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

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Kreuzritter
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Postby Kreuzritter » Mon Jun 05, 2006 9:22 am

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I'm a Dragon-Half!

Mink PL 9 (125 pp)

Daughter of Ruth the Red Lightning and Mana, a red dragon, and the star of Dragon Half. She is like your typical teenager... except for the fact that she is half-dragon. She can fly with wings that disappear until needed, and can breathe fire.

Mink is also terribly infatuated with Dick Saucer, the handsome dragonslayer/popstar. Too bad that Princess Vina is also a fan of Dick Saucer. As a result, the two are locked in a game of one-upmanship in who can snag Saucer first.


Abilities: (46)
STR 26 DEX 26 CON 20 INT 10 WIS 10 CHA 14

Combat: (10)
+ init, +5 ATK, +6 DEF (+1 dodge, +2 flat-footed)
+8/10 DMG (unarmed/fire breath)

Saves: (9)
DMG +8 FORT +7 REF +8 WILL +4

Skills: (13/56)
acrobatics +8
bluff +4
diplomacy +6
gather information +4
handle animal +6
knowledge: dragons +4
knowledge: pop culture +8
notice +4
sense motive +4
survival +4

Feats (19)
attractive, distract, dodge focus, fascinate, inspire, luck, power attack

Powers: (102)
blast: fire breath +10 (20)
flight +3 (6)
impervious toughness +8 (8.)
super-strength +3 (6)

costs
abilities 46 + combat 10 + saves 9 + skills 13/52 + feats 7 + powers 40 = 125 pts

Technical notes: a real quick peice of work, Mink is basicly your typical bubbly anime schoolgirl with most of the powers of a red dragon, so she was easy to do (it helps that Dragon-Half is a very combat light setting)

Tactics: A normal, sweet girl (who just happens to breathe fire), Mink's rarely the sort to start a fight, but with her strength and powers, she can hold her own in a fight, which helps since most of her foes are imcompetant, non-fighters, or both.
Last edited by Kreuzritter on Fri Oct 13, 2006 11:28 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:24 am

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Nobody steals our chicks... and lives.

Duke Nukem

PL: 10 (150 pp)

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

Combat: (30)
+ init, +12/10/6 ATK, +13 DEF (+4 dodge, +4 flat-footed)
+2/4/5/5/8 DMG (unarmed/pistol/shotgun/RPG/devastator/expander)

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

Skills (9/36)
bluff +4
demolitions +4
intimidate +4
knowledge: streetwise +4
knowledge: tactics +4
pilot +4
notice +4
sense motive +4
swimming +4

feats (35)
attack focus: ranged +6, attractive, beginner's luck, benefit 2 (status: celebrity, security clearance), diehard, dodge focus +4, elusive target, equipment 11, fearless, improved aim, improved initiative, move by action, quick draw x2, taunt, uncanny dodge

Powers (49)
device: jetpack +1 (4)
- Flight +2 [4]
Device: Devastator +7 (21)
- Blast +8 (feat: accurate, extras: autofire +1, Penetrating +1) [33]
device: freezethrower +4 (12)
- paralyze +6 (feat: ricochet, extras: alt save-fort +0, range +1) [19]
device: Expander +4 (12)
- Drain: con +8 (extras: range +1) [16]

equipment [40]
tactical vest (+4 TOU) [4]
night-vision goggles[1]
heavy pistol [8]
assault rifle [16]
shotgun [11]
grenade launcher [15]

tradeoffs
+3 DEF/-3 TOU
+2 ATK/-2 DMG

costs
abilities 18 + combat 30 + saves 9 + skills 9/36 + feats 35 + powers 49 = 150 pts

:arrow: once icon of the FPS world, this is a mostly tricked out version of duke, featuring most of his signature hardware

:arrow: for campaign usage, Duke embodies some of the worst traits of both the punisher (the rabid ultraviolence), and booster gold (commercial sell-out), and really embodies the so-called liefeld era with his plagirized quotes
Last edited by Kreuzritter on Sun May 20, 2007 5:58 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:24 am

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Earthworm Jim

"My candied apple of ecstacy, dangling over a pit of rabid lawyers! The horror! THE HORROR! Hey, she's wearing that outfit I got her for Christmas last year. Aww."

PL: 10

abilities: (-1)
STR 30/1 DEX 14 CON 10 INT 10 WIS 14 CHA 12

Combat: (26)
+6 init, +11/7 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+10/9 DMG (unarmed/ray gun)

saves: (11)
TOU +10/7 FORT +4 REF +6 WILL +10/5

Skills (8/32)
bluff +6
handle animal +6
notice +6
pilot +8
ride +6

feats (21)
all out attack, attack specialization: ray gun +2, defensive roll +3, dodge focus +4, improved aim, improved critical, improved initiative, luck 3, move by action, power attack, precise shot x2, quick draw x2

Powers (84)
burrowing 4 (4)
Device: Super Suit +13 (52)
-additional limbs +2 [2]
-enhanced strength +29 [29]
-immunity +9 (life support) [9]
-Protection +7 (extra: impervious) [14]
-super-feat: uncanny dodge [1]
-super-movement +1 (slow fall, swinging) [4]
-superstrength +3 [6]
Device: ray gun +6 (18)
- Blast +9 (extra: autofire +1) [28]
- AP: Blast +9 (extra: area-line +1, penetrating +1, flaw: 5 uses -1) {27}
mind sheild +5 (5)
super-movement +1 (slithering) (2)
super-senses +3 (tremor sense) (3)

drawbacks:
normal identity -3

tradeoff
ATK +1/-1 DEF

complications
accident: The Cow
enemy: Psycrow
enemy: Professor Monkey-For-A-Head
enemy: Evil The Cat
enemy: Bob, The Killer Goldfish
enemy: Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt
responsibility: Princess What's-her-name

costs
abilities -1 + combat 26 + saves 11 + skills 8/32 + feats 21 + powers 84 - drawback 3 = 146 pts

:arrow: perhaps one of the most absurd heros of the 16 bit era, EWJ is now ready to serve as your campaign's answer to foxbat. just remember that no matter what happens over his adventures, by the end, a cow shall drop out of the skies to smite somebody
Last edited by Kreuzritter on Fri Oct 13, 2006 11:29 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:26 am

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Firebrand

PL: 10

abilities: (26)
STR 16 DEX 14 CON 20 INT 12 WIS 14 CHA 12

Combat: (32)
+6 init, +10/8 ATK, +10 DEF (+2 dodge, + flat-footed)
+3/10 DMG (unarmed/hellfire)

saves: (15)
TOU +8 FORT +7 REF +10 WILL +7

Skills (13/52)
bluff +8
climb +5
intimidate +8
knowledge: arcane lore +5
notice +6
sense motive +8
Stealth +6
survival +6

feats (15)
attack specialization: hellfire breath, defensive roll 2, dodge focus 2, elusive target, fearless, fearsome prescence 3, improved initiative, move-by action, power attack, startle, taunt, uncanny dodge

Powers (53)
immunity +5 (fire damage, age, disease, poison) (8)
impervious toughness +5 (5)
Hellfire control +10 (20)
protection +2 (2)
flight +4 (8)
supermovement +3 (dimensional movement: hell, slow fall, wall-crawling) (6)
supersenses +4 (darkvision, scent, tracking) (4)
super strength +1 (2)

drawbacks
power loss: flight (wings bound, uncommon, moderate) (-2)
vulnerable: holy attacks (uncommon -1, moderate -1) (-2)
weakness: holy symbols: dazed 1 round after failed CHA check, common -2, moderate -1) (-3)

costs
abilities 26 + combat 32 + saves 15 + skills 13/52 + feats 15 + powers - drawbacks 7 = 150 pts

:arrow: Firebrand, the iconic red gargoyle, bane of any ghouls and ghosts player, built from the basics of the gargoyle minion in the back of the book

:arrow: looking back, I could have recycled my ridley build for this, but as Firebrand's been a player character, well, i covered this rule of mine before.

:arrow: in combat, firebrand's pretty straightforward, relying upon his firebreath and flight to keep him out of trouble
Last edited by Kreuzritter on Fri Oct 13, 2006 11:30 am, edited 1 time in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:27 am

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Godzilla

PL: 14

abilities: (12)
STR 60 DEX 10 CON 40 INT 2 WIS 10 CHA 10

Combat: (64)
+0 init, +4 ATK, +4 DEF (+2 flat-footed)
+ DMG (unarmed)

saves: (7)
DMG +25 FORT +18 REF +0 WILL +4

Skills (8/32)
intimidate +4
notice +4
survival +12
swim +12

feats (12)
all out attack, environmental adaptation (aquatic), endurance, favored opponent (Kaiju), fearsome presencex4, improved overrun, power attack, rage, fearless

Powers (107)
growth +20 (feat: innate, flaw: permanent -1) (41)
immunity +20 (cold, disease, drowning, heat, mental powers, pressure, radiation damage) (20)
impervious toughness +10 (10)
radiation control +15 (30)
supersenses +4 (darkvision, scent, detect radiation) (4)
swimming +4 (2)

costs
abilities 12 + combat 64 + saves 7 + skills 8/32 + feats 12 + powers 107 = 210 pts

:arrow: at pl 14, Godzilla certainly makes a strong case for his title as King of the Monsters

:arrow: as should be clear, to make godzilla, i took FC's own Gigantosaur and spruced it up

:arrow: more recent films have drawn attention to godzilla being able to regenerate, but given how little it actually comes up, I figure it's just part of his imperviousness
Last edited by Kreuzritter on Fri Oct 13, 2006 11:30 am, edited 1 time in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:29 am

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he's not human!

Seras Victoria PL: 11 (165)
also known as Police Girl

a former member of D-11 a special operations squad of the british police, Seras' life changed forever the night her squad found themselves against a true-to-life vampire. or, to be precise, her life ended, giving her life to give Alucard, another vampire the shot needed to destroy the monster that had slaughtered her comrades. For reasons known only to Alucard (if that), he chose to bring Seras back into the world as a vampire like himself. Since then, seras has found herself a new calling as a soldier in Hellsing's forces, and as the sidekick to her master. and, as she serves on the frontlines, she has been assigned the 13mm Harkonnen anti-freak cannon

abilities: (0)
STR 26 DEX 14 CON N/A INT 10 WIS 14 CHA 12

Combat: (30)
+3 init, +7/8/10 ATK, +8 DEF (+4 flat-footed)
+8/8/8/5 DMG (unarmed/harkonnen)

saves: (10)
DMG +10 FORT +N/A REF +8 WILL +6

Skills (12/48)
bluff +6
diplomacy +4
intimidate +4
knowledge: streetwise +4
profession: police officer +4
notice +12
search +4
sense motive +6
stealth +4

feats (22)
accurate attack, attack focus: ranged, attack specialization: harkonnen, benefit (security clearance: hellsing), critical strike: undead, defensive attack, diehard, distract, favored enemy: undead x2, improved aim, improved grapple, improved pin, precise shot x2, quick draw x2, rage x2, uncanny dodge, takedown attack

Powers (104)
Device: Harkonnen Rifle +7 (feat: restricted: must have 20+ strength to use) (22)
- Blast +8 (extras: penetrating +1, line +1) [34]
- Blast +5 (extra: penetrating +1, area-burst +1) {20}
- blast +8 (extra: penetrating +1) {24}
enhanced strength +16 (16)
protection +10 (extra: impervious +1, flaw: limit vs. silver/holy -1) (10)
immunity +30 (fort effects) (30)
regeneration 10 (+5 recovery bonus, rec. rate: +2 bruise/unconc., +3 inj/stag., +5 resurrect [if not beheaded/staked] flaw: source-blood -1) (10)
super-senses +10 (acute scent, danger sense, distance sense, extended hearing, sight x2, darkvision, scent, tracking) (10)
super strength +3 (6)

drawbacks (-13)
weakness: must drink blood (common, minor) (-2)
weakness: holy symbols, dazed 1 round following failed opposed CHA check (common, moderate) (-3)
weakness: sunlight (minor, by round, destroyed after 10 rounds) -8)

costs
abilities 0 + combat 30 + saves 10 + skills 12/48 + feats 23 + powers 93 - drawbacks 13 = 165 pts

design notes Normally, i'd just use the anime picture, but in this case, i wanted to illustrate just how freakin' HUGE that gun of hers is. outside of that, there's not too much to say other that that i built her along her strengths as a sniper, and treated her vampire powers like a template. so, if i get to the millenium forces, expect to see aspects of the police girl in their designs

tactics a common vampire with police training, Seras makes for a decent hand-to hand combatant, but with the harkonnen, she becomes a sexy little howitzer on legs, with the preferred tactic of hanging back and providing fire support (or fire supremacy, considering the mostly low PLs in hellsing). if surrounded in melee, however, Seras slips into rage in conjunction with takedown attack, doing her best impression of alucard while slaughtering her foes
Last edited by Kreuzritter on Sun May 20, 2007 6:00 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:33 am

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I missed? Hmm... I guess i'm not as spry as i used to be.

Walter C. Ddollneazz PL: 11 (165 pp)
Also known as The Angel of Death (former)

Walter is a former Hellsing field agent who now acts as Integra's butler, bodyguard, and personal assistant. At best guess he's been associated with the Hellsing Organization his entire life, as there are accounts of him at age 14 fighting Nazis alongside Alucard in World War II. At any rate, he's long since "retired", and now works within the Hellsing mansion, seeing to the needs of Integra, Alucard, and Seras.


Abilities: (25)
STR 10 DEX 20 CON 16 INT 11 WIS 16 CHA 12

Combat: (32)
+21 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+0/5/6 DMG (unarmed/strike/vs undead)

saves: (13)
DMG +7/3 FORT +8 REF +10 WILL +8

Skills: (19/76)
bluff +8
computers +2
diplomacy +4
drive +6
gather information +6
investigate +6
intimidate +6
knowledge: civics +2
knowledge: history +6
notice +8
profession butler +8
search +6
sense motive +8
stealth +8

feats: (29)
accurate attack, ambidexterity, assessment, attack specialization: monowire, critical strike, defensive attack, defensive roll +4, diehard, dodge focus x2, elusive target, evasion, favored opponents: undead, improved critical x4, improved sunder, improved trip, interpose, move by action, takedown attack x2, taunt, uncanny dodge: visual, well-informed

Powers (47)
Super Speed +3 (feat: rapid attack) (15)
Device: monowire gloves +8 (32)
- Strike +5 (feats: extend reach x3, incurable, precise, subtle, extra: autofire +1, penetrating +1) [21]
Deflect +6 (fast projectiles, feat: subtle, extra: action +2) [19]

costs
abilities 25 + combat 32 + saves 13 + skills 19/76 + feats 29 + powers 47 = 165 pts

complication: responsibility (bodyguard)

design notes:
Incorporating elements of dr. Jackal and jashugan, plus cannibalizing the bulter and assassin templates (with some martial artist and weapons master for flavor), i think i made a fairly decent trashman here, suited for clearing goons and laying on nasty wounds with equal aplomb, or just being the most kickass butler since Alfred. i was toying with giving him a snare or adding another rank of autofire, and i was seriously contemplating making his wire attack a corrosion, but i think this suits the concept better.

as an aside, if Walter really is towards the low end of the Hellsing totem pole as he claims to be, then you can start to imagine how nasty Alucard and Anderson likely are.

tactics:
Remember all that stuff grahf said about Dr. Jackal? well, (if i did this build right), most of it applies here because walter's lightning quick fighting style is very similar to his, only Walter has the proper British courtesy to face his enemies head-on.

in a fight, Walter uses takedown attack in conjunction with his gloves and move by action to dismember goons left and right, using taunt to put the fear of Himself in their leader, before literally taking them apart in an (ideally) short but brutal bloodbath. if partnered with an ally with range attacks and facing large numbers, Walter's preference is to get the enemy's attention onto him, and thus lure them into such a position that their numbers just make them a bigger target for his own ally.

but above all else, Walter's primary concern is the protection of Sir Integra. He will personally see to it that she is safe and/or removed from combat before engaging the enemy, at the cost of his own life and safety.
Last edited by Kreuzritter on Fri Oct 13, 2006 11:32 am, edited 1 time in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:34 am

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Blah, blah, blah. A guy gets his hands on a new sword, and already he's lookin' for a soap box to stand on and preach it to the world!

Inu-Yasha PL: 10 (150 pp)

the son of a Yokai lord and a mortal woman, Inu-yasha sought to claim the mystic Shikon Jewel and make himself a true Yokai, but instead fell in love with it's keeper, the preistess Kikyo, enough such that he was willing to instead become a true human in order to be with her. but he and kikyo were turned against each other by the demon Naraku, the two lovers slaying each other over his treachery.

50 years later, Inu-yasha was revived by Kikyo's reincarnation, a time-travelling girl named Kagome. together, they were given the task to recover the shards of the shikon jewel, which kagome accidently scattered across the countryside. since then, Inu-yasha has duelled his brother sesshomaru for the right to weild their father's sword, the tetsuaiga, been confronted with Kikyo's undead spirit and learned the truth behind her death, vowing to destroy Naraku, who is also after the jewel shards. and, despite his protests to the contrary, Inu-yasha is falling head over heels for Kagome.


abilities: (30)
STR 20 DEX 18 CON 18 INT 10 WIS 12 CHA 12

Combat: (24)
+4 init, +7/8/10 ATK, +10/6 DEF (+1 dodge, +2 flat-footed)
+5/10/10/9/7-f+X DMG (unarmed/claw/sword/wind scar/backlash wave)

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

Skills: (10/40)
acrobatics +10
bluff +5
intimidate +5
notice +8
sense motive +7
survival +5

feats: (16)
Accurate Attack, Attack Focus (melee), Attack Specialization (Sword), Defensive Attack, Dodge Focus, Evasion x2, Fearless, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive), taunt, takedown attack x2, Uncanny Dodge

Powers: (68)
Device: Tetsuaiga +9 (feat: restricted: half-demons) (28)
- Deflect +10 (energy attacks, extra: reflection +1, linked: disintegration +7 [extra: action +2, flaws: distracting -1, tiring -1], flaw: limit-magical attacks only -1) [40]
-AP: Blast-Wind Scar +9 (extra: area-cone +1, penetrating +1) {36}
-AP: Strike +10 (extend reach, extra: penetrating +1) {21}
- Sheild +4 [4]
leaping +3 (3)
Immunity 15 (aging, disease, poison, holy effects; Flaw: Limited - Half) (15)
Protection 4 (4 pp)
Speed +1 (1)
Super-Senses 7 (magical awareness, darkvision, extended scent, tracking, ultra-hearing) (7)
Super-Strength 5 (12 pp)
AP- Blast: blades of blood +5 (limit: must have injured status -1) [5]
AP- Strike: Iron Reaver claws +5 (feat: mighty) [6]

drawbacks: (-6)
involuntary transformation: human form (once a month, cannot resist. uncommon, major) -4
normal identity: human form (lasts from nightfall to sunrise, loses power attributes. uncommon, moderate) -2

complications
enemy: Naraku
responsibility: kagome, kikyo
rivalry: sesshomaru, koga

costs
abilities 30 + combat 24 + saves 8 + skills 10/40 + feats 16 + powers 38 - drawbacks 6 = 150 pts

Design notes: okay, i'm exceptionally pleased that i was able to get a perfectly PL10 hero out of ol' dog-boy, let alone one that fits most of the rules lain down in the series (only his PL breaking berserker transformation is missing). although, i can say that all the hard work was done by grahf, as without the sword Inu-yasha's basicly a poor man's sesshomaru, and he really needs that sword to compete with the big boys.

tactics: a tough and feisty fighter, inu-yasha prefers to fight agressively, using power attack to enhance his blows, but equally understands concepts of restraint. against normal humans, he'll use nomal, unarmed punches, with takedown attack to sweep away the goons. against lesser yokai, he'll do the same, but will use his claws instead, or the tetsuaiga if the numbers start piling up. against single foes, Inu-yasha goes right for the tetsaiga, preferring to fight in melee until he can get a good shot with his wind scar attack (which is also his anti-air goon sweeper). if these aren't working, he'll try to power stunt disintegration off of the wind scar, and if the enemy's tossing energy attacks, if all else fails he'll go for the backlash wave, a 2 for one double whammy that hits the enemy with their own attack while they have to make the fort save against disintegration. and if that doesn't work? well, i imagine that's when Inu-yasha will grab his allies and make a strategic retreat.
Last edited by Kreuzritter on Fri Oct 13, 2006 11:32 am, edited 1 time in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:37 am

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Behold the power of the Staff of Two Heads!

Jaken PL: 4 (60 pp)

Sesshoumaru's trusty sidekick and self-appointed retainer, Jaken was a kappa warcheif who swore eternal loyalty to his master when sesshoumaru inadvertantly saved his life, and has since become his constant companion. Armed with the Staff of 2 Heads, Jaken takes it as his duty to carry out any whim Sesshoumaru makes of him, and to remind the yokai prince's enemies just who they either stand before or are about to be destroyed by. and, while he rarely shows it, Sesshoumaru does have some measure of care or respect for Jaken, viewing him as the one demon worthy of accompanying him into battle.

abilities: (19)
STR 8/16 DEX 11 CON 12 INT 12 WIS 14 CHA 14

Combat: (8.)
+0 init, +4 ATK, +4 DEF (+2 flat-footed)
-2/+5 DMG (unarmed/flameblast)

saves: (3)
DMG +4 FORT +1 REF +2 WILL +2

Skills (9/36)
diplomacy +4
gather information +7
intimidate +6
knowledge: Occult +5
notice +4
profession: Retainer +6
sense motive +4

feats (2)
assessment, well informed

Powers (19)
device: The Staff of 2 Heads +3 (9)
- Blast +4 (extra: area-cone +1) [12]
immunity +3 (age, disease, poison) (3)
protection +3 (3)
shrinking +8 (feat: innate, flaw: permanent -1) (4)

costs
abilities 19 + combat 8 + saves 3 + skills 9/36 + feats 2 + powers 19 = 60 pts

Technical Notes: a comedy releif character, Jaken's not exactly a shatterer of worlds, and given who he's the sidekick of, a low PL is just what the doctor ordered. for those wondering about my giving him protection, Jaken often suffers heaps of abuse (usually at Sesshoumaru's hands), but manages to come out okay (unless he gets killed, but that's what tenseiga's for, right?)

Tactics: 4 words: gremlin with a flamethrower. Jaken's only weapon is the Staff of Two Heads, which he uses mostly for 'crowd control', destroying enemies unworthy of his lord's time (such as a pack of wolves or first level bandits), or when Sesshoumaru has singled out a particular adversary, keeping others from interfering in the fight. outside of that, Jaken's pretty much useless in a fight due to the fact that he's barely larger than a housecat, and can be taken out with a good swift kick by just about everyone. Jaken's other primary duty is to do Sesshoumaru's trash talking, trading barbs with the enemy before sesshoumaru deems them worthy of his attention, after wich Jaken will shut up, let his master speak, and then retreat to a safe distance before the shooting starts. after Rin joins the group, Jaken's combat role expands to ensuring her safety.
Last edited by Kreuzritter on Sun May 20, 2007 6:03 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:38 am

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"The power of 'The World' is the power that rules the world."

Dio Brando PL: 16 (282 pp)

For over 100 years, Dio Brando has been the bane of the Joestar family, first as a treacherous murder with eyes on the family fortune, and later as an immortal vampire bent on world conquest. thought destroyed by Jonothan Joestar in 1888 when the two sank to the bottom of the ocean, Dio in fact survived, grafting his severed head to Jonothan's body! A century later, Dio escapes his watery grave, now in possession of new powers as the result of this unholy union. but before he can resume his reign of terror, Dio knows he must destroy the Joestars, if he is to acheive his ultimate destiny as the ruler of The World

abilities: (31)
STR 25 DEX 20 CON n/a INT 14 WIS 16 CHA 26

Combat (32)
+29 init, +8 ATK, +8 DEF (+4 flat-footed)
+7/7-F/8/8+ DMG (unarmed/corrode/TK/blast)

saves (7)
DMG +7 FORT N/A REF +8 WILL +7

Skills (25/100)
Acrobatics +12
bluff +10
Concentration +10
Diplomacy +12
gather info +8
Intimidate +12
Knowledge (Arcane Lore) +6
Knowledge (history) +8
Notice +8
stealth +7
Sense Motive +7

feats (32)
all-out attack, attractive x2, artificer, assessment, benefit: wealth x4, diehard, eidetic memory, equipment x2, evasion x2, fascinate (diplomacy, bluff, intimidate), fearless, fearsome prescence x3, improved initiative, Master Plan, move-by attack, ranged pin, seize initiative, sneak attack, startle, taunt, throwing mastery, well informed

Powers (170)
Corrosion +7 (16)
AP- Superstrength +4 [8]
AP- Drain: constution +5 [5]
flight +4 (8)
immunity (fort effects) +30 (30)
mind control +7 (extra: conscious +1, continuous +1, range -2) (14)
protection +7 (extra: impervious, flaw: not vs fire/solar attacks) (14)
regeneration +12 (bruise/unconc. +1, stag/injure +4, resurrection +7 (not if head is completely destroyed), feats: persistent, regrowth flaw: source [blood] -1) (8)
Super Senses +7 (accurate hearing, acute smell, danger sense (visual), stand sense, extended sight x2, time sense) (7)

The World
Paralyze: Time Stop +15 (Feat: subtle[time powers], Extra: area-burst +1, Flaw: limit (automaticly freed at the end of the next round) -1) (35)
blast: Mudah Mudah +8 (feat: subtle, extra: autofire +1, penetrating +1, Flaw: Limit-cannot exceed 32 feet -1) [25]
AP- telekinesis: MUDAAH! +8 (feat: accurate, precise, subtle, extra: damaging +1, flaw: limit-cannot exceed 32 feet -1) [19]
AP- Deflect +7 (all ranged, feat: subtle extras: action +1, automatic +1) [29]
AP- ESP +9 (sight. flaw: source -1) [9]
Time control +5 (feats: rapid attack, rapid fire, subtle: time sense) (38)


Drawbacks (-15)
vulnerability: Hamon energy (major, uncommon) -3
weakness: dependant on blood (minor, common) -2
Weakness: Sunlight (major, by round, destroyed after 10 rounds, uncommon) -10

Equipment
headquarters- Cairo Mansion (use sanctum sanctorum, but at large size) (10 ep)

complications
Enemy: the joestars

costs
abilities 31 + combat 32 + saves 7 + skills 25/100 + feats 32 + powers 170 - drawbacks 15 = 282 pts

design notes: Sweet Zombie jeebus, this guy's a beast! basicly, Dio is built to do one of two things. to make you his slave, or reduce you to a bloody smear. with all those attack options and a decent attack score, well, let's just be thankful i'm only using the powers he's got in volume 3.
after getting beaten upside the head by Farik (among others) with the rulebook, i decided to go the Gaara route and build the world's time stop as a paralyzing attack centred on him. basicly, if he hits you with that, well, he gets a free round to attack

on that note, when not employing the powers of The World, corrosion is Dio's default attack, used to represent the fact that he doesn't so much punch you as he does tear away a chunk of your flesh. and even without the time-stop, he's got enough power to show PCs that it's Dio's World, and they're just living in it.

rest assured, i will be cming back to this build, reassigning his deflect, as well as editing Jotaro, so that if the two meet, i can get an accurate ORAORAORA!!!/MUDAMUDAMUDAH!!! sequence going

Tactics: the first and greatest power in Dio's arsenal is mystery, as he will go to great lengths to conceal the secret of his existence as well as his stand, thus leaving his enemies at a disadvantage if they actually reach him. Dio's second line of defense is his unearthly charisma, a combination of fascinate, diplomacy and mind control so great that dio's closest minions will kill themselves if Dio even implies that's what he wants, and he's quite fond of playing demoralizing head games before combat. his Stand, The World (manifested as a tan colored armored giant) is very similar to Jotaro's Star Platinum, with phenomenal strength, senses and stamina - but faster and more accurate, in addition to Hermit Purple's ESP powers. but, it's most powerful ability is that The World can stop time itself, for a period of up to 6 seconds

In combat, Dio is a callous, sadistic bastard, preferring to toy with his enemies if possible, but just as willing to kill his enemies quickly and messily if the mood calls for it. preferably, he'll use The World's paralyze to stop time, then get in close to the enemy and use a full barrage of autofire to reduce them to paste. but dio's not above throwing a veritable hail of sharp objects (rapid fire) at someone to test their defenses, and if they've really got him P.O.'d he'll resort beating them in the head with the nearest and largest blunt object he can carry. in hand to hand, dio's strength is such that he can destroy flesh and bone with but a touch (although he can do regular punches, as Senator Wilson Philips discovered), and he just needs to sink his fingers into you in order to drink your blood, but since his revival he prefers to use The World's powers exclusively

defensively, Dio is utterly dependent upon the world's Ability to stop time, using it to simply walk or fly away from an attack, and he has no qualms about using it to get the drop on his enemies, killing them in the space of a moment. however, if you can get the drop on Dio, you stand a decent chance of hurting him pretty badly.

finally, to any GM playing Dio, if you use fearsome presence, you are to stand up from the table, rear your head and arms back in a howling pose and shout/scream "WRYYYYYYYYYYYYYYYYYYYY!!!!!"
Last edited by Kreuzritter on Sun May 20, 2007 6:05 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:40 am

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He who runs away, lives to fight another day

Hol Horse PL 7 (81 pp)

One of the many assassins hired by Dio Brando to kill the Joestar party, Hol has the unique distinction of being the only villain to actually live through the series, due partly to the fact that he somehow survives each encounter, and also the fact that he's a craven coward, preferring to have a partner he can use to buy time for a hasty escape.

Abilities: (16)
STR 11 DEX 14 CON 14 INT 13 WIS 12 CHA 12

Combat: (10)
+6 init, +2/6 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+0/5 DMG (unarmed/Emperor)

Saves: (10)
DMG +4 FORT +6 REF +6 WILL +1

Skills: (15/60)
bluff +6
diplomacy +4
drive +6
Gather Information +4
intimidate +4
notice +8
search +6
sense motive +6
Stealth +8
survival +8

Feats (15)
attack specialization: Emperor, diehard, dodge focus x2, improved aim, improved defense, improved intitiative, luck, precise shot, quick draw x2, redirect, seize intiative, set up, sneak attack

Powers: (15)
Blast: Emperor +5 (feats: accurate, homing, subtle) (13)
immunity +1 (own powers) (1)
super-senses +1 (Stand awareness) (1)

costs
abilities 12 + combat 16 + saves 10 + skills 15/60 + feats 15 + powers 15 = 81 pts

Technical notes: Hol's a minion with a gimmick, so it was pretty easy to build him. that, and the fact that my old freind Gavok is a pretty huge fan of the guy. heck, the image i've got for hol comes from gavok's website shrine to the beleagured yellerbelly cowboy killer. so, once you've looked over Hol, give gavok's page a go, from the hol horse shrine to the epic fighting fanfic crossover that is Ultimate Video Rumble 3.
http://www.rit.edu/~gjj2192/hol/index.html

Tactics: Hol horse is an assassin whose stand The Emperor, is an invisible and untracable gun that shoots homing bullets, a fact he relies upon due to his shoddy fighting skills. but, while this is no doubt a useful weapon, it pales in comparison to what other stand users can typicly bring to the table, and thus numerous hits (plus being on the payroll of an immortal and insane vampire), has left Hol with a very healthy sense of self-preservation. in short, he's a coward who almost never works alone without someone to either watch his back, or stand in front and draw fire while Hol uses Emperor to deal out controllable seeking death (or while Hol runs the hell away if things go bad). When the going gets rough, Hol gets going. His two mottos fast became "Run away, live to fight another day" and "Always be Number Two" because number one is always the first to die.
Last edited by Kreuzritter on Fri Oct 13, 2006 11:34 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:43 am

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It's not Age, it's Experience!

Joseph Joestar PL: 10
also known as: JoeJoe

Patriarch of the Joestar Family, Joseph has been on many a bizarre adventure since the 1930's, and among the first to realize that the family's greatest enemy, Dio Brando, has returned from his watery grave, and that Dio's revival is why he and Jotaro now have Stands. Already planning to take the war to Dio's very Doorstep, Joseph's hand is forced when his daughter Holly manifests her own Stand, that due to her non-violent nature will kill her if Dio is not destroyed in time.

Joseph's Stand, Hermit purple, appears as multiple thorny vines that spawn from Joseph's right hand. Apart from combat purposes, this versatile stand can perform remarkable feats. It can produce psychic photographs and live psychic videos on a television, but at the expense of a camera and television, respectively. It can also conjure real-time maps (capable of tracking moving subjects) and (apparently) read minds. Joseph can also use the vines to swing himself around like Spider-Man. And, while lacking the offensive powers of his comrades, Joseph is still a master of the vampire-killing martial art known as Hamon.


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

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

saves: (14)
DMG +8 FORT +6 REF +6 WILL +8

Skills (21/84)
Bluff +5
Climb +5
Disable Device +7
Drive +10
Gather Information +5
Investigate +6
Knowledge (history) +11
Language (english (native), arabic, french, german, japanese, latin, spanish) +6
Notice +6
pilot +6
Ride +6
Sense Motive +6
Swim +5

feats (38)
ambidexterity, assessment, benefit (wealth x3) connected (Speedwagon Foundation), Defensive Roll, Diehard, Dodge Focus x2, Endurance, Equipment, fighting style: Hamon x12 (all-out attack, attack specialization (Strike), defensive attack, elusive target, improved block, improved critical, improved sunder, improved trip, instant up, power attack, startle, takedown attack), Jack of all Trades, Luck, Second Chance (sense motive, triggering traps), inspire, leadership, Seize Inititive, Sneak Attack x2, taunt, Teamwork, Ultimate Effort (Disable Device), uncanny dodge, Well Informed

Powers (21)
Hermit Purple: ESP +9 (sight and sound. flaws: Duration-instant -1, Source (TV, radio or Camera) -1) (13)
AP- mind reading +9 (limit: range-touch -2) [3]
AP- Snare +6 (feats: reversible, tether, subtle, Flaw: limit-entangle only -1) [9]
AP- Super-movement +3 (slow fall, swinging, wall-crawling) [6]
AP- Super-senses +3 (direction sense, distance sense, tracking) [3]
Strike: Hamon +5 (feat: mighty) (6)
super-senses +2 (Danger Sense: visual, Stand Awareness) (2)

Equipment:
prosthetic arm (5 EP)

complications:
age; Enemies: Dio, Servants of Dio; responsibility: holly

costs
abilities 32 + combat 24 + saves 14 + skills 21/84 + feats 38 + powers 21 = 150 pts

Design notes: meant to be the obi-wan to Jotaro's luke, I knew from the start that i'd be basing his design from Baron's Indiana Jones build, with the appropriate add-ons to make hermit purple, thus creating a guy that relies more on his own skills than his Stand, and if played in a JJBA game, wouldn't be the odd man out. as difficulty goes, i'd say that would be hermit purple's ESP, but i think i modelled well that the most you get from it is some sort of cryptic clue rather than being the fly on the wall. i'd also give Joseph the one-arm disability, but the prostheic he's got is good enough that i consider it bought down to an in-session complication if the arm's destroyed

Tactics: a classic 2-fisted adventurer from a time when men were men, and bad guys were Nazis, Joseph prefers to eschew the powers of hermit purple in favor of a good left hook or roundhouse kick, but will fall back upon them if he's getting outmatched. and against the supernatural, especially vampires, Joseph breaks out the Hamon Strike, which in addition to the plus 5, has the description of chanelling solar energy through his body, meaning any bloodsucker he hits with that is going to feel it to some degree
Last edited by Kreuzritter on Sun May 20, 2007 6:08 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:44 am

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ORA ORA ORA ORA ORA ORA!!!!!

Kujo Jotaro PL 10 (150 pp)
Also known as JoJo

It is the year 1989, and around the world, evil spirits are awakening: "Stands," monstrous invisible creatures which give their bearers in credible powers. To save his mother's life, 17-year old Kujo Jotaro must master his stand, Star Platinum, and travel around the world to Egypt, where a vampire waits to destroy him once and for all...

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

Combat: (24)
+2 init, +6/7/9 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/8+ DMG (unarmed/Star Platinum

saves: (17)
DMG +10/8 FORT +7 REF +7 WILL +7

Skills (8/32)
bluff +6
drive +4
intimidate +8
knowledge: music +2
knowledge: streetwise +6
sense motive +6

feats (21)
all out attack, attack focus (Melee), assessment, attack specialization: Strike, attractive, beginner's luck, defensive roll x2, diehard, dodge focus x2, elusive target, endurance, evasion, luck x2, power attack, startle, taunt, teamwork, ultimate effort (telekinesis)

Powers (52)
Strike: Star Platinum +8 (feat: subtle, extend reachx2, extra: autofire +1, penetrating +1) (30)
- AP: telekinesis +8 (feat: accurate, extend reachx2, precise, subtle, extra: damaging +1, flaw: range -1) [21]
- AP: Deflect +5 (all ranged, feat: subtle, extras: action +1, automatic +1) [21]
- AP: Super senses +3 (accurate/acute sight, microscopic vision) [3]
Time control 3 (21)
super senses +1 (Stand Awareness) (1)

costs
abilities 28 + combat 24 + saves 19 + skills 8/32 + feats 21 + powers 50 = 150 pts


Technical Notes: the titular Hero of the somewhat Obscure manga/Anime/fighting game "JoJo's Bizarre Adventure", I had two ways to create Jotaro. the first was the method seen here, where Star Platinum is just visual SFX for jotaro's telekinesis (this method was suggested by the Mangaka himself in the book's foreword). the other is to create SP as a sidekick type character (as many later stands become). mechanicly, the method depicted here best fits the symbiotic link between Stands and their user. no doubt you've noticed the Subtle on his powers. that's because to normal eyes, Stands (and most of their effects) are invisible

Tactics: Jotaro is a very aggressive combatant, using his Stand, Star Platinum, to jackhammer his foes into submission with a flurry of powerful blows, but when faced with an exotic and unpredicatable foe, Jotaro switches to defense, biding his time until he can figure out their achilles heel (and then beat them into paste with SP). to those able to see Stands (another Stand User, or if in a non-JJBA-based campaign, Psychics or mages, i suppose), Star Platinum manifests as a 7 foot tall blue skinned demigod that emerges from Jotaro to beat the living daylights out of people. As Jotaro's power with SP steadily grows over the course of JJBA, he often blows hero points to use SP for a variety of stunts (such as removing an embedded parasite from a man's skull). by the end of his quest, Jotaro can use Star Platinum to freeze time for up to ten seconds.
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Postby Kreuzritter » Mon Jun 05, 2006 9:45 am

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This situation calls for a quiet, discreet Stand; Like my Heirophant Green.

Kakyoin Noriaki PL 7 (105 pp)

Kakyoin was but the first of the many Stand-Using assassins thrown at the Joestars, chosen and brainwashed by Dio for the subtle nature of his Stand, Hierophant Green, and the fact that he went to the same school as Jotaro. although coming close due to Jotaro's inexperience with Stands, Kakyoin was defeated, and was freed from Dio's mind controlling parasite implant. feeling indebted (and pretty pissed at Dio for sticking a bug in his head), Kakyoin joined them on their bizarre adventure to find and destroy Dio.

Abilities: (23)
STR 11 DEX 12 CON 14 INT 16 WIS 16 CHA 14

Combat: (22)
+5 init, +5/7 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+0/5/5+ DMG (unarmed/Heirophant Green/Emerald Splash)

Saves: (11)
DMG +6/4 FORT +6 REF +6 WILL +5

Skills: (6/44)
bluff +6
concentration +6
craft: artistic +4
diplomacy +6
knowledge: art +6
knowledge:
notice +8
sense motive +8

Feats: (22)
accurate attack, attractive, assessment, attack specialization: Heirophant Green/Emerald Splash, defensive roll x2, dodge focus, diehard, eidetic memory, improved aim, improved critical (heirophant green), improved initiative, luck x2, master plan, set-up, sneak attack, taunt, teamwork x2, uncanny dodge

Powers: (21)
telekinesis: Heirophant Green +5 (feat: subtle, precise, improved range, extras: damaging +1) (20)
AP- blast: emerald Splash +5 (feats: subtle, indirect, ricochet, extra: autofire +1) [18]
AP- Mind control +5 (feats: subtle, mental link, extras: conscious +1) [17]
super-senses +1 (stand awareness) (1)

Costs
Abilities 23 + Combat 22 + Saves 11 + Skills 6/44 + Feats 22 + Powers 21 = 105 pts


Technical Notes: yeah, i know it was looking like I was going to use Summon for Heirophant green, but working out some of the details was a bit too much, so I created it as the sfx of Kakyoin's powers (both in keeping with my earlier design, and how stands are an extension of the users will). I wasn't quite expecting him to be so low in points, but hey, this pretty much describes where he stands on the totem pole from where i've read

Tactics: While his stand lacks the raw power of those like Star Platinum, Kakyoin makes himself indispensible to the team as a support player, offering range and preciosion withHeirophant Green (manifests to stand users as a tall, slimy, dark green biotech humanoid) , and outside of combat, his travel experience can be invaluable.

in battle, Kakoin is very much a thinking fighter, often employing strategy and forethought to outwit his enemies, either to lure them into a vulnerable position, or to leave them open to attack by one of his allies. during his time as one of Dio's assassins, Kakyoin was not above such dirty pool tactics as sniping from concealment or using HP's mind control to use hapless dupes to lure the enemy into a false sense of security before the dupe did kakyoin's dirty work.

:arrow: you can bet Kayoin will recieve an update down the line
Last edited by Kreuzritter on Sun May 20, 2007 6:12 am, edited 2 times in total.
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Postby Kreuzritter » Mon Jun 05, 2006 9:47 am

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Agent Smith

Concept: megalomaniacal viral intelligence
Quote:

We're not here because we're free. We're here because we're not free. There is no escaping reason; no denying purpose. Because as we both know, without purpose, we would not exist.
[Several Smith Clones walk in]
Smith Clone 1: It is purpose that created us.
Smith Clone 2: Purpose that connects us.
Smith Clone 3: Purpose that pulls us.
Smith Clone 4: That guides us.
Smith Clone 5: That drives us.
Smith Clone 6: It is purpose that defines us.
Smith Clone 7: Purpose that binds us.
Smith: We are here because of you, Mr Anderson. We're here to take from you what you tried to take from us: Purpose.


PL: 16
Dual Identity: none
base of Operations: Campaign City
group affiliation: none
nationality: The Matrix
occupation: former Agent of the system
age: inapplicable
height: 5'11"
weight: 145 lbs.
eyes: brown
hair: black

abilities: (50)
STR 26/36 DEX 20 CON 20 INT 16 WIS 14 CHA 14

Combat: (30)
+5 init, +8 ATK, +7 DEF (+3 flat-footed)
+7 DMG (unarmed)

saves: (21)
DMG +12 FORT +9 REF +11 WILL +6

Skills (13/52)
computers +4
diplomacy +4
drive +4
gather information +4
intimidate +4
investigate +4
knowledge: behavioural science +2
knowledge: civics +2
knowledge: the Matrix +4
knowledge: streetwise +4
notice +6
profession: Agent +5
search +5

feats (23)
assessment, eidetic memory, equipment, evasion, Fighting style: Matrix-fu(accurate attack, all-out attack, defensive attack, elusive target, improved block, improved disarm, improved critical, improved grab, improved pin, improved sunder, improved trip, instant up, power attack, startle, stunning attack), master plan, quick draw, uncanny dodge, well informed

Powers (113)
Duplication +13 (feats: mental link, progressionx4, sacrifice. Extras: horde +1, survival +1) (58.)
leaping +3 (3)
super-strength +2 (4)
transform +8 (one type: people into Smiths, full mental transform, extra: alternate save- will +0, continuous +1 Flaw: range-touch -1) (48.)

equipment
1 light pistol

costs
abilities 50 + combat 20 + saves 24 + skills 13/52 + feats 23 + powers 113 = 240 pts

:arrow: Smith v.2.0, circa Matrix reloaded, as requested. for v.1.0, drop the duplication, and replace it by linking together ressurection, posession and transform. or, for a dirt cheap model, drop the duplication and transform altogether, and gm fiat drop in a Smith as needed, so long as there's an appropriate bluepill

:arrow: duplication is to simulate Smith calling upon the versions of himself he already created, as shown in the quote. in this case, i'm using them as minions only for cinematic conventions, allowing the PC's to mow down smiths left and right until they realize Smith'll just keep coming after them (and if they manage to hit the real Smith, that's when he calls the next few dozen waves). realisticly, Smith's duping should have heroic as an extra, meaning your PCs will be facing at least 26 PL13 characters, with more coming each round
Last edited by Kreuzritter on Fri Oct 13, 2006 11:36 am, edited 1 time in total.
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