J-Mart Fight Club: Closed for remodeling

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Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

27 - Liu Kang

Post by Thorpocalypse »

We're adding more heroes to our Fighting Game world with this new item for Aisle 9 as we continue to expand our Mortal Kombat line!

Image
You're good! Show me more. - Liu Kang

LIU KANG
PL10


OPL: 10; DPL: 10; HP: 1

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 7, DEXTERITY 5, FIGHTING 14, INTELLEKT 1, AWARENESS 4, PRESENCE 3

SKILLS: Acrobatiks 7 (+14) [Agile Feint], Athletiks 7 (+10), Klose Kombat [Unarmed] 3 (+17), Deception 2 (+5), Expertise [Theology and Philosophy] 5 (+6), Insight 5 (+9), Intimidation (+3), Perception 3 (+7), Persuasion 6 (+9), Ranged Kombat [Blast] 7 (+12), Stealth (+7)

ADVANTAGES: Agile Feint, Benefit (1) (Status – Multiple Mortal Kombat Tournament Champion), Defensive Attakk, Defensive Roll (3), Extraordinary Effort, Grabbing Finesse, Improved Disarm, Improved Initiative (1), Improved Kritikal (1) (Unarmed), Improved Trip, Instant Up, Languages (1) (English, 1 other, Base: Mandarin), Luck (Improve Roll) (1), Luck (Recover) (1), Move-by Action, Power Attack (3) (Bicycle Kick, Dragon Kick, Unarmed), Sweeping Strike*, Takedown (2)

POWERS:
Kombat Array: 5 pt Array; 7 pts
Dragon Fire: Ranged Fire Damage 6 (Flaw: Diminished Range [10/25/50], Distrakting); 5 pts
Bicycle Kick: Multiattack Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2); 1 pt
Dragon Kick: Bludgeoning Strength-based Damage 2 (Extra: Dangerous 4, Linked [Leaping, Speed], Flaw: Unkontrolled), Speed 1 (4 mph/60 fpr; Extra: Linked [Damage, Leaping], Flaw: Unkontrolled), Leaping 1 (15 ft; Extra: Linked [Damage, Speed], Flaw: Unkontrolled); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +11
Klose Attakk +14 [Bicycle Kick +6, Kritikal 19-20, Multiattakk; Dragon Kick +6, Kritikal 16-20]
Unarmed +17 [Unarmed +3, Kritikal 19-20]
Ranged Attakk +5
Blast +12 [Dragon Fire +6]

DEFENSES:
Dodge +15 [DC25] Parry +15 [DC25]
Toughness +5 (+4 without Defensive Roll), Fortitude +7, Will +7

KOMPLIKATIONS:
Enemy: Shao Kahn, Shang Tsung, Quan Chi, Shinnok…pretty much all the major bad guys of Outworld.
Honor: While he does not hold to the Shaolin Monk code of not killing, he does generally live by their code and is a very honorable person.
Relationships: He and Kitana have had a long mutual attraction although neither has completed committed due to their responsibilities.
Responsibility: To protect Earthrealm and fulfill his duties as the reigning Mortal Kombat champion.

Abilities 82 + Skills 23 (46 ranks) + Advantages 21 + Powers 7 + Defenses 15 = 148 / 148

Build Comments: If there’s a main hero of the MK setting, it’s Liu Kang. He may look like Shang Chi and Bruce Lee’s kid brother, but he’s a bad ass. He gets a PL10 build like my other potential champions, and it’s been earned. Even if he’s gotten older in the rebooted MK-verse. Initially, I did not like the endings where he turns revenant heel, but I guess they wanted to move on from him as a main hero and get the new characters like Cassie Cage and Kung-Jin into the spotlight. I took him a slightly difference direction in my setting, sending him on walkabout and seclusion until he’s needed again. But I might go with his new timeline role as King of Netherrealm as I am starting to get into the heroes as villains (curse you Hydra Cap and Injustice Superman).

As a build, he’s the best of the main MK fighters overall, hitting his pull PL10 caps and is loaded with enough Advantages to give him a chance against higher level foes. If you throw a few HP at him, look out. I made the Dragon Kick the first real “finisher” that I’ve done, similar to how I’ve handled finishing moves for my wrestler builds in the past. It’s uncontrolled so that you can use it for a dramatic ending shot. With 4 ranks of Improved Kritikal, it’s DEFINITELY a match ender and not something to be used a lot, so I left it up to the GM as to when it’s appropriate.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

28 - Terry Bogard

Post by Thorpocalypse »

Check out this new item for our Fatal Fury line as we add more fighting game heroes to Aisle 9!

Image
Oh, Andy. You've become so strong. Not! - Terry Bogard

TERRY BOGARD
PL10


OPL: 10; DPL: 10; HP: 2

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 5, DEXTERITY 4, FIGHTING 14, INTELLECT 1, AWARENESS 3, PRESENCE 3

SKILLS: Acrobatics 8 (+13), Athletics 7 (+10), Close Combat [Unarmed] 2 (+16), Deception (+3), Expertise [Streetwise] 4 (+5), Insight (+3), Intimidation (+3), Perception 3 (+6), Persuasion (+3), Stealth (+5)

ADVANTAGES: Defensive Attack, Defensive Roll (2), Extraordinary Effort, Improved Defense, Improved Initiative (1), Improved Trip, Luck (Improve Roll) (1), Martial Strike* (1), Power Attack (2) (Burning Knuckle, Unarmed), Sweeping Strike*, Takedown (1)

POWERS:
Chi Array: 6 pt Array; 9 pts
Power Geyser: Cylinder Area Chi Energy Damage 6 (Extra: Cylinder Area [30 ft cylinder], Flaw: Unreliable [5 uses]); 6 pts
Power Wave: Line Area Chi Energy Damage 6 (Extra: Line Area [30 ft line], Flaw: Unreliable [5 uses]); 1 pt
Burning Knuckle: Chi Energy Strength-based Damage 1 (Extra: Accurate); 1 pt
Bogard Combo: Multiattack Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2, Flaw: Unreliable [5 uses]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +14 [Bogard Combo +5, Critical 18-20, Multiattack]
Burning Knuckle +16 [Burning Knuckle +4]
Unarmed +16 [Unarmed +3; Martial Strike Unarmed +4]
Ranged Attack +4
Special Attack [Energy Geyser +6, Cylinder Area; Power Wave +6, Line Area]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6 (+4 without Defensive Roll), Fortitude +7, Will +6

COMPLICATIONS:
Enemy: Crimelord Geese Howard.
Relationships: He is close to his brother, Andy.

Abilities 74 + Skills 12 (24 ranks) + Advantages 13 + Powers 9 + Defenses 15 = 123 / 123

Build Comments: Terry Bogard is one of the few “western everyman” main heroes of the fighting game genre. Most of the others tend to be patterned after the “eastern mythic hero” archetype, at least the ones I generally think of.

Terry is a pretty straight-forward fighter, so I didn’t give him a lot of Advantages and skills, counting on his Luck and PL10 caps to get him through most of fights. I built him to go in, start swinging and don’t stop until the fight is over. If I rebuild him for my setting, I actually see him as the ultimate street level PL8 scrapper that is a truckstop legend, but would have no real shot against someone like Nightwing or DD without some serious luck. But he would get the girl in the end because he’s dope like dat.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

29 - Andy Bogard

Post by Thorpocalypse »

We've got a companion piece to our last new item as we continue to add to our Fatal Fury line!

Image
Oh my G... How did you managed to survive? Well, prepare to die again, old guy. - Andy Bogard

ANDY BOGARD
PL9


OPL: 9; DPL: 9; HP: 2

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 6, DEXTERITY 3, FIGHTING 13, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 7 (+13) [Agile Feint, Up the Wall], Athletics 3 (+6), Close Combat [Unarmed] 2 (+15), , Deception (+2), Expertise [Ninja] 4 (+5), Insight 2 (+5), Intimidation (+2), Perception 4 (+7), Persuasion (+2), Ranged Combat [Blast] 9 (+12), Sleight of Hand 2 (+5), Stealth 5 (+11)

ADVANTAGES: Agile Feint, Deep Ties* (1) (Motivation), Defensive Attack, Defensive Roll (1), Grabbing Finesse, Improved Defense, Improved Disarm, Improved Initiative (1), Instant Up, Languages (1) (Japanese, 1 other, Base: Japanese), Move-by Action, Power Attack (2) (Chi Combo, Unarmed), Sweeping Strike*, Takedown (2), Teamwork, Up the Wall*

POWERS:
Human Weapon Array: 4 pts Traits; 5 pts
Hishouken!: Ranged Chi Energy Damage 5 (Flaw: Diminshed Range [10/25/50], Distracting); 4 pts
Chi Strike Combo: Multiattack Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2, Flaw: Unreliable [5 uses]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +13 [Chi Strike Combo +5, Critical 18-20, Multiattack]
Unarmed +15 [Unarmed +3]
Ranged Attack +3
Hishouken! +12 [Hishouken +5]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +5 (+4 without Defensive Roll, +0 Impervious), Fortitude +6, Will +6

COMPLICATIONS:
Motivation: Andy strives to improve his fighting skill and does not want any distractions.
Relationships: He is close to his brother, Terry, and Mai Shiranui, with whom he shares an attraction, but do to his quest to become a great fighter, he has not pursued.

Abilities 70 + Skills 19 (38 ranks) + Advantages 18 + Powers 5 + Defenses 12 = 124 / 124

Build Comments: Andy is Terry’s little brother and he’s one of the main heroes in the series, although in a very secondary role. He’s a top notch fighter, but not on Terry’s level. And he also happens to have the hottest woman in the series in love with him and doesn’t do anything about it. Based on that alone, he’s way down on my respect list!
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

30 - Jago

Post by Thorpocalypse »

We're continuing with our Fighting Game Heroes as we add another new item to our Killer Instinct line! Check it out on Aisle 9!

Image
I'm afraid your path ends here. - Jago

JAGO
PL10


OPL: 10; DPL: 10; HP: 2

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 5, DEXTERITY 4, FIGHTING 12, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 6 (+11), Athletics 7 (+10), Close Combat [Unarmed] 2 (+16), Deception (+1), Expertise [Theology and Philosophy] 4 (+5), Insight (+2), Intimidation (+1), Perception 5 (+7), Persuasion (+1), Ranged Combat [Endoduken] 7 (+11), Stealth 5 (+10)

ADVANTAGES: Close Attack (2), Defensive Attack, Defensive Roll (2), Equipment (1), Extraordinary Effort, Improved Defense, Improved Initiative (1), Improved Trip, Languages (1) (English, 1 other, Base: Mandarin), Move-by Action, Power Attack (3), Quick Draw, Takedown (1)

POWERS:
Instinct Array: 9 pt Array; 10 pts
Endokuken!: Ranged Mystic Damage 5 (Flaw: Diminished Range [10/25/50]); 9 pts
Ultimate Combo!: Multiattack Slashing Strength-Damage 4 (Extra: Dangerous 2, Flaw: Easily Removable [Requires Kora], Inaccurate, Unreliable [5 uses]); 1 pt


EQUIPMENT:
(5 pts)
Kora: Slashing Strength-Based Damage 2, Dangerous; 3 pts

OFFENSE:
Initiative +9
Close Attack +14 [Kora +5, Critical 19-20]
Ultimate Combo! +12 [Ultimate Combo +7, Critical 18-20, Multiattack]
Unarmed +16 [Unarmed +3]
Ranged Attack +
Blast +11 [Endoduken +5]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +6 (+4 without Defensive Roll), Fortitude +7, Will +6

COMPLICATIONS:
Honor: Being a Shaolin monk, he holds to a high standard of honor.
Motivation: Seeking battle to help him purge the darkness of the evil Tiger Spirit within him.
Relationships: With his sister, Orchid.
Rivalry: With Fulgore.

Abilities 64 + Skills 18 (36 ranks) + Advantages 17 + Powers 10 + Defenses 16 = 125 / 125

Build Comments: Keeping with my current run of "The Ryu's" of the fighting game genre, Jago is the Ryu/Liu Kang of Killer Instinct. A mysterious warrior monk, he is driven to drive out evil in the world and purge the darkness within him through combat. Sounds familiar…

Killer Instinct as a game seems to be more button mashy, like Tekken or Soul Calibur, so I didn’t give him a lot of powers or a ton of Advnatages. The playthroughs I watched showed him to be kinda bullish, so I figure a PL9.5 attack and defense should cover it as far as him being close to top tier in KI.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

31 - Jin Kazama

Post by Thorpocalypse »

We've got a complicated piece of our current run hitting the Aisle 9 shelves as we add to our Tekken line!

Image
The Mishima bloodline ends here. - Jin Kazama

JIN KAZAMA
PL10


OPL: 10; DPL: 10; HP: 2

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 6, DEXTERITY 3, FIGHTING 13, INTELLECT 2, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 5 (+11), Athletics 7 (+10), Close Combat [Unarmed] 2 (+16), Deception (+1), Expertise [Business] 5 (+7), Insight 5 (+7), Intimidation (+1/+9) [Startle], Perception 5 (+7), Persuasion (+1), Stealth 3 (+9), Vehicles 4 (+7)

ADVANTAGES: Accurate Attack, Benefit (2) (Wealth 2 [Independently Wealthy], Close Attack (1), Defensive Attack, Defensive Roll (2), Equipment (2), Extraordinary Effort, Improved Defense, Improved Hold, Improved Initiative (1), Instant Up, Languages (1) (English, 1 other, Base: Japanese), Luck (Improve Roll) (1), Martial Strike (1), Power Attack (3) (Demon Scissors, Flash Punch Combo, Unarmed), Takedown (1)

POWERS:
Mishima Style Karate: 5 pt Array; 6 pts
Flash Punch Combo/Electric Wind God Fist: Multiattack Strength-based Damage 2 (Extra: Dangerous 2, Variable Descriptor [Bludgeoning/Electric], Flaw: Unreliable [5 uses]); 5 pts
Demon Scissors: Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2, Flaw: Distracting); 1 pt


EQUIPMENT:
(10 pts)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8; 10 pts

OFFENSE:
Initiative +10
Close Attack +14 [Demon Scissors +6, Critical 18-20; Electric Wind God Fist/Flash Punch Combo +6, Critical 18-20, Multiattack]
Unarmed +16 [Martial Strike Unarmed +4; Unarmed +3]
Ranged Attack +3

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +6 (+4 without Defensive Roll), Fortitude +7, Will +7

COMPLICATIONS:
Daddy Issues: Jin never knew his father and once he did, he realized with the Devil Gene had done to him and is determined to take him out.
Dark Side: Jin has to battle against his Devil Gene in order to keep his dark side in check. If he loses control, he could wreak havoc on the world.
Relationships: He has a complicated relationship with his grandfather, Heihachi. Sometimes they work together, sometimes they are enemies. He also loves his mother, Jun, and longs to find her.

Abilities 68 + Skills 18 (36 ranks) + Advantages 21 + Powers 6 + Defenses 15 = 128 / 128

Build Comments: Jin is the current protagonist of the Tekken series. As the son Kazuya and grandson of Heihachi, he’s certainly got the pedigree for it. However, his overall backstory is complicated. Most of the series, he's the moody protagnonist. Then in Tekken 6, he pretty much becomes the bad guy, taking over the Mishima Zaibatsu and pretty much starts a world war to bring out the demon Azazel who he believes that by killing, he can rid himself and his father of the Devil Gene. He does kind of redeem himself at the end by taking out the demon, but geez, that's a pretty selfish move. Causing the deaths of thousands of innocents just to potentially get rid of something that could also do the same thing? Didn't seem like the Tekken folks thought that out if they wanted him to be the face of the series.

I think I'm going to rewrite that a bit to make it a little more palatable to me, so his backstory in the Thorpocaverse is incomplete at the moment.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

32 - Devil Jin

Post by Thorpocalypse »

This companion piece to our last new item is hitting the Aisle 9 shelves!

Image
Fear the Wrath of God! - Devil Jin

DEVIL JIN
PL11


OPL: 11; DPL: 11; HP: 2

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 6, DEXTERITY 4, FIGHTING 14, INTELLECT 2, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 6 (+12), Athletics 7 (+12), Close Combat [Unarmed] 2 (+17), Deception (+1), Insight 6 (+8), Intimidation 7 (+10) [Startle], Perception 5 (+7), Persuasion (+1), Stealth 3 (+9)

ADVANTAGES: All-Out Attack, Benefit (2) (Wealth 2 [Independently Wealthy]), Close Attack (1), Defensive Attack, Defensive Roll (3), Extraordinary Effort, Improved Defense, Improved Hold, Improved Initiative (1), Instant Up, Languages (1) (English, 1 other, Base: Japanese), Power Attack (3) (Demon Scissors, Flash Punch Combo, Unarmed), Takedown (1)

POWERS:
Wings: Flight 2 (8 mph/120 ft pr; Flaw: Winged); 2 pts
Hellfire Blast: Ranged Fire Damage 6 (Extra: Accurate 5, Flaw: Diminished Range [10/25/50], Distracting); 10 pts
Mishima Style Karate: 5 pt Array; 6 pts
Flash Punch Combo/Electric Wind God Fist: Multiattack Strength-based Damage 2 (Extra: Dangerous 2, Variable Descriptor [Bludgeoning/Electric], Flaw: Unreliable [5 uses]); 5 pts
Demon Scissors: Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2, Flaw: Distracting); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +15 [Demon Scissors +7, Critical 18-20; Electric Wind God Fist/Flash Punch Combo +7, Critical 18-20, Multiattack]
Unarmed +17 [Unarmed +5]
Ranged Attack +4
Hellfire Blast +14 [Hellfire Blast +6]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +8 (+5 without Defensive Roll), Fortitude +9, Will +7

COMPLICATIONS:
Daddy Issues: Jin never knew his father and once he did, he realized with the Devil Gene had done to him and is determined to take him out.
Motivation: Devil Jin is a very malovent version of Jin, and wants to spread chaos and evil. He constantly fights Jin for control of their psyche and body.
Relationships: He has a complicated relationship with his grandfather, Heihachi. Sometimes they work together, sometimes they are enemies.

Abilities 82 + Skills 18 (36 ranks) + Advantages 18 + Powers 18 + Defenses 17 = 153 / 153

Build Comments: Unlike his father Kazuya, who has given into his Devil Gene and gets one build with an upgraded Devil Kazuya form, Jin gets a build for his normal form and a different build for his Devil Jin form. Jin and his Devil Gene are in a constant battle for control and Jin hopes to rid himself of his Devil Gene and I get the feeling that they’ll wrap up the Mishima family struggle in the next Tekken game where Jin and Kazuya will have one last battle for all the marbles. I think they’ll both die and they’ll take the series back to its roots with Lee Chaolan taking over as the new sponsor for future King of the Iron Fist tournaments. And Paul Phoenix will finally win it!
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

33 - Kazuya Mishima

Post by Thorpocalypse »

We're continuing with our Tekken line with this new item for Aisle 9!

Image
Pititful... - Kazuya Mishima

KAZUYA MISHIMA
PL12


OPL: 12; DPL: 12; HP: 2

ABILITIES: STRENGTH 3 [5], STAMINA 4 [5], AGILITY 6, DEXTERITY 5, FIGHTING 14 [15], INTELLECT 3, AWARENESS 4, PRESENCE 3 [4]

SKILLS: Acrobatics 5 (+11), Athletics 7 (+10/+12), Deception 6 (+9/+10), Expertise [Business] 7 (+10), Expertise [Demonology] 7 (+10), Insight 3 (+7), Intimidation 4 (+7/+12), Investigation 4 (+7), Perception 5 (+9), Persuasion (+3/+4), Stealth (+6), Technology 2 (+5)

ADVANTAGES: All-Out Attack, Benefit (5) (Status, Wealth, Resources 5 – Head of G Corporation), Close Attack (2), Defensive Attack, Defensive Roll (2), Evasion (1), Favored Foe (Mishima Clan), Improved Critical (1) (Unarmed), Improved Defense, Improved Initiative (1), Languages (1) (English, 1 other, Base: Japanese), Luck (Improve Roll) (1), Martial Strike* (1), Power Attack (3) (Demon Scissors, Flash Punch Combo, Unarmed), Takedown (1)

POWERS:
Mishima Style Karate: 5 pt Array; 6 pts
Flash Punch Combo/Electric Wind God Fist: Multiattack Strength-based Damage 2 (Extra: Dangerous 2, Variable Descriptor [Bludgeoning/Electric], Flaw: Unreliable [5 uses]); 5 pts
Demon Scissors: Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2, Flaw: Distracting); 1 pt

Devil Kazuya Form: 30 pts Traits, Flaw: Activation (Move Action); 29 pts
Devil Gene Enhancements: Enhanced Fighting 1, Enhanced Strength 2, Enhanced Presence 1, Enhanced Stamina 1, Enhanced Fortitude 1, Enhanced Will 2, Enhanced Advantages 1 (Startle), Enhanced Skills 2 (Intimidation 4 ranks), Enhanced Dodge 1, Enhanced Parry 1; 18 pts
Wings: Flight 2 (8 mph/120 ft pr; Flaw: Winged); 2 pts
Hellfire Blast: Ranged Fire Damage 7 (Extra: Accurate 4, Flaw: Diminished Range [10/25/50], Distracting); 10 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +16 (+17 in Devil Kazuya Form) [Unarmed +3, Critical 19-20; Martial Strike Unarmed +4, Critical 19-20; Demon Scissors +5, Critical 18-20; Electric Wind God Fist/Flash Punch Combo +5, Critical 18-20, Multiattack; Devil Kazuya Unarmed +5; Martial Strike Unarmed +6, Critical 19-20; Demon Scissors +7, Critical 18-20; Electric Wind God Fist/Flash Punch Combo +7, Critical 18-20, Multiattack]
Ranged Attack +5
Devil Laser Blast +13 [Demon Laser Blast +7]

DEFENSES:
Dodge +14 (+15 in Devil Kazuya Form) [DC24/25] Parry +14 (+16 in Devil Kazuya Form) [DC24/26]
Toughness +6 (+4 without Defensive Roll, +7 in Devil Kazuya Form, +5 without Defensive Roll in Devil Kazuya Form), Fortitude +7 (+9 in Devil Kazuya Form), Will +7 (+9 in Devil Kazuya Form)

COMPLICATIONS:
Daddy Issues: Kazuya has a vendetta against his father, Heihachi.
Enemy: In addition to his issues with his father, his son, Jin, desires to destroy him to rid the world of the Devil Gene.
Motivation: Having given his soul to the Devil Gene, his goals are world conquest and destruction.

Abilities 84 + Skills 25 (50 ranks) + Advantages 23 + Powers 35 + Defenses 14 = 181 / 181

Build Comments: Kazuya was the main protagonist in the first Tekken but over time he’s become both a heroic and villainous figure, in juxtaposition to his father Heihachi, which is a twist that I liked. As a build, he's really more PL11.5 in his devil form than PL12 so he's a touch below Akuma, who he fought to a draw in Tekken 7 and a notch above his father, who he usually fights to a draw or barely loses. I may scale him back a bit, but I like him having the edge on Heihachi, at least when he's in his final form.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

34 - Heihachi Mishima

Post by Thorpocalypse »

We're back to work on our Fighting Game builds and we're going to be adding some BOSS LEVEL SPECIALS over the next few days, along with the heroes that oppose them! Check out this new item for our Tekken line!

Image
Come back when you're ready to fight. - Heihachi Mishima

HEIHACHI MISHIMA
PL11


OPL: 11; DPL: 11; HP: 2

ABILITIES: STRENGTH 5, STAMINA 6, AGILITY 5, DEXTERITY 5, FIGHTING 14, INTELLECT 4, AWARENESS 6, PRESENCE 6

SKILLS: Acrobatics 3 (+8), Athletics 10 (+15), Close Combat [Unarmed] 2 (+17), Deception 7 (+13), Expertise [Business] 9 (+13), Expertise [Demonolgy] 6 (+10), Expertise [Martial Arts] 8 (+12), Insight 7 (+13) [Combat Clarity], Intimidation 7 (+13), Investigation 5 (+9) [Well-Informed], Perception 4 (+10), Persuasion (+6), Stealth (+5)

ADVANTAGES: All-Out Attack, Benefit (6) (Status, Wealth, Resources 6 – Head of the Mishima Zaibatsu), Close Attack (1), Combat Clarity* (1), Damaging Escape*, Defensive Roll (2), Diehard, Extraordinary Effort, Favored Foe (Devil Gene Carriers), Favored Foe (Martial Artists), Fearless, Improved Critical (1) (Unarmed), Improved Defense, Improved Initiative (1), Languages (1), Power Attack (3) (Demon Scissors, Flash Punch Combo, Unarmed), Ranged Attack (2), Takedown (2), Well-Informed

POWERS:
Still Spry: Feature 1 (Longevity); 1 pt
Mishima Style Karate: 5 pt Array; 6 pts
Flash Punch Combo/Electric Wind God Fist: Multiattack Strength-based Damage 2 (Extra: Dangerous 2, Variable Descriptor [Bludgeoning/Electric], Flaw: Unreliable [5 uses]); 5 pts
Demon Scissors: Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2, Flaw: Distracting); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +15 [Demon Scissors +7, Critical 18-20; Electric Wind God Fist/Flash Punch Combo +7, Critical 18-20, Multiattack]
Unarmed +17 [Unarmed +5, Critical 19-20]
Ranged Attack +7

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +8 (+6 without Defensive Roll), Fortitude +9, Will +9

COMPLICATIONS:
Enemy: Due to his actions, he had made enemies out of son, Kazuya and his grandson, Jin.
Motivation: Heihaci desires power in all its forms and seeks to drive out the weakness in those who he sees greatness in.
Relationships: He does love his wife, Kazumi and cares for his bear, Kuma Jr. as he did Kuma's father.
Rivalry: He has a long rivalry with his adopted sons, Lee Chaolan and Lars Alexandersson.

Abilities 102 + Skills 34 (68 ranks) + Advantages 29 + Powers 7 + Defenses 15 = 187 / 187

Build Comments: The main antagonist of the Tekken series for most of it's run, Heihachi Mishima. The story of the Mishima Clan's conflict has been the driving force for the series, but after the events of Tekken 7, I see that coming to an end soon. But Heihachi has been one of the best characters in the fighting game genre for years. He's arrogant, powerful and sometimes pretty evil, but he shows enough humanity at times, especially in this last game, for you to continue to stay engaged with him and his story.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

35 - Shao Kahn

Post by Thorpocalypse »

We're continuing to add more BOSS LEVEL SPECIALS! Check this one in for our Mortal Kombat line on Aisle 9!

Image
I am Shao Kahn! Konqueror of worlds! You will taste no victory! - Shao Kahn

SHAO KAHN
PL12


OPL: 12; DPL: 12; HP: 2

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 3, DEXTERITY 4, FIGHTING 12, INTELLECT 5, AWARENESS 7, PRESENCE 7

SKILLS: Akrobatiks 4 (+7), Athletiks 6 (+13), Deception 6 (+13) [Taunt], Expertise [Magik] 10 (+15) [Ritualist], Expertise [Science] 8 (+13), Insight (+7), Intimidation 8 (+15) [Daze], Perception (+7), Persuasion (+7), Stealth (+3)

ADVANTAGES: All-Out Attakk, Chokehold, Close Attakk (3), Daze (1) (Intimidation), Diehard, Fast Grab, Fearless, Improved Kritikal (2) (Unarmed, Hammer), Improved Grab, Languages (2) (English, 4 other, Base: Japanese), Power Attakk (3) (Hammer Dance, Hammer Strike, Unarmed), Ranged Attakk (9), Ritualist, Takedown (1), Taunt

POWERS:
Immortal Warlord Physiology: Protection 2, Immunity 2 (Aging, Disease), Regeneration 2 (1/every 5 rounds); 6 pts
Wrath Hammer: 11 pts Traits, Easily Removable (-4 pts); 7 pts
Hammer Strike: Bludgeoning Strength-based Damage 2 (Extra: Penetrating 9); 11 pts
Hammer Dance: Multiattakk Bludgeoning Strength-based Damage 2 (Extra: Penetrating 9, Flaw: Distrakting); 1 pt
Hammer Throw: Ranged Affliktion 9 (Resisted by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Defenseless, Extra: Extra Kondition, Flaw: Distrakting, Limited to two degrees); 1 pt

Dark Magik: 19 pts Traits; 20 pts
Explosive Ball: Ranged Burst Area Damage 10 (Extra: Burst Area [30 ft radius], Flaw: Diminished Range [15 ft burst], Distrakting); 19 pts
Light Spear: Ranged Energy Damage 10 (Flaw: Distrakting); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attakk +15 [Unarmed +7, Kritikal 19-20; Wrath Hammer +9, Kritikal 19-20; Hammer Dance +9, Kritikal 19-20, Multiattakk]
Ranged Attakk +13 [Hammer Throw Affliktion +9; Light Spear +9]
Special Attakk [Explosive Ball +9, Burst Area]

DEFENSES:
Dodge +12 [DC22] Parry +14 [DC24]
Toughness +10, Fortitude +9, Will +9

KOMPLIKATIONS:
Arrogance: His supreme konfidence in his abilities has caused him to underestimate his opponents and has led to his downfall on several okkasions.
Enemy: Raiden and any of his allies.
Motivation: Konquering all realms, especially Earthrealm.

Abilities 106 + Skills 21 (42 ranks) + Advantages 29 + Powers 35 + Defenses 14 = 205 / 205

Build Comments: I have a version of Shao Kahn built at PL15 as a "true epic dark lord, smack Superman around and call him Susan”, powerhouse. But since we’re focusing on fighting game builds for now, I’m making him a PL12 beast that someone like Liu Kang might, maybe, possibly beat with enough HP, as he did in the games.

But even still, I don’t really see it. Shao Khan, compared to the other fighters I built outside of the bosses, is a total beast. Seeing as most of them are PL9 and can do maybe +11 damage with a full Power Attack, they would have a hard time putting him down. But the dice are a fickle mistress and I suppose with enough HP and some bad rolls for Khan, it could happen. But it’s not bloody likely.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

36 - Geese Howard

Post by Thorpocalypse »

The BOSS LEVEL SPECIALS keep coming with another new item for Aisle 9! This one's for our Fatal Fury line, check it out!

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The immortal Geese is about to show you to a very hot place, indeed. - Geese Howard

GEESE HOWARD
PL11


OPL: 11; DPL: 11; HP: 2

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 6, DEXTERITY 5, FIGHTING 14, INTELLECT 4, AWARENESS 5, PRESENCE 5

SKILLS: Acrobatics 7 (+13), Athletics 9 (+13), Close Combat [Unarmed] 2 (+18), Deception 5 (+10), Expertise [Business] 6 (+10), Expertise [Criminal] 9 (+13), Expertise [Martial Arts] 6 (+10), Insight (+5), Intimidation 5 (+10) [Startle], Perception 4 (+9), Persuasion 2 (+7), Ranged Combat [Blast] 4 (+13), Stealth 2 (+8), Vehicles 1 (+6)

ADVANTAGES: All-Out Attack, Benefit (5) (Status – Geese Howard, Wealth 4 [Multimillionaire]), Close Attack (2), Defensive Attack, Defensive Roll (2), Defensive Strike* (1), Diehard, Equipment (3), Improved Critical (1) (Unarmed), Improved Defense, Improved Grab, Improved Hold, Improved Initiative (1), Improved Trip, Languages (1) (Japanese, 1 other, Base: English), Luck (Instant Counter) (2), Move-by Action, Power Attack (2) (Chi Combos, Unarmed), Ranged Attack (4), Startle, Sweeping Strike*, Takedown (2), Uncanny Dodge

POWERS:
Chi Array: 7 pt Array; 9 pts
Chi Geyser: Cylinder Area Energy Damage 7 (Extra: Cylinder Area [30 ft cylinder], Flaw: Unreliable [5 uses]); 7 pts
Reppuken!: Ranged Chi Energy Damage 7 (Flaw: Distracting); 1 pt
Chi Combos: Multiattack Bludgeoning Strength-based Damage 2 (Extra: Dangerous 3, Flaw: Unreliable [5 uses]); 1 pt


EQUIPMENT:
(15 pts)
Headquarters: (14 pts)
Geese Tower: Size - L, Tough - 10, Features - Communications, Computer, Fire Prevention System, Garage, Gym, Hangar, Library, Living Space, Personnel, Power System, Security System,

OFFENSE:
Initiative +10
Close Attack +16 [Chi Combo +6, Critical 18-20, Multattiack]
Unarmed +18 [Unarmed +4, Critical 19-20]
Ranged Attack +9
Blast +13 [Reppuken +7]
Special Attack [Energy Geyser +7, Cylinder Area]

DEFENSES:
Dodge +14 [DC24] Parry +15 [DC25]
Toughness +7 (+5 without Defensive Roll, +0 Impervious), Fortitude +8, Will +8

COMPLICATIONS:
Honor: Geese has an affinity for Japanese culture and holds himself to code of honor.
Motivation: Geese is very power hungry and is motivated to be the best at what he does and crush those who oppose him.
Rivalry: With the Bogard brothers.

Abilities 96 + Skills 31 (62 ranks) + Advantages 37 + Powers 9 + Defenses 15 = 188 / 188

Build Comments: One of the great all time fighting game bosses, Geese Howard. I never played the SNK games but I had friends that practically worshipped him for how badly he beat them repeatedly. I did enjoy watching the playthrough videos as I researched him and he is definitely a bad ass in the Fatal Fury setting. I'll probably take another run at him as I don't feel like I've totally captured his countering ability, but giving him a couple of ranks of Luck (Instant Counter) should help.

He and Heihachi I could see using in a street level superhero setting in addition to my fighting game setting with few, if any, tweaks. I may let my regular Nightwing or DD see how they fare against him and some goons sometime.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
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37 - M Bison

Post by Thorpocalypse »

Our BOSS LEVEL SPECIALS keep coming with this new item for our Street Fighter line!

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Chun Li: You and your bullies were driven back by farmers with pitchforks! My father saved his village at the cost of his own life. You had him shot as you ran away! A hero... at a thousand paces.
Bison: I'm sorry. I don't remember any of it.
Chun Li: You don't remember?
Bison: For you, the day Bison graced your village was the most important day of your life. But for me...it was Tuesday.


M (MASTER) BISON
PL11

OPL: 11; DPL: 11; HP: 3

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 5, DEXTERITY 5, FIGHTING 15, INTELLECT 5, AWARENESS 5, PRESENCE 6

SKILLS: Acrobatics 5 (+10), Athletics 5 (+10), Deception 9 (+15), Expertise [Criminal] 10 (+15), Expertise [Life Sciences] 8 (+13), Insight 6 (+11) [Assessment], Intimidation 7 (+13) [Daze, Startle], Investigation 5 (+10) [Well-Informed], Perception 4 (+9), Persuasion 7 (+13) [Connected], Stealth (+5), Technology 5 (+10), Vehicles 3 (+8)

ADVANTAGES: Assessment, Benefit (8) (Wealth, Status, Resources 8 – Shadaloo Leader), Close Attack (2), Connected, Daze (1) (Intimidation), Defensive Attack, Defensive Roll (1), Equipment (1), Fearless, Improved Critical (1) (Unarmed), Improved Initiative (1), Languages (2) (English, Japanese, 3 others, Base: Thai), Leadership, Luck (Edit Scene) (1), Power Attack (2) (Psycho Crusher, Unarmed), Ranged Attack (5), Startle, Takedown (1), Unbalancing Strike*, Well-Informed

POWERS:
Psycho Powered Flight: Flight 1 (4 mph/60 ft pr; Flaw: Levitation); 1 pt
Psycho Power: 16 pt Array; 19 pts
Psycho Lifting: Perception Range Move Object 8 (Flaw: Distracting); 16 pts
Psycho Telepathy: Communication 3 (Mental, Statewide/Small Nation); 1 pt
Psycho Blast: Ranged Psychic Energy Damage 6 (Extra: Accurate 3, Flaw: Distracting); 1 pt
Psycho Crusher: Multiattack Bludgeoning Strength-Damage 2 (Extras: Dangerous 2, Linked [Leaping], Penetrating 8, Flaw: Inaccurate, Unreliable [5 uses]), Leaping 2 (30 ft; Extra: Linked [Damage], Flaw: Unreliable [5 uses]); 1 pt
Bison Warp: Teleport 3 (250 ft; Extra: Change Direction, Change Velocity, Flaw: Unreliable [5 uses]); 1 pt


EQUIPMENT:
(5 pts)
Kevlar Uniform: Protection 1; 1 pt

OFFENSE:
Initiative +9
Close Attack +17 [Unarmed +5, Critical 19-20]
Psycho Crusher +15 [Psycho Crusher +7, Critical 18-20, Multiattack]
Ranged Attack +10
Psycho Blast +16 [Psycho Blast +6]
Special Attack [Psycho Lifting Move Object +8, Perception]

DEFENSES:
Dodge +14 [DC24] Parry +15 [DC25]
Toughness +7 (+6 without Defensive Roll), Fortitude +8, Will +9

COMPLICATIONS:
Arrogance: Master Bison has the ultimate confidence in his power, making him underestimate his foes at times.
Enemy: He has made many enemies over the years, but his greatest foes have been Ryu, Guile, Chun-Li, Rose and Cammy.
Obsession: Master Bison wants the world and will do whatever he has to do to get it.

Abilities 102 + Skills 37 (74 ranks) + Advantages 34 + Powers 21 + Defenses 16 = 210 / 210

Build Comments: I was flipping through channels the other day while folding laundry (see what married life does you, kids? :shock: ) and I came across Addams Family Values, which always brings a smile to my face. Certainly not the greatest sequel but fun nonetheless. And I immediately got sad when I saw Raul Julia because I loved his work and the movie industry is less magical without him due to his premature death of stomach cancer.

Seeing him in turn reminded me of the fact that he played M. Bison in the 1994 Street Fighter movie. The movie kinda sucked (OK, really sucked) but he was so good in it, he actually got nominated for a Saturn award for best supporting actor. He was just that great. And he actually made me a fan of Bison, even though I hadn’t faced him in a game.

So again, this is mostly Wiki fueled, but I wanted to make Bison a real “boss” so he’s a bad ass, but not as much as Akuma who one-shotted him in his debut if memory serves. Still, he’d probably smack Ryu all over the place unless he’s got a ton of HP to help him out.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

38 - Sagat

Post by Thorpocalypse »

Our BOSS LEVEL SPECIALS continue with this J-Mart Favorite Item for Aisle 9!

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You've got a lot to learn before you can defeat me. Try again, kiddo. - Sagat

SAGAT
PL11


OPL: 11; DPL: 11; HP: 2

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 3, DEXTERITY 3, FIGHTING 13, INTELLECT 1, AWARENESS 4, PRESENCE 2

SKILLS: Acrobatics 5 (+8), Athletics 8 (+14), Close Combat [Unarmed] 2 (+16), Deception (+2), Expertise [Streetwise] 4 (+5), Insight 5 (+9) [Assessment], Intimidation 7 (+9/+10) [Startle], Perception 3 (+7), Persuasion (+2), Ranged Combat [Tiger Shot] 10 (+13), Stealth (+3/+1)

ADVANTAGES: All-Out Attack, Assessment, Chokehold, Close Attack (1), Defensive Roll (3), Fast Grab, Improved Critical (1) (Unarmed), Improved Initiative (1), Languages (1) (English, 1 other, Base: Thai), Power Attack (2) (Unarmed, Tiger Knee/Uppercut), Startle, Takedown (1)

POWERS:
Sagat Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent, Reach [5 ft]); 6 pts
Tiger Chi Array: 5 pt Array; 6 pts
Tiger Shot: Ranged Force Energy Damage 6 (Flaw: Diminished Range [10/25/50], Distracting); 5 pts
Tiger Knee/Tiger Uppercut: Bludgeoning Strength-based Damage 2 (Extra: Dangerous, Flaw: Unreliable [5 uses]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +14 [Tiger Knee/Tiger Uppercut +8, Critical 19-20]
Unarmed +16 [Unarmed +6, Critical 19-20]
Ranged Attack +3
Tiger Shot +13 [Tiger Shot +6]

DEFENSES:
Dodge +12 [DC22] Parry +13 [DC23]
Toughness +8 (+6 without Defensive Roll), Fortitude +8, Will +6

COMPLICATIONS:
Honor: Despite his occasional association with the Shadaloo syndicate, Sagat has a strict code of honor. He does not take shortcuts or take unfair advantage of situations and will not harm innocents.
Motivation: The thrill of battle and proving himself against the world's greatest fighters.
Rivalry: With Ryu.

Abilities 68 + Skills 22 (44 ranks) + Advantages 14 + Powers 12 + Defenses 15 = 131 / 131

Build Comments: Sagat was the boss of the first Street Fighter and of course, I never got to him. But I had a couple of friends that did and they HATED him because he was so hard to beat. After researching, he immediately became a favorite and watching playthroughs with him are awesome. Now he’s often playable in the games so he’s not as tough now as he was but for my setting, I need more bad ass antagonists, so he’s coming in a PL above Ryu, Ken and Chun-Li and hits WAY harder.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3238
Joined: Fri Nov 04, 2016 8:52 pm

39 - Goro

Post by Thorpocalypse »

We've got another BOSS LEVEL SPECIAL and this one's from our top selling Mortal Kombat line!

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I will give you a warrior's death. - Goro

GORO
PL10


OPL: 10; DPL: 10; HP: 2

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 2, DEXTERITY 2, FIGHTING 13, INTELLEKT 0, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatiks 3 (+7), Athletiks 7 (+14), Deception (+1), Expertise [Warrior] 8 (+8), Insight (+2), Intimidation 10 (+11/+12) [Startle], Perception 3 (+5), Persuasion (+1), Ranged Kombat [Fireball] 6 (+12), Stealth 1 (+3/+1)

ADVANTAGES: All-Out Attakk, Benefit (3) (Ambidexterity, Status 2 – Prince of the Shokan), Chokehold, Fast Grab, Improved Kritikal (1) (Unarmed), Improved Grab, Improved Hold, Klose Attack (2), Languages (1) (English, 1 other, Base: Shokan), Power Attack (2) (Spinning Fists, Unarmed), Ranged Attack (4), Startle, Takedown (2)

POWERS:
Shokan Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Shokan Physiology: Immunity 2 (Aging, Disease), Senses 3 (Infravision, Scent [Akute]), Extra Limbs 2 (2 extra arms), Leaping 2 (30 ft); 9 pts
Shokan Powers: 13 pt Array; 15 pts
Fireball: Ranged Fire Damage 7 (Flaw: Aktivation [Move Aktion]); 13 pts
Tremor Pound: Burst Area Affliktion 8 (Resisted by Dodge, Overkome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Burst Area [30 ft radius], Extra Kondition, Flaw: Instant Rekovery [Prone], Limited to two degrees, Limited [Goro must be on the ground, targets must be on the ground]); 1 pt
Spinning Fists: Multiattakk Bludgeoning Strength-based Damage 0 (Extra: Dangerous 2, Flaw: Grab-based); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Klose Attakk +13 [Unarmed +7, Kritikal 18-20; Spinning Fists +7, Kritikal 18-20, Multiattakk]
Ranged Attack +6
Fireball Blast +12 [Fireball +7]
Special Attakk [Tremor Pound Affliktion +8, Burst Area]

DEFENSES:
Dodge +11 [DC21] Parry +12 [DC22]
Toughness +8, Fortitude +10, Will +7

KOMPLIKATIONS:
Arrogance: Being the Mortal Kombat Tourney Champion for 500 years, he can be very arrogant and dismissive of his opponents.
Motivation: Maintaining his mantle of Mortal Kombat tourney champion and if he loses, regaining it at all kost.
Responsibility: To his people, the Shokan.

Abilities 62 + Skills 19 (38 ranks) + Advantages 20 + Powers 29 + Defenses 15 = 145 / 145

Build Comments: Goro was a wicked sub-boss in the early MK games, but eventually became more balanced over time. I hardly ever played with or against him, but the few times I did, I recall getting my arse KICKED. I could have built him closer to his sub-boss level but he's pretty much become a regular member of the cast these days, and Kotal Kahn pwned him in the Mortal Kombat X comics so he's a tough PL10 at least for now.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Re: J-Mart Fight Club: Lots of reposts... :)

Post by Thorpocalypse »

Whew! That's all the reposts from the main J-Mart. Soon I will start posting the fighting game builds I had done that I didn't get to during my last run. But I have some fantasy builds for that thread to get up, I need to port some more PC's and went to get some Spider Verse stuff up at J-Mart so they might not be up that fast. But I wanted to get this done while I had a little time.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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40 - King II

Post by Thorpocalypse »

Check out this new item for our Tekken line!

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Grrrrrrrr.... - King II

KING
PL9


OPL: 9; DPL: 9; HP: 2

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 4, DEXTERITY 3, FIGHTING 12, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 4 (+8), Athletics 7 (+11), Close Combat [Unarmed] 2 (+14), Deception (+2), Insight 3 (+6), Intimidation 3 (+5/+7), Perception 3 (+6), Persuasion (+2), Stealth 2 (+6)

ADVANTAGES: All-Out Attack, Chokehold, Damaging Escape*, Defensive Roll (2), Equipment (1), Fast Grab, Favored Foe, Favored Foe, Improved Grab, Improved Hold, Improved Initiative (1), Improved Trip, Languages (1) (English, 1 other, Base: Spanish), Power Attack (2) (Unarmed, Wresting Moves), Prone Fighting, Sweeping Strike*, Takedown (1)

POWERS:
Masked Wrestler: 2 pt Array; 3 pts
Grappling Combos: Multiattack Bludgeoning Strength-based Damage 2 (Flaw: Grab-based, Unreliable [5 uses]); 2 pts
Wrestling Moves: Bludgeoning Strength-based Damage 2 (Extra: Dangerous, Flaw: Grab-based); 1 pt


EQUIPMENT:
(5 pts)
Jaguar Mask: Feature 1 (+2 Intimidation checks); 1 pt

OFFENSE:
Initiative +8
Close Attack +12 [Wrestling Moves +6, Critical 19-20; Grappling Combos +6, Multiattack]
Unarmed +14 [Unarmed +4]
Ranged Attack +3

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6 (+4 without Defensive Roll), Fortitude +7, Will +5

COMPLICATIONS:
Honor: King will not remove his mask or speak in anything but growls and roars.
Motivation: Winning the Iron Fist tournament to gain enough monetary means to help his orphanage and friends.
Relationships: With King I and Armor King I, his mentors. He has also forged a friendship with Craig Marduk.
Rivalry: With Armor King II and Ogre.

Abilities 66 + Skills 12 (24 ranks) + Advantages 19 + Powers 3 + Defenses 13 = 113 / 113

Build Comments: King is one of the more recognizable characters from the fighting game genre. He’s known for his wrestling style, performing many familiar wrestling moves like power bombs, backbreakers, suplexes and DDT’s.

At first, I thought he really was a jaguar man, but it’s really just a luchadore style mask. That doesn’t explain why he just growls, though. Or why Armor King, who wears a similar, tiger-motif mask, just growls either. And how they are able to subtitle those growls…

He was a fun build, compared to the strikers and blasters I’ve been building during this run. I covered his throws with some grab-based damage and I gave him several advantages that should help him succeed. Grabbing is much harder to accomplish in 3E now that you can oppose with Dodge. If I keep getting the results I’ve been getting recently, I may have to house rule that out.
Me fail English? That's unpossible. - Ralph Wiggum
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