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

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SCKnight
Firebrand
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Post by SCKnight » Mon Sep 03, 2007 3:35 pm

Kreuzritter wrote:i'll keep that in mind, but no promises

anyway...

COBRA-LA!

* crazed warbling sound follows for about a minute *

In Your Campaign setting

foreward
---

universally panned by G.I. Joe fans as the moment the cartoon jumped the shark, Cobra-la has been mocked and degraded even in the recent surge of 80's retro kitsch, as proven when ATT's Baron refused to stat them when he converted the hordes of Cobra some months back

but, here at Kreuzritter conversions LLC, we firmly beleive that there is no such thing as a bad idea, only rotten execution, and thus began plans to study the great blasphemy and bring it over.

278 converts later, and the work began. I studied micheal surbrook's HERO works, I read online articles, hunted down screencaps, and, just a few hours ago, I watched the movie itself (I can honestly say it's actually held up pretty good), which is what prompted this protracted article. now, gaze upon the Web of Memory, and in the words of the Shade

"read on"

the concept
----

hidden within the depths of the Himilayas, Lies the hidden city of Cobra-La, home to the once mighty masters of the world, a race of beings that presumably evolved from snakes. forced into seclusion during the great ice age, and sustained by nigh-lovecraftian biotech capabilities, the Cobra-la have watched mankind since we first crawled down from the trees and began fiddling with stone knives and bearskins. and, having taken in our progress with non-biotech, feel that humanity as a species needs to be either put out of it's misery, enslaved, or devolved into someting useful (whichever comes first or depending on prevailing opinion)

what went wrong
---

well, first off, there was the fact that this was an obviously ham-fisted retcon to established G.I. Joe canon, a fact that failed to sit at all with the comics or tv show creators

second, at the time, the target audience wasn't particularly fond of the concept either, preferring the sometime Mad Science of Cobra to Cobra-la's outright fantasy

third, I don't think the movie did so good

Why should I use cobra-la?
---

While a complete disaster in it's home setting, if you take a couple steps back Cobra-la goes from a really bad idea to a pretty sweet lovecraftian secret society, filled with all sorts of monsters, abominations and living weapons, not unlike the Serpent people of freedom city.
The Cobra-La people having evolved from snakes sounds a lot like D&D's Yuan-ti. BTW, about your conversion of Belldandy, excellent work. Are you planning on doing Skuld and Urd as well? I'm not sure of how Bell was a pain to do as she had pretty straightforward powers in the show, OVA, movie, and manga.

Kreuzritter
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1430

Post by Kreuzritter » Mon Sep 03, 2007 6:23 pm

Image

"Om Mani Padme hum..."

Thundermind

PL: 10 (150)

abilities: (24)
STR 14 DEX 14 CON 16 INT 10 WIS 18 CHA 12

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

saves: (11)
TOU +8 FORT +6 REF +6 WILL +7

Skills (15/60)
bluff +6
concentration +8
diplomacy +6
investigate +4
intimidate +6
knowledge: current events +6
knowledge: theology/philosophy +8
language +2 (chinese, english, native: tibetan)
search +6
sense motive +8

feats (10)
assessment, diehard, dodge 4, improved initiative, second chance (concentration checks), trance, uncanny dodge

Powers (62)
flight +3 (6)
Telekinesis +10 (extra: perception +1) (33)
- Mental blast +7 [28]
- AP: Mind control +10 [20]
- AP: Telepathy +10 [20]
protection +5 (extra: impervious +1) (10)
teleportation +5 (feats: change direction, change velocity, easy) (13)

costs
abilities 24 + combat 28 + saves 11 + skills 15/60 + feats 10 + powers 62 = 150 pts

:arrow: another member of the Great 10, Thundermind is their moral backbone/voice of dissent, on the grounds that he can and will turn against his own team/government if he feels their politics are standing in the way of doing real good. also, as a tibetan priest, there's no love lost between him and his teammate, socialist red guardsman
Last edited by Kreuzritter on Fri Nov 02, 2007 11:02 am, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Tue Sep 04, 2007 3:05 pm

Image

"I don't know about you, but i'm having a devil of a time."

Satana

PL: 10 (150)

abilities: (38)
STR 24 DEX 16 CON 16 INT 14 WIS 14 CHA 14

Combat: (32)
+7 init, +8 ATK, +8 DEF (+2 dodge, +4 flat-footed)
+7/12/12 DMG (unarmed/trident/hellfire)

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

Skills (13/52)
bluff +6
diplomacy +6
intimidate +12
notice +6
knowledge: streetwise +4
knowledge: arcane lore +12
sense motive +6

feats (14)
all-out attack, artificer, attractive, diehard, dodge 2, eidetic memory, improved initiative, move by action, power attack, ritualist, startle, taunt, uncanny dodge

Powers (46)
Device: Infernal trident +7 (feat: usable-demons) (22)
- Hellfire control (feats: precise, improved crit) +12 [27]
- AP: Strike +5 (feats: mighty, improved crit, extend reach, extra: penetrating +1) {13}
- Flight +4 [8]
immunity +15 (age, life support) (10)
protection +7 (extra: impervious +1) (14)

drawbacks
vulnerable: holy powers (uncommon, moderate) (-2)

costs
abilities 38 + combat 32 + saves 9 + skills 13/52 + feats 14 + powers 46 - drawback 2 = 150 pts

:arrow: Suprema's archnemesis, Satana is more or less a demonic bettie page, preferring to win her battles by deciet and treachery, but capable of holding her own in a fight all the same
Last edited by Kreuzritter on Fri Nov 02, 2007 11:03 am, edited 1 time in total.
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Kreuzritter
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Re: 212

Post by Kreuzritter » Tue Sep 04, 2007 4:32 pm

Kreuzritter wrote:Image

"It's a pleasure to meet you, or should I make that goodbye, Lieutenant Colonel?"

Lust
Also known as: The Ultimate Lance

One of seven Homonculi, each named for one of the Cardinal Sins, Lust was created to be the group's face and diplomat, and thus tends to act as their feild commander. calm, sultry and collected, Lust's signature power is her ultimate lance, the ability to turn her fingers into lehal razor sharp claws, whips or garrotes.

PL: 10 (150)

abilities: (6)
STR 10 DEX 18 CON n/a INT 10 WIS 14 CHA 14

Combat: (24)
+8 init, +12/6 ATK, +14 DEF (+6 dodge, +3 flat-footed)
+0/6 DMG (unarmed/ultimate lance)

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

Skills (14/56)
bluff +8
diplomacy +8
gather info +8
knowledge: current events +4
intimidate +8
notice +8
sense motive +8
stealth +4

feats (22)
accurate attack, attack spec: ult. lance 4, assessment, attractive, distract: bluff, dodge 6, evasion, improved initiative, move by action, set-up, startle, takedown attack, taunt, well-informed

Powers (79)
immunity +30 (fort) (30)
regeneration +27 (rec bonus +10, rec rate: i+4, d+6, r+7 feats: regrowth) (28)
protection +6 (6)
Strike "Ultimate Lance" +6 (feats: extend reach 2, imp. crit, extra: penetrating +1) (15)

costs
abilities 10 + combat 20 + saves 5 + skills 15/60 + feats 22 + powers 78 = 150 pts

technical notes: Lust is what happens if you create an undead femme fatale with the body of Miss Deep and the armament of Hellsing's walter. in all honesty, I was aiming for 150 pp as I try too, but given her status as one of the older sins, the extra points suit her.

Tactics: If lust had her way, the PC's would never find out about her, preferring to act through pawns and dupes in her plots, then abandoning them to take the fall for her. however, that is simply good business. when push comes to shove, Lust has no qualms about getting her nails bloody, using her speed, agility and regeneration to see her through the fight, and likes to stack the deck as much as possible (usually pairing up with another Sin and attacking after their foe has already been through a fight)

:arrow: and now Lust has joined the party. if using her, remember that she gets Gluttony riding along to play the 'bad cop'

:arrow: UPDATE 2- Lust gets another rewrite, making her a lot meaner while retaining her social graces
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Libra
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Post by Libra » Wed Sep 05, 2007 7:50 am

Hmmm. . .two Devil Women.

Do I sense a Cat Fight in the near future? 8)

( :wink: :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.

Ares
Hero
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Post by Ares » Wed Sep 05, 2007 10:33 pm

I have to admit, when I saw the new addition I initially read it as "Santana" and thought we were going to see more Jojo's Bizarre Adventure characters.

Kreuzritter
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Post by Kreuzritter » Thu Sep 06, 2007 5:50 am

so noted, and he's added to the list. granted, as a vampire (well, super-vampire) he's more likely to appear in october during what i've called "halloween hijinx", but he's on the list. in return though, i'd like to see your take on the young Joseph joestar
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Libra
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Post by Libra » Thu Sep 06, 2007 8:31 am

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.

Kreuzritter
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Location: Rumble City

1432

Post by Kreuzritter » Thu Sep 06, 2007 4:32 pm

Image

"Hmph. I guess Humans have evolved after all."

Santana

PL: 10 (150)

abilities: (28)
STR 30 DEX 24 CON n/a INT 10 WIS 14 CHA 10

Combat: (24)
+11 init, +10/10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+10/10/10 DMG (unarmed/flesh absorb/rib blades/flesh absorb)

saves: (4)
TOU +10 FORT n/a REF +7 WILL +6

Skills (7/28)
intimidate +10
knowledge: arcane +4
notice +4
search +4
sense motive +6

feats (11)
all-out attack, atk spec: unarmed 2, dodge 4, improved grab, improved grapple, improved initiative, power attack

Powers (88)
Drain CON "flesh absorb" +10 (extra: vampiric +1, Aura +3, flaws: limited-not vs. force feild/protection -1, requires grapple -1) (32)
- AP: Deflect "bullet absorb" +10 (fast projectiles, extra: reflect +1, redirect +1) [30]
- AP: Strike "rib blades" +10 (feats: accurate 2, extend reach 2, improved crit) [15]
immunity +30 (fort) (30)
insubstantial +1 (5)
protection +10 (10)
regeneration +24 (rec bonus +6, rec rate: i+4, d+4, r+7 feats: regrowth, flaw: not in sun -1) (11)

drawbacks (-12)
Involuntary transformation/normal identity: Turns to stone in sunlight (common, cannot resist, full round recovery) (-7)
Vulnerable: Chi (uncommon, moderate) (-2)
vulnerable: radiation (uncommon, major) (-3)

costs
abilities 28 + combat 24 + saves 4 + skills 7/28 + feats 11 + powers 88 - drawback 12 = 150 pts

:arrow: From the second series of JoJo's Bizarre Adventure is the first and weakest of the four surviving members of a race of super-vampires, who seek the famed Red Stone of Asia, which will turn them into the Ultimate Life Form. so, as you can imagine, if PL10 contitutes 'weak' to these creatures, you can imagine just how muchour hero, Joseph Joestar, is in over his head
Last edited by Kreuzritter on Fri Nov 02, 2007 11:03 am, edited 1 time in total.
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Dreaming Psion
Superhero
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Post by Dreaming Psion » Thu Sep 06, 2007 6:10 pm

That was a enjoyable, fast, and fun fight between Carl and Lenny and Greed.
Check out the anime/manga 3e thread
My new Oddballs reborn thread

Kreuzritter
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Post by Kreuzritter » Thu Sep 06, 2007 7:05 pm

Dreaming Psion wrote:That was a enjoyable, fast, and fun fight between Carl and Lenny and Greed.
it should, considering you guided me through it. so, any chance of it becoming canon for the events of the luniverse?
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Elric
Overlord
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Re: 522

Post by Elric » Thu Sep 06, 2007 11:49 pm

Kreuzritter wrote: Your friendly Neighborhood Spider-Man

abilities: (10)
STR 24 DEX 30 CON 24 INT 14 WIS 14 CHA 12

Powers (70)
enhanced STR +14 (14)
enhanced CON +14 (14)
enhanced DEX +14 (14)

costs
abilities 10
Kreuzritter, I noticed that your Spider-Man build has paid too little pp for his ability scores. In particular, you seem to have given him a base Dexterity score of 16 but haven't paid the points for it. He's one tough character to build on 150 pp- most people don't even try!
3e Builds, 2e Builds, Index of 2e Official Rules Answers & General Resources (includes character creation and fight examples)

Kreuzritter
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Post by Kreuzritter » Fri Sep 07, 2007 5:18 am

thank you for that reminder about why i started my marvel adventures: avengers project, i'll try to get on that as time permits, seeing as like a nmber of us here at ATT, with classes resuming i'll no longer havethe wealth of free time i've enjoyed this past year.

but before then, i can now say that having been to the video store this week, i can now grant two of my recent requests
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Kreuzritter
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Location: Rumble City

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Post by Kreuzritter » Fri Sep 07, 2007 5:24 am

Image

Eisentruppen

PL: 5 (75)

abilities: (20)
STR 24 DEX 12 CON 14 INT 10 WIS 10 CHA 10

Combat: (12)
+5 init, +5/3 ATK, +3 DEF (+1 flat-footed)
+5/5 DMG (unarmed/sturmgewehr)

saves: (10)
TOU +7 FORT +5 REF +4 WILL +4

Skills (4/16)
climb +4
intimidate +4
knowledge: tactics +2
notice +2
survival +4

feats (7)
all-out attack, atkfocus: range 2, diehard, fearless, improved inititiative, power attack

Powers (26)
blast "sturmgewehr" +5 (extra: autofire +1) (15)
immovable +2 (2)
protection +5 (5)
superstrength +2 (4)

drawback (-4)
mute (-4)

costs
abilities 20 + combat 12 + saves 10 + skills 4/16 + feats 7 + powers 26 - drawback 4 = 75 pts

:arrow: from the movie "Full Metal Alchemist: Conqueror of Shamballa", these creatures are the blighted remnants of a Nazi expeditionary force that crossed the dimensional breach between earth and the FMA world. I've no idea of the totality of the change wrought, so I went with the obvious notion that they'd been fused with their equipment, making them alchemic cyborgs that wouldn't be too out of place in a setting like the iron kingdoms
Last edited by Kreuzritter on Fri Nov 02, 2007 11:05 am, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Fri Sep 07, 2007 5:39 am

Image

"This place isn't like where I come from. It's a brave new world."

Dietlinde Eckart

PL: 10 (150)

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

Combat: (20)
+6 init, +6/4 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+3/3/6 DMG (unarmed/pistol/armblade)

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

Skills (22/88)
bluff +8
concentration +8
diplomacy +8
gather info +6
intimidate +6
investigate +4
knowledge: arcane lore +8
knowledge: current events +6
knowledge: earth sciences +6
knowledge: history +8
knowledge: physical science +6
notice +6
sense motive +8

feats (42)
all-out attack, atk focus: range 2, contacts, connected, diehard, dodge 2, eidetic memory, equipment 14, improved initiative, master plan, minions 13, power attack, ritualist, taunt, well-informed

Powers (33)
protection +5 (5)
transmutation "Alchemy" +6 (extra: duration +1, flaw: range -1, limit: equivalent exchange -1) (28)
- AP: blast "Alchemic surge" +10 (extra: area-line +0, penetrating +1, flaw: source -1) [20]
- AP: shape matter +6 (extra: duration +1, flaw: range -1) [24]
- AP: Snare "alchemic arm" +8 (feat: extend reach 2, tether, extra: constricting +1, flaw: range -1)
- AP: strike "armblade" +5 (feats: mighty, improved crit, penetrating +1) [12]

Equipment [70]
light pistol +3 [6]
Shamballa Air Fortress [64]
STR: 70, SPD: 6, DEF: 2, TOU: 15, Size: Colossal {10}
features: alarm, fire prevention system, laboratory, library, living space, navigation system, infirmary, holding cells, workshop {9}
Powers: Life support, Impervious TOU +8, Blast "rockets" +8 (feats: imp. range 3, extra: area-explosion, Alternate power: blast "cannons" +8 [feats: imp range 3, extra: penetrating +1]) {45}

minions
500 Eisentruppen

drawback
power loss (unable to gesture) (-1)
vulnerable: gloating (uncommon, moderate) (-2)

costs
abilities 28 + combat 20 + saves 8 + skills 22/88 + feats 42 + powers 33 - drawbacks 3 = 150 pts

:arrow: the central antagonist and titular foe of FMA :conqueror of Shamballa, Frau Eckart is a high ranking member of the German Thule Society, who claims to want to exploit the Elric's world and thus feed the Nazi war machine, but her true goal is to cross over and take that power for herself. Ironicly, this prospect both elates and horrifies her. on the ne hand, in Amestris she finally has real magic at her beck and call. but more to the point, she considers every man, woman and child in this brave no world to be a subhuman creature that must be wiped out. her disfigurement and derangement of the dimensional crossing didn't help either.

:arrow: a crummy fighter, poor shot and decent alchemist, Eckhart's biggest strength lies in her hordes of minions and the fact that Amestris has only just started experimenting with hot air balloons, while she posesses a heavily armed, jet propelled warship
Last edited by Kreuzritter on Fri Nov 02, 2007 11:08 am, edited 2 times in total.
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