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

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Kreuzritter
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141

Post by Kreuzritter » Wed Jun 14, 2006 9:18 am

Image

"Puh-leeeze do NOT eat anything or anyone this time, okay?"
"Snnnnkhrrrrrmm."
"we're still trying to shake that whole Backstreet boys incident."

Lovebunny

PL: 8 (116)

abilities: (28)
STR 14 DEX 18 CON 16 INT 12 WIS 14 CHA 14

Combat: (36)
+12 init, +11/9/8 ATK, +12 DEF (+2 dodge, +5 flat-footed)
+2 DMG (unarmed

saves: (6)
tou +4/3 FORT +4 REF +6 WILL +6

Skills (12/48)
acrobatics +8
bluff +6
climb +5
diplomacy +6
escape artist +4
gather info +4
knowledge: civics +1
notice +6
sense motive +8

feats (34)
acrobatic bluff, attack focus: melee, attack specialization: kicks, beginner's luck, defensive roll, dodge focus 2, evasion, improved initiative 2, sidekick: Mr. Hell +24

tradeoffs
atk +3/dmg -3
def +4/tou -4

costs
abilities 28 + combat 36 + saves 6 + skills 12/48 + feats 34 = 116 pts

and Mr. Hell

PL: 7

abilities: (20)
STR 20 DEX 12 CON 20 INT 10 WIS 12 CHA 6

Combat: (24)
+1 init, +6 ATK, +6 DEF (+ flat-footed)
+5 DMG (unarmed)

saves: (9)
tou +7 FORT +7 REF +3 WILL +4

Skills (8/32)
intimidate +10
notice +6
sense motive +4
stealth +6
survival +6

feats (16)
ambidexterity, chokehold, fascinate (intimidate), fearsome prescence x3, improved grab, improved grapple, improved overrun, improved pin, improved throw, improved trip, power attack, sneak attack, startle

Powers (45)
additional limbs: tentacles +4 (4)
growth +4 (12)
immunity +9 (life support) (9)
impervious toughness +7 (7)
snare +6 (feat: reversible, feat: engulf +0) (13)
superstrength +3 (6)

costs
abilities 20 + combat 24 + saves 9 + skills 8/32 + feats 16 + powers 45 = 122 pts

:arrow: what happens when a down on her luck superhreoine teams up with an eternall hungry but evil-lite demon from the bleakest pits? one of the better small press superdus a-goin'.

:arrow: yeah, they ain't playing with the big boys anytime soon, but as you can imagine, they're pretty fun to role-play
Last edited by Kreuzritter on Sun May 20, 2007 8:49 am, edited 2 times in total.
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Kreuzritter
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142

Post by Kreuzritter » Wed Jun 14, 2006 10:59 am

Image

This looks like a job for...

Superman

PL: 12 (180)

abilities: (20)
STR 32/12 DEX 14 CON 30/10 INT 14 WIS 14 CHA 16

Combat: (36)
+14 init, +10/8 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+11/9 DMG (unarmed/heatvision)

saves: (4)
TOU +11 FORT +10 REF +2 WILL +6

Skills (12/48)
Bluff +8
Gather Information +8
Intimidate +4
Knowledge (civics) +6
Notice +6
Profession (journalist) +6
Sense Motive +6

feats (20)
all-out attack, attack spec: unarmed, assessment, beginner's luck, diehard, dodge focus 1, eidetic memory, fearless, improved initiative 3, inspire, interpose, luck 2, power attack, quick change, tough, ultimate effort (strength checks), uncanny dodge (visual)

Powers (98)
enhanced CON +20 (20)
enhanced STR +20 (21)
-AP: blast +9 (feat: accurate) [19]
flight +8 (16)
immunity +9 (life support) (9)
impervious toughness +10 (limited: not vs magic -1) (5)
Supersenses +13 (extended vision 2, extended accurate hearing, darkvision, microscopic vision, x-ray vision, ultra-hearing) (13)
superstrength +8 (feat: superbreath) (17)

drawbacks (-11)
Power Loss/Weakness [immunity, flight, impervious, super strength when exposed to kryptonite PLUS also a Weakness when exposed to Green Kyrptonite; both effects are Uncommon, causes -1 drain on ability scores per round and can kill] (-11)

complications
enemy (Lex Luthor, rogues gallery)
honor
responsibility (secret identity: clark kent, girlfriend: lois lane, turf: metropolis)
secret (identity)

costs
abilities 20 + combat 36 + saves 4 + skills 9/36 + feats 14 + powers 101 - drawbacks 11 = 165 pts

:arrow: yes, superman! strange visitor from another world, with powers and abilities far beyond those of mortal men!

:arrow: special thanks to baron and steve kenson. were it not for their superman and centurion builds (respectively), i doubt I could have made a lower powered supes that still feels like "the big guy" (it would have been lower, but i discovered a greivous error in my math)

:arrow: this supes is meant to be a mix of the movie and comic book supermen, but owing more towards the former. thus the lack of superspeed (instead repped by feats), the bare bones fighting style, and the luck
Last edited by Kreuzritter on Sun May 20, 2007 8:49 am, edited 3 times in total.
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BARON
Harbinger of Doom
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Post by BARON » Wed Jun 14, 2006 11:20 am

remember kids, with a PL12 superman you can drop his defense all the way down to a 14 and have a +20 toughness score. I mean that's 4 points of toughness over "best ever"

totally in superman's range.

Taliesin
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Post by Taliesin » Wed Jun 14, 2006 11:26 am

But where's his Super-Kiss and turning back time powers? Or does Christopher Reeve have to blow a hero point for those stunts? :D In all seriousness, nice build. A perfectly balanced PL12!

Kreuzritter
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Post by Kreuzritter » Wed Jun 14, 2006 2:49 pm

both are uses of extra effort. in the case of the kiss, that's the "end of adventure, beat the bad guys, saved the world" hp spent, while travelling back in time (at least, that's how I took it), is blowing every hp you got after being smacked with a truckload of complications (Lex luthor whammies you with kryptonite, and while you're saving hackensack, NJ, he destroys california and kills lois in the process)
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Kreuzritter
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143

Post by Kreuzritter » Wed Jun 14, 2006 5:22 pm

Image

Quickly, pray to your god, and Repent while you are still able.

Goenitz

PL: 10 (185)

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

Combat: (32)
+11 init, +10/8 ATK, +12/8 DEF (+4 sheild, +4 flat-footed)
+2/10 DMG (unarmed/)

saves: (13)
TOU +7/2 FORT +5 REF +8 WILL +8

Skills (16/64)
concentration +7
bluff +7
diplomacy +7
intimidate +7
gather info +8
knowledge: arcane lore +6
knowledge: theology/philosophy +6
notice +8
sense motive +8

feats (14)
accurate attack, all-out attack, assessment, attack spec: yonokaze, diehard, dodge focus 2, elusive target, evasion, fearless, improved initiative 2, master plan, ritualist, uncanny dodge, well-informed

Powers (80)
blast "yonokaze" +10 (feats: improved critical, extra: autofire +1) (36)
-AP: Air control +10 [20]
-AP: blast +10 (extra: area-cloud +1) [30]
-AP: strike "wanpyuu mametsu"+10 (autofire +1) [20]
-AP: corrosion +10 "maiden masher" (feats: improved critical 2, extras: autofire +1) [32]
force feild +5 (5)
immunity +1 (own powers) (1)
leaping 2 (2)
Teleport "hyuuga" +7 (feats: change direction, change velocity, easy, turnabout, extras: accurate +1, action +1) (32)
sheild +4 (4)

costs
abilities 30 + combat 32 + saves 13 + skills 16/64 + feats 14 + powers 80 = 185 pts

:arrow: the final boss of King of Fighter's '96, to this day despite the one appearance he's apparently pretty popular

:arrow: to roleplay goenitz, think Rasputin from hellboy, or any other pseudoreligious sociopath with charm and a devotion to an ancient god of destruction

:arrow: in combat, spam the yonokaze, and abuse your free action teleport. if folks get smart and find a way to stp you're porting, use the cloud blast to drop a tornado on them. if you wanna get really vicious, i got two words: maiden masher (goenitz channels his inner demon and proceeds to go wolverine on whoever he singled out that round)
Last edited by Kreuzritter on Sun May 20, 2007 8:50 am, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Wed Jun 14, 2006 6:05 pm

and, because I've noticed that a backlog of 75 builds has accumulated, I think it's time to dip back into the DCAU, starting with:

The Superman Revenge Squad

- although there were only 5 canonical members, i've decided to expand the list to include a couple others superman's rogues, thus the roster will read:

:arrow: Metallo
:arrow: live wire
:arrow: weather wizard (yeah, he's a flash enemy, but in the toons he hates supes too)
:arrow: Kalibak
:arrow: luminus
:arrow: Parasite
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Kreuzritter
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144

Post by Kreuzritter » Wed Jun 14, 2006 6:20 pm

Image

There it is... the Metal behind the man. It's all I am now...No, it's who I am...

Metallo

PL: 10 (150)

abilities: (20)
STR 30 DEX 14 CON n/a INT 10 WIS 14 CHA 12

Combat: (32)
+2 init, +10/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+9/10/10 DMG (k-vision/unarmed/Kryptonite heart)

saves: (5)
TOU +10 FORT n/a REF +4 WILL +5

Skills (10/40)
bluff +6
disable device +8
gather info +6
knowledge: streetwise +6
notice +6
pilot +4
stealth +4

feats (6)
all-out attack, attack focus: melee 2, dodge focus 2, improved block, power attack

Powers (79)
immunity +30 (fort effects) (30)
immovable +2 (2)
leaping +2 (2)
protection +10 (extra: impervious +1) (20)
radiation control "Kryptonite heart" +10 (21)
-AP: Blast +9 (feat: accurate) [19]
superstrength +2 (4)

drawback (-3)
vulnerable: magnetics (uncommon, moderate) (-2)
weak point: kryptonite heart (-1)

costs
abilities 20 + combat 32 + saves 5 + skills 10/40 + feats 7 + powers 79 - drawbacks 3 = 150 pts

:arrow: Metallo, the apparent leader of the SRS and able bodied enforcer for any discerning mastermind, is pretty straight forward, taking advantage of superman's weaknesses to make up for being physicly weaker

:arrow: as the pic shows, however, while the ol' Kryptonite ticker makes him a top level threat to the man of steel, that's a pretty sucky weak spot if he's fighting anybody else at the same time.
Last edited by Kreuzritter on Sun May 20, 2007 8:50 am, edited 2 times in total.
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Kreuzritter
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145

Post by Kreuzritter » Wed Jun 14, 2006 6:54 pm

Image

I want revenge! I want your life!

Livewire

PL: 10 (145)

abilities: (24)
STR 10 DEX 18 CON 14 INT 12 WIS 14 CHA 16

Combat: (28)
+16 init, +10/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/5/6/10 DMG (unarmed/aura/blast/elec control)

saves: (11)
TOU +7/2 FORT +2 REF +10 WILL +7

Skills (11/44)
bluff +8
intimidate +8
notice +6
perform: oratory +6
profession: radio "shock Jock" +8
sense motive +8

feats (17)
all-out attack, attack spec: elec. control 2, distract: bluff, dodge focus 4, fascinate: bluff, evasion, improved aim, improved inititive 3, move by action, power attack, taunt

Powers (61)
datalink 5 (feat: machine control) (6)
electrical control +10 (23)
-AP: blast +6 (extra: area-line +1) [18]
-AP: blast +6 (extra: penetrating +1) [18]
-AP: stun +6 (extra: range +1) [18]
force feild +5 (extra: impervious +1) (10)
immunity +5 (electricty) (5)
strike +5 (extra: aura +1) (10)
teleport +4 (feats: change direction, change velocity, easy, flaw: medium: power lines -1) (7)

drawbacks
power loss: when soaked (uncommon, major) (-3)

tradeoff
+3 DEF/-3 TOU

costs
abilities 28 + combat 28 + saves 11 + skills 11/44 + feats 17 + powers 61 - drawback 3 = 149 pts

:arrow: in battle, livewire's all about the trashtalking, taking advantage of her taunt to get supes flat footed so she can blast away
Last edited by Kreuzritter on Sun May 20, 2007 8:51 am, edited 2 times in total.
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Kreuzritter
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146

Post by Kreuzritter » Wed Jun 14, 2006 7:43 pm

Image

Careful, gentlemen, there's a storm brewing

Weather Wizard

PL: 10 (121)

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

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

saves: (11)
TOU +9/5/2 FORT +5 REF +8 WILL +5

Skills (15/60)
bluff +6
disable device +8
gather info +6
intimidate +6
knowledge: earth sciences +6
knowledge: technology +8
notice +8
search +6
sense motive +6

feats (19)
accurate attack, attack focus range 4, contacts, defensive roll 4, dodge focus 4, equipment, improved aim, improved initiative 2, inventor, well-informed

Powers (44)
Weather wand +14 (feat: restricted 2-Weather wizard) (44)
-deflect +10 (all range, extra: action +1) [30]
-immunity +5 (weather effects) [5]
-blast +10 (extra: range +1) [35]
ap: weather control +10 (cold) {20}
ap: weather control +10 (hamper movement) {20}
ap: weather control +10 (distraction) [20]
ap: air control +10 (range +1){20}
ap: obscure +10 {20}

equipment
armored jumpsuit +3

costs
abilities 20 + combat 24 + saves 11 + skills 15/60 + feats 19 + powers 44 = 133 pts

:arrow: i'll be blunt. this weather wizard is a second-rate dr. stratos wannabe, his only real benefit to the group is that he's the long-range guy, needing only visual contact to start blasting away

:arrow: in fact, this wizard is a beefed up version of the one from the show, who got dropped in the first actions of the squad's combat vs the league
Last edited by Kreuzritter on Sun May 20, 2007 8:52 am, edited 2 times in total.
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Libra
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Post by Libra » Thu Jun 15, 2006 3:47 am

Superman has had some pretty strange villains, hasn't he?
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

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mortarion
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Post by mortarion » Thu Jun 15, 2006 3:52 am

Yes, yes he does

But when they're voiced by Malcolm McDowell You can't complain :D

[Metallo is the villain in question]
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!

Kreuzritter
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Post by Kreuzritter » Thu Jun 15, 2006 6:53 am

Image

You see, Superman, life breeds death. Everything that lives must kill something to survive. And I am a survivor.

Kalibak

PL: 10 (150)

abilities: (54)
STR 34 DEX 14 CON 34 INT 10 WIS 12 CHA 10

Combat: (24)
+6 init, +8/6 ATK, +6 DEF (+ flat-footed)
+12 DMG (unarmed)

saves: (8)
TOU +12 FORT +12 REF +5 WILL +6

Skills (6/24)
bluff +6
intimidate +12
sense motive +6

feats (21)
all-out attack, attack spec: unarmed, challenge: powerful intimidation, chokehold, diehard, dodge focus 2, endurance, fearsome prescence 3, improved block, improved grab, improved grapple, improved throw, improved initiative, improved pin, power attack, startle, steadfast, uncanny dodge (visual)

Powers (37)
immunity +9 (life support) (9)
impervious tougness +12 (12)
superstrength +8 (16)

tradeoffs
+2 DMG/-2 ATK
+2 TOU/-2 DEF

costs
abilities 54 + combat 24 + saves 8 + skills 6/24 + feats 21 + powers 37 = 150 pts

:arrow: Kalibak, as you can see, is a thuggish wrecking machine that lives only to fight, and thus comes off as a one-dimensional brick. not much of a challenge to supes, but he does present one, especially if he manages a successful grapple
Last edited by Kreuzritter on Sun May 20, 2007 8:52 am, edited 2 times in total.
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Kreuzritter
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148

Post by Kreuzritter » Thu Jun 15, 2006 1:52 pm

Image

Holgrams may only be light, but so are lasers

Luminus

PL: 10 (150)

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

Combat: (24)
+5 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/8/8 DMG (unarmed/laser/burst)

saves: (9)
TOU +5/0 FORT +3 REF +4 WILL +5

Skills (9/36)
bluff +6
craft: electronics +8
disable device +6
knowledge: physical sciences +8
knowledge: technology +8

feats (13)
attack spec: laser beam, dodge focus 4, eidetic memory, improved initiative, improvised tools, inventor, master plan, move-by action, skill mastery (craft: electronics, disable device, knowledge: physical science, knowledge: tech), sneak attack, taunt

Powers (76)
device: Light-suit +19 (76)
-Blast "laser beam" +8 (feat: accurate, extra: penetrating +1) [26]
-AP: blast +8 (extra: burst +1) {24}
-flight +4 [8]
-force feild +5 [5]
-illusion +5 (sight/sound feats: progression 3, extra: action +1) [23]
-invisibility +8 [8]
-summon minion +5 (feats: progression 4, sacrifice, extra: fanatic +1, horde +1) [25]

costs
abilities 18 + combat 24 + saves 9 + skills 9/36 + feats 13 + powers 76 = 150 pts
minion: Hologram Double (Minion Rank 5, Fanatical)

PL: 9 (75)

abilities: (-14)
STR 14 DEX 12 CON n/a INT n/a WIS 10 CHA 10

Combat: (24)
+5 init, +10/6 ATK, +6 DEF (+ flat-footed)
+8 DMG (laser)

saves: (3)
TOU +0 FORT +n/a REF +4 WILL +0

skills (2/8)
bluff +8

feats (3)
improved init, move by action, taunt

Powers (57)
blast +8 (feat: accurate 2, extra: penetrating +1, affects corporeal +1) (34)
flight +4 (8)
insubstantial +3 (15)

costs
abilities -14 + combat 24 + saves 3 + skills 2/8 + feat 3 + powers 57 = 75 pts
:arrow: Luminus, as you can see, is all about midirection, hiding behind his holograms until he can get a good shot. actually not that bad for a light-focussed science nerd. actually, he'd be a pretty good flash enemy

:arrow: not sure if the hologram minions are legal, but then, luminus is a villain, so in this case the rules can be bent, i say
Last edited by Kreuzritter on Sun May 20, 2007 8:53 am, edited 2 times in total.
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Kreuzritter
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149

Post by Kreuzritter » Thu Jun 15, 2006 3:39 pm

Image

okay, it's feeding time

Parasite

PL: 10 (150)

abilities: (4)
STR 10 DEX 10 CON 14 INT 10 WIS 10 CHA 10

Combat: (24)
+0 init, +8/6 ATK, +6 DEF (+ flat-footed)
+0/+2/10/? DMG (unarmed/sneak attack/transfer/transferred powers)

saves: (6)
TOU +2 FORT +4 REF +4 WILL +2

Skills (4/16)
bluff +6
intimidate +6
profession: janitor +4

feats (9)
attack focus: melee 2, chokehold, improved grab, improved grapple, improved pin, seize initiative, sneak attack, startle

Powers (104)
Transfer 10 (all traits at once and allows boost of drained powers, feats: slow fade 4, extras: aura +1, total fade +1, flaws: action -1, overload -1, tainted -1) (104)

drawback (-1)
permanent powers (-1)

costs
abilities 4 + combat 24 + saves 6 + skills 4/16 + feats 9 + powers 104 - drawback 1 = 150 pts

:arrow: Okay, to be honest, I'm really not fond of how parasite came out here, even if this is basicly what he does (sucks the life right out of you and can then do anything you could). but, I am on a deadline for build 150, so this'll have to do for now
Last edited by Kreuzritter on Sun May 20, 2007 8:54 am, edited 2 times in total.
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