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Kreuz Control: Nike, Soubrette, Blackout, TerraFirma, Sedna

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2631

Postby Kreuzritter » Mon Apr 09, 2012 6:50 pm

Image

Deacon

PL: 7 (143)

abilities (36)
STR 10 DEX 14 CON 14 INT 20 WIS 18 CHA 20

Combat (24)
+6 init, +6 ATK, +6 DEF (+3 flat-footed)
+0 DMG (unarmed)

saves (10)
TOU +2 FORT +5 REF +5 WILL +8

Skills (33/132)
bluff +10
dipomacy +10
gather info +12
intimidate +10
knowledge: business +8
knowledge: civics +8
knowledge: religion +6
knowledge: streetwise +12
knowledge: tactics +8
perform: oratory +6
profession: criminal +10
notice +12
sense motive +12
stealth +8

feats (40)
benefit 3 (wealth 3), contacts, connected, diehard, equipment 6, evasion, elusive target, improved defense, improved intiative, move-by action, inspire, leadership, master plan, minions 10 (500 criminals/thugs), minions 9 (100 mobsters [iron age, pg 77]), well-informed

costs
abilities 36 + combat 24 + saves 10 + skills 33/132 + feats 40 = 143 pts

:arrow: boss of Bosses in Astro city, The Deacon presents himself as a modern Pope Alexander VI (rodrigo borgia), a crime lord in monastic clothing, having secured his position after arranging a purge of the competition during the 1970's
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2632

Postby Kreuzritter » Mon Apr 09, 2012 7:28 pm

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Starfighter

PL: 10 (150)

abilities (30)
STR 14 DEX 18 CON 18 INT 12 WIS 14 CHA 14

Combat (32)
+8 init, +10/8 ATK, +12 DEF (+4 dodge, + flat-footed)
+2/10/12 DMG (unarmed/starforce/enhaced sTR)

saves (11)
TOU +8 FORT +8 REF +7 WILL +7

Skills (12/48)
intimidate +8
knowledge: current events +8
notice +8
pilot +8
search +8
sense motive +8

feats (14)
atk focus: range 2, diehard, dodge 4, evasion, improved initiative, luck 2, move-by action, teamwork 2

Powers (51)
blast "starforce" +10 (23)
- AP: Enhanced STR +20 [20]
- ap: telekinesis +10 [20]
- ap: Deflect +10 (all ranged) [20]
Flight +7 (15)
- ap: Space flight 7 [7]
immunity +9 (life support) (9)
protection +4 (4)

costs
abilities 30 + combat 32 + saves 11 + skills 12/48 + feats 14 + powers 51 = 150 pts

:arrow: Astro City's 1970's cosmic hero archetype, Starfighter was a member of the Honor Guard through the 70's and 80's, before eventually retiring to marry an alien space princess
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2633

Postby Kreuzritter » Mon Apr 09, 2012 7:42 pm

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Stonecold

PL: 10 (150)

abilities (32)
STR 36 DEX 14 CON 36 INT 10 WIS 14 CHA 14

Combat (20)
+6 init, +7/5 ATK, +7 DEF (+2 dodge, +2 flat-footed)
+13 DMG (unarmed)

saves (9)
TOU +13 FORT +15 REF +5 WILL +6

Skills (9/36)
intimidate +10
knowledge: streetwise +8
notice +6
search +6
sense motive +6

feats (14)
atk focus: melee 2, diehard, dodge 2, fast overrun, improved grab, improved grapple, improved initiative, improved overrun, improved pin, move-by action, takedown attack 2

Powers (66)
Enhanced STR +16 (16)
Enhanced CON +16 (16)
Immovable +5 (extra: unstoppable +1) (10)
impervious TOU +10 (10)
leaping +4 (4)
superstrength +5 (10)

costs
abilities 32 + combat 20 + saves 9 + skills 9/36 + feats 14 + powers 66 = 150 pts

:arrow: a 'hero' of Astro City's Dark Age, Stonecold is a brutal thug who takes satisfaction from the severely injured criminals left in his wake
Last edited by Kreuzritter on Tue Apr 10, 2012 11:21 am, edited 1 time in total.
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Re: Kreuz Control: Astro City- Deacon, Starfighter, Stonecold

Postby Kreuzritter » Mon Apr 09, 2012 7:54 pm

for those happy to see coverage of your favorite indie comic, before the requests start pouring in for which Astro Citizens you'd like to see next, i figure i should list those i've already covered



Beautie
Black Badge
Black Velvet
The Box
Bravo
The Confessor
Conquistador
Crackerjack
El Hombre
Energy Brown
GLoo
Glow-worm
Hellhound
Jack-In-The-Box
The Jack-son
Jitterjack
Living Nightmare
Max O'Millions
Mock Turtle
point man
Rex Furst
Roustabout
Samaritan
Steeljack
Street Angel
Winged Victory
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Re: Kreuz Control: Astro City- Deacon, Starfighter, Stonecold

Postby Horsenhero » Mon Apr 09, 2012 7:59 pm

Looking at your list Kreuz...I would request, Silver Agent and N-Forcer. Neither seem to be represented and I likes 'em both, oh yes I do.
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Re: Kreuz Control: Astro City- Deacon, Starfighter, Stonecold

Postby Kreuzritter » Mon Apr 09, 2012 8:22 pm

hadn't quite planned on the N-forcer, but , but i'll see what I can do

as for the Agent, he's on the list

in fact, here's the prospective to-do list:

Black Rapier
Blue Knight
Braintrust
Brass Monkey
Cleopatra
Demolitia
Flamethrower
The Gentleman
Glue Gun
The Green Man
Gunslinger
Infidel
Ironhorse
Junkman
Krakaboom
Lord Sovereign
Mirage
MPH
N-Forcer
The Pale Horseman
Silver Agent
Silver Brain
Slamburger
Spice
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Re: Kreuz Control: Astro City- Deacon, Starfighter, Stonecold

Postby Horsenhero » Mon Apr 09, 2012 10:39 pm

Woohoo! I love the Junkman, he's one of my favorite villains. His spotlight story about "getting away with it", then "not getting away with it", just so his genius could be revealed was awesome.

Brass monkey is pretty cool too...and not just his b@!!s.

Looking at the villains reminded me (and this is an easily ignored request), you built Steeljack, but how about a shot at Golden Glove II? She schooled him pretty good, even if it could be argued he wasn't trying to hurt her, which gave her a huge advantage. Anyway, it's just a thought, but you've got a substantial list going already.
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Re: Kreuz Control: Astro City- Deacon, Starfighter, Stonecold

Postby Kreuzritter » Tue Apr 10, 2012 8:20 am

i'll do you one better: BOTH goldengloves are going on the list
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2634

Postby Kreuzritter » Tue Apr 10, 2012 8:26 am

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Brass Monkey

PL: 9 (135)

abilities (6)
STR 30 DEX 16 CON n/a INT 10 WIS 14 CHA 12

Combat (16)
+7 init, +8/6 ATK, +10 DEF (+2 dodge, +2 size, +4 flat-footed)
+10 DMG (unarmed)

saves (3)
TOU +8 FORT n/a REF +6 WILL +5

Skills (11/44)
acrobatics +8
climb +6
intimidate +4
knowledge: streetwise +4
profession: janitor +4
profession: criminal +4
search +6
stealth +8

feats (8)
acrobatic bluff, atk spec: unarmed, dodge 4, improved initiative, move-by action

Powers (91)
additional limbs +1 (tail) (1)
immunity +30 (fort) (30)
Protection +4 (4)
shrinking +8 (extras: normal abilities +3, compression +3) (56)

costs
abilities 6 + combat 16 + saves 3 + skills 11/44 + feats 8 + powers 91 = 135 pts

:arrow: a b-lister in Jack-In-The-Box's rogues gallery, the Brass Monkey was originally just a janitor in a lab studying mental transferrence (possibly the same research that produced Chain, i think), and used their devices to project his mind into a brass monkey statue to use for burglaries. problem was, while he was out, his human body was killed, leaving him trapped as Brass Monkey forever.

:arrow: I was originally aiming for pl8, but after a closer look, the Monkeys definately a 9. strong and experienced, but forever a b-list
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2635

Postby Kreuzritter » Tue Apr 10, 2012 9:44 am

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Glue-Gun

PL: 6 (80)

abilities (26)
STR 18 DEX 14 CON 18 INT 10 WIS 14 CHA 12

Combat (24)
+6 init, +6 ATK, +3 DEF (+3 flat-footed)
+4 DMG (unarmed)

saves (8)
TOU +6/4 FORT +6 REF +5 WILL +5

Skills (5/20)
intimidate +4
knowledge: streetwise +4
notice +4
search +4
stealth +4

feats (5)
def roll 2, diehard, improved initiative, move-by action

Powers (12)
Device: Epoxy Rifle +4 (12)
- Snare +6 (extra: contagious +1) [18]

costs
abilities 26 + combat 24 + saves 8 + skills 5/20 + feats 5 + powers 12 = 80 pts

:arrow: Meet Glue-Gun, the only supervillain dumb enough to think crashing through the roof of the top secret superhero social club without any sort of plan beyond "take a hostage, make demands" was a brilliant idea. for his trouble, he was one hit Ko'd by the very busboy he'd grabbed. so hoist your mugs, youse mugs, for Glue-Gun doth be a jobber amongst jobbers!
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Re: Kreuz Control: Astro City-Stonecold, Brass Monkey, Glue-gun

Postby Horsenhero » Tue Apr 10, 2012 10:17 am

Well, life as a Trapster homage is bound to be filled with embarrassing moments.

And thanks for the Golden Gloves!
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Re: Kreuz Control: Astro City-Stonecold, Brass Monkey, Glue-gun

Postby Arthur Eld » Tue Apr 10, 2012 10:33 am

Nice Glue-Gun. I would have made him a little more competent, though-sure among supers he's a joke, but he should still be a threat to mundys, PL 7 or so.

Still, I'm just glad he's built. He's compelling because he's so pathetic.
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Re: Kreuz Control: Astro City-Stonecold, Brass Monkey, Glue-gun

Postby Kreuzritter » Tue Apr 10, 2012 10:56 am

yeah, well, his only amount of spotlight time didn't exactly do him any favors. but yes, i was originally gonna make him a PL7
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2636

Postby Kreuzritter » Tue Apr 10, 2012 11:53 am

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Goldenglove

PL: 10 (150)

abilities (32)
STR 34/18 DEX 16 CON 18 INT 12 WIS 14 CHA 14

Combat (24)
+7 init, +8/4 ATK, +8 DEF (+4 flat-footed)
+4/12 DMG (unarmed/gloves)

saves (10)
TOU +12/4 FORT +7 REF +6 WILL +6

Skills (16/64)
bluff +6
craft: electronic +8
gather info +6
intimidate +8
knowledge: streetwise +6
notice +6
profession: boxer +6
profession: criminal +6
search +6
sense motive +6

feats (16)
all-out attack, atk spec: unarmed 2, contacts, cunning fighter, defensive attack, diehard, improved crit: unarmed 4, improved initiative, move-by action, power attack, takedown attack 2

Powers (52)
Device: Power Gloves +13 (52)
- Enhanced Strength +16 [16]
- Force Feild +8 (extra: impervious +1) [16]
- immovable +3 (extra: unstoppable +1) [6]
- immunty +9 (life support) [9]
- Superstrength +8 (feats: groundstrike, counterpunch) [16]

costs
abilities 32 + combat 24 + saves 10 + skills 16/64 + feats 16 + powers 52 = 150 pts

:arrow: an Astro City supervillain, Goldenglove got his signature gear off of a dead alien he'd found, and promptly started using it to knock over banks up until he was killed in the mid 1990's when he got a little too close to the truth regarding what they'd been sold on as a "crime of the century"

:arrow: given his motif, i figure Goldenglove's full backstory included a stint as a low-rent prizefighter, which helped fill in the feats, while the gloves themselves i worked to imply the features his daughter discovered they had
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2337

Postby Kreuzritter » Tue Apr 10, 2012 12:34 pm

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Goldenglove 2

PL: 8 (120)

abilities (22)
STR 10 DEX 16 CON 14 INT 14 WIS 14 CHA 14

Combat (12)
+7 init, +8/2 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+0/8 DMG (unarmed/gloves)

saves (10)
TOU +10/2 FORT +5 REF +6 WILL +6

Skills (13/52)
bluff +6
computers +4
craft: electronic +4
craft: mechanical +4
kowledge: streetwise +4
knowledge: technology +6
notice +6
search +6
sense motive +6
stealth +6

feats (11)
atk spec: powergloves 3, beginner's luck, diehard, dodge 2, evasion, improved initiative, luck, move-by action

Powers (52)
Device: Powergloves +13 (52)
- Telekinesis +8 (extra: damaging +1) [28]
- ap: Blast +8 (extra: penetrating +1) {24}
- ap: Dazzle +8 (sight, sound) {24}
- ap: Obscure +5 (all senses) {20}
- ap: Strike +8 (extra: penetrating +1) {24}
- flight +5 [10]
- immunity +9 (life support) [9]
- Force feild +8 (extra: impervious +1) [16]
- 2 points unspent

costs
abilities 22 + combat 12 + saves 10 + skills 13/52 + feats 11 + powers 52 = 120 pts

:arrow: the daughter of the original goldenglove, Yolanda Costello discovered that his signature 'power gloves' could do SO much more than just hit things real hard, and got it into her head that she could succeed where he'd failed, by using the gloves to become a cat burglar, before her mother, a former teen hero turned police detective and the street-level teen hero team the Irregulars gave her a second chance. wether Yolanda actually took it in the years since then...that's up to your GM, isn't it

:arrow: Yolanda herself wasn't too much trouble, being an athletic and smart girl. the gloves on the other hand, well, as the new tricks show, the gloves are a GL ring lite, with 2 EP unspent for APs or some other 1-2 point trick. Give yolanda a few years, and she could be a real contender
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