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

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Kreuzritter
Cosmic Entity
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

150

Post by Kreuzritter » Thu Jun 15, 2006 4:27 pm

Image

"Do you believe the horrendous amount of public funding spent on this so-called art? It's garbage; an affront to any decent human aesthetic!"

Ultra-humanite

PL: 10 (150)

abilities: (36)
STR 20 DEX 14 CON 20 INT 24 WIS 16 CHA 14

Combat: (32)
+3 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/? DMG (unarmed/gadgets)

saves: (16)
TOU +8 FORT +8 REF +8 WILL +10

Skills (21/84)
bluff +10
climb +8
craft: electronics +8
craft: mechanical +8
intimidate +6
knowledge: the arts +12
knowledge: physics +8
knowledge: technology +8
notice +8
sense motive +8

feats (16)
assessment, accurate attack, attack focus: ranged 2, challenge: conversational paralysis, equipment 5, dodge focus 2, eidetic memory, improved aim, improvised tools, inventor, master plan, uncanny dodge

Powers (27)
gadgets 3 (18)
growth +4 (feat: innate, flaw: permanent -1) (9)
protection +3 (3)
supersenses +2 (low-light vision, scent) (2)

costs
abilities 36 + combat 32 + saves 16 + skills 21/84 + feats 16 + powers 27 = 150 pts

:arrow: seeing himself as the personification of human advancement, the Ultra-humanite is a more 'sophisticated' supervillain, commiting crimes in order to bring the rest of us up to his level, wether by stealing millions to keep PBS on the air, or sacking a industrial art exhibit so it's stupidity doesn't rot our brains further.

:arrow: thus, in his design, despite the obvious power of his body, the humanite relies exclusively upon his genius intellect, seeing hand-to-hand combat as a thing for barbarians
Last edited by Kreuzritter on Sun May 20, 2007 8:54 am, edited 2 times in total.
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Kreuzritter
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151

Post by Kreuzritter » Thu Jun 15, 2006 5:03 pm

Image

"You're flying me out of here now, lady. [...] Well, get me out of here!"

"And what if I don't?"

"I give you your last kiss."

"And you fall forty stories. Didn't really think this through, did you?"


copperhead

PL: 10 (122)

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

Combat: (24)
+ init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+2/5 +4 DMG (unarmed/snakebite, sneak attack bonus)

saves: (12)
TOU +5 FORT +5 REF +10 WILL +4

Skills (18/72)
acrobatics +8
bluff +6
climb +6
concentration +6
disable device +6
escape artist +8
gather info +6
intimidate +6
knowledge: streetwise +8
notice +6
sense motive +6
stealth +8

feats (24)
all-out attack, attack focus: unarmed 4, chokehold, defensive attack, dodge focus 4, elusive target, evasion, improved defense, improved grapple, improved initiative 2, improved pin, move-by action, sneak attack 3, skill mastery (climb, escape artist, knowledge: streetwise, stealth), taunt

Powers (24)
drain con "snakebite" +4 (feat: subtle, extra: poison +1) (9)
immunity +1 (poison) (1)
protection +3 (3)
supermovement +3 (slithering, wall-crawling 2) (6)
supersenses +5 (infravision, scent, tremorsense) (5)

costs
abilities 20 + combat 24 + saves 12 + skills 18/72 + feats 24 + powers 24 = 122 pts

:arrow: as bad guys go, the above quote sums up copperhead's role in the DCAU the best. here he is, a snake-based second storey guy, who always winds up on the jobs that bring out the JLA. he's like an evil version of some hard luck heros we know
Last edited by Kreuzritter on Sun May 20, 2007 8:55 am, edited 2 times in total.
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Kreuzritter
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152

Post by Kreuzritter » Thu Jun 15, 2006 5:29 pm

Image

Superman. I'm here to kill you. Is this a bad time?

Doomsday

PL: 12 (184)

abilities: (52)
STR 34 DEX 14 CON 34 INT 10 WIS 12 CHA 10

Combat: (28)
+6 init, +12/8 ATK, +6 DEF (+ dodge, + flat-footed)
+12 DMG (unarmed)

saves: (6)
TOU +12 FORT +12 REF +3 WILL +6

Skills (5/20)
intimidate +10
notice +6
sense motive +4

feats (13)
all-out attack, attack spec: unarmed 2, chokehold, fearless, fearsome prescence 4, improved grapple, improved initiative, improved pin, power attack

Powers (81)
adaptation +2 (extra: reaction +4) (20)
growth +4 (feat: innate, flaw: permanent -1) (9)
immunity +10 (age, life support) (10)
immovable +5 (extra: unstoppable +1) (10)
leaping +5 (5)
impervious toughness +12 (12)
superstrength +7 (14)

costs
abilities 52 + combat 28 + saves 6 + skills 5/20 + feats 13 + powers 81 = 184 pts

:arrow: c'mon, with all the superman foes i'd been doing, you know this guy was gonna be on the list

:arrow: essentially, this doomsday is a bigger, meaner version of my earlier Solomon grundy build, thus able to beat the living snot out of anybody you throw his way
Last edited by Kreuzritter on Sun May 20, 2007 8:55 am, edited 2 times in total.
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Dreaming Psion
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Post by Dreaming Psion » Thu Jun 15, 2006 6:06 pm

Kreuzritter wrote:Image

okay, it's feeding time

Parasite

PL: 10 (150)


Powers (104)
Transfer 10 (all traits at once and allows boost of drained powers, feats: slow fade 4, extras: aura +1, total fade +1, flaws: action -1, overload -1, tainted -1) (104)

drawback (-1)
permanent powers (-1)
With the Transfer power am I correct in assuming that Parasite can only Boost himself by a 10 power point total? Something like Linked Drain + Mimic might be more adequate in demonstrating what he can do. What is the "Permanent Powers" drawback you have there? By the way, congratulations on your 150th build.

Kreuzritter
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Post by Kreuzritter » Thu Jun 15, 2006 6:28 pm

basicly, parasite's like a sociopathic version of rogue. he touches you, he drains away your life force, adding your skills, powers and knowledge to his own for a time. heck, their powers work exactly the same way, except parasite doesn't need skin-to-skin contact (thus the ability, which i swiped from an existing rogue build).
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Kreuzritter
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153

Post by Kreuzritter » Thu Jun 15, 2006 8:12 pm

Image

"Humankind cannot gain anything without losing something in return. to obtain, something of equal value must be lost: that is Alchemy's first law of Equivalent Exchange... In those days, we really believed that to be the world's one, and only truth."

Alphonse Elric

The younger of the two Elric brothers, Al's life forever changed the day he and his brother Edward attempted the forbidden art of Human transmutation. as a result ofthat disastrous mistake, edward was stripped of an arm and a leg, while Al's soul was now bonded to a suit of armor after his original body was destroyed. the brothers now travel the world in search of the fabled Philosopher's Stone, so that they might be able to restore their bodies, and doing what good they can along the way.

PL: 10 (150)

abilities: (20)
STR 24 DEX 14 CON n/a INT 14 WIS 16 CHA 12

Combat: (28)
+6 init, +13/8 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/10 DMG (unarmed/alchemy)

saves: (6)
TOU +7/6 FORT n/a REF +6 WILL +6

Skills (18/72)
bluff +6
Concentration +6
diplomacy +8
Gather Information +6
knowledge: life sciences +8
Knowledge: Physical Sciences +8
knowledge: alchemy +8
Notice +8
Sense Motive +8
survival +6

feats (19)
all-out attack, assessment, atk focus: melee 5, defensive attack, dodge 4, improved initiative, improved overrun, power attack, ritualist, takedown attack, teamwork, uncanny dodge

Powers (68)
transmutation "Alchemy" +6 (extra: duration +1, flaw: range -1, limit: equivalent exchange -1) (28)
- AP: shape matter +6 (extra: duration +1, flaw: range -1) [24]
- AP: create object +10 (feats: innate, precise 2, subtle, extra: duration +1, flaw: equivalent exchange -1) [24]
- AP: Blast "alchemic geyser" +10 (extra: area-shapable +1, flaw: medium -1) [20]
- AP: snare "Alchemic snare" +10 (extra: area-shapeable +1, flaw: medium -1) [20]
immunity +30 (fort saves) (30)
protection +10 (10)

drawback (-9)
power loss: alchemy, if hands bound (-1)
vulnerable: magnetics (uncommon, moderate (-2)
vulnerable: electricity (uncommon, moderate) (-2)
weak point: dead if blood seal destroyed (-4)

tradeoffs
+3 ATK/-3 DMG

complications
enemy (Scar, Father, the 7 Sins)
Fame ("Actually, HE's the Full-Metal Alchemist.")
honor ("alchemist, be thou for the people")
naive (GM can autofail Al's sense motive)
obsession (cats)
responsibility (Edward [brother], Winry Rockbell, children and oppressed)
reputation (Dog of the military)
rivalry (Mei-Chan)
secret (enhcanted armor, performed human transmutation)

costs
abilities 20 + combat 28 + saves 6 + skills 18/72 + feats 19 + powers 68 - drawbacks 9 = 150 pts
design notes: considering their similarities, I modelled al off of MDsnowman's edward, simply taking into account their differences. on that note, FMA characters with ritualist use it on the transform/create object for the most part, al's just really good at drawing the required transmutation circles (thus the distracting. you can interrupt al's work)

tactics: the more peaceful of the brothers, al tends to play a support role in their combats, often focussing on matters of damage control or bystander protection. he's also the pair's diplomat, being able to go places edward cannot (and vice versa), and often is the only one capable of keeping ed from blowing his top when somebody infers the S-word. oh yes, al has a thing for cats

:arrow: continuing today's trend, Al gets a substantial makeover in terms of his build, but in return opens up his full ability as an Alchemist
Last edited by Kreuzritter on Sun Sep 09, 2007 1:03 pm, edited 5 times in total.
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Kreuzritter
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154

Post by Kreuzritter » Thu Jun 15, 2006 8:13 pm

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When I am Fuhrer, all female officers will be required to wear sexy miniskirts!

Colonel Roy Mustang
Alsoknown as: The Flame Alchemist

A colonel in the military as well as a State Alchemist, Roy mat seem manipulative and self-absorbed, but the truth is he seeks to become fuhrer in order to bring about change, mostly due to the atrocities he witnessed in the Ishbalan war. fiercely loyal to his men, he has also become aware of a festering conspiracy in the military, one even his knack for pyromancy cannot burn away.

PL: 10 (150)

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

Combat: (32)
+10 init, +12/8 ATK, +14 DEF (+6 dodge, +4 flat-footed)
+0/6/7/8/10/10 DMG (unarmed/burn/furnace/barrage/burst/dragon)

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

Skills (25/100)
bluff +8
concentration +7
diplomacy +8
gather info +8
intimidate +7
investigate +4
knowledge: arcane lore +8
knowledge: civics +6
knowledge: current events +8
knowledge: tactics +8
knowledge: streetwise +6
notice +8
search +6
sense motive +8

feats (31)
all-out attack, attractive, attack focus: range 4, accurate attack, assessment, benefit 2 (rank: colonel, status: state alchemist), challenge 2 (combat clarity, read situation) dodge 6, defensive roll 3, evasion, improved aim, improved initiative 2, leadership, inspire, master plan, power attack, precise shot, uncanny dodge

Powers (29)
device: Salamander gloves +7 (restricted: alchemist) (29)
- Blast "flame dragon" +10 (extra: shapeable +1) [35]
- Blast "flame barrage" +8 (improved crit 4, extra: autofire +1) {28}
- blast "flame burst" +10 (extra: burst +1) {30}
- Disintegrate "blast furnace" +7 {28}
- Ignite "burn" +6 (extra: duration +1) {30}
- fire control +10

drawback (-2)
power loss (wet/raining, minor, common) (-2)

complications
responsibilities (state alchemist, colonel, Riza Hawkeye [lover])
reputation (military, shallow playboy, questionable loyalty)
rivalry (the elric brothers)
enemy (the 7 sins, Wrath in particular; Scar)
secret (knowledge of Homonculus conspiracy)

costs
abilities 26 + combat 32 + saves 9 + skills 25/100 + feats 31 + powers 29 - drawbacks 2 = pts

design notes: in essence, Roy is perhaps one of the few instances of a Good Mastermind, as dangerous behind a desk as when he's throwing fireballs at people. in fact, it was something of a chore to both make him a dangerous foe in combat while balancing his political skills too

tactics: goodness gracious, great balls of fire! While normally the sort to send somebody to do the dirty work (usually ed and al), Roy's a terror on the battlefeild, able to light anything and everything on fire with but a snap of his fingers. in fact, roy's so confident in his powers that he'll even try to start a fight when in the rain or against water-based foes. which is when his aide Riza hawkeye smacks him down and reminds him of his uselessness in such matters

:arrow: concluding the current string of updates, Roy gets a modest rewrite of his skills and feats, and a slightly more impressive fire control array. incidently, Burn is his go to power for making sure homunculi Stay Dead, in essence keeping up the punishment until they fail their res check or run out of lives, whichever comes first

edit: fixed, changing explosion for burst so as to avoid roy blowing himself up by accident
Last edited by Kreuzritter on Thu Aug 23, 2007 10:11 am, edited 5 times in total.
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Kreuzritter
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Post by Kreuzritter » Sat Jun 17, 2006 10:18 am

Image

Shadow creepers

Creations of Kadaj, yazoo and Ioz, Shadow creepers act as their hunters and enforcers, acting as oversized, monstrous attack dogs

PL: 4 (60), minion level 12

abilities: (0)
STR 28 DEX 16 CON 20 INT 2 WIS 12 CHA 6

Combat: (32)
+7 init, +6 ATK, +6 DEF (+ flat-footed)
+10 DMG (bite)

saves: (7)
TOU +8 FORT +6 REF +6 WILL +3

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

feats (1)
improved initiative

Powers (17)
growth +8 (feat: innate flaw: permanent -1) (7)
protection +3 (3)
speed +4 (4)
supersenses +3 (low-light vision, scent, track) (3)

costs
abilities 0 + combat 32 + saves 7 + skills 3/12 + feat 1 + powers 17 = 60 pts

design notes: yeah, i think you can guess what I watched today :D . anyway, the creepers were built by mixing the lion and crocodile critters from the back of the book, with ranks in speed in order for them to keep up with vehicular prey

tactics: as oversized, demonic attack dogs, Shadow creepers hunt as lions do, with savage, brutal charges
Last edited by Kreuzritter on Sun May 20, 2007 8:59 am, edited 2 times in total.
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Post by Kreuzritter » Sat Jun 17, 2006 10:19 am

Image

I will show you my own reunion...

Kadaj

One of three 'remnants' of the infamous Sephiroth, living avatars of his will and spiritual energy, Kadaj represents Sephiroth's cruelty and insanity, and is the de facto leader of his 'brothers'. seeking to become whole again, they have begun a single-minded pursuit of Jenova, the alien life form responsible for sephiroth's power. at the same time, Kadaj has begun a pied piper-like cult, promising a cure to all children affected with the Geostigma plague.

PL: 10 (150)

abilities: (35)
STR 14 DEX 20 CON 16 INT 11 WIS 18 CHA 16

Combat: (32)
+13 init, +12/8 ATK, +11 DEF (+3 dodge, +4 flat-footed)
+2/8 DMG (unarmed/souba)

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

Skills (15/60)
acrobatics +10
bluff +8
diplomacy +8
gather info +6
knowledge: arcane lore +6
intimidate +8
notice +8
sense motive +6

feats (26)
attack spec: souba 2, attractive, defensive roll 2, dodge focus 3, fearless, equipment 3, fighting style: fencing 11 (acrobatic bluff, accurate attack, defensive attack, elusive target, improved block, improved disarm, improved initiative 2, move by action, power attack, quick draw), ritualist, taunt, uncanny dodge

Powers (41)
Device: souba +3 (9)
Strike +6 (feats: mighty, weapon bind, improved critical, extra: penetrating +1) [15]
leaping +4 (5)
blast +8 (extra: autofire +1) (25)
AP: sumon minion +4 (shadow creepers, feats: progression 4, extras: fanatical +1, horde +1) [20]
supermovement +1 (slow fall) (2)

equipment
armored bodysuit +3 [3]
cellphone [1]
motorcycle [9]

drawbacks (-2)
weakness: white magic (healing power has exact opposite effect, uncommon, moderate) (-2)

tradeoff
ATK +2/DMG -2
DEF +1/TOU -1

costs
abilities 35 + combat 32 + saves 7 + skills 15/60 + feats 26 + powers 41 - drawback 2 = 154 pts

design notes: Kadaj was originally going to be built from scratch, but upon close examination I found that much of what I wanted already existed in one of my earlier builds. thusly, I cannibalized that to make Kadaj, a very good swordsman/acrobat and all-around pain in the neck

tactics: more of a charmer than a fighter, Kadaj tends to leave things to his summoned monsters or siblings, watching the conflict from a nearby safe distance, only entering combat when he has to. in combat, Kadaj will try to keep to a defensive game, counting on his brothers (or the fruition of their plans) to back him up
Last edited by Kreuzritter on Sun May 20, 2007 9:00 am, edited 2 times in total.
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Kreuzritter
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Post by Kreuzritter » Sat Jun 17, 2006 10:19 am

Image

All this will end as soon as you give back mother.

Yazoo

The long-haired brother, as well as the one with the calmest demeanor. He is the embodiment of Sephiroth's enigmatic allure. He specialises in firearms, wielding a gun called "Velvet Nightmare".

PL: 10 (148)

abilities: (34)
STR 16 DEX 20 CON 16 INT 12 WIS 16 CHA 14

Combat: (30)
+13 init, +12/6 ATK, +11 DEF (+2 dodge, +4 flat-footed)
+3/6 +2 DMG (unarmed/velvet nightmare + sneak attack)

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

Skills (23/92)
acrobatics +10
bluff +6
concentration +8
drive +12
gather info +8
investigate +8
intimidate +8
knowledge: arcane lore +6
notice +6
search +8
sense motive +6
stealth +6

feats (32)
accurate attack, acrobatic bluff, ambidexterity, assessment, attack spec.: velvet nightmare 2, challenge: one hand on the wheel, defensive attack, defensive roll 2, dodge focus 2, diehard, equipment 3, evasion, fearless, improved aim, improved initiative 2, instant up, move by action, precise shot 2, power attack, quick draw 2, sneak attack, startle, ultimate effort (aim), uncanny dodge

Powers (21)
device: velvet nightmare +5 (15)
-blast +6 (extras: accurate, improved critical 2, split attack) [19]
-AP: blast +6 (extra: autofire, flaw: action -1) {12}
-AP: blast +6 (extra: penetrating, flaw: action -1 {12}
-AP: strike +3 (feat: mighty, split attack) {4}
leaping +4 (4)
super-movement +1 (slow fall) (2)

equipment
armored bodysuit +3 [3]
cellphone [1]
motorcycle [9]

drawbacks (-2)
weakness: white magic (healing power has exact opposite effect, uncommon, moderate) (-2)

costs
abilities 34 + combat 30 + saves 10 + skills 23/92 + feats 32 + powers 21 - drawbacks 2 = 148 pts

design notes: meant to be more of a finesse character, in addition to his similarity to kadaj I included elements from other sharpshooter builds, making him a vicious little one trick pony. other than that, I gave him skills suited for the unoffcial hunter of the trio

tactics: Yazoo is the trio's huntsman, making him the one to turn up leads for their search for Jenova's head, before the three of them go running off after it. in battle, he's their long range sniper, firing away with his paired pistols, which also double as daggers if he's somehow forced into melee
Last edited by Kreuzritter on Sun May 20, 2007 9:00 am, edited 2 times in total.
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Post by Libra » Sat Jun 17, 2006 1:32 pm

Good builds Kreuzritter.
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.

Kreuzritter
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Post by Kreuzritter » Sat Jun 17, 2006 3:47 pm

Image

I'm not crying.

Loz

The short-haired brother. He embodies Sephiroth's violent streak and masculinity. Despite his older appearance, Loz is the most immature of the three and is upset easily. Loz is the brawler of the group. He has short silver hair and is very muscular. He wields a unique weapon called the "Dual Hound" most of the time, though he uses a Velvet Nightmare like Yazoo's.

PL: 10 (147)

abilities: (32)
STR 22 DEX 16 CON 20 INT 10 WIS 12 CHA 12

Combat: (32)
+7 init, +9/8 ATK, +9/8 DEF (+ flat-footed)
+6/11 DMG ()

saves: (11)
TOU +11/8 FORT +7 REF +6 WILL +7

Skills (13/52)
bluff +6
acrobatics +8
bluff +6
drive +10
intimidate +10
notice +6
sense motive +6

feats (34)
acrobatic bluff, assessment, attack focus: melee, challenge: one hand on the wheel, defensive roll 3, diehard, dodge focus, equipment 5, fearless, fighting style 10 (all-out attack, improved block, improved critical, improved grab, improved grapple, improved trip, improved throw, power attack, stunning attack, takedown attack), improved initiative, move by action, seize initiative, startle, steadfast, taunt, tough 3

Powers (27)
device: dual hound +2 (8)
-strike +4 (feat: mighty, extra: penetrating +1) [9]
extra attacks +2 (10)
leaping +3 (3)
supermovement +1 (slow fall) (2)
superstrength +2 (4)

equipment
armored bodysuit +3 [3]
cellphone (with victory fanfare ringtone) [1]
heavy pistol +4 [8]
motorcycle [9]

drawbacks (-2)
weakness: white magic (healing power has exact opposite effect, uncommon, moderate) (-2)

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

costs
abilities 32 + combat 32 + saves 11 + skills 13/52 + feats 34 + powers 27 - drawback 2 = 147 pts

design notes: making loz was pretty simple. he's big, hits hard, can hold his own against a dedicated martial artist before being beaten like he owes her money. heck, the hardest part was figuring out how to handle his teleport charge, which i'm modelling after the extra attacks power from MaMa

tactics: a straightforward thug/brute, Lozisthe most agressive of the brothers, charging right in and relying on power attack or all-out attack for how he wants to land his blows, and using his Dual Hound gauntlet to deal damage (although he does have a gun for fighting at range). if his enemy is particularly resilent or just flat-out better than him, Loz will break out his extra attacks in an attempt to sway the odds in his favor.
Last edited by Kreuzritter on Sun May 20, 2007 9:01 am, edited 2 times in total.
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Post by Kreuzritter » Sat Jun 17, 2006 5:17 pm

Image

FIVE.

Bahamut-SIN

A gi-normous dragon, Bahamut-SIN was summoned into existence by Kadaj as a way to force the surrender of Jenova's remains, or, failing that, to level the city of Edge and destroy the heros that had bested Sephiroth.

PL: 9 (169)

abilities: (8)
STR 34 DEX 10 CON 30 INT 6 WIS 14 CHA 10

Combat: (36)
+0 init, +6 ATK, +4 DEF (+ flat-footed)
+12/10/12 DMG (unarmed/frebreath/mega flare)

saves: (10)
TOU +12 FORT +12 REF +2 WILL +8

Skills (6/24)
notice +6
inimidate +12
sense motive +6

Powers (111)
Disintegration "Mega Flare" +12 (extra: area-burst +1, pentetrating +1,

flaw: action -1, distracting -1) (49)
ap: blast "firebreath" +10 (extra: penetrating +1, area-line +1) [40]
flight +3 (6)
growth +12 (feat: innate, flaw: permanent -1) (25)
immovable +5 (extra: unstoppable +1) (10)
immunity +9 (life support) (9)
impervious toughness +10 (10)
protection +2 (2)

drawback
power loss (flight: if wings pinned) (-2)

costs
abilities 8 + combat 36 + saves 10 + skills 6/24 + feats 0 + powers 111 - drawback 2 = 169 pts

design notes: Bahamut-SIN is basicly a jumped up version of the dragon critter in the back of the rules, built to be as close to godzilla as the setting would allow. ideally, I wanted Mega-Flare to take 5 rounds for Bahamut to prepare (hence the familiar quote to anybody that's fought it's kind in the games), but since it can defend itself and not lose count, i guess it'll just be a flavor thing

tactics: bahamut has no concept oftactics, relying upon brute force and it's own massive size. however, if the fight goes on too long, bahamut will take to the air and begin a 5 round countdown to unleash it's devastating Mega Flare atack
Last edited by Kreuzritter on Sun May 20, 2007 9:01 am, edited 2 times in total.
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Post by Kreuzritter » Sat Jun 17, 2006 7:13 pm

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Been scrappin' me whole life, kid. You can give up now an' save yuirself a beaten. Personally, I hope you don't."

The Pugilist

PL 9

Abilities: (32)
STR 18 (+4), DEX 16(+3), CON 20(+5), INT 12(+1), WIS 14(+2), CHA 12(+1)

Skills: (16/64)
Acrobatics +8, Bluff +8, Climb +12, Gather Information +5, Intimidate +8, notice +7, Sense Motive +8, stealth +8

Feats: (25)
Assessment, attack focus (melee), blind-fight, defsensive rollx3, dodge, Fighting style-Boxing (all-out attack, defensive attack, elusive target, fearless, improved block, power attack, takedown attackx2), Improved Critical (unarmed), Improved Disarm, Improved Initiative, Improved Trip, Instant Stand, Startle, Stunning Attack, uncanny dodge

Powers: (13)
immunity +3 (age, disease, poison) (3)
regeneration +4 (recovery bonus +2, recovery rate: bruised/unconscious +1, disabled +1) (4)
super-senses +1 (danger sense) (1)
strike +4 (feat: affect insubstantial) (5)

Saves: (8)
toughness +7/4, Fortitude +8, Reflex +5, Will +6

Combat: (40)
+7 init, +11 ATK (+1 attack focus), +11 DEF (+1 dodge, +5 flat footed)
+4/4 DMG

costs
abilities 32 + skills 16/64 + feats 24 + powers 13 + saves 9 + combat 40 = 135 pts

tradeoffs:
+2 atk/-2 dmg
+2 def/-2 tougnness

Background
Nobody knows who he is or where he comes from. He answers to a number of names: Champ, Golden Glove, Big Guy, Fella, and even "Hey You" sometimes, but most simply call him the Pugilist, after an account by a British journalist in the 1920s. All anyone knows about him is that the Pugilist shows up from time to time when there's an important fight to be won, and that he always fight on the side of what's right.

He's a tough, wiry-looking fellow wearing only loose-fitting khaki pants, combat boots, a cap, and a black mask. His hands are taped-up like a prize-fighter's. He speaks in a sort of slow drawl, with a hint of an Irish accent, but the Pugilist is a man of few words. He prefers to let his fists do his talking for him, and they're mighty eloquent. He's laid more than a few villains out on the mat, only to disappear before anyone can congratulate or thank him. Although many a prize-fighter over the years has wanted to go toe-to-toe with the legendary Pugilist, and more than a few have tried to call him out, he's never fought for sport or title, only when the need is there for someone to stand up for what's right.

The Pugilist is apparently immortal, since he's been seen in places around the world since the early 1900s (and there are rumors of sightings going back to the late 1800s). Despite being over a hundred years old, he shows no signs of aging or slowing down in the slightest, and his right hook is just as mean as ever. As long as his two fists can make a difference, he'll be there, but some who have fought alongside the mysterious boxer say that he has the air of a man with a heavy burden, waiting for the day when he won't be needed any longer and he can retire, a true champion.

:arrow: And there you have it, ladies and gents, one of the most beloved 1st ed M&M Iconics directly from an official PL13 down to a respectable PL9. about the only thing I wanted to add but couldn't was his unofficial "Immunity to being knocked out" ability. if anybody has a possible critique/comment, feel free to point them out

:arrow: after a long time, i came back to update my version of the Pugilist, such as adjusting his regen, fixing his combat scores and implementing tradeoffs. i also threw in fearless, as with a bio like that, he shouldn't scare easy
Last edited by Kreuzritter on Sun May 20, 2007 9:02 am, edited 2 times in total.
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Post by Kreuzritter » Sat Jun 17, 2006 7:59 pm

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"C'mon, Professor, I'm packing a bazooka behind each eyeball! What do you want from me?!"

Cyclops

PL: 9 (113)

abilities: (24)
STR 14 DEX 14 CON 14 INT 12 WIS 16 CHA 14

Combat: (24)
+6 init, +9/6 ATK, +8 DEF (+3 flat-footed)
+2/9/9 DMG (unarmed, optiv blastoptic beam)

saves: (9)
TOU +7/5/2 FORT +4 REF +5 WILL +7

Skills (10/40)
bluff +6
concentration +6
drive +5
notice +6
pilot +6
search +5
sense motive +6

feats (17)
accurate attack, all-out attack, attack focus: range, assessment, defensive roll 2, dodge focus 2, equipment 3, improved initiative, inspire, leadership, precise shot, power attack, teamwork

Powers (31)
Blast "optic beam"+9 (feat: precise, extra: area-line +1, Penetrating +1) (29)
AP: Blast "optic blast" +9 (feat: accurate, precise, ricochet, extra: penetrating +1) [21]
immunity +2 (own powers, brother's powers)

equipment
commlink [1]
armored costume +3 (feat; subtle) [4]
sports car [8]

drawback
Disability (Out of control powers) (-1)

complications
rivalry (brotherhood)
enemy (magneto, mystique)
responsibility (x-man, jean [girlfreind])

costs
abilities 24 + combat 24 + saves 9 + skills 10/40 + feats 17 + powers 31 - drawback 1 = 114 pts

:arrow: first proper marvel build, using X-men Evolution for my model. in fact, I'll be statting up any x-men in the near future from their Evolution versions

:arrow: anyway, this PL cyke isn't quite ready to play with the big boys yet, but he is the BMOC at the Xavier instute, such that he's begun to teach classes there. so he might make a good TA in a claremont academy-based game
Last edited by Kreuzritter on Sun May 20, 2007 9:02 am, edited 2 times in total.
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