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

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Kreuzritter
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1219

Post by Kreuzritter » Wed Jul 11, 2007 5:14 pm

Image

D-Man

PL: 8 (120)

abilities: (28)
STR 30 DEX 16 CON 30 INT 10 WIS 12 CHA 12

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

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

Skills (18/72)
Bluff +8
climb +6
escape artist +6
gather info +4
intimidate +8
knowledge: streetwise +6
perform: wrestler +6
search +6
survival +8
sense motive +6
stealth +4
swim +4

feats (12)
assessment, all-out attack, chokehold, defensive attack, diehard, improved block, improved grab, improved grapple, improved initiative, improved pin, startle, taunt

Powers (30)
Enhanced STR +12 (12)
Enhanced STR +12 (12)
superstrength +3 (6)

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

complications
affliction (heart condition)
honor
prejudice (Homeless)
responsibility (Zerotown, Captain America)

costs
abilities 28 + combat 24 + saves 8 + skills 18/72 + feats 12 + powers 30 = 120 pts

:arrow: Not every hero who found their niche in the Iron Age was grim and gritty. such was the case with D-Man. introduced in the 80's as part of a super-powered wrestling company, Dennis "Demolition Man" Dunphy helped Captain America expose it's internal corrpution and letter became one of his most trusted allies. so trusted in fact, that when the Avengers disbanded in the wake of the 'dr. druid' fiasco, Cap made D-man an avenger when he started rebuilding the team. later that day, D-man was thought KIA, but he in fact survived, and after wandering with amnesia for awhile, wound up the leader and protector of Zerotown, a hidden community of the homeless and dispossessed. so, in his own way, D-man's a bigger hero than all those other guys, since he really does stand up for those everyone else has cast aside

:arrow: and, for the record, D-man's suit is patterned ater daredevil, not wolverine
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Kreuzritter
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1220

Post by Kreuzritter » Wed Jul 11, 2007 7:11 pm

Image

Whizzer

PL: 8 (120)

abilities: (26)
STR 14 DEX 20 CON 16 INT 10 WIS 14 CHA 12

Combat: (24)
+29 init, +6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+2/6 DMG (unarmed/strike)

saves: (9)
TOU +6/3 FORT +5 REF +7 WILL +6

Skills (11/44)
bluff +6
escape artist +4
gather info +6
investigate +4
intimidate +6
notice +6
search +6
sense motive +6

feats (16)
all-out attack, attack focus: melee 4, defensive roll 3, dodge 4, evasion, fast overrun, move by action, power attack

Powers (34)
superspeed +6 (feats: wall run, water run [free], rapid attack, takeaway, strike) (34)

costs
abilities 26 + combat 24 + saves 9 + skills 11/44 + feats 16 + powers 34 = 120 pts

:arrow: from the golden age of marvel, Whizzer's name comes from the sound he makes at superspeed, rather than the more vulgar meaning we know today.

:arrow: Whizzer's also referred to in M&M golden age, since he's the textbook example of goofy origins, as he got his powers from being injected with mongoose blood as a treatment for a cobra bite.

:arrow: As for being an avenger, Whizzer's one of the few heros who's spot on the roster was intended to keep him out of trouble, since he'd gotten fairly old by then but insisted on doing his part when possible. this build, as you can guess, reps Whizzer in his prime
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Wordmaker
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Post by Wordmaker » Wed Jul 11, 2007 11:41 pm

Those have to be two of the funniest characters I've seen. The fact that they're actual Marvel creations makes it even better.

Bravo
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Re: 1220

Post by Bravo » Thu Jul 12, 2007 12:28 am

Kreuzritter wrote:Image

Whizzer
~SNIP~
:arrow: from the golden age of marvel, Whizzer's name comes from the sound he makes at superspeed, rather than the more vulgar meaning we know today.
Yeah but really! A guy dressed all in yellow calling himself the Whizzer! You just have to love the Golden Age! At last he scored Miss America!
Bravo

FELINE FURY: What's the point of having a name and a costume if you don't have an action figure?

Kreuzritter
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1221

Post by Kreuzritter » Thu Jul 12, 2007 5:57 am

Image

War Machine

PL: 10 (150)

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

Combat: (32)
+6 init, +12/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/7/8/8/8/12 DMG (unarmed/suit/gauntlet/gatling/missile/laser blade)

saves: (11)
TOU +10/3 FORT +6 REF +6 WILL +6

Skills (17/68)
bluff +4
climb +6
disable device +4
intimidate +8
knowledge: tactics +8
knowledge: technology +4
pilot +6
notice +8
search +6
sense motive +8
survival +6

feats (14)
all-out attack, assessment, ATK focus: range 4, defensive attack, diehard, dodge 2, improved initiative, move-by action, power attack, uncanny dodge

Powers (60)
Device: War Machine Armor +15 (60)
- Blast "mirco-missile array" +8 (extra: target area-burst +1) [27]
- AP: Blast "autocannon" +8 (extra: autofire +1) {24}
- AP: blast "gauntlet guns" +8 (extra: penetrating +1) {24}
- AP: strike "Laser Blade" +5 (feat: mighty, improved crit, extra: penetrating +1) {12}
- enhanced STR +8 [8]
- flight +3 [6]
- immunity +9 (life support) [9]
- Protection +7 (extra: impervious +1) [14]
- supersenses +5 (direction sense, distance sense, darkvision, radio) [4]
- superstrength +3 [6]

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

costs
abilities 20 + combat 32 + saves 11 + skills 17/68 + feats 14 + powers 60 - drawback 4 = 150 pts

:arrow: continuing the current theme of former avengers, War Machine is built to kick butt and take names
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SolomonBundy
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Re: Former Avengers

Post by SolomonBundy » Thu Jul 12, 2007 6:27 am

Not to sound stupid or anything,

But when you are doing the former Avengers are you also doing the sub groups.

I'm just curious if you are limiting yourself to just the Avengers, or the Avengers West Coast, Force Works, Great Lakes Avengers, and the Young Avengers.

Also if you have done most of these characters already I apologize for not having notice.

Well, can't wait to see the Avengers, after all i'm working on a campaign where the heroes go through the setting of Lockdown, only to have the shunt occur, they manage to fix the shunt engines to get out of the dark world but wind up in the Marvel universe instead. Just a big way to change the campaign up a bit.

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Kreuzritter
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Post by Kreuzritter » Thu Jul 12, 2007 6:39 am

well, for starters, everyone who made the mistake of being on FW is already statted up

second, everyone who's been a proper avenger is getting a writeup. in the interests of keeping the to-do list manageable, this excludes the Great Lakes Initiative (i've waffled on this a few times, but ultimately they aren't on the list) and the young avengers.

the full list of who i'm counting is on the previous page
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Kreuzritter
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1222

Post by Kreuzritter » Thu Jul 12, 2007 7:20 am

Image

Alpha Centurion

PL: 10 (150)

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

Combat: (24)
+6 init, +8/6 ATK, +10 DEF (+4 sheild, +3 flat-footed)
+3/7/12 DMG (unarmed/suit/laserblade)

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

Skills (16/64)
bluff +4
craft: electronic +6
disable device +6
Diplomacy +6
intimidate +8
knowledge: current events +4
knowledge: technology +6
pilot +6
notice +6
search +6
sense motive +6

feats (28)
assessment, attack spec: laserblade, all-out attack, Equipment 18, diehard, fearless, improved initative, move-by action, power attack, uncanny dodge, takedown attack

Powers (52)
Device: alien armor +13 (52)
- enhanced STR +8 [8]
- flight +4 [8]
- Immunity +9 (life support) [9]
- Protection +7 (extra: impervious +1) [14]
- Sheild +4 [4]
- Strike "laserblade"+5 (feats: mighty, improved crit, extra: penetrating +1) [12]
- superstrength +5 [10]

equipment
Pax Romana starship (per instant superheroes, p38) [90]

drawback
normal identity (full round) (-4)

tradeoff
+2 DMG/-2 ATK

costs
abilities 24 + combat 24 + saves 10 + skills 16/64 + feats 28 + powers 52 = 150 pts

:arrow: a short-lived 90's DC hero, the Alpha Centurion was a roman legionaire who was abducted by aliens, and eventually returned to earth (it's presumed the alien superscience or relativistic physics kept him hale and healthy, and not any inherent power on AC's part). at any rate, after setting up shop in Metropolis and a stint as feild commander of Lexcorp's Team Luthor, Alpha-Centurion moved to Washington DC once he found out they'd been using him.

:arrow: designwise, AC's a mix of the alien star captain and mystic knight archetypes from instant superheros, thus creating a different take on a paragon hero
Last edited by Kreuzritter on Thu Jul 12, 2007 8:25 am, edited 2 times in total.
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Wordmaker
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Post by Wordmaker » Thu Jul 12, 2007 7:32 am

Looks like a very nicely playable build there. I like interesting variations on the Paragon archetype.

Servitor_2152
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Post by Servitor_2152 » Thu Jul 12, 2007 8:22 am

Alpha Centurion?

Gotta love any comic book character who clearly started life as a bit of bad wordplay. :wink:
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Kreuzritter
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Location: Rumble City

1223

Post by Kreuzritter » Thu Jul 12, 2007 8:54 am

Image

Kriegaffe

PL: 10 (150)

abilities: (28)
STR 34 DEX 20 CON 24 INT 12 WIS 14 CHA 10

Combat: (32)
+9 init, +8/6 ATK, +6 DEF (-2 size, +2 dodge, +3 flat-footed)
+12 DMG (unarmed)

saves: (12)
TOU +12 FORT +13 REF +7 WILL +6

Skills (17/68)
climb +8
craft: chemical +6
craft: mechanical +6
intimidate +6
knowledge: physical sciences +6
knowledge: technology +6
medicine +4
notice +8
search +6
sense motive +6
survival +6

feats (19)
ambidexterity, all-out attack, assessment, atk focus: melee 2, chokehold, diehard, fast overrun, fearsome prescence 2, improved grapple, improved initiative, improved overrun, dodge 2, interpose, power attack, takedown attack, uncanny dodge

Powers (42)
additional limbs +2 (prehensile feet) (2)
Growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +3 (age, disease, poison) (3)
protection +5 (extra: impervious +1) (10)
supersenses +3 (low-light vision, scent, track) (3)
superstrength +1 (2)

costs
abilities 28 + combat 32 + saves 12 + skills 17/68 + feats 19 + powers 42 = 150 pts

:arrow: from the pages of Dark Horse Comics, Kreigaffe is the supposedly loyal bodyguard and enforcer of the head of Hermann Von Klempt, a former nazi mad scientist. being nazis that dabble in Things Man Was Not Meant To Know, they regularly got the sauerkraut beaten out of them by Hellboy, until they were both finally destroyed during the "Conqueror Worm" incident

:arrow: this build, incidently, is modelled off of Kreigaffe #9, who develeoped intelligence and his own scientific acumen. earlier and subsequent kreigaffes are mindless brutes, and thus have no science skills and int scores ranging from 8 to 2
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Kreuzritter
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1224

Post by Kreuzritter » Thu Jul 12, 2007 11:28 am

Image

Edwin Jarvis

PL: 3 (60)

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

Combat: (8)
+0 init, +2 ATK, +2 DEF (+1 flat-footed)
+0 DMG (unarmed)

saves: (2)
TOU +0 FORT +0 REF +0 WILL +6

Skills (11/44)
bluff +4
diplomacy +6
knowledge: history +8
knowledge: current events +6
notice +6
profession: Butler +8
sense motive +6

feats (8)
inspire, benefit (status), connected, defensive attack, jack of all trades, beginner's luck, luck, power attack

costs
abilities 16 + combat 8 + saves 2 + skills 11/44 + feats 8 = 45 pts

:arrow: After Jeeves and Alfred, there's comes Jarvis as the most awesome Butler in history. he alone has the thankless task of cleaning up Avengers Mansion, keeping the team fed, and otherwise overseeing the team's day-to-day matters (well, as mundane as overseeing the mansion's top floor being retrofitted as a hangar bay can get, anyway.)

:arrow: I also gave Jarvis some combat ability, as he has from time to time been pressed into fisticuffs, including an instance where he had to fend off a demonic VW Bug.
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Kreuzritter
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1225

Post by Kreuzritter » Thu Jul 12, 2007 12:10 pm

Image

"You disappoint me, sir. I'd thought you a danger, but now I see you're just another moron."

Conquistador

PL: 10 (150)

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

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

saves: (9)
TOU +10/7/2 FORT +6 REF +5 WILL +6

Skills (21/84)
bluff +6
disable device +6
escape artist +6
gather info +8
intimidate +6
investigate +6
knowledge: business +4
knowledge: current events +6
knowledge: streetwise +8
knowledge: technology +4
notice +6
search +6
sense motive +6
stealth +6

feats (26)
all-out attack, attractive, benefit 2 (wealth 2), contacts, defensive attack, defensive roll 3, diehard, dodge 2, elusive target, equipment 4, improved block, improved initiative, improved trip, move-by action, master plan, power attack, takedown attack, taunt, well-informed

Powers (36)
Device: Battlesuit +9 (36)
- Blast +10 (feat: accurate) [22]
- AP: enhanced STR +20 {20}
- flight +2 [4]
- immunity +5 (electric damage) [5]
- protection +5 (extra: impervious +1) [10]
- superstrength +3 [4]

drawback
normal identity (full round) (-4)

equipment
urban fortress [18]

costs
abilities 30 + combat 32 + saves 9 + skills 21/84 + feats 26 + powers 36 - drawback 4 = 150 pts

:arrow: the main villain of Astro City's "Tarnished Angel" storyarc, th Conquistador's full profile would spoil the plot, so I'll just say that ultimately, while he's got a big plan and will go to great lengths to achive it, when the dust clears, he's more to be pitied than anything else
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Post by kerianvalentine » Thu Jul 12, 2007 12:41 pm

After Jeeves and Alfred, there's comes Jarvis as the most awesome Butler in history.
Jeeves, Alfred, Walter, and then Jarvis. ;)

I'm considering paying 3 PP for a Jarvis myself! Nice work.

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Post by Dreaming Psion » Thu Jul 12, 2007 3:31 pm

kerianvalentine wrote:
After Jeeves and Alfred, there's comes Jarvis as the most awesome Butler in history.
Jeeves, Alfred, Walter, and then Jarvis. ;)

I'm considering paying 3 PP for a Jarvis myself! Nice work.
What about Freakazoid's Professor Jones? Don't forget about him, or else he will say, "You Ninny!"

Jarvis looks pretty nifty.
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