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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1653

Post by Kreuzritter » Thu Mar 20, 2008 8:24 pm

Image

"Skeletor, you have an impacted wisdom tooth and it has to come out!"

Mo-Larr, Eternian dentist

PL: 6 (90)

abilities: (34)
STR 20 DEX 16 CON 20 INT 12 WIS 14 CHA 12

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

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

Skills (11/44)
bluff +6
climb +6
medicine +6
profession: dentist +8
notice +4
search +6
sense motive +4
survival +4

feats (19)
all-out attack, atk focus; melee 2, defensive roll, diehard, dodge 2, equipment, improved grab, improved grapple, improved initiative, improved trip, improved throw, improved overrun, improved pin, move-by action, power attack, takedown attack, taunt

Powers (4)
superstrength +2 (4)

equipment
drill +1 (mighty, improved crit) [3]
floss [1]
dentist kit [1]

costs
abilities 34 + combat 16 + saves 6 + skills 11/44 + feats 19 + powers 4 = 90 pts

:arrow: and yet another robot chicken character, molarrstyle is to wrestle his patients to the ground and perform the needed operation while they're still prone
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Kreuzritter
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1654

Post by Kreuzritter » Fri Mar 21, 2008 6:11 am

Image

The Snowman

PL: 10 (150)

abilities: (10)
STR 38 DEX 14 CON n/a INT 10 WIS 14 CHA 10

Combat: (32)
+6 init, +6 ATK, +6 DEF (+ dodge, - size, + flat-footed)
+14 DMG (unarmed)

saves: (6)
TOU +14 FORT n/a REF +4 WILL +6

Skills (10/40)
intimidate +8
notice +6
search +6
sense motive +6
survival +6
stealth +8

feats (9)
environmental adaptaion: snow, fearless, improved grab, improved grapple, improved initative, move-by action, fast overrun, takedown attack, track

Powers (94)
elongation +5 (5)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
insubstantial +1 (5)
protection +10 (10)
supermovement +1 (slithering +1) (2)
obscure "snowstorm" +4 (flaw: partial -1) (2)
immunity +30 (fort) (30)
regeneration +14 (rec rate +7, I +3, D +4, feats: persistant, regrowth, flaw: source-snow/ice -1) (9)
superstrength +3 (6)

drawbacks (-11)
vulnerable: fire (very common, major) (-5)
weakness: temperatures above freezing (uncommon, major) (-3)
weak point: eyes (destroyed if damaged/removed) (-3)

costs
abilities 10 + combat 32 + saves 6 + skills 10/40 + feats 9 + powers 94 = 150 pts

:arrow: titular horror from a late 90's indie comic series, the snowman is the spirit of a murdered native american, who upon being awakening will proceed to kill anything and everything in it's path until it is destroyed, placated or otherwise unsummoned. sort of a mix of pumpkinhead, the blob and candyman. and while it's not mute, the snowman does not speak english

:arrow: the snowman's strength and weakness are its eyes, twin arrowheads that belonged to it in life (representing the indian and his also-murdered wife). bringing these items together will summon the snowman, and removing them (good luck) will lay it to rest until next time
Last edited by Kreuzritter on Sun Mar 23, 2008 10:07 am, edited 1 time in total.
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Kreuzritter
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Re: 329

Post by Kreuzritter » Fri Mar 21, 2008 10:22 am

Kreuzritter wrote:Image

Sorry Mario, but the princess is in MY castle. Bwa-ha-ha!

King Bowser Koopa

PL: 10 (150)

abilities: (38)
STR 36 DEX 14 CON 24 INT 10 WIS 14 CHA 12

Combat: (26)
+6 init, +7/5 ATK, +6 DEF (-1 size, +3 flat-footed)
+13/10 DMG (unarmed/firebreath)

saves: (10)
TOU +14 FORT +10 REF +5 WILL +6

Skills (13/52)
bluff +4
climb +6
intimidate +8
knowledge: arcane +6
pilot +4
notice +6
search +6
sense motive +6
swim +6

feats (14)
atk spec: unarmed, all-out attack, benefit (king of the koopas), equipment 3, diehard, improved initiative, fast overrun, improved grab, improved grapple, power attack, ritualist, takedown attack

Powers (49)
blast "firebreath" +10 (extra: area-cone +0) (20)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
leaping +2 (2)
protection +7 (7)
superstrength +3 (feat: groundstrike) (7)

equipment
Klown copter (as helicopter) [12]

costs
abilities 38 + combat 26 + saves 10 + skills 13/52 + feats 14 + powers 49 = 150 pts

:arrow: Mario's arch-nemesis, bowser is the one that set all the path all end bosses must now travel, using his apearances in smash brothes as a guideline

:arrow: to keep it simple, bowser is a thug, brute and bully (as expected from an 8 foot tall turtle-dragon) who has the command of his minions mostly because he's a lot bigger than they are. as such, Bowser's benefit translates to connected, but with intimidate as the relevant skill. it's also a shorthand for the resources of the Koopa Kingdom that bowser can bring to bear as an NPC.

:arrow: UPDATE: Bowser has been rebuilt from the ground up in order to iron ou any bugs and make him rules legal. I intend to take this same approach to my other Smash-related builds
letting folks now about my intent to update my smash builds
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Kreuzritter
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Re: 71

Post by Kreuzritter » Fri Mar 21, 2008 11:38 am

Kreuzritter wrote:Image

"Show me your moves!"

Captain Falcon

PL: 10 (150)

abilities: (32)
STR 16 DEX 20 CON 16 INT 12 WIS 14 CHA 14

Combat: (32)
+9 init, +12/8 ATK, +12 DEF (+4 dodge, +8 flat-footed)
+3/8 DMG (unarmed/falcon punch)

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

Skills (30/120)
acrobatics +6
bluff +6
climb +6
computers +4
concentration +6
craft: electronic +4
craft: mechanical +4
disable device +4
drive +10
escape artist +4
gather info +6
intimidate +6
investigate +4
knowledge; current events +6
knowledge: streetwise +6
pilot +10
profession: bounty hunter +6
notice +6
search +4
sense motive +6
stealth +6

feats (36)
acrobatic bluff, all-out attack, assessment, atk focus: melee 4, contacts, diehard, dodge 4, elusive target, equipment 5, evasion, fast overrun, improved block, improved initiative, luck, move by action, power attack, seize initiative, startle, second chance: drive, stunning attack, takedown attack 2, taunt, ultimate drive, uncanny dodge, well-informed

Powers (10)
Strike "Falcon punch" +5 (feats: mighty, improved crit 2) (8)
leaping +2 (2)

equipment
commlink [1]
armored flightsuit +3 (feat: subtle, feature: flight suit) [5]
Blue Falcon (size: large, STR 25, SPD 7, DEF 8, TOU 8, features: ejector seat, communications, navigation sytem, nitro injector, remote control, alt-mode: swimming, off-road movement) [19]

costs
abilities 32 + combat 32 + saves 10 + skills 30/120 + feats 36 + powers 10 = 150 pts

:arrow: Another classic nintendo hero perked up by his smash brothers appearance, the most attractive option here is to use him like Racer X from speed racer

:arrow: once again built from wiki info (but thankfully i've played some smash bros. as well), the captain's fighting style mixes boxing and muay thai, so expect a sound thrashing if meeting him in the ring.
and the good captain recieves a substantial overhaul
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Kreuzritter
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1655

Post by Kreuzritter » Fri Mar 21, 2008 1:20 pm

Image

"Ah need a monstah ta clobbah that there Kirby."

King Dedede

PL: 10 (150)

abilities: (36)
STR 22 DEX 12 CON 24 INT 10 WIS 14 CHA 14

Combat: (24)
+5 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+6/12/12 DMG (unarmed/hammer/inhale)

saves: (7)
TOU +12/8 FORT +7 REF +5 WILL +5

Skills (16/64)
bluff +8
diplomacy +6
gather info +6
intimidate +8
knowledge: arcane +4
knowledge: current events +6
knowledge: pop culture +6
knowledge: streetwise +6
notice +6
search +4
sense motive +4

feats (27)
all-out attack, atk focus: melee 2, benefit (status: nobility), def roll 2, contacts, connected, diehard, dodge 2, improved trip, improved overrun, inspire, leadership, improved initiative, minions 7, power attack, taunt, stunning attack, takedown attack

Powers (40)
Device: Jet hammer +3 (9)
- Strike +6 (feats: mighty, extend reach, extra: penetrating +1) [15]
- AP: trip +6 (feat: mighty, extra: knockback +1) {14}
leaping +4 (4)
protection +3 (3)
snare "inhale" +12 (extra: engulf +0) (24)

minions
50 waddle doos

costs
abilities 36 + combat 24 + saves 7 + skills 16/64 + feats 27 + powers 40 = 150 pts

:arrow: Kirby's archnemesis and a newcomer to Smash Bros., King Dedede is in essence Deam land's answer to Boss Hawg, a corrupt and petty local official who in the long run, is nowhere near as bad as the real bad guys out there. heck, in the game's "subspace Emmisary" mode, Dedede's the only one with something resembling a plan for dealing with the Subspace Army.
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MaskedBrute
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Post by MaskedBrute » Sat Mar 22, 2008 6:27 pm

Kreuzritter, I just wanted to let you know that I've enjoyed reading your builds and that as I'm statting up the Agents of Atlas myself I've looked at your versions fairly often (I think that Jimmy Woo and Gorilla Man will be the most similar).

Good stuff!

Kreuzritter
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1656

Post by Kreuzritter » Sun Mar 23, 2008 8:47 am

Image

"Pika-pi!"

Pikachu

PL: 10 (150)

abilities: (33)
STR 3 DEX 24 CON 16 INT 10 WIS 16 CHA 16

Combat: (24)
+11 init, +12/6 ATK, +14 DEF (+4 dodge, +2 size, +6 flat-footed)
-4/+6/8 DMG (unarmed/thunder/thundershock/thunderjolt/volt tackle)

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

Skills (15/60)
acrobatics +8
bluff +6
climb +8
escape artist +4
notice +8
search +6
sense motive +6
survival +6
stealth +4
swim +4

feats (30)
acrobatic bluff, attractive (adorable), atk spec: thundershock 3, all-out attack, assessment, defensive attack, defensive roll 3, diehard, dodge 4, evasion 2, elusive target, improved defense, improved intiative, instant up, luck, move-by action, power attack, precise shot, seize initiative, taunt, track, uncanny dodge

Powers (43)
comprehend +2 (pokemon 2) (4)
electric control "thundershock" +8 (feats; improved crit, precise) (21)
- ap: Blast "thunderjolt" +8 (extra: target area-line +0) [16]
- ap: blast "thunder" +6 (extras: perception +1, penetrating +1, flaw: distracting -1) [18]
- ap: blast "volt tackle" +8 (extras: target area-shapeable +0, autofire +1, flaw: acrobatics check required -1) [16]
leaping +2 (2)
shrinking +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (9)
supersenses +3 (low-light vision, extended hearing, ultra-hearing) (3)
speed +2 (2)
supermovement +1 (sure-footed) (2)

drawback
mute (-4)

costs
abilities 33 + combat 24 + saves 9 + skills 15/60 + feats 30 + powers 43 - drawback 4 = 150 pts

:arrow: my second version of the ninteno mascot, this Pikachu is designed to corrspond to it's appearances in Smash bros. than the anime, although you could certainly use it as such.
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Kreuzritter
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1657

Post by Kreuzritter » Sun Mar 23, 2008 10:06 am

Image

"ook!"

Donkey Kong

PL: 10 (150)

abilities: (40)
STR 38 DEX 16 CON 30 INT 10 WIS 14 CHA 14

Combat: (28)
+7 init, +6 ATK, +8 DEF (+3 dodge, -1 size, +3 flat-footed)
+14 DMG (unarmed)

saves: (9)
TOU +14 FORT +13 REF +5 WILL +6

Skills (13/52)
acrobatics +4
climb +10
intimidate +10
notice +6
search +6
sense motive +4
survival +8
swim +4

feats (24)
all-out attack, assessment, defensive roll 2, diehard, dodge 3, fast overrun, fearsome prescence 5, improved grab, improved grapple, improved initiative, improved pin, move-by action, power attack, startle, takedown attack 2, track

Powers (40)
enhanced Str +10 (10)
growth +1 (feat: innate, extra: continuous +1, flaw; permanent -1) (13)
leaping +2 (2)
immovable +2 (extra: unstoppable +1) (4)
supermovement +2 (swinging, sure-footed) (4)
superstrength +3 (feat: groundstrike) (7)

drawback (-4)
mute (-4)

costs
abilities 40 + combat 28 + saves 9 + skills 13/52 + feats 24 + powers 40 - drawback 4 = 140 pts

:arrow: Like Pikachu above, this DK isn't the same as my other one. this is meant to represent Donkey Kong as he is today, a primatepowerhouse and freindly rival to Mario
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Kreuzritter
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Post by Kreuzritter » Sun Mar 23, 2008 10:18 am

incidently, I would like some actual feedback here. not just commentary on existing builds,but suggestions for when I stat Princess Peach.

basicly, I'm a bit stumped on exactly how to build her. while I'll be working in her abilities in Smash Bros (mostly because they're based on her performance in Super Mario Bros 2), I'm not sure which sides to make more dominant, her magic from super mario rpg, or her emotion powers from Super Princess Peach?

any other suggestions are welcome
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Post by Michuru81 » Sun Mar 23, 2008 10:56 am

Kreuzritter wrote:incidently, I would like some actual feedback here. not just commentary on existing builds,but suggestions for when I stat Princess Peach.

basicly, I'm a bit stumped on exactly how to build her. while I'll be working in her abilities in Smash Bros (mostly because they're based on her performance in Super Mario Bros 2), I'm not sure which sides to make more dominant, her magic from super mario rpg, or her emotion powers from Super Princess Peach?

any other suggestions are welcome
Incidently, I came here hoping to see a Peach build. After hearing my brother (a very competitive Smash player) write Peach off as "the worst character in the game", I started using her for giggles... not being very competitive myself.

Honestly, I have no idea what I'm doing with her, but I do find myself spamming her attack with Toad- the one that throws attacks back. I can't see justifying Reflection Field, but what about Deflect with Reflection?

Thrown Strike for her turnips... Limited Levitation and Slow Fall?

If you're going to incorporate final smash, there's an Area Sleep/Healing. Really, the Smash Peach doesn't really represent her emotion powers from Super Princess Peach... more of the magic side, unless I'm missing something.
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Kreuzritter
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Post by Kreuzritter » Sun Mar 23, 2008 11:06 am

when I buid Peach, I'm going to try and do a 'best of/iconic version, much like my mario and link builds. her abilities from smash will help form the core of her writeup (so she can be a valid PC rather than immediately needing rescue). I've already got ideas in mind for her powers, but the advice is appreciated

in addition, I'm planning to include elements from super mario RPG and SPP to fill out her magics. SPP is the more recent game, but i haven't played it, so I don't even know if her powers from that could carry over into other games (just as her magic in Mario RPG hasn't realy come up again).
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Post by Servitor_2152 » Sun Mar 23, 2008 9:03 pm

I realize this is a bit of a cop-out, but what about two AP'd Alternate Forms/Containers, one for Emotion Control and one for Magic?
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Kreuzritter
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Post by Kreuzritter » Mon Mar 24, 2008 1:30 pm

it's actually a touch more complicated.

first, peach doesn't have emotion control, but rather in SPP she gains different abilities based on emotions (for ex: if peach gets angry, she has tremendous strenth and a firey aura). having not played the game, i don't knw the full circumstances behind the powrs, if they're inherent in peach, if they're controlled by her parasol in that game or just peach's own magic reacting to that of the vibe islands
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Post by Servitor_2152 » Tue Mar 25, 2008 9:15 am

Kreuzritter wrote:it's actually a touch more complicated.

first, peach doesn't have emotion control, but rather in SPP she gains different abilities based on emotions (for ex: if peach gets angry, she has tremendous strenth and a firey aura). having not played the game, i don't knw the full circumstances behind the powrs, if they're inherent in peach, if they're controlled by her parasol in that game or just peach's own magic reacting to that of the vibe islands
Well, going by that description (and bear in mind I haven't played Super Princess Peach either), this again sounds like a suite of Container or Linked Alternate Powers, each with the Drawback that Peach has to be feeling a certain emotion to access that power set. Neutral (Happy?) Peach has Magic, Angry Peach has Enhanced Strength and an Aura Strike, etc. You could even make the AP's Dynamic, if you want to futz with the idea that conflicted emotions bring weaker but more varied powers.
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Re: 71

Post by Dairun Cates » Tue Mar 25, 2008 1:49 pm

Kreuzritter wrote:Image

"Show me your moves!"

Captain Falcon

PL: 10 (150)

abilities: (32)
STR 16 DEX 20 CON 16 INT 12 WIS 14 CHA 14

Combat: (32)
+9 init, +12/8 ATK, +12 DEF (+4 dodge, +8 flat-footed)
+3/8 DMG (unarmed/falcon punch)

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

Skills (30/120)
acrobatics +6
bluff +6
climb +6
computers +4
concentration +6
craft: electronic +4
craft: mechanical +4
disable device +4
drive +10
escape artist +4
gather info +6
intimidate +6
investigate +4
knowledge; current events +6
knowledge: streetwise +6
pilot +10
profession: bounty hunter +6
notice +6
search +4
sense motive +6
stealth +6

feats (36)
acrobatic bluff, all-out attack, assessment, atk focus: melee 4, contacts, diehard, dodge 4, elusive target, equipment 5, evasion, fast overrun, improved block, improved initiative, luck, move by action, power attack, seize initiative, startle, second chance: drive, stunning attack, takedown attack 2, taunt, ultimate drive, uncanny dodge, well-informed

Powers (10)
Strike "Falcon punch" +5 (feats: mighty, improved crit 2) (8)
leaping +2 (2)

equipment
commlink [1]
armored flightsuit +3 (feat: subtle, feature: flight suit) [5]
Blue Falcon (size: large, STR 25, SPD 7, DEF 8, TOU 8, features: ejector seat, communications, navigation sytem, nitro injector, remote control, alt-mode: swimming, off-road movement) [19]

costs
abilities 32 + combat 32 + saves 10 + skills 30/120 + feats 36 + powers 10 = 150 pts

:arrow: Another classic nintendo hero perked up by his smash brothers appearance, the most attractive option here is to use him like Racer X from speed racer

:arrow: once again built from wiki info (but thankfully i've played some smash bros. as well), the captain's fighting style mixes boxing and muay thai, so expect a sound thrashing if meeting him in the ring.
I finally get to say this in context.

Needs more knee.

For reference:
http://www.youtube.com/watch?v=oCMRXBzNM3Y
http://www.youtube.com/watch?v=RZ4HWWEzQw8

It exists in brawl, but no one's good enough with it yet.

Jokes aside. Good build.

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