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

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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
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Location: Rumble City

56

Post by Kreuzritter » Mon Jun 05, 2006 10:18 am

Image

MewTwo

I wasn't born into this world, I was created. And my creators have back-stabbed and betrayed me! So, I STAND ALONE!

PL: 10 (192)

abilities: (42)
STR 14 DEX 18 CON 14 INT 16 WIS 24 CHA 16

Combat: (24)
+8 init, +10/7/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/10 DMG (unarmed/telekinesis)

saves: (6)
TOU +10/2 FORT +5 REF +7 WILL +10

Skills (12/48)
concentration +12
intimidate +8
notice +8
perform: oratory +8
sense motive +12

feats (17)
assessment, all out attack, attack focus: ranged, attack specialization: telekinesis, diehard, dodge 4, fearless, improved initiative, improved trip, master plan, move by action, power attack, startle, uncanny dodge

Powers (91)
additional limb: tail +1 (1)
flight +5 (5)
force feild +8 (extra: impervious +1) (16)
immunity 9 (life support) (9)
mind sheild +3 (3)
super senses +2 (danger sense, mental awareness) (2)
Telekinesis +10 (feat: precise, split attack, extras: damaging +1, perception +1) (45)
- AP: blast +8 (feat: homing x2, extra: penetrating +1) [20]
- AP: Blast +10 (extra: area-explosion +1) [30]
- AP: deflection +10 (all ranged attacks, extras: action +1, reflection +1) [40]
Telepathy +5 (10)

costs
abilities 42 + combat 24 + saves 6 + skills 12/48 + feats 17 + powers 91 = 192 pts

:arrow: behold, Mewtwo, the most powerful Pokemon of all!

:arrow: in this instance, mewtwo's build owes more to his depiction in the tv show/movies than the games, as evidenced by his power array, making him a big ball of psychokinetic fury

:arrow: in combat, Mewtwo likes playing defensively, preferring to stay at range and deflecting the enemy's attacks before bringing his telekinesis to bear, reserving the explosion for when he gets mobbed or just wants to flatten everything around him
Last edited by Kreuzritter on Sun May 20, 2007 7:58 am, edited 2 times in total.
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Kreuzritter
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Cosmic Entity
Posts: 21027
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Location: Rumble City

57

Post by Kreuzritter » Mon Jun 05, 2006 10:19 am

Image

Predator

PL: 12

abilities: (26)
STR 35/20 DEX 16 CON 18 INT 10 WIS 14 CHA 8

Combat: (44)
+4 init, +8 ATK, +14 DEF (+7 flat-footed)
+5/5/8/10/11 DMG (unarmed/disc/plasgun/claw/spear)

saves: (11)
DMG +7/4 FORT +10 REF +8 WILL +2

Skills (11/44)
climb +5
concentration +4
intimidate +7
notice +6
search +6
sense motive +4
stealth +6
survival +6

feats (21)
assessment, defensive roll x3, diehard, endurance, elusive target, environmental adaptation: jungle, favored environment: jungle, fearless, fearsome prescence, improved critical, improved grab, improved throw, master plan, power attack, rage, ranged pin, seize initiative, sneak attack, startle

Powers (71)
device: hunting gear +9 (36)
- blast: Plasgun +8 [16]
- concealment: cloaking +2 ( normal sight, feat: close range, flaw: blending -1) [3]
- sensory sheild: visor +2 [2]
- snare: net launcher +5 [10]
- Strike: claws +5 (feat: mighty) [6]
- super senses: visor systems +8 (extended sight, extended hearing, distance sense, communication link: Ship, darkvision, lowlight vision, ultravision) [8]
device: razor disc +4 (16)
- blast +5 (feat: homing, extra: penetrating +1) [17]
- AP: strike +5 (feat: mighty, extra: penetrating +1) {10}
device: spear +2 (6)
- Strike +6 (feats: mighty, thrown) [8]
immunity +2 (heat, alien atmosphere) (2)
leaping +2 (2)
super strength +3 (6)
super senses +3 (infravision, scent, tracking) (3)

drawbacks:
disability: cannot see visual light (uncommon +1, minor +1)
weakness: intense cold (uncommon+1, minor+1)

costs
abilities 26 + combat 44 + saves 11 + skills 11/44 + feats 21 + powers 71 - drawbacks 4 = 180 pts

:arrow: predator, designed to be a composite from the first two films

:arrow: pred's a thug in a straight up fight, but the idea with him is that he doesn't go for the straight fight unless he gets called out first. ideally, he uses conceal from cover, then chooses his weapon for the kill not unlike a professional golfer. if he wants the head, he'll use the disc. if he wants the body more or less intact, he'll likely use the net, or the spear if he's in a real hurry. he tends to reserve the plasgun for particularly resistant prey or self-defense (after all, it's not a very sporting weapon, compared to the rest of his arsenal.) claws are reserved for only the most worthy of kills, or when confines are too tight to use the spear. once the method is chosen, he watches the prey, and then strikes at the first opportunity.

:arrow: predator suicide bombs i'm ruling as a plot device (pretty much, if a pred is reduced to disabled or dying, they blow a hero points into priming the bomb as gm Fiat. the PC then has x rounds (x being the gm's discretion) to either disarm the device (difficult, as it's on pred's fightin' arm), or get to cover (difficult, but not too hard)

:arrow: all preds carry with them their version of a first aid kit and a portable trophy case. these are mundane items, and thus off the sheet
Last edited by Kreuzritter on Sun May 20, 2007 7:59 am, edited 2 times in total.
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58

Post by Kreuzritter » Mon Jun 05, 2006 10:20 am

Image

It's perfect... Perfect! A-ko, you're going to die... die... DIE!

Biko Daitokuji PL: 14 (226)
Also known as: B-Ko

A-ko's arch-nemisis, Biko Daitokuji is the daughter of Hikaru Daitokuji, CEO of the Daitokuji Financial Group. As such, B-ko is fabulously wealthy and is quite used to getting her own way. She is highly intelligent, beautiful and very intimidating. A techincal genius, backed by her fathers immense wealth, she is more than capable of making your average superhero's life miserable.

The primary motivation behind B-ko's constant fights with A-ko, is A-ko's friendship with C-ko. For some reason, she is obsessed with winning C-ko's acceptince and friendship, as well as repaying A-ko for defeating her back in kindergarden when she was bullying C-ko about. Unable to tolerate A-ko's hold over C-ko, B-ko can (and does) go all out to show up A-ko in any way possible.


abilities: (36)
STR 30/10 DEX 30/12 CON 10 INT 30 WIS 20 CHA 14

Combat: (24)
+1 init, +6/8 ATK, +6/8 DEF (+3 flat-footed)
+0/10/10+ DMG (unarmed/armor/missile)

saves: (9)
DMG +10/0 FORT +4 REF +13/3 WILL +8

Skills (24/96)
Computers 8
Craft (chemical) 8
Craft (electronics) 8
Craft (mechanical) 8
Disable Device 8
Investigate 4
Knowledge (earth sciences) 5
Knowledge (life sciences) 6
Knowledge (physical sciences) 6
Knowledge (technology) 10
Notice 5
pilot 12
Sense Motive 8

feats (26)
all-out attack, attack focus (ranged) x2, assessment, attractive, beginner's luck, benefit (wealth x4), eidetic memory, favored environment: air x2, improvised tools, inventor, luck, Master Plan, minions x5, Power attack, quick change, Skill Mastery (Computers, Craft (electronic), Craft (mechanical), Disable Device), taunt

Powers (110)
Device: Akagiyama-23 power suit +27 (108)
-Blast: Akagiyama missile +10 (feat: homing, extra: autofire +1) [32]
-AP Snare: Black Jackovini Lash +12 (feats: reversible, tether, Flaw: entangle -1) {8}
-Enhanced DEX +20 [20]
-Enhanced STR +18 [18]
-Flight +5 [10]
-immovable +3 [3]
-immunity +9 (life support) [9]
-Protection +10 (extra: impervious) [20]
-Speed +5 [5]
-SuperStrength +8 [16]
-Super-senses +2 (direction sense, distance sense) [2]
quickness +4 (limit: mental tasks only) (2)

drawbacks: (-3)
normal identity (free action to don A23. major, uncommon) -3

costs
abilities 36 + combat 24 + saves 9 + skills 21/84 + feats 26 + powers 110 = 226 pts

design notes Okay, i admit it, i cribbed B-ko's design from Surbrook's site, seeing as it's been virtually impossible for me to find a rentable copy of the DVD. in essence, she's a combination of the battlesuit and mad scientist archetypes, and thus she was easy to bring over to M&M.

tactics as said in the design notes, B-Ko can be played as both mad scientist or battlesuit, typically in the same scene. basicly, combat will begin with her sending out a big enough killer robot or one of her schoolgirl minions in the latest suit of power armor (she will use this time to assess and prep for master plan). when that fails, she rips off her school uniform to reveal her signature Akagiyama 23 power suit, and will start attacking whoever did the most damage

in the A23, B-ko likes to mix up her attack options at first, to feel out the enemies weaknesses, but really, the A23 is built for aerial superiority, so get her in the air and firing away as much as possible, switching to melee only when the inevitable running fight goes into tight confines. and, when in the air, she uses all her favored environment defensively (factored into her stats)

if feeling particularly nasty, B-ko will use her snare to entangle, and then take off at top speed dragging the foe behind her, subjecting them to as much potential crash damage as possible, before getting back to basics.

and if somebody manages to beat her, give them a hero point because they just gained a new Enemy complication.
Last edited by Kreuzritter on Sun May 20, 2007 8:01 am, edited 3 times in total.
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Kreuzritter
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59

Post by Kreuzritter » Mon Jun 05, 2006 10:21 am

Image

I learned this trick from Mom.

The daughter of Superman and Wonder Woman, A-ko is a superstrong, superfast, 16 year-old high school girl who is only trying to live a normal life. This desire is complicated by the fact that her best friend is one Shiko (C-ko) Kotobuki. C-ko is short, cute, and insufferably irritating (well, at least to everyone else). C-ko contributes greatly to A-ko's trouble and is directly responsible for A-ko continuous arguments and fights with B-ko (nemesis and archrival of A-Ko). It also doesn't help that C-ko cooks like ryoga reads road maps, and yet proceeds to shower A-ko with 'gourmet lunches'. Is it any wonder that A-ko occasionally looses it? Of course, when A-ko lets her temper get the better of her, the results are ... well... destructive, to say the least. *


Eiko Megami PL: 11 (160 pp)
Also known as: A-ko

Abilities (17)
STR 30 DEX 20 CON 30 INT 11 WIS 14 CHA 14

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

saves (5)
DMG +10 FORT +10 REF +8 WILL +4

Skills (7/28.)
Acrobatics +8
bluff +4
climb +4
notice +6
sense motive+6

feats (10)
acrobatic bluff, attack focus (melee) x2, dodge focus x2, elusive target, evasion, power attack, taunt, ultimate effort (strength checks)

Powers (97)
device: Armbands +3 (12)
- Deflect +6 (all ranged) [12]
enhanced con +20 (20)
enhanced STR +20 (20)
immovable +5 (extra: unstoppable) (10)
impervous toughness +10 (10)
leaping +4 (4)
speed +5 (5)
Superstrength +8 (16)

costs
abilities 17 + combat 24 + saves 5 + skills 7/28 + feats 10 + powers 97 = 160 pts

Technical notes: statted up well before Grahf did up Nuku-Nuku (a character with very similar abilities), I was holding this off until I could watch the movie again to make sure i got everything right. ideally, i wanted to make her PL 10, and while I understand she qualifies as such, I'm a stickler for "point total should match your PL". I'm also aware of her strength problems if she's deprived of her armbands, but given how rarely that comes up, well, that's complication territory, IMO

tactics: A-Ko's tactics are pretty simple: acrobatic bluff to feint, then get in close and power attack the enemy until it stops moving. if that doesn't work, fall back and find something big and heavy to throw at them.

* = bio by micheal surbrook
Last edited by Kreuzritter on Sun May 20, 2007 8:02 am, edited 3 times in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

60

Post by Kreuzritter » Mon Jun 05, 2006 10:22 am

Image

"Please put down your weapon. You have 20 seconds to comply."

ED-209

PL: 9

abilities: (18)
STR 35 DEX 10 CON N/A INT 0 WIS 11 CHA 0

Combat: (24)
+5 init, +5 ATK, +5 DEF (+2 flat-footed)
+12/10/10 DMG (unarmed

saves: (0)
DMG +12 FORT +N/A REF +1 WILL +0

Skills (0)

feats (3)
all out attack
improved intitative
power attack

Powers (90)
blast +10 (extra: autofire +1, penetrating +1) (41)
AP-blast +10 (feat: homing, extra: explosion +1, limited: 6 shots only -1) (21)
growth +4 (feat: innate flaw: permanent) (16)
immunity +30 (fort effects) (30)
protection +12 (12)

costs
abilities 25 + combat 24 + saves 0 + skills 0 + feats 3 + powers 90 = 135 pts

:arrow: Omni Consumer Product's signature 200 series Enforcement Droid (nicknamed "Eddie"), as seen in the Robocop series of films. Avalible now for automated sentry duty or urban pacification

:arrow: the Eddies are essentially tanks on legs, armed with enough firepower to mow through most conventional forces. unfortunately, Eddies are neither the smartest machines on the block, nor are they the most graceful. while effective on most forms of terrain, if introduced to a sharp incline (say a flight of stairs), or even a simple pitfall (like an open manhole), the ED series will capsize and be incapable of righting themselves.

:arrow: naturally, this is the basic 'street' model, with the default systems configuration. Per your order, ED units can be retrofitted with any number of sensor or weapon systems with only a slight price adjustment.
Last edited by Kreuzritter on Sun May 20, 2007 8:02 am, edited 2 times in total.
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Posts: 21027
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61

Post by Kreuzritter » Mon Jun 05, 2006 10:23 am

Image

Robocop 2

PL: 14

abilities: (18)
STR 35 DEX 12 CON N/A INT 12 WIS 12 CHA 7

Combat: (32)
+0 init, +7 ATK, +7 DEF (+3 flat-footed)
+12/3/18/10+ DMG (unarmed/claw/ram/cannon)

saves: (7)
DMG +12 FORT N/A REF +3 WILL +6

Skills (8/32)
intimidate +8
knowledge: drug culture +4
knowledge: streetwise +8
notice +8
sense motive +4

feats (11)
accurate attack, all out attack, ambidexterity, assessment, fearless, improved grab, improved grapple, improved overrun, improved pin, power attack, precise shot, rage

Powers (134)
Blast: Autocannon +10 (extras: pentrating, autofire +1) (41)
AP- Strike: Hydraulic Ram +6 (feats: mighty, extend reach) [8]
Additional limbs +2 (2)
environmental control: Searchlights +3 (light) (3)
growth +4 (feat: innate +1, flaw: permanent +1) (9)
immovable +2 (2)
immunity +30 (fort effects) (30)
strike: welding claw +3 (extra: penetrating +1) (6)
speed +3 (3)
super-senses +10 (accurate/acute/radius hearing, accurate/extended sight, distance sense, low light vision, radio, ultrahearing) (10)
superstrength +2 (4)
Protection +12 (extra: impervious +1) (24)

complication: addiction. while a construct, Robocop 2's organic component requires a regular dosage of a designer drug to retain mental stability. if deprived of the drug, or worse, effectively taunted with a sufficient dosage, Robocop 2 is prone to fly into a psychotic rage, and will destroy anyone that gets between it and the drug with extreme prejudice.

costs
abilities 18 + combat 32 + saves 7 + skills 8/32 + feats 11 + powers 134 = 210 pts

:arrow: OCP is proud to present the Heavy Combat Model of it's famed "Robocop" line of Law Enforcement Cyborgs, otherwise known as Robocop 2. While the line was halted following the Civic Centrum incident and our merger with the Otomo corporation, OCP intends to resume production of the Robocop 2 series

:arrow: In essence, a Robocop 2 unit (also known as RoboCain, or simply Cain, after the brain used in the prototype) is a berserker, to be inserted into a target zone and only extracted after it has pacified the area. While the Civic Centrum incident was indeed a fiasco, the fact that the prototype was able to fend off a small army of highly trained professionals and another Robocop unit, while subjected to various forms of abuse with negligible damage to the machine's own superstructure, speaks highly of the military potential for such a weapon.

:arrow: yes, yes, it is true that the Civ. Cent. incident was caused due to many greivous oversights by the project's director, and that the new RoboCains are similarly addicted to the drug Nuke. but please, understand that the addiction is meant as a control, providing temporary nutrition to the machine's organic component, and the means to ensure that unlike the 3 recorded incidents of the original Robocop, the RoboCain will be unable to go rogue. Please note, that if the owner of a Robocop 2 is unable to maintain the dosage requirements, such the possibility of withdrawl or overdosage, we at OCP cannot be held responsible, as explained by the OCP insurance forms.

:arrow: we now open the floor to any questions you may have
Last edited by Kreuzritter on Sun May 20, 2007 8:03 am, edited 2 times in total.
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62

Post by Kreuzritter » Mon Jun 05, 2006 10:24 am

Image

StinkoMan 20X6

Are you asking for a CHALLENGE!?

PL: 9 (129pp)

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

Combat:
Attack +2 [Punch +3], Attack +10 [Blast +5], Grapple +6, Defense 20 (12 flat-footed), Knockback -3, Init +11

Saves:
Toughness +6, Fortitude +5, Reflex +10, Will +10

Skills:
Acrobatics +4
bluff +4
intimidate +4
notice +4
Pilot +4

Feats:
Acrobatic bluff, Attack Focus 4 (ranged), Beginner’s Luck, Dodge Focus 8, equipment 2, Fearless, Improved Initiative 2, Luck 4, Uncanny Dodge (visual)

Powers:
Blast 5 [Extra: Autofire, Power Feat: Accurate 2) (17)
Immunity 9 (life support) (9)
Leaping 10 (10)
Protection 3 (3)
Speed 1 (1)
Super Movement 1 (Slow Fall) (2)
Super-Strength 1 (2)

equipment
stinkowing (use space fighter) [10]

Complications:
Enemy (Emperoror Zedd)
Obsession (Are you asking for a CHALLENGE?)
Rivalry (1-up The Extra Guy)

Abilities 26 + Skills 5 (20 Ranks) + Feats 24 + Powers 44 + Combat 12 + Saves 18 – Drawbacks 0 = 129

Trade-Offs: -1 Max Save DC, +1 Attack bonus, -3 Toughness save, +3 Defense

:arrow: the star of the popular online game gets his own stats at last to challenge the worlds of M&M

:arrow: not much too say here. Stinkoman's a poor man's megaman, but in return he's got more action related skills and acrobatic bluff to make him a better fighter.

:arrow: Stinkoman's obsession is that he picks fights with anybody at the slightest provocation, be they a pl 1 minion or the Atomic Brain. although he does draw the line at Trogudor.
Last edited by Kreuzritter on Sun May 20, 2007 8:03 am, edited 3 times in total.
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63

Post by Kreuzritter » Mon Jun 05, 2006 10:25 am

Image

T-800

"I'll be back"

PL: 6
Dual Identity: Cyberdyne Systems T-800 "Terminator" Infiltration Unit
base of Operations: mobile
group affiliation: Skynet
nationality: inapplicable
occupation: general infantry/covert infiltration soldier drone
age: inapplicable
height: 6'5"
weight: 300 lbs.
eyes: varies
hair: varies

abilities: (10)
STR 26 DEX 14 CON n/a INT 10 WIS 10 CHA 10

Combat: (16)
+2 init, +4 ATK, +4 DEF (+2 flat-footed)
+8/8 DMG (unarmed/blaster rifle)

saves: (6)
TOU +8 FORT n/a REF +4 WILL +4

Skills (5/20)
bluff +4
investigate +4
notice +6
search +6

feats (9)
atk focus: range 2, equipment 5, fearless, improved initative

Powers (44)
immunity +30 (fortitude) (30)
supersenses +4 (time sense, direction sense, distance sense, infravision) (4)
protection +8 (8)
superstrength +1 (2)

costs
abilities 10 + combat 16 + saves 6 + skills 3/12 + feats 9 + powers 44 = 90 pts

:arrow: moreso than the t-1000, the terminator is only a real threat in it's home setting, but makes a terrific minion in most supers games

:arrow: time-travelling terminators start with nothing in their possession, just like in the movies. as such, clothes, transportation and weapons will be it's top priorities, in that order. cinematicly, Terminators prefer biker clothes (with leather jacket and sunglasses), a motorcycle (pref. Harley davidson), and a shotgun (with a heavy pistol as a backup peice).

UPDATE: went back and overhauled the generic t-800 series
Last edited by Kreuzritter on Sun Feb 17, 2008 7:40 pm, edited 4 times in total.
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64

Post by Kreuzritter » Mon Jun 05, 2006 10:26 am

Image

T-1000

PL: 12

abilities: (28)
STR 30 DEX 10 CON NA INT 14 WIS 14 CHA 10

Combat: (34)
+0 init, +9 ATK, +8 DEF (+4 flat-footed)
+10/13 DMG (unarmed/strike)

saves: (10)
DMG +6 FORT NA REF +0 WILL +6

Skills (13/52)
bluff 8
computers +8
gather information 6
intimidate 8
investigate 6
notice 6
search 6
stealth 4

feats (12)
accurate attack, assessment, eidetic memory, fearless, improved grab, improved grapple, instant up, jack of all trades, power attack, precise shot, sneak attack, well-informed

Powers (75)
elongation 2 (2)
immunity 30 (fort effects) (30)
insubstantial: fluid form 1 (5)
morph: same mass +4 (12)
protection +10 (extra: impervious) (20)
strike +3 (feat: mighty, extend reachx2) (6)

costs
abilities 28 + combat 34 + saves 10 + skills 13/52 + feats 12 + powers 75 = 172 pts

:arrow: although a nightmare in it's home universe, the t-1000's actually pretty tame in a superhero setting

:arrow: T1K's not a fancy fighter, relying upon stealth and disguise to get close to it's enemies before killing them. it's an assassin, not a frontline assault unit

:arrow: in combat, T1K will move towards it's primary target, ignoring enemy fire (but returning fire if it has a gun. they are hostiles, after all). once in range, it will use it's strike to kill them. if faced with an enemy like another terminator or a super-being, it will destroy the potential threat before going after the target

:arrow: i didn't give it alternate form, due to the fact that it can use it's powers at any time and in any combination. impervios protection reps how bullets have no effect and how it barely bats an eye at large explosions
Last edited by Kreuzritter on Sun May 20, 2007 8:04 am, edited 2 times in total.
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65

Post by Kreuzritter » Mon Jun 05, 2006 10:27 am

Image

"It's true what I've been told about this guy! ...He's a complete chicken!"

Monev The Gale PL 10 (133 pp)

The first of the Gung-Ho Guns to fight Vash the Stampede, Monev trained for twenty years specifically to hunt vash down and kill him, nearly levelling an entire town in the process. He wears a powered battle suit and carries two high-powered chain guns on his arms. These guns fire extremely fast due to the pressure chambers located on his back. He can also combine the chain guns and the pressure chambers to make a gun which is capable of shooting faster than the chain guns, and doubles as a rocket launcher. And, despite his failure, it can be argued that Monev came closer to his goal than most of the Gung-Ho guns...
Y'see, what Monev didn't know is while his masters did want Vash dead, they actually wanted Vash to kill Monev (an act Vash is sorely tempted to carry out). however, since Vash spared Monev, the GHG kills him as punishment for failure.
abilities: (30)
STR 20 DEX 16 CON 20 INT 12 WIS 12 CHA 10

Combat: (24)
+3 init, +6/8/10 ATK, +8 DEF (+2 dodge, 4 flat-footed)
+5/6/6+/10 DMG (unarmed/rocket launcher/miniguns/The Big Gun)

saves: (9)
DMG +10/5 FORT +8 REF +6 WILL +4

Skills: (15/60)
bluff +4
concentration +6
gather info. +6
intimidate +12
knowledge: streetwise +6
notice +9
search +6
sense motive +5
survival +6

feats (25)
all-out attack, ambidexterity, assessement, attack focus x2 (ranged), attack specilization (armguns), chokehold, diehard, dodge focus x2, fast overrun, favored oppenent (Vash the stampede), fearsome prescence x3, improved aim, improved block, improved critical (miniguns) improved grab, improved grapple, improved intitiative, precise shot x2, startle, track

Powers (33)
device: minigun gauntlets +6 (25)
- Blast +6 (extras: penetrating +1, autofire +2) [30]
AP: Device: The Big Gun +6 [18]
= Blast-The Big Gun +9 (extras: autofire +1, penetrating +1, unreliable, 5 shots -1) {28}
= AP: Blast-Rocket launcher +10 (extra: penetrating +1, area-explosion +1, flaw: unreliable: one shot -2) <20>
device: armor suit +2 (8)
- protection +5 (extra: impervious) [10]

costs
abilities 30 + combat 24 + saves 9 + skills 15/60 + feats 25 + powers 33 = 133 pts

Technical Notes: yet another complex build, for such an easy character. the alternate power on Monev's guns is to represent how he removes the minigun gauntlets and harness, and then recombines the three components into the singular Big Gun, thus changing it from a 4 to 3 PP-per-Level device (but only as a last resort). outside of that, I built monev to try and fit his strengths as a mobile anti-vash weapon, capable of laying down huge amounts of damage on anything that gets in his way. and hey, with that costume, he'd be right at home in a super-hero setting.

Tactics: Monev the Gale is named not for his speed, but for the raw damage he brings to the table, using his miniguns to pulverize anything that gets in his way, without any thought regarding collateral damage. basicly, he shows up, singles out his target, and then chases/guns them down like dogs, generally going for all-out attack.

Against Vash (or most superheros), Monev will exploit his regard for human life at every turn, forcing him to abort actions in order to protect people from Monev's onslaught, and thus in turn leaving vash standing in Monev's crosshairs. while in theory this could result in turning vash's own HP against him, this will more likely be the source of monev's defeat.
Last edited by Kreuzritter on Sun May 20, 2007 8:05 am, edited 3 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 10:28 am

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I wish to protect a person precious to me.

Syaoran Li PL 8 (120 pp)

Syaoran is an archeologist who is excavating ruins in the country of Clow. He and the princess of Clow (Princess Sakura) are very close childhood friends. One day, Sakura displays mystical powers, but in the process she loses her memories, which are scattered through different worlds in the form of feathers. The lost memories put her life at risk, forcing Syaoran to go on a journey across the many dimensions in order to find them and save the person who is most special to him. But in order to travel from dimension to dimension, he must sacrifice his most valuable possession: his old relationship with Sakura.
As we find out in volume 6, syaoran is blind in his right eye, the result of a childhood accident. despite this, he's been taught to fight, both by Seishiro an old freind-turned enemy, and now Kurogane, one of his travelling companions


abilities: (26)
STR 14 DEX 18 CON 14 INT 12 WIS 16 CHA 12

Combat: (24)
+6 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/5/7 DMG (unarmed/kick/sword)

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

Skills (21/84)
acrobatics +12
climb +4
concentration +6
gather info +6
investigate +6
knowledge: arcane lore +6
notice +6
profession: Archeologist +8
search +6
sense motive +5
sleight of hand +7
survival +6
swim +6

feats (29)
acrobatic bluff, assessment, attack specialization: Kicks, beginner's luck, blind-fight, defensive roll +2, dodge focus +2, eidetic memory, elusive target, evasion, defensive attack, improved block, improved critical, improved disarm, improved sunder, improved trip, instant up, power attack, prone fighting, startle, interpose, luck set-up, takedown attack x2, teamwork, uncanny dodge

Powers (13)
Device: Hien Sword +2 (6)
- blast +4 [9]
- AP: strike +5 (feat: mighty) {6}
leaping +2 (2)
strike +2 (feat: mighty) (3)
super-movement +1 (slow fall) (2)

drawback
Disability: One eye (-4 ranged, common, moderate) (-3)

complications:
responsibility: Sakura
enemy: Shadow magus
enemy: Seishiro
secret: hidden past

costs
abilities 26 + combat 24 + saves 10 + skills 21/84 + feats 29 + powers 13 - drawback 3 = 120 pts

Design notes: the hero of studio CLAMP's Resevoir chronicle Tsubasa, Syaoran is a hero with brains and brawn, but still in the process of growing into that very role. so, to start, i took my earlier Syaoran, and used that as a base, building up stats where appropriate.

tactics: A deceptively skilled opponent, Syaoran is primarily a martial artist, preferring to use powerful kicks to give his enemies one for. all business in a fight, he'll go straight for the main enemy, often taking down the bad guy's minions along the way.

update: added a blast to the Hein sword, as demonstrated in a recent volume
Last edited by Kreuzritter on Sun May 20, 2007 8:05 am, edited 3 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 10:29 am

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"We must not let Ganon get the Triforce!"

Princess Zelda

PL: 8 (120)

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

Combat: (24)
+6 init, +8/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0 DMG (unarmed

saves: (10)
TOU +1 FORT +4 REF +5 WILL +8

Skills (13/52)
Acrobatics: +4
Bluff: +8
Diplomacy +8
perform: harp +6
knowledge Arcane lore +8
Notice: +8
Search: +6
Sense Motive: +8

feats (21)
Acrobatic Bluff, Assessment, attack specialization: din's fire, Attractive, Benefit [Status], Connected, defensive attack, defensive roll 2, Dodge Focus 4, fascinate, Improved Initiative, inspire, Luck 2, Move-By Action, Power Attack, ritualist

Powers (28)
Magic +8 (27)
blast- Din's Fire +8 (feat: accurate, homing) [18]
deflect- Naryu's love +8 (all ranged, reflection +1) [24] *
teleport- Faore's wind +6 (feats: change direction, change velocity) [14]
morph- transform +1 (feat: metamorph [Sheik]) [2]
supersenses 1 (communication link: Link)

costs
abilities 24 + combat 24 + saves 10 + skills 13 + feats 21 + powers 28 = pts

:arrow: Princess zelda, modelled off of the version seen in smash brothers, ready to be the walking plot hook for any fantasy campaign

:arrow: while Zelda has some punch to her, she is not somebody who should see combat, and is best left to the cheerleading sections

:arrow: similarly, while unstatted, I don't really see sheik as a fighter, but instead i suggest building her alter-ego as a damned good pl 8 rogue. i would have done such myself, but I figure that when I get around to it, I'll stat sheik in her own post
Last edited by Kreuzritter on Sun May 20, 2007 8:06 am, edited 4 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 10:29 am

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"I was this close to getting into Smash Bros., I swear!"

Kid Icarus

PL: 9 (135)

abilities: (22)
STR 12 DEX 18 CON 12 INT 10 WIS 16 CHA 14

Combat: (24)
+8 init, +12 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+1/1-6/6+ DMG (unarmed/knifes/bow)

saves: (11)
TOU +5/1 FORT +4 REF +10 WILL +6

Skills (16/64)
Acrobatics +10
Climb +6
concentration +4
diplomacy +4
gather info +8
Notice +8
Ride +4
search +6
Sense Motive +8
Survival +6

feats (24)
acrobatic bluff, attack focus: ranged 4, attack specialization: bow, defensive attack, defensive roll 4, dodge focus 4, evasion, improved aim, improved critical 2 (bow), improved inititiative, luck, precise shot, quick draw 2, ultimate aim

Powers (37)
Device: Bow of Light +4 (12)
- Blast +6 (feat: improved range, extra: autofire +1) [20]
- ap: Strike +5 (feats: mighty, split attack) {7}
device: mirror Sheild +6 (18)
- Delfect +10 (energy attacks, extras: reflection +1, dedirection +1) (30)
Flight +3 (6)
super-senses +2 (extended sight) (1)

tradeoff
+3 ATK / -3 DMG
+1 DEF / -1 TOU

costs
abilities 22 + combat 24 + saves 11 + skills 16/64 + feats 24 + powers 37 = 135 pts

:arrow: Pit, better known to myself and the world at large as Kid Icarus, in honor of finally making it into Smash bros., is now ready to come to the aid of fantasy based heros.

:arrow: To make him, I cannibalized both the kratos and link builds, as well as bowman, then gave him powers based on his update and how he'd look at the end of his own game

:arrow: so, tacticly it's pretty obvious. get the kid in the air and let him rain death from above

edit: changed picture. if anyone has a smaller version of his smash bro self, that'll be greatly appreciated
Last edited by Kreuzritter on Sun May 20, 2007 8:06 am, edited 4 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 10:30 am

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Kirby

(>^-^)> <(^-^<) (A^-^A) (v^-^v) (A^-^)>
<(^-^A) (v^-^)> (v^-^)> (-_-)


PL: 10 (150)

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

Combat: (24)
+2 init, +10/8/6 ATK, +10 DEF (+2 dodge, +3 flat-footed)
+0/10/? DMG (unarmed/blast/mimic)

saves: (16)
TOU +5 FORT +8 REF +6 WILL +6

Skills (10/40)
acrobatics +6
concentration +4
diplomacy +8
notice +6
ride +8
sense motive +8

feats (20)
acrobatic bluff, animal empathy, attack focus: ranged +2, attack specilization: snare, attractive (cute), beginner's luck, defensive attack, defensive roll +2, dodge focus +4, improved grab, improved initiative, improved pin, luck 3

Powers (66)
flight 2 (8)
Snare 10 (Extra: Engulf +0) (21)
+Linked: Mimic +10 (any one power, Extra: Continuous +1) (30)
AP: Blast- breath blast +10 [20]
protection +2 (2)
shrinking +4 (feat: innate, extra: normal strength +1, flaw: permanent -1) (5)

complications:
enemy: King Dedede
enemy/rivalry/? : Meta-Knight
obsession: food!
responsibility: protector of dream land

costs
abilities 14 + combat 24 + saves 16 + skills 10/40 + feats 20 + powers 66 = 150 pts

:arrow: everybody's favorite marshmallow mimic, ready to play

:arrow: to be honest, I'm not exactly proud of this build, while it's mechanicly sound i don't think it properly catches kirby's character

:arrow: actually, kirby's been on the back burner for a while, I just decided to put him up after seeing talesin's quina
Last edited by Kreuzritter on Sun May 20, 2007 8:07 am, edited 3 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 10:32 am

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* theme music *

Donkey Kong

PL: 9

abilities: (26)
STR 30 DEX 14 CON 22 INT 10 WIS 12 CHA 10

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

saves: (4)
TOU +10/6 FORT +8 REF +2 WILL +2

Skills (9/36)
climb +12
intimidate +10
notice +8
survival +6

feats (22)
Ambidexterity, attack focus: melee 2, attack specialization: throwing things, Fearless, Fearsome Presence +6, Fighting Style 10 (Defensive Roll +4, Improved Grab, Improved Grapple, Improved over-run, Power Attack, Startle, Takedown Attack), Second Chance (intimidate)

Powers (16)
Growth +4 (Feat: Innate; Flaw: Permanent -1) (9)
Impervious Toughness +6 (Feat: Innate) (7)
Super Senses +2 (low light vision, scent) (2)

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

costs
abilities 26 + combat 28 + saves 4 + skills 9/36 + feats 22 + powers 16 = 105 pts

:arrow: by off-site request, i give you the original boss monster!

:arrow: again, not one of my proudest builds, DK is basicly a cheap knockoff of baron's king kong, and it shows. it also doesn't help that i look at the mario build for comparison and find out i made the ape 4 pls higher than mario
Last edited by Kreuzritter on Sun May 20, 2007 8:07 am, edited 3 times in total.
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