Someone mentioned write-ups of video game characters. This happens to be something I have done on several occasions, so naturally, I have to reply. But I have to mention as a preface that there are two ways to write up game characters. The first is to make a reasonable facsimile of the character, fleshed out to make up for the game's limited environment. The other is to attempt to almost directly translate the character, even down to videogame mechanics. While the first makes for more playable characters, the second is more challenging, IMHO, and makes for the sort of characters you might encounter if (insert mad supervillain here) somehow found a way to bring the characters from the game into reality (as in a well loved episode of Spiderman and Friends).

Someone mentioned StreetFighter as being a good way to write these guys up. I believe him. I also believe that you can do almost anything with hero.

Oh, and the Chun Li was definitely a well fleshed out version (the SF characters are more interesting to write up fully, I think... They have more appeal). The combo meter was well thought out, but clearly she was meant to be played as a character, not a videogame come to life. These MK translations are meant to be the latter.

I used no point costs here... I don't have any books whatsoever with me here at college, and these, as written, are villains/hassles.

Mortal Kombatant(from MK3)

Str:20(no MKers normal moves do more damage than any others)
Dex:26(this is a pretty fast game!)
Con:25(capable of sustaining much damage!)
Body:20(more blood in each one than most blood banks!)
Int:8(no idea of how to achieve goals other than fighting EVERYONE they meet)
Ego:15(stubborn and tenacious as all hell... They fight their way up a ladder
of up to 16 opponents!)
Com:10(bonuses/subtractions will be noted in ind char write-ups)
PD/rPD:15/5 (while they bleed plenty, they are never killed save by fatalities)
ED/rED:15/5 (ditto)
Spd:6 (again, this is a fairly fast game, the chars are pretty quick too)
Rec:0/10 (MKers do not recover normally. They must defeat their opponents
to heal. Out of combat, I suppose they recover like anyone else though)
End:50 (but unimportant. MKers feel no fatigue)
Stun:50 (they can sustain some serious physical trauma and barely be shaken)
0 end on str.
0 end on 6" run (normal move).
2" Superleap (w/str, 4" vert, 6" horizontal)
END Battery "Run Meter" 15 END, 15 Rec
+5" run (X5 End). 5 END.
6d6 HA, reduced penetration (10d6 w/str), linked to Jump Punch. Req.
	skill roll (Combos). (X5 END). 10 END.
6d6 HA, reduced penetration (10d6 w/str, or 2 5d6 attacks), linked to
	side kick. Req. Skill Roll (combos). (X5 END). 10 END.
20d6 Aid, 1 charge, trigger:When stun reaches 0. To Stun. "Round 2". Self Only.
+20 Stun, Trigger:When stun=0 and Aid expended. Only to stagger around in
	place like an idiot. "Dizzy"
6d6 HKA (It *never* fails to kill, and is usually horrible to boot). 
	1 Phase activation time. Req. Arcane gestures. Only useable
	when opponent is "dizzy". Variable Special effects (2 fatalities
	and a animality for each character). 0 END.
Change Environment (Darker). Linked to Fatality.
Shapechange, one animal, looks like colorform. Linked to animality special
	effect of HKA. O end. 
(in MK1, all characters also had 1 level of growth, always on/0end/pers).

Multipower:Mortal Kombat:
All mortal kombatants have identical moves. Some have extremely minor 
differences in numbers of frames/area of impact, but this is only
for purists. All slots are ultras, 0 END. 
u "Uppercut" Full phase action, 9d6 HA, double KB, must be in contact
	with surface. 
u "Roundhouse" Full Phase action, 8d6 HA, double KB, must be in contact
	with surface. Yes, this is identical to, but worse than, an uppercut.
	No one uses Roundhouses in MK3.
u "Hick Kick/side kick" 5d6 HA (9d6 w/str). High Kicks are invariably
	used against jumpers. Surface.
u "Punch Flurry"  5d6 HA, autofire (3shots) (6d6 w/strength, b/c of 
	autofire/0End). Surface.
u "Jump Kick" 8d6 HA, must be used in conjunction with superleap.
u "Jump Punch" 4d6 HA, must be used in conjunction with superleap. If
	UMK3, may be used to initiate combo.
u "Sweep" 6d6 HA, Double KB, May only Knock Opponent down. Surface.
u "Blocking" +20PD/+20ED. Surface. 2 Stun get through regardless.

Sub-Zero (Also known as Sub-Rollins). Unmasked.
u "Ice Shower"/"Ice Blast" 6d6 Entangle. Transparent. Dissapears after 
	3 phases. Fully Indirect, but must come either from above and
	down, or from Sub's hands directly. Concentrate 0 DCV. Surface.
	May be "Blocked"
u "Slide" 5d6 HA, Double KB, May only Knock opp down. Surface. No KB
	if opp 'Blocking'.
u "Ice Clone" 6d6 Entangle. Damage Shield. Trigger  (Being hit). Disappears
	after 3 phases. May be "Blocked"
2"superleap, linked to "ice clone". Must be straight back.
10" Ground Flight, only in contact with surface, linked to "Slide".
Combos 15-
Obviously Sub has no real Ninja skills, or he wouldn't have to fight
in a tournament to kill his opponents.
Disads:Watched by Scorpion.Hunted by Lin Kuei. Dist Features:Big red marker
spot across face.

Scorpion:
u "Teleport Punch" 10"teleport, only to behind opponent.
u "Spear Throw" 6d6 Entangle, transparent, vanishes after 2 phases.Surface.
	Conc to 0 DCV. May be "Blocked"
10" Flight, in contact w/Surface, useable against others, only towards
	Scorpion, linked to "Spear Throw".
1d6 RKA, linked to "Spear Throw". 
3d6 HA, Linked to "Teleport Punch" (7d6 w/str).  
Combos 16-
Com:0
Disads:Despises Original Sub-Zero. Distinctive features (Skull for a head),
apparently E.Conc.

Liu Kang:
u "Dragon Bolt" 10d6 EB, Conc 1/2 DCV.
U "Flying Kick" 10" Flight, directly towards opponent, may only initiate
	if begins phase on ground.
u "Gobble Kick" 6d6 HA, autofire, 1phase act. May only initiate if begins
	phase on ground.
4d6 HA, linked to "Flying Kick" (8d6 w/str).
10" Flight, directly towards opponent, linked to "Gobble Kick".
Combos 13- 
Com:12
Disads:DF:Chosen One. Hunted by all evil entities, esp Shang Tsung. 

Kung Lao:
u "Teleport" 10" Teleport. Must begin phase on ground.
u "Stand N Spin" 3d6 RKA, Dmg Shield, Double KB. Surface. (this is UMK3
	version, which means it succeeds sometimes). 0 DCV.
u "Odd Job" 2 1/2d6 RKA. O DCV. Surface.
Combos 15-
Com:13
Disads:Rival:Liu Kang (and he's the chosen one! Sup. Position!). Doomed
to die. Strives to clear ancestor's name.

Jax:
u "Lunge Punch" 10" flight, only in contact with ground.
u "Gotcha Grab" 6d6 HA, autofire, ground.
u "Missile/Dual Missile" 10d6 EB, autofire 2 shots. 0 DCV. Ground.
u "Ground Slam" (not to be confused with Unimart's Big Slam). 4d6 NND,
	Area effect radius, self immune, conc 1/2 DCV, 1 phase act,
	Must be in contact with ground, both to execute and to be damaged.
5d6 HA, linked to "Lunge Punch".
Com:13
Combos:16-
Disads:Protects Sonya. Vengeful. DF:Arms have been painted to look like
they've been painted to look like MAYBE they MIGHT be metallic. DF:Wears
Spandex with Combat boots (Don't ask/Don't tell).Cassandra syndrome (knows
future, but no one listens to him, until he rips his arms off and has
them replaced with metallic ones... At which point he probably would have
been committed, but the world ended).

Stryker:
u "Skipping Tonfa Throw" +10"superleap, only towards opponent. Ground.0 DCV
u "Sliding Tonfa Trip" 5"ground flight, only towards opponent. Ground.1/2 DCV
u "Grenade Toss" 9d6 EB. Conc 0 DCV. Ground. (not real grenades... no
	radius of effect)
u "Gun" 2 1/2d6 RKA, Double KB, reduced Range (2 hexes).
7d6 HA, Double KB, linked to "Skipping Tonfa Throw".
6d6 HA, Double KB (only for knocking opp down), linked to "Tonfa Trip".
Combos 15-
Perhaps Stryker once had police powers, but the world has ended. He certainly
has no skills other than kicking butt and...
Demolitions, 21-. He can rig up a packet of explosives in less than a second.
Com:11 (kinda goofy/pudgy)
Disads: Everyone wants him to die (especially game players). Wants
vengeance for death of his city. Gets no respect.

Shang Tsung:
Has all the slots of the other characters. In addition:
u "fireballs/ground eruption" 10d6 EB, autofire (3 shots). Indirect fully,
	but always either emanate from ground upwards or from hands.
Shapechange, any humanoid form. Only other Mkers.
Com:? bears striking resemblance to Sub-zero, but totally obscured behind
makeup/fright wig.
Combos 15-
Disads:Watched by Kiss fans. Watched by Crow fans. DF:Hideous makeup. 
Spandex and suspenders(lilac or yellow). Megalomania. Traitorous. Greedy.
Wants revenge against Liu Kang.

Nightwolf:
u "Shoulder Ram" 10" flight, only in contact with ground.
u "Hatchet Uppercut" 1d6 HKA, Ground, 0 DCV.
u "Ranger Arrow" 10d6 EB, Ground, 0 DCV.
u "Missile Reflection" Hmm... Missile Reflection, full, 21-.Ground. 0DCV. 
5d6 HA linked to "Shoulder Ram".
Combos 14- (its a toughie)
Com:11.
Contacts: Spirits, 15-
Disads:Yet another civilization trying to encroach upon his tribal lands. 
Hunted by Ranger from AD&D cartoon (wants his bow back).

Kano:
u "Cannonball/BlankaBall" 10" Flight, must begin rounnd on ground, only
	towards opp, 1 phase act.
u "Knife throw" 10d6 EB. Ground. 0DCV.
u "Knife Uppercut" 1d6 HKA, Ground, 0DCV.
u "Grab and Shake" 1d6 NND, defense is rigid throat/no need to breathe.
	Ground. 0DCV.
5d6 HA, linked to "BlankaBall". 
+10 pres, only for taunting opponent, linked to "Grab and Shake"
Int:3. Kano is stupider than readily conceivable. He entered a tournament filled
with the world's deadliest warrior just to loot the place. 
Com:8
Combos:14-
Disads:Hunted by Sonya. Greedy (total). DF:Disfigured. Hunted by Kyle Reese.
Hunted by Interpol.

Sonya:
u "Flying Punch" 10" flight, must begin phase on ground, misses ground opps.
u "Pink Ring Toss" 10d6 EB, Ground, 0 DCV.
u "Leg Grab" 7d6 HA, Double KB. Ground. 0 DCV.
u "Upwards Bicycle Kicks" 6d6 HA, autofire. Ground 0 DCV.
2" Stretching, only with "Leg Grab".
4d6 HA, only with "Flying Punch".
4"flight, upwards, linked to "Upwards Bicycle Kicks"
Combos 17-.
Com:20 (playboy model Kerri Hoskins)
Supposedly has police powers, but world is ended...
Disads: Hunts Kano. Gets no respect.

Cyrax:
u "Energy Net" 6d6 Entangle, lasts 2 phases, transparent. O DCV, Ground.
	May be "Blocked"
u "Bombs" 3d6 NND, 1 hex effect, time delay (4 phases).0 DCV. Ground.
u "Exploding Teleport" Teleport, 10". 
3" ground Flight, useable against others, only towards CYRAX, linked to
	"Energy Net".
6d6 EB, 1 hex effect, Double KB, does no damage (only KB), linked to "Bombs",
	Time Delay (4 phases). 
Combos 17-
Com:0
Disads: DF:Smells like Cheese. Despised the world over. Hunts Sub Zero. 
Thinks like Robot. DF:Looks like Paint War enthusiast who went a little
overboard.

Kabal:
u "Spin Run" 6d6 Entangle, transparent, area effect line. Ground. May
	be "Blocked". Line must be directly adjacent to where Kabal runs.
	Goes away after 2 phases.
u "Ground Saw" 2d6 RKA. 0 DCV. Ground (and target must be on ground as
	well). Indirect, but always comes from behind opponent towards
	Kabal.
u "Fuzz Spark" 10d6 EB. 0 DCV.
10" Ground Flight, linked to "Spin Run".
Combos 17-
Com:-50... Revealing his face is a fatality.
Disads:Really Ugly. Vengeful. Needs Vader like life support.