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

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Grazzt
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Post by Grazzt » Fri Feb 09, 2007 1:16 pm

Nice Yellowjacket! One nit-pick, IIRC during Avengers: Under Siege, Yellowjacket was the one who was supposed to pilot the escape craft when everything went bad for the villains and Zemo wanted to escape. So, maybe a few ranks in Pilot might be appropriate.

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Post by Kreuzritter » Sat Feb 10, 2007 10:43 am

Image

"At ease, troops. You've earned it."

Major Bones

PL: 10 (150)

abilities: (8)
STR 10 DEX 14 CON n/a INT 10 WIS 16 CHA 16

Combat: (32)
+6 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/5 DMG (unarmed/rifle)

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

Skills (14/56)
Bluff +6
climb +4
intimidate +6
knowledge: tactics +8
notice +6
profession: soldier +6
search +6
ride +4
sense motive +6
swim +4

feats (18)
assessment, attack focus: range 2, defensive roll 3, dodge 4, equipment 2, improved initiative, inspire 2, leadership, masterful tactics, uncanny dodge

Powers (73)
immunity +30 (fort) (30)
protection +5 (5)
regeneration +6 (rec. bonus +5, res. +1, extra: true res. +1) (7)
summon "undead soldiers" +4 (feats: progression 6, mental link, extras: horde +1) (19)
Summon "Haunted Tank" +4 (Extra: Heroic +1) (12)

equipment
service rifle [10]

tradeoffs
+2 DEF/-2 TOU

complications
enemy (Necromaster)
fame (Member of the Statesmen)
honor
reputation (soulless abomination)
responsibility (protect the union)

costs
abilities 6 + combat 32 + saves 7 + skills 14/56 + feats 18 + powers 73 = 150 pts

BACKGROUND:

Not much is known of Major Bones, himself having forgotten most of the details of his life, only his rank (found on his uniform) and that he presumably died at the battle of Gettysburg. What is known is that he was among the countless zombies raised by the villainous Necromancer as part of a plan to turn washington D.C. into a city of the walking dead.

Police, military and even superhuman forces were brought in to stop the Necromaster, but while they prevented the villain from slaughtering every town and city in his path and thus swelling his army's ranks, the undead horde eventually reached the capital. it was here that the heros of america would make their stand, and it was here that Major Bones first came to the public eye.

The Major himself describes it best:

"The whole time it was like I was half-asleep, just marching forward n' followin' orders, wit what parts a me that still worked thinking that ornery [CENSORED] was General Meade hisself. but the thing is, he was bossin around so many of us, that some folk were startin to look past the snake oil he was feedin' us.

"Now, y'see, while I don't recall much, I do remember Washington. So while i was makin a foll a myself going 'Brains' er somesuch, part a me still knew the city, knew the country. wasn't till I saw Mr. Lincoln I knew that I still had a cause worth livin' fer."

it's a famous image, the one zombie suddenly breaking from the horde, and shambling up the steps of the lincoln memorial, gaze locked with the great emancipator, before turning about and springing to life, commanding the decaying legions to turn upon their master and fight once more for what they'd once died for.

the results were dramatic, the necromaster's assured victory becoming a total rout as his army turned against him, forcing the villain to flee. and, with his retreat, all the zombies reverted back to unmoving corpses.

all of them, except the major. For whatever reason, he was refused his eternal rest, claiming that (when questioned) "My country still needs me." refusing an honorable discharge for similar reasons, the Major was first assigned to Arlington Cemetary, before discovering his own necromantic powers while thwarting another supervillain Menace.

by now a recognized 'oddball' celebrity, Major Bones was inducted into the Statesmen, and reassigned to act Pennslyvania's resident superhero.

POWERS/TACTICS:

At first thought to be a sentient zombie, Major Bones has since been reclassified as a 'Lich", a more potent form of Undead, able to summon and command the spirits of fallen soldiers. at first thought to only summon his former Company, the major is in fact able to draw upon any of america's fallen, including a WW2-era M4 Sherman tank crew, complete with tank. Major Bones is both unable (and unwilling) to summon naval or air forces to his aid.

As such, Major Bones relies upon conventional Infantry tactics, leading the charge himself either on foot or astride the aforementioned 'haunted tank'.
Last edited by Kreuzritter on Sun May 20, 2007 10:33 am, edited 1 time in total.
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Post by Kreuzritter » Sat Feb 10, 2007 12:17 pm

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Captain Dynamo

PL: 11 (165)

abilities: (20)
STR 34 DEX 14 CON 34 INT 10 WIS 14 CHA 14

Combat: (32)
+6 init, +10/8 ATK, +10 (+2 dodge, +4 flat-footed)
+12/12/5/10 DMG (unarmed/blast/mental blast/mind control)

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

Skills (8/32)
Bluff +5
diplomacy +5
concentration +5
search +5
Notice +6
sense motive +6

feats (7)
attack focus: melee 2, dodge 2, fearless, improved initiative, power attack

Powers (91)
Blast "Laser vision" +12 (feat: accurate) (31)
- AP: Supersenses +8 (X-ray vision, extended sight 2) [8]
- AP: Morph +3 (any humanoid) [6]
- AP: Telepathy +10 [20]
- AP: mental Blast +10 [20]
- AP: mind Control +10 [20]
- AP: Superstrength +5 [10]
Enhanced STR +20 (20)
Enhanced CON +20 (20)
Flight +5 (10)
Impervious TOU +10 (10)

tradeoffs
+1 DMG/-1 ATK
+1 TOU/-1 DEF

costs
abilities 76 + combat 28 + saves 7 + skills 14/56 + feats 38 + powers 77 = 240 pts

:arrow: I'll come clean with you folks, I actually know next to nothing about the captain here, except his powers (some of which are guesswork), that he was brutally murdered in Noble Causes #18, and that his death is the impetus of the new series Dynamo 5, where his illegitimate kids have to pick up the slack now that he's gone. As I am planning to stat up the 5 at some point, I felt it only fair to see where they got their powers from, and see how a hero with so many different powers might look.
Last edited by Kreuzritter on Sun May 20, 2007 10:33 am, edited 1 time in total.
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Post by Kreuzritter » Sat Feb 10, 2007 1:04 pm

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Team Luthor

PL: 6 (90)

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

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

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

Skills (8/32)
Intimidate +6
knowledge: streetwise +4
knowledge: tactics +4
knowledge: technology +4
notice +4
profession: soldier +6
sense motive +4

feats (6)
all-out attack, assessment, benefit (security clearance [lexcorp]), impoved initiative, power attack, teamwork

Powers (32)
Device: Lexcorp Armor +8 (32)
- Blast "K-beam" +6 [13]
- enhanced STR +8 {8}
- flight +4 [8]
- Impervious TOU +2 [2]
- Protection +4 (extra: impervious +1) [8]
- supersenses +5 (radio, time sense, direction sense, distance sense, commlink [lexcorp]) [5]
- Superstrength +2 [4]

drawback (-4)
normal identity (-4)

costs
abilities 14 + combat 24 + saves 10 + skills 8/32 + feats 6 + powers 32 - drawback 4 = 90 pts

:arrow: Lexcorp's personal security force, Team Luthor's goals are to protect both Lexcorp and Metropolis (and in the process, steal superman's thunder). during those times Lex's mad scientist angle's played up, these guys are instead his henchmen and enforcers
Last edited by Kreuzritter on Sun May 20, 2007 10:32 am, edited 1 time in total.
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Post by Kreuzritter » Sun Feb 11, 2007 6:24 am

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Crimson Avenger

PL: 10 (150)

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

Combat: (28)
+7 init, +13/7 ATK, +13 DEF (+6 dodge, +3 flat-footed)
+0/7 DMG (unarmed/crimson pistols)

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

Skills (11/44)
Diplomacy +5
intimidate +6
knowledge: civics +5
notice +6
profession: lawyer +4
search +6
sense motive +6
stealth +6

feats (19)
accurate attack, improved initiative, attack spec: crimson pistols 2, defensive roll 3, dodge 6, fearless, improved aim, power attack, precise shot, startle, uncanny dodge

Powers (69)
Device: Crimson Pistols (restricted-Crimson Avenger) (20)
- Blast +7 (feat: homing, accurate, extra: affects corporeal +1, penetrating +1) [30]
insubstantial +4 (20)
Troubleseeker +8 (linked: postcognition) (21)
supersenses +5 (acute blindsight) (5)

costs
abilities 18 + combat 28 + saves 9 + skills 11/44 + feats 19 + powers 69 = 150 pts

:arrow: crimson Avenger's something of a wild card character, since her deal is that she has to avenge people's murders. the troubleseeker brings her to the perp's relative vicinity and at the same tme showing her exactly what they're guilty of by reliving the events of the victim's death (which fits well with the disorientation of her teleport, since she lives the victims role in thse flashback). after that, she shadows her prey for the required length of time and then goes after them with a vengeance.
Last edited by Kreuzritter on Sun May 20, 2007 10:31 am, edited 1 time in total.
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Libra
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Post by Libra » Sun Feb 11, 2007 10:28 am

Nice stats Kreuz. I particulalry like Major Bones. I don't think he's a Liche though. A liche is a mortal sorcerer who extends his life by unnatural magic. Technically therefore Liches are not dead.

The Major seems more similar to a Wight, a skeleton of a soldier who has been animated by a necromancer and serves as a sort of Undead NCO. It does have power to control other undead, but is technically not a Lich.

(I'm sorry, but nit-picking precision occasionally overcomes my senses.)

The Major is still a ruddy cool character though!
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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Post by Kreuzritter » Sun Feb 11, 2007 10:39 am

Libra wrote:Nice stats Kreuz. I particulalry like Major Bones. I don't think he's a Liche though. A liche is a mortal sorcerer who extends his life by unnatural magic. Technically therefore Liches are not dead.
libra, this isn't D&D, and he's not for a D&D-derived setting. If i want to call Bones a lich, i have every right to do so.

besides, in my original draft, the major was descended from a certain family of new england spellcasters, before i realized the spontaneous super-undead better fit his patriotic theme
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Post by Kreuzritter » Sun Feb 11, 2007 10:55 am

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"Super-soldier detected. Execute prime directive: Eliminate!"

T.E.S.S.-One

PL: 10 (150)

abilities: (-6)
STR 36 DEX 14 CON n/a INT 5 WIS 10 CHA 5

Combat: (32)
+6 init, +8/6 ATK, +6 DEF (-2 size, +3 flat-footed)
+13/12 DMG (unarmed/blast)

saves: (4)
TOU +14 FORT n/a REF +2 WILL +4

Skills (3/12)
Notice +6
search +6

feats (2)
improved initiative, power attack

Powers (120)
Blast +12 (feat: accurate) (25)
flight +3 (6)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +40 (fort, mental effects) (40)
Protection +12 (extra: impervious +1) (24)

drawbacks (-5)
vulnerable: power drains (uncommon, moderate) (-2)
vulnerable: magnetics (uncommon, major) (-3)

costs
abilities -6 + combat 32 + saves 4 + skills 3/12 + feats 2 + powers 120 - drawbacks 5 = 150 pts

:arrow: another fairly obscure mighty marvel menace, TESS stands for Total Elimination of Super-Soldiers, sort of like a World War 2 era sentinel, only instead of hunting mutants it would destroy renegade supersoldiers.

:arrow: i see you're looking at the +12 impervious. well, TESSie here got an upgrade after being pulled out of storage, namely a shiny coat of adamantium. so, don't go thinking you can beat the ol' girl into submission
Last edited by Kreuzritter on Sun May 20, 2007 10:29 am, edited 1 time in total.
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Post by Kreuzritter » Sun Feb 11, 2007 8:51 pm

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Flying Tiger

PL: 10 (118)

abilities: (26)
STR 24/16 DEX 20 CON 16 INT 10 WIS 14 CHA 10

Combat: (32)
+13 init, +8 ATK, +13 DEF (+5 environment, +4 flat-footed)
+3/7/10 DMG (unarmed/suit/claws)

saves: (9)
TOU +8/3 FORT +6 REF +8 WILL +5

Skills (13/52)
acrobatics +10
bluff +6
intimidate +8
pilot +6
notice +10
search +6
sense motive +6

feats (22)
acrobatic bluff, all-out attack, attack spec: claws, assessment, defensive attack, diehard, evasion 2, favored environment: flight 4, fast overrun, improved initiative 2, improved defense, improved overrun, move-by action, power attack, takedown attack, startle, uncanny dodge

Powers (20)
Device: power-suit 5 (20)
enhanced STR +8 [8]
flight +3 [6]
protection +5 [5]
strike "claws" +3 (feat: mighty, improved critical 2) [6]

drawback
normal identity (full round) (-4)

costs
abilities 26 + combat 32 + saves 9 + skills 13/52 + feats 22 + powers 20 - drawback 4 = 118 pts

:arrow: another Master of Evil, Flying tiger's getting the writeup on account of the sheer ridiculousness of his concept, mixing elements of wolverine, bi-plane and even nfl superpro
Last edited by Kreuzritter on Sun May 20, 2007 10:28 am, edited 1 time in total.
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Post by Kreuzritter » Mon Feb 12, 2007 7:49 am

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Mr. Hyde

PL: 10 (134)

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

Combat: (32)
+6 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+12 DMG (unarmed)

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

Skills (19/76)
bluff +6
climb +6
computers +6
Craft: chemical +8
drive +4
intimidate +12
knowledge: life sciences +8
knowledge: streetwise +8
notice +6
profession: chemist +6
sense motive +6

feats (10)
assessment, improved grab, improved grapple, improved initiative, improved overrun, improved pin, improvised tools, inventor, master plan, power attack

Powers (52)
Enhanced STR +24 (24)
Enhanced CON +24 (24)
superstrength +2 (4)

costs
abilities 14 + combat 32 + saves 7 + skills 19/76 + feats 10 + powers 52 = 134 pts

:arrow: yet another marvel supervillain, Hyde's careeer peaked in the 80's when he savagely beat the Avenger's butler Jarvis. and, while originally coceived as a thor foe, Hyde has since been demoted to the spidey/daredevil leagues (hence why no impervious or other strength-type powers)
Last edited by Kreuzritter on Sun May 20, 2007 10:26 am, edited 1 time in total.
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Post by Kreuzritter » Mon Feb 12, 2007 2:44 pm

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"let's start this part with a bang!"

Nitro

PL: 10 (124)

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

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

saves: (8)
TOU +10/7/4 FORT +6 REF +5 WILL +5

Skills (9/36)
bluff +6
Craft: electronics +6
drive +4
intimidate +8
notice +6
sense motive +6

feats (12)
defensive roll 3, dodge 4, equipment, improved intiative, seize intiative, startle, power attack

Powers (47)
strike "human bomb" +10 (extras: explosion +1) (21)
- AP: strike "Bomb punch" +6 (feat: mighty, extra: penetrating +1) [13]
alternate form: mist +5 (feat: triggered-human bomb) (26)
- concealment +2 [2]
- immunity +9 (life support) [9]
- insubstantial +2 [10]
- supermovement +2 (air walking 2) [4]

equipment
armored costume +3 (feat: subtle) [4]

costs
abilities 24 + combat 24 + saves 8 + skills 9/36 + feats 12 + powers 47 = 124 pts

:arrow: he killed captain mar-vell and single-handedly started Civil War, so for your campaign, he might just be the cathartic release your players need

:arrow: you may notice that Nitro's explosion doesn't quite scale to the stamford disaster's destruction. well, as it turns out, somebody slipped Nitro a booster drug prior to the fight, adding a few ranks of progression and upgrading the strike to corrosion.
Last edited by Kreuzritter on Sun May 20, 2007 10:26 am, edited 1 time in total.
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Post by Jabroniville » Tue Feb 13, 2007 2:31 pm

Oh yeah, I'd forgotten Nitro was responsible for that OTHER big-time Marvel death, if only retroactively as an explanation (personally, I never figured Captain Mar-Vell needed a REASON to get cancer, most people just kinda sorta get it, y'know?)

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Post by Kreuzritter » Thu Feb 15, 2007 7:02 am

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Everyman

PL: 10 (150)

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

Combat: (32)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+0/? +2 DMG (unarmed/shapeshift + sneak attack)

saves: (9)
TOU +?/3 FORT +5 REF +5 WILL +5

Skills (13/52)
bluff +8
disguise +6
intimidate +10
notice +6
search +8
sense motive +8
stealth +6

feats (7)
startle, all-out attack, improved grapple, improved initiative, improved pin, power attack, sneak attack

Powers (72)
Shapeshift +9 (72)

costs
abilities 22 + combat 32 + saves 9 + skills 13/52 + feats 7 + powers 72 = 150 pts

:arrow: having finally found a good picture for everyman, this shapechanging 'gourmand' now rounds out Luthor's infinity inc, wholly reliant upon his shapeshift to meet his caps
Last edited by Kreuzritter on Sun May 20, 2007 10:25 am, edited 1 time in total.
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Post by Kreuzritter » Thu Feb 15, 2007 7:34 am

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"Ralph, we're the Croatoans. We figured out the ending of 'Lost', we can find one of our own."

Detective Chimp

PL: 10 (120)

abilities: (38)
STR 6 DEX 16 CON 16 INT 24 WIS 18 CHA 14

Combat: (16)
+7 init, +2 ATK, +14 DEF (+ dodge, +2 size, +4 flat-footed)
-2 DMG (unarmed)

saves: (6)
TOU +1 FORT +3 REF +6 WILL +7

Skills (32/128)
Bluff +8
climb +6
concentration +8
diplomacy +6
drive +4
gather info +15
investigate +15
knowledge: current events +6
knowledge: arcane +8
knowledge: streetwise +10
knowledge: pop culture +8
notice +12
search +6
sense motive +10
survival +4

feats (18)
animal empathy, assessment, challenge 3 (conversational paralyis, discrete inquiry, read stuation), contacts, dodge 4, improved defense, improved initiative, taunt, skill mastery (investigate, sense motive, gather info, bluff), ultimate effort 2 (gather info, investigate), seize initiative, well-informed

Powers (23)
comprehend (languages 4, animals 2) (12)
immunity +2 (age, disease) (2)
shrinking +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (9)

tradeoffs
+4 DEF/-4 TOU

complications
addiction (aclaholic)
prejudice (talking chimpanzee)
reputaion (abrasive know-it-all)

costs
abilities 38 + combat 16 + saves 6 + skills 32/128 + feats 17 + powers 21 = 131 pts

:arrow: When Bobo here was first listed to be one of the main players of Day of Vengeance (a lead-in to infinite crisis), a lot of people, myself included, were skeptical on how he could contribute to taking down a PL-X engine of destruction such as the Spectre. however, after seeing his introduction, it became clear to any gamer just how dangerous he could be. he's spent decades in a supernaturally inclined bar, making close to 50 years worth of gather info checks. in short, comics fans see a chimp wearing a deer stalker cap. gamers see an epic-level bard
Last edited by Kreuzritter on Sun May 20, 2007 10:25 am, edited 1 time in total.
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Dreaming Psion
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Post by Dreaming Psion » Thu Feb 15, 2007 10:23 am

Great stuff. Major Bones has to be my favorite of your characters. You're right, Flying Tiger does seem a bit absurd, he would be right at home as a Tick villain :lol:

The only thing I can make a suggestion on is that on Detective Chimp, his strength might be too low. Chimps are actually several times stronger than humans.

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