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 » Sat Jun 24, 2006 9:33 am

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The Shade

PL: 10 (142)

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

Combat: (24)
+2 init, +4 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+12 DMG (shadow array)

saves: (9)
TOU +4/1 FORT +4 REF +5 WILL +6

Skills (24/96)
bluff +8
disable device +8
diplomacy +6
gather info +8
intimidate +4
knowledge: streetwise +10
knowledge: history +12
notice +12
sense motive +8
sleight of hand +8
stealth +12

feats (27)
accurate attack, assessment, attack focus: range 4, contacts, defensive attack, defensive roll 3, dodge focus 2, diehard, distract, eidetic memory, hide in plain sight, improved aim, improved defense, improved initiative, luck, master plan, move-by action, seize initiative, sneak attack, uncanny dodge (visual), well informed

Powers (38)
darkness control +12 (dynamic power) (30)
-AP: dazzle +11 (feat: dynamic) [24]
-AP: fatigue +7 (dynamic, extra: range) [23]
-AP: snare +7 (feat: dynamic, extra: blocks sense [sight] +1) [23]
-AP: telekinesis +7 (feat: dynamic, precise, extra: damaging +1) [24]
-AP: teleport +4 (feat: change direction, extra: accurate +1, portal +1 flaw: medium-shadows -1) [13]
immunity +3 (age, conventional disease, poison) (3)
supersenses +5 (danger sense 2 [sight/hearing], darkvision, time sense) (5)

tradeoff
-2 atk/+2 dmg

costs
abilities 19 + combat 24 + saves 9 + skills 24/96 + feats 27 + powers 38 = 142 pts

:arrow: returning at last to the DCAU, Shade is also among my first attempts at making a character with a dynamic array (that I can actively recall). given he tends to fold in a fight like a cheap card table or works from ambushes, I built shade to be more of a master theif kinda guy
Last edited by Kreuzritter on Sun May 20, 2007 9:15 am, edited 2 times in total.
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Kreuzritter
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Postby Kreuzritter » Sat Jun 24, 2006 11:05 am

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Tsukuri

PL: 10 (104)

abilities: (30)
STR 16 DEX 20 CON 18 INT 12 WIS 14 CHA 10

Combat: (32)
+13 init, +12/10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+3/6 +2 DMG (unarmed sword + sneak attack)

saves: (7)
TOU +8/6/3 FORT +6 REF +7 WILL +5

Skills (16/64)
acrobatics +12
bluff +8
climb +8
concentration +6
intimidate +8
notice +8
sense motive +8
stealth +6

feats (29)
equipment 2, fighting style 25 (accurate attack, acrobatic bluff, attack focus: melee 2, attack spec: sword, blind-fight, chokehold, defensive attack, defensive roll 2, dodge focus 4, evasion, hide in plain sight, improved block, improved disarm, improved initiative 2, power attack, sneak attack, startle, stunning attack, takedown attack), interpose, uncanny dodge (hearing)

equipment
smoke pellets [1]
sword +3 [5]
undercover vest +3 [4]

costs
abilities 30 + combat 32 + saves 7 + skills 16/64 + feats 29 = 104 pts

:arrow: an original creation of the DCAU, tsukuri is ye prerequisite mistress of the martial arts, focussing on swordplay and ninjitsu

:arrow: it's worth noting that I expect tsukuri to be driving up the final cost of my upcoming Aresia build, due to tsukuri being her sidekick
Last edited by Kreuzritter on Sun May 20, 2007 9:15 am, edited 2 times in total.
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Kreuzritter
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Postby Kreuzritter » Sat Jun 24, 2006 11:38 am

updated the front page index
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Postby Kreuzritter » Sat Jun 24, 2006 12:10 pm

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Look around you: Man’s World is filled of greed, deception, and cruelty; but I’m going to change all that. Today we women take control.

Aresia

PL: 10 (150)

abilities: (58)
STR 30 DEX 14 CON 30 INT 14 WIS 16 CHA 14

Combat: (32)
+6 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10 DMG (unarmed)

saves: (9)
TOU +10 FORT +10 REF +7 WILL +8

Skills (12/48)
acrobatics +6
bluff +8
climb +6
craft: chemical +6
diplomacy +4
knowledge: arcane lore +6
notice +6
sense motive +6

feats (22)
attack focus: melee 2, dodge focus 2, fighting style 9 (all-out attack, defensive attack, elusive target, improved block, improved grab, improved grapple, improved pin, power attack, takedown attack), improved initiative, ritualist, sidekick: tsukuri 7, uncanny dodge: visual

Powers (16)
immunity +2 (age, disease) (2)
impervious toughness +5 (5)
leaping +3 (3)
superstrength +3 (6)

costs
abilities 58 + combat 32 + saves 9 + skills 12/48 + feats 22 + powers 16 = 150 pts

:arrow: Another original creation of the DCAU, Aresia is essentially an evil version of Wonder Woman, so she's a mix of brick and scrapper. pretty dangerous combo in a fist fight
Last edited by Kreuzritter on Sun May 20, 2007 9:16 am, edited 2 times in total.
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Kreuzritter
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Postby Kreuzritter » Sat Jun 24, 2006 12:52 pm

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"This is how i shall always remember you... Forever young, forever beautiful. Rest well, my love. The monster that took you away from me will learn that revenge is a dish, best served...Cold."

Mr. Freeze

PL: 10 (135)

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

Combat: (32)
+6 init, +10/8 ATK, +10/8 DEF (+2 dodge, +4 flat-footed)
+0/10 DMG (unarmed/battlesuit)

saves: (9)
TOU +8/2 FORT +4 REF +4 WILL +6

Skills (19/76)
computers +6
craft: electronic +8
craft: mechanical +8
imtimidate +6
knowledge: life sciences +8
knowledge: physical sciences +8
knowledge: technology +6
notice +6
sense motive +6
profession: scientist +6
survival +8

feats (13)
accurate attack, attack focus: range 2, dodge focus 2, diehard, fearsome prescence 2, improved aim, improved initiative, inventor, startle, power attack

Powers (49)
Device: battlesuit +10 (restricted: Mr freeze) (42)
- Cold Control +10 [25]
-AP: blast "ice beam" +10 {20}
-AP: Environmental Control (Hamper Movement) +10 {20}
-AP: Obscure "blizzard" +10 (visual) {20}
-AP: Snare "freeze ray" +10 {24}
-AP: enhanced Str +20 {20}
- Immunity +9 (life support) [9]
- Protection +8 (extra: impervious) [16]
immunity +7 (age, cold effects) (7)

drawback (-7)
Weakness (nonfreezing temeratures, con drain per minute) (-7)

costs
abilities 20 + combat 32 + saves 9 + skills 19/76 + feats 13 + powers 49 - drawback 7 = 135 pts

:arrow: Among the first and greatest of the villains seen in the DCAU, This build represents Mr. Freeze at the end of his career, as depicted in the Batman Beyond episode "Meltdown". Pretty sure I covered all the basics here, with enough tricks up his sleeve to make a Freeze worthy of fighting the more spideyesque Batman II.

:arrow: more traditional fans may be wondering where the freeze gun is. by this point, Freeze has made it integral to the suit, enabling him to fire from either hand.
Last edited by Kreuzritter on Sun May 20, 2007 9:17 am, edited 2 times in total.
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Postby Libra » Sun Jun 25, 2006 5:04 am

Good stuff Kreuz!
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Kreuzritter
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Postby Kreuzritter » Mon Jun 26, 2006 8:11 am

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You can run, but you can't hide. Cause I'm gonna rock your world.

Avalanche

PL: 8 (109)

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

Combat: (24)
+2 init, +6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+1/8 DMG (unarmed/trip/blast)

saves: (11)
TOU +7/5/2 FORT +5 REF +6 WILL +5

Skills (11/44)
bluff +6
concentraion +8
disable device +4
intimidate +6
notice +4
sleight of hand +4
sense motive +6
stealth +6

feats (15)
leadership, defensive roll 2, dodge focus 2, equipment 3, improved aim, luck, power attack, taunt, seize initiative, startle, teamwork

Powers (34)
trip "shockwave" +8 (extra: knockback +1, area-Line +1) (34)
AP: trip "earthquake" +8 (extra: area-burst +1) [24]
AP: blast "fissure" +8 (extra: penetrating +1, area-line +1) [32]

equipment
commlink [1]
jeep (use small truck) [9]
armored bodysuit +3 [3]

complications
enemy (magneto)
reputation (Mutant troublemaker)
rivalry (x-men, cyclops in particular)
responsibility (Shadowcat [on/off girlfreind])

costs
abilities 14 + combat 24 + saves 11 + skills 11/44 + feats 15 + powers 34 = 109 pts

:arrow: The De Facto leader of the Brotherhood, Avalanche is the local bad boy of Bayville, and is essentially the exact opposite of cyclops in terms of personality. think John bender from the breakfast club with powers

:arrow: In a fight, Avalanche relies upon the burst trip when possible, and has the brains to target melee-focussed enemies first
Last edited by Kreuzritter on Sun May 20, 2007 9:17 am, edited 2 times in total.
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Postby Thunderstrike » Mon Jun 26, 2006 9:15 am

Kreuzritter wrote:Image

You can run, but you can't hide. Cause I'm gonna rock your world.

Avalanche

PL: 8 (109)

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

Combat: (24)
+2 init, +6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+1/8 DMG (unarmed/trip/blast)

saves: (11)
TOU +7/5/2 FORT +5 REF +6 WILL +5

Skills (11/44)
bluff +6
concentraion +8
disable device +4
intimidate +6
notice +4
sleight of hand +4
sense motive +6
stealth +6

feats (15)
leadership, defensive roll 2, dodge focus 2, equipment 3, improved aim, luck, power attack, taunt, seize initiative, startle, teamwork

Powers (34)
trip "shockwave" +8 (extra: knockback +1, area-Line +1) (34)
AP: trip "earthquake" +8 (extra: area-burst +1) [24]
AP: blast "fissure" +8 (extra: penetrating +1, area-line +1) [32]

equipment
commlink [1]
jeep (use small truck) [9]
armored bodysuit +3 [3]

complications
enemy (magneto)
reputation (Mutant troublemaker)
rivalry (x-men, cyclops in particular)
responsibility (Shadowcat [on/off girlfreind])

costs
abilities 14 + combat 24 + saves 11 + skills 11/44 + feats 15 + powers 34 = 109 pts

:arrow: The De Facto leader of the Brotherhood, Avalanche is the local bad boy of Bayville, and is essentially the exact opposite of cyclops in terms of personality. think John bender from the breakfast club with powers

:arrow: In a fight, Avalanche relies upon the burst trip when possible, and has the brains to target melee-focussed enemies first


Shouldn't he have a feedback flaw on his powers. He cannot use them against a living target or he takes damage. That's why he only targets the ground and surroundings.
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Kreuzritter
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Postby Kreuzritter » Mon Jun 26, 2006 9:34 am

could you give me an episode reference, thunderstrike?
Last edited by Kreuzritter on Mon Jun 26, 2006 9:43 am, edited 1 time in total.
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Postby Kreuzritter » Mon Jun 26, 2006 9:42 am

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You haven't seen me angry, until now!

Scarlet Witch

PL: 8 (120)

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

Combat: (20)
+6 init, +4 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+0/8 DMG (unarmed/deflect)

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

Skills (8/32)
bluff +6
concentration +4
intimidate +6
notice +6
sense motive +6
stealth +4

feats (9)
defensive roll 3, dodge focus 2, improved initiative, luck 3

Powers (65)
deflect +8 (all ranged, extras: action +1, reflection +1) (32)
Telekinesis +8 (extras: damaging +1, range-perception +1) (33)
AP: Power control +10 [16]

drawback (-3)
power loss (all powers, when hands bound) (-3)

complications
hatred: magneto
reputation: mutant anarchist
rivalry (x-men)
temper

costs
abilities 12 + combat 20 + saves 9 + skills 8/32 + feats 9 + powers 65 - drawbacks 3 = 120 pts

:arrow: easily the most powerful member of The Brotherhood, Wanda's powers differ from her regular marvel counterpart, based more around traditional telekinetic effects than luck/probability (although with 3 luck, you can fake hints of that if you want)
Last edited by Kreuzritter on Sun May 20, 2007 9:18 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 26, 2006 12:39 pm

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got too much power even for you. You can't hurt me. I'm...

The Blob

PL: 8 (99)

abilities: (7)
STR 13 DEX 12 CON 10 INT 10 WIS 12 CHA 10

Combat: (24)
+1 init, +8/6 ATK, +6 DEF (+3 flat-footed)
+8 DMG (unarmed)

saves: (11)
TOU +8 FORT +6 REF +2 WILL +5

Skills (7/28)
bluff +4
intimidate +6
knowledge: pop culture +6
notice +4
perform: strongman +4
sense motive +4

feats (11)
attack focus: melee 2, all-out attack, diehard, endurance, improved block, improved grapple, improved pin, improved overrun, power attack, teamwork

Powers (41)
enhanced Strength +13 (12)
immovable +5 (5)
Protection +8 (extra: impervious +1 (16)
superstrength +4 (8)

complications
reputation: mutant thug
rivalry: x-men
temper

costs
abilities 7 + combat 24 + saves 11 + skills 7/28 + feats 11 + powers 41 = 101 pts

:arrow: the physical powerhouse of X-men: evolution (barring juggernaut and colossus), blob's yer typical big dimwitted school bully, but like the rest of the Brotherhood, is motivated to be little more than a Diet Coke of Evil. unless of course, somebody like mystique or magneto are in the room. then you've got a pretty loyal henchman

:arrow: yeah, i know blob has that whole Tar Baby thing going with his gut, but for the life of me I can't recall him using that on the show
Last edited by Kreuzritter on Sun May 20, 2007 9:18 am, edited 2 times in total.
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Postby mortarion » Mon Jun 26, 2006 2:02 pm

Kreuzritter wrote: :arrow: Among the first and greatest of the villains seen in the DCAU, This build represents Mr. Freeze at the end of his career, as depicted in the Batman Beyond episode "Meltdown". Pretty sure I covered all the basics here, with enough tricks up his sleeve to make a Freeze worthy of fighting the more spideyesque Batman II.


Wow, that is probably one of my favourite episodes of BB, I love it. I like Freeze too, especially after the DCAU and what they did for him.
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Postby Kreuzritter » Mon Jun 26, 2006 2:27 pm

oh yeah.

so, how's that fight coming along? they all up to code or do I need to go back to the drawing board?
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Postby Kreuzritter » Mon Jun 26, 2006 2:42 pm

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"I'm real glad you dropped by... 'cause I've been bored outta my skull!"

Pyro

PL: 8 (106)

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

Combat: (24)
+6 init, +8/6 ATK, +8/6 DEF (+2 dodge, +3 flat-footed)
+0/6/8 DMG (unarmed/flamethrower/fire control)

saves: (8)
TOU +6/4/1 FORT +4 REF +5 WILL +4

Skills (11/44)
bluff +6
concentration +8
disable device +4
intimidate +6
notice +4
sleight of hand +4
sense motive +6
stealth +6

feats (9)
all-out attack, attack focus: range 2, defensive roll 2, dodge focus 2, improved initiative, startle, taunt

Powers (44)
Device: Pyro-suit +5 (20)
-blast "flamethrower" +6 (extra: area-line +1) [18]
-immunity +1 (extreme heat) [1]
-Protection +3 [3]
Fire control +8 (flaw: source -1) (8)
summon minion +4 (extras: fantatic +1, type-fire elemental +1, flaw: source-fire -1) (16)

costs
abilities 10 + combat 24 + saves 8 + skills 11/44 + feats 9 + powers 36 = 106 pts

:arrow: while introduced as a member of Magneto's Acolytes, it's made pretty clear that once left to his own devices, Pyro would sign up with the brotherhood. which makes sense. like them, he's more a punk with powers than a real supervillain

:arrow: design wise, I'm notoverly comfortable with Pyro, but considering how little screen time he got in the series, well, these things happen
Last edited by Kreuzritter on Sun May 20, 2007 9:19 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 26, 2006 3:42 pm

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Oh yeah, we won, we bad, we....wait, we never win.

Toad

PL: 8 (95)

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

Combat: (24)
+11 init, +6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/6 +2 DMG (unarmed/dazzle + sneak attack)

saves: (10)
TOU +6/4/1 FORT +3 REF +8 WILL +4

Skills (8/32)
acrobatics +8
bluff +6
diplomacy +2
notice +6
sense motive +6
sleight of hand +4

feats (21)
acrobatic bluff, all-out attack, beginner's luck, defensive roll 2, dodge focus 4, elusive target, equipment, grappling finesse, improved initiative 2, improved defense, move-by action, set up, sneak attack, taunt, teamwork, uncanny dodge (visual)

Powers (23)
additional limb (tongue) +1 (1)
dazzle "toad loogie" +6 (12)
leaping +4 (4)
supermovement +3 (slow fall, wall-crawling 2) (6)

equipment
armored costume +3

tradeoff
+2 DEF/-2 TOU

complications
accident (what can I say, toad's got rotten luck)
reputation (smelly mutant punk)
rivalry (x-men, nightcrawler in particular)
responsibility (hopeless crush on Scarlet witch)

costs
abilities 10 + combat 24 + saves 10 + skills 8/32 + feats 21 + powers 23 = 95 pts

:arrow: ah, Toad. The Aquaman of the Brotherhood. so hopelessly outclassed, but he just keeps trying

:arrow: In a fight, toad's generally seen running and screaming for his life once the big boys start to play, and thus when faced with the X-men he almost exclusively goes after nightcrawler (or whoever else he percieves to be the weakest member of the opposition). once wanda joins the gang, Toad's crush on her takes him to a point where wanda could probably apply to take him as a sidekick (if he weren't so disgusting)
Last edited by Kreuzritter on Sun May 20, 2007 9:20 am, edited 2 times in total.
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