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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Postby Kreuzritter » Fri Mar 23, 2007 2:20 pm

okay, it's been almost a week since we went down and came back up, and in that time, well...

I've been busy.

how busy, you ask?

in the next couple of hours, this thread will do what no other character convert thread has done before, and hit the one thousand mark

and it'll keep on going.

you'll see nobodies, somebodies, big names, and bearing the mark of Scherezade shall come the first, and Only character in this thread that shall be given the rank of Power Level X.
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Postby Kreuzritter » Fri Mar 23, 2007 2:33 pm

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Dr. Baxter Stockman (circa "Return to New York")

PL: 10 (150)

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

Combat: (16)
+7 init, +8/4 ATK, +4 DEF (+ dodge, + flat-footed)
+10/10/12 DMG (unarmed/blast/autocannon)

saves: (8)
TOU +12 FORT +3 REF +3 WILL +5

Skills (24/96)
bluff +4
Computers +8
craft: chemical +8
craft: electronic +10
craft: Mechanical +10
disable device +10
gather info +6
investigate +8
knowledge: Physical sciences +10
knowledge: technology +10
notice +6
sense motive +6

feats (6)
attack spec: autocannon 2, inventor, speed of thought, master plan, well-informed

Powers (72)
device: power armor +18 (72)
blast "autocannon" +12 (extra: autofire +1) [39]
- AP: Blast "flamethrower" +10 extra: area-line +1) {20}
- AP: blast "rocket launcher" +10 (extra: area-explosion) {30}
- AP: snare "Exentso-matic arm" +10 (feat: reversible, tether, extra: constricting +1) {32}
flight +1 [2]
growth +10 (feat: innate, extra: continuous +1, flaw: permanent -1) [31]
immunity +9 (life support) [9]
protection +7 [7]
superstrength +1 [2]

costs
abilities 24 + combat 16 + saves 8 + skills 24/96 + feats 6 + powers 72 = 150 pts

:arrow: ah, good ol' baxter. as I said a looong time ago, the biggest delay in the build is that baxter's gone through several different bodies over the show. in the end, I decided to go with the Baxter-mech seen here, the only time baxter actually got into a proper fight. as presented, baxter's main tactic is to spam GM fiat and try to set off as many complications as possible so the good guys have enough HP to fight the big bad. if this means flat out cheating and having to be beaten 3 times in a row before being blown sky-high, then that's what it takes.

:arrow: sadly, there is no real way to truly baxter's preening arrogance, such that baxter refuses to shut up, and has an ego even greater than such animated villains as Cobra Commander
Last edited by Kreuzritter on Sun May 20, 2007 9:26 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 2:36 pm

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Bowmaster

PL: 7 (105)

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

Combat: (26)
+8 init, +9/5 ATK, +8 DEF (+4 dodge, +2 flat-footed)
+2/5 DMG (unarmed/autocrossbow)

saves: (11)
TOU +6/3 FORT +6 REF +8 WILL +6

Skills (11/44)
bluff +8
concentration +6
intimidate +6
notice +6
search +6
sense motive +6
stealth +6

feats (21)
all-out attack, accurate attack, attack spec: autocrossbow 2, defensive roll 3, dodge 4, improved aim, improved critical 2, improved initiative, improved sunder, power attack, precise shot, quick draw 2, taunt

Powers (12)
Device: autocrossbow +4 (12)
- Blast +5 (extra: autofire +1, penetrating +1)

costs
abilities 24 + combat 26 + saves 11 + skills 11/44 + feats 21 + powers 12 = 105 pts

:arrow: frm the "lost season" of ninja turtles, Bowmaster is a rookie superhero looking to make it to the big leagues, despite being somewhat of a jerk
Last edited by Kreuzritter on Sun May 20, 2007 9:25 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 2:39 pm

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Gauntlet

PL: 7 (105)

abilities: (28)
STR 20 DEX 14 CON 20 INT 10 WIS 14 CHA 10

Combat: (24)
+6 init, +6 ATK, +6 DEF (+3 flat-footed)
+5/8 DMG (unarmed/strike)

saves: (11)
TOU +8/5 FORT +8 REF +6 WILL +6

Skills (11/44)
bluff +6
climb +6
intimidate +8
notice +6
search +6
sense motive +6
stealth +6

feats (15)
ambidexterity, all-out attack, defensive roll 3, diehard, improved grab, improved grapple, improved initiative, improved block, improved sunder, improved overrun, power attack, startle, takedown attack

Powers (16)
Device: Power gauntlets +4 (16)
- superstrength +4 (feat: groundstrike, thunderclap) [10]
- Strike +2 (feat: mighty pen 5, improved critical, extra: penetrating +1) [10]

costs
abilities 28 + combat 24 + saves 11 + skills 11/44 + feats 15 + powers 16 = 105 pts

:arrow: from the same episode as bowmaster, Gauntlet also seeks to join the Justice Force, but is interested more in fighting than doing good, such that he attacks the turtles the moment he thinks they might be supervillains
Last edited by Kreuzritter on Sun May 20, 2007 9:25 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 2:46 pm

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Kid Terra

PL: 7 (105)

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

Combat: (24)
+8 init, +9/6 ATK, +9 DEF (+3 dodge, +3 flat-footed)
+2/5 DMG (unarmed)

saves: (11)
TOU +5/3 FORT +6 REF +8 WILL +6

Skills (19/76)
Bluff +6
climb +2
computers +2
drive +2
gather info +6
intimidate +6
knowledge: streetwise +6
notice +6
ride +6
sleight of hand +6
search +6
sense motive +8
stealth +4
survival +6
swim +6

feats (28)
accurate attack, all-out attack, attack focus: range 3, defensive attack, diehard, dodge 3, equipment 3, evasion, improved critical (rifle), improved aim, improved initiative, improved sunder, interpose, power attack, precise shot 2, quick draw 2, startle, taunt, uncanny dodge, well-informed

equipment
rifle +5 [11]
- AP: Paired pistols +4 (feat: split attack, improved critical) {10}
ballistic Duster +2 [2]

costs
abilities 24 + combat 24 + saves 11 + skills 19/76 + feats 28 = 105 pts

:arrow: from the Archie TMNT series, Kid Terra is a mix of both the sharpshooter and brute lieutenant from Agents of Freedom, at first serving as bodyguard to one of the bad guys, but eventually becoming one of the white hats, such that he stood by the turtles and mutanimals against the 4 horsemen
Last edited by Kreuzritter on Sun May 20, 2007 9:24 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 2:53 pm

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"'ello 'ello 'ello, Wot's all this then?"

Constable Biggles

PL: 5 (105)

abilities: (8)
STR 16 DEX 14 CON n/a INT 12 WIS 14 CHA 12

Combat: (20)
+2 init, +5 ATK, +5 DEF (+2 flat-footed)
+3/5 DMG (unarmed/baton)

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

Skills (16/64)
bluff +6
computers +4
concentration +4
diplomacy +4
gather info +6
intimidate +4
investigate +2
knowledge: behavioural sciences +2
knowledge: civics +8
knowledge: current events +4
knowledge: streetwise +6
notice +4
profession: police officer +6
sense motive +4

feats (14)
assessment, benefit 5 (rank 4, security clearance), connected, contacts, eidetic memory, equipment 3, well-informed

Powers (41)
device: stun baton +2 (6)
- Stun +5 [10]
immunity +30 (fort) (30)
protection +5 (5)

costs
abilities 8 + combat 20 + saves 6 + skills 16/64 + feats 14 + powers 41 = 105 pts

:arrow: this time from TMNT: fast forward, biggles is more or less a "Bureaucrat from hell", meant for comedy releif and a GM-shorthand on why the Police can't handle whatever threat the heros have stumbled upon
Last edited by Kreuzritter on Sun May 20, 2007 9:23 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 2:57 pm

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"My job is to serve and protect... and take Irma to the movies."

REX-1

PL: 10 (136)

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

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

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

Skills (12/48)
computers +4
Diplomacy +4
drive +4
intimidate +8
knowledge: civics +8
knowledge: streetwise +4
notice +6
search +6
sense motive +4

feats (10)
attack spec: sidearm, beginner's luck, fearless, improved grab, improved grapple, improved initiative, improved pin, interpose, Jack-of-all-trades, power attack

Powers (58)
Device: sidearm +3 (9)
- Blast +7 (feat: precise) [15]
immunity +30 (fort) (30)
immovable +3 (3)
protection +12 (12)
superstrength +2 (4)

costs
abilities 18 + combat 32 + saves 7 + skills 12/48 + feats 10 + powers 58 = 136 pts

:arrow: REX-1, on the other hand, is a straight up doo gooder robot cop, built on request for jabroniville. REX isn't the sharpest knife in the toolshed, but his CPU's in the right place
Last edited by Kreuzritter on Sun May 20, 2007 9:22 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 3:03 pm

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Raptarr

PL: 10 (150)

abilities: (54)
STR 24 DEX 24 CON 24 INT 12 WIS 16 CHA 14

Combat: (32)
+11 init, +13/10/8 ATK, +13 DEF (+2 dodge, +3 fave. environment, +4 flat-footed)
+7 DMG (unarmed)

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

Skills (15/60)
acrobatics +8
bluff +8
diplomacy +8
gather info +6
search +6
notice +8
Sense Motive +8

feats (25)
accurate attack, acrobatic bluff, ambidexterity, attack focus: melee 2, defensive attack, diehard, dodge 2, defensive attack, environmental adaptation: high altitudes, evasion, favored environment: flight 6, improved overrun, fast overrun, improved initiative, improved defense, move by action, power attack, uncanny dodge

Powers (19)
additional limbs "prehenile feet" +2 (2)
flight +3 (6)
supersenses +3 (extended vision 2, low light vision, ultrahearing) (4)
superstrength +3 (6)


tradeoff
+3 DEF/-3 TOU

Complications
enemy (mephos, the Alyntean magus)
responsibility (safeguard the avian race)
secret (member of the avian race)

costs
abilities 54 + combat 32 + saves 6 + skills 15/60 + feats 21 + powers 22 = 150 pts

:arrow: envoy of a secret race, Raptarr has travelled to the outside world to keep his homeland safe and hidden, to the point that he signs on with the Justice Force during the lost season

:arrow: Update: tweaked Raptarr's stats a bit
Last edited by Kreuzritter on Tue Jul 03, 2007 4:32 am, edited 2 times in total.
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Postby Kreuzritter » Fri Mar 23, 2007 3:08 pm

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Tatsu

PL: 10 (150)

abilities: (40)
STR 22 DEX 18 CON 22 INT 10 WIS 14 CHA 14

Combat: (32)
+7 init, +14/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+6 DMG (unrmed + sneak attack)

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

Skills (19/76)
acrobatics +6
climb +6
concentration +4
intimidate +8
knowledge: tactics +6
knowledge: streetwise +6
notice +8
search +6
sense motive +6
sleight of hand +6
stealth +8
swim +6

feats (47)
all-out attack, assessment, attack spec: unarmed 3, challenge: vanish, chokehold, defensive attack, defensive roll 2, dodge 4, diehard, elusive target, evasion, fearsome prescence 3, fearless, hide in plain sight, improved disarm, improved grab, improved grapple, improved initiative, improved pin, improved throw, improved trip, leadership, minions 12, power attack, startle, stunning attack, takedown attack, uncanny dodge

minions
100 fanatical ninja

costs
abilities 40 + combat 32 + saves 8 + skills 19/76 + feats 47 = 150 pts

:arrow: from the ninja turtle movies, Tatsu is the Foot equivalent of a drill sergeant, training future soldiers in Shredder's ninja army, and handling the routine assignments of the foot's new york operations, making him a low but vital man on the foot totem pole

UPdate: Tatsu just got himself an upgrade, bringing him to full costs and balancing his damage output. future updates will likely drop him to PL8, as fits my stance on movie bassed characters and his mid-boss nature
Last edited by Kreuzritter on Sun Sep 21, 2008 7:21 am, edited 2 times in total.
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Postby Kreuzritter » Fri Mar 23, 2007 3:19 pm

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"Catch me if ya can, you malovik slaggers!"

Vagabond

PL: 10 (150)

abilities: (22)
STR 10 DEX 18 CON 14 INT 12 WIS 10 CHA 14

Combat: (20)
+8 init, +10/4 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+0/10 DMG (unarmed/magic)

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

Skills (16/64)
bluff +8
acrobatics +8
disable device +8
escape artist +8
knowledge: arcane lore +8
sense motive +8
sleight of hand +8
stealth +8

feats (44)
acrobatic bluff, attack focus: range 6, dodge 4, evasion, improved defense, improved initiative, master plan, move-by action, Sidekick: Aphex Key 27, taunt

Powers (39)
comprehend +3 (languagues 3) (6)
flight +1 (2)
force feild +8 (8)
magic +10 (22)
- obscure +10 [20]
- create object +10 [20]
- snare +10 [20]
supersenses +1 (communication link: aphex key) (1)

costs
abilities + combat + saves + skills / + feats + powers 42 = pts

The Aphex Key

PL: 10 (135)

abilities: (-12)
STR 1 DEX 20 CON n/a INT 9 WIS 16 CHA 2

Combat: (0)
+13 init, +10/0 ATK, +10 DEF (+10 dodge, +0 flat-footed)
+10/8 DMG (blast/burst blast)

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

Skills (2/8)
notice +8

feats (12)
dodge 10, improved intiative 2

Powers (129)
blast +10 (feats: accurate 5) (26)
- AP: blast +7 (extra: area-burst +1) [21]
flight +6 (12)
immunity +30 (fort) (30)
protection +10 (extra: impervious +1) (20)
shrinking +12 (feat: innate, extra: continuous +1, flaw: permanent -1) (12)
supermovement +6 (d-travel 3, time travel 3, exta: portal +1) (24)
supersenses +5 (blindsight, communication link [vagabond]) (5)

drawback
disability (no hands) (-4)

costs
abilities -12 + saves 8 + skills 2/8 + feats 12 + powers 129 - drawback 4 = 135 pts


:arrow: yes, it's vagabond, tricker-rogue of META-4, ready to try and make off with anything he can get his hands on, along with his trusty sidekick, the Aphex Key
Last edited by Kreuzritter on Sun May 20, 2007 9:21 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 3:22 pm

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Alpha Male

PL: 10 (150)

abilities: (22)
STR 34 DEX 24 CON 30 INT 10 WIS 14 CHA 12

Combat: (24)
+11 init, +8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+12 DMG (unarmed)

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

Skills (10/40)
acrobatics +4
bluff +6
intimidate +6
notice +6
profession: football player +6
search +6
sense motive +6

feats (14)
all-out attack, attack focus: melee 2, assessment, defensive roll 2, dodge 2, fast overrun, improved initiative, improved overrun, power attack, takedown attack, well-informed

Powers (71)
enhanced STR +18 (18)
enhanced DEX +10 (10)
enhanced CON +14 (10)
immovable +3 (extra: unstoppable +1) (6)
impervious TOU +10 (10)
leaping +4 (4)
speed +3 (3)
superstrength +3 (6)

costs
abilities 22 + combat 24 + saves 9 + skills 10/40 + feats 14 + powers 71 = 150 pts

:arrow: Alpha male is one of META-4's background heros, assigned to the presidential hero team the front. i'm suspecting there's some conceited jock in there, and i'm sad to say i couldn't quite modell how to tie his powers to his popularity level
Last edited by Kreuzritter on Sun May 20, 2007 9:20 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 4:22 pm

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Arachnid

PL: 9 (135)

abilities: (14)
STR 34 DEX 24 CON 34 INT 8 WIS 14 CHA 6

Combat: (32)
+7 init, +6 ATK, +6 DEF (-2 size, +3 flat-footed)
+12 DMG (unarmed)

saves: (3)
TOU +12 FORT +12 REF +7 WILL +5

Skills (9/36)
climb +8
intimidate +8
search +6
stealth +6
survival +8

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

Powers (74)
additional limbs +3 (3)
enhanced DEX +10 (10)
enhanced CON +12 (12)
growth +8 (extra: continuous +1, flaw: peranent -1) (24)
snare +8 (feat: tether) (17)
supermovement +4 (slow fall, swinging, wall-crawling) (8)

costs
abilities 14 + combat 32 + saves 3 + skills 9/36 + feats 3 + powers 74 = 135 pts

:arrow: an enemy of the savage dragon, Arachnid is flat-out dumb muscle, and tends to get trotted out when Larsen wants to take jabs at marvel, what with arachnid being a monstrous parody of spider-man
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Postby Kreuzritter » Fri Mar 23, 2007 4:24 pm

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Ricochet

PL: 10 (150)

abilities: (30)
STR 14 DEX 24 CON 16 INT 10 WIS 14 CHA 12

Combat: (28)
+11 init, +8/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+2/8 DMG (unarmed/pinball)

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

Skills (9/36)
acrobatics +10
bluff +6
disable device +4
notice +6
sense motive +6
stealth +4

feats (16)
acrobatic bluff, attack spec: pinball, defensive roll 2, dodge 4, improved defense, improved initiative, redirect, set up, taunt, teamwork 3

Powers (59)
Bouncing +10 (feats: move-by action, pinball 8, ricochet, extras: bounce-back attack +1, impact resistant +1) (50)
leaping +3 (3)
Protection +3 (6)

costs
abilities 30 + combat 28 + saves 8 + skills 9/36 + feats 16 + powers 59 = 150 pts

:arrow: an old ally of savage dragon, i chose to stat her mostly to play around with the bouncing power
Last edited by Kreuzritter on Sun May 20, 2007 9:19 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 4:41 pm

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Riptide

PL: 10 (137)

abilities: (28)
STR 10 DEX 18 CON 16 INT 10 WIS 14 CHA 20

Combat: (28)
+8 init, +10/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/610 DMG (unarmed/burst-blast/blast)

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

Skills (15/60)
Bluff +6
concentration +6
drive +4
diplomacy +6
notice +6
knowledge: current events +6
knowledge: pop culture +6
sense motive +6
search +6
swim +8

feats (22)
all-out attack, attack spec: hydro-blast 2, attractive, defensive attack, defensive roll 2, dodge 4, distract (bluff), fascinate 2 (bluff, diplomacy), evasion, improved defense, improved intiative, inspire, move-by action, power attack, teamwork 2

Powers (40)
Water control +10 (24)
- Blast +10 [20]
- Blast +6 (extra: area-burst +1) [18]
- Telekinesis +10 [20]
- Stun +6 (extra: range +1) [18]
Flight +3 (flaw: area-platform +1) (3)
immunity +3 (cold, pressure, drowning) (3)
protection +3 (3)
supersenses +2 (darkvision) (2)
swimming +5 (5)

costs
abilities 28 + combat 28 + saves 9 + skills 15/60 + feats 22 + powers 40 = 137 pts

:arrow: one last youngblood entry, Riptide's mostly just the team's eyecandy
Last edited by Kreuzritter on Sun May 20, 2007 9:19 am, edited 1 time in total.
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Postby Kreuzritter » Fri Mar 23, 2007 5:06 pm

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"I would never turn down a chance to fight evil!"

Rygar

PL: 10 (150)

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

Combat: (30)
+9 init, +13/7 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+5/7 DMG (unarmed/diskarmor)

saves: (9)
TOU +8/5 FORT +7 REF +8 WILL +6

Skills (18/72)
acrobatics +8
climb +8
handle animal +4
intimidate +6
knowledge: tactics +6
notice +8
ride +6
search +6
sense motive +6
survival +8
swim +6

feats (29)
all-out attack, acrobatic bluff, ambidexterity, assessment 2, attack spec: diskarmor 2, defensive attack, defensive roll 3, diehard, dodge 4, endurance, evasion, fearless, grappling finesse, improved block, improved initiative, improved overrun, move-by action, power attack, startle, takedown attack 2, uncanny dodge

Powers (28)
Device: Diskarmor +7 (28)
- Blast +7 (feat: improved critical) [17]
- Snare +7 (feat: tether)
- AP: supermovement (slow fall, swinging) {4}
- Summon +6 (extra: heroic +1) [18]

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

costs
abilities 36 + combat 30 + saves 9 + skills 18/72 + feats 29 + powers 28 = 150 pts

:arrow: a classic gaming hero, predecessor to kratos with the greco-roman theme and chain weapon
Last edited by Kreuzritter on Sun May 20, 2007 9:18 am, edited 1 time in total.
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