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

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Kreuzritter
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1012

Post by Kreuzritter » Thu Mar 29, 2007 3:27 am

Image

"Come Spartan, let us see who is the greatest warrior."

Theseus

PL: 10 (150)

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

Combat: (24)
+7 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+7/10/10/12 DMG (unarmed)

saves: (7)
TOU +12/7 FORT +8 REF +6 WILL +6

Skills (20/80)
climb +4
diplomacy +6
handle animal +8
intimidate +12
knowledge: occult +8
knowledge: religion/theology +8
notice +8
ride +8
sense motive +8
survival +6
swim +4

feats (22)
animal empathy, assessment, attack focus: melee 2, chokehold, dodge 2, equipment, fearless, improved grab, improved grapple, improved initiative, improved overrun, improved pin, improved trip, improved throw, power attack, ritualist, startle, takedown attack 2, uncanny dodge

Powers (37)
Device: Frost spear +11 (33)
- Blast "iceberg" +10 (feat: indirect, reverse progression 2, extra: area-burst +1) [35]
- AP: blast "iceblast" +10 (extra: autofire +1) {30}
- AP: strike +5 (feats: extend reach 2, improved trip, mighty, thrown) {10}
- summon Minotaurs +6 (feats: progression 2, extras: Horde +1, continuous +1) [20]
leaping +4 (4)

equipment
half-plate armor +5 [5]

costs
abilities 40 + combat 24 + saves 8 + skills 20/80 + feats 21 + powers 37 = 150 pts

:arrow: Easily the most personable of the man's opposition (and among the very few to actually try talking Kratos out of a fight), one gets the impression that if not for Kratos' insanity and vengeful obsession, the two might have become very good freinds in another life. But, as it stands, like so many before and after, theseus is just another obstacle to the Ghost of Sparta that must be destroyed
Last edited by Kreuzritter on Sun May 20, 2007 9:09 am, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

1013

Post by Kreuzritter » Thu Mar 29, 2007 1:34 pm

Image

Axe Armor

PL: 10 (135)

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

Combat: (24)
+7 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+7/12 DMG (unarmed/voulge)

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

Skills (12/48)
acrobatics +4
climb +6
intimidate +12
knowledge: arcane lore +4
knowledge: tactics +4
notice +6
search +6
sense motive +6

feats (16)
all-out attack, assessment, attack spec: Voulge, dodge 2, fast overrun, fearless, improved block, improved initiative, improved overrun, improved sunder, power attack, startle, takedown attack 2, weapon break

Powers (63)
Device: Mystic Voulge +2 (6)
- Strike +5 (feats: mighty, improved critical 2, extend reach 2) [10]
immunity +30 (fort) (30)
leaping +4 (4)
protection +12 (12)
teleport +3 (feat: easy) (7)

costs
abilities 14 + combat 24 + saves 6 + skills 12/48 + feats 16 + powers 63 = 135 pts

:arrow: one of the hidden characters to Castlevania: Portrait of Ruin, the Axe Armor lacks the diversity of the average CV hero, but makes up for it by being a most effective combat monster
Last edited by Kreuzritter on Sun May 20, 2007 9:08 am, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

1014

Post by Kreuzritter » Thu Mar 29, 2007 5:58 pm

Image

Cement-Man

PL: 10 (145)

abilities: (32)
STR 34 DEX 14 CON 34 INT 10 WIS 14 CHA 10

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

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

Skills (3/12)
intimidate +6
notice +6

feats (8)
attack focus: melee 2, dodge 2, improved grab, improved grapple, improved pin, improved initiative

Powers (63)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +12 (hunger, life support, critical hits) (12)
insubstantial +1 (extra: affects corporeal +1) (6)
Snare +10 (20)

costs
abilities 32 + combat 32 + saves 7 + skills 3/12 + feats 8 + powers 63 = 145 pts

:arrow: one of the most obscure TMNT foes, Cement-man was first a generic muck-monster design from the 80's cartoon, but was upgraded to name character for the arcade version of turtles in time, only to be replaced with Slash in the home version
Last edited by Kreuzritter on Sun May 20, 2007 9:08 am, edited 1 time in total.
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Libra
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Post by Libra » Fri Mar 30, 2007 9:20 am

Cement Man? :D

Now that's clearly a Saturday Morning Cartoon concept.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

1015

Post by Kreuzritter » Sat Mar 31, 2007 7:06 am

Image

Quarry

PL: 10 (150)

abilities: (6)
STR 20 DEX 30 CON 24 INT 12 WIS 14 CHA 10

Combat: (28)
+10 init, +12/8 ATK, +13 DEF (+6 dodge, +3 flat-footed)
+5/8 DMG (unarmed/acid)

saves: (3)
TOU +7 FORT +7 REF +10 WILL +5

Skills (13/52)
computers +6
intimidate +6
drive +4
knowledge: technology +6
notice +6
search +6
sense motive +6
survival +6
stealth +6

feats (13)
attack spec: acid spit 2, diehard, dodge 7, evasion, move-by action, power attack

Powers (87)
Acid "acid spit" +8 (extra: range +1) (32)
enhanced STR +10 (10)
enhanced DEX +20 (20)
enhanced CON +14 (14)
leaping +4 (4)
supermovement +2 (wall crawling x2) (4)
supersenses +3 (darkvsion, scent) (3)

costs
abilities 6 + combat 28 + saves 3 + skills 13/52 + feats 13 + powers 87 = 150 pts

:arrow: from the new TMNT series, Quarry was a computer technecian horribly mutated by the Foot's bio-tech department. Escaping alongside her (you heard me right. remember, i said horribly mutated) fellow mutates, they fled into the cavernous catacombs beneath new york, despairing the loss of their humanity, and to keep watch over those who'd lost even their sanity

:arrow: as encountered, Quarry has since become the de facto leader of the mutates (mostly because she's the only one still able to talk), and will thus be accompanied by at least 2 of her bretheren, with a focus on driving away the foolhardy. anybody stumbling upon the foot's underground lab will recieve a much harsher welcome, and anybody showing particular interest in it will be considered in league with the Foot and destroyed.
Last edited by Kreuzritter on Sun May 20, 2007 9:08 am, edited 1 time in total.
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Kreuzritter
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1016

Post by Kreuzritter » Sat Mar 31, 2007 7:20 am

Image

Foot Tech-ninja

PL: 6 (90)

abilities: (22)
STR 14 DEX 18 CON 16 INT 10 WIS 14 CHA 10

Combat: (16)
+8 init, +6/4 ATK, +6 DEF (+2 dodge, +3 flat-footed)
+2/6 DMG (unarmed/sword)

saves: (11)
TOU +6/3 FORT +6 REF +8 WILL +6

Skills (14/56)
acrobatics +8
bluff +4
climb +4
intimidate +4
knowledge: streetwise +6
knowledge: tactics +6
notice +6
search +4
sense motive +6
stealth +8

feats (13)
acrobatic bluff, attack spec: sword, defensive roll 3, dodge focus 2, evasion, hide in plain sight, improved initiative, move-by action, set-up, startle, teamwork, uncanny dodge

Powers (12)
device: monoblade sword +2 (6)
- Strike +4 (feats: mighty pen 2 extra: penetrating +1) [10]
device: stealth-suit +1 (4)
- invisibility +1 [4]
- supersenses +1 (infravision) [1]
leaping +2 (2)


costs
abilities 26 + combat 16 + saves 11 + skills 14/56 + feats 13 + powers 8 = 90 pts

:arrow: Foot Soldiers enhanced by the science of Baxter Stockman, the Tech-ninja get the benefit of not being considered minions for the most part, but will be demoted to such in the prescene of any "Named" villain on their side.
Last edited by Kreuzritter on Sun May 20, 2007 9:07 am, edited 2 times in total.
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Asylum20
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Re:

Post by Asylum20 » Sat Mar 31, 2007 8:16 pm

Kreuzritter! Hey, it's been long-time-no-talk from the olden days of the SAS boards (assuming you're the same Kreuzritter and not some alternate timeline version). :)

I just wanted to say thanks for all the awesome builds - there are so many characters that I remember from the past that I would have NEVER thought to see written up as M&M characters (Dig Dug?!!)

As you seem to be the master of the obscure, I can't help but submit a couple of requests:

From Zoom - you did a few of the characters, but how about Princess?

Terminator - Any chance of a T-X?

And finally, I don't know if anyone else has ever written them up, but how about write-ups for "Electrawoman and Dynagirl?"

Thanks a lot, and keep up the awesome builds!

Kreuzritter
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Post by Kreuzritter » Sat Mar 31, 2007 8:45 pm

i've considered the T-X from time to time, so probably

Princess..i was looking for how to stat Princess powerful without seeming like a marvel sell-out, so i'll give her a shot sometime

electrawoman & dynagirl...not so much

but, for my next trick, allow me to introduce the girl that can destroy the world on a whim, and does so with imperceptible frequency
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Kreuzritter
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1017

Post by Kreuzritter » Sat Mar 31, 2007 9:04 pm

Image

“I have no interest in ordinary humans. If there are any aliens, beings from the future, or super-humans, come see me. That is all!”

Haruhi Suzumiya

Haruhi Suzumiya is a girl in her first year of high school. Her classmates characterize her as being eccentric, beautiful, and unpredictable. She lacks a social life, detests small talk, and is viewed by her classmates as a deviant. In her introduction, she declares to be interested only in aliens, espers, time travelers, dimensional travelers (specifically sliders), and other oddities; normal humans are of no interest to her. She often refers to classmates as objects rather than people, such that until the formation of the SOS Brigade, she lacked any strong commitment or long-term interest in any single extracurricular activity. In fact, she joined every activity club in her high school only to quit them out of boredom the very same day, in spite of students pleading for her to stay due to her talents. It is because of her boredom with these clubs that she creates the SOS Brigade.

Haruhi is allegedly the cause of a significant incident approximately three years before her entry into high school. This event subsequently drew the attention of three prominent groups: the data entity aliens, a future human civilization with advanced time traveling technology, and a group of 'Espers' who spontaneously developed powers during the incident. They were drawn to Haruhi, correspondingly, by an off-the-scale data spike, inability to time travel to any date before the incident, and an inherent knowledge of the origin of their new powers. Depending on who one asks, Haruhi is herself explained as a crack in the space-time continuum, the first technological singularity to be spontaneously born in the universe or even God.

It is explained that she potentially has the ability to destroy the current world and create a new one from scratch if she becomes too bored with the current world, and has possibly done so before. The other members of the SOS Brigade know this and try to accommodate her whims if possible. Ironically, Haruhi is the only member of the SOS Brigade who is unaware of these factions and her own powers. It is unknown to the Brigade members how Haruhi might use her powers if she were suddenly to become aware of aliens, espers and time travelers, but is generally agreed to be 'bad'. Hence, the general consensus amongst the SOS Brigade is keep Haruhi ignorant of this.


PL: 4/10/X (60/150/X)

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

Combat: (8)
+5 init, +2 ATK, +2 DEF (+1 flat-footed)
+1 DMG (unarmed)

saves: (8)
TOU +1 FORT +3 REF +4 WILL +5

Skills (5/20)
Bluff +8
knowledge: pop culture +4
investigate +2
sense motive +6

feats (15)
attractive, beginner's luck, distract (bluff), fascinate (bluff), improved initiative, inspire 2, Jack of all trades, leadership, luck 2, seize initiative, taunt, ultimate bluff, ultimate taunt

Powers (90)
Transform X (anything to anything + complete mental transform, feats: affects insubstantial, subtle, progression X, extra: area-burst +1, continuous +1, permanent +1, selective +1, flaw: uncontrolled -1) (X)
- AP: Pocket dimension X (extra: linked-summon Shinjinn X) [x]
Luck control +3 (feats: Luck 8, extra: area burst +1, selective attack +1, flaw: uncontrolled -1) (20)
probability control +10 (extra: area +1, fortune +1, jinx +1, selective attack +1, flaw: uncontrolled -1) (70)

costs
abilities 24 + combat 8 + saves 8 + skills 5/20 + feats 15 + powers 90/X = 5/150/X pts

Design Notes: delightfully insane, i decided to stat her on a whim, determined to set her as low as possible, before choosing PL 5 to fit her point total (before powers.)

Once I hit her powers, I first tried the Mike5000 method of actually writing the numbers out, but given her changes to the universe are literally plot devices, it got bumped up to PL-X.

abilities/Tactics Haruhi demonstrates a large array of natural talents. She is very athletic, a natural at many different kinds of sports, and her grades are described as "better than others". She has also demonstrated musical talents for both the guitar and singing (and, judging from the opening credits of the anime, the piano as well).

as explained above, Haruhi can and has re-made the universe in her image, and depending on her mood will do it againwith the more common applications of her whims being traditional powers to represent how things go her way. in fact, Haruhi's power is so great, if faced with a murder she'll unknowingly rewrite the universe to a point that rather than resurrecting the victim, events will be such that he never died to begin with.

the only obvious hint of her powers is that things ultimately go Harhi's way, either due to destroying the universe and starting from scratch, or through the diligent efforts of her SOS Brigade to meet her whims.
Last edited by Kreuzritter on Sun May 20, 2007 9:07 am, edited 2 times in total.
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Libra
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Post by Libra » Sun Apr 01, 2007 3:43 am

The scope and scale of your cartoon addiction never ceases to astonish me Kreuz. Perhaps you should ask the Cartoon Action Hour chaps for a job? 8)

Keep up the good work, old boy.
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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1018

Post by Kreuzritter » Sun Apr 01, 2007 6:57 am

Image

"We have lost much, my brothers, but we shall never lose our honour."

Inuwashi Gunjin

PL: 10 (150)

abilities: (14)
STR 20 DEX 20 CON n/a INT 10 WIS 14 CHA 10

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

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

Skills (14/56)
acrobatics +8
intimidate +8
knowledge: history +6
knowledge: tactics +6
notice +7
search +7
sense motive +6
stealth +8

feats (13)
all-out attack, acrobatic bluff, attack spec: claw, fearless, dodge 2, evasion, improved initiative, move-by action, power attack, startle, teamwork 2

Powers (71)
Strike +5 (feat: mighty pen 5, improved crit., extra: penetrating +1) (17)
- AP: Blast +8 [16]
Flight +5 (10)
immunity +30 (fort) (30)
protection +10 (10)
superstrength +2 (4)

costs
abilities 14 + combat 32 + saves 6 + skills 14/56 + feats 13 + powers 71 = 150 pts

:arrow: a quintet of futuristic robots, the Inuwashi Gunjin (trans: "Golden Eagle Soldiers") follow a code of honour similar to that of the ancient samurai. not that they aren't any less dangerous because of it, it just means that when they beat you into the ground they'll do it fairly
Last edited by Kreuzritter on Sun May 20, 2007 9:07 am, edited 1 time in total.
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Kreuzritter
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1019

Post by Kreuzritter » Sun Apr 01, 2007 8:21 am

Image

Maxim Kischine

PL: 10 (150)

abilities: (42)
STR 20 DEX 24 CON 20 INT 14 WIS 14 CHA 10

Combat: (32)
+11 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+5/6/7 +1 DMG (unarmed/shuriken/sword + vs undead)

saves: (9)
TOU +8/5 FORT +7 REF +10 WILL +6

Skills (18/72)
acrobatics +8
bluff +6
knowledge: arcane lore +8
intimidate +6
investigate +6
notice +6
ride +6
search +6
sense motive +6
stealth +8
survival +6

feats (32)
accurate attack, Acrobatic Bluff, all-out attack, ambidexterity, Attack Spec: stellar sword 2, Defensive Roll 3, dodge 4, Diehard, elusive target, critical strike: undead, evasion, favored enemy: undead, fearless, grappling finesse, improved block, improved initiative, improved trip, luck, Move-by Action, power attack, Quick Draw, ritualist, Takedown Attack 2, track, uncanny Dodge

Powers (17)
Device: Stellar Sword +3 (9)
- Blast "shuriken" +6 (feats: accurate, homing) [15]
- AP: Strike "sword" +2 (feat: Mighty pen 5, improved critical 2, extra: penetratng +1) {11}
Magic +3 (8)
- Healing +3 [6]*
- Leaping +4 [4]
- mirror image +1 (feat: progression 2) [6]

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

complications
enemy (Dracula, Death)
obsession (to be the best)
rivalry (Juste Belmont [as vampie hunter and for Lydie's affections))
responsibility (Lydie Erlanger [childhood freind])

costs
abilities 42 + combat 32 + saves 9 + skills 18/72 + feats 32 + powers 17 = 150 pts

:arrow: from castlevania: Harmony of Dissonence/White Night Concerto, Maxim departs from the traditional methods of the Belmont clan and instead trained himself in eastern fighting styles and magic. a bit hot-headed, Maxim is a more than capable hunter, but can be a competative jerk. to say nothing of letting his complications lead him into making one of the biggest boneheaded mistakes of the entire castlevania series
Last edited by Kreuzritter on Sun May 20, 2007 9:06 am, edited 1 time in total.
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Kreuzritter
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1020

Post by Kreuzritter » Sun Apr 01, 2007 9:17 am

Image

"You weak pathetic fools! I've come for your Souls!"

Shao Kahn

PL: 10 (150)

abilities: (46)
STR 24 DEX 16 CON 24 INT 14 WIS 16 CHA 12

Combat: (28)
+7 init, +12/8/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/8/12/12f DMG (unarmed/hellfire/hammer/soul-steal)

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

Skills (18/72)
bluff +6
concentration +6
intimidate +11
knowledge: arcane lore +11
knowledge: tactics +10
notice +8
search +6
sense motive +8

feats (22)
assessment, attack spec: hammer of Wrath, all-out attack, artificer, benefit (ruler of Outworld), chokehold, diehard, dodge 2, fearless, power attack, improved block, improved grab, improved grapple, improved overrun, improved pin, improved initiative, ritualist, startle, takedown attack 2, uncanny dodge

Powers (29)
Device: Hammer of Wrath +2 (6)
- Strike +5 (feat: Mighty, extend reach, improved critical 3) [10]
Hellfire control +8 (feats: accurate 3) (21)
- AP: Teleport +5 (feats: change direction, change velocity, easy, extra: accurate +1) [18]
- AP: drain CON "soul Steal" +12 (extra: vampiric +1, flaw: requires grapple -1) [12]
immunity +3 (age, disease) (2)

costs
abilities 46 + combat 28 + saves 7 + skills 18/72 + feats 22 + powers 29 = 150 pts

:arrow: ruler of outworld, endboss of mortal kombats 2 and 3, and physical powerhouse, Shao Kahn has quite the resume as big bad.

:arrow: given his background, i decided to play p kahn's warrior aspects, leaving the wizardry and dirty ticks to his lieutenants, and preferring to crush his enemies with brute force

:arrow: also note that this build does not acount for the Kahn's armies, as Outworld provides Kahn with potentially unlimited resources in terms of equipment, wealth and minions
Last edited by Kreuzritter on Sun May 20, 2007 9:06 am, edited 1 time in total.
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Libra
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Post by Libra » Sun Apr 01, 2007 12:06 pm

Good stuff old boy.
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

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Mike5000us
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Post by Mike5000us » Sun Apr 01, 2007 7:18 pm

OOOH SHAO KAHN, I LIKE, I LIKE!!!

I have a request. Can you stat up Genie from Aladdin and Hades from Disney's Hercules?
"Ah man, I guess I'm just going to have to kill you now!"

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