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

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Kreuzritter
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41

Post by Kreuzritter » Mon Jun 05, 2006 9:48 am

Image

MegaSmith

This is MY World!!!!!

PL: 9 (222 pp)

abilities: (4)
STR 42 DEX 20 CON n/a INT 14 WIS 10 CHA 10

Combat: (28)
+17 init, +2/0 ATK, +2 DEF (+4 dodge, +0 flat-footed)
+16 DMG (unarmed)

saves: (11)
TOU +14 FORT n/a REF +10 WILL +6

Skills (13/52)
acrobatics +8
drive +8
gather info +8
intimidate +12
notice +8
sense motive +8

feats (24)
All-Out Attack, Attack Focus [Melee] (3), Defensive Attack, Defensive Roll (4), Dodge Focus (4), Elusive Target, Elusive Target, Improved Block, Improved Initiative (3), Power Attack, Sneak Attack (2), Startle, Takedown attack

Powers (142)
growth +16 (feat: innate, flaw: permanent -1) (33)
immunity +31 (critical hits, fort saves) (31)
Protection +10 (extra: impervious) (16)
summon Smiths +9 (feats: progression x3, mental link, extras: fanatical +1, horde +1, linked: blast +6) (52)
superstrength +5 (10)

tradeoffs
+5 TOU/ - 5 DEF
+7 dmg/ - 7 ATK

costs
abilities 4 + combat 28 + saves 11 + skills 13/52 + feats 24 + powers 142 = 222 pts

:arrow: the final boss from The Matrix: Path of Neo, in all it's glory

:arrow: Once your players stop laughing, treat Megasmith as what it is, A colossal construct piloted by legions of Smiths. sure, you're all but rolling unmodified, but with all those feats and a whopping damage bonus, if/when it connects it'll be a doozy

:arrow: MegaSmith's minions are basicly minion versions of MDsnowman's Agent Smith, only with the duplication/mind control swapped out for +7 flight. the linked blasted represents how the Smiths come flying out from Megasmith's body when called, and the chance that one of them will hit somebody on the way out.

:arrow: incidently, the youtube link is only there because I couldn't find a worthy picture of MegaSmith to post. if anybody can help rectify that, it will be appreciated.

:arrow: note: the megasmith video is now hotlinked into the picture (if I did it right...)
Last edited by Kreuzritter on Fri Oct 13, 2006 11:39 am, edited 1 time in total.
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42

Post by Kreuzritter » Mon Jun 05, 2006 9:50 am

Image

Zero

"It's time I put an end to Sigma for good!"

PL: 10 (150pp)

Abilities: (12)
STR: 16 (+3) DEX: 16 (+3) CON: n/a INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2)

Combat: (32)
+ init, +12/10/8 ATK, +10 DEF (+6 dodge, +2 flat-footed)
+3/6/8 DMG (unarmed/blaster/z-saber)

Saves: (12)
Toughness +10, Fortitude n/a, Reflex +10, Will +7

Skills: (8/32)
Acrobatics 8
Concentration 6
gather information 5
notice +4
Profession (Maverick hunter) 5
search +4

Feats: (22)
Assessment, attack Focus 2 (melee), Beginner’s Luck, benefit x2 (maverick hunter, security clearance), Dodge Focus 6, evasion, Fearless, Fighting Style: sword-fighting 6 (accurate attack, acrobatic bluff, attack specialization: Z-Saber, defensive attack, improved block, improved intitiative, power attack), Eidetic Memory, Uncanny Dodge (visual)

Powers: (64)
Device: Z-Saber +5 (15)
- Strike +5 (feat: improved critical x3, mighty, mighty pen +3 extra: penetrating +1) [23]
- AP: Deflect +5 (all ranged, extra: action +2) 20
Immunity +30 (Fortitude effects) (30)
Leaping +2 (2)
Protection +10 (10)
Speed +1 (1)
Super Movement +1 (Slow Fall) (2)
Super-Strength +1 (2)
Super-Senses +2 (Communication Link, Radio) (2)

Complications:
Enemy (Mavericks),
Rivalry (X),
secret (Wilybot)

Abilities 12 + Skills 8 (32 Ranks) + Feats 22 + Powers 64 + Combat 32 + Saves 12 – Drawbacks 0 = 150 / 150

Trade-Offs: +2 ATK/ -2 DMG

:arrow: as rivals, I built Zero from Jedi_morningfire's stats for X, but geared towards combat rather than X's JoAT. he may not have x's options, but in combat he might not need them

:arrow: also worth noting is that zero doesn't get luck, the man gets complications. i don't think i've ever seen an action game hero get screwed over by the writers as often as zero, with at least 2-3 Bad Things happening each game on top of his default complications
Last edited by Kreuzritter on Sun May 20, 2007 6:15 am, edited 2 times in total.
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43

Post by Kreuzritter » Mon Jun 05, 2006 9:51 am

Image

Tron bonne

"You're a lot dumber than you look! You should've known better than to pick a fight with the Bonnes! Of course, if you agree to become one of my servants, I suppose I could forgive you!"

PL: 11 (165)

abilities: (22)
STR 10 DEX 12 CON 10 INT 20 WIS 16 CHA 14

Combat: (28)
+1 init, +10/6 ATK, +11 DEF (+3 dodge, +4 flat-footed)
+0/12 DMG (unarmed/gustaff)

saves: (7)
TOU +10/0 FORT +2 REF +4 WILL +6

Skills (22/88)
bluff +6
computers +8
craft: electronics +8
craft: mechanical +8
disable device +8
drive +6
investigate +4
knowledge: physical sciences +8
knowledge: streetwise +6
knowledge: technology +8
notice +6
pilot +6
sense motive +6

feats (26)
attack focus: ranged 6, beginner's luck, dodge focus 3, eidetic memory, improvised tools, inventor, luck, master plan, minions 10 (5 fanatical servbots), seize initiative, skill mastery (computers, craft: electronics/mechanical, disable device), taunt

Powers (66)
Device: Gustaff Power suit +16 (64)
- Blast: arm cannon +12 [27]
- AP: Blast: bazooka +8 (extra: penetrating +1) {24}
- AP: Blast: gatling gun +8 (extra: autofire +1) {24}
- AP: enhanced STR +24 {24}
- communication 4 (radio, 1 mile) [4]
- immunity 9 (life support) [9]
- protection +10 (extra: impervious) [20]
- super-senses +6 (darkvision, direction sense, distance sense,

radio, time sense) [6]
- superstrength +2 [4]
quickness +4 (flaw: mental tasks only -1) (2)

drawback:
normal identity (full round -4)

tradeoff
-1 ATK/+1 DMG

costs
abilities 22 + combat 28 + saves 7 + skills 22/88 + feats 26 + powers 66 - drawbacks 4 = 165 pts

:arrow: the primary antagonist of the megaman legends games, Miss tron is a mix of the gadgeteer and battlesuit archetypes

:arrow: A mostly comedic enemy, Tron acts on a basic smash n' grab mentality when in combat, IE: grab the loot and run.
Last edited by Kreuzritter on Fri Oct 13, 2006 11:41 am, edited 1 time in total.
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Post by Kreuzritter » Mon Jun 05, 2006 9:52 am

Image

Raziel

"Am I reduced to this? A ghoul? A fratricide?"

PL: 10 (150)

abilities: (20)
STR 22 DEX 18 CON N/A INT 12 WIS 16 CHA 12

Combat: (28)
+8 init, +10/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+6/10 DMG (unarmed/soul reaver)

saves: (6)
TOU +7 FORT N/A REF +6 WILL +6

Skills (11/44)
climb +5
bluff +5
gather info +5
intimidate +8
knowledge: arcane lore +5
notice +8
search +6
sense motive +6
stealth +8

feats (13)
accurate attack, defensive attack, attack specialization: soul reaver 2, dodge focus 2, fearless, improved block, improved initiative, power attack, startle, sneak attack, takedown attack

Powers (76)
blast +7 (14)
flight +3 (flaw: gliding -1) (3)
leaping +4 (4)
immunity +30 (fort saves) (30)
protection +7 (extra: impervious +1, flaw: limited- no imp. vs blessed, silver, or magic weapons) (7)
super-movement +2 (dimensional movement: spectral realm, wall-crawling) (4)
super-senses +4 (darkvision, detect souls x2) (4)
Strike: Soul Reaver +4 (feats: mighty, affect insubstantial, extra: vampiric +1) (10)

drawbacks (-5)
vulnerable: fire (common, moderate) (-3)
weakness: must consume souls (common, minor) (-2)

complications
enemy: Kain, Moebius
responsibility: Pawn of the Elder God

costs
abilities 20 + combat 28 + saves 6 + skills 11/44 + feats 13 + powers 76 - drawbacks 5 = 150 pts

:arrow: one devourer of souls, as requested. for campaign use make him the unwilling puppet of whatever arcane-themed mastermind you have in your game

:arrow: admittedly, i've only played parts of the first two games, so this one's just assembled from reading various FAQs (much like crypto was, earlier), with the vampire lord archetype as a base. thus, to my knowledge, raziel can only suck souls after they've been killed, so that's more flavor text. however, i did include soul reaver there
Last edited by Kreuzritter on Fri Oct 13, 2006 11:45 am, edited 1 time in total.
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45

Post by Kreuzritter » Mon Jun 05, 2006 9:52 am

Image

Kain

Vae Victus- 'Suffering to the Conquered'

PL: 10

abilities: (22)
STR 22 DEX 14 CON n/a INT 14 WIS 16 CHA 16

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

saves: (9)
TOU +9 FORT N/A REF +4 WILL +10

Skills (19/76)
bluff +7
diplomacy +8
gather info +6
intimidate +9
knowledge: arcane lore +9
notice +8
perform: Oratory +9
search +6
sense motive +8
stealth +6

feats (19)
accurate attack, assessment, defensive attack, attack specialization: soul reaver, dodge focus 2, fascinate: perform, fearless, improved block, improved initiative, luck 2, Master Plan, power attack, seize initiative, startle, sneak attack, takedown attack x2

Powers (87)
Device "Soul Reaver" +4 (12)
- Strike +4 (feats: affect insubstantial, mighty pen. +6, improved critical extras: penetrating +1, vampiric +1) [20]
leaping +4 (4)
immunity +30 (fort saves) (30)
magic + 8 (29)
- Drain CON +10 (extra: range +1) [20]
- insubstantial +2 [10]
- Mind control +10 [20]
- Mystic lightning +10 [20]
- telekinesis +8 (feat: precise, extra: damaging +1) [25]
protection +7 (extra: impervious +1, flaw: limited- no imp. vs blessed, silver, or magic weapons) (7)
regeneration +6 (ressurection, if not staked/beheaded, flaw: source-blood -1) (3)
super-movement +1 (slow fall) (2)

drawbacks (-18)
weakness: must drink blood (common, minor) (-2)
vulnerable: fire (common, moderate) (-3)
vulnerable: gloat check (+50% from bluff checks to induce gloating) (-2)
weakness: sunlight (minor, per round, dead by 10 rounds) (-8
weakness: water (common, Moderate) (-3)

comlications
reputation: King of the Vampires
responsibilty/secret: Champion of Balance
enemy: Raziel, Moebius, the Elder God
temper

costs
abilities 22 + combat 32 + saves 9 + skills 19/76 + feats 19 + powers 87 - drawbacks 18 = 170 pts

:arrow: Kain, Lord of the vampires of Nosgoth, titular hero of the Legacy of Kain series

:arrow: a marked change from your typical vampire lord, Kain combines your typical diabolical and machiavellian vampire plots with an apitude for violence more suited to Conan of cimmeria
Last edited by Kreuzritter on Fri Oct 13, 2006 11:45 am, edited 1 time in total.
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Post by Kreuzritter » Mon Jun 05, 2006 9:57 am

For those reading this compliation thread, you may have noticed that up until the Legacy of Kain characters, this thread was working alphabeticly by series. and for the most part, that is correct. however, my META-4 converts are perhaps my most inaccurate and poorly done builds, so they're staying off list until i can fix them up right proper.

we now return to our regularly scheduled archive, already in progress
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46

Post by Kreuzritter » Mon Jun 05, 2006 9:57 am

Image

Heeere's Johnny!

Johnny Ohm

PL: 10

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

Combat: (32)
+1 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/610 DMG (unarmed/electric control)

saves: (12)
TOU +10/5/3 FORT +7 REF +6 WILL +3

Skills (11/44)
bluff +5
diplomacy +4
craft: mechanical +5
gather info +6
intimidate +8
knowledge: streetwise +6
notice +5
sense motive +5

feats (25)
assessment, attack specialization: electric control, defensive roll 2, dodge focus 2, diehard, fighting style: brawler 11 (all out attack, chokehold, defensive attack, elusive target, improved block, improved grapple, improved pin, power attack, stunning attack, takedown attack, taunt), move by action, precise shot, rage 2, startle, well informed

Powers (61)
electrical control +10 (feat: precise) (22)
AP: blast (electric) +6 (extra: area-burst +1) [18]
flight +5 (10)
force feild +5 (5)
immunity +5 (electricity) (5)
strike +8 (extra: aura) (16)
supersenses +2 (detect electricity 2) (2)

drawback (-3)
Power loss -3 (when wet) (-3)

costs
abilities 12 + combat 32 + saves 12 + skills 11/44 + feats 25 + powers 61 - drawback 3 = 150 pts

:arrow: first revealed imperfect, first converted imperfect. makes sense, i say

:arrow: Johnny , IMO, could be a fun character to play in a prison setting, due to the fact that most of his skills revolve around prison life, while his feats make him a competant brawler, giving an otherwise typical blaster some character

:arrow: given their backgrounds, the Imperfects can easily be ported into a freedom city campaign as subjects of the DNAscent process
Last edited by Kreuzritter on Fri Oct 13, 2006 11:46 am, edited 1 time in total.
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Post by Kreuzritter » Mon Jun 05, 2006 9:58 am

Image

Brigade

"I'm a 100 of your worst nightmares!

PL: 10

abilities: (-5)
STR 34 DEX 12 CON n/a INT 11 WIS 10 CHA 10

Combat: (24)
+1 init, +8 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+12/6 DMG (unarmed

saves: (6)
TOU +12 FORT n/a REF +4 WILL +3

Skills (10/40)
climb +4
intimidate +8
knowledge: tactics +4
notice +6
profession: soldier +6
search +6
survival +6

feats (19)
assessment, attack focus: melee 2, attack specialization: arm cannons, defensve roll 2, diehard, dodge focus 2, fearless, fighting style: combat training 7 (all-out attack, chokehold, improved block, improved grab, improved grapple, improved pin, power attack), improved over-run, track

Powers (94)
enhanced strength +20 (20)
AP: blast-Arm cannons +6 (extra: autofire +1) [18]
immunity +30 (fort saves) (30)
leaping +4
protection +12 (extra: impervious +1) (22)
superstrength +5 (10)

complication
insanity

costs
abilities -5 + combat 24 + saves 6 + skills 10/40 + feats 19 + powers 94 = 150 pts

:arrow: a hundred soldiers cut to ribbons and rebuilt as 1 undead wrecking machine, brigade serves as the tank of the Imperfects but is also their weakest link in a way

:arrow: basicly, brigade's complication is that when he gets mentally fatigued/demoralized, there's a good chance that the various personalities that comprise his mind will start fighting each other, leaving him a babbling idiot for anywhere from a round to a full minute.
Last edited by Kreuzritter on Fri Oct 13, 2006 11:47 am, edited 1 time in total.
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Post by Kreuzritter » Mon Jun 05, 2006 9:59 am

Image

"want to come out and play?"

Fault-Zone

PL: 10

abilities: (22)
STR 10 DEX 30 CON 12 INT 10 WIS 14 CHA 16

Combat: (36)
+5 init, +12 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/8 DMG (unarmed/seismic spike0

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

Skills (8/32)
acrobatics +10
bluff +6
Perform: dance +8
intimidate +6
notice +4
profession: ballerina +4
sense motive +4

feats (19)
acrobatic bluff, all out attack, attack specialization: tremorspikes attractive, defensive roll +2, dodge focus 4, fascinate: perform, elusive target, improved initiative, improved trip, improved throw, move by attack, skill mastery (acrobatics, bluff, perform, profession), taunt, uncanny dodge (tremorsense)

Powers (57)
enhanced dex +10 (10)
leaping 4 (4)
protection +5 (extra: impervious +1) (10)
trip "quake-blast" +8 (extra: area-cone +1) (17)
AP: Strike "seismic spike" +8 (extra: penetrating +1) [16]
supersenses +3 (tremorsense) (3)
Superstrength +6 (feat: groundstrike) (13)

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

complications
temper

costs
abilities 22 + combat 36 + saves 8 + skills 8/32 + feats 19 + powers 57 = 150 pts

:arrow: the youngest and arguably most violent of the imperfects, fault-zone's always looking for chances to break and blow up stuff

:arrow: in combat, fault-zone's basicly a more acrobatic version of wolverine, pouncing on enemies after hitting them with a minor quake (the trip or groundstrike, depending on her mood)
Last edited by Kreuzritter on Fri Oct 13, 2006 11:47 am, edited 1 time in total.
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Post by Kreuzritter » Mon Jun 05, 2006 9:59 am

Image

I'm just getting warmed up...

Solara

PL: 10

abilities: (19)
STR 10 DEX 16 CON 12 INT 16 WIS 14 CHA 11

Combat: (24)
+7 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+0/6/9/12+ DMG (unarmed/aura/disintegrate/plasma)

saves: (10)
TOU +1 FORT +4 REF +7 WILL +5

Skills (11/44)
computers +6
craft: chemical +8
diplomacy +4
knowledge: physical sciences +10
notice +6
profession: scientist +6

feats (13)
all-out attack, assessment, attack specialization: plasma, dodge focus 2, eidetic memory, improved initiative, lightning calculator, master plan, move-by action, power attack, precise shot, skill mastery (computers, craft, knowledge, profession)

Powers (70)
flight +5 (10)
force feild +5 (5)
immunity +5 (fire) (5)
Plasma control +12 (feat: homing, autofire +1) (37)
- AP: Blast +12 (extra: area-explosion +1) [36]
- AP: Disintegration +9 [36]
Strike +6 (feat: selective, extra: aura +1) (13)

costs
abilities 19 + combat 24 + saves 10 + skills 11/44 + feats 13 + powers 70 = 150 pts

:arrow: one of the smarter imperfects, solara's also one of their big heavyhitters

:arrow: that said her best option is to stay in the air and just blast away
Last edited by Kreuzritter on Sun May 20, 2007 7:53 am, edited 2 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 10:00 am

Image

It is my curse, to be alive...

Hazmat

PL: 10 (150)

abilities: (17)
STR 10 DEX 24 CON 16 INT 15 WIS 16 CHA 10

Combat: (24)
+11 init, +6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+ DMG (unarmed

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

Skills (11/44)
acrobatics +6
computers +5
craft: chemical +5
diplomacy +6
medicine +10
notice +6
profession: scientist +6

feats (20)
attack focus: range 4, attack specialization: poison touch 2, acrobatic bluff, defensive roll 3, dodge focus 4, eidetic memory, evasion 2, improved initiative, sneak attack

Powers (69)
corrosion +10 (extra: poison +1) (34)
- AP: blast +6 (extra: penetrating +1) [18]
- AP: Fatigue +6 (extra: range +1, disease +2) [30]
- AP: nauseate +6 (extra: range +1, poison +1) [24]
- AP: stun +10 (extra: Poison +1) [30]
enhanced dexterity +14 (14)
immunity +9 (life support) (9)
leaping +4 (4)
protection +4 (4)
super-movement +2 (slow fall, swinging) (4)

complications
obsession: curing disease
phobia: germs

costs
abilities 17 + combat 24 + saves 9 + skills 11/44 + feats 20 + powers 69 = 150 pts

:arrow: the other brain of the Imperfects, from his description, hazmat is also their spokesman (and possibly the sanest among them), often as a moderating voice in their numbers. if freed from their master, it's possible that Hazmat may become the closest thing they have to a leader

:arrow: he's also their dirty tricks man, basing his offense all around fort saves.
Last edited by Kreuzritter on Sun May 20, 2007 7:53 am, edited 2 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 10:01 am

Image

Now you see me, now you don't.

Wink

PL: 10

abilities: (26)
STR 16 DEX 30 CON 20 INT 10 WIS 16 CHA 14

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

saves: (0)
TOU +8/5 FORT +5 REF +10 WILL +3

Skills (18/72)
acrobatics +7
bluff +8
diplomacy +8
escape artist +10
notice +6
perform +5
search +6
sense motive +6
sleight of hand +6
stealth +10

feats (15)
acrobatic bluff, attack spec: claws 3, defensive roll +3, dodge focus 4, elusive target, hide in plain sight, move by action, uncanny dodge, sneak attack, takedown attack x2

Powers (64)
enhanced dex +20 (20)
leaping +3 (3)
impervious toughness +5 (5)
Strike +5 (feat: mighty, extra: penetrating +1) (11)
teleport +6 (feats: change direction, change velocity, easy, turnabout, extras: accurate +1) (22)

costs
abilities 26 + combat 24 + saves 0 + skills 18/72 + feats 15 + powers 64 = 150 pts

:arrow: finally, they're done. the last of the imperfects. that's right, no paragon, no van roekel. I'm done with them

:arrow: wink is basicly a hamfisted combination of nightcrawler and wolverine, basicly a teleporting sneak with claws
Last edited by Kreuzritter on Sun May 20, 2007 7:54 am, edited 2 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 10:11 am

Image

Kaworu Nagisa
alias: Tabris, 5th child

I think Music is Humanity's most redeeming feature, don't you?

Supposedly the latest chosen pilot of NERV's Evangelion units, Kaworu is in fact Tabris, the last of the strange 'angel' creatures, and has taken it upon himself to judge wether humanity is worthy enough to continue existing or not

pl 9 (127 pp)

Abilities: STR: 9 (-1) DEX: 8 (-1) CON: 10 (+0) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1)

Skills: Computers 2 (+2), Diplomacy 4 (+5), Perform (vocal) 4 (+3), Sense Motive 2 (+2)

Feats:
attractive, sidekick: EVA-02 +14

powers:
flight +5 (10)
Immunity 80 (all damage; Sustained duration; Flaw: Limited - Half) - AT Field (81)
AP: Nullify (AT Fields) 12 (Power Feats: Accurate 3, Subtle; Extras: Duration 2)

Combat: Attack +1 (+0 grapple), Damage -1 (unarmed), Crit 20, Defense 11 (11 flat-footed), Initiative -1, Speed 30

Saves: Toughness 1 (0 flat-footed), Fortitude 2, Reflex 1, Will 9

Abilities 2 + Skills 3 (12 ranks) + Feats 15 + Powers 93 + Combat 4 + Saves 10 – Drawbacks 0 = 106

:arrow: to make kaworu, I just took shinji's stats, upped some stats to best represent one of the few sane characters on the show, and then tacked on the at feild and enough points in sidekick to get 02 as his attack dog

now, meet kaworu's sidekick
EVA Unit 02 PL 13

Abilities: STR: 32 (+11) DEX: 10 (+0) CON: 36 (+13) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3)

Skills: Climb 16 (+11), Intimidate 8 (+13), Notice 8 (+8)

Feats: All-Out Attack, Critical Strike, Diehard, Fast Overrun, Favored Opponent (Evas), Improved Aim, Improved Critical 4 (unarmed), Improved Grab, Improved Grapple, Power Attack, Rage 5 (4 intensity, 1 duration)

Powers: AT Field (41 pp), Device (hard to lose) 2 (Power Feat: Restricted; 9 pp), Growth 16 (Permanent; Power Feat: Innate; 65 pp), Immunity 9 (life support; 9 pp), Super-Strength 4 (8 pp) Immunity 80 (all damage; Sustained duration; Flaw: Limited - Half) - AT Field AP: Nullify (AT Fields) 12 (Power Feats: Accurate 3, Subtle; Extras: Duration 2)

Devices
Impervious Toughness 10 (10 pp) - Armor

Combat: Attack +2 (-8 from size, +33 grapple), Damage +11 (unarmed), Crit 18-20, Defense 15 (-8 from size, 8 flat-footed), Initiative +0, Speed 50, Size Colossal

Saves: Toughness 13 (13 flat-footed), Fortitude 16, Reflex 8, Will 0
Last edited by Kreuzritter on Sun May 20, 2007 7:54 am, edited 6 times in total.
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53

Post by Kreuzritter » Mon Jun 05, 2006 10:14 am

Image

the pac-man ghosts

PL: 5

abilities: (-6)
STR 10 DEX 14 CON n/a INT 10 WIS 10 CHA 10

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

saves: (6)
TOU +5 FORT n/a REF +4 WILL +4

Skills (2/8)
notice +4
intimidate +4

feats (3)
fearsome prescence 3

Powers (68)
drain con +5 (extra: aura +1) (15)
immunity +30 (30)
protection +5 (5)
regeneration +15 (resurrection +15) (15)
super-movement +1 (trackless) (2)
super-senses +1 (track) (1)

costs
abilities -6 + combat 20 + saves 6 + skills 2/8 + feats 3 + powers 68 = 93 pts

:arrow: the original monsters of gaming, ready to be the witless minion of any villain with an occult or video game theme
Last edited by Kreuzritter on Sun May 20, 2007 7:55 am, edited 3 times in total.
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54 & 55

Post by Kreuzritter » Mon Jun 05, 2006 10:17 am

Image

I'm going to become a Pokemon Master!

Satoshi "Ash" Ketchum PL 7 (105 pp)

Ash seeks to become the greatest Pokémon trainer in the world. In pursuit of this end, he travels around the world, battling Gym Leaders and entering in Pokémon League competitions, aided by his trusty companion, Pikachu. he's very excitable, empathic, sometimes focused to the point of distraction, and clever when it comes to his obsessive interest (Pokémon training, in this case) though often clueless in other areas. He's also extremely confident and valiant, but slightly arrogant and very persistent. but most notably, his defining trait is his awe, wonder and compassion for all pokemon.


Abilities: (8)
STR 8 DEX 12 CON 10 INT 10 WIS 14 CHA 14

Combat: (16)
+1 init, +3 ATK, +5 DEF (+2 flat-footed)
-1 DMG (unarmed)

Saves: (8)
DMG +5 FORT +3 REF +1 WILL +2

Skills: (8/32)
bluff +4
diplomacy +6
handle animal +6
knowledge: pokemon +4
notice +8
sense motive +4
survival +4

Feats (39)
animal empathy, assessment, benefit (Pokemon Trainer), connected, equpment, inspire x5, interpose, leadership, luckx2, Master Plan, set-up, Sidekick: Pikachu x19, taunt, teamworkx3

Powers: (27)
Device: Pokeballs +9 (27)
- Summon: Pokemon +7 (feat: progression x2 extras: heroic +1, horde +1, Type: Pokemon +2) [44]

costs
abilities 8 + combat 16 + saves 8 + skills 8/32 + feats 38 + powers 27 = 105 pts

equipment
Pokedex: +8 Gather information, +8 knowledge: pokemon, well informed

Technical notes: Ash came about at first as a joke request, but as I looked over the rules, it started to become very clear that he was a very workable concept. so, I started with the kid template, added skills appropriate to the show, and a smattering of feats to make him into a good buff/debuff character. the hardest part was actually determining where to put the cap on his summons. if i did the math right, he should be able to summon 5 seperate pokemon, either alone or all at once (as he does every so often). you'll note the interpose. Ash has on several occasions taken attacks meant for his pokemon. i've left the slots blank so you can put in whatever 5 you need/want

Tactics: As a pokemon trainer, Ash does not actually fight, but rather calls up one of his 6 pokemon (pikachu or a summon) to fight on his behalf, while he coaches/cheers from the sidelines, using feat-enhanced aid actions when needed ( depicted as inspiration speeches or tactics), or to suggest to pikachu what attack to use, or to demoralize opposing trainers/pokemon for pikachu


[quote]
Image

Pi-Ka-CHUUUUUUUUUU!!!!!

Pikachu PL 7 (92 pp)

Ash's constant companion, Pikachu has fought at his side since the start, using it's awesome lightning attacks to drop even the most powerful opponents pikachu faces.

Abilities: (11)
STR 3 DEX 16 CON 10 INT 10 WIS 12 CHA 20

Combat: (10)
+7 init, +5/ ATK, +7 DEF (+2 dodge, +2 flat-footed)
+8 DMG (thundershock)

Saves: (16)
DMG +5/7 FORT +4 REF +7 WILL +4

Skills: (8/32)
acrobatics +8
bluff +6
climb +8
notice +6
survival +4

Feats (17)
acrobatic bluff, accurate attack, attack specialization (electric control), attractive (cute), defensive attack, defensive roll x2. dodge focus x2, evasion, improved defense, improved initiative, instant up, move-by action, power attack, uncanny dodge

Powers: (31)
comprehend: Pokemon +1 (2)
Electrical Control: "Thundershock" +8 (19)
AP- Blast +5 (extra: burst +1) [15]
AP- Dazzle: visual +8 [16]
AP- Strike +8 (extra: Aura +1) [16]
leaping +2 (2)
shrinking +8 (feat: innate, flaw: permanent -1) (4)
super senses +4 ( danger sense: sight, low-light vision, scent, ultra-hearing) (4)

costs
abilities 11 + combat 10 + saves 16 + skills 8/32 + feats 17 + powers 31 = 93 pts

Technical notes: not really much to say here, Pikachu's a pretty straightforward blaster in an adorable fuzzy shell. as most of his attacks are variations on electrical control, I chose to represent them by use of feats (thus ash's attack calls are codewords for which feat to use.)

Tactics: a cute but dangerous combatant, Pikachu plays a fairly defensive game, criss-crossing the feild to avoid enemy attacks before lashing out with his own, based on what command ash gives him. if grappled (or picked up by someone he doesn't like), Pikachu will retaliate with his strike aura.
Last edited by Kreuzritter on Sun May 20, 2007 7:57 am, edited 4 times in total.
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