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

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Kreuzritter
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Postby Kreuzritter » Mon Nov 20, 2006 11:27 pm

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New Olympus

size: awesome [5]
strength: 80 [4]
defense: -2
toughness: 18/10 impervious [13]
Power: blast +13 (feat: penetrating +1, extra: burst +1) [52]
features: combat simulator, computer, communications, defense system, fire prevention system, gym, hangar, holding cells, infirmary, laboratory, library, living space, pool, power system, security system, workshop [16]
Movement: Flight 5 [10]

total cost: 100 equipment points

:arrow: A flying battleship, the New Olympus is what really makes Zeus stand out in the bat-crowd, and allows him to compete as an armored megalomaniac
Last edited by Kreuzritter on Sun May 20, 2007 4:44 pm, edited 2 times in total.
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Postby Dr Archeville » Tue Nov 21, 2006 11:15 am

Another kudos for D.A.V.E., possibly my favorite villain from The Batman thus far.

Why no Dimensional Pocket for Bender/Super-King?
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Postby Kreuzritter » Tue Nov 21, 2006 12:52 pm

Dr Archeville wrote:Another kudos for D.A.V.E., possibly my favorite villain from The Batman thus far.

Why no Dimensional Pocket for Bender/Super-King?


cuz i plum forgot it.
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Postby Dr Archeville » Tue Nov 21, 2006 1:26 pm

Kreuzritter wrote:
Dr Archeville wrote:Another kudos for D.A.V.E., possibly my favorite villain from The Batman thus far.

Why no Dimensional Pocket for Bender/Super-King?

cuz i plum forgot it.

Well, I plum forgot to check this thread for quite some time -- you've got some amazing stuff in here, man!!!
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Postby Kreuzritter » Tue Nov 21, 2006 4:08 pm

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Say hello to my little freind.

Arnold "Scarface" Wesker

PL: 10 (119)

abilities: (16)
STR 34/10 DEX 12 CON 10 INT 14 WIS 14 CHA 16

Combat: (0)
+5 init, +8/0 ATK, +8/0 DEF (+8 robot +4/0 flatfooted)
+0/12 DMG (unarmed/robot)

saves: (9)
TOU +12 FORT +3 REF +4 WILL +5

Skills (17/68)
bluff +8
craft: carpentry +6
diplomacy +6
gather info +6 *
intimidate +8 *
knowledge: streetwise +6 *
notice +8 *
profession: actor +6
search +6
sense motive +8

feats (15)
assessment, distract, fascinate 2 (bluff, intimidate), master plan, inspire, leadership, Minions 5 (10 thugs), startle, taunt, well-informed

Powers (62)
Device: Scarface Robot +15 (feat: restricted-wesker) (62)
- anatomic seperation +1 (wesker) [2]
- enhanced STR +8 [8]
- enhanced combat +10 (- size: +8 atk, +8 def) [40]
- feats: power attack, chokehold, all-out attack, fearless, fearsome prescence 4, improved grab, improved grapple, improved pin, improved overrun [12]
- growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) [17]
- immovable +2 (extra: unstoppable +1) [4]
- protection +12 (feat: impervious 8 ) [20]
- superstrength +2 [4]

costs
abilities 16 + saves 9 + skills 17/68 + feats 15 + powers 62 = 117 pts

:arrow: another classic batfoe, I decided to use the twist presented for the climax of "The Big Dummy", with the ventriloquist acting as Scarface's dummy. not sure how legal this is, but I thought it was a neat idea.

:arrow: Scarface has anatomic seperation to rep being able to act somewhat independently of wesker (naturally, if you knock out/kill wesker, you beat the robot as well)

:arrow: the starred skills are those used by Wesker's Scarface persona, if wesker's alone, ignore gather info and streetwise, and treat the notice as +4
Last edited by Kreuzritter on Sun May 20, 2007 4:43 pm, edited 2 times in total.
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Postby Kreuzritter » Tue Nov 21, 2006 5:57 pm

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Spellbinder

PL: 10 (150)

abilities: (44)
STR 14 DEX 20 CON 16 INT 16 WIS 20 CHA 18

Combat: (24)
+9 init, +8/6 ATK, +8 DEF (+2 dodge, + flat-footed)
+0/10 DMG (unarmed/mental blast)

saves: (6)
TOU +7/3 FORT +6 REF +7 WILL +9/6

Skills (15/60)
acrobatics +6
bluff +8
climb +6
concentration +10
intimidate +8
knowledge: arcane lore +6
notice +8
sense motive +8
stealth +6

feats (13)
assessment, attack focus: melee 2, defensive roll 4, dodge focus 2, instant up, improved initiative, master plan, uncanny dodge

Powers (48)
illusion +10 (all senses, feat: selective, extra: action +1, flaw: phantasms -1) (43)
- AP: mind control +10 (feat: subtle, mental link, extra: conscious +1) [32]
- AP: mental blast +10 [40]
mind sheild +3 (3)
supermovement +1 (air walking) (2)

costs
abilities 44 + combat 24 + saves 6 + skills 15/60 + feats 13 + powers 48 = 150 pts

:arrow: yet another "the batman" adversary, Spellbinder makes a nice break from mystic villains by the fact that he's not patient nor all-seeing. in fact, his entire introduction revolved around his gaining an artifact as a shortcut to power.
Last edited by Kreuzritter on Sun May 20, 2007 4:43 pm, edited 2 times in total.
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Postby Kreuzritter » Wed Nov 22, 2006 9:15 am

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Oooh, I'm gonna get in trouble for this, I just know it...

Renet

PL: 8 (119)

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

Combat: (24)
+2 init, +6 ATK, +6 DEF (+3 flat-footed)
+0/8 DMG (unarmed/blast)

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

Skills (12/48)
bluff +4
computers +4
concentration +4
diplomacy +6
investigate +4
knowledge: history +4
knowledge: arcane lore +4
knowledge: pop culture +6
notice +4
search +4
sense motive +4

feats (5)
beginner's luck, defensive roll 2, improved defense, ritualist

Powers (51)
device: Time Sceptre +14 (42)
- Blast +8 [16]
- force feild +6 (extra: impervious +1) [12]
- supermovement +6 (temporal movement 3, dimensional movement 3, progression 3, linked: teleport +7 [feat: change direction, change velocity, easy, progression 3, extras: accurate +1]) [42]
supersenses +8 (precognition, postcognition, feat: innate) (9)

costs
abilities 22 + combat 24 + saves 10 + skills 12/48 + feats 5 + powers 51 = 120 pts

:arrow: a sometime ally of the TMNT, Rent's deal is that she's a junior timestress from the 79th levelwho just just enough experience to know that she needs help fixing most temporal incicdents. so, if this ditzy blond shows up asking if your PCs can do her a favor, best prep for a time-travel/cross-dimension adventure
Last edited by Kreuzritter on Sun May 20, 2007 4:42 pm, edited 2 times in total.
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Postby Kreuzritter » Wed Nov 22, 2006 10:04 am

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"Da-Dee!"

Nano

PL: 9 (109)

abilities: (-8)
STR 52/20 DEX 10 CON n/a INT 6 WIS 10 CHA 6

Combat: (20)
+4 init, -3/+5 ATK, -3/+5 DEF (+2 flat-footed)
+5/21 DMG (unarmed/full size)

saves: (7)
TOU +21/5 FORT n/a REF +3 WILL +4

skills (4/16)
notice +6
search +6
sense motive +4

feats (6)
all-out attack, improved initiative, improved grab, improved grapple, improved pin, power attack

Powers (80)
growth +16 (flaw: source-metal -1) (32)
immunity +30 (fort) (30)
protection +5 (extra: impervious +1) (10)
superstrength +4 (8)

costs
abilities -8 + combat 20 + saves 7 + skills 4/16 + feats 6 + powers 80 = 109 pts

:arrow: Just when you think you've got constructs figured out, along comes things like Nano, where they can alter their size at will.

:arrow: in fact, I'm tempted to just go back and make 3 seperate builds for Nano depending on his size category
Last edited by Kreuzritter on Sun May 20, 2007 4:42 pm, edited 2 times in total.
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Postby Kreuzritter » Thu Nov 23, 2006 4:38 pm

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The Burger King

PL: 10 (112)

abilities: (28)
STR 10 DEX 18 CON 14 INT 10 WIS 16 CHA 20

Combat: (24)
+8 init, +6 ATK, +6 DEF (+3 flat-footed)
+0 DMG (unarmed)

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

Skills (16/64)
bluff +6
diplomacy +8
notice +8
perform: stage magician +8
search +8
sense motive +6
sleight of hand +8
stealth +12

feats (9)
assessment, beginner's luck, fearless, jack of all trades, hide in plain sight, improved initiative, move by action, startle, uncanny dodge

Powers (31)
create object +1 (feats: innate, precise, subtle, extra: duration +1) (6)
emotion control +10 (flaw: one emotion-calm -1) (5)
immunity +10 (age, life support) (10)
teleport +4 (feats: change direction, change velocity, easy, turnabout, extra: accurate +1) (16)

drawback:
disability: mute (-4)

costs
abilities 28 + combat 24 + saves 8 + skills 16/64 + feats 9 + powers 31 - drawback 4 = 112 pts

:arrow: the infamous advertising mascot himself, The King is actually the star of his own X-box 360 game.
Last edited by Kreuzritter on Sun May 20, 2007 4:41 pm, edited 2 times in total.
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Postby Taliesin » Thu Nov 23, 2006 4:48 pm

Man, that guy freaks me out in some of those commercials, but the ones where he's spliced in for a football player are great! Nice call, Kreuz! You always think up the coolest and most unusual characters to build.

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Postby Kreuzritter » Thu Nov 23, 2006 5:04 pm

the secret is to recognize what the big two (baron, mdsnowman) would turn their noses up at and play to the non dc/marvel racket

plus, i was up till 3 am when I decided to stat the king
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Postby Kreuzritter » Thu Nov 23, 2006 6:28 pm

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* savage growl*

Baoh

An innocent young man, Ikuroo, has a parasite known as Baoh implanted in his brain by an evil organization, Doress. The parasite makes him nearly immortal and gives him the ability to transform into a really powerful beastie when he's in trouble. Doress intends to use him in some sort of ploy for world domination. But while they're moving him around a young psychic girl, Sumire (who's also being held by the organization), sets him free and the two escape together. Of course, Dr. Kasuminome is the mad scientist behind the whole thing, and he isn't about to let his test subject get away... and he has everything from superpowered lackeys to a small army at his disposal.

PL: (150)

abilities: (12)
STR 34/14 DEX 30 CON 30 INT 10 WIS 14 CHA 6

Combat: (24)
+14 init, +8/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+12/12/10/10/10 DMG (unarmed/blades/acid/elec./blast)

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

Skills (13/52)
acrobatics +10
bluff +4
climb +6
drive +4
intimidate +10
notice +6
search +6
sense motive +6

feats (16)
acrobatic bluff, all-out attack, attack focus: melee 2, diehard, elusive target, evasion, dodge focus 4, fearless, move-by action, power attack, startle, uncanny dodge

Powers (110)
Acid +10 (34)
- AP: blast "stinger phenomenon"+10 (extra: autofire +1) [30]
- AP: Electrical control "dark thunder phenomenon" +10 (extra: penetrating +1) [30]
- AP: Strike "sabre phenomenon" +12 (feats: improved critical 2, extra: penetrating +1) [26]
- AP: enhanced STR +20 [20]
enhanced DEX +16 (16)
enhanced CON +16 (16)
impervious TOU +5 (5)
leaping +4 (4)
regeneration +6 (rec rate: b+1, U +1, I+3, s+3, d +4, res +6, feat: regrowth) (17)
superspeed +2 (feat: rapid attack) (10)
supermovement +2 (wall-crawling, slow fall) (4)
supersenses +4 (accurate scent, low-light vision, tracking) (4)

drawbacks (-29)
disability: mute (-4)
normal identity (-3)
vulnerable: Fire (very common, major) (-5)
power loss: immersion in salt water (-8)
weakness; salt water (uncommon, moderate, by round) (-7)
weak point: forehead jewel (-1)

tradeoffs
+2 DMG/-2 ATK

complications
enemy (Doress corporation, walker)
responsibility (Sumire)
secret (biotech mutant)

costs
abilities 12 + combat 24 + saves 4 + skills 13/52 + feats 16 + powers 110 - drawbacks 29 = 150 pts

Design Notes: When i first approached the project, I felt Baoh would be a fairly straightforward monstrosity, as the OVA gave a fairly comprehensive overview of his powers. but, as it progressed, Baoh's cost rapidly exceeded my set limits, forcing me to adjust a lot before I got to the weaknesses, and even after I had to adjust a little more. but, I think i've created a good representation of this pitiless inelegant killing machine

Tactics: Baoh, once his powers activate, is little more than a relentless, savage man-beast, tearing into his enemies with feral wrath. against rank and file minions, he'll use rapid attack in conjuction with his wrist blades (sabre phenomenon) or brute strength, and attack nearby foes with his hair stingers, reserving the acid for grapples and the thunder attack for the big fish
Last edited by Kreuzritter on Sun May 20, 2007 4:40 pm, edited 1 time in total.
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Re: 685

Postby MM » Thu Nov 23, 2006 9:06 pm

Kreuzritter wrote:Image

"Outta my way, slowpokes!"

Gearhead

PL: 10 (150)

abilities: (20)
STR 10 DEX 18 CON 16 INT 10 WIS 12 CHA 14

Combat: (24)
+8 init, +6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+4 DMG (claw)

saves: (7)
TOU +4/3 FORT +5 REF +5 WILL +5

Skills (13/52)
bluff +6
computers +6
craft: mechanical +6
drive +8
knowledge: technology +6
notice +6
pilot +8
sense motive +6

feats (12)
assessment, dodge focus 4, equipment, improved initiative, fearless, move by action, taunt, ultimate driver, uncanny dodge

Powers (74)
datalink +5 (extra: machine control +1) (11)
- AP: Strike +3 (feat: mighty) [4]
empowerment +5 (extra: continuous +1, flaw: limit-Machines only -1) (30)
transform +11 (upgrade vehicles) (33)

equipment
racing suit +1 [1]

costs
abilities 20 + combat 24 + saves 7 + skills 13/52 + feats 12 + powers 74 = 150 pts

:arrow: What's that you say? you want to give your PCs an unusual threat? one they can't just punch into the ground? Well, gearhead solves this problem. In the comics, he was just another maniacal cyborg, but "The Batman" took him into the shop, retooled him, and brought him out as a young turk with the power to turn any old clunker into the leanest, meanest racing machine he can imagine, allowing him to race circles around just about anybody and pull off drive-by hijackings with his machine control. yeah, he can't fight worth beans, but the fun part's just catching him.

:arrow: so, your PC's have a totally sweet ride that's gathering dust just getting them from scene to scene? bring in gearhead, break out the chase rules from MaMa, and then do your damndest to give the climax of "the italian job" that superheroic punch


Okay, let me start off by saying that this guy is awesome, and I've been trying to figure out a way to stat him. Unfortanately, there are a few problems with your build. I'm not saying this to try and tear it appart, it's more like I"m trying to work out the same problems, and I have no idea how to work around it.

Correct me if I'm wrong, but the Transform ability the way that it is in the book Ultimate Power says that while you can change around a targets physical traits, that you could not add traits to it wihtout adding drawback in other areas, and suggest that you Link an Affects Others Variable structure in order to give the target traits. On the other hand, normally this is in order to deal with humans, not vehicles. What traits do we need to do to compensate? My only thought is to link the Empowerment ability, and add the vehicles only drawback. It's a lot more expensive then the build you have, but you probably don't need more then Empowerment 1 or 2 in order to give you enough traits to make the car perform well, since using equipment rules you get a little more bang for your buck adding traits.

Still, I really don't know how to work it. It's a tough build, though for the most part you seemed to pull it off. Feel free to just tell me to shut up if I'm totally off base.

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Kreuzritter
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Postby Kreuzritter » Thu Nov 23, 2006 9:18 pm

generally, when in doubt, i keep to the core rules version of a power rather than UP

but, to break down how the powers work, gearhead uses both transform and empowerment when he grabs a car

transform, so the isetta he grabbed gets the frame/look of a maseratti, and then empowerment so the car becomes the street machine. as the car reverts back to a clunker once gearhead abandons it, i saw no reason to extend the transform, while the extended duration on empowerment is so he can focus on more important things... like driving.
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Postby Kreuzritter » Fri Nov 24, 2006 9:08 pm

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you have theived from the scared craft bin of Holy Jemima. Now your blood shall flow in his name.

Guardian colossus of Jemimah

PL: 8 (120)

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

Combat: (32)
+ init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+ DMG ()

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

Skills (6/24)
intimidate +8
notice +6
search +6
sense motive +4

feats (5)
all-out attack, improved initiative, startle, power attack, trance

Powers (56)
device: giant sword +1 (restricted: size huge) (5)
- strike +3 (feat: mighty, improved critical) [5]
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immovable +3 (extra: unstoppable +1) (6)
immunity +14 (age, sleep, starvation, life support) (12)
superstrength +4 (8)

costs
abilities 12 + combat 32 + saves 9 + skills 6/24 + feats 5 + powers 56 = 120 pts

:arrow: from the "trial of the monarch", while a delusional fabrication of the boys, the idol stands out as one of the most humiliating and painful beatdowns atministered by brock samson (one that clearly demonstrated the big guy here having a con score and not being immune to crits)
Last edited by Kreuzritter on Sun May 20, 2007 4:40 pm, edited 1 time in total.
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