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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Servitor_2152
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Re: 1364

Postby Servitor_2152 » Fri Aug 17, 2007 1:54 pm

Kreuzritter wrote:Image

"I'm your replacement."

Radioactive Clone


:shock:

OH GOD LIEFIELD GOT HIS HANDS ON RADIOACTIVE MAN RUN AWAY
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E

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Kreuzritter
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Postby Kreuzritter » Fri Aug 17, 2007 2:50 pm

that reminds me, speaking of pure evil...
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Kreuzritter
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1367

Postby Kreuzritter » Fri Aug 17, 2007 2:56 pm

Image

"I could crush him like an ant. But it would be too easy. No, revenge is a dish best served cold. I'll bide my time until ... Oh, what the hell. I'll just crush him like an ant."

Mr. Burns

PL: 10 (150)

abilities: (10)
STR 36/10 DEX 12/0 CON n/a/10 INT 10 WIS 14 CHA 16

Combat: (0)
+5/0 init, +7 ATK, +7 DEF (-3 size, +3 flat-footed)
+13/7/7 DMG (unarmed/machine guns/eye lasers)

saves: (4)
TOU +13/0 FORT n/a/0 REF +5/0 WILL +6

Skills (15/60)
bluff +6
gather info +6
intimidate +8
knowledge: history +6
knowledge: business +8
knowledge: civics +6
knowledge: streetwise +8
notice +6
sense motive +6

feats (5)
contacts, connected, benefit (connected on intimidate), seize, wealth (X)

Powers (126)
Device: Mecha-Burns robot +33 (124)
- enhanced STR +6 [6]
- enhanced DEX +2 [2]
- enhanced REF +3 [3]
- enhanced combat +20 (+10 ATK, +10 DEF) [40]
- Blast "machine guns" +7 (feats: accurate 3, extra: autofire +1) [25]
- AP: blast "eye lasers" +7 (feats: accurate 3, extra: penetrating +1) {24}
- Growth +10 (feat: innate, extra: continuous +1, flaw: permanent -1) [31]
- immunity +30 (fort) [30]
- power feats +5 (all-out attack, improved initiative, move-by action, power attack, takedown attack) [5]
- Protection +9 [9]
- superstrength +2 [4]
immunity +2 (age, disease) (2)

drawbacks
normal identity (5 minutes) (-5)
disability: Mr. Burns (-5)

costs
abilities 10 + saves 4 + skills 15/60 + feats 5 + powers 126 - drawback 10 = 150 pts

:arrow: A-hoy-hoy, penniless mortals! as suggested pages back, Mr Burns is at his most evil just being himself. that said, there's no reason Mr. Burns should be left out while everybody else is getting powers. so, imagine my delight when I stumbled upon this fearsome compromise of destruction, pencilled by geoff darrow no less.

:arrow: for those feeling burns has too much STR, DEX and CON, i've chosen to represent burn's feeble, decrepit body via the disability, in order to provide a blanket coverage for whatever physical penalities to mundane tasks (this includes being unable to take candy from a baby, or treating his toothbrush as a heavy load, among other frailties) burns may incurr, without making a further mess of his book keeping

:arrow: also mixed some points around for much needed knowledge: history
Last edited by Kreuzritter on Fri Aug 17, 2007 8:21 pm, edited 1 time in total.
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Wordmaker
Mastermind
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Postby Wordmaker » Fri Aug 17, 2007 4:09 pm

Wow, Mecha-Burns! That's just itching for a fight with someone's King Kong or Godzilla build...

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Kreuzritter
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Postby Kreuzritter » Fri Aug 17, 2007 4:28 pm

Well, I have asked in the past for a playtest of the heros for rent...
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Dreaming Psion
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Postby Dreaming Psion » Fri Aug 17, 2007 5:38 pm

Excellent! Monty Burns would make for a good villain. Zenith City may have a new owner of the nuclear power plant...

A few things on the build, you might want to space out Burn's immunities to disease and aging in the powers section a bit because it looks right now like the come from the robot. Also, what does the disability (Monty Burns) do exactly?
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Kreuzritter
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Postby Kreuzritter » Fri Aug 17, 2007 6:11 pm

basicly, it's a catch-all for any time you want to playwith just how decripit mr. burns is

things like:

collapsing under the added weight of a top hat and hand-sponge

failing to take candy from a baby

and pretty much any other scene playing up his sheer decrepitude.

mostly, it was a way to give burns penalties one would associatte with reduced ability scores, but without screwing up my my math for Mecha Burns.

incidently, wealth is just there on monty's character sheet to show that he has it. ideally, mr. burns has wealth 6 or higher, or just a flat-out x-trait.

I do have an actual super-powered burns in the works, by the way, and i'm still working out the bugs of Springfeild's resident not-powered feinnn... oh, there he is now

*out from nowhere, the music from cape fear starts to play*

Image

Bart: AAAH! SIDESHOW BOB!
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Thorpacolypse
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Postby Thorpacolypse » Fri Aug 17, 2007 8:06 pm

Kreuz, I bow to your epic awesome amazingness.

There have been 7 builders post on my thread this week and we LOST ground to you...

You are my new idol. To hell with Ambush Bug, LONG LIVE THE KREUZ!

And I LOVE the Simpsons build. I remember watching the pilot episode that first Sunday night long ago and it's been my all-time favorite show ever since. Thanks for taking the time to stat all those awesome hero/villain parodies out.
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luketheduke86
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Postby luketheduke86 » Fri Aug 17, 2007 8:12 pm

nice mr. burns!! but shouldnt he have an extremely low STR since he was shown as so weak he wasnt even able to take candy from Maggie lol
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.

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Kreuzritter
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Postby Kreuzritter » Fri Aug 17, 2007 8:14 pm

luketheduke86 wrote:nice mr. burns!! but shouldnt he have an extremely low STR since he was shown as so weak he wasnt even able to take candy from Maggie lol


like i said below, that's what the disability is for...

crap, i gotta go back and add in knowledge: history
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luketheduke86
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Postby luketheduke86 » Fri Aug 17, 2007 8:16 pm

Kreuzritter wrote:
luketheduke86 wrote:nice mr. burns!! but shouldnt he have an extremely low STR since he was shown as so weak he wasnt even able to take candy from Maggie lol


like i said below, that's what the disability is for...

crap, i gotta go back and add in knowledge: history


aaahh i gotcha....saw that but didnt think about it like that
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.

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Libra
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Postby Libra » Sat Aug 18, 2007 7:15 am

Hmmmm. . .Homer-Hulk Vs Mr Burns.

Excellent. :twisted:
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Kreuzritter
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1368

Postby Kreuzritter » Sat Aug 18, 2007 8:34 am

Image

"Humankind cannot gain anything without first giving something in return. Here at Central Headquarters there was a group of brave soldiers all willing to make that sacrifice in the name of peace. This is a tale of love and courage, a tale of the Flame Alchemist Colonel Mustang and his loyal team."

Lieutenant Riza Hawkeye

PL: 8 (120)

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

Combat: (28)
+12 init, +11/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+1/5/5 DMG (unarmed/pistols/rifle)

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

Skills (22/88)
acrobatics +6
Bluff +6
concentration +6
gather info +6
intimidate +8
knowledge: current events +6
knowledge: alchemy +2
knowledge: tactics +6
profession: soldier +6
notice +10
search +6
sense motive +8
stealth +6
survival +6

feats (37)
accurate attack, all-out attack, ambidexterity, assessment, atk focus: range 5, benefit: rank 3, diehard, defensive attack, defensive roll 3, dodge 2, eagle eyes, elusive target, equipment 3, evasion, improved aim, improved initiative, improved sunder, move-by action, power attack, precise shot 2, quick draw 2, seize initiative, startle, uncanny dodge

equipment
arsenal [15]
- Sniper rifle +5 (feats: improved crit, improved range 2) {13}
- Dual handguns +5 (feats: improved crit, split attack) {12}
- heavy pistol +4 {8}

tradeoffs
+3 ATK/-3 DMG
+2 DEF/-2 TOU

complications
Enemy (the 7 sins)
honor (good soldier)
marked (alchemic tattoo on back)
responsibility (Roy mustang, the Elric brothers)
secret (knows Homunculi conspiracy)

costs
abilities 24 + combat 28 + saves 9 + skills 21/84 + feats 38 = 120 pts

:arrow: Roy's right hand, trusted bodyguard and sniper, Riza's markmanship has saved him and the rest of their team countless times over, and in a firefight will be making damned sure it stays that way. as an example, while the upcoming skirmish over in the Ironkingdoms is officially just roy and the Elrics fighting the Khador army, It would be perfectly in character for Riza to be thinning out any enemy that's got a clear shot at the trio

:arrow: rank and FMA: in the FMA world, there are two kinds of PC's: Alchemists and the military. Alchemists, by dint of their abilities, get the generalized rank. to compensate for being lower on the PL totem pole, military charatcers get actual ranks as a balancing factor. continuing the IK battle as our example, while Riza doesn't get the might of being analchemist, she can be assumed to have requisitioned some situational equipment, such as insulated camo clothing, a walkie-talkie, survivalist kit, gas mask, or whatever else is appropriate

:arrow: UPDATE: after re-reading the manga, i've chosen to swap out black hayate and instead used the points to make Riza an even meaner markswoman
Last edited by Kreuzritter on Mon Aug 27, 2007 5:02 pm, edited 1 time in total.
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Kreuzritter
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1369

Postby Kreuzritter » Sat Aug 18, 2007 2:23 pm

Image

"By the Abysmal Alliteration of Agamop! By the Sinister Shadows of Shaggamath! By the Dampening Darkness of Dyperdoon! Will this unending horror never end?"

Plasmo The Mystic

PL: 10 (150)

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

Combat: (24)
+9 init, +8/6 ATK, +10 DEF (+4 sheild, +3 flat-footed)
+0/12 DMG (unarmed/blast)

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

Skills (22/88)
bluff +6
concentration +8
diplomacy +6
intimidate +8
investigate +4
knowledge: arcane +10
knowledge: theology/philosophy +10
medicine +6
perform: oratory +12
notice +8
search +4
sense motive +6

feats (14)
artificer, atk focus: range 2, diehard, eidetic memory, equipment 2, fascinate: perform, improved initiative, power attack, ritualist, seize initiative, speed of thought, uncanny dodge

Powers (55)
flight +3 (6)
force Feild +8 (extra: impervious +1) (16)
Magic (29)
- Blast +12 [24]
- healing +8 (extra: total +1) [24]
- mind control +10 [20]
- Telekinesis +7 (feat: precise, extra: perception +1) [21]
- supermovement +2 (dimensional movement 3 [feat: progession 5) [6]
sheild +4 (4)

equipment
Sanctum Suburban (as Sactum sanctorum, with think tank feature) [10]

tradeoffs
+2 DMG/-2 ATK

complications
enemy (lebaron fordor, flamammu)
responsibility (Master of Magic, superior squad)
costs
abilities 26 + combat 24 + saves 9 + skills 22/88 + feats 14 + powers 55 = 150 pts

:arrow: Completing the superior Squad lineup, at long last, here's Plasmo, the maven of mysticism.

:arrow: on the Sanctum Suburban's think tank, that represents the ghost of Plasmo's metor, the Decripit One, who's taken up residence in the guest bedrom as a guest who refuses to leave. whie obnoxious and irritating, the Decripit One does dispense useful advice, hence why he counts as a feature. outside of that, Plasmo's a pretty straight upparody of dr. Strange, and if joining Dreaming_psion's luniverse, is almost certainly related to Dr. Orpheus of Ventures Bros. fame
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Kreuzritter
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Re: 154

Postby Kreuzritter » Sat Aug 18, 2007 3:14 pm

Kreuzritter wrote:Image

When I am Fuhrer, all female officers will be required to wear sexy miniskirts!

Colonel Roy Mustang
Alsoknown as: The Flame Alchemist

A colonel in the military as well as a State Alchemist, Roy mat seem manipulative and self-absorbed, but the truth is he seeks to become fuhrer in order to bring about change, mostly due to the atrocities he witnessed in the Ishbalan war. fiercely loyal to his men, he has also become aware of a festering conspiracy in the military, one even his knack for pyromancy cannot burn away.

PL: 10 (150)

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

Combat: (32)
+10 init, +12/8 ATK, +14 DEF (+6 dodge, +4 flat-footed)
+1/10 DMG (unarmed/gloves)

saves: (9)
TOU +6/3 FORT +4 REF +6 WILL +6

Skills (25/100)
bluff +8
concentration +7
diplomacy +8
gather info +8
intimidate +7
investigate +4
knowledge: arcane lore +8
knowledge: civics +6
knowledge: current events +8
knowledge: tactics +8
knowledge: streetwise +6
notice +8
search +6
sense motive +8

feats (31)
all-out attack, attractive, attack focus: range 4, accurate attack, assessment, benefit 2 (rank: colonel, status: state alchemist), challenge 2 (combat clarity, read situation) dodge 6, defensive roll 3, evasion, improved aim, improved initiative 2, leadership, inspire, master plan, power attack, precise shot, uncanny dodge

Powers (29)
device: Salamander gloves +7 (restricted: alchemist) (29)
- Blast "flame dragon" +10 (extra: shapeable +1) [35]
- Blast "flame barrage" +8 (extra: autofire +1) {24}
- blast "flame burst" +10 (extra: explosion +1) {30}
- Disintegrate "blast furnace" +7 {28}
- Ignite "burn" +6 (extra: duration +1) {30}
- fire control +10

drawback (-2)
power loss (wet/raining, minor, common) (-2)

complications
responsibilities (state alchemist, colonel, Riza Hawkeye [lover])
reputation (military, shallow playboy, questionable loyalty)
rivalry (the elric brothers)
enemy (the 7 sins, Wrath in particular; Scar)
secret (knowledge of Homonculus conspiracy)

costs
abilities 26 + combat 32 + saves 9 + skills 25/100 + feats 31 + powers 29 - drawbacks 2 = pts

design notes: in essence, Roy is perhaps one of the few instances of a Good Mastermind, as dangerous behind a desk as when he's throwing fireballs at people. in fact, it was something of a chore to both make him a dangerous foe in combat while balancing his political skills too

tactics: goodness gracious, great balls of fire! While normally the sort to send somebody to do the dirty work (usually ed and al), Roy's a terror on the battlefeild, able to light anything and everything on fire with but a snap of his fingers. in fact, roy's so confident in his powers that he'll even try to start a fight when in the rain or against water-based foes. which is when his aide Riza hawkeye smacks him down and reminds him of his uselessness in such matters

:arrow: concluding the current string of updates, Roy gets a modest rewrite of his skills and feats, and a slightly more impressive fire control array. incidently, Burn is his go to power for making sure homunculi Stay Dead, in essence keeping up the punishment until they fail their res check or run out of lives, whichever comes first

:arrow: from the tactical standpoint, Roy's role in battle is the same as the flamethrower: crowd control and mass destruction. you need trenches cleaned out, you end in roy. you need an encampment razed, you send roy. you want to rally the troops, you send roy. you don't want a popular rival to try and over throw your brutal regime, you don't send in roy


and another update for roy, correcting an earlier goof i'd made and thus maximizing his destructive potential
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