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

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

504

Post by Kreuzritter » Sun Sep 17, 2006 12:51 pm

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gonna smash you good!

Thumbskull

PL: 10 (112)

abilities: (16)
STR 34/16 DEX 12 CON 34/16 INT 10 WIS 12 CHA 10

Combat: (32)
+5 init, +8 ATK, +8 DEF (+4 flat-footed)
+12 DMG (unarmed)

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

Skills (6/24)
drive +4
intimidate +12
notice +4
stealth +4

feats (9)
all-out attack, diehard, endurance, fearsome prescence 3, improved initiative, power attack, startle

Powers (42)
enhanced CON +18 (18)
enhanced STR +18 (18)
superstrength +3 (6)

costs
abilities 16 + combat 32 + saves 7 + skills 6/24 + feats 9 + powers 42 = 112 pts

:arrow: another Ben10 foe, thumbskull is exactly what he looks like: big, stupid muscle with a gothic theme. he's like a more fragile but smarter hulking brute
Last edited by Kreuzritter on Mon May 21, 2007 5:20 am, edited 4 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

505

Post by Kreuzritter » Sun Sep 17, 2006 1:22 pm

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Frightwig

PL: 10 (116)

abilities: (22)
STR 24/10 DEX 20 CON 16 INT 10 WIS 14 CHA 12

Combat: (32)
+5 init, +13/9/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+0/7 DMG (unarmed/hair)

saves: (10)
TOU +7/3 FORT +5 REF +10 WILL +5

Skills (10/40)
bluff +6
acrobatics +10
intimidate +6
notice +6
sense motive +6
stealth +6

feats (23)
all-out attack, acrobatic bluff, attack focus: melee, attack spec: hair 2, chokehold, defensive roll 4, dodge focus 5, improved grab, improved grapple, improved trip, improved pin, improved throw, improved initiative, move-by action, startle

Powers (19)
prehensile hair +3 (5 tendrils, distance 10 feet, split attack) (4)
enhanced STR +14 (flaw: limit-hair only -1) (7)
superstrength +2 (flaw: limit-hair only -1) (2)
supermovement +3 (slow fall, swinging, wall crawling) (6)

costs
abilities 22 + combat 32 + saves 10 + skills 10/40 + feats 23 + powers 19 = 116 pts

:arrow: another goon from Ben10, frightwig is often seen in the company of thumbskull and acidbreath, and while they are in it for themselves, more often than not they're working for somebody suitably spooky
Last edited by Kreuzritter on Mon May 21, 2007 5:13 am, edited 5 times in total.
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Kreuzritter
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Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

506

Post by Kreuzritter » Sun Sep 17, 2006 1:35 pm

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Acidbreath

PL: 10 (119)

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

Combat: (32)
+2 init, +8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/10 DMG (unarmed/acid)

saves: (15)
TOU +7/3 FORT +10 REF +6 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 (14)
assessment, defensive roll 4, dodge focus 4, fearsome prescence 4, startle

Powers (32)
acid +10 (extras: area-cone +1) (28)
immunity +4 (acid damage, disease, poison) (4)

costs
abilities 14 + combat 32 + saves 15 + skills 12/48 + feats 14 + powers 32 = 119 pts

:arrow: concluding the 3-goon freakshow, Acidbreath's power is pretty obvious, but makes for a good opening salvo or getaway
Last edited by Kreuzritter on Mon May 21, 2007 5:13 am, edited 4 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

507

Post by Kreuzritter » Sun Sep 17, 2006 7:13 pm

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By the Galactic Code of Conduct, I order you to surrender!

Ultimos, the Specimen prime

PL: 10 (150)

abilities: (20)
STR 30/14 DEX 12 CON 30/14 INT 12 WIS 14 CHA 14

Combat: (32)
+5 init, +10/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10/7 DMG (unarmed/plasma vision)

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

Skills (14/56)
computers +4
diplomacy +6
concentration +6
gather info +6
knowledge: technology +6
knowledge: civics +8
notice +8
search +6
sense motive +6

feats (17)
assessment, attack focus: melee 2, beginner's luck, contacts, dodge focus 2, improved initiative, interpose, inspire 2, leadership, jack of all trades, teamwork 2, power attack, well-informed

Powers (63)
enhanced STR +16 (17)
ap: blast "plasma vision" +7 (feat: precise, accurate) [16]
enhanced CON +16 (16)
flight +5 (10)
impervious toughness +10 (10)
superstrength +5 (10)

drawbacks (-3)
weakness (chocolate, uncommon, moderate, per minute) (-3)

costs
abilities 20 + combat 32 + saves 7 + skills 14/56 + feats 17 + powers 63 - drawback 3 = 150 pts

:arrow: Leader of the Galactic Enforcer squad that visits earth, Ultimos is equal parts superman, space ghost and dudley do right, preferring to do things by-the-book and in accordance with the galactic code of conduct, but after meeting ben, he's starting to enjoy improvising
Last edited by Kreuzritter on Mon May 21, 2007 4:59 am, edited 4 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

508

Post by Kreuzritter » Sun Sep 17, 2006 7:17 pm

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so, what's a nice alien like you doing on a planet like this?

Tini

PL: 10 (150)

abilities: (48)
STR 34 DEX 14 CON 34 INT 12 WIS 14 CHA 12

Combat: (32)
+2 init, +8 ATK, +8 DEF (+4 flat-footed)
+12 DMG (unarmed)

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

Skills (11/44)
bluff +6
computers +4
concentration +8
knowledge: technology +6
pilot +8
notice +8
search +6
sense motive +6

feats (14)
ambidexterity, all-out attack, assessment, chokehold, diehard, fearless, improved critical, improved grab, improved grapple, improved overrun, improved pin, power attack, takedown attack, uncanny dodge

Powers (39)
additional limbs +2 (2)
growth +4 (feat: innate, flaw: permanent -1) (9)
impervious TOU +7 (7)
immovable +2 (2)
leaping +4 (4)
superstrength +6 (feat: groundstrike, shockwave, thunderclap) (15)

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

costs
abilities 48 + combat 32 + saves 6 + skills 11/44 + feats 14 + powers 39 = 150 pts

:arrow: the team muscle, from the sounds of things Tini is implied to be very attractive for a Tetramand. but looks aside, she's a classic brick

:arrow: for the record, her name is pronounced "Tiny"
Last edited by Kreuzritter on Mon May 21, 2007 4:58 am, edited 4 times in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

509

Post by Kreuzritter » Sun Sep 17, 2006 7:22 pm

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*hmph* All brawn, no brains.

Synaptak

PL: 10 (150)

abilities: (34)
STR 8 DEX 16 CON 14 INT 24 WIS 20 CHA 10

Combat: (32)
+7 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
-1/+10 DMG (unarmed/telekinesis)

saves: (11)
TOU +8/2 FORT +4 REF +7 WILL +10

Skills (13/52)
computers +8
concentraion +8
disable Device +8
knowledge: physical sciences +8
knowledge: technology +8
notice +6
sense Motive +6

feats (13)
accurate attack, assessment, attack spec: TK, dodge focus 4, improvised tools, inventor, master plan, move by action, speed of thought, uncanny dodge

Powers (47)
telekinesis +10 (feat: precise, extra: damaging +1) (31)
force feild +6 (extras: impervious +1) (12)
flight +2 (4)

tradeoffs
+2 DEF/-2 TOU

costs
abilities 34 + combat 32 + saves 11 + skills 13/52 + feats 13 + powers 47 = 150 pts

:arrow: the spock of the team, Synaptak won't admit it to anyone but he's got a huge crush on Tini, to the point where he'll be bitter and abrasive to anybody she bats her eyes at

:arrow: while Synaptak has several limbs, from all appearances it looks like they're vestigal, as he uses his telekinesis almost exclusively in his scenes
Last edited by Kreuzritter on Mon May 21, 2007 4:57 am, 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

510

Post by Kreuzritter » Tue Sep 19, 2006 2:29 pm

Image

Better. Stronger. Faster. And All-American

Superpatriot

PL: 10 (150)

abilities: (20)
STR 30 DEX 24 CON 30 INT 10 WIS 14 CHA 12

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

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

Skills (13/52)
Acrobatics +8
Climb +6
Intimidate +6
Knowledge (tactics) +8
Notice +8
Profession (soldier) +6
sense motive +8
Stealth +4
Survival +6

feats (11)
all-out attack, attack spec: arm guns, assessment, diehard, dodge focus 2, endurance, fearless, move by action, power attack, uncanny dodge

Powers (67)
enhanced STR +20 (21)
- AP: blast "arm guns" +10 [20]
elongation +4 (flaw: limit-limbs only -1) (2)
enhanced CON +20 (20)
impervious tou +5 (5)
leaping +2 (2)
supermovement +3 (slow fall, swining, wall crawling) (6)
supersenses +3 (extended sight, low-light vision, microscopic vision) (3)
superstrength +4 (8)

costs
abilities 20 + combat 32 + saves 7 + skills 13/52 + feats 11 + powers 67 = 150 pts

:arrow: an Image comics superhero, Superpatriot was in fact almost a marvel character when he was first conceived. anyway, SP was a patriotic-themed powerhouse until a he was horribly maimed by supervillains, after which he got the bionic man treatment, and became a regular supporting character in the pages of Savage Dragon

:arrow: personally, i haven't read much of the guy, so I'm just working the basics here for other character builders to come along and improve on the design
Last edited by Kreuzritter on Mon May 21, 2007 4:55 am, edited 3 times in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

511

Post by Kreuzritter » Tue Sep 19, 2006 3:17 pm

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Kree Sentry #459

PL: 10 (180)

abilities: (11)
STR 34 DEX 14 CON n/a INT 15 WIS 12 CHA 10

Combat: (40)
+2 init, +8 ATK, +8 DEF (-2 size, +4 flat-footed)
+12/10 DMG (unarmed/blast)

saves: (7)
TOU +12 FORT n/a REF +5 WILL +5

Skills (12/36)
knowledge: technology +6
knowledge: life sciences +6
notice +6
knowledge: tactics +6
search +6
sense motive +6

feats (3)
assessment, improved overrun, power attack

Powers (107)
blast +10 (20)
growth +7 (feat: innate, flaw: permanent -1) (15)
immovable +4 (4)
immunity +30 (fort effects) (30)
protection +13 (extra: impervious +1) (26)
superstrength +6 (12)

costs
abilities 11 + combat 40 + saves 7 + skills 12/36 + feats 3 + powers 107 = 180 pts

:arrow: a classic mechanical menace brought to you in the mighty marvel manner, the Kree Sentries are your archetypal robot minion, perfect to act as bodyguards or enforcers
Last edited by Kreuzritter on Mon May 21, 2007 4:54 am, 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

512

Post by Kreuzritter » Thu Sep 21, 2006 8:45 am

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Dear The Tick,

If you're reading this, then that can only mean I'm destroying The City right now...


Dinosaur Neil

PL: 10 (109)

abilities: (4)
STR 42 DEX 12 CON 40 INT 10 WIS 12 CHA 10

Combat: (32)
+1 init, +0 ATK, +0 DEF (-8 size, +0 flat-footed)
+16 DMG (unarmed)

saves: (5)
TOU +16 FORT +15 REF +2 WILL +5

Skills (4/16)
intimidate +12
notice +4

feats (2)
diehard, endurance

Powers (68)
enhanced CON +14 (14)
impervious TOU +10 (10)
Growth +16 (flaw: permanent -1) (32)
superstrength +6 (12)

drawbacks: (-6)
involuntary transformation (to human form if he swallows a big enough asperin) (-2)
normal Identity (regular dinosaur neil. use scientist archetype from core rules) (-4)

costs
abilities 4 + combat 32 + saves 5 + skills 4/16 + feats 2 + powers 68 - drawbacks 6 = 109 pts

:arrow: a classic foe of The Tick, Dinosaur Neil puts a humanitarian spin on the classic rampaging scenario. and, were it not for his fort save, neil would actually be a balanced PL 8
Last edited by Kreuzritter on Mon May 21, 2007 4:54 am, edited 3 times in total.
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Kreuzritter
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Location: Rumble City

Post by Kreuzritter » Thu Sep 21, 2006 2:45 pm

your attention please.

as of 4:30 PM today, I finally claimed another copy of the Silver Age Sentinels rulebook.

this means that my converts for officer prometheus, caliburn, jade naga, requiem and mr. matthews are back on track

but THAT'S NOT ALL!

at this time, i woud like to reveal the Master Plan: the systematic conversion of nearly all the characters written up for the game to date. that means everyone from Alice, Queen of hearts down through to White Hat

naturally, this won't be happening all at once, but I thought you folks might want to know that i'm eventually going to be the one-stop shop for all your SAS needs
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Power-Glove
Daredevil
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Post by Power-Glove » Thu Sep 21, 2006 2:46 pm

SWEET!

I'll still do my work on my D20 SAS conversions if I get around to them. It'll be interesting to see how they add up.

(My favorite character is Alice.)

Kreuzritter
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Posts: 21027
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513

Post by Kreuzritter » Thu Sep 21, 2006 4:07 pm

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I have never heard of a useless thing that was not ground out of existence by evolution sooner or later.

Mister Matthews

PL: 10 (277)

abilities: (30)
STR 10 DEX 12 CON 14 INT 24 WIS 20 CHA 10

Combat: (32)
+1 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+0/8 DMG (unarmed/animal powers)

saves: (10)
TOU +2 FORT +6 REF +4 WILL +11/8

Skills (24/96)
bluff +6
computers +8
craft: chemical +12
handle animal +12
intimidate +8
knowledge: life sciences +12
knowledge: occult +8
medicine +10
notice +6
profession: CEO +8
sense motive +6

feats (70)
animal empathy, assessment, benefit 4 (wealth 4), contacts, connected, , equipment 20, master plan, minions 20, sidekick 10 (montgomery), well-informed

Powers (111)
Animal control +6 (12)
animal mimicry +8 (extras: extra subject +2, stacking +1) (96)
mind sheild +3 (3)

costs
abilities 30 + combat 32 + saves 10 + skills 24/96 + feats 70 + powers 84 = 277 pts

:arrow: the archetypal Mad Scientist of SAS, matthews differs from his ilk for a couple of reasons. first, he renounced his doctorates (thus Mister, not doctor). second, is that Matthews bases his anti-superhuman schemes entirely around creating hideous animal mutants (thus why no inventor on his rap sheet).
Last edited by Kreuzritter on Mon May 21, 2007 4:53 am, 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

514

Post by Kreuzritter » Thu Sep 21, 2006 4:55 pm

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The Costume isn't my idea. I should be in uniform... I should be carrying a badge instead of this.

Officer Prometheus

PL: 10 (150)

abilities: (22)
STR 12 DEX 16 CON 14 INT 12 WIS 16 CHA 12

Combat: (32)
+7 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+1/6/8 DMG (unarmed/aura/spellfire)

saves: (11)
TOU +8/5/2 FORT +6 REF +7 WILL +6

Skills (15/60)
bluff +4
climb +2
diplomacy +4
disable device +4
drive +4
investigate +4
gather info +6
knowledge: streetwise +6
medicine +4
notice +4
profession: police officer +6
search +6
sense motive +6

feats (27)
accurate attack, assessment, benefit 2 (security clearance [police], status [super-cop]), all-out attack, attack spec 2: spellfire, contacts, defensive attack, diehard, dodge focus 4, elusive target, equipment, evasion, improved aim, improved initative, inspire, leadership, move by action, power attack, precise shot 2, uncanny dodge, well informed

Powers (45)
absorption +3 (healing, extra: power magnet +1, flaw: limited-fire/heat only -1) (12)
immunity +2 (extreme heat, extreme cold) (2)
supersenses +1 (infravision) (1)
Spellfire control +8 (17)
- ap: fire control +8 [16]
strike "blazing aura" +6 (feat: selective, extra: aura +1) (13)

equipment
armored costume +3 [3]

drawback (-2)
power loss (when soaking wet) (-2)

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

complications
enemy (torque)
fame
responsibility (NYPD Sergeant)
responsibility (elizabeth ray [fiancee])

costs
abilities 22 + combat 32 + saves 11 + skills 15/60 + feats 27 + powers 45 - drawback 2 = 150 pts

:arrow: one of the SAS heros, Prometheus is the NYPD's own bona-fide superhero, often action as a liason between the cops and the capes
Last edited by Kreuzritter on Mon May 21, 2007 4:53 am, edited 3 times in total.
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Kreuzritter
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Post by Kreuzritter » Sun Sep 24, 2006 3:44 pm

okay, as i've gotten a few PM's regarding my builds, let me say that such a practice is not required. i'm in fact quite happy to discuss any questions or concerns regarding my works. this goes double for those found in the anime/manga and video game convert threads
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

515

Post by Kreuzritter » Sun Sep 24, 2006 5:55 pm

Image

It's a

Walking Eye,

And the government loves 'em.


PL: 9 (135)

abilities: (-16)
STR 20 DEX 12 CON n/a INT n/a WIS 12 CHA n/a

Combat: (32)
+5 init, +8/6 ATK, +6 DEF (-2 size, +3 flat-footed)
+5/10 DMG (unarmed/eye-laser)

saves: (4)
TOU +12 FORT n/a REF +5 WILL n/a

Skills (7/28)
notice +12
search +8
stealth +8

feats (4)
assessment, improved initiative, move by action, precise shot

Powers (104)
blast "eye laser" +10 (feat: accurate) (21)
growth +8 (feat: innate, flaw: permanent -1) (17)
immovable +2 (extra: unstoppable +1) (2)
immunity +30 (fort) (30)
invisibility +1 (4)
protection +8 (extra: impervious +1) (16)
supersenses +12 (extended sight, darkvision, distance sense, direction sense, infravision, time sense, ultravision, x-ray vision) (12)

costs
abilities -16 + combat 32 + saves 4 + skills 7/28 + feats 4 + powers 104 = 135 pts

:arrow: a staple of any johnny quest parody, this walking eye makes either a good sidekick for guys like baron's professor haywire, as the basis for a WoTW tripod mech
Last edited by Kreuzritter on Mon May 21, 2007 4:48 am, edited 3 times in total.
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