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Thread: Kreuz Control: Moreau, Romulus & Remus, Nick Bottom, X-Fox, Moby, Dingbat

  1. #3641
    Hierophant Kreuzritter's Avatar
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    Kameobas

    PL 12 (180)

    Abilities (12)
    STR 16 AGI 4 FIT 4 AWA 0
    STA 16 DEX 0 INT -2 PRE 0

    Powers (125)
    armored shell: Protection +4 (extra: impervious 20) (24)
    colossal: growth +16 (extras: continuous +1, innate, flaw: permanent -1), cone area on STR damage +10 (43)
    fire breathing: damage +10 (extras: line area +3) (40)
    turtle monster: immunity +4 (age, cold, pressure, drowning), movement +1 (environmental adaptation-aquatic), senses +4 (accurate hearing, direction sense, distance sense, low-light vision, ultrahearing), swimming +6 (18)

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

    Skills (16/32)
    close combat: unarmed +4
    expertise: survival +10
    insight +4
    intimidation +8
    perception +6

    Defenses (24)
    TOU +20 DODGE +4 FORT +16 PARRY +4 WILL +8

    complications
    amazing colossal beast: Kameobas cannot speak and it cannot use tools
    down by the bay: Kameobas sees the Phoenix Bay area as its territory
    motivation - Kaiju: Kameobas is a gigantic monster, prone to sacking coastal cities but preferring to slumber beneath the sea

    Total
    abilities 12 + powers 125 + advantages 3 + skills 16/32 + defenses 24 = 180

    By the 1930's the shortcomings of the overcrowded, heavily polluted old port at Northbay were plain to see. As recovery from the Great Depression began, Phoenix Bay started one of its largest and most ambitious infrastructure projects ever with WPA support. The shores of Southbay were to be dredged and a vast, modern shipping port constructed along its shores, sporting container terminals, high-speed rail links, shipyards and dry docks. Named Mackenzie Port for chief architect Joseph Mackenzie, the new harbor would incorporate civilian and military installations within a single sprawling facility, the largest in the world. The old harbor would be repurposed for tourist and leisure activity and the Santa Barbara river cleaned up from nearly a century of heavy pollution.

    The project made headlines for the large number of worker deaths that could not be explained merely by the choppy waters and strong currents of the bay. Entire dredging ships would vanish at night along with their crews. Soon ships started disappearing in the Northbay as well. Native American tribes in the area had warned early Europeans against digging for gold on what they believed was sacred ground, and tales of gold miners digging up eldritch horrors better left alone were passť in Phoenix Bay. But this time the strange happenings could not be easily dismissed. Vessels moving through the bay at night had to travel in Coast Guard convoys for safety while the city's heroes investigated. What they found defied comprehension.

    On the morning of August 20, 1936, a coast guard convoy reported coming under attack. Military forces were unable to respond effectively due to the fog in the bay. Instead, leading some 20 heroes in coordinated assault, Madame Mystic and Doctor Future confronted and killed a vast creature described as a "monstrous turtle" with a dome-shaped spiked shell some 100ft in length and width. The corpse, too large to be housed in any museum, was towed to the shore and left to rot. A local reporter fabricated a report that the creature's name in the Chochenyo language was "Kameobas", and the name stuck even after the claim was disproved.

    In the wake of Kameobas's assault many questions were asked. Paleontologist Ishiro Shimizu, leading a team of renowned paleontologists and geologists, hypothesized that Phoenix Bay was the nesting site of a titanic marine reptile. The two wings of Northbay and Southbay had been created by the sweeping motion of a colossal organism's limbs, much like a sea turtle's hind flippers, excavating a cavity to lay eggs. Over time, erosion had washed away much of the softer, looser earth packed over the eggs, lowering the surface below sea level and forming the bay. However, attempts to gather more information were hindered by the deep water, strong currents, and busy commercial activity in the bay. No further sea monsters appeared that decade. Relegated to an academic curiosity, Shimizu's research was gradually forgotten with the completion of Mackenzie Port in 1939.

    While souvenir hunters, early researchers and the like destroyed much of the creature's skeleton, Part of Kameobas' skull and a foretoth remain on display in the Museum on Natural History, while its mountainous shell, simply too large and durable to be broken up, was dredged back out into the water and since become the Mackenzie Port landmark known as Turtle Rock

  2. #3642
    Hierophant Ysariel's Avatar
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    Re: 1680

    Great build! The high initiative for something this ponderous is an interesting touch. I did some research and apparently, although turtles are slow on land, the carnivorous ones can snap their heads very, very fast. And I like the direction sense as a nod to how it always finds its way back to its nesting ground. The only thing I would probably add is great endurance.

    Quote Originally Posted by Kreuzritter View Post
    and those aren't skates, just thick boots. I believe the 80's term for them were 'moon boots'
    Ahh. I thought I saw wheels and assumed they were skates.

  3. #3643
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    Nagara

    PL 13 (195)

    Abilities (100)
    STR 16 AGI 4 FIT 6 AWA 4
    STA 16 DEX 0 INT 0 PRE 4

    Powers (50)
    Third Eye of Fire: Damage +12 (extra: accurate 7, range +1), senses +4 (radius sight, darkvision) (35)
    lemurian goddess: extra limb +1, immunity +4 (age, cold, drowning, pressure), movement +1 (environmental adaptation: aquatic) Swimming +8 (15)

    Advantages (9)
    assessment, fearless, improved initiative, language 2 (english, maori, lemurian native), move-by action, takedown 2, uncanny dodge

    Skills (20/40)
    close combat: unarmed +4
    expertise: goddess +8
    insight +6
    intimidation +8
    perception +6
    persuasion +8

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

    complications
    I am the sea: Nagara is a creature of wild and mercurial emotion
    motivation - She's Pretty Much Lemurian Hercules: Nagara is a goddess who demands worship, sacrifice and tribute as she did in ages past
    Ngarara Taniwha: Nagara likes humans, both as friends and as food
    raging storm: Nagara is easily slighted and her temper is terrible to behold
    world moved on: Nagara is used to a world of myth and magic. modern technology and human society is alien to her

    Total
    abilities 100 + powers 50 + advantages 9 + skills 20/40 + defenses 16 = 195

    A goddess from Ancient Lemuria, Nagara has been awoken in the modern day by her cult, who call her towards the kingdom they call Phoenix Bay. What the cult does not realize is that Nagara, for a time, was worshipped by the Maori people, and is unaware of just how debased and corrupt the serpent folk have fallen. that said, she is haughty and arrogant, and will not be happy that humanity has forgotten her
    Last edited by Kreuzritter; Yesterday at 01:55 PM.

  4. #3644
    Hierophant Kreuzritter's Avatar
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    Dr. Moreau

    PL 12 (180)

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

    Powers (58)
    500 lb Gorilla: feature +1 (may use feet as hands), Growth +4 (extras: continuous +1, innate, flaw: permanent -1), senses +1 (acute smell) (11)
    ape eternal: immunity +1 (age), regeneration +1 (2)
    force field belt: Protection +8 (flaw: removable) (7)
    psychic powers: array (38)
    - mental blast: Damage +12 (extras: range +2, will resists +1, flaw: sense dependent -1) [36]
    - mind control: affliction +12 (dazed/compelled/controlled, will resists, extras: cumulative +1, range +2, flaw: sense dependent -1) [36]
    - telepathy: Mind reading +12 (extras: cumulative +1, effortless +1, flaw: sense dependent -1) [36]

    Advantages (6)
    eidetic memory, improved initiative, improvised tools, inventor, language (english, french native), move-by action

    Skills (32/64)
    deception +6
    expertise: criminal +8
    expertise: science +10
    insight +6
    investigation +6
    intimidation +6
    perception +6
    technology +8
    treatment +8

    Defenses (24)
    TOU +14/8 DODGE +8 FORT +10 PARRY +8 WILL +14

    complications
    are we not men?: Moreau resents humans
    behind the times: Moreau is unaware of the events in his absence
    damn dirty ape: Moreau has an ongoing rivalry with Dr. Simian
    house of pain: Moreau uses physical and emotional abuse to keep his Manimal minions in line
    motivation - Most Equal: Moreau wants to enslave humanity with his Manimals, with himself as ruler
    no animal shall kill another without cause: Moreau would prefer not to harm other talking animals
    no animal shall drink alcohol to excess: Moreau likes to enjoy the finer things in life
    they had their chance: Moreau refuses to uplift reptiles or use them in his work

    Total
    abilities 60 + powers 58 + advantages 6 + skills 32/64 + defenses 24 = 180

    Doctor Alphonse Moreau claims to be the 'descendent' of H.G. Wells' mad doctor, and widely regarded as the 'west coast dr. Simian'. cultured, sophisticated and dry-witted, he believes and revolves his schemes around the idea that beasts should be as men and men should be as beasts, as evidenced by his biochemical scientific genius. opposed through the years by the Justice Foundation, Moreau's creations have often become heroes and villains in their own right. Moreau has lain low of late, returning to his ancestral island homeland to create a new generation of super-manimals, tailored to destroy the Justice Foundation, unaware of the Armada Invasion and events following
    Last edited by Kreuzritter; Today at 06:25 AM.

  5. #3645
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    Romulus & Remus

    PL 10 (150)

    Abilities (68)
    STR 6 AGI 8 FIT 8 AWA 4
    STA 8 DEX 0 INT 0 PRE 0

    Powers (23)
    healing factor: regeneration +5 (5)
    no escape: leaping +2, movement +2 (wall-crawling 2), speed +4 (10)
    predator: senses +8 (accurate/acute/ranged/tracking olfactory, danger sense, darkvision) (8)
    tooth and claw: Damage +2 (str-based, extras: improved crit 2) (4)

    Advantages (9)
    agile feint, evasion, fearless, improved initiative, improved trip, startle, takedown 2, uncanny dodge

    Skills (30/60)
    acrobatics +10
    athletics +8
    close combat: unarmed +4
    insight +8
    intimidation +10
    perception +10
    stealth +10

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

    complications
    dog food: Romulus and Remus are dependent upon the specialized food Moreau gives them
    motivation - His Master's voice: Romulus & Remus are unconditionally loyal to Dr. Moreau
    sibling rivalry: Romulus and Remus regularly struggle for dominance over each other

    Total
    abilities 68 + powers 23 + advantages 9 + skills 30/60 + defenses 16 = 150

    Moreau's preferred henchmanimals, Romulus and Remus are literal clones, dying in battle to allow their master's escape, and their successors freshly decanted to act as his loyal enforcers once more. periodically, one or both of them survive, and wind up going feral, to the point where they need to be put down, or if both survive, they hunt down and kill each other, never realizing Moreau has abandoned them

  6. #3646
    Hierophant Kreuzritter's Avatar
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    Nick Bottom

    PL 10 (150)

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

    Powers (56)
    mutant mule: array (56)
    - Perchance to dream: remote sensing +10 (sight/sound, extra: no conduit +1) [40]
    - midsummer's night: illusion +10 (all senses, extra: selective +1, flaw: resistable -1) [50]
    - dagger of the mind: damage +10 (extras: range +2, will resists +1) [40]
    - make man or woman madly dote: affliction +10 (daze/compelled/controlled, extra: cumulative +1, perception area +2, selective +1) [50]
    - slings and arrows of outrageous fortune: Move Object +10 (extras: damaging +1, range +1)
    - to sleep: affliction +10 (dazed/stun/incapacitate, will resists, extra: cumulative +1, range +2) [40]
    - conscience of the king: mind reading +10 (extras: cumulative +1, effortless +1) [40]

    Advantages (6)
    def roll 2, improved defense, improved initiative, move-by action, taunt

    Skills (26/52)
    deception +8
    expertise: actor +8
    expertise: criminal +4
    insight +10
    investigation +4
    perception +6
    sleight of hand +4
    persuasion +8

    Defenses (30)
    TOU +8/6 DODGE +12 FORT +6 PARRY +12 WILL +14

    complications
    I see their knavery: Nick is obviously a creature both man and donkey
    motivation - greed: Nick is a petty criminal and grifter looking for the next big score
    this palpable gross play: Nick is long on ambition but short on sense

    Total
    abilities 32 + powers 56 + advantages 6 + skills 26/52 + defenses 30 = 150

    a would-be actor turned con man, Nick Bortamus got suckered into one of Dr. Moreau's schemes and was transformed into a donkey manimal, and forced to be the mad ape's minion. but, the mutation had a side effect, unlocking his psychic abilities. Knowing Moreau would likely kill him for having similar ability as himself, Nick used his abilities to quietly escape. but, being a mutant donkey is a bit of a stumbling block to a normal life, and So nick Bottom has used his powers to resume his criminal ways

  7. #3647
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    X-Fox

    PL 10 (150)

    Abilities (56)
    STR 2 AGI 8 FIT 8 AWA 2
    STA 4 DEX 2 INT 0 PRE 2

    Powers (58)
    foxy: senses +5 (darkvision, actute/tracking smell, ultrahearing) (5)
    hella fast: Enhanced Defense +16 (dodge +8, parry +8), enhanced advantages +2 (improved initiative 2), movement +3 (wall-crawling 2, water walking, limited-only while running -1), Quickness +10, senses +2 (radius sight), Speed +10 (43)
    hit them real fast: damage +4 (str-based, extra: Multiattack 6) (10)

    Advantages (6)
    agile feint, evasion 2, move-by action, set-up, taunt

    Skills (16/32)
    Athletics +4
    Close Combat: unarmed +6
    deception +6
    Expertise: Popular Culture +4
    Insight +6
    Perception +6

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

    complications
    fine and foxy: X-Fox is agendered by choice
    hey there: X-Fox likes being friendly with heroes
    motivation - thrills: X-Fox lives for the rush of sensation and an unquenchable need for speed
    yes, father: X-Fox obeys Dr. Moreau... most of the time

    Total
    abilities 56 + powers 58 + advantages 6 + skills 16/32 + defenses 14 = 150

    another of Moreau's creations, X-Fox was made to specifically counter heroic speedsters. What Moreau didn't expect was that X-fox's hyperactive mind would instill the same sort of hyperactive, devil-may-care emotionality. this means that X-fox has developed their own identity and opinions on humanity, such as choosing to be agendered.

  8. #3648
    Hierophant Kreuzritter's Avatar
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    1715



    Moby

    PL 10 (150)

    Abilities (56)
    STR 12 AGI 6 FIT 6 AWA 2
    STA 12 DEX 0 INT 0 PRE 2

    Powers (54)
    Aquatic: immunity +2 (cold/pressure), movement +1 (environmental adaptation-aquatic), swimming +8 (12)
    cetacean senses: senses +4 (accurate hearing, acute olfactory, darkvision, ultrahearing) (6)
    superstrong: Enhanced STR +6, Enhanced STA +6, impervious TOU +12 (36)

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

    Skills (22/44)
    athletics +6
    close combat: unarmed +2
    expertise: criminal +6
    insight +6
    intimidation +10
    perception +6
    ranged combat: throw big objects +8

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

    complications
    beached: Moby has to periodically immerse himself in seawater
    motivation - brute: Moby's a thug and bully
    plugged: blocking Moby's blowhole will greatly interfere with his breathing
    yes father: Moby obeys Dr. Moreau, but resents his treatment and years to rule the bay proper

    Total
    abilities 56 + powers 54 + advantages 8 + skills 22/44 + defenses 10 = 150

    One of Moreau's more loyal 'children', Moby is little more than dumb muscle, but invaluable when Moreau's plans involve the city's waterfront. left to his own devices, Moby winds up affiliated with whichever criminal element is looking to control the local smuggling and willing to pay him 'tribute'

  9. #3649
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    Dingbat

    PL 10 (150)

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

    Powers (37)
    claws: damage +2 (str-based), feature +1 (may use feet as hands) (3)
    echolocation: senses +4 (accurate/extended hearing, low-light vision) (4)
    leather wings: flight +6 (flaw: limited-wings -1) (6)
    lunatic laugh: Damage +8 (extra: fort resists +1, range +1) (24)

    Advantages (6)
    agile feint, improved initiative, move-by action, taunt, set-up, uncanny dodge

    Skills (31/62)
    acrobatics +10
    deception +10
    insight +6
    intimidation +6
    perception +8
    ranged combat: Lunatic Laugh +12
    stealth +10

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

    complications
    blind as a bat: Dingbat's eyes are extremely sensitive to light
    manimal farm: Dingbat doesn't like Moreau much, and wants to free her brothers and sisters
    motivation - bats in the belfy: Dingbat is a puckish rogue, living for whimsical mayhem
    rat with wings: Dingbat is wanted by the PBPD
    sparklies: Dingbat has a magpie's attraction to shiny objects and a short attention span in general

    Total
    abilities 48 + powers 37 + advantages 6 + skills 31/62 + defenses 28 = 150

    the youngest of Moreau's Manimals, Dingbat was able to escape his creator's lab and has since taken to being a superhuman pest to the people of Phoenix Bay. not that she actually means harm, but her ideas of fun greatly differ from most people

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