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

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Kreuzritter
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Postby Kreuzritter » Sat Mar 22, 2014 9:00 am

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Kaleidoscope

PL 10 (150)

Abilities (36)
STR 0 AGI 4 FIT 4 AWA 2
STA 4 DEX 2 INT 0 PRE 2

Powers (73)
Dazzling Trail: affliction +6 (vision impaired/vision disabled, dodge resists, extras: reaction [moving at high speed] +3, shapable area +1, flaws: Limited degree -1, Limited-directly behind Kaleidoscope -1), Concealment +4 (all visual, flaw: Partial) (22)
fast defense: Enhanced Defenses +20 (dodge +10, Parry +10) (20)
Hypnostunner: Affliction +8 (daze/stun/incapacitate, extra: cumulative +1, Range +1, flaw: sense dependant-sight -1, easily removable) (10)
long lived: immunity +1 (age) (1)
superspeed: enhanced Advantage +4 (improved initiative 4), Movement +2 (Wall-crawling, Water Walking, flaw: limited-only while moving), Speed +10, quickness +4 (20)

Advantages (5)
agile feint, move-by action, redirect, set-up, taunt

Skills (18/36)
deception +8
expertise: environmental activist +8
insight +4
perception +6
ranged combat: hypnostunner +10

Defenses (18)
TOU +4 DODGE +16 FORT +8 PARRY +16 WILL +12

Complications
bad trip: Kaleidoscope's longevity and the realization that all her friends and family have died from old age has left her a severe manic-depressive
Motivation - responsibility: Kaleidoscope clings to the ideals of the Summer of Love, in particular saving the environment from the military industrial complex.
Peace and love: Kaleidoscope is a pacifist, refusing to harm anyone physically. their property, not so much
THE MAN: Kaleidoscope has built up over half a century's worth of political and corporate enemies.
what's that sound?: certain sonic frequencies can shut down Kaleidoscope's powers of light and speed

Total
abilities 36 + powers 73 + advantages 5 + skills 18/36 + defenses 18 = 150

:arrow: a 60's era anti-heroine, Amy Harrison waged a one-woman war against the corrupt military/industrial oppressor, and more so after she gained the power of superspeed and her titular kaleidoscope light gun. for decades kaleidoscope has careened from heroine to villainess and back again, never killing but wreaking considerable damage on the worst polluters and sweatshop owning companies she can find. unfortunately, Kaleidoscope has grown unbalanced in the past decade, as she's come to terms with her seeming immortality, having stayed young and energetic while her old friends are in retirement homes or cemetery plots. where she goes next will depend entirely on how heroes treat her.
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Kreuzritter
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Postby Kreuzritter » Sat Mar 22, 2014 10:38 am

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Artificer

PL 13 (195)

Abilities (32)
STR 2 AGI 4 FIT 4 AWA 2
STA 12/4 DEX 2 INT 10 PRE 0

Powers (112)
Artifer armor: (flaw: removable) (112)
- Force Field enhanced Exo-armor: Enhanced STR +10, Enhanced STA +8, Impervious TOU +12 [48]
- Rocket boots: Flight +8 [16]
- sealed systems: immunity +10 (life support) [10]
- Threat analysis Matrix: Enhanced Dodge +10, Enhanced FIT +10 [30]
- Variable beam gauntlet: Damage +12 (extra: accurate 4, range +1, variable descriptor-any energy 2) [32]

Advantages (9)
benefit 2 (Foundry executive), contacts, eidetic memory, fearless, inventor, improvised tools, skill mastery (technology), well-informed

Skills (30/60)
expertise: Arms dealer +10
expertise: science +10
insight +6
investigation +8
perception +6
ranged combat: energy weapons +2
technology +12
vehicles +6

Defenses (12)
TOU +12 DODGE +14 FORT +12 PARRY +14 WILL +14

complications
Consultancy: Artificer works with many secret organizations and supervillains, providing them with both his creations and expertise
Free thinker: Artificer does NOT work well in a rigid heirarchy, which can conflict with his loyalty to The Foundry
Motivation - knowledge: Artificer is dedicated to the pursuit of Knowledge, unbound by "petty morality"
Best Boss: were they capable of such, Artificer and Talos would consider each other friends
white whale: Artificer is obsessed with Preserver-based technology and artifacts, and will stop at nothing to get more or otherwise pursue further study.

Total
abilities 32 + powers 112 + advantages 9 + skills 30/60 + defenses 12 = 195

:arrow: Blake White, a gifted and dissatisfied USAF officer whose dreams of NASA were crushed by his career, was changed forever when he was first on the scene of a downed spacecraft, and stole its technology. or more accurately, the Preserver Technological archive the ship was carrying stole him, downloading its uncounted schematics and data directly into Blake's brain, uplifting his genius to superhuman levels and shattering what few morals he had in favor of cold logic. with his new intelligence, Blake constructed a suit of power armor to become the Artificer, armored mercenary, inventor and arms dealer to the highest bidder. in the years since, Artificer's genius and reputation not only got him recruited by the Foundry, but even the respect of Talos himself, who sees much of Daedalus in Artificer, but without that "illogical morality" that destroyed the friendship between the ancient inventor and divine automaton. that said, Preserver Technology is Artificer's white whale, and he's become Megastar's greatest enemy in his attempts to harvest the hero's techno-symbiote.
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Postby Kreuzritter » Sat Mar 22, 2014 6:40 pm

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Coldstone

PL 13 (195)

Abilities (96)
STR 16 AGI 4 FIT 4 AWA 2
STA 16 DEX 2 INT 0 PRE 4

Powers (41)
Cold control: array (31)
- cryo-beam: Damage +14 (extras: Range +1) [28]
- Freeze ray: Affliction +9 (hindered & vulnerable/defenseless & immobile, dodge resists, extras: cumulative +1, extra condition +1, Range +1, flaw: limited degree -1) [27]
- icemaker: create +14 (extras: continuous +1, flaw: permanent -1) [28]
- Freezing Aura: Damage +7 (extra: reaction [when touched] +3) [28]
Stone body: Enhanced STR +10, Enhanced STA +10, immunity +10 (life support) (10)

Advantages (11)
assessment, Connected, Contacts, Improved Initiative, improved trip, inspire 2, languages 2 (arabic, french, english native), move-by action, well-informed

Skills (27/54)
close combat: unarmed +6
expertise: mercenary +10
insight +8
investigation +8
perception +6
ranged combat: cold control +10
stealth +6

Defenses (20)
TOU +16 DODGE +10 FORT +16 PARRY +10 WILL +10

complications
motivation - Professional: Coldstone loves his job, but he never lets it get in the way of the contract
UNISON's most wanted: Coldstone is an internationally wanted mercenary and terrorist-for-hire

Total
abilities 96 + powers 41 + advantages 11 + skills 27/54 + defenses 20 = 195

:arrow: a very successful professional mercenary, Jefferson Walker saw through the rise of groups like Foregone Conclusions that the future was the superpowered operative. so, he used his money and influence to buy himself superpowers through the Foundry. Jefforson survived the process,coming away with not only a mastery of cold, but a superstrong and nigh-invulnerable being of living stone. rebranding himself as Coldstone, he considers himself the ultimate supermercenary, but remains a professional, with a well deserved reputation for loyalty. Masterminds and conquerors alike hire him not just as an enforcer, but to shape of their own henchmen into fearsome death squads. Not that Coldstone's training ever really sticks, but their stupidity just means he has job insurance.
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Postby Kreuzritter » Sun Mar 23, 2014 9:36 am

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Sebastian Shaw

PL 12 (240)

Abilities (40)
STR 2 AGI 2 FIT 4 AWA 2
STA 2 DEX 2 INT 2 PRE 4

Powers (126)
Psi-proofed helmet: immunity +10 (mental effects, flaw: easily removable) (6)
Energy release: array (38)
- Energized body: Enhanced STR +14 [28]
- Explosion: Damage +12 (extra: burst area +2) [36]
- Overload: Damage +12 (extra: Progressive +2) [36]
Energy absorption: Immunity +80 (age, radiation, TOU effects) (82)

Advantages (14)
attractive, benefit 4 (wealth: multi-milionaire), contacts, connected, equipment 3, languages 3 (french, german, russian, spanish, english native), well-informed

Skills (36/72)
close combat: unarmed +4
deception +8
expertise: biology +8
expertise: criminal +10
expertise: current events +10
insight +6
intimidation +6
investigation +6
perception +6
persuasion +8

Defenses (24)
TOU +2 DODGE +8 FORT +6 PARRY +8 WILL +12

Equipment
Submarine yacht [SIZE C STR 16 SPD 5 DEF 2 TOU 13 Features: concealed, communications, living space, navigation system] [12]

complications
Brotherhood: Shaw prefers not to harm other mutants, and will try to recruit them to his side rather than fight.
Crimes against Humanity: Shaw is a wanted war criminal for his cruel experiments in the Nazi death camps
Money Trail: Shaw has incredibly expensive tastes in the finer things
Motivation - revolution: Shaw believes it is the destiny of Mutants to overthrow humanity as the rightful rulers of the earth

Total
abilities 40 + powers 126 + advantages 14 + skills 36/72 + defenses 24 = 240

:arrow: the villain of X-Men: First Class, Sebastian Shaw is an incredibly long-lived mutant, sustained by his ability to absorb just about any form of energy, from a thrown punch to a nuclear radiation. During the 1930's and 40's, he allied himself with Nazi Germany under the name Karl Schmidt, using their death camps to find and study his Mutant bretheren. it was these experiments, and, after escaping capture at the war's end, further research following Hiroshima and Nagasaki, that Shaw his upon a connection between radioactivity and manifestation of Mutant abilities. To this end, he spent years manipulating figures in both the American and Russian militaries, exacerbating the arms race and cold war, with the singular goal of triggering a global nuclear war that would scour away the empires of man, and give true birth to the Children of the Atom, with himself as their immortal ruler. Events came to a head in late 1962 when he engineered the Cuban Missile Crisis, distracted only by the FBI gathering a rag-tag band of Mutants opposed to his mad dream, in particular Erik Magnus Lehnsherr, who'd been among Shaw's "patients" at Auschwitz, and whose mastery of magnetic forces was second only to his unrelentling hatred and need for vengeance upon Shaw. Although Shaw's reprisal destroyed any support the FBI had placed in the group, the mutants, collectively calling themselves the X-men, not only thwarted Shaw's plan, but exposed his involvement, Lehnsherr himself personally murdering Shaw before he could detonate his own sub's nuclear engine to salvage his mad dream. Shaw died in agony unaware his death was at the hands of his successor, as Lehnsherr's need for vengeance was swiftly replaced by a hatred of humanity at large...
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Re: Kreuz Control - Artificer, Coldstone, Sebastian Shaw

Postby Thorpacolypse » Sun Mar 23, 2014 10:07 am

Kevin Bacon kicked so much ass in that role. Granted, it wasn't the comic Shaw, but I loved their take on him and the origin of the helmet that became Magneto's.
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Re: Kreuz Control - Artificer, Coldstone, Sebastian Shaw

Postby JoshuaDunlow » Mon Mar 24, 2014 8:53 pm

Likewise. 1st class, is perhaps my favorite of all the X-Men movies. Maybe because Bryan Singer wasn't the only one writing the story. <.<
1st movie was very campy, but alright.
2nd movie, was pretty decent. Had a more grittier feel.
3rd Movie, just pissed me off XD

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Postby Kreuzritter » Tue Mar 25, 2014 8:28 am

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Princess Charming

PL 8 (120)

Abilities (40)
STR 2 AGI 4 FIT 4 AWA 4
STA 2 DEX 1 INT 1 PRE 2

Powers (20)
Seven League boots: Leaping +5, speed +5 (flaw: removable) (8)
Sword of Heroism: Damage +6 (strength-based, extras: affects insubstantial 2, improved crit 4, penetrating 8, flaw: easily removable) (12)

Advantages (16)
assessment, attractive, def roll 4, evasion, favored foe (Fairy tale monsters), improved disarm, improved initiative, leadership, move-by action, quick draw, takedown, taunt, uncanny dodge

Skills (22/44)
acrobatics +6
athletics +4
close combat: Swords +4
deception +4
expertise: arcane lore +6
insight +6
perception +6
persuasion +4
stealth +4

Defenses (22)
TOU +6/2 DODGE +10 FORT +6 PARRY +10 WILL +10

Complications
Code of Hero: Princess charming adheres to the unspoken rules of fairy tale logic
Fair Maidens: Just once, Princess Charming would like to rescue a handsome prince
motivation - ADVENTURE!: Princess Charming is always looking for a new quest or adventure as she explores the world beyond castle walls

Total
abilities 40 + powers 20 + advantages 16 + skills 22/44 + defenses 22 = 120

:arrow: its the age old story: the fair princess taken away from her home by dark powers, locked alone in the highest room in the tallest tower of a forbidding fortress deep within the most treacherous of mountain ranges, to await rescue by the handsome prince, dashing swordsman, white knight, chosen one, or some other idealized male hero. and sure enough, he came for her...

then he fell over dead from all the arrows in his back.

aghast, the princess knew not what came over her, only the yearning need to be free of the dark tower. without thought, she took up the Hero's sword, and fought her way down through the keep and out over its terrifying drawbridge, burning the castle down in the process and putting an end to her captor.

and as she took her first step on the barren ground as a free woman, the sword spoke to her, proclaiming that SHE was the chosen one, the mighty hero destined to wield the singing sword of heroism. that she was a princess made no matter to the sword, she would fill the hero-shaped void in the stories, smite the wicked and save all damsels in distress.

the Princess was not amused

but today, while still griping about the sword forcing her into a role she never wanted, Princess Charming truly does enjoy the freedom and adventure of being the hero(ine), and would not trade it for the world. now, if only she could find a handsome prince in need of rescuing, and not the trail of fair maidens left in her wake
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Re: Kreuz Control - Sebastian Shaw, Princess Charming

Postby marcoasalazarm » Thu Mar 27, 2014 8:05 am

Really dig the write-up above. Just change the Complications and we have a kick-ass Zelda.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.

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Re: Kreuz Control - Artificer, Coldstone, Sebastian Shaw

Postby Tattooedman » Thu Mar 27, 2014 9:54 am

JoshuaDunlow wrote:Likewise. 1st class, is perhaps my favorite of all the X-Men movies. Maybe because Bryan Singer wasn't the only one writing the story. <.<
1st movie was very campy, but alright.
2nd movie, was pretty decent. Had a more grittier feel.
3rd Movie, just pissed me off XD


Ditto this. Don't get me wrong I'm all for 'based on the comic book' styled movies/tv shows, as long as the stories are written well but for me Last Stand missed that mark by a few miles.

Also Princess Charming is a good build, I like the twist in the classic story. Plus the art, to me, looks to be based off of Legend of Zelda.
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Re: Kreuz Control - Sebastian Shaw, Princess Charming

Postby Kreuzritter » Thu Mar 27, 2014 10:29 am

it is Zelda, done by the ATT's own DMAC
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Re: Kreuz Control - Sebastian Shaw, Princess Charming

Postby Arkrite » Thu Mar 27, 2014 10:45 am

Good ol' DMAC.

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Postby Kreuzritter » Fri Mar 28, 2014 8:29 am

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Sailor Quo'Nos

PL 8 (120)

Abilities (50)
STR 3 AGI 6 FIT 6 AWA 2
STA 4 DEX 2 INT 0 PRE 2

Powers (20)
Bat'Leth-rang: Damage +3 (strength-based, extras: homing, improved crit 3, indirect, pentrating 6, Range 6 flaw: easily removable) (12)
Courage Regalia: Protection +6 (impervious 10), immunity +10 (life support), flaw: removable (8)

Advantages (8)
fascinate (expertise: song), fearless, improved initiative, interpose, languages 2 (English, Interlac, Klingon native), move-by action, takedown 2, uncanny dodge

Skills (20/40)
athletics +6
close combat: Bat'leth +4
expertise: song (uses PRE) +6
insight +4
Intimidation +6
perception +6
ranged combat: Batleth-rang +8

Defenses (10)
TOU +10/4 DODGE +6 FORT +8 PARRY +6 WILL +8

complications
blood rage: like all klingons, Sailor Quo'Nos has quite the temper
Motivation - HONOR!: Sailor Quo'Nos seeks to bring Honor and Glory upon her house
No True Klingon...: Sailor Quo'Nos would rather sing and entertain than fight

Total
abilities 50 + powers 20 + advantages 8 + skills 20/40 + defenses 10 = 120

:arrow: Akhill of the House of Morat is the newest member of the Avenges Academy Xenosenshi club, staying on earth while her parents provide technical expertise on Japan's construction of a Manifestation Engine reactor, which when completed a decade or so from now, will provide free, sustainable and environmentally friendly energy for the entire planet. Unlike most Klingon girls her age, Akhill has little interest in battle, instead focussing her drive on musical talent, inspired as she was by the Idol singers of the Macross before coming to Earth.
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Postby Kreuzritter » Sun Mar 30, 2014 1:31 pm

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Trevor "The Mandarin" Slattery

PL 10 (150)

Abilities (20)
STR 0 AGI 2 FIT 0 AWA 2
STA 2 DEX 0 INT 0 PRE 4

Powers (84)
Ten Rings of Power: (flaw: removable) (80)
- flight ring: Flight +5 [10]
- Dragon ring: Damage +10 (extra: Cone area +2, selective +1) {40}
= Lightning ring: Damage +10 (extras: burst area +1, range +1) [46]
= Freeze ring: affliction +10 (hindred & vulnerable/immobile & defenseless, dodge resists, extra: burst area +1, cumulative +1, extra condition +1, range +1, flaw: limited degree -1) [40]
= gravity ring: Move object +10 (extra: damaging +1, Range +1) {40}
= illusion ring: illusion +8 (all senses) {40}
= mind control ring: Affliction +10 (entranced/compelled/controlled, will resists, extra: cumulative +1, perception area +1, selective +1) {40}
= wishing ring: create +10 (extras: continuous +1, innate, precise, subtle) {33}
- Shield ring: Protection +12 (extra: impervious +1) [24]
- teleport ring: Teleport +5 (extras: accurate +1, change direction, change velocity, easy, extended +1, turnabout) [24]

Advantages (4)
fascinate 2 (expertise: actor, persuasion), taunt, ultimate actor

Skills (16/32)
deception +8
expertise: actor (uses PRE) +8
expertise: Drugs +6
insight +2
perception +4
persuasion +8

Defenses (26)
TOU +12/2 DODGE +6 FORT +12 PARRY +6 WILL +8

complications
addiction: Trevor enjoys just about every single 'party drug' known to man
everyone's a critic: Trevor's stint as The Mandarin has made him several enemies, some of whom he remains oblivious to even after they have explained themselves to his face
Motivation - Let the good times roll: Trevor enjoys all the perks of his newfound infamy

Total
abilities 20 + powers 84 + advantages 4 + skills 16/32 + defenses 26 = 150

:arrow: Allo, Trevor here, the Toast of Croydon himself. So, by now, you all know the story, 'bout.. Ah, well, I had a little problem with... substances, and I, uh, ending up doing things, no two ways about it, in the street, that a man shouldn't do... Then, they approached me about the role and they knew about the drugs... Said they'd give me more! And birds, a mansion, boat, all I had to do was go up in front of the cameras and play the part of "The Mandarin", a boogeyman terrorist they made up to scare everyone. Actually got the President to call me in person not to shoot a fellow cast member (just blanks and squibs. wankers wouldn't trust me with a real gun), I was that good. But, like all parties, it all came to a stop. Killian got blown up or such, I was arrested, but on the bright side, the whole world knows what I did, and not my first stay in the nick, mind you. had a fan club and everything, all I had to do was the occasional round of "the voice".

But again, all comes down, cuz another set of blokes went through a lot of effort to bust me out, meet this mysterious big shot boss of theirs. Never did find out who that was, since the plane went down in the middle of nowhere. now, they kept me clean in prison, so I'm pretty sure I wasn't on a trip or anything. I'm getting away from the wreck, and I fall down a bloody hole like Alice Liddell. didn't know where I wound up, just that there was this dragon sleepin' there. real live dragon, swear to god, and this ten shiny rings. So, wasn't too proud, i nicked the rings, thinking I could hock 'em for cash or a ride home, and the bloody fire breathing lizard wakes up. things got a bit crazy, but the next thing I really knew, I was away from that thing and walking into a pub in Hong Kong... I think it was Hong Kong, anyway.

:arrow: so yeah, taking the breakout character of Iron Man 3, and giving him his own set of magic rings before turning him loose. have fun
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Postby Kreuzritter » Mon Mar 31, 2014 8:59 am

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Britannia

PL 12 (180)

Abilities (48)
STR 0 AGI 4 FIT 4 AWA 6
STA 4 DEX 1 INT 2 PRE 3

Powers (75)
Psychic: Array (55)
- Mind control: affliction +10 (dazed/compelled/controlled, extras: Cumulative +1, Perception area +2, Selective +1) [50]
- Psychic blast: Damage +12 (extras: range +2, will resists +1, subtle) [49]
- psychic mirage: illusion +12 (visual, sound, extras: Selective +1, flaw: resistable -1) [36]
- Psychic suppression: Nullify +10 (extras: Broad-psychic effects +1, Burst area +1, Concentration +1, Simultaneous +1) [50]
- Telekinesis: Move Object +12 (extras: Damaging +1, precise, Range +1, subtle) [50]
- Telepathy: Mind reading +12 (extras: cumulative +1, effortless +1) [48]
Tk Flight: Flight +5 (10)
TK Shield: Protection +10 (10)

Advantages (6)
contacts, connected, improved initiative, move-by action, ultimate will, well-informed

Skills (25/50)
Deception +6
Expertise: MI-Powers agent +6
Insight +10
Intimidation +6
Investigation +10
Perception +6
persuasion +6

Defenses (26)
TOU +14/4 DODGE +10 FORT +8 PARRY +10 WILL +16

complications
Black Hound: Britannia still has nightmares of her father's murder at the hands of Janus
Gryphon's Legacy: In addition to being cut loose from the Ministry and the blow to her reputation, Britannia secretly fears she might go mad like her grandfather did
Motivation - Responsibility: Britannia does her duty for Queen and Country
Nemeses: Britannia's arch-enemy is Metalla of Eurostar, and makes stopping Alice, Queen of Hearts her personal responsibility

Total
abilities 48 + powers 75 + advantages 6 + skills 25/50 + defenses 26 = 180

:arrow: a shy, unassuming, underconfident and seemingly ordinary girl from London, England, Christine "Kit" Grayle's only outstanding feature was that her father Raymond Grayle was both Old Money and a counter-terrorism director for MI-5.

Unfortunately, that was enough for the serial capekiller Janus, whose murder sprees Raymond had helped Caliburn foil. To this end he kidnapped Kit on her 16th birthday, taking her to an abandoned and supposedly haunted castle ruin, reasoning that the best way to flush out a modern knight like Caliburn was with a 'Grayle' quest. Unfortunately, terrified by her surroundings, Kit's psychic powers first manifesed in the worst way, distracting her father long enough for Janus to murder him. When Caliburn arrived only minutes later, Kit used her powers again, this time on Janus, forcing him to his apparent death, before she collapsed into a near-catatonic state of shock.

Although Kit would be taken care of and seen to by her father's colleagues, her troubles weren't over. Among her father's colleagues was Robert Freeman, head of the Ghost Lions, a black bag Psi-ops task force (secretly backed by PHANTOM), who snatched Kit up as a potential recruit. true, Freeman's doctors not only brought Kit out of her shock, but taught her how to control and master her incredible psionic potential, but all the same she was still confused and alone, slowly being groomed and trained as one of the most powerful psychics in all of England

Luckily, Kit ultimately washed out as a field agent, Freeman unable to grind out her moral convictions. Instead, Kit was put to work as an instructor, training recruits like herself, including Alice Kitterling (who would become Alice, Queen of Hearts). But Kit kept her eyes and brains open, and soon not only learned just how corrupt and criminal the ghost Lions were, but took her insider knowledge to MI-5 to split the conspiracy wide open and drag it kicking and screaming into the light of day, and accepted a position as a Super-Agent of the Ministry of Powers, and under the supranym Britannia, one of Englands most celebrated heroines.

Recently, Kit's identity was scandalously exposed when agents of PHANTOM discovered and made public that she was in fact the grand-daughter of the fallen Golden Age hero Gryphon, her mother the result of one of his many liaisons, with the implications that Brittania's sanity will go the way of her grandfather. this scandal has already barred Britannia from membership in Vanguard, and shaken her confidence enough that she has taken a leave of abscence from the ministry as she investigates these claims, much to the delight of her nemesis, Eurostar's Mentalla
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3084

Postby Kreuzritter » Thu Apr 03, 2014 7:44 am

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Deathlok

PL 10 (150)

Abilities (54)
STR 10 AGI 6 FIT 6 AWA 2
STA 12 DEX 2 INT 0 PRE 1

Powers (54)
Backscatter implant: senses +5 (communication link-handler, vision penetrates concealment) (5)
Cyber-commando: Enhanced STR +6, Enanced STA +6, Speed +4, leaping +4 (20)
Extremis enhancile: regeneration +5 (5)
forearm blaster: Damage +10 (extras: accurate 4, Range +1) (24)

Advantages (8)
assessment, fast grab, improved grab, improved hold, improved initiative, move-by action, takedown, uncanny dodge

Skills (24/48)
athletics +6
close combat: unarmed +4
expertise: SHIELD agent +6
insight +6
intimidation +6
perception +8
stealth +6
vehicles +6

Defenses (10)
TOU +12 DODGE +8 FORT +12 PARRY +8 WILL +8

complications
Burn notice: Deathlok's entire body is covered in burn scars, making him easily recognizable without proper precautions
Motivation - responsibility: Deathlok does whatever is asked of him in the hope he'll be reunited with his son
The Clairvoyant: Deathlok's unseen puppetmaster can see everything Deathlok does, and can remotely trigger Deathlok's self-destruct

Total
abilities 54 + powers 54 + advantages 8 + skills 24/48 + defenses 10 = 150

:arrow: A recurring character from Marvel's Agents of SHIELD, Mike Peterson was a factory worker who was lain-off following an accident, and in desperation signed up for a medical experiment that was in reality field testing of the Centipede augmentation process, pumping him full of a kitbash of Erskine supersoldier serum derivatives, gamma radiation, Chitauri cyberware, and even the Extremis nanotech virus, turning him into a walking time bomb, and only swift intervention by SHIELD agents were able to not only keep mike from blowing up LA's Union station, but stabilized his condition and giving him the chance for a new life within the agency as a potential field agent.

Sadly, Mike's first time n the field was a disaster. brought in to counter production model Centipede Supersoldiers, Mike provided the weak link in the team Centipede needed. Kidnapping his son to force a hostage exchange, Centipede blew up the designated location mid-meeting in order to cover their tracks, and Mike was caught in the blast when he tried to rescue Centipede's real target, Agent Phil Colson.

Mike awoke days later, alive but badly burned, kept alive through invasive and extensive subcutaneous cybernetic augmentation, and now forced to act as the enforcer of The Clairvoyant, Centipede's elusive information broker and patron, who has since been 'gifting' mike with further cyberware, ranging from a new leg to a self-installing blaster implant for his right forearm. Most recently, Mike, now codenamed Deathlok, played stalking horse for The Clairvoyant, leading SHIELD agents on a chase to a staged confrontation, that ended with the agents believing the Clairvoyant shot dead by one of their own, with only Agent Coulson deducing the ruse afterwards
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