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Killer Instinct CYOA V 0.1

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Apr 26th, 2015
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  1. Killer Instinct Jump v0 By Eyebrows
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  3. intro shit goes here
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  5. dunno what i'm do for locations and shit
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  8. Backgrounds: Roll 1d8+24 to determine your age, and your gender stays as it is. Pay 50 cp to choose your age or your gender.
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  10. Drop-in (Free): You arrive in the world of Killer Instinct without any new memories, and wake up in a dingy motel room. Don't worry about your lack of backstory, though- You'll probably fit right in with all the crazy shit that happens around here.
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  12. Warrior (100 cp): From birth, you have undergone rigorous training to hone your skills as a lethal human killing machine. Your entire body is a deadly weapon- You could kill a man with your pinky finger alone. Naturally, this skill has led you to enter into the Killer Instinct tournament.
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  14. Beast (100 cp):
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  16. Undead (100 cp): Well, it looks like you broke the number one rule of Jumping: You died! Good news for you, though, it doesn't matter, because you did it long before you arrived here, and you came back as of some kind of undead creature. Your unnatural strength has led you to enter the Killer Instinct Tournament. Roll age as normal to determine the age at which you kicked the bucket, then roll 8d8 and multiply that number by 10 to see how many years ago it was that you died.
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  18. Cyborg (100 cp): You were always an exemplary warrior, and you even won a Killer Instinct tournament in the past. Then Ultratech needed the brain of a warrior to put into their latest killer robot, and it turned out you were the perfect fit- And so it was that you transcended your fleshy form and were given a body of flawless titanium alloy. Needless to say, this makes you an obvious contender for the Killer Instinct Tournament.
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  20. Universal Perks:
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  22. ULTRA COMBO! (Free): An Ultra Combo is a flashy finishing move that can only be executed on an enemy that's on their last legs- It's a showy series of attacks that finishes off your opponent with style. If you have a full Instinct gague, you can even pull off a Double Ultra, beating on your opponent long after they've been left unconcious, just to drive home your superiority- In fact, if you're skilled enough, you could probably keep juggling your foe's limp corpse for a while just to rub it in. If you're that much of a jerk.
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  24. Instinct Mode (Free): The Killer Instinct lurks in everyone, but it manifests differently in everyone. As you take damage in a fight, you feel the Killer Instinct well up within you, and as you near defeat you can enter an enhanced state- Instinct Mode. Choose one aspect of yourself that is exemplified in your fighting style above all else- when you activate your Instinct Mode, you become empowered by this aspect for a short period of time- For example, Agression invigorates you so long as you are advancing on your foe, Defense will give you layers of armor that absorb hits, et cetera.
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  26. Blowout Gauge (Free): You know what really sucks? When someone just keeps hitting you in the face, and just won't stop. Luckily for you, you have an intangible "Blowout Gauge" that builds up as someone comboes you, and once it reaches its limit you will be launched out of your opponent's reach onto the ground, where you can pick yourself up and get back in the fight. The faster a foe's strikes, the quicker the blowout gauge will build up. If someone is foolish enough to let you spin out of the combo without ending their combo themselves, then you will be able to recover about 2/3 of the damage you took. The bad news is, though, that everyone else has one of these too- Meaning you have to learn how to make your comboes efficient enough to deal damage without going over the blowout limit. Please note that this will not protect you from an Ultra Combo.
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  28. Announcer (50 cp): Whenever you fight, it seems there is an bodiless voice commentating every match you make- Announcing the comboes you make, and generally hyping up everyone involved. You, your foe, and anyone watching the fight can hear this disembodied announcer. You can mute him if you wish, but his commentary is never annoying, and is always hype. You gain the benefits of this perk during this jump, but must purchase it to keep it for other jumps.
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  30. Dynamic Theme (50 cp): You have a theme song perfectly tailored to your fighting style and personality, and it will play for you, your foe, and anyone watching whenever you fight in a single location considered your "Home Turf" (Which can be your Cosmic Warehouse, or a single location designated at the beginning of each jump). Nobody will find this at all strange. This music changes dynamically to suit the battle- When the fight gets more intense, so does it, and when the fight comes to a standstill, the music mellows out and you'll hear Killer Instinct's theme mixed into yours. When you perform an Ultra Combo, the music plays along with your hits perfectly. When you fight on other people's home turf, you will instead hear their themes. You gain the benefits of this perk during this jump, but must purchase it to keep it for other jumps.
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  32. Theme Music Ovveride (50 cp, Requires Dynamic Theme): Your theme song is so powerful, it can override anyone else's theme song if you will it so. Instead of only playing on your home turf, your theme music can play any time you get into a fight, but you can still listen to your foe's theme if you want to - And indeed, this perk will give any foe you face a theme song for you to listen to as well, if they don't already have one.
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  34. Background Perks
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  36. Golden Path (100 cp, Free Drop-in): More often than not, the best way to keep someone locked down in a fight is to not stop hitting them. You're adept at stringing your attacks into comboes, and you understand the basic structure of a combo- an Opener to lower their defenses, a couple quick strikes to deal damage, a link to keep them open, and an Ender to close the combo and keep your foe from blowing out of your recombo and recovering.
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  38. Ninja (100 cp, Free Warrior): You are a master of weilding your body as a weapon. Your body is in peak human condition in all ways, and you have such a complete degree of skill in a single martial art that you can truly be called the greatest in your style.
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  40. Monster (100 cp, Free Beast): You are not human- Instead, you are an animalistic beast. You may choose whether you are a half-man abomination or simply an augmented feral animal. Either way, you gain superhuman strength and speed, but your mental faculties are dramatically impacted in this form- In times of stress, such as the middle of a fight, you cannot think clearly enough to strategize and instead fight by instinct alone.
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  42. Zombie (100 cp, Free Undead): You used to be human- Until you died, that is. Not letting that stop you, you came back as some sort of undead creature, such as a Skeleton, a Ghost, a Zombie, a Mummy, et cetera. Basically any undead creature is fair game, but no matter what you call yourself the result is the same. This form can no longer die through aging, and benefits from supernatural durability and strength. You also have an incredibly unsettling laugh that can give pause to even the bravest of warriors. You can still be destroyed, however, so don't go thinking you're invincible, and you're not as fast as you used to be- Rigor Mortis is a bit of a bitch.
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  44. Robot (100 cp, Free Cyborg): Calling you a Cyborg would be a stretch, really- The only organic part of you left is your brain, hooked up to a metal exoskeleton. You benefit from a massively powerful frame in every way - Harder, Better, Faster, Stronger than your previous fleshy form. It should be noted, however, that your will is no longer your own - Because you were made by Ultratech, you now work to further their agenda. Power always comes with a price- But if Ultratech were to no longer exist, then perhaps you might be freed from your programming...
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  46. C-C-C-Combo Breaker! (300 cp, Discount Drop-in): Your intimate knowledge of comboes gives you an uncanny insight into the techniques that other people will use to combo you. All too often, you'll find foes making predictable patterns, and that's good for you- If you manage to match a blow with a blow of exact strength, then you can execute a Combo Breaker- A devastating technique that interrupts your foe's combo, deals heavy damage, and allows you to immediately launch into a combo of your own. Successful Combo Breakers will also charge your Instinct Gauge.
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  48. Supernatural Martial Arts (300 cp, Discount Warrior): Your pursuit of martial perfection has given you a deep link with the spiritual world. You have incorporated your spirituality into your fighting style, allowing you to summon projectile blasts of spiritual energy. In addition, your specific spirituality might further influence your powers- A deep belief in nature might give you the ability to summon lightning or talk to animals, whereas a belief in personal strength might give you enhanced ki-strikes.
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  50. Breath Weapon (300 cp, Discount Beast): Some people complain about bad breath, but they've never seen yours- You can spit out plumes of flame or corrosive acid bad enough to melt through solid steel. The range limit on it is only about as hard as you can breathe outwards- At the very least, you can accurately strike a foe
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  52. Magic (300 cp, Discount Undead): spooky ghost magic, comes with teleportation
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  54. Robospace (300 cp, Discount Cyborg): Somehow, the people who designed you found a way to make you bigger on the inside. You can fit all sorts of bizarre stuff in your torso, from spare weapons to a giant crusher capable of rendering a man into paste to an automatic gatling-gun turret. Even if you're not a robot, you find yourself able to store things you shouldn't be able to in the most illogical of places - Don't be surprised if you can pull a bazooka out from underneath your shirt without any indication that it was there before.
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  56. COUNTER BREAKER! (600 cp, Discount Drop-in): You are not the only one capable of executing the Devastating Combo Breaker- If you aren't careful with your own comboes, you might occasionally find you get Combo Broken yourself. However, you have a technique that's one step up- as you fight a foe, you can identify when your foe might try to pull a Combo Breaker and instead set a trap for them- Faking out your opponent and allowing you to execute the devastating Counter Breaker, Breaking their own Combo Breaker. A successful Counter Breaker will reset your foe's blowout meter and render them completely helpless for a short period of time, allowing you to rack up the damage. You also have the mindgames skills to intentionally lull a foe into attempting a Combo Breaker, and then punish them with a Combo Breaker.
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  58. Training Mode (600 cp, Discount Warrior): meditate to enter a mental training mode that lets you practice techniques and fight against simulated opponents
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  60. Lycanthropy Potion (600 cp, Discount Beast): You weren't always a bloodthirsty beast- you used to be human, and you made yourself this way. With this! Using the blood of an animal (and an incredibly painful alchemical process), you gave yourself the form of a beast. Now with this, you can do the same to others- With your own blood, of course! You can bestow upon any human being one of your Alt-forms using the same process that made you into a Beast. Only one form can be bestowed in this manner - trying to use it on the same person twice will invariably kill them. Due to the involved process, the recipient must be willing- And for the record, since the potion involves your blood, the altform you are bestowing upon them has to be able to bleed. And has to have blood that won't kill your test subject friend.
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  62. Necromancy (600 cp, Discount Undead): you're a spooky ghost? cool, you can make more spooky ghosts, or use souls to repair your undead body
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  64. Nuclear Powered (600 cp, Discount Cyborg): All this energy has to come from somewhere. For you, it comes from a nuclear reactor in your chest. Not only does this make you tireless so long as you have a supply of nuclear material, but your day-to-day functions barely take up 10% of the reactor's real output. In a fight, you can manually overclock the reactor to enhance your abilities- Once it reaches maximum capacity, your already-enhanced metal body will move twice as fast and hit twice as hard as before, and you will have access to a devastating ultimate attack- A gigantic freaking nuclear laser fired from your chest that obliterates everything in its path (Affectionately called the Hype Beam). However, overclocking your reactor is dangerous to do for too long (Leaving it overclocked during normal activities is just asking for a catastrophic nuclear meltdown to happen) and doing it in battle leaves you open.
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  66. Companions:
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  68. Canon Companion (200 cp): Not long after your arrival in this world, you meet a kindred spirit- Someone who you immediately form a close friendship with. Choose any playable character from any Killer Instinct Game- At the end of your jump, they will offer to follow you as your companion. For obvious reasons, you cannot take someone who hates you because of a Drawback (Nemesis, Whispers of Vengeance, or An Ill Omen) as a Canon Companion.
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  70. Drawbacks: Take up to 600 cp worth of drawbacks, unless taking An Ill Omen.
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  72. Unintelligible (+100 cp): You cannot speak, and anything that comes out of your mouth is either animalistic growls or incomprehensible gibberish. I hope you know Sign Language.
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  74. Nemesis (+100 cp): I don't know what you did to them, but you seem to have to attracted the (negative) attention of one of the entrants to the Killer Instinct tournament. Pick a single character besides Hisako - They will do everything in their power to track you down and put their grudge to rest, until they are killed. You can take this drawback multiple times, choosing another character every time you take it.
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  76. Antihype (+200 cp): It occurs to you just how depressing this world really is. Beyond the ridiculous veneer of tibetan ninjas, pirate skeletons, aliens, and werewolves all fighting each other in a big martial arts tournament, this place is still a dystopian nightmare run by an insane corporation. The world becomes a lot more depressing- Comboes fall flat and are anticlimatic. Soundtrack perks don't work. Colors are washed out to dingy greys and browns. The announcer didn't even bother to show up, and you find it hard to get excited about anything at all. The power of hype is no longer with you.
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  78. Wanted (+200 cp): ultratech wants your ass dead, but you were probably planning on taking them down anyway because they're dicks
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  80. Whispers of Vengeance (+300 cp): You want to know why Hisako can't be picked as your Nemesis? This is why. Hisako, the Avenging Ghost, now wants you dead, and will stop at nothing to kill you. Her pursuit of you will be dogged and relentless. She does not sleep, eat, or ever do anything other than pursue you, and cannot be stopped by any barrier. No matter what you do to her, somehow she'll come back to haunt you again. She might even interrupt your fights with other people to get a shot at you. In addition, whenever she's around you, her Wrath meter is always full, meaning that her comboes work much better on you than on any other foe. And her theme music always overrides anyone else's.
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  82. Kyle Difficulty (+300 cp): It would seem that you have attracted the ire of an almighty warrior spirit, who now gives his blessing to those you face in battle. Every foe you face will be a perfect warrior, with incredible strength and speed, flawless timing and precision, and unmatched skill. They will see your attacks coming before you even throw them, and will constantly Combo Break and Counter Break you. Even fights with simple street thugs with knives will be struggles for your life- Just how bad will it be when you face your foes in the Killer Instinct tournament?
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  84. An Ill Omen (+800 cp, cannot take any other drawbacks): Immediately upon arrival in the world of Killer Instinct, you feel that another presence has hitched a ride into your body- and this presence is the evil spirit Omen, servant of the ultimate, immortal spirit of chaos, Gargos. Omen immediately wrests control of your body from you, turning you into the Shadow Jumper, and sets about preparing the world for his master's arrival. Omen will have access to all of your powers, as well as your cosmic warehouse, and will be able to call upon your companions in your stead- Whether or not they figure out something is wrong is up to them. In fact, he will be able to use your powers even better than you can, augmenting them with dark magic. You will be a prisoner in your own body for five long years, helpless to watch as Omen sows chaos and destruction. After this time, Omen will finally leave your body, retaining all of the powers he had while possessing you, and will attempt to kill you off, knowing that you are the only one even remotely capable of stopping him now.
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