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

1312

Post by Kreuzritter » Sun Aug 05, 2007 8:54 am

Image

"Well, if I'm good at anything, It's destruction"

Man-Bot

PL: 10 (150)

abilities: (16)
STR 38/14 DEX 12 CON 14 INT 10 WIS 14 CHA 12

Combat: (24)
+5 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+14 DMG ()

saves: (11)
TOU +14/2 FORT +6 REF +4 WILL +6

Skills (13/52)
bluff +6
concentration +6
intimidate +10
knowledge: current events +6
knowledge: pop culture +6
notice +6
search +6
sense motive +6

feats (6)
all-out attack, fast overrun, improved initiative, improved overrun, power attack, takedown attack

Powers (88)
Device: Man-Bot armor +22 (88)
- Blast "energy discharge" +10 (feat: triggered [when struck], extra: action +3, area-explosion +0, penetrating +1, flaw: uncontrolled -1) [53]
- AP: Blast "focus beam" +14 {28}
- AP: blast "energy release" +10 (extra: area-explosion +1) {20}
- Density +12 (feat: innate, unstoppable 4, extra: continuous +1, flaw: permanent -1) [36]
| Enhanced STR +24
| Proection +6 (extra: impervious +1)
| immovable +4
| superstrength +4
- feat: diehard [1]
- flight +2 [4]
- immunity +4 (suffocation, poison, disease) [4]
- Protection +6 (extra: impervious +1) [12]

drawback (-8)
normal identity (1 minute) (-5)
vulnerable: electric damage (uncommon, major) (-3)

tradeoffs
+4 DMG/-4 ATK
+4 TOU/-4 DEF

Complications
enemy (Nuclear Winter, The Domain, Time-Master, Entropy)
obsession (cure)
secret (identity: Ted Taylor [presumed dead])

costs
abilities 16 + combat 24 + saves 11 + skills 13/52 + feats 6 + powers 88 - drawback 8 = 150 pts

:arrow: and here we have Man-Bot, the undisputed tank of Freedom Force. he's also a living bomb, which bears further discussion

:arrow: as the parent ability, both the focus beam and energy release are slaved to the Energy discharge, which is GM controlled, meaning those AP's are controlled too. normally, Man-bot should be able use the AP's as he woould a normal attack, while the discharge is inactive. however, every so often, disengage the other two and activate discharge (preferably with some warning to man-bot's player). this simulates the energy sinks in MB's armor filling past capacity and releasing the excess build up. what this means is that having man-bot around is a built-in complication, since he presents the additional problem of having to stop an exploding man.

:arrow: if you'd like a rule of thub for gauging when to set off discharge, just note how often man-bot uses the focus or release powers, since both powers are the result of his venting the buildup in a controlled fashion
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Mistwolf
Sidekick
Sidekick
Posts: 358
Joined: Sun May 14, 2006 9:39 am

Post by Mistwolf » Sun Aug 05, 2007 9:03 am

Kreuzritter wrote:considering both iron ox and supercollider are already up, the odds of seeing blackbird are pretty good.
Doh! And I even looked at your index to see which FF characters had been posted already. Must have missed them. That's what happens when sleep deprivation starts kicking in. :oops:
Xander: "Generally speaking, when scary things get scared, not good."

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

1313

Post by Kreuzritter » Sun Aug 05, 2007 11:55 am

Image

"Ah don’t like uninvited guests, especially when they don’t clean up after themselves."

Alchemiss

PL: 10 (150)

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

Combat: (24)
+7 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/10/10/6/6 DMG (unarmed/acrbne blast/repulse/alteration/hex)

saves: (9)
TOU +10/2 FORT +4 REF +6 WILL +7

Skills (18/72)
bluff +8
concentration +8
diplomacy +8
knowledge: arcana +8
knowledge: art +6
knowledge: pop culture +6
knowledge: current events +6
notice +8
search +6
sense motive +8

feats (19)
accurate attack, all-out attack, atk spec: arcane blast 2, attractive, defensive attack, distract, dodge 4, improved defense, improved initiative, luck, move-by action, power attack, ritualist, taunt, uncanny dodge

Powers (58)
Flight +3 (6)
Force Feild "Blessed Aegis" +8 (extra: impervious +1, flaw: limit: range only) (8)
Magic +10 (44)
- Blast "Arcane Blast" +10 [20]
- gravity control "aloft" +10 (flaw: decrease only -1) [10]
- trip "repulsion" +10 (extras: knockback +1, perception +1) [40]
- Mutation "alteration" +6 (extra: alt. save- will +0, perception +2) [36]
- paralyze "Hex" +9 (feat: triggered [attack], extra: perception +2) [37]

drawbacks
power loss (all powers, unable to speak/gesture) (-4)

complications
enemy (Time-Master, Pan, Shadow, Blitzkrieg)
prejudice (pagan)
responsibility (Man-Bot [in love with])
secret (identity: Catherine Lamont Price)

costs
abilities 26 + combat 24 + saves 9 + skills 18/72 + feats 19 + powers 58 - drawback 4 = 150 pts

:arrow: Freedom Force's spell-slinging southern belle, Alchemiss has a nice diverse range of abilities with a focus on indirect damage and debuffs
Last edited by Kreuzritter on Sun Aug 05, 2007 1:25 pm, edited 1 time in total.
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Kreuzritter
Cosmic Entity
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Posts: 21027
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Post by Kreuzritter » Sun Aug 05, 2007 12:05 pm

Alchemiss
Ant
Bullet
El Diablo
Eve
Liberty Lad
Man-Bot
Mentor
Microwave
Minuteman

And there you have it folks, the core roster of Freedom Force, Patriot City's number one super-hero team, all set to protect the good ol' U.S. of A. from criminals, aliens, time travelling warlords, mole people, ancient gods, giant robots, and of course, Communists.

while ordinarily I'd suggest the full group for any playtests, to truly capture the FF experience, use a squad of 4 heros. not only does it make for cleaner bookkeeping, but it gives each hero more of a chance to shine.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1314

Post by Kreuzritter » Sun Aug 05, 2007 12:33 pm

Image

Kill-A-Rilla

PL: 5 (75)

abilities: (26)
STR 22 DEX 20 CON 22 INT 6 WIS 10 CHA 6

Combat: (16)
+5 init, +4 ATK, +4 DEF (+2 flat-footed)
+6/6/6 DMG (unamed/machine gun/whip)

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

Skills (7/28)
acrobatics +6
climb +6
intimidate +8
notice +4
search +4

feats (11)
all-out attack, chokehold, equipment 5, improved grab, improved grapple,
improved pin, power attack

Powers (9)
supersenses +3 (low-light vision, scent, track) (3)
superstrength +3 (6)

equipment
machine gun +6 [18]
whip +0[5]

costs
abilities 26 + combat 16 + saves 6 + skills 7/28 + feats 11 + powers 9 = 75 pts

:arrow: and here we have the dreaded Kill-A-Rilla, an attempt by the Nazis to create superhuman cannon fodder, as used by the ubersoldaten Blitzkrieg against Freedom Force
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Beleriphon
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Joined: Tue Jun 20, 2006 5:31 pm
Location: Peterborough, ON... of Evil!

Post by Beleriphon » Sun Aug 05, 2007 12:35 pm

I love Golden Age villains. Where else would we find a guy that looks like he's wearing a fake gorilla head and call him a supersoldier?

Kreuzritter
Cosmic Entity
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Joined: Wed Jun 15, 2005 4:16 pm
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Post by Kreuzritter » Sun Aug 05, 2007 12:41 pm

Beleriphon wrote:I love Golden Age villains. Where else would we find a guy that looks like he's wearing a fake gorilla head and call him a supersoldier?
actually, that's a man/gorilla hybrid created by the nazis using the Energy-X blitzkrieg sent them from the future.

that it resembles something out of the 'evil-on-a-budget' catalogue is simply a design aesthetiic :wink:
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Beleriphon
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Location: Peterborough, ON... of Evil!

Post by Beleriphon » Sun Aug 05, 2007 12:50 pm

Kreuzritter wrote:
Beleriphon wrote:I love Golden Age villains. Where else would we find a guy that looks like he's wearing a fake gorilla head and call him a supersoldier?
actually, that's a man/gorilla hybrid created by the nazis using the Energy-X blitzkrieg sent them from the future.

that it resembles something out of the 'evil-on-a-budget' catalogue is simply a design aesthetiic :wink:
All the more reason to love beating up Golden Age Nazis. Is there honesty a better group of villainous sorts out there for us to beat up? :wink:

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

1315

Post by Kreuzritter » Sun Aug 05, 2007 1:36 pm

Image

"Abschaffen Sie!"

Eye of The Reich

PL: 6 (90)

abilities: (10)
STR 6 DEX 20 CON 10 INT 14 WIS 16 CHA 4

Combat: (12)
+9 init, +6/0 ATK, +6 DEF (+3 flat-footed)
+0/6 DMG (unarmed/beam)

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

Skills (5/20)
investigate +6
search +6
notice +8

feats (8)
atk focus: range 6, improved initiative, move-by action

Powers (48)
additional limbs +2 (2 tentacles) (2)
blast "energy beam" +6 (feat: variable) (14)
- confuse "panic beam" +6 [6]
immunity +19 (life support, mental effects) (19)
protection +6 (6)
supermovement +2 (air-walking 2) (4)
supersense +3 (analytical detect weakness) (3)

costs
abilities 10 + combat 12 + saves 7 + skills 5/20 + feats 8 + powers 48 = 90 pts

:arrow: another of Blitzkreig's creations, the Eyes of the Reich are little more than floating cybernetic hunter/killer drones, used to track down allied superhumans. and while they might lack the brute force for such a task, it's detection and variable blast allow them to strike through a hero's vulnerabity. And while that is cause for concern, what really seels the threat is that the Eyes of The Reich travel in packs
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Kreuzritter
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Location: Rumble City

1316

Post by Kreuzritter » Sun Aug 05, 2007 2:20 pm

Image

"Vous pensez que ce drapeau représente l'Amérique?"

Tricolour

PL: 7 (90)

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

Combat: (24)
+9 init, +9/7/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/5 DMG (unarmed/Rapier)

saves: (11)
TOU +5/2 FORT +6 REF +8 WILL +6

Skills (17/68)
acrobatics +8
bluff +8
climb +6
disguise +4
escape artist +4
knowledge: current events +6
languages (english, german, native: french)
inimidate +6
notice +6
sense motive +8
stealth +6

feats (28)
acrobatic bluff, all-out attack, attack spec: rapier, atk focus: melee, benefit: heroine of the people, defensive attack, defensive roll 3, dodge 3, equipment, elusive target, evasion, fearless, improved block, improved sunder, improved disarm, improved initiative, instant up, move-by action, power attack, takedown attack 2, quick draw, taunt, uncanny dodge

equipment
rapier +3 (feats: mighty, improved crit) [5]

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

costs
abilities 26 + combat 24 + saves 11 + skills 17/68 + feats 28 = 105 pts

:arrow: noble heroine of France, Tricolour fights to free her country and the rest of Europe from Nazi occupation, and armed with only her athletic grace, natural charm and skill with the blade, has the courage to face down even the most diabolical Axis monstrosity.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1317

Post by Kreuzritter » Sun Aug 05, 2007 3:47 pm

Image

Fire elementals

PL: 6 (90)

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

Combat: (0)
+7 init, +6/0 ATK, +6 DEF (+6 dodge, +0 flat-footed)
+0/4/6 DMG (unarmed/burning body/fireball)

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

Skills (5/20)
intimidate +8
notice +6
search +6

feats (13)
all-out attack, atk spec: fireball 3, dodge 6, improved initiative, move-by action, power attack

Powers (72)
blast "fireball" +6 (12)
energy aura "burning body' +4 (extra: continuous +1, flaw: permanent -1) (16)
flight +4 (8)
immunity +30 (fort) (30)
protection +6 (6)

drawbacks
vulnerable (water, uncommon, major) (-4)

costs
abilities -4 + saves 8 + skills 5/20 + feats 13 + powers 72 - drawback 4 = 90 pts

:arrow: a special series of minions from Freedom Force vs the 3rd Reich, these elementals make great low-rent minions for just about any self-respecting fire/element themed bad guy
Last edited by Kreuzritter on Sun Aug 05, 2007 6:37 pm, 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

1318

Post by Kreuzritter » Sun Aug 05, 2007 4:12 pm

Image

"On my word of honor, I promise you warrior's death."

Red Sun

PL: 10 (150)

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

Combat: (28)
+7 init, +13/7/6 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+3/7 DMG (unarmed/crimson katana)

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

Skills (9/36)
acrobatics +6
intimidate +8
notice +8
sense motive +8
stealth +6

feats (19)
all-out atk, atk focus: melee, atk spec: sword 3, diehard, fearless, def roll 4, dodge 5, improved initiative, power attack, uncanny dodge

Powers (63)
Device: Crimson Katana +6 (18)
- Summon Fire Elementals +6 (feats: mental link, progression 4, sacrifice, extra: horde +1) [24]
- strike +4 (feats: mighty, improved crit) [6]
duplication +7 (feats: progression 2, sacrifice, extras: continuous +1, heroic +1, horde +1, survival +1) (45)

costs
abilities 22 + combat 28 + saves 9 + skills 9/36 + feats 19 + powers 63 = 150 pts

:arrow: the japanese representative in BlitzKrieg's super-Axis, Red Sun is easily the most honorable of the 3 villains, refusing to stoop to their levels of treachery or barbarity. of course, there is the fact that Red Sun gets too fight with an army at his side, so it's kind of a moot point

:arrow: Making Red Sun proved to be a challenge, as I wanted to make sure that he got 5 pl 10 copies of himself to feild, in addition to his fire elementals, while still being a deadly foe himself yet remaining in a 150 pp framework. finally, after mulling it over, I realized the answer was to streamline the build, and make him PL for as few points as possible. As it currently stands, without his duplication, Red Sun comes to to exactly 105 points. so, heros fighting Red Sun have to fight 6 PL10s and 50 PL6 fire elementals.

:arrow: i think it's worth noting that Red Sun's summoning powers were included in determining the cost of his duplication. this was partly to save points, and in game provide a way to keep Red Sun's duping a secret (players should think at first that he's one guy, not six). this also means that Red Sun can technicly could summon up to 300 fire elementals in a single fight. however, even if this is legal, i strongly suggest not doing it for the fact that your players will no doubt stage a mutiny and promptly feed you your dice bag for such a stunt
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Kreuzritter
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Posts: 21027
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Location: Rumble City

1319

Post by Kreuzritter » Sun Aug 05, 2007 5:49 pm

Image

Pinstripe

PL: 10 (150)

abilities: (26)
STR 34 DEX 14 CON 18 INT 10 WIS 14 CHA 12

Combat: (28)
+6 init, +8 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+12/6 DMG (unarmed/)

saves: (11)
TOU +12 FORT +8 REF +5 WILL +6

Skills (15/60)
bluff +8
gather info +8
intimidate +10
knowledge: streetwise +8
notice +6
profession: gangster +8
search +6
sense motive +6

feats (17)
all-out attack, diehard, dodge 2, equipment 4, improved initiative, minions 7 (50 thugs), power attack, well-informed

Powers (53)
Density +8 (extras: continuous +1, flaw: permanent -1) (26)
- Enhanced STR +16
- Protection +4 (impervious)
- immovable +2
- superstrength +2
immunity +5 (knockback) (5)
leaping +4 (4)
protection +4 (extra: impervious +1) (8)
gravity control "density control" +10 (flaw: increase only -1) (10)

equipment
Machine gun +6 (extra: autofire +1) [18]

costs
abilities 26 + combat 28 + saves 11 + skills 15/60 + feats 17 + powers 53 = 150 pts

:arrow: Not every supervillain wants to conquer the world or lay waste to humanity, instead preferring more conventional forms of crime, like bank robberies, smuggling and protection rackets. Pinstripe is one of them. he's content to be a big fish in a small pond, mostly due to the fact that said 'small ponds' have fewer heros to stand up to him. and if he does fight superheros, he'd rather not have to deal with Freedom Force if he can help it

:arrow: ever the traditionalist, Pinstripe actually eschews fisticuffs in favor of his custom heater, a medium machine gun retooled to resemble a tommy gun. which, when used in combination with his gravity control, is actually a pretty sound strategy. but, if you ask me, Pinstripe just doesn't want to mess up his suit with the other guy's blood
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Kreuzritter
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1320

Post by Kreuzritter » Sun Aug 05, 2007 6:47 pm

Image

Law

PL: 10 (150)

abilities: (6)
STR 20 DEX 24 CON 20 INT 10 WIS 16 CHA 10

Combat: (24)
+11 init, +12/6 ATK, +12 DEF (+6 dodge, +3 flat-footed)
+5/8 DMG (unarmed/Justice Sword)

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

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

feats (20)
atk spec: justice sword 3, defensive attack, defensive roll 3, dodge 6, evasion, improved initiative, interpose, move-by action, power attack, takedown attack, uncanny dodge

Powers (86)
Healing "Mercy" +8 (extras: action +1, restoration +1, total +1) (42)
- AP: deflect "Justice" +8 (all ranged, extras: action +2, automatic +1) [40]
- AP: Strike "Justice sword" +3 (feat: mighty, improved crit, extra: penetrating +1) [8]
enhanced STR +10 (10)
enhanced DEX +14 (14)
enhanced CON +10 (10)
leaping +3 (3)
morph +3 (feat: Metamorph-Order) (4)
supersenses +4 (blindsight) (4)

drawback (-3)
blind (very common, minor) (-3)

costs
abilities 6 + combat 24 + saves 7 + skills 10/40 + feats 20 + powers 86 = 150 pts

:arrow: one half of Freedom Force's 'legal team', Law is inclined towards defense and support, as exemplified by her healing and deflect powers, although she can throw down if she has to. however, that's what Order's for

:arrow: I chose to make Law's sword a power rather than a device, primarily because it seems to fit the concept
Last edited by Kreuzritter on Mon Aug 06, 2007 7:53 pm, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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1321

Post by Kreuzritter » Sun Aug 05, 2007 6:54 pm

Image

Order

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

Combat: (24)
+6 init, +6 ATK, +6 DEF (+3 flat-footed)
+7/14/7 DMG (unarmed/gavel/trip)

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

Skills (15/60)
bluff +6
Gather Information +6
Intimidate +10
Investigate +6
Knowledge: civics +4
knowledge: streetwise +6
profession: cop +4
Notice +6
Sense Motive +6
Search +6

feats (17)
All-out Attack, Diehard, fast overrun, fearsome prescence "Order in the court" 5, improved initiative, improved overrun, interpose, move-by action, Power Attack, Takedown Attack 2, startle, uncanny dodge

Powers (73)
Enhanced STR +10 (10)
enhanced DEX +4 (4)
Enhanced CON +10 (10)
morph +3 (feat: Metamorph-Law) (4)
Strike "Punishent hammer" +7 (feat: mighty, improved crit, extra: penetrating +1) (17)
- AP: Trip "quake"+7 (feat: improved throw, extra: Area-burst +0) [15]
leaping +4 (4)
protection +7 (extra: impervious +1) (14)
superstrength +5 (10)

costs
abilities 16 + combat 24 + saves 5 + skills 15/60 + feats 17 + powers 73 = 150 pts

:arrow: the other half of Freedom Force's 'legal team', Order's a former good cop tured superhuman wrecking machine, and a darned good one at that. both he and Law have apparently accepted the fact that they share the same body
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