Killer Instinct

 
Killer Instinct

Ultratech is a very powerful megacorporation (entities which, in this future setting, have replaced all governments) which organizes a tournament called Killer Instinct. Along with regular participants, experimental creatures created by Ultratech also fight in the tournament so their strength can be tested. Ultratech also discovers a technology to make bridges between dimensions, and releases a two-headed, one-eyed, satyr monster called Eyedol from this dimensional prison.

Characters:
Black Orchid
Chief Thunder
Cinder
Eyedol
Fulgore
Gargos
Glacius
Jago
Kim Wu
Maya
Riptor
Sabrewulf
Spinal
T.J. Combo
Tusk

Spinal


Spinal
Affiliations: Solo D10, Buddy D8, Team D6
Distinctions: Flashbacks, I Am Gonna Get My Freedom, Undead Warrior
Power Sets:
Sword & Shield
Buckler D8 Falchion D8
Limit: Gear. Shutdown a Sword & Shield power and step up or add a D6 to the doom pool. Spend a D6 from the doom pool to recover.

Ultratech Undead Warrior
Enhanced Durability D8, Enhanced Stamina D8, Enhanced Strength D8, Fireball D8, Teleport D6
SFX: Immunity. Spend D6 from the doom pool to ignore stress, trauma, or complications from aging, disease, hunger, thirst, or fatigue.
SFX: Focus. In a pool containing an Ultratech Undead Warrior power, replace two dice of the same size with one die pf +1 step.
SFX: Energy Absorption. On a successful reaction against an energy-based action Spinal can gain a Lightning Bolt stunt, use of his Fireball power or step up an Ultratech Undead Warrior power by +1 until used in an action. This can include stepping up Fireball if he has already absorbed energy. Spend a D6 from the doom pool to use this SFX if opponent's action was successful.
Limit: Restricted Use. Spinal's Fireball power may only be used after a successful use of Energy Absorption.

Specialties:
Combat Master D10, Menace Expert D8

ID: Unknown
History:
Spinal's origin is a closely guarded secret of Ultratech. A secret branch of the corporation, using a variety of special techniques, have succeeded in reviving an ancient warrior. With only the vaguest memories of his past life, Spinal knows how to do only one thing: fight!

A legendary warrior over 2000 years ago, the thing now known as Spinal has been torn from the peace of death by Ultratech's cell regeneration experiments. Trapped in the new world, he has no choice but to obey orders despite his reluctance, and to make things worse, he begins to suffer tormenting flashbacks to the ancient life he can never quite remember. After the awe and wonder he inspired when first unveiled to the public this year, Spinal finds himself in the shadow of Ultratech's latest creations (Fulgore, Riptor et al): and, filled with resentment, he sets out to prove his worth.

Spinal was destroyed by Chief Thunder in the first tournament. Gargos, however, had one of his own in the past. Spinal now fights for vengeance and for his freedom.

Sabrewulf


Sabrewulf
Affiliations: Solo D10, Buddy D8, Team D6
Distinctions: Enhanced by Ultratech, I Will Try To Control Myself, Recluse
Power Sets:
Ultratech Enhancements
Cyber Claws D10, Superhuman Stamina D10
SFX: Berserk. Borrow a die from the doom pool for an attack action. Step up the doom die by +1 and return to the doom pool.
SFX: Focus. In a pool containing an Ultratech Enhancements power, replace two dice of the same size with one die of +1 step.
Limit: Fury. May not spend PP when making reaction rolls during any round where you have used your Berserk SFX.

Werewolf Curse
Enhanced Durability D8, Enhanced Senses D8, Enhanced Speed D8, Enhanced Strength D8, Trained Reflexes D6
SFX: Fearsome: Add D6 and step up effect die by +1 when using Werewolf Curse powers to inflict emotional stress.
SFX: Flaming Bat. Using his knowledge of the occult he summons a flaming bat to distract his opponent. Add D6 and step up effect die by +1 when inflicting a flaming bat complication on a target.
SFX: Healing Factor. Spend 1 PP to recover your physical stress and step back your physical trauma by -1.
SFX: Immunity. Spend D6 from the doom pool to ignore stress, trauma, or complications from aging, disease, or poisons.
SFX: Razor-Sharp Fangs: Add a D6 to your dice pool for an attack action and step back the highest die in your pool by -1. Step up physical stress inflicted by +1.
Limit: Silver Sensitivity. Step back or remove D6 from the doom pool and step up stress inflicted by attacks using silver weapons by +1.

Specialties:
Acrobatics Expert D8, Combat Expert D8, Menace Expert D8, Mystic Expert D8

Milestones:
Kill Glacius
1XP when you enter the Killer Instinct tournament, or hear rumors and clues to the whereabouts of Glacius.
3XP when you defeat an opponent that stands between you and Glacius.
10XP when you kill or spare Glacius.

Search For The Cure
1XP when you learn of a cure for Lycanthropy.
3XP when you achieve a goal working towards the cure.
10XP when you are cured, lose the cure, or discover the cure to be false.

ID: Count Von Sabrewulf
History:
Sabrewulf is afflicted with the rare disease, Lycanthropy. Although he has spent most of his life as a recluse, he enters the Killer Instinct tournament on the promise of a cure if he is victorious. Since the day when a wolf bite left him afflicted with a particularly virulent strain of lycanthropy, Count Von Sabrewulf has lived in exile in his remote mountain tower, shunned by society, struggling with insanity as his disease grows steadily worse.

A handful of years back his worst nightmare was realized when he failed to revert to human form at all. Every rumor of a possible cure has been at best a hoax, so when a message arrives promising salvation should he enter and win the Ultratech contest, Sabrewulf is highly suspicious, but obliged to seize any chance that comes his way.

Unwilling to succumb to the beast within him, Sabrewulf was badly beaten by Glacius in the KI tournament. Captured by Ultratech, he is driven berserk by their "repairs" and now has only revenge to live for.

Personality:
He is a recluse living alone in his tower. He does this by choice to protect people from the beast that he has become. He is always fearful that he could cause someone else to lose their humanity the way he has lost his. Since his defeat at the hands of Glacius and his "enhancements" by Ultratech, he has become more bestial. He is full of rage and has trouble controlling the animal side of his nature now.

Abilities and Resources:
Sabrewulf lives alone and has no one he can call upon. He hunts his food, giving in to his animal nature when he needs to eat. He has studied the occult looking for ways to cure himself of this curse that has robbed him of his humanity. He can no longer transform back into a human.
He has learned a little magic from his studies, and uses this by summoning up demonic flaming bats that he can use to distract his prey. He mostly relies on his claws and fangs in combat though, especially since Ultratech has worked on him. He also tends to howl a lot during his combats to strike fear into his opponents.
He is unsure if Ultratech truly holds a cure for his lycanthropy, but he still holds hope that it is not a hoax.





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