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

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Arthur Eld
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Post by Arthur Eld » Sat Mar 14, 2009 4:42 pm

I built Snake as PL 7 and he felt alright, I know MDSNowman has versions of him and Raiden as PL 6, so 8 would probably be a good bet. FOXHOUND units might be a little higher than that, cause hey they're bosses, so they should be at least as strong as the hero, so PL 8 sounds about right.

Solidus, Liquid and the Boss should be about a PL higher than everybody else, in my opinion.

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Post by Kreuzritter » Wed Mar 18, 2009 7:37 pm

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Vulcan Raven

PL: 9 (135)

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

Combat: (28)
+6 init, +10/6 ATK, +8 DEF (+4 flat-footed)
+7/8 DMG (unarmed/vulcan cannon)

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

Skills (18/72)
bluff +6
drive +6
handle animal +8
intimidate +10
knowledge: tactics +6
knowledge: spirituality +4
notice +6
search +8
sense motive +8
survival +10

feats (15)
all-out attack, animal empathy, assessment, atk spec: autocannon 2, def roll 3, diehard, improved grapple, improved grab, improved initiative, move-by action, power attack, takedown attack, track

Powers (23)
Device: Vulcan cannon +7 (feat: restricted-STR 20) (22)
- Blast +8 (feats: improved crit 3, extra: autofire +1, penetrating +1) [35]
immovable +1 (extra: unstoppable +1) (2)
immunity +1 (cold) (1)
superstrengh +1 (2)

costs
abilities 36 + combat 28 + saves 10 + skills 18/72 + feats 15 + powers 23 = 135 pts

:arrow: so, after thinking on things, I decided FOXHOUND's super-agents would be of varying PLs, so lets get things started with everybody's favorite overcompensating inuit shaaman/heavy weapons guy, vulcan raven. I'm taking care in getting them right, as I was inspired to draft them after reading the webcomic Last Days of Foxhound

:arrow: I really wanted to give raven his tank, but i ran outta points
Last edited by Kreuzritter on Wed Mar 18, 2009 8:40 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Wed Mar 18, 2009 7:42 pm

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"I was born on a battlefield. Raised on a battlefield. Gunfire, sirens and screams... They were my lullabies..."

Sniper Wolf

PL: 8 (120)

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

Combat: (28)
+7 init, +12/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+1/5 DMG (unarmed/rifle)

saves: (11)
TOU +6/3 FORT +6 REF +7 WILL +6

Skills (21/84)
acrobatics +4
bluff +8
concentration +8
handle animal +6
intimidate +8
knowledge: tactics +6
notice +10
search +8
sense motive +10
stealth +8
survival +8

feats (34)
accurate attack, all-out attack, assessment, atk focus: range 3, atk spec: rifle 2, diehard, defensive attack, defensive roll 3, dodge 4, eagle eyes, elusive target, equipment 4, evasion, improved aim, improved crit (rifles), improved initiative, master plan, move-by action, power attack, precise shot, seize initiative, startle, uncanny dodge

powers (2)
immunity +2 (hunger/thirst, sleep) (2)

equipment
Sniper Rifle +5 (feats: improved crit, improved range 2, progression 2, silencer, flash supressor) [19]
binoculars [1]
camo clothing [1]

costs
abilities 24 + combat 28 + saves 11 + skills 21/84 + feats 34 + powers 2 = 120 pts

:arrow: FOXHOUND's resident sniper, Wolf's skill is so great she once went a week in one spot without food, water or sleep to catch her mark
Last edited by Kreuzritter on Sun May 03, 2009 1:27 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Wed Mar 18, 2009 7:46 pm

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Decoy Octopus

PL: 8 (120)

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

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

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

Skills (27/108)
bluff +8
computers +8
diplomacy +8
disble device +6
disguise +10
gather info +10
knowledge: current events +10
knowledge: tactics +6
notice +6
search +8
sense motive +8
sleight of hand +8
stealth +8

feats (22)
ambidexterity, atk focus: range 4, contacts, connected, def roll 2, diehard, dodge 2, equipment 2, hide in plain sight, improved initiative, jack of all trades, master plan, move-by action, sneak attack 2, well-informed

Powers (5)
morph +2 (any humanoid, feat: precise) (5)

equipment
Undercover vest +3 (feat: subtle) [4]
light pistol +3 [6]

costs
abilities 32 + combat 24 + saves 10 + skills 27/108 + feats 22 + powers 5 = 108 pts

:arrow: master of disguise and infiltration, Decoy Octopus's role isn't discovered until well into the game, and thus i pretty much had free reign as to how to build him. Actually, Decoy was going to be a full on boss fight, but he was cut from production either due to time or hardware limits. most of the team's ideas for him were incorporated into his MGS4 heir, Laughing octopus
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1960

Post by Kreuzritter » Wed Mar 18, 2009 8:46 pm

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"Sad... so sad."

The Sorrow

PL: 10 (150)

abilities: ()
STR 10 DEX 10 CON n/a INT 16 WIS 16 CHA 10

Combat: (12)
+4 init, +0 ATK, +6 DEF (+3 flat-footed)
+7 DMG (illusions)

saves: (5)
TOU +6/3 FORT n/a REF +2 WILL +6

Skills (14/56)
bluff +8
diplomacy +8
intimidate +4
medicine +6
knowledge: psychology +8
notice +6
profession: teacher +6
sense motive +10

feats (2)
improved initiative, move-by action

Powers (117)
concealment +8 (visual, auditory, olfactory, total) (16)
immunity +30 (fort) (30)
insubstantial +4 (extra: continuous +1, flaw: permanent -1) (20)
illusion +7 (visual, extra: damaging +3, selective +1) (44)
- ap: telepathy +10 (feat: comprehend languages 3) [26]
- ap: posession +10 [30]
protection +3 (3)
supermovement +1 (airwalking) (2)

costs
abilities 2 + combat 12 + saves 5 + skills 14/56 + feats 2 + powers 115 = 150 pts

:arrow: I decided to go with concept art as opposed to his CG model for sorrow since as a ghost, there is no actual 'picture' of him similarly, these stats are just for the sake of basic mechanics. played properly, The Sorrow is a PLX phantom, crushing the minds of those foolish enough to intrude upon his rest or go against The Boss, or more likely, to provide his own concept of therapy to those heros and villains with checkered pasts. finally, The Sorrow has been known to intervene when certain other ghosts refuse to stay dead
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1961

Post by Kreuzritter » Sat Mar 21, 2009 11:54 am

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"kuwabara kuwabara"

Colonel Volgin

PL: 10 (150)

abilities: (34)
STR 20 DEX 16 CON 20 INT 12 WIS 14 CHA 12

Combat: (32)
+7 init, +12/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/6/8/8/10 DMG (unarmed/bullet/spray/electric fist)

saves: (9)
TOU +10/7 FORT +7 REF +6 WILL +6

Skills (19/76)
bluff +6
diplomacy +6
gather info +6
intimidate +10
knowledge: current events +8
knowledge: tactics +8
language: english, german, chinese, (native: russian)
knowledge: civics +6
notice +8
search +6
sense motive +8

feats (36)
all-out attack, atk spec: powers, chokehold, contacts, connected, diehard, dodge 2, equipment 5, fast overrun, grappling finesse, improved block, improved grab, improved grapple, improved initiative, improved overrun, minions 8, move-by action, power attack, startle, takedown attack, tough 2, uncanny dodge, well-informed

Powers (20)
electric control +8 (20)
- ap: blast "electric bullet" +6 (feat: accurate, improved crit, extra: autofire +1, flaw: requires bullets -1) [14]
- ap: blast "bullet spray" +8 (extra: area-burst +0, flaw: requires bullets -1) [8]
- ap: Strike "electric fist" +5 (feats: mighty, improved crit 2, stunning attack, extra: secondary effect +1) [14]
- ap: deflect +8 (bullets, extra: reflect +1) [16]

equipment
Armored uniform +3 [3]
commlink [1]
Groznyj Grad [Size: Huge; Toughness: 15, Features: Communications, Computer, Fire Prevention System, Garage, gym, Holding Cells, Infirmary, Isolated, Hanger, Laboratory, Living Space, Power System, Security System, think-tank, Workshop) [20]

Minions
50 soldiers

costs
abilities 34 + combat 32 + saves 9 + skills 19/76 + feats 36 + powers 20 = 150 pts

:arrow: MGS3's big bad, Volgin's pretty much an Iron Duke (as described in Agents of Freedom), with soviet stylings and freakish electric powers.
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Kreuzritter
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1962

Post by Kreuzritter » Sat Mar 21, 2009 12:38 pm

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Fortune

PL: 10 (150)

abilities: (20)
STR 12 DEX 18 CON 16 INT 10 WIS 14 CHA 10

Combat: (24)
+8 init, +12/6 ATK, +14/6 DEF (+14 deflect, +3 flat-footed)
+1/8 DMG (unarmed/railgun)

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

Skills (12/60)
bluff +6
intimidate +8
knowledge: tactics +6
notice +10
search +6
sense motive +6
stealth +6

feats (9)
atk spec: railgun 3, def roll 3, diehard, improved intiative, move-by action

Powers (75)
device: Railgun +5 (15)
- Blast +8 (feats: improved range, extra: penetrating +1) [25]
device: Sheild generator +15 (60)
- deflect +14 (fast projectiles, feats: subtle, evasion 2, extras: action +3, automatic +1 flaw) [73]

costs
abilities 20 + combat 24 + saves 10 + skills 12/60 + feats 9 + powers 75 = 150 pts

:arrow: from MGS2 and acting as Dead Cell's heavy, Fortune claims to be the unluckiest woman alive, having lost everyone she's ever loved but too 'lucky' to get herself killed. this is eventually revealed to be high tech hokum of which even she was unaware
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Arthur Eld
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Post by Arthur Eld » Sat Mar 21, 2009 1:20 pm

Great MGS builds, Kruez!

I like the varying PLs you've given them. Some people would probably low-ball most of them, but this way not only do they make more appropriate match-ups for supers, but it captures the feeling the games had that these people were, despite their relatively mundane origins, still a bunch of BAMFs.

Kreuzritter
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1963

Post by Kreuzritter » Sat Mar 21, 2009 1:58 pm

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Vamp

PL: 10 (150)

abilities: (36)
STR 20 DEX 20 CON 20 INT 10 WIS 14 CHA 12

Combat: (30)
+13 init, +13/7 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+5/7 DMG (unarmed/knives)

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

Skills (15/60)
acrobatics +8
bluff +6
climb +6
Intimidate +10
languages +2 (russian, english, native: romanian)
notice +6
search +6
sense motive +8
Stealth +8

feats (23)
Acrobatic Bluff, All-Out Attack, Attack Spec: Knives 3, def roll 2, Dodge 5, Elusive Target, Equipment 2, Evasion, Fearless, Improved Initiative, move-by action, Power Attack, Quick draw, startle, Uncanny Dodge

Powers (36)
regeneration +19 (rec rate: b +1, s+3, i+3, d+5, res.+7, feats: diehard) (20)
leaping +3 (3)
super-movement +4 (slow fall, wall walking 2, water-walking) (8)
superspeed +1 (feat: rapid attack) (5)

equipment
throwing knives +2 (feat: improved crit, mighty) [6]
Combat knives +2 (feats: mighty, improved crit) [4]

costs
abilities 36 + combat 30 + saves 10 + skills 15/60 + feats 23 + powers 36 = 150 pts

:arrow: Next on our super-aggent dossier is everyone's favorite nano-augmented killing machine, Vamp, who is actually the most popular convert of the MGSverse, so i had several versions to draw upon for my take, which focuses on his being a knife weilding psycho and MGS4 than his supernatural tricks from MGS2
Last edited by Kreuzritter on Sat Mar 21, 2009 2:53 pm, edited 1 time in total.
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Kreuzritter
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1964

Post by Kreuzritter » Sat Mar 21, 2009 2:52 pm

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"A soldier's skills aren't meant to be used to hurt friends. So then what is an enemy? Is there such thing as an absolute timeless enemy? There is no such thing and never has been. And the reason is that our enemies are human beings like us. They can only be our enemies in relative terms. The world must be made whole again."

The Boss

PL: 12 (180)

abilities: (58)
STR 22 DEX 20 CON 22 INT 20 WIS 14 CHA 20

Combat: (32)
+9 init, +18/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+6 DMG (unarmed)

saves: (10)
TOU +12/10/6 FORT +8 REF +8 WILL +7

Skills (32/128)
Acrobatics +8
bluff +8
climb +6
diplomacy +6
disable device +6
gather info +8
escape artist +8
intimidate +8
knowledge: current events +8
Knowledge: tactics +8
notice +8
ride +4
search +8
sense motive +10
stealth +10
survival +8
swim +6

feats (48)
Accurate Attack, All-Out Attack, Assessment, atk spec: unarmed 5, Chokehold, diehard, Defensive Attack, def roll 2, dodge 4, eidetic memory, equipment, Evasion, Grappling Finesse, hide in plain sight, Improved Block, Improved Defense, Improved Disarm, Improved Grab, Improved Grapple, Improved Initiative, Improved Trip, Improvised Tools, Inspire, Jack-of-All-Trades, Leadership, Master Plan, Move-by Action, Power Attack, Prone Fighting, Quick Draw 2, Stunning Attack, Takedown Attack, Track, Ultimate Grapple, Uncanny Dodge 2 (auditory, visual), Weapon Bind, Weapon Break

equipment
sneaking suit [1]
tactical vest +4 [4]

costs
abilities 58 + combat 32 + saves 10 + skills 32/128 + feats 48 = 180 pts

:arrow: Much like the russian operative known as the Sorrow, no picture exists of the woman known also as The Joy. not because she's a ghost, but because she was that damned good. of her accomplishhments and skills, the very least that can be said is "she almost won World War II single-handed". this one woman, although only in one game, defines and sets in motion the events of the entire Metal Gear franchise

:arrow: yeah. she's PL12. that's if you want stats. a more accurate description of her role in MGS3 is "The Boss Wins. no save".
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Re: 1964

Post by MDSnowman » Sat Mar 21, 2009 2:55 pm

Kreuzritter wrote: :arrow: yeah. she's PL12. that's if you want stats. a more accurate description of her role in MGS3 is "The Boss Wins. no save".
And when you do get a fair fight with her she's attacking you in the only place in that god forsaken jungle where her white outfit serves as good camo.

:evil:

Kreuzritter
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Post by Kreuzritter » Sat Mar 21, 2009 4:19 pm

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"In the Middle East we don't hunt foxes, we hunt jackals. Instead of fox hounds we use royal harriers."

Liquid Snake

PL: 10 (150)

abilities: (54)
STR 22 DEX 16 CON 30 INT 18 WIS 14 CHA 16

Combat: (32)
+7 init, +14/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+6 DMG (unarmed)

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

Skills (28/112)
bluff +8
climb +6
disable device +6
disguise +6
drive +6
gather info +6
intimidate +10
knowledge: current events +8
knowledge: tactics +8
notice +8
search +8
sense motive +8
pilot +10
stealth +8
survival +6

feats (26)
all-out attack, atk spec: unarmed 3, chokehold, contacts, diehard, dodge 2, elusive target, evasion, fearless, improved block, improved grab, improved grapple, improved initiative, improved trip, jack of all trades, master plan, move-by action, power attack, stunning attack, takedown attack, ultimate TOU, uncanny dodge, well-informed

costs
abilities 52 + combat 32 + saves 9 + skills 28/112 + feats 23 = 150 pts

:arrow: no, you're not seeing things, i decided to do as the series does and indulge in the 4th wall breakage. seriously, anybody who managed to beat MGS1 can attest to Liquid's outright refusal to die despite being beaten, stabbed, shot, dropped off of Metal Gear, lit on fire, blown up, put in a car crash and lord knows what else. Rasputin was easier to kill than this guy. so yeah, liquid earned a 30 con
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Post by Kreuzritter » Sun Mar 22, 2009 5:25 pm

so, yeah, having gotten Metal Gear out of my system for the time being, it'll be a while before you see snake, ocelot, mantis or the beasts.

i've got another build in mind, but holding to my standards i might be waiting a week before getting the finishing touches.

or i could just post her now.

i'll get back to you with er when i make up my mind.

so.. let's see what else i can find till then
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Kreuzritter
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1966

Post by Kreuzritter » Sun Mar 22, 2009 7:27 pm

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"I'm out of it for a little while, and everybody gets delusions of grandeur."

Han solo of the GlC

PL: 10 (150)

abilities: (32)
STR 14 DEX 18 CON 16 INT 12 WIS 18 CHA 14

Combat: (28)
+8 init, +10/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/8 DMG (unarmed/ring)

saves: (10)
TOU +10/3 FORT +6 REF +7 WILL +8

Skills (17/68)
bluff +8
craft: mechanical +6
disable device +6
gather info +4
intimidate +4
knowledge: streetwise +6
languages: astromech, wookie (galstandard native)
notice +6
pilot +8
search +6
sense motive +8
stealth +4

feats (21)
all-out attack, atk focus: range 4, atk spec: ring, contacts, defensive attack, diehard, dodge 2, elusive target, equipment 2, evasion, improved initiative, move-by action, power attack, precise shot, quick draw, uncanny dodge

Powers (56)
Device: Green Lantern Ring +10 (restricted: han solo) (42)
- telekinesis +8 [18]
- ap: Blast +8 {16}
- ap: create object +5 (extra: movable +1) {15}
- flight +5 (feat: moving feint) [11]
- force feild +7 (extra: impervious +1, flaw: limit-no impervious vs yellow) [7]
- immunity +9 (life support) [9]
- quick change [1]
- space flight +4 [3]
- supersenses +1 (danger sense, direction sense, time sense) [1]

drawback (-4)
Power Loss (when ring isn't recharged every 24 Hours) (-4)

costs
abilities 32 + combat 28 + saves 10 + skills 17/68 + feats 21 + powers 56 - drawback 4 = 150 pts

:arrow: there are so many good quotes to choose frm, but the above line best describes the weirdness of the green lantern/star wars crossover pics.

backstory is that lando tried to gamble the falcon back, but chewie wound up beating both of em, while han got the ring. Being Han, he doesn't quite grok how the ring works past it's basic functions
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1967

Post by Kreuzritter » Sun Mar 22, 2009 8:31 pm

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Nite Owl

PL: 7 (105)

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

Combat: (30)
+7 init, +11/7 ATK, +8 DEF (+4 flat-footed)
+3 DMG (unarmed)

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

Skills (19/76)
acrobatics +6
bluff +4
climb +6
craft: mechanical +6
disable device +6
gather info +4
intimidate +6
investigate +4
knowledge: streetwise +6
notice +6
profession: police officer +4
search +6
sense motive +6
stealth +6

feats (19)
all-out attack, atk focus: melee 4, def roll 3, diehard, dodge 2, elusive target, evasion, improved block, improved crit: unarmed, improved initiative, move-by action, power attack, takedown attack

costs
abilities 28 + combat 30 + saves 9 + skills 19/76 + feats 19 = 105 pts

:arrow: yeah, Watchmen was the in thing this month, but rather than do the big names, i thought i'd show a lil respect to the first nite owl, who's probably the only character in the entire book/movie who doesn't have any weird hangups or psychoses
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