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

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Kreuzritter
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Post by Kreuzritter » Tue Apr 08, 2008 8:22 am

yes.
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Emerald Flame
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Post by Emerald Flame » Tue Apr 08, 2008 8:53 am

Bravo wrote::D YEAH Thanks for this build Keruz :D

This one makes me happy and I don't care what the other fan-boys say I am so going to see this flick!
I saw the movie and I wasn't impressed... There are a few funny scenes but most of the jokes revolve around farting and old people having sex.

Go see a matinee, its cheaper...
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Kreuzritter
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1666

Post by Kreuzritter » Wed Apr 09, 2008 8:29 pm

Image
"Boosh."

Simon

PL: 5 (75)

abilities: (20)
STR 16 DEX 12 CON 16 INT 12 WIS 14 CHA 10

Combat: (16)
+5 init, +6/4 ATK, +5 DEF (+1 dodge, +2 flat-footed)
+3/4 +1 DMG (unarmed/knives + vs animals)

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

Skills (13/52)
bluff +4
craft: electronic +6
disable device +6
intimidate +4
knowledge: pop culture +6
knowledge: technology +6
notice +6
search +6
sense motive +4
sleight of hand +4

feats (13)
all-out attack, atk focus: melee, beginner's luck, equipment 2, favored enemy: animals, diehard, dodge, improved initiative, inventor, improvised tools, luck, takedown attack

Powers (4)
protection +2 (2)
superstrength +1 (2)

equipment
night vision goggles [1]
Knives +1 (feats: mighty, improved crit) [3]
rocket pants (as jetpack) [6]

costs
abilities 20 + combat 16 + saves 9 + skills 13/52 + feats 13 + powers 4 = 75 pts

:arrow: rounding out the core characters of Frisky Dingo, we have Simon, Killface's teenaged son. he's an okay kid, with a healthy rebellious streak, although his problems with small animals is apparently the sole reason he and killface can never go back to arizona.

:arrow: while the NVG are his and the knives are from the kitchen, the rocket pants used to belong to one of the Xtacles
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Kreuzritter
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1667

Post by Kreuzritter » Sat Apr 12, 2008 7:58 am

Image

"Look, we know you're not 100% bad, so how about giving up now, and ending this peacefully?"

Herobear

PL: 9 (135)

abilities: (37)
STR 32 DEX 16 CON 24 INT 10 WIS 16 CHA 14

Combat: (32)
+7 init, +7 ATK, +7 DEF (-1 size, +3 flat-footed)
+11 DMG (unarmed)

saves: (8)
TOU +11 FORT +10 REF +5 WILL +6

Skills (14/56)
bluff +6
climb +8
diplomacy +6
intimidate +6
knowledge: arcane +4
notice +8
search +8
sense motive +10

feats (11)
all-out attack, diehard, fast overrun, fearless, improved grab, improved initiative, improved pin, interpose, move-by action, power attack, takedown attack

Powers (39)
flight +5 (10)
Growth +5 (feat: innate, extra: continuous +1, flaw: permanent -1) (16)
protection +4 (4)
superstrength +4 (feat: bracing) (9)

drawbacks (-6)
involuntary transformation (-3)
normal identity (-3)

costs
abilities 37 + combat 32 + saves 8 + skills 14/56 + feats 11 + powers 39 = 135 pts

:arrow: one half of Mike Kunkel's "Herobear and the Kid", Herobear is a 10 foot tall flying, talking superheroic polar bear.

:arrow: seriously, read Herobear and the kid. it's a one of the best books out there
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Bravo
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Re: 1667

Post by Bravo » Sat Apr 12, 2008 9:56 am

Kreuzritter wrote: :arrow: seriously, read Herobear and the kid. it's a one of the best books out there
Great build Kreuz! And I couldn't agree with you more! Herobear and the Kid is one of my top ten reads of all time! Glad to see a fellow fan.
Bravo

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

Kreuzritter
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Location: Rumble City

1668

Post by Kreuzritter » Sun Apr 13, 2008 9:43 am

Image

Samus Aran

PL: 10 (150)

abilities: (30)
STR 14 DEX 20 CON 16 INT 12 WIS 16 CHA 12

Combat: (32)
+9 init, +12/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/8 DMG (unarmed/suit weapons)

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

Skills (21/84)
acrobatics +6
climb +6
concentration +4
disable device +4
gather info +6
investigate +4
intimidate +6
knowledge: current events +6
knowledge: streetwise +6
notice +7
pilot +6
search +7
sense motive +6
stealth +4
survival +6

feats (19)
accurate attack, acrobatic bluff, all-out attack, assessment, attack focus: range 4, defensive attack, diehard, dodge 2, elusive target, evasion, improved initiative, move-by action, power attack, precise shot, uncanny dodge

Powers (44)
device: Varia suit +11 (44)
- blast "power beam" +8 (extra: autofire +1) [27]
- ap: blast "missile" +8 (extra: penetrating +1) {24}
- ap: snare "Ice beam" +8 (alt-save: fort +0) {16}
- ap: telekinesis "grapple beam" +8 (extra: linked-supermovement +3 [swinging, wall-crawling, slow fall] {22}
- immunity +9 (life support) [9]
- leaping "space jump" +4 [4]
- morph "morph ball" +1 (feat: metamorph) [2]
- Protection +5 [5]
- supersenses +11 (direction sense, darkvision, radar, radio, time sense, x-ray vision) [12]
- drawback -4 (one hand) [-4]

drawbacks
normal identity (full round) (-4)

costs
abilities 30 + combat 32 + saves 9 + skills 21/84 + feats 19 + powers 44 - drawback 4 = 150 pts

:arrow: Heroine of the Metroid series and first lady of gaming, Samus is a classic icon, now ready for play in your next game

:arrow: yes, i know i didn't give her any ranks of equipment for her ship, zero suit or stun blaster/whip, my intent was to get as much of the classic samus in the build as possible.
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Kreuzritter
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Location: Rumble City

1669

Post by Kreuzritter » Mon Apr 14, 2008 7:37 am

Image

Freefall

PL: 8 (120)

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

Combat: (24)
+7 init, +8/4 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+0/8 DMG (unarmed/powers)

saves: (10)
TOU +6/2 FORT +5 REF +6 WILL +6

Skills (13/52)
bluff +8
climb +4
escape artist +4
handle animal +4
knowledge: pop culture +6
notice +6
search +6
sense motive +6
sleight of hand +4
stealth +4

feats (12)
atk spec: powers 2, attractive, dodge 2, diehard, evasion, fascinate: bluff, improved defense, improved initiative, move-by action, luck, taunt, set-up

Powers (41)
force feild +4 (extra: impervious +1) (8)
flight +3 (6)
gravity control +8 (extra: selective +1) (27)
- ap: blast +8 (extra: area-burst +1) [24]
- ap: telekinesis +8 (extra: perception +1) [24]
- ap: trip +8 (extra: knockback +1) [24]

costs
abilities 18 + combat 24 + saves 10 + skills 13/52 + feats 14 + powers 41 = 120 pts

:arrow: after various delays and oe distinct counting error, I present the final member of Gen13
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Kreuzritter
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1770

Post by Kreuzritter » Tue Apr 22, 2008 5:52 pm

Image

Roargo

PL: 9 (135)

abilities: (4)
STR 42 DEX 12 CON 36 INT 6 WIS 14 CHA 12

Combat: (32)
+5 init, +2/0 ATK, +2 DEF (-8 size, +2 dodge, +0 flat-footed)
+16 DMG (unarmed)

saves: (5)
TOU +16 FORT +13 REF +4 WILL +4

Skills (6/24)
intimidate +6
notice +6
search +6
swim +6

feats (11)
all-out attack, atk focus: melee 2, diehard, dodge 2, fearsome prescence 5, improved initiative

Powers (81)
growth +16 (feat: innate, extra: continuous +1, flaw: permanent -1) (49)
immunity +9 (life support) (9)
impervious TOU +10 (10)
protection +3 (3)
superstrength +3 (6)
swim +4 (4)

drawback (-4)
mute (-4)

costs
abilities 4 + combat 32 + saves 5 + skills 6/24 + feats 11 + powers 81 - drawback 4 = 135 pts

:arrow: a one-time threat to Zenith city, Roargo was virtually unstoppable, but fortunately the rampage was halted by radioactive man
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Kreuzritter
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1671

Post by Kreuzritter » Tue Apr 22, 2008 5:58 pm

Image

Ho Chi Minotaur

PL: 7 (105)

abilities: (20)
STR 26 DEX 14 CON 20 INT 10 WIS 12 CHA 10

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

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

Skills (12/48)
climb +6
intimidate +8
languages +2 (english, chinese, native: vietnamese)
knowledge: communist propoganda +4
notice +6
search +6
sense motive +4
survival +8
stealth +4

feats (14)
all-out attack, chokehold, diehard, fast overrun, fearsome prescence 4, improved grab, improved grapple, improved pin, power attack, startle, takedown attack

Powers (23)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
protection +3 (3)
super senses +1 (direction sense) (1)
superstrength +3 (6)

costs
abilities 20 + combat 28 + saves 8 + skills 12/48 + feats 14 + powers 23 = 105 pts

:arrow: a monstrosity from the simpsons comics, created by Dr. Karl Marx (distant nephew of the original karl marx), but was defeated through the efforts of sgt seymour skinner
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Servitor_2152
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Re: 1668

Post by Servitor_2152 » Wed Apr 23, 2008 8:35 am

Kreuzritter wrote:Image

Samus Aran

:arrow: yes, i know i didn't give her any ranks of equipment for her ship, zero suit or stun blaster/whip, my intent was to get as much of the classic samus in the build as possible.
I realize Samus's points are already tight, but I honestly wonder if Metamorph would be a good option to represent Zero Suit Samus. The characters are certainly different enough, and I wonder whether the Zero Suit form is truly weak enough to count as a Normal Identity.

No complaints about your current build, mind, but I just wanted to voice the alternative.
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Kreuzritter
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Post by Kreuzritter » Wed Apr 23, 2008 9:00 am

despite appearances in smash brawl and haloid, I'm afraid the key mrker of ZS Samus is her performance in Zero mission, where between crashdown and getting the suit back her emphasis is on stealth and escape.

Samus may have some abilities superseded by the suit, but the fact is she's definately weaer without it
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1672

Post by Kreuzritter » Wed Apr 23, 2008 9:04 am

Image

"Activate Prawn Power!"

Princess Tempura

PL: 8 (120)

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

Combat: (28)
+9 init, +10/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/6/6 DMG (unarmed/katana/razor fin)

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

Skills (11/44)
acrobatics +8
bluff +6
intimidate +6
notice +6
search +4
sense motive +6
swim +8

feats (23)
acrobatic bluff, all-out attack, atk focus: melee 4, attractive, diehard, defensive roll 3, dodge 2, equipment, evasion, improved initiative, improved trip, improved throw, move-by action, power attack, quick draw, takedown attack, taunt

Powers (20)
alternate form: prawn power +4 (20)
- Flight +3 [6]
- immunity +3 (cold, pressure, drowning) [3]
- strike "razor fin"+3 (feat: mighty, extra: penetrating +1) [7]
- swim +3 (feat: environmental adaptation-underwater) [4]

equipment
katana +3 (feats: mighty, improved crit) [5]

costs
abilities 30 + combat 28 + saves 8 + skills 11/44 + feats 23 + powers 20 = 120 pts

:arrow: Princess Tempura is the heroine of Transformazoids, a somewhat popular japanime in the simpsons universe
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Kreuzritter
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1673

Post by Kreuzritter » Wed Apr 23, 2008 6:57 pm

Image

"Well, we can't bust heads like we used to, but we have our ways. One is to tell stories that don't go anywhere! Like the time I caught the ferry over to Shelbyville. I needed a new heel for my shoe, so I decided to go to Morganville, which is what we called Shelbyville in those days. So, I tied an onion to my belt, which was the style at the time. Now, to take the ferry cost a nickel, and in those days, nickels had pictures of bumblebees on 'em. "Give me five bees for a quarter," you'd say! Now where was I? Oh yeah! The important thing to remember is that I had an onion on my belt, which was the style at the time. They didn't have white onions, 'cause of the war. The only ones you could get were those big yellow ones..."

Coma

PL: 7 (105)

abilities: (6)
STR 20 DEX 12 CON 20 INT 10 WIS 12 CHA 12

Combat: (16)
+5 init, +4 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+5 DMG (unarmed)

saves: (8)
TOU +7 FORT +7 REF +4 WILL +4

Skills (7/28)
bluff +6
knowledge: history +6
notice +4
perform: ramble +8
sense motive +4

feats (9)
beginer's luck, diehard, dodge 3, fascinate 2 (bluff, perform), improved initiative, luck

Powers (59)
enhanced STR +10 (10)
enhanced CON +10 (10)
impervious tou +5 (5)
protection +2 (2)
sleep +7 (extra: area-burst +0, alt save-will +0, duration +1, flaw: sense dependent-hearing +0) (28)
superstrength +2 (4)

costs
abilities 6 + combat 16 + saves 8 + skills 7/28 + feats 9 + powers 59 = 105 pts

:arrow: grampa simpson was among he many empowered during the 'when bongos collide' event, and was declared leader of the group oldblood. grampa neer showed the full extent of his powers, so i presum generic powerhouse plus amplifying his natural ability to ramble incoherently
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Kreuzritter
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1674

Post by Kreuzritter » Thu Apr 24, 2008 7:07 am

Image

"I considered many names -- Mr. Mind Meddler, the Brain Dictator, Head Master... but finally I selected the one that seemed most appropriate -- "

Radioactive worm

PL: 10 (150)

abilities: (36)
STR 1 DEX 14 CON 10 INT 30 WIS 16 CHA 16

Combat: (0)
+10 init, +12 ATK, +12 DEF (+ dodge, + flat-footed)
-5 DMG (unarmed)

saves: (5)
TOU +3 FORT +1 REF +2 WILL +7

Skills (14/56)
bluff +8
gather info +10
knowledge: current events +10
knowledge: history +10
notice +8
sense motive +10

feats (7)
contacts, eidetic memory, diehard, master plan, speed of thought, well-informed, taunt

Powers (94)
communication +3 (feat: selective, extra: area +1) (7)
immunity (age, disease, poison, radiation) (4)
mind control +10 (feats: mental link, subtle, extras: effortless +1, instant command +1, sustained +1) (52)
mind reading +5 (5)
protection +3 (3)
shrinking +20 (feat: innate, extra: continuous +1, flaw: permanent -1) (21)
supermovement +1 (slithering) (2)

drawbacks (-6)
mute (-1)
disability: worm (-5)


costs
abilities 36 + saves 5 + skills 14/56 + feats 7 + powers 94 - drawbacks 6 = 150 pts

:arrow: another long-time nemesis of Radioactive Man, Radioactive worm was created in the same nuclear explosion as the irradiated crusader.
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Kreuzritter
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1675

Post by Kreuzritter » Mon Apr 28, 2008 4:49 am

Image

"Ah, these Laramie cigarettes give me the steady nerves I need to combat evil."

Radioactive Man (tv)

PL: 7 (105)

abilities: (20)
STR 26 DEX 14 CON 24 INT 10 WIS 14 CHA 12

Combat: (20)
+6 init, +6/4 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+8 DMG (unarmed)

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

Skills (11/44)
Bluff +6
Diplomacy +6
Disable Device +4
Knowledge (technology) +4
Notice +6
perform: dance +8
Search +4
Sense Motive +6

feats (19)
all-out attack, atk spec: unarmed, beginner's luck, diehard, dodge, improved initiative, power attack, sidekick 12, takedown attack

Powers (28)
enhanced STR +10 (10)
enhanced CON +10 (10)
flight +3 (8)
- dap: Superstrength +3

costs
abilities 20 + combat 20 + saves 6 + skills 11/44 + feats 19 + powers 28 = 105 pts

:arrow: the campy live action Radioactive man tv series was not fondly remembered, but for those basing campaigns around the 1960's batman tv show, this RM build could suffice for that universe's equivalent of superman
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