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🎨 Creative [M&M] Kreuz Control: a thread for my character builds

Kreuzritter

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2047



Mech Daddy

PL 10 (150)

Abilities (44)
STR 6 AGI 4 FIT 6 AWA 2
STA 8 DEX 0 INT 2 PRE 2

Powers (47)
better, stronger: Enhanced STR +4, Enhanced STA +4 (16)
cybereye: senses +6 (infravision, radio, vision penetrates concealment, quirk: cannot see through lead) (5)
cyberlegs: Leaping +5 (5)
rocket punch: Damage +10 (extra: range +1) (21)
- rocket hand: Move object +6 (extra: damaging +1, precise) [19]

Advantages (7)
contacts, fast grab, improved grab, improved hold, improved initiative, move-by action, takedown

Skills (26/52)
close combat: unarmed +6
expertise: science +6
expertise: streetwise +6
insight +6
investigation +6
perception +6
ranged combat: rocket punch +10
technology +6

Defenses (26)
TOU +8 DODGE +12 FORT +12 PARRY +12 WILL +8

complications
Big Whup: this cyborg gang leader was once a toxic influence on Mech Daddy, and now just one of his worst enemies
motivation - responsibility: Mech Daddy protects Autumn Arbor's inner city
payback: Mech Daddy was tortured and turned into a cyborg by the Anarchitect

Total
abilities 44 + powers 47 + advantages 7 + skills 26/52 + defenses 26 = 150

an inner city gang member, Darren Tyler knew he had to get out of the live before he became the very thing he'd originally wanted to protect his neighborhood from. Unfortunately for him, when his 'friend', Big Whup thought Darren was making the moves on his woman, he had him beaten to a pulp and turned over to the supervillain known as the Anarchitect. the mad genius tortured Darreen and rebuilt him as a cyborg before leaving him for dead in the bay. but Darren didn't dieand instead used his cybernetics to become Mech Daddy, bringing big Whup and the gang to justice, before focussing on cleaning up the streets. years later, as one of the few heroes left aliove after an alien invasion, Mech Daddy agreed to help Dragonfly form a new generation of the Sentinels of Society
 

Kreuzritter

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2048



Neutrino Jade

PL 10 (150)

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

Powers (68)
atomic flight: flight +6 (12)
fallout girl: immunity +6 (radiation, radiation damage) (6)
Radiation blast: Damage +12 (extra: range +1) (26)
- gamma ray: Weaken STA +12 (extra: range +1) [24]
- radiation sickness: Affliction +8 (daze/stun/incapacitate, fort resists, extras: range +1) [24]
radiation Shield: protection +8 (extra: sustained +0, linked: Damage +4 [extra: reaction +4]) (24)

Advantages (4)
assessment, attractive, improved initive, move-by action

Skills (20/40)
expertise: art +4
expertise: business +6
expertise: current events +6
insight +4
perception +4
persuasion +4
ranged combat: Radiation blast +8
technology +4

Defenses (26)
TOU +12/4 DODGE +8 FORT +12 PARRY +8 WILL +8

complications
green and chrome: Neutrino Jade can be recognized by the cybernetic implants that run across her body
handle with care: Neutrino Jade knows just how dangerous her powers can be, and takes extreme care to not harm civilians
hey there: Neutrino Jade is something of a flirt
motivation - responsibility: Neutrino Jade is a dedicated crime fighter

Total
abilities 32 + powers 68 + advantages 4 + skills 20/40 + defenses 26 = 150

an everyday office worker caught in a freak toxic waste spill on her drive home, Audrey Johansson surely would have died a horrible, cancerous death if not for Vancorp scientists, who saved her life by implanting her body with a series of cybernetic control modules to monitor and regulate the mutation process. horrified by the experience and thinking herself a freak, Audrey was eventually coaxed out of her shell by the heroine Shadowfox, which prompted her to turn her life around and take it back by becoming the provocative and radioactive heroine, Neutrino Jade
 

Kreuzritter

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2049



Shadowfox

PL 10 (150)

Abilities (64)
STR 4 AGI 6 FIT 8 AWA 4
STA 4 DEX 0 INT 4 PRE 2

Powers (14)
martial artist: damage +2 (str-based) (2)
Shadowfox suit: (flaw: removable) (12)
- body armor: Protection +4 [4]
- cowl: senses +2 (infravision, radio) [2]
- Foxhole generator: Teleport +3 (extras: change direction, turnabout) [8]

Advantages (10)
agile feint, assessment, contacts, hide in plain sight, improved disarm, improved initiative, inventor, move-by action, takedown, uncanny dodge, well-informed

Skills (36/72)
acrobatics +6
close combat: unarmed +6
expertise: science +8
expertise: streetwise +6
insight +6
intimidation +6
investigation +6
perception +6
stealth +8
technology +8
Vehicles +6

Defenses (26)
TOU +8/4 DODGE +12 FORT +10 PARRY +12 WILL +10

complications
lone fox: Shadowfox is a loner by nature, and is adjusting to being part of a team
motivation - Legacy: Shadowfox wants to honor her father by being a hero like him, but at the same time wants to escape his shadow
under the table: Shadowfox often deals with some shady characters to get the parts she needs

Total
abilities 64 + powers 14 + advantages 10 + skills 36/72 + defenses 26 = 150

the daughter of the original Shadowfox and the international spy known as Spydra, Selene Arnold took up the Shadowfox identity after her father's untimely passing, and earned her spot on the Sentinels, but has come to lament the constant comparisons to her father, so much so that she's contemplated quitting the team, but stays on because she knows that the team needs her and she won't abandon them.

Unfortunately, Shadowfox's solo work is coming back to haunt her, as she maintains her shady contacts with the black market and criminal underworld, and unbeknownst to her, the situation has been brought to Dragonfly's attention as he takes a wait and see attitude
 

Kreuzritter

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2050



Sure-Shot

PL 10 (150)

Abilities (56)
STR 2 AGI 6 FIT 6 AWA 2
STA 4 DEX 4 INT 2 PRE 2

Advantages (26)
agile feint, def roll 4, evasion, improved aim, improved defense, improved crit 2 (thrown), improved disarm, improved initative, improved smash, luck 2, move-by action, precise attack 2 (ranged cover/concelment), taunt, throwing mastery 6, uncanny dodge

Skills (42/84)
acrobatics +10
athletics +8
deception +10
expertise: streetwise +8
insight +6
investigation +8
perception +6
ranged combat: thrown +10
sleight of hand +8
stealth +10
vehicles +8

Defenses (26)
TOU +8/4 DODGE +12 FORT +10 PARRY +12 WILL +10

complications
big mouth: Sure-Shot loves to run his mouth and show off
human target: Sure-Shot is marked for death after he betrayed a powerful crime organization to the FBI
motivation - redemption: Sure-Shot wants to redeem his criminal past, and his failure to save the woman he loved
strike out: Sure-Shot tries way to hard to be a ladies man, with a knack for saying the wrong thing to women

Total
abilities 56 + advantages 26 + skills 42/84 + defenses 26 = 150

once an assassin for a powerful criminal organization, Aaron Perring was convinced to turn good when he revealed his identity to his girlfriend Jennifer, and turned his associates over to the FBI. 6 weeks later, Jennifer was gunned down, and Aaron was regularly attacked by assassins. not helped because his need to show off kept blowing his witness protection cover.

while trying to learn how to control his ego, Aaron received a telepathic tip-off that the Sentinels of Society were recruiting, and applied to join their ranks as Sure-Shot
 
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Kreuzritter

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2051



The Giant Claw

PL 12 (180)

Abilities (24)
STR 20 AGI 6 FIT 6 AWA 2
STA 20 DEX 2 INT -4 PRE 0

Powers (103)
anti-matter force field: Impervious +20, immunity +10 (life support) (30)
It's as big as a battleship: growth +20 (extras: continuous +1, innate, flaw: permanent -1) (41)
like a flying battleship: Flight +12, movement +2 (space travel) (28)
ugly bird: senses +4 (low-light vision, direction sense, distance sense, extended sight) (4)

Advantages (9)
agile feint, fast grab, fearless, improved grab, improved hold, improved initiative, move-by action, takedown, uncanny dodge

Skills (20/40)
acrobatics +10
expertise: survival +10
intimidation +10
perception +10

Defenses (24)
TOU +20 DODGE +6 FORT +20 PARRY +6 WILL +6

complications
achilles heel: exposure to a particular radioactive isotope will collapse The Giant Claw's force field, making it vulnerable to 1950's military aircraft
motivation - chaotic hungry: the Giant Claw is a giant, man-eating anti-matter space buzzard

Total
abilities 24 + powers 103 + advantages 9 + skills 20/40 + defenses 24 = 180

the single most ridiculous giant movie monster that 1957 had to offer, The Giant Claw defies my attempts at explanation. instead, I will let James Rolfe of Cinemassacre sum up

[video=youtube;p9SSHOtrPOk]https://www.youtube.com/watch?v=p9SSHOtrPOk[/video]
 

Kreuzritter

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welp, it's time to unveil my next mega-project



WILDGUARD!

The History

Created by artist Todd Nuack (who did the art for almost the entire run of the cult classic Young Justice for DC) for Image Comics, Wildguard was a series running on and off from 2003 to 2008, that drew upon the dawn of the reality TV, centred around a combination reality TV show and superteam. Wildguard was also one of the first comics to really make use of online advertising, as readers were directed to Nuack's own website, where they would be provided with 46 contestants, and could not only vote for the team's 5th member, but guess the full lineup and win what I think was a prize of original art.

I say on and off, because Wildguard was never an ongoing. there was the initial "Casting Call" 6 issue miniseries, the one shot "Fire Power" and two issue mini "Fool's Gold", and finally a 3 part "Wildguard Insider", which collected the weekly strips Nuack published online as a tie-in webcomic.

Sadly, Nuack had to stop the comic, but Wildguard characters would appear in his other works for Image, Guarding The Globe and Invincible Universe, both spin-offs of Robert Kirkman's Invincible. However, he has said he hopes to revisit Wildguard someday, and as a fan of it, I hope he does

The Plan

For starters, I'm going to focus on the original 46 voted heroes and a particular notable, working in relative order of elimination. depending on reader response, I may then follow up with the series' other contestants and notables

The Builds

With such a huge cast of characters, there's precious little to go on for many of them, especially with the character profiles inaccessible to even the internet wayback machine. this means that Wildguard marks my return to 'Blind Builds', trying to build a fully functional hero from minimal information, sometimes even just a name and picture. because of this, most of these heroes are going to be more archetypal than my pre-gen'd NPCS for the Crinoverse and Adventures Assemble
 

Kreuzritter

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2052



Barbazon

PL 10 (150)

Abilities (60)
STR 6 AGI 8 FIT 10 AWA 2
STA 8 DEX 4 INT 0 PRE 2

Powers (46)
magic Shield: Deflect +10 (extra: reflect +1, flaw: easily removable) (12)
Magic spear: Damage +4 (str-based, extra: range 6, flaw: easily removable) (6)
Magic sword: Damage +4 (str-based, extras: improved crit 2, flaw: easily removable) (4)
mythic warrior woman: Enhanced STR +2, Enhanced STA +4, Enhanced AGI +4 (24)

Advantages (14)
agile feint, assessment, improved disarm, improved defense, improved initiative, improved trip, move-by action, quick draw, startle, takedown 2, uncanny dodge, weapon bind, weapon break

Skills (18/36)
acrobatics +4
athletics +6
expertise: screenwriter +4
insight +6
intimidation +4
perception +6
ranged combat: thrown +6

Defenses (12)
TOU +10/8 DODGE +10 FORT +10 PARRY +10 WILL +10

complications
motivation - responsibility: Barbrazon takes her duty to protect the innocent very seriously

Total
abilities 60 + powers 46 + advantages 14 + skills 18/36 + defenses 12 = 150

Ironicly coming in at number 15 for the fan-voted hero, Barbrazon was the first of the 46 to drop out, when she walked out of the building well before the action, not wanting to be associated with associated with some reality TV fad. (but was more than happy to be interviewed by Inside HQ and mention she'd missed her chance to make contacts with a 'legitimate' hero team like the Ultra Mega Super Five)
 

Kreuzritter

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2053



Dr. Wattage

PL 10 (150)

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

Powers (72)
electric aura: Protection +6 (extras: impervious 10), damage +4 (extra: reaction +3) (32)
electric blast: Damage +12 (extra: range +1) (24)
flier: Flight +5 (10)
shock-resistant: immunity +5 (electric damage) (5)

Advantages (2)
fascinate (actor), move-by action

Skills (14/28)
deception +4
expertise: actor +6
insight +6
perception +6
ranged combat: electric blast +6

Defenses (30)
TOU +10/4 DODGE +10 FORT +10 PARRY +10 WILL +10

complications
motivation - recognition: Dr. Wattage hopes his heroics will advance his career

Total
abilities 32 + powers 72 + advantages 2 + skills 14/28 + defenses 30 = 150

ranked #26 in the 5th hero vote, Dr. Wattage isn't a real doctor, but he has played one on TV. unfortunately for him, he's also the first hero to be knocked out and captured when alien slaver-pirates raid the Wildguard HQ where the auditions were being held
 

Kreuzritter

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2054



Jack Giant

PL 10 (150)

Abilities (50)
STR 16/4 AGI 4 FIT 4 AWA 2
STA 16/4 DEX 4 INT 1 PRE 2

Powers (55)
fae-touched: immunity +2 (age, disease), senses +3 (magical awareness, ranged detect magic) (5)
little people: Shrinking +12 (extra: continuous +1, innate, normal strength +1) (50)
- Giant: Growth +12 (extra: impervious +1), enhanced defenses +4 (Dodge +2, Enhanced parry +2, flaw: limited: only at full size -1) [36]

Advantages (13)
accurate attack, all-out attack, chokehold, fast grab, fearless, improved grab, improved hold, improved initiative, interpose, move-by action, ritualist, takedown 2

Skills (22/44)
athletics +6
deception +6
expertise: magic +6
insight +6
intimidation +8
perception +6
stealth +6

Defenses (10)
TOU +16/4 DODGE +4/8/16 FORT +16/4 PARRY +4/8/16 WILL +4

complications
motivation - thrills: Jack Giant is on adventure in the mortal world

Total
abilities 50 + powers 55 + advantages 13 + skills 22/44 + defenses 10 = 150

the obligatory "huge guy that fills background space", and second of the voteable heroes to be captured, Jack Giant was also rank at #43 for the reader's choice. and to add injury to insult, Jack was among those mind-controlled to attack the top 12 at the end of the original miniseries
 

Kreuzritter

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2055



Little Miss Sunshine

PL 10 (150)

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

Powers (48)
sunlight: environment +8 (daylight) (8)
sunshine: array (32)
- blinding beamvision impaired/disabled/unaware, fort resists, extras: cumulative +1, range+1, flaw: sight dependent -1) [20]
- blinding flash: affliction +10 (vision impaired/disabled/unaware, fort resists, extras: cumulative +1, cone area +1, flaw: sight dependent -1) [20]
- laser beam: Damage +10 (extra: range +1) [20]
walking on sunshine: Flight +4 (8)

Advantages (6)
def roll 4, improved initiative, move-by action

Skills (20/40)
expertise: pop culture +6
expertise: receptionist +4
insight +6
investigation +4
perception +6
persuasion +6
ranged combat: sunlight +8

Defenses (36)
TOU +6/2 DODGE +14 FORT +10 PARRY +14 WILL +10

complications
motivation - doing good: Little Miss Sunshine likes helping people
secret identity: Little Miss Sunshine is Mary Landry, college student and part time receptionist
slayer-type-girl: people call on Little miss Sunshine to deal with suspected vampires

Total
abilities 40 + powers 48 + advantages 6 + skills 20/40 + defenses 36 = 150

the heroine of Everspring, Florida, Mary Landry hoped that Wildguard would be her ticket to the big time. Sadly, at the end of the first issues letter column, she revealed that she'd been rejected by the producers, and was likely on her way out of the building just as the aliens attacked. Luckily, she was among the heroes who recovered in time to save the top 12 finalists from a supervillain attack in the last issue of the original mini, and was the public's #6 choice to join the team in the online vote

Where are they now?

Little Miss Sunshine continues to protect the people and visiting spring breakers of Everspring, Florida, and is now their go-to heroine for vampire problems
 
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