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

Where in all of your character write ups will go.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Princess Sissy

Post by Jabroniville »

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PRINCESS SISSY
First Appearance:
Matrimelee (2003)
Game Appearances: Matrimelee, Shin Goketsuji 1-2
Home Country: Certain Country
Role: Kid Fighter, Princess
PL 9 (111)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 3 (+16)
Insight 2 (+3)
Perception 4 (+5)
Persuasion 4 (+7)
Ranged Combat (Blasts) 6 (+12)

Advantages:
Defensive Attack, Improved Critical (Summon Djinn), Improved Critical (Princess Illusion), Improved Critical (Summon Blade), Ranged Attack 4

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Pink Box" (Flaws: Easily Removable) [6]
"Multiple Bombs" Blast 4 (Extras: Multiattack) (Flaws: Reduced Defenses 2) (Diminished Range -1) (7) -- (10 points)
  • AE: "Summon Djinn/Frog" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
  • AE: "Princess Illusion" Affliction 6 (Toughness; Dazed/Vulnerable/Transformed to Frog) (Extras: Ranged) (Flaws: Limited to 1-2 Rounds, Reduced Defenses 2) (Diminished Range -1) (1)
  • AE: "Ratsei Reve- Summon Blade" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +16 (+1 Damage, DC 17)
Special Moves +14 (+3 Damage, DC 18)
Summon Djinn +12 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Responsibility (Certain Country)- Since her older brother is not the ideal image of a King, Sissy's father wants to put her future husband in charge of Certain Country. Her job is now to marry a strong fighter and continue the royal lineage.

Total: Abilities: 54 / Skills: 36--18 / Advantages: 8 + 9 / Powers: 6 / Defenses: 16 (111)

-So of course the fantastically-beautiful female that all of the characters in Matrimelee are trying to marry is... a TINY LITTLE GIRL?!? What the frickin' FRICK, Japan? Why am I surprised? At least, to be fair... she's not like, DESIRED by the rest of the cast- they just want to get rich and be in charge of a Kingdom, and this is the easiest way. But still- EWWWWWWWWWWWWWWWW.

-Princess Sissy is the Final Boss of Matrimelee, but also playable, and appears in the last two games as well. As her father wanted a strong fighter to marry her and continue the royal lineage (while she was placed on the throne ahead of her useless older brother), the tournament was declared- the winner getting her hand. However, the tournament is said to be a failure, and Sissy is despondent without the excitement of the tournament. Her father, concerned, declares the next tournament as well- the "Bonnou Kaihou" tournament.

-As a Final Boss who is apparently QUITE overpowered, the tiny Princess Sissy is actually one of the most powerful characters in Power Instinct history. She's apparently an "SNK Boss"-type fighter, but with an exploit that the AI is weak to simply rolling under her "Summon Djinn" power and smacking her from behind- she can get caught in a loop that way. Overall, I made her PL 8.5.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Olof

Post by Jabroniville »

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OLOF LINDEROTH
First Appearance:
Matrimelee (2003)
Game Appearances: Matrimelee, Shin Goketsuji 1-2
Home Country: German (??)
Role: The Bodyguard (to Princess Sissy)
PL 8 (111)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 10 (+11)
Close Combat (Unarmed) 3 (+14)
Deception 1 (+4)
Expertise (Bodyguard) 6 (+6)
Insight 3 (+6)
Intimidation 3 (+5)
Perception 5 (+8)
Ranged Combat (Blasts) 6 (+10)

Advantages:
Defensive Attack, Improved Critical (Sanctions), Improved Critical (Bitva), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Bitva- Leg-Based Chi Blast" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [5]
  • AE: "Sanctions" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Special Moves +12 (+4 Damage, DC 19)
Bitva +10 (+4 Ranged Damage, DC 19)
Initiative +4

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

Complications:
Responsibility (Princess Sissy)- Olof's job is to guard the Princess. He accomplishes this by fighting in the tournament at her behest.
Disabled (Broken Arm)- One of Olof's arms is in a cast. He does not use punch-based attacks.

Total: Abilities: 56 / Skills: 44--22 / Advantages: 5 + 9 / Powers: 5 / Defenses: 14 (111)

-Olof is the bodyguard of Princess Sissy, and joins the tournament at her behest. He uses only his legs in fights, having one of his arms bandaged. Most of his attacks are just different kinds of kicks, so he loses the "Predictability" Complication. His in-game art was changed and (badly) edited during the making process, leading to some confusion.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Prince

Post by Jabroniville »

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PRINCE
First Appearance:
Shin Goketsuji 2 (2009)
Game Appearances: Shin Goketsuji 2 Only
Home Country: Certain Country
Role: Bizarre Fighter
PL 8 (98)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 7 (+11)
Athletics 9 (+11)
Close Combat (Unarmed) 3 (+13)
Expertise (Royalty) 4 (+4)
Perception 1 (+1)
Ranged Combat (Blasts) 6 (+10)

Advantages:
Benefit 2 (Wealth), Improved Critical (Blasts), Improved Critical (Special Sliding), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"White Horse Attack/Knight Attacks" Blast 4 (Feats: Variable- Piercing, Slashing or Bludgeoning Damage) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [5]
  • AE: "Special Sliding" Strength-Damage +2 (Inaccurate -1) (1)
"Cam, Cam, Bed!" Leaping 2 (30 feet) [2]
Morph 1 (Super Prince) (Feats: Metamorph) [6]

Offense:
Unarmed +13 (+2 Damage, DC 17)
Special Moves +11 (+4 Damage, DC 19)
Blasts +10 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +2 (+3 D.Roll), Fortitude +5, Will +4

Complications:
Power Loss (Special Moves- Coins)- Prince requires "coins" to utilize his Special Moves. He gets them by using the "Taunt" button in the game, so... I guess make him arbitrarily worse at fighting every few rounds to "gather more coins" to reflect the delays that would cause?
Weakness (Predictability)- Prince 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 he tries the same technique (or same combo of techniques) in a short span, he 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 40 / Skills: 30--15 / Advantages: 6 + 9 / Powers: 13 / Defenses: 15 (98)

-HAHAHAHAHAAHAH- oh jesus. They wanted this character to come as off-putting, but HOLY CRAP. He's like every nerd sterotype and every dandy stereotype combined together into one person! That "1700s European" hairstyle. The obesity. The lil' glasses. That outrageously-weird smile (so Uncanny Valley it brings to mind the unnatural grins of the Titans in Attack on Titan). This is just HORRENDOUS! It's amazing.

-"Prince" (the only name is given) is disguised as Princess Sissy's older brother... which is weird. Why not just make him the Prince (who was skipped over in succession due to being "un-Kingly" anyhow)? He's apparently a very rich man who likes to dress up like royalty- a form of Cosplay that sees him mimicking Sissy's brother. Apparently it's a source of confusion for some fans, as Sissy denies that Prince (whose actual name is "Prince") is her brother, but still finds him familiar, and other game notes mention strange things about him, such as no relation to Sissy.

-Prince's fighting style is deliberately silly and full of random insanity, but he's still a capable fighter- examples are his Sliding attack, which involves him tripping and falling on his face, but also makes him slide across the battlefield, doing damage. Another attack has him throw a carrot, causing a white horse to come streaking across the screen and "Blasting" the opponent. Also he transforms into a slimmer, handsomer "Super Prince" form. Super Prince oddly features the same moves as Prince, but the timing is slightly different. Because of that, I took a PL 7 character and upgraded him a notch, as that difference probably makes for a slightly-different fight, throwing off opponents.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Rudolph

Post by Jabroniville »

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RUDOLPH GARTHEIMER
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight only
Home Country: Germany
Role: Smart Guy
PL 7 (112)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+11)
Athletics 9 (+12)
Close Combat (Unarmed) 1 (+11)
Expertise (Business) 6 (+8)
Insight 3 (+5)
Intimidation 5 (+8)
Perception 3 (+5)
Ranged Combat (Blasts) 6 (+10)

Advantages:
Equipment (Iron Balls +1), Improved Critical (Heavy Solid Kick), Improved Critical (Iron Mine), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Iron Mine" Blast 4 (Feats: Indirect- From Below) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [7]
  • AE: "Gain Control" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Heavy Solid Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Swinging Balls" Strength-Damage +2 (Inaccurate -2) (1)
Features 1: May Add Weapon Damage to Special Moves [1]

Offense:
Unarmed +11 (+3 Damage, DC 17)
Iron Balls +10 (+4 Damage, DC 19)
Special Moves +9 (+5 Damage, DC 20)
Swinging Balls +8 (+6 Damage, DC 21)
Blasts +10 (+4 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Relationship (Damian Shade)- Rudolph and Damian are a couple.
Enemy (The Goketsuji Family)- The Gartheimers were once part of the Goketsuji family, but were financially ruined after being ousted by them. They managed to regain their fortune over time, but Rudolph is highly-resentful towards them- especially Oume.
Weakness (Predictability)- Rudolph 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 58 / Skills: 40--20 / Advantages: 5 + 9 / Powers: 8 / Defenses: 12 (112)

-The tall, aggressive Rudolph is one half of the first gay couple in Fighting Game history (WHAT?!?! What about Ryu and Ken!?!), with his assistant/lover Damian being victimized by the villainous Bristol. Looking like your stereotypical German (the Japanese, like most other nations, depict them as humorless, armor-clad Teutonic Warriors, though oddly tend to make them honorable Family Men as well- Samurai Shodown's Seiger and Kinnikuman's Brocken's are great examples, despite the latter being a NAZI FAMILY). In this case, Rudolph loves his "manservant" Damian, and is resentful towards Oume Goketsuji for her family's role in the attempt to discredit and impoversh the Gartheimers.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Damian Shade

Post by Jabroniville »

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DAMIAN SHADE
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight Only
Home Country: Canada
Role: Supporting Character, Secret Character
PL 6 (95)
STRENGTH
1 STAMINA 1 AGILITY 5
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 4 (+11)
Insight 3 (+5)
Perception 4 (+6)
Ranged Combat (Rose Flash) 6 (+8)

Advantages:
Benefit 1 (Cipher- No Identity), Improved Critical (Flying Bird Fan), Improved Critical (Fan Aircraft Technique), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
Healing 8 (Flaws: Limited to Others) (8) -- [11]
  • AE: "Rose Flash" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
  • AE: "Hurray Magic- Flaming Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Ass Attack" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +11 (+1 Damage, DC 17)
Special Moves +9 (+3 Damage, DC 18)
Rose Flash +8 (+4 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +1 (+2 D.Roll), Fortitude +4, Will +5

Complications:
Relationship (Rudolph)- Damian's master is also his lover.
Weakness (Predictability)- Damian 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 he tries the same technique (or same combo of techniques) in a short span, he 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 40 / Skills: 34--17 / Advantages: 5 + 9 / Powers: 11 / Defenses: 13 (95)

-Damian is a character in the backstory of Rudolph- a family friend and superior who is also his lover. Damian is a violence-hating pacifist, but is highly defensive of Rudolph. He's badly injured by the villain Bristol as part of Rudolph's backstory, and shows up as a Secret Character in the Sega Saturn version of Groove On Fight. He's, um... quite effeminate, being a literal limp-wristed skinny boy who flails about with his attacks, which are Shotoclone-y, save the one where he literally hits the opponent with his ass while squeaking in a nerdy, effeminate voice. He has a decent enough power-set, but as a total one-off, has a really low PL.
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Angela! Kanji! Annie! Keith! Princess Sissy!)

Post by KorokoMystia »

One odd thing about Damian is that he's "fought" alongside Rudolph as his tag team partner in the fight with him before Bristol (So Rudolph kinda serves as a sub-sub boss, since Bristol has two forms himself), though never tags in, and is shot by Bristol right after Rudolph's defeat. So because of that, it's possible to hack him as playable in the arcade version, but in an incopmlete state, and as said it took until the Saturn version for him to become a fully fleshed-out playable character.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Remi

Post by Jabroniville »

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REMI OTOGIRI
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight Only
Home Country: Japan
Role: Magical Girl
PL 7 (119)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 3 (+13)
Deception 2 (+5)
Expertise (Magic) 6 (+7)
Expertise (Music) 7 (+8)
Perception 3 (+4)
Persuasion 2 (+5)
Ranged Combat (Magic) 4 (+10)

Advantages:
Improved Critical (Capriola), Improved Critical (Il Filo), Improved Initiative, Ranged Attack 6

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Corno Reflesso!" Deflect 10 (10) -- [13]
  • AE: "Corno Reflesso!" Blast 2 (Diminished Range -1) Linked to Affliction 4 (Toughness; Dazed/Stunned/Paralyzed) (Extras: Ranged) (Reduced Defenses -2, Diminished Range -1) (6)
  • AE: "Il Filo!" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
  • AE: "Capriola!" Strength-Damage +2 (Inaccurate -1) (1)
"La Morte" Morph 1 (Feats: Metamorph) (Blast 4, Flight 2- Flaws: Low Ceiling) [6]

Offense:
Unarmed +13 (+1 Damage, DC 17)
Special Moves +11 (+3 Damage, DC 18)
Blasts +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Showing the Power of Music)
Weakness (Predictability)- Remi 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 she tries the same technique (or same combo of techniques) in a short span, she 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 46 / Skills: 44--22 / Advantages: 9 + 9 / Powers: 19 / Defenses: 14 (119)

-ANOTHER "Magical Girl" character, Remi seems to replace Kurara in Groove On Fight, as that one dropped most of the non-old cast. She hails from a wealthy family, which is secretly descended from an evil witch. Wishing to marry a man with musical talent, Remi dislikes "uncultured boys", and wants to show the world the power of music. Her teammate, Popura, convinced her to join the tournament by pointing out that the prize money would allow her to stage any number of concerts. She's followed about by a musical note that is actually a demon created by her mother.

-Remi fights using Kuroma, the musical note behind her, as a weapon, using it as a scythe for her "Capriola" (Somersault) attack and more. In a strange bit of variety, she can both reflect attacks back using the Corna Reflesso (Reflecting Horn), and transform into a miniature Grim Reaper for a time, shooting out little fireballs and floating around.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Popura

Post by Jabroniville »

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POPURA HANANOKOUJI
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight only
Home Country: Japan
Role: Magical Girl
PL 8 (110)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 5 (+15)
Deception 3 (+6)
Insight 2 (+2)
Perception 3 (+3)
Ranged Combat (Magic) 4 (+10)

Advantages:
Improved Critical (Shojo Commando), Improved Critical (Kuru Kuru Poi), Improved Critical (Kuru Kuru Candy), Improved Initiative, Ranged Attack 6

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Magic Wand" (Flaws: Easily Removable) [6]
"Kuru Kuru Candy" Snare 4 (Reduced Defenses -2, Diminished Range -1) (7) -- (10 points)
  • AE: "Shojo Commando- Shoots a Jellyfish From a Cannon" Blast 4 (Feats: Variable- Jellyfish, Syringe or Tulip) (Reduced Defenses -2, Diminished Range -1) (4)
  • AE: "Bikuri Bako" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Kuru Kuru Poi- Ribbon Attack" Strength-Damage +2 (Inaccurate -1) (1)
"Cupid" Morph 1 (Feats: Metamorph) (Flight, Lower Fighting, Arrows +4) [6]

Offense:
Unarmed +15 (+1 Damage, DC 17)
Special Moves +13 (+3 Damage, DC 18)
Blasts +10 (+4 Ranged Damage, DC 19)
Candy +10 (+4 Ranged Affliction, DC 14)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Finding Her Father)- Popura's father has been travelling since she was a baby- her dream is to meet him once more.
Weakness (Predictability)- Popura 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 she tries the same technique (or same combo of techniques) in a short span, she 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 42 / Skills: 34--17 / Advantages: 10 + 9 / Powers: 12 / Defenses: 20 (110)

-Kurara, the popular Magical Girl of the Power Instinct series, also managed to breed for the "20 Years in the Future" sequel, as Popura is her daughter, sharing many of the same traits. Also a Magical Girl, she befriends and partners up with Remi. She uses a different costume with each attack- a Syringe is shot in nurse uniform, a Ribbon in gymnast clothes, and more. Statistically, she's similar to her mother, but sports a "Cupid" transformation (that consists of just flying about and shooting arrows for a bit).
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Bristol

Post by Jabroniville »

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BRISTOL WELLER
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight only
Home Country: England
Role: Final Boss, Devil Worshipper
PL 8 (118)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+11)
Athletics 9 (+12)
Close Combat (Unarmed) 1 (+13)
Deception 8 (+12)
Expertise (Business) 6 (+8)
Insight 4 (+7)
Intimidation 4 (+8)
Perception 3 (+6)
Ranged Combat (Blasts) 6 (+12)

Advantages:
Equipment 2 (Gun +4), Improved Critical (Single Shot), Improved Critical (Hunting Mantis), Ranged Attack 4

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Single Shot" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3) -- [4]
  • AE: "Hunting Mantis" Strength-Damage +2 (Inaccurate -1) (1)
Morph 1 (Bristol-D Form) (Feats: Metamorph) [6]

Offense:
Unarmed +13 (+3 Damage, DC 17)
Special Moves +11 (+5 Damage, DC 20)
Blasts +10 (+4 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

Complications:
Motivation (Power)- Bristol travels to the past to alter history.
Secret (Devil-Worshipper)
Weakness (Predictability)- Bristol 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 66 / Skills: 48--24 / Advantages: 8 + 9 / Powers: 14 / Defenses: 14 (118)

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BRISTOL-D (Bristol Weller, aka Bristol-Devil)
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight only
Home Country: England
Role: Final Form
PL 8 (129)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+12)
Athletics 9 (+13)
Close Combat (Unarmed) 1 (+14)
Deception 8 (+12)
Expertise (Business) 6 (+8)
Insight 4 (+7)
Intimidation 4 (+8)
Perception 3 (+6)
Ranged Combat (Blasts) 6 (+12)

Advantages:
Equipment 2 (Gun +4), Improved Critical (Fairies), Improved Critical (Gaap Upper), Ranged Attack 4

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
Mind Control 8 (Flaws: Limited to One Victim) (24) -- [26]
  • AE: "Pixie Rush/Amon Wave" Blast 6 (Feats: Variable- Fairies, Fire or Bludgeoning Damage) (Flaws: Reduced Defenses 2) (Diminished Range -1) (8)
  • AE: "Gaap Upper" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
Morph 1 (Bristol Form) (Feats: Metamorph) [6]

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Blasts +10 (+6 Ranged Damage, DC 21)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

Complications:
Motivation (Power)- Bristol travels to the past to alter history.
Secret (Devil-Worshipper)
Weakness (Predictability)- Bristol 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 74 / Skills: 48--24 / Advantages: 8 + 9 / Powers: 32 / Defenses: 14 (129)

-Bristol is the Final Boss of the Groove On Fight game, and is a wealthy young man using charitable donations to hide his true personality- he is heartless, ambitious and cruel. Making a pact with demons, he promises to visit devastation upon the world. He takes a Final Form after the first round, becoming "Bristol-D", gaining devil horns and a new moveset. He was designed by Kazuma Kaneko, one of the demon designers for the Shin Megami Tensei series (which is an RPG with a heavy "shipping" component, I think). The demons he summons are basically SMT demons in some regards- both games were published by Atlus. His other trick is to brainwash your partner into fighting as his own- they appear with blue-hued skin.
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KorokoMystia
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Re: Jab’s Builds! (Annie! Keith! Princess Sissy! Bristol-D!)

Post by KorokoMystia »

The one with the "shipping" component would be the Persona spinoff series, I think, at least from the third game onwards, where you're encouraged to form "social links" with various characters. The original SMT games are essentially dungeon crawling RPGs where you recruit (usually through negotating with them using a dialogue tree), summon and fuse demons to form your party.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Saizo Hattori

Post by Jabroniville »

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SAIZO HATTORI
First Appearance:
Power Instinct (1993)
Game Appearances: Power Instinct 1-2 & Legends, Matrimelee, Shin Goketsuji 1-2
Home Country: Japan
Role: Ninja
PL 8 (108)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 0

Skills:
Acrobatics 7 (+12)
Athletics 11 (+13)
Close Combat (Unarmed) 4 (+14)
Deception 5 (+5)
Expertise (Ninja) 7 (+8)
Insight 4 (+7)
Intimidation 5 (+5)
Perception 3 (+6)
Ranged Combat (Blasts) 6 (+10)

Advantages:
Agile Feint, Improved Critical (Dragon Flame Slash), Improved Critical (Flame Slicer), Improved Critical (Dragon Flash Bomb), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Dragon Flame Flash" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3) -- [4]
  • AE: "Flame Slicer" Strength-Damage +2 (Inaccurate -1) (1)
"Ninja Gear" (Flaws: Easily Removable) [3]
"Dragon Flash Bomb" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3) -- (4 points)
  • AE: "Triangle Tsunami Slash" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +14 (+2 Damage, DC 18)
Special Moves +12 (+4 Damage, DC 19)
Dragon Flame Flash/Flash Bomb +10 (+4 Ranged Damage, DC 20)
Initiative +5

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

Complications:
Responsibility (Shy)- Saizo almost never speaks out of code (which only Poochy can understand), and never reveals his face. He fights to cure himself of his shyness.
Weakness (Predictability)- Saizo 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 he tries the same technique (or same combo of techniques) in a short span, he 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 46 / Skills: 52--26 / Advantages: 6 + 9 / Powers: 7 / Defenses: 14 (108)

-A Generic Ninja, back when that was still ALMOST new to Fighting Games, Saizo is said to be clinically shy- a parody of how silent ninja-types tend to be in video games. In many of the later games, he improves his social phobia... but ultimately regains it by his Character Ending. Curiously, he more or less copies his moveset (in M&M terms), but one set is as a Device, and the other as regular Special Moves.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Takumi Hattori

Post by Jabroniville »

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TAKUMI HATTORI
First Appearance:
Shin Goketsuji 2 (2009)
Game Appearances: Shin Goketsuji 2 Only
Home Country: Japan
Role: Young Ninja, Legacy Character (to Saizo)
PL 7 (103)
STRENGTH
1 STAMINA 1 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 2 (+13)
Expertise (Ninja) 4 (+5)
Expertise (Military) 7 (+8)
Perception 4 (+5)
Ranged Combat (Blasts) 6 (+10)

Advantages:
Improved Critical (BOMB), Improved Critical (Bamboo Trap), Improved Critical (Somersault Kick), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Flaming Somersault Kick" Strength-Damage +2 (Inaccurate -1) [1]

"Military Gear" (Flaws: Easily Removable) [7]
"Trap Crossing" Blast 4 (Feats: Indirect- From Below) (Extras: Multiattack) (Flaws: Reduced Defenses 2) (Diminished Range -1) (8) -- (11 points)
  • AE: "BOMB/Log Swing" Blast 4 (Feats: Variable- Bomb or Log-Based Damage) (Flaws: Reduced Defenses 2) (Diminished Range -1) (5)
  • AE: "Bamboo Trap!" Damage 4 (Feats: Triggered- Walking Over Trap, Subtle- Buried) (Reduced Defenses 1) (4)
  • AE: "Wire Trap" Damage 2 (Extras: Area- 30ft. Line) (Reduced Defenses 1) (2)
Offense:
Unarmed +13 (+1 Damage, DC 16)
Special Moves +11 (+3 Damage, DC 18)
Blasts +10 (+4 Ranged Damage, DC 19)
Wire Trap +2 Area (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +1 (+2 D.Roll), Fortitude +4, Will +4

Complications:
Responsibility (Social Phobia)- Takumi is deeply shy, like his uncle/cousin, Saizo.
Weakness (Predictability)- Takumi 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 he tries the same technique (or same combo of techniques) in a short span, he 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 44 / Skills: 40--20 / Advantages: 5 + 9 / Powers: 13 / Defenses: 12 (103)

-The young cousin or nephew to Saizo, Takumi appears in the final game in the Power Instinct series. He's also a military nut with all sorts of army-based magazines and holy CRAP did I know a lot of kids like that back in school. Always in Cadets and telling "tall tales" about how bad-ass every weapon and vehicle was :). He combines his military knowledge with Ninjitsu, but his mother, concerned over his introverted nature (much like Saizo's), submits him into the final tournament to help him get over his social phobia.

-Takumi has an interesting fighting style, keyed mostly around traps he's set BEFORE the fight (in theory), most of which I have to stat up as if they were Devices for lack of a better way to do something like that. M&M isn't really ideally created for "Traps" as a form of combat style- it's more just a series of environmental hazards for characters to surpass. But in short, he can use two Blasts (an exploding backback or a swinging log), a series of log trap that spring from below (Multiattack) which he can also leap across, a Bamboo Trap that hits the ground and is hidden, attacking the enemy if they move over it (a much more devastating thing in a Fighting Game, where your movement options are limited), and a Wire Trap that's basically an Area Attack. Not the most attractive build, but this is basically how his playstyle "works" in M&M.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Chuck

Post by Jabroniville »

Image
Image

CHUCK
First Appearance:
Power Instinct Legends (1995)
Game Appearances: Power Instinct Legends only
Home Country: USA
Role: Final Boss, Dropped Character
PL 8 (91)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 6 (+10)
Athletics 7 (+11)
Close Combat (Unarmed) 4 (+12)
Intimidation 6 (+7)
Perception 3 (+3)
Ranged Combat (High Power Beam) 6 (+10)

Advantages:
Improved Critical (High Power Beam), Improved Critical (Hurricane Kick), Improved Critical (Firestorm Cannon), Ranged Attack 4

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Special Moves"
"Hurricane Kick" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6) -- [8]
  • AE: "High Power Beam" Blast 5 (Flaws: Reduced Defenses 2) (Diminished Range -1) (5)
  • AE: "Firestorm Cannon" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Hurricane Kick +12 (+4 Damage & Affliction, DC 19 & 14)
High Power Beam +10 (+4 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +6, Will +4

Complications:
Motivation (Money)- Chuck has been hired by Kanji to act as the Final Boss.
Responsibility (Over-Confident)- Chuck is incredibly narcissistic.
Weakness (Predictability)- Chuck 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 he tries the same technique (or same combo of techniques) in a short span, he 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. However, Blasts may be used continuously with no penalties.

Total: Abilities: 42 / Skills: 32--16 / Advantages: 7 + 9 / Powers: 8 / Defenses: 9 (91)

-In a very peculiar circumstance, the Final Boss of Power Instinct Legends, the muscular, mohawked punk, Chuck, has never reappeared in the series. Given that eight years passed between PI games in that continuity (Groove on Fight, set in the future, was between them), I guess it was "out of sight, out of mind", as a handful of others (including Oshima, Angela, Sahad & Kinta) also vanished. He was inspired by fitness instructor and Japanese TV personality Chuck Wilson.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Bobby Strong

Post by Jabroniville »

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BOBBY STRONG (aka Bobby Olugon)
First Appearance:
Shin Goketsuji 1 (2006)
Game Appearances: Shin Goketsuji 1-2
Home Country: USA
Role: Final Boss, Guest Star (from real life!)
PL 8 (100)
STRENGTH
4 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+12)
Perception 2 (+2)
Ranged Combat (Blasts) 8 (+12)

Advantages:
Improved Critical (Abiku Power), Improved Critical (Octopus Blow), Ranged Attack 2

Power Instinct Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Fast Grab (Grab), Improved Critical (Unarmed) 2, Improved Defense, Improved Hold, Improved Trip (Throw), Withstand Damage (Block)

Powers:
"Abiku Power- Energy Cloud" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3) -- [4]
  • AE: "Octopus Blow" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Blasts +12 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +5

Complications:
Motivation (Winning)- Bobby was hired by the King of Certain Country to fight in the new tournament.
Weakness (Predictability)- Bobby 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 he tries the same technique (or same combo of techniques) in a short span, he 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: 28--14 / Advantages: 4 + 10 / Powers: 4 / Defenses: 18 (100)

-Based off of Bobby Olugon (who also sponsored the game), Bobby Strong is the new Final Boss in Shin Goketsuji: Bonnou no Kaihou. Olugon is a popular TV personality (a big thing in Japan- basically recurring hosts & guests of TV shows meant to entertain people)- born in Nigeria, his big gimmick is mispronouncing Japanese phrases and words, and appearing very confused as a result. Olugon is also a mixed-martial artist of sorts having taken his "tries jobs he's never done before" routine into that circuit, though it's believed many fights are fixed (common in Japan, oddly)- others are just him getting pummelled. His career took a hit in the mid-2000s after allegedly assaulting his manager, and apparently hasn't really recovered so much. The PI character was actually NAMED "Bobby Olugon" at first, which is like if Street Fighter V included Jack McBrayer as a DLC character at some point.

-Contrasting almost the entirety of the Power Instinct cast, Bobby is a big, strong, black guy with lots of muscles, though his head sometimes grows comically-large during his moves.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds! (Annie! Keith! Princess Sissy! Bristol-D!)

Post by Jabroniville »

And that does it for Power Instinct! Quite the interesting little set of characters, some of whom are MUCH trickier to build than any other Fighting Game characters, owing to weird stuff like Metamorph, Super-Powered Forms, and more. While I posted 4/day, it probably took me longer than that to build them, as they have a lot of odd stats, and I built them one or two per day while working on other things. But as my vacation (and the resulting exhaustion afterwards) has kicked a hole in my "lead time", I now have to get back to one project at a time, LOL.

So next up... it'll be Marvel- The Letter "F", completing the penultimate letter in my epic set of Marvel builds! After that, it'll be a huge set devoted to the DC Animated Universe!
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