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Kreuz Control: SHOCKMASTER!, Genesis, Apex

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Re: 153

Postby Kreuzritter » Wed Aug 15, 2007 6:25 pm

Kreuzritter wrote:Image

"Humankind cannot gain anything without losing something in return. to obtain, something of equal value must be lost: that is Alchemy's first law of Equivalent Exchange... In those days, we really believed that to be the world's one, and only truth."

Alphonse Elric

The younger of the two Elric brothers, Al's life forever changed the day he and his brother Edward attempted the forbidden art of Human transmutation. as a result ofthat disastrous mistake, edward was stripped of an arm and a leg, while Al's soul was now bonded to a suit of armor after his original body was destroyed. the brothers now travel the world in search of the fabled Philosopher's Stone, so that they might be able to restore their bodies, and doing what good they can along the way.

PL: 10 (150)

abilities: (20)
STR 24 DEX 14 CON n/a INT 14 WIS 16 CHA 12

Combat: (28)
+6 init, +13/8 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+ DMG ()

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

Skills (18/72)
bluff +6
Concentration +6
diplomacy +8
Gather Information +6
knowledge: life sciences +8
Knowledge: Physical Sciences +8
knowledge: alchemy +8
Notice +8
Sense Motive +8
survival +6

feats (19)
all-out attack, assessment, atk focus: melee 5, defensive attack, dodge 4, improved initiative, improved overrun, power attack, ritualist, takedown attack, teamwork, uncanny dodge

Powers (68)
transmutation "Alchemy" +6 (extra: duration +1, flaw: range -1, limit: equivalent exchange -1) (28)
- AP: shape matter +8 (extra: duration +1, flaw: range -1) [32]
- AP: create object +10 (feats: innate, precise 2, subtle, extra: duration +1, flaw: equivalent exchange -1) [24]
- AP: Blast "alchemic geyser" +10 (extra: area-line +1, penetrating +1, flaw: medium -1) [30]
- AP: snare "Alchemic snare" +10 (extra: area-shapeable +1, flaw: medium -1) [20]
immunity +30 (fort saves) (30)
protection +10 (10)

drawback (-9)
power loss: alchemy, if hands bound (-1)
vulnerable: magnetics (uncommon, moderate (-2)
vulnerable: electricity (uncommon, moderate) (-2)
weak point: dead if blood seal destroyed (-4)

tradeoffs
+3 ATK/-3 DMG

complications
enemy (Scar, Father, the 7 Sins)
Fame ("Actually, HE's the Full-Metal Alchemist.")
honor ("alchemist, be thou for the people")
naive (GM can autofail Al's sense motive)
obsession (cats)
responsibility (Edward [brother], Winry Rockbell, children and oppressed)
reputation (Dog of the military)
rivalry (Mei-Chan)
secret (enhcanted armor, performed human transmutation)

costs
abilities 20 + combat 28 + saves 6 + skills 18/72 + feats 19 + powers 68 - drawbacks 9 = 150 pts
design notes: considering their similarities, I modelled al off of MDsnowman's edward, simply taking into account their differences. on that note, FMA characters with ritualist use it on the transform/create object for the most part, al's just really good at drawing the required transmutation circles (thus the distracting. you can interrupt al's work)

tactics: the more peaceful of the brothers, al tends to play a support role in their combats, often focussing on matters of damage control or bystander protection. he's also the pair's diplomat, being able to go places edward cannot (and vice versa), and often is the only one capable of keeping ed from blowing his top when somebody infers the S-word. oh yes, al has a thing for cats

:arrow: continuing today's trend, Al gets a substantial makeover in terms of his build, but in return opens up his full ability as an Alchemist


and here's your Al update, Servitor. man, Roy's edits should be a breeze compared to those two
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Postby Servitor_2152 » Wed Aug 15, 2007 7:18 pm

Awesome, Kreuz. Those look like they'll be a lot of fun to use.
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Re: 154

Postby Kreuzritter » Wed Aug 15, 2007 7:52 pm

Kreuzritter wrote:Image

When I am Fuhrer, all female officers will be required to wear sexy miniskirts!

Colonel Roy Mustang
Alsoknown as: The Flame Alchemist

A colonel in the military as well as a State Alchemist, Roy mat seem manipulative and self-absorbed, but the truth is he seeks to become fuhrer in order to bring about change, mostly due to the atrocities he witnessed in the Ishbalan war. fiercely loyal to his men, he has also become aware of a festering conspiracy in the military, one even his knack for pyromancy cannot burn away.

PL: 10 (150)

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

Combat: (32)
+10 init, +12/8 ATK, +14 DEF (+6 dodge, +4 flat-footed)
+1/10 DMG (unarmed/gloves)

saves: (9)
TOU +6/3 FORT +4 REF +6 WILL +6

Skills (25/100)
bluff +8
concentration +7
diplomacy +8
gather info +8
intimidate +7
investigate +4
knowledge: arcane lore +8
knowledge: civics +6
knowledge: current events +8
knowledge: tactics +8
knowledge: streetwise +6
notice +8
search +6
sense motive +8

feats (31)
all-out attack, attractive, attack focus: range 4, accurate attack, assessment, benefit 2 (rank: colonel, status: state alchemist), challenge 2 (combat clarity, read situation) dodge 6, defensive roll 3, evasion, improved aim, improved initiative 2, leadership, inspire, master plan, power attack, precise shot, uncanny dodge

Powers (29)
device: Salamander gloves +7 (restricted: alchemist) (29)
- Blast "flame dragon" +10 (extra: shapeable +1) [35]
- Blast "flame barrage" +8 (extra: autofire +1) {24}
- blast "flame burst" +8 (extra: explosion +1) {24}
- Disintegrate "blast furnace" +7 {28}
- Ignite "burn" +6 (extra: duration +1) {30}
- fire control +10

drawback (-2)
power loss (wet/raining, minor, common) (-2)

complications
responsibilities (state alchemist, colonel, Riza Hawkeye [lover])
reputation (military, shallow playboy, questionable loyalty)
rivalry (the elric brothers)
enemy (the 7 sins, Wrath in particular; Scar)
secret (knowledge of Homonculus conspiracy)

costs
abilities 26 + combat 32 + saves 9 + skills 25/100 + feats 31 + powers 29 - drawbacks 2 = pts

design notes: in essence, Roy is perhaps one of the few instances of a Good Mastermind, as dangerous behind a desk as when he's throwing fireballs at people. in fact, it was something of a chore to both make him a dangerous foe in combat while balancing his political skills too

tactics: goodness gracious, great balls of fire! While normally the sort to send somebody to do the dirty work (usually ed and al), Roy's a terror on the battlefeild, able to light anything and everything on fire with but a snap of his fingers. in fact, roy's so confident in his powers that he'll even try to start a fight when in the rain or against water-based foes. which is when his aide Riza hawkeye smacks him down and reminds him of his uselessness in such matters

:arrow: concluding the current string of updates, Roy gets a modest rewrite of his skills and feats, and a slightly more impressive fire control array. incidently, Burn is his go to power for making sure homunculi Stay Dead, in essence keeping up the punishment until they fail their res check or run out of lives, whichever comes first

:arrow: from the tactical standpoint, Roy's role in battle is the same as the flamethrower: crowd control and mass destruction. you need trenches cleaned out, you end in roy. you need an encampment razed, you send roy. you want to rally the troops, you send roy. you don't want a popular rival to try and over throw your brutal regime, you don't send in roy


:arrow: and there we go, the Armestris observers of the Iron Kingdomss criis is officially ready to board the first train into the war zone
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Postby Psiko » Wed Aug 15, 2007 8:43 pm

Kruez! I beseech ye! (Well, I'm beseeching all those who stick to PL 10/150) Resident Evil? Jill, Chris? Leon? I've been trying to build Ganados and ZOmbies and the like, and I;m trying to find a reference point, and I figure a PL 10/150 Leon or Jill will be a good point.
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Postby Kreuzritter » Wed Aug 15, 2007 8:55 pm

i'd actually build the RE heros as PL8 or under actually. makes hordes of zombies/parasite illagers dangerous. that said, i've oly read those godawful RE novels,. i've never actally played the games or watched the movies

ask me again in october, when i'll be doing my annual Halloween hijinx theme
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Postby Psiko » Wed Aug 15, 2007 8:59 pm

Will Do. DOnt bother with the movies, btw. They are 'shove a vial full of T-Virus into your eye' bad. The games on the other hand, rock.
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Postby Mike5000us » Thu Aug 16, 2007 12:53 am

Kruez, would you consider statting out all-powerful The Father in the Full Metal manga or at least the mastermind Dante of the Anime. Nice Updates by the way.
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Postby Kreuzritter » Thu Aug 16, 2007 4:31 am

i adressed this topic once before, the answer is still no
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Postby Kreuzritter » Thu Aug 16, 2007 5:23 am

just a little update as i forgot to explain the Equivalent Exchange limit on ed and al.

as explained in ed's quote, Equivalent Exchange is the alchemic equivalent of the law of conservation of matter. to whit, when he uses shape matter or transmutation, he has to use all of what he's converting, and what remains will retain the exact same mass as it did before. this is why their blast and snare have the medium flaws, in that they need an abundence of bulk material to perform such a feat

second, is that Equivalent Exchange means that whatever they convert has to retain properties of whatever they converted from. they could turn lead into gold (Highly illegal in the FMA world, for obvious reasons, btw), or water to wine, but they can't turn rocks into food or make weapons from water. also, it appears that the elric brothers are unable to transmute gasses, but the manga suggests this is more to the sheer complexity of such a feat than any lack of ability on their part. however, for rule purposes, they can't do anything to gasses
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1357

Postby Kreuzritter » Thu Aug 16, 2007 5:50 am

Image

"C'mon C'mon, let's shake those buns people!"

Richard Simmons Robot

PL: 6 (90)

abilities: (2)
STR 22 DEX 10 CON n/a INT 10 WIS 10 CHA 10

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

saves: (6)
TOU +6 FORT n/a REF +3 WILL +3

Skills (6/24)
notice +6
profession: fitness guru +6
perform: exercise +8
sense motive +4

feats (2)
fascinate (perform), improved initiative

Powers (50)
emotion control +6 (extra: area-explosion +1, continuous +1, flaw: permanent -1, fear only -1, range -2) (3)
feature +1 (soundtrack) (1)
immunity +40 (fort, mental effects) (40)
protection "liquid metal chassis" +6 (extra: impervious +1) (6)

costs
abilities 2 + combat 24 + saves 6 + skills 6/24 + feats 2 + powers 50 = 90 pts

:arrow: picking up where we left off on our tour of springfeild, we cme to the robotic richard simmons, version 2.0, which unfortunately no longer explodes without warning.
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Postby Kreuzritter » Thu Aug 16, 2007 9:15 am

Image

"Uh, yeah, well, whenever you notice something like that... a wizard did it."

Lucy Lawless

PL: 7 (105)

abilities: (30)
STR 16 DEX 18 CON 16 INT 12 WIS 14 CHA 14

Combat: (16)
+8 init, +8/6/4 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+3/6 DMG (unarmed/sword)

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

Skills (18/72)
acrobatics +8
Bluff +6
intimidate +6
knowledge: current events +6
knowledge: pop culture +6
notice +6
perform: acting +6
perform: sing +4
profession: actress +6
ride +4
search +4
sense motive +6
swim +4

feats (21)
acrobatic bluff, all-out attack, At focus: melee 2, atk spec: sword, attractive, def roll 4, diehard, dodge 3, equipment, improved initiative, fascinate: acting, power attack, takedown attack, taunt, uncanny dodge

Powers (10)
Flight +5 (10)

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

tradeoff
+1 ATK/-1 DMG

costs
abilities 30 + combat 16 + saves 10 + skills 8/72 + feats 21 + powers 10 = 105 pts

:arrow: from the debut caper of Stretch Dude and Clobber girl, it's Lucy Lawless, aka tv's Xena. while constantly confused for that character throghout the episode, when push came to shove Lucy proved it's actually not that easy a distinction when she beat the snot out of the Collector. but of course, the biggest ditinction is that unlike Xena, Lucy can fly

:arrow: lucy also gets a sword to meet her damage caps
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Postby Libra » Thu Aug 16, 2007 9:17 am

That episode made me chuckle. :D
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Postby TroyXavier » Thu Aug 16, 2007 5:00 pm

Wait a minute. Xena can't fly. I told you I'm not Xena, I'm Lucy Lawless. Oh.

Still love that ending.
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Postby Libra » Fri Aug 17, 2007 6:08 am

Aaaaah, the Simpsons.

I'll confess, sometimes I worry about Americans. Then I watch The Simpsons and am reassured. 8)
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Postby Kreuzritter » Fri Aug 17, 2007 8:14 am

and again our tour bus is leaving springfeild, and instead we'll be visting the city of Townsville, where we'll meet

Image

The Justice freinds

Three of Earth's mightiest heros, joined together under one roof

TO FACE THE CHALLENGE OF EVERYDAY LIFE!

Starring:
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