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

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Kreuzritter
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937

Post by Kreuzritter » Mon Feb 19, 2007 8:55 pm

Image

"I've got bad news, and i've got worse news. Bad news is that you're in here for life. worse news is, that's not gonna be much longer."

Rumor

PL: 10 (148)

abilities: (40)
STR 20 DEX 24 CON 20 INT 12 WIS 14 CHA 10

Combat: (32)
+11 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/8 +2 DMG (unarmed/staff + sneak attack)

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

Skills (26/102)
acrobatics +8
bluff +8
computers +4
gather info +8
drive +6
inimidate +12
investigate +6
knowledge: technology +6
knowledge: streetwise +8
notice +8
profession: bodyguard +6
search +8
sense motive +8
stealth +8

feats (24)
accurate attack, all-out attack, ambidexterity, attack focus: melee 2, defensive roll 2, diehard, dodge 2, improved initiative 2, improved critical (staff), improved trip, improved throw, interpose, move-by action, power attack, sneak attack, startle, stunning attack, takedown attack 2, uncanny dodge

Powers (24)
Device: tazer-staff +4 (12)
- Stun +8 (feat: extend reach, sedation 2) [20]
- AP: Strike +3 (feat: mighty, extend reach) {5}
Device: Exo Suit +3 (12)
- Invisibility +2 (feat: close range) [9]
- leaping +1 [1]
- Protection +3 [3]
- supersenses +2 (darkvision) [2]

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

costs
abilities 40 + combat 32 + saves 8 + skills 26/102 + feats 22 + powers 24 - drawback 4 = 148 pts

:arrow: a more recent foe of batman's, Rumor's essentially a high-tech ninja/vigilante, 'unhindered' by a moral code such as batman's

:arrow: Rumor gets his name by his suit's cloaking technology, which renders him invisible to not only normal sight, but thermal imaging (and quite likely other optical senses). in combat, Rumor takes full advantage of this, startle and initiative to try and catch his foes flat-footed and thus more vulnerable to his attacks
Last edited by Kreuzritter on Sun May 20, 2007 10:16 am, edited 1 time in total.
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Vorokoth
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Post by Vorokoth » Tue Feb 20, 2007 12:38 am

The PL seems to be missing on Captain Boomerang ][.

Kreuzritter
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938

Post by Kreuzritter » Tue Feb 20, 2007 8:22 am

Image

Ragdoll

PL: 10 (120)

abilities: (38)
STR 16 DEX 24 CON 18 INT 10 WIS 14 CHA 16

Combat: (28)
+11 init, +6 ATK, +14 DEF (+6 dodge, +4 flat-footed)
+3 DMG (unarmed)

saves: (9)
TOU +6/4 FORT +6 REF +10 WILL +6

Skills (21/84)
Acrobatics +12
bluff +10
disable device +6
drive +4
escape artist +12
gather info +6
intimidate +6
knowledge: streetwise +8
notice +6
search +6
stealth +8

feats (22)
acrobatic bluff, assessment, defensive atack, defensive roll 2, dodge 6, equipment 2, evasion, improved defense, improved initiative, instant up, luck 2, move-by action, taunt, ultimate escape artist

Powers (2)
feature +2 (triple-jointed: +2 on acrobatics/escape artist) (2)

equipment
cell phone [1]
tricked out Moped (as motorcycle) [9]

costs
abilities 38 + combat 28 + saves 9 + skills 21/84 + feats 22 + powers 2 = 120 pts

:arrow: yet another foe of the batman, Ragdoll's niche is that he's a theif, plain and simple. the second the gm goes "roll for initiative", Ragdoll's first and only option should be to grab the loot and run for the nearest exit.
Last edited by Kreuzritter on Sun May 20, 2007 10:15 am, edited 1 time in total.
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Servitor_2152
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Re: 936

Post by Servitor_2152 » Tue Feb 20, 2007 8:30 am

Kreuzritter wrote: Powers (2)
feature +2 (triple-jointed: +2 on acrobatics/escape artist) (2)
While I'm not all that familiar with the Features power (no UP, y'see), surely a +2 bonus to two different skill checks can only be worth 1PP at most? I mean, that's basically the "Talented" feat from the Mastermind's Manual, or a single point's worth of skill ranks. And it's not like Ragdoll is in danger of breaking his PL caps for skills.

Kreuzritter
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Post by Kreuzritter » Tue Feb 20, 2007 8:56 am

you've got a point there, i made it worth two because it benefited two skills, but after looking at the UP example, i can see where I can do some tweaking.

in the meantime though, i finally got time of vengeance, and thanks to Mr. McGlothlin, I now have the final peices to a puzzle i've been working on since October
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Kreuzritter
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939

Post by Kreuzritter » Tue Feb 20, 2007 11:35 am

Image

"And I saw, and behold a white horse: and he that sat upon him had a bow; and a crown was given unto him: and he went forth conquering, and to conquer."

Pestilence

PL: 10 (210)

abilities: (26)
STR 26 DEX 14 CON 34 INT 10 WIS 16 CHA 10

Combat: (40)
+6 init, +8 ATK, +8 DEF (-2 size, +4 flat-footed)
+6/12f + 8f DMG (unarmed/plague touch)

saves: (5)
TOU +12 FORT +12 REF +4 WILL +6

Skills (10/40)
intimidate +10
knowledge: arcane lore +6
knowledge: theology/philosophy +6
medicine +6
notice +6
sense motive +6

feats (10)
all-out attack, fearless, grappling finesse, improved grab, improved grapple, improved overrun, improved pin, improved initiative, power attack, startle

Powers (119)
Drain Con "Plague touch" +12 (extras: disease +2, linked: Nauseate +8) (52)
elongation +4 (4)
environmental control "swarm of bugs" +12 (distraction, extra: action +1) (20)
Growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +12 (age, life support, critical hits) (12)
insubstantial +1 (extra: affects substantial +1) (6)

costs
abilities 36 + combat 40 + saves 5 + skills 10/40 + feats 10 + powers 119 = 210 pts

:arrow: First of the Four Horsemen, as envisioned by the 1980's ninja turtles comic
Last edited by Kreuzritter on Sun May 20, 2007 10:15 am, edited 2 times in total.
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Kreuzritter
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940

Post by Kreuzritter » Tue Feb 20, 2007 11:37 am

Image

"and there went out another horse that was red: and power was given to him that sat thereon to take peace from the earth, andthat they should kill one another: and there was given unto him a great sword."

War

PL: 10 (210)

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

Combat: (40)
+6 init, +8 ATK, +8 DEF (-2 size, +4 flat-footed)
+12/12 DMG (unarmed/blast)

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

Skills (10/40)
intimidate +10
knowledge: arcane lore +6
knowledge: theology/philosophy +6
knowledge: tactics +6
notice +6
sense motive +6

feats (11)
all-out attack, fearless, improved grab, improved grapple, improved overrun, improved initiative, improved pin, power attack, startle, takedown attack 2

Powers (108)
Blast +12 (extra: autofire +1) (36)
Growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
emotion control +10 (extra: action +2, Aura +1, area-burst +1, flaw: hate only -1, range -1) (30)
immunity +12 (age, life support, critical hits) (12)
impervious TOU +5 (5)

costs
abilities 34 + combat 40 + saves 7 + skills 10/40 + feats 11 + powers 108 = 210 pts

:arrow: the second horsemen, most known for being that weird monster from "TMNT: tournament fighters"
Last edited by Kreuzritter on Sun May 20, 2007 10:14 am, edited 1 time in total.
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Kreuzritter
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941

Post by Kreuzritter » Tue Feb 20, 2007 11:41 am

Image

"And I beheld, and lo a black horse; and he that sat upon him had a pair of balances in hand."

Famine

PL: 10 (210)

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

Combat: (40)
+8 init, +8 ATK, +8 DEF (-2 size +4 flat-footed)
+5/12/7/10 DMG (unarmed/claws/death touch/wasting)

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

Skills (10/40)
intimidate +10
knowledge: arcane lore +6
knowledge: theology/philosophy +6
notice +6
sense motive +6
survival +6

feats (10)
all-out attack, fearless, grappling finesse, improved grab, improved grapple, improved overrun, improved pin, improved initiative, power attack, startle

Powers (133)
Growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +12 (age, life support, critical hits) (12)
Nauseate "wasting" +10 (extra: duration +2, aura +1, area-burst +1, linked: Emotion control +10 [extras: aura +1, area-burst +1, flaw: range -2, limit: despair only -1) (70)
impervious TOU +4 (4)
Protection +7 (7)
Strike "claws" +12 (feats: improved critical 2) (15)
- AP: death touch +7 (extra: vampiric) [14]


costs
abilities 10 + combat 40 + saves 7 + skills 10/40 + feats 10 + powers 133 = 210 pts

:arrow: third horseman, owing more than a bit to Dever from Time of Vengeance
Last edited by Kreuzritter on Sun May 20, 2007 10:13 am, edited 1 time in total.
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Kreuzritter
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942

Post by Kreuzritter » Tue Feb 20, 2007 11:47 am

Image

"And I looked, and beheld a pale horse: and his name that sat upon him was Death, and Hell followed with him. and power was given unto them over a fourth of the earth, , to kill with sword, and with hunger, and with death, and with the beasts of the earth."

Death

PL: 10 (346)

abilities: (30)
STR 20 DEX 14 CON n/a INT 18 WIS 18 CHA 20

Combat: (24)
+6 init, +8/4 ATK, +8 DEF (+4 flat-footed)
+5/12/12 DMG (unarmed/scythe/death touch)

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

Skills (14/56)
concentration +8
intimidate +12
knowledge: arcane lore +12
knowledge: theology/philosophy +12
notice +6
sense motive +6

feats (11)
artificer, attack spec: Scythe 2, fearless, improved initiative, master plan, minion 2 (horse), ritualist, seize initiative, uncanny dodge

Powers (257)
Device: Reaper's Scythe +5 (15)
- Strike +12 (feat: improved critical) [25]
death touch +16 (extra: total fade +1) (33)
- AP: Drain WIS "soul steal" +16 (extra: total fade +1) [32]
illusion +10 (all senses, feats: Progression 7, extras: duration +1, selective +1, flaw: phantasm -1. linked: Summon Horsemen +14 [feats: Progression 2, mental link, extras: fanatical +1, heroic +1, horde +1, type: demon avatars +1]) (144)
immunity +30 (fort) (30)
protection +5 (5)
teleport +10 (extra: accurate +1) (30)

costs
abilities 30 + combat 24 + saves 10 + skills 14/56 + feats 11 + powers 257 = 346 pts

:arrow: Final member and Mastermindof the horsemen, Death is for the most part a corrupt sorcerer, collecting lives and souls as he goes, and seemingly reasserting reality itself as he brings the other horsemen into play, leaving his 3 minions to destroy his enemies while he hangs back and preserves the illusions that set the battlefeild.

:arrow: it is in fact while the other horsemen are beating up te heros that death is at his most vulnerable, since he's so busy keeping them existing. stunn death, and both the false hell and the horsemen tumble to the ground like so many puppets
Last edited by Kreuzritter on Sun May 20, 2007 10:13 am, edited 1 time in total.
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Dr Archeville
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Post by Dr Archeville » Tue Feb 20, 2007 1:40 pm

Oooooh....

Heck, given how supremely limber Ragdoll is, I'd probably give him Insubstantial 1.
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Kreuzritter
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Post by Kreuzritter » Tue Feb 20, 2007 4:52 pm

well, animated ragdoll here wasn't quite as flexible as the secret 6's most flamboyant member
but, speaking of infinite crises and brave new worlds...
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

943

Post by Kreuzritter » Tue Feb 20, 2007 4:58 pm

Image

"And stay outta my head, you overgrown space-toaster!"

OMAC

PL: 10 (150)

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

Combat: (32)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+2/12/12 DMG (unarmed/full-strength/blast)

saves: (11)
TOU +10 FORT +5 REF +5 WILL +7

Skills (15/60)
bluff +4
climb +6
computers +4
concentration +6
disable device +4
drive +4
intimidate +10
notice +6
search +6
sense motive +6
stealth +4

feats (8)
all-out attack, assessment 2, diehard, improved initiative, move-by action, power attack, uncanny dodge

Powers (74)
Blast +12 (feats: accurate, variable descriptior [technological] 2) (28)
- AP: enhanced STR +20 [20]
flight +5 (10)
immunity +9 (life support) (9)
protection +12 (impervious 7) (17)
supersenses +4 (communication link: Brother Eye, detect metahumans 2, radio) (4)
superstrength +3 (6)

drawbacks
vulnerable: power nullify (uncommon, major) (-3)
normal identity (free action) (-3)

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

Complications
addiction (recovering addict)
enemy (Brother Eye, OMAC thralls)
prejudice (criminal record)
reputation (cyborg monster)

costs
abilities 16 + combat 32 + saves 11 + skills 15/60 + feats 8 + powers 74 - drawbacks 6 = 150 pts

:arrow: Micheal Costner, the last OMAC and titular star of the second OMAC miniseries, is also my attempt to create a version of the hero-hunting cyborgs that doesn't rely as heavily on powers such as nemesis or adaptation, but still retains the 'swiss army killbot' motif these things have. and since these things relied on different forms of blast, i thought UP's variable descriptor fit my needs quite well
Last edited by Kreuzritter on Sun May 20, 2007 10:12 am, edited 2 times in total.
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Kreuzritter
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944

Post by Kreuzritter » Wed Feb 21, 2007 7:02 am

"lLadies and gentlemen, allow me to introduce...

Image

"My daughter, who just turned 3. Isn't she cute?

Lt. Colonel Maes Hughes

An officer in the Amestris military, Maes is actually involved more with police work than military affairs, although since first meeting the Elric brothers, the advent of Scar and the first glimpse of the Homunculi conspiracy, these two lines are quickly becoming blurred.

Hughes is very devoted to his wife, Gracia, and absolutely besotted with his little daughter Elysia. He comically shoves pictures of Elysia into other people's faces to their annoyance - but it is clear that his goofy behavior is usually a cover for the serious and depressing nature of his work. Another common gag involves Hughes calling Mustang to either gloat about his daughter or advise Roy to get a wife, promptly causing Roy to slam the phone down in anger. He is also very supportive of Mustang's plan to become Führer, doing whatever he can to, as he put it, "work below him and help push him to the top."


PL: 6 (120)

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

Combat: (24)
+8 init, +6 ATK, +6 DEF (+3 flat-footed)
+4/5/1 DMG (unarmed/push knives/shuriken)

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

Skills (29/116)
bluff +8
diplomacy +8
drive +4
gather info +8
intimidate +6
investigate +10
knowledge: arcane lore +4
knowledge: civics +5
knowledge: current events +9
knowledge: tactics +5
knowledge: streetwise +9
notice +8
search +8
sense motive +8
sleight of hand +6
stealth +4
survival +4
swim +2

feats (25)
accurate attack, assessment 2, improved critical: throwing knives, benefit 5 (rank: lt colonel 5), contacts, connected, defensive attack, defensive roll 3, diehard, equipment 2, improved initiative, master plan, power attack, precise shot 2, ranged pin, well-informed

equipment
throwing knives (as shuriken) [4]
- ap: push knives (as brass knuckles) {2}
police car (golden age, p50)] [6]

complications
enemy (the 7 Sins)
obsession (Family Man)
responsbility (state military, family)
secret (supports roy becoming fuhrer)

costs
abilities 34 + combat 24 + saves 8 + skills 29/116 + feats 25 = 120 pts

Design notes: Hughes has been on my back burner for a very long time, mostly due to the fact that after Agents of Freedom was announced, I swiftly realized the military aspects of Full-Metal Alchemist were perfectly suited to an Agency campaign. Hence, Maes is perfectly legal for such a game, and makes a pretty damn good cop for a supers setting as well

Tactics As an investigator, Maes isn't really somebody who likes being on the front line, much less against magical freaks of nature like Scar or the Sins. but, if pressed, Maes breaks out his throwing knives and tries to do his part as best he can, wether to wait for reinforcements or to put as much distance between himself and the bad guys as possible
Last edited by Kreuzritter on Sun May 20, 2007 10:12 am, edited 1 time in total.
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Kreuzritter
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945

Post by Kreuzritter » Wed Feb 21, 2007 7:43 am

Image

"OBJECTION!"

Pheonix Wright

PL: 5 (75)

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

Combat: (0)
+4 init, +0 ATK, +0 DEF (+0 flat-footed)
+0 DMG (unarmed)

saves: (10)
TOU +0 FORT +4 REF +4 WILL +5

Skills (28/112)
bluff +6
computers +6
concentration +8
diplomacy +10
drive +4
gather info +10
investigate +10
knowledge: civics +4
knowledge: behavioural sciences +6
notice +10
perform: oratory +8
profession: Lawyer +6
search +10
sense motive +12

feats (17)
assessment 2, benefit 2, (security clearance [police], status: lawyer), contacts, connected, eidetic memory, equipment 4, fascinate: diplomacy, improved initiative, luck 2, master plan, well-informed

equipment
cell phone [1]
compat car [9]
headquarters: law office (as sanctum sanctorum) [9]

complication
honor
responibility (defend his client)
rivalry (Edgeworth, Von Karma)

costs
abilities 20 + saves 10 + skills 28/112 + feats 17 = 75 pts

:arrow: The Ace Attorney himself, Phoenix is meant to be equal parts lawyer and CSI, good enough that he can collect enough evidence to prove his client's innocence in 3 days.

:arrow: I also gave him luck, since there are times where as good as phoenix is, he sometimes needs a deus ex machina

:arrow: i listed edgeworth and Von Karma as rivals due to the fact that they never specificly wish Pheonix harm, but instead are the guys Pheonix really hopes he doesn't see at the Prosecution table

:arrow: EDIT: Mixed some skills around, so that Phoenix can rely more on gathered evidence (investigate) than legal mumbo jumbo. he still gets some ranks of civics though, since he had to meet the requirements to get his law Liscence inthe first place
Last edited by Kreuzritter on Sun May 20, 2007 10:11 am, edited 2 times in total.
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Kreuzritter
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946

Post by Kreuzritter » Wed Feb 21, 2007 8:04 am

Image

Man-Killer

PL: 10 (135)

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

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

saves: (9)
TOU +10 FORT +13 REF +6 WILL +5

Skills (16/64)
acrobatics +4
bluff +6
climb +6
computers +2
concentration +4
intimidate +10
knowledge: tactics +4
knowledge: streetwise +6
notice +6
search+4
sense motive +6
survival +6

feats (21)
allout attack, assessment, attack focus: melee 4, chokehold, diehard, dodge 4, improved grab, improved grapple, improved initiative, improved pin, improved throw, improved trip, power attack, stunning attack, takedown attack

Powers (55)
enhanced STR +20 (20)
enhanced CON +20 (20)
impervious TOU +6 (6)
leaping +2 (2)
superstrength +3 (feat: groundstrike) (7)

costs
abilities 10 + combat 24 + saves 9 + skills 16/64 + feats 21 + powers 55 = 135 pts

:arrow: another marvel supervillain, Man-killer's played both sides of the law, but prefers to play for the black hats

:arrow: anyway, to fill out man-killer's skills, i looked over her history, and saw that she originally played the part of a 'brute lieutenant' for HYDRA, and thus much of her skills and feats draw from this Agents of Freedom Archetype
Last edited by Kreuzritter on Sun May 20, 2007 10:10 am, edited 1 time in total.
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