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

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Kreuzritter
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Postby Kreuzritter » Sat Nov 04, 2006 9:17 pm

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"Me Grimlock love to munch metal."

Grimlock

PL: 10 (150)

abilities: (22)
STR 30 DEX 14 CON 30 INT 8 WIS 14 CHA 10

Combat: (40)
+6 init, +8 ATK, +8 DEF (+4 flat-footed)
+10/10 DMG (unarmed/plasma breath)

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

Skills (6/24)
bluff +4
intimidate +8
notice +6
sense motive +6

feats (6)
fearless, improved overrun, improved initiative, power attack, startle, takedown attack

Powers (72)
blast "plasma breath" +10 (extras: penetrating +1) (30)
growth +9 (feat: innate, flaw: permanent -1) (19)
immunity +11 (critical hits, life support) (11)
impervious TOU +10 (10)
morph +1 (feat: metamorph) (2)

drawbacks
weakness: Energon dependence (minor, common) (-3)

costs
abilities 22 + combat 40 + saves 7 + skills 6/24 + feats 6 + powers 72 - drawback 3 = 150 pts

:arrow: yes, the second most popular Transformer of all time has come back to the ATT!

:arrow: for the curious, this grimlock build takes more after the movie/season 3 continuity in the books, meaning grimlock's big, dumb as a post, and meant to be the comic-releif buttkicker of the team

:arrow: in the interest of point costs, I've decided to go with the interpretation that Transformers are living machines, and thus capable of just enough self-repair to justify a CON score of some sort (besides the evidence of various episodes suggesting Cybertrons have to worry about their equivalent of fort effects)
Last edited by Kreuzritter on Sun May 20, 2007 6:00 pm, edited 1 time in total.
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TroyXavier
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Postby TroyXavier » Sat Nov 04, 2006 10:38 pm

Well Grimmy wasn't my favorite transformer(Then again, I was and still am a Decepticon fan) but a very cool conversion of the old T-Rex.
Club Thirteen is Risen.

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Taliesin
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Postby Taliesin » Sat Nov 04, 2006 11:54 pm

Great Red X. His power suit's really cool, and I always wondered how it would look like in M&M.

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Kreuzritter
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Postby Kreuzritter » Sun Nov 05, 2006 8:36 am

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Leatherhead

PL: 10 (150)

abilities: (54)
STR 30 DEX 16 CON 30 INT 24 WIS 16 CHA 10

Combat: (32)
+3 init, +8 ATK, +8 DEF (+4 flat-footed)
+10/12 DMG (unarmed/rage)

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

Skills (19/76)
craft: chemical +6
craft: electronic +8
craft: mechanical +8
diplomacy +4
knowledge: life sciences +6
knowledge: physical sciences +6
knowledge: technology +8
notice +6
search +6
sense motive +6
survival +6
swimming +6

feats (11)
assessment, improved grab, improved grapple, improved initiative, improved overrun, improved pin, inventor, power attack, rage 3 (+4 STR,+2 FORT/10 rounds)

Powers (31)
growth +4 (feat: innate, flaw: permanent -1) (9)
supersenses +4 (darkvision, scent, track) (4)
superstrength +3 (6)
swimming +2 (2)

drawbacks (-3)
involuntary transformation: animal mind (common, moderate) (-3)

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

complications
enemy (Agent Bishop, Baxter Stockman, The Foot)
prejudice (mutant)
temper (note: this is the trigger for his drawback)

costs
abilities 54 + combat 32 + saves 6 + skills 19/76 + feats 11 + powers 31 - drawback 3 = 150 pts

:arrow: for those unfamilar, in the original TMNT comics, leatherhead was more like a reptillian version of x-men's Beast, accidently mutated and raised by the Utrom aliens. it's this version they drew upon for the new series, complete with a jekyll/hyde personality switch (if leatherhead fails his will save, his crocodile brain takes over and he'll attack anything it perceives as a threat. use appropriate man-beast skills in place of his ordinary skills, most notably survival and inimidate, and give him the fearless/startle feats)
Last edited by Kreuzritter on Sun May 20, 2007 5:58 pm, edited 1 time in total.
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Kreuzritter
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Postby Kreuzritter » Sun Nov 05, 2006 9:06 am

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I'm new and improved, baby.

Complete Carnage

PL: 10 (150)

abilities: (26)
STR 34 DEX 16 CON 34 INT 14 WIS 14 CHA 10

Combat: (32)
+7 init, +8 ATK, +8 DEF (+1 dodge, +4 flat-footed)
+12 DMG (unarmed)

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

Skills (11/44)
bluff +4
climb +4
intimidate +10
knowledge: pop culture +6
notice +6
profession: construction worker +4
sense motive +6
stealth +4

feats (11)
fearless, fighting style: karate 7 (all-out attack, improved block, improved disarm, instant up, power attack, startle, stunning attack), improved initiative, taunt, uncanny dodge

Powers (68)
Alternate form: City elemental +17 (flaw: permanent -1) (68
- Enhanced STR +18 [18]
- Enhanced CON +18 [18]
- immovable +4 [4]
- immunity +13 (life support, sleep, starvation, critical hits) [13]
- impervious TOU +7 [7]
- supermovement +5 (permeate 3, wall-crawling 2) [10]
- supersenses +6 (darkvision, direction sense, tremorsense) [6]
- superstrength +4 (feat: groundstrike) [9]

drawback (-3)
weakness (natural environment, -1 con per 20 minutes) (-3)

costs
abilities 26 + combat 32 + saves 5 + skills 11/44 + feats 11 + powers 68 - drawback 3 = 150 pts

:arrow: a villain from the TMNT comics, Complete carnage was destroyed by theend of is 2nd appearnce, but was since clonedfor a crossover between the turtles and savage dragon. incidently, if you recall him from a certain other RPG supplement, the origin they gave him in there's bogus
Last edited by Kreuzritter on Sun May 20, 2007 5:57 pm, edited 2 times in total.
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Kreuzritter
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Postby Kreuzritter » Sun Nov 05, 2006 9:41 am

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Radical

PL: 10 (150)

abilities: (27)
STR 12 DEX 30 CON 24 INT 12 WIS 18 CHA 15

Combat: (32)
+10 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+1/10 DMG (unarmed/magic)

saves: (4)
TOU +8/7 FORT +8 REF +10 WILL +8

Skills (14/56)
bluff +8
concentration +8
diplomacy +6
knowledge: history +6
knowledge: arcane lore +4
medicine +6
profession: doctor +6
notice +6
sense motive +6

feats (12)
attack focus: range 2, attractive, defensive roll, dodge focus 4, evasion, move-by action, taunt, uncanny dodge

Powers (61)
flight +3 (6)
enhanced DEX +14 (14)
enhanced CON +10 (14)
Magic +10 (27)
- Air control +10 *
- blast "lightning" +10
- Earth control +10
- fire control +10
- obscure "mist" +10
- plant control +10
- snare "elemental bonds" +10
- water control +10

tradeoff
+2 DEF/-2 TOU

complication
enemy (Complete Carnage)
responsibility (Shaman)

costs
abilities 27 + combat 32 + saves 4 + skills 14/56 + feats 12 + powers 61 = 150 pts

:arrow: a superheroine from TMNT, Radical, like complete carnage, was imbued by powers from native american spirits, with radical representing nature, while CC embodies the ravages wrought by cities
Last edited by Kreuzritter on Sun May 20, 2007 5:57 pm, edited 1 time in total.
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Postby Kreuzritter » Sun Nov 05, 2006 10:53 am

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Graviturtle

PL: 10 (150)

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

Combat: (32)
+7 init, +10/8 ATK, +10 DEF (+4 dodge, +4 flat-footed)
+3/3/10 DMG (unarmed/whip/gravity powers)

saves: (9)
TOU +10/8 FORT +7 REF +7 WILL +7

Skills (13/52)
Acrobatics +6
Climb +8
Intimidate +6
Knowledge (tactics) +8
Notice +8
Sense Motive +6
Survival +4
Swim +6

feats (20)
Ambidexterity, attack focus: range 2, Assessment, Defensive Attack, defensive roll 2, dodge focus 2, Environmental Adaptation (underwater), Equipment, Evasion, Fearless, Improved disarm, Improved Initiative, improved trip, Inspire 5, Leadership, Master Plan, Skill Mastery (intimidate, knowledge [tactics], sense motive, stealth), Teamwork, Uncanny Dodge (auditory)

Powers (33)
flight +3 (6)
Gravity control +10 (22)
- AP: blast +10
- AP: telekinesis +10
protection +4 (feat: innate) (5)

equipment
Whip [5]

drawback (-2)
power loss: Utrominium (flight, gravity control) (-2)

costs
abilities 38 + combat 32 + saves 9 + skills 13/52 + feats 20 + powers 33 - drawback 2 = 150 pts

:arrow: Graviturtle is obviously the leader of the superturtles, but he didn't actually do much in the featured episode, so I had to improvise a bit regarding his powers.
Last edited by Kreuzritter on Sun May 20, 2007 5:56 pm, edited 2 times in total.
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Postby Kreuzritter » Sun Nov 05, 2006 10:55 am

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Shellectro

PL: 10 (150)

abilities: (40)
STR 14 DEX 16 CON 18 INT 22 WIS 16 CHA 14

Combat: (32)
+7 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/10 DMG (unarmed/electric control)

saves: (10)
TOU +10/8 FORT +7 REF +7 WILL +6

Skills (19/76)
craft: chemical +6
craft: electronic +8
craft: mechanical +8
diplomacy +4
knowledge: life sciences +6
knowledge: physical sciences +6
knowledge: technology +8
notice +6
search +6
sense motive +6
survival +6
swimming +6

feats (14)
assessment, attack spec: elec. control, defensive attack, defensive roll 2, dodge focus 2, environmental adaptation (underwater), inventor, improved initiative, master plan, power attack, teamwork, uncanny dodge

Powers (37)
Flight +3 (6)
Electrical control +10 (22)
- ap: dazzle +10
- ap: datalink +10
immunity +5 (electric damage) (5)
protection +4 (feat: innate) (4)

drawback (-2)
power loss: prescence of utrominium (flight, elec. control) (-2)

costs
abilities 40 + combat 32 + saves 10 + skills 19/76 + feats 14 + powers 37 - drawback 2 = 150 pts

:arrow: Shellectro's the team brain, counted on to disable doomsday devices or whip up cool stuff in a hurry. that he doubles as the team's primary air support is an added bonus
Last edited by Kreuzritter on Sun May 20, 2007 5:55 pm, edited 3 times in total.
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Postby Kreuzritter » Sun Nov 05, 2006 10:58 am

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Grid-x

PL: 10 (150)

abilities: (28)
STR 42/18 DEX 18 CON 30/18 INT 10 WIS 14 CHA 10

Combat: (32)
+8 init, +4/8 ATK, +4/8 DEF (+4 flat-footed)
+4/16 DMG (unarmed/full size)

saves: (9)
TOU +14/8 FORT +14/8 REF +6 WILL +5

Skills (12/48)
Bluff +6
Climb +6
Intimidate +8
Notice +8
search +8
Sense Motive +6
Swim +6

feats (17)
All Out Attack, Environmental Adaptation (underwater), Fearless, fighting style: sumo 7 (improved grab, improved grapple, improved pin, improved overrrun, improved trip, power attack, stunning attack), improved block, Improved Initiative, Second Chance (intimidate), Takedown Attack 2, Teamwork, Uncanny Dodge (auditory)

Powers (55)
growth +12 (36)
protection +4 (feat: innate) (5)
impervious TOU +8 (8)
superstrength +3 (6)

drawback
power loss: utrominium (growth, impervious TOU, superstrength) (-3)

costs
abilities 28 + combat 32 + saves 9 + skills 12/48 + feats 17 + powers 55 - drawback 3 = 150 pts

:arrow: in terms of fighting style, Grid-X deviates the most from his TMNT counterpart, but ya have to admit, a Giant that knows how to fight is pretty impressive
Last edited by Kreuzritter on Sun May 20, 2007 5:54 pm, edited 3 times in total.
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Postby Kreuzritter » Sun Nov 05, 2006 11:00 am

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Blobboid

PL: 10 (150)

abilities: (38)
STR 16 DEX 20 CON 18 INT 12 WIS 14 CHA 18

Combat: (32)
+9 init, +10/8 ATK, +12 DEF (+2 dodge, +4 flat-footed)
+3/7 DMG (unarmed/strike)

saves: (12)
TOU +10/8 FORT +7 REF +10 WILL +6

Skills (14/56)
bluff +8
disguise +6
knowledge: pop culture +6
knowledge: tactics +4
notice +8
search +6
sense motive +8
stealth +6
survival +4

feats (20)
attack focus: melee 2, chokehold, defensive attack, defensive roll 2, dodge focus 2, elusive target, environmental adaptation (underwater), grappling finesse, improved grab, improved grapple, improved initiative, improved pin, improved trip, move by action, set-up, teamwork, taunt, uncanny dodge

Powers (43)
elongation +5 (6)
- AP: Strike +4 (feat: mighty) [5]
immunity +5 (falling damage) (5)
impervious TOU +8 (8)
insubstantial +1 (extra: affects corporeal +1, flaw: permanent -1) (5)
morph +3 (relative mass) (9)
protection +4 (feat: innate) (5)
supermovement +1 (slithering) (2)

drawback (-6)
power loss: utrominium (elongation, immunity, impervious, insubstantial, morph, supermovement) (-6)

costs
abilities 38 + combat 32 + saves 12 + skills 14/56 + feats 20 + powers 43 - drawback 6 = 150 pts

:arrow: blobboid is the superturtle version of mikey, but less zany and now with clayface like powers
Last edited by Kreuzritter on Sun May 20, 2007 5:53 pm, edited 1 time in total.
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Postby Kreuzritter » Sun Nov 05, 2006 12:04 pm

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"A 12th level intellect has no need to improvise"

Brainiac 5

PL: 10 (150)

abilities: (46)
STR 10 DEX 16 CON 20 INT 30 WIS 20 CHA 10

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

saves: (5)
TOU +12/5 FORT +5 REF +7 WILL +6

Skills (14/56)
computers +4
craft: chemical +4
craft: electronic +4
craft: mechanical +4
investigate +6
knowledge: life sciences +4
knowledge: physical sciences +4
knowledge: tactics +4
knowledge: technology +4
notice +6
search +6
sense motive +6

feats (6)
assessment, attack spec: stun, improvised tools, inventor, master plan, speed of thought

Powers (49)
datalink +8 (extra: machine control +1) (19)
- ap: stun +8 [16]
- ap: morph +1 (feat: metamorph-heavy combat mode) [2]
- ap: elongation +6 [6]
device: flight ring +1 (4)
- flight +2 [4]
- commlink [1]
force feild +7 (extra: impervious +1) (14)
immunity +9 (life support) (9)

drawbacks
vulnerability: magnetics (uncommon, moderate) (-2)

tradeoff
+2 TOU/-2 DEF

complication
enemy (Fatal 5)
rivalry (bouncing boy)
responsibility (legion code)
secret (Brainiac legacy)

costs
abilities 46 + combat 32 + saves 5 + skills 14/56 + feats 6 + powers 49 - drawback 2 = 150 pts

:arrow: upgraded for the new show, Brainy is the go-to guy for gadgetry and plans, but not the most stand-up guy in a fight.

:arrow: interestingly, the show plays up that Brainiac 5 knows all about superman's past (but isn't talking), trying very hard to make up for the grife the original brainiac is going to put supes through once he returns to the past. on a lighter note, brainy and bouncing boy are rapidly becoming the beetle and booster for the new generation
Last edited by Kreuzritter on Sun May 20, 2007 5:52 pm, edited 1 time in total.
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Postby Kreuzritter » Sun Nov 05, 2006 12:24 pm

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Bushroot

PL: 10 (148)

abilities: (30)
STR 14 DEX 16 CON 18 INT 18 WIS 14 CHA 10

Combat: (32)
+3 init, +8 ATK, +8 DEF (+4 flat-footed)
+2/6 DMG (unarmed/pollen)

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

Skills (12/48)
bluff +4
craft: chemical +10
intimdate +6
knowledge: life sciences +8
notice +6
sense motive +6
survival +8

feats (10)
improved initiative, improved defense, inventor, master plan, minions 5 (10 animated trees), taunt

Powers (54)
immunity +5 (age, suffocation, sleep, starvation, disease) (5)
plant control +10 (23)
ap: elongation +6 [6]
ap: nauseate +6 (extra: area-cloud +1) [18]
ap: summon minions +2 (feat: progression 5, extra: horde +1) [11]
protection +6 (6)
regeneration +18 (rec bounus +4, rec rate: b. +1, i. +4, d. +5, res. +4, feats: persistant, regrowth) (20)

costs
abilities 30 + combat 32 + saves 10 + skills 12/48 + feats 10 + powers 54 = 148 pts

:arrow: another member of the fearsome 5, bushroot's more a plotter than seeing actual combat
Last edited by Kreuzritter on Sun May 20, 2007 5:51 pm, edited 1 time in total.
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Kreuzritter
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Postby Kreuzritter » Sun Nov 05, 2006 11:32 pm

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Destroying you won't be easy... but it will be fun.

Drax

PL: 12 (210)

abilities: (21)
STR 38/14 DEX 16 CON 34 INT 13 WIS 14 CHA 10

Combat: (32)
+15 init, +10/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+14/12/8 DMG (unarmed/heat vision/freeze breath)

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

Skills (9/36)
bluff +6
intimidate +10
notice +8
search +6
sense motive +6

feats (20)
all-out attack, attack focus: melee 2, assessment, dodge focus 2, fearless, minions 8 (2 Krypto-beasts), improved overrun, move-by action, power attack, startle, uncanny dodge

Powers (119)
blast "heat vision" +12 (feat: accurate) (27)
- AP: Enhanced STR +24 [20]
- AP: snare "freeze breath" +8 (extra: area-cone +1) [24]
Enhanced Con +24 (20)
flight +5 (10)
immovable +4 (4)
immunity +9 (life support) (9)
impervious TOU +10 (10)
superspeed +3 (rapid attack) (15)
supersenses +5 (accurate hearing, X-ray vision) (5)
superstrength +6 (feats: superbreath, groundstrike) (14)

costs
abilities 22 + combat 24 + saves 24 + skills 9/36 + feats 20 + powers 110 = 210 pts

:arrow: From the new LoSH cartoon, Drax is an escapee from the Phantom Zone, and an heir apparent to the legacy of Zod (although it has been theorized that he's a brainwashed mon-el)

:arrow: Drax is pretty much an archetypal arrogant paragon, more interested in proving his superiority than anything else, and only doing as his masters mentally command so as to shut them up

:arrow: drax's minions (see picture) are never actually named, but due to their resemblance to one critter from S:TAS, they're commonly referred to as Kryptos (no relation to krypto the superdog)
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Postby Kreuzritter » Sun Nov 05, 2006 11:34 pm

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Krypto-beasts

PL: 7 (79)

abilities: (8)
STR 30 DEX 12 CON 20 INT 2 WIS 10 CHA 6

Combat: (24)
+5 init, +4 ATK, +4 DEF (+2 flat-footed)
+10/10 DMG (bite/shockwave)

saves: (7)
TOU +8 FORT +6 REF +6 WILL +2

Skills (2/8)
notice +4
survival +4

feats (1)
improved initiative

Powers (35)
growth +4 (feat: innate flaw: permanent -1) (9)
protection +3 (3)
flight +3 (6)
impervious tou +8 (8)
speed +3 (3)
supersenses +3 (low-light vision, scent, track) (3)
superstrength +2 (feat: shockwave) (5)

costs
abilities 6 + combat 24 + saves 7 + skills 2/8 + feats 1 + powers 35 = 79 pts

:arrow: Drax's 'pets', they have the mentality of your typical attack dog
Last edited by Kreuzritter on Sun May 20, 2007 5:50 pm, edited 1 time in total.
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Postby Kreuzritter » Mon Nov 06, 2006 9:26 am

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"He's just one man. while I, am an ARMY!

Everywhere Man

PL: 7 (139)

abilities: (42)
STR 18 DEX 14 CON 18 INT 22 WIS 16 CHA 14

Combat: (24)
+6 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+4 DMG (unarmed)

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

Skills (15/60)
bluff +6
computers +8
craft: electronics +8
knowledge: art +8
knowledge: physical sciences +8
knowledge: technology +8
notice +6
sense motive +4

feats (19)
assessment, attack focus melee 2, defensive roll 4, dodge focus 2, equipment 4, improved initiative, inventor, master plan, teamwork 3

Powers (32)
Device: Quantex band +8 (32)
- Duplication +7 (feats: sacrifice, progression 10, extra: horde +1, survival +1) [40]
- AP: create object +7 (feats: innate, precise, subtle, extra: duration +1, flaw: source-copied object -1) {17}

costs
abilities 42 + combat 24 + saves 7 + skills 15/60 + feats 19 + powers 32 = 139 pts

:arrow: The latest addition to batman's rogue's gallery, Everywhere Man is more or less a textbook copier, with the added twist that he can dupe objects as well, allowing him to steal a priceless work of art and later return a flawless reproduction in order to take the heat off of himself.

:arrow: I gave EM survival on his duping to simulate that his copies can copy themselves, but mostly, that should just be a special effect of him going for a horde duping
Last edited by Kreuzritter on Sun May 20, 2007 5:50 pm, edited 1 time in total.
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