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Kreuz Control: SHOCKMASTER!, Genesis, Apex

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Postby Mike5000us » Sat Nov 25, 2006 12:54 am

Hey Kreuzritter, I just went thru all 77 pages of your thread just now and I just got to say WOW!!! I curious as to how you are producing these builds so fast and can I ask a request. Can you make a overall "Designer's Notes" for your build? How do you rank out your characters abilities, skills, combat capabilities and power.
"Ah man, I guess I'm just going to have to kill you now!"
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Postby Kreuzritter » Sat Nov 25, 2006 10:50 am

Image

Yippy-ky-yay!

The Time Bandit

PL: 10 (150)

abilities: (22)
STR 10 DEX 14 CON 14 INT 14 WIS 14 CHA 16

Combat: (24)
+6 init, +10/8/6 ATK, +8 DEF (+2 dodge, +4 flat-footed)
+0/8 DMG ()

saves: (6)
TOU +10/2 FORT +4 REF +4 WILL +4

Skills (13/52)
bluff +8
climb +4
computers +4
disable device +4
escape artist +4
gather info +4
investigate +4
ride +8
notice +4
search +4
sense motive +4

feats (12)
attack focus: range 4, dodge 4, improved initiative, precise shot, move-by action, uncanny dodge

Powers (73)
device: megacannon +7 (21)
- Blast +8 (feats: accurate, improved critical, homing, extras: autofire +1, penetrating +1) [35]
device: time watch +13 (52)
- datalink +7 [7]
- supermovement +3 (temporal movement +3) [6]
- supersenses +4 (time sense, direction sense, distance sense, radio) [4]
- force feild +8 (extra: impervious +1) [16]
- summon T-rex +8 (extras: heroic +1, fanatic +1) [32]

costs
abilities 22 + combat 24 + saves 6 + skills 13/52 + feats 12 + powers 73 = 150 pts

:arrow: the image may be from the venture brothers, but this writeups all me. The Time Bandit is one of those guys from a utopian future who wound up bored out of his skull, so he went back in time to the old west. 5 minutes later, he was again bored, but felt the old west had potential if given the right incentive. that this involved phased particle beam rifles and a geneticly modified T-Rex was beside the point, so long as he had his fun. Naturally, a band of time travelling superheros put the kibosh on that plan, and after getting his stuff back the time bandit decided that the 21st century would be a lot more fun
Last edited by Kreuzritter on Sun May 20, 2007 4:39 pm, edited 1 time in total.
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Postby Kreuzritter » Sat Nov 25, 2006 11:14 am

Image

Not everybody has a trust fund like that insect ex-boyfriend of yours! If you think I'm going to go back to a diet of ramen noodles and spaghetti-o's, driving around in a Honda Accord with a ghost on the hood, sorry. I have plans.

Phantom Limb

PL: 10 (180)

abilities: (30)
STR 16 DEX 16 CON 16 INT 16 WIS 16 CHA 10

Combat: (32)
+7 init, +8 ATK, +11 DEF (+3 dodge, +4 flat-footed)
+3/12 DMG (unarmed/killer hands)

saves: (9)
TOU +9/6/3 FORT +6 REF +6 WILL +6

Skills (18/72)
bluff +6
diplomacy +4
gather info +12
intimidate +6
knowledge: finance +12
knowledge: streetwise +6
knowledge: civics +8
knowledge: tactics +6
notice +6
sense motive +6

feats (61)
assessment, benefit: Guild Exec 6 (security clearance, status, wealth 4), chokehold, connected, contacts, defensive roll 3, dodge focus 3, equipment 15, improved grapple, improved grab, improved pin, improved initiative, leadership, Master plan, minions 20, startle, well-informed

Powers (30)
invisibility +8 (flaw: limbs only -1) (6)
Mind blast +12 (flaw: mental weapon -2) (24)

equipment [30]
sports car [8]
cell phone [1]
armored costume +3 [3]
headquarters: stately manor [18]

costs
abilities 30 + combat 32 + saves 9 + skills 18/72 + feats 61 + powers 30 = 180 pts

:arrow: Phantom Limb was a relatively easy build, having gotten lots of screen-time and detailed background. his killer hand thing has been a point of debate at times, but given the described aftereffects (re: "Victor. Echo. November") PL's death touch acts like your typical mind fry. so, a few combat feats to capitalise on this, and then it was just a matter of making him an accountant in Spandex
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Postby Kreuzritter » Sat Nov 25, 2006 12:40 pm

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Ultimo

PL: 11 (165)

abilities: (-26)
STR 50 DEX 10 CON n/a INT 2 WIS 10 CHA 2

Combat: (32)
+4 init, -4 ATK, -4 DEF (-12 size)
+20 DMG ()

saves: (6)
TOU +20 FORT n/a REF +0 WILL +6

skills (3/12)
intimidate +4
notice +4
search +4

feats (1)
improved initiative

Powers (145)
blast +10 (feats: accurate 2) (22)
growth +20 (feat: innate, extra: continuous +1, flaw: permanent -1) (61)
protection +10 (extra: impervious +1) (20)
immunity +30 (fort) (30)
superstrength +6 (12)

costs
abilities -26 + combat 32 + saves 6 + skills 3/12 + feat 1 + powers 145 = 165 pts

:arrow: good ol' fashioned giant killer robot
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Postby Kreuzritter » Sat Nov 25, 2006 2:21 pm

Image

"I am notorious for sticking my nose in other people's business. It's a terrible flaw I have."

Miyamoto Usagi

PL: 10 (150)

abilities: (36)
STR 16 DEX 20 CON 16 INT 12 WIS 18 CHA 14

Combat: (36)
+13 init, +12/8 ATK, +13 DEF (+3 dodge, +4 flat-footed)
+3/8 DMG (unarmed/daisho)

saves: (9)
TOU +7/3 FORT +6 REF +8 WILL +7

Skills (26/104)
bluff +6
climb +6
concentration +6
diplomacy +8
gather info +6
intimidate +8
investigate +4
knowledge: arcane lore +4
knowledge: tactics +6
notice +10
profession: samurai +6
ride +6
sense motive +8
search +6
stealth +6
survival +6
swim +6

feats (35)
ambidexterity, assessment, attack spec: sword 2, contacts, dodge focus 3, defensive roll 4, equipment 2, evasion, spec: sword fighting style: Katsuichi-ryu Kenjutsu 14 (accurate attack, defensive attack, grappling finesse, improved critical, improved block, improved disarm, improved grab, improved initiative, improved overrun, fast overrun, improved pin, improved trip, takedown attack 2), luck, Master plan, startle, uncanny dodge, well-informed

Powers (8)
leaping +1 (1)
supersenses +2 (extended hearing, danger sense) (2)
superspeed +1 (feat: rapid attack) (5)

equipment
Daisho +5 (feats: mighty, improved critical, split attack, masterwork) [9]

tradeoffs
+2 ATK/-2 DMG
+3 DEF/-3 TOU

complications
Enemy (Jei, Lord Hebi)
honor
phobia (spiders)
prejudice (Ronin, poor)
responsibility (Jotaro [son])

costs
abilities 36 + combat 36 + saves 9 + skills 26/104 + feats 35 + powers 8 = 150 pts

:arrow: star of one of the only comics to be recognized as manga, Usagi is more or less a fuzzy version of famed samurai Miyamoto Musashi, and a dang good swordsman (note: usagi is not the best swordsman in his setting, but he easily makes the top 5). he's also made several guest appearances on the new TMNT series (indeed, he's actually in the opening credits as of season 4)

:arrow: Usagi is built to act as either a duellist or goonsweeper, using traditional swordfighting and jujitsu in addition to his own inherent speed to get the edge.
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Postby Kreuzritter » Sat Nov 25, 2006 3:29 pm

Image

Crimson Dynamo

PL: 10 (150)

abilities: (20)
STR 14 DEX 16 CON 16 INT 10 WIS 14 CHA 10

Combat: (32)
+7 init, +8 ATK, +8 DEF (+4 flat-footed)
+2/12/12 DMG (unarmed/suit/blast)

saves: (9)
TOU +12/3 FORT +6 REF +5 WILL +6

Skills (14/56)
bluff +6
climb +6
intimidate +8
knowledge: tactics +6
notice +6
pilot +6
profession: KGB agent +6
search +6
sense motive +6

feats (16)
diehard, fearless, fighting style 12 (all-out attack, chokehold, defensive attack, elusive target, grappling finesse, improved block, improved grab, improved grapple, improved pin, improved throw, power attack), move by action, uncanny dodge

Powers (64)
Device: Crimson dynamo battlesuit +16 (64)
- communication +4 (radio, 1 mile) [4]
- Electrical control +12 [25]
- AP: Enhanced STR +20 {20}
- flight +4 [8]
- immunity +11 (life support, critical hits) [11]
- Protection +9 (extra: impervious +1) [18]
- supersenses +4 (radio, direction sense, time sense, distance sense) [4]
- superstrength +5 [10]

drawback (-4)
normal identity (full round) (-4)

costs
abilities 20 + combat 32 + saves 9 + skills 14/56 + feats + powers 64 - drawback 4 = 150 pts

:arrow: a classic relic of the cold war, the crimson dynamo's gone through any number of owners. however, for our purposes, we'll say the suit is currently in the hands of a former KGB agent
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Postby Kreuzritter » Sat Nov 25, 2006 3:58 pm

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The Gray gargoyle

PL: 10 (150)

abilities: (14)
STR 34/14 DEX 14 CON 16 INT 10 WIS 10 CHA 10

Combat: (32)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+12/9 DMG (unarmed/stone touch)

saves: (9)
TOU +12/3 FORT +6 REF +4 WILL +4

Skills (9/36)
bluff +4
craft: chemical +4
intimidate +8
knowledge: life sciences +4
knowledge: streetwise +4
notice +4
sense motive +4
stealth +4

feats (5)
improved grab, improved grapple, improved initiative, power attack, startle

Powers (84)
alternate form: stone +10 (50)
- Enhanced STR +20 [21]
- AP: superstrength +10 {20}
- immunity +9 (life support) [9]
- leaping +2 [2]
- Protection +9 (extra: impervious +1) [18]
petrification +9 (feats: slow fade 4, extra: continuous, total fade +1, flaws: touch -1, permanent -1) (31)

costs
abilities 14 + combat 32 + saves 9 + skills 9/36 + feats 5 + powers 84 = 150 pts

:arrow: a recurring marvel foe, the gray gargoyle's petrification needs a little explaining. the continuous is not so the raget is frozen indefinately, it's the requirement for making his power permanent (anything gargoyle touches turns to stone). those touched by him automaticly return to normal after an hour
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Postby Kreuzritter » Sat Nov 25, 2006 4:53 pm

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"I always get what I want.

Maxima

PL: 10 (150)

abilities: (50)
STR 24 DEX 24 CON 24 INT 10 WIS 14 CHA 14

Combat: (32)
+11 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/10/10/7/10 DMG (unarmed/sword/TK/mental blast/blast)

saves: (3)
TOU +10/7 FORT +7 REF +7 WILL +5

Skills (8/32)
bluff +6
intimidate +8
notice +6
search +6
sense motive +6

feats (19)
assessment, attractive, fearless, defensive roll 3, dodge 2, fighting style 10 (accurate attack, attack spec: sword, defensive attack, improved block, improved disarm, improved initiative, power attack, startle, taunt, takedown attack), uncanny dodge

Powers (46)
device: Promethium sword +3 (9)
- Strike +3 (feats: mighty pen 7, improved critical 2, extra: penetrating +1) [15]
flight +3 (6)
impervious TOU +7 (7)
telekinesis +10 (24)
- AP: telepathy +10 [20]
- AP: superstrength +10 [20]
- AP: Mental blast +5 [20]
- AP: blast +10 [20]

costs
abilities 50 + combat 32 + saves 3 + skills 8/32 + feats 19 + powers 46 = 150 pts

:arrow: a sometime foe of Superman, Maxima's also seved as a heroine from time to time, mixing brute power and psycic powers with warrior skill
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Re: BUILD 666

Postby Kreuzritter » Sat Nov 25, 2006 9:15 pm

Kreuzritter wrote:Image

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn..."

Avatar of Cthulhu


PL: 12 (401)

abilities: (64)
STR 42 DEX 18 CON 34 INT 18 WIS 22 CHA 20

Combat: (40)
+8 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+16/12/10/12 DMG (unarmed/magic/drain/confuse)

saves: (9)
TOU +12 FORT +16 REF +7 WILL +10

Skills (11/44)
craft: artistic +8
intimidate +12
knowledge: arcane lore +16
sense motive +8

feats (13)
ambidexterity, artificer, assessment, fearless, fearsome prescence 3, improved intitiative, seize intiative, master plan, ritualist, trance, uncanny dodge

Powers (264)
additional limbs +4 (10 tentacles) (4)
confuse +12 (feat: incurable, extras: duration +3, flaw: permanent -1) (49)
drain WIS +10 (feat: incurable, slow fade 9, extra: range +1, duration +3, flaw: permanent -1) (50)
flight +3 (6)
growth +12 (feat: innate, extra: continuous, flaw: permanent -1) (37)
immunity +12 (age, life support, critical hits) (12)
impervious TOU +12 (12)
magic +12 (54)
- hellfire control +12 (extra: autofire)
- Disintegrate +12
- Mind control +12 (extra: conscious +1)
- snare +12 (feat: tether, extra: regenerating +1)
- telekinesis +12 (extra: perception +1, damaging +1)
- Water control +12
- Air control +12
regeneration +16 (B+3, U+1, I+3, S+3, D +6, Res +3, feats: persistent, regrowth) (18)
superstrength +6 (feats: groundstrike, shockwave, thunderclap, superbreath) (16)
swimming +6 (6)

costs
abilities 64 + combat 40 + saves 9 + skills 11/44 + feats 13 + powers 264 = 401 pts

:arrow: yes, that's right, the 666th build on this thread is the big guy himself... well, a representation of the big guy himself, just to give your players something to fight instead of the PL-X nightmare that truly is cthulhu.


THE STARS ARE RIGHT...
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Re: BUILD 666

Postby Dr Archeville » Sat Nov 25, 2006 10:13 pm

Kreuzritter wrote:THE STARS ARE RIGHT...


*approves*
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Re: BUILD 666

Postby Fisdenallus » Sat Nov 25, 2006 10:21 pm

Kreuzritter wrote:
Kreuzritter wrote:Image

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn..."

Avatar of Cthulhu


PL: 12 (401)

abilities: (64)
STR 42 DEX 18 CON 34 INT 18 WIS 22 CHA 20

Combat: (40)
+8 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+16/12/10/12 DMG (unarmed/magic/drain/confuse)

saves: (9)
TOU +12 FORT +16 REF +7 WILL +10

Skills (11/44)
craft: artistic +8
intimidate +12
knowledge: arcane lore +16
sense motive +8

feats (13)
ambidexterity, artificer, assessment, fearless, fearsome prescence 3, improved intitiative, seize intiative, master plan, ritualist, trance, uncanny dodge

Powers (264)
additional limbs +4 (10 tentacles) (4)
confuse +12 (feat: incurable, extras: duration +3, flaw: permanent -1) (49)
drain WIS +10 (feat: incurable, slow fade 9, extra: range +1, duration +3, flaw: permanent -1) (50)
flight +3 (6)
growth +12 (feat: innate, extra: continuous, flaw: permanent -1) (37)
immunity +12 (age, life support, critical hits) (12)
impervious TOU +12 (12)
magic +12 (54)
- hellfire control +12 (extra: autofire)
- Disintegrate +12
- Mind control +12 (extra: conscious +1)
- snare +12 (feat: tether, extra: regenerating +1)
- telekinesis +12 (extra: perception +1, damaging +1)
- Water control +12
- Air control +12
regeneration +16 (B+3, U+1, I+3, S+3, D +6, Res +3, feats: persistent, regrowth) (18)
superstrength +6 (feats: groundstrike, shockwave, thunderclap, superbreath) (16)
swimming +6 (6)

costs
abilities 64 + combat 40 + saves 9 + skills 11/44 + feats 13 + powers 264 = 401 pts

:arrow: yes, that's right, the 666th build on this thread is the big guy himself... well, a representation of the big guy himself, just to give your players something to fight instead of the PL-X nightmare that truly is cthulhu.


THE STARS ARE RIGHT...


Praise be to the Great Old Ones! Amazing Job!
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Postby Kreuzritter » Sat Nov 25, 2006 10:42 pm

so, I hear you guys thinking: what can possibly top that?

well, howabout i'm announcing my next batch of team conversions. nearly two dozen characters this time, all grouped from various shows under a singular heading:

who you ask?

howabout...

The Masters of Evil!

all the way from Beetle to Zemo, if they had masters membership, they get on the list. i'm even sweetening the pot by throwing in guys that don't have real membership, but wouldn't look out of place in the lineup
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Postby Dr Archeville » Sat Nov 25, 2006 10:43 pm

w00t!
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Postby prabe » Sat Nov 25, 2006 10:45 pm

Ia! Ia!

Somewhere Howard is shaking his head and smiling.
He's got a watch with a minute hand,
Millenium hand and an eon hand.
When they meet it's a happy land.
Powerful man, Universe Man.
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Postby Kreuzritter » Sun Nov 26, 2006 3:36 am

now, before I get started, i just thought i'd be nice and point out masters members already on this page

Crimson Dynamo
Gray Gargoyle
Hydro-man
The Lizard
M.O.D.O.K.
Ultimo

and, for the record, i will be drawing from the comics and Marvel: ultimate alliance for the majority of the Masters. however, as said above, there will be those who aren't on either team, but wouldn't look out of place on the roster
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