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

Where in all of your character write ups will go.
User avatar
Ares
Site Admin
Posts: 4963
Joined: Fri Nov 04, 2016 8:40 am

Re: Jab’s Builds! (Femme Fatales! Frenzy! Art of Fighting! Ryo & Robert!)

Post by Ares »

I've said it before, but it always struck me as ironic that the main fighting game franchises in Capcom and SNK should swap names with each other.

Street Fighter implies some back alley brawl or underground tournament where random people just walk in off the street, and as such, should be wearing mostly normal street clothes.

King of Fighters implies a formal martial arts tournament, or something akin to wrestling where the fighters are larger than life superstars with unique outfits and names for brand recognition.

Yet in Street Fighter, I'd say most fighters are wearing some flavor of martial arts uniform or combat clothing that would fit with a proper tournament who have names which make them sound just shy of superheroes, while King of Fighters has folks who have first and last names who frequently wear normal, if stylish, street clothing.
"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)

Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Jack Turner

Post by Jabroniville »

Image
Image

JACK TURNER
First Appearance:
Art of Fighting (1992)
Game Appearances: Art of Fighting 1 & 2
Role: Big Fat Powerhouse, Generic Biker
PL 7 (109)
STRENGTH
4 STAMINA 4 AGILITY 1
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 2 (+3)
Athletics 2 (+6)
Close Combat (Unarmed) 1 (+8)
Deception 3 (+5)
Investigation 2 (+2)
Intimidation 5 (+7)
Expertise (Biker) 8 (+8)
Expertise (Dancing) 4 (+6)
Insight 2 (+2)
Perception 4 (+4)
Vehicles 5 (+7)

Advantages:
Chokehold, Diehard, Equipment 2 (Motorcycle, Gang Paraphernalia), Improved Critical (Unarmed), Improved Critical (Screwdriver Headbutt), Improved Critical (Power Punch), Improved Grab, Ranged Attack 3, Startle, Taunt

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]

"Screwdriver Headbutt" Strength-Damage +2 (Extras: Multiattack 7) (Flaws: Distracting) Linked to Affliction 7 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (10) -- [12]
  • AE: "Dashing Punch/Drop Kick" Strength-Damage +2 (Inaccurate -1) & Speed 1 (4 mph) (2)
  • AE: "Dynamite Punch" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +8 (+5 Damage, DC 20)
Screwdriver Headbutt +6 (+7 Damage & Affliction, DC 22 & 17)
Special Moves +6 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +4 (+5 D.Roll), Fortitude +6, Will +4

Complications:
Motivation (Greed)- Jack leads the Black Cats motorcycle gang, and is a subordinate lieutenant of Mr. Big.
Secret ("I Wanna DANCE!")- Jack wants to turn the Black Cats into a dance troupe in his AoF 2 Ending.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 40 / Skills: 38--19 / Advantages: 13 + 11 / Powers: 13 / Defenses: 13 (109)

-Jack is kind of one of my favorite Art of Fighting characters, if only for reasons of irony. See, while some Fighting Game characters are hopelessly generic, Jack is DEFINED by being generic. Like I said, Jack has such a plain design (big, fat, denim jacket, jeans, shirt) that he should be the third or forth guy you fight in Double Dragon or Final Fight- not a selectable character in a FIGHTING GAME! But he's kind of beautifully-sucky, if that makes sense- being this big, generic Mook stands out a lot more than other games' attempts to be unique or bad-ass. He's got some edge as a Big Fat Jobber for the main heroes, and at the time, he was far and away the hugest fighting game sprite ever. Because of how plain he is, Jack is one of many AoF characters who never recurred after the second game.

-A pretty simple Powerhouse archetype, done up as a human-level guy with some hitting power and good grappling skills, Jack is pretty limited, but is still hard to hurt for the lower-level protagonists of the AoF series. His Screwdriver Headbutt spin attack is pretty lethal, doing tons of damage, but it's inaccurate & Distracting so it rarely hits. His other moves include a Dashing Punch, a wild, swinging Power Punch, and a leaping Dropkick. Again, a PL 6.5 guy isn't much, but it's good enough to challenge a PL 8 or 9 for a bit (especially if you assume that Ryo & Robert were less-talented in their first couple games), and it's accurate, given that none of these supporting AoF guys ever got reinvited to a major tournament or anything, while guys like Eiji, King & Yuri did.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Femme Fatales! Frenzy! Art of Fighting! Ryo & Robert!)

Post by Jabroniville »

So people might notice that these builds are now considerably different from the Fighting Game builds I did for SNK games years ago. Back then, every build was largely the basic statline, plus a "Strength-Damage +2" for all their special moves, and maybe a Blast. Some characters had Multiattacks, too.

Nowadays, I've shifted things, ever since I statted up the Street Fighter series 3+ years ago. Around that time, I realized how I could do the various moves so that not everything received the same heading- Anti-Airs, Grabs, etc. could now become temporary +2 bonuses to an attack in certain situations. This would allow more strategic gameplay ("uh-oh- he has an Anti-Air attack, maybe I shouldn't jump in..."), and allow players to avoid falling into the "Predictability" Complication too easily. I figure these temporary PL breaks are acceptable (especially since All-Out Attack and the like can break it anyways).

Basic statlines are as follows:

"Multiattack" Strength-Damage +0 (Extras: Multiattack xx) (Flaws: Distracting) Linked to Affliction xx (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (5)
"Blast" Blast xx (Reduced Defenses -2, Diminished Range -1) (xx)
"Grab" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
"Anti-Air" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
"Special Move" Strength-Damage +2 (Inaccurate -1) (1)

Multiattacks used to just be Distracting Multiattack, which was too big a hindrance just for a small boost. Adding Affliction to it allows you to punish the enemy further, while keeping the drawback (simply throwing in a Multiattack with no drawbacks makes it WAY too good an option). Blasts of course leave you vulnerable, but I didn't want to go full "Distracting" like I used to- that's TOO big a penalty and it's suicide for some fighters. Grabs are now a situational bonus because the old "Grab-Based" Flaw is impossibly bad for human-strength guys fighting other human-strength guys. Anti-Airs are similar, but affect guys who jumped. Special Moves work like normal.

I also make guys purchase Improved Critical separately for the attacks, but you could edit that out if you wanted. It's just easier to type out that way, lol.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

John Crawley

Post by Jabroniville »

Image
Image

JOHN "THE MADMAN/THE KILLING MACHINE" CRAWLEY
First Appearance:
Art of Fighting (1992)
Game Appearances: Art of Fighting 1 & 2
Role: Guile Rip-Off, Arrogant American Army Guy
PL 7 (118)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 4 (+7)
Athletics 4 (+7)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+5)
Expertise (Soldier) 5 (+6)
Expertise (Criminal) 4 (+5)
Intimidation 5 (+7)
Perception 5 (+6)
Stealth 4 (+6)
Vehicles 6 (+10)

Advantages:
Benefit (U.S. Army), Chokehold, Equipment 2 (Firearms, Army Gear), Improved Aim, Improved Critical (Unarmed), Improved Critical (Flying Tackle), Improved Critical (Mega Smash), Improved Disarm, Leadership, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 4, Startle

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Flying Tackle" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5) -- [6]
  • AE: "Mega Smash" Blast 3 (Extras: Multiattack) (Reduced Defenses -2, Diminished Range -1) (4)
Offense:
Unarmed +10 (+3 Damage, DC 18)
Multiple Fireballs +8 (+3 Ranged Damage, DC 18)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3 (+4 D.Roll), Fortitude +6, Will +4

Complications:
Responsibility (The Army)
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 50 / Skills: 42--21 / Advantages: 17 + 11 / Powers: 6 / Defenses: 13 (118)

-Yeah, Art of Fighting didn't do itself any favors as far as being considered a Street Fighter II rip-off by bringing in THIS guy. His gimmick is that he's a sunglasses-wearing evil army guy, basically stealing Guile's schtick as the "Army Guy", but being a bad guy instead. Not much originality or character to him, he's just an example of the Japanese idea of a "Bad Foreigner", the kind of boisterous soldier-type they'd grown to hate over the years. The funniest thing about guys like John is how many of the early Fighting Games featured an "Army Guy" as one of the Stock Characters, obviously directing ripping off Guile, until eventually they all kinda stopped and moved on to other gimmicks. I mean, Martial Champion and others all had guys just like this, and then one day they gave up! I think because it wasn't really a standard "Martial Artist" archetype, so was even MORE clearly an attempt at ripping off Street Fighter.

-Regarding the obvious Guile comparison, it's interesting to look at a guy like John and realize just WHY he was forgettable, while Guile stood the test of time. Guile, while wearing pretty "plain" army clothes (just baggy camo-pants and a tank top), has those one or two distinctive "Oh, that's Guile" traits to him- in his case, the American Flag tattoos on the shoulders, and his infamous flat-top hairstyle. In short, you recognize Guile immediately- he even passes the Silhouette Test! All good character designs are recognizable just from their outline. Contrasting him with John reveals that SNK's knock-off just has some plain haircut and regular old olive drab gear- you can tell he's an "Army Guy", but there's nothing differentiating him from any other character. Like most of the side-guys, John only lasted for two AoF games, before falling by the wayside forever.

-Kind of a mid-range between the more accurate fast guys of Ryo & Robert, and the slow powerhouses of Temujin & Jack Turner, John (generic name or what?) is decently-strong and pretty accurate, but no pure master. PL 7 (105) like most of the other supporters, he has a unique projectile attack (being weaker, but Multiattacked), and a power-combo type lightning kick or a jumping, spinning "Flying Tackle".
Last edited by Jabroniville on Tue Feb 14, 2023 4:17 am, edited 1 time in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Mr. Big

Post by Jabroniville »

Image
Image

MR. BIG
First Appearance:
Art of Fighting (1992)
Game Appearances: Art of Fighting 1 & 2, King of Fighters '96, '98 (Ultimate Match only) & XI (21% of games since introduction), Neo-Geo Battle Coliseum
Role: Final Boss, Crime Boss, Pimp Daddy
PL 9 (156)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 14 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 5 (+9)
Athletics 8 (+11)
Deception 6 (+10)
Expertise (Criminal) 10 (+12)
Insight 5 (+7)
Intimidation 4 (+8)
Perception 6 (+8)
Persuasion 3 (+7)
Ranged Combat (Lightning) 2 (+12)
Vehicles 3 (+8)

Advantages:
Benefit (Ambidexterity), Assessment, Benefit 2 (Boss of Southtown), Chokehold, Defensive Attack, Equipment 2 (Batons +1- Split), Improved Critical (Batons) 2, Improved Critical (Baton Rush), Improved Critical (Lightning Blast), Improved Critical (Baton Uppercut), Improved Disarm, Ranged Attack 5, Takedown, Taunt

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
Features 1: May Add Baton Damage to Special Moves [1]
"Burst of Flight" Leaping 1 (15 feet) [1]

"All Have Source- Batons"
"Baton Spin" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (4) -- [7]
AE: "Lightning Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (1)
  • AE: "Baton Uppercut" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Baton Charge" Damage 6 (Inaccurate -1) (4)
Offense:
Unarmed +14 (+3 Damage, DC 18)
Batons +14 (+4 Damage, DC 19)
Baton Uppercut & Charge +12 (+6 Damage, DC 21)
Lightning Blast +12 (+5 Ranged Damage, DC 20)
Baton Spin +14 (+4 Damage & Affliction, DC 19 & 14)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Greed)
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 76 / Skills: 52--26 / Advantages: 21 + 11 / Powers: 9 / Defenses: 13 (156)

-Mister Big is a classic, but never really got that rep that most fighting games bosses of this era got. He just wasn't ENOUGH of an "SNK Boss" to be truly legendary, despite his awesome look (a pimp with a big puffy coat and a shaved head/goatee combo? AWESOME). Keep in mind the SNK bosses of this era include Geese Howard & Wolfgang Krauser, and you'll get why he was a distant third. Mr. Big was set up as the Final Boss of the first game- an unplayable bad-ass who'd kidnapped Yuri Sakazaki and set off the entire plot, and then forced her father Takuma to fight on his behalf. Defeated, he reappears as the Sub-Boss in Art of Fighting 2, now revealed as being a minion of a young Geese Howard.

-Mr. Big hasn't had much of an effect on future SNK games, but will make the occasional appearance- in 1996, he received an epic return as part of the "Boss Team" of King of Fighters '96, appearing alongside Geese & Wolfgang! This was repeated for the "Best Of" KoF '98 game, but alas, after that, he took a massive five-game break before appearing in KoF XI. His only other appearance outside these two franchises was in Neo*Geo Battle Coliseum, a strange grab-bag of assorted characters. Humorously, the Boss Team's KoF '96 ending features Geese being unimpressed by the Orochi power he gains, and Mr. Big trying to ASSASSINATE HIM, as a "thank you" for "bringing us into this bizarre game". Geese's bodyguard Billy Kane blocks the bullet with his staff, and Mr. Big promises "I'll make you pay someday. Prepare yourself.".

-Mister Big's the full-on PL 9, costing over 150 points, because he's the boss- I imagine he was elite for his time, but never moved forward after Ryo & Robert defeated him. He's the most expensive Art of Fighting character, owing to his array of Skills & Advantages, and he has a handful of solid Special Moves- a Blast, extra damage (either a spinning dive, or a dashing uppercut), and a Multiattack (a few of his moves consist of him leaping in and hitting a combo, including a spinning attack).
Last edited by Jabroniville on Tue Feb 14, 2023 4:18 am, edited 1 time in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Ryuhaku Todoh

Post by Jabroniville »

Image
Image

RYUHAKU TODOH
First Appearance:
Art of Fighting (1992)
Game Appearances: Art of Fighting 1, Capcom (vs) SNK 2
Role: Rival Teacher
PL 8 (110)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+7)
Athletics 4 (+7)
Close Combat (Unarmed) 3 (+13)
Expertise (History) 4 (+5)
Expertise (Martial Arts) 6 (+7)
Insight 3 (+5)
Intimidation 2 (+4)
Perception 4 (+6)
Ranged Combat (Blast) 4 (+9)

Advantages:
Defensive Attack, Improved Critical (Unarmed), Improved Critical (Overhead Blast), Improved Critical (Sliding Floor Blast), Prone Fighting, Ranged Attack 3, Takedown

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]

"Taikuu Kasane Ate- Overhead Energy Blast" Damage 5 (Feats: Reach) (Inaccurate -1) (5) -- [6]
  • AE: "Kasane Ate- Sliding Floor Blast" "Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5)
Offense:
Unarmed +13 (+3 Damage, DC 18)
Overhead Blast +11 (+5 Damage, DC 20)
Sliding Floor Blast +9 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +5, Will +5

Complications:
Enemy (Kyokugenryu School of Karate)
Relationship (Wife & Daughter)- Ryuhaku's daughter Kasumi is a proud student of her father's, and Ryuhaku is known to embarassingly-cry every time she accomplishes something.
Guilt (Shame)- When Ryuhaku was easily eaten by Ryo in the first game, he was humiliated, and went on a quest to perfect himself.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 54 / Skills: 34--17 / Advantages: 8 + 11 / Powers: 7 / Defenses: 13 (110)

-Todoh is the only character from the first Art of Fighting game to not make the sequels. ANY sequels. The reasoning is kinda not there, since, while generic, he's hardly worse than Jack or Mickey Rogers. Though his story is definitely ridiculously by-the-book: he's the teacher of a rival school, out to defeat Ryo & Robert for his own Todoh-style martial arts (kind of a Kendo/Aikido mixture). Official storytelling is that he got his ass kicked BAD, and disappeared on everyone (including his family) to go train. He got a Replacement Character with his daughter Kasumi Todoh in AoF 3, being the only good part of the new characters in that game, and she went on to appear in a handful of the King of Fighters games, leaving her father in the dust. Ryuhaku, though, was done, except for a bizarre inclusion (alongside fellow nobody Eagle, from the original Street Fighter) in Capcom vs. SNK 2, looking cool and having a good fighting style!

-It's kind of funny, though- I guess they had to drop SOMEBODY, and as a guy in traditional gear, I guess he stood out the least from Army Guy, Boxing Guy and Biker Guy, compared to Ryo & Takuma's traditional gear? And I guess being a bit more aged made him look less intimidating. I dunno.

-Ryuhaku has the standard "SNK Sliding Floor Blast" which couldn't hit anyone if they were jumping even a little bit, and his overhead Blast, which is more of a standard Damage effect that has good reach (ie. his Strength doesn't matter). Otherwise, he's pretty decent, but only a PL 7.5 compared to Ryo & Robert- I was gonna make him PL 7, but when I realized I'd buffed up SFI's Eagle because HE made the jump to Capcom (vs) SNK, I knew that it was only fair to give the same benefit for Todoh. I'd theorize that most of the supporting goons in the AoF games (especially losers like Todoh) would only match that, being not good enough to EVER get selected for a King of Fighters tournament. Even his Chest Plate doesn't give him any kind of a boost.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Kasumi Todoh

Post by Jabroniville »

Image
Image
Image

KASUMI TODOH
First Appearance:
Art of Fighting 3 (1996)
Game Appearances: Art of Fighting 3, King of Fighters '96, '98 (remake only), 99-2000, '02 (PS only), & XI (43% of games since introduction), KOF EX & EX2, SNK (vs) Capcom SVC Chaos
Role: Rival School Fighter, Proud Daughter (to Ryuhaku)
PL 8 (107)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+9)
Athletics 4 (+6)
Close Combat (Unarmed) 4 (+14)
Expertise (History) 2 (+3)
Expertise (Martial Arts) 5 (+6)
Perception 4 (+6)
Ranged Combat (Blast) 5 (+10)

Advantages:
Benefit (Gets at Automatic Trip Attempt With a Successful Parry), Defensive Attack, Improved Critical (Unarmed), Improved Critical (Overhead Energy Blast), Improved Critical (Blast), Improved Initiative, Prone Fighting, Ranged Attack 3, Takedown

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Kasane Ate- Sliding Floor Blast" Blast 5 (Reduced Defenses -2, Diminished Range -1) (5) -- [8]
  • AE: "Taikuu Kasane Ate- Overhead Energy Blast" Damage 4 (Feats: Reach) (Inaccurate -1) (4)
  • AE: "Counter Specialist" Strength-Damage +2 (Feats: +2 to Hit if Opponent Is Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Combo Attack" Strength-Damage +0 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (3)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Overhead Blast/Counter +12 (+4 Damage, DC 19)
Sliding Floor Blast +10 (+5 Ranged Damage, DC 20)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +6, Will +5

Complications:
Enemy (Kyokugenryu School of Karate)
Relationship (Mother & Father)- Kasumi is respectful of her mother, but worships her father and strives to see insults against him avenged.
Responsibility (Sheltered)- Kasumi had a sheltered upbringing, and thus doesn't always know what to do in certain social situations.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 54 / Skills: 28--14 / Advantages: 10 + 11 / Powers: 8 / Defenses: 9 (107)

-See, if you replace 99% of the cast of a Fighting Game, but at least make the successors the CHILDREN or students of past fighters, it's not so bad. I mean, people crapped all over some of the Street Fighter III characters (and with good reason), and most of the AoF3 crowd is awful, but Kasumi actually MAKES SENSE. Since her father Ryuhaku disappeared during after the first game in the series, she's come out of the woodwork to gain some revenge on the Kyokugenryo School, and earn back some prestige for her father.

-Of all the new AoF 3 characters, she was the only one to prove popular enough that SNK eventually brought her into the King of Fighters series- she debuted joining King's updated "Woman Fighters Team" (with Mai Shiranui) in 1996, but disappears from the next tourney, and has been sporadic every since- she hasn't made two appearances in a row since 2000. She largely just joins the Woman Team each time she appears, whenever they have an open space (because King or Yuri moved to the main "Art of Fighting Team"). However, in KoF XI, she joins the Anti-Kyokugenryo Team, alongside Malin and the ninja Eiji. In their ending, they are all KO'd by an irritated King (Kasumi's former partner).

-Legacy Characters are still great, though- I even like the design. While a BIT plain, it's distinctive and reflects a real fighter. And it's a good way to "center" a cast of female characters- they can't all be Schoolgirls or Fanservice.

-Kasumi fights much like her father, but in a faster, lighter style, and she's BETTER, too (her combos and Punch-Counters are notorious), owing to successful appearances in multiple King of Fighters tournaments, something afforded to no other Art of Fighting 3 character. Some of her moves allow her to hold her hands out, and if she catches an attack of the right type, she'll toss the opponent automatically. Sort of like how Mecha & Manga's Follow-Up Strike worked. I threw in an "Automatic Trip Attempt" Benefit to closely match it, and also a Special defined by being a counter- a bonus to hit if she'd parried the last attack. Really the closest thing short of giving her an "Aura".
Last edited by Jabroniville on Tue Feb 14, 2023 4:20 am, edited 2 times in total.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Yuri

Post by Jabroniville »

Image
Image
Image
Image
Image
Image
Image

YURI SAKAZAKI
First Appearance:
Art of Fighting 2 (1994)
Game Appearances: Art of Fighting 2, King of Fighters '94-'03, KoF XI, KoF XIII & XV (93% of games since introduction, missing only XII), KoF: Maximum Impact 1 & 2, Capcom vs. SNK 1 & 2, SNK Gals Fighter, SNK Heroines: Tag Team Frenzy
Role: Wacky Girl, The Chick
PL 8 (133)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 6 (+12)
Athletics 8 (+10)
Close Combat (Unarmed) 4 (+14)
Deception 4 (+5)
Expertise (Pop Culture) 5 (+5)
Expertise (Martial Arts) 6 (+6)
Perception 5 (+6)
Ranged Combat (Chi) 6 (+11)
Stealth 2 (+8)

Advantages:
Agile Feint, Chokehold, Defensive Attack, Daze (Deception), Evasion, Grab Finesse, Improved Critical (Unarmed) 2, Improved Critical (Special Moves), Improved Critical (Short Fireball), Improved Critical (Triple Uppercut), Improved Critical (Jumping Stomp), Improved Defense, Improved Initiative, Inspire, Luck 2, Ranged Attack 3, Set-Up, Takedown, Taunt, Uncanny Dodge

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Triple Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Feats: +2 to Hit Jumping Opponents) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (8) -- [11]
  • AE: "Short Fireball" Blast 3 (Reduced Defenses -1, Diminished Range -1) (1)
  • AE: "Jumping Stomp Attack" Strength-Damage +0 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (3)
  • AE: "Special Moves" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Triple Uppercut +12 (+4 Damage & Affliction, DC 19 & 14)
Jumping Stomp Attack +14 (+2 Damage & Affliction, DC 17 & 12)
Fireball +11 (+3 Ranged Damage, DC 18)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Relationship (Robert Garcia)- Yuri has dug Robert for years, though her father & brother often try to break things up and interfere.
Relationship (Ryo & Takuma)- Yuri's family are over-protective, but still close to her. She occasionally strives to prove her independence.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 48 / Skills: 46--23 / Advantages: 23 + 11 / Powers: 11 / Defenses: 17 (133)

-Now YURI happened to turn out great, becoming one of SNK's most beloved characters. She's a tiny bundle of energy- a juvenile motormouth psychopath who can't go more than five minutes without saying something, jumping up and down, giving the thumbs up, or tossing out one of her catchphrases while mugging for the camera. I mean, how is that NOT what the Japanese are just hyper-obsessed with? Being the Damsel In Distress in Art of Fighting 1, Yuri came out of nowhere with a new personality in the second game, having taken some martial arts training and becoming the only female other than King. So successful that she's come to be one of the standards on either the "Art of Fighting Team" or the "Woman Fighters Team" in the King of Fighters games! Missing only a single KoF game (the twelfth), she's appeared more than her father, and is one of only four AoF characters to make the Capcom vs. SNK series! In this regard, she's surpassed both her father and Robert to become a signature AoF character- not bad for someone who appeared in only one friggin' game of her original series.

-Yuri was kidnapped by Mr. Big in the first game, and reveals herself at the end, convincing Ryo not to kill Mr. Karate, the Secret Boss. She announces that Mr. Karate is actually their father- Takuma- and that he had been forced into doing Mr. Big's bidding by her being held hostage. The Sakazakis reunited, she is finally formally trained by Takuma, albeit only in the basics- she lacks the elite versions of his & Ryo's skills. Appearing only in the second game (revealing a crush on Robert, which Ryo & Takuma disapprove of), she nonetheless goes on to the King of Fighters tournament, joining King's "Woman Fighters Team" along with Fatal Fury's Mai Shiranui. Her team never wins, but always makes a solid accounting of themselves- in KoF '99, she joins the official "AoF Team" to represent their style, but breaks off to prove herself and begs King (who's sweet on Ryo) to replace her. Later, she rejects Takuma's assertion that the new level of competition is to high for her "basic training", and rejoins the tournament despite his wishes.

-Yuri is even better when you realize how annoying characters like her tend to be- what makes her amusing and others awful? I can't really say. I guess she's clearly not as there for Fanservice as many "Genki Girls", as they're called, are. It's a good "Little Sister" design, combined with actual martial arts gear so she comes off as a tiny bit "legit". Her fighting style comes off as a bit more serious than others- Uppercuts and dashing Multiattacks are more impressive than standard Waif-Fu stuff. Also, her interrelationships with the rest of the Kyokugenryo Team are fun- she annoys Ryo, and chafes under Takuma's strict guidelines, longing to be out from under their shadow. She has a crush on Robert, while the elder Sakazakis disapprove strongly.

-Yuri's kind of like a PL 8, mini-version of her older brother Ryo. Super-fast but much weaker, she's the definition of a speed fighter versus the other big tough guys (doing only +2 Damage to the others' +4). As someone who was playable well into KoF, she gets a PL higher than most of the thugs. Her Fireball's weaker, but her Advantages speak for themselves- she's hard as hell to hit. Her "Step Kick" (basically just stomping on a guy's head a lot) is a Multiattack, as is her "Triple Uppercut" move (making up for lack of elevation like Ryo's Dragon Punch rip-off by spinning across the screen with a trio of them). Most of her Special Moves end up being parodies of Street Fighter moves, though how you tell those apart from the Kyokugenryo REGULAR Specials I have no idea.
Last edited by Jabroniville on Mon Jul 24, 2023 9:01 am, edited 3 times in total.
User avatar
Gilliam
Posts: 1170
Joined: Fri Nov 04, 2016 8:28 pm
Location: New Zealand

Re: Yuri

Post by Gilliam »

Jabroniville wrote: Mon Nov 04, 2019 1:30 am Image
Image

lots more pictures
Jab this might be a wild guess but I am getting the hint you might like Yuri
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Yuri

Post by Jabroniville »

Gilliam wrote: Mon Nov 04, 2019 8:38 am
Jabroniville wrote: Mon Nov 04, 2019 1:30 am lots more pictures
Jab this might be a wild guess but I am getting the hint you might like Yuri
Hey, I gave JOHN CRAWLEY three; I insist on no bias here :P!

*builds up armada of 900 King pictures*
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Lee Pai Long

Post by Jabroniville »

Image
Image
Image

LEE PAI LONG
First Appearance:
Art of Fighting (1992)
Game Appearances: Art of Fighting 1 & 2, Neo-Geo Battle Coloseum
Role: The Fast Guy, The Poker
PL 8 (131)
STRENGTH
2 STAMINA 2 AGILITY 6
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 7 (+13)
Athletics 6 (+8)
Expertise (Criminal) 4 (+7)
Expertise (Prison Director) 6 (+9)
Expertise (Martial Arts) 4 (+7)
Insight 5 (+8)
Intimidation 4 (+5)
Perception 4 (+7)
Treatment 8 (+11)

Advantages:
Agile Feint, Defensive Attack, Equipment 1 (Claws- +0 Damage, Split, Slashing/Piercing), Evasion, Grab Finesse, Improved Critical (Claws), Improved Critical (Lightning Fist), Improved Critical (Spinning Attack), Improved Defense, Takedown

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]
Leaping 1 (15 feet) [1]

"Iron Nails" Deflect Energy Attacks 10 (10) -- [12]
  • AE: "Lightning Fist" Strength-Damage +0 (Extras: Multiattack 2) (Flaws: Distracting) Linked to Affliction 2 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (3)
  • AE: "Spinning Attack" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +11 (+3 Damage, DC 18)
Lightning Fist/Spin Attack +11 (+3 Damage, DC 18)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Responsibility (Southtown Prison, Herbal Medicine Shop)
Rivalry (Kyokugenryo School)- Lee's father was a rival of Takuma Sakazaki, and has a friendly relationship with Takuma himself.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 48--24 / Advantages: 10 + 11 / Powers: 14 / Defenses: 10 (131)

-Lee Pai Long is another fairly boring background character in Art of Fighting 1 & 2, being a kooky-looking masked guy with mini-versions of Wolverine & Vega's Claws, who focuses on leaping around, using spin attacks & Lightning Fist strikes to wear down the bigger, meatier characters. He's a weird sort who runs an herbal shop with Chinese Medicinal stuff (... rhino & tiger penis?), but also runs Southtown's prison, and ends up mixed in with Mr. Big's crew. A classic "Poker" character, he wasn't popular enough to outlast his series, but actually got an update in Neo-Geo Battle Coloseum, essentially a collection of forgotten & lesser characters like Lee, which poor Jack & John can't boast.

-Overall, the character isn't BAD, and actually stands out as a tad unique in the early days of Fighting Games, many of which copied Street Fighter WAY too closely. He definitely shares a lot with Geki (from SF I) and of course Vega with his three-pronged claws, but all the other stuff on him is unique, especially for the time. With a little bit of care (he runs an herbal shop- have him throw some Area Attacks or strange potions out there!), they could have made a successful King of Fighters character out of him, I think. As it stands, he is incredibly forgotten.

-Lee Pai Long is quite fast, and very skilled, able to modify most of his caps as necessary. Despite having Bladed Gloves, they don't modify his damage any (He's a low-strength Poker in the game, so I don't see him hitting +3 damage, and I don't see him hitting only +1 unarmed, so I think +2 for everything is okay). His Lightning Strike has extra ranks of Multiattack paid for, in case he wants to use Power Attack (which he likely will). He's among the easiest fighters to injure, however, and isn't likely to hold his own once he gets caught by any of the power-fighters. And he's still PL 7 on offense (PL 7.5 to Parry only), able to challenge the PL 9 heroes a bit, but ultimately will always fall short.
Last edited by Jabroniville on Tue Feb 14, 2023 7:31 am, edited 1 time in total.
User avatar
Woodclaw
Posts: 1462
Joined: Fri Sep 08, 2017 8:05 pm
Location: Como, Italy

Re: Yuri

Post by Woodclaw »

Jabroniville wrote: Mon Nov 04, 2019 1:30 am Image

-Yuri is even better when you realize how annoying characters like her tend to be- what makes her amusing and others awful? I can't really say. I guess she's clearly not as there for Fanservice as many "Genki Girls", as they're called, are. It's a good "Little Sister" design, combined with actual martial arts gear so she comes off as a tiny bit "legit". Her fighting style comes off as a bit more serious than others- Uppercuts and dashing Multiattacks are more impressive than standard Waif-Fu stuff. Also, her interrelationships with the rest of the Kyokugenryo Team are fun- she annoys Ryo, and chafes under Takuma's strict guidelines, longing to be out from under their shadow. She has a crush on Robert, while the elder Sakazakis disapprove strongly.
I'm going out on a limb here, but I think Yuri is generally better perceived than other similar characters for three reasons:
  1. Lack of exposure. While she is a pretty important character in her own fictional universe, Yuri is rarely under the spotlight, which means that her shenanigans tend to be few and far between.
  2. Actual skills. While her personality might be kind of annoying, Yuri isn't a giant crybaby or a ditz that seems to pull out a solution out of nowhere just because. When push comes to shove, she can take care of herself.
  3. Her dad is an idiot. Based on the AoF team's endings of many KoF, the old man Sakazaki is an idiot of monumental proportions, which makes Yuri's rebellious nature much more justified.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Lenny Creston

Post by Jabroniville »

Image

LENNY CRESTON
First Appearance:
Art of Fighting 3 (1996)
Game Appearances: Art of Fighting 3
Role: Plucky Reporter, Whip Chick
PL 7 (114)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 4 (+6)
Expertise (Reporter) 6 (+8)
Insight 4 (+7)
Investigation 5 (+8)
Perception 4 (+7)
Ranged Combat (Blast) 4 (+9)

Advantages:
Close Attack, Contacts, Defensive Attack, Equipment 1 (Whip, Strength-Damage +0, Reach), Improved Critical (Unarmed, Whip) 2, Ranged Attack

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Swish Rave" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Whip) (Inaccurate -1) (4) -- [6]
  • AE: "Flick Shot" Blast 3 (Reduced Defenses -1, Diminished Range -1) (3)
  • AE: "Whip Lash" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+2 Damage, DC 17)
Flick Shot +9 (+3 Ranged Damage, DC 18)
Swish Rave +10 (+4 Damage & Affliction, DC 19 & 14)
Whip Lash +10 (+4 Damage, DC 19)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Getting the Scoop)- Hearing about Wyler's intentions to find some chick named Freia, Lenny is on the quest to give her newspaper some more readers.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 64 / Skills: 32--16 / Advantages: 7 + 11 / Powers: 6 / Defenses: 10 (114)

-Lenny is a weird character, and looks ULTRA-dated, being a denim-wearing, bikini-top-clad chick with a short-range Whip and a Journalism degree. She's a reporter out to discover the secret of Wyler, the Final Boss of AoF 3. She basically fights like a Poker at a semi-distant range, and can throw out the occasional quick, less-distracting Blast (though it's lower-damage than some).
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Yuri

Post by Jabroniville »

Woodclaw wrote: Mon Nov 04, 2019 11:24 am I'm going out on a limb here, but I think Yuri is generally better perceived than other similar characters for three reasons:
  1. Lack of exposure. While she is a pretty important character in her own fictional universe, Yuri is rarely under the spotlight, which means that her shenanigans tend to be few and far between.
  2. Actual skills. While her personality might be kind of annoying, Yuri isn't a giant crybaby or a ditz that seems to pull out a solution out of nowhere just because. When push comes to shove, she can take care of herself.
  3. Her dad is an idiot. Based on the AoF team's endings of many KoF, the old man Sakazaki is an idiot of monumental proportions, which makes Yuri's rebellious nature much more justified.
Good points. Yuri being a "Quirky side character" probably goes a long way to keep her from getting over-exposed with constant nonsense. And yeah, she can fight. She's low-tier in-universe, but it still seen as a worth addition to the Woman Fighters Team.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Rody

Post by Jabroniville »

Image

RODY BIRTS
First Appearance:
Art of Fighting 3 (1996)
Game Appearances: Art of Fighting 3
Role: Bounty Hunter
PL 7 (110)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Athletics 4 (+6)
Expertise (Bounty Hunter) 6 (+8)
Expertise (Police Officer) 2 (+4)
Insight 2 (+5)
Investigation 3 (+6)
Perception 4 (+7)
Ranged Combat (Batons) 4 (+9)

Advantages:
Close Attack, Equipment 1 (Tonfa Rods- Strength-Damage +1, Split), Improved Critical (Unarmed), Improved Critical (Tonfa Rods), Improved Critical (Middle Impact), Improved Critical (Deception Impact), Ranged Attack

SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)

Powers:
"Martial Artist" Strength-Damage +1 [1]
Features 1: Adds Tonfa Damage to Special Moves [1]

"Middle Impact" Strength-Damage +3 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Tonfas) (Inaccurate -1) (7) -- [8]
  • AE: "Deception Impact- Grab & Smash" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Equipment:
"Tonfa Rods"
"Baton Bash" Strength-Damage +1 (Feats: Split) (2)
"Revolving Rod" Strength-Damage +0 (Extras: Ranged 3) (3)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Tonfa Rods +10 (+4 Damage, DC 19)
Middle Impact +8 (+5 Damage & Affliction, DC 20 & 15)
Deception Impact +8 (+6 Damage, DC 21)
Baton Toss +9 (+3 Ranged Damage, DC 18)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Greed)- Rody is a Bounty Hunter.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 32--16 / Advantages: 10 + 11 / Powers: 10 / Defenses: 9 (118)

-Rody actually has a pretty decent design, being a Baton-wielding Smart-Ass type. He fights as your standard Mid-Level guy in terms of Strength (vs) Accuracy, but focuses on doing a ton of really quick attacks, spammed-out in a hurry.
Post Reply