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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Power-Glove
Daredevil
Daredevil
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Postby Power-Glove » Wed Aug 02, 2006 11:10 am

That Jack of all Trades comes in handy to, for posing as a Pirate, a Highlander, a Cowboy or a Jet Pilot... :-P

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Kreuzritter
Cosmic Entity
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Postby Kreuzritter » Wed Aug 02, 2006 11:29 am

that too
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Kreuzritter
Cosmic Entity
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Postby Kreuzritter » Wed Aug 02, 2006 11:30 am

so, anybody else got comments or suggestions?
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kanegrundar
Sidekick
Sidekick
Posts: 359
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Postby kanegrundar » Wed Aug 02, 2006 11:33 am

I'm fine with whatever you write up. You should write-up whoever you feel like doing.

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Libra
Cosmic Entity
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Postby Libra » Wed Aug 02, 2006 12:16 pm

Does anyone else think that the Romantic looks like the love child of He-Man and Errol Flynn? Great character concept by the way!
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

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Kreuzritter
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Postby Kreuzritter » Wed Aug 02, 2006 1:08 pm

you can thank todd nuack of wildguard fame, actually. I'd link you to his site, but it's picked up a virus in the past couple weeks since I was there

anyway, next up...
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Kreuzritter
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Postby Kreuzritter » Wed Aug 02, 2006 1:15 pm

Image

"To infinity... and beyond!

Buzz lightyear

PL: 10 (150)

abilities: (30)
STR 14 DEX 16 CON 14 INT 12 WIS 18 CHA 16

Combat: (32)
+7 init, +8 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+2/6/10 DMG (unarmed/stun/blast)

saves: (10)
TOU +10/9/2 FORT +5 REF +7 WILL +7

Skills (11/44)
bluff +6
craft: mechanics +6
diplomacy +4
notice +8
pilot +8
search +4
sense motive +8

feats (19)
benefit 2 (security clearance: Star command, status: Space Ranger), connected, Contacts, fighting style: ranger training 10 (all-out attack, attack focus: melee, dodge focus, improved block, improved disarm, instant up, power attack, defensive roll, improved initiative, precise shot), Jack of all Trades, Luck 2, Ultimate Pilot, uncanny dodge

Powers (48)
Device: Space Ranger uniform +12 (48)
- blast +10 (feat: accurate, improved critical) [23]
- AP: stun +6 (extra: range +1) {18}
- communication +5 (radio) [5]
- flight +5 [10]
- immunity +9 (life support) [9]
- protection +7 [7]
- supersenses +6 (direction sense, detect: life at range, distance sense, time sense, radio) [6]

complications
enemy: emperor Zurg
honor: code of the Space rangers
responsibility: Space ranger in the service of Star command

costs
abilities 30 + combat 32 + saves 10 + skills 11/44 + feats 19 + powers 48 = 150 pts

:arrow: a reminder. this is based on the character of buzz lightyear that the toy was based upon, not the toy buzz from "toy story"

:arrow: anyway, buzz is your archetypal space hero, with jet pack and wrist laser and whatnot

:arrow: you may notice a distinct lack of spaceship on buzz's sheet. this is mostly due to his benefit and background, in that he doesn't have a ship per se, but rather the one Star command has availible for him
Last edited by Kreuzritter on Mon May 21, 2007 2:27 pm, edited 2 times in total.
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Green Gremlin
Hireling
Hireling
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Postby Green Gremlin » Wed Aug 02, 2006 2:05 pm

I love that your doing more wildguard characters.
"None of you understand. I'm not locked up in here with you. You're locked up in here with me."

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Kreuzritter
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Postby Kreuzritter » Wed Aug 02, 2006 2:16 pm

Image

Feel the power of my hate. Feel the power of my RAGE!

Despero

PL: 11 (219)

abilities: (46)
STR 16 DEX 14 CON 16 INT 16 WIS 24 CHA 20

Combat: (32)
+6 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/12 DMG (unarmed/psi powers)

saves: (10)
TOU +12/3 FORT +7 REF +7 WILL +15/10

Skills (19/76)
bluff +8
concentration +12
diplomacy +8
gather info +8
intimidate +8
knowledge: civics +8
knowledge: religion +6
knowledge: tactics +6
notice +8
sense motive +8

feats (16)
assessment, attack specialization: flame of pytar, diehard, dodge focus 2, eidetic memory, fearless, fearsome prescence 3, improved initiative, master plan, seize initiative, startle, trance, uncanny dodge

Powers (96)
flight +5 (10)
force feild +9 (impervious +1) (18)
mind sheild +5 (5)
mental blast "third Eye" +9 (39)
ap: telekinesis +12 (extra: perception +1) [36]
AP: blast "flame of pytar" +12 (extras: penetrating +1) [36]
ap: Mind control +12 (extra: conscious +1) [36]
telepathy +12 (24)

costs
abilities 46 + combat 32 + saves 10 + skills 19/76 + feats 16 + powers 96 = 219 pts
Last edited by Kreuzritter on Mon May 21, 2007 2:26 pm, edited 2 times in total.
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Kreuzritter
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Postby Kreuzritter » Wed Aug 02, 2006 2:53 pm

Image

"team-mates mysteriously quit the team, call...

Power Temp

PL: 10 (141)

abilities: (19)
STR 30/14 DEX 12 CON 30/14 INT 12 WIS 14 CHA 13

Combat: (32)
+5 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10 DMG (unarmed)

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

Skills (11/44)
bluff +6
gather info +6
knowledge: pop culture +6
notice +6
perform: guitar +5
profession: temp +5
search +4
sense motive +6

feats (14)
assessment, attack focus: melee 2, beginner's luck, contacts, dodge focus 2, improved initiative, interpose, jack of all trades, teamwork 2, power attack, well-informed

Powers (60)
enhanced STR +16 (16)
enhanced CON +16 (16)
flight +5 (10)
impervious toughness +10 (10)
superstrength +4 (8)

costs
abilities 19 + combat 32 + saves 7 + skills 11/40 + feats 14 + powers 60 = 143 pts

:arrow: When the contenders for wildguard first started going up, i was drawn to power temp by his concept alone

:arrow: anyway, because PT has to work with so many different groups, he's become a good team player and has become able to think on the fly

:arrow: gm's take note: if playing M&M, and you've got a buddy who wants to give the game a try, power temp is a great way to work them into the team for that one adventure
Last edited by Kreuzritter on Mon May 21, 2007 2:25 pm, edited 2 times in total.
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Power-Glove
Daredevil
Daredevil
Posts: 708
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Postby Power-Glove » Wed Aug 02, 2006 3:01 pm

Power Temp looks like a great pocket Paragon to have on the team. Who knows, maybe if the player hits it off, likes the Paragon style, and the other players like the way he handles the character, he might have to come up with a new name. :p

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Kreuzritter
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Postby Kreuzritter » Wed Aug 02, 2006 3:50 pm

on that note, I've updated the index, regrouping the wildguard, invicible and lovebunny headings under the same heading: Image comics
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Kreuzritter
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Postby Kreuzritter » Wed Aug 02, 2006 4:35 pm

Image

Vote For the Eye...

Wandering Eye

PL: 10 (186)

abilities: (24)
STR 10 DEX 20 CON 14 INT 10 WIS 20 CHA 10

Combat: (28)
+5 init, +4 ATK, +10 DEF (+5 flat-footed)
+0/16 DMG (unarmed/mind control)

saves: (10)
TOU +2 FORT +4 REF +8 WILL +10

Skills (11/44)
bluff +6
concentration +12
diplomacy +6
notice +12
sense motive +8

feats (8)
assessment, ambidexterity, assessment, chokehold, improved grab, improved pin, master plan, uncanny dodge

Powers (105)
additional limbs +4 (feat: innate) (5)
flight +3 (6)
mimic +10 (all powers, extras: extra subject +4 flaws: resisted -1, tainted -1) (60)
Mind control +16 (feat: mental link, subtle, extra: conscious +1, flaw: sensory dependant -1) (34)

costs
abilities 24 + combat 28 + saves 10 + skills 11/44 + feats 8 + powers 105 = 186 pts

:arrow: A misanthropic tentacled horror, the Wandering Eye was the first contesant to be bounced from the show when he mind controlled the judges in attempt to lock in his place

:arrow: As an adversay, The eye is exceptionally dangerous, preferring to cme at his enemies with a mob of mind controlled supers, whom he can also use to copy their powers. and of course, while you're busy fighting the eye's pawns, the eye will be floating about and trying to mind control you, as well
Last edited by Kreuzritter on Mon May 21, 2007 2:25 pm, edited 2 times in total.
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Kreuzritter
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273

Postby Kreuzritter » Wed Aug 02, 2006 4:41 pm

Image

I've got just the thing!

Gear

PL: 9 (135)

abilities: (18)
STR 10 DEX 14 CON 12 INT 24 WIS 16 CHA 12

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

saves: (10)
TOU +7/5/2 FORT +4 REF +6 WILL +6

Skills (13/52)
bluff +4
computers +6
craft: mechanical +6
craft: electronic +6
craft: chemical +6
diplomacy +4
notice +4
knowledge: physical sciences +6
knowledge: technology +6
sense motive +4

feats (19)
assessment, attack spec: gadgets, defensive roll 2, dodge focus 4, improvised tools, improved initiative, inventor, teamwork, sidekick 6

Powers (51)
enhanced INT +10 (feats: lightning calculator, master plan, skill mastery) (13)
device: Gear-suit +2 (8)
- flight +3 [6]
- protection +3 [3]
- supersenses +1 (radio) [1]
gadgets +5 (35)

sidekick:
Bak-Pak (use Charbdrone, freedom city p. 161) [88]

costs
abilities 18 + combat 24 + saves 10 + skills 13/52 + feats 17 + powers 51 = 135 pts

:arrow: A long-time supporting cast member of Static Shock, in the later seasons Rich foley developed true superintelligence and took up the heroic guise of Gear

:arrow: Gear, as you can see, is a watered down version of the gadgeteer archetype. Gear's gadgets are at the 7 point version, due to the fact that that he stores them in a utility belt (feel free to correct me if i'm wrong regarding belt as the 7 pt gadget version)
Last edited by Kreuzritter on Mon May 21, 2007 2:24 pm, edited 2 times in total.
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Kreuzritter
Cosmic Entity
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274

Postby Kreuzritter » Wed Aug 02, 2006 5:05 pm

Image

Blaction figure

PL: 10 (150)

abilities: (4)
STR 34/14 DEX 16 CON n/a INT 10 WIS 14 CHA 10

Combat: (32)
+7 init, +8 ATK, +8 DEF (+ flat-footed)
+12 DMG (unarmed)

saves: (7)
TOU +10/7 FORT n/a REF +5 WILL +6

Skills (7/28)
bluff +6
notice +7
sense motive +7
stealth +8

feats (10)
defensive roll 3, elusive target, evasion, hide in plain sight, improved init, Second Chance (reflex vs being stepped on), power attack, Uncanny Dodge (sight)

Powers (90)
enhanced strength +20 (20)
flight +3 (6)
immunity +30 (fort saves) (30)
impervious toughness +6 (6)
shrinking +20 (feat: growth strike, innate) (21)
superstrength +3 (6)

costs
abilities 4 + combat 32 + saves 7 + skills 7/28 + feats 10 + powers 90 = 150 pts

:arrow: just so GM's are clear, blaction figure's actual power is growth, since his natural state is an action figure come to life. I just wrote him up as a normal super because it was cheaper
Last edited by Kreuzritter on Mon May 21, 2007 2:23 pm, edited 2 times in total.
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