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

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Re: 855

Postby PigLickJF » Wed Jan 17, 2007 12:06 pm

Kreuzritter wrote: :arrow: Under very little provocation, I decided to stat Marrow. As once said by MDsnowman, she's basicly a poor man's wolverine, but Given her upbringing, i figured i'd differentiate her by putting the focus on her combat skills, and make her the ranger/barbarian to wolverine's fighter


Huh. Granted, I don't really know a whole lot about Marrow, but is that backwards? if I had to put Wolverine into a D&D class/archetype, ranger and/or barbarian would be my first choices, given his natural tracking and survival skills, animal instincts, and raging temper.

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Postby Kreuzritter » Wed Jan 17, 2007 3:49 pm

well, i wanted to put fighter/barbarian or fighter/ranger for wolvie, but since marrow grew up in a truly hostile environment, she pretty much is a barbarian (to her, chicken tastes like rat)
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Postby Kreuzritter » Wed Jan 17, 2007 7:24 pm

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"Mutants are a disease. and we, are the cure."

Bastion

PL: 10 (203)

abilities: (28)
STR 30/10 DEX 14 CON 20 INT 18 WIS 16 CHA 10

Combat: (24)
+10 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+10/10 DMG (unarmed/eyebeams)

saves: (11)
TOU +10 FORT +8 REF +6 WILL +7

Skills (24/96)
Bluff +6
computers +8
craft: electronic +8
Diplomacy +6
gather info +8
intimidate +8
investigate +8
knowledge: technology +8
knowledge: current events +8
knowledge: streetwise +8
notice +6
search +6
sense motive +8

feats (32)
assessment, connected, contacts, diehard, dodge 4, equipment 4, fearless, improved initiative 2, master plan, minions 13, power attack, uncanny dodge, well-informed

Powers (34)
Blast +10 (feats: accurate 2) (23)
- AP: Enhanced STR +20 [20]
Flight +3 (6)
protection +5 (5)

minions
10 sentinels

equipment
underground lair [17]

drawback
vulnerable: power drains (uncommon, major) (-3)

costs
abilities 28 + combat 24 + saves 11 + skills 24/96 + feats 32 + powers 34 - drawback 3 = 150 pts

:arrow: Bastion, the synthesis of Master mold and nimrod forged by the seige perilous, Is more or less a technorganic hamoid able to command sentinels. naturally, this sould make him much more powerful, but, well, you know me and my promise to try and pitch a 'playable' version

:arrow: at any rate, Bastion plays more the part of a feild commander, hanging back and directing the sentinels as needed, stepping into combat only if directly confronted
Last edited by Kreuzritter on Sun May 20, 2007 12:05 pm, edited 1 time in total.
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Postby Kreuzritter » Wed Jan 17, 2007 7:45 pm

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The Kraken

PL: 10 (150)

abilities: (16)
STR 38 DEX 14 CON 34 INT 2 WIS 14 CHA 10

Combat: (40)
+6 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+14 DMG ()

saves: (7)
TOU +12 FORT +12 REF +5 WILL +6

Skills (12/48)
intimidate +12
notice +6
search +6
survival +12
swimming +12

feats (4)
all-out attack, ambidexterity, improved initiative, power attack

Powers (71)
additional limbs +2 (2)
growth +12 (feat: innate, extra: continuous +1, flaw: permanent -1) (37)
immunity +6 (age, starvation, sleep, poison, disease, underwater) (6)
impervious TOU +6 (6)
protection +2 (2)
supersenses +3 (darkvision, direction sense) (3)
swimming +5 (5)
Water control +10 (10)

costs
abilities 16 + combat 40 + saves 7 + skills 12/48 + feats 4 + powers 71 = 150 pts

:arrow: while the picture's from marvel: ultimate alliance, the beastie itself is supposed to be the sea monster from "Clash of The Titans", several tons of city-destroying monstrosity, given water control to simulate the ability to cause city-destroying tidal waves
Last edited by Kreuzritter on Sun May 20, 2007 11:57 am, edited 1 time in total.
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Postby Kreuzritter » Thu Jan 18, 2007 6:50 am

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"Finally, some action."

Aquarius

PL: 10 (150)

abilities: (58)
STR 30 DEX 18 CON 24 INT 10 WIS 16 CHA 16

Combat: (32)
+8 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10/10/10 DMG (unarmed/hydro blast/speed trail)

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

Skills (9/36)
bluff +6
Diplomacy +8
Notice +6
sense motive +8
swim +8

feats (15)
Assessment, attack focus: melee 2, defensive roll 3, environmental adaptation, evasion, dodge 2, fearless, improved initiative, master plan, move by action, uncanny dodge

Powers (30)
Blast "hydro blast" +10 (flaw: only underwater) (11)
- AP: Strike "speed trail" +10 (extra: trail, flaw: only underwater) [10]
immunity (drowning, cold, pressure) (3)
supersenses +2 (darkvision) (2)
Swimming +8 (8)
superstrength +3 (6)

drawback:
power loss (superstrength, one hour away from water) (-1)

complications
responsibility (King of Atlantis)
responsibility (Aquaria [wife])

costs
abilities 58 + combat 32 + saves 7 + skills 9/36 + feats 15 + powers 30 = 150 pts

:arrow: coming from the pages of Invincible, Aquarius was the king of Atlantis, a member of the Guardians of The Globe and the token Aquaman homage until his brutal murder in issue 7

:arrow: And, if playing in an FC game, as you can see from his picture, you can use him as a heroic Deep One champion (what say you davies, does the possibility exist?)
Last edited by Kreuzritter on Sun May 20, 2007 11:56 am, edited 1 time in total.
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Postby Libra » Thu Jan 18, 2007 9:07 am

Good stuff Kreuz.
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Postby Kreuzritter » Thu Jan 18, 2007 9:01 pm

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"Don't say that name. You never know who, or what might be listening."

Supernova

PL: 10 (150)

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

Combat: (32)
+7 init, +8 ATK, +8 DEF (+4 flat-footed)
+2/12 DMG ()

saves: (10)
TOU +12/10/3 FORT +6 REF +6 WILL +6

Skills (13/52)
bluff +10
diplomacy +6
gather info +6
intimidate +6
knowledge: current events +6
notice +6
search +6
sense motive +6

feats (15)
all-out attack, assessment, contacts, defensive roll 2, evasion, fast overrun, improved initiative, improved overrun, move-by action, power attack, takedown attack, taunt, uncanny dodge, well-informed

Powers (60)
Device: Supernova Costume +15 (60)
- Flight +3 [6]
- Protection +7 (extra: impervious +1) [14]
- Teleport +7 (feats: change direction, change velocity, easy, progression 9, extra: accurate +1, attack +1, range +1) [40]
- AP: Supermovement +6 (Phantom Zone, feat: progression 9, extras: attack +0, range +2) {33}
- AP: Blast +12 {24}
- AP: Enhanced STR +20 {20}
- AP: Shrinking +20 [20]
- Superstrength +4 [8]
- supersenses +4 (extended sight +4, danger sense, ultra-hearing) [7]

drawback
normal Identity (full round) (-4)

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

complications
enemy (Skeets 5.2, Lex Luthor)
fame
reputation (see secret)
responsibility (help Rip Hunter)
secret (Identity) Booster Gold

costs
abilities 24 + combat 32 + saves 10 + skills 13/52 + feats 15 + powers 60 - drawback 4 = 150 pts


:arrow: For twenty-eight straight weeks, one question has dominated the plot of 52: "who is Supernova?", well, the answer stared us in the face this past wednsday, and as promised, with the secrets revealed I am now the first poster to convert Supernova and all his dirty laundry

:arrow: and yanno, when I started this, I had little issue with making him over budget, but to my utter amazement I found he he came so close to a PL10 structure i figured i may as well make him one
Last edited by Kreuzritter on Sun May 20, 2007 11:56 am, edited 1 time in total.
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Postby Kreuzritter » Sat Jan 20, 2007 8:57 am

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"I recall hearing a car horn, flapping birds, and someone's radio playing "Hurts So Bad" by Little Anthony and The Imperials. I remember feeling warm pain in my chest. And then I was in 1951."

The Starman of 1951

PL: 8 (120)

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

Combat: (24)
+7 init, +8/6 ATK, +13 DEF (+5 sheild, +2 dodge, +3 flat-footed)
+2/8 DMG (unarmed/starblast)

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

Skills (15/60)
Bluff +6
concentration +6
craft: electronic +6
disable device +6
drive +4
gather info +6
Knowledge: technology +8
notice +6
pilot +6
sense motive +6

feats (26)
attack spec: starblast, defensive roll 3, dodge 2, eidetic memory, equipment 16, fearless, improved initiative, inventor

Powers (24)
Device: Star-Suit +6 (24)
- Blast +8 [17]
- Telekinesis +8 {10}
- Sheild +5 [5]
- supermovement +2 (air-walking 2) [4]

equipment [72]
roadster [7]
headquarters: stately Manor (per pg. 148, replce computer with pool) [18]
Star-ship (Size: gargantuan, STR 50, SPD 7, DEF 6, TOU 11, Features: alarm, navigation system, remote control, Powers: Impervious TOU 5, Immunity 9 [life support], Blast +10) [54]
mini tracer [1]

drawback: (-4)
Normal identity (full round) (-4)

Tradeoff
+5 DEF/-5 TOU

Complications
enemy (The Mist)
responsibility (Opal City [turf]
secret (Identity)

costs
abilities 24 + combat 24 + saves 11 + skills 15/60 + feats 26 + powers 24 - drawback 4 = 120 pts

:arrow: Speaking of mystery heros, Having gotten the last book of Starman for christmas, I felt it appropriate to stat up the Starman of 1951, who existed for but a year and a day. And, he makes a pretty darn good hero for the twilight of the golden age, if I do say so myself
Last edited by Kreuzritter on Sun May 20, 2007 11:54 am, edited 1 time in total.
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Re: 858

Postby Davies » Sat Jan 20, 2007 12:22 pm

Kreuzritter wrote: :arrow: And, if playing in an FC game, as you can see from his picture, you can use him as a heroic Deep One champion (what say you davies, does the possibility exist?)


It'd take a really complicated origin story, and the poor guy would be getting it from all directions ...

... so he'd be kind of like a mutant ...

... so he'd fit in well with ...

Hmmmmmm. :twisted:

Chris Davies.

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Postby Kreuzritter » Sat Jan 20, 2007 12:48 pm

totally awesome. just a reminder folks, i'm always interested in hearing what, if any of my converts have seen play in your games, and how they performed. so, if GMs want to relate sucess stories and which ones wound up total lemons, pop on in and let everyone know.
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Postby Libra » Sat Jan 20, 2007 12:49 pm

Be careful what you wish for. . . :twisted:
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Postby Kreuzritter » Sun Jan 21, 2007 8:18 am

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"Let these lands bloom with life, for mine has finally returned."

Isis

PL: 10 (150)

abilities: (20)
STR 30 DEX 16 CON 30 INT 10 WIS 16 CHA 18

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

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

Skills (12/48)
Bluff +6
concentration +6
diplomacy +8
knowledge: Life sciences +6
Notice +8
search +6
Sense Motive +8

feats (11)
attack focus: range 2, diehard, dodge focus 2, endurance, fearless, improved initiative, power attack, ultimate diplomacy, uncanny dodge

Powers (71)
enhanced STR +20 (28)
ap: - Animal control +10
ap: - Air control +10
ap: - blast "lightning" +10
ap: - Earth control +10
ap: - fire control +10
ap: - Healing +10
ap: - plant control +10
ap: - water control +10
Enhanced CON +20 (20)
flight +4 (8)
impervious TOU +7 (7)
superstrength +4 (8)

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

complications
enemy (Intergang, Sabbac, Mr. Atom)
fame (as Isis)
honor
reputation (member of the Black Adam Family)
responsibiliy (Khandaq [homeland], Black Adam [husband], Osiris [brother])

costs
abilities 18 + combat 32 + saves 6 + skills 12/48 + feats 11 + powers 80 - drawback 9 = 150 pts

:arrow: Another face of 52, Isis combines aspects of the powerhouse, mystic and energy controller to create an extremely versatile paragon.

:arrow: it should also be noted that complication-wise, this build is prior to week 34, for obvious reasons
Last edited by Kreuzritter on Sun May 20, 2007 11:53 am, edited 1 time in total.
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Postby Kreuzritter » Sun Jan 21, 2007 8:58 am

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"If I hear ANYONE ever calling me any one of nine thousand and nine disgraceful names, I will act without mercy!"

Chang-Tzu
AKA: Egg-fu

PL: 10 (150)

abilities: (39)
STR 24 DEX 10 CON 24 INT 26 WIS 14 CHA 10

Combat: (24)
+12 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/10 DMG (unarmed/blast)

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

Skills (24/96)
Computers +10
craft: electronic +10
craft: mechanical +10
diplomacy +8
gather info +10
knowledge: physical sciences +8
knowledge: technology +10
knowledge: streetwise +10
notice +8
search +6
sense motive +6

feats (44)
assessment, attack spec: blast 2, connected, contacts, equipment 6, fearsome prescence 4, improved initiative, inspire 2, inventor, leadership, master plan, minions 20, speed of thought, startle, well-informed

Powers (33)
Blast +10 (20)
growth +3 (feat: innate, extra: continuous +1, flaw: permanent -1) (10)
protection +3 (3)

equipment
Oolong Island Headquarters (Size: awesome, TOU: 20, features: combat simulator, communications, computer, concealed, defense system, dock, fire prevention system, garage, gym, hangar, holding cells, infirmary, isolated, laboratory, library, living space, pool, power system, security system, workshop) [29]

minions:
as needed, but prefers a mix of
Soldiers (M&M, P. 229)
beast men (thugs [P. 229] with the Feral package [FC, P. 82])
and assorted robots (M&M p. 235)
to guard Oolong Island

costs
abilities 39 + combat 24 + saves 10 + skills 24/96 + feats 44 + powers 33 = 150 pts

:arrow: what was once among the most embarsssingly racist supervillains a going, Egg...er, Chang-Tzu was more or less rebuilt from scratch by Grant Morrison to act as the big bad for the Mad Science subplot of 52, running an island think-tank of various super-scientists under the auspices of Intergang, and prime architect of Project: Four Horsemen.

:arrow: As you canprobably guess, Chang-Tzu is meant to be played as a mastermind villain, only actually entering combat if the opponent is much weaker than him (and already worked over by his goons), or if something has gone catastrophicly wrong for him
Last edited by Kreuzritter on Sun May 20, 2007 11:53 am, edited 1 time in total.
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Postby Libra » Sun Jan 21, 2007 9:43 am

Interesting stuff Kreuz.
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Re: 862

Postby Nero's Boot » Sun Jan 21, 2007 1:15 pm

Kreuzritter wrote:Image

"If I hear ANYONE ever calling me any one of nine thousand and nine disgraceful names, I will act without mercy!"

Chang-Tzu
AKA: Egg-fu

PL: 10 (150)

abilities: (39)
STR 24 DEX 10 CON 24 INT 26 WIS 14 CHA 10

Combat: (24)
+12 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/10 DMG (unarmed/blast)

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

Skills (24/96)
Computers +10
craft: electronic +10
craft: mechanical +10
diplomacy +8
gather info +10
knowledge: physical sciences +8
knowledge: technology +10
knowledge: streetwise +10
notice +8
search +6
sense motive +6

feats (44)
assessment, attack spec: blast 2, connected, contacts, equipment 6, fearsome prescence 4, improved initiative, inspire 2, inventor, leadership, master plan, minions 20, speed of thought, startle, well-informed

Powers (33)
Blast +10 (20)
growth +3 (feat: innate, extra: continuous +1, flaw: permanent -1) (10)
protection +3 (3)

equipment
Oolong Island Headquarters (Size: awesome, TOU: 20, features: combat simulator, communications, computer, concealed, defense system, dock, fire prevention system, garage, gym, hangar, holding cells, infirmary, isolated, laboratory, library, living space, pool, power system, security system, workshop) [29]

minions:
as needed, but prefers a mix of
Soldiers (M&M, P. 229)
beast men (thugs [P. 229] with the Feral package [FC, P. 82])
and assorted robots (M&M p. 235)
to guard Oolong Island

costs
abilities 39 + combat 24 + saves 10 + skills 24/96 + feats 44 + powers 33 = 150 pts

:arrow: what was once among the most embarsssingly racist supervillains a going, Egg...er, Chang-Tzu was more or less rebuilt from scratch by Grant Morrison to act as the big bad for the Mad Science subplot of 52, running an island think-tank of various super-scientists under the auspices of Intergang, and prime architect of Project: Four Horsemen.

:arrow: As you canprobably guess, Chang-Tzu is meant to be played as a mastermind villain, only actually entering combat if the opponent is much weaker than him (and already worked over by his goons), or if something has gone catastrophicly wrong for him


This....is the most awesome villain EVAR. I must now collect all the 52 trade paperbacks, merely to read about Egg-Fu!

--a super-villain shaped like a cracked cybernetic yellow egg; what's not to love???! NB


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