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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Post by Kreuzritter » Sun Jun 21, 2009 3:24 pm

Arthur Eld wrote:Great Mystery Men Kruez! Any chance of seeing Invisible Boy?
probably, just as soon as i get a handle on what niche he can fill
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Kreuzritter
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2062

Post by Kreuzritter » Sun Jun 21, 2009 4:44 pm

Image

"I can't stand to see the gods play with people's lives, you know... Anybody's lives."

Hercules

PL: 10 (150)

abilities: (32)
STR 30 DEX 16 CON 30 INT 10 WIS 14 CHA 16

Combat: (24)
+8 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+10 DMG (unarmed)

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

Skills (15/60)
acrobatics +8
bluff +6
climb +8
diplomacy +8
gather info +4
intimidate +8
knowledge: arcane +4
knowledge: current events +4
notice +6
ride +4
search +6
survival +8
swim +6

feats (26)
all-out attack, atk spec: unarmed 2, beginner's luck, catch arrows, diehard, dodge 4, evasion, fast overrun, improved grab, improved grapple, improved initiative, improved pin, jack of all trades, lionheart, luck, move-by action, power attack, stunning attack, takedown attack 2, ultimate strength, uncanny dodge

Powers (43)
Enhanced STR +12 (12)
Enhanced CON +12 (12)
immovable +2 (extra: unstoppable +1) (4)
immunity +2 9age, disease) (2)
leaping +2 (2)
superstrength +5 (feat: bracing) (11)

costs
abilities 32 + combat 24 + saves 10 + skills 15/60 + feats 26 + powers 43 = pts

:arrow: the 4th Hercules to go up on my thread, and probably the most well-known to non comics fans, seeing as his series eventually spun off Xena.

:arrow: anyway, this herc's meant to be a somewhat better fighter than my other versions, such that i was tempted to cap his srength and con at +7, but, considering all the things he's beaten the snot out of, i figure he's earned the balanced PL.
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catsi563
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Post by catsi563 » Sun Jun 21, 2009 4:46 pm

Arthur Eld wrote:Great Mystery Men Kruez! Any chance of seeing Invisible Boy?
ROFLMAO

theres an extremely funny pun there :lol:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

Arthur Eld
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Post by Arthur Eld » Sun Jun 21, 2009 7:17 pm

Technically, that's not a pun.

Nice Herc, Kreuz. Did you not include Sidekick points for Iolaus to meet costs, or because you think he's his own character?

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Post by Kreuzritter » Sun Jun 21, 2009 7:40 pm

Arthur Eld wrote:Technically, that's not a pun.

Nice Herc, Kreuz. Did you not include Sidekick points for Iolaus to meet costs, or because you think he's his own character?
definately his own character
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Severance
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Post by Severance » Mon Jun 22, 2009 11:01 am

Props to the Sorbo-Herc, Kreuz. Any chance of seeing Ares? He was a pretty good foil and a main villian through a good portion of the series.

semj_gandel
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Post by semj_gandel » Mon Jun 22, 2009 3:33 pm

i was curious could you do a spoiler build?

Kreuzritter
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Post by Kreuzritter » Tue Jun 23, 2009 5:43 am

Image

"Shhlrk."

Gaira

PL: 10 (150)

abilities: (7)
STR 46 DEX 16 CON 30 INT 6 WIS 14 CHA 6

Combat: (32)
+7 init, +2/0 ATK, +2 DEF (+2 dodge, -8 size, +0 flat-footed)
+18 DMG (unarmed)

saves: (10)
TOU +18 FORT +13 REF +6 WILL +7

Skills (9/36)
intimidate +8
notice +6
search +6
swim +8
survival +8

feats (6)
atk spec: unarmed, diehard, dodge 2, improved initiative, move-by action

Powers (94)
Growth +17 (feat: innate, extra: continuous +1, flaw: permanent -1) (52)
immunity +2 (drowning, poison) (2)
Protection +8 (extra: impervious +1) (16)
regeneration +6 (rec. rate: i +2, s +1, d +1, res +2, feat: regrowth, persistant) (8)
superstrength +4 (8)
supersenses +4 (darkvision, scent, track) (4)
swimming +4 (4)

drawbacks (-8)
mute (-4)
vulnerable: dazzle (common, major) (-4)

costs
abilities 7 + combat 32 + saves 10 + skills 9/36 + feats 6 + powers 94 - drawbacks 8 = 150 pts

:arrow: from the lesser known toho film "war of the gargantuas", Gaira's is an 80+ foot tall maneating amphibious kaiju who grew from the remains of a giant, mutated frankenstein's monster. yeah, you heard me. special thanks go to herochat poster HalloweenJack, who popularized Gaira in his BtVS fanfics

:arrow: anyway, Gaira's your typical rampaging giant monster, with kinda vague regenerative powers, that while impressive, weren't able to fully heal all the damage he'd taken from getting pounded on by the JSSDF (yes, that's right, war of the gargantuas is perhaps the only toho movie where the JSSDF actually stands a chance at fighting the monster).
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Kreuzritter
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2064

Post by Kreuzritter » Tue Jun 23, 2009 3:53 pm

Image

Ezekiel "Zeke" Jedidiah Dunbar

PL: 6 (90)

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

Combat: (16)
+6 init, +8/4 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+2/4 DMG (unarmed/pistol)

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

Skills (18/72)
bluff +6
concentration +6
craft: electronic +7
craft: mechanical +7
disable device +8
gather info +8
knowledge: streetwise +6
knowledge: technology +6
notice +6
search +6
sense motive +6

feats (18)
atk spec: pistol 2, contacts, def roll 2, diehard, dodge 3, equipment 3, evasion, inventor, improvised tools, improved initiative, master plan, move-by action, skill mastery (craft x2, disable device, gather info), well-informed

equipment
Heavy Pistol +4 [8]
repair kit [1]
electronics kit [1]
multitool [1]
cell phone [1]

costs
abilities 28 + combat 16 + saves 10 + skills 18/72 + feats 18 = 90 pts

:arrow: nother infamous build, this time it's cole's buddy Zeke, who's motivated by the disaster to step up and actually makke something of himself, but despite his intentions, efforts and his much needed engineering knacks, he still keeps measurig himself against Cole's superpowered exploits, and it's becoming a sticking point...
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Kreuzritter
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Post by Kreuzritter » Tue Jun 23, 2009 3:55 pm

Image

Trish Daily

PL: 5 (75)

abilities: (22)
STR 10 DEX 16 CON 14 INT 14 WIS 14 CHA 14

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

saves: (10)
TOU +4/2 FORT +5 REF +6 WILL +6

Skills (19/76)
bluff +4
concentration +6
diplomacy +6
drive +6
knowledge: life sciences +6
knowledge: current events +6
knowledge: streetwise +6
medicine +8
notice +8
Profession: EMT +6
search +8
sense motive +6

feats (12)
def roll 2, diehard, dodge 2, equipment 2, evasion, improved def, improved initiative, improvised tools, move by action, second chance: medicine, skill mastery (medicine, life sci, search, profession)

equipment
first aid kit [1]
cell phone [1]
ambulance (as van) [8]

costs
abilities 22 + combat 12 + saves 10 + skills 19/76 + feats 12 = 75 pts

:arrow: wether she wants to be or not, Trish is many things to Cole over the course of Infamous, from moral compass to motivation. now, most folks will compain about Trish's attitude, but remember her only sister was killed in the same blast that turned Empire city into a chaotic hellhole, while Cole not only survived being at ground zero but gained strange and frightening powers that pt him in Trish's 'uncanny valley'. finding out Cole may have caused the blast in the first place, and it's no wonder she wants nothing to do with him. but, in time, Trish will see the man cole has become...
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Kreuzritter
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2066

Post by Kreuzritter » Tue Jun 23, 2009 5:11 pm

Image

Alden Tate

PL: 10 (150)

abilities: (24)
STR 6 DEX 12 CON 18 INT 22 WIS 18 CHA 16

Combat: (12)
+10 init, +8/0 ATK, +6 DEF (+3 flat-footed)
-2/12 DMG (unarmed/telekinesis)

saves: (7)
TOU +14/4 FORT +4 REF +4 WILL +8

Skills (26/104)
concentration +10
craft: structural +8
gather info +8
intimidate +8
knowledge: life sciences +8
knowledge: streetwise +8
knowledge: theology & philosophy +8
profesion: cult leader +8
notice +6
perform: oratory +8
sense motive +12
stealth +4
survival +6

feats (14)
all-out attack, atk spec: powers 4, contacts, diehard, eidetic memory, fascinate: perform, improved initiative, master plan, power attack, speed of thought, well-informed

Powers (67)
enhanced CON +8 (8)
force feild +10 (extra: impervious +1) (20)
Telekinesis +12 (extra: damaging +1) (38)
- ap: Animate object +10 (feat: progression 5, extra: horde +1) [29]
- ap: shape matter +7 (extra: duration +1) [35]
superesenes +1 (danger sense) (1)

costs
abilities 24 + combat 12 + saves 7 + skills 26/104 + feats 14 + powers 67 = 150 pts

:arrow: leader of the dustmen gang, Alden Tate was once a boy bred to manifest psychic powers while being groomed to one day assume control of the First Sons. that is, until Kessler took over the secret society and literally threw Alden to the curb. and so the years passed and Alden grew up among Empire City's homeless, so too did his bitterness and hatred. And when the Ray Sphere Explosion awoke and magnified Alden's true Psychic potential, Alden knew at long last he finally had the power to take back everyhing that was rightfully his, starting with what's left of Empire City.
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Arthur Eld
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Post by Arthur Eld » Tue Jun 23, 2009 6:06 pm

Great inFamous stuff Kreuz, can't wait to see more.

Libra
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Post by Libra » Wed Jun 24, 2009 10:27 am

And we can't wait to see more of your anti-Psycho Mantis storyline! :wink:

Keep up the excellent work Kruezritter. :D
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Kreuzritter
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Post by Kreuzritter » Wed Jun 24, 2009 9:23 pm

Libra wrote:And we can't wait to see more of your anti-Psycho Mantis storyline! :wink:
again, i only came back in time from when the story's finished because Manis wasn't really doing a good job describing my builds (plus keeping me to only the builds he wanted to see).

that said, be glad i got rid of mantis and stripped him of most of his GM fiat powers (such as his attempt to just pull metal gear from out of thin air), because some of hte builds i'm planning? we're looking at some nasty stuff, including a potential PL16 elite solo threat

three words

Conquest is coming...
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Kreuzritter
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2067

Post by Kreuzritter » Thu Jun 25, 2009 7:57 am

Image

"I'm invisible! can you see me?"

Invisible boy

PL: 5 (75)

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

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

saves: (9)
TOU +4/2 FORT +5 REF +5 WILL +6

Skills (14/56)
bluff +6
diplomacy +8
gather info +8
knowledge: current events +6
knowledge: streetwise +6
notice +6
search +6
sense motive +4
stealth +6

feats (12)
beginner's luck, contacts, connected, def roll 2, diehard, dodge 2, evasion, improved initiatve, move-by action, well-informed

Powers (6)
invisibility (flaw: limited- only when no one's looking -2) (2)
supersenses +4 (blindsight) (4)

costs
abilities 18 + combat 16 + saves 9 + skills 14/56 + feats 12 + powers 6 = 75 pts

:arrow: while Invisible boy may have perhaps the single worst power imaginable, it does have some utility. namely, that electronic sensors aparently don't count against his invisibility. this means that in a purey automated/computerized lair, invisible boy would be like unto a ghost. i also rigged in blindsight, to rep his skill/practice at moving around with his eyes closed. if you want to brng him up to the rest of the team, suggest access to one of dr. hellers nonlethal mad science weapons
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