Announcement

Collapse
No announcement yet.

Kreuz Control - Cavalier, The Nuclear Family, The Eyes of Night, The Fearsome

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • 1752



    Herculion

    PL 12 (180)

    Abilities (84)
    STR 14 AGI 8 FIT 8 AWA 2
    STA 14 DEX 0 INT 0 PRE 4

    Powers (46)
    large: Growth +4 (extras: continuous +1, innate, flaw: permanent -1) (9)
    lion: senses +3 (accurate/ranged olfactory) (3)
    impenetrable hide: Protection +2 (extra: impervious 16) (18)
    mighty claws: Damage +2 (str-based, extras: improved crit 2) (4)
    power slash: cone area on STR damage +12 (12)

    Advantages (14)
    assessment, chokehold, fast grab, fearless, improved disarm, improved grab, improved hold, improved initiative, improved trip, improved smash, move-by action, takedown 2, uncanny dodge

    Skills (24/48)
    acrobatics +6
    athletics +4
    insight +6
    intimidation +12
    investigation +4
    perception +8
    stealth +8

    Defenses (12)
    TOU +16 DODGE +8 FORT +14 PARRY +8 WILL +10

    complications
    father: Herculion will heed the wishes of Dr. Moreau... when he shows proper respect
    king's pride: Herculion seeks worthy mates for himself and do all the work while he sleeps all day
    Lion of Olympus: Herculion wants to best Heracles, to succeed where the original failed
    motivation - Divine beast: Herculion thinks he's a god, to be feared and obeyed as those of old
    puny mortals: Herculion scoffs at ordinary humans

    Total
    abilities 84 + powers 46 + advantages 14 + skills 24/48 + defenses 12 = 180

    arguably the mightiest of Dr. Moreau's manimals, Herculion is a mutant clone of the Nemean Lion, whose pelt is the cape of the hero Heracles. Cloned to defeat the hero, Herculion, drunk on his own power and arrogance, abandoned Moreau, and has since become a heavyweight villain in his own right, but still remains a cruel, vain and petty brute. he is presently confined in the Deep Six super-prison following his last fight with Heracles

    Comment


    • Re: 1750

      Originally posted by Kreuzritter View Post


      Ghost Strider
      ... seriously?
      Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

      Comment


      • Re: 1749

        Originally posted by Kreuzritter View Post


        Punchline

        PL 10 (150)

        Abilities (60)
        STR 4 AGI 6 FIT 8 AWA 2
        STA 4 DEX 4 INT 2 PRE 0

        Advantages (22)
        agile feint, assessment, def roll 2, equipment 5, fearless, improved defense, improved disarm, improved crit 3 (unarmed), improved initiative, improved trip, startle, takedown 2, uncanny dodge, well-informed

        Skills (40/80)
        acrobatics +6
        athletics +4
        close combat: unarmed +6
        expertise: comedian +4
        expertise: criminal +6
        expertise: explosives +8
        expertise: soldier +4
        intimidation +12
        investigation +4
        ranged combat: guns +4
        sleight of hand +6
        stealth +8
        technology +4
        vehicles +4

        Defenses (28)
        TOU +6/4 DODGE +14 FORT +10 PARRY +14 WILL +10

        equipment
        clown car (as motorcycle) [10]
        spiked knuckledusters: Damage +2 (str-based) [2]
        plastique: damage +10 (extras: burst area +1, range +1, triggered 2 [pressure, timer, detonator]) [13]

        complications
        heckler: Punchline has a grudge against Nightbird
        hurt locker: Punchline has some PTSD from his service in bomb disposal
        motivation - they'll stop laughing when Punchline SHOWS THEM ALL!
        say that to my face: Punchline has a VERY nasty temper, and can't stand any mockery
        stand-up: Punchline thinks he's the funniest man alive, but couldn't tell a joke to save his life

        Total
        abilities 60 + advantages 22 + skills 40/80 + defenses 28 = 150

        Army Master Sergeant Kevin DiMaggio came home from his tour of duty having seen too much pain and peril in his time as an EOD technician, and having set some money aside, embarked on his dream of being a professional stand-up comedian. But the man was so painfully unfunny, it was hilarious, getting him venue after venue until Kevin realized they were laughing at him, and he snapped and beat one of his hecklers to death with his bare hands, then followed it up by assaulting the arresting officers. the jeers and mockery were only worse in prison, so Kevin used his training to create a homemade explosive and escape. a month later, the villainous punchline was blowing up the comedy clubs that had made him a laughing stock, before he was stopped by Killpatrick and his new little sidekick, who personally put Punchline on his back with a sonic blast of what he insists was mocking laughter. he hasn't forgotten, and he wants payback
        I do like Punchline and it was only a giggle when he slipped on that banana skin

        Comment


        • 1753



          Team Luthor

          PL 7 (105)

          Abilities (20)
          STR 10/2 AGI 2 FIT 2 AWA 2
          STA 2 DEX 0 INT 0 PRE 0

          Powers (52)
          Lexcorp battlesuit: flaw: removable (52)
          - blast gauntlet: Damage +8 (extra: range +1) [16]
          - hydraulic exosletal armor: Enhanced STR +8, immunity +4 (cold, pressure, suffocation, quirk: air supply), Protection +8 (extra: impervious 10) [37]
          - rocket boots: flight +6 [12]

          Advantages (3)
          improved initative, move-by action, teamwork

          Skills (16/32)
          close combat: unarmed +2
          expertise: Lexcorp security +4
          insight +4
          intimidation +4
          perception +4
          persuasion +4
          ranged combat: blast gauntlet +6
          technology +4

          Defenses (14)
          TOU +10/2 DODGE +4 FORT +7 PARRY +4 WILL +7

          complications
          motivation - corporate heroes: Team Luthor are proud employees of Lexcorp, dedicated to serving the people of Metropolis
          the alien: Team Luthor have orders to try and show up Superman whenever possible

          Total
          abilities 20 + powers 52 + advantages 3 + skills 16/32 + defenses 14 = 105

          first appearing in 1989, Team Luthor is a private security team created and owned by Lexcorp, consisting of security agents in mass-produced power armor, usually trotted out by Lex Luthor as a PR stunt when Superman has for whatever reason, been forced to abandon metropolis for some time, such as the Exile and Death/Return arcs, or when Lex needs to make himself look extra good and humanitarian for the public, while of course not-so-subtly reminding the people of Metropolis that their city belongs to him.

          Comment


          • Re: 1747

            Originally posted by Kreuzritter View Post


            Zombie Horde
            I think this is a pretty innovative take on the zombie horde as a single entity. Growth to represent the size of the swarm, and impervious to model how hapless police and soldiers can't mow them down fast enough to avoid being eaten (even damage 6 flamethrowers won't beat them). The only thing I can think of I would add is some kind of fear effect or intimidate, even just 1 rank to terrify ordinary bystanders, given the mass panic these things usually create.

            Comment


            • Re: 1753

              Originally posted by Kreuzritter View Post


              Team Luthor
              It must be pretty hard not being able to see anywhere but straight ahead in that suit...

              Comment


              • 1754



                Pileup

                PL 10 (150)

                Abilities (22)
                STR 14 AGI 6 FIT 6 AWA 2
                STA n/a DEX 0 INT 0 PRE 0

                Powers (98)
                hell on wheels: speed +5 (5)
                mammoth car-bot: Growth +12 (extra: continuous +1, innate, flaw: permanent -1), immunity +40 (fort, mental effects), protection +2 (extra: impervious 14) (82
                - separate: Morph +1 (6 cars, extra: metamorph +1) [6]
                self repair: Regeneration +11 (11)

                Advantages (2)
                improved initiative, move-by action

                Skills (12/24)
                athletics +6
                insight +6
                perception +6
                ranged combat: thrown +6

                Defenses (16)
                TOU +14 DODGE +6 FORT +n/a PARRY +6 WILL +6

                complications
                intellectual property: Amethyst Technologies wants to recapture and take apart pileup for study/improvements
                guzzaline: Pileup requires a steady diet of gasoline and electricity to remain functional
                motivation - Frankenstein's Monster: Pileup didn't ask to be made, but he's trying to survive in a world of humans
                race queen: the heroine amethyst is indirectly responsible for pileup's creation, and tries to curb his rampages
                shut up and drive: Pileup thinks like a collection of anthropomorphized cars

                Total
                abilities 22 + powers 98 + advantages 2 + skills 12/24 + defenses 16 = 150

                Amethyst Technologies, following the ousting of Michelle Hong, their superheroic founder and CEO, decided to exploit her technological research, starting by using her software and technological designs to create a new line of cutting edge self-driven smartcars. But, to their shock, the 6 prototypes, upon activation during a publicized field test, proceeded to combine together to create a gigantic robot, dubbed Pileup after being described as "the 6 car pileup that walks like a man", which then proceeded to follow its assigned course through the city. thankfully, Ms. Hong was able to step in on the disaster before any real damage beyond the Silicon Alley campus, but in the process made Pileup self-aware. seeking escape, Pileup split into his component vehicles, each fleeing into the city, lost amid the traffic
                Last edited by Kreuzritter; 10-26-2017, 06:59 PM.

                Comment


                • 1755



                  Moray

                  PL 10 (150)

                  Abilities (36)
                  STR 0 AGI 6 FIT 6 AWA 2
                  STA 8 DEX 0 INT 0 PRE 2

                  Powers (54)
                  aquatic: immunity +3 (cold, drowning, pressure), movement +1 (environmental adaptation-aquatic), senses +2 (accurate hearing), swimming +4 (11)
                  camoflaugue: Conealment +2 (normal sight) (4)
                  eelhair: Enhanced STR +6 (flaw: limited-hair only -1), damage +4 (str-based, extras: multiattack 10), elongation +4 (flaw: limited-hair only -1), extra limbs +5 (16 heads) (27)
                  eelskinsuit: Enhanced STA +6 (12)

                  Advantages (10)
                  ambidextierity, attractive, fast grab, improved grab, improved hold, improved initiative, move-by action, takedown 2, uncanny dodge

                  Skills (28/56)
                  close combat: eelhair +4
                  deception +6
                  expertise: criminal +6
                  insight +6
                  intimidation +10
                  investigation +6
                  perception +6
                  sleight of hand +6
                  stealth +6

                  Defenses (22)
                  TOU +6/4 DODGE +12 FORT +10 PARRY +12 WILL +10

                  complications
                  capillum dentata: Moray's eelhair heads are always hungry and surly, but she treats them like her pets or children, depending on her mood
                  fire bad: Moray's eelskin reacts badly to fire
                  fish out of water: Moray must periodically immerse herself in seawater
                  motivation - greed: Moray is a professional theif

                  Total
                  abilities 36 + powers 54 + advantages 10 + skills 28/56 + defenses 22 = 150

                  Eliza mornay was a professional theif and industrial spy, hired to break into even the most secure facilities. Unfortunately for her, while casing a Grant Biopharma lab, she wound up covered with a symbiotic mutagenic 'living ooze', which bonded to her flesh and not only turned her amphibious, but gave her a collection of eel-like heads for hair. fleeing and finding the strength of will to retain most of her sanity, she resumed her larcenous ways as the villainous Moray

                  Comment


                  • 1756



                    Rail Baron

                    PL 10 (150)

                    Abilities (40)
                    STR 4 AGI 4 FIT 4 AWA 2
                    STA 4 DEX 0 INT 0 PRE 2

                    Powers (53)
                    ghost eyes: senses +4 (accurate/actute/ranged detect spirits) (4)
                    Ghost trains: array (37)
                    - all aboard: flight +7 (affects others +1), immunity 5 (all environmental conditions, extra: affects others +1) [31]
                    - burning coal: Damage +10 (extras: affects insubstantial 2, cone area +1, range +1) [32]
                    - golden spikes: Damage +10 (extras: affects insubstantial 2, multiattack +1, range +1) [32]
                    - hitch and chain: Move object +10 (extra: affects insubstantial 2, damaging +1) [32]
                    - runaway train: Damage +10 (extra: affects insubstantial 2, line area +2) [32]
                    - workin on the railroad: Create +10 (extras: movable +1, stationary +0) [30]
                    steel drivin man: Enhanced STA +6 (12)

                    Advantages (3)
                    improved initiative, move-by action, ritualist

                    Skills (24/48)
                    expertise: trains +8
                    expertise: magic +8
                    insight +6
                    intimidation +10
                    perception +6
                    ranged combat: ghost trains +10

                    Defenses (30)
                    TOU +10 DODGE +10 FORT +10 PARRY +10 WILL +10

                    complications
                    high iron horse: the Rail Baron has grown proud and judgemental
                    motivation - Conductor: the Rail Baron is embittered by humanity, but keeps the peace between them and the spirit world
                    say that to my face: Rail Baron is easily angered and holds a grudge
                    spindly hand wavers: Rail Baron doesn't particular care for modern/mainstream magical traditions
                    true name: the Rail baron's true name is Alan Rails

                    Total
                    abilities 40 + powers 53 + advantages 3 + skills 24/48 + defenses 30 = 150

                    there are many kinds of magic in the world, and the Rail Baron is one of the world's few remaining Locomancers, those who wield the magic of the railways. but while he is a good man, the Rail Baron is proud and confrontational, prone to fighting those who could be allies

                    Comment


                    • Re: Kreuz Control: Team Luthor, Pileup, Moray

                      He also probably doesn't like Kylie Minogue very much.
                      Check out my new super hero/science fiction novel, [url=https://www.smashwords.com/books/view/618254]Unbelievable: A Tale of the Exotica Chronicles[/url].

                      Comment


                      • 1757



                        Thing Kong

                        PL 11 (165)

                        Abilities (50)
                        STR 14 AGI 6 FIT 6 AWA 2
                        STA 14 DEX 2 INT 0 PRE 1

                        Powers (61)
                        blind rage: immunity +5 (interaction effects) (5)
                        brick tricks: array (22)
                        - groundstrike: Affliction +10 (dazed & vulnerable/stunned & defenseless, dodge resists, extras: extra condition +1, burst area +2, flaws: instant recovery -1, limited-only targets on ground -1, limited degree -1) [10]
                        - shockwave: damage +10 (extra: cone area +1) [20]
                        - thunderclap: affliction +10 (hearing impaired/disabled/unaware, extras: Perception area +1) [20]
                        stone giant: Growth +10 (extras: continuous +1, permanent -1), impervious TOU +14 (34)

                        Advantages (11)
                        all-out attack, assessment, chokehold, fast grab, improved grab, improved hold, improved initiative, move-by action, startle, takedown 2

                        Skills (16/32)
                        athletics +6
                        insight +4
                        intimidation +10
                        perception +8
                        ranged combat: thrown +4

                        Defenses (12)
                        TOU +14 DODGE +6 FORT +14 PARRY +6 WILL +6

                        complications
                        leave Thing alone: Thing Kong is pursued by the military
                        motivation - rampage: Thing Kong is little more than a wild animal on the loose
                        puny stretcho: Thing Kong blames Reed Richards for his state
                        too loud: Thing Kong is vulnerable to sonic effects

                        Total
                        abilities 50 + powers 61 + advantages 11 + skills 16/32 + defenses 12 = 150

                        another of the alternate Ben Grimms seen in One Thing After Another, in this version, Ben never fully calmed down from his initial rage at his transformation, with an attempted cure by Reed Richards only making things even worse by turning Ben into a gigantic version of himself, now so blinded by his rage that he became a rampaging monster like the Hulk. now it's up to a visiting 616-Ben to save Alicia Masters from a precarious perch atop the Empire State building, and void being swatted by the orange monster that is Thing Kong

                        Comment


                        • 1758



                          Penny Polendina

                          PL 10 (150)

                          Abilities (34)
                          STR 8 AGI 6 FIT 6 AWA 2
                          STA n/a DEX 0 INT 0 PRE 0

                          Powers (73)
                          backpack of blades: (flaw: removable) (30)
                          - combat ready: array [32]
                          - fan of blades: Damage +10 (extras: burst area +1, selective +1) {30}
                          - hook and line: Move object +10 (extra: damaging +1) {30}
                          - singing swords: Damage +10 (extras: multiattack +1, range +1) {30}
                          - particle cannon: Damage +10 (extras: line area +3, flaw: distracting -1) {30}
                          - strings on me: movement +2 (swinging, safe fall) [4]
                          Atlesian puppet: Immunity +30 (fort), Protection +10, leaping +3 (43)

                          Advantages (5)
                          agile feint, improved initiative, move-by action, takedown 2

                          Skills (26/52)
                          acrobatics +10
                          close combat: blades +4
                          expertise: Military +6
                          investigation +4
                          insight +4
                          perception +10
                          ranged combat: backpack of blades +10
                          technology +4

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

                          complications
                          A minor hiccup: whenever Penny tells a lie, she hiccups
                          I am a normal meat person, just like you: Penny is very bad at pretending to be human
                          motivation - I'm combat ready: Penny's purpose is to protect the people of Remnant from the Creatures of Grimm
                          no strings on me: only a select few in the Atlas military know that Penny is an anroid
                          salutations: penny's best friend is trouble magnet Ruby Rose

                          Total
                          abilities 34 + powers 73 + advantages 5 + skills 26/52 + defenses 12 = 150

                          first appearing in the penultmate episode of RWBY, volume 1, Penny is a very strange young lady and totally-not-a-robot-you-guys-she is-a-normal-meat-person, representing the Academy, military and kingdom of Atlas in the upcoming Vytal Festival, butfirst brefriending Ruby Rose and helping her search for her friend and teammate, Blake Belladonna, and smashing a smuggling operation by recurring villain Roman Torchwick. In volume 2, Penny reveals to Ruby that she is in fact a sophisticated prototype android, the only one of her kind to possess aura, one of the proofs in-setting of having a soul. Sadly, Penny meets with misfortune in season 3 when she's seemingly destroyed, but given her nature, it's not unlikely Penny 2.0 will appear sometime in the near future, as conflict with Atlas looms heavy in the plot

                          Comment


                          • 1759



                            Bo Constrictor

                            PL 10 (150)

                            Abilities (48)
                            STR 8 AGI 4 FIT 4 AWA 2
                            STA 12 DEX 4 INT 0 PRE 2

                            Powers (58)
                            bulletproof: impervious TOU +12 (12)
                            slithery stretch: Enhanced STR +4 (flaw: limited-lifting -1) Elongation +4, Damage +4 (str-based) (16)
                            snake-senses: immunity +1 (extreme heat), senses +5 (accurate/acute/range/tracking olfactory) (6)
                            superstrength: Enhanced STR +4, Enhanced STA +8 (24)

                            Advantages (8)
                            chokehold, fast grab, improved grab, improved hold, improved initiative, move-by action, takedown 2

                            Skills (22/44)
                            athletics +4
                            close combat: unarmed +4
                            expertise: criminal +6
                            insight +4
                            intimidation +10
                            perception +6
                            sleight of hand +4
                            stealth +6

                            Defenses (14)
                            TOU +12 DODGE +8 FORT +12 PARRY +8 WILL +8

                            complications
                            clod outside: Bo constrictor is ectothermic, making him very sensitive to temperature extremes
                            motivation - greed: Bo constrictor is a professional supervillain

                            Total
                            abilities 48 + powers 58 + advantages 8 + skills 22/44 + defenses 14 = 150

                            a petty thug, Bo Davis became a supervillain after his boss gave him snake powers in lieu of cash after a particular successful job

                            Comment


                            • 1760



                              Horrorquin

                              PL 10 (150)

                              Abilities (40)
                              STR 10 AGI 4 FIT 4 AWA 2
                              STA 12 DEX 2 INT 2 PRE 4

                              Powers (53)
                              hideously deformed creature of superhuman size and strength: Ehanced STR +6, Enhanced STA +6, Growth +4 (extras: continuous +1, innate, flaw: permanent -1), impervious TOU +12, leaping +3 (48)
                              sharp claws: Damage +2 (str-based, extras: improved crit 2, precise) (5)

                              Advantages (11)
                              assessment, fascinate 2 (deception, intimidation), fast grab, improved grab, improved hold, improved initiative, move-by action, takedown 2, taunt

                              Skills (28/56)
                              deception +8
                              close combat: unarmed +4
                              expertise: criminal +8
                              insight +8
                              intimidation +8
                              investigation +6
                              perception +8
                              persuasion +6

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

                              complications
                              motivation - murderclown: Horrorquin plans to knock em all dead
                              spotlight: Horrorquin loves being the centre of attention, and will focus on keeping it rather than what's going on behind him
                              talentless hack: woe betide whoever steals attention away from horrorquin
                              you set me up: horrorquinn wants revenge on Falcon

                              Total
                              abilities 40 + powers 53 + advantages 11 + skills 28/56 + defenses 18 = 150

                              a buttonman for the Falcon, a Phoenix Bay crime boss, Quinn Matthews got a little too big for his britches when he started seeing his boss' mistress. In response, Falcon tipped off the cops on his payroll to one of Quinn's next jobs at a chemical plant, and Quinn seemingly met his end in a shootout and plunging into a vat of toxic chemicals

                              but he didn't die. instead he emerged from the toxic muck as a hideously deformed, vaguely clown-like creature of superhuman size and strength. dubbed the horrorquinn, he cut a swath of terror for his defeat. but the irony is? he found almost certain death to be a liberating experience. and now? he's a whole lot happier

                              Comment


                              • 1761



                                Warduke

                                PL 12 (210)

                                Abilities (76)
                                STR 8 AGI 4 FIT 8 AWA 2
                                STA 8 DEX 0 INT 2 PRE 4

                                Powers (68)
                                demon shield: Deflect +10 (extras: reflect +1, redirect +1, flaw: range -1, easily removable) (12)
                                enchanted Adamantine armor: Protection +6 (extra: impervious 14, flaw: removable) (16)
                                fear gaze: affliction +6 (hindered & vulnerable/immobile & defenseless, will resists, extras: cumulative +1, extra condition +1, range +2, flaw: limited degree -1, sense dependent -1) (18)
                                fearsome eye: senses +2 (vision counters invisibility) (2)
                                Nightwind: Damage +6 (str-based, extras: affects incorporeal 2, improved crit 2, incurable, secondary effect 14, easily removable) (15)
                                Warduke's helm: senses +1 (low-light vision), immunity +5 (interaction effects) (flaw: removable) (5)

                                Advantages (12)
                                all-out attack, assessment, improved initiative, languages 2 (abyssal, infernal), move-by action, power attack, quick draw, startle, takedown 2, tracking, uncanny dodge

                                Skills (36/72)
                                athletics +6
                                close combat: swords +2
                                expertise: mercenary +8
                                expertise: riding +8
                                expertise: survival +10
                                insight +8
                                intimidation +12
                                perception +8
                                ranged combat: Demon shield +10

                                Defenses (22)
                                TOU +14/8 DODGE +10 FORT +12 PARRY +10 WILL +12

                                complications
                                light in the dark: Warduke may still love the fallen cleric, Raven
                                motivation - Soldier's boogeyman: Warduke lives for battle, brutality and conquest
                                my brother, my enemy: Warduke's greatest foe is the paladin Strongheart, once his brother in all but blood
                                spindly hand-waver: Warduke is often in the employ of the sorceror Kelek, and just as often plot to betray each other

                                Total
                                abilities 76 + powers 68 + advantages 12 + skills 36/72 + defenses 22 = 210

                                one of the earliest iconic characters of Dungeons & Dragons, Warduke was a pregen character for the module Quest for Hearthstone, then further elaborated in the supplement Shady Dragon Inn. more notably, he was the special guest villain for an episode of the D&D cartoon, and had his own action figure as part of the toyline. in 2003, Warduke was updated to 3.5 stats in Dungeon Magazine, where he was incorporated in the lore of Greyhawk, as part of the Horned Society

                                Comment

                                Working...
                                X