Dodge +4 [8]
bug eyes: senses +3 (ultravision, acute/accurate smell) (4)

Advantages (3)
diehard, luck, improved initiative, move-by action

Skills (11/22)
expertise: mysteries +4
insight +4
investigation +4
perception +6
stealth +4

offense
unarmed +1, +0 close dmg
stinging swarm, area affliction 6 (resisted by fort)

Defenses (12)
TOU +4/2 DODGE +10/6 FORT +5 PARRY +4 WILL +5

Total
abilities 24 + powers 54 + advantages 4 + skills 11/22 + defenses 12 = 105

Complications:
bug eyes: Buzz was born with insectile compound eyes, which he normally hides behind thick sunglasses
motivation: I smell a mystery! - Buzz is a curious about the many mysteries surrounding Forton
NERD!: Buzz is an egghead in a hick town in texas. do the math.

:arrow: a pc i threw together for Kenseido's Forton, Texas game, which to sum up the pitch in 4 words, it's "the goonies with superpowers"
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Postby Kreuzritter » Tue Oct 30, 2012 3:39 pm

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Madame Masque

PL 8 (120)

Abilities (48)
STR 2 AGI 4 FIT 4 AWA 2
STA 3 DEX 4 INT 2 PRE 3

Powers (15)
Holographic disguise mask: Morph 3 (humanoids, alt effect: Concealment 5 [all visual], flaw: removable) (15)

Advantages (14)
attractive, Benefit 4 (multi-millionaire), connected, contacts, equipment 4, evasion, improved initiative, move-by action

Skills (27/54)
acrobatics +6
deception +7
close combat: unarmed +7
insight +6
ranged combat: energy weapons +7
persuasion +7
technology +6
stealth +8

Defenses (16)
TOU +6/3 DODGE +10 FORT +6 PARRY +8 WILL +5

offense
unarmed +11, close damage +3
heavy blaster +11, ranged damage +5

equipment
heavy blaster +5 (extra: penetrating +1) [15]
armored costume +3 [3]

complications
Love and War: Whitney was in love with Tony Stark, but wants revenge after he put her father in a coma
Masked Madness: Longterm use of the mask is slowly driving Whitney insane
Motivation - Revenge: Madame Masque is driven to pay back those who've done her wrong
secret identity: only a select few know that Madame Masque and heiress Whitney Stane are the same person. Unfortunately for her, most of them are in positions to stop her

Total
abilities 48 + powers 15 + advantages 14 + skills 27/54 + defenses 16 = 120

:arrow: a character I've long had in the to-do list, theis is the Madame Masque from the animated series Iron Man: armored adventures, alias Whitney Stane, estranged daughter of Stark Industries acting CEO Obidiah Stane.
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Re: Kreuz Control: Skeleton Key, MOEDOK, Buzz, Madame Masque

Postby Kreuzritter » Thu Nov 01, 2012 7:57 am

So, having once again bested my Champions Online addiction, and having been getting back in the saddle statwise, it's time to get ambitious and announce my next major project

Image

The Pitch: 5 newly-superpowered Teenagers are torn from the lives they thought they knew by a secret/illegal government conspiracy that seeks to manipulate them to nefarious ends. Banding together, they escape their captors to live a life on the run, remaining upbeat while rebuilding the lives stolen from them, dealing with supervillains and teen hormones/angst.

The History: The year was 1993-94, the Iron age of comics was in full swing, and the 6 young turks who'd founded Image comics were laughing all the way to the bank, despite the then-recent black hole of SUCK! that was Deathmate (which is a story for another time). but, in the scorched earth of Deathmate's "Black" issue, a seed of the future was planted, a team of five 'teenagers with attitude' who made their first appearance, drawn by 'some new guy' named J. Scott Campbell. as the legends go, they all died horribly, but it was a horrific postapocalyptic timeline and Deathmate ended with a reset button crossover, so the door was left open for their return

and return they did, in the self titled Gen13 miniseries, again drawn by campbell, who's mix of dynamic anime-inspired artwork and gratuitous T&A made sure casual readers and fanboys alike would pick it up. the success of the mini then led to a full ongoing, which lasted from 1995 to 2002, before it was cancelled for a marketing stunt relaunch under the pen of Chris Claremont...

Which bombed horribly. in the final arc of the original series, the entire team was killed off via being at ground zero of a 6 megaton bomb, which understandably upset the entire fanbase, who were further alienated by the reveal that the relaunch would be four characters they'd never even heard of (well, there was a last page reveal of one of the old team). Claremont himself wasn't much of a help, having just come off of his mostly forgettable return to X-men, and would bring with him some of his own writing problems. the title limped its way to a mere 16 issues before cancellation, barely having enough time to reveal the final "THIS TIME FOR SURE" fate of the original Gen13, who had survived their death via time and dimensional travel shenanigans, which STILL went unnoticed by their fans.

having read all of that series in one sitting, it wasn't as bad as I remembered, but yeah, it had problems.

in 2006, Wildstorm had itself rebooted, and much to everyone's delight, Gen 13 was among the new titles, written by Gail Simone, starring the original team, but it only lasted half as long as the original, before dwindling sales following Wildstorm's World's End event (which turned all of its superhero universe into a postapocalyptic setting) forced a cancellation

Today, Gen 13 is survived in DC's New 52 by The Ravagers, a spinoff from Superboy and Teen Titans starring gen13's fairchild, and pretty much has the same pitch of "teen supers on the run"

[---]

The To-Do List

Burnout
Clockstop
Ditto
Fairchild
Fireman
Freefall
Goo/Breakdown
Grunge
Hardbody
Lil Diva
Lynch
Queelocke
Rainmaker
Runt
Stork
Windsprint

BONUS: the Mongolian Barbeque Horde (Amp, Trauma Queen, Twenty-Man Tommy, Voodoo Doll)

Now, I'd already statted the original team for 2nd Ed, but I intend to make the 3rd ed versions from scratch. and, despite listing them above, I'm not so sure about doing the claremont era team, because those guys are REALLY one trick ponies (except Stork, who gets the claremont 'as plot demands' package)
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Postby Kreuzritter » Thu Nov 01, 2012 11:47 am

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Fairchild

PL 8 (120)

Abilities (78)
STR 10 AGI 5 FIT 5 AWA 3
STA 10 DEX 0 INT 4 PRE 3

Powers (19)
amazing strength: enhanced STR +2 (limited to lifting, 100 tons), leaping +4 (6)
perfect body: impervious TOU +10 attractive (11)

Advantages (7)
all-out attack, attractive, diehard, eidetic memory, improved initiative, move-by action, power attack, takedown

Skills (11/22)
expertise: science +4
close combat: unarmed +3
insight +4
technology +3
ranged combat: thrown objects +4
Perception +4

Defenses (5)
TOU +10 DODGE +6 FORT +10 PARRY +6 WILL +6

offense
Unarmed +6, +10 close dmg
thrown objects +4, +10 ranged dmg

complications
Oh no, not again!: Fairchild's clothes have a distressing habit of being ripped, torn, or otherwise mostly destroyed
On the Lam: Like the rest of Gen 13, Freefall is on the run from her former captors

Total
abilities 78 + powers 17 + advantages 7 + skills 11/22 + defenses 5 = 120

:arrow: the most recognizable face/body of Gen 13, Caitlin has been their de facto leader across continuities, playing the straight woman to the antics of her freinds. She's also usually the source of most of the book's T&A factor, to the point of self-parody, and wherein the third series her early character-defining moment was her decision to wear pants instead of her costume's... booty shorts.
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Postby Kreuzritter » Thu Nov 01, 2012 11:56 am

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Rainmaker

PL 8 (120)

Abilities (34)
STR 1 AGI 4 FIT 1 AWA 3
STA 2 DEX 3 INT 1 PRE 2

Powers (42)
Weather control: Environment +8 (intense cold, impede movement, visibility, extra: dynamic) (32)
- hurricane winds: Move object +8 (extras: area-cone +0) [16]
- Lightning: blast 8 [16]
- Tornado: dmg +8 (extras: burst area +1) [24]
windrider: flight +5 (10)

Advantages (8)
def roll 4, diehard, extraordinary effort, improved initiative, move-by action

Skills (19/38)
expertise: Activist +5
expertise: weather +6
insight +4
intimidation +4
perception +6
persuasion +4
ranged combat: lightning +5
stealth +4

Defenses (17)
TOU +6/2 DODGE +10 FORT +6 PARRY +6 WILL +6

offense
unarmed +1, +1 close dmg
Lightning +8, +8 ranged dmg
tornado, +8 burst area dmg

complications
activist: Rainmaker is an outspoken liberal/environmentalist, willing to defend her beleifs with words and actions, both of which can get her into trouble
dare not speak its name: Rainmaker has an unreturned romantic interest in Fairchild
On the Lam: Like the rest of Gen 13, Rainmaker is on the run from her former captors

Total
abilities 34 + powers 42 + advantages 8 + skills 17/38 + defenses 17 = 120

:arrow: Outspoken native american lesbian, Rainmaker could be counted on for 3 things: weather control, arguing about anything under the sun, and the tease of lesbian innuendo (there were points where she was implied to be bisexual, but that was dropped). in series 3 the activism angle was toned down, and she was the sullen loner of the bunch, to the point where shortly before the final arc, she up and left to become the 'weather goddess' of a native tribe.
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Postby Kreuzritter » Thu Nov 01, 2012 12:05 pm

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Freefall

PL 8 (120)

Abilities (28)
STR 0 AGI 4 FIT 1 AWA 2
STA 2 DEX 3 INT 0 PRE 2

Powers (56)
anti-gravity: flight +4 (8)
gravity control: array (42)
- Gravity feild: move object +8 (extras: burst area +1, damaging +1, selective +1) [40]
- Gravity pin: affliction +8 (resisted by dodge, hindered, immobile, extras: range +1, affects objects +1) [32]
- heavy gravity: Environment control +5 (high gravity, affects acrobatics/athlethics, impede movement 2) [10]
Gravity sheild: force feild +4 (4)

Advantages (4)
diehard, extraordinary effort, improved initiative, luck, move-by action, taunt

Skills (15/30)
deception +5
persuasion +5
insight +4
perception +4
ranged combat: gravity pin +5
sleight of hand +3
stealth +4

Defenses (17)
TOU +6/2 DODGE +10 FORT +5 PARRY +5 WILL +6

Offense
Unarmed +1, +0 close dmg
Gravity feild, +8 burst area dmg
Grabity Pin +8, +8 affliction (hindered, immobile)

complications
Body issues: Freefall is envious of Fairchild and other impossibly beautiful women
On the Lam: Like the rest of Gen 13, Freefall is on the run from her former captors
WTF do you see in him: Freefall and Grunge have a thing going... when he's not screwing it up.

Total
abilities 28 + powers 56 + advantages 4 + skills 15/30 + defenses 17 = 120

:arrow: originally little more than a poor girl's jubilee, Freefall saw the most growth over the various incarnation's of the team. When under the pen of Adam Warren, her insecurities were explored, making her the comic book precursor to Warren's later creations, Empowered and Sistah Spooky. In series three, especially after world's end, it was Freefall who held the team together, gave them hope and direction, and she was agreed to be the team's leader by then (right before she jumped ship to be in the last 4 issues of the Authority).

:arrow: similarly, series 3 greatly influenced how I built freefall's powers this time around (that and cribbing the GR build for geo-force in dc heroes and villains), as with only an evening's instruction and reading a physics for dummies textbook, she was moving flying islands and power-stunting like crazy
Last edited by Kreuzritter on Tue Jul 02, 2013 5:11 am, edited 1 time in total.
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2668

Postby Kreuzritter » Thu Nov 01, 2012 12:11 pm

Image

Grunge

PL 8 (120)

Abilities (40)
STR 3 AGI 3 FIT 4 AWA 3
STA 3 DEX 0 INT 3 PRE 1

Powers (49)
omni-mimic: Variable 7 (mimic properties of anything he touches, extra: move action +1, flaw: limited to one subject -1) (49)

Advantages (7)
all-out attack, accurate attack, eidetic memory, improved initiative, improved trip, move-by action, power attack,

Skills (13/26)
deception +4
close combat: unarmed 4
expertise: pop culture +6
insight +4
perception +4
persuasion +4

Defenses (11)
TOU +/3 DODGE +6 FORT +6 PARRY +6 WILL +6

Offense
Unarmed +9, +3 unarmed dmg (baseline, +10 mx)

complications
crouching moron: Grunge goes to great lengths to hide the fact that his wannabbe badass exterior hides a soulful nerd
On the Lam: Like the rest of Gen 13, Grunge is on the run from his former captors
I love you too, babe: Grunge has a thing going with freefal... when he's not screwing it up.

Total
abilities 40 + powers 49 + advantages 7 + skills 13/26 + defenses 11 = 120

:arrow: A grunge, first named for the then popular music style of the 90's, and in series 3 after the first genuinely heartfelt acceptance of who he was by a total stranger. And if Adam Warren's freefall was precursor to Empowered, then both Major Havoc and Thugboy can trace their roots back to grunge
Last edited by Kreuzritter on Tue Jul 02, 2013 5:12 am, edited 1 time in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
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