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

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Geraturatu
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Post by Geraturatu » Fri Aug 03, 2007 6:05 am

It has to have it's up sides, I guess.

Kreuzritter
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1295

Post by Kreuzritter » Fri Aug 03, 2007 6:49 am

Image

"Everything's so slow... Darn the luck. Darn! Darn! Darn!"

Huntsman

PL: 8 (120)

abilities: (4)
STR 24 DEX 24 CON 24 INT 10 WIS 14 CHA 10

Combat: (24)
+11 init, +8/6 ATK, +6 DEF (+3 dodge, +3 flat-footed)
+7/9 DMG (unarmed/bow)

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

Skills (10/40)
acrobatics +6
climb +6
intimidate +8
notice +6
search +4
sense motive +4
stealth +6
survival +6
swim +6

feats (19)
assessment, all-out attack, attack focus: melee 2, diehard, dodge 3, grappling finesse, improved grab, improved initiative, improved pin, improved trip, improved throw, move-by action, power attack, takedown attack, track, uncanny dodge

Powers (54)
Device: huntsman's bow +1 (3)
- blast +2 (feat: mighty) [5]
Enhanced STR +14 (14)
Enhanced DEX +14 (14)
Enhanced CON +14 (14)
speed +5 (5)
superstrength +2 (4)

costs
abilities 4 + combat 24 + saves 9 + skills 10/40 + feats 19 + powers 54 = 120 pts

:arrow: and here's the Huntsman, a second Teir hero from Freakazoid's neck of the woods. Huntsman's a great hero, but his main problem is tha he's set himself up in the single most crime & disaster free city in America. heck, he'd hop the first bus over to Dreaming_psion's thread if given the chance, i'd imagine, just for the chance of action
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Kreuzritter
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1296

Post by Kreuzritter » Fri Aug 03, 2007 7:28 am

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Kangaroo Commando

PL: 7 (105)

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

Combat: (28)
+6 init, +9/7 ATK, +7 DEF (+3 flat-footed)
+2/7/7 DMG (unarmed/kangaboots/wallablaster)

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

Skills (16/64)
acrobatics +8
bluff +8
climb +8
concentration +6
disable device +4
escape artist +6
notice +6
perform: actor +6
search +6
sense motive +6

feats (14)
all-out attack, atk spec: wallablaster, assessment, defensive roll 2, diehard, evasion, improved aim, improved initative, move-by action, power attack, precise shot, takedown attack, taunt

powers (17)
device: wallablaster +3 (9)
- Blast +5 (extra: autofire +1) [15]
device: kangasuit +2 (8)
- Protection +3 [3]
- strike "power-kick" +5 (feat: mighty) [7]
- AP: Leaping +4

costs
abilities 20 + combat 28 + saves 10 + skills 16/64 + feats 14 + powers 17 = 105 pts

:arrow: popular tv superhero/stuntman of the Ben10 universe, KC's pretty much an updated 60's batman
Last edited by Kreuzritter on Fri Aug 03, 2007 12:15 pm, edited 1 time in total.
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Kreuzritter
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1297

Post by Kreuzritter » Fri Aug 03, 2007 7:48 am

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Eye of Newt

PL: 7 (105)

abilities: (32)
STR 10 DEX 14 CON 18 INT 16 WIS 18 CHA 16

Combat: (24)
+6 init, +7/6 ATK, +6 DEF (+ dodge, + flat-footed)
+0/7 DMG (unarmed/blast)

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

Skills (16/64)
bluff +8
Concentration +6
Diplomacy +6
Gather Information +6
intimidate +6
Knowledge (civics) +6
Knowledge (current events) +6
Notice +4
perform: oratory +6
Search +4
Sense Motive +6

feats (11)
assessment, atk focus: range, contacts, fascinate 3 (bluff, intimidate, perform), improved initiative, inspire, leadership, master plan, well-informed

Powers (19)
protection +4 (4)
mind control +7 (extra: area-cone +1, flaw: sense dependent -1) (15)
- AP: Blast +7

drawbacks
no hands (-4)

costs
abilities 32 + combat 24 + saves 7 + skills 16/64 + feats 11 + powers 19 - drawback 4 = 105 pts

:arrow: the single most obscure foe of freakazoid, the Eye of newt made nothing more than 2 (count em) non-speaking background appearances. so, pretty much everythig on here is speculation as to how he might have worked in the show, based around his big a giant eyeball, and the implication he's some sort of supervillainous counterpart to Newt Gingrich.
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Kreuzritter
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1298

Post by Kreuzritter » Fri Aug 03, 2007 11:34 am

Image

"Bang! bang!"

Metalhead

PL: 7 (105)

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

Combat: (24)
+7 init, +7/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/7/7 DMG (unarmed/SRM/mortar)

saves: (8)
TOU +6/3 FORT +5 REF +7 WILL +4

Skills (17/68)
bluff +8
climb +6
intimidate +8
gather info +8
knowledge: pop culture +8
notice +6
search +6
sense motive +4
stealth +6
survival +8

feats (12)
all-out attack, atk focus: range, diehard, distract, dodge 2, evasion, fascinate: perform, improved aim, improved initiative, precise shot, power attack

Powers (20)
Device: missile armor +5 (20)
- blast "SRM" +7 (feat: homing, extra: penetrating +1) [16]
- AP: Blast "mortar" +7 (extra: area-explosion +1) {14}
- Protection +3 [3]
- supersenses +6 (extended sight 2, low-light vsion, direction sense, distance sense, time sense) [6]

costs
abilities 24 + combat 24 + saves 8 + skills 17/68 + feats 12 + powers 20 = 105 pts

:arrow: from the twilight era of the orginal G.I. Joe series, Metalhead was COBRA's 'named' Anti-Tank specialist. because the censors were cracking down heavily on cartoon violence at the time, he was also a complete moron. it's this interpretation i've followed, albiet with some competancy built in to explain why Cobra Commander didn't just have him killed.

:arrow: at any rate, Metalhead makes a good low-rent supervillain or enforcer for an agents level game.
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Kreuzritter
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1299

Post by Kreuzritter » Fri Aug 03, 2007 12:13 pm

Image

Headsman

PL: 8 (120)

abilities: (28)
STR 18 DEX 14 CON 18 INT 10 WIS 14 CHA 14

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

saves: (10)
TOU +8/4 FORT +7 REF +6 WILL +5

Skills (17/68)
Bluff +6
climb +4
disable device +4
intimidate +10
gather info +6
knowledge: streetwise +6
notice +6
pilot +8
sense motive +6
search +6
stealth +6

feats (21)
all-out attack, assessment, atk spec: axe, benefit (pilot for acrobatics)chokehold, diehard, dodge 2, fearsome prescence 3, improved grab, improved grapple, improved initiative, improved overrun, improved pin, power attack, startle, takedown attack

Powers (20)
Device: Power-Axe +2 (6)
- Strike +4 (feat: mighty, improved crit, extra: penetrating +1) [10]
device: power-suit +2 (8)
- protection +4 [4]
- superstrength +3 [6]
Device: hover sled +2 (6)
- flight +5 (feats: acrobatic bluff, fast overrun, moving feint, move-by action, flaw: platform -1) [9]

costs
abilities 28 + combat 24 + saves 10 + skills 17/68 + feats 21 + powers 20 = 120 pts

:arrow: a retconned-in early foe of Spider-man, most of the Headsman's gear was more or less Norman Osborn's way of testing some of the equipment he'd later use as the Green Goblin, while the Headsman himself was an early attempt by Norm to gain control of the NYC underworld by proxy. once norm became the goblin, headsman was promptly kicked to the curb and into comics limbo
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CONVERT # 1300!

Post by Kreuzritter » Fri Aug 03, 2007 1:14 pm

Image

"Whatta revoltin' development."

The Ever-Lovin' Blue-Eyed Thing

PL: 10 (150)

abilities: (32)
STR 34 DEX 14 CON 20 INT 10 WIS 16 CHA 14

Combat: (24)
+6 init, +8/6 ATK, +10 DEF (+2 dodge, +3 flat-footed)
+12 DMG (unarmed)

saves: (10)
TOU +12 FORT +8 REF +5 WILL +7

Skills (18/72)
bluff +8
concentration +6
craft: mechanics +4
intimidate +8
knowledge: physical sciences +2
knowledge: tactics +6
knowledge: technology +4
notice +6
pilot +12
profession: pilot +4
search +6
sense motive +6

feats (24)
assessment, all-out attack, ATK spec: unarmed, chokehold, diehard, dodge 4, fast overrun, improved grab, improved grapple, improved initiative, improved pin, interpose, move-by action, power attack, second chance (pilot), takedown attack 2, startle, teamwork 2, ultimate TOU

Powers (42)
enhanced STR +16 (16)
immovable +2 (extra: unstoppable +1) (4)
Protection +5 (extra: impervious +1) (10)
superstrength +5 (feat: groundstrike, bracing) (12)

tradeoff
+2 TOU/-2 DEF

complications
enemy (Dr. Doom, Super-Skrull, Galactus, Annihilus, Frightful 4, Super-Skrull)
enemy/rivalry (Hulk)
fame ("Idol o' Millions")
honor
responsibility (Family, Alicia Masters [girlfriend], Yancy Street)
rivalry (Human Torch)

costs
abilities 30 + combat 24 + saves 11 + skills 18/72 + feats 20 + powers 47 = 150 pts

:arrow: and here he is, Petunia Grimm's fav'rit nephew, and powerhouse of the world famous Fantastic Four

:arrow: no, I'm not statting up the rest of the team just yet. At any Rate, it's important to remember that the Thing isn't the most powerful nor even the strongest of the powerhouses, but what he lacks in might he makes up for in fighting ability and non-combat skills

:arrow: having posted the rest of the Four, benjy gets a slight touchup, and sacrifices some accuracy for pure stopping power
Last edited by Kreuzritter on Wed Jul 22, 2009 5:45 pm, edited 1 time in total.
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Post by Servitor_2152 » Fri Aug 03, 2007 2:31 pm

1300?! Holy crap, dude.
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E

Taliesin
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Post by Taliesin » Fri Aug 03, 2007 3:10 pm

Hmm, I'm amazed you hadn't statted out the FF, yet, at 1300 builds!

Congrats on another career milestone!

Kreuzritter
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Location: Rumble City

1301

Post by Kreuzritter » Fri Aug 03, 2007 7:56 pm

Image

Blizzard

PL: 10 (150)

abilities: (30)
STR 38 DEX 18 CON 24 INT 10 WIS 14 CHA 10

Combat: (32)
+8 init, +6 ATK, +6 DEF (-2 size, +3 flat-footed)
+14/8/8 DMG (unarmed/geyser/breath)

saves: (9)
TOU +14 FORT +8 REF +7 WILL +7

Skills (14/56)
climb +10
intimidate +10
knowledge: arcane +8
notice +6
sense motive +4
survival +12
swim +6

feats (12)
all-out attack, assessment, chokehold, improved initiative, improved grab, improved grapple, improved overrun, improved pin, move-by action, power attack, uncanny dodge, takedown attack

Powers (61)
blast "ice geyser" +8 (extra: area-column +1) (25)
- AP: Paralyze"freeze breath" +8 (extra: area-cone +1) [24]
Growth +8 (feat: innate, extra: continuous+1, flaw: permanent -1) (25)
immunity +4 (cold, age, disease, poison)
protection +7 (7)

drawback
mute (-4)
vulnerable (fire. very common, moderate) (-4)

costs
abilities 30 + combat 32 + saves 9 + skills 14/56 + feats 12 + powers 61 - drawback 8 = 150 pts

:arrow: from the old fighting game "Primal Rage' Blizzard was among the many beast gods that arose to claim dominance of a post-apocalyptic earth
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Geraturatu
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Re: 1301

Post by Geraturatu » Fri Aug 03, 2007 8:16 pm

Kreuzritter wrote:Primal Rage
I remember that game. Though I don't remember doing so well with Blizzard. I just killed him with some of the others.

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1302

Post by Kreuzritter » Sat Aug 04, 2007 4:56 am

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Tombstone

PL: 10 (150)

abilities: (4)
STR 14 DEX 16 CON n/a INT 10 WIS 14 CHA 10

Combat: (32)
+7 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+2/7/8 DMG (unarmed/spectre shot/phantom punch)

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

Skills (13/52)
bluff +6
climb +6
gather info +6
intimidate +10
knowledge: streetwise +6
notice +6
search +6
sense motive +6

feats (19)
assessment, all-out attack, attack focus: range 4, diehard, dodge 4, elusive target, improved initiative, move-by action, power attack, precise shot, startle, uncanny dodge

Powers (80)
blast "Spectre shot" +8 (19)
- AP: Posession +5 [15]
- AP: Nullify "power devour" +8 (mutations) [16]
- AP: strike "phantom punch" +6 (feat: mighty) [7]
immunity +30 (fort) (30)
insubstantial +3 (16)
- AP: teleport "shadow shift" +7 (extra: accurate +1, flaw: medium: shadows -1)
protection +8 (8)
regeneration +7 (rec. bonus +7) (7)

drawbacks
vulnerable: electrcity (uncommon, major) (-3)
Vulnerable: radiation (uncommon, moderate) (-2)

costs
abilities 4 + combat 32 + saves 7 + skills 13/52 + feats 19 + powers 80 - drawbacks 5 = 150 pts

:arrow: introduced in Freedom Force vs the Third Reich, Tombstone was a wrongly convicted man who was sent to the Chair. but, just as the executioner flipped the switch, like so many other men that night, tombstone was bombarded by a shower of Energy-X, turning him into a superpowered spectre.

:arrow: as you can guess, tombstone represents the advent of the bronze age heros of the late 60's and early 70's, with his grim origin and semi-supernatural powers
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1303

Post by Kreuzritter » Sat Aug 04, 2007 5:26 am

Image

Dutch

PL: 10 (150)

abilities: (36)
STR 24 DEX 14 CON 24 INT 10 WIS 14 CHA 10

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

saves: (8)
TOU +107 FORT +7 REF +6 WILL +6

Skills (29/116)
bluff +6
climb +6
computers +8
disable device +8
drive +6
gather info +6
intimidate +10
knowledge: current events +6
knowledge: streetwise +6
knowledge: tactics +6
Notice +8
pilot +6
search +6
sense motive +6
stealth +8
surivival +8
swim +6

feats (23)
all-out attack, assessment, Atk focus: range 6, chokehold, diehard, dodge 4, evasion, improved grab, improved grapple, improved initiative, improved pin, move-by action, power attack, startle, takedown attack

Powers (30)
datalink +3 (3)
Device: plasgun +5 (15)
- blast +8 (extra: autofire +1) [25]
- AP: blast +8 (penetrating +1) {24}
leaping +2 (2)
protection +3 (3)
supersenses +5 (darkvision, distance sense, time sense, radio) (5)
superstrength +1 (2)

tradeoff
+2 ATK/-2 DMG

costs
abilities 36 + combat 24 + saves 8 + skills 29/116 + feats 23 + powers 30 = 150 pts

:arrow: a highly trained mercenary , Dutch was one of the black hats until his bosses sold him up the river and turned him into one of their elite cybertroopers and mind-controlled pawn. eventually, Dutch regained his freedom, and helped Youngblood bring them down. Dutch then sought retirement, but was eventually dragged back into the feild, this time as a member of Youngblood
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1304

Post by Kreuzritter » Sat Aug 04, 2007 7:31 am

Image

"Hot Stuff coming through!"

El Diablo

PL: 10 (150)

abilities: (26)
STR 14 DEX 18 CON 16 INT 10 WIS 14 CHA 14

Combat: (32)
+8 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+2/3/5/8 DMG (unarmed/fire it up/inferno/hellfire)

saves: (10)
TOU +8/3 FORT +6 REF +7 WILL +6

Skills (17/68)
acrobatics +8
Bluff +8
climb +4
disable device +4
intimidate +6
gather info +6
knowledge: streetwise +6
notice +6
sense motive +8
search +6
stealth +6

feats (21)
all-out attack, assessment, ATK focus: range 4, attractive, contacts, defensive attack, diehard, dodge 4, elusive target, evasion, improved initiative, move-by action, power attack, taunt, uncanny dodge

Powers (46)
Blast "hellfire" +8 (18)
- AP: Blast "inferno" +5 (extra: area +1) [15]
- AP: fire control "ignite" +8 [16]
energy Aura "fire it up" +3 (12)
- linked: Force feild +5 (5)
flight +5 (feat: moving feint) (11)

drawback
vulnerable: cold (uncommon, moderate) (-2)

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

complications
enemy (Nulear Winter, Mr. Mechanical, Lord Dominion, Blitzkrieg, Time Master)
prejudice (former gang leader)
responsibility (estella [girlfreind], "sucker for a pretty face")
secret (identity: ricardo ramirez)
temper

costs
abilities 26 + combat 32 + saves 10 + skills 17/68 + feats 21 + powers 46 - drawback 2 = 150 pts

:arrow: another Freedom Force hero, street gang leader Ricardo Ramirez was hit with a random discharge of Energy X (see Mentor’s origin) and discovered to his amazement that he could set his body on fire and not be harmed. With a thought, he sent himself into the air, and for the first time Ricardo saw the entire city outside his barrio, and finally gained the wider perspective his girlfreind Estella had tried to teach him. realizing he'd been given his powers for a reason, Ricardo swore to use them to bring peace to the community, turning his back on the gangs and donning the heroic guise of El Diablo!

:arrow: acting as the team's scout and close air support, El Diablo prefers to fight at range from the air, using Move-by action to make strafing runs
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Kreuzritter
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1305

Post by Kreuzritter » Sat Aug 04, 2007 11:06 am

Image

"The Human race is a paradox... Violent and petty. Yet also capable of nearly immeasurable compassion."

Mentor

PL: 10 (150)

abilities: (38)
STR 10 DEX 14 CON 14 INT 28 WIS 20 CHA 12

Combat: (24)
+9 init, +10/8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+0/10/10 DMG (unarmed/mind powers)

saves: (11)
TOU +12/2 FORT +5 REF +5 WILL +10

Skills (24/96)
computers +8
craft: electronic +8
craft: mechanical +8
concentration +8
disable device +8
intimidate +4
investigate +6
knowledge: technology +8
knowledge: physical sciences +8
pilot +6
notice +8
search +6
sense motive +10

feats (12)
assessment, atk focus: range 2, diehard, dodge 2, improvised tools, inventor, master plan, speed of thought, ultimate will, uncanny dodge

Powers (41)
Mind control +10 (feat: mental link) (27)
- AP: blast "Phase cone" +10 (extra: area-cone +0) [20]
- AP: Blast "Electron beam" +10 (feat: accurate) [21]
- AP: confuse "Instinct dominance" +10 (extra: perception +1) [20]
- AP: Drain INT "cortical supression" +10 (extra: area-burst +1) [10]
- AP: mental Blast "psyche slash" +10 (flaw: mental weapon -2) [20]
- AP: telepathy +10 [20]
force feild "Kinetic barrier" +10 (10)
supermovement +2 (air-walking 2) (4)

tradeoff
+2 DEF/-2 TOU

Complications
enemy (Lord Domion, Praetor, Pan, Time-Master, Blitzkreig, Nuclear Winter)

costs
abilities 38 + combat 24 + saves 11 + skills 24/96 + feats 12 + powers 41 = 150 pts

:arrow: the brains behind Freedom Force, Mentor was an alien scietist and advisor to the tyrranical Lord Dominon, until he overheard his master's plot to plunge earth into chaos by creating a horde of supercriminals. disgusted, Mentor stole the shhip bearing the potent mutagen, Energy X, and took it to earth, hoping to create an army of heros to repell Dominion's legions and free the universe. unfortunately, there was an accident, andthus the Energy created both heros and villains. Undaunted and now himself empowered, Mentor set out to rally the nobler specimens, and thus became a founding member of Freedom Force
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