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

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Kreuzritter
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Postby Kreuzritter » Mon Dec 25, 2006 4:20 pm

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Dupli-Kate

PL: 10 (150)

abilities: (30)
STR 16 DEX 24 CON 16 INT 10 WIS 14 CHA 10

Combat: (32)
+11 init, +12/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+3 +2 DMG (unarmed + sneak attack)

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

Skills (20/80)
acrobatics +8
bluff +6
computers +6
disable device +6
escape artist +6
gather info +6
investigate +6
intimidate +6
notice +6
search +8
sense motive +8
stealth +8

feats (36)
assessment, attack focus: melee 4, dodge 4, defensive roll 2, equipment, evasion, fighting style 20 (accurate attack, acrobatic bluff, all-out attack, chokehold, defensive attack, elusive target, grappling finesse, improved block, improved critical, improved disarm, improved grab, improved grapple, improved pin, improved trip, power attack, stunning attack, startle, sneak attack, takedown attack 2), improved initiative, teamwork, uncanny dodge

Powers (25)
duplication +9 (feat: progression 5, mental link, sacrifice) (25)

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

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

costs
abilities 30 + combat 32 + saves 7 + skills 20/80 + feats 36 + powers 25 = 150 pts

:arrow: gaining powers from an ancient chinese curse, Dupli-Kate was a former government super turned hero. so, in addition to being one mean martial artist, she can put out a hundred of herself

:arrow: Kate's duplication is based upon her invincible handbook entry, which, let me tell you, was a HUGE point saver
Last edited by Kreuzritter on Sun May 20, 2007 2:49 pm, edited 1 time in total.
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Postby Kreuzritter » Mon Dec 25, 2006 4:30 pm

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Feel the fury of...

Furnace

PL: 10 (150)

abilities: (20)
STR 34/18/10 DEX 14 CON 16 INT 16 WIS 14 CHA 10

Combat: (24)
+6 init, +8/6 ATK, +8 DEF (+5 dodge, -1 size, +3 flat-footed)
+0/4/4/12/12 DMG ()

saves: (9)
TOU +12/3 FORT +6 REF +5 WILL +5

Skills (14/56)
bluff +6
craft: mechanical +8
disable device +6
intimidate +6
knowledge: streetwise +6
knowledge: technology +6
notice +6
pilot +6
sense motive +6

feats (11)
assessment, attack focus: range 2, spec: blast, dodge focus 3, improved initiative, inventor, startle, power attack

Powers (60)
immunity +6 (fire damage, extreme heat) (6)
Strike "magma body" +4 (extras: aura +1, duration +3, flaw: permanent -1) (16)
Device: Furnace Armor +13 (feat: restricted-Furnace) (54)
- Flight +3 [6]
- Growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1, no CON bonus -1) [9]
- immunity +1 (own powers) [1]
- Blast +12 [25]
- AP: Enhanced STR +16 {16}
- Protection +9 (extra: impervious +1) [18]
- superstrength +3 [6]

drawback
normal identity (full round) (-4)

costs
abilities 20 + combat 24 + saves 9 + skills 14/56 + feats 11 + powers 60 - drawback 4 = 150 pts

:arrow: another invincible foe, Furnace gets a build for the simple fact that I think he looks cool

:arrow: Furnace's powers require a bit of explanation. without the suit, he's essentially a lava man, burning everything he touches. thus, the suit's primary function is that it lets him interact with things without burning them. so, if furnace is in his armor, then he doesn't have the strike aura active. and, as you can see from the hand assembly (in both 'open' and 'closed' formation), furnace realy does have justification for AP'ing his blast and strength
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Postby Kreuzritter » Mon Dec 25, 2006 4:33 pm

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Elephant

PL: 10 (112)

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

Combat: (24)
+4 init, +8/6 ATK, +8 DEF (+2 dodge, + flat-footed)
+10/12 DMG (unarmed/tusks)

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

Skills (6/24)
bluff +4
intimidate +6
knowledge: streetwise +6
notice +4
sense motive +4

feats (11)
all-out attack, attack focus: melee 2, dodge 2, diehard, eidetic memory, fast overrun, improved initiative, power attack, startle

Powers (47)
additional limb +1 (1)
enhanced STR +16 (16)
enhanced CON +16 (16)
immovable +2 (extra: unstoppable +1) (4)
impervious TOU +7 (7)
strike "tusks" +2 (feat: mighty) (3)

costs
abilities 18 + combat 24 + saves 7 + skills 6/24 + feats 11 + powers 47 = 112 pts

:arrow: yet another invincible supervillain, Elephant has indeed been called a "Rhino rip-off" even by Invincible himself
Last edited by Kreuzritter on Sun May 20, 2007 2:47 pm, edited 1 time in total.
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Postby Kreuzritter » Mon Dec 25, 2006 4:36 pm

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Iguana

PL: 10 (150)

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

Combat: (32)
+11 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/10 DMG (unarmed/claws)

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

Skills (20/80)
acrobatics +8
bluff +6
computers +6
disable device +6
escape artist +8
gather info +8
intimidate +6
notice +8
search +8
sense motive +8
stealth +8

feats (22)
attack spec: claws, dodge 2, diehard, endurance, enviro adapt.: underwater, evasion, fighting style 13 (accurate attack, acrobatic bluff, all-out attack, defensive attack, elusive target, improved block, improved disarm, improved grab, improved pin, move-by action, power attack, takedown attack, startle), improved initiative, uncanny dodge

Powers (50)
enhanced DEX +10 (10)
enhanced CON +10 (10)
leaping +3 (3)
device: costume +1 (4)
- immunity +2 (extreme cold, pressure) [2]
- protection +3 [3]
Strike +7 (feats: mighty, improved critical, precise, extra: penetrating +1) (17)
super-movement +1 (slow fall) (2)
supersenses +1 (low-light vision) (1)
swimming +3 (3)

costs
abilities 20 + combat 32 + saves 6 + skills 20/80 + feats 22 + powers 50 = 150 pts

:arrow: part of the Lizard League (the invincible version of Cobra), Iguana is basicly an amphibious wolverine
Last edited by Kreuzritter on Sun May 20, 2007 2:47 pm, edited 1 time in total.
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Postby Kreuzritter » Mon Dec 25, 2006 4:43 pm

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Rhino

PL: 10 (112)

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

Combat: (24)
+4 init, +8/6 ATK, +8 DEF (+2 dodge, + flat-footed)
+10/12 DMG (unarmed horn)

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

Skills (6/24)
bluff +4
intimidate +6
knowledge: streetwise +6
notice +4
sense motive +4

feats (10)
all-out attack, attack focus: melee 2, dodge 2, diehard, fast overrun, improved initiative, power attack, startle

Powers (47)
enhanced STR +16 (16)
enhanced CON +16 (16)
immovable +2 (extra: unstoppable +1) (4)
impervious TOU +7 (7)
strike "horn" +2 (feat: mighty) (3)

costs
abilities 18 + combat 24 + saves 7 + skills 6/24 + feats 10 + powers 47 = 112 pts

:arrow: having statted elephant, i just made some slight alterations to match the original
Last edited by Kreuzritter on Sun May 20, 2007 2:47 pm, edited 2 times in total.
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Postby Kreuzritter » Mon Dec 25, 2006 5:29 pm

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"Hatred shall rule."

Avatar of Trigon The Terrible

PL: 10 (210)

abilities: (52)
STR 38 DEX 14 CON 38 INT 14 WIS 24 CHA 20

Combat: (40)
+6 init, +6 ATK, +6 DEF (-4 size, +3 flat-footed)
+14/10 DMG (unarmed/magic)

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

Skills (9/36)
concentration +6
intimidate +8
knowledge: arcane lore +10
notice +6
sense motive +6

feats (4)
artificer, fearless, improved initiative, ritualist

Powers (99)
growth +12 (feat: innate, extra: continuous +1, flaw: permanent -1) (37)
Magic +10 (43)
- Hellfire control +10 (extras: Penetrating +1, area-line +1) [40]
- Petrification +10 (extras: continuous +1, gaze +0) [40]
- summon +8 (fire elementals, feats: progression 7, mental link, extra: fanatical +1, horde +1) [40]
- telekinesis +10 (extras: preception +1, damaging +1) [40]
immunity +12 (age, life support, starvation, sleep) (12)
impervious TOU +7 (7)

costs
abilities 52 + combat 40 + saves 6 + skills 9/36 + feats 4 + powers 99 = 210 pts

:arrow: much like my earlier build of Cthulhu, This convert isn't meant to be the real Trigon, but rather a summoned avatar not unlike that of a D&D deity. incredibly powerful, but nothing the players can't handle with a little luck
Last edited by Kreuzritter on Sun May 20, 2007 2:46 pm, edited 1 time in total.
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Postby Kreuzritter » Mon Dec 25, 2006 5:41 pm

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"Control Hope, and you Control ALL."

Baron Zemo

PL: 10 (150)

abilities: (54)
STR 18 DEX 24 CON 20 INT 16 WIS 18 CHA 18

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

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

Skills (23/92)
acrobatics +8
bluff +10
computers +6
disable device +6
knowledge: technology +6
gather info +10
investigate +6
intimidate +8
notice +8
search +8
sense motive +8
knowledge: tactics +8

feats (36)
assessment, attack focus: melee, attack spec: sword 2, defensive roll 3, diehard, dodge 5, equipment 3, precise shot, fearless, fighting style (accurate attack, acrobatic bluff, defensive attack, elusive target, improved block, improved critical, improved disarm, improved initiative, power attack, taunt, startle, takedown attack), inspire, leadership, move-by action, Master plan, uncanny dodge, well-informed

equipment
sword +3 (feats: mighty, improved critical) [5]
blaster pistol +5 [10]

costs
abilities 46 + combat 32 + saves 5 + skills 21/84 + feats 36 = 150 pts

:arrow: there've been a few different interpetations of Zemo over the years, but i ultimately went with the version used by roger stern and kurt busiek, where he was defined as less the would-be world conqueror (although such ambitions have always occupied his to-do list), and more Captain America's opposite number. so, with that in mind, i built Zemo to be as cap-like as i could while making him his own guy. Zemo's resources are unincluded, as they can vary depending on the scenario
Last edited by Kreuzritter on Sun May 20, 2007 2:46 pm, edited 1 time in total.
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Postby Kreuzritter » Tue Dec 26, 2006 8:18 am

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Johnny Panic

PL: 10 (150)

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

Combat: (24)
+6 init, +10/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/9/10 DMG (unarmed/stun/emotion control)

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

Skills (12/48)
bluff +9
craft: chemical +9
craft: electronic +6
knowledge: life sciences +6
medicine +6
notice +6
sense motive +6

feats (17)
assessment, attack spec: buzz gun 2, defensive roll 3, defensive attack, distract: bluff, dodge 4, fascinate: bluff, improved initiative, inventor, master plan, taunt

Powers (58)
device: buzz gun +6 (18
- Nauseate +9 (extra: range +1) [28]
- Emotion control +10 (extra: alternate save- fort +0, poison +1, flaw: range -1) [20]
Device: glamour-vest +10 (40)
- Illusion +10 (sight, sound feats: progression 4, extra: action +1)
- protection +4 [4]

costs
abilities 30 + combat 24 + saves 9 + skills 12/48 + feats 17 + powers 58 = 150 pts

:arrow: From the mind of Alan Moore comes what he described as "the first post-modern superhero". to whit, Johnny's built to be a walking acid trip, confronting you with mind-blowing illusions and then tapping you with the drug of his choice via the buzz gun.
Last edited by Kreuzritter on Sun May 20, 2007 2:44 pm, edited 1 time in total.
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Postby Kreuzritter » Tue Dec 26, 2006 8:56 am

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Chapel

PL: 10 (150)

abilities: (36)
STR 20 DEX 20 CON 20 INT 12 WIS 14 CHA 10

Combat: (32)
+9 init, +8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/6/4/10/10 DMG (unarmed/knife/pistol/grenade launcher/autocannon)

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

Skills (22/88)
acrobatics +6
bluff +6
climb +6
demolitions +6
disable device +6
gather info +6
intimidate +8
knowledge: tactics +6
notice +8
profession: soldier +6
sense motive +6
survival +6
stealth +8

feats (24)
all-out attack, assessment, defensive roll 3, diehard, dodge 4, elusive target, endurance, equipment 5, fearless, power attack, improved initiative, startle, move by action, uncanny dodge, well informed

Powers (26)
Device: Big Gun +8 (feat: restricted-chapel) (26)
- Blast "autocannon" +12 (feat: improved critical, extras: autofire +1) [38]
- AP: blast "grenade launcher" +10 (extra: explosion +1) {30}

equipment
motorcycle [9]
night-vision goggles [1]
knife +1 [3]
submachine gun +4 [12]

tradeoffs
+2 DMG/-2 ATK

complications
enemy (Spawn)
reputation (gun toting psychopath)
responsibility (Government assassin)
secrets (pretty much his entire career)

costs
abilities 36 + combat 32 + saves 10 + skills 22/88 + feats 17 + powers 26 = 150 pts

:arrow: The man that killed Spawn, Chapel really is the poster child of the Iron Age: a gun toting psycho that's just barely better than the bad guys he blows away, with a dark past and only so many years left to live
Last edited by Kreuzritter on Sun May 20, 2007 2:43 pm, edited 1 time in total.
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Postby Kreuzritter » Tue Dec 26, 2006 9:55 am

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Shaft

PL: 10 (150)

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

Combat: (32)
+13 init, +13/9/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+2/7 DMG (unarmed/gravity bow)

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

Skills (25/100)
acrobatics +8
Bluff +6
Climb +6
diplomacy +6
Disable Device +6
Drive +6
Gather Information +6
intimidate +6
investigate +8
knowledge: tactics +6
Notice +8
Search +8
Sense Motive +8
Stealth +6
Survival +6

feats (34)
assessment, accurate attack, acrobatic bluff, attack spec: bow 2, attack focus: range, contacts, connected, defensive roll 4, dodge 5, defensive attack, diehard, evasion, fearless, inspire, improved initiative 2, improved aim, leadership, move-by action, power attack, precise shot 2, ranged pin, throwing mastery, uncanny dodge, well-informed

Powers (19)
Device: gravity bow +5 (15)
- blast "razor tip" +7 (feat: improved citical, extra: penetrating +1) [25]
- AP: dazzle "sonic disruptor" +7 (extra: area-cloud +1) {21}
- AP: blast "grenade" +7 (extra: area-explosion +1) {21}
- AP: dazzle "flare" +7 (extra: area-burst +1) {21}
device: targetting module +1 (4)
- Supersenses + (extended sight, infravision, darkvision, distance sense) [5]

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

costs
abilities 30 + combat 32 + saves 10 + skills 25/100 + feats 34 + powers 19 = 150 pts

:arrow: the leader of Youngblood, Shaft's design benefits from having a fair amount of information scattered around about him, and my having a copy of a youngblood technical file handbook. so, when Iron Age rolls around this summer, it should be interesting to see how he stacks up with Archer
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Postby Kreuzritter » Tue Dec 26, 2006 11:22 am

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Sentinel

PL: 10 (150)

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

Combat: (32)
+7 init, +8 ATK, +8 DEF (+4 flat-footed)
+2/8/12/12 DMG (unarmed/stun/suit punch/blast)

saves: (9)
TOU +12/3 FORT +6 REF +6 WILL +6

Skills (19/76)
bluff +6
computers +8
craft: electronic +8
craft: mechanical +8
disable device +6
intimidate +6
knowledge: technology +8
knowledge: physical sciences +8
notice +6
search +6
sense motive +6

feats (12)
all-out attack, assessment, diehard, fearless, improved initiative, inspire, leadership, inventor, master plan, move-by action, power attack, uncanny dodge

Powers (54)
Device: battlesuit +13 (feat: restricted-Sentinel) (54)
- Blast +12 [26]
- AP: Enhanced STR +20 {20}
- AP: Stun +8 (extra: range +1) {24}
- Flight +3 [6]
- immunity +9 (life support) [9]
- Protection +9 (extra: impervious +1) [18]
- Superstrength +3 [6]

drawback
normal identity (-4)

costs
abilities 32 + combat 32 + saves 9 + skills 19/76 + feats 12 + powers 54 - drawback 4 = 150 pts

:arrow: the other leader of youngblood, Sentinel was made a supervilain when Alan Moore took over the title.
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Postby Kreuzritter » Tue Dec 26, 2006 11:53 am

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Thundersword

PL: 10 (150)

abilities: (10)
STR 24 DEX 24 CON 30 INT 14 WIS 14 CHA 12

Combat: (32)
+11 init, +8 ATK, +8 DEF (+4 flat-footed)
+7/12 DMG (unarmed/thunderblade)

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

Skills (11/44)
bluff +6
concentration +6
craft: writing +8
intimidate +6
knowledge: pop culture +6
notice +6
sense motive +6

feats (4)
all-out attack, improved initiative, power attack, taunt

Powers (94)
Enhanced STR +14 (14)
Enhanced DEX +14 (14)
Enhanced CON +20 (20)
impervious TOU +10 (10)
Strike "thunder blade" +5 (feats: extend reach, mighty pen 7, extra: penetrating +1) (18)
summon minion +3 (feat: mental link, extras: heroic +1, fanatical +1) (10)
superstrength +3 (6)

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

minion
flying horse (as horse, add fight +3)

costs
abilities 10 + combat 32 + saves 5 + skills 11/44 + feats 4 + powers 94 - drawback 4 = 150 pts

:arrow: A disgruntled writer granted power by the Beyonder, Thundersword can easily be dropped into your campaign merely by altering his benefactor
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Postby Pandaman » Tue Dec 26, 2006 1:32 pm

Aww man. When I saw Shaft on your Subject line, here I was hoping for Shaft, you know... hes one bad mothe..

Shut yer mouth!

Just talking about Shaft!

Okay then, I can dig it.

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Postby Kreuzritter » Tue Dec 26, 2006 1:53 pm

don't worry, i've only got one more youngblood build left in the system, and she's from moore's tenure on the book.

anyway, this next build goes out to an old freind of mine, okay... freind of a freind, but still.
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Postby Kreuzritter » Tue Dec 26, 2006 2:56 pm

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As long as the great Saiyamen are here, Evil shall taste defeat!

Great Saiyaman 2
Also known as: Videl Satan, Great Saiyawoman, Great Saiyagirl

The only daughter of Mr. Satan, Videl fights crime in Satan City. She becomes suspicious of Gohan after meeting him at Orange Star High School, and she even follows him for a brief time to learn more about him. Videl eventually discovers Gohan’s secret identity as the Great Saiyaman and cuts a deal not to expose him if he to teaches her how to fly using the bukujutsu technique. during their training and later, during the Buu crisis, she and gohan fall in love with each other.

lately, Videl has taken to patrolling the city with gohan, adopting her own version of his superheroic persona.


PL: 10 (150)

abilities: (52)
STR 24 DEX 24 CON 24 INT 10 WIS 16 CHA 14

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

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

Skills (14/56)
Acrobatics +9
bluff +6
concentration +6
investigate +5
intimidate +6
gather info +6
notice +6
search +6
sense motive +6

feats (36)
assessment, attack focus: melee 5, contacts, diehard, dodge 5, evasion, Fighting style 17 (accurate attack, acrobatic bluff, all-out attack, improved grab, defensive attack, elusive target, grappling finesse, improved block, improved disarm, improved throw, improved pin, improved trip, power attack, stunning attack, takedown attack 2, taunt), improved initiative, instant up, inspire, move-by action, teamwork 2, uncanny dodge

Powers (7)
leaping +4 (4)
flight +3 (6)

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

complications
rivalry (Mr. Satan [father], Chi-Chi [gohan's mother])
responsibility (Student, Mr. Satan [father])
secret (identity)

costs
abilities 52 + combat 32 + saves 9 + skills 12/56 + feats 36 + powers 7 = 150 pts

Design notes: a spur of the moment build inspired by some guy named Racewing, Videl is built with a focus on being a mistress of martial art butt-whoop, and having certain heroic skills gohan would be lacking in. being a DBZ character, i figured max human physical stats were okay, while her fighting style is a modified version of that used by her father.

Tactics: a firm beleiver of the "hit 'em hard and hit 'em fast" tactic, Great Saiyaman 2 makes up for her lack of godlike chi powers by being a more than capable martial artist and goonsweeper, as well as being the brains to Great Saiyaman 1's brawn, seeing as she's been doing the hero thing a bit longer than he has. however, against true DBZ foes, Saiyaman 2 knows to pull back and let gohan do the fighting against monsters and aliens that could very well destroy her in an eyeblink
Last edited by Kreuzritter on Sun May 20, 2007 2:39 pm, edited 2 times in total.
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