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

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Re: Kreuz Control - Trevor, Britannia, Deathlok, Lorelei

Postby Thorpacolypse » Thu Apr 03, 2014 6:46 pm

Yeoman wrote:
Kreuzritter wrote:as I understand it, Hand was pretty much reasons 1 through 5 that Osborn's organization lasted as long as it did, with her doing the actual grunt work of Norm's administration

besides, she's STILL a better choice than Maria "You're under arrest for refusing to support a law that hasn't been passed yet, hold still while my stormtroopers shoot you" Hill


Hill got better in Fractions Iron Man run and afterwards. She's at least tolerable these days.


I hate Maria Hill in Uncanny X-Men and I generally liked her character. Of course, Marvel has always done a good job of making government the bad guys, even Fury at times.

I liked Victoria Hand in the main Marvel U, actually. I agreed with whoever said that Cap was wise to get someone who knew the dirty side of things, and she did seem to have the best interest of the country at heart, even if she did crappy things.

I felt like Agents of SHIELD has been turning it around as of late, actually. They've set the stage for Graviton and Blizzard, in addition to adding Deathlok and getting some more crossover with the cinematic universe with Lorelei and Sif. And as stated before, they cannot have the budget it would take to make a lot of superhero stuff work on a weekly basis so they had to go a different direction. Take it from someone who lived through the Incredible Hulk, Flash and Spider-Man live action series in the 70's and Lois and Clark in the 90's, you don't want to go that route of depending on superheroic action. :wink:

Where they have faltered early on is not making the characters more likable. Watching the old Hulk in action now is pretty funny, and wasn't really that well done then (even though Ferrigno was a BEAST), but you rooted for Bill Bixby because he made Banner someone you could relate to. Dean Cain's flying as Superman is laughable now, but the show lasted because he and Terri Hatcher made Lois and Clark likable characters. Until Smallville jumped the shark, even when Tom Welling wasn't sneak superheroing, you could relate to him, too. Adam West and Burt Ward made Batman 66' fun as hell because they sold the camp.

Watching Skye and Ward interact is like watching paint dry. Fitz and Simmons have moved from really annoying to kinda OK IMHO. Clark Gregg was carrying the show and until they really started digging into Agent May a little more, she was just window dressing. I still like the show overall, but I wanted to love it and I don't and I won't, not even if they bring in Deadpool...well, OK, I would then...until they figure out a way to make me care about the team.
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Postby Kreuzritter » Sun Apr 06, 2014 9:13 am

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Whiplash

PL 11 (165)

Abilities (44)
STR 6/4 AGI 2 FIT 4 AWA 2
STA 12/4 DEX 1 INT 4 PRE 1

Powers (68)
Mark 2 Armor: (flaw: removable) (68)
- Boot Jets: Flight +7 [14]
- Chobam-reinforced Armored Exoskeleton: Enhanced STR +2, Enhanced STA +10, Impervious TOU +10 [30]
- Lightning whips: Damage +12 (extras: accurate 3, Multiattack +1) [26]
- sealed systems: Immunity +10 (life support) [10]

Advantages (9)
assessment, contacts, improvised tools, improved initiative, inventor, language (english, russian native), move-by action, skill mastery (technology), takedown

Skills (26/52)
deception +4
expertise: science +6
expertise: criminal +6
insight +6
intimidation +10
investigation +4
perception +6
technology +10
stealth +4

Defenses (18)
TOU +14/4 DODGE +8 FORT +14 PARRY +8 WILL +8

complications
Motivation - vendetta: Whiplash's singular goal is to utterly ruin Tony Stark, and then kill him

Total
abilities 44 + powers 68 + advantages 8 + skills 26/52 + defenses 18 = 165

:arrow: Played by Mickey Rourke, and the villain of Iron Man 2, Ivan Vanko is the embittered son of Anton Vanko, a brilliant Russian physicist who helped Howard Stark develop the arc reactor, but was given the boot before he even got his deserved recognition (or make a profit by weaponizing the tech). decades later, Howard's son Tony outed himself as Iron Man, having seemingly perfected miniaturization of Arc reactor tech, a feat no one else could accomplish

except Ivan. working from his father's notes, he created his own microreactor in his basement workshop, and after using it to power a rudimentary exoskeletal frame with flashy lightning whips, used his mafiya connections to publicly ambush Stark at the Monaco Grand Prix. Not to kill stark (although he'd certainly consider that a bonus), but knowing that with his arrest, the proverbial genie of Arc Reactor tech would be out of the bottle, with his designs copied, reverse engineered, leaked and otherwise put out on the market, allowing any and all of Stark's rivals to tear into his work like frenzied sharks. Learning stark was dying from palladium poisoning from his own arc-implant was just icing on the cake.

then Justin Hammer came along, and unwittingly gave vanko a new cake

the deal was simple. Vanko was freed from prison, and would be paid handsomely (along with a new pet "Burd") to perfect Hammer's attempts at mass producing cheap iron man knockoffs. Instead, Vanko converted the armors to remote controlled drones, slaved to his own suit of power armor, which he used to attack the Stark Science and Technology Expo as the capstone of his revenge plot, bringing him into final confrontation with both Iron Man and War Machine. Mortally wounded in the battle, Vanko's detonated his remaining drones, leaving the Expo in ruins, but luckily, the only life taken in that final act of hatred was his own.
Last edited by Kreuzritter on Mon Apr 14, 2014 5:28 am, edited 1 time in total.
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Postby Kreuzritter » Mon Apr 07, 2014 7:47 am

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The Lizard

PL 10 (150)

Abilities (82)
STR 10 AGI 8 FIT 4 AWA 2
STA 12 DEX 0 INT 4 PRE 1

Powers (25)
claws & fangs: Damage +2 (strength-based) (2)
fast healing: Regeneration +5 (5)
gecko genes: movement +3 (safe fall, wall-crawling 2) (6)
Heavy tail: Damage +2 (strength based, extras: improved trip, reach), extra limb +1(5)
leapin' lizard: Speed +4, leaping +3 (7)

Advantages (10)
ambidexterity, fast grab, improved grab, improved hold, improved initiative, move-by action, startle, skill mastery (biochemist), takedown, uncanny dodge

Skills (23/46)
close combat: unarmed +4
expertise: biochemistry +10
insight +6
intimidation +8
investigation +6
perception +6
stealth +6

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

complications
Jekyll & Hyde: the lizard's other self is Dr. Curt Connors, a one-armed biochemist (all physical abilities 0, no powers, only has skill mastery advantage, no close combat/intimidation/stealth skills)
My friend, My enemy: the Lizard's greatest enemy is Spider-man, who is also Peter Parker, the son of Curt's friend Richard, and a friend of Dr. Connors as well
Motivation - survival: the Lizard puts his own needs and safety above everyone else
Motivation - Responsibility: Dr. Curt Connors only wants to use his genius to make things better for everyone. unfortunately, this Lizard interprets this as "Making People better", such as turning them into hybrids like himself

Total
abilities 82 + powers 25 + advantages 10 + skills 23/46 + defenses 10 = 150

:arrow: the first villain in The Amazing Spiderman movie series, the Lizard was just Doctor Curt Connors, a brilliant biochemist working for Oscorp, friend and colleague of the late Dr. Richard Parker. Connors' research was to develop a formula for cellular regeneration to enable the regrowth of lost limbs (such as his own), with additional pressure from highr-up that his research might also save their ailing CEO, Norman Osborn. with the aid of Richard's son Peter, Connors is able to complete the formula, but is forced to test it on himself in order to stop his superiors from running illegal human tests at a Veteran's hospital. Unfortunately, the process turns Connors into a super-powered reptilian monster, the Lizard. Lizard does stop Oscorp's courier, but in the process of a destructive rampage across the Williamsburg bridge, and battle with Spider-man. more inconclusive battles follow, as hero and villain learn each others identities and become the subject of police manhunts, as the transformation takes further toll on Connors' mind. in his now twisted morality, the Lizard decides the best way to "make people better" is to use a chemical explosive to shower all of New York City with is formula, turning everyone into hybrids like himself. In a final confrontation atop Oscorp Tower, Spider-man not only stops the Lizard's insane scheme, but is able to reverse his own transformation, turning him back into Dr. Connors. remorseful, Connors relents to the police and is tried and sent to prison.
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Postby Kreuzritter » Mon Apr 07, 2014 4:43 pm

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Grotesk

PL: 9 (150)

abilities (24)
STR 34/14 DEX 16 CON 30/20 INT 10 WIS 14 CHA 10

Combat (24)
+6 init, +6/4/8/6 ATK, +6/8 DEF (+2 dodge, -2 size, +3 flat-footed)
+2/12 DMG (unarmed/giant)

saves (12)
TOU +12/5 FORT +12/7 REF +6/8 WILL +7

Skills (8/32)
intimidate +10
notice +8
search +6
languages (english, Lor, Armada native)
sense motive +6

feats (11)
all-out attack, atk spec: unarmed, dodge 2, fearsome presence, improved grab, improved grapple, improved initiative, move-by action, takedown attack 2, uncanny dodge

Powers (70)
Alternate form: bio-mecha +14 (70)
- Growth +10 (extra: Continuous +1, drawback: full size) [39]
- Immunity +9 (life support) [9]
- impervious TOU +12 [12]
- protection +2 [2]
- Superstrength +2 [4]
- Speed +4 [4]

complications
out of towner - in his normal form, Grotesk is an albino with pointed ears and large, unnaturally bright cat-like eyes. in his war form, he's a 24 foot tall skinless biomechanical giant with a demonic skull-grin and incapable of coherent speech
ET Go Home!: there are many in Pheonix City who do not like aliens, Grotesk included, even without his past as a rampaging monster
forgotten past: Grotesk has only fragments of his memories from before the Pod, and he'd like to get the rest back
I can be more: Grotesk is motivated by the memory of Phoenix Bay's fallen heroes, in particular Psi-renity

costs
abilities 24 + combat 24 + saves 12 + skills 8/32 + feats 11 + powers 70 = 150 pts

:arrow: To much of Phoenix Bay, Grotesk was nothing more than a monster, a skinless giant that appeared without warning one summer night, and whose only goal was wanton, mindless destruction, existing only as a menace to heroes, or a destructive weapons by villains clever enough to manipulate him. However, Psi-Renity, a heroine known for her telepathy and pacifism, saw more to Grotesk, the traces of humanity locked within the beast, battered and fragmented, and made strides to try and restore Grotesk's sanity in what would surely be a long but rewarding process...

If not for The Armada.

as terrible as their invasion was, the arrival of The Armada was just the jolt Grotesk's mind needed, and his memory started to return, however blurred and fragmented they were, like a handful of puzzle pieces, but he knew the Armada, somehow, and that he hated them. When Psi-Renity was cruelly gunned down on live TV, Grotesk snapped, smashed his way out of the holding facility, and went to war upon the armada ground forces, before their weapons proved too much even for him, and he collapsed unconscious before the final suicide run. Many thought him dead, as his body began to combust and dissolve, overlooking how in the resultant mess of unpleasant biochemical muck, there was a half-naked albino lying in the street.

It's been a year since. Grotesk was found, identified, and treated, quickly demonstrating not only his sanity, but the capacity to earn a GED and to control his monstrous alter ego. having proven he can be better, Grotesk has chosen to become more, and to defend the people of Phoenix Bay from danger as Psi-Renity and other fallen heroes protected it from him.

:arrow: a character based on Attack On Titan's Eren Jaeger, built for a 2e game run by ysariel and kenseido
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Re: 2793

Postby Kreuzritter » Fri Apr 11, 2014 7:27 pm

Kreuzritter wrote:Image

Wuchou

PL 9 (135)

Abilities (54)
STR 2 AGI 8 FIT 8 AWA 2
STA 3 DEX 2 INT 0 PRE 2

Powers (21)
nerve strikes: affliction +6 (hindered & impaired/defenseless & disabled/incapacitated & paralyzed, fort resists, extras: cumulative +1, extra condition +1, reversible) (20)
- Fists of fury: Damage +4 (strength based, extras: improved crit 3, multiattack 6) [13]
tiger leap: leaping +1 (1)

Advantages (13)
agile feint, def roll 3, improved initiative, improved disarm, improved trip, languages (english, chinese native), move-by action, redirect, set-up, takedown, uncanny dodge

Skills (26/52)
acrobatics +8
athletics +6
close combat: unarmed +4
expertise: clown [uses DEX] +6
insight +4
perception +6
persuasion +4
sleight of hand +6
stealth +8

Defenses (21)
TOU +6/3 DODGE +12 FORT +10 PARRY +12 WILL +8

complications
Motivation - chaotic neutral: Wuchou enjoys the thrills and pleasures of the criminal lifestyle, but is still a good person at heart
my girlfriend, my Enemy: Wuchu is quickly becoming best friend with Durga, a superheroine, with hints it might become an even closer relationship. unfortunately, Durga is not only unaware that her friend is a supervillain, but is deathly afraid of clowns
Shadow Academy: due to her upbringing, Wuchou has been enrolled in the villain's super-school, and much as she'd like to leave, she can't see how, not with Azula as her squad's instructor.

Total
abilities 54 + powers 21 + advantages 13 + skills 26/52 + defenses 21 = 135

:arrow: Wuchou [real name Myun fei-lin] is a young lady born in the Iron Khanate, her dreams of performing in the circus and seeing the rest of the world waylaid after she was inducted into the Black Hand and Shadow Academy as an assassin in training

:arrow: Wuchou marks the start of my next project, adapting characters from 4chan's Wolfbatman fanart (combining the cast of Nickolodeon's Avatar franchise with batman characters) for the Crinoverse.

:arrow: UPDATE: changed soubrette's name to the more fitting Wuchou (a term used in Chinese opera, meaning "Martial clown")


and a naming update for the clown formerly known as Soubrette
Last edited by Kreuzritter on Sat Apr 12, 2014 8:19 am, edited 1 time in total.
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Re: 2794

Postby Kreuzritter » Sat Apr 12, 2014 5:19 am

Kreuzritter wrote:Image

Blackout

PL 8 (120)

Abilities (58)
STR 4 AGI 6 FIT 6 AWA 2
STA 8 DEX 0 INT 0 PRE 3

Powers (34)
fluid limbs: Elongation +4, enhanced advantages +5 (chokehold, fast grab, improved grab, improved trip), Damage +4 (strength-based) (13)
Living liquid: insubstantial +2 (extra: precise) (11)
slippery: leaping +2, speed +2, movement +3 (slithering, wall-crawling 2) (10)

Advantages (6)
attractive, improved initiative, languages (english, korean native), move-by action, set-up, taunt

Skills (20/40)
deception +7
close combat: unarmed +4
expertise: pop star +6
insight +4
perception +6
persuasion +7
stealth +6

Defenses (16)
TOU +8 DODGE +10 FORT +10 PARRY +10 WILL +8

complications
FIRE BAD!: Blackout's oil-like body is quite flammable
Motivation - fame: Blackout needs to be the centre of attention and will do anything to recapture his fame, even if he has to turn to infamy.
Prima Donna: Blackout is haughty, pompous and arrogant, obsessed with his own importance and appearance

Total
abilities 58 + powers 34 + advantages 6 + skills 20/48 + defenses 8 = 120

:arrow: Tahno was one of the rising stars of K-pop, his singles and career blazing up like a rocket, with floods of fangirls at every personal appearance, unware of just how much of a colossal douche he was off-camera, his fame (and endorsement money) having gone to his head, making enemies of his own friends and entourage. As such, they didn't even bother to warn him about the potential side effects of an experimental skin gel-cream that had been pushed past the FDA, which he'd be bathed in as part of tv commercial. they were expecting only a career ending rash or allergic reaction. instead, the cream activated Tahno's metaman powers, causing him to dissolve into a oozing, living pile of oily gel himself. his career in ruins and left alone in the metaphoric gutter, Tahno was easy pickings for the Shadow Academy recruiters, and knows that if he can't be famous, then he'll just be infamous instead.

:arrow: and like wuchou and the other wolfbatman-based builds, Blackout gets an update


like the edit says, Wuchou's not the only one getting a boost to PL9
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Re: 2795

Postby Kreuzritter » Sat Apr 12, 2014 5:49 am

Kreuzritter wrote:Image

TerraFirma

PL 8 (120)

Abilities (30/28)
STR 10/0 AGI 2/4 FIT 2 AWA 2/4
STA 12/6 DEX 0 INT 0/2 PRE 1/2

Powers (72/67)
Firma: (72)
- Hulking brute: Enhanced STR +6, Enhanced STA +8 [28]
- rock monster: Immunity +10 (life support), Impervious TOU +12 [22]
- stone fists: Damage +2 (strength-based) [2]
- stretchy: Elongation +2 [2]
- swims through rock: burrowing +5 (extra: penetrating+1) [10]
- Terra: morph +1 (extra: metamorph-Terra) [5]
- very good ears: Senses +4 (accurate hearing, ultrahearing) [3]
Terra: [67]
- Digs fast: burrowing +6 [6]
- Earth control: array [24]
- Earthmoving: Move object +9 (extra: perception +1, flaw: limited to earth/stone materials) {18}
- earthshaping: create +10 {20}
- pebble storm: Damage +5 (extras: burst area +2, selective +1) [20]
- Grasping stone: Snare +6 {18}
- Stone Shot: Damage +10 (extra: range +1) {20}
- Firma: Morph +1 (extra: metamorph +1) [5]
- Rock sled: Speed +5 [5]
- Stone Shields: enhanced Dodge +6, enhanced Parry +6 [12]
- tougher than she looks: enhanced STA +6 [12]
- very good ears: Senses +3 (Accurate hearing, ultrahearing) [3]

Advantages (8/5)
Firma: all-out attack, chokehold, fast grab, fearless, improved grab, Improved initiative, move-by action, uncanny dodge
Terra: defensive attack, eidetic memory, improved defense, improved initiative, move-by action

Skills
Firma (13/28)
- close combat: unarmed +4
- intimidation +8
- insight +4
- perception +6
- ranged combat: thrown objects +6
Terra (21/42)
- expertise: geology +6
- insight +8
- investigation +6
- perception +10
- ranged combat: Earth control +8
- stealth +4

Defenses (12/14)
TOU +12/5 DODGE +6/12 FORT +12/8 PARRY +6/12 WILL +6/10

complications
blind; both terra and firma are blind, dependant upon their superhearing to perceive the world around them
Identity crisis: Terra and Firma are each vying for control of their shared body, and extreme trauma or mental stress can cause them to switch
Motivation (Firma) - thrills: Firma is a thug and bully, pushing aaround anybody weaker than him
Motivation (Terra) - acceptance: Terra wants to live something resembling a normal life, with parents who love her

Total
abilities 30/28 + powers 72/67 + advantages 8/5 + skills 13/28/21/42 + defenses 12/14 = 135

:arrow: the twins, Terra & firma are two different superbeings in one body, with Terra being a sweet little girl, and firma is a monstrous brute inside and out.

:arrow: and the twins get their upgrade to PL9.


upgrades continuing apace
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Re: 2796

Postby Kreuzritter » Sat Apr 12, 2014 6:06 am

Kreuzritter wrote:
One winter when Mom was a girl, a snowstorm buried the whole village for weeks. A month later, Mom noticed she hadn't seen her friend Nini since the storm. So Mom and some others went to check on Nini's family. When they got there, no one was home. Just a fire flickering in the fireplace. While the men went out to search, Mom stayed in the house. When she was alone, she heard a voice.

"It's so cold and I can't get warm..."

Mom turned and saw Nini standing by the fire. She was blue like she was frozen. Mom ran outside for help, but when everyone came back, Nini was gone.

No one knows where she went. Nini's house stands empty to this day, but sometimes, people see smoke coming up from the chimney, like little Nini is still trying to get warm...


Image

Sedna

PL 8 (120)

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

Powers (96)
Cryomancer: array (60)
- coldsleep: Affliction +8 (fatigued/exhausted/asleep, fort resists, extras: cumulative +1, perception area +2, selective +1) [45]
- coldsnap: Damage +8 (extra: range +2, linked-Weaken TOU +8 [fort resists, extras: affects objects +1, range +2] [56]
- Dead of winter: environment +9 (extreme cold, impede movement 2, visibility 2) [54]
- Frostbite: Damage +9 (extra: perception area +2, selective +1) [36]
- winter monuments: create +8 [16]
hunger for heat: immunity +10 (fire & heat effects, age, starvation/thirst, own powers) (14)
Ice armor: STA +8, protection +2 (18)
Walking Winter: environment +2 (extreme cold, extra: continuous +1, flaw: permanent -1) (4)

Advantages (2)
improved initiative, move by action

Skills (9/18)
expertise: magic +4
insight +4
perception +6
stealth +4

Defenses (16)
TOU +12 DODGE +6 FORT +10 PARRY +6 WILL +8

complications
frozen in time: Sedna has been frozen for a very long time, and has little knowledge of the modern world
So cold...: Sedna has a pathological hatred of the cold, even though she brings it wherever she goes
motivation - survival: Sedna has been living hand to mouth since her powers manifested, stealing heat in order to keep herself alive.

Total
abilities 12 + powers 96 + advantages 2 + skills 9/18 + defenses 16 = 135

:arrow: the initial picture was intended as a katara/Mr. Freeze mashup, but frankly, the ghost story of Nini is too good to pass up for the concept. that, and after making Jackie frost, I wanted to see what I could do with the archetype by focussing on cold over ice

:arrow: And Sedna goes from a scary pl8 to a walking winter wasteland at pl9


and the ghost girl of the north becomes a threat to everyone on the field
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Re: 2797

Postby Kreuzritter » Sat Apr 12, 2014 6:13 am

Kreuzritter wrote:Image

Kowai

PL 9 (135)

Abilities (26)
STR 0 AGI 2 FIT 2 AWA 4
STA 4 DEX 0 INT 0 PRE 1

Powers (54)
dark miasma: environment +3 (-5 visibility) (6)
fear-maker: Affliction +9 (dazed & vulnerable/stunned & defenseless/paralysed & unaware, will resists, extras: Cumulative +1, extra condition +1, Perception area +2, Selective +1) (54)

Advantages (3)
def roll 2, language (englsh, japanese native)

Skills (17/34)
intimidation +8
investigation +4
insight +8
perception +6
stealth +8

Defenses (29)
TOU +6/4 DODGE +12 FORT +8 PARRY +9 WILL +10

complications
bag lady: the traumatic events of Kowai's origin have left terrible scars, both mental and physical, and she does everything in her power to hide them
Motivation - It's for your own good: Kowai believes that she must force fear upon everyone so they can learn to overcome it

Total
abilities 26 + powers 60 + advantages 3 + skills 17/34 + defenses 29 = 135

:arrow: the most terrifying monsters aren't the slobbering maniacs or those who exult in their evil. no, its the ones who think that their cause is right, and that the horrors they are about to inflict, however unpleasant, are ultimately for your own good. as the text in her picture says, such is the case with Kowai, who seeks to share her terrible enlightenment with everyone around her.

:arrow: a very simple upgrade, just an extra rank to her main power, and upping her defenses to caps


Kowai's still a one trick pony, but she's a bit harder to fold in a fight
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Re: 2798

Postby Kreuzritter » Sat Apr 12, 2014 6:29 am

Kreuzritter wrote:Image

Wolfbat

PL 9 (135)

Abilities (50)
STR 2 AGI 4 FIT 8 AWA 4
STA 3 DEX 2 INT 2 PRE 2

Powers (28)
Wolfbat suit (flaw: removable) (21)
- body armor: Protection +3, feature (conceals gender) [4]
- Cowl: Senses +5 (accurate/extended hearing, low-light vision, radio) [5]
- Shock gloves: affliction +8 (dazed/stunned/incapacitated, extra: cumulative +1, alt effect: Damage +6 [strength-based]) [17]
- Wolfbat's wings: Flight +4 (extra: subtle, flaw: gliding -1), leaping +3, movement +1 (swinging) [9]

Advantages (10)
benefit 3 (millionaire), contacts, close attack 2, improved disarm, improved initiative, move-by action, takedown

Skills (26/52)
Acrobatics +4
expertise: Current events +6
Intimidation +4
Investigation +8
Perception +6
persuadsion +6
Stealth +8
Technology +6
Vehicles +6

Defenses (21)
TOU +6/3 DODGE +12 FORT +8 PARRY +12 WILL +10

complications
Lone wolf: Wolfbat's vigilante activities have made her wanted by the police
My father, My enemy: Disgusted by her father's evil, Wolfbat has vowed to bring him to justice.
Motivation - Justice: Wolfbat has vowed to bring justice back to the lawless streets
Secret identity: the Wolfbat is in reality Sato Asami, wealthy girl about town

Total
abilities 50 + powers 28 + advantages 10 + skills 26/52 + defenses 21 = 135

:arrow: as hinted with Blackout, the minds behind the Wolfbatman project eventually turned their eye to the legend of Korra, and agreed that Asami Sato would be the "wolfbatman beyond", and frankly, it works.

:arrow: a much need upgrade, making Asami that much more an effective avenger of the night


and asami gets that much more awesome
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Re: 2799

Postby Kreuzritter » Sat Apr 12, 2014 7:24 am

Kreuzritter wrote:Image

Dokubari

PL 9 (135)

Abilities (32)
STR 0 AGI 4 FIT 2 AWA 2
STA 6 DEX 2 INT 0 PRE 0

Powers (44)
Plant control: array (42)
- Entangling vines: affliction +9 (hindred & vulnerable/defenseless & immobile, dodge resists, extra: burst area +1, cumulative +1, extra condition +1, range +1, flaw: limited degree -1) [36]
- neurotoxic emei: Weaken +8 (fort resists, extras: broad +1, range +1, selective +1) [32]
- pheremones: Affliction +9 (dazed/compelled/controlled, will resists, extras: cumulative +1, perception area +1, selective +1) [36]
- Plant growth: Environment +9 (impede movement 2, visibility 2) [36]
- poison pollen breath: affliction +7 (daze/stun/incapacitate, fort resists, extras: Cumulative +1, cone area +1, progressive +2) [35]
- throwing thorns: Damage +8 (extras: multiattack +1, range +1) [32]
- vine whip: move object +8 (extra: damaging +1) [24]
plant creature: immunity +2 (poisons, starvation/thirst) (2)

Advantages (6)
accurate attack, defensive attack, favored environment (woodlands), improved initiative, language (english, japanese native), move-by action

Skills (25/50)
athletics +6
expertise: botany +6
insight +4
intimidation +6
Perception +8
sleight of hand +6
Ranged combat: plant control +8
stealth +6

Defenses (28)
TOU +6 DODGE +12 FORT +8 PARRY +12 WILL +10

complications
Motivation - Humanity: Dokubari clings to what's left of her humanity, surrounding herself with others and engaging in any activity to remind herself that she is not a vegetable
plant person: Dokubari is part plant, and affected by anything that affects plants
Wuchou: the Khanate clown is the closest thing Dokubari has to a friend, and is a treasured link to her remaining humanity
Whatever: becoming part plant has affected Dokubari's mind, inhibiting her emotions and empathy

Total
abilities 32 + powers 44 + advantages 6 + skills 25/40 + defenses 28 = 135

:arrow: rounding out these adaptations is Dokubari, whose breakout turned her into a highly toxic human/plant hybrid, and was snapped up by the Shadow Academy to be trained as an assassin.

:arrow: and Dokubari gets a few new tricks, some old ones reworked, and otherwise very good at what she does


and with Dokubari updated, this completes the wolfbatman character upgrades
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3090

Postby Kreuzritter » Sat Apr 12, 2014 7:55 am

Image

Heartbreaker

PL 11 (165)

Abilities (56)
STR 2 AGI 6 FIT 6 AWA 2
STA 4 DEX 4 INT 1 PRE 2

Powers (32)
Jumpsuit: (flaw: removable) (32)
- body armor: Protection +2 [2]
- Heartbreaker: Affliction +8 (Daze/stun/incapacitate, will resists, extras: Cumulative +1, Range +1) [24]
- Pneumatic jets: Leaping +2 [2]
- infracamo: Concealment +1 (infrared) [2]
- mask lenses: senses +2 (infravision, low-light vision) [2]
- Swinglines and cling-grip: Movement +3 (safe fall, swinging, wall crawling 2) [8]

Advantages (10)
agile feint, contacts, def roll 2, improved initiative, move-by action, skill mastery 2 (expertise: theif, stealth), uncanny dodge, well-informed

Skills (35/70)
Acrobatics +8
Athletics +6
Deception +8
expertise: Thief +8
insight +6
perception +8
sleight of hand +8
ranged combat: Heartbreaker +10
Stealth +8

Defenses (32)
TOU +8/6/4 DODGE +14 FORT +10 PARRY +14 WILL +12

complications
fire bad: Heartbreaker is a mild pyrophobe
Girl's got to eat: heartbreaker commits less dramatic heists to keep herself in the green, which pits her against street level heroes
Motivation - Misandrist: Heartbreaker is drawn to stealing from rich, powerful and famous men, and especially delights in humiliating powerful and iconic superheroes

Total
abilities 56 + powers 32 + advantages 10 + skills 35/70 + defenses 32 = 165

:arrow: Margaret Collins was a debutante disgusted by the hypocrisy and misogyny of upper class 'old money', who after getting herself disowned became a lucrative and first class cat burglar, whose hatred of the status quo led her to target, steal from and humiliate superheroes, the more powerful and adored, the better, adopting the Heartbreaker name to spite the patriarchal poltrouns who dared to pity her because she made her own way rather than being a pliant stepford wife. her early successes allowed her to commission her high-tech 'Jumpsuit' and 'heartbreaker' stunner
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3091

Postby Kreuzritter » Tue Apr 15, 2014 6:29 am

Image

Iron Monger

PL 12 (180)

Abilities (14)
STR 16/0 AGI 0 FIT 0 AWA 2
STA 16/0 DEX 0 INT 2 PRE 3

Powers (128)
Iron Monger mecha: (flaw: removable) (124)
- Autocannon: Damage +10 (extra: accurate 7, Multiattack +1, range +1) [38]
= RPG launcher: Damage +12 (extras: burst area +1, Range +1) {36}
- comms: senses +1 (radio)
- combat computer: Enhanced FIT +10, Enhanced Dodge +10 [28]
- Omnium armor: Impervious TOU +14 [14]
- rocket thrusters: Flight +8 [16]
- sealed systems: immunity +10 (life support) [10]
- Walking Tank: Enhanced STR +10, Enhanced STA +12, Growth +4 (extras: continuous +1, innate, flaw: permanent -1) [53]

Advantages (4)
assessment, contacts, connected, well-informed

Skills (28/56)
deception +8
expertise: Arms Dealer +10
insight +6
investigation +6
perception +6
persuasion +8
technology +8
vehicles +4

Defenses (6)
TOU +16/2 DODGE +8/0 FORT +16/0 PARRY +8/0 WILL +8

complications
I Built This Company: Stane sees himself as the true owner of Stark Industries, and secretly despises his Protégé/boss, Tony Stark
Icing Problem: being based on the Mark 1 Iron Man armor, the Iron Monger has a number of design flaws Stane is unaware of, such as vital circuitry being unarmoured, or that the suit will literally freeze up if it exceeds a certain altitude or temperature limit
Motivation - War Machine: Stane isn't just about the money, he sees war and arms dealing as a vital aspect of human civilization.
silent partners: Stane is secretly working alongside the Ten Rings, a terrorist organization which operates throughout all of Asia.

Total
abilities 20 + powers 132 + advantages 4 + skills 27/54 + defenses 12 = 195

:arrow: the bad guy of the first Iron Man movie, and thus the first 'modern' supervillain of the MCU, Obadiah Stane was the interim president of Stark Industries following the death of its founder, the brilliant Howard Stark, mentoring Howard's son Tony until he came of age and became the new owner, as per Howard's last will & testament. Being knocked down a peg to Tony's second-in-command rankled with him, even though Tony's hard-partying hedonistic lifestyle meant Stane was still the De Facto head of Stark Industries. In 2008, Stane made his move, contacted the Ten Rings, a terrorist group he'd already been secretly selling Stark weapons to, with intel to ambush Tony after a field demonstration. His hope was they'd kill Tony, but the group were smarter than he thought, not only demanding a ransom for Tony's return, but cutting out stane in the hopes Tony could make them new weapons himself.

three months later, Tony created Iron Man, laid waste to his captors, and made it back to the States

thinking he could cover up his role in things, Stane shrugged and figured it was back to the status quo, especially with Tony having perfected miniaturized arc reactor tech, only for Tony to reveal before an impromptu press conference his change of heart, and renounce Stark Industries arms-dealing ways. Still having Tony's trust, Stane got Stark to isolate himself while Stane tried to turn the company's shareholders and board of directors against him, while using recovered pieces of Tony's Iron Man armor to create the Iron Monger, a prototype heavy assault mecha.

then in the space of mere hours, it all fell apart. Stark's personal assistant, Pepper Potts, uncovered all of Stane's dirty secrets, and immediately turned them over to SHIELD, while Tony himself learned of Stane's treachery (and survived Stane's attempt to murder him by stealing Tony's Arc Reactor implant). Desperate to salvage anything of the debacle, Stane suited up in the Iron Monger, only to wind up in a battle with Tony's own Mark 3 Iron Man armor, which while physically inferior, had the versatility for Stark to fight Stane long enough to lure him into a trap executed by pepper, which resulted in Stane's death.

:arrow: VERY happy with this design, as Stane's no threat to anyone outside the mech, while the Iron Monger itself is ready to be used by any pilot
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Re: 3091

Postby kenseido » Tue Apr 15, 2014 9:07 am

Kreuzritter wrote:only to wind up in a battle with Tony's own Mark 3 Iron Man armor, which while physically inferior, had the versatility for Stark to fight Stane long enough to lure him into a trap executed by pepper, which resulted in Stane's death.

I love the build, however, I don't agree with that statement. Stark's armor was not physically inferior. If he was running on the Mark II arc reactor, he would have mopped the floor with Iron Monger. The only reason Stane had a chance was Tony was running on low power the whole fight.
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3092

Postby Kreuzritter » Tue Apr 15, 2014 9:44 am

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The Destroyer

PL 12 (180)

Abilities (18)
STR 16 AGI 4 FIT 8 AWA 0
STA n/a DEX 0 INT n/a PRE n/a

Powers (142)
colossus: Growth +4 (extras: Continuous +1, innate, flaw: permanent -1) (9)
Eye of The Destroyer: (array) (64)
- Gaze of Destruction: Damage +16 (extras: accurate 4, Range +1) [36]
- Fire of destruction: Damage +12 (extras: line area +2) [36]
- Total destruction: Weaken TOU +11 (fort resists, extras: accurate 5, affects Objects +1, incurable, range +1, Linked: Damage +11 [extra: range +1]) [61]
- wave of destruction: Damage +12 (extras: Cone area +2) [36]
immortal artifact: Regeneration +6 (6)
Machina ex Deus: Immunity +35 (fort, control effects), Protection +12, impervious TOU +16 (63)

Advantages (4)
improved initiative, move-by action, takedown 2

Skills (10/20)
athletics +8
perception +12

Defenses (6)
TOU +16 DODGE +8 FORT n/a PARRY +8 WILL n/a

complications
Motivation - Destruction: The Destroyer has no mind of its own, and obeys the will of its master, as their enemies become its enemies

Total
abilities 28 + powers 110 + advantages 4 + skills 5/10 + defenses 6 = 180

:arrow: among the many terrible treasures of the vaults of Asgard, The Destroyer is both artifact and enforcer, a mindless engine of destruction used to incinerate intruders or any other deemed enemy by the King of Asgard. Such was the case when Odin's son Loki set off a chain of events that left his brother Thor in exile, Odin comatose, the Frost giants threatening war, and Loki left to handle it all as King. Having already lied to Thor, claiming Odin had died, when Thor's comrades, Lady Sif & the Warriors Three went to earth as unknowing bearers of truth, Loki sent out The Destroyer to kill them and conceal his usurpation (that and he honestly believed Thor would make things worse, unaware of how being on Earth had already changed Thor's character for the better), only for the attack to enable Thor to finally grasp and demonstrate his humility, returning to him his divine might and the worthiness to weild Mjolnir, which he used to vanquish the Destroyer by turning its own unstoppable force back upon itself.
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