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

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Kreuzritter
Cosmic Entity
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Posts: 21027
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Location: Rumble City

12

Post by Kreuzritter » Mon Jun 05, 2006 8:57 am

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Simon Belmont

"Dracula! Your reign of terror ends tonight!"

PL: 10 (150)

abilities: (32)
STR 16 DEX 18 CON 16 INT 12 WIS 16 CHA 14

Combat: (40)
+8 init, +14/10 ATK, +12 DEF (+2 dodge, + flat-footed)
+3/5+/6/7 DMG (unarmed/vampire killer/mystic weapons/Item crash)

saves: (9)
TOU +7/4 FORT +6 REF +7 WILL +6

Skills (15/60)
acrobatics +8
bluff +8
knowledge: arcane lore +8
intimidate +6
investigate +6
notice +6
search +6
sense motive +6
survival +6

feats (28)
Acrobatic Bluff, ambidexterity, Attack Specialization 2 (vampire killer), Defensive Roll 3, dodge focus 2, Diehard, elusive target, critical strike: undead, evasion, fearless, improved critical: vampire killer, luck, Move-by Action, Quick Draw, accurate attack, all-out Attack, improved block, improved initiative, power attack, Takedown Attack 2, tough, favored enemy: undead, Uncanny Dodge

Powers (26)
Device: Vampire Killer +4 (12)
- Strike +3 (Feats: Accurate, Extended Reach 2, improved critical, Mighty pen 3 extra: autofire +1, penetrating +1) [16]
- supermovement +2 (slow fall, swinging) [4]
Device: Mystic weapons +4 (12)
- Blast "Item Crash" +6 (extra: autofire +1 flaw: tiring) [17]
-AP: Blast "Item Crush" +6 (extra: area-burst +1, flaw: tiring) {14}
-AP: blast "Knife" +5 (feats: accurate +2) {12}
-AP: Strike "Axe" +5 (feats: mighty, thrown, extra: penetrating +1) {12}
-AP: blast "Cross" +5 (feats: accurate, homing) {12}
-AP: time control "Stopwatch" +2 {14}
leaping +2 (2)

tradeoffs:
+4 ATK/-4 DMG
+2 DEF/-2 TOU

costs
abilities 32 + combat 40 + saves 9 + skills 15/60 + feats 28 + powers 26 = 150 pts

:arrow: So many belmonts to choose from, so little time. In the end, I went with the original hero of castlevania (a far cry from that twit from captain N, eh ladies?)

:arrow: While Simon never demonstrated in game the abilities weilded by other members of his family, I figured i could incorporate them.

:arrow: whew... almost forgot to give simon here critical strike and favored enemy. that'd just suck considering his vocation
Last edited by Kreuzritter on Fri Oct 13, 2006 11:20 am, edited 1 time in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

13

Post by Kreuzritter » Mon Jun 05, 2006 8:59 am

Image

"If history is to change, let it change. If the world is to be destroyed, so be it. If my fate is to die, I must simply laugh."

Magus

PL: 10 (150)

abilities: (20)
STR 10 DEX 12 CON 14 INT 16 WIS 24 CHA 14

Combat: (24)
+1 init, +10/10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/5p/6+6f/10 DMG (unarmed/scythe/dark matter/magic)

saves: (11)
TOU +10/7/2 FORT +6 REF +6 WILL +10

Skills (11/44)
bluff +6
concentration +8
disguise +4
intimidate +8
knowledge: arcane lore +12
knowledge: tactics +6

feats (22)
artificer, assessment, attack focus: ranged +4, attack specialization: doom scythe 2, defensive roll 3, dodge focus 4, diehard, eidetic memory, equipment 3, master plan, minions 6, seize initiative, ritualist, trance, uncanny dodge

Powers (55)
device: Doom Scythe
- Strike +5 (extra: penetrating +1) [10]
flight +2 (4)
force feild "Magic Wall" +5 (extra: impervious) (10)
Magic 10 (35)
- mystic blast- "firaga" +10 (extra: area-explosion +1) [30] *
- Mystic blast- "blizzaga" +10 (extra: area-burst +1) [30]
- Mystic blast- "Thundaga" +10 (extra: area-cloud +1) [30]
- Mystic blast- "Dark Bomb" +10 (extra: penetrating +1) [30]
- drain: CON- "Dark Mist" +10 (extra: range +1, area-cloud +1) [30]
- disintegration- "Dark Matter" +6 (extra: cone +1) [30]
supersenses +6 (danger sense, mystic awareness, precognition) (6)

equipment
headquarters: Magus Tower (size huge, +15 TOU, isolated, combat arena, defense system, holding cells, security system, living space, laboratory, library, workshop) [15]

complications
enemy: Frog, Lavos
responsibility: Schala (sister)
reputation (Witch-King of the Goblin Horde)

costs
abilities 20 + combat 24 + saves 11 + skills 11/44 + feats 22 + powers 55 = 150 pts

:arrow: the scene Stealing bad boy of Chrono Trigger, magus is for the most part like the corrupt socreror archetype found in the back of the core rules, but with a mind towards offense, some physical fighting skills, and a castle filled with bloodthirsty minions

:arrow: magus prefers a standard point n' click method of combat magic, cycling through his spell inventory until he finds something that works

:arrow: and of course, there's the fact that he's a bad guy that wants to summon his universe's version of great cthuluhu for the sole purpose of killing it.
Last edited by Kreuzritter on Fri Oct 13, 2006 11:21 am, edited 1 time in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

14

Post by Kreuzritter » Mon Jun 05, 2006 9:01 am

Image

Jealousy is a human emotion. Am I Jealous? Am I more human... than creature?

Cybersix PL: 12
Also known as: Adrian Seidelmann

The only survivor of an aborted clone army, Cybersix spent much of her life on the run from her creator, Von Richter, eventually developing the false identity of Adrian Seidelmann, a MALE literature teacher in the city of Meridiana, where she has begun to fall in love with her fellow teacher, Lucas Amato, and earns the freindship of a street urchin named Julian. she has even been reunited with her lost 'brother', who has been recreated as an enhanced panther code-named Data-7.

Unfortunately for her, the many monstrous creatures of Von Rechter have begun to infest Meridiana, and so she fights to protect her new home while balancing her double life, Slowly overcoming her sense of self-loathing, and understanding that she is indeed more far more human than her creator.


abilities: (66)
STR 30/20 DEX 30 CON 20 INT 15 WIS 16 CHA 14

Combat: (40)
+9 init, +10 ATK, +10 DEF (+5 flat-footed)
+10 DMG

saves: (3)
DMG +5 FORT +5 REF +10 WILL +6

Skills (14/56)
acrobatics +14
bluff +6
disguise +8
language +7 (english, spanish, portugeuse, german, french, russian, old english)
knowledge: literature +8
perform: oratory +7
profession: teacher +6

feats (17)
acrobatic bluff, attractive, elusive target, endurance, evasion, favored opponent: von richter's monsters, grappling finesse, improved block, improved critical, improved grab, improved throw, improved trip, instant up, move by action, redirect, power attack, takedown attack

Powers (41)
Enhanced dexterity +10 (10)
Enhanced strength +10 (10)
leaping +3 (3)
regeneration +5 (recovery bonus +3, recovery rate +1, ability regen +1) (5)
super movement +2 (slow fall, sure-footed) (4)
super senses +5 (extended sight, extended radius hearing, darkvision) (5)
super strength +2 (4)

costs
abilities 65 + combat 40 + saves 3 + skills 14/56 + feats 17 + powers 41 = 180 pts

technical notes this is a basic version of Cybersix, the titular character from the japanese/canadian anime series. a purely physical character with abilities comparable to spider-man, i'll probably be revisting the design a few more times. not included is the panther, Data-7, her brother/sidekick, in order to cut down on costs, who i'll probably make an independant character).

tactics: in battle or just in motion, Cybersix is a beauty to behold, moving with uncanny speed and acrobatic agility, rebounding from one foe to the next like a black-clad pinball, mixing up regular attacks with just about any of her feats (acrobatic bluff, redirect and improved throw happen to be particular favorites of hers). given a choice, she'll go for the biggest threat before dealing with the minions
Last edited by Kreuzritter on Sun May 20, 2007 5:42 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

15

Post by Kreuzritter » Mon Jun 05, 2006 9:02 am

Image

Crypto-137

"Earth Creature, I am addressing you, respond or be vaporized! "

PL: 10 (150)

abilities: (24)
STR 6 DEX 14 CON 12 INT 24 WIS 18 CHA 10

Combat: (24)
+6 init, +10/8/6 ATK, +9 DEF (+3 dodge, +3 flat-footed)
-2/+3m/+8/+8 DMG (unarmed/mental probe/Zap-O-Matic/PK throw)

saves: (5)
TOU +10/6/1 FORT +3 REF +5 WILL +9/4

Skills (16/64)
Bluff +4
Computers +4
Craft (Electronics) +8
Craft (Mechanical) +8
Disable Device +8
Drive +4
Intimidate +8
Knowledge (Tactics) +8
Knowledge (Technology) +8
Pilot +4

feats (29)
attack focus: ranged 2, attack specialization: zap-o-matic, defensive roll +4, dodge focus 3, equipment 13, inventor, improved intiative, master plan, move by action, sneak attack, startle

Powers (52)
device: Furon Encounter Suit +5 (20)
- Force feild +5 [10]
- Flight: jetpack +3 [6]
- immunity +9 (life support) [9]
mind sheild +5 (5)
telekinesis +8 (extra: perception +1) (28)
AP- Mental Blast +3 [12]
AP- mind control +5 [10]
AP- mind reading +5 [5]
AP- Morph: holoblob +10 (humanoids, flaw: fades -1) [10]

equipment:
Zap-O-Matic blaster rifle [16]
Flying Saucer (use space fighter) [49]

costs
abilities 24 + combat 24 + saves 5 + skills 16/64 + feats 29 + powers 52 = 150 pts

:arrow: hailing from Destroy All Humans, Crypto is on a mission to, well, Destroy All Humans.

:arrow: sadly, because i try to build 'protagonist' characters to standard PL limits, this means that you only get Crypto from around the start of the game, and I ran out of points before reaching the Anal probe.

:arrow: essentially, crypto plays as a bigger, more aggressive version of stewie griffin, so he's a nice default choice for a villains game, or a recurring mastermind
Last edited by Kreuzritter on Sun May 20, 2007 5:46 am, edited 2 times in total.
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Kreuzritter
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16

Post by Kreuzritter » Mon Jun 05, 2006 9:03 am

Image

Vergil

"Might controls everything. And without strength, you can't protect anything. Let alone yourself."

PL: 10

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

Combat: (32)
+9 init, +10/8 ATK, +10 DEF (+2 dodge, + flat-footed)
+5/5+/6+/9/10 DMG (unarmed/summon swords/judgement cut/beowulf/yamato)

saves: (7)
DMG +8/6 FORT +5 REF +5 WILL +4

Skills (11/44)
acrobatics +6
bluff +6
gather info +4
knowledge: arcane lore +4
intimidate +8
notice +6
search +4
sense motive +6

feats (19)
assessment, attack specialization: yamato, defensive roll +2, diehard, dodge focus +2, evasion, fearless, fighting style: Swordfighting +7 (accurate attack, defensive attack, improved block, improved disarm, improved initiative, power attack, startle, takedown attack +2), move by action, quick draw, uncanny dodge

Powers (51)
Blast: summon swords +5 (extra: autofire +1) (16)
AP- Strike +5 (extra: aura +1, autofire +1) [15]
Device: Yamato Sword +6 (18)
- Strike +5 (feats: mighty, improved critical x3, extra: penetrating +2) [20]
AP- blast: judgement cut +6 (extras: area-line +1, autofire +1, flaw: distracting -1) [18]
- Deflect +5 (fast projectiles. extras: action +1) [10]
Device: Beowulf gauntlets +1 (4)
- Strike +4 (feat: mighty) [5]
impervious toughness +4 (4)
leaping +2 (2)
teleport +3 (feats: change direction, change velocity, easy, turnabout, flaw: limit-short range -1) (7)

drawback
vulnerable: holy attacks (uncommon +1, moderate +1) (-2)

complications
enemy: Dante
obsession: Power, Sparda's legacy
reputation: Son of Sparda (vs demons)

costs
abilities 32 + combat 32 + saves 7 + skills 11/44 + feats 19 + powers 51 - drawbacks 2 = 150 pts

:arrow: Vergil, circa Devil May Cry 3: Special edition. a half-demon, Vergil is the son of the Legendary Dark Knight Sparda, who rebelled against the armies of hell 2000 years ago to protect humanity. However, when Vergil's mother was murdered by demons not long after Sparda's passing, Vergil became obsessed with strength and his demonic heritage, and set out on an unholy quest to surpass his father, culminating in a battle with his twin brother, Dante, before the gates of Hell itself. Defeated, Vergil was last seen in Hell, about to fight one of Sparda's oldest and most powerful enemies. the outcome of that battle is unknown.

:arrow: I ain't gonna lie, Vergil's best used as an enforcer or lieutenant rather than a master villain, but with good role-playing he can make a good rival-type enemy in questing adventures, or an interesting anti-hero PC

:arrow: okay, powers explanation time. the strike aura represents how he calls the summoned swords to surround himself, while the imperviousness shows how he and dante can be shot in the head with a heavy pistol (or stabbed in the chest, or take a 40 foot drop, among other things) and carry on as if nothing happened. Judgement cut's harder to describe, but mechanicly, that is how it happens (technicly, the attack is cone-shaped, but the dimensions are such that line's the more accurate description)
Last edited by Kreuzritter on Sun May 20, 2007 5:48 am, edited 2 times in total.
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Kreuzritter
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Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

17

Post by Kreuzritter » Mon Jun 05, 2006 9:04 am

Image

Dante

Now this is what I call a PARTY!

PL: 10 (150)

abilities: (34)
STR 20 DEX 20 CON 16 INT 10 WIS 14 CHA 14

Combat: (36)
+9 init, +10/8 ATK, +12 DEF (+2 dodge, +5 flat-footed)
+5/5+/6+/9/10 DMG

saves: (7)
DMG +8/5 FORT +4 REF +6 WILL +4

Skills (12/44)
acrobatics +10
bluff +8
knowledge: arcane lore +4
intimidate +6
notice +6
search +4
sense motive +6

feats (27)
Acrobatic Bluff, ambidexterity, Attack Specialization (Sword), Defensive Roll 3, dodge focus 2, Diehard, Endurance, Equipment, evasion, Fearless, Improved Critical: Ebony & Ivory, Instant Up, luck, Move-by Action, Quick Draw, Sword Fighting 7 (accurate attack, all-out Attack, improved block, improved initiative, improved overrun, power attack, taunt), Takedown Attack 2, Uncanny Dodge

Powers (36)
device: Ebony & Ivory +3 (9)
- blast +4 (feats: split attack, improved critical, accurate, extra: autofire +1) [15]
Device: Rebellion +6 (18)
- Strike +5 (feats: extend reach, mighty, improved critical x2, extra: penetrating +2) [20]
impervious toughness +4 (4)
morph +1 (feat: metamorph [devil trigger], flaw: tiring -1) (1)
protection +2 (2)
leaping +2 (2)

drawback
vulnerable: holy attacks (uncommon +1, moderate +1) (-2)

equipment:
headquarters: shop (small, +5 TOU) [5]

tradeoff
+2 DEF/ -2 TOU

complications:
enemy: Vergil
reputation: half-demon
responsibility: devil hunter/mercenary

costs
abilities 32 + combat 32 + saves 7 + skills 11/44 + feats 19 + powers 51 - drawbacks 2 = 150 pts

:arrow: Dante, circa Devil May Cry 3: Dante's Awakening. a half-demon, Dante is the son of the Legendary Dark Knight Sparda, who rebelled against the armies of hell 2000 years ago to protect humanity. And, when Dante's mother was murdered by demons not long after Sparda's passing, dante chose to become a demon slayer, walking the earth with an ax to grind and the bloodlust to swing it. and now, on the eve of opening his 'shop' (which dante hasn't even named, btw), he's recieved an 'invitation' from his estranged brother Vergil, which will lead him to his true destiny, and one hell of a party...

:arrow: as the skills show, dante's still pretty new to the business at this point, and has only recently become aware of what he calls his 'devil trigger', the ability to become a truly demonic creature

:arrow: in terms of roleplay, this means Dante's player has only just bought morph, but hasn't decided what his devil form will be

:arrow: on the plus side, however, dante is born for melee combat. just put a gun in one hand, rebellion in the other and watch him go through minions like a chainsaw through butter.

:arrow: I decided not to include dante's other weapons, due to the fact that he hasn't found them yet, and he usually winds up having to get them at the next game, anyway.
Last edited by Kreuzritter on Fri Oct 13, 2006 11:24 am, edited 1 time in total.
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Kreuzritter
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Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

18

Post by Kreuzritter » Mon Jun 05, 2006 9:05 am

Image

Lady

I still have a job to do that's far from done, which is to eliminate every last demon.

PL: 10 (150)

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

Combat: (36)
+9 init, +15/8 ATK, +15 DEF (+5 dodge, +5 flat-footed)
+1/2/4/4+/5/5+ DMG (knife/unarmed/pistols/machine guns/grenade/Kalina Ann)

saves: (8)
TOU +5/2 FORT +4 REF +8 WILL +5

Skills (16/64)
acrobatics +12
Bluff +5
Climb +5
Disable Device +5
Drive +5
Gather Information +4
Knowledge (Occult) +4
Notice +6
Search +5
Sense Motive +5
Stealth +4
Survival +4

feats (50)
acrobatic bluff, accurate attack, all out attack, ambidexterity, assessment, attack focus: ranged +5, defensive attack, def. roll x3, dodge x5, elusive target, evasion, equipment x20, fearless, improved aim, instant up, improved init, precise shot x2, move by action, quick draw x2, uncanny dodge

Powers (20)
Device: Kalina Ann +5 (20)
- BLast: rocket +5 (extras: area-explosion +1, penetrating +1) (23)
AP-blast: hysteria +5 (extra: autofire +1) [15]
AP-blast: grappling blade +5 (extra: penetrating) [15]
AP-supermovement: grappling blade +3 (slow fall, swinging, wall-crawling) [6]

Equipment
motorcycle [9]
Paired heavy pistols (Blast 8, Power Feat: Split Attack; Drawback: Only useable w/ Split Attack) [17]
knife [3]
71 points unspent

tradeoff
+5 atk/-5 dmg, +5 def/-5 tou

complications
hatred: demons
obsession: arkham
rivalry: Dante
temper

costs
abilities 20 + combat 30 + saves 8 + skills 16/64 + feats 50 + powers 20 = 150 pts

:arrow: Lady the demon-slayer, ready to rock your world.

:arrow: approaching matters from the hellboy school of demon-hunting, Lady's preference is to make her prey eat lead, or a round from Kalina Ann if they're bullet-proof or in packs

:arrow: in the game, lady uses too many guns to properly buy and keep to a rules-legal 150 pp, so i left most of her equipment blank for customization. she generally prefers one-handed autofire pistols with high stopping power, if you want to get specific, and paired if possible.
Last edited by Kreuzritter on Thu Dec 14, 2006 10:02 pm, edited 2 times in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

19

Post by Kreuzritter » Mon Jun 05, 2006 9:06 am

Image

Jester's gonna spank yo butt, Spank you on da bu~ut!

PL: 10

abilities: (36)
STR 14 DEX 18 CON 10 INT 16 WIS 24 CHA 14

Combat: (24)
+4 init, +12/6 ATK, +12 DEF (+6 dodge, +3 flat-footed)
+2/6/8 DMG (unarmed

saves: (19)
TOU +5 FORT +6 REF +6 WILL +14

Skills (16/64)
acrobatics +6
concentration +6
disguise +4
bluff +12
intimidate +6
knowledge: arcane lore +12
knowledge: history +8
perform: orator +6
sleight of hand +4

feats (18)
acrobatic bluff, defensive roll 1, diehard, dodge focus 2, elusive target, fascinate, inspire +3, master plan, ritualist, quick change x2, sneak attack, takedown attack, taunt, trance

Powers (69)
Blast: Jester's Juggle +6 (feats: accurate x3, homing x3, extra: autofire +1) (25)
AP: Jester's ballapalooza +8 (extra: area-cloud +1) [24]
protection +4 (4)
supermovement +3 (trackless, wall-crawling 2) (6)
super-strength +2 (4)
teleport +5 (feats: change direction, change velocity, dodge x4, easy, turnabout, extra: accurate +1) (30)

drawback
vulnerable: holy attacks (uncommon +1, moderate +1) (-2)

costs
abilities 36 + combat 24 + saves 19 + skills 16/64 + feats 18 + powers 69 - drawbacks 2= 180 pts

:arrow: continuing the trend, presenting DMC3's wildcard character

:arrow: Ideally, Jester should avoid combat whenever possible, and instead act like a D&D bard on speed, tossing them inspire bonuses and leading them deeper into the game by the nose.

:arrow: but, as jester was finally made a boss for DMC3: special edition, his juggle and ballapalooza attacks should give him sufficient bite for when he decides it's time to strike
Last edited by Kreuzritter on Fri Oct 13, 2006 11:25 am, edited 2 times in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

20

Post by Kreuzritter » Mon Jun 05, 2006 9:07 am

Image

The world is already warped. Everything that belongs to the devils will eventually revert to its original form.

Arius

PL: 10

abilities: (24)
STR 8 DEX 12 CON 10 INT 16 WIS 24 CHA 14

Combat: (22)
+4 init, +8/8/6 ATK, +10 DEF (+5 flat-footed)
+0/4/8 DMG (unarmed/gun/blast

saves: (14)
TOU +8/6 FORT +6 REF +6 WILL +10

Skills (18/72)
bluff +6
concentration +8
intimidate +6
knowledge: arcane lore +12
knowledge: history +12
knowledge: theology/philosophy +8
notice +6
profession: CEO +8
sense motive +6

feats (29)
assessment, attack spec: gun, attack spec: magic blast, benefit 4 (wealth x3, status: CEO), connected, contacts, defensive roll 2, equipment 5, fearless, improved aim, improved initiative, inspire 2, leadership, Master plan, precise shot 2, ritualist, seize intitiative, trance, quick draw, uncanny dodge

Powers (43)
force feild +6 (extra: impervious +1) (12)
Magic +10 (46)
- blast +8 (feat: indirect, extra: poison +1) [23]
- Snare +7 (feat: reversible extra: regenerating +1, transparent +1) [27]
- Summon minions +10 (feat: progression 2, mental link, sacrifice extra: type-demon +2) [43]
- teleport +6 (feats: change direction, change velocity, easy, turnabout) [16]
super-senses +2 (danger sense, mystic awareness) (2)

equipment [25]
heavy pistol +4 [8]
headquarters: Skyscraper Sanctum (size: large, TOU: +15 features: communications, computer, concealed, defense system, fire prevention system, hangar, infirmary, laboratory, library, living space, power system, security system, workshop) [17]

costs
abilities 24 + combat 22 + saves 14 + skills 18/72 + feats 29 + powers 43 = 165 pts

:arrow: mastermind of the events in Devil May cry 2, Arius is a robber baron/corrupt sorceror seeking to turn himself into a demon. however, as these stats show, baron mordo he ain't.

:arrow: if forced into a fight, Arius will summon up to five demons to do his dirty work, while he hangs back and watches the spectacle while sniping away (if he has to. Arius is much more the sort to abandon the feild as soon as his monsters start fighting.) he prefers summoning warrior demons and gargoyles (as per the minion beast section), but if need be he'll summon something bigger. while he can only summon one, he will fiat to get a horde in play if need be
Last edited by Kreuzritter on Fri Oct 13, 2006 11:25 am, edited 1 time in total.
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Kreuzritter
Cosmic Entity
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Joined: Wed Jun 15, 2005 4:16 pm
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Post by Kreuzritter » Mon Jun 05, 2006 9:08 am

Kreuzritter wrote:Image

The Plutonian

Defeat the prisoner in the abyss and hand the hunter the mysterious vessel. -"Guidepost for the Protectors" Chapter 9 Clause 9


PL: 9

abilities: (-17)
STR 20 DEX 12 CON n/a INT 5 WIS 11 CHA 5

Combat: (36)
+1 init, +8 ATK ( -1 size), +8 DEF ( -1 size)
+5/10 DMG (unarmed/mace fist

saves: (9)
TOU +10 FORT n/a REF +3 WILL +6

Skills (4/16)
Intimidate +8
notice +8

feats (10)
all-out attack, ambidexterity, diehard, fearsome prescence 3, improved over-run, power attack, rage, startle

Powers (93)
growth +4 (feat: innate, flaw: permanent -1) (9)
immunity +30 (fortitude effects, fire damage, cold damage) (40)
protection +10 (feat: impervious +8) (18)
regeneration +4 (recovery rate: disabled x4) (4)
strike "mace fist" +5 (feat: extend reach x4, mighty extra: penetrating +1) (15)
supersenses +7 (blindsight: hearing, tremorsense) (7)

costs
abilities -17 + combat 36 + saves 9 + skills 4/16 + feats 10 + powers 93 = 135 pts

:arrow: The plutonian, a recurring boss monster from devil may cry 2, and a long overdue update of one of my first 2nd ed builds

:arrow: Plutonian's tactics are so simple even it can understand them: smash anything that moves until they stop moving
first updated character of the thread!
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21

Post by Kreuzritter » Mon Jun 05, 2006 9:13 am

Image

EXTERMINATE! EXTERMINATE! EXTERMINAAAAATE!

Daleks

PL: 10 (150)

abilities: (3)
STR 1 DEX 14 CON n/a INT 20 WIS 16 CHA 12

Combat: (32)
+2 init, +10/6 ATK, +10 DEF (+4 flat-footed)
+4 DMG (plunger/death ray)

saves: (0)
TOU +10 FORT n/a REF +2 WILL +3

Skills (13/56)
computers +8
disable Device +8
Intimidate +12
knowledge: physical sciences +8
knowledge: technology +10
notice +5
sense Motive +5

feats (15)
accurate attack, attack specialization x2, assessment, fearsome prescence x5, improved aim, Master Plan, move by action, precise shot x2, startle

Powers (87)
blast: Death Ray +10 (20)
datalink +4 (4)
force feild +5 (extra: imperious) (10)
immunity +30 (fort saves) (30)
Protection +5 (extra: Impervious) (10)
Speed +5 (5)
strike +4 (4)
special movement +4 (air walking +2, sure-footed, trackless) (8)

complications:
Enemy: The Doctor
hatred: non-Daleks
Obsession: Dalek superiority

costs
abilities 3 + combat 32 + saves 0 + skills 13/56 + feats 15 + powers 87 = 150 pts

:arrow: standard rank and file dalek, as depicted in the new series. hopefully, if i built this right, a mere 6 pack will be enough to make your PC's wish they could just hide behind the sofa...

:arrow: for those unfamiliar with the Dalek mindset, it's very simple. if you see someone that is not a dalek, shout "EXTERMINATE!" and start shooting. if offered a number of targets, your priority is the one you identify as The Doctor (if present).

:arrow: as the super-movement (and the episode "Dalek") shows, The Daleks no longer have to just level the building to overcome stairs (although that is still an attractive option)

:arrow: in prior postings of this build, there are those who say 20 int is too high for a Dalek. my response is that these things come from a futuristic alien world with technology way in advance of our own*. however, if that still doesn't fit, then consider this 20 int Dalek be be and "Officer" model, and the others (daleks always travel in packs) can have lower int scores as needed

*: so does the albanian state washing machine company
Last edited by Kreuzritter on Sun May 20, 2007 5:50 am, edited 2 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 9:15 am

Image

Cybermen

"You. Will. Be. Like. Us."

PL: 10 (150)

abilities: (16)
STR 30 DEX 10 CON n/a INT 16 WIS 10 CHA 10

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

saves: (4)
TOU +10 FORT +n/a REF +4 WILL +8

Skills (18/72)
computers +8
disable device +8
craft: mechanical +8
craft: electronic +8
intimidate +6
knowledge: physical sciences +8
knowledge: technology +12
notice +6
search +4
sense motive +4

feats (7)
attack specialization: blast, fearsome prescence 3, inventor, power attack, improved grab

Powers (77)
electrical control +10 (21)
AP: Stun +10 [20]
immunity 30 (fort effects) (30)
mind sheild +6 (6)
protection +10 (extra: impervious) (20)

drawbacks
Weakness: Gold (major, uncommon, instant -0, direct -1) (-4)

costs
abilities 16 + combat 32 + saves 4 + skills 18/72 + feats 7 + powers - drawback 4 = 150 pts

:arrow: United Electromatics, a subsidiary of the Cybus Corporation, is pleased to announce that mass production of it's Ultimate Upgrade line, also known as "Human .2" and "Cybermen", are now on-line for your complimentary, free and compulsary order. non-compliant customers will be deemed incompatible and subject to immediate termination of services and subsequent Deletion. in fact, we at Cybus believe that within 5 years, everyone on Modas will have subscribed to the program, despite the destruction of the London factory.

:arrow: at this time, we would like to deny allegations that The Ultimate Upgrade are in anyway based on the Geocomtex Metaltron technology. as humanity .2, you will be the supreme beings in all creation.

:arrow: for those that have heard that the Daleks are the supreme beings, well, the daleks say a lot of things. doesn't mean they're true

:arrow: Trust me on this. :wink: [/img]
Last edited by Kreuzritter on Fri Oct 13, 2006 11:26 am, edited 1 time in total.
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23

Post by Kreuzritter » Mon Jun 05, 2006 9:17 am

Image

Doom Guy

PL: 10 ( 150pp)

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

Combat: (34)
+2 init, +10/8 ATK, +13 DEF (+4 dodge, +4 flat-footed)
+2/4/5/5/8 DMG (unarmed/pistol/shotgun)

saves: (9)
TOU +7 FORT +5 REF +6 WILL +4

Skills (10/40)
bluff +4
demolitions +4
intimidate +4
knowledge: streetwise +4
knowledge: arcane lore +4
knowledge: tactics +4
profession: soldier +4
notice +4
sense motive +4
survival +4

feats (34)
assessment, all out attack, attack focus: ranged +2, attack spec: chainsaw, beginner's luck, diehard, dodge focus +4, elusive target, equipment 16, fearless, improved aim, move by action, quick draw x2, uncanny dodge

Powers (45)
Device: BFG 9000 +8 (24)
- Disintegrate +10 (extra: area-line +1, flaw: unreliable-uses -1) [40]
Device: Plasma rifle +7 (21)
- Blast +8 (extra: autofire +1, penetrating +1) [32]

equipment [80]
gps reciever [1]
flashlight [1]
brass knuckles +2 [2]
tactical vest (+4 TOU) [4]
night-vision goggles[1]
Chainsaw +6 [6]
heavy pistol +4 [8]
assault rifle +5 [16]
shotgun +6 [11]
rocket launcher +10 [30]

tradeoffs
+3 DEF/-3 TOU

costs
abilities 18 + combat 34 + saves 9 + skills 10/40 + feats 34 + powers 45 = 150 pts

:arrow: the unnamed protagonist of the doom series needs no quote, cuz he never talks

:arrow: Doom guy relies on his copius amounts of firepower to get the job done, but reserves the BFG for the big fishies
Last edited by Kreuzritter on Fri Oct 13, 2006 11:27 am, edited 1 time in total.
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Post by Kreuzritter » Mon Jun 05, 2006 9:20 am

Image

The worlds greatest hero, Mister Satan, would like to take on every one of you!

Hercule Satan PL: 7 (126 pp)
also known as: Mister Satan

Mr. Satan is pure comic relief in the world of Dragonball Z. He first showed up at the start of the Cell Game, challenging Cell to a fight, confident that Cell's massive displays of power were nothing more than "tricks" up to this point. Man, was he in for a surprise...

abilities: (39)
STR 20 DEX 18 CON 16 INT 11 WIS 14 CHA 20

Combat: (20)
+3 init, +7/5 ATK, +7 DEF (+2 dodge, +2 flat-footed)
+5 DMG (unarmed )

saves: (11)
DMG +7 FORT +6 REF +8 WILL +4

Skills (18/72)
acrobatics +8
bluff +12
diplomacy +12
gather info +6
intimidate +8
notice +8
sense motive +8
sleight of hand +4
stealth +6

feats (38)
Assessment, attack focus x2 (melee), connected, distract, defensive roll x3, dodge focus x2, endurance, evasion x2, fascinate, Fighting style x13 (accurate attack, all-out attack, chokehold, defensive attack, elusive target, improved block, improved disarm, improved grab, improved pin, improved trip, power attack, stunning attack, takedown attack), inspire, instant up, leadership, luck x2, master plan, quick draw, seize initiative, taunt, ulimate effort (bluff), well informed

Powers (0)

costs
abilities 39 + combat 20 + saves 11 + skills 18/72 + feats 38 + powers 0 = 125 pts

design notes after building someone as disgustingly powerful as Dio, i felt like doing my own shot at a 'normal' human, as well as another 'joke' character (I can easily see him and Jaken playing color commentary during fights) that's actually pretty impressive... for a human.

on that note, this is Mr. satan at the time of the Cell games. for appearances afterward, give him a few ranks of benefit to represent his worldwide fame and being incredibly wealthy

tactics sure, the guy's a joke by dbz standards, but keep that in mind: by DBZ standards. while Goku and the gang were off doing the 'save the world' thing, Mr. Satan was winning MA tourneys and developing a solid reputation as a world class fighter. however, put him next to an actual superhuman combatant (especially the dbz guys by the time Mr. Satan enters the story), and yes, he's going to seem like a joke.

where Mr. Satan should really shine, however, is on the sidelines or out of combat. the man's a very old hat at working the crowds into a frenzy, bluffing his way out of tight spots, and inspiring confidence or optimism even in the face of armageddon. and of course, he can trash-talk with the best of 'em.
Last edited by Kreuzritter on Sun May 20, 2007 5:53 am, edited 2 times in total.
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25

Post by Kreuzritter » Mon Jun 05, 2006 9:21 am

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Isn't the fun of fighting enough? Why give out a prize?

Son Goku PL: 15 (225)

An orphan living in the mountains after his sensei/foster grandfather passed away, Goku's life changed the day he joined a quest to find the elusive dragon balls, 7 magic orbs that would grant any wish if gathered together. it was on this quest that he first met the sage, Muten-Roshi, who took goku as his pupil following the adventure, and trained him in his fighting style, but eventually sent the boy on his way, for Goku had long surpassed his training.

Since then, Goku has travelled the globe, increasing his skills and embarking upon new adventures, from squashing a terrorist army single handed, personally besting an all-powerful demon lord in single combat, and even embarking on another quest to gather the dragon balls. now, having completed his training under the godlike being known as Kami, Goku is now heading into his 3rd go at Tenkai'chii Budokai, the world's greatest martial arts tournament. and who knows, maybe he'll actually win this time...


abilities: (34)
STR 30 DEX 18 CON 30 INT 8 WIS 16 CHA 12

Combat: (30)
+16 init, +7/9/10 ATK, +10 DEF (+2 dodge+4 flat-footed)
+10/10+/15+ DMG (unarmed/kamehameha/hassuken)

saves: (9)
DMG +13/10 FORT +10 REF +8 WILL +6

Skills: (14/56)
acrobatics +12
climb +6
concentration +8
intimidate +6
notice +8
sense motive +6
survival +6
swim +4

feats (30)
assessment, attack focus: melee x3, attack specialization: kamehameha, defensive roll x3, diehard, dodge focus x2, endurance, evasion, fearless, fighting style: kamesennin-ryu x15 (accurate attack, acrobatic bluff, all-out attack, defensive attack, elusive target, improved block, improved critical, improved throw, improved trip, instant up, move by action, power attack, prone fighting, stunning attack, takedown attack), uncanny dodge

Powers (108)
blast: Kamehameha +10 (extra: autofire +1, penetrating +1, flaw, distracting -1, fades -1) (20)
device: kin'tou +2 (feat: restricted-pure of heart) (9)
- flight +5 [10]
enhanced CON +10 (feat: innate) (11)
enhanced STR +10 (feat: innate) (11)
impervious toughness +10 (10)
super movement +5 (air walking x2, slow fall, sure footed x2) (10)
super-speed +4 (23)
- AP: Strike: hassuken +5 (feat: mighty, extra: autofire +1) [11]
- AP: deflect +6 (all ranged, extra: action +1) [15]
- AP: invisibility-sanzoken +1 (feat: close range. flaws: noticible -1, passive -1) [8]
super-senses +2 (chi awareness, danger sense) (2)
super-strength +6 (12)

costs
abilities 34 + combat 30 + saves 9 + skills 14/56 + feats 30 + powers 108 = 225 pts

Design notes: yeah, it was only a matter of time before this guy showed up, so i decided to go the unexpected route and instead of doing him as in DBZ, i decided to create goku as depicted at the end of Dragon Ball, complete with some old tricks that get left to the wayside in Z. one of which, the sanzoken, requires explanation. basicly, it acts as concealment, but in a reverse fashion, in that goku creates afterimagesof himself to mislead foes, while the real goku is unseen, and lasts until he hits his opponent. I figured Airwalking best decribed the bukujutsu (plus, if he flies so fast, what's he need the kintou for?) as for needing a picture, do you have any idea how nigh-impossible it is to find a decent non-saiyan picture of him, let alone a pic from that era?

tactics: like any martial arts master, goku prefers to get into melee ASAP and slug it out, using feats to adjust his attack and defense as needed, but he rarely fights defensively. when he needs to, he'll engage the sanzoken to bewilder his foes and set them up for a sneak attack, or to give himself a breather. if facing somebody actually on his level, he breaks out the hassuken and starts pounding away, holding the kamehameha in reserve until he's out of options, due to the required warm-up time and potential collateral damage.
Last edited by Kreuzritter on Sun May 20, 2007 5:55 am, edited 2 times in total.
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