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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Post by Kreuzritter » Wed Aug 16, 2006 5:38 am

Image

SIDEKICK!

Coach Boomer

PL: 10 (112)

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

Combat: (24)
+1 init, +6 ATK, +6 DEF (+ flat-footed)
+1/10 DMG (unarmed/sonic control)

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

Skills (8/32)
Bluff +7
Drive +4
Intimidate +7
profession: gym teacher +6
Notice +4
Survival +4

feats (7)
assessment, distract, fascinate 2 (bluff, intimidate), taunt, second chance (bluff), ultimate taunt

Powers (47)
Sonic control +10 (feat: precise, extra: area-cone +1, linked-trip +8 [extra: knockback +1]) (47)

costs
abilities 14 + combat 24 + saves 12 + skills 8/32 + feats 7 + powers 47 = 112 pts

:arrow: no thread with such a surplus of B-movie characters would be complete without at least 1 iteration of Bruce Campbell, and so here he is

:arrow: Coach boomer, as you can guess, Is best used as an NPC, roleplayed as the amalgamation of 'faded glory' gym teachers, but now with a literally thunderous voice and access to a danger room.
Last edited by Kreuzritter on Mon May 21, 2007 12:51 pm, edited 3 times in total.
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370

Post by Kreuzritter » Wed Aug 16, 2006 6:17 am

Image

Dog carcass in alley this morning, tire tread on burst stomach. This city is afraid of me. I have seen its true face.

Rorschach

PL: 7 (105)

abilities: (24)
STR 20 DEX 14 CON 16 INT 12 WIS 16 CHA 8

Combat: (24)
+6 init, +7/6 ATK, +7 DEF (+1 dodge +3 flat-footed)
+5 DMG (unarmed)

saves: (13)
TOU +3 FORT +7 REF +6 WILL +8

Skills (27/108)
bluff +4
climb +6
concentration +8
escape artist +6
gather info +8
intimidate +12
investigate +8
knowledge: current events +4
knowledge: streetwise +8
medicine +6
notice +8
search +8
sense motive +8
sleight of hand +6
stealth +8

feats (15)
assessment, attack focus: melee, all-out attack, challenge 3 (forceful intimidation, powerful intimidation, read situation), contacts, diehard, dodge, equipment, fearless, improved initiative, master plan, power attack, startle, takedown attack 2

equipment [5]
leather trenchcoat +1 [1]
grapple gun (supermovement: slow fall, wall crawling) [4]

complications
enemy (NYPD)
obsession (justice, paranoid)
prejudice (smelly, crazy man)
reputation (Insane murderer/vigilante)
secret (identity, why he went crazy)

costs
abilities 24 + combat 24 + saves 15 + skills 27/108 + feats 15 = 105 pts

:arrow: the Anti-hero of Watchmen, Rorschach presented an interesting challenge, mostly because he's batman without the budget (nite-owl) or training (ozymandias), but is still pretty good at what he does.
Last edited by Kreuzritter on Mon May 21, 2007 12:50 pm, edited 2 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 6:34 am

The Index is updated, with a Major notice

the "Incredibles", "Sky high", "Tron" and "Buzz Lightyear" sections have been merged under the singular heading "disney heros/villains".
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Post by Libra » Wed Aug 16, 2006 6:53 am

Basil Fawlty. With Superpowers. I love that character concept!
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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371

Post by Kreuzritter » Wed Aug 16, 2006 7:03 am

Image

In your next life, when somebody tells you to leave or face their wrath, leave.

Overlord

PL: 10 (183)

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

Combat: (32)
+6 init, +10/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+0/10/9 DMG (unarmed/suit/disintegrate)

saves: (12)
TOU +10/1 FORT +5 REF +5 WILL +7

Skills (18/72)
bluff +8
diplomacy +8
gather info +10
intimidate +10
knowledge: current events +6
knowledge: streetwise +10
search +4
sense motive +8
stealth +8

feats (41)
assessment, all-out attack, attack focus: melee 2, connected, contacts, dodge focus 2, equipment 4, improved initative, power attack, minions 20, move-by action, startle, stunning attack, takedown attack, taunt, uncanny dodge, well-informed

Powers (60)
device: Overlord Armor +15 (60)
- Disintegration +9 (feat: accurate) [37]
- ap: enhanced STR +20 {20}
- flight +3 [6]
- immovable +3 [3]
- immunity +11 (life support, critical hits) [11]
- protection +9 (extra: impervious +1) [18]

drawback:
normal identity (full round) (-4)

equipment
Skyscraper Headquarters [16]

costs
abilities 20 + combat 32 + saves 12 + skills 18/72 + feats 41 + powers 31 - drawback 4 = 183 pts

:arrow: A mix of dr. doom and the Kingpin, Overlord was among the first out and out Master Villains of the Image universe, all but ruling Chicago with an iron fist and hordes of superpowered flunkies, but was eventually put down by the savage dragon

:arrow: In combat, Overlord goes right to the disintegrate, blasting huge gaping holes in his enemies of not incinerating them outright. if pressed, he'll enter melee for a time, but as soon as he can he'll go back to the blasting of big gaping holes in folks
Last edited by Kreuzritter on Mon May 21, 2007 12:50 pm, edited 2 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 9:40 am

Some posts ago, I hinted that 4 specific characters would be coming down the pipe. I'll have you know that was a bald-faced lie.

There are 5 characters coming down the pipe

In fact, because of them, I will be doing up a Design Diary for the express purpose of outlining my design notes

so, criminals, monsters and Ninjas beware


Image

For THE PACK is on the prowl...
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Post by Kreuzritter » Wed Aug 16, 2006 9:44 am

Image

Once I'm through softening you up, you'll beg me to finish you!

Wolf

PL: 10 (147)

abilities: (26)
STR 28 DEX 24 CON 30 INT 12 WIS 12 CHA 10

Combat: (28)
+11 init, +8/6 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+9/12 DMG (unarmed/axe)

saves: (8)
TOU +11/10 FORT +13 REF +8 WILL +5

Skills (12/48)
acrobatics +8
bluff +6
climb +8
intimidate +8
knowledge: tactics +4
perform: acting +4
notice +6
sense motive +4

feats (26)
attack focus: melee 2, all-out attack, assessment, chokehold, defensive roll, diehard, dodge focus, endurance, evasion, fearless, fearsome prescence 3, improved block, improved grapple, improved trip, improved initiative, move by action, power attack, rage, startle, stunning attack, takedown attack 2, uncanny dodge

Powers (47)
device: Axe of Hakon +3 (9)
- Strike +3 (feat: mighty pen 9, extra: penetrating +1) [15]
Enhanced STR +10 (10)
Enhanced DEX +10 (10)
Enhanced CON +10 (10)
supersenses +4 (darkvision, scent, track) (4)
superstrength +2 (4)

costs
abilities 26 + combat 28 + saves 8 + skills 12/48 + feats 26 + powers 47 = 150 pts

:arrow: The Strongman of The Pack, Wolf recieved a full genetic upgrade that made him into a wolf-man. later, he found an ancestral war-axe, that was in fact enchanted
Last edited by Kreuzritter on Mon May 21, 2007 12:49 pm, edited 2 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 9:48 am

Image

There's nothing like the smell of new meat...

Jackal

PL: 10 (150)

abilities: (42)
STR 20 DEX 24 CON 20 INT 12 WIS 12 CHA 14

Combat: (32)
+11 init, +12/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/5/8 DMG (unarmed/laser/claws)

saves: (8)
TOU +10 FORT +6 REF +10 WILL +5

Skills (15/60)
acrobatics +8
bluff +8
drive +4
intimidate +6
knowledge: tactics +6
pilot +4
profession: mercenary +6
notice +6
sense motive +6
stealth +6

feats (16)
acrobatic bluff, assessment, all-out attack, attack spec: claws 2, defensive attack, dodge focus 2, elusive target, improved initiative, instant up, move by action, power attack, takedown attack, taunt, uncanny dodge

Powers (37)
elongation +4 (4)
flight +3 (6)
leaping +2 (2)
protection +5 (extra: impervious +1) (10)
Strike "claws" +3 (feat: mighty pen. +5, extra: penetrating +1) (12)
- ap: blast "laser" +5 (extra: accurate) [11]
supersenses +3 (low light vision, infravision, radio) (3)

costs
abilities 42 + combat 32 + saves 8 + skills 15/60 + feats 16 + powers 37 = 150 pts

:arrow: half of the pack's brother/sister dex-monkey duo, Jackal opted for a comphensive cybernetics package, and later becamed a high priced mercenary
Last edited by Kreuzritter on Mon May 21, 2007 12:49 pm, edited 2 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 9:53 am

Image

Especially when it sizzles... *maniacal laughter*

Hyena

PL: 10 (150)

abilities: (36)
STR 20 DEX 24 CON 20 INT 10 WIS 12 CHA 10

Combat: (32)
+11 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/5/12 DMG (unarmed/blast/claws)

saves: (8)
TOU +10 FORT +6 REF +10 WILL +5

Skills (15/60)
acrobatics +8
bluff +6
drive +4
intimidate +8
knowledge: tactics +6
pilot +4
profession: mercenary +6
notice +6
sense motive +6
stealth +6

feats (16)
acrobatic bluff, assessment, all-out attack, fearless, dodge focus 2, elusive target, improved initiative, instant up, move by action, power attack, takedown attack, startle, uncanny dodge

Powers (45)
elongation +4 (4)
flight +3 (6)
leaping +2 (2)
protection +5 (extra: impervious +1) (10)
Strike +7 (feat: mighty pen. +5, extra: penetrating +1) (20)
- ap: blast +5 (extra: improved critical, extra: autofire +1) [16]
supersenses +3 (low light vision, infravision, radio) (3)

costs
abilities 36 + combat 32 + saves 8 + skills 15/60 + feats 16 + powers 45 = 150 pts

:arrow: half of the pack's brother/sister dex-monkey duo, hyena opted for a comphensive cybernetics package, and later became a high priced mercenary
Last edited by Kreuzritter on Mon May 21, 2007 12:48 pm, edited 2 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 9:59 am

Image

I'm a partner in a freakshow...

Dingo

PL: 10 (150)

abilities: (24)
STR 22/14 DEX 14 CON 16 INT 14 WIS 14 CHA 12

Combat: (32)
+6 init, +14/12/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/3/3/6/6 DMG (unarmed/knife/pistol/suit/blast)

saves: (11)
TOU +10/3 FORT +5 REF +6 WILL +6

Skills (19/76)
acrobatics +6
bluff +6
climb +6
demolitions +6
diplomacy +4
disable device +6
intimidate +6
knowledge: tactics +6
notice +6
profession: mercenary +6
sense motive +6
survival +6
stealth +6

feats (28)
accurate attack, assessment, attack focus: range 4, defensive attack, diehard, dodge focus 2, elusive target, endurance, equipment 7, evasion, improved aim, improved initative, master plan, move-by action, power attack, precise shot, track, uncanny dodge

Powers (40)
device: battlesuit +10 (40)
- blast +6 (feat: accurate, improved critical, extra: penetrating +1) [21]
- ap: enhanced Str +8 {8}
- flight +3 [10]
- immunity +9 (life support) [9]
- protection +7 (extra: impervious +1) [14]

drawbacks
normal identity (full round) (-4)

equipment
---
knife +1 [1]
light pistol +3 [6]
camo clothing [1]
bolos (snare 4) [8]
grenade (fragmentation) [15]
grenade [smoke] [4]

tradeoffs
-4 DMG/+4 ATK

complications
enemy: The Pack
honor
fame (australia's hero)
reputation (wanted criminal in USA)

costs
abilities 24 + combat 32 + saves 19 + skills 19/76 + feats 28 + powers 40 - drawback 4 = 150 pts

:arrow: Every team needs the guy with lots of skills, and that was most certainly Dingo's niche. horrified at his teammates 'upgrades', Dingo went with a suit of custom powered armor, and later split ties to go home and become Australia's resident superhero
Last edited by Kreuzritter on Mon May 21, 2007 12:48 pm, edited 2 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 10:05 am

Image

Fox

PL: 10 (150)

abilities: (36)
STR 14 DEX 18 CON 16 INT 14 WIS 18 CHA 16

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

saves: (9)
TOU +8/6/3 FORT +5 REF +8 WILL +7

Skills (19/76)
acrobatics +8
bluff +6
climb +6
concentration +10
diplomacy +6
gather info +6
intimidate +8
notice +8
sense motive +8
stealth +10

feats (33)
acrbatic bluff, accurate attack, ambidexterity, attack focus: melee 4, assessment, attractive, connected, defensive roll 2, diehard, dodge focus 2, equipment, evasion 2, fearless, improved initiative, improved trip, inspire, leadership, luck 4, master plan, move by action, takedown attack 2, uncanny dodge, well-informed

Powers (21)
probability control +5 (feat: subtle) (21)

equipment
armored costume +3 [3]

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

complications
rivalry (the gargoyles)
fame
reputation (ex-convict)
responsibility (family: david [husband], alexander [son], halcyon renard [father])
rivalry (halcyon renard)
secret (family history)

costs
abilities 36 + combat 32 + saves 9 + skills 19/76 + feats 33 + powers 21 = 150 pts

:arrow: Once a wealthy thrillseeker and later The Pack's leader, Fox has always been unusually lucky. of course, it wasn't until the birth of her son that she found out exactly where that luck came from (the secret: REALLY good genes)
Last edited by Kreuzritter on Mon May 21, 2007 12:47 pm, edited 3 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 10:22 am

Image

Have you ever considered the bounties of genetic engineering? or maybe cybernetics is more your style, although they do say Clothes make the man...and my personal favorite: the glory of robotics...

Coyote 2.0

PL: 10 (150)

abilities: (18)
STR 34 DEX 14 CON n/a INT 12 WIS 16 CHA 14

Combat: (24)
+2 init, +8/6 ATK, +8/6 DEF (+2 dodge, +3 flat-footed)
+12 DMG (unarmed)

saves: (5)
TOU +12 FORT n/a REF +5 WILL +5

Skills (12/48)
bluff +8
climb +6
computers +8
diplomacy +6
knowledge: technology +10
notice +6
sense motive +4

feats (12)
assessment, attack focus: melee 2, dodge focus 2, fighting style: karate 5 (all-out attack, improved block, improved disarm, instant up, power attack) leadership, taunt

Powers (79)
anatomic seperation +1 ('xanatos' head) (2)
flight +2 (4)
growth +6 (feat: innate, flaw: permanent -1) (13)
immovable +2 (2)
immunity +30 (fort saves) (30)
protection +12 (feat: impervious +1) (24)
superstrength +2 (4)

costs
abilities 18 + combat 24 + saves 5 + skills 12/48 + feats 12 + powers 79 = 150 pts

:arrow: Coyote 2.0, the new leader of The Pack, is yet another fine product of Scarab Technologies, a division of the Xanatos Corporation
Last edited by Kreuzritter on Mon May 21, 2007 12:45 pm, edited 2 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 11:14 am

Design Diary: The Pack

introduction/background

Introduced in the first episode of Disney's Gargoyles, The Pack were an elite squad of mercenaries operating under the cover of a Television action show akin to the then-popular "mighty morphin' power rangers", with the ultimate purpose of facing the Gargoyles in battle, which resulted not only in their defeat, but the arrests of Wolf and Fox. a subsequent encounter landed Jackal and Hyena in prison as well.

However, unbeknownst to The Pack, they were never expected to win. rather, they were being used as pawns by their anonymous employer, David Xanatos. First to test the capabilities of the Gargoyles in comparison to humans, and in the second encounter, as part of a byzantine plot to earn Xanatos the trust of a prospective bodyguard/pilot. Later still, their freedom from prison and subsequent failed attack on the gargoyles was to distance them from Fox (who remained behind) and secure her legal release from prison

eventually, The Pack were contacted by Xanatos through Coyote 2.0, and offered a selection of possible 'upgrades'. tired of taking the lumps, the pack accepted, with the price that they would work as xanatos' covert enforcers. it didn't last long, and the pack eventually disbanded and went their seperate ways, but each member remained a thorn in the gargoyles's side

Why write up the Pack?

to be blunt, because I could. I chose the pack because of fond memories of gargoyles, and how they made for a decent supervillain group, especially after their upgrade. later, as I pondered them, I realised I had an even more interesting challenge in the pack: they were already professionals before getting powers, and I wanted to see if my builds could reflect that. so, with all that out of the picture, let's get to the nitty gritty

Wolf: I started with wolf, primarily due to having just recently worked on a similar build, plus he was the easiest of the lot to figure out. the real fun came once I got to his axe, and realized I had to balance his preturnatural strength against the axe's mystc powers, which, thanks to tradeoffs, didn't take too long. as a design pedigree, Wolf owes his stats to both sabretooth and general thade

Dingo: The suit was easy enough, as I used Steel's armor as a base, and I'll likely use it if/when I get around to Xanatos himself or as a template for the steel clan. however, it was with dingo that I realized he should be just as dangerous outside of the suit as in, and that's where the powers/professionals balancing act began. getting the right feats/skills was a touch difficult, but after recognizing the 'Kraven' aspects of his character, a few looks at other M&M huntsmen filled in the blanks

jackal/hyena: I'm discussing these two together, because frankly, they are basicly the same character, albiet with minor differences in style (jackal's more likely to hit, hyena does more damage). I also took some leeway in the design, figuring that with such extensive bionics, they may actually have lost feats and skills they used to have

Fox: came together like a dream. acrobat, martial artist, femme fatale and a power so subtle not even she knew it was there until she saw the family tree. for those without a MaMa, Fox's power is that once a round, any one roll she makes will never be less than 5

Coyote 2.0: was NOT going to be written up until just after I'd finished Fox, when I decided on a larf that if the GM wants to recreate the events of 'upgrade', then he's gonna need a bigger coyote. for those wondering about models 3 and 4, just add the rest of version 1's powers onto 2

question: fox and dingo have complications, but the others don't. what's up with that?

of The Pack, Fox and dingo were the two that ultmately chose to turn good, and thus have the most in-character reason to play superhero, and thus could be used as PC's down the line (and therefore, can apply for complications). to head off the other question, they were both respective brains of the bunch and had a knack for planning ahead, thus they both get master plan.

I now open the floor to other questions and comments on the pack
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Post by Kreuzritter » Wed Aug 16, 2006 3:05 pm

Image

Lash

PL: 8 (101)

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

Combat: (24)
+6 init, +10/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+2 +3 DMG (unarmed + sneak attack)

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

Skills (15/60)
acrobatics +6
bluff +6
intimidate +4
gather info +4
knowledge: pop culture +4
knowledge: streetwise +4
notice +6
search +6
sense motive +4
profession: student +4
sleight of hand +6
stealth +6

feats (21)
all-out attack, attack focus melee 2, chokehold, dodge focus 2, improved grapple, improved grab, improved pin, improved initiative, grappling finesse, improved trip, move by action, power attack, taunt, set up, redirect, teamwork 2, sneak attack 2

Powers (18)
elongation +6 (6)
protection +5 (extra: impervious +1) (10)
supermovement +1 (slither) (2)

costs
abilities 14 + combat 24 + saves 9 + skills 15/60 + feats 21 + powers 18 = 101 pts

:arrow: Another of Sky High's bullies, Lash may not look like much, but he is at least a capable team player when partnered with speed
Last edited by Kreuzritter on Mon May 21, 2007 12:44 pm, edited 2 times in total.
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Post by Kreuzritter » Wed Aug 16, 2006 4:12 pm

Image

Pardon me. It seems to me that what you folks need is a hero.

Hercules

PL: 10 (150)

abilities: (64)
STR 34 DEX 16 CON 34 INT 10 WIS 14 CHA 16

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

saves: (9)
TOU +12 FORT +12 REF +6 WILL +8

Skills (16/64)
acrobatics +6
climb +6
escape artist +6
handle animal +6
intimidate +8
knowledge: tactics +6
notice +8
ride +8
sense motive +6
survival +6
swim +6

feats (21)
assessment, fearless, fighting style 12 (all-out attack, chokehold, defensive attack, elusive target, grappling finesse, improved block, improved grab, improved grapple, improved pin, improved throw, power attack, takedown attack), improved initiative, move by action, track, ultimate strength, uncanny dodge, sidekick 3

Powers (8)
superstrength +4 (8)

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

complications
enemy (Hades)
fame
responsibility (megara [girlfriend])
responsibility (hero of greece)

costs
abilities 64 + combat 32 + saves 9 + skills 16/64 + feats 21 + powers 8 = 150 pts

:arrow: An iconic mix of scrapper and brick, Hercules tackles his enemies head on and prefers to slug it out before changing gears
Last edited by Kreuzritter on Mon May 21, 2007 12:43 pm, edited 2 times in total.
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