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

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Kreuzritter
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Posts: 21027
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Location: Rumble City

803

Post by Kreuzritter » Sun Dec 31, 2006 2:10 pm

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The Deadly Mantis

PL: 10 (126)

abilities: (-2)
STR 42 DEX 14 CON 30 INT n/a WIS 14 CHA 10

Combat: (40)
+2 init, +2 ATK, +2 DEF (-8 size, +1 flat-footed)
+16 DMG (unarmed)

saves: (2)
TOU +12 FORT +12 REF +4 WILL +2

Skills (5/20)
notice +8
search +6
survival +6

feats (5)
chokehold, diehard, improved grapple, improved grab, improved pin

Powers (76)
enhanced CON +8 (8)
flight +5 (10)
growth +16 (feat: innate, extra: continuous +1, flaw: permanent -1) (49)
immunity +1 (age) (1)
leaping +4 (4)
supersenses +2 (darkvision, scent, track) (4)

costs
abilities -2 + combat 40 + saves 2 + skills 5/20 + feats 5 + powers 76 = 126 pts

:arrow: a 1950's b-movie monster, the deadly mantis is a fairly straightforward menace to unleash upon the city
Last edited by Kreuzritter on Sun May 20, 2007 2:05 pm, edited 1 time in total.
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Kreuzritter
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804

Post by Kreuzritter » Sun Dec 31, 2006 2:14 pm

Image

Firebrand

PL: 10 (150)

abilities: (24)
STR 30/12 DEX 14 CON 14 INT 16 WIS 14 CHA 14

Combat: (32)
+6 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+1/10/10/10 DMG (unarmed/suit/blast/aura)

saves: (11)
TOU +10/2 FORT +5 REF +6 WILL +6

Skills (20/80)
bluff +8
craft: electronic +8
craft: mechanical +8
diplomacy +6
intimidate +8
knowledge: technology +8
knowledge: physical sciences +8
knowledge: civics +6
notice +6
perform: oratory +6
sense motive +8

feats (19)
accurate attack, assessment, connected, defensive attack, distract 2, dodge 2, equipment 2, evasion, fascinate: oratory, improved initative, improvised tools, inventor, master plan, move-by action, power attack, startle

Powers (48)
Device: Firebrand Battlesuit +12 (48)
- Blast +10 (feats: accurate, improved critical) [24]
- AP: enhanced STR +18 {18}
- AP: Strike +10 (extra: aura +1) {20}
- Flight +3 [6]
- Protection +8 (extra: impervious +1) [16]
- immunity +14 (life support, fire damage) [14]

drawback
normal identity (full round) (-4)

equipment
abandoned warehouse Headquarters [10]

costs
abilities 24 + combat 32 + saves 11 + skills 20/80 + feats 19 + powers 48 - drawback 4 = 150 pts

:arrow: the pinko commie equivalent of FC's white knight, firebrand seeks to raze the establishment and government fatcats to the ground. and, if introduced to FC, would make a great ally for Lady Anarchy
Last edited by Kreuzritter on Sun May 20, 2007 2:05 pm, edited 1 time in total.
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Kreuzritter
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805

Post by Kreuzritter » Sun Dec 31, 2006 2:20 pm

Image

The Garbageman

PL: 10 (150)

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

Combat: (32)
+4 init, +8 ATK, +8 DEF (+4 flat-footed)
+2/12 DMG (regular arms/robot arms)

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

Skills (21/84)
bluff +6
craft: electronic +8
craft: mechanical +8
craft: structural +8
drive +6
intimidate +8
knowledge: technology +8
knowledge: physical sciences +8
knowledge: streetwise +6
notice +6
pilot +6
sense motive +6

feats (29)
ambidexterity, all-out attack, assessment, chokehold, diehard, equipment 4, fast overrun, improved grab, improved grapple, improved overrun, improved pin, improvised tools, improved initiative, inspire, inventor, leadership, master plan, minions 8, power attack

Powers (34)
Additional limbs +2 (linked: enhanced STR +16) (18)
immovable +4 (4)
protection +10 (10)
Speed +2 (2)

equipment
headquarters: Garbage Island Stronghold (size: gargantuan, TOU 15, features: communications, computer, concealed, defense system, dock, garage, fire prevention system, holding cells, infirmary, isolated, living space, power system, security system, workshop) [20]

minions
100 thugs

costs
abilities 20 + combat 32 + saves 12 + skills 21/84 + feats 29 + powers 34 = 150 pts

:arrow: hailing from the new TMNT series, Garbageman's more towards the iron age of the spectrum, often kidnapping the homeless and transients and putting them to work as slaves in his 'salvage' operations.
Last edited by Kreuzritter on Sun May 20, 2007 2:04 pm, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

806

Post by Kreuzritter » Sun Dec 31, 2006 2:25 pm

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Griffin

PL: 10 (135)

abilities: (14)
STR 28 DEX 24 CON 34 INT 10 WIS 12 CHA 10

Combat: (16)
+7 init, +8/4 ATK, +8 DEF (+4 dodge, +2 flat-footed)
+9/12 DMG (unarmed/claws)

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

Skills (10/40)
bluff +4
climb +6
intimidate +8
notice +6
search +4
sense motive +4
survival +8

feats (16)
all-out attack, attack focus: melee 4, diehard, dodge 4, evasion, improved grab, improved grapple, power attack, startle, takedown attack

Powers (72)
additional limb +1 (1)
flight +3 (6)
enhanced STR +14 (14)
enhanced DEX +10 (10)
Enhanced CON +20 (20)
strike +3 (feats: mighty pen 9, extra: penetrating +1) (12)
supersenses +3 (low-light vision, scent, track) (3)
superstrength +3 (6)

costs
abilities 14 + combat 16 + saves 7 + skills 10/40 + feats 16 + powers 72 = 135 pts

:arrow: a pretty obscure bad guy from marvel, Griffin's a flying hybrid of the savage man-beast and hulking brute archetypes (but leaning more towards the beast than brute)
Last edited by Kreuzritter on Sun May 20, 2007 2:04 pm, edited 1 time in total.
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Kreuzritter
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807

Post by Kreuzritter » Sun Dec 31, 2006 2:42 pm

Image

Half-Life

PL: 10 (132)

abilities: (2)
STR 24 DEX 30 CON 24 INT 10 WIS 12 CHA 10

Combat: (28)
+10 init, +13/9/6 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+7/ DMG ()

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

Skills (8/32)
acrobatics +8
intimidate +6
notice +6
search +6
sense motive +6

feats (16)
acrobatic bluff, chokehold, attack spec: drain 2, attack focus: melee 3, dodge 5, grappling finesse, improved grab, improved grapple, improved pin,

Powers (74)
Drain CON +7 (extras: vampiric +1, aura +1, continuous +1, flaw: permanent -1) (21)
Enhanced STR +14 (14)
Enhanced DEX +20 (20)
Enhanced CON +14 (14)
leaping +3 (3)
supersenses +2 (scent, track) (2)

costs
abilities 2 + combat 28 + saves 4 + skills 8/32 + feats 16 + powers 74 = 132 pts

:arrow: an obscure hulk enemy made even more obscure by being completely overhauled for hulk video game, Half-life is your standard issue bio-energy vampire and a vicious surprise to spring on superstrong brawlers/grapplers
Last edited by Kreuzritter on Sun May 20, 2007 1:56 pm, edited 1 time in total.
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Kreuzritter
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808

Post by Kreuzritter » Sun Dec 31, 2006 2:48 pm

Image

Rocket Red

PL: 10 (150)

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

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

saves: (12)
TOU +10/3 FORT +7 REF +6 WILL +6

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

feats (16)
assessment, attack focus: range 2, dodge focus 2, diehard, fearless, improved grab, improved grapple, improved pin, improved block, improved initiative, improved overrun, power attack, startle, uncanny dodge

Powers (56)
Device: Rocket Red battlesuit +14 (56)
- datalink +5 [5]
- flight +5 [10]
- blast +10 (feat: improved critical, extra: autofire +1) [32]
- AP: enhanced STR +14 {14}
- Immunity +9 (life support) (9)
- protection +7 (extra: impervious +1) [14]

drawback
normal identity (full round) (-4)

costs
abilities 24 + combat 32 + saves 12 + skills 14/56 + feats 16 + powers 56 - drawback 4 = 150 pts

:arrow: russia's main rep in the dc superhero comitee, Rocket Red is in fact but one of a whole squadron of similarly armed russian supersoldiers
Last edited by Kreuzritter on Sun May 20, 2007 1:55 pm, edited 1 time in total.
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Kreuzritter
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809

Post by Kreuzritter » Sun Dec 31, 2006 2:52 pm

Image

Scumbug

PL: 10 (146)

abilities: (4)
STR 24 DEX 24 CON 30 INT 6 WIS 14 CHA 6

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

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

Skills (9/36)
climb +6
intimidate +6
notice +6
search +6
sense motive +6
stealth +6

feats (19)
all-out attack, ambidexterity, attack focus: melee 4, dodge 4, evasion, fearsome prescence 3, hide in plain sight, improved grab, improved grapple, improved pin, power attack, startle, takedown attack

Powers (85)
additional limbs +4 (4 bug legs, 6 tentacles) (4)
elongation +6 (flaw: tentacles only -1) (3)
enhanced STR +10 (10)
enhanced DEX +14 (14)
enhanced CON +16 (16)
immunity +7 (critical hits, disease, poison, radiation, suffocation) (7)
Drain "stinger" +7 (Wis, feat: accurate, extra: Disease +1) (16)
- AP: Strike "claw" +3 (feat: mighty, extra: penetrating +1) [7]
supersenses +9 (darkvision, scent, track, radius right, tremorsense) (9)
supermovement +3 (slither, wall crawling 2) (6)

costs
abilities 4 + combat 24 + saves 5 + skills 9/36 + feats 19 + powers 85 = 146 pts

:arrow: Scumbug was a bit of a pain, but i'm pleased to say this updated TMNT foe is ready to scare your pc's right outta the sewers
Last edited by Kreuzritter on Sun May 20, 2007 1:54 pm, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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810

Post by Kreuzritter » Tue Jan 02, 2007 8:10 am

Image

all shall temble before the might of the sacred white gorilla

Man-ape

PL: 10 (150)

abilities: (40)
STR 34 DEX 24 CON 34 INT 12 WIS 14 CHA 14

Combat: (36)
+7 init, +8 ATK, +8 DEF (-1 size, +4 flat-footed)
+12 DMG (unarmed)

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

Skills (12/48)
climb +6
handle animal +6
intimidate +6
knowledge: tactics +6
notice +6
sense motive +6
survival +8
swim +4

feats (9)
assessment, chokehold, fearless, fearsome prescence 2, improved grab, improved grapple, improved pin, power attack, stunning attack, startle

Powers (44)
enhanced DEX +10 (10)
enhanced CON +4 (10)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
impervious TOU +5 (5)
supersenses +3 (low-light vision, scent, track) (3)
superstrength +3 (6)

costs
abilities 40 + combat 36 + saves 7 + skills 12/48 + feats 9 + powers 44 = 150 pts

:arrow: Man-Ape, a cult classic marvel supervillain, tends to either be billed as black Panther's arch-enemy, , or "third supervillaiin from the left".

:arrow: yes, i know it's a big black guy in a gorilla costume, and thus not the most PC bad guy out there, but man-ape is one of those bad guys that treads amidst silver aged goofiness
Last edited by Kreuzritter on Sun May 20, 2007 1:53 pm, edited 1 time in total.
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Kreuzritter
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811

Post by Kreuzritter » Tue Jan 02, 2007 8:33 am

Image

Solaar

PL: 10 (112)

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

Combat: (24)
+6 init, +10/6 ATK, +11 DEF (+5 dodge, +3 flat-footed)
+1/10 DMG (unarmed/blast)

saves: (13)
TOU +9/5/2 FORT +7 REF +6 WILL +5

Skills (16/64)
acrobatics +4
bluff +6
computers +2
disable device +6
drive +4
gather info +6
knowledge: streetwise +6
notice +6
search +6
sense motive +6
sleight of hand +4
stealth +4
survival +4

feats (16)
assessment, attack spec: plasma 2, defensive roll 4, dodge 5, equipment, improved intiative, startle, teamwork

Powers (31)
blast "solar beam" +10 (21)
- AP: dazzle +10 [20]
immunity +10 (fire/heat) (10)

equipment
armored costume +3 [3]

costs
abilities 12 + combat 24 + saves 13 + skills 16/64 + feats 16 + powers 31 = 112 pts

:arrow: D-list solar powered supervillain, * yawn *
Last edited by Kreuzritter on Sun May 20, 2007 1:52 pm, edited 1 time in total.
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Kreuzritter
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812

Post by Kreuzritter » Tue Jan 02, 2007 9:02 am

Image

"Nothing else in the world is sane, so why should we be?"

Madcap

PL: 10 (130)

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

Combat: (16)
+9 init, +4 ATK, +4 DEF (+2 flat-footed)
+0 DMG (unarmed)

saves: (10)
TOU +0 FORT +4 REF +7 WILL +6

Skills (12/48)
acrobatics +8
bluff +8
diplomacy +6
knowledge: theology/philosophy +6
notice +6
perform: oratory +8
sense motive +6

feats (7)
acrobatic bluff, distract (bluff), fascinate (bluff), fearless, improved initiative, move-by action, taunt

Powers (69)
confuse +10 (flaw: sense dependent-sight -1)(5)
regeneration +52 (rec bonus +9, total regen, ability regen, feats: persistant, regrowth, extra: true res. +1) (64)

costs
abilities 16 + combat 16 + saves 10 + skills 12/48 + feats 7 + powers 69 = 130 pts

:arrow: greatest single nuisance of the marvel universe, Madcap is at the same time both whimsical and terrifying, with regen that puts cartoon characters to shame, and the ability to drive everyone that meets his eyes completely mad. so, depending on the severity of his thrall's consequences, Madcap is just as suitable for an iron age campaign as he is a silver age.
Last edited by Kreuzritter on Sun May 20, 2007 1:51 pm, edited 1 time in total.
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Dr Archeville
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Re: 810

Post by Dr Archeville » Tue Jan 02, 2007 1:32 pm

Kreuzritter wrote:Madcap

:arrow: greatest single nuisance of the marvel universe, Madcap is at the same time both whimsical and terrifying, with regen that puts cartoon characters to shame, and the ability to drive everyone that meets his eyes completely mad. so, depending on the severity of his thrall's consequences, Madcap is just as suitable for an iron age campaign as he is a silver age.
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Kreuzritter
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Location: Rumble City

813

Post by Kreuzritter » Tue Jan 02, 2007 3:35 pm

Image

Willie Watt

PL: 10 (150)

abilities: (22)
STR 16 DEX 14 CON 16 INT 14 WIS 14 CHA 8

Combat: (32)
+6 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+ DMG ()

saves: (7)
TOU +12 FORT +5 REF +4 WILL +5

Skills (9/36)
bluff +5
computers +6
concentration +5
disable device +5
intimidate +5
notice +5
sense motive +5

feats (2)
improved initiative, taunt

Powers (78)
ESP +6 (sight, sound) (18)
flight +3 (6)
force feild +7 (extra: impervious +1) (14)
telekinesis +10 (extra: damaging +1, perception +1) (40)

costs
abilities 22 + combat 32 + saves 7 + skills 9/36 + feats 2 + powers 78 = 150 pts

:arrow: a two-time foe of Batman II, Willie started as a nerdish pariah at Hamilton Hill high school, and after being pushed around once toooften by... just about everone, he snapped and comandeered a construction robot to exact revenge. initially foiled, there was an accident mid-rampage that left him with psychic control of the robot. and, after the robot was destroyed, marked the development of willie's current telekinetc power, able to wreak havoc at the school despite being locked up in juvvie.

:arrow: so, with that background, Willie is a tailor-made bad guy for Teen games, his goals and M.O. cheap shallow and in the words of a certain retired detective "so... high school."
Last edited by Kreuzritter on Sun May 20, 2007 1:51 pm, edited 1 time in total.
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Kreuzritter
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814

Post by Kreuzritter » Tue Jan 02, 2007 3:48 pm

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Jackhammer

PL: 10 (103)

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

Combat: (28)
+6 init, +8/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+12 DMG ()

saves: (7)
TOU +10 FORT +10 REF +5 WILL +4

Skills (7/28)
bluff +4
knowledge: structural +6
intimidate +8
notice +6
sense motive +4

feats (7)
attack spec: gauntlets, all-out attack, dodge 2, improved grapple, improved grab, power attack

Powers (38)
enhanced STR +10 (10)
enhanced CON +14 (14)
device: jackhammer gauntlets +2 (8)
- strike +4 (feat: mighty, improved crit, extra: penetrating +1)
superstrength +3 (6)

costs
abilities 16 + combat 28 + saves 7 + skills 7/28 + feats 7 + powers 38 = 103 pts

:arrow: another d-list bad guy from marvel, Jackhammer gets a writeup based on his being a card-carrying member of The Masters of Evil
Last edited by Kreuzritter on Sun May 20, 2007 1:49 pm, edited 1 time in total.
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Kreuzritter
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815

Post by Kreuzritter » Tue Jan 02, 2007 6:34 pm

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"With great power comes great opportunity."

The Hood

PL: 10 (135)

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

Combat: (24)
+7 init, +10/6 ATK, +11 DEF (+5 dodge, +3 flat-footed)
+2/6/10 +4 DMG (unarmed/guns/hellfire + sneak attack)

saves: (10)
TOU +9/6/3 FORT +5 REF +7 WILL +6

Skills (19/76)
bluff +6
concentration +4
drive +4
disable device +6
gather info +6
intimidate +8
knowledge: current events +6
knowledge: streetwise +6
notice +6
search +6
sense motive +6
sleight of hand +4
stealth +8

feats (30)
assessment, accurate attack, attack focus: range 4, defensive roll 3, dodge 5, equipment 4, evasion, hide in plain sight, improved aim, improved defense, improved initiative, move-by action, power attack, sneak attack 3, startle, uncanny dodge

Powers (28)
Device: nisanti cloak +7 (28)
- mystic blast +10 [20]
- invisibility +1 [4]
- Protection +3 [3]
- supersenses +2 (darkvision) [2]
- supermovement +3 (air-walking 2, slow fall) [6]

equipment
paired heavy pistols +6 (feat: split attack) [13]
mid-size car [7]

trade-off
+1 def/-1 tou

complications
enemy (White Fang, Mr. Golembuski, Nisanti)
responsibility (Sara [girlfreind], John [cousin], Gro [mistress])
secret (crook, identity [Parker robbins], Gro [mistress])

costs
abilities 24 + combat 24 + saves 10 + skills 19/76 + feats 30 + powers 28 = 135 pts

:arrow: From the mind of Brian K. Vaughn comes The hood, a two-bit, well, hood, who gets the chance of a lifetime when he accidently kills some demonic creature and takes its magic cloak. after 4 issues of trying to cash in on its powers, Hood decides to try going straight (or at least, make a habit of stealing from bad guys)

:arrow: at any rate, hood's built to be a sneak, and as such he'll prefer his guns over the strange mystic lightning of the costume (besides, that's when the suit has him talking in strange cthonic tongues, which creeps him right the BEEP out)
Last edited by Kreuzritter on Sun May 20, 2007 1:48 pm, edited 1 time in total.
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Kreuzritter
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816

Post by Kreuzritter » Tue Jan 02, 2007 8:03 pm

Image

"Pleasant dreams..."

Sleepwalker

PL: 10 (150)

abilities: (52)
STR 30 DEX 16 CON 30 INT 10 WIS 16 CHA 10

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

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

Skills (13/52)
bluff +4
gather info +6
intimidate +8
investigate +6
knowledge: streetwise +4
knowledge: arcane lore +6
notice +6
search +6
sense motive +6

feats (14)
assessment, attack focus melee 2, diehard, endurance, dodge 2, improved block, improved defense, improved initiative, power attack, stunning attack, takedown attack, uncanny dodge (visual)

Powers (41)
Shape matter +7 (30)
- AP: Snare +10 (feats: accurate, reversible, flaw: medium-solids -1) [12]
- AP: dream control +10 (flaw: limited-when in dreamworld only) [20]
impervious TOU +5 (5)
supermovement +3 (slow fall, airwalking 2, dream dimension) (6)

drawback
weakness: altitude (common, moderate, per minute) (-5)
involuntary movement: dream travel (very common, major) (-5)

costs
abilities 52 + combat 32 + saves 8 + skills 13/52 + feats 14 + powers 41 - drawback 10 = 150 pts

:arrow: i decided to tackle this build after a recent talk with our relative newcomer, Jabroniville, and let me say, Sleepwalker is going to be a nightmare to develop for anybody not in posession of Ultimate Power.

:arrow: Sleepwalker's main drawback is that he literally has no control over when he crosses between the waking and the dream world, the pattern entirely dictated by the sleeping patterns of his 'host'. due to how this was depicted (as well as the frequency), i chose to houserule this as a variation of the involuntary transformation drawback. for those prepping a response over your keyboard that this would be more in complication territory, from what I've read, this sort of thing happened to sleepwalker way too often to qualify as such.
Last edited by Kreuzritter on Sun May 20, 2007 1:47 pm, edited 1 time in total.
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