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

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2669

Postby Kreuzritter » Thu Nov 01, 2012 12:19 pm

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Burnout

PL 8 (120)

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

Powers (61)
Burning Aura: Protection +4 (extra: damage +5 [extra: reaction +3]) (24)
Firey flight: Flight +6 (12)
fireproof: immunity +6 (extreme heat, fire damage) (6)
plasma bolts: Blast +9 (18)
thermal vision: senses +1 (infravision) (1)

Advantages (5)
all-out attack, diehard, improved initiative, move-by action, power attack

Skills (11/22)
expertise: guitar +3
insight +4
perception +4
persuasion +4
ranged combat: plasma bolts +7

Defenses (15)
TOU +7 DODGE +9 FORT +5 PARRY +4 WILL +6

Offense
+1 unarmed +1 dmg
+7 Plasma bolts, +9 ranged dmg
burning aura, +5 dmg (reaction)

complications
On the Lam: Like the rest of Gen 13, burnout is on the run from his former captors
Unlucky in love: Burnout's romantic relationships have a habit of ending... badly.

Total
abilities 28 + powers 61 + advantages 5 + skills 11/22 + defenses 15 = 120

:arrow: finally, we have burnout. I don't mind grunge fast forwardin through his bit in MTV's "Behind The Power", he really was that boring a human torch wannabe in series 1 (except for the parts where his dates always had a habit of going down in flames, to the point where his only succesful pairings were with a maniacal amoral telepathic supervillain and a girl with so much mental trauma you'd think she'd proofread FATAL while watching birdemic). in series 3 he was remade into a bitter yet soulful hippie type who idolized bob marley, but he never really got time in the spotlight, plotwise
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2670

Postby Kreuzritter » Thu Nov 01, 2012 1:00 pm

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John Lynch

PL 10 (150)

Abilities (64)
STR 2 AGI 4 FIT 4 AWA 7
STA 3 DEX 4 INT 3 PRE 5

Powers (22)
Telepathy: Mind reading +10 (22)
- domination: mind control +5
- Mental blast: Damage +5 (extras: range +2, resisted by will +1)

Advantages (13)
benefit: wealth 2, def roll 4, connected, contacts, diehard, eidetic memory, equipment 2, improved initiative, move-by action, well-informed

Skills (34/68)
deception +9
Expertise: Master Spy +8
insight +8
intimidation +9
investigation +8
perception +8
ranged combat: firearms +10
stealth +8

equipment
Handgun +5 [10]

Defenses (17)
TOU +7/3 DODGE +13 FORT +6 PARRY +7 WILL +10

offense
unarmed +4, +2 close dmg
handgun +14, +5 ranged dmg

complications
They're nuclear-powered cats! - Lynch has appointed himself the team's guardian and mentor, even when there are days when he wonders what masochistic urge drove him to run herd on this lot
Checkered past - Lynch has done things for his country he's not particularly proud of, and he intends to make up for that.
Team 7 - Lynch's history with his old team has come back to haunt him more than he'd like

Total
abilities 64 + powers 22 + advantages 13 + skills 34/68 + defenses 17 = 150

:arrow: John Lynch, retired spymaster of the 1970's/80's action hero mold with the ubiquitous muddied past, and three last nerves from becoming Dirk Anger, Director of HATE. he's the one who helps the team escape captivity in series 1, and provides them with a place to live for most of the first ongoing. In series three he appears again as the gerard to the team's Kimble, but eventually switches sides and goes into a bolivian army ending back to back with freefall's equally badass mother
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2671

Postby Kreuzritter » Thu Nov 01, 2012 2:10 pm

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Queelocke

PL 5 (119)

Abilities (8)
STR -4 AGI 5 FIT 0 AWA 2
STA 1 DEX 0 INT -2 PRE 0

Powers (85)
little monkey-thing: extra limb +1, movement +2 (swinging) (3)
Teleportal: Teleport +13 (extras: change direction, easy, extended +1, Portal +2 linked: movement +4 [dimension travel 2, space travel 2]) (75)
tiny: Shrinking +8 (extras: innate, permanent +0) (8)

Advantages (3)
evasion 2, improved initiative

Skills (9/18)
acrobatics +8
perception +6
seight of hand +4

Defenses (14)
TOU +1 DODGE +9 FORT +3 PARRY +6 WILL +4

Complication
exit strategy - Being able to go anywhere in the multiverse, Queelocke's species is hunted for use as escape and travel routes
monkey-thing - Queelocke has a short attention span and cannot speak, much like earth monkeys

Total
abilities 8 + powers 85 + advantages 3 + skills 9/18 + defenses 14 = 119

:arrow: thrown in more for the sake of completion, Queelocke was the token team pet, but vanished into comics limbo following Wildstorm's "Fire From Heaven" summer crossover
Last edited by Kreuzritter on Tue Jul 02, 2013 5:13 am, edited 1 time in total.
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2672

Postby Kreuzritter » Thu Nov 01, 2012 7:49 pm

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Goo

PL 8 (120)

Abilities (30)
STR 0 AGI 3 FIT 3 AWA 4
STA 3 DEX 0 INT 0 PRE 2

Powers (51)
Corrosive touch: Weaken TOU 10 (resisted by fort, extras: affects objects +1, Progressive +2, linked: Damage +10) (51)
- coming through: Burrowing +5 [5]

Advantages (6)
def roll 3, diehard, improved initiative, move-by action

Skills (18/36)
Close combat: Corrosive touch +3
deception +6
intimidation +6
insight +7
Perception +7
stealth +7

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

complications
Dying sucks: like the rest of her batch, Windsprint has occassional flashbacks to the times they were killed for sport over and over
I'm going to live: Goo is going to do everything in her power to keep herself from returning to the killing floors
On the Lam: Like the rest of Gen 13, Windsprint is on the run from her former captors

offense
+3 unarmed, +0 close damage
+6 Corrosive touch, +10 DMG/+10 weaken (fort resist)

Total
abilities 30 + powers 51 + advantages 6 + skills 18/36 + defenses 15 = 120

:arrow: Good and her freinds were collectively known as Gen 14, decanted, hunted, killed and recloned ad nauseum by a remnant of the US army for training against superbeings, often enough that memories of their deaths started to bleed back over, and the 5 of them eventually jumped ship to join Gen 13. Goo was the first to do so, and was allowed by her 'commanding officer' to do so as a stalking horse, to lure her new freinds into a massacre. Sadly, Goo perished soon after said massacre was averted, using her powers to undo a monstrous and fatal mutation Fairchild had picked up, at the cost of the mutated caitlin breaking er neck. that is, until somebody decants Goo's next clone...

:arrow: For goo's corrosive touch, I basicly swiped the same power from Captain Oblivion from emerald city Knights. For anime fans, Goo's ability is basicly the same as Scar's from Full Metal Alchemist, so anything he can do, she can power stunt.
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2673

Postby Kreuzritter » Thu Nov 01, 2012 7:56 pm

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Runt

PL 8 (120)

Abilities (26)
STR 12/1 AGI 4 FIT 4 AWA 3
STA 11/0 DEX 0 INT 0 PRE 2

Powers (63)
gargantuan: Growth +11 (extra: continuous +1), impervious TOU 10 (limit: only when grown -1) (38)
sweeping strike: damage +8 (extra: cone area +1) (24)
tougher than he looks: Protection +1 (1)

Advantages (9)
all-out attack, diehard, fast grab, improved initiative, improved hold, language (english, spanish native), luck, move-by action, takedown

Skills (12/24)
intimidation +6
Perception +10
persuasion +4
insight +4

Defenses (10)
TOU +12/0 DODGE +4/8 FORT +11/0 PARRY +4/8 WILL +5

Offense
Unarmed +4, +12 close damage
sweeping strike, +8 cone area damage

Complications
Dying sucks: like the rest of his batch, Runt has occassional flashbacks to the times they were killed for sport over and over
I musn't run away: Genuine life or death combat terrifies Runt, but he'll fight all the same, if only to give proof that he exists as his own self
On the Lam: Like the rest of Gen 13, Runt is on the run from his former captors

Total
abilities 26 + powers 63 + advantages 9 + skills 12/24 + defenses 10 = 120

:arrow: originally drawn as the token "big guy" and like other giants, afer joining the team Runts appearance was changed to a thin and scrawny build to match his name, and ironicly gives him a far more distinct profile as a 'skinny giant' than others of his archetype. When a later issue finally gives us a look inside his head, Runt comes across as much like Shinji Ikari from Neon Genesis Evangelion,k a good kid in way over his head and scared to death of superfights, but will fight all the same not only because its the right thing to do, but to remind the world that he exists
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2674

Postby Kreuzritter » Thu Nov 01, 2012 8:01 pm

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Hardbody

PL 8 (120)

Abilities (46)
STR 10 AGI 3 FIT 4 AWA 3
STA 5 DEX 0 INT 0 PRE 3

Powers (39)
superalloy body: Enhanced STR +5, Protection +7, Impervious TOU +12, immunity +10 (life support) (39)

Advantages (9)
all-out attack, attractive, diehard, improved initiative, fascinate: persuasion, move-by action, power attack, takedown, well-informed

Skills (17/)
expertise: religion +6
intimidate +8
insight +6
persuasion +8
perception +6

Defenses (9)
TOU +10/5 DODGE +4 FORT +10 PARRY +4 WILL +6

Offense
Unarmed +6, +10 close damage

complications
robot jesus: Hardbody is the 'messiah' of the robotic Church of Gort, and is trying to sway them from "Kill all humans"
Dying sucks: like the rest of his batch, Hardbody has occassional flashbacks to the times they were killed for sport over and over
On the Lam: Like the rest of Gen 13, Hardbody is on the run from his former captors

Total
abilities 46 + powers 39 + advantages 9 + skills 17/34 + defenses 9 = 120

:arrow: unfortunately, I cancelled my subscription to gen13 before hardbody's day in the sun, so outside of his powers, this concept of "social fu brick" is pure conjecture, matching the needs of a teenaged hero who could feasibly pass himself off as Robot Jesus to an army of fanatical killbots, and assume leadership of them to halt their rampage
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2675

Postby Kreuzritter » Thu Nov 01, 2012 8:06 pm

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Ditto

PL 8 (120)

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

Powers (54)
Duplication: Summon Duplicates +5 (extras: horde +1, mental link, sacrifice, extra summons +6 (8 duplicates) (54)
- ap: Dogpile!: affliction +8 (resist by parry, hindered/immobile/paralyzed, extra: burst area +1) [16]
- ap: Wave of babes: Damage +8 (extra: cone area +1) [16]

Advantages (8)
attractive, def roll 3, equipment, improved initiative, move-by action, teamwork

Skills (14/28)
close combat: club +8
deception +6
insight +4
perception +5
stealth +5

equipment
Club +3 (strength based) [3]
wave of babes, +8 cone damage

Defenses (14)
TOU +6/3 DODGE +10 FORT +5 PARRY +5 WILL +5

complications
Dying sucks: like the rest of her batch, Ditto has occassional flashbacks to the times they were killed for sport over and over
On the Lam: Like the rest of Gen 13, Ditto is on the run from her former captors

Total
abilities 30 + powers 54 + advantages 8 + skills 14/28 + defenses 14 = 120

:arrow: the playful blonde ditz of the gang, Ditto's duplication should be underestimated at your own risk, because this is a girl who's copying rate is so high, she can literally throw wave after wave of herselves at you
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2676

Postby Kreuzritter » Thu Nov 01, 2012 8:09 pm

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Windsprint

PL 8 (120)

Abilities (40)
STR 2 AGI 6 FIT 4 AWA 2
STA 4 DEX 0 INT 0 PRE 2

Powers (41)
I Hit Everybody: Damage +5 (extras: burst area +1, selective +1) (16)
- flurry of blows: damage +3 (extras: Multiattack +1, multiattack STR 2) [10]
sneakerfeet: movement +1 (sure-footed) (2)
Superspeed: enhanced advantages 7 [Improved initiative 3, move-by action, Seize initiative, takedown 2], movement 2 [wall run, water run, flaw: no stopping -1] Quickness +7, Speed +7 (23)

Advantages (4)
evasion 2, diehard, agile feint

Skills (16/32)
athletics +10 (12)
deception +5 (7)
close combat: unarmed +7 (11)
insight +4 (6)
perception +6 (8)

Defenses (19)
TOU +4 DODGE +12 FORT +6 PARRY +12 WILL +5

offense
+11 unarmed, +2 close damage
+11 flurry of blows, +5 close dmg w multiattack
I hit everybody, +5 burst damage

complications
Dying sucks: like the rest of her batch, Windsprint has occassional flashbacks to the times they were killed for sport over and over
On the Lam: Like the rest of Gen 13, Windsprint is on the run from her former captors

Total
abilities 40 + powers 41 + advantages 4 + skills 16/32 + defenses 19 = 120

:arrow: Finally, we have windsprint. who is unfortunately a near cipher , thus why I built her as a generic speedster
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Re: Kreuz Control: Gen 13-Goo, Runt, Hardbody, Ditto, Windsprint

Postby Jabroniville » Fri Nov 02, 2012 3:30 am

Nice stuff- I have some strong memories of my time as a comics fan in the mid-90s picking up random books- my friend owned the first bunch of "Gen-13", and while I felt it was too "Image-esque" for my tastes, it had a fair bit going for it. Outside of Burnout (total agreement- he was as generic and dull as it was possible for a character to be), the cast played well off of each other, and J. Scott Campbell's proto-style was fun to see develop. He went from basically "I'm trying to be as much like Jim Lee as possible" but a worse version of that, to his own artist, quite quickly. I dislike what his style later turned into (weirdly-shaped women who were a combo if tiny joints and big bulges), but here he was gold.

What's funny is that the super-team I created around the same time actually took quite a bit from this series (despite me not being a huge fan), which is something I forgot until looking back- I'd created a statuesque Amazon super-strong nice girl, a snarky girl with funny bangs, and a generic Fire Guy (though mine was black).

Gen-13 heavily suffered from "Early Peak Syndrome", same as The Authority did- they came blazing out of the gate with hot creative teams, but soon got picked apart by other companies or projects (though The Authority was basically destroyed by The Big Two, who cannibalized it's creative teams and in DC's case even wrote a story basically saying "this book and concept is utter shite, and you are only reading it for the blood and it's characters also stink" by having Superman annihilate a parody of the team). As you have said, the latter stuff is almost entirely forgotten by comics fandom, and all anyone remembers about the team is that Rainmaker was a fanservicey lesbian (who was just bi enough to make out with male characters/fanboy proxies) and that Fairchild was the living embodiment of all fanservice.

And is it me, or does a lot of Wildstorm/Image/whatever stuff suffer from "Legion of Super-Heroes Syndrome", where fans are unwilling to pick up new stuff since there's been so many weird reboots and crappy runs in the past, and they just assume the current stuff is going to suck/get cancelled?
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Re: Kreuz Control: Gen 13-Goo, Runt, Hardbody, Ditto, Windsprint

Postby Kreuzritter » Fri Nov 02, 2012 6:43 am

thank you for the kind words Jab.

anyway, the next and last batch (as the Mongolian BBQ horde's powers do not translate well to M&M, so that's the end of that bonus round) are claremont's creations, and that means a bit more explanation

Gen 13's second ongoing lasted a mere 16 issues, from september 2002 to february 2004, and at first had NOTHING to do with the original series, aside from the last page appearance of Fairchild in issue 1

Instead of Gen Actives and secret government supersoldier programs, our supertypes this time around were 'Genies', teenagers granted powers by a mysterious entity known only as Herod, who would return to 'judge' them once they turned 21. this age was also when genies 'flared', vanishing from existence, and had been doing this since the 40's (at least, that's when the US government started paying attention). equally cryptic were the Chrome, a race of shapeshifting liquid metal alien robots with no love for humanity, but none for Herod either, hoping to exploit the Genies against him. there was also a ""Mysterious guy in a chair" with three ninja chicks who knew a lot more than he was letting on.

In typical claremont fashion, none of these plot points EVER reached any sort of decent explanation or conclusion, as the last four issues of his run were dedicated to the return of the original gen 13 team

to those of you who actually remember this series, i'll be sprucing these four up a bit to put them on par with the rest of the team/ready for solo play. as written in the books, the kids were undercapped for their level.
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Re: Kreuz Control: Gen 13-Goo, Runt, Hardbody, Ditto, Windsprint

Postby ADamiani » Fri Nov 02, 2012 6:08 pm

Jabroniville wrote:though The Authority was basically destroyed by The Big Two, who cannibalized it's creative teams and in DC's case even wrote a story basically saying "this book and concept is utter shite, and you are only reading it for the blood and it's characters also stink" by having Superman annihilate a parody of the team


Though, to be fair, it's not as though Ellis hadn't used Wildstorm characters to beat up teams of thinly veiled DC/Marvel heroes. On, um. At least four separate occasions?
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Re: Kreuz Control: Gen 13-Goo, Runt, Hardbody, Ditto, Windsprint

Postby Kreuzritter » Fri Nov 02, 2012 6:20 pm

i beleive you're thinking of Mark Millar's arc on Authority. Ellis' run just had them beat up thick-veiled versions of Dr. Fu Man Chu, Ming the Merciless and Cthulhu
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Re: Kreuz Control: Gen 13-Goo, Runt, Hardbody, Ditto, Windsprint

Postby ADamiani » Fri Nov 02, 2012 6:36 pm

Kreuzritter wrote:i beleive you're thinking of Mark Millar's arc on Authority. Ellis' run just had them beat up thick-veiled versions of Dr. Fu Man Chu, Ming the Merciless and Cthulhu


I'm thinking of Ellis' Stormwatch immediately preceding the Authority run.
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Re: Kreuz Control: Gen 13-Goo, Runt, Hardbody, Ditto, Windsprint

Postby Arthur Eld » Fri Nov 02, 2012 8:05 pm

While my experience with Gen 13 is very limited (their fight with WildCATs in the pages of Divine Right was cool though), these are good builds Kreuz. I really liked how you did the wave of babes for Ditto.
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Re: Kreuz Control: Gen 13-Goo, Runt, Hardbody, Ditto, Windsprint

Postby Jabroniville » Sat Nov 03, 2012 5:26 am

ADamiani wrote:
Jabroniville wrote:though The Authority was basically destroyed by The Big Two, who cannibalized it's creative teams and in DC's case even wrote a story basically saying "this book and concept is utter shite, and you are only reading it for the blood and it's characters also stink" by having Superman annihilate a parody of the team


Though, to be fair, it's not as though Ellis hadn't used Wildstorm characters to beat up teams of thinly veiled DC/Marvel heroes. On, um. At least four separate occasions?

Oh yeah- I remember the delicious, delicious nerdy tears of rage from Authority fans when that Superman issue came out. The same people who were laughing about Captain America being a child-murdering wussy who got murdered, and the Avengers being treated like jokes, were all of a sudden "HEY HOW DARE DC MAKES PARODIES OF THESE CHARACTERS AND THEN BEATS THEM UP?? HOW DARE THEY WAHHHHHHHHHHHHH!!!!"

I didn't even realize they'd done it so many times.

And yeah, I like the "Wave of Babes" power, too- kind of a unique way of handling what is normally just "lots of girls use a grappling attack". There's probably a lot of unique feats in the stuff Jamie Madrox does, too.
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