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

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Dreaming Psion
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Post by Dreaming Psion » Wed Jul 18, 2007 8:24 am

Maybe she is just what the Justice League needs in dealing with Iron Man and Lex Luthor in Iron Curtain :lol:
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Kreuzritter
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Post by Kreuzritter » Wed Jul 18, 2007 8:48 am

unforunately, she and the rest of the team are clearly pro-registration, and in fact signed on as soon as it was passed.

besides, they'd probably want to help out with the Zenith City cleanup
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Post by Kreuzritter » Wed Jul 18, 2007 8:43 pm

Image

"Dyin's what I do best!"

Mr. Immortal

PL: 5 (75)

abilities: (22)
STR 14 DEX 16 CON 14 INT 10 WIS 12 CHA 16

Combat: (0)
+7 init, +6/0 ATK, +6 DEF (+6 dodge, +0 flat-footed)
+2 DMG (unarmed)

saves: (8)
TOU +2 FORT +4 REF +4 WILL +7

Skills (10/40)
acrobatics +8
bluff +6
climb +6
diplomacy +6
notice +4
search +4
sense motive +6

feats (17)
all-out attack, assessment, attack spec: unarmed 3, dodge 6, fearless, improved initiative, inspire, interpose, seize initiative, power attack

Powers (24)
immunity +1 (age) (1)
regeneration +29 (rec. rate: I +6, D +8, res +7, feats: persistant, regrowth, extra: true res +1, flaw: limit-i/d regen only after sucessful res -1) (23)

drawback
death-prone (takes all damage as lethal) (-6)

complications
accident (unluck doesn't begin to cover it)
enemy (Dr. Tannenbaum)
reputation (great lakes avengers)

costs
abilities 22 + saves 8 + skills 10/40 + feats 17 + powers 24 - drawback 6 = 75 pts

:arrow: leader of the Great Lakes initiative, Mr. Immortal is the ultimate pinnacle of humanity, and destined to outlive even the universe. truly, he deserves the genus of Homo Supreme.

:arrow: dying truly is what Mr. I does best, and both GM and players should be creative and abusive in finding new and painful ways to shuffle Mr. I ff this mortal coil. heck, the following quote sums up his being more death prone than the venture brothers, after he stumbles into a villain's plot to do away with somebody via tom&jerry style boobytrapped kitchen
"Wow... that's ike every trap i'd set... AND a snake. how does he do that?"
:arrow: mr. Immortal is alo the only hero to ever die from being stabbed in the head with a tv remote.
Last edited by Kreuzritter on Thu Jul 19, 2007 7:05 am, edited 2 times in total.
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Thorpacolypse
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Post by Thorpacolypse » Wed Jul 18, 2007 8:49 pm

kreuzritter wrote:yep, thus most supervillains avoid wisconsin like the plague
Have you ever been to Wisconsin? Any person in their right mind would avoid it...

(Kidding) But if any of you cheeseheads want to take umbrage with that remark, bring it on! :twisted:
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Post by Wordmaker » Wed Jul 18, 2007 11:28 pm

Wow, Mr. Immortal sounds like a laugh.

Kreuzritter
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Post by Kreuzritter » Thu Jul 19, 2007 5:12 am

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"I'm not Mr. Fantastic."

Flatman

PL: 5 (75)

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

Combat: (8)
+9 init, +5/2 ATK, +5 DEF (+3 dodge, +1 flat-footed)
+0 DMG (unarmed)

saves: (11)
TOU +5 FORT +4 REF +7 WILL +5

Skills (5/20)
diplomacy +4
knowledge: "...stuff." +4
notice +4
search +4
sense motive +4

feats (17)
beginner's luck, attack focus: melee 3, chokehold, dodge 3, evasion, grappling finesse, jack of all trades, improved initiative, improved grab, improved grapple, improved pin, teamwork 2

Powers (20)
Alternate form: 2-d body +4 (extra: continuous +1, flaw: permanent -1) (20)
- concealment +4 (total, flaw: limit-only on side) [4]
- elongation +7 [7]
- insubstantial +1 (flaw: limited by width) [4]
- protection +5 [5]

complications
enemy (Dr. Tannenbaum)
prejudice (mutant, gay)
reputation (Great Lakes Initiative)

costs
abilities 14 + combat 8 + saves 11 + skills 5/20 + feats 17 + powers 20 = 75 pts

:arrow: well, no stopping me now, the GLI are officially being writ up as we speak, with Flatman being the resident 'brain'. he does have a doctorate, but exactly what it is we don't know, he just replies with "...stuff". so, we'll presume he has some int-related skill, to be determined when he tries to make the check (based on the recent GLI/deadpool one-shot, i'm thinking it's finance). or it could justbe bluffing, in which case knowledge: "...stuff" is his ability to sound like he knows what he's doing, when he's actually using JoAT and beginner's luck
Last edited by Kreuzritter on Thu Jul 19, 2007 7:07 am, edited 2 times in total.
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Post by Kreuzritter » Thu Jul 19, 2007 5:31 am

Image

Dinah Soar

PL: 5 (75)

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

Combat: (8)
+11 init, +5/4/2 ATK, +6 DEF (+1 dodge, +3 F.E., +1 flat-footed)
+2/5 DMG (unarmed/wings)

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

Skills (10/40)
acrobatics +10
notice +8
search +6
sense motive +10
survival +6

feats (12)
all-out attack, attack spec: wings, dodge, elusive target, fast overrun, favored evironment: flight 4, improved initiative, power attack, uncanny dodge

Powers (15)
flight +3 (6)
protection +2 (2)
strike "razor wings" +3 (feat: mighty, extend reach 2) (6)
supersenses +1 (mental link: mr. Immortal) (1)

drawbacks
mute (-4)
power loss (flight/strike, if wings bound) (2)

tradeoff
+1 DEF/-1 TOU

complications
enemy (dr. tannenbaum)
prejudice (mutant)
reputation (great lakes initiative)

costs
abilities 26 + combat 8 + saves 4 + skills 10/40 + feats 12 + powers 15 - drawbacks 5 = 75 pts

:arrow: a founding member of the GLA, Dinah Soar, despite her appearances, was the love of Mr. Immortal' life, and it was her death that almost led him to disband the team. before that however, she was the team's advance scout and air-support, and a damn useful teammate
Last edited by Kreuzritter on Thu Jul 19, 2007 7:08 am, edited 1 time in total.
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Post by Kreuzritter » Thu Jul 19, 2007 6:15 am

Image

Big Bertha

PL: 7 (105)

abilities: (15)
STR 30/10 DEX 10 CON 20/15 INT 12 WIS 10 CHA 18

Combat: (8)
+4 init, +4/1/5/2 ATK, +4 DEF (+3 dodge, -1 size, +1 flat-footed)
+0/10 DMG (unarmed/powered)

saves: (9)
TOU +10/2 FORT +7/4 REF +3 WILL +4

Skills (10/40)
bluff +8
diplomacy +8
profession: fashion model +8
notice +4
pilot +6
sense motive +6

feats (18)
all-out attack, attack focus: melee 3, attractive, benefit: wealth, connected, diehard, dodge 3, equipment 4, improved initiative, interpose, power attack

Powers (48)
Alternate form: full-body +8 (extra: continuous +1) (48)
- Growth +5 (extra: continuous +1, flaw: full-power -1) [15]
- density +5 (feat: buoyant, extra: continuous +1, flaw: full-power -1) [16]
- enhanced STR +10
- protection +2
- immovable +1
- superstrength +1
- protection +3 [3]
- superstrength +3 [4]

drawback
one-way transformation (very common, minor) (-3)

equipment
private jet [17]
cell phone [1]
commlink [1]

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

Complications
Enemy (Dr. tannenbaum)
fame (as Ashley Crawford)
prejudice (mutant)
repuutation (great lakes initiative)

costs
abilities 15 + combat 8 + saves 9 + skills 10/40 + feats 18 + powers 48 - drawback 3 = 105 pts

:arrow: the GLI's muscle/source of income, Ashley Crawford is the hottest supermodel in Wisconsin. she also has the ability to increase her mass tenfold. she's also made the mistake of dating deadpool

:arrow: as an aside, it's purely due to the requirements of her powers that Bertha's 2 full PL's over the rest of the team
Last edited by Kreuzritter on Thu Jul 19, 2007 7:08 am, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Thu Jul 19, 2007 6:53 am

Image

"Death-senses... tingling."

Doorman

PL: 5 (150)

abilities: (0)
STR 12 DEX 14 CON n/a INT 10 WIS 14 CHA 10

Combat: (4)
+6 init, +6/0 ATK, +5 DEF (+3 dodge, +1 flat-footed)
+1/4/10 DMG (unarmed/death)

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

Skills (8/32)
bluff +6
concentration +6
intimidate +6
notice +4
search +4
sense motive +6

feats (11)
attack spec: death weapons 3, dodge 3, improved initiative, power attack, teamwork 2, quick change

Powers (120)
death touch +10 (alt save: will +0) (11)
- AP: strike "death weapons" +3 (feat: mighty, affects incorporeal 2) [6]
flight "skies of death"+12 (flaw: platform -1) (6)
immunity +30 (fort) (30)
Insubstantial +4 (extra: affects others +1 (24)
invisbility +2 (8)
regeneration +14 (rec bonus +14) (14)
protection +5 (5)
supersenses +3 (death awareness, see ghosts) (3)
troubleseeker +9 (feat: easy) (19)

complications
enemy (dr. tannenbaum, deathurge ["he tuk mah jawb"])
reputation (great lakes initiative)
responsibility (Angel of Death, Oblivion [master])

costs
abilities 0 + combat 4 + saves 7 + skills 8/32 + feats 12 + powers 120 = 150 pts

:arrow: I'm incredibly pleased with how Doorman turned out. basicly, at the end of the GLA mini, Doorman sacrificed himself to save the rest of the team, earning the attention of Oblivion, marvel's other anthropomorphic avatar of Death itself. see, a few minutes earlier, Oblivion's cheif Agent, Deathurge (more or less a superhero-style grim reaper), got killed by mr. immortal. since it was looking live the universe was about to be destroyed, Oblivion needed a replacement. time was a factor, qualifications were not, and ths doorman got the job.

:arrow: I knew going in that Doorman wasn't going to meet pp totals, but i felt he should meet PL5 caps to keep him from outshining the team. that his final point totalwas exactly 150 pp was a welcome surprise
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Post by Mistwolf » Thu Jul 19, 2007 1:59 pm

Always liked the Great Lakes Avengers, or whatever name they're going by this week. Thought they were a pretty clever creation from Byrne.

Great job on the builds!
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Kreuzritter
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Post by Kreuzritter » Thu Jul 19, 2007 2:18 pm

Mistwolf wrote:Always liked the Great Lakes Avengers, or whatever name they're going by this week. Thought they were a pretty clever creation from Byrne.

Great job on the builds!
fun thing, since they're based out of milwaukee, they are the heros most likely to be seen at GenCon
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Post by Kreuzritter » Fri Jul 20, 2007 6:25 am

Image

"You know I've always wished I could fly? I can lift a drilling rig up over my head, I can take a howitzer to the face without a scratch, but this....this must be fun."

Alex "Juggernaut" DuVay

PL: 10 (150)

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

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

saves: (6)
TOU +12 FORT +12 REF +4 WILL +6

Skills (9/36)
bluff +4
intimidate +8
notice +6
knowledge: streetwise +6
search +6
sense motive +6

feats (14)
assessment, attack focus: melee 2, diehard, dodge 2, improved initiative, improved grab, improved grapple, improved initiative, improved overrun, improved pin, interpose, power attack

Powers (77)
enhanced STR +16 (16)
enhanced CON +14 (14)
leaping +4 (4)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immunity +4 (suffocation, fatigue, sleep) (4)
impervios TOU +10 (10)
superstrength +7 (feats: groundstrike, thunderclap) (15)

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

Complications
enemy (Great Destroyer, the G'Tach)
responsibility (Southside [turf], emerging metas, centurion legacy)
rivalry (Lieutenant Thunder)

costs
abilities 20 + combat 24 + saves 6 + skills 9/36 + feats 14 + powers 77 = 150 pts

Design Notes: Due to his involvement and good role-playing, I give you the upgraded stats of ToV player Juggy #3, a guy I'd be glad to have at the gaming table no matter the game. So, Juggy, for all you do, this build's for you.

Background: Alexander DuVay was born in 1983 in a small town in Kansas, to a normal, everyday woman named Jenifer Eraslin. Alexander was just like every other child; he ran, he played, he went to school. He was normal in every way except one.

Alexanders father was a supervillain, known as The Great Destroyer. His father had many powers, most of them related to energy control, but his most formidable power was his mind--and the incredible intellect that went with it. Alex was born during a senseless tryst, when The Great Destroyer was still but a simple man, named Michael DuVay, an interdimensional mechanics engineer, prior to his ascent to villainy. When Michael--then known as The Great Destroyer--found out that his "youthful indiscretions" had resulted in a child, he came to Kansas and destroyed Jenifers home, kidnapping young Alex at the age of 5 as well as coldly murdering the young childs mother. The authorities, of course, where aware of this, and with the help of legendary superhero Centurion, himself intrigued by rumors he had heard of Michael DuVay's powers, tracked The Great Destroyer to his lair, hidden in a frozen valley in the Rocky Mountains.

Exactly what happened next is not known to anybody...except for Alex, and he has only vague memories and flashes, like snapshots in his mind. What is known is that The Great Destroyer was working on some kind of device, and when they attacked, a terrible malfunction occurred. The entire valley was filled with crackling red energy, and when it was over with the valley--as well as several of the surrounding mountains--were annihilated, leaving only a huge, blackened crater in the ground.

In the center of that crater was Alex, crackling with the same energy that had blasted the valley, unconscious and curled in a fetal position. Centurion had survived the explosion as well--the only known being to have done so other than Alex himself--and was the person who discovered Alex there. Taking pity on the young boy, Centurion picked him up and transported him personally to the Albright Institute, where Alex would spend the next 15 years.

It was found that the red energy infused his entire body, through every cell, every bone, every muscle, every neuron. Alex exhibited *no* ability whatsoever to control this energy, in any way shape or form, and so a special suit was built to contain it. More importantly, it was discovered that this unknown energy somehow interacted with the very basic building blocks of his body's matter, reinforcing it to an as yet unknown degree, resulting in his incredible strength and durability. This energy is also the reason his hair has turned brilliant red; his hair, being translucent as most human hair is, reflects the color of the energy within it.

Many years and more than a few test's later, the energy was eventually identified. It was all explained to Alex in what he considers the second most important event in his life (after the events described above); Centurion himself explained it to Alex personally, in the second and last meeting the two ever had (although the first that Alex actually remembers). It is Omegan energy, the same energy contained within the whirling chaotic hellhole known as the Terminus, and the very same energy wielded by Omega himself. Exactly what this portends for young Alex is not yet known, although the possibilities haunt Alex every waking moment.

As to how this energy got into him...and how he came to survive that explosion....Alex does not know, although he does remember in some deep place inside. He can tell when he wakes up screaming at night.
Last edited by Kreuzritter on Wed Aug 01, 2007 7:44 pm, edited 3 times in total.
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Kreuzritter
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Post by Kreuzritter » Sat Jul 21, 2007 7:41 am

Image

"Shut up and BLEED!"

Sweet Tooth

PL: 10/6 (106)

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

Combat: (16)
+5 init, +11/4 ATK, +8/6 DEF (+2 dodge, +2 flat-footed)
+3/4/7/7 +2 DMG (unarmed/knife/machine guns/rockets + sneak attack)

saves: (8)
TOU +12/6/5 FORT +6 REF +4 WILL +6

Skills (18/72)
bluff +8
concentration +6
craft: mechanical +6
Drive +8
intimidate +10
knowledge: streewise +6
notice +6
search +8
sense motive +8
stealth +6

feats (37/21)
all-out attack, assessment, attack spec: knife, chokehold, combat driver 7, defensive roll, diehard, dodge 2, equipment 10, fearsome precence 3, improved grab, improved grapple, improved initiative, improved pin, power attack, seize initiative, sneak attack, startle, taunt

Powers (1)
immunity +1 (pain) (1)

equipment
knife +1 (feats: mighty, imp. crit) [3]

Tasty Treats I-Scream Truck [47]
STR 35, SPD 5, DEF 8, TOU 12, SIZE Huge. {11}
Features: alarm, ejector seat, navigation system, nitro injectors, off-road movement, oil slick, snow movement {7}
powers: {29}
Blast "Machine guns" +7 (extra: autofire +1)
- AP: blast "rockets" +7 (extra: area-explosion +1)
impervious TOU +7

costs
abilities 26 + combat 16 + saves 9 + skills 18/72 + feats 37/21 + powers 1 = 106 pts

:arrow: sociopathic Mascot of the Twisted Metal game series, Sweet Tooth's a psycho who's loaded for bear, but definately needs his truck in order to play with the big boys. outside of it, however, he's a balanced PL-6, and can easilybe dropped into grim and gritty street level games as the latest masked psycho

:arrow: Sweet Tooth's immunity stems from the fact that his head's on fire. it hurts. a lot. it hurts so bad i figure it numbs pain he'd otherwise feel. exactly how this works in game terms, i'm not sure, but I get the feeling this'll be clarified once iron age comes out.
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Post by Green Gremlin » Sat Jul 21, 2007 1:27 pm

Just seeing what was new, and saw the name Sweettooth. Theres a name that hasn't been uttered in quite a while. Good build, he should fit in nicely next time Player 2 shows up in my game.
"None of you understand. I'm not locked up in here with you. You're locked up in here with me."

Dreaming Psion
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Post by Dreaming Psion » Sun Jul 22, 2007 12:27 am

Sweet! That's an awesome Sweet Tooth build, although I seem to remember him having a gnarly Death Cone homing special move or something similiar to that, at least in the first two games. Alex is pretty awesome too, although you might want to go back and check his powers section, Growth costs 3 pp/rank and his immunities are off- suffocation is Immunity two and Fatigue is Immunity 5, IIRC.
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