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Kreus Roll Call Assorted Cartoons

Jealousy is a human emotion. Am I Jealous? Am I more human... than creature?

Cybersix PL: 12
Also known as: Adrian Seidelmann

The only survivor of an aborted clone army, Cybersix spent much of her life on the run from her creator, Von
Richter, eventually developing the false identity of Adrian Seidelmann, a MALE literature teacher in the city of
Meridiana, where she has begun to fall in love with her fellow teacher, Lucas Amato, and earns the freindship of a
street urchin named Julian. she has even been reunited with her lost 'brother', who has been recreated as an enhanced
panther code-named Data-7.

Unfortunately for her, the many monstrous creatures of Von Rechter have begun to infest Meridiana, and so she
fights to protect her new home while balancing her double life, Slowly overcoming her sense of self-loathing, and
understanding that she is indeed more far more human than her creator.

abilities: (66)
STR 30/20 DEX 30 CON 20 INT 15 WIS 16 CHA 14

Combat: (40)
+9 init, +10 ATK, +10 DEF (+5 flat-footed)
+10 DMG

saves: (3)
DMG +5 FORT +5 REF +10 WILL +6

Skills (14/56)
acrobatics +14
bluff +6
disguise +8
language +7 (english, spanish, portugeuse, german, french, russian, old english)
knowledge: literature +8
perform: oratory +7
profession: teacher +6

feats (17)
acrobatic bluff, attractive, elusive target, endurance, evasion, favored opponent: von richter's monsters, grappling
finesse, improved block, improved critical, improved grab, improved throw, improved trip, instant up, move by
action, redirect, power attack, takedown attack

Powers (41)
Enhanced dexterity +10 (10)
Enhanced strength +10 (10)
leaping +3 (3)
regeneration +5 (recovery bonus +3, recovery rate +1, ability regen +1) (5)
super movement +2 (slow fall, sure-footed) (4)
super senses +5 (extended sight, extended radius hearing, darkvision) (5)
super strength +2 (4)

costs
abilities 65 + combat 40 + saves 3 + skills 14/56 + feats 17 + powers 41 = 180 pts

technical notes this is a basic version of Cybersix, the titular character from the japanese/canadian anime series. a
purely physical character with abilities comparable to spider-man, i'll probably be revisting the design a few more
times. not included is the panther, Data-7, her brother/sidekick, in order to cut down on costs, who i'll probably make
an independant character).

tactics: in battle or just in motion, Cybersix is a beauty to behold, moving with uncanny speed and acrobatic agility,
rebounding from one foe to the next like a black-clad pinball, mixing up regular attacks with just about any of her
feats (acrobatic bluff, redirect and improved throw happen to be particular favorites of hers). given a choice, she'll
go for the biggest threat before dealing with the minions

*roar*

Data 7

PL: 10 (150)
abilities: (26)
STR 30 DEX 30 CON 24 INT 10 WIS 14 CHA 14

Combat: (32)
+14 init, +10/6 ATK, +10 DEF (+5 flat-footed)
+10 DMG (unarmed)

saves: (10)
TOU +10 FORT +10 REF +13 WILL +6

Skills (14/56)
acrobatics +6
climb +4
intimidate +8
notice +8
search +8
sense motive +6
survival +6
stealth +6
swim +4

feats (22)
acrobatic bluff, all-out attack, assessment, atk spec: unarmed 2, diehard, elusive target, evasion, fast overrun,
fearsome prescence 4, improved initiative, improved overrun, improved trip, move-by action, power attack, startle,
takedown attack 2, uncanny dodge

Powers (54)
enhanced STR +10 (10)
Enhanced DEX +14 (14)
growth +4 (feat: innate, extras: duration +1, flaw: permanent -1) (13)
leaping +2 (2)
protection +3 (3)
speed +2 (2)
supermovement +4 (slow fall, surefooted) (4)
supersenses +4 (darkvision, scent, track) (4)
superstrength +1 (2)

drawbacks
mute (-4)
no hands (-4)

costs
abilities 26 + combat 32 + saves 10 + skills 14/56 + feats 22 + powers 54 - drawbacks 8 = 150 pts

Data 7 may at first glance appear to be a genticly enhanced black panther, but things get a bit more complex than
that. See, Data 7 started life as a cloned superhuman, whose brain was surgicly impanted into the body of a geneticly
enhanced panther, and made to serve as the cheif enforcer of his creator, Von Richter. Data 7 eventually rebelled
against his master, and joined p with his sister, Cybersix
Elaine

PL: 10 (145)

abilities: (12)
STR 26 DEX 20 CON 30 INT 14 WIS 14 CHA 14

Combat: (36)
+9 init, +8 ATK, +8 DEF (+4 flat-footed)
+8/10 +2 DMG (unarmed/claws + sneak attack)

saves: (10)
TOU +12/8 FORT +9 REF +10 WILL +6

Skills (16/64)
bluff +8
acrobatics +10
climb +8
intimidate +8
notice +6
search +8
sense motive +8
stealth +8

feats (16)
acrobatic bluff, all out attack, defensive roll 4, endurance, evasion, fearless, improved initiative, improved trip, move
by action, power attack, rage, startle, uncanny dodge

Powers (60)
enhanced STR +8 (8)
enhanced DEX +10 (10)
enhanced CON +16 (16)
growth +4 (flaw: permanent -1) (8)
leaping +4 (4)
strike +2 (feat: mighty) (3)
supersenses +5 (darkvision, scent, tracking, danger sense) (5)
superstrength +3 (6)

drawbacks (-5)
normal identity (free action) (-3)
weakness: dependence on Sustenence (common, minor) (-2)

costs
abilities 12 + combat 36 + saves 10 + skills 16/64 + feats 16 + powers 60 - drawbacks 5 = 145 pts

an enemy of Cybersix, Elaine's secondary function was that she was apparently the carrier for what's best described
as a 'werewolf virus', which turns ordinary citizens into werewolf like creatures, best represented via X-trait. this
disease aparently burns itself out if the patient puts their body through enough stress (IE: beaten somewhere between
staggered and unconscious while in werewolf form).

When in human form, Elaine is pretty much a femme fatale, able to extert control over the infected's human forms
via pheremones and sexual charisma

You make money!

Fixed Idea

PL: 6 (90)

abilities: (12)
STR 22 DEX 14 CON 22 INT 8 WIS 10 CHA 8

Combat: (28)
+5 init, +6 ATK, +6 DEF (-1 size, +3 flat-footed)
+6/10 DMG (unarmed/rocket launcher)

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

Skills (5/20)
climb +4
drive +4
intimidate +8
notice +4
feats (12)
all-out attack, improved grapple, improved initiative, improved pin, equipment 6, power attack, startle

Powers (28)
growth +4 (feat: innate, flaw: permanent -1) (9)
impervious tou +4 (4)
leaping +4 (4)
supersenses +1 (darkvision) (1)
superstrength +6 (10)

drawback (-2)
weakness: dependence on Sustenence (common, minor) (-2)

costs
abilities 12 + combat 12 + saves 7 + skills 5/20 + feats 12 + powers 28 - drawback 2 = 90 pts

the standard rank and file minions in Cybersix, Fixed ideas are creatures superior to man in physical ability, but are
so dirt stupid that the name actually comes from the joke that they can only handle one idea at a time. and yes,
everybody else is aware they look like frankenstein's monster

SKREEEEEEE!!!!!

winged goblins

PL: 5 (45)

abilities: (10)
STR 16 DEX 14 CON 18 INT 6 WIS 10 CHA 6

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

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

Skills (5/20)
climb +6
notice +4
stealth +4
survival +6

feats (4)
all-out attack, improved initiative, move by action, power attack

Powers (22)
blast +4 (8)
flight +2 (4)
protection +2 (extra: impervious +1) (4)
supersenses +2 (darkvision, scent, track) (4)
supermovement +1 (wallcrawling) (2)

drawback (-10)
weakness: sunlight (major, per round, destroyed after 10 rounds) (-10)

costs
abilities 10 + combat 16 + saves 10 + skills 5/20 + feats 4 + powers 22 - drawback 10 = 60 pts

appearing in the cybersix episode "gone with the wings", these beasties are basicly an upgrade to the gargoyle
critter in the back of the core rules, and make an appropos minion for a supernatural/mad science bad guy

In the future, you will sit in my prescence.

Jose

PL: 10 (130)

abilities: (34)
STR 6 DEX 16 CON 14 INT 24 WIS 16 CHA 14

Combat: (22)
+3 init, +6 ATK, +7 DEF (+1 size, +3 flat-footed)
-2 DMG (unarmed)

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

Skills (25/100)
bluff +6
computers +10
craft: electronics +10
craft: mechanical +10
craft: structural +10
disable device +10
drive +6
intimidate +8
knowledge: pop culture +6
knowledge: streetwise +6
knowledge: technology +8
knowledge: physical sciences +8
notice +6
sense motive +4

feats (37)
assessment, diehard, equipment 10, improved defense, inspire 2, inventor, leadership, master plan, minions 7 (5
Fixed Ideas), sidekick 10 (Monster-of-The-Week), seize initiative, taunt

Powers (3)
shrinking +4 (feat: innate, flaw: permanent -1) (3)

equipment
stately manor HQ [15]
35 points unspent

costs
abilities 34 + combat 22 + saves 9 + skills 25/100 + feats 37 + powers 3 = 130 pts

the Primary adversary in "Cybersix", Jose is equal parts spoiled brat, mob boss and mad scientist. however, when
combining his appearance, childish attitude and theme music (a jaunty accordian peice), Jose can also be played for
laughs once his pet monster's out of the way

on that note, I'd like to weigh in my view of the minions vs. sidekicks debate. simply put, minions should be used
for faceless grunts, hired goons, and other such disposable mooks. however, even though your sidekick costs more
per rank, the tradeoff is that they're insured against being swept away in combat like mooks, or at least, have a shot
at surviving the adventure (Eg: monarch's henchmen- nearly all of them are bought via minions, but 21 and 24 are
sidekicks, thus why they can get in maiming range of brock samson and live to tell about it)

Luh-Love... What... Love?

Terra

PL: 10 (150)

abilities: (-1)
STR 20 DEX 14 CON n/a INT 10 WIS 12 CHA 11

Combat: (40)
+2 init, +4/9 ATK, +4/9 DEF (-1/6 size + flat-footed)
+16 DMG ()
saves: (6)
TOU +10/4 FORT n/a REF +4 WILL +4

Skills (4/16)
notice +6
sense motive +6
stealth +4

feats (5)
chokehold, improved grab, improved grapple, improved pin, power attack

Powers (100)
concealment +4 (flaw: blending -1, passive -1) (2)
elongation +5 (5)
Growth +4 (feat: innate, flaw: permanent -1) (9)
growth +6 (18)
immunity +30 (fort) (30)
impervios TOU +4 (4)
insubstantial +1 (liquid, extra: affects insubstantial +1) (6)
Stun +7 (extra: vampiric +1, linked: mind reading +5) (26)

drawbacks
vulnerable: fire (very common, major) (-4)

costs
abilities -1 + combat 40 + saves 6 + skills 4/16 + feats 5 + powers 100 - drawback 4 = 150 pts

Another Cybersix beastie, Terra is a misguided, childlike monster, much to the chagrin of its creators

for true accuracy, I should have built Terra with lots of shapeshift, but as Terra never used anything beyond these
powers, i decided to just use them (which IMO, gives terra more character)

Von Richter
Made Idea

__________________________________________________________________________________

"Grace Ryan is dead, and now you, Xander Crews, shall join her in...being dead!"

Antagone

PL: 7 (105)
abilities: (16)
STR 30 DEX 14 CON 24 INT 10 WIS 14 CHA 14

Combat: (16)
+6 init, +4 ATK, +7 DEF (+3 dodge, +2 flat-footed)
+10/6 DMG (unarmed/acid)

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

Skills (11/44)
bluff +4
diplomacy +4
gather info +4
intimidate +8
knowledge: current events +4
notice +6
profession: reporter +6
search +4
sense motive +4

feats (9)
all-out attack, attractive, beginner's luck, diehard, dodge 3, improved initiative, startle

Powers (53)
summon hordling swarm +8 (17)
- ap:animal control +6 (flaw: limited-ants -1) [6]
enhanced STR +20 (22)
- ap: acid +6 [18]
- aP: dazzle +7 (feat: incurable) [15]
enhanced CON +10 (10)
superstrength +2 (4)

drawbacks
involuntary transformation (common, moderate) (-3)
normal identity (-3)
vulnerable: toxins/poisons (uncommon, moderate) (-2)

costs
abilities 16 + combat 16 + saves 8 + skills 11/44 + feats 9 + powers 53 - drawbacks 8 = 105 pts

continuing and concluding the Frisky Dingo trend for now, Antagone is the mutated form of Grace Ryan, who
wants to be the lois Lane to Awesome-X's superman so badly she's better descried as Awesome-X's stalker (luckily
for Awesome-X, he's such a total jerk he barely notices her existence, much less her attention).

as the name implies, Antagone has a suite of ant related powers


"My murdered parents wanted me to be happy! And this can make me happy, Stan: fiscal sales of Awesome-X
dolls."

Awesome-X

PL: 7 (105)

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

Combat: (20)
+7 init, +7/5/4 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+1/5 +2 DMG (unarmed/laser pistols + sneak attack)

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

Skills (11/44)
bluff +8
diplomacy +6
intimidate +6
knowledge: current events +4
knowledge: pop culture +6
notice +6
search +4
sense motive +4

feats (27)
all-out attack, atk focus: range, atk spec: pistols, attractive, benefit: wealth, diehard, distract: bluff, dodge 2,
fascinate: bluff, improved initiative, inspire, luck, minions 10, move-by action, power attack, taunt, sneak attack

Powers (17)
device: dual laser pistols +3 (9)
- Blast +5 (extra: autofire +1) [15]
Device: Awesome-X suit +2 (8)
- Protection +4 [4]
- Flight +3 [6]

minions
50 Xtacles

costs
abilities 20 + combat 20 + saves 10 + skills 11/44 + feats 27 + powers 17 = 105 pts

the main hero/antagonist of the Adult Swim series Frisky Dingo, Awesome-X, secretly wealthy man about town
Xander Crews, is a hero cut from the cloth of the late great captain Amazing, IE: a total jerkwad who's in it only for
the merchandising revenue and groupies, but whose PR team makes him out to be the greatest thing since sliced
bread.

Disastron

PL: 7 (105)

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

Combat: (12)
+5 init, +6/2 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+0/7/8 DMG (unarmed/volcano/lightning)

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

Skills (15/60)
Bluff +7
concentration +6
craft: chemical +6
gather info +6
intimidate +7
knowledge: arcane +8
knowledge: current events +6
notice +4
search +6
sense motive +4

feats (11)
all-out attack, atk spec: powers 2, diehard, dodge 2, improved initiative, move-by action, power attack, startle, taunt

Powers (40)
blast "volcano" +7 (extra: area-burst +1) (28)
- ap: blast "lightning" +8 [16]
- ap: trip "tidal wave" +7 (extras: area-cone +0, extra: knockback +1) [21]
- ap: water control +7 [14]
- ap: fire control +7 [14]
- ap: earth control +7 [14]
- ap: air control +7 [14]
flight +3 (6)
force feild +6 (6)

costs
abilities 18 + combat 12 + saves 9 + skills 15/60 + feats 11 + powers 40 = 105 pts

another Frisky Dingo supervillain, Disastron, former leader and last survivor of the once-feared Chaos council, is
killed by Awesome-X at the start of the second episode, thus setting in motion the events of the rest of the series

as disastron never actually appears in the series, so this is all guess woork on my part, judging from his name,,
costume, and the fact that he was the last of the city's supervillains to go down

Greetings America! I... am... Killface. Don't bother flicking your infernal remotes, I've taken over your airwaves.
Now, I trust you're all comfy on your tacky sofas from Rooms-to-Go, lots of nibbles close at hand? Well, tuck in!
And why not smoke between gobbles? Yes, go for the gusto America! Live like there's no tomorrow, because as far
as you squallid lot are concerned, there very much isn't... Behold! The instrument of your doom! I call it: The
Annihilatrix! And when it is completed, a million gigatons of thrust will propel the Earth, directly, into the Sun. So
look upon my works ye mighty, and despair.

Killface

PL: 7 (105)

abilities: (44)
STR 26 DEX 14 CON 20 INT 16 WIS 14 CHA 14

Combat: (20)
+6 init, +8/6 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+8/6 DMG (unarmed/blaster)

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

Skills (10/40)
bluff +6
craft: mechanical +4
intimidate +8
knowledge: current events +4
knowledge: streetwise +6
notice +6
Perform: oratory +6
search +4
sense motive +4

feats (14)
all-out attack, atk spec: blaster, diehard, dodge 2, equipment 3, fascinate: oratory, improved initiative, inventor,
move-by action, power attack, takedown attack

Powers (5)
protection +3 (3)
superstrength +1 (2)

Equipment
cell phone [1]
heavy blaster +6 [12]

costs
abilities 44 + combat 20 + saves 8 + skills 10/40 + feats 14 + powers 5 = 105 pts

the star of Adult Swim's Frisky Dingo, Killface is just your average supervillains with aspiritions to take over the
world or failing that, send it hurtling into the sun, or at the very least kill Xander Crews. However, underneath the
megalomania, posh british accent and tendency to kill minions at the drop of a hat, Killface is a devoted (if high-
strung) single dad trying to stay in touch with his son, Simon

"Boosh."

Simon

PL: 5 (75)

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

Combat: (16)
+5 init, +6/4 ATK, +5 DEF (+1 dodge, +2 flat-footed)
+3/4 +1 DMG (unarmed/knives + vs animals)

saves: (9)
TOU +5 FORT +5 REF +4 WILL +5
Skills (13/52)
bluff +4
craft: electronic +6
disable device +6
intimidate +4
knowledge: pop culture +6
knowledge: technology +6
notice +6
search +6
sense motive +4
sleight of hand +4

feats (13)
all-out attack, atk focus: melee, beginner's luck, equipment 2, favored enemy: animals, diehard, dodge, improved
initiative, inventor, improvised tools, luck, takedown attack

Powers (4)
protection +2 (2)
superstrength +1 (2)

equipment
night vision goggles [1]
Knives +1 (feats: mighty, improved crit) [3]
rocket pants (as jetpack) [6]

costs
abilities 20 + combat 16 + saves 9 + skills 13/52 + feats 13 + powers 4 = 75 pts

rounding out the core characters of Frisky Dingo, we have Simon, Killface's teenaged son. he's an okay kid, with a
healthy rebellious streak, although his problems with small animals is apparently the sole reason he and killface can
never go back to arizona.

while the NVG are his and the knives are from the kitchen, the rocket pants used to belong to one of the Xtacles

Whatley, the Dread Lobster

PL: 7 (105)

abilities: (24)
STR 26 DEX 14 CON 24 INT 10 WIS 12 CHA 10
Combat: (20)
+6 init, +6/4 ATK, +4 DEF (-1 size, +2 flat-footed)
+8 DMG (unarmed)

saves: (9)
TOU +10 FORT +10 REF +5 WILL +4

Skills (13/52)
acrobatics +4
computers +4
craft: electronic +6
intimidate +4
knowledge: technology +6
notice +6
search +4
sense motive +4
swim +6
survival +8

feats (13)
all-out attack, atk spec: unarmed, chokehold, diehard, endurance, environmental adaptation: underwater, improved
grab, improved grapple, improved initiative, improved pin, move-by action, power attack, takedown attack

Powers (26)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immunity +3 (cold, drowing, pressure) (3)
protection +3 (3)
superstrength +2 (4)
swimming +3 (3)

costs
abilities 24 + combat 20 + saves 9 + skills 13/52 + feats 13 + powers 26 = 105 pts

another character from Frisky Dingo, Whatley here was horribly mutated in order to be marketed as the villain of
the Awesome-X toy line, until he was cast aside in favour of Killface. Whatley was also the mind behind the genius
that was Ant-Farm Keyboards

"Are we at least eligible for COBRA?"

The Xtacles
PL: 5 (75)

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

Combat: (14)
+5 init, +5 ATK, +4 DEF (+2 dodge, +1 flat-footed)
+5/5 DMG ()

saves: (11)
TOU +6/2 FORT +6 REF +5 WILL +4

Skills (13/52)
bluff +4
climb +4
disable device +4
drive +4
intimidate +6
knowledge: tactics +4
notice +4
pilot +4
profession: soldier +4
search +6
survival +4
swim +4

feats (7)
assessment, dodge 2, improved initiative, interpose, teamwork 2

Powers (14)
device: blaster rifle +2 (6)
- blast +5 [10]
device: Xtacle armor +2 (8)
- Protection +4 [4]
- flight +3 [6]

costs
abilities 16 + combat 14 + saves 11 + skills 13/52 + feats 7 + powers 14 = 75 pts

Awesome-X's witless minions/cannon fodder, the Xtacles are his secret to success, going in and doing all the hard
work while he soaks up the glory. granted, as a group, they get 5 million a year (before taxes), so they've been pretty
loyal up till now.

__________________________________________________________________________________
By your Powers combined, I am...

Captain Planet!

PL: 10 (150)

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

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

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

Skills (12/48)
Bluff +8
concentration +6
diplomacy +6
knowledge: Life sciences +6
Notice +8
search +6
Sense Motive +8

feats (11)
attack focus: melee 2, diehard, dodge focus 2, endurance, fearless, improved initiative, power attack, taunt, uncanny
dodge

Powers (80)
enhanced STR +20 (26)
ap: - Air control +10
ap: - blast "lightning" +10
ap: - Earth control +10
ap: - fire control +10
ap: - plant control +10
ap: - water control +10
Enhanced CON +20 (20)
flight +4 (8)
immunity +9 (life support) (9)
impervious TOU +7 (7)
superstrength +4 (feats: groundstrike, super-breath) (10)

drawbacks (-9)
vulnerable: pollutants (common, major) (-4)
weakness: pollution (common, major, every 5 minutes) (-5)

costs
abilities 18 + combat 32 + saves 6 + skills 12/48 + feats 11 + powers 80 - drawback 9 = 150 pts

Finally, a CP I feel covers all the bases, because the captain is one of those characters who can either do anything,
or can be killed by a backfiring el dorado.

I'm probably not going to stat the planeteers, but I'd house rule that they'd each have in addition to their rings
primary ability, a portion of the Summon Minion needed to bring forth Captain Planet (heroic extra). i'm not sure
how legal that is, but that's the best I can think of

Fee fie fo fum, I want my atomic cesium!

Duke Nukem

PL: 9 (135)

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

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

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

Skills (11/44)
bluff +4
computers +6
craft: chemical +6
intimidate +6
notice +4
knowledge: physical sciences +8
profession: scientist +6
sense motive +4

feats (6)
all out attack, diehard, improved initiative, startle, power attack, sidekick

Powers (67)
drain con 1 (radiation sickness extras: aura +1, disease +1, flaw: permanent -1) (2)
enhanced STR +20 (21)
- ap: radiation control +10 [20]
Enhanced CON +20 (20)
immunity +14 (life support, radiation damage) (14)
impervious tou +6 (6)
superstrength +2 (4)

sidekick
Lead-suit (as scientist)

costs
abilities 14 + combat 32 + saves 5 + skills 11/44 + feats 6 + powers 67 = 135 pts

perhaps the most memorable foe of Captain Planet, Dr. Duke Nukem is in essence a poor man's
gamma/blight/atomic skull/radioactive man. but considering the planeteers were about pl 6, the man was like a giant
to them.

for a supposedly smart guy, nukem plays the part of a brutish thug very well, very rarely straying from such things
as the direct approach

__________________________________________________________________________________
Capital G

PL: 10 (150)

abilities: (25)
STR 16 DEX 14 CON 30/17 INT 10 WIS 14 CHA 14

Combat: (32)
+6 init, +4/8 ATK, +5/9 DEF (+1 dodge, +2/4 flat-footed)
+3/16 DMG (unarmed/full size)

saves: (12)
TOU +10/3 FORT +14/7 REF +6 WILL +6

Skills (18/72)
bluff +6
climb +6
craft: mechanical +6
disable device +4
drive +4
gather info +6
intimidate +8
investigate +6
knowledge: pop culture +6
knowledge: streetwise +6
notice +6
search +6
sense motive +6
feats (19)
assessment, beginner's luck, diehard, dodge, endurance, fighting style: street fighting 11 (all-out attack, chokehold,
defensive attack, elusive target, improved block, improved grab, improved overrun, improved pin, improved trip,
power attack, takedown attack), improved initiative, luck, uncanny dodge

Powers (44)
Growth +13 (39)
protection +5 (5)

costs
abilities 25 + combat 32 + saves 12 + skills 18/72 + feats 19 + powers 44 = 150 pts

the size-shifting Justice freind, Capital G only has 3 appearances to his name (each resulting in his being summarily
beaten alongside the rest of the team), but he looks cool, and sometimes, that's all that matters

"Krunk want watch TV puppet pals, and Krunk want watch NOW!"

Infraggable Krunk

PL: 10 (150)

abilities: (22)
STR 38 DEX 12 CON 20 INT 8 WIS 10 CHA 12

Combat: (24)
+1 init, +6 ATK, +6 DEF (+3 flat-footed)
+16 DMG (unarmed)
saves: (11)
TOU +16 FORT +15 REF +4 WILL +3

Skills (7/28)
intimidate +12
notice +6
search +6
sense motive +4

feats (17)
all-out attack, beginner's luck, chokehold, diehard, fast overrun, fearsome prescence 5, improved grab, improved
grapple, improved pin, luck, power attack, startle, takedown attack

Powers (69)
Enhanced STR +18 (18)
Enhanced CON +10 (10)
immovable +3 (extra: unstoppable +1) (6)
impervious TOU +6 (6)
leaping +4 (4)
Protection +6 (extra: impervious +1) (12)
superstrength +6 (feat: groundstrike) (13)

tradeoffs
+4 DMG/-4 ATK
+4 TOU/-4 DEF

costs
abilities 22 + combat 24 + saves 11 + skills 7/28 + feats 17 + powers 69 = 150 pts

And krunk completes he core trio. i've got other JF members on the to-do list, but i figure this completes the set for
now.
Living Bullet

PL: 10 (150)

abilities: (26)
STR 24 DEX 16 CON 16 INT 10 WIS 14 CHA 10

Combat: (28)
+11 init, +11/8 ATK, +12 DEF (+4 dodge, +3 flat-footed)
+7/9 DMG (unarmed/flying slam)

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

Skills (11/44)
bluff +4
gather info +4
intimidate +8
knowledge: current events +6
knowledge: streetwise +6
notice +6
search +6
sense motive +4

feats (18)
all-out attack, assessment, atk focus: melee 3, diehard, dodge 4, elusive target, evasion, fast overrun, improved
inititive 2, improved overrun, power attack, uncanny dodge

Powers (58)
enhanced STR +10 (10)
flight +7 (feat: moving feint) (15)
immovable +5 (extra: unstoppable +1) (10)
immunity +9 (life support) (9)
Protection +5 (extra: impervious +1) (10)
superstrength +2 (4)

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

costs
abilities 26 + combat 28 + saves 10 + skills 11/14 + feats 18 + powers 58 = 150 pts

a semi-recurrent Justice Friend, while living bullet has all the appearances of an iron man analogue, there's no
evidence suggesting his costume is a suit of powered armor

much like his namesake, living bullet's preferred tactic is to charge his enemies head-on, dealing damage through
his immovability

"Sweet Lady Liberty!"

Major Glory

PL: 10 (150)

abilities: (28)
STR 30 DEX 14 CON 20 INT 10 WIS 14 CHA 16

Combat: (32)
+6 init, +12/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10/8 DMG (unarmed/blast)

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

Skills (12/48)
bluff +4
diplomacy +6
intimidate +8
knowledge: civics +6
knowledge: history +6
notice +6
perform: oratory +8
sense motive +4

feats (9)
all-out attack, attack spec: unarmed, benefit: hero of the people, diehard, dodge 2, fascinate: perform, improved
initiaive, power attack

Powers (61)
blast "stars & stripes vision" +8 (feats: accurate 3) (19)
Enhanced STR +16 (16)
flight +4 (8)
protection +5 (extra: impervious +1) (10)
superstrength +5 (10)

costs
abilities 28 + combat 32 + saves 8 + skills 12/48 + feats 9 + powers 61 = 150 pts

leader of the Justice freinds, hometown hero and patriotic paragon, Major Glory's also a regular stick in the mud
and straight man
Phantone

PL: 10 (150)

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

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

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

Skills (11/44)
bluff +4
concentration +6
intimidate +6
knowledge: current events +6
notice +6
search +6
sense motive +4
stealth +6

feats (16)
all-out attack, attack focus: melee 4, defensive roll 2, diehard, dodge 4, improved initiative, move-by action, power
attack, startle
Powers (69)
sonic control +10 (extra: area-cone +0) (22)
- ap: vibration control +10 (extra: area-cone +0) [20]
- AP: insubstantial +4 [20]
enhanced STR +14 (14)
flight +3 (6)
invisibility +1 (4)
immunity +9 (life support) (9)
protection +5 (extra: impervious +1) (10)
superstrength +2 (4)

costs
abilities 20 + combat 24 + saves 10 + skills 11/44 + feats 16 + powers 69 = 150 pts

my last Justice Friend build (until i get screencaps from "Baraqueor"), Phantone is clearly modelled of of the vision.
however, since no background is provided, i see no reason why i can't list him as a living being with music based
ghost powers

"Welcome, heroes of Earth! You have been chosen to recieve the most glorious of gifts, the opportunity to face me,
the great Rasslor in a contest of strength and skill. For eons I have scoured the cosmos, searching for the one
adversary who could provide me with suitable sport. But lo, I have yet to find such a noble soul! Each creature, each
race, more pitiful than the last! So I spare them the disgrace of their weakness by bydestroying their worlds. And
now, my quest has brought me to this timid little planet you call Earth. So terrestrial heros, can one of you quench
my thirst for the divine conflict? the supreme struggle? Or wil your planet be doomed to the same fate, that has
befallen so many?"

*confused silence*

"FIGHT ME OR I DESTROY THE EARTH! NOW LET THE GAMES BEGIN!"

Rasslor

PL: 16 (240)
abilities: (102)
STR 40 DEX 24 CON 40 INT 10 WIS 24 CHA 24

Combat: (28)
+11 init, +17/7 ATK, +17 DEF (+10 dodge, +3 flat-footed)
+15 DMG (unarmed)

saves: (6)
TOU +15 FORT +15 REF +10 WILL +10

Skills (19/76)
Bluff +8
climb +6
escape artist +12
gather info +6
intimidate +16
perform: wrestler +16
search +6
sense motive +12

feats (39)
assessment, Atk spec: unarmed 5, chokehold, dodge 10, fascinate, fascinate: perform, fearsome prescence 7, fast
overrun, grappling finesse, improved grab, improved grapple, improved initiative, improved overrun, improved pin,
improved trip, improved throw, stunning attack, takedown attack, taunt, uncanny dodge

Powers (46)
immunity +12 (age, hunger, sleep, life support) (12)
impervious TOU +10 (10)
superstrength +8 (16)
universal translator +1 (8)

costs
abilities 102 + combat 28 + saves 6 + skills 19/76 + feats 39 + powers 46 = 240 pts

the undisputed heavyweight champion of the universe, Rasslor is a clear and obvious homage to a similarly titled
character from the comics. he's also voiced by The Macho Man Randy Savage, and more than capable of wiping out
entire teams of heros in a gauntlet-style match.

Rasslor is by all rights a PL-X space deity, and thus costs for his Manager Promo-Tor and his Shippodrome mobile
space palace are unincluded. however, Since Rasslor's all about the spirit of competition, these physical stats allow
the heros a chance at victory, rather than leaving the outcome to be fixed at the hands of the GM.
Sam-R-I

PL: 10 (150)

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

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

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

Skills (19/76)
acrobatics +8
bluff +4
climb +8
Intimidate +8
knowledge: current events +6
languages +2 (chinese, english,native: japanese)
notice +8
search +6
sense motive +6
Stealth +8
swim +4

feats (25)
assessment, atk focus: melee 5, defensive roll 3, diehard, dodge 2, fighting style 10 (acrobatic bluff, all-out attack,
defensive attack, improved block, improved trip, improved throw, power attack, stunning attack, takedown attack 2)
improved initiative, move-by action, uncanny dodge
Powers (36)
Enhanced STR +10 (10)
enhanced DEX +10 (10)
enhanced CON +10 (10)
leaping +4 (4)
superstrength +1 (2)

tradeoff
+3 ATK/-3 DMG

costs
abilities 18 + combat 32 + saves 10 + skills 19/76 + feats 25 + powers 36 = 150 pts

and another justice friend, who didn't do much other than get beaten senseless by Rasslor, so pretty much the entire
build was guesswork

"Yo, villain-man, if 'tis truly a thrashing thou seeks, then thrash upon a riff of my mighty axe!"

Valhallen, Viking God of Rock

PL: 10 (150)

abilities: (48)
STR 24 DEX 16 CON 24 INT 10 WIS 14 CHA 20

Combat: (24)
+7 init, +8/6 ATK, +10 DEF (+4 dodge, +3 flat-footed)
+7/10/12 DMG (unarmed/power chord/mighty axe)

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

Skills (19/76)
bluff +6
concentration +6
intimidate +8
gather info +8
knowledge: pop culture +8
perform: guitar +12
notice +6
search +6
sense motive +4
survival +8

feats (23)
all-out attack, attack spec: Mighty axe, attractive, defensive roll 3, diehard, dodge 4, fascinate: perform, improved
block, improved initiative, inspire 3, luck, power attack, second chance: perform, seize initiative, takedown attack,
ultimate perform

Powers (26)
Device: Mighty Axe +5 (15)
- Sonic control +10 (feat: precise) [25]
- AP: Blast "power chord" +10 (extra: area-cone +0) {20}
- AP: Strike "Mighty Axe" +5 (feats: mighty, improved crit, extra: penetrating +1) {12}
- AP: Flight +5 {10}
- AP: Shatter +6 {18}
immunity +3 (age, disease, poison) (3)
impervious TOU +7 (7)
superstrength +2 (4)

costs
abilities 48 + combat 24 + saves 7 + skills 19/76 + feats 23 + powers 26 = 150 pts

yes, you heard right, Valhallen is the viking god of Rock (heavy metal if you want to be specifics, although he does
honor greats such as jimi hendrix)
White Tiger

PL: 10 (150)

abilities: (48)
STR 24 DEX 24 CON 24 INT 10 WIS 14 CHA 12

Combat: (28)
+11 init, +10/6 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+7/10 DMG (unarmed/claws)

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

Skills (20/80)
bluff +8
acrobatics +10
climb +8
escape artist +6
intimidate +10
notice +8
search +8
stealth +8
survival +8
swim +6

feats (27)
acrobatic bluff, all-out attack, assessment, attack focus: melee 4, diehard, dodge 5, elusive target, evasion, fearsome
prescence 2, improved initiative, improved throw, improved trip, prone fighting, move-by action, power attack,
startle, stunning attack, takedown attack, uncanny dodge
Powers (21)
leaping +2 (2)
supersenses +4 (darkvision, scent, track) (4)
supermovement +2 (surefooted, slow fall) (4)
speed +1 (1)
strike +3 (feat: improved crit, mighty, extra: penetrating +1) (8)
superstrength +2 (4)

drawback (-4)
mute (-4)

tradeoffs
+3 DEF/-3 TOU

costs
abilities 48 + combat 28 + saves 10 + skills 20/80 + feats 27 + powers 21 - drawback 4 = 150 pts

A lesser-known Justice Friend, White Tiger's a superhero with several catlike powers. or he might just be a cat
mutated into a superhero. either way, while he seems to be the team's black panther/wolverine lookalike, in his off
hours white tiger behaves very much like a cat

Tiki Torch
Rat Man
Miss Pell
Commander
Snowman
Monkey
Agent Honeydew
Uncle Sam
Comrade Red
Death Hellen
Doctor Diablos
Heck Hound
Math Magician
Mental Mouse
She-Thing
Huntor
Orgon Grindor
Peltra
Simion
Dexter boy Genius
Blue Falcon
Dynomutt
Mandark
DeeDee

__________________________________________________________________________________
I'm makin' Mash potatos!

G.i.R.

PL: 5 (75)

abilities: (-8)
STR 6 DEX 10 CON 10 INT 8 WIS 8 CHA 10

Combat: (6)
+0 init, +4 ATK, +4 DEF (+2 flat-footed)
-2 DMG (unarmed)

saves: (12)
TOU +3 FORT +8 REF +3 WILL +0

feats (5)
attractive (freakin' adorable), beginner's luck, diehard, Jack of all trades 2

Powers (52)
immunity +11 (life support, critical hits) (11)
protection +3 (3)
regeneration +35 (check each round w/o rest, includes resurrection) (35)
shrinking +4 (feat: innate, flaw: permanent -1) (3)

costs
abilities -8 + combat 6 + saves 12 + feats 5 + powers 52 = 67 pts

Where Zim goes, Gir follows, doin' his little dance, singing doom songs, and whatnot

due to their uncanny similarities, Gir's profile is based on my earlier servbot build
I've used more complicated devices as Play-things!

Invader Zim

PL: 10 (150)

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

Combat: (28)
+6 init, +8/6 ATK, +10 DEF (+3 flat-footed)
+0/? DMG (unarmed/PAK)

saves: (12)
TOU +8/4/1 FORT +5 REF +6 WILL +5

Skills (18/72)
Bluff +6
Computers +8
Craft (Electronics) +8
Craft (Mechanical) +8
Disable Device +8
Intimidate +6
Knowledge (Tactics) +2
Knowledge (Technology) +8
profession: fry cook +4
notice +4
Pilot +6
sense motive +4

feats (37)
assessment, attack focus: range 2, improvised tools, defensive roll 4, dodge focus 4, equipment 14, inventor,
improved intiative, master plan, move by action, sidekick (GiR) 5, sneak attack, startle

Powers (35)
Gadgets "P.A.K." +5 (35)

equipment [70]
comm-link [1]
armored bodysuit +3 [3]
voot-cruiser (as space fighter) [49]
underground lair [17]

costs
abilities 20 + combat 28 + saves 12 + skills 18/72 + feats 37 + powers 35 = 150 pts

once again, a character we'd dismiss normally as a joke becomes a somewhat capable threat

very much a behind the scenes mastermind, Zim's biggest strength is his technological genius, allowing him to
construct any sort of feindish device to unleash upon the world. his biggest failing is of course his fairly childish
sense of priorities and short attention span, such that he'd build a 50 foot killbot to wipe out one enemy, and ignore
it's potential as a city crushing weapon

__________________________________________________________________________________

"Welcome! how ya doin'? We are here to destroy you!"

B.O.B.
aka: Bicarbonate Ostylezene Benzoate

PL: 10 (150)

abilities: (22)
STR 24 DEX 12 CON 24 INT 8 WIS 14 CHA 12
Combat: (20)
+5 init, +6/4 ATK, +6 DEF (+2 dodge, -1 size, +2 flat-footed)
+7/14 DMG (unarmed/matter-eater)

saves: (7)
TOU +14 FORT +9 REF +4 WILL +4

Skills (3/12)
notice +6
search +6

feats (9)
atk spec: eating, dodge 2, fearless, improved grab, improved grapple, improved initiative, improved pin, move-by
action

Powers (89)
elongation +3 (3)
matter-eater +14 (19)
growth +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (13)
immunity +50 (age, life support, all lethal damage, flaw: lethal converted to nonlethal) (30)
insubstantial +1 (feat: innate, extra: continuous +1, flaw: permanent -1) (6)
protection +7 (extra: impervious +1) (14)
superstrength +2 (4)

costs
abilities 22 + combat 20 + saves 7 + skills 3/12 + feats 9 + powers 89 = 150 pts

okay, so I went back to the drawing board and finished up B.O.B., the all-consuming result of man's foolish
attempts at crossing a geneticly modified tomato with ranch flavored dessert topping. xp points should be spent on
some melee equivalent of trip so bob can literally chew up aliens and spit them out
"I'm not a quack, I am a Mad Scientist! Mwa-ha-ha-ha!"

Dr. Cockroach, PhD.

PL: 10 (150)

abilities: (44)
STR 12 DEX 16 CON 20 INT 30 WIS 14 CHA 12

Combat: (16)
+7 init, +8/4 ATK, +5 DEF (+1 dodge, +2 flat-footed)
+3/8 DMG (unarmed/death ray)

saves: (9)
TOU +15 FORT +8 REF +5 WILL +6

Skills (23/92)
concentration +6
computers +6
craft: chemical +6
craft: electronic +8
craft: mechanical +8
disable device +8
investigate +6
knowledge: life sciences +8
knowledge: physical sciences +8
knowledge: technology +8
perform: dance +8
search +6
sense motive +6

feats (13)
atk spec: death ray 2, diehard, dodge, eidetic memory, fascinate: perform, inventor, improvised tools, master plan,
speed of thought

Powers (45)
device: Death Ray +5 (15)
- blast +8 (feat: improved crit, extra: penetrating +1) [25]
immunity +6 (radiation, age, disease, poison, critical hits) (6)
protection +10 (extra: impervious +1) (20)
supermovement +2 (slithering, wall-crawling) (4)

costs
abilities 44 + combat 16 + saves 9 + skills 23/92 + feats 13 + powers 45 = 150 pts

the brains of earth's monstrous heroes, Dr. Cockroach differs from other mad scientists in that his fateful experiment
worked rather than going horribly wrong. he just, er, overshot how much cockroach went into the mix when he
spliced himself

now, what I meant earlier is that the M&M rules for invention don't quite match the Doc's particular brand of high-
speed superscience. my initial compromise was the gadgets power, but that felt a bit too complicated, so i gave him
a good-ol'-fashioned death ray to make up for it.
"I'm not going to shortchange myself anymore."

Ginormica

PL: 10 (150)

abilities: (20)
STR 40 DEX 14 CON 30 INT 10 WIS 14 CHA 14

Combat: (24)
+6 init, +5/3/0 ATK, +6 DEF (+2 dodge, -4 size, +2 flat-footed)
+15 DMG (unarmed)

saves: (10)
TOU +12/10 FORT +13 REF +5 WILL +6

Skills (11/44)
bluff +4
climb +6
diplomacy +8
intimidate +4
knowledge: current events +4
notice +6
search +6
sense motive +6

feats (18)
all-out attack, atk focus: melee 3, atk spec: unarmed, beginner's luck, def roll 2, diehard, dodge 2, improved
initiative, inspire, luck, move-by action, power attack, teamwork 2

Powers (67)
Growth +14 (extra: continuous +1, flaw: permanent -1) (42)
immovable +3 (extra: unstoppable +1) (6)
immunity +6 (radiation, radiation damage) (6)
impervious TOU +7 (7)
superstrength +3 (6)
costs
abilities 20 + combat 24 + saves 10 + skills 11/44 + feats 18 + powers 67 = 150 pts

the heroine of Pixar's Monsters VS. Aliens (see it NOW!), Ginormica used to be mousy little Susan Murphy until
she was struck by a meteor and infused with Quantonium radiation, which turned her into the gargantuan gal she is
today.

"Poppa's a lil outta shape..."

The Missing Link

PL: 10 (150)

abilities: (42)
STR 26 DEX 16 CON 20 INT 10 WIS 14 CHA 16

Combat: (28)
+7 init, +12/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+8 DMG (unarmed)

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

Skills (15/60)
bluff +6
handle animal +10
intimidate +6
notice +6
search +6
sense motive +6
survival +10
swim +10

feats (35)
all-out attack, animal empathy, atk focus: melee 6, diehard, dodge 4, environmental adaptation: underwater, elusive
target, endurance, fascinate: bluff, fast overrun, fearsome prescence 5, elusive target, improved initiative, improved
overrun, luck, move-by action, power attack, seize initiative, takedown attack 2, teamwork 2, taunt

Powers (21)
immunity +4 (cold, pressure, drowning, age) (4)
protection +3 (extra: impervious +1) (6)
superstrength +3 (6)
swimming +5 (5)

costs
abilities 42 + combat 28 + saves 9 + skills 15/60 + feats 35 + powers 21 = 150 pts

the name's self-explanatory, being the link between land and marine life, perfectly preserved in a block of ice until
he was defrosted, whereupon he proceeded to terrorize a popular beach resort until the army (and national guard,
and a few lifeguards) put him in captivity (where he took a big brotherly role to the city-crushing insectasaurus)

Inscectosaurus
General Warren R. Monger
Gallaxhar

__________________________________________________________________________________
"Who dares to disturb the Master of Masters, the Shogun of Sorrow, the Deliverer of Darkness?"

Aku (standard form)

PL: 10 (256)

abilities: (44)
STR 38* DEX 14 CON 38* INT 18 WIS 24 CHA 20

Combat: (56)
+6 init, +6 ATK, +6 DEF (-8 size, + flat-footed)
+14 DMG (unarmed)

saves: (9)
TOU +14 FORT +14 REF +4 WILL +14

Skills (12/48)
bluff +10
intimidate +12
knowledge: arcane lore +12
notice +6
sense motive +8

feats ()
assessment, fearsome prescence 5, master plan, improved initiative, ritualist

Powers (138)
growth +16 (48) *
deflect +10 (all ranged, extras: action +2, reflection +1, redirection +1) (64) *
- AP: ESP +10 [40]
- AP: insubstantial 1 [5]
- AP: Disintegrate +10 (extra: area-line +1, penetrating +1) [60]
- AP: teleport +10 (feats: easy, change direction, change velocity, extra: accurate +1, flaw: long range only -1) [23]
impervious TOU +14 (14)
immunity +12 (age, life support, critical hits) (12)

drawback
vulnerable: divine powers (uncomon, major) (-3)

costs
abilities 44 + combat 56 + saves 9 + skills 12/48 + feats 9 + powers 138 - drawback 3 = 256 pts

the big bad of Samurai Jack, i decided to cheat a bit here and presume that most of his big point sinks are in fact the
result of a variable power, and that the Aku we commonly see is simply his default selection. thus, for aku's
shapeshfting, just bring outwhatever beastie he wants to emulate (when shifted, Aku tends to forgo magic/eye lasers
in favor of brute strength, making your task easier).

you may be wondering about Aku's vulnerability there. well, in addition to jack's sword, Aku has at times been
driven off by various powers of the holy/divine descriptor (beaten by the giants of earh wind and fire, a fragent
exorcised from jack by monks, and his progenitor's defeat at the hands of Ra, Odin and Vishnu)
Demongo

PL: 13 (195)

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

Combat: (24)
+3 init, +4 ATK, +8 DEF (4 flat-footed)
+1 DMG (unarmed)

saves: (11)
TOU +5 FORT +7 REF +8 WILL +6

Skills (8/32)
bluff +12
knowledge: arcane lore +8
notice +6
sense motive +6

feats (8)
assessment, distract: bluff, fearless, fascinate: bluff, improved initiative, master plan, seize initiative, taunt

Powers (114)
flight +2 (4)
immunity +10 (age, life support) (10)
impervious TOU +5 (5)
Summon minion +10 (feats: progression 9, sacrifice extras: fanatical +1, horde +1, type-warriors +2) (71)
teleport +7 (feats: change direction, change velocity, easy extra: accurate +1) (24)

costs
abilities 30 + combat 24 + saves 11 + skills 8/32 + feats 8 + powers 114 = 195 pts
perhaps one of the most dangerous minions of Aku, Demongo's main power is that he can literally put an entire
Army between himself and his enemies. thus, I cannot stress enough that Demongo should never, EVER fall into the
hands of a PC

"They call me Jack."

Samurai Jack

PL: 10 (150)

abilities: (40)
STR 16 DEX 24 CON 20 INT 12 WIS 16 CHA 12
Combat: (28)
+11 init, +10/8 ATK, +12 DEF (+4 dodge, +8 flat-footed)
+3/10 DMG (unarmed/magic sword)

saves: (8)
TOU +8/5 FORT +7 REF +10 WILL +6

Skills (25/100)
acrobatics +8
bluff +4
climb +8
concentration +6
diplomacy +6
handle animal +6
intimidate +8
gather info +4
notice +8
search +8
sense motive +6
stealth +8
ride +6
swim +6
survival +8

feats (36)
assessment, atk spec: sword, atk focus: melee 2, accurate attack, acrobatic bluff, all-out attack, beginner's luck,
critical strike, def roll 3, defensive attack, diehard, dodge 4, elusive target, evasion, grappling finesse, improved
block, improved critical 2 (sword), improved disarm, improved sunder, improved throw, improved initative,
improved trip, move-by action, luck, power attack, stunning attack, takedown attack 2, uncanny dodge, weapon
break

Powers (13)
Device: Magic Sword +3 (9)
- Strike +7 (feat: mighty, extra: penetrating +1) [15]
leaping "Jump Good" +4 (4)

tradeoff
+2 DEF/-2 TOU

complications
enemy (Aku, bounty hunters)
honor
responsibility (protect innocent, destroy Aku, return home)
rivalry (the Scotsman)

costs
abilities 40 + combat 28 + saves 8 + skills 25/100 + feats 36 + powers 13 = 150 pts

the man, the legend, Samurai Jack needs no introduction.


"I hate the rain..."

X-9

PL: 9 (135)

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

Combat: (28)
+7 init, +12/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/6 DMG (unarmed/pistols)

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

Skills (17/68)
gather info +4
drive +6
investigate +6
intimidate +8
knowledge: streetwise +6
knowledge: current events +6
perform: saxaphone +4
notice +8
search +6
sense motive +6
stealth +8

feats (23)
assessment, atk spec: pistols 3, challenge: one hand on the wheel, def roll 2, dodge 2, equipment 3, evasion, fearless,
all-out attack, power attack, improved aim, precise shot 2, improved initiative, quick draw 2, move-by action,
uncanny dodge

Powers (48)
device: dual autopistols +4 (12)
- Blast +6 (feats: improved crit 2, extra: autofire +1) [20]
immunity +30 (fort) (30)
protection +6 (6)

equipment
grav-car [11]
cell phone [1]
pda [1]

complications
enemy (samurai Jack, Aku)
reputation (merciless killbot)
responsibility (Lulu)
rivalry (Scarabs)

costs
abilities 12 + combat 28 + saves 6 + skills 17/68 + feats 23 + powers 48 = 135 pts

X-9 (or as i like to call him, Johnny X) is the last of Aku's assassin robots, lean, mean, and all machine (except for
the hat). X-9 was different from his line in that he had an emotion chip installed at his creation, allowing him to
surpass his programming (and thus outlast the other X-bots), build a life for himself after he was phased out for
Aku's scarab beetle drones, and most importantly to X-9, find companionship in Lulu, his 'sweet thing'. post
retirement was good, until the Samurai came. ever seeking a way to destroy his hated enemy, Aku was told about X-
9's emotions, and had Lulu abducted to force the gunmetal gunsel into one last job.

"So, that's where you came in. the Samurai's holed up in that robot assembly plant, kinda ironic if you think about
it, and when this rain stops, I'm going in after him... for Lulu... Sweet thing...

"I hate the rain..."

The Scotsman

__________________________________________________________________________________
So, you been having fun without me?

AndrAIa

PL: 10 (150)

abilities: (38)
STR 20 DEX 18 CON 20 INT 10 WIS 16 CHA 14

Combat: (32)
+8 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/9/8/8 DMG (unarmed/trident/starfish/spines)

saves: (8)
TOU +10/5 FORT +7 REF +8 WILL +6

Skills (12/48)
bluff +6
acrobatics +6
diplomacy +6
drive +6
notice +6
pilot +6
sense motive +6
swimming +6
feats (17)
acrobatic bluff, accurate attack, assessment, attack focus: range 2, attractive, environmental adaptation, defensive
roll 5, dodge focus 2, improved initiative, move by action, uncanny dodge

Powers (45)
paralyze "spines" +8 (extra: range +1) (25)
-AP: blast "starfish" +8 (feat: extra: penetrating +1) [24]
device: Trident +3 (9)
- strike +4 (feats: mighty pen 5, extend reach, thrown extra: penetrating +1) [15]
immunity +3 (cold, drowning, pressure) (3)
supersenses +3 (darkvision, ultrahearing) (3)
swimming +5 (5)

drawback
vulnerable: magnetics (major, uncommon) (-3)

costs
abilities 38 + combat 32 + saves 8 + skills 12/48 + feats 17 + powers 45 - drawback 2 = 150 pts

closing off the reboot converts (for now), AndrAIa is the yin to Matrix's yang, so odds are if you face one of them,
you'll be fighting both of them

I come from the Net. from systems, peoples, and cities, to this place: Mainframe. My format: Guardian. To mend
and defend. To defend my newfound freinds, their hopes, and dreams. To defend them from: their enemies.

Bob

PL: 10 (150)

abilities: (32)
STR 14 DEX 20 CON 20 INT 10 WIS 16 CHA 12

Combat: (36)
+5 init, +10/8 ATK, +12 DEF (+2 dodge, +5 flat-footed)
+2/? DMG (unarmed/glitch)

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

Skills (13/52)
bluff +8
drive +6
knowledge: tactics +4
notice +8
pilot +6
profession: guardian +6
search +6
sense motive +8

feats (29)
accurate attack, attack focus: range 2, assessment, beginner's luck, benefit 2 (security clearance, status: Guardian),
defensive roll 3, dodge focus 2, equipment, jack of all trades, elusive target, evasion, improved aim, improved
defense, improved initiative, inspire, leadership, luck 3, move-by action, power attack, quick draw, taunt, uncanny
dodge

Powers (35)
Device: "Glitch" Keytool +5 (20)
- gadgets +5 (35)

equipment
zip-board (air-walking 2, speed +1) [5]

drawback
vulnerable: magnetics (major, uncommon) (-3)

tradeoff
+2 DEF/-2 TOU

complications
enemy (Megabyte, Hexadecimal, Game-User)
responsibility (Dot & Enzo Matrix [freinds])
responsibility (Guardian)
rivalry (Mouse)

costs
abilities 32 + combat 32 + saves 8 + skills 14/56 + feats 28 + powers 35 - drawback 3 = 150 pts

the hero of Reboot, Bob mixes elements of the costumed adventurer with that of tv's MacGyver.

as a style notice, GM's, if bob's player uses the phrase 'anything' as a glitch command, they are effectively turning
their standard action that round over to you to find the simplest, most direct solution to a problem
I am Daemon. I Ze Word. My format: Super-Virus. my function: to bring Unity to ze net. All must hear... Ze Word.

Daemon

PL: 10 (273)

abilities: (60)
STR 30 DEX 12 CON 30 INT 12 WIS 16 CHA 18

Combat: (32)
+13 init, +8 ATK, +8 DEF (+4 flat-footed)
+10/10/10/12 DMG (unarmed/telekinesis/disintegrate/mind control)

saves: (15)
TOU +10 FORT +10 REF +9 WILL +10

Skills (6/24)
bluff +4
diplomacy +6
notice +6
sense motive +8

feats (65)
attractive, all-out attack, equipment 20, fearless, fascinate: diplomacy, minions 20 (fanatical +1), power attack

Powers (100)
flight +3 (6)
immunity +9 (life support) (9)
impervious TOU +10 (10)
mind control +12 (extra: conscious +1, duration +2) (60)
telekinesis +10 (extras: damaging +1, perception +1) (42)
ap: disintegration +10 [40]
ap: deflect +10 (all ranged, extras: automatic, reflection) [40]
time control +3 (rapid attack) (21)

drawbacks (-5)
vulnerable: magnetics (major, uncommon) (-3)
vulnerable: gloating (-2)

costs
abilities 60 + combat 32 + saves 15 + skills 6/24 + feats 65 + powers 100 - drawbacks 5 = 273 pts

Y'know, it wasn't until moments ago that I realized Daemon could actually fit nicely into a freedom city campaign
as a herald or lieutenant of Omega, considering they share similar goals of eradicating all life (daemon: surely, zis iz
ze only true way to bring peace, non?)

UPDATE: forgot to include conscious in daemon's mind control. fixed now

Hack, Slash: Yes, boss!


Hack: Ah, you rang, your hugeness?
Slash: All ready and waiting, oh evil one! Oh!
[to Hack]
Slash: Did I say "evil"?
Hack: Oh, what a giveaway.
Slash: I said "evil" once but I think I got away with it.
Hack: *Three* times!
Slash: What?
Hack: You said it *three* times!
Slash: What, "evil"?
Hack: That's four!
Slash: Oh, I hate that.

Hack & Slash

PL: 10 (150)

abilities: (16)
STR 34 DEX 12 CON n/a INT 8 WIS 10 CHA 10
Combat: (32)
+1 init, +8 ATK, +8 DEF (+4 flat-footed)
+12 DMG (unarmed/blast)

saves: (6)
TOU +12 FORT n/a REF +3 WILL +4

Skills (4/16)
intimidate +6
notice +6
sense motive +4

feats (5)
all-out attack, improved block, interpose, move by action, power attack

Powers (90)
blast +12 (24)
elongation +4 (4)
flight +3 (6)
immovable +3 (extra: unstoppable +1) (6)
immunity +30 (fort saves) (30)
protection +12 (extra: impervious +1) (12)
supersenses +2 (extrended vision 2) (2)
superstrength +3 (6)

drawback
vulnerable: magnetics (major, uncommon) (-3)

costs
abilities 16 + combat 32 + saves 6 + skills 4/16 + feats 5 + powers 90 - drawback 3 = 150 pts

once megabyte's loyal witless minions, towards the end of season 3 these two morons made a complete face turn
and now serve as the loyal witless bodyguards to the Matrix family

as the picture and quote suggest, you're using this sheet twice to rep them. and hey, while they are just big dumb
muscle, they're pretty good big dumb muscle
I infect the entire net. I have spread through systems, peoples and cities. From this place: Mainframe. My format:
Virus. The Queen... of... CHAOS! *maniacal laughter*

Hexadecimal

PL: 10 (217)

abilities: (58)
STR 30 DEX 14 CON 30 INT 14 WIS 16 CHA 14

Combat: (40)
+8 init, +10 ATK, +10 DEF (+ flat-footed)
+10/10/10 DMG (unarmed/telekinesis/disintegrate)

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

Skills (11/44)
bluff +6
computers +8
craft: artistic +8
intimidate +8
notice +8
sense motive +6
feats (17)
accurate attack, all-out attack, attractive, distract, diehard, fascinate 2 (bluff, intimidate), fearless, fearsome
prescence 4, improved initiative, startle, taunt, power attack

Powers (89)
flight +6 (12)
immunity +9 (life support) (9)
impervious TOU +10 (10)
telekinesis +10 (extras: damaging +1, perception +1) (41)
ap: disintegration +10 [40]
teleport +7 (change direction, change velocity, easy) (17)

drawbacks (-5)
vulnerable: magnetics (major, uncommon) (-3)
vulnerable: gloating (-2)

costs
abilities 58 + combat 40 + saves 7 + skills 11/44 + feats 17 + powers 89 - drawbacks 5 = 217 pts

One of the deadliest creations to ever cross the canada/US border, Hex (depicted here in her season 3 configuration)
is basicly a living embodiement of Chaos (and owes a bit to my old tetsuo build, from back on page 1)

I come from the net. I search through systems, peoples, and cities ... for this sprite: Bob, my freind. My format? I
have no format. I am a Renagade, lost in the Web.

Matrix

PL: 10 (150)

abilities: (42)
STR 24 DEX 20 CON 24 INT 10 WIS 14 CHA 10

Combat: (32)
+9 init, +10/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/10 DMG (unarmed/gun)

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

Skills (11/44)
bluff +4
gather info +4
intimidate +8
knowledge: streetwise +4
knowledge: tactics +6
notice +6
search +6
sense motive +6

feats (20)
all-out attack, assessment, attack focus melee 2, diehard, endurance, dodge focus 2, defensive roll 3, improved
block, improved defense, improved initiative, improved over-run, interpose, power attack, stunning attack, takedown
attack, uncanny dodge (visual)

Powers (41)
device: Gun +9 (36)
- blast +10 (feats: accurate, improved critical 2, extras: autofire +1, penetrating +1) [45]
-AP: blast "long shot" +10 (extras: penetrating, perception) {40}
-AP: blast "Death blossom" +10 (extras: area-burst +1, penetrating +1, selective +1, flaw: uses -1) {40}
supersenses +5 (extended sight, x-ray vision) (5)

drawback
vulnerable: magnetics (major, uncommon) (-3)

complications
enemy (megabyte, Daemon)
hatred (viruses)
reputation (renegade)
responsibility (dot [older sister], Enzo II [clone/little brother])
responsibility (protect mainframe)
rivalry (Bob)
temper

costs
abilities 42 + combat 32 + saves 7 + skills 11/44 + feats 20 + powers 41 - drawback 3 = 150 pts

Matrix is a very far cry from his former identity as Enzo, a rough and tumble tough guy who just wants to go home.

for those comparing the matrix/megabyte builds and seeing no way matrix could slug it out with megabreath as he
did, please note matrix's complications:

1. he was facing his mortal enemy (enemy)


2. megabyte is a virus (hatred)
3. megabyte had turned mainframe into a nigh desolate ruin (responsibility)
4. megs got matrix mad (temper)
with that going, it's enough for matrix to powerstunt the penetrating extra to his strength and start whaling on mega
breath

I come from the Net, infecting systems, people, and cities... To this place... Megaframe. My domain. My format?
Virus! To corrupt and conquer!

Megabyte

PL: 10 (205)

abilities: (38)
STR 24 DEX 24 CON 30 INT 14 WIS 16 CHA 14

Combat: (32)
+11 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+7/10/8 DMG (unarmed/claw/drain)

saves: (5)
TOU +10 FORT +10 REF +8 WILL +7

Skills (20/80)
bluff +8
climb +8
diplomacy +10
gather info +8
intimidate +10
knowledge: technology +6
knowledge: tactics +8
notice +8
perform: guitar +6
sense motive +8

feats (20)
assessment, attack focus: melee 2, all-out attack, diehard, dodge focus 2, endurance, fearless, improved grapple,
improved initiative, improved pin, leadership, Master Plan, move-by action, startle, takedown attack 2, taunt,
uncanny dodge
Powers (90)
drain +8 (con, extras: range +1, vampiric +1) (26)
- ap: datalink +12 (extras: machine control +1, flaw: range -2,) [8]
- ap: strike +3 (feats: mighty pen +7, improved critical, extra: penetrating +1) [14]
duplication +6 (12)
leaping +4 (4)
immovable +3 (extra: unstoppable +1) (6)
immunity +9 (life support) (9)
morph +3 (same mass) (9)
impervious tou +10 (10)
superstrength +7 (14)

drawbacks (-5)
vulnerable: magnetics (major, uncommon) (-3)
vulnerable: gloating (-2)

costs
abilities 38 + combat 32 + saves 5 + skills 20/80 + feats 20 + powers 90 - drawbacks 5 = 200 pts

taking a bit of a breath from the 7th portal, decided to make up ol' mega-breath, and wow, he's just a nasty peice of
work, ain't he?

decided to not make MB a construct, as his fight with Matrix definately demonstrated that he has a con score and
isn't immune to crits.

as the picture and stats show, this is megabyte's season 4 incarnation. for seasons 1 through 3, remove the morph,
duplication and range from the drain, and give megabyte 20 ranks of minions and equipment

does this mean I'm considering other ReBoot characters for conversion? yes, yes it does
Rule number one: don't ever cross the...

Mouse

PL: 10 (150)

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

Combat: (32)
+9 init, +12/10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+3/8 DMG (unarmed/sword)

saves: (9)
TOU +8/6/3 FORT +6 REF +8 WILL +6

Skills (22/88)
acrobatics +6
bluff +8
computers +10
disable device +8
escape artist +8
gather info +8
knowledge: streetwise +10
notice +8
pilot +6
sleight of hand +8
stealth +8
feats (28)
assessment, attack focus: melee 2, attack specialization: sword, attractive, defensive roll 2, dodge focus 4, equipment
4, fighting style: swordfighting 9 (accurate attack, defensive attack, improved block, improved disarm, improved
initiative, power attack, startle, takedown attack 2), move by action, quick draw, uncanny dodge, master plan

Powers (24)
device: Mouse Ring +3 (12)
- Stun +7 (feat: sedation) [15]
Device: Mouse-sword +4 (12)
- strike +5 (feat: mighty, improved critical, extra: penetrating +1) [17]

equipment
armor vest +3 [3]
Ship (as private Jet) [17]

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

drawback
vulnerable: magnetics (major, uncommon) (-3)

costs
abilities 38 + combat 32 + saves 9 + skills 22/88 + feats 28 + powers 24 - drawback 3 = 147 pts

Concluding my long-delayed Reboot builds, Mouse was the show's resident hacker/theif/mercenary character (and
thus owes portions of her build to FC's magpie)

__________________________________________________________________________________

Bolt
PL: 8 (120)

abilities: (24)
STR 18 DEX 20 CON 16 INT 10 WIS 14 CHA 10

Combat: (16)
+9 init, +10/6 ATK, +10 DEF (+4 dodge, +2 size, +4 flat-footed)
+4/6/8 DMG (unarmed/blast/superbark)

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

Skills (6/24)
notice +6
search +6
sense motive +6
swim +6

feats (9)
diehard, evasion, dodge 4, improved initiative, improved trip, move-by action

Powers (65)
Density +6 (feat: bouyant, extra: contiuous +1, unstoppable +1, flaw: permanent -1) (21)
- Enhanced STR +12
- immovable +2
- protection +3 (extra: impervious +1)
- superstrength +2
Trip "superbark" +8 (extra: knockback +1, area-cone +0) (25)
- Blast "laser vision" +6 (feat: improved crit, accurate 2, extra: penetrating +1) [21]
leaping +3 (3)
shrinking +8 (feat: innate, extra: continuous +1, flaw: permanent -1) (9)
Speed "Zoom-Zoom" +5 (5)
supersenses +2 (ultrahearing, scent) (2)

drawbacks (-8)
Mute (-4)
no hands (-4)

costs
abilities 24 + combat 16 + saves 8 + skills 6/24 + feats 9 + powers 65 - drawbacks 8 = 120 pts

yep, Disney's Bolt, the superpowered canine who doesn't know he's just part of a TV show. depicted here as he
appears in his series, protecting his master Penny from the machinatons of the evil dr. callico
Bushroot

PL: 10 (148)

abilities: (30)
STR 14 (+2) DEX 16 (+3) CON 18 (+4) INT 18 (+4) WIS 14 (+2) CHA 10 (+0)

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

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

Skills (12/48)
bluff +4
craft: chemical +10
intimdate +6
knowledge: life sciences +8
notice +6
sense motive +6
survival +8

feats (10)
improved initiative, improved defense, inventor, master plan, minions 5 (10 animated trees), taunt

Powers (54)
immunity +5 (age, suffocation, sleep, starvation, disease) (5)
plant control +10 (23)
ap: elongation +6 [6]
ap: nauseate +6 (extra: area-cloud +1) [18]
ap: summon minions +2 (feat: progression 5, extra: horde +1) [11]
protection +6 (6)
regeneration +18 (rec bounus +4, rec rate: b. +1, i. +4, d. +5, res. +4, feats: persistant, regrowth) (20)

costs
abilities 30 + combat 32 + saves 10 + skills 12/48 + feats 10 + powers 54 = 148 pts

another member of the fearsome 5, bushroot's more a plotter than seeing actual combat

"To infinity... and beyond!

Buzz lightyear

PL: 10 (150)

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

Combat: (32)
+7 init, +8 ATK, +9 DEF (+1 dodge, +4 flat-footed)
+2/6/10 DMG (unarmed/stun/blast)

saves: (10)
TOU +10/9/2 FORT +5 REF +7 WILL +7

Skills (11/44)
bluff +6
craft: mechanics +6
diplomacy +4
notice +8
pilot +8
search +4
sense motive +8

feats (19)
benefit 2 (security clearance: Star command, status: Space Ranger), connected, Contacts, fighting style: ranger
training 10 (all-out attack, attack focus: melee, dodge focus, improved block, improved disarm, instant up, power
attack, defensive roll, improved initiative, precise shot), Jack of all Trades, Luck 2, Ultimate Pilot, uncanny dodge

Powers (48)
Device: Space Ranger uniform +12 (48)
- blast +10 (feat: accurate, improved critical) [23]
- AP: stun +6 (extra: range +1) {18}
- communication +5 (radio) [5]
- flight +5 [10]
- immunity +9 (life support) [9]
- protection +7 [7]
- supersenses +6 (direction sense, detect: life at range, distance sense, time sense, radio) [6]

complications
enemy: emperor Zurg
honor: code of the Space rangers
responsibility: Space ranger in the service of Star command

costs
abilities 30 + combat 32 + saves 10 + skills 11/44 + feats 19 + powers 48 = 150 pts

a reminder. this is based on the character of buzz lightyear that the toy was based upon, not the toy buzz from "toy
story"

anyway, buzz is your archetypal space hero, with jet pack and wrist laser and whatnot

you may notice a distinct lack of spaceship on buzz's sheet. this is mostly due to his benefit and background, in that
he doesn't have a ship per se, but rather the one Star command has availible for him
I am the terror that flaps in the night!

I am the chill that runs up your spine!

I, am...

Darkwing Duck

PL: 10 (150)

abilities: (36)
STR 14 (+2) DEX 16 (+3) CON 18 (+4) INT 16 (+3) WIS 16 (+3) CHA 16 (+3)

Combat: (36)
+7 init, +10 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/5 +2 DMG (unarmed/gas gun + sneak attack)

saves: (11)
TOU +10/7/4 FORT +4 REF +6 WILL +6
Skills (22/88)
acrobatics +5
bluff +9
disable device +5
drive +5
escape artist +5
gather info +5
intimidate +9
investigate +5
knowledge: business +5
knowledge: current events +5
knowledge: streetwise +5
notice +5
search +5
sense motive +5
stealth +5
swim +5

feats (25)
all-out attack, contacts (S.H.U.S.H.), defensive attack, defensive roll 3, dodge focus 2, elusive target, equipment 7,
fascinate: bluff, improved block, improved initiative, master plan, power attack, redirect, set-up, sneak attack, taunt,
well-informed

Powers (21)
device 7 "" (21)
- Obscure +5 (linked: stun)
- Stun +5 (extras: area-burst +1, range +1, duration-sustained +2, linked: obscure +5, flaw: full power -1) [35]

equipment
---
smoke grenades [4]
ratcatcher motorcycle [9]
Audubon bay bridge HQ (as stately manor) [18]
undercover vest +3 (feat: subtle) [4]

complications
enemy (fearsome 5 [negaduck, bushroot, quackerjack, liquidator, megavolt], F.OW.L. [Feindish Organization for
World Larceny], Taurus Bullba)
obsession (very large ego)
responsibility (st. canard [turf], Gosalyn [foster daughter])
rivalry (other superheros, Gizmoduck and Quiverwing Quack in particular)
secret (identity [Drake Mallard])

costs
abilities 36 + combat 36 + saves 11 + skills 22/88 + feats 25 + powers 21 = 150 pts

famed hero of disney Cartoons, DW is more or less a feathered version of the Masked Adventurer depicted in
M&M: golden age

for those wondering about certain descreptancies, consider this version of DW to be based around sometime
between the pilot movie and the first episode. that, and i figured that with his ducktales career to consider, launchpad
would be his own character, rather than an official sidekick (for the record, LP is the owner of the Thunderquack Jet)
Duck Season is Open

Lord Dragonus

PL: 10 (229)

abilities: (50)
STR 30 DEX 16 CON 30 INT 20 WIS 16 CHA 10

Combat: (32)
+7 init, +10/8 ATK, +10 DEF (+3 dodge, -1 size, +4 flat-footed)
+10/10 DMG (unarmed/firebreath)

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

Skills (28/112)
bluff +4
craft: chemical +8
craft: electronics +8
craft: mechanical +8
computers +8
disable Device +8
Intimidate +10
knowledge: physical sciences +8
knowledge: tactics +8
knowledge: technology +10
notice +6
sense Motive +6

feats (47)
all-out attack, assessment, attack focus: melee 3, dodge focus 3, equipment 23, improved initiative, improved
overrun, improved grab, improved grapple, improvised tools, inventor, master plan, minions 7, power attack, startle

Powers (65)
blast "fire breath" +10 (extra: penetrating +1) (30)
growth +4 (feat: innate, flaw: permanent -1) (9)
immunity +7 (age, extreme heat, fire damage) (7)
impervious tou +5 (5)
Invisibility +2 (8)
superstrength +3 (6)

costs
abilities 50 + combat 32 + saves 7 + skills 28/112 + feats 47 + powers 65 = 229 pts

The Archvillain of the short lived 'mighty ducks' animated series, Dragonus gets himself a writeup due to his
character model, and the fact that he's voiced by tim curry

E.V.E.

PL: 5 (75)

abilities: (0)
STR 6 DEX 14 CON n/a INT 12 WIS 14 CHA 10

Combat: (6)
+6 init, +6/0 ATK, +6 DEF (+3 dodge, +1 flat-footed)
-2/+4 DMG (unarmed/blaster)

saves: (6)
TOU +5 FORT n/A REF +5 WILL +5
Skills (5/20)
repairs +4
knowledge: earth sciences +4
notice +4
search +4
sense motive +4

feats (9)
atk spec: blaster 3, dodge 3, improved initiative, move-by action

Powers (56)
blast +4 (8)
flight +3 (6)
immunity +30 (30)
protection +4 (4)
shrinking +4 (feat: innate, extra: continuous +1, flaw: permanent -1) (5)
supersenses "life-scan" +3 (ranged analytical detect) (3)

costs
abilities 0 + combat 6 + saves 6 + skills 5/20 + feats 9 + powers 56 = pts

WALL-E's leading Lady, EVE (Extraterrestrial Vegetation Evaluator) is Buy N Large's means of determining if the
Earth is fit for rehabitation once the WALL-E's have (hopefully) done their job right. each EVE unit features a vege-
scanner to complete their mission, and a standard BNL integral sidearm to remove obstacles and defend itself from
renegade robots of horrifying mutants
Superladies, they're always trying to tell you their secret identity. Think it'll strengthen the relationship, or something
like that. I say: girl, I don't want to know about your mild-mannered alter ego. You say that you're a... Ultra Mega
Lightning Babe or something like that, that's all right with me. I'm good. I'm good.

Frozone

PL: 10 (150)

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

Combat: (32)
+11 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+1/10 DMG (unarmed/ice powers)

saves: (14)
TOU +8/6/3 FORT +6 REF +10 WILL +6

Skills (14/56)
acrobatics +8
bluff +6
diplomacy +6
intimidate +6
knowledge: business +6
knowledge: current events +6
notice +6
search +6
sense motive +6

feats (34)
All-Out Attack, attack focus: range 2, Attractive, benefit 3 (wealth 2, security clearance [NSA]), contacts,
Connected, defensive attack, Defensive Roll 2, dodge focus 4, Equipment 4, Evasion 2, Improved Block, improved
defense, Improved Trip, Instant Up, Improved Initiative 2, move-by action, Power attack, precise shot, Taunt, well-
informed, uncanny dodge (visual)

Powers (34)
cold control +10 (23)
- ap: create ice +10 [20]
- ap: trip "ice slick" +6 (extra: area-cone +1) [18]
- ap: snare "ice bonds" +10 [20]
device: supersuit +2 (8)
- protection +3 [3]
- immunity +1 (extreme cold) [1]
- sensory protection +3 [3]
- speed +2 (flaw: limit-snow/ice terrain only -1) [1]
- super-movement +2 (sure footed 2, flaw: limited-snow-ice only -1) [2]
flight "ice slide" +3 (flaw: platform -1) (3)

drawbacks
power loss (intense heat) (-2)

equipment
cell phone [1]
sports car [8]
apartment HQ (as sanctum sanctorum [9]
tradeoffs
+2 DEF/-2 TOU

complications
responsibility (Honey [wife])
secret (identity)

costs
abilities 24 + combat 32 + saves 14 + skills 15/60 + feats 33 + powers 34 = 150 pts

Frozone's been sitting on the to-do list for some time, so i thought i'd wheel him out, get the sun, and give this
thread the touch of class Samuel L. Jackson brings to most of the stuff he gets involved in
Blatherin' Blatherskite!

Gizmoduck

PL: 10 (150)

abilities: (12)
STR 34/10 DEX 12 CON 10 INT 16 WIS 12 CHA 12

Combat: (8)
+7/3 init, +8/2 ATK, +8 DEF (+6 suit, +4 flat footed, +1 flat-footed [no suit])
+0/12/12 DMG ()

saves: (14)
TOU +12/0 FORT +4 REF +6 WILL +6

Skills (14/56)
bluff +8
computers +4
diplomacy +6
disable device +6
notice +10
profession: bean counter +10
profession: accountant +6
sense motive +6

feats (9)
assessment, beginner's luck, distract (bluff), fascinate (bluff), improved defense, jack of all trades, lightning
calculator, inspire, luck, master plan, speed of thought, taunt, ultimate counting

Powers (92)
device: Gizmo-suit +23 (92)
- blast "wrist blaster" +12 (extra: autofire +1) [26]
- enhanced str +24 {24}
- Disintegration "push all the buttons!"+10 (extra: area-burst +1, flaws: distracting -1, full round -1, tiring -1) {20}
- combat bonus +12 (+6 ATK, +6 DEF) [24]
- feats +6 (assessment, accurate attack, improved initiative, move-by action, power attack, uncanny dodge) [6]
- flight +5 [11]
- ap: speed +5 {5}
- immunity +9 (life support) [9]
- protection +12 (extra: impervious +1) [24]
- super-senses +7 (darkvision, direction sense, distance sense, radio, time sense) [7]
- superstrength +4 [8]

drawback
normal identity (free action) (-3)

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

complications Chandra
---
enemy (Beagle Boys, Magica DeSpell)
fame (as gizmoduck)
responsibility (Guard the moneybin [job], Gandra Dee [girlfriend], Scrooge mcDuck [boss])
secret (identity: Fenton Quackshell, accountant)

costs
abilities 12 + combat 8 + saves 14 + skills 14/56 + feats 9 + powers 92 - drawback 3 = 150 pts

a frequent guest star on both ducktales and darkwing duck, Gizmoduck is essentially "peter parker if he never got
the spider-bite, but instead got the iron man armor"
If it's got wings, I can crash it!

Launchpad McQuack

PL: 6 (90)

abilities: (22)
STR 14 (+2) DEX 14 (+2) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 14 (+2)

Combat: (24)
+6 init, +6 ATK, +8/6 DEF (+2 combat pilot, +3 flat-footed)
+2 DMG (unared)

saves: (9)
TOU +4 FORT +5 REF +6 WILL +5

Skills (12/48)
bluff +4
craft: mechanical +8
Diplomacy +4
gather info +4
knowledge: curret events +4
knowledge: +4
notice +4
profession: pilot +6
pilot +6
sense motive +4

feats (23)
attractive, beginner's luck, combat pilot 2, equipment 16, improved defense, improved initiative, jack of all trades

equipment
Thunderquck jet (as fighter jet)

tradeoffs
-2 TOU/+2 DEF

complications
accident (crashlands frequently)

costs
abilities 22 + combat 24 + saves 9 + skills 12/48 + feats 23 = 90 pts

a staple of the animated disneyverse, Launchpad combines the airman, non-costumed sidekick and mechanic
templates to create a decent sidekick or great pulp-era hero

UPDATE: added the complication for launchpad.


Liquidator

PL: 10 (150)

abilities: (24)
STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 16 (+3)

Combat: (32)
+7 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+0/8/9/9 DMG (unarmed/suffocate/water control/blast)

saves: (13)
TOU +7 FORT +6 REF +8 WILL +5

Skills (11/44)
bluff +8
gather info +6
intimidate +4
notice +6
knowledge: business +6
sense motive +8
sleight of hand +6

feats (10)
assessment, attack spec: blast, dodge focus 2, distract, fascinate: bluff, improved initiative, master plan, taunt, well
informed

Powers (60)
liquid form +15 (flaw: permanent -1) (60)
-concealment 2 (visual, limited to underwater) [2]
-elongation +6 [6]
-immunity +12 [life support, critical hits] [12]
-insubstantial +1 (extra: affects corporeal +1) [6]
-protection +5 (extra: impervious +1) [10]
-suffocate +8 [16]
-swimming +5 [5]
-Water control +9 [19]
- blast +9 {18}

costs
abilities 24 + combat 32 + saves 13 + skills 11/44 + feats 10 + powers 60 = 150 pts

Liquidator's a member of the fearsome five, a former bottle water pitchman turned water elemental with a
motormouth that just won't stop spewing out lines fit for commercials

"They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right."

Megavolt
PL: 10 (127)

abilities: (14)
STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 10 (+0)

Combat: (32)
+3 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+0/10 DMG (unarmed/electric control)

saves: (8)
TOU +5/2 FORT +5 REF +6 WILL +4

Skills (10/40)
craft: electronic +6
disable device +6
intimidate +8
knowledge: technology +6
notice +6
sense motive +4
stealth +4

feats (11)
attack spec: elec control, dodge focus 2, equipment 5, improvised tools, inventor, startle

Powers (60)
absorption +4 (healing, extra: power magnet +1, flaw: electricity only -1) (17)
electrical control +10 (extra: penetrating +1) (33)
- AP: stun +10 (extra: range +1) [30]
- AP: dazzle +10 [20]
- AP: datalink +5 (extra: machine control +1) [10]
immunity +10 (all electric type) (10)

equipment [25]
flash goggles [1]
armored costume +3 [3]
pickup truck [7]
headquarters: abandoned warehouse [10]
4 points unspent

costs
abilities 14 + combat 32 + saves 8 + skills 10/40 + feats 11 + powers 60 = 127 pts

the most commonly occurring foe of Darkwing duck, Megavolt is more or less a glass cannon in a fight
Hey, c'mon. We're superheroes. What could happen?

Mr. Incredible

PL: 10 (150)

abilities: (18)
STR 30 DEX 14 CON 30 INT 10 WIS 14 CHA 12

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

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

Skills (12/48)
acrobatics +4
bluff +6
computers +4
intimidate +6
knowledge: business +6
notice +6
profession: accountant +6
sense motive +6
stealth +4

feats (21)
assessment, attack focus 2, connected, contacts, dodge focus 2, fearless, fighting style 10 (all-out attack, chokehold,
defensive attack, elusive target, improved block, improved grab, improved grapple, improved pin, power attack,
move-by attack) improved initiative, interpose, uncanny dodge

Powers (59)
enhanced STR +16 (16)
Enhanced CON +16 (16)
immovable +4 (4)
impervious toughness +10 (10)
leaping +3 (3)
superstrength +5 (10)
costs
abilities 18 + combat 32 + saves 8 + skills 12/48 + feats 21 + powers 59 = 150 pts

I can honestly say that I am REALLY pleased at how Incredible turned out, as he incorporates elements of both the
powerhouse and the costumed adventurer to get a good old-fashioned two-fisted superhero thats able to beat the
pants off the bad guys and look good doing it

I'm at the top of my game! I'm right up there with the big dogs! Girls, come on. Leave the saving of the world to the
men? I don't think so.

Mrs. Incredible

PL: 10 (150)

abilities: (34)
STR 24 DEX 24 CON 16 INT 12 WIS 16 CHA 12

Combat: (30)
+7 init, +13/9 ATK, +12 DEF (+2 dodge, +5 flat-footed)
+7 DMG ()

saves: (11)
TOU +8/6/3 FORT +6 REF +12 WILL +6

Skills (20/60)
acrobatics +6
bluff +6
diplomacy +6
gather info +6
investigate +6
notice +6
pilot +6
profession: homemaker +6
sense motive +6
stealth +6

feats (33)
acrobatic bluff, ambidexterity, assessment, attack focus: melee 4, connected, contacts, defensive roll 2, diehard,
dodge 2, equipment, evasion 2, fearless, fighting style 12 (all-out attack, chokehold, defensive attack, grappling
finesse, improved block, improved disarm, improved grab, improved grapple, improved trip, power attack, improved
pin, stunning attack), takedown attack 2, uncanny dodge
Powers (22)
enhanced str +10 (10)
elongation +5 (5)
impervious tou +3 (3)
supermovement +2 (slow fall, swinging) (4)

equipment
comm-link [1]
armored costume +3 [3]

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

costs
abilities 34 + combat 30 + saves 11 + skills 20/60 + feats 33 + powers 22 = 150 pts

Formerly known as Elastigirl, Mrs. Incredible is the brains to her husband's brawn, with an implied background as a
super-spy in addition to being a super heroine

"Now it's time to say good-bye TO ALL OUR COMPANY!!"


Negaduck

PL: 10 (150)

abilities: (36)
STR 14 (+2) DEX 16 (+3) CON 18 (+4) INT 16 (+3) WIS 16 (+3) CHA 16 (+3)

Combat: (36)
+7 init, +10 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/6/7 DMG (unarmed/flamethrower/chainsaw)

saves: (11)
TOU +10/7/4 FORT +4 REF +6 WILL +6

Skills (22/88)
acrobatics +5
bluff +9
disable device +5
drive +5
escape artist +5
gather info +5
intimidate +9
investigate +5
knowledge: business +5
knowledge: current events +5
knowledge: streetwise +5
notice +5
search +5
sense motive +5
stealth +5
swim +5

feats (32)
all-out attack, defensive attack, defensive roll 3, dodge focus 2, elusive target, equipment 10, fascinate: intimidate,
fearsome prescence 5, improved block, improved initiative, master plan, power attack, ranged pin, throwing mastery,
startle, well-informed

Powers (13)
device "Negaduck's Chainsaw" +3 (9)
- strike +6 (feats: mighty, improved critical, thrown, extra: penetrating +1) [15]
device "negaverse portal device" +1 (4)
- super-movement +1 (dimensional: negaverse, progression 3) [5]

equipment
---
flamethrower +6 (or other suitable ranged weapon) [18]
motorcycle [9]
neg-Audubon bay bridge HQ (as stately manor, and add isolated) [19]
undercover vest +3 (feat: subtle) [4]

costs
abilities 36 + combat 36 + saves 11 + skills 22/88 + feats 32 + powers 13 = 150 pts

darkwing duck's evil twin from an alternate universe, negaduck of course uses most of DW's stats, but aimed more
towards rampant destruction. plus, c'mon, he can use chainsaws like throwing stars. that's gotta count for something,
right?
and, it is my humble duty to repost what is perhaps the best deathtrap speech ever written outside of gothic
literature

The science of pain. Oooh, gives me chills! *approaches Gizmoduck, who is wired into a huge device* This devilish
device drains your beloved Gizmosuit, keeping you weak. But, when I throw The Switch, the energy reversal
will...fry you!
Gizmoduck: You cad! You, you, you...CAD!

*Negaduck next approaches Neptunia, who is shackled down under a pair of sunlamps.*
Negaduck: When these nuclear-fusion sunlamps are activated by The Switch, we're gonna have ourselves a big ol'
fish-fry! *Neptunia attempts to bite Negaduck* Missed, nyah-nyah!
Stegmutt: *off-screen* Oh boy oh boy oh boy oh boy...

*Negaduck approaches Stegmutt, who is floating in a giant chamber.*


Negaduck: Oh, not so strong when you're weightless, are you? I hope you can hold your breath a long time, because
all the air is going to be sucked out of this chamber when I throw The Switch!
Stegmutt: Oh, boy...

*Negaduck approaches Morgana, who is strapped into a chair, with her head in a gigantic vise.*
Negaduck: *laughs* And you, my little pretty, in the mystical-power draining vice, you're going to have your little
bitty head squooshed flat...when I throw The Switch. And without further ado...The Switch!

*He dramatically reveals a button (yes, button) and pushes it. Repeatedly. Nothing happens.*
Negaduck: Oops. That's not it. It must be...this one! *pushes a small switch; nothing happens* No. That leaves...this
one. *reveals a BIG switch* Bye-bye, heroes.
- "Justice Ducks Unite Pt. 2"

*after throwing The Switch, as he pulls out a chainsaw and advances on Darkwing*
"Now it's time to say good-bye TO ALL OUR COMPANY!!"
"it's bigger! It's Badder! it's TOO MUCH for Mr. Incredible to handle!"

Omnidroid 9000

PL: 12 (180)

abilities: (6)
STR 32 DEX 20 CON n/a INT 10 WIS 20 CHA n/a

Combat: (48)
+9 init, +12 ATK, +12 DEF (+ dodge, + flat-footed)
+11/10 DMG (unarmed/strike)

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

Skills (10/40)
climb +8
notice +12
search +12
sense motive +8

feats (21)
ambidexterity, fearless, fighting style 15 (accurate attack, all-out attack, chokehold, defensive attack, fast overrun,
improved block, improved grab, improved grapple, improved overrun, improved throw, improved trip, instant up,
move by action, power attack, takedown attack) improved initiative, master plan, uncanny dodge 2 (visual, hearing)

Powers (86)
additional limbs 2 (2)
growth +8 (feat: innate, flaw: permanent -1) (17)
protection +12 (extra: impervious +1) (24)
Strike +10 (feats: improved critical , extras: penetrating +1, autofire +2) (42)
superstrength +6 (12)

costs
abilities 6 + combat 48 + saves 9 + skills 10/40 + feats 21 + powers 86 = 180 pts

From Disney/Pixar's "The Incredibles", the Omnidroid 9000 is in essence a gigantic, mechanical attack dog,
programmed with incredible brute power, deadly drill/chopper/claws, and a bucketload of combat feats

so, whether as a portable death trap, sentry drone, or classic giant robot on the rampage, this thing will hopefully
have your players begging for mercy after it's done with their hero characters

"Don't tell her your plan! She always gets away when you tell her your plan!"

Shego

PL: 10 (150)

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

Combat: (32)
+9 init, +12/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+2/8/8 DMG (unarmed/strike/blast)

saves: (10)
TOU +7/6 FORT +6 REF +8 WILL +6

Skills (29/116)
acrobatics +10
bluff +10
climb +8
disable device +8
drive +6
gather info +6
intimidate +10
knowledge: current events +6
knowledge: streetwise +8
knowledge: behavioural sciences +6
notice +8
pilot +6
search +8
sense motive +8
stealth +8

feats (25)
acrobatic bluff, all-out attack, atk spec: powers 2, assessment, def roll, diehard, dodge 5, elusive target, evasion,
improved block, improved initiative, improved trip, jack of all trades, move-by action, power attack, precise shot,
startle, taunt, takedown attack 2, uncanny dodge

Powers (20)
blast +8 (17)
- ap strike +6 (feats: mighty, improved crit 2, weapon break, extra: penetrating +1) [16]
protection +3 (3)

costs
abilities 34 + combat 32 + saves 10 + skills 29/116 + feats 25 + powers 20 = 150 pts

"Powerful as I am, my Time in FOXHOUND has taught me that it's always useful to have people working alongsde
or under you, and using some numbers I piulled fromhis head, i've paid perhaps the world's finest brute lieutenant to
serve as my personal bodyguard. and so long as she doesn't touch my coffee, this hopefully won't end in disaster."
Syndrome

You can't count on anyone, especially your heroes.

PL: 12 (175)

abilities: (34)
STR 10 DEX 12 CON 12 INT 30 WIS 16 CHA 14

Combat: (24)
+1 init, +10/8/6 ATK, +8 DEF (+2 dodge, +3 flat-footed)
+0/12 DMG (unarmed/ZPE)

saves: (15)
TOU +7 FORT +4 REF +5 WILL +5

Skills (21/84)
bluff +6
Computers +8
Craft (chemical) +8
Craft (electronics) +8
Craft (mechanical) +8
Disable Device +8
Gather info +5
Knowledge (earth sciences) +5
Knowledge (life sciences) +6
Knowledge (physical sciences) +6
Knowledge (technology) +10
sense motive +6

feats (42)
attack focus: ranged 2, attack specialization: ZPE, benefit (wealth x4), contacts, dodge focus x2, eidetic memory,
equipment x20, master plan, minions x7, seize initiative, Skill Mastery (Computers, Craft (electronic), Craft
(mechanical), Disable Device), taunt, well-informed

Powers (40)
device: Jet boots +2 (8)
- flight +5 [10]
Device: ZPE gauntlets +9 (36)
- super-senses +1 (communication link-Nomanisan Island) [1]
- summon: spy drone +3 (feat: progression) [7]
- telekinesis +12 (feat: split attack, extra: damaging +1) [37]

equipment
Private jet
underground lair

costs
abilities 34 + combat 24 + saves 15 + skills 21/84 + feats 42 + powers 40 = 175 pts

The diabolical mastermind of "The Incredibles", Syndrome makes an interesting twist on the mad scientist

Ideally, Syndrome will send out minions killer robots and eventually the Omnidroid to deal with his enemies, but
will come out to gloat as soon as he's sure he'll have the upper hand (usually by telekineticly grappling someone and
then throwing them around like a ragdoll)

Somewhere down there is this Darkwing Duck. I've watched him. I know his weakness. His posing, his
flamboyance, the mask and cape! Ha, ha! That hat! It all indicates an ego the size of a small planet!

Taurus Bulba

PL: 10 (177)

abilities: (56)
STR 30 DEX 14 CON 30 INT 20 WIS 18 CHA 16

Combat: (40)
+5 init, +8 ATK, +8 DEF ( -2 size, +4 flat-footed)
+10 DMG (unarmed)

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

Skills (25/100)
bluff +8
diplomacy +8
gather info +8
intimidate +10
investigate +8
knowledge: art +8
knowledge: streetwise +8
knowledge: technology +8
notice +8
profession: crime lord +10
search +8
sense motive +8

feats (34)
all-out attack, assessment, chokehold, connected, contacts, defensive attack, equipment 10, elusive target, improved
block, improved grab, improved grapple, improved overrun, inspire, master plan, minions 6 (25 thugs), power
attack, speed of thought, takedown attack, uncanny dodge, well-informed

Powers (13)
growth +4 (feat: innate, flaw: permanent -1) (9)
immovable 2 (2)
superstrength +1 (2)

costs
abilities 56 + combat 40 + saves 9 + skills 25/100 + feats 34 + powers 13 = 177 pts

Without question the single most dangerous felon in all of St Canard, Taurus seemingly met his end when his stolen
gravity machine (the waddlemyer RAMROD, if you want specifics) self destructed, taking out the top five floors of
Canard tower, with taurus at ground zero. two years later, however...

to draw the comics comparison, Taurus is in essence the disneyverse counterpart of the Kingpin, a crimelord so
slick he can run even the most ambitious schemes from a maximum security prison. I used the golden age mob boss
for bulba's skills and a good chunk of feats, because while bulba is frighteningly competant, once his plan gets
underway he has all the subtlety of a bull in a china shop

"Because of that meddler, I am more metal and machine, than flesh...and...blood!"

Taurus Bulba, the Steerminator

PL: 10 (229)
abilities: (56)
STR 30 DEX 14 CON 30 INT 20 WIS 18 CHA 16

Combat: (40)
+5 init, +9 ATK, +9 DEF (-1 size, +4 flat-footed)
+10 DMG (unarmed)

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

Skills (25/100)
bluff +8
diplomacy +8
gather info +8
intimidate +10
investigate +8
knowledge: art +8
knowledge: streetwise +8
knowledge: technology +8
notice +8
profession: crime lord +10
search +8
sense motive +8

feats (17)
all-out attack, assessment, chokehold, defensive attack, elusive target, fearless, improved block, improved grab,
improved grapple, improved overrun, inspire, master plan, power attack, speed of thought, takedown attack,
uncanny dodge, well-informed

Powers (88)
blast "main gun" +10 (extra: penetrating) (32)
ap: blast "rocket launcher" +10 (extra: explosion) [30]
blast "horn laser" +10 (extra: autofire) [30]
flight +4 (8)
growth +4 (feat: innate, flaw: permanent -1) (9)
immovable +4 (extra: unstoppable +1) (8)
immunity +11 (life support, critical hits) (11)
impervious TOU +10 (10)
superstrength +5 (10)

drawbacks (-9)
vulnerable: trick (common, major) (-5)
weakness: Overheating (treat Tricks vs taurus as Fatigue w. alt-save: will.) (-4)

costs
abilities 56 + combat 40 + saves 9 + skills 25/100 + feats 17 + powers 88 - drawback 9= 226 pts

In the final episode of Darkwing Duck, Taurus Bullba, DW's first and most dangerous adversary, was brought back
as a FOWL-enhanced Cyborg. Although DW barely managed to squeak out a win, Taurs escaped and swore
vengeance (this was meant to lead into season 4, but unfortunately, the series was then cancelled)

as you can see, Taurus' glaring achilles heel is that not only are taunts twice as effective on him (thus making as
mad as a bull in a china shop), but if you keep it up Taurus'll be so steamed that he just shuts down completely in
order to cool off.
WALL-E

PL: 5 (75)

abilities: (0)
STR 12 DEX 14 CON n/a INT 10 WIS 14 CHA 10

Combat: (8)
+6 init, +2/0 ATK, +6 DEF (+2 odge, +2 flat-footed)
+1 DMG (unarmed)

saves: (6)
TOU +4 FORT n/a REF +5 WILL +5

Skills (5/20)
craft: mechanical +4
repairs +4
notice +4
search +4
sense motive +4

feats (7)
beginner's luck, dodge 2, evasion, improved initiative, luck, move-by action

Powers (49)
immunity +30 (fort) (30)
protection +4 (4)
features +2 (audio recorder, cutting laser) (2)
shrinking +4 (feat: innate, extra: continuous +1, normal strength +1, flaw: permanent -1) (9)
speed +2 (2)
superstrength +1 (2)

costs
abilities 0 + combat 8 + saves 6 + skills 5/20 + feats 7 + powers 49 = 75 pts

new, from Buy N Large, it's the Waste Allocation Load Lifter Earth-Class (WALL-E, for short) robot, the last word
in urban reclamation the home and travel sized model of BNL's popular WALL-A line of garbage bots. and with
BNL's patented solar regeneration power system, each WALL-E unit comes with a 500 year warrenty. in addition,
Each WALL-E comes with a music selection that blankets th sounds of it working with a variety of easy listening,
including the themes to hollywood classics such as the great escape, Brazil, and Hello Dolly.
You're dealin with a white blood cell, here.

Osmosis Jones

PL: 10 (131)

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

Combat: (32)
+7 init, +8 ATK, +8 DEF (+ flat-footed)
+2/3 DMG (unarmed/gun)

saves: (14)
TOU +10 FORT +10 REF +7 WILL +6

Skills (18/72)
bluff +6
climb +4
diplomacy +6
drive +6
investigate +6
knowledge: streetwise +6
medicine +5
notice +8
profession: police officer +6
search +6
sense motive +8
stealth +5

feats (17)
assessment, attack focus: range 2, distract: bluff, equipment 3, diehard, dodge focus 2, fascinate: bluff, improved
aim, improved initiative, inspire, instant up, taunt, precise shot

Powers (24)
elongation +4 (4)
insubstantial +1 (5)
immunity +3 (disease, suffocation) (3)
protection +6 (extra: impervious +1) (12)

equipment
handcuffs [1]
light pistol +3 [6]
sports car [8]

costs
abilities 26 + combat 32 + saves 14 + skills 18/72 + feats 17 + powers 24 = 131 pts

C'mon, I already put up thrax, you know I had to have the hero of the movie show up sooner or later

anyway, Ozzie's pretty much your classic movie detective, albiet with the powers of a semisolid body
Careful, I'm contagious.

Thrax

PL: 10 (150)

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

Combat: (32)
+7 init, +8 ATK, +8 DEF (+ flat-footed)
+4/8/8/10 DMG (unarmed/poison/disease/corrosion)

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

Skills (14/56)
bluff +6
drive +6
intimidate +8
knowledge: life sciences +10
knowledge: streetwise +6
notice +6
stealth +8
sense motive +6

feats (9)
all-out attack, attack spec: corrosion, dodge focus 2, evasion, improved initiative, power attack, taunt, startle

Powers (64)
flight +2 (flaw: gliding -1) (2)
insubstantial +1 (5)
immunity +9 (disease, extreme heat, fire damage, suffocation) (9)
nauseate +8 (feats: incurable, innate extras: contagious +1, disease +2) (42)
- ap: nauseate +8 (feats: incurable, innate, extra: poison +1) [26]
- ap: corrosion +10 (extra: penetrating +1) [30]
protection +6 (6)

drawbacks
vulnerable: cold attacks (+50% dmg) (-2)
weakness: Antibiotics (uncommon, major) (-3)

costs
abilities 26 + combat 32 + saves 10 + skills 14/56 + feats 9 + powers 64 - drawback 5 = 150 pts

The villain of the film Osmosis Jones, Thrax is essentially a 6'4" walking, talking, killing personification of the
Scarlet Fever virus.

this build also presumes that pc's will encounter thrax at comparative sizes, wether they be sent to a 'microbe-verse'
or thrax is grown from regular viral cells in some science lab

at any rate, thrax has one driving ambition: to infect and kill as many people in as short a time as possible, for the
single purpose of putting his name in the medical textbooks, and thus any caper with Thrax as the big bad should be
for nothing less than the fate of the entire city

Drix
Kim Possible
Ronald Stoppable
Rufu
Wade
Master Sensei
Yori
Hego
Mego
Wego
Felix Renton
Dr Drakken
Monkey Fist
Duff Killigan
Senor Senior Sr.
Senor Senior Jr.
Professor Dementor
DNAmy
Gills
The Bebes
Motor Ed
Camille Leon
Adrena Lynn
Aviarius
“Big Daddy” Brotherson
Chester Yapsby
Electronique
Falsetto Jones
Frugal Lucre
Hank Perkins
Jack Hench
Jackie the Jackal
Nanny Maim
Gemini
Summer Gale
The Fashionistas
The Mathter
Warhok
Warmonga
White Stripe
Yono the Destroyer
Jim and Tim Possible
Dr Ann Possible
Dr. James Possible
Fearless Ferret
Monique
Morgana McCawber
Neptunia
Stegmutt
Quackerjack
Steelbeak
Ammonia Pine
Ample Grime
Major Synapse
Hotshot
Flygirl
Professor Moliarty
Splatter Phoenix
Tuskernini
Bugmaster
Jambalaya Jake
Paddywhack
Camille Chameleon
Scrooge McDuck
Penny
Dr. Calico
Violet Incredible
Dash Incredible
Jack-Jack Incredible
Gazerbeam
Edna “E” Mode
Doc Sunbright
Mirage
Bomb Voyage
The Underminer
Futur10n
Organa
Mr Pixel
Tronasurus
Shifty
Rollergrrl
Centsus
Mezmerella
Xerek
Mira Nova
Booster
XR
Commander Nebula
LGMs
Wirewolf
Emperor Zurg
Grubs
Hornets
Warp Darkmatter
Gravitina
NOS-4-A2
XL
Torque
Crumford Lorak
Evil Buzz Lightyear
Norbert Q. Klerm
Rentwhistle Swack
Shiv Katall

__________________________________________________________________________________

*maniacal laughter* Laugh with me, laugh with me *more maniacal laughter*

Armando Gutierrez

PL: 10 (150)

abilities: (17)
STR 24/10 DEX 26/10 CON 24/16 INT 13 WIS 16 CHA 12

Combat: (32)
+11 init, +10/6 ATK, +10 DEF (+ flat-footed)
+7/6 DMG (unarmed/pain)

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

Skills (17/68)
bluff +8
diplomacy +4
gather info +6
intimidate +6
knowledge: business +8
knowledge: current events +6
knowledge: streetwise +6
notice +4
perform: dance +8
profession: CEO +8
sense motive +4

feats (5)
attack spec: pain 2, fearless, improved initiative, taunt

Powers (82)
enhanced STR +16 (16)
enhanced DEX +16 (16)
enhanced CON +8 (8)
impervious toughness +5 (5)
Pain "laser eye" +6 (flaw: range -1) (18)
Super Movement 1 (Dimensional Movement 1 (Cyberspace) (2)
Super Senses 7 (Extended Hearing 7) (7)
super speed 2 (water run)

drawbacks (-7)
disability: one eye (-3)
Power Loss- Powers Ineffective Against Iron Charged with a Negative Current [minor intensity, uncommon
frequency, (-1)
Normal Identity [major intensity, uncommon frequency, (-3)

costs
abilities 17 + combat 32 + saves 4 + skills 17/68 + feats 5 + powers 82 - drawbacks 7 = 150 pts

ages back, I requested this build from wilgar, but due to his poor memory of the episode, he was unable to complete
it. today, I discovered the "Wrath of Gutierrez" was now avalible on youtube, but wilgar was now stuck with a dial-
up connection. so, I statted him up myself

Gutierrez is, as you can guess from his face, the episode title, and his being voiced by ricardo montalban, a straight
up parody of Khan, noted star trek bad guy, and even he knows it (in his first appearance, gutierrez actualy starts
into a rant about 'kirk' before remembering which show he's in), and is basicly an anti-freakazoid (thus the very
similar powers, the differences explained by gutierrez making changes to his intitial change)

I subscribe to the New Yorker. * snobbish laugh *


Cave Guy

PL: 8 (113)

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

Combat: (24)
+1 init, +6 ATK, +6 DEF (+3 flat-footed)
+10 DMG (unarmed)

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

Skills (9/36)
Bluff +4
diplomacy +6
Intimidate +6
Knowledge (culture) +6
Knowledge (current events) +6
Notice +4
Sense Motive +4

feats (11)
all-out attack, diehard, endurance, fearsome prescence 3, improved grab, improved grapple, improved pin, power
attack, startle

Powers (53)
enhanced CON +20
enhanced STR +20
impervious TOU +5 (5)
superstrength +4 (8)

costs
abilities 10 + combat 24 + saves 6 + skills 9/36 + feats 11 + powers 53 = 113 pts

one of the more interesting bad guys from freakazoid, cave guy is probably what would happen if you gave
Thurston Howell III (aka the millionaire from gilligan's isle) cheap hulk knock-off powers
Eye of Newt

PL: 7 (105)

abilities: (32)
STR 10 DEX 14 CON 18 INT 16 WIS 18 CHA 16

Combat: (24)
+6 init, +7/6 ATK, +6 DEF (+ dodge, + flat-footed)
+0/7 DMG (unarmed/blast)

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

Skills (16/64)
bluff +8
Concentration +6
Diplomacy +6
Gather Information +6
intimidate +6
Knowledge (civics) +6
Knowledge (current events) +6
Notice +4
perform: oratory +6
Search +4
Sense Motive +6

feats (11)
assessment, atk focus: range, contacts, fascinate 3 (bluff, intimidate, perform), improved initiative, inspire,
leadership, master plan, well-informed

Powers (19)
protection +4 (4)
mind control +7 (extra: area-cone +1, flaw: sense dependent -1) (15)
- AP: Blast +7

drawbacks
no hands (-4)

costs
abilities 32 + combat 24 + saves 7 + skills 16/64 + feats 11 + powers 19 - drawback 4 = 105 pts

the single most obscure foe of freakazoid, the Eye of newt made nothing more than 2 (count em) non-speaking
background appearances. so, pretty much everythig on here is speculation as to how he might have worked in the
show, based around his big a giant eyeball, and the implication he's some sort of supervillainous counterpart to Newt
Gingrich.

"Everything's so slow... Darn the luck. Darn! Darn! Darn!"

Huntsman
PL: 8 (120)

abilities: (4)
STR 24 DEX 24 CON 24 INT 10 WIS 14 CHA 10

Combat: (24)
+11 init, +8/6 ATK, +6 DEF (+3 dodge, +3 flat-footed)
+7/9 DMG (unarmed/bow)

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

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

feats (19)
assessment, all-out attack, attack focus: melee 2, diehard, dodge 3, grappling finesse, improved grab, improved
initiative, improved pin, improved trip, improved throw, move-by action, power attack, takedown attack, track,
uncanny dodge

Powers (54)
Device: huntsman's bow +1 (3)
- blast +2 (feat: mighty) [5]
Enhanced STR +14 (14)
Enhanced DEX +14 (14)
Enhanced CON +14 (14)
speed +5 (5)
superstrength +2 (4)

costs
abilities 4 + combat 24 + saves 9 + skills 10/40 + feats 19 + powers 54 = 120 pts

and here's the Huntsman, a second Tier hero from Freakazoid's neck of the woods. Huntsman's a great hero, but his
main problem is that he's set himself up in the single most crime & disaster free city in America. heck, he'd hop the
first bus over to Dreaming_psion's thread if given the chance, i'd imagine, just for the chance of action
Oh yes, let me get the tea! I'd hate to see either of you have to walk the three feet into this frightening, mysterious
new world we call a kitchen. You might get lost, or attacked by the dishwasher.

Lord Bravery

PL: 8 (120)

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

Combat: (24)
+2 init, +6 ATK, +6 DEF (+ flat-footed)
+8 +2 DMG (unarmed + sneak attack)

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

Skills (12/36)
Bluff +6
diplomacy +4
Drive +4
Intimidate +4
Knowledge (business) +5
Knowledge (current events) +5
Notice +4
Sense Motive +4

feats (6)
Fighting Style 3 (seize initiative, sneak attack, taunt), Master Plan, Second Chance (bluff), Ultimate Effort (bluff)
Powers (52)
enhanced STR +16 (16)
flight +5 (10)
protection +10 (extra: impervious +1) (20)
superstrength +3 (6)

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

costs
abilities 16 + combat 24 + saves 10 + skills 12/36 + feats 6 + powers 52 = 120 pts

I heard through the grapevine that somebody was fretting about there not being enough European superheros, and
so, I give you Lord Bravery

I think I got all the basics here. he feels no pain (impervious), and he flies quite fast (250 mph), in feats of strength
he is unsurpassed (enhanced Str to superhuman levels), his grip is firm, never quavery (superstrength), He's
Britannia's superhero (read: I took baron's basil fawlty and added powers and a combat value), He's Lord Bravery
(not Lord Smoked Meat and Fishes)

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