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

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Kreuzritter
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1370

Post by Kreuzritter » Sat Aug 18, 2007 7:15 pm

Image

Captain Kwik

PL: 7 (105)

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

Combat: (16)
+24 init, +8/4 ATK, +9 DEF (+5 dodge, +2 flat-footed)
+0/6 DMG (unarmed/strike)

saves: (12)
TOU +5/2 FORT +6 REF +7 WILL +5

Skills (11/44)
bluff +6
computers +6
knowledge: current events +4
knowledge: pop culture +4
notice +6
profession: Kwik-E-Mart clerk +8
search +4
sense motive +6

feats (18)
all-out attack, attack spec: strike 2, defensive roll 3, diehard, dodge 5, elusive target, evasion, move-by action, power attack, takedown attack 2, uncanny dodge

Powers (34)
superspeed +6 (feats: moving feint [free], strike, takeaway, wall run, water run) (34)

tradeoffs
+1 ATK/-1 DMG
+2 DEF/-2 TOU

costs
abilities 14 + combat 16 + saves 12 + skills 11/44 + feats 18 + powers 34 = 105 pts

:arrow: With the inclusion of Captain Kwik, we now have the ranks for a B-Sharps based supergroup
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Servitor_2152
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Re: 154

Post by Servitor_2152 » Sat Aug 18, 2007 8:42 pm

Kreuzritter wrote:and another update for roy, correcting an earlier goof i'd made and thus maximizing his destructive potential
I was wondering about that Flame Burst power. Also, since you're using Ultimate Power, shouldn't Roy's Disintegrate AP be 35 points instead of 28? (Not that it affects his final points tally at all.)
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Kreuzritter
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Post by Kreuzritter » Sat Aug 18, 2007 8:51 pm

i use a mix of UP and the core rules, erring on the side of the latter when there's a cost difference
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Dreaming Psion
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Post by Dreaming Psion » Sat Aug 18, 2007 11:19 pm

Those are some good ideas for Plasmo, and thanks for completing the Superior Squad. I'm going to need them for the next fight I have scheduled.
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Kreuzritter
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Re: 1269

Post by Kreuzritter » Sun Aug 19, 2007 6:40 am

Kreuzritter wrote:Image

"So, tell me about yourself, baby! What's your sign? How do you feel about free love?"

Bleeding Heart
AKA: Purple heart, Purple Badge of Courage, Black Heart, Bloody Heart

PL: 10 (150)

abilities: (38)
STR 16 DEX 20 CON 18 INT 14 WIS 16 CHA 20

Combat: (32)
+9 init, +13/9/8 ATK, +14 DEF (+2 dodge, +4 sheild, +4 flat-footed)
+3/7 DMG (unarmed/Sheild)

saves: (9)
TOU +6/4 FORT +7 REF +8 WILL +6

Skills (30/120)
acrobatics +8
Bluff +8
concentration +6
diplomacy +8
drive +6
gather info +6
intimidate +8
investigate +4
knowledge: civics +6
knowledge: business +6
knowledge: current events +8
knowledge: streetwise +6
notice +8
perform: oratory +12
search +6
sense motive +8
stealth +6

feats (34)
ambidexterity, assessment, all-out attack, atk focus: melee, atk spec: sheild 2, attractive, connected, contacts, defensive attack, defensive roll 2, diehard, dodge 2, evasion 2, fascinate: perform, improved block, improved initiative, improved overrun, improved trip, improved throw, interpose, move-by action, power attack, startle, takedown attack 2, taunt, teamwork 3, well-informed

Powers (7)
Device: Heart Sheild +2 (feat: indestructible) (7)
- Sheild +4 [4]
- Strike +4 (feats: mighty, improved crit) [6]

costs
abilities 38 + combat 32 + saves 9 + skills 30/120 + feats 34 + powers 7 = 150 pts

:arrow: Another hero on the Superior Squad, Miles Mando, formerly America's #1 arms merchant and the millionaire financial backer of the Superior Squad, went broke after the other arms dealers drove him out of business. He moved from Zenith to Washington, where he rented an apartment in the cheap part of town. Influenced by the counter-culture kids in the neighborhood, Miles was transformed from a smugly complacent, holier-than-thou arch-conservative to a smugly complacent, hipper-than-thou pseudo-liberal, and changed his superhero identity to Bleeding Heart. he was originally known as Purple heart, but changed it to Purple badge of Courage after the US Army threatened legal action. he's changed his ID a few times since, but he eventually returns to Bleeding Heart

EDIT: Slight correction to Bleeding heart
letting folks know about the update
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Kreuzritter
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1371

Post by Kreuzritter » Sun Aug 19, 2007 7:27 am

Image

"Take this, you heroic ninnynanny!"

Project Q

PL: 9 (135)

abilities: (6)
STR 34 DEX 14 CON n/a INT 10 WIS 14 CHA 10

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

saves: (6)
TOU +12 FORT n/a REF +5 WILL +5

Skills (5/20)
intimidate +8
notice +6
sense motive +6

feats (3)
dodge 2, improved initiative

Powers (91)
blast "laser eyes" +8 (feats: accurate 2) (18)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +30 (fort) (30)
protection +8 (extra: impervious +1) (16)
superstrength +1 (2)

drawbacks
vulnerable: magnetics (uncommon, moderate) (-2)
vulnerable: power drains (uncommon, moderate) (-2)

costs
abilities 6 + combat 28 + saves 6 + skills 5/20 + feats 3 + powers 91 - drawbacks 4 = 135 pts

:arrow: Despite appearances and assurances to the contrary, not even Mr. Burns can live forever, and thus a fair portion of his vast, vast, vast fortune (vast) is invested in finding as many ways to cheat death as possible and grant himself immortality. Project Q was the result of one such experiment, a mobile life support system operated by his own brainwaves. However, during the inevitable "it all went horribly wrong" phase, Project Q instead gained sentience, it's mind programmed to think like Burns
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Kreuzritter
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1372

Post by Kreuzritter » Sun Aug 19, 2007 8:15 am

Image

"Back off or there's going to be some hot stuff baby this evening!"

Disco Inferno

PL: 6 (90)

abilities: (22)
STR 10 DEX 16 CON 14 INT 10 WIS 14 CHA 18

Combat: (20)
+7 init, +6 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+0/6 DMG (unarmed/flamethrower)

saves: (9)
TOU +5/2 FORT +5 REF +6 WILL +5

Skills (10/44)
acrobatics +4
Bluff +8
diplomacy +4
intimidate +4
knowledge: pop culture +6
perform: dance +10
notice +4
search +4
sense motive +6

feats (16)
all-out attack, attractive, defensive roll 3, diehard, dodge 3, distract, fascinate: perform, improved initiative, move-by action, power attack, taunt, uncanny dodge

Powers (12)
Device: flamethrower +4 (12)
- blast +6 (extra: penetrating +1) [20]
- AP: corrosion +6 (extra: area-line +1) {18}
- AP: blast +6 (extra: area-cone +0) {12}

costs
abilities 22 + combat 20 + saves 9 + skills 11/44 + feats 16 + powers 12 = 90 pts

:arrow: Disco Stu may not advertise, but Disco Stu can be a decent street-level supervillain

:arrow: Disco Inferno's flamehrower is only being called such until I can think of a disco themed name for it and the attacks. but, for the breakdown, the penetrating single target is more a heat ray, the cone is fore the regular flamethrower, and the corrosion is for destruction of property
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Kreuzritter
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1373

Post by Kreuzritter » Sun Aug 19, 2007 12:24 pm

Image

*Muffled ranting, before holdingup a sign that reads "GIVE MONEY OR BOMB DAM. FLOOD CITY"*

The Idea Men

PL: 4 (60)

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

Combat: (16)
+2 init, +4/2 ATK, +4 DEF (+2 dodge, +1 flat-footed)
+2/4 DMG (unarmed/tommy gun)

saves: (9)
TOU +4/1 FORT +5 REF +5 WILL +4

Skills (11/44)
climb +4
craft: mechanical +4
demolitions +4
disable device +4
gather info +4
intimidate +4
knowledge: streetwise +4
notice +4
pilot +4
search +4
sense motive +4

feats (8)
defensive roll 3, equipment 3, teamwork 2

equipment
commlink [1]
gasmask [1]
tommy gun +4 (extra: autofire +1) [12]
Idea men Blimp (special: cost distrubuted amongst idea men) [1]

costs
abilities 16 + combat 16 + saves 9 + skills 11/44 + feats 8 = 60 pts

:arrow: debut foes of the tick and arthur, The Idea men depicted here are meant to be portrayed as elite thugs. better armed and slightly hardier than the usual batch of hired goons, but still easily identified cannon fodder minions

:arrow: as suggested on their equipment list, the Idea men get themselves a blimp (airship, M&M golden age, page 50). this means there are never less than 15 idea men per adventure if you want more, then either 'pimp your blimp', or the idea men have grown enough to afford a fleet of blimps
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Green Gremlin
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Post by Green Gremlin » Sun Aug 19, 2007 6:18 pm

Yes the idea men! I love that episode.
"None of you understand. I'm not locked up in here with you. You're locked up in here with me."

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Post by Kreuzritter » Sun Aug 19, 2007 8:16 pm

Dreaming Psion wrote:Those are some good ideas for Plasmo, and thanks for completing the Superior Squad. I'm going to need them for the next fight I have scheduled.
ironicly, i consider my RM design to be Radioactive Man-beta, as opposed to your Radioactive Man-primo
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Re: 1356

Post by Servitor_2152 » Mon Aug 20, 2007 7:55 am

Kreuzritter wrote: Edward Elric

Combat: (24)
+8 init, +8/10/6 ATK, +12 DEF (+5 dodge, +2 sheild, +3 flat-footed)
+2/5/8/10 DMG (uarmed/automail/armblade/geyser)

feats (24)
all-out attack, assessment, atk focus: melee 4, atk spec: armblade, defensive attack, defensive roll 4, dodge 5, improved initiative, improved trip, power attack, ritualist, takedown attack, taunt, uncanny dodge
Hey, Kreuz, I'm afraid I don't quite see how Ed's Attack bonus interacts with these feats. From the looks of things, it looks like his attack bonus should be +6/+10/+12 (ranged/melee/armblade).

Also, I'm not sure what happened to your previous edit, but it looks like Mustang's entry still has his Flame Burst listed as Blast 8, not Blast 10.
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Kreuzritter
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Post by Kreuzritter » Mon Aug 20, 2007 8:20 am

good catch, and the reason the edit on roy wasn't fix was because i quoted the earlier quoted update
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Post by Servitor_2152 » Mon Aug 20, 2007 8:26 am

Kreuzritter wrote:good catch, and the reason the edit on roy wasn't fix was because i quoted the earlier quoted update
Okay. So, for the purposes of my fight, should I be looking at the posts where you update the builds, or the original build entries?

EDIT: Also, looking at Al, it seems that his Shape Matter AP costs more Power Points than the Transmutation base power. Is this a typo?
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Kreuzritter
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Re: 154

Post by Kreuzritter » Mon Aug 20, 2007 8:58 am

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)
+0/6/7/8/10/10 DMG (unarmed/burn/furnace/barrage/burst/dragon)

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 (improved crit 4, extra: autofire +1) {28}
- 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

edit: fixed
here's the actual revised roy. i made the mistake of updating an edit rather than the actual entry
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Kreuzritter
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Re: 153

Post by Kreuzritter » Mon Aug 20, 2007 9:04 am

Kreuzritter wrote:Image

"Humankind cannot gain anything without losing something in return. to obtain, something of equal value must be lost: that is Alchemy's first law of Equivalent Exchange... In those days, we really believed that to be the world's one, and only truth."

Alphonse Elric

The younger of the two Elric brothers, Al's life forever changed the day he and his brother Edward attempted the forbidden art of Human transmutation. as a result ofthat disastrous mistake, edward was stripped of an arm and a leg, while Al's soul was now bonded to a suit of armor after his original body was destroyed. the brothers now travel the world in search of the fabled Philosopher's Stone, so that they might be able to restore their bodies, and doing what good they can along the way.

PL: 10 (150)

abilities: (20)
STR 24 DEX 14 CON n/a INT 14 WIS 16 CHA 12

Combat: (28)
+6 init, +13/8 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/10 DMG (unarmed/alchemic blast)

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

Skills (18/72)
bluff +6
Concentration +6
diplomacy +8
Gather Information +6
knowledge: life sciences +8
Knowledge: Physical Sciences +8
knowledge: alchemy +8
Notice +8
Sense Motive +8
survival +6

feats (19)
all-out attack, assessment, atk focus: melee 5, defensive attack, dodge 4, improved initiative, improved overrun, power attack, ritualist, takedown attack, teamwork, uncanny dodge

Powers (68)
transmutation "Alchemy" +6 (extra: duration +1, flaw: range -1, limit: equivalent exchange -1) (28)
- AP: shape matter +6 (extra: duration +1, flaw: range -1) [24]
- AP: create object +10 (feats: innate, precise 2, subtle, extra: duration +1, flaw: equivalent exchange -1) [24]
- AP: Blast "alchemic geyser" +10 (extra: area-line +1, flaw: medium -1) [20]
- AP: snare "Alchemic snare" +10 (extra: area-shapeable +1, flaw: medium -1) [20]
immunity +30 (fort saves) (30)
protection +10 (10)

drawback (-9)
power loss: alchemy, if hands bound (-1)
vulnerable: magnetics (uncommon, moderate (-2)
vulnerable: electricity (uncommon, moderate) (-2)
weak point: dead if blood seal destroyed (-4)

tradeoffs
+3 ATK/-3 DMG

complications
enemy (Scar, Father, the 7 Sins)
Fame ("Actually, HE's the Full-Metal Alchemist.")
honor ("alchemist, be thou for the people")
naive (GM can autofail Al's sense motive)
obsession (cats)
responsibility (Edward [brother], Winry Rockbell, children and oppressed)
reputation (Dog of the military)
rivalry (Mei-Chan)
secret (enhcanted armor, performed human transmutation)

costs
abilities 20 + combat 28 + saves 6 + skills 18/72 + feats 19 + powers 68 - drawbacks 9 = 150 pts
design notes: considering their similarities, I modelled al off of MDsnowman's edward, simply taking into account their differences. on that note, FMA characters with ritualist use it on the transform/create object for the most part, al's just really good at drawing the required transmutation circles (thus the distracting. you can interrupt al's work)

tactics: the more peaceful of the brothers, al tends to play a support role in their combats, often focussing on matters of damage control or bystander protection. he's also the pair's diplomat, being able to go places edward cannot (and vice versa), and often is the only one capable of keeping ed from blowing his top when somebody infers the S-word. oh yes, al has a thing for cats

:arrow: continuing today's trend, Al gets a substantial makeover in terms of his build, but in return opens up his full ability as an Alchemist
and another corrected build, thanks to servitor's keen eye
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