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Postby mortarion » Sun Jul 02, 2006 11:52 am

Wahey! Batman Beyond villains! Are you planning any more?
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 Kreuzritter » Sun Jul 02, 2006 11:59 am

why yes, actually. in fact, building up to build 200 will be various batman enemies
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Postby mortarion » Sun Jul 02, 2006 11:59 am

Sweet 8)
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Postby Kreuzritter » Sun Jul 02, 2006 12:04 pm

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*quote pending*

Inque

PL: 10 (144)

abilities: (24)
STR 14 DEX 20 CON 16 INT 10 WIS 14 CHA 10

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

saves: (10)
TOU +10 FORT +7 REF +8 WILL +6

Skills (18/72)
acrobatics +8
bluff +6
escape artist +8
gather info +6
intimidate +8
knowledge: current events +6
knowledge: streetwise +8
notice +8
sense motive +6
stealth +8

feats (8)
acrobatic bluff, ambidexterity, attack spec: strike, dodge focus 2, grappling finesse, improved initiative, startle

Powers (65)
liquid form +13 (65)
-elongation +8 [8]
-immunity +9 (life support) [9]
-insubstantial +1 [5]
-protection +7 (extra: impervious) [14]
-Strike +6 (feat: extend reach 3, mighty, extra: penetrating +1) [17]
-AP: suffocate +8 {16}
-supermovement +6 (slithering, slow fall, swinging, trackless, wall crawling 2) [12]

drawbacks (-8)
vulnerable: cold attacks (moderate, uncommon) (-3)
weakness: water (very common +3, major +2, can kill, instant +0) (-5)

costs
abilities 24 + combat 32 + saves 10 + skills 18/72 + feats 8 + powers 65- drawbacks 8 = 150 pts

:arrow: the first supervillain of the tomorrow knight, Inque's design borrows heavily from both professor fathom and the master of disguise. now, an argument could be made for shapechange, but from my observations she's dangerous enough as is, and that the liquid form better describes her powers
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Postby Kreuzritter » Sun Jul 02, 2006 12:32 pm

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"And lo i shall be a blight upon the land, and everything i touch, shall wither and Die..."

Blight

PL: 10 (150)

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

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

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

Skills (20/80)
Bluff 10
Diplomacy 10
Gather Information 4
Intimidate 10
Knowledge (business) 8
Knowledge (civics) 4
Knowledge (streetwise) 6
Notice 6
Profession (CEO) 12
Sense Motive 10

feats (14)
all out attack, assessment, attack spec.: blast, dodge focus 2, fearsome prescence 3, improved aim, improved grab, improved initiative, master plan, power attack, startle

Powers (50)
Corrosion +10 (extra: aura +1) (31)
AP: radiation Blast +10 (extra: penetrating +1) [30]
immunity +5 (radiation damage) (5)
Protection +7 (extra: impervious +1) (14)

costs
abilities 24 + combat 32 + saves 10 + skills 20/80 + feats 14 + powers 50 = 150 pts

:arrow: the Achnemesis of Batman, Blight is a mix of the Kingpin and Dr. Phosphorus. heck, change the skills and feats around and blight IS dr. Phosphorus

:arrow: this build, incidently, represents Blight as of his last appearance, bereft of his corporate assets and left with nothing but his burning rage. if you want him at the peak of his power, add 5 ranks of wealth, 13 points of equipment, and oh, 20 points of minions
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Postby Kreuzritter » Sun Jul 02, 2006 1:17 pm

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"'Terry, today was beach day, remember? Where were you?' Oh, nowhere, Mom, just out saving the world. "

Batman II

PL: 10 (150)

abilities: (28)
STR 26/16 DEX 18 CON 16 INT 10 WIS 14 CHA 14

Combat: (32)
+8 init, +12/10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+2/6/8 DMG (unarmed/batarang/w. suit)

saves: (10)
TOU +8/6/3 FORT +6 REF +7 WILL +6

Skills (22/88)
acrobatics +8
bluff +8
climb +6
computers +4
disable device +6
intimidate +6
knowledge: pop culture +6
knowledge: streetwise +6
notice +8
pilot +6
search +6
sense motive +6
stealth +8
swim +4

feats (22)
acrobatic bluff, all-out attack, assessment, atk spec: unarmed 2, def roll, diehard, dodge 4, elusive target, evasion, improved block, improved initiative, improved trip, move-by action, power attack, stunning attack, takedown attack, taunt, uncanny dodge

Powers (40)
Device: batsuit +10 (40)
- blast +6 (feat: accurate, ranged pin, extra: autofire +1) [21]
- ap: enhanced STR +10
- blending +1 [2]
- flight +3 [6]
- leaping +3 [3]
- protection +4 [4]
- supermovement +3 (slow-fall, wall-crawling 2) [6]
- supersenses +4 (commlink: batcave, darkvision, radio) [4]
- superstrength +2 [4]

drawback
normal identity (full round) (-4)

costs
abilities 28 + combat 32 + saves 10 + skills 22/88 + feats 22 + powers 40 - drawback 4 = 150 pts

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

complications
enemy (Blight, Big Time, Stalker, Inque, Shriek, Curare, Mad Stan, Ratface, Willie Watt)
responsibility (mary and matt mcguinness [mother/brother], dana tan [girlfriend], bruce wayne [boss])
secret (secret identity[terry mcguinness])

costs
abilities 22 + combat 36 + saves 15 + skills 16/64 + feats 27 + powers 32 = 150 pts

:arrow: the Tomorrow knight, champion of gotham 40 years after batman finally retires, is a bit of a different cloth from his predecessor, owing partly to aspects of marvel's spider-man in addition to bats. so, while he's a fairly capable sleuth (with a direct line to bruce), this batman plays more to the concept of costumed adventurer

:arrow: a signifigant clean-up and update for the tomorrow knight, in response to Catsi taking what i presume was the prior version out for a spin vs my more recent Mecha-batman
Last edited by Kreuzritter on Mon Jun 23, 2008 4:29 pm, edited 3 times in total.
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Postby Kreuzritter » Sun Jul 02, 2006 1:40 pm

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Real heroes, they make a choice. We never did.

Magma

PL: 10 (132)

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

Combat: (28)
+0 init, +6 ATK, +6 DEF (+3 flat-footed)
+12 DMG ()

saves: (11)
TOU +12 FORT +8 REF +2 WILL +5

Skills (8/32)
intimidate +8
knowledge: life sciences +8
knowledge: physical sciences +8
profession: scientist +8

feats (5)
all-out attack, improved grab, improved grapple, improved pin, power attack

Powers (75)
corrosion +6 (extra: aura +1, flaw: permanent -1) (12)
enhanced Str +16 (16)
growth +4 (feat: innate, flaw: permanent -1) (9)
immovable +7 (7)
immunity +11 (life support, starvation, sleep) (11)
protection +10 (extra: impervious +1) (20)

drawback
vulnerable: cold (common, moderate) (-3)

complications
prejudice (large rock monster)
responsibility (freon [fiancee])
temper
secret (origin)

tradeoff
+4 DMG/-4 ATK
+2 TOU/-2 DEF

costs
abilities 10 + combat 28 + saves 11 + skills 8/32 + feats 5 + powers 75 - drawback 3 = 132 pts

:arrow: the leader of the Terrfic Trio, Magma's intelligence belies his exterior, making him as dangerous out of combat as his strength and aura make him in it.
Last edited by Kreuzritter on Sun May 20, 2007 9:31 am, edited 2 times in total.
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Postby Kreuzritter » Sun Jul 02, 2006 1:55 pm

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"you mean, we're stuck like this, forever?"

Freon

PL: 10 (139)

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

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

saves: (13)
TOU +1 FORT +4 REF +8 WILL +6

Skills (12/36)
bluff +6
knowledge: life sciences +8
knowledge: physical sciences +8
profession: scientist +8
notice +6

feats (9)
attack focus: melee 2, dodge focus 2, eidetic memory, evasion, move by action

Powers (67)
flight +2 (4)
immunity +11 (life support, cold damage, starvation, sleep) (16)
insubstantial +2 (feat: innate, flaw: permanent -1) (17)
snare +10 (extra: aura +1, affect substantial, flaw: range-touch -1) (30)

complication
resposibility (magma [fiancee])
secret (origin)

costs
abilities 10 + combat 32 + saves 13 + skills 8/32 + feats 9 + powers 67 = 139 pts

:arrow: the trio's token flier, Freon of course has the benefit of her incorporeal form, allowing her to just walk up to her foes and freeze them solid with a touch (I could have used paralyse, but snare better depicted the effects i wanted)
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Postby Kreuzritter » Sun Jul 02, 2006 2:05 pm

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"What did you do to us?!

the 2-d man

PL: 10 (114)

abilities: (26)
STR 12 DEX 18 CON 14 INT 16 WIS 14 CHA 12

Combat: (24)
+7 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+1 DMG (unarmed)

saves: (11)
DMG +10 FORT +5 REF +7 WILL +5

Skills (12/36)
acrobatics +6
bluff +6
knowledge: life sciences +8
knowledge: physical sciences +8
profession: scientist +8

feats (16)
acrobatic bluff, chokehold, defensive attack, dodge focus x2, elusive target, grappling finesse, improved grab, improved grapple, improved initiative, improved pin, improved trip, luck, move by action, set-up, teamwork

Powers (25)
concealment +2 (visual, flaw: partial -1) (1)
elongation +7 (7)
protection +7 (7)
leaping 4 (4)
super-movement +3 (slither, slow fall, swinging) (6)

complication
secret (origin)

costs
abilities 26 + combat 24 + saves 11 + skills 12/36 + feats 16 + powers 25 = 114 pts

:arrow: rounding out the trio, 2-d man is so two-dimensional a character I just copy/pasted parts of my earlier snapback build for him

:arrow: And now, ladies and gennelmem JUDGE and HEROIC, put your appendages together for build 200!
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Postby Kreuzritter » Sun Jul 02, 2006 2:35 pm

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"Stop me if you've heard this one..."

The Joker

PL: 10 (154)

abilities: (38)
STR 14 DEX 18 CON 14 INT 16 WIS 16 CHA 20

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

saves: (10)
TOU +5/2 FORT +5 REF +8 WILL +6

Skills (19/76)
acrobatics +8
Bluff +8
Craft (chemical) +8
Drive +4
Escape Artist +8
Gather Information +5
Intimidate +5
Knowledge (streetwise) +8
Notice +4
Perform (comedy) +5
Sense Motive +5
Sleight of Hand +8

feats (31)
attack focus: melee 2, benefit (no ID), diehard, fearless, fearsome prescence 3, fighting style 13 (acrobatic bluff, all-out attack, defensive roll 3, dodge focus 4, improved grab, improved throw, power attack, prone fighting) distract: bluff, equipment 3, fascinate: bluff, improved initiative 2, inventor, master plan, taunt, startle

Powers (24)
Gadgets +5 (24)

tradeoff
-2 tou/+2 def

costs
abilities 38 + combat 32 + saves 12 + skills 19/76 + feats 31 + powers 24 = 154 pts

:arrow: true to form here at Kreuzritter conversions, we firmly believe in zigging over zagging, and thus we felt it appropriate to stat up the most recent rendition of the Clown Prince of Crime

:arrow: for those that haven't left because of your bias against The Batman, this joker is built differently than most, oriented towards actually putting up a fight when batman shows up, as well as preforming as a solo act (The Batman's Joker tends to eschew henchmen for the most part)

:arrow: as one can guess, the real meat to this joker is his gadget power, which should of course be modelled off of some form of clown paraphenalia
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Postby Kreuzritter » Sun Jul 02, 2006 3:19 pm

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"I wish to converse with the head of your wolrd's governmental body"

Waymaker

PL: 9

abilities: (22)
STR 12 DEX 12 CON 12 INT 16 WIS 16 CHA 14

Combat: (32)
+1init, +8 ATK, +8 DEF (+4 flat-footed)
+1 DMG (unarmed

saves: (0)
DMG +1 FORT +1 REF +2 WILL +3

Skills (16/72)
bluff +10
diplomacy +18
intimidate +8
knowledge: business +4
profession: politician +4
sense motive +20

feats (2)
assessment, skill mastery (bluff, diplomacy, sense motive, intimidate)

Powers (63)
comprehend +7 (languages x4, animals, plants, machines) (14)
Device: Staff of The Way +16 (48.)
- Blast +14 [28]
- Communication +7 (feat: selective, extra: area +1) [15]
- Force feild +14 (extra: impervious +1) [28]
- Immunity +9 (limited: only while force feild is up) [0]
- sensory sheild +7 (all senses, only while force feild is up) [7]
- super-senses +2 (radio, time sense) [2]
super-senses +1 (ultra-hearing) (1)

costs
abilities 22 + combat 32 + saves 0 + skills 16/64 + feats 2 + powers 63 = 135 pts

:arrow: I'd put him off due to not having a decent picture, but what the hey, here's the thankless Alien Majordomo from Crooks[/i]
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Postby Kreuzritter » Sun Jul 02, 2006 3:23 pm

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"you never know who might be following your scent

hyena

PL: 10

abilities: (19)
STR 16 DEX 16 CON 14 INT 10 WIS 13 CHA 9

Combat: (32)
+7 init, +8 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+6/8 DMG (punch/claw +2 sneak attack)

saves: (15)
DMG +8 FORT +3 REF +8 WILL +6

Skills (17/68)
climb +8
intimidate +12
notice +8
search +12
sense motive +8
stealth +10
survival +10

feats (13)
all-out attack, animal empathy, blindfight, dodge, endurance, evasion, improved initiative, instant stand, power attack, rage, sneak attack, taunt, track

Powers (59)
immunity +1 (disease) (1)
leaping +2 (2)
paralysis +10 (20)
regeneration +9 (recovery bonus +5, recovery rate +4) (9)
strike +8 (extra: penterating +1) (16)
super-senses +11 (blindsight, darkvision, scent: acute, accurate, ultra-hearing) (11)

drawback: involuntary transformation (common frequency -5)

costs
abilities 19 + combat 32 + saves 15 + skills 17/68 + feats 13 + powers 59 - drawbacks 5 = 145 pts

:arrow: the original savage man-beast of M&M, reposted to be the bane of any street level hero
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Postby Kreuzritter » Sun Jul 02, 2006 3:32 pm

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Time to lay on the hurt

Spasm

PL: 10

abilities: (23)
STR 26 DEX 16 CON 20 INT 10 WIS 9 CHA 10

Combat: (40)
+3 init, +10 ATK, +10 DEF (+5 flat-footed)
+8/12 DMG (unarmed/meat-scourge)

saves: (7)
DMG +10 FORT +7 REF +3 WILL -1

Skills (11/44)
bluff+3
climb +12
intimidate +13
knowledge: streetwise +6
sense motive +4
stealth +6

feats (13)
ambidexterity, endurance, fighting style: wrestling (chokehold, improved grab, improved grapple, improved pin, power attack) 5, improved critical, rage, startle, takedown attack

Powers (56)
elongation +6 (6)
enhanced strength +8 (8)
fatigue +10 (22)
AP: nullify +10 (all powers, flaw: range-touch) [20]
ap: strike: meat-scourge +2 (feat: extend reach x6, mighty) [9]
protection +5 (5)
regeneration +10 (recovery bonus +5, recovery rate+5, feat: regrowth) (11)
super movement 2 (swinging, wall-crawling) (4)

costs
abilities 23 + combat 20 + saves 7 + skills 10/40 + feats 12 + powers 86 = 150 pts

:arrow: Spasm was for the most part a relatively easy crook to convert, up to his fatigue and nullify powers, which according to the tactics section of his bio suggest they should be linked, but as they weren't given the triggered extra (that is the 1st ed version of linked, right?) I decided to favor the stat block over the profile

:arrow: another questionable choice was Spasm's elasticity, which according to the text he only uses for attacking, but as it's unclear if this is a physical limit or spasm's preference, i left it in, alongside a strike to emulate his primary attack (use the move/standard elongation attack for the fatigue/null. )

:arrow: I couldn't think of a way to properly model Spasm's horrible Unluck, so for now, use Complication: accident to simulate his knack for self-electrocution

edit: picture added
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Postby Kreuzritter » Sun Jul 02, 2006 3:35 pm

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Oh, what a precious child you'll make!


Gepetto

PL: 10

abilities: (22)
STR 10 DEX 15 CON 14 INT 16 WIS 14 CHA 13

Combat: (28)
+ 2 init, +6 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+0/3/5 DMG (unarmed/knife/gun)

saves: (7)
DMG +2 FORT +2 REF +2 WILL +7

Skills (17/60)
bluff +10, craft: woodwork +8, diplomacy +10, hide +6, profession: caretaker +8, perform: puppetry +8, sense motive +8, stealth +8

feats (14)
ambidexterity, dodge, equipmentx6, favored enemy (teenagers), improvised tools, master plan, precise shot, rage, sneak attack, quick draw

equipment [27]
van [8]
knife (+1 dmg) [4]
heavy pistol (+5 dmg) [8]
headquarters: abandoned warehouse [7]
- size: medium
- toughness 10
- features: garage, living space, power system (portable generators), security system, workshop

Powers (59)
animate objects 12 (feat: progression +4, extra: horde +1, flaw: limited- marionettes only) (40)
mind control +10 (drawback: noticible -1) (19)

trade-off: -2 DMG save, +2 DEF bonus

costs
abilities 22 + combat 28 + saves 7 + skills 17/60 + feats 14 + powers 59 = 147 pts

and, because he needs minions

typical Puppet minion (construct)
abilities: (-28)
Str 18, Dex 10, Con -, Int -, Wis 2, Cha 2
combat (16)
ATK +5, DEF +5 (+3 flat footed) (size factored in) (-10)
Saves (5) (-5)
Dmg +5, Fort +0, Ref +0, Will —; (1)
powers (65)
shrinking +4 (feat: innate, extra/flaw: permanent) (5)
immunity +60 (fort/will saves) (60)
costs
-28 + 16 + 5 + 65 = 58

:arrow: before I crafted his puppet minions, gepetto came to a VERY modest pl7. still he's built to be a serial killer type foe, and hopefully his new feats help illustrate that, from favored enemy to the resources he tends to use in his appearances, with three equipment points left over for sundry items he might need for a caper.
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Postby Kreuzritter » Sun Jul 02, 2006 4:05 pm

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Do not worry, you can count on me.

Protonik

PL: 10 (204)

abilities: (17)
STR 30 DEX 14 CON 30 INT 18 WIS 13 CHA 12

Combat: (36)
+6 init, +10 ATK, +8 DEF (+4 flat-footed)
+10 DMG (unarmed/Fusion Gaze)

saves: (11)
DMG +10 FORT +12 REF +2 WILL +10

Skills (13/52)
Diplomacy +5, knowledge (physical sciences) +8, notice +11, Profession: scientist +5 ,search +12, sense motive +11

feats (4)
Improved Initiative, Inspire, power attack, ultimate effort: strength checks

Powers (104)
enhanced constitution +30 (30)
enhanced Strength +20 (21)
ap: blast: fusion gaze +10 [20]
flight +8 (16)
immunity +9 (life support) (9)
impervious toughness +10 (10)
super-senses +5 (ultra-hearing, x-ray vision) (5)
super strength +6 (feat: shockwave) (13)

costs
abilities 17 + combat 36 + saves 11 + skills 13/52 + feats 4 + powers 104 = 185 pts

BACKGROUND
In the brisk Siberian winter of 1979, a cadre of Soviet psycho-scientists submerged brilliant research assistant Aleksandr Solokov into a psionically charged tank of electrolyzed heavy water, infusing his immaterial soul with a limitless source of cold fusion.

The experiment destroyed the science city of Akademgorodok, taking the Soviet Union’s top nuclear secrets with it. An amnesiac Solokov survived, and after years of brainwashing became the Proletarian, a communist propaganda hero of the Russian people. In 1982, Solokov shook off his KGB programming and defected from the USSR. Aligning himself with no national government, Solokov took the name Protonik, swearing to protect the common men and women of all nations.

:arrow: suffice it to say there was no way I could boil protonik down to a true pl10, but nonetheless I tried. but, given his lacking in feats, at least this protonik will need the help of the PCs from time to time
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Cosmic Entity
 
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Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

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