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115

Postby Kreuzritter » Thu Jun 08, 2006 11:06 am

Image

The feminine, but ferocious Giganta

PL: 10 (150)

abilities: (33)
STR 16 DEX 16 CON 20 INT 12 WIS 13 CHA 16

Combat: (38)
+3 init, +5/9 ATK, +6/10 DEF (+ dodge, + flat-footed)
+3/15 DMG (unarmed/full-size)

saves: (11)
TOU +6/12 FORT +9 REF +6 WILL +5

Skills (11/44)
bluff +6
climb +12
diplomacy +4
intimidate +4
notice +8
sense motive +6
survival +4

feats (9)
all-out attack, attractive, chokehold, improved grab, improved grapple, improved pin, interpose, power attack, tough, steadfast

Powers (48)
growth +12 (linked: superstrength +4, immovable +3 [extra: unstoppable +1]) (46)
protection +3 (3)
super-senses 2 (low-light vision, scent) (2)

costs
abilities 33 + combat 38 + saves 11 + skills 11/44 + feats 9 + powers 48 = 150 pts

:arrow: i said it before, i'll say it again: man, has Giganta come a long way

:arrow: some of you may be noticing some odd choices here and there in her build. that's my nod to her implied origins in Secret Society (and her namesake frm WAAAAy back at the start of wonder woman's book)
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116

Postby Kreuzritter » Thu Jun 08, 2006 11:12 am

Image

And the hideous Atomic Skull

PL: 10 (143)

abilities: (20)
STR 26 DEX 14 CON 16 INT 10 WIS 12 CHA 12

Combat: (32)
+7 init, +10/10/8 ATK, +8 DEF (+ flat-footed)
+9/10 DMG (unarmed/radiation)

saves: (14)
TOU +12 FORT +7 REF +4 WILL +6

Skills (13/52)
bluff +4
disable device +4
drive +4
intimidate +8
knowledge: current events +4
knowledge: pop culture +6
knowledge: streetwise +6
notice +6
search +4
sense motive +6

feats (19)
attack spec: radiation control, endurance, fearsome prescence x3, fighting style 12 (all-out attack, attack focus: melee 2, chokehold, defensive attack, improved block, improved grab, improved initiative, improved pin, power attack, sneak attack, startle, takedown attack), steadfast

Powers (49)
enhanced strength +10 (10)
immunity +5 (radiation damage) (5)
leaping +4 (4)
protection +9 (9)
Radiation control +10 (21)
AP: Disintegrate +5 [20]
super strength +4 (8)

costs
abilities 20 + combat 32 + saves 14 + skills 13/52 + feats 19 + powers 49 = 147 pts

:arrow: ironicly one of the more rounded members of the legion, Atomic skull can serve as a powerhouse, scrapper, or blaster

:arrow: plus, c'mon, he's got a glow-in-the-dark burning Skull for a face? how is that NOT cool?
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117

Postby Kreuzritter » Thu Jun 08, 2006 12:38 pm

Image

Not to mention the evil genius and brilliant leadership of myself...

Lex Luthor

PL: 10 (150)

abilities: (37)
Str 14, Dex 12, Con 16, Int 27, Wis 18, Cha 20

Combat: (32)
+1 init, +9/8 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+2/5/? DMG (unarmed/gun/gadgets)

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

Skills (26/104)
Bluff 8
Craft (mechanical) 12
Diplomacy 8
Gather Information 8
Intimidate 5
Investigate 4
Knowledge (business) 10
Knowledge (current events) 5
Knowledge (technology) 12
Notice 8
Perform (oratory) 8
Profession (industrialist) 8
Sense Motive 8

feats (18)
Equipment +3, Fearless, Fascinate (diplomacy), Fighting Style 5 [assessment, diehard, dodge focus +1, attack focus: range +1, taunt], eidetic memory, improved initiative, Inventor, Jack of all Trades, Leadership, Master Plan, Skill Mastery [bluff, diplomacy, sense motive, technology], Well Informed

Powers (30)
gadgets +5 (30)

equipment [14]
commlink [1]
armored jumpsuit +3 [3]
blaster pistol +5 [10]

costs
abilities 37 + combat 32 + saves 16 + skills 28/116 + feats 16 + powers 30 = 150 pts

:arrow: ladies and getlemen, I give you the greatest criminal genius of our time. I was sorely, SORELY tempted to make him go higher (if only to give him his "Injustice Gang" era battlesuit, which at it's cheapest would be a lvl 10 device), but I think this Luthor should be more effective, since it depicts him for the majority of his time in the Legion

:arrow: for this Luthor, suitable gadgets include automatic dual smart-guns (autofire blast + split attack, imp. crit and atk spec.), shock gauntlets (mighty pain), emergency teleporter (teleport), or even Luthor's ace in the hole against takeover attempts by uppity masters of magnetism (power control)

:arrow: for a true master villain luthor, give him the equipment feats to buy the Hall of Doom, a truckload of minions, sidekick 10 (Bizarro), and just for kicks, give him the battlesuit, too
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Postby Kreuzritter » Thu Jun 08, 2006 1:44 pm

well, I'll say this, I had more fun writing up the legion than I did the imperfects, despite the accounting troubles some of them gave me. heck, in the future I might revisit the legion and do up an expanded roster, using the combined numbers of the injustice gang, secret society and superman revenge squad (plus others), but considering that the legion can probably steamroll over their enemies for now while having next to no concept of teamwork, i'll leave them alone

so, on the docket

:arrow: Justice (guilty Gear)
:arrow: Goenitz (King of fighters '96)
:arrow: Gozer
:arrow: The Stay puft marshmallow man
:arrow: Doctor Doom (the fantastic four movie)
:arrow: The Royal Flush Gang (JLU, clubs suit)
:arrow: The Royal Flush Gang (JLU, spades suit)
:arrow: The Royal Flash Gang (Batman beyond, redubbed the Diamonds Suit)
:arrow: Omnidroid (the incredibles)
:arrow: Ansem (kingdom hearts)
:arrow: Mother brain (metroid)
:arrow: The Wicked Witch of The West
:arrow: The Super-Cyclopean Captain Martian Bat-Wonderine & asgardian badger boy (MAD magazine, named by ATT's own El Humidor)

Wow, that is a list of bad guys. my HEROIC membership may come under review for bringing so much evil into the world

so, who've I got on the side of good

:arrow: Ky Kiske (guilty gear)
:arrow: Trish (devil may cry)
:arrow: Lucia (devil may cry)

:shock:

Oh my. well, only one force can save us now

Image

The Superfriends! (plus El Dorado)
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Postby Kreuzritter » Thu Jun 08, 2006 2:46 pm

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Doctor Doom

Take a good look... This is the face of a man who embraces his destiny

PL: 10 (180)

abilities: (36)
STR 30/10 DEX 12 CON 14 INT 24 WIS 20 CHA 16

Combat: (28)
+1 init, +8/6 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+10/12 DMG (unarmed/elec. control)

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

Skills (21/84)
bluff +6
computers +7
craft: electronic +7
disable device +7
diplomacy +6
gather information +6
intimidate +8
knowledge: technology +8
knowledge: business +8
notice +8
profession: CEO +6
sense motive +6

feats (25)
equipment 10, Fearless, Fascinate (intimidate), Fighting Style 5 [assessment, diehard, dodge focus +1, attack spec: electric control, startle], eidetic memory, improved initiative, Inventor, Jack of all Trades, taunt, Master Plan, Skill Mastery [bluff, diplomacy, sense motive, technology], Well Informed

Powers (64)
datalink +4 (4)
Electrical control +12 (25)
AP: Enhanced strength +20 [20]
immunity +9 (life support) (9)
Protection +8 (extra: impervious +1) (16)
superstrength +5 (10)

costs
abilities 36 + combat 28 + saves 10 + skills 21/84 + feats 25 + powers 64 = 184 pts

:arrow: Doctor Doom, as per the FF movie, isn't exactly a world shaker at this point, but he is pretty impressive for a bad guy who's only had his powers for an hour or two at most. in fact, it might be interesting to see how he'd handle in a fight (see a couple of pages back for why this won't happen for a few ticks yet)

:arrow: actually, doom had been on the back burner for awhile now, I just finalized him with a skill polish and fitting him with a modified version of Luthor's feats
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119

Postby Kreuzritter » Thu Jun 08, 2006 4:25 pm

Image

Mother Brain

WARNING! SELF DESTRUCT ENGAGED! 5 MINUTES UNTIL DETONATION!

PL: 10 (224)

abilities: (20)
STR n/a DEX n/a CON 14 INT 30 WIS 22 CHA 14

Combat: (20)
+ init, +10 ATK, +0 DEF (+0 flat-footed)
+0/12 DMG (unarmed/base defenses)

saves: (2)
TOU +15 FORT +4 REF +0 WILL +11

Skills (24/96)
computers +12
concentration +12
disable device +12
gatherinfo +8
investigate +8
knowledge: tactics +10
knowledge; technology +12
notice +8
search +8
sense motive +6

feats (17)
assessment 2, connected, contacts, eidetic memory, equipment +6 fearless, leadership, inspire +3, well-informed

Powers (141)
device: support tank +6 (24)
- Immunity +9 (life support) [9]
- Protection +13 (impervious 6) [19]
growth +4 (feat: innate, flaw: permanent) (9)
datalink +10 (machine control +1) (20)
esp 10 (sight, hearing) (30)
mind sheild +5 (5)
summon Pirates +6 (feat: Progression 7, mental link, extras: fanatical +1, duration +1, type +2) (47)
supersenses +7 (infravision, radio, radius sight, x-ray vision) (7)

costs
abilities 20 + combat 20 + saves 2 + skills 24/96 + feats 17 + powers 141 = 224 pts

:arrow: the early nemesis of the metroid games, Mother brain is built from combining Scylla (freedom city), with the brain in the jar (core rules)

:arrow: IMPORTANT: mother brain as depicted should never EVER see combat. she's built to direct Space Pirate moon bases (her equipment), not lead armies. if you do destroy her, read her flavor text and get your players hopping for the nearest exit in a break-neck timed race against time
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120

Postby Kreuzritter » Thu Jun 08, 2006 5:15 pm

Image

Justice

I'm not crushing you.... I'm crushing the future that lies
before you. The human race must multiply no further.


PL: 11

abilities: (54)
STR 30 DEX 16 CON 30 INT 18 WIS 10 CHA 10

Combat: (46)
+7 init, +13 ATK, +10 DEF (+5 flat-footed)
+10/10/10 DMG (unarmed/blast/strike/disintegration)

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

Skills (20/80)
Acrobatics +12
bluff +8
intimidate +12
knowledge: superhumans +8
knowledge: arcane lore +8
knowledge: technology +8
notice +12
sense motive +12

feats (26)
all out attack, ambidexterity, assessment, defensive attack, diehard eidetic memory, fearless, chokehold, improved block, improved critictal (unarmed), improved grab, improved grapple, improved initiative, improved pin, improved trip, leadership, power attack, master plan, move-by action, precise shot 2, ritualist, stunning attack, takedown attack 2, uncanny dodge

Powers (130)
Disintegration "gamma ray" +10 (extra: penetrating +1, area-line +1) (62)
-Blast "imperial Ray" +10 (feat: homing, improved critical x3, extra: autofire +2) [43]
-strike "Micheal Sword" +10 (feat: extend reach x2, extra: penetrating +1) [30]
additional limbs 1 (prehensile tail. feat: extend reach x2) (3)
extra attacks 2 (10)
flight +5 (10)
immunity +10 (aging, life support)
impervious toughness +10 (10)
superstrength +5 (10)
supersenses +3 (danger sense, darkvision) (3)

costs
abilities 50 + combat 46 + saves 10 + skills 20/80 + feats 26 + powers 130 = 282 pts

:arrow: :shock: :shock: :shock: gentlemen, behold, one of the cheapest, most devastatingly powerful fighting game bosses off all time. I went in knowing this, but even I'm shocked at how brutally devasting Justice can be

:arrow: I'm not sure, but I think justice might be the first character in the ATT to have extra attacks, perhaps the key to her entire destructive arsenal (at least in melee)

:arrow: and, before i forget to Mention this, Justice is apparently a woman underneath all that bionic armor
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121

Postby Kreuzritter » Fri Jun 09, 2006 10:08 pm

Image

"Yet another soul who departs from God's path. Death will be swift."

Scar

He is known only as Scar because of the unique scar on his face. He often places himself in a position to act as a judge and messenger of his God, Ishbala, by killing Nationally Certified Alchemists. The tattoo on his right arm conceals the power of destruction bestowed upon him by his brother.

The fates of Scar and the Elric brothers appears to be intertwined as they cross paths often. Their relationship seems to change upon each meeting depending on the circumstances.


PL: 10 (150)

abilities: (38)
STR 20 DEX 20 CON 20 INT 12 WIS 14 CHA 12

Combat: (28)
+9 init, +10/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/10 DMG (unarmed/Right hand)

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

Skills (17/68)
bluff +4
climb +6
gather info +6
investigate +4
intimidate +10
knowledge: alchemy +2
knowledge: current events +6
knowledge: theology/philosophy +8
language+2 (amestrian, ancient ishbalan, native: Ishbal)
search +6
sense motive +8
stealth +6
survival +8

feats (33)
assessment, atk focus: melee 4, defensive roll 3, diehard, dodge 4, endurance, evasion, fighting style: Ishbal warrior-preist 14 (accurate attack, defensive attack, elusive target, grappling finesse, improved block, improved disarm, improved grab, improved grapple, improved trip, power attack, takedown attack 2), improved initiative, move-by action, seize initiative, startle, uncanny dodge

Powers (25)
Right Hand of Destruction +10 (25)
- Corrosion +10 (extra: affects objects only +0) [24]
- AP: Blast +10 (extra: area-line +0, penetrating +1, flaw: medium -1) {20}
- AP: Burrowing +3 {3}
- AP: corrosion +10 {20}
- AP: Strike +5 (feat: mighty, improved crit 3, extra, penetrating +1) {14}
- AP: Death Touch +10 (feat: incurable) {11}

tradeoff
+2 DEF/-2 TOU

complications:
enemy (The 7 Sins, Father, Zolf Kimbley)
hatred (State Alchemists)
honor
prejudice (survivor of Ishbal)
reputation (serial killer)
responsibility (Ishbal [people/religion], Mei-Chan, Dr. Marcoh, Yoki [sort of])
rivalry/enemy (the Elric Brothers)
secret (brother's notes)
temper

costs
abilities 38 + combat 28 + saves 8 + skills 19/76 + feats 33 + powers 24 = 150 pts

Technical Notes: Literally done up on the spur of the moment after watching FMA tonight, and I basicly built Scar as presented, like a mortal version of Jason Voorhees. most of him is pretty straight forward and a rough customer in the FMA world

Tactics: Scar considers himself a holy assassin, and tends to act as such. ideally, He'll try to shadow his target until they're alone, then use a mixture of seize initiative and startle to make them flat footed before using the appropriate hand power to destroy them. if he can't get them alone, he'll just kill anybody that gets between him and his target before bugging out of there.

In an actual fight, Scar plays defensively until he can get an opening to get in close for his corrosion, and if that's unfeasible, he'll power stunt and area attack to ward off enemies so he can make his escape, typicly via burrowing his way into the sewers.

While Strictly against Alchemists in his home Setting, Scar can be dropped into a superhero setting with only minor changes to his background.

:arrow: And with Scar completed, that leaves ony Slth and King Bradley of my old FMA builds to be update. Scar now lacks the option for sneak attack, but retains the chance to catch his foes flat footed. and, making matters worse is that Scar's complications have pretty much exploded open through recent chapters, proving he old adage that the only thing worse than a nigh unstoppable killer is a nigh ustoppable killer with hero points

:arrow: update: rereading the manga, i swapped some of Scar's points around. he loses his well-informed (on the grounds that Scar has a specific list of names/faces of those he's out to kill, and only learns about other alchemists like the Elrics and Tucker by word of mouth), but gains evasion (the better to defend against the tendency of alchemists to be packing erea attacks), languages (for flavor/character), and regains his area attack. i also dropped his intimidate just a smidge and gave him some basic knowledge of alchemy he's picked up along the way
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Postby Kreuzritter » Sat Jun 10, 2006 11:23 am

Image

Karin: Old dude, is your arm alright?
* Chad turns around and gives a thumbs up. *
Karin (thinking): Oh my God! How dorky! Couldn't he use something else?

Sado "Chad" Yasutora PL: 10 (150)

A fellow classmate of Ichigo, Chad may look menacing and is generally untalkative, but he's treated equally within his group of friends in Karakura (Ichigo, Keigo and Mizuiro), and has a weakness for cute things, like small animals or certain talking plush toys. he also has a strong sense of honor and justice, imparted upon him by his late grandfather

while initially unable to see spirits, Chad's prolonged exposure to Ichigo both enabled him to do so while Also awakening his own latent abilities (called the Right Arm of The Giant), which manifests as a black, gauntlet-like coating over his right arm


abilities: (36)
STR 20 DEX 12 CON 28 INT 10 WIS 14 CHA 12

Combat: (24)
+4 init, +8/6 ATK, +10 DEF (+4 sheild, +3 flat-footed)
+5/11/12 DMG (unarmed/giant fist/Right Hand Giant)

saves: (15)
TOU +10 FORT +13 REF +5 WILL +8

Skills: (9/36)
concentration +6
intimidate +8
knowlesdge: arcane lore +4
knowledge: pop culture +4
notice +8
sense motive 6

feats: (18)
all-out attack, attack focus 2 (melee), diehard, endurance, fearless, improved block, improved defense, improved initiative, improved over-run, interpose, power attack, rapid healing, steadfast, takedown attack, tough, teamwork, uncanny dodge (visual)

Powers (48)
impervious toughness +5 (feat: innate) (6)
Super-Senses 5 (detect spirits [accurate, ranged, sense]) (5)
superstrength +2 (feat: innate) (5)

Right Arm of The Giant
---
Disintegration +12 (extra: area-line +1) (25)
AP: Strike +6 (feat: mighty pen 5, extra: penetrating +1) [17]
impervious toughness +3 (3)
Sheild +4 (4)

tradeoff
+2 DMG/-2 ATK

costs
abilities 36 + combat 24 + saves 15 + skills 9/36 + feats 18 + powers 48 = 150 pts

design notes: took me some time, but I finally came back to finish this project. as powers go, Chad's pretty straight forward. he's strong, can take seemingly mortal wounds (by human standards without complaint, and his ranged attack tends to flatten anything in front of him. in theory, chad can apply for the normal identity drawback (he loses the Right Hand's powers, but it's a free action to bring back out), but as the other bleach builds don't suffer from that, i figured i could do the same. if in cluded, use the costs to buy him some fearsome prescence or interpose

Tactics: C'mon, just look at him. he's a big guy who either blows you away or punches you in the face. and if he doesn't have the Right Hand, he can just rip up a telephone pole and just beat you with that, if it comes to it. :lol:
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Postby Libra » Sat Jun 10, 2006 1:46 pm

Good stuff Kreuzritter
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Postby Kreuzritter » Sat Jun 10, 2006 3:47 pm

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"No matter what.... The world needs justice."

Ky Kiske

PL: 10 (150)

abilities: (38)
STR 14 DEX 20 CON 16 INT 14 WIS 18 CHA 16

Combat: (32)
+13 init, +13/9/8 ATK, +10/8 DEF (+2 dodge, +4 flat-footed)
+2/6/7 DMG (unarmed/ride the lightning/thunderseal)

saves: (6)
TOU +9/7/3 FORT +4 REF +7 WILL +7

Skills (23/92)
acrobatics +12
climb +6
concentration +6
bluff +8
gather info +8
knowledge: arcane lore +6
knowledge: tactics +8
knowledge: theology/philosophy +8
investigate +6
notice +8
search +8
sense motive +8

feats (21)
attack spec: vapor thrust 2, defensive roll 2, dodge focus 2, fearless, equipment, fighting style: fencing 11 (acrobatic bluff, accurate attack, attack focus: melee, defensive attack, elusive target, improved block, improved disarm, improved initiative 2, move by action, power attack), ritualist, uncanny dodge

Powers (30)
Device: thunderseal +7 (feat: restricted x2) (23)
-disintegration "Sacred Edge" +7 (extras: area-line +1, autofire +1, flaws: distracting -1, tiring -1) [32]
-AP: Strike "Ride the Lightning" +6 (Extras: Aura +1, Duration- Concentration +1, Flaw: Limited-Passive -1]) {12}
-AP: Strike "Vapor thrust" +5 (feats: mighty, improved critical x2, extra: penetrating +1) {20}
-AP: blast "stun edge" +7 (feat: accurate +2) {16}
-AP: electric control "charge Stun edge" +7 (feats: improved critical x2, extras: autofire +1, penetrating +1) {23}
leaping +5 (5)
supermovement +1 (slow fall) (2)

equipment
tactical vest +4 [4]

tradeoff
+3 ATK/-3 DMG

complication
fame (war hero)
enemy (Justice, I-no, That Man)
honor
Rivalry (sol badguy)
responsibility (police officer)

costs
abilities 38 + combat 32 + saves 6 + skills 23/92 + feats 21 + powers 30 = 150 pts

:arrow: one of the two 'hero' characters of Guilty gear, Ky is essentially a D&D paladin, both in fighting style and in personality. as the sword's name indicates, virtually all of Ky's attacks have an electric descriptor

:arrow: in combat, acrobatic bluff is ky's bread and butter, as he leaps all over the place like the mix of errol flynn and a shaw brothers wuxia film, generally keeping to vapor thrust and stun edge for attack options. if the enemy is too dangerous for melee and too tough for the regular stun edge, he'll switch to the charged stun edge, but will only break out Sacred edge if it's a real emergency

:arrow: if i had to change anything, it would probably be Ride the lightning. i'm just not happy with the design of it
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Postby Kreuzritter » Sat Jun 10, 2006 6:00 pm

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Trish

I think we have a winner.

PL: 10

abilities: (34)
STR 20 DEX 20 CON 16 INT 10 WIS 14 CHA 14

Combat: (36)
+9 init, +10/8 ATK, +10 DEF (+5 flat-footed)
+5/5+/6+/9/10 DMG

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

Skills (13/52)
acrobatics +10
bluff +8
climb +4
knowledge: arcane lore +8
intimidate +6
notice +6
search +4
sense motive +6

feats (26)
ambidexterity, Attack Specialization (Sword), attractive, Defensive Roll 3, Diehard, endurance, evasion, Fearless, luck Move-by Action, Quick Draw 2, Sword Fighting 7 (accurate attack, all-out Attack, improved block, improved intiative, improved overrun, power attack, taunt), precise shot 2, Takedown Attack 2, Uncanny Dodge

Powers (35)
blast: divine beams +5 (10)
Device: Sparda +3 (9)
- Strike +5 (feats: mighty, extend reach, improved critical x3, extra: penetrating +1) [15]
flight +3 (6)
impervious toughness +4 (4)
protection +2 (2)
superstrength +2 (4)

drawback
vulnerable: holy attacks (uncommon +1, moderate +1) (-2)

costs
abilities 34 + combat 36 + saves 7 + skills 13/52 + feats 24 + powers 35 - drawbacks 2 = 150 pts

:arrow: presenting trish, the first hot babe of Devil May Cry, based on both how she plays in DMC2, and her powers from the first game.

:arrow: essentially, Trish is played like Dante, but with a bit more brute force to her approach. makes sense, since the first thing we ever see her do is toss a motorcycle at Dante (thus the superstrength). so, i based her off of my earlier design of Dante
Last edited by Kreuzritter on Sun May 20, 2007 8:39 am, edited 2 times in total.
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first shall come the traveller... 125

Postby Kreuzritter » Sat Jun 10, 2006 8:28 pm

Image

The Traveller avatar of Gozer

"Are you gods?"

PL: 8 (177)

abilities: (46)
STR 14 DEX 16 CON 20 INT 16 WIS 24 CHA 16

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

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

Skills (9/36)
acrobatics +6
intimidate +10
knowledge: arcane lore +10
sense motive +10

feats (7)
assessment, eidetic memory, fearsome prescence 3, ritualist, seize initiative

Powers (70)
blast +8 (16)
immunity +10 (age, life support) (10)
impervious toughness +5 (5)
leaping +4 (4)
morph +1 (feat: metamorph-The Destructor) (4)
protection +3 (3)
supermovement +3 (dimensional movement 3) (6)
telepathy +5 (linked comprehend 1) (12)
teleport +5 (10)

costs
abilities 46 + combat 32 + saves 15 + skills 9/36 + feats 7 + powers 70 = 179 pts


Tactics: the purpose of the Traveller (depicted here in it's 1984 incarnation) is to herald the arrival of the extradimensional being known as Gozer, appearing first to determine if there are other godlike beings on the targetted world that could challenge Gozer. If none are found, the Traveller will dally breifly to cow any mortals present and pluck from their minds a suitable form for the Destructor, the avatar used by Gozer to destroy the wold's populace. if faced with resistance, the Traveller will defend herself, but will not purposely destroy her attackers if they are the only beings present for choosing the Destructor's form.
Last edited by Kreuzritter on Sun May 20, 2007 8:40 am, edited 2 times in total.
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126

Postby Kreuzritter » Sun Jun 11, 2006 7:58 am

"I tried to think of the most harmless thing. Something that could never destroy us. Something I loved from my childhood.

Image

The Stay Puft Marshmallow Man!

He was on all the packages we used to buy when I was a kid. We used to roast Stay Puft marshmallows at Camp Waconda!"


PL: 11 (179)

abilities: (7)
STR 46 DEX 14 CON n/a INT 12 WIS 15 CHA 16

Combat: (52)
+2 init, +5 ATK, +5 DEF (+ dodge, + flat-footed)
+18 DMG (unarmed)

saves: (1)
TOU +12 FORT +n/a REF +2 WILL +10

Skills (3/12)
climb +4
intimidate +8

feats (6)
attractive: cute, fearsome prescence 5

Powers (116)
growth +18 (feat: innate, flaw: permanent -1) (37)
immovable +5 (extra: unstoppable +1) (10)
immunity +30 (fort saves) (30)
mind sheild +7 (7)
protection +12 (extra: impervious +1) (24)
superstrength +4 (8)

costs
abilities 7 + combat 52 + saves 1 + skills 3/12 + feats 6 + powers 116 = 179 pts

:arrow: behold, the Destructor, in all his lovecraftian glory!

:arrow: at this time, I turn to the official ghostbusters RPG to describe how to ropleplay Stay-puft in a fight

Beams happily as it destroys the world.
Last edited by Kreuzritter on Sun May 20, 2007 8:40 am, edited 2 times in total.
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Postby Mike5000us » Sun Jun 11, 2006 11:30 am

Kreuzritter, I was wondering can you do me a request. Can you build Hades or Ares from Justice League Unlimited?
"Ah man, I guess I'm just going to have to kill you now!"
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