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Thread: Kreuz Control - WHERE IN THE WORLD IS CARMEN SANDEIGO?

  1. #5121
    MCRN Admiral Kreuzritter's Avatar
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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

  2. #5122
    MCRN Admiral Kreuzritter's Avatar
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    Mr. Mystery

    PL 10 (150)

    Abilities (40)
    STR 2 AGI 4 FIT 4 AWA 2
    STA 8 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
    Last edited by Kreuzritter; 01-30-2019 at 07:11 PM.

  3. #5123
    OPA Belta Davies's Avatar
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    Re: Kreuz Control - Billy Powers, Sparky, Desert Storm, Graykallen, Juno

    I suspect that the original intention for Mr. Mystery was for him to be a less monstrous version of Dan Bereton's Gunwitch (see Nocturnals - A Midnight Companion, if you can find one of the very rare copies).
    Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.

  4. #5124
    MCRN Admiral Kreuzritter's Avatar
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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

  5. #5125
    MCRN Admiral Kreuzritter's Avatar
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    Carmen Sandiego

    PL 10 (150)

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

    Powers (11)
    cool gadgets: variable +1 (gadgets, 5 pp, extra: continuous +1, flaw: removable) (6)
    world traveller: comprehend +3 (understand/speak/read languages) (5)

    Advantages (14)
    assessment, contacts, defensive roll 4, hide in plain sight, improved defense, improved disarm, improved initiative, improved trip, move-by action, uncanny dodge, well-informed

    Skills (47/94)
    acrobatics +6
    athletics +6
    close combat: unarmed +6
    deception +8
    expertise: geography +8
    expertise: streetwise +8
    perception +8
    insight +8
    investigation +8
    persuasion +8
    sleight of hand +8
    stealth +8
    technology +4

    Defenses (34)
    TOU +6/2 DODGE +14 FORT +10 PARRY +14 WILL +10

    complications
    How in the world could Carmen Sandiego?: Carmen was raised by VILE, and knows she's going against people she saw as family
    motivation - responsibility: Carmen Sandeigo steals back cultural treasures from VILE to return to their rightful owners
    What in the world is Carmen Sandiego?: Carmen actively keeps it a secret that she has the assistance of Player, Zack and Ivy
    Where in the world is Carmen Sandiego?: Carmen is actively sought by Interpol, VILE and ACME
    Who in the world is Carmen Sandiego?: Carmen wants to find the secrets of her past
    Why in the world is Carmen Sandiego?: Carmen's most persistent frenemies are Inspector Chase Devineaux, and his partner, Julia Argent

    Total
    abilities 44 + powers 11 + advantages 14 + skills 47/94 + defenses 34 = 150

    this year, the infamous sticky fingered filcher of 80's and 90's edutainment was brought back for a new generation courtesy of Netflix. but, in a change from the classic games and shows, this Carmen is an anti-heroine than anti-villain, now opposing VILE instead of running it, stealing from VILE to return their ill-gotten gains to their rightful owners, with her daring and flamboyantly visible heists meant to draw the attention of every police operation in the world down upon VILE's operations

    but for old times sake, take it away, Rockapella


  6. #5126
    MCRN Admiral Kreuzritter's Avatar
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    Zeta

    PL 10 (150)

    Abilities (64)
    STR 10 AGI 4 FIT 4 AWA 2
    STA 10 DEX 0 INT 2 PRE 0

    Powers (28)
    infiltration unit: elongation +2, morph +3 (humanoids) (17)
    NSA funding access: benefit +2 (wealth 2) (2)
    synthoid: immunity +11 (age, life support) (11)

    Advantages (6)
    assessment, hide in plain sight, improved initiative, interpose, move-by action

    Skills (31/62)
    close combat: unarmed strikes +6
    deception +8
    expertise: espionage +8
    insight +4
    investigation +6
    perception +8
    ranged combat: guns +8
    stealth +8
    technology +6

    Defenses (20)
    TOU +10 DODGE +10 FORT +10 PARRY +10 WILL +10

    complications
    Ahab: Agent Bennet leads the NSA team after Zeta with an intensity that goes beyond mission parameters into near obsession
    character witness: the only person who can conclusively prove Zeta's innocence is the incredibly reclusive and paranoid Dr. Zelig
    first law: Zeta has chosen to never let any human come to harm through his own action or inaction
    gone rogue: a special task force of the NSA has been dedicated towards Zeta's capture and reprogramming
    motivation - acceptance: Zeta wants to prove he's not a threat so that he can exist in peace
    Ro: Zeta's friend, street-smart partner and mentor in humanity is teenaged runaway Rosalie "Ro" Rowan
    termination: the rogue synthoid IU7 has become fixated on destroying Zeta
    tin man: Zeta has much to learn about humanity, and even with his disguises, there are often circumstances that give away his robotic nature

    Total
    abilities 64 + powers 30 + advantages 4 + skills 31/62 + defenses 20 = 150

    titular hero of the Zeta Project, a short-lived spinoff of Batman Beyond, Zeta was a prototype android assassin, built by the NSA to infiltrate hostile organizations through holographic disguises and terminate their leaders. however, during one such mission, Zeta was forced to assume his cover identity's life long-term, exposing him not only to the positive emotions of the man's loving family, but that his target was an innocent dupe, causing Zeta to question his own programming and abort the mission, refusing to kill anyone ever again. to the NSA, they only saw that one of their deadlier dirty secrets had gone rogue, with reasonable suspicion it's programming had been compromised.

    Presently, Zeta lives a life on the run, accompanied by Ro, a teenaged runaway who has agreed to help her new friend prove to the NSA that he's not a threat to anyone by finding his creator, Dr. Zelig, who is unfortunately a reclusive paranoid who stays on the move himself

    Design note: this version of Zeta eschews most of the additional features added to him over the course of his own series, focussing on the notion that Zeta has disabled or outright removed those components usable as an outright weapon

  7. #5127
    MCRN Admiral Kreuzritter's Avatar
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    Ironheart

    PL 10 (150)

    Abilities (28)
    STR 10/0 AGI 2 FIT 2 AWA 2
    STA 0 DEX 0 INT 6 PRE 2

    Powers (56)
    Ironheart armor (extras: restricted 2, flaw: removable) (56)
    - nanomodular armor assembly: feature +1 (quick change), protection +10 [11]
    - Natalie: feature +1 (onboard AI) [1]
    - repulsorlift boot thrusters: Flight +8 [16]
    - sealed system: immunity +10 (life support) [10]
    - sensor suite: senses +6 (radio, infravision, acute/analytical/ranged detect energy, ultrahearing) [7]
    - weapon systems: array [23]
    - micronode restraints: affliction +7 (hindered & impaired/disabled & immobile, dodge resists, strength overcomes, extras: cumulative +1, extra condition +1, range +1, flaw: limited-degree -1) {21}
    - servomuscles: Enhanced STR +10 {20}
    - variable repulsor emitter: damage +10 (extras: precise, range +1) {21}

    Advantages (5)
    eidetic memory, improvised tools, inventor, move-by action, speed of thought

    Skills (27/54)
    close combat: power armor +8
    expertise: science +8
    insight +6
    investigation +8
    perception +6
    ranged combat: power armor +10
    technology +8

    Defenses (34)
    TOU +10/0 DODGE +10 FORT +8 PARRY +10 WILL +12

    complications
    can't talk, busy: Ironheart prefers to focus on the work at hand, to the detriment of her social skills
    forever seeking me: Ironheart has PTSD from being nearly killed by Thanos
    heart of iron: Ironheart's pride and refusal to see anyone else hurt can push her to take rash action while pushing away those closest
    motivation - make the path: Ironheart doesn't want anyone else to live in fear or lose loved ones
    my own lab: Ironheart has to juggle her heroics with her ongoing work at MIT

    Total
    abilities 28 + powers 56 + advantages 5 + skills 27/54 + defenses 34 = 150

    a teen supergenius prodigy who'd lost both her stepfather and best friend to gun violence, Riri Williams caught the attention of Tony Stark when during her grad work at MIT, she reproduced one of his earliest model Iron Man suits with the intent of becoming a superhero herself. However, Tony's plans to mentor her were derailed due to the second Civil War crossover, and Riri, now using a top-shelf armor built from Tony's own labs, had to fly solo as Ironheart, with mixed results on her own, but she soon found a place among the current version of the champions

    more recently, Riri's armor was destroyed and herself nearly killed by the mad Titan Thanos, prompting her to create a new armor for herself from scratch, and re-evaluate her methods and place in the greater marvel universe.

    this was a tricky build, as I only know the character through her appearances in Champions, and what few issues there are of her current, supposedly more nuanced ongoing series

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