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.
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Kreuzritter
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Postby Kreuzritter » Sun Feb 04, 2007 8:33 am

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"I wouldn't be able to live with myself if I didn't do everything in my power to make things as right as they can be. And my power is vast.

Cecil Steadman

PL: 12 (180)

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

Combat: (32)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+1/4 DMG (unarmed/pistol)

saves: (10)
TOU +8/6/3 FORT +5 REF +6 WILL +8

Skills (46/184)
bluff +12
climb +4
computers +6
diplomacy +12
disable device +6
drive +4
gather info +17
intimidate +12
investigate +17
knowledge: current events +17
knowledge: civics +12
knowledge: streetwise +17
notice +10
pilot +4
search +6
sense motive +12
stealth +6
survival +6
swim +4

feats (64)
assessment, benefit 4 (diplomatic immunity, security clearance, status, no identity), challenge 3 (durable lie, discrete inquiry, forceful intimidation, read situation), connected, contacts, defensive roll 2, equipment 20, evasion, fearless, improved initiative, inspire 5, leadership, master tactics, minions 20, precise shot, quick draw 2, well-informed

equipment
anything he wants

minions
anyone he wants

costs
abilities 32 + combat 32 + saves 10 + skills 46/164 + feats 57 + powers 3 = 180 pts

:arrow: the personable face of the United States Government in Invincible, Cecil isn't exaggerating on his position, for he's got his fingers in just about everything, such that he bankrolls the current Guardians of The Globe in addition to any number of super-spy organizations, covers up any number of superhuman incidents in order to keep the public at ease, among other things

:arrow: However, don't get too cozy if Cecil's in your campaign, because the fact is the man's basicly a kinder, gentler Gendo Ikari, and that includes knowing where all the bodies are buried, hiding VERY ugly secrets from the good guys and making things very unpleasant for those that don't play ball.
Last edited by Kreuzritter on Sun May 20, 2007 11:01 am, edited 1 time in total.
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Kreuzritter
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899

Postby Kreuzritter » Mon Feb 05, 2007 11:56 am

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"We're all going to go home, you can count on it."

Hank, The Ranger

PL: 7 (105)

abilities: (27)
STR 14 DEX 16 CON 14 INT 10 WIS 15 CHA 18

Combat: (28)
+3 init, +7 ATK, +7 DEF (+3 flat-footed)
+2/7 DMG (unarmed/bow)

saves: (12)
TOU +7/5/2 FORT +7 REF +8 WILL +4

Skills (17/68)
acrobatics +8
climb +11
diplomacy +8
notice +11
search +6
sense motive +4
survival +8
stealth +6
swim +6

feats (12)
assessment, defensive roll 2, endurance, equipment, improved aim, inspire 2, leadership, power attack, precise shot, track

Powers (9)
Device: Energy Bow +3 (9)
- Blast +7 (feat: affects insubstantial) [15]

equipment
+3 studded leather armor [3]

Complications
enemy (Venger, Tiamat, Kelek, Warduke)
honor
responsibility (get everyone home safely)
responsibility (Quest of the Dungeon Master)

costs
abilities 27 + combat 28 + saves 12 + skills 17/68 + feats 12 + powers 9 = 105 pts

:arrow: Hank, Iconic 1e D&D ranger, as transcribed in the recently released Animated Series Handbook. and y'know, he's actually not that bad a design

:arrow: to make up for losing the rapidshot and manyshot feats, I decided to give Hank inspire and leadership instead. In fact, the hardest part was determining his defense bonus, which I eventually settled on once I tallied points and saw he was Pl 7 in almost all regards. not bad for someone that's never had a 3.5 PHB, if i do say so myself

:arrow: OPTIONAL: in the show, Hank had a habit of power stunting the bow's effects (creating handholds, snares, amongst other things). players looking to emulate this may want to swap around some points for a couple ranks of luck

:arrow: i haven't Decided yet if I'm going to stat up the others or not, but If I do, i'll keep y'all posted
Last edited by Kreuzritter on Sun May 20, 2007 10:59 am, edited 1 time in total.
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Libra
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Postby Libra » Mon Feb 05, 2007 12:42 pm

Good stuff Kreuz! Keep up the good work.
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

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Kreuzritter
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Postby Kreuzritter » Tue Feb 06, 2007 9:57 am

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Avatar of Tiamat

PL: 13 (337)

abilities: (62)
STR 48 DEX 16 CON 32 INT 26 WIS 26 CHA 24

Combat: (60)
+7 init, +7 ATK, +7 DEF (-8 size, +3 flat-footed)
+19/10 DMG (unarmed/breath)

saves: (12)
TOU +19 FORT +16 REF +7 WILL +11

Skills (30/120)
bluff +10
intimidate +10
knowledge: arcane +18
knowlege: history +18
knowledge: theology/philosophy +18
notice +10
search +10
sense motive +10
survival +16

feats (15)
ambidexterity, artificer, assessment, fearless, fearsome prescence 5, improved critical (bite), improved initiative, improved overrun, master plan, ritualist, uncanny dodge

Powers (158)
additional limbs +3 (4 heads, prehensile tail) (3)
comprehend +4 (all languages x4) (8)
Disintegration "fire breath" +10 (45)
- "Acid breath" +10 (extra: area-line +1) [40]
- Blast "lightning breath" +10 (extra: autofire +1, penetrating +1) [40]
- Nauseate "chlorine breath" +10 (extras: range +1, cloud +1) [40]
- Strike "frost breath" +10 (extras: area-cone +1, additional save: fort +2) [40]
- extra attacks: 5 head bite +4 [20]
flight +5 (10)
immunity +11 (age, sleep, life support) (11)
growth +16 (feat: innate, extra: continuous +1, flaw: permanet -1) (49)
protection +8 (extra: impervious +1) (16)
supersenses +7 (darkvision, scent, tracking, tremorsense) (7)
superstrength +3 (feats: groundstrike, thunderclap, super-breath) (9)

costs
abilities 62 + combat 60 + saves 12 + skills 30/120 + feats 15 + powers 158 = 337 pts

:arrow: Yes, Tiamat, the first, the biggest and the baddest of the Dungeons & Dragons big bads, so nasty, the nigh-invincible challenge of 1e, so vicious that she has her imitator in another campaign setting, and is the only Name deity to cameo thus far on Order of The Stick

:arrow: scary, ain't she?
Last edited by Kreuzritter on Sun May 20, 2007 10:58 am, edited 3 times in total.
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MM
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Postby MM » Tue Feb 06, 2007 10:06 am

*pssst, Kruezritter... your blast on lightning says 480 points...*

Other than that, Tiamats a freakin BEAST!
Hear no evil, see no evil, speak no evil, have no fun.

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Kreuzritter
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Postby Kreuzritter » Tue Feb 06, 2007 10:21 am

y'know, i was considering giving her takedown attack, but she's scary enough already
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MM
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Postby MM » Tue Feb 06, 2007 10:29 am

Takedown attack would have been overkill, pure and simple.

Give it to her anyway, and make adventurer's everywhere cry.
Hear no evil, see no evil, speak no evil, have no fun.

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Kreuzritter
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Postby Kreuzritter » Tue Feb 06, 2007 10:36 am

nah, she can already inflict +19 dmg AoE attacks 5 times a round
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Postby MM » Tue Feb 06, 2007 10:39 am

Ah... missed the five-heads deal. Just assumed that it was another blast of some kind... silly me.

And that does sort of make takedown attack redundant if you have extra attack already.
Hear no evil, see no evil, speak no evil, have no fun.

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Libra
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Postby Libra » Tue Feb 06, 2007 2:53 pm

It's doubly redundant if you're a Hellspawned Dragon-Godess.
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!



Rule Brittania! Praise the Hoff and the Grin!



Warning!: May cause Thread Drift.

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Kreuzritter
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Postby Kreuzritter » Tue Feb 06, 2007 6:53 pm

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Catwoman (movie version)

PL: 8 (120)

abilities: (10)
STR 20 DEX 24 CON 20 INT 10 WIS 14 CHA 16

Combat: (28)
+11 init, +8/6 ATK, +8 DEF (+4 flat-footed)
+5/7 DMG (unarmed/claws)

saves: (9)
TOU +8 FORT +7 REF +10 WILL +6

Skills (16/64)
Acrobatics +8
bluff +6
climb +8
craft: artistic +6
intimidate +6
knowledge: art +4
knowledge: pop culture +4
Notice +6
search +6
sense motive +4
stealth +6

feats (18)
acrobatic bluff, attack focus: melee 3, attractive, defensive roll 3, diehard, equipment 2, improved block, improved trip, move-by action, power attack, takedown attack, taunt, uncanny dodge

Powers (39)
enhanced STR +10 (10)
enhanced DEX +14 (14)
enhanced CON +10 (10)
leaping +2 (2)
supermovement +1 (slow fall) (2)
supersenses +1 (low-light vision) (1)

equipment
cat claws +2 (feat: improved critical, mighty) [4]
whip [5]
cell phone [1]

tradeoffs

complications
enemy (Laurel Hedare)
responsibility (Tom Lone [boyfreind])
secret (Patience Phillips [identity])

costs
abilities 10 + combat 28 + saves 9 + skills 16/64 + feats 18 + powers 39 = 120 pts

:arrow: "every character is somebody's favorite" is the design philosophy here, with the Hallecat built for those unnamed who actually watched and liked the movie

update: decided to scale the cat down to a more respectable pl8
Last edited by Kreuzritter on Sat Jul 12, 2008 8:51 am, edited 3 times in total.
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Kreuzritter
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Postby Kreuzritter » Tue Feb 06, 2007 7:02 pm

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"I said I felt that, not that it hurt. Don't get too carried away, okay?."

Invincible

PL: 10 (150)

abilities: (12)
STR 36 DEX 10 CON 36 INT 10 WIS 14 CHA 10

Combat: (18)
+20 init, +7/5 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+13 DMG (unarmed)

saves: (8)
TOU +13 FORT +13 REF +5 WILL +5

Skills (6/24)
bluff +6
notice +6
search +6
sense motive +6

feats (8)
all-out attack, attack spec: unarmed, diehard, dodge 3, move-by action, power attack

Powers (98)
enhanced STR +22 (22)
enhanced CON +22 (22)
immunity +7 (age, suffocation, disease, poison, radiation, cold) (7)
impervious TOU +10 (10)
supermovement (air-walking 2) (4)
superspeed +5 (feat: rapid attack) (25)
superstrength +4 (8)

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

Complications
Enemy (Angstrom Levy, Mauler Twins, Titan, Doc Seismic, Lizard League)
fame (as invincible)
resonsibility (superhero [job], Student, Deberoah and oliver Grayson [mother/half-brother], Amber [girlfreind])
secret (identity, Viltrumite ultimatum)

costs
abilities 12 + combat 18 + saves 8 + skills 6/24 + feats 8 + powers 98 = 150 pts

:arrow: Invincible, titular hero of the greatest superhero comic in the universe, comes once again to the greatest superhero RPG in the universe.

:arrow: To make Invincible, i basicly reverse engineered from my Omni-Man build, using a different approach to some powers to represent the centuries of experience and growth his old man has on him
Last edited by Kreuzritter on Sun May 20, 2007 10:51 am, edited 1 time in total.
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Postby Dreaming Psion » Tue Feb 06, 2007 7:52 pm

You're right, that Tiamat is nasty, even for her PL with those additional bite attacks.

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Kreuzritter
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Postby Kreuzritter » Wed Feb 07, 2007 7:24 am

well, i've built up a sizable backlog regarding my pet project, so once more for the next few posts are 'theme builds', all oriented around one topic.

the topic, for those aware of my short attention span when it comes to keeping a theme, is

y'know what, i'll let the next convert speak for the rest.

what's our topic, TM?
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Kreuzritter
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Postby Kreuzritter » Wed Feb 07, 2007 7:32 am

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52!

The Tornado Man

PL: 10 (110)

abilities: (2)
STR 24 DEX 10 CON n/a INT 2 WIS 10 CHA 10

Combat: (24)
+0 init, +6 ATK, +6 DEF (+3 flat-footed)
+7/10/5 DMG (unarmed/air control/tornado)

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

Skills (1/4)
notice +4

feats (3)
all-out attack, fearless, power attack

Powers (70)
Air control +10 (22)
- AP: blast +10 [20]
- AP: Blast "Tornado" +5 (extra: area-burst, duration-concentration) [20]
immunity +40 (fort save, mental effects) (40)
immovable +1 (1)
protection +7 (7)

costs
abilities + combat + saves 10 + skills 1/4 + feats 3 + powers 70 = 110 pts

:arrow: Tornado Man is the result of an australian Engineer finding the head of Red Tornado, and using it to construct a robot to protect his aboriginal hometown from a mining company. the man intended for his creation to be remote controlled, but failed to account for Reddy's consciousness overriding him and thus going on a rampage before it was destroyed

:arrow: As a plot hook, have the Torando man show up in your PC's hometown, and after it's defeat, the PC's are entrusted to take it's head back home, thus setting up a potential 52-based campaign
Last edited by Kreuzritter on Sun May 20, 2007 10:50 am, edited 1 time in total.
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