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

Where in all of your character write ups will go.
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KorokoMystia
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Re: Jab’s Builds (Nightmare & D’Spayre! Phoenix! The Living Tribunal!)

Post by KorokoMystia » Wed May 15, 2019 4:23 am

It could be deliberate, since DBZ's Krillin was originally evil when Goku first met him, I believe, but since that Buddhist MOnk design is so generic, it's hard to tell.

Also, something I noticed..Even the Power Instinct wiki has better details on the character's moves than the SNK one does! That's..pretty ridiculous.

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds (Nightmare & D’Spayre! Phoenix! The Living Tribunal!)

Post by Jabroniville » Wed May 15, 2019 4:32 am

KorokoMystia wrote:
Wed May 15, 2019 4:23 am
It could be deliberate, since DBZ's Krillin was originally evil when Goku first met him, I believe, but since that Buddhist MOnk design is so generic, it's hard to tell.

Also, something I noticed..Even the Power Instinct wiki has better details on the character's moves than the SNK one does! That's..pretty ridiculous.
Yeah, I was really shocked. The Wiki for this game was so good that even watching playthroughs was largely unnecessary and just a side thing.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Otane Goketsuji

Post by Jabroniville » Wed May 15, 2019 12:54 pm

ImageImage

OTANE GOKETSUJI
First Appearance:
Power Instinct (1993)
Game Appearances: Power Instinct 1-2, Legends, Groove On Fight, Matrimelee, Shin Goketsuji 1-2
Home Country: Japan
Role: Main Character, Old Lady
PL 8 (130)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 4 (+15)
Deception 5 (+7)
Expertise (Business) 5 (+8)
Insight 4 (+8)
Perception 4 (+8)
Ranged Combat (Flying Bird Fan) 6 (+10)
Stealth 3 (+8)

Advantages:
Benefit 2 (Wealth), Improved Critical (Denture Toss), Improved Critical (Lethal Kiss), Improved Critical (Heaven's Dance Kick), 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"
"Meteor Swirling Bullets" Blast 3 (Extras: Multiattack) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [9]
  • AE: "Star Face Drop" Blast 4 (Feats: Indirect- From Above) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4)
  • AE: "Denture Toss" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
  • AE: "Lethal Kiss" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Heaven's Dance Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Air Gloss Bubble" Strength-Damage +2 (Inaccurate -1) (1)
"Young Form" Morph 1 (Feats: Metamorph) [6]
(Replaces Moves with "Rainbow Strike" Damage +2, Heart Blast 4- Inaccurate)

Offense:
Unarmed +15 (+1 Damage, DC 17)
Special Moves +13 (+3 Damage, DC 18)
Denture Toss/Blasts +12 (+4 Ranged Damage, DC 20)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Leading the Family)- Otane wishes to take the role of family matriarch from her sister and mother, whom she grew up despising.
Weakness (Predictability)- Otane 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: 56 / Skills: 48--24 / Advantages: 12 + 9 / Powers: 15 / Defenses: 14 (130)

-The surest sign that Power Instinct is a bizarre series is the fact that the MAIN CHARACTER OF THE SERIES is an octegenarian who uses her kisses and dentures as weapons. Otane is the sister of the first game's Final Boss, and herself becomes the Final Boss of Power Instinct 2, meaning she's a top-tier character. Abused by her twin sister Oume for years- she was trapped in a box and thrown into the ocean as a child!- she returned home after her memory returned, and rekindled the rivalry. She then trained every day in order to prove herself the superior sister. In the second game, she was revealed as the victor of the first tournament, and opened "Otane Land" (the game's setting) as a result- thrown into the ocean again, she blamed Oume (though their mother, Oshima, was responsible), and set up a new tournament. She appeared to have lost that tournament, and never won another.

-Curiously, both sisters appear as a "unified" character in Groove on Fight, set 20 years in the future. Oume had offered Otane co-leadership in the clan if both 100+-year old women banded together, literally fighting back to back.

-Otane, having appeared in every Power Instinct game in the series, is thus quite potent, and has the age & experience to match her abilities. She has an absolutely staggering amount of Blasts going by the Wikis- upwards of 5-6 per game, which to me indicates that she has higher accuracy than is normal for a Fighting Game character- it's harder to predict whether or not she'll throw out a glowing image of her face, a statue of herself, or energized dentures (god this game is weird).

-Her alternate form, seen only in the first two games, is a younger version of herself, with a fairly plain design. She appears to have only two attacks in this incarnation, but the Heart Blast actually sets the victim aflame, akin to Ryu's Red Fireball!

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Sidious
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Re: The Living Tribunal

Post by Sidious » Wed May 15, 2019 3:35 pm

Jabroniville wrote:
Tue May 14, 2019 2:04 pm
Image

-The Living Tribunal is a little-seen entity that is still canonically the biggest dog we've ever seen in Marvel Comics- it's only suggested that it serves "The One Above All" (not the Celestial by the same name). He's the one who gets to decide whether or not the Infinity Gems work (yes, he can basically de-power and re-power them at will), and can judge the entire universe as a whole. Though he's since become known as the judge fo the entire Multiverse, he debuted in Doctor Strange forcing the Doctor to prove that the Earth was worth sparing. His intentions were to destroy the planet for its potential for evil, but Strange successfully got it spared. Curiously, this event is a one-off Stan tale (one of the few Cosmic Beings not created alongside another top-level '60s artist), and he doesn't appear for another twenty-ish years.

-More-modern appearances of the Tribunal establish that he judges other Cosmic Beings, and the nature of reality itself. His three faces respresent "Equity" (hooded face), "Vengeance" (partly-shrouded face), and "Necessity" (fully-shrouded face, which mirrors the face of the observer as an indication to always judge how we would wish ourselves to be judged). The fourth side is a void, possibly once holding the face of The Stranger (or so the Tribunal claimed). In the Infinity stories, the Tribunal is so powerful that it can de-power the Infinity Gauntlet, but chooses not to without the judgment of other beings.

-The Tribunal is thus barely a character so much as an engine for parts of the plot. The gravitas and respect it was offered was actually fairly consistent- even ETERNITY bowed before this thing, and judgments were final. In Matt Fraction's somewhat-silly FF book, the Tribunal slaps down Doom (with Watcher-level stolen powers again) and punishes him tremendously for misbehavior, as cosmic powers aren't to be trifled with. Unlike say, the Celestials or Galactus, it was never used to just job to the Hot New Thing, nor be imperiled by a Plot Device, nor easily tricked by Thanos- even JIM STARLIN understood that this guy needed to be unbeatable and maintain credibility.

-Which is why it was so shocking to see it KILLED BY THE BEYONDERS in the end of Jon Hickman's insane Avengers run. The Beyonders, hailing from outside the Multiverse, assault all of Marvel's Cosmics, slaughtering them one by one, ending with the Living Tribunal. This probably irked me more than anything else about the final moments, as Hickman was basically doing the comic book equivalent of whipping out his dick and measuring it right there. "See? MY threat is so powerful than even the LIVING TRIBUNAL falls before it! *fapfapfapfap*!!". It's even weirder when friggin' DOCTOR DOOM and the MOLECULE MAN pop up and defeat the Beyonders by outsmarting them. Like... why did NONE OF THE COSMICS SEE THIS? This kind of casual "oh well they're just dumb" stuff really comes off as odd, with mortal men often able to routinely outmaneuver ancient intelligences.

-The Living Tribunal has last appeared in Al Ewing's The Infinites, where he acted as a judge over Galactus (now transformed into a Lifebringer instead of a Devourer), with Master Order & Lord Chaos insisting that Galactus be transformed back, "for universal balance". However, when the Tribunal announces that there is a "new balance in the cosmos", and that everything is still in flux enough that nothing is set... Order & Chaos decide to KILL HIM, and take his position for themselves. Now THIS was a bit more unique than Hickman's dumb "my guys are just more powerful"- this was actually a bit clever. Order & Chaos are beaten by the end, and the Tribunal is seen setting their punishment by the end of Ewing's comic.

-He's barely even spoken to an Earthling before (Doctor Strange & Quasar being the only two I know of), and is the highest of the top-tier. The Marvel (vs) DC story laughably asserted that The Spectre was his equivalent in the DC Universe, perhaps ignoring the 500 times The Spectre failed to do something, or got controlled by a villain or ran away because he couldn't affect the bad guy or something, but whatever- DC never really had a "Top Guy" the way that Marvel did. Though Marvel's managed to kill the character TWICE in like three years, so maybe they'll be on the same level some day.

-The Tribunal effectively takes what Thanos or Eternity can do, amps it up a bit, then throws in a couple more things (he can de-power all Cosmic Effects like The Infinity Gauntlet or Eternity, rendering them nothing). It's pretty hard to be more top-tier than this. It's probably a thousand times easier to just say "The Living Tribunal is PL X- he nullifies your attacks and defeats the lot of you", but like I said, that's QUITTER TALK, I wanted to stat the damn over-pointed bastard out.
I believe the DC is trying to change that with the recent JLA stuff. The shattering of the Source Wall, the Perpetua storyline, and with Metal. But their way is a bit more... like they are on drugs. Conceptual beings that exist more as metaphor than entities.

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Oume Goketsuji

Post by Jabroniville » Wed May 15, 2019 6:05 pm

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Image

OUME GOKETSUJI
First Appearance:
Power Instinct (1993)
Game Appearances: Power Instinct 1-2, Legends, Groove On Fight, Matrimelee, Shin Goketsuji 1-2
Home Country: Japan
Role: Final Boss, Old Lady, Bitchy Sister
PL 8 (130)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Close Combat (Unarmed) 4 (+15)
Deception 5 (+7)
Expertise (Business) 5 (+8)
Insight 4 (+8)
Perception 4 (+8)
Ranged Combat (Flying Bird Fan) 6 (+10)
Stealth 3 (+8)

Advantages:
Benefit 2 (Wealth), Improved Critical (Denture Toss), Improved Critical (Dream Fry), Improved Critical (Heaven's Dance Kick), 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"
"Granny's Ultimate Dream Fry" Weaken Fighting Ability 6 (Inaccurate -1) (5) -- [9]
  • AE: "Ryusei Ranbu Dan" Blast 3 (Extras: Multiattack) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4)
  • AE: "Rock Pulverizer Dentures/Intimidating Face" Blast 4 (Feats: Variable- Energy Types) (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
  • AE: "Heaven's Dance Kick" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Face Pillar" Blast 4 (Feats: Indirect- From Below) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4)
"Young Form" Morph 1 (Feats: Metamorph) [6]
(Replaces Moves with "Rainbow Strike" Damage +2, Heart Blast 4- Inaccurate)

Offense:
Unarmed +15 (+1 Damage, DC 17)
Special Moves +13 (+3 Damage, DC 18)
Denture Toss/Blasts +12 (+4 Ranged Damage, DC 20)
Dream Fry +10 (+6 Weaken, DC 16)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +7

Complications:
Motivation (Leading the Family)- Oume wishes to re-take her role as leader of the family.
Rivalry (Otane)- Oume brutalized her sister from a young age, and eventually lose the family's matriarchal role to her.
Responsibility (Lusts After Young Men)- Reiji, watch out.
Weakness (Predictability)- Oume 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: 56 / Skills: 48--24 / Advantages: 12 + 9 / Powers: 15 / Defenses: 14 (130)

-The first of the Palette Swap Characters in Power Instinct, Oume was actually the game's BOSS, which is a bit unfortunate- I mean, you wait all the way until the end to see what awesome design the Boss has, and it's just the game's Main Character with slightly different colors? Oume is the family matriarch of the Goketsujis, having beaten her own mother decades ago. Otane herself was abused by both mother and daughter, and went into exile in preparation of taking things back. Oume is thus rather powerful, but loses in the first game and never retakes her role. She and the girls' mother scheme to unseat Otane in Power Instinct 2, but fail. In PI Legends, she is mortified to find her ex-husband, Kanji, back in the game- he divorced her after two weeks of marriage, having been driven away by her cruelty (she could never stand weakness, and tortured him often). In most of the other games, she is just filler, but apparently wins back the leadership by the final two games, setting up tournaments herself once more!

-Oume is basically a swap of Otane, keeping most of the same moves. However, she has a move that drains the "Special" Meter in PI Legends, so I threw in a Weaken Fighting move. Like Otane, she has so many Blast-related moves that her ranged accuracy is very high for a Fighting Game character.

Jabroniville
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White Buffalo

Post by Jabroniville » Wed May 15, 2019 8:56 pm

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WHITE BUFFALO
First Appearance:
Power Instinct (1993)
Game Appearances: Power Instinct 1-2 & Legends, Matrimelee, Shin Goketsuji 1-2
Home Country: USA
Role: Native American, Strong Fighter
PL 8 (105)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 7 (+11)
Close Combat (Unarmed) 4 (+12)
Expertise (Ethnic Stereotype) 4 (+5)
Intimidation 4 (+6)
Perception 3 (+5)
Persuasion 2 (+4)
Ranged Combat (Arrow Shot) 6 (+10)

Advantages:
Benefit 2 (Wealth), Improved Critical (Saber Shot), Improved Critical (Yoga Fire), Improved Critical (Flame Attack), 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"
"Energy Arrow Shot" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3) -- [5]
  • AE: "Assault Bomber- Throw" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Tackle Blow" Strength-Damage +2 (Inaccurate -1) (1)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Arrow Shot +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 +5

Complications:
Addiction (Taking Things)- White Buffalo tends to take things to add to his collection. This hoarding troubles his relatives.
Weakness (Predictability)- White Buffalo 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: 50 / Skills: 36--18 / Advantages: 9 + 9 / Powers: 5 / Defenses: 14 (105)

-A good-sized, muscular guy, White Buffalo actually predates T.Hawk, and is likely the first Native American fighter in Fighting Games. He's... a pretty generic design, just sporting big chaps and a small headdress. The later games don't even really make him more elaborate- they just draw him better. He's a soft-spoken fighter visually based off of Genonimo from a 1962 film. Apparently his collecting instinct is all that takes him to various parts of the world to fight, though he does have some blood link to the Goketsuji family. He misses Groove On Fight like most of the others, but is in every other game.

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KorokoMystia
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Re: Jab’s Builds (The Living Tribunal! Power Instinct- Otane & Oume!)

Post by KorokoMystia » Wed May 15, 2019 11:31 pm

It's so weird how the designs range from being either really bizarre, sometimes actually pretty good, or just generic. I mean, a lot of lesser-known fighting games have this problem (Even SNK fell into it with a lot of the lame throwaway guys from their earlier games), but it seems particuarly prominent here.

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Hikaru

Post by Jabroniville » Thu May 16, 2019 5:45 am

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HIKARU JOMON
First Appearance:
Matrimelee (2003)
Game Appearances: Matrimelee, Shin Goketsuji 2 (Hidden Character)
Home Country: Japan
Role: Cane Fighter, Masculine Girl
PL 7 (87)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 7 (+12)
Athletics 10 (+11)
Deception 3 (+4)
Insight 2 (+4)
Perception 4 (+6)

Advantages:
Close Attack 1, Equipment 1 (Cane +1), Improved Critical (Cane) 2, Improved Initiative

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"
"Cane Uppercut" Strength-Damage +2 (Inaccurate -1) [1]
Features 1: May Add Cane Damage to Special Moves [1]

Offense:
Unarmed +12 (+1 Damage, DC 17)
Cane +12 (+2 Damage, DC 18)
Special Moves +10 (+4 Damage, DC 19)
Initiative +9

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

Complications:
Motivation (Showing Her Power To The World)- Pretty generic, really.
Responsibility (Mistaken For A Male)- Hikaru adopts masculine traits as a response to being raised
Weakness (Predictability)- Hikaru 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: 26--13 / Advantages: 5 + 9 / Powers: 2 / Defenses: 12 (87)

-Hikaru is a character whose only canonical appearance was in Matrimelee, where she's a 13-year-old girl with a sword. The schtick is that she resembles a boy, in the way that many other Fighting Game characters (Ash Crimson in King of Fighters, Brigitte in Guilty Gear) resemble girls. It's said that her family is comprised mostly of men, causing her to feel strangely for being so different, and she adopted many of their traits to conform.

-I can't find a list of move descriptions anywhere, but the names and some YouTube playthroughs seem to indicate just a crap-ton of ways to hit someone with a cane.

Jabroniville
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Hizumi

Post by Jabroniville » Thu May 16, 2019 12:31 pm

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HIZUMI YUKINOUE
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight Only
Home Country: Japan
Role: Ninja, Replacement Character (For Saizo)
PL 7 (121)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 8 (+13)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+44)
Deception 6 (+8)
Expertise (Ninja) 6 (+7)
Expertise (Pop Culture) 9 (+10)
Insight 4 (+6)
Perception 5 (+7)
Ranged Combat (Thunderclaps, Caltrops) 4 (+8)

Advantages:
Equipment (Caltrops), Evasion, Hide in Plain Sight, Improved Critical (Firebird), Improved Critical (Hundred Thunderclaps), Improved Critical (Shadow Bind), Improved Initiative, 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"
"Tsuchigumo Technique" Teleport 2 (Feats: Change Direction) (5) -- [8]
  • AE: "Mythical Firebird Technique" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Shadow Bind" Affliction 4 (Toughness; Dazed/Stunned/Paralyzed) (Extras: Ranged) (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
  • AE: "Hundred Thunderclaps Technique" Blast 4 (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
Equipment:
"Caltrops" Blast 2 (Feats: Accurate, Triggered- Walking Over) (Diminished Range -2) (4)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Special Moves +9 (+4 Damage, DC 19)
Shadow Bind +8 (+4 Ranged Affliction, DC 14)
Hundred Thunderclaps +8 (+4 Ranged Damage, DC 19)
Initiative +9

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

Complications:
Motivation (Revenge For Saizo's Death)
Weakness (Predictability)- Hizumi 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: 56 / Skills: 54--27 / Advantages: 11 + 9 / Powers: 8 / Defenses: 10 (121)

-Hizumi is one of the characters from Groove On Fight's future setting, and is a giant anime/manga fanboy who names all of his moves after famous anime things. He's also a ninja. He teams up with Sujiroku, as the two recognize each other as true appreciators of Japanese tradition.

Jabroniville
Posts: 11078
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Sujiroku

Post by Jabroniville » Thu May 16, 2019 5:53 pm

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SUJIROKU TENJINBASHI
First Appearance:
Groove On Fight (1997)
Game Appearances: Groove On Fight only
Home Country: Japan
Role: Weird Fighter
PL 7 (106)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+11)
Athletics 10 (+12)
Expertise (Japanese Traditions) 8 (+8)
Insight 2 (+4)
Intimidation 2 (+5)
Perception 3 (+5)
Ranged Combat (Blasts) 6 (+10)

Advantages:
Equipment (Drumstick Batons- Split), Improved Critical (Haru/Fuyu), Improved Critical (Aki), Improved Critical (Lion Mask), 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"
"Haru- Flower Petals/Fuyu- Rolling Snowball" Blast 4 (Feats: Variable- Snow or Flowers) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [8]
  • AE: "Aki- Falling Leaf" Blast 4 (Feats: Indirect- From Above) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4)
  • AE: "Natsu- Column of Lightning" Damage 4 (Extras: 30ft. Cylinder) (Flaws: Reduced Defenses 2) (Diminished Range -1) (3)
  • AE: "Lion Mask Chomp" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Three Years To Kill- Combo Attack" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +11 (+2 Damage, DC 17)
Drumsticks +11 (+3 Damage, DC 18)
Special Moves +10 (+4 Damage, DC 19)
Blasts +10 (+4 Ranged Damage, DC 20)
Initiative +4

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

Complications:
Motivation (Advertising Japanese Traditions)
Weakness (Predictability)- Sujiroku 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: 52 / Skills: 38--19 / Advantages: 6 + 9 / Powers: 8 / Defenses: 12 (106)

-Sujiroku is another Groove On Fight-exclusive character, and rejected his family's Yakuza heritage in favor of traditional Japanese stuff like masks and drumsticks and being all spiritual & junk. He and Hizumi the ninja are a team. His attacks are named after the seasons and other Japanese stuff, and consist of various kinds of Blasts (including a falling leaf).

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Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab’s Builds (The Living Tribunal! Power Instinct- Otane & Oume!)

Post by Jabroniville » Fri May 17, 2019 12:09 am

Question:
On a scale of 1-10, how nerdy is it to explain to Belle the similarities between Wicked and Beauty and the Beast?

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Angela

Post by Jabroniville » Fri May 17, 2019 12:10 am

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*heavy breathing*

ANGELA BELTI
First Appearance:
Power Instinct (1993)
Game Appearances: Power Instinct 1-2 & Legends, Shin Goketsuji 1-2
Home Country: Italy
Role: Muscular Woman, Strong Fighter, Jab's Waifu
PL 8 (104)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 7 (+11)
Close Combat (Unarmed) 4 (+12)
Expertise (Music) 4 (+6)
Intimidation 4 (+6)
Perception 3 (+5)
Persuasion 2 (+4)
Ranged Combat (Thunder Wall) 6 (+10)

Advantages:
Improved Critical (Thunder Wall), Improved Critical (Body Attack), Improved Critical (Giant Buster), 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"
"Thunder Wall/Thunder Dragon/Love Me Whip" Blast 4 (Feats: Indirect- From Below) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [6]
  • AE: "Body Attack/Smash Kick" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Giant Buster" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Arrow Shot +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 +6

Complications:
Motivation (Love)- Angela falls in love easily, and will chase her love interest (aka me) across the world.
Weakness (Predictability)- Angelacannot 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: 48 / Skills: 36--18 / Advantages: 7 + 9 / Powers: 6 / Defenses: 16 (104)

-.... oh DREEEEEEEEEEEEEAAAAAAAAAAAAAAAM WEAVER! I believe you can get me through the ni-hiiiiiiight... Oh DREEEEEEEEEEEEEEEEAAAAAAAAM WEAVER! I believe we can reach the morning LI-HIIIGGGGGGGGGHHHHHHHHHTTTTTTTT!!!!

-I mean, excuse me. A character that was initially just used for a "LOL TRANNIES, RIGHT?" joke, Angela has since been turned into a legitimate sexpot in some of the art despite her muscular physique. See, in Power Instinct, Angela was much bulkier, and noticeably voiced by a male performer- the gag being that she was a parody of the typical "Bruiser" characters seen in Fighting Games, being a WOMAN instead of a powerful male. Power Instinct 2, however, dropped that aspect, and simply made her very tall and strong, but kept more of an hourglass figure, and even had her strike delicate, feminine poses. Her initial appearance was based off of female wrestler Reggie Bennet, who appeared in an energy drink commercial in early '90s Japan. Let's just say that Reggie's EXTREMELY thick, hourglass-y, weightlifter physique was quite unusual in 1990s Japanese society.

-Angela, despite her bulk, is actually a very loving, caring woman, and falls in love easily (a similar concept to Sailor Jupiter's anime incarnation, actually). In the first game, she chases an ex-boyfriend across the world- he never reappears (possibly because he's afraid of her... or has terrible taste in this sculpted Venus). She wishes to gain the family fortune owing to a life of hardship, and in the second game, uses a new workout routine to improve her beauty while maintaining her strength. In Power Instinct Legends, she joins the tournament so that Kanji, who's holding it, will teach her how to be the refined lady that can win her new paramour's heart. Unlike most of the Original Cast, however, she is absent from Matrimelee (in-story, it's explained that she had no interest in marrying the King's son, as she already HAD a love interest). The final game in the series, Senzo Kuyo, introduces both her grandmother and great aunt as "Old Lady" characters.

-Angela is rather unusual in that she's a Powerhouse Fighter who has a BLAST- several, in fact. Though all of this is really just "Chi Blast" stuff in M&M terms, most Power Instinct characters have a variety of Blasts to utilize, making them a tad more accurate than other Fighting Game characters of their PL.

Spectrum
Posts: 1558
Joined: Fri Nov 04, 2016 8:08 pm

Re: Jab’s Builds (Power Instinct- Otane & Oume! Angela!)

Post by Spectrum » Fri May 17, 2019 2:08 am

Jab will still find a way to blame us for not telling him but... :)

Cetrion, a goddess, from the new MK game

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We rise from the ashes so that new legends can be born.

Jabroniville
Posts: 11078
Joined: Fri Nov 04, 2016 8:05 pm

Elizabeth

Post by Jabroniville » Fri May 17, 2019 2:44 pm

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ELIZABETH BELTI
First Appearance:
Shin Goketsuji 2 (2009)
Game Appearances: Shin Goketsuji 2 Only
Home Country: Italy
Role: Old Lady
PL 7 (128)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 10 (+10)
Close Combat (Unarmed) 4 (+13)
Deception 5 (+7)
Expertise (Magic) 4 (+8)
Insight 4 (+7)
Perception 4 (+7)
Ranged Combat (Ecco Volare) 6 (+10)

Advantages:
Benefit 1 (Wealth), Equipment (Fan, Grimoire), Improved Critical (Ecco Volarer), Improved Critical (Fan Swing), Improved Critical (Parasole Rotazione), Improved Initiative, Ranged Attack 4, Ritualist

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"
"Parasole Rotazione" Strength-Damage +2 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (5) -- [8]
  • AE: "Ecco Volare- Flock of Ravens" Blast 3 (Extras: Multiattack) (Flaws: Reduced Defenses 2) (Diminished Range -1) (4) -- [9]
  • AE: "Panty-Revealing Leg-Grab" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Ventaglio di Roma- Roman Fan Swing" Strength-Damage +2 (Inaccurate -1) (1)
"Young Form- Super Elizabeth" Morph 1 (Feats: Metamorph) [6]
(Swaps Fan with Lance, Changes Moves)
Enhanced Strength, Stamina & Agility 1 (Flaws: Limited to 1-3 Rounds) [3]

Offense:
Unarmed +13 (+1 Damage, DC 17)
Special Moves +11 (+3 Damage, DC 18)
Flock of Ravens +10 (+3 Ranged Damage, DC 18)
Parasole Rotazione +11 (+3 Damage & Affliction, DC 18 & 13)
Initiative +8

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

Complications:
Motivation (Power)- A sorceress, Elizabeth wishes to meet the God that founded the Goketsuji Family, or gain more power.
Weakness (Predictability)- Elizabeth 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: 54 / Skills: 46--23 / Advantages: 11 + 9 / Powers: 18 / Defenses: 13 (128)

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SUPER ELIZABETH
First Appearance:
Shin Goketsuji 2 (2009)
Game Appearances: Shin Goketsuji 2 Only
Home Country: Italy
Role: Sexy Transformation
PL 8 (130)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 10 (+10)
Close Combat (Unarmed) 2 (+13)
Deception 5 (+7)
Expertise (Magic) 4 (+8)
Insight 4 (+7)
Perception 4 (+7)

Advantages:
Benefit 1 (Wealth), Equipment (Lance), Improved Critical (Ecco Volarer), Improved Critical (Fan Swing), Improved Critical (Parasole Rotazione), Improved Initiative, Ranged Attack 4, Ritualist

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"
"Lance Stab Ecstasy" Strength-Damage +1 (Extras: Multiattack 5) (Flaws: Distracting) Linked to Affliction 5 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Lance) (7) -- [8]
  • AE: "Lance Stab" Strength-Damage +2 (Inaccurate -1) (1)
"Old Form" Morph 1 (Feats: Metamorph) [6]

Offense:
Unarmed +13 (+2 Damage, DC 17)
Lance +11 (+4 Damage, DC 19)
Special Moves +11 (+4 Damage, DC 19)
Lance Stab Ecstasy +11 (+5 Damage & Affliction, DC 20 & 15)
Initiative +9

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

Complications:
Motivation (Power)- A sorceress, Elizabeth wishes to meet the God that founded the Goketsuji Family, or gain more power.
Weakness (Predictability)- Elizabeth 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: 64 / Skills: 38--19 / Advantages: 11 + 9 / Powers: 14 / Defenses: 13 (130)

-Rather inexplicably, the most recent Power Instinct game features EVEN MOAR OLD LADIES, as Angela Belti gains both a mother and a great aunt. This one dresses more like an ugly Marie Antoinette than the martial artist Goketsuji family, but is not less hideous- her face resembles the Titans of Attack on Titan, and both are clearly based off of the freaky witch ladies from Spirited Away. However, like Otane, Elizabeth can transform into a sexier, younger self- a REALLY sexy self, as this slender maven now sports UNDER-BOOB and thigh-high stockings! However, this character is more than a little like Solis R8000 from Groove On Fight, which to me indicates that a director/animator really wanted to use his old design- the underboob is straight from that. They just made the overall look "Victorian" instead of "Future Cop".

-Elizabeth Belti is a lifelong studier of magic, and was invited by Oume Goketsuji for the last tournament in order to participate in their "Ancestors Ritual". In her normal form, she's PL 7, but Super Elizabeth hits PL 8. This is a bit tricky, as the Metamorph won't cover for someone more powerful and pricey than the original form, so I tossed in the bonuses to ST, STA & AGI as Limited Enhanced Abilities to make up for the difference. Her Super Move (ie. something you use by inventing a new power and buying it off with a Hero Point) is a Fireball that turns the enemy into a BUG.
Last edited by Jabroniville on Sat May 18, 2019 4:54 am, edited 1 time in total.

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Arkrite
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Re: Jab’s Builds (The Living Tribunal! Power Instinct- Otane & Oume!)

Post by Arkrite » Sat May 18, 2019 1:34 am

Jabroniville wrote:
Fri May 17, 2019 12:09 am
Question:
On a scale of 1-10, how nerdy is it to explain to Belle the similarities between Wicked and Beauty and the Beast?
Well I'd say it's about an Awesome out of Ten.

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