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Kreuz Control: SHOCKMASTER!, Genesis, Apex

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Postby Kreuzritter » Mon Aug 07, 2006 6:42 am

I don't know, goro was pretty spur of the moment. anyway, didn't you say many pages ago you were going to run a superman vs. Zod/ursa/non fight on my behalf?
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Postby mortarion » Mon Aug 07, 2006 6:47 am

Ummm yeah I was wasn't I............. I'll have to dig through some old stuff to get to it. I'll have a look for it


EDIT: I can't find it anywhere,sorry. I do remember that Superman won though
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Postby Taliesin » Mon Aug 07, 2006 6:59 am

Man, Goro brings back some painful memories of how cheap the combat engine in MK was. Guess that means it's a GREAT build!
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Postby Kreuzritter » Mon Aug 07, 2006 7:56 am

dang. sorry to hear that....

anybody else want to playtest any of my converts and post the results to this thread? you can run them against your own guys, even
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Postby Kreuzritter » Mon Aug 07, 2006 8:13 am

Image

Destiny's powerful hand has made the bed of my future, and it's up to me to lie in it. I am destined to be a superhero. To right wrongs, and to pound two-fisted justice into the hearts of evildoers everywhere. And you don't fight destiny. No sir. And, you don't eat crackers in the bed of your future, or you get all... scratchy.

The Tick

PL: 9 (131)

abilities: (48)
STR 30 DEX 14 CON 30 INT 10 WIS 10 CHA 14

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

saves: (7)
TOU +10 FORT +10 REF +5 WILL +4

Skills (5/20)
bluff+4
diplomacy +4
intimidate +4
notice +4
sense motive +4

feats (13)
all-out attack, improved grab, improved grapple, improved pin, improved initiative, improved overrun, luck 2, power attack, sidekick 3, takedown attack

Powers (26)
impervious toughness +10 (10)
immovable +3 (3)
immunity +9 (life support) (9)
superstrength +4 (4)

tradeoff
-1 ATK/+1 DMG
-1 DEF/+1 TOU

complications:
accident
enemies (the terror, brainchild, mr. mental, ninjas)
honor
responsibility (super-hero, The City)
rivalry (Carmelita, for arthur's attention)

costs
abilities 48 + combat 32 + saves 7 + skills 5/20 + feats 13 + powers 26 = 131 pts

:arrow: here is The Tick, and he is big, blue and MIGHTY!

:arrow: Tick is of course a straightforward powerhouse, which gives him a distinct advantage over the less than indestructible bad guys that prey upon The City

:arrow: however, The Tick's greatest weakness is his will save, leaving him vulnerable to tricksters, mentalists and emotion-manipulators
Last edited by Kreuzritter on Mon May 21, 2007 2:00 pm, edited 2 times in total.
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Postby Kreuzritter » Mon Aug 07, 2006 8:55 am

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Joker didn't just melt my skin, he melted my mind, too. I'm a freak inside, and out

Clayface

PL: 10 (150)

abilities: (15)
STR 14 DEX 14 CON 14 INT 10 WIS 12 CHA 11

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

saves: (13)
TOU +10 FORT +7 REF +6 WILL +6

Skills (13/52)
bluff +4
climb +2
diplomacy +4
drive +4
investigate +4
knowledge: streetwise +6
medicine +2
notice +4
profession: police officer +6
search +6
sense motive +4
stealth +6

feats (17)
all-out attack, attack focus: melee 2, assessment, chokehold, dodge focus 2, hide in plain sight, improved grapple, improved grab, improved initiative, improved pin, power attack, sneak attack, startle, taunt, uncanny dodge (visual)

Powers (60)
elongation +5 (5)
immunity +11 (critical hits, life support) (11)
insubstantial +1 (5)
protection +8 (extra: impervious +1) (16)
strike "body weapons" +6 (feat: mighty, extra: penetrating +1) (13)
super-movement +3 (slither, slow fall, swinging) (6)
superstrength +2 (4)

costs
abilities 15 + combat 32 + saves 13 + skills 13/52 + feats 17 + powers 60 = 150 pts

:arrow: Considering there's like 6 different clayfaces running around in DC, I felt it only appropriate to write up The Batman's version, formerly an established member of the show's supporting cast

:arrow: anyway, Clayface is obviously one of batman's biggest enemies due to both his brute power and ability to become anyone or anything
Last edited by Kreuzritter on Mon May 21, 2007 1:59 pm, edited 2 times in total.
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Postby marcoasalazarm » Mon Aug 07, 2006 9:17 am

Kreuzritter wrote:
:arrow: sweet jeebus i knew this was gonna be ugly, especially since I don't have my copy of the SAS rules anymore (I failed to heed the advice of adama, let's leave it at that)
As in 'Commander' Adama or someone else?

Just asking.

I have a copy of the rulebook, if ya need help with the rest. Just PM me.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Postby Kreuzritter » Mon Aug 07, 2006 9:28 am

Image

Slipstream

PL: 10 (150)

abilities: (38)
STR 14 DEX 20 CON 16 INT 20 WIS 18 CHA 10

Combat: (38)
+33 init, +8 ATK, +11 DEF (+5 flat-footed)
+2 DMG (unarmed)

saves: (8)
TOU +3 FORT +5 REF +10 WILL +5

Skills (21/84)
Computers +8
Craft (chemical) +8
Craft (electronics) +8
Craft (mechanical) +8
Disable Device +8
Knowledge (earth sciences) +6
Knowledge (life sciences) +6
Knowledge (physical sciences) +6
Knowledge (technology) +8
notice +6
search +6
sense motive +6

feats (5)
assessment, eidetic memory, evasion 2, master plan, improvised tools, inventor

Powers (40)
immunity +3 (age, disease, poison) (3)
superspeed +7 (feats: wall-run, water run, rapid attack) (37)

costs
abilities 38 + combat 38 + saves 8 + skills 21/84 + feats 5 + powers 40 = 150 pts

:arrow: as you can see, Slipstream's no Johnny Rocket, but while he's not really a combat guy he's a godlike skill-monkey
Last edited by Kreuzritter on Mon May 21, 2007 1:58 pm, edited 2 times in total.
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Postby Kreuzritter » Mon Aug 07, 2006 9:35 am

marcoasalazarm wrote:As in 'Commander' Adama or someone else?

Just asking.

I have a copy of the rulebook, if ya need help with the rest. Just PM me.


As in The Admiral, yes. I loaned it to a guy, who not only failed to return it, but when I came back into town to hound the guy to get my books back, he gave me both a bogus home address and telephone number.

although As I hear it, I'm just the tip of the iceberg regarding the junk he's pulled.

but I digress, I've still got ten posts before I reach Conversion 300: THE ATOMIC BRAIN!
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Postby Libra » Mon Aug 07, 2006 9:37 am

I can't wait! Perhaps when you've posted the Brain you could see how Sentinel and the Guard fare against him?
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Postby Kreuzritter » Mon Aug 07, 2006 9:39 am

as I've said back when I made Zod, I'm still not experienced enough with the combat system to run things solo, so somebody else can run it
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Postby Libra » Mon Aug 07, 2006 9:41 am

Drat!
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Postby Kreuzritter » Mon Aug 07, 2006 10:04 am

hey, I'm not saying there won't be any playtests, I just need somebody else to run them for me.
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Postby Kreuzritter » Mon Aug 07, 2006 10:11 am

Image

The seeds of the future Lie buried in the past.

Optimus Primal

PL: 10 (150)

abilities: (34)
STR 26 DEX 16 CON 20 INT 16 WIS 16 CHA 12

Combat: (32)
+7 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+8 DMG (unarmed/shuriken)

saves: (9)
TOU +10/6 FORT +7 REF +6 WILL +7

Skills (12/48)
climb +6
computers +6
concentration +8
knowledge: life sciences +8
knowledge: technology +6
notice +8
sense motive +6

feats (15)
assessment, attack spec: shuriken, defensive roll 4, diehard, dodge focus 2, fearless, improved initiative, inspire, leadership, precise shot, tough

Powers (55)
blast "energy Shuriken" +8 (extra: penetrating +1) (25)
- AP: deflect "energy sheild" +8 (all ranged, reflection +1) [24]
growth +4 (feat: innate, flaw: permanent -1) (9)
flight +5 (10)
impervious toughness +6 (6)
supersenses +4 (innate: darkvision, danger sense, scent) (5)

complications
enemy: Megatron
enemy: Vehicons
honor
responsibility (free cybertron)
rivalry (cheetor, for leadership)

drawbacks (-7)
involuntary transformation: to beast form (DC 10 Concentration check, very common) (-4)
normal identity: beast form (free action) (-3)

costs
abilities 34 + combat 32 + saves 19 + skills 12/48 + feats 15 + powers 55 - drawback 7 = 150 pts

:arrow: Optimus Primal, ver. 4.0, circa Beast Machines

:arrow: this body uses featues mostly similar to the season 1 BW model, save that the missiles and machetes are replaced with an energy reflection array, while mentally, Primal's been forced to adjust his whole line of thinking, which leads to trouble down the line plot-wise
Last edited by Kreuzritter on Mon May 21, 2007 1:57 pm, edited 2 times in total.
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Postby Kreuzritter » Mon Aug 07, 2006 11:00 am

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I'll put a shock to your system!

Static

PL: 9 (135)

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

Combat: (24)
+6 init, +9/6 ATK, +9 DEF (+3 sheild, +3 flat-footed)
+0/9/9/9 DMG (unarmed/magnetic/snare/elec control)

saves: (12)
TOU +8/7/4/1 FORT +4 REF +7 WILL +6

Skills (16/64)
bluff +6
computers +6
concentration +8
diplomacy +6
notice +6
knowledge: streetwise +4
knowledge: pop culture +8
knowledge: physical sciences +6
knowledge: technology +6
search +6
sense motive +6

feats (24)
assessment, attack focus: range 3, beginner's luck, defensive roll 3, equipment, evasion, all-out attack, defensive attack, elusive target, power attack, improved initiative, jack of all trades, luck 2, move by action, precise shot, redirect, quick change, taunt, uncanny dodge

Powers (43)
communication: radio +5 (feats: selective, subtle) (7)
electrical control +9 (feat: precise) (21)
ap: magnetic control +9 [18]
ap: snare "static cling" +9 [18]
flight +3 (flaw: source -1) (3)
force feild +3 (extra: impervious +1) (6)
sheild +3 (3)
super-senses +3 (detect electricity free, radio) (3)

equipment
cell phone [1]
desk-top computer[1]
mini-tacer [1]
commlink [1]
leather overcoat +1 [1]

complications
enemy (Ebon, Hotstreak)
responsibility (student, family)
secret (identity)

costs
abilities 16 + combat 24 + saves 12 + skills 16/64 + feats 24 + powers 43 = 135 pts

:arrow: rounding off my static shock converts, we come at last to the hero of the series, who's pretty darn good at what he does
Last edited by Kreuzritter on Mon May 21, 2007 1:57 pm, edited 2 times in total.
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