Jab’s Builds (Rapunzel! Flynn! Mother Gothel! Cassandra!)

Where in all of your character write ups will go.
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HalloweenJack
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Re: Jab's Builds! (Haohmaru! Ukyo! Basara! Nicotine! Gaira!)

Post by HalloweenJack » Wed Aug 08, 2018 10:04 pm

KorokoMystia wrote:
Tue Aug 07, 2018 10:07 pm
And yet there's several characters that make him look normal-sized, like Earthquake and Kusaregedo.
shhh you're ruining my Toho pun!

Jabroniville
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Iroha

Post by Jabroniville » Wed Aug 08, 2018 11:59 pm

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Because Japan.

IROHA
First Appearance:
Samurai Shodown VI (2005)
Game Appearances: Samurai Shodown VI
Home Country: Japan
Weapon: Paired Curved Blades
Role: Miss Fanservice
PL 8 (134)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 8 (+13)
Athletics 10 (+11)
Close Combat (Blades) 1 (+13)
Expertise (Maid) 12 (+13)
Insight 2 (+4)
Perception 4 (+6)
Persuasion 2 (+6, +11 Attractive)
Ranged Combat (Feather) 4 (+10)
Stealth 1 (+6)

Advantages:
Agile Feint, Attractive 2, Equipment 1 (Paired Blades), Grab Finesse, Improved Critical (Spinning Blades), Improved Critical (Thrown Feather), Improved Initiative, Move-By Action, Quick Draw, Ranged Attack 2, Ultimate Maid Skill

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]
"Crane Form" Morph 1 (Feats: Metamorph) [6]

"Special Moves" (All Have Flaws: Requires Signature Weapon)
"Dew Drizzle- Rising Spinning Blades" Strength-Damage +0 (Feats: +2 to Hit Jumping Opponents) (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (4) -- [5]
  • AE: "Pinwheel- Spinning Blades" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (3)
  • AE: "Wind Slash- Thrown Feather" Blast 4 (Reduced Defenses 2) (1)
Equipment:
"Paired Curved Blades" Strength-Damage +2 (Feats: Split, Improved Critical) (4)

Offense:
Unarmed +12 (+1 Damage, DC 16)
Paired Blades +13 (+3 Damage, DC 18)
Spinning Blades +13 (+3 Damage & Affliction, DC 18 & 13)
Feather Toss +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +4, Will +5

Complications:
Responsibilty (Her Master)- Iroha is a supplicant, nubile young made, and eagerly greets her "master" frequently. Because Japan.
Secret (Also a Crane)- The Japanese fairytale The Crane Wife is the inspiration here.
Weakness (Predictability)- Iroha 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: 62 / Skills: 44--22 / Advantages: 13 + 12 / Powers: 12 / Defenses: 13 (134)

-Samurai Shodown had some attractive women in it, but generally was not a "Fanservice" series. In fact, it was arguably the LEAST Fanservicey Fighting Game out there, sporting little in the way of bared flesh, cleavage, upskirt shots or even flirtacious female characters. And THEN... they made IROHA.

-Iroha is based off of the Japanese craze for "Meido"- Maids. The sexualized maid is nothing new to ANY culture (it's women in a submissive, servile position typically employed by wealthy men- you don't really have to come up with a theory as to why some guys find that attractive), but has taken a particularly strong aspect of Japan's somewhat more stoic, sexually-repressive-and-expressive-at-the-same-time culture, where a lot of lonely guys end up visiting places like "Maid Cafes" where girls in these outfits are paid to serve you, talk to you like you're the master of the house, etc. Iroha, for her part, bows to her "master" (the player, naturally) before the fights, and after she wins.

-Naturally, the character, while not fitting into her universe much at all (the maid look is inspired by Europe, which the Japan of this time period hadn't contacted much), proved to be quite impactful with some, to the point where she stars in her own mobile game, Maid by Iroha, and has also appeared in the Queen's Gate series of games. Generally, "dating sims" and stuff like that. You'll see her appear more in sexualized Fan-Art than say, Nakoruru and Charlotte, that's for sure. Probably owing to stuff like her "Super Move" featuring her disrobing behind a screen, revealing the silhouette of her nude body.

-Iroha is a standard "Lightweight Female Character", of which this series has a TON. PL 8 like other "One-Game Wonders", she nonetheless has some really cool curved blades (where the handle kind of goes behind the blade itself), and costs a fair bit, owing to her Crane Morph and agile fighting style.

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Ares
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Re: Iroha

Post by Ares » Thu Aug 09, 2018 12:25 am

Now Jab, I know you enjoy the lax image restrictions I have here, but I don't want any thread here to basically become soft core p-
Jabroniville wrote:
Wed Aug 08, 2018 11:59 pm
Image
. . . . . . *AHEM* I mean, good job, carry on.

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Re: Jab's Builds! (Ukyo! Basara! Nicotine! Gaira! Charlotte! Genjuro!)

Post by Jabroniville » Thu Aug 09, 2018 1:28 am

Pssshhhttt. Obviously, Charlotte is Best Girl. Fight me!

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Ares
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Re: Jab's Builds! (Ukyo! Basara! Nicotine! Gaira! Charlotte! Genjuro!)

Post by Ares » Thu Aug 09, 2018 1:46 am

Dude, why fight? You take Charlotte, I'm cool with Iroha, less competition for either.

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Arkrite
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Re: Iroha

Post by Arkrite » Thu Aug 09, 2018 1:52 am

Jabroniville wrote:
Wed Aug 08, 2018 11:59 pm

Because Japan.
Yay, Japan!

err... I mean... I really feel for this series on the basis of it's deep storytelling and... other stuff it also has. ;~)

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Tam Tam

Post by Jabroniville » Thu Aug 09, 2018 2:35 am

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TAM TAM
First Appearance:
Samurai Shodown I (1993)
Game Appearances: Samurai Shodown I, Samurai Shodown IV-VI
Home Country: The Mayan Empire (Mexico)
Weapon: Scimitar
Role: Tall Guy, Savage Warrior, The One Who's Often Missing
PL 9 (116)
STRENGTH
3 STAMINA 4 AGILITY 2/5
FIGHTING 6/11 DEXTERITY 2
INTELLIGENCE 0/-1 AWARENESS 2/0 PRESENCE 2/0

Skills:
Acrobatics 6 (+8/+11)
Athletics 10 (+13)
Expertise (Mayan Warrior) 4 (+3)
Insight 4 (+2)
Perception 8 (+6)

Advantages:
Equipment 1 (Large Scimitar), Improved Critical (Spinning Blade), Improved Critical (Thrown Skull), Improved Critical (Spinning Foot Attack), Quick Draw, 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]
"Tall Fighter" Reach 1 [1]

"Warrior's Mask" (Flaws: Removable) [12]
Enhanced Agility 3 (6)
Enhanged Fighting 5 (10)
Reduced Intelligence 1 (-2)
Reduced Awareness 2 (-4)
Reduced Presence 2 (-4)
Enhanced Close Combat (Unarmed) 2 (+13), Intimidation 8 (+8) (5)
Enhanced Ranged Attack 4 (4)
-- (15 points)

"Special Moves" (Most Have Flaws: Requires Signature Weapon)
"Paguna Paguna- Spinning Blade" Strength-Damage +0 (Extras: Multiattack 6) (Flaws: Distracting) Linked to Affliction 6 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (8) -- [11]
  • AE: "Thrown Skull" Blast 4 (Reduced Defenses 2, Diminished Range -1) (3)
  • AE: "Spitting Fireball" Blast 4 (Extras: Area- 15ft. Cylinder +1/2) (Reduced Defenses 2, Diminished Range -1) (5)
  • AE: "Paguna Deos- Spinning Foot Attack" Strength-Damage +2 (Inaccurate -1) (1)
Equipment:
"Scimitar" Strength-Damage +3 (Feats: Improved Critical) (4)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Mask & Unarmed +11 (+3 Damage, DC 18)
Scimitar +6 (+6 Damage, DC 21)
Mask & Scimitar +11 (+6 Damage, DC 21)
Spinning Foot Attack +11 (+6 Damage, DC 21)
Multiattack +11 (+6 Damage & Affliction, DC 21 & 16)
Thrown Skull +10 (+4 Ranged Damage, DC 19)
Spitting Fireball +4 Area (+4 Ranged Damage, DC 19)
Initiative +2 (+5 Masked)

Defenses:
Dodge +7 (+10 Masked, DC 17-20), Parry +7 (+12 Masked, DC 17-22), Toughness +4 (+5 D.Roll), Fortitude +6, Will +7 (+5 Masked)

Complications:
Motivation (The Palenke Stone)- Tam Tam searches for his people's missing artifact.
Involuntary Transformation (Paku Paku)- Failing to save his village's OTHER artifact, the Tangiers Stone, from Amakusa, Tam Tam was punished by turning into a chimp.
Weakness (Predictability)- Tam Tam 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: 42 / Skills: 32--16 / Advantages: 9 + 12 / Powers: 25 / Defenses: 12 (116)

-Despite an appearance that I thought was pretty cool (Young Jab played him by far the most out of the cast when renting the SNES version), Tam Tam gets the least amount of love from SNK- they DROPPED HIM from the second and third games! And this is a series that found a place for plain ol' WAN-FU all those times! It's really very odd- he's one of the only members of the Original Cast to skip games, and he's been largely replaced in importance by his sister Cham-Cham, who has more of that "Wacky Catgirl" thing the Japanese love so much.

-Tam Tam represents the Mayan nation, despite this being a bit anachronistic (only by like, a hundred years or so, I SUPPOSE...). He wears a Holy Mask that gives him divine powers, but leaves the super-tall warrior crouched down and moving about sideways like a crab. He's kind and gentle without the Mask, but wearing it makes him a savage, brutal warrior that draws blood by biting his foes.

-In the second game, it's revealed that he was punished for his failure to stop Amakusa from stealing a mystical artifact, and he's turned into his sister's Chimpanzee pet, Paku Paku. Yes, a CHIMPANZEE. For South American characters.

-Apparently the Tam Tam in Samurai Shodown V is a different character, and a priest now wearing the mask in his stead, in order to save the original. The dead original comes back to life when the Mask is placed upon his corpse.

-Tam Tam is a bit hard to figure out, as I typically penalize guys who miss so much of a series, but his raw strength makes it hard to do so in this case- he's a big guy with a HUGE scimitar, and it covers half of the screen at times, making it hard to miss. I think maybe PL 8.5-ish is fair- it makes him strong enough to make four of the six games, but with less capability than the others.

Jabroniville
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Re: Jab's Builds! (Ukyo! Basara! Nicotine! Gaira! Charlotte! Genjuro!)

Post by Jabroniville » Thu Aug 09, 2018 11:20 am

Man, I gotta say- Maya Rudolph is AMAZING on the Big Hero 6 animated series. The show hasn't really impressed me at all (even with the Kim Possible guys working on it), but her work as Aunt Cass is just fantastic. The Iron Chef parody episode starring her was terrific, and her line delivery is PERFECT. When they reveal the insane ingredients (gummy iguanas), her "WHAT?" of disgust was so dead-on that it's an LOL-worthy line. I mean, it's one syllable. That's talent.

Considering I was never a fan of her SNL work, I'm impressed.

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Re: Jab's Builds! (Ukyo! Basara! Nicotine! Gaira! Charlotte! Genjuro!)

Post by Jabroniville » Thu Aug 09, 2018 11:49 am

Here's the full soundtrack for the first Samurai Shodown game, complete with a set-list: https://www.youtube.com/watch?v=XLo7KQ-LNtw


Haohmaru & Ukyo's dual-theme is fantastic. Kyoshiro's is great, too. LOVE the ambiance of Hanzo's "wind-blown field" stage. And then there's Jubei's- the most minimalist stage music ever. Just the occasional musical note or bit of noise.

Gen-An's stage theme is CREEPY AS SHIT, though.

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L-Space
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Re: Jab's Builds! (Ukyo! Basara! Nicotine! Gaira! Charlotte! Genjuro!)

Post by L-Space » Thu Aug 09, 2018 5:02 pm

Tam Tam does have an amazing look, not sure why they gave him a scimitar though. It would have been awesome if they had him using a Macuahuitl (obsidian sword/club).
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Formerly luketheduke86

Jabroniville
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Cham Cham

Post by Jabroniville » Thu Aug 09, 2018 8:07 pm

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CHAM CHAM
First Appearance:
Samurai Shodown II (1994)
Game Appearances: Samurai Shodown II, IV & VI
Home Country: The Mayan Empire (Mexico)
Weapon: Fuzzy Claw-Gloves & Giant Boomerang
Role: Catgirl
PL 8 (116)
STRENGTH
1 STAMINA 2 AGILITY 6
FIGHTING 13 DEXTERITY 2
INTELLIGENCE -1 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 9 (+15)
Athletics 12 (+13)
Close Combat (Claws) 1 (+14)
Expertise (Mayan Warrior) 5 (+4)
Insight 3 (+3)
Perception 6 (+6)
Ranged Combat (Boomerang) 6 (+12)

Advantages:
Agile Feint, Equipment 2 (Claws & Boomerangs), Grab Finesse, Improved Critical (Boomerang), Improved Critical (Paku Paku Moves), Improved Critical (Flying Lure Snag), Improved Initiative, Move-By Action, Quick Draw, 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"
"Flying Lure Snag" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (2) -- [3]
  • AE: "Paku Paku Moves" Blast 5 (Feats: Accurate 2) (Flaws: Source- Monkey) (Reduced Defenses 2, Diminished Range -1) (2)
Equipment:
"Catgirl Claws" Strength-Damage +1 (Feats: Split) (2)
"Boomerang" Blast 4 (Reduced Defenses 1, Diminished Range -1, Takes a Round to Return -1) (4)
"Boomerang Slice" Strength-Damage +2 (2)

Offense:
Unarmed +13 (+1 Damage, DC 16)
Claws +14 (+2 Damage, DC 17)
Boomerang Slice +13 (+3 Damage, DC 18)
Paku Paku Moves +10 (+5 Ranged Damage, DC 20)
Boomerang +12 (+4 Ranged Damage, DC 19)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (The Tangiers Stone)- Cham Cham lost the Stone while playing with her pet monkey, and now desires to get it back.
Relationship (Paku Paku/Tam Tam)- Cham Cham's older brother is actually her beloved monkey playmate.
Weakness (Predictability)- Cham Cham 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: 50 / Skills: 42--21 / Advantages: 14 + 12 / Powers: 4 / Defenses: 15 (116)

PAKU PAKU
Role:
Cute Pet
PL 5 (66)- Minion Rank 4, Sidekick Rank 9
Normal Version:
PL 2-4
STRENGTH 2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 4 (+7)
Athletics 2 (+3)
Expertise (Survival) 5 (+6)
Insight 3 (+4)
Intimidation 11 (+7 Size)
Perception 5 (+6)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Improved Critical (Bite), Improved Hold, Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Simian Anatomy" Enhanced Athletics 4 (+7) (Flaws: Limited to Climbing) [1]
Speed 2 (4 mph) [2]
"Mandrill Teeth" Strength-Damage +1 [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Bite +6 (+3 Damage, DC 18)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +5

Complications:
Disabled (Animal)- Chimps cannot speak to humans.

Total: Abilities: 20 / Skills: 30--15 / Advantages: 7 / Powers: 16 / Defenses: 8 (66)


-... ehhhhhhhhhhhhhhhhhh... can't really get into this one. Cham Cham is the younger sister of Tam Tam, and replaces him in the second game. And she REALLY doesn't fit into the series as a whole- she takes a game full of authentic (and semi-authentic) bladed-weapon fighters, and throws in an Anime Stereotype catgirl with big fuzzy paws and bright green hair. Okay, so there's Gen-An in the first game, but he at least looks weird and is depicted as monstrous and dangerous- Cham Cham looks like she belongs in an entirely different series.

-Fighters Generation, however, asserts that she's one of the first Fighting Game Catgirls ever (and debuted in the same year as Felicia in DarkStalkers), but she looks like a LOT of anime designs from before that. Cham Cham did not prove to be that popular, however, sitting out the very next game in the series (Samurai Shodown III), as well as the fifth game, reappearing only for the final and most recent one. Her importance to the plot is basically zero.

-Cham Cham, as a character that's appeared only sporadically, earns PL 8 status, but has a few options in combat, as she features both Claws and a Boomerang as melee weapons- the latter of which is actually REALLY large. She can also fire out the chimp sidekick as a Blast at times, which is a bit redundant given the Boomerang can ALSO shoot out, but I figure the latter takes a while to come back (on-screen, she actually can move a bit before it reattaches to her sprite), making the Chimp Version a viable option. Otherwise, she's a very typical agile fighter for this franchise, sporting low Physical Abilities but a lot of speed.
Last edited by Jabroniville on Fri Aug 10, 2018 7:33 am, edited 1 time in total.

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Gen-An

Post by Jabroniville » Fri Aug 10, 2018 12:25 am

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GEN-AN (Shiranui Gen-An)
First Appearance:
Samurai Shodown I (1992)
Game Appearances: Samurai Shodown I-II & VI
Home Country: Japan
Weapon: Freddie Krueger Claw
Role: Insane Monster, Demonic Warrior, Family Man, Blanka Rip-Off
PL 8 (111)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Acrobatics 7 (+12)
Athletics 10 (+13)
Expertise (Demons) 8 (+8)
Expertise (Survival) 5 (+4)
Intimidation 9 (+8)
Perception 8 (+7)
Ranged Combat (Poison) 7 (+11)

Advantages:
Daze (Intimidation), Equipment 1 (Clawed Glove), Improved Critical (Poison Cloud), Improved Critical (Rising Beast Roll), Improved Critical (Beast Roll), 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]
"Leaping Attacks" Leaping 1 (15 feet) [1]

"Special Moves" (Most Have Flaws: Requires Signature Weapon)
"Poison Cloud" Blast 4 (Flaws: Reduced Defenses 2) (4) -- [7]
  • AE: "Rising Beast Roll Rip-Off" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (1)
  • AE: "Beast Roll Rip-Off" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Spinning Top Attack" Strength-Damage +2 (Feats: +2 to Hit Opponents Who Parried Last Turn) (Inaccurate -1) (1)
Equipment:
"Clawed Glove" Strength-Damage +2 (Improved Critical) (3)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Clawed Glove +11 (+5 Damage, DC 20)
Special Moves +9 (+7 Damage, DC 22)
Poison Cloud +11 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3 (+4 D.Roll), Fortitude +6, Will +4

Complications:
Motivation (Power & Status)- Gen-An wishes to become known as the "Ruler of All Demons", and wants to kill any powerful demonic force he can find.
Responsibility (The Shiranui Clan)- Gen-An hails from a clan with the blood of demons in them. He views himself as their "King", but is just one of the masses.
Relationship (Azami- Wife)- Gen-An loves his wife dearly, and would give up murdering people for her.
Weakness (Predictability)- Gen-An 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: 40 / Skills: 54--27 / Advantages: 8 + 12 / Powers: 9 / Defenses: 15 (111)

-Fun Fact: Gen-An was the ORIGINAL Samurai Shodown character created, as the developers were working on a "Monster Fighting" side-scrolling Beat 'Em Up game, before they decided that a Samurai-themed fighting game would be much more popular. Gen-An was supposed to be one of the main heroes, since the head guy liked off-beat heroes.
Fun Fact #2: Gen-An Shiranui is said to be the ancestor of the famously-fanservicey Mai "Me Bouncy!" Shiranui from the Fatal Fury games. Seriously.

-Gen-An is a homicidal maniac, hailing from the Shiranui clan, who have the "blood of demons" in them. He is good-natured to some, and just wants the best for his family, but is the mightiest warrior of them all- he heads out to kill Amakusa to prove himself as "The Ruler of All Demons" (he's said to be delusional about this). His stage in the first Shodown game features a cold, grim dungeons filled with a pyramid of skulls and some REALLY eerie minimalistic noises and chanting. Also, his glove switches hands every time he turns around (a problem with Glove Weapons in 2-D Fighting Games).

-Gen-An is said to have been killed by a female ninja during his travels, and misses out on much of the series- he appears only in the first two games, and then the sixth, missing for over TEN YEARS. Though as Samurai Shodown 2 is the last game in the series canonically, he is actually REVIVED in that one- resurrected by Mizuki (the Final Boss) as a minion. There, he fights for a second chance at life, though plans on killing his master any chance he can get. In his ending for that game, he is convinced to return home by his wife.

-As a character that skipped out on half the games in the series, Gen-An only earns PL 8 status. He's quite scary to fight IN the game, though, as he fights like Blanka (a little TOO much like him, really- doing a ton of Spinning Leap Attacks while also being green is questionable, given this came out the year following Street Fighter), leading to a lot of really quick-moving attacks.
Last edited by Jabroniville on Fri Aug 10, 2018 7:34 am, edited 2 times in total.

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Yoshitora Tokugawa

Post by Jabroniville » Fri Aug 10, 2018 3:23 am

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*sniff* it’s so beautifully, stupidly over the top...


YOSHITORA (Tokugawa Yoshitora)
First Appearance:
Samurai Shodown V (2003)
Game Appearances: Samurai Shodown V-VI
Home Country: Japan
Weapon: Seven Goddamned Katanas
Role: Future Shogun
PL 10 (134)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 8 (+13)
Athletics 11 (+14)
Expertise (Politics) 3 (+5)
Insight 4 (+6)
Intimidation 2 (+6)
Perception 4 (+6)
Persuasion 4 (+6)

Advantages:
Benefit (Heir to the Shogunate), Equipment 2 (Numerous Swords), Evasion, Improved Critical (Guard Destroyer), Improved Critical (Mighty Slash), Improved Critical (Uppercut), 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)
"Guard Destroyer" Affliction 6 (Fighting; Vulnerable/Defenseless) (Feats: +2 To Hit Opponents Who Parried Last Turn) (Inaccurate -1) (6) -- [8]
  • AE: "Mighty Sword Slashes" Strength-Damage +2 (Inaccurate -1) (1)
  • "Shirayuri- Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) Inaccurate -1) (1)
"Weapon Catch" Environment Strength (Flaws: Limited to Disarming) [1]

Equipment:
"Swords" Strength-Damage +3 (Improved Critical) (4)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Sword +12 (+6 Damage, DC 20)
Special Moves +10 (+8 Damage, DC 23)
Guard Destroyer +12 (+6 Affliction, DC 21)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +16 (DC 26), Toughness +3 (+4 D.Roll), Fortitude +5, Will +7

Complications:
Resposibility (Heir to Japan)- Yoshitora is to be the next military leader of Japan, but for now, prefers to be on his own.
Weakness (Predictability)- Yoshitora 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: 64 / Skills: 36--18 / Advantages: 11 + 12 / Powers: 10 / Defenses: 19 (134)

-Yoshitora is based off of Tokugawa Ienari (who ruled over a "Roaring Twenties"-like era in Japan, and is the Main Character of the fifth game. Once beaten and spared by Gaoh (the Final Boss), he must now cement his place by beating the villain now that Gaoh has rebelled fully into evil, and wants to annihilate Yoshitora's family. Yoshitora is notable for his EPIC shonen manga hair - some of the best in the series - and of course the RIDICULOUS number of swords he's carrying. Dude is so far over the top he goes from silly to beautiful.

-Yoshitora fights mostly like a PL 9, but has some odd tricks, like a specialty in disarming his foes, and even blocking incoming weapons with HIS HANDS, making him PL 10 Defensively.

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Woodclaw
Posts: 679
Joined: Fri Sep 08, 2017 8:05 pm
Location: Como, Italy

Re: Jab's Builds! (Charlotte! Genjuro! Tam Tam! Cham Cham! Gen-An!)

Post by Woodclaw » Fri Aug 10, 2018 10:27 am

These builds are reminding me why I hated Samurai Showdown back in the day. Okay, to be fair I hated most beat-em up because I sucked at them and my friends always kicked my ass without any mercy.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)

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drkrash
Posts: 170
Joined: Fri Nov 04, 2016 5:23 pm

Re: Jab's Builds! (Charlotte! Genjuro! Tam Tam! Cham Cham! Gen-An!)

Post by drkrash » Fri Aug 10, 2018 1:31 pm

I really like Iroha's character design also...and then I remember she is actually a swan and it gets pretty weird.

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