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

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Kreuzritter
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71

Post by Kreuzritter » Mon Jun 05, 2006 10:33 am

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"Show me your moves!"

Captain Falcon

PL: 10 (150)

abilities: (32)
STR 16 DEX 20 CON 16 INT 12 WIS 14 CHA 14

Combat: (32)
+9 init, +12/8 ATK, +12 DEF (+4 dodge, +8 flat-footed)
+3/8 DMG (unarmed/falcon punch)

saves: (10)
TOU +8/6/3 FORT +6 REF +8 WILL +6

Skills (30/120)
acrobatics +6
bluff +6
climb +6
computers +4
concentration +6
craft: electronic +4
craft: mechanical +4
disable device +4
drive +10
escape artist +4
gather info +6
intimidate +6
investigate +4
knowledge; current events +6
knowledge: streetwise +6
pilot +10
profession: bounty hunter +6
notice +6
search +4
sense motive +6
stealth +6

feats (36)
acrobatic bluff, all-out attack, assessment, atk focus: melee 4, contacts, diehard, dodge 4, elusive target, equipment 5, evasion, fast overrun, improved block, improved initiative, luck, move by action, power attack, seize initiative, startle, second chance: drive, stunning attack, takedown attack 2, taunt, ultimate drive, uncanny dodge, well-informed

Powers (10)
Strike "Falcon punch" +5 (feats: mighty, improved crit 2) (8)
leaping +2 (2)

equipment
commlink [1]
armored flightsuit +3 (feat: subtle, feature: flight suit) [5]
Blue Falcon (size: large, STR 25, SPD 7, DEF 8, TOU 8, features: ejector seat, communications, navigation sytem, nitro injector, remote control, alt-mode: swimming, off-road movement) [19]

costs
abilities 32 + combat 32 + saves 10 + skills 30/120 + feats 36 + powers 10 = 150 pts

:arrow: Another classic nintendo hero perked up by his smash brothers appearance, the most attractive option here is to use him like Racer X from speed racer

:arrow: once again built from wiki info (but thankfully i've played some smash bros. as well), the captain's fighting style mixes boxing and muay thai, so expect a sound thrashing if meeting him in the ring.
Last edited by Kreuzritter on Fri Mar 21, 2008 11:38 am, edited 3 times in total.
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Kreuzritter
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Posts: 21027
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72

Post by Kreuzritter » Mon Jun 05, 2006 10:34 am

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Ridley

PL: 12 (224)

abilities: (30)
STR 22 DEX 18 CON 22 INT 14 WIS 12 CHA 14

Combat: (40)
+8 init, +12 ATK, +12 DEF (+2 dodge, +5 flat-footed)
+7/12 DMG (punch/claw/tail

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

Skills (14/56)
acrobatics +8
Bluff +6
climb +6
intimidate +12
knowledge: tactics +4
notice +8
search +4
sense motive +8

feats (33)
acrobatic bluff, all out attack, attack focus: melee 2, attack specialization: flame breath, defensive roll 2, diehard, dodge focus 2, endurance, evasion, fearless, fearsome prescence 4, improved grab, improved grapple, improved initiative, improved trip, leadership, minions 7 (50 space pirates), power attack, sneak attack, startle, uncanny dodge

Powers (96)
blast: flamebreath +12 (extra: autofire +1) (36)
flight +3 (6)
growth +4 (feat: innate, flaw: permanent -1) (9)
immunity +5 (fire damage) (5)
impervious toughness +6 (6)
protection +5 (extra: impervious +1) (10)
strike +5 (feats: extend reach x2, mighty, mighty pen. x7, extra: penetrating +1) (20)
AP: superstrength +3 [6]
super movement +2 (slow fall, wallcrawling) (4)
supersenses +3 (infravision, scent, tracking) (3)

costs
abilities 30 + combat 40 + saves 11 + skills 14/56 + feats 32 + powers 96 = 224 pts

:arrow: no witty quote today, folks. Ridley's here to kick butt and chew phazon, and we just ran outta phazon

:arrow: Ridley is, in theory, composed of a mix of a dragon, an Alien, the savage man beast and Captain Kraken, creating what should be one combat monster of a space pirate

:arrow: yes, i know he doesn't have a ship, but ridley's more of an enforcer than a true leader. in which case, he probably makes a good first mate for guys like Kraken
Last edited by Kreuzritter on Sun May 20, 2007 8:09 am, edited 3 times in total.
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Kreuzritter
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73

Post by Kreuzritter » Mon Jun 05, 2006 10:34 am

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ROAR!!!

Kraid

PL: 11

abilities: (10)
STR 42 DEX 12 CON 26 INT 12 WIS 14 CHA 12

Combat: (40)
+1 init, +2 ATK, +2 DEF (+ dodge, + flat-footed)
+16 DMG (unarmed)

saves: (5)
TOU +12 FORT +7 REF +3 WILL +4

Skills (10/40)
climb +4
intimidate +12
knowledge: tactics +4
notice +8
search +4
sense motive +8

feats (21)
diehard, endurance, fearless, fearsome prescence 6, improved grab, improved grapple, improved pin, leadership, minions 7 (50 space pirates), power attack

Powers (88)
blast: flying claws +6 (extra: autofire +1) (18)
growth +16 (feat: innate, flaw: permanent -1) (33)
immunity +9 (life support) (9)
impervious toughness +7 (7)
Protection +5 (extra: impervious, flaw: weak point-mouth -1) (5)
Strike: belly spines +8 (extra: penetrating +1) (16)

costs
abilities 10 + combat 40 + saves 5 + skills 10/40 + feats 21 + powers 88 = 174 pts

:arrow: the other boss of Metroid, or your next giant atomic monster? you decide!

:arrow: kraids prefered tactic is to get his enemies into a place where he can't help but connect with one of his attacks
Last edited by Kreuzritter on Sun May 20, 2007 8:09 am, edited 3 times in total.
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Kreuzritter
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Posts: 21027
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74

Post by Kreuzritter » Mon Jun 05, 2006 10:35 am

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Dark Helmet

Dark Helmet: Before you die there is something you should know about us, Lone Starr.
Lone Starr: What?
Dark Helmet: I am your father's brother's nephew's cousin's former roommate.
Lone Starr: What's that make us?
Dark Helmet: Absolutely nothing! Which is what you are about to become.


PL: 9
Dual Identity: none
base of Operations: Spaceball-1
group affiliation: the Spaceballs
nationality: Spaceballs
occupation: Dark Lord of Der Schwartz
age: 34 at the time of Spaceballs: The Movie
height: 5'4"
weight: 98 lbs.
eyes: brown
hair: brown

abilities: (8.)
STR 9 DEX 9 CON 10 INT 12 WIS 14 CHA 14

Combat: (24)
+4 init, +6 ATK, +6 DEF (+3 flat-footed)
-1/+5 DMG (unarmed)

saves: (8.)
DMG +13/3 FORT +2 REF +2 WILL +2

Skills (6/24)
bluff +6
intimidate +4
notice +4
sense motive +4
sleight of hand +6

feats (55)
attack specialization (Schwatrz blast), benefit 2 (wealthx2), equipment 23 Fighting Style: sword fighting (accurate attack, defensive attack, improved block, improved disarm, improved initiative, power attack, taunt) 7, leadership, minions 20, ultimate effort: Intimidate

Powers (34)
Device: Dark Helmet +5 (20)
- Protection +10 (extra: impervious) [20]
- Immunity +5 (crash damage) [5]
Magic: Der Schwartz +5 (Illusion +5. sight/hearing, limit: phantasm -1) (14)
AP- Mystic Blast +5 (alternate save: fort +0) [10]
AP- Strike +5 [5]
AP- Communication +5 [5]
AP- Super-senses +1 (Schwartz Awareness) [1]

Equipment: Spaceball-1 (use space battleship stats) (115 EP)

costs
abilities 8 + combat 24 + saves 8 + skills 6/24 + feats 55 + powers 34 = 135 pts

:arrow: Dark helmet lades and gents, a PL9 only because of his heavy
use of the minion and equipment feats

:arrow: despite that, however, Helmet's actually a bit dangerous in a fight, as he knows how to fight (not very well, but he knows a few of the tricks), and certainly makes good use of his feats

:arrow: Dark Helmet uses fear to keep his crew in line (intimidate, plus judicious use of mystic blast) and to run whatever parts of the galaxy he can, but the insolence of a few rebels are enough to scuttle his great plans for universal conquest. He may be ruthless and power hungry, but he isn't the brilliant or - ahem - tall maniac one might fear. But then again, this is Spaceballs, and for the citizens of this universe, he's the worst that they've got.
Last edited by Kreuzritter on Sun May 20, 2007 8:10 am, edited 2 times in total.
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75

Post by Kreuzritter » Mon Jun 05, 2006 10:39 am

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The Commander

PL: 10

abilities: (26)
STR 35/18 DEX 12 CON 34/18 INT 10 WIS 12 CHA 16

Combat: (32)
+1 init, +8 ATK, +8 DEF (+4 flat-footed)
+12 DMG (unarmed)

saves: (6)
DMG +12 FORT +12 REF +4 WILL +4

Skills (8/32)
bluff +4
diplomacy +4
notice +6
profession: realtor +5
search +7
sense motive +6

feats (12)
fighting style: super-brawling 6 (improved block, improved throw, interpose, power attack, stunning attack, takedown attack) inspire, leadership, quick change, ultimate effort (strength checks), well-informed

Powers (64)
enhanced CON +16 (16)
Enhanced STR +17 (17)
Leaping + 4 (4)
Protection (impervious toughness) +12 (12)
Superstrength +7 (feat: groundstrike) (15)

costs
abilities 26 + combat 32 + saves 6 + skills 32 + feats 12 + powers 64 = 148 pts

:arrow: The Commander is generally your basic brick in better tights with a basic combat style. he simply wades in, takes what blows he can, and tosses foes aside like they were on wire work.

:arrow: commander is not the shapest knife in the tool shed, but he is among the most well respected heros on earth, sao he had to be doing something right all these years

:arrow: people may notice that the commander does not fly. that is indeed correct, as the movie clearly depicts him having to be carried by jetsream for battles as close as downtown. I did give him leaping, though, because he had to have gotten around on his own before he met the missus
Last edited by Kreuzritter on Sun May 20, 2007 8:10 am, edited 2 times in total.
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76

Post by Kreuzritter » Mon Jun 05, 2006 10:43 am

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Jetstream

PL: 10

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

Combat: (30)
+9 init, +7/9/10 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5 DMG (unarmed)

saves: (13)
DMG +5/10 (D. Roll) FORT +7 REF +10 WILL +5

Skills (18/72)
acrobatics +10
bluff +6
computers +8
diplomacy +4
disable device +8
escape artist +8
knowledge: technology +4
notice +6
profession: realtor +5
search +7
sense motive +6

feats (32)
accurate attack, acrobatic bluff, all-out attack, assessment, attack focus (melee) x2, attractive, defensive attack, defensive roll x5, dodge focus x2 elusive target, evasion, favored environment (aerial combat), grappling finesse, improved block, improved disarm, improved grab, improved initiative, improved pin, improved trip, improvised tools, instant up, move-by action, quick change, stunning attack, takedown atack, well-informed

Powers (20)
flight +7 (14)
immunity +4 (high/low pressure, cold, low oxygen) (4)
super senses + 2 (exended sight +2) (2)

costs
abilities 30 + combat 30 + saves 13 + skills 18/72 + feats 32 + powers 20 = 143 pts

:arrow: the film clearly states that Jetstream is known for two things: flying, and kicking booty from here to gotham. so, i started with a mix of boxing and judo, then added on some other tricks from the MA archetype, plus feats to simulate that she was a brain in school (if recollections aren't enough, just look at her side of the Secret Sanctum. she's the one with the discount batcave)

:arrow: skillwise she's clearly the brains of the pair, and i added to her powers some tweaks that suit her being a top notch flier)
Last edited by Kreuzritter on Sun May 20, 2007 8:11 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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77

Post by Kreuzritter » Mon Jun 05, 2006 10:47 am

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Royal Pain

PL: 16

abilities: (42)
STR 10 DEX 14 CON 14 INT 30 WIS 18 CHA 16

Combat: (24)
+2 init, +6 ATK, +6 DEF (+ flat-footed)
+0/8/8 DMG (unarmed/strike/blast)

saves: (0)
DMG +12/2 FORT +2 REF +2 WILL +4

Skills (19/76)
bluff +6
computers +8
craft: chemical +8
craft: electronic +8
craft: mechanical +8
disable device +8
knowledge: physical sciences +8
knowledge: technology +10
notice +4
sense motive +8

feats (31)
attractive, beginner's luck, eidetic memory, equipmentx10, improvised tools, inventor, master plan, skill mastery (computers, craft: mechanical, craft electronic, disable device), quick change, sidekick x3 (Stitches), sidekick x10 (Giant robot)

Powers (124)
datalink +3 (feat: machine control) (6)
Device: Royal Pain Armor +11 (44)
- Blast +8 [16]
- Flight +5 [10]
- immunity +9 (life support [9]
- Protection +10 [10]
- Strike: electric fist +8 [8]
Device: Pacifier Cannon +8 (24)
- transform +9 (people to babies, extra: continuous +1) [36]
quickness +4 (limit: mental tasks only) (0)
transform +10 (component parts into machines, extra: continuous) (50)

costs
abilities 42 + combat 24 + saves 0 + skills 19/76 + feats 31 + powers 124 = 240 pts

:arrow: at pl16, Royal pain lives up to her name mostly in the fact that her power is a nightmare to reproduce in 2nd ed (while it was the sample "created" power in first ed). i chose to go with transform, as that's the basic, most literal version of her power. she waves her hand, and her device du jour is ready to be released

:arrow: for stitches, use a modified version of the butler minion in the book

:arrow: you'll note royal pain doesn't have the normal ID drawback. well, as her armor's not only summonable but falls under the purview of the quick change feat (as she demonstrates at the film's climax), royal pain goes from mad scientist to armored megalomaniac as a move equivvalent action

:arrow: these stats represent royal pain's plan over the course of the film, most notably the pacifier cannon and the giant robot she sends out at the movie's start. if you want a different scheme, or just want to pare her down, just drop them from the character sheet. you'll save like 34 points right there
Last edited by Kreuzritter on Sun May 20, 2007 8:11 am, edited 2 times in total.
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Posts: 21027
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Post by Kreuzritter » Mon Jun 05, 2006 10:48 am

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Rose

"Fate is fate, whether or not you choose to accept it."

PL: 10

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

Combat: (22)
+6 init, +10/8/5 ATK, +10 DEF (+4 dodge, +6 flat-footed)
+0/5/6v/10+/10/10 DMG (unarmed/soul fist/soul drain/soul spiral/soul spark/soul reflect)

saves: (5)
TOU +5/2 FORT +3 REF +6 WILL +9

Skills (14/56)
bluff +8
concentration +8
diplomacy +8
gather info +8
knowledge: arcane lore +4
notice +8
sense motive +8
sleight of hand +4

feats (24)
assessment, attack focus: ranged +3, attractive, defensive roll +3, dodge focus +4, equipment 2, fascinate: diplomacy, grappling finesse, improved initiative, inspire 3, master plan, taunt, uncanny dodge, well informed

Powers (59)
deflection "soul reflect" +10 (energy attacks, extra: reflection +1) (24)
- AP: blast "soul spark" +10 (feat: accurate) [21]
- AP: strike "soul drain" +6 (extra: vampiric +1) [12]
- AP: strike "soul spiral" +10 (extra: autofire +1) [20]
- AP: strike "soul fist" +5 [5]
mind sheild +5 (5)
super-senses +9 (danger sense, postcognition, precognition) (9)
telepathy + 10 (21)
AP: duplication "aurora illusion" +10 [20]

equipment
headquarters: Sanctum Sanctorum [9]

complication
enemy: M. Bison

costs
abilities 26 + combat 22 + saves 5 + skills 14/56 + feats 24 + powers 59 = 150 pts

:arrow: Rose, first introduced in the Street fighter Alpha series, ready to act as a PC or as an NPC contact or plot hook

:arrow: ironicly, as i've seen her depicted, rose should rarely enter combat, instead serving as a cryptic mentor figure who delivers advice from afar or is consulted by the PC's for information. that said, i did give her most of her signature powers if she is taken as a PC
Last edited by Kreuzritter on Sun May 20, 2007 8:12 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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Post by Kreuzritter » Mon Jun 05, 2006 10:51 am

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Anyone who opposes me will be destroyed.

M. Bison

PL: 11 (250)

abilities: (46)
STR 20 DEX 14 CON 18 INT 14 WIS 20 CHA 16

Combat: (42)
+6 init, +12/10/9 ATK, +12 DEF (+6 flat-footed)
+5/8/10+/10+FORT DMG (unarmed/psycho power/KPN/Psycho crusher)

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

Skills (17/68)
concentration +10
Diplomacy +4
Gather Information +6
Intimidate +12
knowledge (tactics) +8
Notice +8
Perform (oratory) +8
Pilot +4
Sense Motive +8

feats (44)
assessment, Benefit (status), Connected, Contacts, defensive roll 2, diehard, equipment 5, fearless, fearsome prescence 3, fighting style 14 (all-out attack, attack focus: melee, attack spec.: Psycho crusher, chokehold, improved block, improved critical, improved disarm, improved grapple, improved initiative, improved trip, power attack, stunning attack, takedown attack), inspire, leadership, master plan, minions +9 [100 soldiers], startle, uncanny dodge

Powers (94)
flight +5 (10)
Telekinesis "Psycho Power" +8 (extra: damaging +1) (27)
- AP: blast "Psycho Feild" +8 (extra: area-burst +1) [24]
- AP: Corrosion "Psycho Crusher" +5 (feat: mighty, selective, extra: penetrating +1, aura +1) [22]
- AP: Strike "Knee Press nightmare" +5 (feat: mighty, extra: autofire +1) [11]
protection +4 (4)
mind sheild +5 (5)
Summon Dolls +9 (feat: progression 3, sacrifice extras: fanatical +1, horde +1) (40)
supersenses +1 (danger sense: psionic) (1)
teleport "Ashura warp" +3 (feats: change direction, change velocity, easy, turnabout, flaw: limit-short range -1) (7)

equipment [22]
underground lair [17]
private jet [4]
comlink [1]
3 ep unspent

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

costs
abilities 46 + combat 42 + saves 8 + skills 17/68 + feats 44 + powers 94 = 250 pts

:arrow: mixing versions from across games, comics and anime, I give you the grand-daddy of all fighting game bosses. of course, while Bison's a beast, with this, the fun part will just be getting to him.

:arrow: the Dolls, for the record, are watered down, minion versions of talesin's Cammy. while there are supposed to be 12 of them (each named for a different month...bison's weird like that), I figured Juli and Juni would eventually be statted up by somebody and thus would more likely be encountered as independant characters, and thus unavailible to fight for their master

:arrow: but, as those stats show, bison can hold his own as a mastermind, in physical or ranged combat. on that note, the selective feat on the Psycho crusher is for bison's energy punches
Last edited by Kreuzritter on Sun May 20, 2007 8:12 am, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jun 05, 2006 11:02 am

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Will Stronghold

PL: 8

abilities: (20)
STR 28/13 DEX 14 CON 14 INT 12 WIS 14 CHA 13

Combat: (24)
+2 init, +6/7 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+9 DMG (unarmed)

saves: (12)
DMG +9/2 FORT +9 REF +5 WILL +4

Skills (7/28)
climb +4
bluff +4
diplomacy +4
disable device +4
knowledge: pop culture +4
notice +4
sense motive +4

feats (17)
all out attack, attack focus (melee), beginner's luck, defensive attack, dodge focus, endurance, improved block, improved grab, improved pin, improved throw, inspire, interpose, power attack, quick change, ultimate effort (strength checks), teamwork, set up

Powers (62)
Enhanced STR +15 (15)
flight +5 (10)
immunity +4 (high/low pressure, cold, low oxygen) (4)
Leaping +4 (4)
Protection +7 (extra: impervious) (14)
Superstrength +7 (feat: groundstrike) (15)

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

costs
abilities 20 + combat 24 + saves 12 + skills 7/28 + feats 17 + powers 70 = 142 pts

:arrow: the main character of Sky High, Will Stronghold (hasn't picked a codename yet) is meant to be a less than skilled paragon, but is poised to become a PL10 by graduation
Last edited by Kreuzritter on Sun May 20, 2007 8:13 am, edited 2 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 11:04 am

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Strider Hiryu

"Life or death awaits...... A strider is never certain."

PL: 10

abilities: (32)
STR 14 DEX 20 CON 16 INT 12 WIS 16 CHA 14

Combat: (32)
+13 init, +13/9/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+2/7 DMG (unarmed/cypher)

saves: (9)
TOU +8/5/3 FORT +4 REF +10 WILL +6

Skills (23/92)
Acrobatics +12
bluff+8
Climb +8
Computers +8
Disable Device +8
Escape Artist +8
Notice +8
Search +8
Sense Motive +8
Stealth +8
Survival +8

feats (31)
accurate attack, Acrobatic Bluff, Assessment, attack focus: melee, attack specialization: cypher 2, benefit (security clearance), blind fight, Defensive Roll 2, diehard, Dodge Focus 4, elusive target, Equipment, evasion, fearless, Hide in Plain Sight, Improved Initiative 2, instant up, move by action, power attack, Quick Draw, Second Chance [Falling], Skill Mastery [Acrobatics, Climb, Search, Stealth], Sneak Attack, takedown attack, track, Uncanny Dodge [Visual]

Powers (22)
device: Cypher +3 (9)
- Strike "falchion" +5 (feat: mighty, improved critical x3, extra: penetrating +1) [15]
- AP: Strike "excaliber technique"+5 (feat: mighty, improved critical x3, autofire +1) {14}
leaping +4 (4)
speed +1 (1)
supermovement +4 (slow fall, sure-footed, wall-crawling x2) (8)

equipment
comlink [1]
armored jumpsuit +3 [3]
nightvision contacts [1]

costs
abilities 32 + combat 32 + saves + skills 23/92 + feats 31 + powers 23 = 150 pts

:arrow: another classic capcom hero, this build incorporates elements from each of his appearances, to create a sleek, lethal science fiction ninja

:arrow: to make strider, i incorporated elements of ryu hayabusa and raiden, before gearing him towards combat
Last edited by Kreuzritter on Sun May 20, 2007 8:14 am, edited 2 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 11:14 am

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Taking on a vampire at night is a mission for morons and fools...

Meier Link PL: 13 (195)

In a bleak, postapocalyptic future, centuries after nuclear war and the subsequent return, rise and fall of the legendary Vampire race, Meier Link, a young but powerful vampire lord, kidnaps the beautiful Charlotte Elbourne, a human girl. Several vampire hunters chase after Meier, hired by Charlott's family to save her from a fate worse than death. but little do the hunters realize, charlotte is in no danger from Meier, and has no intention of being rescued...


Abilities: (25)
STR 22 DEX 18 CON N/A INT 13 WIS 16 CHA 16

Combat: (38)
+4 init, +10 ATK, +9 DEF (+4 flat-footed)
+6/10 DMG (unarmed

Saves: (5)
DMG +8/12 FORT N/A (+4 recovery) REF +6 WILL +6

Skills (17/68)
bluff +6
diplomacy +12
drive +6
Gather Information +4
intimidate +8
knowledge: arcane lore +4
notice +8
search +6
sense motive +6
Stealth +8

Feats (13)
connected, elusive target, fascinate: diplomacy, fearless, fearsome prescence, improved initiative, improved pin, power attack, sneak attack, startle, uncanny dodge, trance, well-informed

Powers (102)
Drain: Blood drink +2 (constituion, feat: slow fade) (3)
Flight +4 (8.)
immunity +30 (fort effects) (30)
Protection +8 (extra: impervious +1, limited: 1/2 vs. silver or magic weapons -1) (8)
Regeneration +17 (recovery bonus +9, recovery rate: injured+2/disabled +2, resurection +4 [not if heart peirced or properly beheaded], feats: persistent, regrowth) (19)
Sheild +4 (4)
strike +4 (feat: mighty, extend reach +2, extra: Mighty Penetrating +2) (14)
super-movement +3 (sure footed, wall crawlingx2) (6)
super-senses +7 (accurate hearing, extended sight, darkvision, time sense, scent) (7)
Teleport +1 (feats: change direction, easy, turnabout) (5)

Drawbacks
weakness: must drink blood, common frequency -1, minor intensity-1
Weakness: Sunlight, minor intensity -1, moderate frequency -2, destroyed after 5 minutes -2

costs
abilities 25 + combat 38 + saves 5 + skills 17/68 + feats 13 + powers 104 - drawbacks 7 = 195 pts

design notes a major character from the film Vampire Hunter D: Bloodlust,Meier is designed to be an upgraded version of the vampire lord archetype found in the core rules, one suited to actual combat against superhuman opponents, armed with all the powers i remember him doing in the movie. as this is him circa the film, so Meier is actually bereft of the typical vampiric resources save for a state of the art luxury sport utility 6 cyber-horse carriage.

tactics Meier Link can be a dangerous physical opponent, but like most vampire lords he'll prefer to put as many servants, henchmen, hired mercenaries and lesser vampires between himself and his enemies as he can manage, especially if during the events of "bloodlust", but if pressed he will defend himself, using his wing-like cape for both offense (strike), or defense (sheild), and teleporting to set up sneak attacks. and woe betide anybody that tries to take Charlotte from him, for he'll stop at nothing to get her back.
Last edited by Kreuzritter on Sun May 20, 2007 8:14 am, edited 2 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 11:15 am

Image

Henshin a go-go Baby!

Viewtiful Joe

PL: 10 (150)

abilities: (6)
STR 10 DEX 30 CON 12 INT 10 WIS 12 CHA 12

Combat: (32)
+10 init, +12/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+0/5+/5p DMG (unarmed/mach speed/zoom

saves: (8)
TOU +7/4 FORT +5 REF +10 WILL +5

Skills (8/32)
acrobatics +12
bluff +6
knowledge: pop culture +6
notice +4
sense motive +4

feats (30)
attack focus: melee +4, beginner's luck, defensive roll 3, dodge focus +5, fearless, fighting style: Kung-View 10 (acrobatic bluff, defensive attack, elusive target, evasion, improved block, improved critical, improved trip, instant up, power attack, takedown attack x2, taunt), luck 2, move by action, uncanny dodge

Powers (69)
deflection: slow-mo +10 (all ranged, reflection +1) (30)
enhanced Dex +20 (20)
leaping +3 (3)
protection +3 (3)
Strike: mach speed +5 (extra: autofire +1) (11)
AP- Strike: Zoom +5 (extra: penetrating +1) (10)
super-movement +1 (slow fall) (2)

drawback: (-3)
normal Identity

costs
abilities 6 + combat 32 + saves 8 + skills 8/32 + feats 30 + powers 69 - drawback 3 = 150 pts

complications:
Enemy: Alastor, Gedoe
rivalry: Captain Blue
responsibility: Sylvia (girlfreind)

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

:arrow: one of capcom's recent breakout stars, Joe's an acrobatic wire-view wrecking machine that shuld appeal to rookie players but really shine in the hands of a player that knows what they're doing

:arrow: given how M&M works Joe's a natural, meaning if you play him your main focus is to stock up on hero points via role-play and stunts. be creative, be dramatic, and most importantly, be VIEWTIFUL!

:arrow: again, keeping to my rule of hero = PL10, i unfortunately ran out of points to buy 6 machine or the voomerang. similarly, I so wanted to base joe around time control, but even a mere three ranks of it was too prohibitive to making a fun Joe. eh, maybe for sylvia, if i get around to her
Last edited by Kreuzritter on Sun May 20, 2007 8:15 am, edited 3 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 11:16 am

Image

Alastor

The only thing I’m interested in is testing my own strength.
You’ve been making waves in our world, but you should realize you’re just a sidekick! Let’s see who’s the strongest, once and for all!


PL: 10 (150)

abilities: (32)
STR 20 DEX 20 CON 16 INT 10 WIS 14 CHA 12

Combat: (32)
+9 init, +10/8 ATK, +12 DEF (+2 dodge, + flat-footed)
+5/5+/6+/9/10 DMG

saves: (7)
DMG +8/5 FORT +5 REF +5 WILL +4

Skills (8/32)
acrobatics +10
bluff +6
intimidate +6
notice +6
sense motive +4

feats (24)
Acrobatic Bluff, Attack Specialization (Sword), Defensive Roll 3, dodge focus 2, Diehard, evasion, Fearless, luck, Move-by Action, Sword Fighting 7(accurate attack, all-out Attack, improved block, improved initiative 2, improved overrun, power attack, taunt), startle, Takedown Attack 2, Uncanny Dodge

Powers (51)
Blast: Air Raid +10 (20)
Device: Alastor +3 (9)
- Strike: stinger +5 (feats: mighty, improved critical x2, pentrating +1) [15]
- AP: blast- Round trip +5 (feat: homing, improved critical) {12}
- AP: Strike- Million stab +5 (feat: improved critical, extra: autofire +1) {11}
immunity 9 (life support) (9)
impervious toughness +5 (5)
protection +2 (2)
flight +3 (6)

drawback
normal identity (-4)

tradeoff
+2 DEF/-2 TOU

costs
abilities 32 + combat 32 + saves 7 + skills 8/32 + feats 24 + powers 51 - drawbacks 4 = 150 pts

:arrow: every good hero needs an equally vicious enemy, and for joe, that's Alastor, the storm shadow to his snake-eyes

:arrow: Alastor is built to fight up close, and while not as accurate as joe, the damage he can deal is no laughing matter

:arrow: given their similarities, I guess you could use alastor here as the 'devil trigger' version of my Dante build
Last edited by Kreuzritter on Sun May 20, 2007 8:15 am, edited 3 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 11:17 am

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"Henshin!"

Sylvia

PL: 10 (150)

abilities: (6)
STR 8 DEX 30 CON 12 INT 10 WIS 14 CHA 12

Combat: (32)
+10 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
-2/6+/6p/6+ DMG (unarmed/pistols/zoom/replay)

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

Skills (8/32)
acrobatics +12
bluff +6
knowledge: pop culture +2
notice +6
sense motive +6

feats (30)
attack focus: ranged +4, attractive, beginner's luck, defensive roll 3, dodge focus 4, fearless, fighting style: Gun-View 13 (acrobatic bluff, defensive attack, elusive target, evasion, improved aim, improved critical: guns, improved trip, instant up, precise shot x2, quick draw), inspire, luck 2, move by action, uncanny dodge

Powers (70)
deflection: slow-mo +10 (all ranged, reflection +1) (30)
device: Pom-Pom Pistols +4 (12)
- Blast +6 (extra: autofire +1) [20]
- AP: Blast: zoom +6 (extra: penetrating +1) {18}
- AP: Strike "Replay" +6 (extra: autofire +1) {10}
enhanced Dex +20 (20)
leaping +3 (3)
protection +3 (3)
super-movement +1 (slow fall) (2)

drawback (-3)
normal identity -3

complications:
Enemy: Racheal, Gedoe
rivalry: Captain Blue
responsibility: Joe (boyfreind)

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

costs
abilities 6 + combat 32 + saves 8 + skills 8/32 + feats 29 + powers 70 - drawback 3 = 150 pts

:arrow: the yin to joe's yang, Sylvia's meant to do all the things joe can, but at range rather than melee. so, when stunting, may the spirit of chow yun fat be with you

:arrow: with her higher wisdom, sylvia's meant to be smarter than joe. or at least less likely to go waltzing into an obvious trap
Last edited by Kreuzritter on Sun May 20, 2007 8:16 am, edited 2 times in total.
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