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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Kreuzritter
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Location: Rumble City

Post by Kreuzritter » Wed Aug 22, 2007 4:40 pm

Well, I hate to say it, but I'm swiftly approaching the end of my simpsons character building phase. I say this not for lack of entusiasim, for I've enjoyed myself and you've shown plenty of encouragement, but for an even simpler fact:

I'm running out of converts.

yes, it's hard to beleive, but I'm almost out of characters to bring over to M&M. there are a few who remain, but most of them either lack enough source material for me to work from (read: I don't have the issues they appear in), or stem from my desire to avoid flooding this thread wth bart clones. not to say you won't be seeing doubles of characters, but I've gotta draw the line somewhere. this does mean you won't be seeing Hair-Walker or the Silvery Skateboarder anytime soon (Gastritus will be getting his writeup though), but you will get the Entangler and Nuclear Homer (bringing homer and marge in line with the rest of Springfield).

but, before I wrap things up, I will be including a super-special surprise for the faithful. one i've already shown off to Dreaming_psion and may or may not be seeing use in his luniverse

however, while the end is near, this won't be the last you see of the simpsons, as I'll draw upon Treehouse of Horror for my halloween Hijinx (Montymort, mecha-homer, the gremlin, sideshow Blob and more).
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1381

Post by Kreuzritter » Wed Aug 22, 2007 5:42 pm

Image

"Must... Destroy... Mankind...Ooh, lunchtime!"

Atomic Homer

PL: 7 (105)

abilities: (14)
STR 26/16 DEX 12 CON 16 INT 10 WIS 10 CHA 10

Combat: (24)
+5 init, +6 ATK, +6 DEF (+3 flat-footed)
+8/8 DMG (unarmed/radiation control)

saves: (10)
TOU +8/3 FORT +6 REF +4 WILL +4

Skills (8/32)
Bluff +6
Climb +4
Intimidate +8
Profession (nuclear Plant technician) +2
notice +4
search +4
sense motive +4

feats (9)
All-out Attack, Beginner’s Luck, Chokehold, diehard, improved grab, improved initiative, Power Attack, takedown attack, ultimate toughness

Powers (40)
immunity +7 (radiation, extreme heat, radiation damage) (7)
protection +5 (extra: impervious +1) (10)
radiation control +8 (17)
- AP: Enhanced STR +10 [10]
superstrength +3 (6)

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

complications
addiction ("Mmmmm... Beer")
Enemy (Grimey jr., Mr. Burns, Sideshow Bob)
Obsession ("Mmmmm... Food.")
naive (GM can autofail homer's sense motive)
responsibility (Marge [wife])
rivalry ("stupid, sexy Flanders")
temper
The Boy

costs
abilities 14 + combat 24 + saves 10 + skills 8/32 + feats 9 + powers 40 = 105 pts

:arrow: Finally, a PL7 Homer to fit in with the rest of the town. I naturally of course started from his Angry Dad incarnation, before building him as a blaster/powerhouse. I also considered making his ranged attack a cone or line blast of Atomic breath, but for now a generic radiation control works
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Kreuzritter
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Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1382

Post by Kreuzritter » Wed Aug 22, 2007 8:23 pm

Image

"Hi, I'm Troy McClure. You may remember me from such role-playing games as..."

Sequelizer

PL: 6 (90)

abilities: (22)
STR 16 DEX 14 CON 16 INT 10 WIS 12 CHA 14

Combat: (16)
+6 init, +6/4 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+3 +3 DMG (unarmed + sneak attack)

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

Skills (7/28)
bluff +6
diplomacy +4
notice +4
perform: acting +4
profession: actor +4
sense motive +6

feats (14)
all-out attack, atk focus; melee 2, attractive, defensive roll 3, dodge 2, improved initiative, power attack, sneak attack 2, taunt

Powers (25)
duplication +5 (feats: progression 3, mental link, sacrifice, extras: horde +1, survival +1) (25)

costs
abilities 22 + combat 16 + saves 6 + skills 7/28 + feats 14 + powers 25 = 90 pts

:arrow: yep, the late, great Troy McClure gets his own writeup
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1383

Post by Kreuzritter » Thu Aug 23, 2007 5:03 am

Image

"Aw... but I was gonna fight crime underwater, once this inner ear infection cleared up and I learned how ta swim."

Gill-Man

PL: 2 (30)

abilities: (2)
STR 14 DEX 12 CON 10 INT 10 WIS 10 CHA 10

Combat: (0)
+1 init, +2 ATK, +2 DEF (+2 dodge, +0 flat-footed)
+2 DMG (unarmed)

saves: (8)
TOU +2 FORT +3 REF +3 WILL +3

Skills (2/8)
bluff +2
diplomacy +2
notice +2
sense motive +2

feats (6)
atk focus: melee 2, beginner's luck, dodge 2, Jack of all trades

Powers (12)
enhanced STR +4 (4)
immunity +3 (cold, pressure, drowning) (3)
protection +2 (2)
swimming +3 (3)

costs
abilities 2 + saves 8 + skills 2/8 + feats 6 + powers 12 = 30 pts

:arrow: yep, good ol' Gil can do the hero thing too, if there were a case actually suited to him.
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Wordmaker
Mastermind
Mastermind
Posts: 2337
Joined: Mon Oct 11, 2004 3:29 am
Location: Ireland

Post by Wordmaker » Thu Aug 23, 2007 5:47 am

Awww, ya gotta love ol' Gill, here.

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

1384

Post by Kreuzritter » Thu Aug 23, 2007 6:34 am

Image

"Since I can't have Radioactive Man, I'll console myself with money! Fifty-thousand dollars worth!"

Larceny Lass

PL: 10 (150)

abilities: (30)
STR 10 DEX 16 CON 16 INT 16 WIS 14 CHA 18

Combat: (32)
+7 init, +12 ATK, +14 DEF (+6 dodge, +4 flat-footed)
+0/6/8 DMG (unarmed/disintegrate/blast)

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

Skills (24/96)
acrobatics +6
bluff +8
climb +6
diplomacy +8
disable device +6
escape artist +6
gather info +8
knowledge: current events +8
knowldge: streetwise +8
notice +6
search +6
sense motive +8
sleight of hand +6
stealth +6

feats (40)
assessment, atk focus: range 4, attractive, contacts, defensive attack, defensive roll 3, diehard, distract, dodge 6, evasion, fascinate 2 (bluff, diplomacy), improved aim, improved defense, improved initiative, inspire 2, leadership, master plan, minions 8, precise shot, power attack, taunt

Powers (15)
Device: Solar-powered Ray Gun +5 (15)
- Blast +8 (extra: penetrating +1) [25]
- AP: disintegrate +6 {24}

minions
25 Elite thugs

costs
abilities 30 + combat 32 + saves 9 + skills 24/96 + feats 40 + powers 15 = 150 pts

:arrow: yet another rogue of Radioactive Man, Larceny Lass is a mix of mob boss and master theif, as befits her concept as a Femme Fatale
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Servitor_2152
Zealot
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Posts: 1006
Joined: Wed Dec 27, 2006 12:05 pm

Post by Servitor_2152 » Thu Aug 23, 2007 9:14 am

The first of the FMA vs. Khador fights is up.
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E

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

1385

Post by Kreuzritter » Thu Aug 23, 2007 1:43 pm

Image

Arooooo-kily-dokily!"

WereFlanders

PL: 7 (105)

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

Combat: (16)
+6 init, +4 ATK, +7 DEF (+2 dodge, + flat-footed)
+7/10 DMG (unarmed/claws)

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

Skills (9/36)
diplomacy +6
intimidate +6
knowledge: theology/philosophy +4
notice +6
profession: storeowner +6
search +4
sense motive +4

feats (13)
all-out attack, diehard, dodge 2, fearsome prescence 4, improved initiative, move-by action, power attack, takedown attack, uncanny dodge

Powers (47)
enhanced STR +12 (12)
enhanced CON +12 (12)
leaping +2 (2)
regeneration +10 (rec bonus: I +4, s +2, d +2, res +2, feats: persistant, regrowth) (12)
strike +3 (feats: mighty, improved crit) (5)
supersenses +4 (darkvision, scent, track) (4)

drawbacks
normal identity (-3)
vulnerable: silver (uncommon, major) (-3)

costs
abilities 18 + combat 16 + saves 8 + skills 6/36 + feats 13 + powers 47 - drawbacks 6 = 105 pts

:arrow: there is an existing superheroic persona for Flanders, but I turned it down for being too generic. besides, I like the contrast of making Flanders a "Wolf that walks like a man"
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Kreuzritter
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Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1386

Post by Kreuzritter » Thu Aug 23, 2007 3:18 pm

Image

Human Scumbag

PL: 6 (90)

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

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

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

Skills (11/44)
bluff +6
climb +4
disable device +4
drive +6
intimidate +6
knowledge: streetwise +4
search +6
sense motive +4
stealth +4

feats (9)
all-out attack, defensive roll 3, diehard, dodge 2, improved initiative, power attack

Powers (26)
Blast "slung scum" +6 (15)
- AP: Dazzle "scum in the eye" +6 [12]
- AP: snare "dried scum" +6 [12]
- AP: Strike "scum-punch" +3 (feat: mighty) [4]
protection +3 (extra: impervious +1) (6)
insubstantial +1 (5)
supermovement +1 (slithering) (2)

costs
abilities 16 + combat 20 + saves 6 + skills 11/44 + feats 9 + powers 26 = 90 pts

:arrow: superpowered counterpart of one of fat tony's two stooges, Human Scumbag is basicly a watered down mudslinger
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1387

Post by Kreuzritter » Thu Aug 23, 2007 5:23 pm

Image

Entangler

PL: 7 (105)

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

Combat: (20)
+7 init, +7/4 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+0/7 DMG (unarmed/living hair)

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

Skills (22/88)
bluff +4
craft: artistic +6
concentration +8
diplomacy +8
gather info +8
intimidate +6
knowledge: current events +6
knowledge: history +6
knowledge: pop culture +6
perform: nagging +8
profession: home-maker +8
notice +6
sense motive +8

feats (15)
atk focus: range 3, defensive attack, defensive roll 3, diehard, dodge 2, elusive target, evasion, improved initiative, move-by action, power attack

Powers (22)
telekinesis "living hair" +7 (feat: precise, extra: damaging +1) (22)

tradeoff
+1 DEF/-1 TOU

complications
addiction (gambling problem)
Homer
honour
obsession (neat freak)
responsibility (family, friends)

costs
abilities 18 + combat 20 + saves 8 + skills 22/88 + feats 15 + powers 22 = 105 pts

:arrow: And now we've got a regular super-marge to contrast the PL10 Shadow-mom, courtesy of the "When Bongos Collide"

:arrow: yes,i know prehensile hair's the normal way to go, but the telekinesis fit the concept better
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Taliesin
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Location: Between Twin Sala Trees

Re: 1381

Post by Taliesin » Thu Aug 23, 2007 5:55 pm

Kreuzritter wrote:Image

"Must... Destroy... Mankind...Ooh, lunchtime!"

Atomic Homer

complications
addiction ("Mmmmm... Beer")
Enemy (Grimey jr., Mr. Burns, Sideshow Bob)
Obsession ("Mmmmm... Food.")
naive (GM can autofail homer's sense motive)
responsibility (Marge [wife])
rivalry ("stupid, sexy Flanders")
temper
The Boy
Atomic Homer's complications are too funny...

Damn, that dude's going to be packing a whole lot of hero points.

Kreuzritter
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Location: Rumble City

Post by Kreuzritter » Thu Aug 23, 2007 6:07 pm

actually, i've given those complications to each incarnation of homer
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Taliesin
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Post by Taliesin » Thu Aug 23, 2007 6:11 pm

Ah, so you did...this was the first time I'd noticed them and I just started cracking up. I've got to read some of these much more carefully. :wink:

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

1388

Post by Kreuzritter » Thu Aug 23, 2007 7:05 pm

Image

Mr. Kidney Punch

PL: 8 (120)

abilities: (30)
STR 20 DEX 16 CON 20 INT 10 WIS 14 CHA 10

Combat: (24)
+7 init, +6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+5/10/10 DMG (unarmed/powerpunch/kidney punch)

saves: (10)
TOU +8/3 FORT +7 REF +6 WILL +5

Skills (16/64)
bluff +6
climb +4
intmidate +10
drive +6
gather info +4
knowledge: current events +6
knowledge: streetwise +6
notice +6
search +6
sense motive +4
stealth +6

feats (19)
all-out attack, assessment, defensive roll 3, diehard, dodge 2, elusive target, endurance, improved block, improved initiative, improved defense, move by action, power attack, startle, stunning attack, takedown attack 2

Powers (21)
Nauseate "Kidney punch" +10 (21)
- AP: strike +5 "power punch" +5 (feats: mighty, improved crit, extra: penetrating +1) [12]

costs
abilities 30 + combat 10 + saves 10 + skills 16/64 + feats 19 + powers 21 = 120 pts

:arrow: a lesser known enemy of Radioactive man, Mr Kidney Punch doesn't really have a lot going for him, other than his signature kidney punching ability (which he's AP'd so he can use regular punches too)
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Kreuzritter
Cosmic Entity
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1389

Post by Kreuzritter » Fri Aug 24, 2007 6:00 am

Image

The Pearl

PL: 8 (120)

abilities: (24)
STR 30 DEX 14 CON 20 INT 10 WIS 14 CHA 10

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

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

Skills (11/44)
bluff +6
intimidate +6
knowledge: earth sciences +6
notice +6
search +6
sense motive +6
swimming +8

feats (15)
all-out attack, atk focus: melee 2, chokehold, diehard, dodge 2, environmental adapation: underwater, fast overrun, improved grab, improved initiative, improved overrun, improved pin, power attack, uncanny dodge

Powers (45)
enhanced STR +14 (14)
immunity +3 (cold, pressure, drowning) (3)
protection +5 (extra: impervious +1) (10)
supersenses +2 (darkvision) (2)
superstrength +5 (10)
swimming +6 (6)

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

costs
abilities 24 + combat 16 + saves 9 + skills 11/44 + feats 15 + powers 45 = 120 pts

:arrow: from the pages of the simpsons comics, it's the pearl, a comic-book hero designed by bart and milhouse, then plagerized by an unscrupulous comic company (on the plus side, the plagarists did give him a better name than bart's suggested "oysterizer")

:arrow: anyway, since we never actually see the pearl in action, i had to base by build on inferrence and what powers a clam-based hero might have, resulting in a powerhouse grappler
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