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

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

569

Post by Kreuzritter » Fri Oct 20, 2006 6:16 pm

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Elaine

PL: 10 (145)

abilities: (12)
STR 26 DEX 20 CON 30 INT 14 WIS 14 CHA 14

Combat: (36)
+9 init, +8 ATK, +8 DEF (+4 flat-footed)
+8/10 +2 DMG (unarmed/claws + sneak attack)

saves: (10)
TOU +12/8 FORT +9 REF +10 WILL +6

Skills (16/64)
bluff +8
acrobatics +10
climb +8
intimidate +8
notice +6
search +8
sense motive +8
stealth +8

feats (16)
acrobatic bluff, all out attack, defensive roll 4, endurance, evasion, fearless, improved initiative, improved trip, move by action, power attack, rage, startle, uncanny dodge

Powers (60)
enhanced STR +8 (8)
enhanced DEX +10 (10)
enhanced CON +16 (16)
growth +4 (flaw: permanent -1) (8)
leaping +4 (4)
strike +2 (feat: mighty) (3)
supersenses +5 (darkvision, scent, tracking, danger sense) (5)
superstrength +3 (6)

drawbacks (-5)
normal identity (free action) (-3)
weakness: dependence on Sustenence (common, minor) (-2)

costs
abilities 12 + combat 36 + saves 10 + skills 16/64 + feats 16 + powers 60 - drawbacks 5 = 145 pts

:arrow: an enemy of Cybersix, Elaine's secondary function was that she was apparently the carrier for what's best described as a 'werewolf virus', which turns ordinary citizens into werewolf like creatures, best represented via X-trait. this disease aparently burns itself out if the patient puts their body through enough stress (IE: beaten somewhere between staggered and unconscious while in werewolf form).

:arrow: When in human form, Elaine is pretty much a femme fatale, able to extert control over the infected's human forms via pheremones and sexual charisma
Last edited by Kreuzritter on Sun May 20, 2007 6:45 pm, edited 1 time in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

570

Post by Kreuzritter » Fri Oct 20, 2006 7:53 pm

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The first thing I want is for you to stop asking stupid questions.

Count Vertigo

PL: 10 (158)

abilities: (28)
STR 12 DEX 16 CON 16 INT 14 WIS 16 CHA 14

Combat: (32)
+3 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+1/4 +2/10 + 10 DMG (unarmed/gun + sneak attack/vertigo effect)

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

Skills (14/56)
bluff +7
diplomacy +6
gather info +6
intimidate +8
language: english (native: Vlatavan)
knowledge: tactics +6
notice +8
stealth +6
sense motive +8

feats (37)
attack focus: range 2, assessment, connected, contacts, defensive roll 3, diehard, dodge focus 2, equipment 6, improved aim, master plan, minions 14 (25 fanatic soldiers), move by action, taunt, seize initiative, sneak attack

Powers (40)
"Vertigo effect monocole (40)
|- nauseate +10 (extras: area-cone +1, range +1, linked: obscure flaw: sense dependent-sight -1) [50]
|- Obscure sight +10 (extra: area-cone +1, linked: nauseate)

equipment
heavy pistol +4 [8]
undercover vest +3 [4]
headquarters: monastary (as stately manor) [18]

costs
abilities 28 + combat 32 + saves 7 + skills 14/56 + feats 37 + powers 40 = 158 pts

:arrow: The first non-batfoe supervillain of the DCAU, Vertigo appeared in only one episode, but he could easily be dropped into a pulp, WW2 or bond-style setting
Last edited by Kreuzritter on Sun May 20, 2007 6:44 pm, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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571

Post by Kreuzritter » Sat Oct 21, 2006 8:27 am

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Phantom Girl

PL: 10 (150)

abilities: (24)
STR 10 DEX 16 CON 14 INT 12 WIS 16 CHA 16

Combat: (32)
+3 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+0/7 +2 DMG (unarmed/ghost touch + sneak attack)

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

Skills (13/52)
bluff +6
computers +4
concentration +8
knowledge: technology +6
pilot +8
notice +8
search +6
sense motive +6
stealth +8

feats (20)
attractive, benefit 3 (security clearance, status: member of LoSH, wealth 2) beginner's luck, defensive roll 2, dodge focus 2, equipment, evasion 2, improved defense, improved intiative, inspire, move by action, sneak attack, teamwork 2, taunt

Powers (51)
device: legion flight ring +3 (12)
- immunity +9 (life support) [9]
- flight +3 [6]
insubstantial +4 (feat: selective, extra: affects corporeal +1) (25)
Stun +7 (14)

equipment
armored costume +3 [4]
commlink [1]

costs
abilities 24 + combat 32 + saves 10 + skills 13/52 + feats 20 + powers 51 = 150 pts

:arrow: from the new Legion of superheros cartoon, Phantom Girl describes herself as having been a "poor little rich girl" prior to joining the team, thus contrasting a perky, upbeat attitude against spooky powers. it's unknown if she's dating ultra boy yet, but i say give it time
Last edited by Kreuzritter on Sun May 20, 2007 6:44 pm, edited 1 time in total.
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Kreuzritter
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572

Post by Kreuzritter » Sat Oct 21, 2006 9:39 am

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Now, puny turtles, feel the wrath of...

Krang (Robot Body)

PL: 10 (256)

abilities: (42)
STR 48/24 DEX 14 CON 30/18 INT 24 WIS 20 CHA 14

Combat: (36)
+2 init, +10/8/2/0 ATK, +8/0 DEF (-1 size/-8 full size, +4 flat-footed)
+7/10/19 DMG (unarmed/blast/full size)

saves: (5)
TOU +13/7 FORT +11/5 REF +4 WILL +6

Skills (28/112)
bluff +6
craft: chemical +8
craft: electronic +8
craft: mechanical +8
computers +8
concentration +8
disable device +8
intimidate +5
language: english +1 (native: utrom)
knowledge: tactics +8
knowledge: life sciences +8
knowledge: physical sciences +8
knowledge: technology +8
notice +8
search +4
sense motive +8

feats (60)
assessment, equipment 26, improvised tools, inspire, inventor, master plan, leadership, minions 23, seize initiative, skill mastery (craft: chemical/electronic/mechanical, disable device), skill mastery (knowledge: phys. sci./life sci./tech/tactics), power attack, taunt

Powers (90)
blast "laser vision" +10 (feat: accurate) (21)
flight +3 (6)
growth +4 (feat: innate, flaw: permanent -1) (9)
growth +12 (36)
immunity +11 (life support, critical hits) (11)
impervious tou +4 (4)
protection +3 (3)

equipment
comm-link [1]
Technodrome (stats to come) [129]

drawbacks (-5)
Normal Identity: krang (full round) (-5)

costs
abilities 42 + combat 36 + saves 5 + skills 28/112 + feats 60 + powers 90 - drawback 5 = 256 pts

:arrow: the diabolical mastermind of the old turtles series, I chose to Include the size changing abilities of Krang's robot body

:arrow: krang's armies back in dimension X are legion, so for the sake of argument, presume that his minions are the mix of mousers, foot soldiers (medium robots), and stone warriors (as space pirates) permanently stationed on the Technodrome

:arrow: Yes, I am planning to try and stat out the Technodrome itself atsome point, but for now, use a space battleship's stats, changing the flight speed to a ground speed (scaling appropriately)
Last edited by Kreuzritter on Sun May 20, 2007 6:43 pm, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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573

Post by Kreuzritter » Sat Oct 21, 2006 10:20 am

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I could get used to this.

Hero Zero

PL: 10 (150)

abilities: (8)
STR 24/10 DEX 26/12 CON 32/12 INT 10 WIS 12 CHA 12

Combat: (32)
+8/1 init, -2/4/+10/8 ATK, -2/+10 DEF (+2 dodge, -4/+4 flat-footed)
+0/7/17 DMG (normal/hero unarmed/full size)

saves: (8)
TOU +17/7/1 FORT +15/5 REF +9/2 WILL +5

Skills (5/20)
bluff +6
knowledge: pop culture +4
notice +6
sense motive +4

feats (6)
attack focus: melee 2, dodge focus 2, benefit (Advice from "Zero"), taunt

Powers (94)
enhanced STR +14 (14)
enhanced DEX +14 (14)
growth +10 (feat: growth strike) (32)
- ap: shrinking +20 (feat: growth strike) [21]
flight +5 (10)
power feat +10 (acrobatic bluff, defensive attack, evasion, improved block, improved critical, improved trip, instant up, power attack, stunning attack, uncanny dodge) (10)
Protection +6 (extra: impervious +1) (12)
super skill +2 (acrobatics +8) (2)
superstrength +3 (6)

drawback
normal identity (free action) (-3)

costs
abilities 8 + combat 32 + saves 8 + skills 5/20 + feats 6 + powers 94 - drawback 3 = 150 pts

:arrow: a superhero created for Dark Horse's "Comics Greatest World" imprint, Hero Zero is so much like FC's Megastar in origin, background and personality that you could easily play HZ as an extradimensional counterpart of him. he supposedly retired after accidently luring Godzilla to San Diego (an accident that resulted in the death of his best freind, among hundreds of others), but he appeared in a later CGW story, so he must have come out of retirement at some point.
Last edited by Kreuzritter on Sun May 20, 2007 6:42 pm, edited 1 time in total.
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Kreuzritter
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574

Post by Kreuzritter » Sat Oct 21, 2006 10:50 am

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Silver Sentry

PL: 10 (150)

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

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

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

Skills (13/52)
Bluff +4
diplomacy +6
Gather Information +6
Intimidate +6
knowledge: streetwise +6
Knowledge (civics) +6
Notice +8
search +4
Sense Motive +6

Feats (9)
assessment, attack focus: melee 2, diehard, dodge focus 2, endurance, power attack, uncanny dodge

Powers (79)
Enhanced STR +20 (20)
Enhanced CON +20 (20)
flight +5 (12)
immunity +11 (critical hits, life support) (11)
superstrength +6 (12)
supersenses +4 (x-ray vision)

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

complications
fame (as Silver Sentry)
enemy (Dr. Malignus)
secret (identity)

costs
abilities 20 + combat 24 + saves 5 + skills 13/52 + feats 9 + powers 79 = 150 pts

:arrow: introduced in the 2003 TMNT series, Silver Sentry's a globe trotting paragon in the finest seigel/shuster tradition. while his prescence was jarring at first, it also established that the series was not necessarily "year zero" for the setting. as virtually no background was given on him, you pretty much have carte blanche if you want to bring him into your game
Last edited by Kreuzritter on Sun May 20, 2007 6:42 pm, edited 2 times in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

575

Post by Kreuzritter » Sat Oct 21, 2006 11:15 am

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The Technodrome

mobile Headquarters [98]

size: colossal [5]
strength: 70 [12]
toughness: 20 [3]
features: combat simulator, communications, computer, concealed, defense system, fire prevention system, garage, gym, hangar, holding cells, infirmary, isolated, laboratory, library, living space, pool, power system, security system, workshop [19]
Powers:
- blast +15 (extra: explosion) [45]
- supremovement +1 (dimensional travel 2, extra: portal +1) [6]
Movement: ground speed 5, AP: water speed 5, tunneling 5 [8]

:arrow: A classic supervillain hideout, I put isolated and concealed on it to represent the countless times the technodrome gets stranded on some ridiculously far corner of the globe or in another dimension
Last edited by Kreuzritter on Sun May 20, 2007 6:41 pm, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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576

Post by Kreuzritter » Sat Oct 21, 2006 4:59 pm

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Timber Wolf

PL: 10 (150)

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

Combat: (24)
+7 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/10 DMG (unarmed/claws)

saves: (6)
TOU +10/7 FORT +10 REF +7 WILL +6

Skills (14/56)
acrobatics +8
climb +8
computers +4
intimidate +8
notice +8
sense motive +6
stealth +8
survival +10

feats (25)
attack focus: melee 4, defensive roll 3, dodge focus 4, acrobatic bluff, all out attack, diehard, endurance, evasion, fearless, improved initiative, improved trip, move by action, power attack, startle, takedown attack 2, uncanny dodge

Powers (59)
enhanced STR +10 (10)
Enhanced DEX +10 (10)
Enhanced CON +10 (10)
leaping +3 (3)
strike +3 (feats: mighty pen 7, improved critical, extra: penetrating +1) (14)
supersenses +6 (darkvision, danger sense, scent, track, ultrahearing) (6)
superstrength +3 (6)

costs
abilities 22 + combat 24 + saves 6 + skills 14/56 + feats 25 + powers 59 = 150 pts

:arrow: the latest member the legion of superheros (well, the animated version), TW may look like a slightly less hairy wolverine, but he's a pretty nice guy deep down. time will tell if or when he and ultra boy will pick up the feud for the heart of phantom girl
Last edited by Kreuzritter on Sun May 20, 2007 6:39 pm, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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577

Post by Kreuzritter » Sat Oct 21, 2006 5:47 pm

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Krakoa, The Island That Walks Like A Man!

PL: 12 (260)

abilities: (40)
STR 42 DEX 14 CON 42 INT 14 WIS 16 CHA 8

Combat: (48)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+16/12 DMG (unarmed/powers)

saves: (7)
TOU +12 FORT +12 REF +2 WILL +10

Skills (14/56)
intimidate +10
notice +8
search +6
sense motive +6
stealth +8
survival +10
swimming +8

feats (4)
diehard, improved initiative, seize initiative, uncanny dodge

Powers (147)
growth +12 (feat: innate, flaw: permanent -1) (25)
ESP +8 (flaw: medium-plants -1) (8)
immunity +12 (age, life support, critical hits) (12)
immovable +3 (3)
impervious tou +10 (10)
summon +6 (progression 7, mental link, sacrifice, extras: fanatical +1, horde +1, type-monstrous animals +2) (79)
ap: plant control +12 [24]
ap: earth control +12 [24]
ap: blast +12 (extra: area-burst +1) [36]
ap: telepathy +12 [24]
supermovement +3 (permeate 3, flaw: limited-ground/plants only -1) (3)
supersenses +5 (darkvision, tremorsense, scent, tracking) (7)

costs
abilities 40 + combat 48 + saves 7 + skills 14/56 + feats 4 + powers 147 = 260 pts

:arrow: the very first foe of the "all-new, all-different" X-men, this build doesn't necessarily reflect the true krakoa (best built as a PL-X character not unlike Freedom City's X-Isle), but rather the monstrous avatar it chose to confront the X-men (which also fought quasar many years later). while retconned in "deadly genesis" to be little more than a mindless beast mentally, this can easily be twisted to depict Krakoa as a cunning, primal predator, not unlike the lovecraftian beast it resembles

:arrow: Krakoa will lurk at first when foolish mortals come upon it's shores, using it's summon and control abilities to gradually herd them towards the centre, where it will then trap and feed upon their life forces. once sated, it may choose to set one captive free, to eventually return and bring it more food
Last edited by Kreuzritter on Sun May 20, 2007 6:38 pm, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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Post by Kreuzritter » Sun Oct 22, 2006 9:01 am

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Bouncing Boy

PL: 10 (150)

abilities: (24)
STR 18/10 DEX 12 CON 18/14 INT 16 WIS 16 CHA 16

Combat: (24)
+5 init, +8/6/7/6 ATK, +8 DEF (+3 dodge, -1 size, +4 flat-footed)
+0/4/7 DMG (unarmed/slam/pinball)

saves: (11)
TOU +12/2 FORT +5 REF +5 WILL +7

Skills (17/68)
arcobatics +4
bluff +6
craft: mechanical +6
craft: electronic +6
diplomacy +8
disable device +6
knowledge: pop culture +6
knowledge: technology +6
notice +6
pilot +8
sense motive +6

feats (11)
assessment, attack focus: melee, attack spec: bounce, dodge focus 3, improved initiative, inspire, set up, teamwork, taunt

Powers (63)
bouncing +8 (feats: move by action, improved overrun, fast overrun, pinball 7, ricochet, extras: bounce back attack +1, impact resistant +1, linked: Growth 4 [8]) (51)
device: legion flight ring +3 (12)
- immunity +9 (life support) [9]
- flight +3 [6]

tradeoffs
+2 TOU/-2 DEF

costs
abilities 24 + combat 24 + saves 11 + skills 17/68 + feats 11 + powers 63 = 150 pts

:arrow: I am really pleased at how bouncing boy turned out, not so much power-wise, but in the fact that his real worth to the legion lies in his skills. and, having watched the new show, he and brainy are definately the beetle and booster of the new generation
Last edited by Kreuzritter on Sun May 20, 2007 6:37 pm, edited 1 time in total.
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Kreuzritter
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Post by Kreuzritter » Wed Oct 25, 2006 8:38 pm

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"I'm still attached to this world"

Lee Bailong

PL: 10 (150)

abilities: (26)
STR 24 DEX 24 CON n/a INT 12 WIS 14 CHA 12

Combat: (32)
+11 init, +13/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+7 DMG (unarmed)

saves: (5)
TOU +7 FORT n/a REF +7 WILL +7

Skills (16/64)
acrobatics +10
bluff +8
climb +8
concentration +8
intimidate +8
knowledge: theology/philosophy +6
notice +8
sense motive +8

feats (26)
assessment, attack focus: melee 5, dodge focus 5, fighting style: Dao-Dan Do 10 (all-out attack, defensive attack, elusive target, improved block, improved critical, improved disarm, instant up, power attack, stunning attack, takedown attack), improved initiative, interpose, move by action, startle, uncanny dodge

Powers (45)
leaping +1 (1)
immunity +30 (fort) (30)
protection +7 (extra: impervious +1) (14)

tradeoffs
+3 ATK/-3 DMG
+3 DEF/-3 TOU

complications
reputation (zombie)
honor
responsibility (perfect Dao-dan do)
responsibility (Protect Jun Tao)

costs
abilities 26 + combat 32 + saves 5 + skills 16/64 + feats 26 + powers 45 = 150 pts

:arrow: from the anime series "Shaman King", Bailong was his world's equivalent of Bruce Lee, a martial arts prodigy/actor who's meteoric rise ended with his brutal murder, resurrection and enslavement to the Tao family as a jiangshii zombie. Entrusted with the safety of Jun Tao, bailong eventually broke free of his captivity, and divides between improving his martial art and protecting Jun, who no longer sees herself as his mistress, but as a freind
Last edited by Kreuzritter on Sun May 20, 2007 6:36 pm, edited 1 time in total.
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Post by Kreuzritter » Thu Oct 26, 2006 6:15 pm

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Zzzax

PL: 10 (150)

abilities: (10)
STR 34 DEX 14 CON n/a INT 8 WIS 14 CHA 8

Combat: (36)
+2 init, +8 ATK, +8 DEF (-1 size, +4 flat-footed)
+12/10/10/5 DMG (unarmed/elec./drain/aura)

saves: (6)
TOU +12 FORT n/a REF +4 WILL +6

Skills (3/12)
intimidate +4
notice +4
search +4

feats (3)
all-out attack, power attack, startle

Powers (100)
electrical control +10 (21)
ap: drain +10 (WIS, extra: vampiric +1) [20]
growth +4 (feat: innate, flaw: permanent -1) (9)
immunity +35 (fort, electricity damage) (35)
proection +8 (extra: impervious +1) (16)
strike +5 (extra: aura +1, flaw: permanent -1) (5)
super-movement +2 (air-walking 2) (4)
superstrength +5 (10)

drawbacks (8)
vulnerable: water (uncommon, major) (-4)
weakness: must drain to feed (very common, -1 TOU per 20 minutes) (-4)

costs
abilities 10 + combat 36 + saves 6 + skills 3/12 + feats 3 + powers 100 - drawback 8 = 150 pts

:arrow: a classic foe of the hulk, Zzzax is a living electrical monster
Last edited by Kreuzritter on Sun May 20, 2007 6:34 pm, edited 1 time in total.
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Post by Kreuzritter » Fri Oct 27, 2006 5:10 pm

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I was born on the very day that Dracula was destroyed... so, in short, that means I AM DRACULA!

Graham Jones

PL: 10 (193)

abilities: (36)
STR 10 DEX 14 CON 16 INT 16 WIS 20 CHA 20

Combat: (32)
+6 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+0/10 DMG (unarmed/magic)

saves: (15)
TOU +10/3 FORT +7 REF +7 WILL +11

Skills (21/84)
bluff +8
diplomacy +8
gather info +4
intimidate +8
investigate +6
knowledge: arcane lore +8
knowledge: current events +6
knowledge: theology/philosophy +8
notice +6
perform oratory +8
search +6
sense motive +8

feats (20)
attack focus: ranged 2, dodge focus 2, fascinate 3 (bluff, diplomacy, perform), master plan, improved initiative, seive initiative, minions 8, ritualist, uncanny dodge

Powers (69)
Magic +10 (43)
- mind control +10 (feat: mental link, extras: conscious +1, sensory link +1) [40] *
- summon minion +7 (feats: progression 3, mental link, sacrifice, extras: horde +1, type-demons +2) [39]
- blast "brimstone" +10 (extra: penetrating +1) [30]
- hellfire control +10 (extra: autofire +1) [30]
force feild +7 (extra: impervious +1) (14)
supermovement +2 (air walking 2) (4)
supersenses +2 (mystic awareness, danger sense) (2)
teleport +3 (feats: change direction, easy, turnabout, flaw: short range -1) (6)

minions
as needed

costs
abilities 36 + combat 32 + saves 15 + skills 21/84 + feats 20 + powers 69 = 193 pts

:arrow: From castlevania: aria of sorrow, Graham is a doomsday cult leader under the beleif that he's the second coming of Dracula (or any other suitable dark lord if used in your campaign setting), and towards the end of the game, he makes a pretty valid argument as he invokes several of the dark lord's powers
Last edited by Kreuzritter on Sun May 20, 2007 6:33 pm, edited 1 time in total.
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Post by Kreuzritter » Sat Oct 28, 2006 5:38 pm

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Psylocke

PL: 10 (150)

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

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

saves: (8)
TOU +8/3 FORT +5 REF +7 WILL +10/7

Skills (15/60)
acrobatics +8
bluff +8
concentration +6
intmidate +6
notice +8
search +6
sense motive +8
sleight of hand +4
stealth +6

feats (22)
attack spec: psi-knife, attractive, defensive roll 5, dodge focus 4, acrobatic bluff, accurate attack, defensive attack, evasion, improved block, improved disarm, improved initiative, power attack, move by action, startle, uncanny dodge

Powers (37)
mental blast +8 (34)
- ap: Mental blast "Psi-knife" +10 (flaw: range -2) [20]
- ap: telepathy +10 [20]
mind sheild +3 (3)

tradeoff
+2 DEF/-2 TOU

costs
abilities 36 + combat 32 + saves 8 + skills 15/60 + feats 22 + powers 37 = 150 pts

:arrow: originally just a british telepath, psylocke was upgraded to psycic ninja in the early 90's. i've also decided to go with her most recognizable power suite, mostly because her more recent appearances are marking her as a "PNPC", if you catch my drift
Last edited by Kreuzritter on Sun May 20, 2007 6:31 pm, edited 1 time in total.
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Crinoverse: Contributions

Taliesin
Cosmic Entity
Cosmic Entity
Posts: 12165
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Post by Taliesin » Sun Oct 29, 2006 1:05 am

Good call on the classic, well, 90s era Psylocke. I actually like the design of the current version a lot, too, but seeing the one that made it into some of my favorite fighting games is cool.

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