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

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Kreuzritter
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1374

Post by Kreuzritter » Mon Aug 20, 2007 9:06 am

Image

"The bigger I am, the harder you fall"

Baron Violent

PL: 7 (105)

abilities: (10)
STR 34/10 DEX 12 CON 22/8/10 INT 12 WIS 14 CHA 12

Combat: (20)
+5 init, +4/5 ATK, +4 DEF (-1 size, +2 flat-footed)
+0/11 DMG (unarmed/full power)

saves: (8)
TOU +11/9/0 FORT +10/8/4 REF +3 WILL +4

Skills (15/60)
craft: electronics +6
intimidate +6
knowledge: current events +6
knowledge: life sciences +6
knowledge: pop culture +6
knowledge: streetwise +6
knowledge: technology +6
notice +6
search +6
sense motive +6

feats (8)
all-out attack, defensive roll 2, diehard, fearsome prescence, improved initiative, inventor, power attack

Powers (44)
Device: Belt of violence +11 (44)
- Density +7 (feats: fearsome prescence 3, extras: continuous +1, Linked: Growth +4 [extra: continuous +1]) [44]
- Enhanced STR +14
- Proection +3 (extra: impervious +1)
- immovable +2
- superstrength +2
- enhanced CON +8 [8]

costs
abilities 10 + combat 20 + saves 8 + skills 15/60 + feats 8 + powers 44 = 105 pts

:arrow: another tick foe, I was originally aiming for pl8, but after careful observation and consideration, Pl7 seems more his speed
Last edited by Kreuzritter on Mon Aug 20, 2007 12:45 pm, edited 1 time in total.
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Servitor_2152
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Re: 1374

Post by Servitor_2152 » Mon Aug 20, 2007 9:22 am

Kreuzritter wrote:Image

"The bigger I am, the harder you fall"

Baron Violent

PL: 8 (120)

(...)

costs
abilities 10 + combat 20 + saves 8 + skills 15/60 + feats 8 + powers 44 = 105 pts


:arrow: another tick foe, I was originally aiming for pl8, but after careful observation and consideration, Pl7 seems more his speed
Unfortunately, it seems the top of the post hasn't quite caught up with the bottom yet. :wink:
Iron Kingdoms Conversions

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Beleriphon
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Re: 1372

Post by Beleriphon » Mon Aug 20, 2007 9:38 am

Kreuzritter wrote:Image

:arrow: Disco Stu may not advertise, but Disco Stu can be a decent street-level supervillain
I might suggest: "Fire and Passion" after a brief Google search for disco songs containing the word fire. "Fire Island" was a Village People song.

Libra
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Post by Libra » Mon Aug 20, 2007 1:14 pm

Baron Violent sounds like a lovely chap. . .

. . .to avoid. 8)
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

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Post by Kreuzritter » Mon Aug 20, 2007 1:25 pm

wench plz, even arthur can walk up to him and turn the belt's dial to off
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Kreuzritter
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Re: 138

Post by Kreuzritter » Mon Aug 20, 2007 4:56 pm

Kreuzritter wrote:Image

"Behind destruction exists creation, and behind creation exists destruction. Destroy, then create... This is the law of the Universe!"

Major Alex Louis Armstrong
Also known as: The Strong Arm Alchemist, "Colonel Clean" (by the fans)

Major Alex Louis Armstrong is the Strong Arm Alchemist, named for his skill of using arm strength in his alchemy. He was born into an elite family of alchemists and has mastered his family's techniques. A very intimidating man at first sight, Armstrong is actually a sensitive man who frequently weeps, and his sentimentalism prevents him from being promoted. he also has a habit of randomly takes off his shirt and flexes his huge muscles to show off his "beautiful body" to great comic effect, such that it seems that he is only ever fully clothed for two and a half minutes at a time.


PL: 10 (150)

abilities: (38)
STR 24 DEX 12 CON 24 INT 12 WIS 14 CHA 12

Combat: (28)
+5 init, +10/8 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7 DMG (unarmed/)

saves: (9)
TOU +10/7 FORT +8 REF +5 WILL +6

Skills (15/60)
bluff +6
craft: structural +8
craft: chemical +6
intimidate +8
knowledge: alchemy +6
notice +6
profession: State Alchemist +6
search +6
sense motive +8

feats (31)
assessment, atk spec: gauntlets, beginner's luck, benefit 2 (status: state alchemist, wealth), diehard, defensive roll 3, distract: intimidate, dodge 4, fascinate: intimidate, fighting style: might of the Armstrong family 10 (all-out attack, chokehold, defensive attack, elusive target, improved block, improved grab, improved pin, improved overrun, power attack, takedown attack) improved initiative, interpose, Jack of all trades, quick change, ritualist, uncanny dodge

Powers (29)
device: Alchemic gauntlets +7 (feat: restricted-alchemists) (29)
- blast "rockfists" +10 (extra: area-line +0, extra: penetrating +1) [35]
- AP: Trip "groundswell" +10 (extra: area-cone +0, knockback +1) {30}
- AP: earth control +10 (extra: area-burst +0) {20}
- AP: shape matter "alchemy" +12 (feats: precise 2, extra: duration +1, flaw: equivalent exchange -1, limit-metal/stone -1, range -1) {28}
- AP: blast "flying spike" +5 (feat: mighty, improved crit 2, extra: penetrating +1) {18}
- AP: Strike "gauntlets" +3 (feats: mighty, improved crit, extra: penetrating +1) {8}

complications
Enemy (Zolf Kimblee, 7 Sins, Scar)
honor
responsibility (state alchemist, soldier, Armstrong family, friends)
rivalry (strongmen)
secret (knowledge of Homunculi conspiracy)

costs
abilities 38 + combat 28 + saves 9 + skills 15/60 + feats 31 + powers 29 = 150 pts

design notes: with limited access to the anime save for youtube videos that focussed on his powerposing, the major was something of a pain to develop, until the umpteenth video clip hit me over the head with a comparison between him and one of wilgar's builds. with that, it was a quick effort to get the variations on his powers down, before deciding that yes, he can lift about a ton as his max load

tactics: lacking accuracy, the major makes up for it by the fact that nearly all of his ranged attacks require a good ref save, and he's pretty good with his fists too. but, before combat, Alex will in order use quick change (strip to the waist), distract (pink sparkles), and fascinate(power-pose) to get in his trash talk and maybe give his enemies a chance to surrender. if not, then he gets started with bringing the smacketh down

:arrow: And a severe overhaul comes at last to the Strong-Armed alchemist, to better reflect his abilities and personality.
just letting folks see the new and improved major armstrong. with regret, i've also brought his pic in line with the rest of the cast
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Kreuzritter
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1375

Post by Kreuzritter » Tue Aug 21, 2007 4:40 am

Image

"She didn't reckon with the awesome power of the Chief of Police! Now where did I put my badge?...Hey, that duck's got it! "

Pigboy

PL: 5 (75)

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

Combat: (14)
+5 init, +5 ATK, +5 DEF (+3 dodge, +1 flat-footed)
+2/5 DMG (unarmed/sonic squeal)

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

Skills (9/36)
bluff +4
climb +4
drive +4
intimidate +4
gather info +4
knowledge: civics +4
knowledge: streetwise +4
search +4
sense motive +4

feats (10)
all-out attack, beginner's luck, benefit (status: police cheif), diehard, dodge 3, improved initiative, power attack, taunt

Powers (19)
Nauseate "sonic squeal" +5 (extra: area-cone +1, flaw: sense dependent- sound -1) (11)
- ap: dazzle +5 (extra: area-cone +0) [5]
protection +3 (extra: impervious +1) (6)
supersenses +2 (scent, track) (2)

costs
abilities 14 + combat 14 + saves 9 + skills 9/36 + feats 10 + powers 19 = 75 pts

:arrow: another super-springfeildian, Pigboy is the powered version of Cheif Wiggum. i of course find it pleasing that he's just as inept a crimefighter as he is a policeman.

:arrow: Wiggum's squad car and gun are derived from his police cheif status, and thus i didn't really see the need to include them
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Kreuzritter
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1376

Post by Kreuzritter » Tue Aug 21, 2007 6:23 am

Image

"I'm still not sure if it's wise to fight crime and fly around Zenith in a short skirt, but I know the three-inch heels have to go!"

Gloria Grand, Radioactive Girl

PL: 8 (120)

abilities: (14)
STR 30/10 DEX 12 CON 20 INT 14 WIS 14 CHA 14

Combat: (16)
+5 init, +8/6/4 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+10/8 DMG (unarmed/nuclear heat vision)

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

Skills (13/52)
Bluff +4
diplomacy +6
Gather Information +5
Investigate +4
Knowledge (current events) +5
Notice +4
perform: oratory +6
Profession (journalist) +8
Search +5
Sense Motive +5

feats (13)
all-out attack, ATK focus: melee 2, beginner's luck, contacts, connected, diehard, dodge 2, improved initiative, luck, power attack, well-informed

Powers (54)
Enhanced STR +20 (21)
- AP: Blast "clean nuclear heat vision" +8 (feat: accurate 2) [18]
enhanced CON +10 (10)
flight +4 (8)
protection +5 (5)
superstrength +5 (10)

tradeoffs
+2 TOU/-2 DEF

costs
abilities 14 + combat 16 + saves 10 + skills 13/52 + feats 13 + powers 54 = 120 pts

:arrow: in one of those freak twists of fate found only in comic books, Gloria Grand (sometimes known as "Radioactive Man's Girlfriend") found herself for a brief time blessed with powers similar to those of RM himself. and, while said powers left her by the issue's end, there's nothing to say she can't get them back through the right accident in the field of mad/super-science
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Kreuzritter
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1377

Post by Kreuzritter » Tue Aug 21, 2007 5:12 pm

Image

"But...but it's Homer's fault! I didn't lose. I never lose! Well, at least tell me the details of your plot for world domination!"

James Bunt

PL: 7 (105)

abilities: (30)
STR 16 DEX 16 CON 16 INT 12 WIS 16 CHA 14

Combat: (20)
+7 init, +6 ATK, +6 DEF (+2 dodge, +4 flat-footed)
+3/3 +3 DMG (unarmed/pistol + sneak attack)

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

Skills (19/76)
bluff +6
drive +6
diplomacy +6
disable device +6
escape artist +4
gather info +6
knowledge: art +6
gambling +6
knowledge: streetwise +4
notice +6
search +6
sense motive +6
stealth +4
swim +4

feats (28)
all-out attack, assessment, attractive, benefit 2 (security clearance, status: liscence to kill), beginner's luck, defensive roll 3, diehard, dodge 2, equipment 6, improved initiative, improved throw, improved trip, jack of all trades, move-by action, power attack, sneak attack 2, taunt, well-informed

equipment
light pistol +3 [6]
spy sports car [14]
10 ep unspent

costs
abilities 30 + combat 20 + saves 8 + skills 19/76 + feats 28 = 105 pts

:arrow: a dashing riff on a crtain operative on Her Majesty's Secret Servic, James Bunt is a fairly capable spy, but he's also got rotten luck, as demonstrated by his quote. he's also last seen catching a nasty case of death, but a good spy never lets automatic weapons fire at point blank range get him down
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Post by Beleriphon » Tue Aug 21, 2007 11:20 pm

Mr Scoprio? You know that the Simpsons need an honest to goodness supervillain.

Kreuzritter
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Post by Kreuzritter » Wed Aug 22, 2007 6:54 am

Beleriphon wrote:Mr Scoprio? You know that the Simpsons need an honest to goodness supervillain.
Hank Scorpio was done up a few pages back, during my first wave of super-springfield converts. beside's, after Mr. Burns and Sideshow Bob, Springfeild's resident supervillain is Dr. Colossus, who's kind of the Gil of super-crime.

although, if i give him the Destructo-Kat 3000 as a minion...
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Post by Servitor_2152 » Wed Aug 22, 2007 6:56 am

Kreuzritter wrote:beside's, after Mr. Burns and Sideshow Bob, Springfeild's resident supervillain is Dr. Colossus, who's kind of the Gil of super-crime.
Gil as in Grissom, or Gil as in "Street Fighter III Jesus"?

Or is there another Gil out there I'm forgetting?

EDIT: Never mind, I just realized there's a Gil in The Simpsons, as well. Think I get the reference now.
Last edited by Servitor_2152 on Wed Aug 22, 2007 7:02 am, edited 1 time in total.
Iron Kingdoms Conversions

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

1378

Post by Kreuzritter » Wed Aug 22, 2007 6:57 am

Image

"No man can resist...

Vampiredna

PL: 6 (90)

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

Combat: (16)
+6 init, +5/4 ATK, +5 DEF (+1 dodge, +2 flat-footed)
+7/6f DMG (unarmed/blood suck)

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

Skills (9/36)
bluff +4
diplomacy +6
knowledge: art +6
knowledge: history +6
profession: teacher +4
notice +4
sense motive +6

feats (9)
attractive, atk focus: melee, diehard, dodge, improved grab, improved grapple, improved initiative, improved pin, taunt

Powers (41)
enhanced STR +14 (14)
enhanced CON +14 (14)
flight +2 (4)
mind control "hypnotic gaze" +6 (flaw: sense dependent-sight -1) (7)
- AP: Drain "blood suck" +6 (extra: vampiric +1, flaw: requires grapple) [6]
superstrength +1 (2)

costs
abilities 10 + combat 6 + saves 16 + skills 9/36 + feats 8 + powers 41 = 90 pts

:arrow: no, not even Edna Krabappel has been unaffected by whatever force is turning Springfieldians into superbeings. and while she may not look like much, of said super-citizens, she came closest to toppling Radioactive man during the "when bongoes collide" crossover
Last edited by Kreuzritter on Wed Aug 22, 2007 8:14 am, edited 1 time in total.
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Kreuzritter
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1379

Post by Kreuzritter » Wed Aug 22, 2007 8:14 am

Image

"Roman numeral three: Surprise boy in bed and... disembowel him! No, I don't like that 'bowel' in there...and...'gut' him. Ah! Le mot juste!"

Sideshow Bob

PL: 8 (120)

abilities: (40)
STR 16 DEX 16 CON 16 INT 18 WIS 16 CHA 18

Combat: (24)
+7 init, +8/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+3/5 +3 DMG (unarmed/sword + sneak attack)

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

Skills (22/88)
acrobatics +4
bluff +8
diplomacy +6
disguise +4
gather info +6
knowledge: art +6
knowledge: current events +6
knowledge: streetwise +4
perform: acting +6
perform: singing +8
perform: oratory +6
notice +6
search +4
sense motive +8
stealth +6

feats (25)
atk spec: sword, distract 2 (bluff, intimidate), diehard, dodge 4, eidetic memory, equipment, fascinate 2 (bluff, singing), fighting style: fencing 7 (accurate attack, defensive attack, improved block, improved disarm, improved initiative, power attack, taunt), master plan, sneak attack 2, startle, uncanny dodge, well-informed

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

costs
abilities 40 + combat 24 + saves 9 + skills 22/88 + feats 25 = 120 pts

:arrow: While I took some liberties with Bob's feats, i thought it perfectly in character that bob's a highly skilled fencer, as opposed to letting a criminal genius of his calibre wallow in the filth like a common knife-weilding maniac.

:arrow: Bob of course relies upon his interaction feats to hit his caps, but considering the rest of springfeild, this shouldn't be too hard
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Kreuzritter
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1380

Post by Kreuzritter » Wed Aug 22, 2007 3:12 pm

Image

"Jiminy jillikers!"

Fallout Boy

PL: 7 (105)

abilities: (18)
STR 24 DEX 16 CON 14 INT 12 WIS 14 CHA 12

Combat: (24)
+7 init, +7/6 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+7 DMG (unarmed)

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

Skills (11/44)
bluff +4
disable device +4
escape artist +4
gather info +4
investigate +6
notice +6
search +6
stealth +4
sense motive +6

feats (9)
atk focus: melee, diehard, dodge, elusive target, evasion, improved initiative, move-by action, power attack, teamwork

Powers (36)
Enhanced STR +14 (14)
flight +3 (6)
protection +5 (extra: impervious +1) (10)
superstrength +3 (6)

costs
abilities 18 + combat 24 + saves 9 + skills 11/44 + feats 9 + powers 36 = 105 pts

:arrow: And now I present Fallout Boy, one of the more competant sidekicks in comicdom, who finds himself doing plenty of the thinking for both himself and radioactive man
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