Jab's Builds! (Moon Knight Builds! Deadzone! Black Spectre! Shadow Knight!)

Where in all of your character write ups will go.
Jabroniville
Posts: 8381
Joined: Fri Nov 04, 2016 8:05 pm

Basara

Post by Jabroniville » Mon Aug 06, 2018 11:53 pm

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BASARA (Kubigiri Basara)
First Appearance:
Samurai Shodown III (1995)
Game Appearances: Samurai Shodown IV-VI
Home Country: Japan
Weapon: Triple-Bladed Kusarigama
Role: Evil Ghost, Crazy Guy
PL 9 (115)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 0 AWARENESS -1 PRESENCE -3

Skills:
Acrobatics 6 (+11)
Athletics 8 (+11)
Intimidation 11 (+8)
Perception 5 (+6)
Ranged Combat (Blasts) 4 (+11)

Advantages:
Equipment 1 (Kusarigama), Improved Critical (Ground Slash), Improved Critical (Friendly Rip), Improved Initiative, Move-By Action, Ranged Attack 4, Startle, Takedown 2

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon, except Teleport)
"Shadow Exit" Teleport 2 (Feats: Change Direction) (Extras: Easy) & +2 to Hit Projectile-Wielding Opponents (8) -- [12]
  • AE: "Friendly Rip" Strength-Damage +2 (Feats: +2 to Hit Opponent Who Parried Last Turn) (Inaccurate -1) (1)
  • AE: "Ground Slash" Strength-Damage +2 (Feats: Reach 2) (Inaccurate -1) (2)
  • AE: "Shadow Stitcher/Soul of the Beast" Blast 5 (Feats: Homing, Ricochet) (Reduced Defenses 2) (3)
  • AE: "Shadow Feint" Affliction 5 (Will; Dazed/Stunned) (Extras: Perception-Ranged +2) (Flaws: Limited Degree) (5)
Equipment:
"Kusarigama" Strength-Damage +3 (Feats: Reach) (4)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Kusarigama +13 (+5 Damage, DC 19)
Special Moves +11 (+7 Damage, DC 22)
Soul of the Beast/Shadow Stitcher +11 (+5 Ranged Damage, DC 20)
Shadow Feint -- (+5 Perception-Ranged Affliction, DC 15)
Initiative +9

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +3 (+4 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (Revenge)- Basara and his bride were slain by the demon Zankuro- Basara's revenant now seeks revenge.
Enemy (Zankuro)
Responsibility (Insane)- Coming back from the dead has turned Basara into a cackling, shaking madman.
Weakness (Predictability)- Basara 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.

Total: Abilities: 44 / Skills: 34--17 / Advantages: 12 + 12 / Powers: 13 / Defenses: 17 (115)

-Another "Crazy Guy" fighter for the Shodown franchise, Basara is definitely more manga-inspired than Gen-An, as he sports Anime Hair, spinning blades, and a toned body. He looks quite similar to Akimasa Omori from Ninja Scroll, and has many of the same powers- another copycat from fiction. Though his design is somewhat simple, the way he's hunched forward, with a "resting animation" that consists of him jittering uncontrollably, really contains a lot of character. Plus one of his winning poses, where he holds his lost love in his arms, then watches her turn into a corpse, then vanish- he screams in psychotic agony.

-Basara is actually a ghost, a yurei who is reborn due to the extreme hatred he harbored befored his death. Both he and his wife were killed by the demon Zankuro (the Final Boss of Samurai Shodown III, which debuted Basara), and he returns from the dead in order to gain revenge. This would ordinarily make him a heroic figure, but the experience has driven him mad, and so this revenant is more disturbing than anything. In the next game in the series, he hunts Amakusa, whom he's learned has brought him back to life. His soul is said to have been captured by Mizuki and finally sealed away.

-Basara is a quick, frenetic fighter, doing less damage but having some erratic, very accurate moves that can be hard to avoid, like looping Blasts and a Teleport (one of the rarest moves in the Shodown series), one of which sends him out with an uppercut, making for a very effect "Projectile Killer", punishing "Fireball Spammers" with an insant-attack from across the screen. This makes him one of the very, very few Fighting Game characters who are maxed out on Dodge.

Jabroniville
Posts: 8381
Joined: Fri Nov 04, 2016 8:05 pm

Nicotine

Post by Jabroniville » Tue Aug 07, 2018 2:54 am

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NICOTINE (Caffeine Nicotine)
First Appearance:
Samurai Shodown II (1994)
Game Appearances: Samurai Shodown II & VI
Home Country: Japan
Weapon: Walking Cane
Role: Old Man Fighter, The Mentor (to Haohmaru)
PL 8 (134)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 5 PRESENCE 4

Skills:
Acrobatics 7 (+12)
Athletics 11 (+12)
Expertise (Survival) 1 (+6)
Expertise (Monk) 10 (+12)
Expertise (History) 6 (+8)
Insight 5 (+10)
Perception 4 (+9)
Ranged Combat (Blasts) 4 (+10)

Advantages:
Agile Feint, Equipment 1 (Cane), Improved Critical (Cane Swirl Cutter), Improved Critical (Cane Bang), Improved Critical (Blast), Improved Critical (Cane), Improved Initiative, Move-By Action, Ranged Attack 4

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Exorcist Charm Slice/Fires of Fecundity- Glowing Bird or Flaming Dog" Blast 4 (Reduced Defenses 2, Diminished Range -1) (4) -- [7]
  • AE: "Choker Chain Cane Bang" Strength-Damage +2 (Feats: +2 to Opponents Who Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Cane Swirl Cutter" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Curse of Crunch" Affliction 6 (Will; Impaired Fighting/Disabled Fighting) (Extras: Ranged) (Flaws: Limited Degree) (Reduced Defenses 2, Inaccurate -1, Diminished Range -1) (1)
Equipment:
"Cane" Strength-Damage +2 (2)

Offense:
Unarmed +13 (+1 Damage, DC 16)
Cane +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Chi Blasts +10 (+4 Ranged Damage, DC 20)
Curse of Crunch +8 (+6 Ranged Affliction, DC 16)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +4, Will +8

Complications:
Enemy (Mizuki)- The Demonic Mizuki is an old enemy who once defeated Nicotine long ago.
Relationship (Haohmaru & Genjuro- Former Students)- Nicotine trained both, but rejected the latter for having a soul that was too dark.
Weakness (Predictability)- Nicotine 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.

Total: Abilities: 68 / Skills: 48--24 / Advantages: 10 + 12 / Powers: 8 / Defenses: 12 (134)

-The oddly-named Nicotine is your everyday, silly "Old Man" fighter... but damn did they do a good job with this one. Making him a Buddhist monk with a lot of interesting trappings and a well-designed weapon, these damn creatures manage to make THE BEST "OLD MAN" CHARACTER EVER, in a genre usually reserved for "well, let's just make him a bearded pervert". Unfortunately, despite the good design, they didn't do much with the character, booting him from the franchise immediately and only bringing him back for the sixth incarnation of the game- his titanic grandson Gaira replaces him in most other games.

-Nicotine is a Buddhist monk who trained both Haohmaru & Genjuro, rejecting the latter because his soul was too dark. Staying at a temple, he was defeated by the demonic Mizuki, who is the boss of Samurai Shodown 2- the villain's return sends him out to fight once more.

-Nicotine fights using the "Agile Fighter" style, as he's very tiny and uses a simple cane to fight- his damage isn't great, but he's very versatile, even sporting an attack that can reverse the opposing player's directional input!

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

Re: Jab's Builds! (Galford! Hanzo! Haohmaru! Ukyo! Basara!

Post by Jabroniville » Tue Aug 07, 2018 9:05 am

So I took the past week and a half without my PC to actually begin reading the Disney Fairies books for the first time- despite my fandom towards the series about three years back, now, I had only really BOUGHT them- I don't do a lot of "sit down and read" stuff anymore if it's not in comics. There's some interesting stuff:

Fairy Dust and the Quest For The Egg:
-The original book in the series is actually quite well-respected. The author of Ella Enchanted and other stuff I've never read, Gail Carson Levine, was given carte blanche to create her own little world for the Fairies, with the only specification that she couldn't use Peter Pan or Captain Hook (she notes in the foreword that "I used them anyway!").

Interestingly, she doesn't default to using Tinker Bell- honestly, Tink doesn't even appear that much. She shows the new Fairy around Pixie Hollow for a short while, then gets stuck guarding the "Mother Dove" character. She seems movie-accurate, though- a bit grouchy and easily-annoyed.

The little "world" Gail creates is solid- she makes sure the Fairies are quite inhuman (saying "I'd fly backwards if I could" instead of "sorry", which is repeated A LOT on Wiki pages for Fairy characters), but doing the whole "Each one is born with a special talent" thing.

The new Fairy and main character, Prilla, is SUCH a "Girl Book Protagonist", though. The whole "She just arrived in town and DOESN'T HAVE ANY FRIENDS" thing is SOOOOOOOOO much like all those other stories you see. The whole "Desire for companionship/a group of friends" thing is so targeted.

It's actually interesting how LITTLE the book resembles what became of the Disney Fairies franchise with the movies. NONE of Tink's friends actually appear in the novel! Only the antagonist, Vidia, appears out of what becomes the "Main Group". The best Animal Fairy is one named Beck, Rani is the most notable Water Fairy, Lily is the named Garden Fairy, etc. Tink in the movies is a more friendly, naive sort, and SHE is the one who is given the "new arrival" push. Queen Clarion is never called "Queen Ree" anywhere in the movies, and notably looks different. Prilla, the MAIN CHARACTER, never appears in any film. The movies keep the "Talents" thing, but Mother Dove (whose eggs keeps everyone in Neverland from aging) never shows up. And notably, the movies are PREQUELS (starting with Tink's "arrival"; we later meet a young Captain Hook), while the book is a SEQUEL (Peter is already there, and Tink is mourning how he ignored her for "The Wendy").

The original novel is fairly dramatic, with a lot of life and death stuff- Fairies DO die from disbelief, but nobody we actually get to meet. There's not much action (the main antagonist is either a hurricane or a dragon that can't even escape its cage). Vidia is INSANELY bitchy and rude, here- not merely smug and manipulative like in the movies. She's outright hostile and vicious, with the book even pointing out that she never learns empathy (she actually PLUCKS Mother Dove- their equivalent of Jesus- and insists that "plucking doesn't hurt THAT much", and when she plucks a golden hawk who causes her to feel its pain, she insists that he made it WORSE than it really was, just to be cruel). Hilariously, her being a "selfish pig" actually saves all of Pixie Hollow, because she was hiding dust right until the end (when everyone else had run out).

Reading some of the follow-up books is a bit odd, because they're not really dramatic at all. About 100 pages each, they detail one Fairy as the main character, usually doing some "Girls Story" thing like "working too hard" or "finding a thing that they lost". When I was expecting a huge Fetch Quest for Vidia and the Fairy Crown (in which Vidia is accused of stealing Queen Ree's crown, mostly because she's a giant bitch and even joked about doing so), I ended up getting a minor "they question a bunch of people, then figure it out". Though there's a great character bit where she considers ACTUALLY stealing the Crown just to spite everyone, but won't, because Prilla, the only Fairy to believe in her innocence, notices her doing so.

Jabroniville
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Gaira

Post by Jabroniville » Tue Aug 07, 2018 12:37 pm

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GAIRA (Caffeine Gaira)
First Appearance:
Samurai Shodown III (1995)
Game Appearances: Samurai Shodown III-VI
Home Country: Japan
Weapon: Giant Prayer Necklace
Role: Big-Guy Fighter
PL 9 (119)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 5 (+8)
Athletics 7 (+12)
Expertise (Religion) 4 (+4)
Intimidation 5 (+8)
Perception 5 (+6)

Advantages:
Equipment 1 (Prayer Beads), Improved Critical (Beads), Improved Critical (Profound Pummel), Improved Critical (Prudence Punch), Improved Critical (Ceiling Slam Grabber), Ranged Attack 2

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Profound Pummel" Strength-Damage +0 (Extras: Multiattack 7) (Flaws: Distracting) Linked to Affliction 7 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (7) -- [11]
  • AE: "Earthquake Assault" Affliction 8 (Athletics; Hindered & Vulnerable/Immobile & Defenseless) (Extras: Extra Condition, Area- 30ft. Burst) (Flaws: Distracting, Limited Degree, Instant Recovery) (2)
  • AE: "Prudence Punch" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Ceiling Slam Grabber" Strength-Damage +2 (Feats: +2 To Opponents Who Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Katsu!" Damage 4 (Feats: Reach 2, Triggered- Touch) (7)
Equipment:
"Giant Prayer Beads" Strength-Damage +2 (Reach) (3)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Prayer Beads +11 (+7 Damage, DC 22)
Prudence Punch +8 (+9 Damage, DC 24)
Special Moves +11 (+7 Damage, DC 22)
Earthquake Assault +8 Area (+8 Affliction, DC 18)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +5 (+6 D.Roll), Fortitude +7, Will +6

Complications:
Relationship (Nicotine)- Gaira's grandfather is Nicotine, a wise Buddhist monk.
Enemy (Zankuro)- Gaira witnessed Zankuro slaughtering an entire village of people, and was terrified. Ashamed of his fear, he now hunts the demon.
Weakness (Predictability)- Gaira 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.

Total: Abilities: 60 / Skills: 26--13 / Advantages: 7 + 12 / Powers: 12 / Defenses: 15 (119)

-Gaira replaces his grandfather Nicotine in the third Samurai Shodown game, but is definitely no "Character Clone"- he's HUGE, the biggest character so far! His weapon is kinda silly, but also sorta fits- they're just prayer beads, but he's SO BIG and the beads are HEAD-SIZED, making this somewhat believable and not-quite-silly as a melee weapon. It gives him an interesting look and style, making him one of the more unique fighters. Unlike Nicotine, Gaira recurred often, appearing in every single game following his debut. Gaira's backstory includes abandoning Nicotine after a huge fight, and witnessing Zankuro slaughtering an entire village. Ashamed of the fear he felt that day, he now searches for the foul villain.

-Gaira is one of the strongest characters in the series, doing +7 damage with his base weapon, and hitting remarkable levels with his Special Moves. He has a Jax Briggs-esque "Ground Pound" move, some grapples, a Multiattack (hitting for +7- one of the most damaging and priciest of the game), and even a Triggered Damage effect.

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L-Space
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Re: Nicotine

Post by L-Space » Tue Aug 07, 2018 4:31 pm

Jabroniville wrote:
Tue Aug 07, 2018 2:54 am
  • AE: "Choker Chain Cane Bang" Strength-Damage +2 (Feats: +2 to Opponents Who Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Cane Swirl Cutter" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Curse of Crunch" Affliction 6 (Will; Impaired Fighting/Disabled Fighting) (Extras: Ranged) (Flaws: Limited Degree) (Reduced Defenses 2, Inaccurate -1, Diminished Range -1) (1)
Um...Well that's an... interesting name... :shock:
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Formerly luketheduke86

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KorokoMystia
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Re: Jab's Builds! (Galford! Hanzo! Haohmaru! Ukyo! Basara!

Post by KorokoMystia » Tue Aug 07, 2018 4:47 pm

At one point I believe it’s revealed that Basara actually went mad and killed his bride, then himself, and blamed Zankuro out of denial/insanity. (And I will get to work on checking the special moves for Andrew, Iroha, and Shiki, but I’ve been away for the past few days.)

Jabroniville
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Ocha-Maro

Post by Jabroniville » Tue Aug 07, 2018 8:34 pm

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OCHA-MARO (Karakuri Ocha-Maro)
First Appearance:
Samurai Shodown VI (2005)
Game Appearances: Samurai Shodown VI
Home Country: Japan
Weapon: Giant... Puppet...
Role: "WTF?" Fighter
PL 8 (120)
STRENGTH
3 STAMINA -- AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+10)
Athletics 7 (+10)
Expertise (Demons) 6 (+6)
Insight 4 (+6)
Intimidation 6 (+8)
Perception 6 (+8)

Advantages:
Close Attack 3, Improved Critical (Freaky Arms), Improved Critical (Buzzsaws), Startle

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Living Puppet"
Immunity 30 (Fortitude Effects) [30]
Protection 5 [5]

"Puppet Theater" Morph 1 [5]
"Buzzsaws" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (5) -- [6]
  • AE: "Freaky Arms" Strength-Damage +2 (Feats: Reach 2) (Inaccurate -1) (3)
Equipment:
"Katana" Strength-Damage +3 (Improved Critical) (4)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Buzzsaws +13 (+3 Damage & Affliction, DC 18 & 13)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +5 (+6 D.Roll), Fortitude --, Will +6

Complications:
Motivation (Fighting Demons)- Ocha-Maro was created to fight demons.
Weakness (Predictability)- Ocha-Maro 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 her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 34 / Skills: 36--18 / Advantages: 6 + 12 / Powers: 41 / Defenses: 9 (120)

-WHAT THE--? Now THIS is a bizarre character. Ocha-Maro is the last of the living puppets created by a magical warrior in order to combat the demons of the world after his death. Her fellows dead, Ocha-Maro now reacts like a freakish, awkward, floppy-armed combatant, reacting like any other Shodown fighter. It's... weird, but kind of creepy and clever for a Fighting Game character, I have to admit. You've NEVER seen a fighter like THIS...

-Ocha-Maro is an actual puppet, and not a guy PILOTING a puppet, meaning this is a way different build than I was anticipating. The fighting style is a bit clever, as Ocha-Maro is a giant, boxy creature with extremely-long (and terribly creepy) arms, "jumps" via a launching mechanism underneath the unit, and more. One of her grabs includes turning into an actual PUPPET THEATER and smacking the opponent with a man-sized puppet before knocking them away... oh, and there's also a glowing buzzsaw inside it. This thing is damn weird.

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HalloweenJack
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Re: Gaira

Post by HalloweenJack » Tue Aug 07, 2018 10:01 pm

Jabroniville wrote:
Tue Aug 07, 2018 12:37 pm
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why he's practically gargantuan....

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KorokoMystia
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Re: Jab's Builds! (Haohmaru! Ukyo! Basara! Nicotine! Gaira!)

Post by KorokoMystia » Tue Aug 07, 2018 10:07 pm

And yet there's several characters that make him look normal-sized, like Earthquake and Kusaregedo.

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Joined: Fri Nov 04, 2016 8:05 pm

Mrs. Jabroniville

Post by Jabroniville » Tue Aug 07, 2018 11:16 pm

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Oh HELL yes.

CHARLOTTE (Charlotte Christine de Colde)
First Appearance:
Samurai Shodown I (1992)
Game Appearances: Samurai Shodown I-II & IV-VI
Home Country: France
Weapon: Rapier
Role: Hot Blonde Chick, Elegant Frenchwoman, Heroic Crossdresser, The Fencer
PL 9 (150)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 8 (+13)
Athletics 11 (+13)
Close Combat (Rapier) 2 (+14)
Deception 6 (+10)
Expertise (Knight) 10 (+12)
Insight 4 (+8)
Perception 5 (+9)
Ranged Combat (Blast) 2 (+12)
Stealth 2 (+7)

Advantages:
Grab Finesse, Improved Critical (Splash Fount), Improved Critical (Power Gradation), Improved Critical (Tri-Slash), Improved Initiative, Quick Draw, Ranged Attack 6, Taunt

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (Flaws: Most Have Source- Chosen Weapon)
"Splash Fount" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6) -- [9]
  • AE: "Power Gradation" Strength-Damage +2 (Feats: Accurate, +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Rien Lancer- Backwards Sliding Toss" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (1)
  • AE: "Tri-Slash" Blast 4 (Reduced Defenses 2) (1)
Equipment:
"Rapier" Strength-Damage +2 (Feats: Improved Critical) (3)
"Breastplate" Protection 1 (1)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Rapier +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Rien Lancer +14 (+4 Damage, DC 19)
Tri-Slash +12 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +2 (+3 Breastplate, +4 D.Roll), Fortitude +4, Will +7

Complications:
Responsibility (France)- Charlotte is an important Palace Guard and Versailles, and heads to Japan in order to defend against potential threats to her country.
Weakness (Predictability)- Charlotte 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 her Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 66 / Skills: 50--25 / Advantages: 13 + 12 / Powers: 10 / Defenses: 14 (150)

-Oh god damn, Charlotte is EPIC. Absolutely one of the top-tier Video Game Babes of all time to me, and extremely underrated. And she's underrated largely because she's wearing tons of armor. But DAMN- that haughty demeanor! Her incredible style! The elegance! Those BOOTS! Don't ask me to explain why I think "Chicks in Armor" are hotter than "Chicks Who Do Martial Arts in Bikinis", but there you have it. While almost every Fighting Game in the world has a Blonde Sexpot in it, absolutely NONE of them match her for sheer style. You can keep all your thong-wearing, bikini clad Fanservice Fighters. Gimme a tall, strong woman in ARMOR and HIGH HEELS and I'm happy.

-Charlotte's design is actually taken from that of Oscar Francois de Jarjayes from the incredibly-popular manga The Rose of Versailles... which has about zero impact in North America, both preceding any Anime Craze the West had, and being a genre that is largely ignored by Western audiences- "Shoujo" romance. Rose was originally about Marie Antoinette, but was converted into being about the crossdressing knight Oscar (born a woman, but raised as a man), who eventually helps lead the French Revolution. Charlotte is also based partially on the tale of the Chevalier d'Eon, who lived as a man for 49 years (under suspicion of being female- he was known for being effeminate in appearance and demeanor), then lived as a woman for another thirty-three- an autopsy revealed a male's organs, but they confessed to seeing feminine characteristics as well.

-As a character, Charlotte is pretty simple- she comes from France, as the head of the guards at Versailles! Naturally, she does so while disguised as a man- a super-popular trope throughout much of fiction (and direct reference to The Rose of Versailles). She's in Japan to stop evil, having forboding about what's going on. She's mentioned as being in love with Haohmaru, which is a bit odd, but I guess both are extreme egomaniacs, so it fits. I wonder if there's some sort of cultural thing at work here, as both blonde characters from the first game end up falling for the very-Asian Haohmaru & Nakoruru in the series.

-Charlotte was an "instant classic", as Fighters Generation said, and appeared in every 2-D Shodown game save the third, which skipped out on a handful of originals. She has one of those designs that works in any era, and with any level of graphical power, despite having some incongruous elements (notably the large breastplate and shoulder pads on a slender woman's build).

-Charlotte's fighting style was incredibly cool and easy to use, featuring a Blast (featuring a really need "draws a triangle in the air and then shoots it out" attack sequence), an Anti-Air move, and a Multiattack that crosses the screen. Like Street Fighter's Guile, she never gets her move-set added to, as it came out so fully-formed. An easily-abusable throw became an actual Special Move later, however- like her, it's stylish as hell, being a sliding move that throws the enemy behind her.
Last edited by Jabroniville on Thu Aug 09, 2018 8:26 pm, edited 1 time in total.

Jabroniville
Posts: 8381
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Shizumaru

Post by Jabroniville » Wed Aug 08, 2018 3:22 am

Image

SHIZUMARU (Hisame Shizumaru)
First Appearance:
Samurai Shodown III (1995)
Game Appearances: Samurai Shodown III-VI
Home Country: Japan
Weapon: Short Sword & Umbrella
Role: Young Boy, Odd-Weapon Fighter (Umbrella), Mysterious Past Guy
PL 9 (123)
STRENGTH
1 STAMINA 2 AGILITY 6
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 11 (+12)
Close Combat (Sword & Umbrella) 2 (+15)
Expertise (Survival) 6 (+8)
Insight 3 (+5)
Perception 4 (+6)
Ranged Combat (Umbrella Attacks) 8 (+12)

Advantages:
Agile Feint, Equipment 2 (Weapons- Umbrella, Short Sword), Evasion, Improved Critical (Crosscurrent Slicer), Improved Critical (Downpour Thrust), Improved Critical (Windshear Slice), Improved Initiative, Move-By Action, Ranged Attack 2

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Scarlet Sword Windshear Slice- Spinning Umbrella" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (2) -- [6]
  • AE: "Scarlet Sword Crosscurrent Slicer- Sword Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (1)
  • AE: "Scarlet Sword Mist Blast- Umbrella Toss" Blast 4 (Feats: Ricochet, Homing) (Flaws: Reduced Defenses 2) (Diminished Range -1) (1)
  • AE: "Scarlet Sword Downpour Thrust" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Scarlet Sword Hailfire" Deflect 5 (Extras: Reflect) (Reduced Defenses 2) (2)
Equipment:
"Short Sword" Strength-Damage +2 (Improved Critical) (3)
"Umbrella" Strength-Damage +2, Dodge & Parry +1 (4)

Offense:
Unarmed +13 (+1 Damage, DC 16)
Short Sword/Umbrella +15 (+3 Damage, DC 18)
Special Moves +13 (+5 Damage, DC 20)
Mist Blast +12 (+4 Ranged Damage, DC 20)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +2 (+3 D.Roll), Fortitude +4, Will +8
"With Umbrella" Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +2 (+3 D.Roll), Fortitude +4, Will +8

Complications:
Enemy (Demons)- Shizumaru is obsessed with hunting down demons wherever he goes.
Responsibility (Demon Within Himself)- The fury within himself is something that Shizumaru recognizes as negative as well- he eventually seeks to make peace with his past.
Responsibility (Japanese Politeness)- Shizumaru is a polite young boy, always saying "gomen nasai" after defeating his foes.
Relationship (Haohmaru)- Haohmaru took Shizumaru in and taught him the way of the blade at a young age; the two are close friends.
Enemy (Zankuro)- The demonic Zankuro slaughtered many people, and is the fearsome image Shizumaru sees as his only memory. Zankuro is Shizumaru's father, but has been driven insane by his quest for ultimate power.
Weakness (Predictability)- Shizumaru 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.

Total: Abilities: 58 / Skills: 42--21 / Advantages: 10 + 12 / Powers: 7 / Defenses: 15 (123)

-Hisame is said to be based off of Kurama from the Shonen anime Yu Yu Hakusho, and is one of those "Young Boy" characters. Wielding an umbrella and possessing no memory of his past, he is actually the central character of Samurai Shodown III. He lives and survives alone, as everyone fears him as a "Demon Child"- eventually, he goes out and searches for the demonic image that appears as his only memory. He kills Zankuro (actually his birth father, who himself was possessed), but discovers the demon is within himself, and finally deals with his own personal demons.

-He shows up in the other games, eventually losing a woman under his protection to the demon Kusaregedo- this leaves him paranoid of "demons" wherever he goes. His personality is actually gentle and polite, with his demonic side being somewhat well-hidden unless it's a violent situation. This makes him quite a bit different than the "Tough Guys" usually seen in the genre.

-Shizumaru is a "Small Fighter" archetype, but as the "Main Hero" of his own game and a recurring character, he's actually a bit more devastating than some. He's a great "Poker" character, and can keep people on the defensive with Multiattack (a good Anti-Air, as it spins AROUND him, more like Blanka's "Electricity" than an uppercut), Anti-Air, dashing, projectiles and even REFLECT-based moves! Unfortunately, he has poor range (he's small AND wields some of the shorter weapons), but overall he's a tricky one.

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Woodclaw
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Re: Mrs. Jabroniville

Post by Woodclaw » Wed Aug 08, 2018 7:59 am

Jabroniville wrote:
Tue Aug 07, 2018 11:16 pm
-Charlotte's design is actually taken from that of Oscar Francois de Jarjayes from the incredibly-popular manga The Rose of Versailles... which has about zero impact in North America, both preceding any Anime Craze the West had, and being a genre that is largely ignored by Western audiences- "Shoujo" romance. Rose was originally about Marie Antoinette, but was converted into being about the crossdressing knight Oscar (born a woman, but raised as a man), who eventually helps lead the French Revolution. Charlotte is also based partially on the tale of the Chevalier d'Eon, who lived as a man for 49 years (under suspicion of being female- he was known for being effeminate in appearance and demeanor), then lived as a woman for another thirty-three- an autopsy revealed a male's organs, but they confessed to seeing feminine characteristics as well.
Funny that you mention it. In Italy The Rose of Versailles (which could also be The Roses of Versailles, thank you very much Japanese language) was a huge thing for the '80s kid such as myself. In fact it was so prominent that almost every guy I knew when I went to the arcade called Charlotte "Oscar" or some variation.
The big trick was the animated versio was huge on the historical background, which allowed it to somehow slip past the censorship radar.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Joined: Fri Nov 04, 2016 8:05 pm

Re: Mrs. Jabroniville

Post by Jabroniville » Wed Aug 08, 2018 8:12 am

Woodclaw wrote:
Wed Aug 08, 2018 7:59 am
Jabroniville wrote:
Tue Aug 07, 2018 11:16 pm
-Charlotte's design is actually taken from that of Oscar Francois de Jarjayes from the incredibly-popular manga The Rose of Versailles... which has about zero impact in North America, both preceding any Anime Craze the West had, and being a genre that is largely ignored by Western audiences- "Shoujo" romance. Rose was originally about Marie Antoinette, but was converted into being about the crossdressing knight Oscar (born a woman, but raised as a man), who eventually helps lead the French Revolution. Charlotte is also based partially on the tale of the Chevalier d'Eon, who lived as a man for 49 years (under suspicion of being female- he was known for being effeminate in appearance and demeanor), then lived as a woman for another thirty-three- an autopsy revealed a male's organs, but they confessed to seeing feminine characteristics as well.
Funny that you mention it. In Italy The Rose of Versailles (which could also be The Roses of Versailles, thank you very much Japanese language) was a huge thing for the '80s kid such as myself. In fact it was so prominent that almost every guy I knew when I went to the arcade called Charlotte "Oscar" or some variation.
The big trick was the animated versio was huge on the historical background, which allowed it to somehow slip past the censorship radar.
Cool! I was wondering if you'd had some experience with it- I've only read up on the thing from TV Tropes, which indicated big fandoms in Italy and France, where it was most-translated.

Alas, I saw little evidence of it in Japan- Kyoto's "Manga Museum" focused more on The Princess Knight for the old-timey girls stuff.

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Woodclaw
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Re: Mrs. Jabroniville

Post by Woodclaw » Wed Aug 08, 2018 9:34 am

Jabroniville wrote:
Wed Aug 08, 2018 8:12 am
Woodclaw wrote:
Wed Aug 08, 2018 7:59 am
Jabroniville wrote:
Tue Aug 07, 2018 11:16 pm
-Charlotte's design is actually taken from that of Oscar Francois de Jarjayes from the incredibly-popular manga The Rose of Versailles... which has about zero impact in North America, both preceding any Anime Craze the West had, and being a genre that is largely ignored by Western audiences- "Shoujo" romance. Rose was originally about Marie Antoinette, but was converted into being about the crossdressing knight Oscar (born a woman, but raised as a man), who eventually helps lead the French Revolution. Charlotte is also based partially on the tale of the Chevalier d'Eon, who lived as a man for 49 years (under suspicion of being female- he was known for being effeminate in appearance and demeanor), then lived as a woman for another thirty-three- an autopsy revealed a male's organs, but they confessed to seeing feminine characteristics as well.
Funny that you mention it. In Italy The Rose of Versailles (which could also be The Roses of Versailles, thank you very much Japanese language) was a huge thing for the '80s kid such as myself. In fact it was so prominent that almost every guy I knew when I went to the arcade called Charlotte "Oscar" or some variation.
The big trick was the animated versio was huge on the historical background, which allowed it to somehow slip past the censorship radar.
Cool! I was wondering if you'd had some experience with it- I've only read up on the thing from TV Tropes, which indicated big fandoms in Italy and France, where it was most-translated.

Alas, I saw little evidence of it in Japan- Kyoto's "Manga Museum" focused more on The Princess Knight for the old-timey girls stuff.
Well, it was my sister favorite cartoon (next to She-Ra) while we were growing up, so... yeah.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Jabroniville
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Genjuro

Post by Jabroniville » Wed Aug 08, 2018 8:24 pm

ImageImageImageImage

"You're boring. Die."

GENJURO (Kibagami Genjuro)
First Appearance:
Samurai Shodown II (1993)
Game Appearances: Samurai Shodown II-VI, Samurai Shodown 64 & Warrior's Rage, Capcom (vs) Capcom Chaos, Neo-Geo Battle Coliseum
Home Country: Japan
Weapon: Katana
Role: The Rival (to Haohmaru), Evil Warrior
PL 10 (132)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 9 (+12)
Close Combat (Sword) 3 (+14)
Deception 5 (+7)
Expertise (Assassin) 8 (+8)
Insight 5 (+6)
Intimidation 6 (+12)
Perception 7 (+8)
Ranged Combat (Chi Hanafuda Cards) 8 (+12)

Advantages:
Assessment, Daze (Intimidation), Equipment 1 (Katana), Improved Critical (Lightning Wings), Improved Critical (Triple Death Hack), Improved Critical (Cherry Blossom Slice), Ranged Attack 2, Startle

Samurai Shodown Fighting Style: Accurate Attack (Light Attack), All-Out Attack, Defensive Roll, Extraordinary Effort (Super Move), Fast Grab (Grab), Improved Critical (Chosen Weapon), Improved Defense, Improved Disarm, Improved Hold, Improved Trip (Throw), Power Attack (Heavy Attack), Withstand Damage (Block)

Powers:
"Shodown Fighter" Features 1: Adds Weapon Damage to Special Moves [1]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Cherry Blossom Slice" Blast 4 (Feats: Accurate, Homing) (Flaws: Reduced Defenses 2) (2) -- [5]
  • AE: "Lightning Wings- Vertical Slash" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (1)
  • AE: "Triple Death Hack" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Triple Death Hack" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Death of One-Hundred Demons" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (1)
Equipment:
"Katana" Strength-Damage +3 (Improved Critical) (4)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Katana +14 (+6 Damage, DC 21)
Special Moves +12 (+8 Damage, DC 23)
Cherry Blossom Slice +14 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +4 (+5 D.Roll), Fortitude +6, Will +7

Complications:
Enemy (Haohmaru)- Genjuro despises Haohmaru, and wishes to kill him.
Weakness (Predictability)- Genjuro 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.

Total: Abilities: 56 / Skills: 58--29 / Advantages: 9 + 12 / Powers: 6 / Defenses: 20 (132)

-Mother of GOD this guy looks like a bad-ass. Evil-haired, evil-muscled and just plain INCREDIBILY STYLISH, Genjuro looks like he would annihilate people left and right, despite what is a pretty "basic" design overall. Genjuro was created for the first sequel as a new rival to Haohmaru, effortlessly becoming one of the most popular names in the series, and being a big part of what made Samurai Shodown II so popular. Even his BACKSTORY is bad-ass, as he was a whoreson who was shamed by his mother's job, and killed one of her johns, then killed her when she tried to fight him over it.

-Genjuro once trained with Haohmaru, but their sensei, Nicotine, kicked him out after recognizing the darkness in his soul. He nearly killed Haohmaru in a duel, and appears to hold no feelings for his victims. Now, he lives as a killer for hire, hunting down Haohmaru. In his debut, he was allied with the demonic Mizuki towards this end, but soon turned on her. But really, he's all about that incredible design- the long ponytail marks him as someone with style, and that GIANT FRIGGIN' SCAR means that he's a man who can take any kind of punishment and keep going, either through mania or perseverance. It's a simple design, but an effective one- Character Design experts talk about stuff like this, using "little things" to keep guys distinctive, which works way better than overly-busy outfits and hairystyles.

-Genjuro also uses a lot of card-themed moves, based off of the "Hanafuda" card game. This could have looked incredibly wussy, but is yet another stylish aspect of the character, as he creates these cards in mid-air, then slashes them forward with a swipe of his blade. He is a close comparison to Haohmaru, sporting many of the same styles of moves (an Uppercut & a Blast), but sports a few off-kilter things, like a triple-slash ("Triple Death Hack") and a move where he swipes with his sword, creating a time-delayed Hanafuda Card that does damage if the opponent's in the same spot.

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