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

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Kreuzritter
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Post by Kreuzritter » Sat Sep 02, 2006 5:58 pm

on that note, I'd like to announce that Lexi bunny will be taking the backseat for a time, until I get a better feel for her powers/abilities

but, in her place comes a character who breaks my power mold on purpose....
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Kreuzritter
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Post by Kreuzritter » Sat Sep 02, 2006 6:11 pm

Image

Across the waters in distant lands, the clouds of Communist oppression grow ever darker. I am wary -- very wary -- for the future, but unafraid! I am strong and willing to fight to preserve honest, cherished, American values... Even if it means meeting this threat head on, and taking the fight to the home-soils of Russia and China!

Dynaman

PL: 12 (195)

abilities: (16)
STR 36/14 DEX 14 CON 36/14 INT 12 WIS 10 CHA 12

Combat: (32)
+12 init, +11/8 ATK, +11 DEF (+3 dodge, +4 flat-footed)
+13 DMG (unarmed)

saves: (12)
TOU +13 FORT +13 REF +4 WILL +10

Skills (13/52)
bluff +4
diplomacy +4
intimidate +10
knowledge: arcane lore +2
knowledge: civics +4
knowledge: current events +6
knowledge: history +4
knowledge: tactics +4
perform: oratory +10
sense motive +4

feats (16)
all-out attack, attack focus: melee 3, dodge focus: 3, fascinate 2 (intimidate, perform), improved initiative, inspire, move-by action, power attack, startle, takedown attack, ultimate effort (perform)

Powers (104)
enhanced STR +22 (22)
enhanced CON +22 (22)
flight +5 (10)
impervious TOU +13 (13)
immunity +10 (life support, sleep) (10)
superspeed +2 (free feat: rapid attack) (10)
superstrength +7 (feat: groundstrike, thunderclap, shockwave) (15)

costs
abilities 16 + combat 32 + saves 12 + skills 13/52 + feats 16 + powers 104 = 193 pts

:arrow: yes, Dynaman! atomic sentinel of the U.S. OF A.! mortal enemy of those godless commie sons of fishes and 'hero gone mad' of The Golden Age

:arrow: those who have read golden age, you know exactly why you won't be putting dynaman in the hands of a player
Last edited by Kreuzritter on Mon May 21, 2007 9:52 am, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Sun Sep 03, 2006 9:34 am

Image

"Hey, you think I like being stuck in a loser like you?"

Birdy Cephon Altera

Birdy's a beautful space cop whose job just went from bad to worse. While hunting an alien felon, birdy accidently kills tsutomu, a meek-mannered high school studen! To save his life, she's forced to time-share her body. now, these unlikely partners must track down a drug that turns humans into monsters. but can they pass high school exams while being attacked by killer robots?

The type to jump into situations without thinking, Birdy is at times careless and her hate for Revi often clouds her judgement. Also described as a 'hothead', this is what led to Tsutomu being killed and her chief later comments on this. None the less, Birdy is a character who's always full of energy and is your typical anime 'space-girl'.


PL: 10 (150)

abilities: (52)
STR 26 DEX 30 CON 26 INT 14 WIS 14 CHA 12

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

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

Skills (11/44)
acrobatics +8
computers +6
notice +8
pilot +4
profession: Intergalactic Space Federation Officer +6
search +4
sense motive +8

feats (19)
acrobatic bluff, attack focus: melee 4, defensive attack, dodge focus 4, elusive target, evasion, grappling finesse, Move-by Action, power attack, prone fighting, quick change, takedown attack, uncanny dodge

Powers (33)
impervious tou +8 (8)
leaping +4 (4)
supermovement +3 (slow fall, wall crawling 2) (6)
supersenses +5 (accurate extended hearing, extended scent) (5)
superstrength +5 (10)

drawbacks
normal identity: Tsutomu Senkawa (-3)

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

complications
enemy (Cristella Revi)
obsession (Revi)
responsibility (federation officer)
responsibility (tsutomu [it's complicated])
temper (hothead)

costs
abilities 52 + combat 32 + saves 6 + skills 11/44 + feats 19 + powers 33 - drawback 3 = 150 pts

Design notes: Some liberties are taken, but in all, birdy was a prettty easy design to throw together after watching the first two episodes, with clear demonstrations of her powers

tactics: The type to jump into situations without thinking, Birdy is at times careless and her hate for Revi often clouds her judgement. Also described as a 'hothead', this is what led to Tsutomu being killed and her chief later comments on this. None the less, Birdy is a character who's always full of energy and is your typical anime 'space-girl'
Last edited by Kreuzritter on Mon May 21, 2007 9:52 am, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Sun Sep 03, 2006 10:47 am

Image

The world shall be cleansed of your taint!

Jackson

PL: 10 (150)

abilities: (52)
STR 24 DEX 30 CON 30 INT 10 WIS 12 CHA 6

Combat: (32)
+10 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/12 DMG (unarmed/claw)

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

Skills (17/60)
acrobatics +8
climb +6
Intimidate +12
notice +10
search +8
sense motive +8
stealth +8

feats (22)
all-out attack, assessment, chokehold, diehard, dodge focus 2, endurance, evasion, fearless, fearsome prescence 3, improved block, improved grapple, improved overrun, improved trip, move by action, power attack, startle, stunning attack, takedown attack, uncanny dodge

Powers (22)
leaping +4 (4)
supersenses +4 (darkvision, scent, track) (4)
superstrength +2 (4)
strike +5 (feat: mighty pen 5, extra: penetrating +1) (10)

costs
abilities 52 + combat 32 + saves 5 + skills 17/60 + feats 22 + powers 22 = 150 pts

:arrow: a possible future version of Jack-In-The-Box, The Jackson is designed to reference the venom/wolverine style anti-heros so despised by alex ross, and should be played as such
Last edited by Kreuzritter on Mon May 21, 2007 9:51 am, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Sun Sep 03, 2006 10:51 am

Image

you must be judged, father. judged for failing your son, for failing your world.

The Box

PL: 10 (150)

abilities: (32)
STR 18 DEX 16 CON 20 INT 14 WIS 14 CHA 10

Combat: (32)
+7 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+4/7/12 DMG (unarmed/chainsaw/gun)

saves: (14)
TOU +10 FORT +10 REF +8 WILL +6

Skills (18/72)
bluff +6
computers +8
intimidate +8
disable device +6
craft: electronics +8
craft: mechanical +8
knowledge: physics +8
knowledge: technology +8
notice +6
sense motive +6

feats (18)
ambidexterity, assessment, dodge focus 2, evasion, fighting style 8 (all-out attack, defensive attack, elusive target, improved block, move by action, power attack, redirect, takedown attack), improved initiative, improvised tools, inventor, taunt, uncanny dodge

Powers (39)
Elongation 4 (Flaw: No Bonus on Escape Artist/Grapple Checks -1) (2)
protection +5 (extra: impervious +1) (10)
supersenses +5 (extended vision, darkvision, ultrahearing, radio) (5)
Strike "justice Jacky-chainsaw" +6 (feat: mighty pen 5, extend reach 4 extra: penetrating +1) (22)
- AP: Blast "justice jacky-gun" +7 (extra: autofire +1) [21]

drawback
vulnerable: magnetics (major, uncommon) (-3)

costs
abilities 32 + combat 32 + saves 14 + skills 18/72 + feats 18 + powers 39 - drawback 3 = 150 pts

:arrow: another possible future JITB, The Box is also meant to reference the judge/jury/executioner anti-heros equally despised by alex ross, and perverting JITB's legacy
Last edited by Kreuzritter on Mon May 21, 2007 9:51 am, edited 2 times in total.
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Libra
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Post by Libra » Sun Sep 03, 2006 12:43 pm

Yuck. :evil:

Great builds, nasty characters. (As they should be!)
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Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

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Re: Kreuzritter's 2E Chars (Dynaman, Birdy the mighty)

Post by Rune » Sun Sep 03, 2006 10:37 pm

Kreuzritter wrote:okay, here goes, my own 2nd ed column, the comprehensive listing of every single being/creature I've done for 2nd ed M&M. of particular note with these builds, is that with only a few exceptions, each is built to a playable PL10 at 150 PP. that's right, if you're looking for PCs for a drop-in game but want to try something else, look no further than here.
You know, Kruiz old buddy, I just realised I haven't perused your thread in a few months. Man, have I been missing out. I just took the [long while] time to rectify that, and am I glad I did.

I think your builds have all steadily improved over time, and I really enjoyed looking over them all. [Yes, all!]

In particular, I liked the X-men Evolution, Static Shock and SAS's The Guard. All excellent work. I was planning on satting up my own versions of The Guard, but I might not need to, now. Aw, shucks, I'll do it anyway!


Just not tonight, it's way too late, and I work a double shift tomorrow.

btw, shame about your books and the unscupulous louse that stole them from you. Hope you get a chance at 'personal, hands-on Karma' someday.
Rune

Zelda's Axiom
Whenever somebody tells you about "the five hundred ancient talismans" or "the nine legendary crystals" or whatever, you can be quite confident that Saving the World will require you to go out and find every last one of them.

Kreuzritter
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Post by Kreuzritter » Mon Sep 04, 2006 12:06 pm

Image

The Iron Duke

PL: 11 (165)

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

Combat: (32)
+0 init, +8/7 ATK, +8 DEF (+3 flat-footed)
+13 DMG (unarmed)

saves: (6)
TOU +13 FORT n/a REF +4 WILL +4

Skills (9/36)
craft: mechanical +4
craft: structural +4
disable device +4
intimidation +8
knowledge: history +4
knowledge: physical sciences +4
knowledge: tactics +4
knowledge: technology +4

feats (18)
assessment, attack focus: melee, blind-fight, dodge focus, equipment 2, fearless, improved grab, improved grapple, improved pin, improved initiative, improved overrun, minions 5, startle

Powers (92)
flight +4 (flaw: hovercraft -1) (4)
growth +6 (feat: innate, flaw: permanent -1) (13)
impervious TOU +6 (6)
immunity +30 (fort saves) (30)
supersenses +11 (extended sight, extended hearing, radius blindsight, infravision, radio, ultrahearing) (11)
protection +7 (extra: impervious +1) (14)
superstength +7 (14)

drawback (-2)
vulnerable: magnetic attacks (uncommon, moderate) (-2)

costs
abilities 10 + combat 32 + saves 6 + skills 9/36 + feats 18 + powers 92 - drawback 2 = 165 pts

:arrow: the 'hulking brute' of Silver Age sentinels, Iron Duke is the preserved yet corrupted intellect of real-life british engineer Kingdom Isambard brunel, trapped in a nigh invincible robotic shell. ID's setting status is also why I bumped him up to PL 11
Last edited by Kreuzritter on Mon May 21, 2007 9:50 am, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Mon Sep 04, 2006 5:33 pm

Image

"there are no innocents, only people that haven't made fun of me yet!"

Kevin 11

PL: 10 (195)

abilities: (28)
STR 24 DEX 14 CON 26 INT 10 WIS 14 CHA 12

Combat: (32)
+14 init, +10 ATK, +10 DEF (+3 dodge, +3 flat-footed)
+7/10/10/10/10 DMG (unarmed/strike/fireball/diamondshot/snare)

saves: (8)
TOU +8 FORT +10 REF +10 WILL +5

Skills (12/48)
bluff +6
climb +6
disable device +6
intimidate +8
knowledge: streetwise +4
search +4
sense motive +4
stealth +6

feats (13)
all-out attack, ambidexterity, attack focus: melee 3, diehard, dodge focus 3, move by action, power attack, rage, startle

Powers (102)
additional limbs +2 (2)
mimic +10 (all powers, drawback: tainted -1) (35)
- AP: blast "diamond shot" +10 (extra: penetrating +1) [30]
- AP: blast "fireball" +10 (extra: autofire +1) [30]
- AP: snare "stink spit" +10 (extra: blocks sense +1) [30]
- AP: strike "body weapons" +3 (feat: mighty pen +7, innate, extra: penetrating +1) [18]
- AP: datalink +12 (extra: machine control, flaw: touch -3) [8]
flight +3 (6)
growth +4 (feat: innate, flaw: permanent -1) (9)
invisibility +1 (4)
immunity +9 (life support) (9)
impervious TOU +8 (8)
superspeed +3 (free feat: rapid attack) (15)
superstrength +6 (feats: groundstrike, thunderclap) (14)

costs
abilities 28 + combat 32 + saves 8 + skills 12/48 + feats 13 + powers 102 = 195 pts

:arrow: rival and archnemesis of ben 10, Kevin-11 actually goes through three seperate versions in his appearances thus far, but in this case, it appears to be sticking

:arrow: anyway, Kevin's schtick is that he has the powers of ben's forms all at once to lesser degrees, but the bad news (for ben) is that these weaker powers stack and thus cancel out their flaws (thus why kevin has no drawbacks. his alien physiologies cancel each other out). to simulate this, I went with a frankenstein approach, culling only the powers he's shown or would be likely to use

:arrow: B10 fans may note that kevin is lacking any of greymatter's powers. it could be he does have them but doesn't know how to use it, he has it but thinks they're worthless (very likely) it was all cancelled out by the rest of his powers. because he's dangerous enough as is, this build presumes the third option

:arrow: for those wanting the earlier versions of kevin, drop all powers but mimic and drop his str/con to 14 each, and for his first appearance, make mimic dependant upon absorption. for his second, give him enough shapechanging to cover ben's forms, with with a flaw akin to nacht kreiger in that maintaining normal form requires a concentration check
Last edited by Kreuzritter on Mon May 21, 2007 9:49 am, edited 2 times in total.
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Post by smashed247 » Mon Sep 04, 2006 6:09 pm

Very Nice Kevin11 build Kreuzritter. Of course

Interesting that you chose to use datalink for Upgrades powers. I agree that Datalink is the power that seems to fit the bill most correctly at first glance but I decided upon the possession power with the flaw: Limited - Machines only because when Upgrade 'links' with a machine he merges with it and takes control of it at the cost of his own body which descriptively sounds much more like Possession than Datalink to me and the Datalink power cannot be given the range flaw as it has a range: extended.

That aside this build is exactly what I would've done

Kreuzritter
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Post by Kreuzritter » Mon Sep 04, 2006 6:25 pm

well, the problem in this presumption is that kevin has yet to display any upgrade powers since assuming his current state, so it was a shot in the dark guess, based on how I figure the rest of his physiology would make a proper merger incompatible. thus, the touch based datalink/machine control, until his comeback
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Post by Nessor Sille » Mon Sep 04, 2006 6:36 pm

Kreuzritter wrote:[img]

:arrow: a possible future version of Jack-In-The-Box, The Jackson is designed to reference the venom/wolverine style anti-heros so despised by alex ross, and should be played as such
...with a bit of a religious fanatic angle thrown in, just for fun.

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Post by Nessor Sille » Mon Sep 04, 2006 6:38 pm

Kreuzritter wrote: :arrow: another possible future JITB, The Box is also meant to reference the judge/jury/executioner anti-heros equally despised by alex ross, and perverting JITB's legacy
The way the Astro City Family Album sketchbook recounts it, Kurt Busiek was the one who came up with the idea that one version of "Jerome" would be an organic monster, the other a technological monster...though it was Alex Ross who came up with the designs. :)

Kreuzritter
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Post by Kreuzritter » Mon Sep 04, 2006 6:38 pm

Image

I shall see to this task, myself.

Vilgax

PL: 12 (229)

abilities: (54)
STR 36 DEX 18 CON 36 INT 22 WIS 16 CHA 10

Combat: (40)
+8 init, +11/8 ATK, +11 DEF (+3 dodge, -2 size, +4 flat-footed)
+13 DMG (unarmed)

saves: (8)
TOU +13 FORT +13 REF +7 WILL +8

Skills (16/64)
computers +8
concentration +8
intimidate +5
language: english +1
knowledge: tactics +8
knowledge: technology +8
notice +8
pilot +6
search +4
sense motive +8

feats (65)
all-out attack, assessment, attack focus: melee 3, dodge focus 3, equipment 26, improved grab, improved grapple, improved overrun, improved throw, master plan, minions 20, power attack, inspire, improved initiative, leadership, seize initiative, startle

Powers (56)
growth +8 (feat: innate, flaw: permanent -1) (13)
immunity +11 (life support, critical hits) (11)
impervious tou +13 (13)
leaping +4 (4)
superstrength +7 (feats: groundstrike) (15)

equipment
commlink [1]
Command carrier headquarters (as space battleship, features: combat simulator, communications, computer, defense system, fire prevention system, gym, hangar, holding cells, infirmary, laboratory, living space, power system, security system, workshop) [129]

costs
abilities 54 + combat 40 + saves 8 + skills 16/64 + feats 65 + powers 56 = 229 pts

:arrow: the big bad master villain of Ben 10, Vilgax (depicted here as of the 1st season finale) may be limited in his options, but with the raw, brute force at his disposal, he can pretty much no-sell everything ben can (and did) throw at him. granted, ben never got a chance to use fourarms against him, but odds are it would have been as equally ineffective against Vilgax.

:arrow: for pre-series vilgax (or the one depicted in the non-canon 'gwen 10'), drop the growth and set his str/con to around 30, and give him 5 ranks of impervious
Last edited by Kreuzritter on Mon May 21, 2007 9:48 am, edited 3 times in total.
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teleportingbassist
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Post by teleportingbassist » Mon Sep 04, 2006 8:23 pm

Great Ben 10 builds.
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"Well, here we are, Mr. Pilgrim, trapped in the amber of this moment. There is no why" Slaughterhouse-Five

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