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

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Kreuzritter
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Location: Rumble City

Post by Kreuzritter » Fri Apr 20, 2007 5:38 am

Beleriphon wrote:Neato. The Chief is still cooler, he gets to hang out it Cortana.
yeah, but 458 gets the girl
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1052

Post by Kreuzritter » Fri Apr 20, 2007 12:29 pm

Image

Ryu Hayabusa

PL: 10 (150)

abilities: (38)
STR 20 DEX 24 CON 20 INT 10 WIS 14 CHA 10

Combat: (32)
+11 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/5/8/8 DMG (unarmed/fie wheel/Dragon Sword/fire wheel)

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

Skills (18/72)
acrobatics +10
bluff +6
climb +6
Concentration +6
Intimidate +8
notice +8
search +6
sense motive +8
Stealth +8
survival +6

feats (27)
assessment, attack spec: sword, attack focus: melee 2, dodge focus 4, defensive roll 3, evasion, fighting style: Kenjutsu 12 (acrobatic bluff, all-out attack, defensive attack, grappling finesse, improved critical-sword, improved block, improved disarm, improved initiative, improved trip, quick draw, takedown attack 2), hide in plain sight, move-by action, uncanny dodge

Powers (27)
Device: Dragon Sword +2 (6)
- Strike +3 (feats: mighty, affects insubantial 2, improved crit, extra: penetrating +1) [10]
Elemental aura "Invincible Fire Wheel" +5 (21)
- AP: Blast "Art of the fire Wheel" +8 (feats: accurate, affects insubstantial 2, improved crit) [20]

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

compliations
enemy (Jaquio, Ashtar, Clancy, Foster, Murai, DOATEC)
honor
responsibility (Irene [fiancee], Kasumi, Clan Hayabusa)
rivalry (mugen-tenshin mon ninja)
secret (identity)

costs
abilities 38 + combat 32 + saves 8 + skills 18/72 + feats 27 + powers 27 = 150 pts

:arrow: Ryu Hayabusa, famed NES icon was doomed to nostalgic obscurity had he not been added to the cast of Dead or Alive.

:arrow: anyway, i decided to balance both the NES and the X-box versions, giving hm the dread fire wheel attacks, but a capable enough combatant that he can take his foes apart bare-handed if need be.
Last edited by Kreuzritter on Sun May 20, 2007 8:43 am, edited 1 time in total.
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The Kricket Kid
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Post by The Kricket Kid » Fri Apr 20, 2007 12:33 pm

Kreuzritter wrote:
Beleriphon wrote:Neato. The Chief is still cooler, he gets to hang out it Cortana.
yeah, but 458 gets the girl
Doesn't Matter, the Chief is the CHIEF, therefor he is cooler, i mean come on he blew up a planet.

Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1053

Post by Kreuzritter » Fri Apr 20, 2007 2:10 pm

Image

*maniacal laughter*

Keizer X

PL: 10 (150)

abilities: (52)
STR 20 DEX 24 CON 24 INT 16 WIS 14 CHA 14

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

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

Skills (21/84)
acrobatics +10
bluff +8
computers +6
concentration +6
diplomacy +8
intimidate +8
knowledge: tactics +6
knowledge: technology +8
notice +6
pilot +4
search +6
sense motive +8

feats (12)
assessment, acrobatic bluff, all-out attack, attack spec: gravity beam, diehard, dodge 2, evasion, improved initiative, master plan, power attack, uncanny dodge

Powers (29)
Telekinesis +10 (22)
- AP: blast "gravity beam" +10 [20]
- AP: mind control +10 (feat: mental link, extra: conscious +1, flaw: mutants only -1) [20]
leaping +4 (4)
protection +3 (3)

costs
abilities 52 + combat 32 + saves 4 + skills 21/84 + feats 12 + powers 29 = 150 pts

:arrow: the bad guy from godzilla: Final wars, Keizer X was the starscream to the Xillian Controller's megatron, wanting to conquer earth through brute force and an army of giant monsters rather than deception. when the Xillian's plot was exposed, X seized his chance, killed his boss, and declared war upon humanity.

:arrow: incidently, X's title of Keizer stems from being of a higher-evolved Xillian, granting him telekinesis and the ability to mentally command anything with an M-base gene (read: mutants).
Last edited by Kreuzritter on Sun May 20, 2007 8:43 am, edited 1 time in total.
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Kreuzritter
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Location: Rumble City

1054

Post by Kreuzritter » Fri Apr 20, 2007 2:44 pm

Image

"I'm on my way."

Sky Captain

PL: 7 (105)

abilities: (24)
STR 14 DEX 18 CON 16 INT 12 WIS 14 CHA 10

Combat: (24)
+8 init, +8/6 ATK, +6 DEF (+3 flat-footed)
+2/4 DMG (unarmed/pistol)

saves: (7)
TOU +5/4/3 FORT +5 REF +6 WILL +5

Skills (21/84)
bluff +6
climb +4
concentration +6
craft: mechanical +6
diplomacy +6
drive +2
gather info +6
knowledge: technology +4
knowledge: tactics +6
medicine +2
notice +6
pilot +10
profession: pilot +6
search +6
sense motive +6
swim +2

feats (29)
all-out attack, assessment, attack focus: range, combat pilot 4, connected, defensive roll, elusive target, equipment 13, evasion, improved block, improved initiative, luck, power attack, well-informed

Equipment [65]
Prop Fighter (feature: AP-Swimming) [56]
heavy pistol +4 [8]
heavy jacket +1 [1]

complications
enemy (Dr. Tottenkopf, Schwarzfrau)
reputation (mercenary)
responsibility (polly perkins)

costs
abilities 24 + combat 24 + saves 7 + skills 21/84 + feats 30 = 105 pts

:arrow: Joe Sullivan, better known as Sky Captain, is your classic pulp hero. unflapple, dashing, and a firm drinker of milk. why, i'm surprised nobody's thought to team him up with the Rocketeer or other such heros of the bygone era

:arrow: as you might expect, Sky Captain's meant to be at his best behind the controls of his plane, but as the particulars of vehicle combat are still a touch beyond me, i'm not goingto figure out how that works just now
Last edited by Kreuzritter on Sun May 20, 2007 8:42 am, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Fri Apr 20, 2007 6:11 pm

Kreuzritter wrote:Image

You are safe on our watch. We are the heros

The American Sentinel

PL: 12 (234)

abilities: (42)
STR 34 DEX 14 CON 34 INT 16 WIS 20 CHA 24

Combat: (40)
+6 init, +10 ATK, +10 DEF (+5 flat-footed)
+12 DMG ()

saves: (11)
TOU +12 FORT +12 REF +10 WILL +7

Skills (20/60)
Acrobatics +4
Diplomacy +6
Intimidate +6
knowledge: history +6
Knowledge (tactics) +8
Notice +8
pilot +6
Profession (soldier) +6
medicine +4
Survival +6

feats (13)
accurate attack, assessment, benefit (wealth 6), improved initiative, improved aim, interpose, power attack, precise shot

Powers (128)
disintegration "atomic thunder" +10 (extra: area-line +1, penetrating +1flaws: action -1, distracting -1, uses -1) (34)
- ap: radiation control "atomic fire" +10 (extra: penetrating +1) [30]
- ap: blast "atomic gaze" +8 (accurate, precise, autofire +1) [26]
- ap: enhanced STR +20 [20]
- ap: healing +5 (extra: total) [15]
Enhanced CON +20 (20)
flight +7 (14)
immunity +10 (life support, age) (10)
impervious toughness +12 (12)
supersenses (extended sight/hearing, infravision, ultravision, x-ray vision) (8)
superstrength +15 (30)

drawback (-9)
power loss (all powers in extreme cold, major, uncommon) (-3)
vulnerable (cold attacks, moderate, common) (-3)
weakness (- 100 c temperature or lower, major, uncommon) (-3)

complications
enemy: kreuzritter
fame
responsibility (guard spokesman)
rivalry (muzhik)

costs
abilities 42 + combat 40 + saves 11 + skills 20/60 + feats 13 + powers 128 - drawback 9 = 234 pts

:arrow: sweet jeebus i knew this was gonna be ugly, especially since I don't have my copy of the SAS rules anymore (I failed to heed the advice of adama, let's leave it at that)

:arrow: yeah, big time paragon/energy controller, supes meets captain america mentality
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Kreuzritter
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Location: Rumble City

1055

Post by Kreuzritter » Fri Apr 20, 2007 7:07 pm

Image

"I eat green berets for breakfast. And right now I'm very hungry."

Col. John Matrix

PL: 10 (150)

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

Combat: (32)
+7 init, +12/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+7/8/4/5/5/5/10 +3 DMG (unarmed/knife/pistol/grenade/rifle/shotgun/rocket + vs. soldiers)

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

Skills (27/108)
bluff +6
climb +8
demolitions +8
disable device +6
gather info +6
intimidate +10
knowledge: tactics +8
notice +10
profession: soldier +8
search +8
sense motive +8
survival +10
stealth +6
swim +6

feats (36)
accurate attack, all-out attack, attack focus: range 4, beginner's luck, chokehold, dodge 5, diehard, evasion, equipment 6, favored enemy: soldiers 3, fearless, improved block, improved disarm, improved grapple, improved initiative, improved trip, jack of all trades, move-by action, power attack, takedown attack 2, uncanny dodge

Powers (7)
supersenses +3 (danger sense, scent, track) (3)
superstrength +2 (4)

equipment
binoculars [1]
Arsenal [29]
rocket launcher +10 [22]
frag grenade +5 [15]
assault rilfe +5 [16]
heavy pistol +4 [8]
shotgun +5 [11]
knife +1 (feats: mighty, thrown, improved crit) [4]

tradeoffs
+2 ATK/-2 DMG
+3 DEF/-3 TOU

complications
enemy (Bennet, General Arius)
responsibility (Jenny [daughter])
secret (ex-commando)

costs
abilities 38 + combat 32 + saves 10 + skills 27/108 + feats 36 + powers 7 = 150 pts

:arrow: Arnold's first starring role, John matrix set the trend for just about all the paramilitary-type action heros that take on entire south american armies withonly a machine gun and fatigue pants
Last edited by Kreuzritter on Sun May 20, 2007 8:42 am, edited 1 time in total.
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Kreuzritter
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Location: Rumble City

1056

Post by Kreuzritter » Sat Apr 21, 2007 6:29 am

Image

"There is no honor in fighting cowards."

Talos the untamed

PL: 10 (150)

abilities: (40)
STR 26 DEX 16 CON 24 INT 10 WIS 14 CHA 10

Combat: (32)
+7 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+8/12 DMG (unarmed/axe)

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

Skills (20/80)
Bluff +8
computers +6
gather info +6
intimidate +10
knowledge: technology +6
language: english, Kree, Shiar, galstandard (native: skrull)
knowledge: tactics +6
pilot +8
notice +8
search +6
sense motive +6
stealth +6

feats (20)
all-out attack, assessment, diehard, dodge 2, endurance, fearless, improved grab, improved grapple, improved pin, improved block, improved initiative, improved overrun, improved throw, improved trip, power attack, takedown attack 2, startle, uncanny dodge

Powers (29)
Device: Atomic Axe +2 (6)
- Strike +4 (feats: mighty, improved crit., extra: penetrating +1) [10]
Impervious TOU +7 (7)
penetrating STR +5 (5)
protection +3 (3)
superstrength +4 (8)

costs
abilities 40 + combat 32 + saves 9 + skills 20/80 + feats 20 + powers 29 = 150 pts

:arrow: a one-time foe of the Hulk, unlike most enemies Talos really did consider their fight to be a creative form of suicide, having been disgraced years ago for being a prisoner of war, and felt that death from a worthy foe would bring him some grudging respect. To the surprise of the crew and talos, the fight ended with Hulk begging for his misbegotten life, and thus "the Tamed" became Talos the Untamed.

:arrow: oh, you're wondering where the standard package is? Talos is a genetic freak, born without that power. hence why he's designed to be an in-your-face wrecking machine instead of the typical ambush-happy skrull.
Last edited by Kreuzritter on Sun May 20, 2007 8:41 am, edited 1 time in total.
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Kreuzritter
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Location: Rumble City

1057

Post by Kreuzritter » Sat Apr 21, 2007 7:15 am

Image

Captain Mar-Vell

PL: 10 (150)

abilities: (32)
STR 20 DEX 18 CON 20 INT 10 WIS 14 CHA 10

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

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

Skills (21/84)
Bluff +6
computers +6
diplomacy +6
gather info +6
intimidate +6
investigate +6
knowledge: technology +6
language: english, skrull, Shiar, galstandard (native: Kree)
knowledge: tactics +6
pilot +6
notice +6
search +6
sense motive +8
stealth +6

feats (22)
accurate attack, all-out attack, assessment, attack focus: range 4, defensive attack, dodge 4, elusive target, evasion, fearless, improved aim, improved initiative, move-by action, power attack, precise shot 2, uncanny dodge

Powers (33)
device: uni-beam pistol +5 (15)
- Blast +8 (extra: autofire +1) [25]
- blast +8 (extra: penetrating +1) {24}
device: Kree battle-uniform +4 (16)
- flight "jetbelt" +4 [8]
- immunity +9 (life support) [9]
- protection +3 [3]
superstrength +1 (2)

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

costs
abilities 32 + combat 32 + saves 10 + skills 21/84 + feats 22 + powers 33 = 150 pts

:arrow: Captain Mar-vell's undergone several changes over the years, so while everybody goes after his later years, i felt like looking back at his early days when he was florida's resident hero/alien spy at cape canaveral
Last edited by Kreuzritter on Sun May 20, 2007 8:41 am, edited 2 times in total.
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Beleriphon
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Re: 1052

Post by Beleriphon » Sat Apr 21, 2007 12:14 pm

Kreuzritter wrote: :arrow: as you might expect, Sky Captain's meant to be at his best behind the controls of his plane, but as the particulars of vehicle combat are still a touch beyond me, i'm not goingto figure out how that works just now
I think that they're a touch beyond everybody since they don't really exist. It got bad enough that I considered making vehicle combat rules just so I could do stats for the pilots from Battlestar Galactica.

kerianvalentine
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Post by kerianvalentine » Sat Apr 21, 2007 5:54 pm

[OOC]

A general rule of thumb I use for Vehicle Combat:

Move Actions occur the same way as a normal fight. In the case of air and space, they can also go diagonally up and down - limit or expand upon this based on propulsion.

Standard Actions work the same way, but also include Pilot Maneuvers. Basically, the Pilots/Drivers roll contested dice, using the Pilot skill (if they have it) or a Dex check. The person who started the Maneuver [A] gets a bonus to Defense for each point his roll has over the other guy's.

Basically, if Joe Sullivan rolls a 10 - getting a 16 - and Expenda Bill rolls a 5 - getting a 10 - Joe has a +6 to his defense for the next round.

However, if [A] rolls lower than , gets a bonus to his attack, because he's outmaneuvered [A]. It's a gamble, but it works.

Generally, it works. You have to sacrifice a round to attack, obviously, but that's why you try and get behind the guy with a Maneuver - so he has to take a round to Maneuver and hit you.

It works with Driving, too - you just think of it as the guy speeding up or slowing down instead of flip-flying all over.

[/OOC]

Kreuzritter
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Location: Rumble City

1058

Post by Kreuzritter » Sat Apr 21, 2007 8:14 pm

Image

"All right, you primitive screwheads, listen up! You see this? This... is my BOOMSTICK! It's a 12 gauge double barreled Remington, S-mart's top of the line... you can find this in the sporting goods department... that's right, this sweet baby was made in Grand Rapids, Michigan, retails for about $109.95, got a walnut stock, cobalt blue steel, and a hair trigger. Shop smart, shop...S-mart. YOU GOT THAT?!"

Ash

PL: 7 (105)

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

Combat: (26)
+6 init, +7 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/6/6 +1 DMG (unarmed/chainsaw/boomstick + vs. undead)

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

Skills (10/40)
bluff +8
craft: mechanical +4
drive +4
intimidate +4
knowledge: arcane lore +4
notice +6
search +4
sense motive +6

feats (30)
all-out attack, assessment, attractive, beginner's luck, critical strike: undead, defensive roll 3, diehard, distract: bluff, dodge 2, equipment 4, evasion, fascinate: bluff, favored enemy: undead, improved defense, improved initiative, inventor, luck 3, power attack, precise shot, takedown attack, taunt, ultimate taunt

Powers (7)
strike "chainsaw" +4 (feats: mighty, improved crit. 2) (7)

equipment
mid-size car [7]
sawed-off shotgun +6 [13]

drawback
disability (one hand) (-4)

tradeoff
+1 DEF/-1 TOU

complications
accident
addiction (sex)
enemy (Evil Ash, Necronomicon, deadites)
reputation (insane idiot)
responsibility (save the babe)

costs
abilities 24 + combat 26 + saves 12 + skills 10/40 + feats 30 + powers 7 - drawback 4 = 105 pts

:arrow: the man. the legend. no words need be said, other than that the only reason i used the above picture instead of the AoD film poster was that it's when he gives that quote
Last edited by Kreuzritter on Sun May 20, 2007 8:40 am, edited 1 time in total.
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hero4hire
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Re: 1055

Post by hero4hire » Sun Apr 22, 2007 1:38 am

Kewl! One of my all time favs. I did a lot of research on his early appearences since I was going to play the Early Incarnation in a PbP game. In those early issues he has a Jetbelt that gave him limited flight (almost essentially Leaping). Also his Energy Pistol was called a "Uni-Beam Weapon" not a Plasgun. :)
Kreuzritter wrote:Image

Captain Mar-Vell

PL: 10 (150)

abilities: (32)
STR 20 DEX 18 CON 20 INT 10 WIS 14 CHA 10

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

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

Skills (21/84)
Bluff +6
computers +6
diplomacy +6
gather info +6
intimidate +6
investigate +6
knowledge: technology +6
language: english, skrull, Shiar, galstandard (native: Kree)
knowledge: tactics +6
pilot +6
notice +6
search +6
sense motive +8
stealth +6

feats (22)
accurate attack, all-out attack, assessment, attack focus: range 4, defensive attack, dodge 4, elusive target, evasion, fearless, improved aim, improved initiative, move-by action, power attack, precise shot 2, uncanny dodge

Powers (33)
device: Plasgun +5 (15)
- Blast +8 (extra: autofire +1) [25]
- blast +8 (extra: penetrating +1) {24}
device: Kree battle-uniform +4 (16)
- flight +4 [8]
- immunity +9 (life support) [9]
- protection +3 [3]
superstrength +1 (2)

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

costs
abilities 32 + combat 32 + saves 10 + skills 21/84 + feats 22 + powers 33 = 150 pts

:arrow: Captain Mar-vell's undergone several changes over the years, so while everybody goes after his later years, i felt like looking back at his early days when he was florida's resident hero/alien spy at cape canaveral

Libra
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Post by Libra » Sun Apr 22, 2007 4:44 am

I can remain silent no longer!

JOHN MATRIX VS RAMBO!

You know you want to. . . :twisted:
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.

Kreuzritter
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Re: 1055

Post by Kreuzritter » Sun Apr 22, 2007 5:06 am

hero4hire wrote:Kewl! One of my all time favs. I did a lot of research on his early appearences since I was going to play the Early Incarnation in a PbP game. In those early issues he has a Jetbelt that gave him limited flight (almost essentially Leaping). Also his Energy Pistol was called a "Uni-Beam Weapon" not a Plasgun. :)
thank you. the main diffilculty was that i hadnone of his early books to work from, and every resource i consulted focussed on after he got the nega-bands
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