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Saving the world, one d20 roll at a time

Kreuz Control: Nike, Soubrette, Blackout, TerraFirma, Sedna

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2068

Postby Kreuzritter » Thu Jun 25, 2009 7:58 am

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"We are number one! All others are number two, or lower."

The Sphinx

PL: 7 (105)

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

Combat: (20)
+6 init, +6/4 ATK, +6 DEF (+ dodge, + flat-footed)
+1/6 DMG (unarmed/cutting things with his mind)

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

Skills (14/56)
bluff +8
concentration +6
knowledge: streetwise +6
notice +6
perform: oratory +8
search +6
sense motive +8
stealth +8

feats (14)
all-out attack, assessment, benefit: enigma, def roll 2, inspire, improved ranged disarm, improved sunder, improved initiative, leadership, move-by action, power attack, rallying cry, teamwork 2

Powers (24)
disintegrate "cut things in half wih his mind" +6 (extra: affects objects +1, range +1, flaws: distracting, limit-objects only -0) (24)

costs
abilities 24 + combat 20 + saves 8 + skills 14/56 + feats 14 + powers 24 = 105 pts

:arrow: Sphinx is very much a 'cheerleader' character, offering bonuses to his allies while dishing off quick platitudes that are terribly mysterious. i can't really say much else, s the Sphinx is Terribly Mysterious. so mysterious, that even he doesn't really know what his powers are besides cutting guns (and other things, i'll give him benefit of hte doubt) with his mind
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Postby Kreuzritter » Thu Jun 25, 2009 8:31 am

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"I should do this now-- Don't know when I'll get the chance again. I want to thank you.

"Really. From the bottom of my heart.

"It's not very often that I get to cut loose like this. I mean, really cut loose, like I have here. Usually, there are so many mission parameters. 'don't destroy this.' 'keep this person alive.'

"But not here--not with this planet. For whatever reson, I don't really care why, to be honest, I was told -- Take control, no matter what it takes... Take control of the planet.

"So whatever you did to piss us off-- Thank You. this has been fun."


Conquest

PL: 16 (240)

abilities: (52)
STR 50 DEX 18 CON 30 INT 10 WIS 20 CHA 16

Combat: (32)
+20 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+20 DMG (unarmed)

saves: (13)
TOU +20 FORT +15 REF +7 WILL +10

Skills (12/48)
intimidate +12
knowledge: tactics +8
notice +8
search +12
sense motive +8

feats (25)
all-out attack, atk spec: unarmed 2, crushing pin, chokehold, combat awareness, cunning fighter, diehard, dodge 4, fast overrun, fearless, grappling finesse, improved block, improved grab, improved grapple, improved initiative, improved overrun, move-by action, power attack, veteran fighter, takedown attack 2

Powers (107)
Enhanced STR +26 (26)
Enhanced CON +6 (6)
flight +7 (14)
immovable +4 (extra: unstoppable +1) (8)
immunity +10 (age, life support) (10)
power feat +3 (improved initiative 3)
protection +10 (exra: impervious +1) (20)
space flight +7 (7)
superstrength +8 (16)

drawback
one eye (-4)

costs
abilities 52 + combat 32 + saves 13 + skills 12/48 + feats 25 + powers 110 - drawback 4 = 240 pts

:for those following jabroniville's thread and deciding to start reading Invincible, Conquest is the big bad of the current story arc. one of the oldest (and presumably most powerful) viltrumites in existence, Conquest is their 'effiency expert', giving him two simple jobs: to destroy the enemies of the Viltrum Empire, and to conquer/destroy worlds that have proven... problematic. and since the domination of earth is way behind schedule, he has come to finish the job, and anything dumb enough to get in his way.

:arrow: I'm not going to mice words. Conquest is a monster in every sense of the word. aside from Omni-man, there is absolutely no-one in my arsenal of bulds who can stand a chance against him. he doesn't have fearsome prescence because he is not a being of terror. he is a person of mass destruction. I was sorely tempted to make him PL20, but i figured PC's should get a fighting chance.
Last edited by Kreuzritter on Thu Jun 25, 2009 10:33 am, edited 1 time in total.
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Postby MorningKnight » Thu Jun 25, 2009 8:42 am

On DeviantArt, I've been seeing the pencils for the pages featuring the Conquest/Invincible fight.

A two page spread that only confirms your assertations.
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Postby Arthur Eld » Thu Jun 25, 2009 9:30 am

Your Omni-man build has a slightly different power set than Conquest (mainly Super-Speed) seeing as how they're both Viltrumites, I was wondering why that is?
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Postby Kreuzritter » Thu Jun 25, 2009 10:25 am

Arthur Eld wrote:Your Omni-man build has a slightly different power set than Conquest (mainly Super-Speed) seeing as how they're both Viltrumites, I was wondering why that is?


well, one, i built omniman ages ago, and i didn't look at it when i built conquest

second, is that well, i don't really see conquest focussing on speed or quickness, and that's why he just has +20 initiative (which i forgot to account for)
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Postby Arthur Eld » Thu Jun 25, 2009 10:38 am

Ah, I see. Makes sense. Fast flying and high init are pretty much good subs for Super-Speed anyway.

One more thing: I'm using your Bizarro build for one of the MGK fights, and he has CON and STR scores of 32 each, yet his damage and toughness are listed as +12. What's wrong, the bonuses or the ability scores?
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Postby Kreuzritter » Thu Jun 25, 2009 10:55 am

Arthur Eld wrote:Ah, I see. Makes sense. Fast flying and high init are pretty much good subs for Super-Speed anyway.

One more thing: I'm using your Bizarro build for one of the MGK fights, and he has CON and STR scores of 32 each, yet his damage and toughness are listed as +12. What's wrong, the bonuses or the ability scores?


considering i built bizarro wayyy back when, quite possibly both. however, looking at it again, it's the ability scores that're wrong. it should be 34 to STR and CON, not 32
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2070

Postby Kreuzritter » Thu Jun 25, 2009 1:19 pm

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"Hello... Champion City. Daddy... is home."

Casanova Frankenstein

PL: 8 (120)

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

Combat: (24)
+2 init, +10/8/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+2/5/6 DMG (unarmed/fingernail/ring)

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

Skills (21/84)
bluff +8
computers +8
concentration +6
disable device +8
gather info +6
intimidate +8
knowledge: physical sciences +8
knowledge: technology +8
knowledge: streetwise +8
notice +6
search +4
sense motive +6

feats (18)
atk focus: range 4, atk spec: fingernail, def roll 3, diehard, dodge 4, contacts, eidetic memory, improvised tools, inventor, master plan

Powers (15)
device: sub-micronic laser ring +3 (12)
- blast +6 (feats: improved crit, precise) [13]
strike "golden fingernail" +3 (feat: mighty) (3)

costs
abilities 32 + combat 24 + saves 10 + skills 21/84 + feats 18 + powers 15 = 120 pts

:arrow: and here we have the infamous Casanova frankenstein, mad scientist and disco afficianado extraordinare, the absolue worst supervillain Champion City has even been victim to

:arrow: as usual, casanova's equiment and minions are left to the GM's discretion, but for shorthand use 25 thugs and the mobsters from pg 77 of iron age for tony P and tony c
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Postby Kreuzritter » Thu Jun 25, 2009 6:18 pm

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Herbie, The love bug

PL: 6 (90)

abilities: (30)
STR 24 DEX 20 CON 20 INT 10 WIS 14 CHA 14

Combat: (24)
+9 init, +5 ATK, +9 DEF (+4 dodge, -1 size, +2 flat-footed)
+7 DMG (unarmed)

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

Skills (7/28)
drive +10
notice +6
search +6
sense motive +6

feats (8)
diehard, dodge 4, improved initiative, move-by action, uncanny dodge

Powers (34)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immunity +10 (age, life support) (10)
Speed +5 (feats: moving feint, zig-zag) (5)
supermovement +2 (surefooted 2) (4)
supersenses +2 (direction sense, radio) (2)

drawbacks
disability (vehicle body, very common, moderate) (-4)
mute (-4)

costs
abilities 30 + combat 24 + saves 10 + skills 7/28 + feats 8 + powers 34 - drawbacks 8 = pts

:arrow: Herbie, otherwise known as the love bug, is one of disney's most beloved and enduring characters, having costarred alongside dean martin, bruce campbell and lindsey lohan.
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Postby Kreuzritter » Fri Jun 26, 2009 8:04 am

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"We got a whole bunch of fight coming our way!"

Major William lennox

PL: 8 (120)

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

Combat: (26)
+8 init, +11/7 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+2/5 DMG (unarmed/rifle)

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

Skills (23/92)
bluff +4
climb +6
concentration +6
craft: mechanical +6
disable device +4
drive +8
gather info +4
intimidate +4
knowledge: current events +6
knowledge: tactics +4
notice +6
profession: soldier +6
search +6
sense motive +6
stealth +6
survival +6
swim +4

feats (35)
accurate attack, all-out attack, assessment, atk focus: range 4, benefit 6 (rank 5, security clearance), defensive attack, diehard, dodge 4, elusive target, equipment 4, evasion, improved initiative, improved crit (rifle), leadership, luck, move-by action, power attack, precise shot, teamwork 2, uncanny dodge

equipment
assault rifle (ap rounds) +5 (extra: penetrating +1) [15]
tactical vest +4 [4]
radio [1]

costs
abilities 26 + combat 26 + saves 10 + skills 23/92 + feats 35 = 120 pts

:arrow: lead human soldier from the transformers movies, Major (former captain) Lennox is onne of the few humanson earth who has fought the Decepticons in multiple engagements and lived to tell about it. heck, if he hadn't already been picked up by NEST (a joint US military/Autobot strike force), lennox and his crew would surely have been picked up by G.I. Joe.
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2073

Postby Kreuzritter » Fri Jun 26, 2009 8:09 am

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"OW! that hurt!"
"s'posed ta hurt; it's an ass-kickin'."


Skids and Mudflap

PL: 9 (135)

abilities: (28)
STR 24 DEX 18 CON 20 INT 10 WIS 14 CHA 14

Combat: (28)
+7 init, +12/6 ATK, +10 DEF (+4 dodge, -1 size, +3 flat-footed)
+7/6 DMG (unarmed/blaster)

saves: (9)
TOU +8 FORT +8 REF +7 WILL +5

Skills (10/40)
bluff +8
climb +6
drive +8
notice +6
search +6
sense motive +6

feats (15)
atk spec: blaster 3, diehard, dodge 4, evasion, improved initiative, move-by action, teamwork 3, set-up, taunt

Powers (45)
blast "blaster" +6 (12)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immunity +10 (age, life support) (9)
morph +3 (feat: metamorph) (4)
protection +3 (3)
superstrength +2 (4)

costs
abilities 28 + combat 28 + saves 9 + skills 10/40 + feats 15 + powers 45 = 120 pts

:arrow: the inclusion of the twins, to say nothing of heir reception, has been, er, mixed. but while they may be redneck bots who apparently only learned about earth by watching MTV, they got a few laughs from me and the rest of the audience on opeing night. probably helped that they never quite got a closeup cuz even for moviebots, these guys got the ugly stick
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Postby MorningKnight » Fri Jun 26, 2009 10:46 am

Two things on Herbie:

1 - he could have been an early awakened, and slightly damaged Transformer. He's sentient and capable, but his communication abilities and his transformation abilities could have left him frozen. Herbie might even be Bumblebee's grandpa (ah lad, you're not a Bug anymore?)

2 - how would you handle some of his stunts, like the Anatomical Separation in the first movie?
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Postby Kreuzritter » Fri Jun 26, 2009 12:23 pm

the same one would another pc, by stunting, extra effort, and xp purchases
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Postby MorningKnight » Fri Jun 26, 2009 12:25 pm

Kreuzritter wrote:the same one would another pc, by stunting, extra effort, and xp purchases


Ok. I'm thinking a power stunt off of Growth, as it makes sense in that manner.
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2074

Postby Kreuzritter » Fri Jun 26, 2009 1:11 pm

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"The Fallen shall rise again!"

Demolisher

PL: 11 (165)

abilities: (10)
STR 42 DEX 16 CON 26 INT 10 WIS 14 CHA 10

Combat: (32)
+7 init, +4/0 ATK, +4 DEF (+4 dodge, -8 size, +0 flat-footed)
+16 DMG (unarmed)

saves: (12)
TOU +16 FORT +13 REF +6 WILL +6

Skills (5/20)
intimidate +8
notice +6
search +6

feats (12)
atk spec: unarmed 2, atk focus: melee, dodge 5, fast overrun, diehard, improved initiative, move-by action

Powers (94)
Growth +16 (feat: innate, extra: continuous +1, flaw: permanent -1) (49)
immovable +2 (extra: unstoppable +1) (4)
immunity +10 (age, life support) (10)
morph +3 (feat: metamorph) (4)
protection +8 (extra: impervious +1) (16)
speed +5 (5)
superstrength +3 (6)

costs
abilities 10 + combat 32 + saves 12 + skills 5/20 + feats 12 + powers 94 = 165 pts

:arrow: the showstopper of the earlieriest TF2 trailers, Demolisher was all but a signed promise that RoTF would make up for the shortcomings of the first film while compounding o the good parts. more to the point, once he was recognized as an excavator, everybody realized he was a constructicon, and just who demolisher was really heralding.

:arow: yeah, i undersold demolisher's size, mostly because his wheels move in a slinky-style array (ie: his wheels alternate between top and bottom)
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