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- Jump 176: Killer Instinct
- >Nine of Cups, reversed (A state of joy and abundance that is shallow and fleeting.)
- Yeah, I suppose being a cyberzombie would do that.
- >Age: 27
- >Identity: Undead (-100)
- Still doing that sometimes, yep.
- >Drawbacks: Wanted (+200)
- I suppose being a corpse turned into a cyborg that ran away would make for an entertaining backstory, wouldn't it? Especially if Directive 4 exists to prevent me from taking direct action, as the robot perk implies.
- >Freebies: ULTRA COMBO!, Instinct Mode, Blowout Gauge
- The hype falls flat on its face, no matter how hard I try to get into it. I mean, it's probably just me, but... ugh.
- >Golden Path (1000)
- Infinite combo is best combo.
- >Zombie (Free, Undead)
- >Robot (900)
- Porque no los dos?
- >Robospace (600)
- ... so wait, I'm bigger on the inside? This is HILARIOUSLY exploitable with final form. I intend to exploit it fully.
- >Necromancy (300, Undead)
- I'm not so much grabbing this for the sake of making disposable minions as I am for using this as an avenue to restore the recently dead to life. And as far as the same kind of undead that I am... I uh... I'm kind of Robocop here, not gonna lie.
- >The Ossuary (200, Undead)
- I'm not going to lie, I got this because it'll be hilarious when I go to Worm and go 'oh, hey Skitter, lost your arm again? Go in there, you can get a skeleton arm.'
- >Maintenance Station (0)
- This is a little more practical, since I tend to make automatons, and this will be a more effective all-in-one repair/upgrade station for them when needed.
- Not a whole lot to say, honestly. I can't take direct action against Ultratech, but there are enough others who want to. After that... hell, I don't know enough about the plot to Killer Instinct, and I am not honestly interested in looking up this SNES/N64 game for further info. Sorry.
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