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

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The Great Jefepato
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Post by The Great Jefepato » Sat Jan 06, 2007 10:54 pm

Nice Ben 10 build, but is 60 points really enough to buy the traits of some of the aliens, given that most are also going to need an increased attack and defense bonus over Ben's traits?

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Post by Kreuzritter » Sun Jan 07, 2007 8:07 am

oh sunnuva....*minute long rant that would get me banned from ATT in a hearbeat if transcripted*
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Loki Odinstorm
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Post by Loki Odinstorm » Sun Jan 07, 2007 8:42 am

Actually, I always pictured Ben 10 as one of the archetypal examples of the Metamorph ability: a discrete, limited number of specialized forms with radicly different capabilities from one another. In this case, expanding beyond the base number of forms, as you suggested, would be as easy as buying a power feat and statting up a new "template". Just a thought.
Cryptic wrote:When the men that make the rules make bad rules, it's time to get new men.

I am Scissors. Paper is fine. Nerf rock.
http://www.thesuperheroquiz.com/result. ... &j=35&k=30

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Re: 832

Post by Kreuzritter » Sun Jan 07, 2007 10:23 am

Kreuzritter wrote:Image

"Time to go hero!"

Ben 10

PL: 10 (150)

abilities: (6)
STR 8 DEX 12 CON 10 INT 10 WIS 12 CHA 14

Combat: (16)
+5 init, +4 ATK, +4 DEF (+2 flat-footed)
-2/? DMG (unarmed/shapeshift)

saves: (13)
TOU +2/0 FORT +3 REF +6 WILL +6

Skills (7/24)
bluff +6
climb +2
knowledge: pop culture +4
notice +4
search +2
sense motive +4
stealth +2

feats (12)
beginner's luck, defensive attack, defensive roll 2, evasion, improved defense, improved initiative, luck 2, move by action, taunt, ultimate taunt

Powers (108)
Shapeshift "The Omnitrix" +18 (extra: duration +1, flaw: action -2, uncontrolled -1) (108)

drawbacks: (-12)
involuntary transformation (very common, major) (5)
normal identity (-4)
one way transformation (-3)

complications
enemy (Vilgax, Kevin 11, Dr. Animo)
honor
prejudice (kid)
responsibility (Grampa Max, Gwen [cousin], protect the little guy)
rivalry (Lucky Girl)
secret (The Omnitrix)

costs
abilities 6 + combat 16 + saves 13 + skills 7/24 + feats 12 + powers 108 - drawbacks 12 = 150 pts

:arrow: the modern update to Dial H for Hero finally makes his debut here at Kreuzritter conversions, extrapolated from my earlier Ben 10,000 build

:arrow: for the record, this is ben circa season 3now fully aware that those first 10 aliens are just the tip of the iceberg, but with little idea on how to get them.

:arrow: now, while past builds have gone with alternate form, the above method i used is more or less how the Omnitrix works. shapeshift to buy a potential f 10,000 alternate forms in one go at low low prices, one-way transformation for the timer, continuous so that the alien form stays even if ben's kayoed, while uncontrolled covers the omnitrix's tendency to give ben the 'wrong' form. but most of the time, the omnitrix will give ben the alien he wants. similarly, one way transformation explains why ben can't morph on the fly.

:arrow: i probably gave ben too many ranks of shaeshift, but due to the wording of the power, I wasn't too sure how it would affect tradeoffs otherwise (as i'm pretty sure all the forms will have some tradeoff somewhere)

:arrow: yes, this does mean that there will be at least 12 templates coming down the line (eventually), and that GM's should be ready to draw up a few more for those forms ben isn't even aware of yet. but, as a guideline, the omnitrix forms are all built as archetypal specialists, as demonstrated in the original 10

heatblast: ranged offense
wildmutt: wilderness/tracker
diamondhead: defense
XLR8: speed
greymatter: problem solver
fourarms: brute strength
Stinkfly: flight
ripjaws: underwater
upgrade: gadgeteer
ghostfreaK: stealth

in other words, whatever form you devise should be built around a narrow feild of expertise, not unlike the roster of G.I. Joe or the legion of superheros, and a form that "does it all" should be avoided at all costs. oh, and be sure to buy weaknesses for that form as well.

:arrow: Okay, an update's made, screwing with the build in order to max out the shapeshift, giving ben 70 points to make his template. it was originally down at 12 because i misread the power and thought it gave 15 points to play with. i also added involuntary transformation so that ben reverts to normal (which, surprise, counts towards one-way transformation, throwing in the recharge time)

:arrow: i've got one other idea for ben, but it'll require another update due to the math involved... and now it's included, giving ben a whopping 90 points to buy the aliens he needs. i also upped the action to standard because ben does need to manually select the alien from the Omnitrix's database before activating, and since he can't change on the fly, free action's actually kinda wasted on him. he still keeps normal identity, due to the recharge period
third time's the charm, due to malicious rule exploitation.
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Kreuzritter
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Post by Kreuzritter » Sun Jan 07, 2007 8:35 pm

Image

For too long, our world, our history has been influenced by extra-terrestrial threats. I know this all too well. My purpose has always been clear: Defend against the threat. Rebuild humanity to resist invasion. It hasn't always been easy; There are tough choices that need to be made. Someone has to stop this alien plague. It was a vow I made long ago, and I intend to keep it.

Agent Bishop

PL: 10 (150)

abilities: (54)
STR 24 DEX 24 CON 24 INT 16 WIS 16 CHA 10

Combat: (32)
+11 init, +12/10/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+7/8 DMG (unarmed/chain-claw)

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

Skills (20/80)
acrobatics+8
bluff +6
computers +6
gather info +8
intimidate +8
investigate +8
knowledge: life sciences +8
knowledge: tactics +6
notice +8
sense motive +8
stealth +6

feats (33)
assessment, attack spec: chain, attack focus: melee 2, benefit 2 (security clearance, status: EPF director), diehard, dodge 5, fearless, fighting style 15 (acrobatic bluff, accurate attack, evasion, defensive attack, grappling finesse, improved block, improved disarm, improved grab, improved grapple, improved pin, improved trip, improved throw, power attack, stunning attack, takedown attack), improved initiative, master plan, move-by action, well-informed, uncanny dodge

Powers (5)
device: Chain-claw +1 (4)
-strike +1 (feats: mighty, extend reach 2, improved trip) [5]
immunity +1 (age) (1)

costs
abilities 54 + combat 32 + saves 6 + skills 20/80 + feats 33 + powers 5 = 150 pts

:arrow: the other big bad of the new TMNT series, bishop is agent smith meets gendo ikari, bent on protecting earth from the scum of the universe, as outlined in his quote. and, since the Earth Protection Force was signed in under president grant, Bishop's been doing a pretty good job of it. as such, his relation with the turtles tends to be incidental, more whe his super-soldier experiments spill over into their world
Last edited by Kreuzritter on Sun May 20, 2007 12:27 pm, edited 1 time in total.
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MM
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Post by MM » Sun Jan 07, 2007 10:26 pm

Okay, Agent Bishop is cool. Period. And an interesting take on the Ben 10 build. I like it.
Hear no evil, see no evil, speak no evil, have no fun.

Kreuzritter
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Post by Kreuzritter » Mon Jan 08, 2007 2:48 pm

Image

"Times have changed, and so have I."

Twilight

PL: 10 (150)

abilities: (34)
STR 16 DEX 24 CON 18 INT 12 WIS 14 CHA 10

Combat: (32)
+ init, +8 ATK, +13 DEF (+ dodge, + flat-footed)
+ DMG ()

saves: (10)
TOU +7/4 FORT +6 REF +10 WILL +7

Skills (22/88)
acrobatics +12
bluff +8
concentration +6
climb +8
Drive +6
intimidate +6
investigate +8
notice +8
search +6
sense motive +8
stealth +12

feats (38)
assessment, accurate attack, acrobatic bluff, ambidexterity, attack focus: melee 5, beginner's luck, defensive attack, defensive roll 3, diehard, dodge 5, elusive target, evasion 2, fearless, hide in plain sight, improved block, improved disarm, improved initiative, improved trip, jack of all trades, power attack, redirect, startle, takedown attack 2, teamwork 2, uncanny dodge

Powers (14)
device: Twilight Chain +2 (6)
- Strike +3 (mighty, extend reach 2, improved crit 2, improved trip, improved disarm) [10]
device: blackout bombs +2 (6)
- Obscure +4 [8]
supersenses +2 (darkvision) (2)

tradeoffs
---
+3 ATK/-3 DMG
+3 DEF/-3 TOU

costs
abilities 34 + combat 32 + saves 10 + skills 22/88 + feats 38 + powers 14 = 150 pts

:arrow: From Alan Moore's complete refit of Liefeld's creations, Twilight was originally a distaff homage to Robin, acting as the sidekick of Professor Night. However, after being in suspended anmation for 25 years and waking up in 1998, Twilight decided to embrace the modern era and strike out on her own, hence the new, more practical costume design. She since joined the new Youngblood team, and now debates wether this was either her greatest or dumbest careeer decision ever.

:arrow: Twilight is Youngblood's goonsweeper, detective and sneak, with the preferred tactic of laying down her blackout bombs to hinder the enemy before laying down the hurt.
Last edited by Kreuzritter on Sun May 20, 2007 12:26 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jan 08, 2007 3:22 pm

Image

The Absorbing Man

PL: 10 (150)

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

Combat: (24)
+4 init, +6 ATK, +6 DEF (+4 flat-footed)
+3/6/? DMG (unarmed/chain/object mimic)

saves: (10)
TOU +?/4 FORT +6 REF +5 WILL +4

Skills (8/32)
bluff +4
intimidate +10
drive +2
knowledge: streetwise +6
notice +6
sense motive +4

feats (5)
all-out attack, diehard, improved initiative, improved grapple, power attack

Powers (79)
Device: Ball & chain +2 (6)
- Strike +3 (feat: mighty, extend reach 2, thrown, extra: penetrating +1) [10]
object mimicry +13 (79)
- AP: mimic +12 (all powers) [60]

costs
abilities 10 + combat 24 + saves 10 + skills 8/32 + feats 9 + powers 79 = 150 pts

:arrow: The Absorbing man is more or less archetypal supervillain muscle, and with a really diverse superpower. using object control, he can simply armor himself up, but his favorite trick is to grab a building and give himself a huge helping of growth (in other words, he's best used in the hands of a creative GM)
Last edited by Kreuzritter on Sun May 20, 2007 12:26 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jan 08, 2007 7:02 pm

Image

The Awesome SlapStick

PL: 10 (150)

abilities: (26)
STR 14 DEX 16 CON 14 INT 14 WIS 10 CHA 18

Combat: (24)
+11 init, +10 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+2/7 DMG (unarmed/mallet)

saves: (16)
TOU +2 FORT +6 REF +10 WILL +5

Skills (13/52)
bluff +10
acrobatics +6
disable defice +6
knowledge: pop culture +8
notice +6
perform: comedy +6
sense motive +6

feats (22)
acrobatic bluff, attack spec: mallet 2, dodge 4, evasion, improved defense, defensive attack, improved trip, improved initiative 2, luck 5, seize initiative, move-by action, taunt, ultimate taunt

Powers (53)
Device: toon Mallet +1 (3)
- Strike +4 (feat: mighty) [5]
Device: Slapstick gloves +1 (4)
- dimensional pocket +2 [4]
- quick change 1 [1]
elongation +4 (4)
regeneration +42 (rec bonus +7, total regen +35, feats: persistnt, regrowth) (42)

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

costs
abilities 26 + combat 24 + saves 16 + skills 13/52 + feats 22 + powers 52 - drawback 3 = 150 pts

:arrow: a short-lived 90's hero, Slapstick was a class clown able to become a living cartoon character, having recently cameo'd in the early days of civil war
Last edited by Kreuzritter on Sun May 20, 2007 12:25 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jan 08, 2007 7:06 pm

Image

Fin Fang Foom

PL: 10 (150)

abilities: (20)
STR 34 DEX 16 CON 34 INT 10 WIS 16 CHA 6

Combat: (40)
+7 init, +8/6 ATK, +6 DEF (+3 flat-footed)
+12 DMG (unarmed/firebreath)

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

Skills (4/16)
intimidate +4
notice +4
sense motive +4
survival +4

feats (5)
attack spec: firebreath, fearless, improved initiative, power attack, uncanny dodge

Powers (77)
additional limb +1 (1)
Blast +12 (25)
- AP: superstrength +12 [24]
Flight +3 (6)
Growth +12 (feat: innate, extra: continuous +1, flaw: permanent -1) (37)
immunity +1 (age) (1)
impervious TOU +7 (7)

drawback
power loss: flight 9if wings bound/restrained)

costs
abilities 20 + combat 40 + saves 5 + skills 4/16 + feats 5 + powers 77 - drawback 1 = 150 pts

:arrow: among the first and greatest of the mighty marvel monsters, foom's a classic marvel menace that never gets old

update: a logical drawback gives me the chance to give foom superstrength
Last edited by Kreuzritter on Sun May 20, 2007 12:24 pm, edited 1 time in total.
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Jabroniville
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Post by Jabroniville » Mon Jan 08, 2007 8:04 pm

Nice Absorbing Man, but I dont think I've ever seen Creel use the tactic you described before. Oh, and he's the one guy Marvel once stuck in it's Power Ratings chart for "Mentally Deficient" ie. Intelligence 1, so you might wanna lower his rank a little bit. A big thinker, he ain't.

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Post by Kreuzritter » Tue Jan 09, 2007 8:15 am

Carl used the growth trick fairly frequently up until around when he first met titania. after that, he kinda stuck to ground bound mimicry (or some writers thought him growing to building size was 'silly')
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Kreuzritter
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Post by Kreuzritter » Tue Jan 09, 2007 8:19 am

Image

Ultragirl

PL: 10 (150)

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

Combat: (24)
+23 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+10 DMG (unarmed)

saves: (8)
TOU +10 FORT +10 REF +7 WILL +6

Skills (12/48)
Acrobatics +4
bluff +6
concentration +4
diplomacy +6
notice +6
profession: Model +4
perform: dance +6
search +4
sense motive +8

feats (13)
all-out attack, attack focus: melee 4, attractive, dodge 4, evasion, taunt, uncanny dodge

Powers (77)
Enhanced STR +20 (20)
Enhanced CON +20 (20)
Flight +5 (10)
impervious TOU +5 (5)
superspeed +5 (feat: rapid attack) (20)
supersenses +2 (infravision, ultravision) (2)

costs
abilities 16 + combat 24 + saves 8 + skills 12/48 + feats 13 + powers 77 = 150 pts

:arrow: another heroine from the late 90's, ultragirl has since resurfaced in civil war as part of the anti-registration side
Last edited by Kreuzritter on Sun May 20, 2007 12:24 pm, edited 2 times in total.
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Re: 676

Post by Kreuzritter » Tue Jan 09, 2007 4:47 pm

Kreuzritter wrote:Image

"Hello Rusty. It's time to get up."

Doc Venture

PL: 10 (195)

abilities: (62)
STR 20 DEX 20 CON 20 INT 26 WIS 16 CHA 20

Combat: (32)
+9 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5 DMG (unarmed)

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

Skills (21/84)
craft: chemical +8
craft: electronic +8
craft: mechanical +8
diplomacy +6
knowledge: history +6
knowledge: life sciences +8
knowledge: physical sciences +8
knowledge: technology +8
knowledge: streetwise +6
notice +6
search +6
sense motive +6

feats (72)
assessment, attack focus 2, dodge focus 2, defensive roll 5, benefit 8 (security clearance, status [famous super-science hero], wealth 6) Beginner's luck, fearless, equipment 14, fighting style: pulp hero 16 (accurate attack, all-out attack, chokehold, defensive attack, elusive target, improved block, improved disarm, improved grab, improved grapple, improved pin, improved throw, improved trip, instant up, power attack, stunning attack, takedown attack), improved initiative, inventor, improvised tools, luck 4, Jack of all trades, Master plan, minions 8 (Team venture), sidekick 9 ("Rusty" venture), taunt, ultimate inventor, uncanny dodge

equipment [70]
- The Venture Compound: Size: Colossal; Toughness: 10; Features: Fire Prevention System, Garage, Gym, Hangar, Laboratory, Library, Living Space, Pool, Power System, Security System, Workshop. [21]
- The X-1: Private Jet with Speed: Flight 9. [21]
- The X-2: Yacht; Features: Communications, Living Space, Navigation System 1 [10]
- Communicator Watch: Commlink, GPS Receiver, Locator Beacon, Super Senses 2 (Radio, Time Sense) [5]
13 points unspent

complications
enemy (The Guild of Calamitous Intent, among others)
fame (Superscientist adventurer)
obsession (adventure, science)
responsibility (Rusty [son])

costs
abilities 62 + combat 32 + saves 8 + skills 21/84 + feats 72 = 195 pts

:arrow: as close to doc savage as copyright laws permit, Doc was a god amongst men until his mysterious death in the 1970's, and the Number One reason Dr. Venture (the now 44 year old 'rusty' Venture) is so screwed up. I mean, seriously, look at him. you try living up to THAT when your entire childhood was spent being a boy adventurer

:arrow: anyway, Doc is meant to take centre stage of things with the other players supporting him in a 'Team Venture' campaign. which fits, since he gets 5 PL 6 agents for Team Venture at any one time (Col. Horace Gentleman, Otto Aquarius, The Action Man, Kano, and Major Tom [replaced by Swifty the Boxer], possibly amongst others), and a PL 4 Rusty (As "Costmed Sidekick" from M&M: Golden age, Pg 66, minus device and equipment, and replace power attack with beginner's luck)

:arrow: So, good luck, godspeed, and...

:arrow: GO TEAM VENTURE!!!!!
doc gets a slight makeover
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Kreuzritter
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Post by Kreuzritter » Tue Jan 09, 2007 8:35 pm

Image

Do I still think in those little yellow boxes?
* he does *
Oooh, i missed you little yellow boxes! What fun we shall have together!

Deadpool

PL: 10 (150)

abilities: (40)
STR 16 DEX 24 CON 24 INT 10 WIS 14 CHA 12

Combat: (36)
+11 init, +10 ATK, +13 DEF (+3 dodge, +4 flat-footed)
+3/4/7 DMG (unarmed/guns/swords)

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

Skills (21/84)
Acrobatics +10
bluff +11
Climb +6
Intimidate +6
knowledge: streetwise +6
knowledge: pop culture +11
Notice +8
Profession (mercenary) +6
search +6
sense motive +8
Stealth +6

feats (24)
acrobatic bluff, ambidexterity, diehard, dodge 5, equipment 3, fighting style: 8 (accurate attack, all-out attack, defensive attack, improved block, improved initiative, power attack, takedown attack 2) elusive target, evasion, move by action, precise shot, taunt

Powers (22)
device: teleporter +2 (8)
- Teleport +4 (feats: change direction, change velocity) [10]
regeneration +11 (rec. rate: b +1, u +1, i +2, s +2, d +3. res +3, feat: persistent, regrowth) (14)

equipment
dual machine pistols +4 (feat: split attack, improved critical) [14]
- ap: dual swords +4 (feats: mighty, improved critical, split attack) [7]

costs
abilities 40 + combat 36 + saves 7 + skills 21/84 + feats 24 + powers 22 = 150 pts

:arrow: everybody knows the merc with a mouth, and i like tothink i covered all the best parts about him
Last edited by Kreuzritter on Sun May 20, 2007 12:24 pm, edited 1 time in total.
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