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

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Kreuzritter
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1424

Postby Kreuzritter » Sat Sep 01, 2007 6:38 am

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"A Tetramand? This planet really is a dump."

Kraab

PL: 10 (150)

abilities: (24)
STR 20 DEX 14 CON 16 INT 10 WIS 14 CHA 10

Combat: (32)
+6 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/10/12 DMG (unarmed/armcannon/claw)

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

Skills (17/68)
climb +6
gather info +6
investigate +4
intimidate +12
knowledge: tactics +6
knowledge: streetwise +6
notice +8
search +6
sense motive +8
stealth +6

feats (17)
assessment, all-out attack, atk focus: range 2, contacts, diehard, dodge 4, elusive target, evasion, improved initiative, move-by action, power attack, takedown attack, well-informed

Powers (50)
Blast "armcannon" +10 (21)
- AP: Strike "claw" +7 (feats: chokehold, improved crit, improved grab, improved grapple, improved pin, mighty, extra: penetrating +1) [20]
burrowing +4 (4)
immovable +2 (2)
immunity +9 (life support) (9)
protection +5 (extra: impervious +1) (10)
superstrength +2 (4)

costs
abilities 24 + combat 32 + saves 10 + skills 17/68 + feats 17 + powers 50 = 150 pts

:arrow: a bounty hunting alien from Ben10 with negligible morals, Kraab likes to strike from ambush and has no qualms about taking hostages. it was also implied he's a cyborg, and thus the integral powers
Last edited by Kreuzritter on Fri Nov 02, 2007 10:56 am, edited 1 time in total.
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Kreuzritter
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1425

Postby Kreuzritter » Sat Sep 01, 2007 7:50 am

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"No drinking? Truly, this is a cursed gift."

Masamichi Fujisawa

PL: 10 (150)

abilities: (26)
STR 34/26/16 DEX 24/14 CON 16 INT 12 WIS 14 CHA 14

Combat: (24)
+11/6 init, +8/6 ATK, +8 DEF (+2 dodge, +4 flat-footed)
+3/8/12 DMG (powerless/unarmed/full power)

saves: (9)
TOU +12/8/3 FORT +6 REF +10/5 WILL +5

Skills (15/60)
bluff +4
climb +6
concentration +6
diplomacy +4
intimidate +8
knowledge: earth sciences +6
profession: teacher +4
notice +6
search +6
sense motive +4
survival +6

feats (14)
all-out attack, atk focus: melee 2, diehard, dodge 2, endurance, evasion, improved block, improved initiative, move-by action, power attack, stunning attack, takedown attack

Powers (67)
Container: full power +6 (30)
- enhanced STR +8 [8]
- Force Feild +4 (extra: impervious +1) [8]
- immovable +2 (extra: unstoppable +1)
- impervious TOU +6 [6]
- superstrength +2 [4]
container: regular power +7 (35)
- Enhanced STR +10 [10]
- enhanced DEX +10 [10]
- leaping +4 [4]
- Protection +5 [5]
- superstrength +3 [6]

drawbacks
power loss: all powers, after drinking alcahol (-2)
power loss: full power, after smoking (-1)

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

Complications
addiction (alcaholic, smoker)
enemy (Phantom Tribe, Bugrom)
responsibility (Makoto, Nanami & Jinnai [students], Miz Mishtal [fiancee])

costs
abilities 26 + combat 24 + saves 9 + skills 15/60 + feats 14 + powers 65 - drawbacks 3 = 150 pts

:arrow: and finally, here are the stats for Mr. Fujisawa from el-hazard. this represents him at his full might as a PL10, but for the most part he's PL8, at least until the day after he runs out of smokes
Last edited by Kreuzritter on Fri Nov 02, 2007 10:57 am, edited 1 time in total.
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Kreuzritter
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1426

Postby Kreuzritter » Sat Sep 01, 2007 9:07 am

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Titania

PL: 10 (150)

abilities: (18)
STR 34 DEX 14 CON 24 INT 10 WIS 14 CHA 12

Combat: (24)
+6 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+12 DMG (unarmed)

saves: (10)
TOU +12 FORT +11 REF +5 WILL +5

Skills (10/40)
Bluff +4
climb +4
intimidate +8
knowledge: streetwise +6
notice +6
sense motive +6
search +6

feats (15)
attack focus: melee 2, diehard, dodge 2, fighting style 8 (all-out attack, chokehold, defensive attack, improved grab, improved grapple, improved pin, power attack, takedown attack), improved initiative, startle

Powers (73)
enhanced STR +20 (20)
enhanced CON +10 (30)
impervious TOU +7 (7)
protection +5 (extra: impervious +1) (10)
superstrength +3 (6)

costs
abilities 18 + combat 24 + saves 10 + skills 10/40 + feats 15 + powers 73 = 150 pts

:arrow: She Hulk's Mortal enemy, Titania's most often seen alongside her husband, the absorbing man
Last edited by Kreuzritter on Fri Nov 02, 2007 10:57 am, edited 1 time in total.
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Kreuzritter
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1427

Postby Kreuzritter » Sat Sep 01, 2007 9:25 am

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Sam-R-I

PL: 10 (150)

abilities: (18)
STR 24 DEX 24 CON 24 INT 10 WIS 14 CHA 12

Combat: (32)
+11 init, +13/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7 DMG (unarmed)

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

Skills (19/76)
acrobatics +8
bluff +4
climb +8
Intimidate +8
knowledge: current events +6
languages +2 (chinese, english,native: japanese)
notice +8
search +6
sense motive +6
Stealth +8
swim +4

feats (25)
assessment, atk focus: melee 5, defensive roll 3, diehard, dodge 2, fighting style 10 (acrobatic bluff, all-out attack, defensive attack, improved block, improved trip, improved throw, power attack, stunning attack, takedown attack 2) improved initiative, move-by action, uncanny dodge

Powers (36)
Enhanced STR +10 (10)
enhanced DEX +10 (10)
enhanced CON +10 (10)
leaping +4 (4)
superstrength +1 (2)

tradeoff
+3 ATK/-3 DMG

costs
abilities 18 + combat 32 + saves 10 + skills 19/76 + feats 25 + powers 36 = 150 pts

:arrow: and another justice friend, who didn't do much other than get beaten senseless by Rasslor, so pretty much the entire build was guesswork
Last edited by Kreuzritter on Fri Nov 02, 2007 10:58 am, edited 1 time in total.
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smashed247
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Postby smashed247 » Sat Sep 01, 2007 2:27 pm

Sam-R-I & Kraab rock

I love your new avatar Kreuz. it has to be my favourite one you've had.

L8er

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Bravo
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Postby Bravo » Sat Sep 01, 2007 4:41 pm

Sam R I is interesting - but how are these Justice Friends? Some part of my brain feels like it should know but i am drawing a total blank...
Bravo

FELINE FURY: What's the point of having a name and a costume if you don't have an action figure?

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Kreuzritter
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Postby Kreuzritter » Sat Sep 01, 2007 5:04 pm

back when dexter's lab first aired, therer was amiddle segmnt titled "Dial 'M' For Monkey", in which one of dexter's lab monkeys had secretly gained nigh cosmic powers and used them to fight evil, and was this crazy homage to the classic comics of yesteryear (the episode "Rasslor", was in fact a shot per shot recreation of an old issue of Marvel Two-in-One).

naturally, monkey needed a supporting cast, and so were created the justice friends, who mostly existed to get the pants beaten off of them by the bad guys before monkey saved the day.

by the second seasons, this middle segment was changed to "the justice friends", which posited three of the team living together in a sitcom setting.
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Bravo
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Postby Bravo » Sat Sep 01, 2007 5:08 pm

Now I remember but it was the 3 living together that comes to mind - cool builds tho' thanks
Bravo



FELINE FURY: What's the point of having a name and a costume if you don't have an action figure?

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Postby Servitor_2152 » Sat Sep 01, 2007 5:23 pm

Kreuz, I'm working with a few friends on an Iron Kingdoms campaign (in real life, this time! :D ), and one of them is basing a character on your build of Raziel from Soul Reaver. As we looked over this build, we noticed a couple of math errors; whenever you have the time, you may want to look over Raziel's saving throws and skills, as I think you may have calculated these incorrectly.
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E

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Libra
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Postby Libra » Sun Sep 02, 2007 4:19 am

Well the poor man is a statting dervish. With so many builds he has to skimp on a few minor areas. . . :wink:

(Just a joke Kreuz! :mrgreen: )
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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Kreuzritter
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Re: 121

Postby Kreuzritter » Sun Sep 02, 2007 8:34 am

Kreuzritter wrote:Image

"Yet another soul who departs from God's path. Death will be swift."

Scar

He is known only as Scar because of the unique scar on his face. He often places himself in a position to act as a judge and messenger of his God, Ishbala, by killing Nationally Certified Alchemists. The tattoo on his right arm conceals the power of destruction bestowed upon him by his brother.

The fates of Scar and the Elric brothers appears to be intertwined as they cross paths often. Their relationship seems to change upon each meeting depending on the circumstances.


PL: 10 (150)

abilities: (38)
STR 20 DEX 20 CON 20 INT 12 WIS 14 CHA 12

Combat: (28)
+9 init, +10/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/10 DMG (unarmed/Right hand)

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

Skills (17/68)
bluff +4
climb +6
gather info +6
investigate +4
intimidate +10
knowledge: alchemy +2
knowledge: current events +6
knowledge: theology/philosophy +8
language+2 (amestrian, ancient ishbalan, native: Ishbal)
search +6
sense motive +8
stealth +6
survival +8

feats (33)
assessment, atk focus: melee 4, defensive roll 3, diehard, dodge 4, endurance, evasion, fighting style: Ishbal warrior-preist 14 (accurate attack, defensive attack, elusive target, grappling finesse, improved block, improved disarm, improved grab, improved grapple, improved trip, power attack, takedown attack 2), improved initiative, move-by action, seize initiative, startle, uncanny dodge

Powers (25)
Right Hand of Destruction +10 (25)
- Corrosion +10 (extra: affects objects only +0) [24]
- AP: Blast +10 (extra: area-line +0, penetrating +1, flaw: medium -1) {20}
- AP: Burrowing +3 {3}
- AP: corrosion +10 {20}
- AP: Strike +5 (feat: mighty, improved crit 3, extra, penetrating +1) {14}
- AP: Death Touch +10 (feat: incurable) {11}

tradeoff
+2 DEF/-2 TOU

complications:
enemy (The 7 Sins, Father, Zolf Kimbley)
hatred (State Alchemists)
honor
prejudice (survivor of Ishbal)
reputation (serial killer)
responsibility (Ishbal [people/religion], Mei-Chan, Dr. Marcoh, Yoki [sort of])
rivalry/enemy (the Elric Brothers)
secret (brother's notes)
temper

costs
abilities 38 + combat 28 + saves 8 + skills 19/76 + feats 33 + powers 24 = 150 pts

Technical Notes: Literally done up on the spur of the moment after watching FMA tonight, and I basicly built Scar as presented, like a mortal version of Jason Voorhees. most of him is pretty straight forward and a rough customer in the FMA world

Tactics: Scar considers himself a holy assassin, and tends to act as such. ideally, He'll try to shadow his target until they're alone, then use a mixture of seize initiative and startle to make them flat footed before using the appropriate hand power to destroy them. if he can't get them alone, he'll just kill anybody that gets between him and his target before bugging out of there.

In an actual fight, Scar plays defensively until he can get an opening to get in close for his corrosion, and if that's unfeasible, he'll power stunt and area attack to ward off enemies so he can make his escape, typicly via burrowing his way into the sewers.

While Strictly against Alchemists in his home Setting, Scar can be dropped into a superhero setting with only minor changes to his background.

:arrow: And with Scar completed, that leaves ony Slth and King Bradley of my old FMA builds to be update. Scar now lacks the option for sneak attack, but retains the chance to catch his foes flat footed. and, making matters worse is that Scar's complications have pretty much exploded open through recent chapters, proving he old adage that the only thing worse than a nigh unstoppable killer is a nigh ustoppable killer with hero points

:arrow: update: rereading the manga, i swapped some of Scar's points around. he loses his well-informed (on the grounds that Scar has a specific list of names/faces of those he's out to kill, and only learns about other alchemists like the Elrics and Tucker by word of mouth), but gains evasion (the better to defend against the tendency of alchemists to be packing erea attacks), languages (for flavor/character), and regains his area attack. i also dropped his intimidate just a smidge and gave him some basic knowledge of alchemy he's picked up along the way


another update for the man from Ishbala
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Kreuzritter
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1428

Postby Kreuzritter » Sun Sep 02, 2007 1:42 pm

Image

"By order of the People's Republic of china, you willsurrender, or face the might of the Great Ten"

August General In Iron

PL: 10 (150)

abilities: (28)
STR 24 DEX 16 CON 20 INT 12 WIS 14 CHA 12

Combat: (28)
+7 init, +12/8/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/8/10 DMG (unarmed/blast/staff)

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

Skills (18/72)
bluff +6
diplomacy +6
gather info +8
intimidate +10
knowledge: current events +8
knowledge: tactics +8
notice +6
profession: soldier +6
search +6
sense motive +8

feats (16)
all-out attack, atk focus: range 4, atk spec: power staff, benefit: rank, diehard, dodge 2, improved initiative, masterful tactics, power attack, startle, takedown attack, well-informed

Powers (52)
Device: Power staff +7 (21)
- Strike +5 (feats: mighty, improved crit, extend reach, stunning attack, weapon bind, weapon break, extra: penetrating +1) [17]
- AP: Blast +8 {16}
- Flight +4 [8]
Enhanced STR +10 (10)
immunity +4 (suffocaion, disease, poison) (4)
impervious TOU +3 (3)
Protection +5 (extra: impervious +1) (10)
superstrength +2 (4)

costs
abilities 28 + combat 28 + saves 8 + skills 18/72 + feats 16 + powers 52 = 150 pts

:arrow: My take o the Great Ten's field commander, August General In Iron is designed to be a front line scrapper and tactician, and a capable one at that. reflecting his status on the team is the noticable lack of leadership feats, which suits his style just fine. he'll leave pep talks and inspiration to feelers such as Accomplished Perfect Physician or Thundermind, as his objective is strictly victory on the battlefield
Last edited by Kreuzritter on Fri Nov 02, 2007 11:00 am, edited 1 time in total.
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Kreuzritter
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1429

Postby Kreuzritter » Sun Sep 02, 2007 2:16 pm

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"You're good, but me? I'm Magic."

Bullseye

PL: 10 (150)

abilities: (40)
STR 22 DEX 20 CON 18 INT 12 WIS 14 CHA 14

Combat: (42)
+9 init, +12/11 ATK, +12 DEF (+2 dodge, +5 flat-footed)
+6/5/7/6 +2 DMG (unarmed/thrown/knife/shuriken + sneak attack)

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

Skills (25/100)
acrobatics +8
Bluff +12
climb +6
concentration +8
Intimidate +12
knowledge: streetwise +10
knowledge: pop culture +6
notice +10
search +6
sense motive +6
sleight of hand +8
stealth +8

feats (32)
accurate attack, all-out attack, atk focus: range, defensive roll 2, diehard, distract 2, dodge 2, elusive target, evasion, fearsome prescence 4, improved aim, improved initiative, move-by action, power attack, precise shot 2, sneak attack, startle, taunt, takedown attack, throwing mastery 5, uncanny dodge

Powers (3)
Protection "adamantium bones" +2 (feat: innate) (3)

costs
abilities 40 + combat 42 + saves 8 + skills 25/100 + feats 32 + powers 3 = 150 pts

:arrow: hey, lookit, I actually statted somebody people recognize!
Last edited by Kreuzritter on Fri Nov 02, 2007 11:01 am, edited 1 time in total.
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Postby Beleriphon » Sun Sep 02, 2007 3:02 pm

Kreuzritter wrote: :arrow: hey, lookit, I actually statted somebody people recognize!


You've lost me Kruez. I don't recognize the Bulleye character. I'm having a devil or a time coming up with why. I dare you to tell me what comic he comes from. :wink:

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Postby Novac » Sun Sep 02, 2007 3:20 pm

Beleriphon wrote:
Kreuzritter wrote: :arrow: hey, lookit, I actually statted somebody people recognize!


You've lost me Kruez. I don't recognize the Bulleye character. I'm having a devil or a time coming up with why. I dare you to tell me what comic he comes from. :wink:


You die Joe! Heh.
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