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

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Kreuzritter
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1676

Post by Kreuzritter » Mon Apr 28, 2008 5:31 am

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Helmut

PL: 10 (150)

abilities: (20)
STR 34 DEX 14 CON 20 INT 10 WIS 12 CHA 12

Combat: (28)
+6 init, +8/6 ATK, +6 DEF (+2 dodge, -1 size, +3 flat-footed)
+12 DMG (unarmed)

saves: (11)
TOU +12/5 FORT +8 REF +6 WILL +5

Skills (11/44)
bluff +6
gather info +4
intimidate +10
knowledge: streetwise +6
notice +6
search +6
sense motive +6

feats (24)
all-out attack, atk focus: melee 2, chokehold, diehard, dodge 2, fast overrun, fearsome prescence 5, improved grab, improved grapple, improved initiative, improved pin, luck, move-by action, power attack, seize initiative, startle, takedown attack

Powers (61)
burrowing +6 (6)
enhanced STR +10 (10)
device: armor +3 (12)
- Protection +7 (extra: impervious +1) [14]
Growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immovable +4 (extra: unstoppable +1) (8)
immunity (age) (1)
leaping +3 (3)
superstrength +4 (8)

drawbacks
vulnerable: sonics (uncommon, major) (-3)
weakness: extremely loud noise (common -1, moderate -1, instant -0) (-2)

costs
abilities 20 + combat 28 + saves 11 + skills 11/44 + feats 24 + powers 61 - drawbacks 5 = 150 pts

:arrow: an early foe of gen13, helmut's more or less your typical goon for hire, heavy on brawn but low on brains.

:arrow: helmut's weakness also bears explaining. his armor mitigates the usual background noise of his rampages, but to him, a guitar solo (read: fascinate-perform) at max volume (one speaker) should be treated as a nauseate effect. pavarotti records have a similar debilitation
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Kreuzritter
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1677

Post by Kreuzritter » Tue Apr 29, 2008 7:01 am

Image

Glowy

PL: 5 (75)

abilities: (8)
STR 20 DEX 16 CON 14 INT 10 WIS 12 CHA 6

Combat: (18)
+7 init, +5 ATK, +5 DEF (+1 dodge, +2 flat-footed)
+5 DMG (unarmed)

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

Skills (4/16)
notice +4
search +4
survival +4
swim +4

feats (7)
diehard, dodge, elusive target, evasion, improved initiative, improved trip, fast overrun

Powers (30)
enhanced STR +6 (6)
enhanced INT +4 (4)
flight +4 (8[b[/b])
protection +3 (extra: impervious +1) (6)
speed 1 (1)
supersenses +3 (scent, track, ultraheaing) (3)
superstrength +1 (2)

costs
abilities 8 + combat 18 + saves 8 + skills 4/16 + feats 7 + powers 30 = 75 pts

:arrow: an incidental character of the radioactive man mythos, Glowy was originally the trusty sidekick of Radioactive boy (an alterante reality version of RM), but fan demand brought the pooch of plutonium into the regular series as well

:arrow: if using the same "when bongos collide" basis for the majority of my smposons build, Glowy here makes a fine powered version of Santa's little helper
Last edited by Kreuzritter on Tue Apr 29, 2008 7:43 am, edited 1 time in total.
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Kreuzritter
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1678

Post by Kreuzritter » Tue Apr 29, 2008 7:42 am

Image

McGarnagle

PL: 6 (90)

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

Combat: (16)
+6 init, +7/5/4 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+2/5 DMG (unarmed/custom pistol)

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

Skills (20/80)
bluff +6
climb +4
drive +6
gather info +6
investigate +4
intimidate +8
knowledge: civics +4
knowledge: current events +6
knowledge: streetwise +8
notice +6
search +8
sense motive +6
stealth +4
swim +4

feats (21)
all-out attack, atk spec: pistol, atk focus: range, benefit (rank: police detective), defensive roll 2, diehard, dodge 3, equipment 4, improved initiative, move-by action, luck, power attack, startle, takedown attack, uncanny dodge

equipment
cell phone [1]
custom heavy pistol +5 (feat: improved crit 2) [12]
mid-size car [7]

costs
abilities 24 + combat 16 + saves 9 + skills 20/80 + feats 21 = 90 pts

:arrow: Springfid's equivalent of dirty harry, MacGarnagle's described as "that cop who solves mysteries in his spare time", making him an archetypal cop on the edge who's a lone wolf that doesn't play by your rules
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Re: 1241

Post by Kreuzritter » Wed Apr 30, 2008 12:37 pm

Kreuzritter wrote:Image

"Ta-da!"

Squirrel Girl

PL: 6/10 (90/149)

abilities: (28)
STR 16 DEX 18 CON 16 INT 10 WIS 14 CHA 14

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

saves: (8)
TOU +4/3 FORT +5 REF +6 WILL +6

Skills (13/52)
acrobatics +6
bluff +6
climb +6
handle animal +8
notice +6
pilot +4
search +6
sense motive +6
stealth +4

feats (20)
acrobatic bluff, atk focus: unarmed, atk focus: melee, beginner's luck, defensive roll 2, diehard, dodge 4, improved intiative, luck, move-by action, taunt, sidekick 4, sneak attack

Powers (64)
additional limb +1 (1)
comprehend +2 (flaw: squirrels only -2) (2)
nemesis +7 (feats: innate, subtle 2) (58)
supersenses +2 (low-light vision, scent) (2)

costs
abilities 28 + combat 16 + saves 8 + skills 13/52 + feats 20 + powers 64 = 150 pts

:arrow: and the reservation ends, as i finaly get around to statting one of the most powerful mutants on earth
a very long overdue posting
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Post by Kreuzritter » Thu May 01, 2008 5:49 am

Okay, up next is a pseudo-original peice, inspired by Davies' World of Freedom 2.5 and the picture i'll be using
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1679

Post by Kreuzritter » Thu May 01, 2008 6:28 am

Image

"you've done remarkably well. Far better than Anyone gambled you would. What impressivle little monkeys you are.

"I hate monkeys."


Augustus Tiberius-Rex, the Tyranno Don

PL: 12 (180)

abilities: (44)
STR 38 DEX 14 CON 34 INT 22 WIS 16 CHA 18

Combat: (36)
+10 init, +10/6 ATK, +6 DEF (+2 dodge, +3 flat-footed)
+14 DMG (unarmed)

saves: (8)
TOU +15 FORT +12 REF +7 WILL +6

Skills (30/120)
Bluff 8
Concentration 4
Diplomacy 8
Gather Information 10
Intimidate 8
knowledge: art 6
Knowledge: civics 8
knowledge: current events 9
knowledge: streetwise 9
knowledge: tactics 8
knowledge: technology 8
knowledge: theology/philosophy 6
languages: french, latin, german, italian (english native)
Notice 4
Perform (oratory) 4
Search 4
Sense Motive 10

feats (24)
All-out Attack, Attack Spec: unarmed 2, Connected, Contacts, diehard, distract: bluff, eidetic memory, fearless, improved initiative, Improved Pin, Master Plan, Minions 6 [25 Thugs], Power Attack, speed of thought, Startle, Takedown Attack, taunt, Well-Informed

Powers (43)
growth +12 (feat: innate, extra: continuous +1, flaw: permanent -1) (37)
protection +3 (3)
supersenses +3 (low-light vision, scent, track) (3)

drawbacks (-5)
disability: stubby little arms (-3)
vulnerable: cold (uncommon, moderate (-2)

costs
abilities 44 + combat 36 + saves 8 + skills 30/120 + feats 24 + powers 43 - drawbacks 5 = 180 pts

:arrow: I'll be posting a full bio to my settings thread, but here's the gist of things.

Sometime after the disappearance of August Roman, his daughter Saturnalia swifly took the reigns of the 'roman empire', which she has ruled with aplomb, despite ateempts by rivals inheirited from her father.

that is, until A. Tiberius Rex came onto the scene. despite his monstrous appearance, Mr. Rex has proven himself to be suave, sophisticated and every bit as intelligent as the (presumably) late mr Roman, having established his own niche within Freedom's circle of "legitimate businessmen"

Mr. Rex's origins are of course a popular mystery, with the so-called "Tyranno Don" himself having dropped conflicting clues. the popular theories are presently
  • he's the Ani-Earth version of Roman, having left his home dimension to preserve his dry sense of wit and lord over the hairless rubes

    he's a Saurian from Wakefield island, whom August found and raised as an enforcer and later potential heir

    he really is August Roman in a new body. why he'd come back as a talking dinosar is anybody's guess
while some form of truce exists between Augustus and Saturnalia, the former has clearly set himself in opposition to her, having established himself as one of the sponsors of XTREME! Action Combat Campionships, in direct challenge to the Circuit Maximus

:arrow: edited to correct an error in my math
Last edited by Kreuzritter on Thu May 01, 2008 6:52 pm, edited 1 time in total.
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Kreuzritter
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1680

Post by Kreuzritter » Thu May 01, 2008 6:41 pm

Image

"Party on, contest winners

Slurms Mckenzie

PL: 7 (75)

abilities: (22)
STR 6 DEX 12 CON 16 INT 10 WIS 14 CHA 20

Combat: (4)
+1 init, +2 ATK, +2 DEF (+1 size, +2 flat-footed)
-2 DMG ()

saves: (4)
TOU +3 FORT +3 REF +3 WILL +4

Skills (13/52)
Bluff +8
diplomacy +6
knowledge: pop culture +6
perform: spokesman +6
perform: dance +10
notice +4
sense motive +6
swim +6

feats (10)
distract: bluff, connected, fascinate 3 (bluff, dance, diplomac), inspire , minions 2, seize initiative, taunt

Powers (22)
shatter +5 (extra: area burst +0) (11)
- ap: trip +5 (extra: area-burst +0) [10]
shrinking +4 (feat: innate, extra: cntinuous +1, flaw: permanent -1) (5)
supermovement +3 (slithering, wall-crawling 2) (6)

costs
abilities 22 + combat 4 + saves 4 + skills 13/52 + feats 10 + powers 22 = 75 pts

:arrow: slurms mckenzie, the originl party worm, and spokesinvertebrate for Slurm: it's highly addictive!
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Thorpacolypse
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Post by Thorpacolypse » Thu May 01, 2008 6:46 pm

That was a nice Squirrel Girl thrown in there, Kreuz, but I really think she's a PLX... :)
Shop J-Mart!

Service with a smilie! :)

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Post by Dreaming Psion » Thu May 01, 2008 6:50 pm

Rex looks like a fun villain, I might use him in the solo PL 12 game I'm running. His Attack specialization should give him a +10 to attack w/ unarmed attacks, which breaks his caps; you might change it to attack focus (melee). What does the stubby little arms drawback do?

Also, Slurms probably could use the Endurance feat, considering how much partying he does day and night.
Check out the anime/manga 3e thread
My new Oddballs reborn thread

Kreuzritter
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Post by Kreuzritter » Thu May 01, 2008 7:00 pm

'stubby little arms' is based on the fact that he's a hyperintelligent t-rex of the pre-jurassic park mold. he can maipulate objects with them (as demonstrated by his pistol and glass of bubbly), but said maniulation is a task unto itself.

as an example, while mr. A. T-Rex can pick up the bubbly, to take it to his lips he needs one heckuva curly straw.
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1681

Post by Kreuzritter » Sat May 03, 2008 7:07 am

Image

Stingray

PL: 10 (150)

abilities: (32)
STR 14 DEX 16 CON 16 INT 18 WIS 14 CHA 14

Combat: (24)
+ init, +10/8/6 ATK, +13 DEF (+4 dodge, +3 FE, +3 flat-footed)
+2/10 DMG (unamed/manta-blast)

saves: (10)
TOU +7/3 FORT +6 REF +7 WILL +5

Skills (22/88)
bluff +4
computers +6
craft: electronic +8
disable device +6
investigate +6
knowledge: current events +4
knowledge: earth siences +8
knowledge: technology +6
pilot +6
notice +8
search +6
sense motive +6
survival +6
swim +8

feats (11)
all-out attack, atk spec: manta-blast, diehard, dodge 4, eidetic memory, evasion, improved initiative, inventor, move-by action, power attack, precise shot

Powers (52)
device; stingray suit +13 (52)
- blast +10 [20]
- power feats +6 (environmetal adaptation-undrwater, favored environment-underwater 5, favored environment: flight 5) [9]
- protection +4 (extra: impervious +1) [8]
- immunity +9 (life support) [9]
- supersenses +5 (sonar, direction sense, distance sense, time sense)
- swimming +6 [7]
- ap: flight +3 {6}
- superstrength +3 [6]

drawback
normal identity (full round) (-4)

costs
abilities 32 + combat 24 + saves 10 + skills 22/88 + feats 14 + powers 52 - drawback 4 = 150 pts

:arrow: a marvel c-lister, Stingray started out as a sometime foe of the submariner, entirely in response to namor's periodic attacks on the surface world. since then he's become the even less popular counterpart to aquaman, only appering if the adventure is underwater and a science guy, and neither is readily on hand. Stingray also got the snot kicked out of him during the 'armor wars', when stark mistakenly believed Stingray's suit was among those based on his stolen technology
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1682

Post by Kreuzritter » Sat May 03, 2008 7:17 am

Image

"reach fer the sky.""

Billy the kid

PL: 6 (90)

abilities: (4)
STR 14 DEX 14 CON n/a INT 10 WIS 14 CHA 12

Combat: (16)
+6 init, +8/4 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+2/4 DMG (unarmed/pistols)

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

Skills (11/44)
Bluff +7
Handle Animal +4
Intimidate +7
Notice +4
Ride +10
Sense Motive +4
sleight of hand +4
Survival +4

feats (20)
Accurate Attack, atk spec: pistols 2, challenge: one hand on the reins, equipment 2, dodge 3, fearsome prescence 3, improved intiative, minion 2, move-by action, quick draw 2, startle, taunt

Powers (33)
immunity +30 (fort) (30)
protection +3 (3)

equipment
pistols +4 (feats: improved crit 2) [10]

minion
undead horse

costs
abilities 4 + combat 16 + saves 6 + skills 11/44 + feats 20 + powers 33 = 90 pts

:arrow: the infamed gunfighter/bandit of the old west, Billy and a few of his contemporaries (and kaiser wilhelm) came back to life and terrorized springfeild for one simpsons halloween special
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1683

Post by Kreuzritter » Sun May 04, 2008 7:04 am

Image

Radio Man

PL: 8 (120)

abilities: (20)
STR 30 DEX 14 CON 24 INT 10 WIS 14 CHA 14

Combat: (16)
+6 init, +6/4 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+10 DMG (unarmed)

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

Skills (10/40)
bluff +8
diplomacy +6
intimidate +6
gather info +4
knowledge: current events +4
notice +4
search +4
sense motive +4

feats (14)
all-out attack, beginner's luck, power attack, atk focus: melee 2, dodge 2, diehard, improved initiative, move-by action, luck 2, takedown attack, taunt

Powers (54)
enhanced STR +16 (16)
enhanced CON +10 (10)
flight +5 (10)
superstrength +3 (feat: bracing) (7)
impervious TOU +7 (7)
protection +3 (3)
supersenses +1 (radio) (1)

drawback
normal identity(-3)

costs
abilities 20 + combat 16 + saves 9 + skills 9/36 + feats 14 + powers 54 = 120 pts

:arrow: radioactive man's long lost golden age rendiion, Radio man was a clear attempt to cash in on the popularity of Fawcett's Captain marvel, and was swiftly cancelled to avoid the same lawsuit by national that put Fawcett under. Fawcett would instead focus on war comics such as johnny reb, damnnation, and later family friendly fare like Hartley, before finally striking uranium with Radioactive man
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Post by Kreuzritter » Sun May 04, 2008 8:46 am

Image

"We will give you 24 hours to get the money, and to show you that we are serious, you now have 12 hours."

"Fat Tony" D'Amico

PL: 6 (90)

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

Combat: (20)
+5 init, +6 ATK, +5/4 DEF (+1 dodge, +2 flat-footed)
+4/4/6 DMG (unarmed/pistol + sneak attack)

saves: (9)
TOU +7/4 FORT +6 REF +5 WILL +5

Skills (15/60)
Bluff +6
Diplomacy +6
Gather Info +7
Intimidate +7
Knowledge: civics +4
knowledge: current events +6
Knowledge: streetwise +6
Notice +6
Profession: Mobster +6
Search +4
Sense Motive +6

feats (18)
sneak attack, all-out attack, Benefit 2 (wealth, status: "legitimate businessman"), Connected, Contacts, diehard, Dodge, Equipment 3, Improved initiative, minions 3, power attack, startle, Well-Informed

equipment
cell phone [1]
undercover vest +3 (feat: subtle) [4]
heavy pistol +4 (feature: silencer) [9]

costs
abilities 28 + combat 20 + saves 9 + skills 15/60 + feats 18 = 90 pts

:arrow: Springfeild's face of organized crime, fat tony is usually at the heart of any illicit scheme not perpetrated by mr. burns, sideshow bob, or Homer simpson, be it illegal dumping, construction fraud, bootlegging, or just putting a hit on somebody
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Post by Kreuzritter » Sun May 04, 2008 9:14 am

Image

"Now, let's burn rubber, baby!"

Speedway Squad

Burnsie

PL: 6 (90)

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

Combat: (20)
+6 init, +7/5 ATK, +7 DEF (+2 dodge, +2 flat-footed)
+0/5 DMG (unarmed/shotgun)

saves: (7)
TOU +5/2 FORT +2 REF +5 WILL +6

Skills (15/60)
bluff +6
drive +6
gather info +6
intimidate +8
knowledge: current events +4
knowledge: civics +6
knowledge: streetwise +8
notice +6
search +4
sense motive +6

feats (30)
all-out attack, atk spec: shotgun, diehard, equipment 5, fearless, improved aim, improved initiative, luck, power attack, seize initiative, sidekick 15, startle

equipment
shotgun +5 [10]
handcuffs [1]
racing suit +3 [3]

Sidekick
Smithers

PL: 5 (75)

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

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

saves: (9)
TOU +5/2 FORT +5 REF +5 WILL +5

Skills (14/56)
Bluff +4
craft: mechanical +6
diplomacy +6
drive +8
investigate +6
knowledge: civics +6
knowledge: streetwise +4
knowledge: popular culture +4
notice +6
sense motive +6

feats (12)
atk spec: pistol, challenge: one hand on the wheel, diehard, dodge, equipment 6, improved initiative, move-by action

equipment
handcuffs [1]
heavy Pistol +4 [8]
speedy racing car [15]
racing suit +3 [3]
3 ep unspent

costs
abilities 24 + combat 16 + saves 9 + skills 14/56 + feats 12 = 75 pts


costs
abilities 18 + combat 20 + saves 7 + skills 15/60 + feats 30 = 75 pts

:arrow: the result of Smither's drunken halucination, Speedway Squad was the adventures of himself and mr. burns as 1965 undercover cops on the hot rod circuit
Last edited by Kreuzritter on Sun May 04, 2008 7:42 pm, edited 1 time in total.
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