Page 372 of 527 FirstFirst ... 272322362370371372373374382422472 ... LastLast
Results 3,711 to 3,720 of 5262

Thread: Kreuz Control - Youngblood

  1. #3711
    MCRN Admiral Ysariel's Avatar
    Join Date
    Apr 2014
    Posts
    5,724

    Re: 1753

    Quote 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...

  2. #3712
    MCRN Admiral Kreuzritter's Avatar
    Join Date
    Apr 2014
    Posts
    8,950

    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 at 06:59 PM.

  3. #3713
    MCRN Admiral Kreuzritter's Avatar
    Join Date
    Apr 2014
    Posts
    8,950

    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

  4. #3714
    MCRN Admiral Kreuzritter's Avatar
    Join Date
    Apr 2014
    Posts
    8,950

    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

  5. #3715
    OPA Belta Davies's Avatar
    Join Date
    Apr 2014
    Posts
    508

    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, Unbelievable: A Tale of the Exotica Chronicles.

  6. #3716
    MCRN Admiral Kreuzritter's Avatar
    Join Date
    Apr 2014
    Posts
    8,950

    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

  7. #3717
    MCRN Admiral Kreuzritter's Avatar
    Join Date
    Apr 2014
    Posts
    8,950

    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

  8. #3718
    MCRN Admiral Kreuzritter's Avatar
    Join Date
    Apr 2014
    Posts
    8,950

    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

  9. #3719
    MCRN Admiral Kreuzritter's Avatar
    Join Date
    Apr 2014
    Posts
    8,950

    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

  10. #3720
    MCRN Admiral Kreuzritter's Avatar
    Join Date
    Apr 2014
    Posts
    8,950

    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

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •