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Thread: Kreuz Control - Crinoverse PCs, The Newcomers

  1. #4621
    MCRN Admiral Kreuzritter's Avatar
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    Nezumi

    PL 10 (150)

    Abilities (36)
    STR -5 AGI 4 FIT 4 AWA 2
    STA 6 DEX 4 INT 0 PRE 2

    Powers (60)
    Maxmin, Valmorphatize!: Morph +1 (extra: metamorph-Maxmin) (6)
    miniscule: shrinking +20 (extras: continuous +1, innate, flaw: permanent -1) (41)
    tougher than she looks: enhanced STA +4, regeneration +5 (13)

    Advantages (6)
    assessment, improved initiative, move-by action, skill mastery 2 (starfighter, vehicles), uncanny dodge

    Skills (36/72)
    acrobatics +6
    athletics +6
    close combat: unarmed +4
    expertise: starfighter +6
    insight +6
    intimidation +6
    perception +6
    ranged combat: vehicle weapons +6
    stealth +4
    technology +6
    treatment +4
    vehicles +12

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

    complications
    action figure: Nezumi wants earthlings to think Maxmin is a sapient robot rather than being piloted by her
    deathworld: Nezumi believes earth's bacteria is pure poison to her people, and stays in Maxmin as much as possible
    great destroyer: Nezumi believes Whoop-Ant has doomed her people
    It came from the Infraverse: Nezumi wants to return to her people in the Infraverse, but orders require absolute dimensional silence
    model 111: Nezumi is unaware that she's in fact Centurion Machine 111, The Mouse, and that Maxmin is in fact her combat form, rather than a mecha summoned from her belt buckle
    motivation - savior of the infraverse: Nezumi is a hot blooded mech jockey, sworn to fight evil and protect the innocent

    Total
    abilities 36 + powers 60 + advantages 6 + skills 36/72 + defenses 12 = 150

    the pilot of Maxmin, Nezumi is perhaps the greatest champion of the Infraverse. Unblighted by the plague that had swept across the 17 worlds due to Maxmin not being organitech-based, Nezumi was tasked by head Counselor Bylar, on orders from Queen Elzaya herself to travel to the Ultra-verse as the people's revenge against the Great Destroyer, Whoop-Ant.

    Unfortunately, Nezumi had no idea the Ultra-verse, or 'earth', as the natives call it, was so ridiculously huge, and she has no idea how to even find Whoop Ant. Worse yet, now there's this insane earth-giant who keeps trying to catch her, claiming she's her mother

  2. #4622
    MCRN Admiral Yeoman's Avatar
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    Re: 2202

    I'm honored someone else is using the concept. And I think this is only the third of the Zodiac group. One day we'll meet Horseshoe though.

  3. #4623
    MCRN Admiral Kreuzritter's Avatar
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    Wrathchild

    PL 10 (150)

    Abilities (16)
    STR 12 AGI 4 FIT 4 AWA 0
    STA 16 DEX 0 INT 0 PRE 0

    Powers (106)
    hulking brute: Enhanced STR +12, Enhanced STA +14, impervious TOU +14 (66)
    razor wire killer: Weaken STA +10 (fort resists, extras: range +2, secondary effect +1) (40)

    Advantages (2)
    improved initiative, move-by action

    Skills (16/32)
    close combat: unarmed +4
    deception +8
    insight +8
    intimidation +8
    perception +4

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

    complications
    motivation - hatred: Wrathchild wants nothing more than to destroy the heroes who ruined him

    Total
    abilities 16 + powers 106 + advantages 2 + skills 16/32 + defenses 10 = 150

    the first major villain in the Crinoverse games, Lincoln Rothchild was a crooked criminal lawyer, whose clients included most of the petty supervillains throughout the city of Los Dios. However, eager for more wealth and fame, Rothchild made a deal with the ghost of the Astronomer. Astronomer would use his psychic powers to make Rothchild invincible in the courtroom, while Rothchild would secretly use his unregistered power of transmutation to gruesomely murder people by turning their innards into razor wire so that the resulting pain and suffering would restore Astronomer to life.

    However, due to the diligence of the Los Dios Police Department's Meta-town precinct, Rothchild was eventually found out, and Astronomer, seeking to evade capture, forced Rothchild to use his powers on himself to become a hulking brute, wiping most of his mind in the process. this brute, dubbed Wrathchild by super-powered officers on scene, put up a fight, but was ultimately defeated and captured and is now imprisoned in Super-Alcatraz

  4. #4624
    MCRN Admiral Kreuzritter's Avatar
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    Waughammer

    PL 11 (165)

    Abilities (26)
    STR 14 AGI 4 FIT 4 AWA 0
    STA n/a DEX 0 INT 0 PRE 0

    Powers (105)
    android: immunity +40 (fort, mental effects) (40)
    big bot: Growth +4 (extras: continuous +1, innate, flaw: permanent -1) (9)
    chest beam: Damage +12 (extras: range +1) (24)
    rocket boots: flight +8 (16)
    xenonium armor: protection +16 (16)

    Advantages (6)
    close attack 4, improved initiative, move-by action

    Skills (14/28)
    insight +4
    intimidation +10
    perception +4
    ranged combat: chest beam +10

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

    complications
    call the exterminators: Waughammer is programmed to act weak and cowardly when attacked by the Exterminators
    design flaw: Waughammer's right hand only looks like one from afar
    made in america: Waughammer's interior is clearly of human origin
    motivation - false flag: Waughammer is a robot meant to fan the flames of xenophobia against aliens on Earth

    Total
    abilities 26 + powers 105 + advantages 6 + skills 14/28 + defenses 14 = 165

    a recent threat to Phoenix Bay, Waughammer is a high tech alien barbarian, whose rampages are filled with threats of invasion and conquest, and urgings for his brethren to rise up from hiding to claim their rightful world, before being forced to flee by the Exterminators, a self-proclaimed 'human defense corps'

    in reality, Waughammer is a robot built by them to act as a false flag operation, to turn Phoenix Bay's citizens against the city's extra-terrestrial immigrants, and otherwise encourage the Exterminators' own xenophobic bigotry

  5. #4625
    MCRN Admiral Kreuzritter's Avatar
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    Queen Konga

    PL 12 (180)

    Abilities (60)
    STR 16 AGI 4 FIT 8 AWA 2
    STA 16 DEX 0 INT 0 PRE 0

    Powers (76)
    ape: feature +1 (may use feet as hands), senses +2 (acute tracking olfactory) (3)
    climb skyscrapers: movement +2 (wall-crawling 2) (4)
    her speed belies her bulk: Leaping +2, speed +4 (6)
    huge: growth +8 (extras: continuous +1, innate, flaw: permanent -1) (17)
    laserbreath: Damage +12 (extras: accurate 6, range +1) (30)
    nigh invulnerable: impervious TOU +16 (16)

    Advantages (10)
    all-out attack, chokehold, fast grab, improved grab, improved hold, fearless, improved initiative, move-by action, takedown 2

    Skills (16/32)
    insight +6
    intimidation +12
    perception +6
    ranged combat: thrown +8

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

    complications
    bright lights, big city: Queen Konga is conditioned to be driven berserk by bright flashing lights and loud noises
    house of pain: Queen Konga obeys the commands of Dr. Moreau, but deeply resents his abuse
    I, Konga: while capable of speech, Konga's ability is comparable to that of a very young child
    motivation - rampage: Queen Konga is driven by pain and fear to destroy all before her
    stooped lizard: Queen Konga is instinctively drawn to battle giant reptiles when encountered
    twas beauty killed the beast: Queen Konga is fascinated by humans, and will take them as pets/toys/treasure

    Total
    abilities 60 + powers 76 + advantages 10 + skills 16/32 + defenses 18 = 180

    among the mightiest of Dr. Moreau's monsters, Konga was the sinister simian's attempt to uplift another gorilla as his queen, mate and bodyguard. instead he turned her into a monstrous colossus, ugly even in his eyes. due to her raw power, Konga was treated as little more than a weapon, conditioned to lash out in anger when Moreau inevitably releases her into the city. However, Konga has somehow learned of and imprinted upon the movie King Kong, and in her rampage, she will emulate the great ape, taking attractive humans hostage and climbing the tallest buildings with them

  6. #4626
    MCRN Admiral Kreuzritter's Avatar
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    T-1000 model Terminator

    PL 9 (135)

    Abilities (18)
    STR 6 AGI 4 FIT 4 AWA 0
    STA n/a DEX 0 INT 0 PRE 0

    Powers (88)
    Cyberdyne systems model 1000: Immunity +40 (fort, mental effects), protection +12 (52)
    doesn't feel pain, or pity, remorse or fear: immunity +5 (interaction effects) (5)
    knives, stabbing weapons: Damage +2 (str-based, extra: reach) (3)
    liquid metal: insbstantial +1, morph +4, regeneration +3 (27)

    Advantages (2)
    improved initiative, move-by action

    Skills (17/34)
    close combat: unarmed +6
    expertise: terminator +6
    insight +6
    perception +6
    ranged combat: guns +6
    vehicles +4

    Defenses (10)
    TOU +10 DODGE +6 FORT n/a PARRY +6 WILL +6

    complications
    cold as ice: exposure to extreme coolants will cause the T-1000 to freeze and shatter
    just him and me: the resistance has sent an operative to stop the Terminator
    motivation - Objective: the T-1000 has the singular mission to kill John Connor
    wrong: Dogs and other animals react strongly to the T-1000's presence

    Total
    abilities 18 + powers 88 + advantages 2 + skills 18/32 + defenses 10 = 135

    from the film Terminator 2: Judgement Day, the T-1000 is composed of a mimetic polyalloy, enabling it to take on any shape or disguise it may need as it single-mindedly pursues a teenaged John Connor for termination
    Last edited by Kreuzritter; 03-15-2018 at 08:14 AM.

  7. #4627
    MCRN Admiral Kreuzritter's Avatar
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    Zippy Lad

    PL 7 (105)

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

    Powers (37)
    still got it: array (9)
    - done in a zip: quickness +8 [8]
    - zippy punches: damage +4 (extra: multiattack +1) [8]
    zippy-chair: (extra: restricted-speedsters, flaw: removable) (28)
    - fast defense: Enhanced Dodge +6, Enhanced FIT +8 [14]
    - hot wheels: Speed +8 (extra: move-by action), movement +2 (wallcrawling, water walking, flaw: only while speeding) [10]
    - fast fighting: array [9]
    - hit everybody: damage +4 (extra: burst area +1) {8}
    - knock em down: affliction +4 (dazed/prone, dodge resists, extras: line area +1, reaction-while speeding +3, flaws: instant recovery -1, limited-only directly behind Zippy lad -1, limited degree -1) {8}

    Advantages (6)
    connected, contacts, improved initiative, seize initiative, set-up, taunt

    Skills (16/32)
    close combat: zippy punches +8
    deception +6
    expertise: superhero trainer +6
    investigation +6
    insight +6
    perception +6
    persuasion +6

    Defenses (8)
    TOU +4 DODGE +10/4 FORT +6 PARRY +10/2 WILL +8

    complications
    motivation - mentor: Zippy Lad's heroics are behind him, so he's passing on what he knows to the new generation
    unkind years: zippy lad is paralyzed from the waist down, and using his speed quickly destroys most wheelchairs

    Total
    abilities 32 + powers 37 + advantages 6 + skills 16/32 + defenses 8 = 105

    first appearing in the TMNT episode "Return of the Justice Force", Zippy Lad was a member of the titular team years ago before retiring after the death of Battling Bernice, but is brought out of retirement when he and the others are attacked by the robots of Dr Dome, who has seemingly gone mad in his twilight years, but is in reality a trap set by Dome's long-lost and misguided daughter, Ananda. When today's heroes reform the justice Force, Zippy Lad is there with them, assessing and training those new, would be heroes who try applying to the team, such as the Unconvincing Turtle Titan

  8. #4628
    MCRN Admiral Kreuzritter's Avatar
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    Stainless Steve Steel

    PL 7 (105)

    Abilities (44)
    STR 4 AGI 4 FIT 6 AWA 2
    STA 4 DEX 0 INT 0 PRE 2

    Powers (11)
    Steel headbutt: Damage +4 (str-based, extras: improved crit 2), immunity +5 (head trauma) (11)

    Advantages (10)
    assessment, connected, contacts, def roll 2, improved initiative, inspire, leadership, move-by action, takedown

    Skills (26/52)
    athletics +4
    expertise: retired superhero +8
    expertise: small business +6
    expertise: pop culture +6
    intimidation +6
    investigation +4
    insight +6
    perception +6
    persuasion +6

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

    complications
    Motivation - golden years: While retired, mostly, Steve's willing to throw on the old costume if the need arises

    Total
    abilities 44 + powers 11 + advantages 10 + skills 26/52 + defenses 14 = 105

    another member of the original Justice Force, Stainless Steve Steel used his nigh-indestructible skull to headbutt evildoers into submission, before the loss of teammate Battling Bernice broke up the team and prompted their retirement. today, Steve and Metalhead run a comics shop out of a sleepy town in upstate New York. Well, Steve runs it, really, now that Metalhead, being an immortal android, actively serves with the current iteration of the Justice Force

  9. #4629
    MCRN Admiral Kreuzritter's Avatar
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    Dr. Dome

    PL 7 (105)

    Abilities (40)
    STR 0 AGI 2 FIT 2 AWA 4
    STA 2 DEX 0 INT 8 PRE 2

    Powers (24)
    cyberbrain: comprehend +2 (machines) (4)
    domebot: equipment +10 (extras: durable +1) (20)
    abilities (-6)
    STR 8 AGI 4 FIT 4 AWA 0
    STA n/a DEX 0 INT n/a PRE n/a
    advantage (1)
    interpose
    powers (52)
    - big robot: Growth +4 (extras: continuous +1, innate, flaw: permanent -1), Protection +6 [15]
    - cool stuff: feature +2 (onboard computer, ejector seat) [2]
    - laser beam: Damage +8 (extras: accurate 3, range +1) [19]
    - radar: senses +3 (accurate radio, extended vision, extended hearing, infravision) [6]
    - rockets: Flight +5 [10]

    Saves (8)
    TOU +10 DODGE +4 FORT n/a PARRY +4 WILL n/a

    Advantages (7)
    assessment, eidetic memory, inventor, improvised tools, skill mastery 2 (science, technology), ultimate technology

    Skills (22/44)
    expertise: science +8
    insight +6
    intimidation +8
    investigation +8
    perception +6
    technology +8

    Defenses (12)
    TOU +2 DODGE +4 FORT +4 PARRY +4 WILL +10

    complications
    beautiful Bernice: Dr. Dome has spent years mourning the loss of his love
    hello father: Dr. Dome has learned he has a daughter,m and has become her mentor in superscience and memories of her mother
    motivation - not too late: Dr. Dome has devoted himself to reconnecting with old friends and family

    Total
    abilities 40 + powers 24 + advantages 7 + skills 22/44 + defenses 12 = 105

    mad scientist and former supervillain, Dr. Dome was convinced to change his ways and join the Justice Force as a hero, where he met and fell in love with Battling Bernice. when she doied and the team disbanded, Dr. Dome was heartbroken, sinking into seclusion and wallowing in his grief for years until the rest of the old team broke in alongside the Teenage Mutant Ninja Turtles, claiming that Dome had sent his robots after them in delusional revenge. horrified, Dr. Dome tried to defend his innocence when the true culprit was revealed, Anada, Battling Bernice's daughter, who blamed all of them for her mother's death, before the turtles realized that Dr. Dome was in fact her long lost father, and were able to talk Anada down before she made a terrible and irrevocable mistake.

    Since then, Dr. Dome has reconciled with Anada, even giving her his blessing to use his name and technology to continue Bernice's legacy of heroism, and he is sometimes called in by the new Justice Force as a scientific consultant

  10. #4630
    MCRN Admiral Kreuzritter's Avatar
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    2210



    Joey Lastic

    PL 7 (105)

    Abilities (32)
    STR 0 AGI 4 FIT 4 AWA 2
    STA 8 DEX 2 INT 0 PRE 2

    Powers (30)
    rubber man: Enhanced STA +6, Elongation +8, immunity +10 (falling damage, electric damage) (30)

    Advantages (11)
    agile feint, chokehold, evasion, fast grab, improved grab, improved hold, improved initiative, improved trip, move-by action, set-up, taunt

    Skills (24/48)
    acrobatics +6
    close combat: grapples +2
    deception +10
    expertise: retired superhero +8
    insight +6
    perception +6
    sleight of hand +6
    stealth +4

    Defenses (8)
    TOU +8 DODGE +6 FORT +8 PARRY +6 WILL +6

    complications
    motivation - golden age: While enjoying his retirement, Joey Lastic's ready to suit up again for one last ride

    Total
    abilities 32 + powers 30 + advantages 11 + skills 24/48 + defenses 8 = 105

    another retired member of the original justice force, Joey Lastic was a strechy guy who only appeared in the one episode

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