Kreuz Control - DOOM!, Hydra, Azazel, Angel, Juggernaut

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Kreuzritter
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Postby Kreuzritter » Wed Jun 07, 2006 4:56 pm

ordinarily, I'd be going straight into the characters, but given the subject matter, well, I thought a more formal opening was required

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The Hall of Doom

Deep within a bleak and dismal swamp, hidden beneath its murky waters, lies the headquarters of the most sinister villains of all time: The Legion of Doom

mobile Headquarters [42]

size: gargantuan [4]
strength: 70 [12]
toughness: 20 [3]
features: combat simulator, communications, concealed, defense system, dock, fire prevention system, gym, hangar, holding cells, infirmary, isolated, laboratory, library, living space, power system, security system, workshop [17]
Movement: water speed 6 [6]

:arrow: every major supervillain group needs a place to plot their plans, and the legion is no exception

:arrow: it's also worth noting that while the place seems pretty big for just 13 crooks, at it's peak the DCAU Legion had a roster of nearly 60 supervillains, in addition to the rank and file henchmen that were expected to run the day to day upkeep of the HoD. for LOD minions, i suggest the COBRA grunts as designed by baron[/i]
Last edited by Kreuzritter on Sun May 20, 2007 8:29 am, edited 2 times in total.
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Kreuzritter
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Postby Kreuzritter » Thu Jun 08, 2006 6:23 am

okay, some warning, most of the legion are following my design of "I want to play that", so they're going to seem underpowered compared to some of the other builds out there. also, it is my regret to inform you that having never actually played M&M, i do not feel comfortable playtesting my creations, so i would like to take an assistant capable of doing such, either in this thread or in the story hour.

but enough talk. I do hearby call this meeting of the Legion of Doom to order.

It is the purpose of the Legion to align our infamous forces against the powers of good and defeat them, leaving us the rulers of the world. To do this, we have gathered together the thirteen most ruthless villains on Earth...
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Postby Kreuzritter » Thu Jun 08, 2006 6:33 am

Image

The frigid Killer Frost

PL: 10 (145)

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

Combat: (28)
+6 init, +11/9/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/9+/10s DMG (unarmed/ice shards/ice beam)

saves: (8[b]/b])
TOU +6/3 FORT +4 REF +5 WILL +5

Skills (8/36)
acrobatics +6
bluff +6
disable device +4
intimidate +6
knowledge: streetwise +5
sense motive +5
stealth +4

feats (19)
dodge focus 4, defensive roll 3, fighting style 10 (attack focus: range, Attack Spec.: ice beam/ice shards, defensive attack, evasion, improved initiative, move by action, redirect, sneak attack, startle), tough, uncanny dodge (visual)

Powers (66)
absorption +5 (energy, healing, flaw: heat only -1) (15)
Cold Control 10 (Dynamic) (25)
AP: blast "ice shards" +9 (extra: autofire +1) [18]
AP: element control +10 (ice) [16]
AP: Environmental Control (Hamper Movement) [20]
AP: Obscure "blizzard" +10 (visual) [20]
AP: Snare "ice beam" +10 [20]
Create Object 10 (ice) (21)
AP: Super Movement +2 (Air Walking 2, linked speed 3) [7]
Immunity 5 (Cold) (5)

costs
abilities 14 + combat 28 + saves 8 + skills 8/32 + feats 19 + powers 66 = 145 pts

:arrow: An update from my 1st ed. design, Frost mostly works from that build, in addition to some bits and pieces lifted from the various iceman builds

:arrow: Frost is a girl with a lot of options, and generally tries to use them all over the course of a fight while keeping mobile via her air-walking[/img]
Last edited by Kreuzritter on Sun May 20, 2007 8:29 am, edited 2 times in total.
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Postby Kreuzritter » Thu Jun 08, 2006 6:39 am

Image

the sinister mind of Sinestro

PL: 10

abilities: (25)
STR 11 DEX 16 CON 14 INT 12 WIS 18 CHA 14

Combat: (32)
+3 init, +8 ATK, +8 DEF (+4 flat-footed)
+0/12 DMG (unarmed/TK)

saves: (7)
TOU +12 FORT +3 REF +7 WILL +9

Skills: (8/32)
Acrobatics +4
concentration +8
intimidation +7
language: english +1
notice +6
sense motive +6

feats (5)
accurate attack, all-out attack, fearless, power attack, precise shot

Powers (68)
Device: Qwardian Power Ring +18 (68)
- flight +5 [10]
- force feild +10 (extra: impervious +1) [20]
- Immunity +9 [9]
- Telekinesis +12 (feat: precise, extra: damaging +1) [35]
- space travel +9 [9]

costs
abilities 25 + combat 32 + saves 7 + skills 8/32 + feats 5 + powers 68 = pts

:arrow: the anti-green lantern, I like how sinestro turned out, but he is a bad guy that can be suitably ramped up.

:arrow: Cool and methodical, Sinestro tends to hang back and above, raining destruction down upon his enemies with his power ring, demonstrating a sense of casual arrogance, often choosing to toy with those who cannot match him. if his enemy is a green lantern, however, Sinestro will go after them first, and in deadly seriousness.

:arrow: yes, i know create object is part and parcel of the whole GL mythos, but considering that nearly all the stuff sinestro summons is used to attack, i figured TK was the way to go
Last edited by Kreuzritter on Sun May 20, 2007 8:30 am, edited 3 times in total.
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Postby mortarion » Thu Jun 08, 2006 6:42 am

Ayyyyy! Sinestro's cool 8)
J.U.D.G.E Official Liason to England and the United Kingdom/Master Of The Mystic Arts
I'm not exactly sure what happened. Sometimes I remember it one way, sometimes another... If I'm going to have a past, I prefer it to be multiple choice!

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Postby Pandaman » Thu Jun 08, 2006 6:44 am

Nifty. Waiting eagerly for the rest of them!

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Postby Kreuzritter » Thu Jun 08, 2006 6:55 am

Image

The awesome Bizarro

PL: 10

abilities: (2)
STR 32 DEX 10 CON 32 INT 6 WIS 8 CHA 6

Combat: (32)
+0 init, +8 ATK, +8 DEF (+4 flat-footed)
+12/10 DMG (unarmed/heatvision)

saves: (11)
TOU +12 FORT +10 REF +1 WILL +9

Skills (5/20)
Intimidate 12
Notice 8

feats (2)
all out attack, power attack

Powers (98)
blast +10 (20)
enhanced STR +18 (18)
Enhanced con +18 (18)
flight +5 (10)
immovable +3 (3)
immunity +9 (life support) (9)
impervious toughness +10 (10)
Super Senses +2 (extended sight +1, extended hearing +1) (2)
superstrength +6 (12)

costs
abilities 2 + combat 32 + saves 11 + skills 5/20 + feats 2 + powers 98 = 150 pts

:arrow: like Superman says, thank god bizarro's an idiot, because that's how I was able to squeeze him down into a 10/150 framework. again, you could make him more powerfu, but I think that this captures his essence fairly well

:arrow: as you can see, to make up for his stupidity, bizarro has none of superman's weaknesses (mutated DNA means his powers work differently), but he's also so dirt-stupid that he's got a good chance of just shaking off any mental whammies you try to hit him with
Last edited by Kreuzritter on Sun May 20, 2007 8:30 am, edited 2 times in total.
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Postby Kreuzritter » Thu Jun 08, 2006 7:33 am

Image

and Solomon Grundy

PL: 10

abilities: (10)
STR 30 DEX 12 CON n/a INT 8 WIS 12 CHA 8

Combat: (28)
+ init, +8 ATK, +6 DEF (+ dodge, + flat-footed)
+10 DMG (unarmed)

saves: (6)
TOU +10 FORT n/a REF +3 WILL +6

Skills (5/20)
intimidate +10
notice +6
sense motive +4

feats (11)
all-out attack, chokehold, fearless, fearsome prescence 4, improved grapple, improved pin, power attack, ultimate effort (resurrection check)

Powers (90)
growth +4 (feat: innate, flaw: permanent -1) (9)
immunity +30 (fort saves) (30)
immovable +5 (extra: unstoppable +1) (10)
leaping +5 (5)
protection +10 (extra: impervious +1) (20)
regeneration +1 (resurrection +1) (1)
superstrength +6 (feats: groundstrike, shockwave, thunderclap) (15)

costs
abilities 10 + combat 28 + saves 6 + skills 5/20 + feats 11 + powers 90 = 150 pts

:arrow: the 13th member of the legion, picked from a list of candidates by the simple fact that he's a hulking zombie who can slug it out with superman (other candidates were metallo, copperhead, kalibak, and the Ultra-humanite)

:arrow: plus, imagine the looks on your players faces when they learn they've gotta fight both "Superman" and "Hulk" at the same time.. :twisted:
Last edited by Kreuzritter on Sun May 20, 2007 8:31 am, edited 2 times in total.
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Postby Taliesin » Thu Jun 08, 2006 7:39 am

Oh, this is SWEET! All the great JLU villains at PL10! Makes me kinda sad that CN yanked both Teen Titans and JLU and we'll have no more new eps. :cry:

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Postby Kreuzritter » Thu Jun 08, 2006 8:32 am

Image

the cunning Cheetah

PL: 10 (139)

abilities: (52)
STR 18 DEX 30 CON 20 INT 16 WIS 14 CHA 14

Combat: (10)
+22 init, +14/5 ATK, +15 DEF (+10 dodge, + flat-footed)
+4/7 DMG (unarmed/claw)

saves: (6)
TOU +5/4 FORT +5 REF +14 WILL +4

Skills (12/48)
acrobatics +8
bluff +4
climb +6
investigate +4
notice +12
knowledge: life sciences +8
sense motive +6

feats (28)
Acrobatic Bluff, All-Out Attack, Attack Focus [Melee] (9), Defensive Attack, Defensive Roll, Dodge Focus (10), Evasion (2), Move by Action, Power Attack, uncanny dodge

Powers (31)
strike +3 (feats: mighty, improved critical, extra: penetrating +1) (9)
AP: super-movement +2 (wall crawling x2) [4]
supermovement +1 (slow fall) (2)
supersenses + (darkvision, scent, track) (3)
superspeed +3 (feats: rapid attack, wall-run) (17)

costs
abilities 52 + combat 10 + saves 6 + skills 12/48 + feats 28 + powers 31 = 139 pts

:arrow: I admit, most of the hard work was done by MDsnowman in his cheetah build, but this cheetah is still quite dangerous

:arrow: funfact: did you know cheetah was supposed to have been killed off in "injustice for all"? only an artists error saved her from an offscreen but grisly end at the hands of solomon grundy, and paved her way to the last episode
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Postby Kreuzritter » Thu Jun 08, 2006 9:05 am

Image

And the super intelligent alien warlord Evil Star

PL: 10 (150)

abilities: (34)
STR 10 DEX 14 CON 16 INT 24 WIS 18 CHA 13

Combat: (32)
+2 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+0/10 DMG (unarmed/cosmic ray)

saves: (7)
TOU +10 FORT +3 REF +5 WILL +7

Skills (12/48)
bluff +6
concentration +7
intimidate +6
knowledge: physical sciences +8
knowledge: technology +8
notice +7
sense motive +6

feats (9)
accurate attack, attack spec: cosmic energy, dodge focus +2, improved aim, leadership, inspire, move by action, power attack

Powers (55)
flight +5 (10)
immunity +10 (aging, life support) (10)
force feild +7 (extra: impervious +1) (14)
summon Starlings +6 (feats: progression +4, mental link, sacrifice, extras: fanatical +1, horde +1) (31)
- AP: Cosmic Energy control +10 [20]

costs
abilities 32 + combat 32 + saves 7 + skills 10/40 + feats 11 + powers 51 = 150 pts

:arrow: a fairly obscure green lantern foe, Evil Star is perhaps my least favorite build of the legion, mostly for the fact that I think he'd benefit from an increase in power points (it doesn't help that i've only seen two appearances by him in the comics, both of which were quick cameos)

:arrow: on the upside for Evil Star, he can summon up to twenty-five Starlings, energy based creatures that resemble him (use the imp demon from the back of the rulebook), before falling back on his cosmic energy blast
Last edited by Kreuzritter on Sun May 20, 2007 8:32 am, edited 2 times in total.
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Postby Kreuzritter » Thu Jun 08, 2006 9:21 am

Image

Heat Wave

PL: 10 (149)

abilities: (24)
STR 12 DEX 14 CON 16 INT 14 WIS 16 CHA 12

Combat: (32)
+10 init, +12/6 ATK, +13 DEF (+3 dodge, +5 flat-footed)
+1/8 DMG (unarmed/fire gun)

saves: (9)
TOU +7/6/3 FORT +5 REF +6 WILL +7

Skills (19/76)
Bluff +12
Computers +6
Craft: chemical +12
Intimidate +8
Knowledge: physical Sciences +10
Knowledge: Technology +6
Notice +8
Sense Motive +8
Stealth +6

feats (26)
Attack Specialization [fire gun] (3), Connected, Defensive Roll, dodge focus 3, Equipment, Improved Aim (2), Improved Critical [fire gun] (2), Improved Initiative (2), Inventor, Luck 2, Master Plan, precise shot 2, Quickdraw, Seize Initiative, sneak attack, startle, Taunt, Teamwork 3

Powers (36)
Device: Fire gun +8 (28)
- blast +8 (area-line +1, penetrating +1) [36]
- AP: blast +8 (extra: area-cone +1) [24]
- AP: blast +8 (extra: penetrating +1) [24]
- AP: blast +8 (extra: area-line +1) [24]
- AP: blast +8 (extra: area-explosion +1) [24]
device: fire suit +2 (8)
- Immunity +6 (fire damage, smoke inhalation) [6]
- protection +3 [3]
- supersenses +1 (infravision) [1]

costs
abilities 24 + combat 32 + saves 9 + skills 19/76 + feats 26 + powers 36 = 149 pts

:arrow: as captain cold's opposite number, i think it's no surprise that again, I drew inspiration from a pre-existing build (in this case, the captain's feats)

:arrow: as a Flash Rogue, Heatwave's all about the area attacks, doing everything he can to catch flash flat-footed. and as a rogue, he's the LoD member you want watching your back in a fight (after all, all he wants is the cash. and to start a big pretty fire)
Last edited by Kreuzritter on Sun May 20, 2007 8:32 am, edited 2 times in total.
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Postby Kreuzritter » Thu Jun 08, 2006 10:37 am

Image

and Volcana, the hot chick

PL: 10 (150)

abilities: (16)
STR 10 DEX 16 CON 14 INT 10 WIS 12 CHA 14

Combat: (24)
+7 init, +10/8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+0/8/10 DMG (unarmed/aura/blast)

saves: (12)
TOU +10/2 FORT +6 REF +7 WILL +5

Skills (12/48)
bluff +8
acrobatics +6
knowledge: streetwise +6
knowledge: tactics +6
notice +8
sense motive +8
stealth +6

feats (12)
all-out attack, attack focus: ranged 2, attack specialization (Fireball), attractive, dodge focus 2, improved initiative, move-by action, power attack, taunt, uncanny dodge (visual)

Powers (74)
blast: fireball +10 (extra: penetrating +1) (32)
-AP: blast "firebreath" +10 (extra: area-cone +1) [30]
-AP: fire control +10 [20]
immunity +7 (fire damage, suffocation) (7)
flight +5 (10)
force feild +8 (8)
supersenses +1 (infravision) (1)
strike +8 (extra: aura +1) (16)

costs
abilities 16 + combat 24 + saves 12 + skills 12/48 + feats 12 + powers 74 = 150 pts

:arrow: Volcana took some effort to get her the way i wanted, to the point that i was contemplating some pretty drastic changes, but I think this build works fine, don't you?

:arrow: volcana's a good mix of femme fatale and thug, making her good for a villain group such as the legion, or as a solo operator
Last edited by Kreuzritter on Sun May 20, 2007 8:33 am, edited 2 times in total.
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Postby Kreuzritter » Thu Jun 08, 2006 10:38 am

Image

Star Sapphire

PL: 10 (150)

abilities: (20)
STR 10 DEX 18 CON 10 INT 12 WIS 16 CHA 14

Combat: (32)
+4 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/8 DMG (unarmed/energy beams)

saves: (14)
TOU +8 FORT +5 REF +8 WILL +8

Skills (14/56)
acrobatics +12
bluff +8
concentration +6
gather info +8
notice +8
search +6
sense motive +8

feats (17)
accurate attack, acrobatic bluff, all out attack, attack focus: ranged +2, attack spec.: rapid shot, dodge focus 4, evasion, precise shot 2, power attack, quick change 2, taunt

Powers (53)
blast +8 (feat: accurate, extra: penetrating +1) (27)
- AP: blast "rapid shot" +8 (feat: improved critical, extra: autofire +1) [25]
- AP: telekinesis +8 (feat: precise, extra: damaging +1) [25]
flight +5 (10)
force feild +8 (extra: impervious +1) (16)

costs
abilities 20 + combat 32 + saves 14 + skills 14 + feats 17 + powers 53 = 150 pts

:arrow: a bit of a redundency with sinestro on the team, I let Star cut her niche may giving her the precision over sinestro's power
Last edited by Kreuzritter on Sun May 20, 2007 8:34 am, edited 2 times in total.
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Postby Kreuzritter » Thu Jun 08, 2006 10:54 am

Image

and the humorous but sinister Toyman

Toyman

PL: 10 (149)

abilities: (19)
STR 8 DEX 12 CON 10 INT 24 WIS 14 CHA 11

Combat: (32)
+4 init, +8/4 ATK, +12 DEF (+6 flat-footed)
-2/? DMG (unarmed/gadgets)

saves: (8)
TOU +0 FORT +2 REF +4 WILL +4

Skills (20/80)
bluff +8
computers +8
craft: electronics +10
craft: mechanical +10
craft: structural +10
disable device +8
knowledge: pop culture +12
knowledge: streetwise +6
knowledge: technology +8

feats (47)
attack focus: range +4, equipment 20, improved initiative, improvised tools, inventor, luck 2, master plan, sidekick 20, seize initiative, taunt

Powers (24)
gadgets +4 (24)

costs
abilities 19 + combat 32 + saves 8 + skills 20/80 + feats 47 + powers 18 = 150 pts

:arrow: as expected, Toyman is built to be an older, meaner version of Freedom city's Toyboy, so the real creditor of this build is none other than steve kenson himself. take a bow, steve.

:arrow: that said, I gave gadgets to toyman for all those screwy devices he pulls out when cornered, from a hypersonic yoyo (penetrating autofire strike with reach), to a nerf grenade launcher (blast + explosion), or even a jar of D.O.A.-do (thrown suffocate with poison extra). for weapons more suited to fighting superman, make liberal use of his equipment or sidekick feats[/url]
Last edited by Kreuzritter on Sun May 20, 2007 8:34 am, edited 2 times in total.
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