Kreuz Control - DOOM!, Hydra, Azazel, Angel, Juggernaut

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Vexous
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Post by Vexous » Mon Jun 26, 2006 5:31 pm

This may be a day late and a dollar short, but, you did a write up on Galatea. Good job, I don't think anyone else has done the PG of the AU.

That said, I also noticed you did Fury, errr, I mean Aresia. Do you think she actually hits harder than a Kryptonian? Looked like her STR was 30 and Tea's was 28. Not saying your wrong, I'm just curious as to your take on the situation.

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Post by Kreuzritter » Mon Jun 26, 2006 6:23 pm

Aresia/fury is older/bigger than tea, and how I view them as what they are: the villain options for wonder woman and supergirl

note that while aresia is the stronger, tea is more powerful and the better fighter (if I get around to supergirl, she won't have tea's wealth of feats, for example)
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D.Shaffer
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Post by D.Shaffer » Mon Jun 26, 2006 7:07 pm

Kreuzritter wrote:Image

You haven't seen me angry, until now!

Scarlet Witch
I always liked this character design. It's a pity they dont adapt something similar for the mainstream version of her. If anyone needs a costume redesign, it's her.
"Confound these wretched rodents! For every one I fling away, a dozen more vex me!" -Dr. Doom

"I dont need luck. I eat nuts" - Squirrel Girl

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Post by Kreuzritter » Tue Jun 27, 2006 11:51 am

Image

Look, When you live as fast as I do, there ain't enough things to occupy my time. I gotta entertain myself.

Quicksilver

PL: 8 (109)

abilities: (14)
STR 10 DEX 16 CON 14 INT 10 WIS 12 CHA 12

Combat: (32)
+28 init, +6 ATK, +10 DEF (+ flat-footed)
+0 DMG (unarmed)

saves: (11)
TOU +5/2 FORT +5 REF +8 WILL +4

Skills (8/32)
bluff +6
disable device +4
intimidate +6
notice +4
sleight of hand +4
sense motive +4
stealth +4

feats (5)
attractive, evasion 2, equipment, fast overrun, move by action, taunt

Powers (39)
superspeed +7 (feats: rapid attack, wall run, water run) (39)
AP: air control +7 [14]

equipment
commlink [1]
cell phone [1]
armored costume +3 [3]

complications
enemy (scarlet witch. later becomes responsibility for her)
rivalry (X-men)
rivalry (avalanche, for leadership of the brotherhood)
responsibility/secret (loyal to magneto)
reputation (mutant punk)

tradeoffs
+2 DEF/-2 TOU

costs
abilities 14 + combat 32 + saves 11 + skills 8/32 + feats 5 + powers 39 = 109 pts

:arrow: Quicksilver completes the ranks of the Brotherhood, and is pretty much the annoying arrogant jerk who lorded his superiority over you in high school and stole yer girl to boot
Last edited by Kreuzritter on Sun May 20, 2007 9:21 am, edited 3 times in total.
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Post by Kreuzritter » Tue Jun 27, 2006 1:27 pm

Kreuzritter wrote:Image

"The world will be mine. Surrender now and you shall have a place in the new order"

Kreuzritter v. 3.0
Also known as: The Full-Metal Crusader

History: With the dissolution of the organizations H.E.R.O.I.C. and J.U.D.G.E., many of their members went their seperate ways, exploring their own paths of good and evil. Among these was the one called Kreuzritter, whose experiments in character creation had left him wondering if HEROIC really was for him, even before the dismissal. it is unknown where he went after that. Some say he crossed the borders into Videoland, others claim he travelled to the universe, searching for relics of the Secret Wars, and yet another theory was that he simply missed a few turns on the Cosmic Interstate that links all realities.

regardless of what happened, eventualy the thread kreuzritter had started not long after the end of the before times swelled to life, churning out new creations drawn from countless worlds, and the man himself was seen. no longer the bright green mythic 80's rock god/road warrior, instead Kreuzritter had become a towering robotic figure, a living mix of mad science and old magic, a steampunk Cyberman, as it were

Operating out of his "Hall of Doom", Kreuzritter continues his creations unabated, and, hearing distant rumors of the return of HEROIC and JUDGE, has begun to ponder which side of the conflict he'll take, having re-affirmed his ultimate goal: World Domination.

PL: 18 (270)

abilities: (32)
STR 36 DEX 14 CON n/a INT 24 WIS 16 CHA 10

Combat: (52)
+10 init, +14/12 ATK, +12 DEF (-2 size, +6 flat-footed)
+13/12 DMG (unarmed/electrical control)

saves: (5)
TOU +15 FORT n/a REF +5 WILL +10

Skills (18/72)
bluff +10
disable device +8
intimidate +10
knowledge: arcane lore +8
knowledge: physical sciences +8
knowledge: technology +8
notice +10
sense motive +10

feats (28)
assessment, attack spec: electric control, Defensive Attack, diehard, equipment +10, evasion, fearless, Improved Block, Improved Critical, improved initiative 2, Improved Sunder, Improved Trip, instant up, Master Plan, move by action, power attack, Startle, uncanny dodge

Powers (135)
electrical control +12 (extra: penetrating +1) (37)
AP: disintegrate "death ray" +9 (extras: area-line +1, penetrating +1, flaws: duration -1, distracting -1) [36]
flight +5 (10)
growth +4 (feat: innate, flaw: permanent -1) (9)
immunity +30 (fort saves) (30)
mind sheild +5 (5)
protection +15 (extra: impervious +1) (30)
superstrength +7 (14)

costs
abilities 29 + combat 52 + saves 5 + skills 19/76 + feats 28 + powers 143 = 270 pts

:arrow: yep, big sucker, ain't I? anyway, as said, my base is The Hall of Doom[/url]
:arrow: updated for the return of the JUDGE/HEROIC threads. I reduced my size but upped my strength
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TroyXavier
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Post by TroyXavier » Wed Jun 28, 2006 8:37 am

How can Quicksilver have a rivalry with himself?
Club Thirteen is Risen.

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Post by Kreuzritter » Wed Jun 28, 2006 11:37 am

TroyXavier wrote:How can Quicksilver have a rivalry with himself?
fixed it. was supposed to read avalanche
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Post by Kreuzritter » Thu Jun 29, 2006 9:01 pm

Image

"I kill, therefore I am."

Barry the Chopper

A convicted serial murderer, Barry was supposedly hung at the gallows, but in acuality he was made the guinea pig in twisted alchemical experiments, his soul torn from his body and bound to a potent suit of armor. at first horrified by the loss of his humanity, Barry swiftly came to like his new body because it made him a better killer. to satify this craving, barry was made a security guard at the laboratory he was reborn at, with orders to kill any trespassers.

Barry has since quit his job, and intends to get back to what he does best: killing.


PL: 7 (105)

abilities: (12)
STR 20 DEX 14 CON n/a INT 10 WIS 14 CHA 14

Combat: (20)
+6 init, +6 ATK, +4 DEF (+2 flat-footed)
+5/8 DMG (unarmed/butcher blade)

saves: (6)
TOU +10 FORT n/a REF +5 WILL +5

Skills (16/64)
Bluff +8
climb +6
disable device +4
drive +4
Intimidate +12
Notice +6
profession: butcher +6
search +6
Sense Motive +6
Stealth +6

feats (16)
all-out attack, assessment, distract (intimidate), fascinate 2 (intimidate, bluff), fast overrun, fearsome prescence 4, improved initiative, improved overrun, power attack, startle, takedown attack, taunt

Powers (43)
device: butcher blade +1 (3)
- Strike +3 (feats: mighty, improved critical) [5]
immunity +30 (fort saves) (30)
protection +10 (10)

drawbacks (-8)
vulnerable: magnetics (uncommon, moderate (-2)
vulnerable: electricity (uncommon, moderate) (-2)
weak point: dead if blood seal destroyed (-4)

costs
abilities 12 + combat 20 + saves 6 + skills 16/64 + feats 16 + powers 43 -drawback 8 = 105 pts

Design notes: Barry was a pretty easy peice of work, I just mixed Jack of knives with my earlier build for Al. given that the Soul rune's destruction means barry's instant death, I feel it should be higher, but, 1 point sounds okay for now.

Tactics: Barry is essentially a more Comedic version of slasher movie maniacs, and would probably be pretty terrifying if everybody in FMA wasn't slapping him around or shooting his fool head off. personalitywise, he's not unlike futurama's bender, only focussed on hacking people up rather than petty larceny

:arrow: and continuing the path set down by my contributions to the Iron Kingdoms thread, I've downgraded and streamlined barry to a much more suitable PL7
Last edited by Kreuzritter on Sat Aug 25, 2007 2:25 pm, edited 3 times in total.
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Post by Kreuzritter » Fri Jun 30, 2006 5:26 pm

Image

I am not a lackey! I... I have no choice.

Colossus

PL: 8 (117)

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

Combat: (24)
+1 init, +7/6 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+2/9 DMG (unarmed/powered up)

saves: (11)
TOU +9/2 FORT +6 REF +4 WILL +6

Skills (9/36)
bluff +4
craft: artistic +6
diplomacy +4
intimidate +4
knowledge: pop culture +2
notice +6
profession: farmer +4
sense motive +6

feats (7)
all-out attack, attack focus: melee, dodge focus, improved over-run, improved pin, interpose, power attack

Powers (51)
enhanced Strength +14 (14)
immovable +4 (extra: unstoppable +1) (8)
immunity +9 (life support) (9)
Protection +7 (extra: impervious +1) (14)
superstrength +3 (6)

drawback:
normal identity (-3)

tradeoff
-1 ATK/+1 DMG
-1 DEF/+1 TOU

Complications:
reputation: mutant terrorist
honor
responsibility (Protect family, unwilling servant of Magneto)

costs
abilities 18 + combat 24 + saves 11 + skills 9/36 + feats 7 + powers 51 - drawback 3 = 117 pts

:arrow: In what was deemed a shcking turn of events, the Evolution version of colossus first turned up as one of Mangeto's Acolytes, but it was soon revealed that this version of pete is still a good kid at heart, only serving the master of magnetism for fear of his family.

:arrow: colossus is your classic brick in combat, with brute strength and the ability to throw most anything being his primary options
Last edited by Kreuzritter on Sun May 20, 2007 9:22 am, edited 2 times in total.
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Post by Kreuzritter » Fri Jun 30, 2006 8:20 pm

Image

With great power comes great responsibility

Spider-man (Mangaverse)

PL: 9

abilities: (33)
STR 16 DEX 20 CON 16 INT 16 WIS 16 CHA 14

Combat: (28)
+9 init, +7 ATK, +7 DEF (+3 flat-footed)
+3/4/6 DMG (unarmed/claws/spider-line)

saves: (10)
DMG +3/8 FORT +6 REF +9 WILL +6

Skills (16/64)
acrobatics +10
bluff +8
climb +10
concentration +6
escape artist +10
knowledge: life sciences +6
notice +8
sense motive +8
stealth +6

feats (21)
beginner's luck, defensive roll x5, fighting style: spider-ninjitsu x12 (acrobatic bluff, blind-fight, defensive attack, elusive target, grappling finesse, improved block, improved critical, improved trip, instant up, power attack, takedown attack, uncanny dodge), hide in plain sight, improved initiative, trance

Powers (27)
Device: spider-claws +2 (8 )
- Strike +4 [4]
- super movement +2 (wall-crawlingx2) [4]
Device: Spider-lines +3 (12)
- Snare +4 (feat: tether) [10]
AP - strike +3 (feats: mighty, extend reachx2) {6}
- Super movement +2 (slow fall, swinging) [4]
leaping +2 (2)
super senses +5 (blind-sight, danger sense) (5)

costs
abilities 33 + combat 28 + saves 10 + skills 16/64 + feats 21 + powers 27 = 135 pts

:arrow: ladies and gentlemen, I give you the Amazing Spider-man, last descendant of the Spider-clan. Trained in ninjistu by his uncle ben (a second generation japanese immigrant), young peter made a promise to his aunt Mei to not follow the path that took the lives of his parents. however, When Uncle Ben was murdered by his brother, the ninja assassin Venom, Peter donned the red/blue uniform of the spider clan to avenge his beloved mentor, knowing the power of his skill made him responsible for those around him
(as recounted in Marvel Mangaverse: spider-man)
Last edited by Kreuzritter on Sun May 20, 2007 9:22 am, edited 2 times in total.
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mortarion
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Post by mortarion » Sat Jul 01, 2006 4:17 am

:lol: I've gotta look this manga-verse up, it looks amusing
J.U.D.G.E Official Liason to England and the United Kingdom/Master Of The Mystic Arts
I'm not exactly sure what happened. Sometimes I remember it one way, sometimes another... If I'm going to have a past, I prefer it to be multiple choice!

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Post by Kreuzritter » Sun Jul 02, 2006 8:48 am

Image

Those who know nothing can understand nothing

Ansem

PL: 10 (264)

abilities: (30)
STR 12 DEX 14 CON n/a INT 20 WIS 24 CHA 18

Combat: (32)
+6 init, +12/10/8 ATK, +12 DEF (+4 sheild, +4 flat-footed)
+1/6/8/8/8/10 DMG (unarmed/halberd/aeoga/firaga/thundaga/guardian)

saves: (7)
TOU +9/6 FORT n/a REF +6 WILL +10

Skills (25/100)
bluff +8
computers +12
concentration +8
craft: electronic +10
craft: mechanical +10
intimidate +8
knowledge: technology +12
knowledge: arcane lore +12
investigate +6
notice +8
sense motive +6

feats (23)
artificer, assessment, attack focus: ranged +4, attack specialization: halberd, defensive roll 3, diehard, eidetic memory, fearless, fearsome prescence +3, improved initiative, inventor, master plan, seize initiative, startle, ritualist, uncanny dodge

Powers (147)
Communication 2 (mental, Flaw: Limited- Heartless only) (1)
flight +1 (2)
force feild +6 (extra: impervious +1) (12)
immunity +30 (fort effects) (30)
Magic +8 (52)
- Blast: razor wind +8 (feat: improved critical 2, extra: autofire +1) [26]
- Blast: Dark Firaga +8 (extra: Area-Line +1, penetrating +1)
- blast: Dark thundaga +8 (extra: Burst +1) [24]
- Summon Heartless +8 (feats: progression x5, mental link, sacrifice, extras: fanatical +1, horde +1, type: heartless +1) [47] *
- Strike "dark halberd" +5 (feat: improved critical, mighty, extra: autofire +1) [32]
- Supermovement +3 (dimensional movement 3, extra: portal +2) (12)
protection +6 [6]
Super Senses 4 (Darkvision, Detect Hearts [scent, ranged]) (4)
Teleport +5 (feats: change direction, change velocity, easy, turnabout, progression +2, extra: accurate +1) (21)

Image

Shadow Guardian
Telekinesis +10 (extra: damaging +1) (30)
Sheild +4 (4)

costs
abilities 30 + combat 32 + saves 7 + skills 25/100 + feats 23 + powers 147 = 264 pts

:arrow: the final boss of Kingdom Hearts, Ansem not only the most powerful heartless (confirmed in KH2), but it is he that unleashed them across the worlds, and now like the rest of them, seeks to devour the hearts of entire worlds in addition to every living creature

:arrow: mechanicly, Ansem is a combat oriented Corrupt sorceror, using his flight and teleportation to protect himself for the most part, but relies upon the Shadow Guardian to protect him if it comes to melee, or if pressed, he can summon a pack of Heartless to buy some breathing room (the 8 ranks are so he can summon a Darkside)

:arrow: Ansem's Fearsome prescence stems from the feeling of "wrongness" that all heartless exude in addition to Ansem's own charisma
Last edited by Kreuzritter on Sun May 20, 2007 9:23 am, edited 2 times in total.
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Post by Kreuzritter » Sun Jul 02, 2006 9:52 am

Image

ragh!

Chemo


PL: 10 (171)

abilities: (-14)
STR 36 DEX 12 CON n/a INT 6 WIS 10 CHA 6

Combat: (32)
+1 init, +6 ATK, +6 DEF (+ flat-footed)
+14/14 DMG (unarmed/corrosion)

saves: (10)
TOU +14 FORT n/a REF +2 WILL +8

Skills (4/16)
intimidate +10
notice +6

feats (1)
ambidexterity

Powers (138)
corrosion +14 (26)
growth +12 (feat: innate, flaw: permanent -1) (25)
impervious toughness +14 (extra: impervious +1) (28)
immunity +45 (fort saves, acid damage, radiation damage, heat damage) (45)
superstrength +7 (14)

costs
abilities -14 + combat 32 + saves 10 + skills 4/16 + feats 1 + powers 138 = 171 pts

:arrow: An unexpected one-off foe from the first season of justice league, this nigh mindless abberation is never actually named, but fans quickly recognized it as Chemo, one of the more goofy monsters of the silver age

:arrow: Considering Chemo's a giant monster made up of toxic waste, this makes it pretty one dimensional, but a great giant monster to set loose upon the Campaign city
Last edited by Kreuzritter on Sun May 20, 2007 9:23 am, edited 2 times in total.
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Post by Kreuzritter » Sun Jul 02, 2006 10:44 am

Image

"Never hesitate. In the jungle it's kill or be killed."

Stalker

PL: 10 (150)

abilities: (34)
STR 20 DEX 20 CON 18 INT 12 WIS 20 CHA 10

Combat: (32)
+9 init, +13 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+5/8 DMG (unarmed/spear)

saves: (12)
TOU +6/4 FORT +10 REF +10 WILL +7

Skills (25/100)
acrobatics +12
bluff +8
climb +12
concentration +8
intimidate +10
knowledge: streetwise +6
notice +10
sense motive +10
survival +12
stealth +12

feats (30)
acrobatic bluff, accurate attack, attack focus: melee 5, assessment, defensive roll 2, diehard, dodge focus 5, evasion, fearless, hide in plain sight, improved initiative, luck 2, master plan, move-by attack, power attack, ranged pin, startle, takedown attack, track, uncanny dodge

Powers (17)
Device: battle-spear +2 (6)
- Strike +1 (feat: extend reach, improved critical, mighty pen 5, thrown, extra: penetrating +1) [10]
leaping +4 (4)
supermovement +2 (slow fall, sure footed) (4)
supersenses +3 (low-light vision, scent, danger sense; hearing) (3)

tradeoff
+3 atk/-3 dmg
+3 def/-3 tou

costs
abilities 40 + combat 32 + saves 12 + skills 25/100 + feats 30 + powers 17 = 150 pts

:arrow: From Batman Beyond, Stalker is your classic big game hunter turned hero hunter, built to be the best at what he does

:arrow: that said, there is a sense of honor to Stalker. while he's the sort who would abuse knowledge of a hero's identity in a heartbeat, when on the hunt he only intends to kill the hero. their DNPC's may be kidnapped and used as bait, but Stalker will not purposely harm them unless given a good reason
Last edited by Kreuzritter on Sun May 20, 2007 9:25 am, edited 2 times in total.
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Post by Kreuzritter » Sun Jul 02, 2006 11:22 am

Image

*quote pending*

Shreik

PL: 10 (140)

abilities: (12)
STR 10 DEX 14 CON 12 INT 16 WIS 16 CHA 14

Combat: (28)
+6 init, +10/6 ATK, +10/8 DEF (+2 dodge, +4 flat-footed)
+0/10 DMG (unarmed/sound blast)

saves: (8)
TOU +7/5/1 FORT +4 REF +4 WILL +6

Skills (17/68)
bluff +6
computers +6
craft: electronics +8
disable device +8
intimidate +6
knowledge: physical sciences +8
knowledge: technology +8
notice +6
sense motive +6
profession: scientist +6

feats (17)
attack focus: range 4, dodge focus 2, defensive roll 2, eidetic memory, equipment 2, inventor, improved initiative, master plan, startle, taunt, power attack

Powers (60)
Device: Shreik-suit +15 (60)
blast +10 (extras: area-line +1, penetrating +1) [43]
ap: blast +10 (extra: area-cone +1, penetrating +1) {40}
AP: Sonic control +10 {20}
obscure +10 (hearing, ultra-hearing feat: selective) [21]
Protection +4 (extra: impervious) [8]
supersenses +4 (accurate radius hearing, ultrahearing) [4]

equipment
hidden lair (use sanctum sanctorum) [9]
hearing aid [1]

drawback (-2)
disability (deaf, uncommon +1, moderate +1) (-2)

costs
abilities 12 + combat 28 + saves 8 + skills 17/68 + feats 17 + powers 60 - drawback 2 = 140 pts

:arrow: Another blast from batman beyond, Shreik is parts gadgeteer and battlesuit, with a theme similar to FC's maestro

:arrow: yeah, Shreik's not really built for close quarters, instead holding back and cutting loose with his suit's blasts
Last edited by Kreuzritter on Sun May 20, 2007 9:26 am, edited 2 times in total.
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