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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1704

Postby Kreuzritter » Mon May 12, 2008 6:56 am

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Edna, Queen of the congo

PL: 6 (90)

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

Combat: (20)
+8 init, +7/4 ATK, +6 DEF (+3 flat-footed)
+3/5 DMG (unarmed/knife)

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

Skills (14/56)
acrobatics +4
bluff +4
climb +8
intimidate +6
notice +6
search +6
sense motive +4
survival +8
stealth +6
swim +4

feats (18)
all-out attack, atk focus: melee 3, def roll 3, diehard, equipment, elusive target, endurance, environmental adaptation: jungle, improved initiative, move-by action, power attack, track, taunt, takedown attack

Powers (6)
supermovement +3 (slow fall, swining, sure-footed) (6)

equipment
knife +2 (feats: improved crit, mighty, thrown) [5]

costs
abilities 24 + combat 20 + saves 8 + skills / + feats 18 + powers 6 = 90 pts

:arrow: much like busman, Edna got her start as a backup strip in the simpsons comics. in it, she's your classic jungle queen, but thankfully for our eyes, it was just a one-off
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1705

Postby Kreuzritter » Mon May 12, 2008 7:56 am

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"I will eat and digest you all with my system of mighty organs!"

the Human

PL: 8 (120)

abilities: (16)
STR 34 DEX 14 CON 24 INT 10 WIS 14 CHA 10

Combat: (24)
+6 init, +4 ATK, +4 DEF (-2 size, +2 flat-footed)
+12/12 DMG (unarmed/mighty organs)

saves: (9)
TOU +12 FORT +10 REF +5 WILL +5

Skills (7/28)
Intimidate +8
notice +4
search +4
sense motive +4
Stealth +8

feats (12)
all-out attack, diehard, power attack, fearsome prescence 3, improved grab, improved grapple, improved pin, improved initative, move-by action, takedown attack

Powers (56)
growth +10 (feat: innate, extra: continuous +1, flaw: permanent -1) (21)
matter eater "mighty organs" +12 (17)
immunity +8 (elecromagnets) (8)
protection +5 (5)
superstrength +3 (6)

drawback
vulnerable: sharp objectss (very common, major) (-5)

costs
abilities 16 + combat 24 + saves 9 + skills 7/28 + feats 12 + powers 56 - drawback 5 = 120 pts

:arrow: the legendary monster of Chapak-IX, or a conveient scapegoat to coer up a crippling lugnut shortage and a corrupt government of imcompetant robot elders? you decide
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Postby Thorpacolypse » Mon May 12, 2008 2:54 pm

Megabritney...Ah, those wacky Robot Chicken guys...

Have you already built The Fat One to battle her, or is he in the works? (And if you have built him, don't flay me because I am too lazy right now to sweep through your massive index :D )
Shop J-Mart!

Service with a smilie! :)

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Kreuzritter
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1706

Postby Kreuzritter » Mon May 12, 2008 6:02 pm

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Aquaman

PL: 10 (150)

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

Combat: (28)
+9 init, +12/6 ATK, + DEF (+4 dodge, +4 flat-footed)
+3/8 DMG (unarmed/waterblast)

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

Skills (18/72)
bluff +6
computers +6
craft: chemical +8
investigate +4
intimidate +4
knowledge: current events +4
knowledge: earth siences +8
medicine +6
notice +8
search +6
sense motive +6
survival +6
swim +8

feats (20)
accurate attack, all-out attack, atk spec: waterblast 3, diehard, dodge 4, elusive target, evasion, environmental adaptation (water), improved aim, improved initiative, move-by action, power attack, precise shot 2, seize initiative

Powers (47)
water control +10 (22)
- ap: blast "waterblast" +8 [16]
- ap: dazzle +8 (extra: area-cone +0) [16]
immunity +4 (cold, pressure, drowning) (4)
leaping +4 (4)
Protection +5 (extra: impervious +1) (10)
Swimming +6 (7)
- ap: speed +4 [4]

drawbacks (-7)
normal identity (free action) (-3)
vulnerable: heat (very common, moderate) (-4)

costs
abilities 34 + combat 28 + saves 10 + skills 18/72 + feats 20 + powers 47 - drawbacks 7 = 150 pts

:arrow: another dc icon as reenvisioned by stan lee, Ramon Raymond was an ordinary marine biologist/oceanographer when he was chosen to become on of the earth's guardians, gaining the ability to become a living water elemental
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Emerald Flame
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Postby Emerald Flame » Tue May 13, 2008 3:27 am

I have to say that I kinda like the Stan Lee Aquaman more than the DC one.

I never really liked the character so I guess I'm not a good judge. I like the concept of a person becoming as living elemental, entrusted to protect earth.
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Kreuzritter
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1707

Postby Kreuzritter » Tue May 13, 2008 5:20 am

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"Those fruitcakes talk a good fight -- it's time a real man shows them how it's done."

Mace

PL: 10 (150)

abilities: (44)
STR 24 DEX 18 CON 24 INT 10 WIS 14 CHA 14

Combat: (32)
+ init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+ DMG ()

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

Skills (22/88)
acrobatics +8
bluff +6
climb +8
disable device +4
gather info +4
escape artist +6
intimidate +10
investigate +4
knowledge: current events +4
knowledge: streetwise +4
notice +6
search +6
sense motive +6
stealth +6
swim +6

feats (27)
all-out attack, diehard, def roll 3, dodge 2, elusive target, endurance, evasion, fast overrun, fearsome prescence 3, improved grab, improved grapple, improved initiative, improved overrun, improved pin, move-by action, power attack, takedown attack 2, startle, stunning attack, taunt, uncanny dodge

Powers (15)
device: power-Mace (15)
- Strike +5 (feats: mighty, extend reach 2, improved trip, improved crit, extra: penetrating +1) [15]

costs
abilities 44 + combat 32 + saves 10 + skills 22/88 + feats 27 + powers 15 = 150 pts

:arrow: a former sidekick turned psychotic vigilante, Mace has been a sometime foe of the savage dragon, a threat to hero and villain alike. although mace technicly no longer exists in the revised image continuity (it involves time travel and alternate dimensions, let's leave it at that), his concept is a sound one, and he can probably find a good home in your campaign
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Postby Kreuzritter » Tue May 13, 2008 5:22 am

Emerald Flame wrote:I have to say that I kinda like the Stan Lee Aquaman more than the DC one.

I never really liked the character so I guess I'm not a good judge. I like the concept of a person becoming as living elemental, entrusted to protect earth.


bear in mind stan's aquaman also got his powers by injecting himself with dolphin dna. i kinda left that out
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Postby Emerald Flame » Tue May 13, 2008 7:06 am

Kreuzritter wrote:
Emerald Flame wrote:I have to say that I kinda like the Stan Lee Aquaman more than the DC one.

I never really liked the character so I guess I'm not a good judge. I like the concept of a person becoming as living elemental, entrusted to protect earth.


bear in mind stan's aquaman also got his powers by injecting himself with dolphin dna. i kinda left that out


OK... that's just weird... :shock:
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Kreuzritter
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1708

Postby Kreuzritter » Thu May 15, 2008 5:32 am

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Oddball

PL: 7 (105)

abilities: (26)
STR 14 DEX 18 CON 16 INT 10 WIS 14 CHA 14

Combat: (24)
+8 init, +8/4 ATK, +8 DEF (+4 flat-footed)
+2/4 +2/5/6 DMG (unarmed/steel ball + throwing mastery/grenade/superball)

saves: (7)
TOU +6/3 FORT +5 REF +6 WILL +4

Skills (17/68)
acrobatics +8
Bluff +8
climb +4
crat: chemical +4
disable device +4
intimidate +4
gather info +4
knowledge: streetwise +4
notice +6
sense motive +6
search +6
perform: juggler +10

feats (16)
atk spec: thrown weapons 2, def roll 3, diehard, distract: bluff, evasion, fascinate: perform, improved aim, improved initiative, precise shot, taunt, throwing mastery 2, set-up

Powers
device: trick balls +5 (15)
- blast "superball" +6 (extras: area shapeable +0, selective +1) [22]
- ap: blast "steel balls" +2 (feats: mighty, improved crit) {6}
- ap: obscure "smoke balls" +4 {4}
- ap: blast "grenade ball" +5 (extra: explosion +1) {15}
- ap: dazzle "flash bang balls" +4 {16}
- ap: snare "wire balls" +4 (feat: mighty) {9}
- ap: Dazzle "teargas ball" +4 (extra: area-cloud +1, linked-nauseate +4 [extra: area-cloud +1]) {18}
- ap: fatigue "sleep ball" +4 (extra: range +1, area-explosion +1) {16}

costs
abilities 26 + combat 24 + saves 7 + skills 17/68 + feats 16 + powers 15 = 105 pts

:arrow: a d-list marvel villain, odball does have the distinction of serving on the masters of evil once.
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1709

Postby Kreuzritter » Thu May 15, 2008 6:17 am

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Skeets 5.2

PL: 10 (150)

abilities: (20)
STR 2 DEX 10 CON n/a INT 30 WIS 20 CHA 10

Combat: (12)
+10 init, +12/2 ATK, +12 DEF (+2 size, +4 dodge, +5 flat-footed)
+8 DMG (disintegrate)

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

Skills (15/60)
bluff +4
computers +8
intimidate +8
investigate +4
knowledge: life sciences +8
knowledge: physical sciences +8
knowledge: technology +8
notice +6
sense motive +6

feats (8)
all-out attack, dodge 4, power attack, Master plan, speed of thought

Powers (104)
Disintegrate "temporal disruptor" +8 (feats: accurate 5) (37)
supermovement +3 (temporal movement 3) (6)
shrinking +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (9)
flight +3 (6)
immunity +30 (fort) (30)
protection +8 (extra: impervious +1) (16)

drawbacks (-14)
vulnerable: power drains (uncommon, moderate) (-2)
vulnerable: gloat checks (common, major) (-4)
normal identity (-3)
no hands (-5)

costs
abilities 20 + combat 12 + saves 5 + skills 15/60 + feats 8 + powers 104 - drawbacks 14 = 150 pts

:arrow: and here we have the big bad of 52, watered down to a playable pl10
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1710

Postby Kreuzritter » Thu May 15, 2008 7:22 pm

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Task

PL: 10 (150)

abilities: (34)
STR 18 DEX 20 CON 18 INT 10 WIS 14 CHA 14

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

saves: (10)
TOU +10/7/4 FORT +7 REF +8 WILL +6

Skills (20/80)
acrobatics +10
bluff +6
climb +8
disable device +4
escape artist +4
intimidate +10
notice +8
search +8
sense motive +6
stealth +8
swim +8

feats (30)
Acrobatic Bluff, ambidexterity, Attack focus: melee 4, Defensive Roll 3, dodge 2, Diehard, endurance, Equipment, evasion, Instant Up, Move-by Action, leadership, luck, quick draw, accurate attack, all-out Attack, improved block, improved initiative, improved trip, rallying cry, power attack, Takedown Attack 2, Uncanny Dodge

Powers (24)
device: monoblade Swords +2 (6)
- strike +4 (feats: mighty, improved crit, extra: penetrating +1) [10]
immunity +5 (age, suffocation, disease, poison) (5)
regeneration +11 (rec. rate: b +1, u +1, i +2, s +2, d +3. res +3, feat: persistent) (13)

equipment
armored costume +3 [3]
commlink [1]

costs
abilities 34 + combat 32 + saves 10 + skills 20/80 + feats 30 + powers 24 = 150 pts

:arrow: first appering in the youngblood spinoff Bloodpool, Task hs recently been hand-picked and focus group approved to lead yougblood proper in the wake of shaft's apparent (actually faked) death
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1711

Postby Kreuzritter » Fri May 16, 2008 7:44 am

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Whatley, the Dread Lobster

PL: 7 (105)

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

Combat: (20)
+6 init, +6/4 ATK, +4 DEF (-1 size, +2 flat-footed)
+8 DMG (unarmed)

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

Skills (13/52)
acrobatics +4
computers +4
craft: electronic +6
intimidate +4
knowledge: technology +6
notice +6
search +4
sense motive +4
swim +6
survival +8

feats (13)
all-out attack, atk spec: unarmed, chokehold, diehard, endurance, environmental adaptation: underwater, improved grab, improved grapple, improved initiative, improved pin, move-by action, power attack, takedown attack

Powers (26)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immunity +3 (cold, drowing, pressure) (3)
protection +3 (3)
superstrength +2 (4)
swimming +3 (3)

costs
abilities 24 + combat 20 + saves 9 + skills 13/52 + feats 13 + powers 26 = 105 pts

:arrow: another character from Frisky Dingo, Whatley here was horribly mutated in order to be marketed as the villain of the Awesome-X toy line, until he was cast aside in favour of Killface. Whatley was also the mind behind the genius that was Ant-Farm Keyboards
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1712

Postby Kreuzritter » Sat May 17, 2008 7:20 am

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Disastron

PL: 7 (105)

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

Combat: (12)
+5 init, +6/2 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+0/7/8 DMG (unarmed/volcano/lightning)

saves: (9)
TOU +8/2 FORT +5 REF +4 WILL +5

Skills (15/60)
Bluff +7
concentration +6
craft: chemical +6
gather info +6
intimidate +7
knowledge: arcane +8
knowledge: current events +6
notice +4
search +6
sense motive +4

feats (11)
all-out attack, atk spec: powers 2, diehard, dodge 2, improved initiative, move-by action, power attack, startle, taunt

Powers (40)
blast "volcano" +7 (extra: area-burst +1) (28)
- ap: blast "lightning" +8 [16]
- ap: trip "tidal wave" +7 (extras: area-cone +0, extra: knockback +1) [21]
- ap: water control +7 [14]
- ap: fire control +7 [14]
- ap: earth control +7 [14]
- ap: air control +7 [14]
flight +3 (6)
force feild +6 (6)

costs
abilities 18 + combat 12 + saves 9 + skills 15/60 + feats 11 + powers 40 = 105 pts

:arrow: another Frisky Dingo supervillain, Disastron, former leader and last survivor of the once-feared Chaos council, is killed by Awesome-X at the start of the second episode, thus setting in motion the events of the rest of the series

:arrow: as disastron never actually appears in the series, so this is all guess woork on my part, judging from his name,, costume, and the fact that he was the last of the city's supervillains to go down
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1713

Postby Kreuzritter » Sat May 17, 2008 4:16 pm

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Subaru Nakajima

PL: 10 (150)

abilities: (36)
STR 20 DEX 20 CON 18 INT 10 WIS 14 CHA 14

Combat: (28)
+9 init, +8/6 ATK, +12 DEF (+2 dodge, +2 sheild, +4 flat-footed)
+5/12/12/12/12 DMG (unarmed/IS/revolver shoot/divine buster/revolver cannon)

saves: (8)
TOU +8/7/4 FORT +6 REF +7 WILL +6

Skills (16/64)
acrobatics +7
Bluff +4
climb +4
craft: mechanical +4
disable device +4
intimidate +6
knowledge: arcane +4
knowledge: tactics +4
notice +6
profession: TSAB agent- S&R division +4
search +7
sense motive +6
swim +4

feats (17)
atk spec: revolver knuckle, diehard, def roll, dodge 2, all-out attack, elusive target, evasion, fast overrun, improved block, move-by action, improved initiative, power attack, stunning attack, takedown attack 2, zig zag

Powers (48)
corrosion "IS: oscillating Breaker" +7 (feat: mighty) (15)
Device: Revolver Knuckle +5 (20)
- Strike "revolver shoot" +7 (feats: mighty, improved crit, extra: penetrating +1) [18]
- ap: blast "Divine Buster" +7 (feat: mighty, extra: penetrating +1, flaw: distracting -1) {15}
- ap: Strike "Revolver Cannon" +7 (feats: mighty, improved trip, extra: knockback +1) {16}
- Sheild "Protection" +2 [2]
device: Mach Calibre +2 (8)
- speed +5 (feat: wall-run) [6]
- supermovement "wing road" +2 (air walking 2) [4]
leaping +2 (2)
protection "Barrier Jacket" +3 (3)

drawbacks
Normal identity (free action) (-3)

Complications
Enemy (Jail Scaglietti, the Numbers, Lutecia, Zest)
responsibility (Tia [best friend], Gin [sister], Stars squad, TASB)
rivalry (Nanoha, Gin)
secret (Combat Cyborg)
temper

tradeoffs
+2 DMG/-2 ATK
+2 DEF/-2 TOU

costs
abilities 36 + combat 28 + saves 8 + skills 16/64 + feats 17 + powers 48 - drawback 3 = 150 pts

:arrow: Introduced at the start of Nanoha season 3, Subaru was the show's view point character and initially, the replacemnt heroine. However, People rmembered whose name was on the title, and so Subaru was gradually demoted to the b-plot as Nanoha took centre stage once more.

:arrow: some people may have noticed that some of subaru's abilities are missing, such as mental communications. my reasoning is that as the series takes place in Mid-Childa instead of Earth, such ailities become mudane and usable by almost everyone. Similarly, while there's evidence suggesting Subaru might be a lesbian, it's not a complication because a) they never really say one way or the other, and b) Mid-Childan culture strikes me as more accepting than 21st century earth.

:arrow: at Any rate, While Subaru is classified as a mage, her tactics are a mix of brawler and speedster, ruhing headlong into the enemy forces and beating a path through them so her squadmates can complete their objective
Last edited by Kreuzritter on Fri May 30, 2008 5:48 am, edited 1 time in total.
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Postby Kreuzritter » Sat May 17, 2008 4:55 pm

So, as the prescence of Subaru indicates, I am planning to stat out a number of the folks from Mahou Shoujo lyrical Nanoha, a seres which, despite the claims of Scott Ramsoomair, really is best described as "Dragon Ball Z for girls".

for those unfamiliar with the series, while at first glance Nanoha looks like just another magical girl show, it quickly eschews the cliche "monster of the week" format in favor of deep characterization, well-honed plots, and elaborate, dynaic aerial duels that rival anything seen in the gundam series.

so, i'll be tackling most of the major players, scaling them as best i can to PL10 (for fate and nanoha, that means season 1), and for a "way too much free time" project, i'll try my hand at statting out season 3's bad guys

Image

The Numbers. (Dr. Scaglietti is best modelled with the mad scientist archetype, as magic and science in the nanoha universe are more or less the same thing)
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