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Thread: Kreuz Control - Youngblood

  1. #5271
    MCRN Admiral Kreuzritter's Avatar
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    Suprema

    PL 10 (150)

    Abilities (16)
    STR 14 AGI 2 FIT 2 AWA 2
    STA 10 DEX 0 INT 0 PRE 2

    Powers (102)
    sight supreme: senses +4 (vision penetrates concealment) (4)
    Speed supreme: Flight +8 (16)
    stamina supreme: Enhanced STA +10, Protection +4 (extra: impervious 14) (38)
    stare supreme: damage +6 (extras: accurate 3, range +1, precise) (16)
    strength supreme: Enhanced STR +14 (28)

    Advantages (4)
    improved initiative, interpose, move-by action, ultimate STR

    Skills (12/24)
    close combat: unarmed +4
    insight +6
    perception +6
    persuasion +8

    Defenses (16)
    TOU +14 DODGE +6 FORT +10 PARRY +6 WILL +10

    complications
    code approved: Suprema may be an old-fashioned heroine, but she can be conservative and moralizing
    Darius Dax: as the sister of Supreme, Suprema must be wary of the machinations of his greatest enemy
    Devil's own: Suprema's personal nemesis is the demoness Satana
    girl out of time: Suprema is adjusting to modern earth after being lost in space for decades
    motivation - Lass of Laurels: Suprema fights a never-ending for truth, justice and the American way
    secret identity: Suprema wants to resume her civilian life as Sally Crane
    Supremium: these strange glowing extra-dimensional rocks gave Suprema her powers, originally, but now they can have any number of odd effects upon her

    Total
    abilities 16 + powers 102 + advantages 4 + skills 12/24 + defenses 16 = 150

    the adoptive younger sister of Supreme, as a teenager, Sally Crane was exposed to the strange energies of Supremium radiation that made the man of marble who he is, granting her powers much like his own. in 1969, Supreme flew off into space, leaving it in Suprema's care, only for her to similarly leave mere months later, when Gorrl the Living Galaxy, who had become infatuated with her, and Suprema left with him to spare Earth from his wrath. Decades later, Supreme would rescue Suprema and help her let Gorrl down gently, before returning her to an earth that had moved on without her. Since her return, Suprema has tried to rebuild her life, starting with joining Youngblood to get herself back in the swing of superheroics

    of special note: Suprema is a blatant supergirl expy in the comics, with all the associated powers and scale. this build is mneant for a 'ready to play' PC version in line with M&M defaults
    Last edited by Kreuzritter; Today at 01:31 PM.

  2. #5272
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    Twilight

    PL 10 (150)

    Abilities (72)
    STR 4 AGI 8 FIT 14 AWA 2
    STA 4 DEX 0 INT 2 PRE 2

    Powers (6)
    acrobat: leaping +1, movement +1 (safe fall), speed +1 (4)
    martial artist: Damage +2 (str-based) (2)

    Advantages (17)
    agile feint, assessment, def roll 2, equipment 3, improved disarm, improved initiative, improved trip, improved smash, move-by action, skill mastery (investigation), takedown 2, ultimate investigation, uncanny dodge

    Skills (35/70)
    acrobatics +8
    athletics +8
    expertise: streetwise +6
    insight +8
    intimidation +8
    investigation +8
    perception +8
    technology +4
    stealth +8
    vehicles +4

    Defenses (20)
    TOU +6/4 DODGE +14 FORT +8 PARRY +14 WILL +12

    Equipment
    blackout bombs: Concealment +2 (visual, extras: attack +0, cloud area +1, range +1, flaw: easily removable) [8]
    Chain whip: Damage +2 (str-based, extras: extend reach 3) [5]

    complications
    girl out of time: Twilight has spent decades in suspended animation, and is getting used to how things have changed
    motivation - Justice: Twilight has sworn to fight against crime and corruption, and to never swerve from the path of righteousness
    nocturnal: Twilight suffers from a condition where sunlight irritates her skin and she normally sleeps during the day
    secret identity: no one suspects that Twilight is secretly Linda Kendall, niece and ward to millionaire playboy Taylor Kendall

    Total
    abilities 72 + powers 6 + advantages 17 + skills 36/72 + defenses 20 = 150

    cursed with the same nocturnal condition as her uncle Taylor, recently orphaned Linda Kendall was over the moon upon learning he was not only now her guardian, but also the dean of darkness, Professor Night, and jumped at the opportunity to be his sidekick as Twilight the girl marvel. however, years on Twilight's 19th birthday, the darktown duo were among the many heroes who were left in suspended animation while their very spirits were stolen by the extradimensional slaver of souls, Hulver Ramik, under orders of the insane light elemental Optilux, before being freed decades later by Supreme. while many of the other heroes had trouble adjusting, twilight took to the grim and gritty 90's like a duck to water, updating her look and methods before joining Youngblood

  3. #5273
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    Johnny Panic

    PL 10 (150)

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

    Powers (45)
    Buzzgun: array (flaw: easily removable) (17)
    - going on a trip: affliction +8 (daze/stun/incapacitate, fort resists, extras: cumulative +1, range +1) [24]
    - I'm your new best friend: affliction +8 (entranced/compelled/controlled, fort resusts, extras: cumulative +1, range +1) [24]
    - literal blackout: affliction +8 (vision impaired/unaware/disabled, fort resists, extras: cumulative +1, range +1) [24]
    - topsy-turvy: affliction +8 (hindered & vulnerable/immoble & defenseless, fort resists, extras: cumulative +1, extra condition +1, range +1, flaw: limited degree -1)
    hallucina-suit: (flaw: removable) (28)
    - body armor: Protection +4 [4]
    - holographic projection: illusion +10 (sight, sound) [30]

    Advantages (4)
    improved initiative, inventor, move-by action, taunt

    Skills (29/58)
    deception +8
    expertise: chemistry +8
    expertise: pop culture +6
    insight +6
    perception +6
    persuasion +6
    ranged combat: buzzgun +12
    technology +6

    Defenses (32)
    TOU +8/6/2 DODGE +12 FORT +8 PARRY +12 WILL +12

    complications
    high on his own supply: Johnny frequently samples recreational drugs, which can leave him erratic at times, on top of being a smug git 24/7
    Johnny, I am your father: Johnny Panic is unaware that his true father is none other than Darius Dax
    motivation - performance: Johnny Panic is here to be the first post-post modernist superhero

    Total
    abilities 40 + powers 45 + advantages 4 + skills 29/58 + defenses 32 = 150

    a young supergenius whose heroism counters his innate smugness and pretentiousness, Johnny Panic seems to have been pushed into heroism by his mother, but took a liking to it enough anyway to join Youngblood. johnny's also signs of some of the direction Alan Moore would take in later years, his series pitch oddly focussing on Johnny's concoctions

  4. #5274
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    Doc Rocket

    PL 10 (150)

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

    Powers (67)
    fast defense: enhanced dodge +8, enhanced parry +8, protection +4 (extra: sustained +0) (24)
    fastest girl alive: enhanced advantages +3 (improved initiative 2, seize initiative), movement +2 (wall-crawling, water walking, flaw: limited-only while running -1), quickness +6, Speed +12 (23)
    speed tricks: array (20)
    - cannonball run: damage +8 (extra: line area +2, flaw: Doc Rocket and targets must be on same surface -1) [16]
    - speed blitz: Damage +6 (extra: multiattack +1, takedown 2) [14]
    - speeding bullets: damage +4 (str-based, extra: multiattack 6, range 6, quirk: requires objects to throw -1) [16]
    - whirlwind: move object +8 (extra: damaging +1, cone area +1, flaws: limited-only away -1, range -1) [16]
    - vibration escape: insubstantial +3 [15]

    Advantages (5)
    agile feint, move-by action, set up, taunt, uncanny dodge

    Skills (26/52)
    close combat: speed blitz +10
    deception +8
    insight +6
    investigation +8
    perception +6
    ranged combat: speeding bullets +14

    Defenses (20)
    TOU +6/2 DODGE +14 FORT +10 PARRY +14 WILL +10

    complications
    motivation - Legacy: Doc Rocket grew up on stories of her granddad's heroism, and now lives up to the legend
    secret identity: people don't know Doc Rocket is Rachael Richards

    Total
    abilities 32 + powers 67 + advantages 5 + skills 26/52 + defenses 20 = 150

    the last addition to the second version of youngblood, Doc Rocket is the granddaughter of the original Doc Rocket, and has caught on enough that she's been part of each youngblood relaunch since

  5. #5275
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    Scion

    PL 10 (150)

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

    Powers (40)
    levitation: flight +6 (12)
    spaceworthy: immunity +10 (life support) (10)
    Tachyonic blaster: Damage +10 (extras: range +2, flaw: easily removable) (18)

    Advantages (2)
    improved initiative, move-by action

    Skills (24/48)
    close combat: unarmed +6
    insight +6
    investigation +10
    perception +6
    ranged combat: guns +10
    technology +10

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

    complications
    missing time: Much of Scion's memories are a blur
    motivation - responsibility: as a Spacehunter, Scion protects peace and order throughout the galaxy
    new in town: Scion has to get used to life on earth

    Total
    abilities 64 + powers 40 + advantages 2 + skills 24/48 + defenses 20 = 150

    the terribly mysterious new addition to the team in Joe Casey's run, we know about as much about her in isse 9 as we did when she arrived on earth on issue 4's last page, which is to say, next to nothing. only that she's the daughter of Spacehunter, the martian manhunter expy Alan Moore introduced in Judgement Day, who has apparently gone mad and plans to destroy earth.

  6. #5276
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    Task

    PL 10 (150)

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

    Powers (6)
    enhanced: leaping +1 speed +1 (2)
    Liefelium dual swords: Damage +6 (str-based, flaw: easily removable) (4)

    Advantages (18)
    agile feint, assessment, def roll 2, evasion 2, improved disarm, improved smash, improved initiative, improved trip, move-by action, precise attack 2 (melee cover/concealment), takedown 2, teamwork, uncanny dodge, weapon break

    Skills (42/84)
    acrobatics +8
    athletics +8
    expertise: mercenary +8
    insight +8
    intimidation +8
    investigation +6
    perception +8
    ranged combat: guns +8
    stealth +8
    technology +6
    vehicles +4

    Defenses (24)
    TOU +8/6 DODGE +12 FORT +10 PARRY +12 WILL +10

    complications
    motivation - big time: Task wants to be a rich and famous hero, but is learning celebrity's as tasteless as it is fake
    psi-lent admirer: Task used to carry a torch for his former teammate, Psi-lence

    Total
    abilities 60 + powers 6 + advantages 18 + skills 42/84 + defenses 24 = 150

    not gonna lie, he's only on this list because he was in the original series as a trainee, before years later got put in charge of Youngblood during the Casey run while Shaft's death was being faked, for all of five minutes before the rest of the team found out and jumped ship, leaving task saddled with a bunch of no-name replacements who may as well be black redshirts with only two days to retirement.

  7. #5277
    MCRN Admiral Kreuzritter's Avatar
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    Re: Kreuz Control - Youngblood

    And that's it, that's everybody who was in youngblood proper.

    for more information on what could have been with liefeld's toys under Moore, please consult Alan Moore's Forgotten Awesome

    and now, I have to get work on my next project, which in four words

    Thus say The Lord...

  8. #5278
    MCRN Admiral Kreuzritter's Avatar
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    Re: Kreuz Control - Youngblood

    and now, my next project which I'm hoping to get down by this time tomorrow



    Time of Vengeance!

    the big adventure module of M&M second edition, released in 2006. ToV is an adventure set on the first day of Passover instead of the last, as our heroes must stop the ten incarnate plagues of Egypt that now rampage through freedom city on... oddly specific missions of revenge. can our heroes sole the mystery, save the city, and perhaps bring final comfort to the soul of one woman?

    The Builds

    Unlike my usual work, these builds will be relatively straight conversions, with runaway or under bid point budgets depending, though will saves will be brought up, because most of these guys were built with crummy will saves

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