Jab’s Builds! (Miss Piggy! The Swedish Chef! Sweetums! Gonzo!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Cinder

Post by Jabroniville »

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CINDER (Ben Ferris)
Role:
Fire Guy, The Rival (to Glacius)
Games: Killer Instinct I, KI (2013)
PL 9 (160)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 7 (+12)
Athletics 7 (+11)
Close Combat (Unarmed) 2 (+13)
Deception 8 (+12)
Expertise (Military) 8 (+10)
Expertise (Espionage) 9 (+11)
Insight 2 (+6)
Perception 4 (+8)
Ranged Combat (Fire) 4 (+12)

Advantages:
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 6 (Heat, Cold, Starvation & Thirst, Suffocation & Drowning) [6]

"Semi-Invisibility" Concealment 2 (Visuals) (Flaws: Reverts to Visible When Struck, Blending) Linked to Immunity 20 (Energy Attacks) (Flaws: Reverts When Struck, Standard Action) (8) -- [9]
  • AE: "Semi-Invisibility" Concealment 2 (Visuals) (Flaws: Reverts to Visible When Struck) (2)
"ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 7) (Inaccurate -2) (8) -- [12]
  • AE: "Trailblazer" Morph 1 (Ball of Fire) (Extras: Metamorph- Ball With Flight 6) (6)
  • AE: "Pyrobombs" Blast 4 (8)
  • AE: "Inferno" Damage 4 (Extras: Area- 30ft. Line) (8)
  • AE: Teleport 3 (Feats: Change Direction) (7)
Offense:
Unarmed +13 (+4 Damage, DC 19)
Special Moves +11 (+6 Damage, DC 21)
Mini-Torch +12 (+4 Ranged Damage, DC 19)
Inferno +4 Area (+4 Damage, DC 19)
Ultra-Combo +8 (+7 Damage, DC 22)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +4, Fortitude +7, Will +6

Complications:
Prejudice (Monster)- Ben Ferris has permanently been transformed into a man covered in super-heated plasma.
Motivation (Freedom)- Cinder will be freed by UltraTech if he proves himself by killing the alien Glacius.

Total: Abilities: 76 / Skills: 52--26 / Advantages: 9 + 7 / Powers: 29 / Defenses: 13 (160)

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CINDER (Ben Ferris)
Role:
Fire Guy, The Rival (to Glacius)
Games: Killer Instinct I, KI (2013)
PL 8 (136)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

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

Advantages:
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 6 (Heat, Cold, Starvation & Thirst, Suffocation & Drowning) [6]

"Semi-Invisibility" Concealment 2 (Visuals) (Flaws: Reverts to Visible When Struck, Blending) Linked to Immunity 20 (Energy Attacks) (Flaws: Reverts When Struck, Standard Action) (8) -- [9]
  • AE: "Semi-Invisibility" Concealment 2 (Visuals) (Flaws: Reverts to Visible When Struck) (2)
"ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 7) (Inaccurate -2) (8) -- [12]
  • AE: "Trailblazer" Morph 1 (Ball of Fire) (Extras: Metamorph- Ball With Flight 6) (6)
  • AE: "Mini-Torch" Blast 4 (8)
  • AE: "Inferno" Damage 4 (Extras: Area- 30ft. Line) (8)
  • AE: Teleport 3 (Feats: Change Direction) (7)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Mini-Torch +12 (+4 Ranged Damage, DC 19)
Inferno +4 Area (+4 Damage, DC 19)
Ultra-Combo +8 (+7 Damage, DC 22)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +7, Will +4

Complications:
Prejudice (Monster)- Ben Ferris has permanently been transformed into a man covered in super-heated plasma.
Motivation (Freedom)- Cinder will be freed by UltraTech if he proves himself by killing the alien Glacius.

Total: Abilities: 58 / Skills: 38--19 / Advantages: 9 + 7 / Powers: 29 / Defenses: 14 (136)

-Ben Ferris was just some crook rotting in prison until he volunteered for one of UltraTech's biological-weapon experiments. The tests managed to turn him into a living being of fire, which horrified him at first, but he only saw the positive side when it revealed his intensely-improved physical skills. However, UltraTech went all goofy and decided to have their new weapon fight in the Killer Instinct Tournament- his mission: to kill Glacius. This makes him one of THREE people in the tournament just to do UltraTech's bidding, which is too much in my opinion. Alas, despite a pretty cool design and concept (though he & Glacius were a bit too on-the-nose as a Scorpion/Sub-Zero thing), he was mentioned as slain in the first tournament by his would-be target, and has never reappeared.

-Cinder was finally added to the 2013 update of KI, now appearing more plasma-y. His backstory is different- he's now a corporate spy investigating UltraTech, then allying with them when he discovers that they can give him greater power. But they copy him being sent against Glacius, but he's now made ARIA's lieutenant in UltraTech, because flaming ex-cons is what you want to head your Evil Multinational Corporations.

-Hey- a totally unique Killer Instinct guy! Cinder here has some of your standard KI-Abilities, but also adds in a particular Invisibility trick- much like Reptile from Mortal Kombat, he can turn Invisible, but actually has two variations on it. Semi-Invisibility leaves a haze behind (so you can see where he is), but renders him immune to enemies' Energy Attacks while in that form; Invisibility leaves him just as vulnerable, but totally Invisible. The only weakness to either is that you can punch him straight out of it, forcing him to do it again. This gives him one of those rare Immunities that actually requires a Standard Action to activate- since you actually have to key in a command to do the move in-game, thus "costing" you an action. And I think that's rather fair as flaws go, as Invisibility is a HUGELY-useful, very under-costed power in M&M. As a loser from the previous Tournament, he's only PL 8, but a simple upgrade in his FIGHTING stat will see him equal the others.

-The KI (2013) version of the character is 24 points more expensive, owing to him being a Corporate Espionage Expert with a different backstory. He's also upgraded to PL 8.5.
Last edited by Jabroniville on Thu Feb 21, 2019 6:50 am, edited 1 time in total.
bsdigitalq
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Re: Jab’s Builds (Sabrewulf! Riptor! Kim Wu! Spinal! Kan-Ra! Cinder!)

Post by bsdigitalq »

And he has a freakin' BADASS musical track, courtesy of the awesome Mick Gordon: https://www.youtube.com/watch?v=cRmwFBK0cyk
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Glacius

Post by Jabroniville »

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GLACIUS
Role:
Ice Guy, The Rival (to Cinder)
Games: Killer Instinct I, II (sorta), KI (2013)
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. He naturally reappears in KI (2013), this time attempting to rid Earth of some of his people's technology, since he thinks humanity isn't prepared for it yet. In this form, he appears much more alien and strange, barely resembling the prior character.

-Glacius is a strong fighter, being PL 9 all-around, with both a regular Blast and a Multiattack.
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Woodclaw
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Re: Jab’s Builds (Sabrewulf! Riptor! Kim Wu! Spinal! Kan-Ra! Cinder!)

Post by Woodclaw »

Also Glacius had the longest ultra combo in the entire first game, totally a massive 106 hits... I know because I was on the receiving end way too often in middle school.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Maya

Post by Jabroniville »

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MAYA
Role:
Jungle Girl
Games: Killer Instinct II, KI (2013)
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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MAYA FALLEGEROS- Modern Games
Role:
Monster Hunter
Games: Killer Instinct II, KI (2013)
PL 9 (150)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 15 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 11 (+13)
Expertise (Survival) 8 (+11)
Expertise (Monster-Hunter) 9 (+10)
Insight 2 (+5)
Perception 6 (+9)
Stealth 2 (+8)

Advantages:
Great Endurance, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative 2, Ranged Attack 7

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]

"Temperance & Vengeance" (Flaws: Easily Removable) [7]
"Thrown Daggers w/ Enhancements" Blast 4 (Feats: Accurate, Homing, Ricochet) (Quirks: Feats Require Enemy Blocking Attacks First, Diminished Range -1) (9) -- (11 points)
  • AE: "Stabby-Stabbing" Strength-Damage +2 (Feats: Split, Improved Critical) (4)
  • AE: "Savage Strikes" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting 4) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (7)
Offense:
Unarmed +16 (+2 Damage, DC 17)
Knives +15 (+3 Damage, DC 18)
Special Moves +14 (+4 Damage, DC 19)
Savage Strikes +14 (+4 Damage & Affliction, DC 19 & 14)
Ultra Combo +12 (+6 Damage, DC 21)
Thrown Daggers +11 (+4 Ranged Damage, DC 19)
Enhanced Thrown Daggers +13 (+4 Ranged Damage, DC 19)
Initiative +13

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +3, Fortitude +6, Will +7

Complications:
Responsibility (Vengeful Side)- The blade "Vengeance" often pushes Maya's more ruthless side.
Relationship (Mira)- Maya's sister sacrificed her life to save Maya from vampires. Now, a dark, soulless mockery of her sister haunts Maya.
Responsibility (The Night Guard)- Maya is one of an elite group of monster-hunters. She fights UltraTech when they steal a bunch of mystical relics.
Power Loss (Daggers)- If Maya misses a Thrown Dagger attack, she must manually grab her weapon.
Enemy (Kan-Ra)- The ancient sorcerer hunts Maya for using blades of his.

Total: Abilities: 74 / Skills: 46--23 / Advantages: 14 + 7 / Powers: 17 / Defenses: 15 (150)

-Maya reappears in Killer Instinct's 2013 reboot in Season Three, now reimagined as the game no longer jumps through time. Here, Maya is a member of the Night Guard- a band of monster-hunters. She's still somewhat South American-themed, now sporting golden Incan armor. She's still blonde, but now has darker skin. Her sister Mira is now an evil vampireress (after sacrificing her life to save Maya), and Maya will be forced to beat her.

-Her Daggers are now more integral to her combat style, as she can slash with them, throw them, or use a Multiattack- she can also gather extra Feats for them after the enemy has blocked them a few times- something that's largely more meaningful in a video game than in M&M, where it's just a couple of Feats but is, like, this huge game-changer in the game. I stuck Accurate, Homing & Ricochet on them, in any case. This gives her the most maxed-out "Blast" in the game, as most of my Fighting Game characters are at least a PL or two lower with their Ranged Attacks than close ones.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Mira

Post by Jabroniville »

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MIRA FALLEGEROS
Role:
Vampire Chick
Games: Killer Instinct (2013)
PL 9 (172)
STRENGTH
3/5 STAMINA -- AGILITY 6
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Athletics 11 (+14)
Close Combat (Unarmed) 2 (+13)
Expertise (Hunter) 7 (+9)
Insight 2 (+5)
Intimidation 4 (+6)
Perception 4 (+7)
Stealth 2 (+8)

Advantages:
All-Out Attack, Defensive Attack, Great Endurance, Improved Critical 2 (Special Moves), Improved Critical (Unarmed) 2, Improved Initiative 2, Move-By Action, Quick Draw, Ranged Attack 7, Takedown, Tracking

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]

"Gloves of Rasavatham" (Flaws: Removable) [12]
"Mist Form" Insubstantial 4 (Feats: Side-Effect Damage Cannot Knock Her Out) (Flaws: Side-Effect- Damage -2) (13) -- (15 points)
  • AE: "Blood Magic Strikes" Enhanced Strength 2 (Feats: Side-Effect Damage Cannot Knock Her Out) (Flaws: Side-Effect- Damage -2) (2)
  • AE: "Air Dash" Improved Defenses 2 (Feats: Side-Effect Damage Cannot Knock Her Out) (Flaws: Side-Effect- Damage -2) Linked to Flight 2 (Flaws: Side-Effect) (4)
"Bloody Mist" Damage 4 (Extras: Area- 15ft. Cloud) Linked to Healing 4 (Flaws: Limited to Recovering "Recoverable" Damage) (10) -- [13]
  • AE: "Shadow Embrace" Healing 8 (Flaws: Limited to Recovering "Recoverable" Damage, Source- Successful Unarmed Attack Doing No Damage) (4)
  • AE: "Blood Seekers" Blast 4 (Feats: Homing 2, Ricochet) (Diminished Range -1, Reduced Defenses -2) (6)
  • AE: "ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +3 (Extras: Multiattack 6) (Inaccurate -2) (7)
"Vampire"
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Ultra Combo +10 (+8 Damage, DC 23)
Blood Seekers +12 (+4 Ranged Damage, DC 19)
Blood Magic Unarmed +13 (+5 Damage, DC 20)
Blood Magic Special Moves +11 (+7 Damage, DC 22)
Blood Magic Ultra Combo +9 (+9 Damage, DC 24)
Initiative +14

Defenses:
Dodge +12 (+14 Air Dash, DC 22-24), Parry +12 (+14 Air Dash, DC 22-24), Toughness +4, Fortitude --, Will +6

Complications:
Responsibility (The True Tsar)- A mysterious Vampire Lord rules Mira's will.

Total: Abilities: 56 / Skills: 40--20 / Advantages: 20 + 7 / Powers: 61 / Defenses: 8 (172)

-Mira is the Suddenly-Introduced twin sister of Maya, slain and reborn as a vampire- paying off a twenty-year plan to include a vampiress in Killer Instinct 2. She had sacrificed herself to save Maya, but is now utterly evil- cruel and remorseless. Howerver, she spares Maya when given the chance to kill her by Gargos- this may be mercy on her part, or to kill Maya on her own terms.

-As a former member of Maya's Night Guard, and a vampire, Mira is a dangerous fighter. Her blood has been replaced by liquid mercury thanks to her gauntlets, but her health is drained every time she uses the attacks and strength-boost, meaning she's a fairly risky character. This stats up REALLY STRANGELY in M&M, as it's basically the -2 Side-Effect Flaw, but works a little differently- it takes off "Recoverable Damage", which can be restored via using her (non-damaging) Shadow Embrace maneuver. With a Feat I had to invent that basically means she can't be KO'd by using it (though she can be KO'd immediately AFTERWARDS, since her health is so low. So... basically, she can heal damage, but only the damage she's done to herself. Yay math.

-Her Blood Magic powers either boost her strength (which is how she hits PL 9- she's PL 8 otherwise), or gives her two movement options- one is Insubstantial (her Mist Form allows her to simply traverse the screen as an invincible mist), and the other is an Air Dash that is kind of useless in M&M terms, but in a Fighting Game is designed around mastering the movement part of gameplay. Which, in a FIGHTING GAME, is a huge amount of the battle. So I threw in some extra Defenses for that one, otherwise it'd be totally useless.
Last edited by Jabroniville on Mon Jun 27, 2022 4:41 am, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Tusk

Post by Jabroniville »

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TUSK
Role:
Conan Knock-Off
Games: Killer Instinct II, KI (2013)
PL 9 (123)
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)
Intimidation 6 (+8)
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: 32--16 / Advantages: 10 + 7 / Powers: 13 / Defenses: 17 (123)

-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.

Image

TUSK (Tunth-Ska)- Modern Series
Role:
Conan Knock-Off
Games: Killer Instinct II, KI (2013)
PL 9 (146)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+11)
Athletics 9 (+13)
Close Combat (Unarmed) 1 (+13)
Expertise (Gladiator) 6 (+8)
Expertise (History) 10 (+12)
Expertise (Survival) 4 (+7)
Insight 1 (+4)
Intimidation 6 (+9)
Perception 4 (+7)
Ranged Combat (Spine Splitter) 4 (+10)

Advantages:
Improved Critical (Special Moves), Improved Critical (Sword) 2, Improved Initiative, Languages 3 (Nearly Any), Ranged Attack 4

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

Powers:
"No Mercy!" Features 1: May Use a Unique Move as a Finishing Move [1]
"Immortal" Immunity 3 (Aging, Starvation & Thirst) [3]

"Warg-gram" (Flaws: Easily Removable) [11]
"ULTRAAAAAAAAAAAA COMBO!!!!!" Strength-Damage +5 (Extras: Multiattack 9) (Inaccurate -2) (12) -- (17 points)
  • AE: "Conqueror- Rising Uppercut" Strength-Damage +4 (Feats: Improved Critical, +2 to Hit Jumping Opponents) (Inaccurate -1) (5)
  • AE: "Sword Stab" Strength-Damage +2 (Feats: Improved Critical) (3)
  • AE: "Special Moves" Strength-Damage +4 (Feats: Improved Critical) (Inaccurate -1) (4)
  • AE: "Spine Splitter" Blast 4 (Diminished Range -1, Reduced Defenses -1) (5)
  • AE: "Immortal Spirit" Speed 1 & Enhanced Dodge 2 (3)
Offense:
Unarmed +13 (+4 Damage, DC 19)
Warg-gram +12 (+6 Damage, DC 21)
Special Moves +10 (+8 Damage, DC 23)
Ultra-Combo +8 (+9 Damage, DC 24)
Spine Splitter +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +11 (+13 w/ Immortal Spirit, DC 21-23), Parry +13 (DC 23), Toughness +5, Fortitude +8, Will +6

Complications:
Motivation (Protecting the Earth)- Tusk exists to defend the Earth from an evil God- Gargos.
Responsibility (Immortal)- Tusk avoids human relationships, as the lives of mortals are but specks to his everlasting life.
Relationship (Maya)- The two are married in one of his endings.

Total: Abilities: 70 / Skills: 52--26 / Advantages: 11 + 7 / Powers: 15 / Defenses: 17 (146)

-In the remake series, Tusk is given a more Viking-like appearance (deliberately based off of the popular depiction of Chris Hemsworth as Thor), and is now an immortal- he was "uplifted into immortality" by angelic beings and made a guardian of our world. Sort of the "Valhalla" story, but he's much older than the Vikings- being an ancient barbarian. He fights in the arenas of the "Old World" until Gargos returns, at which point he seeks battle with the God. This means that he's not a "new version" of the character, like Maya was, but in fact the SAME Tusk from the earlier game... just still alive in modern times.

-Tusk is a bit of a different character here, with a few varied kinds of offense. Plus Immortality tacked onto the build, and the necessary History-themed enhancements, like Languages, Skills & Immunities.
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Re: Jab’s Builds (Kan-Ra! Cinder! Glacius! Maya! Mira! Turk!)

Post by Jabroniville »

Geez, Killer Instinct came in really high in that one poll, so I was hoping for comments on each character. Instead today's been entirely blank, lol. This bodes ill for what's gonna be like three weeks of Tekken builds in a month :).
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Chief Thunder

Post by Jabroniville »

Image
Image

F*cking METALLLLLLLLLLLLLLLLLLLLLLL.

CHIEF THUNDER (Hinmatoom)
Role:
Stereotypical Native American, Vengeance-Seeker
Games: Killer Instinct I, Killer Instinct (2013)
PL 9 (145)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 10 (+14)
Expertise (Survival) 6 (+9)
Expertise (Football) 4 (+8)
Insight 2 (+5)
Intimidation 4 (+6)
Perception 4 (+7)
Ranged Combat (Axe Bolt) 2 (+12)
Stealth 1 (+5)
Treatment 3 (+5)

Advantages:
Equipment (Paired Axes- +1 Damage & Split), Improved Critical 2 (Axes), Improved Critical (Unarmed), Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Ranged Attack 6, Takedown, Tracking

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 8) (Inaccurate -2) (9) -- [13]
  • AE: "Rain Dance" Blast 5 (Feats: Indirect) (Flaws: Distracting) (6)
  • AE: "Phoenix- Bolt From Axe" Blast 4 (Reduced Defenses -1, Diminished Range -1) (5)
  • AE: "Sammamish- Mohawk Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Call of the Sky" Speed 2 (8 mph) (2)
Offense:
Unarmed +13 (+4 Damage, DC 19)
Axes +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Ultra Combo +9 (+8 Damage, DC 23)
Axe Bolt +12 (+4 Ranged Damage, DC 19)
Rain Dance +12 (+5 Ranged Damage, DC 20)
Initiative +8

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

Complications:
Motivation (Finding Eagle)- Thunder's brother Eagle disappeared in the previous year's tournament- Thunder seeks the answers to Eagle's disappearance.

Total: Abilities: 74 / Skills: 40--20 / Advantages: 16 + 7 / Powers: 15 / Defenses: 13 (145)

-Thunder, your everyday Magical Native American Stereotype (complete with "Heya-heya"-style chanting and feathers everywhere), was the first KI character I ever saw, on the cover of GamePlayers magainze. Despite being a pretty shoddy CGI image by today's standards, I thought it was EPIC at the time, and immediately fell in love with the idea of the game. Sure he was all shiny because of how Rare's pre-rendered graphics looked, but it was a pretty cool design at the time. I was OBSESSED with the game and the character, but after all that build-up, I found the in-game sprite rather disappointing in the end. Of course, the 2013 update is MUCH cooler, looking like some kind of Turok/Johnny Depp "Tonto"/'90s Anti-Hero combo- Rare wisely talked to some real experts from a real tribe, and ended up mixing an authentic historical account with comic-style exaggeration, making a much better character.

-Chief Thunder joined the UltraTech tournament because his brother disappeared during the last one, and is here for answers. It would turn out that his brother was used for the Fulgore Cyborg project, and that he's dead. Alas, Thunder didn't get to return for KI II, one of two selectable characters missing- so it's fitting he was one of the first guys introduced for the modern version. In that game, he frees Aganos from UltraTech's control.

-Chief Thunder uses his glowing mohawk as a weapon, along with his paired Axes, acting like an Uppercut/Spinning Move guy with a lot of good grapples. Plus he shoots little energy beams from his axe and has electrical powers, sort of. Naturally, he has a Multiattack move- since they're harder to hit and string together, I figured it's a bit less accurate than most regular moves. Otherwise, players would have absolutely ZERO reason not to just use the Combos over and over again in gameplay.
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KorokoMystia
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Re: Jab’s Builds (Kan-Ra! Cinder! Glacius! Maya! Mira! Turk!)

Post by KorokoMystia »

Jabroniville wrote: Thu Feb 21, 2019 6:35 am Geez, Killer Instinct came in really high in that one poll, so I was hoping for comments on each character. Instead today's been entirely blank, lol. This bodes ill for what's gonna be like three weeks of Tekken builds in a month :).
At least I'm really looking forward to the Tekken builds :) . I can also think of some more horrible fighting games that'd be amusing for statting (Like Dangerous Streets for the Amiga, said to be one of the worst officially-released fighting games, was reviewed by the AVGN, and has a cast of 8 laughably horrible characters and no boss), but I don't wanna make your To-Do List even bigger than it already is.
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drkrash
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Re: Jab’s Builds (Cinder! Glacius! Maya! Mira! Turk! Chief Thunder!)

Post by drkrash »

I don't know much about the KI characters, so I'm just learnin', here.
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Re: Jab’s Builds (Cinder! Glacius! Maya! Mira! Turk! Chief Thunder!)

Post by Jabroniville »

drkrash wrote: Thu Feb 21, 2019 11:55 am I don't know much about the KI characters, so I'm just learnin', here.
Damn, and here I usually defer to you as the expert on fighters. How’d you miss this one? Were you only into Sega at the time?
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drkrash
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Re: Jab’s Builds (Cinder! Glacius! Maya! Mira! Turk! Chief Thunder!)

Post by drkrash »

Jabroniville wrote: Thu Feb 21, 2019 2:12 pm
drkrash wrote: Thu Feb 21, 2019 11:55 am I don't know much about the KI characters, so I'm just learnin', here.
Damn, and here I usually defer to you as the expert on fighters. How’d you miss this one? Were you only into Sega at the time?
You missed the part a few pages ago when I said I needed to buy the modern version of this game for a friend just so I could play it at his house (which I did - for all of a couple hours). I've always been a Sony person, and my laptop can't run it.

Otherwise, my knowledge of this game only goes back to the original SNES version.

That being said, I know you said that the story sucks, but for me, I'm actually head-canon-ing some fun stuff that could make this pretty campaign-worthy.
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Re: Jab’s Builds (Cinder! Glacius! Maya! Mira! Turk! Chief Thunder!)

Post by Ares »

I've also been busy prepping for a convention I'll be attending this weekend.

Killer Instinct was one of those games I thought was cool back in the day, but it was capable of being cheesed to heck. The story was indeed pretty bad, but the Ultra-Tech Tournament thing makes me want to set this game in the Ultra-Verse.

My favorite character, naturally, Jago as the "balanced good guy" type. For some reason I really liked his original mask, but I love the new design for him.

The game's music is also pretty awesome, with both the classic and new Jago theme being really cool IMO.

https://www.youtube.com/watch?v=loSj5Iy1OOs

My only problem I once listened to the song at 2am, and my brain (already prone to puns and much worse when it's sleep deprived) started injecting lyrics into the song.

Oooooooo, ahhhhhhhhh,
here comes that guy Jago.
Likes to drive around town,
in his Winnebago.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Re: Jab’s Builds (Cinder! Glacius! Maya! Mira! Turk! Chief Thunder!)

Post by bsdigitalq »

The Killer Instinct reboot is what introduced me to Mick Gordon and Little V Mills, and damn if I don't love it just for that, as the above link to Cinder's theme illustrates. And its been so great to see Mick move on and produce music for the new Doom and Wolfenstein games, both phenomenal game soundtracks. Can't wait to see what he comes up with for Doom Eternal. :D
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