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

Kreuzritter

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Miss Tikal

PL 10 (150)

Abilities (48)
STR 0 AGI 2 FIT 2 AWA 6
STA 2 DEX 2 INT 6 PRE 4

Powers (60)
Sorcery of the Sixth Sun: array (29)
- all knowing eye: remote sensing +6 (sight, sound, extra: no conduit +1) [24]
- binding vines of the jungle: Affliction +8 (hindered & vulnerable/immobile & defenseless, dodge resists, STR overcomes, extras: cumulative +1, extra condition +1, Range +1, flaw: limited degree -1) [24]
- flame arrows of the sixth sun: damage +8 (extras: multiattack +1, range +1) [24]
- inscriptions of the mind: mind reading +8 (extra: cumulative +1) [24]
- passage: teleport +4 (extras: accurate +1, extended +1, portal +2) [24]
- walk the way: Teleport +6 (extras: accurate +1, extended +1) [24]
shield of the sacred skulls: protection +10 (extras: sustained +0, impervious 12) (22)
sorceress: senses +3 (magical awareness, ranged detect magic) (3)
the tread of clouds: flight +3 (6)

Advantages (5)
artificer, improved initiative, languages (english, spanish native), move-by action, ritualist

Skills (25/50)
expertise: history +8
expertise: novelist +8
expertise: occult +10
insight +6
perception +6
persuasion +6
ranged combat: Sorcery of the Sixth Sun +12

Defenses (12)
TOU +12/2 DODGE +8 FORT +6 PARRY +8 WILL +14

complications
Council of sacred skulls: Miss Tikal was chosen by and answers to the council, and sometimes she must do their bidding
motivation - responsibility: as the secret Sorceress of The Sixth Sun, Miss Tikal bears both great power and responsibility
sacred tools: Miss Tikal requires an appropriately blessed staff to use her magic
write what you know: Miss Tikal is secretly Elena De Costa, celebrated novelist

Total
abilities 48 + powers 60 + advantages 5 + skills 25/50 + defenses 12 = 150

a novelist, Elena De Costa got all the inspiration she'd ever need when she was chosen by the Council of Sacred Skulls to be the Secret Sorceress of the Sixth Sun, embodying the good aspects of Mesoamerican sorcery traditions
 

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Billy Powers

PL 10 (150)

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

Powers (77)
alter egos: Variable +11 (heroes across the multiverse, 55 pp, extra: continuous +1, flaw: limited-cannot control which form he gets -1) (77)

Advantages (3)
beginner's luck, fascinate (persuasion), improved initiative

Skills (20/40)
deception +8
expertise: teen adventurer +6
insight +6
perception +6
persuasion +8
ranged combat: hero powers +6

Defenses (10)
TOU +4 DODGE +6 FORT +6 PARRY +6 WILL +8

complications
meddling kid: Billy is often ignored or dismissed because of his youth
motivation - recognition: Billy wants to prove he's a real hero, and not just a sidekick
oh no not again: Billy is incredibly unlucky

Total
abilities 40 + powers 64 + advantages 8 + skills 26/52 + defenses 10 = 150

a meddling, mystery solving teenager as seen in countless scooby-do knockoffs, Billy Powers was pretty much born to be a super hero sidekick. then he got the power to BVECOME superheroes himself, a power he's still learning to control, but finds awesome all the same, alongside his partner and best friend, Sparky the Dharma Dog
 

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Sparky the Dharma Dog

PL 10 (150)

Abilities (36)
STR 2 AGI 2 FIT 2 AWA 4
STA 10 DEX 0 INT 4 PRE 2

Powers (46)
cartoon dog: Enhanced STA 8 (16)
Dharma dog: luck control +4 (extras: perception area +1, selective +1) (24)
ruh-roh: senses +1 (danger sense) (1)
talking dog: speed +1, leaping +1, senses +3 (acute smell, low-light vision, ultrahearing) (5)

Advantages (16)
animal empathy, beginner's luck, evasion, improved initiative, inspire 4, move-by action, luck 5, set-up, taunt

Skills (30/60)
deception +8
expertise: sidekick +8
insight +6
investigation +8
perception +8
persuasion +8
sleight of hand +8
stealth +6

Defenses (22)
TOU +10 DODGE +10 FORT +10 PARRY +10 WILL +10

complications
dog gone it: as a dog, Sparky has no hands and is colorblind
motivation - Dharma Dog Does Daring Deeds: sparky likes to help people and solve mysteries
roh-noh, rot agrain: Sparky is incredibly unlucky
wacky cartoon dog: as both an obvious animal and living cartoon, Sparky stands out

Total
abilities 26 + powers 52 + advantages 8 + skills 34/68 + defenses 30 = 150

a talking cartoon dog, Sparky is the best friend and loyal partner in mystery solving of billy powers
 

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Desert Storm

PL 10 (150)

Abilities (40)
STR 10 AGI 4 FIT 4 AWA 2
STA 14 DEX 0 INT 0 PRE 2

Powers (67)
sand blast: Damage +8 (extra: range +1) (17)
- fists of sand: elongation +4, damage +4 (str-based) [8]
made of sand: enhanced STR +6, enhanced STA +10, impervious TOU +12, insubstantial +2 (extra: selective +1) (56)
slithering sands: movement +1 (slithering) (2)

Advantages (7)
chokehold, fast grab, improved grab, improved hold, improved initiative, move-by action, startle

Skills (20/40)
close combat: unarmed +2
expertise: archeology +6
expertise: military +6
insight +4
intimidation +8
perception +6
ranged combat: sand blast +8

Defenses (8)
TOU +14 DODGE +6 FORT +14 PARRY +6 WILL +6

complications
motivation - responsibility: Desert Storm may no longer be army, but he still upholds his vow to protect his country from threats foreign and domestic
mudslide: water interferes with Desert Storm's powers and even his physical form
the sands reclaim all: Desert Storm is obsessed with once again finding Irem, the city of Pillars

Total
abilities 40 + powers 67 + advantages 7 + skills 20/40 + defenses 8 = 150

separated from his unit, Major Colin Drury surely would have died in an unnatural sandstorm, had he not stumbled into the Lost City of Irem while seeking refuge, turning him into a creature of living sand. but while a hero through and through, Desert Storm is becoming a man obsessed, feeling the siren's call to return to the City of Pillars...[/b]
 

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Graykallen

PL 10 (150)

Abilities (48)
STR 14 AGI 2 FIT 6 AWA 2
STA 14 DEX 0 INT 4 PRE 2

Powers (64)
jump good: leaping +5 (5)
monstrous strength: Enhanced STR +10, Enhanced STA +10 (40)
nigh invulnerable: impervious TOU +14, regeneration +5 (19)

Advantages (10)
all-out attack, chokehold, fast grab, improved grab, improved hold, improved initiative, move-by action, startle, takedown 2

Skills (20/40)
expertise: popular culture +10
insight +6
intimidation +8
perception +6
ranged combat: throw heavy objects +6
technology +4

Defenses (8)
TOU +14 DODGE +6 FORT +14 PARRY +6 WILL +6

complications
checkered past: Graykallen started out as a villain
form of man: Graykallen is the monstrous alter ego of high school nerd Bendik Bakk
motivation - responsibility: as the last Troll Warden, Graykallen is tasked with keeping the peace between the human and faerie realms
say that to my face: Graykallen takes offense easy, and is still something of a bully

Total
abilities 48 + powers 64 + advantages 10 + skills 20/40 + defenses 8 = 150

a geek and social outcaste in high school, Bendik Bakk's only solace was his love of all things nerdy fantasy, a love that perhaps led destiny to choose him as last of the Troll Wardens, giving him the ability to become an impossibly strong troll. calling himself Graykallen, Bendik abused his powers at first for all the petty reasons a high school student could come up with, before local heroes finally stopped him and ultimately gave him a second chance. a chance Graykallen has taken with gusto, becoming the hero he should have been from the start
 

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Juno

PL 10 (150)

Abilities (40)
STR 12 AGI 6 FIT 4 AWA 2
STA 12 DEX 0 INT 0 PRE 2

Powers (64)
amazonian resilience: immunity +2 (extreme heat, extreme cold) (2)
eye of the peacock: senses +2 (radius sight) (2)
glory to Hera: enhanced STR +10, Enhanced STA +8, impervious TOU +12 (48)
tomb puncher: burrowing +2 (2)
swift as the wind: leaping +2, speed +4 (6)
world traveller: comprehend +2 (understand/speak languages) (4)

Advantages (11)
benefit 2 (wealth 2), contacts, connected, fast grab, improved initiative, move-by action, takedown 2, uncanny dodge, well-informed

Skills (22/44)
acrobatics +6
close combat: unarmed +4
Expertise: adventure archeologist +8
insight +6
investigation +8
perception +8
persuasion +8

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

complications
I charge extra for evil: a number of Juno's clients wind up wanting to use treasures for evil purposes
It's an expensive sport: Juno is often hired to seek out lost, fabled, priceless and frequently cursed relics for her patrons
Literal godmother: Juno's godmother is Hera, Queen of Olympus, and thus in addition to doing her favors, Juno gets caught up in Olympian melodrama
motivation - adventure: Juno is a thrill seeking, globe trotting adventurer
tomb puncher: Juno often takes a... direct approach to puzzle-solving. this has not made her friends in the puzzle-oriented adventure archeology circles
true love: Juno wants nothing more than to re-unite her mothers

Total
abilities 48 + powers 60 + advantages 12 + skills 22/44 + defenses 8 = 150

Once upon a time, there was a beautiful young heiress, who made her name as a raider of tombs and hunter of ancient relics.

Once upon a time, there was a mighty amazon, whose wondrous strength made her a superhero when she strode from her mythic homeland into the world of today

And finally, once upon a time, these two woman met on the outset of a grand adventure, where they not only became the fastest and closest of friends, but claimed the greatest of treasures: Love.

So great was their love that when the Amazon beseeched Hera, the all-powerful queen of Olympus itself, to confirm their union, Hera blessed these women with a child of their own, whom they gave the roman name of her godmother

And while they were happy for a time, eventually tragedy struck, the amazon pulled back into her realm of myth and legend, breaking the heiress heart

but now Juno is grown up, having established herself as an adventurer and treasure hunter in her own right. but now, while Juno turns her attention towards superheroics, she hasn't forgotten her dream to one day reunite her mothers

TLDR: the superstrong daughter of Not!Lara Croft and Not!Wonder Woman based on the above-linked fanart series by Stjepan Šejić, with additional inspiration of the Nanase Craft storyarc in El Goonish Shive
 

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Clayface III

PL 8 (120)

Abilities (24)
STR 8/0 AGI 2 FIT 2 AWA 2
STA 2 DEX 0 INT 4 PRE 0

Powers (52)
containment exo-suit (flaw: removable) (28)
- armored: Protection +8 (extra: impervious 10) [28]
- hydraulic strength: Enhanced STR +8 [16]
touch of clay: Damage +8 (extra: fort resists +1, linked: affliction +8 [transformed, fort resists, extra: cumulative +1, flaw: limited-3rd degree only -1]) (24)

Advantages (2)
improved initiative, move-by action

Skills (22/44)
close combat: unarmed +6
expertise: biology +8
insight +6
intimidation +12
perception +6
stealth +8
technology +6

Defenses (20)
TOU +10/2 DODGE +6 FORT +8 PARRY +6 WILL +8

complications
boneless: without his containment suit, Clayface is incapable of holding any coherent form
Fair helena: for a time, Clayface was completely delusional, believing a mannequin to be his loving wife
motivation - madness: Clayface is a paranoid psychotic fixated on his survival and comfort
Mud Pack: Clayface eventually found happiness in the arms of Sondra Fuller, the fourth Clayface, and their son Cassius
must make it stop: Clayface is periodically overcome by great pain, which he can only alleviate by using his deadly touch on others

Total
abilities 24 + powers 52 + advantages 2 + skills 22/44 + defenses 20 = 120

first appearing in 1978, Preston Payne was a brilliant STAR Labs biochemist, but shunned his entire life for a severe case of hyperpiutarism which left him deformed. seeking to cure his condition, Payne obtained a blood sample of the second, superpowered Clayface, hoping to create a formula from it to duplicate just enough of the villain's shapeshifting ability to remold himself into someone beautiful. unfortunately, not only was the formula's seeming success only temporary, it came with devastating side effects. first, Preston's body began to break down into a constantly shifting amorphous mass, such that only a hastily jury-rigged STAR Labs exo-suit would allow him to keep a humanoid form. second, was that he'd suffer bouts of extreme pain from his body's constant transformations, pain which he could only temporarily get rid of after he discovered the third side effect, that his mere touch was corrosive, turning anyone he grabbed into a gooey, clay-like mess.

Suffice it to say, Preston was driven completely insane from his changes. so insane, in fact, that after his first encounter with Batman, preston, having assumed the Clayface mantle, created an elaborate fantasy where he saw a female-shaped mannequin as Helena, his beloved wife.

years later, Preston would gain some measure of sanity and happiness in 1989's 4 part "Mud Pack" storyline which saw the reunion of everyone to bear the Clayface mantle, where Preston was at first manipulated by Shonda Fuller, his own successor to the name, but by the story's end the two had fallen into a mutual love for each other as they hid away from civilization at the arc's end, even producing a son together during their time in comics limbo, while Basil Karlo became DC's primary Clayface

Unfortunately for Preston, he was seemingly killed off in the execrable "Justice League: Cry For Justice" miniseries, used as a decoy by the book's villain, Prometheus
 

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Mr. Mystery

PL 10 (150)

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

Powers (40)
ghost eyes: senses +6 (darkvision, vision counters illusion, vision counters invisibility) (6)
ghost guns: Damage +6 (extras: affects insubstantial 2, improved crit 2, penetrating +1, precise, range +1, restricted 2, flaw: easily removable) (15)
ghostly mist: insubstantial +2 (linked: flight +2) (14)
hella old: immunity +1 (age)
tough as nails: enhanced STA +4 (4)

Advantages (13)
benefit (cipher 3), contacts, improved initiative, hide in plain sight, move-by action, precise attack 2 (ranged cover/concealment), takedown 2, uncanny dodge, well-informed

Skills (35/70)
expertise occult +8
expertise: streetwise +8
insight +8
intimidation +10
investigation +8
perception +8
ranged combat: guns +12
stealth +8

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

complications
motivation - justice: Mr. Mystery is a grim avenger of the night
old friends: Mr. Mystery and Lady Hex were once close, but remain friends of sorts
rest in peace: Mr. Mystery's cases often involve some form of unquiet dead
urban legend: no one knows what Mr. mystery's deal is

Total
abilities 40 + powers 40 + advantages 13 + skills 35/70 + defenses 26 = 150

from the short-lived META-4 campaign setting early in Green Ronin'sa history, VERY little is known about Mr. Mystery, other than that he appears to be the setting's default supernatural crimefighter, bumping off things what go bump in the night. honestly, I barely glanced at his profile in the Noir sourcebook before I just made this build whole cloth on pure guesswork, though I vaguely recall it being said he can turn to mist, and his connection to Lady Hex
 

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Mad Stan

PL 7 (105)

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

Powers (15)
arsenal: array (flaw: easily removable) (13)
- big gun: Damage +6 (extras: multiattack +1, range +1) (18)
- BLOW IT ALL UP!: Damage +6 (extras: burst area +1, range +1) [18]
hits hard: damage +2 (str-based) (2)

Advantages (6)
def roll 2, fascinate (intimidation), improved initiative, inventor, move-by action

Skills (32/64)
close combat: unarmed +4
expertise: streetwise +6
expertise: explosives +10
expertise: anarchist +8
insight +6
intimidation +10
perception +6
ranged combat: guns +8
technology +6

Defenses (20)
TOU +6/4 DODGE +8 FORT +8 PARRY +8 WILL +6

complications
Batman: Batman keeps getting in Mad Stan's way, so he has no choice but to BLOW HIM UP!
Boom-Boom: Mad Stan loves his pet chihuahua
Information overload: Mad Stan believes that technology inhibits and pacifies the people. the solution: BLOW IT UP!
motivation - BLOW IT UP!: Mad Stan a very angry conspiracy theorist whose answer to everything is to BLOW IT UP!
The Man: Mad Stan feels confounded and oppressed by the bureaucratic laws and society of Gotham City. the answer is obvious: BLOW IT UP!

Total
abilities 32 + powers 15 + advantages 6 + skills 32/64 + defenses 20 = 105

Originally indented as a one off mad bomber for Batman Beyond, Mad Stan was played with such manic and maniac energy by Henry Rollins that he made several more appearances, fleshed into a two-dimensional anarcho-primitivist who was as hilarious on the show in his ranting as terrifying as he'd be in real life
 
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