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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1849

Postby Kreuzritter » Mon Sep 22, 2008 11:51 am

Image

Battlin' Bernice

PL: 8 (120)

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

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

saves: (7)
TOU +8 FORT +10 REF +5 WILL +6

Skills (12/48)
bluff +6
climb +6
diplomacy +6
gather info +4
intimidate +8
notice +6
sense motive +6
search +6

feats (12)
all-out attack, attractive, atk focus 2, diehard, dodge 2, improved initiative, move-by action, power attack, stunning attack, takedown attack

Powers (32)
Enhanced STR +10 (10)
Enhanced CON +10 (10)
impervious TOU +4 (4)
superstrength +4 (8)

costs
abilities 26 + combat 16 + saves 7 + skills 12/48 + feats 12 + powers 32 = 105 pts

:arrow: Battlin Bernice was a founding member of the Justice Force (a long running superhero team in the current TMNT show), and the focus of a love triangle between Steve Steel and Dr. Dome. sadly, her life was cut short in the line of duty, presumably saving Steve's life, driving a rift between the two friends that would take years, her daughter Amanda and the ninja turtles to heal.
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Kreuzritter
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1850

Postby Kreuzritter » Mon Sep 22, 2008 1:08 pm

Image

"Palm trees..."

Slash, the Evil Turtle From Dimension X

PL: 10 (150)

abilities: (40)
STR 24 DEX 18 CON 20 INT 10 WIS 14 CHA 14

Combat: (28)
+8 init, +10/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+7/10/10 DMG (unarmed/claws/sword)

saves: (9)
TOU +8 FORT +7 REF +6 WILL +6

Skills (17/68)
acrobatics +8
climb +8
intimidate +10
notice +6
search +6
sense motive +6
surival +10
stealth +6
swim +8

feats (40)
all-out attack, acrobatic bluff, atk focus: melee 4, diehard, dodge 4, elusive target, endurance, evasion, fast overrun, fearless, fearsome prescence 4, improved grab, improved grapple, improved initiative, improved overrun, improved sunder, improved trip, improved throw, move-by action, power attack, prone fighting, rage 3 (duration x2), startle, takedown attack 2, track, uncanny dodge, skill mastery (climb, intimidate, survival, swim), weapon break

Powers (16)
device: Alien Sword +1 (3)
- Strike +3 (feat: mighty, improved crit) [5]
device: claws +1 (4)
- strike +3 (feats: mighty, improved crit) [5]
Protection +3 (3)
superstrength +3 (6)

costs
abilities 40 + combat 28 + saves 9 + skills 17/68 + feats 40 + powers 16 = 150 pts

:arrow: Slash is exactly what the title says, an evil turtle from dimension x, with a severe obsession with palm trees (give him one and he's your friend for life. take it away and you go right to the top of his to-Kill list). I also went more towards the comics version, in that even if he is a mutant turtle (like in the cartoon), he was an alien turtle, so he has certain advantages over the tmnt.

:arrow: also, i'm using kenson's rage houserule here, in that the -2 DEF penalty trades off agaist the temporary stat boost
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Kreuzritter
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1851

Postby Kreuzritter » Mon Sep 22, 2008 1:31 pm

Image

Hamato Yoshi

PL: 8 (120)

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

Combat: (32)
+9 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/6 DMG (unarmed/katana)

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

Skills (18/72)
acrobatics +10
bluff +6
climb +6
Concentration +6
Intimidate +8
knowledge: art +6
notice +8
search +6
sense motive +8
Stealth +8

feats (28)
assessment, attack focus: melee 2, dodge 2, defensive roll 3, diehard, challenge 2 (accelerated stelth, vanish), evasion, acrobatic bluff, all-out attack, defensive attack, equipment, grappling finesse, improved critical-sword, improved block, improved disarm, improved initiative, improved trip, quick draw, takedown attack 2, hide in plain sight, move-by action, uncanny dodge

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

complications
Enemy (Shredder)
honor
reputation (dishonored his clan)
responsibility (Tang Shen [lover])
secret (ninja)

costs
abilities 32 + combat 32 + saves 10 + skills 18/72 + feats 28 = 150 pts

:arrow: honored patriach of the Hamato Clan, most TMNT continuities place him as the owner of a pre-mutant splinter, rather than the pre-mutant splinter himself. details beyond that vary (the curren series, for example, has shown him to be quite the adventurer), but in all instances he earns the love of the beautiful Tang Shen (their relation forcing yoshi to leave his clan), and is cruelly murdered by the Shredder after coming to america
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Kreuzritter
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1852

Postby Kreuzritter » Mon Sep 22, 2008 2:03 pm

Image

*muffled ranting*

Murk Mariner

PL: 7 (105)

abilities: (30)
STR 16 DEX 14 CON 18 INT 14 WIS 14 CHA 14

Combat: (22)
+6 init, +10/6 ATK, +7 DEF (+2 dodge, +2 flat-footed)
+3/4 DMG (unarmed/pistol)

saves: (8)
TOU +7/3 FORT +6 REF +5 WILL +5

Skills (18/72)
bluff +4
disable device +6
gather info +6
intimidate +6
knowledge: current events +6
knowledge: streetwise +8
notice +6
pilot +6
search +6
sense motive +6
survival +4
swim +8

feats (27)
atk spec: pistol 2, diehard, dodge 2, equipment 11, minions 7, move-by action, improved initiative, inspire, leadership

equipment
heavy pistol +4 [8]
armored costume +3 (feature: aqualung, gps) [5]
submarine HQ [42]

minions
50 thugs

costs
abilities 30 + combat 22 + saves 8 + skills 18/72 + feats 27 = 105 pts

:arrow: I'm not gonna mince words here. murk Mariner is a poor man's Black Manta. you heard me, he's not even worth Aquaman's time. his sweet breather mask makes his rants as legible as those of the Idea Men. heck, Murk doesn't even have a hot wife nor nigh-unkillable henchmen, making him perhaps the most pathetic supervillain in all of comics. He is the Monarch played straight, and for that reason, I have taken pity and given the guy a writeup.
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Kreuzritter
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1853

Postby Kreuzritter » Mon Sep 22, 2008 4:15 pm

Image

Tattoo

PL: 10 (150)

abilities: (54)
STR 30 DEX 16 CON 30 INT 10 WIS 14 CHA 16

Combat: (32)
+6 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10 DMG (unarmed)

saves: (10)
TOU +10/7 FORT +13 REF +6 WILL +6

Skills (18/72)
bluff +6
diplomacy +7
gather info +4
handle animal +8
intimidate +10
language: english (native: japanese)
knowledge: current events +6
knowledge: pop culure +6
knowledge: streetwise +4
perform:
notice +6
search +6
sense motive +8

feats (36)
all-out attack, ambidexterity, atk focus: melee 2, benefit 2 (status: celebrity, wealth), chokehold, connected, diehard, dodge 2, fearsome prescence 4, grappling finesse, improved block, improved grab, improved grapple, improved initiative, improved overrun, improved pin, improved throw, improved trip, luck 2, move-by action, power attack, seize initiative, startle, stunning attack, takedown attack 2, second chance: grapple check, ultimate strength, uncanny dodge

costs
abilities 54 + combat 32 + saves 10 + skills 18/72 + feats 36 = 150 pts

:arrow: Tattoo's one of those characters where nobody had a clear idea of what to do with him, in the action fiigure, he's got magic tattoo summons. in the cartoon, he was a muant hamster, and in the comics, just a freakishly strong, over the top somu wrestler, which is the version i went with
Last edited by Kreuzritter on Wed Oct 01, 2008 11:38 am, edited 1 time in total.
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LeopoldKain
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Re: 1850

Postby LeopoldKain » Mon Sep 22, 2008 8:09 pm

Kreuzritter wrote:Image

"Palm trees..."

Slash, the Evil Turtle From Dimension X

PL: 10 (150)


I think I had him as a toy... Ah childhood memories :)
Please look at this stuff:
Red and Wolf ; Kain's Builds

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Kreuzritter
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Re: 1850

Postby Kreuzritter » Mon Sep 22, 2008 8:33 pm

LeopoldKain wrote:
Kreuzritter wrote:[
Slash, the Evil Turtle From Dimension X

I think I had him as a toy... Ah childhood memories :)


fun fact, playmates continued to use some of his accessories for other action figure lines
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1854

Postby Kreuzritter » Wed Oct 01, 2008 11:14 am

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Foot Mech

PL: 6 (90)

abilities: (4)
STR 24 DEX 10 CON n/a INT 10 WIS 10 CHA 10

Combat: (18)
+4 init, +5 ATK, +4 DEF (+2 flat-footed)
+7/7 DMG (unarmed/armcannon)

saves: (7)
TOU +8 FORT n/a REF +4 WILL +3

Skills (3/12)
notice +6
search +6

feats (1)
improved initiative

Powers (64)
blast "armcannon"+7 (14)
immunity +40 (fort, emotion effects) (40)
protection +8 (8)
supertrength +1 (2)

drawbacks
one hand (-3)
mute (-4)

costs
abilities 4 + combat 18 + saves 7 + skills 3/12 + feat 1 + powers 64 - drawback 7 = 90 pts

:arrow: the footmech may have been created for the new TMNT series, but it could fit just as well for advenures derived from the old show, serving as a heavy infantry model foot soldier, or you could just file off the name and use it as the generic killbot legions of any technology-based supervillain
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1855

Postby Kreuzritter » Wed Oct 01, 2008 11:37 am

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The Grem

PL: 6 (90)

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

Combat: (22)
+2 init, +6 ATK, +5 DEF (+2 flat-footed)
+4/6 DMG (unarmed/fireblast)

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

Skills (6/24)
intimidate +8
knowledge: tactics +4
notice +4
search +4
survival +4

feats (2)
environmental adaptation: volcanic, equipment

Powers (29)
Blast "fireblast" +6 (12)
flight +3 (6)
immunity +11 (fire damage, extreme heat, lava) (11)

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

costs
abilities 24 + combat 22 + saves 7 + skills 6/24 + feats 2 + powers 29 = 90 pts

:arrow: a one-shot foe from the comics, the Grem came to earth to enslave humanity and harvest a rich bounty of molten lava (to them, it's a foodstuff). as it was just a scouting party, they kept their identity secret by posing as a japanese volcano god and brainwashing the owners of the island resort hotel, before the turtles stopped them

:arrow: frankly, the Grem are ideally suited for use as Doctor Who monsters, as the above plot sounds like a decent 3rd/4th Doctor serial, as the grem are basicly pyrokinetic Sontarans
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Postby Kreuzritter » Wed Oct 01, 2008 7:51 pm

okay, first off, testing the new avatar... is bigger than i thought, so i'll be swapping it out.

however, since i've not gotten as many responses as to which TMNT character peoople would like to see next, please, alow me to present this quick glimpse at my to-do list

Image

as you can see, it's a pretty big list, a grand total of 74 characters to choose from. so, i will be getting to splinter and the turtles later, as in they'll be 1896 through 1900 of my total conversions

and yes, those are characters from Palladium's "TMNT & Other Strangeness". and yes, i'm fully aware of their online reputation. they're mostly up there for completion's sake.

so, if this list of thumbnails has sparked your memory of tv shows and toy commercials, and you don't see anybody on there you'd like to see statted, lemme know
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Re: 1839

Postby SCKnight » Wed Oct 01, 2008 11:20 pm

Kreuzritter wrote:Image

Archprincipal Darthman

PL: 10 (150)

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

Combat: (32)
+8 init, +12/8 ATK, +12 DEF (+2 dodge, +2 lightsaber, +4 flat-footed)
+4/5/8 DMG (unarmed/choke/lightsaber)

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

Skills (17/68)
concentration +6
gather info +6
intimidate +10
investigate +6
knowledge: current events +6
knowledge: history +6
notice +8
search +6
sense motive +8
stealth +6

feats (17)
all-out attack, Assessment, Atk spec: lightsaber 2, diehard, Defensive Attack, Dodge 2, evasion, Improved Initiative, Move By Action, Power Attack, Quick Draw, startle, Takedown Attack, Uncanny Dodge, well-informed

Powers (42)
device: lightsaber +4 (12)
- Strike +8 (feats: improved crit 2, extra: penetrating +1) [18]
- sheild +2 [2]
Force powers +7 (23)
- telekinesis +7 (extra: range +1) [21]
- mind control "jedi mind trick" +7 (flaw: sense dependent -1) [7]
- suffocate "force choke" +5 (extra: range +2) [20]
immunity +3 (suffocation, hunger/thirst) (3)
protection +4 (4)

drawbacks (-4)
vulnerable: electicity (common, moderate) (-3)
power loss: unable to gesture (-1)

costs
abilities 38 + combat 32 + saves 8 + skills 17/68 + feats 17 + powers 42 - drawbacks 4 = 150 pts

:arrow: While outranked in both power and station by the Headmaster (an elusive and inscrutible PL-X class entity), Archprincipal Darthman is the de facto head of the Kurtzberg Academy's teaching staff and ultimate authority regarding student discipline.

"Wait, the vice principal's an ex superillain?"
"Ex?"


:shock:

I don't know whether to faint or to scream at the top of lungs. This is beyond freaky! This is mega-freaky!

Good job, by the way.

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Arthur Eld
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Postby Arthur Eld » Thu Oct 02, 2008 10:58 am

How about Tengus Shredder, and then the Dark Turtles?

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Postby Jabroniville » Thu Oct 02, 2008 11:36 am

Do the Conservation Corps. I've been fascinated by them ever since the Archie Digests had a big full-page ad for the 'cross over' with them & the Turtles, back before the bubble on those comics finally burst and Archie dropped them.

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Kreuzritter
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Postby Kreuzritter » Thu Oct 02, 2008 12:52 pm

Arthur Eld wrote:How about Tengus Shredder, and then the Dark Turtles?


yep, the dark turtles're doable, but i'm planning to wait on the tengu shredder, as the last time he was in play he was like a pl-X entity

and per jab's request, i've actually almost finifshed sttting the conservation corps
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Re: 479

Postby Ezram » Thu Oct 02, 2008 4:59 pm

Kreuzritter wrote:Image

Revenge, as they say, is a sucker's game.

David Xanatos

PL: 10 (195)

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

Combat: (32)
+7 init, +10/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/6/10 DMG (unarmed/laser/suit)

saves: (11)
TOU +10/9/2 FORT +5 REF +6 WILL +8

Skills (26/104)
bluff +8
computers +6
diplomacy +8
gather info +10
intimidate +6
knowledge: business +10
knowledge: current events +8
knowledge: technology +8
knowledge: streetwise +10
notice +8
pilot +6
profession: CEO +8
sense motive +8

feats (60)
assessment, attack focus: melee 2, benefit 7 (wealth 6, security clearance [military contracts]), connected, contacts, defensive roll, dodge focus 2, equipment 20, fighting style 11 (all-out attack, defensive attack, improved block, improved disarm, improved grab, improved pin, improved throw, improved trip, instant up, minions 10, power attack, stunning attack), improved initiative, master plan, uncanny dodge, well informed

Powers (40)
device: battlesuit +10 (40)
- blast +6 (feat: accurate, improved critical, extra: penetrating +1) [21]
- ap: enhanced Str +16 {16}
- flight +3 [10]
- immunity +9 (life support) [9]
- protection +7 (extra: impervious +1) [14]

equipment
Eyrie building headquarters (gargantuan, 15 TOU, features: combat simulator, communications, computer, defense system, fire prevention system, garage, gym, hangar, holding cells, infirmary, laboratory, library, living space, pool, power system, security system, workshop) [24]

drawbacks
normal identity (full round) (-4)

costs
abilities 30 + combat 32 + saves 11 + skills 26/104 + feats 60 + powers 40 - drawback 4 = 195 pts

:arrow: the mastermind of the Gargoyles setting, Xanatos was making an honest face turn by the show's end, but in game, he should always be an NPC

:arrow: given how he was depicted on the show, Xanatos can be made an ally or enemy of the heros, although with his knack for complicated, byzantine plots, it's not unlikely he'd wind up playing both sides


Pretty good on the whole, but i'd also give him the Ritualist feat and a few ranks in Knowledge (arcane lore): he's been shown on a few occasions to participate and lead magic rituals.

Edit: it turns out that was mentioned already. Hm, though Attractive might fit as well.

I haven't read the entire topic yet, but if you haven't statted him already, i'd like to see your take on Puck from the Gargoyles series . :D


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