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

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Ares
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Postby Ares » Thu Oct 11, 2007 10:54 pm

Nice build Kreu, but shouldn't the Boomerang have Homing on it?

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Kreuzritter
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1465

Postby Kreuzritter » Sat Oct 13, 2007 1:28 pm

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Wreckage

PL: 10 (150)

abilities: (20)
STR 30 DEX 14 CON 24 INT 12 WIS 14 CHA 12

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

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

Skills (19/76)
climb +6
drive +4
intmidate +10
knowledge: current events +6
knowledge: tactics +4
knwledge: streetwie +6
notice +8
pilot +4
search +6
sense motive +6
stealth +4
survival +6
swim +6

feats (17)
assessment, all-out attack, atk focus: melee 2, chokehold, diehard, fast overrun, fearsome prescence 4, improved grab, improved grapple, improved initiative, improved pin, startle, takedown attack

Powers (54)
Enhanced STR +16 (17)
- ap: blast "armcannon" +8 [16]
enhanced CON +10 (10)
immovable +2 (extra: unstoppable +1) (4)
immunity +5 (extreme cold, extreme heat, disease, poison, age) (5)
protection +5 (extra: impervious +1) (10)
superstrength +4 (8)

drawback (-3)
one eye (-3)

costs
abilities 20 + combat 32 + saves 11 + skills 19/96 + feats 17 + powers 54 - drawback 3 = 150 pts

:arrow: hailing from the disastrous "extreme" era of GI Joe, Wreckage was one of the top enforcers of SKAR, a terrorist group that tried to pick up where Cobra left off, but went rogue after discovering that it was SKAR that had mutated him and not the US government.

:arrow: much like Frankenstein's monster, Wreckage is surprisingly intellignt for somebody just under the large size category, his mountain lair littered with various books, to say nothing of numerous instances of running mental rings around his fellow enforcers.
Last edited by Kreuzritter on Sat Nov 03, 2007 7:08 am, edited 1 time in total.
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Kreuzritter
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Postby Kreuzritter » Sat Oct 13, 2007 1:29 pm

Ares wrote:Nice build Kreu, but shouldn't the Boomerang have Homing on it?


it has both homing and ricochet
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Kreuzritter
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1466

Postby Kreuzritter » Sat Oct 13, 2007 2:20 pm

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"Nothing hurts when you're dead."

Dirge

PL: 10 (150)

abilities: (24)
STR 22 DEX 18 CON n/a INT 14 WIS 16 CHA 14

Combat: (32)
+8 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+6/9 +1 Dmg(unarmed/shovel + vs. undead)

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

Skills (14/56)
acrobatics +6
climb +6
drive +6
intimidate +6
knowledge: art +4
knowledge: life sciences +4
knowledge: medicine +4
noticce +8
search +6
sense motve +6

feats (27)
all-out attack, atk spec: shovel, critical strike: undead, dodge 2, defensive roll 3, elusive target, evasion, favored enemy: undead, fearless, improved initiative, improved trip, improved throw, power attack, sidekick: cerebus 9, takedown attack 2

Powers (42)
device: Dirge's Shovel +1 (3)
- Strike +3 (feats: mighty, improved crit) [5]
immunity +30 (fort) (30)
leaping +2 (2)
protection +7 (7)
supersenses +3 (low-light vision, scent, track) (3)

complications
enemy (black robots)
prejudice (Zombie)
reputation (smart zombie)
responsibility (Zoe)
secret (origins)

costs
abilities 24 + combat 32 + saves 6 + skills 14/56 + feats 27 + powers 45 = 150 pts

:arrow: hero of the criticly acclaimed "Xombie" series, Dirge is 6'4" of dessicated buttwhup, and one of the few forces for good in a world in the grip of a zombie apocalypse. nobody knows why Dirge has retained his intelligence and humanity, but Dirge isn't exactly jumping at a chance to find out

:arrow: for cerebus, use the wonderdog stats from M&M golden age, but drop the con, add fort immunity, and use those 3 pips from the 3 points left over from the foort save to buy three ranks of protection
Last edited by Kreuzritter on Sat Nov 03, 2007 7:16 am, edited 1 time in total.
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Kreuzritter
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1467

Postby Kreuzritter » Sat Oct 13, 2007 5:11 pm

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"If you look into your hearts and reflect, and leave this place at once, I shall hold no grudge against you."

Prince Philoniel El Di SAaillune

PL: 10 (150)

abilities: (44)
STR 24 DEX 14 CON 24 INT 12 WIS 14 CHA 16

Combat: (24)
+6 init, +10/8/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/10/12 DMG (unarmed/allmen brothers/pacifist crush!)

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

Skills (18/72)
acrobatics +6
bluff +4
climb +6
diplomacy +8
intimidate +10
knowledge: civics +6
knowledge: current events +6
notice +6
perform: oratory +6
ride +4
search +6
sense motive +4

feats (29)
assessment, atk focus: melee 2, benefit (status: Prince) diehard, dodge 4, fascinate: perform, fearless, fighting style: Warrior of JUSTICE! 12 (all-out attack, fast overrun, grappling finesse, improved grab, improved grapple, Justice Shouder attack [improved overrun], Joyful reunion Bearhug [improved pin], improved trip, Royal Special Thunder! [power attack], Goodwill Towards Men Smash! [stunning attack], takedown attack 2), improved initiative, inspire, interpose, leadership, startle, uncanny dodge

Powers (25)
leaping "smashing burst jump" +4 (4)
strike "Pacifist Crush!" +5 (feats: Fists of joyous parting!" [affects incorporeal 2], mighty, improved crit, extra: penetrating +1) (15)
- AP: Strike "All men brothers, Hand in Hand" +3 (feats: mighty, accurate, extra: autofire +1)
superstrength +3 (6)

complications
Enemy (backstabbing relatives & viziers)
fame
honor
obsession (JUSTICE!)
prejudice (looks like a giant dwarf)
responsibility (prince of Seyruun, Amelia & Gracia [daughters], Pacifist)
reputation (justice obsessed maniac)

costs
abilities 44 + combat 24 + saves 10 + skills 18/72 + feats 29 + powers 25 = 150 pts

:arrow: my first build from the world of Slayers, Prince Phil... defies explanation, being one of those people you could identify as lawful stupid, but then he goes and does things you'd count as lawful awesome. at any rate, Phil hits like a bus and fights like a pro wrestler, and is capable of shattering demons and ghosts with his bare hands
Last edited by Kreuzritter on Sat Nov 03, 2007 7:17 am, edited 1 time in total.
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MDSnowman
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Postby MDSnowman » Sat Oct 13, 2007 5:51 pm

Ahhh I love the Slayers

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Libra
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Postby Libra » Sun Oct 14, 2007 5:52 am

Good work Kreuz. Your incessent insomnia once again worls to the Think Tank's advantage. :wink: :D
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Kreuzritter
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1468

Postby Kreuzritter » Sun Oct 14, 2007 7:43 am

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Groot

PL: 10 (150)

abilities: (22)
STR 34 DEX 12 CON 24 INT 10 WIS 14 CHA 12

Combat: (32)
+5 init, +8/6 ATK, +6 DEF (-2 size, +3 flat-footed)
+12 DMG (unarmed)

saves: (9)
TOU +14 FORT +10 REF +4 WILL +5

Skills (6/24)
intimidate +8
Notice +6
search +6
sense motive +4

feats (7)
all-out attack, atk spec: unarmed, diehard, improved grab, improved grapple, improved initiative, improved overrun, improved pin, power attack, takedown attack

Powers (78)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +10 (age, life support) (10)
plant control +9 (18)
protection +7 (extra: impervious +1, flaw: not vs fire -1) (7)
regeneration +11 (rec rate: I +4, d +2, res +4, feats: regrowth, Reincarnation) (12)
superstrength +3 (6)

drawbacks
vulnerable: fire, (very common, moderate) (-4)
vulnerable: defoliants (uncommon, major) (-3)

costs
abilities 22 + combat 32 + saves 9 + skills 6/24 + feats 10 + powers 78 - drawbacks 7 = 150 pts

:arrow: another of the old mighty marvel monsters, Groot has recently made a comeback through the events of the second annihilation series
Last edited by Kreuzritter on Sat Nov 03, 2007 7:18 am, edited 1 time in total.
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Kreuzritter
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1469

Postby Kreuzritter » Sun Oct 14, 2007 8:23 am

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William Corvinus

PL: 10 (150)

abilities: (18)
STR 34 DEX 24 CON 34 INT 6 WIS 10 CHA 12

Combat: (24)
+11 init, +8/4 ATK, +8 DEF (+1 dodge, -1 size, +4 flat-footed)
+12 DMG (unarmed)

saves: (6)
TOU +12 FORT +12 REF +10 WILL +3

Skills (11/44)
climb +6
intimidate +8
notice +8
search +8
survival +10
swim +4

feats (19)
all-out attack, atk spec: unarmed 2, atk focus: melee, diehard, dodge, elusive target, fearless, fearsome prescence 4, fast overrun, improved initiative, improved overrun, move-by action, power attack, takedown attack 2

Powers (78)
enhanced STR +10 (10)
enhanced DEX +10 (10)
enhanced CON +10 (10)
immunity +6 (age, cold, heat, starvation, disease, poison) (6)
Growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
regeneration +14 (rec rate: b +1, s+4, i+4, d+3, res.+2, feat: regrowth) (15)
supersenses +4 (darkvision, scent, track) (4)
supermovement +3 (sure footed, wall-crawling 2) (6)
superstrength +2 (4)

drawback (-6)
vulnerable: silver weapons (uncommon, moderate) (-2)
mute (-4)

costs
abilities 18 + combat 24 + saves 6 + skills 11/44 + feats 19 + powers 78 - drawbacks 6 = 150 pts

:arrow: one of the two big bads of Underworld evolution, William here is your textbook werewolf, albiet without the advantage of a human guise or intelligence
Last edited by Kreuzritter on Sat Nov 03, 2007 7:32 am, edited 1 time in total.
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Re: 1470

Postby Godfallen » Sun Oct 14, 2007 8:38 am

Very nice...cept I would raise his STR's in his power list....William is the First Lycan...means he is stronger the any other Lycan after him...It's just like Marcus with the vamps...Marcus is stronger, faster then any vamp...so William is stronger then any Lycan. I would also give him a drawback of being ALWAYS raging...The only person Willaim won't attack is Marcus...and thats because of an Empathic bond.
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whatever doesn't kill you....makes you stranger

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Kreuzritter
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Postby Kreuzritter » Sun Oct 14, 2007 9:18 am

william does +12 damage with a single blow, with a toughness save to match. he can shrug off anything shy of an anti-tank rocket, and hits harder than an elephant. his total STR value is 49 (2 superstrength, +1 sprstr from growth), meaning he can throw trucks as a light load. considering the average PL for underworld is 'spooky agents', william is like unto a god in comparison

what you've described is flavor text and characterization, which is already reflected in the build's design of a semi-intelligent feral predator.
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Kreuzritter
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Postby Kreuzritter » Sun Oct 14, 2007 9:49 am

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"I can walk round a man, whatever weapon he has, choose my point, strike as I like. Dodge as I like. Escape as I like."

The Invisible Man

PL: 6 (90)

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

Combat: (16)
+6 init, +6/4 ATK, +8 DEF (+4 dodge, +2 flat-footed)
+3 +3 DMG (unarmed/sneak attack)

saves: (9)
TOU +4/3 FORT +5 REF +5 WILL +6

Skills (16/64)
bluff +8
craft: chemical +6
gather info +4
intimidate +8
knowledge: current events +4
knowledge: life sciences +6
knowledge: physical sciences +4
medicine +4
notice +6
search +4
sense motive +6
stealth +4

feats (17)
assessment, atk focus: melee 2, chokehold, defensive roll, dodge 4, eidetic memory, improved grab, improved initiative, inventor, master plan, sneak attack 2, startle

Powers (4)
invisibility +1 (4)

costs
abilities 28 + combat 16 + saves 9 + skills 16/64 + feats 17 + powers 4 = 90 pts

:arrow: Hawley griffin, as described by Alan moore prior to the release of LoEG, is a "right bastard". this is true both in the series and his source materiel, as Griffin is an utterly amoral sociopath who in almost any plan has murder listed as his 'plan c' (getting away is plan B)
Last edited by Kreuzritter on Sat Nov 03, 2007 7:34 am, edited 1 time in total.
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Postby Servitor_2152 » Sun Oct 14, 2007 9:55 am

Loving Prince Phil and Dirge, Kreuz. I might have to borrow those at some point in the . . . relatively distant future, probably. :oops:
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Kreuzritter
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Postby Kreuzritter » Sun Oct 14, 2007 11:44 am

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"What makes me a good demoman? If I was a bad demoman, I would'nae be discussin' it wit ye, now whut I?"

The Demoman

PL: 7 (105)

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

Combat: (24)
+7 init, +6/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/5/6 DMG (unarmed/grenade/sticky bomb)

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

Skills (17/68)
bluff +8
craft: chemical +4
craft: electonics +6
craft: strctural +6
concentration +6
demolitions +8
disable device +6
knowledge: physical sciences +4
profession: demoman +4
notice +4
search +4
sense motive +4
stealth +4

feats (22)
assessment, atk focus: range 5, def roll 3, dodge 2, diehard, equipment, evasion, improvised tools, inventor, master plan, move-by action, set-up, skill mastery (craft chem/structural, demolitoins, disable device), sneak attack, taunt

Powers (12)
device: grenade launcher +4 (12)
- Blast "sticky bomb" +6 (feat: triggered, extra: area-explosion +1) [20]
- AP: Blast +5 (feats: ricochet, indirect, extra: target area-explosion +1) {17}

drawback (-3)
one eye (-3)

equipment
arsonist's kit [1]
demolitions kit [1]
MOLLE vest [1]
multitool [1]
really good scotch (luck 1) [1]

costs
abilities 26 + combat 24 + saves 7 + skills 17/68 + feats 21 + powers 12 - drawback 4 = 105 pts

:arrow: Another one of the maniacs from team Fortress 2, it's the demoman, the self described "black scottish cyclops" and "grim bloody fable, with an unhappy bloody ending."
Last edited by Kreuzritter on Sat Nov 03, 2007 7:34 am, edited 1 time in total.
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Kreuzritter
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1472

Postby Kreuzritter » Sun Oct 14, 2007 12:17 pm

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"How am i going to stop some big, mean, mother hubbard from tearing me a structurally superfluous new behind? the answer: with a gun. And if that don't work, use more gun."

The Engineer

PL: 7 (105)

abilities: (28)
STR 14 DEX 14 CON 16 INT 18 WIS 14 CHA 12

Combat: (24)
+6 init, +6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/4/5 DMG (unarmed/wrench/shotgun)

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

Skills (20/80)
bluff +6
computers +4
craft: mechanical +8
craft: electronic +8
craft: structural +8
disable device +8
notice +6
knowledge: physical sciences +6
knowledge: technology +6
perform: guitar +4
profession: engineer +4
search +6
sense motive +6

feats (18)
def roll 3, diehard, dodge 2, eidetic memory, equipment 3, improvised tools, improved initiative, inventor, luck 2, master plan, power attack, skill mastery 2 (craft: elec/mech/struc, disable device, knowledge tech/phys, computers, profession)

Powers (6)
summon sentry turrets +3 (feats: progression 3, extra: continuous +1, flaw: action -1) (6)

equipment
multitool [1]
electronics kit [1]
repair kit [1]
wrench +2 (feat: mighty) [2]
shotgun +5 [10]


costs
abilities 28 + combat 24 + saves 9 + skills 20/80 + feats 18 + powers 6 = 105 pts

:arrow: requiring a full round action to set up a sentry turret, i think i've captured the engineer's feel and need for cover fire
Last edited by Kreuzritter on Sat Nov 03, 2007 7:36 am, edited 1 time in total.
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