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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Asylum20
Henchman
Henchman
Posts: 213
Joined: Sun Aug 29, 2004 11:17 am

Re: 516

Post by Asylum20 » Sun Jul 15, 2007 11:54 am

Kreuzritter wrote:Image

There are no good robots or bad robots, only dead robots!

Circuit Breaker

PL: 10 (150)

abilities: (25)
STR 10 DEX 16 CON 14 INT 20 WIS 16 CHA 9

Combat: (18)
+7 init, +8/3 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/10/12 DMG (unarmed/magnetic control/electric control)

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

Skills (23/92)
bluff +5
computers +10
craft: electronic +10
diplomacy +5
disable device +10
gather info +4
intimidate +6
knowledge: technology +10
medicine +6
notice +6
profession: engineer +8
notice +6
sense motive +6

feats (14)
attack focus: range 5, dodge focus 4, fearless, improved initiative, inventor, move by action, startle

Powers (61)
electrical control +12 (26)
- ap: datalink +3 (extra: machine control +1) [6]
- ap: magnetic control +10 [20]
flight +5 (10)
force feild +8 (extra: impervious +1, extra: linked-immunity +9 [life support]) (25)

costs
abilities 25 + combat 18 + saves 10 + skills 23/92 + feats 14 + powers 61 = 150 pts

:arrow: for those unfamiliar with the character, Circuit breaker was introduced in marvel's transformers comic back in the 80's, to act as a wildcard in the autobot/decpticon fighting on earth, seeing as she hates both sides with equal passion

:arrow: to make circuit breaker, I started with tech-minded skills (CB designed her cyber-implants), then mixed appropriate of hellqueen (similar mindset) and captain thunder (very similar powers)
Close to a year later, I have a comment. :lol:

First, thank you for the Circuit Breaker write-up -- she's one of the little known gems from the Transformers comic series.

However, isn't Josie paralyzed when she's not wearing her suit?

Kreuzritter
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Post by Kreuzritter » Sun Jul 15, 2007 11:57 am

true, she can apply for the normal identity drawback
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tylrlsaa
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Re: 1231

Post by tylrlsaa » Sun Jul 15, 2007 1:07 pm

Kreuzritter wrote:Image

Captain Ultra
Surprisingly nice picture. Not nearly as bad a costume as the one in the comics. Speaking of which , IIRC Ultra also had 'penetrating vision' (or some such name), essentialy X-ray vision. I take it that this build is based off some cartoon version of Cap U, instead of the comic version?
There are three kinds of lies.
Lies, damned lies, and statistics.

-Mark Twain

Kreuzritter
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Re: 1231

Post by Kreuzritter » Sun Jul 15, 2007 4:05 pm

Kreuzritter wrote:Image

Captain Ultra

PL: 7 (105)

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

Combat: (16)
+4 init, +4 ATK, +4 DEF (+2 flat-footed)
+10/8 DMG (unarmed/blast)

saves: (9)
TOU +10 FORT +10 REF +4 WILL +5

Skills (5/20)
bluff +6
notice +4
profession: stand-up comic +4
sense motive +6

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

Powers (66)
blast +8 (17)
- AP: supersenses +4 (x-ray vision) [4]
Enhanced STR +16 (16)
Enhanced CON +16 (16)
flight +3 (6)
impervious TOU +5 (5)
superstrength +3 (6)

drawback (-5)
pyrophobe: (common, DC15 vs unconscious) (-5)

costs
abilities 10 + combat 16 + saves 9 + skills 5/20 + feats 4 + powers 66 - drawback 5 = 105 pts

:arrow: noted d-list superhero, Captain Ultra's gimmick is that he looks really impressive until somebody lights a match, at which point he topples like a house of cards
fixed thanks to a reminder CU's got x-ray vision
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1232

Post by Kreuzritter » Sun Jul 15, 2007 4:28 pm

Image

Giganto

PL: 10 (140)

abilities: (1)
STR 40 DEX 14 CON 30 INT 2 WIS 14 CHA 6

Combat: (36)
+2 init, +5 ATK, +5 DEF (-4 size, +2 flat-footed)
+15 DMG (unarmed)

saves: (11)
TOU +15 FORT +15 REF +5 WILL +5

Skills (11/44)
climb +6
notice +6
intimidate +8
search +6
survival +12
swim +6

feats (3)
all-out attack, improved initiative, power attack

Powers (71)
burrowing +5 (5)
growth +15 (feat: innate, extra: continuous +1, flaw: permanent -1) (46)
immunity +11 (age, cold, disease, drowning, heat, pressure, radiation damage) (11)
protection +5 (extra: impervious +1) (10)
supersenses +5 (darkvision, direction sense, scent, track) (5)
superstrength +2 (4)

drawback
mute (-4)

costs
abilities 1 + combat 36 + saves 11 + skills 11/44 + feats 3 + powers 71 - drawback 4 = 140 pts

:arrow: also known as the "Mole Man's monster", or t"he creature on the cover of Fantastc four #1", Gianto is the most powerful of the Mole Man's horde of myriad monsters
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1233

Post by Kreuzritter » Sun Jul 15, 2007 7:20 pm

Image

The Dark Rider

PL: 10 (150)

abilities: (38)
STR 20 DEX 20 CON 20 INT 12 WIS 14 CHA 12

Combat: (24)
+9 init, +10/6 ATK, +12 DEF (+6 rider, +3 flat-footed)
+5/10/7 DMG (unarmed/spear/blast)

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

Skills (20/80)
climb +6
concentration +8
handle animal +10
intimidate +10
knowledge: current events +4
knowledge: arcane lore +4
notice +8
ride +12
search +8
sense motive +6
survival +6

feats (42)
assessment, accurate attack, all-out attack, challenge (one hand on the reins), combat rider 10, diehard, defensive attack, elusive target, enviro. adaptation (high altitude), equipment, improved initative, move-by action, power attack, sidekick: Griffon 19, uncanny dodge

Powers (16)
Device: Spear of Destiny +4 (12)
- Strike +5 (feat: mighty, improved crit 2, extend reach 3, improved trip, takedown attack 2, extra: penetrating +1)
- AP: Blast +7 (feats: precise shot 2) {16}
supersenes +4 (low-light vision, extended sight, direction sense, distance sense) (4)

equipment
armor +3 [3]

costs
abilities 38 + combat 24 + saves 10 + skills 20/80 + feats 42 + powers 16 = 150 pts
Griffon

pl 8/10 (5)

abilities: (14)
STR 24 DEX 20 CON 24 INT 2 WIS 14 CHA 10

Combat: (24)
+9 init, +13/9/4 ATK, +13 DEF (+5 dodge, +4 fav enviro., +4 flat-footed)
+7 DMG (unarmed)

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

Skills (5/20)
acrobatics +8
notice +4
survival +8

feats (17)
all-out attack, attack focus: melee 5, dodge 5, fave environment: flight 4, improved overrun, fast overrun, improved initative, power attack

Powers (35)
flight +4 (8)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
supersenses +2 (extended sight, low-light vision) (2)

drawbacks (-9)
disability (mute, no hands) (-8)
power loss (flight if wings restrained) (-1)

costs
abilities 14 + combat 24 + saves + skills 5/20 + feats 17 + powers 35 - drawback 9 = 95 pts
:arrow: the second boss from God of War II, the Dark Rider is sworn to drive away anyone who would dare tresspass upon the Island of The Fates, and with his griffon mount, is designed toward Aerial supremacy, since his spear more or less acts like a blast (the haft stretches, going from polearm to lance.). i figure this'll have to do until threre come rules for mounted/air combat, since I wanted the Rider and griffon to be fighting in tandem. ah well
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Servitor_2152
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Post by Servitor_2152 » Sun Jul 15, 2007 8:12 pm

Considering the game he's from, you may want to change the griffon's Flight drawback to "Power Loss (if wings are restrained or removed)." :wink:
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E

hero4hire
Overlord
Overlord
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Post by hero4hire » Sun Jul 15, 2007 11:43 pm

Kreuzritter wrote:
and finally

Writeups.org - i never played the dc system, but dang if they aren't a great resource for build suggestions
I used to do writeups for that site on the DC List.

I enjoyed making obscure marvel characters especially. Like Montenegro the Man from the Black Mountain! :)

Kreuzritter
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1234

Post by Kreuzritter » Mon Jul 16, 2007 2:33 pm

Image

"Make way for the Homo Superior!"

David Bowie

PL 10

[THIS SPACE RESERVED]

:arrow: from the second season finale of the Venture Brothers, Mr. Bowie has been on the drawing board forseveral months. still is, in fact, as I'm fairly stumped on how to properly model the real-life aspects of him. however, the number suits him for an entry, so much like cthulhu, I'm just marking this post for when I complete him
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1235

Post by Kreuzritter » Mon Jul 16, 2007 5:34 pm

Image

*alien gibberish*

SixSix

PL: 10 (150)

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

Combat: (32)
+9 init, +12/8 ATK, +12 DEF (+4 fav. enviro., +4 flat-footed)
+3/8 DMG (unarmed/weapons)

saves: (9)
TOU +8/3 FORT +6 REF +7 WILL +6

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

feats (20)
accurate attack, assessment, attack focus: range 4, defensive attack, diehard, evasion, favored environment: flight 4, improved initiative, improvised tools inventor, move-by action, power attack, precise shot, uncanny dodge

Powers (50)
extra limbs +2 (2)
Device: encounter suit +12 (48)
- Blast "autolaser" +8 (extra: autofire +1) [28]
- Blast "micromissiles" +8 (extra: penetrating +1) {24}
- snare "powerbolas" +8 (extra: constricting +1) {24}
- Stun "Neurobeam" +8 (extra: range +1) {24}
- strike "powerblade" +5 (feats: mighty, imp. crit. extra: penetrating +1) [12]
- flight +5 [10]
- immunity +9 (life support) [9]
- Protection +5 (extra: impervious +1) [10]
- supersenses +3 (direction sense, time sense, radio) [3]

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

costs
abilities 26 + combat 32 + saves 9 + skills 17/68 + feats 20 + powers 50 - drawback 4 = 150 pts

:arrow: one of Ben 10's recurring foes, SixSix is an intergalactic criminal and mercenary, and a pretty good shot, too.
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Damian
Groupie
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Re: 1052

Post by Damian » Mon Jul 16, 2007 7:30 pm

Kreuzritter wrote: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.
AWESOME Ryu! Ever consider rebuilding him as per Ninja Gaiden Sigma???
Image

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Re: 1052

Post by Kreuzritter » Mon Jul 16, 2007 8:17 pm

Damian wrote:
Kreuzritter wrote:Image

Ryu Hayabusa
AWESOME Ryu! Ever consider rebuilding him as per Ninja Gaiden Sigma???
nope. like the build said, this one's meant to strike a balance between x-box ryu and nes ryu. not having a 5th-gen system myself, i couldn't build sigma ryu if i wanted to
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Kreuzritter
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1236

Post by Kreuzritter » Tue Jul 17, 2007 4:49 am

Image

"Minions... CHARGE!"

The Overlord

PL: 10 (150)

abilities: (38)
STR 20 DEX 14 CON 20 INT 12 WIS 14 CHA 18

Combat: (24)
+6 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+5/10 DMG (unarmed/sword)

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

Skills (17/68)
bluff +8
concentration +6
intimidate +10
knowledge: arcane lore +6
knowledge: tactics +10
notice +8
search +6
sense motive +8
survival +6

feats (22)
assessment, attack spec: sword, diehard, dodge 2, equipment 3, fearless, all-out attack, defensive attack, improved overrun, improved initiative, power attack, quick draw, takedown attack, inspire 3, leadership, move-by action, uncanny dodge

Powers (37)
Device: Arcanium Armor +7 (28)
- Protection +5 [5]
- Magic +5 [12]
- Blast +5 (extra: area-line +0) {10}
- Confuse +10 {10}
- Mind Control +5 {10}
- summon minions +2 (feats: progression 5, sacrifice, extras: continuous +1, fanatical +1, horde +1, type-goblins +1) [18]
Device: Arcanium Sword +3 (9)
- Strike +5 (feats: mighty, improved block, improved crit, weapon break, extra: penetrating +1) [15]
- AP: Strike +5 (feats: mighty, improved crit, extra: vampiric +1) {12}

equipment [15]
HQ: Tower Fortress (size: huge, tou: 15, features: combat simulator, gladiator arena, holding cells, interrogation chamber, isolated, laboratory, library, living space, parade grounds, security system) [15]

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

costs
abilities 38 + combat 24 + saves 9 + skills 17/68 + feats 22 + powers 37 - drawback 4 = 150 pts

:arrow: The titular pro...er, ant... uh, lead of the recent Xbox360/PC action RPG, the Overlord is out to rebuild his fiefdom and take sweet revenge upon the heros who killed him and razed his tower

:arrow: For the overlord's minions, use the Goblins designed by prodigyduck, before making the following changes per variety:
- Reds: add blast +4, and attack spec for same
- Blues: 1 rank of swimming, then as much healing as you can afford. feel free to sacrifice combat ability, blues are medics, not fighters
- Greens: invisibility, sneak attack
- Browns: teamwork 3, then optimize them to fight close quarters, emphasising their lethality as a group

:arrow: in battle, The Overlord defaults to 35 browns and 5 Red/Blue/Greens, but will adjust his deployment depending on the situation. if stealth is required, the horde will be mostly greens, while against fliers and other foes unsuited for melee, he'll send out the reds
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1237

Post by Kreuzritter » Tue Jul 17, 2007 1:09 pm

Image

"Now I will show you the true power of a god!"

Zeus

PL: 10 (150)

abilities: (42)
STR 34/20 DEX 16 CON 20 INT 12 WIS 20 CHA 14

Combat: (28)
+7 init, +12/8 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+12/8 DMG (unarmed/thunderbolt)

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

Skills (15/60)
bluff +8
diplomacy +8
gather info +8
intimidate +8
knowledge: arcane lore +8
knowledge: current events +8
notice +8
sense motive +8

feats (21)
all-out attack, attack spec: thunderbolt 2, assessment, attractive, benefit (King of olympus), connected, contacts, chokehold, diehard, dodge 2, fearless, improved grab, improved grapple, improved initiative, improved overrun, power attack, uncanny dodge, well-informed

Powers (38)
Electric control "Thunderbolt" +8 (17)
- AP: Enhanced STR +14 [14]
immunity +1 (age)
protection +7 (7)
superstrength +2 (feat: groundstrike) (5)
teleport +5 (feats: change direction, easy, turnabout, flaw: short range only -1) (8)

costs
abilities 42 + combat 28 + saves 7 + skills 15/60 + feats 22 + powers 37 = 150 pts

:arrow: the King of Olympus, god of thunder and, as depicted here, the final boss of God of War II

:arrow: while normally Zeus should be a PL-X deity far beyond anything you could stat, during his battle with Kratos it's presumed much of his godly power was stolen by the Blade of Olympus (a PL-X artifact in itself, for those wondering about stats), and thus I've chosen to rep Zeus for the majority of that fight, or how he might look if forced to remain mostly mortal (much like my earlier Athena build)

:arrow: as the build suggests, Zeus is a beast in melee, but is equally fit to hang back and hurl thunderbolts until the Cretan Bulls come home. and, again using ideas from beleriphon, Zeus is quite adept in social circles, making him a powerful ally or deadly enemy
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1238

Post by Kreuzritter » Tue Jul 17, 2007 1:59 pm

Image

"I don't hate Balboa, I pity da foo'. And I will destroy him and anybody who tries to take what I got."

Clubber Lang

PL: 5 (75)

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

Combat: (16)
+6 init, +4, +5 DEF (+1 dodge, +2 flat-footed)
+4/6 DMG (unarmed/rage)

saves: (10)
TOU +5/3 FORT +7 REF +5 WILL +4

Skills (8/32)
intimidate +10
knowledge: pop culture +4
knowledge: streetwise +4
profession: boxer +4
notice +6
sense motive +4

feats (17)
all-out attack, assessment, defensive roll 2, diehard, distract (intimidate), fascinate (intimidate), dodge, fearsome prescence 3, improved initiative, improved block, improved overrun, power attack, rage, stunning attack,

costs
abilities 24 + combat 16 + saves 10 + skills 8/32 + feats 17 = 75 pts

:arrow: the heavy from Rocky III, Clubber's a whole PL lower than Rock or Drago, but what he lacks in skill he makes up for in trash-talkin' menace, psyching out his opposition. however, as rock showed, while Clubber is a king of intimidtion, he's got a really crummy sense motive, leaving him open to feints, taunts, and the like. clubber's aggro syle also means he's not cut out for an endurance match, and thus a clever, defensive (Apollo: Don't forget good lookin'.) fighter can leave Clubber at their mercy
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