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Kreuz Control - Cavalier, The Nuclear Family, The Eyes of Night, The Fearsome

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  • 2673


    PL 12 (180)

    Abilities (44)
    STR 4 AGI 4 FIT 4 AWA 2
    STA 4 DEX 0 INT 2 PRE 0

    Powers (65)
    - burning aura: Protection +8 (extra: duration +0) [8]
    - fireproof: immunity +6 (extreme heat, Fire damage) [6]
    - flashfire fist: array [39]
    - burning fist: Damage +10 (str-based) {10}
    - fireball: Damage +12 (extra: burst area +1, range +1) {36}
    - hell spider: Damage +12 (extras: cone area +2) {36}
    - jet burn: Damage +12 (extra: multiattack +1, range +1) {36}
    - liftoff: flight +6 [12]

    Advantages (9)
    assessment, contacts, improved initiative, move-by action, startle, takedown 2, uncanny dodge, well-informed

    Skills (32/64)
    close combat: unarmed +6
    expertise: Pro Hero +10
    insight +8
    intimidation +12
    investigation +8
    perception +8
    ranged combat: Flashfire fist +12

    Defenses (34)
    TOU +12/4 DODGE +12 FORT +12 PARRY +12 WILL +12

    Burning rage: Endeavor's lost temper is terrible and fearsome to behold
    Gendo Award Winner: Endeavor has finally realized how he greatly wronged his wife and children for years, but it may be too late to make amends
    Motivation - Just Watch Me: Endeavor struggles to fill the void left by All Might, knowing he's not up to the task
    Overheat: while normally immune to fire, Endeavor can suffer heatstroke from overuse of his own Quirk
    SHOTO!: Endeavor has a very rocky relationship with his youngest son in particular
    That's All Wrong!: Endeavor has no idea how to be a hero of the people

    abilities 44 + powers 65 + advantages 9 + skills 32/64 + defenses 34 = 180

    the second most controversial of the heroes in My hero Academia, Todoroki Enji is the Flame Hero Endeavor, whom for all his power and dedication to the job, making him among the greatest heroes in the world, he's still a distant second to All Might. While the public is aware of how Endeavor has built a one-sided rivalry, hoping to one day surpass the Symbol of Peace, what they don't know is the lengths Endeavor has gone to. years ago, Endeavor, realizing he never could unseat All Might's fame, hit upon the idea that his successor could. to this end, Endeavor entered a questionable practice of Quirk marriage, marrying a woman named Rei on the sole qualification that she possessed a powerful ice-based Quirk, and the idea that their children would inherit the best of both those Quirks. Of all their children, the only one of them to live up to this ideal was their youngest son, Shoto, born with power over both heat and cold. Endeavor trained the boy so harshly that it was abuse in all but name, a toll so great that it affected Rei as well. Her pleas to let their son enjoy his childhood fell on deaf ears, and the suffering caused her to snap one day, permanently scarring Shoto's face in a moment of madness, and resulting in her being institutionalized.

    Years passed, and Endeavor continued to be a hero to the public while hated by his children. But then everything changed. All might, the Symbol of Peace, burnt out his Quirk in order to bring down a villain unlike any other, forcing himself into permanent retirement, leaving Endeavor as the new number one hero at long last. and as instantly, that long awaited victory Endeavor had built his life around turned to ash, that he achieved it by succession than on his own merits, before finally starting to grasp the impossibly high standard All Might had set, and how Endeavor was painfully inadequate for the job. But refusing to quit, Endeavor struggles to do the best he can, even if in his heart of hearts, he's only just another hero.


    • 2674


      PL 10 (150)

      Abilities (20)
      STR 14 AGI 4 FIT 4 AWA 2
      STA 14 DEX 0 INT -4 PRE 0

      Powers (96)
      bulimicus: Damage +12 (extras: range +1, secondary effect +1) (37)
      - you can't do that on television: Damage +10 (extra: cone area +1, secondary effect +1) [30]
      do you really need to point out something as big as a mall?: Growth +12 (extra: continuous +1, innate, flaw: permanent -1) (25)
      He's in a different movie! You're never gonna hit him: Impervious TOU +12 (12)
      If only he had wings so he could fly away: Flight +6 (flaw: limited-wings -1) (6)
      Or he's returned to a model of the sea: Swimming +6 (6)
      Talkin bout re-generation: regeneration +10 (10)

      Advantages (2)
      improved initiative, move-by action

      Skills (10/20)
      athletics +2
      close combat: unarmed +2
      perception +8
      ranged combat: bulimicus +8

      Defenses (22)
      TOU +14 DODGE +6 FORT +14 PARRY +6 WILL +6

      motivation - Now he's eating stop motion cartoons: Reptilicus is a man eating monster

      abilities 20 + powers 96 + advantages 2 + skills 10/20 + defenses 22 = 150

      In April of 2017, Mystery Science Theater 3000 made its triumphant return to television via Netflix, and to kick things off they celebrated by riffing Reptilicus, Denmark's own giant monster movie, with noted Danish comedian Dirch Passer as a bit part. the story itself is your typical fare, with scientists accidentally reviving a prehistoric monster. But what made Reptilicus different is that while more or less immune to bullets, artillery and explosives were actually effective. Unfortunately, because of Reptilicus' regenerative powers, blowing it to bits bore the unacceptable risk of causing those bits to eventually grow into a horde of Reptillicuses, thus forcing the military to use a compound they say is supposed to put the monster to sleep, but in fact proves fatal to Reptilicus. too bad they forgot they already blew off one of the monster's legs halfway through the picture...


      • 2675


        PL 8 (120)

        Abilities (56)
        STR 2 AGI 6 FIT 6 AWA 2
        STA 4 DEX 2 INT 0 PRE 2

        Powers (4)
        Gecko: movement +2 (Wall-crawling 2) (4)

        Advantages (12)
        agile feint, beginner's luck, equipment 2, improved initiative, jack of all trades, move-by action, quick draw, startle, takedown 2, uncanny dodge

        Skills (30/60)
        athletics +4
        acrobatics +6
        close combat: blades +6
        expertise: criminal +6
        expertise: pop culture +8
        insight +6
        intimidation +6
        perception +6
        ranged combat: throw knives +6
        vehicles +6

        Defenses (18)
        TOU +6/4 DODGE +10 FORT +8 PARRY +10 WILL +8

        Sword: Damage +2 (str-based, extra: improved crit) [3]
        throwing knives: Damage +2 (str-based, extra: range 4) [6]

        lizardface: Spinner was mocked and teased mercilessly for his reptillian appearance in his youth
        motivation - Copycat: Spinner knows he can't do anything without latching onto the dreams of someone greater
        Will of Stain: Spinner idolizes the Hero Killer, and tries to uphold his beliefs in a better world

        abilities 56 + powers 4 + advantages 12 + skills 30/60 + defenses 18 = 120

        among the ne'er-do-wells to join the League of Villains, Shuichi Iguchi was just a disaffected, misanthropic shut-in gamer until he saw the stories of the Hero Killer Stain on the evening news, a once equally unimportant nobody who went on to terrorize the heroes of Japan, espousing a psychotic yet well intentioned message that society had to be made to change. with skills picked up from years of gaming, Shiuchi, now calling himself Spinner, signed up with the League after they co-opted Stain's popularity for themselves, and despite misgivings, Spinner has since allowed himself to be swept up in the cause of the League's leader, Tomura Shigaraki


        • 2676

          Kamui Woods

          PL 9 (135)

          Abilities (48)
          STR 4 AGI 6 FIT 6 AWA 2
          STA 6 DEX 0 INT 0 PRE 2

          Powers (36)
          Arbor (36)
          - branching limbs: Extra limbs +4 (extra: sustained +0), elongation +4 (flaw: arms only -1) [6]
          - Laquered Chains prison: affliction +8 (hindered & vulnerable/immobile & defenseless, dodge resists, extras: cumulative +1, cone area +1, extra condition +1, flaw: limited degree -1) [24]
          - vine swing: movement +3 (safe fall, swinging, wall-crawling) [6]

          Advantages (13)
          agile feint, assessment, benefit (pro hero), def roll 2, fast grab, improved grab, improved hold, improved initiative, move-by action, takedown 2, uncanny dodge

          Skills (20/40)
          acrobatics +6
          athletics +6
          close combat: unarmed +4
          expertise: Pro hero +6
          insight +6
          perception +6
          persuasion +6

          Defenses (18)
          TOU +8/6 DODGE +10 FORT +8 PARRY +10 WILL +10

          motivation - responsibility: Kamui Woods is a professional hero, trained to use his Quirk to help others

          abilities 48 + powers 36 + advantages 12 + skills 21/42 + defenses 18 = 135

          the first hero we meet in the pages of My Hero Academia, Shinji Nishiya is a rising star in the latest generation of Pro Heroes, that scarcely two years after his Debut, he's counted among the top ten heroes in Japan. Not bad for a thinly veiled Expy of Spider-Man


          • 2677


            PL 12 (225)

            Abilities (48)
            STR 12 AGI 4 FIT 4 AWA 2
            STA 12 DEX 0 INT 2 PRE 4

            Powers (129)
            bio-nuclear energy: array (38)
            - force bonds: affliction +12 (hindered & vulnerable/immobile & defenseless, dodge resists, str or damage overcomes, extras: cumulative +1, extra condition +1, range +1, flaw: limited degree -1)
            - gigablast: Damage +12 (extra: burst area +1, range +1) [36]
            - Gigabolt: Damage +14 (extra: range +1) [28]
            bio-nuclear propulsion: Flight +8 (16)
            energy enhanced body: Enhanced STR +8, enhanced STA +8, immunity +10 (life support), protection +4 (extra: impervious 16) (62)
            energy enhanced senses: immunity +5 (sensory afflictions, flaw: limited-half effect -1) (3)
            energy transference: immunity +20 (energy damage, flaw: limited-half effect -1) (10)

            Advantages (2)
            improved initiative, move-by action

            Skills (28/56)
            close combat: unarmed +8
            expertise: servant of Dr. Destroyer +8
            expertise: soldier +6
            insight +6
            intimidation +12
            perception +6
            ranged combat: bio-nuclear energy +10

            Defenses (18)
            TOU +14 DODGE +8 FORT +12 PARRY +8 WILL +12

            geiger blip: Gigaton gives off a distinctive and easily detected radiation signature
            Most wanted: as one of DR. Destroyer's chief minions, Gigaton is hunted by every major law enforcement ageny in the world, and watched by several criminal ones
            motivation - Loyal servant: Gigaton has devoted himself to being Dr. Destroyer's servant and enforcer
            spoils of war: Gigaton likes to surround himself with wealth, luxuries and women

            abilities 48 + powers 129 + advantages 2 + skills 28/56 + defenses 18 = 225

            a US Army private, Tim Colton was among the hundreds subjected to the mass super-soldier experiment codenamed Project Sunburst, and among its few survivors. kept comatose by army scientists to study him, before he was stolen by agents of Dr. Destroyer by virtue of being the most powerful at the time, and brought back to the arch-villain's lair, where he was conditioned to be loyal to Destroyer before being awoken. furious at how he'd been betrayed and experimented upon, Colton didn't need much brainwashing after all, and pledged his service to Destroyer, accepting his new identity as Gigaton. Today, Gigaton is Destroyer's prized enforcer, sent out to smite his enemies or oversee important projects as the doctor's head of security


            • 2678


              PL 12 (235)

              Abilities (64)
              STR 2 AGI 6 FIT 6 AWA 4
              STA 8 DEX 2 INT 4 PRE 4

              Powers (85)
              far tougher than he looks: Enhanced STA +4 (8)
              Maya-weaving: illusion +12 (all senses, extras: selective +1, flaw: will resists -1) (61)
              - voice of the mind: mind reading +12 (extras: cumulative +1, effortless +1) [48]
              shifting form: morph +3 (any humanoid) (16)
              - malleable form: insubstantial +1, elongation +2 [7]

              Advantages (6)
              def roll 2, improved initiative, language (english, hindi native), move-by action, uncanny dodge

              Skills (49/98)
              deception +12
              expertise: high society +10
              expertise: india +10
              expertise: spy +10
              expertise: streetwise +10
              insight +8
              perception +8
              persuasion +12
              sleight of hand +8
              stealth +10

              Defenses (28)
              TOU +10/8 DODGE +14 FORT +10 PARRY +14 WILL +14

              Most wanted: as one of Dr. Destroyer's chief minions, Rakshasa is hunted by every major law enforcement ageny in the world, and watched by several criminal ones
              motivation - Loyal servant: Rakshasa knows loyalty to Dr. Destroyer gives him everything he wants in life

              abilities 64 + powers 85 + advantages 6 + skills 52/104 + defenses 28 = 232

              a petty thief and con man from the streets of Calcutta, Palash Krisharan's latest would-be victims were secretly agents of Dr. Destroyer, and when they saw through his lies, they brought him before their master for punishment. realizing the peril, Krisharan used his mutant powers to try and escape, and while he failed, Destroyer now saw him as a potential asset and servant. Accepting Destroyer's standard "Serve me or die" offer, Krisharan quickly proved his worth as both a spy and envoy, rising to the ranks of Destroyer's elite servants, and earning the alias of Rakshasa


              • 2679

                Black Paladin

                PL 10 (150)

                Abilities (56)
                STR 6 AGI 4 FIT 4 AWA 2
                STA 6 DEX 0 INT 2 PRE 4

                Powers (42)
                Armor of wrath: Protection +6 (feature: quick change, flaw: removable) (6)
                Crusher of hope: Damage +6 (str-based, extra: range 12, flaw: easily removable) (12)
                eye of souls: senses +4 (accurate/ranged detect souls) (4)
                Fog of war: concealment +2 (visual, extras: attack +0, burst area +1) (6)
                Immortality: immunity +1 (age) (1)
                Premonition: senses +1 (danger sense) (1)
                Ring of Baphomet: Teleport +1 (extras: change direction, turnabout, extended +1, flaw: removable) (4)
                Unholy shield: Impervious TOU +12 (flaw: easily removable) (8)

                Advantages (8)
                assessment, improved initiative, move-by action, quick draw, startle, takedown 2, uncanny dodge

                Skills (24/48)
                close combat: archaic weapons +4
                expertise: medieval history and legend +8
                expertise: occult +8
                insight +6
                intimidation +8
                perception +6
                ranged combat: crusher of hope +8

                Defenses (20)
                TOU +12/6 DODGE +8 FORT +10 PARRY +8 WILL +10

                arrogance: Black Paladin is a proud man, prone to gloating, overconfidence, and monologuing his schemes to supposedly helpless foes
                blasphemer: Black Paladin despises Christianity most of all, and reserves special hatred for all affiliated with it
                liege lord: Black Paladin is sometimes upon by his new master, the demon Baphomet, to do their bidding upon the Earth
                motivation - Knight of the Crow: Black Paladin wages an unholy crusade and against righteousness and to spread the will of evil
                on my word as a knight: though completely without it, Black Paladin likes to pretend to honor
                unclean: Black Paladin's evil is so great it registers to mystic senses, and is burned by holy water

                abilities 56 + powers 42 + advantages 8 + skills 24/48 + defenses 20 = 150

                One of the staple villains of Champions, Black Paladin has rode out to fight the forces of good in each edition. Originally, he was sir Giles Du Morphant, a foul tyrant and raider who terrorized medieval France until he was finally slain by the noble Lancelot. Or so the hero thought. clinging to life through sheer malice, Morphant was saved by his lover, the witch Chantal, who placed him in a death like slumber for centuries until awoken by "he who was as your brother", who would then take his place. and so it was that medieval history professor John Black came upon the unholy grave, and awoke the man within who was his exact twin, who tortured Black for days to learn all he knew before leaving his corpse to rot in the forgotten tomb while Gils Du Morphant stole his identity. in the years since, the Black Paladin resumed his war upon the good and the innocent, sating his every base desire and feeding his hatred of the Christian faith so once embodied by Lancelot and his brother knights of Camelot, only for his depredations to be fought at every turn by the heroes of this new age. most recently, Black Paladin has been renewed in vitality and power by the demon lord Baphomet, to be their agent upon earth and do their bidding when called, but to otherwise continue his life of evil and wicked deeds


                • 2680


                  PL 10 (150)

                  Abilities (40)
                  STR 4 AGI 4 FIT 4 AWA 2
                  STA 4 DEX 0 INT 0 PRE 2

                  Powers (56)
                  Alien battlesuit: (flaw: removable) (56)
                  - armor plating: protection +6 [16]
                  - photonic drive: flight +8 [16]
                  - sealed systems: immunity +10 (life support) [10]
                  - sensors: senses +4 (accurate radio, danger sense, ultravision) [5]
                  - servomuscles: enhanced STR +6 [12]
                  - wrist-mounted photonic emitters: Damage +10 (extra: range +1, precise) [21]

                  Advantages (4)
                  assessment, improved initiative, language (english, mandaarian native), move-by action

                  Skills (24/48)
                  close combat: unarmed +6
                  expertise: alien soldier +8
                  insight +6
                  perception +6
                  ranged combat: battlesuit +10
                  persuasion +8
                  technology +4

                  Defenses (26)
                  TOU +10 DODGE +10 FORT +10 PARRY +10 WILL +10

                  arrival: Orrad is the resident super agent for METE, an NGO focussed on establishing peaceful contact between humans and aliens
                  contact: Orrad is a highly disciplined, making him incredibly stiff socially
                  Earth girls aren't easy: Orrad has romantic chemistry with his first earth friend, METE director Marie Dumont
                  He came from outer space: Orrad's blue skin, silver hair and bright green catlike eyes make him easily recognized on earth
                  martians go home: Orrad is targetted for death by several anti-alien groups, such as the exterminators
                  Motivation - This Island Earth: Orrad wants to help Earth take its place on the galactic stage
                  starship trooper: Orrad has been programmed to enter a berserk state when overwhelmed in combat
                  They come in peace: Orrad often has to keep earth heroes, police or military from making touchy alien encounters even worse

                  abilities 40 + powers 56 + advantages 4 + skills 24/48 + defenses 26 = 150

                  an alien soldier released from his tour of duty to explore the cosmos, Orrad eventually found his way to Earth, where he became a superhero. However, while Orrad was mostly welcomed with open arms, many, many other aliens weren't so fortunate, finding themselves hunted, exploited and even murdered by fearful humans. Realizing humanity can do better, Orrad and his human friends started METE, the Metropolitan Extra-Terrestrial Enclave, an organization dedicated to peaceful contacts between earth and other worlds


                  • 2681

                    Doc Digital

                    PL 10 (150)

                    Abilities (52)
                    STR 4 AGI 4 FIT 4 AWA 2
                    STA 4 DEX 0 INT 6 PRE 2

                    Powers (35)
                    optical implant: senses +1 (infravision) (1)
                    personal force field module: Protection +10 (extra: impervious +1, flaw: removable) (16)
                    synaptic disruptor: affliction +10 (daze/stun/incapacitate, will resists, extras: cumulative +1, range +1, flaw: easily removable) (18)

                    Advantages (12)
                    benefit 5 (wealth 5), contacts, eidetic memory, improvised tools, inventor, skill mastery 2 (science, technology), well-informed

                    Skills (37/74)
                    expertise: science +14
                    insight +8
                    investigation +10
                    perception +8
                    ranged combat: high tech weaponry +10
                    technology +14
                    treatment +10

                    Defenses (14)
                    TOU +14/4 DODGE +6 FORT +8 PARRY +6 WILL +12

                    design flaw: Doc Digital's cybernetics make him vulnerable to electric and magnetic effects
                    love of my life: Doc Digital is a devoted husband to his wife Tricia
                    motivation - responsibility: Doc Digital believes only he is fit to see humanity through the coming techno-future changes
                    never again: Doc Digital is absolutely terrified of being crippled again
                    secret identity: no one suspects that reclusive billionaire genius Dr. Victor Blackwell is secretly Doc Digital

                    abilities 52 + powers 35 + advantages 10 + skills 37/74 + defenses 14 = 150

                    A brilliant mind who earned multiple doctorates, his own business and a loving wife, Dr. Victor Blackwell was nearly ruined by a debilitating genetic condition that would have left him a prisoner in his own body, meeting a slow, horrible and humiliating death before he turned 30. Blackwell turned his mind to the science of cybernetics, literally rebuilding himself, with steel and plastics replacing traitorous flesh and bone. born anew, Victor also became an avowed transhumanist, believing he was but a taste of things to come, and that as such a man, it was his duty to usher in and guide the future he now believed in. Organizations like PRIMUS hoarded miracles of science like misers, while those like VIPER abused it at every turn in cruel, petty and wasteful displays. only Blackwell, now adopting the alias of Doc Digital, could be trusted to shepherd the coming transhuman revolution. to this end, he gathered followers under his organization of Digital Control, with the most powerful of his early converts forming Cy-Force, Digital Control's first group of super-agents

                    a more traditional mastermind, Doc Digital is almost never in the field alongside Cy-Force, either running mission control from his headquarters or at most, running overwatch from whatever super-vehicle the team is using


                    • 2682


                      PL 10 (150)

                      Abilities (60)
                      STR 6 AGI 4 FIT 4 AWA 4
                      STA 10 DEX 0 INT 2 PRE 0

                      Powers (48)
                      ESP: senses +6 (accurate/acute/radius/ranged detect minds) (6)
                      Mental powers: array (34)
                      - neural overload: Damage +8 (extras: range +2, will resists +1) [40]
                      - neural override: Affliction +8 (entranced/compelled/controlled, will resists, extras: cumulative +1, range +2) [40]
                      - neural scan: mind reading +8 (extras: cumulative +1, effortless +1) [40]
                      technopath: comprehend +2 (machines), communication +1 (extra: subtle, flaw: limited-machines only -1) (8)

                      Advantages (2)
                      improved initiative, move-by action

                      Skills (22/44)
                      close combat: unarmed +10
                      insight +8
                      investigation +8
                      perception +8
                      technology +10

                      Defenses (18)
                      TOU +10 DODGE +10 FORT +10 PARRY +10 WILL +10

                      apotheosis: Interface despises those parts of herself that are still human, and wants to be become fully mechanical
                      design flaw: Interface's cybernetics make her vulnerable to electric and magnetic effects
                      more machine than woman: Interface is an obvious cyborg
                      motivation - Power: Interface wants to control the world's technology, and then remake society in her image
                      worm: Interface is secretly using her powers to manipulate Cy-Force to her own ends

                      abilities 60 + powers 48 + advantages 2 + skills 22/44 + defenses 18 = 150

                      a sociopathic mentalist, Carol Chambers eventually discovered that her psychic abilities included technopathy. Hearing about the advanced AI Dr. Blackwell's company was supposedly working on, Carol hit upon the belief that by communing with it, the experience would further unlock and amplify her technopathy. However, when Doc Digital thwarted Carol's attempt to infiltrate his lab, the two actually hit it off, with Carol eagerly volunteering her abilities to the doctor's cause, in return for a more conventional apotheosis, replacing much of her body with cybernetics as possible. there is no carol now, there is only Interface, and it is her will that enables Cy Force to stay so loyal, as she subtly coaxes Doc Digital to further ambition and to 'embrace perfection'...