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.
Locked
Dr Archeville
Cosmic Entity
Cosmic Entity
Posts: 7990
Joined: Thu Aug 14, 2003 2:55 pm
Location: R'lyeh
Contact:

Post by Dr Archeville » Sat Oct 14, 2006 8:54 pm

Awesome stuff!
Come join us at http://www.freedomplaybypost.com/index.php ! (current status: site and chat stable, Wiki pending)

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

549

Post by Kreuzritter » Sat Oct 14, 2006 10:15 pm

Image

But I'm scared of monsters.

mark

PL: 8 (120)

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

Combat: (28)
+6 init, +10/6 ATK, +10 DEF (+2 dodge, +2 flat-footed)
+1/4/10 DMG (unarmed/bat/deflect)

saves: (13)
TOU +6/2 FORT +5 REF +7 WILL +6

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

feats (17)
attack spec: deflect 2, defensive attack, defensive roll 4, dodge focus 4, improved initiative, luck 2, move-by action, power attack, taunt, uncanny dodge

Powers (43)
Device: baseball bat +13 (39)
- Deflect +10 (all ranged, extras: action +2, reflect +1, redirect +1) [61]
- ap: strike +3 (feat: mighty, improved critical, extra: penetrating +1) {8}
morph +1 (extra: metamorph-Bert +1) (2)
leaping +2 (2)

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

costs
abilities 14 + combat 28 + saves 13 + skills 6/24 + feats 17 + powers 43 = 120 pts

:arrow: and obscure video game duo, mark (and bert) are the stars of the cult NES classic "monster party".

:arrow: Mark came out fairly well, although you may get arguments with the GM due to mark's deflect extras. anyway, heeere's bert
Bat, batter, who cares!

Bert

PL: 8 (120)

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

Combat: (32)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+3/8 DMG (unarmed/blast)

saves: (14)
TOU +8/5 FORT +8 REF +7 WILL +6

Skills (6/24)
intimidate +6
knowledge: arcane lore +4
notice +6
search +4
sense motive +4

feats (6)
all-out attack, defensive roll 3, power attack, improved initiative, move by action, startle, uncanny dodge

Powers (39)
blast +8 (extra: autofire +1) (24)
flight +3 (6)
morph +1 (extra: metamorph-mark +1) (2)
supermovement +1 (dimensional movement: monster world) (2)
supersenses +4 (darkvision, scent, track) (4)

costs
abilities 22 + combat 32 + saves 14 + skills 6/24 + feats 6 + powers 39 = 120 pts
Last edited by Kreuzritter on Sun May 20, 2007 7:15 pm, edited 1 time in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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

550

Post by Kreuzritter » Sun Oct 15, 2006 9:46 am

Image

SKREEEEEEE!!!!!

winged goblins

PL: 5 (45)

abilities: (10)
STR 16 DEX 14 CON 18 INT 6 WIS 10 CHA 6

Combat: (16)
+6 init, +4 ATK, +4 DEF (+2 flat-footed)
+3/4 DMG (unarmed/blast)

saves: (10)
TOU +6 FORT +6 REF +6 WILL +4

Skills (5/20)
climb +6
notice +4
stealth +4
survival +6

feats (4)
all-out attack, improved initiative, move by action, power attack

Powers (22)
blast +4 (8)
flight +2 (4)
protection +2 (extra: impervious +1) (4)
supersenses +2 (darkvision, scent, track) (4)
supermovement +1 (wallcrawling) (2)

drawback (-10)
weakness: sunlight (major, per round, destroyed after 10 rounds) (-10)

costs
abilities 10 + combat 16 + saves 10 + skills 5/20 + feats 4 + powers 22 - drawback 10 = 60 pts

:arrow: appearing in the cybersix episode "gone with the wings", these beasties are basicly an upgrade to the gargoyle critter in the back of the core rules, and make an appropos minion for a supernatural/mad science bad guy
Last edited by Kreuzritter on Sun May 20, 2007 7:14 pm, edited 1 time in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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

551

Post by Kreuzritter » Sun Oct 15, 2006 8:55 pm

Image

* squish *

The Blob

PL: 9 (153)

abilities: (-21)
STR 14 DEX 10 CON 14 INT n/a WIS 1 CHA n/a

Combat: (32)
-3 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+10/10 DMG (snare/aura)

saves: (10)
TOU +2 FORT +6 REF -3 WILL +2

feats (4)
improved grab, improved pin, improved overrrun, seize initiative

Powers (132)
immunity +18 (age, disease, poison, background radiation, suffocation, critical hits, mental effects) (18)
insubstantial 1 (feat: innate, flaw: permanent -1) (5)
snare +10 (extras: aura +1, backlash +1, engulf +0, regenerating +1) (50)
drain CON +10 (extras: affects corporeal +1, aura +1, vampiric +1 linked: boost +3 [growth, feat: slow fade 2, flaw: self only -1]) (49)
protection +5 (extra: impervious +1) (10)

drawbacks: (-4)
vulnerable: cold (common, moderate) (-4)

costs
abilities -21 + combat 32 + saves 10 + feats 4 + powers 132 - drawback 4 = 157 pts

:arrow: behold the blob, in all it's gelatinous glory

:arrow: I WAS going to hold off on posting this until I got confirmation/consensus on how to model its "gets bigger with whoever it eats" ability, but as nobody bothered to respond, well, blame them. as it stands, the idea is that when the blob successfully devours somebody (combined snare and drain auras), it gets one level of growth, meaning it hits size large after 4 victims, huge after 8 walking happy meals, and so on (note: this build presumes the blob has already killed enough people to hit medium size when the PC's find it), and has to eat somebody every 5 minutes or so to retain it's size
Last edited by Kreuzritter on Sun May 20, 2007 7:13 pm, edited 1 time in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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

552

Post by Kreuzritter » Mon Oct 16, 2006 12:53 pm

Image

AIEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

Major Tom

PL: 6 (90)

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

Combat: (24)
+0 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+5 DMG (unarmed)

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

Skills (12/48)
bluff +4
craft: mechanical +6
intimidate +10
notice +4
profession: test pilot +10
pilot +10
sense motive +4

feats (4)
fearsome presence 4

Powers (36)
immunity +30 (fort) (30)
protection +6 (6)

costs
abilities 10 + combat 24 + saves 4 + skills 12/48 + feats 4 + powers 36 = 90 pts

:arrow: once a member of the legendary (Go) Team Venture, Major Tom perished when he crashed an experimental aircraft into the Sargasoo sea while quoting david bowie's "space oddity" (no mean feat, as this was in 1969). in 2005, Major Tom was brought back from the dead by none other than Dr. Thaddeus "Rusty" Venture, and not a moment's rest was had, because Tom won't ever stop screaming

:arrow: I built major tom so that while he just stood there wailing in "ghosts of the sargasso", there's no reason he wouldn't still possess the skills he did in life
Last edited by Kreuzritter on Sun May 20, 2007 7:13 pm, edited 1 time in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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

Post by Kreuzritter » Mon Oct 16, 2006 2:28 pm

I'm gonna take a little break from the halloween stuff for a spell, mostly because in my searches for apprpriate baddies, I wound up getting a whole bunch of prospective converts all ground under another theme

that theme, you ask? the Teenaged Mutant Ninja Turtles, drawing from the classic cartoon, the new stuff, and even some folks from the original comic books. mebbe even a spot or two from the archie series, depending on how things go

EDIT: and whaddayaknow, the hour after I typed that, the spark for the turtle stuff died down, while the halloween stuff stayed lit. so, i'll keep with the halloween, but the good news is the turtle stuff mostly fits my current theme.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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

553

Post by Kreuzritter » Tue Oct 17, 2006 12:46 pm

Image

You make money!

Fixed Idea

PL: 6 (90)

abilities: (12)
STR 22 DEX 14 CON 22 INT 8 WIS 10 CHA 8

Combat: (28)
+5 init, +6 ATK, +6 DEF (-1 size, +3 flat-footed)
+6/10 DMG (unarmed/rocket launcher)

saves: (7)
TOU +6 FORT +7 REF +4 WILL +4

Skills (5/20)
climb +4
drive +4
intimidate +8
notice +4

feats (12)
all-out attack, improved grapple, improved initiative, improved pin, equipment 6, power attack, startle

Powers (28)
growth +4 (feat: innate, flaw: permanent -1) (9)
impervious tou +4 (4)
leaping +4 (4)
supersenses +1 (darkvision) (1)
superstrength +6 (10)

drawback (-2)
weakness: dependence on Sustenence (common, minor) (-2)

costs
abilities 12 + combat 12 + saves 7 + skills 5/20 + feats 12 + powers 28 - drawback 2 = 90 pts

:arrow: the standard rank and file minions in Cybersix, Fixed ideas are creatures superior to man in physical ability, but are so dirt stupid that the name actually comes from the joke that they can only handle one idea at a time. and yes, everybody else is aware they look like frankenstein's monster
Last edited by Kreuzritter on Sun May 20, 2007 7:12 pm, edited 2 times in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

Taliesin
Cosmic Entity
Cosmic Entity
Posts: 12165
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Post by Taliesin » Tue Oct 17, 2006 12:56 pm

wrt Blob: I did end up responding on the rules thread, but you work so fast that by that time, your Blob had already been written.

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

554

Post by Kreuzritter » Tue Oct 17, 2006 2:54 pm

Image

Man-Bat

PL: 8 (116)

abilities: (-9)
STR 26 DEX 18 CON 26 INT 5 WIS 10 CHA 6

Combat: (30)
+8 init, +10/6 ATK, +10/7 DEF (+3 dodge, +3 flat-footed)
+8/6 DMG (unarmed/snare)

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

Skills (13/52)
climb +8
intimidate +12
notice +8
search +8
sense motive +4
stealth +6
survival +6

feats (13)
all-out attack, attack focus: melee 4, dodge focus 3, improved initiative, move by action, power attack, startle, uncanny dodge (hearing)

Powers (63)
enhanced STR +8 (8)
enhanced DEX +8 (8)
enhanced CON +12 (12)
flight +3 (6)
growth +4 (flaw: permanent -1) (8)
snare "sticky spit" +8 (16)
super-senses +7 (auditory blindsight, scent, track, ultrahearing) (7)

drawback (7)
normal identity: Kirk Langstrom (-3)
One way transformation (changing back requires treatment) (-4)

costs
abilities -9 + combat 30 + saves 11 + skills 13/52 + feats 13 + powers 63 - drawback 7 = 116 pts

:arrow: Another "The Batman" incarnation, the only differences between this man-bat and the DCAU versions are A) a sticky, stinky spit, B) coloration, and C) he likes being a hideous bat-monster (thus a valid reason for locking him up in arkham when depowered, i say)
Last edited by Kreuzritter on Sun May 20, 2007 7:11 pm, edited 1 time in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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

555

Post by Kreuzritter » Tue Oct 17, 2006 3:40 pm

Image

Kid Devil

PL: 10 (150)

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

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

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

Skills (18/72)
acrobatics +6
bluff +6
craft: electronic +6
craft: mechanical +6
disable device +6
disguise +4
intimidate +6
knowledge: pop culture +8
knowledge: technology +4
notice +6
perform +4
profession: special effects artist +4
sense motive +6

feats (11)
attack spec: fire-breath, defensive roll 3, diehard, elusive target, evasion, dodge focus 2, power attack, taunt

Powers (60)
Enhanced STR +10 (10)
Enhanced DEX +8 (8)
Enhanced CON +10 (10)
immunity +6 (extreme heat, fire damage) (6)
plasma control "firebreath" +10 (20)
regeneration +6 (rec rate: B. +1 U. +1, I. +2, S. +2) (6)

drawbacks: (-4)
vulnerability: cold attacks (common, moderate) (-4)

complications
enemy (Kid Crusader)

costs
abilities 24 + combat 32 + saves 9 + skills 18/72 + feats 11 + powers 60 - drawback 4 = 150 pts

:arrow: one of the newest members of the teen titans, Kid Devil used to be blue devil's sidekick, and recently got himself real powers. his younger, gadget using self i might post sometime down the road
Last edited by Kreuzritter on Sun May 20, 2007 7:10 pm, edited 2 times in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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

556

Post by Kreuzritter » Tue Oct 17, 2006 4:13 pm

Image

Luh-Love... What... Love?

Terra

PL: 10 (150)

abilities: (-1)
STR 20 DEX 14 CON n/a INT 10 WIS 12 CHA 11

Combat: (40)
+2 init, +4/9 ATK, +4/9 DEF (-1/6 size + flat-footed)
+16 DMG ()

saves: (6)
TOU +10/4 FORT n/a REF +4 WILL +4

Skills (4/16)
notice +6
sense motive +6
stealth +4

feats (5)
chokehold, improved grab, improved grapple, improved pin, power attack

Powers (100)
concealment +4 (flaw: blending -1, passive -1) (2)
elongation +5 (5)
Growth +4 (feat: innate, flaw: permanent -1) (9)
growth +6 (18)
immunity +30 (fort) (30)
impervios TOU +4 (4)
insubstantial +1 (liquid, extra: affects insubstantial +1) (6)
Stun +7 (extra: vampiric +1, linked: mind reading +5) (26)

drawbacks
vulnerable: fire (very common, major) (-4)

costs
abilities -1 + combat 40 + saves 6 + skills 4/16 + feats 5 + powers 100 - drawback 4 = 150 pts

:arrow: Another Cybersix beastie, Terra is a misguided, childlike monster, much to the chagrin of its creators

:arrow: for true accuracy, I should have built Terra with lots of shapeshift, but as Terra never used anything beyond these powers, i decided to just use them (which IMO, gives terra more character)
Last edited by Kreuzritter on Sun May 20, 2007 7:09 pm, edited 1 time in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

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

557

Post by Kreuzritter » Tue Oct 17, 2006 10:04 pm

Image

I'm bad luck, good was never an option for me.

Jinx

PL: 10 (150)

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

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

saves: (6)
TOU +7/3 FORT +4 REF +6 WILL +4

Skills (9/36)
acrobatics +8
bluff +4
knowledge: pop culture +4
knowledge: tactics +4
notice +6
sense motive +5
sense motive +5

feats (23)
accurate attack, attack focus: range 2, assessment, defensive roll 4, dodge focus 2, inspire, elusive target, evasion, improved aim, improved defense, luck 2, move-by action, power attack, leadership, uncanny dodge, taunt, uncanny dodge

Powers (63)
blast +10 (feat: split attack, extra: penetrating +1) (31)
luck control +4 (12)
probability control +4 (extra: jinx +1, range +1, flaw: limited-jinx -1) (20)

costs
abilities 18 + combat 32 + saves 6 + skills 18/32 + feats 23 + powers 63 = 150 pts

:arrow: as requested, Jinx. she may not be a real witch like jher comics self, but she should be playable

EDIT; fixed
Last edited by Kreuzritter on Sun May 20, 2007 7:08 pm, edited 2 times in total.
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

User avatar
TroyXavier
Comrade
Comrade
Posts: 430
Joined: Sat Aug 16, 2003 1:09 pm
Contact:

Post by TroyXavier » Wed Oct 18, 2006 9:14 am

Jinx rocks. The comic one might be more powerful, but the cartoon one is the far more interesting character.
Club Thirteen is Risen.

The Great Jefepato
Collaborator
Collaborator
Posts: 315
Joined: Wed Feb 23, 2005 8:40 pm

Post by The Great Jefepato » Wed Oct 18, 2006 10:31 am

Not a bad Jinx, but 5 ranks of Luck Control? Is it even possible to have more than 3 ranks?

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

Post by Kreuzritter » Wed Oct 18, 2006 10:39 am

The Great Jefepato wrote:Not a bad Jinx, but 5 ranks of Luck Control? Is it even possible to have more than 3 ranks?
luck control is 3 per rank, and it says nothing in the rules about giving extra hero points, but rather it expands the use of existing HP. while I didn't include them, this accounts for complications Jinx can apply for (reputation (ex-villain), enemy (Brotherhood of evil, madam rouge in particular), rivalry (Hive 5), etc.)
Kreuz Control Promotions: over 2800 builds served, and counting...
Crinoverse: Contributions

Locked