Jab's Builds: Fear Lords, Dark Man, DC's Thriller, The S-Men

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Re: Jab's Builds: Sabrewulf, Jago, Spinal, Black Orchid, Cin

Postby Jabroniville » Thu Jan 16, 2014 12:20 am

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GLACIUS
Role:
Ice Guy, The Rival (to Cinder)
Games: Killer Instinct I, II (sorta) & III
PL 9 (144)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 7 (+12)
Athletics 7 (+11)
Close Combat (Unarmed) 2 (+13)
Deception 5 (+6)
Expertise (Criminal) 7 (+7)
Insight 2 (+3)
Perception 4 (+5)
Ranged Combat (Ice) 6 (+12)

Advantages:
Benefit (Attack Instead of Deception to Feint), Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Feats: Reach) (Inaccurate -1) [2]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
Immunity 1 (Cold) [1]
"Ice Shapes" Morph 2 (Icy Shapes) (Flaws: Limited to Same Colours) [8]
"Puddle" Insubstantial 1 [5]

"ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 8) (Inaccurate -2) (9) -- [11]
    AE: "Arctic Blast" Blast 4 (Diminished Range -1) (7)
    AE: "Shatter" Blast 3 (Feats: Indirect) (Extras: Multiattack)
Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Ultra-Combo +9 (+8 Damage, DC 23)
Arctic Blast +12 (+4 Ranged Damage, DC 19)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +5, Fortitude +8, Will +7

Complications:
Enemy (UltraTech)- UltraTech has kidnapped Glacius and other members of his species, and now forces him to fight for his life in their tournament.
Responsibility (Pacifist)- Glacius does not enjoy violence. Unfortunately, he is not only awesome at it, but he needs to utilize it to survive.

Total: Abilities: 62 / Skills: 40--20 / Advantages: 10 + 7 / Powers: 28 / Defenses: 17 (144)

-Glacius was a big character in the first game, and was set up as a rival of sorts with Cinder. However, they did a weird thing by actually MOVING THE STORY ALONG, and thus Glacius killed Cinder and apparently left Earth. Thus, the Glacius in Killer Instinct 2, which is set in Earth's past, is a different character- an ancestor. It's a pretty cool design, and he's got some decent powers, but he's pretty clearly a take-off of Sub-Zero all the same.

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Re: Jab's Builds: Jago, Spinal, Black Orchid, Cinder, Glaciu

Postby Jabroniville » Thu Jan 16, 2014 2:22 pm

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T.J. COMBO (T.J. Garrett)
Role:
The Boxer
Games: Killer Instinct I & II
PL 9 (118)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 7 (+11)
Athletics 7 (+11)
Close Combat (Unarmed) 6 (+14)
Deception 4 (+7)
Expertise (Street Rat) 5 (+5)
Perception 3 (+4)

Advantages:
Equipment 3 (Submachine Gun +5), Great Endurance, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 3, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]

"ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 7) (Inaccurate -2) [8]

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Ultra-Combo +10 (+7 Damage, DC 22)
Submachine Gun +8 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +5

Complications:
Motivation (Regaining Fame & Fortune)- Stripped of his Heavyweight Title for secretly using cybernetic enhancements, Combo seeks to regain what he once lost- fame and fortune.
Enemy (UltraTech)- An UltraTech surgeon performed Combo's surgery, and also leaked the story to the press. So Combo doesn't have any love for those people.

Total: Abilities: 52 / Skills: 32--16 / Advantages: 14 + 7 / Powers: 10 / Defenses: 19 (118)

-T.J. Combo is a lot like SF II's Balrog, in that he's a black Heavyweight Boxing Champ who was stripped of his title, but in his case it's for illegally using cybernetic enhancements to ensure victory rather than using excessive violence. He joins the KI Tournament to win a different crown and show the world. In-story, he lost the tournament but killed his first opponent- Riptor. He was cast into the ancient past along with the other survivors when the Tournament ended, and now fights to amke his way home.

-Combo's fighting style is the most-basic of all the characters, consisting entirely of punches and combos in different styles- this means that he has the fewest Special Moves in M&M terms, while in-game he had a pretty big variety of moves with the general concept of "Punch The Other Guy". He uses a gun as a finishing move only (I guess he doesn't have much ammo, particularly in the past...), and is one of the cheaper KI characters, but still just as elite- I gave him an extra rank of Improved Critical (Unarmed) since he's so limited otherwise.

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Re: Jab's Builds: Spinal, Orchid, Cinder, Glacius, TJ Combo

Postby scc » Thu Jan 16, 2014 4:18 pm

Great to see more fighting game characters. I am no expert on the game but I always liked Spinal.

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Re: Jab's Builds: Spinal, Orchid, Cinder, Glacius, TJ Combo

Postby Jabroniville » Fri Jan 17, 2014 12:07 am

Image

MAYA
Role:
Jungle Girl
Games: Killer Instinct II
PL 9 (140)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 11 (+13)
Close Combat (Unarmed) 1 (+15)
Expertise (Survival) 8 (+11)
Expertise (Amazon Queen) 5 (+6)
Insight 2 (+5)
Perception 4 (+7)

Advantages:
Equipment (Paired Daggers- +1, Split), Great Endurance, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative 2, Ranged Attack 9

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
"Jungle Leap" Leaping 1 (15 feet) [1]

"ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 6) (Inaccurate -2) [7]

Offense:
Unarmed +15 (+2 Damage, DC 17)
Knives +14 (+3 Damage, DC 18)
Special Moves +13 (+4 Damage, DC 19)
Ultra Combo +11 (+6 Damage, DC 21)
Initiative +13

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +3, Fortitude +6, Will +7

Complications:
Motivation (Stopping Gargos)- Maya was booted out of her Amazonian tribe after Gargos returned, even after she once banished him. She must vanquish him to regain her throne.

Total: Abilities: 72 / Skills: 40--20 / Advantages: 17 + 7 / Powers: 10 / Defenses: 14 (140)

-Maya is a pretty basic Super-Fanservicey (seriously- Felicia from Dark Stalkers could take lessons) character who copied a lot of Orchid's moves from Killer Instinct I. She comes across as SUPER-cheesy in videos I've seen, pretty much endlessly juggling guys with Cartwheel Kicks and repeated Knife-Slashes- some fans describe her as a bit of a broken "Eddie Gordo" character who can create massive combos just through button-mashing.

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Re: Jab's Builds: Spinal, Orchid, Cinder, Glacius, TJ Combo

Postby Jabroniville » Fri Jan 17, 2014 12:09 am

Image
Image

FULGORE (Fulgore Mark I)
Role:
Killer Cyborg
Games: Killer Instinct I, II & III
PL 9 (141)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 3 (+8)
Athletics 9 (+12)
Close Combat (Unarmed) 1 (+14)
Intimidation 7 (+7)
Perception 4 (+5)

Advantages:
Benefit (Uses Attack to Feint Instead of Deception), Great Endurance, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative 2, Ranged Attack 9

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
"Cyborg" Immunity 11 (Aging, Life Support) [11]

"Reflect Shield" Deflect 10 (Extras: Reflection) (Flaws: Limited to Energy Attacks) (10) -- [13]
    AE: "Energy Bolt" Blast 4 (Diminished Range -1) (7)
    AE: "ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 7) (Inaccurate -2) (8)
    AE: Teleport 4 (Feats: Change Direction) (9)
Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Ultra Combo +10 (+7 Damage, DC 22)
Initiative +13

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +5, Fortitude +8, Will +4

Complications:
Motivation (Proving Himself)- Fulgore is the first in a line of UltraTech's cybersoldiers- the Killer Instinct Tournament is a testing ground. Should he perform well, mass production will begin.

Total: Abilities: 66 / Skills: 24--12 / Advantages: 17 + 7 / Powers: 26 / Defenses: 13 (141)

-Fulgore is your everyday Killer Cyborg, seemingly without a soul of his own. Constructed of human parts (it's implied there's a dark secret there) and metal, Fulgore is an automoton out there to prove it can hang with other high-end fighters- if successful, Fulgore will be the first in a line of cyborgs that will aid UltraTech in taking over the world. It's also pretty clearly based off of the monsters from the Predator film series, and shares a lot of the Shotoclone Moveset, complete with Uppercut and Fireballs (well, laser bolts or whatever), in addition to Forearm Claws and Teleporting, making him one of the most versatile KI fighters. He can even pull out a Fake Laser Storm, causing enemies expecting the Blast to jump in, allowing you to recover too quickly for them to react! This is basically a Benefit (Cunning Fighter in 2e's Wizards & Warlocks book).

-Fulgore was apparently destroyed in the first KI Tournament, and this build represents his upgraded form from the sequel. Most victories featuring him will see him not only set off an army that takes over the world, but often replace humanity entirely!

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Re: Jab's Builds: Orchid, Cinder, Glacius, TJ Combo, Fulgore

Postby Jabroniville » Fri Jan 17, 2014 2:24 pm

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TUSK
Role:
Conan Knock-Off
Games: Killer Instinct II
PL 9 (120)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 8 (+13)
Close Combat (Unarmed) 1 (+13)
Expertise (Gladiator) 6 (+6)
Perception 4 (+5)

Advantages:
Equipment (Big-Ass Sword +2), Improved Critical 2 (Special Moves), Improved Critical (Sword) 2, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +1 [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]

"ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 9) (Inaccurate -2) (10) -- [11]
    AE: "Meteor Shower" Blast 4 (Extras: Multiattack) (Flaws: Distracting) (Diminished Range -1) (7)
Offense:
Unarmed +13 (+4 Damage, DC 19)
Big-Ass Sword +12 (+6 Damage, DC 21)
Special Moves +10 (+8 Damage, DC 23)
Ultra-Combo +8 (+9 Damage, DC 24)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +5, Fortitude +8, Will +6

Complications:
Relationship (Maya)- The two hook up in their endings, so long as they don't kill each other in the game.
Motivation (Fightin' Round the World)- Tusk lives for the battle.

Total: Abilities: 60 / Skills: 26--13 / Advantages: 10 + 7 / Powers: 13 / Defenses: 17 (120)

-Tusk is a pretty plain "Gladiator"-type character who's a big Conan the Barbarian knock-off, but at least he looks cool and dynamic enough to fit in with the rest of the KI gang. He does the most damage out of the basic cast, being a 6'11" warrior with a giant Broadsword, resulting in a cheaper guy with fewer skills, but one of the better Powerhouses out there.

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Re: Jab's Builds: Orchid, Cinder, Glacius, TJ Combo, Fulgore

Postby Jabroniville » Fri Jan 17, 2014 11:50 pm

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SADIRA
Role:
Lady Assassin
Games: Killer Instinct III
PL 9 (145)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 12 (+14)
Close Combat (Unarmed) 1 (+15)
Expertise (Survival) 4 (+7)
Expertise (Assassin) 7 (+8)
Insight 2 (+5)
Perception 4 (+7)

Advantages:
Equipment (Paired Arm Blades- +1, Split), Defensive Attack, Great Endurance, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative 2, Ranged Attack 9

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]

"Web Cling"
Leaping 1 (15 feet) [1]
Movement 1 (Swinging) [2]

"Widow's Bite" Blast 4 (Diminished Range -1) (7) -- [9]
    AE: "ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 6) (Inaccurate -2) (7)
    AE: "Blade Demon" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) (1.5)
Offense:
Unarmed +15 (+2 Damage, DC 17)
Arm Blades +14 (+3 Damage, DC 18)
Special Moves +13 (+4 Damage, DC 19)
Ultra Combo +11 (+6 Damage, DC 21)
Initiative +13

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +3, Fortitude +6, Will +7

Complications:
Motivation (Killing People)- Sadira is the leader of a gang

Total: Abilities: 72 / Skills: 38--19 / Advantages: 18 + 7 / Powers: 14 / Defenses: 15 (145)

-Since there was a new Killer Instinct game, it was a good move to add a new face to the roster, since they shouldn't just do 100% retreads. She's an evil assassin lady out to... kill people, I guess, and does it using Web Lines and stuff, along with a pair of bladed gauntlets, making her another super-quick Lady Fighter, with a focus on bouncing around in the air (she has a Double-Jump, making her easily able to avoid people or "cross up" to gain greater advantage for follow-up attacks. This also lets her use Juggle Combos more). I figured her Widow's Bite would be a Snare, but it's actually a standard short-range Blast (actually it's always diagonal, but that's rather hard to utilize in a pen & paper RPG), but she can drag herself towards the opponent with a "heavy" version, which I guess is Swinging (or a weird variant of Speed).
Last edited by Jabroniville on Sat Jan 18, 2014 12:11 am, edited 1 time in total.

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Re: Jab's Builds: Orchid, Cinder, Glacius, TJ Combo, Fulgore

Postby Jabroniville » Fri Jan 17, 2014 11:54 pm

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EYEDOL
Role:
End Boss
Games: Killer Instinct I
PL 10 (146)
STRENGTH
6 STAMINA 8 AGILITY 1
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Athletics 5 (+11)
Expertise (Warlord) 7 (+9)
Expertise (History) 6 (+8)
Insight 2 (+4)
Intimidation 10 (+10)
Perception 4 (+6)
Ranged Combat (Fireball) 8 (+12)

Advantages:
Close Attack, Equipment (Huge Club +1- Reach), Improved Critical 2 (Special Moves), Improved Critical (Club) 2, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
Immunity 1 (Aging) [1]
"Stomp" Leaping 1 (15 feet) [1]

"Two Heads"
Enhanced Skills 4: Perception 4 (+10) [2]
Enhanced Advantages 2: Second Chance (Visual Dazzles), Second Chance (Mind Control) [2]

"Triple Fireball" Blast 6 (Extras: Multiattack) (18) -- [20]
    AE: "ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 10) (Inaccurate -2) (11)
    AE: "Hammer Club on Ground" Healing 6 (Flaws: Limited to Self) (6)
Offense:
Unarmed +12 (+6 Damage, DC 21)
Club +12 (+7 Damage, DC 22)
Special Moves +10 (+9 Damage, DC 24)
Ultra-Combo +8 (+10 Damage, DC 25)
Fireballs +12 (+6 Ranged Damage, DC 21)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +8, Fortitude +10, Will +7

Complications:
Motivation (Power)- Eyedol is an ancient War God, snatched from Limbo by UltraTech. He seeks to regain his old power.

Total: Abilities: 60 / Skills: 42--21 / Advantages: 11 + 7 / Powers: 28 / Defenses: 19 (146)

-Eyedol is a pretty lame End Boss, all things considered- Fighting Games can often struggle with these designs, as you obviously want the best designs going to regular characters to advertise the game, while the Bosses ALSO need to look cool, and also challenge the graphics engine a bit (Bison is a bit more plain, but Sagat, Seth & Gill were all giants and thus looked more impressive; Kazuya was "Just Another Guy" in Tekken, while Dural of Virtua Fighter was very plain, if shiny. SNK Bosses are usually hyper-elaborate, but all kind of run into the same design after a point). Oftentimes, fighters just go for sheer SIZE with the End Boss, and so it happened with Eyedol. He actually looks and moves worse than stop-motion stuff from the 1950s.

-Eyedol is big and strong sure, but not THAT tough as Final Bosses go- his attacks are nasty and he can Multiattack with the best of them, but is only PL 9.5 altogether, since he WAS killed by Black Orchid in the first tournament, after all.
Last edited by Jabroniville on Sat Jan 18, 2014 2:17 pm, edited 1 time in total.

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Re: Jab's Builds: Glacius, TJ Combo, Fulgore, Sadira, Eyedol

Postby Ares » Sat Jan 18, 2014 7:54 am

Didn't Eyedol have a special move where he could regenerate by slamming his club on the ground, and every time it hit the ground got some health back?

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Re: Jab's Builds: Glacius, TJ Combo, Fulgore, Sadira, Eyedol

Postby Kreuzritter » Sat Jan 18, 2014 8:04 am

yep. auto triggered if his health dropped below a certain point, meaning you had to beat with with an Ultra Combo, iirc
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Re: Jab's Builds: Glacius, TJ Combo, Fulgore, Sadira, Eyedol

Postby Jabroniville » Sat Jan 18, 2014 2:23 pm

See, the FAQs and Wiki sites for Killer Instinct suck- nothing gave an indication of that to me. By contrast, the Eternal Champions Gamefaqs page is EXCELLENT, and actually DESCRIBES every move.

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Re: Jab's Builds: Glacius, TJ Combo, Fulgore, Sadira, Eyedol

Postby Jabroniville » Sat Jan 18, 2014 2:32 pm

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GARGOS
Role:
End Boss
Games: Killer Instinct II
PL 11 (158)
STRENGTH
8 STAMINA 9 AGILITY 0
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Athletics 5 (+11)
Expertise (Warlord) 9 (+11)
Expertise (History) 6 (+8)
Insight 2 (+4)
Intimidation 7 (+11)
Perception 5 (+7)
Ranged Combat (Fireball) 8 (+12)

Advantages:
Close Attack, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative, Ranged Attack 4

Killer Instinct Fighting Style:
Accurate Attack, All-Out Attack, Chokehold, Extraordinary Effort, Fast Grab, Power Attack, Withstand Damage

Powers:
"Special Moves" Strength-Damage +2 (Inaccurate -1) [1]
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
Immunity 1 (Aging) [1]
"Wings" Flight 4 (30 mph) (Flaws: Winged) [4]

"Fireball" Blast 6 (12) -- [13]
    AE: "ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 10) (Inaccurate -2) (11)
Offense:
Unarmed +13 (+8 Damage, DC 23)
Special Moves +11 (+10 Damage, DC 25)
Ultra-Combo +9 (+11 Damage, DC 26)
Fireballs +12 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +9, Fortitude +11, Will +7

Complications:
Motivation (Power)- Gargos was a warlord who was obsessed with becoming immortal, and even forged a religion that worshipped him as a God.
Prejudice (Monster)- Gargos was transformed into a monster by the Greek Gods as punishment.
Enemy (Eyedol)- The two once clashed, since they had the same goal, but Eyedol soon disappeared and died in the first Killer Instinct game.

Total: Abilities: 74 / Skills: 42--21 / Advantages: 10 + 7 / Powers: 20 / Defenses: 17 (158)

-Gargos (pronounced "GARG-us" by the announcer) is the boss of the second Killer Instinct game, and another pretty plain design (he's basically the guys from Gargoyle's Quest but with no outstanding features beyond "being a gargoyle"). He's an ancient Warlord who made a pact with the Greek Gods (?? they exist in this world?) for more power after beating them in a contest, and while they DID make good on their promise, they also transformed him into a monster as punishment. Locked away for a thousand years, his religion became the Cult of the Tiger that raised Jago, and he went nutty. Now he's back, and the heroes have to defeat him in the past, even though he was sent from the future by UltraTech, and... this story's confusing.

-Gargos is super-strong, but rather slow by KI standards (his Ultra Combos are pretty short and he tends to only throw out one attack at a time), making him an odd fit, as a guy who's beaten Greek Gods BEFORE his power-up and is the End Boss of the tournament should be of a pretty high level of power. So I went with a PL 10.5 semi-Powerhouse build, which certainly makes him stand apart from the other Fighting Game characters out there, or any other KI character. He can handle any other KI character, though they can still win, being only 1.5 Power Levels below him for the most part. I can't figure out any of his other moves, since Gamefaqs and YouTube doesn't really describe any of them- this is just going off of YouTube clips.

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Re: Jab's Builds: TJ Combo, Fulgore, Sadira, Eyedol, Gargos

Postby Jabroniville » Sat Jan 18, 2014 11:47 pm

ImageImage

That... is some piss-poor game box art for the CD game, right there. Like "Mega Man 1" bad.

ETERNAL CHAMPIONS:

Eternal Champions is a now-pretty-obscure Fighting Game that debuted in 1993 for the Sega Genesis console. It was actually a Sega of America deal, making it not only one of very few American-made Fighting Games, but the only title developed exclusively for a home console instead of coming out in the arcades first. Since Fighting Games, as I've gone into before, was HUGE in the early 1990s, it was a match made in heaven, and they scooped loads and loads of stuff from Mortal Kombat, then pushed it FURTHER, creating a game that was quite well-liked.

The core plotline of EC is actually REALLY, REALLY brilliant- in a genre where the plot is generally "There's a tournament and these guys are fighting in it for stuff, and sometimes one wants money to start a restaurant", this DEFINITELY stands out. Basically, a whole ton of people throughout time, originally destined for greatness, have suffered unjust deaths, and they have been gathered together by The Eternal Champion, a cosmic balance-checker. They will fight in a tournament, with the victor being allowed to return to life- coming back at the moment of their demise, righting the wrong, and going on to improve the world with their new lease on life. Since EVERY CHARACTER now has this amazing motivation, and some actually interesting stories going in, it really makes the game shine.

The game is a Street Fighter-like "Six-Button" configuration of increasing levels of attacks- light, medium and hard, using Punches and Kicks, naturally. The Special Moves are done in the Mortal Kombat style of pushing buttons, not using sweeping motions. Similar to Art of Fighting, characters have a "Special Attack Meter" that drains the more they use Special Moves (a Taunt move by the enemy can reduce his opponent's meter as well), meaning that you get punished for spamming. This was designed for balance, but allowed the characters with the most dynamic "regular" attacks to dominate, or people to just turtle up and build their Special Meters. Also, the computer didn't have to use a Special Meter.

The game ripped off MK's Fatalities, but also used Stage-Specific finishers called Overkills. And man... if you think MK is disturbing, you ain't seen NOTHING. That's all over-the-top explosions and slicing stuff up- Eternal Champions featured disturbingly-realistic death scenes that saw people being cut to ribbons, people dissolving in boiling pots only to reveal a shuddering and fleshy skeleton, people being shot and bleeding out, and more. This stuff was like freaking Faces of Death!!

Seriously, I'm not kidding: http://www.youtube.com/watch?v=nQlXJl_zf3Q (the full set of Stage Fatalities. Check the shots of the shuddering skeletons coming out of melting pools of stuff!)

The A.I. was NOTORIOUS in this game- characters routinely had picture-perfect application of moves, could spam out attacks, and were basically 100% perfect blockers who would simply turtle up and then hit you the EXACT moment the game realized your guard would be down. This game was FREAKING TOUGH, to a level that even fans of difficult fighters felt it was too rough on people. It has the sad side effect of making YouTube Playthroughs of the game REALLY FREAKING BORING to watch, as it's just got five-minute matches of someone pounding away at a blocking opponent. It was also one of the very few games designed for the infamous Sega Activator, a piece of crap gaming appliance that had you punching & kicking in a big circle to activate the moves on-screen. It was probably about twenty years ahead of its time, and that tends to make the results pretty ugly.

The game was actually quite popular, enough to get two spin-offs (Shadow Syndicate, a Game Gear game featuring Larcen Tyler in 1920s Chicago, and a Genesis game - X-Perts- featuring Shadow... both were utterly, utterly horrible side-scrollers beyond all reproach) and a sequel- Eternal Champions: Challenge From the Dark Side for the Sega-CD. The sequel is considered MUCH better, creating some cool new characters, many MORE horrible fatalities (including Cine-Kills, which have the opponent killed by The Dark Champion- the new boss- in some horrifying way via Full Motion Video, then the big deal in gaming), and generally improving the A.I. A sequel for the Sega Saturn was planned, but nixed by Sega of Japan of all people, who were concerned about too many fighters taking away focus from their Virtua Fighter game on the system.

The Roster:
Eternal Champions:

Shadow- Main Character of sorts, an assassin.
R.A.X.- Killer cyborg professional fighter.
Slash- Caveman.
Jetta- a Russian circus acrobat.
Trident- Atlantean Gladiator.
Midknight- Vampire with a soul.
Larcen Tyler- Chicago hitman from the '20s.
Johnathan Blade- Future cop.
Xavier Pendragon- Salem "witch" (actually a scientist) wrongly burned at the stake.
The Eternal Champion- Cosmic agent of balance, who will fight the winner of the Tournament for their second chance.

Eternal Champions: Challenge From The Dark Side brought:
Riptide- Lady pirate.
Ramses III- Slain Pharaoh.
Dawson- Scottish Wild West Cowboy.
The Senator- A piss-take of Joseph Lieberman, the senator who focused on destroying violent video games. His fighting style is "Dishonesty".
Raven- Voodoo Priestess.
Chin Wo- Acupuncturist warrior.
Thanatos- The Greek God of Death, who has lost his power.
Blast- Vietnam vet.
The Animals- Joke characters who are actually fighting animals- Hooter (owl), Yappy (dog), Crispy (chicken), Zuni (monkey) and Slither (snake).
The Dark Champion- An evil counterpart to The Eternal Champion.

The roster is actually quite varied and cool, though iffy Genesis graphics meant that most of them were a bit "pixelated" (think late '90s internet porn but worse), and their designs weren't really all that dynamic. Few were outright villainous, as everyone here has the chance to improve the world somehow by coming back to life. They also have the most ludicrous fighting styles imaginable, with real-world martial arts being given to people thousands of miles, and even MILLENIA, away from the creation of said fighting styles (they had capoeria in 110 BC? In ATLANTIS?). There's nineteen characters in total, plus five Joke Character Animals (who I will naturally also be statting, because Crispy the Martial Artist Chicken is awesome).

The Moves:
The "Special Attack Meter" is kind of hard to figure out in M&M terms, so I would just assume you punish some players for over-doing the Special Moves, and if they do more than 3-4 of them close together, the next time they try it, it won't work. It will regenerate naturally over time (particularly during Defensive Actions). The moves are DECIDEDLY unique for a Fighting Game, though- there's your average Blasts & Multiattack close shots, but there's a ton of Stun effects, powers that Nullify Projectiles, speed up the clock, slow down other fighters, and someone can even go INSUBSTANTIAL for a period of time! This makes Eternal Champions MUCH more fun to build than World Heroes, Mortal Kombatants or even World Warriors. Some of them require entirely new ways of thinking about certain powers! The Power Levels should average around PL 8- most characters seem more or less on the same level. This means that most Eternal Champions are about on the level of a forgettable Mortal Kombatant, any World Hero, or one of the Lee Brothers from Double Dragon.

Similar to Mortal Kombat, there are "Fatalities" called "Overkills", as well as other Fatalities based off of the different Stages- you can knock people into Lion Cages, have them shot in a Drive-By, or throw them into a cannibal's cooking pot. It's actually a bit easier to fix this into M&M terms, since pen & paper RPGs allow you to use the area of battle in a way that most Fighting Games can't approximate- why NOT just throw your opponent into a Neon Sign in a real fight?

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Re: Jab's Builds: Sadira, Eyedol, Gargos, Eternal Champions

Postby Jabroniville » Sun Jan 19, 2014 6:56 am

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JONATHAN BLADE
Role:
Future Cop, Mighty Glacier
Unfair Death: Killed while trying to stop a mad scientist from setting off a mass pandemic with a lethal virus.
Resolution: Blade saves the scientist from the setup, retrives the vial, and forces himself to restrain his anger. He reports the incident to his superiors and the public, which helps bring about several worldwide government reforms and establish a world peace council to bring stability to the world.
Vague Martial Arts Basis: Kenpo Karate
PL 8 (130)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 8 (+12)
Athletics 9 (+13)
Deception 4 (+6)
Expertise (Police Officer) 6 (+7)
Expertise (Mercenary) 4 (+5)
Insight 2 (+2)
Intimidation 5 (+7)
Investigation 6 (+6)
Perception 5 (+5)
Stealth 1 (+5)

Advantages:
Close Attack, Equipment 2 (Cop Gear), Improved Critical (Special Moves), Improved Critical (Unarmed), Ranged Attack 6, Startle

Eternal Champions Fighting Style:
Accurate Attack, Chokehold, Fast Grab, Power Attack, Withstand Damage

Powers:
"Vendetta" Features 1: May Use a Unique Move as a Finishing Move (Impaling Energy Spear) [1]

"Futuristic Cop Gadgets" (Flaws: Removable) [15]
"Backfire" Nullify Projectiles 6 (Extras: Broad, Simultaneous) (Flaws: Limited to 1-2 Rounds Only) (12) -- (17)
    AE: "Stun Beam" Affliction 6 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Ranged) (12)
    AE: "Wild Fury Attack" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) (4)
    AE: "Personal Shield" Protection 2 (Extras: Impervious 5) & Reduced Defenses 2 (3)
    AE: "Projectile Containment Field" Affliction 8 (Will; Impaired/Disabled) (Extras: Area- 30ft. Burst, Sustained +2) (Flaws: Limited Degree, Limited to Projectiles, Limited to 1-3 Rounds) (8)
    AE: "Tracking Blade" Blast 5 (Feats: Homing 2) (12)
"Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
-- (18 points)

Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Stun Beam +10 (+6 Ranged Affliction, DC 21)
Backfire +10 (+6 Nullify, DC 16)
Containment Field +8 Area (+8 Affliction, DC 18)
Tracking Blade +10 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +5 (+7 Personal Shield), Fortitude +6, Will +4

Complications:
Responsibility (Anger Issues)- Blade was thrown off the police force for his anger (after beating a suspect to near-death, allowing him to sue the force), and was forced to become a mercenary.
Power Loss (Special Moves)- Eternal Champions characters cannot spam out their Special Moves- they will lose the ability to do so if used for too many rounds in a row, and must allow it to regenerate naturally. Some moves deplete the Special Attack Meter more quickly.

Total: Abilities: 62 / Skills: 50--25 / Advantages: 12 + 5 / Powers: 16 / Defenses: 12 (130)

-A futuristic cop wearing tights with a Superhero-ish look to them, J. Blade is one of the stronger EC characters, and uses a variety of Future Cop weapons- allowing him to Nullify someone's ability to use Projectiles, Stun, Blast (with Homing), slow down enemy Projectiles, or be even tougher than the standard Withstand Damage-having martial artist.

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Re: Jab's Builds: Sadira, Eyedol, Gargos, Eternal Champions

Postby Spectrum » Sun Jan 19, 2014 7:33 am

Eternal Champions (mega drive)'s cover was done by the incredible Julie Bell. Along with her husband Boris Vallejo, some of the greatest fantasy/superhero artbook painters around.

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