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

1078

Post by Kreuzritter » Sat Apr 28, 2007 12:34 pm

Image

Bravo

PL: 7 (105)

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

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

saves: (9)
TOU +5/2 FORT +4 REF +8 WILL +5

Skills (15/60)
acrobatics +8
bluff +6
disable device +4
escape artist +6
gather info +4
investigate +4
knowledge: streetwise +6
notice +6
search +6
stealth +6
swim +4

feats (21)
acrobatic bluff, assessment, attack spec: power-bolos, defensive attack, distract: bluff, defensive roll 3, dodge 3, improved block, improved initiative, leadership, inspire, power attack, redirect, taunt, teamwork 3

Powers (12)
Device: power-bolos +4 (12)
- Snare +6 (feats: improved critical 2, extra: contricting +1) [20]

tradeoffs
+1 ATK/-1 DMG
+2 DEF/-2 TOU

complications
prejudice (latino teenager)
reputation (sidekick of El Hombre)
secret (identity: Miguel Ruiz)

costs
abilities 24 + combat 24 + saves 9 + skills 15/60 + feats 21 + powers 12 = 105 pts

:arrow: from Astroc City, Bravo started out as the sidekick of El Hombre, but after Hombre disgraced himself, split off out of disgust and wound up the founding leader of the Irregulars, AC's resident team of teenaged superheros.

:arrow: anyway, as designed, Bravo's more of a support figure than an outright combatant, best used to bolster his comrades and help them get the job done
Last edited by Kreuzritter on Sun May 20, 2007 8:29 am, edited 1 time in total.
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The Stray
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Re: 1075

Post by The Stray » Sat Apr 28, 2007 12:39 pm

Kreuzritter wrote:Image

This looks like a job for...

Superman (Golden age)

PL: 10 (150)

abilities: (26)
STR 36 DEX 16 CON 36 INT 12 WIS 14 CHA 16

Combat: (24)
+11 init, +7/6 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+13 DMG (unarmed)

saves: (7)
TOU +13 FORT +13 REF +6 WILL +6

Skills (14/56)
bluff +6
gather info +6
investigate +4
knowledge: current events +6
knowledge: streetwise +6
notice +8
profession: Mild-mannered newspaper reporter +6
search +8
sense motive +6

feats (18)
assessment, attack focus: melee, all-out attack, contacts, diehard, dodge, evasion, fearless, improved grab, improved grapple, improved intiative, interpose, luck, move-by action, power attack, quick change, takedown attack, well-informed

Powers (75)
enhanced STR +12 (12)
enhanced CON +12 (12)
immunity +6 (disease, all environmental conditions) (6)
impervious TOU +13 (13)
immovable +2 (extra: unstoppable +1) (4)
leaping +4 (4)
supersenses +8 (extended sight 2, extended hearing 2, X-ray vision) (8)
Super-Strength 6 (feat: Dynamic, bracing, countering punch) (16)
- DAP: Speed 12 (50,000 MPH)

Drawbacks: (-14)
power loss (immunity, immovable, impervious, leaping, supersenses, superstrength when exposed to Kryptonite, common) (-8)
Weakness (Kryptonite; Common, Moderate [-1 Constitution], per minute, potentially lethal) (-6)

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

complications
Enemy (Luthor)
responsibility (lois Lane [girlfreind], Metropolis [turf])
secret (Clark Kent, a mild mannered newspaper reporter [identity])

costs
abilities 26 + combat 24 + saves 7 + skills 14/56 + feats 18 + powers 75 - drawbacks 14 = 150 pts

:arrow: Faster than a speeding bullet! More Powerful than a Locomotive! Able to leap tall buildings in a single bound! this strange visitor from the planet Krypton: Superman! with his amazing strength and X-ray vision, Superman fights a never ending battle for truth and Justice, disguised as Clark Kent, a mild-mannered newspaper reporter.

:arrow: as you can guess, i cribbed the basic structure from Taliesin's Smallville writeup, and from there built a pretty darn good golden age Superman, who while lacking heat vision, is now able to afford skills and feats suited to a golden age hero, using the old fleischer cartoons as a model, hencing bracing and counter-punching

:arrow: you may notice that i've actually undersold his weaknesses, in that magic isn't listed, nor is he totally helpless in the face of Kryptonite. well, the former is because around this time, Magic wasn't a concete achilles heel yet, while the latter is partly influenced by recent writing and rules of drama, allowing supes to fight on in the face of green death, even as he gets steadily weaker and loses virtually all his powers. that said, i wanted to include a cumulative STR drain in it as well, but that level of granularity isn't quite covered by the rules
Rock on! I loved the old Fleisher Superman cartoons.

I thought Supes did have heat vision, though. I remember one of the Fleisher cartoons where he was fighting robots with it (though he didn't use it in any of the others)
M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

Tales of a Dark City (2e)
Return To Dark City (3e)

Kreuzritter
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Location: Rumble City

1079

Post by Kreuzritter » Sat Apr 28, 2007 12:47 pm

Image

Ah-Puch

PL: 10 (150)

abilities: (24)
STR 38 DEX 18 CON n/a INT 10 WIS 14 CHA 10

Combat: (32)
+8 init, +6 ATK, +6 DEF (-2 size, +3 flat-footed)
+14 DMG (unarmed)

saves: (5)
TOU +14 FORT n/a REF +5 WILL +6

Skills (8/32)
intimidate +10
notice +6
search +6

feats (5)
all-out attack, fearless, improved grab, improved grapple, improved intiative

Powers (76)
Growth +8 (feat: innate, extra: continuous +1, flaw -1) (25)
immunity +30 (fort) (30)
impervious TOU +7 (7)
Protection +10 (10)
superstrength +2 (4)

costs
abilities 24 + combat 32 + saves 5 + skills 8/32 + feats 5 + powers 76 = 150 pts

:arrow: appearing in an episode of Ben 10, this creature may not be the actual mesoamerican deity, but it does guard his temple and the 'ultimate weapon', so Ah Puch is as good a name as any
Last edited by Kreuzritter on Sun May 20, 2007 8:29 am, edited 1 time in total.
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Kreuzritter
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Location: Rumble City

Re: 1075

Post by Kreuzritter » Sat Apr 28, 2007 12:54 pm

The Stray wrote: Rock on! I loved the old Fleisher Superman cartoons.

I thought Supes did have heat vision, though. I remember one of the Fleisher cartoons where he was fighting robots with it (though he didn't use it in any of the others)
if you're referring to "The Robot Monsters", which incidently was what i used to construct superman's 'fighting style' (hmm, can probably drop those grapple feats), Superman didn't use heat vision in that ep, but he did demonstrate his X-ray vision.

also worth mentioning is that i didn't consult Golden Age in this writeup
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Kreuzritter
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Location: Rumble City

Re: 1075

Post by Kreuzritter » Sat Apr 28, 2007 2:09 pm

Kreuzritter wrote:Image

This looks like a job for...

Superman (Golden age)

PL: 10 (150)

abilities: (26)
STR 36 DEX 16 CON 36 INT 12 WIS 14 CHA 16

Combat: (24)
+11 init, +7/6 ATK, +7 DEF (+1 dodge, +3 flat-footed)
+13 DMG (unarmed)

saves: (7)
TOU +13 FORT +13 REF +6 WILL +6

Skills (14/56)
bluff +6
gather info +6
investigate +4
knowledge: current events +6
knowledge: streetwise +6
notice +8
profession: Mild-mannered newspaper reporter +6
search +8
sense motive +6

feats (18)
assessment, attack focus: melee, all-out attack, contacts, diehard, dodge, evasion, fearless, improved grapple, improved intiative, interpose, luck, move-by action, power attack, quick change, takedown attack, ultimate effort (strength checks), well-informed

Powers (75)
enhanced STR +12 (12)
enhanced CON +12 (12)
immunity +6 (disease, all environmental conditions) (6)
impervious TOU +13 (13)
immovable +2 (extra: unstoppable +1) (4)
leaping +4 (4)
supersenses +8 (extended sight 2, extended hearing 2, X-ray vision) (8)
Super-Strength 6 (feat: Dynamic, bracing, countering punch) (16)
- DAP: Speed 12 (50,000 MPH)

Drawbacks: (-14)
power loss (immunity, immovable, impervious, leaping, supersenses, superstrength when exposed to Kryptonite, common) (-8)
Weakness (Kryptonite; Common, Moderate [-1 Constitution], per minute, potentially lethal) (-6)

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

complications
Enemy (Luthor)
honor
responsibility (lois Lane [girlfreind], Metropolis [turf])
secret (Clark Kent, a mild mannered newspaper reporter [identity])

costs
abilities 26 + combat 24 + saves 7 + skills 14/56 + feats 18 + powers 75 - drawbacks 14 = 150 pts

:arrow: Faster than a speeding bullet! More Powerful than a Locomotive! Able to leap tall buildings in a single bound! this strange visitor from the planet Krypton: Superman! with his amazing strength and X-ray vision, Superman fights a never ending battle for truth and Justice, disguised as Clark Kent, a mild-mannered newspaper reporter.

:arrow: as you can guess, i cribbed the basic structure from Taliesin's Smallville writeup, and from there built a pretty darn good golden age Superman, who while lacking heat vision, is now able to afford skills and feats suited to a golden age hero, using the old fleischer cartoons as a model, hencing bracing and counter-punching

:arrow: you may notice that i've actually undersold his weaknesses, in that magic isn't listed, nor is he totally helpless in the face of Kryptonite. well, the former is because around this time, Magic wasn't a concete achilles heel yet, while the latter is partly influenced by recent writing and rules of drama, allowing supes to fight on in the face of green death, even as he gets steadily weaker and loses virtually all his powers. that said, i wanted to include a cumulative STR drain in it as well, but that level of granularity isn't quite covered by the rules
just some light touchups, mostly removing improved grab to fit in ultimate effort, and the honor complication for that classic do-gooder morality 9for example, superman won't hit girls. EVER.)
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Kreuzritter
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1080

Post by Kreuzritter » Sat Apr 28, 2007 5:15 pm

Image

"Listen, I want you to hear my epitath : he wasn't much in his life, either as a man or a Pumaman, and now he's worth absolutely nothing !"

Pumaman

PL: 6 (90)

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

Combat: (0)
+6 init, +6 ATK, +6 DEF (+6 dodge, +0 flat-footed)
+2/4 +2 DMG (unarmed/claws + sneak attack)

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

Skills (11/44)
bluff +4
concentration +6
diplomacy +4
knowledge: earth sciences +6
knowledge: life sciences +6
profession: paleontologist +6
notice +4
search +4
sense motive +4

feats (15)
all-out attack, attack spec claws 3, dodge 6, improved intitiative, luck, power attack, sneak attack, trance

Powers (41)
flight +3 (6)
protection +4 (4)
strike "puma claws" +4 (feat: improved crit) (5)
supermovement +1 (slow fall) (2)
supersenses +2 (danger sense, infravision) (2)
superstrength +5 (10)
teleport +4 (extra: accurate +1) (12)

costs
abilities 16 + saves 7 + skills 11/44 + feats 15 + powers 41 = 90 pts

:arrow: behold, pumaman! he flies like a mo-ron!
Last edited by Kreuzritter on Sun May 20, 2007 8:28 am, edited 1 time in total.
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Servitor_2152
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Post by Servitor_2152 » Sun Apr 29, 2007 8:09 am

Pumaman! :D

Any chance of seeing other laughable MST3k-fodder pro/antagonists? Like Prince of Space, or the Master from Manos: the Hands of Fate?

Heck, the Mads themselves might make amusing builds.

Kreuzritter
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Location: Rumble City

1081

Post by Kreuzritter » Sun Apr 29, 2007 3:25 pm

Image

"It's just Roman now. Nobody's called me Roy since the 60's."

Roy Roman, The Mer-Master

PL: 10 (150)

abilities: (30)
STR 36 DEX 16 CON 36 INT 10 WIS 14 CHA 10

Combat: (24)
+7 init, +7/6 ATK, +6 DEF (+1 dodge, +3 flat-footed)
+13 DMG (unarmed)

saves: (7)
TOU +13 FORT +13 REF +6 WILL +6

Skills (15/60)
concentration +6
intimidate +10
knowledge: history +6
notice +6
search +6
sense motive +6
survival +6
swimming +6

feats (14)
all-out attack, assessment, attack focus: melee, chokehold, diehard, dodge, environmental adaptation: underwater, improved grab, improved initiative, improved overrun, improved pin, power attack, takedown attack 2

Powers (60)
Enhanced STR +16 (16)
Enhanced CON +16 (16)
immunity +4 (age, drowning, cold, pressure) (4)
impervious TOU +5 (5)
supersenses +4 (direction sense, accurate ultra-hearing) (4)
superstrength +3 (6)
swimming +8 (9)
- AP: flight +4 [8]

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

costs
abilities 60 + combat 24 + saves 7 + skills 15/60 + feats 14 + powers 60 = 150 pts

:arrow: liefeld's quik and dirty rioff of the submariener, when Alan moore took over the books he threw in elements of Aquaman as well, making him a tempermental old warhorse who longs for the good old days of the gold and silver ages.
Last edited by Kreuzritter on Sun May 20, 2007 8:27 am, edited 1 time in total.
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Troubleshooter
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Post by Troubleshooter » Sun Apr 29, 2007 3:37 pm

Servitor_2152 wrote:Pumaman! :D

Any chance of seeing other laughable MST3k-fodder pro/antagonists? Like Prince of Space, or the Master from Manos: the Hands of Fate?

Heck, the Mads themselves might make amusing builds.
I want to see what Torgo's power is.

Libra
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Post by Libra » Mon Apr 30, 2007 3:24 am

Good stuff Kreuz. Keep it coming!

(Although given the sheer momentum you seem to have acheived one wonders if you can actually stop. . . :D )
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.

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Location: Rumble City

1082

Post by Kreuzritter » Mon Apr 30, 2007 12:59 pm

Image

Combat

PL: 10 (150)

abilities: (30)
STR 20 DEX 16 CON 20 INT 10 WIS 14 CHA 10

Combat: (32)
+7 init, +8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/12/12 DMG (unarmed/fusion cannon/war-axe)

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

Skills (20/80)
Bluff +4
computers +6
gather info +6
intimidate +12
knowledge: technology +6
language: english, galstandard (native: katellan)
knowledge: tactics +10
pilot +8
notice +8
search +6
sense motive +6
stealth +6

feats (18)
all-out attack, assessment, diehard, dodge 2, defensive attack, endurance, evasion, fearless, improved block, improved initiative, improved overrun, move-by action, power attack, takedown attack 2, startle, uncanny dodge

Powers (41)
device: Sky sled +1 (3)
- Flight +4 (feat: moving feint, flaw: platform -1) [5]
Device: Fusion cannon +7 (21)
- blast +12 (feat: improved crit, extra: autofire +1) [35]
Device: War-axe +3 (9)
- Strike +7 (feat: mighty, extra: penetrating +1) [15]
Device: Encounter suit +2 (8)
- forcefeild +5 (extra: impervious +1) [10]

tradeoff
+2 DMG/-2 ATK

costs
abilities 30 + combat 32 + saves 9 + skills 20/80 + feats 18 + powers 41 = 150 pts

:arrow: my second-last youngblood convert, Combat is your typical alien super-soldier/worf ripoff, built to inflict damage and look menacing
Last edited by Kreuzritter on Sun May 20, 2007 8:26 am, edited 1 time in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

1083

Post by Kreuzritter » Mon Apr 30, 2007 1:52 pm

Image

I am.. a traveler. Only, half here. Not allowed to speak the truth. Not allowed to act upon reality. Yet one who knows all... That about covers it.

St. Germain

PL: 10 (150)

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

Combat: (32)
+18 init, +14/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+3/6/6 DMG (unarmed/sword)

saves: (5)
TOU +6/3 FORT +4 REF +4 WILL +7

Skills (21/84)
bluff +10
concentration +8
diplomacy +10
knowledge: arcane Lore +8
knowledge: current events +10
knowledge: history +10
knowledge: religion +8
notice +6
search +6
sense motive +8

feats (25)
assessment, attack spec: sword 3, defensive roll 3, dodge 6, eidetic memory, equipment, fascinate 2 (diplomacy, bluff), fighting style: fencing 6 (accurate attack, defensive attack, improved block, improved disarm, power attack, taunt), master plan, uncanny dodge

Powers (29)
Device: Mytic Watch +6 (18)
- Time control +4 (feat: takeaway) [30]
- Teleport +12 (feats: change direction, change velocity, easy, turnabout, extra: accurate +1) {28}
- supermovement +6 {temporal movement 3) {6}
immunity +2 (age, temporal effects) (2)
supersenses +9 (precognition, postcogition, time sense) (9)

equipment
sword +3 (feats: mighty, improved crit) [5]

costs
abilities 38 + combat 32 + saves 5 + skills 21/84 + feats 25 + powers 29 = 150 pts

:arrow: one of the more colorful players in Castlevania lore, St. Germaine is a Time Traveller, able to observe and even interact with history, but never to interfere. exactly how he gained this power is unknown, but the being called Death is deeply involved, such that Death went out of its way to keep Germain off the board.

:arrow: that said, Germain is free to act if certain conditions are met (IE: somebody mucks around with time), and nothing stops him from doling out advice or suggestions so long as he plays no active role in events. In other words, Germain is best used to voice concerns of the GM about the PC's actions, or to hit them over the head with a clue hammer
Last edited by Kreuzritter on Sun May 20, 2007 8:24 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

1084

Post by Kreuzritter » Mon Apr 30, 2007 4:44 pm

Image

"Ain't nobody stoppin' me now!"

Gorrok

PL: 10 (150)

abilities: (28)
STR 38 DEX 14 CON 38 INT 10 WIS 14 CHA 10

Combat: (24)
+6 init, +6 ATK, +6 DEF (+3 flat-footed)
+14 DMG (unarmed)

saves: (5)
TOU +14 FORT +14 REF +4 WILL +5

Skills (14/56)
computers +4
gather info +8
intimidate +10
knowledge: technology +6
knowledge: streetwise +6
pilot +4
notice +8
search +6
sense motive +6

feats (14)
assessment, diehard, all-out attack, chokehold, improved block, improved grab, improved grapple, improved overrun, improved pin, power attack, takedown attack, improved initiative, startle, uncanny dodge

Powers (65)
Enhanced STR +18 (18)
Enhanced CON +18 (18)
impervious TOU +7 (7)
leaping +4 (4)
speed +5 (5)
supersenses +2 (extended sight 2) (2)
superstrength +5 (feat: groundstrike) (11)

costs
abilities 28 + combat 24 + saves 5 + skills 14/56 + feats 14 + powers 65 = 150 pts

:arrow: in "Just Imagine Stan Lee Creating Superman", Gorrok is an alien criminal who brutally murders Superman's wife while escaping offworld. Supes gives chase and the two find their way to earth. Gorrok is apparently killed by the story's end, but a creative GM can find a way to bring him back.
Last edited by Kreuzritter on Sun May 20, 2007 8:24 am, edited 2 times in total.
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Kreuzritter
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1085

Post by Kreuzritter » Mon Apr 30, 2007 4:56 pm

Image

"I have the power of the Mystic Runes! If the sun god himself could not destry the power of Evil, neither can you!"

Guitez

PL: 10 (150)

abilities: (30)
STR 34 DEX 16 CON 34 INT 16 WIS 14 CHA 10

Combat: (32)
+7 init, +8/6 ATK, +8 DEF (-2 size, +2 dodge, +4 flat-footed)
+12 DMG (unarmed)

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

Skills (18/72)
bluff +4
concentration +4
diplomacy +8
gather info +4
intimidate +8
knowledge: arcane lore +4
knowledge: art +4
knowledge: current events +4
knowledge: pop culture +4
knowledge: streetwise +6
languages +2 (english, portuguese, native: spanish)
notice +6
search +4
sense motive +6
sleight of hand +4

feats (14)
ambidexterity, all-out attack, attack spec: unarmed, diehard, dodge 2, eidetic memory, evasion, improved initiative, improved overrun, power attack, startle, well informed

Powers (50)
additionl limb +1 (tail) (1)
enhanced CON +10 (10)
growth +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (25)
immovable +2 (2)
impervious TOU +6 (6)
superstrength +3 (6)

costs
abilities 30 + combat 32 + saves 7 + skills 18/72 + feats 14 + powers 50 = 150 pts

:arrow: another "Just Imagine" bad guy, Armando Guitez starts his tale as a south american champagne villain, before being transformed by ancient Incan runes into an avatar of darkness and destruction. as with Gorrok, Guitez seemingly meets his end, but surely any self-respecting dark wizard could bring him back to life as an enforcer or agent of chaos.
Last edited by Kreuzritter on Sun May 20, 2007 8:23 am, edited 1 time in total.
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1086

Post by Kreuzritter » Mon Apr 30, 2007 5:08 pm

Image

"I think i'm gonna like being a..."

Parasite

PL: 10 (150)

abilities: (26)
STR 10 DEX 18 CON 16 INT 12 WIS 14 CHA 16

Combat: (32)
+8 init, +6 ATK, +14 DEF (+4 dodge, +5 flat-footed)
+0 +2 DMG (unarmed + sneak attack)

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

Skills (16/64)
bluff +8
craft: chemical +6
craft: mechanical +6
diplomacy +8
disable device +6
intimidate +8
medicine +4
notice +6
sense motive +6
stealth +6

feats (18)
assessment, attractive, defensive roll 3, distract, dodge 4, fascinate 2 (bluff, diplomacy), improved initiative, improvised tools, inventor, seize initiative, startle, taunt

Powers (47)
flight +3 (6)
immunity +9 (life support) (9)
impervious TOU +7 (7)
protection +3 (extra; impervious +1) (6)
posession +10 (flaw: range -2) (20)

costs
abilities 26 + combat 32 + saves 10 + skills 16/64 + feats 17 + powers 47 = 148 pts

:arrow: a member of Dominic Darrk's Doom patrol, Parasite is easily their most cunning and independant member, figuring her posessive powers could pave her way to the top. unfortunately for her, Darrk saw this coming a mile away
Last edited by Kreuzritter on Sun May 20, 2007 8:22 am, edited 1 time in total.
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