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

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Kreuzritter
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Post by Kreuzritter » Sun Jul 30, 2006 4:52 pm

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There’s more then one way to peel a banana.

Grodd

PL: 10 (150)

abilities: (36)
STR 20 DEX 16 CON 14 INT 24 WIS 18 CHA 16

Combat: (36)
+3 init, +8 ATK, +8 DEF (-1 size +4 flat-footed)
+5/5/10 DMG (unarmed/pain/mind control)

saves: (16)
TOU +5 FORT +8 REF +8 WILL +8

Skills (15/60)
bluff +8
craft: electronic +8
craft: mechanical +8
intimidate +6
knowledge: physical science +8
knowledge: technology +8
notice +6
sense motive +8

feats (10)
assessment, eidetic memory, improvised tools, inventor, master plan, equipment 5

Powers (37)
growth +4 (feat: innate, flaw: permanent -1) (9)
protection +3 (3)
supersenses +2 (low light vision, scent) (2)
mind control +10 (feat: mental link) (23)
- AP: telepathy +10 [20]
- AP: Pain +5 [20]

equipment:
as needed

costs
abilities 36 + combat 36 + saves 16 + skills 15/60 + feats 10 + powers 37 = 150 pts

:arrow: Unsurprisingly, Grodd owes much of his existence statwise to the sinister simian archetype, albiet altered towards being a psionic supergenius

:arrow: in a fight, grodd like to break out the Pain power, and subdue his foes, but isn't above mind controlling hordes of civilians either. nor is he averse to beating people to death with his bare paws, or just pulling out a gun and shooting them
Last edited by Kreuzritter on Mon May 21, 2007 3:01 pm, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Sun Jul 30, 2006 5:25 pm

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"you sayin' you don't like Zepp?"

Brock Samson

PL: 10 (180)

abilities: (44)
STR 20 DEX 16 CON 20 INT 14 WIS 16 CHA 18

Combat: (40)
+11 init, +12/10 ATK, +12 DEF (+2 dodge, +5 flat-footed)
+5/6 DMG (unarmed/knife)

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

Skills (30/120)
acrobatics +8
bluff +8
climb +8
concentration +10
gather info +8
drive +10
inimidate +10
investigate +8
notice +10
profession: secret agent +8
search +8
sense motive +8
survival +8
swim +8

feats (51)
all-out attack, ambidexterity, assessment, attractive, attack focus: melee 2, benefit 2 (security clearance: OSI, status: liscence to Kill), chokehold, contacts, connected, defensive roll 3, diehard, dodge focus 2, endurance, equipment 2, fearless, improved block, improved critical 4, improved disarm, improved grab, improved grapple, improved initiative 2, improved overrun, improved pin, improved sunder, improved throw, improved trip, interpose, luck 2, move by action, power attack, quick draw, ranged pin, startle, stunning attack, takedown attack 2, track, uncanny dodge, weapon break, well-informed

equipment
knife [1]
commlink [1]
Dodge Charger (full-size car) [8]

complications
addiction (sex)
rivalry (Molotov Cocktease)
honor ("No women, No children")
reputation ("Dr. Venture's Swedish Murder Machine")
responsibility: bodyguard (dr. venture, the boys)
temper (see quote)

costs
abilities 44 + combat 40 + saves 9 + skills 30/120 + feats 51 = 180 pts

:arrow: gentlemen, bow down in worship, for I present to you a god amongst insects

:arrow: in a nutshell, brock is designed to kill anything and everything that moves, either very slow and painfully, or very fast and painfully

:arrow: in designing Brock, I was sorely tempted to build his knife as a device, but decided to just make it equipment, because brock is just that darn good

:arrow: please note brock's complications. if molotov is involved, then brock gets 3 HP (mol is his rival, he wants to have sex with mol, and she keeps him from his responsibilities), meaning it's going to be a very bad day for whoever attacks him in the next couple hours
Last edited by Kreuzritter on Mon May 21, 2007 3:00 pm, edited 3 times in total.
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Mike5000us
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Post by Mike5000us » Sun Jul 30, 2006 5:53 pm

WOW nice BROCK and Professor X!!!!!!!!!!!!!!!!!!!!!!!!!!
"Ah man, I guess I'm just going to have to kill you now!"

Wilgar
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Post by Wilgar » Sun Jul 30, 2006 6:40 pm

Kreuzritter wrote::arrow: please note brock's complications. if molotov is involved, then brock gets 3 HP (mol is his rival, he wants to have sex with mol, and she keeps him from his responsibilities), meaning it's going to be a very bad day for whoever attacks him in the next couple hours
:lol: Very nice Brock! Now I need to make one of my own...
Sacrificing minions: is there any problem it CAN'T solve?

Kreuzritter
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Post by Kreuzritter » Sun Jul 30, 2006 7:58 pm

why thank you. brock'd been on my to-do list for some time, but I wasn't ready until I statted up rick and got the feel for brock (thus why he and brock share the fighting style of "Killing the living $*(&% out of everything")
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D.Shaffer
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Post by D.Shaffer » Sun Jul 30, 2006 9:14 pm

The Swedish Murder Machine. I always loved that line.

I think he can probably use a couple ranks or so of Rage too. It would cover the 'twitchy eye' moments you see now and then.
"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

Kreuzritter
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Post by Kreuzritter » Mon Jul 31, 2006 7:44 am

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By. Your. Command.

Cylon Centurion

PL: 8 (129 pp)

abilities: (16)
STR 20 DEX 14 CON n/a INT 10 WIS 22 CHA 10

Combat: (24)
+6 init, +6/8 ATK, +7 DEF (+3 flat-footed)
+5/5+ DMG (unarmed/arm guns)

saves: (0)
DMG +5 FORT +n/a REF +2 WILL +6

Skills (9/36)
knowledge: current events +6
notice +6
profession: soldier +6
search +6
sense motive +6
stealth +6

feats (8)
ambidexterity, assessment, attack specialization (arm guns), fearless, improved intiative, move-by action, power attack, precise shot

Powers (72)
blast: arm guns +5 (extra: autofire +1) (15)
immunity +30 (fort effects) (30)
protection +5 (extra: impervious +5) (10)
speed +2 (2)
super-senses +9 (direction sense, distance sense, extended sight, infravision, radio, time sense, tracking, ultrahearing, ultravision) (9)
super-strength +2 (4)

costs
abilities 16 + combat 24 + saves 0 + skills 9/36 + feats 8 + powers 76 = 129 pts

:arrow: yep, another threat from television and movies, ready to wreak havoc
Last edited by Kreuzritter on Mon May 21, 2007 3:00 pm, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jul 31, 2006 10:22 am

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Black Manta

PL: 10 (140)

abilities: (18)
STR 14 DEX 14 CON 16 INT 10 WIS 12 CHA 12

Combat: (28)
+10 init, +8 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/10/11 DMG (unarmed/with suit/dart guns)

saves: (12)
TOU +11/3 FORT +7 REF +5 WILL +4

Skills (13/52)
Bluff +6
disable device +8
intimidate +6
knowledge: streetwise +6
notice +6
search +6
survival +4
swim +10

feats (13)
accurate attack, dodge focus 2, elusive target, favored environment (underwater), improved aim, improved init 2, move by action, precise shot 2, stunning attack, power attack

Powers (56)
device: Manta suit +14 (56)
- blast "dart guns" +10 (feat: split attack, extras: autofire +1) [33]
- AP: enhanced strength +16 {16}
- AP: blast +10 (feat: split attack, extras: penetrating +1) {30}
- AP: blast +10 (feat: split attack, extras: poison +1) {30}
- immunity +9 (life support) [9]
- protection +9 [9]
- supersenses +8 (radar/hearing raduis blindsight, darkvision, radio) [8]
- superstrength +1 [2]
- swimming +8 [9]
- AP: flight 4 {8}

costs
abilities 18 + combat 28 + saves 12 + skills 13/52 + feats 13 + powers 56 = 140 pts

:arrow: the deadliest foe of Aquaman, and one of dc's most unforgivable villains, depicted here in his JLU incarnation, which for legal reasons was dubbed Devil Ray

:arrow: so, as you can guess, BM's designed from the basis of FC's devil ray, but playing more towards a supervillain mercenary than the subsea scrounger
Last edited by Kreuzritter on Mon May 21, 2007 2:59 pm, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jul 31, 2006 11:31 am

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Freedom is the right of ALL sentient beings.

Optimus Primal

PL: 10 (150)

abilities: (36)
STR 26 DEX 16 CON 20 INT 16 WIS 16 CHA 14

Combat: (32)
+7 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+8/8/8/10 DMG (unarmed/plasma/missile/blades)

saves: (11)
TOU +10/7 FORT +8 REF +6 WILL +8

Skills (8/40)
climb +6
computers +6
knowledge: life sciences +8
knowledge: technology +6
notice +8
sense motive +6

feats (10)
assessment, attack focus: range 2, defensive roll 4, diehard, dodge focus 2, fearless, improved initiative, inspire, leadership, precise shot, tough

Powers (50)
blast "plasma cannon" +8 (extra: penetrating +1) (26)
- AP: blast "shoulder missiles" +8 (feats: homing, split attack) [18]
- AP: strike "battle blades" +2 (feat: mighty penetrating 8) [10]
growth +4 (feat: innate, flaw: permanent -1) (9)
flight +5 (10)
impervious toughness +5 (5)

complications
enemy: Megatron
honor
responsibility (safety of his crew)

drawbacks
normal identity: beast mode (free action change) (-3)

costs
abilities 36 + combat 32 + saves 11 + skills 8/40 + feats 10 + powers 50 - drawback 3 = 150 pts

:arrow: heroic leader of the maximals, Primal's a cybernetic mix of gorilla and battlesuit, built more towards blasting away than close combat

:arrow: this of course depicts primal if using his season 1 stats, and dropped into a modern setting. if playing things straight, then tack on a -4 involuntary transformation (energon build up requires him to convert to beast mode, or risk burning out his systems) for season 1, then -2 for seasons 2 or 3 (couple hours, once a day or two)

:arrow: for future builds, I might be returning to stat up his beast machines configuration
Last edited by Kreuzritter on Mon May 21, 2007 2:58 pm, edited 2 times in total.
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BARON
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Post by BARON » Mon Jul 31, 2006 11:42 am

I request THE MONARCH

Kreuzritter
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Post by Kreuzritter » Mon Jul 31, 2006 1:14 pm

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here's the plan: I am going to try and take a shower in what remains of my bathroom. when I come out, I expect this cocoon to be fully manned and fully operational!

The Mighty Monarch

PL: 8 (129)

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

Combat: (24)
+0 init, +8/6/4 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+0/6/8 DMG (unarmed/stun/sting)

saves: (9)
TOU +4/1 FORT +3 REF +3 WILL +6

Skills (16/64)
bluff +8
craft: mechanical +6
diplomacy +6
gather info +8
intimidate +4
knowledge: life sciences +4
knowledge: streetwise +6
knowledge: technology +5
knowledge: tactics +5
notice +6
sense motive +6

feats (38)
attack spec: wrist darts, contacts, dodge focus 2, equipment 16, improvised tools, inventor, leadership, inspire 3, master plan, minions 8 (100 thugs), taunt, seize intiative, well-informed

Powers (28)
device: battlesuit +7 (28)
- blast "Sting darts" +8 (feat: accurate, extras: alternate save [fort] +0, Poison +1) [26]
- AP: paralyze "stun darts" +6 (feat: accurate, extra: range +1) {19}
- protection +3 [3]
- Flight +2 [4]
- spersenses +1 (comm-link: cocoon) [1]

equipment
holdout pistol [6]
Monarch-wing (use private Jet) [17]
Monarch-mobile (use armored car) [11]

"The Cocoon" Mobile Headquarters [46]
size: gargantuan [4]
strength: 70 [12]
toughness: 20 [3]
features: combat simulator, communications, concealed, fire prevention system, gym, hangar, holding cells, infirmary, isolated, laboratory, library, living space, power system, security system, workshop [15]
Movement: flight [12]

complications
enemy: Brock Samson
enemy: Phantom Limb
honor: supervillain code of conduct
rivalry: Dr. venture! (former obsession)
reputation: supervillain not in good standing with the Guild of Calamitous Intent
responsibility: Dr. Girlfreind (truly loves her)
rivalry: Baron Underbiet

costs
abilities 14 + combat 24 + saves 9 + skills 16/64 + feats 38 + powers 28 = 129 pts

:arrow: Cower in fear, For now you must deal with the malevolent menace of the Mighty Monarch! depicted here sometime after the events of "Hate Floats"

:arrow: despite appearances to the contrary, The Monarch is actually pretty dangerous for the VB world, because while he folds like a card table in a fight, it's his charisma and leadership qualities that make him a tthreat.

:arrow: and yes, as monarch is becoming one of the show's protagonists, he gets the HP from complications
Last edited by Kreuzritter on Mon May 21, 2007 2:57 pm, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jul 31, 2006 1:59 pm

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Ye'll ne'er catch me, laddies!

Whirlin' Scottish Devil

PL: 6 (90)

abilities: (11)
STR 14 DEX 12 CON 14 INT 10 WIS 12 CHA 10

Combat: (20)
+13 init, +6/5 ATK, +6 DEF (+1 dodge, +2 flat-footed)
+2 DMG (unarmed)

saves: (13)
TOU +2 FORT +4 REF +9 WILL +4

Skills (6/24)
bluff +6
intimidate +4
knowledge: pop culture +2
knowledge: streetwise +4
notice +4
sense motive +4

feats (8)
all-out attack, ambidexterity, attack focus: melee, dodge focus, elusive target, fast overrun, move by action, taunt

Powers (32)
extra attack +1 (5)
spinning +5 (feat: radius sight) (11)
superspeed +3 (feat: wall run) (16)

costs
abilities 11 + combat 20 + saves 13 + skills 6/24 + feats 8 + powers 32 = 90 pts

:arrow: Another foe of The Tick, WSD was perhaps one of the greatest foes The City ever faced, mostly due to the fact that The Tick was in space at the time
Last edited by Kreuzritter on Mon May 21, 2007 2:56 pm, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jul 31, 2006 3:01 pm

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"I don't kill, IT kills."

Guyver

PL: 12 (180)

abilities: (18)
STR 34/14 DEX 24/14 CON 30/14 INT 10 WIS 14 CHA 12

Combat: (32)
+7 init, +12/8 ATK, +10 DEF (+4 dodge, +4 flat-footed)
+12/6/8/10 DMG (unarmed/head laser/vibroblades/mega-smasher)

saves: (9)
TOU +10 FORT +14 REF +9 WILL +5

Skills (9/36)
acrobatics +8
bluff +4
concentration +4
intimidate +8
notice +6
sense motive +6

feats (22)
acrobatic bluff, attack focus: melee 4, diehard, dodge focus 4, endurance, fearless, fighting style 9 (all-out attack, improved block, instant up, move-by action, power attack, stunning attack, takedown attack 2), uncanny dodge

Powers (95)
disintegration "Mega-Smasher" +10 (extras: area-line +1, penetrating +1 flaws: action -1, distracting -1, tiring -1) (33)
- AP: blast "head laser" +6 (feats: accurate, precise) [8]
- AP: enhanced Str +20 [20]
- AP: corrosion "vibroblades" +10 [20]
enhanced dex +10 (10)
enhanced con +16 (16)
immunity +9 (life support) (9)
impervious toughness +10 (10)
leaping +4 (4)
regeneration +3 (resurrection +3) (3)
speed +5 (5)
supersenses +5 (radius extended sight, danger sense, darkvision) (5)

drawbacks
full power: mega smasher (-1)
normal identity (free action) (-3)
weak point (-1)

drawbacks
enemy: Chronos Corporation/Zoanoids
responsibility: girlfreind
secret (identity)
temper

costs
abilities 18 + combat 32 + saves 9 + skills 9/36 + feats 22 + powers 95 = 180 pts

:arrow: yep, the classic Anime superbeing, depicted here though in Guyver's american movie incarnation

:arrow: in battle, Guyver will either beat the enemy into bloody paste with his bare hands, or hack them to ribbons with his claws
Last edited by Kreuzritter on Mon May 21, 2007 2:55 pm, edited 2 times in total.
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Emerald Flame
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Post by Emerald Flame » Mon Jul 31, 2006 3:14 pm

I like the Optimus Primal write-up. I noticed that you didn't add any powers for transformation. I saw the Drawback for Involuntary Transformation.. is that how you cover the transformation?
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Kreuzritter
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Post by Kreuzritter » Mon Jul 31, 2006 3:38 pm

primal's transform is his normal identity drawback, which basicly cancels out all powers but growth, due to the fact that his alternate form is a gorilla body. I included notes for adding involuntary transformation, if you wanted to recreate the "house rules" lain down by the show, in which case the involuntary change can be resisted or even ignored, but you make a fort save the following round to avoid Stasis Lock (going unconscious).

when I get to Primal v.4.0, it will be normal identy and involuntary change, the latter of which can be resisted via concentration check
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