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

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Jabroniville
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Post by Jabroniville » Fri Oct 03, 2008 11:42 pm

NICE Conservation Corps! I always got a kick out of their cartoony big-headed features, when the TMNT and the rest of the mutants tended to at least be semi-realistic in a cartoon fashion (ie. more than Archie, but less than standard Marvel & DC fare). That and their straight-up superhero costumes made them stick out like a sore thumb in a world of 'animals wearing regular clothes'.

Oh, and anyone looking for Care Bears statted up in M&M style should just check out my builds of them: Care Bears & Cousins (apologies for using Kreuz' thread for pimping my own stuff, but someone mentioned searching for it :)).

Kreuzritter
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1861

Post by Kreuzritter » Sun Oct 05, 2008 9:53 am

Image

Mr. Null

PL: 10 (150)

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

Combat: (28)
+7 init, +10/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+3/10 DMG (unarmed/hellfire)

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

Skills (24/96)
Bluff +8
diplomacy +8
gather info +8
intimidate +10
knowledge: arcane +8
knowledge: finance +8
knowledge: streetwise +8
knowledge: current events +8
profession: CEO +10
notice +6
search +6
sense motive +8

feats (21)
atk spec: hellfire 2, benefit 2 (wealth, status), contacts, connected, diehard, dodge 4, equipment 4, improved initiative, master plan, minions 7, well-informed

Powers (31)
hellfire control +10 (20)
flight +3 (6)
protection +5 (5)

costs
abilities 32 + combat 28 + saves 10 + skills 24/96 + feats 25 + powers 31 = 150 pts

:arrow: about a year into it's publication, the TMNT adventures comic had sumarrily dealt with both shredder and krang, and thus a new archfoe was required to fill the void, as the book's pro-environmental stance began to take root. thus, the writers came up with Null, a thoroughly amoral and unrepentant corporate mastermind, who became increasingly demonic with every major arc.

:arrow: really, Null is one of htose 'pollution for its own sake' villains they'd use on captain planet, albiet free of network censors. in addition to deforestation and toxic dmping, he's sold earth out to alien invaders and ancient occult horrors in order to further his interests. however, Null is best used as a mastermind, somebody pulling the strings from offstage until his dramatic reveal at the storyarc's climax
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Jabroniville
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Post by Jabroniville » Mon Oct 06, 2008 8:33 pm

Wow, they dealt with Shredder in that short a time? I always remember the TMNT Archie-verse comics not dealing with him after a certain point, as they went off on Uncle Scrooge-like adventures to foreign lands and alternate universes and stuff.

Always hated Null, in that (X-Men Villain) Mojo-like way of "OH GOD I HOPE SOMEONE KICKS THIS GUY'S ASS". Which I suppose makes him a pretty good villain. I remember Screwloose almost killing one of his bug-like henchmen with the bomb-farting head by dropping a rock on his 'tendril' thing.

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Post by Green Gremlin » Tue Oct 07, 2008 4:19 pm

Could I request the terror bears next, or perhaps white wabbit. Both equally creepy. Although a mutant rabbit in a gimp mask is pretty damn creepy.
"None of you understand. I'm not locked up in here with you. You're locked up in here with me."

Kreuzritter
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1862

Post by Kreuzritter » Fri Oct 10, 2008 9:14 am

Image

Chromedome

PL: 10 (150)

abilities: (-2)
STR 38 DEX 14 CON n/a INT 10 WIS 14 CHA 10

Combat: (32)
+5 init, +6 ATK, +6 DEF (-2 size, +3 flat-footed)
+14 DMG (unarmed)

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

Skills (10/40)
intimidate +10
disable device +6
knowledge: technology +6
knowledge: tactics +6
notice +6
search +6

feats (8)
accurate attack, fearsome prescence 3, fast overrun, improved initiative, move-by action, takedown attack

Powers (101)
device: blaster cannon +3 (feat: restricted- size huge) (10)
- blast +7 (feat: accurate) [15]
density +6 (feat: innate, extra: continuous +1, flaw; permanent -1) (19)
Growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +30 (fort, mental effects) (40)
protection +7 (7)

drawback
disabled (if steel plate on back breached. common, major) (-4)
weak point (-1)

costs
abilities -2 + combat 32 + saves 6 + skills 10/40 + feats 6 + powers 103 - drawbacks 5 = 150 pts

:arrow: first appearing in the 2-part episode "planet of the turtleoids", Chromedome was built by shredder to replace bebop & rocksteady as his right hand henchthing, a nigh invincible robot made of Adamantium (yeah, you heard me). however, when they ran out of adamantium, Krang insisted a vital access port be covered in mere steel. while this seemed a simple villain mistake, it could also be construed as forsight. it was a guranteed fact that in 80's/90's cartoons, competant henchmen inevitably turned on their masters and tried to make a play for becoming the main villain. by installing that plate, Krang ensured their survival for when, not if, when Chromedome rebelled. It was a moot point though, as the turtles destroyed chromedome. a second, less powerful chromedome was built in a later episode, but it was also destroyed.

:arrow: ares has requested by PM a version of chromedome based on it's appearance in tmnt tournament fighters. i'll be getting on that
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Ares
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Re: 1862

Post by Ares » Fri Oct 10, 2008 6:01 pm

Kreuzritter wrote: :arrow: ares has requested by PM a version of chromedome based on it's appearance in tmnt tournament fighters. i'll be getting on that
What can I say, I loved that game and he was my favorite character. Extendo-rocket punch and self destruct/reconstruct super move for the win! :D Plus, I always thought it was cool that Chromedome's reason for entering the tournament was to use the fight money to remove the parts of his program that prevented him from being able to live a peaceful life.

Kreuzritter
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1863

Post by Kreuzritter » Sat Oct 11, 2008 7:40 am

Image

Trap

PL: 10 (150)

abilities: (40)
STR 20 DEX 16 CON 20 INT 16 WIS 14 CHA 14

Combat: (32)
+7 init, +12/12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/8 DMG (unarmed/rifle)

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

Skills (19/76)
bluff +6
climb +6
escape artist +6
gather info +8
intimidate +8
handle animal +6
notice +6
profession: bouny hunter +6
search +6
sense motive +8
survival +8
stealth +6

feats (34)
all-out attack, atk focus: range 4, atk spec: unarmed 2, chokehold, contacts, def roll 3, diehard, dodge 4, elusive target, evasion, grappling finesse, improved grab, improved grapple, improved initiative, improved trip, improved throw, improved pin, master plan, move-by action, power attack, precise shot, takedown attack, uncanny dodge, well-informed

Powers (15)
device: Pulse rifle +5 (15)
- Blast +8 (extra: autofire +1) [25]
- ap: stun +8 (extra: range) {24}

costs
abilities 40 + combat 32 + saves 10 + skills 20/80 + feats 33 + powers 15 = 150 pts

:arrow: another face from the TMNT comics, Trap's an agent of the Intergalactic Wrestling Federation, acting as both wrestler and referee, however, Trap's attitude, weaponry and whatnot suggest he's more often employed as a 'talent scout' or handler, wrangling new fighters for the IWF of keeping more bestial fighters 'on the leash' when n tour
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Kreuzritter
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1864

Post by Kreuzritter » Sat Oct 11, 2008 8:18 am

Image

"mah first name.. is cryin'...

Cryin' Houn'

PL: 10 (150)

abilities: (58)
STR 34 DEX 14 CON 30 INT 10 WIS 14 CHA 16

Combat: (28)
+4 init, +8 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+12 DMG (unarmed)

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

Skills (12/48)
bluff +4
climb +6
escape artist +6
intimidate +10
profession: wrestler +10
notice +6
search +6

feats (33)
all-out attack, ambidexterity, chokehold, damaging escape, diehard, dodge 4, improved grab, improved grapple, fast overrun, fearsome prescence 4, improved block, improved grab, improved grapple, improved initiative, improved pin, improved throw, improved trip, luck, move-by action, power attack, reversal, seize initiative, startle, power attack, stunning attack, takedown attack 2

Powers (9)
additional limbs +2 (2)
immovable +2 (extra: nstoppable +1) (4)
supersenses +3 (scent, track, ultrahearing) (3)
superstrength +3 (6)

costs
abilities 58 + combat 28 + saves 10 + skills 12/48 + feats 33 + powers 9 = 150 pts

:arrow: an IWf favorite, Cryin' houn' is the alien equivalent of Fezzik from "the princess bride", a simple powerhouse so strong he's typically billed against multiple opponents. the odds of him upsetting the champ are slim to none, but the kids love 'im.
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LeopoldKain
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Post by LeopoldKain » Sat Oct 11, 2008 8:54 am

I just want to let you know I am loving the TMNT run...
It is making think of my childhood :D
Please look at this stuff:
Red and Wolf ; Kain's Builds

Kreuzritter
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1865

Post by Kreuzritter » Mon Oct 13, 2008 8:29 am

Image

Codename: chameleon

PL: 10 (150)

abilities: (40)
STR 14 DEX 20 CON 20 INT 16 WIS 14 CHA 16

Combat: (32)
+11 init, +14/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+3/3 +3 DMG (unarmed/pistol + sneak attack)

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

Skills (34/136)
bluff +8
climb +6
diplomacy +8
disable device +6
disguise +6
drive +4
escape artist +6
gather info +8
intimidate +6
investigate +6
knowledge: art +4
knowledge: current events +8
knowledge: streetwise +8
knowledge: pop culture +4
knowledge: tactics +6
notice +8
pilot +4
search +8
sleight of hand +6
stealth +8
survival +4
swim +4

feats (28)
assessment, atk spec: light pistol 3, contacts, connected, def roll 3, diehard, dodge 4, elusive target, equipment 2, evasion, improved disarm, improved initiative, improved trip, master plan, move-by action, quick draw, sneak attack 2, uncanny dodge, well-informed

Powers (11)
invisibility +1 (flaw: passive -1) (3)
leaping +2 (2)
supermovement (wall-crawling 2) (4)
supersenses +2 (radius sight) (2)

drawback
vulnerable: cold (uncommon, major) (-3)

equipment
light pistol +3 (feats: silencer) [7]
cell phone [1]
2 ep unspent [1]

costs
abilities 40 + combat 32 + saves 8 + skills 34/136 + feats 28 + powers 11 - drawback 3 = 150 pts

:arrow: yet another tmnt comics alumni, the Chameleon was a master spy and double agent, who had the misfortune of being caught by the shredder, who had him mutated into his namesake. Shredder dangled the false hope of a cure to hire Chameleon for a special mission, but the once-spy realized his new abilities would make himself even more valuable in the feild of freelance espionage, and slipped off into the shadows
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Kreuzritter
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1866

Post by Kreuzritter » Mon Oct 13, 2008 9:23 am

Image

Stonehedge

PL: 10 (150)

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

Combat: (24)
+6 init, +10/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+6/10 DMG (unarmed/spikes)

saves: (9)
TOU +12 FORT +8 REF +5 WILL +6

Skills (11/44)
bluff +4
intimidate +6
knowledge: earth sciences +6
notice +6
search +6
sense motive +6
survival +10

feats (12)
all-out attack, atk spec: powers 2, diehard, dodge 2, endurance, fast overrun, improved initiative, power attack, move-by action, uncanny dodge

Powers (58)
burrowing +6 (6)
earth control +10 (22)
- ap: blast "stone spines" +10 [20]
- ap: trip "groundstrike +6 (feat: improved throw, extra: area-disc +1) [19]
flight +3 (flaw: platform -1) (3)
immovable +3 (extra: unstoppable +1) (6)
protection +6 (extra: impervious +1) (12)
supersenses +3 (tremorsense) (3)
superstrength +3 (6)

costs
abilities 36 + combat 24 + saves 9 + skills 11/44 + feats 12 + powers 58 = 150 pts

:arrow: completng the conservation corps is Stonehedge, a british hedgehog who gained a body of living rock as well as earth control powers. naturally, he talked with a low-class british accen (not cockney, it was a different one)
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Kreuzritter
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1867

Post by Kreuzritter » Mon Oct 13, 2008 10:00 am

Image

Slashuur

PL: 10 (150)

abilities: (20)
STR 20 DEX 24 CON n/a INT 10 WIS 14 CHA 12

Combat: (32)
+11 init, +11/10/8 ATK, +12 DEF (+4 dodge, +8 flat-footed)
+5/10/9 DMG (unarmed/scythe)

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

Skills (17/68)
acrobatics +6
bluff +6
disable device +6
gather info +9
intimidate +9
knowledge: streetwise +6
notice +6
search +6
sense motive +8
stealth +6

feats (23)
Attack focus: range, atk spec: scythe, Defensive Roll 3, dodge 4, contacts, elusive target, evasion, instant up, Move-by Action, all-out Attack, improved block, improved initiative, power attack, startle, Takedown Attack 2, Uncanny Dodge, well-informed

Powers (55)
device: monoscythe +3 (9)
- strike +5 (feats: mighty, improved crit 2, improved trip, extra: penetrating +1) [15]
- ap: Blast +4 (feat: mighty, extra: area-shapable +0, selective +1) {13}
immunity +30 (fort) (30)
protection +5 (5)
teleport +3 (feats: change direction, change velocity, easy, turnabout, moving feint) (11)

drawback
normal identity (-4)

costs
abilities 20 + combat 32 + saves 7 + skills 17/68 + feats 23 + powers 55 - drawback 4 = 150 pts

:arrow: from the video games based on the new TMNT cartoon, Slashuur is an alien bounty hunter (an utrom, incidently, these stats are for him inside his exoframe), hired to take out the turtles. however, in his pursuit of them, Slashuur learns that his mortal enemy ch'rell is on earth, and drops everything in order to take revenge upon the Utrom Shredder
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Kreuzritter
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1868

Post by Kreuzritter » Tue Oct 14, 2008 7:52 am

Image

Bugman

PL: 10 (150)

abilities: (30)
STR 30 DEX 16 CON 26 INT 14 WIS 14 CHA 14

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

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

Skills (15/60)
bluff +4
concentration +6
disable device +6
intimidate +6
knowledge: life sciences +8
knowledge: streetwise +6
knowledge: current events +6
notice +6
search +6
sense motive +6

feats (13)
all-out attack, atk focus: melee 2, def roll 2, diehard, dodge 2, improved initiative, move-by action, power attack, improved trip, takedown attack

Powers (61)
enhanced STR +14 (14)
enhanced CON "stamina of the hercules beetle" +10 (10)
snare "spiderweb" +10 (feat: tether) (24)
- ap: Nauseate "scorpion sting" +7 (extra: poison +1) [21]
- ap: matter eater "termite" +10 [15]
- ap: Dazzle "cicada chirp" +10 (extra: area-cone +0) [20]
flight +3 (feat: moving feint) (7)
superstrength "proportional strength of an ant" +3 (6)

drawback (-11)
power loss (all powers exposed to leestaniteonite, common) (-6)
Weakness (Leestanite; unCommon, Moderate [-1 Constitution], per minute, potentially lethal) (-5)

costs
abilities 30 + combat 32 + saves 10 + skills 15/16 + feats 13 + powers 61 - drawback 11 = 150 pts

:arrow: from the 1990's tmnt cartoon, bugman's evidently the only other active superhero in the new york area, albiet one with an 'urban legend' rep. not ou of any sense of batman like secrecy, but because of the bugman comic book, most people don't think he's real.

:arrow: if bugman's ever updated for the new series, it stands to reason his origin will have something to do with the similarly bug-themed Dr Malignus
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Arthur Eld
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Post by Arthur Eld » Tue Oct 14, 2008 1:35 pm

I know this isn't in your current theme, but if you get the chance Kreuz, do you think you could do a write-up of Lockjaw, the Inhuman's resident animal mascot/teleporter?

Jabroniville
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Post by Jabroniville » Wed Oct 15, 2008 1:30 am

Wow, I've never seen Bugman before. Was that really late in the original toon's run?

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