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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Dirigible
Overlord
Overlord
Posts: 4164
Joined: Fri Oct 24, 2003 3:24 am
Location: Auckland, NZ

Post by Dirigible » Thu Feb 19, 2009 10:12 pm

Still, any suggestions on how to alter the Power(s) to closer emulate what was seen/heard in the series would be greatly appreciated.
Hearing Counters Obscure.

Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1928

Post by Kreuzritter » Sat Feb 21, 2009 9:11 pm

Image

Doomtrooper

PL: 8 (120)

abilities: (27)
STR 30 DEX 14 CON 24 INT 10 WIS 14 CHA 10

Combat: (22)
+6 init, +5 ATK, +4 DEF (-1 size, +2 flat-footed)
+10/ DMG (unarmed/autocannon)

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

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

feats (9)
all-out attack, diehard, fearless, improved grab, improved grapple, improved initiative, move-by action, power attack, takedown attack

Powers (57)
device: autocannon +4 (12)
- blast +6 (feats: improved crit 2, extra: autofire +1) [20]
drain "electric touch" +7 (feat: indirect) (9)
- ap: superstrength +2 [4]
growth +5 (feat: innate, extra: continuous +1, flaw: permanent -1) (16)
protection +5 (extra: impervious +1) (10)
regeneration +7 (rec rate: I +2, S+2,D +3) (7)

drawbacks (-7)
mute (-4)
vulnerable: electricity (uncommon, major) (-3)

costs
abilities 27 + combat 22 + saves 9 + skills 6/24 + feats 9 + powers 54 - drawbacks 7 = 120 pts

:arrow: Ah the things you find on late night TV. SS Doomtrooper is a sci-fi channel/direct to dvd movie about a team of allied soldiers dropped into enemy territory to kill 10-foot tall nazi supersoldie, strring Corin Nemec

:arrow: unsurprisingly, the doomtrooper is a good menace for a pl6-7 golden age supers, or as an elite henchmonster for 4th reich or mad science oriented villains
Last edited by Kreuzritter on Sun Feb 22, 2009 7:41 am, edited 1 time in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1929

Post by Kreuzritter » Sun Feb 22, 2009 6:56 am

Image

Witch

PL: 8 (120)

abilities: (40)
STR 20 DEX 24 CON 20 INT 10 WIS 14 CHA 16

Combat: (24)
+11 init, +6 ATK, +6 DEF (+3 flat-footed)
+5/8 DMG (unarmed/claws)

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

Skills (7/28)
bluff +6
intimidate +6
notice +6
search +6
stealth +4

feats (23)
all-out attack, atk focus: melee 2, diehard, distract: bluff, dodge 2, elusive target, evasion, fearless, fearsome prescence 5, improved initiative, luck, move-by action, power attack, seize initiative, startle, takedown attack 2

Powers (20)
protection +3 (extra: impervious +1) (6)
strike +3 (feats: mighty, improved crit, extra: penetrating +1) (8)
supersenses +2 (scent, lowlight vision) (2)
superstrength +1 (2)

costs
abilities 40 + combat 24 + saves 8 + skills 7/28 + feats 23 + powers 20 = 120 pts

:arrow: at once both the most harmless and threatening of Left4dead's superzombies, the Witch is a fearsome combat monster, but left alone will just sit there and weep uncontrollably. the distract and bluff simulates how the witch's cries can lure in survivors, who quickly discover they've not only found the deadliest of the lot, but they've walked into a potential ambush of the zombie hordes (as her screams of rage draw out the zombies in record numbers)
Last edited by Kreuzritter on Sun Feb 22, 2009 7:40 am, edited 1 time in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1930

Post by Kreuzritter » Sun Feb 22, 2009 7:38 am

Image

"Y'all wanna give up now, spare yerselves a whuppin?"

Trailer Trash

PL: 10 (150)

abilities: (4)
STR 38 DEX 14 CON n/a INT 14 WIS 14 CHA 12

Combat: (28)
+6 init, +6 ATK, +6 DEF (+2 dodge, -2 size, + flat-footed)
+14/6 DMG (unarmed/machine guns)

saves: (7)
TOU +14 FORT n/a REF +5 WILL +6

Skills (10/40)
craft: mechanical +6
disable device +6
intimidate +8
knowledge: technology +8
notice +6
search +6
sense motive +4

feats (7)
all-out attack, dodge 2, improved initiative, move-by action, power attack, takedown attack

Powers (94)
blast "machine guns" +6 (12)
density +6 (feat: innate, extra: continuous +1, flaw: permanent -1) (19)
feature +1 (floodlights) (1)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +30 (fort) (30)
protection +4 (4)
supermovement +1 (sure-footed) (2)
supersenses +1 (radio) (1)

costs
abilities 4 + combat 28 + saves 7 + skills 10/40 + feats 7 + powers 94 = 150 pts

:arrow: an original creation, based on a pic i found.

:arrow: the origins of trailer trash are a mystery, and one of debate amongst heros aware of him. is he one of them giant alien 'bots, and didn't get a disguise? some supergeniuses bodyguard gone solo, or is that genius's brain floating in a jar inside that chassis? what is certain is that Trailer Trash (nobody knows how he got the name either) protects the back roads, trailer parks and well, the state of Missouri.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1931

Post by Kreuzritter » Sun Feb 22, 2009 9:04 am

Image

The Wild Bunny, by Sander Cohen: I want to take the ears off, but I can't. I hop, and when I hop, I never get off the ground. It's my curse, my eternal curse! I want to take the ears off but I can't! It's my curse! It's my ****ing curse! I want to take the ears off! Please! Take them off! Please!

Sander Cohen

PL: 7 (105)

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

Combat: (16)
+8 init, +8/4 ATK, +8 DEF (+4 dodge, +2 flat-footed)
+0/6 DMG (unarmed/fireball)

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

Skills (14/56)
bluff +8
craft: art +6
diplomacy +4
gather info +4
intimidate +6
knowledge: art +6
knowledge: streetwise +4
notice +4
perform: oratory +8
sense motive +6

feats (16)
all-out attack, atk spec: fireball 2, distract 2, dodge 4, diehard, fascinate (perform), improved initiative, master plan, power attack, startle, taunt

Powers (26)
blast "fireball plasmid" +6 (12)
teleport +5 (feats: change direction, change velocity, easy, turnabout, moving feint, flaw: short range -1) (10)
protection +4 (4)

costs
abilities 24 + combat 16 + saves 9 + skills 14/56 + feats 16 + powers 26 = 105 pts

:arrow: perhaps one of the freakiest characters in Bioshock, Cohen was an artist driven mad both by plasmids and the chaos that came about in Rapture's fall.

:arrow: y'know, of all the folks in bioshock, Sander's probably among the easiest to adapt into your games. with his powers, charisma and proclivity towards his own sense of 'art', mr.Cohen has all the makings of a professional supervillain.
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Thorpacolypse
Cosmic Entity
Cosmic Entity
Posts: 7994
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Post by Thorpacolypse » Sun Feb 22, 2009 9:18 am

Pretty creepy...I like him.
Shop J-Mart!

Service with a smilie! :)

Arthur Eld
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Post by Arthur Eld » Sun Feb 22, 2009 9:24 am

Great Sander Cohen, Kreuz!

I'm a huge fan of Bioshock, and this plus your Big Daddy build fill me with glee. Any chance of seeing more builds from the game anytime soon?

Kreuzritter
Cosmic Entity
Cosmic Entity
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Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

Post by Kreuzritter » Sun Feb 22, 2009 9:44 am

Arthur Eld wrote:Great Sander Cohen, Kreuz!

I'm a huge fan of Bioshock, and this plus your Big Daddy build fill me with glee. Any chance of seeing more builds from the game anytime soon?
sadly, i don't think so. i've pretty much statted out all the characters worth mentioning. only one left would be the fontaine mutant
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1932

Post by Kreuzritter » Sun Feb 22, 2009 5:56 pm

Image

Colonel jupiter

PL: 10 (150)

abilities: (40)
STR 36 DEX 16 CON 20 INT 16 WIS 14 CHA 16

Combat: (24)
+7 init, +7/6 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+13 DMG (unarmed)

saves: (10)
TOU +12/9 FORT +8 REF +6 WILL +6

Skills (22/88)
climb +4
computers +6
craft: mechanical +6
concentration +6
disable device +4
diplomacy +6
gather info +6
intimidate +6
knowledge: current events +4
knowledge: physical science +4
notice +6
pilot +8
profession: astronaut +6
search +6
sense motive +6
swim +4

feats (21)
all-out attack, atk focus: melee, attractive, benefit 2 (fame, rank), contacts, connected, def roll 3, diehard, dodge 2, fast overrun, improved block, improved initiative, move-by action, power attack, takedown attack, second chance: pilot, well-informed

Powers (33)
density +9 (extra: continuous +1, flaw: permanent -1) (27)
leaping +4 (4)
superstrength +1 (2)

complications
fame (as John Jameson)
J Jonah Jameson (father)

costs
abilities 40 + combat 24 + saves 10 + skills 22/88 + feats 21 + powers 33 = 150 pts

:arrow: so yeah, as my earlier kraven build suggests, we canadians have been getting season 2 of spectacular Spider-Man well in advance of you americans, and this week's ep featured the debut of Colonel Juiter, the end result of Col. John Jameson being exposed to alien spores during the same mission that brought Venom to earth.

:arrow: john lost his powers by the ep's end (for now), but he made a fair impression to get stats after his 22 minutes of fame
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1933

Post by Kreuzritter » Mon Feb 23, 2009 9:26 am

Image

"Uh... Something something something Dark Side."

Darth Lee

PL: 10 (150)

abilities: (34)
STR 14 DEX 24 CON 18 INT 10 WIS 14 CHA 14

Combat: (28)
+14 init, +12/10/6 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+2/7/8 DMG (unarmed/paralyze/nullify/lightsaber)

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

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

Feats (30)
Acrobatic Bluff, Ambidexterity, Attack focus: melee 4, atk spec: lightsaber, Attractive, Defensive Attack, Def Roll 3, Dodge 5, elusive target, evasion, Grappling Finesse, hide in plain sight, improved block, Improved Disarm, Improved Grab, Improved Sunder, Improved Trip, Move-By Action, power attack, Takedown Attack 2

Powers (38)
device: double lightsaber +4 (12)
- strike +8 (feats: improved crit 2, extend reach, weapon break, extra: penetrating +1) [20]
paralyze "force grip"+7 (15)
- ap: nullify "force block" +7 (all powers, extra: alt-save: fort, flaws: range -1) [14]
leaping +3 (3)
speed +3 (3)
supersenses +5 (danger sense, spatial awareness) (5)

drawback (-3)
impatient (very common, minor) (-3)

costs
abilities 34 + combat 28 + saves 10 + skills 13/52 + feats 30 + powers 38 - drawback 3 = 150 pts

:arrow: yes, it's everyone's favorite curcus freak Ty Lee as a Sith Apprentice. no, i don't know how that happened (I'm guessing a 'what if' crossover thing), or who drew this, but it stands to reason that idf Darth Lee is anything like her canonical self, she's proably now on the run from her former master and her replacement. if anybody wants to provide a better backstory, i'm all ears

:arrow: no, she doesn't have the full sith power suite (knowing her, most of the more fancy powers went in one ear and out the other), but really, she can already mess up jedi and other types with but a touch, so...
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1934

Post by Kreuzritter » Mon Feb 23, 2009 6:20 pm

Image

Cyber King

PL: 10 (150)

abilities: (-26)
STR 46 DEX 10 CON n/a INT n/a WIS 10 CHA n/a

Combat: (40)
+0 init, +2 ATK, +2 DEF (-8 size, +1 flat-footed)
+18/8 DMG (unarmed/blast)

saves: (0)
TOU +18 FORT n/a REF +0 WILL n/a

feats (1)
move-by action

Powers (139)
blast +10 (extra: area-burst +1, penetrating +1) (40)
growth +16 (feat: innate, extra: continuous +1, flaw: permanent -1) (49)
immunity +30 (fort) (30)
protection +10 (extra: impervious +1) (20)

drawback
no hands (-4 )

costs
abilities -26 + combat 40 + feat 1 + powers 13 - drawback 4 = 150 pts

:arrow: making its debut this past christmas, the Cyber-King is a heavy weapons platform for the Cybermen, built for the sole purpose of reducing entire cities to rubble. and while contruscted as a giant robot, the Cyber-King is more accurately a mech, piloted by a cyberman (or cyberlinked human, as was the case here) who is kept somewhere in the head assembly. also worth noting is that this model was built with materials and technology of the victorian/steampunk era. a more contemporary version would logicly improve upon the design.

:arrow: stats for this technological terror derive from FC's own sentry statue, with a pair of cannons replacing the hands.
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Ezram
Hero
Hero
Posts: 1547
Joined: Thu Oct 02, 2008 3:53 am
Location: Portland, Oregon
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Re: 1668

Post by Ezram » Mon Feb 23, 2009 7:27 pm

Kreuzritter wrote:Image

Samus Aran
For the Super Metroid version, would you say her Gravity Suit is a seperate Container, or merely additional Immunities that need to be shuffled around?

Kreuzritter
Cosmic Entity
Cosmic Entity
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Post by Kreuzritter » Mon Feb 23, 2009 8:10 pm

added immunity/env adaptation bought with exp
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Kreuzritter
Cosmic Entity
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1935

Post by Kreuzritter » Thu Feb 26, 2009 6:32 am

Image

"Go **** yerself!"

Iron Cheny

PL: 7 (105)

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

Combat: (12)
+4 init, +6/4 ATK, +4 DEF (+2 dodge, +1 flat-footed)
+0/8/5/8 DMG (unarmed/suit/flamethrower/repulsor)

saves: (8)
TOU +10/3 FORT +6 REF +4 WILL +5

Skills (13/52)
bluff +4
gather info +4
diplomacy +4
intimidate +8
knowledge: current events +6
notice +4
perform: oratory +4
profession: politician +8
search +4
sense motive +6

feats (12)
all-out attack, atk spec: battlesuit, connected, contacts, diehard, dodge 2, improved initiative, move-by action, power attack, startle, takedown attack

Powers (44)
device: battlesuit +11 (44)
- blast +8 [17]
- ap: blast "flamethrower" +5 (extra: area-cone +0) {10}
- Enhanced STR +16 [16]
- immovable +1 (extra: unstoppable +1) [2]
- protection +7 (extra: impervious +1) [14]
- superstrength +3 [6]

drawback
normal identity (full round) (-4)

costs
abilities 20 + combat 12 + saves 8 + skills 13/52 + feats 12 + powers 44 - drawback 4 = 105 pts

:arrow: yet another product of robot chicken, it's ex-VP Dick Cheny in a battlesuit, and he's ready to take out the trash
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

1936

Post by Kreuzritter » Thu Feb 26, 2009 7:26 am

Image

Micheal Jordan

PL: 8 (120)

abilities: (36)
STR 16 DEX 24 CON 16 INT 10 WIS 14 CHA 16

Combat: (24)
+11 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+3/6 DMG (unarmed/basketballs)

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

Skills (11/44)
acrobatics +8
bluff +6
concentration +6
notice +6
profession: athlete +6
search +6
sense motive +6

feats (17)
accurate attack, all-out attack, atk spec: basketballs 2, def roll 3, dodge 4, evasion, improved initiative, move-by action, power attack, teamwork, uncanny dodge

Powers (24)
blast "fireball" +6 (17)
- ap: snare "iceball" +6 [12]
- ap: blast "powerball" +6 (extra: penetrating +1, flaw: limited shots -1) [12]
- ap: blast "multiball" +6 (extra: autofire +1, flaw: limited shots -1) [12]
- ap: blast "superball" (extras: target area-shapeable +0, selective +1, flaw: limited shots -1) [12]
- ap: trip "bowling ball" +6 (extra: area-burst +1, flaw: limited shots -1) [12]
leaping +3 (3)
supermovement +1 (sure footed) (2)

costs
abilities 36 + combat 24 + saves 10 + skills 11/44 + feats 17 + powers 22 = 120 pts

:arrow: another one of those "wtf" games of hte early 90's, Chaos in the Windy city was a bizarre action-platformer starring his Airness. unlike shaq-fu, however, this game was apparently fairly decent, but doomed by it's sheer shilldom
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