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

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Kreuzritter
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Posts: 21027
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Location: Rumble City

86

Post by Kreuzritter » Mon Jun 05, 2006 11:18 am

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Rachel

"Love...is... VIEWTIFUL!"

PL: 10 (150)

abilities: (20)
STR 20 DEX 16 CON n/a INT 10 WIS 20 CHA 14

Combat: (28)
+7 init, +10/8 ATK, +10 DEF (+4 sheild, +3 flat-footed)
+5/6/6 DMG (unarmed/electric feild/pulse laser

saves: (2)
TOU +10 FORT n/a REF +5 WILL +5

Skills (9/36)
bluff +8
diplomacy +8
intimidate +8
notice +6
sense motive +6

feats (10)
assessment, attack spec: pulse laser, distract (bluff), eidetic memory, fascinate (bluff), fearless, improved critical, improved initiative, move by action, precise shot

Powers (81)
blast "pulse laser" +6 (feat: indirect, extra: autofire +1) (20)
- AP: strike "electric wheel" +6 (extra: aura +1) [12]
immunity +30 (fort effects) (30)
morph +3 (humanoids) (6)
protection +10 (feat: impervious toughness +6) (16)
sheild +4 (4)
superstrength +2 (feat: groundstrike) (5)

costs
abilities 20 + combat 28 + saves 2 + skills 9/36 + feats 10 + powers 81 = 150 pts

:arrow: this shapeshifting femme-mechanique of the viewtiful joe series, built towards her Red-hot Rumble incarnation

:arrow: having never Played RHR, I don't know if this build's accurate, but as you can guess, her primary goal is to stay mobile and use her pulse laser (fired from microsattelites she creaes, thus the indirect) to attack
Last edited by Kreuzritter on Sun May 20, 2007 8:16 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

87

Post by Kreuzritter » Mon Jun 05, 2006 11:18 am

Image

Dr. Kranken

* quote required*

PL: 10

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

Combat: (24)
+1 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
-2/5/5p+ DMG (unarmed/blaster pistol/tenta-tools)

saves: (13)
TOU +10 FORT +2 REF +4 WILL +10

Skills (25/100)
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
Sense Motive 8

feats (39)
environmental adaptation (aquatic), assessment, equipment 8, inspire +2, inventor, leadership, master plan, minions 20, second chance 3 (chemical, mechanical and electronic craft checks), skill mastery (craft chemical/mechanical/electronic, disable device)

Powers (56)
additional limbs +4 (5 facial tentacles, 4 bionic tentacles) (4)
Device: control Cane +5 (15)
- Force feild +10 (extra: impervious 5) [15]
- Teleport +4 (feats: change direction, change velocity) [10]
elongation +4 (flaw: limit-bionic arms only -1) (2)
gadgets 2 (12)
immunity +1 (drowning) (1)
strike "tenta-tools" +5 (extra: autofire +1, penetrating +1) (15)
supersenses 2 (darkvision) (2)
super-strength +4 (flaw: limit-bionic arms only) (4)
swimming +1 (1)

equipment
headquarters: undersea base (use moon base) [27]
blaster pistol +5 [10]
multi-tool [1]
commlink [1]
telescopic monocole [1]

minions
Gedoe Bianky troops (medium robots)

costs
abilities 30 + combat 24 + saves 13 + skills 25/100 + feats 51 + powers 56 = 187 pts

:arrow: from Viewtiful Joe 2, here's the result of mixing the mad scientist template with FC's own Captain Kraken

:arrow: like many evil geniuses, Kranken is a bad guy that should avoid fighting whenever possible, instead acting as the freak behind the curtain for whatever diabolical over-the top mecha-monster of the week you've thrown together at the last second
Last edited by Kreuzritter on Sun May 20, 2007 8:17 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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88

Post by Kreuzritter » Mon Jun 05, 2006 11:20 am

Image

Sid 6.7

Ladies and gentlemen, welcome... to Death-TV

PL: 11

abilities: (39)
STR 16 DEX 20 CON N/A INT 18 WIS 15 CHA 20

Combat: (44)
+9 init, +12 ATK, +10 DEF (+ dodge, + flat-footed)
+ DMG (unarmed

saves: (7)
DMG +10 FORT +N/A REF +9 WILL +2

Skills (30/120)
bluff +12
concentration +8
escape artist +10
gather info +10
intimidate +10
knowledge (serial killers) +12
knowledge (streetwise) +8
notice +12
search +12
sense motive +12
stealth +14

feats (27)
Ambidexterity, defensive roll 2, elusive target, evasion 2, fearless, fearsome prescence x4, grappling finesse, improved critical, improved grab, improved defense, improved initiative, improvised tools, inventor, jack of all trades, Master Plan, precise shot, power attack, quick draw, redirect, taunt, sneak attack, startle

Powers (35+)
regeneration +8 (recovery bonus +5, recovery rate +3, feats: regrowth, reincarnation, flaw: source-sand or glass -1) (6)
protection +5 (5)
immunity +30 (fort effects) (30)

costs
abilities 39 + combat 44 + saves 7 + skills 30/120 + feats 27 + powers 35+ = 160 pts

:arrow: okay, now you've got sid. or, as best i could.

:arrow: to make Sid, I started with the Master of Disuise template in the book, modified to be the ultimate serial killer rather than a spy

:arrow: really, the biggest problem I've had was his regeneration. darn thing reads like stereo instructions, to say nothing of working in the flaw to it throwing the price off

:arrow: as with a few guys on this thread, Sid's not a major threat in combat against superheros, but with the combined mad genius of 150+ killers at his disposal, well, I'm tempted to give him Jack of all trades at rank x, and encourage GM's to be as mean in setting up mundane traps and scemes as possible.

:arrow: As in the movie, Sid's starting with nothing but the styling gel in his hair. any equipment or cash he needs he'll take from his victims
Last edited by Kreuzritter on Sun May 20, 2007 8:17 am, edited 2 times in total.
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89

Post by Kreuzritter » Mon Jun 05, 2006 11:21 am

Image

ROAR!

Hauzer

PL 11 (165)

abilities: (11)
STR 28 DEX 12 CON 20 INT 10 WIS 14 CHA 12

Combat: (44)
+6 init, +12 ATK, +6 DEF (+3 flat-footed)
+9/10/10 DMG (claw/bite/fire-breath

saves: (27)
TOU +14 FORT +16 REF +12 WILL +8

Skills (11/44)
intimidate +10
notice +12
search +7
sense motive +8
survival +7

feats (9)
diehard, fearless, endurance, fearsome prescence x3, improved grab, improved intitiative, improved over-run, power attack

Powers (62)
blast +10 (20)
growth +8 (feat: innate, flaw: permanent -1) (17)
leaping +2 (2)
protection +9 (impervious) (18)
strike: bite +1 (feat: Mighty) (2)
supersenses +3 (low light vision, scent, track) (3)

tradeoff
+1 atk/ -1 dmg

costs
abilities 11 + combat 44 + saves 27 + skills 11/44 + feats 9 + powers 62 = 165 pts

:arrow: from red earth and capcom fighting evolution, i give you, Hauzer!

:arrow: Hauzer's really straight forward, incorporating elements of the t-rex, dragon and savage man-beast into his design. thus hauzer is built for 3 tactics 1) run enemy down 2) set them on fire 3) eat them.
Last edited by Kreuzritter on Sun May 20, 2007 8:18 am, edited 3 times in total.
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90

Post by Kreuzritter » Mon Jun 05, 2006 11:23 am

Image

Four

real name: Teri Vaughn
aka: Four-Power-Girl, Four-Teen, Producer X

PL: 10

abilities: (36)
STR 16 DEX 18 CON 16 INT 12 WIS 16 CHA 18

Combat: (32)
+4 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+4/10/10/6 DMG (unarmed/kervinium form/energy blast/mind blast)

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

Skills (18/72)
acrobatics +8
bluff +6
concentration +6
diplomacy +6
knowledge: pop culture +8
notice +6
perform: acting +8
perform: singing +8
pilot +5
profession: Producer +6
search +6
sense motive +5

feats (23)
accurate attack, attractive, assessment, benefit x3 (wealth), connected, defensive roll x3, defensive attack, dodge focus x2, contacts, distract, evasion, fascinate (perform), leadership, master plan, move by action, power attack, teamwork, taunt

Powers (33)
Kervinium Form +6 (33)
|- Enhanced Strength +14 [14]
|- immovable +2 [2]
|- impervious toughness +8 [8]
|- super-strength +3 [6]
AP: Blast +10 (feat: split attack) [21]
AP: Mist Form +3 [15]
|- flight 1 {2}
|- insubstantial 2 {10}
AP: Telekinesis: Mind bolts +6 (extra: damaging +1) [18]

complications:
fame, responsibility (career)

costs
abilities 36 + combat 32 + saves 8 + skills 18/72 + feats 23 + powers 33 = 150 pts

:arrow: Four, ladies and gents, leader and executive producer of Wildguard.

:arrow: I built Four after the costumed adventurer archetype, but with a focus on the powers at her disposal, making her a variable use character

:arrow: that said, ideally, Four's mostly a ranged combatant who relies on her blast, only switching to her Kervinium (a superalloy) form when she absolutely has to, and uses her mist form mostly as a defense
Last edited by Kreuzritter on Sun May 20, 2007 8:18 am, edited 2 times in total.
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91

Post by Kreuzritter » Mon Jun 05, 2006 11:24 am

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Lily Hammer

Why dohn't I just knahck your blahck ahff?!

PL: 10

abilities: (28)
STR 20 DEX 14 CON 16 INT 10 WIS 14 CHA 14

Combat: (28)
+2 init, +6/10 ATK, +8 DEF (+4 flat-footed)
+5/10 DMG (unarmed/warhammer)

saves: (11)
DMG +8/4 FORT +7 REF +5 WILL +5

Skills (10/40)
acrobatics +4
bluff +6
climb +4
intimidate +8
language +2 (native: norwegian, english, old norse)
knowledge: occult +5
notice +6
sense motive +5

feats (20)
all-out attack, attack specialization: Hammer x2, defensive roll x4, diehard, endurance, fearless, improved critical: warhammer x2, improved sunder, improved overrun, luck, power attack, ritualist, startle, takedown attack, weapon break

Powers (23)
Device: Warhammer +4 (12)
- Strike +5 (feat: mighty, thrown, indestructible extra: penetrating +2) [19]
impervious toughness +4 (4)
leaping 1 (1)
super-Strength +3 (6)

costs
abilities 28 + combat 28 + saves 11 + skills 10/40 + feats 20 + powers 23 = 120 pts

:arrow: Lily Hammer is a combination powerhouse and weaponsmaster, built entirely for melee combat, or for that player who's most familiar with D&D. just head out there and start swinging

:arrow: her profile says she has superstrength and endurance, but only some invulnerablity, thus only half her toughness is impervious. so for defense she's more skill than power

:arrow:i've no idea if the hammer returns when thrown, but we get a pretty good showing of it being thrown
Last edited by Kreuzritter on Sun May 20, 2007 8:19 am, edited 3 times in total.
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Kreuzritter
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92

Post by Kreuzritter » Mon Jun 05, 2006 11:24 am

Image

Snapback

hey, cut the guy some slack! we're not a team yet, we don't know everyone's strengths and abilities.

PL: 10

abilities: (20)
STR 12 DEX 18 CON 14 INT 10 WIS 14 CHA 12

Combat: (24)
+7 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+1 DMG (unarmed), +18 grapple

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

Skills (16/64)
acrobatics +8
bluff +6
diplomacy +4
disable device +5
escape artist +6
gather info +6
investigate +4
knowledge: pop culture +5
knowledge: streetwise +4
notice +6
search +4
sense motive +6

feats (20)
acrobatic bluff, beginner's luck, chokehold, defensive attack, dodge focus x2, elusive target, grappling finesse, improved grab, improved grapple, improved initiative, improved pin, improved trip, inspire, leadership, luck, move by action, power attack, set-up, teamwork

Powers (24)
elongation +7 (7)
protection +7 (7)
leaping 4 (4)
super-movement +3 (slither, slow fall, swinging) (6)

costs
abilities 20 + combat 24 + saves 11 + skills 16/64 + feats 20 + powers 24 = 115 pts

:arrow: Snapback, former member (and leader) of the Tri-County Power Patrol

:arrow: as i'm starting to notice, while set to PL 10, it looks like most of wildguard will come to less than their alloted Power points, both reflecting their relative inexperience and what few appearances they've had

:arrow: an elastic costumed adventurer, Snapback may not bring raw power to the table, but the man's a team player, often working noncom duties before joining the fight with a decent grapple, and thus leaving them open to the rest of the team's attacks
Last edited by Kreuzritter on Sun May 20, 2007 8:20 am, edited 3 times in total.
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93

Post by Kreuzritter » Mon Jun 05, 2006 11:25 am

Image

Freezerburn

Fire and ice, Bay-Bee!!

PL: 8

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

Combat: (26)
+4 init, +8/7 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2/6/8 DMG (unarmed/strike/fire)

saves: (11)
DMG +8/4 FORT +5 REF +3 WILL +4

Skills (9/36)
acrobatics +4
bluff +6
concentration +4
intimidate +4
notice +6
perform: oratory +6
sense motive +6

feats (15)
all out attack, attack focus: ranged, beginner's luck, defensive roll x4, distract, dodge focus x2, fascinate: perform, improved intitiative, move-by action, power attack, taunt

Powers (45)
blast: fire +8 (16)
Cold control +8 (18)
AP- create object (ice shapes) +8 [8]
AP- Snare: ice bonds +8 [8]
strike: power limbs +4 (feat: mighty) (5)
super movement +2 (Air walking x2, extra: linked-speed +2) (6)

costs
abilities 14 + combat 26 + saves 11 + skills 9/36 + feats 15 + powers 45 = 120 pts

:arrow: Freezerburn, master of fire and ice, baybee!

:arrow: as a guy with no background and few appearances, freezerburn's a pretty bare bones build, but thankfully he's gotten spotlight time.

:arrow: Freezerburn's all about ranged combat, keeping on the move and at a distance to make the best of his powers. usually, he goes for an ice snare or fireball, or setting up ice walls with create object to provide cover
Last edited by Kreuzritter on Sun May 20, 2007 8:20 am, edited 3 times in total.
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Kreuzritter
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94

Post by Kreuzritter » Mon Jun 05, 2006 11:25 am

Image

Ignacia
aka: Fire Chick

I get Fan Mail?

PL: 8

abilities: (17)
STR 10 DEX 14 CON 12 INT 12 WIS 14 CHA 16

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

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

Skills (11/44)
bluff +4
diplomacy +4
concentration +6
Knowledge (popular culture) +4
Notice +5
Perform (acting) +6
Profession (fashion model) +6
Sense Motive +5
Swim +4

feats (20)
accurate attack, all out attack, attack specialization: fire, attractive, beginner's luck, benefit (celebrity), defensive attack, defensive roll +2, dodge focus +2, fascinate: perform, improved aim, improved defense, inspire +2, luck +2, power attack, precise shot

Powers (32)
Fire Control +8 (21)
AP- blast +8 [14]
AP- Absorption: Fire +3 (boost, feat: slow fade, extras: energy storage +1, power magnet +1, flaw: limited -2) [13]
AP- flight 1 (flaw: uncontrolled -1) [1]
AP- Environmental control: heat +5 [10]
AP- environmental control: light +5 [5]
immunity +1 (heat) (1)
Strike +5 (Extra: aura +1) (10)

costs
abilities 19 + combat 24 + saves 16 + skills 11 + feats 20 + powers 32 = 120 pts

:arrow: Ignacia, Wildguard's breakout star

:arrow: while she gets the most face time, the task of converting her was complicated by the fact that she's both a rookie hero and a college dropout, with the usual missing background.

:arrow: so, undaunted, I adapted Baron's MJ build and built from there with skills/feats she's demonstrated or would pick up after being on the team

:arrow: that said, ignacia is the team's dedicated blaster, hanging back and firing off at range,
Last edited by Kreuzritter on Sun May 20, 2007 8:21 am, edited 3 times in total.
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Kreuzritter
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95

Post by Kreuzritter » Mon Jun 05, 2006 11:26 am

Image

Red Rover

C'mon, this stuff happens all the time to superheros.

PL: 9 (135 pp)

abilities: (34)
STR 28 DEX 20 CON 20 INT 10 WIS 14 CHA 10

Combat: (24)
+9 init, +9/5 ATK, +9 DEF (+2 dodge, +4 flat-footed)
+10 DMG (unarmed)

saves: (9)
DMG +9/5 FORT +8 REF +7 WILL +6

Skills (15/60)
acrobatics +8
bluff +5
climb +5
disable device +4
gather info +8
investigate +5
knowledge: streetwise +6
notice +7
search +6
sense motive +6

feats (31)
acrobatic bluff, ambidexterity, attack Focus: melee +4, defensive attack, defensive roll +4, dodge focus +2, elusive target, endurance, grappling finesse, improved block, improved critical, improved grab, improved grapple, improved initiative, improved overrun, improved trip, instant up, interpose, move-by action, power attack, teamwork, takedown attack, uncanny dodge, well-informed

Powers (22)
enhanced str +8 (8)
leaping +2 (2)
speed +2 (2)
super-movement +1 (sure footed) (2)
super senses +6 (extended hearing +2, low light vision, scent, track, ultrahearing) (6)
super strength +1 (2)

costs
abilities 34 + combat 24 + saves 9 + skills 15 + feats 31 + powers 22 = 135 pts

complications:
enemy: Black Rover (and freinds), mystery stalker
secret: past

:arrow: finally, red rover, the second most skilled member of the team who I almost made PL10

:arrow: equal parts costumed adventurer and martial artist (with a touch of brick thrown in), Rover's at home in melee or sniffing out clues, and a great alternative for the player who can't decide if he wants to be batman or wolverine

:arrow: of the group, rover's the one with the most plot hooks, such as being the first member of the team to get their own celebrity stalker, plus the implication that Red Rover may have once been a supervillain, or at the very least had pretty close ties to one
Last edited by Kreuzritter on Sun May 20, 2007 8:22 am, edited 3 times in total.
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Kreuzritter
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Post by Kreuzritter » Mon Jun 05, 2006 11:26 am

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"making a strip mall in cleveland your first strike at world domination isn't going to bring in the heavy hitters"

Travel Agent
real name: wallace danbury
occupation: travel agency owner, part time adventurer
base of operations: cleveland, Ohio

PL: 8

abilities: (4)
STR 8 DEX 10 CON 10 INT 12 WIS 14 CHA 10

Combat: (18)
+ init, +7/5 ATK, +5 DEF (+1 dodge, +2 flat-footed)
+ DMG (unarmed

saves: (10)
DMG +4 FORT +1 REF +4 WILL +2

Skills (7/28)
bluff +4
computers +4
diplomacy +4
concentration +6
notice +4
Profession: travel Agent +6
sense Motive +4

feats (3)
attack specialization: teleport, dodge focus

Powers (80)
Device: Power gloves +20 (80)
- Teleport +9 (feats: change direction, progressionx2, extras: accurate +1, Portal +2 [49]
- AP: Teleport +9 (extras: Attack (Ref save) +0, Range +1) {27}
- Deflect +8 (all ranged, extra: action +1, ranged +1, reflection +1, redirection +1) [48]

tradeoff
-1 atk/ +1 save

costs
abilities 4 + combat 18 + saves 10 + skills 7/28 + feats 3 + powers 80 = 120 pts

:arrow: Travel agent, for your approval. he's something of a one-trick pony, but he's got some pretty good powers at his disposal

:arrow: in combat, TA prefers foes with ranged attacks, using deflect to throw their powers back at them, then using his Teleport AP to send them very far away. where, uh, that's up to the GM.

:arrow: exactly what block's TA's teleport attack should also be up to the GM, as the book hasn't given him enough exposure on such matters
Last edited by Kreuzritter on Sun May 20, 2007 8:22 am, edited 4 times in total.
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Post by Kreuzritter » Mon Jun 05, 2006 11:33 am

this space reserved...
Last edited by Kreuzritter on Mon Aug 27, 2007 6:00 am, edited 1 time in total.
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Post by Libra » Mon Jun 05, 2006 12:11 pm

Mabye you should just add some members to the Justice Guild of America. :D
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

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Post by Kreuzritter » Mon Jun 05, 2006 2:59 pm

very well, next up will be

Image

the Justice Guild of America!
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Post by Kreuzritter » Mon Jun 05, 2006 5:14 pm

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"In Seaboard City, crime never pays!

Tom Turbine

PL: 8 (120)

abilities: (28)
STR 14 DEX 10 CON 14 INT 20 WIS 16 CHA 14

Combat: (22)
+ init, +8/6 ATK, +8 DEF (+ dodge, + flat-footed)
+ DMG (unarmed

saves: (13)
TOU +8/2 FORT +6 REF +4 WILL +8

Skills (16/64)
craft: chemical +8
craft: electronics +8
craft: mechanical +8
disable device +8
investigate +4
knowledge: physical sciences +6
knowledge: technology +10
notice +6
sense motive +6

feats (13)
attack focus: melee 2, dodge focus 3, eidetic memory, equipment, improved initiative, improvised tools, inventor, luck, power attack, second chance (disable device)

Powers (28)
device: Turbo-belt +7 (28)
- enhanced strength +12 [12]
- Jumping +4 [4]
- protection +6 (extra: impervious +1) [12]
- Super Strength +3 [6]

costs
abilities 28 + combat 22 + saves 13 + skills 16/64 + feats 13 + powers 28 = 120 pts

:arrow: the brains of the justice guild, Tom combines the gadgeteer and powerhouse templates to create an homage to both starman and the atom

:arrow: a word to the wise folks, brining tom in may mark the point where your campaign jumps the shark, because he's voiced by none other than Ted McGinley of JTS fame
Last edited by Kreuzritter on Sun May 20, 2007 8:22 am, edited 2 times in total.
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