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

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

1068

Post by Kreuzritter » Wed Apr 25, 2007 7:43 pm

Image

"Don't look at Earth, look at me! THIS is what I beilieve in. I beleive in THEM!"

Animal Man

PL: 10 (150)

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

Combat: (24)
+6 init, +6 ATK, +6 DEF (+3 flat-footed)
+0/? DMG (unarmed/animal mimic)

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

Skills (11/44)
bluff +6
diplomacy +8
knowledge: earth sciences +6
notice +6
search +6
sense motive +6
survival +6

feats (6)
assessment, animal empathy, improved initiative, luck 2 track

Powers (81)
animal mimicry +9 (81)

costs
abilities 22 + combat 24 + saves 6 + skills 11/44 + feats 6 + powers 81 = 150 pts

:arrow: welcome home buddy. welcome home.
Last edited by Kreuzritter on Sun May 20, 2007 8:35 am, edited 1 time in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1069

Post by Kreuzritter » Thu Apr 26, 2007 1:48 pm

Image

Rain Killer

PL: 8 (120)

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

Combat: (24)
+7 init, +8/6 ATK, +6 DEF (+3 flat-footed)
+0/10/8 DMG (unarmed/suit/drain)

saves: (10)
TOU +10/0 FORT +4 REF +5 WILL +6

Skills (16/64)
bluff +4
computers +6
craft: electronic +6
craft: mechanical +8
drive +4
knowledge: technology +10
notice +6
search +6
sense motive +6
stealth +8

feats (10)
assessment, attack spec: drain, grappling finesse, improved grapple, improved initiative, improved pin, inventor, master plan, power attack, uncanny dodge

Powers (48)
Device: power suit +12 (48)
- Drain +8 (all powers, feat: slow fade) [34]
- AP: enhanced STR +20 {20}
- flight +3 [6]
- force feild +5 (extra: impervious +1) [10]
- Protection +5 [5]
- supersenses +1 (low-light vision) [1]
- superstrength +2 [4]

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

costs
abilities 16 + combat 24 + saves 11 + skills 16/64 + feats 10 + powers 48 - drawback 4 = 120 pts

:arrow: from Silver Age Sentinel, Rain Killer's one of their gray-area characters, in that that while ostensibly one of the good guys, she beleives in "eye for an eye" measures when doling out her beatings. thus, unlike most 'gritty' characters, she doesn't kill needlessly, but if she were to catch a serial killing super she would put him 6 feet under without hesitation.

:arrow: as you can also see, Rain Killer's MO is scarily effective, depriving them of powers and following it up with brute physical strength
Last edited by Kreuzritter on Sun May 20, 2007 8:34 am, edited 1 time in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1070

Post by Kreuzritter » Thu Apr 26, 2007 3:25 pm

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Atlas

PL: 10 (142)

abilities: (28)
STR 16/20 DEX 14 CON 36/20 INT 10 WIS 14 CHA 10

Combat: (32)
+6 init, +4/0/12/8 ATK, +2/12 DEF (+4 dodge, +0/4 flat-footed)
+5/16 DMG (unarmed/full size)

saves: (9)
TOU +/13/9/5 FORT +15/7 REF +6 WILL +5

Skills (8/32)
climb +6
intimidate +8
notice +6
search +6
sense motive +6

feats (17)
all-out attack, attack spec: unamed 2, defensive roll 4, dodge 4, fearless, improved overrun, improved initiative, interpose, power attack, startle

Powers (48)
growth +16 (48)

costs
abilities 28 + combat 32 + saves 9 + skills 8/32 + feats 17 + powers 48 = 142 pts

:arrow: another hero from liefeld's image, Atlas gets suh a cookie cutter writeup on the grounds that i have next to no ifo on him. in fact, his most memorable contribution to Brigade was dying on their first mission. a death most of the team rightfully blamed Battlestone for
Last edited by Kreuzritter on Sun May 20, 2007 8:34 am, edited 1 time in total.
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Kreuzritter
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Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1071

Post by Kreuzritter » Thu Apr 26, 2007 6:24 pm

Image

"This is America. Love it or leave it."

USAgent

PL: 10 (150)

abilities: (22)
STR 30 DEX 20 CON 30 INT 10 WIS 14 CHA 10

Combat: (32)
+9 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/10 DMG (unarmed/sheild)

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

Skills (14/56)
acrobatics +6
climb +6
drive +6
escape artist +4
intimidate +6
knowledge: tactics +6
notice +6
sense motive +4
survival +6
swim +6

feats (10)
assessment, attack focus: melee 2, defensive attack, diehard, fearless, improved block, improved initiative, power attack, takedown attack

Powers (68)
enhanced STR +14 (14)
enhanced CON +14 (14)
Device: Patriot sheild +7 (21)
- Deflect +8 (all ranged, extra: action +2) [33]
- strike +3 (feats: mighty, improved critical) {5}
- sheild +2 [2]
device: shock baton +5 (15)
- Stun +10 [20]
superstrength +2 (4)

costs
abilities 22 + combat 32 + saves 4 + skills 14/56 + feats 10 + powers 68 = 150 pts

:arrow: USAgent, aka the pro-reg Captain ameica, is the guy Gardner to cap's hal jordan. he's a thug, a brute, and a diehard repeblican, and a little bit crazy, but his heart's in the right place, and hey, he's Canada's problem now...hey!
Last edited by Kreuzritter on Sun May 20, 2007 8:33 am, edited 1 time in total.
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Beleriphon
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Location: Peterborough, ON... of Evil!

Re: 1069

Post by Beleriphon » Thu Apr 26, 2007 8:48 pm

Kreuzritter wrote: :arrow: USAgent, aka the pro-reg Captain ameica, is the guy Gardner to cap's hal jordan. he's a thug, a brute, and a diehard repeblican, and a little bit crazy, but his heart's in the right place, and hey, he's Canada's problem now...hey!
That's "eh" thank you very much. Eh.

Kreuzritter
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Post by Kreuzritter » Thu Apr 26, 2007 9:10 pm

no, hey as in "waitaminnit, that means he's our problem now. [CENSORED!]"
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Thorpacolypse
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Post by Thorpacolypse » Thu Apr 26, 2007 10:16 pm

Kreuz, how about a Neo and/or a Trinity to go with that Agent Smith form a while back?

And perhaps a Michael Corvin from Underworld?
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Wordmaker
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Post by Wordmaker » Thu Apr 26, 2007 11:56 pm

I thought "eh" too... :oops:

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

1072

Post by Kreuzritter » Fri Apr 27, 2007 5:14 am

Image

"COW-A-BUNG-A!"

Metalhead

PL: 10 (150)

abilities: (20)
STR 30 DEX 20 CON n/a INT 10 WIS 10 CHA 10

Combat: (32)
+9 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10/7 DMG (unarmed/blast)

saves: (7)
TOU +10 FORT n/a REF +7 WILL +5

Skills (9/36)
acrobatics +6
bluff +6
climb +6
notice +6
search +6
stealth +6

feats (20)
assessment, attack focus: melee 2, dodge 2, fearless, fighting style 14 (accurate attack, acrobatic bluff, all-out attack, defensive attack, elusive target, improved block, improved disarm, improved initiative, instant up, power attack, prone fighting, stunning attack, takedown attack 2)

Powers (65)
blast +7 (extra: autofire +1) (21)
immunity +30 (fort) (30)
protection +10 (10)
superstrenth +2 (4)

costs
abilities 20 + combat 32 + saves 7 + skills 9/36 + feats 20 + powers 65 = 150 pts

:arrow: from the 80's TMNT, Metalhead was originally an attempt by Shredder to destroy the turtles by programming a robot with their moves and persoalities. unfortunately for everyone involved, it kinda went insane in the process and started attacking everybody, before settling on being an ostensible good guy. powered down and tucked in the back corner of Donatello's workshop, Metalhead would be trundled out now and then to act as extra muscle, at least until it goes crazy again and attacks everybody as a result
Last edited by Kreuzritter on Sun May 20, 2007 8:33 am, edited 1 time in total.
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Libra
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Post by Libra » Fri Apr 27, 2007 7:06 am

Aaaah the joys of cartoon action hour, eh? 8)
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1073

Post by Kreuzritter » Fri Apr 27, 2007 12:08 pm

Image

"Howdy boys, you're rousted."

Roustabout

PL: 6 (90)

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

Combat: (20)
+6 init, +5 ATK, +6 DEF (+1 dodge, +2 flat-footed)
+7 DMG (unarmed)

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

Skills (8/32)
bluff +6
concentration +4
notice +6
knowledge: earth sciences +4
search +6
sense motive +6

feats (4)
all-out attack, dodge, improved initiative, power attack

Powers (23)
enhanced STR +10 (10)
flight +3 (6)
protection +1 (1)
impervious TOU +2 (2)
superstrength +2 (4)

tradeoff
+1 DMG/-1 ATK

costs
abilities 26 + combat 20 + saves 7 + skills 8/32 + feats 4 + powers 23 = 90 pts

:arrow: now, while there's plenty of ol' big-time supers over in Astro City, doesn't mean there ain't no heros elsewhere. Why, Rousty here's the resident hero a' Caplin County, and while he ain't no Samaritan 'r N-Forcer, he gets the job done just fine, ah reckon.
Last edited by Kreuzritter on Sun May 20, 2007 8:32 am, edited 1 time in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1074

Post by Kreuzritter » Fri Apr 27, 2007 2:02 pm

Image

"You tell your boss if he wants to come down here, he's gonna haveta deal with me! Tell him the name's Brown..."

"Energy" Brown

PL: 7 (105)

abilities: (26)
STR 14 DEX 16 CON 16 INT 12 WIS 14 CHA 14

Combat: (26)
+7 init, +7 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/7/7/7 DMG (unarmed/shock-punch/stun-smack/electric control)

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

Skills (13/52)
bluff +8
climb +4
diplomacy +4
drive +4
escape artist +4
gather info +4
intimidate +4
notice +6
search +4
sense motive +6
stealth +4

feats (17)
all-out attack, attractive, contacts, defensive attack, defensive roll 3, dodge 2, elusive target, improved block, improved intiative, power attack, taunt, takedown attack, well-informed

Powers (16)
electric control +7 (16)
- AP: strike +5 (feats: mighty, improved crit) [7]
- AP: stun +7 [14]

costs
abilities 26 + combat 26 + saves 7 + skills 13/52 + feats 17 + powers 16 = 105 pts

:arrow: ia quick reference to the blaxploitation era of 70's comics, "Energy" Brown is a former 'lady of ill repute' turned streetwise protector. she's only appeared a couple of panels, but it (and a handy ACPD dossier) was enough to paint a solid enough picture
Last edited by Kreuzritter on Sun May 20, 2007 8:32 am, edited 1 time in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1075

Post by Kreuzritter » Sat Apr 28, 2007 8:42 am

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"Karate is for sissies!"

Count Dante, The Deadliest Man Alive

PL: 10 (150)

abilities: (36)
STR 20 DEX 20 CON 20 INT 10 WIS 14 CHA 12

Combat: (28)
+9 init, +10/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/8/8w +2 DMG (unarmed/iron palm/dim mak + sneak attack)

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

Skills (19/76)
acrobatics +8
bluff +10
concentration +4
diplomacy +6
gather info +6
intimidate +10
knowledge: streetwise +6
notice +8
sense motive +8
sleight of hand +4
stealth +6

feats (42)
acrobatic bluff, assessment, attack focus: melee 4, defensive roll 3, diehard, dodge 4, evasion, fearsome prescence 3, fighting style: Dan-Te 22 (accurate attack, all-out attack, defensive attack, elusive target, grappling finesse, improved block, improved critical, improved disarm, improved grab, improved grapple, improved pin, improved sunder, improved thow, improved trip, instant up, power attack, sneak attack, startle, stunning attack, takedown attack 2, uncanny dodge), improved initiative, move-by action

Powers (17)
leaping +4 (4)
Death touch "dim Mak" +8 (extra: alt save-will +0) (9)
- strike "Iron palm" +3 (feat: mighty, extra: penetrating +1) [7]
supermovement +2 (slow fall, wall running) (4)

costs
abilities 36 + combat 28 + saves 8 + skills 19/76 + feats 42 + powers 17 = 150 pts

:arrow: partly inspired by Tonpa's historical heros and an entry on Writeups.org, I decided to stat up 70's martial arts maverick Count Dante, who thanks to the 'Red Ad', appeared in pretty much every single comic in the late 60's/early 70's. the real Count wasn't as impressive as the writeup suggests, but as with the Writeups entry, i decided to play up the populr 70's motif of ancient martial art mastery and gave him some powers not out of place in a wire-fu movie.

:arrow: to explain wall running, Dante doesn't lose his dodge bonus, but he does have to keep moving in order to stay on the wall. I also made his dim mak a will save to represent how it affects the victim's chi

:arrow: for campaign use, Dante's real-life history can easily be modded for a supers setting, in that he's opened up a school in Campaign City where he's teaching his students the sort of thing you do see in kung-fu movies, and certain secret orders would rather prefer he stop doing it. since Dante's a bit of a jerk, it will probably come down to violence.

:arrow: alternately, the count could be a 'dojo buster', travelling to different schools and denouncing the rigid complacency of today's martial arts, usually by crippling their master & top students.
Last edited by Kreuzritter on Sun May 20, 2007 8:31 am, edited 1 time in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1076

Post by Kreuzritter » Sat Apr 28, 2007 11:24 am

Image

Coldsnap

PL: 10 (150)

abilities: (18)
STR 36 DEX 14 CON 20 INT 12 WIS 14 CHA 10

Combat: (32)
+6 init, +7 ATK, +7 DEF (-1 size, +3 flat-footed)
+13/13 DMG (unarmed/blast)

saves: (8)
TOU +13 FORT +8 REF +4 WILL +5

Skills (9/36)
intimidate +6
knowledge: history +6
notice +6
search +6
sense motive +6
swimming +6

feats (5)
all-out attack, benefit: wealth 2, improved initiative, power attack

Powers (86)
- cold control +13 (29)
- ap: blast +13 [26]
- ap: create ice +10 [20]
- ap: trip "ice slick" +10 (extra: area-cone +0) [20]
enhanced STR +10 (10)
growth +6 (extra: continuous +1, flaw: permanent -1) (18)
immunity +6 (cold damage, extreme cold, drowning) (6)
protection +8 (extra: impervious +1) (16)
superstrength +2 (4)

drawback
vulnerable: fire/heat (very common, major) (-5)

costs
abilities 18 + combat 32 + saves 8 + skills 9/36 + feats 5 + powers 86 - drawback 5 = 150 pts

:arrow: another ill-fated member of Brigade, Coldsnap was seahawk's brother, who gained the power to control cold. unfortunately, immediately following their disstrous first mission, an ambush from the Bloodstrike team (a group of mercenaries led by battlestone's even more sociopathic brother cabbot) resulted in Coldsnap being horribly mutated when his powers went out of control. the only saving graces to his existence was the love of his brother and the love of fellow teammate Thermal. Coldsnap died trying to avenge her death, but again, the man ultimately resposible for his demise was Battlestone
Last edited by Kreuzritter on Sun May 20, 2007 8:30 am, edited 1 time in total.
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Kreuzritter
Cosmic Entity
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1077

Post by Kreuzritter » Sat Apr 28, 2007 11:57 am

Image

This looks like a job for...

Superman (Golden age)

PL: 10 (150)

abilities: (26)
STR 36 DEX 16 CON 36 INT 12 WIS 14 CHA 16

Combat: (24)
+11 init, +7/6 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+13 DMG (unarmed)

saves: (7)
TOU +13 FORT +13 REF +6 WILL +6

Skills (14/56)
bluff +6
gather info +6
investigate +4
knowledge: current events +6
knowledge: streetwise +6
notice +8
profession: Mild-mannered newspaper reporter +6
search +8
sense motive +6

feats (18)
assessment, attack focus: melee, all-out attack, contacts, diehard, dodge, evasion, fearless, improved grapple, improved intiative, interpose, luck, move-by action, power attack, quick change, takedown attack, ultimate effort (strength checks), well-informed

Powers (75)
enhanced STR +12 (12)
enhanced CON +12 (12)
immunity +6 (disease, all environmental conditions) (6)
impervious TOU +13 (13)
immovable +2 (extra: unstoppable +1) (4)
leaping +4 (4)
supersenses +8 (extended sight 2, extended hearing 2, X-ray vision) (8)
Super-Strength 6 (feat: Dynamic, bracing, countering punch) (16)
- DAP: Speed 12 (50,000 MPH)

Drawbacks: (-14)
power loss (immunity, immovable, impervious, leaping, supersenses, superstrength when exposed to Kryptonite, common) (-8)
Weakness (Kryptonite; Common, Moderate [-1 Constitution], per minute, potentially lethal) (-6)

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

complications
Enemy (Luthor)
honor
responsibility (lois Lane [girlfreind], Metropolis [turf])
secret (Clark Kent, a mild mannered newspaper reporter [identity])

costs
abilities 26 + combat 24 + saves 7 + skills 14/56 + feats 18 + powers 75 - drawbacks 14 = 150 pts

:arrow: Faster than a speeding bullet! More Powerful than a Locomotive! Able to leap tall buildings in a single bound! this strange visitor from the planet Krypton: Superman! with his amazing strength and X-ray vision, Superman fights a never ending battle for truth and Justice, disguised as Clark Kent, a mild-mannered newspaper reporter.

:arrow: as you can guess, i cribbed the basic structure from Taliesin's Smallville writeup, and from there built a pretty darn good golden age Superman, who while lacking heat vision, is now able to afford skills and feats suited to a golden age hero, using the old fleischer cartoons as a model, hencing bracing and counter-punching

:arrow: you may notice that i've actually undersold his weaknesses, in that magic isn't listed, nor is he totally helpless in the face of Kryptonite. well, the former is because around this time, Magic wasn't a concete achilles heel yet, while the latter is partly influenced by recent writing and rules of drama, allowing supes to fight on in the face of green death, even as he gets steadily weaker and loses virtually all his powers. that said, i wanted to include a cumulative STR drain in it as well, but that level of granularity isn't quite covered by the rules
Last edited by Kreuzritter on Sun May 20, 2007 8:30 am, edited 3 times in total.
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