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

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Kreuzritter
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Postby Kreuzritter » Wed Nov 15, 2006 8:27 pm

so, out of curiosity, has anybody actually been using my builds lately? I've pretty much given up on running fights myself (plus marcosalazam seems to have fled to Farside city with my shipment of colombian sugar instead of running Cap vs. Monarch), and I accept that my giants/shorties aren't at their proper costs, but I'm still interested in hearing how my stuff handled

for example, somebody said he was going to pit Mr. Hand vs his PC's. how'd that turn out?

It's pretty clear Mecha-Nixon is now pretty popular. anybody planning to let ol' tricky dick run rampant in the rose garden? if so, come here and let me know how he handled (note to self, stat regular nixon sometime)
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660

Postby Kreuzritter » Wed Nov 15, 2006 9:02 pm

Image

Sorry I'm late, long story. Now everybody hit the deck! I'm cutting the entire line and stealing the exhibit.

The Zookeeper

PL: 5 (135)

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

Combat: (24)
+0 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+0/5 DMG (unarmed/blaster)

saves: (9)
TOU +0 FORT +4 REF +3 WILL +5

Skills (22/88)
bluff +6
gather info +6
handle animal +12
intimidate +6
knowledge: life sciences +6
knowledge: streetwise +6
knowledge: tactics +6
notice +6
profession: Zookeeper +10
sense motive +6
ride +6
stealth +6
survival +6

feats (26)
assessment, animal empathy, equipment 4, improved defense, inspire 3, leadership, master plan, minions 10, seize initiative, taunt, ultimate handle animal, well-informed

powers (40)
animal control +6 (12)
summon minion +5 (feats: progression 3, sacrifice, extras: horde +1, type-animals +2) (28)

equipment [18]
undercover vest +3 [4]
blaster pistol +5 [5]
headquarters: much nicer lair (as sanctum sanctorum) [9]

costs
abilities 14 + combat 24 + saves 9 + skills 22/88 + feats 26 + powers 40 = 135 pts

:arrow: the only known foe of the new justice team, Zookeper's deal is that he gets animals. lots of them. be they he standard minions (please note, with 30th century technology it's very easy to give zookeeper giant insects or even a dinosaur to play with), critters lying in ambush (his summon), or even to bend a regular animal to his will (animal control. he's just that good)
Last edited by Kreuzritter on Sun May 20, 2007 5:17 pm, edited 1 time in total.
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Postby Kreuzritter » Wed Nov 15, 2006 9:56 pm

Image

I came here with a simple dream: A dream of killing all humans. And this is how it must end? Who's the real 7-billion-ton robot monster here? Not I.

Giant Bender

PL: 10 (232)

abilities: (16)
STR 60 DEX 14 CON n/a INT 10 WIS 14 CHA 16

Combat: (24)
+2 init, -6 ATK, -6 DEF (-9 flat-footed)
+25/10 DMG (unarmed/plasma belch)

saves: (6)
TOU +20 FORT n/a REF +5 WILL +5

Skills (13/52)
bluff +8
craft: mechanical +6
intimidate +6
knowledge: streetwise +6
perform: Sing +8
profession: Bending Unit +10
sense motive +6
sleight of hand +6
stealth +4

feats (11)
attack focus 2: melee, dodge focus 2, beginners luck, distract (bluff), fascinate (bluff), jack of all trades 2, ultimate profession, taunt

Powers (172)
blast "plasma belch" +10 (extra: area-line +1) (30)
elongation +5 (5)
immovable +3 (3)
growth +20 (feat: innate, extra: continuous +1, flaw: premanent -1) (61)
immovable +3 (3)
immunity +30 (FORT) (30)
impervious TOU +25 (25)
protection +5 (5)
superstrength +5 (10)

drawbacks (-9)
weakness: dependence on alcohol (very common, moderate [WIS], once per day) (1)
vulnerable: Magnetics (uncommon, Major, per round, will kill) (-8)

costs
abilities 16 + combat 24 + saves 6 + skills 13/52 + feats 11 + powers 172 - drawback 9 = 231 pts

:arrow: behold, Bender, in all his awesome what-if glory
Last edited by Kreuzritter on Sun May 20, 2007 5:16 pm, edited 2 times in total.
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Postby Kreuzritter » Wed Nov 15, 2006 10:36 pm

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Dazzler

PL: 10 (150)

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

Combat: (32)
+8 init, +12/8 ATK, +11 DEF (+3 dodge, +4 flat-footed)
+1/2/8/8 DMG (unarmed/laser/dazzle/boosted laser)

saves: (10)
TOU +7/6/3 FORT +5 REF +8 WILL +6

Skills (17/68)
Bluff +8
concentration +6
knowledge: pop culture +8
notice +8
perform: sing +8
perform: dance +8
profession; pop-star +6
sense motive +6
sleight of hand +4
stealth +6

feats (20)
acrobatic bluff, accurate attack, attractive, distract (bluff), fascinate 2 (bluff, perform: sing), defensive attack, defensive roll 3, dodge focus 3, equipment, evasion, improved aim, improved initative, move by action, taunt, uncanny dodge

Powers (47)
Absorption +6 (boost blast, feat: energy conversion [sound/light], slow fade 5, extras: energy storage +1, power magnet +1, flaw: limited- sound only -2) (30)
Dazzle +8 (17)
- AP: Blast +2 (feat: accurate 2, extra: penetrating +1) [8]

equipment
commlink [1]
leather jacket +1 [1]

tradeoffs
+2 ATK/-2 DMG
+3 DEF/-3 TOU

complications
enemy (brotherhood, magneto, sentinels)
fame
prejudice (mutant)

costs
abilities 24 + combat 32 + saves 10 + skills 17/68 + feats 20 + powers 47 = 150 pts

:arrow: a quick and dity dazzler build for those that love your disco
Last edited by Kreuzritter on Sun May 20, 2007 5:15 pm, edited 1 time in total.
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Postby Kreuzritter » Thu Nov 16, 2006 5:54 pm

okay, right now, imageshack is refusing to upload images for me, so for tonight's two converts, it's just going to be text. pictures will follow as soon as imageshack starts working again
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Postby Kreuzritter » Thu Nov 16, 2006 5:57 pm

Image

Joey Lastic

PL: 6 (77)

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

Combat: (24)
+5 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+0 DMG (unarmed)

saves: (10)
TOU +6 FORT +3 REF +4 WILL +6

Skills (8/32)
bluff +8
escape artist +4
knowledge: pop culture +4
notice +6
sense motive +6
stealth +4

feats (5)
assessment, improved initiative, set up, taunt, teamwork 2

Powers (18)
elongation +8 (8)
protection +5 (extra: impervious +1) (10)

costs
abilities 12 + combat 24 + saves 10 + skills 8/32 + feats 5 + powers 18 = 77 pts

:arrow: yet another hero of the Justice force, Joey didn't get much screentime, but that worked to my advantage because i wanted him to just be an old guy with powers
Last edited by Kreuzritter on Sun May 20, 2007 5:14 pm, edited 2 times in total.
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664

Postby Kreuzritter » Thu Nov 16, 2006 6:02 pm

Image

Metalhead

PL: 10 (133)

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

Combat: (32)
+7 init, +11/9 ATK, +11 DEF (+2 dodge, +1 size, +4 flat-footed)
+0/5/9 DMG (unarmed/snare/deflect)

saves: (10)
TOU +9/6 FORT +5 REF +7 WILL +6

Skills (11/44)
bluff +6
climb +4
intimidate +6
knowledge: pop culture +6
knowledge: streetwise +4
notice +6
search +6
sense motive +6

feats (11)
attack spec: hair-strike, defensive roll 3, dodge focus 2, improved initiative, power attack, quick change, teamwork 2

Powers (49)
immunity +10 (age, life support) (10)
prehensile Hair +9 (20 tendrils, elongation 6) (13)
- AP: snare +5 (extra: engulf +0) [10]
- AP: deflect +10 (fast projectiles) [10]
- AP: Strike "hair-strike" +9 (feat: improved critical, extra: penetrating +1) [10]
protection +3 (3)
shrinking +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (9)
supermovement +4 (slow fall, swinging, wall-crawling 2) (8)
superstrength +6 (flaw: limited to hair tendrils -1) (6)

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

costs
abilities 20 + combat 32 + saves 10 + skills 11/44 + feats 11 + powers 49 = 133 pts

:arrow: Concluding the Justice Force (for now), Metal Head's the only member of the original team still active today, thus why i gave him the immunity
Last edited by Kreuzritter on Sun May 20, 2007 5:12 pm, edited 1 time in total.
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Postby Kreuzritter » Thu Nov 16, 2006 7:26 pm

Image

I AM a weapon.

Helena Kyle - Huntress

PL: 10 (150)

Abilities: (26)
STR 24 DEX 30 CON 24 INT 10 WIS 16 CHA 16

Combat: (32)
+10 init, +13/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+7 DMG (unarmed)

Saves: (4)
TOU +7 FORT +8 REF +10 WILL +6

Skills (18/72)
bluff +6
acrobatics +8
climb +8
disable device +6
drive +6
intimidate +8
knowledge: streetwise +6
knowledge: pop culture +6
notice +6
sense motive +6
stealth +6

Feats (28)
acrobatic bluff, ambidexterity, attack focus: melee 5, dodge focus 5, evasion, fighting style: kickboxing 13 (accurate attack, defensive attack, elusive target, improved block, improved critical, improved disarm, improved trip, improved throw, instant up, power attack, startle, stunning attack, takedown attack), move-by action, uncanny dodge (danger sense)

Powers (42)
enhanced STR +10 (10)
enhanced DEX +14 (14)
enhanced CON +10 (10)
leaping +3 (3)
supermovement +2 (sure footed, slow fall) (4)
supersenses +1 (danger sense) (1)

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

Complications
enemy (Dr. Quinzell, Lady Shiva)
reputation (vigilante [as Huntress])
resonsibility (batman/catwoman legacy)
responsibility (Jesse Reese [on/off boyfreind])
secret (identy, metahuman, legacy)

costs
abilities 26 + combat 32 + saves 4 + skills 13/72 + feats 28 + powers 42 = 150 pts

:arrow: Given My tendency to tackle builds most turn their nonses up at, it was probably only a matter of time before I statted up the heroine of Tv's 'Birds of Prey'

:arrow: for those who ignored the series, Helena is a variation on the original huntress, being the daughter of batman and catwoman, but with superhuman powers instead of a crossbow.

:arrow: the tricky part was that i've not actually seen the series except for bits here and there channel-surfing, so most of it's assembled from on-line information and skills she'd likely have (i also guessed on the fighting style)
Last edited by Kreuzritter on Sun May 20, 2007 5:12 pm, edited 1 time in total.
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Re: 651

Postby Kreuzritter » Thu Nov 16, 2006 7:31 pm

Kreuzritter wrote:Image

We know everything, for we are gigantic brains

Giant Brain Alien

PL: 10 (320)

abilities: (46)
STR 0 DEX 14 CON 16 INT 30 WIS 26 CHA 10

Combat: (8)
+2 init, +0 ATK, +4 DEF (+2 flat-footed)
+9/6/10 DMG (mental blast, confuse, drain WIS)

saves: (5)
TOU +3 FORT +6 REF +4 WILL +13/8

Skills (5/20)
intimidate +8
sense motive +6
notice +6

feats (7)
master plan, jack of all trades 4, beginner's luck, seize initiative

Powers (249)
comprehend +3 (all language) (9)
Confuse +6 (extra: duration +3, range +1, area-burst +1, flaw: permanent -1) (30)
Drain WIS +10 (extra: area-burst +1, duration +3, range +2, flaw: permanent -1) (60)
Drain INT +10 (extra: area-burst +1, duration +3, range +2, flaw: permanent -1) (60)
flight +3 (6)
immunity +21 (age, hunger, life support, mental powers) (21)
mental blast +9 (36)
mind sheild +5 (5)
space travel +6 (6)
telepathy +8 (16)

costs
abilities 46 + combat 8 + saves 5 + skills 5/20 + feats 7 + powers 249 = 320 pts

:arrow: another futurama threat, the brain's main defense is that it makes you a freakin' moron, with mental blast in case the pc is for whatever reason refusing to stand stupid


the brains got a significant update, as it was pointed out to me that I forgot to give them an INT drain. this has been corrected
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666

Postby Kreuzritter » Thu Nov 16, 2006 8:30 pm

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Traximus

PL: 10 (143)

abilities: (42)
STR 30 DEX 14 CON 30 INT 12 WIS 16 CHA 12

Combat: (28)
+6 init, +8/6 ATK, +8 DEF (-1 size, +2 dodge +3 flat-footed)
+10/12 DMG (unarmed/axe)

saves: (10)
TOU +12/10 FORT +13 REF +6 WILL +6

Skills (14/56)
climb +6
intimidate +8
knowledge: tactics +6
notice +6
pilot +4
profession: soldier +6
profession: gladiator +8
sense motive +6
stealth +6

feats (29)
assessment, all-out attack, attack focus: melee 2, chokehold, defensive roll 2, dodge focus 2, diehard, equipment 3, endurance, fast overrun, fearless, improved grab, improved grapple, improved initiative, improved overrun, improved block, improved sunder, inspire, leadership, power attack, startle, teamwork, uncanny dodge, weapon break

Powers (22)
Device: Unobtainium Axe +3 (9)
- Strike +2 (feat: mighty penetrating 8, improved critical, thrown extra: penetrating +1) [14]
growth +4 (feat: innate, flaw: permanent -1) (9)
superstrength +2 (4)

drawback
weakness: dependence (breather mask) (uncommon, moderate) (-2)

equipment
commlink [1]
blaster pistol +4 (accurate, improved crit) [10]
breather mask ([2]

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

complications
honor

costs
abilities 42 + combat 28 + saves 10 + skills 14/56 + feats 29 + powers 22 - drawback 2 = 143 pts

:arrow: An ally of the TMNT, Traximus was a soldier of the triceraton republic, before he was put into their gladiator games for his 'extremist' views. After meeting with the TMNT, he escaped, and has begun to gather allies in an (ultimately successful) attempt to overthrow the triceraton's corrupt government (Prime Leader Zaramon) and re-instate the Senate

:arrow: a special note: this build presumes traximus will be encounttered on earth. if you're running a space-based campaign, remove his drawback and make it a complication. on that note, while his weakness is uncommon, that's because traximus' breather mask counters it. if Somebody manages to get rid of said gizmo, increase the frequency of his weakness accordingly until it's replaced
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667

Postby Kreuzritter » Thu Nov 16, 2006 9:03 pm

Image

Whachu lookin' at, meatbag?

Robo-Goon

PL: 10 (150)

abilities: (26)
STR 30 DEX 14 CON n/a INT 10 WIS 12 CHA 10

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

saves: (5)
TOU +10 FORT n/a REF +4 WILL +4

Skills (7/28)
bluff +4
craft: mechanical +4
gather info +4
intimidate +8
knowledge: streetwise +4
sense motive +4

feats (6)
all out attack, attack spec: eye laser, dodge focus 2, power attack, taunt

Powers (79)
blast "eye laser" +10 (20)
datalink +3 (3)
immunity +30 (fort) (30)
Protection +10 (extra: impervious +1) (20)
superstrength +3 (6)

drawbacks (-5)
vulnerable: magnetics (uncommon, major) (-3)
vulnerable: power drains (uncommon, moderate) (-2)

costs
abilities 26 + combat 32 + saves 5 + skills 7/28 + feats 6 + powers 79 - drawbacks 5 = 150 pts

:arrow: an original creation of mine, robogoon is what happens when you put the brain of a cheap thug in the body of an advanced prototype military-grade cyborg. and, for whatever reason, he tends get a lot of jobs from Dr. Squid
Last edited by Kreuzritter on Sun May 20, 2007 5:06 pm, edited 1 time in total.
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Kreuzritter
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668

Postby Kreuzritter » Thu Nov 16, 2006 9:15 pm

Image

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn..."

Avatar of Cthulhu


PL: 12 (401)

abilities: (64)
STR 42 DEX 18 CON 34 INT 18 WIS 22 CHA 20

Combat: (40)
+8 init, +6 ATK, +6 DEF (+ dodge, + flat-footed)
+16/12/10/12 DMG (unarmed/magic/drain/confuse)

saves: (9)
TOU +12 FORT +16 REF +7 WILL +10

Skills (11/44)
craft: artistic +8
intimidate +12
knowledge: arcane lore +16
sense motive +8

feats (13)
ambidexterity, artificer, assessment, fearless, fearsome prescence 3, improved intitiative, seize intiative, master plan, ritualist, trance, uncanny dodge

Powers (264)
additional limbs +4 (10 tentacles) (4)
confuse +12 (feat: incurable, extras: duration +3, flaw: permanent -1) (49)
drain WIS +10 (feat: incurable, slow fade 9, extra: range +1, duration +3, flaw: permanent -1) (50)
flight +3 (6)
growth +12 (feat: innate, extra: continuous, flaw: permanent -1) (37)
immunity +12 (age, life support, critical hits) (12)
impervious TOU +12 (12)
magic +12 (54)
- hellfire control +12 (extra: autofire)
- Disintegrate +12
- Mind control +12 (extra: conscious +1)
- snare +12 (feat: tether, extra: regenerating +1)
- telekinesis +12 (extra: perception +1, damaging +1)
- Water control +12
- Air control +12
regeneration +16 (B+3, U+1, I+3, S+3, D +6, Res +3, feats: persistent, regrowth) (18)
superstrength +6 (feats: groundstrike, shockwave, thunderclap, superbreath) (16)
swimming +6 (6)

costs
abilities 64 + combat 40 + saves 9 + skills 11/44 + feats 13 + powers 264 = 401 pts

:arrow: yes, that's right, the 666th build on this thread is the big guy himself... well, a representation of the big guy himself, just to give your players something to fight instead of the PL-X nightmare that truly is cthulhu.
Last edited by Kreuzritter on Sun May 20, 2007 5:06 pm, edited 2 times in total.
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Beleriphon
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Re: BUILD 666

Postby Beleriphon » Thu Nov 16, 2006 9:38 pm

Kreuzritter wrote:[
:arrow: however, I'm still picking out stats for him, and I've got other builds coming sooner down the pipe, so that left me with reserving space until THE STARS ARE RIGHT and I complete the build. until then, enjoy this surviving image from the D20 CoC RPG


Suriving picture eh? Did the big C eat the rest of them?

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Kreuzritter
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Re: BUILD 666

Postby Kreuzritter » Thu Nov 16, 2006 9:47 pm

Beleriphon wrote:
Kreuzritter wrote:[
:arrow: however, I'm still picking out stats for him, and I've got other builds coming sooner down the pipe, so that left me with reserving space until THE STARS ARE RIGHT and I complete the build. until then, enjoy this surviving image from the D20 CoC RPG


Suriving picture eh? Did the big C eat the rest of them?


quite possibly, because It took me months to find any decent picture from CoC-D20, let alone this one (I finally found it in a WoTC interview that they hadn't deleted from their site yet)
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669

Postby Kreuzritter » Thu Nov 16, 2006 10:49 pm

Image

I likes killin people!

Project: SATAN

PL: 10 (139)

abilities: (6)
STR 30 DEX 16 CON n/a INT 10 WIS 12 CHA 14

Combat: (40)
+3 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+8 DMG (unarmed)

saves: (6)
TOU +8 FORT n/a REF +5 WILL +5

Skills (7/28)
bluff +6
intimidate +10
notice +6
sense motive +6

feats (14)
assessment, all-out attack, attack focus: melee, dodge focus 4, facinate: intimidate, fearless, improved initiative, fast overrun, improved overrun, power attack, startle

Powers (74)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immunity +30 (fort) (30)
impervious tou +8 (8)
Speed +6 (6)
supersenses +5 (low-light vision, radio, time sense, direction sense, distance sense) (5)

drawbacks
disability: no hands (very common, major) (-5)
dependence: gasoline (common, minor) (-2)
weak point: tires (-1)

costs
abilities 6 + combat 40 + saves 6 + skills 7/28 + feats 11 + powers 74 - drawbacks 8 = 139 pts

:arrow: Another futurama character, Project SATAN is a frankenstein's monster of the most evil cars in history: the front bumper from hitler's staff car, the hubcaps of Charles manson's minibus, knight rider's windsheild wipers

:fry: knight rider wasn't evil!

:arrow: his wipers were.
Last edited by Kreuzritter on Sun May 20, 2007 5:05 pm, edited 1 time in total.
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