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

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The Great Jefepato
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Postby The Great Jefepato » Wed Oct 18, 2006 12:47 pm

Kreuzritter wrote: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.)


I don't understand what you're trying to say; I know what Luck Control (as opposed to the Luck feat) does.

Luck Control has a stated list of effects (that relate to the spending of HPs), and you gain one per rank; there's no value in having more ranks of Luck Control than that. As of Ultimate Power, there are only four possible effects (not three like I thought), so why does Jinx have a fifth rank of Luck Control?

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Postby Kreuzritter » Fri Oct 20, 2006 10:51 am

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You are unworthy of being my enemy.

Demitri Maximov

PL: 10 (205)

abilities: (40)
STR 30 DEX 22 CON n/a INT 16 WIS 16 CHA 16

Combat: (32)
+10 init, +10/10/8 ATK, +10 DEF (+2 sheild, +4 flat-footed)
+10/10/5/9/7+f DMG (unarmed/chaos flare/midnight pleasure/midnight bliss/demon flare)

saves: (3)
TOU +10 FORT n/a REF +6 WILL +6

Skills (17/68)
bluff +6
diplomacy +4
knowledge: art +6
Gather Information +8
intimidate +10
knowledge: arcane lore +8
notice +8
search +6
sense motive +6
Stealth +6

feats (14)
all-out attack, assessment, attack focus: melee 2, attack spec: chaos flare, defensive attack, fearless, improved block, improved initiative, move by action, power attack, startle, ritualist, uncanny dodge

Powers (99)
flight +3 (6)
hellfire control "Chaos Clare" +10 (extra: penetrating +1) (33)
- AP: drain "Midnight Pleasure" +5 (con, extra: vampiric +1) [10]
- AP: transform "Midnight Bliss" +9 (men into sexy women, extra: alt. save-will +0, flaw: touch -1) [18]
- ap: disintegration "demon billion" +7 (extra: autofire +1, flaws: uses -1) [28]
immunity +30 (fort) (30)
protection +10 (extra: impervious +1) (20)
sheild +2 (2)
teleport +4 (feats: change direction, change velocity, easy, turnabout, flaw: close range only -1) (8)

drawbacks (-10)
weakness (depedence on blood, common, minor) (-2)
weakness: sunlight (minor, per round, destroyed after 10 rounds) (-8)

costs
abilities 50 + combat 32 + saves 3 + skills 17/68 + feats 14 + powers 99 - drawbacks 10 = 205 pts

:arrow: one of the 'big bads' of Darkstalkers, Demitri's build draws from the 1990's OVA, thus why he can fly, hits like (and take a hit from) a bus, etc.. on the plus side, i've recreated most of his signature moves, but on the downside, i've left off the points for his castle, minions (40 assorted for castle upkeep and to guard his coffin during daylight), and the other stuff he can conceivably bring to the table

:arrow: a note regarding Demitri's ritualist: most of the time, he'll be using it to try and get around his sunlight weakness, usually by prolonging the night or outright buying it off temporarily
Last edited by Kreuzritter on Sun May 20, 2007 7:06 pm, edited 2 times in total.
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Postby Kreuzritter » Fri Oct 20, 2006 11:22 am

so, with less than a week to go, I've hit all my promised halloween postings in one form or another

except one:

so, I present to you a sanity bending horror in 5 posts:

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THE BACKSTREET PROJECT
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Postby Kreuzritter » Fri Oct 20, 2006 11:39 am

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Nick Carter, Ninjaman

PL: 10 (120)

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

Combat: (32)
+11 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+2/8 DMG (unarmed/sword)

saves: (3)
TOU +8/7 FORT +7 REF +7 WILL +5

Skills (15/60)
acrobatics +8
bluff +8
perform: sing +6
perform: dance +6
perform: boyband +8
profession: popstar +6
notice +6
stealth +6
sense motive +6

feats (20)
attack spec: sword 2, defensive roll, dodge focus 4, fighting style 12 (accurate attack, blind-fight, defensive attack, evasion, improved block, improved disarm, improved initiative, hide in plain sight, power attack, stunning attack, takedown attack, taunt) uncanny dodge

Powers (31)
enhanced DEX +10 (10)
enhanced CON +10 (10)
device: magic sword +3 (9)
- strike +6 (feats: improved critical, mighty, extra: penetrating +1) [15]
leaping +2 (2)

drawback (-3)
normal identity (free action) (-3)

costs
abilities 22 + combat 32 + saves 3 + skills 15/60 + feats 20 + powers 31 - drawback 3 = 120 pts
Last edited by Kreuzritter on Sun May 20, 2007 7:03 pm, edited 2 times in total.
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Postby Kreuzritter » Fri Oct 20, 2006 11:42 am

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Howie Dorough, Illusioner

PL: 10 (139)

abilities: (22)
STR 10 DEX 14 CON 14 INT 12 WIS 24 CHA 18

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

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

Skills (13/52)
concentration +8
bluff +6
drive +6
perform: sing +6
perform: dance +6
perform: boyband +8
profession: popstar +6
sense motive +6

feats (4)
assessment, attractive, improved initiative, taunt

Powers (62)
enhanced WIS +10 (10)
illusion +10 (all senses, feats: progression 2, selective, extra: action +1) (52)

drawback (-3)
normal identity (free action) (-3)

costs
abilities 22 + combat 32 + saves 9 + skills 13/52 + feats 4 + powers 62 - drawback 3 = 139 pts
Last edited by Kreuzritter on Sun May 20, 2007 7:00 pm, edited 1 time in total.
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Postby Kreuzritter » Fri Oct 20, 2006 11:45 am

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A.J. Mclean, Ordnance

PL: 10 (120)

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

Combat: (32)
+7 init, +14/8 ATK, +14 DEF (+6 dodge, +4 flat-footed)
+2/6 DMG (unarmed/guns)

saves: (11)
TOU +6/4 FORT +5 REF +8 WILL +5

Skills (14/56)
acrobatics +6
bluff +6
perform: sing +6
perform: dance +6
perform: boyband +8
profession: popstar +6
notice +6
sense motive +6
stealth +6

feats (25)
accurate attack, attack spec.: blasters 3, assessment, beginner's luck, defensive roll 4, dodge focus 6, improved initiative, elusive target, evasion, improved aim, improved defense, luck 2, move-by action, power attack, quick draw, uncanny dodge

Powers (15)
device: blaster pistols +5 (15)
- blast +6 (feat: split attack, extras: autofire +1, penetrating +1) [25]

drawback
normal identity (free action) (-3)

costs
abilities 26 + combat 32 + saves 11 + skills 14/56 + feats 25 + powers 15 - drawback 3 = 120 pts
Last edited by Kreuzritter on Sun May 20, 2007 6:59 pm, edited 1 time in total.
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Postby Kreuzritter » Fri Oct 20, 2006 11:48 am

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Brian Litrell, TopSpeed

PL: 10 (147)

abilities: (24)
STR 12 DEX 26 CON 24 INT 12 WIS 14 CHA 16

Combat: (32)
+24 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+1/8 DMG (unarmed/blast)

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

Skills (14/56)
acrobatics +6
bluff +6
drive +6
perform: sing +6
perform: dance +6
perform: boyband +8
profession: popstar +6
notice +6
sense motive +6

feats (14)
accurate attack, attack spec: blast 2, dodge focus 4, defensive attack, defensive roll, elusive target, improved defense, improved initiative, inspire, move by action

Powers (61)
blast +8 (extra: penetrating +1) (24)
enhanced DEX +10 (10)
enhanced CON +10 (10)
leaping +2 (2)
superspeed +3 (feats: rapid attack) (15)

drawback
normal identity (free action) (-3)

costs
abilities 24 + combat 32 + saves 5 + skills 14/56 + feats 14 + powers 61 - drawback 3 = 147 pts
Last edited by Kreuzritter on Sun May 20, 2007 6:57 pm, edited 1 time in total.
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Postby Kreuzritter » Fri Oct 20, 2006 11:52 am

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Kevin Richardson, Powerlord

PL: 10 (133)

abilities: (22)
STR 34 DEX 14 CON 34 INT 10 WIS 14 CHA 16

Combat: (24)
+2 init, +8/6 ATK, +8 DEF (+2 dodge, + flat-footed)
+12 DMG (unarmed)

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

Skills (14/56)
acrobatics +8
bluff +6
drive +6
perform: sing +6
perform: dance +6
perform: boyband +8
profession: popstar +6
notice +4
sense motive +6

feats (11)
all-out attack, attack focus: melee 2, attractive, improved grab, improved grapple, improved pin, dodge focus 2, power atack, taunt

Powers (57)
enhanced STR +20 (20)
enhanced CON +20 (20)
superstrength +4 (8)
leaping +3 (3)
impervious TOU +6 (6)

drawback
normal identity (free action) (-3)

costs
abilities 22 + combat 24 + saves 6 + skills 14/52 + feats 11 + powers 57 - drawback 3 = 131 pts
Last edited by Kreuzritter on Sun May 20, 2007 6:50 pm, edited 1 time in total.
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Postby Kreuzritter » Fri Oct 20, 2006 12:22 pm

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BloodSucker

PL: 9 (113)

abilities: (4)
STR 30 DEX 16 CON 30 INT 10 WIS 14 CHA 6

Combat: (32)
+7 init, +8 ATK, +8 DEF (+4 flat-footed)
+10/6 +2 +2 DMG (unarmed/drain + sneak attack + rage)

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

Skills (14/56)
intimidate +10
notice +8
search +6
sense motive +6
stealth +8
survival +10
swimming +8

feats (13)
all-out attack, chokehold, improved grab, improved grapple, improved pin, hide in plain sight, improved initiative, power attack, seize initiative, startle, sneak attack, rage 2 (10 rounds)

Powers (46)
Enhanced STR +20 (20)
Enhanced CON +20 (20)
|- Drain CON +6 (extra: vampiric +1, linked: nullify) (36)
|- nullify +6 (all mutation powers, extra: duration +2, linked: Drain)
immunity +3 (critical hits, drowning) (3)
swimming +3 (3)
superstrength +2 (4)

drawback
vulnerable: Fire (common, moderate) (-2)

costs
abilities 4 + combat 32 + saves 6 + skills 14/56 + feats 13 + powers 46 - drawback 2 = 113 pts

:arrow: a one-shot enemy from the oriinal TMNT comics, bloodsucker was originally an ordinary leech until it drank Raphael's mutated blood, turning it into an archetypal blood drinking swamp monster

:arrow: a beast dominated by instinct, Bloodsucker prefers to attack from ambush, grapple his prey and then suck their blood, before retreating back into its watery domain. once the element of surprise or retreat is lost however, bloodsucker launches into a berserk frenzy to protect itself
Last edited by Kreuzritter on Sun May 20, 2007 6:49 pm, edited 1 time in total.
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Postby Kreuzritter » Fri Oct 20, 2006 2:11 pm

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Banshee

PL: 10 (150)

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

Combat: (32)
+7 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+2/10a/10p/10/7 DMG (unarmed/blast-area/blast-pen./sonic control/stun)

saves: (10)
TOU +7/3 FORT +6 REF +7 WILL +6

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

feats (10)
assessment, attack focus: ranged 2, dodge focus 2, evasion, move by action, improved initiative, power attack, uncanny dodge

Powers (53)
flight +3 (6)
force feild +7 (extra: impervious +1) (14)
sonic control +10 (extra: area-cone +1) (33)
- AP: blast +10 (extra: penetrating +1) [30]
- AP: blast +10 (extra: area-cone +1) [30]
- AP: stun +7 (extra: range +1, area-cone +1) [28]

costs
abilities 30 + combat 32 + saves 10 + skills 15/60 + feats 10 + powers 53 = 150 pts

:arrow: one of the famed "all-new, all-different" x-men, Banshee's a good man to have on your team, if it wren't for the fact that he had a real bad habit of getting the short end of the stick by the plot (he lost his powers, his daughter was brainwashed, lost his powers again, etc)
Last edited by Kreuzritter on Sun May 20, 2007 6:49 pm, edited 1 time in total.
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Postby Kreuzritter » Fri Oct 20, 2006 2:58 pm

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Lesson number one: trust no one. Minute God crapped out the third caveman, a conspiracy was hatched against one of them. Get up, damn you! (throws Brock a jetpack) Strap 'er on kid, your training starts now. When I'm through with you, you'll be a member of the elite agency that's been thanklessly defending this big-ass country since the second American Revolution... The invisible one.

Col. Hunter Gathers

PL: 8 (135)

abilities: (30)
STR 12 DEX 14 CON 14 INT 16 WIS 20 CHA 14

Combat: (24)
+2 init, +8/6 ATK, +8 DEF (+ dodge, +3 flat-footed)
+1/4 +2 DMG (unarmed/heavy pistol + sneak attack)

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

Skills (20/80)
Bluff +8
Diplomacy +6
Gather Information +8
Intimidate +8
Knowledge: civics +8
Knowledge: current events +8
knowledge: tactics +6
Notice +8
Profession (secret agent) +8
Search +4
Sense Motive +8

feats (50)
assessment, attack focus: range 2, benefit 2 (security clearance: OSI, liscence to kill), connected, contacts, dodge focus 2, fascinate: bluff, defensive roll 2, equipment 14, luck 3, master plan, minions 14, Seize Initiative, Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate), sneak attack, Taunt, uncanny dodge, well-informed

equipment
heavy pistol +4 [8]
62 points as needed

minions
as needed

costs
abilities 30 + combat 24 + saves 11 + skills 20/80 + feats 50 = 135 pts

:arrow: the bastard clone of Hunter S. Thompson as raised by Nick Fury, this build reps Hunter shortly before the events of "Assassinanny 911", when he was a bigshot at the Office of Secret Intelligence, to be used as an NPC for agency games. he's insane, but he's also a spook with morals, living by the code "no women, no children"

:arrow: to get a feel for the character watch "assassinanny 911", "viva los Muertos", read "Transmetropolitan", "Fear & Loathing in Las Vegas" (or watch the movie), and any archived strips of doonsbury that feature the character Uncle Duke.
Last edited by Kreuzritter on Sun May 20, 2007 6:48 pm, edited 1 time in total.
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Postby anji_kenshin » Fri Oct 20, 2006 3:07 pm

lol where in the world did you get the idea for THE BACKSTREET PROJECT?

BTW that bloodsucker is really nice, I think he would be a nice boss...I'd like to see some "lesser bloodsuckers" maybe a small horde of them the players have to combat before they fight the big bloodsucker.

Kind of like how the vampire mininions protect the boss vampire.
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Postby Kreuzritter » Fri Oct 20, 2006 3:19 pm

stan lee media produced it as a series of crummy flash webisodes. they got 7 out before SLM went bankrupt.

near as I can tell, the whole thing was a sponsored vanity project of Nick Carter.

as for bloodsucker, I'm glad you like, because I've got a bunch more TMNT stuff coming up.
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Postby Kreuzritter » Fri Oct 20, 2006 3:47 pm

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"You and your Guild can go screw. Ten years of payin' dues and what do they do to keep me out of here when I got caught!?!"
"What could we do, King? You eviscerated and sodomized Vince Neil on national television."
"Only half of him!"


King Gorilla

PL: 8 (120)

abilities: (40)
STR 30 DEX 16 CON 30 INT 12 WIS 14 CHA 10

Combat: (28)
+7 init, +6 ATK, +6 DEF (+3 flat-footed)
+10 DMG (unarmed)

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

Skills (11/44)
Bluff +4
climb +4
Intimidate +8
knowledge: streetwise +8
Notice +8
profession: supervillain +6
Sense Motive +6

feats (16)
ambidexterity, assessment, diehard, endurance, improved initiative, improved grab, improved throw, improved overrun, minions 5, power attack, startle, takedown attack

Powers (19)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
supersenses +2 (low light vision, scent) (2)
superstrength +2 (4)

minions
10 thugs

costs
abilities 40 + combat 28 + saves 5 + skills 11/44 + feats 11 + powers 19 = 114 pts

:arrow: the obligatory talking criminal ape of the Venture Brothers universe, King Gorilla is currently doing 25 to life in prison, but given his performance in but 2 episodes, I figure he's busted out and got himself a new gang

:arrow: UPDATE - While going back and correcting King's stats, I decided to even his points out to match his PL. exactly why i picked this of all builds to spruce up, well, you'll see
Last edited by Kreuzritter on Mon Jul 09, 2007 2:10 pm, edited 3 times in total.
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Postby Kreuzritter » Fri Oct 20, 2006 5:36 pm

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Only rats do not fear me...

The Rat King

PL: 10 (150)

abilities: (48)
STR 24 DEX 24 CON 24 INT 14 WIS 16 CHA 6

Combat: (32)
+7 init, +11/8 ATK, +11 DEF (+3 dodge, +4 flat-footed)
+7 +2/+2 DMG (unarmed + sneak attack/rage)

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

Skills (14/56)
intimidate +8
handle animal +10
knowledge: tactics +6
notice +8
search +8
sense motive +4
stealth +12

feats (41)
assessment, attack focus: melee 3, animal empathy (rats), defensive roll 2, diehard, dodge focus 3, fighting style 17 (all-out attack, blind fight, chokehold, evasion, hide in plain sight, improved block, improved disarm, improved grab, grapple, improved pin, improved trip, improved throw, power attack, sneak attack, startle, stunning attack, takedown attack, weapon bind), minions 9 (500 rats), move by action, rage 2 (10 rounds), uncanny dodge

Powers (8)
immunity +2 (critical hits) (2)
supersenses +2 (darkvision) (2)
supermovement +2 (wall crawling 2) (4)

costs
abilities 48 + combat 32 + saves 7 + skills 14/56 + feats 41 + powers 8 = 150 pts

:arrow: A mainstay of Ninja Turtles lore, the Rat King finally got an origin in the 2003 series, making him equal parts Frankenstein monster and Solid Snake, and a very dangerous opponent (for a classic comics version, remove rat king's powers)

:arrow: Much like Bloodsucker above, the Rat King prefers to avoid direct confrontation, instead opting to slowly whittle away enemy forces one by one, as stealthily as possible, but equally fights like a cornered rat if caught in the open
Last edited by Kreuzritter on Sun May 20, 2007 6:46 pm, edited 1 time in total.
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