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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Kreuzritter
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Postby Kreuzritter » Thu Jul 27, 2006 6:56 pm

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The Angels failed me. Kiefer Square's got only one chance left. And it ain't much of one, Lord knows.

But I'm all they got. And I'm hundreds of miles away, and it's all going down tonight.

So I better get movin'.


Steeljack

PL: 10 (97)

abilities: (14)
STR 32 DEX 12 CON 20 INT 8 WIS 12 CHA 10

Combat: (24)
+1 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+11 DMG (unarmed)

saves: (14)
TOU +10 FORT +8 REF +4 WILL +9

Skills (10/40)
bluff +4
gather info +4
intimidate +6
knowledge: streetwise +6
notice +6
profession: groundskeeper +4
sense motive +6
stealth +4

feats (13)
all-out attack, attack focus: melee 2, contacts, diehard, dodge focus 2, endurance, improved grapple, improved grab, improved pin, power attack, well-informed

Powers (26)
Density +10 (feat: innate, flaw: permanent -1) (21)
|-enhanced STR +20
|-immovable +3
|-protection +5 (impervious)
|-superstrength +3
impervious toughness +5 (5)

tradeoff
-2 ATK/+2 DMG

complications
reputation (former supervillain, ex-con)
responsibility (Keifer Square, parole)

costs
abilities 14 + combat 24 + saves 10 + skills 10/40 + feats 13 + powers 26 = 97 pts

:arrow: From the Pages of Astro City, Steeljack can make for an interesting npc for your game, a great enforcer for the real supervillains (if played in his prime), or, as was the case in "the tarnished angel", even a PC for a noir style campaign

:arrow: Steeljack isn't cut out for the big boys, lacking the courage and brains to make it big, but he's got guts, and, as everybody in the square knows, he's pretty unkillable
Last edited by Kreuzritter on Mon May 21, 2007 3:11 pm, edited 2 times in total.
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Kreuzritter
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Postby Kreuzritter » Thu Jul 27, 2006 8:05 pm

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"A fighting idol's life is rough, but I've got my fans to think about!"

Athena Asamiya

PL: 10 (150)

abilities: (32)
STR 12 DEX 16 CON 14 INT 12 WIS 18 CHA 18

Combat: (32)
+8 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+1/10/10/ DMG (unarmed/psycho sword/telekinesis)

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

Skills (12/48)
acrobatics +8
bluff +6
diplomacy +8
notice +8
perform: sing +10
sense motive +8

feats (21)
attractive, attack spec: telekinesis, distract, defensive roll 4, dodge focus 2, fascinate: perform, fighting style: kung-fu 8 (acrobatic bluff, defensive attack, improved block, improved critical, improved trip, instant up, power attack, taunt), improved initiative, move by action, quick change 2, uncanny dodge

Powers (47)
leaping +3 (3)
telekinesis +10 (extra: damaging +1) (33)
ap: deflect +10 (all ranged, extra: reflection +1) [30]
ap: mental blast "psycho sword" +10 (flaw: mental weapon -2) [20]
ap: telepathy +10 [20]
teleport +3 (feats: change direction, change velocity, easy, turnabout) (10)
super-senses +1 (danger sense: psychic)

complications
fame (celebrity heroine)
obsession (perfectionist)
responsibility (team, music career, her fans)

costs
abilities 32 + combat 32 + saves 10 + skills 12/48 + feats 21 + powers 47 = 150 pts

:arrow: hailing from SNK's king of fighters series, Athena represents china's "psycho soldier" team, balancing crime-fighting with a fairly successful canto-pop idol career
Last edited by Kreuzritter on Mon May 21, 2007 3:11 pm, edited 3 times in total.
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Kreuzritter
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Postby Kreuzritter » Thu Jul 27, 2006 8:44 pm

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not bad, though personally, I prefer your later work.

Remlok the Rover

PL: 10 (199)

abilities: (33)
STR 13 DEX 18 CON 14 INT 16 WIS 16 CHA 16

Combat: (36)
+20 init, +10 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+1/10 DMG (unarmed/multistaff)

saves: (5)
tou +10/8 FORT +2 REF +9 WILL +3

Skills (19/76)
acrobatics +10
bluff +8
climb +8
computers +6
disable device +12
escape artist +12
knowledge: art +8
stealth +12

feats (9)
acrobatic bluff, dodge 2, evasion, improvised tools, inventor, skill mastery (computers, disable device, escape artist, stealth), power attack, taunt, well-informed

Powers (97)
Device: future-armor +3 (hard-to-lose) (12)
- dimensional pocket +2 [4]
- protection +8 [8]
Device: Multi-staff 4 (easy-to-lose) (12)
- blast +9 [19]
AP- strike +10 {10}
Device: see-all goggles 2 (hard to lose) (8)
- supersenses +10 (darkvision, infravision, ultravision, distance sense, time sense, x-ray vision) [10]
Duplication +9 (feat: progession x2, sacrifice; extras: horde +1, survival +1) (39)
Time control +5 (flaw: range -2) (26)
AP- super-movement +6 (dimensional movementx3, temporal movementx3, feat: progression) [13]

costs
abilities 33 + combat 36 + saves 5 + skills 19/76 + feats 9 + powers 112 = 199 pts

:arrow: I had wanted Remlok's temporal fugue to be an alternate power of his time control, but it wound up being much too expensive. still, with some of the other tricks I gave him to make up for dropping super-dex, i think he works out fine.

:arrow: Remlok's duplicates are minion versions of himself, minus the duplication and time control powers.

:arrow: update: corrected my math, did some patch-ups here and there, but odds are I'm gonna have to study magpie and other theify type guys to get a good remlok
Last edited by Kreuzritter on Mon May 21, 2007 3:10 pm, edited 2 times in total.
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Kreuzritter
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Postby Kreuzritter » Fri Jul 28, 2006 7:53 am

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"Happy birthday, Kryptonian. I bring you, oblivion."

Mongul

PL: 11 (206)

abilities: (60)
STR 34 DEX 14 CON 34 INT 18 WIS 16 CHA 16

Combat: (32)
+6 init, +10/7 ATK (1 size), +10 DEF (+3 dodge, +3 flat-footed)
+12 DMG (unarmed)

saves: (9)
TOU +12 FORT +12 REF +7 WILL +8

Skills (16/64)
bluff +8
diplomacy +10
gather info +8
intimidate +10
knowledge: civics +8
knowledge: tactics +6
notice +8
perform: acting +6
sense motive +8

feats (52)
all-out attack, attack focus: melee 3, diehard, dodge focus 3, endurance, equipment 23, fearsome prescence 3, improved block, improved grab, improved grapple, improved throw, improved initiative, improved pin, inspire, minions 7, power attack, startle, taunt

Powers (37)
growth +4 (feat: innate, flaw: permanent -1) (9)
immovable +4 (4)
impervious toughness +12 (12)
superstrength +6 (12)

minions
50 stormtroopers (use space pirates, M&M core rules p. 242)

equipment
Space battleship [115]

costs
abilities 60 + combat 9 + saves 9 + skills 16/64 + feats 52 + powers 37 = 206 pts

:arrow: a lesser known enemy of Superman, revitalized by appearances in JLU and infinite crisis, the animated Mongul is vain, arrogant, petty, and a great cosmic warlord to throw at your PCs, wether solo, leading an invasion of earth, or if they get roped into his sadistic gladiator games
Last edited by Kreuzritter on Mon May 21, 2007 3:08 pm, edited 3 times in total.
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Postby Kreuzritter » Fri Jul 28, 2006 8:54 am

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You have been chosen to take the first step into this new world. To lead the way, to be a beacon of hope for mutants yet to come. This is not only a big responsibility, it is an honor. I'm always astonished by the wondrous things that can be built on the ashes of tragedy. For even in the face of bigotry and discrimination, the X-Men will endure.

Professor X

PL: 10 (146)

abilities: (30)
STR 10 DEX 8 CON 12 INT 16 WIS 26 CHA 18

Combat: (28)
+3 init, +6 ATK, +8 DEF (+4 flat-footed)
+0/10 DMG (unarmed/mental blast)

saves: (9)
TOU +1 FORT +3 REF +3 WILL +13

Skills (16/64)
bluff +6
computers +10
diplomacy +12
gather info +8
knowledge: life sciences +8
notice +8
sense motive +12

feats (22)
assessment, benefit (wealth x8), connected, eidetic memory, equipment 6, improved initiative, inspire 2, leadership, master plan, ultimate diplomacy, uncanny dodge

Powers (45)
mind control +10 (feat: mental link, extra: sensory link +1) (34)
ap: telepathy +10 (extra: linked-comprehend +1) [22]
ap: mental blast +7 (feat: sedation) [29]
aP: mental transform +10 (memories, extra: continuous +1, range +1) [30]
mind sheild +4 (4)
supersenses +4 (psychic awareness, danger sense, ranged extended 2 detect psionics 2) (7)

drawback (-4)
disabled (paraplegic, common, major) (-4)

equipment
custom wheelchair [1]
headquarters: Xavier institute (use stately manor) [18]
private jet [4]

complications
enemy (magneto, mystique, juggernaut)
honor
prejudice (mutant)
responsibility (teacher, mutant rights)

costs
abilities 30 + combat 28 + saves 9 + skills 16/64 + feats 22 + powers 45 - drawback 4 = 146 pts

:arrow: yes, it's everyone's favorite jerk, the professor. though thankfully, he's nowhere near the x-dickery of his other counterparts

:arrow: Xavier's powerful, but as the stats show, in no way, shape or form should he EVER see combat unless something very bad has happened

:arrow: that said, xavier is meant to be the gm's npc mouthpeice, discoursing advice and laying down a strategy. and, if need be, he's got ultimate diplomacy to either stall for time or outright avoid a fight altogether
Last edited by Kreuzritter on Mon May 21, 2007 3:08 pm, edited 2 times in total.
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Postby Libra » Fri Jul 28, 2006 9:48 am

Good stuff Kreuzritter. I'd love to see more Astro City stats.
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Kreuzritter
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Postby Kreuzritter » Sun Jul 30, 2006 8:54 am

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"Look at the facts, look at the patterns -- and look for what doesn't fit. Base your deductions on that."

The Confessor

PL: 10 (184)

abilities: (28)
STR 20 DEX 18 CON n/a INT 14 WIS 18 CHA 18

Combat: (32)
+8 init, +10 ATK, +10 DEF (+ flat-footed)
+5 +2 DMG (unarmed + sneak attack)

saves: (9)
TOU +10/7 FORT n/a REF +7 WILL +10

Skills (25/100)
acrobatics +8
bluff +6
climb +6
gather info +8
intimidate +10
investigate +10
knowledge: religion +8
knowledge: streetwise +8
notice +10
search +10
sense motive +10
stealth +6

feats (26)
acrobatic bluff, assessment, attack focus: melee 2, challenge 2 (forceful intimidation, read situation) defensive attack, defensive roll 3, dodge focus 2, evasion, equipment 2, improved block, improved disarm, improved grapple, improved initiative, interpose, power attack, startle, sneak attack, takedown attack, uncanny dodge (visual), ultimate challenge: read situation

Powers (79)
immunity +30 (fort) (30)
insubstantial +2 (10)
invisibility +2 (flaw: only vs electronics -1) (4)
protection +7 (extra: impervious +1, flaw: limited vs silver/holy/magic -1) (7)
regeneration +11 (recovery bonus +7, rec. rate: b+1/u+1/i+1/s+1/d+2. feat: persistent) (15)
supermovement +2 (slow fall, sure-footed) (4)
supersenses +4 (darkvision, scent, tracking) (4)
superstrength +1 (2)
teleport +2 (feat: change direction, flaw: limited-short range only -1) (3)

drawbacks (-15)
power loss: all powers from dawn to dusk (major, common) (-4)
weakness: holy symbols (dazed for 1 round if lose opp. CHA check, common, moderate) (-3)
weakness: sunlight (minor, per round, destoroyed after 10 rounds) (-8)

equipment
grandetti cathedral vestry (use sanctum sanctorum stats, but up to size large) [10]

complications
honour
secret (vampire)

costs
abilities 28 + combat 32 + saves 9 + skills 25/100 + feats 26 + powers 75 - drawbacks 15 = 184 pts

:arrow: I really wanted to make Confessor fit my 10/150 standard, mostly because he's just too fun not to play, but unfortunately, combining both his power and competance make such unfeasible. continuity wise, this is confessor for the bulk of his career, before taking Altar boy as his sidekick

:arrow: mechanicly, confessor is a mix of the vampire lord and costumed adventurer, with some modifications based on his appearances. most notably, Confessor has somehow found a way around his vampiric bloodlust. as such, i saw no reason to include the infamous bite.
Last edited by Kreuzritter on Mon May 21, 2007 3:07 pm, edited 2 times in total.
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Postby Kreuzritter » Sun Jul 30, 2006 10:48 am

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Ten of Spades

PL: 10 (144)

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

Combat: (28)
+ init, +8/6 ATK, +8 DEF (+ flat-footed)
+0/5/12 DMG (unarmed/hair/snare)

saves: (6)
TOU +4/2 FORT +5 REF +5 WILL +4

Skills (5/20)
disguise +4
notice +4
sense motive +5
profession: hairdresser +3
bluff +4

feats (13)
ambidexterity, attack spec: hair, chokehold, defensive roll 2, dodge focus 2, improved grab, improved grapple, improved pin, improved trip, improved throw, move by action

Powers (78)
device: flying card +2 (8)
-flight +5[10]
Additional Limbs 3 [Prehensile Hair] (Feat: Extended Reach 2; Linked-Enhanced Dex +10, enhanced str +10, Super-Strength +4) (33)
Snare 12 (Extra: Engulf [+0]; Power Feats: Extended Reach 2, Split Attack 2, Tether; (29)
Super-Movement 4 (slow fall, Sure-Footed, swinging, Wall-Crawling; (8)

costs
abilities 14 + combat 28 + saves 6 + skills 5/20 + feats 13 + powers 78 = 144 pts

:arrow: A shallow, petty woman, Ten prefers to lash out at what looks like the weakest member of the opposition, using her tentacle like hair to toss them around like a ragdoll before squeezing the life out of them.
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Postby Kreuzritter » Sun Jul 30, 2006 10:50 am

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Jack of Spades

PL: 10 (136)

abilities: (32)
STR 18 DEX 18 CON 18 INT 12 WIS 14 CHA 12

Combat: (36)
+12 init, +12/10/8 ATK, +14 DEF (+4 dodge, +5 flat-footed)
+4/9/10 DMG (unarmed/war fan/sword)

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

Skills (8/32)
acrobatics +8
intimidate +8
notice +8
sense motive +8

feats (24)
acrobatic bluff, assessment, ambidexterity, attack spec: sword 2, defensive roll 2, dodge focus 4, evasion, fearless, fighting style: swordfighting 9 (accurate attack, defensive attack, improved block, improved disarm, improved initiative 2, power attack, quick draw, startle), move by action, takedown attack 2, uncanny dodge

Powers (26)
device: flying card +2 (8)
- flight +5 [10]
device: samurai sword +4 (12)
- strike +6 (feats: mighty pen 4, improved critical 3, extra: penetrating +1) [19]
device: war fan +2 (6)
- strike +5 (feat: accurate, homing, mighty, thrown) [9]

costs
abilities 32 + combat 36 + saves 10 + skills 8/32 + feats 24 + powers 26 = 136 pts

:arrow: Like the ancient Samurai he resembles, the Jack of Spades Prefers to take point, engaging his opponent in single melee combat.
Last edited by Kreuzritter on Mon May 21, 2007 3:06 pm, edited 2 times in total.
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Postby Kreuzritter » Sun Jul 30, 2006 11:18 am

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Queen of Spades

PL: 10 (116)

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

Combat: (28)
+5 init, +9/4 ATK, +10 DEF (+5 flat-footed)
+0/8/11/11 DMG (unarmed/disinetgrate/blast/electric)

saves: (13)
TOU +9/7 FORT +6 REF +6 WILL +6

Skills (14/28)
bluff +6
disguise +4
intimidate +6
notice +6
sense motive +6

feats (13)
attack focus: ranged 5, defensive roll 2, improved aim, improved initiative, move by action, startle, tough, uncanny dodge

Powers (34)
device: flying card +2 (8)
-flight +5[10]
Device: Sceptre +7 (feat: only by Queen of spades) (23)
- electrical control +11 (extra: penetrating +1) [35]
- ap: blast +11 (extra: area-burst +1) {11}
- AP: disintegration +8 {32}
protection +3 (3)

costs
abilities 14 + combat 28 + saves 13 + skills 14/28 + feats 13 + powers 34 = 116 pts

:arrow: The Queen of Spades is essentially a tank, relying upon her hovercard to move across the battlefeild, dispensing electric death from her sceptre at the group's most powerful opponents.
Last edited by Kreuzritter on Mon May 21, 2007 3:06 pm, edited 2 times in total.
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Postby Kreuzritter » Sun Jul 30, 2006 11:21 am

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King of Spades

PL: 10 (147)

abilities: (28)
STR 8 DEX 10 CON 12 INT 20 WIS 24 CHA 16

Combat: (28)
+0 init, +10/4 ATK, +14 DEF (+4 dodge, +4 flat-footed)
-1/+10 DMG (unarmed/heat vision)

saves: (13)
TOU +1 FORT +4 REF +6 WILL +10

Skills (12/48)
bluff +8
Diplomacy +8
knowledge: history +10
knowledge: culture +10
sense motive +6
notice +6

feats (14)
assessment, attack spec: heat vision 2, defensive roll 3, dodge focus 4, evasion 2, master plan, move by action

Powers (42)
flight +5 (10)
blast +10 (feat: accurate, precise) (22)
telepathy +5 (10)

costs
abilities 28 + combat 28 + saves 13 + skills 12/48 + feats 24 + powers 42 = 147 pts

tactics: The King of Spades is the de Facto Leader of the royal Flush Gang once they choose to stop being Ace's 'playmates', and acts as the typical supervillain leader, ushering threats and directing the gang's mayhem. In battle, He strafes along after an appropriate target, preferably one that's forced to stay on the ground, and will avoid melee combat at all costs. And, although he never actually demonstrated telepathy, King's archetypal appearance suggests powers of a cerebral nature
Last edited by Kreuzritter on Mon May 21, 2007 3:05 pm, edited 2 times in total.
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Postby Kreuzritter » Sun Jul 30, 2006 11:24 am

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Ace of Spades

PL: 10 (138)

abilities: (19)
STR 34 DEX 14 CON N/A INT 10 WIS 11 CHA 10

Combat: (32)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+12 DMG (unarmed)

saves: (2)
TOU +12 FORT +N/A REF +4 WILL +1

Skills (5/20)
intimidate +6
notice +8
search +6

feats (14)
all-out attack, ambidexterity, chokehold, improved block, improved grab, improved grapple, improved initiative, improved over-run, improved pin, interpose, power attack, takedown attack, teamwork +2

Powers (78)
device: flying card +2 (8)
-flight +5[10]
immunity +30 (fort saves) (30)
mind sheild +10 (10)
protection +12 (extra: impervious +1) (24)
superstrength +3 (6)

costs
abilities 19 + combat 32 + saves 2 + skills 5/20 + feats 14 + powers 78 = 138 pts

:arrow: while not an actual member of the second suit of JLU's RFG, I've included this ace because, well, he's an ace of spades, and the only member of the beyond RFG that can be melded into a particular suit
Last edited by Kreuzritter on Mon May 21, 2007 3:04 pm, edited 2 times in total.
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Postby Kreuzritter » Sun Jul 30, 2006 12:34 pm

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Must...Save...Jennifer...

Rick (Splatterhouse)

PL: 10 (150)

abilities: (20)
STR 34/12 DEX 14 CON 30/14 INT 12 WIS 16 CHA 12

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

saves: (9)
TOU +10 FORT +10 REF +6 WILL +8

Skills (14/56)
bluff +4
gather info +8
intimidate +8
investigate +6
knowledge: arcane lore +6
knowledge: behavioural sciences +6
notice +8
search +8
sense motive +6

feats (1)
assessment

Powers (72)
Device: Hell Mask +18 (restricted: only by rick) (74)
enhanced CON +16 [16]
enhanced STR +22 [22]
immunity +2 (critical hits) [2]
impervious toughness +4 [4]
power feats +29 (all-out attack, ambidexterity, attack focus: melee 2,
chokehold, critical strike (undead), diehard, dodge focus 2,
endurance, favored opponent (undead), fearless, fearsome prescence 2,
improved block, improved critical, improved grab, improved grapple,
improved initiative, improved overrun, improved pin, improved throw,
improved trip, move by action, power attack, startle, takedown attack 2,
uncanny dodge) [29]
regeneration +11 (recovery bonus +3, rec. rate: b +1, u +1, i +2, s +2, d +3. feat: persistent, regrowth) [14]
supersenses +6 (danger sense, darkvision, distance sense, scent, tracking) [3]

complications
responsibility: jennifer (girlfreind)
temper (the Hell Mask influencing his behaviour)

tradeoff
-2 ATK/+2 DMG

costs
abilities 20 + combat 32 + saves 9 + skills 14/56 + feat 1 + powers 72 = 150 pts

:arrow: Antihero of the cult slasher beat 'em up "Splatterhouse", the Hell Mask turns Rick from an inevitable horror movie victim into a two fisted nigh-unstoppable human murder machine, hell-bent on destroying anything that gets between him and saving jennifer.

:arrow: mechanicly, Rick is a living version of noted movie maniac Jason, loaded for bear with countless ways of killing you with his bare hands. the only downside is that Rick doesn't get his damage bonus against his favored enemies, but considering he can land criticals against them in return, it's only a minor quibble
Last edited by Kreuzritter on Mon May 21, 2007 3:03 pm, edited 2 times in total.
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Postby Pampero » Sun Jul 30, 2006 12:43 pm

X-Men: Evolution AND Astro City?

SWEET! 8)

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Postby Kreuzritter » Sun Jul 30, 2006 2:50 pm

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Lay out the welcome mat, brother. I'm coming home.

The Unstoppable Juggernaut

PL: 10 (150)

abilities: (16)
STR 34 DEX 12 CON 34 INT 10 WIS 10 CHA 14

Combat: (32)
+1 init, +7 ATK (-1 size), +8 DEF (+1 dodge, -1 size, +3 flat-footed)
+12 DMG (unarmed)

saves: (3)
TOU +12 FORT +12 REF +4 WILL +2

Skills (6/24)
intimidate +10
notice +4
sense motive +4
survival +6

feats (11)
all-out attack, attack focus: melee, diehard, dodge focus, endurance, fast overrun, fearless, improved grapple, improved overrun, power attack, ultimate toughness

Powers (82)
device: helmet +2 (8)
-immunity +10 (mental effects) [10]
enhanced STR +12 (12)
enhanced con +14 (14)
growth +4 (feat: innate, flaw: permanent -1) (9)
immunity +9 (life support) (9)
immovable +10 (unstoppable +1) (20)
Impervious toughness +10 (10)

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

costs
abilities 16 + combat 32 + saves 3 + skills 6/24 + feats 11 + powers 82 = 150 pts

:arrow: Heeere's Juggy! fully playable at pl10, his invulnrability makes him a serious threat to an X-men Evolution based campaign, requiring the entire team working together to find some way, ANY way of stopping their mentor's stepbrother

:arrow: naturally, Jugger's a complete sucker for mental effects, but if and only if you're able to get his helmet off. luckily, with such a low sense motive, you should be able to trick him easy enough
Last edited by Kreuzritter on Mon May 21, 2007 3:02 pm, edited 2 times in total.
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