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.
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Kreuzritter
Cosmic Entity
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Location: Rumble City

Post by Kreuzritter » Tue Aug 08, 2006 7:45 pm

quite all right, so long as you later reply here saying how lincoln handled once used
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Kreuzritter
Cosmic Entity
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

312

Post by Kreuzritter » Tue Aug 08, 2006 7:47 pm

Image

Hello boys. Here's a little trick I picked up from a burlesque dancing shodus in the Horsehead nebula.

Miss Martian

PL: 10

abilities: (24)
STR 10 DEX 10 CON 12 INT 14 WIS 18 CHA 20

Combat: (24)
+4 init, +6 ATK +6 DEF (+3 flat-footed)
+0/5 DMG (unarmed/blaster)

saves: (7)
DMG +11 FORT +4 REF +4 WILL +12/4

Skills (12/48)
bluff+ 12
diplomacy +12
perform +8
pilot +2
profession: actress +5
sense motive +6
stealth +3

feats (18)
attractive, fascinate x3, fearsome presence x6, improved initiative, taunt, trance, equipmentx5

Powers (64)
Device: Jetpack 3 (12)
- flight 3 [12]
Device: Sheild rings +5 (20)
- Force feild +10 (extra: impervious +1) [20]
Mind control +12 (24)
mind sheild +6 (6)

Equipment
blaster pistol +5 [10]
old hollywood mansion: toughness 10, size huge, fire prevention, garage, gym, living space, pool, security system, workshop [15]

costs
abilities 18 + combat 24 + saves 7 + skills 12/48 + feats 18 + powers 64 = 150 pts

:arrow: 1 Wayloran mind control theif/conartist/femme fatale, as requested, tipping in at a dainty 149 points.

:arrow: Although next-to-useless on offense, Miss Martian's real forte is her interaction skills/feats, making it all the easier to bring her mind control down on them like a ton of bricks
Last edited by Kreuzritter on Wed Aug 01, 2007 8:42 pm, edited 3 times in total.
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Taliesin
Cosmic Entity
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Posts: 12165
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Post by Taliesin » Tue Aug 08, 2006 7:48 pm

Kreuzritter wrote:Image
YES! The Lego-man wannabes rule!

I wonder if they could be treated as Alternate Form [Swarm]?

Samuel Leming
Supporting Cast
Supporting Cast
Posts: 147
Joined: Thu Mar 09, 2006 12:34 am
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Post by Samuel Leming » Tue Aug 08, 2006 8:03 pm

Kreuzritter wrote:quite all right, so long as you later reply here saying how lincoln handled once used
I will, but it'll probably be much much much later.

Sam

Kreuzritter
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Location: Rumble City

Post by Kreuzritter » Tue Aug 08, 2006 8:12 pm

Image

you, a mere human make a mockery of me!?

Phantom

PL: 10 (174)

abilities: (26)
STR 30 DEX 18 CON 24 INT 10 WIS 14 CHA 10

Combat: (40)
+12 init, +8 ATK, +8 DEF (+ flat-footed)
+10/8 DMG (unarmed/firebreath)

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

Skills (5/20)
intimidate +8
notice +6
sense motive +6

feats (11)
all-out attack, chokehold, improved grab, improved grapple, improved pin, improved overrun, fast overrun, improved initiative 2, power attack, uncanny dodge

Powers (81)
blast +8 (extra: penetrating) (24)
burrowing +5 (5)
growth +8 (feat: innate, flaw: permanent -1) (9)
immunity +17 (fire damage, life support, age, critical hits) (17)
impervious toughness +7 (7)
strike +5 (extra: aura +1) (10)
supermovement +2 (wall-crawling 2) (4)
supersenses +5 (darkvision, tremorsense) (5)

costs
abilities 26 + combat 40 + saves 11 + skills 5/20 + feats 11 + powers 81 = 174 pts

appearance: Phantom appears to be a massive tarantula made of sandstone like rock, with glowing veins of magama between his joints, causing wafts of smoke and steam to constantly arise from him. in battle, the upper half of Phatom's abdomen and thorax can unfurl as a scorpion-like tail striker, which he'll use to impale opponents

Tactics: an unsophisticated brute, Phantom prefers to get in close and either knock his enemies about with his forelegs or crush them under his massive weight. if an enemy is particularly bothersome, he'll spit fireballs at them to soften them up, and tends to reserve his tail striker for nimbler foes that get too close. If an enemy is apparently too strong, Phantom will burrow underground and away to recover, then stalking them successive hit and run attacks to try and wear them down before properly engaging them again

campaign use: Phantom is best used as a very strong and unsubtle thug and enforcer for supernaturally inclined supervillains, or in lower Pl games, a great rampaging monster
Last edited by Kreuzritter on Wed Aug 01, 2007 8:41 pm, edited 1 time in total.
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Green Gremlin
Hireling
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Posts: 190
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Post by Green Gremlin » Wed Aug 09, 2006 3:08 am

About your Miss Martian. I could scan the original pic from the crooks book and send it to ya if you want. Other than that love it.
"None of you understand. I'm not locked up in here with you. You're locked up in here with me."

Jedi Morningfire
Zealot
Zealot
Posts: 1335
Joined: Fri Mar 03, 2006 3:33 pm
Location: Right where I need to be when I need to be there.

Post by Jedi Morningfire » Wed Aug 09, 2006 3:29 am

Kreuzritter wrote:Image

Miss Martian
Nice work. Nice to see HeroMachine getting some appreciation.
"I don't go looking for trouble. Trouble always finds me."
- Harry Potter, Prisoner of Azkaban

JediMorningfire's Assorted Character Thread

Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

314

Post by Kreuzritter » Wed Aug 09, 2006 6:50 am

Image

Welcome to the fantasy zone

Space Harrier

PL: 10 (150)

abilities: (22)
STR 12 DEX 20 CON 14 INT 10 WIS 14 CHA 12

Combat: (36)
+13 init, +14/8/6 ATK, +15 DEF (+4 dodge, +6 flat-footed)
+1/6 DMG (unarmed/cannon)

saves: (15)
TOU +5/2 FORT +6 REF +12 WILL +6

Skills (10/40)
acrobatics +8
bluff +6
concentration +8
knowledge: technology +6
notice +8
search +6
sense motive +6

feats (34)
accurate attack, acrobatic bluff, all-out attack, ambidexterity, assessment, attack focus: range 2, attack spec.: cannon 2, defensive attack, dodge focus 4, elusive target, evasion 2, fearless, improved aim, improved critical 3, improved defense, improved initiative 2, luck 2, move-by action, power attack, precise shot 2, quick draw 2, uncanny dodge

Powers (33)
device: flightsuit +3 (12)
- Protection +3 [3]
- flight +5 [10]
- immunity +2 (suffocation) [2]
device: particle beam cannon +7 (21)
- Blast +6 (feats: accurate, extras: autofire +1, penetrating +1) [25]

tradeoffs
+4 ATK/-4 DMG
+5 DEF/-5 TOU

costs
abilities 22 + combat 36 + saves 15 + skills 10/40 + feats 34 + powers 33 = 150 pts

:arrow: yet another classic yet nameless video game hero, the space harrier guy all but defines the notion of "agile yet fragile"

:arrow: as you can guess, Harrier's attack options are all based around keeping himself mobile while blasting away with his cannon

EDIT: picture changed because not only was it the wrong character, but from the wrong game!
Last edited by Kreuzritter on Mon May 21, 2007 1:41 pm, edited 3 times in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

315

Post by Kreuzritter » Wed Aug 09, 2006 7:30 am

Image

you shoulda seen me with a bike pump

Dig-Dug

PL: 10 (136)

abilities: (26)
STR 14 DEX 16 CON 14 INT 14 WIS 14 CHA 12

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

saves: (13)
TOU +10/8/2 FORT +6 REF +8 WILL +6

Skills (16/54)
climb +8
concentration +8
investigate +6
knowledge: earth sciences +8
knowledge: physical sciences +6
medicine +4
notice +6
search +6
sense motive +6
survival +6

feats (20)
accurate attack, attack focus: range 2, assessment, defensive roll 2, diehard, dodge focus 2, endurance, equipment 3, evasion, improved defense, improved initiative, master plan, move-by action, skill mastery (investigate, earth science, phys. science, survival), quick draw 2

Powers (29)
device: Mining Suit +3 (12)
- immunity +9 (life support) [9]
- Protection +6 [6]
Device: mega-drill +4 (12)
- blast +7 (autofire +1) [16]
- AP: Drain con +7 (extra: range +1) {14}
- aP: burrowing +4 {4}
supersenses +5 (darkvision, tremorsense) (5)

equipment:
mole machine [13]

costs
abilities 26 + combat 32 + saves 13 + skills 16/54 + feats 20 + powers 29 = 136 pts

:arrow: of all the video game heros you expected to become a badass, I'd wager Dig-dug was very near the bottom of that list

:arrow: well, in this case dug's meant to be an adventurer/explorer, plumbing the depths of inner space, having upgraded his drill to include a machine gun and the bike pump into some sort of microwave beam (the drain)
Last edited by Kreuzritter on Mon May 21, 2007 1:37 pm, edited 2 times in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

316

Post by Kreuzritter » Wed Aug 09, 2006 8:18 am

Image

Once again, the world needs saving!

Bravoman

PL: 9 (135)

abilities: (24)
STR 20 DEX 14 CON 16 INT 10 WIS 12 CHA 12

Combat: (32)
+3 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/10 DMG (unarmed/bravo-punch)

saves: (12)
TOU +8 FORT +7 REF +6 WILL +5

Skills (10/40)
acrobatics +8
bluff+6
diplomacy +4
notice +6
profession +6
search +6
sense motive +4

feats (10)
acrobatic bluff, accurate attack, all-out attack, dodge focus 2, elusive target, evasion, luck, power attack, taunt

Powers (47)
elongation +4 (4)
immunity +9 (life support) (9)
leaping +5 (5)
protection +6 (extra: impervious +1) (12)
strike "bravo punch" +5 (mighty, extend reach 4) (10)
supermovement +2 (slow fall, swinging) (4)
swimming +3 (3)

tradeoffs
+1 dmg/-1 atk
+1 def/-1 tou

costs
abilities 24 + combat 32 + saves 12 + skills 10/40 + feats 10 + powers 47 = 135 pts

:arrow: yet another obscure video game hero, bravoman made a comback in namco x capcom

:arrow: on a design note, bravoman's "bravo-punch" attack is probably redundant with the inclusion of elongation, but the idea here is that the strike comes out a lot faster than the full-round "stretch punch" (thus lacking the precsion of a real stretch)
Last edited by Kreuzritter on Mon May 21, 2007 1:36 pm, edited 2 times in total.
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Libra
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Post by Libra » Wed Aug 09, 2006 9:14 am

I must compliment you on the sheer weirdness of some of the characters who you have posted. Keep up the good work.
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!

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Kreuzritter
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Posts: 21027
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Location: Rumble City

317

Post by Kreuzritter » Wed Aug 09, 2006 4:39 pm

Image

I'm not alone... Not anymore.

Cloud Strife
PL: 10 (150)

A former soldier of the Shinra Corporation, Cloud was among the handful of survivors when his home town was razed by the insane supersoldier Sephiroth, and was afterwards subjected to technomagical enhancements until he managed to escape. finding work as a mercenary, Cloud swiftly became embroiled in events that led to the downfall of Shinra while cloud and his freinds saving the world from certain doom at the hands of a reborn Sephiroth.

Three years have passed, and while much has returned to normal, new threats are rising. a mysterious plague, Geostigma, is running rampant, while a trio of silver haired strangers pursue a diabolical agenda, beginning with attempts on the lives of cloud and his freinds.


abilities: (28)
STR 30/20 DEX 20 CON 24 INT 10 WIS 14 CHA 10

Combat: (28)
+7 init, +10/6 ATK, +10 DEF (+1 dodge, +1 sheild, +4 flat-footed)
+5/10 DMG (unarmed/sword)

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

Skills (14/56)
acrobatics +6
bluff+4
drive +8
intimidate +8
knowledge: arcane lore +4
knowledge: technology +4
notice +8
profession: mercenary +6
sense motive +8

feats (28)
assessment, attack specialization: tsurugi 2, challenge: one hand on the wheel, defensive roll 3, diehard, dodge focus, equipment 3, evasion, fearless, fighting style: Swordfighting 10 (accurate attack, all-out attack, defensive attack, improved block, improved disarm, improved initiative, luck, power attack, startle, takedown attack 2), move by action, quick draw, uncanny dodge

Powers (45)
Device: Fusion sword +4 (feat: usable [STR 25]) (13)
- Strke +5 (feats: mighty penetrating 5, split attack, extend reach, improved critical, extra: penetrating +1) [19]
- AP: blast "blade beam" +5 (extra: penetrating +1) {15}
- Sheild +1 [1]
enhanced con +10 (feat: innate) (11)
extra attacks "Omnislash version 5" +2 (10)
leaping +4 (4)
superspeed +1 (feat: wall-run) (5)
superstrength +1 (2)

complications
enemy: Sephiroth
enemy: Shinra
fame: guy that saved the planet
honor
reputation: ex-SOLDIER
responsibility (courier)
responsibility (tifa [on/off girlfreind])

costs
abilities 28 + combat 28 + saves 7 + skills 14/56 + feats 28 + powers 28 = 150 pts

design notes: Cloud presented an interesting design challenge, partly due to the already present builds by grahf and jedi_morningfire, plus the conflict between wether to build cloud as per ff7, or as per themovie, as was mychoice here (noted by my choice of "anime" layout). anyway, looking over various faqs and wiki articles, I decided most of cloud's limit breaks were the result of various feats, save for Omnislash, which is modelled here as extra attacks (Partly due to an off-board conversation regarding the legalities of the autofire extra on melee attacks)

tactics: like the knights of old, cloud's preference is to get into melee and fight agressively, counting upon his sword's awesome power to do the job, but more than willing to mix up his style if simple hack n' slash tactics don't work (this includes tossing a blade beam in mid fight). at the time of the movie, Cloud has developed a lone-wolf martyr complex, refusing the aid of others to keep them out of harm's way, and thus can wind up biting off more than he can chew in a fight
Last edited by Kreuzritter on Mon May 21, 2007 1:35 pm, edited 2 times in total.
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Kreuzritter
Cosmic Entity
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Location: Rumble City

318

Post by Kreuzritter » Wed Aug 09, 2006 6:42 pm

Image

I ain't losin' my first time out!

Jack-In-The-Box III

PL: 10 (150)

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

Combat: (40)
+9 init, +11/9 ATK, +13 DEF (+ flat-footed)
+2/5/7/8 DMG ()

saves: (10)
TOU +7/5/2 FORT +5 REF +8 WILL +6

Skills (15/60)
acrobatics +8
bluff +8
gather info +6
intimidate +6
knowledge: streetwise +6
notice +6
search +6
sense motive +6
stealth +8

feats (29)
acrobatic bluff, ambidexterity, assessment, attack focus: melee 2, contacts, defensive roll 2, dodge focus 4, evasion, fighting style 8 (all-out attack, defensive attack, elusive target, improved block, move by action, power attack, redirect, takedown attack), improved initiative, inspire, leadership, luck 3, taunt, uncanny dodge

Powers (32)
device: Jack suit +8 (32)
- leaping "footapaults" +4 [4]
- Protection +3 [3]
- Snare "confetti streamers" +9 (feat: split attack) [19]
- supersenses +1 (darkvision, communication link: JiTB II) [3]
- strike "hand-spring" +5 (mighty, extend reach 4) [11]
- ap: stun "electro-noses" +5 {10}

costs
abilities 24 + combat 40 + saves 10 + skills 15/60 + feats 29 + powers 32 = 150 pts

:arrow: another design that's been sitting on the shelf, JiTB III (read astro city: family album to find out about JiTB I and II in a story too good to spoil) finally hit the drawing board running by combining elements of both batman II (batman beyond, for those not in the know) and bravoman.

:arrow: for those insisting on the first two jacks, replace the inspire and leadership with improvised tools and inventor, and while keeping the acrobatics, re-wirte the skills following a gadgeteer hero paradigm
Last edited by Kreuzritter on Mon May 21, 2007 1:35 pm, edited 2 times in total.
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Power-Glove
Daredevil
Daredevil
Posts: 708
Joined: Sun Jul 23, 2006 12:37 am

Post by Power-Glove » Wed Aug 09, 2006 7:14 pm

WOO! Jack is my favorite Astro City character. I must have spent five weeks trying to convert him to Hero after first reading about him.

Kreuzritter
Cosmic Entity
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

319

Post by Kreuzritter » Wed Aug 09, 2006 8:14 pm

Image

Out, out, and a-Wheeeeee!

Zeroman

PL: 8 (120)

abilities: (12)
STR 30/10 DEX 12 CON 12 INT 10 WIS 12 CHA 16

Combat: (24)
+5 init, +6 ATK, +6 DEF (+3 flat-footed)
+0/10 DMG (unarmed/super-suit)

saves: (13)
TOU +10/1 FORT +4 REF +6 WILL +7

Skills (8/32)
bluff +4
diplomacy +6
notice +6
profession: Mailman +12
sense motive +4

feats (3)
improved initiative, power attack, ultimate Mailman

Powers (60)
device: super-suit +15 (60)
enhanced STR +20 [20]
flight +5 [10]
immovable +2 (extra: unstoppable +1) [4]
immunity +9 (life support) [9]
protection +9 (extra: impervious +1) [18]
superstrength +7 [14]

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

complications
accident (he's a bit clumsy)
accident (O-Boy, would-be sidekick)
enemy (Rusty Wudenwater, falsetto, humidifier, Chic magnate)
responsibility (mailman)
responsibility (Mother)
responsibility (sally uberchik [unrequited crush])
secret (identity: Les mutton, 65 year old mailman)

costs
abilities 12 + combat 24 + saves 13 + skills 8/32 + feats 3 + powers 60 = 120 pts

:arrow: a (thankfully) short-lived hero from the great white north, Zeroman's biggest claim to fame was that a) he was voiced by leslie neilsen, and b) the two main evil henchmen were voiced by don cherry and Ron McClean (as the show was made and aired during the big hockey strike)

:arrow: you may note a second rank of accident there. that's because of O-boy, Zeroman's would be sidekick. to describe O-boy, well, think Incrediboy from the incredibles, but a little taller, a bit louder, and a lot fatter. he means well (and he's the one footing the pp for things like a secret hideout and such), but he'll invariably only make things worse with his gadgets (in one instance, he turned an ordinary supervillain ambush into a bomb/hostage crisis)
Last edited by Kreuzritter on Mon May 21, 2007 1:34 pm, edited 2 times in total.
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